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--The Dei - Roman Pantheon-The Dei represent the gods of the Dodekatheon who feel themselves drawn to the

ideal of the Roman Empire and its culture. While it's true that the Dodekatheon were the gods of that empire, they were not all fully commited to the people. They had been Greek before. And afterwards, they would move on to carry out their culture via myths, legends and philosophies of the world at large. But the faction within them known as the Dei once held their height of power during the Roman Empire. And they do not wish to relinquish that power they once had. Some were Greek gods who did not come into their own until the rise of Rome. Others are gods of the Roman people who were adopted into the Dodekatheon when they claimed divine right over the Roman state. Regardless of origins, the Dei stand united as their own faction and minor pantheon within the society of the greater Dodekatheon. While Zeus (or Jupiter as the Dei prefer to call him) once held power over all of the Dodekatheon, the Dei included, the Dei themselves owed their allegience to Quirinus. That changed, however, when Quirinus was seduced by Caligula to incite rebellion against Zeus during World War II. Caligula was cast into Tartarus with the Titans and Quirinus was banished from Olympus. The rest of the Dei then turned their backs upon Quirinus in shame. Since that time, the Dei have turned to Janus for their own personal leadership. The Dei have tried to heal the rift between the Dodekatheon proper and the Dei faction, while at the same time attempting to preserve their own cultural identity. A difficult prospect to be sure. The Dei are still considered to be members of the Dodekatheon. They are welcome on Olympus and their dead travel to Hades. However, the Dei themselves tend to rely on each other more often than they do the Dodekatheon as a whole. If the Roman Empire had survived, it's possible the Dei could have branched off to become a separate pantheon all their own. But the fall of Roman culture ensured that wouldn't happen. Today, the Dei themselves can also often be found in the World, trying to find ways to reinvigorate interest in Roman culture. Like Quirinus during World War II, they wish to revive the Roman Empire. But the methods they use are far more scholarly and diplomatic than those used by the war-like Quirinus.

The Pantheon
The Dei use the same Virtues of the Dodekatheon: Expression, Intellect, Valor and Vengeance. Additionally, the Purview of Arete remains the Dei's Pantheon-Specific Purview.

-Ceres
AKA: Demeter Ceres is as old as the Dodekatheon itself. One of the original children of Cronus and Rhea, she was later the mother of Persephone. Her mourning of Hades' theft of Persephone is responsible for the change of seasons. A goddess of the earth and the fertility of the soil, she lost prominence in the Dodekatheon proper when Zeus' son Dionysus rose to power and took her seat on Olympus. While she lost fame in Greece, in Rome, Ceres once again rose to prominence as the goddess of wheat and the harvest. And that is the time she remembers most fondly and the reason she

gives her loyalty to the Dei faction. In the modern world, Ceres walks as a farmer or an agricultural scientist. She is a botonist and a cave explorer. Often she is hands-on in her work and very devoted to the scientific causes she throws herself behind. Scions of Ceres are often similarly disposed, but they have their mother's support to count on at almost all times. Ceres lost one daughter already because of the machinations of her brothers. She doesn't intend to lose more, especially now that the war against the Titans is going full swing. Associated Powers: Epic Intelligence, Epic Stamina, Arete, Earth, Fertility Common Abilities: Animal Ken, Athletics, Craft, Fortitude, Larceny, Survival Rivals: Fauna, Hades, Zeus; Geb, Freya, Frigg, Quetzalcoatl, Tlazolteotl, Izanami, Damballa

-Fauna
AKA: Bona Dea Beautiful Fauna began her life as a Scion of the minor god Pan. Though her father could pass on very little of his divine nature to her, she soon surpassed his power and rose to prominence in ancient Rome where she became the goddess of virgins and fertility in young women. She was also a great healer, a goddess of medicine and health. Since then, she has kept her allegience to the Dei and the gods of Rome. In the world, Fauna is a skilled medical professional and an expert of the medicinal properties of herbs and poultices. Additionally, she is also the maiden who strolls the fields and gathers flowers to put into her hair. Her favorite role, however, is that of gynocologist, trying to ensure the health and fertility of young women under her care. Fauna, a virgin herself, possesses no true Scions of her own. However, she is more than welcoming of young women who may be in need of a mother, and will adopt Scions of other gods when they are available. Never men, however. While other virgins like Artemis may accept male Scions from time to time, Fauna never will. Associated Powers: Epic Appearance, Epic Charisma, Animal (Snake), Arete, Fertility, Health Common Abilities: Animal Ken, Empathy, Integrity, Medicine, Presence, Survival Rivals: Ceres, Hera; Geb, Isis, Freya, Tlazolteotl, Amaterasu, Hachiman, Izanagi, Legba

-Fortuna
AKA: Tyche, Vortumna The personification of luck and fortune, blind Fortuna holds power over the effects of fate itself. Though, naturally, like all divinities who hold such power, she knows better than to take its power for granted. She herself is familiar with the capriciousness of life and in many ways represents such aspects. She represented the randomness and unpredictability of someone's fate. Though prophets and oracles could guess at such mysteries, nothing was ever absolute. Still, despite her popularity and the ever popular truth of her role, she will always be most fond of her image as Fortuna during the height of Roman power. In the modern world, she serves as a judge, a telephone psychic, a statistician and many other roles which allow her to focus on chance, probability, luck, fortune and just plain random chance. Scions of Fortuna tend to be victims of blind fate. They are either blessed from birth, or cursed to suffer the random acts of chance associated with their mother. However, like their mother, they

often find themselves drawn to much the same paths as she, so they can explore those twists and turns in fate's design. Associated Powers: Epic Intelligence, Epic Perception, Arete, Chaos, Justice, Magic Common Abilities: Academics, Awareness, Investigation, Occult, Politics, Science Rivals: Hera, Hermes, Zeus; Isis, Thoth, Frigg, Loki, Odin, Quetzalcoatl, Tezcatlipoca, Amaterasu, Erzulie, Kalfu, Legba

-Janus
AKA: Ianus, Jana Two-faced Janus is currently the most prominent member of the Dei faction. Unlike the other members of the Dei, Janus has no tie to the original Dodekatheon. He is purely of the Roman culture. He was the leader and father of an even more ancient pantheon which was subsumed within the Dodekatheon when it spread from Greece to Rome. And while he couldn't compare in power to Jupiter in Rome, he remained a powerful god of the Roman people. Janus served as the god of gates, doors, doorways, beginnings and endings. It was said that he guarded every doorway and protected every passage. He represented the middle ground between barbarity and civilization, rural country and urban cities, and youth and adulthood. One of his faces peered forward into the future while one peered backwards into the past at all times. Thus he knew both beginning and end of all things. In the modern world, Janus often takes the role of gatekeeper even now. He has served as a doorman of a fine apartment complex, an old-fashioned elevator operator, a security guard and other similarly diverse roles. At times, using his mastery of Psychopomp, he has been known to appear in the form of twins, sometimes as a male and female pair thanks to his Epic Appearance. Scions of Janus tend to be in positions which try to bridge the gap between the past and future. They work as archeologists and anthropologists who try to compare ancient cultures to the modern world so that the future can become better. They work as researchers and developers who rely on proven, reliable methods in their work to ensure that they leave lasting results for the ages ahead. Associated Powers: Epic Appearance, Epic Percpetion, Arete, Justice, Moon, Mystery, Prophecy, Psychopomp, Sun Common Abilities: Awareness, Command, Investigation, Larceny, Occult, Politics Rivals: Ceres, Hermes, Zeus; Atum-Re, Osiris, Odin, Mictlantecuhtli, Xipe Totec, Izanagi, Tsukiyomi, Baron Samedi

-Vesta
AKA: Hestia Like Ceres, Vesta began as one of the original sisters of Zeus and had one of the twelve thrones on Olympus. However, when Hermes was welcomed to the Dodekatheon, Vesta stepped down to make room for him, choosing to focus on tending the hearth instead. However, her story doesn't end with her stepping down from her seat. Later, the goddess took the opportunity of being unseated to wander. Soon, she found her way to the burgeoning Roman population and began to spread her presence within their culture as well, adopting her new name and spreading her sacred fire among the Roman Empire. Eventually, the rest of the Dodekatheon would follow to Rome. But Vesta was there before them and had already established her worship as the keeper of the hearth and home.

In the World, Vesta serves in roles that allow her to look after the well being of buildings and families. She is a marriage counselor, a museum security guard, an elderly nanny and an architect. As one of the many virgin goddesses among the Greek and Roman gods, Vesta does not have Scions of her own. However, many gods are more than willing to give their unwanted children to the goddess of the hearth and she is willing to take in and protect them all. This gives her children a variety of paths to follow, but all of them can count on the protection of their patron mother. Associated Powers: Epic Charisma, Epic Manipulation, Epic Perception, Arete, Fire, Guardian Common Abilities: Control, Craft, Fortitude, Integrity, Presence, Survival Rivals: Athena, Dionysus; Ptah, Thoth, Freya, Loki, Huitzilopochtli, Izanagi, Izanami, Ogoun --------------------------------------------------------------------------------------------------------------------------------Scent the Divine-When using the Perception Knack, Scent the Divine (Scion Companion, pgs. 56 to 57), the Dei smell like olives in hot air, same as the Dodekatheon, but sound like a cheering crowd rather than a murmering one. -------------------------------------------------------------------------------------------------------------------------------

--The Elamites - Elamitic Pantheon-When the Annuna chose to withdraw from the World and live exclusively in Dilmun and Anu, not all of the Mesopotamian gods agreed. There were small factions devoted to smaller societies among the Fertile Crescent who disagreed and remained behind. Among these minor factions were the gods of the Elamite people. These Elamitic gods did not fare any better at maintaining their people and eventually the people of Elam were subsumed into other nations and empires. But the gods remained behind and continued to work with the World as all other pantheons did. Though they walked in Anu and Irkalla, the Elamites were more focused on the World than the rest of their pantheon. Now that the Titans have returned, these Elamitic gods have taken notice and put themselves to work among the war effort as others have. Walking among the other gods for the first time in centuries, the Elamitic gods have begun to reacquaint themselves with the rest of the Annuna. This small pantheon may be one of the few links which the Annuna have to take advantage of and regain their foothold in the World again. What few among the Annuna are willing to admit is that the Elamites' efforts to maintain ties with the World and work with humanity rather than ignore them, may have been the only saving grace for the realm of Anu. If not for the gods who remained behind to foster humanity's belief, the Axis Mundi connections between Anu and the World might have long ago snapped, sending both the Annuna and the Greater Titan hurling off into the empty expanses of the uncharted Overworld.

The Pantheon
The Elamites use the same Virtues of the Annuna: Conviction, Endurance, Valor and Vengeance. Additionally, the Purview of Melam remains the Elamites' Pantheon-Specific Purview.

-Inshushinak

AKA: Ninsusinak, Susinak Though Kiririsha is wife of Enlil, Inshushinak is her other consort and refused to leave her when the fickle Enlil and the other Annuna withdrew from the World. Inshushinak has many ties with Irkalla, holding a small palace in Ereshkigal's realm where he judges the dead that are sent before him. Like many death gods among the Annuna, no dead have been sent before him for some time. This has left him a great deal of time to wander the World alongside Kiririsha. In the World, Inshushinak can often be found working in positions of death and judgement. He serves as an executioner, either pulling the trigger of a firing squad, dropping the gate beneath the gallows or pushing the button to initiate the lethal injection, depending on which part of the world he can be found in. At times, those who Inshushinak feels do not deserve his execution may find themselves miraculously freed or saved at the last moment. Scions of Inshushinak can often be found on the front lines of the Titan War. Though not as skilled in combat as some others are, where there is death, there must be those to tend to the dead and ensure that it is dealt out properly and fairly. Many find callings in the military as strategists and informants, ensuring that those who deserve to be killed recieve the primary attention. Associated Powers: Epic Charisma, Epic Intelligence, Death, Guardian, Justice, Melam Common Abilities: Command, Empathy, Integrity, Medicine, Occult, Presence Rivals: Enlil, Ereshkigal, Nergal; Osiris, Hades, Hel, Odin, Miclantecuhtli, Izanagi, Izanami, Baron Samedi

-Kiririsha
AKA: Pinikir, Kirisha, Kirrisi Another wife of Enlil, Kiririsha is the primary god of the Elamite people. She is a goddess of the sea who watched closely over her people, protecting them from harm and sickness. The beautiful Kiririsha was the one who refused to return to the heavens with the Annuna. She was called the Great Mother and kept her children close to her bosom to see them safe. In the World, Kiririsha can often be found as a young, caring mother, tending to her children whether a father is present or not. Her children are her life and she will do whatever is necessary to see to their safety. She also serves roles related to water and the sea, such as deep sea dive instructor or Olympic swimmer. Kiririsha's Scions often serve roles related to the sea and guardian ship. They may serve on the Coast Guard or as vigilante pirates. Some even serve as social activitsts trying to clean up the sea and tend to its safety. If the opportunity to bear children of their own is given, they will rarely turn down the chance, but their people always come first to them. Associated Powers: Epic Appearance, Epic Manipulation, Guardian, Health, Melam, Water Common Abilities: Academics, Awareness, Command, Medicine, Presence, Survival Rivals: Enki, Marduk, Ninlil; Isis, Sobek, Poseidon, Frigg, Tlaloc, Tlazolteotl, Susanno-o, Damballa --------------------------------------------------------------------------------------------------------------------------------Scent the Divine-When using the Perception Knack, Scent the Divine (Scion Companion, pgs. 56 to 57), the Elamites smell of cedar trees, the same as their parent pantheon, the Annuna, but the Elamites sound like nearby thunder, rather than distant.

