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15 Commits

Author SHA1 Message Date
0b254692f6 start rebuilding my solo character, in case I use it 2026-02-28 08:49:09 -06:00
9dc94cece4 add Silver, for a game I'm playing 2026-02-28 08:48:49 -06:00
e4449722ac add a recruitment page to start distributing soon 2026-02-28 08:47:31 -06:00
e5e8fa17db fix positioning on one thing in the map 2026-02-27 13:19:11 -06:00
dff7bc079d finish (I think!?) the Wald map and initial description 2026-02-27 12:50:21 -06:00
c6c9140bd8 now that I'm using it, have the TOC be a thing off to the side 2026-02-25 14:36:40 -06:00
05df408d9f some touchups and clarifications in the 13A legal notice 2026-02-25 14:23:21 -06:00
be79883921 specify a CC BY-SA license unless otherwise specified 2026-02-25 14:22:59 -06:00
f77aa78767 incomplete writeup for Wald + Age of Parted Shadow
I'm treating this as a campaign summary and primer for a 13th Age game
I'm hoping to start in the coming weeks. this isn't complete yet, but
it's far enough along that I want to commit and push it in order to
refer to it in other contexts while I finish up the rest of it
2026-02-25 14:21:06 -06:00
48928cd7ae don't use markdown-grid-tables, formatting is poor
this extension is adding <p> tags when it shouldn't, and it's pretty
wordy anyway. unfortunately, not using it means that very long cells
have to be on one line, but maybe that's a sign the table is doing too
much work anyway
2026-02-20 01:27:46 -06:00
be52fb8625 move the documented extensions into the README 2026-02-20 00:19:08 -06:00
c2258103b9 spruce up the 13th Age index and legal page a bit 2026-02-18 16:37:52 -06:00
36c9a41991 add markdown-grid-tables and document extension usage 2026-02-18 10:37:51 -06:00
452686d957 move Caslius from the 13A system dir to the campaign dir 2026-02-17 11:27:20 -06:00
aaf27741bd minor tweak to import of Jost 2026-01-21 00:17:24 -06:00
14 changed files with 456 additions and 106 deletions

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@@ -27,3 +27,7 @@ If you want to run your own static site with this content, here is the short ver
```
You can serve this content with any HTTP file server, such as Nginx or even `http.server.HTTPServer`.
Necessary extensions to render this site, beyond what's in incorporeal-cms:
* pymdown-extensions

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@@ -7,6 +7,7 @@
"name": "Brian S. Stephan",
"email": "bss@orb.moe"
},
"LICENSE": "<a href=\"https://creativecommons.org/licenses/by-sa/4.0/\">CC BY-SA 4.0</a> unless otherwise specified",
"DEFAULT_PAGE_STYLE": "dungeon",
"PAGE_STYLES": {
"dungeon": "/static/css/dungeon.css",
@@ -24,6 +25,9 @@
"UNIQUE_IDS": true
}
},
"markdown_grid_tables": {
"hard_linebreaks": false
},
"toc": {
"toc_depth": "2-5"
}

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@@ -0,0 +1,84 @@
---
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
prohibited from charging you to use or access this content. This website is not published, endorsed,
or specifically approved by Fire Opal Media.
---
# Aldfric "Silver" Gauveld (Human Rogue 1)
Silver is a former assassin, reformed after facing the ramifications of his conduct, a rehabilitation incidentally
associated with a prolonged incarceration. His moral code may be a bit unique and personal, but he has given up the
murder-for-hire business and is trying to do something "better" after seeing the suffering of many, though doing so
sometimes initially conflicts with his natural cynicism. He doesn't apply his services for hire anymore, at least.
## Build
### Ability Scores
| | Strength | Dexterity | Constitution | Wisdom | Intelligence | Charisma |
|-----------------|----------|-----------|--------------|---------|--------------|----------|
| **Score (Mod)** | 13 (+1) | 19 (+4) | 12 (+1) | 14 (+2) | 10 (+0) | 17 (+3) |
| **Mod + Level** | +2 | +5 | +2 | +3 | +1 | +4 |
### One Unique Thing
Silver occasionally sees images of a person's past or future self when looking at them.
### Icon Relationships
* **Positive w/Prince of Shadows** (1): Silver is one of "the Prince's people", believing even after reformation that
he is influencing the world for the better as the Prince would see fit.
