Icons represent the notable organizations and influential personalities of Cloak & Coin. Through their agents, these Icons wield power – both malignant and benign – across the world. For the players, they can be friend or foe. As described in the 13th Age core rulebook, Icons are the movers and shakers whose machinations often intersect with the players’ stories.
The role that Icons play in any particular campaign will depend on the style of story that the game master and his players want to create. Icons can be sources of adventure, wealth, and conflict. They can used to guide the overarching story of a campaign or merely a backdrop. In a setting like Cloak & Coin, Icons and their agents can be source of one of the most valuable of commodities – knowledge and information.
Below, you will note that some Icons are personalities, while others are organizations. Of course, players may not necessarily interact with a particular personality; their contact limited to agents of the Icon and subservient organizations. On the other hand, every organization is led by someone. So keep this in mind when considering the role the Icons play in your campaign.
Arsham Nar, Avatar-Emperor of Iesadhe
The 17th Theon, Arsham Nar is the Avatar-Emperor of the Theocracy of Iesadhe. Granted a semblance of immortality by the Soulshard embedded in his palm, he lives with the memories of his predecessors. This has proven to be both a boon and a curse. Immortality has come with madness. Even though the power of the Theocracy has waned, Arsham Nar remains the most powerful man in the known world.
Though not as expansionist as some of his predecessors, the 17th Theon of Iesadhe continues to be driven by the need to maintain both empire and faith. He has proclaimed a desire to establish a peace with the Thar warlords on his western border and the rebellious Asver clans. Neither has actually come to fruition, however, and many believe these to be empty words.
The God-Emperor is considered an ambiguous icon, allowing a player to spend 1, 2 or 3 points if you have a positive or conflicted relationship; and 1 or 2 points if you have a negative relationship.
Cadreihrethum, the Dracolich
A powerful red dragon during the time of the High Lords, Cadreihrethum ritually transformed himself into a Dracolich rather than fall prey to the Severing. He had always been paranoid and malicious, ultimately destroying those who had aided him in the ritual. He remains as avaricious in undeath as he was in life. His minions and cultists sow discord throughout the known world, while they hunt for relics whose value is known only to him. His plans are incomprehensible to many: some believe he has been driven mad by his desire to return to life.
The exact location of Cadreihrethum’s lair is unknown, but according to the legends of the Asver it is somewhere in frigid waters far north of the Thave Islands. Others believe the lair is in the Trackless Waste.
Cadreihrethum is considered a villainous icon, allowing a player to spend 1 point if you have a positive relationship; and 1 or 2 points if you have a conflicted or negative relationship.
There are rumors that Greyve may be the last of the High Lords; a man who managed to survive the cataclysm that destroyed his people. Others believe he is one of the most powerful sorcerers in the known the world, but nothing more. That fact that he rarely speaks to any outside his close circle of friends and supporters only adds to a carefully crafted mystique. Regardless, his goals are fairly clear as he focuses on preventing others from unearthing the sorceries of the High Lords. His agents travel throughout the known world, hunting down ancient relics before they fall into the wrong hands.
Greyve maintains a fortress monastery in the Shiv Katham Mountains, north of the city of Nynthe. Nynthe is ostensibly under the dominion of the Empire of Iesadhe, but the princes of Nynthe long ago swore fealty to Caile Greyve.
Greyve is considered an ambiguous icon, allowing a player to spend 1, 2 or 3 points if you have a positive or conflicted relationship; and 1 or 2 points if you have a negative relationship.
The self-styled Prince of Shadows and Lord of the Streets, Croi Malic is the leader of the peninsula spanning thieves guild. The guild – known by a myriad of slang names, but most commonly referred to as the Pale Ravens – has its fingers in every vice and crime in the cities and highways of the confederacy – controlling lesser gangs and highwaymen, brothels and smuggler’s dens.
Croi Malic is an ambitious man who has numerous wheels in motion at any given time. He deviously plants seeds in the fertile ground of corruption in the peninsula, playing Houses against each other. He currently maintains a tenuous truce with Gelvorg, refraining from venturing too far from the cities, while Gelvorg affords his men safe travel through his domains. For the Lord of the Streets, though, any alliance is one of convenience.
Croi Malic is considered a villainous icon, allowing a player to spend 1point if you have a positive relationship; and 1 or 2 points if you have a conflicted or negative relationship.
Empress Senese of Lysantho
The empress is the sixth of her dynasty to rule over the Lysantho Empire. A despotic ruler who is driven by a desire to expand the power of the Lysantho, she has bought some superficial reforms to her dominion in order to placate the trading houses of the Six Cities Confederacy. Aside from trade with the Six Cities Confederacy and occasional alliances with the Hobgoblin King, she stands alone.
Empress Senese has an abiding hatred of both Mehtabovyre and Caile Greyve, the former for helping the dwarven rebellion and the latter for hindering her search for the lost relics of the High Lords. Then there is her relationship with Queen Nerim’ys of the Corel’eiy elves. The Empress despises the Queen at a more visceral level that differs from the more practical hatred for Mehtabovyre and Greyve.
