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“For 13th Age groups, this is a glorious supplement, a must-have purchase and even if you only are remotely interested in the world or the concepts I mentioned, this may very well be worth it for the idea-scavenging alone.ââ‚"http://endzeitgeist.com/13-true-ways-13th-age/" target="_blank" rel="noopener noreferrer">Endzeitgeist
As the 13th Age unfolds, its mysteries—and dangers—grow more numerous.
Undreamed-of creatures crawl up from the underworld, descend from the sky on metallic wings, and slip through the cracks in reality. Strange magic is loose in the world, whether it’s drawn from the Wild, from the realms of chaos and death, or from the inner power of ki.
Patch things up with your surly magic weapon, hero. The adventure is just beginning.
13 True Ways expands the 13th Age Roleplaying Game in exciting new directions. Within its 256 pages you’ll find six new classes, the lore of devils, the keys to Horizon, the Great Gold Worm’s secret assassin, and much more.
For Players:
For GMs: