Editing
13th Age
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{Game Infobox |name = 13th Age |picture = [[file:13AgeLogoFull.jpg|200px]] |type = [[RPG]] |publisher = Pelgrane Publishing |authors = Rob Heinsoo <br>Jonathan Tweet |year = 2013 |books = ''Core Rulebook<br>[[Monster Manual|Bestiary]]<br>13 True Ways<br>Book of Loot<br>Lions & Tigers & Owlbears: Bestiary 2'' }} ''13th Age'' is an [[RPG]] written by one of the lead writers of [[4E]] and a designer from both sides of the edition war, but with less of the jank in rules and without [[Dungeons and Dragons|the legendary IP]] behind it. It still rolls with the [[d20 system]], but in some different ways compared to both 4E and [[3e|3.X]]. Among the top of the differences is a bigger focus on narrative, with all PCs having ties to iconic figures in the setting mythos and each PC having a single detail that makes them unique among all others like the special snowflakes they are. ==Setting== The core setting of ''13th Age'' is the Dragon Empire, a realm influenced by legendary entities. While the key cities are spread rather wide, there are some key spots to look at both in and around the borders, chiefly Axis, where the capital resides, Forge, where the dwarves live after the drow poison-bomb plot, and Santa Cora, where the Priestess' big cathedral sits. Dungeons also exist littered about, with certain 'living dungeons' also existing to spontaneously pop up and be a nuisance. The Abyss is essentially Hell, which is currently in the process of leaking into reality, with the Great Gold Wyrm having to reside there, attempting to hold back all the demons he can. While smaller tears exist, those are usually held back by goldie's agents, smashed by the Crusader's forces, or otherwise restrained by any number of heroes. Of course, the entire idea behind the setting is to play in a more customized world. Grab the Book of Ages and design a whole universe with your players! ===The Icons=== A key feature of the game is each hero's relationship with these Icons. Upon creation, each PC gains three relationship points to spend and forge relationships with the Icons for good, ill, or otherwise. During a session, each player rolls a d6 for each relationship point spent on an icon. 5's indicate that the icon will have a big impact on the story, though not without complication, while 6's indicate an icon's impact without any consequence. Tiering up will only allow you to either forge new relationships or strengthen existing ones. As above, you can always customize the Icons by taking various interpretations to them (i.e a more [[Chaotic Good]] Prince of Shadows or a bitter and spiteful Dwarf King who is of little use in the fight for good) if you don't just make your own Icons. Hell, one issue of ''13th Age Monthly'' ran with the concept of a setting where certain icons merged together to make something bearing aspects of both parts, such as a hybridized Elf Queen/High Druid who uses the elves as representatives of various aspects of nature and the Prince of Shadows being actually the Black of the Three. *'''The Archmage''': [[Elminster|Your typical quest-giving old wizard who is the master of all things magical]]. Expect lots of magical powers for those who aid him, but only in exchange for weird tasks. He's officially employed by the Emperor alongside Priestess but doesn't really care much about the High Druid and Elf Queen. *'''The Crusader''': A demon-slayer who's gotten a little too caught up with the dark gods and now wants to conquer...once all the demons are dead or bound to his service. Though officially loyal to the Emperor, he has no friends there and the Priestess and Great Gold Wyrm dislike that he's around, while the Diabolist is scared shitless by his mere existence. *'''The Diabolist''': A demon-binder and wielder of forbidden magics, dedicated to a more infernal game in dealing with the Abyss. She's literally terrified of the Crusader, with the Great Gold Wyrm and Priestess being more irritants. The Prince of Shadows is possibly more of an...asset than an ally. *'''The Dwarf King''': Leader of all Dwarves and chief representative of their interests. He's also allied with the Emperor and has a tense truce with the Elf Queen, chiefly because he hates the Dark Elves for what they did to the Dwarven homeland. He also wants the Prince of Shadows dead because he's got plenty of grudges against that thieving bastard. *'''The Elf Queen''': The leader of all elf-kind and ruler of the one place where all three kinds of elf can call home. She's also responsible for creating all Orcs via the Orc Lord, which she regrets, and imprisoned the Green, earning the ire of the other Three. She's allied with the Emperor and half-sister of the High Druid, though she has issues with the Dwarf King and Archmage. *'''The Emperor''': Ruler of the Dragon Empire and leader of all things good. He has