Titans Rising Manuscript Chapter 3
Titans Rising Manuscript Chapter 3
Titans Rising Manuscript Chapter 3
Chapter 3
Storyguiding Titans
The World looks very different to a Band of Titans — or even a Band including a Titan’s Scion. The
children of the Gods might squabble and scheme against one another, but the conflict between Gods and
Titans is cosmic in scale. Titans want to undo, disfigure, ruin, and destroy the work of the Gods. Some do
it through brutal violence, others through subversion or subjugation, but every Titan embraces their
Calling as Adversary, Destroyer, Monster, Primeval, or Tyrant. That doesn’t mean their offspring do, and
Titanic Scions’ stories are about deciding what sort of World they want to make or remake.
The Second Titanomachy is upon the World and the latter half of this chapter covers how to lead a Band
of Titans or a mixed Band through that conflict. But the Second Titanomachy isn’t the only Titan-based
storyline. Like any divine being, Titanic Scions are more than a role in a conflict mapped out by others.
Storyguiding by Calling
Every Titan has at least one Titanic Calling, and those Callings have a profound effect on the direction
their stories are likely to go.
Adversaries need something as powerful as they are to rail against. Keep their chosen foe growing in
power no matter how the Titan undermines or assaults it. Set obstacles that challenge Adversaries’
relationship with their foe: What happens if someone else is poised to destroy them before the Titan can?
Who is the Titan when their nemesis, their foil, is gone?
Destroyers are simple. Give them increasingly powerful and cosmologically symbolic stuff to smash.
Unlike Adversaries, there’s nothing holding them back from becoming a nigh-omnipotent cosmic
wrecking ball. So ask them what collateral (or Collateral, if you’re using the optional rules from Scion
Players Guide: Saints & Monsters) they’re prepared to accept. Let them destroy until they’ve destroyed
everything they cared about and the only thing left to destroy is themselves.
Monsters don’t want to destroy, only to hurt, corrupt, or follow animalistic instincts. They pick their
targets, but you can make them question whether the end justifies the means. You can also show them
who they are through other people’s eyes. Touchstones flinch away from them, and people the Monster
needs run in fear.
Titanic Scions tend to burn away weak, human traits as they grow more powerful but those with a
Primeval Calling open themselves to concepts older than life and more universal. Storms, fire, earth, or
time don’t care about petty human sentiments or rules. Set up challenges where it’s easy and appealing for
a Primeval Titan to simply rip through layers of bureaucracy or legality. Or, more seductively, situations
where it makes sense to play humanity’s games and adhere to their traditions. See how long they let
themselves be bound by such trivial frustrations.
Tyrants are empire builders. They need structure and order to operate. Give them opportunities to build
their own power bases and undermine or subvert other people’s. Utilize grand, dramatic seizures and
conquests and slow burning schemes to show the multiple paths to a Tyrant’s power.
W e Do Bad T hings
Titanic Scions can be heroes or antiheroes but some of them will act in accordance
with their Callings: plan for destructive, monstrous, tyrannical behavior. Plan for
inter-Band conflict too, as no two Titans have the same agenda.
This is challenging content to handle, and you should discuss your players’
boundaries with them in advance. Subjects they don’t want to address (e.g.,
cannibalism, incest, bigotry, player vs player betrayal) stay firmly off the table.
“But it’s what my (monstrous, evil) character would do!” is no excuse for hurting
other players.
All-Titan Bands
How do things work in a Band entirely composed of Titanic Scions? What do they do? Who opposes
them? Titanomachy and Saints & Monsters already offer a lot of advice on this, and their Storyguiding
chapters are both good reads. What you’re getting here is both a refresher course and a deeper dive into
how to make Titanic stories big and dramatic by tackling some appropriate mythic themes.
A lot of the options Titanomachy presents for Titanic enemies work equally well for Bands of Titanic
Scion player characters. Leading Titan cults becomes keeping cults in line or subverting them for the
characters’ own purposes. Accumulating occult lore is a great storyline, completely unchanged. Titans
escaping from Divine enemies into Terra Incognita becomes a chance to defend a Realm from Divine
pursuers.
When you’re dealing with an all-Titan band you have two competing opportunities. You can zero in to
focus on a couple of complementary pantheons, which encourages copasetic in-character agendas.
Alternatively, you can zoom out and cover a whole range of pantheons, in which case you’re implicitly
expanding the definitions of what Titans are, what they want, and therefore creating more opportunities
for characters’ ambitions to come into conflict. In some ways a limited focus is easier: the Titans oppose a
specific pantheon, or a couple of pantheons, and it’s easy to adapt mythic material — locations,
characters, leitmotifs — to your story. On the other hand, a broader focus can be richer. Those mythic
symbols mean different things in different cultures, which introduces new layers of meaning to your
story.
If you want a straightforward “Gods versus Titans” storyline, a narrow focus on a pantheon or two is your
friend. If you want more opportunity for shifting alliances and grey areas, widen your frame.
As Titanomachy already discussed, Titans make Scions for a reason (and Titanomachy also goes into
several of those reasons). Titans don’t usually take much interest in individual mortals. That means many
— most, even — Titanic Scions started out as tools their parents made for one specific job. As any mortal
parent would wryly observe, that’s not how kids work. They mature, they rebel, they use those annoying
human concepts of free will and self-determination. It’s rare any child grows up obediently following the
course their parents chart for them, and Scions have big egos and the momentum of Fate at their backs.
Incidentally, if you want to tell stories about obedient groups of servants enforcing Titans’ wills, try a
game of Denizens from Titans’ Realms, or mortal cultists. That’s where the struggle with doing terrible
things for justifiable reasons lies. These stories are also a great opportunity to play on the evergreen
mythic theme of borrowed power, the price paid for it, and whether a mere human or Denizen is really
strong enough to wield Titanic power without it changing or destroying them.
The story of a Band of Titanic Scions discovering their parents’ intent, comparing it to their own
ambitions and Paths, then deciding if, where, and how to turn away from their parents’ agenda is
compelling and emotional. It builds in big character beats around self-realization, and it sets up a Titans
versus Titans antagonism that’s very in keeping with Titans’ big personalities — and the theme of
generational revolution found in stories like the Theoi’s battle against Cronus and the Tuatha de Danann’s
overthrow of Bres. Having Titans do the overthrowing inverts the trope, which is always an interesting
and Scion-appropriate twist. It also asks the players to consider what they do with power once they have
it: how characters whose Callings bend towards destruction handle being heroes, protecting and
preserving the World.
Taking a storyline in this direction also gives the Storyguide the tremendous destructive power of Titans
for their Antagonists. Titans aren’t the type of parents who take an insult like their children disobeying
them lying down. You can run an espionage-style storyline of Scions attempting to escape from under
their controlling, tyrannical parents’ thumbs — developing power bases, making allies, and gaining in
strength — and escalate to open warfare when they make their move. Remember that a Titanic Scion’s
assets very likely came from their parents originally, or at least the Titan had to invoke their parent’s
name and authority to obtain them. When the children turn on their parents, think about what happens to
their supposedly loyal followers, magical items, and more: make players work to retain control of the
advantages they took for granted.
Titanomachy talks about creating Titanic Scions as foils for Divine Scion characters: holding up dark
mirrors, or just exploiting the opportunity for intelligent enemies. Storyguides have the same opportunity
for Bands composed of Titanic Scions. It’s a perfect opportunity to use Divine Scions as Antagonists and
turn the players’ favorite tricks and Knacks against them. It’s also a chance to show Divine Scions as self-
righteous, overconfident, supporters of the status quo. It’s not a view players often get to see from their
in-character perspective as children of the Gods. This doesn’t just mean portraying Scions as boring,
stuck-up vainglorious paladins, although it absolutely can, but poking holes in the Gods’ philosophy.
