Play the new fantasy roleplaying game from legendary RPG designers Jonathan Tweet and Rob Heinsoo.
This is the RPG that Rob (lead designer of 4th edition D&D®) and Jonathan (lead designer of 3rd edition D&D®, Over the Edge and Everway) play at their own tables. New mechanics such as backgrounds, icon relationships, escalation dice and uniques offer exciting storytelling possibilities, simple yet powerful skill rules and fun, fast-moving combat.
Reserve your copy today at the Pelgrane Shop or your local game store and get the finished PDF!
“One of the best systems I’ve encountered—and I’ve either played or read the rules to countless d20 systems at this point—is 13th Age… It’s fun, fast and accessible.” – Erik Kain, Forbes.com
Learn more about 13th Age.
Check out the Resources page for downloads, reviews, interviews, convention videos and actual play, and visit the 13th Age forums to talk with other GMs and players.
Want to create a 13th Age compatible commercial product? Email Simon Rogers at simonwork@profantasy.com
“13th Age is, perhaps, the first d20 game that I’ve ever played that treats the game inside of combat and the game outside of combat with equal love, attention, and innovation.” – Jon Spengler, Dorkadia
“[13th Age] has just enough of the freedom I want from a tabletop game while also being able to balance the crunchy aspects. I was just about to swear off D20 games, too. So I’m glad I found this.” – Kirby Smith, playtester
“The combination of a streamlined…system with fun and unique character creation and an interesting high fantasy world have completely won me over.” – Ed Grabianowski, Robot Viking
“The system is absolutely brilliant. For me, it brings a lot of the things I really enjoy about traditional fantasy gaming and infuses them with some new and really useful ideas that you often see in more indie gaming.” – Aaron R., GM of Forgotten Sagas of the 13th Age, Obsidian Portal’s March 2013 Campaign of the Month
About 13th Age
In the 13th Age of the world, adventurers seek their fortunes in the Dragon Empire while powerful individuals known as Icons pursue goals that may preserve the empire from chaos, or send it over the edge.
Players decide which Icons their characters ally with, and which ones they oppose. These relationships, along with a personal history and a unique trait chosen during character creation, help define an adventurer’s place in the world of 13th Age and lay the groundwork for epic stories that emerge through play.
There are also fun new rules for hitting orcs and making them go splat.
13th Age was playtested in 2012 by more than 200 gaming groups around the world. The game will be published by Pelgrane Press in August 2013.
“Our goal with 13th Age is to recapture the free-wheeling style of old-school gaming by creating a game with more soul and fewer technical details. …13th Age makes the play group’s campaign the center of attention, with a toolkit of rules that you can pick and choose from based on the kind of game you want to play. The mechanics draw from classic games as well as newer, story-based games.” – Jonathan Tweet, co-designer
About Rob Heinsoo
Rob Heinsoo has created dozens of role-playing games, card games, miniatures games and board games. He led the design of the fourth edition of Dungeons & Dragons® and wrote or led the design of many 4e sourcebooks. Rob has just released the card game Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre. Other recent game designs include THREE-DRAGON ANTE, THREE-DRAGON ANTE: Emperor’s Gambit, Inn-Fighting, Dreamblade, FORGOTTEN REALMS® Campaign Setting, and the first nine sets of D&D Miniatures®. Games he worked on in the 90’s that have aged well include Shadowfist, Feng Shui, and King of Dragon Pass.
About Jonathan Tweet
Jonathan Tweet has been creating games professionally for 25 years. He created or co-created the roleplaying games Ars Magica (1987), Over the Edge (1992), and Everway (1995). He started writing for Dungeons & Dragons in 1992, and in 2000 he became the lead designer of the game’s third edition. In addition to roleplaying games, Jonathan has created and contributed to card games, miniatures games, computer games, and fiction. His games have won three Origins Awards, and he is in the Origins Award Hall of Fame.
Status: Available to Pre-Order


I just learned about this system a few days ago and I can’t believe that I was lucky enough to hear about it right when a new draft came out! I have no idea if this is a good place to ask a developer-type question, but here goes: I am really liking some of the bold, new ideas in this game. One thing I was never really fond of, though, was numbers that go up just for the sake of having higher numbers. Skills that go up just to meet rising DCs in D&D 4.0 is the classic example of this. I noticed that you mentioned if you don’t like the “math” relying on magic items, you can just lower monster defenses by 1, and it seems like if you don’t like skills raising for no reason, you can leave that out and just use the starting DCs for the whole game. Is there any other way to sort of quickly and easily (or roughly) remove things like attacks going up by 1 each level, or is that just too ingrained into the game? Is it really as simple as monsters’ defenses would be lowered by their level? What about HP/damage (PC and monster) going up so quickly? These options might be nice for some, although I suspect it might require a lot of adjusting for the GM. Thanks either way!
The forums are a good place for questions like that: https://www.pelgranepress.com/forum/?CategoryID=14
Thanks! I didn’t even know they existed.
Any word when you’re going to open up sales/pre-orders for the pdf version at well? I can’t bring myself to spend 50 bucks on a hardcopy when I don’t have any local friends that play tabletop games and I already have a functional e-reader.
I’d like to support you guys and buy the game but I don’t really want physical stuff.
About 30 days after the physical release
[...] 13th Age is the new fantasy roleplaying game from co-designers Rob Heinsoo and Jonathan Tweet. Due out in spring from Pelgrane Press, it’s already attracted a sizable and devoted following by making rules-in-progress drafts available to pre-order customers. [...]
[...] Icons presents some of the Midgard Campaign Setting’s major NPCs as icons compatible with 13th Age, the new fantasy roleplaying game from Rob Heinsoo and Jonathan Tweet. Bring them into your 13th [...]
[...] Icons presents some of the Midgard Campaign Setting’s major NPCs as icons for use in 13th Age, the new fantasy roleplaying game from Rob Heinsoo and Jonathan Tweet. Bring them into your 13th [...]
[...] Icons presents some of the Midgard Campaign Setting’s major NPCs as icons for use in 13th Age, the new fantasy roleplaying game from Rob Heinsoo and Jonathan Tweet. Bring them into your 13th [...]
[...] [...]
[...] Icons presents some of the Midgard Campaign Setting’s major NPCs as icons for use in 13th Age, the new fantasy roleplaying game from Rob Heinsoo and Jonathan Tweet. Bring them into your 13th [...]
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[...] Icons presents some of the Midgard Campaign Setting’s major NPCs as icons for use in 13th Age, the new fantasy roleplaying game from Rob Heinsoo and Jonathan Tweet. Bring them into your 13th [...]