Continuing the spirit of the 13th Age Corebooks, these are indended to only be a few possible interpretations of the truth, with the final decision resting on you and your players.

Each of these additions are designed to be taken piece-meal if desired, although some consideration has been taken to try and balance them in relation to each other.

The lands of the Dragon Empire hold many sights unseen, secrets uncovered, and items unidentified. It is little wonder, then, that the official chronocles left behind are uncompleted. These are the discoveries made since then.

Sorcerer's have pull their power from others, and therefore have less control over their outcomes, but a stronger end result. Roll a d10 twice against the above table instead of picking one.

The time and effort put into crafting a potion or oil shouldn't just give the player the consumable they are looking for - like any lovingly hand-crafted good, these are more inspired versions of their mass-produced brethern.

You can generally buy the materials for 75% of the total cost from any given city that produces the desired consumable. Particularly rare or tricky ingredients (or those who wish to pinch a few copper) can be aquired by hand.

Ritual castings of known spells is a powerful tool in the corebook, especially as a story element. Not all Rituals need to be as strong as a spell, however. The corebook hints at Minor Rituals existing, but this section helps to expand on some of those options. Relevant rules are copied out of the Corebook for ease of reference, with adjustments made in italics. Ritual Casting is still a required talent for Minor Rituals.

Example Brew 1

A group of Adventurer level PCs are deep in a hellhole and are running low on recoveries, potions, and health. The group's Wizard taps into her rolled 5 on a conflicted relationship with the Crusader and suggests to the GM that from previous encounters with the Crusader's forces, she recognizes the signs of a hidden cache of supplies that are sure to contain the regants she needs, but are also sure to be missed. The GM agrees, and adds on that the cache also includes a cutting of a rare plant used to help negate the effects of the hellhole.

The PCs hole up and take turns resting and standing watch as the Wizard combines the regants, rare plant, and a few strands of her own hair in an empty bottle. A few minutes later, she aquires a fresh Healing Potion, and picks a bonus of "Fire", suggesting to the GM that the rare plant plus her magic grants temporary fire resistance to the drinker. The GM agrees and grants the potion the effects of "Potion of Fire Resistance", but only for 3 turns instead of the full battle. The party soldiers on.

Example Brew 2

An enterprising Champion level Sorcerer linked with the Lich King loves to tinker with strange potions of questionable use for the party, often planting them in the bags of NPC's to cause mischief. His latest desired invention? "A potion of stones"

The GM has him collect some moss and the prettiest stone the Sorcerer can find, and combine it with regeants the Sorcerer bought in the last town. The sorcerer flavors up the potion creation by describing the deathly cold flame he uses to boil the ingredients in the skull of a kobold dug up nearby. The Sorcerer rolls on the "Enhancement Type" table and gets a 2 (Cold) and 5 (Lightning). The GM and Player workshop for a short bit, and decide that the potion settles into the form of 2d6 small rocks that when thrown deal 6 damage of either Cold or Lightning type (roll 1d2 each throw to decide).

Example Brew 3

A Champion level party is having some particular trouble with a group of Fire Imps that have been hounding them during a journey that brought the PCs a little too close to an active volcano for their liking. After taking damage from yet another hit-and-run, the party decides to risk not getting to their destination in time and lay a trap to deal with these Imps once and for all. In order to deal with them quickly, the party Wizard crafts an oil of Cold.

The Wizard notes to the GM that he had saved a few of the scales from an Ice Drake that the party had fought earlier in the Campaign, and the GM suggests that the Oil should have a strong offensive icy effect rather than a defensive cold one as a result. The group's Rogue applies it to his dagger, then lays in wait in the shadows as the party camps in what seems to be a poorly chosen location. The Imps take the bait and launch a ranged attack from higher up on the mountain, only for the leader to feel an icy stab from behind. Not yet dead, but now frozen in place, the tables have turned on the Imps.

Crafting Runes

With the appropriate amount of time and ingredients, you can make runes of your tier or lower.

You can generally buy the materials for 75% of the total cost from any given city that produces the desired consumable. Particularly rare or tricky ingredients (or those who wish to pinch a few copper) can be aquired by hand.

Runic Choice

Runes already come with a random bonus, but it's not always what one may want. For crafted runes, roll twice on the appropriate table in the corebook, page 284, and pick one.

Sorcerer's Borrowed Power

Sorcerer's have pull their power from others, and therefore have less control over their outcomes, but a (usually) stronger end result. Roll twice on the appropriate table and take both. If you roll the same result twice, they don't stack and you don't reroll - the Icon you're borrowing power from must be feeling stingy today.

Example Rune 1

A siege is immenent, and the PCs are doing everything in their power to prepare the town against the forces of the Orc Lord. One of the members, a Barbarian Tiefling, isn't so good with the traps nor the defenses - but she does know how to use her full sized axe to good effect, and would like to make it even more powerful for the upcoming battle. She visits the town's shop, but they are fresh out of most supplies due to the upcoming battle. The shopkeep directs her to the blind Sorcerer hermit who lives in the alleys, known for causing mischief but also for (rarely) helping those in need.

The Tiefling approaches the Sorcerer and makes her plea. He tilts his head to one side momentarily, then cackles and agrees to her request. His only price? A small vial of her blood. She takes her turn considering, then agrees - better some blood lost now rather than later, right? The GM rolls for the Sorcerer NPC (15 and 51) as he draws some runic symbols with her blood on a Kobold skull while muttering an incanation, and the Tiefling now has an atypical Weapon rune with +4 to opportunity attacks as well as +4 attack bonus on the first round. The Tiefling thanks the Sorcerer and heads to the frontlines, and the Sorcerer pockets her vial of remaining blood with a smile on his face..