* **Conflicted w/Emperor** (1): technically, it's "Duke Aldfric Gauveld" via hereditary peerage. Silver tries not to
deploy this fact unless he has to, and maybe it's better he doesn't, as him and the Emperor don't exactly see
eye-to-eye.
* **Negative w/Lich King** (1): Silver has seen enough death, he doesn't need undead reminders, especially of his own
deeds.
### Backgrounds
* **Reformed thief and assassin** (4): Silver spent plenty of time in the dark parts of the criminal underground,
before getting caught.
* **Well-traveled information seeker** (4): Silver's work has taken him to many civilized (and not-so-civilized)
areas, and he always tries to remember where to get information.
### Combat Stats
* **HP:** 21
* **AC:** 15, **PD:** 14, **MD:** 13
* **Recoveries** (8): 1d8+1
* **Initiative:** +5
### Kin Power, Class Features, and Talents
* **Resourceful:** gain a bonus feat of the highest tier you qualify for.
* **Bravado:** gain a point of Bravado when natural initiative roll is even or first time you hit with a rogue attack on
your turn.
* **Rush Attack:** rogue melee weapon attack against an enemy you were not engaged with at the start of your turn deals
bonus damage.
* **Sneak Attack:** rogue melee weapon attack against an enemy engaged with one or more allies deals bonus damage.
* **Adv. Feat:** Sneak Attack also works against enemies who are [many temporary conditions including dazed].
* **Skulduggery:** two uses per arc, reroll a failed skill roll involving rogue things, a second use + narration for a
+3 bonus.
* **Both Styles Now:** you gain both Rush Attack and Sneak Attack, only one per attack.
* **Murderous:** +2 crit range against staggered enemies.
* **Tumble:** +3 bonus to disengage checks, can disengage check as a free action to avoid an intercept.
* **Adv. Feat:** +ED to disengage checks.
### Basic Attacks
* **Rogue Basic Melee** (dagger): Dex+Lvl (+5) vs. AC, 1d8+Dex (1d8+4) damage, level (1) miss damage.
* **Rogue Basic Ranged** (dagger): Dex+Lvl (+5) vs. AC, 1d6+Dex (1d6+4) damage, level (1) miss damage.
### Powers
* **Evasive Strike** (at-will): as rogue basic melee attack, except can pop free from target on hit.
* **Slick Feint** (at-will, 1 Bravado): Cha+Lvl (+4) vs. MD attack to feint, hit deals damage and dazes on natural even
and allows second attack; second attack on same or other engaged target Dex+Lvl+4 (+9) vs. AC, deals weapon damage.
* **Tumbling Strike** (1/battle): as rogue basic melee attack, except +2 bonus to disengage checks this turn; can move
to engage, make this attack, and then use a quick action to attempt to disengage.
### Gear
Leather armor, a dagger, some more daggers, another dagger hidden in his boot, dice, a worn deck of playing cards, a
dark cloak and a set of clothing, 1 adventurer-tier healing potion.

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@@ -1,64 +0,0 @@
---
Title: Caslius
Description: Caslius is a tiefling rogue in the world of Etravar, bss's homebrew setting.
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
prohibited from charging you to use or access this content. This website is not published, endorsed,
or specifically approved by Fire Opal Media.
---
# Caslius (Tiefling Rogue 1)
## Build
### Backgrounds
* **Ex-Burclynth Company veteran** (4) --- once one of the best treasure hunters in the Company, Caslius wrote
guidebooks still in use throughout Trezuria. But since falling out with them philosophically, he has gone... *rogue*.
* **Aera Anon survivor** (4) --- Aera Anon, metropolitan and trade-driven as it is, had more than its fair share of
those who looked down on those like Caslius. He's left it, for now, but he knows the city and its people, and
especially its alleys and the undeground, like the back of his hand.
### Ability Scores
| | Strength | Constitution | Dexterity | Intelligence | Wisdom | Charisma |
|-------------------|----------|--------------|-----------|--------------|---------|----------|
| **Score and Mod** | 8 (-1) | 12 (+1) | 18 (+4) | 12 (+1) | 16 (+3) | 15 (+2) |
| **Mod + Level** | +0 | +2 | +5 | +2 | +4 | +3 |
### Health, Initiative
**Hit Points:** 21 hp; **Recoveries:** 8; **Recovery Dice:** 1d8+1; **Initiative:** +5
### Defenses
**Armor Class:** 16; **Physical Defense:** 14; **Mental Defense:** 13
### Features and Talents
* **Bravado:** gain 1 point by rolling even on initiative or hitting with a rogue attack, or other circumstances, spend
it on powers and etc..
