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13th Age in Glorantha Playtest Packet 4 1

13th Age in
Glorantha
A fantasy roleplaying book by Rob Heinsoo &
Jonathan Tweet, and Jeff Richard, with Greg
Stafford, Cal Moore and ASH LAW

13th Age is a fantasy roleplaying game by


Rob Heinsoo, Jonathan Tweet, Lee Moyer, & Aaron
McConnell

Glorantha is the creation of Greg Stafford

2016 Moon Design Publications, LLC. All rights reserved.


Published by Moon Design Publications, LLC. under license from
Fire Opal Media, Inc.

Product Identity: The following items are hereby identified as


Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks,
registered trademarks, runes, proper names (characters, icons,
place names, deities, etc.), dialogue, banter and comments from
Jonathan and Rob and Jeff and ASH and Cal, plots, story
elements, locations, characters, artwork, trade dress, and the
world and mythology of Glorantha. (Elements that have
previously been designated as Open Game Content are not
included in this declaration.)

Open Content: Except for material designated as Product Identity


(see above), the game mechanics of this Moon Design game
product are Open Game Content, as defined in the Open Gaming
License version 1.0a Section 1(d). No portion of this work other
than the material designated as Open Game Content may be
reproduced in any form without written permission.

13th Age in Glorantha is published by Moon Design Publications,


LLC under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc. 13th Age and 13 True Ways are
trademarks of Fire Opal Media, Inc. 2016 Fire Opal Media, Inc.
All rights reserved.
13th Age in Glorantha and Glorantha are the trademarks of Moon
Design Publications, LLC.
All contents copyright 2016 by Moon Design Publications, LLC.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 2

Table of Contents
Grabbed & Grabbing ............................................................... 59
Interrupt Actions ...................................................................... 60
Summoning Spells ................................................................... 60
CHAPTER 1: INITIATIONS ................................................... 9
ADVENTURING RULES........... 63
The Penultimate Draft................................................................9 Gear............................................................................................ 63
OUR MANY GLORANTHAS ...10 Heroic Returns.......................................................................... 65
A CHAPTER-BY-CHAPTER SUMMARY 12 INCREMENTAL ADVANCE ... 68
THE WORLD OF GLORANTHA12 RUNE GIFTS ............................... 68
Overview ...................................................................................13 Gift Types .................................................................................. 70
History .......................................................................................13 Gift Powers ............................................................................... 70
CHAPTER 2: CREATING CHARACTERS ......................... 16 GIFTS BY RUNE ......................... 70
Character Checklist ..................................................................16 g Air Gifts ................................................................................. 71
ABILITY SCORES .......................17 B Beast Gifts ............................................................................. 73
New Alternative Array Ability Scores ...................................17 ? Chaos Gifts ............................................................................ 74
ONE UNIQUE THING...............18 o Darkness Gifts ...................................................................... 74
BACKGROUNDS .......................19 t Death Gifts ............................................................................. 74
Gender Roles .............................................................................19 j Disorder Gifts ........................................................................ 75
SELECT THREE PLAYER-CHARACTER RUNES 20 A Dragonewt Gifts ................................................................... 76
The Gods & Their Runes..........................................................21 e Earth Gifts ............................................................................. 77
g e Orlanthi Pantheon .............................................................22 V Eternal Battle Gifts ............................................................... 78
o Darkness Pantheon...............................................................23 . Fire/Sky Gifts ....................................................................... 78
. Solar Pantheon ......................................................................23 l Harmony Gifts ..................................................................... 79
/ Lunar Pantheon ....................................................................23 i Illusion Gifts .......................................................................... 80
The Twenty Runes ....................................................................23 x Life Gifts ............................................................................... 81
Other Possible Player Character Runes .................................34 , Man Gifts ............................................................................... 82
Non-PC Runes ..........................................................................34 / Moon Gifts ........................................................................... 82
PEOPLES OF GLORANTHA ....35 s Movement Gifts ................................................................... 83
HUMANS ....................................36 p Plant Gifts ............................................................................. 84
Gloranthan Human ..................................................................36 b Spirit Gifts .............................................................................. 85
DUCKS (DURULZ).....................37 c Stasis Gifts ............................................................................. 85
Tone and Durulz.......................................................................38 y Truth Gifts ............................................................................. 86
Two Paths for Duck PCs ..........................................................38 w Water Gifts ............................................................................ 87
TROLLS (UZ) ..............................39 GIFTS AS LOOT ......................... 87
TWO TROLL CLASS VARIANTS42 OPTIONAL RULE: GIFTS AS SIGNATURE MAGIC ITEMS
...................................................... 88
CHAPTER 3: RUNNING GLORANTHA ........................... 45
USING MAGIC ITEMS FROM 13TH AGE 88
ATTUNING AND NARRATING RUNES 45
CHAPTER 4: CLASSES ......................................................... 89
Attune One Rune During a Full Heal-Up..............................45
CLASS BASICS ........................... 89
Other Paths to Attuning a Rune .............................................46
Ease of Play ............................................................................... 89
Narrating Runes .......................................................................46
Class Formatting ...................................................................... 90
Narrated Runes Are Not Powers ............................................46
Base Stats for Gloranthan Characters .................................... 90
Complications ...........................................................................47
BERSERKER ................................ 92
Campaign-Level Events...........................................................47
Overview ................................................................................... 92
Runes & Heroquesting.............................................................48
Class Features ........................................................................... 93
Examples of Narrating Runes .................................................48
Berserker Talents ...................................................................... 93
Runic Associations ...................................................................55
STORM BULL ............................. 98
COMBAT RULES ........................58
Gear............................................................................................ 98
Battle Healing............................................................................58
Storm Bull Level Progression ............................................... 100
Daily, Once a Day .....................................................................58
Storm Bull Berserker Stats ..................................................... 101
Damage Types ..........................................................................58
Basic Attacks ........................................................................... 101
Flight Rules ...............................................................................59

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13th Age in Glorantha Playtest Packet 4 3

Class Features .........................................................................102 e Sacred-loop Snake .............................................................. 142


V Adventurer-Tier Berserker Die Powers ...........................104 e Warrior of the Great Hall .................................................. 142
V Champion-tier Berserker Die Powers ..............................105 7th Level Summoning Spells .................................................. 143
V Epic-Tier Berserker Die Powers........................................106 e Three-horned Earthshaker ................................................ 143
V Special Powers ....................................................................107 e Spirit of Voria...................................................................... 143
ZORAK ZORANI .....................109 e Stone Warrior ...................................................................... 144
Gear ..........................................................................................109 9th Level Summoning Spell ................................................... 145
Zorak Zorani Level Progression ...........................................110 e Green Age Serpent ............................................................. 145
Zorak Zorani Berserker Stats.................................................112 e Serpent Spirit ...................................................................... 145
Basic Attacks ...........................................................................112 HELL MOTHER ....................... 146
Class Features .........................................................................113 Overview ................................................................................. 146
1st Level Special Powers .........................................................115 Gear.......................................................................................... 146
Troll Skeleton ..........................................................................115 Hell Mother Level Progression ............................................. 148
3rd Level Special Powers ........................................................116 Hell Mother Stats.................................................................... 149
5th Level Special Powers.........................................................117 Basic Attacks ........................................................................... 149
Captured Fire Elemental ........................................................117 Class Features ......................................................................... 149
7th Level Special Powers.........................................................118 Class Talents ........................................................................... 151
9th Level Special Power ..........................................................118 Bound Spirits .......................................................................... 152
EARTH PRIESTESS ..................119 Adventurer-tier Bound Spirits.............................................. 153
Overview .................................................................................119 Champion-Tier Bound Spirits............................................... 154
Gear ..........................................................................................119 Epic-Tier Bound Spirits ......................................................... 154
Earth Priestess Level Progression .........................................120 At-Will Spells .......................................................................... 155
Earth Priestess Stats................................................................122 Daily Spells ............................................................................. 156
Basic Attacks ...........................................................................122 1st Level Daily Spells .............................................................. 156
Class Features .........................................................................122 3rd Level Daily Spells ............................................................. 157
Class Talents............................................................................123 5th Level Daily Spells.............................................................. 157
Deep Magic .............................................................................124 7th Level Daily Spells.............................................................. 158
1st Level Spells .........................................................................124 9th Level Daily Spells.............................................................. 158
3rd Level Spells ........................................................................125 Summons from Hell ............................................................... 159
5th Level Spells ........................................................................126 1st Level Summoned Creatures ............................................. 160
7th Level Spells ........................................................................127 o Bug: Giant Centipede ........................................................ 160
9th Level Spells ........................................................................128 o Bug: Stingworms ................................................................ 160
Favors of the Earth .................................................................128 o Spider: Fanged Grappler ................................................... 160
Daily Blessings from Favors ..................................................131 o Dehore: The Cold One ....................................................... 160
1st Level Blessings ...................................................................131 o Dehore: Taloned Shade ..................................................... 161
3rd level Blessings....................................................................132 3rd Level Summoned Creatures ............................................ 161
Summoning .............................................................................133 o Bug: Giant Stag Beetle ....................................................... 161
1: e Minor Earth Guardian (1st Level) ..................................135 o Bug: Giant Scorpion ........................................................... 161
2: e Minor Earth Spirit (1st Level) .........................................135 o Spider: Web Thrower......................................................... 162
3: e Minor Rock Claw (1st Level) ..........................................136 o Spider: Wolf Spider............................................................ 162
4: e Minor Stone Elemental (1st Level) .................................136 o Dehore: Ancient Uz Warrior ............................................. 162
1st Level Summoning Spells ..................................................137 o Dehore: Eater ...................................................................... 162
e Copper Warrior ...................................................................137 5th Level Summoned Creatures ............................................ 163
e Sawtooth Python.................................................................138 o Bug: Giant Wasp ................................................................ 163
e Earth Elemental ...................................................................139 o Bug: Giant Mantis .............................................................. 163
Spirit of Harmony...................................................................139 o Spider: Spiked Grappler .................................................... 163
3rd Level Summoning Spells ..................................................140 o Spider: Big Wolf Spider ..................................................... 163
e Copper Gargoyle.................................................................140 o Dehore: Shadows Dance Guardian .................................. 164
5th Level Summoning Spells ..................................................141 o Dehore: The Terrible One.................................................. 164
e Earthwave ............................................................................141 7th Level Summoned Creatures ............................................ 164

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13th Age in Glorantha Playtest Packet 4 4

o Bug: Underworld Wasp .....................................................164 1st Level Powers ...................................................................... 195


o Bug: Kaarg Beetle ...............................................................165 3rd Level Powers ..................................................................... 195
o Spider: Big Web Thrower ..................................................165 5th Level Powers ..................................................................... 196
o Spider: Wickedly Big Wolf Spider ....................................165 7th Level Powers ..................................................................... 196
o Dehore: Raid Leader Ghost ...............................................166 9th Level Powers ..................................................................... 197
o Dehore: Hideous Bug Spirit ..............................................166 STORM VOICE ......................... 198
9th Level Summoned Creatures .............................................166 Overview ................................................................................. 198
o Bug: Enormous Kaarg Beetle ............................................166 Gear.......................................................................................... 198
o Bug: Hell Bug ......................................................................167 Storm Voice Level Progression ............................................. 200
o Spider: Aranea Spawn .......................................................167 Storm Voice Stats.................................................................... 201
o Spider: Monstrous Wolf Spider ........................................167 Basic Attacks ........................................................................... 201
o Dehore: Mistress Race Ancestor .......................................168 Class Features ......................................................................... 202
o Dehore: Jakaboom Shade...................................................168 Class Talents ........................................................................... 204
HUMAKTI .................................169 1st Level Spells ........................................................................ 207
Overview .................................................................................169 g Summoned Sylph ............................................................... 208
Gear ..........................................................................................169 g Summoned Sylph ............................................................... 208
Humakti Level Progression ...................................................171 g Summoned Sylph ............................................................... 209
Humakti Stats .........................................................................172 g Summoned Sylph ............................................................... 209
Basic Attacks ...........................................................................172 g Summoned Sylph ............................................................... 209
Class Features .........................................................................173 3rd Level Spells ........................................................................ 210
Class Talents............................................................................173 5th Level Spells ........................................................................ 211
1st Level Powers ......................................................................175 g Summoned Storm Ram ...................................................... 211
3rd Level Powers......................................................................176 g Summoned Storm Ram ...................................................... 211
5th Level Powers ......................................................................177 g Summoned Storm Ram ...................................................... 212
7th Level Powers ......................................................................177 7th Level Spells ........................................................................ 212
9th Level Powers ......................................................................177 9th Level Spells ........................................................................ 213
MONK ........................................179 TRICKSTER ............................... 214
Adventurer-Tier Talents ........................................................179 Overview ................................................................................. 214
Adventurer Tier Form............................................................180 Gear.......................................................................................... 214
Champion-Tier Forms ............................................................180 Trickster Level Progression................................................... 216
ORLANTHI WARRIOR ...........182 Trickster Stats ......................................................................... 217
Overview .................................................................................182 Basic Attacks* ......................................................................... 217
Gear ..........................................................................................182 Class Features ......................................................................... 218
Orlanthi Warrior Level Progression .....................................184 Class Talents ........................................................................... 218
Orlanthi Warrior Stats............................................................185 Adventurer-Tier Powers ....................................................... 220
Basic Attacks ...........................................................................185 Champion-Tier Powers ......................................................... 221
Class Features .........................................................................186 Epic-tier Power ....................................................................... 223
Talents ......................................................................................186 TROLL WARRIOR ................... 224
Adventurer-Tier Talents ........................................................186 Overview ................................................................................. 224
Champion-Tier Talents ..........................................................187 Gear.......................................................................................... 224
Epic -Tier Talents ....................................................................187 Troll Warrior Level Progression ........................................... 226
REBEL ........................................189 Troll Warrior Stats.................................................................. 227
Overview .................................................................................189 Basic Attacks ........................................................................... 227
Gear ..........................................................................................189 Class Features ......................................................................... 228
Rebel Level Progression .........................................................191 Talents ..................................................................................... 228
Rebel Stats ...............................................................................192 Adventurer-Tier Talents........................................................ 229
Basic Attacks ...........................................................................192 Champion-Tier Talents .......................................................... 230
Class Features .........................................................................193 Epic-Tier Talents .................................................................... 231
Class Talents............................................................................193 WINDLORD.............................. 232
Class Powers ...........................................................................195 Overview ................................................................................. 232

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13th Age in Glorantha Playtest Packet 4 5

Gear ..........................................................................................232 B Berserk Tusker .................................................................... 263


Wind Lord Level Progression ...............................................233 B Herd Tusker ........................................................................ 263
Wind Lord Stats ......................................................................236 ? CHAOS ............................................................................. 265
Basic Attacks ...........................................................................236
Fighting Chaos........................................................................ 265
Class Features .........................................................................237
The Chaos Gods ..................................................................... 266
Adventurer-Tier Class Talents ..............................................238
Chaos Conversions ................................................................ 267
Champion-Tier Class Talents ................................................238
A Touch of Chaos ................................................................... 267
Existing 1st Level Maneuvers ................................................239
BROO ......................................... 271
New 1st Level Maneuvers ......................................................239
The Chaotic Standard ............................................................ 271
1st Level Exploits .....................................................................240
? Broo Wretch ....................................................................... 272
Existing 3rd Level Maneuvers ................................................240
? Broo Tough ......................................................................... 272
New 3rd Level Maneuvers......................................................240
? Timinit Broo ....................................................................... 272
3rd Level Exploits ....................................................................241
? Broo Convert ...................................................................... 273
Existing 5th Level Maneuvers ................................................241
? Broo Rhino Bruiser ............................................................ 273
New 5th Level Maneuvers ......................................................241
? Mad Stag Broo ................................................................... 273
5th Level Exploits.....................................................................241
? Broo Chaos Shaman .......................................................... 274
Existing 7th Level Maneuvers ................................................242
? Wilder Broo ........................................................................ 274
7th Level Exploits.....................................................................242
? Horde Broo ......................................................................... 274
Existing 9th Level Maneuvers ................................................243
? Mallias Champion ............................................................ 275
9th Level Exploits.....................................................................243
? Ragnaglar Rage Champion .............................................. 275
g Summoned Sky Bull ...........................................................243
? Epic Horde Broo ................................................................ 275
CHAPTER 5: ENEMIES ...................................................... 244 Broo Band Traits ..................................................................... 276
RUNES .......................................244 Chaos Disease Mechanics (Optional Rule).......................... 276
NEW TYPES ..............................244 DEMONS ................................... 278
Nastier Special for Any Spirit ...............................................244 DRAGON SNAIL ..................... 278
UNUSUAL ABILITIES .............245 Dramatic Arc of the Dragon Snails ...................................... 278
Elite Monsters .........................................................................245 About Breath Weapons ......................................................... 278
Weakling Monsters.................................................................245 Special Abilities for All Dragon Snails................................. 278
Free-form Abilities..................................................................245 ? Muck Dweller Dragon Snail............................................. 279
BUILDING BATTLES ...............246 ? Marauder Dragon Snail .................................................... 279
FULL 13G MONSTER LIST .....246 ? Slime Beast Dragon Snail.................................................. 280
Monster List Key.....................................................................247 GORP ......................................... 281
MONSTER LIST ........................247 Oozy, but Not an Ooze .......................................................... 281
G AIR ..................................................................................... 258 Gorp Chaotic Features ........................................................... 282
Nastier Specials for All Gorp ................................................ 282
g Orlanthi Bandit ...................................................................258
? Gorp .................................................................................... 282
g Orlanthi Outlaw ..................................................................258
? Gorpmook .......................................................................... 282
g Orlanthi Bandit Leader ......................................................258
? Earth-killer Gorp ............................................................... 282
g Renegade Godi ....................................................................259
? Demon-pet Gorp................................................................ 283
g Outlawed Champion ..........................................................259
JACK OBEAR ........................... 284
g Storm Ram ...........................................................................259
Special Abilities for All Jack oBears .................................... 284
g Epic Storm Ram ..................................................................259
? Jack oBear .......................................................................... 284
B BEAST ............................................................................... 261
? Greater Jack oBear ............................................................ 284
BABOON ...................................261
KRARSHTI ................................ 286
B Baboon Trooper .................................................................261
? Hapless Criminal ............................................................... 286
B Alpha Baboon ....................................................................261
? Krarshtkid .......................................................................... 287
TUSK RIDER .............................261
? Tongue of Krarsht ............................................................. 287
B Tusk Rider Bandit...............................................................262
? Elder Krarshtkid ................................................................ 288
B Tusk Rider Warrior ............................................................262
? Krarshtide........................................................................... 288
B Dismounted Tusk Rider Warrior ......................................263
? Krarshtmaw ....................................................................... 289

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 6

? Final Tongue of Krarsht ....................................................289 Gloranthan Giant Features .................................................... 317


NANGREL.................................291 A DRAGONEWT ................................................................ 320
? Nangrel Boss ......................................................................291
E EARTH ............................................................................. 321
? Nangrel Packscum .............................................................291
EARTHBEAST .......................... 321
Nangrel Warrior Scout ...........................................................291
e Earthbeast ............................................................................ 321
? Nangrel Packfiend .............................................................292
e Gnarly Earthbeast ............................................................... 321
SCORPION MAN .....................292
e Greater Earthbeast .............................................................. 321
Group Ability for All Scorpion Men ....................................294
JOLANTI ................................... 322
? Scorpion Man Warrior ......................................................294
? Scorpion Man Bruiser........................................................294 I ILLUSION ......................................................................... 323
? Scorpion Man Shaman ......................................................294 PUPPETEER TROUPE ............. 323
? Bagogi Minion ....................................................................295 Fighting the Troupe ............................................................... 323
SPIRIT OF REPRISAL ..............296 What Is this Quest of which You Speak?............................. 325
? Lightning Slinger ...............................................................296 Amusing Confusion ............................................................... 325
? Twisted Lightning Slinger ................................................296 More Advice Before We Start ............................................... 326
? Bronze Bat Spirit ................................................................297 i Puppeteer Troupe ............................................................... 327
THANATARI ............................297 i Epic Puppeteer Troupe....................................................... 327
Thanatar, the Severed God ....................................................297 / MOON .............................................................................. 330
Stolen Heads Background & Rules.......................................298
LUNAR ESCALATION CYCLE330
The Stolen Heads ....................................................................298
Moon Damage ........................................................................ 331
Nastier Specials for Thanatari ...............................................300
Lunar Spirits ........................................................................... 331
? Doom Seeker Initiate .........................................................301
/ Dara Happan Legionnaire ................................................ 332
? Acolyte of Atyar.................................................................302
/ Thunder Delta Slinger ....................................................... 332
? Acolyte of Than ..................................................................303
/ Dara Happan Veteran........................................................ 333
? Acolyte of Thanatar ...........................................................303
/ Lunar Squad Magician ...................................................... 333
Thanatari Opponents by Level .............................................305
/ Antelope Lancer ................................................................. 333
Thanatari Campaign Arc .......................................................307
/ Granite Phalanx Hoplite .................................................... 334
WALKTAPUS ...........................307
/ Lunar Assassin ................................................................... 334
? Walktapus ...........................................................................308
/ Comet Seer .......................................................................... 335
? Elder Walktapus ................................................................308
/ Crimson Ghost.................................................................... 336
? Chaos Champion Walktapus............................................309
/ Spell Archer ........................................................................ 336
O DARKNESS ...................................................................... 311 / Blue Moon School Magician ............................................. 337
BUGS AND SPIDERS ...............311 / Blue Moon Demon ............................................................. 338
o Wolf Spider .........................................................................311 / Tenured Comet Seer .......................................................... 338
o Grappler Beetle ...................................................................311 / Crater Maker ....................................................................... 339
DEHORE ....................................311 U UNLIFE/UNDEAD ......................................................... 341
o Hungry Dehore...................................................................312
W WATER ............................................................................ 342
o Terrible One ........................................................................312
TROLL ........................................313 NEWTLING .............................. 342

o Starving Trollkin Wretch ...................................................313 w Newtling Juvenile .............................................................. 342

o Battle-Ready Trollkin .........................................................313 w Newtling Grownup ........................................................... 342

o Dark Troll Warrior .............................................................314 CHAPTER 6: CAMPAIGN WORLD................................. 344


o Cave Troll ............................................................................314 ASPIRATIONAL FEATS ......... 344
o Troll Spirit Priestess ...........................................................314 ANCESTOR FEATS.................. 345
o Great Troll Bodyguard.......................................................315 g Air Ancestor: Heort ............................................................ 345
UNDEAD (O DARKNESS) .....315 g Air Ancestor: Sartar............................................................ 346
o Dark Troll Zombie ..............................................................316 B Beast Ancestor: Yinkin....................................................... 347
J DISORDER ........................................................................ 317 o Darkness Ancestor: Varzor Kitor ..................................... 348

GIANT........................................317 e Earth Ancestor: Sorana Tor ............................................... 349

Giant-by-Giant Conversions .................................................317 SARTAR MAGICAL UNION FEATS 349

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13th Age in Glorantha Playtest Packet 4 7

g B s Eaglebrown Warlocks ................................................351 Stories that Might Shape a Lost Myth.................................. 404
g Raging Thunderbird ...........................................................354 Example of a Lost Myth: Fangplace ..................................... 404
j Raven Spirit ..........................................................................354 UR BEAST ................................. 409
g Great Raging Thunderbird ................................................355 MYTHIC ADVENTURES ........ 410
j Great Raven Spirit ...............................................................356 CHAPTER 8: ADVENTURES ............................................ 412
g A e Snakepipe Dancers.....................................................356
THE HORN OF SNAKEPIPE HOLLOW 412
CHAOS RISES: THE DEFAULT 13TH AGE IN GLORANTHA
Brief Goal................................................................................. 412
CAMPAIGN ..............................359
Player Characters ................................................................... 412
What Society Looks Like Now ..............................................361
Alda-Chur ............................................................................... 412
Problems Communities Need Help With ............................361
A Change of Plan ................................................................... 413
Special Resources....................................................................362
Marching Orders .................................................................... 413
GEOGRAPHY BY RUNE .........362
Getting to the Shrine .............................................................. 414
g Air/Storm Tribes Lands.....................................................363
The Shrine ............................................................................... 415
B Beast Zones..........................................................................365
o Spiky Black Beetle .............................................................. 416
? Chaos Realms ......................................................................367
o Starving Trollkin Wretch................................................... 416
o Darkness Areas ...................................................................367
Watchward.............................................................................. 417
j Disorder Reigns ...................................................................370
Questing the Myth ................................................................. 418
A Dragonewt Mysteries .........................................................371
Station One: Catching the Deserter ...................................... 418
e Earth Strongholds ...............................................................371
Station Two: Crossing the Plain ........................................... 419
. Fire/Sky Spots .....................................................................373
Station Three: Fight on Mendar Hill .................................... 420
, Man Locales .........................................................................374
? Scorpion Man Warrior ...................................................... 422
/ Moon Spots.........................................................................374
? Broo Tough ......................................................................... 423
p Plant Zones ..........................................................................375
Return to the Mortal Plane .................................................... 424
u Undead Everywhere ...........................................................375
VENTURE TO DUCK POINT . 425
w Water Ways .........................................................................375
Story Setup .............................................................................. 425
CHAPTER 7: HEROQUESTS ............................................. 377
History of Duck Point ............................................................ 425
RUNNING HEROQUESTS .....377 Big Names in Duck Point ...................................................... 425
PREMADE MYTHS ..................378 The Beast Man Contingent .................................................... 427
HUMAKT THE CHAMPION .378 Preparations for War ............................................................. 429
Lore from a Humakti Master ................................................379 Touch of Chaos ....................................................................... 429
Environment ...........................................................................379 Adventure Options ................................................................ 430
Humakts Special Foes ...........................................................380 B Juvenile Manticore ............................................................. 433
Heroquesting as Humakt ......................................................380 u Hybrid Zombie .................................................................... 436
Combat and Full Heal-ups ....................................................380 HOW TO PUNCH A MINOTAUR 438
Orlanth, the Storm Lord ........................................................381 Rules for Brawling with a Minotaur .................................... 438
Thousands of Thanes (Warriors) ..........................................381 B Minotaur Brawler ............................................................... 439
Hundreds of Carls (civilians) ................................................382 Uplands Marsh Heroquest .................................................... 440
Hundreds of Cottars or Thralls (peasants or slaves) ..........382 Hero Briefing .......................................................................... 444
Conclusion ...............................................................................383 EPIC OF GAGIX TWO-BARB . 446
HUMAKT AND THE SWORD OF LIFE 383 Queendom of Jab.................................................................... 446
Ikadz.........................................................................................387 Campaign Story Arc .............................................................. 446
Lore: Myth of the Sword of Life............................................390 First Adventure, the Sounder ............................................... 447
DIY MYTHS...............................393 Aspects of Gagix Two-Barb .................................................. 448
Philosophy of Mythmaking...................................................393 Gagix and the Thanatari ........................................................ 450
Mythmaking Made Easy........................................................393 ? GAGIX TWO-BARB ............ 451
BROKEN MYTHS .....................396 AGAINST THE CRIMSON BAT452
Premade Broken Myths .........................................................396 The Crimson Bat at Full Power............................................. 452
? Krarshtkid ...........................................................................398 Petty Chaos Louse .................................................................. 455
Broken Myths by Class ..........................................................402 Vicious Chaos Louse .............................................................. 456
LOST MYTHS............................403 BAT PRIEST .............................. 456

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13th Age in Glorantha Playtest Packet 4 8

BAT LORD .................................457


Strike! The Bat Is Weak ..........................................................458
Famished Crimson Bat ...........................................................458
ASCENDING WITH THE ELEVEN LIGHTS 460
The Eleven Lights Band .........................................................460
Custom Angle .........................................................................461
Preparations ............................................................................461
Starlight Ritual ........................................................................462
After the Ritual .......................................................................464
APPENDIX ........................................................................... 465
CLASSES FROM CORE 13TH AGE 465
QUICK TAKE DEVOTEES ......469
. Fire/Sky Devotees ..............................................................469
/ Lunar Devotees ..................................................................470
MULTICLASSING ....................470
Transformation Class Multiclassing .....................................470
Runic Transformation (Optional Rule) ................................470
USEFUL DOCUMENTS ...........471
Skill Check DCs, Trap/Obstacle Attacks & Impromptu
Damage by Environment.......................................................473

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 9

Chapter 1:
In the Dragon Empire of core 13th Age, player
characters are associated with the icons. In
Glorantha, player characters are associated with
Initiations runes. These runes provide you with the open-
ended creative freedom that icon relationships
Welcome to the mythic world of Glorantha, a world provide in the Dragon Empire.
that has intrigued us and shaped us since the mid-
Well explain the twenty most important runes
70s.
as they relate to player character creation on page
Glorantha is a fully realized fantasy world with XX. Youll find details on how to use them in play in
a unique perspective on the web that binds mortals Chapter 3: Running the Game. Chapter 5: Enemies is
and gods in ongoing creation of the cosmos. Greg organized rune-by-rune, and so is the Runic
Staffords visionary world is unique and we are both Geography section in Chapter 6: Campaign World.
thrilled to be able to share with you our take on it.
For now, heres the list of the twenty runes
We want to give a special thank you to our 13th were doing the most with in 13th Age in Glorantha.
Age editor and developer, Cal Moore. He worked in
Our Twenty Primary Runes
tandem with our on-rolling design, an extremely
g Air
difficult workflow stunt.
B Beast
In the end, and in the beginning, this project was
? Chaos
made possible by 1249 Kickstarter backers. Thanks
o Darkness
to all 1249 of you weve ended up with a big and
sprawling book. Bigger than we expected, really, but t Death
not half as big and sprawling and wondrous as j Disorder
Glorantha. A Dragonewt
Rob Heinsoo & Jonathan Tweet, April 2016 e Earth
. Fire/Sky
l Harmony
The Penultimate Draft i Illusion
This fourth playtest packet contains our design x Life
turnover to Moon Design Publications. Jeff Richard , Man
is going to be editing the manuscript before final
/ Moon
publication, so this is the penultimate draft rather
s Movement
than the final draft.
p Plant
Well gladly take playtest feedback at
b Spirit
13thAgePlaytest@gmail.com. We may not have the
c Stasis
bandwidth and intent to change big things but we
dont mind hearing about them, and small things we y Truth
should fix in editing are extremely helpful. w Water

Runes Rule The Gods are Real


Life in Glorantha is defined fundamentally by runes, The gods, their myths, and the relationships
the basic cosmic forces that undergird the universe between gods and mortals is what drew us to
and empower the gods. Not just life is defined by Glorantha and keeps us coming back.
the runes, but death, truth, right, wrong, food and The gods of Glorantha exist in a metaphysical
folly. Humans relate primarily to gods and way that goes beyond whats typical for a fantasy
goddesses, but these deities are themselves aligned RPG. Orlanth, for example, owns the g Air rune and
with runes. in some way he is present in wind and storms.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 10

Humakt isnt just a powerful NPC with super-epic Devotees of Gods and Goddesses
death powers; he embodies t Death itself. Devoted worshipers of particular deities are called
Heres a linguistic trick that GMs and players by a derivation of the deitys name, typically by
can use to help you see things more like the way adding an i at the end of the name. If your
your PCs see them. Substitute the names of the gods character is devoted to Humakt, theyre a Humakti.
for the terms of the powers they embody. For The default culture that the characters hail from is
example, call Orlanth Storm, as in Storm has Orlanthi, with Orlanth the Storm King as the
blessed my spear! To carry it further, call a storm cultures chief deity. Those who worship Orlanths
orlanth, as in theres a mighty orlanth building wife, Ernalda, are Ernaldans. It should be easy to
up to the north. pick up these terms in context, and weve attached
As with many pieces of Glorantha, this is how it more worshiper names to the god list on page XX.
worked in many historical cultures where people Heroquesting
took their gods seriously. Thor meant thunder,
As if the mortal world isnt dangerous enough,
and his wife was named Bride (Siv). The Spartans
player characters are regularly enticed or obligated
worshiped Victory (Nike), not the goddess of
to venture onto the Hero Plane where they struggle
victory. When Spartans celebrated victory in
to re-enact the great deeds of their heroic gods, or to
battle, it was their goddess they exulted in.
make the world better by succeeding where the gods
There are innumerable gods in Glorantha. We originally failed! Successfully venturing on a
introduce the main actors and lesser players in our heroquest can bring magical rewards, but mishaps
Dragon Pass-centered book on page XX. can likewise bring nasty curses. The Hero Plane is a
Essential Realities and Upper Case magical place where cause and effect are moral or
The real world might be a hodge-podge of forces dramatic more than physical.
and trends that defy strict categorization, but This Isnt Medieval Europe
Glorantha is a universe of essential Truth. Humans Glorantha is a Bronze Age world. This general
and deities interpret reality in various ways, usually statement is meant to illustrate the social
self-serving, but everyday reality in Glorantha is a development and cultural level of most of the
flawed expression of cosmic reality. In this text, people of the world. Bronze is common, and can be
there are a lot of capitalized terms. In the Dragon mined directly from the bones of the gods who died
Empire, villains might be evil, but in Gloranthan in the Gods War. These bones provide a ready
the worst villains are aligned with Chaos, with a source of the metal. Bronze is used throughout the
capital C. The runes are all capitalized. We dont use rules to refer to the terrestrial metal to which it is
a lot of capitalization in our core 13th Age writing, most similar, but it also has some properties that are
but Glorantha is a different place, and youll find dissimilar from our earthly metal.
plenty of upper case letters.
Heroes are the real deal: As in a core 13th Age OUR MANY GLORANTHAS
campaign, the PCs are heroes in the generic sense. In
As you probably know, 13th Age isnt the first
Glorantha, however, there are also capital-H Heroes!
roleplaying system to offer entry into the world.
These individuals embody great forces, especially
RuneQuest! was the first roleplaying game to journey
the collective will of their people or the attributes of
into Glorantha and Heroquest was the newcomer
their gods. Heroes of this caliber would be icon-level
until now.
in the Dragon Empire. You can read more about the
Glorantha is a rich game world with a large
capital-H Heroes of Glorantha on page XX, XX, and
number of possible 13th Age campaign styles. If
XX the companion volume to our 13th Age in
youre not a newcomer to Glorantha, you may read
Glorantha book, the Glorantha Source Book.
what follows and know exactly how youre going to
adapt the material to a campaign youve always
wanted to run.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 11

Thats great for the diversity of unique Pass is the central crossroads area of a single
Glorantha games but not as good for new players. continent in a wild wide world. Were not coping
When our text has to aim at a specific campaign with that wider world, except as it might bump up
style, weve opted for a default setting thats simpler against Dragon Pass. In other words, if youre a
for newcomers to understand. longtime fan of Glorantha, youre not going to find
Chaos Rises: Our Default 13G Campaign material here on playing (or even fighting) Western
Setting sorcerers, or on playing Praxian nomads (although
we know theyre just to the East over those hills).
The default setting of 13th Age in Glorantha is that a
For now we have stayed focused on the Dragon Pass
great catastrophe has unhinged the world, or at least
campaign area we originally fell in love with.
the part of Dragon Pass that the PCs occupy. Reality
is unraveling and Chaos is slipping through the The PCs Are on the Hero Path
tears. More even than in core 13th Age, the player
The most obvious reason for the break are the characters of 13th Age in Glorantha are powerful
many cosmic conflicts of a great battle known as the beings who are magically different than most of the
Hero Wars. But each campaign is free to care a great worlds NPCs and all its normal people.
deal or not at all about wider events that are part of In the terms used by previous Glorantha games
the Hero Wars in canonical versions of the and setting material, our 1st level PCs are initiates
Gloranthan timeline. who are very close to being rune masters. At 3rd or
Whats important for 13Gs purposes is that 4th level theyre definitely rune masters. The talents,
there are crises right and left for intrepid powers, and spells that 1st level player characters
adventurers to handle and that most of them involve choose from are not available to most Gloranthan
fighting Chaos! We assume heroic motives and warriors and magicians. Normal warriors will have
player characters who want to save the world. a power, magicians will have some spells, but
If things seem dire to you in some of the normal warriors and magicians dont dare
material that follows, thats because it is. The heroquest. The player characters are warriors and
Dragon Empire setting of 13th Age implies that the magicians who more or less already have one foot
13th Age is a time of incredible upheaval and implies set on the Hero Plane. Unless the PCs are working
that the age may come crashing to an end during the hard to mask their power, normal people who meet
player characters adventures. Likewise, the default them almost always perceive that the player
setting of 13th Age in Glorantha is that the previous characters have powerful connections to the runes
Third Age has ended and the cosmos might not and the gods who express the runes.
survive whatever this Hero Wars or Fourth Age is The player characters are not yet Heroes, in the
throwing against it. Gloranthan sense in which warriors or magicians
This is not a status quo view of Glorantha, and it makes themselves a cosmologically relevant part of
may not even be as stable as the picture of the Hero the worlds story. But the player characters appear
Wars presented in the Glorantha Source Book. Here, to be people who *might* be capable of making
the magic unleashed in the Hero Wars is breaking themselves into Heroes, some day.
reality apart. This view of Glorantha emphasizes Compared to the Dragon Empire, where there
action and requires less understanding of the details are assumed to be a certain number of other
of Gloranthan cultures. Hopefully its better for adventuring groups questing for the icons, there are
newcomers to the world who can enter at their own probably a lot fewer rune master groups made up of
speed . . . until theyve stayed with us long enough potential Heroes adventuring in our default version
to no longer be newcomers! of Dragon Pass.
Were in Dragon Pass!
Youll have noticed that weve mentioned a couple
times that we are centered on Dragon Pass. Dragon

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 12

A CHAPTER-BY-CHAPTER specifically Gloranthan forms, and notes on adding


some mechanics to the monk class. Like the Classes
SUMMARY chapter in the core book, the chapter starts with a
13th Age in Glorantha relies on the core 13th Age rough list of which classes are easiest and hardest to
rulebook. We focused on creating new material play.
instead of repeating old material. Partly thats how
we roll. Partly thats because it felt fair to our CHAPTER 5: ENEMIES organizes over XX new
publishers at Pelgrane Press to rely on published 13th monsters by rune. For example, all ? Chaos enemies
Age rules and classes instead of republishing them in appear together, as theyll usually be encountered.
a new cover. The chapter begins with a Monster List that includes
We also make use of the 13th Age Bestiary and 13 suggested translations of monsters from the 13th Age
True Ways, but we dont always count on you core book, the 13th Age Bestiary, and 13 True Ways.
owning those books, generally its a bonus. When
we use incidental rules or mechanics from 13 True
CHAPTER 6: CAMPAIGN WORLD has a couple
Ways, we tend to repeat those rules.
pieces for players but is mostly for GMs. The player-
Heres a chapter-by-chapter summary of whats facing elements include a more detailed list of the
to come. gods of several pantheons, as well as ancestor feats
and feats for characters who want to join the
CHAPTER 1: INITIATIONS isnt quite over. When mystical societies of the Sartar Magical Union. GM-
were finished with this summary, were going to facing sections of this chapter include notes on the
turn to an Overview of Glorantha and its history. default setting of Chaos Rising, campaign advice,
and a runic geography section that introduces the
CHAPTER 2: CREATING CHARACTERS tells you most compelling locations in Dragon Pass by
how to create Gloranthan characters, including explaining what might go wrong there that would
details on using the One Unique Thing and require intervention by player characters.
backgrounds as well as new character choices like
the god youll be devoted to and your choice of CHAPTER 7: HEROQUESTING contains some of
three runes, the system that replaces icon the basic rules for heroquesting, advice for
relationships. designing heroquests, notes on lost myths and
Chapter 2 runs through all aspects of character broken myths, and several playable heroquests
creation in the same order it was covered in the 13th presented as examples.
Age core rulebook, introduces the main runes and
gods, and provides details on our playable races: CHAPTER 8: ADVENTURES has five sections,
Gloranthan humans, ducks, and trolls. ranging from an intro adventure to epic-tier
confrontations with the Crimson Bat. And even
CHAPTER 3: RUNNING GLORANTHA contains weirder things, but that would be telling.
detailed rules and examples for attuning and
narrating runes, new rules for combat and The APPENDIX has notes on using more of the
adventuring in Glorantha, and this games existing 13th Age character classes in Glorantha as
equivalent of the treasure section: a rune-by-rune list well as a whole mess of useful tables and sheets.
of powerful rune gifts your characters will earn by
narrating empowered runes, heroquesting, and THE WORLD OF GLORANTHA
leveling up.
Weve cribbed most of this overview of Gloranthas
cosmology and mythic history from the start of the
CHAPTER 4: CLASSES contains five all-new most recent edition of the HeroQuest roleplaying
Gloranthan classes, five transformation classes that game by Jeff Richard and Robin D. Laws. Since
convert existing classes in the 13th Age system into were mainly concerned with the Dragon Pass area,

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 13

weve shortened the overview in places and But Glorantha was not destroyed. Spurred on by
tweaked it in others. For a more detailed account of Hope and Chance, the Seven Lightbringers (led by a
Gloranthas cosmology and history, see the remorseful Orlanth) traveled through the Chaos-
Glorantha Source Book. ridden Cosmos and, after harrowing adventures,
liberated the life-giving Sun God. The joyful god
Overview
leapt to his rightful place in the sky and the Great
Glorantha is not a planet, as is ours, but instead is a
Darkness was banished.
slightly bulging, squarish lozenge, like the shape of
To keep entropic ? Chaos from coming to their
the e Earth rune.
realm again, the gods swore great oaths and
Glorantha floats upon Sramaks River, the
compacts resulting in the Great Compromise.
Primal Ocean that encircles the world. The Sky
Essentially the gods promised to remove themselves
overhead is an off-center bowl rotating about the
from the world and lock themselves into the
Pole Star that marks the center of the Sky, and is the
mythical acts by which they had originally created
only stable point in the celestial dome. Between the
(and almost destroyed) the world. Mortals are free
e Earth and . Fire/Sky is the turbulent realm of the
to live as they please, since their wars are assumed
g Air gods, the gods our player characters are most
to lack the power to destroy reality. Men call this
identified with. Underneath both e Earth and w
Time. By altering the world, the gods saved it, and
Water is the dark, silent Underworld.
history began.
Beneath the Sky and the Air, and sitting on top
of the Earth is the Middle Worldthe realm of The Dawn Ages
mortals. It has a northern and southern continent, This was a time of peace and growing, as the
and many islands. Our game is set in Dragon Pass in survivors rebuilt and taught themselves the way of
the middle of the northern continent, Genertela, the world inside Time. The ancient races, elves,
named after a long dead Earth god. dragonewts, dwarves, and trolls, were as healthy
and proud as humans. In Dragon Pass, on the
History continent of Genertela, the First Council was a
Glorantha was created by its deities from the Primal balanced organization including humans and non-
Void of Chaos. At first, there was no history, for the humans, men and women, mortals and divinities.
initial creation formed the period of magic and This age of innocence could not last. Ancient
timeless simultaneity called God Time. During this feuds were remembered and conflicts grew with
time, the entire world was populated with the peoples outside the council. Inside dissension and
beings and races of the Golden Age. outside enemies forced the formation of the Second
The birth into this world of Umath, the Primal Council, a warlike empire, which grew in arrogance
Air, shattered the period of peace with crowding, and power until they dreamed of bringing back the
confusion, and fear. This escalated into the Gods God Time. The experiment ended in the birth of
War, which eventually resulted in the death of the Gbaji the Chaos God, whose reign of terror kept
Sun, also known as Yelm the Emperor. It wasnt an Glorantha at war with itself for seventy-five years.
accidental death; Orlanth, the chief god of g Air and This was a great blow to the inhuman races, which
the supreme god of the pantheon the player have never had the same stature in the world since
characters are mostly likely allied with, slew Yelm to then. This was the end of the Dawn Ages.
prove he was greater than the Emperor. Orlanth
The Second Age
succeeded, but the death of Yelm plunged the world
Out of this shattered world grew new political
into the Great Darkness and allowed ? Chaos and
entities.
the Devil to break reality into many tasty splinters.
When the worlds greatest defenders are trolls who Among the most powerful was the state called
are happy to eat everyone, even Chaos, you know the Empire of the Wyrms Friends. This empire,
things are dire. The worlds death seemed near. centered in Dragon Pass, lasted for 500 years, proud
of and famous for their friendship with the dragons
and wyrms of the pass. The peoples and places

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 14

thrived, made contact with two other continents, were balanced Constancy and Change, Life and
and delved deep into spiritual byways. Death, Love and Indifference, and all the
After several hundred years the traditional dichotomies of the Universe, including a touch of
rulers were replaced by a ruling body of men and Chaos. Her arrival changed the face of the land.
gods called the Third Council. Legends relate that After living in Glorantha a short time she
there was no telling the men from the gods in the ascended to the heavens where she remains in her
council chambers. cyclical beauty, viewing the land, which she left to
But the magic of the council could not counter her family below. The ever-reincarnating Red
the miseries of its worshipers, or control the swords Emperor of the Lunar Empire is her son and her
of the rebels who did not sacrifice to them. Foreign pride.
gods gained power and prestige as the provinces of The Lunar Empire expanded from its founding.
the Third Council revolted or were overrun by When defeated it rebounded stronger than ever.
invaders. They went north to the icy wastes, east to the
At last the council turned its energies to bounds of the horse barbarian lands, and west until
defending its worshipers. Epic battles raged across they were halted by the magical Syndics Ban. But in
the land. Finally, the dragonewts, dormant for the south the empire continued to grow and grow.
centuries, rose against the council and slew them all. When they reached Dragon Pass they found it
Some seventy-eight years later the human allies populated again. Moreover, it was dominated by the
aiding the destruction of the empire turned against Kingdom of Sartar, ruled by a wise dynasty cautious
the dragonewts. With few allies, they seemed to maintain the great and magical laws that gave it
helpless before the destroying might of the its strength.
Invincible Golden Horde. Dragonewt nests were Despite initial defeats, the Red Emperor
scoured with wildfire, planted with seeds laid by eventually marched almost unhindered into the
Chaotic parasites, sealed by diseases unnamable, Sartar capital of Boldhome. He defiled the Temple of
and cursed by fear and loathing for any that would Sartar, sent Orlanth and Orlanths wife Ernalda into
mourn them. a Lunar hell, and ravaged the city. So far, it was the
Heartless and relentless, the humans crushed typical Lunar conquest.
and plundered, but when they closed in upon But the remnants of the Household of Sartar
Dragon Pass the assembled human armies met those incited the natives to rebel against the empire. The
who would mourn the loss of dragonewts. The bravery and glory of Sartars fight for independence
dragons from all across Time and Space assembled attracted volunteers. Adventurers from around
in their ancestral home to preserve the purity of Glorantha were drawn to the Orlanthi cause.
their birthplace. The Dragonkill War got its name The Hero Wars
from what the dragons did, not what they suffered.
After the latest rebellion was ruthlessly put down,
Humans have feared the dragons since that time,
the Lunar College of Magic has begun to construct a
despite draconic indifference, and none now seek to
Temple of the Reaching Moon on sacred Wind Top
smash the eggs of the dragonewts, even though they
to extend the Glowline. This act would serve to put
might plunder a nest city.
an end to the uprisings and also the rebellious Storm
The Third Age God, winning the Middle Air as the uncontested
Dragon Pass was abandoned by humanity. domain of the Red Goddess.
Elsewhere, old empires shook and the seas were But the Sartarites raised a dragon under the
utterly closed to human crossing. New kingdoms temple foundations, which devoured the assembled
rose to fill the power vacuums and new magic and priests and priestesses performing the dedication
deities broke free from ancient shackles. ceremony and half of the attendant armies. (See the
A bit more than a thousand years after the Dragonrise on page XX).
Dawn, the Red / Moon Goddess rose in the region Thanks to the devotion of their followers,
called Peloria, to the north of Dragon Pass. In her Orlanth and his wife returned to life, inspiring the

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 15

enemies of the Lunar Empire with renewed hope.


Shortly afterward, rebellion in the outpost city of
Pavis spelled Lunar defeat. Victorious barbarian
armies marched toward the Lunar forces in Dragon
Pass. They won the first unimaginably violent
battles, but theres a price, and the cosmos is paying
as surely as the normal people of Dragon Pass.
The Hero Wars have begun, a time in which the
powers of mortals turn out to be capable of
threatening reality. The collisions of Heroes and
Superheroes and God-Kings and True Dragons
shake the Great Compromise and let Chaos smash
into lands and myths that had been protected by the
combined understanding of the gods.
Chaos is rising. Prophecies come true and its
always bad news. Demons invade, long-dormant
monstrosities rip through myths in which they
should be destroyed. The great empires tear each
other to shreds and the world bleeds with them.
The gods stories are not quite enough. This is a
time for heroes who will forge their own epic
history. Time to save the world or die a few times
trying!

