AnimalTileTianacs

by Lawrence Augustine R. Mingoa

Introduction

Some say tianacs are the spawn of witches who turned themselves into living vampires using vile rituals, while others claim that they’re the bodies of unborn or uncleansed infants that are corrupted by undeath. But regardless of how they came to be, tianacs are so small that they could only take the form of a humanoid baby, wailing in the night; it’s said that those foolish enough to try and look for this child come back as bones, with their hearts ripped out (or eaten out), or not at all…

True Form of Tianacs

There are conflicting reports on how their true form looks like; some say that they resemble rotting fetuses or babies, while others claim that they resemble little brown creatures (almost like gnomes). The only consistent feature in the stories is that they have rows of sharp teeth and a withered leg.

Tianacs in the Dragon Empire

Some say that Bitter Wood got its name because it’s a dumping ground for those in the Empire with unwanted children (including some of the Emperor’s bastard children, a snarky few add), and it’s rumored to be haunted by tianacs. That being said, these creatures appear in just about any place where the bodies of babies (born and unborn) are laid to rest, but whose rituals to keep them at rest have been disturbed or were never done.

Tianacs and the Icons

Most Icons want tianacs utterly destroyed. Some however, feel differently.

The Diabolist: Aren’t they cute, in a certain light, maybe if you add a hint of demon taint to them?

Lich King: Just like any vampire, tianacs who refuse to bow down to the Lich King take great offense to his symbol. For those that do serve him, they serve as his spies, thanks to their shape-changing ability.

The Priestess: The Priestess has always been greatly saddened by the existence of tianacs, as no child should ever be desecrated in such a way.

Tianac

Normal6th LevelMookUndead Initiative: +12Vulnerability: holyM: Grasping Claws +11 vs. AC (one enemy; see below)—8 damage, and the target is grabbed and takes 4 ongoing damage until the grab ends.Natural 16+: The target is also hampered until the grab ends.Limited Use: The tianac can only use grasping claws in its true form.C: Cry of the Innocent +11 vs. MD (one nearby or far away enemy; see below) —the target must spend their move action during their turn to engage with the tianac, attempting to disengage from creatures it’s engaged with if necessary.

Limited Use: The tianac can only use cry of the innocent in its disguised form.

 

Steal Shape: The tianac can take the form of the last infant humanoid that it consumed as a quick action . While disguised, creatures must make a hard save (natural 16+) to see through the disguise. Reverting to their true form is a free action.

 

Withered Leg: The tianac crawls instead of walks or runs, requiring a 16+ to disengage from enemies instead of 11+, and may require normal (natural 11+) saves to travel distances that are nearby to other creatures; failing the save causes them to lose their move action.

 

Nastier Special:

Levitation or One Really Good Leg: While in its true form, the tianac can now levitate or leap several feet as part of their move action, but must end that movement on solid ground; this negates all the penalties of the withered leg.

ACPDMDHP 20182023

Tianacs in a Fight

Tianacs are sometimes found by themselves, using cry of the innocent to isolate creatures and consume them. More often they’re joined by other undead (usually ghouls and zombies), who serve as scapegoats that explain why there are so many who perish in the area. Usually they try to compel their targets to save them above all else, even if it means leaving themselves open to opportunity attacks.

Once they’ve been found out, or when the adventurer is engaged with them, tianacs waste no time in reverting to their true form in order to latch on to the victim, often seeking to consume the heart as soon as possible. As tianacs are usually small (or smaller if they ate a gnome baby), even halflings and gnomes don’t have too much trouble moving around while they try to shake off the abomination.

While uncommon, swarms of tianacs do exist, and these groups tend to focus their attacks on one creature at a time, stripping them to the bone before moving on to their next victim.

References:


DominionLast month, I compared the 13th Age rulebook to my beloved Rules Cyclopedia, and talked about how cool strongholds were and how they’d work in the looser, more narrative Archmage Engine style. This month, it’s Dominions.

There comes a time in every adventurers’ career – sometime between slaying that first dragon, and well before going toe-to-toe with demon kings – that a hero’s thoughts turn to ruling a dominion. Having your own fiefdom has its appeal. Conan had his throne, after all. It’s good to be the king.

Dominions don’t have to be fiefdoms or landholdings, of course. A wizard might prefer a pocket dimension filled with weird experiments, or a private flying realm in the Overworld. A thief might have a merchant shipping fleet that conceals a spy network, or run the thieves’ guild in a prosperous city. A druid’s dominion might be a wild forest where no man dares trespass. In each case, the player character is the acknowledged ruler of that territory, and has to defend it from external threats.

 

Acquiring a Dominion

Only Champion or Epic-tier characters can have dominions. It’s a matter of tradition, like ghouls with paralyzing touch or clerics with blunt weapons. Ideally, the would-be ruler should also have a stronghold.

There are three routes to a dominion.

First, your character can inherit a dominion. Just take the One Unique Thing ‘Heir to the Duchy of Fullcatch’ and wait for anyone else in the line of succession to drop dead.

Second, a character can carve their own dominion out of the wilderness. There’s plenty of wilderness to be carved, but said wilderness is full of things that may also need carving. There’s gold under the Giantwalk Mountains, but to get it, you’ll need to drive off the giants who live there.

Third, you can beseech the most appropriate Icon for a dominion. Usually, this is the Emperor, unless you have your heart set on a territory within the demesne of Drakenhall, Horizon or Santa Cora, or you’re an Elf in the Queen’s Wood or a Dwarf in the dwarflands (or a Lich in the Lich King’s realm, or planning to live in the Wild Wood, or…). Doing so requires a triple-strength Icon benefit – rolling three fives or sixes on your Friendly or Conflicted relationship with that Icon.

What’s that you say? You don’t have a 3-point relationship with that Icon? Well, you can curry favour by going on quests and performing needful services, or battling that Icon’s enemies. (Or hiring a bard with Balladeer and Storyteller, because they’re favour-currying machines!)

 

Noble Background

Ruling a dominion has fringe benefits, in the form of a bonus Background. As lord of a small dominion, you’ve got a +1 Background (usually “Baron of such-and-such”); a medium dominion gives a +2 Background, large +3 and huge +4. Normally, this background comes into play when making Charisma checks to represent influence and wealth.

 

Designing A Dominion

Once you’ve got your dominion, the next step is assigning Resource Dice. Different dominions offer different sorts of resources. A resource can be almost anything – farmland, a gold mine, a market, a seaport, a guild of weavers, a wizard’s school, a magical font of wisdom, a nest of tame dragons, a well of arcane energy, a hellhole (assuming the ‘resource’ you’re interested in is demons), a Imperial Legion camp, tribes of barbaric half-orc mercenaries, the relics of a dead saint, a trade route, Koru Behemoth dung-enriched soil.

A small dominion (Barony) has 3 Resource Dice to allocate. A medium dominion (County) has 4; a really big dominion (Dukedom) has 5 and an Imperial governorship or princedom has 6. You can double up on a resource if you wish; for example, a dwarven barony might have an Iron Mine (1 dice) and a Smith’s Guild (2 dice).

Under normal circumstances, the dominion provides enough income to pay for its own upkeep and running costs, as well as keeping its ruler in a suitable manner in the suitable manor. There are good years and bad, but by and large things even out. Exceptionally good or problematic years are represented by resource benefits.

 

Resource Benefits

When the GM allows it (usually between adventures, or once per game year), the player rolls any available Resource Dice for their dominion. These dice work like Icon Relationship dice – a 6 means the player gets a benefit without any problems and a 5 means there’s a benefit with a drawback or cost. For example, in the case of our dwarven barony, rolling a 6 for the Iron Mine means the miners hit an especially rich vein of iron, and produce more raw metal for trade than expected. A 5 means that especially rich vein runs through a monster-infested cave network, or the iron was cursed by a witch and will make cursed weapons. Or maybe the best market for iron right now is all the way across the Midland Sea in Newport, and to get the benefit, the ruler has to find a way to transport the goods safely.

