The 13th Age Commander is a great class with a very consistent design. What it doesn't offer though are talents that tie the character closer to the game world, and especially the icons of the Dragon Empire.
Commander of Bones
While the Lich King has no trouble raising armies, he has learned through past failures that superior numbers don't guarantee victory if your forces mindlessly lurch into any trap that a superior general has in store for them. There are plenty of career opportunities for mortal commanders in his army, often with the long-term perspective of joining the ranks as a higher undead such as a lich or vampire.
You gain a summon spell from the Necromancer list as a bonus spell. As per summoning rules, you can use your commander powers on the demon as you would on an ally.
Adventurer feat: If you have a positive or conflicted relationship with the Lich King, you gain an additional command point with Fight from the Front and Weigh the Odds while there is at least one undead on the battlefield.
Champion feat: Commands that target your undead do not count against the limit of one interrupt action per turn.
Epic feat: You gain a second undead summoning spell, at 2 levels lower.
Defender Against the Dark Arts
For years you have trained the apprentices of Horizon how to stand their ground on the battlefield. It's a revolving door position, and you prefer to make your own luck as an adventurer.
Whenever you target an ally with a command, the ally also gains a +1 bonus to their next spell attack roll on the same turn. If you have a positive or conflicted relationship with the Archmage, increase the bonus to +2.
Adventurer feat: You gain an additional command point at the start of the battle if you face an aberration, demon, devil, undead, or enemy spellcaster.
Champion feat: Whenever you target an ally with a command, any daily spell they cast the same turn become Recharge 18+.
Epic feat: As long as you have at least one command point, you have resist magic 14+.
The Three control Drakkenhall, the city of monsters, and send their champions to its defense.
Gain one Sorcerer spell at your class level.
Adventurer feat: Once per battle, as a quick action, gain one command point for each different race present in your party, plus one if you have a positive or conflicted relationship with the Three.
Champion feat: At the end of battle, when making a recharge roll to regain a spell, you can spend one command point for each spell to gain a +2 bonus to the roll.
Epic feat: You can spend one command points to gain a +2 bonus to attack with a sorcerer spell.
Elven Tactical Genius
It has been a few centuries since the elves marched to battle as an organized army. However, elven nobility hone the art of strategy with the same respect and dedication that they pursue all of their endeavours. Strategy games are practiced alongside dance and poetry, and it is not unusual for a master to study a single move over years. Novice officers have often already dedicated the equivalent of a human lifetime to study, and have access to superior tactics earlier.
For each tactic (but not command) you know, you gain the adventurer feat for free.
Adventurer feat: If you have a positive or conflicted relationship with the Elf Queen, gain a command point whenever you use an elven racial power.
Champion feat: Treat 1st and 3rd level tactics that are Recharge 16+ as Recharge 11+ instead.
Epic feat: Gain an extra command or tactic at up to 2 levels below your class level.
Gatekeeper of the Forge
For millenia, the dwarven strongholds under the mountains have been a save haven for the dwarves because of brave warriors like you, who stand in the first line of defense against all enemies.
When you give a command to an ally, that ally gains a +1 bonus to AC until the end of his or her next turn. If you have a positive or conflicted relationship with the Dwarf King, increase that bonus to +2.
Adventurer feat: Also grant the bonus to PD.
Champion feat: Also grant the bonus to saving throws.
Epic feat: Grant the bonus to all defenses.
While the Great Gold Wyrm is a powerful protector of the mortal realms against the forces of the abyss, he is unable to leave his eternal watch and therefore has to rely on his paladins to fulfill missions. However, not every one of his soldiers will receive the calling of a god, and competent laymen officers are more than welcome among his troops.
When you or an ally drops a non-mook undead, devil or demon to 0 hp, or drops three or more undead, devil or demon mooks, you gain 1 command point. If you have a positive or conflicted relationship with the Great Gold Wyrm, gain two.
Adventurer Feat: Choose an additional monster type to trigger this ability. If you choose humanoids, specify the race.
Champion Feat: You gain 2 command points instead of 1 when you drop a non-mook enemy to 0 hp.
Epic Feat: Your commander melee attacks gain a +1 bonus against undead, demons, devils and the chosen enemy type.
Yes, you command demons. Problem?
You gain a small demon to serve you as a familiar. This works like the Wizard's Familiar talent, except that the demon is notoriously unreliable. You're not quite sure it's real job is that of a chaperone.