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 16

Chapter 2:
As a rule, the non-human races in the core 13th
Age rulebook dont appear in Glorantha. There are
Gloranthan races sometimes referred to as elves and
Creating dwarves, but Gloranthan elves are humanoid
plants and the dwarves are equally weird and unlike

Characters the races of most F20 roleplaying games. Theyre not


in this book, and neither is the other major elder
If you havent designed a 13th Age character recently, race, the reincarnating dragonewts.
look at the Character Creation Overview and See the Race and Class Restrictions sidebar
Character Creation Checklist on page 29 of the core below for a list of the race and class restrictions that
rulebook. With the exception of icon relationship might influence your choices.
choices in the core rulebook, the rules for creating a Class: Your class has the most influence on how
character in 13th Age apply to 13th Age in Glorantha. you spend your time at the table. Before you
Glorantha replaces the core books icon actually use all the character creation options in this
relationships with a god you are devoted to and chapter, find a class type in Chapter 4: Classes that
selection of three runes. Gods, runes, and classes are interests you and focuses your imagination as you
far more interwoven in Glorantha than any of the work through the character creation process.
character elements in the core 13th Age rulebook. Obviously thats not a problem if youre reading
The rules for the new decisions about devotion before playing, but if youre playing first, skim the
to a god and the runes you possess can be handled quick Ease of Play class summary section on page
in a couple sentences, but the gods and runes have XX. (Alternatively, if youre thinking of playing one
rich stories that most players will want an of the core 13th Age classes that hasnt had a
introduction to at some point early in the campaign. Gloranthan translation, check out the Classes from
This chapter pivots around these introductory Core 13th Age section on page XX of the Appendix.)
stories and examples. Youre not playing aloneyouve got allies at
Character Checklist the table, and your decision about which class to
play is probably going to take other players
The checklist that follows lists the steps weve
decisions into account. Were not going to try to
inherited from core 13th Age character creation
unpack the politics of class decisions, but we will
alongside new Gloranthan elements. If there are
mention that 13G games are probably going to be
things you need to know in detail about this element
more fun when everyone is playing a different class.
of your Gloranthan character, weve provided a
Compared to some of the multi-talented classes in
page number for the information. If theres no page
the core 13th Age rulebook, the Gloranthan classes
number, the 13th Age core rulebook covered it.
have been designed with fewer possible builds.
GM input: This almost goes without saying, but
When weve doubled up on character classes in our
if the GM has special plans for the campaign, there
games, we usually end up feeling like were getting
may be campaign-specific guidelines that will shape
in each others way.
your creativity.
Generate abilities: Use the same rules as in core
Race/Culture (page XX): Many players start core
13th Age. You can roll your ability scores or use the
13 Age characters thinking about the race theyll
th
point-buy option.
play. Thats not usually true in 13G because most
Combat stats: Same as 13th Age core rules.
characters are human. When playing a human, you
One unique thing (page XX): The one unique
may have a choice of which Gloranthan culture your
thing occupies the same creative role in Glorantha as
character comes from, but thats a fairly minor
it does in 13th Age. It might be your biggest
choice that may be already decided by your
opportunity to shape the campaign and it might be
campaign. If you are thinking about playing a troll
where you set up a story youve always wanted to
or a duck, see the rules for duck and troll player
experience and only know the beginning of. We
characters at the end of this chapter.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 17

discuss Gloranthan examples to help people new to (page XX), troll adept (page XX), and troll
the setting get started. warrior.
Eight background points (page XX): Only trolls can be hell mothers, troll warriors,
Backgrounds work the same as they do in core 13th troll necromancers, and troll adepts.
Age. Weve scattered example backgrounds all over All the questions you may ask about race/class
this book, so the brief discussion in this chapter combinations are covered by these answers. A
points to other specific sections. female duck berserker with the Zorak Zoran
God (page XX): 13th Age in Glorantha characters Devotee feature and a male troll hell mother will
each choose one of the gods as their primary deity. make for a strange party, but adventurers are mostly
Worship is a two-way exchange: mortals worship strange!
the gods, and in return, the gods grant blessings and See Gender Roles on page XX for more on how
magical power, particularly to heroes such as the you might or might not let gender influence
PCs who are capable of emulating divine deeds and character options.
thereby strengthening the ongoing creation of the <<end blue sidebar>>
world.
Three runes (page XX): Two of your runes are
determined by the god you chose. Often your god ABILITY SCORES
will only have two runes, so youll get them both. If Ability scores work the same as in 13th Age, but the
your god has three or more runes, select two of non-human races of the core book are generally not
them. used in Glorantha.
Your third rune is entirely your choice. We often Well handle Gloranthan elves and dwarves in a
refer to the third rune as your personal rune. Often a future book. For now, heres the basic ability score
characters one unique thing or backgrounds have modifiers of the Gloranthan peoples. See page XX
shaped the start of a story that makes the choice of for the full details of these peoples.
personal rune obvious. Discussion of personal runes
<<table should stay as single column>>
appears on page XX. Full rules for calling on runes
Race Str Con Dex Int Wis Cha Any
appear in Chapter 3: Running the Game, starting on
Human +2
page XX.
Duck +2 +2
Adventurer-tier feat at 1st level: Each PC gets at
Troll +3* +3*
least one as in the core 13th Age rules, while human
*The trolls Strength and Constitution scores must be
PCs choose two feats.
among the trolls top 3 ability scores; see page XX.
Name and gender: If you havent already picked
a name and gender, now is the time. Page XX in the
Appendix has a short list of names, and more are New Alternative Array Ability Scores
available online at Glorantha.com. For people who dont want to roll ability scores,
heres an alternative to the point-buy system we
<<insert blue sidebar>> presented in the 13th Age core rulebook. It creates
Races and Class Restrictions more diverse characters, its really simple, and its
There are a few race and class restrictions and one what we have been using lately. Assign these six
class/gender restriction that we see as the way you scores to your abilities: 17, 15, 14, 13, 12, 10.
should usually play. Anyone who wants to violate Compared to the point-buy arrays on page 309
one of the following rules should only do so with of 13th Age that let you spend 28 points, this
the permission of their GM and probably as the gist alternative array is better. But its better on the
(or a side effect) of their One Unique Thing. bottom end, which people nearly always ignore
Troll PCs can choose only from the following when theyre using point-buy systems, and that
five classes: berserker (Zoran Zoran Devotee actually works well for our system. So maybe youll
feature only), hell mother, troll necromancer like this as much as we do.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 18

ONE UNIQUE THING kitchen slave who led a rebellion armed with a
cleaver; and if he was your 1st level character . . .
Your Gloranthan character has a unique, or one
well, that sounds okay as is! Sir Ethilrist returned
unique thing, much like a standard 13th Age
from Hell commanding demons; and as a 1st level
character. Given the nature and recent history of
character he might have been a Western sorcerer
Glorantha, here are some points to consider when
who has unhealthy obsessions with demonology!
inventing your characters one unique thing.
Harrek killed his white bear god and wears its fur as
New possibilities: The cataclysmic events of
a freaking cloak (and we wont presume to speak of
recent years have been accompanied by portents,
him as a 1st level character, too risky)! And so on,
revelations, abominations, freaks, flukes, prodigies,
with your PC as another strand in the legacy.
marvels, and miracles. Forgotten spirits have
returned, ancient magic has come undone, and One Unique Thing Examples
unknown wonders have appeared. Here are some example uniques.
Unusual allies: As bonds of alliance and enmity My mother was killed by Chaos monsters as I
have shifted and as the old ways of doing things was being born, but I killed those monsters myself
have collapsed under the pressure of calamity, as a newborn. Orphaned, I was adopted by Ducks.
upstanding Orlanthi have sometimes found (for a berserker)
themselves connected to outsiders or their exotic Cultic tattoos appear spontaneously on my
ways. These connections may be social, military, skin. I know what most of them mean. Sometimes
spiritual, mystical, or even familial. my tattoos win me privileged access to secret rites.
Runic connections: Your unique might be Sometimes they make people want to kill me. (for
associated with your third personal rune that isnt most anyone who wants to be in touch with
necessarily related to your deity. Of course, you can mysteries they may gradually, or never, understand)
have an unusual third rune that marks you as Judging by my appearance and manner, my
special without it being part of your one unique absent father was evidently a magical beast of
thing. some sort. Strangely, sometimes my actions and
Continuity: The world of Glorantha is spelled countenance suggest a swine father, sometimes a
out in much greater detail than the Dragon Empire, dog or a bull. Its a mystery what this means about
and your group might be keen to stick closely to the who my father truly was. (for a trickster with the
official background. That said, the current upheavals Beast rune)
ensure that theres plenty of discontinuity for Although I have now pledged myself to
inventive players to rely on. Your GM is probably Orlanth, I actually grew up in a Lunar crche as the
your best bet for developing a unique thats in line successful result of generations of managed
with the world, as its played at your table. Even if breeding. When they sent me to fight the Orlanthi
your group is not committed to strict continuity barbarians, I was inspired by their bravery and their
with the published material, the vast literature about loyalty to each other, and I switched sides. I know
Glorantha includes countless wonderful details that that Ive been bred to have powers that have not yet
can spark your imagination. manifested, although I dont know what will
Think of heroes: If youre stuck, think of what become of those powers now that Im cut off from
your character might be remembered as if they my breeders. (for someone with the / Moon rune,
become a legendary Superhero and reshape the possibly a bard, monk, or occultist)
world around them. If youre familiar with the Im the reincarnation of an Orlanthi hero
heroes of existing Gloranthan lore, consider that whose original body is still serving Delecti the
most of them have a one unique thing! Jar-eel is the Necromancer as an elite zombie servitor of some
product of a centuries-long eugenics program type in the Upland Marsh. Im seriously angry about
conducted by the Lunar Empire; but if she were it. I could have stayed in the God Plane, but Ive
your 1st level character, the success of that eugenics come back as a storm bull berserker with t Death as
program would be in doubt. Beat-Pot Aelwrin was a my third rune. Im back for some serious avenging.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 19

I have the breath of Humakt in my lungs. Gender Roles


Humakt is known as the god who cut away his In the descriptions of several of the Gloranthan
familial ties and his connection to g Air, so Im classes there are cultural and racial tendencies that
something of a heretic. Perhaps I foreshadow great push specific classes toward female characters. This
changes in the cosmos, or perhaps Im a fluke doesnt always mean what you think it means. As
created by the cosmic upheavals that have ravaged Bronze Age people, the Orlanthi have concepts of
Dragon Pass. (for a Humakti with the Air rune) gender identity that don't line up with our own. For
I dont have solid memories before the last two example, the Heortlings recognize four sexes and six
years. I was either dead while Orlanth and Ernalda genders, and also recognize at least seven types of
were dead and returned to life with them, or I was marriage. Polygamy and polyandry are not
liberated into the world by the heroquests that unknown. Some notable Orlanthi heroes married to
returned the gods to life. (for most anyone who Ernalda priestesses also have had male lovers (often
wants to hint at the potential of an epic destiny) of the same sex and gender).
People think Im cold and inhuman but they Weve kept gendered words like priestess and
have no idea. Im secretly one of the demon steeds Beast Man that are traditional in Glorantha, but they
of Sir Ethilrists Black Horse Troop. I had to cut dont necessarily have to correspond precisely to
away all my earlier magical connections to make my expectations. We have some notes on standard
escape as a human, which is why it works so well male/female gender expectations below, but for the
for me to worship Humakt. (for a Humakti human cultures involved, its entirely possible for a
chumming the dungeon) woman to take the male role and be referred to as a
Uniques that Change Over Time man and for a man to take the female role and be
Sir Ethilrist didnt start as the commander of the referred to as a priestess.
worlds nastiest demon-mounted mercenary troop, Dragon Pass has at least one Hero who fathered
and neither will you. Some uniques can grow over children, then changed gender and mothered
time. We dont recommend that you try to map out childrenKitor, the great ancestor for o Darkness
your future as you start play. Just be aware that the humans (see page XX)and others whose gender
story of your characters one unique thing might identities are fluid, multiple, or determined by spirit.
grow organically during a campaign. Many forking The extent to which this is a factor in your campaign
paths are possible, and each PCs story tends to is up to you and your players.
interlock with the stories of the other PCs. Berserker, Storm Bull: Storm Bull is male, as we
were able to remind one playtester who wondered
BACKGROUNDS whether this particular bull might be female. Dont
let that stop you from playing a female Storm Bull
Your characters backgrounds connect them to the
worshiper. There are plenty of female Storm Bull
world.
berserkers. They dont take any backtalk and no one
Were using the same background and skill
is eager to give them any.
check rules as core 13th Age. Were assuming that
Berserker, Zorak Zoran: It would be somewhat
youve read or played 13th Age. If thats not true,
odd for a female troll to worship Zorak Zoran,
read pages 4043 of the core rulebook now.
because he is by definition a lesser male god and a
Instead of writing more general text about
female troll should be able to do better. Shes
Gloranthan backgrounds, weve spiced numerous
slumming, or rebelling, or being an extreme badass
sections of the book with sample backgrounds that
who doesnt care what anyone thinks, not even the
highlight the ways player characters can intersect
Mistress Race trolls or Kyger Litor herself.
with Gloranthan runes, myths, geography, and
Earth Priestess: The cultural expectation is that
monsters. The most extensive lists of backgrounds
most Ernaldans are women. But thats not an iron
are contained at the start of each class description in
rule. There are some male earth priests. Not many
Chapter 4.
are in Dragon Pass, but some are in the Holy

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 20

Country, probably. It may or may not be worth a Each PC starts the game with three runes. Two
one unique thing to explain, but theres definitely of your runes come from the god your character is
going to be an interesting story here if youre devoted to; well cover that in the next section. Your
playing a male earth priest in a campaign that sticks third rune, your personal rune, is entirely up to you.
close to Gloranthan traditions. A man who has Your personal rune indicates some special influence
assumed the feminine gender? More likely. on the character, often an influence that comes from
Hell Mother: Trolls are matriarchal. Hell some source other than the characters god.
mothers are the troll equivalent of full citizens. Male For example, an Orlanthi warrior might have the
trolls are by definition expendable half-citizens if g Air and s Movement runes from Orlanth plus the
theyre lucky. So if youre a male troll who has B Beast rune. This wild card rune could represent
somehow become a hell mother, well, you must an unexpected unique element of the characters
have an interesting life story. For a troll character personality, a piece of their backstory, or something
that doesnt have much to do with the rest of troll mysterious that will become clearer during the
society, it might work. Its even possible that a male campaign. For example, an Orlanthis Beast rune
o Darkness human is more likely to succeed as a might represent the characters descent from a clan
hell mother than a male troll; after all, the human is known for its bestial ways and rumored to have
already a bit of a freak, so the fact that theyre also a bestial blood. Alternatively, that Beast rune
hell mother is an incremental tweak. connection could come from the characters one
Humakti: Male, female, its all the same to t unique thing; perhaps the warrior started life as a
Death. I mean, Humakt. summoned storm ram and has finally been
Orlanthi Warrior, Rebel, Storm Voice, Wind reincarnated as a human after performing some
Lord: All the Orlanth and g Air classes have mysterious great service in a battle the PC no longer
powerful female members. Some of those women remembers! For a more orthodox explanation that
are happier worshiping Vinga, the red-haired makes use of other mythic connections, the
adventuress who embodies all Orlanths traits, but characters Beast rune might relate to Yinkin,
most dedicate themselves directly to Orlanth. No Orlanths shadow cat ally.
class name changes or unique stories are necessary, Doubling up on devotion: Your personal rune
though if you wish to tell a story about how your can also double up on one of the two runes youve
female character found her path flying beside acquired from your god. We think of this as a
Orlanth instead of sticking with the earth goddesses, somewhat less interesting path, but maybe thats
go ahead. because we havent tried it often ourselves! We favor
Trickster: Yes. characters with a wider range of attunements, but if
youre out to play a character who is extremely
focused on their gods interests, or who has an
SELECT THREE PLAYER- abnormally powerful connection to a given rune,
doubling up makes sense.
CHARACTER RUNES No Chaos: No PC can be associated with the ?
Primal runes define the universe and influence all Chaos rune. Such an association would make the
actions. The lives of player characters interact with character a monster as an enemy of creation.
these runes, sometimes through the gods who
Will you get more runes? Unless youre the
mastered the runes and sometimes as impersonal
unluckiest hero ever, youre likely to gain other
forces that shape reality.
runes, usually as a consequence of succeeding with a
Runes serve many of the same functions that heroquest or other great feat. There actually isnt a
icon relationships serve in 13th Age. They connect limit to the number of runes that you can possess at
the PCs to the world, give players the opportunity to once, but runes that arent part of your three core
invent free-form events in the game, and sometimes runes are only with you until you use them as an
provide PCs with permanent magical benefits. empowered rune. In other words, youll possess a

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 21

bonus rune until you end up getting a rune gift from Disorder (for a hero whose life keeps falling apart,
it (as shown in the core rune mechanics). even when it really shouldnt).
Contradictory runes arent forbidden: Do you The Gods & Their Runes
want to be the strange Orlanthi warrior who not
Unlike the core 13th Age rules, which only has one
only has the s Movement rune, but also the c Stasis
enforced icon relationship (between necromancer
rune? Or the strange Humakti who has the x Life
and Lich King), a number of the classes in 13th Age in
rune as well as their gods t Death rune? Its not
Glorantha are strongly associated with specific gods.
forbidden to mix opposing runes, its just unusual.
Weve summarized those associations on page XX
Such contradictions can create interesting stories. Of
and XX.
course, exceptions are more interesting when theyre
The short alphabetical list that follows show
exceptional. If you decide to choose opposed runes
which runes are available from the god youve
as part of your character concept, you should
chosen or that you are linked to by your class.
probably use your one unique thing and your
backgrounds to explain why you are such an odd When a god has two runes listed, player
creature in the cosmos. This isnt a requirement of character devotees of that god take both those runes.
the rulesits a story opportunity. Humakt, for example, has only Death and Truth,
and so every devotee of Humakt has both his runes.
Personal runes may be your fate, not your
When a god has three or four runes listed, devotees
personality: Examples of conflicted heroes abound
choose two of the gods runes. Zorak Zoran, for
in fantasy literature: albino champions reluctantly
example, has a wide variety of runes, so devotees of
dragged into the wars of Chaos, unbelieving
Zorak Zoran may possess very different runes.
wizards gifted with white gold, and so on.
One god, Storm Bull, has a rune with an
Since calling on a rune is an action thats
exclamation point after it. Thats V Eternal Battle,
controlled by the player rather than by the hero,
Storm Bulls unique rune, and only his devotees can
theres room for storytelling involving heroes whose
choose it.
connections with specific cosmic forces are accidents
of cosmic destiny. Its possible that your personal Main Dragon Pass Gods
rune taps into forces your character did not choose Were strongly supporting seven gods in this first
and may not want to be associated with. Are you 13th Age in Glorantha volume. The new classes in this
haunted by powers you would dispel, given the book are oriented toward devotees of these gods.
chance? Is your path twisted by forces that are at (For those of you who arent newcomers and want
odds with your motives or goals? to carve your own path, we list the other gods in the
Consider the example of a Humakti warrior Major Pantheons section just below, and detail other
named Silver who had a strange vision while class options in the Appendix.)
fighting a Lunar magician. Silver has been Ernalda: e Earth, l Harmony, x Life. The
increasingly troubled by insights that have nothing supreme goddess of Earth, Orlanthis wife, and part
to do with Humakt, by moments when forces of the pantheon thats strongest in Dragon Pass.
connected to the Red Moon have rebalanced events Associated with the earth priestess class. Her
in her life, often to her advantage. Silver had no worshipers are referred to as Ernaldans.
intention of becoming tangled with the / Moon, but Eurmal: i Illusion, j Disorder. Trickster god
the Moon keeps rising into her life and its not clear who just barely manages to do more good than
yet whether shell be able to keep the Moon separate harm. One of Orlanths companions on the
where it belongs, as the enemy, or whether the Lightbringer Quest that saved the world. Associated
Moon will become her final truth. with the trickster class. Worshipers are known as
Other runes that could easily function as Eurmali.
archetypal conflicted personal runes include B Beast Humakt: t Death, y Truth. Ruthless god of
(for someone trying to take the path of civilization); Death. Less human than the other deities.
t Death (for someone sincerely tired of war); and j Aassociated with the Humakti class. Worshipers are

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13th Age in Glorantha Playtest Packet 4 22

known as Humakti, which would be confusing If you know Glorantha well or are one of those
except there are very few worshipers of Humakt people who always takes the stranger path, you
who arent trying to be death warriors. The PC class might be able to get your GMs permission to choose
we present is a stronger expression of that. one of these other deities. Some deities have runes
Kyger Litor: o Darkness, , Man, b Spirit. Chief other than the ones supported by rune gifts, and
goddess of the Darkness pantheon and mother taking such a rune might be a headache for the GM.
goddess of the trolls. Associated with the hell Our classes and myths dont do much to support
mother class. Worshipers are usually known as, well these other deities, but some players and GMs may
. . . trolls, to be simultaneously clever and mostly be willing to put in the effort to make them work.
accurate. There are some human devotees of Kyger For more on using the existing 13th Age classes to
Litor, but theres no shorthand term used for portray devotees of several of these gods, see page
worshipers. XX in the Appendix.
Orlanth: g Air, s Movement. Chief god of the For more on Gloranthan pantheons and the
pantheon named after him. Worshiped in at least runic associations of the gods, see the Glorantha
three significant forms: Orlanth Adventurous (the Sourcebook page XX and The Guide to Glorantha pages
young rebel), Orlanth Lightbringer (the cosmos- 150153.
saving quester), and Orlanth Rex (the king). For the list of ? Chaos gods worshiped by the
Associated with the Orlanthi warrior, rebel, storm player characters enemies, see page XX in the Chaos
voice, and wind lord classes. Worshipers are known section of Chapter 5: Enemies.
as Orlanthi, which is also the name for the wider
g e Orlanthi Pantheon
cultural group that worships the Orlanth and
Ernalda pantheon. Also known as the Storm Tribe.
Storm Bull: g Air, V Eternal Battle (!). Orlanths Orlanth, Ernalda, Humakt, Storm Bull, and
wilder and harsher brother, the best anti-Chaos Eurmal. See above.
fighter in the pantheon. Associated with the Babeester Gor: e Earth, t Death. Bodyguard
berserker and Orlanthi warrior classes. Worshippers and violent champion of her mother, Ernalda.
are known as storm bulls. Devotees are often fanatical female warriors known
Zorak Zoran: o Darkness, t Death, j Disorder. as avenging daughters.
A wild and hateful god who no one wants around Barntar: g Air, s Movement. The farmer god,
until Chaos has to be slain. Chiefly associated with associated with the plow that breaks the e Earth
the Zorak Zorani version of the berserker class, and rather than the Earth itself. A capable substitute for
although there may be other worshipers who would Orlanth, especially in places that the Red Goddess
be described by the term Zorak Zorani, there has suppressed the worship of Orlanth. Worshipers
arent many we can think of. Individual Zorak of Barntar are known as Barntar worshipers. Yup.
Zorani often have . Fire/Sky as a personal rune Chalana Arroy: l Harmony, x Life. The healer
because of their gods victory over Yelms son goddess, one of the Lightbringers. A pacifist, though
Yelmalio, but the gods hold on the element isnt still opposed to Chaos. A devotee of Chalana Arroy
strong enough to make it one his primary runes. might be referred to as a Chalana Arroy, or more
rarely as a Chalana Arroyan.
Donandar: l Harmony, s Movement, i Illusion.
Major Pantheons
Minor god who was formerly in the Puppeteer
There are many more gods than the seven we set up
Troupe but left to try to find a way to deal with
to be the gods of PCs. The following lists name a few
Chaos. Hes a bardic god and the god of
more of these gods, mostly to help you see where
entertainers. It may be a stretch to put him in the
your characters god fits in the cosmic order. Many
Orlanthi pantheon, but hes welcome when he
of these gods are subservient to the gods weve
shows up and its okay for Orlanthi to worship him.
focused on, while others dont want to be called
anyones servants.

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13th Age in Glorantha Playtest Packet 4 23

Elmal: . Fire/Sky, y Truth. The loyal guardian, Karrg; o Darkness, , Man. Kyger Litors loyal
a former enemy converted to the hearthguard. son, bodyguard, and champion.
Devotees are called Elmali. Xiola Umbar: x Life, o Darkness, l Harmony.
Heler: l Harmony, w Water. Orlanths former Goddess of dark solace.
enemy, beaten and turned into an ally. Devotees are
. Solar Pantheon
probably Helerites, though there arent many
The rivalry between Emperor Yelm and King
principally devoted to the god.
Orlanth goes back to the Godtime, and their conflict
Issaries: h Trade. The Orlanthi god of
shaped the world. These are the solar gods most
communication and trade, an invaluable member of
likely to appear in your campaign.
the Lightbringers Quest. Devotees are called by the
Shargash: j Disorder, . Fire/Sky, t Death. The
gods name, as in, an Issaries, or more likely a
Red Planet, destroyer, and war god. A Great God,
Goldentongue or Silvertongue, referring to their gift
killer of Orlanths father, Umath.
for convincing gab.
Uleria: x Life. Shes too fundamental to be
Lhankhor Mhy: y Truth, a Law. The know-it-all
restricted to one pantheon.
god of sages and knowledge. They take their beards
so seriously that beardless Lhankhor Mhy sages, Yelm: c Stasis, . Fire/Sky. Sun god and
even women, wear fake beards. emperor.
Maran Gor: e Earth, j Disorder, t Death. The Yelmalio: O Light y Truth. Lightfore, the Cold
Earthshaker, goddess of earthquakes, a dangerous Sun, an honorable warrior and worthy ally. He lost
goddess who embodies the destructive aspects of his Fire/Sky in the Godtime and now is a god of
Earth. Light. For a PC, you can fudge it and give the PC
gifts associated with the . Fire/Sky rune.
Odayla: B Beast, g Air. Hunting god.
Uleria: x Life. Primordial goddess of love, the / Lunar Pantheon
Attractor, That which Binds Inside. Sedenya, the Red Moon, is a reborn goddess, and
Uralda: B Beast, Earth. The Cow Mother, a her followers now rule the Sun-worshiping empire
slightly surprising but possible replacement for to the north. The Red Moon hangs motionless in the
Ernalda. Air above the horizon far to the northwest. The new,
Vinga: g Air, s Movement. Perfectly capable of Lunar way of seeing things is enticing but ultimately
stepping in anywhere Orlanth is worshiped. monstrous.
Yinkin: B Beast, g Air. God of alynxes, Nysalor: ? Chaos, O Light. God of Illumination.
Orlanths boon companion. Worshipers might be Dont listen to his riddles.
called Yinkini, but it doesnt exactly trip off the Red Emperor: / Moon, , Man. God-emperor of
tongue. the Lunar Empire.
o Darkness Pantheon Sedenya: x Life, / Moon, ? Chaos. The Red
Goddess, the reincarnating Red Moon, Sister of
In Glorantha, Darkness is a fundamental element
Chaos, Lurker on the Veil.
and doesnt carry a connotation of evil. Even so, the
trolls just might eat you. The Twenty Runes
Kyger Litor and Zorak Zoran: See above. To guide your choice of personal rune, weve
Aranea: B Beast, o Darkness, X Fate. Goddess introduced each of the runes below with an eye
of spiders, cruelty, and preying on the weak. toward the type of stories theyll be most likely to
Argan Argar: o Darkness, h Trade. God of help you create. Not every rune write-up follows
surface darkness. For surface dwellers, he is the precisely the same format. Some mention
most approachable of troll gods. geography. Others focus on mystic experience, or a
Gorakiki: B Beast, o Darkness. Mother of particular elder race. Most all the runes include
insects. Trolls breed various giant insects. suggested backgrounds that are oriented toward
characters who have chosen the rune as their

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 24

personal rune. (Backgrounds appropriate to g Air


devotees are more likely to show up in the character
Mercurial, violent, passionate, and occasionally
classes.)
regal: most of the dominant human cultures of
If you are new to Glorantha, dont sweat this
Dragon Pass are part of Orlanths Storm Tribe. Not
choice much. The information below will help you
coincidentally, its also the active and violent rune
get the flavor of the world, but if you have a
that blew apart the original cosmic order, starting
different spin on a rune thanks to your unique and
the fights that led to the original Gods War.
backgrounds, it could be that your character will
We cant talk about the g Air rune separate from
help shape a new story.
its ruler, Orlanth the Storm King. Orlanths
Its also quite common for characters to change
desperate Lightbringers Quest (page XX) and the
and grow during play, and changing the runes you
Great Compromise of Time that followed more or
possess is exactly the type of character development
less settled Orlanths outright war with Yelm amd
that could occur over the course of a campaign. For
the Fire/Sky gods. But the Hero Wars in Dragon Pass
example, the s Movement rune demands change,
pivot around a new conflict, the Red Moons
the g Air rune expects change, A Dragonewt creates
invasion of the Middle Air that Orlanth considers
mystic transformations, and / Moon is all about
his own. Not to mention that the partly Chaotic Red
transcendence, even if you thought you were happy
Moon goddess forced her way into reality straight
the way you were. Supposedly stable cosmic
through the barriers of Time that were supposed to
patterns dont tend to stay intact long in Glorantha.
prevent this type of new apotheosis.
Origins: Compared with the rest of the runes,
<<insert blue Sidebar>>
the Air rune is everywhere in Dragon Pass. Theres
Personal Rune Options
no shortage of Orlanthi clan, wind temples, and
g Air Storm Tribe warbands that might have produced an
B Beast Air hero.
? Chaos (forbidden) Of course, most all player character heroes
o Darkness devoted to Orlanth possess his Air rune
t Death automatically. If youre choosing Air as your
j Disorder personal rune, it may be that the Storm Tribes
A Dragonewt passionate approach to an unpredictable life appeals
e Earth to you. Live fast, fight often, die proud.
. Fire/Sky Backgrounds: Each of the four Orlanth-centered
l Harmony classes (rebel, storm voice, Orlanthi warrior, wind
i Illusion lord) leads with many backgrounds related to the
x Life Air rune. Other examples include former sylph (for
a spirit made human), Windstop guerilla warrior,
, Man
northern nomad, Wind Temple alto/tenor (for a
/ Moon
woman or man responsible for maintaining
s Movement
humming wind songs during magical rituals), and
p Plant Kero Fin porter (for someone used to carrying heavy
b Spirit loads up the highest mountains).
c Stasis Air warriors: Partly because of their ancient
y Truth connection to Humakt, the god of t Death and the
w Water sword, Air warriors consider the sword to be their
<<end blue sidebar>> primary weapon. In the mortal plane, warriors use a
huge variety of weapons, but in most myths, gods
and heroes of Air tend to use swords.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 25

Gods: Orlanth and Storm Bull are our main ? Chaos


gods. You might also end up with an Air rune
This isnt your personal rune. Move on quickly.
relationship from your god if you worship
companions of Orlanth such as Vinga the Quickly we said.
Adventuress, also known as the Red-Haired o Darkness
Woman, or Yinkin, the alynx god. Darkness isnt just the night . . . or maybe it is, and
Ancestor feats: If youre interested in playing a the night is scarier than you think.
character descended from a powerful g Air Hero, o Darkness is feared as an element that is often
see page XX for notes on taking Heort or Sartar as a hostile to humans, and is owned by the elder
mighty ancestor. civilization of the trolls. Darkness came before all
things, cold, unforgiving, and full of insect spirits.
B Beast In the world of Time that followed the Great
This rune is also called the Dragons Eye, and it Compromise, night is the part of each day when
represents the armor plate over a dragons eye. Yelm is dead and in the Underworld. Those with
Dragons are said to be the progenitors of all beasts long memories know that when Yelm was truly
(at least those with four or more legs), though no dead, trapped in the Underworld during the Gods
one has had the nerve to ask a true dragon about it. War, Darkness powers like the trolls helped save the
All animals have the B Beast rune, but most are world from ? Chaos. Of course, thats partly
also associated with other runes. For example, because the powers of Darkness can devour Chaos
alynxes, sheep, and bulls are all associated with the without harm as easily as Darkness can devour
Air rune. Cows, geese, pigs, and snakes are everyone else!
associated with the Earth rune. Horses and most Gods: Kyger Litor owns Darkness. Zorak Zoran
birds are associated with the Fire/Sky rune, and so is a lesser Darkness god. Other interesting Darkness
on. gods like Argan Argar and Xentha arent in this
The Beast runes power shifts depending on book. Hopefully well find them later.
who is using it. Among Beastmen, ducks, and Weapons: Warriors devoted to Darkness may
intelligent animals such as morokanth and baboons, favor maces, clubs, morningstars, and even rocks
the Beast rune is the rune of the people, the rune that simple weapons from the times before people got
embodies the group. Among humans and some fancy with edged weapons, bronze, and iron.
trolls, the Beast rune is the hunters rune. For other Darkness & Human Characters: In the Holy
trolls, the Beast rune commands or controls insects. Country south of Dragon Pass there have been long-
Possible backgrounds: People influenced by the lasting relationships between Orlanthi and more or
Beast rune can be uncouth, are almost certainly less benevolent o Darkness overlords such as the
rough-edged compared to more civilized folk, and Only Old One (now deceased).
are often fiercely loyal. People who are associated Examples of groups that might produce a
with this rune are often hunters, shapechangers, Darkness-linked hero include:
berserkers, friends of Beastmen or ducks, or a mix of The elusive Kitori people who cooperated
all four. with the former troll overlords of the Holy
Gods: Were not dealing with any major Beast Country (see the Glorantha Source Book, page
rune gods. The gods who have the most to do with XX).
the Beast rune are Storm Bull (because hey, Bull), Orlanthi clans near the Vale of Flowers or
Yinkin the shadowcat, Odayla the hunter, and Castle of Lead who have had to make their
Uralda the Cow Mother, a follower of Ernalda. peace with powers of Darkness.
A mighty ancestor: One player character might Dragon Pass Orlanthi clans with a particular
be descended from Yinkin himself, if you care to notable ancestor connected to powers of
experiment with Yinkins B Beast ancestor feats on Darkness that offered survival during the
page XX.

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13th Age in Glorantha Playtest Packet 4 26

Great Darkness (Guide to Glorantha, page conflicts they didnt start or simply treated as
XX). expendable extras in the conflicts of Heroes.
A self-made hero might be connected to secrets If you choose t Death as your personal rune,
of Orlanths Sandals of Darkness, destined to make your story is full of clear divisions between things
peace with trolls, or destined to steal back things the that are and things that will no longer be. Exposure
trolls thought were safely eaten. Or perhaps youre a to Death pushes most mortals toward the grim side,
Yinkin (the alynx/shadowcat god) worshiper, or the opposite of the joy implicit in the Life rune. You
even one of Yinkins descendants, who is more may be relentless, you may be ruthless, you may just
invested in the shadow than the cat. be unemotional, or you may be trapped in a life that
If you choose o Darkness as your personal rune, cuts away things that matter to you until one of
you might be cruel, cold, or secretive. Or you might those emotional states is all you have until Death
be connected to the Kitori peoples who understand finds you.
how to move in the Darkness without getting lost. Gods: We have two strong gods of t Death.
Or you might have turned to old powers that can They cover the spectrum.
stand against ? Chaos when nothing else survives. Humakt is true, upright, and more or less noble,
The stories that coalesce around you and your though his nobility requires sacrifices and others
friends feature mysterious disappearances and may not agree about what is worth cutting away.
equally mysterious returns, secrets that neither you The Humakti class has examples of backgrounds
nor your companions understand that may and roleplaying hooks that make sense for Humakt
somehow still turn in your favor, and the sense that devotees.
great forces are gnawing their way closer to the Zorak Zoran is pure trouble, a usually berserk
surface. mix of trollish o Darkness, violent t Death, flagrant
Possible human backgrounds: Kitori survivor, j Disorder, and stolen . Fire/Sky.
Cragspider sympathizer, escaped troll grubslave, Possible backgrounds: If youve chosen Death as
Horse Country thrall, reincarnated Second Council your personal rune, instead of acquiring it as a
diplomat, Vale of Flowers bug hunter. consequence of devotion to a Death god, your
Mighty ancestor: If youre interested in playing character might have one of these backgrounds:
a character who might be descended from a mercenary captain, former clan champion, funerary
powerful o Darkness Hero, see the write-up of elegist, Upland Marsh tracker, former Axe-
Varzor Kitor on page XX. Daughter, apostate Humakti, secret Arkat
worshiper, twice-slain weaponthane, or reformed
t Death assassin.
Death was the First Sword, the immortal and cursed
weapon that introduced the world to the things that j Disorder
come after Life. This rune has always meant trouble. From the
Everything dies. Mortals die fast. Gods die less moment that Eurmal handed Humakt the sword
often now that Time webs the world into a mutually that would earn the name Death to the moment your
reinforcing compromise, but gods died just like partys trickster lost his pants, Disorder has been
mortals in the disastrous eons of the Gods War. having fun at everyone elses expense.
In a perfect world, t Death would be a necessary If you choose j Disorder as your personal rune,
method of clearing room for new life. In the hands you know what youre doing. You may not be a
of heroes, Death is a frightening but necessary agent thief, but you probably dont have a lot of respect for
of eternal change that can be used in a courageous boundaries and other peoples property. You may
and noble way to cut away what must be destroyed. not be an outright outlaw, but as far as youre
Of course the world is not perfect. Many concerned, the word lawful is pronounced
creatures die before they should, caught up in awful. The stories you stumble into encourage
hearty laughter at painful accidents.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 27

Possible backgrounds: Rebel commander, over- If youve linked yourself to dragons by choosing
optimistic malcontent, jinxed bodyguard, Storm the A Dragonewt rune, youre involved with mystic
tribe iconoclast, shiftless wanderer, reformed insights even you cant entirely understand,
assassin, reluctant outlaw, battlefield scavenger, transformations that arent something you control,
orphaned survivor. and stories that sometimes end with everyone being
Gods: There arent many j Disorder gods left. eaten and other times end with the equivalent of a
Maybe the rest of the gods killed them because they fancy regalia parade. Dragonewts dont entirely
seemed too close to Chaos for comfort. Or maybe its make sense, not to humans. But powers of
hard to stay alive when you cant work out a transcendence and mystic focus dont have to make
consistent system for keeping track of your weapon. sense to change the world.
So hats off to Eurmal the Trickster and Zorak Zoran Ineffability: Dragonewts are alien. Thats
the Darkness berserker, Disorder gods who were always going to be true, but at the moment, we dont
never considered most-likely-to-survive and have the space and focus to detail them as much as
somehow pulled it off. they require. For now, we recommend that players
who are new to Glorantha steer clear of them. Its
<<insert JeffSays Sidebar>> true that our take on Glorantha offers license to
Hey, come on, Lodril is a j Disorder god too! Better reinterpret the world as you choose, but dragonewts
to say that Disorder is a natural part of the cosmos are so cool that it feels better to suggest waiting until
and may have provided a final bulwark against we can get around to detailing their basics.
Chaos, but that doesnt mean anyone else is Gods: Dragons are sure that gods dont really
particularly fond of these selfish jerks! exist. Of course, you arent a dragonewt, so the gods
<<end JeffSays sidebar>> definitely exist for you. We didnt say this rune
would be easy.
A Dragonewt Possible backgrounds: Forked tongue
clanswoman, Earthshaker herder, nest city raider,
Weve touched on the mystery and power of the dragon mystic.
True Dragons elsewhere (see page XX). As mortal
heroes, player characters dont have much to do
with the S Infinity rune that the True Dragons share
e Earth
with Arachne Solara (creator of the universe) and Earth is the solid constant with a place in every
superheroes like Jar-eel the Razoress and Harrek the pantheon and culture. The Storm Tribe recognizes
Berserk. Ernalda as queen, second only to her consort
But dragonewts, much as they hate to be Orlanth . . . and unquestionably his superior
associated with humans, are built on something like whenever its strategy thats required instead of
a human scale (page XX). headlong action. The . Fire/Sky pantheon led by
Human history: Six centuries ago, most of the Yelm recognizes Ernalda as Life-Giver. Even the
humans in Dragon Pass, even those who thought of Lunars make sure that the first people they seduce
themselves as good Orlanthi, got tangled in the to their side in conquered lands are the earth
mystic secrets of the dragons and dragonewts as priestesses who keep the land living and may be
part of the Empire of the Wyrms Friends. Humans able to keep the local hotheads from erupting.
spoke draconic with forked tongues and learned to But there is another side of e Earth. The Earth-
transform into dragons. Shaker destroys human civilizations. Land blessed
That ended as youd expect, with most of the by the volcano will be fertile, but whatever was
humans of Dragon Pass eaten by dragons. But there there before is gone. While Ernalda sleeps through
were survivors, and draconic wisdom is a hard thing the worlds winter, her daughter Babeester Gor
to unlearn. searches for any who have wronged the Earth, eager
to add their scalps to her waistband.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 28

If youve chosen Earth as your personal rune, ordered and safe until his order became oppressive
the stories that grow around you will be marked by and the Storm Tribe took the arrogant bastard down.
moments of calm strength, by prudence in the eye of There are glorious Fire/Sky stories to tell north
danger, and by wholeness where before there had of Dragon Pass in the Dara Happan Empire, and
been fragility. All will be well . . . until the eruption, even in the Sun Dome Temples of Yelmalio scattered
which may show that the Earths view of survival around the Pass and in Prax. But we focused this
and success is longer term than most mortals. first 13th Age in Glorantha book on people of g Air
Warriors connected to the Earth favor axes, and e Earth, with cameos from people of o
mostly because they are shaped like the labrys and Darkness. . Fire/Sky isnt getting much attention
because they are both an agricultural tool and a yet.
weapon. If you choose Fire/Sky as your personal rune,
Gods: Ernalda owns the Earth rune. Babeester you may have roots outside Dragon Pass, or you
Gor is her Avenging Daughter. Barntar the may be unusually loyal, honest, or pure. The stories
Plowman is the male Earth god of the Orlanthi youre involved with feature moments of clarity,
pantheon, recognized by everyone as subservient to visionary truths, and doubts and fears burnt away
both Ernalda and Orlanth, but thats the type of by pure thought and deed. And zero humility about
position in life some people enjoy. that type of success. Zero.
Possible backgrounds: See Initiations (page XX), Warriors deeply connected to the powers of
Chapter 6: Campaign World (page XX), and the Fire/Sky often favor spears and bows, weapons that
Glorantha Source Book for information on the Holy pierce from a distance like the rays of the sun. If
Country south of Dragon Pass, aka Esrolia. Ernalda youre sure you want to play a warrior who is
and the earth goddesses are the powers who make devoted to . Fire/Sky despite the lack of attention
the Holy Country holy. All the backgrounds weve given them so far, take a look at page XX in
mentioned here can make sense in Gloranthan terms the appendix!
when associated with Esrolia and the Holy Country, Gods: Yelm the sun, though were not doing
but they dont need to be, since Earth powers are anything to support characters devoted to Yelm in
strong throughout Dragon Pass. this book. Ditto for Yelmalio and Elmal and many
If youve chosen Earth as your personal rune, others.
consider backgrounds such as Nochet architect, Possible backgrounds: Favored daughter of the
formerly wealthy farmer, mountain shrine caretaker, tribal chieftain, Sun Dome Templar bastard, caravan
Earthshaker acolyte, dinosaur herder, serpent masters orphan, escaped Grazelander slave,
handler, clan ring politician, cool-headed oracle, Orlanthi punk (for someone who favors Fire/Sky
gemstone miner, harvest queen, revengetarian (i.e., a because it qualifies as rebellion from Orlanthi
vegetarian who only eats carnivorous plants). cultural norms), Elmal bodyguard, rejected Yelmalio
A mighty ancestor: A hero with the e Earth rune initiate.
might be descended from Sorana Tor. See page XX
for details on her ancestor feats. l Harmony
Harmony is the rune of cooperation, healing, and
. Fire/Sky forgiving each others imperfections.
Fire/Sky is up above Air and wont let Air forget it. Harmony will never be the dominant rune of the
. Fire/Sky is the great Sky Dome that covers the Hero Wars, but its certainly what youd love to
world. Fire/Sky is purity. Fire/Sky is the stars that have influence your company of berserk and blow-
hold hope in the darkness of the night, great Sky hard adventurers!
Captains who fought to preserve the world during Back in God Time, before the x Life rune was a
the Great Darkness. Fire/Sky is the great Emperor great cup pouring its bounty onto the world, before
Yelm, also known as the sun, who kept the world the t Death rune was the first sword cutting away
pieces of the world that couldnt dodge fast enough,

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 29

the l Harmony rune was the divine harp that The trick is to make sure its other people who pay
strummed to separate Order from Chaos. j Disorder the price.
mucked about and tangled Harmonys strings and Possible backgrounds: Adventurers attracted to
ever since then, Harmony has difficulty being heard this rune might be actors, con artists, charlatans,
through the cacophony of runes, few of which thieves, spies, inveterate liars, or half-mad
overlap with Harmonys mercy and peace. visionaries. Or perhaps you somehow have the
If you choose Harmony as your personal rune, Illusion rune without being deceitful yourself, in
you may be the glue that holds contentious allies which case youre just as likely as most tricksters to
together. Compared to prickly allies who are always be the worlds punching bag.
making problems seem worse, you probably have a Gods: Eurmal wants to make perfectly clear that
gift for helping people stay calm and realize they the Illusion rune was already on fire when he sat
can handle problems working together. You arent down on it.
necessarily a leader, and if you are, you probably
lead by example rather than command. x Life
If its not you, personally, who has this knack for
Imagine a great cup, tilting to pour bountiful life
cooperation, then its cosmic coincidence that the
over all of creation. In Glorantha you dont have to
stories that hum happily along around you have
use your imaginationyoure looking at the x Life
more than their share of problems solved by bursts
rune now. It still pours out its blessings today, for
of understanding and uncommon mercies.
those who worship it and know how to ask.
Possible backgrounds: Battlefield medic,
The Life rune is about healthy life, the creation
farmers advocate, temple liaison, former diplomat,
of new life, and the love that makes both those
temple musician, palace tutor, caravan chief.
things possible. If you take the x Life rune, the
Gods: Of the major gods, Ernalda alone brings
stories you help create are often about lovers, about
Harmony. The earth priestess class reflects these
children, about starting fresh, about rejuvenation
gifts.
and renewal, about unlooked for generosity, and
Ernaldas companion Chalana Arroy, the gods about thriving instead of just surviving. The Death-
great healer, knows nothing but l Harmony, but she oriented turmoil of the Hero Wars may be harsh-
has not been fully covered by our game mechanics going for the Life rune, but the cup does not
yet. withhold its blessing because stubborn mouths
refuse to drink.
i Illusion Possible backgrounds: Battlefield medic,
Illusion is the rune of this world and everyone is midwife, courtesan, traveling healer, survivor of the
caught up in it, so you might as well tell stories that great Chaos massacre at Wilms Church,
make you look good. reincarnated tribal prophet.
Be careful who you say that to! The rulers of the Gods: Ernalda, Mother of All, is deeply
cosmos usually prefer i Illusions rival y Truth, connected to the x Life rune. Uleria, goddess of love,
because Truth shows that they are on top where more or less is the Life rune, but shes not much of a
they belong. Illusion is the rune of the underdog, the goddess for adventurers.
trickster who twists the strength of the mighty into a
weakness, the juggler who stays one step ahead of , Man
the spirits of vengeance.
If theres one rune that gets no respect, its the Man
If youre not already a trickster and are rune. There are at least three reasons.
considering i Illusion as your personal rune, be
First, the , Man rune is taken for granted
advised that the stories you get tangled up in will
because all the humanoid races share it. In
have more than the standard allotment of confusion,
Glorantha, the humanoid shape was a late divine
deceit, oath-breaking, corruption, and cowardice.
experiment that proved so successful that all the

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 30

gods took turns shaping variations from their own rune with access to the Spirit rune, and thats just as
primal powers. weird as it sounds.
Second, the , Man rune gets less respect Possible backgrounds: Scion of a long line of
because creatures who dont have it themselves chieftains; diplomat; former Praxian herd man who
interpret it differently, as slave or food. is so glad to have achieved consciousness;
And third, the , Man runes greatest cosmic bodyguard; clan genealogist; emancipated trollkin (a
exemplar, the ancestor of all of us Man-rune beings, troll character, yes).
was named Grandfather Mortal, and we only really
learned what his name meant after Humakt made / Moon
him the first victim of the sword named Death.
Our first 13th Age sally into Glorantha casts the Moon
In our game of swords and spells and cosmic as the enemy. To know the enemy, start with the
heroism, were keeping all these aspects of the Man brief introduction in Initiations (page XX), then see
rune in mind while emphasizing a different angle on the many Lunar warriors, magicians, and demons
the story: the Man rune is about your connection to that start on page XX. For the full background, see
your people. Its about the bonds within your tribe, the XX and XX sections of our sister volume, The
about the links between you and your ancestors, Glorantha Source Book.
about the connections forged through spiritual
As a positive rune, / Moon is associated with
initiation, and about the shared experiences and
cycles, balance, illusion, and transcendence. The
power of mortals bound to each other by blood,
Moons association with illusion isnt necessarily the
oaths, and mystery.
deceptive trickery of the Illusion rune (though the
If you take the Man rune as your personal rune, Orlanthi would say its something worse); instead,
the stories your descendants will tell about you Lunar mystics perceive a very different reality
often mention how kin and religious allies helped behind the world most perceive, a world made
you, directly or indirectly, through one challenge whole by embracing all things. Balance, in Lunar
after another. Your stories may be more human than terms, comprehends that even Chaos has a place.
others, they may be more humane than others, or
The Moons enemies are painfully aware that
theres a chance that theyll be about people who
the place the Moon keeps its city-destroying Chaos
needed to die so that the world could move on.
demons is parked on their cities, more an army of
When youre no longer part of the motion, youre
consumption than occupation.
part of the ancestors.
Anyway . . . if you choose the rune of the great
If the , Man rune is your personal rune,
enemy as your personal rune, youre volunteering
consider taking an ancestor feat to represent your
for interesting times. You may be inadvertently
powerful connection to your bloodline.
mixed up with forces beyond your control. You may
Gods: There arent many major human gods be an agent of true change. The stories that come to
who make a big deal out of the Man rune. Its a light around you might involve liberation and
general Form rune and it gets taken for granted. transcendence, but not everyone may see it that
Wed like to think that Sartar, the mystical founder way.
of the chief Orlanthi kingdom within Dragon Pass, a
Note that you are not a Lunar. Youre not part of
man who never carried a weapon and appears to
the Red Goddess entourage. But youre somehow in
have never fought a direct battle, had more
touch with her style of magic. You might be her
understanding of the Man rune than most. And
worst enemy, stealing power shell never get to use,
Sartar is a god now, so it wouldnt be out of the
or you might have cut yourself away from the Lunar
question to be primarily devoted to the founder of
way while still having links to its power. Or perhaps
the kingdom.
youre just open-minded enough to see that there
For the trolls and o Darkness-oriented humans, is something to be learned from this Lunar Way
Kyger Litor happens to blend access to the , Man after all. You just have to think about it the right
way, and it starts to make perfect sense.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 31

Its probably a good thing that you cant p Plant


necessarily tell what runes someone possesses just
Like w Water, p Plant is a rune thats important in
by looking, or even by divining. With Chaos, heroes
the story of the world but not ordinarily central to
can often tell. With / Moon? Not so much.
the Hero Wars as theyre being fought in Dragon
On the other hand, if you walk around Sartar
Pass.
carrying a scimitar, people are going to ask
Ordinarily, wed look to the Aldrayami, the
questions. That crescent blade is the sword of the
humanoid plant creatures humans refer to as elves,
Moon. Good Orlanthi who are overly fond of curved
but the Aldrayami arent much with us in this book.
swords have more than their share of hassles.
So if the p Plant rune is going to be seriously
Gods: Sorry, no Red Goddess worship in this
important in your campaigns Hero Wars, maybe its
book. That comes later.
your player character who will make it so.
Possible backgrounds: War refugee, former
Choosing p Plant as your personal rune
sage, reincarnated mystery warrior, Blue Moon
suggests that the stories springing up around your
philosopher, Crimson Bat massacre survivor,
character are full of unexpected growth.
damaged temple acolyte, Lunar renegade.
Unstoppable growth, even. Its also possible that
you are strongly connected to farming, and that may
s Movement be more heroic than it sounds. In a time of war,
Movement is a hugely significant rune in the thousands might starve, and too many starved
Orlanthi culture of Dragon Pass. during the Windstop, so perhaps this is the time for
Originally the rune may have been the chariot a hero with the Plant rune to step to the fore.
wheel of the original powers of change. Orlanthi in Gods: Ernalda is the major goddess who is
Dragon Pass dont use chariots any more, but the connected to the Plant rune. Actually, its lesser
metaphor still matters. goddesses connected to Ernalda that have the rune,
Speaking of metaphors, the s Movement rune but for our purposes, you could get away with
isnt just physicalits also about change in the swapping the rune in for one of Ernaldas main
abstract, big picture cosmological shifts. The g Air runes. Barntar the Plowman, one of Orlanths loyal
gods that the Orlanthi revere came into the world thanes, doesnt officially have the Plant rune, but he
after the older gods of o Darkness and w Water, and sure feels like he could within many campaigns.
without s Movement there would have been no The true owners of the p Plant rune are the
room for the g Air gods in-between e Earth and . elven goddess Aldrya and her consort Flamal. We
Fire/Sky. havent delved into that green world yet, so were a
If your personal rune is s Movement, the stories bit short of the full Plant package.
you plunge into are full of adventure, dynamic Possible backgrounds: Miracle farmer, First Age
change, and reckless choices that either pay off big agricultural re-enactor, herbalist, forester, fungal
or bite you in your precious parts. If this sounds like assassin, master vintner, royal chef, emancipated
most members of most player character adventuring podling.
parties, well, yeah, thats part of the reason that
Orlanthi are at the center of most of the Gloranthan b Spirit
stories people know best!
Just as the B Beast rune rules the ferocious creatures
Gods: Hello, Orlanth & Friends! Oh, too late,
that stalk the wilds, so the b Spirit rune rules the
they already zoomed by.
dreadful entities that roam the Spirit Plane.
Possible backgrounds: Many of the Orlanth-
Mysterious shamans travel this place and gain
related backgrounds would apply. Other
mastery over the spirits there, but civilized people
possibilities include Prax nomad exile, potentially
steer clear. Those with good sense, anyway.
cursed explorer, Tarshite kings personal charioteer,
In most cases, were happy with broad
royal courier.
interpretations of the runes. Tightly proscribed

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 32

definitions stifle creativity; an expansive approach The only culture strongly represented in Dragon
encourages diverse stories. But the b Spirit rune is a Pass that prizes the c Stasis rune are the Mostali, the
special case, because several common usages of the dwarves who hold themselves as far as possible
term spirit dont apply to this rune. Even in from human wars. The Hero Wars are likely to
relation to the great variety of spirits active in change that, which of course drives the Stasis-rune
Glorantha, the rune as it applies to mortal magicians Mostali crazy, but not in this game book!
is circumscribed. For instance, it isnt generally used Leaving aside cultures for a moment, what does
to describe elemental spirits of e Earth, g Air, w it mean if you choose c Stasis as your personal rune?
Water, or / Moon, all of whom have their elemental You may be a hidebound conservative in whatever
connection take priority. cult or devotion you belong to. Or you may be
As its generally used in Glorantha, the b Spirit locked into some magically enforced steady state. Or
rune is most relevant to the disembodied spirits that it may not be your personality at all; you might be as
are not part of the gods pantheons and portfolios. comfortable with change as anyone else, but the
Were focusing on the gods and their worshipers in stories you get involved in have more than their
13G, but the Spirit rune is mainly used by shamans share of situations failing to shift: status quos that
to whom the gods are largely irrelevant and freaky- somehow retain their status.
dangerous magicians like the hell mother class, and Lets be direct: roleplaying campaigns are not
Kyger Litor-worshiping trolls who have no trouble about Stasis. You can be sure that if you take this
being possessed by insect spirits and worse. rune, all the other PCs, and the GM, will be shaking
If youre a troll, look to the hell mother class for things loose. But your personal rune isnt about
what spirits mean to you. If youre not a troll, enforcing a cosmic order, its about making
connection to the b Spirit rune marks you as some interesting stories. Perhaps there is something new
sort of outsider. You could be the equivalent of a to be discovered when the runes at play in at least
wise woman or mad hermit, someone who trucks one character are holding the center together instead
with spirits. Perhaps you learned your uncivilized of shaking it apart. Or perhaps the true story that
ways far away among the barbarians of Prax. unfolds when a player character chooses the Stasis
Gods: Kyger Litor is the major god who is rune is the saga of how the campaign will shake
comfortable controlling Spirit. Among the Orlanthi, them and slap them until theyve abandoned c
the semi-god who deals with shamans and spirits of Stasis for a more dynamic reality.
the dead is named Daka Fal. Gods: None that are important to us now.
Possible backgrounds: Failed shaman, former Mostal is a dwarven thing, and if youre new to
ghost, bug spirit massacre survivor, Orlanth Glorantha, the dwarves are not who you think they
temples experimental spirit host, former mountain are. Stay away from them. Theyll sell you a fancy
wind, spirit custodian, former spirit fetch, medicine- shield and the next thing you know your ancestral
bundle acolyte. tree is cut in half.
Possible backgrounds: Diehard conservative,
c Stasis Old Wind traditionalist, archaeologist, eternal thirty-
year old, Yelm enthusiast, Dara Happan urban
The Stasis rune is rarely encountered in Dragon
league diplomat, former Dara Happan legionnaire,
Pass. Its antithetical to the Orlanthi, who prize s
escaped Mostali slave, escaped Mostali experiment,
Movement instead of immobility and permanence.
slumming Western wizard.
The Orlanthis great enemy, the Lunar Empire, isnt
any more likely to choose an unchanging status quo
over the type of illuminating change that is the y Truth
Empires subtle powerin fact the Lunars When things are going well, Truth is the rune you
subverted the great c Stasis-oriented empire of Dara want burning on your side.
Happa as part of their great expansive conquests.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 33

When things are going badly, but there is still w Water


hope, y Truth clears away the debris, giving hope
Water is hugely important in the greater story of
room to shine.
Glorantha. Great maritime empires have placed
When the world has been set on fire by a
their stamp on the multiple ages of the world (see
Chaotic bat-demon, y Truth can be a difficult torch
pages XX in The Glorantha Source Book). The sky itself
to swallow.
is blue instead of sun-yellow because once upon a
Luckily for you, our player characters are
time the rivers invaded the Sky Dome and made it
defined as rare souls who might one day become
their own.
true Heroes. For true Heroes, even in their earliest
But the central antagonists of the Hero Wars in
skirmishes, there is always hope.
Dragon Pass are not oriented toward the powers of
Truth rules knowledge in all its forms: literacy
Water. The gods and classes in this book dont use
and book-learning, numbers, oral histories, proper
the w Water rune as the source of their power, and
rites and customs, honored traditions, and wisdom.
even if we extended our reach to minor gods, wed
It governs honesty, faithfulness, duty, honor,
still only get one or two along with strong river gods
propriety, fairness, and justice.
and goddesses.
If you choose y Truth as your personal rune,
So the choice of w Water as your personal rune
you may be the person who reminds your allies that
may be more personal than other personal rune
they share paths to great destinies, or you may be
choices. Perhaps youre originally from an area like
the person who likes telling your allies what to do
the Holy Country that owes more of its life to the
with the weight of cosmic law backing you up!
sea. Perhaps youre strongly connected to life on the
The stories you will first live, and then recite,
rivers that flow into the Upland Marsh and then
will hinge upon the power of knowledge, the
south to the sea. Since the dominant Water powers
advantages of clear perception, quests for powers
of Dragon Pass are rivers instead of oceans, the
that would otherwise be lost, and perhaps even
personality traits associated with Water in these
moments in which writing, or written records,
parts are lighter than they would be near the sea.
manage to set the world straight.
River beings are mercurial and capricious, while sea
Its worth noting that if the Humakti are the beings tend toward primal grudges.
only characters in the campaign who have the Truth
If you choose w Water as your personal rune,
rune, you may be seeing more of the harsh this-is-
the stories that flow around you may have more
the-inflexible-law side of the Truth rune, which is
than their usual share of great cleansings, inexorable
what you get when the Truth rune god is the same
tidal shifts, and a sense of flow that cant be stopped
as the Death god.
but might just cycle back on itself.
Gods: As mentioned, Humakt has the y Truth
Warrior cultures strongly associated with Water
rune. In Orlanthi culture, Humakts hold on the
prefer weapons that flow such as the net, the flail,
Truth rune is less significant than Lhankhor Mhy,
and the whip, then finish their enemies off with the
the god of knowledge, who makes Truth his sole
trident. As we mentioned, youre not going to find
concern. Up north, Yelm makes a great show of the
any warriors armed in this fashion until you find
Truth, but thats been a bit ironic given that the
newtlings in the waters of the great Zola Fel to the
Empire that rules in his name has a Lunar on its
East, in Prax, and in the waters of Choralinthor Bay
throne.
to the southwest in the Holy Country.
Possible backgrounds: War clan lawspeaker,
Gods: The Glorantha Source Book mentions the
peace clan arbitrator, balanced clan diplomat,
great deities of the oceans. You shouldnt be trying
Lhankhor Mhy initiate, traveling scribe, child of
to worship them in this game, not yet anyway!
Humakt sword masters, former Irippi Ontor initiate,
Heler, a former enemy of Orlanth who became an
trans-Tarsh herald, Elmali bodyguard, former Sun
ally, is the token w Water god of the Orlanthi
Dome Templar, bitter prophet.
pantheon, and you can find a bit of his influence in
the storm voice class.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 34

Possible backgrounds: Sailor, pirate, river rat, Non-PC Runes


Darra Happan river folk, marsh hunter, former The following runes arent available to player
priest of Heler. characters, at least not in the games that were
Other Possible Player Character Runes running. But they are good runes to know, since
theyll affect the PCs adventures at some point. If
Depending on who you ask, there are either dozens
youre reading for what you need to know to make
or hundreds of magical runes with power in
and play a 1st level character, you can skip this
Glorantha.
section.
The twenty runes above are the most important
runes from which you can select your personal rune.
The runes that follow arent available as personal X Fate
runes, though a couple of them (Eternal Battle, Possessed by a few semi-powerful gods and ignored
Communication) belong to specific gods and can by many others, since what some claim is fate others
therefore be part of a devotees god runes. say is a consequence of action. Tied strongly to pre-
You cant start with the other runes in this destination and destiny. Currently owned by the
section, but you might own one temporarily as a distant but powerful goddess Arachne Solara, which
result of a specific heroquest or game event. may be part of what prevents other gods from
making full use of it, since Arachne Solara also
V Eternal Battle possesses the next rune . . . .

