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13th Age in Glorantha, Chapter 1 Summary

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13th Age in Glorantha will contain around twelve chapters. That’s too much to summarize in a single blog post, so this tour of the work-in-progress book starts with the first chapter: Initiations
As an opening chapter, Initiations introduces newcomers to Glorantha while unveiling several mechanics we’re creating to handle new styles of 13th Age adventures.
As part of Initiations, you’ll find. . . . .
. . . .a short introduction to Glorantha and its gods and runes. Runes aren't like the temporary magic items in the 13th Age core rulebook. Gloranthan runes are symbols that hold true cosmic power. They're the building blocks of reality, and sometimes also the weapons that can destroy pieces of reality you don't like. For example, the war god Humakt is the original wielder of the Death rune. . . and it’s shaped like a sword! Humakt is also the sworn enemy of things that break the laws of death, namely the undead. Humakt’s runes are Death and Truth, but he’s not the only god associated with these runes. Thanks to stretch goals, our book will also include the crazy-berserk troll god of Death and war, Zorak Zoran, who is the dishonorable opposite of Humakt who even offers necromancer-style secrets of creating undead! 


The Initiation’s chapter’s short overview of the world’s mythology has links pointing to all the other full myths that will be appearing later in the book. It will be what newcomers need as an introduction to the world, enough to get them rolling through the myths and dangerous locations later in the book. For those who want more, there will be more information in the Glorantha Source Book that’s also being created as part of the Kickstarter. 
. . . .the basics of the cosmological battle against Chaos, as well as notes on our game’s default setting, a catastrophic moment of Unraveling when Time’s web breaks and Chaos crashes in. The purpose of setting our action during a Chaos-eruption is that newcomers to Glorantha can feel free to play in the world without feeling like they need to understand all its previous details. Long-time fans of Glorantha can do as they like, newcomers can operate in the less-structured setting of the Unraveling.   
. . . . introduction of the system that’s taking the place of the icon relationships in the core 13th Age rulebook. The system appears to have two parts, worship and rune affiliation. Although the system is phrased as ‘worship’ in Glorantha it could easily be used in 13th Age games played in the Dragon Empire or any campaign world with icons. I’m excited about this revision of our freeform storytelling mechanics. We’ve started over, searching for what we most want to use for Glorantha-style games instead of just translating our existing mechanics.
. . . . an introduction to the way we’re handling playable myths. Take a Gloranthan myth, like the story of The Suitors, in which various gods seek to impress Ernalda. Tell the myth, paragraph by paragraph, in standard mythic prose. Wherever the myth demands, write-up a station of the heroquest that a worshipper (and friends) would experience when they cross to the Godtime and adventure within that myth. Myth stations end up something like rooms in a dungeon. What kind of dungeon? Not the logical real-world type! The mythic anything-can-happen & there’s always a heroquest surprise type of dungeon! The type of dungeon where Chaos is actively corrupting pieces of the myth you used to be able to count on, so that one of the suitors for Ernalda’s hand turns out to be an albino demon-Broo wielding a dragon-sword stolen from a heroquest the player characters fumbled earlier in their careers! On the bright side, death while you are heroquesting isn’t necessarily fatal, like death in the actual world—it just creates dangerous obligations, surprising weaknesses, or the type of plot complication/campaign loss that epics get built around . . . if you survive!
It’s worth mentioning that 13G campaigns will generally alternate between adventures taking place on the map and adventures played out in the Godtime of heroquesting. In a sense, the GM is encouraged to set up the war against Chaos (or the Lunars, or whoever the current enemies are) as a two-front battle, fought both in the mortal world and in the Godtime.
It’s also worth noting that low level player characters don’t delve all the way into the deep Godtime when they heroquest. They’re more likely to go on local heroquests, trying to chase the undead out of a particular set of valleys via magic (instead of hunting every last one down in person!), or restoring a desecrated shrine to the ancestors by returning to the moment the clan hero created the shrine, or recovering a specific war banner from a long-lost hill fort. Many of these low level heroquests will show up in the geography chapter that appears toward the end of the book.
At champion and epic tier, the heroes become more likely to survive serious myth-crawling, quests that intersect with the stories of the gods themselves instead the god’s children or followers. We’ll start seeing some of those serious cosmological myths when we get into the second chapter: Orlanth is Storm King.

Note the elf bow

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While I've been wrapped up in the 13th Age in Glorantha Kickstarter, there's been a whole lot of gaming bursting out of other pocket universes, including a second edition I've been wanting for years. I'll let a picture set the scene. The photo below is an artifact from my year at Chaosium, 1996-97, an artifact I'd forgotten about until a couple weeks ago.



That's page 52 from the Glorantha book called Elder Races, part of the Elder Secrets box set published by Avalon Hill. I hated the art in that book. Hated it so bad. Hated it so much that I couldn't bear to look at it. And hey: I didn't have to! Chaosium had a photocopier. I had a copy of Feng Shui. Voila! The page that's captioned "A green elf chieftain. Note the elf bow" looked a lot better when I photocopied Jeff Miracola's rendering of The Killer archetype from Feng Shui and pasted it on top of the original 'elf.'

I'd never resurfaced a book before and I've never done it since. This copy of Elder Races features rescue-guest illustrations from Seventh Sea, Pendragon, and Surviving On the Edge.

Of all these books, the one that's still with me is Feng Shui. And *right* *now*, Robin Laws and his dragon-band of sidekicks and sorcerers are running the Feng Shui 2Kickstarter. Robin has updated the rules splendidly. The Kickstarter campaign is worthy. And a lot of the art looks good enough to color photocopy for personal use and paste over art you just can't bear to see one more time.


Talk Write Talk Write

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Idle Red Hands

I'm not sure I've had a more satisfying interview than the podcast episode that Jeff Richard and I recorded with the Idle Red Hands crew last week! Jeff and I wove between Glorantha, 13th Age, and 13th Age in Glorantha. We covered the basics and then we dipped into a few surprises, including Jeff's account of the books we'd like to publish for 13th Age in Glorantha after the Kickstarter and my discussion of how it's going to be possible for some players to play a super-powerful Mistress Race Gloranthan troll! (Hint: It involves eating your lower-level character.) 

obskures.de
Meanwhile in the written digital word, Jeff and Jonathan and I answered some questions for Obskures. Jeff and Jonathan explained why Glorantha is good for thinking and good for gaming, while I talked a bit about the standard campaign dynamic of 13th Age in Glorantha


If you missed it, there was also a fun Iconic podcast with me and ASH LAW about 13th Age in Glorantha just before the Kickstarter began. This was the moment that it became clear to me that ducks were going to force their way into the book. I'd been slightly resistant, but slight resistance wasn't going to suffice, and the ducks have already joined us in style via a stretch goal named Feathered Fury


Speaking of stretch goals, we added three new goals over the weekend, floating the potential for a Chaos cult, an adventure, and long overdue playable mechanics for the bizarre secret societies that eventually came together to form a magician's army called the Sartar Magical Union. In our game, they will be a source of new talents, powers, and spells for most of the 13th Age player character classes. 

