Scion Jumpchain
Scion Jumpchain
Scion Jumpchain
In due time, the gods retreated from the world. With the advent of human
civilisation came chains of Fate that threatened to set pantheons against each
other, or through faith change them beyond all recognition. Safe in the Overworld,
a plane of limitless potential from which all divine life springs, only seldomly do
the gods now visit mankind in mortal guise.
All that has changed with a single event: The escape of the Titans. Sundering their
prison in the Underworld and damaging the realms of the dead, the Titans have
reentered the Overworld for revenge and the reclamation of their rule. As war
breaks out in the heavens, the Titans have begun seeding the world with their
spawn. But the gods, compulsive meddlers themselves, have a recourse for such
things.
Heracles. Onamuji. Sigurd. Many are those sired by the gods, but it takes a formal
visitation from a deity to awaken their nascent powers. And now, you have an
opportunity to be among the lucky few-for the war goes poorly enough for the
heavens above, that increasingly gods resort to siring new children with mortals in
order to create new worthy champions to their causes. Bound by fate, blessed and
cursed by the expected duties of your pantheon as it guards against both its rivals
and the encroaching Titans, like them you will come define and be defined by the
legend of yourself as it resounds the age. For such is the fate of a
You have ten years to discover where destiny begins and inheritance ends. Take
1000 Choice Points (CP) and embrace life among the divine. You may be any
human age or gender. You may start anywhere, in any nation of the modern world.
Origins
Scion: Born from the gods, whether out of love, caprice or necessity, it is your
destiny to contend against the offspring of the Titans as well as the machinations
of rival pantheons. Though little may differ about you to the average man on the
street for now, the divine ichor awakened by your parents’ visitation leaves you
capable of great strength, wisdom and charm beyond mortals-usually with a
tendency to favour the approach which your parent favoured, but not always.
Beyond that, you have the capacity to use the divine power of Purviews: The
fundamental forces that define the world, exercised when Zeus casts a thunderbolt
or Balder lightens up the world with his natural charm. For like the gods, you can
channel the power of Legend: A measure of your mythic weight and divine glory
that shapes the very fabric of reality. Long-lived and healthy as you are by mortal
standards, it is by advancing your Legend that you can one day attain the true
eternal nature of the gods by replacing your physical body entirely with divine
ichor. The glory of larger-than-life deeds and setting an example virtuous in the
eyes of your pantheon restores your Legend while gradually advancing your
apotheosis, which can in turn be used to fuel your miracles-and while heroic feats
are required to truly improve your attunement to divine forces, the pool of divine
glory from which you can draw from at a certain stage of advancement also
gradually refills over time-refilling
Later you will have the opportunity to determine the degree to which triumph and
achievement have brought out the legacy of your divine blood, but know that if
Fate doesn’t send adventure your way, the gods will. While much differs between
the many pantheons of the world, all expect a certain degree of participation in
the war against the Titans. The following are among the most influential
pantheons still active in the war, from which you can choose freely to be
descended from a member of.
1. The Pesedjet: Among the oldest, if not necessarily the wisest, of the
pantheons are those who claim a legacy that goes back over 7000 years, and
a legend entwined with the banks of the Nile river. From Atum-Re (or as he
became known as since Isis conned him out of his true name, Ra) whose
barque marks the travel of the suns, to Anubis who serves as judge of the
Underworld every Egyptian deity is deeply concerned with ma’at: A form of
cosmic justice expressed through social order. Scions of the Pesedjet are
often expected to express similar dedication and dispassionate enforcement
of the order the Pesedjet uphold, though of course in a position of authority
and respect commensurate with being their parent’s hand in the mortal
world. It is imperative to the Pesedjet that everyone must know his or her
place, and each post must be filled with the right person. The Pesedjet’s
greatest strength is their experience with imposing long-lasting order in a
chaotic world. Their greatest weakness is commitment to stability at any
cost, preferring minimally disruptive solutions and trusting in old patterns to
maintain the status quo.
3. The Aesir: They come from the land of the ice and snow. The Aesir are, at
once grimly steadfast in their ordained roles come Ragnarok, but also
passionate and expressive. The Aesir promote communal stability as a hedge
against the harshness of the world, yet also emphasise personal rights and
individual honour-going so far as to seek justice for a single person, in
defiance of family and nation. Boisterous and warlike, the Aesir salute their
own Scions’ quests to seek improvement and justice in life even as they
hope their children can help avert Ragnarok: The prophesised ending of the
nine worlds that compose their divine realm. The Aesir’s greatest strength is
its combination of independence and tribal loyalty, with mighty warriors
such as Thor cooperating seamlessly with spellcasters such as Frigg (also
known as Freya) and even the dour warden Hel against both their divine
rivals and Titanic foes. Apart from their old rivals the Vanir the Aesir have
interbred with many frost giants despite the giants’ status as Titanspawn of
Ymir, the Titan of Frost who Odin and his brothers slew aeons ago-resulting
in allies such as the noble Skadi, and the infamous trickster Loki who stands
as an exception to many if not all of the Aesir’s values. Their greatest
weakness is a fondness for aggressive solutions and as a result a great many
enemies, as well as an obsession with the Fate that binds them deeper than
most pantheons which leads to them asking for prophecies from nearly
everyone.
4. The Atzlanti: The Aztec gods have no name for their pantheon since their
murky emergence between 3000 to 4000 years ago, gaining their name from
other divine tribes. Those divine tribes also frequently complain they are
capricious and cruel in a way they are not, being literally thirsty for blood
from the sacrifices their supplicants once offered up to them-sometimes
animal, all too often human. To the Atzlanti, continuity is all. The
preservation of the sun and moon’s ordained cycle, the shining of the stars
on their proper schedule-it is the maintenance and defence of these facets
of the natural world that the Atzlanti use to justify their sacrifices, and
even other pantheons acknowledge their methods-though distasteful-have
proven effective in the past. There is even some individuality beneath their
practices; while Huitzilopochtli’s thirst for blood was (in)famous from the
practices of his chosen people the Aztecs and Tezcatlipoca is the pantheon’s
bringer of discord and vice, Tlazolteotl delights in sweeping aside both
physical and emotional filth while Quetzalcoatl sincerely encourages mortals
to live joyfully, create beauty and achieve their highest ambitions. While
Atzlanti Scions are often thus given great leeway by deities unconcerned
with the future, an undercurrent of unease stems from the value of one’s
child as a sacrifice. It is unclear to the other deities how much of this is
genuine necessity and how much a crippling addiction; Huitzilopochtli
seemingly needs buckets of blood for his great workings while Quetzalcoatl
seems to only need a drop for most.
6. The Loa: The Loa are all the divinities of ancient West Africa, transported
through slavery to the Caribbean and Americas. Gods only a few hundred
years rub shoulders with gods who have existed for millennia. Each deity in
turn can call on an array of spirits, minor divinities and borrowed Catholic
saints (nobody’s quite sure what’s going on with those last ones), to the
mockery of more elitist pantheons. But the Loa brush aside such mockery,
for their priority is on building thriving communities full of peace, prosperity
and happiness rather than worrying about the greater state of the cosmos.
As a growing pantheon the Loa remain personally in touch with an active
community for worshippers, and in their eyes one prosperous village or town
is a far greater achievement than saving or destroying the world. The
rambunctious Baron Samedi even forgoes disguising himself to attend his
own celebration in the mortal world, while thunder-lord Shango defends
justice wherever he goes. Even Legba, keeper of the spirit gate and
Damballa, father of the Loa are fond of having their mortal vessels do party
tricks. Needless to say Scions of the Loa are treated with immense respect,
honour and familial affection given the Loa’s belief their pantheon has not
yet finished growing, and their greatest strength is a compassion between
deities and worshippers alike uncommon in most pantheons. Their greatest
weakness could be that this same compassion wears at their hearts when
their worshippers come under attack.
7. The Tuatha De Dannan: 4000 years ago to hear them tell it, the Tuatha
came to Ireland from Tir na nOg, the Land of Eternal Youth. Several
successions of immigrants had already come to that land, from races of men
claiming descent before the Biblical Flood to the vile Fomorians: Deformed,
hideous creations of the Titans with the occasional beautiful throwback. The
Tuatha De Dannan were forged in battle with the Fomorians, with tactics
ranging from the proud Dagda’s hotblooded mastery of warfare to the
seduction that resulted in Lugh being sired from a daughter of Balor. Fierce-
tempered, proud and noble, many conflicts between the Tuatha and other
pantheons derive from their responsibility towards their mortal followers
and the poor treatment other deities practice by comparison. The Tuatha
uphold personal responsibility and independence, scorning cowards,
weaklings and shirkers-yet also highly prize artistic ability, and perhaps fear
Fate more than the Aesir due to the lack of deities among them who can
work directly with prophecy despite being similarly bound to it. This extends
to good treatment of their Scions-pushing them to grow and seek great
deeds in battle, even as they shower them in hospitality, praise and divine
gifts so long as the Scions prove worthy of their expectations. The Tuatha’s
greatest strength is their strict code of conduct preventing inviting between
them. Their greatest weakness is an overconfidence and tendency to solve
problems by running at them screaming.
9. The Devas: Deities of the Indian subcontinent that esteem order and
harmony, the Devas toil diligently to instil their ancient understanding of the
world in their believers to achieve a feat not easily attained even for a god:
Moksha, liberation from life’s cycle and even Fate itself. A longer perspective
than many other pantheons has instilled in the Devas that their battle with the
Titans is truly eternal and without an absolute victor-unless one were to
separate oneself from the cycle itself. This is not to say the Devas do not live
passionately in the present: Kali treads the edge of madness and beyond in
personifying the destruction that renews the world, while despite falling out of
practice the war god Indra renews his strength in anticipation for the Kali
Yuga-an age of vice and strife the Devas see as part of a larger cycle, to the
chagrin of other pantheons who believe more action should be taken as the
danger of apocalypse looms. As for their Scions, the Devas view them with
tremendous warmth; equal parts beloved children, future allies against the
Titans and potential replacements in the pantheons. In many ways, as a
pantheon the Devas have nothing but strengths. Ancient as their religion is,
their religion is a major one in the modern world with adherents numbering
nearly a billion strong, and a constant supply of new demigods to bolster the
pantheon. It is the Devas who can boast the loudest about loyal subjects
without resorting to fabrication or nostalgia. Perhaps the fear and envy
mollified by respect that the other pantheons feel to the Devas is their only
weakness-particularly the seething Atzlanti, openly hostile but stopping short
of making such powerful enemies.
10. The Yazata: Their origins lost to time, the gods of Persia seldom speak of
their origins and the only certainty is that they probably originated at the same
time and area as the Devas of India. Once ruled by Ahura Mazda, god of light
and truth, they fought against the lies of Ahriman throughout history. Under
Ahura Mazda’s rule the Yazata also made a point of preserving good relations
with the minor divinities, demigods and lesser immortals in their territory-for
Ahura Mazda accepted all in his fight against Ahriman. Since disappearing
into the Overworld for centuries, Mithra of the sun has since taken Ahura’s
place of power. The Yazata concern themselves with transcendence, uplifting
the world to a more righteous state befitting the example given by Ahura
Mazda. In this manner the beautiful Anahita safeguards people and blesses
fertility, while the covert moon goddess Mah dismantles corruption from within
and Sraosha maintains an unshakeable dedication towards supporting and
encouraging those around him. Much is expected of their Scions with regards
to the Yazata’s way of being, but in exchange they are more than willing to
bestow advice and gifts to aid their offspring. The Yazata’s greatest strength
is their integrity and disciplined generosity. It’s greatest weakness is an
inflexibility and self-righteousness that has sometimes made it difficult for
them to work with other pantheons.
11. The Yankee Pantheon: Youngest of the pantheons, most of the Yankee
Pantheon’s members are less than 200 years old. But what they lack in
experience and tradition, they make up for with innovation and the will to seek
the next great breakthrough. Their members range from immigrants of other
pantheons to local gods swept up into the pantheon’s formation, to what are
theorised as spontaneous products of the nation’s collective ideals-especially
beings such as Rosie the Riveter and Uncle Sam. Pecos Bill was never even
born to anyone’s knowledge, but simply rode in from the desert one day as
the fully grown God of Cowboys. In some cases there is a degree of overlap:
Columbia, sister to Britannia and Marianne as a former Scion of Athena, is a
patron and travellers and protector of immigrants who optimistically supports
those who pursue their dreams. The Yankee Gods favour Scions that show
the same can-do, determined belief in the American Dream that they embody,
helping those who prove willing and ready to help themselves. Their greatest
strength is a firm desire to bring about a better future for both the individual as
well as the community. Their greatest weakness is their tendency to
sometimes narrowly define this community to exclude many of its owns
members, leading to infighting-and a certain degree of isolation from other
pantheons.
12. The Allied Pantheons: But the newly minted American deities weren’t the
only ones deeply affected by the Second World War. In Europe, a collection of
nationalist deities banded together in cooperation against what seemed an
existential threat to their followers, and like the American pantheon they
comprised both folk heroes and older powers playing new roles. The British
pantheon in particular is proud and stalwart, their aggressive colonialism
having drawn some enmity from other pantheons but also leaving them
footholds in many influential realms. Britannia, a Scion adopted by Athena
and risen to godhood in her own right thousands of years ago, is austere and
domineering as ruler of the British pantheon but also open to change and a
well-loved ruler. By contrast Robin Hood plays the trickster of the pantheon,
serving as a kind of opposition party to Britannia’s decrees. As for the rest of
Europe, Marianne-sister to Britannia-embodies the hopes of those during the
French Revolution, and is prone to fits of both passion and rebellion. The
Soviets in turn have suffered particularly terrific overhauls as a result of Veles
invading the dreams of Vladimir Lenin while disguised in Perun’s form, taking
revenge on Perun defeating him in ages past by convincing Lenin that
communism would transform Russia into a land of honour and justice. As a
result while the Russian pantheon includes the Citizen, the faceless
incarnation of the Soviet Union’s ideal of communal patriotism, it also includes
the Baba Yaga: A fickle and terrifying spirit who has been known to kill for
transgressions of etiquette, and adheres strictly to the morality of an older
world. The wars frequently found the Allied Pantheons wracked with
desperation; too often Scions lacked the proper equipment, qualifications or
loyalty-a lesson the pantheon has taken to heart. The Allied Pantheons’
greatest strength is the unity and community they developed by necessity
over multiple world wars. And apart from inexperience in the greater
movements of the cosmos, their greatest weakness is that many of their
original pantheons were caught in a drastic upheaval reflecting those
sweeping across the nations that once worshipped them.
As a final note, the Nemetondevos are one of the few pantheons not
specifically singled out for attack by a Greater Titan. While they have had the
misfortune to anger the Matrones, three goddesses who stand as an
embodiment of Fate like the Norns or Moirae, Orgos himself died long ago in
mysterious circumstances.
14. Atlantean (Drop-In): You’re a Scion of WHO?! No, that’s impossible. All
records of the Atlantean nation’s hubris were destroyed when divine
punishment was visited upon them…or so most believe. And yet, stranger
things have happened in this world due to the whims of Fate. It seems that
whatever circumstances led to your existence were beyond even Fate’s
anticipation, though. Let’s start from the beginning. More than 9000 years ago
there was once an aggressively intelligent people with a society-wide interest
in exploration and ancestry partaking equally from what would become the
modern populations of Africa, India and Australia. Though highly advanced
and more than able to defend itself, it was also a largely peaceful civilisation
interested in exploration and trade more than conquest. It’s gods too, were
relatively benign by deific standards. Badarus embodied the nautical wonders
of the natural world, and the spirit of exploration that defined Atlantean
culture. Kuros was swift as thought, while his sibling-lover Demosia shifted
between the most beautiful of goddesses in a full moon and the most hideous
during a new moon. Skaft, it is said, began life as a mortal man who created
all the tools the Atlantean people needed to settle into cities. His mate Heshon
was the bounty, luck and plenty of the jungle as well as it’s danger-unkempt
but beautiful, and living like an animal.
Titanspawn: To hell with the gods, and the order they exert on the world by right of
conquest. Your ways are the old ways, the chaos beyond mortal ken and the
uncontrolled supernatural voracity of the forces that resulted in the world. Born of a
Titan to indulge it’s nature or fulfil its will, you remain as individualistic as any mortal
though-for now at least-roughly as dangerous and talented as a newly awakened
demigod. Like Scions, you too can draw on Legend to empower yourself and
strengthen your supernatural power over time with one major difference: While
various pantheons espouse differing but generally rigorous standards of moral
behaviour befitting their value systems, the atavistic urges your creators express and
reward are more akin to vices such as animalistic appetite and craven ambition.
While no force actually compels your loyalty to a given Titan or it’s avatars, know that
the largesse shown by individual avatars to you may vary.
…it’s worth noting not every Titanspawn bares their fangs against the gods, though.
Some gods, like Loki and Sun Wukong, were actually adopted into the pantheons
eventually while others like the dwarfs chose to ally with the gods rather than their
progenitors. Some pantheons are more amenable to such relationships than others;
the Pesedjet and Olympians are rather unforgiving, while the Aesir rather welcoming
and the Devas even willing to favour Titanspawn which prostrate themselves before
them.
Myth and legend is full of all manner of malign but sub-deific supernatural beings,
and by default you may be something akin to an ordinary centaur, giant-or dwarf,
trading physical dominance for skill great enough to craft Birthright relics: Artifacts
capable of conferring and empowering the Purviews of the gods and titans, or having
other unique abilities. In many cases as with demigods, your naturally long life brings
with it greater power with age, perhaps to greater extents than the partially mortal
Scions-such that all elder giants, regardless of worldly experience, are more
powerful than their younger kin. You could even be a Nemean, an unnaturally large
and powerful mundane animal infused with the power of the Titans, or a mortal
empowered by another powerful Titanspawn such as a once-mortal gorgon. For
now, you are only a significant threat to a newly awakened Scion-though subsequent
choices may raise your personal power beyond the default. Whatever your nature,
you are adapted for living within a specific Titan’s environments as comfortably as
humans are adapted to the mortal world, and in general access to Purviews is much
less common for your kind in exchange for having superhuman physical abilities or
stature, as well as certain unique supernatural powers such as walking through
shadows or erasing memories. The following are some of the more well-known
Titans participating in the war against the gods:
2. Terra (The World): It is the nature of the Titan whose core concept
personifies that which the world mankind lives in partakes of the most to
grow, and nurture. But as nature produces both the lamb and apple as well
as the parasitic wasp and poison ivy, so too is this growth not always
benevolent from a mortal understanding. Much of Terra resembles the
mortal world, but without the touch of mankind upon it; lush rainforests and
harsh deserts alike dot its environs. Gaia, the all-mother, is dominant
among the avatars as much through admiration of her ideals and
cooperation as her personal leadership. Gran Bois supports her goals since
they will save his beloved plant life from mankind’s encroachment, while
the carefree and benign Jord supports her proclivity for carrying to term all
the children she has with her lovers. Even the avatars who envy or reject
Gaia’s ways feel their own goals are served by hers-not to mention of the
mighty Hekatonkhires and Gigantes that Gaia is uniquely suited to creating.
3. Muspelheim (Fire): A vast plane of flame and ignitable material is perhaps
predictable from the Titan of Flame, but less so the degree of
industrialisation that has overtaken it. This is the doing of Surtur: A 300 foot
fire giant who can swell up to a mile tall, with a grotesquely oversized torso
and skin so hardened by flame he resembles a golem of coal. Surtur
expresses all the worst behaviours of dictators the world over, and actually
prefers to keep the other avatars in line through fear more than genuine
devotion. Sequestered away in his workshop, Prometheus is content to
ignore the others when not channelling the brilliance of fire’s innovation to
better Surtur’s war machine while Kagutsuchi amicably feigns obedience. As
for the Titan’s troops, armies of fire giants among other beings of flame
await Surtur’s goal, and perhaps the primal urge of flame itself: Burning all
existence to cinders.
7. Crom Cruach (Earth): If Terra is the property of the Earth that permits life
and growth to arise, then Crom Cruach is earth and filth in its most deathly,
stagnant state where nothing but rot thrives. Amidst the claustrophobic,
dark and sediment-filled silt of the Titan’s tunnel-innards there is only
dissolution, from which maggots and worse forms of decay burst out like
ripe boils. Even most of his titanspawn are corrupted from living things,
rather than born properly as from other Titans. In times past the Fomorian
king Balor was its foremost champion, falling in battle only to Lugh’s spear.
His wife the hideous hag Cethlenn is the Titan’s current dominant aspect,
and also a seeress who simply wishes to destroy the world out of spite with
her twisted aberrations for her husband’s death. Another dread avatar of
the Titan is Crom Dubh: A vast, hideous humpbacked old man who created
the dwarf-like Fir Bolg by rolling clay into little balls and has never forgiven
the Tuatha for gaining his children’s worship and admiration-though both
creator and creations still think rather fondly of each other. The formorians
themselves, a rare native race of Crom Cruach born from Cethlenn and
Balor’s marriage, resemble giants at least seven foot tall in many respects-
but are often far more hideous, yet able to conceal their otherworldly
nature among mortals. Their nobility, the so-called “bright ones”, are
instead gifted with an otherworldly beauty-and are more powerful, as elder
giants are to their younger kin.
8. Hundun (Chaos): Hundun the Unmanifest, who is Adharma and the Void
Heart of Infinity, terrifies the Chinese pantheon in ways no other Titan does
for as chaos discarnate he cannot be defined-and therefore by definition,
simply could not be bound like the other Titans. Insofar as it wants
anything, it wants the world-and even other Titans-to dissolve back into the
primordial chaos before time. There is one way to see and visit Hundun
directly: Ask a god who has mastered Chaos as a purview to become The
Void, and step into a mind-shattering view into everything and nothing-if
you dare. And once within him, there is a natural tendency to project
fantasy-realms manifested from desire, fear and obsession upon Hundun’s
un-substance-yet paradoxically, the only escape is to force stable form and
definition on it with sheer force of will by imagining a portal out of him-and
expending an iota of Legend. Where other pantheons find Titans physically
encroaching on their Godrealms, Hundun gibbers in the Shen’s dreams and
his whispers push them to argument in an incoherent stream of blind
impulses and terrible desires. So unstable is Hundun that it never emanates
a true avatar, but simply empowers willing, power-hungry gods with its
essence. It was by Hundun’s hand that the lesser god Gonggong broke the
sky. It was by Hundun’s power that Chiyou nearly conquered heaven and
earth as a being as powerful as any Titan avatar-and ironically, has proven
an adept coordinator between Titans. And when Hundun deigns to, his
substance ejects titanspawn into reality. Such beings include distorted
animals whose touch is a painless but swift death and are in turn direly
wounded by salt, and rotting hounds the size of oxen.
And for originating from the being that, by definition, is the least entangled
in Fate’s design it goes without saying that should you wish it-you may truly
have no history in this world.
9. Vritra (Drought): Vritra, who is drought, is the other known Titan who
remains an enemy of the gods and yet stands unbound but where Hundun’s
very nature simply made him undefinable, after defeated in open combat
The Great Thirst simply shrank from its preferred form as a mountain-sized
serpent into a form so small it evaded the gods’ notice, burrowing into the
earth to regain its strength through feeding. The expanse of Vritra’s
landscape-form is a featureless desert long since bleached bone-white,
dotted with the occasional ruined fortress and literally pulling at every
ounce of liquid-and sanity-in those travelling within it. An environmental
hazard strong enough to kill mortals near-instantly, and risk madness and
deprivation even to the Devas without proper preparation. The most
dangerous aspect of Vritra is Danu, rumoured once to have been water
incarnate yet driven to a terrible, maternal madness upon birthing Vritra-
giving of her very life to provide for her offspring, who in turn sometimes
unconsciously takes on her form to honour her as his original and satisfying
meal. And on at least one occasion Vritra consumed a god of the Devas only
to release him as Ravana: The lusty and aggressive aspect that sires his
armies. Apart from these rakshasas, humanoid shapeshifters who change
form so rapidly they seem to lack a true one, the shed skin of Vritra also
gives rise to nagas: Incredibly powerful giants with humanoid torsos,
serpentine lower halves and powerful commensurate with the least of true
gods wielding power over fire, earth and the sun.
10. Zrvan (Time): Once seen as a force truly beyond human comprehension and
the prime emanator of interaction itself, Zrvan represents time unbound
from delineation of past, present and future. While not as overtly
malevolent as most Greater Titans, Zrvan’s indifferent chaos itself risks
unleashing the madness of time without limits upon the world. Unique along
with Hundun, Zrvan lacks specific environmental features due to embodying
a non-physical construct. Instead, visitors who somehow find their way into
him come to a replica of wherever they enter Zrvan from, in which
everything constantly ages, renews, resets and otherwise changes temporal
state with no rhyme or reason-as if every moment was represented at once.
His dominant avatar is Ahriman, who holds the world as an awful and
stagnant place that should be twisted beyond rhythm or pattern, even as he
himself is the herald of all that entropic and falsely perceived about time.
Ahriman’s greatest servants are Aehsma Daeva: A selfish god of madness,
rage and lust who strengthens where the Yazata weaken, and Azhi Dahaka:
A world-destroying dragon pinned beneath a dormant volcano in Iran whose
wounds give forth vermin. The soldiers of Zrvan are Deevs: Great, hulking
brutes that bow in servitude to those who defeat them-while the Drujs are
seducers and horrid hags that embody all that is anathemic to nature.
11. Remnant of Ymir: Oh, so you wish to be a Jotun or dwarf. Or perhaps with
certain choices, something born from his death like a dragon, or with
stranger associations with him such as a calf of his primordial cow. Are you
certain? Truly, there is little to recommend about being a surviving creature
of Ymir, the Titan of Frost slain to catastrophic effect on the world-except
perhaps, the prospect of intermarriage with the Aesir pantheon if you are an
agreeable sort. But this opportunity won’t be denied you, should you wish
for it.
Perks
All perks indicated under a certain background’s title are discounted by 50%. Some
perks are also free or doubly discounted to a specific origin from one of those
backgrounds, as indicated below. Discounted 100 perks are free with one
exception: Among the perks discounted specifically for Scions and Titanspawn in
general, one 100 CP perk is free while the others are 50% off.
A Heroic Saga (Free, Scion only): As mentioned earlier, initially the majority of
Scions are not far above normal humans in terms of physical capability. While
there is a tendency towards good health or at least hardiness, for the most part
they are little changed at a first glance. Their divine powers are relatively modest.
It is at this level that it is possible to pass through as much of a solid substance as
a single step could take you, negate a single act of harm against the innocent or
heal or inflict wounds miraculously as a kind of lay on hands effect. But in addition
to those the mundane abilities and aspects of the Scions are elevated by
association with their divine parent, inheriting a spark of Ptah’s wisdom or
Aphrodite’s beauty. Even now a particularly fit Scion could pick up a car and hurl it
hard enough to scatter thugs like bowling pins, while a particularly charming Scion
could out short commands like “Freeze!” and a particularly intelligent one’s mind
could function as a mental calculator as long as they know all the figures involved.
The Purviews and defining abilities of your parent will define which abilities or
Purviews are easiest for you to master, but all can be improved with time and
great deeds.