* **Rush Attack:** 1/turn, rogue melee weapon attack deals extra damage against an enemy not engaged with at start of
turn.
* **1st level:** +5 (2d4) damage
* **Skullduggery:** 2/arc, reroll failed skill roll involving rogue stuff, use a second use to narrate a setup
supporting a +3 bonus to the reroll.
* **Shadow Walk:** as a quick action before using a standard action, *shadow walk*.
* ***Shadow walk:*** Close, At-Will if not engaged, expended if, Quick; +3 vs. nearby enemy w/highest MD, or spend
1 Bravado to auto hit, remove self until next turn, where you return nearby and deal double damage.
* **Shift, Wriggle, and Roll:** 1/battle, when hit by a nearby enemy, force a reroll with a -3 (Wis).
* **Tumble:** +3 bonus to disengage, can avoid intercepts.
### Powers
* **Curse of Chaos:** 1/battle turn a natural 1-5 attack/save result to a natural 1 + extra curse effect.
### Attacks
* **Basic melee:** +5 vs. AC, 1d8+4 damage; 1 damage on a miss
* **Basic ranged:** +5 vs. AC, 1d6+4 damage; 1 damage on a miss
### Equipment
* 5 daggers (for poking or for throwing)
* Leather armor

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@@ -1,24 +1,20 @@
Title: 13th Age
Description: Organized content, campaign notes, and so on for the 13th Age roleplaying game.
---
Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
---
# 13th Age
This page, and the pages under it, collect a variety of campaign notes, characters, other mechanical bits, and whatever
else I end up dropping here for usage by me and my players, but if any of this is of interest to you as a random
passerby, feel free to use it. ~bss
*Note:* I've been a fan of 13th Age since before it was released, practically, but this recent section of the site is
focused on 2e.
else I end up dropping here for the 13th Age Second Edition games played by me (bss) and my players, and made
available for others to use.
## Character Creation
For general aids in creating characters, see this section, and of course follow the Creating Characters (HH: 23)
chapter.
Campaigns may have more specific instructions (inclusive or exclusive of content), but generally speaking, my games
allow all published classes, kin, class options, items, and so on presented in or mentioned in the core books of *13th
Age Second Edition* and *13 True Ways*, including stuff in Appendix A. A good list to use is:
For general aids in creating characters follow the Creating Characters chapter starting on page 23 of the *Heroes'
Handbook* and see this section for further notes. Campaigns may have more specific instructions (inclusive or exclusive
of content), but generally speaking, my games allow all published classes, kin, class options, items, and so on
presented in or mentioned in the core books of *13th Age Second Edition* and *13 True Ways*, including stuff in Appendix
A. A good list to use is:
* *13th Age Second Edition: Heroes' Handbook*
* *13 True Ways*
@@ -34,31 +30,32 @@ presented to me, and it'll likely be approved.
This usually doesn't matter for character creation, but I'll pull from all of Pelgrane Press's publications for
monsters, items, artifacts, and so on. All of this "primary content" is pretty much assumed to be good.
### Classes
### Classes, Kin, and Ability Scores
Nothing of note here, really; official classes are in, other homebrew might be, but classes are the most complicated, so
they will be the most work to review. But, in the end, just ask --- and also do so if you want general advice, or if the
book says you should talk to your GM first.
Nothing of note here, really; official classes are automatically allowed, other homebrew might be; classes are the most
complicated, so they will be the most work to review. But, in the end, just ask --- and also do so if you want general
advice, or if the book says you should talk to your GM first. Ditto for kin, but it's easier to homebrew (and review) a
kin idea than a class idea.
### Kin
Ditto, but it's easier to homebrew (and review) a kin idea than a class idea.
For ability scores, the standard arrays (HH: 24) are great, but I'm good with the options in Appendix A (HH: 316) as
well; "roll four" seems especially fun if what you want is a mix of competency and chaos.
### One Unique Things
There's a lot of good advice in the Unique Heroes (HH: 201) chapter, follow it to come up with a *unique* that you can
really work with throughout the game.
really work with throughout the game. I do not mind if you choose to play for a bit before landing on a *unique*. I'd
rather have something you're jazzed about than something you came up with just to have the box filled in before the
first session.
### Ability Scores
### Icons
The standard arrays (HH: 24) are great, but I'm good with the options in Appendix A (HH: 316) as well; "roll four" seems
especially fun if what you want is a mix of competency and chaos.
The campaign page you are coming from will describe the icons and if they differ from those in the core book at all.
### Everything Else
Follow the book and ask questions, basically!
## House Rules
## House Rules and Content
I don't consider myself much of a game designer, but nonetheless I have added
some house rules and items and so on to the game. I will try to catalog them here, just in the
@@ -66,6 +63,14 @@ event I reuse them or they are useful to someone else.
* [Items](items)
## Campaigns
The following campaigns organized on this site are being run in 13th Age. Refer to them to learn more about their
stories, though the information here may lag reality, at the speed of getting session notes written up and reflected on
the site.
* [Age of Parted Shadow](../parted-shadow/index.md)
## Legacy Stuff
### Characters
@@ -73,6 +78,7 @@ event I reuse them or they are useful to someone else.
Characters I've made for other campaigns:
* [Valon Amarathar](valon-amarathar) &mdash; for Alex's campaign, Seven Rings
* [Aldfric "Silver" Gauveld](aldfric-silver-gauveld.md)
### Former Campaigns

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@@ -2,18 +2,18 @@ Title: 13th Age Content Legal Notice
# 13th Age Content Legal Notice
All pages under the <code>/13th-age/</code> directory of this website utilize the *13th Age* Archmage Engine to
chronicle various campaigns run by Brian S. Stephan and his gaming groups. The *13th Age* Archmage Engine, and all stat
blocks, rules, and mechanics provided under this directory, are licensed under the Open Game License version 1.0a, fully
described below.
Pages on this website linking to this legal notice utilize the *13th Age* Archmage Engine to chronicle various campaigns
run by Brian S. Stephan and his gaming groups. The *13th Age* Archmage Engine, and all stat blocks, rules, and mechanics
provided that link to this notice, are licensed under the Open Game License version 1.0a, fully described below.
These pages may also utilize the 13th Age Community Use Policy, as follows:
> *This website uses trademarks and/or copyrights owned by Fire
> Opal Media, which are used under the Fire Opal Media, 13th Age Community Use Policy. We are
> expressly prohibited from charging you to use or access this content. This website is not
> published, endorsed, or specifically approved by Fire Opal Media.
> For more information about Fire Opal Medias 13th Age Community Use Policy, please visit
> published, endorsed, or specifically approved by Fire Opal Media.*
>
> *For more information about Fire Opal Medias 13th Age Community Use Policy, please visit
> www.fireopalmedia.com/communityuse. For more information about Fire Opal Media and 13th Age
> products, please visit www.fireopalmedia.com and www.pelgranepress.com.*
@@ -23,16 +23,21 @@ publisher's rights and intellectual property, while also reserving the tales of
## Product Identity
The following items are hereby identified as Product Identity, as defined in the Open Game
License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks,
proper names (characters, icons, etc.), dialogue, plots, storylines, locations, characters,
artworks, and trade dress. (Elements that have previously been designated as Open Game
Content are not included in this declaration.)
The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e),
and are not Open Content: All trademarks, registered trademarks, proper names (characters, icons, etc.), dialogue,
plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as
Open Game Content are not included in this declaration.)
Note that Product Identity items may be available under a different license. See the terms of the page for potential
additional permissions, for example a grant under CC BY-SA 4.0. Items under these terms may be further restricted by
needing to comply with the 13th Age Community Use Policy due to their nature (e.g. references to Fire Opal Media icons
must conform to both policies) --- no viral copyright or similar changes are claimed.
## Open Content
Except for material designated as Product Identity (see above), the game mechanics of this
website directory are Open Game Content, as defined in the Open Game License
Except for material designated as Product Identity (see above and as defined in the Open Game License
version 1.0a Section 1(e)), the game mechanics within the pages
linking to this legal notice are Open Game Content, as defined in the Open Game 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.

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@@ -57,6 +57,11 @@ advances in machines and rituals in the largest cities, and those advances have
continent. Natural borders and uninhabited lands have been the primary impediment to a rapid spread of magitech to the
rest of Etra, but these advances have not come without detractors.
### Wald
[Wald](../parted-shadow/index.md) is an island in the Sword Ocean, distant from Trezuria and rarely visited by outsiders
due to the extremely rough seas surrounding it.
