Of course, to play 13th Age, none of these questions need be
asked, but the Book of Ages certainly asks them and answers them too. In doing so,
it gives suggestions as to what an Age might be and how old the icons might be,
the means to define the Ages, and thirteen sample Ages (plus one more). Plus,
buried in all of that content are new character Races, magic items, spells, and
monsters—and some suggestions as to how all of this content might be used from
the perspective of the 13th Age.
Basically, an Age is a period of time with a specific
influence or arc in terms of events, which begins and ends with tumult and
catastrophe. The most well-known in the Dragon Empire being of course, being
the 1st Age, marked by its founding following the defeat of the Wizard King
and its ending with the destruction of the city of Axis by the giants. The Book of Ages suggests that an Age might be defined by later historians or according
to Icon insight, their being best placed to understand when an Age begins and
when it ends. These two options are given by the book’s author and the game’s
designer respectively and as with the rest of Book of Ages, the Game Master is
free to pick and choose the options that she likes. As to the nature of the
Icons, three types are given. The first are Eternal Icons, these having always
existed, either because they are immortal or because the Icon is held as a very
important office. The second are Age-Defining Icons, ones which heavily
influence an Age, but then disappear. The third are Recurring Icons, which
appear for an Age or two, disappear, but reappear later on, again and again. In
the default setting of the Dragon Empire, it is suggested that the Emperor and
Great Gold Wyrm are eternal, the Crusader and Orc Lord age-defining, and High
Druid and Prince of Shadows recurring.
These suggestions are not set in stone of course, and
exactly in which Age the Icons appear, dominate, rest, or disappear can either
be defined by the Game Master ahead of time, or alternatively, turned into a
collaborative exercise in history creation by both Game Master and her players.
To do this, the Book of Ages provides an ‘Engine of Ages’. To use this, both
Game Master and players take control of various factions and link Icons to
them—these need not be the Icons present in the 13th Age, but can be created
specifically for the particular Engine of Ages. So it might be Lady Lamia
associated with serpent-sorcerers, the Tallest Ent with living forests, and so
on. Each faction is assigned a number of anchor points—Zeniths when the faction
is at its highest point, Nadirs when it is at its lowest, Crossovers when they
interact with other factions, and Iconic when a faction’s Icon changed—and
these are sown across history by rolling dice. The higher the die type rolled,
the further back in history the Age when the anchor is placed. Then for each
anchor placed, the player gets to define an associated Legend—essentially a
tale still told about that Age, Legacy—an enchantment, group, or structure that
survives to the current Age, or a Lair—a dungeon or other problem that dates
back to the Age. Lastly, the catastrophe which ended the Age should be defined.
Any gaps, that is, undefined Ages, are left for the Game Master to fill in the
details. This is all noted down on a matrix so that everyone can see the ebb
and flow of the anchor points and begin to build a history.
So for example, Helena is controlling Lady Lamia and the
serpent-sorcerers. She has rolled a Zenith in the 3rd Age for her faction and
describes this as the serpent men’s attempt to bind their future with sorcery,
a period known as the Age of Serpents. It is agreed that the Age of Serpents
comes to an end because the sorcerous ritual fails and unleashes demons upon
the world. The Legacy for this Age is the Crown of Time, said to be able to
control the passage of time. The 4th Age is marked by a Crossover by Jeremy’s Tallest
Ent and Living Forest, which Dave as the Game Master, suggests is with the
Elves because they have not appeared in the history. Jeremy agrees and
describes how the Ents and Elves joined together in order to end the threat
represented by the serpent men. This Age of the Green Alliance ends with
victory over the serpent men and their imprisonment in the City of Serpents,
the Lair rolled at the end of the Age. The Nadir in the 5th Age for the Living
Forest and Tallest Ent is described as their having spent much of their effort
to stop the Serpent Men and so go into decline. It is known as the Age of
Sorrow.
