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A SOURCEBOOK FOR

MATTHEW DAWKINS, JOSHUA DOETSCH, CHANT EVANS,


JESSICA KARELS, GEOFFREY McVEY, IAN MULLER
CREDITS
Writers: Matthew Dawkins, Joshua Doetsch,
Chant Evans, Jessica Karels, Geoffrey McVey, Ian Muller
Developers: Matthew Dawkins, Crystal Mazur
Scion Content Lead: Hiromi Cota
Editor: A.M. Valerie
Art: Sam Denmark, Marco Gonzales, Nico Pope,
SKAN, T-Rex Studios
Art Director: Mike Chaney
Graphic Designer: Ron Thompson
Creative Director: Richard Thomas
SPECIAL THANKS
To Chantelstiltskin for working their diabolical
magic.

REQUIRES THE USE OF SCION ORIGIN,


SCION HERO, AND SCION DEMIGOD

© 2024 Onyx Path Publishing. All rights reserved. References to other copyrighted materi-
al in no way constitute a challenge to the respective copyright holders of that material. “Scion”
and all characters, names, places, and text herein are copyrighted by Onyx Path Publishing.
Keep up to date with Onyx Path Publishing at theonyxpath.com.

2 NO GODS, NO MASTERS
INTRODUCTION 6 The Signs 23
Symbols 24
The Dawn of a New Age 7 Big Bang 24
What’s About to Happen 7 First Responders 25
Theme and Mood 7 Eyewitness Account 25
How to Use This Book 8 In the Ruins 26
Running a Game from the Book 8 Preliminary Enquiries 26
Do 8 Fate’s Tripwire 26
Give each player At the Crossroads 27
the time to forge their own path 8 Preparation 27
Listen to your players 8 You Meet at A Tavern 27
Get creative with description 8 Leads 27
Play around with pacing 8 Any Questions? 28
Change the scenario Wrong Turn 28
to suit you and your group 9 So What? 28
Don’t 9 Apple of Discord 28
Run straight from Getting Home 30
the page without amendment 9
Following the Threads 30
Panic if the players
Complications 30
do something unexpected 9
Saran Avenue 31
Worry about knowing all the rules 9
Glenniver Caverns 31
Worry about adhering
River Diversion 31
to an idea of canon 9
Consolations 31
CHAPTER ONE: The Parthenon 32
Corinth in the West 32
THE KEEPERS OF THE WORLD 10 The Truth 33
New Gods with Old Faces 12 Change the Narrative 33
The Worm in the Apple 13 Haunted 33
The Crossroads Goddess 14 Cave of Cats 33
The Plan 14 Above Ground 34
Step One: Isolation 15 Simona 34
Step Two: Self-Defense 15 Below Ground 35
Step Three: Unification 16 The Gateway 35
Step Four: The Breaking of Atlantis 16 The Lesser Ganges 36
Step Five: Ceremony 16 Lord Shiva’s Child 36
On the DL 17 Karna 37
New Gods, No Masters 17 Stay the Course 38
Blodeuwedd, Faces of Flowers (Plant Don) 17 The Fallen Parthenon 38
Eris, Goddess of Strife and Discord (Theoi) 18 Antony Carvalho 38
Expanded Attitude Rules: Group Loyalty 18 The Ruin Hammer 38
Blood and Stone 39
CHAPTER TWO: The Eyes of The World 41
Questions 42
ARMAGEDDON JAM 20 Recruitment 42
Overview 21 Threats 42
Running This Adventure 21 Reporting In 43
On-ramp to Armageddon 21 Travis 43
A Bespoke Armageddon 22 Apple 43
The Keepers of The World 22 Kirsten 43
The A-Plot 22 Sentinel Falls 44
The B-Plots 22 The Time is Now 44
Armageddon Jam 23 The Falls 44
Prologue: Read the Signs 23 Zalmoxis’s Triumph 45

table of contents 3
Karna’s Sacrifice 46 Artemi 63
Eris’s Intervention 46 Living Atlantis: Meeting Leonie 63
Aftermath 47 Friends of the Keepers 63
Group Loyalty 47 Foes of the Keepers 64
Proud Parents 47 Kasmena 64
Living Atlantis: Local Celebrity 64
CHAPTER THREE: Breaking News 65
INCOGNITO LOVE SONG 48 Living Atlantis: Historic Interest 65
Interstices 65
Overview 49 Queen Xenope’s Tomb 65
Running This Adventure 49 The Labyrinth 66
Strands of Fate 50 Ruined Atlantis: Spiritual Null 66
Scene Map 50 Ruined Atlantis: Graverobbers 67
The Keepers of The World 50 Local Guide 68
The A-Plot 50 Dr. Dodds 68
The B-Plot 51 Ruined Atlantis: Not Alive but Kicking 68
Incognito Love Song 51 Lay the Dead to Rest 69
Prologue: Atlantis Returns 51 Ruined Atlantis: City Sightseeing 69
Ruined Atlantis 51 Interstices 69
Returned Atlantis 51 Queen Xenope’s Tomb 69
Early Interactions 51 The Labyrinth 70
Call to Action 52 Extensive Study 70
Travis 52 Ruined Atlantis: The Lost Gods 71
Apple 52 Complications: We’ve Got Company 71
Kirsten 52 Secrets of the Gods 71
Signs and Portents 52 Ruined Atlantis: The Keepers of The World 72
Travel Times 52 Meeting Kerem 72
Breaking the Journey: Constanta 53 Silencing Kerem 72
Eder’s Yacht 53 Clash of Keepers 73
Zalmoxis’s Child 53 Averting Disaster 73
Rumor Market 54 The Black-Lipped Saint Arrives 74
Onward from Constanta 55 The Saint 74
Breaking the Journey: Istanbul 55 The City 74
Onward from Istanbul 56 The Breaking of Atlantis 75
Elsewhere 56 Stalling for Time 75
Sea Crossing 56 Stealing the Varangian Stele 76
It Came from Beneath the Sea 57 Ruined Atlantis 76
Crew 58 Supporting the Keepers 76
Victory 58 Judicious Application of Force 76
Salvation 58 The Breaking 76
Welcome to Glorious Atlantis 58 Aftermath 76
The Atlantean Pantheon 58 Atlantis 76
Atlantis, Living 59 Loyalty Ratings 77
Atlantis, Ruined 60 Kirsten 77
Changing States 60 Hekate 77
What Happens in Atlantis… 60 Eris 77
Living Atlantis: Eyes on the Keepers 60
Beforehand 61 CHAPTER FOUR:
Finding the Keepers 61
ANTHEM 78
Kelvin Sidney 61
Living Atlantis: Meeting Kerem 62 Overview 79
Friends of the Keepers 62 Running This Adventure 79
Foes of the Keepers 63 Changing The World 79

