Icons

What are icons?

In 13th Age, Icons are powerful NPCs that affect the overall world and the campaign. In Robworld, they have been re-purposed into the surviving factions, their figureheads and the villains. They will not have the same influence the Icons in the official 13th age setting does because none of your allies or potential allies possess that kind of power (yet), but it is the people belonging to them that move the world. Because of this, heroic icons will put more emphasis on the factions they represent than their leaders, while the villains and the more neutral powers will be singular beings. The leaders are obviously the movers and shakers, but they are no more powerful than the people they lead. Additional Icons will be added as the story progresses.

Sion
Leader: King Rhemaxos
Sion is the rock in the storm, and the waves of demons crash against it. The city has faced constant war since the day it was built by settlers from Chegara, which makes every man an adept in the art of war and has made its' generals dominate the fields of battle since Brennus' death. Military discipline, a rough environment and a rigid code of ethics instilled into them by their god Skantarios makes the sionite a well oiled war machine. A soldier will always be welcomed within the walls.

Chegarans
Leader: Arian, The Five Magi
The White City is gone and the last of the royal line is in the enemy's clutches. With the nobility and the priesthood gone, the remaining magi have stepped in to lead their people and bring considerable power in the fight against the demons. Chegarans are not lacking in civil pride, and despite the sad hand life has dealt them, they're still a force to be reckoned with due to their mastery of magic and wealth of knowledge. All learned men cut their teeth in chegaran libraries.

Clansmen
Leader: None/Hoarse
The demon invasion has forced the ancient natives of the east to abolish their different clans and hide within Sion's walls for protection. Their misfortune, however, has united them again and, backed by steel forged weapons, the spirited warriors of the clans eagerly wait for another Brennus to help them reclaim their birthright. Rowdy warriors and eager fighters find it easy to earn free pints from clansmen.

Alaria
Leader: The Seven Lords, High Lord Ansen
Alarians are the worshipers of Lady Aleria, united by their faith in a coalition of cities and villages. The majority live in agrarian communities but as per Lothar's teachings every man is required to own and know how to use a spear and their belief in the Lady of Light makes them the natural enemy of The Necromancer and his undead armies. The code that alarians live by resonates with kind and righteous souls.

The Circle of Druids
In the mountains, the clans still hold the old faith. The druids are a loose coalition of sages and learned men who wield the power of nature and use it to heal, guide and protect. They travel from village to village, from holding to holding, to right wrongs and mend wounds, and to give advice to the rulers, sometimes even raise their children and turn them into worthy heirs.

The Spirit World
Leader: None
Henkimaailmaan, The Fair Folk, The Fey, The Menagerie and the Court, these are all names used for the spirits living in every nook and corner of the world. They are capricious beings with power over the world, capable of crafting millenia old curses or ending them on a whim. Human logic and ethics are alien to them, but their desires are easy to identify and knowledgeable adventurers can use them to great advantage.

Inova
Leader: Dyre
The Elven City stands in the north, surrounded from all sides by wilderness. The elves follow a rigid system of castes which defines their society and roles within the city. Their recent arrival in the known world makes them the least spread people, but recent events have made their armies stir. In spite of their reclusiveness and adherence to the castes, an elven traveler will always be welcomed back to the city.

Aett
Leader: None
Just like the elves, the Aett live on the edges of Gotwald, from which they claim origin. They dominate the valley that in their language call "home" and descend in the south in search for loot and adventure before returning to spend the winter. In spite of their warlike behavior, they're adept storytellers and many posses a poetic soul. The doors to their halls are open to any adventurer searching to warm his feet.

The Necromancer
The figure of legend, surrounded by darkness and central to all sagas and stories that spoke of demons. Dwarves call him Kain, Alarians call him The Necromancer, the Divine calls him Sallow and Spirits scream madly and run in fear when he is mentioned. Although recently revealed to be an enemy of the demons, the nature of his powers and plots make him far from benign.

The Moon
The Doom of Chegara. Red skies herald the coming of the demons, who bring with them a moon with a burning red eye. Under its' unholy shadow, even the lowliest demon becomes capable of feats impossible to the strongest human. Synonymous with the invasion, the Moon arrives to spell doom to its' enemies and from the sky it looks as the world is devoured beneath it.

Who are the Gods?

Gods in Robworld are the divine powers that reign from their otherworldly realms and who power divine magic and answer prayers in exchange for sacrifice and ritual, but it comes in small and subtle doses, compared to the more direct but unreliable results of Spirits. It is a concept brought by the migrating chegarans, guided by a being called Aurabo, who became the standard to which all others measure. They have slowly supplanted belief in spirits, animism or ancestors due to their reliability and detailed codes of worship and ethics. In the past, they walked among humans and were characterized by their ability to do anything without cost or expending power, but they have slowly phased out of the mortal realm and now the only proof of their existence is the divine magic that trained priests can summon. It is said that any being can become a god if it reaches apex in a domain, and the last creature known to Ascend was Skantarios, who genocided his entire race and became the God of War.