Rolling a 1 means the Resource is imperilled in some way, and unless the local ruler takes action, that Resource becomes unavailable for 1-5 years (roll a d6; on a 6, the Resource is lost for good). A 1 for the Iron Mine might mean the miners were attacked by monsters, and can’t go back down there until the monsters are slain. A 1 for the Smith’s Guild might indicate that a thief stole their secrets, and all the current guildmasters consider themselves dishonoured and fit only for stoking fires until those secrets are recovered.

A resource benefit can be:

  • Cashed out as gold: one benefit gives around 500 gold pieces on average; more if the resource is especially fungible (it’s a lot easier to cash out ‘Gold Mine’ than it is to cash out ‘Sacred Wilderness of the Druid’).
  • Expended to temporarily increase your noble background by +2 until the next time you roll for Resource Benefits.
  • Spent to restore another Resource that was imperilled by rolling a 1, assuming the player can justify it with narration.
  • Traded to another ruler.
  • Used to pay the cost/drawback when rolling a 5 on an Icon benefit roll
  • Used by a creative player to overcome some other challenge in the game. Instead of slaying the army of ogres that threaten your western border, spend your Rich Farmland benefits together with a really good Charisma check and hire them as mercenaries. Instead of using that Meteor Storm spell to power a ritual, use your Arcane Wellspring benefit and keep the spell for blowing up bad guys.

An example from my campaign: Findel’s the representative of the Elf Queen in the Priestess’ court in Santa Cora, and through recent political machinations he’s also the spokesman for the elven clergy and the owner of an estate just outside the city. He’s got the Resources Tower of the Stars +1, Wizard’s Guild +1 and Country Estate +1. He’s also got the +1 background Elven Ambassador in addition to his regular backgrounds.

At the start of the next adventure, he rolls his resource dice. He gets a 1 for Tower of the Stars, a 3 for Wizard’s Guide and a 5 for his Country Estate. The 1 means that his control of the high elven temple in town is under threat; he’s been controlling it through a proxy cleric called Aritu, and it looks like Aritu’s no longer loyal. The wizard’s guild is quiet this year, and his Estate is threatened by a pesky flock of owlbears.

Findel calls his adventuring buddies together to go owlbear hunting to secure the resource benefit from his estate. He then uses that to temporarily increase his Elven Ambassador background to +3 – he justifies this in the story by inviting various dignitaries from the Priestess’ court to his country manor, where they admire his fine owlbearskin rugs, and listen to his concerns that the cleric Aritu is working far too hard, and would benefit from a less stressful assignment – say, a temple in peaceful Concord. Why, Findel can run the temple of the stars until they appoint a replacement cleric…

 Of course, rolling a 1 might also mean that resource has just been stolen by an ancient, vindictive Living Dungeon – in which case, the only way the ruler is ever going to get that resource back is by hunting down the Stone Thief. Now there is a real test of leadership.

13AgeLogoFull-Transparentby Martin Killmann

Many types of barbarians roam the wilderness of the Dragon Empire, drawing on the power of ancestral spirits, draconic pacts, and even the mountains themselves to strike terror into their enemies’ hearts. Here are four sets of talents to build a distinctive barbarian who brings something unique to the battle.

Mountainheart

The Mountainheart are an ancient dwarven clan who chose to live on the surface when their homeland was destroyed during the war with the dark elves. Any barbarian can choose the following talents, but they are most commonly used by dwarves.

Mountainheart Adventurer Talents

Mountainheart

While raging, you can end your rage as a free action to negate all damage from one attack or effect.

Adventurer Feat: When you negate an enemy’s damage with this talent, your next attack against that enemy deals half damage on a miss.

Champion Feat: When you negate an enemy’s damage with this talent, make a saving throw (11+). If you succeed, your rage doesn’t end. For each point of relationship you have with the Dwarf King, you gain a +1 bonus to the roll.

Epic Feat: In addition to damage, you also negate all other effects of the attack.

Avalanche of Steel

Once per battle while you’re wielding a shield, you can make a shield smash melee attack as a quick action. Treat the shield as a d6 melee weapon. If you are not engaged with an enemy, you can move to a nearby foe before making the attack as a free action.

Adventurer Feat: When you hit with shield smash, make a Strength check against the enemy using a DC set by the tier. If you succeed, you can push the enemy against a wall, over a ledge, or into an obstacle, depending on your surroundings.

Champion Feat: Before making a shield smash attack, you can pop free from an enemy you are engaged with as a free action.

Epic Feat: When you score a critical hit with a shield smash attack, the target is also stunned until the end of its next turn.

Ancestral Shield

You start the game with a shield that was blessed in an ancestral temple. It is an adventurer-level true magic item with one of the following enchantments: protection, resilience, or termination. Only members of your bloodline can benefit from its effects.

While wielding the shield, you gain a +2 bonus to AC instead of the standard +1.

Quirk: Your shield houses the spirit of one of your ancestors. Its quirk is whatever quirk they had in life.

Adventurer Feat: The shield does not count against your maximum number of magic items.

Champion Feat: The shield is upgraded to a champion-level item, and the maximum hit point bonus increases.

Epic Feat: The shield is upgraded to an epic-level item, and the maximum hit point bonus increases.

Mountainheart Champion Talents

Giantslayer

Against large and huge enemies, increase your damage dice with heavy weapons to d12.

Once per round when a large or huge enemy hits you with a melee attack, you can make a hard saving throw (16+) to dodge the attack and turn it into a miss.

Champion Feat: When you dodge an attack with this talent, you can also make a melee attack against the attacker as a free action. If you score a critical hit with this attack, that enemy is hampered (save ends).

Epic Feat: You gain a bonus to your giantslayer saving throw equal to the escalation die. For each point of relationship you have with the Dwarf King, you gain an additional +1 bonus to the roll.

Mountainheart Epic Talents

Whirling Wall of Axes

When you hit with an opportunity attack against an enemy making a ranged attack or casting an attack spell, that attack misses. Spells without a miss effect simply fail. Note than when you use this talent once or twice in a battle, the smarter creatures will figure out that they need to disengage with you before taking those actions. Of course, this gives you an opportunity attack against them if they fail the check.

Epic Feat: When an enemy makes a successful saving throw to disengage from you, it still draws an opportunity attack from you. Your opportunity attack deals half damage. It doesn’t stop the creature from moving away from you.

 

Wyrmfang

These talents can represent gifts from the draconic icons, either the Three or the Gold Wyrm. They can also be a manifestation of draconic ancestry.

Wyrmfang Adventurer Talents

Wyrmtooth

Choose a sorcerer dragon breath spell of your level or lower. You gain a +1 bonus to the recharge roll of your dragon breath spell for each point of relationship you have with a draconic icon.

Adventurer Feat: You can use Constitution instead of Charisma for attack and damage with the spell.

Champion Feat: While you’re raging, your dragon breath spell gains the same benefit as your melee attacks—Roll 2d20 for the spell’s attack rolls. If both natural rolls are 11+, you score a critical hit.

Epic Feat: When you score a critical hit with a melee attack, if the escalation die is 5+ and you have your dragon breath spell available, you can use it as a free action.

Wyrmscales

Choose one dragon color. You gain the elemental resistance of that color (12+) but also the vulnerability (listed in brackets).

White: Cold (Fire)
Black: Acid (Thunder)
Green: Poison (Psychic)
Blue: Lightning (Force)
Red: Fire (Cold)

For each point of relationship you have with a draconic icon, increase your resistance by +1.