the Crusader and Great Gold Wyrm on his side for the moment, while he has the Dwarf Queen and Elf Queen in a truce and the Archmage and Priestess as staunch allies. Unfortunately, he's being confronted by the Lich King, who wants to take the Empire for himself, and the Orc Lord, who just wants to destroy things. *'''The Great Gold Wyrm''': The mightiest of [[Metallic Dragon|metallic dragons]] and protector of the world from the forces of the abyss, much to the Diabolist's anger. He also is aligned with the Emperor and has his own grudge with the Three. Unfortunately, being protector against the Abyss has become very taxing to the point where it takes all his being to keep the worst rifts shut. Of course, there's plenty of risks in having such a gigantic golden dragon sitting in one spot, and one can only wonder just how long he can hold back the tide... *'''The High Druid''': Ruler of the forces of nature, head of the Resurgent Wild, and half-sister to the Elf Queen. Though she's usually involved with protecting her woods and empowering the various druids and the like, she does take issue with the Emperor's colonization efforts and the Archmage's attempts to control the wild. *'''The Lich King''': An undead king who once ruled what would become the Dragon Empire. He was originally known as the Wizard King, but he was an uncontrollable dickbag, so the humans, dwarves, and elves joined forces to kill him...and then he came back from the dead. Nobody likes him, but those who mess with the undead are tied to him and sometimes criminals will serve him just so they can cheat death. The Three particularly hate him for killing the White and resurrecting him as a zombie dragon. *'''The Orc Lord''': Leader of all orcs, which bothers anyone in the Empire. Apparently, the elves created the orcs, and the original Orc Lord (or, if there hasn't been a lineage of the bastards, the same guy) slew the Wizard King, but they're still a bunch of uncontrollably chaotic barbarian types. The Emperor dislikes the threat the Orc Lord poses but compared to all the other adversaries arrayed against him, a band of greenskins isn't as much of a threat as they could be... *'''The Priestess''': Champion of the Gods of Light and most powerful holy person who leads from her massive Cathedral. She's the humanitarian priestess archetype, dedicated to good in all its forms to brave the forces of evil. She's allied with the Emperor, though she isn't always on level with the Great Gold Wyrm and has issues with the Crusader's methods of demon-slaying. *'''The Prince of Shadows''': Archetypal dickass thief, now made a metaphysical legend. Though technically partnered with the Diabolist, he doesn't really have much loyalty to her. He's also trying to hide from the Dwarf King's grudges and the Archmage's attempts to steal some magical artifacts. All said, though, he's not entirely evil, just [[edgy|a loner who takes no sides and has no friends]]. *'''The Three''': Three mega-powerful asshole [[Chromatic Dragon|chromatic dragons]], Red, Black, and Blue, who are archenemies with the Great Gold Wyrm. What of the White and Green, you ask? Well, the White was killed by the Lich King back when he was alive (which he gets his jollies off of via necromancing dragons) and the Elf Queen keeps the Green prisoner. Of the remaining three, the Red is the rampaging murder-engine, the Blue is an arch-sorcerer who is somehow geassed into being a servant to the Empire (or was it all a ruse?), and the Black is a super-shadow-assassin dragon. They lead from the city of Drakkenhall, pit for all forms of dragon-like beings and general rejects. ==Gameplay== A lot of the basic d20 rules still apply here. Six key stats, roll high for good things, combat designed by the people who gave the game an action economy, the whole shebang. Then things start diverging from the mold in key ways... ===Divergences from D&D=== *The level progression is slashed to '''ten levels''' rather than the typical 20 or 4E's 30-level slog. To compensate for this shorter development, feats are given at each level. **That said however, the power-level tiering from 4E still exists in a sense. Level 1-4 is Adventurer, Level 5-7 is Champion, and Level 8-10 is Epic. The big significance is really which feats are available and how powerful attacks are. **Feats are also considerably gutted. Rather than the familiar obscene sprawl, now all feats directly influence a specific ability the PC has, from spells to class talents and racial abilities. The only non-class feats are a small list of Adventurer-tier ones, and none of them are really any powerful. **Another deviation of note, a player can earn part of their level up before the level up, which means that a DM can reward players with new toys fairly often for a game that at first brush, only covers 10 levels. *In a way to diverge from the mandatory and oftentimes silly bloated