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--The Elohim - Ugaritic/Caananite Pantheon-Beginning as a sub-pantheon of the Annuna, the Elohim were once a thriving sub-section of the Babylonian gods. The word "Elohim" literally means "Children of El." El, another name for Enlil, sired many of the Caananite gods himself. These children of Enlil were content to serve as the extended family of the Annuna. The internal conflict between the Elohim, especially the most powerful, Adad, Mot and Yam, prevented any sort of permanent connections which might have allowed the Elohim to split off and become their own pantheon. That changed when Yahweh, younger brother of Adad, bound himself to the Hebrew people. It formed the bonds of fate necessary to form a full pantheon, but those same bonds of fate were designed to destroy the individuality of other gods. What's worse, he brought the rest of the pantheon along for the ride and, for a time, Yahweh rose to supplant Adad as the head of the Elohim. He even threatened to replace Enlil as head of the Annuna itself as Yahweh began to call himself "El" and claim the power of his father. Eventually, these actions would result in a drastic purge as other pantheons (the Annuna, Dodekatheon, Pesedjet, Yazata primarily) all swept in to decimate the already endangered Elohim. Yahweh has not been seen since, and the Elohim have been reduced to four major gods and a number of minor spirits. The Elohim, believing they could undo the damage that was done, have attempted to make the best of a bad situation and work from the inside. Since the loss of Yahweh, the Elohim have made efforts when revealing their divine nature to take the form of angels and other divine figures. But as divine figures, they speak of hidden truths and half-told stories and try to inspire humanity to think back to the most ancient roots of their faith. They encourage liberal views on religion, even if other factors do just as much work to resist such views. In all this time, however, their efforts in subversion may have unforseen side effects. As the Elohim reveal their powers and work to guide humanity to the truth, they risk falling into Fatebound roles that fullfill humanity's belief in monotheism instead. With the release of the Titans, they have stepped up their efforts and begun to appear more and more often in angelic guises. In this way, the Elohim risk becoming what they have always fought against being: Mere agents of a higher power that they can't even prove exists anymore. --------------------------------------------------------------------------------------------------------------------------------One God?-Is there actually a One God? Has the Order of Divine Glory actually succeeded in the creation of a single deity for them to worship? The god Yahweh, brother of Adad and the fourth son of Enlil, has not been seen in centuries. Some suspect that he may somehow been bound into a single entity somewhere, existing now as something akin to a Greater Titan. Others wonder if maybe the other gods managed to actually destroy him when the followers of monotheism were all but eliminated once before. The prevailing theory, however, is that after he was touched by the secrets of Akhenaten that the monotheists used to bind him, he chose to withdraw from the World to prevent it from happening again. This would put Yahweh in much the same situation as Brahman from the Devas, Ometeotl from the Atzlanti, the Three Pure Ones of the Celestial Bureaucracy, (Yuan Shi Tian Zun, Ling

Bao Tian Zun and Tai Shang Lao Zun) and the various Great Spirits of the Manitou. Whichever is true, only Fate may know. Many of the Elohim would like to find out, but for the time being, no one has a way to figure those answers out. -------------------------------------------------------------------------------------------------------------------------------

The Pantheon
The Elohim still use the Virtues of the Annuna. However, the Elohim show more devotion than their parent pantheon. Many, though not all, of the Elohim select Piety as an alternate Virtue to replace one of the usual Virtues (typically Endurance is the one that is replaced). The Elohim still use the Purview of Melam for their Pantheon Specific Purview.

-Adad
AKA: Ramman, Baal Hadad, Michael A child of El directly, Adad was the younger brother of Mot and Yam. Despite this, he was given his father's favor and raised in power to become the ruler of the pantheon. His shining visage blinded all foes who would stand against him, while his far-seeing eyes would warn him of his enemy's schemes. Mot and Yam both would try in their time to overthrow Adad and destroy him. Each time, despite a few losses along the way, Adad would rise victorious and once again claim his throne. In the World today, Adad often walks as a modern day crusader. Perhaps he's a scholar, fighting to bring his findings of ancient worship to light. Or maybe he's a priest in the Catholic Church who sends regular missives to his superiors speaking of open-mindedness and tolerance. No matter what role he takes, he can often be found leading others and working hard to spread the cause of the Elohim, opening the eyes of people to the ancient origins of the faith. The children of Adad are expected to follow in the footsteps of their father and lead their people to great change. Whether it take the form of giving eye-opening speeches on the perils of philosophical stagnation or leading their Bands into battle against titanspawn warriors, Adad's children are potent commanders and skilled leaders. Associated Powers: Epic Appearance, Epic Charisma, Epic Perception, Guardian, Justice, Melam, Sky Common Abilities: Awareness, Command, Integrity, Melee, Occult, Presence Rivals: Enlil, Ishtar, Marduk, Mot, Yam; Horus, Set, Zeus, Thor, Tyr, Tlaloc, Susanno-o, Ogoun, Shango

-Mot
AKA: Muth, Mewt, Mavet, Sariel God of death and sickness among the Elohim, Mot is an imposing figure. Strong of body and dark of complexion, Mot rules over the Caananite dead from within the city of Mirey, a suburb of the great city of Irkalla within the Babylonian Underworld. Like all of Irkalla, Mirey is abandoned and empty. And Mot's throne at the bottom of a deep pit in the middle of the city is left empty. Thus, Mot is left with a great deal of time to travel the World. In the World, Mot can still be found often opposing Adad's leadership. But he does not oppose the need for what Adad says needs to be done. Mot can often be found serving as a coroner or mortician, preparing the bodies to be returned to the soil so that the spirit may pass on to its final destination, wherever that may be. Additionally, he often performs funeral services for the grieving, working ancient practices into the funeral ceremony, showing the mourners the comfort

that can be found in the old ways. By reaching people at their most vulnerable, he has seen many go home after one of his funerals with open minds. Mot's Scions often take a dour approach to their role. The seek out death and try to show humanity its power. They try to show what the ancient people believed about the powers of death. Those same powers of death they turn toward the enemies of the Elohim, striking down titanspawn and misguided humans with the ancient powers of their father. Associated Powers: Epic Stamina, Epic Strength, Death, Health, Melam, Psychopomp Common Abilities: Athletics, Fortitude, Larceny, Melee, Presence, Stealth Rivals: Adad, Ereshkigal, Ishtar, Nergal, Shapash; Anubis, Osiris, Hades, Hel, Odin, Miclantecuhtli, Izanami, Baron Samedi

-Shapash
AKA: Shapshu, Shemesh, Raphael One of the few Elohim who is not a true child of Enlil, Shapash is the daughter of Shamash, Babylonian god of the sun. Like her father, Shapash is a divine judge among the gods and carries with her the radiant glow of the sun. Once, Ishtar, under the name Anat, was the consort of Adad. But when the Elohim were struck down by the spread of monotheism, Ishtar returned to the Annuna and, in her fickle nature, believed the Elohim to be lost. Since that time, Shapash as served as divine consort of Adad, often found at his side when able. In the World, Shapash generally has to change her appearance to suit her people. Few among the mainstream faiths of the One God accept the idea of a woman passing judgement upon them. While some protestant or progressive religions have adapted to allow the possibility, Shapash does not wish to reach those who are already open-minded. She seeks to speak to those who hold out against progressive thinking. Often, she disguises herself as a man when appearing to these individuals. She has even been known to "father" a Scion or two in this time. However, she has also been known to appear as a beautiful woman with shining beauty who uses her charm to get others to listen to her. Scions of Shapash are harsh judges. They see the world in black and white. There are no shades of grey in between. Something either is or isn't and there is no compromise in between. Often this philosophy allows the Scions of Shapash to pass easily into the ranks of the fundamentalist factions of the One God's followers, however, this often leaves them vulnerable to falling into the extreme practices associated with those factions. Associated Powers: Epic Appearance, Epic Charisma, Epic Perception, Justice, Melam, Prophecy, Sun Common Abilities: Awareness, Command, Control, Integrity, Politics, Presence Rivals: Ishtar, Mot, Yam; Bastet, Isis, Apollo, Hera, Baldur, Huitzilopochtli, Tlazolteotl, Amaterasu, Legba

-Yam
AKA: Judge Nahar, Lotan, Azazel Yam, the great dragon, is brother and ultimate rival of Adad. Where Adad brings order and structure, Yam desires nothing more than to rise to the lofty heights which Adad claims. And so he brings chaos and destruction in an attempt to bring his rival low. Once, he was destroyed by Adad, but death could not contain him. For centuries, the great serpent Yam has struggled against Adad. But now, the two have reached an uneasy alliance for the sake of the pantheon. In the World, Yam brings necessary evil. The followers of the One God would like to believe that

they are above evil. But Yam strives to prove that's not true. He has been a Catholic priest who has been overly friendly with young boys. He is the Islamic fundamentalist who leads suicide bombers against their enemies. He strives to show the darkness and chaos which lies behind all of the good and pure beliefs which the followers of the One God espouse. He is the serpent which coils behind the facade of purity. Yam's Scions often struggle to achieve the same ends their father works for. They work to prove themselves to be devout and pious members of the faiths of the One God, but in reality, they bring chaos and violence to the world behind the guise of faith. Yam's Scions have bombed abortion clinics, commited hate crimes and other violent atrocities for the sake of making the pious look worse. They are sly manipulators disguising themselves as zealots for the cause. Associated Powers: Epic Stamina, Epic Strength, Epic Wits, Animal (Snake), Chaos, Darkness, Melam, War, Water Common Abilities: Brawl, Command, Larceny, Melee, Stealth, Survival Rivals: Adad, Enki, Enlil, Ishtar, Marduk, Ninlil, Shapash; Set, Sobek, Dionysus, Hera, Poseidon, Loki, Quetzalcoatl, Tlaloc, Susanno-o, Kalfu, Ogoun --------------------------------------------------------------------------------------------------------------------------------Scent the Divine-When using the Perception Knack, Scent the Divine (Scion Companion, pgs. 56 to 57), the Elohim smell like cedar trees and sound like murmered prayer. -------------------------------------------------------------------------------------------------------------------------------

--The Ilah - Arabian Pantheon-Like the Elohim, the Ilah are the children of the Annuna. Or rather, the Ilah are the granchildren and further descendents. Enlil, known for getting around with many women and bearing many divine children, also bore a son, named Allah. Like his father, Allah was a creator deity and a bringer of rain and storms. Allah had three daughters, Al-Lat, Al-Uzza and Manat. These three became the protector deities of Mecca, one of the most important holy cities in Arabia. Al-Lat would then have a son, Hubal. This god of the moon would rise to power and soon replace his mother and aunts as the chief god of the growing pantheon of gods. With his daughters and grandson rising to prominence, Allah allowed himself to fade into the background as simply a creator. Soon, however, the parent pantheon of the Annuna would withdraw from the World completely and seclude themselves away in Anu and the gardens of Dilmun. After some discussion between them, the Ilah chose to withdraw with them. Their dead still travelled to Irkalla and their own home was in the gardens of Dilmun and the sky palaces of Anu. And so, the Ilah withdrew with the Babylonian deities who had given them birth, moving themselves fully to the Overworld. But Allah remained behind. He, of all the Arabian gods, refused to withdraw and stayed behind to watch over humanity directly. Allah would eventually fade into obscurity as Islam rose to power (bolstered by the secret help of the Order of Divine Glory, of course). Now, the Arabian gods have returnd to the World along with the Annuna and the other gods of the

Middle East. They have tried to seek out their founder, Allah, but have found little to no trace of the god they once knew. His name has come to simply mean "God" to not only Muslims, but Arabic-speaking Christians and Jews as well. The Ilah have been forced to table the search for their proginator, however, and must focus on the Titan threats before their homes in the Overworld are lost forever. --------------------------------------------------------------------------------------------------------------------------------The Fate of Allah-If Allah still exists, then he is in a similar position to the Canaanite god, Yahweh. Fate has likely bound him into the faith of the Muslim people in much the same way Yahweh is bound to Judaism and Christianity. The sidebar above referring to the fate of Yahweh is equally applicable to Allah. His current situation is a mystery best resolved by the Storyteller. -------------------------------------------------------------------------------------------------------------------------------

The Pantheon
The Ilah use the same Virtues as the Annuna: Conviction, Endurance, Valor and Vengeance. Additionally, Melam remains the Pantheon-Specific Purview of the Ilah, but there is one slight change. Scions of the Ilah may not use Melam to learn Boons of the Sun Purview at increased cost. Rather, the light of the moon was more important to Arabian mythology. For this reason, Scions of the Ilah may use the Melam Purview to learn Boons of the Moon Purview. The increased Legend requirement and doubled experience point cost remain in effect, however for purchasing these Boons.