…but perhaps you’d like to skip the earliest stages of your divine life? Should you
wish you may purchase one of the subsequent, optional advancements in divinity
representing either a VERY eventful life shortly after your Visitation not long
ago…or an unusually momentous twist of Fate that resulted in you coming into your
divine powers much sooner than expected.
- Dawn of Demigodhood (300, Scion only): Some Scions’ lives are fraught with
equal parts excitement and danger, while others bear a naturally strong
attunement to their divine parents. And while this tends to attract the
attention of stronger Titanspawn, as more ichor infuses their form more and
more of their human frailties can be shed. It becomes feasible at this point
for a particularly fit Scion to throw a javelin 113 miles away with the same
accuracy as they could hit with a human throwing range, a particularly
charming Scion to literally blind others with their beauty and a particularly
intelligent one’s mind to communicate with and control complex technology
such as an active computer. Their divine powers are also strengthened. It is
at this level that a Scion can tame and store a miniature pet tornado still
powerful enough to devastate much scenery while precise enough to carry
around the Scion at a hundred miles per hour, leap through any fire they
can stand in then instantly emerge from either another fire in his line of
sight or one they’ve bolstered with their own divine power, and teleport
then reappear in view of a charge they’ve marked when they are in danger.
It should go without saying the physical traits of gods are staggering, defying
physics. The strongest of gods can lift the USS Ronald Reagan aircraft
carrier, throw it forwards until it disappears into the horizon, and
eventually catch it coming back around the world. The most charismatics
can, with some effort, plant societal ideas so pervasive that within an hour
even the gods themselves could be carrying body pillows around in public.
As for the most intelligent of Scions, in turn they can nullify supernatural
charm with their own counterarguments. But even these examples are not
the Ultimate expression of a god’s mastery of the mundane. These abilities
are exhausting even for the greatest gods. With ultimate mastery of
manipulation, a trickster like Loki could set in motion lofty but absurd goals
like arranging for Zeus to strike down the Liberian ambassador to the United
Nations on national television. With ultimate charisma, Baldur can delay
even Greater Titans from consuming him-and in tandem with his ultimate
appearance he has charmed the iron heart of Hel herself AND the giantess
warden assigned to him. And with ultimate strength-if the likes of Kali can
get her hands on something, it can be broken. She can separate tectonic
plates, tear open Tartarus’ walls, break through the layers of the mundane
world itself and even knock down a Greater Titan or wrestle it into
submission. Only ultimate stamina can withstand such an attack, either by
nullifying all damage outright or reviving the wielder herself.
Likewise purviews at this level are the forces of nature recorded in myth
and legend. A god of the sun may enact the miracle of nuclear fusion
between their hands-whether to inflict devastating damage or precisely
transmute materials into gold, uranium or other elements. A god of the sky
can change any sort of weather to any other, regardless of season or part of
the world. And a god of chaos may use any mundane, non-living item at
hand as if it were any other mundane item with a modicum of compatible
action-such as pulling out the laces of a football, and having it explode
exactly as a grenade somewhere else. Or eating a grenade like an apple, for
that matter. But beyond that, at this level gods may become true Avatars of
their purview: Cataclysmic incarnations of Fate-woven cosmic power that
can do practically anything within the purview for a short while, including
many things only semantically or mythopoetically associated with the
purview. For example in becoming the Arbiter, the Avatar of Justice itself, a
god could gain a single unblinking eye that sees in all directions and whose
gavel silences all dissent. Mortals cannot commit unrighteous acts in the
Arbiter’s sight, and no being can lie to its face. Past sins burn until
confession is made to all, whether mortals or gods. And when defeated, it
was the Arbiters’ compulsion that forced the Titans to remain in their
prisons. If it must be said, becoming an Avatar is exhausting even to gods
like Ultimate Attributes.
Sanctum (Free-300, Apotheosis only): As a god grows into his power, his Fate and
the world’s become irrevocably entwined. At least one facet of this existence is
wholly to the god’s benefit: The formation or discovery (the specifics of this are
unclear) of a Sanctum-a private pocket realm designed to suit the god’s every
whims. While these realms usually appear in the Overworld, they can also manifest
in the Underworld or terra incognita if those locations align with their nature. Such
locations can be as simple or as ornate as its owner desires, shifting like clay to
their whims, and will follow you in future worlds as a little slice of the Overworld
(or Underworld, or a well-hidden place out of the way) you may be able to expand
further with great efforts of Legend. Such sanctums can be inhabited by
supernatural beings devoted to the deity such as tlaloques or nymphs, and while
typically the advancement of Legend is required to grow and develop a Sanctum
with your investment here you can get a leg up on other newly minted deities.
For free you may have a relatively small sanctum for a God the size of a grand
mansion in the mundane world, but for 50 CP you may manually improve the scale
and grandeur of your Sanctum. For 150 CP you could instead own a sanctum
measured in square miles, with a large manor-sized building as the centrepiece
and ample grounds appropriate to your nature. For 250 CP you could own a
Sanctum enviable even to other gods: Equal to a fair-sized country in the mortal
world with anything from desolate wastelands or small cities throughout it, and a
central structure for your private dwelling that itself is equal to a 50-100 CP
Sanctum in every way. And for an additional 50 CP you may equip your Sanctum
with an Axis Mundi: A place or item that binds the mortal world to your divine
sanctum by esoteric means. An example being Kalfu’s dark crossroad, which leads
him to any crossroad across the planet fabled for deadly motor accidents-from
which you can also use to re-enter your Sanctum.
A Monstrous Fable (Free, Titanspawn only): Though also technically created from
the line of divine beings, Titanspawn vary far more in stature and capability. And
for free, you may be a typical member of a Titan’s brood-the kind that gets cut
down in droves by any hero of myth truly worth their mettle. What you may be
here amounts to only examples, and as mentioned before is not an exhaustive list
of all that you could define your nature as. You could be a typical giant: 8 to 15
tall and in the make of humanity, possessed of mystically powerful blood that can
make mortals or animals their thralls and divine strength and stamina to
compensate for their tendency towards stupidity. Certain breeds of giant just as
the Oni are even stronger, or in the case of the Jotuns wield low level Purviews of
War or Frost. Conversely the Shinobi, dark assassins of Mikaboshi, resemble jet
black mortal silhouettes who share a collective intelligence capable of
telepathically communicating with each other, teleporting short distances through
shadows and innately fail to make noise in any and all circumstances. It should be
noted that while the specifics are unclear, it is much less common for younger
Titanspawn to achieve the heights that Scions do when confronted with
opportunities for grand conflict and so you may wish to consider an improvement
to your pedigree.
- Nemean Evolution (300, Titanspawn only): At this level you may be a true
monster out of legend, one who could be a major challenge even to the
more renowned demigods of myth. Often your physiology itself comes with
great innate advantages, even if you may lack the comprehensive Purviews
and divinely empowered attributes of Scions. One example is a sibling to the
original Lernaean Hydra: A thirty foot long serpent with venom and blood so
poisonous it’s bite can inflict agonising death on even divine beings while
even its breath contains a measure of poison, and of course a fantastic
regenerative ability shared by all its heads as well as its main body-unless
cauterised by fire. Alternatively you could simply be an unusually large and
powerful giant, such as the famous Daidara-bocchi who stands more than
300 feet tall and carved rivers, lakes and mountains by hand until the gods
exiled him to the Overworld. Or the original Sphynx, who apart from being a
physically powerful creature with supernaturally deadly claws has a kind of
cosmic awareness that grants the answer to any single question it is asked
by another sentient being. Your choices are many, whether you wish to
resemble a terrifying dragon or a seductive nymph. Last but not least, if you
fancy yourself as deserving more respect than fear as a child of the original
divinities then like a certain sorceress you may have a more humanoid
appearance. While you would lack the comprehensive mastery of divinely
elevated attributes which demigods focused on a certain approach would
boast, your immaculate form would be something of a jack of all trades in
intelligence, physical prowess and charm-knowing virtually all the tricks and
nuances there are for anyone short of a true deity. In a certain process or
approach you also enjoy considerable supernatural benefits sufficient to
replicate virtually any non-pantheon specific Purview effect with a bit of
work and preparation up to your level of divine power and the ability to
create artifacts or unique abilities capable of such, whether you are a
potion-brewing sorceress or a legendary warrior. Overall, you would be a
match for all but the strongest of true gods.
Heku (Free for Pesedjet/300): The ancient Egyptian understanding of the soul
identified a ren (name), sekem (energy), ba (soul/personality), ka (corporeal life-
force), akh (postmortem union of ba and ka), khabit (shadow) and sekhu (the
body’s physical remains). With these techniques, the gods of the Pesedjet and
their offspring can wield various effects to channel or manipulate these
components even upon other gods. Even if you are not part of the Egyptian
pantheon’s lineage, you may pay to gain access to this Purview through some
anomaly of nomenclative magic. At low levels of mastery a Scion may recover
Legend when someone speaks of their exploits or they see them recorded in print
somewhere, and they may flare the light of their Sekem as a blinding blaze to cow
those around them. At higher levels a demigod may attach an artificial scarab to a
corpse in order to perfectly preserve it and immediately banish it’s soul to the
underworld where it came from, create a cartouche seal that binds sentient beings
in place by their shadows and perform a form of astral projection that grants a
golden form with functional beetle-like wings as well as energy blasts of spiritual
power. At the greatest heights of mastery a god may ritualistically anoint bandages
in his blood to make them instantly heal fresh wounds (and crumbling to dust with
their work done), or uncovering the true name of any being to exert nearly
irresistible compulsion on them. It should be noted that the True Names of Titans
cannot be discovered and understood by divine minds, and that unintelligent or
non-sentient creatures have no True Names.
Arete (Free for Dodekatheon/300): The Olympians and ancient Greeks alike
venerated excellence-as long as it wasn’t an act of hubris against the gods
themselves, of course. Thus have they developed a Purview for excellence itself,
propelling their mundane actions to greater heights. Even without the blood of
Olympus in your veins, you may perform similar feats of excellence. Simply put,
this Purview empowers the normal, mortal range of abilities you have though at
low levels this may seem little more than a quick recovery from a misstep or a mild
action movie stunt. Greater mastery of Arete does not meaningfully deviate from
the baseline functionality of improving mundane actions but rather further bolsters
the Scion’s divine prowess. A god who has mastered Arete can shoot arrows, play
music, wrestle and so on in ways exceptional even by the standards of other
deities.
Jotunblut (Free for Aesir/300): The blood of the Norse gods has long comingled
with that of giants through ancient marriages, and it has remained strong enough
to be exploited. By shedding it for mortals and animals to consume, they may
secure their loyalty and empower them in the image of the giants of Norse myth.
Even without Aesir blood someone in your ancestry, somehow, also married a
Norse giant. At low levels of mastery, this is effectively little more than an
especially quick-acting form of doping with the benefit of also gaining your new
thrall’s loyalty for a month or so. Greater mastery of the Jotuns’ legacy lengthens
the thralls’ loyalty by months and empowers their strength and toughness to just
barely touch divine levels. At the highest point of mastery a mortal can be
converted into a true Jotun. If it needs to be said, should you be Titanspawn and
a giant as, well, an actual giant you have all of the previous abilities among
others although the Aesir’s defeat of the giants in ancient days does grant at least
one final application: The power to use their godly blood to cure a thrall of giant
blood, stripping their boons or transfigured form as well as freeing them from
unnatural loyalty.
Itztli (Free for Atzlanti/300): As grisly as the Atzlanti’s traditions are, there is a
genuine power in their practice. Many of the rites performed by the Aztecs both
placated and empowered their gods to ensure timely performance of their duties,
and through these techniques a Scion can straddle the line between performing
and accepting a blood sacrifice. At low levels of mastery a Scion may regain
Legend from shedding blood by taking a hit deliberately in battle, or ritually shed
their blood for their divine parent in exchange for a reward of Legend. Greater
mastery permits Scions to shed the blood of others for Legend, with the shedding
of an irreplaceable part of the body granting greater yields, and bolster their
courage as well as their Legend ranking by consuming a still-beating heart and
ritualistically slicing open the skin of their chest to reveal the heart bursting with
inextinguishable red flame for a short while-after which the demigod’s flesh
restores itself. Divine mastery permits blood sacrifices on a large scale to be
received en masse, and the transference of Legend energy between deities by
comingling their fluids somehow. The greatest art of this practice is also its most
solemn: By sacrificing a family member, the practitioner may permanently
increase his Legend pool for a year. The more divine the sacrifice, the more potent
the sacrifice is-with a mortal relative contributing scarcely more than a third of a
fully matured god’s Legend, but a fully divine parent doubling it.
Tsukumo-Gami (Free for Amatsukami/300): Shinto belief holds that every physical
object has a spirit, known as a kami, that varies in power with the importance of
the objects they represent. It’s…not exactly clear how this Purview works in parts
of the mortal world or other Godrealms where the Shinto understanding should
logically not hold sway, but somehow it just seems to. At low levels this can coax
information from lamps and convince stoves to slightly bless the mundane use of
them. At higher levels, through flattery the Scion can create even replicas of
large, complex objects such as boats by flattering the spirit and gain mystic
possession of objects by bamboozling their kami with incense. At the highest levels
of mastery, objects can be wholly duplicated by the kami or told to autonomously
perform their function on the god’s behalf and with his skill-such as having a car
drive itself, or a sword float and fight his foes. True masters can actually sever the
kami of an object and transplant it somewhere else, deleting any supernatural
powers the original object once had.
Cheval (Free for Loa/300): Possession’s such an ugly word. The Loa would say that
rather, this technique of the Loa lets a Scion assume the role of “met tet” or head
spirit in someone’s life. At low levels you can exert control over a mortal’s actions,
see through their perceptions or briefly exert total control over their body for a
short while-although in all cases, the target has a chance to resist through sheer
will and divine power. At higher levels one can actually listen in on their “horse’s”
thoughts, trap the victim’s spirit in their own body while making their body a truly
obedient slave and control multiple mortal victims simultaneously. At highest
mastery a god may guard someone he has possessed against other attempts at
possession, subsume others’ bodies into himself and apply the principles of Cheval
to Titanspawn as well as mortals.
Taiyi (Free for Celestial Bureaucracy/400): The “Great Principle” of the Chinese
pantheon refers to the universal law of transformation. As qi flows and changes
according to the principles of Yang and Yin, manipulation of it can notionally
transform anything into anything. At low levels of mastery, this can shape qi into a
negation of other Purview powers used against the Scion or modify a certain
technique for one Purview to be used for another-using the ability to talk to snakes
to conjure glowing spirit snakes with the power of the sun, for example. At higher
levels, it becomes possible to reshape a motorcycle into a nuclear fuel rod by
touch, telekinetically hurl spears or turn living things into inanimate objects. At
the highest levels this can transform ghosts into lesser immortal beings or reshape
the environment into a magical realm.
Samsara (Free for Devas/500): Even the gods are subject to Fate’s whims and
fancies, and the Devas are no exception. Where the Devas differ is their response:
To do everything in their power to break the chains and free themselves from
Fate’s binding-and gaining great grasp over the influence of Fate’s interaction with
the rest of existence in the process. At low levels of mastery, this permits
prediction of the likely effects of Fatebinding and reflecting supernatural powers
such as Purviews against opponents with lower Legend. At higher levels this
permits creating objects-even complex ones like firearms or supplies of chemicals-
from nothing that last for a day, forcing other beings to forget their supernatural
abilities and staving off death (though not damage) for living beings across an
entire city for a day. At the highest point of mastery this provides a significant
step towards the ultimate goal of moksha. After a meditative trance, a god with
this power can remove themselves from Fate’s grasp entirely for a day. No magic
can affect the god, nor can other Purviews. Neither Titans nor their avatars nor
most other gods nor mortals can sense the god-who can freely move between
different realms of existence as an effort of will. However Fate does not like to
have an outsider meddle in its affairs, and consequentially when the liberated god
wishes to physically interact with the physical environment he must spend points
of Legend to do so.
Asha (Free for Yazata/300): A difficult to translate concept, Asha can be
understood to mean both “truth” and “right”. In the cosmology of the Yazata what
is righteous is true, what is evil is a lie-and righteousness united with truth is truly
mighty. At low levels, Scions can wield the principle of Humata (Good Thoughts) to
grant supernatural reserves to their own mundane attributes-or to others. At
higher levels Scions can summon the Amesha Spenta to aid them: Six principles of
the Persian understanding of the world that can grant access to or empower the
Purviews of Fertility, Earth, Fire, Water, Sky and Animal. Such abstract concepts
are manifested as an aura around them that empowers a single Purview at a time.
At the highest degrees of mastery, It is possible to manifest the Amesha Spenta as
a spirit who can do naught but move and wield their Purview but cannot be
harmed by mundane force. True masters of Asha can also use the fundamentally
existential principle of Asha to create their personal, seventh Amesha Spenta for
whichever purview not specific to a certain pantheon.
Industry (Free for Yankee Pantheon/300): The hard work, resourcefulness and
progressiveness that fuelled the United States’ ascent to power in the modern
world takes on a divine bent for the Yankee Pantheon. At low levels, Scions may
find supernatural reserves of endurance and productivity, or repair damaged
equipment with a whack of the wrench. At higher levels, one can manifest a
recent supply of small items such as clean socks or rolls of currency on their
person, and manifest spirits of entropy to sabotage mechanical equipment. At the
highest levels, gods may mass produce equipment with a wave of their hand,
improve any device no matter how advanced the original design is and conjure a
small nuclear weapon packed with soul-searing radiation.
Civitas (Free for The Allied Pantheons/300): This unique purview was created
during the fires of war, as a necessity to share resources among their followers. At
low levels, Scions may transfer small amounts of health from themselves to others
and instantly share ammo to nearby allies. At higher levels, demigods can share
their speed, strength or other attributes to their allies-including their innate
capacity for defence. At the highest levels, gods may advantageously distribute
injuries across an entire group, and even create a subconscious psychic network for
a squad that enables intuitive and discrete cooperation as well as the sharing of
divinely empowered attributes by different individuals.
Scire (Free for Atlantean/500): This long-forgotten purview represents that which
the Atlantean culture once extolled: Knowledge based on understanding the
workings of the World and its component parts. With it, a hypothetical Atlantean
Scion could potentially master and manipulate the full range of modern technology
in ways other gods seldom even consider. At low levels, this enables intuitive
understanding of even hidden consequences stemming from simple objects or
tools, and lets the Scion instantly transfer information from sources of knowledge
such as books, rune-covered tablets or flash drives. At higher levels this lets
demigods manipulate technology remotely, immunise equipment to environmental
conditions and include or exclude any targets they wish from effects that target an
area. At the highest levels, gods can erase a fact from public knowledge and
anticipate connections from nearly any chain of events. Moreover, their supreme
understanding of universal principles grants them a limited power to nullify
consequences. Entire cities could crumble as an enemy god or Titan tried to strike
them down, but they would stand unscathed. However, this cannot nullify Fate
and therefore fails to work on Fatebindings or Fateful Aura effects. For this reason
a God in Avatar form’s power cannot be ignored either since that being is
performing Fate’s work through a certain concept.
Luminous (Free for Akhetaten/300): Filled with the primal light of Aten, the
indigenous lifeforms of Akhetaten are too beautiful and radiant for lesser beings to
even challenge without great will. Even overcoming it to do battle is usually only a
temporary measure, although greater divine beings are immune to it. Worse-all
such beings are capable of self-destructing by detonating their Legend in a fiery
burst. Such beings are immune to the Sun purview when it is used by a lesser
divine being, and thus thrive in the unbearably bright expanse of Akhetaten’s
environment, though attacks incorporating the Darkness or Water Purviews are
quite effective on them. As a side note, despite Aten’s preferences such beings are
actually capable of dimming their light to infiltrate other groups at will.
Aerial (Free for Ehekatoyaatl/400): Immune to the worst hazards the skies of
Ehekatoyaatl can manifest, it’s native lifeforms can fly effortlessly and are
immune to a wide swathe of effects ranging from storms to cold. Moreover, a life
aloft in the Endless sky charges them with electrical energy that bolsters their
attacks and lashes out at any which strike at them. Aerial creatures are immune to
attacks from the Sky Purview from lesser divine beings, but their resilience is
weakened against the Darkness or Earth Purviews. And for 400 CP, you too can
share these traits-whether you have wings of your own, a cloud-like physiology or
simply inexplicably levitate.
Piscean (Free for The Drowned Road/300): Fashioned by the Drowned Road to live
perpetually in the crushing depths of the ocean, such beings are utterly immune to
oceanic pressure and drowning one way or another-at least, when it is not
enforced by a divine being like Tethys. The blessings of the Titan also make them
prodigiously enduring and resilient to physical damage. Immune to the Water
Purview from a lesser divine being, the Earth and Fire Purviews can crush the flesh
of Piscean beings with aplomb.
Mathean (Free for Crom Cruach/300): To survive in the chalky depths of Cron
Cruach is to absorb a certain portion of his corrosive toughness. A lethal venom
that may be delivered by bites or blades is somehow secreted from its creatures,
and as partially calcified beings they feel no pain and are unhindered by all but the
worst wounds. The crawling of maggots in their brains also inures them from
insanity, if only from a lifetime of madness. As a final act of spite, on death such
creatures collapse into fine, cloying, poisonous powder. Mathean creatures are
immune to the Death Purview from lesser divine beings, although the Health and
Sun Purviews batter them easily.
Chaotic (Free for Hundun/500): Hundun’s Titanspawn are heralds of the blind
madness beyond reality’s veil. They are surrounded in clouds of dread omens:
Rains of blood or other unnatural substances, swarms of insects or other strange
phenomena. The delineation between phenomena and creature is difficult to
pinpoint; most attacks-be they mundane or divine, and however powerful-can deal
no more than a glancing blow to the creature. Even if the attack is normally
powerful enough to kill it outright, such beings dissolve and reform in a handful of
seconds. The physiology of living chaos also permits them to pass through any
opening less than air-tight like the shadow forms of Miasmic creatures, and renders
them immune to the Chaos Purview wielded by a lesser divine being. But as with
most things, there are exceptions. When these creatures have eyes, attacks upon
them deal full damage as usual-perhaps due to some semiotic association between
perception and form. Moreover, not only do the Guardian or Justice Purviews exert
power as if their wielder’s Legend was higher than the Titanspawn’s but without
great will the power of these boons can force the Titanspawn into full solidity for a
few seconds. These are not, however, the most powerful traits that belong to the
Chaotic emanations of Hundun. Their actions are utterly immune to Prophecy
unless the creature somehow becomes Fatebound in some way. None can foretell
the actions of Hundun’s creatures or predict where the Titan may empower a God
as its avatar, though with this alone you are technically not considered to have
agreed to the usual boon Hundun offers discontented deities, you may share the
traits listed above without being a spawn of Chaos. Expect considerable suspicion
and alarm from those around you, beyond even that which would be directed to
those with the templates of other Titanspawn.
Suhkese (Free for Vritra/300): Pushed to near death by mystic dehydration, the
creatures unfortunate enough to dwell in Vritra’s parched maw have their skin
pulled tight across their bones, their muscles hardened and their will concentrated
by their thirst. Unnaturally durable and inured to pain, their blood mixes with the
dark sludge that is Vritra’s-bleeding at a near crawl so that they take far less
damage from blood loss than most. Worse, upon wounded they emit a foul smelling
dust that magically sucks all moisture nearby-withering well-watered plants,
evaporating puddles, interrupting nearby torrential rain and even staggering Scions
by tugging at the Ichor within them. Sukhese creatures enjoy no true immunity to
any Purview, but because fire and the sun both feed Vritra’s droughts these
Purviews are significantly blunted when used against a creature of Vritra.
Conversely water has become nearly unrecognizable to them, rendering Sukhese
creatures especially susceptible to not just the Water Purview but all water or
fluid-based effects. One limited exception exists: Vritra’s obsession with collecting
amrita for himself and destroying it to hopefully deny the Devas their divinity
renders what is normally a lethal bane to Titanspawn merely somewhat damaging
to the Sukhese.
Aionic (Free for Zrvan/300): Inured to the temporal anomalies inherent to a plane
of boundless time, a maelstrom of that same misplaced time surrounds it’s native
residents. Sudden bouts of decay or reversal as time flares and flickers ravage any
being in their vicinity, unless the Aionic creature suppresses this effect with a
single Legend point for a short while. However, gods and those with some other
form of eternal youth are at least immune to direct consequences from the warped
time-though their clothing and belongings may still be affected if not similarly
eternal. As such, Aionic beings are immune to the Stars Purview, which regulates
time as well as starlight due to an interlinked understanding of the two from
ancient men, when deployed by a lesser divine being. However, not only does the
Fire and Magic Purview’s effects pierce their defences but Aionic creatures also
find themselves hard-pressed to defend against them.
Scion
This Is Happening (100 CP): It’s not every day that an Aztec god descends from on
high to demand you carve out your best friend’s heart, because he’s a co-
conspirator with the forces trying to destroy the world. Adjusting to the realisation
that there’s so much more to your reality than the mortal world you grew up in
can be troubling to some, but not to you. You’ve got the right mix of guts,
intuition and common sense to roll with a drastic upheaval to your understanding
of reality, and put your best foot forward. Not every Scion adjusts this smoothly,
but damn Fate-you’re going to hit the ground running and try to avoid your life
becoming a tragedy.
Virtuous Example (100 CP): While the gods can seem callous, prideful and
vindictive at times, fundamentally it would be more accurate to say the
correlative strictures of Fate aligned their value systems with those of the
civilisations which claimed them as patrons. It’s not always easy to reconcile the
equal weight the Loa place on harmony and vengeance or to avoid the divine surge
of emotion that an imbalance of them can bring, but you get by better than most.
You have a good knack for fitting in with your parent or most frequently interacted
with pantheon’s system of norms without sacrificing your perspective as a former
mortal or whatever you were. To you, rather than frightening and alien your
pantheon’s virtues are a source of deep emotional strength in these trying times.
Divine Decorum (100 CP): Empathy is one thing. Social graces are another. While
the Amatsukami are particularly fierce about minding your manners, nearly all
gods expect a certain amount of respect and formality from their Scions-which you
have learned to provide. You won’t be caught casually swearing around Lakshimi or
making the faux pas of talking about the CCP to Guanyin, because you have the
equivalent of a crash course in comporting yourself with dignity, humility and
grace with the pantheon you either descend from, or interact with the most. This
may come with certain esoteric knowledge like the proper performance of a tea
ceremony for those affiliated with the Japanese gods, or among less refined
pantheons a talent for holding your liquor while drinking with the Dagda.
Do Not Go Gentle (100 CP): There is one trait every pantheon finds laudable-the
heroic will to act swiftly, and decisively, when a zombie is trying to claw off your
face. Not only are you physically in shape for your age group, but you have the
battle-hardened instincts of a professional commando. If you’re worried that in
your first encounter with a hydra you’ll freeze up or wet your pants, fear not-those
around you might actually have to hold you back from strangling it with whatever’s
nearest to you. Because you’ve got the tenacity and clearheaded control over your
own adrenaline dump of a true warrior, even if you may not necessarily have all
the training. But if you were to find a willing teacher, you’d be a quick study in
combat, stealth and all the other skills useful in a war as well.