Show them, and their agendas, as self-serving and aimed only at propping up their own power. Make
players question whether there’s really a ‘good’ side to be found in the conflict between Gods and Titans.
Mixed Bands
With every advancing year and every book release, the World expands. Players can now approach the
game as Scions of Gods or Titans, or Heirs to Dragons. They can also be Saints, Prophets, Denizens, and
Sorcerers. They can be the offspring of things from beyond the stars, outside time and space, that defy
categorization by feeble human minds. A Storyguide’s perfectly within their rights to ask their players to
stick to one faction or another — but it’s exciting, challenging, and fun to tell stories that open up
opportunities for players to see the World from a multitude of perspectives. Plus, games where people get
to play what they want and tell the stories they’re passionate about tend to last longer in the face of busy
schedules, competing hobbies, and other pressures.
On the surface, the main problem with mixed Bands — especially when they mix more than two factions
— is that there’s no clear agenda. The Titanic Scion wants to destroy the works of the Theoi; the Scion of
Zeus wants to make daddy proud; the Draconic Heir straight up doesn’t care about the works of puny
deities. The slightly lesser problem, because it can be overcome by players agreeing not to screw each
other over, is that in theory different factions’ goals are in opposition. So what does a mixed Band do?
How do you make the characters coalesce into a functioning group with a complementary set of goals?
Most Storyguides have already tackled this in games involving multiple pantheons. You just need
something bigger than the players’ characters for them to fight. “The enemy of my enemy is my friend” is
a perfect goal for a mixed Band to unite behind. And Titans make great Antagonists, even for Bands with
other Titans. Yes, the Titanomachy presents a coalition of Titans… but entities this powerful and
antagonistic don’t play well with others, and a Titanic Scion of Apep might hate a cult of Echidna even
more than Scions of the Netjer. Or they might have close, mortal bonds with a Divine Scion from their
mortal Paths. Those bonds could easily take precedence over faction allegiances if the players agree.
In fact, any faction not represented among the players is fair game for a campaign Antagonist. Ancient
Dragons make Gods and Titans extremely nervous with their long-term agendas and raw power. The alien
entities of the Mythos want to change the World in ways no other faction is comfortable with.
If your group is comfortable with inter-Band politics, betrayal, and aggression, the stories for mixed-
faction Bands write themselves. The more powerful a Scion (or other character that draws the focus of
Fate) grows, the more individual their agenda becomes and the less likely it is that they’ll want exactly
the same things as the rest of their Band.
If you want inter-Band conflict to shape your story, set some ground rules for how players can and should
interact. For example, you may want to exclude combat between player characters and insist they work
through proxies. You may also ask players to make their schemes known to other players, though not
characters, to create the impression of a level playing field — and also to encourage open communication
between players, which helps keep feuding and conflict firmly within the fiction, not around the game
table. You’ll definitely want to ensure characters have sufficiently different motives and agendas that they
don’t consistently split into the same factions in every conflict, especially if that consistently leaves one
or two players at a disadvantage. Throw in external pressures that encourage players to vary their
alliances: offer a weak or out-of-favor player character a powerful ally or advantage that makes others
consider a temporary alliance.
Remember, too, that some players are just better at politicking and handling shifting alliances than others.
The Storyguide shouldn’t take sides but they definitely should champion their players. If someone’s
getting outclassed by another player’s scheming, pause play or arrange a time between games to talk
about how all players involved want a plotline to play out. Roleplaying is not a competitive hobby, it’s a
collaborative one, and while playing to find out how a story shakes out is great in theory, a storyline all
participants get an equal say in is one in which everyone wins.
Any Scion character is about more than faction allegiances. Origin and Hero level play do a great job of
bringing a group together. Finding common cause in facing an Antagonist the players all love to hate is
one option to unite them. Human bonds are another, equally powerful, tool. Characters who have things in
common, whether it’s an upbringing that gives them a shared outlook on the World or a shared traumatic
experience, have more holding them together than just a sense of being special or a quest they feel
obliged to complete.
At these low-powered tiers of play it’s easy to find problems that bind the characters together, whether
it’s hunting a monster preying on their neighborhood, working together to return from an Underworld, or
struggling with the revelation of their place in the World while they try to finish up their PhDs. Those
bonds last, and once a Band’s formed real friendships they’re likely to transcend faction politics and keep
the group working together as their individual Legends grow.
Remember, too, that if there’s one thing you can rely on in any roleplaying game, it’s that the players’
characters will be exceptional — and in Scion, Fate wants that too. Expecting them to neatly conform to
the stereotypes of their faction is a recipe for disappointment. They’re not only individuals, but they’re
individuals explicitly concerned with their own advancement. They’re going to do their own thing, and
stepping into some gray areas in their choice of appropriate allies is the least of the chaos they’ll cause.
Even beyond the evergreen get out clause of “we’re all individuals!”, pantheons don’t have a single view
on how Titans should be treated, or even what makes a Titan. The Gods versus Titans dichotomy is a
classically Hellenic paradigm. Most pantheons would agree the Theoi are a bellicose bunch, inclined to
fight anyone and anything that looks sideways at them. They are (for once) a convenient midpoint on the
scale of how Gods see Titans. As Titanomachy already pointed out, the Devá see Titans (or Asura, a
term they use interchangeably) everywhere and they’re pretty flexible about their definition. A God who
stands against the Devá can easily find themselves labeled Asura; a Titan they see as doing the right
thing, or doing the wrong thing for the right reasons, might be an antihero, a kind of honorary God,
whether they want that position or not.
The Orisha and Loa reject the category of Titan altogether. As Èshù Èlégbara explained in Titanomachy,
calling a category of intelligent beings monsters is how you make it A-OK to eradicate them. This is just a
single example of pantheons treating the “Titans bad” line as pure propaganda. The Devá believe, based
on their experiences, that the children of any ancient power should be judged by their deeds, not their
parentage, and even if a pantheon’s party line is that Titans are irredeemable monsters, individual agents
of the Gods may hold a more nuanced view.
The framework of the Second Titanomachy assumes that while there are a lot of shades of gray between
“God” and “Titan”, the differences between the two groups are more than purely ideological; that Titans
are possessed of ancient, powerful Callings that pose a danger to the Gods’ status quo. But there’s no
reason that assumption has to be true. Playing the child of a Titan doesn’t have to mean playing an
antisocial villain. There’s also no reason the Gods’ status quo should be preserved without questioning or
challenging it. Who says the Gods are fitting custodians for the World? Yayael of the Zemi, amongst
others, would argue the Gods did a pretty poor job of making and managing the World and he has some
compelling evidence on his side.
Running games for mixed Bands is a great opportunity for a Storyguide to treat the myths they know as
examples of history written by the winners. The Titans have another perspective on events, and there’s no
cosmic law saying they have to be wrong.
Play N ice
However respectful and communicative the players are, in-character conflict has
the potential to cause emotional bleed (i.e., the spillover of emotions from
characters to players). Mixed Bands will, at some point, have to navigate in-
character conflict. So get your safety tools in place early. Decide how you’re going
to identify when the game’s getting heated, how you’re going to de-escalate in the
moment, and then how you’re going to get the players to talk out their
disagreement, preferably away from the audience of their fellow players. There’s
a world of safety tools on the internet; take the time to peruse some and decide
what’s likely to work for you.
