Turning the Serpent's Skull factions into 13th Age Icons


Serpent's Skull


Apologies if this belongs in a different forum. I want to run the Serpent's Skull adventure path using the 13th Age role-playing game. I like the idea of the adventurers traveling from Avistan to Garund aboard the Jenivere. This will be a new campaign with a new system for my gaming group, and I want this freshness mirrored in-game with a new continent of exotic and unfamiliar flora, fauna, and factions.

To ease the conversion and keep the story and themes of the Serpent's Skull intact, I plan to replace the traditional 13th Age Icons with the factions of this adventure path. I've added a sixth faction, a Serpent Conspiracy. My vision for this faction is that Ydersius is calling to higher functioning serpentfolk to prepare his way. For some serpentfolk that does not mean travelling to Ilmurea, but rather infiltrating and undermining the successors of the Azlanti, the current human civilizations and organizations. Here are the factions as I see them on the equivalent of the 13th Age Icon Relationships Master Chart:

Heroic
Pathfinder Society

Ambiguous
Aspis Consortium
Sargavan Government
Free Captains of the Shackles

Villainous
Red Mantis Cult
Serpent Conspiracy

I'd like to have one more heroic faction but am reluctant to create one whole cloth. I would move one of the ambiguous ones to the heroic column, but they are not my vision of heroic.

Does anyone here have any suggestions or experience with using the factions in a manner envisioned by the 13th Age Icon relations?


This is a bit late, but what about a heroic "Free Peoples of the Mwangi" faction, as a group of natives that want to preserve and understand their cultural heritage?

Franchisee - Game Kastle College Park

The Sargavan government could take on the role of the other Heroic icon. Their faction is pretty specifically left without details. But, the government there isn't particularly oppressive. (NOTE: Possibly because it lacks the resources to be).

spoiler:
The Sargavans really want out from underneath having to pay their yearly tithe to the Free Captains and picking up the loot from a lost city would be a great way for them to do that.

You could also just run Smuggler's Shiv. After its over, figure out which NPC from the currently ambiguous factions the PCs got along with best and move them into the heroic section. The faction isn't always heroic, but it has "pure" motives in this case.

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