Claimant of Regalia (200 CP): Just as the gods took power from the Titans and
made it their own, Scions can claim a certain measure of the primal energy of
Titanspawn and gain supernatural benefits from it. Exactly what this is varies,
ranging from the famous skin of the Nemean Lion that Hercules wore as armour to
the self-made weapons of more humanoid foes, but why leave behind such a fine
tradition? You’re the envy of many a hunter or scavenger, adeptly skinning hides or
rummaging through the cache of a downed Titanspawn for just the right blade that
represents the lion’s share of their mystical power-which depending on the
specimen could be provide anything from a temporary capacity to breathe
underwater to a focus for a Purview. Moreover in future jumps, when you slay
malevolent supernatural beings if you take the effort to look there’ll always be
something useful for you to take from them too. Of course completely
disintegrating a foe will usually leave behind something useful, as in this world
particularly dangerous, ill-fated or spiteful foes can leave behind detrimental
trophies and sometimes the only thing to claim is from a terrifying world-serpent is
the noxious venom pooling from its fangs. Nevertheless there’ll always be
something, if you’re willing to get your hands dirty.
Fated Correspondence (200 CP): In the infancy of their divine life, many Scions
form bonds with Scions from other pantheons as a sort of informal adventuring
party, compensating for their individual weakness with numbers. Too often these
bands drift apart when they come of age and their parents call on old
commitments, but with you around this might not come to pass. Fate has given
leniency to you and those fatebound to you, ensuring you’ll have a good many
opportunities to reconnect, stay in touch and cooperate with friends across
different pantheon lineages. You may still be arrayed against each other by inter-
pantheon politics, but at the very least you’ll have enough time to hang out
together outside your divine duties and make it clear that it’ll never be anything
personal between you. And there’s a good chance you could keep your friends on
the same side, anyway.
Duck & Weave Fate (200 CP): Nothing in the universe can escape the pattern that
Fate weaves to bind all elements of Creation into a unified whole. Nevertheless, it
can’t be denied that the power of human imagination has a great deal of influence
over Fate itself-so what if It were possible to make use of that? While you can’t
outright escape the grip of Fate with this alone, what you can do is blunt it’s more
controlling and negative circumstances upon you and those you care about with a
little creativity in invoking the cliches common to stories. Instead of letting your
girlfriend get kidnapped and ransomed for the nth time for example, by surprising
her with a romantic gift you could “change genre” into a more benign series of
events in your lives. Probably confusing some nearby evil minions who were
preordained to pick up someone Fate’s suddenly decided is better off elsewhere.
Born in the Right Era (200 CP): Few gods would admit to being uncomfortable in
the modern era, but it can’t be denied many of the norms of the Godrealms were
popularised in more ancient eras of human history. You might just be the catalyst
to change that, though. Whether by coming up with deft ways to store the fury of
the storm in your motorcycle engine or imbuing the principles of justice itself into
your phone’s apps, you have a deft talent for combining the forces of the divine
with modern technology. This isn’t the true integration of technological systems
into supernatural forces-rather you’re great at using the former as foci or channels
for the latter. Should you gain the power to create Birthright-worthy power as a
true deity, you might replace Cupid’s bow with some guns that can shoot people
into love.
Trials and Tribulations (200 CP): It’s the belief of many gods that power shouldn’t
be merely conferred, but earned through challenges. The Olympians hold to this so
strictly they demand mortal and lesser Scion supplicants scale the steep cliffs of
their Godrealm to hold audience with them-but they won’t find you daunted by
these demands. When you are set tasks, limitations or tests of worth by higher
forces like the gods you find yourself excelling to perform them. In a game of
riddles you’d make startling leaps of deduction, and while you’d be no better a
fighter most of the time when asked to showcase your skill with a sword to an
audience you’d fence like you’ve spent months practicing.
Right Hand of Fate (400 CP): Three Purviews stand aside from the others, due to
their deep relationship with Fate. Prophecy offers glimpses into future events.
Mystery grants an understanding of bizarre, seemingly random events and how they
connect. And Magic permits the direction and influence of Fate itself. You are now
deeply skilled in all of these Purviews even if your parent had no sway over them-
and if they did, your power over them would advance at a frightening speed to
your peers. Crucially, instead of just to recoup Legend you may use the sacrifices
of Magic to defer being fatebound to those you interact with. Should you achieve
true godhood, you would exert power over these purviews comparable to the
Moirai themselves-a terrifying prospect to many gods, for being reduced to little
more but mouthpieces for Fate’s inscrutable force they are dangerous to interact
with. And unlike them, you retain great agency in directing your fate and others’.
All-Seeing Eye (400 CP): Thoth. Ganesha. Fuxi. There are those among the gods
renowned for wisdom beyond their peers, and held in high esteem for shaping
civilisation as well as bringing remarkable wonders to their pantheons. And even as
a newly awakened Scion you’re a well-read polyglot, human calculator and more.
And as you advance your divinity (or should you have already started as more
godlike than the average Scion) you shall stand out as well learned among your
peers, not just matters of intellect and wit coming naturally to you but your
perception sharpening like a hawk’s. In the fullness of your divinity, it would seem
clear Fate intends for you to attain the taxing capacity to instantly deduce any
scientifically determinable fact or see anywhere in the world at the limits of divine
prowess as your immaculate mind continues to grow in wisdom-and with great
effort of wisdom, perhaps one day fables will be written of how you became a
storied sage even among the gods of wisdom.
Alternatively, if this is your taste this perk may make you be to ugliness what it
nominally is to beauty. In time, your hideousness would strike fear even into the
hearts of the gods themselves.
Weathering The World’s Weight (400 CP): The delineation between divine
physicality and raw power is thin in the eyes of many. When Sun Wukong routed
many of Chinese Heaven’s armies as a mere Titanspawn his unkillability and
chaotic prowess became part of his Legend. When Thor fells armies of frost giants,
he is the raw power of the storm. And whatever your beginnings, it’s become clear
you’re unnaturally strong, resilient and swift even among your peers. A born
warrior and athlete, upon apotheosis yours would be a tremendously destructive
power even among the gods. Your Legend resonates strongly with feats that blur
the boundary between miracle and might, and with enough adventures under your
belt you too could race so fast time seems halted for environments and other
deities alike for a few seconds or take a single blow from an angry Greater Titan
on your abs with no harm. And though the feats of strength required to advance
even further defy imagination, even this is not your limit.
Golden Child of the Heavens (400 CP): Good heavens, you’re popular with your
pantheon (or well, Titan if you’re not a Scion). Even if you didn’t choose one of
the more amicable deities to be descended from, your divine parent is unusually
doting and patient with you-showering you in Birthright artifacts (possibly literally,
some gods are weird), giving you first pick from their minions and servants and
even offering a surreptitious amount of divine aid. The rest of your pantheon also
regards you as something of a darling nephew; while they are no less idiosyncratic
in their unique value systems, you are accorded far greater affection and
familiarity than even many other Scions could dream of. There may be exceptions
among the most vicious deities, but even the underhanded Set would at least not
single you out for his ambitions-and if you were actually descended from him, you
might be the only true family he has. The networking opportunities of this are
limitless, even if you aren’t particularly charming. In future worlds when you
retain some relation to the gods, expect a similar amount of pampering.
Holy of Holies (600 CP): Fascinating. Are you, perhaps, a throwback to the age in
which there was far less difference between the Titans and gods? For one thing,
you’re exceptionally skilled at divine transformations of all kinds to the point of
pushing the limit of what’s possible for them, from the shapeshifting capabilities
of the Animal Purview to the Purview Avatar transformations themselves. You
learn to master such abilities at an astonishing rate, and they cost significantly less
while lasting much longer for you to don where such limitations apply-and where
such a conflict is relevant, your transformations are much more powerful than
those for gods of the same type. But your most astounding talent is the capacity to
develop new Avatar transformations for all Purview-like divine powers in this and
future settings, at least once you have mastered them to a similar extent as the
comprehensive mastery of conventional Purviews is needed for conventional Avatar
transformation. This includes pantheon-specific Purviews, perhaps letting you
become an exemplar of giantkind or an incarnation of the concept of sacrifice
among others-and with enough training and experimentation, you may unlock new
Avatar states for particularly broad Purviews or Purview-like forces. With this, it’s
possible to develop new Avatars for Magic, Mystery and Prophecy from the Wyrd
which covers them all.
First Among Divinity (600 CP): Like men, not all gods are created equal. Atum-Re
was once almighty in magic and nearly untouchable by the rest of Creation, until
Isis conned him out of his name-diminishing him to the level of other gods. Zeus,
mighty among gods in his own right, has a decree from Fate that stands as much a
curse as a blessing: Such is the potency and heroic deeds of his children, that it is
foretold a son of his siring will overthrow him in time. It seems Fate has chosen
you to enact some great role as well, because even if you are not already a god
yourself you have been granted a similarly great advantage-one that defines your
Legend and makes your life either far easier or more eventful. You have a wide
discretion on how to define its nature and history; Baldur’s immunity to true
death-though not damage-is a working of his mother, bolstering his Ultimate
stamina with a number of other protections from fire, the forces of the sky and all
weapons that recognise him. Just remember that no power granted here is truly
without a hidden, subtle weakness. While mistletoe is no poison to Baldur for
example, it does bypass his divine resilience.
Lord of the Gallows (600 CP): It’s never been clear why Odin and Loki were once
blood brothers. Perhaps it was their shared determination in defiance of an
unavoidable doom, or perhaps it was a quirk of Fate to bond those who would
strive against together. Whatever the truth, there’s something of their
hardscrabble rejection of predestination in you too. When you face absolute or
certain forces such as a prophesised doom upon your entire pantheon, for you
there will be opportunities to thwart it. The coming of Ragnarok could be avoided
if you’re not quite truly Aesir in blood, or if you have an artifact to transplant your
soul into one yet young enough to not have received that doom. A Titan on a
rampage could be made vulnerable with the right artifact, or by carefully reading
every prophecy to understand which band of Scions to send through it’s maw on a
mission against all reason and logic. It’s not always immediately apparent how you
can cheat Fate, but with enough might, wit and charm there’ll always be a way for
you to come out ahead of the odds.
Adoptive Legacy (600 CP): Not all Scions are truly born of their pantheons. Some,
sired by other gods, are ritualistically claimed by others with their consent for one
reason or another. Usually the original deity’s legacy disappears and is overwritten
by another’s but…something seems different, in your case. You have miraculously
retained the Purviews of another deity-your true parent-in addition to those of the
pantheon member who claimed you, including their pantheon-specific Purview.
Where Purviews overlap with your true parent’s, you master them by leaps and
bounds compared to your peers. This is not just an opportunity to be an Olympian-
Aesir hybrid, but incorporate the legacy of a more obscure Pantheon or one fallen
on hard times such as the refugee Sumerian or Mesopotamian deities. Little is
known about their pantheon-specific purviews, though feel free to draw from the
listed examples for inspiration.
And if taken as a Titanspawn, this does inexplicably make you an equal to your
Scion half-siblings in every way. Try not to think too hard about how a Hydra ends
up on the Celestial Bureaucracy, the myths sure didn’t.
Born of Fate (1000 CP): …you’ve got to be joking. Even by the standards set by
myth and legend, this makes the likes of Diomedes and Indrajit look downright
mundane. To put it mildly, not only do you have a great knack for taking on
insurmountable odds and coming out on top, but virtually all your Fatebound
relationships have nothing but positive outcomes for you in the long run and the
few negative results are absurdly mild by the standards of myth. With this, a
gaggle of misfit and newly minted Scions could blunder straight through the plans
of far more experienced Scions and the machinations of a trickster god-and take
them to the giddy heights of mastered apotheosis that some Scions have failed to
achieve over many millennia. It’s almost as though the mortal concept of a hero is
steering Fate to smile down on you harder than it has on nearly every hero of the
past.
Make no mistake, your plot arm-ahem, Legend makes you no more formidable to
the enemies of the gods on its own, but somehow their best laid plans seem to
sunder before your interference and even when driven into retreat you frequently
find new, grateful allies pledging their support with a modicum of assistance or
discover that greater powers like your divine parents have coordinated to defeat
your enemies for you. Insurmountable hurdles are made uncertain by your
involvement, such that a giant who theoretically is your better in absolutely every
relevant Purview and attribute could be made a fool of by the cheating terms of
his contest with you. And when you succeed in Legend-worthy feats, the rewards
are proportionately grand to their achievement. Even in times of peace, the world-
shaking thunder of your Legend levies few consequences greater than having less
time to spend with your old comrades or feeling a little patronised by your
pantheon rather than, say-the insanity and agonising death that Hercules had to
endure before his ascent to Olympus. This bizarrely unfair narrative momentum is
intrinsic to your Legend, to the extent that while it won’t be easy, or clear-cut, or
certain by any measure there is a CHANCE that at the pinnacle of apotheosis, you
could somehow bring about an end to the Titanomachy at great effort and with the
support of the other pantheons. Or at least bind enough of the Titans to make
victory a long shot for the remaining escapees. If this carries on, expect your
divine family to be split between joking about you having discovered the Purview
of Providence or seething in envy-only to find the winds of fortune preemptively
turn against them.
Titanspawn
Born To Be Wild (100 CP): The Titans would make of the world a lawless, chaotic
wilderness-and not necessarily out of malice, but simply as an extension of how
they embody their concept to the exclusion of all restraint. Fortunately, like all
their children whether inducted into their ranks by an infusion of life force or sired
from a long and (in)famous line you’re able to live off the grid easily. You know
how to hunt and fish with little more than is available in nature, how to read the
weather and a dozen other skillsets modern man have forgotten. Even without your
powers, you’d find land untouched by civilisation or the laws of the gods as
familiar as your own backyard.
Postmodern Bogeyman (100 CP): On the other hand, just because you’re a
cyclopean monstrosity doesn’t mean you can’t work a boardroom given the
opportunity. Many Titanspawn aren’t the hulking brutes many are stereotyped as,
and you’re no exception. You may not necessarily have an actually outstanding
amount of technical training, but in one occupation you can do your job well
enough to never cause complaints despite having three heads and a fiery breath.
You also have some means, whether by retracting your more monstrous parts or
simply casting highly specific illusions, of blending into modern society to do your
job. It won’t stand up to too much scrutiny, but at the very least nobody’s going to
run you out of town for being a big man with a skin condition who wears a large
trenchcoat everywhere.
Vice Guy (100 CP): It’s a hard sell, getting most people onboard with empowering
the Titans to claim revenge against the gods. Yet you’re an experienced spin
doctor and you won’t take no for an answer. You know exactly how to frame the
Vices espoused by the Titans in ways that tempt the darker angels of human
society-being particularly persuasive to those who feel maligned by their present
circumstances or victimised by treatment from the gods. For those entirely lacking
In supernatural experience, you’re equally good at good old fashioned bribery,
blackmail and outrage farming.
The Old Ways (100 CP): If the gods are somewhat out of touch with modern
technology, the Titans and their avatars are (with one notable exception) utterly
disdainful or indifferent to its use. Small wonder that like most of their creations,
the weapons of war you’re accustomed to using date from another time. Be it the
sword, the bow, the axe or something more exotic yours is the fitness and training
to fight in melee with weapons invented before gunpowder. And this isn’t the
elegant yet limited repertoire of a duelist, oh no; your training is made for the
battlefield, and encompasses using the terrain to your advantage as well as
improvised weapons. Though this is wholly mundane skill, depending on your true
age it could be many lifetimes’ worth of it gathered from your battles over the
years. Should you wish, you could be an experienced martial artist or brawler with
your bare hands as well.
Fated Foes (100 CP): They say that knowing is half your battle, and your kin have
taken that to heart. Choose a pantheon, nominally but not necessarily the one your
kin is the most opposed to, and you now have a layman’s knowledge of their
history, customs and temperament. This won’t tell you all the details like what
Apollo’s favourite flavour of ice cream is or what he’s actually like in person, but
at least you won’t confuse him with Helios and recognise the scope of Olympus’
long feud with Terra. Your kind is experienced with dealing with a certain
pantheon, and even at many removes rumours about your feuds and dealings
trickle down to form your base of knowledge. Just remember, the other half of
that battle is violence.
Legendary Devourer (200 CP): It goes without saying that monsters are infamous
for killing and eating those around them, but what many fail to consider is the
benefits some gain from their untamed appetites. Like the mythical gashadokuro,
you can regain your reserve of Legend simply by killing and completely devouring
mortals and divine beings alike. Divine flesh yields far greater Legend than mortals
of course, unless done on a very significant scale this is unlikely to increase your
overall Legend ranking and do keep in mind you need to eat the whole corpse to
get the benefits. Still, it’s a quick and easy way to recoup your resources if you
like the taste of long pork.
Malleable Mind and Body (200 CP): Many Titanspawn can bewitch the senses-only
to reveal their own forms may not match reliable observation. With this perk, you
can join the tengu, the Jotuns and too many more to list-or be an exceptionally
powerful user of these gifts if you have such powers already. Your illusions fool all
the senses and can be astoundingly complex for the effort put into them. Even an
average Jotun could walk on fresh snow without seemingly leaving footprints or
bewitch a sheep to look like a man. But a Jotun powerful enough to challenge a
god could enchant the Midgard Serpent to resemble a cat, the Vanir goddess of Old
Age to resemble a harmless old maid and the edge of the sea to resemble a
drinking cup. Your shapeshifting will similarly grow with age and Legend, from
being able to assume one or two animal forms to eventually adopting any human or
animal shape indefinitely with a certain restriction (such as always being your
original gender) at a god’s level of mastery. With this, you may leave your enemies
constantly doubting your true nature and condition.
Dread Gaze (200 CP): From the basilisk’s killing gaze to the Gorgon’s trick of
turning flesh to stone, many notable Titanspawn can do tremendous harm with a
mere glance. Whatever your form and nature, you too have this gift. This does not
necessarily require you to slay with a direct gaze-that’s merely the most directly
deadly option available here. Instead of the Gorgon’s legendary hideousness you
could weave sophisticated illusions to affect the senses, or hypnotise others with a
glance-though all effects require meeting a target’s eyes directly. You could even
be as beautiful as the Gorgons are hideous, driving others into uncontrollable
desire or reverent awe. And because of your wise investment here, like the
modern crop of Gorgons you have a technique-be it yet more illusions, or simply a
second layer of eyelids-that can restrain your gaze without affecting your vision.
Should you already be a Gorgon, basilisk or similar being you inexplicably have a
second gaze-based power you can use reflexively, and at will.
Elemental Vitality (200 CP): The Jotuns are a people in exile. Since the death of
Ymir at the hands of Odin and his brothers, their chieftain Utgard-Loki (no relation
to the trickster god; he’s a Muspel boy) has pursued a cautious détente with the
Aesir knowing that the closest Titan avatar to his kind, Surtur, actively desires the
destruction of all there is. Yet they continue to survive in Jotunheim’s icy wastes,
thanks to the inherited affinity of ice they have-and which you share. Choose a
Purview-a concept broad enough to be encompassed by a Titan. While you lack the
fine control the gods have over it, you are capable of creating vast amounts of it at
will for tiny expenditures of Legend. Even the weakest Jotun could easily freeze up
to 10,000 gallons of nearby water at will. Better yet, you may rapidly heal injuries
to yourself by exposing your injuries to such elements and spending yet another
miniscule amount of Legend. And should you already have been a Jotun yet taken
this perk anyway, your mastery over ice will be the envy of your kind.
Primal Passion (200 CP): Though inferior by dint of heritage, Pan was nonetheless a
god from birth-and once spurned from Olympus, his spiteful alliance with the
Titans degraded him into something more akin to a demon. And like his children
the satyrs, you have the ability to fill those around you with an overpowering urge
to revel in their most base desires. For beings less than gods this must be
channelled through a focus such as a musical instrument or a dance, but for beings
equal to even the least of gods this can affect crowds at will. You may steer the
exact vice satisfied by those you target-whether heavy drinking, uncontrolled mob
violence or the orgies Pan’s name became associated with. Furthermore, you may
imbue a supernaturally powerful and contagious emotion into this effect-such as
the mindless panic that Pan spreads. The decadence and vice you spread is
pleasing in the eyes of the Titans, and an excellent way to create conditions of
Vice befitting your nature.
On a side note, as a creature of sensuality you are also a fantastic lay, whether
you have a grizzled masculinity or a sultry sway to your body. You’re the kind of
lay nymphs have to be to keep up with their godly lovers. You’re the kind of lay
that people would be willing to give up their life energy for.
Living Maelstrom (400 CP): While very much a LITERAL moniker for the legendary
Charybdis, you are not obliged to be an actual somehow-living hole and this
instead represents the great connection to the Purviews that the Titan Avatars and
greatest Titanspawn have. Simply put, where young Scions are lighting fires you
are tossing trucks with pillars of flame. Where demigods are becoming and co-
locating through flame, as a being of equal power you’d bring all the fury of a
pyroclastic flow with you when you fall upon a town. And if a god of fire thinks he
knows everything about fire, you’d develop a unique ability or two that proves him
wrong in addition to your own dire mastery of fiery destruction. Your power over
Purviews is not as unrefined as the gods may wish to believe, and if an aura of
whatever you bring to bear surges around you in battle it will be because you
instinctively will it’s every motions with the precision of a composer. Furthermore
your physicality, charm and intellect become somewhat entangled with your
Purview advancement; in time you may gain an appetite as voracious as the flame
you wield, or a hide as tough as the earth you beckon forth.
Touch of The Titans (400 CP): What a fearsome power. Are you like the Shinigami,
an actual manifestation of death? Or are you descended from the feared Obsidian
Butterfly? Either way, you have the simple and deadly power to bring death with a
touch. Your blows, unarmed an armed alike, are supernaturally deadly in a way
science can’t explain-sufficient to kill all but the hardiest beings short of a god
with a single good strike. Worse, to touch you or even swing a weapon at your
flesh against your will is to taste a shadow of that death as well-perhaps half as
much as that attack. Of course, you could be something yet stranger and bring
another abstract concept to bear with your touches. Chaos, justice, lust-while not
many will likely be as deadly as the grip of the grave itself, all will be equally
inexorable when incarnated through you.
Monstrous Progenitor (400 CP): Some specimens of monsters, like the original
Phoenix or Coatl, are simply of a greater scale than their lesser ilk. Whatever your
original make you are an extremely powerful specimen of your kind as well-great
enough that with this alone even an ordinary Jotun could stand as a peer to gods.
While this remains true for a Scion or god, it also manifests as a certain
otherworldliness and feral intensity similar to Kali’s rages, the Monkey King’s
perpetual chaos or Loki’s malice and a physiology alien even by divine standards.
While all gods from certain pantheons may have animal heads or stars in their hair,
you may sprout twin draconic dragons from your shoulders like Azi Dahaka or have
hair you may literally enter the night sky through; similar traits manifest for a
Titanspawn as powerful as a god. But that’s far from your only gift. Yours is a
peerless knowledge of breeding and heredity, such that you could use mortal
sciences to create new races of monsters loyal to your will. Your most potent
means of creating life, however, remains in your loins.
It should probably go without saying that not only are you an even greater lay than
before, but your reproductive endurance defies all reason and logic. A woman
would, naturally, be able to spawn the greatest monsters of Norse mythology
despite one being half-dead and the other being a serpent with no medical
complications. A man would be capable of rutting with a woman hundreds of feet
bigger than him and not just outlast her, but leave her exhausted yet fully
satisfied.
And should you already have considerable supernatural prowess with the forge as a
Scion or Titan, you would be considered talented enough to serve as a worthy
apprentice to Hephaestus himself. It would still take time to learn all the ways of
his craft. But what is time to an immortal? Already you can build automatons
sophisticated enough to imitate human beings-and weapons capable of felling gods
or Titans.
Toxic Rejuvenation (400 CP): It’s a curious trend that monsters of myth with
terrifying venom also tend to be extremely difficult to put down. Like the original
Lernaean Hydra, of which you are an equal in regeneration and venom if not
necessarily being a 30 foot snake who survived the original myth. In addition to
healing lethal wounds in seconds, choose a biological extension from your torso;
heads are traditional, but you could also regrow arms or legs or…other parts. Each
time an arm is severed from you, you regrow two in its place with no loss of
coordination or mobility-and with each additional limb you have, your regeneration
rate quickens.
Furthermore, when you wholly consume a Scion or similarly divine being you may
choose to sprout two such limbs. You also have a venom so potent, if deployed
from your mouth even your breath would be deadly-although if you wish it may
have a different effect. It could be a paralytic, a hallucinogenic, even an
aphrodisiac-though it will be similarly potent. It could even be infused into your
sweat or squirted from a gland rather than your fangs, and regardless of where it’s
from it runs in your blood too-making you naturally immune to it, if it needs to be
said. Lastly, your head is exceptionally immortal even by those standards, and
regenerates away damage from any being with less overall divine power than you.
So powerful is your regeneration that you could swiftly regain your whole body
from that head as long as it isn’t trapped under a boulder or similar obstacle.
Seed of Evil (600 CP): It is hubris on the gods’ part to think their gifts cannot be
improved by their forbearers. This extends even to the creation of Scions
themselves, something certain Titan avatars may soon prove willing to experiment
with. Your origins were probably rather dark, considering how a misanthropist like
Gran Bois would probably treat his partner-let alone the lecherous Ran or
solipsistic Aten. And through them, you are now the Scion of a Titan Avatar with
the same potential for power and independence as the Scions of the Gods, and
optionally the form of a human if you did not already have it. Not only do your
Purviews reflect your parent’, but you have access to the Epic Attributes of the
gods. You do require the trophies of other Titanspawn to use your Purviews at
first, though. Finally, you gain power with remarkable speed compared to your
god-sired brethren-and certainly far faster than most Titanspawn.
Like many gifts of the Titans this gift is a poisoned chalice; mastering your
Purviews tends to come with a monstrous twist to your powers. And whether in the
form of living snake hair from mastering the Animal Purview or the innate power to
add thunderclaps from mastering the Sky while this does grant additional
capabilities, it also tends to err towards making it easier to endanger other
mortals. Furthermore, you can rapidly accelerate the growth of your divine powers
by succumbing to the Vices of the Titans-to the extent fully replacing one Virtue
with a Vice would immediately increase your Legend at will. As for what happens
at the point of apotheosis, it’s…admittedly somewhat unclear whether your destiny
is to be made in your parent’s image or that of the gods. On the one hand,
nominally you should grow into your parents’ image as a Titan Avatar but then
again Loki was once an ancient Titanspawn himself before defecting to the Aesir’s
alliance. Whether you grow up to be a new facet of your Greater Titan or a god in
your own right is largely for you to discover. Your intimate connection to dark,
primal urges will persist in future worlds in which you will find it easier to gain or
improve divine power of all sorts by listening to your inner lizard brain. May the
heavens have mercy on those who get in your way, for should you crave power
you’ll likely have none.