## Peoples
The sapient species that compose the people of Etra come in a wide variety --- human-like or not --- and are further

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@@ -7,6 +7,7 @@ The tabletop RPG repository of [bss](https://bss.zone/) and friends.
## Campaigns
* [Adventuring!](adventuring/) --- a fantasy campaign set in the Forgotten Realms ([13th Age](13th-age/)).
* [Age of the Parted Shadow](parted-shadow/index.md) --- a points of light campaign set in Wald (13th Age).
* [Emerald Flame](emerald-flame/) --- a magitech fantasy campaign set in [Etravar](etravar/) (Cypher System).
* [Out to the Black](black/) --- a space sci-fi campaign (Cypher System).

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@@ -0,0 +1,173 @@
---
Footer: <a href="/13th-age/legal">This content is available under the OGL v1.0a and the 13th Age Community Use Policy.</a>
---
# Age of Parted Shadow
[TOC]
|> [![Map of the island of Wald](wald.png)](wald.png)
|: The island of Wald.
{: .right }
Age of Parted Shadow is a [13th Age](../13th-age/index.md) points of light campaign set on the island of Wald, an
ancient land doomed multiple times over in previous ages and currently in a state of tenuous rebuild. As is all of the
world of [Etravar](../etravar/index.md), the island's history is lost to the current age, and built on top of forgotten
cultures and buried ruins. The pockets of civilization that do exist are marred by delicate order and weak alliances,
clinging to prosperity while scraping together defenses against trouble from the many uncharted regions that are still
home to brigands, monsters, cults, and beyond.
13th Age is a game of action-centric tactical combats and player-driven narrative agency. Adventures in the Age of
Parted Shadow are likely to be about exploring the unknown and tugging at ancient mysteries, or thwarting the many
threats that put the island of Wald at risk of ruin or collapse. 13th Age is a game of dynamic narrative determined at
the table by way of backgrounds and icon relationships, so the particulars of the emerging threat(s) taking center stage
will be determined during play.
**Current status: [RECRUITING](recruitment.md)**
## Icons of Wald
There are nine powerful icons in the Age of Parted Shadow that make up the milieu of conflict across the island. Players
choose relationships between their character and the icons, and these relationships create the foundation of how the
character relates to the overall world.
None of the icons benefit from a particular power or advantage over any of the others, for now (though the campaign may
likely become about how that balance changes!). The core icons from the 13th Age rulebook/setting are listed next to the
icons of Wald in order to approximate a mapping between the published icons and ours, in the event a class feature or
magic item or similar refers to the core icons. These mappings are not absolute, however, and it shouldn't be assumed
that any particular element of the 13th Age icons shows up in the Wald icon it is mapped to.
| Icon | 13A Icon(s) | Theme(s) | Alignment[^1] |
|------------------------|--------------------------------------------|------------------------|-----------------|
| **The Abyssal Mother** | The Diabolist | Disorder | Chaotic Evil |
| **The Beastlord** | The Orc Lord[^2] | Violence | Chaotic Neutral |
| **The Five** | The Three | Dominance | Neutral Evil |
| **The Gold Regent** | The Emperor, the Dwarf King, the Elf Queen | Unity | Neutral Good |
| **The Grand Druid** | The High Druid | Balance, natural order | Chaotic Good |
| **The Gray Sorceress** | The Archmage, the Prince of Shadows[^3] | Manipulation | True Neutral |
| **The Hierophant** | The Priestess, the Great Gold Wyrm | Devotion | Lawful Good |
| **The Warlord** | The Crusader | Conquest | Lawful Neutral |
| **The Timeless** | The Lich King | Corruption | Lawful Evil |
[^1]: The game does not use alignment, so this is just a general reference point. The lines are meant to be blurry, and
the * Neutral icons are ones that only rarely, if ever, fall on the "good" side of the line.
[^2]: Our actively marauding analogue to the Orc Lord is not dead as the Orc Lord of canon is.
[^3]: The Gray Sorceress manifests the mysterious and clandestine nature of the Prince of Shadows's manipulative ways.
Thieves and assassins could be associated with many of the other icons; the Gray Sorceress is above petty larceny
and simple murder.
