13th Setting Draft

Setting Notes

The Calendar

It is the 13th Age since Creation. No mortals remember the start of the 13th Age, nor what brings on the change of the Age, but this is the date that dictates the Calendar used by almost all races.

Formally dates are expressed as Age-Year, Day and Month. So a day might be written as 13-657, 15th of Summerfall. But for most people, who have only ever known a single age, the date is more often expressed as a single number.

The Year has eight months, with the new year taking hold at the start of Flowering each cycle.

  1. Flowering
  2. Summerfall
  3. Highsun
  4. Red Fall
  5. Harvest
  6. Frostclaw
  7. Deepwinter
  8. Melting

The Kingdom of Man

  • The Kingdom is the name for the largest single nation in the world. It is the domain of humans but its cities and towns contain every race known to scholars. It stretches from the southern jungles to the northern ice wastes and includes everything from tribal warriors to learned scholars in massive stone keeps.
  • The King rules from far away, irrelevant in the lives of most commoners. The Kingdom has ruled the lands of men for hundreds of years and the current King inherited the crown from his father.
    • His sigil is the Red Dragon and he is sometimes called the Dragon King by his enemies. His sigil is the Red Dragon adorned with a crown fashioned to represented the Council of Eight.
  • The King is assisted in ruling by the Council of Eight. These eight seats are filled by the Lords of the most powerful organisations within the Kingdom.
    • Some seats include the head of the Golden Church, the Heir Apparent, the Master of Coin and the Lord-Captain Imperator of the King's Legions.
  • The Kingdom is vast and so Local Dukes or Barons are called upon to rule over great swathes of land and enforce the King's laws. These men and women are hereditary and the lands they occupy have often been ruled by their family for generations.
    • Local nobles have knights who serve them and defend their lands. Knights are nobles tasked with protecting the roads and people of their lord's lands.
    • These Lords also collect taxes and many have standing guard militia that defend their towns and cities. This means the defence of smaller villages is often left to the villagers themselves if their local lord is unwilling to spare troops.
  • As well as the forces of individual Lords the King himself maintains standing Legions of soldiers. These Legions fight wars while the local Lords defend their own lands. Twenty Legions protect the realm from outside forces and are commanded by Paladins of the God-King


  • At one stage there was a God-King who started the Kingdom. Whether or not the current ruler is divine is a point of contention. Many refer to him as 'The Kingdom' as if to grant him divinity.
    • While the dominant religion is that of the God-King, an aspect of The Golden Light, other worship is legal and practiced.


  • Averly is a key trading port sitting on the Western Coast of the Kingdom. It often features Dwarven and Grey Elven boats and is a cosmopolitan city filled with strangers and their wares from far away.

The Orcs

  • Orcs generally habitat around the tropical islands off of the coast, preferring warmer climates to colder ones.
  • Orcs do not often gather in groups larger than several score, for it is inevitable that strife will break out between them. The exception to this being when an exceptionally powerful magic-user, either Elf or Man, can cow the superstitious Orcs into following them.
  • Most Orcs are larger and stronger than men with mottled dark green or brown skin, but occasionally even deep umber or grey skin-tones may arise. Orcs seem to have skin colour at random with not even family groups sharing the same tone. Some rumours persist that northern tribes of Ice Orcs even have mottled fur atop their skin.
  • Some Orcs are born stunted and weedy, standing no taller than a short man and only half the weight of one. These are the Chattel, and do the bidding of their betters.
  • Some Orcs are born adept to magics and sorcery - these talents are not learned, they are inherited through blood. Orcs generally fear magics, and it is not uncommon for an Orc Bloodmage to be in command of a tribe.
  • Some Orcs are born Great and Black, sometimes reaching a full head or taller than an already tall man. Their skin is a darkish hue - a deep green almost black.
  • Common conception is that the Orcs live fast and brutal lives but in fact Orcs can live for an extremely long time. However, almost all do not see their 30th nameday.