Jonathan Calls on the Gods

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My 13th Age collaborator Jonathan Tweet occasionally uses this space to write a guest blog on a gaming topic. Today he's introducing the gods of Glorantha to 13th Age players. He opens with a truth that I would have punctuated with an exclamation point! 

The gods of Glorantha inspired the icons of 13th AgeRob and I both value the way Gloranthan gods helped player-characters connect to the game world, and that’s basically where the icons came from.

With 13th Age in Glorantha,you’ll be able to see how these gods fulfill a function similar to that of the icons. The thing I like about Glorantha’s gods is that they have personal histories and particular personalities. Gods in game worlds can sometimes be generic and abstract, and in fact the icons of 13th Age are intentionally generic as well. The gods of Glorantha, however, are something different. They have detailed histories and complicated relationships to each other, creating a rich pantheon for gamers to explore. This post highlights some of the gods and shows why Rob and I think they’re so cool.


The Storm King, Orlanth
Orlanth is a mighty god, a destroyer and a builder, a rebel and a leader. His bywords are freedom and action, so he’s perfect as an adventurer’s deity. In the mythic past, Orlanth used Death to kill the Sun Emperor, plunging the world into darkness. Later, he led a party of “Lightbringer” gods into the Underworld to save the Sun and bring hope back to the world. Orlanth’s people are now often depicted as bronze-skinned warriors, I think of them as having a “Germanic barbarian” feel, given that they live in clans with chiefs, jarls, and thanes. In our default time period, the Orlanthi people have thrown off their conquerors from a more advanced civilization, the Lunar Empire. The Orlanthi, the Lunars, and everyone else with a bone to pick are getting ready for conclusive battles that will settle scores once and for all.




The Earth Queen, Ernalda
She is the Great Goddess, the power that reunited the world after it had been nearly destroyed by Chaos. She was once the wife of the Sun Emperor, but Orlanth killed him and demonstrated to Ernalda that he alone was worthy of her. Ernalda binds everything together. Without her, society could not exist, or even the world itself. She was originally an Earth goddess and still has many Earth-related aspects and allies. In times of trouble, Ernalda offers surprising powers, and when you’re playing 13thAge you know it’s going to be a time of troubles. 

Death’s Champion, Humakt
This dire god was the first to bring Death into the world, and he rules the Death rune. Although born a storm god and brother to Orlanth, he has cut his kinship ties to Orlanth and shed his connection to the winds. Now he is the pitiless god of battle and death. His devotees are fearless warriors with a special hatred of the undead. Truth and oaths are also part of Humakt’s purview, and his devotees follow strict codes of honor and justice. In their mind, the best defense is killing everyone who stands in their way. 

The Storm Bull, Urox
This horn-headed brother of Orlanth loves violence and hates Chaos. During the Great Darkness, he faced down and defeated Wakboth, a supreme incarnation of Chaos. Today, his followers are unruly berserks, tolerated by polite society because they are so good at finding and destroying Chaos monsters. Certain players love that sort of character, and maybe there’s one at your table. Urox’s most devoted followers undertake a heroquest that, if they’re successful, grants them horns that actually sprout from their heads. 

The Dark Power, Kyger Litor
She is the chief deity of the trolls. The trolls of Glorantha are both more human-like and more alien than the default trolls that d20-rolling adventurers have been hacking and burning since 1974. Like humans, trolls have a sophisticated culture, with their own myths, gods and mores. These trolls, however, are different. They are scary darkness creatures who will eat people if they can, but they are also devoted enemies of Chaos. Females are bigger than males, and they rule troll society. Due to an ancient curse, most troll births produce stunted dimwits, called trollkin and relegated to second-class status. Or maybe fifth-class status, since they sometimes get devoured. The domesticated animals in troll society are monstrous bugs of various sorts. Over the vast population of trolls rules Kyger Litor. She owns the Darkness rune and provides darkness magic to her worshippers. 

The Red Moon, Sedenya
Orlanth’s great foe is a new goddess, the Red Moon. Unlike the old gods who existed before Time, Sedenya can abide Chaos and even direct it toward positive ends (they say). Her son, the Red Emperor, rules the Lunar Empire, which is at war with the Orlanthi people. If you listen to the Lunars, they will tell you that they have a superior, sophisticated culture capable of reconciling dichotomies and even making peace with Chaos. Barbarians would do well to be reasonable and adopt Lunar beliefs and practices, they say. If the barbarians aren’t prepared to concede, the Lunars are willing to force the issue. The Lunars have already subverted many other cultures, following their goddess’s motto that “We Are All Us.” The Red Moon makes an excellent villain in a campaign, since she is both attractive and deadly. Her followers have excellent military organization, powerful schools of magic, and a religion that’s adept at taking over local beliefs. If that doesn’t work, the Lunars call on the Crimson Bat, a monstrous creature of Chaos [[rh: already added to the 13th Age in Glorantha book as a stretch goal]] that requires human sacrifices to live and that drives its enemies insane. As the Red Moon, the goddess Sedenya literally hangs high above her empire, day and night. From there, she sees her empire spread century by century.


If none of these gods prove to be your favorite, there are others. Babeester Gor is the avenging daughter who like to chop off pieces of her enemies with her mighty ax. The warrior god Elmal once served the Sun but left his court to join Orlanth, and now he is Orlanth’s loyal thane. Orlanth’s warrior daughter Vinga inspires adventurers, especially women, to undertake daring quests. The world of Glorantha is filled with gods from the cosmic to the local, and there are bound to be options that appeal to the various sorts of gamers you have at your table. Rob and I had our eyes opened when we first encountered Gloranthan gods decades ago. We’re both really excited to share more of what we love with the 13th Age crowd. When 13th Age in Glorantha debuts, you’ll see why. 

--Jonathan Tweet, October 2, 2014

The Sword Vale Death Quest

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I’m writing up some examples of what 13th Age in Glorantha will feel like in play. Terms and mechanical elements are subject to change.
This first example has a key player character devoted to Humakt. Let’s name her Alana. Before we get into Alana’s One Unique Thing, a couple words about Humakt, the Sword God. Although he’s part of Orlanth’s ring, he is no longer Orlanth’s brother, having severed their kinship, probably as a consequence of Orlanth’s theft/misuse of Death in the Godtime.
But Alana is a female Sword of Humakt whose One Unique Thing is that alone of all Orlanthi, she is still kin to Humakt! What’s not clear yet in the campaign is whether Alana is technically Humakt’s impossible daughter/grand-daughter, or if she is somehow part of a Storm Clan that didn’t get severed from Humakt when he cut his kinship ties with the Storm Tribe in the Godtime. That’s the type of detail that’s better left to be determined by the events of the campaign. (Glorantha note: Alana’s player might have been inspired by rumors of Arkat being Humakt’s son, or she might have cut her way to this story as soon she learned that Humakt had cut himself away from kin.)