True Titans
Once a Titan achieves Apotheosis there’s an entire tier of play left ahead of them. What replaces a Titan’s
personal struggles with their nature and the arduous labor of building their Legend and grasping their full
power? The same thing that plagues all God-tier characters: other God-tier characters.
Build a Network
Many Titans find they can’t retreat from the World as much as they’d like. They have enemies as
powerful as they are. That includes the ever-watchful Gods of their pantheon, and the enemies they made
during their ascent to power. The unfortunate part of crossing expressions of eternal concepts is that a
conflict is rarely, if ever, completely at an end (see “Destroying Realms” p. XX). Those enemies have
agents, and they operate both in the enemy’s own Realm and in the World. Observing their actions there
gives a Titan advance warning, which makes it much easier to oppose those who move against them. For
the most part, that means building a cult.
Striking fear or awe into the hearts of mortals isn’t a story arc at this tier of play. Fatebinding, a couple of
grandiose marvels, or the occasional clearly expressed threat should suffice. A show of power makes an
interesting scene, though. It’s a rare opportunity for a full-fledged Titan to interact with mortals who are
now as comprehensible and relevant to them as ants. It’s essentially an opportunity for a Titan to flex for
an entire scene.
A cult is a Birthright. When a Scion calls on their followers, it’s at most a dice roll. Investing in and
running these assets is a downtime experience, calling for the expenditure of a few XP. If a Titan decides
to take another entity’s cult, that’s a story. Why should a Scion of Áo Guāng scratch-build their own cult
of storms and shipwrecks, when Poseidon’s (or Áo Guāng’s, if they’re feeling spicy) is right there for the
taking? Stealing assets from another God-tier entity automatically results in God-tier reprisals. Those are
the scenes worth playing out. Conversely, if another entity muscles in on a Titan’s cult, or moves against
it, it’s worth the Titan getting personally involved.
Founding a cult or other order of followers needs the Titan’s player to instigate it. However, once they
have one — in fact, if they have anything they value, from a favored Birthright to a Realm — the
Storyguide should feel completely empowered to have some upstart God try to take it from them. They
don’t need a strong reason, even: myths are rife with Gods stealing and plundering simply because their
whims dictated it. Don’t actually steal a player’s treasured investment though. It’s fun to scare them. It’s
just unfair to strip away a character feature a player loves.
W hat’s a T itanomachy?
Titanomachy can mean several things in the multi-faceted history of the World. It
could be one conflict that’s raged since Zeus overthrew Cronus. Or that conflict
might have ended only to be replaced with another one at a later stage, or one
that’s about to erupt now. The Titanomachy in your version of the World might
be about to intensify, escalate, or start afresh. It might just refer to the ongoing
backdrop of conflict between Gods and Titans. As always, do what’s right for your
game. The advice in this chapter applies to a variety of circumstances.
How It Starts
The roots of the conflict go back to the creation of the World and the origins of the Gods. The Theoi
overthrew their Titans. The Tuatha de Danann exiled the Fomorians to an island somewhere the Gods
could forget about them. The Teōtl reclaimed the ruined World from their Titans no fewer than four
times. Eons ago the Titanomachy was a literal, hot war. Titanomachy and other Scion books have
described its current state as by default a cold war that’s persisted across ages.
W ar Stories
Scion is first and foremost a modern fantasy game. For as often as war happens in
fantasy stories, the genre’s not great at handling it. Fantasy tends to overlook the
cost of war except when it’s poignant and romantic to glimpse it. Destruction of
civilians’ homes, ways of life, and the displacement of populations aren’t fantasy
tropes, they’re very current news stories. Before you start running Second
Titanomachy-focused storylines, discuss comfort levels and triggers with your
players. If they don’t want to confront all the horrors of war, keep the action on
the battlefield and engineer your conflict so the consequences fall on the Gods and
Titans, not the people of the World.
To turn it into a focal storyline, something has to happen to shake up the status quo. Either the Gods or
the Titans have to make a move so jaw droppingly brazen and disruptive the other side can’t tolerate it.
There’s no singular Scion metaplot, but there are plenty of possible inciting events.
• Kill a God or a Titan. This is the kind of action that not only demands retribution but can unite a
bunch of squabbling pantheons long enough to get it. Especially if the murderer’s someone the pantheons
think is stepping out of their rightful place.
• Destroy a Realm. This is as close to an apocalypse as a Storyguide can get without a lengthy
storyline to build up to it. Destroy a God’s Realm. Obliterate it and scatter all the Legendary Creatures
that called it home. It should go without saying that apocalypse and the destruction of entire populations
is an unforgivable act; even Gods and Titans without a stroke of compassion don’t like other beings
breaking their toys.
• Destroy the World. Time and causality don’t have to be linear where Gods are involved. Start a
storyline with the biggest bang of all time: destroying the entire World. Most pantheons have a foretold
end time state to work with. Start there, then wind back and give the Band a chance to prevent it. Nothing
sets the stakes higher than knowing you’ve already lost once. If unspooling the timeline is a little too
outrageous, burden the Band with prophecies of the impending end of the World.
Whether you attribute this inciting incident to a single Titan (or God), a group of Titans (or Gods), or a
broad alliance of Titans (etc.) affects the kind of war that results.
A single instigator creates one enemy and maybe a cross-faction alliance to punish them. Gods and Titans
can start on the same side of this conflict, acknowledging the instigator went too far. That agreement
slowly unravels as some divine figures — or third parties looking to engineer or exploit a war — push for
punishment to extend to the instigator’s allies or entire pantheon. Alliances break down, slowly or fast,
until the Second Titanomachy takes its traditional form of Gods versus Titans.
A small group of instigators, especially if they’re from different pantheons, can imply a conspiracy; it
looks like the tip of an iceberg. Now the war starts with witch hunts, assumptions, and investigations that
either turn up old information or allow the Gods to force-fit facts to the narratives they already believe:
All Titans are monsters, and it’s only a matter of time before they destroy the World. War becomes
inevitable.
A visible alliance of Gods or Titans from numerous pantheons starts an immediate hot war. There’s
nothing else for it: the threat’s too great for patient maneuvering.
However you start the Second Titanomachy, do it in style. The more jaw-dropping the power on display,
the harder it is to dismiss, diminish, or overlook the inciting incident.
Hot Zones
A cold war with hot zones is a carefully balanced compromise between the default cold war and all-out
open warfare. Hot zones might refer to proxy wars, or to a détente that confines actual fighting to specific
parts of Terra Incognita or far-flung Realms. Escalating the Second Titanomachy to this level gives a
Storyguide all the powerful drama of war stories, with only a limited risk of changing their entire version
of The World to a form they no longer want to play in.
As a Storyguide, resist the temptation to let players treat this as a ‘safe’ way of waging the war. It’s
difficult to contain a conflict on the scope of the Second Titanomachy to specific theaters of war. While
Gods have an interest in maintaining the status quo, Titans have less to lose.
W hat Proxies?
In mortal wars, “proxy wars” refers to great powers jostling for power in third-
party nations. The divine equivalent is making mortal nations or even their
various cults and followers fight (think about the Trojan War, but with modern
weapons) or controlling or manipulating neutral territory — like Terra Incognita
not claimed by a God or Titan — and other mysterious corners of the World.
Dragons
Dragons and their Heirs sit outside the framework of the Gods and Titans’ age-old war. They operate in
secret, avoiding the notice of the divine beings and their servants. In some ways the Second Titanomachy
is business as usual; in others, it’s a rare opportunity to come out of the shadows.