This is Storm Bulls rune. Its simultaneously the


embodiment of that wild gods ongoing battle
S Infinity
against Chaos and an echo of a supernatural battle This is the rune possessed by true dragons,
thats being fought every day and every night Superheroes, and Arachne Solara, the goddess who
somewhere deep in the wastelands near Prax. Non- spun the web of Time at the end of the Lightbringers
Storm Bull warriors who get caught up in this battle Quest. Its characteristic of eternal things, but as
have terrible (and probably fatal) interactions with youve already seen, not everything that is eternal
Chaos demons. High-level Storm Bull worshipers manages to survive forever.
treat journeying into the Eternal Battle as a sort of
pilgrimage. a Law
Non-Storm Bull worshipers cant normally take Were mentioning that the Law rune exists, but its
this rune, though certain heroquests or a successful not likely to do anything for you in 13th Age in
charge through the V Eternal Battle might allow Glorantha. After breaking during the Godtime and
them to earn it for a time. letting Chaos into the world, a Law has lost much of
There are a few subtle runes that can influence a its original power. The gods of Dragon Pass might
characters story without necessarily being part of pine for the era when Law held true, but they dont
that characters conscious magical arsenal. V Eternal have much to do with the rune, which is presently
Battle is not one of those runes. If it surfaces when under the control of sorcerers from the West who
there really isnt any Chaos to smash, something else are either strange monotheists or godless atheists,
is going to get smashed in its place. depending on how you squint.
Well do more with V Eternal Battle in the Lhankhor Mhy also has a grip on a Law, but his
future season in which we handle the Praxian application of the rune usually involves right
nomads. conduct, etiquette, and proper conduct with other
See the berserker class for more on Storm Bull Orlanthi.
and his myths.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 35

K Luck the Elements it denotes a sort of innate intelligence


among the physical stuff of the world.
Glorantha answers the age-old question of whether
In the long run, we have other plans for the W
luck is actually fate in disguise by saying Yes,
Mastery rune. Mastery wont be a rune that
what people call luck is actually an engine of
functions at the same level as the other runes. As the
inexorable fate. Thats what the rare heroes and
mark of Heroes, Mastery might be a rune that lets
masterminds who possess the K Luck rune claim,
you control other runes.
anyway. The only locale in Glorantha where the
Luck rune has any traction is the Holy Country, but
its strongest owner, the being known as Belintar, aka h Trade
the God-King, has recently been slain by the Lunars, The Trade rune is a unique composite of the s
so it looks like fate doesnt always work out. Movement and l Harmony runes. It symbolizes
Were not strongly supporting Luck as a player language and speech, passage and transit, travel,
character rune because its just not much of a factor trade and roads.
outside the Holy Country. In the event that you This is the special rune of Issaries, the Orlanthi
somehow end up with a temporary K Luck rune, god of trade and communication. Weve decided not
youll be the one to decide whether it makes you to attempt detailed treatments of Issaries devotees in
reckless, fatalistic, or both. this volume. Were also not dealing with the other
god who possesses the rune, the Darkness
R Magic pantheons delegate to the surface, Argran Argar.
If you want to play an Issaries or Argan Argar
Magic is where the power of the gods affects the
devotee now, h Trade should be a rune that can be
mortal world and where mortals call on the gods.
swapped into your lineup like Eternal Battle, but
Everywhere, in other words, and in a sense, a rune
probably not in place of ? Chaos. It makes sense to
that is everywhere is nowhere specific. The power of
us that both Issaries and Argan Argar devotees
this rune is taken for granted, ubiquitous, and
could swap h Trade in for c Stasis.
therefore ignored by gods and heroes, who prefer
runes that arent the communal property of the u Unlife/Undead
world. Its probably not an important rune for most player
characters to know. In fact, most Gloranthan fans
W Mastery hadnt encountered it for years and years. If youre a
GM, this is a great rune to splatter on ancient ruins;
This is another rune that means so much in
and if youre Humakti, this is the rune of the enemy.
Glorantha that its not right for our games approach
Its used both by undead that are controlled by
to the world.
Chaos-haters like Zorak Zoran and Chaos-lovers like
Mastery means leadership, authority, and
Delecti.
sovereignty. The runes shape is said to come from
the gigantic crowns of the Dead Gods that can still
be found high on abandoned peaks.
PEOPLES OF GLORANTHA
The W Mastery rune is one of the few things that
Orlanth (the King) and Yelm (the Emperor) have in In the long run, 13th Age in Glorantha may have as
common, meaning theyd much rather the other had many playable non-humans as the Dragon Empire
no part of it. of the core 13th Age rulebook. But not in the short
run. In this book, were presenting humans and two
Like the Magic rune, W Mastery is so ubiquitous
types of non-humans: the diminutive feathered
that it can almost be ignored for our purposes.
humanoids generally known as ducks, and the
Mastery can be used as a symbol of Mastery of Men,
hulking o Darkness beings generally called trolls.
Magic, or the Elements. As Master of Men, it
describes a hero. As Master of Magic, it symbolizes
any deity or cult of reasonable power. As Master of

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 36

HUMANS story, dont be constrained by our list of most likely


cultural sources.
The current age of Glorantha has been dominated by
humans. Human heroes are at the center of the Hero This isnt an NPC thing: For the record, GMs,
Wars and will usually provide the majority of the you dont have to account for these traits for your
PCs in your adventuring party. All humans have the NPCs. Most of the humans of Glorantha dont have
same ability score option and a bonus feat, exactly as anything like these traits. These are building blocks
in the core 13th Age rulebook. for heroes. Of course, you should feel to play off
them when it suits the story of an NPC.
Gloranthan Human
Esrolian Cultural Trait
+2 any ability score
Resilient: Increase your maximum hit points by an
Bonus Feat: At 1st level, human PCs start with
amount equal to double your level (for example, +2
two adventurer tier feats instead of one. Therefore
hit points at 1st level or +10 hit points at 5th level).
human PCs always have an extra adventurer tier
Who?: The Earth-centered culture south and
feat compared to other characters.
slightly west of Dragon Pass; fertile and thickly
Human cultural trait: Each human PC gets one
populated land with cities far larger than can be
human cultural trait. The default is the Heortling
supported in the more volatile north; aka the Holy
quick to fight ability, but many PCs will choose other
Country. See page XX for more on Esrolia.
traits instead from the list below.
Common among: Holy Land people, Wintertop
Human Cultural Trait Exiles, vrendef, farmers, Praxian nomads more
Gloranthan humans can choose from four cultural connected to Eiritha than Waha, survivors, e Earth
traits loosely connected to the culture groups most people anywhere.
strongly represented in the Dragon Pass area. If Sample female Esrolian names: Aranda,
youre new to Glorantha, make your choice and Davorela, Derandla, Erinalartha, Hendira, Mirava,
dont sweat the cultural details mentioned in this Nerestina, Oraneva, Samastina, Serenalda, Serzeen,
section. Any human from the Dragon Pass area is Varanis.
free to choose from any of the four cultural traits. Sample male Esrolian names: Barntaros,
You can be a Boldhome temple priest and have the Dormal, Dovaropos, Esrolakar, Haradurev,
Esrolian, Tarshite, or Praxian cultural trait, either as Hendrestos, Irillo, Jarstakos, Kesten, Orstanor,
a consequence of cultural dispersion or ancestral Sestar.
hookups.
Heortling Cultural Trait
Unlike the racial abilities of 13A elves, 13G
Quick to fight: At the start of each battle, roll
trolls, and 13G ducks, these cultural traits are
initiative twice and choose the result you want.
deliberately minor. You dont have to think about
whether or not to use them during play, they get Who?: Descendants of the great Orlanthi culture
added to your character sheet and theyre always in Hero Heort, a king and lawgiver who helped people
effect. survive the Great Darkness; tribes originally from
south of Dragon Pass, moving north in various
In broad strokes, the cultures of the Dragon Pass
migrations and invasions during the Gods War and
area are identified with specific elemental
during history.
pantheons, but your cultural trait doesnt have to
match your characters runes. Each human cultural Trait common among: Dragon Pass Orlanthi
trait starts with the culture it is most associated with, tribes, Sartarites, Tarshites, Heortlanders, nomads,
its name, its effect, and a short list of places and wolf pirates, brawlers, mercenaries, g Air people
peoples whose heroes would be most likely to anywhere.
manifest the trait. Given the amount of cultural Sample female Heortling names: Beneva, Berra,
exchange and mixing of peoples, this list is Dorasa, Esrolvula, Ivarne, Jareen, Kallyr, Leika,
deliberately loose and overlapping. If you see a way Onelisen, Yanioth.
that one of these cultural traits fits your characters

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 37

Sample male Heortling names: Andrin, Argrath, Sample male Tarshite names: Annstad, Arim,
Broyan, Farnan, Garandangian, Harmast, Jarang, Barterim, Danbal, Halifijeem, Jornkalor, Maroftoor,
Saronil, Tarkalor, Venharl. Ovardul, Phoronestes, Pyjeemstoor, Vostor.
Praxian Cultural Trait
Survivor: You gain a +2 bonus to Physical Defense <<insert blue sidebar>>
(PD). Other Humans?
Who?: Hardy nomad survivors from Prax, the There are other human cultures in Glorantha, the
formerly vibrant wasteland to the east of Dragon Dara Happans, Westerners, and the Kraorelans to
Pass. Frequently connected to ancient pacts between name three. But these cultures are not on screen as
specific herd animals and specific tribes, but also often in Dragon Pass and were not doing anything
settled in Dragon Pass via exiles, invasions, else to support playing such characters. If youre
travelers, and adventurers. playing a human from far away, choose the cultural
Trait common among: Hillfolk in Sartar, citizens trait that best suits your character concept.
of Swenstown and the eastern forts, nomads, <<end blue sidebar>>
survivors, Telmori, Praxians who favor Waha over
Eiritha, B people everywhere.
Sample female Praxian names: Delenda, DUCKS (DURULZ)
Durinda, Egajia, Ernyne, Lalira, Lomeena, +2 Dex OR +2 Int
Norayeep, Saberak, Varaema, Varaneena.
Sample male Praxian names: Harjoon, Nameed, Actually we lied when we said that all the Elder
Maharo, Orgdaka, Roneer, Surrak, Talkil, Toras, Races had enjoyed aeons-long periods of
Vishi, Wahagrim. dominance. At best, the ducks enjoyed a few
Tarshite Cultural Trait uninterrupted years when the curses theyre under
Advancing: When you create your character, and didnt bring terrible new enemies to the surface.
each time you gain a level, you immediately get an Which means were probably lying a different way,
incremental advance (13th Age core book, page 189)! categorizing the ducks as an Elder Race. Certainly
But the first time the rest of the party gets an the Aldrayami, Mostali, and Uz fail to recognize
incremental advance each level, you dont get one. ducks as another Elder Race, since the clear sign that
So you always start out ahead. And then the others youre an Elder Race is that youve inherited a
catch up. history of mutual-attempted-genocide.
Who?: Border zone between the Lunar Empire The ducks are concentrated in the area of the
to the north and Dragon Pass/Sartar to the south. Upland Marsh. Their strong ties to the area lend
Culturally Orlanthi. Usually. But heavily influenced credence to the notion that their diminutive
by Lunar invasion, governance, and colonization, so feathered condition is the consequence of a local
that its ways dont always seem right to the more curse. The ducks dont like talking about any
conventional Orlanthi of Heortland and Sartar. supposed curse. They call themselves the durulz.
Ernalda and Barntar are more popular than Orlanth, Like other people, theyre mainly farmers and
and some folk worship the Red Goddess directly. hunters, but life in the shadow of the Upland Marsh
forces them to confront the undead horrors created
Trait common among: Anyone connected to
by Delecti the Necromancer (see page XX).
Tarsh, many Lunars, refugees, monarchs,
missionaries, zealots, commanders, explorers. If youre set on playing a duck, see page XX of
the Duck Point adventure, but dont read the other
Sample female Tarshite names: Durlindia, Erantha,
stuff, upon penalty of pinfeather removal. Trust us,
Ernaldali, Harsta, Inkarne, Jorendona, Kerentha,
you dont want to find out.
Oriane, Sandene, Yaranbora, Yenesting.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 38

Tone and Durulz Only True Humakti: They are Humakti who
Glorantha is a serious world, and it treats with long ago cut themselves off from their own
issues of personal identity, ultimate meaning, true humanity. By emulating their god, they gain power
enlightenment, and the irreducible irrationality of over the undead, as well as the undeniable air of the
existence. And then there are ducks, who look sort outsider. Even in Duck Point, the ducks feel like
of like cartoon characters. What are they doing here? outsiders. Now that the gods are at war, the ducks
If you stick with Gloranthas usual approach, it will save all the true people by showing them how
seems that the durulz bear a curse, that they have a to shed their corrupted selves.
mysterious tie to the t Death rune, that they secretly Sweet Home in the Swamp: The truth is that the
appear to play a valuable role preventing the ducks enjoy paddling about the Upland Marsh
undead from overrunning the area around the where no one else can go, eating yummy snails, and
Upland Marsh, and that other people find ducks slaying undead. The rumors about the curse might
somewhat peculiar. be true, but they no longer care, if they ever did.
Even if you accept those ideas as starting points, Legendary sinners: The ducks are the cursed
you have a lot of room for improvisation. When you spawn of a lineage that, long ago, perpetrated an
decide how to portray the Durulz and their home of unforgivable blasphemy. Only in Humakt could
Duck Point (the site of the 3rd level adventure that they find refuge, and only by cutting away their
starts on page XX), you are contributing to your former selves.
personal vision of Glorantha. You have several great Comic relief: Glorantha is home to societies of
options. Mix-and-match these, invent your own many different flavors, and the energy of a people
approaches, and remember that your duck character permeates their home. When you walk through the
may not be entirely like the rest of the ducks, orderly Sun Dome Temple, you feel the authority of
especially not when youve got your One Unique Yelmalio embodied in the stone. And when you
Thing to play with. hang out at Duck Point, the energy is comic. The
Straight: Your players are probably familiar ducks talk funny. They walk silly. Duck society is
with elves and dwarves from various fantasy goofy and laughable. Give a few of the ducks
worlds. Well, heres something new. The ducks are cartoony names. Everyone gets caught up in the
just one more type of critter. They dont come silliness, and its a fun diversion.
prepackaged with a theme or tone. They are one Change: Everything is different now, even Duck
more sorry race of mortals trying to feel its way Point. Give it a serious twist. Maybe the Beast Men
through life, struggling to stay in place. Narrate practically run the city now, with the ducks and
details that portray the ducks as just regular folks. humans reduced to support roles. Or Humakti
They just hope to get through these times of turmoil ducks are winning the day against Delectis undead,
without being wiped out. but its only the recently illuminated ones who did
Dark: No ones sure about the origins of the well under the Lunars that are having all the luck.
ducks except for one thing. They are cursed. When Or the ducks came out way ahead after Windstop,
you spend any time with them, you can feel it. An surviving so much better than everyone else that
ancient transgression can never be undone, and it theyve gained hegemony over humans and Beast
marks each and every duck. If you spend three days Men far and wide.
in Duck Point, you understand why they hunt the New Day: Orlanth is back. Anything is possible.
undead. It suits them. It is as if the fate of the cosmos The ducks are on the verge of shucking their curse
is being played out in miniature as t Death battles once and for all.
Undeath. If the PCs earn the trust of the ducks, the
Two Paths for Duck PCs
ducks favor them with a special blessing. It will
In light of the varying interpretations of how duck
strengthen them for the coming apocalypse, when
heroes can be portrayed, were offering two options.
the universe turns upside down and the dead attack
As usual, these options dont necessarily reflect the
the living.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 39

abilities of most duck NPCs. These are the powers of Champion Feat: If you use squawk on your attack
duck heroes. roll and the attack still misses, you dont expend
We expect most duck player characters to the power and can use it again on a different
choose the death drake option, but tricky characters turn later in the battle.
who dont mind engaging with a bit of the races
inherent potential for comedy may want the squawk <<<begin sidebar>>>
power instead. Duck Names
Choose one of the following two racial powers A duck has a given name and a nickname. Usually
for your duck player character. they go by their nicknames, but sometimes by their
Death Drake (Racial Power) name and nickname. They are a much smaller
Once per battle as a free action after you miss with community than the Orlanthi, so they dont have a
an attack against a non-mook enemy that has 5 hit complicated family naming system.
points or fewer, you can reroll that attack. If the
reroll still misses, you dont expend this power and Nicknames
can use it again on a different turn later in the battle. Amberdrake, Bittersord, Blackscap, Blinkmottle,
The hit point threshold of the power increases as Bluebeak, Bogwatcher, Boldbladder, Brackblood,
you gain levels, like so: Brightfeather, Clearwhistle, Deftwaddle, Drydottle,
2nd level duck 7 hp Duskwort, Fairflanks, Fatleaf, Fierceplume,
3rd level duck 10 hp Fozzlebeak, Giltwit, Glowstalk, Goodshrooms,
4 level duck
th 12 hp Greenbeak, Greenface, Grubcatcher, Hardshins,
Hoarfoot, Honeyrump, Keenwarble, Longneck,
5th level duck 15 hp
Midgeflower, Mildgizzard, Mistcall, Mizzledown,
6 level duck
th 20 hp
Mosswig, Mudcrown, Nettlebeak, Palespeck,
7 level duck
th 25 hp
Pinfeather, Plumshank, Pucewattle, Quagbanter,
8th level duck 30 hp Quickpaddle, Redcrest, Redmurk, Reedsong,
9 level duck
th 40 hp Ringeye, Ruddy Shoveler, Rudepebble,
10th level duck 50 hp Rushwallow, Rustmantle, Screwpipe, Shagflax,
Adventurer Feat: You gain a +2 bonus to PD and Shrewdbill, Silverhead, Slopbank, Smaltstaff,
MD against attacks by undead. Spintail, Spleengurgle, Sprypole, Starmolt,
Champion Feat: You gain a +2 bonus to AC Stoutknob, Surefoot, Swiftlore, Tarscaup, Thricepeal,
against attacks by undead. Thunderthroat, Truedive, Wetnape, Whitetail,
Wildwheat, Wisemustard, Woadcheek, Yellowbelly.
Squawk (Racial Power)
Once per battle as a free action before you roll an Given Names
attack OR before a creature rolls an attack against Hens: Abby, Bimmy, Haimy, Lolly, Myla, Tunny,
you, declare youre using this power on the roll. Waddy, Zuzu
If the attack roll hits, its a miss instead. If the Drakes: Bepo, Harva, Nico, Polgo, Runk, Valor (or
attack roll misses, its a hit instead. Waylor), Wilmar, Zeff.
The power doesnt affect natural 20s or natural <<<end sidebar>>>
1s. A natural 20 is still a critical hit. A natural 1 is
still a fumbling miss.
Adventurer Feat: If you use squawk against an TROLLS (UZ)
enemys attack roll and the attack still hits, you Dark Troll
dont expend the power and can use it again on +3 Str OR +3 Con
a different turn later in the battle. Special: When you assign a troll player
characters ability scores, both Strength and

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 40

Constitution must appear in the trolls top three o Darkness was the first of the elements, and
ability scores. Its okay for one or both of these trolls are the o Darkness expression of the , Man
scores to be tied with a score thats out of your top rune. Until the Gods War, trolls lived in a place they
three scores, but neither Strength nor Constitution called Wonderhome and which humans later
can drop out of the top three at 1st level. Later, when referred to as Hell and the Underworld. When
you improve your ability scores at 4th and 7th level, Orlanth slew Emperor Yelm, that bright sun
were okay with the idea that you might want to plunged into the underworld, driving the trolls out
improve scores other than your Strength and of their Good Place and up to the surface.
Constitution, so that one of them (or both?) could On the surface, trolls were one more terrible
drop out of your top three. But as a starting troll, affliction visited on the humans and gods
both Strength and Constitution need to be in your attempting to survive the onslaught of Chaos in the
top three. Great Darkness that followed the death of the sun.
Trolls arent normal people: Theyre big, theyre Trolls can eat anything. Anything! But they prefer
fierce, and theyre tied to ancient powers that regard living things, and are especially fond of the p Plant
most other people as good things to eat. To a lot of and e Earth expressions of the Man runeelves and
people trolls are monsters, and the distinction that dwarves!
theyre front-line warriors in the war against Chaos Luckily for everyone, trolls also turned out to be
is lost. Were going to cover some basics of troll capable of eating ? Chaos! So while the trolls slew a
psychology and society below, but there are three great number of humans and gods, they saved a
points to make right awayone for players familiar whole lot more by eliminating Chaos. And when it
with Glorantha, one for newcomers, and one counted most, the trolls joined the rest of the world
addressed to everyone. fighting the I Fought We Won battle, and were
Glorantha fans familiar with earlier (and soon to therefore rewarded positions of power and
be revisited!) products like Trollpak should responsibility in the great councils of the worldwide
understand we are not providing an in-depth view empires that kept the earliest ages of the world
of what it feels like to be a troll in troll society. This coherent, if not entirely peaceful.
is a book about the Hero Wars as they play out on Of course that all fell to pieces. Humans and
the surface, and if your goal is to play a troll who elves cursed the trolls and the dragonewts for
lives in the Underworld and is in an adventuring supposed betrayals. The dragonewts called on
party with a bunch of other trolls, youll need to dragon magic and swallowed the curse, but trolls
refer to earlier books, like Trollpak, or make it up got hit hard by what they now refer to as the curse of
yourself. kin. Since the curse, most troll births create litters of
What this means is that troll player characters in stunted creatures known as trollkin instead of
13 Age in Glorantha are almost certainly not well-
th healthy and powerful trolls. Trollkin are so reviled
integrated into standard troll society. As part of by most trolls that theyre viewed as property, food,
creating a troll player character, youre probably and convenient objects to serve as temporarily living
going to want to explain why you are comfortable balls for the trolls great sport, troll ball. And not
being around surface people. necessarily in that order. Great magicians have
The simplest story, which you should feel attempted to reverse the curse with varied results.
comfortable using or adapting, is that the Hero Wars The current widespread race of trolls call
have shaken up all established orders. Creatures themselves the uzko and are known to human
who would formerly have been enemies are scholars as dark trolls. Theyre far less powerful
working together to prevent the world from entirely than the Mistress Race trolls who can still be found
unraveling. deep in the Underworld and perhaps in the center of
Some basic facts: Trolls call themselves Uz. great troll fortresses like the Tower of Lead. Most of
Troll is a human term, and since you and I are the world has never seen a Mistress Race troll. And
probably human, well use it . . . most of the time. as 13G player characters, youre not likely to either,

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13th Age in Glorantha Playtest Packet 4 41

at least not until we publish something like Trollpak! unique ability score modifiers, wed suggest
Youll find notes on several of the troll subtypes on modifying trolls who have a non-troll class. Change
page XX in Chapter 5: Enemies. the +3 bonus to Strength or Constitution to a +2
In our campaign area, uzko largely live in the bonus. Its the GMs call whether you escape the
mountains and in the deep forests north of Dragon need to keep both Strength and Constitution in the
Pass, in areas like Dagori Inkarth, the Vale of top half of your ability scores.
Flowers, and around troll forts like the Castle of Trolls cant abide iron: If you use an iron
Lead. Youll find notes on these places in the o weapon, you take half damage from every hit you
Darkness Areas section of Chapter 6: Campaign deal. If you wear iron armor, every attack against
World, starting on page XX. AC deals miss damage. Seriously, what this really
Other variants: The consequences of the curse means is that you dont use iron. For other possible
of kin spread different varieties of troll, including but more rare problems with iron, see page XX.
the hideous hybrids known as tusk riders, across Usually in Darkness: If you choose gods and
many areas of the world. Were not covering cave runes so that you end up lacking the o Darkness
trolls, great trolls, sea trolls, and the like yet as rune, youre going to want to use your unique or
player characters, so see page XX in the Glorantha your backgrounds to explain how you are different
Source Book or page 91 in The Guide to Glorantha for a from almost all other trolls.
more thorough write-up. Why are you here?: Trolls usually hang out with
Ability score bonus and limitation: Yes, Uz are trolls. Your character is presumably hanging out
built differently than the other races and people in with food. That is, with humans. If you are
13th Age. The +3 bonus will sound enticing to some. comfortable tinkering with Gloranthan storylines,
The drawback may or may not be a drawback, give some thought to what youre doing hanging
depending on your class choice. Since all classes around with humans and not eating them.
offer the option to boost the ability score they use for For anyone whos not yet comfortable with
attacks, the requirement to have high Constitution Gloranthan improvisation, theres a simple story
and high Strength isnt likely to be a huge problem that can account for trolls who hang out with
for anyone. Its no accident that trolls arent humansin troll society, all multiple births are
naturally suited to sophisticated classes like the treated as trollkin, even if the new arrivals are
wizard and occultist. And speaking of classes . . . obviously healthy normal trolls. Birth as a trollkin
Troll classes: There are five designated troll and escape to societies where you wont be treated
classes at present: Zorak Zorani berserker (page XX), as food-that-walks is a straightforward explanation
hell mother (page XX), troll warrior (page XX), troll for trolls that prefer being around humans, and not
necromancer (page XX), and troll adept (page XX). something that the humans will necessarily need to
Our rule is that trolls not be allowed to start as understand.
Humakti or Orlanthi warriors or earth priestesses. <<insert blue sidebar>>
The intent is that trolls are different than other Why no trollkin?: We decided against introducing
characters and shouldnt have the same wide range true trollkin as player characters. Normal trollkin
of character class choices. Trolls are meant to play as are pathetic and couldnt keep up with other 13G
trolls, not as big fighters, big Humakti, or even as PCs. This book isnt the place for introducing
big barbarians. Well have more troll classes in the Paranoia-style roleplaying of the many short-lived
future. spawn of a particular trollkin litter. If that ever
If you convince your GM to let you play a troll becomes a good idea it, it will be after weve covered
from one of the non-troll classes, perhaps via a One the rest of troll society and set up options for troll-
Unique Thing, or because youre not playing in centered campaigns.
Glorantha and you want your worlds trolls to <<end blue sidebar>>
operate differently, thats between you and your
GM. But to avoid min-max exploitation of the

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13th Age in Glorantha Playtest Packet 4 42

Two racial powers: Like the ducks, Gloranthan Roll recovery dice normally for the second
trolls have two racial powers. Unlike the ducks, each recovery, but dont add your Constitution modifier.
troll accesses both the powers at different times. If the first recovery was free because of a power or
As a troll, your natural initiative roll at the start spell effect, the second recovery is not.
of a battle determines which racial power you Adventurer Feat: You can now add your
possess in the battle. A natural odd roll for initiative Constitution modifier to the second recovery.
means you have the dark walk power this battle. A Champion Feat: When you drop an enemy to 0 hit
natural even roll for initiative means you have the points with an attack and later that same turn
big eater power this battle. use big eater, the first recovery is free.
Dark Walk (Racial Power)
You have this power in battles when your natural <<insert blue sidebar>>
initiative roll is odd. Troll Names
Once per battle Around Dragon Pass, all female trolls in a family
As a move action before you have used your tend to begin their names with the same initial
standard action this turn, if you are not engaged, sound. Sons begin their name with a sound taken
you can remove yourself from play. At the start of from within their mothers name. Thus, the sons of
your next turn, return anywhere nearby that you Dozelin could be named Elinstak and Zeldoz, the
could have moved to normally during your turn, sons of Kozzag could be named Zaggok, Kozchok,
and deal double damage against the first enemy you and Obzzag.
hit with an attack that turn. While removed from Male Troll Names: Aronzing, Astelkak, Astkoz,
play, you take no actions and cant be targeted by Azfizon, Bog, Bolargi, Cholkol, Elinstak, Elkozi,
enemies. (No monkeying around with delaying and Grunge, Jatkorg, Jonakel, Jonjor, Kaltorb, Kanakel,
such: return on your initiative and take your turn.) Karvorki, Kitbod, Kozakang, Kozkal, Krakor,
Since some of the trolls who will be using this Kragel, Lagor, Lastak, Lorgzang, Lostani, Obash,
power are summoners, its worth mentioning that Pengtak, Pentak, Sanjoz, Sigron, Snonang, Stagkan,
your summoned creatures attacks happen on their Stalkoz, Taksag, Tikgak, Timak, Tongkal, Torgtan,
turn, which is after your turn. Dark walk can help Tortaz, Ubblag, Xigxag, Zakstan, Zeldoz, Zimak,
you deal double damage, but as a rule it wont help and Zwiftig.
your summoned creatures. Female Troll Names: Bakgoz, Bakstal, Baktav,
Adventurer Feat: You gain a +2 attack bonus with Balbek, Beljon, Belorg, Belzart, Benkoz, Chakos,
all your attacks the turn after you return from Chalazak, Chomagor, Dangtaz, Dastalak, Dengaz,
dark walk. Dornel, Dorsnon, Dozalaf, Dozelin, Dozkal, Kantorg,
Champion Feat: Once per day, you can use dark Kozastel, Kozjorak, Kozrof, Kozzag, Makstan,
walk twice in the same battle. Marazak, Marjaz, Martoraz, Melzorki, Mingtele,
Mingtoz, Mingzak, Moralg, Mozag, Mozjat, Sostale,
Tavtoki, Tiztod, Tozbod, and Xoroho.
Big Eater (Racial Power)
Typical Troll Nicknames: Bighead, Blacktroll,
You have this power in battles when your natural
Brooser, Gouge, Hungry, Queen Zag, Sidekick,
initiative roll is even.
Smash, Snarl, Squeeker, Stomper, and Trouble. As
Once per battle
you can see by the number of semi-cursing names,
Special: You can only use this power in a battle in male trolls are more often given nicknames by their
which you have hit with at least one melee attack or female bosses.
spell attack.
<<end blue sidebar>>
When you heal using a recovery, you can use
two recoveries to heal instead of just a single TWO TROLL CLASS VARIANTS
recovery.
With tweaks, two of the classes in 13 True Ways
work well as troll classes. Were presenting the notes

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13th Age in Glorantha Playtest Packet 4 43

for playing a troll adept or a troll necromancer here Swamp lists arent available. Youll
instead adding these shorts bits to the class chapter. notice we didnt mention the Koru
Troll Adept Behemoth list. There are no Koru in
Glorantha, but lucky for you, you use
The word druid is out of place in Glorantha and
the Koru feats and spell list as the feats
surely cant apply to trolls. But a few specific
you can cast in Mountains! Stick to
implementations of the druid class work well as a
Caves, Forests, Ice, Ruins, and your
troll class. Well refer to this class as the troll adept.
version of Mountains and youre at
The druids Elemental Caster talent is
home.
off limits. No elemental spells for you.
Trolls can generally handle rough-
The Nature Talking class feature doesnt
housing. Thats what the Warrior Druid
let you talk with all plants and animals,
talent is about. Your version replaces
but it works for o Darkness beings like
namby-pamby druid names with solid
bugs and spirits and fungus. It seems
troll names, and all the features youre
likely to us that these creatures have
acquiring come from bugs, spiders, o
even less to say than the general
Darkness spirits, and fearsome
population of plants and animals, but
ancestors. Make two small adjustments:
you can play that as you wish.
elemental pivot is off limits since you
The Animal Companion talent works
dont use elemental magic, and invoke
well with the understanding that the
the storm deals psychic damage instead
troll adepts companions are giant
of lightning damage.
spiders and giant bugs! Tweak the
The Wild Healer talent reflects a troll
flavor as needed.
magician who is in touch with Xiola
The Shifter talent works along the same
Umbar, o Darkness goddess of mercy.
lines: youre always shifting into the
We think it would be unusual that a
form of giant bugs and spiders, so
troll adept would spend two talents on
reflavor the druids current aspects. This
Wild Healer in order to be a healing
talent suits trolls who pay homage to
adept, but maybe thats the story you
Gorakiki (goddess of insects) and
want to tell.
Aranea (goddess of spiders). Note that
scout form powers for the Shifter talent Troll Necromancer
dont seem to apply to troll adepts. If Trolls arent squeamish about undeath like Orlanthi
theres something unique about you that and most other Gloranthan humans. Undeath is a
makes you the one troll who can tool thats wielded by Zorak Zoran and closely
shapechange into a small flying bug, related to Kyger Litors control of b Spirit. Heres a
well, congratulations, but we sort of short list of adjustments that tailor the necromancer
expect you to get eaten or at least class to suit Gloranthan trolls.
severely harassed by any other trolls Ignore the Wasting Away class feature that
you deal with! GM, if youre soft- created gaunt necromancers with low
hearted and want to compensate the Constitution scores. Were going to accept
troll adept for missing out on scout that troll necromancers are like the rest of
form, feel free to give them a bonus feat their race, tough and full of hit points. But in
related to the beast forms. the spirit of the Wasting Away class feature,
The Terrain Caster talent works for you, all troll necromancers take a permanent 1
but not as well as it works for the druid. attack penalty. It applies to their spells,
You can choose feats and cast spells their melee attacks, their summoned
from the Cave, Forest, Ice, and Ruins creatures attacks, everything. So youre
lists, but the Mountains, Plains, and tough and full of hit points, but youre not

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13th Age in Glorantha Playtest Packet 4 44

as close to sweet sweet death as the punier increases the chance of a complication when
human necromancers of the Dragon Empire. you narrate a rune to 110. So go ahead, take
Ignore the Dead Wizard talent, because if this talent and take the champion-tier feat,
theres one thing a troll is not, its any kind you know it will just make the game more
of wizard. interesting for everyone!
Ignore the Death Priest talent; its tuned to The existing necromancer spells work fine
Dragon Empire icon rules. for a troll necromancer, particularly if you
Were going to keep the second paragraph rename some of your summoned creatures
of the Its Complicated talent and reinterpret with Underworld, trollish, and o Darkness
the first sentence: when you narrate runes, names instead of the F20 originals. See the
you get a complication on a roll of 17, not hell mother class for inspiration.
15 like most other characters. Taking the
champion feat connected to this talent

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 45

Chapter 3: Running
may end up connected to a power that your
character normally has nothing to do with, or you
may get a result thats the same as one of your three
Glorantha runes. If the random rune determined by the d20 roll
turns out to be one your runes, we call it an
empowered rune. Empowered runes function like
By default, combat, healing, skill rolls, and other story runes, but will also provide you with a
adventuring options use the rules in the core 13th Age permanent rune gift when you use the rune or at
rulebook. Exceptions and additions detailed in this some point later that day. See the Rune Gifts section
chapter either do a better job of portraying below.
adventures in Glorantha or are simply fun to add to Attuning is external: The rune youre attuned to
the game. represents what cosmic forces are at play in your
Were starting the chapter by covering the rules life, sort of like a horoscope. Its not like a battery of
for attuning and narrating runes, the creative power that the character carries around. The power
storytelling mechanics that take the place of the icon exists in the universe, and power of a particular
relationship rules in core 13th Age. Sections on new flavor is potentially in the characters future.
combat rules and new adventuring rules follow.
Chaotic Empowerment
ATTUNING AND NARRATING Chaos is result #3 on the Random Rune Table, but
you cant attune ? Chaos. When a player character
RUNES rolls Chaos, the GM tracks the roll as a Chaotic
More fundamental to reality than even the gods are empowerment that will be exploited later. Then the
the runes. These cosmic forces define the conflicts player character rolls a new random rune,
and capabilities of the gods and their followers. continuing to roll until they get a result other than
Even spirit-talking shamans, atheist wizards and Chaos.
uncanny draconic mystics acknowledge the power Each time a player character rolls ? Chaos, the
of the runes, although they interpret their natures strands of the cosmos have weakened slightly and
differently. In game terms, the powers of the runes Chaos has been empowered. This can have story
ebb and flow through a characters life. With each consequences if the GM desires, but the principal
character, a few personal runes are the most effect is mechanical: the partys next battle against
common ones to influence them, but just as often its Chaos will be tougher. The next time the heroes
some other, seemingly random rune that plays into a battle Chaos, even if its days and sessions later, the
characters story. These runes operate on their own battle is tougher than it would have been without
power, putting them outside the control of the the Chaotic empowerment. The GM should make
characters. Instead, its the players who determine the Chaos battle tougher using the Building Battles
how the runes affect the story. Table (page XX) as if there was at least one
Attune One Rune During a Full Heal-Up additional hero in the adventuring party. If there are
When PCs take a full heal-up, each player character two Chaotic empowerments looming? Add
becomes attuned to one story rune, which is monsters worth at least two additional heroes.
determined semi-randomly. Half the time, the rune For extra credit, the GM can try to work the
is a random selection from one of your characters story of Chaos being stronger than it should be into
runes, and half the time its a random rune that something that relates to the player character whose
probably is not associated with the character. unfortunate roll empowered Chaos. Thats not
Roll 1d6: To see which rune your character is necessary, but it might spur surprising stories.
attuned to that day, roll a d6. On a 1, 2, or 3, youre In the unlikely event that a large number of
attuned to your first, second, or third rune, Chaotic empowerments have stacked up while the
respectively. On a 46, roll a d20 on the Random player characters manage to avoid fighting Chaos,
Rune Table to see which rune youre attuned to. You Chaos needs to come looking for the PCs!

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 46

Remember that battles in which Chaos has been 9 . Fire/Sky


empowered are going to be tougher than regular
battles but the PCs will not be given any of the usual 10 l Harmony
rewards for fighting tougher battles, even if the 11 i Illusion
battle might ordinarily count as a bigger problem
than a single fight. 12 x Life
If this sounds too harsh, realize that the laws of 13 , Man
probability say Chaotic empowerment isnt going to
come up often, even in a group with five 14 / Moon
adventurers. If your group finds itself on the Chaotic 15 s Movement
side of probability, consider adding party members
16 p Plant
like storm bull berserkers, who replace the Chaos
rune with the Eternal Battle rune, and therefore 17 b Spirit
never empower ? Chaos.
18 c Stasis
Other Paths to Attuning a Rune
19 y Truth
Specific heroquests and story events may allow a
character to attune a rune. There is also one way to 20 w Water
gain an extra attunement during play. Once per
level, as an incremental advance (13th Age, page XX),
you can choose to attune a rune instead of gaining Narrating Runes
any other benefits. Its not precisely the same as the Sometimes the power of an attuned rune can shape
other choices for incremental advancement, but it events around a PC, turning things in their favor. As
suits the story. with an icon die result of 6 in 13th Age, the runes
In all these cases, the rune to be attuned is power provides some advantage to the PC in the
determined in the same manner as you would game world.
attune a rune during a full heal-up. It may turn out Narrating a rune expends your attunement to a
to be one of your own runes, it may turn out to be rune. Narrating the rune is the players choice; its
empowered, it could be a random rune that has little one of the ways in which the players co-create the
to do with you, or you might empower Chaos with story of the game. From the PCs perspective, the
your first roll. benefit might reflect some action on their own part,
as when one prays for help. More commonly it
Random Rune Table occurs as fate, possibly without the beneficiary even
realizing what has happened.
D20 Roll Rune
We use the term narrate a rune because we
1 g Air want it to be clear that its an action performed by
the player, not the player character. In practice, we
2 B Beast
sometimes use more casual language than the word
3 ? Chaos narrate, but weve also gotten used to the word
narrate so that it no longer seems as formal.
4 o Darkness
Narrated Runes Are Not Powers
5 t Death
Your PCs powers, spells, talents, class features, and
6 j Disorder rune gifts indicate what mystic powers they can
count on using in and out of combat. Narrated runes
7 A Dragonewt
are not powers, per se. Instead, theyre usually more
8 e Earth like story events.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 47

Not power, unless the GM likes it: If the story rolls a d20, and if the result is 15, there will be a
thats being suggested by the players narration complication. The complication is an immediate or
sounds a lot like a character using powers, that only delayed change to the story thats hard on the PCs.
works if the GM is okay with it. As shown in the Possible Complication Results
following examples, the GM can usually reframe
Something strange about the runes story effect
those suggestions to play out as a story event rather
develops, an unexpected wrinkle that makes the
than outright power use.
story more interesting and probably less comfortable
When we GM a game, we sometimes phrase for the PCs. Here are a few generic examples of
these types of narrations as a deal: Yeah, this complications. Far better examples that spring from
sounds a lot like youre doing something awesome the story effects of the rune appear below in the
by narrating this rune, and thats cool, and its going detailed examples of narrating runes.
to happen. But also, were going to roll for a
Enemies get stronger.
complication, like always, and if a complication
Enemies gain information about the party.
comes up when youre narrating the rune this way,
A PC loses a mortal connection (a friend, an
thats when things will get really interesting.
ally, etc.).
Sometimes that scares the player off. Other times
they have guts, and go straight on through. A new NPC who becomes a problem for the
player characters is introduced to the
Not during combat: As a player, you can narrate
campaign.
runes outside of combat, but as a rule, you cant
narrate runes during combat. Your rune indicates a Expectations grow. The PC now needs to do
direction that the story can take. It doesnt indicate more than they had previously expected.
that your character is full of mystic power to be The PC(s) receives an additional quest from
unleashed in battle. a god or NPC.
Clever players should be alert to opportunities Forces associated with an opposed rune
to narrate runes before combat. Runes might help grow stronger. For example, a complication
you avoid a battle or start a battle with an from a Movement rune could be a Stasis
advantage. They can certainly help you overcome effect.
obstacles that dont involve rolling initiative. Unexpected side effects create new
A generous GM might allow the right rune to problems!
help the heroes bring a battle to an end by escaping Campaign-Level Events
from an overpowering enemy. Its also possible that As the GM, if you have plans for major, campaign-
a rune story event could happen during a battle, so a level events, such as the return of a major villain,
PC could narrate a rune at that time without it sometimes it makes sense for these events to come
having a direct effect on the fight. For example, it into play in response to a player narrating a rune. In
wouldnt damage or blind enemies, but it might such a situation, the time is right for something
allow a captured foe to provide crucial information. dramatic. The PC is embodying the mythic powers
A generous GM might also decide to narrate a that undergird the entire universe. They have
rune as a way of getting a party out of a bad somehow tapped into a level of metaphysical reality
situation with story events during combat. We arent thats much deeper and more primal than the flesh-
that generous as GMs, but we presume someone and-blood world. At times like this, big things can
reading this might be. If this happens, its GM happen. As the GM, you can use these key moments
choice, not player choice. to up the stakes dramatically. For example, if theres
Complications a major secret to be revealed, maybe it gets revealed
The story benefit of the rune is automatic, but the when a rune has been activated. The power of a rune
GM randomly determines whether the use comes revealing itself in a mortals life should indicate big,
with a complication. Sometimes when one runes important things are happening to (and around)
power grows, a countering force arises. The GM them.

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13th Age in Glorantha Playtest Packet 4 48

Runes & Heroquesting and screwing up the myth. Dont expect things to go
Well get to examples of narrating runes and a big well for you. On the other hand, if there was a minor
table of Rune Associations below. But first were character, perhaps an ancestral hero, who is
going to talk about how narrating runes works supposed to die as part of the myth, and the PCs
slightly differently when you are heroquesting. find a way to use their own powers while narrating
a Life rune that keeps the hero alive, thats not a
Entering the Hero Plane
deal-breaker for the overall story of the myth.
If you have one or more runes attuned when you
The second exception to rune calling not causing
enter the Hero Plane, you can choose to cancel those
a deviation during a heroquest occurs when the GM
attunements and reroll an equal number of new
rolls a complication for your use of the rune. A
runes. In a case in which you have more than one
complication during heroquesting . . . ah, sweet
attuned rune, you cant pick and choose: you must
moment of narrative tension! Runic complications
re-attune all your runes or none of them.
during heroquesting usually grow directly out of
Each new rune attuned is either one of the
whatever the PC was accomplishing by narrating
characters three personal runes or a random rune
the rune. Using the Humakti example above, if the
from the Random Rune Table, determined in the
GM has secretly rolled a complication, the ancestral
same way as attuning a rune during a full heal-up. If
hero might turn up later in the myth where they
you dont use the rune while on the Hero Plane, you
shouldnt and interfere in what the PCs thought they
keep the attunement when you return to the mortal
were accomplishingfor example, by stealing the
plane.
kill and the glory of the victory, so that the
Narrating a Rune while Heroquesting heroquest is technically a success, but the quester
As youll see while playing or running the who stood to gain the most doesnt get the full
adventure Horn of Snakepipe Hollow, heroquests are rewards since the ancestral hero got in the way!
usually based on a myth that the PCs attempt to Its also possible that a deep-planning GM will
emulate. Normally, deviating from the actions taken play through the heroquest as if there was no
during the original myth count against you in a complication . . . and introduce the complication in
heroquest. the mortal world later, pointing back to a change
Narrating a rune while heroquesting is different. brought into reality that wasnt part of the PCs
Narrating a rune to alter the story during a intent.
heroquest alters your story and your experience of Limitations: As in the mortal world, you cant
the quest. As long as the story changes created by narrate a rune during combat. You also generally
your rune arent entirely antithetical to the spirit of cant use a rune to sidestep a combat stage of a
the myth, narrating a rune to influence your heroquest. Its possible that a rune could help deal
heroquest will generally not count against you as a with a non-combat stage of a quest, however. Some
deviation from the myth. You are changing your non-combat stages will call out runes you could use
experience of the myth and your experience of the to solve the stage, or to really help the process (as
heroquest, not the worlds understanding of the youll see in the Horn of Snakepipe Hollow).
myth.
Examples of Narrating Runes
There at least two commonly encountered
The examples that follow cover a range of
exceptions to the rule that narrating a rune during a
approaches, as well as a range of potential
heroquest wont count as a deviation. The first
complications.
occurs when you use a rune to shape the story in a
direction thats antithetical to the myth. If youre g Air
questing into a Humakti myth about the destruction An Orlanthi warrior is rallying villagers to battle,
of a god of the . Fire/Sky who had planned to and the player uses the g Air rune. The player
ambush Orlanth, and you use a rune to keep that narrates that a gust of wind rushes into the village,
enemy god alive, youre functioning as an enemy rattles all the roofs, and scares the mob of villagers.

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13th Age in Glorantha Playtest Packet 4 49

When the gust instantly ends, and theres silence, Topknot is on a separate heroquest requiring her to
the people laugh. Their courage is restored, and they swallow a portion of the Moon for an hour.
are ready to fight! Exactly how ready to fight Synchronicity, in the PCs favor, has placed Topknot
depends on the circumstances and is up to the GM. atop a hill with a view of the temple in the valley.
The GM asks the player what the character was The GM likes the cut of this story and agrees that
doing when the wind rushed in. He says, It was Topknots o Darkness magic will swallow the light
just as I concluded my speech as said, Together we of the Red Moon for an hour as the PCs launch their
shall win, by Orlanth! assault just before midnight.
With a complication? One version of a If the die roll for a complication comes up, the
complication would be that a few of the villages are GM likes Rons story even more, because now
inspired way beyond their abilities and charge too Topknots magic will turn out to swallow more than
quickly into more trouble than they can survive. the Lunar magic. She secretly also gets a giant bite
Alternatively, maybe this particular village is going out of the Earth temples core, so that in a future
to keep coming to the PC for aid again and again adventure, trolls will rise from the deep and take the
because of how he inspired them in their hour of Earth temple almost without a fight, regardless of
weakness! whether the PCs or the Lunars win the battle to
B Beast come.
A Humakti has randomly readied the B Beast rune t Death
at the start of a session in which the player Its easy to stick to the simplest interpretations of a
characters must overcome trolls and insect spirits rune. But someone dies is a fairly boring story, and
that have occupied a hill fort the PCs need access to since Humakt worshipers are the people who are
for a heroquest. The Humakti player wonders aloud going to be narrating the most t Death runes, it
what spirits eat insect spirits, and then she realizes doesnt do to create too many cheap deaths as story
the answer is clear: insect spirits eat themselves. eventskilling things that need killing is what the
Before the PCs assault the hill fort, the Humaktis Humakti are supposed to be handling with their
player suggests to the GM that the B Beast rune swords. Our example goes deeper into Deaths
theyre tied to that day could represent the bug possibilities.
spirits following their bestial nature and consuming The party is on a long trek through a desolate
each other. The GM agrees and plans to hit the PCs area, depopulated by famine. The GM says that
with damaged bug spirits who have been unable to theres not a lot of interest in these ghost towns and
regenerate fully from their frenzy. fields that are going wildunless someone has a
If theres a complication, the GM cherishes the rune they want to use. The Humaktis player
thought of rolling all the insect spirits into one suggests that they find the long-dead corpse of an
utterly nasty (but ultimately simpler to beat) overfed Orlanthi warrior. Since the warrior died with his
troll insect spirit. boots on, the Humakti insists on a proper burial,
o Darkness with rites of honor. The rest of the party is used to
the by-the-book ways of the Humakti, and they
Rons champion-tier Ernaldan earth priestess, a
pitch in to help. Instead of burying the warriors
Sartarite woman named Eonislara, randomly attunes
sword with him, however, it feels right that I should
the o Darkness rune at the start of a session in
keep it as my own blade, and I do. Somehow this
which the PCs plan to assault an Ernaldan temple
swords story is not done, and now that the warrior
taken over by the Lunars. Eonislara believes that the
is dead, perhaps its my turn to carry the sword
temples defenses have already been perverted by
along.*
traitorous Red Clay priestesses. So Ron reminds the
GM of the time the party saved a powerful troll The GM likes this development and adds that
priestess from a Lunar war party. The troll priestess there are markings etched in the blade, to faint to be
didnt give her real name, but the group refers to her discerned. Since no benefit accrued to the party yet,
as Topknot. The player suggests a story in which the power of this rune and the meaning of the sword

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13th Age in Glorantha Playtest Packet 4 50

come into play later. At the next session, someone in pitched song does nothing to soften anyones heart,
town recognizes the Humaktis salvaged sword and but it attracts every rat in the vicinity. Suddenly rats
directs him to the local clan that the dead warrior are swarming into the room, scurrying under tables
was from. The Humakti returns the sword and and over feet. The whole room breaks into chaos as
recounts the fate of the fallen warrior. The clan the clan representatives chase off the rats. The scene
accepts the sword in an elaborate ritual, which concludes with both clan chiefs manhandling the
includes the Humakti. In addition to the soft benefits trickster and getting him to stop singing. When he
of being on this clans good side, the GM says that slips out of their grasp, the two chiefs end up
the Humakti can take an extra incremental advance, embracingand laughing. The whole hall erupts in
representing the rituals blessing. laughter, and the mood of enmity is broken. People
For a minor complication, the wielder is later even start feeding crumbs to the rats.
confronted by the swords spirit! The night after the What sort of trouble could a hoard of music-
Humakti finds the sword, they dream of the sword loving rats cause if there is a complication? Enough
with its markings glowing like coals. The sword that the previously-feuding clans unite in their
attacks, attacking MD like a hard obstacle of the hatred of a common foe, the trickster. The runes
appropriate tier (13th Age, page 186), dealing psychic story effect more or less the same, if you squintthe
damage, with one-fourth damage on a miss. If the feuding clans have made peace. But good luck on
Humakti takes almost any action against the sword, being thanked as youre trying to escape with your
it succumbs to the Humaktis power, and the lives without killing anyone. Solving diplomatic
Humakti wakes with a sense that the sword now problems with the j Disorder rune is risky business!
accepts him as its owner. If the Humakti makes no A Dragonewt
move to oppose the sword, it attacks again.
The party is recuperating in Jonstown with no
To make that complication mean more, wait particular agenda, and Paul wants to mix things up.
until the party goes into their next combat before the His character has attuned the A Dragonewt rune, so
sword fights against the usurper who has taken it he suggests to the GM: You know all that magical
from its owner. paraphernalia that we looted from the Thanatari
*Its also worth mentioning that in canonical cultists? Well, one unidentified item turns out to be
Glorantha, this story wouldnt work the same if the a dragonewt artifact that would be extremely
fallen warrior had been a Humakti. Humaktis valuable to one of the Lhankhor My scholars here in
swords decorate their graves and arent reused or Jonstown. Maybe we have to give the item up, or
even touched. But retrieving and even using the maybe its enough just to let the scholar see it and
sword is an honorable thing to do for an Orlanthi. draw sketches of it. Anyway, we suddenly have a
<<start Designer sidebar>> local scholar whos on our side and who can
<<insert Jonathan says icon>>If you want to use your t probably help us in the near future. The GM
Death rune to outright kill an enemy NPC rather than appreciates getting handed a blank check, with
doing it the hard way while Im the GM, talk to me. And the item, the scholar, and the scholars future help
everyone at the table should be ready to live with the all left undefined.
complications if they come up, because they wont be Complications hold delicious promises of future
pretty. problems, either from dragonewts alerted to the re-
<<end Designer sidebar>> emergence of their ancient artifact or a secret
j Disorder Thanatari cultist in the Lhankhor Mhy temple.
The party is trying to unite two feuding clans, with e Earth
clan leaders gathered in a great hall. The trickster On a different day, Rons earth priestess Eonislara is
thinks he can soften hard hearts with a sweet song, tangling once again with her double-edged
but the tricksters player, Conrad, knows that whats relationship with the troll Hell mother dubbed
really happening is that hes narrating the tricksters Topknot. On this day, the GM has set up a double-
j Disorder rune. The tricksters childish, high- whammy: while the PCs are obligated to go on a

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13th Age in Glorantha Playtest Packet 4 51

heroquest to find a misplaced t Death sword near Boldhome, and the GM works him into the story as
the Upland Marsh, a horde of trollkin is pouring a recurrent NPC.
into the valley containing the temple the PCs took With a complication? The ascetic holy man has
back from the Lunars. Theyre only trollkin, so inspired a warrior or two to lay down their arms
Topknot has plausible deniability, since it might not and embrace a simpler life following him. To some,
be anything to do with the trolls. hes a counter-culture menace subverting the war
Eonislaras player narrates the e Earth rune, effort, and the party gets caught in the rift created in
saying that a herd of Earthshakers comes careening the Boldhome community.
across the valley at the right moment, deterring the l Harmony
trollkin long enough for the PCs to finish the
Jeskyra, an Orlanthi warrior with a singing voice so
heroquest.
powerful that she is known across all the kingdoms,
This type of mighty event is fine to suggest to has randomly attuned a l Harmony rune on what
the GM, who is happy with the idea that the GM has presented as a side adventure, where
Earthshakers have been introduced to the mess! Jeskyra is being called upon by a cousin to bless his
There may be unexpected consequences even wedding with a song. The wedding turns out to be a
without a complication. lot richer than Jeskyra had imagined possible. Exotic
With a complication, the trollkin may have fabrics and an amazing feast soon have Jeskyras
succeeded in killing and eating an Earthshaker or cousins chieftain furious over the manner in which
two, pissing off Ernaldas sister Maran Gor, whose this upstart has managed to acquire and conceal
priestesses will be sending an earthquake at a wealth that dwarfs the clans resources. The GM has
minimum. Or maybe the Earthshakers can stomp on set up the plot that Jeskyras cousin is a bandit, with
something vital all by themselves, possibly guided possessions about to surface that will prove the
by a trickster-style trachodon: you cant trust those charges.
trachs! But Jeskyras player, Sophie, doesnt want to see
. Fire/Sky this happen, and she narrates her l Harmony rune,
When Emmas character randomly attunes the . describing a sequence in which the brides mother
Fire/Sky rune, she takes some time to look up the turns out to be an extremely popular Chalana Arroy
rune to see what sorts of effects she might narrate. priestess from a distant clan, and everything that is
Although the fire elementals, patriarchal nobles, and being used in the wedding is being distributed as
Yelmalio warriors are interesting, she really likes the gifts to the entire clan as soon as the ceremony and
angle of enlightened purity, with Fire/Sky as the feast are over. Its a big switch in plans for the GM,
unsullied element far above the motley world. Later but the bandit stats are useful for some bandit battle
when the party arrives at Boldhome, the GM asks if thats less in the family, so the GM runs with the
anyone wants to narrate a rune to specify that the new connections and asks the players to help create
party can find resource or allies there. Emma the character of the new NPC mother-in-law. If there
narrates the . Fire/Sky rune, saying that an eccentric ends up being a complication, the mother-in-law
but beloved holy man lives here with a substantial turns out to have detailed needs from the PCs.
following. He is a former Yelmalio priest, now For a change in approach, lets skip possible
abdicating all worldly duties to contemplate complications in this example and use the same
Dayzatar, the pure light of the world. Just what can story set-up with a different rune. After all, Jeskyra
an ascetic holy man do for a party of adventurers? lucked out attuning l Harmony when she was
Time will tell. As the party enters Boldhome, the headed to a wedding; that was going to work out for
characters know nothing about this holy man, and her one way or another.
the players are eager to find out what will happen. So instead, lets say the rune that comes up is /
When the party eventually meets the holy man, he Moon. Not as simple. First lets try the positive
takes a shine to them, and his favor creates a halo routeSophie decides to invoke the / Moon as a
effect for the party, helping their status in symbol of positive change and balance. With this