-Al-Lat
AKA: Allat One of the three sisters who guarded Mecca and served as a powerful guiding force in the Arabian pantheon, Al-Lat was a charming and seductive goddess who gave birth to the god who would one day rule the Arabian pantheon. As the mother of Hubal, Al-Lat would soon take precedence among the goddesses who watched over Mecca, as well as becoming more prominent and powerful across Arabia. Now that she has returned to the World with the rest of the Middle Eastern gods, Al-Lat has begun to find roles in the World as a doctor, an astronomer and many other positions which allow her to interact with people who share her same interests. Though not the most beautiful of the Ilah, Al-Lat has a force of personality that allows her to draw many followers who would serve her interests. Scions of Al-Lat tend to be skilled negotiators. They work to bring people together in order to achieve greater goals. More than one person can always accomplish more and the children of AlLat are taught from an early age to appreciate the power of cooperation. Al-Lat is more than willing to aid her children in their endeavors, but will quickly dismiss those who might decide to strike out on their own. Associated Powers: Epic Charisma, Epic Manipulation, Health, Melam, Moon Common Abilities: Academics, Fortitude, Integrity, Medicine, Presence, Politics Rivals: Ereshkigal, Ishtar, Ninlil; Isis, Aphrodite, Artemis, Freya, Tlazolteotl, Erzulie

-Al-Quam
One of the few Ilah gods not connected to the trio of Allah's daughters, Al-Quam is a mysterious figure who joined the pantheon early in its history. Appearing as a wandering nomad with his face

hidden in shadow, Al-Quam is the Arabian god of warfare and night as well as the protector of travellers and caravans. He ensured the sanctity of travel and the ability for others to journey from place to place. When faced with a threat, he tends to favor an offensive response, believing that the best defense is to have his enemies afraid to confront him. In the modern World, Al-Quam serves as a bodyguard to couriers of dangerous items. Those who run drugs, diamonds and weapons (both legitimately and illegally) find Al-Quam secretly serving as their protector. Al-Quam cares little for why someone is carrying the items. He only cares that these travellers reach their destinations safely. If he does find himself escorting someone who does something he objects to, then such individuals tend to disappear into the night, but only after reaching their destination. Scions of Al-Quam tend to be as mysterious as their father. They play their cards close to the chest and have a wanderlust that causes them to take jobs that require a great deal of travel. This needn't be global travel of course. Constantly moving around a particular city is generally enough satisfaction for the Scions of the night warrior. Al-Quam is surprisingly giving to his children. He wishes to make sure that they are well armed to confront the dangers they must face. Associated Powers: Epic Dexterity, Epic Wits, Darkness, Melam, Psychopomp, War Common Abilities: Athletics, Control, Investigation, Melee, Stealth, Survival Rivals: Ishtar, Namtar, Nergal; Horus, Set, Ares, Vidar, Huitzilopochtli, Tezcatlipoca, Tsuki-yomi, Kalfu

-Al-Uzza
AKA: Al-'Uzza Second of the three daughters of Allah who served as the protectors of Mecca, Al-Uzza serves as the literal protector of the city. She is responsibile for the prosperity of crops, the strength of the city and the endurance of its people. Of the three goddesses, Al-Uzza was on the front lines in defending the city and dealt with the threats most directly. She was the public face and the one who dealt most direclty with the mortals who worshiped them. Now that she has re-entered the World with the rest of her pantheon, Al-Uzza often serves as a police officer on the roughest streets she can find, attempting to protect the citizens from dangerous individuals. She is the first line of defense for the sanctity of order and stability. AlUzza takes roles that allow her to preserve the culture and civilization of whatever city she has chosen to reside in at the time. Her Scions typically find themselves in a tough situation. Their mother expects them to follow the same hands-on approach that she uses. But in the modern world, hands-on isn't always necessary, or even the best way. Subtlety and discretion have become the way of the modern World and Scions who try to operate within such constraints often find themselves at odds with their own mother and rarely recieve the same benefits Al-Uzza gives to those who try to adapt to her methods. Associated Powers: Epic Charisma, Epic Stamina, Fertility, Guardian, Melam Common Abilities: Awareness, Craft, Fortitude, Integrity, Politics, Presence Rivals: Ereshkigal, Ishtar, Nergal; Bastet, Isis, Aphrodite, Hera, Frigg, Quetzalcoatl, Hachiman

-Dhu'l-Halasa
Another god not directly linked to the line of Allah, Dhu'l-Halasa is nonetheless an important figure in the Ilah. God of stone and gifted with great oracular ability, Dhu'l-Halasa was a deity known for

his knowledge and his ability to apply that knowledge to the everyday works of mankind. He showed humanity how to harvest stone and use it to make shelter. And when those cities were in danger, Dhu'l-Halasa was the first to know and his oracles were there to tell his followers to prepare. When he walks the World today, Dhu'l-Halasa often takes the form of a skilled architect, designing buildings that are made to last through the ages. Though he is willing to incorporate artistic elements, he favors function over form. Additionally, he has served as a mine owner, a sculptor and a geologist. Always his intelligence shines through. His mines are planned out and structured for the best output. His scluptures are scientific in design rather than truly artistic. And the discoveries he makes put him at the forefront of the geological field of study. Scions of Dhu'l-Halasa are expected to show the same intellect as their father. Only with a very good reason does he except Scions who refuse to reason or think out a situation before turning to more drastic measures. It has been known to happen, but only in emergencies to the entire pantheon. The current Titan War may qualify as just such a situation, though Dhu'l-Halasa finds it hard to not be so discerning even now. Associated Powers: Epic Intelligence, Epic Perception, Earth, Melam, Prophecy Common Abilities: Academics, Brawl, Craft, Fortitude, Investigation, Occult Rivals: Enki, Nusku, Ninhursag; Geb, Ptah, Athena, Hermes, Freyr, Tezcatlipoca, Izanagi, Baron Samedi, Ogoun

-Hubal
Hubal is leader of the Ilah pantheon. Grandson of Allah, daughter of Al-Lat and husband to Manat, Hubal was a potent and skilled leader despite his youth. This confidence came from all the power and heritage the young god had backing him. His legend was so great in its time that even the followers of the Annuna themselves recognized him as a powerful entity of the moon and sky. Hubal still knows that his success comes primarily from the other gods backing him, though he would never admit that in public. This leads him to prove himself, even today. He often comes up with ideas In the modern World, Hubal is still the powerful leader he once was. He serves as the CEO of powerful companies. He's been the head of the police force in major metropolitan centers. He's served as a politician and a skilled military commander. Always he is in charge and his people often end up better for it. When Hubal leads men, the sky is, quite literally, the limit. Hubal tends to be a protective and sometimes overbearing father to his Scions. While he allows his Scions the freedom to make their own decisions, he also makes sure his children no in no uncertain terms exactly what he expects them to do. Those who follow his direction often find themselves in their father's favor, but at the cost of living in the shadow of his greatness. Those who disobey their father may find themselves with more respect from other for their own greatness, but at the cost of their father's good graces. Associated Powers: Epic Charisma, Epic Strength, Justice, Melam, Moon, Mystery, Sky Common Abilities: Academics, Command, Empathy, Integrity, Politics, Presence Rivals: Marduk, Shamash, Sin; Atum-Re, Horus, Artemis, Zeus, Odin, Huitzilopochtli, Tsuki-yomi, Damballah, Kalfu

-Manat
Eldest of the three sisters of Mecca, Manat is the goddess of fate and time to the Ilah. Despite being the eldest, she is also the most beautiful and the most charismatic. Though she lacks Al-

Lat's manipulative ways, she makes up for it in the sheer power of her beauty and a face that shines like the sparkling stars. When her nephew Hubal grew to godhood and attained the role of leadership, Manat offered herself to him as wife and advisor. The young god accepted and she has served as the power behind his throne ever since. In the World, Manat continues the role of advisor. She is a skilled secretary and a talented lab assistant. She often gets as close as possible to the superiors she is advising and her sparkling good looks tend to make those superiors eager to allow her company. Her advice, when heeded, also tends to propell her wards to new levels of success. Captains of industry make millions and scientists make brilliant discoveries that put their names in the history books. Her Scions tend to find themselves working hard to prove their worth to their mother. While she appreciates the subtlety and secret ways of the modern world, her children often end up still not living up to the expectations of Manat. Mainly because the power of Legend draws them into the spotlight whether they wish to be or not, and Manat tends to respect her children who can fight the powers of Fate and stay in the shadows more than she does those who are outed. But such children that she respects rarely make it far as Scions. Associated Powers: Epic Appearance, Epic Intelligence, Magic, Melam, Stars Common Abilities: Fortitude, Integrity, Occult, Presence, Politics, Science Rivals: Ereshkigal, Ishtar, Sin; Isis, Thoth, Aphrodite, Athena, Sif, Izanagi, Damballah --------------------------------------------------------------------------------------------------------------------------------Scent the Divine-When using the Perception Knack, Scent the Divine (Scion Companion, pgs. 56 to 57), the Ilah smell like cedar trees and sound like a roaring wind. -------------------------------------------------------------------------------------------------------------------------------

Birthrights
Guides:
-Genies (Guide OOO - OOOOO, Optional Relic O)
Jinn, or simply genies, are perhaps the most basic of protective spirits, similar to the Apkallu of the Annuna. They are spirits of luck and fortune, both good and bad, and many times have been known to interact with the World and humanity in the form of "granting wishes." In reality, all they are simply doing is using their mastery of Magic to toy with the luck of the person. Skilled genies may grant wishes of companionship by forging a Fatebond between two people and strengthening it to bring them closer together. They may grant wishes for wealth by using Bona Fortuna in such a way as to provide the person with good luck when gambling or in other potentially lucrative ventures. A genie who wishes to bring harm to someone may do just the opposite, claiming to be blessing the person, while in reality cursing them with bad luck, or creating relationships which are harmful to the person. They do not grant wishes directly, but genies are skilled in weaving Fate in such a way as to aid (or harm) those around them. In appearance, genies look like normal, every day people. They interact with the world on an almost regular basis and manipulate fate and luck for those who catch their eye or who know to come to them. The only thing which might make a genie stand out is that each and every genie possesses a pair of bird's wings which grow from their back. Most genies also possess the Appearance Knack "My Eyes Are Up Here" which let them hide the wings and appear as mortals, as well. Genies come in three different varieties of varying power. Each posesses levels of the Epic