Draconic characters are uniquely well-placed to navigate an increasingly tense cold war. Discreet,
untraceable action that shifts the course of a conflict is their stock-in-trade. Smart Gods and Titans who
become aware of Dragons and their offspring might realize this and entice a Dragon or their Heir to work
alongside them, learning from their expertise. Dragons are rarely allies and they make dangerous enemies,
so getting out of that relationship without the possibility of blackmail or assassination is a tangled,
sensitive storyline that can be a refreshing alternative to battling ever more powerful titanspawn.
Alternatively, while Gods and Titans are hammering away at one another, they have no spare resources to
turn against Dragons and very little chance of noticing Draconic activity. Escalating hostilities are a
perfect cover for Dragons to strike against their enemies on both sides of the Second Titanomachy. It’s
therefore in their interest to make sure hostilities do escalate in order to cover their own schemes.
Dragons sometimes find their interests align with a God or a Titan towards a specific goal. If it benefits a
Dragon to have their Heir support — or oppose — a God or a Titan for a time, working as a mercenary or
an ally of convenience, they apply pressure to that end. With that justification it’s completely possible to
add a Draconic character into a mixed Band. If you have a Band composed entirely of Draconic Heirs,
there’s a whole story arc in the ways they alter the World while the Gods and Titans are distracted.
Prophets
Prophets are the Second Titanomachy’s early warning system. Before the first chain is broken and the
first blow struck, prophets know what’s coming. For once, Cassandras aren’t the worst affected; at least
they’re used to being disbelieved and disregarded. Most Gods and Titans — and others — accept the
Second Titanomachy’s coming but that’s the whole problem: They’ve accepted it. They think they’re
ready. They think they know just how bad things are going to get.
They don’t. Knowing the theoretical potential of the Second Titanomachy isn’t the same as seeing it
unfold in prophecies. While the Second Titanomachy’s still a cold war — or just the seed of an idea in a
vengeful Titan’s eye — prophets might take the opportunity to try and stop it with small nudges. If there’s
a divine equivalent of teaching Hitler’s parents about contraception, a prophet-focused storyline could
focus on that.
Once the war begins in earnest, prophets become a vital asset. Every side wants their vision, and they’ll
sink to any depth to obtain their services — whether the prophet’s willing or not.
Denizens
Denizens’ goals and motivations are as varied as the forms they take. They might take any position in the
Second Titanomachy from loyal agents of their divine being to vocally anti-war activists. The majority of
Denizens have one thing in common, however: they have homes to protect. The Second Titanomachy
puts Terra Incognita and Realms under threat and while devastating an enemy’s home turf is merely one
action in a longer campaign to a God or Titan, it’s everything to the Realm’s Denizens.
Playing Denizens in a Second Titanomachy-focused storyline, especially if the conflict escalates to open
war, is an opportunity to scrutinize the effects of war on those caught up in it through no fault of their
own, and in many cases probably against their will. Denizens don’t get a say in whether a God goes to
war, they just happen to live on the battlefield. This type of story gives players an opportunity to defend
and resist, instead of playing proactive and glorious heroes. Protecting their home Realm, possibly in the
absence of greater powers, against invading forces is a framework for an entire story arc, either as the
central feature of a game or as an interlude from the sweeping actions of deities.
Saints
Saints are quintessentially human and they speak for, and stand up for, human cultures and communities.
That doesn’t mean they’re nice or even good, but a passionate desire to keep existing is a common trend
amongst human cultures. No Saint would shrug and say “if a God wants to wipe us out with one strike
from her mighty thunderbolt, that’s cool.” They’re out to preserve the World.
Saints might start the Second Titanomachy broadly aligned with their pantheon’s goal; foes of the
pantheon, including Titans, should be smote and slain. When the conflict starts to damage the World,
whether that means rampaging titanspawn, ruined Axes Mundi, or miracles that leave scars, Saints dig in
their heels and resist for the sake of humanity. And since Saints can get very powerful indeed, with some
of them rivalling Demigods, they’re significant opponents for divine characters at most tiers of play.
When Saints face powers they can’t resist alone, Gods or Titans could send agents to offer help, or Saints
might intentionally court them.
Players can portray Saints attempting to undermine, sabotage, divert, or deescalate the Second
Titanomachy, or at least divert its worst impacts away from their own regions of the World. Storyguides
can use them as a wrench in literally any divine plan — Antagonists for players’ characters to overcome,
or obstacles to negotiate around.
Sorcerers
When most human beings look upon the works of Gods, they tremble. When they see the chaos and
destruction wrought by open war between Gods and Titans, they cower. Sorcerers are built differently.
When sorcerers look at the ruins left on battlefields and the overwhelming dedication of divine beings to
the cause of strife, they see an opportunity. Sorcerers come in two broad categories: those who Fatebind
themselves to a God, or a Titan if they’re brave enough, and those who strike a deal with Fate.
Sorcerers reliant on divine patronage can work the Second Titanomachy to their advantage. Their patron
needs loyal, skilled servants willing to take huge risks. While doing as their patron commands puts the
sorcerer in grave danger, throwing them up against foes immeasurably more powerful than they are, it
also shifts the balance of power in their favor. Their patron needs them. They can ask for more than ever
before; more power, obviously, but also gifts, allies, and anything else they need. A bold sorcerer finds
they can push the relationship with their patron further than they previously thought possible.
For sorcerers who trade their power for prohibitions, the Second Titanomachy is less of an open goal:
Fate doesn’t bargain. For these sorcerers, the Second Titanomachy may be more a matter of holding onto
power and making sure there’s a World left to enjoy when the divine forces are done with their battle.
Story Ideas
The rest of this chapter’s made up of story ideas you can borrow, hack, remix, adapt, and plunder to tell
Second Titanomachy-based stories at your table. These story ideas come in two forms:
1. Story Hooks. These are (usually) one-act prompts and come complete with a way to get the Scions
involved (Pulling Fate’s Threads), snags, and character write-ups. A story can easily serve as an
adventure for several sessions depending on your group’s approach.
2. Story Tracks. Story tracks work in a similar way as plot hooks but span multiple acts. A story track
can easily serve as an entire story arc. One track might be written to run consecutively across multiple
sessions, while others allow you to break them up — run act one first, then return to another story, then
run act two, and so forth. Many of them don’t need you to play every act, letting you jump in and play act
two onwards, or act two then act four. Each act also comes with its own Pulling Fate’s Thread section to
get you started, and includes concrete actions the characters could or should take to help you plan scenes.
Whether you’re using story hooks or tracks: Change the details to work for your group. For example, the
Myth of War Movement hook features a Titanic disinformation campaign run by a Scion of Māra. It’s far
from the only disinformation campaign in the World and if you’ve already featured a different one, use it.
If for some reason your Band wouldn’t cross a Scion of Māra, change the Antagonist’s progenitor.
Customizing details makes it easier to get the Band involved as well as making the story feel more
personal to the characters.
Pulling Fate’s Threads provides ways to get the characters tangled up in the story. The details are set
dressing; there’s a universal appeal at the heart of each — getting one over on a rival, shifting the balance
of power in the Second Titanomachy, or scoring a favor from a potential ally can draw in almost any
Band. You can also flip the script. For example, the Myth of War Movement is aimed at divine Scions
disrupting a Titanic disinformation campaign. You could just as easily run it for Titanic Scions
maintaining the campaign in the face of divine resistance.
Each act in a story track comes with its own Pulling Fate’s Threads. Continuing from the previous act is
usually an option but not the only one. As before, don’t hesitate to change this to suit your needs.