### The Abyssal Mother
The Abyssal Mother, a humanoid female not unlike a tiefling, is the herald of the hell-worlds of the Abyss responsible
for the spawning of demons and devils that threaten everything in Wald. Her role, leading the id of the Abyss such as it
is, puts her somewhere between being a demonic conductor and struggling just to point the demonic wave in the right
direction. She might embody pure chaos, or she might have an agenda of her own, but her control over the hells is
incomplete; she'd be an even bigger threat if she managed to get the demon lords or the Abyss itself under her clawed
thumb.
### The Beastlord
A massive shapeshifter who delights in the thrill of the hunt no matter the quarry, he and his unorganized clans torment
the entire island, especially any semblence of civilization. He has no allies, but his ravagers keep his enemies in
check --- for now. While some of his followers care only so far as satiating their bloodlust, he enjoys a healthy
representation among those who are willing to look the other way or reintepret an ethos based largely on killing those
weaker than oneself.
### The Five
Five ancient chromatic dragons, perhaps the oldest living things in all of Wald. They slumber in hidden lairs, bound by
a curse from a past age. Their dreams influence and tempt all creatures, but especially dragons, poisoning their minds
with hunger for power and dominance. If the Five rose from their slumber and managed to ally with each other, their
might would hand them all of Wald.
### The Gold Regent
Leading --- nominally --- a group of lords, mayors, and royalty representing major regions and cities across Wald, the
Gold Regent holds together a loose alliance with a shared goal of maintaining trade and peace for their respective
peoples. Staying allied is considerably easier said than done, especially as it relates to the proud dwarves and aloof
elves. Technically, the alliance spans from the underground dwarven kingdoms to the deepest elven forests, but everyone
knows that it rests on a knife's edge.
### The Grand Druid
Holding the highest rank among all circles of druids, the current Grand Druid is a half-elf woman determined to protect
the lands of Wald and prevent the overreach of civilization. She maintains lukewarm relations with the Gold Regent ---
aligned in dark times such as these, but at odds in their philosophies. Living dungeons being understood as a natural
(but warped) occurrence, it's unclear if the Grand Druid opposes or secretly endorses them.
### The Gray Sorceress
A long-lived and powerful spellcaster unknown to most, with an interest in maintaining Wald's advancement --- as she
interprets it, anyway. The Gray Sorceress's true name is unknown; she is currently inhabiting the body of a human woman,
advancing her schemes by subterfuge or direct intervention in Wald's affairs, treating any capable individuals or groups
as pawns. She has few agents, but attracts followers and enemies alike when her schemes and manipulation become known.
### The Hierophant
A righteous human blessed by the gods and goddesses of light, his influence crosses many concerns over the pantheon, and
he is also the superintendent of the Holy Order, a broad organization of holy warriors seeking to further the
advancement of the light, however difficult that is to accomplish in this age. His leadership is both organizational and
spiritual, though he cannot attend to all of the details of the holy bureaucracy.
### The Warlord
An amoral king and chosen of the gods and goddesses of darkness, the Warlord's thirst for dominion over of all of Wald
is tempered, for now, by his campaign against the demons, undead, and other forces seeking to ruin the world he would
claim as his own. As his dark gods continue to empower him and his armies, he may move on his aspirations.
### The Timeless
A lich whose true name and history have been lost to the centuries, the Timeless is followed and revered for his arcane
power and access to terrible magic otherwise forgotten or shunned in the current age. Lost civilizations hold more
secrets and yield more undead to scour the land, so the Timeless's followers are common to ruins. His cults, more
prevalent than admitted, operate openly in the isolation of the wild and in secret in the graveyards and catacombs of
cities.
## The Island of Wald
|> [![Map of the island of Wald](wald.png)](wald.png)
|: The world map of the island of Wald. Note that this includes only major cities and features of the island; with many towns, keeps, dungeons, hellholes, forests, camps, lakes, and so on left to fill as the campaign progresses. In this sense, it doubles as the baseline of what anyone in-game would know about the map of Wald.
{: .full-width }
In prior ages, Wald was largely explored, mostly understood, and heavily settled. This age, all of that is lost --- the
Wald of the Age of Parted Shadow is generally mapped but largely unexplored, at least concretely. There are few major
cities, and the scattered towns and villages come and go without warning. A general route spanning from east to west
exists, but it is especially rough and vague on the western half of the island. The southern peninsula is even less
welcoming to land travel as most visitors come in to its cities via the sea known as the Mouth. Countless settlements
are scattered throughout the island.