Appearance and skill at the Magic Purview as testament to their very nature. Additionally, as guardian spirits, the genies all possess levels of the Guardian Purview. However, despite this, not all of them serve the gods. Over time, with the Ilah withdrawn to the Overworld, many of the genies served to worship of the Titans. Those that serve the Titans possess Dark Virtues. Those who still serve their original duties as guardian spirits possess the standard Virtues associated with the guardian spirits, just like the Apkallu, Sebittu and others. Scions who possess genies as Guides are often given a simple relic which summons the genie to his side. This relic takes the form of some sort of receptacle such a lamp or bottle. By opening the lamp or bottle and spending a point of Legend, the genie appears before the Scion in a cloud of smoke. Sometimes, these relics take the form of gemstones rather than bottles or lamps. These gemstones may be rubbed while the Scion spends a point of Legend to summon a genie in the same way. Jinn (Guide OOO) The most basic of genies, the jinn appears almost completely human save for the wings which grow from their backs. The jinn often serve as Guides to the Scions of the Ilah. Very few of them serve the Titans, though it's not unheard of. Most of these spirits, however, are devoutly loyal to the Ilah and would never betray that trust. Virtues: Duty 2, Endurance 3, Piety 3, Valor 2 Strength 2, Dexterity 3, Stamina 2 Charisma 4, Manipulation 4, Appearance 5 Perception 3, Intelligence 3, Wits 3 Academics 4, Art 3, Athletics 2, Awareness 3, Brawl 1, Command 3, Craft 2, Empathy 4, Fortitude 2, Integrity 3, Investigation 4, Larceny 2, Occult 4, Presence 3 Supernatural Powers: Boons - Aegis, Become the Glory, Divine Authority, Indomitable Will, Magic 4, Unseen Shield, Vigil Brand, Virtuous Glow, Ward, Warding Line Epic Attributes - Epic Appearance 3 (Lasting Impression, My Eyes Are Up Here, Serpent's Gaze), Epic Perception 2 (Scent the Divine, Unfailing Recognition), Epic Wits 2 (Instant Assessment, Psychic Profiler) Spells - All listed in Scion: Hero, plus Measured Foe, Legendary Surge, Tugging Heartrings, Bound Spirit and Fateful Connection Flight - Djinn can fly at five times his ground movement rate, applying the normal DV penalties for Move and Dash actions in combat. Out of combat, djinn can fly about 40 miles per hour. Join Battle: 6 Attacks: Clinch - Accuracy 4, Damage 3B, Parry DV --, Speed 6, P Unarmed, Heavy - Accuracy 3, Damage 6B, Parry DV 1, Speed 5 Unarmed, Light - Accuracy 5, Damage 3B, Parry DV 3, Speed 4 Soak: 1L/2B Health Levels: -0/-1/-1/-2/-2/-4/Incap

Dodge DV: 5 Willpower: 6 Legend: 5, Legend Points: 25 Notes: Many jinn possess jewelry crafted with carefully scuplted gemstones. This jewelry allows the jinn to channel the Purviews of Guardian and Magic. Though the djinn is able to channel their Purviews without the aid of Birthrights due to their divine nature, they still gain the same benefits of acting as full gods (that is full Legend rankings) when using these stones. Ifrit (Guide OOOO) More powerful than the simple jinn, the ifrit are powerful and malicious creatures. They thrive on destruction and pain and tend to delight in leading those who might trust them astray. With this in mind, it should come as no surprise that most of the ifrit have turned to service of the Titans and forsaken their original roles as guardian spirits. There are, however, still a very few of the ifrit who serve the gods. This does not make them any less malicious, however. The ifrit are known for their sadistic natures and even those who serve the gods do so with as much spite as they can get away with. Ifrit appear much like jinn, but with hair and eyes that flicker like dancing flames, skin a bronzed orange and an ever-present malicious twist to their lips. Virtues: Duty 2, Endurance 3, Piety 3, Valor 4 Strength 4, Dexterity 4, Stamina 4 Charisma 4, Manipulation 6, Appearance 5 Perception 3, Intelligence 3, Wits 4 Academics 2, Art 2, Athletics 4, Awareness 3, Brawl 4, Command 3, Craft 2, Empathy 4, Fortitude 3, Integrity 3, Investigation 4, Larceny 5, Melee 4, Occult 4, Presence 3, Thrown 4 Supernatural Powers: Boons - Aegis, Become the Glory, Blazing Weapon, Bolster, Come Running, Divine Authority, Flame Travel, Flamin' Bullets, Fire Immunity, Fire's Eye, I Say Thee Nay!, Indomitable Will, Magic 5, Strengthen the Devout, Unseen Shield, Vigil Brand, Virtuous Glow, Ward, Warding Line Epic Attributes - Epic Strength 3 (Crushing Grip, Uplifting Might, Hurl to the Horizon), Epic Dexterity 3 (Untouchable Opponent, Cat's Grace, Lightning Sprinter), Epic Stamina 3 (Damage Conversion, Self-Healing, Holy Fortitude), Epic Manipulation 5 (Overt Order, Blurt It Out, Advantageous Circumstances, Takes One to Know One, God's Honest), Epic Appearance 5 (Come Hither, Blinding Visage, Lasting Impression, My Eyes Are Up Here, Serpent's Gaze), Epic Perception 2 (Scent the Divine, Unfailing Recognition), Epic Wits 4 (Opening Gambit, Rabbit Reflexes, Instant Assessment, Psychic Profiler) Spells - All listed in Scion: Hero, plus Measured Foe, Legendary Surge, Tugging Heartrings, Bound Spirit, Fateful Connection, Sanctify Band and Fate Prison Flight - Ifrit can fly at five times his ground movement rate, applying the normal DV penalties for Move and Dash actions in combat. Out of combat, ifrit can fly about 40 miles per hour. Join Battle: 7 Attacks: Clinch - Accuracy 8, Damage 5B, Parry DV --, Speed 6, P Unarmed, Heavy - Accuracy 7, Damage 8B, Parry DV 7, Speed 5 Unarmed, Light - Accuracy 9, Damage 5B, Parry DV 9, Speed 4 Scimitar - Accuracy 9, Damage 10L, Parry DV 9, Speed 5

Soak: 3A/7L/9B Health Levels: -0x6/Incap Dodge DV: 11 Willpower: 7 Legend: 6, Legend Points: 36 Notes: Many ifrit possess jewelry crafted with carefully scuplted gemstones. This jewelry allows the ifrit to channel the Purviews of Fire, Guardian and Magic. Though the ifrit is able to channel their Purviews without the aid of Birthrights due to their divine nature, they still gain the same benefits of acting as full gods (that is full Legend rankings) when using these stones. Marid (Guide OOOOO) The marid represent the most powerful of the genies. The marid are a proud, arrogant lot, and have yet to choose sides in the fight between god and Titan. Excepts may exist, of course, but for the most part, the marid care for themselves more than they care for either side of the conflict. They protect the seas rather than any particular group of people and if something is good for them, they will support it. If it goes against their goals, they will fight to the bitter end to oppose it. Marid are not wholly allied with the gods, however, they have been known to serve as Guides to the Scions of the Ilah. However, the Scions who would have these powerful genies as their teachers must earn the priveledge. Some must prove themselves through combat, others use their intellect or their charm to impress or flatter the marid into an alliance. The danger comes from the fact that Titans and their servants are just as capable of testing the marid in combat or using flattery and intellect to get their way. Marid look like regular jinn, but with powerful bodies, wings the color of the ocean's waves and skin that's dappled and sparkling like the water's surface. Virtues: Duty 2, Endurance 4, Piety 3, Valor 5 Strength 7, Dexterity 7, Stamina 7 Charisma 4, Manipulation 5, Appearance 8 Perception 5, Intelligence 3, Wits 5 Academics 3, Art 2, Athletics 5, Awareness 3, Brawl 5, Command 4, Craft 2, Empathy 4, Fortitude 4, Integrity 3, Investigation 4, Larceny 3, Melee 5, Occult 4, Presence 3, Thrown 4 Supernatural Powers: Boons - Aegis, Become the Glory, Changing States, Cloud Sculptor, Come Running, Confer Immunity, Confer Knack, Create Water, Desiccate, Divine Authority, Divine Threnody, Drown, I Say Thee Nay!, Imitation of Perfection, Indomitable Will, Levin Fury, Magic 7, Potability, Radiance Unleashed, Sky's Grace, Storm Augmentation, Strengthen the Devout, Tornado Tamer, Unseen Shield, Vigil Brand, Virtuous Glow, Ward, Warding Line, Watcher at the Threshold, Water Breathing, Water Control, Water Mastery, Water Vortex, Weather Witch, Wind Grapple, Wind's Freedom Epic Attributes - Epic Strength 6 (Crushing Grip, Divine Wrath, Shockwave, Knockback Attack, Uplifting Might, Hurl to the Horizon), Epic Dexterity 6 (Untouchable Opponent, Whirlwind Shield, Cat's Grace, Divine Balance, Lightning Sprinter, Fast As Thought), Epic Stamina 6 (Damage Conversion, Divine Damage Conversion, Self-Healing, Regeneration, Raging Bull, Holy Fortitude), Epic Manipulation 5 (Overt Order, Blurt It Out, Advantageous Circumstances, Takes One to Know One, God's Honest), Epic Appearance 7 (Come Hither, Blinding Visage, Lasting Impression, Inescapable Vision, My Eyes Are Up Here, Serpent's Gaze, Compelling Presence), Epic Perception 2 (Scent the Divine, Unfailing Recognition), Epic Wits 4 (Opening Gambit, Rabbit

Reflexes, Instant Assessment, Psychic Profiler) Spells - All listed in Scion: Hero, plus Measured Foe, Legendary Surge, Tugging Heartrings, Bound Spirit, Fateful Connection, Sanctify Band, Fate Prison, Meddlesome Fates, Fate and Switch, Transient Visitation and Transform Person Flight - Marid can fly at five times his ground movement rate, applying the normal DV penalties for Move and Dash actions in combat. Out of combat, marid can fly about 40 miles per hour. Join Battle: 7 Attacks: Clinch - Accuracy 12, Damage 8B, Parry DV --, Speed 6, P Unarmed, Heavy - Accuracy 11, Damage 11B, Parry DV 21, Speed 5 Unarmed, Light - Accuracy 13, Damage 8B, Parry DV 23, Speed 4 Scimitar - Accuracy 13, Damage 13L, Parry DV 23, Speed 5 Soak: 6A/20L/23B Health Levels: -0x22/Incap Dodge DV: 26 Willpower: 9 Legend: 8, Legend Points: 64 Notes: Many marid possess jewelry crafted with carefully scuplted gemstones. This jewelry allows the marid to channel the Purviews of Guardian, Magic, Sky and Water. Though the marid is able to channel their Purviews without the aid of Birthrights due to their divine nature, they still gain the same benefits of acting as full gods (that is full Legend rankings) when using these stones.

Relics:
-Flying Carpet (Relic OOO - 1 Purview, 2-dot Unique Power)
One of the most famous relics from the ancient mythologies of Arabia is the flying carpet. These intricately crafted woven carpets are imbued with the power of divine ichor and granted the unique ability to fly. By spending a point of Legend, the Scion who owns the flying carpet causes the carpet to lift from the ground, along with anything else which might be placed on the carpet. The carpet may fly at a speed of 60 miles per hour, or five times the Scion's normal movement rate in combat. Controlling the carpet in combat uses the normal rules for Mounted Combat. In addition to having the ability to fly, the carpet also grants access to the Sky Purview.

--The K'iche - Mayan Pantheon-The Atzlanti are one of the oldest pantheons in Mesoamerica. They have been worshipped under many names and many different faces by the people of Central America. Before the Aztec Empire rose to power, there was another powerful empire: The Mayans. And the Atzlanti gods were worshipped there as well, just under different names. Most of the gods moved on and left behind the Mayan culture, moving on to greater things. But a few faces remain behind and cling to their Mayan faces. The most important of those gods are represented by the K'iche faction, a sub-pantheon of the Atzlanti that consists primarily of two potent gods who rose to power as the legendary Mayan Hero Twins.

The K'iche represent the most ancient side of the Atzlanti, still retaining their Mayan personnas without adjusting to fit with the rest of the Aztec gods. As such, while they still have homes in Acopa and can travel freely to Mictlan, these gods are generally viewed as outdated and unimportant by the rest of the Atzlanti. Still, with the battle against the Titans raging on, all resources must be tapped, including the ancient K'iche.

The Pantheon
The K'iche use the same Virtues of the Atzlanti: Conviction, Courage, Duty and Loyalty. Additionally, the Purview of Itzli remains the K'iche's Pantheon-Specific Purview.