4 NO GODS, NO MASTERS
No Longer Human 80 Re-heisting the Rock 94
Scene Map 80 Sinister Rumbling 94
The Keepers of The World 81 A Million Monsters 97
Interacting with Gods 81 Devourers 97
Plans Within Plans 81 Typhon’s Spawn 97
Anthem 81 Fragments of Aniwye 97
Prologue: End of Days 81 Support 98
Think Global, Act Local 82 The Atlantean Pantheon 98
Saving Bystanders 83 The Call 98
Calming Wild Horses 83 What Changed? 99
Our Lady of the Flowers 83 Divine Forensics 99
Absent Friends 84 A Deep Dark Hole 99
Scene of the Crime 85 Imhotep in Atlantis 99
What Actually Happened 85 Means to the End 100
Thief of Fate (•••••) 86 Assassination 101
Kerem’s Phone 86 So, You Unleashed A Primordial 101
What Scott Saw 86 Internal Saboteurs 102
Next Steps 87 Labor Pains 102
Murder Map 87 Group Loyalty 102
Breaking the Thief of Fate 87 Imhotep’s Attitude 102
Hiding the Thief of Fate 87 Blodeuwedd’s Plan 102
Rescue Team 87 Stolen Mantles 102
Target on Our Backs 87 Atlantean Action 103
Windfall 88 Ritual Preparation 103
Fancy Meeting You Here 88 The Miracle of Birth 103
Specifics 88 The Time 103
Taking Action 88 The Place 103
Other Tidbits 88 The Journey 103
Two Torches 89 To Gaze Upon the Divine 103
In a Dark Street 89 Hekate and Other Foes 104
Hekate’s Emissary 89 It Begins 104
Omphaloskepsis 89 Blodeuwedd’s Moment 105
Reasonable Questions 89 Voices of Reason 105
Snatching the Omphalos (I): Epilogue 106
the Museum 90 Apotheosis 106
Spotting a Fake 90
Breaking the Fake Omphalos 91 APPENDIX:
Snatching the Omphalos (II) 91
RECURRING CHARACTERS 107
Guest List 91
The Party 91
The Gracious Host 91 READY MADE CHARACTERS 109
Familiar Faces 92
Hector Luna 110
Access All Areas 93
Xiao Yuze 112
Dial Up the Drama 94
Therese Tanaka 114
Breaking the Real Omphalos 94
David Ogon 116
Worst-Case Scenario Using the Omphalos 94
Mel Sanders 118

table of contents 5
But when the divine element in them became weakened and their
human traits became predominant, they ceased to be able to carry
their prosperity with moderation.
— Plato, Timaeus

The three scenarios take new Scion characters from


THE DAWN their Origin, through their transition to Demigods, and
almost to the end of that tier of play. By the end of the
OF A NEW AGE final story, the characters will be ready for Godhood. That
doesn’t just mean they’ll be powerful — though they will,

T his is a book about new beginnings, big ideas, and how


you can’t make an omelet without breaking several
million eggs. It’s the first long-form storyline for the second
but also that they’ll have cast off the chains of their mortal
beginnings and stepped up to the challenges and respon-
sibilities of being a Scion. They’ll think about The World
edition of Scion and it’s big. It’s going to change The World.
as Gods do, not as mere mortals.

