by Jay Godden, edited by Isaac Rolfe and Rob Heinsoo, art by lee Moyer & Aaron McConnell
Read the introductory post here.
The Ancient Sahuans were a proud and noble people, living during the reign of the Wizard King as rulers of their independent coastal citadel. Their magic, craftsmanship, skill at war, and shipbuilding prowess were all legendary across the land, and when wonders from that time resurface in the 13th Age they are fiercely fought for.
Despite their power and apparent dominance, the dynasty of Sahua was cut brutally short. The myths for the cause of their destruction are varied, from freak natural storms, jealous gods afraid of the Sahuans’ might, ritual retribution from the Wizard King, and many others. What is known is that a great deluge flooded their shining city and it sank below the waves, a few leagues east of what is now known as the Koru Straights. This great flood connected the Inland Sea and the Iron Sea, and a great cataclysm followed for the Empire at large. Raging sea monstrosities attacked ports and ships and great storms flung merchants and messengers off course. This was finally ended when an Archmage incanted their famous pacification Ritual on the Midland Sea.
As for the Sahuans, their scholars and mages had foreseen their downfall. At their lowest point, a creature appeared before them. Horrific and unspeakable, its teratoid form included shark, squid, humanoid, and demonic features. It was vast beyond reckoning and placed unintelligible horrors into the minds of those that beheld it.
Some say this creature is mother to the Devil of the Fangs, some that it’s an ancient god, and others that it is merely a demon of unique potency. Whatever the truth, it offered the Sahuans a bargain. It would save their civilization and as many of its people as was possible, and all it wanted in return was their worship and regular human sacrifice. The Council of Monarchs accepted.
The next night, the floods began, and the waters began to overtake the sinking city. The Sahuans cursed the creature for going back on its promise, but one by one they fell below the waves and found themselves alive. New forms had been given to them; fins, gills, tails, rows of sharp teeth, and webbed digits. Their city was washed beneath the waves, much of it destroyed. Many of the people survived as horribly mutated once-humans. Fast forward to the 13th Age and it’s hard to believe that the wretched coastal raiders known as the Sahuagin used to be human at all, let alone the stewards of the finest civilization in history. They fume under the waves, cursing the godthing they worship, and acquiring sacrifices for it without even remembering why anymore.
Buried somewhere in the ruins of their flooded city are artefacts and magic items of immense potency. They are fiercely guarded by the Sahuagin and their packs of sharks, even though they no longer understand their value or how to work them. Over the Ages some of these treasures have surfaced across the empire from various unlikely sources.
Set Bonus: You can choose X icon dice per day to be counted as 5s instead of rolling them. The Sahuans commanded respect and fear and great esoteric power during their reign, and you are now be able to manipulate the forces of the world to a greater extent. The complications from these icon dice may have more to do with the cult of the godthing that the Sahuagin worship, or Sahuagin themselves, rather than the associated icon.
Trident of Kings
Two-handed melee weapon or implement (staff) chakra, +3 attacks and damage with attacks made with this item
Ability (Recharge 16+, Quick Action): Activate the trident’s power before making an attack. Roll 3d20; you can then choose one die for yourself, one for an enemy you are targeting, and one for a nearby ally. The next time each creature rolls for an attack they use their gifted d20 roll instead of rolling. If your ally hits with this attack, they crit, and if the enemy misses with this attack, it deals no damage and has no miss effects. Quirk: Most of the common folk don’t know what’s best for them. You should free them the burden of choice.
Armour chakra, +3 AC
Ability (Recharge 16+, quick action): The tiny scales that make up this armour can twist and contort to reflect and magnify trace lunar energy from the atmosphere. Roll a d6 and consult the table below for the effect. At night, roll twice and choose the one you prefer. During a full moon or inside Moonwreck, roll three times.
1 – You become awash with radiant energy, glowing brightly. All enemies are considered dazed (-4 attack) when attacking you. Make an easy save at the end of each of your turn;, on a failure this effect ends.
2 – You gain temporary hit points equal to your average recovery roll.
3 – Regain one use of one expended resource, such as a spell, a use of smite, a recovery, a ki point, or a limited use talent.
4 – Deal holy damage equal to 2d4 times your level to a nearby enemy.
5 – Gain a +1 bonus to all attacks and defences until the end of the battle, but look very conspicuous and draw enemies’ attention.
6 – You use the power of the Moon to shift your limbs or skin in a facsimile of druidism. Choose the Initiate effect of a Shifter Druid Aspect that lasts until the end of the battle.
Quirk: Invests increasing amounts of time in inner spiritual reflection which leaves you with lots of pithy esoteric one liners.
Tome of Fates
Ability (Recharge 16+, Quick Action): This heavy, silver-bound book is full of obscure references to events in the future; the divinations usually only make sense after the events have come to pass. Activate this magic item to find the divination that relates to your current situation. The GM must truthfully answer one question about the scene. When used in combat, it’s likely that this revelation will come along with a minor mechanical benefit such as an enemy becoming vulnerable to you. This should be treated similarly to the Tiefling’s Curse of Chaos power. Quirk: Fascinated by the patterns of history repeating themselves and obsessed with trying to unlock the secrets of the future.
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. 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.