Snags are curve balls that complicate a storyline. They’re not natural consequences of the storyline itself
but extra obstacles to throw at the Band. If the Scions are shepherding a pack of psychopomp dogs to their
intended recipient, someone kidnapping a dog is a snag. So is one of the dogs bonding with someone in
the Band and refusing to be separated. Snags are often third parties with their own agendas, which don’t
have to be directly connected to the plot. For example, someone steals one of the dogs to use as a stud
animal; they don’t care where the animal’s going or who owns it, they just want the doggo. If you see an
opportunity to use a recurring character from your game as a snag, go for it. If you can introduce a
character from one of the Band’s backstory as a snag, do that too. Everyone loves a recurring villain, a
frenemy, or that one Gods-damned liability of a friend.
Snags come in a mix of physical, social, and wits-based problems so you can tailor them to your group.
Use whichever snags you like and ignore the others. You can also link snags on the fly —the Band
rescues an innocent bystander during an action scene, who then turns out to be a Trickster God looking to
mess with them.
Characters are included at the end of each story hook and story track. These short descriptions focus on
who they are and what role they play in the plot. Characters usually recur in multiple acts of a story track
so the Band get to build more of a relationship with them and thus care more when they appear. You can
absolutely drop characters you like into different hooks or tracks. For example Eleni Pappas, the Scion of
Eris from A Golden Apple could have a great time messing with stuffy, status-obsessed Gods at Ludwig
the Mad’s ball in Dance Floor Diplomacy.
Feel free to change the name, pronouns, and even divine parentage of SGCs to suit your needs. We also
encourage switching out the premade SGC for existing characters from your campaign — if the Band
already knows a child of Eris, or another Trickster Scion, use them instead.
Story Hooks
These standalone story hooks are suitable for one-off games or to drop into longer storylines.
Snags
• Various figures within the corporations and police already know Mehmet is responsible for the
violence attributed to one side or another, they just don’t have evidence. Once they get hold of evidence
they can present to the public they intend to expose him and shatter the union.
• Someone within the stevedores’ union realizes Mehmet’s behind all the violence on both sides.
They threaten to expose or blackmail him.
• A local politician (Hiroyuki Mishima) is trying to prolong the strike to prevent a story about his
history of bribe-taking from breaking. He pushes to suppress any evidence and ties up attempts to resolve
the strike (in either side’s favor) with bureaucracy. If need be, he plants agents provocateur in both
factions to keep tensions high.
• A tropical storm gathers out at sea and is set to strike Hawaii within a week. It’s going to rage for
days and all ships need to be out of Hawaiian ports before then or risk severe damage to ships and cargo.
• Mehmet’s actions harm the environment or cause widespread difficulties for worshippers of
multiple Atua. The strike turns into a flashpoint of violence between supporters of the Tengri and Atua.
Characters
Blessing and Curse of the Union: Mehmet Zorlu (he/him), Scion of Erlik Khan. Long time union
organizer and leg breaker for Erlik Khan. Mehmet truly believes in the Union and sees the violence he
does against opposition within and without as part of the greater good. If the money men weren’t so
greedy then no one would believe they’re the ones hurting the workers.
Meddling Bureaucrat: Hiroyuki Mishima (he/him). State Representative, human, politician running for
office and trying to make negotiations stretch out as long as possible to keep his own bribery scandal out
of the news.
One Good Cop: Noelani “Lani” Jones (she/her). A mortal detective from a long line of dock workers and
is sympathetic to their cause. The commissioner assigned her a handful of the assault cases on the union
side. She knows people aren’t telling her everything. She knows who to ask but not how to make them
talk.
Snags
• Any interactions with MOWM employees, online or in their offices, are recorded. Expect them to
be edited and shared with the internet or law enforcement to present the movement’s opponents in the
worst light possible.
• MOWM’s campus boasts the best in modern internet security as well as the in-person presence of
the minor Devá Lokre, a demon dedicated to Māra. Lokre appears as a long-haired programmer with pop
culture t-shirts perpetually asleep on the break room couch, preventing anyone else from using it. Behind
their eyes their senses and spirit patrol the grounds seeking out magical intruders.
• DebunkR, the newest app from MOWM launches in one week with a live kick-off event. The
office campus opens to the public, but security will be at an all-time high.
Characters
C-Level Scion: Vital Efflux (he/him), Scion of Māra, founder & CEO of MOWM, manages the day-to-
day operations of the website as well as monitoring divine threats. His favored approaches are
meaningless platitudes and big checks — since modern money is made up Māra has a ton of it. With
enough notice he can call in favors of various titanspawn and Titanic Scions who have received funding
from MOWM.
Supreme Sceptic: Kwame Jones (they/them), mortal sceptic influencer and vlogger, famous in the
sceptic community. A recent fan of the site who attacks critics of MOWM. Kwame’s a true believer and if
the Scions convince them MOWM is lying, they could gain an ally.
Original Mover: Darva Mayflower (she/her), human activist, public relations, Darva began the MOWM
movement online after her sister died in an altercation between a titanspawn and a Scion. She sought to
bring the Scion to justice via the courts but found her crusade stymied at every turn. Eventually she
learned several key players in the court case served a war God and protected the Scion as a vital asset in
the Second Titanomachy. Darva bristled at the idea of some secret conspiracy as an excuse for mayhem
and sought to shed light on this issue. Vital Efflux contacted her shortly before launching the website and
keeps her on the payroll, lending MOWM credibility as a movement born from the search for truth. If she
learned MOWM funds Titanic violence rather than compensating victims, she would quickly turn on
Vital Efflux.
Double Agent: Missouri Pratt (she/her), Scion of Maudjee-Kawiss, fell out with her progenitor, who cast
her out saying she questioned the Gods too much. She now quietly aids the Titans while seething with
resentment. She works for MOWN knowing full well their mission and seeking to cover their tracks from
other Scions.
Spoils of War
Ifẹ̀, Nigeria. The British Empire stole many treasures from across the World and carried those looted
Relics with them on subsequent campaigns. Sir Sebastian Fredericks was one such plunderer amongst
many. He came to Ifẹ̀ in the late nineteenth century, bringing with him a great stone tablet he acquired in
Mesopotamia, which he believed was the source of his family’s good fortune. In truth, the stone was
nothing less than the Mesopotamian Tablet of Destinies, stolen long before by the Titan Imdugud.
The Fredericks family left Ifẹ̀ early in the twentieth century, called away to support the British occupying
army in another colony. They left the stone and their other stolen treasures hidden in an isolated cave
outside the city. If they intended to reclaim them later, they were never able to do so. Cut to the present
day. Local Scion Obioma Oparah recently learned of the stolen treasures’ hiding place during an oracular
trance. He passed the tip along to a contact — who subsequently delegated retrieval to the players’ Band.
Snags
• The power of the Relic drew legendary pythons (children of Eke Njaba) to this site and they
refuse to part with the tablet, which they consider their property. Harming Eke Njaba or any of his
pythons is prohibited, and likely to anger the Orisha.
• The Titan Apep, always on the lookout for weapons both magical and mundane, sends a handful
of his mortal operatives to investigate and claim the treasure. Substitute Apep for Thoth to oppose a
Titanic Band.
• Protesters gather in the streets of Ifẹ in outrage over the government’s failure to demand return of
national heritage items taken during the colonial years. Protesters clash with police and could turn violent
as the days wear on, or be mobilized by any of the divine factions hunting the tablet.
Characters
The Eminent Diviner: Obioma Oparah (he/him), Orisha Scion of Orunmila, professor of Computer
Science at The Polytechnic, Ile- Ifẹ̀. A diviner par excellence who rediscovered the lost treasures. His
divine patron instructed him not to alert the Scions of Oduduwa who rule over Ifẹ̀, pointing out it would
only turn Ifẹ̀ into a battleground between Gods and Titans. Obioma strongly believes the Tablet of
Destinies should find its way back to the Annuna, so discreetly recruited third party Bands to claim it.