WHAT’S ABOUT THEME AND MOOD


TO HAPPEN I nformed choice is one of Scion’s core themes and it’s
the central tenet of No Gods, No Masters. The Band
N o Gods, No Masters develops over three stories.
They’re best run in sequence but the inciting events for
each one are big enough that they each work as standalone
learn about the Keepers of The World, their identity, and
their goals. They’ve made the bold, earthshaking choice
to rethink their relationship with their Pantheon and the
tales.
relationship Gods should have with The World.
In Armageddon Jam, the Scions discover the exis-
In turn, the Band are presented with choices of their
tence of the Keepers of The World. The Scions become
own: do they support or oppose this new vision for the
embroiled in the Keepers’ plans to sever The World
World? If they approve, at least in theory, do they fall
from the Over- and Underworlds through which the
in step with the Keepers, work to realign the plan from
Gods affect it. The Scions gather information on behalf
inside, or start a movement of their own? Do they work
of Hekate, the Crossroads Goddess, and are given reason
behind the scenes to undermine the Keepers’ plan, or do
to both sympathize with the Keepers and oppose their
they involve other Gods and risk escalating the conflict?
schemes. Ultimately, they’re asked to either join with the
conspiracy or oppose it. This isn’t a plot about stopping a group of baddies —
though the Keepers’ plan, as they have conceived it, will
The action continues in Incognito Love Song,
do a lot of harm to other Gods and to the World itself. Af-
where the Band visits Atlantis, famous Terra Incognita
ter all, they’re birthing a new reality, and birth is a messy,
and resonant link with Ocean, one of the best-known
gory process. This is a story about encountering a wildly
Axes Mundi. The Keepers of The World race to sever the
divergent point of view and deciding how to engage with
link before their own previous meddling erases Atlantis
it. The way the players’ Scions interact with the Keepers
completely. The Band get to see the risks of the Keepers’
of The World, throughout all three stories, has a massive
strategy, capitalize on (or heal, if they’re so inclined) a
impact at the end of Anthem: It determines whether the
schism within the Keepers of The World, and pick a side
Keepers have enough faith in their own plan to achieve
once and for all. What happens in Atlantis draws the eyes
The World’s rebirth.
of every God in every Pantheon to the Keepers’ activities:
the Band must now pick a side and mean it. The mood shifts from the wonder and horror of pull-
ing back the curtain in Armageddon Jam, to the majesty
In Anthem, it’s time for the World’s rebirth — this time
and potential of discovering Terra Incognita in Incognito
with significantly fewer Gods to mess around with it. The
Love Song, to the overwhelming responsibility of decid-
Keepers of The World carry out a ritual in which Tlazōlteōtl
ing the world’s fate in Anthem. The player characters can
drowns The World in its own filth and sin, and the other
do anything, and they should feel that potential from the
Keepers symbolically deny her power. That would be high-
very beginning, while also feeling its weight.
stakes on its own, but Blodeuwedd of the Plant Dôn, the
Keepers’ newest recruit, wants a fully God-free World,
including the demise of all the Keepers and herself.

what's about to happen | Theme and Mood 7


players may in turn feel restricted in their character
HOW TO USE options. We recommend Storyguides follow this advice
to make No Gods, No Masters (or any of our written
THIS BOOK adventures, story hooks, or Tasty Bits) really work for
their gaming groups:

T he three stories in No Gods, No Masters aren’t


linear plots. There are fixed events that happen if the
characters’ actions don’t invalidate or reshape them, and the
DO
Storyguides should endeavor to do the following
Keepers of The World are constantly advancing their plan
with their games:
for a new creation. However, the way events unfold depends
strongly on the choices the players’ Band of Scions makes. GIVE EACH PLAYER
The characters may not see every scene in a story (though THE TIME TO FORGE THEIR OWN PATH
it still happens, unless their actions make it irrelevant or It’s vital that each character finds time to shine, and
impossible), but they may still feel the effects. often, this won’t be in the context of a grand adventure but by
The aim of the book is to provide a strong framework pursuing their own ambitions that intersect with the main
for a story. You determine which scenes happen onscreen plot. Tie in your players’ wishes for the story with what’s on
and which don’t happen at all. In principle, the scenes the page to make their decisions feel more important.
provided, along with character profiles and motivations, LISTEN TO YOUR PLAYERS
should give you all the information you need to logically
This one sounds obvious, but it’s easy to become
extrapolate the consequences of whatever the players’
consumed by what’s on the page in favor of what the
characters do. Expect to improvise. Things go off the rails
players want. Tying into the previous point, players should
quickly when Gods start to meddle.
be encouraged to express what they want out of the story
Scion doesn’t have a metaplot. It couldn’t. All the and crucially, if they want to do something that’s off-page,
myths are true. While the events of No Gods, No Masters you should enable this. It’s even better if a recurring
change the world in huge, permanent (well… barring acts villain, minor plot thread, or personal contact for one of
of Gods) fashion, it doesn’t have to happen that way. It the Scions ties in to the main story arc due to your work.
can unfold in as many different forms as there are gaming
groups. Only use as much of this material as you see fit.
GET CREATIVE WITH DESCRIPTION
It’s deliberately flexible, whether you’re pulling out an- We can’t account for every possibility in a published
tagonists of note, character profiles, or short encounters adventure and in many cases are restricted to describing
for your own stories. the basics. Therefore, No Gods, No Masters provides you
the tools to run a gripping campaign, but it doesn’t hold
You, the Storyguide, are encouraged to treat this book
your hand. What you can do as the Storyguide is fill in
like you’re adapting a mythic text. Pick the parts that res-
those blanks. Describe the scent in the air, the temperature,
onate for you and dial down or excise the parts that don’t
the attitude of people passing by. Compare someone’s
work in your version of The World. Pull in locations,
expression or appearance to an individual the players
characters, and themes you know will resonate with your
might have heard of or tell them their characters are
players. When everything is divine, nothing is sacred.
experiencing a particular feeling. It’s not wrong to dictate
Future books in the Scion line won’t make any as- these things if it helps a story come alive, and if players
sumptions about the impact of No Gods, No Masters. reject the idea, that’s fine too: allow them to correct you
and add their own bells and whistles. The important thing
is for a game to come alive, the setting needs description.
RUNNING A GAME PLAY AROUND WITH PACING
FROM THE BOOK Mixing up slow-paced investigations with fast-
paced combat, chase scenes, and even social debates and

