The Icon Riffs series offers inspiration for adventure design and improvisation at the table. The ideas presented aren’t numbered, because numbered lists imply a certain consistency between results. These lists are evocative rather than consistent.
They’re also not thorough. This isn’t an attempt to list all the things that could be associated with the icons. There are huge numbers of worthwhile connections already scattered through our books and through players’ and GM’s websites. Instead of cataloging existing ideas, these notes are a brainstorm touching on ideas we haven’t already presented in detail. Some ideas may feed into future products.
(This month’s riffs created in collaboration with Wade Rockett.)
The Prince of Shadows
The PCs start to notice the Prince’s symbol everywhere: in pipe smoke, bootlace knots, temple carvings, rock formations, sheet music, and more; magical tattoos of the Prince’s symbol that last a week and can only be seen by others with the same tattoo; covert missions to rescue slaves and relocate them with new identities, turning them into fiercely loyal assets to the Prince; a crime ring of anti-theist wizards that hires adventurers to steal from gods and demons; clerics of other gods who secretly worship the Prince as a god of lies and trickery.
Sleeper agents who are loyal to other icons—until they receive the signal and remember their true allegiance; ultra-rare dragons who can change their colors, spying or running long cons in Axis and Drakkenhall; whispers of a treaty between the Emperor and the Prince that grants safe haven to all within the palace grounds, leading to certain nervous retainers never setting foot outside the palace.
The Dwarf King
A game using rune-carved stone tokens that predates the 1st Age, and which legend says was created by the first Dwarf King as a powerful magic ritual; an annual ceremony where the Dwarf King and every dwarf in the Empire strike the ground with their hammers at exactly the same time—maybe in remembrance, maybe to ensure something happens, or maybe to prevent something from happening; a top-secret program to create and control living dungeons as weapons of war against the drow.
Dwarf-forged cultists who await the coming of the Dwarf-Forged King, an icon made of metal, fire and magic; negotiations between the Dwarf King and the Crusader over mining rights to a type of metal that’s found only in hellholes; a secret envoy from the Black to the Dwarf King, offering her assassins to help bring down the Prince of Shadows—for a price; rumors that every spring the Dwarf King sends a caravan laden with wondrous items and beautiful, exotic creatures to the Elf Queen.
13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.