Heir of Thievery: Sebastian Fredericks (he/him), mortal descendent of George Fredericks. He tries to
reclaim what he perceives as his family’s treasure and pays informants across the city for leads.
Reclaimer of Destiny: Robin Jassim (she/her), Scion of Imdugud. Imdugud commands his Scions to seek
out the Tablet of Destinies. Robin arrives under the guise of an international investor looking for
opportunities but privately seeks to confirm whether the artifact exists and if it is the treasure her divine
patron seeks.
Snags
• The garbage patch is not actually solid and is therefore extremely difficult to traverse. It’s also
disgusting.
• Monsters from the depth of the ocean (and Ocean) are drawn to the garbage patch to feed or claim
territory.
• As well as attracting the interest of assorted divine and mythical beings, the garbage patch is also
the base for a fleet of mortal pirates.
• This isn’t the only massive garbage island in the Pacific.
Characters
Hight Priest of Lemuria: Sidney Gruberman (he/him), a human sorcerer (see Scion Players’ Guide:
Saints & Monsters, Chapter Three) and the self-appointed Hight Priest of Lemuria. He’s determined to
claim the island as his own Domain. He thinks he might even use it as a stepping stone to Apotheosis,
despite having no divine blood.
The Burning Beacon: Mama Namca (she/her) uses the garbage patch as a gate to and from her lover
Huallallo’s prison. Huallallo needs to eat, and naïve explorers and researchers tromping around the
garbage patch make perfect snacks.
Exile by Choice: Guan Yin (she/her) is the Boddhisatva of Compassion, one of the beings whose isle of
exile connects to the garbage patch. In her case, her solitude on Faerie Island is self-imposed. Guan Yin
knows the island well and will aid those who come to disconnect the garbage patch from Terra Incognita.
Kings of the Trash Frontier: Where there’s stinking garbage, there are skunks. Even though the island
drifts miles from land, Aniwye’s envoys arrive among the first settlers. The Titan forms here as a giant
skunk (brown bear sized when the Band first reaches the island). They want to preserve the island and
welcome more Titans and their Spawn.
Snags
• Ludwig’s realm is beautiful but confusing. Doors and hallways lead nowhere or to rooms with no
apparent use. Getting between scenes in a timely fashion is difficult.
• Scions of Hermes and Apollo are planning a heist to steal Ludwig’s promised treasure. No
particular reason; those two Gods together are always a recipe for stupid stunts.
Characters
Demigod of Folly: Ludwig II (he/him), former king of Bavaria, called “the Mad” for building a fairytale
castle with no defensive capabilities. Nobody’s eager to claim Ludwig as part of their pantheon but
Nantosuelta, Nemetondevos God of hearth and home, reluctantly admits to being his progenitor.
The Lost One: Choose a foe (or even better, a frenemy) the Band hasn’t crossed paths with for a while.
They arrive at the party and have unfinished business.
The Jazz Band: Bones Malone and the Standing Ovation are a band of mortal musicians who came to
Ludwig’s Realm and remain trapped. They want to go home.
Snags
• This is a pivotal moment in the Titanomachy and characters very quickly find themselves
Fatebound to Fiona or the weapon.
• The Tuatha de Danann, Æsir, and Plant Dôn all claim the Outer Hebrides as theirs. The more
obvious it becomes that something’s happening there, the more likely they all are to send agents of their
own. If that happens the island becomes a battleground.
• The storm over the island isn’t a mark of Fate, but the spawn of one of the many Gods or Titans
associated with tempests. Atagha, Thor, Áo Guāng, or Juracán are all possibilities. Whoever it is, they’ve
decided the best solution is to wash the islands off the face of the World along with anyone on them.
Characters
The Scientist: Fiona Kirk (she/they) is a saint convinced she’s saving humanity by making a weapon that
can kill a God. She’s a tough woman with a strong will and very little interest in letting divine agents
convince her of anything.
Emissary of the Gods: Laura Hannan (she/her) is a child of Loki. Even she’s not fully certain of what
her father wants the weapon for, but she’s sure it’ll be an interesting ride.
Titanic Instigator: Liam Bevan (he/him) is a Scion of Chort. He’s struggling with Fiona; she’s not
susceptible to the usual blandishments of money and power, but he’s convinced if he can confuse and
provoke her enough he can manipulate her.
The Draconic Heir: Damian Crouch (he/him) is Heir to one of the Draq, and the Dragons want the
weapon for the next offensive in their shadow war against the Gods and Titans of Mesopotamia. He’s
relying on Fiona seeing him as a third faction, someone she can trust — though he’s the agent most likely
to immediately use the weapon.
Witch of Cordoba
Cordoba, Mexico. In the late 1700s, a local Scion named Soledad, child of Chalchihuitlicue, caught the
eye of a lustful governor. He threatened to burn her as a witch unless she succumbed to his advances. He
imprisoned Soledad, but she drew a ship on the wall of her cell, jumped aboard it, and sailed away into
Ocean. After her escape she achieved great Deeds and amassed a potent Legend, but never forgave
Chalchihuitlicue for abandoning her to solve her own problems. Her anger and rejection made her Legend
Titanic and she’s almost ready for her Titanic Apotheosis.
Her last act, to neatly tie up the loose ends of her story, is to draw her former prison into Terra Incognita –
but the prison now serves as a hospital, and Cordoba can’t afford to lose it. Specifically, the Teōtl Scion
who watches over the hospital won’t let a Titan-ascendant take it from them.
Snags
• The hospital’s administrator will not shut it down, meaning the Scions are surrounded by a full
capacity with a full complement of staff and patients. The potential for collateral damage is high.
• Somewhere in the building, the boat Soledad drew remains on a crumbling wall covered by layers
of paint. If the Scions want to prevent Soledad using this location as part of her Apotheosis, they must
find and destroy it.
• Soledad communicates with patients in dreams, ordering them to damage the building and break
into restricted areas to find her original painted boat. Parts of the building are three centuries old and far
from structurally sound.
Characters
The Witch Who Sailed Away: Soledad (she/they) is a Teōtl Titan Demigod. Nursing a deep-rooted
sense of injustice, and willing to jeopardize the lives of everyone in the hospital to achieve her
Apotheosis.
Hospital Protector: Sanchia Patricio (they/them), Scion of Chalchihuitlicue. In their youth they
prioritized their family over any divine mission. Now this retired librarian volunteers at the hospital
protecting the patients in small ways and seeking to confront whatever mystical phenomenon currently
plagues the building.
Skeptical Doctor: Dr. Hector Sanchez (he/him) is a hospital administrator. He believes he and his fellow
mortals have the right to live their lives unhindered by divine feuds. He’s not shutting down or evacuating
the hospital. Not under any circumstances.
Vulnerable Oracle: Camila Aroyo (she/her) is a human oracle unaware of her supernatural potential. If
the player characters don’t learn what’s happening in Cordoba some other way, Camila comes to them,
suffering visions of disaster.
Snags
• The Tengri Scions present, as well as Zozaya’s mortal family, oppose her taking sides in the
Second Titanomachy and make no secret of this.
• Munkhtuya Geser discovers the murder of Zolzaya’s cousin, Khulan, along with evidence
framing the Band. The Azure Dragon Áo Guāng of the Shén is behind the plot. He wants the Second
Titanomachy to escalate and for the Tengri to choose one side or another so he knows when to expect to
slaughter them.
• Scions capture a lot of attention at this very public event. They can forget about privacy or
discretion, and they’ll have to work hard to shed retinues of admiring fans before they can get anything
done.