A published adventure is an excellent way for a new


Storyguide to approach running for the first time, but
equally, having prompts written up in advance is helpful
arguments is vital to make a game retain momentum.
Sometimes it pays to put the mechanics aside if you find
they’re slowing down the story and instead jump from
to an established Storyguide. Therefore, we’re comfortable player to player saying “You see the ancient wall collapsing,
that No Gods, No Masters has something for all audiences. what do you do?” before going to the next and asking “Are
Nevertheless, you can arrive at various pitfalls when you going to save the muddled businessman or the barking
running a game purely from the book. Storyguides may dog?” and then vaulting to the next with “The Titan
feel constrained to follow what occurs on the page and appears at the end of the street, ripping the road up with his
bare hands. You’re going to have to make a decision.” The

8 INTRODUCTION
point isn’t to stress the players out but to add dynamism to unexpected problem. What you can do is say openly
proceedings. Leave the players breathless. “I wasn’t expecting that; give me a moment.” In that
moment, go to another player to check what they want
CHANGE THE SCENARIO
TO SUIT YOU AND YOUR GROUP to do. You can think up what to do with the unexpected
“derailment” while you interact with someone else or just
Nothing in No Gods, No Masters is carved in stone.
call for a quick break while you get a drink and have a
Read it ahead of running it and add to it, remove parts, or
think. Better that than paralysis. And if you can’t think
alter bits to suit your group’s needs. If you think it needs
of any way out of the situation, ask the player “What do
more fight scenes, add a couple. If you want to throw a
you want to happen here?” You can even ask the rest of
murder mystery investigation in the middle of it, go ahead.
the group “What does everyone think would be good to
If you want to utilize content from Scion: God or Scion:
see here?” Running a game is collaborative, so utilize the
Dragon or any other book not referenced in this one, please
people around you.
do so. The story is yours to tell. It’s what’s wonderful about
fables: for every tale-teller, the tale will change. WORRY ABOUT KNOWING ALL THE RULES
If you’re uncertain how any of the Storypath rules
DON’T work, just say to the group “There are some rules I’ll need
Storyguides should not do the following with their games: to occasionally check so I’m hoping we can learn as we
RUN STRAIGHT FROM go.” Invite players to help if they seem keen, otherwise
THE PAGE WITHOUT AMENDMENT talk through the rules as you play with them for the first
time, the first few times. Generally, using a system two or
Players can tell when Storyguides are reading from
three times embeds it in the mind of the user.
the page and it tends to grind play to a halt. When you
fixate on the page, you forget the players. You’d be better WORRY ABOUT ADHERING
off referring to what’s in the book and translating it into TO AN IDEA OF CANON
your own words. You also run the risk of extreme linearity Scion is a game without metaplot, so you can do
if you abide only by what’s written, so get creative and add what you like with it without any fear of treading on the
bits of your own work, alter what Storyguide characters toes of what’s printed. In terms of real world histories,
are written to do or say, and bounce off your players’ ideas. mythologies, and faiths, stay respectful but don’t feel
PANIC IF THE PLAYERS you need to cleave entirely to truth. Scion is more about
DO SOMETHING UNEXPECTED fables than the historicity of belief, so just remember:
these stories belong to you and your players.
A part of the skill of Storyguiding is improvisation.
It’s okay if you can’t think of a solution to every

Running a Game from the book 9


CHAPTER ONE
Between the idea
And the reality
Between the motion
And the act
Falls the Shadow.
— T.S. Eliot, The Hollow Men

