Explaining
13th Age to people was pretty easy. "Jonathan was the lead designer of 3rd Edition D&D. I was the lead designer of 4th Edition. We've gamed together for around 15 years and have always played in each other's campaigns. So with
13th Age, we went ahead and designed the indie-touched d20 rolling fantasy game we want to play together!"
There was more to it than that, but that's the gist.
13th Age in Glorantha is a little harder to explain. Let's see. "Jonathan and I both loved Glorantha from the moment we met its world of myths and heroes who learn secrets of power from the gods. In fact, the game that originally carried us into Glorantha,
RuneQuest, took us both out of D&D for many years. Now that we have
13th Age flying, we've figured out how to take our d20-rolling dungeon-crawling storytelling game and apply it to creating co-created monster slaying, mythcrawling, and world saving campaigns in Glorantha, the types of games we dreamt of playing with RQ but couldn't quite get the system to handle."
Well, that's all true! But many of the 13th Age players who get hold of the new book aren't going to be using it at first to run Glorantha campaigns. People are going to be looting the book for things to use in their existing or next-in-planning Dragon Empire campaigns, or whatever they're running from their homebrewed campaign batches.
I'm going to be running some 13th Age in Glorantha games. I'm also going to be running some Dragon Empire 13th Age games. So as another perspective on explaining 13th Age in Glorantha, I'm going to spend the rest of this blog writing about a few of the ways I'm going to use the 13G book when I'm running the Dragon Empire. (And yes, 13G is my preferred acronym for 13th Age in Glorantha.) Of course you can apply these to any campaign world you play 13th Age in.
Drafting the Earth Priestess Class
Ernalda is the earth goddess, the queen of the pantheon that's headed by the air god, Orlanth. Orlanth gets to rule because Ernalda says he can.The class that's devoted to Ernalda is the earth priestess. Unlike some of the other classes and class variants in 13G, the earth priestess is going to be something entirely new, a class that's all about providing synergies to multiple members of the party depending on the other characters that are in the party. The metaphor for the way in which the earth priestess treat her allies is as family. She provides unique bonuses to characters they can't gain any other way and she also provides more and more synergies when characters from different pantheons mix within her 'Ernaldan family.' As a leader character, she also has a lot of say in how her gifts are used. The goal is a class that's less techy than the commander but just as likely to be telling allies what to do or how to do it.
I know two players in my Wednesday night game who love this type of synergistic play. And the simple way it's going to be accessible (and sensible!) within 13A games is through an icon you might have heard echoes of in the paragraph above: the Priestess! Treating diverse talents as family? Embracing characters devoted to other icons and providing a common purpose? Yeah, the earth priestess class says Priestess from the start.
Gloranthan Gods that Effectively Provide Powers Associated with the Icons!
The earth/Priestess highlights one of the contributions 13G is going to make to 13th Age character design and concepts.
Since the early days of 13th Age playtesting, we've had people asking for powers and feats and spells that are directly dependent on specific icon relationships. Though you'll find traces of the icon-centered approach in places like the sorcerer's talents and the chaos mage, I've avoided this design direction for the most part.
Partly that's because when you're designing the basics of classes, you don't want to screen interesting pieces off behind a single story/roleplaying element. Partly it's because we've been extremely focused on creating playable mechanics that as many characters as possible can use. When I've had interesting ideas for mechanics that only fit a small number of characters, I've usually set them aside and concentrated on mechanics that will get wider use. Not to mention that when I've let things that were icon-specific slide through into playtest drafts, playtesters have given me hell!
But Glorantha alters the design dynamic. For Glorantha, we're designing powers and spells that apply only to worshippers of Ernalda the earth queen, or Kyger Litor the terrifying mother of darkness, or Orlanth the storm king. We have to be specific to capture the essential mythical pillars the world is based on.
What that means for 13th Age in the Dragon Empire campaigns is that you will get to map the Gloranthan gods to your campaign's icons. Ernalda sure sounds like the Priestess, but maybe in your campaign the High Druid is all about unifying disparate forces against the Emperor, so characters with icon relationships with the High Druid will also make sense as earth priestesses.
Orlanth and the wind lords are a more interesting case. Depending on the 13th Age campaign you're running, you might decide that powers and spells and class variants that relate to Orlanth could be chosen by character with positive or conflicted relationships with the Elf Queen, High Druid, just possibly the Great Gold Wyrm, and also strangely enough the Emperor! We'll map out the campaign dynamics suggested by these choices. All of these choices could make sense, and as a bit of player empowerment there will also be the option for a character connected to the Crusader or the Prince of Shadows making a case for why they have powers connected to the air and the storm.
The end result is going to be a wide range of interesting talents, powers, spells, and feats designed to be fully compatible with all other 13th Age powers. But for a change, these talents and spells will make sense associated with specific icons. They will tap into Glorantha's deep mythic approach to its gods and goddesses and you get to control the translation of that approach to your campaign's icons.