The Civil War

  • Orcs are deeply and inherently hierarchical, following a strict pecking order from the weakest to the strongest.
  • Given more recent interactions with the other races, some Orcs are attempting to establish a unifying nation-state and cast off their nomadic and piratical heritage, even breeding with the pink-races. This is at ends with goals of the Orc Lord who wishes to hold true to the Orcish way. Some have suggested that the Elven Queen is behind this sudden dichotomy of thinking, subtly influencing powerful Orc lieutenants and bloodmages to turn on the Orc Lord. Skirmishes have already broken out between the rival factions.
  • The Orc Lord could well be the oldest living Orc in memory, having slain the Wizard-King centuries ago.
  • It is rumoured that the Orc Lord was granted his power by the Elven Queen to aid the Elves in defeating the Wizard King. Of course such rumours are nothing more than lofty words spoken by haughty Elves to explain away their many defeats while attempting to colonise Orc lands.
  • Orcs believe that the gods hate the world, and they hate orcs most of all. So it is no wonder that the gods speak through violence. The gods speak through pain, in different body parts. A shooting pain in the leg is an omen for cowardice. A dull ache between the shoulder blades foretells the betrayal of a close friend. The gods speak through scars. Examine the edges of the scar. Are they clean? Are they mottled? Is the scar raised? Discoloured? Does it follow the curve of the body, or does the flesh struggle against it? Orcs do not trust a person without visible scars, just as humans might not trust someone who refuses to reveal their name.

The Elven Realms

  • Most of the Elven Realms are ruled by the Elven Queen.
  • The Elven Queen has allied with the Lich Lord to strengthen her realms due to the factional divisions between her subjects.
    • Known by few outside the elves, the Elven immortality is due to stealing life force from slaves via Necromantic powers.
  • Elves are roughly split between High Elves, Dark Elves and Grey Elves. The Elven Queen rules over all three races in the majority but there are still enclaves of each race that resist and live apart from her rule.
    • In most cases the High Elves or White Elves are the nobility and consider themselves better than the others. They are inherently magical and often arrogant and aloof.
    • The Dark Elves are so named for their dark grey and sometimes black skin. They are considered by humans to be malicious by nature and often dwell underground or away from civilisation for this reason.
    • The Grey Elves have neither the fair skin of their High cousins nor the darkness of the Black Elves. The majority of elves fall into this category, living either in settlements ruled by White Elves or away from civilisation in clans. Sea Elves and Wood Elves are known types of Grey Elf. Grey Elves tend to be dexterous and canny.
  • Most elves consider themselves superior to other races and because of this half-elves are hunted down by most elven communities.
    • It is said that any half-elves that do exist do so as spies for the Elven Queen. This has led to their persecution throughout human lands as well. Those caught claim this is just elven manipulation to ensure half-elves demise in lands the elves don't control.

Dwarven Holds

  • The home of the Dwarves is known as Thranadun, a vast chunk of land to the north-east of the Kingdom, the hilly steppes rich with ore and minerals. The Dwarf King resides in a tremendous bastion called Gurdum, colloquially known as Forge by the other races, a towering mountain carved in the image of Barbaras the All-Father, the eldest Dwarven Ancestor.
  • Dwarves live in holds or clans, typically found underground or in mountain ranges rich with ore. Dwarves are natural miners and craftsmen and seek out minerals and ore.
  • All the dwarven holds are ruled by a Thane who owes allegiance to the Dwarf King. An ancient dwarf, the King is said to have earned his position long ago through some great feat of valour and strength.
    • After centuries of alliance and peace the Dwarf King has ended his blood truce with the Elves, but none know, or will say, why.
  • Dwarves are typically private and secretive people. They rarely, if ever, leave their holds, demanding that traders come to them if they wish to partake in dwarven wares.
    • Dwarves who voluntarily leave the holds (or are exiled for crimes) are forever banned from returning to their homes.
    • However, dwarves who go out on hold business or as part of a trade are exempt from this exclusion. This leads most humans to have an image of dwarves as either craftsmen, criminals or warriors as they get very little insight into dwarven life behind closed doors.
  • They are considered by most to be the finest craftsmen living, able to create magical weapons far beyond the skill of mere humans.
    • Older dwarves have even discovered the ability to create life, imbuing magical constructs with energy through the use of an Ancestor Stone.
    • As dwarves age they become more and more thick-skinned, eventually growing a rough, stone-like hide. In time, providing they do not expire for another reason, a sufficiently ancient enough dwarf will petrify into a statue. These statues are revered and treasured by the dwarves, and families will go to great lengths to maintain and collect forebears in their holds, often praying to these once-living statues for guidance.