Adventurer Feat: You do not suffer the vulnerability when raging.

Champion Feat: Increase the base resistance to 16+.

Epic Feat: When taking damage of the type you are resistant to from this talent, make a saving throw (11+). If you succeed, you can heal using a recovery.

Eye of the Wyrm

You have been blessed with true seeing. You are immune to invisibility or illusion effects created by enemies of your level or lower.

Adventurer Feat: You can see in the dark as well as a normal human can in full daylight.

Champion Feat: You gain a +1 bonus to ranged attacks.

Epic Feat: Your ability to see arcane auras allows you to defend against magic. You gain a +2 bonus to your defenses against spells, magical close quarter attacks, breath weapons and magic traps.

Wyrmfang Champion Talents

Gift of the Blue

You gain a counterspell ability similar to blue dragons. When an enemy targets you with a spell, you can roll a hard save (16+); success means the spell has no effect on you. If the level of the spell is lower than your level, reduce the difficulty to a normal save (11+).

Champion Feat: When you successfully counter a spell, you can make a melee or ranged attack against the caster as a free action. The attack deals half damage.

Epic Feat: The above attack deals full damage instead. For each point of relationship you have with a draconic icon, the target takes +1d6 damage.

Wyrmfang Epic Talents

Wyrm Ascension

When you activate your barbarian rage, you transform into a normal-sized dragon. Your hands and teeth become d12 claw and fang natural weapons. You grow wings that allow you to fly. Your skin changes to scales that are equal to Heavy Armor (base AC 13), but incur no attack penalty.

Everything you are wearing or carrying—including clothes, weapons, armor, shields and magic items—magically vanishes when you take dragon form. They reappear when you resume your normal form.

Epic Feat: You have earned the respect of dragons. Roll twice on Charisma-based skill checks when interacting with dragons. If you have a positive relationship with a draconic icon, you gain this feat for free.

 

Graceful Fury

Elves are known for a graceful, controlled combat style. These talents are practiced by wild elves who embrace the ferocity of a cornered animal.

Graceful Fury Adventurer Talents

Ferocious Dance

When an enemy misses you with an attack, your first hit with a melee attack against that enemy before the end of your next turn deals an additional 1d8 damage.

Adventurer Feat: You gain a +4 bonus to all defenses against the first attack made against you each battle.

Champion Feat: Increase the bonus damage to 2d10.

Epic Feat: Increase the bonus damage to 3d12. For each point of relationship you have with the Elf Queen, you can reroll one of these damage dice.

Deadly Blur

While wielding a light or small weapon, you can use Dexterity for attack and damage, and your crit range with that weapon expands by 1.

Adventurer Feat: Add your Wisdom or Charisma modifier to your damage with all melee and ranged attacks. Your crit range with small and light weapons expands by 2. In addition, while your off-hand is free and you are not wearing armor, you gain a +1 bonus to AC.

Champion Feat: Double the damage bonus, expand the critical range by 3, and increase the AC bonus to +2.

Epic Feat: Triple the damage bonus, expand the critical range by 4, and increase the AC bonus to +3.

Venomous Sting

Once per day when you hit an enemy with a melee attack, the target also takes 10 ongoing poison damage.

Adventurer Feat: If the escalation die is 3+ when you use this talent, the target is also dazed (save ends both).

Champion Feat: Increase the ongoing poison damage to 30 if the escalation die is 3+. You can use the power one additional time per day for each point of relationship you have with the Elf Queen.

Epic Feat: Increase the ongoing poison damage to 50 if the escalation die is 5+.

Graceful Fury Champion Talents

Predator’s Gambit

As a standard action, you can allow one enemy engaged with you to make a melee attack against you as a free action. If the enemy chooses not to take the attack, you don’t benefit from the escalation die until the start of your next turn.

If the enemy’s attack misses, you can make a melee attack against that enemy as a free action. If your attack hits, you deal +1d10 extra damage for each point of the escalation die and the enemy is dazed until the end of its next turn.

Champion Feat: Add your Wisdom or Charisma modifier to all defenses against the attack. If the enemy’s attack hits, you take only half damage.

Epic Feat: When your Predator’s Gambit attack hits, you can choose to make the target confused instead of dazed until the end of its next turn.

Graceful Fury Epic Talents

Death is Swift and Beautiful

Once per day, when you start raging, your next melee attack that turn targets 1d4+1 nearby enemies. You pop free of each foe you attack and can move to the next one as a free action.

Epic Feat: You can also attack far away targets with the attack.

 

Tribal War Chief

These talents are found in barbarians who have been chosen to lead their people, be it by birth, merit, or the will of the gods.

Tribal War Chief Adventurer Talents

Heirloom Armor

You start the game with a set of heavy armor inherited from your ancestors, a true magic item. Choose between the heedlessness, splendor and warding adventurer-level enchantments. Only you can benefit from the item’s enchantment.

You do not take an attack penalty while wearing heavy armor.

Quirk: You tend to make dramatic speeches, and swear mighty oaths.

Adventurer Feat: The item does not count against your magic item limit.

Champion Feat: The item is upgraded to champion level.

Epic Feat: The item is upgraded to epic level.

Voice of the War Chief

Choose a Battle Cry of your level or lower from the bard’s list. You gain this Battle Cry as a class power.

Adventurer Feat: You gain a second Battle Cry.

Champion Feat: When using a Battle Cry, both you and one ally benefit from it.

Epic Feat: Once per day, you and each ally who can hear you can benefit from your Battle Cry.

Tribal War Chief  Champion Talents

The Pack Circles the Prey

When you score a critical hit against an enemy, the crit range of each of your allies attacks expands by 4 against that target until the start of your next turn.

Champion Feat: The target takes a cumulative –1 penalty to its next attack for each hit it takes before its next turn.

Epic Feat: The target is hampered until the start of your next turn; and, if they’re a creature that can normally use recoveries, cannot use recoveries until the start of your next turn.

Play the new fantasy roleplaying game from legendary RPG designers Jonathan Tweet and Rob Heinsoo. Get your copy of the hardcover or PDF today at the Pelgrane Shop or your local game store and download 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 content? See here.

“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.

Price: $44.95

 

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archmageengine-v3_RGB_22513th Age Archmage Engine Licensing Overview

These overviews explain what our licenses and policies allow you do with our property. Are you wondering which license is right for you? Read below.

Open Game License & 13th Age Open Content

Since the 13th Age System Reference Document (SRD) is published under the Open Game License (OGL), anyone complying with the OGL may use specific 13th Age property that we have designated as “Open Content” to create their own derivative works. The content can be used wholly or in part, but must be limited to what is specifically designated as “Open Content” within the SRD. Commercial use is allowed, though using our trademarks and logos with your product is not.

13th Age Compatibility License

The 13th Age Compatibility license allows professional publishers to use our Open Content to create commercial products compatible with the 13th Age Roleplaying Game and to put our “13th Age Compatible” logo on them. Compatible means that the product relies on, operates with the 13th Age Roleplaying Game, and is not a standalone product. By complying with the license usage terms, your product can indicate to consumers that it makes use of 13th Age Open Content, and that they can use your product with the 13th Age Roleplaying Game.

13th Age Archmage Engine License

The 13th Age Archmage Engine license is very similar to the 13th Age Compatibility license. It allows professional publishers to use our Open Content to create commercial products and to put our “Archmage Engine” logo on them. The difference is that your product does not have to strictly rely on the 13th Age Roleplaying Game. By complying with the license usage terms, your product can indicate to consumers that it makes use of 13th Age Open Content.