list of skills, all skills are instead abolished. Instead, all PCs gain Background Points which they can invest into a job that would pertain to the character's history. Then, whenever a certain task would fit within a certain background's purview (like a blacksmith making weapons, a debater chatting with folks, or a spy sneaking around), the test is instead d20 + Background Ranks + Whatever relevant stat applies. *[[Non Armor Defenses|NADs]] are kept as a holdover from 4E, though remarkably changed. Now there's only Physical and Mental Defenses, with each being keyed off the middle stat between the physical and mental stats. This demands that all characters to need to keep an eye on around 4 stats. **Similarly, AC is made to key off the middle stat between Con, Wis, and Dex. *Ranges are done away with. In order to be more narrativist, all abilities are now set between generalized ranges, from adjacent/engaged to close to far. At the very least, it does away with forcing everyone to grab their goddamn ruler so they can measure exact feet or meters. This also makes combat run much faster while sacrificing little depth. Minis and battle maps are still recommended, and 5 foot steps are easy to port into the system if you desire. *Combat also has a resource called an Escalation Die to track. On each turn after the first, the die goes up by 1, and the PC's gain a boost to all attack rolls. While meant to show the dramatic pitch of ongoing combat, it's clear that this is here to prevent long drawn-out battles, and it also prevents players from Novaing down encounters so easily. *Like 4E, all HP is set at a static value that's only modified by Con. There are also Recoveries, which restore HP via a healing surge-styled dice-roll (a feature that would later be the basis of [[5e]]'s recovery dice). *There's a big focus on what you roll, with certain abilities only triggering on natural rolls, whether it's an actual number or picking between odds or evens. *The inventory is also remarkably watered down, with the main differences in gear being the price-points and classes. This is because each class actually tells what the starting AC is for characters wearing specific armor types while also telling how much damage each weapon deals. **Similarly, magic items are nowhere near as cut and dry aside from giving a specific bonus per tier (Weapons to attack/damage, armor to defenses, etc.), with cursed items giving not only penalties, but also some curious quirk. ==Character Creation== Rather than deal with all the bonuses here and there or whatever, each race and class grants a +2 bonus to one of two key stats, with each bonus being on a different stat. ===Races=== Similar to 4E, all races have some sort of racial power. *[[Aasimar]]/Holy One: +2 Wis/Cha. Typical touched-by-the-gods holy race fare. They have a way to boost their defenses early in the battle until they're injured. *[[Dragonborn|Dragonic/Dragonspawn]]: +2 Str/Cha. Due to the nature of dragons in this campaign, the existence of these not-dragonborn is considered a rarity (the exact rarity defined by the PC who picks this race). They have a breath weapon. *[[Drow|Dark Elf]]: +2 Dex/Cha. Typical dickbag drow fare, though they might not entirely be evil, just petty. Dark Elves can deal ongoing damage, and have a feat that boosts damage with swords. *[[Dwarf]]: +2 Con/Wis. Typical dwarf fare here. Their power gives them a heal if they take a hit. *[[Warforged|Forgeborn/Dwarf-Forged]]: +2 Str/Con. They're Warforged with the serial numbers filed off and a potential to not entirely be mechanical (Though there is a third-party material that makes a more detailed Warforged). They can resist death a bit easier than others by healing just as they hit 0 HP. *[[Gnome]]: +2 Dex/Int. Typical gnome fare. They're small, they make illusions, and they can daze an enemy. *[[Half-Elf]]: +2 Con/Cha. Their origin seems to trace back to the victory against the Wizard King, which united elves, men, and dwarves, and thus are a common sight in the Empire. Their power modifies a natural die roll by subtracting 1. This can definitely be enough if you have to trigger a certain power. *[[Half-Orc]]: +2 Str/Dex. A sorta-magical response to the uptick in orc activity, making them like the monsters they fight. They can re-roll one attack. *[[Halfling]]: +2 Con/Cha. These guys are a bit of a wild-card with nobody able to properly pin down their origins, besides their recency. They're also small and they can force an enemy to re-roll an attack. *[[Elf|High Elf]]: Typical high elf fare. +2 Int/Cha. Their power is the [[Eladrin]] Fey Step. *[[Human]]: +2 to any stat. Typical human fare here. They gain a free feat and a re-roll on the initiative. *Wood Elf: +2 Dex/Wis. The grey to the high elf white and dark elf black. They have a chance to gain extra actions as the battle goes on using the power of speed. *[[Tiefling]]/Demontouched: +2 Str/Int. Typical touched-by-demons race with some influence by the Diabolist. Their power forces any attack or save roll of 1-5 to become a 1 and fail with some special thematic consequence. *'''Alleykin:''' +2 Dex/Cha. [[Catgirl]]s exist. Have the ability to reduce and redirect incoming damage once per encounter. *'''Arcanite:''' +2 Int/Cha. Magically-constructed humanoids infused with magic, these have the ability to either re-roll one save against a spell or re-roll a recharge roll on a magic item each encounter. *'''Beastblooded:''' +2 Dex/Con. Apparently at some point in a past age, the curse of [[Therianthrope|therianthropy]] was running rampant among the populace. They gain the ability to do extra damage on a melee attack once per encounter. *'''[[Lizardfolk|Lizardman]]:''' +2 Dex/Con. Have a special encounter attack that lets them throw a barrage of attacks and only gets bigger as the battle goes on. *'''Space Corps Explorer:''' +2 Int/Dex. Because yes, this setting is fine with introducing spacemen in a fantasy setting, having been marooned here after their ship crashed. Each one has a special belt that lets them effectively cast Wizard utility spells by using various special gizmos. *'''Twygzog:''' +2 Str/Con. Sentient and friendly fungus-folk. Have a special ability to re-roll a save once per encounter and a race-exclusive talent that lets them get a fungal familiar. ===Classes=== Each class is customized using Talents. While primary casters are locked into only having three talents, others can potentially gain talents as they tier up. Spells are not only class-specific (without a particular talent or ability to poach a few spells at most) but they also scale up with level. This is because a caster's limited spellslots get allocated to higher levels while abandoning lower levels as they advance. [[Multiclassing]] is also a thing, though it's more akin to AD&D multiclassing where you progress in two classes at once, but that progress is very watered-down. HP and Recoveries are averaged between each class, all damage die for non-warrior classes (Fighter, Ranger, etc.) is dropped a size, and you have to pick one talent from each class, with the third being free for either class. Each class also has features that don't play so well with each other unless you buy a multiclass feat that can let them. In addition, the progression for all spells and other tricks like fighter maneuvers is reduced by a level. Delve into Third Party Content on the SRD for classes like Psion, Swordmage, Warlock, or Fateweaver. Of particular interest is the [[Glorantha]] sourcebook that was written by the devs (though under Heinsoo's own label), as this not only includes a lot of new classes and races but also an in-depth Hero Rune system. *[[Barbarian]]: +2 Str/Con. All barbarians can rage, which lets them roll 2d20 for all attacks with crits registering if both die roll 11+ and would normally hit. While typically only a daily ability, if the barbarian rolls 1d20+Con after a battle and scores a 16+, they can do it again that day. Their talents focus on either dealing more damage, be it on one enemy or hitting multiple at the same time, or being even tankier, either by finding ways to heal themselves or finding ways to bolster their defenses. *[[Bard]]: +2 Dex/Cha. Bards have three resources to track: Songs, which aren't spells but can be prolonged via a sustain test but can end for some special boosts, Battle Cries, which trigger based on the Bard's attacks and benefit others, and spells. Their talents either change the main stat from Cha to Int/Wis, gain a spare battle cry or spell/song, or find ways to use their singing to influence how the icons impact the story. *[[Wild Mage|Chaos Mage]]: +2 Int/Cha. A true oddball of a class, all their spells are only picked via random rolls, while critting them makes all sorts of weird (not necessarily good) things happen, which can be dispelled by wasting a turn. Their talents allow them to poach one random spell from any of the main casting classes (Wizard, Sorcerer, Cleric) or finding a random boon based on what kind of spell they pick up. Their spells are split into Attack, Defense, and Iconic (A catch-all group of spells influenced by particular pantheons of Icons). *[[Cleric]]: +2 Str/Wis. While all clerics can heal allies in combat and use spells that can either be cast over several targets or focused on one, the talents they pick (Which pretty much are Domains) can see them dedicate to being either an armored warpriest or a backline supporter. *[[Warlord|Commander]]: +2 Str/Cha. A [[Warlord]] with a new coat of paint. They have Commands and Tactics to use up, with the former costing Command Points (a resource which the Commander keeps track of and can gain during combat) and the latter being triggered by attack rolls. Their talents also can turn them from Cha-focused to