The setting, the enemy plot:In a valley named Sword Vale, sacred to Humakt, the Lunars are attempting to engineer a local heroquest that slays both Orlanth and Ernalda. The central myths, in which Orlanth and Ernalda quarrel with Humakt, are too minor to deal serious metaphysical damage to these supreme deities, but even a localized dead zone would be a terrible precedent. Perverse heroquesting of this sort might show the Lunars how to turn Humakt’s power against his allies.
The mechanics behind the story:The party’s Humakti, Alana, learns of the Lunar quest via rolling a 5 on her worship die this season. To be more precise, from the GM’s perspective, the Lunar quest wasn’t even happening until the Humakti rolled a 5 with a worship die. The worship die has generated an obligation and the GM invents the specific details of the Lunar plot to match Alana’s 5. 
Failure to act is failure indeed:The consequences of not even attempting to fulfill an obligation to your god are worse than failing when you try. If the PCs confront the enemy questers and fail, they may suffer damage and magical consequences, but they’ll have whittled down the rune-control consequences of the Lunar heroquest and the Lunars will be weaker than they would have been without the fight.
If Alana and the rest of the PCs simply ignore the Sword Vale problem, the Lunars will undertake the heroquest unopposed, allowing initiates of the Lunar war god Yanafal Tarnils (originally a perverted Humakti himself, according to some) to corrupt the Humakt myth into a Lunar tool. Alana will take a personal campaign loss, probably something that strikes at her core, given that her One Unique Thing is all about unexpected kinship with Humakt. In addition, Sword Vale becomes a new Lunar stronghold, a constant thorn that defies all of Orlanth’s, Ernalda’s, and Humakt’s powers and will have to be dealt with in the end by PCs who follow other gods.

The true action: So of course Alana and the PCs respond to Humakt’s warning. After fighting (or sneaking?) their way into Sword Vale, the PCs have to choose between
  • retaking the heavily guarded central Humakt shrine in order to charge directly into the Lunar heroquest (cue big fight scene), OR
  • performing a different Humakt quest in a different holy spot in the valley (that might or might not lead to direct confrontation, depending on their level of success it might get them into the Lunar myth or it might just partially re-establish Humakt’s control of the Death rune in the vicinity, but the Lunars might still gain more power than they had), OR
  • if the party’s Orlanth and Ernalda magic is much stronger this season than its Humakt magic, the PCs might perform one of the Ernalda and Orlanth wooing/wedding quests.
Note that these heroquests won’t be relevant to the Lunars’ plot within Sword Vale unless the quests are performed inside the valley. This adventure is set up with the notion that the Lunar heroquesters are already on the way to victory. Merely seizing the shrine back from the Lunars, and even managing to kill the Lunar questers *after* they emerge from the Godtime, will accomplish something. But if there’s no confrontation with the Lunar questers in the Godtime, even indirectly, the Lunar magic will probably win out, and Orlanth and Ernalda will be dead (or perhaps just dead to each other) in this valley.
Rewards:Each of the quests has its own odd complications and possible rewards. The biggest reward, since this is Humakt we’re talking about, comes to the war party that meets the Lunars head-on within the myth they’re trying to convert. The Lunars will surely face a battle against Humakti within the myth and if the PCs can have at least one Humakti with them (Alana!), the PCs can stand in for those Humakti. Killing Lunars dead within a Humakt myth? Priceless. Most likely, each PC that survives the battle would gain at least a temporary relationship with Humakt, or a temporary mastery of the Death rune, something that could be used to strong magical effect sometime in the next few sessions. As the central figure in the myth, Alana, along with one random PC (possibly even the party’s Ernaldan earth priestess!) will gain permanent blessings from Humakt, functioning exactly like a 13A magic item with a default bonus, power, and quirk, but connected to Humakt’s power.  
There might be other rewards possible, but in the case of this heroquest, I’d probably play that the other reward one or more PCs might gain would be part of the heroquest surprise, an unexpected scene/stage/battle/interaction in the Godtime that comes as a surprise appearing in the myth. In this myth, I’d probably determine the heroquest surprise partly using a rune relationship result a PC had floating at the start of the quest. If there were none, the heroquest surprise would come straight from a Lunar hell.
And speaking of Hells:You may have noticed that there’s a particular flavor of evil that is missing from this storyline: the Chaotic flavor. Yes, some Lunars are Chaotic. But in this instance, the truly Chaotic Lunars aren’t on-stage. These Lunars are operating far from the Crimson Bat and the other oogy elements of the Red Goddess’ pantheon, possibly because it would be just-stupid to bring obviously Chaotic beings into a Humakt heroquest you were hoping to subvert.
If you wanted to complicate the story above, the Lunars will get a lot more than they aimed at if they succeed with their quest. In fact, let’s set up Act Two no matter whether Alana succeeds or fails.
Act Two says that the Lunars’ attempt to slay Orlanth and Ernalda does not create an opening for the Red Goddess. Instead it creates an opening for a terrible mockery of the royal marriage, in which the king of the storm and the queen of the earth could be locally replaced by the Chaotic god of stolen knowledge (Thanatar) and the definitely-wronged/forever-vengeful Chaotic goddess of rape and monsters (Thed). Thanatar and Thed? Now that’s Oogy.

Maybe even so oogy that the PCs end up not-killing the Lunars as quickly as they would have normally since the Lunars are also trying to stop the Thanatari and the broos. But that’s a moral compass question for your campaign. 

The One Unique Thing in Glorantha

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(How did this Lunar mage break into the blog? See Oriane's story below.)

Four days left in the 13th Age in Glorantha Kickstarter, and I'm having fun writing up pieces that are new to one or the other of the game's audiences...

My second favorite part of 13th Age character creation is selecting my character’s One Unique Thing. My very favorite part of 13thAge character creation is helping players figure out their characters’ One Unique Things when I’m the gamemaster!

Choosing your class, race, and powers is fun, but that’s all stuff the game provides, you’re pretty much shopping from menus, figuring out how to best accessorize a dwarf commander. Your One Unique Thing is your first chance to tell everyone how your character is special and how the upcoming campaign or one-shot session is going to be different than all others! As a rule, One Unique Things don’t provide powers, but it’s extremely common for characters with One Unique Things they love to find ways of orienting their later powers around their unique. The same goes for the campaign as the GM cycles between the central stories of each character, using characters’ One Unique Things and backgrounds as plot hooks that matter.

I’ve had a couple people tell me that the One Unique Thing will be an extremely interesting addition to Gloranthan roleplaying sessions because Glorantha hasn’t done this before. I agree that it’s going to be INTERESTING in the all-caps-excellent sense of that word. But I’m not so sure that the One Unique Thing is new to Glorantha.

I’m not arguing the point about other RPGs set in Glorantha. You could absolutely add the One Unique Thing to the next RuneQuest characters you create, and you probably should, I think it would be fun! Heroquest’s freeform character traits come a bit closer to setting up characters who have de facto One Unique Things, but the traits are part of the game’s mechanical system, and that’s not what 13th Age’s version is about, not at character creation anyway.