13th Age Community Use Policy

The 13th Age Community Policy allows the general public to use otherwise prohibited, non-open, trademarked and copyrighted content of 13th Age in limited and specific ways, and under certain restrictions. Most notably, you must not gain commercially by the use of our property, you must maintain our property in a positive light, and you must display a specific notice on your work. In return for following the usage requirements of the policy, you can use our artwork and game world elements (e.g. setting, characters) in your own adventure campaigns, wikis, fan fiction, and so on. Professional publishers are not allowed to use this content.

13th Age Logos

Here are the logos allowed for use according to the licenses above.

Frequently Asked Questions

Do I need to use the Archmage Engine license? Can’t I make a game using your Open Content without it?

Yes, but you cannot indicate that you use Open Content from 13th Age, nor can you use our logos. This is why we created the Archmage Engine license.

Why would I use the Archmage Engine license and not the Compatibility license?

If your product can be played without the 13th Age Roleplaying Game, then the Archmage Engine license may apply, though the Compatibility license cannot.

If my product complies with both the Archmage Engine license and the Compatibility license, which logo(s) can I use on my product?

You may use the Compatibility logo alone, the Archmage Engine logo alone, or both together.

What if I don’t want to use either logo? Can I use another 13th Age logo?

No, not as part of a commercial product. However, as a non-professional and for non-commercial use, the Community Use policy grants certain allowances.

Do I need to use the Compatibility license? Can’t I make a game that’s compatible with the 13th Age Roleplaying Game without it?

Yes, but you cannot tell people using our trademarked terms that it’s compatible, nor can you use our logos. This is why we created the Compatibility license.

What if my product uses 13th Age Open Content but does not require the 13th Age Roleplaying Game to use?

Then the Compatibility license does not apply. To be compatible, the 13th Age Roleplaying Game must be required. For example, if your product is a new type of RPG that uses game mechanics from the 13th Age Open Content but does not require the 13th Age Roleplaying Game to play, it would not be appropriate for the Compatibility license. Instead, you would use the Archmage Engine license.

Who can use 13th Age Open Content?

Anybody, as long as the Open Game License terms are fulfilled.

Who can use the 13th Age Compatibility license and the Archmage Engine license?

Professional publishers that abide by the terms of the license.

Is there extra content that I can use beyond what’s specified as Open Content when I’m using the Compatibility or Archmage Engine license?

No, except for the specific Compatibility or Archmage Engine logos on your product, the same content is available in all three cases.

Is the content available for Community Use different than the Open Game content?

Yes. Community Use policy allows some uses of certain trademarked property like artwork, characters, icons, and places from the 13th Age Roleplaying Game. In addition, Open Game content remains usable under the OGL, so both can be used together.

What is an example of Community Use content?

Community Use content includes copyrighted and trademarked material that is not found in the 13th Age SRD, for example, an image of the Diabolist and Lich King from fireopalmedia.com, or character and city names from the Dragon Empire.

What is an example of Archmage Engine / 13th Age SRD Open Content?

The 13th Age SRD is all about the generic game mechanics, which includes the basic character descriptions, rules of the game, and spell descriptions, for example.

Who can use the Community Use content?

Only non-professionals, for non-commercial use, and only as long as the Community Use policy is adhered to.

What can I create using the Community Use policy?

As long as you abide by the policy terms, you can create your own adventures in the 13th Age world, with 13th Age artwork, using 13th Age characters. You can distribute them as long as you don’t charge for them.

Do banner ads on my website count as “commercial use?”

No, as long as the content you are providing is freely available without charge.

When using Community Use content, can I change the artwork in any way?

You can resize the artwork, as long as it maintains the same aspect ratio. You may not change the color, typography, design, or proportions.

What does “descriptively reference” mean in the Community Use policy?

It means you can use our trademarked names and terms as outlined, but you cannot copy the text verbatim. You have to create something new.

13thagecompatible_225Fire Opal Media Inc. & Pelgrane Press Ltd. 13th Age Roleplaying Game Compatibility License

Last updated February 17, 2014

1. Acceptance of Terms

By submitting an application to use the 13th Age Roleplaying Game Compatibility Logo, you accept and agree to be bound by the terms and conditions of this license agreement (“License”). (The application can be found and submitted online at http://www.pelgranepress.com/?p=14447.)

2. Copyrights and Trademarks

You acknowledge and agree that Fire Opal Media Inc.  and Pelgrane Press Ltd. (“Licensors”) owns all trademarks and copyrights in and to the 13th Age Roleplaying Game Compatibility Logo (“Compatibility Logo”). You agree not to contest the Licensors’ ownership of any intellectual property rights in or to the Compatibility Logo, during the term of this License or thereafter. You also agree not to create or use any names or trademarks similar enough to our trademarks that consumers could be confused about whether the item was produced by or on behalf of the Licensors.

3. License Grant

If you are in compliance with all of the terms and conditions of this License and the usage requirements set forth in Exhibit A (“Usage Requirements”), you will be granted a non-transferable, non-sublicensable, non-exclusive, royalty-free license to use the Compatibility Logo in printed books, electronic books, and freely available websites in connection with products that are compatible with the 13th Age Roleplaying Game, subject to the obligations and limitations set forth in this License.

You may use the Compatibility Logo only to indicate that your product is compatible with the 13th Age Roleplaying Game. You may not use the Compatibility Logo unless your game product is fully compatible with the 13th Age Roleplaying Game (see Section 5. Compatibility). The Compatibility Logo may only be used on 13th Age Roleplaying Game compatible products and in advertisements and websites directly promoting those products. The Compatibility Logo may only be used in the manner specified in this License and in the Usage Requirements and may not be modified except as specifically set forth in the Usage Requirements.

The Compatibility Logo may only be used under this License in connection with materials you publish under the Open Gaming License 1.0a (“OGL”), a copy of which can be viewed here. You may not use the Compatibility Logo in any way that the OGL prohibits. (Note that you are solely responsible for assuring you use the OGL correctly.) The Compatibility Logo is designated as Product Identity, not Open Game Content, as those terms are defined in the OGL.

No license or permission is granted (either expressly or by implication) with respect to any trademarks, copyrights, or other intellectual property right except the Compatibility Logo, and any right not specifically granted hereunder is expressly reserved to the Licensors.

4. Usage Restrictions

The license granted hereunder is expressly limited to use of the Compatibility Logo in printed books, electronic books, and freely available websites. Anyone seeking a license for any other use should directly contact the Licensors.

You may not use the Compatibility Logo in a way that suggests that the Licensors owns, endorses, or is in any way responsible for any part of your product, or for any conduct of your business, or that suggests that you have any relationship beyond a mere license with us, unless we have a separate agreement that lets you do so. You also may not state or suggest that we guarantee your product’s compatibility with the 13th Age Roleplaying Game.

The titles of your products may not include any of the Licensors’ trademarked terms (or marks confusingly similar thereto), including “13th Age” or “13th Age Roleplaying Game.”

You may not use the Licensors’ trade dress for your products or advertisements—that is, you may not design your products to look confusingly similar to the Licensors’ products.

You may not do anything illegal in or with products produced under this License.

You must use your best efforts to preserve the high standard of our trademarks. You may not use this License for products that the general public would classify as “adult content,” offensive, or inappropriate for minors.

5. Compatibility

In order to make use of the compatible content, your product must operate under and rely on the 13th Age Roleplaying Game. Standalone game systems are in no event authorized hereunder.

You agree to use your best efforts to ensure that the licensed products are fully compatible with the 13th Age Roleplaying Game as published in August, 2013. Your products may additionally be compatible with other systems.

If you wish to reference sections of the 13th Age Roleplaying Game or supplemental products in your product, you may do so in the following form:

See the “The Three Shards of The Elven People” section in Chapter 3 of the 13th Age Roleplaying Game Core Rulebook.