-Hun-Ahpu
AKA: Hunaphu, Junajpu One of the legendary Hero Twins of the Mayan pantheon, Hun-Ahpu did not fare too well in his adventures. Though his brother was always there to protect him and repair what was done, HunAhpu always paid a heavy price for their success. In his battle with Vucub Caquix, the bird monster severed his arm before Hun-Ahpu could bring him down with his dart gun. And later in Xibalba, his head was severed from his body while battling a band of camazotz. But Ixbalanque fashioned him a new one from a squash that the animals brought to him. Despite his mutilations, Hun-Ahpu rose to become a sun god for the Mayan people. Since that time, he has continued travelling the world on his adventures. He has served as a rebel fighter in numerous revolutions. He has been a protestor and an activist and has struggled for the rights of others. Particularly, he has a soft spot for the disabled and often tries to improve the lives of those who have been dealt a hard life for no reason. Scions of Hun-Ahpu are drawn to the adventure of life. They are the first to take the risks and the first to throw themselves at dangers. Many of the risks they take lead to a high turnover rate for children of the reckless Hero Twin. Their father will provide what he can, but he is generally more focused on his own adventures than the children which are born of those antics. Generally, the children of Hun-Ahpu are forced to take care of themselves, though often Ixbalanque or his Scions will be there to look out for them. Associated Powers: Epic Strength, Epic Dexterity, Epic Manipulation, Animal (Macaw), Itzli, Justice, Sky, Sun Common Abilities: Command, Fortitude, Integrity, Marksmanship, Presence, Thrown Rivals: Huitzilopochtli, Tezcatlipoca; Atum-Re, Horus, Apollo, Baldur, Amaterasu, Hachiman, Legba

-Ixbalanque
AKA: Xbalanque, Xb'alanke The other legendary Hero Twin, Ixbalanque spent his time during their adventures protecting his brother and seeing him through the worst of the dangers. He is a skilled medic, but above all that, a skilled guardian and protector. For his devoted service to his brother, he was raised to become god of the moon alongside his brother the sun god. While he would love nothing more than to continue his adventures with his brother to ensure his safety, his duties to the Overworld pull him away and he's forced to hope that his brother can take care of himself for once. When Ixbalanque walks the world, he often takes roles that allow him to look after others. Ideally, he'll be looking after his brother, either from a distance or at his side. Though when the two of them are pulled apart, Ixbalanque will still find others to protect. He is a bodyguard, a defense

analyst and a spotter during combat who looks out for trouble to warn his troops about. Where his brother is rekless, Ixbalanque is a defensive fighter, never jumping into a battle unless he already knows he can win it. Scions of Ixbalanque are drawn to guardianship in the same way their cousins are drawn to adventure. The children of the moon god will often follow others into trouble just to ensure that those others have a chance to come back out in one piece. Ixbalanque provides better for his children, making sure they can survive the threats they have in front of them. Ixbalanque will also try to guide his children into positions to protect the children of Hun-Ahpu. The divine symmetry of sun and moon continues through their children. Associated Powers: Epic Strength, Epic Stamina, Epic Charisma, Animal (Jaguar), Guardian, Health, Itzli, Moon Common Abilities: Athletics, Command, Empathy, Medicine, Melee, Presence Rivals: Tlazolteotl, Quetzalcoatl; Horus, Artemis, Freya, Freyr, Tsuki-yomi, Kalfu --------------------------------------------------------------------------------------------------------------------------------Scent the Divine-When using the Perception Knack, Scent the Divine (Scion Companion, pgs. 56 to 57), the K'iche smell of old, dried blood and sound like a fading heartbeat. -------------------------------------------------------------------------------------------------------------------------------

Underworld - Xibalba
Once, Xibalba was ruled by Vucub Caquix and the Lords of Xibalba. The dead of the Mayan people were drawn to the city of games and tests and were forced to be tormented for the entertainment of the Lords. Then humanity began to play an ancient ballgame. And annoyed by the noise humanity was making, the Lords of Xibalba lured down Hun Hunahpu and his brother to play their own version of the ballgame which used a razored ball. The two brothers were killed, but Hun Hunahpu managed to impregnate one of the Lords daughters who gave birth to HunAhpu and Ixbalanque. The Hero Twins then went down to play the same game and where their father had failed, they succeeded, defeating the Lords of Xibalba and then slaying them all in revenge and driving Vucub Caquix into Tartarus with the titans. Since that time, Xibalba has stood abandoned and the Mayan dead have gone to Mictlan, the typical Underworld of the Atzlanti. Though Xibalba is said to be underground, travellers wouldn't know that from seeing it. After travelling through the cavern entrance, the tunnel opens into a large, star-lit sky. The city of Xibalba sprawls across a flat, rocky ground. The buildings are crafted of black stone and numerous sites may be found. But before the city is even reached, there are a number of trials that must be passed. First among them are three rivers that flow across the path. First is a river that writhes with live scorpions, ready to sting any who may fall into it. Next is a river of blood that threatens to wash away the weak of heart. And finally a river of pus that flows caked and white across the path. After the last river, a crossroads is reached. Four different branches are available, to confuse and stall travellers. The truth, however, is that all paths lead to Xibalba. But many travellers have spent time at the crossroads, unable to proceed at the risk of getting lost. Finally, upon following the crossroad path, travellers come to the council house of Xibalba. There, the lords of the dead once sat to humiliate and beguile the unwary. Just inside the door sit a number of mannequins that were there to confuse and humiliate travellers who spoke to them first. Though the lords of the dead are gone, these blank-faced wooden dolls still sit in the seats and stare blankly toward the door.

The Lords of Xibalba would then humiliate the dead further by sending them to one of the six test of Xibalba. First was the Dark House, where darkness filled the chamber and the dead were forced to stumble around blindly. Second was the Rattling House, also called the Cold House. Bone-freezing cold and rattling hail assualt the dead here. Third was the Jaguar House, filled with balamob who served the Xibalban Lords, and the Bat House, filled with camazotz. Fifth was the Razor House that was filled with blades and razors that moved about on their own. Finally, the Hot House was filled with fire and blistering heat. These houses are in long disrepair. The Jaguar and Bat Houses both stand empty and abandoned, the titanspawn who once populated these tests having long since moved on or killed. The blades of the Razor House have rusted over. While they twitch and creak with attempted movement when someone enters, they no longer move. The Cold House has melted and is only slightly cool and the fires of the Hot House have been banked and leave it only warm. Only the Dark House is still standing as a test, but only because it remains a solid structure and no light has filtered in to break the darkness. Only one other structure still stands in Xibalba. The famous ballcourt where Hun-Ahpu and Ixbalanque were forced to play the games of Xibalba with the bladed balls still shows signs of the violent game the Lords forced visitors to play. Most were sliced to ribbons by this game, all at the entertainment of the Lords who considered the players to be much like the Roman gladiators. After the Hero Twins won their game and slew the lords, this ballcourt has stood abandoned and crumbling. The city is empty and hollow now. It has been collecting dust and crumbling into ruins since the Lords of Xibalba were slain and Vucub Caquix driven away. But since the escape of the titans, Scions who travel to Xibalba come away with stories of... "something" that is beginning to stir there again. None know what may be happening there, but whatever it is, it's a sure bet that Atzlanti, and the K'iche in particular, have a vested interest in putting a stop to it.

-Passages:
Natural Features - Only one entrance to Xibalba still stands. All rituals, funerary sites and special times now connect with Mictlan. Only a single natural feature still stands with ties to Xibalba, a cave in the vicinity of Coban, Guatemala. Walking into the darkness of this cave and spending a point of Legend allows travellers to emerge into the cavern where the city of Xibalba still stands, empty and abandoned.

Vucub Caquix - Avatar of Crom Cruach


Creator of the Zipacna race of giants, the bird demon Vucub Caquix is an Avatar of the Titan of Earth, Crom Cruach. With a body covered in feathers and sharp talons on his hands and feet, he once ruled over the Underworld of Xibalba before the Hero Twins defeated him and cast him down into Tartarus where he merged with the Titan of the Earth. But Vucub Caquix wasn't as soundly defeated as one might think, as he took Hun-Ahpu's arm with him. Vucub Caquix has been interested in retaking Xibalba and restarting his rule within the Underworld once more. But for the time being, he's devoting himself to Cethlenn's goals of bringing low the Tuatha de Dannan. The Atzlanti and the Hero Twins will still be there when the Celtic gods are defeated. And Vucub Caquix can wait until then. Vucub Caquix has a base dice pool of 18 for all actions and favors Physical Attributes, prefering to tear his opponents limb from limb. Virtues: Ambition 2, Malice 5, Rapacity 4, Zealotry 3

Supernatural Powers: Avatars - The Abyss, The Reaper Boons - Every one- to eight- dot Boon from every Purview except Death and Justice, which are forbidden to him. Satis has all Boons from the Death, Darkness and Itzli Purviews. Epic Attributes - Epic Physical Attributes at the 10-dot level (with all appropriate Knacks). All other Epic Attributes at the eight-dot level (with all appropriate Knacks). Flight - Vucub Caquix can fly at the rate of 600 miles per hour outside of combat. In combat, he can fly at the rate of 50 yards per tick. Join Battle: 18 Attacks: Clinch - Accuracy 18, Damage 10L, Parry DV --, Speed 6, P Unarmed, Heavy - Accuracy 21, Damage 17L, Parry DV 54, Speed 5 Unarmed, Light - Accuracy 23, Damage 14L, Parry DV 56, Speed 4 Soak: 10A/51L/55B Health Levels: -0x54/Incap Dodge DV: 60 Willpower: 9 Legend: 9, Legend Points: 81 Notes: Vucub Caquix' talons add +4 Accuracy and +4L Damage to his unarmed attacks.

--The Mabinogi - Welsh Pantheon-While many of the sub-pantheons are the remnants of ancient pantheons or factions which grew from existing pantheons to take on their own identity, the Mabinogi pantheon of the Welsh is composed of the children of the Tuatha de Dannan. Danu, Lir, Nuada, all have born children who went on to become gods and take on roles among the Welsh people. In time, the Mabinogi grew into their own minor pantheon and even claimed their own corner of the Underworld for their own. Of course, when Mag Mell was lost thanks to Cethlenns machinations, the Mabinogi were approached to house the Irish dead in an unused corner of Annwn. The Welsh gods value their independence from their Irish parents. They are Mabinogi, not Tuatha. And they are Welsh, not Irish. The Irish gods came to them to save their dead, not the other way around. And despite their heritage, the Welsh gods rarely go to Tir na nOg, preferring the security of Gwyn ap Nudd's palace in Annwn when the pantheon must gather. Otherwise, the Mabinogi may be found out in the World, living amongst mortals. With the Titan War raging again, the Mabinogi have joined the fray just as readily as their Tuatha parents have. They wish to prove their worth and show themselves to be the equals of their parents. One day, perhaps, the Mabinogi may even develop their own Purview and branch away

from the Tuatha fully to form their own new pantheon. For the time being, however, the Mabinogi continue to live in the shadow of their parents.

The Pantheon
The Mabinogi use the same Virtues of the Tuatha de Dannan: Courage, Expression, Intellect and Piety. However, the Mabinogi were known to be far more vengeful than their Tuatha parents. The Tuatha knew the value of vengeance, but they valued, bravery instead. Many of the Mabinobi do as well, however, the value of vengeance took on a more prominent role among the children Welsh gods. For that reason, the Mabinogi may choose to adopt the Virtue of Vengeance as an alternative to the usual Virtues, typically using it to replace Courage. Additionally, the Purview of Enech remains the Mabinogi's Pantheon-Specific Purview.

-Arianrhod
Daughter of Danu, Arianrhod was once known for her virginity. That is until she was chosen to replace the foot-holder of a great aes sidhe king. When asked to prove her virginity, she was told to step the aes sidhe's magical rod. Immediately upon doing so, she bore two children, one of whom was snatched up immediately by Gwydion to be raised in secret. The other was driven to the sea where he became a fish. Her secret affair with another of the gods ruined her reputation and left her bitter. Since then, she has been obsessed with vengeance and retribution for wronged women. Arianrhod appears as a stunningly beautiful woman, even now. Her cold, icy demeanor, however, tends to drive more people away from her than her beauty attracts. Arianrhod often walks the world in places where she can stand up for the rights of women. She was an activist when such roles were popular, but now she tends to involve herself in politics. She has served as a female senator, an up and coming power in the corporate world, even a worker at an abortion clinic where she's a vocal advocate of the right to choose. Scions of Arianrhod are rare. It was having a child which caused her to lose her reputation among the gods in the first place. She does not savor the idea of having more, just so she can have more reminders of her lost virginity. Even she gets lonely, however. And with the war against the Titans, she has chosen to bear more children for the sake of future survival. But she is not a kind mother. Still she curses her children as she cursed Lleu. Many of them labor under Geasa given upon their Visitation by their mother. Associated Powers: Epic Appearance, Epic Manipulation, Chaos, Enech, Justice, Magic Common Abilities: Command, Empathy, Larceny, Occult, Politics, Presence Rivals: Gwydion, Lleu Llaw Gyffes, Lugh, Manannan mac Lir; Isis, Athena, Hera, Frigg, Quetzalcoatl, Izanagi, Erzulie, Legba