Characters
Woman of the Hour: Zolzaya Atagha (she/her) is a twenty-one year old Hero tier Scion of Atagha, a
warrior desiring glory and indifferent on who she fights for to earn it. Cares for her mortal family deeply.
Mother of Greatness: Amgalan Bayar (she/her) is Zolzaya’s mother. An historian who urges her child
not to join with either side and stay loyal to her human family rather than plunging headlong into the
affairs of Gods.
The Man in Charge: Munkhtuya Geser (he/him), the Scion of Geser Khagan in charge of keeping the
peace at the games. His official job title is Special Security Coordinator. He acts to protect the regular
mortals attending and participating in the games, bring divine miscreants to justice, and keep the games
on track.
Visiting Dignitary: Saita (he/him) is a Demigod Scion of Sita, Queen of the Monster Island of Lanka.
Saita’s genuinely just trying to enjoy the games, but his progenitor’s determined he should seize the
opportunity to recruit Zolzaya to the Titanic cause.
Story Tracks
Story tracks are interlinked stories that form a short arc. They’re carefully constructed so players can
jump into and out of the storyline at any point, skip acts, or take strange paths through the story.
Divine Delivery
When Teōtl Scions need to visit Mictlan, Xolotl usually sends one of his hounds to ensure they get there
safely. The latest intended recipient is Gabriel Jimenez. Xolotl has gifted him a litter of pups to aid him in
this task and to subsequently train up as one of his Birthrights. A pack of hounds who can find their way
to a God’s Realm is a powerful asset, useful to many factions in the Second Titanomachy. Specifically,
Annie Garcia, a Scion of the imprisoned Titan, Tenoch, thinks she can train them to lead her to her father.
Titanic Scions are dispatched to intercept the pups, divine ones to protect them. Whoever they’re working
for, the Scions quickly find the pups are hot property.
• In Act I, the Band collects the puppies of Xolotl and discovers they’re annoyingly difficult to
escort.
• In Act II, enemies of the Teōtl seek to seize the pups for their own purposes.
• In Act III, the puppies reach their destination but don’t live up to the recipient’s expectations.
Characters
Texoticyapalli (Act I, II, III): The oldest of the puppies. He is fond of his siblings and eager to serve his
master and prove what a good boy he is. He chose his own name based off of the Nahuatl word for
‘Blue.’
Chiltic (Act I, II, III): The youngest of the puppies. She is excited to travel and meet new people. She
forms attachments quickly. She chose her own name based off of the Nahuatl word for ‘Red.’
Fearsome Warrior Who Will Vanquish Many Enemies (Act I, II, III): The third of the puppies. He is
the most serious of the trio and the pup most likely to realize he’s been kidnapped. He chose his own
name based on his belief that he is a fearsome warrior who will vanquish many enemies.
Annie Garcia (Act III): A Scion of Tenoch, Annie hopes she can train one or more of Xolotl’s hounds to
get her to Tenoch’s prison. She’s not totally sure what will happen if her father’s free to interfere in the
World but it can only be better than living under the Teōtl’s divine plan.
Gone Fishing
Millennia ago, the Kami Takemikazuchi imprisoned the catfish Titan Namazu beneath Japan, where her
thrashing tail causes earthquakes and tsunamis. Her crime was nothing more than opposing the Kami —
but most of the Gods and Titans who care about the situation believe freeing her would destroy Honshū. It
might destroy the whole of Japan.
Three of Namazu’s Scions claim they have a non-destructive way to free their mother. It involves robotic
submersible vehicles and mining explosives. The Japanese government’s reviewing the project plan.
Is the Titanic Scions’ plan really non-destructive? Does it matter when it results in unleashing a Titan
upon the World? This story track works equally well whether the player characters oppose Namazu’s
return or support it, and Titanic Scions could take either side; nobody could blame them for believing the
destruction of Honshū is too high a price.
• In Act I, government officials review the Scions’ plans. But the math isn’t adding up and nobody
wants to address that directly.
• In Act II, the characters either prevent the explosions that would destroy Honshū or make sure
nobody else does so.
• In Act III, Namazu’s daughter Rina reveals mass destruction was always part of the plan. With
the government-sanctioned route scuppered she sends an army of aquatic titanspawn to do the job for her.
• In Act IV, the Kami take action to put the Titanic Scions of Namazu back in their place. The
Band must decide whether they want to get in the way.
Act I: A Proposal
The three Scions of Namazu propose their plan to Japanese government officials. If the characters get a
glimpse beforehand, they see the amount of mining explosives used combined with Namazu’s eager swim
to freedom will almost certainly sink Honshū. Nobody brings that up in the meeting and the government
committee readily accepts the Scions’ plans. If the characters mention it, Namazu’s Scions promise to
review the equations and adjust as needed. The meeting goes far more smoothly than a plan to unleash an
imprisoned Titan should.
Namazu’s Scions insist they have no interest in destroying Honshū. Someone must have altered the plans,
they insist — and they ask the characters to investigate who could have done such a thing. Nobody altered
the plans. One of the trio, Tanaka Rina, designed them this way on purpose. She met with each member
of the committee privately and, using a Relic gifted to her by an ally, conditioned them to accept her
proposal.
The Relic’s a gift from Misiginebig of the Manitou. It’s a snake’s tooth pendant with the motif “the
surface is calm and safe.” It stops people from questioning the wearer, making them complacent and
easily led, just as people blithely underestimate the danger of Misiginebig’s deep water home.
Misiginebig’s involvement isn’t important to this story track, but why he wants to agitate tensions
between the Kami and their Titans is a lead worth following in another story.
It’s up to the characters whether they want to keep Rina’s subterfuge secret or display it to the world, but
by the time they’re done investigating it’s too late: the detonation’s been approved and goes ahead in Act
II.
Actions
Participate in the committee hearing, arguing for or against the Scions of Namazu’s plans; investigate
possible changes to the plan.
Pulling Fate’s Threads
The committee meeting is private but there’s extensive media coverage beforehand. Scions with any sway
in Japanese society can easily wrangle an invitation, or Namazu’s children might invite other Titanic
Scions to support them and help plead their case. Pantheons all around the World are watching, and send
representatives to see how the debate unfolds.
Snags
• Worshippers of the Kami, with Scions amongst them, protest outside the meeting venue.
• The protesters attempt to steal some or all of the explosives earmarked for the detonation.
• A reporter sneaks into the committee meeting and tries to livestream the whole event to the
World.
Characters
Sato Haruka (Acts I, III, IV): A Scion of Namazu and the sibling in charge of the finance operations of
the expedition to free the trio’s Titanic Mother. Haruka is eager to see Namazu free and has worked
tirelessly to acquire the funds to make this excursion possible.
Hayashi Daiki (Acts I, III, IV): A Scion of Namazu and the sibling in charge of the technology side of
the expedition to free the trio’s Titanic Mother. He worked out where to place the charges to allow
Namazu to free herself without causing harm to Honshū.
Tanaka Rina (Acts I, III, IV): A Scion of Namazu and the sibling in charge of the demolitions aspect of
the expedition to free the trio’s Titanic Mother. She acquired the explosives needed for this mission. She
fully intends to sink Honshū in order to stick it to the Kami by taking out a large chunk of their
worshippers.
Yoshida Aiko (Acts I, IV): A government official sent to assess the validity of this plan to free Namazu.
Aiko is all business and has a no-nonsense attitude. She takes Rina’s subterfuge in Act I extremely
personally and by Act IV she’s determined Rina should suffer the harshest possible punishment.