You may not use page numbers, as they may change in licensed translations and in subsequent printings. The list of products you may reference is set out in Exhibit B, which the Licensors may update at any time. You may not reference any of the Licensors’ products that are not listed in Exhibit B without express written permission.

 

If you want to publish in a language other than English, and we have published (or have licensed the rights to publish) the 13th Age Roleplaying Game in that language, and we have provided permission for use of the 13th Age Compatibility license for products in that language, then you must use the exact translations prepared for that foreign-language edition of the 13th Age Roleplaying Game. In the case that the licensed translation has not yet been released, you must wait until the translation is released before you can release your product in that language. The list of currently licensed and permitted languages is provided as Exhibit C, which may be updated at any time.

6. Effective Dates

The License will become effective once your application is accepted by the Licensors.

7. Breach and Cure

If you fail to comply with any of the terms of this License, you will be in breach and we will have the right to terminate this License. We will send notice to the contact information you provided in your registration. You will have thirty days from the date we send notice to cure the breach to our satisfaction. If the breach has not been fully and completely cured, we reserve the right to terminate the License with no further notice. After termination, you will not have the right to secure a new license from us without specific written consent.

8. Termination

We can terminate this License at any time, at our sole discretion.

If we terminate the License due to breach, you have to immediately stop selling products that use the Compatibility Logo and you must destroy all of your inventory of those products (including all marketing material). You may not make any more products that use the Compatibility Logo. You must immediately suspend any advertisements and any web content promoting products that use the Compatibility Logo. If there are any costs associated with any of this, the responsibility for paying them is exclusively yours.

If we terminate the License for any reason other than breach, you may no longer make any new products using the Compatibility Logo, but you may continue to sell existing physical products that were compliant under this License as long as you have inventory. If you sell out of a compliant product, you must remove the Compatibility Logo from future print runs. In the case of products that do not have physical inventory, such as PDFs, you must stop selling them within 30 days of termination, but if you remove the Compatibility Logo from them, you may start selling them again.

Note that if we terminate this License, and you publish products that make use of our copyrighted content available under the OGL, you still have to attribute it to Fire Opal Media Inc. and Pelgrane Press Ltd. as required by the OGL.

If you fail to comply with your post-termination obligations, you agree that any resulting dispute will be resolved in courts located in King County, Washington, and you agree to be subject to the jurisdiction of such courts. You agree that such courts will be mutually directed to award the prevailing party in any dispute its legal fees and court costs in addition to any other appropriate monetary or injunctive relief such court deems appropriate.

 

9. Updates

The Licensors may update this License at any time. The latest version is available at http://www.pelgranepress.com/?p=14447.  If you published anything under a previous version of this License, you can choose to use either the version in place at the time you originally published the work or the updated version. For new products, you may only use the current version of the License.

We may update the Exhibits at any time.  New products must always use the most recent version of each Exhibit. The Exhibits are incorporated within the terms of this License by this reference.

We may update the Compatibility Logo and the text required by Exhibit A (“Compatibility Text”) at any time. You agree to use good faith efforts to stop using old Compatibility Logos and Text and start using the updated Compatibility Logo and Text for new products. You may continue to sell items made with the old Compatibility Logos or Text as long as you continue to comply with the terms of this License. If you reprint any products that were originally published using old Compatibility Logos or Text, we request, but do not require, that you use the new Compatibility Logo and Text.

10. Notices to Licensor

You agree to keep your contact information on your registration current. Any notices to you will be sent to that address. You agree that anything sent to the contact information constitutes valid notice and service of process on you.

11. Licensed Product

You agree to send at least one copy of each licensed product to Fire Opal Media, Attention: License Manager, PO Box 6233, Bellevue, WA 98008. In the case of electronic books, you may send them electronically or on a CD, DVD, or other common medium in a broadly and freely reviewable format. The first time you produce a product under this License, you must send us a copy of that product within 30 days; after that, you may take up to six months to send us a copy. (After the first product, you can send us one package every six months if you like, assuming you produce products that often.) We also request that you send us copies of any printed advertising or other marketing done in connection with the licensed products, but that is optional.

12. Arbitration and Jurisdiction

The Licensors and you agree that all disputes related to this License shall governed by the local laws of the State of Washington. Both you and the Licensors irrevocably and unconditionally consent to submit to the exclusive jurisdiction of State and Federal courts located in King County, Washington with respect to any claim, action or legal proceeding related to this License, and both you and the Licensors agree to bring all legal action related to this License before such courts.

 

13. Warranties and Limitation of Liability

The Licensors makes no warranties about the suitability of the Compatibility Logo or the License for your business. The Licensors are not obligated to provide support for your use of the Compatibility Logo. The Licensors may not be held liable for any damages (incidental, consequential, or otherwise) resulting for your use of the Compatibility Logo or your agreeing to this License.

14. Indemnification

You agree to defend, indemnify and hold the Licensors harmless from any claims, demands or suits brought with respect to any products produced by or for you.

Exhibit A: Usage Requirements

Last updated February 17, 2014

You may refer to our game using the phrase “The 13th Age Roleplaying Game” (never just “13th Age” or “The 13th Age RPG”).

Compatibility Text

You must include the following text, as its own paragraph, on the title page or on any one page preceding the title page, in a legible size and color:

Compatibility with the 13th Age Roleplaying Game requires the 13th Age Roleplaying Game from Fire Opal Media Inc. and Pelgrane Press Ltd. See 13thAge.com for more information on the 13th Age Roleplaying Game. Fire Opal Media does not guarantee compatibility, and does not endorse this product.

You must include the following text, as its own paragraph, on the page on which you provide any other copyright notices, and in a legible size and color, no smaller than any other copyright notice on the page:

13th Age is a registered trademark of Fire Opal Media Inc., and the 13th Age Roleplaying Game and the 13th Age Roleplaying Game Compatibility Logo are trademarks of Fire Opal Media Inc. under exclusive license to Pelgrane Press Ltd., and are used under the 13th Age Roleplaying Game Compatibility License. See 13thAge.com for more information on the compatibility license.

Section 15 of the Open Game License in your product must include the following text, in addition to any other text required by the OGL:

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

13th Age RPG Core Rulebook. Copyright 2013, Fire Opal Media; Authors Rob Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac Golden.

If you use the 13th Age Roleplaying Game Compatibility Logo in advertising or on a website, you must include the following text in a legible size and color, no smaller than any other copyright notice on the page:

13th Age and associated marks and logos are trademarks of Fire Opal Media Inc., and are used under license. See 13thAge.com for more information on the 13th Age Roleplaying Game. The 13th Age Roleplaying game is published under exclusive license to Pelgrane Press Ltd.

13th Age Roleplaying Game Compatibility Logo

You must reproduce the Compatibility Logo in a legible size on the front cover of each licensed product. The Compatibility Logo must be smaller than the product’s title.

You must reproduce the Compatibility Logo, in a legible size, on the back cover of each licensed product. (This requirement does not apply to products, such as some magazines, that run advertisements on the back cover.)

You may reproduce the Compatibility Logo on the spine or on the interior of any licensed product.

You must reproduce the Compatibility Logo, in a legible size, on any print advertising material for the product.

You may reproduce the Compatibility Logo, in a legible size, on websites describing or otherwise advertising the licensed product. Where reasonable, please include the following text near the logo, linked to http://13thAge.com: “Learn more about the 13th Age Roleplaying Game at 13thAge.com.”

You may not alter the color, typography, design, or proportions of the Compatibility Logo. You may request a black and white in situations where color is not available. You may not allow the Compatibility Logo to be obscured in any way.