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13th Age in Glorantha Playtest Packet 4 52

option, it does turn out that Jeskyras cousin invited So the GM says that what Mike can actually
her to the wedding because he figured he would accomplish using i Illusion is to fool people for a
need her support when the chieftain made a move little while into thinking that he is the quester. And
against him. But the chieftain is a jealous and hateful if he doesnt roll a complication, hes also going to
relic of the worst of the old guard. Jeskyras cousin fool the myth and get the rewards. Maybe the GM
isnt a bandit, but rather an up-and-coming member would be a bit more lenient if Mike wasnt hosing
of the Sartar Magical Union, and the riches he has party members with his narration of the i Illusion
displayed at the wedding are both a sign of his rune. Or maybe he will be more lenient and let Mike
connection with the SMU and a symbol of power to get the rewards even if there is a complication.
steer his clan on a stronger course. Theres about to Because the long term question is: are the gods
be a fight, true, but Jeskyras extended family is on a fooled? Has the myth been truly reinforced by this
side she can support. trick, or has this trick been played at the wrong time
The second options for the / Moon is a lot more for the good of cosmic harmony?
brutal and possibly a lot closer to what wed actually x Life
come up with under the time pressure of sitting Pauls character has randomly attuned the x Life
around the table and trying not to slow everyone rune. Great. How much damage can I do with
down. Sophie says, The chieftain is a Lunar! He that? he gripes. Im just going to heal all our
loses control of himself when Jeskyra sings a song enemies. Pauls like that sometimes. But later he
about a traitorous chieftain, and its combat time! puts the rune to good use. The party has come to the
The question of the cousins unexpected wealth is site of a massacre where their enemies, a squad of
open in this storyline. The rune has been used as elite Lunar agents, have killed all the inhabitants of a
something like a summons of evil; the PCs needed small village. While the characters are looking for
an enemy they could bash and the rune helped clues, Paul narrates the x Life rune. We do find a
shape that enemy. Its not as elegant or as survivor after all, a child hidden in a root cellar. As
satisfactory, perhaps, as the first option, but who can the only survivor of her village, she now inherits all
say how consequences would play out later in the their luck and magic, making her capable of
campaign? judgment and deeds that a little kid couldnt
i Illusion normally accomplish. She provides us with useful
The party has successfully hacked and gambled information, or maybe even a vengeance blessing
their way through an Orlanthi heroquest. Mikes from her people.
Storm Bull berserker attuned an i Illusion rune As a possible complication, now the party is
randomly at the start of the day but never got responsible for a child whose only home is in her
around to using it. Turns out that Mike was just sisters village far away. Maybe the party can avoid
biding his time. After the climactic battle of the a long trek by owing a big favor to someone who
heroquest, Mike seizes a weapon that was supposed can make sure she gets there.
to go to the quester, then proclaims that the , Man
questers pre-eminence thus far has all been an
The party is in the small city of Wilmskirk,
illusion. In fact, Mike has been the lead quester all
recuperating after some battles and resupplying.
along and is going to be the one to get the glory and
Johns fighter with the , Man rune, a devotee of
the best rewards!
Yinkin, has a habit of running into people shes
Hooo boy. Were bringing this example up to connected to, but in this case John narrates the rune
dig into the limits of the i Illusion rune. The Illusion differently. For a change, its another character, the
rune is about lies and deception. Mike is trying to partys Humakti, who runs across someone hes
tell a story in which the quester has somehow been connected to, another Humakti who shared duties
deceitful and the truth is that his Storm Bull is the with him for a special, secret trial a few years earlier.
quester. And thats an attempt to reshape the truth The other Humakti is overjoyed to see the PC again
rather than just tell a lie about it. and extends her hospitality. With her help in

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13th Age in Glorantha Playtest Packet 4 53

Wilmskirk, the party can get what they need, plus that theres been a shift of attitudes in the clan,
some valuable secret information. especially among the young. The arrival of the Hero
Whenever a rune leads to a new NPC, Wars means that a new time is here, and time for old
complications are easy to dream up. But dont settle ways is past. The party hears yelling inside the
for the easiest story: the trope of the NPC as a traitor settlement as new voices rise up and establish this
has a negative tone and makes players wary of new position. They hear raised voices, cheers and
interacting with interesting NPCs. A better commotion, unable to see whats going onuntil
complication is when a sympathetic NPC has finally the gates start opening.
enemies that become the partys enemies. To complicate this scene, dial up the upheaval in
/ Moon the community. It turns into a mutiny and possibly
mob violence. As good Orlanthi say, No one can
The party is forced to climb and clamber up a rocky
tell you what to do, and violence is always an
mountain face at night in the cold and the wind. The
option.
climb to the sacred cave near the summit looks
doable, but its going to exact a cost from them. The p Plant
GM is thinking a recovery or two and maybe even a Rick is playing a trickster in a new adventurer-tier
save or the loss of a power that might have helped campaign, and he chooses the p Plant rune as a
the party survive the climb. Emma cuts in to narrate personal rune. Hes intrigued by the possibilities of
her random / Moon rune. (Its the second time shes stories involving unstoppable growth, and no one
randomly attuned Moon, and of course nothing is else in the groups campaigns has ever chosen the
really random.) She describes the climb as getting Plant rune. In the first session of the campaign,
worse and worse as they ascend, with sharper rocks Ricks trickster has attuned a p Plant rune and the
and hail starting to pelt them. During a ferocious player decides to subvert the authority of a haughty
gust, everyone has to cling to the rocky slope and warleader. The warleader is asking the player
wait it out. But then the gust passes, and the air is characters to track down an outlaw, but Rick says
warmer. They have passed through the worst, and that the warleader is going to be embarrassed by a
now the ascent seems to get easier and easier as they fungal infection that grows out of control. The
go. The rocks are just as sharp and the wind just as Gamemaster points out that this effect seems pretty
biting, but intuitively they navigate the obstacles far afield from what p Plant power can do. We
and shrug off the cold. Behind them, where no one is modern people see a fungus as a plant-like
looking, the Red Moon can be clearly seen through organism, but in Gloranthan terms a fungal infection
the clouds. is a disease, so it could be associated with Disorder,
A complication with a / Moon rune naturally Death and Spirit. Jonathan pipes in that fungi are
invites a PC to take a step or two down the path actually more closely related to animals than to
toward illumination. Perhaps Emmas character plants, which is entirely unhelpful. Emma suggests
experiences not just the climb differently, but also that the warleader gets indecorously sick from
social life. Once she returns to civilization, it will all certain strange fruits that his men have been
feel different to her. She is just as socially competent harvesting wild. Her suggestion gives the event
as ever, but now she intuitively notices the hidden some context, so Rick and the GM agree on that
paradoxes in daily life. Maybe one day she will meet direction. Since Rick spent a rune for this odd-ball,
someone who can help her explore this new tangential event, the players are free to try to
perspective in greater depth. squeeze some practical advantage out of it. Maybe
one of them can diagnose the warleaders illness and
s Movement
earn greater respect and support from him.
The party is appealing for hospitality at the fortified
A GM might skip complications for this
gate of a settlement. The locals are suspicious of the
narrative, since its not to the partys benefit and is
party especially because there is a troll among them,
something of a complication itself. Or maybe the
and the local clan has always been known as troll
strange fruits are harder on the war leader than just
foes. Emma narrates her s Movement rune to say

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13th Age in Glorantha Playtest Packet 4 54

making him sick. Instead of enjoying the war attuned. When the GM asks whether anyone has any
leaders hospitality at a feast, they are forgotten, as way to prevent the serpent from escaping, Sophie
people instead tend to their stricken leader. narrates the rune. As we all know, movement is an
b Spirit illusion, and only stasis is true. It looks as though
the serpent is getting away, but here on the Hero
The party is boating downstream on a large
Plane a deeper truth is active. The serpent is here
riverboat with a strange mix of cargo and
with us, always has been, and always will be. Just as
passengers. The GM says that the voyage will take
we see the tip of its tail appear down a tunnel, the
all day and asks if any of the players want to narrate
tip of its snout appears in another tunnel, and here
runes and describe something that happens. Pauls
comes that serpent right back into the chamber with
character has the b Spirit rune attuned, and he says
us. While half the players and characters are
that one of the passengers is a spirit talker, someone
scratching their heads, trying not to think about this
with a number of invisible spirits in tow. One of
too hard, the serpent loses its head.
these spirits leaves the spirit talker and secretly
takes up residence in Marks characters sword. The If this use of the c Stasis rune generates a
spirit will show itself when the time is right, and it complication, the GM might just turn Sophies
will help the party out of jam somehow. Later, argument back around on the PCs at an inopportune
Marks Orlanthi rebel finds his sword jiggling in its moment later in the heroquest. Preferably when
scabbard, and he can tell its haunted. The players theyre certain they have escaped from a situation
know that the spirit is a benefit, so they figure out and face-palm as they find themselves back where
some justification for the rebel trusting the spirit they started.
instead of roleplaying out a whole process of testing y Truth
the spirit or any such utilitarian scene. For the rest of Late at night, a Humakti is walking back to an inn
the session, every now and then the spirit rattles the after failing to find the traitor who released disease
sword, to draw attention to itself or to try to spirits into the towns granary. Where roleplaying
communicate. In the next session, the rune finally and skill checks have more or less failed (failing a bit
pays off. As the party is approaching a bandit camp too sideways into subplots instead of forwards!), the
through the woods, the sword rattles and then is Humaktis player, Genevieve, decides to narrate the
still. The spirit has left it. Soon the party hears y Truth rune she has attuned to move the story
unearthly moans coming through the trees ahead, onward. Genevieve narrates a bit of backstory, all
and when they investigate they find a Thanatari without her sword of Humakt player character
Doom Master and her mob of zombies that had been knowing that the y Truth rune has been activated.
waiting in ambush. Only now the invisible spirit is The player narrates that someone in town has been
provoking the zombies to moan and lash about in watching the Humakti, someone tormented by the
agitation. The party now gets the drop on the memory of his own father, who long ago betrayed a
Thanatari rather than the other way around. After blood oath and was killed by a Sword of Humakt.
the battle, the party never finds the spirit again. The memory of that righteous slaying works on the
As a complication, the spirit has a dark side. mans conscience, and he comes out of the shadows
Maybe it slips out at night to torment people in to tell the Humakti what he knows about the disease
nightmares. The rebel unwittingly brings the spirit spirits.
with him wherever he goes, endangering people If there turns out to be a complication, the story
around him. Does he care? If not, someone is going that the villager tells turns out to be a few boatloads
to. of Chaos more terrible than what Genevieve had in
c Stasis mindthis is one Truth-telling that is going to have
On the Hero Plane, the party has defeated a great, far-reaching consequences that may pit the PCs
subterranean serpent, and now it is making its against NPCs they had thought they could rely on.
escape, twisting down trackless tunnels into the
depths. Sophies character has the c Stasis rune

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 55

w Water throughout the myth, not all of them in the PCs


On a heroquest, the party has to sneak past a giant, favor.
fanged toad that guards the gate into a Fortress of Runic Associations
Pain. Theyve been warned that the toad has gotten
What follows is not an exhaustive list of runic
tougher to sneak past and tougher to fight, so
associations, but it should provide seeds and sparks
theyre trying to figure out the best approach. While
for stories that make sense to you. Were aware that
they are discussing plans, one player narrates their
runic information is showing up in several different
w Water rune. A fog slowly drifts in, at first hardly
parts of the book. Were kind of okay with that,
noticeable, but then thicker and thicker. Soon the fog
given the importance of the runes and the multiple
is so thick that the party thinks they have a good
ways they can influence your game.
chance to get past the toad, and they do.
Some of the elements in the table below arent
If there turns out to be a complication, the
entirely explained in this book but will be familiar to
introduction of unexpected w Water power into the
longtime Glorantha fans.
heroquest is going to have rippling consequences

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4 56

d20 Rune Associated concepts, deeds, and Associated creatures and Common results of
forces. people runic activity
1 Violent change, disruption, Wind children, Orlanthi,
Things are different.
pressure, rebellion, weather, the Uroxi, orators and other
g Air Enemies have been
Middle Air, wind, storm, rain, speakers, mammals, Air
driven off.
breath, passion. Tribe members.
2 All animals, Uroxi, Telmori
Bestial ferocity, instincts, might, wolfrunners, Tuskers,
B Beast There was a struggle.
tenacity, durability. hunters, beastmen
(minotaurs, centaurs, etc.).
3 Player characters dont
Insanity, degeneracy, destruction,
hold on to Chaos runes. But Good things have been
? Chaos hatred of creation, obliteration,
if you roll em, Chaos is perverted into horrors.
perversion.
empowered.
4 Things are quiet. Threats
Stealth, secrets, stillness, comfort, Trolls, shades, Kitori have been stilled or
o Darkness cold, loss, underworld, the (humans associated with potential has been eaten.
unconscious. Darkness), the Underworld. Something is missing or
lost, probably forever.
5 Somethings missing.
Death, separation, severing, Warriors, funerary rites,
t Death Something, perhaps a
ending, lack, want, loss, war. killers, Humakti, durulz.
life, is over.
6 Breakdown, misstep, failure or
omission; physical, social, magical Criminals, outcasts,
j Disorder or moral. Lies, treachery, sin, tricksters, giants, dissidents Something went wrong.
corruption, poison, crime, old age, and malcontents.
bastards, adultery.
7 You feel like youre
Mysticism, transcendence,
Dragonewts, mystics of about to finally hear the
A Dragonewt transformation, cosmic union,
draconic wisdom, dragons. punchline to the Cosmic
eternal vision.
Dragons joke.
8 Healing, agriculture, connection,
Ernaldans, Maran Gor,
rest, fertility, strength, solidity, Things are whole. The
pigs, snakes, farmers,
e Earth rejuvenation, the terrestrial world, fragile has been
miners, gnomes
physical things, pragmatism, shrugged off.
(elementals).
precious gems.
9 Vision, sky, stars, sun, light, Things are clear. The
Yelmalions, Elmali,
. Fire/Sky purity, oversight, purgation, fire, obstacles have been
salamanders (elementals).
incineration. burned away.
10 Healing, cooperation, song and
Healers, families,
l Harmony dance, togetherness, forgiveness, People are together.
priestesses.
unity, sharing, friendship.
11 Falsehood, deceit, trickery, Thieves, grifters, actors, Its not what you
i Illusion
mockery, perjury, mimicry, performers, charlatans, thought.

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13th Age in Glorantha Playtest Packet 4 57

caricature, performance. lunatics, and Eurmali.


12 Growth, birth, fecundity, plenty,
x Life sex, love, combination, pregnancy, Mothers, healers. Theres something new.
potentiality, food, seeds.
13 Humans, elders, shamans,
Mortality, life stages, life anyone embodying a
Someone is making a
, Man transitions, mortal beings, temporary archetypal role
transition.
communities. (bride, levy soldier, initiate,
juror, sacrifice, etc.).
14 You can see things in a
Illusions, cycles, balance, paradox, Lunars, lunatics, lunes
/ Moon new way. Opposites are
illumination, inspiration. (elementals).
reconciled.
15 Shadow cats, riders,
Change, conflict, escape, speed, migrants far from home,
s Movement Things are rearranged.
impulsiveness, dynamism, variety. traveling merchants,
sailors.
16 All plant life (be it nurturing,
Growth could not be
p Plant sheltering, intoxicating, or Farmers, elves, herbalists.
stopped.
poisonous), aldryami.
17 Discorporate beings, ghosts, Shamans, spirits, curses The place looks and feels
b Spirit
spirits. and blessings. spooky.
18 Permanence, immobility, Traditionalists, stone
c Stasis Things are in place.
endurance, survival, completion. workers, dwarves.
19 Treachery and other secrets
revealed, knowledge revealed or
Scholars, Lhankhor Mhy You all know, and you
y Truth recovered, promises, oaths,
sages, seers, officials. know that you know.
treaties, punishment (not
vengeance), written word.
20 Somethings moved
Drowning, flooding, deluge,
Fishers, sailors, river downstream.
w Water seepage, life-giving rain, sheltering
boatmen. Opponents have been
mist.
overwhelmed.
?* Chaos killers, never-ending battle,
The wreckage is
things getting broken, bellowing,
V Eternal Storm bull berserkers, unusually broken, but at
lethal drunkenness, an actual place
Battle* nomads, Chaos killers. least its been cleansed
in the Wastelands no one but
of Chaos.
Storm Bulls can survive.
*Eternal Battle is the Storm Bull rune that gets swapped into a slot generally occupied by another rune. See page
XX.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 58

cant use battle healing again until theyve taken a


COMBAT RULES quick rest.
This section compiles most of the new rules that are A few characters have slightly different effects
part of Gloranthan battles. There are a few other when they use battle healing. If youre not a
new rules for combat with ? Chaos monsters and / worshiper of one of the t Death rune gods (chiefly
Moon enemies, but those rules live in Chapter 5: Humakt and Zorak Zoran, but there others) or x Life
Enemies in the sections on Chaos and the Lunars. rune gods (Ernalda foremost), dont worry about it.
Humakt & Zorak Zoran: If a devotee of one of
Battle Healing
these Death rune gods is using battle healing on you,
Healing classes arent plentiful in Glorantha and
youre the one who has to worry a little! When a
healing potions dont exist. But powerful
devotee of these bloody-minded gods fails the battle
Gloranthan heroes have innate battle magic that
healing save, the ally they healed takes 4 damage
helps them help each other, which means its good
after theyve healed using their recovery (champion:
to have allies!
10 damage; epic: 25 damage).
Every PC-level hero in Glorantha is attuned to
Ernalda: When you roll a natural 16+ with the
the sources of magic power in a way that standard
save, your ally heals twice the additional hit points
fantasy RPG characters are not. The PCs achieve
instead. (Doing the math for you, thats normally 8
their personal power not just through the mundane
additional hp at adventurer tier, 20 hp at champion
expedients of careful practice and expert equipment
tier, and 50 hp at epic tier.)
but also through esoteric means, such as meditating
on secret mantras or chanting spirit songs every day Daily, Once a Day
at dawn. Magic is something everybody does, Playtest reports indicated that some players new to
from prayers said over your weapons while you the 13th Age system have difficulty tracking our use
sharpen them to the spiritually proper order in of the word daily. For play balance, we use the
which to add ingredients to a stew. game term daily to mean once a full heal-up, and the
Mostly, this sort of magic is subsumed in the PCs get a full heal-up when theyve fought four
characters statistics and powers. The mighty things battles. Harder battles can speed that up, weaker
they do, maybe even their high ability scores, are battles slow it down. So dont confuse our use of the
made possible by the magic they undertake on a word daily in spells and powers with the days of the
regular basis. calendar.
Battle Healing Rule Damage Types
One power not covered by the standard rules is For the most part, 13th Age in Glorantha uses the
magical healing. By default, Gloranthan characters damage types as listed on page 160 of the 13th Age
have some modest magical ability to help their allies core rulebook. To better model Gloranthan reality,
rebound when beaten down. were subtracting one damage type (holy) and
Heal an Ally: As a standard action, a character adding another (moon). Heres the full list,
can touch an ally next to them who is at 0 hp or annotated for Glorantha.
below, call on their own magical power, and allow Acid: ? Chaos monsters are the most likely
the ally to heal using a recovery. The player sources of acid damage. Since acid is all about eating
performing the impromptu battle healing also rolls a things, and so are trolls, you can find some acid in
normal save (11+). If they succeed, the ally gains an the o Darkness and b Spirit spells associated with
additional 4 hp (champion: 10 hp; epic: 25 hp). If the the hell mother class.
save is a natural even roll, the character who Cold: Cold damage pops up here and there. Its
performed battle healing can use battle healing rune associations are strongest with o Darkness, but
again later in that battle. If the save was a natural g Air sorcerers and others channeling the terrible
odd roll (yes, even if it succeeded), that character winds of the Storm Age also use it.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 59

Fire: Strongly associated with the . Fire/Sky melee attacks against enemies on the ground. When
rune, Emperor Yelm, and his children. Sometimes a flyer makes a melee attack against a flying enemy,
co-opted by the Lunar Empire. however, instead of engaging that creature, the flyer
Force: Rarely used by the worshipers of the gods can choose to swoop past as part of the attack, but it
were dealing with. More familiar among the takes a 2 attack penalty.
monotheists of Gloranthas West, who both call If your flight ends before you land or are
themselves wizards and have wizards among them. grabbing onto something, youll fall and probably
Holy (NOT IN GLORANTHA): If youre take damage (see the impromptu damage tables in
bringing a 13th Age character who ordinarily uses the core 13th Age rulebook, page 186).
holy energy into the game, convert that to Grabbed & Grabbing
something that makes sense or just treat it as
The grabbed rules on page 172 of the 13th Age core
magical damage. As youll see in the section on the
rulebook turned out to be neither simple nor really
Undead (page XX), Gloranthan undead arent
how we wanted to play. Were taking this chance to
vulnerable to holy energy.
update you with the rules we actually use at our
Lightning: Strongly associated with the magic of
table. Ignore the earlier rules, except for the notes on
the g Air pantheon.
avoiding using grabs and on puny grabs that PCs
Moon: This is usually radiant red energy might use, and play with whats below.
associated with the Red Moon. Its not necessarily
When a monster that is grabbing you starts its
Chaotic, but its not what most of the world
turn, it deals automatic damage to you as a free
considers pure. Rarely, moon damage is associated
action. The automatic damage is equal to half the
with the elusive Blue Moon instead of the
normal damage that it deals with the attack that
ubiquitous Red / Moon.
damaged you. For example, the famished Crimson
Negative energy: As in the Dragon Empire, Bats maw that consumes armies attack deals 180
negative energy is strongly associated with undead. damage, so the automatic damage when it has
Its also sometimes involved with b Spirit magic, someone grabbed is 90 damage.
and doubtless shows up in ? Chaos nests.
This automatic damage is in addition to the
Poison: As in core 13th Age. Not used much by monsters normal actions and attacks.
our major pantheons, but more common among B
When you are grabbed you are engaged with
Beast, p Plant, and ? Chaos worshipers.
the creature grabbing you and you cant move away
Psychic: Many pantheons and runes screw with unless you teleport, somehow pop free, or
their enemies minds. successfully disengage.
Thunder: Like lightning, strongly associated If you are smaller than the creature that is
with g Air and the Orlanthi. grabbing you, it can move and carry you along no
Flight Rules problem. If you are the same size or larger, the
Praise Orlanth, there are many moments when creature grabbing you has to let go of you if it wants
Gloranthan warriors take to the sky. These flight to move.
rules are exactly the same as the notes that appeared Use your judgment to decide whether a given
in 13 True Way. The intent is to keep flight simple. monster can grab more than one enemy at a time.
Play flight exactly like other movement, but if The Crimson Bats maw attack obviously can. An
there's space above them, you can fly over enemies assassin beetle (ankheg from 13th Age) equally
youre not engaged with without allowing them to obviously shouldnt be able to grab more than one
take opportunity attacks against you. You can be target at a time. If it seems like a 50/50 judgement
intercepted as you move, but only by other call, make it a 50/50 die roll!
unengaged flyers that are already airborne. Thats all. Obviously you want to get away
Were also keeping engagement and when a monster has grabbed you, and the usual way
disengagement rules the same when flyers make you manage that is trying to disengage. But you can

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 60

also just fight back and hope to drop the enemy though feats or powers might enable you to
before their automatic damage drops you. Using a summon it nearby instead.
ranged attack when grabbed isnt fun because Four types (CHANGED): There are four types of
youre probably going to take an opportunity attack summoned creature. Unless otherwise indicated,
from being engaged, but thats just using the normal these rules apply to all four types. The four types
rules. are:
Interrupt Actions Superior creatures that take their turns
like another other creature.
Not many classes made use of interrupt actions in
Ordinary creatures that fight better when
the core rules so its worth repeating and clarifying
controlled, but remain in the battle even
the rule from page 162 of the core rulebook here:
if their summoner ignores them.
You can use one interrupt action when its not your
Independent creatures that take their
turn. When you do, you cant use another one until
turns randomly, but usually to their
the end of your next turn. Its also worth clarifying
summoners advantage.
that you cant use an interrupt action at the start of a
Minor creatures that must be controlled
battle until after your first turn in initiative has come
by the summoner or else they vanish
up.
from the battlefield.
Summoning Spells Duration & death damage (CHANGED): A
The general rules for summoned creatures that summoned creature fights for you until the end of
apply to all Gloranthan spellcasters are somewhat the battle, until it is dismissed, or until it drops to 0
different than the summoning rules that appeared in hit points. At 0 hp, summoned creatures are slain
13 True Ways. Since summoning rules werent even and removed from the battle. Except for minor
in the core 13th Age rulebook, were going to print creatures, when a summoned non-mook creature is
Gloranthan summoning rules in full. slain, deal psychic damage equal to the creatures
Note that these new summoning rules are not level to the summoner. For summoned mooks, only
meant to be used with the druid and necromancer deal that damage to the summoner when the last
class from 13 True Ways. Those classes have mook of the mob drops to 0 hp.
powerful summoning but have strict limits on the Minor creature hit point cost: Instead of costing
number of summoning spells they can cast. Going the summoner hit points when dropped to 0 hit
forward were using more nuanced controls on the points, minor creatures cost the summoner hit
power level of summoning spells. Were points when they are summoned. This damage can
highlighting the spots in these new rules that are never drop you to 0 hit points; if it would, you
different than the original summoning rules in 13 instead go down to 1 hit point remaining. The
True Ways as a courtesy to players who want to number of hit points required depend on the level of
easily spot how summoning in Glorantha is the minor creature youve summoned. (If you dont
different than what they have already been doing. want to roll for damage against yourself with your
The rules that follow are written using the lucky dice, the trickster or the GM will be happy to
singular word creature. Most spells summon a help.)
single creature at a time, and its convenient to use 1st level minor creature 1d6 damage.
the singular, but the earth priestess and hell mother 3 level minor creature
rd 2d6 damage.
have spells that can summon multiple creatures at a 5th level minor creature 3d6 damage.
time. Well spell out odd cases where the rules are 7 level minor creature
th 4d6 damage.
slightly different when you have multiple creatures
9 level minor creature
th 5d6 damage.
summoned at the same time.
Action economy (CHANGED): The differences
Standard action spells: Casting a summoning
between the four types of summoned creatures
spell generally requires a standard action. The
hinge on how active and self-directed they are.
creature(s) you summon appears next to you,

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 61

The turn you summon them, all four types of single creature; one standard action controls the
creature take their turn directly after the entire mob.
summoners turn in initiative order. The summoned Ordinary summoned creatures can intercept if
creature continues to take its turn immediately after their summoner used a standard action to summon
you (even if your initiative order changes) until the or control the creature on their last turn. If the
end of the battle. summoned creature rolled on its default action table
Simpler timing (NEW): Having summoned on its last turn, it can't intercept.
creatures take their turn immediately after their For the record, the corner case in which a
summoner is the mechanically correct way to handle summoner is hampered prevents them from using
the timing. But in practice, we notice that hardly their standard action to control their summoned
anyone wants to play that way. Most players want creature, just as it prevents them from casting a new
to mix their summoned creatures actions in during summoning spell.
their characters turn. If you want to fudge the Earth priestesses and hell mothers generally
timing and allow this, its almost always fine. So our summon ordinary summoned creatures, at least
simpler rule is that you can mix the actions together with their summoning spells that count for
if you want, but if the GM decides its confusing or something.
the rules are starting to have conflicts, the GM can Independent creatures actions: Sorcerers dont
enforce the proper turn order. have as many summoning spells, but their spells
Superior creatures actions: During its turn, a generally summon independent creatures that dont
superior creature can act like any other creature, require further actions to control. Independent
taking a standard, move, and quick action. The creatures cant be controlled much at allthey
druidic and necromantic summoning in 13 True always roll a die on an action table thats part of that
Ways summoned creatures that we would now refer independent creatures stat block and act
to as superior summonings. Earth priestess, storm accordingly. An independent creature that made an
voice, and hell mother summoning? Not so much. attack on its last turn can intercept. An independent
Ordinary creatures actions: An ordinary creature that failed to make an attack on its previous
summoned creature only takes a standard, move, turn cant intercept.
and quick action on its turn if its summoner used a Minor creatures actions: If you already have a
standard action on their own turn to summon or minor creature summoned and dont use a standard
control the lesser creature. If the summoner did not action to control it, remove the minor creature from
use a standard action to summon or control the play at the end of your turn, before it gets to take its
creature, the summoner will roll a d6 on the turn after your turn in the initiative order. If you do
creatures Default Action Table to find out what the use your standard action to control the minor
options are for the lesser creatures turn. The default creature, it gets a full three complement of
tables vary between creatures, but the general standard/move/quick action, like any other
pattern is that rolling low gets you little or no effect summoned creature.
and rolling high gets you closer to the summoned Dismissal (CHANGED): A summoner who
creature taking a full turn. wants to avoid taking damage later when their
The wording for when an ordinary summoned summoned creature is slain can dismiss their own
creature can take a full turn is carefully set up to summoned creature as a quick action. It doesnt
allow it to take all three actions the turn it is make any sense to dismiss a minor creature for this
summoned. On the other hand, if you have two reason, but there is a good reason to use dismissal
ordinary summoned creatures in play at the same on one of your minor creatures: to allow you to
time, each requires a different standard action to summon another minor creature (see the end of the
control. The rare spells that summon mobs of mooks next section).
are the exception: consider the entire mob to be a Multiple summoning spells at the same time
(CHANGED): Druids and necromancers can only

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 62

have one summoning spell active at a time, mostly summoned creature as one of the random allies that
because their superior creatures are powerful and might get a standard action from their effort at
time-consuming at the table because they dont use teamwork, so they can choose to ignore your
up the casters actions. Most of the summoning summoned creature as an ally.
spells for other classes, including the classes in 13th A corollary to this is that if PCs have spells or
Age in Glorantha, dont have this one-at-a-time effects that count the number of allies, count all
limitation, mostly because the creatures being creatures summoned by a single PC as a single
summoned have to be controlled with the additional ally. This isnt a hugely important rule,
summoners own actions to be fully effective. but if it comes up in some weird corner cases, its
The exception is that you cannot summon a sitting here in case the GM wants to prevent tacky
minor creature while you have another summoned abuses.
creature in play. If you already have a summoned No recoveries, bad healing (CHANGED):
creature and want to summon a minor creature, use Summoned creatures dont have recoveries. If you
a quick action and dismiss your first creature. cast a healing spell on a summoned creature that
Summoning a non-minor creature while you requires the use of a recovery, the summoned
have a minor creature in play is slightly different. creature heals hit points equal to your level. If you
You can do it, but that generally means you wont use an effect that would heal a summoned creature
have used a standard action to control your minor without using a recovery, the summoned creature
creature, so its going to go poof at the end of your only heals half the normal hit points of the effect.
turn anyway. But maybe thats all the time you This problem doesnt apply to a summoned
need. And if you get an extra standard action on creatures own ability that lets it heal a bit, like the
your turn and use it to control the minor creature to spirit of Voria summoned by the earth priestess.
keep them both around for a turn, well, all power to Such innate abilities work fine.
you. For simplicity sake, were using this rule for all
Hit points: Each summoned creature stat block summoned creatures, even undead summoned by
indicates its base hit points. Starting hit points for the necromancer from 13 True Ways or the Zorak
summoned creatures are nearly always lower than Zoran deathlord.
hit points for non-summoned versions of the same Temporary hit points, on the other hand, still
creature. Some class feats might increase the hit work normally for summoned creatures.
points of summoned creatures. No nastier specials: If a creature youre
Escalation die (CHANGED RECENTLY): summoning sometimes has nastier specials when it
Summoned creatures use the escalation die. There appears as a monster, thats not the version of the
are creatures summoned by the druid and creature youre summoning unless you create a
necromancer that dont, but all creatures summoned story with the GM explaining why this one time you
by new classes in 13th Age in Glorantha use the have managed to summon the powerful version of
escalation die as if they were the player character the creature that has the nastier special.
who summoned them. Spell or creature?: When a summoning spell is
Allies? (CHANGED after the Summoning cast, its definitely a spell. After casting the spell, a
Spells article): Summoned creatures generally count summoned creature is a creature, though if the GM
as your allies, but you can choose to treat them as is feeling puckish they might allow effects that
non-allies when thats better for you. For example, generally only interact with spells to interact with a
when a monsters attack chooses one of its random summoned creature. That seems dicey, but its
enemies, its good for you to have your summoned possible.
creature count as an ally of yours and an enemy of <<insert yellow GM sidebar>>
the monster. But take the case of the rebels 9th level Gamemasters: Summoned creatures are not the
power, OK. Teamwork. OK. Odds are the rebel PC in same as real creatures. Theyre halfway there. Even
your party doesnt want to have to include your superior summoned creatures are only partly real,

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 63

partly magical. Their abilities dont always match Luckily our focus isnt on simulating how armor
the capabilities of the creatures that the adventurers works. Our games separate worlds dont have to
encounter for real. Sometimes this is reflected in a pay attention to each others definitions. 13th Age
summoned creatures attacks or abilities. Its most classes cross over well when we maintain the games
often reflected in a summoned creatures hit points. distinctions between light armor and heavy armor
No matter how you slice it, the stats for summoned without worrying about simulating true armor
creatures are not meant to be used as stats for types.
standard monsters. The math for fighting PCs and No Crossbows
monsters is different and what works for one wont
Gloranthan ranged weapons arent usually as
work properly for the other.
advanced as the medieval weapons of most fantasy
<<end GM sidebar>> games. Gloranthan bows are shortbows and
stronger bows that we might as well call longbows,
but not crossbows.
ADVENTURING RULES Yes, there are cultures in Glorantha that use
Here are a few new rules to tweak the gear and crossbows, but were not focused on the Mostal
adventuring rules from chapters 2 and 6 of the core dwarves or the Malkioni Westerners. If a crossbow
rulebook towards rules that do a better job of wanders into your game, assume that all the
representing Glorantha. The first section is on characters were talking about have at least a 2
Gloranthan gear, the second is on Heroic returns attack penalty with it, even if someone weird shows
from death, and the third is on incremental advance. them how to use it.
For more GM advice see the 13th Age Game Dragon Empire: If youre using the Gloranthan
Masters Screen and Reference Book. The sections on classes in a Dragon Empire game, feel free to let
montages and incorporating terrain into battles them use crossbows as well as the class they were
seem like the most useful bits for running games in based on.
Glorantha.
And About those Longbows
Gear The Gloranthan characters were dealing with in this
Gloranthan gear is subtly different than gear in book probably dont use longbows in the sense that
other fantasy worlds. For starters, all Gloranthan our Dragon Empire characters and English yeomen
metal comes from the bones of dead gods! Most use longbows. But the system works better with a
Gloranthan weapons and armor, at least the stuff couple different bows and the composite bows
that humans use, are made of a metal that actually used in Glorantha might amount to
Gloranthans call bronze. Rather than making up something similar to a longbow.
new rules for a new world metal, were going to use Also, we dont think its important enough to
all our standard rules for Gloranthan bronze care. So were sticking with the word longbow in
weapons and armor. the class weapon descriptions. If you have other
Armor in Glorantha more Gloranthan ideas, substitute your terms freely.
Using the definitions established for types of armor Iron Is Strong
used in the 13th Age core rulebook, hardly anyone One of the tropes weve inherited from the long
wears heavy armor in Glorantha! Glorantha is a history of Gloranthan roleplaying is that iron
Bronze Age world. The Orlanthi arent making weapons and armor are superior to bronze weapons.
heavy chainmail, much less plate armor, out of Iron arsenals were originally the creation of
bronze. Animal hides, metal plates, leathers, these Gloranthas dwarves, the Mostali, seeking a stronger
are the standard Gloranthan armors. Using the weapon in their incessant wars with the trolls and
terms we established in 13th Age, they would all elves. Unlike more esoteric dwarven creations, iron
qualify as light armor. armaments were easy enough for humans to copy,
so much so that few seriously skilled warriors lack

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 64

iron gear if they want it. Its too rich for the general class write-ups dont mention gold pieces, silver
population, but heroes and adventurers are not the pieces, or any form of currency.
general population. We touch on the coins that are used in
Since were generally not interested in grappling Glorantha in the sidebar below and say more in the
with weapon minutiae, the rule that follows gives Glorantha Sourcebook (page XX). But before we
people who treasure irons power something introduce silver lunars and lead bolgs, we need to
worthwhile to spend a feat on, while allowing others address whats already obvious: 13th Age in Glorantha
to ignore the question. is not about the money. Unlike most fantasy
Anyone can pick up an iron sword or put on roleplaying games, its not even entirely about the
iron armor. (Well, anyone who isnt a sentient loot.
humanoid plant or a o Darkness monster!) But There are no magic swords for sale. There arent
actually getting any real advantage out of using iron even healing potions. The treasures that matter
weapons and armor requires the Strength of Iron most are the blessings of the gods that may help the
feat. characters transform themselves into heroes. In the
NPCs: Most NPCs, even if theyre using iron mythic world of Glorantha, where ancient powers
armor or weapons, dont qualify as having the come to life in the heroic deeds of the PCs, treasure
following feat and you dont have to worry about mostly comes in the form of heroquest gifts. Less
hitting a PC troll with irons ongoing damage. On often, heroes acquire magic weapons or other items.
the other hand, important named NPCs could be Even these marvelous items are often recovered
assumed to have the feat while using iron weapons. from the Hero Plane rather than forged in a wizards
Ignore the damage and hit point adjustments, but laboratory.
tick off the troll PC in the party by niggling at them Story, not economics: The PCs are likely to
with iron sickness when theyre hit. discover hoards of mundane treasure, such as coins,
Uz and Aldrayami cant wear iron armor or use gems, jewelry, and more unusual valuables. Handle
iron weapons. If theyre forced to for some reason, these finds with narration and story rather than with
consider them weakened. numbers. The heroes are presumed to have the
connections and wherewithal to stay fed, clothed,
General Feat: Strength of Iron
and sheltered. No one tracks daily expenses, and to
Uz and Aldrayami cannot take this feat.
the extent that you worry about found treasure you
When you hit with an attack using an iron
should pay more attention to the stories being told
weapon, you gain a damage bonus equal to your
than to anyones bank account.
level. (Generally this only applies to melee weapons
Everyday finds: Presumably, the heroes are
and magic thrown weapons that return to the
searching the bodies of their fallen enemies. Theyre
thrower after being loosed, but not arrows. Very few
checking for clues or something and just happen to
Gloranthans are comfortable putting iron onto
pocket rings, coins, and other valuables. In the same
missile weapons and arrowheads that are likely to
way that no one tracks how much it costs to fix
be harvested by their enemy after theyve been
armor, replace boots, or buy food, no one tracks this
fired.)
minor source of cash. Assume that the heroes are
When you hit a troll or an elf with an attack
finding and spending coins but that its not worth
using an iron weapon, also deal ongoing damage to
detailing.
that troll or elf equal to your level (save ends).
Substantial finds: Sometimes the heroes will
While wearing iron armor, increase your
come across something of special value, such as an
maximum hit points by your level.
exceptional article of jewelry or a fine piece of art.
Treasure The fun here is that the party gets to decide what to
Unlike 13th Age and most other roleplaying games, do with it. Do they donate it to a temple? If
13th Age in Glorantha doesnt include a price list. Flip appropriate, do they sacrifice it in honor of a god?
ahead to the character classes and youll see that the Maybe they gift it to a superior, which will call

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 65

attention to their success and possibly help their Bolgs are a troll unit of exchange. Argan Argar
social standing. Substantial finds are worth some invented the bolg and it is the sole coinage used by that
amount of narration, but not too much. cult in paying trollkin mercenaries. The bolg is unique as
Windfalls: Occasionally, the PCs will get a big a unit of money, for it is designed for use as a sling stone
windfall, such as the treasure hoard of a major as well as handy cash.
villain. Such an event is a plot point of its own and 1 Wheel = 20 Lunars
worthy of some attention. What do the characters do 1 Lunar = 10 Clacks
with the windfall? Throw a big party? Give it to a 1 Clack = 10 Bolgs
leader to distribute among their lieutenants? <<end blue sidebar>>
Commission a new statue or renovate a damaged
temple? As GM, you can frame the question by
presenting a couple interesting options among NPCs Heroic Returns
who would know just the thing to spend that money The knowledge that death is not always permanent
on. Some players might want to make this decision for the player characters is a major element of the
based on how they can turn the windfall into stories 13th Age in Glorantha has inherited from both
practical advantage, and others will want to make its ancestral clans.
this decision as a way to express who their D20-rolling fantasy games typically tackle
characters are and how they engage with the world. player character returns via resurrection spells,
occasionally complicating the matter with
<<insert blue sidebar>> reincarnation spells that might bring you back in a
Gloranthan coins different form than you were expecting. Not
So you know whos spending what, heres the write- surprisingly, given our cultural expectations about
up on coins used in Dragon Pass from HeroQuest: resurrection, these spells are usually associated with
the classes that have the most to do with the powers
The coinage of Glorantha is based on silver. While
of the divine. The 13th Age core rulebooks
both gold and copper are used as coins, silver is by far the
implementation of the resurrection spell (page 100)
most common monetary metal. The Middle Sea Empire
sets some limits that aim at more compelling stories
first introduced Silver coinage into Glorantha. The basic
and an interesting game, but even so its not all that
currency in Dragon Pass and Prax is a silver coin that
different from other d20-rolling games.
weighs a little more than 1/8 ounce (4 grams). Called
Lunars because most of the coins in circulation were Glorantha is permeated with divine power. The
minted by the Lunar Empire and stamped with the greatest heroes and demigod superheroes of
symbols of the Red Goddess. Before the Lunar Conquest, Glorantha come back from death so regularly that
silver coins called Guilders were minted by the various the relevant questions are usually, How long will it
city guilds in Sartar and Pavis. All of these coins are take them to fight their way out of the halls of death
roughly equivalent in value. One cow is worth about 20 this time? and What will it cost them? The
Lunars. moments when true heroes are fully slain are worth
noting, and even then their souls have a way of
Gold was the first coinage of the world, brought to
being released from prisons years or centuries later.
the people by the enigmatic Gold Wheel Dancers. In their
honor, gold coins are still called Wheels. Gold, however, is No, our player characters arent at the level of
scarce and very valuable. One golden Wheel equals 20 full Heroes. But they do have a chance of returning
Lunars of silver. Gold is still mainly used as a means of to life once or twice or thrice in their careers, even at
settling debts between rulers rather than individuals. the adventurer tier, and even though we dont have
a resurrection spell in the book. (When Chalana
The dwarves invented copper coins. As is usual with
Arroy healers arrive, the picture will change a little,
any innovation brought out by that most inventive race,
but only a little.)
humans shrink from acknowledging the contribution. The
copper coin is called a Clack, or often just a Copper. It Returns are not immediate: Although it would
takes ten Clacks to equal one Lunar. be convenient for everyone if you could spring back

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 66

to life immediately, thats not how it works. While As usual, narrating a rune means that you also
your soul looks for a way out of the Underworld, roll for complications. Well address what might
your allies have time to worry over whether you are happen with complications below in the section
gone forever, and to mourn or pledge themselves to about successful heroic returns. A complication
carry on your work. Even if you succeed with a when the heroic return outright fails kind of
heroic return, you wont come back from the explains itself.
Underworld until the next session or after a full 2) No rune, big cost, harder story: Narrating a
heal-up, whichever comes first. rune isnt the only route. As a negotiated story
If the end is death, the means dont matter: It between GM and players, there are other routes to
ordinarily doesnt matter how you died, being connecting to a friend who is trying to climb their
hacked to death by broos is pretty much the same as way out of the Underworld, but most all these
being squashed by a Lunar meteorite or dying on a routes involve sacrifice.
nomads spear. The exceptions are so horrible ? A living ally might sacrifice a rune gift they
Chaos enemies like the Thanatari, who prevent all truly treasure, or swear a mighty oath that seems
resurrections or heroic returns by taking heads, and capable of causing their own death, or sacrifice a
complicated soul-imprisonments that are more long- portion of their own power until some strange
term plotlines created by the GM than standard condition can be met.
adventuring tropes, are something to be feared. 3) No rune, no allies, youre on your own: If
Save the body?: Your allies have the chance to none of your allies narrate a rune without a
recover your body, assuming there is anything left complication, randomly choose between one of your
to recover. Its not paramount that your body is three runes. Thats the rune that gives you a chance
recovered, because your body is truly dead. But to escape the Underworld.
maybe you had gear people want and it would be The heroic return save: So the story is set up.
nice to make sure your body doesnt get turned into Now its time to attempt the heroic return save.
an undead or used against your allies. As youll see, As an adventurer-tier character, youre going to
retrieving the body does help a little. need to succeed on a hard save, 16+.
Three Methods of Attempting a Heroic As a champion-tier character, youll need a
Return normal save, 11+.
Theres more than one way to win a chance of As an epic-tier character, you only need an easy
escaping the afterlife back to the world of the living. save, 6+.
Here are the three most likely methods. As youll Heroic return modifiers: There are a few possible
see, the three paths influence your heroic return save modifiers. On the plus side, if your friends managed
differently. to save your body and dispose of it with the proper
1) Narrating a rune and creating a story: Out of funeral rites (see sidebar), you gain a +2 bonus to the
combat, preferably out of danger and resting, the save.
surviving characters in the party need to take some Again on the plus side, if your friends used a
action and use a rune that has a story connection to rune to try to search you out, instead of skipping the
how the character might be able to return to life. rune or forcing you to engineer your own escape,
The most likely story is that one or more of your you get another +2 bonus.
allies calls on a rune that has some connection with On the down side, for every time that you have
you to establish a link you can use to fight your way succeeded with a heroic return save previously, you
back to life. The obvious candidates are the runes take a 5 penalty to the roll. In other words, a slain
you possess. There are stories possible with runes champion-tier character (11+) whod already
such as x Life, t Death, o Darkness, s Movement, e succeeded with a heroic return in adventurer-tier (
Earth, and so on, and each story could end up in a 5) would need a 16+ to come back again.
different style of return. Failure: If you fail the save, youre dead. Really,
truly dead. Your spirit goes on to its place with your

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 67

god, or if you are seriously unlucky, gets trapped by Newcomers to Glorantha may not understand why
your enemies, which would explain why there was the heroic return save is hard for lower level
no coming back. Youre gone. Start a new character. characters and progressively easier as characters
Natural even failure: Youre still dead. Really gain power. The mechanic starts by modeling
truly dead. But in one future battle point in this Gloranthan reality. The more power a hero acquires,
campaign, so long as there is one PC in the battle the closer they come to gaining the S Infinity rune
who knew you, you can use the fight in spirit rules as that marks gods and Superheroes, the more the
they appear on page 166 of the core rulebook to help condition that mortals think of as death becomes a
your allies, except instead of a +2 or +1 bonus, you trick of the light, an illusion of circumstance, a
give a +5 and a +4 bonus. Its pretty much up to you temporary impediment. The souls of great Heroes
whether the fight in spirit bonuses are in play endure with such great power that they force a path
because other PCs are being inspired by your back into the mortal world.
memory or whether some part of your spirit is The clearest expression of the phenomenon
manifest in the wind, earth, or darkness. comes from the Humakti, the devotees of the god of
Success: If you succeed with the heroic return t Death. Humakti despise resurrection and abhor
save, your character returns to the mortal plane. But undead. To the Humakti, dead is dead. But the
that sounds boring, and heroic returns are anything Humakti have no problem when heroes return from
but boring. Youre coming back from the Hero Plane apparent deaths. The Humakti understand t Death
having fought or talked or lucked your way out of better than anyone and theyre quite clear that the
the Underworld. This isnt your old body coming True Death isnt something you come back from, but
back, its a new you, with your original soul great heroes dont experience True Death as easily as
(probably!). Any gear that was truly yours, part of the little people.
who you are in the world, magically rejoins you Modeling the Gloranthan reality also provides
soon after you return to life. Anyone who stole your game mechanics were happy with. Death is close in
gear off your dead body will find that its magic the adventurer tier. At epic tier, when you, and the
fades after you have returned in a new form. campaign, have even more invested in the character,
Success bonuses: A successful heroic return is a theres a larger chance that youll be able to return,
big deal. It should be exciting for everyone, so at least once. And yes, its chancy. The testimony of
consider giving everyone in the party an a hundred thousand dead gods says that t Death is
incremental advance, particularly if they can explain always possible, even for those who mastered the S
how the return has increased their powers or Infinity rune.
connection to the Hero Plane. <<end blue sidebar>>
Returning changes you: If youre looking for a Heroic Return Examples
chance to push your player character in new or Here are some examples of how specific runes that
different directions, a heroic return is the time to were called on or involved with your heroic return
make the change. Dying, harnessing the power to might be reflected.
return, and finding or forcing your way back to the
g Air: You drop out of a lightning bolt during a
mortal world usually has personal or magical
great storm. Complication: The storm also demolishes
consequences. Its up to you whether the change is
an area that was important to you or people you
profound or minor.
respect.
If youre certain that your character didnt
B Beast: You cut your way out of the belly of a
change at all while making a heroic return, thats
great beast that the party was about to have to fight.
possible. Its also probably notable. Perhaps even
Complication: That wasnt a beast the party was
strange.
trying to fight. It was an Earthshaker sacred to
Ernalda and her dread sister Maran Gor. But at least
<<insert blue sidebar>> youre back.
Heroes Return

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 68

o Darkness: You just show up in the night and the number of gifts, see Rune Gifts on page XX
you dont really remember how you escaped the (Chapter 7: Heroquests).
Underworld. You slipped out and it forgot about A party usually earns about one gift per two
you just as you forgot about it. Complication: Maybe party members. Different heroquests offer different
the Underworld didnt entirely forget you. Maybe rewards, but there is a common pattern that
youre going to be replacing one of your usual runes counterbalances the luck inherent in rolling
with Darkness for a while. empowered runes: as a rule, one gift goes to the
e Earth: You pull yourself out of the earth in a protagonist of the quest and, any others are divided
secret temple of Ernalda. Complication: Your return up among other characters who survived the quest.
disrupted a hugely important ritual. Someone needs Assign these extras to characters who the group
to set things right, and the priestesses are sure that believes was the most important part of their success
person is you. OR the characters with the fewest rune gifts.
And so on! Empowered runes: The other common way to
gain a rune gift is to use an empowered rune. When
INCREMENTAL ADVANCE you randomly roll a rune that matches one of your
Were adding one new option and one update to the personal runes, that rune is empowered. When you
rules for incremental advances presented on page narrate it, you gain a permanent rune gift as well as
189 of the 13th Age core rulebook. the standard effect of the rune. If the personal rune
Bonus rune attunement (new option): Once per is one that you have doubled up on, you gain two
level, you can attune a new rune. See the full rule for rune gifts instead of one. The gifts you acquire are
this incremental advance in the Paths to New Runes generally from the same tier as you; at 1st through 4th
section on page XX. level youre getting adventurer-tier gifts, and so on.
Power or spell (updated rule): This incremental Timing of rune gifts: Generally, narrating an
advance can no longer be taken multiple times. You empowered rune gets you a rune gift soon
can choose a single new power or spell from your afterwards. Part of the reason were saying soon
upcoming level once per level. We also recommend afterward is that we dont necessarily want the
this change while playing core 13th Age. Its not a game to be forced to go on pause while you and the
huge issue, but its a lot cleaner, and its how we GM figure out which rune gift youre getting. So
play these days. long as you know that youll get the gift before not
having it could become an issue, the idea is to keep
RUNE GIFTS the story rolling.
In Glorantha, permanent rune gifts largely take the Sometimes the gift manifests as a direct
place of magic items, providing a character with consequence of the story youve narrated. Other
bonuses and special abilities. Heroes sometimes gain times the GM elaborates side details that
gifts on heroquests and sometimes on the mortal demonstrate how your character manifests or gains
plane. Each gift is associated with a rune. new power. Occasionally the GM might set a
condition that will trigger the arrival of the gift:
Acquiring Rune Gifts crossing to the Hero Plane on a heroquest, entering
There are two standard ways of acquiring a rune an e Earth temple, defeating a ? Chaos foesome
gift: gaining a gift from a successful heroquest and further event that will make the story more
using an empowered rune. interesting for everyone.
Successful heroquesting: The somewhat Trace of glory: Heres a dramatic trick for a
predictable way of acquiring rune gifts is by character gaining or upgrading a gift. Have the gift
succeeding on a heroquest, or in some cases failing. be a permanent effect left by some powerful
The number of gifts is partly determined by how manifestation of runic power. The power might be
well the party has done on the quest. To determine tied a campaign event, such as defeating a foe.
Imagine that an Orlanthi warrior finally overthrows

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 69

the ? Chaos idol that hes been seeking. Maybe as he accompanying table, the character gets rune gifts to
topples the idol, lightning starts to arc around him. make up the difference. These gifts must relate to
Finally it bursts out in all directions, burning out the something that the character has achieved, learned,
last pockets of Chaos. From that point on, the suffered, experienced, or destroyed since the last
character has the Lightning Blade gift, a little level up. Players naturally tend to think first of their
reminder of the power that they unleashed. Thats own personal runes, but be sure to think of what
better than finding a sword in a chest, right? different runes your character has been involved
Player chooses: By default, the player chooses with. Connecting to new runes is the way of many
which gift to receive. For a heroquest, theres a list to true heroes. In terms of satisfying minimums,
choose from. For other gifts, think about your higher-tier gifts can also count as lower-tier ones.
characters personal story, especially relating to that For example, a 7th-level character with 2 champion
rune. What sort of gift makes sense? This is your gifts and 3 adventurer gifts meets the minimum.
chance to do some improvisational storytelling That 7th level character wouldnt get a fourth
when the GM asks why you got that particular gift. adventurer item.
Gifts are singular: As a courtesy, dont choose a
gift that another player already has for their
character. Gifts should make characters more Minimum Rune Gifts Table (New Gifts)
distinct. If another hero has already acquired a rune
Level Adventurer Champion Epic
gift you had your heart set on, thats too bad for you.
1 Dream on
The exception would be if another PC has a gift you
2
want but doesnt have it active because they have
3 Wait for it
too many other gifts. At that point, maybe the gift
4 1 adventurer
should be yours . . . .
5 2 adventurer
Basic bonuses dont stack: Its possible to have
6 3 adventurer
two rune gifts of the same type active, but they dont
7 4 adventurer 1 champion
stack. You only get the highest of the two basic
8 4 adventurer 2 champion
bonuses. You do, however, get access to both
powers associated with the gifts. It may be worth 9 4 adventurer 3 champion
calling out that this is subtly different than the magic 10 4 adventurer 3 champion 1 epic
item chakras of core 13th Age, where you can only
have one item of a chakra active. Plenty of Upgrading gifts: Any time they would normally
adventurer-level gifts have special abilities that give out a champion-tier gift, the GM has the option
make them worthwhile even at epic tier. of upgrading two existing adventurer-tier gifts
One gift per level: The maximum number of instead. Instead of an epic-tier gift, the GM can
rune gifts you can have active at one time is equal to upgrade two existing champion gifts instead. The
your level. If the number of gifts you possess is first gift relates to the story as a gift normally does,
greater than your level, choose the gifts that will be but the second one might hearken back to more
active that day when you get a full heal-up. distant events. Occasionally, when a gift upgrades, it
As a rule, you cant swap between rune gifts also changes its nature. This shift usually happens
during an adventuring day, but that seems to us to only when something big has happened in the
be the type of rule thats made to be broken by characters connection to fate and the runes, or when
exceptional storiesbut never abused by min- the player gives the GM $5.
maxing. Creating experienced characters: Some
Minimum by level: Sometimes rune gifts campaigns start at champion tier. Other times youll
manifest as an expression of a characters increasing need to create a higher-level character for a
personal power. If a character levels up and has newcomer or for a player who lost their PC or wants
fewer rune gifts than those indicated on the to try something new. Start such higher-level PCs

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 70

with at least the minimum number of rune gifts. If a healing gift let you roll normal recoveries, one
Then, if you feel like the rest of the PCs have a good die per level, you wouldnt appreciate higher-tier
number of rune gifts, allow the new PC to roll a healing gifts as much. Healing gifts use a fixed
hard (16+) or normal (11+) save. Success with the number of dice so that you will want to gain higher-
save indicates that the new PC acquires a new tier healing gifts later in your career. Its true that the
adventurer-tier rune gift OR swaps out an healing gifts basic bonus is stronger early in a tier
adventurer-tier rune gift for a gift of their current than late in the tier, but its still better than nothing
tier, players choice. and you can choose the right time to use the gifts
Choose half of the rune gifts, rounded up, from recovery.
the PCs runes. Roll on the random rune table to And yes, this does mean that you need to keep
determine which rune the other gifts come from. track of whether this specific recovery has been
Hopefully the results suggest colorful stories that fit used. Once used, you dont get it back until the next
into the PCs backgrounds or suggest other story day.
hooks. <<end blue sidebar>>
Gift Types Gift Powers
Each gift is one of six types. Like the magic items in Each gift has a power. Rune gifts that dont specify a
the 13th Age core rules, five of these types also each specific usage pattern or a recharge chance have
have a basic bonus, which applies unless the gifts powers that are always available; these powers are
description says otherwise. The exceptional rune gift in the minority.
type doesnt have a basic bonus, but the other five Unless otherwise specified, rune gifts that have
types of rune gift always provide a basic bonus, as a recharge chance or a usage pattern (such as daily
detailed below. or once per battle) require a free action to use. Free
Gloranthan Gift Basic Bonuses actions can be used when its not your turn. Other
Striking: +1 bonus to attack and damage rolls action requirements, such as quick actions and
(champion: +2; epic: +3). standard actions, can generally only be used on your
Armor: +1 bonus to Armor Class (champion: +2; epic: turn (though there are a few effects in the game that
+3). allow allies to take actions during your turn).
Body: +1 bonus to Physical Defense (champion: +2; Many rune gifts list a recharge number (6+, 11+,
epic: +3). 16+). You can count on using a recharge power once
per day, but subsequent uses depend on successful
Mind: +1 bonus to Mental Defense (champion +2;
recharge rolls. After the battle in which youve used
epic: +3).
a rune gifts recharge power, roll a d20. If your roll
Healing: Increase your total recoveries by 1. Once per
equals or exceeds the recharge number for the gift,
day when you heal using a recovery, you can
you can use that rune gift power again that day. If
decide to use this gift recovery instead of one of
the roll fails, the gifts power is expended until you
your standard recoveries. Instead of rolling one
get a full heal-up.
recovery die per level, this gift recovery lets you
heal as if you were a 3rd level character; in other
words, roll 3 total dice and add your Constitution
GIFTS BY RUNE
modifier to the result (champion: as a 6th level Typically, you know which rune is granting the gift
character, rolling 6 dice + 2 x Con mod; epic: as if before you know what the particular gift is. Often,
you are a 10th level character, rolling 10 dice + 3 x more than one gift will fit the particular situation,
Con mod). especially with a little narrative license. Designing
your own gifts may be worth the work, especially
Exceptional: Exceptional gifts have no basic bonus
those gained under special circumstances.
but have powerful effects.
When looking for gifts tied to a rune, be sure to
<<insert Blue sidebar>>
scan all the descriptions for that rune. Many gift
Why is Healing Set?