Int-or-Wis-focused, grand new ways to support allies, or give them additional proficiences since they can only use simple weapons and light armor by default. *Demonologist: +2 Con/Cha. Premiering in the ''Book of Demons'', this is another oddball like the Druid, made even weirder by the fact that they have a racial feature: Tieflings can choose to make their primary stat Intelligence if they so wish. You have to split your talents between the Paths of Corruption (Diseases, Curses and being mostly mage-like), Flames (Pyromania) and Slaughter (Making you a warrior with the trappings of a mage) with the ability to spend all of your talents on any one tree. Each Path comes with their own spells, a specialized list of Daily summoning spells (That more dedicated Demonologists can recharge on a rest) and each actually has sub-talents to select based on your dedication. The troubling thing about summoning is that there's a chance that a summon that dies in battle might get back up and try and kill you instead. *[[Druid]]: +2 Str/Dex/Wis. Another major oddball, all their talents can either give them limited access in one discipline or spend two talents to give advanced proficiency in one discipline. The disciplines are: Animal Companion (Lifted from Ranger, though spending one talent means it'll get lost half the time since they're summoned and spending two gives constant access and special spells), Elemental Casting (Spells based on the elements, which include summoning elementals), Shifter (Your Wildshaping which allows for either benefits in combat or turning into something small to help with recon and gain some perks in the coming battle), Terrain Caster (Spells themed around the terrain they're in, with feats giving spells usable anywhere), Warrior Druid (The Fighter-lite with special abilities linked to attacks and combat buffs), and Wild Healer (Spells for being a healer) *[[Fighter]]: +2 Str/Con. Fighters are the sticky bothers they were in 4E, though talents can focus on either being tanky or being more painful. Additionally, all fighters have an extra recovery die and penalizes any attempts to disengage from them. Their big resource is in Maneuvers, which are special effects and attacks that are triggered by things that happen in the battle (but mostly natural dice rolls). *[[Monk]]: +2 Str/Dex/Wis, giving a bump to two of these stats to compensate for the lack of wearing armor. Monks still use Ki and still fight unarmed with Jab, Punch, and Kick attacks (Though some talents prefer weapon use). Monks use Forms, which give a sort of combo chain with Openers, Flows (chaining attacks) and Finishers like some sorta fighting game. Their talents also give a Ki Power. *[[Necromancer]]: +2 Int/Cha. Rather than most games, Necromancers here aren't ''necessarily'' evil, though they'll always have some sort of relationship with a necromantic icon. All necros can summon the undead and actually benefit a bit less from a good Con. Their talents cover quite a few fields, with Wizard Spells, abilities about Iconic influence, an undead minion, and a hilariously cheesy one which involves ''wasting an entire goddamn turn to cast a spell and do bad-guy things like laughing or monologues to gain some thematic benefit''. *[[Occultist]]: +2 Int/Wis. A less oddball class, they still have spells to work with, but their healing comes a turn after getting the spell cast on them, while their spells all seem to focus upon gaining and expending Psychic Focus, such as the mandatory spell. Their talents tend to tie either to their Iconic ties or their spells. The big focus of Occultist spells is on Interrupt actions. You Focus on your turn and interrupt the flow of combat with reality warping magic. I tend to think of them as 'Harry Potter' wizards. *[[Paladin]]: +2 Str/Cha. Unlike D&D, paladins here aren't divine casters by default. Their only default feature is Smite Evil, which deals a bonus damage on one attack each battle. Their talents can grant limited access to a Cleric's spell list and domains, while others center upon being the biggest tank you can possibly tank. The Core Paladin is a class aimed at beginners, with Dark Alleys all Paladin talents come with a new way to use Smite that gives the class much more depth. *[[Ranger]]: +2 Str/Dex/Wis. Like the paladin, these guys are also not default casters...matter of fact, they don't get <u>any</u> features independent of talents. Their talents can give them spells from the cleric or sorcerer, while others are spent on finding extra ways to bring the hurt. Spending two talents can also bring an animal companion to fight as a partner. Most Rangers focus on fishing for double attacks with either a ranged weapon or a melee weapon. Look to 3pp for a great Arcane Archer/Seeker type class. *[[Rogue]]: +2 Dex/Cha. These guys still get Sneak Attacks and can sense out traps, while also gaining a resource called Momentum, which is gained from hitting and lost by being hit. They have powers which focus upon having momentum, but some also need to spend it. Their talents all rely upon having some sort of sneakiness involved, like thievery or walking into shadows to teleport around. *[[Sorcerer]]: +2 Cha/Con. These guys have a reliance upon the random, ranging from spells that can recharge during the battle to spells that deal randomly-typed damage. They also can poach some of the wizard's spells, though always at a lower level (unless you spend a talent on that). Sorcerer Talents are mostly about Heritages, not-bloodlines which grant some sort of benefit, with others being either a slightly weaker familiar or being an up-close spellslinger. The signature ability of the Sorcerer is to Gather Power, where they skip a standard action to deal double damage with their next spell as well as a random perk. *[[Wizard]]: +2 Int/Wis. All Wizards gain access to cantrips and the potential to re-cast spells. Talents give them either specializations to certain schools, familiars, or ''the ability to fancily name spells for thematic benefits in a way that would make [[Jack Vance]] blush.'' ==Second Edition== On August 18, 2022, Pelgrane announced that they'd be working on a [https://pelgranepress.com/2022/08/18/announcing-13th-age-2nd-edition/ Second Edition for 13th Age], with a Kickstarter campaign slated for 2023. While they announced a good amount of changes for the game, it's probably better to consider this an updated version of the existing game than a full overhaul. They've announced that they're working to keep everything backwards compatible, so you don't feel like you wasted 10 years' worth of cash for a new edition - just how much is yet to be seen but being able to follow through with it more than [[One D&D]] did wouldn't be hard to dismiss. [https://robheinsoo.blogspot.com/2022/08/announcing-13th-age-2nd-edition.html Heinsoo's own blog] [https://robheinsoo.blogspot.com/2022/08/13th-age-2e-more-info.html went a little in-depth] about what this new edition might entail. If you're too lazy to read though, let's run through these claims one by one... #'''Backwards Compatibility:''' Of course, this is a claim that's easy to boast but hard to actually accomplish without either changing too little to leave certain issues to persist if not make new ones or change too much that it alienates the audience. #*Notably, this is only for the CRB. Considering how much ''13 True Ways'' and other books added, Greg's said that you'll be seeing another book to handle the non-core stuff. Maybe as a backer goal. #'''Better options for class talents, powers, and spells:''' Feels like general rewriting, revising certain less-than-stellar and busted options for spells and powers, while some talents get degraded into feats so you're not spending build-defining features on them. #'''Improved Icon Relationships:''' While the Icons have always been talked up about their impact, the execution has been...well, most people just preferred to make their own rules, if not outright ignore this part. While the devs seem stuck to this particular feature in the same way that 1D&D is towards inspiration, maybe there might be more concrete explanations. #'''More flexible handling of kin/ancestry powers:''' Yes, races are now relabeled as 'Kin', just like how PF2 named them 'Ancestries and Heritages'. Also, the racial powers are gaining alternatives to take, giving more variety even if you don't crib one from another race. #'''Scarier monsters and cooler treasures:''' The former sounds like rewriting encounter-building to make fights more challenging (an issue they've tried addressing after the CRB, but maybe this'll make it easier to spot) and rewriting monsters to make them more threatening, the latter sounds like trying to make more enticing rules for magic items, maybe even doing something more with those purely cosmetic 'quirks'. #'''More banter, better advice:''' Because the rulebooks have plenty of sidenotes from both Greg and John as well as other authors, now let's have more with the perspective of ten years of experience, third-party takes, and plenty of fan criticism. Oh, and of course more grey hair. #'''New and better take on the fighter:''' So one major issue with the class was that several of the cooler powers were locked behind rolling high - which can prove to be infuriating if you consistently fail to do so. As a matter of course, they switched over to the methods used in things like [[Book of Nine Swords]], where they're special attacks. Also hinted was some stuff they lifted from the Glorantha splatbook. #'''New cover from the original artists:''' ...yeah, you'd fuggin better. [[Category:Roleplaying]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Template used on this page:
Template:Game Infobox
(
edit
)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information