Icons are, hands down, my favorite bit from 13th Age. A set of major figures who influence aspects and elements of a campaign setting, with a very long reach. Even abstractly named — surely the Elven Queen doesn’t have that on her birth certificate — they provide a focal point for events and situations across a setting.
When I first started reading 13th Age I thought of them as that game’s version of deities, but… no. They do have something of a similar role thematically, but they are present in the world and have world-related drives.
The ‘goddess of magic’ is interested in magic, and has plans in the world. The High Arcanist has plans in the world, and magic is how he enacts them — not even necessarily through his casting spells, he might influence how magic itself is perceived and used.
Even though icons stay well in the background, I very much intend to use them in this campaign. I don’t know yet what icons I will have, but that’s of little matter — I know how to create icons.
Of course, they won’t be acting alone. They’ll need supporting (and opposing) groups, who are much more likely to run into (and perhaps try to run over, or through) the PCs.
It occurs to me that ‘icons’ might be a good place to start. They are mortal (probably mortal) figures with purpose, and can give a good indication of campaign theme. Identifying the icons first gives me grist for the campaign pitch… if the icons are all of no interest to the players because of crossmatched themes, it’s unlikely the players will be engaged in the campaign.
Yes… that seems a good place to start. Once I know the themes of interest, I can design around situations and background to bring those themes forward. Add in some factions to flesh things out (give me bodies I can use!) and I should be well on my way.