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 71

descriptions include a couple extra lines that tell you Target: One nearby enemy
what other runes might have equivalent gifts. Attack: +10 vs. PD (champion: +15; epic +20)
Although the effects at the game table are identical, Hit: 1d8 lightning damage per escalation point
new names for these gifts suggest how they might (champion: 2d10; epic: 4d12).
present themselves differently in the game world. Lightning Blade (recharge 16+): When you roll a
Non-standard runes: Keeping things simple, natural 16+ on a melee attack, the attack deals 10
weve sorted gifts for Storm Bulls V Eternal Battle lightning damage per level instead of your normal
rune into alphabetical order among the standard attack damage (champion: 15 damage/level; epic:
runes. If you somehow acquire a gift for a different 20 damage/level).
rune we havent covered yet, talk with your GM o Freezing Blow (cold damage)
about whats appropriate or rename a gift from a . Flameblade (fire damage)
different rune that makes sense.
Thunderclap (recharge 16+): When you hit an enemy
Personalizing the names: Our names for the with a melee attack while the escalation die is 3+,
rune gifts are deliberately generic. We could have make the following attack.
supplied more evocative names, but thats better left Close-quarters attack
to each campaign and each instance of a gift. Truly
Targets: Each enemy engaged with you
evocative names wont fit into many campaigns.
Attack: +10 vs. PD (champion: +15; epic +20)
Youre more likely to come up with a name that
Hit: 2d6 thunder damage (champion: 4d8; epic:
suits the gift to the player character, the campaign,
8d10).
and the situation.
Miss: Half damage.
One fun approach is to picture your character as
a hero in a legend, and then think of a name for your g Armor
new rune gift that sounds like a powerful part of the Basic bonus: +1 bonus to Armor Class (champion:
heros story. +2; epic: +3).
Sidebars in the g Air, i Illusion, and / Moon Enduring Spirit: While you have four or fewer
sections each offer a different style of inspiration for recoveries left, you gain a +1 bonus to AC.
personalized names. Lightning Ward (interrupt action recharge 6+):
Rune gifts as items: Another approach is to When a nearby enemy hits you with an attack,
picture the gift as an item. It wont literally be an make the following attack.
item, at least not an item that can be taken from you. Close-quarters attack
But if you want the flavor of wielding a magic Target: The enemy that hit you
sword, it makes perfect sense to refer to your Attack: +10 vs. PD (champion: +15; epic +20)
lightning puissance gift from g Air as The Umbroli Hit: 3d6 lightning damage (champion: 6d8; epic:
Blade, and picture it as a magical jagged 12d10).
broadsword that also adds to your heros non-melee
Miss: Half damage.
attacks. (See page XX for notes on actual magic
Wind Step (interrupt action recharge 6+): When an
items.)
enemy misses you with a melee attack, move
g Air Gifts away from it. That enemy cant make an
Themes: storm, lightning, wind, inspiration, opportunity attack against you. If other enemies
violence, conquest, revolution, tenacity, creativity. are engaged with you, they can make opportunity
attacks, but you can roll a disengage check before
g Striking
deciding whether to use the power.
Basic bonus: +1 bonus to attack and damage rolls
s Light Step
(champion: +2; epic: +3).
w Ebbing Step
Lightning (quick action recharge 16+): Make the
following attack.
Close-quarters attack

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 72

g Body Elemental Mastery: You gain a +1 bonus to saves


Basic bonus: +1 bonus to Physical Defense against any energy effect, such as acid, fire,
(champion: +2; epic: +3). poison, etc. Orlanth rescued the other elemental
Inspire Ally (recharge 6+): When you are staggered or gods from Hell, and he is their lord.
knocked unconscious, a rejuvenating wind rolls Inspired (quick action recharge 11+): Make a
through the battle and one ally can heal using a recharge roll for a recharge power you expended
recovery. If the other players cant agree on who this turn. If successful, you regain that power,
gets the healing, then you decide. Note, you can though youll need to wait for a different turn to
use this power (a free action) just before going use it again.
unconscious. A Eternal Recurrence
l Health Balance g Healing
x Healing Martyr Basic bonus: Increase your total recoveries by 1.
Sheltering Winds (recharge 6+): When an energy Instead of rolling one recovery die per level with
attack damages you (acid, fire, poison, etc.), this bonus recovery, heal as if you were a 3 rd level
prevent up to 20 of that damage (champion: 50; character, rolling 3 total dice and adding your
epic 120). Orlanth bested the gods of the other Constitution modifier to the result (champion: 6
elements, so air can protect you from them. dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
. Elemental Superiority Elemental Resilience (interrupt action once per
x Vital Integrity battle): When you take energy damage, use a
Redoubtable: After you use your fifth recovery since recovery to heal 20 + your Constitution modifier
your last full heal-up, add +8 hit points to your hit points (champion: 50 + 2 x Con hp; epic: 120 + 3
recovery rolls until your next full heal-up x Con hp).
(champion: +20 hp; epic: +50 hp). Last Breath: When you heal using your last
remaining recovery, you heal 30 additional hit
<<insert Blue Sidebar>> points (champion: 75 hp; epic: 200 hp).
Personalizing Air Gifts e Profundity
Renaming your g Air gifts is desirable, because of Refresh (recharge 11+): When you rally, you can roll a
the possibility that several party members will have save against each save ends effect on you.
g Air gifts, and appropriate, because the Orlanthi Second Wind (recharge 16+): When you succeed on a
are all about displaying their personal power as save, you can also heal using a recovery. Instead
uniquely as possible. of rolling recovery dice, heal 20 + your
Proper names of other legendary heroes and Constitution modifier hit points (champion: 50 + 2
ancestors can make a gift sound impressive and may x Con hp; epic: 120 + 3 x Con hp).
even open the door to new storylines. You can g Exceptional
borrow the name from one of the great Orlanthi Basic bonus: None.
heroes, like Harmast Barefoot, or Vingkot, or
Dint of Luck (quick action recharge 11+): Randomly
Hendrik, or make up a name to tell a piece of a new
choose one PC in the battle (including you); we
story you want your character associated with. For
suggest everyone rolls a d20 and high roller wins!
example, the Refresh healing gift isnt an appropriate
The chosen hero can either heal using a free
name for a heros legendary powerbut call it
recovery or regain a per-battle power or roll to
Harmasts Inner Wind and youve got something.
recharge a rechargeable power.
<<end Blue Sidebar>>
Touch of Orlanth (quick action recharge 16+): Roll a
d20 and note the result. Until the end of the battle,
g Mind when you or an ally rolls that natural number with
Basic bonus: +1 bonus to Mental Defense (champion an attack roll, a bolt of lightning also appears from
+2; epic: +3).

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 73

nowhere and strikes an enemy of the attacking B Body


characters choice. Make the following attack. Basic bonus: +1 bonus to Physical Defense
Target: One enemy in the battle (champion: +2; epic: +3).
Attack: +10 vs. PD (champion: +15; epic +20) Brawn (recharge 16+): When an attack against your
Hit: 2d6 lightning damage (champion: 4d8; epic: Physical Defense hits, the attacker must reroll the
8d10). attack and use a PD of 15 instead (champion: PD
Miss: Half damage. 20; epic: PD 25).
e Durability
B Beast Gifts c Stalwart
Brute Force (recharge 6+): When you move to engage
Themes: physical prowess, animal form, ferocity,
an enemy, you can jostle that enemy away from
melee, hardiness.
one of your allies engaged with it. That ally can
B Striking pop free from that enemy.
Basic bonus: +1 bonus to attack and damage rolls s Onrushing Strike
(champion: +2; epic: +3).
B Mind
Bestial Ferocity: When you hit with an attack while
Basic bonus: +1 bonus to Mental Defense (champion
staggered, deal +1d6 damage to that enemy
+2; epic: +3).
(champion: +2d8; epic: +4d10).
Hunter Instincts: You gain a +2 bonus to skill checks
g Undaunted Spirit
related to stalking prey, setting ambushes,
e Blood for the Earth Guardian
tracking, and other activities related to hunting.
Cruel Striking (recharge 11+): When you damage an
enemy and it has 20 hit points or fewer after the B Healing
attack, it also takes 5 ongoing damage (champion: Basic bonus: Increase your total recoveries by 1.
50 hp/10 ongoing damage; epic: 120 hp/30 ongoing Instead of rolling one recovery die per level with
damage). this bonus recovery, heal as if you were a 3rd level
t Call of the Grave character, rolling 3 total dice and adding your
Greater Smashing: Each battle, the second time you Constitution modifier to the result (champion: 6
roll a natural even hit, the target takes 20 extra dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
damage (champion: +50 damage; epic: +120 Brutal Rally (recharge 6+): When you rally, make a
damage). basic melee attack.
A Subtle Resonance B Exceptional
o Shadow Bite Basic bonus: None.
Taste of Blood: The first time each day (after a full Ferocious Opportunity (quick action recharge 16+):
heal-up) you score a critical hit, your crit range Roll a d20 and note the result. Until the end of this
expands by 1 until your next full heal-up. battle, any time you or an ally rolls that natural
A Keen Awareness number with an attack roll, the attacking character
B Armor deals 12 damage to an enemy engaged with them
(champion: 30 damage; epic: 75 damage).
Basic bonus: +1 bonus to Armor Class (champion:
+2; epic: +3). Terrific Rending (recharge 6+): When you deal at least
20 damage with an attack, make a rending attack
Beastly Endurance (recharge 6+): While you are
(champion: 50 damage; epic: 120 damage).
staggered, when an attack damages you, prevent
10 of that damage (champion: 25; epic: 60). Melee attack
Target: One enemy engaged with you
e Mighty Stone
Beastly Hide: The basic AC bonus for this gift applies Attack: +10 vs. PD (champion: +15; epic +20)
to your Physical Defense as well. Hit: 30 + Strength damage (champion: 75 + 2 x Str;
epic: 180 + 3 x Str).

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 74

Miss: Half damage. gain a bonus to skill checks when youre trying to
Natural 10 or less, hit or miss: You can use this be stealthy equal to the basic bonus youre getting
power again this battle. from the gift.
? Chaos Gifts o Mind
Chaos has some wondrous and powerful gifts that Basic bonus: +1 bonus to Mental Defense (champion
could be yours for the asking. If youd like to see +2; epic: +3).
what Chaos gifts could do for you and your Comfort (recharge 16+): An ally can reroll a failed
adventuring career, may we suggest broaching this save. Any of your allies can call upon this power.
subject in private with your Gamemaster? This effect is something the gift does on its own,
and isnt an action triggered by the character with
<<insert RobSays sidebar>> the power.
Bad Jonathan. Bad. Mother Void (recharge 16+): When an enemy targets
you with an attack against Mental Defense, each
<<end RobSays sidebar>>
enemy in the battle takes a 4 penalty to Mental
Defense. Roll an easy save (6+) each turn to keep
o Darkness Gifts the effect going; on a failure, it ends.
Themes: darkness, cold, silence, disappearance,
o Healing
devouring, survival.
Basic bonus: Increase your total recoveries by 1.
o Striking Instead of rolling one recovery die per level with
Basic bonus: +1 bonus to attack and damage rolls this bonus recovery, heal as if you were a 3 rd level
(champion: +2; epic: +3). character, rolling 3 total dice and adding your
Shadow Strike (recharge 16+): When you hit with a Constitution modifier to the result (champion: 6
natural even attack roll, if your target has fewer dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
hit points than you (after taking the damage), the Cocoon of Darkness (recharge 11+): When you rally
target is weakened (-4 attacks and defenses) until while no enemies are engaging you, you can
the start of your next turn. choose to use a second recovery after rolling for
i Bewilderment the first one.
o Armor o Exceptional
Basic bonus: +1 bonus to Armor Class (champion: Basic bonus: None.
+2; epic: +3). Hell Vision (quick action recharge 16+): You gain
Supple Darkness (recharge 16+): When an attack resistance 16+ against attacks by enemies with 25
damages you, prevent 6 of that damage hit points or fewer (champion: 60 hp; epic: 150 hp).
(champion: 16; epic: 40). When you use this power,
you can immediately roll to recharge it (in
t Death Gifts
addition to your normal recharge roll after the
battle). Themes: fatality, finality, ending, loss, severing.

o Body t Striking
Basic bonus: +1 bonus to Physical Defense Basic bonus: +1 bonus to attack and damage rolls
(champion: +2; epic: +3). (champion: +2; epic: +3).
Primal Wholeness: You gain resistance 12+ against Death Touch: Once per turn, deal 10 extra damage on
attacks that target Mental Defense or Physical a hit if that damage would drop the target to 0 hp
Defense. or destroy another mook in a mob (champion: 25
extra; epic: 60 extra). Ask the GM first.
Quiet: You can wear metal armor and lug around
big, heavy weapons but make only about as much , Universal Fate
noise as if you were walking around naked. You Fatality: The basic bonus to damage from this gift is
one higher than normal (so +1 is +2, for example),

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 75

and it applies to both hit and miss damage (if any). Death Grasp (recharge 16+): When a nearby enemy
(Note that this doesnt increase the attack bonus.) drops to 20 + your Constitution modifier hit points
B Savagery or below, you can try to kill that foe with a death
p Poisonous Sap (extra damage is poison damage) attack (champion: 50 + 2 x Con mod hp; epic: 120 +
Finisher: When each enemy creature and mook mob 3 x Con mod hp). That enemy must roll a save. If it
in a battle has taken damage, you gain a +2 bonus fails, it dies. If it succeeds, you dont expend this
to damage until the end of the battle (champion: power.
+5, epic: +12).
True Strike (recharge 11+): Instead of making an j Disorder Gifts
attack roll, choose 10 as the natural roll for that Themes: accident, randomness, dereliction,
attack. confusion. Through these gifts, the characters
y True Strike Disorder is sometimes contagious.
Vital Strike (recharge 16+): When you hit with a
j Striking
natural 16+ attack roll, the target takes 15 extra
Basic bonus: +1 bonus to attack and damage rolls
damage (champion: 40 damage, epic: 90 damage).
(champion: +2; epic: +3).
B Vicious Blow
Quixotic Battle: The basic bonus to attack and
t Armor damage from this gift is one higher than normal
Basic bonus: +1 bonus to Armor Class (champion: (so +1 is +2, for example). When you attack while
+2; epic: +3). engaged with more than one enemy, the GM
Doom: Enemies engaged with you take a 2 attack chooses your target. Expect to get the worst target
penalty against allies without doom. You are the most every time.
rightful subject of murderous intent. A Unfathomable Wisdom
t Body Smashing: The basic bonus to attack and damage
Basic bonus: +1 bonus to Physical Defense from this gift is one higher than normal (so +1 is
(champion: +2; epic: +3). +2, for example). When you roll a natural 1 or a
Uncanny Resilience (recharge 6+): When you take natural 2 with an attack, you take 2d6 damage and
damage from an attack against your Physical are dazed (4 attacks) until the end of your next
Defense, prevent that damage for the moment. At turn (champion: 4d10 damage; epic: 10d10
the start of your next turn, roll a normal save damage).
(11+). If you fail, you take that damage at the end e Unwieldy Might
of that turn. If you succeed, make the same save at Wild Swing (recharge 16+): When you make an
the start of your next turn. Keep this up until you attack, you can declare it as a wild swing. If
take the damage or the battle ends. your natural attack roll is 11+, you score a critical
V No Stopping You hit. Otherwise, you fumble. If the natural roll is 1
5, you dont expend this power.
t Mind
Basic bonus: +1 bonus to Mental Defense (champion j Armor
+2; epic: +3). Basic bonus: +1 bonus to Armor Class (champion:
Duality (recharge 6+): When you fail a save against +2; epic: +3).
an effect created by an undead creature, you Big Thumper: When an enemy misses you with a
succeed on the save instead. melee attack, you deal 4 damage to that foe and 2
to yourself (champion: 10 and 5 damage; epic: 24
t Healing
and 12 damage).
You want Deaths healing gift? Think twice.
j Body
t Exceptional
Basic bonus: +1 bonus to Physical Defense
Basic bonus: None. (champion: +2; epic: +3).

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 76

Fortunate Failure (recharge special): When you take


damage from an attack targeting Physical Defense, A Dragonewt Gifts
roll a normal save. If you succeed, you take no
Themes: mysticism, mystery, insight, exotic talents,
damage from that attack. In fact, that attack
discipline, transformation.
probably fails against you in some bizarre or
comical way. If you fail the save, you dont expend A Striking
this power. This power recharges when you drop Basic bonus: +1 bonus to attack and damage rolls
to 6 hp or below (champion: 15 hp; epic: 35 hp). (champion: +2; epic: +3).
Painful Lessons (recharge special): When you take Fortunate Learning: When you score a critical hit with
damage, take only half that damage instead. Once a natural 20, you deal crit damage instead of
you use this power, it doesnt recharge until normal damage the next time you hit before the
youve been hit (and damaged) by six enemy end of your next turn.
attacks. Multiple hits from a mook mob count as a Nimble (recharge 16+): When you hit with an attack
single hit. while the escalation die is 3+, the target takes 10
g Wisdom of the Gauntlet extra damage (champion: 25 damage; epic: 60
damage). When you use this power, you can
j Mind
immediately roll to recharge it (in addition to your
Basic bonus: +1 bonus to Mental Defense (champion
normal recharge roll after the battle).
+2; epic: +3).
/ Power Cycle
Slippery (recharge 16+): When an enemy hits you
with a natural even attack roll, subtract 1 from the A Armor
natural roll. Basic bonus: +1 bonus to Armor Class (champion:
Twisted Mind (recharge 16+): When an enemy misses +2; epic: +3).
you with an attack that targets Mental Defense, Befuddle (recharge 11+): When an enemy hits you the
deal 10 psychic damage to that enemy (champion: first time it attacks you, it rerolls the attack against
25 damage; epic: 60 damage). Its not healthy for AC 18 (champion: AC 23; epic: AC 28). If it still
creatures to get their minds too close to yours. hits you, you dont expend this power.
j Boggle
j Healing
i Bewilder
Basic bonus: Increase your total recoveries by 1.
Instead of rolling one recovery die per level with A Body
this bonus recovery, heal as if you were a 3 rd level Basic bonus: +1 bonus to Physical Defense
character, rolling 3 total dice and adding your (champion: +2; epic: +3).
Constitution modifier to the result (champion: 6 Material Insight (daily): When you would roll a skill
dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). check based on Strength, Constitution, or
Stumbling Recovery: When you fumble an attack roll, Dexterity, instead treat the check as if youd rolled
you can heal using a recovery. a natural 20.
j Exceptional A Mind
Basic bonus: None. Basic bonus: +1 bonus to Mental Defense (champion
Cheap Shot (quick action recharge 6+): One enemy +2; epic: +3).
youre engaged with takes damage equal to your Mystic Insight (daily): When you would roll a skill
normal melee miss damage. check based on Intelligence, Wisdom, or
Curse Calling (quick action recharge 16+): Roll a Charisma, instead treat the check as if youd rolled
d20 and note the result. Until the end of the battle, a natural 20.
when you or an ally rolls that natural number with y True Mind
an attack roll, the three closest enemies to that
character each take 1d6 damage (champion: 2d8
damage; epic: 4d10 damage).

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 77

A Healing two of your recovery dice and prevent that much


Basic bonus: Increase your total recoveries by 1. of the damage (champion: five dice; epic: twelve
Instead of rolling one recovery die per level with dice). (Design note: Lots of defense powers are best
this bonus recovery, heal as if you were a 3 rd level for little guys who dont want to be hit. This ones
character, rolling 3 total dice and adding your good for big warriors, or at least warriors with
Constitution modifier to the result (champion: 6 large recovery dice.)
dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). A Shield of the Mind Alone
Shared Karma (interrupt action recharge 6+): When B Blood of the Wilds
you become unconscious, a nearby ally gains 6 e Body
temporary hit points (champion: 15 temp hp; epic: Basic bonus: +1 bonus to Physical Defense
40 temp hp). The GM (gift) chooses the ally.
(champion: +2; epic: +3).
A Exceptional Rock Body (recharge 6+): When you take ongoing
Basic bonus: None. damage, roll an immediate save against that
Centered Speed: You gain 3 temporary hit points at damage.
the start of a battle when you have rolled higher c Return to Center
initiative than all enemies (champion: 7 temp hp; e Mind
epic: 13 temp hp).
Basic bonus: +1 bonus to Mental Defense (champion
+2; epic: +3).
e Earth Gifts Stone Mind (recharge 6+): When an attack against
Themes: stone, earth, solidity, wholeness, health, your Mental Defense damages you, prevent that
support, cataclysmic power, vengeance. damage (but not any effects).
e Striking e Healing
Basic bonus: +1 bonus to attack and damage rolls Basic bonus: Increase your total recoveries by 1.
(champion: +2; epic: +3). Instead of rolling one recovery die per level with
Bloody Vengeance: You gain a +2 bonus to damage this bonus recovery, heal as if you were a 3 rd level
while you have four recoveries or fewer character, rolling 3 total dice and adding your
(champion: +5 bonus; epic: +12 bonus). Constitution modifier to the result (champion: 6
g Heroic Determination dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
Protection (standard action recharge 6+): Make a Deep Reserves: When you use your extra recovery
basic melee attack. You also gain a +4 bonus to all from the basic bonus, you instead heal damage
defenses until the start of your next turn. equal to 4 total recovery dice + your Constitution
Rock-solid Strike (move action): You wind up to modifier (champion: 8 recovery dice + 2 x Con
deliver a powerful strike with your next attack. mod; epic: 16 recovery dice + 3 x Con mod).
You deal +1d8 damage with your next melee V Grounded
attack that hits this turn (champion: +2d10; epic: e Exceptional
+4d12). If you miss, you take that damage instead. Basic bonus: None.
B Predatory Strike Aura of Healing (quick action recharge 16+): Roll a
A Revelatory Strike (the wind up is spiritual d20 and note the result. Until the end of this battle,
rather than physical) any time you or an ally rolls that natural number
w Crashing Wave with an attack roll, that character heals 8 hit points
e Armor (champion: 20 hp; epic: 50 hp).
Basic bonus: +1 bonus to Armor Class (champion: Shelter: Enemies take a 4 penalty to opportunity
+2; epic: +3). attacks against you.
Stone Tough (recharge 16+): You are able to sustain
some punishment. When you take damage, roll

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 78

V Eternal Battle Gifts Big Laugh (recharge 11+): Count the number of
Themes: never-ending warfare, killing Chaos, different berserker dice results youve had this
rampaging nomads, breaking things, destruction, battle. Roll 1d6 for each different result and heal
survival through carnage. that many hit points (champion: d12 per result;
epic: 2d12 per result).
V Striking
Basic bonus: +1 bonus to attack and damage rolls V Exceptional
(champion: +2; epic: +3). Basic bonus: None.
All-in (recharge 16+): As a free action, turn one of Bull Up: You gain a +2 bonus to the first death save
your missed attacks into a hit. In addition, until you make each day (champion: When you heal
the end of the battle, you take half damage from using a recovery, roll one extra recovery die if you
each of your own missed attacks. dropped to 0 hp previously that battle; epic: You
Chaos Killer: When you slay a non-mook Chaos also gain a +2 bonus to the second death save you
creature (or the last mook in a Chaos mob), you make each day).
gain a cumulative +1 bonus to attack and damage
until the end of the battle. . Fire/Sky Gifts
V Armor Themes: fire, heat, light, purity, purgation,
Basic bonus: +1 bonus to Armor Class (champion: superiority, priority, rule.
+2; epic: +3). The Sun died and was reborn. The Sun is the Lord of
Horns: While you have higher initiative than any Glorantha. Fire is our gift from the Sun. The gifts
enemies in a battle, add your level to your miss associated with the Fire/Sky rune reflect these traits.
damage. . Striking
Little Scratch (recharge 16+): The next time this battle Basic bonus: +1 bonus to attack and damage rolls
you are hit by a natural odd attack roll, you take (champion: +2; epic: +3).
only half damage.
Fiery Blows: Instead of granting the basic bonus to
V Body damage, your attacks deal +1d6 fire damage
Basic bonus: +1 bonus to Physical Defense (champion: +2d8; epic: +4d10). Your basic attack
(champion: +2; epic: +3). bonus is still the same.
Hanging On (recharge 16+): Until the end of the Haughty Might: The basic bonus to attack and
battle, when you roll a 1 on your berserker die 1, damage from this gift is one higher than normal
gain a +1 bonus to AC, PD, or MD. These bonuses (so +1 is +2, for example), but you cant rally
can stack. during a battle.
V Mind Primacy: The sun strikes first and hard. When you
Basic bonus: +1 bonus to Mental Defense (champion hit during your first turn each battle, you deal
+2; epic: +3). +2d8 fire damage (champion: +4d10; epic: +8d12).
Obstinate: While youre staggered, when an enemy s Unhesitating Blows
hits with an attack against your Mental Defense, it Pure Strike: This gift is for the warrior who wants
must reroll the attack once. The second attack is nothing but a clean hit and is too good to accept
against MD 16 (champion: MD 21; epic: MD 26). anything less. The basic bonus to attack and
damage from this gift is one higher than normal
V Healing
(so +1 is +2, for example), but you deal no miss
Basic bonus: Increase your total recoveries by 1. damage.
Instead of rolling one recovery die per level with
this bonus recovery, heal as if you were a 3 rd level . Armor
character, rolling 3 total dice and adding your Basic bonus: +1 bonus to Armor Class (champion:
Constitution modifier to the result (champion: 6 +2; epic: +3).
dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 79

Untouchability (once per battle, and recharge special): Attack: +10 vs. PD (champion: +15; epic +20)
When an enemy of lower level than you misses Hit: 3d6 + Wisdom damage (champion: 6d8 + 2 x
you with an attack, it takes 8 psychic damage Wis; epic: 12d10 + 3 x Wis).
(champion: 20; epic: 50). This power recharges Miss: Half damage.
when you score a critical hit.
. Body l Harmony Gifts
Basic bonus: +1 bonus to Physical Defense Themes: cooperation, unity, amity, healing.
(champion: +2; epic: +3).
l Striking
Elemental Superiority: You have resistance 16+ to
Basic bonus: +1 bonus to attack and damage rolls
energy attacks. This resistance is negated when an
(champion: +2; epic: +3).
enemy gets past your resistance and returns when
you take a quick rest or full heal-up. Equal Karma (recharge 16+): When a creature hits
you with an attack that damages you, it takes the
. Mind same amount of damage, up to a maximum of 20
Basic bonus: +1 bonus to Mental Defense (champion damage (champion: 50 damage; epic: 100 damage).
+2; epic: +3).
l Armor)
Purity: While youre at maximum hit points, when
Basic bonus: +1 bonus to Armor Class (champion:
an enemy hits with an attack against your Mental
+2; epic: +3).
Defense, it rerolls the attack once. The second
attack is against MD 17 (champion: MD 22; epic: Peace (quick action recharge 11+): If you havent
MD 27). attacked yet this battle, enemies take a 4 penalty
to attacks against you until you make an attack.
Sovereignty: In any normal social situation with
adventurer-tier NPCs, you seem to have the l Body
status, authority, pedigree, or background to Basic bonus: +1 bonus to Physical Defense
deserve respect (champion: champion-tier NPCs (champion: +2; epic: +3).
or lower; epic: epic-tier NPCs or lower). Shared Endurance (daily): When an enemy targets
. Healing you and any number of your allies with an attack
Basic bonus: Increase your total recoveries by 1. against Physical Defense, it must reroll each attack
Instead of rolling one recovery die per level with that hit. The rerolls are against PD 15 (champion:
this bonus recovery, heal as if you were a 3 rd level PD 20; epic: PD 25).
character, rolling 3 total dice and adding your l Mind
Constitution modifier to the result (champion: 6 Basic bonus: +1 bonus to Mental Defense (champion
dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). +2; epic: +3).
Dawns Hope: When you succeed on a death save, in Belonging: In regular social situations with
addition to healing using a recovery you can take adventurer-tier NPCs, you appear to others as
actions normally that turn, as if youd rolled a someone who belongs there (champion:
natural 20. champion-tier or lower; epic: epic-tier or lower).
g Second Wind You easily fit in with new groups of people, unless
. Exceptional there is some particular reason for others to be
suspicious. The gift has no power in unusual
Basic bonus: None.
social situations.
Brilliant Restoration (recharge 6+): When you save
Protection: You gain a +1 bonus to saves.
against an enemys ongoing effect and no other
harmful ongoing effects are affecting you, make a o Quiet Ending
searing light attack. / Cyclic Restoration
Close-quarters attack s Escape
Target: One nearby enemy y Rectitude

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 80

l Healing Reckless Trick (recharge 6+): When you miss with an


Basic bonus: Increase your total recoveries by 1. attack, reroll the attack with a +4 bonus. In
Instead of rolling one recovery die per level with addition, until the end of the battle, enemies
this bonus recovery, heal as if you were a 3 rd level attacking you add the escalation die to their attack
character, rolling 3 total dice and adding your roll (no effect if the enemy already adds it for
Constitution modifier to the result (champion: 6 some reason).
dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). , Doom Strike
Shared Hope (recharge 6+): If you havent rallied yet i Armor
this battle, when a nearby ally attempts to rally, Basic bonus: +1 bonus to Armor Class (champion:
they can use your rally instead. Their rally doesnt +2; epic: +3).
require a save, but your next rally does, as if
Not So Dead (interrupt action recharge 11+): When
youve rallied once already.
you would take damage and drop to 0 hp or
l Exceptional below, prevent 10 of that damage (champion: 25;
Basic bonus: None. epic: 60).
Shared Liberation (recharge 16+): When you succeed B Heart of the Wild
on a save, one of your allies can roll a save against w Resurgent Spring
an ongoing effect, provided either you or that ally i Body
has 30 hp or fewer (champion: 75 hp; epic: 180 hp).
Basic bonus: +1 bonus to Physical Defense
You dont expend this power if your ally fails their
(champion: +2; epic: +3).
save.
Veil of Confusion (recharge 16+): When an enemy
Shared Luck (quick action recharge special): Roll a
targets you with an attack against Physical
d20 and note the result. Once this battle, you or
Defense and misses, all effects of the attack against
one of your allies (your choice) can use that
you are canceled and the enemy instead rerolls the
number as a reroll for any d20 roll. When you roll
attack against one of its allies engaged with you.
to recharge the power, the number you rolled is
your recharge number. i Mind
g Fighting Spirit Basic bonus: +1 bonus to Mental Defense (champion
+2; epic: +3).
Labyrinthine Mind (recharge 16+): When an enemy
i Illusion Gifts
hits you with an attack against your Mental
Themes: trickery, deceit, falsehood, fakery. Defense, its dazed (save ends) as it comes into
i Striking contact with your mind or your magic or the
Basic bonus: +1 bonus to attack and damage rolls twisted knots of this gift.
(champion: +2; epic: +3). i Healing
Diverting Strike (recharge 6+): When you hit an Basic bonus: Increase your total recoveries by 1.
enemy with an attack, it cant make opportunity Instead of rolling one recovery die per level with
attacks until the start of your next turn. If the this bonus recovery, heal as if you were a 3 rd level
creature is large or double-strength, the effect fails character, rolling 3 total dice and adding your
unless you succeed on a normal save. If the target Constitution modifier to the result (champion: 6
is huge or triple-strength, its a hard save (16+). dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
Painful Trickery (once per battle): When you attack, Imaginary Life: When you rally, you gain 4
declare the attack as a painful trick before the temporary hit points that last until the end of your
attack roll. If you hit, one target of the attack takes next turn (champion: 10 temp hp; epic: 25 temp
20 extra damage (champion: +50 damage; epic: hp).
+120 damage). If you miss, you take the damage. / Effulgence
b Spirit of Pain

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 81

i Exceptional e Hale Flesh


Basic bonus: None. x Body
Desperate Step: When you fail a disengage check, you Basic bonus: +1 bonus to Physical Defense
can turn it into a success, but if you do, you take (champion: +2; epic: +3).
damage equal to your level from one of the Bursting Health (recharge 6+): When an attack
enemies youre engaged with. If you use the targeting your Physical Defenses damages you,
power a second time, the damage is double your you can rally. You must still succeed on a save
level, then triple, etc. The damage multiplier resets (11+) if youve already rallied this battle, as
when you take a full heal-up. normal, but if you fail the roll you dont expend
s Daring Dodge this power.
j Hairs-breadth Escape Vitality: Increase your maximum hit points by 4
(champion: +10 hp; epic: +25 hp).
<<insert Blue Sidebar>> B Bestial Bulk
Personalizing Illusion & Life Gifts e Flourishing Flesh
i Not So Dead in the armor category reads as a
x Mind
comment tag, but you could emphasize distinct
Basic bonus: +1 bonus to Mental Defense (champion
visual effects by renaming it Shimmering Runes,
+2; epic: +3).
Guardian Spirits, or Guardian Butterflies.
Chance for Life (recharge 6+): When your turn starts,
x Chance for Life began its career as a 13th Age
roll a save against one save ends effect.
magic item called Helm of the Undaunted Hero. You
l Pure Mind
could call back to that origin-as-item story by
picturing the gift as a living flowering carnivorous s Ceaseless Spirit
plant from the Godtime that eats bad magical Lifetouch: You gain a +5 bonus to death saves, if
conditions instead of meat! Call it Saw-toothed Flower failure would kill you. You also gain a +5 bonus to
Cap and defy the Life rune stereotypes! last gasp saves.
<<end Blue Sidebar>> x Healing
Basic bonus: Increase your total recoveries by 1.
x Life Gifts Instead of rolling one recovery die per level with
Themes: life energy, prosperity, renewal. this bonus recovery, heal as if you were a 3 rd level
character, rolling 3 total dice and adding your
x Striking Constitution modifier to the result (champion: 6
Basic bonus: +1 bonus to attack and damage rolls dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
(champion: +2; epic: +3). Glorious Rally: When you rally, you also gain 6
Rejuvenation (recharge 6+): When you make a basic temporary hit points that last until the end of your
melee attack, roll a save against one ongoing next turn (champion: 15 temp hp; epic: 35 temp
damage effect. hp).
Resilience (standard action recharge 11+): Make a Resurgence (interrupt action recharge 16+): When
basic melee attack and heal using a recovery. you drop to 0 hit points or below, heal using a
e Earth Might recovery before falling unconscious. Roll the
x Armor recovery as if you were 4th level (champion: 7th;
Basic bonus: +1 bonus to Armor Class (champion: epic: 10th).
+2; epic: +3). x Exceptional
Bright Heart: Heal 2 additional hit points each time Basic bonus: None.
you heal using a recovery (champion: 5 hp; epic: Aura of Recovery (quick action recharge 16+): Roll a
12 hp). d20 and note the result. Until the end of this battle,
B Animal Vitality any time you or an ally rolls that natural number

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 82

with an attack roll, that character can heal using a , Healing


recovery. Basic bonus: Increase your total recoveries by 1.
Instead of rolling one recovery die per level with
, Man Gifts this bonus recovery, heal as if you were a 3rd level
character, rolling 3 total dice and adding your
Themes: connection to family, clan, lineage,
Constitution modifier to the result (champion: 6
ancestors, and fellow initiates.
dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
, Striking Companionship (recharge 11+): When a nearby ally
Basic bonus: +1 bonus to attack and damage rolls heals using a recovery, they add +6 to the amount
(champion: +2; epic: +3). healed (champion: +15; epic: +25). When you use
Deadliness: When you hit an enemy with an attack, this power, you can immediately roll to recharge it
deal 1d10 extra damage to that enemy (champion: (in addition to your normal recharge roll after the
2d10; epic: 4d10). If you do, you also take that battle).
extra damage. l Empathy
y Parity of Blood , Exceptional
Severity: The basic bonus to attack and damage from Basic bonus: None.
this gift is one higher than normal (so +1 is +2, for
Path of Departure & Return (special): You take a 5
example), but when you miss with an attack, you
penalty to death saves and last gasp saves. On the
take 4 damage (champion: 10 damage; epic: 25
bright side, you gain a +10 bonus to heroic return
damage).
checks! This gift is destroyed the first time you roll
j Overreaching Strikes
a heroic return check, but if the check succeeds,
, Armor replace this gift with two rune gifts from random
Basic bonus: +1 bonus to Armor Class (champion: runes, representing unpredictable experiences in
+2; epic: +3). the Underworld.
Wholeness: You gain a +1 bonus to all defenses while
at maximum hit points. This power hearkens back / Moon Gifts
to the mythic time before Death with Grandfather
Themes: transcendence, balance, transformation,
Mortal was whole.
insight, cycles.
. Perfection
/ Striking
, Body
Basic bonus: +1 bonus to attack and damage rolls
Basic bonus: +1 bonus to Physical Defense (champion: +2; epic: +3).
(champion: +2; epic: +3).
Dexterous Battle (recharge 11+): When an enemy you
Humanitys Integrity (quick action recharge 16+): are engaged with hits you, roll a Dexterity check
Until the end of the battle, you have resistance 16+ against the attackers MD. If you succeed, the
to attacks against Physical Defense by creatures attack misses instead.
that are not humanoids and dont have the Man
s Swift Parry
rune.
Dying Crescent: When you miss with a melee attack,
, Mind you can deal 3 damage both to the target and to
Basic bonus: +1 bonus to Mental Defense (champion yourself, in addition to regular miss damage
+2; epic: +3). (champion: 7 damage, epic: 18 damage).
Kinship: If you share something in common with j Bloody Mess
another nearby creature, especially lineage or t Gravewalk
religious initiation, you can both tell intuitively Liberation (quick action recharge 6+): If you have
that you share this commonality. hit with an attack this turn, allow an ally to roll a

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 83

save against an ongoing save ends effect as a free number with an attack roll, that character regains
action. or recharges a daily, recharge, or per-battle power.
/ Armor
Basic bonus: +1 bonus to Armor Class (champion: <<insert Blue Sidebar>>
+2; epic: +3). Personalizing / Moon Gifts
Crescent Come (quick action daily): If you are The key question when renaming / Moon gifts
staggered, you regain an expended power as if concerns the gifts relationship to the Red Moon. A
you had taken a quick rest. You automatically public Lunar-sympathizer might refer to the
regain a per-battle power, but a recharge power Dexterous Battle gift as Jar-eels Third Lesson. An
requires a successful recharge roll. You can regain Orlanthi is going to be happy to know it by its
a racial power, class power, gift power, or even a unembellished name, or perhaps refer to it as
magic item power this way. Enemys Sword Secret. Likewise, an Orlanthi isnt
going to use the name Return of the Red Light, but
/ Body
calling that exceptional gift Argraths Returning Wind
Basic bonus: +1 bonus to Physical Defense
harnesses the forces in play. Alternatively, you
(champion: +2; epic: +3).
could take a swing at associating yourself with the
Subtle Dodging (recharge 11+): When an enemy mysteries of the Blue Moon, and call the power
misses you with an attack targeting your AC or Return of the Blue.
PD, change that miss into a fumble (no damage or <<end sidebar>>
possibly a negative outcome).
o Shadowy Protection
s Movement Gifts
/ Mind Theme: change, speed, motion, turning.
Basic bonus: +1 bonus to Mental Defense (champion
s Striking
+2; epic: +3).
Basic bonus: +1 bonus to attack and damage rolls
Violent Revelation (recharge 16+): If the escalation die
(champion: +2; epic: +3).
is 3+, use a daily power or a power that has a
recharge value of 11+ or higher and that requires a Flurry (recharge 11+): When you make a basic attack,
standard action as a quick action. It can be a gifts make a second basic attack against a different
power or your own. enemy.
g Sudden Strike Parting Strike (recharge 16+): When you succeed at a
disengage check, make a basic melee attack
/ Healing against an enemy engaged with you before you
Basic bonus: Increase your total recoveries by 1. move away.
Instead of rolling one recovery die per level with Swift Strike (quick action recharge special): Make a
this bonus recovery, heal as if you were a 3 rd level basic melee attack. On a hit, deal 10 damage
character, rolling 3 total dice and adding your instead of your normal damage, and no damage
Constitution modifier to the result (champion: 6 on a miss. This power recharges when you have
dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). only 4 recoveries left and again when you have no
Waxing Life: When you heal using a recovery, roll a recoveries left. (champion: 25 damage, epic: 50
d8. If the result is less than or equal to the damage).
escalation die, heal +10 hp (champion: +25 hp; A Serpentine Strike
epic: +60 hp).
s Armor
/ Exceptional
Basic bonus: +1 bonus to Armor Class (champion:
Basic bonus: None. +2; epic: +3).
Return of the Light (quick action recharge 16+): Roll Spiral Step: You gain a +4 bonus to all defenses
a d20 and note the result. Until the end of the against opportunity attacks.
battle, when you or an ally rolls that natural

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 84

s Body Unstoppable Growth: While the escalation die is 3+,


Basic bonus: +1 bonus to Physical Defense you deal +1d8 damage whenever you hit with an
(champion: +2; epic: +3). attack (champion: +2d10; epic: +4d12).
Confident Stride: Enemies that are your level or lower / Full Moon Strike
cant make opportunity attacks against you. p Armor
s Mind Basic bonus: +1 bonus to Armor Class (champion:
Basic bonus: +1 bonus to Mental Defense (champion +2; epic: +3).
+2; epic: +3). Deep Roots (move action recharge 6+): You plant
Adapting Mind: When you are hit by an attack that yourself in place, and you cant move until the end
targets Mental Defense, each time that same attack of your next turn. (You can still use your move
targets you until the end of the battle, you can action for something else other than moving.)
make the attacker reroll the attack against MD 15 While planted, you take only half damage from
instead (champion: MD 20; epic: MD 25). attacks and effects, including ongoing damage.
Unfettered (recharge 16+): Spend a recovery to end e Stance of Stone
one of the following conditions: dazed, weakened, c Immovability
or stuck. p Body
s Healing Basic bonus: +1 bonus to Physical Defense
Basic bonus: Increase your total recoveries by 1. (champion: +2; epic: +3).
Instead of rolling one recovery die per level with Simple Growth (once per level): The first time you
this bonus recovery, heal as if you were a 3 rd level take an incremental advance, you gain the
character, rolling 3 total dice and adding your increased hit points advance for free in addition to
Constitution modifier to the result (champion: 6 the advance you choose.
dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). p Mind
Freedom: When you rally, you automatically succeed Basic bonus: +1 bonus to Mental Defense (champion
at disengage checks until the end of the turn. +2; epic: +3).
Rebound: When you succeed on a death save, you
Our Kind (recharge 6+): Until the end of the battle,
can also take an immediate move action. whenever you are confused, you are instead dazed
s Exceptional (keep the same duration).
Basic bonus: None. p Healing
Culmination (quick action recharge 16+): Roll a d20 Basic bonus: Increase your total recoveries by 1.
and note the result. Until the end of the battle, Instead of rolling one recovery die per level with
when you or an ally rolls that natural number with this bonus recovery, heal as if you were a 3 rd level
an attack roll, increase the escalation die by 1. character, rolling 3 total dice and adding your
Parting Swing (recharge 16+): When you disengage Constitution modifier to the result (champion: 6
from one or more enemies, you can make a basic dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
melee attack against one of them. Instead of the Fruition (recharge 11+): When you heal using a
normal damage, the attack deals 15 damage on a recovery and heal to maximum hit points, roll a
hit, or 4 on a miss (champion: 35 damage, or 10 on save. If you succeed, the recovery is free. If you
a miss; epic: 90 damage, or 25 on a miss. fail, you dont expend this power.
A Draconic Perfection
p Plant Gifts y Impeccability
Themes: growth, plant features, sustenance. p Exceptional
p Striking Basic bonus: None.
Basic bonus: +1 bonus to attack and damage rolls Flagrant Blossoms (recharge 6+): After the battle, or
(champion: +2; epic: +3). after a few minutes, flowering plants grow and

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 85

blossom through the area. The choice of type of b Healing


plant is up to you, usually, though your Basic bonus: Increase your total recoveries by 1.
subconscious may influence things more than Instead of rolling one recovery die per level with
youd suspect. The plants often have long-lasting this bonus recovery, heal as if you were a 3 rd level
magical or social effects on the areas they sprout in character, rolling 3 total dice and adding your
(up to the GM). Constitution modifier to the result (champion: 6
b Spirit Gifts dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
Healing Spirit: When you rally using this gifts bonus
Themes: possession, spirit allies, unseen forces.
recovery, it only requires a quick action. The spirit
b Striking does the healing for you.
Basic bonus: +1 bonus to attack and damage rolls
b Exceptional
(champion: +2; epic: +3).
Basic bonus: None.
Battle Spirit (recharge 16+): The basic bonus to attack
Song of Forgotten Ancestors (daily): When you attune
and damage from this gift is one higher than
a rune you dont ordinarily possess, roll a d20. If
normal (so +1 is +2, for example) until the end of
you roll a natural 1920, you gain a rune gift from
the battle. You have one fewer recovery than
that rune after you narrate it, but its chance of a
normal.
complication becomes 1-10.
Force Confrontation (recharge 11+): Until the end of
the battle, you can ignore the spirit body effect c Stasis Gifts
that forces creatures attacking a spirit to use their Theme: consistency, stability, steadiness.
highest mental ability score as their attack score.
c Striking
(If your highest ability score is mental, using this
Basic bonus: +1 bonus to attack and damage rolls
power instead gives you a +2 attack bonus against
(champion: +2; epic: +3).
spirits until the end of the battle.)
Certainty (recharge 11+): When you roll damage for
b Armor one of your attacks, after seeing the roll, take the
Basic bonus: +1 bonus to Armor Class (champion: average for those damage dice (rounded up)
+2; epic: +3). instead (for example, a 4 on each d6, 5 on each d8,
Spirit of Warding: The basic AC bonus for this gift or 6 on each d10).
applies to Mental Defense as well. t Killers Hand
o Shadowy Depth
y Armor of Clarity
c Armor
b Body Basic bonus: +1 bonus to Armor Class (champion:
Basic bonus: +1 bonus to Physical Defense +2; epic: +3).
(champion: +2; epic: +3). Solidity: When you are at maximum hit points and
Ancestral Accomplice (interrupt action recharge an enemy hits you with an attack targeting Armor
16+): When you would be stunned, you are Class, the enemy rerolls the attack against AC 15
hampered instead (use the same duration). instead (champion: AC 20; epic: AC 25).
b Mind . Original Unity
Basic bonus: +1 bonus to Mental Defense (champion x Undaunted Hope
+2; epic: +3). c Body
Spirit of Warning (recharge 16+): The spirit warns Basic bonus: +1 bonus to Physical Defense
you of impending dangersometimes. When you (champion: +2; epic: +3).
roll initiative, gain a +10 bonus to your roll after Inviolate Form (interrupt action recharge 16+):
seeing it. When an enemy scores a critical hit against you,
change it to a normal hit instead. The drawback is

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 86

that the next critical hit you score this battle will one tied for most dangerous, GMs assessment),
also be a normal hit instead. deal +1d4 damage to it (champion: +1d8; epic:
. Lawful Order +2d10).
c Mind g Champions Torc (Air is all about picking fights
with the biggest foes)
Basic bonus: +1 bonus to Mental Defense (champion
+2; epic: +3). w Monster Killer (the Deep is home to massive sea
monsters)
Intransigence (recharge 16+): When an attack that
targets Mental Defense hits you, cancel the attacks y Armor
non-damage effects against you. Basic bonus: +1 bonus to Armor Class (champion:
y Rectitude +2; epic: +3).
c Healing Perfection: This gifts bonus to Armor Class is +2
while youre at maximum hit points (champion:
Basic bonus: Increase your total recoveries by 1.
+3; epic: +4).
Instead of rolling one recovery die per level with
this bonus recovery, heal as if you were a 3 rd level Retribution (recharge 16+): When an attack targeting
character, rolling 3 total dice and adding your Armor Class hits you, make a basic attack against
Constitution modifier to the result (champion: 6 the attacker. If you miss, you dont expend the
dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). power. You take a 4 penalty to attacks against
enemies other than that enemy until it is defeated.
Intractability (recharge 11+): When an attack
damages you, use a recovery to prevent that y Body
damage (including ongoing damage), but not Basic bonus: +1 bonus to Physical Defense
effects. (champion: +2; epic: +3).
c Exceptional Loyal Defender (recharge 11+): When an enemy
Basic bonus: None. youre engaged with targets your ally with an
attack that doesnt include you, that enemy targets
Memory of the Golden Age (quick action daily): A
you instead of that ally. You must be a legal target.
nearby ally who is making last gasp saves or death
Your defense for this attack is 20 (champion: 25;
saves heals to maximum hit points and stops
epic: 30). Declare your choice before the attack is
making those saves, but remains unconscious until
rolled.
the battle is over. (Note: Golden Age survival
strategies were not foolproof.) Withstand (recharge 16+): When an attack targeting
your Physical Defense damages you, take only
half damage from it. When you use this power,
y Truth Gifts you can immediately roll to recharge it (in
Themes: knowledge, certainty, insight, fairness, addition to your normal recharge roll after the
honor, justice, judgment. battle).
y Striking y Mind
Basic bonus: +1 bonus to attack and damage rolls Basic bonus: +1 bonus to Mental Defense (champion
(champion: +2; epic: +3). +2; epic: +3).
Inevitability (recharge 16+): When you miss with an Genius: You gain a +4 bonus to all skill checks based
attack, lose 10 hp to turn it into a hit instead on Intelligence.
(champion: 25 hp, epic: 60 hp). Right Mind (recharge 11+): When you fail a save
Proof: While you are the only one engaged with an against a mental effect (confused, dazed, an effect
enemy, deal +1d6 damage when you hit it created by an attack against Mental Defense, etc.),
(champion: +2d6; epic: +4d6). reroll the save. If its a natural even roll, you dont
Worthy Opponent: You can only use this power when expend this power.
there at least two enemies left in a battle. When
you hit the most dangerous enemy in the battle (or

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 87

y Healing Coursing Waves (recharge 6+): When you take


Basic bonus: Increase your total recoveries by 1. damage from an opportunity attack, prevent 20 of
Instead of rolling one recovery die per level with that damage (champion: 50; epic: 120).
this bonus recovery, heal as if you were a 3 rd level s Evasion
character, rolling 3 total dice and adding your w Mind
Constitution modifier to the result (champion: 6 Basic bonus: +1 bonus to Mental Defense (champion
dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
+2; epic: +3).
Totality (recharge 11+): When you heal using a Endless Depths (daily): Until the end of the battle,
recovery, and you are within 10 hp of your
when an enemy hits you with an attack against
maximum hit points, heal to maximum your Mental Defense, you gain a cumulative +1
(champion: 25 hp; epic: 60 hp).
bonus to MD until the end of the battle.
y Exceptional w Healing
Basic bonus: None. Basic bonus: Increase your total recoveries by 1.
Surety Blessing (quick action recharge 16+): Roll a Instead of rolling one recovery die per level with
d20 and note the result. Until the end of the battle, this bonus recovery, heal as if you were a 3 rd level
when you or an ally rolls that natural number with character, rolling 3 total dice and adding your
an attack roll, that character can improve the result Constitution modifier to the result (champion: 6
of the attack. A miss becomes a hit, a hit becomes a dice + 2 x Con mod; epic: 10 dice + 3 x Con mod).
critical hit, and a critical hit does triple damage Flowing Strength (recharge 11+): When you heal
instead of double. A fumble is a fumble is a
using a recovery and it heals you up to your
fumble.
maximum hit points, a nearby ally also heals half
the remaining hit points.
w Water Gifts w Exceptional
w Striking Basic bonus: None.
Basic bonus: +1 bonus to attack and damage rolls All Waters Cleanse (recharge 16+): Until the end of the
(champion: +2; epic: +3). battle, when ? Chaos steals the escalation die, you
Punishing Rush (quick action recharge 11+): Make a or one of your nearby allies can heal using a free
basic attack against an enemy you have already hit recovery.
this turn. x Hope Remains
w Armor
Basic bonus: +1 bonus to Armor Class (champion:
GIFTS AS LOOT
+2; epic: +3). Sometimes the NPCs or monsters may be using rune
Leaping Rapids (recharge 11+): When an enemy gifts in the form of magic items. You beat them, you
scores a critical hit against you with an attack that take their stuff, and now youve got a magic item,
targets Armor Class, turn it into a normal hit if right?
you succeed on a save (11+). Yes. But if what youve actually acquired is a
s Split-second Dodge rune gift in the form of an item, youve only got it
temporarily. Well refer to this type of rare item/gift
Resurgence: When you rally, you also gain a +4 bonus
acquisition as unearned gifts. When you acquire an
to AC until the end of your next turn.
unearned gift, you can use it normally, but
e Earth Power
whenever you get a full heal-up you must roll a
w Body normal save. Succeed and the unearned gift stays
Basic bonus: +1 bonus to Physical Defense with you another day. Fail and the magic of the
(champion: +2; epic: +3). unearned gift dissipates. You might still have the
physical object the power was invested in, to keep as