 

Exhibit B: List of Products which May Be Referenced

Last updated Feburary 17, 2014

13th Age Roleplaying Game

 

Exhibit C: List of Licensed Languages

Last updated Feburary 17, 2014

None.

13th Age Roleplaying Game Compatibility License Request


Fields marked with a * are required.











archmageengine-v3_RGB_225Fire Opal Media Inc. & Pelgrane Press Ltd. 13th Age Roleplaying Game Archmage Engine License

Last updated February 17, 2014

1. Acceptance of Terms

By submitting an application to use the 13th Age Roleplaying Game Archmage Engine Logo, you accept and agree to be bound by the terms and conditions of this license agreement (“License”). (The application can be found and submitted online at http://www.pelgranepress.com/?p=14450.)

2. Copyrights and Trademarks

You acknowledge and agree that Fire Opal Media Inc.  and Pelgrane Press Ltd. (“Licensors”) owns all trademarks and copyrights in and to the 13th Age Roleplaying Game Archmage Engine Logo (“Archmage Engine Logo”). You agree not to contest the Licensors’ ownership of any intellectual property rights in or to the Archmage Engine Logo, during the term of this License or thereafter. You also agree not to create or use any names or trademarks similar enough to our trademarks that consumers could be confused about whether the item was produced by or on behalf of the Licensors.

3. License Grant

If you are in compliance with all of the terms and conditions of this License and the usage requirements set forth in Exhibit A (“Usage Requirements”), you will be granted a non-transferable, non-sublicensable, non-exclusive, royalty-free license to use the Archmage Engine Logo in printed books, electronic books, and freely available websites in connection with products that are derived from the 13th Age Roleplaying Game, subject to the obligations and limitations set forth in this License.

You may use the Archmage Engine Logo only to indicate that your product uses mechanics from the 13th Age Roleplaying Game. The Archmage Engine Logo may only be used on Tabletop Roleplaying Game products and in advertisements and websites directly promoting those products. The Archmage Engine Logo may only be used in the manner specified in this License and in the Usage Requirements and may not be modified except as specifically set forth in the Usage Requirements.

The Archmage Engine Logo may only be used under this License in connection with materials you publish under the Open Gaming License 1.0a (“OGL”), a copy of which can be viewed here. You may not use the Archmage Engine Logo in any way that the OGL prohibits. (Note that you are solely responsible for assuring you use the OGL correctly.) The Archmage Engine Logo is designated as Product Identity, not Open Game Content, as those terms are defined in the OGL.

No license or permission is granted (either expressly or by implication) with respect to any trademarks, copyrights, or other intellectual property right except the Archmage Engine Logo, and any right not specifically granted hereunder is expressly reserved to the Licensors.

4. Usage Restrictions

The license granted hereunder is expressly limited to use of the Archmage Engine Logo in printed books, electronic books, and freely available websites. Anyone seeking a license for any other use should directly contact the Licensors.

You may not use the Archmage Engine Logo in a way that suggests that the Licensors owns, endorses, or is in any way responsible for any part of your product, or for any conduct of your business, or that suggests that you have any relationship beyond a mere license with us, unless we have a separate agreement that lets you do so. You also may not state or suggest that we guarantee your product’s compatibility with the 13th Age Roleplaying Game.

The titles of your products may not include any of the Licensors’ trademarked terms (or marks confusingly similar thereto), including “13th Age” or “13th Age Roleplaying Game.”

You may not use the Licensors’ trade dress for your products or advertisements—that is, you may not design your products to look confusingly similar to the Licensors’ products.

You may not do anything illegal in or with products produced under this License.

You must use your best efforts to preserve the high standard of our trademarks. You may not use this License for products that the general public would classify as “adult content,” offensive, or inappropriate for minors.

5. Compatibility

Your products may be compatible with the 13th Age Roleplaying Game or with other systems.

If you wish to reference sections of the 13th Age Roleplaying Game or supplemental products in your product, you may do so in the following form:

See the “The Three Shards of The Elven People” section in Chapter 3 of the 13th Age Roleplaying Game Core Rulebook.

You may not use page numbers, as they may change in licensed translations and in subsequent printings. The list of products you may reference is set out in Exhibit B, which the Licensors may update at any time. You may not reference any of the Licensors’ products that are not listed in Exhibit B without express written permission.

If you want to publish in a language other than English, and we have published (or have licensed the rights to publish) the 13th Age Roleplaying Game in that language, and we have provided permission for use of the 13th Age Archmage Engine license for products in that language, then you must use the exact translations prepared for that foreign-language edition of the 13th Age Roleplaying Game. In the case that the licensed translation has not yet been released, you must wait until the translation is released before you can release your product in that language. The list of currently licensed and permitted languages is provided as Exhibit C, which may be updated at any time.

6. Effective Dates

The License will become effective once your application is accepted by the Licensors.

7. Breach and Cure

If you fail to comply with any of the terms of this License, you will be in breach and we will have the right to terminate this License. We will send notice to the contact information you provided in your registration. You will have thirty days from the date we send notice to cure the breach to our satisfaction. If the breach has not been fully and completely cured, we reserve the right to terminate the License with no further notice. After termination, you will not have the right to secure a new license from us without specific written consent.

8. Termination

We can terminate this License at any time, at our sole discretion.

If we terminate the License due to breach, you have to immediately stop selling products that use the Archmage Engine Logo and you must destroy all of your inventory of those products (including all marketing material). You may not make any more products that use the Archmage Engine Logo. You must immediately suspend any advertisements and any web content promoting products that use the Archmage Engine Logo. If there are any costs associated with any of this, the responsibility for paying them is exclusively yours.

If we terminate the License for any reason other than breach, you may no longer make any new products using the Archmage Engine Logo, but you may continue to sell existing physical products that were compliant under this License as long as you have inventory. If you sell out of a compliant product, you must remove the Archmage Engine Logo from future print runs. In the case of products that do not have physical inventory, such as PDFs, you must stop selling them within 30 days of termination, but if you remove the Archmage Engine Logo from them, you may start selling them again.

Note that if we terminate this License, and you publish products that make use of our copyrighted content available under the OGL, you still have to attribute it to Fire Opal Media Inc. and Pelgrane Press Ltd. as required by the OGL.

If you fail to comply with your post-termination obligations, you agree that any resulting dispute will be resolved in courts located in King County, Washington, and you agree to be subject to the jurisdiction of such courts. You agree that such courts will be mutually directed to award the prevailing party in any dispute its legal fees and court costs in addition to any other appropriate monetary or injunctive relief such court deems appropriate.

 

9. Updates

The Licensors may update this License at any time. The latest version is available at http://www.pelgranepress.com/?p=14450.  If you published anything under a previous version of this License, you can choose to use either the version in place at the time you originally published the work or the updated version. For new products, you may only use the current version of the License.

We may update the Exhibits at any time.  New products must always use the most recent version of each Exhibit. The Exhibits are incorporated within the terms of this License by this reference.

We may update the Archmage Engine Logo and the text required by Exhibit A (“Compatibility Text”) at any time. You agree to use good faith efforts to stop using old Archmage Engine Logos and Text and start using the updated Archmage Engine Logo and Text for new products. You may continue to sell items made with the old Archmage Engine Logos or Text as long as you continue to comply with the terms of this License. If you reprint any products that were originally published using old Archmage Engine Logos or Text, we request, but do not require, that you use the new Archmage Engine Logo and Text.

10. Notices to Licensor

You agree to keep your contact information on your registration current. Any notices to you will be sent to that address. You agree that anything sent to the contact information constitutes valid notice and service of process on you.