T he Keepers of The World are the antagonists of No


Gods, No Masters. They are, depending on one’s
perspective, a secretive group who want to break The
them a degree of plausible deniability. Those chosen
operatives generally don’t have a clear sense of what
they’re doing or why they’re doing it. Worshippers do
World, a ragtag band of revolutionary firebrands, or as they’re told, and if they question it at all they assume
a group of jealous petty Gods who resent those more it’s in their own interests. Only a few trusted Scions un-
powerful than they are. There’s some truth in all those derstand their divine parents and patrons’ true goals.
interpretations. As is the way of The World, all the As in any group of Gods, there are tensions within
myths are true. the Keepers. Some believe The World should be free
Led by the Netjer Imhotep, the Keepers are an of any divine influence; others, like the Kami Takem-
alliance of Gods from many Pantheons who believe inakata, that it deserves Gods who’ll provide better,
their fellow Gods are capricious and uncaring and do fairer, governance. Some Keepers are righteous and
more harm to The World than good. In fact, they’re orderly; others represent the darker sides of exis-
dedicated to protecting The World from the meddling tence. Some are deeply sympathetic to their fellow
of their fellow Gods. Many of them have suffered as a beings, while others are gleefully cruel. Bridging those
result of their parents’ and elders’ games — some di- gaps is challenging, but individual members’ shared
rectly, some as collateral damage. It should come as no commitment to the Keepers’ goals helps reduce the
surprise that Herakles, Scion of the Theoi, is one of the amount and severity of infighting. As they draw closer
fiercest members of the Keepers and Imhotep’s second to victory, the specifics of how the new World should
in command. look start to eat away at that broad consensus, as it’s
In No Gods, No Masters, the Keepers set in mo- no longer possible to postpone troubling matters to an
tion their grand plan: to isolate The World from the unspecified future date.
Gods who insist on interfering with it. While that may Remember, as you guide your players through the
be to the ultimate benefit of the humans of The World, three scenarios of No Gods, No Masters, that the Keep-
it fundamentally changes the nature of reality. It re- ers of The World are the antagonists, but they’re not
moves all the mythic patterns and influence that make enemies. There are good reasons for a Band of Scions to
The World what it is. Nobody, including the Keepers of oppose the Keepers: They’re a force of upheaval, they
The World, knows what will happen to Scions if they don’t really know the consequences their actions will
succeed. have, and some of the steps towards victory cause great
For more information on the Keepers of The harm to other beings — both mortal and divine. On the
World, their members, and their philosophy see Scion: other hand, there are strong reasons to support them too:
Demigod (pp. 226–232). For their roles and actions in An ambitious Scion could gain a lot of power in the Keep-
the No Gods, No Masters storyline, read on. ers; the World can be a terrible place, and maybe rebirth
would be an improvement; and, most importantly, the
The Keepers of The World are a secret organiza- Keepers aren’t wrong. The Gods have done The World a
tion. The only beings who know of them are members lot of harm in the eons since they came into being.
and the handful of Gods Imhotep, Herakles, or the
other Keepers have approached as potential members. The Keepers of The World’s goals may or may not
Every God in the Keepers still fulfils their role in their collide with those of the characters. Some of the Keep-
Pantheon of origin: as a rule, they’re dutiful beings. ers might even be role models. No Gods, No Masters
Their siblings and parents may know of their dissatis- isn’t a story about identifying, then stopping, the bad
faction, but not their allegiance. Like most other Gods, guys. It holds up a mirror to the Scions and asks them
the Keepers work primarily through worshippers to think about what Godhood means, what their roles
and Scions. It keeps their activities covert and allows and duties are, and what sort of World they want to see.

THE KEEPERS OF THE WORLD 11


• Meng Po (Shen) helps the dead to forget their past
NEW GODS WITH lives and move on. She’s taken ownership of the

OLD FACES cycle of death and rebirth in the Keepers’ vision.


She’ll help ease Karna’s passing and prepare him
for rebirth. Meng Po is compassionate and kind,
T he Keepers of The World comprise rebel Gods from
Pantheons all across The World. They’re united in
their desire for a World free of Gods who can’t be trusted
and she supports Imhotep’s vision of a World
where power isn’t given to wicked beings and
mortal lives aren’t disfigured by attempts to chase
with its stewardship. For some of the Keepers, that means a
divine favor.
World without any Gods at all; for others, it means a World
under their control. Most feel they’ve been exploited or • Tlazōlteōtl (Teōtl) is her Pantheon’s goddess
cruelly used by the other Gods; some revel in the technical of sin, lust, and filth. The Keepers recruited her
challenges of forging a new World or simply believe it’s time to ensure there was an outlet for all the sins and
for a change. Imhotep and his first recruit (and second in vices treated as taboo; she joined because she’s
command) Herakles, understand this and acknowledge it, convinced The World is ready for a new form and a
while secretly hoping they can keep the group’s differences new cycle. Tlazōlteōtl has no qualms about making
under control until they’re united as a single, new Pantheon. hard choices and ending a few lives. The players’
characters encounter her influence in Atlantis,
They’ve recruited carefully, collecting a group of Gods
where she’s ready to doom the city. She finds the
who cover most major aspects of The World: death and
other Keepers’ idealism and, in some ways, inno-
healing; judgement and strength; creation and destruction.
cence frustrating, but she’s used to being an outsid-
They have, it might be said, a particular set of skills acquired
er. It doesn’t bother her, just makes her confident
over very long existences. The group includes built-in re-
that sometimes the best thing for the Keepers is to
dundancies: They’re not reliant on a single member for any
ignore their orders and do what’s clearly needed.
specific part of the plan. This both helps them stay discreet
and makes them slippery and hard to completely disrupt. • Tolui Khagan (Tengri) is the youngest son of the
great Chinggis Khan. Fate and destiny took him
• Imhotep (Netjer) is the Keepers’ leader. It’s his
away from his family, ruined their empire, and
vision, and his is the architecture of the plan. He’s
left him unable to help them rebuild. He’s deeply
an idealist, desiring only to be a better shepherd
frustrated and fully supportive of Imhotep’s vi-
of The World than its current governors. While it
sion. There are limits to what he’ll do: He wants a
galls him to do so, he acknowledges he must work
World where mortals thrive, and he balks when the
with those who have less benign reasons to change
Keepers’ plans harm or demean them. This causes
The World. Imhotep is absent from No Gods, No
problems when the players encounter his Scion in
Masters until its final act, Anthem. Until then, he
Incognito Love Song, lobbying to save the people
fulfils a strategic role, leaving the risky, dirty, un-
of Atlantis.
pleasant work to others better suited for it.
• Wayland the Smith (Æsir) is the Keepers’ techni-
• Herakles (Theoi) was Imhotep’s first recruit. He’s
cian. He’s a genius, albeit a cruel one. He enjoys the
angry at the Theoi to the point of despising them.
technical puzzle of designing ways to fundamen-
He’s good at hiding it. His vision aligns closely with
tally re-engineer The World. He’s low on both em-
Imhotep’s; they’re rarely out of sync. Naturally
pathy and social skills; he has few friends amongst
charismatic, he’s taken on the role of the Keepers’
the Keepers, though Zalmoxis and Tlazōlteōtl ar-
chief recruiter. Where Herakles goes, attention
en’t troubled by his mean streak. His servants and
follows, so like Imhotep he stays out of the action.
Scions appear throughout the first two stories of
Players’ Scions won’t meet him or his represen-
No Gods, No Masters, wherever there are puzzles
tatives until the conclusion of the grand plan, in
to solve and difficulties to overcome.
Anthem.
• Zalmoxis answers to no Pantheon, meaning he
• Karna (Deva) is a born rebel and a great warrior,
can act freely and without a great deal of oversight.
but first and foremost he’s a loyal friend. He joined
He’s part of the Keepers only because he hates
the Keepers out of a sense of duty to Herakles, and
the Theoi as much as Herakles does. He’s not as
he sees his role as keeping the others honest and on
gleefully malevolent as Wayland, but he’s entirely
mission. He’s there as a thorn, a rival, to push oth-
without moral qualms; he does whatever’s nec-
ers to greatness. As the Keepers’ finest team player,
essary, and Imhotep is grateful he doesn’t have to
he’s also going to be their sacrifice in Armageddon
know about it. Zalmoxis’s influence is pivotal both
Jam. He’s the first deity the Scions meet.