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 88

a trophy perhaps, but the magic that made that item USING MAGIC ITEMS FROM 13TH
special is gone.
If you manage to acquire a new rune gift while
AGE
using an unearned gift, you might be able to turn the We have focused on rune gifts as an alternative to
power of your unearned item into your own runes the way 13th Age handles true magic items because
rune gift. That seems less like something were we feel that rune gifts capture the way Gloranthan
going to write rules about and more like a unique heroes progress toward becoming Heroes. But now
story to handle with your GM. that weve done the work and played 13G awhile,
were aware that there is also no problem using 13th
OPTIONAL RULE: GIFTS AS Age-style true magic items in 13th Age in Glorantha.
Most of the rules for acquiring rune gifts can
SIGNATURE MAGIC ITEMS carry over to how your PCs might acquire true
Sometimes you want your hero to carry a true magic magic items. As gifts from the gods, or from spirits,
item. As explained on page XX, youre always free to or temples, or the magic of the Hero Plane, acquiring
explain a rune gift as an item. But thats not always an appropriate true magic item could easily make
cool enough. If what you want is to set yourself up sense as a consequence of narrating an empowered
with a magic item that will be a more-or-less rune. We suggest putting true magic item choices in
permanent part of your characters story, heres an the hands of the GM, but player input counts,
option. particularly when narrating an empowered rune.
Choose one of your rune gifts. Alternatively, The rules consequences of mixing true magic
choose a rune gift you really want and are going to items and rune gifts arent complex. For starters, the
quest very hard to get! Once youve got it, explain basic bonuses of your rune gifts dont stack with the
how that rune gift is a specific magic item that is a default bonuses of your true magic items. For
permanent part of your characters story, as much a example, the basic bonus of a cloak in 13th Age is to
part of you as the white bearskin god he wears as a Physical Defense, and that wont stack with the basic
cape is part of Harrek the Berserk. bonus to Physical Defense of a body rune in 13G.
Assuming your GM agrees, this rune gift is now Add your rune gifts and your true magic items
your signature magic item. It cant be taken from together to determine where you stand on the
you permanently. Losing it for a session or three Minimum Rune Gifts Table on page XX. Similarly,
might be a good example of a campaign loss. But its consequences ensue if your PCs combined total of
part of you now. Youll get it back somehow, gifts and items exceeds the PCs level. If it does, the
assuming youre alive. GM and the rest of the play group are authorized to
Better yet, when you change tiers, rising to 5th take control of your character as described on page
level or 8th level, your rune gift will eventually also 285 of the core rulebook. For extra fun, your friends
level-up. The GM rolls a normal save (11+) when should treat all your rune gifts as if they also had
you level up to a new tier. If it succeeds, your quirks related to their powers . . . which they should
signature magic item will probably rise to match invent as they wish.
your new tier at some point during the next session, Gloranthan magic items: Youll find some epic-
assuming theres a story moment where the tier magic items as part of the Sartar Magical Union
transformation feels cool and justified. If the save write-ups that begin on page XX. Well probably
fails, the GM will keep rolling at the start of each create lower-level items at some point soon, but for
session, or perhaps youll narrate a rune with such this volume we focused on rune gifts.
brilliance that the GM will acknowledge your
signature touch and advance your item without the
random roll.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 89

Chapter 4: Classes
The rebel is based on the 13th Age rogue. Its
ever so slightly more complex because it has
more stuff.
CLASS BASICS The berserker models the concept of a
warrior who goes berserk and smashes
The classes outlined below fall into three categories:
enemies in more intricate detail than the
entirely new classes, transformation classes, and
straightforward barbarian/Orlanthi
updated classes.
warrior/troll warrior. The Zorak Zorani
The five entirely new classes (berserker, earth
berserker, devoted to the troll war god, is
priestess, hell mother, Humakti, trickster) appear
simpler to play than the storm bull berserker
with all their details and powers. These classes are
because it doesnt make use of berserker
heavily tied to Gloranthan themes. With some
dice powers. The Zorak Zorani has
translation work they can find a home in core 13th
summoning spells, but theyre relatively
Age games, but in this book weve focused on how
straightforward.
the classes play in Glorantha games.
The wind lord is based on the 13th Age
The five transformation classes (Orlanthi
fighter but it has more going on with special
warrior, rebel, storm voice, troll warrior, wind lord)
exploits that can be used only when youve
are a new development for the 13th Age system. Each
triggered them in advance.
transformation class is based on an existing class
The storm voice is very much a 13th Age
from the 13th Age core rulebook. Were aiming to
sorcerer, but seems to us to be slightly more
avoid reprinting large blocks of text from the core
complex to play, possibly because its cyclical
classes, so playing a transformation class requires
gather storm power (that replaces gather
you to look back at the 13th Age core book as you
power) is somewhat more involved.
design your character, though not necessarily
during play if you harvest what you need. The storm bull berserker uses unique
mechanics that require some investment
The monk material on page XX is a class update.
before play. Youll have interesting
Weve added a talent and some new forms to model
decisions most every round of combat. Its
a Gloranthan monk dedicated to Ernalda and Yelm.
true that thoughtful play isnt the type of
The rest of the monk material suggests other ways of
thing that storm bulls themselves are known
using the monk in 13G games.
for, so this is a case of our design appealing
Classes from Core 13th Age: For notes on using
to a player who has different psychology
other 13th Age classes in your campaign, see pages
than the character.
XX-XX of the Appendix.
Were presenting a few new talent and form
Ease of Play options for the monk class from 13 True
From the simplest character class to the most Ways. Its a rewarding class with a fair
complex, the classes go something like this: amount of options to track. Requires 13 True
The Orlanthi warrior is modeled on the 13th Ways.
Age barbarian. Simple, easy for newcomers. The trickster may or may not be complex to
The troll warrior is also based on the 13th play, depending on what talents you have
Age barbarian. Slightly more involved than chosen. But even if youve chosen simple
the Orlanthi warrior because: a) hit points talents, the class randomly percolates away
change each battle; and b) youre playing a from your first talent choices, so eventually
non-human troll, and trolls are weird. youll be fuster clucking with the pros. Not
The Humakti is good for people who want an ideal class for a newcomer with no sense
to play straightforward fighter-types. It has of humor. For that matter, a class that will
some fun options, but nothing too complex. be huge fun for some players and a misery
for others. Read before play.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 90

Like the hell mother, the earth priestess has themselves off one-by-one in a battle. And
a number of categories of spells and magical oh yes, shes almost definitely a troll.
effects at her disposal, ranging from daily Occasionally, the combination of
spells to favors that can be distributed to summoning a superior dehore while having
allies who perform well and qualify for a a daily spell recurring can give the hell
reward. Shes close to the most complex of mother three actions in a turn. It wont
the classes because of the number of choices happen often, but since it can happen, were
she makes involving spells, favors, and rating the hell mother as the class with the
summoning. As the only at-will summoner most going on. If the indecisive or slow
in the game, she most always has another player in your group chooses to play this
creature fighting on the table alongside her. class, you may be in for long nights.
But unlike the hell mother, the earth
Class Formatting
priestess rarely manages to summon
The class stats format is pretty close to how we
superior creatures, so the requirement to use
handled character classes in 13 True Ways. Small
her standard action to control her
differences include the use of runes, where
summoned creature may make her turns a
appropriate, and scattered instances when we
bit simpler.
decided to write flavor for powers or spells that
The hell mother, the new troll spellcasting
either required a touch of explanation or for which
class, binds spirits that have unpredictable
we were inspired. Theres not much flavor text, but
release triggers and helpful effects on allies;
for this book we kept it in instead of cutting it at the
summons unpredictable monsters to fight
last moment.
for her; casts recurring daily spells that can
<update based on Chris new layout>
make her turns take longer than most other
classes; and has a selection of at-will spells
that are powerful but can also shut

<<leave single column>>


Base Stats for Gloranthan Characters
Class Base HP Usual Base Base Background Recovery Typical
Base AC* Physical Mental Points Dice Runes
Defense Defense
Berserker: 8 9 11 11 8 d10/level g Air, V
Storm Bull Eternal
Battle
Berserker: 7 12 10 10 8 d8/level o
Zorak Darkness, t
Zorani Death, j
Disorder
Earth 6 12 10 11 8 d6/level e Earth, l
Priestess Harmony,
x Life
Hell Mother 5 11 10 11 8 d6/level o
Darkness, ,
Man, b
Spirit
Humakti 8 15 10 11 8 d8/level t Death, y

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 91

Truth
Orlanthi 8 11 11 10 8 d10/level g Air, s
Warrior Movement
Rebel 6 12 12 10 8 d8/level g Air, s
Movement
Storm Voice 6 10 11 10 8 d6/level g Air, s
Movement
Trickster 6 9 12 14 8 d10/level i Illusion, j
Disorder
Troll 6 11 11 10 8 d10/level o
Warrior Darkness, ,
Man
Wind Lord 7 13 10 10 8 d10/level g Air, s
Movement

*The base AC numbers assume that the PC is in the armor that suits them best; see the class write-ups for details.
PCs who know how to fight using a shield get +1 AC when they have a shield in one hand (which means they
shouldnt be using a two-handed weapon).

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 92

<<art>> order, we start the specific write-ups with storm


bulls on page XX and conclude with Zorak Zorans
BERSERKER berserkers starting on page XX.
If theres a problem that cant be solved by smashing it, Design intent: Obviously other fantasy worlds
its someone elses problem. contain berserkers, but its not entirely clear that the
flavors of berserker were presenting fit perfectly
Overview
outside Glorantha. These berserkers are tied
The berserker contains two variations, each strongly to the mythic heroics of violent Gloranthan
corresponding to a different unhinged Gloranthan gods of Death and Eternal Battle. Its certainly
god whose most powerful devotees function as possible to use these options in non-Gloranthan and
berserkers. Dragon Empire games, but our class design
Storm Bull, aka Urox, worshiped by storm bull decisions about mixes of powers, feats, and talents
berserkers: Storm Bull is Orlanths brother. Theres spring from Gloranthan myth, not from judgments
no trace of royalty in this god of destructive g Air, of the best way to create a general purpose
just raw animal rage and a hatred of ? Chaos so berserker.
deep that he dared to wrestle the Devil. See page XX Complexity: The berserker is not our simplest
and XX for myths. Berserkers devoted to Storm Bull version of a character who goes into a rage and slays
are known as storm bulls, lower-case instead of things! If you are new to the 13th Age system, or if
capitalized like the god. you want to stick to rolling attack dice and dishing
Zorak Zoran, worshiped by Zorak Zorani out good damage, you might want to play the
berserkers: Cosmic troublemaker and destroyer. He barbarian from the 13th Age core rulebook or the
is a o Darkness god associated with the trolls, but Orlanthi warrior transformation class appearing on
happy to accept any devotee who can manifest page XX. This applies even if your PC worships
powers of hate, destruction, undeath, and j Storm Bull or Zorak Zoran; the barbarian class can
Disorder. Universally feared, but also acknowledged work for devotees of either of these gods, while the
as a fierce warrior against ? Chaos. Orlanthi warrior class can work for Storm Bull
Organization: Storm bulls and Zorak Zorani worshipers who dont want to fiddle with the
have markedly different abilities. They share the berserkers choices.
core mechanic of the berserker die but use it in very If youd like a more nuanced and variable
different ways. For claritys sake, the class begins experience of running a frenzied warrior, either of
with the structure and mechanics that the berserkers our berserkers should work for you. The storm bull
have in common. The common-section also includes berserker isnt hugely complex, but it does require
the talents, since many are shared, and those that you to make interesting (and not entirely obvious)
arent are flagged with runes indicating which decisions during character creation and during
berserker can choose which talents. combat. The Zorak Zorani berserkers complexity
The common section is followed by separate comes from decisions youll make in play rather
write-ups for each of the variations, more or less as than decisions in character creation.
if they were separate classes. The two types of Were aware that theres a twist of irony to
berserker do not share the exact same ability scores, creating a berserker frenzy character that requires a
defense scores, hit points, level progression, etc. calm head and thoughtful decisions to play well. Its
Each type of berserker starts with the stats that an irony thats not uncommon in this style of
apply to the type and suggestions for backgrounds, crunchy combat action game. Sometimes we try to
followed by its unique devotee class feature, any avoid it. In this class, we indulged.
other features, and the class powers available to that
berserker.
<<insert designer sidebar>>
Storm Bull is by far the best-known berserker
<<insert RobSays icon>>
god in Glorantha. With apologies to alphabetical

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 93

Theres also a natural progression from Orlanthi 6th level Zorak Zorani 2d8 extra fire
warrior to berserker. My campaign includes a damage.
Barntar-worshiper who started as an Orlanthi 8th level Zorak Zorani 4d6 extra fire
warrior and then wanted to play something with damage.
more decisions during play. No trouble to convert 10th level Zorak Zorani 4d10 extra fire
the character over to being a berserker. damage.
<<end designer sidebar>> Adventurer Feat: You have resist fire 12+.
Champion Feat: Your spells that summon fire
Class Features elementals are recharge 16+ spells instead of
daily.
All berserkers share the central class feature that
gives the class its oomph. Epic Feat: You now have resist fire 16+.

Devotee
You must choose the devotee feature dedicated to o Blood to Blood
your god: Storm Bull Devotee (page XX) or Zorak When you are staggered at the start of your turn,
Zoran Devotee (page XX). your berserker die is one size larger than usual.
The devotee features are exclusive and provide As a 1st level Zorak Zorani berserker with a d4
access to class elements not available to devotees of berserker die, that bumps you up to d6. If your
the other gods. berserker attacks have already bumped your
berserker die up a size or two, congratulations:
Berserker Fighting & the Berserk Die
while staggered you roll an even larger die.
Unlike the barbarian class, which chooses when to
Your berserker die never grow beyond d12 (see
rage, berserkers fight wildly most of the time. For
the berserker attack power on page XX for the list of
storm bulls, the berserker die isnt optional; its what
steps).
you do. For Zorak Zorani, the berserker die is an
option they can choose round by round, though
sometimes their berserk is forced. V Bulls Rush
Youll find the rules for the storm bulls use of Once per day after you roll initiative, you can decide
the berserker die on page XX. The rules for the that youre going to act first. Everyone else rolls
Zorak Zoranis Controlled or Berserk feature and initiative, then your initiative is set one point higher
their simpler approach to the berserker die appear so that you take the first turn in the battle. (You can
on page XX. still use your original natural initiative roll if there
was some effect hinging on it.)
Berserker Talents
In the strange event a battle features multiple
The talents available to both types of berserkers are creatures using this style of power, use the original
listed below. initiative rolls to determine which of them actually
Class elements that can be chosen by storm bulls goes first.
are marked with the V Eternal Battle rune. Adventurer Feat: You can base your initiative
Class elements that can be chosen by Zorak bonus on your Strength modifier instead of your
Zorani are marked by the o Darkness rune. Dexterity modifier, if you wish.
o Amanstans Master Champion Feat: Bulls Rush is now recharge 16+
When you miss with a melee attack, add 1d6 extra instead of daily.
fire damage to your miss damage until the end of
the battle (cumulative). V o Bully
2nd level Zorak Zorani 1d8 extra fire You cannot take Bully if you have the Scrapper talent.
damage.
4th level Zorak Zorani 2d6 extra fire
damage.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 94

Once per battle as a free action while you arent While you are full berserk, once per round when
staggered, you can reroll your berserk die and abide you become staggered or are hit by an attack while
by the reroll. staggered, roll a normal save (11+). If you succeed,
Adventurer Feat: You gain a +1 bonus to all you heal using a recovery, and if the natural roll
defenses while you arent staggered. for the save was even, the recovery is a free. In
Champion Feat: When you drop a non-mook addition, whether the save succeeds or fails, add 1
enemy to 0 hit points, or drop the last mook of a to your full-berserk count.
mob, roll a hard save (16+). If you succeed, you Keep track of your full-berserk count during a
can heal using a recovery. battle. If your berserker die result is ever less than
Epic Feat: Enemies engaged with you that have 48 your full-berserk count, you go full berserk. At the
hit points or fewer (9th level: 60 hp or fewer; 10th end of a battle, your full-berserk count resets back
level: 72 hp or fewer) suffer from fear: theyre to 0.
dazed (4 attack) and cannot benefit from the Full-berserk: While you are full berserk, you
escalation die. must make a melee attack against an enemy
during your turn. If you dont, at the end of your
turn you become confused until the end of your
V Clanging Shield
next turn.
You gain access to the shield chewer berserker die
While you are full berserk, when you make a
power (below). In addition, when you fight with a
melee attack against an enemy, hit or miss, you
one-handed weapon and a shield and have shield
also deal half damage to one of your allies
chewer in your lineup, you gain a +2 bonus to AC.
engaged with that enemy.
Shield Chewer Full berserk has two natural ways of ending.
If you are fighting with a shield, reduce your AC by First, it ends the next time your berserker die roll
1 until the end of the battle. Then increase your crit is less than your full-berserk count, though
range until the end of the battle by 1 (both the dropping out of full berserk wont save you from a
penalty and the crit range bonus are cumulative). confusion effect suffered earlier. Second, full
OR berserk ends at the end of a battle when all your
If you arent fighting with a shield, gain temporary true enemies have dropped to 0 hp or are
hit points equal to your Constitution modifier unconscious. While you are in full berserk, you
(double your Constitution modifier at 5 th level; triple dont personally accept surrenders and you tend
it at 8th level). (You could fight with a shield awhile, to chase after fleeing enemies.
then throw it aside and grab a two-handed weapon Yes, in a long battle in which you have used
to finish the battle, but any AC penalties and crit your full berserk power often its possible that you
range increases youve gained from the first half of will swing in and out of full berserk round-after-
the power stick with you until the end of the battle.) round. Your friends need to learn to stay out of
V o Crazy-Berserk your way. . . .
You gain access to the full berserk power (below). Adventurer Feat: You can reroll your first failed
You dont automatically get this power; you still full-berserk save each battle.
have to choose it as one of your berserker special Champion Feat: Twice per day after seeing your
powers. roll, you can add your Constitution modifier to
your full-berserk save.
Full Berserk
Epic Feat: You can also roll a full-berserk save
Daily
when you roll a natural 19 or 20 with an attack.
Interrupt action
Effect: Once youve started full berserk, it puts you
into a different berserker-state until the end of the
battle.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 95

V o Great Weapons o Zombie Minion


One battle per day, increase the damage dice of your You have a zombie minion the same level as you
melee attacks with two-handed weapons by one that frequently fights alongside you in battle.
size. (Normally 1d10 increases to 1d12; 1d12 Unlike the necromancers skeletal minion (13
increases to 2d6, and thats as high as it goes.) True Ways, page 84), your zombie minion is too
Adventurer Feat: Roll a save when you use Great clumsy to act as any type of servant! More
Weapons. If the save succeeds, increase your importantly, unlike the skeletal minion that fights
damage dice two sizes instead of one. Your max alongside its master, your zombie minion is exactly
now goes above 2d6 to 2d8! as reliable as the undead servitor of a champion of j
Disorder should be! You never know whether your
minion is going to be in shape to fight until battle
V One Breath
begins: if your natural initiative roll is 11+, your
When you roll initiative, you can swap out a single
zombie minion fights beside you this battle. If your
berserker die power for one of your other berserker
natural roll is 10 or less, your minion is in worse
die powers. Thats a power-to-power swap, but
shape than you thought, either falling apart
youre not also juggling slots around; save that for
uselessly as combat begins or suffering some other
between battles.
mishap worthy of your j Disorder and t Death god.
If you do decide to swap in a power, be quick
Ordinarily your zombie minion cant heal.
about it. If your turn comes up and youre still
When it drops to 0 hp, its destroyed for that battle.
puttering about trying to figure out what powers
When you take a quick rest, you can create,
youre swapping in and out, its too late: you only
summon, or dig up a new zombie minion, or patch
got the one breath! The GM should say Too late,
the old one back togetherthe story is up to you.
youre a berserker, fight as you are.
Technically, the zombie minion is not a
Adventurer Feat: If you decide not to swap in a
summoned creature, so those rules dont apply to it.
different berserker die power after rolling
(We say technically because if you like the story
initiative, add +2 to your initiative.
flavor that you are summoning a zombie minion,
Champion Feat: You gain an additional
thats up to you, but the summoning rules dont
adventurer-tier berserker die power.
apply.)
Epic Feat: You can now build your lineup out to
When your zombie minion holds itself together
eight berserker die powers, filling in slot 7 and 8.
to fight, it takes a standard action and a move action
There are epic powers that get you rolling a d8
each turn. (Technically it has a quick action also, but
instead of a d6 for your berserker die, and when
we advise skipping its use unless theres something
you do, youre ready.
really important it can do in the battle.) Your minion
acts on your initiative; you decide whether it takes
V o Scrapper its turn before or after you. The listed attack and
You cannot take Scrapper if you have the Bully talent. damage values are for melee attacks. To be clear, this
Once per battle as a free action while you are minion isnt powerful. It neither deals nor
staggered, you can reroll your berserker die and withstands much damage. Alone, its not going to
abide by the reroll. slay your enemies for you, but it might slow them
Adventurer Feat: You gain a +2 bonus to all down and its good at intercepting.
defenses while you are staggered. Your minions story, or stories, are up to you. It
Champion Feat: While you are staggered (not just might have started life as an enemy, or as extended
when using this ability), your recovery dice are trollkin family. It might be a troll zombie. It might
one size larger. be a human zombie. It might change frequently as
zombies get used up, but that wont change the
stats.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 96

Baseline Stats Natural 16+: Both the zombie and its target take
Use the following stats as the baseline for your +1d8 damage.
zombie minion. Damage 9
AC 22
Level 1 Zombie Minion PD 20
Attack +6 vs. AC MD 16
Natural 16+: Both the zombie and its target take HP 36
+1d4 damage.
Damage 4 Level 6 Zombie Minion
AC 17 Attack +13 vs. AC
PD 15 Natural 16+: Both the zombie and its target take
MD 11 +1d8 damage.
HP 14 Damage 11
AC 23
Level 2 Zombie Minion PD 21
Attack +7 vs. AC MD 17
Natural 16+: Both the zombie and its target take HP 45
+1d4 damage.
Damage 5 Level 7 Zombie Minion
AC 18 Attack +14 vs. AC
PD 16 Natural 16+: Both the zombie and its target take
MD 12 +1d10 damage.
HP 18 Damage 14
AC 25
Level 3 Zombie Minion PD 23
Attack +9 vs. AC MD 19
Natural 16+: Both the zombie and its target take HP 54
+1d6 damage.
Damage 7 Level 8 Zombie Minion
AC 19 Attack +15 vs. AC
PD 17 Natural 16+: Both the zombie and its target take
MD 13 +1d10 damage.
HP 22 Damage 14
AC 26
Level 4 Zombie Minion PD 24
Attack +10 vs. AC MD 20
Natural 16+: Both the zombie and its target take HP 72
+1d6 damage.
Damage 8 Level 9 Zombie Minion
AC 21 Attack +17 vs. AC
PD 19 Natural 16+: Both the zombie and its target take
MD 15 +1d12 damage.
HP 27 Damage 18
AC 27
Level 5 Zombie Minion PD 25
Attack +11 vs. AC MD 21
HP 90

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 97

no one else seems to remember), or a more obscure


Level 10 Zombie Minion Gloranthan deity like Shargash (the Dara Happan .
Attack +18 vs. AC Fire/Sky god of the city of Alkoth) or Gagarth the
Natural 16+: Both the zombie and its target take Wild Wind (another crazy g Air brother). Closer to
+1d10 damage. home, we originally planned to present Babeester
Damage 20 Gors avenging daughter as another berserker
AC 28 variant, but realized we needed to see the class in
PD 26 play longer before designing a third worthwhile
MD 22 variant.
HP 108 If you do opt for a more unusual deity, reskin
and rename the powers as you wish.
<<end blue sidebar>>
Zombie Minion Feats
Like the ranger animal companion feats, the
necromancers zombie minion feats dont build on
each other. You dont have to take zombie minion
feats in any particular order, you only need to
qualify for the tier of the feat you are taking.
Adventurer Feat: Your zombie minion now adds
the escalation die to its attack rolls.
Adventurer Feat: When an enemy attempts to
disengage from the zombie minion, it takes a
penalty to the check equal to the escalation die.
Adventurer Feat: As a quick action, you can set
your zombie minion ablaze, or extinguish the
blaze. While its flaming, your zombie minions
damage dice increase by one size, and it deals
fire damage with its melee attacks, but it takes
damage equal to your level each time its natural
attack roll is odd.
Champion Feat: Add a d8 to your zombie
minions damage rolls.
Champion Feat: You zombie minion now fights
for you when your natural initiative roll is 9+,
instead of 11+.
Epic Feat: The first time each battle that your
zombie minion fights and drops to 0 hit points,
roll a hard save (16+). If the save succeeds, the
zombie instead fights on, with hit points equal
the natural roll of the save.

<<insert blue sidebar>>


Alternatives?
If you know Glorantha well, you might opt for a
weirder god for your berserker. Perhaps your
characters unique story is that you are somehow a
devotee of Orlanth Madman (an aspect of the deity

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 98

STORM BULL Chaos broke them from command before Storm Bull
helped smash them back together again.
Most everyone in Glorantha refers to Storm Bull
berserkers as storm bulls. Almost everyone in Gear
Glorantha is grateful that storm bulls exist, in the big At 1st level, storm bulls start with at least two melee
picture, but everyone also prefers that the storm weapons (because they tend to break things easily
bulls existence remains a distant fact instead of a and weapons are no exception), possibly some light
local phenomenon. armor, a half-empty or half-full wineskin, and a
Play Style: Setting up your berserker die powers couple other minor trinkets they must have acquired
is important. In play your berserker die set up the the last time theyd had just the right amount to
choices youll make on your turn. drink because who did these belong to anyway?
Ability Scores: Storm bulls rely on Strength and Armor
have a few good reasons to care about their
Storm bulls may actually wear heavy pieces of
Constitution.
bronze and iron, but they wont wear much of it.
Storm bulls get a +2 bonus to Strength or Their frenzied fighting style doesnt work well for
Constitution, as long as it isnt the same ability you long in truly heavy armor, so the odd pieces of metal
increase with your racial bonus. and leather and hide they wear usually add up to
Backgrounds for Storm Bull: Consider bull scion, light armor.
for the chosen protg who trained under the King
of the Sky Bulls; strongarm bully, for the intimidating
Storm Bull Armor and AC
brute who was up to no good before Urox found
Type Base AC Attack
him; farmwifes bastard, for the rural child whose
Penalty
biological father was evidently a bull of some
None 8
magical sort; wild child, for someone who grew up in
Light 9
the wilds on the outskirts of human settlement;
Chaos hunter, for one who has helped track down Heavy 11 2
and eradicate pockets of ? Chaos; rescued Chaos child, Shield +1
for the unfortunate soul raised in an experimental Melee Weapons
Lunar crche, one who clings to the Storm Bull as Storm bulls are happiest with rugged weapons that
savior and defender; semi-reformed carouser, for the wont break easily. Greataxes, swords, sometimes
character whose devotion to Urox might have even clubs. Nothing fancy.
started as an efficient use of a personal tendency
Ranged Weapons
toward wild drunkenness; former herd man, for a
Storm bulls can throw weapons in a pinch but most
warrior who has recently left beasthood and the
prefer to hang on to their weapons, get close, and
morokanth behind in Prax; and former mercenary
wreak havoc in melee.
captain, for a warrior whose bad experiences with

Storm Bull Melee Weapons


One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 hand-axe, warclub 1d8 spear
Heavy or Martial 1d8 longsword, battleaxe 1d10 greatsword, greataxe

Storm Bull Ranged Weapons


Thrown Bow
Small 1d4 dagger

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 99

Light or Simple 1d6 javelin, axe, spear 1d6 shortbow


Heavy or Martial 1d8 longbow

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 100

Storm Bull Level Progression


Level-up
Berserker Total Hit Berserker Die Special Damage Bonus
Total Feats Ability
Level Points Powers Powers from Ability Score
Bonuses
(8 + CON 1
Level 1 3 adventurer 1 ability modifier
mod) x 3 adventurer
(8 + CON 2 ability modifier
Level 2 4 adventurer 2
mod) x 4 adventurer
(8 + CON 3
Level 3 5 adventurer 2 ability modifier
mod) x 5 adventurer
(8 + CON 4
Level 4 5 adventurer 3 +1 to 3 abilities ability modifier
mod) x 6 adventurer
4
(8 + CON 4 adventurer
Level 5 adventurer 3 2 x ability modifier
mod) x 8 2 champion
1 champion
4
(8 + CON 4 adventurer
Level 6 adventurer 3 2 x ability modifier
mod) x 10 3 champion
2 champion
4
(8 + CON 4 adventurer
Level 7 adventurer 4 +1 to 3 abilities 2 x ability modifier
mod) x 12 4 champion
3 champion
4
4 adventurer
(8 + CON adventurer
Level 8 4 champion 4 3 x ability modifier
mod) x 16 3 champion
1 epic
1 epic
4
4 adventurer
(8 + CON adventurer
Level 9 4 champion 4 3 x ability modifier
mod) x 20 3 champion
2 epic
2 epic
4
4 adventurer
(8 + CON adventurer
Level 10 4 champion 5 +1 to 3 abilities 3 x ability modifier
mod) x 24 3 champion
3 epic
3 epic
Note: Although not listed on this table, this class gets three talents. It does not get more at higher levels.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 101

Storm Bull Berserker Stats


Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.
Ability Bonus +2 Strength or Constitution (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 9 + middle mod of Con/Dex/Wis + Level
Armor Class (shield and 10 + middle mod of Con/Dex/Wis + Level
light armor)
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (8 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 9
Recovery Dice (1d10 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Typical Runes g Air, V Eternal Battle, and a personal rune
Talents 3
Feats 1 per Level

Basic Attacks

Melee attack
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level

Ranged attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss:

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 102

Class Features The first of the two power effects is often a


choice that cant stack with itself. It may be better
Storm Bull Devotee
than the second effect, but since two uses of the
same power dont stack (for example, two
g Air V Eternal Battle
acquisitions of resist damage 12+), youre better off
You cannot take this feature if you have taken Zorak choosing the second effect for subsequent triggers of
Zoran Devotee. many berserker die powers.
Increase your total recoveries by 1. No escalation for you: You dont add the
You also gain the V Eternal Battle rune as your escalation die to your berserker attacks. Instead you
unique rune. Its not part of the usual rune choices; add your current berserker roll result to each of your
in fact, this talent is normally the only way to berserker attack rolls. Note that your berserker die
acquire the rune. For you, ? Chaos rune results are doesnt entirely replace the escalation die when
instead V Eternal Battle runes (see page XX for theres a game mechanic that refers you to the
details on the rune that embodies Storm Bulls escalation die. It wont come up often, but rune gifts
never-ending war against Chaos). and other elements that refer to the escalation die
The Storm Bull Berserker Die are going to use the escalation die rather than your
At 1st level, your berserker die is a d6. At the start of berserker die.
each your turns, as long as youre conscious, roll Number of powers: At 1st level youll have three
your berserker die and note the result as your berserker die powers from your choice of a Devotee
current berserker roll. This roll serves two main feature and three berserker die powers chosen from
purposes: first, you trigger one of your berserker die the adventurer-tier pool (as shown on your class
powers when you roll the die; second, your progression table). Thats a total of six berserker die
berserker roll is added to your attack rolls in place of powers, enough to slot a single power into each of
the escalation die. the six possible results of your berserker die lineup.
At epic tier there are options that could lead to The choice of which power gets slotted where is
using a bigger berserker die, at least temporarily, up to you! Some players put their best powers at 5
but for most of your adventuring career youll be and 6, where they know that the +5 or +6 bonus to
using a d6. attack will make it more likely that the power will
No berserker die when you are down: If you start get its full effect. Other players look for
your turn unconscious, you dont roll your berserker compensation with a low berserker die roll by
die. Keep your previous berserker die result around slotting in a strong power. Another approach is to
in case some odd effect uses it, or someone heals you consider each powers effects and realize that some
and youre later able to make an attack when its not of them are much more useful with a high die and
your turn. others are fine with a low die.
You also cant use any berserker die powers You can rearrange your berserker die powers
while unconscious. Normally we dont have to spell whenever you take a quick rest.
that out, but there would be some enticing One-battle berserker die powers: A few
exploitations of talents like Full Berserk if we didnt berserker die powers are one-battle powers. You can
clear this up from the start. slot one-battle powers into your berserker die lineup
Triggering berserker die powers: Your berserker once per day. At the end of any battle in which you
roll triggers one of your berserker die powers that is used that power at least once, you must remove it
slotted into that die result. In truth, it would be more from your lineup. If you roll the power multiple
accurate to say that the die roll triggers one of your times that battle, lucky you; but if the one-battle
berserker die powers, and that gives you a choice berserker die power never comes up, you can keep it
between two effects, because every berserker die in the lineup for the next battle. If you havent used
power offers an either/or choice between two effects. it but you voluntarily remove it during a rest, you
cant slot it into your lineup a second time. (For an

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 103

example, see the berserker die power line-up on against the three berserker die powers you can
page XX at the end of Storm Bulls champion tier choose at 1st level.
berserker die powers.) The bring it on powers are a bit weak. Youll
Berserker-die powers with recharge usage are probably want to replace them in your berserker die
based on the same principle. You can definitely use lineup when you level up and gain new berserker
the power one battle per day, but not again unless die powers. But at least they fill out the lineup when
you get lucky with a recharge roll. you dont have other berserker die powers, either
Youll note that choosing whether you want to because you are low level or because you have a
swap in a one-battle power while you are getting a bunch of expended one-battle powers.
quick rest means that youre guessing about which Thrash the Devil, on the other hand, must always
powers are likely to be most useful in the next fight. remain as part of your berserker die lineup. You
If you want more control over tailoring your combat cant swap it out because its part of your identity as
powers to the fight youre having, instead of the an Uroxi berserker.
fight you imagine you might have, you could take Adventurer Feat: While fighting at least one ?
the One Breath talent. Chaos enemy, you gain a +2 bonus to all saves.
Special powers: You have a number of special (Yeah, that means you lose the save bonus when
powers as indicated in your specific devotee the final Chaos enemy of a battle drops to 0 hit
progression table. The special powers appear after points.)
the berserker die powers. Champion Feat: Twice per battle when you are
Many special powers rely on a berserker die fighting at least one Chaos enemy, you can reroll
power (such as thrash the Devil, page XX) to trigger your berserker die at the start of your turn as a
their use. These die-trigger powers have a quick action. You must abide by the reroll.
[[DieGraphic]] symbol. Epic Feat: One battle per day, you can squint real
Other special berserker powers have different hard and consider Lunar enemies to be Chaos
conditions. You can use these powers according to enemies for the purposes of all your powers.
how theyre definedyou dont have to wait for a
berserker die trigger. Bring It On
Special: You start with two slots of this power in your
<<insert Players sidebar>> berserker die lineup. At higher levels, replace them with
If youre puzzled about which berserker die powers better powers
to slot where, remember that the power slotted on Until the end of the battle, when you take damage
the 6 is much more likely to hit and the power while your berserker die is even, reduce that
slotted on the 1 is least likely to hit. Thrash the Devil damage by an amount equal to your berserker die.
is a fine example of a power youll want to slot as OR
high as possibleif you opt to use a daily power Gain temporary hit points equal to your
thanks to thrash the Devil, you want it to hit! In Constitution modifier (double your Constitution
contrast, pure fury and the harsh wind have effects modifier at 5th level; triple it at 8th level).
that dont much care about hitting, so theyre perfect
for the low end of your berserker die slots.
Thrash the Devil
<<end Players sidebar>>
Special: This power is always in your berserker die
lineup.
Berserker Die Power: Storm Bull Devotee
Until the end of the battle, you gain resist damage 12+
provides you with the thrash the Devil berserker die
against attacks by ? Chaos.
power (that must always stay in your lineup) and
OR
two slots of the bring it on berserker die power (that
are optional). None of these three powers count You can use one of your die-trigger special powers
this turn. If you dont, instead deal damage equal to

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 104

your Strength modifier to one enemy engaged with Bigger! Nastier!


you (double your Strength modifier at 5 th level; Until you hit with an attack, the damage dice of
triple it at 8th level). your berserker attacks increase by one size (for
Adventurer Feat: If you choose to deal damage example, d8s to d10s, d10s to d12s, d12s to 2d6, but
with the second option, add the escalation die to thats the max).
the damage you deal. (Add it after doubling or OR
tripling your Strength modifier at higher levels.) You gain the Barbaric Cleave power (13th Age core
Champion Feat: The damage resistance against rulebook, page 80) until the start of your next turn,
Chaos increases to 14+. which triggers when you drop a non-mook enemy
with a melee attack. You can use the Cleave attack
Storm Bull Berserker Die Lineup once.
Fill these slots with thrash the Devil, berserker die Adventurer Feat: You gain a +2 attack bonus with
powers chosen below, and (at low levels) Bring It On the Cleave attack.
(up to 2 slots). Champion Feat: If the Cleave attack hits, you can
heal using a recovery.
d6 Berserker Die Power
Epic Feat: If there is no enemy engaged with you
1
to use your Cleave attack against, as a free
2 action you can move to a nearby foe before
3 making the attack.
4
5 The Bull Is Strong
6 You can use one of your die-trigger special powers
One slot must be thrash the devil. this turn.
OR
The next time you hit with a berserker melee attack
V Adventurer-Tier Berserker Die Powers
this turn, add an extra WEAPON die to your
Place each power into one slot of your choice on damage (add two WEAPON dice instead at 5 th level;
your berserker die lineup. add three dice instead at 8th level).

All Bull The Destroying Wind


Until the end of the battle, increase your hit point Until the end of the battle, when you hit with an
total by an amount equal to the escalation die plus attack, gain a damage bonus equal to your berserker
your berserker die (double that amount at 5th level; roll (double your roll at 5th level; triple it at 8th level).
triple it at 8th level). In addition to increasing your
OR
maximum hit points, you also increase your current
The next enemy you hit with a melee attack this turn
hit point total immediately. At the end of the battle,
takes a 1 penalty to AC until the end of the battle.
you lose these hit points, but only after youve had a
(No additional effect against an enemy who has
chance to heal. (And remember that as a rule,
already taken that penalty from you).
bonuses cant stack with themselves, so you can use
Adventurer Feat: The penalty to the enemys AC
this once a battle.)
increases to -2.
OR
Champion Feat: If the enemy has already taken
At the start of your next turn, roll an additional
the AC penalty from you, apply the penalty to
berserker die and choose the result you want.
one of their other defenses.
Epic Feat: The damage bonus of the first part this
power increases to quadruple your berserker
die.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 105

This is Eternal Battle!


Hang On & Kill Until the end of the battle, you gain a bonus to AC
One-battle Berserker Die Power equal to the number of enemies engaged with you.
Any ongoing damage you are taking at the moment (Yes, it will change as enemies come and go.)
becomes ongoing healing instead! Keep rolling saves OR
against this ongoing healing, but all the saves are Roll a d6. If you roll less than or equal to the number
easy saves. of enemies you are engaged with, you gain an extra
OR standard action this turn.
Heal using a recovery, but only for half the normal Example 1st Level Lineup
hit points. The next time you hit with a berserker d6 Berserker Die Power
melee attack this turn, you gain a damage bonus 1 Pure Fury
equal to the other half.
2 Bring It On
3 Horns and Hide
The Harsh Wind
4 Bring It On
If you are staggered, heal using a recovery.
5 This is Eternal Battle
OR
You take damage equal to your level + your Strength 6 Thrash the Devil
modifier, and gain +1 to all defenses until the start of
your next turn. V Champion-tier Berserker Die Powers
Adventurer Feat: If you take damage from the
harsh wind, deal that much damage to an enemy
[[Unique to Storm Bull]]
engaged with you.
Champion Feat: When you heal using the harsh The Bloody Facts
wind, you can roll a normal save (11+). If the One-battle Berserker Die Power
save succeeds, the recovery is free. If the damage you deal with your next berserker
Epic Feat: Defense bonus, if any, is now +3 instead attack this turn equals or exceeds your current hit
of +1. points, you can heal using a recovery.
OR
Increase the escalation die by 1.
Horns & Hide
Until the end of the battle, when you engage one or
[[BBG will have something like this at adventurer; and
more enemies, each of those enemies takes damage
not requiring the hit point calibration.]]
equal to your Strength modifier (double your
Strength modifier at 5th level; triple it at 8th level). Gore
OR One-battle Berserker Die Power
You gain a bonus to AC equal to your berserker roll Until the end of the battle, your crit range expands
until the start of your next turn. by 2 against enemies that have more hit points than
you.
OR
Pure Fury
Once this turn as a quick action, you can make a
Until the end of the battle, your berserker melee
berserker basic melee attack that deals half damage.
attacks that miss deal half damage instead of
On a miss, it deals no damage to the target and
damage equal to your level.
damage equal to your level to you.
OR
Your crit range with berserker attacks expands by 1
(cumulative) until the end of the battle. Set em Up
One-battle Berserker Die Power

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 106

If you spend your move action this turn to set your die powers, he has to reach back to the four
feet on the ground and DO NOT move, your next adventurer-tier powers he knows. But he already
berserker attack this turn deals double damage on a has three of his adventurer-tier powers in his lineup,
hit, or triple damage on a crit. so Mel is reduced to slotting in one of his default
OR bring it on powers from his Storm Bull Devotee class
Choose an enemy you are not engaged with. If you feature. Since powers can be rearranged during any
engage that enemy before the end of your turn, it quick rest, Mels player juggled the lineup a little,
takes damage equal to double your Strength swapping places between the harsh wind and the new
modifier (triple your Strength modifier at 8th level). power horns & hide. (New powers are shaded.)
d6 Berserker Die Power
Think a Second 1 Pure Fury (adv)
Deal damage to an enemy engaged with you equal 2 Bring It On (default)
to your level. Then, after this turn is over, swap think 3 Horns & Hide (adv)
a second out for another berserker die power. 4 The Harsh Wind (adv)
OR
5 This is Eternal Battle (adv)
When you hit an enemy with a berserker die attack
6 Thrash the Devil (mandatory)
this turn, all of its resistance abilities are negated
(hard save ends, 16+). <<Chris: shade the boxes in yellow to match text>>
<<end blue sidebar>>

Tough or Crazy
One-battle Berserker Die Power V Epic-Tier Berserker Die Powers
Until the start of your next turn, you take only half
damage from the next attack that hits you. Almost in Control
OR One-battle Berserker Die Power
Make a melee attack against a non-mook target this Until the end of the battle, you can roll an additional
turn as a quick action. If the target doesnt drop to 0 berserker die at the start of your turn and choose the
hp after your attack, it can use an immediate result you want.
standard action as a free action! OR
Until the start of your next turn, you gain a damage
<<insert blue sidebar>> bonus to your attacks that hit equal to 1d6 x the
One-Battle Berserker Die Power Example: escalation die.
Heres an example of a 5th level storm bulls starting
berserker die powers. Lets call him Mel.
Bloody Destiny
d6 Berserker Die Power
One-battle Berserker Die Power
1 Pure Fury (adv) Until the end of the battle, you can reroll your melee
2 Urox Urox Urox (One-battle) attacks that have a natural roll less than or equal to
3 The Harsh Wind (adv) your berserker die.
4 Bloody Destiny (One-battle) OR
5 This is Eternal Battle (adv) If you drop a non-mook enemy (or the last mook in
a mob) with a berserker attack this turn, you can
6 Thrash the Devil (mandatory)
take an extra standard action during your next turn.
After a couple battles, Mel has used both Urox
Urox Urox and bloody destiny. Those were the two
champion-tier berserker die powers Mel knew, so Full of the Bull
now that he has to replace them with other berserker One-battle Berserker Die Power

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 107

Roll to recharge one of your expended rune gift narrated rune feel like a character power, but
powers with a bonus equal to the escalation die. finding and killing Chaos is what storm bulls are all
OR about. By that, we mean that Storm Bull the god is
If you are not staggered, roll a normal save (11+). If not about avoiding conflict. When you narrate a rune
you succeed, you gain an extra standard action this and find ? Chaos that needs to be dealt with, the
turn. If you are staggered, heal using a free recovery. next step is to deal!
Which brings up another fun option: sensing
Chaos can be a frequent result of the complications
Urox Urox Urox
that can occur when a storm bulls player narrates a
One-battle Berserker Die Power
rune. In other words, Chaos is always around. When
Until the end of the battle, roll a berserker die that is theres a complication with narrating a rune, it could
one size larger (usually increasing from d6 to d8). If be that Chaos rears its maw and the storm bull is
you roll 7+, thats good for your attack rolls but you there to sense it. For that matter, this could be a
wont get to use any of your berserker die powers in consequence of a complication for any PC in a group
those slots unless you have the One Breath talent that contains a storm bull berserker, and that will
and its associated feats. help the storm bull feel like theyre doing their job of
OR staying vigilant against ? Chaos.
Until the start of your next turn, you gain resist <<end blue sidebar>>
damage 16+.

V Special Powers
<<insert blue sidebar>>
No Sense Chaos? As a storm bull, you emphasize berserker die
If youve met Storm Bull in RQ, Heroquest, or King of powers. Youve got special powers, but unlike the
Dragon Pass, you know that sniffing out ? Chaos is Zorak Zorani, theyre not your main thing.
one of his signature abilities. But if youve digested Storm bull special powers sit in one pool.
how 13th Age handles information gathering by Theyre available from 1st level on.
uniques and skill checks, youre aware that we Die-Trigger Powers: Powers that can be used
dislike character powers that say I get to spot this only when youve earned the right to trigger them
monster or GM plot ahead of time so that we can with a berserker die result have a [[DieGraphic]]
avoid drama. Anticipation of evil assaults fits some symbol beside them.
games but not our system.
So were not giving storm bull berserkers an
[[DieGraphic]]
ability called Sense Chaos. Here are our alternative
suggestions. Final Blow
First, some portion of a storm bulls Daily
backgrounds should enable them to have a better Make a basic melee attack against a staggered
chance of spotting ? Chaos than other characters. enemy as a quick action.
When its right to roll a skill check to see if the PCs Adventurer Feat: If the attack misses, you regain
notice something Chaotic, the storm bull should be final blow at the end of the battle.
decent at that check. And if youre failing forward, Champion Feat: This power is now recharge 16+
maybe the storm bull fails but still figures out who is instead of daily.
Chaotic, but also misidentifies a few other weirdoes
as Chaotic. Ooops.
[[DieGraphic]]
Second, when a storm bulls player is narrating
an V Eternal Battle rune, its quite alright for them NOOOOOOOOOOO!
to say that they have sensed Chaos, and to start the Daily
story as they wish. Its a little close to making a

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 108

When ? Chaos has stolen the escalation die, as a gods, start with these probable god-to-icon
quick action, take the escalation die back from Chaos translations.
for you and (mostly!) your allies. Storm Bull Devotee: In the Dragon Empire,
Adventurer Feat: In addition, until the start of Storm Bulls single-minded devotion to the
your next turn, your crit range with berserker destruction of Chaos translates better to the
attacks expands by an amount equal to the Crusaders path than the Great Gold Wyrms
escalation die! In addition, Chaos cant steal the guardian sacrifices. The High Druid is certainly a
escalation die at the start of the next turn. good fit for Storm Bulls unbridled power. Someone
Champion Feat: This power is now recharge 16+ like the Red from the Three? Maybe.
instead of daily. Zorak Zoran Devotee: Crusader! Lich King! If
Epic Feat: This power is now recharge 11+ instead. you squint, Orc Lord.
<<End blue sidebar>>
Rampage
Daily
Make a basic attack as a quick action. If the attack
misses, either you or one ally engaged with the
target of your attack (your choice) takes half damage
from the attack AND the rampage effect continues
during your next turn, only ending when you hit
with the rampage attack or choose not to use the
attack that turn.

Roaring Return
Daily
If your berserker die is less than the escalation die,
heal using a recovery as a quick action.
Adventurer Feat: Add a number of recovery dice
to your roll equal to your berserker roll.
Champion Feat: The recovery is now a free.
Epic Feat: This power is now recharge 16+ instead
of daily.

[[DieGraphic]]
Strike them All
Daily
As a quick action, make a berserker melee attack
against a non-mook enemy you havent attacked this
turn. You cant target that enemy with any other
attacks this turn.

<<Insert Blue Sidebar>>


Dragon Empire Berserkers
Playing a berserker can be a fun alternative to
playing a barbarian. To use the class with the
Dragon Empire icons instead of the Gloranthan

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 109

ZORAK ZORANI Gear


When a god as awful as Zorak Zoran is welcomed as a At 1st level, Zorak Zorani start with at least two
strong ally against Chaos, you know that Chaos is BAD. melee weapons (because they tend to break things
easily and weapons are no exception), possibly some
Play Style: Alternates between well-timed spells
light armor, maybe even rough heavy armor, pieces
and berserk attacks in which the optimal targets are
of things theyve raided from others, pieces of
not entirely in your control. Rewards both hell-for-
people they raided maybe.
lead aggression and moments of calculation.
Ability Scores: Like storm bulls, Zorak Zorani Armor
rely on Strength and also want to have a high Unlike storm bulls, Zorak Zorani sometime wear
Constitution. Luckily for most Zorak Zorani, theyre heavy armor. It doesnt do them as much good as it
trolls. does for better trained fighters, but its better than
Zorak Zorani get a +2 bonus to Strength or light. The most serious Zorak Zorani eventually get
Constitution, as long as it isnt the same ability you hold of lead armor, partly because trolls cant wear
increase with your racial bonus. iron, partly because lead is the holy metal of o
Backgrounds for Zorak Zorani: Consider troll Darkness.
ball murderer, for a killer who used sport as the cover
for his hits-for-hire; rebellious high clan daughter, for a Zorak Zorani Armor and AC
female troll with somewhat veiled contempt for Type Base AC Attack
Kyger Litor and the other deep dwellers; bug hunter, Penalty
for a Zorak Zorani called in to track down Chaos None 9
mutants the other trolls want to pretend never Light 11
happened; slave catcher, for a specialist in tracking Heavy 12
down runaway trollkin, wherever they might roam;
Shield +1
war clan badass, for a human whose clan knew only
war and regretted taking things so far when their Melee Weapons
prize champion chose dealing death the Zorak Zorak Zorani use smashing weapons. Its partly a
Zoran way; evil mercenary, for a warrior who relishes religious thing. Its partly a pleasure.
being on the wrong side of every battle except for Ranged Weapons
the battle against Chaos. Zorak Zorani berserkers suck with ranged weapons.
Get a grip.