-Bendigeidfran
AKA: Bran the Blessed Son of Lir and brother to Manannan, Bendigeidfran is a prime example of the tragedy which often befalls the children of Lir. As a Scion, after fighting with a kind if Ireland to avenge his mistreated sister, Branwen, Bendigeidfran finally achieved victory, but at the cost of his own head. Still, he didn't die immediately. Rather, his head talked for eighty years, entertaining his men and Manannan and leaving final instructions for what was to be done with his head. When he finally did fall silent, his head was buried where the Tower of London now stands today. So long as Bendigeidfran's presence remains at the Tower of London, England shall never fall. Death couldn't hold Bendigeidfran, however. Especially since his brother, Manannan, would not

carry his soul to the Underworld. So, he lived, reaching the level of godhood and becoming a member of the Mabinogi gods. Eventually, Arthur did remove the head and return it to Bendigeidfran, but even so, the great warrior's sacred ravens continue to flock to the Tower and maintain his presence there. Bendigeidfran still likes to appear with his head held under his shoulder, reminding others of the sacrifice and suffering he underwent in his ascent to godhood. In the World, such drastic appearances would just be unsavory, but he still tends to bear scars around his neck from the wound that took his head off. Bendigeidfran's Scions are often great warriors, just as their father is. Raised by police officers, soldiers and the many other similar forms that Bendigeidfran may take, these Scions are raised to appreciate the value of life and the consequences of death. They tend to take the defense of their families most seriously. Associated Powers: Epic Appearance, Epic Stamina, Animal (Raven), Enech, Guardian, War Common Abilities: Athletics, Command, Fortitude, Melee, Politics, Presence Rivals: Lugh, The Morrigan; Horus, Set, Ares, Heimdall, Vidar, Huitzilopoctli, Hachiman, Ogoun

-Gwydion
The trickster, Gwydion, is another child of Danu. Once, he aided one of his many brothers in seducing the foot-holder of an infamous aes sidhe king. When the king learned of Gwydion's involvement, he punished he and his brother by transforming them into male and female pairs of animals. First deer, then pigs and finally wolves. Each pairing bore a son which the aes sidhe kept. He is a skilled manipulator and a master magician who is known for shaking things up to see the world change. In the World, Gwydion wanders as a trickster even now. Often he can be found doing what needs to be done to shake up the status quo. Senators who have been in office for years will find an up and coming challenger while their own campaign runs into streaks of bad luck. Corporations that have been steadily turning a profit will suddenly take a downturn, while those who have been steadily low will suddenly improve. He rarely takes an active hand. The last time he did that he ended up in a relationship with his brother he rather regrets. But that doesn't stop him from working behind the scenes. Gwydion has been known to produce many a Scion in the World. He is quite a ladies man when he wishes to be and often will leave his lovers behind with a child to raise. He is determined to give his children everything he can, but often finds himself distracted with other matters. This rarely leaves him time for his Scions and forces them to fend for themselves while Gwydion runs off to see to other people's causes, but rarely those of his own children. Associated Powers: Epic Manipulation, Epic Wits, Enech, Illusion, Magic Common Abilities: Animal Ken, Empathy, Integrity, Larceny, Presence, Stealth Rivals: Manannan mac Lir; Set, Dionysus, Hermes, Loki, Odin, Tezcatlipoca, Susanno-o, Kalfu, Legba

-Gwyn ap Nudd
Lord of Annwn, Gwyn ap Nudd is son of Nuada and granted authority over the Welsh Underworld by its former ruler. Gwyn ap Nudd is thought by most to be a fair ruler, ensuring that the Welsh dead are left in peace and can enjoy their afterlives as much as possible. When Mag Mell was lost, he ensured that the Irish dead would be kept safe as well, but will not allow any cities within the realm of Tir na Marbh to be given a name. Not so long as it is within his domain.

In the World, Gwyn ap Nudd can be found serving mortuaries and cremetoriums, ensuring that the dead are tended to with the respect and decency that they deserve. Those who are sloppy in their work or mistreat the dead will often find him coming to them soon to remove them from employment, or even see to their deaths should their violations be extreme enough. Gwyn will take great pains to see to it that his Scions are taken care of. He will see that they have the best relics and the best equipment to serve their roles. His Scions tend to work hard at driving the titans back. They've heard of what the titans did to Mag Mell and fear that other Underworlds might fall next. They take it as their personal quest to see that the titans do not throw the fabric of death out of balance. Associated Powers: Epic Charisma, Epic Manipulation, Animal (Dog), Death, Earth, Justice, Psychopomp Common Abilities: Awareness, Fortitude, Integrity, Melee, Occult, Presence Rivals: The Morrigan; Osiris, Hades, Hel, Odin, Miclantecuhtli, Izanami, Baron Samedi

-Lleu Llaw Gyffes


Son of Arianrhod and another unknown god, Lleu Llaw Gyffes earned his mother's ire from birth. Saved by Gwydion and raised by a foster mother, Arianrhod has done everything in her power to make his life miserable as a punishment for the loss of her reputation. But still Lleu persevered against her. He would like to know who his father among the gods is, but none will step forward. He suspects, however, that he is linked in some way to the Irish Lugh, but can't prove paternity just yet. Lleu Llaw Gyffes is a powerfully built man, often armed with a long spear and dressed in traditional armors and leathers. In the World, he spends his time searching for adventure. He's a soldier, a mercenary, a bodyguard, a police officer. If he has a chance to engage in conflict and adventure then he's more than willing to jump on board. Lleu knows what it's like to be left without a parent. His father was never there and his mother shunned and abandoned him. While he will never abandon his own children, he also has a soft spot for other abandoned children. His Scions are just as likely to be adopted from other gods as they are to be sired by him directly. He would enver leave a child without a parent if he can help it. Associated Powers: Epic Strength, Epic Wits, Animal (Eagle), Enech, Justice, War Common Abilities: Awareness, Command, Melee, Politics, Survival, Thrown Rivals: Arianrhod, Lugh; Set, Loki, Tezcatlipoca, Tlazolteotl, Kalfu --------------------------------------------------------------------------------------------------------------------------------Scent the Divine-When using the Perception Knack, Scent the Divine (Scion Companion, pgs. 56 to 57), the Mabinogi smell like fresh grass and clover and have the sound of swords clashing together. -------------------------------------------------------------------------------------------------------------------------------

Birthrights - Guides
-Arthur Pendragon (Guide OOOOO)
Born a Scion of Nuada, and thus brother to Gwyn ap Nudd, Arthur quickly rose to prominence as one of the greatest heroes the Welsh people had ever known. He was known to have slain magic

boars, dragons, cat-monsters, giants, witches and all other manner of titanspawn creatures. He married Gwenhwyfar, a beautiful unseelie aes sidhe from Gwyn ap Nudd's court. He became the ruler of all of the Celtic lands. He even made enemies of the Aesir and their Scions by waging battles into Scandinavia and other areas of Northern Europe. Finally Arthur did fall in battle, struck down by titanspawn enemies. One of his own men was seduced by a titan cult and the two struck each other down in epic combat. But that was not the end of Arthur's story. His wife, Gwenhwyfar cast a potent spell upon her beloved, ensuring that he would survive to see battle another day. This act served as the apothoesis needed to propel this potent demigod to the ranks of godhood and his sleeping body was taken to Annwn, also called Avalon, to recover until such time as his people needed him again. This day came sooner than many of the Mabinogi thought it would. During the battles of World War II, Fate decreed that Arthur was needed once more. He awoke within Gwyn ap Nudd's palace and picked up his blade, Caledfwlch, entering the battle against the Axis pantheons and doing a lot to aid the Allies. He did not join them, however, as when the war was over, he returned to the Mabinogi to adjust to his newfound godhood. Arthur still has a great deal to learn about the modern world, however his Legend has only continued to increase. With the release of the Titans, Arthur has joined he battle on the front lines. With Cadelfwlch in his hands and Gwenhwyfar at his side, he does battle with the Titan threat as readily as any war god and has risen to the peak of godhood. If not for his devotion to the war, the Keepers of the World might have approached him to take advantage of his ignorance of the modern world. But they realize that would be a moot point. Despite his love of Gwenhwyfar, he knows that the war needs new warriors if the gods are to win the day. And he has gone into the World to find his way to lay with mortal women, siring Scions to follow in his footsteps. Rarely does he stick around to train them himself, however, as he has a war to fight. Associated Powers: Epic Charisma, Epic Dexterity, Epic Stamina, Enech, Guardian, Justice, War Common Abilities: Athletics, Command, Integrity, Melee, Politics, Presence Rivals: Lugh, Nuada; Horus, Apollo, Zeus, Baldur, Thor, Tyr, Vidar, Huitzilopochtli, Hachiman, Shango Virtues: Courage 5, Expression 4, Intellect 3, Piety 3 Strength 9, Dexterity 11, Stamina 11 Charisma 11, Manipulation 10, Appearance 6 Perception 7, Intelligence 9, Wits 7 Academics 3, Animal Ken 3, Athletics 5, Awareness 4, Brawl 4, Command 5, Control 2, Fortitude 3, Integrity 5, Investigation 4, Marksmanship 4, Melee 5, Occult 3, Politics 5, Presence 5, Stealth 2, Survival 4, Thrown 4 Birthrights: Avatar 5, Relic 5 (Caledfwlch - Justice, War, +3 Damage Enhancement), Relic 5 (Chainmail Guardian, +4 Soak), Guide 4 (Gwenhwyfar) Supernatural Powers: Avatars - The Arbiter, The General, The Sentinel Boons - Aegis, Appropriated Vigil, Army of One, Assumption of the Land, Bard's Tongue, Battle

Cry, Battle Map, Beyond the Ninth Wave, Blessing of Ammunition, Blessing of Bravery, Body and Spirit, Brehon's Eye, Colossus Armor, Come Running, Confer Immunity, Confer Knack, Divine Resolve, Dream Wrack, Follower Army, Fury of War, Guilt Apparitions, Guilt of the Damned, Hero's Geas, I Say Thee Nay!, Judgement, Lay Mortal Geas, Lay Potent Geas, Lay Token Geas, Morale Failure, Mortal Stroke, Psychic Prison, Overworld Judgement, Salvation Sacrifice, Sanctify Oath, Scarlet Letter, Shield of Righteousness, Siege Juggernaut, Star Chamber, Surreal Draft, Sympathy Pains, Twist Geas, Unseen Shield, Vigil Brand, Ward, Warning Line, Warrior Ideal (Savage Brute), Watcher at the Threshold Epic Attributes - Epic Strength 7 (All Knacks), Epic Dexterity 10 (All Knacks), Epic Stamina 10 (All Knacks), Epic Charisma 10 (All Knacks), Epic Manipulation 7 (All Knacks), Epic Appearance 3 (Game Face, Center of Attention, My Eyes are Up Here), Epic Perception 2 (Subliminal Warning, In Your Dreams), Epic Intelligence 6 (Fast Learner, Star Pupil, Language Mastery, Instant Translation, Blockade of Reason, Fight With Your Head), Epic Wits 3 (Opening Gambit, Between the Ticks, Monkey in the Middle, Cobra Reflexes, Rabbit Reflexes) Ultimate Attribues - Ultimate Charisma, Ultimate Stamina Join Battle: 11 Attacks: Clinch - Accuracy 15, Damage 10L, Parry DV --, Speed 6, P Unarmed, Heavy - Accuracy 14, Damage 13L, Parry DV 53, Speed 5 Unarmed, Light - Accuracy 16, Damage 10L, Parry DV 54, Speed 4 Cadelfwlch - Accuracy 17, Damage 17L, Parry DV 55, Speed 4 Soak: 10A/58L/62B (Chainmail, +6L/+5B) Health Levels: -0x52/Incap Dodge DV: 59 Willpower: 9 Legend: 12, Legend Points: 24 Notes: Caledfwlch (also known as Caliburn or Excalibur in modern times) is a relic blade which allows Arthur to channel the Justice and War Purviews. It uses the basic stats of a spatha with an additional +3 Damage bonus from being sharpened to a razored edge. Additionally, his chainmail has survived countless battles with him and now allows him to channel the Guardian Purivew as well as providing an additional +4 Bashing and Lethal Soak. His wife, Gwenhwyfar, serves him as a Guide, providing information from the Underworld and the court of Gwyn ap Nudd.

Underworld - Annwn
AKA: Avalon Annwn is much like the Tuatha Underworld of Mag Mell used to be. It is a place of eternal peace and youth, where suffering is unheard of and the dead can live in peace and splendor. The dead need not build houses or other structures, living off the land and and the bounty of never-ending food. Though Tir na Marbh is technically in Annwn, no sign of it can be seen from within Annwn itself. The fields of abundant life stretch as far as the eye can see where the dead can thrive and prosper. Orchards of apples are the most abundant form of vegetation, growing in numbers that boggle the mortal mind. Vast swirling rivers wash through the land, providing fresh, clean water for all to drink at their leisure. Game is found in abundance. No matter how many are killed and

cooked for meat, there are always more to the found later. At its farthest reaches, the water of a vast lake washes against the shores of Annwn, proving that it is in fact an island. It's from this fact, and the abundance of apples, that it gained the additional name of Avalon, or Isle of Apples. There is only one structure in Annwn and that is the palace of Gwyn ap Nudd. The sprawling structure of black stone spreads out in a vast expanse of towers and battlements. These walls once repelled Arthur himself when he came seeking to show up his brother and steal the treasures of the dead. Vast rooms and living quarters may be found here for the unseelie aes sidhe in service to Gwyn ap Nudd to live, alongside the sluagh sidhe dead who have proven themselves to be of great service. The largest room in the palace is of course the great feasting hall where long tables, loaded with food of all types and varieties can be found for the dead to partake of. Gwyn ap Nudd himself can often be found in the great feasting hall, enjoying the company of the dead as they revel in their paradise. Gwyn ap Nudd also has his own personal quarters within the palace. Large libraries, armories, studies and his own vast bedroom can all be found within his own private wing of the palace where none but his personal servants or visiting dignitaries are ever allowed. The large black hounds of the Wild Hunt which stand guard at the doorways make sure of this. Since the titans escaped their prisons, however, the peace of Annwn has been compromised by roving bands of spectres which now sweep across the land. Gwyn ap Nudd has tried sending the dogs of the Wild Hunt after them and has even gone himself to cut them down, only to find the spectres continuing to be a threat. The problem with a land of infinite space and abundance is that there will always be places for the spectres to hide.