No, it’s not the game experiences that we’ve shared in Glorantha that have already introduced the concept of the One Unique Thing. It’s the Heroes and Superheroes that Jeff and Jonathan and I have loved for the past few decades of our Gloranthan fandom!

Jar-eel the Razoress is a daughter of the Red Emperor and the culmination of a mystic breeding plan to create the perfect person: magical eugenics! And it worked!

Harrek the Berserk skinned his own god and wears it as a cloak. (It’s occasionally fashionable, since his god was a White Bear.)

Harmast, the Orlanthi heroquester who is the protagonist of several of Greg’s novels, was the last of the Kodigvari, a line of Orlanthi sacred kings in the God Time.

Beat-Pot Aelwrin wears a freaking pot on his head, fights with a cleaver, and was recruited from the Imperial kitchens.

Androgeus combines the worst of both genders into one infinitely powerful package.

Sir Ethilrist went to Hell, but came back as the world’s top mercenary and the unique owner of a Doom Hound.

Arkat? Well, Arkat the Liberator aka Arkat the Destroyer akaArkat the Betrayer aka Gbaji (?!) had this shtick where he gained a new One Unique Thing every time he gained a level!

You see the pattern, and if you know Glorantha you can add the others! Greg created his major Heroes with a One Unique Thing, because that’s how the best sagas and myths did it.

My certainty that our 13th Age characters had to have One Unique Thing as part of their initial conception? Quite possibly inherited in part from the stories I love most from Glorantha.

Think of it this way: your character may not survive to become a Hero, but 13th Agecharacters are essentially defined as the type of people who have the potential to become Heroes. That’s what sets them apart from NPCs. Most of the NPCs in the world do not have a One Unique Thing. The PCs are special, and in the case of 13th Age in Glorantha, they’re special in a way that some people will recognize as the spark of power that Heroes possess. Dangerous people to be around, but these are dangerous times.

So when you are creating your first One Unique Thing, think about the type of story have you always wanted to play, but haven’t quite been able to. You may not get to play it all the time, but when the GM or the other players turn the spotlight on you, it may be plots and stunts and adventures related to your unique that shine out.

I can’t be sure how often I’m going to get to play the game myself. I end up being the GM, a lot, and as I said, I don’t mind that. But when I think about the stories I would love to try out in Glorantha, here are the first few that come to mind, and a couple one-liners that Jonathan came up with.

Kitson: The only dark troll ever born to human parents. Father was probably a Kitori tribesman, mother was an Ernaldan priestess powerful enough to keep him and herself alive. My character bridges the worlds as a multiclass Zorak Zoran berserker and Orlanthi Wind Lord.

Karvadi the Claw: (Jonathan’s one-liner, my version) An alynx changed to human form! Probably the consequence of some ancient heroquest playing out, or possibly has no idea what really caused the transformation. Not especially devoted to Yinkin, god of alynxes/cats, because really, you expect a cat to somehow be devoted to another cat? That ‘let’s-worship-Yinkin’ stuff is for humans!

Oriane: Oriane is a powerful but troubled Vingan warrior with an even more powerful Vingan aunt named Jareen. Oriane's troubles largely stem from the strange and disturbing fact that her magic seems tied to the cycle of the Red Moon, which is pretty much like saying that her prayers to the Virgin Mary only work if she burns black candles and sacrifices a newborn. A troubling secret. As the campaign begins, Jareen is dying. On her deathbed, Jareen tells Oriane about a Lunar mage who has come unaccompanied into the clan's territory once every seven years since Oriane was born. Jareen has slain the Lunar every time, but he comes back seven years later looking exactly the same, yet more powerful, and Jareen now understands that Oriane will have to face the mage herself, and perhaps learn the truth about . . . well, you know. Unfortunately Jareen dies without saying when the Lunar mage is due back, or what his powers are. (The GM says "Thank you.")

Yelarn: One day a week, she is possessed by the spirit of one of her ancient ancestors. She keeps the same abilities and some of her knowledge, but her personality and soul varies depending on which ancestor is with her. Often it’s useful, as if the ancestors send someone to help. Sometimes it’s a big problem, as if the ancestors wanted to get someone troublesome out of their ectoplasmic hair for awhile. Obviously doesn’t come up every session, but when it does come up there are sometimes lasting consequences. As Yelarn grows in power, it might just be true that her ancestors start rearranging the gods and goddesses she worships, but those pages have yet to be turned.


Harad Stoneshaper:Harad is a straight out normal 13thAge fighter who worships Orlanth. He doesn’t consciously shape stone. Stone just happens to come to life when he spends much time around it. Statues bend into new shapes, stone doors warp open, buildings tend to survive upright for a time, but if he were imprisoned in a stone structure for weeks? The building wouldn’t survive. This is an example of a uniquethat starts small but who knows where it will go. The dwarves, for example, are going to *hate* this guy. Unless, that is, they figure out that he is actually the missing piece of one of their broken world engines. Which would be another style of problem!

Why Jonathan Loves the Red Moon

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When my 13th Age collaborator Jonathan wants to blog about game-stuff, he does it here. We're in the last four days of our 13th Age in GloranthaKickstarter, and today Jonathan wants to talk about the best bad guys: worshipers of the Red Goddess. We'll be covering them as enemies in the 13th Age in Glorantha book. Those who want deep information on the history and philosophy that Jonathan loves will probably want to add a copy of the Glorantha Source Book to their Kickstarter loot. 

Glorantha has the best villains. There are fearsome, human-eating trolls. There are venomous, regenerating, octopus-headed Chaos giants. But the top villain prize goes to the Lunar Empire and its plan for universal harmony—that is, world domination. Anyone who’s known me for five minutes knows that I adore irony and ambiguity, which is where the Lunars come in. To their enemies, they’re an abomination, but in their own eyes they’re just undertaking the thankless job of enlightening the world. The Lunar Empire recognizes its chief divine enemy in Orlanth, the supreme god of the PCs’ default culture. The Lunar Empire has what I’m looking for in my villains: sophisticated philosophy, good intentions, and dangerous Chaos magic that’s terrifying to the player characters.

The Red Goddess and Chaos
The chief goddess of the Lunars is Sedenya, the Red Goddess. A few hundred years ago, she was born as a human in the sun-worshiping, patriarchal culture north of Dragon Pass, where 13th Age in Glorantha is set. She grew in power until she achieved full godhood. Unlike the old gods who existed before time, Sedenya incorporates opposites, such as life and death. She even accommodates Chaos, the otherworldly force that seems bent on destroying reality. She tames it and trains it to her will. Most Chaos monsters are hideous abominations, but the Lunar elites are neatly dressed and well educated. To the Lunars, their ability to live in harmony with Chaos demonstrates the superiority of their Way. To everyone else, their truck with Chaos proves that the Red Goddess is nothing but one more Chaos god out to pervert and destroy the world. Sedenya now floats high above her empire as the Red Moon.