Bane of Pantheons (600 CP): There are certain enemies of the gods who defy
categorisation into their ranks or the Titans’ truest emanations, yet seemingly
embody a kind of ordained existential threat to their survival. Two of the most
famous of these are born of divine and giant blood, and even now strain against
the power of the greatest Aesir working in concert to restrain. The Fenris Wolf,
and his brother Jormungandr are beings closer to the scale of Titan avatars than
other Titanspawn yet not bound to serve or represent the Titans directly. Within
you is the potential to join the ranks of such powerful beings, much to the gods’
despair. You have a trait, such as the sons of Loki’s ability to change size and grow
ever vaster or Hel’s dominion over the unworthy dead, that grows indefinitely over
time with potentially apocalyptic force-whether by bolstering your innate traits or
granting you power over a Purview commensurate with the greatest gods.
Moreover you have one or two highly feared means of harm that is a near-death
sentence even to the gods. Fenris can breathe flame and sunder nearly anything
with the full force of his bite, while Jormungandr has a venom that can fell gods.
And should you already have achieved full apotheosis, you can count yourself their
equal. Your traits are commensurate with those of the greatest gods: You boast
complete, Avatar-level mastery of 3 Purviews, are completely unable to wield 3
other Purviews and have great control over every other Purview. All divine
attributes of the approach-physical, intellectual or social-you prefer have been
comprehensively mastered to the extent of attaining Ultimate control over them,
while all others are merely very powerful even among gods.
Your true power, however, is that despite you full agency you enact Fate in a way-
as the correlative doom to the gods. Against a specific pantheon your schemes and
attacks alike sunder best laid plans, tear through defences with even greater harm
than what your tremendous power should already represent and generally inflict
cascades of lasting losses for the pantheon. You are fated to be their destroyer,
and unlike the sons of Loki there seems to be no prophecy on how you could be
slain. They can try to bind you with magic and divine intervention when you have
yet to fully realise your power, but in the fullness of your godhood such tricks bow
to the weight of Legend you bring to bear. Ironically, the surest way to avert your
destruction is also the course of action nearly all gods find the most alien:
Reconciling a lasting peace with you, at which point Fate will grant you the ability
to “restrain” your extant growth into a form merely commensurate with the most
savage and powerful gods-freeing you from your destiny to destroy. Until then,
Fate itself empowers you beyond your limits to see the twilight of the gods. If the
Titanomachy goes on long enough, perhaps your jaws will clamp around the sun to
snuff it out. And once you’d laid low, moved on from or somehow made peace with
your pantheon, Fate will reveal the next one to earn your enmity will become your
newly preordained prey.
Cosmic Immortal (600 CP): Certain creatures of the Titans are not just undying,
but actually have their life woven into the fabric of reality. Such is the case for the
Great Phoenix-the original phoenix-who stands as a symbol of death and renewal,
its remains bursting into flame if slain to be reborn in an hour. Or the Great
Cyclops, a mysterious being of Muspelheim whose flames regenerates any damage
dealt to it so quickly as to render it indestructible. As long as it dwells in its forest
of flames within the Titan of Light, anyway. Like these beings your boon is simple
yet highly powerful: A form of comprehensive, true immortality that doesn’t just
preserve you but encompasses a means to restore you from deleterious effects.
While you have a wide discretion to define the terms of your immortality, keep in
mind that the more comprehensive the terms of it are the more limitations you
must accept on it. The Great Phoenix might be slain by the actions of an Avatar-
level mastery of a Purview, if a god were willing to risk destabilising the basic
function of all rebirth throughout the cosmos. On the other hand, Aten’s own
immutability to all effects is dependent on his solipsistic belief that he is the one
real being in existence-a mentality even he cannot indefinitely maintain.
Remembrance of Titans (600 CP): How ARROGANT of the gods to defile the endless
possibilities of the primal ways of being by donning insipid FORM. You though, you
are a true adherent to the old order of things before the arrogant usurpers started
tainting the so-called Overworld with “having bodies”. It seems some Titan’s
avatar or other, possibly Mikaboshi himself if you are a literal creature of darkness,
has blessed you with an existence capable of forging a closer relationship with your
patron Titan. You now exist primarily as a phenomena dominant in your Titan.
While Mikaboshi is quite literally the darkness awaiting all things, as a child of the
Sky Titan you could be the ever-renewing power of the storm or as a child of
Hundun you could be the inherent yet inevitable entropy in all complex systems.
At a minimum you are utterly immune to all attacks that inflict physical damage,
poisons and disease, and an environmentally expansive ongoing effect powerful
enough to greatly affect even the gods-such as the mercifully localised reality-
annihilating touch of the voids passively accreting in the Titan of Darkness. You
also have extreme awareness and insight into what you encompass, and great
control over the environmental conditions you propagate-as a tsunami as influence
over water. Needless to say, this tremendously empowers Living Maelstrom if you
have that perk as well.
Nearly all physical attacks short of an Ultimate attribute can’t harm you as a result
yet based on your other choices and self-defined form from elsewhere in this jump
you may manifest the physical form many would assume to be your real body
anywhere your phenomena-body is. You may also defend yourself and manipulate
things with amorphous extrusions of your element-self; while the touch of
Mikaboshi’s tendrils risks driving others mad with a hysterical fear of the dark
yours may have different effects. Rejoice, for you are one with the Titans in a way
few could understand-but remain cautious for a few things can wrest you from
your glorious inchoation. Creative use of a divinely empowered attribute or a
Purview Avatar can accomplish this, as can certain mystical effects targeting your
physical form.
Should you take this as a Scion, you instead sublime into an elemental phenomena
based on one of your parent’s Purviews.
Fertile Soil (600/1200/1800 CP): It’s not often that Gaia and her jealous rival
Kamimushi cooperate so thoroughly on a task, nor for Jord to focus on it. But in
anticipation for the coming battle, out of concern for their precious children, they
have decided to bless another with their own unique powers over fertility-and who
better to bless than a forward young Titanspawn like yourself? Each has her own
600 CP perk to…endow you with, and if you benefit for a discount the first time
the other purchases may be discounted as well. Each empowers you with an aspect
of the natural order itself, slowly improving as your own overall divine power does
from the following baseline effects.
Which is where Gaia’s blessing comes in. With Gaia’s blessing, you can shape the
form and powers of your children like a master composer to create new life-and
empower it to heights capable of challenging the gods from birth, before
constantly growing stronger. If Kamimushi’s blessing permitted you to birth or sire
any living thing of this world, Gaia’s blessing lets you make new, bold lifeforms to
defend the rest of her children from those who would exert undue authority over
the world itself. From man-shaped hurricanes, to giant lions with dozens of heads,
to living jungles, to beasts powerful enough to bear the world on their backs
indefinitely, to solid insect swarms all of your children can treat the laws of
biology, chemistry and physics more like artistic suggestions than functional limits
while being fully viable and endowed with strange forms of immortality. Even
identity and individuality are no true limits for your children, for the power of the
natural order’s originator enables you to create natural phenomena and formations
as easily as singular beings, and create both through any of your biological
processes at will. With your tears, you may create a storm and lake over a region
as well as great spirits presiding over both if you wish. With your sweat, you may
sculpt clay and sediment then have it rapidly grow into an island replete with a
Legend-enriched ecosystem-perhaps an entire continental shelf, given repeated
efforts. Or even a world if you work at it long enough. However unusual, as above
all your children will instinctively love you protectively. As a woman your birthrate
is significantly slower than that which Kamimushi’s blessing would provide, though
you could still sire several each day. Likewise, as a man it would take far more
seed to raise a child but you could still sire many children moulded to your liking.
Importantly, children you create inevitably gain supernatural powers similar to
those shared by a powerful partner. Finally, this blessing offers greater strength,
stamina and resilience than any other here. Your flesh and bone is as tough as the
bones of the earth, your blood does not leave your body against your will and while
you heal no more swiftly even snapped bones will reconfigure and even the World
Serpent’s venom can be withstood like a mortal fever with this. That is until you
exert filial piety: The traits of ecosystems and natural phenomena you birth or sire
may be symbiotically such that your health and Legend recuperates as per Jord’s
blessing when standing within them just as Gaia herself manifests as a woman of
earth and stone whose hair is Spanish moss and who lays down roots where she
stands still. You may incorporate more of your ecosystem onto yourself to grow
larger-perhaps as large to whatever you are as Gaia’s typical form is to mortal
men, before further exerting yourself to grow even larger-and with time and
practice perhaps even integrate your more singular children into a temporary
fusion to wield your shared might, wisdom and beauty as one (though that will
take far greater effort than an environment). Finally, with an effort of Legend
comparable to an Avatar transformation you may transform this symbiosis into a
titanic warform comparable to Gaia’s serpentine transformation-a form which let
her shield her giant children against a god’s Avatar at great cost, and nearly crush
to death Hercules at the pinnacle of his godhood. Whether you take such a similar
animalistic form, maintain a humanoid one wreathed in natural phenomena,
become an all-devouring swarm or choose another, you cannot be mistaken for
anything less than nature red in tooth and claw.
Last but not least, Jord’s blessing enacts her role as the sexual act incarnate. Your
beauty is an observer’s ideal of their opposite gender, and your mere presence
exerts a yearning for breeding that can leave even arouse the most inhuman of
spirits, leave the most chaste of virgin goddesses weak at the knees and even
debase other normally dignified Titan Avatars into a romp with you. Your sublime
flesh can bring long-dead ghost to climax. Though no more resilient, your divine
ichor regenerates your form and Legend so swiftly from carnal pleasure that the
efforts of a magma and granite-studded behemoth many times larger than you
would do well to even lightly bruise you after being brought to climax. Even a
Hundun-spawn fractal melody of time-warping light and space-warping shadow
undulating in the rough form of a beast can be driven wild with lust, and your
pleasure would just as swiftly restore your form from unwanted change. When you
turn the unfettered force of your carnality on another god, you can even shackle
them to you as a loyal, remodelled slave to your whims. At first those broken to
your whims may merely be conditioned at your pleasure to abandon their Virtues
and adopt the Vices of the Titans, but over several encounters as their desire for
you overwhelms their identity, your partners could gain divine powers embodying
their enslavement to your touch. Perhaps the leash and shackles donned by your
trophy husband in bed could become extending, god-shackling weapons in battle
once he has been trained to wear them proudly in public. Or the brand and
piercings on your concubine become powerful Birthrights.
And while this is technically not the full gamut of Ultimate beauty, were you to
attain Ultimate beauty then confront another with it this boon would cause you to
utterly outshine them. Purview Avatars associated with the sexual act, such as that
of Health or perhaps whatever Avatar manifests in the name of Love, are similarly
bolstered. As Gaia gladly bears all the children sired by Jord’s many escapades you
too may share the joy of childbirth with different partners. As a woman, any other
woman Fatebound or otherwise mystically associated with you (such as by geas, or
blood relation) may have the pregnancy transferred for them to carry to term. As a
man, you may instead decide which of several partners that currently hold your
seed will be the one to give birth to your child-potentially granting the child
supernatural inheritances from both mothers as well as yourself. While it would
take great supernatural power to reject this privilege, fear not; without significant
and specific interference your child will either safely be returned to your womb for
birthing if you are a woman, or be at least given a fair chance to be carried to
term in the nearby area’s very environment if you are a man-and instead gain
supernatural traits associated with said environment.
Items
All items are discounted under the relevant origin header by 50%. You may choose
ONE 100 CP item to be free, all others are 50% off.
General
Divine Firepower (100 CP): Fancy! You’ve got either a pair of low calibre firearms,
or a powerful rifle that’s been given a divine enchantment with range and impact
commensurate to the gun’s make. Ever wanted a pair of Berettas to do the job of
Cupid and Anteros’ bows with more style? Or a shotgun that busts through walls
with the fury of the storm? Now’s your chance. Such weapons still require
ammunition, but mundane ammunition will do and depending on what power you
invoke it’s bullets may leave no physical harm. Each either channels the power of
one Purview per firearm (potentially two different ones if you took the dual guns
option) or a unique power commensurate with the examples above. That poor
minotaur or hoplite has no idea that you’ve updated divine weaponry for the 21st
century. This item may be repurchased for additional (sets of) firearms.
Scion
Many of the divine relics here are normally inaccessible or unavailable to members
of foreign pantheons from the ones who forged them. However by purchasing here
you are given either an inexplicable duplicate of one such relic, or alternatively
may create an original relic with similar capabilities linked to your own pantheon
or Titan.
Harpe (100 CP): The blade that Perseus wielded when he set out to slay the
Gorgons, this crescent-shaped weapon has often received great dread from
Titanspawn. Unusually sharp, it’s far deadlier than most weapons of its size. It also
bestows the Purviews of Chaos and War on its wielder, making them an
unpredictable yet powerful warrior.
Gris-Gris (100 CP): Whether made from children’s dolls or traditional images of
gods or spirits, a gris-gris is a small cloth pouch that contains a sampling of
common items with magical correspondences. From herbs to coloured stones,
scraps of sweat-soaked cloth to gunpowder, salt and red pepper, these items are
often employed as tools in Voodoo. Through the Health Purview it grants you can
gain great luck, or through the Mystery Purview make trouble for your enemies.
Potentially, by modifying the contends of the bag with the proper knowledge other
Purviews can be gained.
An Irish Spear (100 CP each): Crafted from the largest bone in the body of a sea
serpent, the Gae Bolga is notorious for dispensing numerous barbs into the flesh of
those it’s struck into. When the legendary hero Cuchulainn wielded it against his
best friend Ferdiad and his own son Connla, ripping the spear from their bodies
was almost instantly fatal. A measure of the son of Lugh’s prowess lives on in the
spear, allowing it to grant the Purview of War to its bearer.
The Spear of Lugh himself is no less glorious, brought from the city of Gorias in Tir
na nOg by Lugh and used to wound Balor of the Evil Eye. Made of oak with a head
of milky white crystal, the spear’s head drips blood fierce enough to burn lesser
materials unless submerged in the Dagda’s cauldron. Enchantments have been
place on the Spear so it can be safely stored in a space outside this dimension but
perpendicular to its wielder, allowing him to summon it forth and return it to that
no-place when done. With the Purview of War it grants, the spear dominates in
battle. With the Purviews of Fire and Sky, it casts attacks of lightning and ice as
well.
And for the listed price OR as your first free item, you may gain one of these
weapons.
Spirit Master’s Seal (100 CP each): The Celestial Bureaucracy creates a number of
seals which represent honourable status, and compels service from the lesser
spirits that serve under its gods. Consisting of a wood or stone cube three inches
square carved with archaic Chinese symbols, when the Scion wishes to summon
spirits he may write out an appropriate talisman on coloured paper, stamp it with
the seal and imperiously command the spirit. And while these nominally only hold
clout in the Celestial Bureaucracy, for an additional 100 CP each you may gain an
additional seal that exerts power over the lesser spirits of other pantheons such as
nymphs or ancestral ghosts.
Rune-Inscribed Relic (100 CP each): How would you like to enhance an item you
already own, with a little Aesir trickery? Rather than having power of their own,
the Norse runes of this world focus the divine power of their writers into specific
meanings. For example, the sun rune sowilo would grant access to the Sun
Purview. You may inscribe an item you already own with up to two Purviews by
“importing” them into this option to have a rune or two inscribed on them.
The Titan-Seeking Spear (200 CP): In ancient Greece, this ornate weapon was
stained with lamia and drakon blood. In Northern Europe, it was carried into
hopeless battle against dark elves while in the Aztec capital it skewed hundreds of
tzitzimime (world-destroying female demon skeletons with snake penises). It’s
origins unknown, the Titan-Seeking Spear is a six-foot polearm made of bronze (or
brass, the records are a little unclear) with a tip stained by blood that can never
be wiped clean. And now, this mystery for the ages has ended up in your hands.
The spear grants access to the War Purview, and is perpetually sharp. If the owner
wills it, any supernatural guides such as oracles or wise men can be seen and heard
in the light reflected from its shaft, permitting two-way communication. The blood
of the slain Titan on its tip can spawn five warriors from the ground when driven
into it, each a mighty man of old. Finally, once per day the spear simply cannot
miss it’s mark at the moment of truth-so long as it is struck against a Titanspawn.
Yasakani no Magatama (200 CP): A necklace made of small, curved jade beads, this
relic is one of the Imperial Regalia of Japan. In legend, it was hung atop a mirror
outside the cave Amaterasu hid within to lure out the goddess with its beauty. And
like the mighty Japanese goddess it came to symbolise, it wields great power:
Providing access to the Fertility, Sun, War and Water Purviews.
A Fountain of Amrita (200 CP): It is the nectar of the gods. Their nourishment, and
a refreshing break even from the hardships only a god can know. It’s damn
delicious, if that needed to be said-and you have a whole fountain of this
delicious, creamy golden liquid. Where even the god Indra himself has a special
flask to hoard this morsel, you have a magnificent fountain of the purest grade
Amrita mounted either in your Warehouse, in a property you own or simply
somewhere convenient in this world. The Amrita which issues straight from the
central fountain is the purest grade stuff, directly restoring Legend with each cup,
but pools just beneath it capture and dilute it into the Amrita that merely restores
one’s will with sheer delight and even lower pools reduce it to a delicacy capable
of healing supernaturally grievous wounds. Lethal to Titanspawn, this ichor can
have devastating effects on mortals and non-Legend-touched animals. You could
drive the Devas to envy merely by making known your ownership of this wonder-or
their friendship by sharing it with them.
Chac Mool (200 CP): An enormous stone statue depicted a reclining man with a
bowl on his stomach, the Chac Mool was once used to catch the hearts of the Aztec
empire’s sacrifices. Such tools have also become useful for Scions of the Aztec
pantheon in the modern era, despite weighing several tons. They double the
Legend reward given by any Itzli boon if the blood from the ritual is placed in the
Chac Mool’s bowl, and also grant it’s protector access to the Sun purview.
The Golden Servants of Hephaestus (200 CP): A six inch wide golden disc that can
sprout three-tentacle-like legs and a dozen thin tendrils tipped with some common
tool, these automatons are superb and speedy craftsmen created by the smith god
to aid in his work. One can disassemble an automobile fully in half an hour, all are
naturally brilliant in all forms of craftsmanship and you have a dozen. Beyond their
slavish obedience to your projects and skill, the golden servants have the
personality of a loyal, affectionate dog-communicating with bells, clicks and
whistles with each other. On the other hand as being fashioned from gold
enchanted by Hephaestus himself, they will also never wear out or break down
unless deliberately damaged and are superbly sturdy despite their flimsy
appearance.
The Cauldron of Dagda (200 CP): A treasure from the otherworldly city of Murias,
the Dagda’s cauldron is the divine solution to an army walking on its stomach.
When filled with water, it never empties unless the cauldron is deliberately tipped
out and drained. Through the Health Purview it grants the Cauldron can also heal
practically any wound short of death. But the Cauldron’s most famous power is its
power to create enough solid, nourishing food to feed an army. Food like beef
stew, hearty chicken soup or mounds of ribs smothered in barbecue sauce that can
win turn a grim battlefield into a jolly feasting ground-or bring humanitarian aid
where it is needed most.
The Sword of Light (400 CP): Known as Claiomh Solais, the Sword of Light was
another relic of Tir na nOg wielded by Nuada against the fomorians. Through the
Purview of the Sun, when unsheathed it glows with a brilliance that blinds
titanspawn and mortals alike. Through the Purview of War each swing it makes is
sharp enough to slice a man in half, while the Purviews of Guardian and Justice
make it every bit the force of righteousness it appears to be. As a tribute to its
legendary wielder, the sword’s light also creates an illusion to make it appear as
though the wielder’s dominant hand has been transformed to silver.
Gandiva (400 CP): When the fire god Agni fell ill and attempted to consume an
entire forest for sustenance, Indra sought to thwart that destruction with a
powerful storm. Agni enlisted the aid of Arjuna, who distracted Indra’s showers
long enough for Agni to finish his meal-and forged a bond between the hero and
god. This ornate bow of solid, yet flexible oak is the very weapon (or a convincing
replica) employed for that feat, longer than most bows and it’s drawstring
fashioned from the very thread of Fate itself. It can never be burned nor broken by
mere force, and it grants it’s wielder the Justice, Magic and Fire purviews. One
weakness lies upon this weapon: The bow cannot fire anything if wet, and using
the bow often attracts rain and storms due to Indra’s anger with the deception.
Perhaps if you somehow won Indra’s favour, this drawback could be lifted?
San Greal (400 CP): A mysterious artifact most definitely associated with Christian
iconography, even the gods seem confused about whether this relic dates back to
the Tuatha de Dannan’s mythology or the more famous King Arthur legend. It
appears to be a humble wooden cup with no handle, wider than it is deep. When a
normally drinkable liquid is poured into it, this relic removes all drugs, poisons,
dirt and other impurities to render it fit for consumption. Furthermore when a
Scion expends a miniscule amount of Legend, the san greal can transform that
liquid into a powerful healing potion that can heal any malady or wound short of
death, or maybe the worst poisons or diseases the Titans can bring to bear. On top
of everything the san greal offers the Health purview to its owner, and while
normally it can only be wielded by a truly pious holder it appears to recognise you
as a worthy wielder.
The Flame of Liberty (400 CP): Gods are not the only expression of Legend in the
Overworld. Where archetypal feats of ancient craftsmanship resonate with
symbolic importance in both the realm of the gods and the imaginations of
mankind, certain sites can become a mystical portal of sorts into the true, Platonic
ideal of that site or monument-called Touchstones. You now own a marvellous
statue comparable to the Statue of Liberty itself or the historical Colossus of
Rhodes, which grants access to the Touchstone that is the archetypal Colossus
itself. Standing tall on a circular seal of gold surrounded by water, its visage is
beautiful. Depending on the viewer it can wear a heroic man’s strong features or a
patrician woman’s, but it is always the archetypal symbol of freedom. A
passageway at the hem of the statue’s robes leads to what is also it’s exit, and it’s
greatest treasure: The golden bonfire of its torch, whipping wildly in the winds.
Fate has mandated that those who come to see the glory of freedom must
experience it, and not only do the flames not burn flesh before releasing you back
to the real world but with an effort of will one who can wield the Fire, Guardian,
Justice or Sun Purviews can fully replenish their reserves of Legend. More than
anything, the Colossus stands for the celebration of freedom as an ideal itself,
radiating optimising and noble courage to all who bask in its glory. Even the
grimmest heart can be moved by its stately warmth.
The Growing (Purview) (400 CP each): The legendary Xireng looks like a lump of
clay and loam, seemingly only capable of a limited form of creating the Earth
purview’s substance. However a Scion with access to that same Purview can create
unlimited quantities of rammed Earth without even spending legend, and even
form simple shapes with it such as dikes or platforms. And should you not like
Earth for some reason, you may choose to purchase a clump of another Purview
somehow held together, which given access to said Purview will let you generate
similarly endless quantities of it shaped by your will. Try not to think too hard
about how spontaneously generating Justice or Guardianship or Health actually
looks like.
The Book of Going Forth By Day (600 CP): This antique strip of papyrus includes a
collection of 192 spells (and thus, grants the Magic Purview), and an account of
Osiris’ resurrection. So too does the book permit the miracle of resurrection for a
recently dead soul, lasting a month of actual earthly time by journeying through
the Egyptian underworld and typically culminating with the weighing of the
deceased’s heart against the feather of truth. Some Scions have reported visits to
other lands of the dead, while others have reported that more Scions participating
in the ritual can accompany and aid it’s possessor if he will vouch for them before
the Gods.
The Apples of Idunn (600 CP): A wondrous orchard is now yours, full of marvellous
trees with precious fruit. While normally the joy and power of the Aesir goddess
Idun herself nurtures these beauties, some other force sustains them on your
behalf. Thus, you own a supply of the famous apples of immortality equal to the
one that supplies all of Asgard. Within seconds of eating one, a mortal returns to
the biological state of their early 20s if they’re older than that, and find all their
wounds, physical ailments and diseases restored to perfect health. Even gods and
other immortal beings are bolstered by the apples; their vitality is bolstered for
weeks after eating a single apple, their Legend is completely restored and their
will refreshed and the Legend cost to activate the next few instances of any divine
power short of an Ultimate attribute or Avatar form is utterly waived. Each apple
is an infusion of divine power, and the source of Asgard’s heroic resolve.
The Wrath Made Thunder (600 CP): From Zeus’ thunderbolts to the mighty Mjolnir,
some of the greatest weapons of the gods invoke the heavenly fury of the sun, sky
and storm. Somehow you too have come into ownership of such an ownership. At a
bare minimum it is an intensely sacred weapon, providing access to the Guardian
and Justice Purviews. One other Purview it confers reflects its nature, as Mjolnir
embodies Thor’s command over the storm. But above all it provides a unique
destructive power commensurate to an Ultimate attribute or an Avatar expression
of an appropriately direct Purview. Wielded by a god that has already reached the
pinnacle of such might, it could be said such a weapon lets that deity go even
further beyond the already unquantifiable might such forces provide. Beyond that,
you have great discretion in how to define your new weapon; it may even be
something like a crown or cloak to represent the mystic or charismatic intensity
provided. Let even gods look on in awe, for should the Titans dare challenge you
with this weapon in hand there is only one sensible response to them: I SAY THEE
NAY.
The Tiller of Destiny (600 CP): Not all weapons are feared for their destructive
force, but rather for their capacity to reshape the mortal world. Gungnir, Odin’s
spear, is one such example-though you may bear another weapon or regalia more
suited to your pantheon or Titan should you wish. Whatever you choose, this relic
is great in the Purviews of Magic, Mystery and Prophecy as Mjolnir is in destructive
power. With this artifact, even a mere mortal could Fatebind an ever-growing
circle of supporters to realise his wildest dreams. A languishing country could see
its economy revitalised, and national pride restored in mere weeks. Certainly this
Relic could have a uniquely lethal power or two on par with Gungnir’s own, but it’s
greatest power is the potential to influence the hearts and minds of mortals on a
grand scale. Make no mistake, if taking the reins of Fate through the will of
mankind was that easy some manipulative god would have done it long ago-but
with this in hand, the possibility is at least something more than a pipe dream.
The Keys to Durance Vile (600 CP): That foul, wretched place. Do you really want
that responsibility? If the Colossus is the Touchstone that stands for freedom, than
Durance Vile is the Touchstone born from the Tower of London, the Bastille, every
salt mine and concentration camp there has ever been. It personifies the place
where men go to Hell while yet living, and resembles a small, rocky island like
Alcatraz. No swimmer can reach the mainland vaguely visible in the distance, and
the island’s air ranges from as hot and heavy as the Devil’s island to the chill of a
Siberian gulag. Fences of stone, concrete or barbed wire cross it at random. And at
its centre squats a lumpen quadrangle maze of a building, filled with all the tools
of interrogation and facilities of every prison there has ever been-everything from
medieval torture chambers to equipment for electroshock and lobotomy. Eldritch,
inescapable hounds straight out of the Wild Hunt patrol the island, and worse-a
cruel warden surveys the prison. His appearances changes between every icon of
authority there has ever been, but in every form his eyes are cold, gray stone like
his heart. He is a being on par with a god, yet though they sometimes employ him
they do not speak of his origins. He is immortal as long as prisons exist, and
anything he claps in restraint personally simply cannot break free. It would take
powers of interplanar transportation such as a certain Psychopomp power, an
Avatar transformation or killing the Warden to free oneself from the prison-and all
pantheons are wary enough of the consequences to treat it as neutral ground, for
should the unthinkable happen Fate itself would demand another take the
Warden’s place.