Passages:
Tombs and Funerary Architecture - The funerary barrows of England and Wales provide access to Annwn. A creature of sufficient Legend that enters into one of these barrows at night and spends a point of Legend finds himself standing on the open fields of Annwn. Natural Features - The door to Annwn takes the form of a unique sidhe, similar to those used by the Tuatha de Dannan. However, this the hill known as Glastonbery Tor. It functions exactly like the typical sidhe, but rather than opening into Tir na Marbh, it allows one to enter the fields of Annwn. Once there was a lake that surrounded the Tor, allowing travel via boat, but it has long since been drained. Unlike other sidhe, Glastonbury Tor always connects to Annwn, year round, regardless of the season. Rituals - The ancient druidic burials of the Welsh are not truly known any longer, having been replaced utterly by Christian rites. Such rituals must be researched, as detailed on pg. 144 of Scion: Demigod. Times - The veil is parted between the World and Annwn on Samhain night, the night of October 31st. It remains easy to pass between the worlds from that night until November 2nd, during the nighttime only.

--The Narts - Circassian Pantheon-The Narts represent a defunct pantheon with a long and sordid past. Once, long ago, they were a thriving group of gods in the Caucasian mountains on the Black Sea. Sharing Arete with the

Dodekatheon, the Narts first originated as a sub-pantheon to the Greek gods. A branch of the family that was brought to the area along with the Golden Fleece and the children of Nephele. Over time, the Narts grew distant from the Dodekatheon, however. They grew their own culture, their own society and Virtues. Nestled between the Dodekatheon and the Annuna to the South, the Narts often served as a buffer between the two and absorbed much of the Annuna culture into themselves. To the North were the Slavic people and a budding Rus which also served to influence the development of the Narts. With all the mingling and absorption of other cultures, the Narts were prepared to break away from the Dodekatheon and develop into their own pantheon. But in the end, Fate would conspire against them. While the Narts had withdrawn from the World along with the other pantheons, they would try to maintain ties with their people. But when czarist Russia moved to conquer the area, worship of the Narts was subsumed beneath worship of the Rus instead. And when Judaism, Christianity and finally Islam each rose from the South, it would spell the end of worship of the Narts as Islam overtook the region. Without the impetus to make the final transitions, the Narts began to stagnate, locked into their role as a sub-pantheon to the Dodekatheon. This stagnation eventually turned to bitterness, as the Narts struggle now to separate themselves from the Greek gods. But so far, to no avail. The Narts have no Overworld of their own. Long ago, they were welcome on Mount Olympus alongside the other Dodekatheon gods. And while the Greek gods would still welcome then, the Narts refuse their hospitality. They are determined to find their own home. Likewise they have no Underworld. Their dead once went to Hades, to be ruled over by Rhadamanthys, judge of the Eastern dead. But no dead have come from the Narts since their people turned to Islam. With no Overworld, no Underworld and no Terrae Incognitae in their name, the Narts wander the World in mortal guise or seek asylum among other pantheons. Their pride does not let them go to Olympus. The distance of the Annuna now keeps them from Anu. And their rivalry with the Rus keeps them from Svarga. They have been forced to go afield. Some find shelter in Iteru, Asgard or Mount Meru. Still others go even further, seeking relations with the more distant pantheons. With the Titan War now raging, the Narts see it as their second chance. They hope to distinguish themselves in the conflict and try to regain their chance at independence. Their Scions fight as hard as any while their travellers and wanderers search for some abandoned corner of the Overworld they can claim for their own. Whether they succeed or not, is still a matter for Fate to decide.

The Pantheon
The Narts use the same Virutes as the Dodekatheon, however, due to their hardier nature, many of the Narts use the Endurance Virtue as an alternative option, typically replacing the Intellect Virtue. The Narts use the Purview of Arete as their Pantheon-Specific Purview, due to their evolution from the Dodekatheon.

-Pizighash
Called "The Slasher," Pizighash is a determined defender of his people. When thieves stole from the Narts, it was Pizighash who waited for them to reappear and then shot at them with his bow which never misses. Though they escaped, he parted the waters and tracked them down, learning that their theft had been to lure a husband for three maidens. When Pizighash returned, he did so with a wife who later gave birth to the hero Warzemag.

In the modern World, Pizighash is many things. He's been a soldier and a security guard. He's been an Olympic archer and a self-defense instructor. He's appeared as a pretty face in a bar who seduces the women with his skill. What all these guises have in common, is that no matter what role Pizighash fills, he always does it at his best. As an archer, his arrows never miss. As a seducer, he never fails. As a security guard, his watch is never broken. His Scions are often led to become great warriors. While their father may stay behind and guard his chosen protectorate, his children are destined to go out to journey and adventure. In this, the Scions of Pizighash make devoted warriors for the cause of the Titan War. They can be found on the front lines, fighting titanspawn with all of their father's devotion to perfection. Associated Powers: Epic Dexterity, Epic Stamina, Epic Perception, Arete, Guardian, Justice, Water Common Abilities: Athletics, Fortitude, Integrity, Investigation, Marksmanship, Melee Rivals: Warzameg; Bastet, Horus, Apollo, Artemis, Zeus, Baldur, Freyr, Heimdall, Hutizilopochtli, Hachiman, Ogoun, Shango

-Satanaya
Beautiful and flawless, Satanaya is goddess of fertility and prophecy. Married to Warzemeg, the warrior, she has taken infidelity to nearly an artform. Though none would know that by her account. She has spent a thousand lifetimes covering up her trysts and flings with wild stories and wilder magics. Still, she loves her children and her pantheon and would give her life to protect them. She is still a divine mother and there is a difference between flouting the custom of marriage and forsaking her people entirely. In the World, Satanaya is always the most beautiful person in the room (at least among mortals). She draws attention from men and women alike and chooses only the best and brightest to grace with her divine presence. She is often the trophy wife if she is ever married. Never does she work for what she wishes in the World, she always relies on others to provide for her. Needless to say, she leaves many Scions behind in her wake. As a protective mother, she will always ensure that they are visited and granted their divine legacy. But her flighty nature will always pull her away when the time comes, leading her to other ventures and other romantic conquests. Still, she will see that her Scions are given the best she can provide for the moment and will go out of her way to help her children when they come to her seeking aid. Associated Powers: Epic Appearance, Epic Charisma, Epic Manipulation, Arete, Chaos, Fertility, Prophecy Common Abilities: Awareness, Craft, Empathy, Larceny, Presence, Survival Rivals: Tlepsh; Bastet, Isis, Aphrodite, Hera, Freya, Frigg, Tlazolteotl, Amaterasu, Erzulie

-Sosruquo
Born of a stone after his father witnessed Satanaya in all her glorious beauty, Sosruquo was so hot to the touch when Tlepsh first carved him from the stone that he had to be quenched in water a dozen times before he could be touched. The steam from the quenching was so thick that it seemed to form a solid wall. But the quenching hardened his flesh and tempered him to be ready for anything. Despite that, Sosruquo lives by his mind, often filling the role of trickster and manipulator. In the World, Sosruquo fills roles that allow him to aid others with his mind. Once, he served as a

soldier in ancient times and stole fire from a cyclops to ensure that they remained warm in the freezing temperatures. Odysseus would later remember his tricks and use them for inspiration during his journey. Today, he still enjoys living amongst soldiers and travelling people, using his manipulative skills to aid them in their travels and adventures. Sosruquo's Scions come from all walks of life, doing what needs to be done to ensure that their people are kept safe and sound. They especially shine when the situation requires sharp minds or trickery. They're drawn to callings such as travelling con men or Robin Hood style vigilantes which allow them to take advantage of their natural proclivities for deception. Associated Powers: Epic Manipulation, Epic Stamina, Epic Wits, Arete, Chaos, Fire, Illusion Common Abilities: Investigation, Larceny, Melee, Occult, Presence, Stealth Rivals: Pizighash; Set, Sobek, Hermes, Loki, Tezcatlipoca, Susanno-o, Tsuki-yomi, Kalfu

-Tlepsh
Lord of the Narts, Tlepsh, god of the forge and master of creation, is everything that the Narts look to in a leader. When Satanaya was trying to figure out what to do with the stone which Sosruquo was born from, she took it to Tlepsh for him to figure it out. When he sought revenge against an enemy who had insulted him, he forged a special blade which he sent to him as a peace offering, only for the sword to come to life on its own and take the head of his enemy. There is no puzzle which Tlepsh cannot solve, and he treats all problems as another puzzle. In the modern World, the strong and regal Tlepsh often takes the role of corporate leader. Building and leading at the same time. He is a captain of industry who sits at the head of a board of executives and leads vast construction projects. At times, he may even do the design work himself and ensure that whatever is done, is done to his vision. Tlepsh believes that by holding such power in the name of his pantheon, he ensures that the Narts as a whole will benefit from his power. Scions of Tlepsh are destined for greatness. They may be great warriors, great leaders, great thinkers but no matter what, it will always be great. Tlepsh tries to give his Scions an appreciation for the act of creation and invention, giving them relics that often take the form of his own inventions. Sometimes that inspiration takes and his children become drawn to the forge just as he is. Sometimes it doesn't, but at least his children won't forget the power that a well-made tool can bring. Associated Powers: Epic Intelligence, Epic Perception, Epic Stamina, Epic Strength, Animal (Fly), Arete, Earth, Fire, Magic Common Abilities: Art, Craft, Larceny, Marksmanship, Melee, Science Rivals: Satanaya; Atum-Re, Ptah, Hepheastus, Hera, Hermes, Zeus, Odin, Tyr, Amaterasu, Hachiman, Damballa, Legba, Ogoun, Shango

-Warzameg
Warzameg, son of Pizighash and husband of Satanaya, is the war god of the Narts. More than that, he is a wanderer who travels with his soldiers, always on the hunt for the next great challenge. Rarely does he settle in one place for long. His long absences are the main cause of Satanaya's infidelity, but that will never stop Warzameg from making his campaigns. Even today, in the mortal World, Warzameg is a master of leading military campaigns far from home. He is a general at war, a leader of rebel soldiers or a strategist and scout for his people. Any obstacle that stands in the way, Warzameg can find a way around it and lead his soldiers to victory.

Because of his travels, Warzameg's Scions come from all walks of life and different socities. And the distance of their father means that they often have to fend for themselves. Something they all tend to enjoy, however, is the love of adventure and travel far from home. Though they may not all agree on what constitutes "fun and adventure," they are masters of traversing difficult lands. Associated Powers: Epic Strength, Epic Stamina, Epic Charisma, Arete, Psychopomp, War Common Abilities: Athletics, Brawl, Fortitude, Integrity, Melee, Thrown Rivals: Sosruquo; Horus, Set, Ares, Hermes, Freyr, Vidar, Huitzilopochtli, Xipe Totec, Hachiman, Izanami, Tsuki-yomi, Legba, Shango --------------------------------------------------------------------------------------------------------------------------------Scent the Divine-When using the Perception Knack, Scent the Divine (Scion Companion, pgs. 56 to 57), the Narts sound like a murmering crowd and smell like cedar trees. -------------------------------------------------------------------------------------------------------------------------------

--The Orishas - Yoruba Pantheon-The Loa are considered by many to be a young pantheon. Though most gods believe this because they choose to forget their origins among the Yoruba gods of Africa. Aside from the Baron Samedi, Agwe and Kalfu, all of the Loa have African roots. Though their faces may have changed a little to adapt to the times, their ancient roots will never be forgotten. But what about the gods that were left behind and become associated with the Loa and Voodoo? They still exist, forming the Yoruba sub-pantheon. Most of their fellow gods have moved on with the Loa and so the minority that's left behind have remained as the Orishas. They maintain their connections with their Loa brethren, even sharing the Overworld of Ville au Camp with them. In fact, the village of Ife to the East in Ville au Camp was the former Overworld of the Yoruba, now expanded into the full Overworld of the Loa. The Orishas tend to remain in that ancient area of Ife, though they also venture into Terreiro and Carribe, drawn by the power of Santeria and Candomble just as the mainstream Loa are. Santeria, especially, is much to the liking of the Orishas as it preserves many of their African roots and cultures with very little change. The Orishas who find themselves left behind by Voodoo have found their place among the worshipers of Santeria and have found that outside of Africa, Santeria provides their best foothold in the rest of the World. Oddly, despite being a sub-pantheon, the Orishas who maintain their ancient guises are often viewed with more respect by the other gods than is given to the mainstream Loa. Something that the Orishas respond to much like the Loa respond to being belittled. They give that secret smile and then go on about their business. Within the pantheon, there isn't much of a difference between the two. The Loa and Orishas treat each other as equals, both acknowleding their differences and welcoming their similarities. If not for a few subtle differences and the possession of a separate Underworld, the two may as well still be a single pantheon.