The Lunar Way
Sedenya teaches her followers to rise above their traditional ways and to embrace universal enlightenment. Each subverted culture keeps its customs and power structure, but the ruling elites are Lunar initiates with a cosmopolitan view of the universe. Since the Empire can annex a land without overthrowing that land’s traditional ways, it has been able to expand continuously. In Dragon Pass, the Orlanth-worshiping people of Tarsh were converted to the Lunar way. There’s something unnerving about an enemy that wins by subversion and perversion instead of merely destruction.

Imperial Domination
We all love underdogs, so a domineering empire makes a great enemy. The Lunar Empire has been subverting and conquering other people left and right, including lands where Orlanth used to be the main deity. The Lunar armies are bigger, better equipped, and better trained than anything the surrounding lands can muster. Cadres of Lunar magicians are specially trained for battle, making the Lunar armies the most magically powerful in the world. What’s worse is that they don’t want to destroy you outright. They want to break you and your people so that you submit to their enlightened oversight. Above the Lunar armies, contingents of magicians, and subjugated rulers are the enlightened Lunar elites who think they have everything figured out and that they’re better than everyone else. What’s not to hate? 

Heroquesting
In 13th Age in Glorantha, the PCs regularly enter the world of myth, where they protect the founding legends of their people from the incursions of Chaos. It’s difficult enough when you meet a legendary hero in a myth and they’ve been corrupted by Chaos, but it’s even worse when Lunar heroquesters are hacking their way into your people’s myths in order to make them compatible with the Lunar Way. Will the PCs’ home turf advantage be enough to let them stop the Lunars and their reality-twisting magic? 

The Crimson Bat
To top it all off, the Lunars also have this giant Chaos demon bat monster with a dozen majr eyes and hundreds of smaller ones. A small group of devoted and merciless magicians fly it around the provinces, where they feed rebels and other unfortunates to the Bat. It’s always hungry, and the souls of those devoured live in eternal torment within the Bat. I had the Bat show up in a RuneQuest campaign back in college. It was, at the time, the most terrible monster that had ever appeared in any of my RPG campaigns. 

Modern Humanism
For me the delicious thing about the Lunars is that they are similar to modern secular humanists. They just want to spread enlightened harmony across the world. They help traditional people rise above their parochial and conflicting world views to join together as one. “We Are All Us,” say the Lunars. In particular, they have helped people overcome strongly patriarchal cultures and promoted liberty and higher status for women. With this enlightened view, people can even see that things they once thought were abominations are really just fine. The modern style of the Lunar Way means that these Chaos-worshiping imperialists would also make great PCs in a campaign that plays out from the Lunar point of view. My secret hope is that 13th Age in Glorantha is successful enough that next Rob and I can do that project next. 

--Jonathan Tweet, October 2014


Composing the 13th Age

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Here’s a uniquely wonderful experience I never imagined having: spending the last year commenting and kibitzing as James Semple and his team of composers and live musicians created the 13th Age soundtrack!
James is in his last couple weeks of work on the album, putting all the pieces together. I just finished writing short liner notes for two dozen tracks. Simon Rogers and James will add to the notes, dialogue-style. That’s perfect since to a small extent Simon and I got to talk about tracks all year long as James created and revised . . . and had new tracks spring on him out of nowhere!
Some of the music is meant to be looped in particular moments of play. Other tracks capture the spirit of a particular icon or location. It’s all excellent. As the album has come together, I’ve been thinking about my mom, a talented singer and classical music lover who died a few years ago. Her influence certainly helped me have any opinion worth hearing as James’ music came together, and I have to thank James and Marie-Anne Fischer and all James' other collaborators for the fact that this soundtrack would have been the first product associated with my gaming career that my mom would have enjoyed! I’m not being melancholy about this. I’m amused that work creating a fantasy world finally led back around to a creative effort that would have amused the woman who introduced me to the Lord of the Rings and C.S. Lewis, but didn't have much use for fantasy after that. These songs? These songs she would have loved.
The two pieces I’m linking to now are the first and the last pieces composed, I believe. The 13th Age Theme is a rousing start, with moments for reflection. Dreams of a Lost Age came out of nowhere at the very end, a lovely piece that may have many different expressions in the various cultures and traditions of the Empire.

I know that James and Simon are working to get the soundtrack published as quickly as possible. I don’t think we have a firm date yet.  

Six Kobolds walk into a bookstore. . . .

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Kobold Guide to Combat (Print Preorder) - Click Image to Close

I'm used to getting together with friends for gaming on Wednesday night. But this Wednesday is different, with a different set of friends, and we'll be on a panel at a bookstore talking about games instead of playing.

Kobold Press is publishing the Kobold Guide to Combat. Editor Janna Silverstein has brought together a few of us Seattle-area contributors for a panel/reading/minotaurshit session (if you have to ask, that's triple the experience point value of a bullshit session) at the University Bookstore at 7 p.m. That's the main UW bookstore at 4236 University Way NE and of course it's a free event. (Some early reports showed the event at 6 p.m. Ignore that disinformation campaign by jealous hobgoblins. 7 p.m. is the hour.)

The panel will be huge fun. With Chris Pramas and Jeff Grubb and Steve Winter and Wolf Baur and novelist John A. Pitts, Janna is going to have her wrangling-facilitator hands full.

Come by to say hello, roll a couple dice (I'll bring them!), buy a copy of the new book, and acquire autographs for handwriting analysis.

Soon you will fly on dragon back!

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I'm celebrating the imminent launch of the 13th Age Monthly!

I'm also celebrating what may be my favorite cover ever, painted by Lee Moyer as an upgrade of the Feathered Crown illustration he and Aaron McConnell originally created for 13 True Ways.

Those of you who backed the 13 True Ways Kickstarter will be getting this first installment of the Monthly for free, since dragon riding was part of that book's original flight plan.

Pelgrane will be announcing the rest of the business details for 13M in the next few days.  The model will be similar to Pelgrane's splendid Ken Writes About Stuffsubscription.

I was going to type out more details about the project. Then I remembered that I'd already watched Wade Rockett copy-write the basic description of the Monthly for the upcoming web announcement. So here's Wade's text. You'll be seeing it again soon on the Pelgrane site along with a listing of the first three months of articles:

Subscribe to The 13thAge Monthly and you’ll receive all-new 13th Age RPG goodness for GMs and players every month for a full year. These 4000+ word PDFs offer new rules systems, Bestiary-style monsters, player character options, and more.


The 13thAge Monthly is overseen and developed by Rob Heinsoo, with a stellar list of contributors that includes Jonathan Tweet, Gareth Ryder-Hanrahan (Book of Loot, Eyes of the Stone Thief), ASH LAW (Tales of the 13th Age) and Cal Moore (Shadows of Eldolan).

It's going to be a great ride!

101 Not So Simple Monster Templates

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I like this recent 13thAge-compatible DIY monster tool from Rite Publishing. The book has a not so simple origin story. It first came out in 2011 as a Pathfinder sourcebook written by Steven D. Russell. Step forward a few years and Patryk Adamski approached Steven and Rite Publishing with a reworked 13th Age compatible version. The mechanics are new, the art is new. Like Kobold Press’ and ASH LAW’s Deep Magic volume that's compatible with 13th Age, 101 Not So Simple Monster Templates is a book that is inspired by the previous Pathfinder RPG edition rather than a straight conversion which is confined to the original mechanics.