You, happy fool that you are, have somehow come into ownership of Durance Vile
without needing to be the Warden. You even own a set of keys that permits you to
enter and exit the place from any door, and a visitor’s pass proving your status. In
fact, to the man’s bewilderment he appears to take orders from you now. Be
careful with the clout you now wield. This is the place the gods use to imprison
their enemies, or their less civilised kin.
Titanspawn
Bloody Useful (100 CP): This man-sized jar is engraved with the caduceus of
Hermes, symbolically indicating the purpose of the Gorgon blood within it. For
purified and enchanted, this blood is a wondrous curative to all manner of
mundane poisons or toxins. Whether injected or imbibed, the plentiful jar refils by
itself through some enchantment and also offers access to the Magic purview. Like
Asclepius was renowned to, certain rituals the blood of Medusa was famed for may
be possible with much study into the ways of magic and the properties of
monstrous blood-most likely extending its healing powers to wounds and diseases,
although rumours of resurrection are probably exaggerated.
Nemean Arms and Armor (100 CP each): How macabre, to wear the skin of a
potential sibling or the fangs of a comrade in arms into battle. But desperate times
call for desperate circumstances, and the power of the gods’ children brooks little
restraint from those who would battle them with a decent hope for victory. You
now own either a set of weapons carved from a common Nemean creature’s fangs,
or a cured and tanned cloak wrought from one’s hide. The former are steeped in
violence enough to grant access to the War purview, while the latter are durable
enough to be nearly impossible to properly work without supernatural powers of
craft as well as tough enough to put modern Kevlar to shame. This item may be
repurchased to obtain additional cloaks or weapons, should you wish.
Huracan’s Quauhololli (200 CP): A wooden pole ending in a hard ball suited to
breaking bones, Huracan’s weapon of choice is far deadlier than the blunt weapon
is appears to be. With all the speed of a soaring gale it moves preternaturally quick
in a wielder’s hand, and strikes with far greater accuracy than a weapon of it’s
make normally would. Furthermore, it can also fire lightning bolts over a short
distance-one that can be amplified with the Sky Purview. Last but not least, the
weapon fails to function for anyone save its rightful owner-you, in the case of this
replica.
Legendary Toxicity (200/400/600 CP each): There are some beings so toxic, that
even the gods and their kin can be brought low by their bite and blood. A great jar
full of one such concoction that seems enchanted to be inexhaustible is offered to
you, and repurchases here will gain you identical replenishing jars of different
venoms. For 200 CP you may obtain the hair-venom of the original Gorgons, a
powerful bane against all that lives. For 400 CP you may gain the blood of the
Hydra: A poison so deadly it can bypass many forms of divinely enhanced stamina
and is not just fatal to Hercules and his ilk, but agonising. And for 600 CP, you can
receive a jar of the terrifying Midgard Serpent’s own toxic bodily fluids. The jar
you’ll own is resilient indeed, for its poison dissolves most containers and is far
more lethal than either of the previous poisons. Thor, strongest of all the Aesir,
would be hard pressed to save himself from this deadly concoction.
A Garment of Snakes (200 CP each): Few beings share the Aztec Devouring
Mother’s fashion sense, but it seems you’re something of a traditionalist yourself.
Like her, you own a skirt of writhing poisonous snakes that furiously snap at
anything that dares attack the wearer-and have poison as deadly as any
Titanspawn’s. Long enough to entangle an enemy grappler’s limbs or in a pinch
serve as a sort of early alarm system, the snake-skirt is surprisingly comfortable to
wear once you get over the constant sensation of slithering and somehow doesn’t
need food, rest or drink. And never snaps at or otherwise discomforts your…the
parts of you you’d really rather not get bitten by snakes, so to speak, unless you’re
somehow into that sort of thing. You may repurchase this item to gain other
articles of clothing with similar traits, such as hats or cloaks.
Ouranos’ Xiphos (200 CP): Pity poor Ouranos, for ever since his castration he has
been so drained of life and paralyzed with ennui that were he to know someone
was running around with a duplicate of his masterwork weapon, he probably
wouldn’t even care to tell his peers. Castrated not just physically but spiritually by
his son Cronus, these days the Titan avatar has little better to do but contemplate
his mutilation while his cloud nymphs dance vainly to excite a libido that no longer
exists. Sharper and more accurate than any mundane weapon of it’s make, this
weapon is normally too large for a human-sized being to wield but feels light as air
in your hand. Moreover, with a small investment of legend it can be charged with
electricity so fierce it would burn foes as silver burns werewolves for one strike-a
final glimmer of Ouranos’ former majesty.
A Sacred Cave (200 CP): Under a series of tunnels and shafts is a huge, beautiful
cavern larger than any mortal stadium. A spring gushes from one end through a
series of low terraces into a deep crescent-shaped lake, and a pair of flaming
braziers flank an altar on one of the few outcroppings of land in it. This cave has
two purposes: As long as they are lit, the braziers greatly confuse your location to
all mystic and Fate-based senses-tying you to this cavern if you are not within it,
or to a faraway location if you are. The second purpose is that it’s waters are an
equal to the famed oracle of Delphi that Gaia once wielded before Apollo seized
it. Such is its power that even a god of Mystery or Prophecy would find their efforts
to divine the future greatly enhanced by soaking in its water, allowing the
normally motherhood-focused Gaia to exceed Prometheus’ notorious foresight in
subtler ways. Such is it’s closeness to the World Titan Terra herself that constant
use risks coming to its notice yourself-and while this spells the loss of
consciousness for most Scions, a true child or ally of Terra might be able to solicit
her blessings through this meagre link.
Elemental Armament (400 CP each): Erebus, the deposed ruler of the cavers,
carries a massive blade 30 feet long and weighing six tonnes fine enough to rival
those of many other gods-although his own great power means he does not require
it to channel a Purview for him. As a living shadow it resizes itself to suit it’s true
wielder, and by flowing around any conceivable aperture can wield it’s uncanny
sharpness against any mundane armour not completely airtight. Conceivably it
would provide exceptional stealth attacks too, nearly invisible at night before it
subtly cuts foes at the ankles or bending around unusual angles to strike. You too
bear a similar weapon with one caveat: While it will always resize itself to suit
your scale, it may be of a different Titan’s nature if you would prefer-with
appropriate powers depending on its composition. A spear of light may burn its
targets on contact for example, while a flail of chaos would likely leave the space
left in its wake exposed to Hundun’s raw madness. This item may be repurchased
should you wish for more than one such weapon.
Divine Butchery (400 CP): A grisly set of items is now yours-three small body parts,
which may be from any one Titan avatar or several. As Aten (praise his name!) has
severed the tip of his little finger, eye and one of his testicles (praise his wisdom!)
to suit his goals, you too may find various uses for these body parts. With the right
Purviews, likely Health in addition to whatever Purview the avatar was most
associated with, one can shape Titanspawn creatures as powerful as the original,
cosmically immortal Great Phoenix from these body parts. Moreover simply
imbibing them would endow even beings this powerful within greater might, such
as the effective indestructibility of the Great Cyclops of Muspelheim fuelled by its
home’s fires or the divine might of the Ice Jackal. Should all three body parts be
from the same Titan, together they could guide one to the Avatar and bypass
certain divine yet intangible defences erected by its power such as the light with
which Aten obfuscates the location of his power. And while speculative, it’s
possible such a collection of body parts would function as a powerful focus for
Magic, Health, Justice, Guardian or Chaos-based effects given the provenance of
shed parts in myth and legend.
Oh, and for clarity’s sake such items are marvellous divine replicas still considered
the Avatars’ body parts for all mystical purposes. Expect some confusion if you
pluck on Ran’s heartstrings or play with Nu’s tongue.
Andvarinaut (400 CP): Contrary to popular belief the dwarves are not fully
developed creatures, but a larval stage for a more powerful beings: The svartalfar,
or dark elves. No artifact exemplifies this link quite like their ruler Fafnir’s
wondrous ring. The curse of greed laid upon it has been bound to his will, and as
the bearer of a similar ring you may drive mortals wild with Vice for months or
even divine beings for days. The ring is also suffused with divine power that
renders his Legend rating two times as high for all purposes-including his reserves
of Legend. Last but not least, an invisible barrier provided by the ring blunts all
physical harm greatly.
House of Horrors (600 CP): A pox on Angrbodr and her dark ambitions. The vast
laboratory complex hidden thousands of feet below a location of your choice you
now own is an exemplar of the many projects she sows throughout the mortal
world, seeking to create ever greater monsters (though mercifully, having never
recreated horrors on par with her children by Loki). The complex includes enough
supplies and modern weapons to outfit a small army, even a giant army should you
wish, and indeed a small army (again, one composed of the more common giants if
you wish) takes orders from you while guarding it. However it’s real prize is the
wealth of biological horrors within. Vast fluid-filled tanks and cocoon-like sacs vary
in size from human to blue whale. Organic vine-like tubes riddle the facility, and
great supplies of nutrients and unknown chemicals suitable for augmenting
Titanspawn or even combining their traits into ever more monstrous forms are
regularly shipped in by a mysterious benefactor at your behest. Within weeks,
along with a deep knowledge of biology it would be possible to produce everything
from giant acid-spitting lizards with human heads, to whale-sized masses of
melded flesh every inch the equal of a Hekatonkhiere-and while this facility does
come stock an extensive supply of relevant reading material, one prominent shelf
in particular contains instructions on various conditioning techniques to keep your
creations loyal. With time and skill, it may be possible to overrun the mortal world
with monsters-although conquering the Overworld with them is probably far
harder.
A Mystical Island (600 CP): While you’re certainly no prisoner to this piece of land,
you might never want to leave anyway. White sand beaches surround this
Mediterranean paradise, and powerful illusions protect it from sight unless you will
them to dim. The animals here are a varied and numerous lot that are also
incredibly obedient to you, and at the centre of the island rests a palace of marble
more luxuriously furnished and decorated than any in the mortal world-spanning
more than 3000 years of craftsmanship. Immortal servants of your choice on the
scale of nymphs of incredibly skilled immortal humans attend your every whim,
and some may have unique powers such as the Fate-reading powers of a sibyl. Yet
all of that is put to shame by the divine power that runs in this island’s fauna and
flora. Any non-pantheon specific Purview application can, eventually, be
duplicated through the correct mix of ingredients into potions from this island-
though naturally, more powerful effects will be take more complex potions.
Furthermore the wood of this island can be hewn into a wand capable a powerful
transformation on touch, such as reducing mortals to animals permanently-or even
divine beings without great endurance and inner strength. Such items function for
you alone, and have no magical properties outside your grasp. This land is not just
a palace for you, but also very much your lair and killing ground.
The Mask of Mikaboshi (600 CP): The famous Mask of Mikaboshi is a powerful relic
of the darkness. It channels the Darkness, Death, Moon and Psychopomp Purviews
with aplomb, but more importantly imposes form on the formless. Without even
the expenditure of Legend, sticking it on the face of a ghost will make it as
tangible as any living man until it is taken off again. And more importantly the
mask can FORCE beings who can normally dematerialise to assume a material
form, especially if they are restrained beyond being able to take it off. Should you
wish, this mask or a similar piece of headgear may provide access to Purviews
reminiscent of another Titan instead-in addition to holding a unique power as
absolute and seemingly oppositional yet essential to the Titan’s usual nature as
taking on form is to Mikaboshi. Perhaps a circlet of Vritra would cause the being
wearing it to drown in endless quantities the Titan’s brackish blood (even if it
could normally breathe underwater), or a hood dedicated to Zrvan grant the power
to mould time in localised areas like clay.
Prometheus’ Spare Workshop (600 CP): A great basalt box with skylights and black
iron pillars from the outside, and a brutalist Greek temple from the inside, this is
one of many outposts from which Prometheus has accelerated Muspelheim’s
technological standards into a full scale post-industrial revolution compared to the
fire giants’ Gigantes and Jotun cousins still basically living in Viking-era halls at
best-and literal holes in the ground at worst. Scaled up for a giant, there are
gigantic draftsman’s desks, black iron slide rules the size of war clubs and a lot of
harried fire giant assistants anxiously awaiting your orders-though as a concession,
these tools may be resized on touch for your needs. This particular outpost can be
divided into two sections: A massive factory that can produce munitions, firearms,
ballistic missiles and even artillery on a scale grand enough to meaningfully
contribute to Muspelheim’s war machine-and a more personal atelier full of divine
crafter’s tools favoured by the Titan avatar for personal projects. With the right
knowledge, this section is the far deadlier side of the workshop; it’s the kind of
place from which Prometheus could forge a link of the old chains that bound him
and a chip from the mountainside he was imprisoned on into not only a means of
compelling or restraining others, but metaphysically binding yourself to that
person in order to avoid any effect that would influence a greater being you were
part of. Like say, the trinket Prometheus awaits a “worthy bearer” for that would
immunise him to the death or binding of Muspelheim as a whole. This is the cradle
for the vision of fire-wrought progress that he who earned the title Forge-Cunning
among the fire giants would see for the whole world. Perhaps in time, it would
even be possible to amplify the devastating effects of nuclear bombs with
Muspelheim’s undying flames.
The Black Feather Shroud (600 CP): A twisted, and blasphemous excuse for a relic,
the closest connection to any pantheon that can be ascertained about this feathery
shroud comes from Scandinavian sources. Ravens eating the sickness from
Lemminkainen’s heart and bones. Kings taking to the battlefield in the feathers of
scavenger birds. A Valkyrie returning from death in the wings of a raven. All these,
and more, are made manifest in the purplish-black light of power beyond the
mortal world that radiates from this cloak. For one thing, it holds great power over
life and death. A mortal corpse wrapped in the Black Feather Shroud will return to
a false life at midnight each night, though as a mindless zombie-albeit one that
need not continue wearing the Shroud to be reanimated. An ill individual donning
the Shroud and sprinkled with pure or holy water is immediately cured of any
disease, permanently. Anyone who wears the Shroud as the first nightly ray of
moonlight strikes him gains a “second life’s” worth of supernatural vitality,
effectively doubling what wounds or other forms of harm they can withstand-and
any damage taken that night vanishes along with this protection at sunrise. Though
only one individual per night can be protected in this manner, that lucky person
does not need to continue wearing the Shroud to enjoy it’s benefits for that night
and anyone can reuse it the following night. But that is not even near it’s full
power.
No, the Shroud’s true power is to devour the essence of a god, to obtain their
power. And apotheosis too, should the wearer be a lesser being. All that is
required is some form of mystic link to the deity; a shared bloodline will do. With a
shared bloodline AND the consumed blood of a Titan avatar, you could even
attempt to siphoning the power of a Greater Titan to supplant it as an underlying
force of reality-gaining tremendous power from this feat all the while. Ill omens
fill the sky, and holy flames wreath the wearer as he gulps pure amrit from the
agonised deity, absorbing their power through the literal stuff of divine potency. It
will take several minutes at least, during which the drinker can be interrupted, but
if successful the god loses their divinity and the drinker realises their own,
generally related to their own divine lineage.
…for those who are not aware, the gods are generally extremely vindictive and
vengeful about this kind of thing, and will almost certainly come forth in droves
and employ their own conniving tricksters to reclaim their fallen brethren’s
divinity and lay some form of cosmic justice on the perpetuator. Fate tends to
favour such efforts.
Followers
Fate bonds Scions and the greater emanations or creatures of the Titans with loyal
champions of varying prominence by means both formal and informal. Similarly,
there is a correlative constant for lesser immortals to serve as guides and mentors
to champions. This varies from being a form of summoning magic that can manifest
warriors anywhere near the Scion, to simply a good relationship with a specific
group-with considerable overlap. To secure your alliance in future worlds, you may
start off with a positive relationship with such beings in this world to be carried
over. These options may be repurchased, usually representing a larger force of
troops but where specified some, including all 600 CP purchases, represent
another ally of singular talent. Particularly significant followers gained here may
become full companions, at your discretion.
All options are discounted by 50% for the background headers they are written
under, however none may be taken for free.
Scion
Pieces on a Board (100 CP): While many cynics would agree that mortal men are
just pawns in the games that gods play, certain mythologies take that stance quite
literal. Like the simple figurines called Shabti buried with the dead to serve them
in the next life, or the Chaturanga set pieces offered by the Devas which can
manifest an elephant, chariot, cavalry and infantry. Each purchase grants one such
unit of allies, or a similar unit. Such assistance is normally on the scale of 15-25
skilled mortal labourers or a slightly lesser group of unusual cavalry or specialists.
Immortals For Hire (100 CP): With membership fixed at 10,000 men, the Anausa
(the Persian immortals) are an example of excellent organization for the ancient
world. Without a pantheon to support them after the downfall of the Achaemenid
dynasty by Alexander the Great, they work as mercenaries for whoever can pay
their fee in Legend to sustain the myth of their grand company by returning their
dead men to a semblance of life for a day per iota of Legend. Through this
purchase you may obtain a similar detachment of 5 soldiers with thousands of
years’ worth of experience, such as the Myrmidons created from ants by Zeus
himself. It should be noted that normally the Anausa would never work for a
descendent of the Dodekatheon, and while this purchase overwrites that
convention remember that relations are likely to remain somewhat frosty.
Sprites (100 CP): From gremlins to boggans to pixies, from brown-skinned goblins
to the bakemono of japan to tiny dragonfly-like winged serpents, to even the
ghostly disembodied heads sometimes seen in the voodoo pantheons, myth has no
shortage of mischievous spirits. And with each purchase here, you may obtain a
small army of them. Free complimentary container of some sort to use for easy
transportation with each purchase. Such beings can seldom use more than the
least of a single Purview or some minor unique power like glowing, but apart from
their walking pace-flight and sheer numbers these creatures are unfailingly loyal.
Warriors of Legend (200 CP): Some warriors of myth blur the lines between
mythological creature and champions of mankind. Such as the Knights of the Red
Branch: A group of legendary Irish warriors who fight without fear of death or
injury, and are lightning rods for the forces of Enech. Or the Amazons, a tribe of
beautiful cutthroat misandrists who seek powerful mates without affection-only to
breed stronger daughters. Each purchase here will grant you a squad of 5 such
champions. Again a caveat: The Amazons sincerely believe men are spiritually
inferior to women and have no remorse for abducting them as breeding slaves or
killing them when their use has expired, and while this purchase will bypass the
normal outright refusal to serve a male Scion expect much resentment and
grumbling.
An Actually Sacred Cow (200 CP): Despite the infamy of the Minotaur, a surprising
number of the gods’ allies have a distinctly bovine or equine build. Like the
demons Horseface and Oxhead, who come in squads of five. Or the divine cow
Surabhi, who emerged shortly after the birth of Lakshmi during the great Churning
of the Ocean. Surabhi has divine stamina, wields minor powers from the Purview of
Health and her milk is very sweet and hearty-replenishing the energy and vitality
of the divine enough to temporarily bolster their resilience with several pints,
although more than three pints or so risks a toxic overdose. To cap it all, she is a
virtuous defender of the Deva way of life, and a charismatic speaker among other
cows. Each purchase here either gains you a squad of five cow-themed demons a
little tougher than mortal mercenaries, or a single mystical cow with Surabhi-tier
mystical cows. Alternatively two of your purchases here may be converted into a
squad of five Surabhi-tier cows.
Friends From Down Under (200 CP): Mara Secare is a succubus freed from the
Underworld in the wake of the Titans’ escape. A shapeshifter who can suit the
lusts of any mortal armed with a poisonous stinger and the power to siphon health
for Legend and recuperation from the living, she is quite knowledgeable about the
Underworld and even wields minor powers from the Purview of Health when her
seductive shapeshifting is insufficient. And with your investment here, not only is
her plea for clemency to you sincere but she has four sisters equally warming to
your patronage like adopted children. Each purchase here obtains another five
vaguely demonic beings of uncertain mythological provenance, not all of which are
necessarily sexual soul-eaters.
Heaven Sent (400 CP): Famed among the lesser immortals are the Valkyries-the
agents of Odin who choose the worthy dead from battlefields. While considered
agents of Fate, the Valkyries represent the heroic resistance against Fate, and the
struggle against the inevitability of destiny. The Valkyries are divinely mighty and
awe-inspiring, albeit still largely dwarfed by the gods in those areas, and command
many lesser powers over ravens, Death and the Psychopomp Purview. Each
purchase here grants a squad of five Valkyries or similar immortals who directly
serve the gods’ interests. An example being those Dai-Tengu allied with gods, who
are powerful martial arts masters and illusionists capable of forging Birthright
artifact weapons.
Fair Weather Friends (400 CP): Many allies to Scions are as alluring as they are
unpredictable. The Aes Sidhe of Irish myth for example wield bronze weapons
enchanted with their own glamour that paralyze those they shoot, and are
otherwise the equal of the Svartalves-and even more weak to iron. Kitsunes can be
even more troublesome to deal with; while supporting the Amatsukami and other
gods, their capricious nature compels them to be strange and unpredictable with
their divine powers over shapeshifting, suggestion, manipulation and Chaos. A
purchase here provides five such strange, fair allies. As a special aside while this
technically does include the nymphs described later, for whatever reason those
known to be on the side of the gods err on the weaker side of the species.
Divine Steed (400 CP): The Aztec Scions are blessed to ride massive, feathered
serpents through the air while some Greek ones ride Pegasi. And with every
purchase here, you can join the ranks of those with a divinely empowered steed.
Keep in mind that the more particular a steed’s preferred method of locomotion
is, the more it tends to excel at it. While all divine steeds are incredibly fast and
enduring, the Galapagos tortoise-sized spawn of Chukwa can outpace speedboats
in water, does not need to come up for air and has a nearly impenetrable shell
apart from its head. Each purchase here offers one such steed.
Draconic Vanguard (600 CP): The Chinese Bureaucracy includes a great many
dragons, that are far more intelligent and cultured than their western brethren-
though sometimes careless are bad tempered. The greatest are so powerful they
are the equals of gods, while the least powerful can match a demigod’s might.
Each purchase here lets you make a new draconic friend, which probably draws
from Chinese mythology given the poor relations between gods and dragons in
most other mythologies. As a result this purchase also includes reptilian immortals
of great power-such as the White Snake, a shapeshifting lesser immortal on par
with the least of gods who tried very hard to be good enough to win a place in the
Celestial Bureaucracy, but somehow failed and was imprisoned in the Underworld
until recently.
Lost Along The Slow Path (600 CP): Well, well. You must be quite the charmer to
have friends in places this high. You must have done something quite outstanding
to gain a guide as influential as this. It could be one of the stronger Ghede, the
lesser spirits of the Loa pantheon. It could either the Furies, who personify divine
vengeance, or the Moirae, who personify Fate for the Greeks and are damned
dangerous to have as an acquaintance. Or maybe some twist of Fate made you
friends with Nephele: A perfect physical replica of Hera with great power over
Fertility, the Sky and Magic (but none of Hera’s other powers) and an immortality
greater than even Zeus’ own that reforms her out of the nearest breathable patch
of air. Suffice to say there’s quite a few immortals out there who have gone along
with the gods’ schemes, or at least not mustered a concentrated rebellion, but
remained indifferent to their greater goals-until meeting you.
Godly Brethren (800 CP): Since when were you under the impression you were the
first Scion to achieve godhood? There are those who have come before you, and
those who will come after you, and most but not all of the time their names are
writ in legend. Like Wayland Smith, who fashioned brass wings to escape the court
of Nidung after bringing ruin upon it for his imprisonment and torture. Or the
famous Hercules, though many such as Herman Cortes and Himiko weren’t
recognised as such in life. In any case one such former Scion has seen something in
you that reminds them of themselves at a younger age, and is willing to help you
out. Each is quite a powerful specimen of divinity despite being younger than many
gods, having reached the conventional pinnacle of Legend ranking. Do note that all
the former examples are…embittered, to say the least, about their treatment by
the gods so instead with each repurchase apart from another exalted figure of
myth or history you may instead gain a miraculously well-adjusted sibling that has
your back in the messy world of divine politics.
Titanspawn
Beastly Brethren (100 CP): Minotaurs, centaurs and Fenrir oh my. There’s all
manner of deformed, animalistic monsters from myth and legend who would relish
the fight the Titans wish to bring to the world. And with each purchase here, you
may gain 15 allies ranging from the uncannily strong bull-men of Greek myth, to
the pups of Fenris’ litter. Such beings are typically brutish and straightforwardly
idiotic when it comes to combat, but rare exceptions have been known to exist-
although a single specimen as well learned and formidable as Chiron will cost
400 CP, subject to discounts. It’s just that modern society doesn’t tend to reward
a literate minotaur trying to earn a Masters in Finance.
Salt of the Earth (100 CP): Despite being Titanspawn themselves, dwarf-like beings
the world over have been frequently ambivalent to the Titans themselves while
often loyal to the gods. The dwarves born from Ymir’s maggots were certainly
quick to ally with the gods. Likewise the Fir Bolg of Irish legend were so dazzled
with Lugh’s skill and radiance, they quickly abandoned Titan worship and aided the
Tuatha against the Fomorians. Whether or not you hold to the Titans’ ways, you
have somehow earned the loyalty of 15 such beings, who often have a singular
power such as the dwarven talent for building Birthrights or the Fir Bolg’s
incredible power to shape earth. It’s not so unusual from the small ones’ point of
view. It’s just a matter of perspective when sooner or later, every master tends to
come up short.
That Hideous Strength (100 CP): Certain beings of the Titans are formidable not
through strength or wisdom, but the sheer horror of what they represent. Like the
lesser gorgons created by the powerful originals, still retaining much of their
venom and petrifying gaze. Or the wretched flesh beasts from the Forest of Organs
deep within the Titan of Darkness, deformed examples of earthly life whose touch
spreads a horrific contagion. Somehow, you’ve wrested the loyalty of 15 such
entities that defy the laws of nature.
Giant Problems (200 CP): From the Jotuns to the natives of Muspelheim, to the
cyclops and the deevs, there is no shortage of very large, mostly primitive heavy
hitters on any front of the Titans’ battlefields. And for 200 CP, you too can have 5
average members of the various giant races sworn to carry your burdens. Yes, you
can have a highly unusual mix of different giant races if that’s what you’re into.
However, keep in mind this represents the rank and file among the giant races; the
elders among their people incur an undiscounted 100 CP surcharge due to their
greater mastery of native magics, shapeshifting and illusions. And the
extraordinarily powerful breeds such as the Gigantes and Hekatonkhieres sired by
Gaia incur an undiscounted 400 cp surcharge for a single member to follow
your lead due to the awe-inspiring, pantheon-terrorising brute strength each
brings to bear. Truly exceptional members of the giant races who rival the gods in
intellect as well as might such as the abnormally massive Daidara-Bocchi of Japan
are completely off the table, as are beings such as Surtur who stand as Titan
Avatars as well as tyrants of the giant race. As a rule of thumb if it ever bedded a
god, bested a god or is a big surly bastard destined to blow up the world it’s
probably off the table.
