Showing posts with label Arduin. Show all posts
Showing posts with label Arduin. Show all posts

Tuesday, May 5, 2026

The Icons of Arduin, Blessed Arduin

On the nights I GM, I’ve been running a wild dungeon-crawl centered 13th Age game that attempts to live up to Hargrave’s eclectic grimoires. The players and I started the campaign by inventing our current Arduinian icons, the organizations or archetypes that shape the world and give the 1st level characters a stake in its major conflicts.

Jonathan’s Arduin mastery helped guide a couple of the new icons, as well as the name of the campaign, since I hadn’t realized that ‘blessed’ started out meaning ‘sanctified by being splattered with blood.' As you’ll see from the icon roster, this isn’t a campaign full of heroes, more like a game of agents.

Guild of Mundane Omniscience, aka The Deep State: Gnome engineers and sages who claim that they’re the ones who keep Arduin and its capital Talismonde running smoothly. “There is no record of the Guild ever subverting a client.” Represented in the adventuring party by Olvin, a gnome “combat optimizer,” a clever non-musical reskin of the new 2E bard. Olvin is the only left-handed gnome in the world, which started as important when the party started their adventures in a mirror dungeon and could track which type of reality they were in (Inception-style) by checking Olvin’s handedness.

Old Talismonde: Decadent gothic clan, powerful but frayed thin, hanging on to some of their original power via dark secrets. Represented in the adventuring party by Jonathan’s ”magic-user”, Yenzdillian, whose One Unique Thing is that he is the only magic-user in Old Talismonde to have a pseudodragon familiar, giving Jonathan a chance to talk in one of his funny voices.

The Jester: A forgeborn wizard, an optimistic nihilist. Represented in the adventuring party by Seren, a cleric who is the only forgeborn “who is cool.” Cool, you say? This forgeborn is the only forgeborn who can get high. He (as he presents) is a full-on gleaming robot with multiple augmentations that either get him high or function like what other creatures would call ‘spells.’

The Jade Queen: Insectile druid who created phraints to give humans and elves and dwarves someone from her camp that the humanoid kin could relate to; alien but not an enemy. Pure neutral. The Jade Queen doesn’t figure as any ally in the lives of the adventurers so I’ve made frequent use of phraints and other bugs as agents of the (evil?) mirror version of the next iconic organization.

Multiversal Trading Company: One of the original Arduinian orgs! Several of the heroes/agents have connections with MTC. One of the players wrote, “The kind of capitalists that Ayn Rand imagined, only they’re real.” It’s now clear that a rival multiverse’s version of MTC is attacking through the mirror dungeon, so MTC is accumulating obligations to the mostly successful heroes. I guess that’s what it looks like to the heroes, anyway.

Brother Harrow/Hero: We originally saw Brother Harrow as the mighty arm of righteous vengeance, with the end largely justifying the means. But that’s not how the player who chose the icon saw the icon, so Brother Harrow has pretty much become Brother Hero, and is definitely the closest thing we have to an icon who aims at the good. Represented in the adventuring party by Jatka, a melee ranger who is the Perfect Hobbit. Picture Michelangelo’s David but Hobbitish, perfectly formed and maybe an inch or two shorter than people who think they’re tall.

Luc-Jourez, the Death Master: Vampires! Fashion! Well-dressed cultists! A trend setter for the young and callow. Jonathan’s Yenzdillian has a conflicted relationship with the death cults because of course he does. So far Luc Jourez followers have only shown up long enough to propose a couple small deals that haven’t cost the heroes anything and seriously don’t appear to have any bad consequences. Huh.

The Lector: An ancient, living, powerful tome of demonology and black magic. It finds mortals to temporarily become its “body”, the great demon known as the Lector. Sadly for Arduin, this chaotic evil demon power is growing stronger after the destruction of the Codex of the Great Gold Wyrm.

Friday, November 21, 2025

13th Age 2E Round-up: It’s Shipping!

I got both the deluxe versions of the Heroes’ Handbook and Gamemaster’s Guide and The Art of 13th Age in the mail on Wednesday. I took them along to gaming that night and set up the delightful GM screen as the first indication that I had the books on hand! Everything looks wonderful and the GM screen is heavy and better-looking than I could have hoped.

USA shipments are going out and will probably be finishing the first week of December. There’s information on Canadian shipping and on distribution to the rest of the world in this Kickstarter update from last week.

The coffee table-sized art book assembled by Lee Moyer from both 1E and 2E work turned out great. The fear when you’re printing art you really care about is that it will come out too dark. Both the 2E books and The Art of 13th Age seem to have avoided this curse. Good work by Standart Impressa in Lithuania.

Meanwhile on the Gaming Table

My Wednesday night 13th Age campaign is an adventurer-tier dungeon crawling game that I’ve been using to experiment with some new living dungeon tricks. It’s a wild high-magic campaign I call Arduin, Blessed Arduin, so-named because Jonathan pointed out that the original meaning of ‘blessed’ was something like ‘splattered by blood.’

I’ve been a bit distracted with work and other issues. I haven’t given the campaign the attention it deserves, but the players have voted that they want it to continue in an especially contemporary fashion—two players have invested in Hero Forge minis for their player characters! We’ve summoned a two-fold obligation: A) as GM, I’ve been instructed to keep this campaign running. B) as players, they need to be willing to flee if it looks like a session is going to be a TPK.

Which came up a few weeks ago when I ran a session while I was so unhealthy that I qualified as an untrustworthy narrator, definitely not competent to be trusted with unstable playtest mechanics. The heroes had to retreat from a baaaaad situation. Now that I have recovered health and can think straight, I know I screwed that session up. I’m not punishing them with a narrative loss. Their current situation may look like a narrative loss, but the truth is that it’s a respite.

I’m enjoying this just-for-fun 13th Arduin riff, and I have also had fun writing part of it up. But I sent that writeup to the Something Completely Different tribute zine for Lee Gold and Alarums & Excursions. I may wait until after the tribute zine surfaces to blog about the campaign. Maybe!

Updating the Resources

Getting back to the topic of your table’s games, rather than mine, we’ve been working on updating the resources pages on the Pelgrane Press website. The new FAQ isn’t up as I type, but it will be turned on shortly. The Quick Links resource page has been updated with resources that apply to 2E, and the character sheets are now attached to the resources pages for download.

The first errata and typos list is also up. The corrections on pages HH: 148 and HH: 192 fix gameplay mistakes. The other corrections all matter, but may not rise to the level of needing to add a sticky note or scratchout to keep track of the proper game mechanics.

We have more character sheets and resources in the works, and we’ll be working to keep all these pages up to date.