What you get from this Rite Publishing book is an alphabetical list of 101 conversion templates for customizing monsters on the fly. Many of the templates add a level to the monster, so that the impact of the template’s new abilities and powers get offset by lower stats. A few of the templates, like Burned Out Creature or Unhinged Creature, go the other way and reduce the creature’s effective level.

There are a couple niggling problems. A few of the templates use language that’s different from standard 13thAge terminology, but not so different that it’s difficult to figure out. A few other templates almost certainly err on the side of being too nasty. Resilient, for example, has got to be missing its level adjustment.

But balance issues are minor, particularly in a system that advises GMs to regularly make battles unfair! If you’ve been running 13th Age, you’re going to be able to recognize the few too-nasty templates easily, they’re not subtle.


I’m especially happy with 101 Not So Simple Monster Templates because its text is all published under the OGL. As a designer, I’m not likely to borrow a full template and the template approach, but there are several creative mechanics here that I’ve already borrowed or revised as elements in new monsters headed into 13th Age in Glorantha and future installments of the 13th Age Monthly. So I’ll be adding this to the list of OGL books in the licensing section of an upcoming product or three. 

Monk & Thief

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There are two great new 13th Age books in different stages of imminence this week.

Kick!
Greg Stolze’s TheForgotten Monk is the first 13th Age novel! It’s on Kickstarter to be published by Pelgrane’s Stone Skin Press imprint and it has already made its initial target. Now Greg is strettttching and he has been very generous with his early stretch goals, so if you’re a 13th Age player, you can sign on now and you’ll already be receiving stats for monsters and situations from the novel.  

Just as each 13th Age campaign has its own unique plots and interpretations of icons, races, and places, Greg’s novel presents its own reasonable and idiosyncratic interpretations of subjects like elven speech patterns and Imperial law. Unlike fantasy novels connected to some other game worlds, these tropes aren’t part of a canon that other writers now have to use. Each 13th Age novel gets to make its own decisions about the version of the world it’s going to portray.

I love The Forgotten Monk! It’s simultaneously warm and humane and full of lethal violence. That would be a good recipe for a 13th Age campaign and it’s a wonderful mix for a novel. I’m not being descriptive of the contents because you should go look at the Kickstarter page and read about it there. 

13a_stcover_oct2_v2

In Gar Land, Dungeon Hunt You
The second book is just about to hit retail shelves, and you can already pre-order it from the Pelgrane store. It’s Gareth Ryder-Hanrahan’s Eyes of the Stone Thief.

A couple words you won’t have heard already about the book: I’m jealous!

Living dungeons are one of my favorite parts of 13thAge and when Gareth pitched the idea of a living dungeon that hunts PCs and their loved ones down instead of waiting to be looted, I not only knew it was going to be special, I also had a strange creator half-remorse feeling that went something like: “That is such the perfect implementation of the idea and now I am never going to come up with it myself.”

Gar started by calling the project Moby Dungeon. It had stronger-Ahab tones early on before it became so seriously its own thing. You can catch an echo of that original starting point from the peg-legged halfling magician on the cover, gathering power as her comrade hefts a harpoon.

All Gar’s ideas were so good that it wasn’t a surprise when the project kept growing and growing and turned into a 360 page book. Calling it a mega-dungeon does it a bit of a disservice. Mega-dungeon is a nice marketing term, I think, but it implies nothing but a claustrophobic delve-and-more-delve underworld experience. Eyes of the Stone Thief takes the time to detail the surface locations that are connected to killing or supporting the dungeon, the cults and warlords who have a stake in the living dungeon’s fate.

The book is one of the most lootable supplements ever (and I’m talking to you, GMs). It’s got quick-and-dirty mass combat rules as part of a slave revolt in an enemy keep. The Cult of the Devourer. Dozens of montsers useful in all piece of the champion tier, things like the swordapus, filth hydras, and a drunken wizard. Glorious 3D maps of each dungeon level which are pure-caffeine for my imagination, even if I’m not using the Stone Thief I’m going to use those locations! And each of those levels could be the basis of its own dungeon. In fact, Gar has already written an article on the Pelgrane web site about how to chop the 13 levels of the dungeon into 13 separate dungeons

So Gareth has done something special. I may have started jealous, but now I’m grateful. This is a campaign fun-box brimming with awesomeness. I don’t know that I would ever personally be capable of writing a 360 page adventure. And now that Gareth has written Eyes of the Stone Thief, I know that I absolutely never have to.

Thanks Gar!


Where dragon riders came from

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 [art by Rich Longmore]
Dragon Riding is the first issue of the 13th Age Monthly subscription that started a couple weeks ago. You can pick up a subscription tothe 13th Age Monthly for the yearly price of $24.95. When you subscribe, you’ll get all the 4000+ word issues you missed so far in the year.
The Monthly’s second installment, Temples of the Frogfolk, will be published toward the end of this month. I’ll say more about the hopping-froggies soon, but for now I'm talking about how Dragon Riding made it into 13thAge. The biggest influences were Anne McCaffrey, Morno, Wade Rockett, and ASH LAW.
Anne McCaffrey because I discovered both D&D and her dragon riders of Pern the same year—1974—while living in Fort Leavenworth, Kansas. Somehow I got hold of the second of her dragon riders books, Dragonquest, instead of the first. I read it enough times that I had no choice but to include a school for dragons in the first dungeon that I drew on graph paper.
(Confession: the school for dragons was a big blank area in the graph. I had no real idea what the school for dragons was going to be like. It may not have just been luck that my 5thgrade brain was never forced to figure it out, because I put the school behind the room that was modeled after the Watcher at the Gates from Tolkien’s Moria. Nobody ever made it past that room. Huh.)
Push forward many years and McCaffrey’s Pern books have had a great deal of influence on fantasy, maybe more than people know. McCaffrey’s depiction of newly hatched dragons impressing on humans to whom they bond as life mates has been used everywhere from Elfquest (elves and wolves) to the Temeraire Napoleonic dragon series by Novik. Maybe I’m wrong about McCaffrey creating that impression, maybe it was already in the wind somewhere, but I think she’s the person responsible.
At one point these 13th Age dragon riding mechanics had a bit of talk about bonding rituals and such-like magical impressionism. But handling it in any detail felt like a story angle that GMs and players should invent for themselves in a personally satisfying way if they’re into that type of thing, and in the end I took it out of the rules.
Morno gets credit because his illustration of dragon riding sold me an aerial dragon combat game once upon a time. As in, I saw Dragonlord, and I bought it. And then I really wanted to play it. I held on to it for years, tinkering with ways to make the game playable. Or perhaps the word would be “fully, enjoyably playable.” I think I still own Dragonlord somewhere in a forgotten game box, but it’s not like it is going to be any more playable now; so it was time to invent a system for dragon riding combat that would work.
Wade Rockett forced my hand by seizing on dragon riding as something cool that was happening in the Dragon Empire and not letting me forget it. I chirped, “Yes, sure!” to Wade’s suggestion of handling the topic in 13 True Ways. So when 13 True Ways grew wild and overpopulated, it was clear that dragon riding was going to have to come later. It’s even somewhat true that creating a dragon riding article pushed us farther on the path toward having a 13th Age Monthly. There’s room for smallchunks of constant fun, and there was a need for a few small pieces on topics that, in hindsight, we should have covered in 13 True Ways.
ASH LAW gets credit as co-author of the piece because when I turned away from the topic, pleading that I had other design tasks to handle, ASH kept designing dragon riding systems, each better than the last. ASH wasn’t going to let it go. He wants to write a 13th Age sourcebook on mounted combat and he was going to push the system through even if I was stuck in the mud of no-that-won’t-work.
So eventually I stopped being a stick-in-the-mud and designed a system we could be happy with. This Dragon Riding piece is going to serve as the basis for how other mounted combat works in the game. It also has notes on how to apply the mechanics to different types of campaigns and notes on how to run and balance battles for PCs who are on dragonback.