11. Licensed Product

You agree to send at least one copy of each licensed product to Fire Opal Media, Attention: License Manager, PO Box 6233, Bellevue, WA 98008. In the case of electronic books, you may send them electronically or on a CD, DVD, or other common medium in a broadly and freely reviewable format. The first time you produce a product under this License, you must send us a copy of that product within 30 days; after that, you may take up to six months to send us a copy. (After the first product, you can send us one package every six months if you like, assuming you produce products that often.) We also request that you send us copies of any printed advertising or other marketing done in connection with the licensed products, but that is optional.

12. Arbitration and Jurisdiction

The Licensors and you agree that all disputes related to this License shall governed by the local laws of the State of Washington. Both you and the Licensors irrevocably and unconditionally consent to submit to the exclusive jurisdiction of State and Federal courts located in King County, Washington with respect to any claim, action or legal proceeding related to this License, and both you and the Licensors agree to bring all legal action related to this License before such courts.

 

13. Warranties and Limitation of Liability

The Licensors makes no warranties about the suitability of the Archmage Engine Logo or the License for your business. The Licensors are not obligated to provide support for your use of the Archmage Engine Logo. The Licensors may not be held liable for any damages (incidental, consequential, or otherwise) resulting for your use of the Archmage Engine Logo or your agreeing to this License.

14. Indemnification

You agree to defend, indemnify and hold the Licensors harmless from any claims, demands or suits brought with respect to any products produced by or for you.

Exhibit A: Usage Requirements

Last updated February 17, 2014

You may refer to our game using the phrase “The 13th Age Roleplaying Game” (never just “13th Age” or “The 13th Age RPG”).

Compatibility Text

You must include the following text, as its own paragraph, on the title page or on any one page preceding the title page, in a legible size and color:

Game elements are used from the 13th Age Roleplaying Game from Fire Opal Media Inc. and Pelgrane Press Ltd. See 13thAge.com for more information on the 13th Age Roleplaying Game. Fire Opal Media does not guarantee compatibility, and does not endorse this product.

You must include the following text, as its own paragraph, on the page on which you provide any other copyright notices, and in a legible size and color, no smaller than any other copyright notice on the page:

13th Age is a registered trademark of Fire Opal Media Inc., and the 13th Age Roleplaying Game and the 13th Age Roleplaying Game Archmage Engine Logo are trademarks of Fire Opal Media Inc. under exclusive license to Pelgrane Press Ltd., and are used under the 13th Age Roleplaying Game Archmage Engine License. See 13thAge.com for more information on the Archmage Engine license.

Section 15 of the Open Game License in your product must include the following text, in addition to any other text required by the OGL:

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

13th Age RPG Core Rulebook. Copyright 2013, Fire Opal Media; Authors Rob Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac Golden.

If you use the 13th Age Roleplaying Game Archmage Engine Logo in advertising or on a website, you must include the following text in a legible size and color, no smaller than any other copyright notice on the page:

13th Age and associated marks and logos are trademarks of Fire Opal Media Inc., and are used under license. See 13thAge.com for more information on the 13th Age Roleplaying Game. The 13th Age Roleplaying game is published under exclusive license to Pelgrane Press Ltd.

13th Age Roleplaying Game Archmage Engine Logo

You must reproduce the Archmage Engine Logo in a legible size on the front cover of each licensed product. The Archmage Engine Logo must be smaller than the product’s title.

You must reproduce the Archmage Engine Logo, in a legible size, on the back cover of each licensed product. (This requirement does not apply to products, such as some magazines, that run advertisements on the back cover.)

You may reproduce the Archmage Engine Logo on the spine or on the interior of any licensed product.

You must reproduce the Archmage Engine Logo, in a legible size, on any print advertising material for the product.

You may reproduce the Archmage Engine Logo, in a legible size, on websites describing or otherwise advertising the licensed product. Where reasonable, please include the following text near the logo, linked to http://13thAge.com: “Learn more about the 13th Age Roleplaying Game at 13thAge.com.”

You may not alter the color, typography, design, or proportions of the Archmage Engine Logo. You may request a black and white in situations where color is not available. You may not allow the Archmage Engine Logo to be obscured in any way.

 

Exhibit B: List of Products which May Be Referenced

Last updated Feburary 17, 2014

13th Age Roleplaying Game

 

Exhibit C: List of Licensed Languages

Last updated Feburary 17, 2014

None.

13th Age Archmage Engine License Request


Fields marked with a * are required.











13AgeLogoFull_small-300x300

A short distance down the coast from the mighty city of Horizon, the town of Eldolan has its own problems. Students of the town’s three rival wizard schools constantly feud and create trouble for the town guard, the Silver Shields, who must clean up the wizards’ messes. The Council of Mages—who truly rule the town—involve themselves with stints of political one-upmanship that keeps any true political progress from moving forward. And rumors of people going missing have been on the rise, keeping the common folk close to the magically lighted streets when they go out at night. But a darkness has been growing in Eldolan, and those who seek old power have set plans in motion to remind everyone what true fear is.
 
Shadows of Eldolan is an introductory 13th Age adventure for 1st level heroes that provides a GM with a partially fleshed-out town setting full of intrigue. Whether you use it as a location to base adventures out of, or simply as a starting point for a campaign, it contains plot hooks and adventure options for any style of play.

 

Author: Cal Moore

Status: Art in progress

This editorial originally appeared in the January issue of See Page XX as Trail of Cthulhu and 13th Age, and we want to make sure everyone who follows 13th Age news has a chance to see it. In it, Pelgrane Press publisher Simon Rogers makes a commitment to support for 13th Age that will match the support for its best-selling game line to date — Trail of Cthulhu. 

If you’re deciding on your next fantasy RPG and publisher support is a factor, you can be confident that 13th Age is a strong product line with many adventures and supplements to come. Here are just a few.

Trail of Cthulhu was a game-changer for Pelgrane. I was very excited when Chaosium agreed to the license, and when I added Kenneth Hite to Robin Laws’ GUMSHOE system I was pretty sure we had horror gamer catnip.

The analogy with 13th Age is plain. Take the two developers of the previous versions of D&D, free them to do exactly as they wish, and we get something fresh, original and idiosyncratic for fantasy gamers. If you look at my business post – you can see what happened in 2008 when Trail was released, and in 2011 when 13th Age was placed on pre-order.

For both projects, the look and art was a given – it had to be Jérome Huguenin for Trail, and Lee Moyer and Aaron McConnell for 13th Age. Ken’s interactions with Jérome’s art influenced the final Trail manuscript, and Rob riffed off Aaron and Lee’s take on the 13th Age. These weren’t artists called into illustrate a finished project – their art influenced the writers and designers, and vice versa.

The two lines have another similarity. They are both commercial and critical successes. 13th Age is rapidly catching up with Trail in terms of core book sales, and reviews of both lines are stellar. So why am I banging on about this?

Well, 13th Age is at the stage where Trail of Cthulhu was in 2008, and I want to give 13th Age players an idea of  the extent of support we will give 13th Age; so that if you mount the 13th Age dragon, you have some idea where the ride might take you.

Trail of Cthulhu

Since Trail launched in 2008, we’ve released 33 supplements, including music and compilations, racking up 13 ENnie awards, nominations and honourable http://www.pelgranepress.com/trail/images/cover/shadowsoverfilmland.pngmentions. Our most widely acknowledged contribution to Mythos gaming is in the breadth and innovation of our adventure design and 21 of these releases were adventures. The first supplement for Trail of Cthulhu was Stunning Eldritch Tales – Robin Laws establishing a benchmark for Trail adventures, which Gareth Ryder-Hanrahan followed up with Arkham Detective Tales. Here are a few more highlights:

Shadows over Filmland: this set of adventures mixes up the Mythos with the horror films of the 1930s, and includes the Backlot Gothic , the gloomy and torch-wieldling festooned setting for thos films. Each chapter has a frontispiece illustrated by Jérome in the style of a film still. So, meet the Lord of the Apes, Dracula, the invisible man, zombies and Dr Frankenstein – who has Herbert West’s lab notes.