Zorak Zorani Melee Weapons


One-Handed Two-Handed
Small 1d4 dagger, knucklebuster, rock 1d6 club, rock
Light or Simple 1d6 warclub 1d8 spiked club
Heavy or Martial 1d8 mace, morningstar 1d10 maul

Zorak Zorani Ranged Weapons


Thrown Bow
Small 1d4 dagger (2 atk)
Light or Simple 1d6 club (2 atk) 1d6 sling (2 atk)
Heavy or Martial

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 110

Zorak Zorani Level Progression


<<Chris: Put Spells & Powers above the five level columns in this table the way we handled Spells in 13 th Age>>
5th 7th 9th Level-up Damage Bonus
Berserker Total Hit 1st 3rd
Total Feats Level Level Level Ability from Ability
Level Points Level Level
Bonuses Score
(7 +
1
Level 1 CON 2 ability modifier
adventurer
mod) x 3
(7 +
2 ability modifier
Level 2 CON 3
adventurer
mod) x 4
(7 +
3
Level 3 CON 1 3 ability modifier
adventurer
mod) x 5
(7 +
4 +1 to 3
Level 4 CON 4 ability modifier
adventurer abilities
mod) x 6
4 3
(7 +
adventurer 2 x ability
Level 5 CON 2
1 modifier
mod) x 8
champion
(7 + 4 4
CON adventurer 2 x ability
Level 6 1
mod) x 2 modifier
10 champion
(7 + 4 2 4
CON adventurer +1 to 3 2 x ability
Level 7
mod) x 3 abilities modifier
12 champion
4 1 5
(7 +
adventurer
CON 3 x ability
Level 8 3
mod) x modifier
champion
16
1 epic
4 3 4
(7 +
adventurer
CON 3 x ability
Level 9 3
mod) x modifier
champion
20
2 epic
4 1 6
(7 +
adventurer
CON +1 to 3 3 x ability
Level 10 3
mod) x abilities modifier
champion
24
3 epic
Note: Although not listed on this table, this class gets three talents. It does not get more at higher levels.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 111

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 112

Zorak Zorani Berserker Stats


Initiative, AC, PD, MD, Hit Points, Recovery Dice, and Feats are level dependent.
Ability Bonus +2 Strength or Constitution (different from racial bonus)
Initiative Dex mod + Level
Armor Class (heavy armor) 12 + middle mod of Con/Dex/Wis + Level
Armor Class (shield and 13 + middle mod of Con/Dex/Wis + Level
light armor)
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d8 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Typical Runes Two of three of o Darkness, t Death, j Disorder; and one personal
rune
Talents 3
Feats 1 per Level

Basic Attacks

Melee attack
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level

Ranged attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss:

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 113

Class Features (assuming you roll above the escalation die with
your d20 roll).
Berserk turn: As long as you are conscious at the
Zorak Zoran Devotee start of your turn you can take a berserk turn. Your
turn will look a lot more like a turn taken by the
o Darkness t Death j Disorder . Fire/Sky storm bull berserker, but you have a less complex set
You cannot take this feature if you have chosen another of berserker die powers. Sometimes we refer to
berserker Devotee feature. taking a berserk turn as while berserk.
You are a berserker devoted to Zorak Zoran. When you take a berserk turn, roll your
Your powers operate much differently than the berserker die at the start of your turn. Usually your
storm bull berserker, starting with your berserker berserk die starts as a d4, but it tends to increase in
dice. size throughout the battle, depending on what feats
Each battle, your berserker die starts as a d4. you take. Like the storm bull, you use your
Instead of selecting berserker die powers that berserker die as a bonus to your attacks instead of
slot into specific results of the berserker die, you the escalation die. Unlike the storm bull, you only
choose each turn between staying in control to cast have a berserker die some of the time, when youre
spells and use powers, or going berserk and using taking a berserk turn.
the berserker die to fight unpredictably and Also unlike the storm bull berserker, you dont
savagely. have a selection of different berserker die powers
Controlled or Berserk slotted to different results on the berserk die!
Instead, theres a simple but significant check that
At the start of each of your turns when you are
applies to all your berserker die rolls, an effect that
conscious, you must choose whether to stay in
shows that when you are berserk as a Zorak Zorani
control this turn or go berserk.
berserker, youre really freaking berserk!
Controlled turn: Staying in control is useful
While berserk, you can only make melee attacks,
when you intend to take a turn like a non-berserk
not ranged or thrown weapon or spell attacks. In
character. We say intend because your control
addition, you must use Zorak Zorani berserk attack
isnt perfect and there is a chance you will lose
(below).
control and have a berserk turn instead. When you
try to stay in control, roll a d10 (yes, a d10 instead of If your berserker die roll is odd: This turn, the
tasty target for your melee attacks is the nearby
a d20!). If you roll less than or equal to the escalation
die, you must take a berserk turn instead of a enemy that has the lowest hit points when you start
controlled turn. your turn. All other targets are non-tasty for you this
turn.
You get a standard action, move action, and
quick action like normal. You dont roll the If your berserker die roll is even: This turn, the
berserker die, and instead use the escalation die like tasty target for your melee attacks is the nearby
other characters this turn. enemy that has the highest hit points when you start
your turn. All other targets are non-tasty for you this
Taking a controlled turn leaves you free to cast
turn.
your Zorak Zorani spells and is often less risky.
Obviously as the battle progresses it gets harder to Tasty targets: The crit range of your melee
take a controlled turn, but the odds are never that attacks against tasty targets expands by 2 (usually to
bad. a natural 18+).
While unconscious: If you start your turn Non-tasty targets: Your attacks against non-
unconscious, you take a controlled turn. But its tasty targets deal only half damage.
probably not that much of a turnlike everyone else
at 0 hit points or below, you roll a death save and Zorak Zorani Berserk Attack
hope to get lucky. If you get extremely lucky and At-Will while berserk
roll a natural 20, youll get to take a controlled turn

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 114

Target: One enemy Ignore Flesh Wounds


Attack: Strength + Level vs. AC While berserk, you can pop free from one enemy as
Hit: WEAPON + Strength damage a quick action.
Natural Even Hit Against a Tasty Target: Increase In addition, while berserk you gain resist damage
your berserker die by one size until the end of the to all opportunity attacksyou take only half
battle (d4 becomes d6; d6 becomes d8, and d8 is damage from opportunity attacks regardless of what
the maximum). the enemy rolls. For example, an enemy that deals
Miss: Damage equal to your level. miss damage with its opportunity attack must halve
Adventurer Feat: Your berserker die can increase that miss damage, and an enemy that crits you with
higher now: d8 becomes d10; d10 becomes d12; its opportunity attack will do normal damage (half
and d12 is the new maximum. of double).
Champion Feat: Natural even misses against tasty Spellcasting
targets now deal half damage instead of damage Your special powers are a mix of powers and spells.
equal to your level. You dont have quite as many spells to choose from
Epic Feat: When your natural initiative roll is 1 as most dedicated spellcasters . . . but unlike most
10, your berserker die starts as a d6 that battle. dedicated spellcasters, you have a truckload of hit
points and are a devastating melee fighter. Enjoy!
<<insert green Players sidebar>> Zorak Zorani Summoning
When to Berserk or Stay in Control You can have one summoned creature or
Lets unpack this madness with analysis and advice. summoned mob of mooks summoned at a time. To
At the start of a battle, you can usually count on cast another summoning spell, you must use a quick
taking controlled turns, if you wish. While youre in action to dismiss your current creatures.
control, you can do what you like. You can cast the Your summoning spells usually summon
spells you want to cast, move as you like, and attack independent creatures. Unlike ordinary creatures,
anyone you please. You even get to use the they dont have to be controlled with a standard
escalation die, though you become less and less action on your turn; theyre going to take the same
likely to muster a controlled turn as the escalation type of turn regardless of whether you are in control
die increases. or berserk.
While berserk, youre extremely unpredictable, At the start of your summoned creatures turn,
even to yourself, often smashing from side to side of roll a d6 on that creatures independent action table
the battlefield to attack enemies you werent to see what it does. Specific creatures, talents, or
engaged with at the start of your turn. Fortunately, feats might dictate whether you want to be in
the Ignore Flesh Wounds class feature (below) lets control or berserk.
you take a lot less damage than other characters who The unfortunate side of independent creatures is
careen back and forth. You may still take some hits, that you cant exert stronger control over them.
but not as many as you might imagine if you Unlike the creatures summoned by most other
remember to avoid staying engaged with multiple casters, your unruly summonings will sometimes
enemies. Youre not the prototypical front-line take actions you wish they wouldnt. Or maybe you
warrior but more of a hit-and-run type; disengaging dont care. You are a Zorak Zorani, and by definition
is great for you. And so is coming back from using a jerk berserker devoted to a god of j Disorder and
dark walk berserk, since youll be able to show up mayhem.
where you like and potentially deal triple damage if Note that if an action for one of your summoned
your two doublings stack up. creatures makes it attack one of your random allies,
<<end green sidebar>> it will attack you instead if you have no allies with
you.
<<insert blue sidebar>>

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 115

Die sizes: Several of your features and powers refer Troll Skeleton
to increased die sizes. From lowest to highest, the 1st level troop [UNDEAD]
sizes increase like this: d3, d4, d6, d8, d10, d12, 2d6, Initiative: +2 (probably irrelevant)
2d8, 2d10, 2d12. Really, the top end of that list
shouldnt be necessary, but now youve got it. Pummel +6 vs. AC3 damage
<<end blue sidebar>>
Bony claws +6 vs. AC5 damage
1st Level Special Powers Natural even hit or miss: Add +1 to the damage the
As a Zorak Zorani, you emphasize varied special troll skeleton deals with its bony claws attack
powers. Unlike the storm bull berserker, whose until the end of the battle (cumulative).
special powers sit in a single pool that is accessible
at 1st level, you have pools of lower- and higher-level Independent summoned creature
special powers. You can use any of your special Roll at the start of each turn:
powers at the highest level possible, generally either 1: The skeleton gets confused and uses its pummel
your level or a level below. attack on a randomly selected ally of its
summoner this turn.
Bludgeon 23: If engaged, it uses pummel against an enemy
Ranged spell engaged with it: Otherwise, it moves to engage a
Daily random nearby enemy and uses pummel against
it.
Quick action to cast
46: The skeleton moves as you like and uses bony
Effect: Until the end of the battle, increase your
claws this turn.
melee WEAPON damage dice by one size, as long
as that weapon isnt a sword or weapon with a
point or long edge (clubs and smashing weapons AC 17
basically). PD 13 HP 13
MD 14
3rd level spell Bludgeon is now a close-quarters
spell.
3rd Level Troll Skeleton
5 level spell Roll a hard save (16+) when you
th
Pummel +8 vs. AC5 damage
cast the spell. If you succeed, you can also
Bony claws +8 vs. AC8 damage
increase the melee WEAPON damage dice of a
Natural even hit or miss: Add +2 to the damage the
nearby allys weapon by one size until the end
of the battle. troll skeleton deals with its bony claws attack
until the end of the battle (cumulative).
7 level spell The 5th level save is now normal
th
AC 19, PD 15, MD 16, HP 26
instead of hard.
9 level spell
th Bludgeon is now a recharge
16+ spell. 5th Level Troll Skeleton
Pummel +10 vs. AC9 damage
Bony claws +10 vs. AC14 damage
Summon Troll Skeleton
Natural even hit or miss: Add +3 to the damage the
Daily Spell
troll skeleton deals with its bony claws attack
You summon a 1st level troll skeleton. Cast at higher until the end of the battle (cumulative).
levels you summon a troll skeleton of the spells
AC 21, PD 17, MD 18, HP 50
level.

7th Level Troll Skeleton


Pummel +12 vs. AC12 damage

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 116

Bony claws +12 vs. AC20 damage Special: You can only cast this spell outside of
Natural even hit or miss: Add +4 to the damage the battle; it requires a minute to cast.
troll skeleton deals with its bony claws attack Effect: You gain 30 temporary hit points that last
until the end of the battle (cumulative). until the end of the next battle. In addition, you
AC 23, PD 19, MD 20, HP 80 take a 5 penalty to Charisma- and Dexterity-
based skill checks (no penalty to attacks), to
9th Level Troll Skeleton disengage checks, and to initiative rolls until the
Pummel +14 vs. AC22 damage end of the next battle.
Bony claws +14 vs. AC34 damage
Natural even hit or miss: Add +7 to the damage the 3rd level spell 50 temporary hit points.
troll skeleton deals with its bony claws attack 5th level spell 80 temporary hit points.
until the end of the battle (cumulative). 7th level spell 130 temporary hit points.
AC 25, PD 21, MD 22, HP 140 9th level spell 210 temporary hit points.
Adventurer Feat: You gain a +2 bonus to PD when
affected by Zorak Zoran zombie form.
A Touch of the Ol Ratslaff
Champion Feat: You also gain a +2 bonus to MD
Close-quarters spell
while in zombie form.
Daily
Epic Feat: During a battle in which you were
Quick action to cast
affected by this spell, you gain a +4 bonus to
Special: Roll a d3 when you cast this spell to
death saves until the first time you succeed with
determine how many times you can use the effect a death save.
as an interrupt action during the battle.
Trigger: An enemy rolls a natural 15 with an attack
Effect: Turn the roll into a natural 1 and improvise a 3rd Level Special Powers
further curse that shows how the enemys attack
backfires horribly. Whatever terrible thing Chastise Undead
happens to the enemy, it also takes 1d6 damage. Ranged spell
Once per battle
3rd level spell Now 3d6 damage. Target: One nearby undead creature with 64 hp or
5th level spell Now 5d6 damage. fewer
7th level spell Now 7d8 damage. Attack: Intelligence + Level vs. MD
9th level spell Now 9d10 damage. Hit: The target is confused (hard save ends, 16+).
Adventurer Feat: Instead roll a d4 to determine
how many times you can use the effect. 3rd level spell Target with 96 hp or fewer.
Champion Feat: Roll two more damage dice of the 5th level spell Target with 160 hp or fewer.
same size for the effect. 7th level spell Target with 266 hp or fewer.
Epic Feat: When a nearby enemy rolls a natural 1 9th level spell Target with 460 hp or fewer.
with an attack against you during a battle in
Adventurer Feat: A miss doesnt expend the spell.
which you have cast the spell, you can use touch
Champion Feat: The spell is now recharge 16+
of the ol Ratslaff against it without expending a
instead of daily.
use.
Epic Feat: The target now adds the escalation die
to its attacks while confused by this spell.
Zorak Zoran Zombie Form
Ranged spell
Eat Chaos
Daily
Daily

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 117

Free action to cast Hit: The target drops to 0 hp. A living creature has
Trigger: A 4th level or lower Chaos creature you are its spirit severed from its body, and undead are
engaged with drops to 0 hit points. killed by restoring them to their proper state:
Effect: You heal using a recovery and eat enough of dead. A creature that would regenerate or heal
the creature in a horrible and final way that it cant next turn doesnt: its dead.
regenerate or otherwise return to life, at least not Miss: You take damage equal to the targets level.
during this battle or any time soon.
7th level spell Target with 150 hp or fewer.
5 level spell Target that is 6 level or below.
th th 9th level spell Target with 250 hp or fewer.
7th level spell Target that is 9th level or below.
9th level spell Target that is 12th level or below. Champion Feat: When you roll a natural even
Adventurer Feat: The recovery is now a free miss with the spell, you regain this attack after
recovery. the battle.
Champion Feat: If you slew the creature that
triggered the power, add triple its level to the hit Summon Captured Fire Elemental
points you gain from eating it. Ranged spell
Epic Feat: The spell is now recharge 11+ instead of Daily
daily.
You summon a 5th level captured fire elemental. Cast
at higher levels you summon a captured fire
5th Level Special Powers elemental of the spells level.

Champion of Hate Captured Fire Elemental


Ranged spell 5th level spoiler [ELEMENTAL]
Daily Initiative: +9 (probably irrelevant)
Quick action to cast
Target: One nearby enemy Half-hearted sparks +11 vs. AC6 fire damage
Effect: Until the end of the battle the target counts as
a tasty enemy to you while you are taking a Vindictive flare +11 vs. AC15 fire damage, and
berserk turn. the target is weakened and takes 5 ongoing fire
damage (save ends both)
7th level spell Instead of choosing a single
target, you can target each staggered enemy in Independent summoned creature
the battle. Roll at the start of each turn:
9 level spell You can target a single enemy
th
1: Its happy that it can use vindictive flare on its
and each staggered enemy in the battle. summoner or one of the summoners allies,
whoever it thinks will burn nicest.
Crush Spirit 23: It moves as you like and uses half-hearted
Close-quarters spell sparks against an enemy this turn.
Daily 46: It moves as you like and uses vindictive flare
Special: You must use a crushing or smashing against an enemy this turn.
weapon for this attack. As a melee attack, you can
use it while berserk. AC 21
Target: One nearby enemy with 100 or fewer hit PD 19 HP 56
points.
MD 13
Attack: Constitution + Level vs. MD

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 118

decrease the escalation die by 1 (the escalation die


7th Level Captured Fire Elemental must be 2+ for you to choose this option).
Half-hearted sparks +13 vs. AC8 fire damage Effect: You gain an additional standard action this
Vindictive flare +13 vs. AC20 fire damage, and turn.
the target is weakened and takes 10 ongoing fire Epic Feat: If you wish, you can repeat the choice
damage (save ends both) and the effect on your next turn. You dont have
AC 23, PD 21, MD 15, HP 82 to pick the same cost.

9th Level Captured Fire Elemental


Half-hearted sparks +15 vs. AC14 fire damage
Vindictive flare +15 vs. AC40 fire damage, and
target is weakened and takes 15 ongoing fire
damage (save ends both).
AC 25, PD 23, MD 17, HP 156

7th Level Special Powers


Embarrass Fire/Sky
Ranged spell
Recharge 16+ after battle
Target: One nearby enemy that is 9th level or lower
and associated with . Fire/Sky or possesses the
Fire/Sky rune
Attack: Constitution + Level vs. PD
Hit: The target loses half its current hit points (save
ends; it regains those hp when it saves).
Miss: You take damage equal to double the targets
level.

9th level spell Target that is 11th level or lower.


Champion Feat: The targets save is now hard
(16+).
Epic Feat: The spell can now target / Moon
enemies as well as . Fire/Sky enemies.

9th Level Special Power

Bloody Ending
Close-quarters spell
Recharge 16+ after battle
Quick action to cast
Special: You can cast this spell while berserk! To
cast the spell, you must pay one of the following
costs: Lose one-third your remaining hit points; or

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 119

harder to breach; refugee leader, for a survivor from a


EARTH PRIESTESS war-torn section of the world you havent fully
Part of being a powerful mother is the ability to destroy decided on yet.
that which would destroy your lovers and your children. Gods: For newcomers to Glorantha, Ernalda is
your god. Longtime Gloranthan devotees might try
modeling one of Ernaldas sisters, like Maran Gor.
Overview
But if youre a longtime Gloranthan fan, youll find
Required: You must be a devotee of a god of e Earth. traces of Maran Gor and many other earth
Play Style: The earth priestess is rewarding to goddesses in this class already: as queen of the
play, but it has a lot going on. Its not recommended Earth, Ernalda embraces all their powers.
to players who are new to the system. Runes: e Earth required. Ernaldas other runes
Most of your attacks come from your are x Life and l Harmony, and youll want one of
summoned creaturesyou even have an at-will the two, but you might want something different for
summoning spell. But you can still cast some your personal rune.
interesting deep magic spells, and your allies
compete to win blessings, a bit of healing, and Gear
temporary rune gifts from your Favors of the Earth At 1st level, an earth priestess starts with ritual
class feature. accouterments, some travel gear, robes, padded
Ability Scores: Wisdom is your most important clothes that can function as light armor, or leathers,
ability score. When the flighty Air rune warriors lose a knife that can be used as a dagger, and a staff.
focus, you keep things grounded. Charisma is also Armor
important: you may be an inspiring leader or you Sometimes an earth priestess robes conceal leathers
may just have the force of will to keep your and padded armor. Often the priestess skips the
summoned creatures in line. robes. But earth priestesses dont train as warriors
Earth priestesses gain a +2 class bonus to and suffer while wearing metal armor. Attack
Wisdom or Charisma, as long as it isnt the same penalties from wearing armor also apply to any
ability you increase with your +2 racial bonus. creatures the earth priestess has summoned.
Backgrounds: Given that we havent written up
possible Earth rune backgrounds in many other Earth Priestess Armor and AC
places in the book, well cover a wide range here, Type Base AC Attack
from the focused professional to the uniquely None 10
bizarre: War clan chieftain, for an Ernaldan with
Light 12
leadership abilities who had more staying power
Heavy 13 5
than her more easily slain male comrades on the clan
Shield +0 2
ring; rubble clearer, for a priestess who has
specialized in using her powers to clear out ruins
and battlefields, whether littered by debris or Weapons
occupied by raiders; serpent oracle, for a seer with a An Earth priestess isnt oriented toward using
connection to the underworld and rebirth, and an weapons. In her hands, they deal less damage than
obvious talent choice or two; avenged widow, for a normal, and she has a hard time with anything but
woman whose husband was slain in unjust battle daggers and staffs.
and succeeded in taking full revenge; earthworks
technician, for an Ernaldan who uses her connection
with the earth to make the warriors fortresses

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 120

Earth Priestess Melee Weapons


One-Handed Two-Handed
Small 1d3 dagger 1d4 staff
Light or Simple (2) 1d4 hand axe (5) 1d6 spear
Heavy or Martial (5) 1d6 battleaxe (10) 1d8 greataxe

Earth Priestess Ranged Weapons


Thrown Bow
Small 1d3 dagger
Light or Simple (5) 1d4 javelin, axe (5) 1d4 shortbow
Heavy or Martial (10) 1d6 longbow

Earth Priestess Level Progression


Unlike most other spellcasters, you cast spells and use powers at the highest level the spell or power lists an
effect. For instance, the forbiddance spell has effect entries at every odd level, so at 3 rd or 4th level, you cast
forbiddance as a 3rd level spell. At 5th level (or when youve used your incremental advance at 4 th level to advance
forbiddance) you cast it as a 5th level spell.

Daily Damag
Dail Level-
Dee Favor Blessing e
Earth y Daily up
Total p s per s Bonus
Priestes Total Hit Points Run Summonin Ability
Feats Spel Battle From
s Level e g Spells Bonuse
l * Ability
Gifts s
Score
ability
(6 + CON mod) x 1
Level 1 1 1 1 1 1 modifie
3 adventurer
r
ability
(6 + CON mod) x 2
Level 2 2 1 1 1 1 modifie
4 adventurer
r
ability
(6 + CON mod) x 3
Level 3 2 1 1 1 2 modifie
5 adventurer
r
ability
(6 + CON mod) x 4 +1 to 3
Level 4 2 2 2 2 2 modifie
6 adventurer abilities
r
2x
4
(6 + CON mod) x ability
Level 5 adventurer 3 2 2 2 2
8 modifie
1 champion
r
2x
4
(6 + CON mod) x ability
Level 6 adventurer 3 2 2 2 3
10 modifie
2 champion
r

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 121

2x
4
(6 + CON mod) x +1 to 3 ability
Level 7 adventurer 3 2 2 2 3
12 abilities modifie
3 champion
r
4 3x
(6 + CON mod) x adventurer ability
Level 8 3 3 3 3 3
16 3 champion modifie
1 epic r
4 3x
(6 + CON mod) x adventurer ability
Level 9 4 3 3 3 3
20 3 champion modifie
2 epic r
4 3x
(6 + CON mod) x adventurer +1 to 3 ability
Level 10 4 3 3 3 3
24 3 champion abilities modifie
3 epic r
*You choose a number of daily blessings, as well as a number of daily rune gifts, equal to the number of favors
you can use each battle.
Note: Although not listed on this table, this class gets three talents. It does not get more at higher levels.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 122

Earth Priestess Stats


Initiative, AC, PD, MD, Hit Points, Recovery Dice, and Feats are level dependent.
Ability Bonus +2 Wisdom or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Runes e Earth, another rune from your deity, and a personal rune
Talents 3
Feats 1 per Level

Basic Attacks

Melee attack
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss:
Ranged attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss:

Class Features wrinkles of the favor mechanics, deep magic is a


All earth priestesses can cast deep magic spells, help straightforward category of power. If youve played
allies with favors of the earth, and summon other 13th Age spellcasters, you know the drill for
creatures to fight for them. Aspects of each of these deep magic spells. The difference worth noting is
types of powers amount to class features, but the that you get to cast all earth priestess spells at your
mechanics and choices for each of the three level rather than casting at varying spell levels like
categories are so distinct and loaded with player- the storm voice or the wizard or cleric from the 13th
choice options that were handling most elements of Age core rulebook. (See the level progression table.)
the three categories one-at-a-time after the list of Favors are unpredictable rewards you give to
class talents. allies who fight well, or occasionally to allies who
Deep magic spells are for more offensive are desperately in need. Theyre the most unusual
firepower or for unique powers. Compared to the aspect of the earth priestess powers.
many details of summoning spells and the unusual

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 123

Essentially you reward allies who perform well Champion Feat: You gain another additional deep
with either default blessings that depend on the magic spell each day.
allys class, or daily blessings and temporary rune
gifts youve chosen at the start of the day. This
Higher Favors
power set is grounded in Gloranthan reality via
Special: You cannot take this talent if you have both the
Ernaldas role as the inspiration for many of
Deeper Mysteries and Larger Tribe talents.
Orlanths stunts, as well as the muse and companion
You can grant an additional favor of the earth
of innumerable other heroic gods, depending on
each battle.
whose myths youre hearing. Our earth priestess is
an active adventurer, and granting favors to allies Adventurer Feat: You gain a +2 bonus to your rolls
doesnt interfere with the rest of her actions. on the Favors of the Earth Table (page XX).
Summoning: The summoning spell all earth Champion Feat: You gain an additional daily
priestesses know is the one class feature well cover blessing you can give each day with your favors.
ahead of time, mostly because attacks by your Epic Feat: You gain an additional rune gift you
summoned creatures are your main offensive can give each day with your favors.
contribution to battles. Instead of casting at-will
attack spells like other spellcasters, you tend to use Larger Tribe
your standard action to cast the at-will summoning Special: You cannot take this talent if you have both the
spell summon minor guardian or to command one of Deeper Mysteries and Higher Favors talents.
the creatures you have summoned. You can cast an additional summoning spell
Your summoning follows the standard each day.
summoning rules as outlined on page XX. Summon
minor guardian summons minor creatures that vanish
Keeper of Spirits
from the battlefield if you do not use a standard
action to summon or control them. Once per day as an interrupt action when an enemy
hits you with an attack, you can force that enemy to
Your daily summoning spells nearly always
reroll the attack with a penalty equal to you
summon ordinary creatures, and you must use a
Charisma modifier.
standard action controlling the creature if you want
it to fight well, or in some cases, fight at all that In addition, minor earth spirits you summon
round. Full coverage of your summoning spells with using summon minor guardian dont cost you
begins on page XX. any hit points.
Adventurer Feat: Minor earth spirits you summon
Ritual Magic
with summon minor guardian have the following
You can cast your spells as rituals (13th Age, page spirit form ability: Once per battle when an
192). enemy hits the spirit with an attack that targets
AC and the attack is physical rather than
Class Talents magical, you can force the enemy to reroll the
Choose three of the following talents. attack.
Champion Feat: You gain the Keeper of Spirits
talent feats with each of your daily summoning
Deeper Mysteries spells that summons a Spirit. The benefits of the
Special: You cannot take this talent if you have both the feat are listed in the summoned monster stats.
Higher Favors and Larger Tribe talents. Epic Feat: Your daily summoned spells that
You gain an additional deep magic spell each summon a Spirit become recharge 18+ instead of
day. daily.
Adventurer Feat: Once per day when you cast a
daily deep magic spell, treat it as recharge 16+
instead.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 124

Mother of Beasts weapons and possessions and clothing and


Once per day as a quick action, you can heal using a headdress and sure enough, the snakes will twine
recovery. about your arms as soon as you want them back.
In addition, whenever you summon a minor The snakes will attack enemies that try to harm
rockclaw with summon minor guardian, the rockclaw you. After each full rest, choose attack rolls of either
gains an attack bonus to its next attack equal to your natural 15 or natural 1620; the choice is whether
Charisma modifier. you wish to punish your enemies failures or their
Adventurer Feat: Rockclaws you summon with successes!
summon minor guardian always add your When an enemy makes a melee attack against
Charisma modifier as an attack bonus. you with a natural roll in the chosen range, your
Champion Feat: You gain the Mother of Beast snakes bite them and deal 5 ongoing poison damage
talent feats with each of your daily summoning (5th level: 10; 8th level: 15). Usually this means the
spells that summons a Beast. The benefits of the enemy takes the damage and rolls a save at the end
feat are listed in the summoned monster stats. of the turn in which they hit (or missed!) you.
Epic Feat: Your daily summoned spells that Adventurer Feat: One battle per day, decree that
summon a Beast become recharge 18+ instead of the saves from your snakes poison are hard
daily. saves (16+) instead.
Champion Feat: You gain a bonus spell, swarm of
snakes, listed below.
Priestess of Stone
Epic Feat: You gain a +5 bonus to heroic returns.
Once per day as a quick action, gain resist damage
Well of course.
12+ against attacks targeting AC until the end of the
battle.
In addition, whenever you summon a minor Talent Bonus Spell: Swarm of Snakes
stone elemental with summon minor guardian, add Ranged spell
your Charisma modifier to the stone elementals hit Daily
points (5th level: add double your Charisma Effect: Until the end of the battle, the area the battle
modifier; 8th level: add triple it). is being fought in fills with writhing magical
Adventurer Feat: The resist damage effect is now snakes sacred to Ernalda. When an enemy moves
resist damage 14+. on the ground, it must roll an easy save (6+) or
Champion Feat: You gain the Priestess of Stone that move is canceled. In addition, each enemy
talent feats with each of your daily summoning that rolls a natural 15 with an attack takes 10
spells that summons an ELEMENTAL. The benefits ongoing poison damage.
of the feat are listed in the summoned monster
stats. 7th level spell 15 ongoing poison damage.
Epic Feat: Your daily summoned spells that 9th level spell 20 ongoing poison damage.
summon an ELEMENTAL become recharge 18+
instead of daily.
Deep Magic
1st Level Spells
Serpent Stories
Each day, you and your nearby allies gain a +1
bonus to death saves until you or an ally benefiting Earth Power
from the bonus succeeds on a death save. Ranged spell
In addition, you carry one or more poisonous Daily
snakes that twine around your limbs and speak Quick action to cast
secrets into your ears. Theyre not entirely natural
snakes. You could be searched, divested of all

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 125

Targets: One nearby ally you choose and one other Epic Feat: The spell is now recharge 11+ instead.
random nearby ally. Both targets must be touching
the ground.
Forbiddance
Effect: The effect depends on the targets status.
Daily
Unstaggered target: The target gains a bonus to its
Ranged spell
attacks and damage equal to your Charisma
Target: One nearby enemy
modifier until the target ends its turn staggered
Attack: Wisdom + Level vs. MD
or until the end of the battle.
Hit: 2d10 + Wisdom modifier psychic damage, and 5
Staggered target: The target can heal using a
ongoing psychic damage and the target cant
recovery.
attack you or move to engage you unless you
move to engage the target (save ends both).
3rd level spell You can now be the chosen
Miss: The target cant attack you or move to engage
target.
you unless you move to engage the target (save
5th level spell An unstaggered target also
ends).
gains the bonus to saves.
7 level spell A staggered target can heal
th
3rd level spell 4d10 damage, and 10 ongoing
using a free recovery instead.
damage.
9 level spell In addition to the target you
th
5 level spell 7d10 damage, and 15 ongoing
th
choose, the spell targets two random nearby
damage.
allies instead of one.
7 level spell 2d6 x 10 damage, and 20
th

ongoing damage.
Ernaldas Hold 9 level spell 2d10 x 10 damage, and 25
th

Ranged spell ongoing damage.


Daily Adventurer Feat: Misses now also deal half
Targets: Each nearby enemy with 50 hit points or damage, but no ongoing damage.
fewer that is touching the ground or the water and Champion Feat: The spell is now recharge 16+
doesnt have the flight ability instead of daily.
Attack: Wisdom + Level vs. PD Epic Feat: Once per day, choose two other nearby
Hit: The target is stuck (save ends). targets when you cast the spell. On a hit, those
Natural even hit: As a hit, and the target is also targets dont take normal damage, but they do
weakened (save ends both). take the ongoing damage and forbiddance
effect, and they take the forbiddance effects on
3rd level spell Targets with 80 hit points or misses.
fewer.
5 level spell Targets with 140 hit points or
th
3rd Level Spells
fewer.
[[rh: Chris, make sure the various sections of this dance of
7 level spell Targets with 200 hit points or
th
blood spell appear on the same page.]]
fewer.
Dance of Blood
9 level spell Targets with 320 hit points or
th

fewer. Ranged spell


11th level spell* Targets with 500 hit points or Daily
fewer. Special: You cant cast this spell before the
Adventurer Feat: The spell is now recharge 16+ escalation die reaches 1 or higher. The spells effect
instead of daily. varies depending on whether the escalation die is
odd or even.
Champion Feat: *Targets are affected as if you had
cast the spell two levels higher.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 126

Odd escalation die die, the spell only requires a quick action rather
Target: One nearby enemy than a standard action.
Attack: Wisdom + Level vs. PD
Hit: 6d6 + Wisdom damage. Queens Wrath
Natural Even Hit or Miss: You can use re-use this Recharge 16+ after battle
spell later this battle. Not the next battle, though. Ranged spell
It will be gone for the day after this battle. Target: One nearby enemy engaged with an ally
Crit: The target is also stuck (save ends). who has received one or more of your favors of
the earth this battle
5th level spell 6d10 damage. Attack: Wisdom + Level vs. MD
7th level spell 2d4 x 10 damage. Hit: 5d10 + Wisdom modifier psychic damage, and 5
9th level spell 2d8 x 10 damage ongoing damage (save ends, or hard save ends if
Even escalation die the ally who received your favor is engaged with
Target: Two nearby conscious allies the target).
Effect: Each target heals hit points equal to 1d6 x the Miss: Half damage.
escalation die. Let each target roll their own
healing. 5th level spell 8d10 damage, and 10 ongoing
damage.
5th level spell 1d10 hp x escalation die. 7th level spell 2d8 x 10 damage, and 10
7th level spell 2d6 hp x escalation die. ongoing damage.
9th level spell 2d12 hp x escalation die. 9th level spell 2d12 x 10 damage, and 15
ongoing damage.
Ernalda the Peacemaker
Ranged spell 5th Level Spells
Daily
Effect: Until the end of your next turn, no creature in Earthshakers Dance
this battle can make an attack or target an enemy
Close-quarters spell
with a spell or effect. This includes all combatants.
Daily
In addition, no creature can ready an action or
Special: You can cast this spell in three consecutive
delay; everyone acts in initiative order.
rounds, using a standard action each round! The
Attempts to make peace using skill checks
spell has a different effect each round. You can
during this round gain a bonus equal to your
stop casting the spell and take other actions the
Charisma modifier (even if its your own
second or third round, but you cant cast the spell
Charisma thats contributing to a peacemaking
again later if you do or finish its second and third
skill check), but of course there are many battles
effect if you stop midway.
that cant possibly be settled peacefully. The
First Round Effect: Each creature engaged with you
peacemaking bonus is best understood as a
or next to you (including allies) takes 4d6 +
helpful boon when a battle is being fought as a
Wisdom damage.
consequence of a misunderstanding or accident,
Second Round Effect: You make an attack that
but any situation is possible.
targets each creature nearby the location where
The escalation die does not advance while the
you first cast the spell, if its touching the earth
spell is in effect. If one or more PCs heal during
and doesnt have flight.
the peacebreak, but no enemies heal, decrease the
Second Round Attack: Wisdom + Level vs. PD
escalation die by 1 when the spell ends.
Hit: 6d6 + Wisdom damage, and if the target is an
Adventurer Feat: When you cast this spell, roll a
enemy it is also dazed (save ends).
d4. If you roll less than or equal to the escalation

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 127

Third Round Effect: You make an attack that targets youre in a giant cavern when you cast the spell,
up to 2d3 creatures far away from the location fliers could probably zip around away from
where you first cast the spell, if the target is surfaces without too much trouble (GMs call).
touching the earth and doesnt have flight.
Third Round Attack: Wisdom + Level vs. PD 7th level spell 7d10 damage.
Hit: 8d6 + Wisdom damage. 9th level spell 9d10 damage.

7th level spell 1st round 4d12 damage; 2nd Two are Better than One
round 6d12 damage; 3rd round 8d12 damage.
Ranged spell
9th level spell 1st round 2d4 x 10 damage; 2nd
Daily
round 2d6 x 10 damage; 3rd round 2d8 x 10
Quick action to cast
damage.
Targets: Two willing nearby allies (possibly
Champion Feat: Your allies now take half damage
including you)
from the attack.
Effect: Until the end of the battle, when one of the
targets takes damage, the target with the most hit
<<insert GM Sidebar>>
points takes that damage instead (your choice on
This spell has consequences. The e Earth doesnt ties).
shake itself for long and remain the same. The
The effect doesnt work while a target is at 0 hit
longer the priestess maintains the spell, the more
points or below. Temporary hit points also dont
story consequences you and the player should
count.
consider for having used the spell. One round? No
big deal. Two rounds? Aftershocks and grumbling
7th level spell The spell can now target up to
earth. Three rounds? The potential for major
three willing allies.
shakeup complications.
9 level spell The spell can now target up to
th
<<end GM sidebar>>
four willing allies.
Epic Feat: When one of the targets takes damage,
Falling Hills before assigning that damage, reduce it by an
Ranged spell amount equal to double your Charisma modifier
Daily (8th level: triple it).
Effect: Until the end of the battle, the location of the
battle becomes dangerous to move in because of
7th Level Spells
shaking, quaking, erupting stalagmites, rockfalls,
and other perilous e Earth features. When an
enemy moves through the area on the ground Curse of the Goddess
(enemies using teleport or similar powers arent Ranged spell
affected), it must roll a save that turn. If it fails, Daily
that creature takes 7d6 damage. (Moving with a Target: One nearby enemy that is engaged with an
second action doesnt require a save.) ally who has received one or more of your favors
You can move normally in the area without this battle
rolling or taking damage. When your allies move, Attack: Wisdom + Level vs. MD
they must roll an easy save (6+); if they fail, they Hit: The target loses half its remaining hit points if it
take half damage. has twice your hit points or less. If it has more
If you use the spell indoors, or underground, the than twice your hit points it instead loses 25% of
spell also affects flyers, because its assumed that its hit points.
nasty stalactites or exploding bits of rock jut out Miss:
from the ceiling as well as the walls and floors. If

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 128

9th level spell On a natural even hit, the target Quick overview: You are a gift giver whose
also becomes vulnerable (save ends). favors go to the first ally who proves worthy.
Epic Feat: On a miss, you regain the spell during The efficacy of your favors vary based on a d20
your next quick rest. roll and upon your choice of favor. The three
categories of goodness your allies receive from your
favors are blessings, healing, and rune gifts.
Words of Power
Favors are a limited but renewing resource:
Ranged spell
Your class progression table shows how many
Daily
favors you can dispense each battle.
Target: One nearby enemy
Too many priestesses: Other earth priestesses
Attack: Wisdom + Level vs. MD
cant receive your favor! An earth priestess who
Hit: 2d6 x 10 + Wisdom psychic damage, and you
would count as the next ally to trigger a favor
and each of your nearby allies can roll a save with doesnt do so. The good news is that the favor will
a +5 bonus against any save ends effect created by still be waiting for someone else. The bad news is
the target. that there can be only one favor of the earth active in a
Miss: Half damage, and you and 1d3 of your nearby battle per side at the same time. If you have two
allies can each roll a save against any save ends earth priestesses in the party, only one at a time can
effect created by the target. have a favor waiting to be claimed.
Favor triggers: At adventurer-tier you have five
9th level spell 2d10 x 10 damage. possible favor triggers. You have access to all five at
1st level but can use each trigger only once per battle.
9th Level Spells Summoned creatures dont get in your way:
Your magic knows the difference between a true ally
and summoned creatures. Hopefully youre never in
Building Wall a position where you wish that summoned creatures
Ranged spell could receive your favors, because they cant.
Daily
Favors of the Earth
Effect: You create a more or less impenetrable wall
Close-quarters spell
of stone thats pretty big. You cant drop it on top
At-Will (but limited by your per battle total)
of enemies or bend it after creating it, but it can
form natural flowing shapes like a river of stone Special: You can use each favor trigger only once
thats at most 40 feet high, 120 feet long, and 10 per battle.
feet thick. If youre straining to come up with Quick action to cast (1/round)
nasty ways to use the wall, youre breaking the Effect: Choose one of the following triggers when
spirit of the spell, since its just supposed to be a you use this power:
stone wall that blocks most other creatures When an ally hits with a natural even attack.
movements. When an ally hits with a natural odd attack.
But not you. You, the earth priestess, can move When an ally drops a non-mook enemy to 0
through the wall at will, but you cant end your hp with an attack.
turn inside it. When an ally becomes staggered.
The wall isnt permanent: walls of stone When an ally scores a critical hit.
generally disappear at sunrise or sunset. When one of your allies performs the chosen
Favors of the Earth trigger while you are conscious and in the battle,
roll a d20 on the Favors of the Earth table below to
This could be the most multi-layered class feature in
determine how rich a favor theyll receive.
the game. It makes the earth priestess extremely
Theres a variety of positive results. Each of the
popular with her allies, so it should be worth it.
possible types of blessings, healing, and

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 129

temporary rune gifts are explained in the sections Champion Feat: Roll a save when your ally heals.
that follow. If you succeed, the target heals using a free
If you decide to bestow another favor while you recovery instead of having to spend one of their
are waiting for your earlier favor to be collected, recoveries.
your earlier favor is canceled and the use of that Epic Feat: The champion-tier feat save becomes an
favor is expended; in other words, it counts easy save (6+).
against the number of favors you can use in the
battle but you get no advantage from it. <<insert blue Sidebar>>
If youre unconscious or no longer in the battle, Favor the Strong
ignore the trigger, and wait for the first valid The earth priestess is not a dedicated healer. She
trigger once you have become conscious or isnt looking to bestow her favor on an ally who
rejoined the battle. Theres no action required to drops to 0 hp or below. Youre winning her favor,
bestow your favor once it has been triggered, but not her pity.
you need to be awake and in the fight. <<end blue sidebar>>

Favors of the Earth Table*


Blessings from Favors
110: That ally gains a blessing of your choice.
The worst a favor can do is provide your ally with a
1115: That ally gains a blessing of your choice, and
blessing. Blessings can vary greatly, starting with a
can heal using a recovery.
default pool of blessings that are specific to the
1620: That ally gains a blessing of your choice OR
character class receiving the blessing and extending
one of the rune gifts you readied that day (see
to choices youve made of higher-power daily
page XX). Then the ally can heal using a recovery.
blessings. The default at-will blessings are handled
21+: As 1620, and you gain an additional use of below. The daily blessings appear afterward,
favors of the earth this battle. starting on page XX.
Adventurer Feat: When you roll on the Favors of
Default At-Will Blessings
the Earth table, add the escalation die to the
result. If you dont want to use one of your daily blessings
when you bestow your favor, use an at-will blessing.
Champion Feat: One battle per day, you can use
Remember, however, that the number of times you
the same trigger multiple times.
can use an at-will blessing is limited per battle.
Epic Feat: Twice per day, you can reroll a Favor of
Most of the at-will blessing effects depend on
the Earth result from the table and abide by the
the identity of the ally receiving it. Weve written
reroll.
these blessings as if you, the earth priestess, were
*Note that in addition to the feats appearing here
reading the blessing aloud to the character youre
that modify your use of the core favors of the
giving the blessing to, because most of the blessings
earth mechanics, other feats related to specific
give your ally a choice. The choice of how to use the
blessings, healing, and rune gifts appear in the
blessing belongs to the ally getting the blessing, not
sections dedicated to those benefits.
to the earth priestess.
The list below includes the character classes
Healing Thanks to Favors from the core 13th Age rulebook as well as our 13G
Results of 15+ give the ally receiving the favor the classes. Our apologies if the extra classes are in the
option to heal using one of their own recoveries. way, but full coverage will be more fun in the long
You can take the following feats to improve that run, and this makes it easier to adapt the earth
healing. priestess to games outside Glorantha. As youll see,
Adventurer Feat: The target adds one extra die to the default benefits are not evenly balanced between
their recovery roll (5th level: two extra dice; 8th all classesthe earth priestess plays favorites, and a
level; three extra dice). couple of the classes are so near to the e Earth

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 130

pantheons shit-list that they dont gain much even if during your next turn, roll an additional d20 for
they win her favor. each of your fighter attack rolls and choose the
Barbarian: Choose one: If you are not raging, go result you want.
ahead and enter a temporary rage until the end of Hell Mother: Choose one: Roll a hard save (16+)
your next turn; OR choose an adventurer-tier to rebind a bound spirit you have already released
barbarian talent you dont already haveuntil the today; OR gain 5 temporary hit points (5th level: 10
end of the battle, you possess that talent. temporary hit points; 8th level: 15 temp hp).
Bard: Choose one: Roll an extra d20 for your Humakti: Choose one: Roll a save against a save
next flexible attack and choose the result you want; ends effect; OR gain 5 temporary hit points (5th level:
OR the next time you narrate a rune, any 10 temporary hit points; 8th level: 15 temp hp). (As
complication you roll actually turns out to be a you can see, Humakti are not good at forging the
complication in your favor! personal bond necessary to make favors work
Berserker (Storm Bull): Choose one: During properly for at-will blessings; the best blessing to
your next turn, roll an extra berserker die and give a Humakti may be one of your daily blessings.)
choose the result you want; OR during your next Monk: Choose one: Gain 1 point of ki that you
turn, roll an extra d20 for each of your berserker must spend in this battle or lose; OR gain 10
attack rolls and use the highest result. temporary hit points (5th level: 15 temporary hit
Berserker (Zorak Zorani): Gain 5 temporary hit points; 8th level: 25 temporary hit points).
points (5th level: 10 temporary hit points; 8th level: 15 Necromancer & troll necromancer: Choose one:
temp hp). Like Humakti, Zorak Zorani are much Gain 5 temporary hit points and take a 2 penalty on
better off getting a daily blessing than a weaker at- your next attack roll (5th level: 10 temporary hit
will blessing like this one. Unlike a Humakti, expect points; 8th level: 15 temp hp); OR heal using a
the Zorak Zorani to be obnoxious about it. recovery and take a 2 attack penalty until the end of
Chaos Mage: Choose one: Until the end of the the battle.
battle, when you use a warp talent, you get the 2: Occultist: No, youre not the type to receive the
Earth effect as well as the random warp effect you earth priestess default favors. But on the other
roll (reroll until you get a random result other than hand, unlike the necromancer, who burns a default
Earth); OR you gain 5 temporary hit points (5th level: favor someone else in the party could probably have
10 temporary hit points; 8th level: 15 temp hp). made better use of, your reality manipulation
Cleric: Choose one: Roll a hard save (16+); if you powers allow you to say that if you were going to
succeed, you can cast one of your cleric spells later receive a default favor, the favor is instead simply
this battle for broad effect but with an impact as if you not grantedits still hanging ripe for one of the
had cast for power; OR choose a domain invocation warriors or magicians who the e Earth goddesses
that you have already used today and roll a hard regard fondly to claim.
save (16+). If you succeed, you regain that Orlanthi warrior: Choose one: Until the end of
invocation and can use it again today. the battle, increase your weapon damage dice by
Commander: Choose one: Gain 1d4 command one size; OR gain resist damage 14+ against attacks
points; OR roll to regain one of your expended targeting your AC until the resistance halves the
tactics. damage from an AC attack that hits you.
Druid & troll adept: Choose one: Your animal Paladin: Choose one: Gain an additional use of
companion can heal half the damage it has taken smite evil that you must use this battle or lose; OR
this battle; OR you gain 10 temporary hit points (5 th gain 5 temporary hit points (5th level: 10 temporary
level: 20 temporary hit points; 8th level: 40 temporary hit points; 8th level: 15 temp hp).
hit points). Ranger: Choose one: Your animal companion
Fighter: Gain resist damage 14+ until the end of can heal half the damage it has taken this battle; OR
the earth priestess next turn (you take half damage you gain 10 temporary hit points (5th level: 20
from attacks unless the natural attack roll is 14+); OR

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 131

temporary hit points; 8th level: 40 temporary hit 3rd level instead of the way we usually handle spells.
points). But most of the blessings can be cast more
Rebel: Choose one: Gain momentum; OR during powerfully at higher levels and those that cant are
your next turn, one or your rebel attacks deals powerful already. As an earth priestess, you can
Opening Strike damage (page XX), even if it always cast a blessing at the highest level youre
normally wouldnt or if the attack misses; OR gain a capable of, usually your level or one level below, or
+2 bonus to all defenses until an attack misses you. possibly one level higher if you have used an
Rogue: Choose one: Gain momentum; OR gain a incremental advance to qualify for casting a blessing
+2 bonus to all defenses until an attack misses you. one level early.
Sorcerer: Choose one: Gain a +2 bonus to all We wrote the default blessings to be read aloud
defenses until an attack misses you; OR the next to the recipient of the favor, mostly because the
time you gather power, gain all three of the chaotic recipient gets to make a choice about how they will
benefits instead of rolling the d6! use the default blessing. There arent choices
Storm Voice: Choose one: The next time you attached to these daily blessings, so were going to
gather storm, roll a normal save (16+)if you write them the way spells are written, treating the
succeed, it only requires a quick action; OR roll to recipient of the favor as the target.
recharge an expended recharge power with a +2 Note that these blessings arent spells! As
bonus. mentioned above, the earth priestess isnt taking any
Trickster: The trickster chooses one of their action to grant a favor, the magic has already been
trickster talents, even one theyve used this battle. set in motion.
Replace it with a randomly chosen trickster talent
they dont presently have. 1st Level Blessings
Troll Warrior: Choose one: Treat your Survivor
Tough class feature (page XX) as if you had fought
one additional battle that day; OR roll a save against Blossoming Health
a save ends effect with a +2 bonus. Daily Blessing
Wind Lord: Choose one: Use an exploit on your Effect: Until the end of the battle, the target can use
next turn as if you had qualified for it already; OR a quick action (once per round) to heal 2d6 hit
during your next turn, roll an additional d20 for points. The target can take this action only when
each of your Wind Lord attack rolls and choose the its not staggered.
result you want.
Wizard: Choose one: Your familiar gains 3rd level blessing Heal 4d6 hit points.
another ability of the earth priestess choice until the 5th level blessing Heal 5d6 hit points.
end of the battle; OR you can cast an additional two 7th level blessing Heal 6d10 hit points.
cantrips today, as long as you thank the earth 9th level blessing Heal 8d10 hit points.
priestess god each time you cast the additional
cantrip.
Copper Skin
Daily Blessings from Favors Daily Blessing
The class progression table tells you how many daily Effect: Until the end of the battle, if the target is
blessings you can bestow along with your favors wearing light armor or no armor, it gains a +2
each day. When favors of the earth triggers and bonus to AC (or a +1 bonus to AC if wearing
enables you to bestow a blessing, you can choose heavy armor).
whether you want to bestow an at-will blessing
detailed above or one of your daily blessings. 3rd level blessing The bonus for light armor
Given the small number of daily blessings that or no armor is +3 instead.
any earth priestess is capable of, the list only goes to

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 132

5th level blessing The AC bonus also applies to 0 hit points or below while the regeneration is
to PD. in effect.
7th level blessing The bonus for heavy armor Special: You can only have one regeneration or
is +2 instead. greater regeneration spell on you at a time. A second
9th level blessing You can now choose a spell cast on you cancels the first.
nearby ally as a second target when you grant
this blessing. Sacrifice
Daily Blessing
Mothers Blessing Effect: Until the end of the battle, when the target
Daily Blessing takes damage, half that damage can be applied to
Effect: Once this battle when the target doesnt a creature that the earth priestess has summoned
move during its turn and remains in the same instead of affecting the target. The effect wont
location as it was during its last turn, it deals 4d6 work if the priestess hasnt summoned a creature,
extra damage with the first attack roll it makes but it picks up again when the priestess summons
that turn. another creature.

3rd level blessing 4d12 extra damage. Stone Skin


5th level blessing 5d12 extra damage. Daily Blessing
7th level blessing 70 extra damage. Effect: The target gains resist damage 14+ against
9th level blessing 100 extra damage. attacks targeting AC until the end of the battle.

3rd level Blessings 5th level blessing Resist damage now also
applies to attacks targeting PD.
9th level blessing Resist damage increases to
Regeneration 16+.
Daily Blessing
Effect: The target heals using a recovery, rolling
Temporary Rune Gifts from Favors
recovery dice as normal, but heals only half
(rounding down) the amount of healing rolled. Fully successful favors give you the option of
awarding a rune gift instead of one of your at-will or
At the start of the targets next turn, the target
daily blessings.
heals using a free recovery, but heals only half
(rounding down) the amount rolledthe first One advantage of awarding a temporary rune
recovery spent continues to fuel the regeneration gift is that it may last beyond the end of the battle!
effect. After the target heals this second time, it At the end of a battle in which you have awarded a
rolls a normal save to see if the regeneration spell rune gift, the ally you gifted can roll a hard save
will continue. (16+). If they succeed, the rune gift sticks with them
until the next battle. At the end of the next battle,
If the save fails, the regeneration spell ends.
they can roll the save again.
If the save succeeds, the regeneration spell
Choosing the gifts: At the start of each day,
continues and the target will heal using a free
choose the gifts you can give as favors of the earth
recovery for half hit points again at the start of its
that day. The number of rune gifts you can give is
next turn, and then roll another save to see if the
shown on the class progression table. You cant
regeneration continues, and so on.
choose the same gift to give away more than once a
Special: The save to continue the regeneration effect
day.
becomes a hard save (16+) if the target is at
maximum hit points or if the target has dropped

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 133

When choosing your gifts, you must follow this championing will tell you the name of your
order, though you can give those gifts to your allies relationship feat.
in any order:
The first gift must be from a rune you have Husband/Protector/Lover/Friend/Champion
attuned. About half the time that will be one of the Earth
you possess, but sometimes it will be a
When you receive an earth priestess favor, both you
random rune.
and the earth priestess gain temporary hit points
The second gift must be from a rune you
equal to your level plus your highest ability score
possess, if you can give two rune gifts per
modifier (5th level: double your highest ability score
day.
modifier; 8th level: triple it).
The third and subsequent gifts must be from
Champion Feat: In addition, when an earth
random runes, if you can give three or more
priestess gives you an at-will blessing with her
gifts per dayand youre a rare hero
favor, she can now choose two of the benefits
indeed. Roll on the random rune table on
possible instead of just one. (Most classes only
page XX and ignore Chaos. Have fun!
have two benefits listed, but the rebel has three
Gift tier: If you are an adventurer-tier character,
and we may add more benefit options later. And
the gifts you give are adventurer-tier gifts. At 5th
if youre a trickster, be glad the earth priestess
level you start giving champion-tier gifts. At 8th level
deigns to remember your name.)
you start giving epic-tier gifts. Feel free to ask the
Epic Feat: When you receive an earth priestess
GM if you can give gifts early thanks to incremental
favor, you can roll a normal save. If you
advances.
succeed, the earth priestess gets another use of
Gift advice: Players who care a great deal about
her favors of the earth power later this battle!
maximum efficiency track what types of gift
<<end blue Sidebar>>
members of their party possess and try to fill holes.
Given the unreliable delivery system, that type of
optimization may be a stretch. Its perfectly okay to Summoning
just choose gifts that look fun. If you happen to The level indications show where each summoning
double up on a type of gift that your ally already spell becomes available in the earth priestess career.
possesses, at least theyll be able to make use of the Like most other spells in our game, summoning
gifts power. spells increase at each odd level and you can cast the
more powerful version that is your level or one level
<<insert blue Sidebar>> below, calling forth more powerful versions of the
Favorable Companions summoned creature.
What follows is a set of feats that can be chosen by The spells that follow have stats for higher-level
anyone other than an earth priestess, Humakti, versions of creatures, but we arent wasting space
Zorak Zorani, or occultist. As youll see from the spelling out that each spell can be cast at all those
name of the feat, the idea is that Ernalda often has higher levels. Go ahead and assume each
protectors, champions, husbands, and lovers. summoning spell looks like this:
Characters who want to strengthen their 3rd level spell You now summon a 3rd level
relationship with the earth priestess and her Earth [creature].
goddesses can take the first feat listed at adventurer- 5 level spell You now summon a 5th level
th

tier. Later you can take the champion and epic tier [creature].
feats. 7 level spell You now summon a 7th level
th

Dont use the clumsy multiple slash version of [creature].


the namein fact, you dont get to choose the name 9 level spell You now summon a 9th level
th

of the feat yourself! The earth priestess youre [creature].

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 134

Earth Priestess Summoning At-Will


The following feats apply to all your summoning Effect: So long as you dont already have a
spells except for your at-will summon minor guardian summoned creature in play, you summon a
spell. random 1st level minor guardian determined by
If youre wondering why summon minor guardian the roll of a d4. Cast at higher levels, the spell
doesnt qualify, the answer is that just having an at- summons higher level minor guardians. See page
will summoning spell is enough of an advantage! XX for detailed rules for summoning minor
Adventurer Feat: Your summoned creatures can creatures.
appear anywhere you can see nearby, but not Lost Hit Points: When you summon a minor
engaged with enemies. creature you lose a number of hit points based
Champion Feat: Once per day when you heal on the creatures level. If losing the hit points
using a recovery, a creature you summoned can would drop you to 0 or below, you only drop to
heal the same amount, ignoring the usual 1 hit point instead.
restrictions on limited healing for summoned 1st level minor creature 1d6 damage.
creatures. 3 level minor creature 2d6 damage.
rd

Epic Feat: When a creature you summoned drops 5th level minor creature 3d6 damage.
to 0 hit points, you can roll a hard save (16+). If 7th level minor creature 4d6 damage.
you succeed, the creature doesnt drop, but 9th level minor creature 5d6 damage.
instead survives and heals hit points back to its Standard Action: If you use a standard action on
staggered value. After you succeed once with your turn to summon or control the minor
this save, you cant use it again until after your creature, it will take a turn after your turn.
next full heal-up. Otherwise, it melts back into the earth at the end
of your turn.
<<insert blue sidebar>> Random Guardian: You cant be certain which
Means of Control guardian your spell will summon. Roll a d4
When youre playing an earth priestess, you get to when you cast the spell to determine which
decide what youre doing when you spend your earths guardian youve summoned:
standard action to control one of your summoned 1: minor earth elemental
creatures. Are you chanting? Meditating with eyes 2: minor earth spirit
closed? Dancing? Issuing calm commands? 3: minor rock claw
Speaking in Earthtongue, the language that only 4: minor stone elemental
creatures of the Earth understand, or in a language Adventurer Feat: Once per day, you can reroll the
thats unique to you and your summoned creatures? d4 roll to determine which random guardian
Is it something tied in to your One Unique Thing? you summon. You must abide by the reroll.
Or do you use different methods at different times,
Champion Feat: Once per day when you summon
or different methods for different creatures? You can
a minor guardian, double its base hit points. (If
have fun with this! Or if this isnt something you
you summon two, only one gains the hit points.)
care much about, ignore it until theres a dramatic
Epic Feat: Once per day, before you roll to
reason to pay attention.
determine which minor creature you summon,
<<end blue sidebar>>
you can decide to summon two minor guardians
instead. Roll once to determine which creature
All earth priestesses can cast the following at-will you get two of, and only spend hit points as if
summoning spell. you had summoned a single creature. On
subsequent turns, you can use one standard
Summon Minor Guardian action to control both creatures.
Ranged spell

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 135

1: e Minor Earth Guardian (1st Level) Spirit touch +6 vs. PD3 damage
Blocky, rocky, and on your side.
C: Earth grasp +6 vs. PD (one nearby enemy who is
1st level troop [ELEMENTAL] touching the ground)8 damage, and the target
Initiative: +6 (usually irrelevant since summoned is stuck until the end of its next turn
creatures act after their summoner, so were not
going to bother showing initiative for higher level AC 13
versions) PD 13 HP 12
MD 15
Blocky fist +5 vs AC8 damage
Natural even hit: One of the guardians allies can
pop free from the target. Minor Earth Spirit (3rd Level)
Miss: 4 damage. Spirit touch +8 vs. PD5 damage
Earth grasp +8 vs. PD12 damage
AC 15 AC 15, PD 15, MD 17, HP 22

PD 14 HP 14
Minor Earth Spirit (5th Level)
MD 13 Spirit touch +10 vs. PD9 damage
Earth grasp +10 vs. PD20 damage
Minor Earth Guardian (3rd Level) AC 17, PD 17, MD 19, HP 36
Blocky fist +7 vs. AC12 damage; miss: 6 damage
AC 17, PD 16, MD 15, HP 25 Minor Earth Spirit (7th Level)
Spirit touch +12 vs. PD14 damage
Minor Earth Guardian (5th Level) Earth grasp +12 vs. PD32 damage
Blocky fist +9 vs. AC20 damage; miss: 10 damage AC 19, PD 19, MD 21, HP 50
AC 19, PD 18, MD 17, HP 36
Minor Earth Spirit (9th Level)
Minor Earth Guardian (7 Level)
th
Spirit touch +14 vs. PD25 damage
Blocky fist +11 vs. AC32 damage; miss: 16 Earth grasp +14 vs. PD54 damage
damage AC 21, PD 21, MD 23, HP 88
AC 21, PD 20, MD 19, HP 66

Minor Earth Guardian (9th Level)


Blocky fist +13 vs. AC54 damage; miss: 27
damage
AC 23, PD 22, MD 21, HP 100

2: e Minor Earth Spirit (1st Level)


This servitor from the goddess chambers might be a
human-appearing servant, a glowing green wisp, or an
animal that died out ages ago.

