13th Sage: Class Stories for Shards

I just finished the final pass on the “page XX” references for Shards of the Broken Sky. Some designers dislike this type of finicky work, but I sort of love it. Partly it’s a great moment in the lifecycle of a book—it’s actually about to be finished! Partly you get to take a last look at things; and when you’re working with a great layout artist like Jen McCleary, it’s a calm look at things that are very much where they should be.

So a couple days later, I’m thinking about the finished adventure and asking myself: what isn’t in Shards that could have been? My first thought is that it would be interesting to think about how specific character classes could find special uses or unique stories in a Shards campaign. We generally don’t tailor elements of our adventures to individual classes; from a design perspective it’s usually better to avoid spending too much time on ideas that only apply to some characters. But a quick blog post is just about right!

Shards was first conceived of before 13 True Ways was released, so the default adventuring group at the time consisted of classes from the core book. Here are some ideas for how players whose characters’ classes come from 13TW might experience the adventure differently.

  • Chaos Mage: There is a whole lot of chaos in Shards of the Broken Sky. So much chaos that a chaos mage player character is either going to feel supremely at home OR feel a bit resentful that the world has barged in and taken over their party trick. Maybe this will be a chance for the chaos mage to develop in a new direction, towards taming some of the weirdness-from-on-high that fell to earth with Vantage.
  • Commander: For an early approach to the post-Fall chaos, a commander PC might be the imperial legionnaire who is ostensibly next in command after the disaster. But with no soldiers to command and a catastrophe in progress, maybe an adventuring party of misfits will do!
  • Druid: If I ever play in a Shards campaign, I’m going to play a druid with the Terrain Caster talent; and then I’m going to have SO MUCH FUN with the smashed and scattered terrain across Redfield Valley.
  • Monk: None of the big secrets in Shards directly relate to the monk class or its themes, so if I were running it with a monk character in the group, I’d start by changing that. In this campaign, the secret of the death/disappearance/status of the Grand Master of Flowers can be found in Redfields.
  • Necromancer: Unlike the monk, the necromancer gets LOTS of love in Shards. Indirect love, in the sense that the valley is full of ancient quasi-living battlefields, but that’s love a necromancer understands. 
  • The Occultist: Vantage falls, the Occultist rises from the wreckage. 

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.

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