Shrine of the Thirteenth Sign
There were only ever twelve signs in the sky — until she arrived.
GM Summary
The Shrine of the Thirteenth Sign is a half-forgotten altar, hidden beneath the Conclave’s foundation and sealed from most Starcallers. It was built in secret. By whom, no one agrees.
Some say it’s a temple to a sign that shouldn’t exist. Others say it was already here before the twelve were named.
Whatever the truth — this is where the Thirteenth first awoke.
Players come here for prophecy.
But they may leave with purpose — or a curse.
Description
The shrine is buried in the lowest layer of the Conclave. No stairs lead to it — only a spiral ramp carved with constellations no one has ever seen.
At the bottom: a circular chamber of black stone, lit by an unseen glow. In the center, thirteen pedestals stand — but only twelve bear carvings. The thirteenth is cracked. Empty. And warm to the touch.
The walls shift subtly as players speak. Words echo back with different phrasing. It feels like the room is listening… or practicing.
Sights, Sounds, Smells
Sight: Glyphs that move when unobserved.
Sound: A second heartbeat beneath your own.
Smell: Star-warmed stone. Dried ink. Candle smoke from a fire no one lit.
Touch: Every surface vibrates faintly — like a voice held just below hearing.
Taste: If players breathe deep, they taste metal — and grief.
Lore
The Thirteenth Sign does not appear in any modern star map. It is a phantom constellation, visible only under specific celestial conditions — all of which occur during this campaign arc.
The Starcallers erased it from doctrine.
Some say it brings madness, others say it was a rebellion, or a correction.
The Thirteenth herself may be its embodiment — or its echo.
If the Voice had a rival, it may have been this.
Choose the Unseen
This shrine speaks to those who don’t belong — and those who were never meant to fit. Bring yer party here when they’re ready to change, or be changed.
Need the one who guards the flame and holds the forgotten sign?
Speak with Vimra of the Thirteenth Flame
Looking for the one who was born under the sign itself?
The Thirteenth awaits.
Searching for what comes after prophecy?
It whispers in the Chamber of the Chained Stars.
Still don’t know what the sign even means?
Ask the Voice Beyond the Star.
Trials, Revelation & GM Mechanics
The Trial of Recognition
When the party steps near the cracked thirteenth pedestal, one of the players feels recognized — chosen.
Have them:
Make a WIS or CHA Save (DC 16)
On success: they gain a vision of the Thirteenth’s arrival, and a boon (see below)
On failure: they gain a vision of their own betrayal — by someone at the table
Regardless, they now carry the Sign — and glow faintly when near celestial magic.
The Prophecy Mechanism
The GM may allow the party to ask the shrine a question. One question per player. The shrine responds by:
Displaying a symbolic vision
Giving a single word
Summoning an illusory version of a known NPC who speaks in riddles
If they ask twice, the answer contradicts the first.
Gifts of the Shrine
Once per campaign, the shrine may offer:
A Starmark Tattoo: Grants +1 to spell saves vs. celestial creatures
The Ember of the Forgotten: Once per long rest, reroll a failed saving throw, but forget a cherished memory
A Dimming Star: Turns into a weapon, cloak, or trinket — until the player lies. Then it disappears forever.
Optional Events (1d4)
The Thirteenth appears — as a child, asking your name.
One PC speaks a prophecy in a voice not their own.
A 14th pedestal rises. It bears the face of a PC.
The Voice speaks. But only to the least religious character.
Final Note
When the players leave the Shrine, they carry something heavier than faith.
The Thirteenth doesn’t grant certainty.
She grants the right to doubt — and the will to ask anyway.
And in that cracked pedestal, something still listens.