And it gives me a good reason to dig through old game boxes, because the counters and maps from the Morno Dragonlord game will be perfect for the sessions I run as dragon riding adventures! 

Monk & Frogfolk Today, GottaCon in Victoria Friday

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Greg Stolze’s TheForgotten Monk 13th Age novel is wrapping up its Kickstarter in a few hours. Jonathan Tweet and I are on deck to write short stories using Greg’s characters and the novel is huge fun for fantasy readers, martial arts fans, and readers who like truly smooth and infuriating villains.

For a different type of villain, check out Temples of the Frogfolk, the second issue of the 13th Age Monthly, out today to subscribers! Author Gareth Ryder-Hanrahan is also on board to write a short story for The Forgotten Monk. Sign on to the Monthly now and you’ll also get caught up with last month’s installment, Dragon Riding.

A couple days from now, Friday the 27th, Jonathan Tweet and I are among the guests who will be running and talking about games at GottaCon in Victoria. I’m running 13th Age in Glorantha Friday night, Shadowrun: Crossfire Saturday afternoon, and also helping with a Saturday workshop on Crafting Hooks (along with Ryan Macklin and Rodney Thompson, to name the workshoppers I already know) and a Sunday workshop on running Kickstarters. 

My playtest feedback process

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I'm just about to start going through playtest feedback for 13th Age in Glorantha. I thought readers of this blog might be interested in how I process playtest feedback for 13th Age books.

Sometimes I read playtest feedback right away. But usually I wait and read as much of it as possible in a single big batch. Glorantha's first playtest is going to take the big batch approach. 

In either case, I take the good ideas I like out of it, or notes that seem to be identifying major problems, and write them down in my own words in single sentence summaries, sometimes noted as to whose feedback they came from. I keep these notebook pages of possible playtest changes going through the entire process. (I write small so I can fit a lot on a two page spread!)

When I'm ready to implement the changes, I start by reading the whole list of possible changes. After crossing off notes that have proven incorrect, I start in and work through the notebook pages list, crossing notes off as I deal with them or decide they aren't actually problems. How do I decide when comments aren't problems? A few ways, but mostly through uncovering that the rest of the feedback supports a feature a couple people found problematic, or discovering that the original comments were in fact inaccurate, or by creating new design elements that sidestep the issue, or by weighing the evidence and judging that what bothered the tester is a feature instead of a bug! 

Sometimes I'll get playtest advice that's so good, accurate, and important that I want to make changes immediately. That happens most often during playtest feedback on classes, when something sparks that can fix a lingering problem or create a wonderful new dynamic.

In most cases, it's better to wait a few days or weeks longer and make changes in one thoughtful extended pass, because even small changes can require multiple revisions scattered throughout the document. Revising the same sections multiple times because of repeated changes is not only maddening, it also seems to increase the risk of me screwing up a change that should have rippled out to multiple pages of the book.

I suspect that other designers handle playtest feedback differently. But I admit that I'm not sure. I haven't asked many other designers how they handle the playtest revision process with RPGs.

Here's a picture of what a typical page of playtest process looks like in my notebooks. These were notes from last year on Robin's The Strangling Sea.


Yes, I'm still writing in notebooks. When I'm rolling with design work I'm usually just typing into a computer, but when I'm noodling ideas or writing notes about things I want to think about before acting on, I use a pen.

And while I'm taking photos, here's the pile of all the notebooks I've used for 13th Age design. They're all from my friend Sara's company, MakeMyNotebook.com, I love the weight of the paper and their spiral-bound durability as well as the fun covers. I've used one full book already for 13th Age in Glorantha (blue robot) and it looks like I'll use up at least another half (black fish).





Hooray for GottaCon!

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GottaCon in Victoria, the first weekend of March, is a wonderfully balanced gaming convention I recommend to anyone in the Pacific Northwest.

By balanced, I mean that the convention manages to make roleplaying gamers, miniatures gamers, board gamers, and digital gamers feel that the convention is about them. Throw in a well-thought-out emphasis on diversity and a slate of fun panels and it's a convention I'm headed back to next year.

I said "yes" to attending as a guest before my current March Deadline-March for the 13th Age in Glorantha book became clear to me. I've had to turn down other convention appearances because I need these weekends for work. 

But I've got no regrets about GottaCon other than that Lisa couldn't come along to enjoy the boardgaming and the great room at the Empress. I made new friends, had some great talks with Seattle people I haven't seen much in Seattle, got a demonstration of Ryan Macklin's upcoming Backstory cards, ran a hugely fun session of 13th Age in Glorantha, and for maybe the first time in two years got to play a new boardgame without being the person who already knew the rules. 

The boardgame was King of New York. I'd played the early and final versions of King of Tokyo but wasn't entirely happy with the mechanical disincentives for doing the things that should have been the coolest monster stunts to pull off. I'm thrilled that King of New York fixes my qualms about gameplay in King of Tokyo. King of New York is a great game I'm looking forward to picking up soon. 

I'm not saying much about the 13th Age in Glorantha playtest session because it was the playtest scenario, and we're not talking much about the playtest in public while it's running. But I will mention one of the early scenes, when the character who was the greatest poet in the world wanted to try out his new poem at the toughest tavern in Alda-Chur. Alda-Chur is pretty much a war zone, and it's not the typical fantasy world with taverns everywhere, so the toughest spot in town turned out to be a Storm Bull bonfire where they'd unearthed a hidden cache of Lunar wine. The poet did his best (failing forward quite memorably), the trickster got the snot kicked out of him, and the players who were new to Glorantha (which was to say, nearly all of them) lamented that it would be extremely hard to be a successful poet in a world in which you couldn't write romantic lines about the moonlight (what with the moonlight being Red and Chaotic). 

A few pieces of GottaCon were recorded. I'm not sure yet about the Kickstarter panel Jonathan Tweet and I were on. Judged by how much I learned from the other panelists, Jordan Stratford (of the Wollstonecraft Detective Agency), Joanna Gaskell (of Standard Action), and Kyle Elliott (of too many successful Kickstarters to name), the Kickstarter panel was good. The earlier Creating Hooks 101 panel/workshop was also ton of fun and that recording is already available for your ear buds.  