Skantarios/Thallo, the God of War

Skantarios was once a dragon and vowed to be THE dragon. For reasons that have been lost to history, or became largely irrelevant, Skantarios waged war on his entire race and singlehandedly genocided the dragons that once ruled the lands. His unprecedented act of bloodshed has elevated him to godhood and has turned him in the minds of every living that knows his name into the undisputed god of war. Patron deity of Sion and the Dark Elves, repressented by a crossed red axes on black fields and a warrior clad in red armor and with four arms by the former and a hooded elf clad in blue robes holding a bow on a white field by the latter.

Aurabo, Light of the East

Aurabo is the patron deity of Chegara, and intertwined with everything in the city. When the chegarans were still tribesmen, he guided them to the most fertile and safest land and allowed them to flourish into the greatest civilization yet known and blessed the worthiest of them with his divine essence. The chosen man became the newfound city's king and protected the city uninterrupted (with two exceptions) for generations. Repressented by white and golden chalices on black fields and by an elderly man with long, flowing white hair and beard holding a chalice from which fire burns.

Brennus, the Warchief

The first man to unite all the warring tribes and clanns in Vestfold for the first time and who went on a conquering rampage throughout the land. A man with a brilliant mind for warfare, who employed tactics and strategies far ahead of their time and who managed to bring even Chegara to its' knees, creating the first conquering faction. At the height of his power, he dueled the Wizard-King of Chegara and killed him in single combat with a sword blessed by the forest spirits. Unfortunately, his rule did not last long. After sacking the ancient city, he was ambushed by Sion forces and killed in combat. Without his charisma and cult of personality, his domain crumbled immediatly, but his clan renamed themselves in his honor and many vow to recreate his legacy. Repressented by a green shortsword or a winged helmet, and deity/icon of the Brennclann.

Sigr, the Lawgiver

Sigr is the northern god of laws, oaths and family and all ætt proclaim descent from him. He came from the north, from beyond the frozen wastes through the forest that now bears his and his family's name and created the ætt and their society. Represented by a Triquetra.

Noxios, the Forge God

The only known survivor of Skantarios' purge, Noxios was a black dragon whose wings were ripped and torn in the war. He survived his crash landing and crawled away from the battle, finding refuge under a dormant vulcano that will later become the dwarven city of Rod. The dwarves took pity on him and sheltered him and when Sion, which now converted entirely to the new god of war, found out they attacked the dwarves to finish him off. Noxios used his magic fire to smelt the dwarves weapons of much higher quality, which were decisive in repelling the numerous invasions. Naxios is still alive, deep in the dwarven dungeons, still forging them weapons. Patron deity of Rod, represented by a black dragon's head on a white field.

Henkimaailmaan, the Spirit World

Henkimaailmaan is both the personification of and the entire elven spirit world. In elven mythology, every aspect of the world has corresponding spirits infusing it and representing it, ranging from physical world (rivers, rocks, trees) to seasons and weather and even philosophical concepts. Henkimaailmaan is repressented by a brilliant mix of colours, akin to a rainbow, though the numerous individual spirits have different representations.

Kolk, the Underworld

Kolk is the god of the dead and the underworld. Kolk is considered the oldest god in the east, and the most feared, despite being undeserving of his reputation. Despite having the smallest official following, almost every man in the east knows of him and prays at least once in their lives for him to take pity on their souls. No matter the faith, all souls pass through Kolk's realm at least once and he judges them before they can go to the heavens of their respective faiths. Symbol is a silver oak on a black field.

Aleria, the Lady of Light
The newest god, whose faith first appeared 60 years before the game's start. Aleria is a kind and loving god who proclaims to love every living being despite their faith and moral character and promises salvation and redemption. According to Lothar's teachings, she is against all kinds of violence except in the defense of the weak, the faithful and the family, and in her faith every man is required to know how to fight so that they can shed their blood for their children and women's safety.

The Archdruid, the Hand of Nature

The clansmen who have not converted to idol or spirit worship remain in the mountains, who still keep the old ways of druidism. Druids are learned men and skilled naturemancers who travel from holding to holding to bring wisdom and healing and none is wiser than the Archdruid, the elected first among equals. The Archdruid is merely a man, but as advanced age and great power is required to become on, the mystique that surrounds them makes men unable to not say his name when in great need or in great mirth.

Gods of Gotwald

Called "gods" out of lack of a better term, according to Arian. These are creatures who, just like the divine of legend, can do anything without requiring ritual or equivalent exchange. They confine themselves to the very depths of Gotwald for reasons unknown, mainly because most are afraid to ask the question. The few people who are aware of them, mainly the inhabitants of Gotwald, refuse to worship them or call on them for any sort of help and a northman would kill any man on the spot if he suggested stirring them.

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