By Rob Heinsoo, Jonathan Tweet, Lee Moyer, and Aaron McConnell

In the 13th Age of the world, adventurers seek their fortunes in the Dragon Empire while powerful individuals known as Icons pursue goals that may preserve the empire from chaos, or send it over the edge. Players decide which Icons their characters ally with, and which ones they oppose. These relationships, along with a personal history and a unique trait chosen during character creation, help define an adventurer's place in the world of 13th Age and lay the groundwork for epic stories that emerge through play. There are also fun new rules for hitting orcs and making them go splat.

"Our goal with 13th Age is to recapture the free-wheeling style of old-school gaming by creating a game with more soul and fewer technical details. ...13th Age makes the play group's campaign the center of attention, with a toolkit of rules that you can pick and choose from based on the kind of game you want to play. The mechanics draw from classic games as well as newer, story-based games."
Jonathan Tweet, co-designer

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Keywords:13th Age, Aaron McConnell, Dragon, Jonathan Tweet, One Unique Thing, One unique thing, Open Game License, RPG, Rob Heinsoo, Roll D20, adventure, archetypes, backstories, characters, classes, designed, epic, fantasy, game, icons, role-playing, setting, story, tabletop, unique

13th Age GM Screen13th Age13 True WaysHavenDragon RiderSanta Cora Map SpreadThe ThreeDiabolistDwarf KingElf QueenLich KingHigh PriestessGreat Gold WyrmArchmagePrince of Shadows13th Age Icon SymbolsElf Queen TilesDiabolist TilesDemoniaSmiling Sam