Hillfolk won't wait

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I don't think you can go wrong paying $6.95 at the Bundle of Holding to get hold of Robin D. Laws' Hillfolk and diverse series pitches from a weighty proportion of the skilled rpg writers in the world.

But you can go wrong if you wait more than twenty hours to take advantage of the offer. It ends tomorrow.

If you've been following Robin's games from The Dying Earth through Heroquest and Skullduggery, you know he's been on a quest for narrative roleplaying mechanics. Hillfolk is the culmination of the quest. Its expectations aren't like the procedural games I usually design and run, it's focused on stories about who wants what from whom and what the dramatic consequences will be, not who can slay who using which spells. It's certainly been good for my thinking to be involved with the game and its dramatic cousins, so if you've held off from dipping into Hillfolk because it's not the style of game you usually play, now is a good moment to experiment.

Epic Spell Wars: Creatures of the Game Expansion Duel at Mount Tabletop

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No, that's not the actual title of the soon-to-arrive sequel to Epic Spell Wars in the subject line. I don't actually know the title of the expansion yet. That's the kind of detail I'm OK learning as a surprise, and along with most of the card names, it's one of the creative elements Cory Jones adds while he and Cryptozoic are harnessing Nick Edwards' never-risk-an-underdose art.

Nick's art was a big hit on last week's episode of Tabletop. Wil Wheaton and friends (thanks, Boyan!) taunted, cackled, and romped through one Epic Spell Wars battle. It was a hilarious episode and perfectly captured the spirit in which the game is meant to be played.

I don't think we've released much information about Epic Spell Wars II yet, to the extent that this may be the first that some people know it's in the works. In the spirit of the game, here are Eight Fact-Like Factoids about Epic Spell Wars II. Unlike the Fact-Like Facts from Scott Bateman's Disalmanac, more than half of these ESW factoids are true. Five of eight truths, to be precise.

1.      Creatures that roll well for Power will stay around and fight for you again next turn.
2.      Food cards heal you and are even more powerful if you physically spill food or drink on them at the table.
3.      Game mechanics experiments with victory points didn't work out, but those mechanics morphed into a blood point system that add choices by providing a resource that can power up some spells. 
4.      The cardboard Standee included in the box now has gameplay relevance that may change your plans for a turn.
5.      The cardboard Standee in this set flies like a helicopter if you hold it upside-down and spin it real fast.
6.      This is a full stand-alone game, with spell cards and treasures and Dead Wizard cards and all the rest, but it can also be added seamlessly to the existing cards for Epic Epic Spell Wars.
7.      The physical rulebook is supplemented by an audiofile New Rules Summary read by Wil Wheaton in the voice of Krazztar the Blood'o'Mancer.

8.      The game is due out in May!

Reaper Bones, broos, and frogfolk

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I've been slowly unpacking my first ever box of Reaper Bones miniatures from Kickstarter. It's the Bonesylvania set. 

My first surprise came on day two. I'd pulled out one bag and opened it, taking out a mini or two whenever I needed a mental moment away from typing. I looked in the box for the second bag, pulled it out, and was surprised to find a third bag underneath. Oh! Right. 150+ miniatures, that's a lot. 

The other two pleasant surprises wouldn't have surprised me if I'd kept track of the contents. But all these months/years after backing the Kickstarter, I had no idea there were going to be such wonderful broo miniatures, and just in time for us to be working on the second playtest draft of 13th Age in Glorantha! Goat-headed Chaos monsters are just what I need right now.

So far I've found three excellent broo minis in the bags, they're pictured below next to metal Broo minis painted by my buddy Richard Bark. I think I've found my Champion of Ragnaglar at the left. If there are more broos in the bags, don't tell me. I'll find them soon!



And alongside the broos, we've got frogfolk. So far I've found three of them also, perfect for jumping into the Temples of the Frogfolk issue of the 13th Age Monthly by Gareth Ryder-Hanrahan released a couple weeks ago. I love the skull helmet on the guy in the middle.


If you're not sure that frogfolk are your thing, here's a review of the piece from someone who was skeptical and then won over. I appreciate his notes about the article giving just enough information to spark the imagination and then stopping and letting the GM/players take over--that's the balance we're aiming for. As of today, Friday the 13th Age, Temples of the Frogfolk is also on sale at Drive-Thru RPG along with the 13th Age soundtrack and the Shadows of Eldolan 1st level adventure at 13% off. Offer expires Saturday the 14th. 

What the world needs now, is another freaking zombie

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This newly arrived 13th Age zombie has two inspirations. 

First, I've been reading Jason Sholtis' compilation of The Dungeon Dozen: Random-Tables for Fantasy RPGs. "Reading" may be the wrong word, but I've definitely been picking it up and allowing photons from its pages to slam into my eyeballs. 

Second, I like the way one of the zombies in Cal Moore's Shadows of Eldolan adventure randomly ends up with a pumpkin stuck on its head and keeps on fighting, since hey, what does a zombie care? I started wondering if there was another interesting zombie I could insert into a crowded market-scene, and the mook below is the result. 

My guess is that the coin zombie is a necromancer's attempt to answer the age-old problem affecting most zombie attacks, which is that normal people start running away when zombies attack, and people run faster than zombies. A small expenditure of coins, an enchantment based on mortal greed, and you've got a zombie that magically convinces its targets to stick around and be eaten. 

If your PCs are the type who count every coin, feel free to let them collect coins of various denominations that add up to 1d4 gp per coin zombie after the fight. If innocent bystanders and NPCs ended up getting nabbed by the jackpot or sticking around to pocket coins, subtract a few from the loot. If your PCs are the type to track down every last coin . . . [[insert GM stage-whisper]], curse the coins. They did fall out of a zombie's guts, so they were cursed to begin with.  

Coin Zombie

We’re not sure where you got the idea that treasure falling out of dead monsters was a good thing, but it wasn't from this booby-trapped horror.

2nd level mook [undead]
Initiative: +2

Greedy claw +7 vs. AC—3 damage

C: Lethal jackpot +7 vs. MD (1d3 nearby enemies/bystanders)—3 ongoing psychic damage, and if target moves while taking ongoing psychic damage, it can only move to the jangling pile of coins that fell out of the zombie's crumbling body to cause this attack. 
     GM: If you're feeling merciful, say that a quick action to pocket some of the coins gives a +2 bonus to the save against the ongoing psychic damage. (This GM message brought to you by Jonathan-Didn't-Write-this-Monster.)
     Limited use: 1/battle per coin zombie, when that coin zombie is dropped to 0 hit points.

Headshot:A critical hit against a coin zombie cancels one mook’s lethal jackpot ability that turn, though if the crit eliminates more than one coin zombie, others will still trigger their own lethal jackpots.

AC      17
PD      12                       HP 8 (mook)
MD     16
Mook: Kill one coin zombie mook for every 8 damage you deal to the mob. 
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