12 CHAPTER ONE: THE KEEPERS OF THE WORLD


to severing the connections between The World due. Herakles sweet-talked her into wanting to be part of
and other layers of reality in Armageddon Jam the Keepers of The World, largely because it shook up the
and in Incognito Love Song, where his servants static, predictable, eon-after-eon dreariness of the Gods’
learn how to strip Gods’ mantles via blood magic. design. Then he snatched away the offer just as she was
The Keepers have other members: Takeminakata of ready to accept. Eris was never committed to Imhotep’s
the Kami, Dorje Shugden of the Palas, and Amergin Mac vision, and she always intended to let the Keepers’ plans
Mil, the Great Chief and bard of Ireland. They appear slip to the Theoi once they got closer to completion. There’s
throughout this series of stories but have a less central nothing worse than being predictable. Upheaval is character
role than the Gods already described. building! More importantly, it’s exciting.
Over the course of the storyline (specifically, be- That’s why she hasn’t blown the Keepers’ cover with
tween Armageddon Jam and Incognito Love Song) the the other Gods yet. Their conspiracy would be crushed
Keepers attract a new member: Blodeuwedd, of the Plant in an instant, and that’s not what Eris wants. She wants
Dôn. Herakles, feeling the Keepers lack a fertility deity, to bring it down herself. That’s what Herakles hoped for,
approaches her and encounters and shockingly warm but it was a calculated risk. He mitigated it by making
reaction. Made as a toy and a plaything for Lleu Llaw sure the only Keepers Eris could identify were Herakles
Gyffes, Blodeuwedd’s been angry from the moment she and Imhotep. He introduces others into the narrative as
gained consciousness. She schemed for a year to kill Lleu, needed, once he grows surer she’ll behave as predicted.
and Herakles has mistaken her for a being who’s still ca- During Armageddon Jam, Eris seeks to learn more
pable of patience. Blodeuwedd doesn’t want to shepherd about the Keepers: who’s involved and what, specifically,
The World, she wants to end it. There are those within they’re doing. She acts to screw up their schemes as op-
the Keepers — Wayland, Zalmoxis, Dorje Shugden, may- portunities present themselves, but without much sense
be Tlazōlteōtl, and definitely Eris — who could be talked of the bigger picture. By Incognito Love Song, her focus
around to her way of thinking. By the time Imhotep’s plan has moved to doing what she does best: sowing discord
culminates, in Anthem, she may (depending on the play- between the Keepers. She easily identifies which ones
ers’ actions) be working towards a takeover. have inconvenient ethics and which ones are willing to
do anything their plan requires. There’s tension between
the two groups and Eris exploits it, throwing opportuni-
ties in their path for the Keepers to be their worst selves:
SCIONS OF THE upright and inflexible, or a little too happy to revel in
KEEPERS unpleasantness.
The Keepers of The World’s activities are Eris would be horrified to realize she’s doing exactly
secret. Their own Pantheons don’t know what Herakles expects. Being a predictable part of the
about them — except for a few Gods here divine order isn’t her bag; being tricked by a being known
and there who were approached as potential for wrestling monsters and doing other Gods’ bidding
members and rejected the offer. Only a is unthinkable. Eris has unwittingly cast herself as the
select few Scions know anything about their Keepers of The World’s great antagonist. The myth grows
divine parents’ agendas. Most are oblivious. ever more compelling and inescapable, and by the time
The scenarios in No Gods, No Masters don’t she’s participated in Karna’s sacrifice (at the end of Ar-
change if one of the players is portraying a
mageddon Jam) her role is fixed. The more she fights
Scion of one of the Keepers. They start out
as ignorant as any other player’s character, against it, the more the threads of Fate hold her in place.
and they’re completely free to support or She is displeased.
oppose their parent’s ambitions. In fact, By Anthem, the story’s final act, Eris understands
conflict with one’s parent is a rich seam of the position she’s in. Admitting it to other Gods isn’t in
character development. her nature; she’s proud and independent and she’s never
asked the Theoi for anything. That doesn’t mean she’s
accepted her lot. She’s still looking for any opportunity
THE WORM to derail the great plan. Blodeuwedd is that opportunity.