Aerial Assault (200 CP): The legendary Stymphalian birds of Greek myth and the
razor sharp feathers their wings can propel are far from the only winged terrors in
the Titans’ ranks. And for 200 CP, 5 of these dread creatures attends your
protection from on high. For an additional undiscounted 200 CP these avian
terrors can represent even more powerful creatures. An often overlooked part of
the Titanomachy is Shu’s war peacocks: Highly intelligent and charming Nemean
birds that comport themselves like dignified majordomos with fierce beaks and
talons-through which the Titan avatar, or perhaps a similar wielder of the Sky
Purview, can channel his powers through. Each some innate power over the Sky as
well, and a great Legend pool on par with that of a god.
Aberrations of Mankind (200 CP): There are many ways for the Titans to twist and
warp the human form. Virtually all the myths of uncontrollable human-animal
transformation have some basis in the Titans’ attempts to create new soldiers. The
Atlanteans of old were mutated into water-dwellers. And of course, not all undead
answer to the Loa. With each purchase here, you have wrested control of 5
distortions of the human model whose changed state offers unique advantages.
Whether the sharp smell and tough hide of the wolf coupled with an unnatural
strength and agility or the lack of need to breathe and a deathly hunger for the
living, your options are plentiful. For an extra, undiscounted 200 CP this can
grant you a single member of a particularly large or powerful undead specimen
such as the gashadakuro, a gigantic skeleton.
Serpent Lords (400 CP): Myth is full of snakes that serve as the enemies of the
gods, and in the Titanomachy this is reflected by some of the greatest enemies on
the battlefield being rather serpentine. The Nagarajas of Muspelheim for example
are each 50 feet in length and heavily armoured by their scales, with fangs as long
as swords. If it wasn’t bad enough they can spit their supernaturally lethal venom,
their divine strength and swiftness is matched by a razor sharp wit for an animal.
And for 400 CP, one of these notoriously territorial and bad-tempered apex
predators joins your side. For an extra undiscounted 200 CP this or subsequent
repurchases may instead be the subspecies called simply the Nagas. Apart from
being even swifter and stronger, they boast some shapeshifting prowess as well as
considerable divine power over Fire, Earth and the Sun. This hike in investment
also represents an alliance with both surviving Gorgon sisters at once, terrifyingly
vengeful masterminds still mourning their sister’s death.
Nymphomaniacal (400 CP): Ah yes. These. Well there’s little shame in admitting
why you want five of these, the Titans and their ilk certainly wouldn’t judge you
for your needs. For what it’s worth each is a fairly powerful spirit in their own
right. The Hyades, for example, have several lesser powers over the Sky. Other
nymphs control the Purviews of Health and Fertility with equal prowess, and most
are also divinely skilled manipulators. But what the hell, for the going price you
have a unit of 5 divine spirits with incredible charisma, a breathtaking appearance
and a lot of lust to spare you.
Heralds of Devastation (400 CP): Some of the most powerful servants of the Titans
have a certain grandeur about them, being an expression of their primal nature.
The more powerful members of Aten’s court dimly resemble angels of Abrahamic
myth, armed with blades of light as well as supernaturally potent blasts. Likewise
the shinobi that serve as Mikaboshi’s assassins are swift and silent as the living
shadows they are. With each purchase, 5 such favoured agents of the Titans serves
under your command. Alternatively for an undiscounted 300 CP you may gain the
service of a Seraph or Shinigami, a far more powerful representative of the Titans
than the former with traits capable of matching lesser gods and unique powers like
the latter’s touch of death.
Forsaken Consort (600 CP): You want to get in bed with WHAT?! Well, the world
can only hope you were being metaphorical. To be frank there are a number of
malign beings out there in the world which are female, desperate for company and
incredibly dangerous even to the gods that are technically their greater. Like
Itzpapalotl the Obsidian Butterfly, an abandoned and much diminished Aztec
goddess gifted with the power to create new life with a thought, cursed to kill
with the slightest touch (though certain, unique forms of immortality can surpass
even this) quite skilled in the pantheon’s native sacrificial magics. Or Circe,
daughter of Helios (aka Aten under an alias) and the nymph Perse who was born
fully grown as a beautiful woman and an equal to all but the greatest gods-who
was bound to the island Aeaea out of their fear for her. Save for that binding, the
legendary Titanspawn’s only weaknesses are the herb molly and a libido long gone
out of control from lonely years stranded on an island. The mysterious last child of
Orgos, she who killed her father by illuminating the night in her grief over never
joining her brothers and sisters from lacking the blood of the Earth, may be a
candidate for this option too. With your questionable investment here, Fate can
contrive for one of these ladies or a similar woman of power to be bound as your
ally-and quite likely, your lover soon. The most troubling thing about your new
friend is she has either languished from her full power or been unable to ride the
currents of Legend that would let her realise it. Be warned: If you think you can
handle a mythological yandere, there’s a non-zero chance your adventures
together could soon make clear that this isn’t even her final form.
Giantess Queen (600 CP): The rulers of Muspelheim and Jotunheim are a breed
apart from the rank and file of giants. Built on a scale closer to the least of the
Aesir than their own ilk and often mightier than most of the Norse gods in a certain
approach, such beings tend to be individualistic and ambitious as the gods
themselves. Sinmore, Surtr’s daughter-bride and his somewhat disgruntled earthly
seneschal, towers at 300 feet tall in her natural form and rivals the gods in both
charm and might. While her relative Angrboda stands a mere 80 feet tall and is
somewhat less of a warrior her profane genius, shapeshifting and divine prowess
over Magic, Prophecy and Mystery more than compensate. The giantess wanders
the Nine Worlds freely, abusing her status as Loki’s former concubine to enable
visits to Asgard’s halls and trading secrets with Odin himself. And while they have
their own roles to play in the design of Fate, through a likely similarly eventful
past you too have your own giantess of exceptional pedigree among your Fated
associates. Whether she is a mysterious ally of convenience or her faith burns for
your sake is up to you.
A Gift From Gaia (800 CP): Was it because of some tenderness she saw in your
treatment of her other children? Or to advance some scheme of her war against
the gods? Either way, Gaia has entrusted you with a great honour indeed: One of
her dracaenae daughters. Each stretches 100 feet long and has the torso of a
woman but scaly skin, 10 squirming serpent bodies, as well as tails instead of legs.
Though smaller than their Hekatonkheire siblings, they are no less powerful-
trading in their protoplasmic immunity with not just the Geotic gift their mother
provides many of her children, but also great power over the Purview of Earth.
Each also has a measure of divine power over an additional Purview: Water, Sun,
Sky and Fire-representing the Titan avatar their mother slept with to produce
them. But perhaps the most terrifying thing about the dracaenae is that they are
merely adolescents. They will grow rapidly over the year, perhaps attaining
extraordinary strength matched only by the mighty children of Loki as they mature
into the image of great Typhon from ages past. In short, your investment grants
you the loyalty of a true princess of the World herself. Perhaps for now, the
dracaaenae’s greatest weakness is their extreme naivety. Utterly devoted to Gaia
(and therefore, you since she has told them you are their new caretaker), the
dracaenae have no experience with anyone but their mother and a few of her most
massive beasts.
…also yes, if you want they can be your daughters with Gaia. In which case their
additional Purview other than Earth can be any one you have access to.
Companions
Getting The Gang Back Together (50-400 CP): The gods may be fickle, the Titans
inscrutable but at least those already near and dear to your heart can be counted
on. Right? You may import up to 8 companions into a background of their choice
for 50 CP apiece, and they gain 1000 CP to spend on perks, followers, items or
advancements in Legend as well as the associated Sanctum. Alternatively, you may
create new ones.
Finding Some New Blood (50 CP): With each purchase here, you are given an
opportunity to recruit one of the denizens of this world to your side as a
companion-and a guaranteed good meeting with one you choose. A fair warning is
given: Most of the gods and many immortals are dead set on enacting their role
and authority in the world, even as they lament the crises that Fate lays at their
feet. Convincing one to abandon their old loyalties and destiny is likely to be a
heroic feat in itself.
Bringing The Band Up To Speed (400 CP, discounted Scion): The Fate of this world
has a funny thing about good things coming in sixes. And bad things. And well-
intentioned but jaded and cynical things. The point is early into your stay, you’ll
come into six other young Scions bound by Fate to accomplish great things
together. Each is a new Scion, having only recently received their Visitation and
has a mere 600 CP to spend on perks, items or followers but has a critical
advantage over their peers: Each is also considered to have a lesser version of Born
of Fate, representing the critical role in the Titanomachy Fate wishes for you all to
play. Perhaps a sixth of it. Whatever feats of legend Fate intends for you to
accomplish together, your mutual feelings of loyalty and natural camaraderie are
most assuredly genuine. Individually, you’re the kind of Scions who live up to the
grandeur some actual heroes of myth fail to. Together, you’re a force that could
change the world if you just stick together-so bound by Fate that your new family
takes up a single companion slot. And perhaps with you as an exception to the
“rule” of 6, you might just be the key to them cheating the worst parts of their
Fates.
If you’re not a Scion, you’re no less welcome to the band. Depending on your
nature you might be the team mascot, or a cooler older sibling figure.
Family First (800 CP, discounted Titanspawn): It’s an interesting coincidence that
many of the greatest non-Titanic enemies of the gods are not bound together by
ties of convenience, but a warped form of familial loyalty. From the grief and loss
that defines Crom Cruach’s current dominant avatar, to the maternal doting that
drives many of Gaia’s, to Surtur’s aloof but uncharacteristically consistent
affection for his concubine, to Loki’s…complex and ambiguous relationship with his
children just as the primal chaos before reality defines the Greater Titans, so too
do the most primal relationships drive some of the gods’ greatest enemies. At
some point in your life, you too found a mate of exceptional pedigree and sired
four extraordinary children with her.
Your mate may be either of divine or titanic lineage for the purposes of discounts,
but whatever the case she is a divine being of the highest calibre, equal to either
Apotheosis or Terror of Typhon in addition to further boons. Whatever her origins,
her beauty is extraordinary even among the gods, easily the equivalent of Beloved
By All and at great odds with her preference to living in the wilds like an animal.
Certainly her beauty doesn’t detract from the fight or flight instinct her rippling
build and predatory confidence convey, for she also has Monstrous Progenitor as an
inherent trait of her inhuman nature and 1000 more CP to spend. Your children are
no less extraordinary, each being similarly at the apex of divine or Titanic life
while boasting power equivalent to Bane of Pantheons in addition to 800 CP to use.
But the greatest gift of all provided by your family is unlike many enemies of the
gods, your love for each other is uncoloured by strife. What malice and ambition
your mate has is coloured by her very sincere affection, and her appetites are
exceeded only by her zealous devotion to your wellbeing. Your children fight each
other only for your approval, and whatever your nature are highly protective of
your honour. Fate normally ordains your kind to bring great destruction on the gods
before being undone by their desperate efforts, but perhaps you can change the
hand it normally deals?
Little changes if you were a Scion, other than the astonishment and relief from
your mate that you actually survived the coupling if you were a newly awakened
one. Optionally, your past in this world may include a broken pelvis that you may
or may not still be dealing with.
Asgard. Olympus. Tien, Iteru, Tier na nOg. The origin and formation of the famous
Godrealms is mysterious indeed, arising at the same time as the gods’ own
ascendancy to power in the Overworld to impose form on its limitless potential.
Perhaps you’d like to carry some of that potential with you from this world? The
following section will allow you to customise a divine realm of your own, ruled
over primarily by yourself and any allies. It is considered your “home turf” for any
and all mystical or divine purposes, and supernatural effects that incorporate your
Legend are generally felt more strongly here. This section works on Godrealm
Points (GP) which you may increase by converting CP to GP at a 1:2 ratio. To
represent the increasing power of Legend upon the Overworld, a stipend of GP
equal to the “tier” of divinity (or scope as a Titanspawn, should you have the
aforementioned perks) you purchased earlier in this jump is provided to you. Thus
with Dawn of Demigodhood or Nemean Evolution you would have 300 GP while with
Apotheosis or Terror of Typhon you would have 600 GP.
A fair warning: All things being equal, many gods will see a new emergent
Godrealm as free real estate. To say nothing of how by default Titans will see it as
a new battlefront to assault. While many Godrealms are holding strong thus far,
due to the risk and complexity of the ongoing sieges, should you wish you may
choose to defer owning a Godrealm until after the jump at which point for
obvious reasons you will no longer have to fear rival pantheons or Titans barging
in.
Optionally, whether or not you take the previous option any items, companions
and followers may appear somewhere in the Godrealm. And in future jumps,
inactive companions may live there as well. Should you, or your companions and
followers sire Scions of their own they too may come to this Godrealm upon
apotheosis through its Axis Mundi and joining its pantheon.
Divine Climates (Free): The weather and passage of seasons in Godrealms hearkens
more to the gods’ nature than any natural law recognised by science. Whether you
dwell in a land of constant ice and snow, operate within a day/night cycle
dependent on the activities of the gods or experience the changing seasons when
different gods leave or enter other regions they hold influence may be freely
decided. While you are certainly more familiar with the ambient conditions and
more adapted to them than most, you exert no direct control over them with this
alone. Of course the Sky, Magic and other Purviews may effectively grant deities a
grand amount of control over them anyway. Do remember that the dimensional
boundaries of Godrealms are…unclear, to say the least. Suffice to say the sky is
probably arbitrarily high, there’s a fair chance without mastery of the Psychopomp
Purview or other interdimensional travel abilities you’d just end up lost then come
back somewhere else in the Godrealm eventually, and despite all that judging by
various events in myth it’s still possible to knock celestial objects askew, visit
strange places up there or even break the sky itself to calamitous effect on the
mortal world if you’re a very violent or careless and strong deity.
The Far Side of the Horizon (Free): The landscape of the Godrealms is equally
wondrous and unique, often reflecting the idealised paradises and allegories of
myth than any gradual process of erosion. For free, you may have a pristine
wilderness of any sort permeating your Godrealm with practically arbitrary
topography as long as it remains at least somewhat resonant with the human
experience. From a great river with distant shores that encompasses the entire
realm, to the mountainous heights of Olympus, while the landscape tends to
change somewhat less than the climate it too is largely outside the direct control
of the gods-unless of course they wield power over Earth, Fertility and other
associated Purviews. One notable commonality you may also have for free is that
many pantheons have Godrealms that permit them a distant view of the mortal
world-whether from on high, metaphorically at its centre or ambiguously immersed
in it somewhere in a kind of divine subdimension. While it is generally impossible
to actually leap from the mortal world to the Godrealm and vice versa, and
certainly impossible for mundane means to enter the Godrealm from that vantage
point, should you wish you may also have such a spectacular view-or keep your
Godrealm more distant. And as with the sky, the topology of your Godrealm is
more comparable to a pocket dimension than any continent on Earth.
Loyal Hounds (50 GP each): A breed of animal, either too small to ride or
otherwise unsuitable to serving as transportation, has a particular affinity for you
and your pantheon. From the hounds of the Wild Hunt to Hera’s peacocks, they are
to mundane specimens of their race what Scions are to humans and serve you
loyalty. A thriving population that can be found everywhere in your realm’s
wilderness is granted with each purchase here, and this option may be repurchased
to gain an additional breed of animal with an affinity to you and yours.
A Head For Heights (50 GP/100 GP): The topology of your Godrealm is particularly
mountainous, sufficient to form a natural defence against anything that can’t fly.
This can include very unusual formations of geography and grants you more direct
control over it, like needle-thin mountaintops or deployable rainbow bridges that
can lead anywhere in the realm. Additionally, for a total of 100 not only may this
be a part of your Godrealm but your entire sky may have cosmologically significant
features such as divine incarnations of the sun and moon or constellations deeply
attuned with the power of Magic, Mystery and Prophecy.
A Foothold on the World (50 GP each): A location in the mortal world so strongly
aligns with your Godrealm’s mythology, that while you exert no direct control over
it (yet) it can actually rejuvenate the Legend pool of you and any aligned gods who
go there. An example being the British Museum’s display of Egyptian culture, which
benefits the Pesedjet. One such building in the mortal world serves your Godrealm
and eventual pantheon this way too, and each repurchase here creates another.
Lap of Luxury (50/100/200 GP): From the halls of Bast to the changeable palace
Aphrodite rules, some gods inhabit luxurious domains even by divine standards. For
50 CP your personal residence is decadence and lush even by the reckoning of
gods, enjoying just about every mortal luxury you could desire from the finest
perfumes to the richest feasts. For 100 GP, several such residences boast such
décor in your land. And for 200 GP, not just every structure but even the water,
land and sky of your realm have a beauty beyond the modern world. Waterfalls of
saffron, trees that grow leaves, flowers and fruit of jade and pearl, and stars that
twinkle like a diamond hoard would be a common sight.
The Fat of the Land (50 GP): With all that lives in the land of the gods, some
question how each hungry mouth’s kept fed. You have one such answer: A variety
of plentiful, replenishing and often surprisingly humane food sources common as
grass throughout your Godrealm ‘s wilds and easily farmed with no penalty to taste
or nutrition. Some examples from the Celestial Bureaucracy being the magical
grain Muhe (Tre Grain) which grows on stalks 40 feet tall and five handspans wide.
Or the Shirou (Seeing Flesh), a substance shaped like a cow’s liver with two eyes
that is the finest of meats and grows back instantly no matter how much is eaten.
It also covers divinely perfected wood and fungi.
The Bounty of the Earth (50 GP): From the orichalcum of Greek myth to the metals
from which Mjolnir was forged, many Godrealms have divinely touched materials
from which Birthright weapons may be forged without the spilling of ichor by those
with the talent. Your land runs deep with veins of such wondrous ore.
Planar Enfranchisement (100/200 GP): Why rule one Heaven when you can rule
several? For 100 GP your Godrealm has numerous subrealms, like the various
barques which are akin to smaller pocket dimensions for the Egyptian pantheon.
Miniature worlds can coexist quite happily in one throughout your realm, and as
more members join your pantheon some well-lived buildings may spontaneously
form subrealms suited to their tastes or purposes. However for 200 GP you may not
just have a dazzling array of subrealm levels, but an exotic set of natural defences
related to the unusual topography of your world. Such realms may be like as
esoteric as the Atzlanti’s Acopa, forming entire layers of reality reached through
esoteric passages like climbing through the smoke of a cook-fire or diving into a
constellation. Or as complex and intricate as the Celestial Bureaucracy, in which
the largest river flows with stars instead of water and a mountain range of fire as
well as a black river guards the Godrealm from elsewhere in the Overworld.
Noble Steeds (100 GP): Animals fast enough to put fighter jets to shame dwell
throughout your Godrealm, strong of will but intelligent and honourable to their
gods. While often seeming ordinary at first glance, such creatures are strong and
enduring to carry gods to war and back. This may include everything from powerful
goats to the horses the Valkyries rely on.
Great River (100 GP): While you were always able to have rivers in your Godrealm,
with this one particular river has a divine significance in your pantheon’s life.
Perhaps like Iteru, it consists of primordial waters covering most of the Godrealm
from which the oldest gods arose-and perhaps, may give forth new ones. Perhaps it
is a smaller river, but no less significant-like the Ganges of the Devas or the great
river of the Celestial Bureaucracy that embodies the Milky Way itself. Either way,
it contains great divine power and symbolic status. At your discretion this may be
another cosmic body of water(y substances), like the Devas’ ocean of milk. This
option may be repurchased to have additional similar bodies of water, which may
crisscross each other or in bizarre cases-result in skyborne rivers or rivers that flow
consistently through other rivers.
Draconic Allies (100/200 GP): Dragons are often seen as a plague by many western
pantheons, but in some of the eastern ones they help sustain the divine order. For
100 GP you have a population of dragons loyal to your rule somehow, in the make
of those slain by Beowulf and Saint George-though still far more powerful than
most lesser Titanspawn. Barring particularly strong or weak exceptions most are a
good challenge for a mighty demigod, and while certainly sustainable as a
population they are uncommon enough to seldom be seen in numbers. But for 200
GP not only is the population of dragons large enough to form courts throughout
your land, but there are a few among their number powerful to rule as gods-and
perhaps, diligent enough to seek to do so out of responsibility. Whether or not you
formally acknowledge the dragon-gods as part of your pantheon, most regard you
as a lynchpin for order in the Godrealm.
Spirits of the Realm (100/200 GP): While the kami of Japanese mythology are
famous as the lesser spirits of all objects, similar beings have been witnessed
elsewhere in mythology. For 100 GP your Godrealm may inherently have a thriving
spiritual community of similar beings, from the abstract kami who can be
commanded to reconfigure and modify their objects to the hidden folk of Norse
myth that actually manifest as small humanoids that become very protective of
those who treat them well. For 200 GP your Godrealm may also have powerful
spirits that maintain and bless the natural order of the Godrealm-ones almost
powerful enough to be a true god, including comprehensive mastery of a single
Purview as well as invulnerability to any being with less divine power and the
ability to dissolve into its element, but often far more alien in morality. The land-
vettir who sided with the Vanir before their defeat by the Aesir are one such
example.
Choosers of the Slain (100/200 GP): Though less powerful than the least of gods,
the Valkyries are a formidable force in their own right. More importantly, by
marking worthy mortals they gather an army fit to fight for the Aesir in Ragnarok
after being bolstered into immortal Einherjar warriors. For 100 GP you have a
similar system in place for your Godrealm, consisting of beings similar to the
Valkyries who may select warriors based on your criteria of desired souls and a
subrealm similar to Valhalla optimised for uplifting those warriors into powerful
champions-though still far less powerful than gods. For 200 GP you also have an
order of supernatural beings similar to the Shinigami or Seraphs almost as powerful
as gods that stand guard for your warriors, and aid them against foes beyond their
reckoning.
Nectar of the Gods (200/400 GP): Around the heavenly home of the Devas spans an
ocean of milk, and when the world-shadowing jambu tree’s elephant-sized fruit
ripens and falls into the milky ocean beneath, it creates a sweet succour that
beautifies all existence. More importantly for the gods, sometimes this fruit falls
elsewhere and it’s juices form a river of sweet liquid in which sometimes just the
right amount of conditions permit sweet, sweet amrita to emerge. A similar event
regularly occurs in your realm for 200 GP, requiring certain cosmological natural
processes to create a substance similar to amrita that is wondrously restorative to
you (even if you are a Titanspawn) and baneful to your enemies. It may not
necessarily incorporate an ocean of milk; if you already have a great river
subsuming your Godrealm it may bubble up from its depths like natural gas or rain
from the sky like manna, for example.
But why go through all the hassle? For 400 GP you simply have oceans of amrita,
ambrosia or a similar substance that is the pure essence of divine vitality in easy
reach. Whether they pool just below your Godrealm, form a whirling vortex in
some hidden cavern, occasionally flash through your lands in a torrential flood or
are entirely isolated to a certain subrealm of pure bliss, expect jealous, thirsty
Devas to be anxiously pounding on your doors if word gets out.
Axis Mundi (1 Free, 200 GP after the first): Like the Omphalos Stone is to Olympus
or the World Ash is to Asgard, your Godrealm too has a cosmically important
structure of some sort that permits access to a location or event in the mortal
world. When so thoroughly wrought in the awe-inspiring legends of Godrealms,
such structures often have ancillary mystical properties such as the runic wisdom
Odin gained from hanging himself from the Ash or rumours of Nanautzin, who
transfigured into the pillar of solar flame that binds each layer of Acopa to the
mortal world, still somehow being able to “sire” Scions touched by fire. You have a
wide discretion to define the parameters of your Axis Mundi, and for 200 GP you
may secure an additional Axis Mundi.
Ritualistic Protocals (200 GP): Speaking of Acopa, travel along the Pillar of the Sun
becomes increasingly difficult at the highest levels. The abandoned 10th Heaven
constantly bombards visitors with fiery napalm-like liquid. The 12th is directly
controlled by Xipe Totec, who sends those who wish to access the Axis Mundi on his
level on quests of worth. And on the 11th level, all attempts to use the Purview of
Prophecy automatically succeed if the seeker is willing to shed their blood for it,
and a labyrinth conceals Tlazolteotl’s subrealm from outsiders. You too may have
similar obstacles or rites throughout your Godrealm, which brutally smite outsiders
and/or grant them divine boons for acting in compliance with your realm’s
principles. Generally a single rite holds sway over a division between subrealms, or
different gods’ influence. These do not impede you and your fellow properly
enfranchised gods’ passage throughout the Godrealm, though you may still enjoy
any beneficial effects they provide.
Hammer and Tongs (Free/300 GP): Being at war and all, it’s only natural the gods
generally arm themselves well. For free you have enough smithies, ores and
dedicated armouries to outfit a thriving pantheon with weapons and armour sturdy
enough to stand up to divine combat despite seeming from an older, more savage
time-all of which are worthy to be called Birthright relics. Or more archaic but
equivalent facilities if your Godrealm hearkens back to one of the more primitive
pantheons. However for 300 GP be it through skilled craftsmen, talented dwarves
or sheer providence your Godrealm excels at producing those weapons considered
devastating superweapons in divine combat. Relics like Mjolnir and Gungnir may
still be masterworks of their kind, but even arming one in 10 gods of Asgard with
such a weapon could spell disaster for their enemies.
Halls of the Gods (100-300 GP): The residences of the gods themselves can vary
greatly across different Godrealms, and here you may determine the complexity of
yours. For 100 GP before other modifiers, your courts may be similar to those of
the Pesedjet, Loa or Aesir, having wondrous interiors but fairly mundane-if still
quite reinforced-exteriors. Such residences can still be quite powerful of course;
while being comparatively modest to some of the options below Atum-Re’s solar
barque is built of enough divinely glorious wood to flatten the forests of Lebanon
and provides all solar light to the entire realm while proceeding on its fixed course
between the Overworld and Underworld. For 200 GP, you may rule more complex
settlements from a palace as magnificent as those of the Amatsukami or
Dodekatheon. And for 300 GP, a great sprawl of marvellous buildings for specific
purposes and not merely radiant, but cosmically significant palaces seldom
witnessed outside the domains of the Celestial Bureaucracy and Devas populate
your domains. Your own residence can be utterly absurd and cosmically significant,
like Brahma’s 800 miles wide bungalow or Surya’s palace being a scant few miles in
circumference yet being so grand within it can hold the sun.
Underworld (100-300 GP): While many pantheons have access to some form of
underworld which those under a certain degree of their influence in the mortal
world enter, not all exert comprehensive control over it. For 100 GP you may have
a destination like Helheim, in which the souls of the unworthy dead in your eyes
are punished out of sight, out of mind and barring a single god of uncertain
temperament or truly heroic efforts out of your control. For 200 GP you may have
an elaborate system build in place to winnow, nurture, judge and ascend souls
under your guidance similar to the Egyptian and Greek gods. At this level of
investment, should yourself or another die it may be possible with certain magical
procedures to retrieve them over a long journey from passageways to the land of
the death you oversee. And for 300 GP you may have a sprawling bureaucracy with
numerous, specifically defined roles, intricate castes of punishment and many
races of loyal demons or even more powerful infernal spirits dedicated to providing
the best afterlife aftercare aftersystem aftervailable. This degree of investment
includes a system like the Celestial Bureaucracy’s Office of Reincarnation, which
can potentially permit an automatic reincarnation to any life desired in the mortal
world, with full knowledge of past lives.