Dwarven Ancestors

  • The dwarves tend to venerate their own ancestors and worship their deeds. Many of these ancestors have passed on and become deities themselves and dwarven chapels often feature dozens of statues to these ancestors.
  • Dwarves have also been known to venerate dragons for their pure power and ridiculous wealth. In particular the Golden Dragon is worshipped as a form of the Golden Light by dwarven paladins and clerics.

The Northern Crusaders

  • A group following the Crusader who dwell in the north. Small but well organised clans led by warriors known as Darkblades.
  • Usually peaceful but sometimes send raids into the Kingdom.
    • Raids centre around completing a specific task, usually through violence.
    • Specific raids / violence authorised through group visions (i.e. Entire clan is struck by a vision of them raiding a particular town, so they then go enact said raid).
  • Claim to exist only for an event to come at the end of days.
    • Constant martial training for that event.

The Icons

Underlined icons have been used in fluff so far. Others are as placeholders for general Icon themes from the core book.

The Orc Lord

  • Leader of all Orcs and supposedly the oldest and fiercest of his kind.
  • Currently engaged in a civil war with the more modern elements of the Orcish lands.

The Elven Queen

  • Ancient Queen of the Elven realms and manipulator of other races.
  • Recently made an alliance with the Lich Lord and earned the ire of the Dwarven King.

The Dwarven King

  • Secretive and proud ruler of the Dwarven holds. An isolationist who is convinced of dwarven supremacy.
  • Earned his position by a feat of great prowess and is due to become an Ancestor of some renown upon his death.

The Kingdom

  • Bastion of mankind. Ruled by the King, also known as the Dragon King for the Red Dragon that appears on his personal heraldry.
  • A massive and sprawling civilisations whose people include everything from nomadic desert tribes to the ice fortresses of the far north.

The Crusaders

  • A militant northern force about which little is known. Clashes with the Kingdom on occasion. Extremely well trained and equipped. Recognisable by their black iron armour and the sigil of the fist.
  • The Crusader is one and the many. He shares visions with his followers so that they may avert a future of perpetual darkness, regardless of the inhumanity in doing so.

The Lich Lord

  • A mythical figure of fear said to be responsible for the rising numbers of undead. Called upon by practisers of black magic and necromancy for strength.
  • Rumoured to be a resurrected Wizard-King of ages past, a powerful mage killed by the Orc Lord when his machinations threatened the world itself.

The Golden Light

  • The Golden Light is a force for good and purity in the world. It is that which rules over all. A divine essence worshipped as pure power.
  • Worshipped differently by different folk. The humans call it the God-King, the Elves believe it dwells in the Sun itself and for the dwarves it is a great golden dragon with a hoard of wealth beyond imagining.

The Mage

  • An arcane figure of mystery, their identity is as much of an enigma as how they weave the winds of magic with such ability.
  • Rumours persist that is was The Mage himself who trained the first wizards in the Kingdom.

The Disciple

  • The link between humanity and the devilry that exists in the Other Planes.
  • The identity of the Disciple is unknown but cults and daemonologists across the lands pay homage to them. These cults seem drawn to the Infernal Swamps and the strange sulphur vents contained within.

The Wild

  • The spirits of nature and the elements that were chained by the mortal races but are now working themselves free.
  • Worshipped directly by Druids and wild folk and indirectly through the civilised versions of natural deities. An entire culture of druids is said to live at the heart of the Wild Wood.

The Priestess

  • Said to be the first follower of the Golden Light, the Priestess has since grown in worship. She is an embodiment of all the gods, giving allegiance to each.
  • Strangely the Priestess appears in the religions of all peoples. She is wife to the God-King for the humans, an Ancestor for the dwarves and the ancient and wise goddess of the moon for the elves. Even the Orcs have a version of the priestess who tended their violent gods after battle in ages past.

The Shadows

  • The Shadows are the forces whose exploits reshape the world nearly as often as they redistribute its wealth.
  • Seen by some as the shadow itself, the darkness that hides them and obscures the truth, while others think of it merely as a god of trickery.

The Others

  • The others represent the minor races of the world. They are the underdog who rise for one brief moment before the status quo reasserts its authority.
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