IN THE APPLE Eris encourages Blodeuwedd’s natural inclination to sub-


vert Imhotep’s plan and just end The World. And, unless

E ris, the embodiment of Discord associated with the the Band thwart their plan, she and Eris do just that. Eris
Theoi, has made it her business to ensure the Keepers doesn’t think The World can actually end — and she’s
don’t get anything they want, ever, without giving Eris her

The Worm in the Apple 13


probably right — but it can certainly become a place much of each Axis Mundi, making it difficult for Gods to reach
less friendly to Gods and humans. The World directly.
Eris’s involvement is instrumental to the plot at every When Hekate’s support or opposition affects the sto-
stage, but she’s canny. She often disguises her actions as ry, it’s noted in sidebars titled The Crossroads Goddess.
unfortunate accidents or the intervention of other beings. Exactly how she acts depends on her Attitude. You can
If the players oppose the Keepers’ designs, Eris could be a judge this based on key events in the storyline (e.g., know-
powerful ally — if they notice her influence, which should ing the Keepers are stripping Mantles from divine beings
become obvious by the end of Armageddon Jam. She’s leaves a sour taste in her mouth), or you can track it ac-
a means for the Storyguide to intervene and adjust the curately using the Attitudes rules (Scion: Origin, p. 78).
odds in the Band’s favor. Amongst other things, she’s an In short, actions by or on behalf of the Keepers that
in-fiction way to justify major Consolations. make them look like a fresh start, a better and less med-
If the Band supports the Keepers, however, Eris does dlesome, quarrelsome bunch than most existent Panthe-
everything possible to get in their way. If things are go- ons, improve Hekate’s attitude towards them. Evidence
ing too well for the Band, she’ll make new problems for that they’re hypocrites, meddling in ways equally or more
them. These are usually subtle: unwanted scrutiny from harmful as the Gods they stand against, or that they’re un-
powerful beings or problems with the Scions’ friends or necessarily cruel (not merely compelled to do distasteful
allies that demand their attention. She’s not above luring things, but actively reveling in them) causes her attitude
a titanspawn into the characters’ path if it comes to it. to deteriorate.

THE CROSSROADS In game terms, Hekate is involved so that if the play-


ers’ characters decide to stand with the Keepers, there’s a

GODDESS divine force to oppose them. That builds high stakes and, as
the storyline progresses and the players’ characters grow

H ekate is a neutral party. She’s been quietly watching


the Keepers of The World ever since she realized
more powerful, maintains the right level of challenge.

one of Eris’s grudges had more longevity than most. At the


beginning of No Gods, No Masters, she’s still observing. THE PLAN
T
She recruits the Scions to help her do so discreetly and to he Keepers’ goal is a World beholden to no Gods. But
gain more information on the Keepers’ plans. the Gods are The World. A celestial beetle rolls the
What the Band sees and how they respond directly sun across the sky, a goddess arises from the Underworld
shapes Hekate’s impressions of the Keepers of The World. to kick-start Spring, and sleep comes at the behest of
She may decide they’re right, and The World is ready for Gods both cruel and kind. A God-free World requires the
a new era, just as it was when she helped Zeus overthrow commencement of a whole new era, a new creation myth,
the Titans. Or she may see the Keepers’ cruelty, their pet- and a glorious rebirth.
tiness, and their self-interest, and decide they’re a group Other Gods don’t wish to give up their access to The
of spiteful malcontents who need to be put down. World, which is hunting ground, playground, and king-
She’d rather not trigger another conflict on the scale dom all at once. If they were aware of the Keepers’ plans,
of the Titanomachy when things can be handled more they’d intervene swiftly and decisively. So it’s crucial the
quietly — under cover of darkness, as it were. The Sto- Keepers make them powerless to intervene before they
ryguide can use Hekate in several ways, depending on the have a chance to realize what the Keepers are doing.
players’ goals. Scion: Mysteries of The World goes into detail on
As befits the Goddess of the Crossroads, Hekate has how, in theory, it might be possible to forge a new Pan-
fine control over the Gates and portals of The World. She theon. Read that book for more options and theoretical
can, for example, grant the right to cross any junction — underpinnings. Read this section for an insight into what,
to use any portal — without a Key. She can’t stabilize the precisely, the Keepers’ strategy consists of. Remember
fluctuating reality-state of Atlantis, but she can make sure that not even Gods fully understand the workings of The
the players reach the one they intend to visit, if she and World. The Primordials might, but they’re not sharing
they are on the same side. She can just as easily make it their secrets. The Keepers of The World use educated
nearly impossible for them to get where they’re going. guesses and partial information. They do what they be-
lieve is most likely to work. Sometimes there are gaps;
If she opposes the Keepers, she’ll make absolutely
sometimes they’ve set up redundancies. It’s not a perfect
sure there are portals they never find: transient ones that
plan. If it was, there’d be no way for the players’ charac-
exist only under the right set of intricate conditions. If
ters to oppose or improve it.
she supports them, she’ll actively work to twist the paths