At 3rd level, you gain Summon Imp as a bonus spell at your level. You can switch this spell to Summon Frenzy demon at 5th level and Summon Laughing Demon at 7th level if you like (See 13th Age Monthly, Summoning spells). You can use your commander powers on the demon as you would on an ally.
Adventurer feat: If you have a positive or conflicted relationship with the Diabolist, you gain an additional command point with Fight from the Front and Weigh the Odds while there is at least one demon or devil on the battlefield (except your familiar).
Champion feat: Commands that target your demon do not count against the limit of one interrupt action per turn.
Epic feat: You gain a second demon summoning spell, at 2 levels lower.
The orcs have become a lot more dangerous since professional soldiers like you have started to lead their armies into battle.
Your Fight from the Front melee attacks have a +1 bonus to their critical hit range. If you score a critical hit, you gain 1 extra command point with this power. If you have a positive or conflicted relationship with the Orc Lord, gain 2.
Adventurer feat: If you are the first on your side to attack in a battle, you gain a +4 bonus to hit with that attack.
Champion feat: For one battle per day, you can move yourself to the top of the initiative order, regardless of your roll.
Epic feat: Your critical threat range with Fight from the Front melee attacks increases to +2.
The Dragon Empire has the most well-organized army on the continent. In the 13th Age, it is only a shadow of its former glory, as the Empire slowly concedes ground to the forces of the Orc Lord and the High Druid on its fringes. Still, the Imperial Army is a force of order against the encroaching chaos, and its commanders have an aura of authority that is bolstered by the Emperor's powers himself.
You gain the adventurer feat of any command (but not tactics) you know for free. You begin each battle with 1 additional command point if you have a positive or conflicted relationship with the Emperor.
Adventurer feat: Once per battle, roll 3d6 instead of a d20, and treat the result as the natural d20 roll.
Champion feat: Once per battle, when you target an ally with a command or tactic, he or she can also roll 3d6 instead of a d20 on their next roll.
Epic feat: If you succeed on an icon relationship roll with the Emperor, roll 4d6 the next time you use the adventurer feat.
Knight of First Triumph
When the Crusader's armies ride out to liberate hellholes, you lead the charge, and you ensure victory no matter the cost.
When you target a staggered ally with a command, it costs one command point less.
Adventurer feat: If a nearby ally is staggered, your melee attacks deal extra damage equal to your level. Double the extra damage if you have a positive or conflicted relationship with the Crusader.
Champion feat: When you or an ally spends a recovery to heal, you can spend a command point as a free action to increase the recovery dice by one step (for example, d6 to d8).
Epic feat: Once per battle, when you let an ally use a recovery to heal, a nearby staggered ally can also spend a recovery.
Leader by a Divine Inspiration
You have been touched by the divine, and lead in battle with deep devotion and religious zeal, even though you lack the formal training and strict indoctrination of a cleric or paladin.
Whenever you spend command points, one target of that command or other ability can also heal hit points equal to your level for each point spent.
Adventurer feat: If you have a positive or conflicted relationship with the Priestess, your commander melee attacks deal holy damage.
Champion feat: If you have a positive or conflicted relationship with the Priestess, any attack you boost with a command or tactic deals holy damage.
Epic feat: While you have at least one command point, you have resist negative energy 14+.
Standing on the front line to catch arrows with your chest is not your style. You lead from the shadows, whispering into the wind to turn the tides in your favor.
When you Weigh the Odds, also add the die roll to a defense of your choice until the start of your next turn. If you have a positive or conflicted relationship with the Shadow Prince, add the die to all defenses.
Adventurer feat: Allies gain a +1 bonus to attack against enemies you are engaged with.
Champion feat: Once per battle, you can pop free from an enemy as a quick action.
Epic feat: If the enemy is unaware of your presence at the start of battle, gain a free command point.
When the High Druid goes to war, he forms small, skirmishing raiding parties that arrive from nowhere, strike quickly and are gone before the enemy knows what happened.
You don't take the -2 attack penalty with longbows. You can use Fight from the Front with ranged attacks.
Adventurer feat: If you have a positive or conflicted relationship with the High Druid, you gain a +1 bonus to Fight from the Front ranged attack rolls.
Champion feat: Once per battle, when the escalation die is 3+, make a ranged attack as a quick action.
Epic feat: Once per day, your group can flee from combat without suffering a campaign loss.