The Pantheon
The Orishas use the same Virtues of the Loa: Harmony, Order, Piety and Vengeance. Additionally, the Purview of Cheval remains the Orishas' Pantheon-Specific Purview.

-Anansi
AKA: Kweku Ananse, Anancy, Aunt Nancy Once a Scion of Shango, the sky god, Anansi has long since risen to the rank of godhood and become The Spider. Anansi is a skilled trickster, on par with the best among the gods. He earned his magic and his tricks by capturing four potent enemies at the behest of his father, and was rewarded by being granted all the stories and knowledge of the world and the magic to use it. Additionally, he's been known to aid his father in bringing the rains that stop wildfires from taking the land. In the modern World, Anansi is the consumate storyteller. He is a self-help guru who draws in the audiences. He is a children's book writer. He is a teacher whose students hang on to his every word. Wherever he goes, he spreads knowledge through the spoken or written word and leaves people better for it. And if the lessons he has to pass on are ignored, then he will take a more practive approach to enlightening his pupils. Scions of Anansi have quite the legacy to live up to. And their father plans to do everything to ensure that they do. Like his father before him, Anansi will not simply hand his Scions their gifts. He will insist that his children pass certain tests to earn their birthrights. However, once they earn them, Anansi could not be more proud. He will gladly add their stories to his own, bragging across the Overworld about the accomplishments of his children. Associated Powers: Epic Dexterity, Epic Intelligence, Epic Manipulation, Epic Wits, Animal (Spider), Cheval, Illusion, Magic, Sky Common Abilities: Animal Ken, Athletics, Larceny, Occult, Politics, Survival Rivals: Kalfu, Legba; Bastet, Horus, Set, Hermes, Loki, Odin, Tyr, Tezcatlipoca, Susanno-o, Tsuki-yomi

-Babalu Aye
AKA: Omolu, Shonponno, Obaluaye, Shakpana, Shakpata, Obalu Aye, Saint Lazarus God of sickness, insanity, old age and death by all such means, it stands to reason that Babalu Aye is not a popular god. That is, of course, unless you are already suffering from such stigmas and seek out Babalu Aye to cure you of the troubles since that is also well within his purview. Once, he was blamed for the smallpox outbreaks which spread across Africa. These days, he tends to focus on the AIDS/HIV epidemic. In the World today, Babalu Aye can be found serving, of course, in the medical profession. He's served as a doctor, psychiatrist and, his favorite, pathologist. He is pale, fragile and sickly to behold, and when he stands there in a lab coat and plays with hazardous biological agents, that just seems to make him all the more intimidating and disturbing to behold. Despite this, he has managed to pick up a Scion or two. Curing the incurable does have a habit of softening a few hearts, after all. Children of Babalu Aye lead a double-edged life. While those who please their father are often the healthiest individuals around, protected from their father's powers more than any other, those who displease him are also the first to suffer the effects of disease and insanity, even old age if his Scions are still capable of aging. Associated Powers: Epic Appearance, Epic Stamina, Chaos, Cheval, Death, Earth, Health

Common Abilities: Fortitude, Integrity, Medicine, Occult, Science, Survival Rivals: Baron Samedi, Damballah; Isis, Set, Sobek, Apollo, Frigg, Odin, Quetzalcoatl, Tlazolteotl, Izanami

-Iku
AKA: Death Strong and powerful, Iku is the guardian of the Underworld of Orun. He stands by the gates of the village with his great hammer, waiting to drive back any dead who attempt to leave without his permission, as well as keep out any who may be unwelcome in Orun. Additionally, if someone dies and is reluctant to come to Orun, it is Iku's job to go out and retrieve that soul and bring it to Orun, one way or the other. When walking the World, Iku spends a great deal of time in the mortuary and funeral business. His favorite job, however, is that of hearse driver, ensuring that the dead get to their final destination. He is not exactly a pleasant god to be around, but, like all gods, he gets by well enough. But then again, who really wants to spend time talking to the driver of the hearse? While Iku may have difficulties when dealing with mortals, he has managed to sire a Scion or two. His children are drawn to death just as surely as their father is. Though, when inhereting his great strength, they tend to take a more active hand in it. Mercenaries, soldiers and other death dealers are popular callings among the children of Iku. Associated Powers: Epic Stamina, Epic Strength, Cheval, Death, Psychopomp Common Abilities: Athletics, Fortitude, Investigation, Melee, Occult, Presence Rivals: Baron Samedi; Anubis, Hermes, Hades, Miclantecuhtli, Izanami

-Obatala
AKA: Osala, Oxala, Oluwa Aye, Alabalase, Our Lady of Mercy Eldest of the Orishas, Obatala came soon to serve as the messenger of the Yoruba pantheon. As the only member of the Orishas who could speak directly to Olodumare, the heavenly creator, he ran messages back and forth between the younger Orishas and the great source of the pantheon. At least until he convinced Olodumare to give away his power to the various members of the Orishas and then withdraw himself from the World completely. In return, Obatala was granted guardianship of a person's head, where the soul resides, thus granting him stewardship over all humanity, regardless of the purview of the other gods. In the World, Obatala rarely wears much of a disguise. He tends to appear as a priest of one of the many African-based religions, serving as a spiritual guide to his people. While he doesn't go around calling himself a god in public, he says he speaks for them, which is still true as he still serves as a go-between for the gods. So it's only natural that he pick mortal guises that allow him still to serve as go-betweens for humanity and he divine. Obatala's Scions are all expected to one day rise to godhood and join the Orishas. Obatala will often take as much of an active hand as he can to guide them into greatness. He will try to serve as the spiritual guide for his children just as he does for everyone else. He will make sure his Scions have as much of a chance to survive as possible, granting them the needed relics and other birthrights as soon as possible. Associated Powers: Epic Charisma, Epic Perception, Cheval, Guardian, Mystery, Prophecy, Psychopomp Common Abilities: Awareness, Command, Integrity, Occult, Politics, Presence Rivals: Damballa, Shango; Atum-Re, Isis, Hera, Zeus, Odin, Tyr, Vidar, Huitzilopochtli,

Amaterasu, Izanagi

-Oshun
AKA: Osun, Ochun, Laketi, Iyalode, Our Lady of Charity One of the wives of Shango, Oshun serves the Orishas as the goddess of love, maternity and marriage. She often takes the form of a young mother, still vibrant and radiant in her beauty even as the signs of maturity are beginning to become evident. She is also the goddess of the water, serving as the patron goddess of one of the most important rivers in Africa. Peacock feathers, mirrors, honey and anything of beauty are all sacred to Oshun and often used in rituals to worship her. In the World, Oshun is often a young, unwed mother, living on her own and trying to fend for herself in various odd jobs. One of her most infamous jobs is that of prostitute to earn money for her child, though the idea of being a stripper to pay for her family is not so far off either for her. Once, she had her divine children taken from her for engaging in such activity, but she has been more careful to be more discreet about her activities among mortals since then. Obviously, to be a young mother, Oshun must have children. And she will protect those children with her life if need be. When her children are suffering, Oshun will suffer with them until the situation has been righted once more. Her children may be somewhat sheltered and not be prepared for everything the world might offer, but they also still have the support of their divine mother in whatever endeavors they may choose to undertake. Associated Powers: Epic Appearance, Epic Intelligence, Epic Wits, Cheval, Health, Water Common Abilities: Art, Awareness, Integrity, Medicine, Melee, Presence Rivals: Erzulie; Bastet, Isis, Artemis, Freya, Sif, Tlazolteotl, Amaterasu

-Oya
AKA: Oia, Iansa, Virgin of Candelaria Warrior goddess of thunder, lightning, fertility, fire and magic, Oya's main role among the Orisha is the queen of the Underworld, Orun. She embodies the power of change and the destructive power that is sometimes required to bring about that change. And as another wife of Shango, she has gained power over powerful winds and tornadoes to see that she can bring about that destructive change. In the World, Oya takes many forms. She's been everything from a gang banger to a meteorologist. She has a strong personality, mixed with dazzling good looks. When Oya passes through an area, she will always be remembered and never go unnoticed. She will always bring drastic changes in her wake that leaves the world shaking. While her children may be drawn toward death as she is, that is not the full extent of their potential. Like their mother, her children must serve as agents of change. One of the greatest of changes in the world is indeed death, but many find roles that allow them to enact change in other people's lives of a less tragic fashion. Associated Powers: Epic Appearance, Epic Strength, Chaos, Cheval, Death, Fire, Magic, Sky, War Common Abilities: Athletics, Brawl, Medicine, Melee, Occult, Thrown Rivals: Baron Samedi, Kalfu; Set, Dionysus, Zeus, Loki, Thor, Quetzalcoatl, Tezcatlipoca, Raiden -------------------------------------------------------------------------------------------------------------------------------

--Scent the Divine-When using the Perception Knack, Scent the Divine (Scion Companion, pgs. 56 to 57), the Orishas smell like rum and tobacco, like their Loa cousins, but sound like dry, rustling grass. This is one of the very few things which shows a difference between the Orishas and the Loa. -------------------------------------------------------------------------------------------------------------------------------

Underworld - Orun
AKA: Ekera Orun, the Underworld of the Orishas, is a shadowy land where the dead exist in a dark existance similar to Guinee. As with the dead of Guinee, the dead continue to decay, until they are nothing more then skeletal remains that wander the village there. The dead exist in a quiet state, able to forget about the world above and simply spend their time in harmony with the world once more. Orun is a dark world, the sky is black and it exists in perpetual shadow. Waving grassland ripples in a non-existant breeze and the sound of water can be heard in the distance. As travellers draw closer, they find the dead reflection of the Niger River, the sacred river of Oya. This river runs across the path and circles around the wall that comes into sight ahead. To get to the village, the river must be crossed using the wooden bridge that arches over the water. The large, wooden walls of the village become more clear as the travellers approach. They can be seen in the distance to either side, with only a single gate at the head of the path. There, standing at the gate, is Iku, strong a proud, holding his hammer upon his shoulder and studying all who wish to enter and leave. Only with Oya's permission may the dead leave Orun, and Iku will see to that, one way or the other. Iku will not stop travellers from entering, of course, and once through the gates, the village is clear. Here, huts and shops and workshops can be found where the skeletal dead go about their business as if alive. Life is no longer remembered, but the dead continue to thrive and see to the well being of their village. Oya has no true stronghold. She exists everywhere in Orun, travelling from place to place in the village at her leisure and tending to the dead when they have need of her. Since the release of the titans, she has been more busy than usual, fending off spectres who manage to make it over the wall and into the village.

Passages:
Tombs and Funerary Architecture - It's rare today for someone to be buried in the traditional fashion of the Yoruba. And unlike the ghede of Voodoo, the dead of the Orisha do not become honored in the same way, and so such graves do not exist. Most of the few remaining funeral sites remaining in the World are to be found in Africa, where tribal burial grounds may still be found. By standing in the middle of these burial grounds and spending a point of Legend, a being of sufficient Legend will find himself in Orun. Natural Features - The Niger River is the protectorate of Oya, goddess of the Underworld. By swimming upriver and dipping beneath the water, a being of sufficient Legend may spend a point of Legend and when he surfaces again, he will be in Orun. Rituals - Like with Guinee, the rituals to enter into the Underworld have been lost and subsumed beneath Christianity. However, a Santeria wake held the night before the funeral will allow a creature of sufficient Legend to spend a point of Legend and travel to Orun.

Times - October 30th is the time when the dead are allowed to leave the Underworld and walk among humanity again, sometimes even taking up permanent residence there (at least until Iku finds and returns them to the Underworld). On this night, a creature of sufficient Legend may spend a point of Legend and travel to Orun.

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