Empress Senese is considered an ambiguous icon, allowing a player to spend 1, 2 or 3 points if you have a positive or conflicted relationship; and 1 or 2 points if you have a negative relationship.
Gelvorg, the Hobgoblin King
The greatest chieftain of his people, Gelvorg rules over the hobgoblin tribes of the peninsula – and through them, the other savage races including bugbears, ogres, goblins, and orcs. A cunning ruler, his forces have been a menace to trade throughout the region. For now, however, regular tithes from the various city-states keep him at bay.
A cunning general, his style of warfare plays to his strengths, and has invariably resulted in him being victorious against any challengers, whether lesser warlords or peninsula forces.
The Hobgoblin King is considered a villainous icon, allowing a player to spend 1point if you have a positive relationship; and 1 or 2 points if you have a conflicted or negative relationship.
Guild of Weavers
The Guild of Weavers stands in direct opposition to the Tapestry of Truth and indirectly against Caile Greyve. Devoted to the legacies of the High Lords of Dobrai, they are arcanists and sorcerers who seek the forgotten lore and artifacts of the High Lords. Some merely want the prosaic profits to be gained from the lost artifacts, while others seek to harness such power and become the mage lords of a modern age. Many members of the guild are human, though spell casters from other races are not rare. Some among the Guild believe that those with a talent for weaving the arcane are destined to rule over a benighted and mundane world. They tend to see people are merely pawns to be used for their ultimate goal of supremacy; others, however, believe their gifts are to be used for the betterment of man. The guild is governed by a council from the city of Dobe and these conflicted views are fully represented in the council.
The Guild is considered an ambiguous icon, allowing a player to spend 1, 2 or 3 points if you have a positive or conflicted relationship; and 1 or 2 points if you have a negative relationship.
Iarban’ise Nerim’ys, Queen of the Elves
As queen of the Corel’eiyan elves, she holds dominion over the elven diaspora. Though she may not speak such thoughts aloud, she believes that the Severing was a failure of her ancestors to stand against the High Lords. She has sworn that such a thing will not be allowed to happen again no matter the cost. This has led to her working closely with Caile Greyve.
With regard to High King Thoradnar, she fears that his quest to awaken the gods of his people may lead him down a dangerous path. She is well aware of Empress Senese’s attempts to find relics of the High Lords and has agents tasked with preventing her from doing so. The Queen has also sent material and advisors to the free peoples of Agoth’s Rift to aid their struggles against the Lysantho.
Since the weakening of the Theocracy of Iesadhe, Queen Nerim’ys has also led her to take a much more aggressive stance in expanding her own kingdom’s power.
Queen Iarban’ise Nerim’ys is considered an ambiguous icon, allowing a player to spend 1, 2 or 3 points if you have a positive or conflicted relationship; and 1 or 2 points if you have a negative relationship.
As an ancient copper dragon, Mehtabovyre serves as symbol of hope in the lands of Tuira. For centuries, she lay in slumber beneath the sand of the Ambar desert, only to emerge when the bonded dwarves rebelled against the Lysantho Empire. She aided the rebellion and helped the dwarves establish the sanctuary city of Undurum. Mehtabovyre has continued to be a thorn in the side of the Lysantho Empire, particularly for Empress Senese. The dwarves long ago swore fealty to Mehtabovyre, but recently many of the free peoples of Agoth’s Rift have also come to see her as a spiritual leader.
Mehtabovyre makes her lair in a series of caves in the northern Barazar Mountains. Only a handful of dwarven leaders know of her location, but even they do not approach without permission. She generally leaves the people of Agoth’s Rift to their own devices. On occasion, though, she visits Undurum to make her wishes known or to warn her allies about Lysantho threats.
Mehtabovyre is considered a heroic icon, allowing a player to spend 1, 2 or 3 points if you have a positive or conflicted relationship; and 1 point if you have a negative relationship.
Thoradnar, High King of the Dwarves
The High King of the dwarves rules from the fortress city of Karamunz in the Anvils of Khada Mountains. High King Thoradnar proclaims himself to be ruler of all the dwarven peoples, however, his real authority is far more limited. In particular, the dwarves of Argoth’s Rift have pledged their fealty to the dragon, Mehtabovyre. Though some of his counselors believe this is an affront to his authority that cannot be left unchallenged, he is loath to stand against Mehtabovyre or even inadvertently aid Empress Senese.
Because of the Severing, the dwarves have lost their gods. Feeling the cost this has had on the soul of his people, High King Thoradnar has sworn that he shall find them again. Some have taken this to mean that he may do so at any cost, which is anathema to the goals of both Caile Greyve and Queen Iarban’ise Nerim’ys. Both keep a wary eye on their erstwhile ally.
The High King is considered an ambiguous icon, allowing a player to spend 1, 2 or 3 points if you have a positive or conflicted relationship; and 1 or 2 points if you have a negative relationship.