1st level spoiler [SPIRIT]


Initiative: +6 (usually irrelevant)

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 136

3: e Minor Rock Claw (1st Level) 4: e Minor Stone Elemental (1st Level)
Goddess of earth, goddess of beasts. Your creature is both. This warrior wont defeat your foes alone, but its magic
will shield you until it shatters.
1st level wrecker [ELEMENTAL]
Initiative: +6 (usually irrelevant) 1st level blocker [ELEMENTAL]
Initiative: +6 (usually irrelevant)
Stone claws +7 vs. AC8 damage
Natural even hit or miss: The rock claw can make Stone axe +6 vs AC7 damage, and the target cant
another stone claws attack as a free action, but a attack you while your minor stone elemental is
natural even roll wont generate a third attack. nearby.
Miss: 2 damage.
AC 14
PD 13 HP 7 AC 17
MD 10 PD 12 HP 14
MD 12
Minor Rock Claw (3rd Level)
Stone claws +9 vs. AC12 damage Minor Stone Elemental (3rd Level)
AC 16, PD 15, MD 12, HP 14 Stone axe +8 vs. AC11 damage; miss: 4 damage
AC 19, PD 14, MD 14, HP 24
Minor Rock Claw (5th Level)
Stone claws +11 vs. AC20 damage Minor Stone Elemental (5th Level)
AC 18, PD 17, MD 14, HP 20 Stone axe +10 vs. AC18 damage; miss: 6 damage
AC 21, PD 16, MD 16, HP 36
Minor Rock Claw (7th Level)
Stone claws +13 vs. AC32 damage Minor Stone Elemental (7th Level)
AC 20, PD 19, MD 16, HP 35 Stone axe +12 vs. AC28 damage; miss: 10 damage
AC 23, PD 18, MD 18, HP 60
Minor Rock Claw (9th Level)
Stone claws +15 vs. AC54 damage Minor Stone Elemental (9th Level)
AC 22, PD 21, MD 18, HP 52 Stone axe +14 vs. AC44 damage; miss: 13 damage
AC 25, PD 20, MD 20, HP 88

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 137

1st Level Summoning Spells Copper spear +8 vs. AC6 damage


AC 19, PD 16, MD 16, HP 14 (mook)

Summon Copper Warriors


5th Level Copper Warrior
Ranged spell
Copper spear +10 vs. AC10 damage
Daily
AC 21, PD 18, MD 18, HP 21 (mook)
Effect: You summon a mob of 1d3 + 2 1st level
copper warrior mooks. Cast at higher levels, you
7th Level Copper Warrior
summon copper warriors of the spells level. All
Copper spear +12 vs. AC15 damage
copper warrior mooks share the same abilities,
AC 23, PD 20, MD 20, HP 40 (mook)
and the stats for higher-level copper warriors
appear after the 1st level warrior stats.
9th Level Copper Warrior
Copper spear +14 vs. AC25 damage
e Copper Warrior
AC 25, PD 22, MD 22, HP 60 (mook)
Each of these small copper spear-carrying warriors rises Adventurer Feat: For each of your copper warrior
from the ground fully formed. In unison, they turn mooks engaged with a creature, that creature
toward you and advance, feet ringing on the stone. takes a 2 penalty to disengage checks.
Champion Feat: You now summon 1d4 + 3 copper
1st level mook [CONSTRUCT] warriors instead of 1d3 + 2.
Initiative: +3 (usually irrelevant) Epic Feat: The first time each round that a copper
warrior takes damage, the mob only takes half
Copper spear +6 vs. AC4 damage that damage instead.

Conductive mind: Each copper warrior mook must


attack the same target. Warriors that cant attack
that target skip their attack.

Ordinary summoned creature: The copper warriors can


only take a normal turn using all three actions if
their summoner used a standard action to
summon or control them during the previous turn.
Otherwise, roll a d6 on the table below.
Copper Warrior Mooks Default Actions (d6)
13: The copper warriors just stand around.
4+: If not engaged, the copper warriors either
stand still or move to surround you. If engaged,
only one copper warrior attacks.

AC 17
PD 14 HP 7 (mook)
MD 14
Mook: Kill one copper warrior mook for every 7
damage you deal to the mob.

3rd Level Copper Warrior

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 138

Summon Sawtooth Python AC 20, PD 19, MD 15, HP 74


Ranged spell
Daily Champion Feat (Mother of Beasts): When you
Effect: You summon a 1st level sawtooth python. summon a 5th level or higher sawtooth python,
Cast at higher levels, you summon a sawtooth add +1 to the sawtooth pythons AC.
python of the spells level.
7th Level Sawtooth Python
Bite and crush +12 vs. AC32 damage
e Sawtooth Python
Natural even hit or miss: 15 ongoing damage and
1st level blocker [BEAST] the target is stuck until the python moves or
Initiative: +3 (probably irrelevant) attacks a different target (save ends both).
AC 22, PD 21, MD 17, HP 120
Bite and crush +6 vs. AC7 damage
Natural even hit or miss: 5 ongoing damage and the 9th Level Sawtooth Python
target is stuck until the python moves or attacks Bite and crush +14 vs. AC55 damage
a different target (save ends both). Natural even hit or miss: 20 ongoing damage and
the target is stuck until the python moves or
Ordinary summoned creature: The python can only attacks a different target (save ends both).
take a normal turn using all three actions if their AC 24, PD 23, MD 19, HP 220
summoner used a standard action to summon or
control them during the previous turn. Otherwise,
roll a d6 on the table below.
Sawtooth Python Default Actions (d6)
14: No actions or progress to report.
5+: If the sawtooth python is already dealing
ongoing damage to a stuck enemy, add its level
to the amount of ongoing damage it is dealing,
but otherwise skip its turn.

AC 16
PD 15 HP 22
MD 11

3rd Level Sawtooth Python


Bite and crush +8 vs. AC12 damage
Natural even hit or miss: 5 ongoing damage and the
target is stuck until the python moves or attacks
a different target (save ends both).
AC 18, PD 17, MD 13, HP 44

5th Level Sawtooth Python


Bite and crush +10 vs. AC24 damage
Natural even hit or miss: 10 ongoing damage and
the target is stuck until the python moves or
attacks a different target (save ends both).

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 139

Summon Earth Elemental AC 19, PD 17, MD 14, HP 40


Ranged spell
Daily 5th Level Earth Elemental
Effect: You summon a 1st level earth elemental. Cast Rocky fists +10 vs. AC (2 attacks)15 damage;
at higher levels, you summon an earth elemental miss: 5 damage
of the spells level. Slam +10 vs. AC5 damage
AC 21, PD 19, MD 16, HP 76
e Earth Elemental
Champion Feat (Priestess of Stone): When you
1st level spoiler [ELEMENTAL]
summon a 5th level or higher earth elemental, add
Initiative: +4 (probably irrelevant)
its shielding form ability can now be used twice a
battle.
Rocky fists +6 vs. AC (2 attacks)6 damage
Miss: 2 damage. 7th Level Earth Elemental
Rocky fists +12 vs. AC (2 attacks)22 damage;
Slam +6 vs. AC2 damage miss: 8 damage
Slam +12 vs. AC8 damage
Shielding form: Once per battle when the earth AC 23, PD 21, MD 18, HP 120
elemental is next to its summoner and an attack
roll against the summoners AC is a natural odd 9th Level Earth Elemental
result, the summoner can use an interrupt action
Rocky fists +14 vs. AC (2 attacks)38 damage;
to make the attack target the earth elemental
miss: 13 damage
instead.
Slam +14 vs. AC13 damage
AC 25, PD 23, MD 20, HP 220
Ordinary summoned creature: To use all three of its
actions during its turn, the earth elementals
summoner must have used a standard action to e Summon Spirit of Harmony
summon or control it during the summoners Ranged spell
previous turn. Otherwise, roll a d6 on the table Daily
below. Effect: You summon a 1st level spirit of Harmony.
Earth Elemental Default Actions (d6) Cast at higher levels, you summon a spirit of
14: The earth elemental just stands around. Or Harmony of the spells level.
sits. Hard to tell with an earth elemental.
5+: The elemental uses its slam attack if it is Spirit of Harmony
engaged with an enemy. If its not engaged with
This spirit warriors shield looks like a golden harp, and
an enemy, it moves to engage a nearby enemy,
sounds like a green symphony. People with the l
but wont attack.
Harmony rune can hum the tune afterward; everyone else
tends to like it but cant quite sing along.
AC 17
PD 15 HP 20 1st level blocker [SPIRIT]
MD 12 Initiative: +7 (usually irrelevant)

3rd Level Earth Elemental Spirit spear +6 vs. PD9 damage


Rocky fists +8 vs. AC (2 attacks)10 damage; miss: Miss: 3 damage.
3 damage
Slam +8 vs. AC3 damage

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 140

Bountiful ally: When an enemy engaged with the 3rd Level Summoning Spells
spirit of Harmony makes an attack without
targeting the spirit of Harmony, one target of that
attack can roll a hard save (16+). If the save Summon Copper Gargoyle
succeeds, the spirit of Harmony takes half of the Ranged spell
damage instead, and that ally takes the other half. Daily
Effect: You summon a 3rd level copper gargoyle.
AC 17 Cast at higher levels, you summon a copper
gargoyle of the spells level.
PD 13 HP 25
MD 15
e Copper Gargoyle

Minor Earth Spirit (3rd Level) Children of Earth, monsters of Air.


Spirit spear +8 vs. PD18 damage; miss: 6 damage
AC 19, PD 15, MD 17, HP 41 3rd level wrecker [CONSTRUCT]
Initiative: +7 (usually irrelevant)
Minor Earth Spirit (5th Level)
Copper claws +8 vs. AC9 damage
Spirit spear +10 vs. PD30 damage; miss: 10
damage Natural 11+: The copper gargoyle can make two
more melee attacks as a free action (but never
AC 21, PD 17, MD 19, HP 66
more than three total attacks per standard
action, even if you roll another 11+).
Champion Feat (Keeper of Spirits): When a 5th level
or higher spirit of Harmony hits with spirit spear,
Very limited flight: The copper gargoyle never stays
the next ally to attack that enemy gains a +2 bonus
airborne at the end of its turn, but it can hop into
to hit.
the air and flap mightily from spot to spot.

Minor Earth Spirit (7th Level)


Ordinary summoned creature: The copper gargoyle
Spirit spear +12 vs. PD50 damage; miss: 16
can only take a normal turn using all three actions
damage
if its summoner used a standard action to
AC 23, PD 19, MD 21, HP 50
summon or control it during the previous turn.
Otherwise, roll a d6 on the table below.
Minor Earth Spirit (9th Level) Copper Gargoyle Default Actions (d6)
Spirit spear +14 vs. PD90 damage; miss: 30 13: The copper gargoyle momentarily freezes, as
damage if it were a very convincing statue.
AC 21, PD 21, MD 23, HP 170 4+: If not already next to its summoner, the copper
gargoyle attempts to move next to its caster,
disengaging if necessary, but not engaging an
enemy.

AC 20
PD 17 HP 30
MD 13

Copper Gargoyle (5th Level)


Copper claws +10 vs. AC15 damage

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 141

AC 22, PD 19, MD 15, HP 54 Initiative: +6 (probably irrelevant)

Copper Gargoyle (7th Level) Surging earth +11 vs. AC25 damage, and deal 5
Copper claws +12 vs. AC21 damage damage to the 1d4 other nearest enemies that are
AC 24, PD 21, MD 16, HP 84 touching the earth
Miss: 10 damage and 5 damage to one nearby
Copper Gargoyle (9th Level) enemy.
Copper claws +14 vs. AC32 damage
AC 26, PD 23, MD 18, HP 150 Champion Feat (Priestess of Stone): When you
summon a 5th level or higher earthwave, its
surging earth attack now deals the extra damage to
Adventurer Feat: Your copper gargoyle can now
1d6 other nearest enemies instead of 1d4
fly and even stay airborne up to 1d4 rounds per
battle. Roll the first time the gargoyle stays
airborne. Ordinary summoned creature: To use all three of its
Champion Feat: Your copper gargoyle has resist actions during its turn, the earth elementals
damage 18+ against the first attack that hits it in a summoner must have used a standard action to
battle. summon or control it during the summoners
Epic Feat: Once per turn as a free action, you can previous turn. Otherwise, roll a d6 on the table
below.
lose 5 hit points to allow your copper gargoyle
to reroll an attack. Earthwave Default Actions (d6)
13: The earthwave subsides, and doesnt act.
<<insert blue sidebar>> 4+: The earthwave moves as you like.
Limited Options
Its deliberate that theres only one summoning spell AC 19
at 3rd level, and that it summons a construct rather PD 18 HP 84
than a creature type that matches one of the
MD 16
summoning talents. Its also deliberate that the
construct-summoning spells have feats attached. If
7th Level Earth Elemental
you want to spend feats to help other summoned
creatures, choose the Keeper of Spirits, Mother of Surging earth +13 vs. AC35 damage, and deal 5
damage to the 1d4 other nearest enemies that are
Beasts, or Priestess of Stone talents.
touching the earth; miss: 15 damage and 5 damage to
<<end blue sidebar>> one nearby enemy
AC 21, PD 20, MD 16, HP 126
5th Level Summoning Spells
9th Level Earth Elemental
Surging earth +15 vs. AC60 damage, and deal 10
Summon Earthwave damage to the 1d4 other nearest enemies that are
Ranged spell touching the earth; miss: 15 damage and 10 damage to
Daily one nearby enemy
Effect: You summon a 5th level earthwave. Cast at AC 23, PD 22, MD 18, HP 210
higher levels, you summon an earthwave of the
spells level. Summon Sacred-loop Snake
Ranged spell
e Earthwave Daily
5th level wrecker [ELEMENTAL]

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 142

Effect: You summon a 5th level loop snake. Cast at Summon Warrior of the Great Hall
higher levels, you summon a loop snake of the Ranged spell
spells level. Daily
Effect: You summon a 5th level warrior of the Great
e Sacred-loop Snake Hall. Cast at higher levels, you summon a warrior
of the Great Hall of the spells level.
Left to itself, it coils into a perfect S Infinity rune.

5th level troop [BEAST] e Warrior of the Great Hall


Initiative: +9 The spirit warrior keeps a straight face, but if you know
the signs, you can see that it relishes being called back
Coiling strike +10 vs. AC25 damage from Ernaldas Great Hall to fight alongside mortals.
Miss: 7 damage.
5th level troop [SPIRIT]
Spiral return: At the start of each of your turns after Initiative: +12 (usually irrelevant)
the sacred-loop snake has dropped to 0 hit points,
roll a hard save (16+). If the save succeeds, you can One-handed spear +12 vs. PD20 damage
use your standard action this turn to summon the Miss: 5 damage.
sacred-loop snake again, and stop rolling the spiral
return save. Stop rolling the save at the end of the Earth shield: Each ally next to the warrior of the Great
battle or if your natural roll with the save is a 1. Hall gains a +1 bonus to AC, or a +2 bonus if the
ally possesses the Earth rune or the husband /
Mother of Beasts champion-tier feat upgrade: You gain a lover / protector / champion of the Earth feat (page
+2 bonus to spiral return saves. XX).

Ordinary summoned creature: Keeper of Spirits champion-tier feat upgrade: Roll 2d6
Sacred-loop Snake Default Actions (d6) when you summon the spirit. Increase its one-
13: As the flavor text above indicated . . . . handed spear hit damage by that amount.
4+: The snake heals 1d4 hit points, but is otherwise
quiescent. Ordinary summoned creature:
Warrior of the Great Hall Default Actions (d6)
AC 21 12: Remembers past lives. Chants a little.
3+: Moves wisely to stand next to its summoner, if
PD 18 HP 54
not already in the best such spot.
MD 18
AC 21
Sacred-loop Snake (7th Level)
Coiling strike +12 vs. AC35 damage; miss: 10 PD 14 HP 50
damage MD 17
AC 23, PD 20, MD 20, HP 81
Warrior of the Great Hall (7th Level)
Sacred-loop Snake (9th Level) One-handed spear +14 vs. PD32 damage; miss: 8
Coiling strike +14 vs. AC62 damage; miss: 17 damage
damage AC 23, PD 16, MD 19, HP 75
AC 25, PD 22, MD 22, HP 135
Warrior of the Great Hall (9th Level)

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 143

One-handed spear +14 vs. PD55 damage; miss: 14 3+: Moves as you like. No attack.
damage
AC 25, PD 18, MD 21, HP 126 AC 24
PD 21 HP 90
7th Level Summoning Spells MD 17

Summon Three-horned Earthshaker 9th Level Three-horned Earthshaker


Ranged spell Headbutt & Stomp +14 vs. AC (1d3 attacks)35
Daily damage
Effect: You summon a 7th level three-horned Miss: 8 damage.
earthshaker.
Big charge +14 vs. AC (one enemy the earthshaker
had to move some distance to reach)100
e Three-horned Earthshaker
damage
Other great beasts of the e Earth perished, but the
Miss: 50 damage.
earthshakers have never forgotten to respond to their
AC 26, PD 23, MD 19, HP 160
mothers call.

7th level wrecker [BEAST] Summon Spirit of Voria


Initiative: +11 Ranged spell
Daily
Headbutt & Stomp +12 vs. AC (1d3 attacks)20 Effect: You summon a 7th level spirit devoted to
damage Voria, goddess of the Spring.
Miss: 5 damage.
e Spirit of Voria
Big charge +12 vs. AC60 damage Ernaldas daughter, goddess of Spring, sends an emissary.
Furious charge: To use this attack, the earthshaker Flagrant blossoms ensue.
must first move and target an enemy it was not
engaged with at the start of its turn.
7th level caster [SPIRIT]
Miss: 27 damage. Initiative: +8 (probably doesnt matter)

Big head armor: Three-horned earthshaker take a 4 Peals of laughter +12 vs. MD (nearby enemy with
penalty to AC while its engaged with two or more the highest MD)A nearby ally of your choice
enemies. can heal using a recovery.
Critical hit: The recovery is free.
Mother of Beasts champion-tier feat upgrade: You can
ride your three-horned earthshaker, gaining a +2
Keeper of Spirits champion-tier feat upgrade: Twice a
bonus to your AC and moving along with it
battle, peals of laughter can target an enemy of your
during its move action. (Were keeping the rules
choice instead of the enemy with the highest MD.
element low-key here, have fun.)

Ordinary summoned creature:


Ordinary summoned creature:
Spirit of Voria Default Actions (d6)
Three-horned Earthshaker Default Actions (d6)
13: Spring! So beautiful! Petals floating, chimes
12: Stomps menacingly. But no actions to speak
blossoming, Spring! No connection to all this
of.
fighting, though.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 144

4+: If engaged, the spirit attempts to disengage. If 4+: The stone warrior can use a move action.
unengaged, the spirit of Voria heals 3d6 hit points.
AC 24
AC 21 PD 22 HP 80
PD 17 HP 100 MD 17
MD 21
9th Level Stone Warrior
9 Level Spirit of Voria
th
Stone weapons +14 vs. AC64 damage; miss: 40
Peals of laughter +14 vs. MD (nearby enemy with damage
the highest MD)A nearby ally of your choice AC 26, PD 24, MD 19, HP 160
can heal using a recovery.
Critical hit: The recovery is free.
AC 23, PD 19, MD 23, HP 190

Summon Stone Warrior


Ranged spell
Daily
Effect: You summon a 7th level stone warrior. Cast at
9th level, you summon a 9th level stone warrior.

e Stone Warrior
7th level blocker [ELEMENTAL]
Initiative: +10

Stone weapons +12 vs. AC36 damage


Natural even hit: The stone warrior absorbs more
material into its form and gains a +2 bonus to
AC until the start of its next turn.
Miss: 20 damage.

All rock: The stone warrior has resist damage 12+


against attacks targeting AC.

Rockflow interceptor: Once per round as a free action,


the stone warrior can pop free from an enemy and
move to intercept (and engage) a creature moving
past it.

Priestess of Stone champion-tier feat upgrade: The all


rock damage resistance increases to 14+.

Ordinary summoned creature


Stone Warrior Default Actions (d6)
13: The stone warrior does nothing.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 145

e Serpent Spirit
9th Level Summoning Spell 9th level mook [SPIRIT]
Initiative: +13

Summon Green Age Serpent


Spirit fangs +14 vs. PD10 damage, and the Green
Ranged spell
Age serpent heals 5 hit points if it hasnt dropped
Daily to 0 hp.
Effect: You summon a 9th level Green Age serpent, a
mighty supernatural being that is simultaneously
AC 23
a beast, elemental, and spirit.
PD 20 HP 25 (mook)
e Green Age Serpent
MD 20
Mook: Kill one serpent spirit mook for every 25
Heres a glimpse of the world before t Death when all was
damage you deal to the mob.
green and alive.

9th level spoiler [BEAST, ELEMENTAL, SPIRIT]


Initiative: +13

Great fangs +12 vs. AC55 damage, and 15


ongoing poison damage. In addition, the Green
Age serpent gains one use of its scales become spirits
ability this battle (cumulative).

Scales become spirits: The Green Age serpent can use


this ability only after hitting with great fangs.
As an interrupt action once per attack when an
enemy hits the serpent, place 1d3 serpent spirit
mooks next to the Green Age serpent. The
summoner controls these mooks and they take
their turn after the Green Age serpent.

Keeper of Spirits champion-tier feat upgrade: Great fangs


now targets PD instead of AC.

Mother of Beasts champion-tier feat upgrade: Scales


become spirits now summons 1d4 serpent spirit
mooks instead of 1d3.

Priestess of Stone champion-tier feat upgrade: Green


Age serpent has +1 AC.

AC 25
PD 22 HP 170
MD 22

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 146

HELL MOTHER Backgrounds: Possible hell mother backgrounds


include: touring Sacred Time dancer, for a troll or
To the trolls, Hell was Wonderhome, a paradise of
human who has made a living, an artistic career, or a
Darkness and never-ending food. That tells you much of
sacred calling of touring surface human settlements
what you need to know about trolls, you light-dependent
performing o Darkness roles in ritual performances
person-shaped food-thing, you.
of myths in atypical and mutually empowering
contexts; soft food hunter, for a troll who has focused
Overview on catching humans to feed to their troll
Required: You must be a devotee of a god of Darkness. communities; Ivory Plinth diplomat for a dark troll or
Play Style: The hell mother probably shouldnt human somehow made responsible for dealing with
be a players first 13th Age character. Thanks to the verdammt tusk riders; Crabtown marshal, for a
summoned creatures, strange at-will spells, and troll or human who was responsible for maintaining
daily spells that recur at least once, there can be a lot order (i.e., the right type of Disorder) in the strange
going on during a hell mothers turn. troll/human town near Skyfall Lake; disgraced
We see the hell mother and the earth priestess as shaman, for a clan magician who was too soft on the
opposed faces of the same sacred icon. Summoning spirits; trollkin survivor, for a dark troll who was part
is important to both, but the earth priestess can of a multiple birth and therefore viewed as trollkin;
summon at-will while the hell mother summons Snakepipe Hollow exterminator, for a hell mother who
random and more powerful creatures in a more- fought Chaos for a living just south of the Stinking
limited manner. The earth priestess dispenses favors Forest.
to allies who perform well; the hell mothers bound Gods: Probably the dangerous mother goddess
spirits and daily spells often help her allies, but not of the trolls, Kyger Litor. If youre a longtime
without taking a few bites for their trouble! The Glorantha fan, youve probably seen a few versions
earth priestess has a couple at-will spell attacks but of the cult of Kyger Litor. The answer is Yes: the hell
theyre no big deal, while the hell mothers at-will mother class is in effect another publication of the
attacks are more powerful and far less predictable, cult of Kyger Litor! But as youll see in the talents,
making them more interesting over the course of a other troll and Darkness gods contribute to the class.
campaign. You could phrase yourself as an initiate or devotee
A group of heroes with both a hell mother and of Aranea (spider goddess) or Gorakiki (insect god)
an earth priestess is likely to have too many and feel mostly at home as a hell mother.
creature-summoning support magicians. Even from Runes: o Darkness required. Kyger Litors other
a story perspective, the hell mother and the earth runes are , Man and b Spirit, and youll want at
priestess occupy the same terrain. Ernalda and least one of the two, but you might want something
Kyger Litor are the matriarchs of their respective different for your personal rune.
pantheons and its not clear either wants to play Gear
second fiddle.
At 1st level, a hell mother starts with better clothing
Also, having both spellcasters in the same party than most people who live underground, a nasty
makes it quite difficult to avoid saying earth knife or two, ritual accouterments, various bug and
mother and hell priestess by accident! Or on spider parts woven into light armor, and a sack full
purpose. of tasty grubs or other worthwhile foodstuffs.
Ability Scores: Charisma is your most important
Armor
ability score, because you command lesser beings.
Constitution is important because the stress of Hell mothers may wear enough chitin and skulls to
wielding o Darkness magic slays the weak. qualify as light armor. Heavier garb doesnt agree
with them, and attack penalties from wearing armor
Hell mothers gain a +2 class bonus to Charisma
also apply to any creatures the hell mother has
or Constitution, as long as it isnt the same ability
summoned.
you increase with your +2 racial bonus.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 147

Hell Mother Armor and AC Weapons


Type Base AC Attack Hell mothers try to avoid dirtying their hands with
None 10 weapons. They have male troll minions for that.
Light 11 Fighting hand to hand is a last resort, and missile
Heavy 12 5 weapons are for trollkin.
Shield +0 2

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 148

Hell Mother Melee Weapons


One-Handed Two-Handed
Small 1d3 dagger, or maybe teeth 1d4 staff
Light or Simple (2) 1d4 cudgel (5) 1d6 bigger club
Heavy or Martial (5) 1d6 mace (10) 1d8 big mace

Hell Mother Ranged Weapons


Thrown Bow
Small 1d3 dagger
Light or Simple (5) 1d4 javelin (5) 1d4 sling
Heavy or Martial (10) 1d6 bigger sling

Hell Mother Level Progression


Note: Although not listed on this table, this class gets three talents. It does not gain more at higher levels.
Damage
Hell At- Daily Level-up Bonus
Bound Daily
Mother Total Hit Points Total Feats Will Summoning Ability From
Spirits Spells
Level Spells Spells Bonuses Ability
Score
1 ability
Level 1 (5 + CON mod) x 3 1 adventurer 2 2 1
modifier
2 ability
Level 2 (5 + CON mod) x 4 2 adventurer 2 2 1
modifier
2 ability
Level 3 (5 + CON mod) x 5 3 adventurer 2 2 2
modifier
2 +1 to 3 ability
Level 4 (5 + CON mod) x 6 4 adventurer 2 3 2
abilities modifier
4 adventurer 2 2 x ability
Level 5 (5 + CON mod) x 8 2 3 3
1 champion modifier
4 adventurer 2 2 x ability
Level 6 (5 + CON mod) x 10 3 3 3
2 champion modifier
4 adventurer 3 +1 to 3 2 x ability
Level 7 (5 + CON mod) x 12 3 3 3
3 champion abilities modifier
4 adventurer 3
3 x ability
Level 8 (5 + CON mod) x 16 3 champion 3 3 4
modifier
1 epic
4 adventurer 3
3 x ability
Level 9 (5 + CON mod) x 20 3 champion 4 3 4
modifier
2 epic
4 adventurer 4
+1 to 3 3 x ability
Level 10 (5 + CON mod) x 24 3 champion 4 3 4
abilities modifier
3 epic

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 149

Hell Mother Stats


Initiative, AC, PD, MD, Hit Points, Recovery Dice, and Feats are level dependent.
Ability Bonus +2 Constitution or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 11 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Runes o Darkness, another rune from your deity, and a personal rune
Talents 3
Feats 1 per Level

Basic Attacks

Melee attack
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss:
Ranged attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss:

Class Features and gain a benefit from it. The release trigger action
All hell mothers share a few key features, mostly is the only way to release a bound spirit.
connected to the categories of spells and powers At adventurer tier, the spirits release often
noted in the columns of the class progression table provides a second chance for an ally who has
above. screwed up a bit, but the favors of o Darkness
spirits dont come easy! When a Darkness spirit eats
Bound Spirits
someones bad luck, it also tends to eat a piece of
Each day you can choose number of bound spirits to them, or their spirit.
serve you as indicated in the class progression table.
Each individual spirit has a recharge roll that
Each bound spirit provides you (or sometimes your
you use after the battle to try to bind the spirit again.
allies) with a bonus or power of some sort while you
If you succeed, you start the next battle with the
have it bound. Each spirit also has a release trigger,
spirit bound and providing you with its bonus. If
which is a moment when you can release the spirit

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 150

you fail the roll, the spirit is somewhere else, not yet spirits, so that attack spells and healing spells alike
returned to you. look something like summoning.
Recurring Daily Spells Automatic repetition: The fact that recurring
The hell mothers daily spells work a bit differently daily spells automatically repeat is a bit different
than those of other classes. The big difference is that than how we usually do things. What we mean is
the spell automatically repeats at the start of the hell that a recurring spell no longer requires an action
mothers next turn. Then, if the natural attack roll of being taken by the hell mother. The hell mother can
the recurring spell is even, the spell repeats again at be knocked unconscious or out of play using dark
the start of the hell mothers next turn, and so on as walk, or teleported away, or DEAD, and the
long as natural even rolls come up. recurring spell will keep getting cast as long as
natural even attack rolls keep occurring. This
In other words, the hell mothers recurring daily
mechanic models our notion that the hell mother has
spells always repeat at least once. They might repeat
called up spirits who are operating somewhat
again on subsequent rounds depending on the
independently.
natural attack rolls of the recurrences. Cast once, a
hell mothers daily spells arent as powerful as the One possible oddity comes from targeting. The
daily spells cast by other spellcasters. Combine hell mother herself isnt recasting the spell, so shes
several rounds of effects and the fact that spells not going to be taking opportunity attacks from
recur as free actions, and the hell mother does just engaged enemies if its a ranged spell. And the
fine. attack isnt coming from her, not really. To
determine nearby targets, use the hell mothers most
You can only have one recurring daily spell
recent location, or where she is lying unconscious,
active at a time and casting a second such spell ends
but dont worry about line of sight and cover for the
the first. So of course you arent likely to cast a
recurrences, since the spirits are flying around
second recurring spell until the first spell has ended
tearing things up on their own.
naturally.
Use the first attack roll: Some hell mother daily Ritual Magic
spells require multiple attacks. Use the first attack You can cast your spells as rituals (13th Age, page
roll of a turn for a recurring spell to determine 192). Unlike most other ritual casters, your rituals
whether it recurs again. generally require you to eat something living. In
Story of the hell mothers spells: We usually troll society, trollkin suffice, but while adventuring
avoid elaborating on the details of how magic with surface folk youll probably make do with
works, preferring to leave visons and descriptions to animals.
the players and GM. The hell mother is a special Your rituals work best underground or at night.
case thats merits explanation. As a practitioner of Outdoors and under the sunlight, youre probably
shamanic magic, the hell mother achieves most of just wasting your time and a spell.
her most powerful magical effects by controlling Summons from Hell
spirits. Summoning spells and bound spirits As a hell mother, you know a number of
obviously intersect with spirit magic. Most of the summoning spells, as indicated on the level
effects of the hell mothers at-will and daily spells progression table. You use the general rules for
can be understood as the result of quickly summoned creatures presented on page XX but with
summoned spirits that do the hell mothers a couple wrinkles all your own.
bidding. If the spell is powerful, like a daily spell,
Unlike most other summoners, you dont know
and the hell mother is lucky, the spirit sticks around
different summoning spells. Instead, you have one
for a few turns to do her bidding.
hell mother summoning spell, summons from Hell,
In other words, although these spells arent which is shown below. At 1st level, you get one use
summoning spells in the technical way in which we of the spell. At 2nd level you get another use, and so
use the term in the 13th Age system, you could on.
certainly describe them as calling on and controlling

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 151

The creatures you summon are determined by a 20+: Summon superior dehoreChoose a dehore from
d20 roll rather than by summoning spell choices. among the dehore available at your level. It fights
Low rolls let you choose a giant bug to summon. for you as a superior summoned creature.
Higher rolls summon a giant spider. Still higher rolls
summon a o Darkness spirit known as a dehore <<insert blue sidebar>>
(pronounced dae-HOR-ay, plural dehori, dae-HOR- Dehore or Shade?
ee). Maxed-out rolls summon the same types of Original RuneQuest! referred to darkness elementals
dehori but as a superior summoned creature instead as shades. But Greg Stafford hated that language.
of as an ordinary summoned creature, allowing you Weve opted to use the terms for o Darkness spirits
to use your standard actions as you like while the that Greg prefers while using the word shade in a
superior dehore fights without needing direction. few spots it seems cool to us.
Normally you summon a creature thats your <<end blue sidebar>>
level or one lower. If you want to summon an even
lower level creature for story reasons or because it
has an ability that higher level creatures lack, youre Class Talents
free to do so. Choose three of the following talents.
Well repeat the Summons from Hell Table on
page XX at the start of the stats for your summoned Araneas Brood
bugs, spiders, and dehore. Add your Constitution modifier to the hit points of
the spiders you summon (5th level: double your Con
Summons from Hell modifier; 8th level: triple it).
Ranged Spell Adventurer Feat: The first time you summon a
Daily giant spider each day, choose a new daily spell
Special: You get a number of daily uses depending of your level or lower as a bonus spell for the
on your level day. You cant double up on a spell you have
Effect: You summon a creature to fight for you until already chosen.
the end of the battle. Which creature? Roll a d20 Champion Feat: Giant spiders you summon add
and add the escalation die, then consult the the current escalation die to their attacks rather
following table. than the value of the escalation die when they
Modified d20 Roll were summoned.
18: Summon giant bugChoose a giant bug from Epic Feat: Once per day when you summon a
among the giant bugs available at your level. It giant spider, you can make it a superior
fights for you as an ordinary summoned creature. summoned creature instead of an ordinary
Unlike most ordinary summoned creatures that summoned creature.
deal damage to the caster equal to the summoned
creatures level when they drop to 0 hit points, Gorakikis Spawn
giant bugs deal damage equal to double the Add your Constitution modifier to the hit points of
creatures level to the caster when they drop. the bugs you summon (5th level: double your Con
915: Summon giant spiderChoose a giant spider modifier; 8th level: triple it).
from among the giant spiders available at your Adventurer Feat: The first time you summon a
level. It fights for you as an ordinary summoned giant bug each day, choose a new at-will spell of
creature. All spiders you summon have the wall- your level or lower. You can use that at-will
crawler ability to climb on ceilings and walls. spell for the rest of this battle and for your next
1619: Summon dehoreChoose a dehore from battle, even if thats after a full heal-up.
among the dehore available at your level. It fights Champion Feat: Giant bugs you summon add the
for you as an ordinary summoned creature. current escalation die to their attacks rather than

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 152

the value of the escalation die when they were the value of the escalation die when they were
summoned. summoned.
Epic Feat: Once per day when you summon a Epic Feat: Once per day when you summon an
giant bug, you can make it a superior ordinary dehore, you can make it a superior
summoned creature instead of an ordinary summoned creature instead.
summoned creature.
Spirit Binder
Great Feeding You gain a +2 bonus to your recharge rolls when you
Special: If youre not a troll, taking this talent isnt going attempt to rebind spirits you have released.
to do you much good. In addition, once per day you can succeed
When one of your summoned creatures drops a automatically on a recharge roll to rebind a released
non-mook enemy to 0 hp in a battle in which your bound spirit instead of rolling.
natural initiative roll was even and you qualify to Adventurer Feat: In addition, you gain a +2 attack
use your big eater racial power, you can roll a hard bonus against spirits.
save (16+). If you succeed, that summoned creature Champion Feat: Increase the recharge bonus to +5
gains the following benefit: instead of +2.
If its an ordinary summoned creature, it Epic Feat: You gain an additional bound spirit.
becomes a superior summoned creature until the
end of the battle.
Walk in Darkness
If its already a superior summoned creature, it
Special: If youre not a troll, taking this talent isnt going
gains temporary hit points equal to your
to do you much good.
Constitution modifier (5th level: double your
Constitution modifier; 8th level: triple it). Before you use your dark walk racial power, you
can use a single quick action to control one of your
Adventurer Feat: The save is now normal (11+)
ordinary summoned creatures, allowing it to take a
instead of hard.
full turn after your own.
Champion Feat: When you succeed on your great
Adventurer Feat: If you have a summoned
feeding save, the summoned creature also gains a
creature under your control when you use dark
+2 bonus to all defenses until the end of the
walk, that creature gains temporary hit points
battle (as usual, thats non-cumulative). You can
equal to your Constitution modifier (5th level:
now also roll the save when your summoned
double your Constitution modifier; 8th level:
creature eliminates the last mook of a mob.
triple it).
Epic Feat: When one of your superior summoned
Champion Feat: Until you return from your dark
creatures succeeds on the great feeding save, you
walk, the crit range of your summoned creatures
can heal using a free recovery.
attacks expands by 2.
Epic Feat: When you use dark walk in a battle, your
Kyger Litors Kin summoned creatures gain resist damage 14+ until
Add your Constitution modifier to the hit points of the end of the battle. (They only take half
the dehore you summon (5th level: double your Con damage from attacks unless the natural attack
modifier; 8th level: triple it). roll was 14 or higher.)
Adventurer Feat: The first time you summon a
Bound Spirits
dehore each day, choose a bound spirit of your
tier or lower. You start the next battle with that The names of these spirits may look generic, but a
spirit bound, treating it like one of your normal few have Gloranthan depths. The names could be
bound spirits until the end of the day. placeholders if your hell mother knows and cares
about the names of the spirits she binds, or she may
Champion Feat: Dehore you summon add the
current escalation die to their attacks rather than

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 153

treat her spirit retinue as nameless expressions of the 7th level hell mother 4d6 damage to ally.
original o Darkness. 9th level hell mother 5d6 damage to ally;
temporary hit points now double your natural
initiative roll.
Adventurer-tier Bound Spirits
Adventurer Feat: The recharge roll is now 14+
[[Chris, use a 3.5 header for the header above.]]
instead of 16+, but the damage dice increase by
You can replace these bound spirits with champion-
one size from d6s to d8s.
tier bound spirits when you reach 5th level. We
Champion Feat: The ally gains a +2 bonus to the
designed the spirits and feats so that its an
rerolled attack.
interesting choice rather than an obvious decision.
Epic Feat: The recharge roll is now 11+.

Bound Umbarite
Heart of Lead
Bound spirit
Bound spirit
Recharge 11+ if released
Recharge 16+ if released
Binding bonus: You gain a +1 bonus to your saves.
Binding bonus: You cant become vulnerable.
Release trigger: As an interrupt action, release the
Release trigger: As an interrupt action, release the
spirit when an ally fails a save with a natural odd
spirit when an ally drops to 0 hit points or below.
roll.
Release effect: That ally can roll a save. If they
Release effect: Deal 1d4 damage to that ally, and
succeed, they can heal using a recovery. If they
they can reroll the save.
succeed with a natural 11 or 13, replace one of
Adventurer Feat: You can now release the spirit
their personal runes with o Darkness until they
when an ally fails a save with a natural even
have attuned their new o Darkness rune once. Or
roll.
until they decide they prefer o Darkness to the
Champion Feat: Your ally gains a +3 bonus to the
path they used to be on!
rerolled save.
Adventurer Feat: The recharge roll is now 11+
Epic Feat: When an ally fails the rerolled save, the
instead of 16+.
spirit stays bound to you.
Champion Feat: While the spirit is bound, you can
now ignore dazed effects as well as vulnerable
Good Place Spirit effects.
Bound spirit Epic Feat: While the spirit is bound, you can now
Recharge 16+ if released also ignore confused effects. You know who
Binding bonus: When you roll initiative, you gain your enemies are!
temporary hit points equal to the ones digit of
your natural roll (for example, on a 17 you would Old & Hungry
get 7 temp hp).
Bound spirit
Release trigger: As an interrupt action, release the
Recharge 16+ if released
spirit when an ally misses with a natural odd
Binding bonus: You gain a +1 bonus to AC.
attack roll.
Release trigger: As an interrupt action, release the
Release effect: Deal 1d6 psychic damage to that ally,
spirit when an ally misses with an attack against a
and if they are still conscious they can reroll the
staggered enemy.
attack.
Release effect: Deal 1d6 psychic damage to that ally,
and if they are still conscious they can reroll the
3rd level hell mother 2d6 damage to ally.
attack.
5 level hell mother
th 3d6 damage to ally;
temporary hit points now equal to your
3rd level hell mother 2d6 damage.
initiative roll.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 154

5th level hell mother 3d6 damage. Release effect: Your ally can reroll the attack against
7th level hell mother 4d6 damage. that target, but if the reroll misses, deal 4d6 +
9 level hell mother
th 5d6 damage. Charisma modifier psychic damage to your ally.
Adventurer Feat: The recharge roll is now 11+
instead of 16+, but the damage dice increase by 7th level hell mother 5d6 damage.
one size from d6s to d8s. 9th level hell mother 6d6 damage.
Champion Feat: The recharge roll is now 11+. Champion Feat: The recharge roll is now 11+
Epic Feat: You gain a +2 bonus to AC instead of +1 instead of 16+.
from the binding bonus. Epic Feat: The ally gains a +3 bonus to the attack
reroll.
Champion-Tier Bound Spirits
[[Chris, use a 3.5 header for the header above.]] Eats the Lost
When you reach champion tier you can swap all Bound spirit
your adventurer-tier bound spirits out for Recharge 16+ if released
champion-tier spirits. It may not be the best way to Binding bonus: You gain a +2 bonus to MD.
marshal your spirits, but its a path thats open to Release trigger: As an interrupt action, release the
you. spirit when an ally misses an attack against a
SPIRIT or a creature with the b Spirit rune.

Tail First Release effect: Your ally can reroll the attack against
that target, but if the reroll misses, deal 4d6 +
Bound spirit
Charisma modifier psychic damage to your ally.
Recharge 16+ if released
Binding bonus: You gain a +2 bonus to PD.
7th level hell mother 5d6 damage.
Release trigger: As an interrupt action, release the
9 level hell mother
th 6d6 damage.
spirit when an ally misses with an attack against a
BEAST or a creature associated with B Beast.
Champion Feat: The recharge roll is now 11+
instead of 16+.
Release effect: Your ally can reroll the attack, but if
the reroll misses, deal 4d6 + Charisma modifier Epic Feat: The ally gains a +3 bonus to the attack
psychic damage to your ally. reroll.

7th level hell mother 5d6 damage. Epic-Tier Bound Spirits


9 level hell mother
th 6d6 damage. [[Chris, use a 3.5 header for the header above.]]
Champion Feat: The recharge roll is now 11+ Great Devourer
instead of 16+.
Bound spirit
Epic Feat: The ally gains a +3 bonus to the attack
Recharge 16+ if released
reroll.
Binding bonus: The first time you heal using a
recovery each battle, you heal additional hit points
Original Gorger equal to triple your Charisma modifier. (Out of
Bound spirit combat, use the bonus once between battles.)
Recharge 16+ if released Release trigger: As an interrupt action, release the
Binding bonus: You gain a +1 bonus to all defenses spirit when ? Chaos steals the escalation die.
while staggered. Release effect: You prevent the theft, but you and
Release trigger: As an interrupt action, release the your allies dont benefit from the escalation die
spirit when an ally misses with an attack against a that round; the upside is that Chaos doesnt
? Chaos creature. benefit from the escalation die either.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 155

Epic Feat: When you release the bound spirit, you Epic Feat: One battle per day, ignore the first time
and your allies get to use the escalation die that you are prohibited from casting the spell until
round and Chaos doesnt. you or one of your allies drops.

At-Will Spells Blood Chant


Unlike most spellcasters, you can choose from all the Ranged spell
at-will spells your class offers at 1st level. When you At-Will
reach 3rd level, you use your at-will spells as 3rd level Target: One nearby enemy
spells, and so on for 5th and 7th and 9th level. Attack: Charisma + Level vs. MD
For other classes this would risk making play Hit: 1d6 + Charisma modifier psychic damage, plus
repetitive, but your at-will spells have strange side 1d6 damage for each of your allies that is
effects and limitations that keep battles staggered (max +5d6).
unpredictable. Miss: Damage equal to your level to you and the
One warning: a few of your spells come with target.
end conditions that keep you from using them again
until the next battle. Caution isnt really the hell
Chill
mother way, so lets pretend were not advising you
Close-quarters spell
to exercise it.
At-Will
Target: One enemy engaged with you
Ancient Dark Attack: Charisma + Level vs. PD
Ranged spell Hit: 1d6 + Charisma modifier cold damage, and the
At-Will target pops free from you.
Target: One nearby enemy Natural Even Hit: As a hit, and after popping free,
Attack: Charisma + Level vs. PD the target is stuck until the end of its next turn.
Hit: 2d6 + Charisma modifier damage Natural Even Miss: Damage equal to your level.
Natural Odd Hit: As a hit but double damage, and Natural Odd Miss: Damage equal to your level, the
you cant cast this spell again this battle until after target pops free from you, and you cant use this
you, one of your allies, or one of your summoned spell again until the escalation die is 6+.
creatures drops to 0 hit points or below.
Miss: You cant cast this spell again this battle until 3rd level spell 2d6 damage.
after you, one of your allies, or one of your 5th level spell 4d6 damage.
summoned creatures drops to 0 hit points or
7th level spell 6d6 damage.
below.
9th level spell 10d6 damage.

3rd level spell 4d6 damage.


5th level spell 6d6 damage. Family Politics
7th level spell 9d6 damage. Ranged spell
9th level spell 10d10 damage. At-Will
Adventurer Feat: You can now target far away Target: One nearby enemy
enemies with the spell, and increase the damage Attack: Charisma + Level vs. MD
dice by one size (d6s become d8s; d10s become Hit: 1d6 + Charisma modifier psychic damage
d12s). Natural Even Hit: As a hit, and the PC being played
Champion Feat: The spell now also deals half by the eldest player in the group gains temporary
damage on a miss. hit points equal to your Constitution modifier.

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13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 156

Natural Odd Hit: The PC being played by the Champion Feat: When you drop a non-mook
youngest player in the group gains temporary hit enemy to 0 hp with this spell, you can roll a
points equal to your Constitution modifier. save. If you succeed, you can rebind a spirit you
Natural Odd Miss: You cant use this attack again released this battle or in a previous battle.
this battle. Epic Feat: Now it takes three misses with spirit fork
attack rolls before the spell becomes unusable.
3rd level spell 2d6 damage.
5th level spell 4d6 damage; temporary hit Daily Spells
points equal to double your Constitution
As with at-will spells, you can select spells that are
modifier.
your level or lower. See the class features section on
7 level spell 6d6 damage.
th
page XX for the full rules on spell recurrence.
9th level spell 9d6 damage; temporary hit
points equal to triple your Constitution
modifier. 1st Level Daily Spells
Adventurer Feat: Once per battle when you hit
with this spell, grant the temporary hit points to Despair Fiend
a nearby ally of your choice who is neither the Ranged spell
oldest nor the youngest. (If your group is very Daily
small, or composed of quintuplets or something,
Recurring (Two rounds or longer with natural even
make it a random nearby ally.)
attack rolls)
Champion Feat: The spells damage dice increase
Target: One nearby enemy
one size from d6s to d8s.
Attack: Charisma + Level vs. MD
Epic Feat: Allies with the Darkness rune gain
Hit: 2d6 + Charisma psychic damage, and the target
double the amount of temporary hit points
takes 2d6 extra psychic damage each time it
when you hit with the spell.
misses with an attack (save ends).
Miss: Damage equal to your level to you and the
Hungry Spirit Fork target.
Ranged spell
At-Will 3rd level spell 4d6 damage in both cases.
Targets: Two nearby enemies 5th level spell 6d6 damage in both cases.
Attacks: Charisma + Level vs. PD 7th level spell 5d12 damage in both cases.
Hit: 1d8 + Charisma modifier damage. 9th level spell 10d12 damage in both cases.
Miss: Damage equal to your level to you and the
target, and if you have missed with two spirit fork
Berserker Haunt
attack rolls this battle, you cant cast this spell
Ranged spell
again until the escalation die is 6+. (If you miss
Daily
with your first spirit fork attack roll, you still get to
roll the second attack.) Recurring (Two rounds or longer with natural even
attack rolls)
Target: One nearby 1st or 2nd level ally
3rd level spell 2d6 damage.
Attack: Charisma + Level vs. MD
5th level spell 4d6 damage.
Hit: 1d6 psychic damage, and the target can take an
7th level spell 6d6 damage.
additional standard action during its next turn.
9th level spell 6d12 damage.
Miss: Damage equal to your level to you and the
Adventurer Feat: You can now target far away
target.
enemies with the spell.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 157

3rd level spell Targets 3rd or 4th level ally, 3d6 9th level spell 9d12 damage, or 2d8 x 10
damage. damage vs. ? Chaos.
5 level spell Targets 5th or 6th level ally, 4d6
th Adventurer Feat: If you wish, a miss against a ?
damage. Chaos target deals half damage to both you and
7 level spell Targets 7th or 8th level ally, 3d12
th the target.
damage. Champion Feat: Misses against a ? Chaos target
9 level spell Targets 9th or 10th level ally,
th now deal half damage to the target only, not to
5d12 damage. you.

Whirlpool to Hell Spirit Ally


Ranged spell Ranged spell
Daily Daily
Recurring (Two rounds or longer with natural even Recurring (Two rounds or longer with natural even
attack rolls) attack rolls)
Target: One nearby enemy for each non-mook Target: One nearby enemy engaged with one of
enemy that has dropped to 0 hit points this battle. your summoned creatures
Attack: Charisma + Level vs. MD Attack: Charisma + Level vs. PD
Hit: 3d6 + Charisma psychic damage. Hit: 3d12 + Charisma damage.
Miss: Damage equal to double your level. Miss: Half damage to the target, and damage equal
to double your level to your summoned creature.
3rd level spell 6d6 damage.
5th level spell 9d6 damage. 5th level spell 5d12 damage.
7th level spell 8d12 damage. 7th level spell 8d12 damage.
9th level spell 2d8 x 10 damage. 9th level spell 2d8 x 10 damage.
Adventurer Feat: When you hit with this spell, one
of your summoned creatures engaged with the
3rd Level Daily Spells
target heals 1d12 hit points (5th level spell: 3d6
hit points; 7th level spell: 4d8 hit points; 9th level
Boztakangs Third Secret spell: 4d12 hit points).
Ranged spell
Daily 5th Level Daily Spells
Recurring (Two rounds or longer with natural even
attack rolls)
Target: One nearby enemy High or Low
Attack: Charisma + Level vs. PD Ranged spell
Hit: 4d8 + Charisma damage, or 4d12 + Charisma Daily
damage against a ? Chaos target. Special: You can cast this spell or use its recurrence
Miss: Damage equal to your level to you and the only if there are two or more nearby enemies you
target. can target with the spell.
Recurring (Two rounds or longer with natural even
attack rolls)
5th level spell 6d6 damage, or 6d12 damage
vs. ? Chaos. Target: Flip a coin when you cast the spell or use its
7 level spell 4d12 damage, or 9d12 damage
th recurrence.
vs. ? Chaos. Heads: You target the enemy with the highest hit
points.

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 158

Tails: You target the enemy with the lowest hit Hit: 8d10 + Charisma modifier damage, plus 10 extra
points. damage for each of your bound spirits that are
Attack: Charisma + Level vs. PD presently released.
Hit: 5d10 + Charisma modifier damage. Miss: Damage equal to your level to you and the
Natural Even Miss: Half damage. target.
Natural Odd Miss: Damage equal to your level to
you and the target. 9th level spell 2d8 x 10 damage; +15 damage
per released spirit.
7th level spell 8d10 damage. Epic Feat: When the spell ends, choose one of your
9th level spell 2d8 x 10 damage. released spirits and roll its recharge. If the
Champion Feat: Once per day, flip two coins and recharge roll succeeds, you bind the spirit again
make two attacks, one against each target as a free action.
indicated by your coin flips.
Epic Feat: The spell is now recharge 16+ instead of Bag of Spirits
daily. Ranged spell
Daily
Spirit Lash Recurring (Two rounds or longer with natural even
Ranged spell attack rolls)
Daily Target: One nearby enemy
Recurring (Two rounds or longer with natural even Attack: Charisma + Level vs. MD
attack rolls) Hit: 8d10 + Charisma psychic damage, and roll twice
Target: One nearby enemy on the random rune table to determine two
Attack: Charisma + Level vs. MD random runes, or one rune if your rolls are
Hit: 10d6 + Charisma modifier damage. identical. If one of your nearby allies has one of
these runes, they can heal using a recovery.
Natural Even Hit: As a hit, and if the target is a
Miss: Damage equal to your level to you and the
spirit, its confused until the end of its next turn.
target.
Miss: Damage equal to your level to you and the
target.
9th level spell 2d8 x 10 damage.
7th level spell 2d4 x 10 damage. Champion Feat: Once per day, each of your allies
with one of the runes can heal using a recovery.
9th level spell 2d8 x 10 damage.
Epic Feat: Roll three times on the rune table and
choose two results. Each of your allies with one
7th Level Daily Spells of the runes you choose can heal using a
Retinues Assault recovery.
Ranged spell
Daily 9th Level Daily Spells
Special: You cant cast this spell unless you have
released a bound spirit this battle.
Dark Mothers Touch
Recurring (Two rounds or longer with natural even
Close-quarters spell
attack rolls)
Daily
Target: One nearby enemy
Recurring (Two rounds or longer with natural even
Attack: Charisma + Level vs. PD
attack rolls)
Target: One nearby enemy.
Attack: Charisma + Level vs. PD

2016 Moon Design Publications. All rights reserved.


13th Age in Glorantha Playtest Packet 4. Chapter 4: Classes 159

Hit: 2d6 x 10 + Charisma modifier damage. will summon ahead of time, choose when youre
Natural Even Roll: Up to 3 nearby conscious allies bringing it to the table.
of your choice heal hit points equal to triple your As youll see, some creatures have abilities that
Constitution modifier; no effect on allies who are are repeated higher up the tiers, while other
at 0 hp or below. summoned creatures are one-offs. As a rule, you
Miss: If you are unengaged, a miss deals half dont get to choose a creature thats lower on the
damage. If you are engaged, a miss deals no summoning table when you roll high.
damage. Ordinary creatures: All these creatures start as
ordinary summoned creatures, though a high roll on
the summoning table or specific talents and feats can
Darkness Surrounds Us
turn some creatures into superior summoned
Close-quarters spell
creatures. The full text describing ordinary
Daily
summoned creatures actions is long, so were only
Quick action to cast printing it once per level instead of putting the full
Effect: You and each nearby ally gain a special use text on every creature.
of the troll racial power, dark walk, this battle. The Heres the table again, so you dont have to page
full rules for each characters use of the power back to the start of the class:
appear below, which is a slight variant of the
relevant section of the racial power. In addition, as Summons from Hell
the caster, until the end of the battle, you gain Ranged Spell
resist damage 16+ while one or more of your allies Daily
is out of play while using dark walk. Special: You get a number of daily uses depending
on your level
Hell Mothers Dark Walk