Rough Magicks – Ken’s more detailed take of mythos spells and rituals was followed by Robin’s Armitage Files, a new take on GUMSHOE which encouraged improvised play, showing the versatility of the system (and the creator).

Graham Walmsley’s Purist adventures: featuring the sad and the soul-sapping, Graham brought a new aesthetic to Trail, where hope is lost, characters have no good choices and the Mythos is victorious. They have since been collected together in Final Revelation.

http://www.pelgranepress.com/site/wp-content/uploads/2010/03/Eternal_Lies_cover_mockup.jpgA series of PDF adventures: by authors including Jason Morningstar, Bill White and  Adam Guantlett allowed those authors to play their own games in our playground of despond, giving us scenarios set in Georgian times, in the Great War, at the dawn of the Nuclear Age and in a 1930s apocalypse, now collected in Out of Time and Out of Space.

Bookhounds of London is Ken’s bravura take on a Mythos city book, which with its companion volume Paulas Dempsey’s Book of the Smoke formed part of the amazing Bookhounds of London limited edition.

Finally, I’ll mention the culmination of years of work from Will Hindmarch and Jeff Tidball, with help from many others: Eternal Lies, the world-spanning adventure inspired by Chaosium’s seminal campaigns. Combined with James Semple and his team’s music this is truly epic and the most ambitious book we have created to date.

We will continue to support Trail with vigour – it is evergreen. Coming up are Mythos Expeditions, Dreamhounds of Paris  and Fearful Symmetry. Many more are in the pipeline.

13th Age

Its clear that 13th Age will be bigger than Trail. We will support 13th Age just as solidly and vigourously as we have Trail of Cthulhu, bring in top writers and artists, and our own uninhibited take on fantasy roleplaying.

Fire Opal Media are producing some books in-house for Pelgrane to publish (13 True Ways) – with others we are working with various degrees of collaboration mainly with Rob Heinsoo on the Fire Opal side. So what should you expect?

We will work with the best people we can find who are inspired by 13th Age. Whether that’s our staff, freelancers we respect, or third-parties taking our open game license engine and having their own take on the Archmage Engine, we are happy.

So what’s to come?

  • The 13th Age Bestiary is in layout, and it combines everything we’ve learnt from monster creation in the Dying Earth, the Book of Unremitting Horror and Trail itself – that is, monsters should be entertaining and carefully constructed opponents, but also adventures in their own right with life and background – but they should not be set in stone. We want GMs to have the material they need to reimagine their creatures to fit their version of the 13th Age.WoodElves
  • 13 True Ways is a labour of love by the original designers at Fire Opal, and features the elements 13th Age fans have said are missing from their games – in particular a wider range of classes and creatures. Progress report here.
  • Shadows in Eldolan brings an urban mystery for 1st level adventurers featuring rival wizard schools and the undead – a benchmark adventure.
  • The Lair of the Stone Thief is Gareth Ryder-Hanrahan’s dungeon campaign featuring a living dungeon, malevolent and viscious with a similarity to a certain white whale.
  • Shards of the Broken Sky is a  sandbox adventure for 13th Age centering on the crash of one of the Archmage’s flying realms. As threats multiply, the flying land turns out to have been the control point for magical wards neutralizing three ancient evils. With the cone of secrecy shattered, each of the thirteen icons offers rival opportunities for glory, plunder, or heroic sacrifice.
  • The Strangling Sea is Robin D Laws introductory adventure. In this 13th Age adventure for a party of 4-6 1st-level adventurers, our heroes attempt to retrieve the enigmatic engineer Inigo Sharpe from his unfortunate imprisonment in the Stranglesea. This fantastical equivalent of our world’s Sargasso Sea traps wrecked ships, strands castaways, and supports an array of dangerous animal life.

These are still at the pitch stage – let us have your comments:

A 13th Age GM’s screen which is based on The Noteboard, and a Noteboard based battlemat with the 13th Age map on one side and a whiteboard on the other.

All for Love: (1st to 10th level campaign) Every generation, the rich, beautiful, politically powerful Orlando family introduces its sons and daughters into Imperial court life in a series of balls, jousts, tournaments, and increasingly perilous quests.

Every generation, the Orlandos’ rivals (human and otherwise) try to destroy them in a series of vendettas, assassinations, and increasingly unhinged proposals of marriage. You and your fellow heroes have fallen in love with the newest generation of Orlandos — or at least with their wealth, beauty, and political power. What will you do to win their attentions, to protect the things — and perhaps even the people — you love? Everything it takes, of course.

A book on Icons and their organisations.

Kenneth Hite’s Swords and Mythos – either a straight Earth port, or set in an earlier age: both of Ken’s pitches follow:

Swords and Mythos – Terran Version

From Sarnath to Mu to Hyperborea to Cimmeria, the ancient Earth swarms with dark cults, eldritch horrors, and foul magics — and with mighty heroes who drive them back into nightmare or master inhuman lore for human gain. This sourcebook reframes 13th Age for the primal Earth of heroic dark fantasists like Robert E. Howard, Clark Ashton Smith, Karl Edward Wagner, and Richard Tierney — and for a surprising amount of Lovecraft! Gods and monsters of the antediluvian Earth appear, ready to topple civilization or sink a continent. Magic, Icons, Relationships, and One Unique Things get their own spin for a world where attracting something more powerful than you isn’t always the best idea … but you’ve got the steel to meet them in the shadows.frostgiant

Swords and Mythos – 13th Age Version

Before the Dragon Empire, before the storms calmed in the Midland Sea, before the Elf Queen took her oaken throne, before the Orcs were formed from the corpse-meat of a forgotten species, there was an age of terror and wonder — the Zeroth Age. The oldest Icons ruled, then: the Tattered King, the Dreamer in the Deep, and the Crawling Chaos, Icons that walked the world as Avatars and selected heroes to carry steel and shape sorcery in the names of those Great Old Ones. In this “swords and Mythos” setting, the familiar 13th Age rules and Relationships get their own spin for a world where attracting something more powerful than you isn’t always the best idea … but you’ve got what it takes to meet them in the shadows.

The OGL and Third Party Publishers

We’ve presented a clear and complete SRD, and in the next week or two, expect to see compatibilty licenses for publishers similar to those used for Pathfinder (we thank Paizo for the use of their license). The following creators have added 13th Age to their project.

  • Dragon Kings project: Timothy Brown, creator of Dark Sun setting is providing a PDF rules supplement, funded through his Kickstarter.
  •  Sasquatch Game Studio: Features Richard Baker (3rd edition, Pathfinder), Stephen Schubert (3e, 4e, D&D Miniatures), and David Noonan (3e, 4e, Pathfinder) and their Primeval Thule offers 13th Age rules alongside D&D and Pathfinder
  • Vorpal Games: Brian R. James (3e, 4e, Pathfinder), Matt James (4e, Pathfinder) in their Red Aegis RPG.
  • RKDN Studios: artist Chris McFann, whose work with publishers helps him bring designers such as Monte Cook, Wolfgang Baur and Ed Greenwood to projects such as the Bestiary of the Curiously Odd .

Watch out for a big announcement in the next couple of months, featuring a big RPG name.

 

 

hatchlingThe 13th Age Bestiary Hatchling Edition is on its last legs!

 

Buy the 13th Age Bestiary before 12:00 UTC Friday and get your name in the credits.

 

Buy

 

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