Ito Yujiro (Acts I, IV): A government official sent to assess the validity of this plan to free Namazu. His
demeanor is ambitious and this is his first big assignment, so he’s eager not to screw it up. He is excited
about being involved in Scion affairs and works to avoid Rina’s subterfuge coming to light to avoid being
perceived as a failure.
Kimura Kazuki (Act II): The operations manager in charge of the drop bay and submersibles. He was
not expecting to be getting everything ready this quickly and is incredibly stressed even before a group of
Scions infiltrate the drop bay to disrupt everything.
Mori Kaita (Act IV): A Hero tier Scion of Takemikazuchi and a skilled warrior. He shares his patrons’
opinions on Namazu and believes the trio wasn’t planning to sink Honshū from the beginning. He also
believes if Haruka and Daiki go free, they’ll need to be watched closely.
Family Affair
Sun Wukong is one of the World’s ultimate rebels, but Scions don’t always take after their progenitor.
Sometimes a trickster’s child is a rule-following nerd who loves order and procedure. That’s Sun
Wukong’s Offspring, Zach Yan. After some trials and tricks Sun Wukong called character building and
Zach called parental abuse, Zach’s crossed the battle lines in the Second Titanomachy and sworn
allegiance to his father’s ancient enemy Áo Guāng. Zach shares the Great Blue Dragon of the East’s
belief the Shén are crooks and murderers undeserving of power. He’s confident humans are made in their
image, too.
Zach’s previously worked hard preventing Áo Guāng from hastening the World’s environmental collapse;
by changing sides he could shift the balance in the Titan’s favor. Sun Wukong can’t let him reach Áo
Guāng’s side. Divine Scions might see a chance to curry favor by helping him, or to stand up for Scions’
freedom and agency by helping Zach. Titanic Scions might support Áo Guāng or prefer a World where
human life remains viable. Draconic Heirs might approve of Áo Guāng’s agenda or oppose it in favor of
their own Flight’s goals. Any of those positions might change on realizing exactly what’s at stake if Zach
fully pledges himself to Áo Guāng.
• In Act I, looking for Zachary leads the characters to Prince Nezha in the hopes that perhaps the
young Scion is rebelling by hanging out with Wukong’s old rivals.
• In Act II, the characters find Zach hiding out in a New York music scene.
• In Act III, the search for Zachary leads to Áo Guāng, where the young man may be about to
make a terrible mistake.
Characters
Zach Yan (Act II, III): A Scion of the Monkey King, Sun Wukong. Personally frustrated with his father,
and sharing none of his trickster spirit, Zach’s decided Gods are petty, venal beings who don’t deserve to
rule and offered his service to the Titans instead.
Ronnie Fengge (Act I, III): Nezha’s Scion and Zach’s ex-lover. He’s on the brink of Apotheosis and
loyalty to Zach versus loyalty to his pantheon might be his final trial.
Unlucky Mercenary (Act II): A Scion of Bak Mei and queen of several hip-hop scenes. Unlucky
Mercenary thrives on conflict, and loves the thrill of feeling something might, any second now, get out of
hand. Taking Zach Yan under her wing is definitely giving her that buzz.
Characters
Diego Feliz (Act I): A priest of the Flayed God, Xīpe Totēc. The primary individual insisting on
punishing Gale Hegazy’s listeners for defiling a holy place with their presence. He’s a traditionalist, and
not used to being questioned. Getting him on side involves a lot of work to soothe his delicate, inflated
ego.
Gale Hegazy (Act I, II): A mortal who’s spent his entire life “just asking questions.” He only recently
discovered that asking questions about the nature of Gods, Titans, and humanity’s relationship with them
added several zeroes to the right end of his listener numbers. He owes the Church of the Verdant Beacon
and Benjamin Dubois for helping him tap into his new, fanatical audience.
Freddie Sava (Act I): Gale’s trusted “lieutenant” sent to coordinate the mob at Yopico. He is in regular
contact with Gale throughout the encounter, via phone call so Gale can keep up to date news on the
situation to his followers.
Benjamin Dubois (Act III): A man who no longer remembers life before he served the Greenish Flame.
He’s a prisoner in his own mind, his entire being turned towards his higher purpose. He’d like to be free,
but he has no way of expressing that.
Prison Break
No one knows how it got there (or at least no one is speaking up) but in the middle of the Aegean Sea, a
rift large enough to sail a ship through has opened to Tartarus. This is the kind of action that immediately
turns a cold war hot. Deploy this storyline when you’re ready for serious fallout.
The moment the Theoi became aware, they rallied alongside the Titans’ jailers, the Hecatoncheires, and
fought back the inmates that finally have a glimpse of freedom. Despite their swift action, a prisoner
managed to slip out of Tartarus. While Gods and Scions rally to fight back the throng of prisoners, it falls
to the Band to retrieve the Three Pearl Gate, an artifact capable of closing the Rift, capture the escaped
prisoner, and seal the rift. Or, if they’re on the Titans’ side, jam the rift open forever.
This story track works essentially unchanged for characters seeking to close the rift or free the imprisoned
Titans. Each Act highlights places where the Storyguide needs to adapt certain details to suit one agenda
or the other.
• In Act I, the characters take possession of the Artifact supposedly able to close the Rift to
Tartarus, collecting it from a secretive cult on the island of Samothrace.
• In Act II, the characters must convince Hecate to teach them how to use the Relic they retrieved
from Samothrace.
• In Act III, the characters retrieve the first escapee, Tantalus, from Hawaii where he’s gorging
himself on anything and anyone he can get his hands on.
• In Act IV, with the prisoner retrieved and the Artifact in tow, it’s time to open or close the rift for
good.
Poison Apple
Alesha Siddiqui, a Scion of Zeus is on the cusp of achieving Apotheosis and joining his father on Mount
Olympus. This is cause for celebration both on Olympus and in the Scion’s New York home. Wine,
ambrosia, and nectar are plentiful and the Theoi incarnations and their Scions are having a ball. Nobody
invited Eris, Goddess of Discord. Eris isn’t a Titan but she sure is willing to ally with them when the
Gods offend her, as they so frequently do. With the Second Titanomachy currently as tense as it is, the
Gods made a collective decision not to risk letting a possible Titanic spy into their midst.
When a Golden Apple addressed to “the most beautiful” is delivered to the affair in New York, it’s only
natural the Theoi suspect Eris of the same stunt she pulled to kick off the Trojan War.
If a God or their Scion invited the Band to the party, they’re pressed into service to help resolve the
situation. If they’re allied with Titans, they’re there as undercover agitators instructed to make sure the
Theoi turn on one another.
• In Act I, the party guests, including the Band, have to prevent or encourage civil war as Athena,
Hera, and Aphrodite, the three targets of Eris’s last golden apple related trick accuse the other Gods of
mocking them.
• In Act II, the Theoi turn their suspicions on Eris but the Band discovers a Scion of Cronus
orchestrated this strife. They can hand him over, or frame someone else.
Characters
Alesha Siddiqui (Acts I, II): A Scion of Zeus close to Apotheosis. She’s furious someone picked her
party to try and start a war. She has a short temper and she’s quick to jump to conclusions.
Eleni Pappas (Act II): A Scion of Eris with a complicated relationship with Alesha. Eleni’s appalled
anyone would accuse her or her mother of such a pathetic, unoriginal act of chaos. She can be swayed to
either help or hinder Alesha’s investigation.
Zoe Madsen (Act II): A Scion of Cronus who orchestrated the delivery of the apple to sow discord
amongst the Theoi. She’s delighted with her achievement, unrepentant, and explicitly says that if it’s this
easy to get a pantheon to turn on itself they deserve everything they get.