The result is a broadly sketched history, one which both
Game Master and her players can their link their characters to via the Icons. It
is intended to be a collaborative process, roleplayed out over a session with
the Game Master primarily serving as the chronicler and noting everything down,
whilst asking the players to explain what happened—and perhaps why. To aid
both, the Book of Ages includes a list of prompts and suggestions to get
everyone’s creativity going… What this creates is not the history of the Dragon
Empire, but ‘a’ history of the Dragon Empire, one that is unique to the playing
group.
There are though, two Ages which are not defined using this
process. The first is the 1st Age, which defines the Dragon Empire as it is
known in the 13th Age, whilst the second is the 12th Age and when that is
defined using the Engine of Ages, it is with the intent that it sets up the
situation in the 13th Age as outlined in 13th Age. The process is
accompanied by both prompts and an extensive example.
The remainder of the Book of Ages—some four fifths of it—are
devoted to detailing thirteen different Ages, from ‘The Age of Founding’ to the
‘Age of Balefire’. The primary use of these Ages is to fill in the blanks after
running the ‘Engine of Ages’, but in play, they can be kept as a mystery or
fully realised, visited via portals or even time travel. Another option is
taken from 13th Age Glorantha and makes the previous Ages accessible via
heroquests. Each Age is given a rough period when it should happen; a summary,
overview, the Icons associated with the Age; its Legends, Legacies, and Lairs;
End Times—how it ended; as well as notable Races, Spells, Powers, and Items. So
‘The Age of Founding’ describes the chaos after the death of the Wizard King,
how the Emperor tamed the land, and the Giants came to destroy the city of
Axis. The Emperor, Great Gold Wyrm, and the Three figure strongly during the
Age, as do the Hooded Woman ruled over the unquiet dead before the Lich King,
the Spelljack who sowed magical chaos, and of course, the Chieftain of the
Giants. One Lair leftover is the Spelljack’s Citadel, stolen flying realm which
might be found flying somewhere, and a Legend concerns the fate of the Wizard
King, who has never returned despite being known to renew his youth. Monsters
include Skeletons of Giant Ancestors, Snapping Skulls, and the Wizard King’s
Servants, post-human Arcanites transformed by too much exposure to his magic.
Besides being monsters, they can also be a player character Race. As such, an
Arcanite can better recharge spells or magical items after a battle and as they
gain in experience, can better protect themselves against magic. Like the other
races in the supplement, the Arcanites can be added to a campaign as is or
treated as a player character’s one Unique Thing—survivor, time traveller, and
so on. Besides this, some of the other interesting Ages include ‘Age of the
Blazing Meteor’ in which a starship explodes over the Dragon Empire disrupting
magic and the survivors ally with Hobgoblins, the Age of the Howling Moon in
which the Emperor becomes a werewolf and lycanthropy becomes noble, and the Age
of the Terrible Emperor in which he becomes tyrant, destroys all opposition,
makes himself immune with astrological magic, but forgets about the monks, who
dethrone him with a killer punch. 13th Age kung-fu, anyone?
Physically, the Book of Ages is an attractive supplement
illustrated with excellent pieces of black and white art. It is well-written,
and the content is ably supported with suggestions and extensive reference
lists for ease of use. Although there is no index, these do a decent job
instead.
The Book of Ages probably does more to expand a 13th Age
campaign than any previous supplement, opening up the history of the Dragon
Empire, not only for play, but for set-up too, so that like every player
character, every Dragon Empire is unique. This is a book of ideas and campaign
themes as much it is history, so that campaign could become a time-hopping,
theme-hopping game, where instead of finding somewhere to find and fight
pirates in the Dragon Empire, it becomes a case of when, as in the Age of
Corsairs. And of course, any one of the Ages could be expanded upon by the Game
Master to run a campaign in, were she so inclined. A really ambitious Game
Master could run a 13th Age campaign built around Age hopping, almost like the
adventures of a well-known time traveller on the television. Certainly, the
Book of Ages demands its own anthology of scenarios set in the different Ages,
if not that very campaign!
It is difficult not to be thoroughly impressed by the Book
of Ages. This is a fantastic book of campaign ideas and options that every 13th
Age Game Master should have.
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