Noble “Steeds” (100/200/400 GP each): Whelp. Here we are again. It’s no secret
that despite seductresses making up a good portion of divine enemies, many
pantheons have entire orders of spiritual beings that, despite being talented and
powerful in their own right and often presiding over an aspect of the natural order,
seem to exist mainly for the core pantheon members to have all the bedmates
they could ever ask for. And each purchase here will add a thriving population of
supernatural beings to your Godrealm. For 100 GP, this particular race is on the
order of the lesser nymphs of the woodlands or lesser succubi. For 200 GP, this
race can be like the more powerful Hyades or shapeshifters such as the White
Snake. And for 400 GP, you have somehow gained the affections of an entire divine
clan numbering in the hundreds-a force akin to the Vanir, who intermarried into
the Aesir pantheon. Nominally it is assumed that such beings are fully intermarried
with a pre-existing pantheon of gods and you merely have a spouse, several
concubines or both from among their number, but technically nothing prevents you
from marrying all of them yourself.
Beast For All Burdens (200/300 GP each): The Godrealm of the Devas rests on the
back of the primordial elephant Maha-pudma, which in turn stands firmly on the
back of the turtle Chukwa as it swims. For 200 GP apiece, your Godrealm may be
physically and mystically braced against unwanted interference by a gigantic
guardian beast similar to these noble creatures in some way. Only the mightiest
heroes can withstand their mighty blows. Furthermore, for a one-time investment
of a further 100 GP these beings somehow spontaneously generate offspring-
avatars loyal to your cause. Somewhere. Somehow. Despite not being visibly seen
to stop swimming and breed, or to our knowledge wielding divine power of their
own. It just works, okay? Millions of baby turtles just…show up.
Of Things Feared And Known (200/300 GP each): The mysteries of Magic, Fate and
Prophecy are many, and it’s no coincidence the Aesir revere two separate sacred
sites that provide great insight into all three. For 200 GP you have a location or
artifact, be it a subrealm or a grand tapestry constantly weaving the fate of all
beings as it is being made that stretches endlessly onwards, that provides great
insight and power over such things. But for 300 GP your Godrealm includes a
location deeply rooted in Fate’s power like the sacred Well of Urd. It holds great
wisdom, though it generally takes great sacrifice or art to pry its greatest secrets
for your own benefit. Not only does it somehow empower your Godrealm as the
Well’s waters preserve the life of Yggdrasil and it’s clay whitens the tree’s bark,
but three beings with great power and insight into Fate attend the Well. While the
Aesir sometimes struggled to commune with the Norns, these ones seem quite
compliant towards your wishes insofar as they are also effectively terminals of
Fate. Also while not required to be so, traditionally such beings are female.
Unsavoury Neighbours (+300 GP, can be taken up to 4 times): While many of the
Titanspawn invasions are infrequent and unpleasant surprises, to some the war
with a certain group has become intrinsic to their destiny. And should you wish,
your Godrealm too may be linked to a subrealm full of millions of belligerent,
powerful Titanspawn such as the Jotuns or the druujs. Or a smaller but more
powerful group of belligerent god numbering a couple hundred. While this can be
dealt with over time by means such as extermination, sealing and marriage (a
tactic very favoured by many different pantheons), in the short term you may find
yourself fighting the Titanomachy on more fronts than you expected.
Hallowed Harrowing (300 GP, requires Underworld): Upon death and mutilation,
Osiris was not lost to the world forever. This purchase may be thought of as a twist
of Fate similar to his, bound to yourself and your Godrealm. When you are slain, so
long as some remnant of you is brought to the Godrealm proper there is
guaranteed to be a procedure that can restore you to the blush of life. Instead of
some irrevocable change in your condition, death simply transport you to your own
Underworld. You are given no special powers you do not already have to escape,
but neither are you stopped from doing so if you have the ability. Nevertheless,
others can greatly expedite your return to life-potentially resurrecting you with no
loss of Legend rank. The Purviews of Magic, Mystery and Prophecy will reveal what
must be done to perform this deed. The better designed (and present) your
Underworld is, the more convenient this process becomes.
Arboreal Glory (300 GP): The glorious apples of Idunn and Hesperides are not the
only divinely restorative fruits recorded throughout time. The Tree of All Seeds
native to the Yazata’s Godrealm is the progenitor of every plant, and naturally it’s
seeds can grow into any plant that has ever grown in the mortal worlds, and always
takes root. It’s juice is rumoured to grant incredible physical ability, mental clarity
and immortality-even restoring the bodiless dead to corporeal life. Whether you
wish for one grandiose tree or a grove similar to Idunn’s, your Godrealm may boast
a form of plant life potent enough for gods to lay down their lives defending.
Seat of All Seeing (300 GP): A seat in your residence now has a specific but highly
useful ability: The power to see anywhere in the mortal world, anywhere in your
Godrealm and anywhere in the Overworld not protected by the power of other
pantheons or Greater Titans. This seat can be as ostentatious as any throne of the
gods was ever imagined…or it can be discrete and out of the way to avoid prying
eyes.
Harmony (300 GP): Humble and down to earth as it is compared to many
Godrealms, the Loa’s has a true rarity: Harmony between all inhabitants. While
nothing stops you from maintaining good relationships or currying favour through
good rule, by purchasing this Fate itself enacts a tendency for peace between all
inhabitants of your Godrealm-save those designated as foes under Unsavoury
Neighbours, who will find themselves greatly isolated from potential support. The
effects of this are subtle but profound, the machinations of usurpation vanishing
among those who know and strong bonds being forged in the heat of battle. Should
your realm include spirits and lesser immortals, in time your good relations with
the world around you could see you as beloved as Baldur.
Creator’s Retreat (400 GP): It is a curious thing that some of the oldest pantheonic
leaders left behind their subordinates for mysterious reasons. Ahura Mazda has
vanished sometime after turning the tide against Ahriman. Ometeotl, creator for
the Aztecs has never been seen to leave the impermeable 13th Heaven. Perhaps
Satyaloka, the abode of truth to which Brahma sometimes retreats, provides an
answer. For it is an empty and mysterious place accessible only to Brahma, in
which is trapped Truth in its absolute form. And now you too have a concept bound
somewhere within a discrete subrealm near your residence. Bathed in the absolute
expression of truth, absorbing its energy and expressions, Brahma emerges from
his chamber empowered by the fire and insight of total Creation-and for 3000
years he has used to chamber to ready the mortal world for an incarnation without
any Titanic influences. So too are you too enriched in ways that empower all your
divine powers to create-although should you think it appropriate, the concept may
instead endow you with the capacity to preserve, or destroy on a similar scale.
Drawbacks
Time After Time (+0 CP): Not a modern boy after all? With this option you may
start sometime in the past, up to the first recorded interactions of the Egyptian
pantheon with humanity around 9000-10,000 years or so ago. Your stay will be
extended over potentially millennia up to your usual starting date. You will stand
as a frontline witness to the pantheon’s earliest battles with the Titans, or even
the grand mystery of new gods coming into being.
Beyond the Kali Yuga (+0 CP): On the other hand, if the Devas are correct than all
of this has happened before and all of this will happen again. Perhaps you’d like to
see what becomes of humanity once you’ve carved your own Legend into this
world, or determine how much truth there is to their beliefs? With this, your stay
may be extended up to about 9000-10,000 years further from your usual starting
date in this world. This is cumulative with Time After Time, meaning you may
potentially stay for between 18,000 to 20,000 years here if you wish.
Parental Discretion Was Ill-Advised (100 CP): At some point in your past, your
principle parent (or a major Titan avatar of your Greater Titan) deeply wronged
you. Perhaps they denied you divinity simply for failing to bow low enough in a
formal ceremony. Perhaps you grew up an orphan, never knowing your parents
until they decided they needed more warm bodies for the war. However it
transpired, you have a burning resentment against the gods of your pantheon or
Titan that chokes your every breath-and while not fully illogical with that rage,
you sometimes question who’s side you’re really on.
Eye of the Huracan (100 CP): Watch out for that truck, kid! You really should have
looked both ways when crossing the street and…OH GODS, that truck was full of
minotaurs! And they’re on FIRE! With BAZOOKAS! In a nutshell, the aura of Fate
around you is particularly slanted towards over the top violence and chaos, as if
guided by the hand of the prophet Michael Bay and foretold by the prophecies of
the Fast and Furious movies. While technically this does grant you quite a few
opportunities to reaffirm your Legend, expect to have some important
conversations ruined by the wall behind you exploding.
Somewhere, Odin Twitches (100 CP): Okay, this one’s not so bad right? You’ve
made a friend! A treacherous friend. A slimy, duplicitous little scum of the earth
bastard with a bunch of daddy issues and an ego to prove to everyone in the room.
You have, in short, met a deceitful little shit of a Scion who can be compared to
the second coming of Loki himself-and Fate has bound you to each other as bosom
friends, contriving reasons to have you bump into each other. For that reason your
“pal” won’t specifically target you in their machinations, but neither will they
think twice about collateral damage, roping you into a scheme with all their
manipulative prowess or trying to have you foot the bill for their latest fuckup.
YOU’RE TOO SLOW! (100/200/300 CP): Faster than a speeding Usain Bolt! More
agile than a monkey in a china shop! It’s…a human cultist of the Titans? Oh well. In
another time and another place, one of the greatest challenges faced in this world
was neither gods nor Titans, but the propensity of both to be fast as FUCK boy.
How would you like a taste of that frustration? For 100 CP a great many blessings
of celerity seem to have been spread among the faction that is your main enemy,
sufficient to give them all a moderately divine boost in swiftness and agility. Even
mortal men jump and flip like the wildest dreams of parkour enthusiasts and can
even dodge bullets in a pinch, while correspondingly faster beings like harpies
could dive bomb in and out of an office building with pinpoint precision. For 200
CP this extends to the logistical efficiency of your foes’ tactics and planning,
allowing rituals and ploys to be pulled off with impossible speed. And for 300 CP,
your foes have somehow develop an obscure and complex ritual that can give any
of their peers Ultimate Dexterity. One thing’s for sure, when next you face your
foes in battle you gotta. Go. Fast.
Demanding Dad, Micromanaging Mom (200 CP): …or perhaps your divine parent is
somehow Fated to make the above come true? On the opposite side of things, for
one reason or another your divine parent is determined to be a part of your life in
a highly inconvenient way. They might make absurd demands for you to fight a
hydra off the bat, and lambast you for failing to meet their expectations if you
couldn’t kill the thing. They might brag about you in front of other gods, and
expect you to defend THEIR honour. Whether due to an excess of pride or
particularly exacting standards, don’t expect a lot of help. Or logic.
In The Grip of Madness (200 CP): Hera, or someone just as capricious, has cursed
you with the psychosis that took Hercules. It may seem counterproductive to either
side’s effort to leave a potential ally wracked with madness, but that’s gods for
you. While with some effort you can retain something approaching sanity, if visibly
distressed in most waking hours. You fail to tell ally from enemy without fail when
stressed by battle, bark mad orders at the moon for not COMING DOWN HERE AND
GIVING ME A HAND WITH THIS HARD BASTARD and generally are both a merciless
and unpredictable killer. Sleep is no escape either, wracked with nightmares so
fierce you may exert divine power unconsciously. While you can most definitely
still fight, you struggle with much else.
The Other Kids (200 CP): Another band of Scions has it out for you, and boy are
they unhappy. Led by a charismatic and driven chap with a dark past and an edgy
katana, each has Purviews and Birthright relics that complement the other’s
shortcomings as well as a surprising degree of camaraderie and teamwork for utter
oddballs. It’s unclear whether your life is just business or a genuine grudge from
your pasts, but whatever the reason they’re here, they’re coming and they’re
MOTIVATED. They also seem shockingly proficient at raising their Legend ranking,
which may or may not be due to Titan support behind the scenes-and just to be
clear, they’re a different gang to Kane’s little team if you took a certain scenario.
Mikaboshi’d (300 CP): For one reason or another, a Titan Avatar recently decided
your still somewhat mortal body was the perfect little vessel for a fragment of its
will and being. You’re all messed up now, likely deformed and possessed by a
Titan. Expect constant struggles for dominance over your own body, nightmarish
visions or even self-induced harm in a bid to coerce you to give up control and a
lot of attention from loyal Titanspawn who’d like to see their master’s figment get
on top or stay on top-at least, until you somehow kill a being that’s co-piloting
your body and is mostly spirit. Some means may exist to save you in this world, but
they aren’t many and they won’t come easy.
Martyr Without A Cause (300 CP): It would be too easy to set you a fate to die and
be done with that, since plenty of folks have proven their mettle by cheating a
nominally inevitable outcome here. No, instead you’re Fated to arrive at the
greatest, most intense battles of this world between the gods and Titans-and to
seize victory for one side in a dramatic sacrifice. You might take an arrow meant
for Houyi, only to find it was dipped in the World Serpent’s venom-and it
unerringly went straight through your heart. Or you might feel compelled to charge
vaingloriously at Mithra right as he’s knocked Ahriman on his ass-only to trip mid-
charge as he wrathfully turns his divine strength on you. With the inevitability of
the whirlpool, circumstances and commitments will push you into these situations
and Fate will demand it’s pound of flesh from you. Without giving a damn for what
even surviving these events will likely do for your social life.
Behind Enemy Lines (300 CP): This isn’t good. Forget your starting location, if
you’re a Titanspawn you’re in the halls of Valhalla, and everyone’s glaring at you
like you just slapped Brunhilde’s ass. Or if you’re a Scion, you somehow ended up
in the halls of Aten’s palace and the words “BEHEAD THOSE WHO FELLATE THE
PRETENDER ATEN! GOD, WHO ATEN IS NOT, IS GREAT!” are still ringing down the
halls and you can hear furious flapping coming towards you some ways off. The
point is you’re deep in enemy territory and get this-whatever your specialities or
elemental affinities, it’s always the Titan or pantheon you’re least suited for
dealing with. Hmph, you’re the greatest and are good at everything? Alright
alright, it’s the pantheon or Titan you hate the most. Good luck getting home, and
better luck getting your pursuers off your back.
GIVE ME GOD OF WAR (600 CP): Hundun has heard your distant cry for more power,
ever more power, and he will gladly assist. Each time you fight an opponent
significant enough to merit a great impact on your Legend, Hundun will reach out
and empower them with his dread touch. Keep in mind the power he normally
offers at random is sufficient to tempt the generally straight-laced gods of the
Celestial Bureaucracy astray. Worse, from that site his corruption will spread, and
spread, emitting hordes of his Titanspawn and warping those around them. These
cracks are apertures through which Hundun can act in subtler ways before being
sealed up, sowing chaos and discord into your life in a bid to continue offering you
“help” where you “need it” until it seems you are a magnet for all chaos. Survive
long enough and fell great enough foes, and Hundun may even attempt to
physically manifest in order to “help you” “help him” “help” “you”. Also for the
record, if you took this along with In The Grip of Madness 1. Expect many of the
eldritch horrors unleashed to resemble your deranged hallucinations and 2. It is
most definitely an extension of Hundun H E L P I N G.
Awaken the Sleeping Tiger (700 CP): Well, now you’ve fuckin’ gone and done it.
The mortal world knows with abject certainty that the divine exists. Half the world
is going through some sort of existential crisis, while the other half is engaging in a
global internet flame war over who’s a heretic and who’s sacrosanct. Already the
gods above struggle not to be twisted into unrecognisable forms, and while the
Titans are laughing for now the more astute among them recognise the wide scale
panic and anxiety could have potentially wide scale apocalyptic effects on the
Overworld-right now, people are simultaneously finding, losing and denying
religion. Imagine what happens when the hand of Fate turns against concepts once
enough people stop and thinking about the ramifications of those having divine
embodiments. And ironically, those best suited to stopping this particular
apocalypse are also those least experienced in the ways of the gods-and thus, least
fatebound to mankind.
Revenge of the Titans 3: The Sequel: Starring Jumper from the Jumpchain Series
(800 CP): With this, upon your entry every Titan receives a prophecy that your
sacrifice upon an Axis Mundi will set in motion the inevitable victory of the Titans.
While their time together in the Underworld has done wonders for reaffirming
hierarchy and organisation like they never had to in the first Titanomachy, with
renewed motivation the Titans will coordinate against you as never before. Words
can’t begin to describe the suffering and devastation multiple gods among gods
can exert upon you. And should you be a Titanspawn, the same prophecy is
repeated to every pantheon…with victory for THEM secured by your sacrifice.
If there’s any consolation in all this, it’s that the Titans or pantheons’
concentration is quite thoroughly distracted from whatever their original enemies
were doing.
Scenarios
The Saga To End All Sagas, A World of War and The Hero’s Journey cannot be
taken with each other, due to Fate requiring certain Titans and gods to enact
specific roles and schemes for them to come to pass. The Hero’s Journey also
requires Bringing The Band Up To Speed. Make (Insert Pantheon Here) Great
Again cannot be taken by Deva Scions because the Devas are already pretty damn
great. All other scenarios may be taken with any scenarios not specified as
mutually exclusive.
In a struggle between Titans and gods, there is little room for sentimentality.
Scarce resources are hoarded, conspiracies are counter-conspired against and
when war breaks out the devastation can risk scouring civilisations from the face of
history. In a war where the noblest participants must abandon their beloved
devotees to shore up the warfronts and the vilest gleefully throw away their
children’s lives for more power, the desperation for survival is absolute.
And that’s why after learning of each other’s losses, Anubis and Hades have
decided that desperate times call for desperate measures. Where many damned
souls were lost when the Titans broke out of the Underworld, the guardians of two
pantheons’ actual underworlds were also flung out and cast into some part of the
mortal world. Frequently needed for other duties, both Underworld gods have
resorted to leaving several posters up enchanted only for the divinely empowered
to fully recognise, promising a boon for anyone who can retrieve their pets:
Ammit, the guardian of Duat who was once charged with eating the hearts of the
unworthy. And Cerberus, a great three-headed Titanspawn as long as a bus and
twice as wide.
You are the first to see one of these posters, forlornly drifting in the mortal
world’s wind, and probably confused for being some sort of viral marketing
gimmick. Hurry! While few demigods can be spared from the Titanomachy and
fewer still will take this missive seriously, the favour of a god is a powerful lure.
And the beasts aren’t exactly pushovers.
Cerberus is a fairly stupid beast, at the intellectual level of a typical feral dog.
While he has long been enchanted not to actively seek out Scions, he will readily
fight and attack anything that startles him. Yet despite his heritage, he is a good
and loyal pet to Hades. Divinely strong, resilient, equipped with a supernaturally
deadly venomous bite and a snake-headed tail like his distant cousin the original
Chimera, finding wherever he’s wandered to is half the battle. Wresting him back
to Hades without harming him is the rest.
Ammit is…somewhat cleverer. With the head of a crocodile, the front quarters of a
lion and the hindquarters of a hippo it would be more fair to say she is not an evil
creature, but simply ignorant and horribly misguided. She knows nothing of mortal
custom, social nuance and moral relativism. She simply judges mortals by Egyptian
morality, and deems the ones that fail’s (read: Most) hearts to be valid meals.
While also divinely mighty and perceptive, she has also learned to conceal her true
form behind that of a beautiful Egyptian woman to stalk her meals. Likewise, the
challenge is now luring or wresting back an essential part of the Egyptian
underworld’s functioning to Anubis’ presence.
Your reward is twofold: For each pet you recover to its rightful owner, you will
receive the gratitude of Anubis and Hades. While in this world the greatest gain
would be the associated good reputation with the Greek and Egyptian pantheons,
each god is also more than happy to offer a mighty boon for services rendered.
Many things within reason could be obtained, for the gods have deep pockets but
their diligence leaves them few to lavish it upon. How does an ankh that that
wards a household from the unjust or another helmet of invisibility sound?
Also, it appears Fate itself smiles on your deeds because not long after, a small
puppy-scale version of each pet will find you, yipping excitedly as it bonds with
you as a follower. While it will take quite some time for these to grow up, each
will serve your will with the same loyalty it’s larger counterparts serves their
divine masters.
Damn the Devas! We were about as old as them (hardly any younger, grumble
grumble) and just as fine a pantheon! And that bastard Vishnu, incarnating as
Buddha? What a two-faced cheater! Why should THEY hog all the worship? Why
don’t the mortals care for US nearly as much?!
Your quest, should you choose to take it up, begins when you run across a few
members of your own pantheon having a roughly equivocal argument. The notion
sticks in your brain: What does make the Devas inherently more appealing than
your pantheon? Your challenge then is to convert a significant part of the human
population into sincere worshippers of your pantheon and popularise their religion
across the world until they are as popular among mortals as Hinduism and
Buddhism combined is-if not exceeding it*. Give or take a few hundred million
devotees. Nobody is keeping score, so to speak, you may apply all your divine
attributes to the task and you have until the end of your stay. But do keep in mind
your own pantheon might be seriously divided on the matter once they discover
what you’re up to. While the debaters might be secretly thrilled, the naysayers
may decry your efforts for threatening to fatebind the pantheon to humanity like it
never has before.
Amitābha
Ah, Moksha. The end goal of the ironically named Samsara Purview, given it is the
Deva ideal to extricate oneself from Fate’s influence forever and escape the
seemingly neverending tilt towards suffering it brings. But even great masters of
Samsara can seemingly only sustain it temporarily, and furthermore Fate seeks to
drag back the liberated to its embrace when they intervene in its affairs.
These, among other topics, may come up in a conversation you will soon hold with
Brahma-whether in his personal realm or in one of his mortal guises. You will
reflect on how Hinduism and Buddhism alike have done fairly little to advance
enlightenment for the man on the street, given how the powers of Samsara require
Legend to use at all. True, certain completely untarnished and pure existences
who also kept faith with the Devas managed to find their way to Brahma’s side
over the ages but that’s hardly an optimal state of affairs is it? Even Brahma would
earnestly agree he’d help more people if the Kali Yuga wasn’t nigh. You will, if you
dare, set out to break the wheel of fate’s spokes.
Your challenge is no small task. You will enlighten, TRULY enlighten humanity on a
scale at least commensurate to the current population of faithful Hindus and
Buddhists combined. The central problem is no mere test of faith; the basic
inability of humanity to wield divine powers directly is a mindboggling hill to
climb. Will you engineer great divine works and salvage powerful artifacts capable
of influencing all humanity, while somehow performing your godly duties and
justifying your actions to your pantheon? Will you attempt to Fatebind much of
humanity to the very concept of Moksha? Will your boundless ambitions involve
rewriting what it fundamentally means to be human?
Your reward, achieved when the requisite amount of humans beings achieve the
permanent state of Moksha achieved by Brahma’s adherents, is the power to
permanently sustain the state of Moksha. Not only that, you will be able to
freely interact with the world without influence or even Legend penalty from
Fate and teach others this state by spreading the Purview of Samsara through
simple proselytization. Henceforth, Fate will truly have no hold on you and
those you deem worthy-unless you wish it to. It may seem a paradox to be Fated
to liberate others from Fate, but the existence of Hundun and Logos certainly show
Fate is no stranger to paradoxes. Mind you, sharing your truly liberated state with
others won’t be easy and you’ll be sharing the Purview of Samsara from scratch.
But as the saying goes, the journey of a thousand miles begins with a single step.
Oh hark at that Loki, he’s such a prankster! Wait, he’s serious? Oh dear. Well wind
the clocks back and call me Churchill, because this particular adventure begins in
the ash after the First World War.
You see, Scions weren’t the only thing to be born out of the First World War.
Where some Scions turned folk heroes and ascended as divinities, other gods
sprang into being from seemingly nothing but mortal imagination-something that
has apparently never been observed by the gods until now. Now, Loki conjectured
that if the collective subconscious of mortals could truly bend Fate to fabricate
gods, then perhaps Fate could be ultimately controlled by influencing the hearts
and minds of mortals. A radical theory perhaps, but it didn’t stop him from
convincing the other Aesir that they might avoid Ragnarok with this experiment.
So Loki found his catspaw in one Adolf Hitler, and presented Odin’s spear Gungnir
as the Spear of Destiny. With it, Hitler roused a Germany gripped by the Great
Depression into a booming soon-to-be war economy, and Loki thought himself very
clever. The Norse pantheon set about developing an “Ultimate Reich” paid little
attention to Hitler’s frequent use of Gungnir to drastically change the mortal world
leaving him veiled from the view of the Gods themselves by accident, so thick and
tangled was the skein of Fate he spun.
A few years before this happened, Caligula (himself a deified Scion) managed to
place Zeus into a deep slumber then impersonated the King of Olympus with
particularly powerful illusions. Entitled and delusional, he wished to reclaim and
expand the glory of the Roman Empire, which the other Olympians reluctantly
obeyed out of respect for “Zeus” not his ambitions. And a few years after following
the Japanese invasion of China, Amaterasu not only spurned the Celestial
Bureaucracy’s request that she exert influence with the Imperial family to
withdraw troops but spurred by a belief in superior Japanese spiritual purity she
shared with Emperor Hirohito actually sent Hachiman to storm the Jade Emperor’s
disorganized court in a shocking show of aggression. Quickly discovering they
shared many of the same enemies, the Aesir, Dodekatheon and Amatsukami agreed
to work together just as their patron nations formed the Axis Powers.
Subsequent battles between the pantheons set the tone for many of the actions
taken in the mortal world. The Aesir struck at the nascent Yankee and European
pantheons in a series of blitzkrieg-like strikes from their rainbow bridge,
imprisoning gods and impounding their birthrights. The weaker pantheons, such as
the French, carried out an underground resistance while the Soviets’ tolerance for
suffering let them hold out at the cost of tremendous losses. One of the most
drastic moves came from the Underworld gods of the Axis powers resorting to
opening the Titans’ prisons to recruit their Titanspawn-something they would later
come to regret for fear that opening may have let their primordial enemies later
free themselves. And all too soon, the Yankee pantheon would develop a weapon
that even gods would fear-if only indirectly, due to the potential of annihilating
every single Amatsukami Axis Mundi.
But brought back outside Fate to the year 1939, you’re poised to change history-
for better or worse. Your stay is extended up until what would have been the
normal duration of your stay, if only to reap what you sow. As for your win
conditions, they largely depend on who you fight for.
Fight in defence of the Allied powers, for the Yankee pantheons and British deities
and Soviet gods, and your challenge is to win the divine side of the Second World
War (which tends to reflect on the mortal side as well, anyway) in their favour
before 1945.
Fight on the side of the Axis powers, and you must secure victory for those gods
against the allies by 1946.
If you should expose Caligula’s deception and awaken Zeus before this date,
retribution upon Caligula will be as swift as the Dodekatheon’s gratitude for
working under an even worse blowhard than usual. Be wary, not only is the lesser
god anxious about maintaining his image before his far more powerful peers but he
has also roped in Quirinus, a jealous god of war and the wolf, into his schemes. As
a gesture of unaccustomed gratitude, a powerful Birthright relic associated with
Zeus will be given to you. It’ll be something quite special with a unique power
themed after the sky, perhaps even a replica of his own thunderbolt.
As a final note, by default Loki’s experiment fails abjectly, whether because Fate’s
decrees remained in place because the Axis lost or the Axis lost because it was
Fate’s decree. It’s unclear to this day whether he had a genuine shot of it working
out; Fate is feared by the gods and regarded as wholly uncontrollable for a reason.