All of that said, there are eight settlements large enough and stable enough to be considered Wald's major cities:
* **Bladesdale** --- the center of trade in eastern Wald, situated conveniently enough between Hydra Pass
and Prism to the north, and Silver Port and NAME HERE across the sea to the south. The closest Wald has to a capital
city, the Gold Regent holds court here.
* **Coldhill**
* **Gale**
* **Hydra Pass**, aka the Gateway to the West, aka the End of Civilization (to those better off in the east) --- a major
trading hub and thoroughfare, nestled among Many-Heads, and the only major establishment near the Great Wastes.
* **Silver Port**
* **Last Chance**, as in "the Last Chance to turn around" --- a cosmopolitan city of brigands, outcasts, monstrous
humanoids, the occasional good-natured soul, and the like, Last Chance attracts all variety of unconventional
civilization due to its remoteness and adjacency to Blackmarsh.
* **Onyx** --- the Warlord's kingdom originated in Onyx, his most significant fortress which also serves as his castle
and seat of power. Below it is an elaborate system drawing water from an underground lake, and Onyx is said to drill
even deeper into the underworld.
* **Prism**
And, the most significant (un)natural features of Wald:
* **The Forest of Misfortune** --- a thick and ancient wood, it's believed this was once the stronghold of the elves.
Certainly they are more represented there than elsewhere, but the forest is now known more for its ancient and failing
magic wards that thwart, entrap, and confuse travelers. Suspicious-minded folks suspect elves are immune to this
magic.
* **Many-Heads** --- a nearly impassible mountain range, dense with impressive peaks and treacherous mountain faces,
with only one rough path through the range. Hydra Pass maintains some amount of order on the path, enough to defend
travelers from casual threats, but many dangers and secrets reside deeper in the mountains.
* **The Mouth** --- a relatively calm sea, the Mouth sees healthy trade between the cities and towns on its coast. Many
small islands dot the sea and attract pirates and predators. The large island to the east, entering the Mouth, is
heavily contested by traders, pirates, and various monsters, and particularly chaotic.
## Character Creation
Refer to the [usual steps and notes](../13th-age/index.md#character-creation) for creating a character, and let bss know
when you've got questions or something to take a look at.

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# Age of Parted Shadow Recruitment
Hello! I (bss) am starting up [Age of Parted Shadow](index.md), a 13th Age game. 13th Age is my favorite D&D-like, and
if you are familiar with D&D 4e especially, you will find a lot of familiar components and approaches in the game, but
with less tactical combat minutiae and more collaborative player-driven storytelling. It's a game of heroic action
combat supported by freeform narrative mechanics. I think it makes for awesome fantasy adventuring.
|> [![Map of the island of Wald](wald.png)](wald.png)
|: Where we'll be playing.
{: .right }
Information about the game and world can be found on the Age of Parted Shadow page linked above. Below I have some notes
for how I see getting the game together. If you are interested in joining the game or have questions or anything, you've
probably already let me know, but as we get closer to "ready to play", I will be building some long-term places for us
to communicate and play.
## Gameplay
**Probable venue: Foundry Virtual Tabletop.**
I have a Foundry VTT server running on my own infrastructure, along with a LiveKit subscription for (hopefully)
convenient audio/visual conferencing. 13th Age does not need a battle map, but does benefit from one, and I think this
arrangement will sufficiently cover live play. I would have the server running and allowing connections for a while
before and after our scheduled game time, for people to make level up adjustments, check things, remember what we were
doing, and so on.
Note: I am choosing not to use Discord for A/V (or chat, see below) for a variety of reasons. If we literally can't get
anything in Foundry VTT or Mumble or whatever to work, it's an option, but I am trying to avoid it.
If everyone ends up being local, I would be open to playing in my basement. The gaming table seats six, and there's
generally plenty of room to congregate. However, I'm expecting this might be a bit more convenient if we're playing
online, obviously so if some of you are not in "the area". I don't think I'd try to do a mix of in-person and remote, it
tends to be a headache unless someone here happens to be an expert at teleconferencing production.
## Scheduling
**Proposed time: Wednesday evenings (Central Time), biweekly.**
Here's the sad truth: my schedule is pretty limited between work and kids and other obligations. The #1 option for me
right now is Wednesday evenings, US Central time. Monday evenings might work, but they would have to be alternating with
my other gaming group, and Friday evenings have an off chance of working but are prone to conflicts on my side. Tuesday
and Thursday evenings are difficult and more time-constrained but not quite excluded, but the weekends are all but
certainly excluded except as a one-off or maybe where we can put major events.
When letting me know if you're interested, please include schedule info.
## Organization and Downtime Discussion
**Probable venue: mailing list or forum.**
I'm guessing that this game may be spread across multiple of my circles, so we'll need to settle somewhere in order to
coordinate and confirm sessions, talk about post-game things, let the group know about conflicts, and so on. This
function especially I do not like walling this behind Discord, and I don't plan on making a Discord instance for A/V, so
we need to pick something. I see some options for this, in no particular order other than my general outlook:
* **Mailing list** --- I run mailing list software already, and it generally gets to recipients just fine. It's the low
tech option that people still kind of know how to work with.
* **Forum** --- I don't currently run a forum to organize on, but if people wanted a post-based experience without using
email, I could see what I can scare up. It'd pretty much be just for this purpose, however. Or, I don't mind using
someone else's forum for this purpose, if such a thing exists.
* **IRC** --- I also run an IRC network where I have a couple games organized and even ran over; IRC is tough to use
satisfactorily for some, I will admit, but I have options to make it more convenient. IRC conversations are great, but
the alternatives might be a bit more natural to folks --- I may make a channel for chit-chat regardless.
Let me know what you think.
## Logs, Journals, etc.
**Probable repository: here, also a wiki?**
This website is backed by a Git repo, and it's simple for me to let folks contribute to it in Markdown or plain text
format. That's easy (for me) but a bit manual and probably not everyone's preferred way to collect stuff. If folks would
like a wiki, I'm open to running one (probably DokuWiki) or using someone else's (as long as it's easy to use).

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@import '/static/css/light.css';
@import url('https://fonts.googleapis.com/css2?family=Jost:wght@400;500&display=swap');
@import url('https://fonts.googleapis.com/css2?family=Jost:ital,wght@0,100..500;1,100..500&display=swap');
html {
font-family: 'Jost', sans-serif;
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}
.toc {
column-count: 3;
column-gap: 20px;
font-size: 10pt;
float: right;
margin: 10px;
padding: 0 15px;
background: #EEE;
border: 1px solid #CCC;
}
.toc ul, .toc ol {
padding-left: 10px;
}
.toc label {
white-space: nowrap;
}

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---
Footer: <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc.,
which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly
prohibited from charging you to use or access this content. This website is not published, endorsed,
or specifically approved by Fire Opal Media.
---
# Caslius (Tiefling Wizard 1)
Caslius is a tiefling wizard hailing from the Queen's Reach region of [Etravar](../etravar/index.md).
## Build
### Ability Scores
| | Strength | Dexterity | Constitution | Wisdom | Intelligence | Charisma |
|-----------------|----------|-----------|--------------|---------|--------------|----------|
| **Score (Mod)** | 13 (+1) | 17 (+3) | 14 (+2) | 12 (+1) | 19 (+4) | 10 (+0) |
| **Mod + Level** | +2 | +4 | +3 | +2 | +5 | +1 |
### One Unique Thing
...
### Icon Relationships
...
### Backgrounds
...
### Combat Stats
* **HP:** 24
* **AC:** 13, **PD:** 13, **MD:** 14
* **Recoveries** (8): 1d6+2
* **Initiative:** +4
### Kin Power, Class Features, and Talents
* ***Curse of Chaos*** --- 1/battle, free action, turn an enemy's 1--5 on an attack or save into a natural 1 plus
further curse that has their attempt go horribly. Power approximately other kin powers or a little beyond. Example:
half damage to themselves and dazed until end of their next turn.
* **Cantrips** --- cast Int mod cantrips each battle or approx. 3--6 every five minutes as a standard action. Cantrips:
*alarm*, *arcane mark*, *ghost sound*, *knock*, *light*, *mage hand*, *mending*, *prestidigitation*, *spark*.
* **Cyclic Spells** --- cyclic usage spells can be cast at least 1/battle, only expended if ED is 0 or odd.
* **Judicious Casting** --- some spells have different effects and side effects, can choose which when casting.
* **Ritual Magic**
* **Evocation** --- 1/battle, when ED 2+, spend a quick action to add an additional target to a spell that targets PD.
* **Prodigious Learner*** (schooled) --- three bonus adv.-tier feats, one becomes champ. at 5th level, another becomes
epic at 8th level.
* **Wizard's Familiar*** --- ...