Oh, Hel. The day’s finally come. Ragnarok’s happening. The whole nine yards. It’s
events are being set in motion, and few if any stand a chance to stop them. For
better and worse, Odin has come to believe you might be critical to preventing or
at least surviving it, and will be keeping an eye on you regardless of your
pantheonic parentage.
You will be given certain quests, directly and indirectly, by the All-Father during
this event. But truly, your only task is to survive.
And let’s be honest, you don’t think Odin’s the only god who has an investment in
the damn end of the world do you?
Events will start off normally enough for modern Scions, guided by Odin’s raven
Hugin into bumping into a certain newly mined Scion of Loki’s who happens to be
uttering some ominous prophecies. You may fight giant business owners and seek
the wisdom of old witches but too late, too late-the Jotuns have used an ancient
artifact to call the Jotunhammer, a massive meteorite, to bring with it death and
destruction on a massive scale. And as unprecedented resource shortages and
sudden outbreaks of Fenrir wolves ensue, the first omens of Ragnarok’s wolf age
transpire.
It is at this point that other pantheons are probably getting rather upset about
the whole thing. Be a real shame if one stepped in to interfere, huh? But be as
that may, if you’ve survived this long your first reward is your new companion
Cybil Haldana, Scion of a real berk of a father that honestly, she really had been
better off without in that orphanage. Oh, about her? Well she’s a pants suit kind
of girl who likes to act cool and competent, but even though she’s started
dabbling in the divine art of being a charming little know-it-all she’s really in
over her league here. Short red hair, grey eyes, pretty enough if you’re into that
sort of thing I suppose? Oh, and she does yearn for approval from other Scions.
Gets all cheery, clingy and easy to please. I’ll be blunt. She could really use a
friend.
But events have their own momentum, and what transpires will transpire. Whether
or not this happens, soon afterwards the foretold death of Baldur DOES and Hel
closes off the normal means of reaching her domain. The All-Father will seek a
meeting with you to tell that he knows of another means of access: An oil platform
called Sleipner in the North sea, that has become a weak place between Midgard
and the Underworld. Save Baldur from death, and sabotage Ragnarok! As prophecy
utters in the swift decay of human morality and minions of the Titans infiltrate
militaries to bring about mutually assured nuclear destruction and secure
Midgard’s destruction in fire and ice, you should seek to reach Helheim swiftly-
Hey! Has it ever occurred to you that the other Titans are probably quite angry
about how Muspelheim’s handling things? Hogging the spotlight with his so-called
end of the world and all. Just a thought
-and along the way, Fate will push you to murder Hod. Resist it! If you dare… Who
you see, happens to have been Baldur’s killer.
Hey! Lemme tell you about Hod. He’s the dark to Baldur’s light, pitied and
forgotten by even his so-called kin after he was blinded in a fight over his brother
for the love of Nanna. They were all Scions at the time. He killed Baldur once, he
only came back on a technicality, and the Aesir HATE a kinslayer so he’s had that
over his head. So that’s Hod for you: Sad, lonely man shamed by Baldur trying to
be his friend after everything, and terrified he’s fated to doom him some more.
He’s got the lined face and pale hair of an old man, but the broad shoulders and
strong hands of a warrior. A bit of a tragic silver fox, if you’re into that sort of
thing
Whenever you find your way to Hel’s hall of stale blood and dripping serpent
venom, you’ll find something more daunting than a mere divine murder: A love
triangle. At her table, Baldur will greet you with all the respect and warmth that
sot that Hel won’t show you unless, heh, you wouldn’t happen to be as cheery and
pretty as our resident golden boy would you? Nice boy like you, could go a long
way by showing some chest hair though out of respect and affection to Baldur she
will at least provide a genuine feast. Nanna, Baldur’s wife, will watch events
proceed sullenly from the same table. She speaks ill of Loki, and seems hard-
pressed to carry a conversation. And you should keep your eyes on that one.
Baldur presents surprising kindness to his murderer, Hod, which may be somewhat
explained by the revelation he had set up Hod to be his own murderer. His sword,
Mistletoe, now having slain him twice will be divinely sanctioned to slay even Titan
avatars-and it is imperative the Scions return it to the Aesir to use against Surtur
should the worst come to pass.
Kept your eyes on the lady, right? Well look at little baby Baldur no, he’s all
twisted up on the inside and guilty of what he put his brother through. Now Hod,
he sure as cow shit resents Baldur-not least because he STILL loves Nanna after
Baldur won her heart all those years ago. Now Hel, Hel’s easy. Don’t get me
wrong, that coldhearted bitch has only more coldhearted bitch behind those cold
eyes-but take it from me: She loves Baldur. Not because she’s lonely or hurt, but
because she’s a creature of the dark and all these years he’s been shining like the
sun at noon. Notice how she suddenly looks more dominatrix than dead woman,
when he smiles at her?
Still. Keep your eyes on Nanna. There’s a damn good reason she and Hel don’t like
the look of each other.
On the subject of resurrection, come the morrow Hel will reveal there are only
two options: A god’s sacrifice, Baldur’s equal or one intimately bound to his Fate,
or some transcendent act of defiance against Fate. All things in the Nine Worlds
could weep for example, but these are the only two-
Like Hel there’s only two options! Come on, transcendent defiance of fate? I’m
sure there’s another way you can pull that off. Start a damn protest against
death! Invent nuclear fusion (or fake it til you make it) and get them hyped up
enough to live a little!
You’ll be likely sent to debrief Odin on upcoming matters. Keep your eye on the
lady. Once gifts have been exchanged, you may be attacked by the dragon Nidhogg
who told by an old giantess called Thokk are you keeping your eye on the lady? Has
come to take vengeance for its offspring. Kill or drive off the dragons, as you will.
Soon it will be time for the ceremony in which Hel will become The Reaper, Hod if
he’s dead will serve as the sacrifice if you aren’t ambitious couldn’t come up with
anything and Nanna will try to stab Hod with a blade dipped in Jormungandr’s
venom out of maddened despair at the idea of remaining a disgraced ghost while
her beautiful husband ascends to the living world-
EXCEPT SHE DIDN’T because you kept your eye on the lady! Right?!
Anyway.
Your reward for coming so far is the sword Mistletoe, granted to you by Odin
from his belief you will wield it best in the coming war. It is a supernatural
bane to gods and creatures of comparable Legend. So deadly is it that slaying
the chief avatar of a Greater Titan could kill the entire being. Worse, as the
blade that slew a god twice that twice came back from life, it can hold its
victims between life and death. The wielder may demand a condition on the
victim’s resurrection-an oath even Titans cannot break, for the sword has been
the nexus of fates beyond the power of even Titans, and is a weapon equal to
Mjolnir.
Oh, but that’s not all is it? Think back to what you really saw. Now I won’t lie, ill-
speech at the Norse feasting table can and has led to murders and vendettas but
if, IF you really put on the charm you might just pull off something Norse sagas
forget about: A group therapy session! Think about it, if you can get Nanna to let
go of Baldur you can save everyone a LOT of trouble! As for Hel and Hod, mayhap
they should stop panting after people they can never have and turn to each
other…or to you, handsome. Regardless, I have it on good authority that should
you seduce anyone you meet in Hel, you may take them as a companion
And as Ragnarok accelerates, Odin’s plans become yet more desperate and yet
more disruptive.
He will send you to convince the Fenris Wolf not to attack Asgard, and surprisingly
to some he will prove amenable. The Fenris Wolf simply wishes to live somewhere
he can truly feel at home in, and while the Dark Forest may do the troll-wives
there would require you to free them from the tyranny of their leader, Angrboda
and her army of monsters and that sounds like a crock of work and horseshit, so
why don’t you find him somewhere else eh? Or let him crash at your place, if you
have one.
He will send you to treat with Hel, asking her to fight with the Aesir by way of
lavish boons he’ll ask you to bear for her.
Don’t trust the All-Father. He’ll shower you in praise, then stick the knife in your
back. I should know, he learned from the best. That token he gave you? Along
with a complex ritual it’ll let him swap out his soul with yours-or try to, at any
rate. He’s so desperate to shuck his Fate, he’s willing to risk the deed blackening
his very soul until he’s more demon than god. Talk about a sunk cost fallacy.
At least here and now, I’ve got nothing to hide from those oiks anymore.
It will prove a hard bargain; Hel has no love for the Aesir, and her price will be for
someone to swear to take up her mantle as master and torturer of the unworthy
dead in the new world. Agreement to those terms earns the support of her and
what forces she has left after Loki himself took many of them.
Attagirl.
Soon afterwards, the battle for Ragnarok will rage from the Overworld to the
mortal world-with Loki at its helm. Muspel giants, dragons and other creatures will
battle the gods. Even with the Fenris Wolf off the table, his children Hati and Skoll
will take his ordained place and gain the power to devour the sun and moon. Your
options are manifold. You could save the lives of many gods fated to die in this
battle. You could confront Odin with treachery eh, blood brother his misdeeds.
But all too soon Thor will face the Midgard Serpent, their battle will fling them
from the Overworld to Midgard, and upon their mutual death Surtur and his armies
will at last come to battle brawl over the mortal world. Your final battle,
therefore, will likely be with Surtur-and soon, Muspelheim as the Greater Titan
approaches his dominant avatar in preparation for the world’s destruction and
renewal. There may be survivors in the golden age beyond Ragnarok, but they will
require gods-and old horrors from the last age may survive to haunt them.
Except that’s just so much self-absorbed fatalist horseshit, isn’t it? Because while
this is all happening in one corner Mithra’s tapping his foot and getting real cross,
while in the other ole Baron Samedi would have words with thee.
Look at how many dominos have to line up for everything to go right. All those
other pantheons aren’t gonna just stand there and let Odin have his big day. So go
on, throw a wrench in Muspelheim and the All-Father’s game! They’re both
singleminded enough that enough of it’ll play out whether or not someone stops
that damn rock for you to get all their dues.
Whether you survived Ragnarok or cancelled it, your final reward is the
inheritance of some of its dynamic power as the end of the world that
energises the end to come. You constantly regain fairly small but steady
amounts of Legend, perhaps less than a 10th of a god at the height of his
power’s every half hour or so-but a surefire means to keep fighting beyond
what your endurance would normally allow. In addition when you witness the
deaths of great divine beings or their foes, you may regain an additional bit of
Legend. You may share out the fierce aura of the now-dead apocalypse to
those you favour.
I think that’s about it. You know what you have to do, derail this crazy train.
Remember, fate ain’t a cage to those who aren’t afraid of it.
Oh right and if a Scion of Loki ever asks to fight on daddy’s side in the coming
war, tell her to cut it out won’t you? Loki walks his own path, and it’s not one
anyone else deserves to.
The Hero’s Journey, or: The Gods Must Be Crazy Dungeon Masters And Terrible
YA Novel Authors (requires Bringing The Band Up To Speed)
Every now and then, there are stories told of heroes who truly redefine the term
with their feats of heroism and sublime skill. Tales of singular prowess in which the
greatest champions of the age strike out at its greatest defilers, and against all the
odds come out on top.
Your tale begins not long after your arrival, with the threat of a cult driving the
gods themselves to manifest in the mortal world with you and your erstwhile
group. It’s incredibly awkward, like a PTA meeting. You are assured that an object
at hand is incredibly important despite many if not all of the gods remaining
frustratingly obtuse about exactly what it is you’re meant to be doing. You, and
your fellow Scions may be sent on obtuse tests of worth or fate all the while trying
to find that damn cult. Guarding precious treasures. Wooing random women.
Kicking Loki’s ass. Oh yeah, Loki’s trying to steal this incredibly important relic
that the gods leave you to thoroughly research (it’s the bloody Black Feather
Shroud). At least Baron Samedi, if he’s someone present’s daddy, does genuinely
teach an important lesson about divine responsibilities and also grants the lucky
Scion a pack of cigarettes and a flask of rum which honestly, is better than
anyone else is getting out of that night.
Anyway you find out the cult has fused a legendary snake with a rollercoaster so
now it has the combined power of a snake who wrestled Kratos (not the same guy
you’re thinking of, and way less of a big deal) and a rollercoaster. You also find a
rival band of 6 Scions, all of whom have more deepseated edgy issues than the last
despite being more or less adults, led by one Kane Taoka who’s angry because his
mom Amaterasu abandoned him as an orphan! He will now proceed to don the
Black Feather Cloak and try to burn the divinity out of her unless someone beats
his ass first.
Really.
You should beat him up.
But some utter contrivance of Fate will somehow let him and his merry gang
escape even if you do beat their asses. And let Loki get the Shroud.
After an arbitrary but unusually short length of time after which you and your
fellow Scions will have advanced to demigods, or the equivalent thereof this
thrilling caper will conclude with Loki trying to set up some sort of meeting (and
failing), to set up a meeting. This is largely due to airplane mechanical failure of
all things somehow dumping you on Circe’s island.
Circe doesn’t want to fight. She does want to fuck, though. If you have a penis.
Either way she gives you directions to Antarctica, which happens to be Atlantis,
through some whibbly wobbly prophecy you have to follow. Do this and not only
will you have to fight through hordes of vile Titan-mutated Atlantean fish-men, but
you’ll descend into the Atlantean underworld which is full of souls SO VILE the gods
themselves turned their backs on them! And ON TOP OF EVERYTHING Kane and his
merry gang SOMEHOW beat you there to the punch and are prepared to fight you
UNDERWATER.
You’ll get into the Underworld proper through Mr. Erebus. Get it? Get it, because
the humans named it Erebus and so because something something Legend it’s an
Underworld access point. Anyway you go down a bit in that underworld and then
go up some and that’s where Mikaboshi and Kane jump you with their army of 6
onmyoji and 66 shadow ninjas to extinguish the 28,657 lanterns on the
underground afterlife mountain which supposedly will let him overtake that
shithole of an underworld with DARKNESS and therefore merge it with the Titan of
Darkness.
Mikaboshi himself will, at some point, start squeezing his fat ass onto the afterlife
mountain’s slopes. Piles of guts made of shadow start abruptly pouring from the
sky.
Do you fight? Do you negotiate? You could try to do those futile things OR you could
make a break for a convenient Overworld portal at the top of the mountain-which
takes you through to a random stone table where the gods give a hearty welcome.
You see, they’ll blather as they shout you with gems, ambrosia and Birthrights, it
was all a grand plan on their part to stuff the entire Titan of Darkness into this
other underworld they’re creatively calling NEW Tartarus! And your trek up that
mountain was a metaphor for apotheosis, which means any moment now you
suddenly get to be gods much to the awe of the new kids, who never knew you
could become a god by going on a glorified hike! And that means Kane has
ROYALLY fucked himself over by trapping himself with the Greater Titan of
Darkness because your merry band blundered around following vague hints while
the gods did all the heavy lifting! Also, you get to keep Mikaboshi’s mask
because reasons
Oh by the way, to add insult to injury if the evil bastard now-demigod Scions have
survived up to this point they are promptly adopted by their respective pantheons
with a token “W-we’re real sowwy, we pinkie promise never to be ungrateful brats
again!” gesture. Some literally won’t regret anything that happened other than
they got caught. At least one has a contrived reason for redemption on the level of
finding out a long lost sibling works with the gods, and is inspired by comparing
their divinely enabled sex change to their own addiction to self-mutilation. I’m not
saying you should kill them off earlier, but I am saying a lot of sensible people
would if they knew Xipe Totec’s batshit insane niece would grow up to get away
from her misdeeds with a slap on the wrist and be rewarded with godly power.
You are tasked to infiltrate the Titan Akhetaten, where conveniently Aten has
inexplicably shed 3 of his body parts to very buff Titanspawn with BIG DEXTERITY
among their other powers. You will then need to fight Aten himself, who has
apparently slipped into solipsistic dementia that makes him INVINCIBLE until you
argue him into frustration. Although he thinks you’re a delusion, maybe you could
convince him HE wants to come with you and get tied up?
You are also tasked to infiltrate the Sky Titan and capture Huracan! Despite being
a massively more powerful and experienced divine being (with massive dexterity),
conveniently his nymphs all hate him and he has a magic bronze mirror in which he
has conveniently invested a lot of his power which you can use to seal him with
anyway!
This goes on. Infiltrate Muspelheim and battle Surtur. Prevent Gaia from toppling
Mt. Olympus, buoyed by the fact that her henchdaughters are very dim and
trusting. Save the Loa from being guilted into suicide by Mami Wata, who stupidly
shows her face to taunt a specific member of your band before trying to dream-
seduce another. Inexplicably this incredibly powerful water goddess is terrified of
exposing her true form despite being powerful even by god standards. It makes no
goddamn sense that this seductive enchantress has stage fright but then it makes
no sense that dreaming ABOUT Mikaboshi’s mask and forcing it on her face in a
DREAM forces her into her true form in the real world RIGHT NEXT TO THE SCION
whose dream she was haunting which is absolutely a thing you can do.
This all culminates with several Titan Avatars literally tied up and dumped into
Durance Vile. Except SURPRISE someone cut their ropes and now they’re pissed
and escaping! It’s LokI! He’s still got Surtur, and having nicked the Black Feather
Shroud at some point he wants to EAT MUSPELHEIM THROUGH SURTUR and
REPLACE THE CONCEPT OF FIRE and what this really amounts to is he now has
random fire-based boss battle powers and you’re fighting a trickster god in melee
who just blew a lot of his Legend on becoming two different Avatars. I’m not
saying this supposedly climatic battle with the true mastermind of this scheme is
underwhelming compared to your absolute asspulls elsewhere, but it definitely is.
Anyway, play your cards right and if the other gods, who seem to be always 5 steps
ahead of the plot except when they aren’t, recapture the Titan Avatars or you
paste Loki quickly and pitch in hard enough, you might just be able to leave a total
of 5 to 6 Titans sealed away again! Wow! And your reward for utterly defying
reason and logic despite somehow being considered “regular” Scions by the gods is
literally the friends you made along the way, since you can add that other band
of hapless Scions to your group after everything. They do not have the absurd
twist of Fate that is the only logical explanation for why you could accomplish
this, but they do get 600 CP to spend on perks.
They probably still think that everything that happened was totally legitimate,
unless someone has very carefully explained the whole situation to them
Those fools.
Those beautiful fools.
As William Faulkner once said, the past isn’t dead. Sometimes it isn’t even past. In
this case, the past takes the form of the hadhayosh, the supernatural bull from
Persian mythology, being stolen.
More than a century back from the modern era the wicked Ahriman raised up a
villain called Zachary Hawk who ruined a fellow called Jim Shade and took his
wealth like the tyrant Zahhak once ruined and usurped the ancient king Jamshid.
Zachary, it must be said, was just about as wicked a man it was possible to be
without actually being a demon. It just so happened Shade was a Scion of the
Yazata, and his fellow Scion Treat Fairdown left Hawk dead in the collapse of one
of his mines. Alas over the years, two of his sons’ clans set to infighting while the
third went to California and escaped the mythic cycle of fratricide. All the while
Ahriman never stopped pursuing his main goal: Releasing the monstrous Azhi
Dahaka.
A big part of the feud was the hadhayosh, Treat’s inheritance, which in recent
years has been stolen by the spectre of Zachary Hawk in a bid to fuel a ritual that
will let him live again. A ritual that will incidentally, free his namesake Zahhak.
You’ll be wanted to head down to the sleepy little town of Siston, but be wary.
Ahriman takes a personal interest in that place, and focuses Zrvan’s power to
occlude the cattle rustling. Time-slips may haunt your stay here, ranging from an
hour-long march around town to finding out the sun’s gone down in seconds. while
the locals themselves know little about what’s going on, other than a firm
suspicion that “Sunny the bull” is supernatural.
Snoop around long enough, and Zachary will send gross amalgamations of man and
motorcycle to come kick you out of town-which to be fair, is only a challenge to
the youngest of Scions. The real issue is the clock is ticking on the sacrifice of the
divine bull. Better hope you figure out you’re looking for the Laramie Mountains,
because between Fate’s penchant for visceral excitement and Zrvan’s bending of
time chances are you’ll likely arrive at a dramatically appropriate moment in the
abandoned mine where Zachary died. And where he wields Zahhak’s own lasso to
pull out the spirit of the long-imprisoned tyrant.
Thwart the ritual, and as Zrvan’s power breaks Ahriman takes out this failure on
Zachary by flinging him back into the hell he rules. Be wary; apart from all the
usual powers of a poltergeist and spectre Zachary acts as a conduit for Zrvan’s
time-bending power. Within a square mile he can blend the present with the past,
phasing entities and objects in and out of time even if he is mercifully unable to
actually travel back in time. But should you stop the ritual and/or kill Zachary, the
grateful Yazata will grant you some of their treasures in the belief you are
destined to be their true enemies’ undoing in the future. Your rewards are two of
the great artifacts of Persian myth.
Jaam-e Jam, the Cup of Jamshid grants you the Mystery and Prophecy
Purviews. In addition, those who drink from it rapidly reduce severe wounds to
nonfatal ones and completely heals nonfatal wounds. With a small amount of
legend, the cup can also be used to see any location in the realm of existence
the bearer is in not supernaturally obscured.
Shamshir-e Zomorrodnegar, the Emerald-Studded Sword, is no less formidable.
It provides great resistance to the effects of any other Purview wielded against
the bearer’s wishes, and so great is the damage dealt by it with each blow that
only supernatural means can heal it. With a curved blade and a jewelled hilt,
the deev Fulad-Zereh once kept it by his side because it was his only weakness.
Your second reward is the same blessing laid by Ahriman upon Zachary,
permitting you to blend the present with the future. It’s chief utility is for
ceremonies that can only be performed at certain times, which this power is
precise enough to MAKE it be the proper time where the ritual counts.
Should you choose to walk this dark path, be assured that at least Ahriman will
make clear he expects his champions to cooperate against the gods, ensuring
Zachary won’t be angling to backstab you.
Also while even Ahriman will be a bit confused and taken aback if you really, really
want this if you like, you can solicit the same “blessing” he bestowed upon
Zahhak all those years ago by received Ahriman’s kiss on your shoulders and
sprouting huge shoulder snakes. Mercifully these ones don’t seem to have a
hunger for brains, though they are still quite happy to gnaw at those of your
enemies and equally just as good at coming back from most ways to kill them.
Go Home
Stay
Move On
Notes
Fate is a strange, omnipresent force in this world, at once permeating the entire
reality yet also unconsciously directed by mortal mythopoeic tendencies. As a
Scion’s Legend grows he becomes a magnet for calamity, ranging from natural and
man-made disasters to Titanspawn attacks or attempted coups. In a sense, this is
the result of the Scion’s Legend being a self-fulfilling prophecy-creating
momentous events so as to challenge and reaffirm his supremacy against them.
The metaphysical gravity well doesn’t just bend probability in order to further his
Legend, but creates a phenomenon called Fatebinding. This ties the lives of people
significantly involved with the Scion into specific roles, creating both boon
companions and dedicated enemies. With mortals this risks overriding their free
will, but even other Scions or gods can become entangled with them in this
manner. Fortunately, the apparent success of the Devas do indicate there seems to
be a way to escape Fate’s strictures beyond the conventional means of the gods so
feel free to come up with a way to defy Fate’s strictures if you have one.
After this jump, you may fanwank how Fate interacts with you and anyone else
from or imported into this jump going forward. Optionally you may convert your
Scion or Titanspawn form into an altform if you’d rather Fate continue to operate
as in this setting but only apply to it instead of your entire being. At the bare
minimum, you will still be able to use the purviews of Magic, Mystery and
Prophecy.
Adoptive Legacy and Seed of Evil also grant access to the Avatar and Sanctum
abilities inherent to the gods by making you something more god than Titanspawn,
and with either perk as well as Terror of Typhon you may purchase from the
Sanctum section to improve yours since you are already a god for all intents and
purposes.
Death is almost as arbitrary and inconstant between deities as Fate, in the grand
tradition of myths. On the one hand, Izanami dying simply converted her into a
goddess of the underworld despite her decaying appearance. On the other hand,
there was something of an involved, magical process to Osiris’ resurrection after
his treacherous murder. On the third hand, Thor is genuinely in danger of being
bitten to death by a giant snake, per a prophecy taken deadly seriously by the
Aesir despite Thor theoretically having a chance to just walk off the Midgard
Serpent’s bite by RAW. Complicating the matter is the issue of Ultimate Stamina
permitting a god who does not defend himself in time to simply resurrect himself,
albeit with lower Legend ranking that can be restored with the usual slew of grand
feats. In short: Death is so bloody damn inconsistent, even in-universe that you
may freely decide whether a strict interpretation of death in Jumpchain applies or
whether the essentially eternal character of divine ichor means that only a truly
Fated demise or something on par with absorption by a Greater Titan qualifies as a
“true” death for you-and everything else is just a case of Man Flu in which you
have to hike out of one underworld or another. At the bare minimum, if you
purchased Hallowed Harrowing for your Godrealm as long as the process is not
greatly disrupted you can be assured that only Fated deaths or the actions of
divine beings on the scale of Greater Titans or beyond stand a chance at putting
you down for good in future jumps.
Speaking of arbitrary and ambiguous things: While the Hindu pantheon definitely
exists, Scion basically shrugs on the subjects of Buddhism and Christianity. Some
catholic saints are sometimes offhandedly mentioned to associated with the Loa,
though it is unclear if these are actual saints or Loa spirits masquerading as them.
Buddhism is sometimes mentioned in the writeups for the Amatsukami and
Celestial Bureaucracy, but never in any detail about its validity. The closest there
is to any of these is an offhanded mention about a “Sumerian storm god’s” religion
being co-opted by Aten’s plan to expunge belief in all other gods and render the
Titan Akhenaten supreme. It should be noted that elsewhere in Scion, the
Sumerian gods are depicted as refugees from other Godrealms already
overwhelmed by the Titans sheltering with the Egyptian gods…and potentially get
caught in an attack by Akhenaten’s forces no less. Make of that what you will.
After the jump, you will no longer be compelled by pantheonic Virtue given the
breadth of experiences that await you elsewhere in the multiverse.
A World of War, The Saga To End All Sagas, The Good, the Bad and the Ugly and
The Hero’s Journey are all based on campaigns from the published Scion books.
Why do dudes come in 5s and more important dudes comes in 1s? That’s just how
the Followers background works in Scion for some reason. 5 mercenaries, 5 shadow
ninjas or 5 Valkyries. Or 1 spirit/lesser god, in the case of a Guide.
Yes, you can repeatedly repurchase Beasts of All Burdens if you want to have a
ridiculous stack of animals holding up your Godrealm that starts with two
elephants dancing on a pin and ends with the strongest guinea pig in existence
hoisting it up on his shoulders. Just know that nearly all the other gods and even
Titan avatars will probably laugh at it.
Yes, post-jump Circe (or not!Circe the hypothetical OC who for whatever reason is
confined to an island. Or mountain. Or underworld) does give Fate the slip and
follow you out to the next jump. Assuming you don’t contrive a way to free her
first.
To be clear All-Seeing Eye, Beloved By All and Weathering the World’s Weight do
potentially permit access to Ultimate Attributes for Titanspawn. It’s very rare, but
not completely unheard of.