14 CHAPTER ONE: THE KEEPERS OF THE WORLD


The Keepers rely on the other Gods’ hubris and
STEP ONE: ISOLATION overconfidence. To believe that someone was systemati-
The first step of the plan is to weaken the other Gods’ cally destroying their links with The World, they’d have
power. There are numerous ways to do this: appropriat- to believe anyone would want to. In other words, they’d
ing their myths, destroying their Touchstones, and sev- have to be aware of the Keepers of The World. That’s why
ering their Realms from The World. Reworking myths is it’s essential that these first steps are taken discreetly and
complicated and unpredictable — mythic narratives are through intermediaries: Scions and worshippers.
powerful and resistant to change. The Keepers have de-
cided, therefore, to focus on slicing away the connections STEP TWO: SELF-DEFENSE
between The World and the Over- and Underworlds the It’s an obvious tautology, but it’s worth stating: the
Gods call home. Keepers are Gods. What affects the rest of their Panthe-
They do this in two ways: physical destruction and ons affects them. They need their power to remain stable
redefinition. Physical destruction is obvious: If a moun- and strong, at least until their plan comes to fruition, but
taintop shrine is a path to Heaven, destroying the shrine severing Gates and breaking Touchstones weakens them
severs the pathway. If a network of caves forms a gateway just as much as the Gods they’re trying to undermine.
to Hel’s realm, and those tunnels and caves collapse, the They have to shore up their power. Although it’s re-
gate is closed. Redefinition is a little more complicated: pugnant to many of them — either because they have eth-
In these situations, sites of mythic resonance are repur- ical qualms or just because they’re used to being entirely
posed. Leveling a sacred grove and building a shopping self-reliant — the only way they’ve found is to strip away
mall, drowning a place of peace in the blood of sacrifice the mantles of other Gods. It’s produced quite a debate
and conflict, and otherwise making locations distasteful amongst the Keepers. Tlazōlteōtl argues that wrongdoing
and unpalatable to the Gods who use them, all make it is unavoidable, but repentance is always a future option;
harder for the Gods to access The World. Imhotep reluctantly concedes that the end justifies the
They’re working on reforging narratives too, but means; Zalmoxis revels in growing his own strength;
that’s less reliable and can’t be achieved with an earth- Karna and Tolui Khagan search desperately for any alter-
quake or a planning application. Stories are slippery. native; and Meng Po hopes the other Keepers will allow
her to help them forget what they’ve done.

The Plan 15
What hurts most of all is that the safest, most discreet Unfortunately — or fortunately, for anyone opposing
option is to strip the mantles from their own Scions, be- the Keepers’ designs — The World is complicated. The
ings they care for, in their own ways, and who expect the layers of connections between places, Realms, and Gods
Keepers’ protection. are impossible to map. The threads of Fate snarl and
The only alternative any Keeper has suggested is to tangle as often as they snap. It turns out there’s a certain
in some way align themselves with Primordials. Nobody inertia to destruction, and Atlantis, a point of access to
knows how to do that, or whether it’s even possible. But Ocean, the Axis Mundi that flows between all realms,
they do know the Primordials will survive the rebirth of becomes unstable. It might collapse, which would be
The World: They have to, they’re greater in scope and convenient, or it might disappear, sealed off but not gone.
more deeply rooted in The World than any trifling God. That would be a dangerous risk.
So the Keepers move the Breaking of Atlantis up their
STEP THREE: UNIFICATION schedule, tackling it hastily and without due preparation.
The more philosophically-minded Keepers hypothe- Doing so opens deep divides within the group of Gods,
size that they need to truly become a Pantheon in order to rouses Titanspawn, and inevitably catches the attention
achieve such an enormous set of Deeds as re-making The of powers in every Overworld, Underworld, and Mid-
World. A Pantheon is greater than the sum of its parts, they realm. Whether the Keepers succeed or fail, the Breaking
suggest, and a shared identity will bind together divine of Atlantis advances their plan to its final phase.
beings naturally inclined to be self-assured and indepen-
dent. Pantheons don’t have a single consistent structure, STEP FIVE: CEREMONY
but they do all have a great antagonist, a force of Chaos There’s no one central creation myth: There are as
in opposition to whom the other Gods define themselves. many as there are Pantheons — more, in fact. The Keepers
The same voices — including Imhotep, who is at have identified some themes that have weight and power
least nominally the Keepers’ leader — also speculate that and that they can use to drive their creation forward.
if they’re going to birth a new World, even symbolically, • Creatio Ex Nihilo: A distant, supreme being wills
they must build in rebirth to their own myth. Whether creation into existence from nothing
that’s true or not, rebirth and reincarnation are the only
possible ways for the dead of the new World to move on • Divine Parents: Two primordial forces unite, and
and not simply rot in the dirt. creation is birthed through their union

Herakles, more cunning and guileful than most people • Emergence: The World manifests through a series
give him credit for, has devised a way to kill both birds with of evolutions and developments, often spanning
one stone. He’s been playing Eris, the Theoi’s embodiment multiple layers of reality
of Discord, for generations. First he offered her member- It’s too late for creatio ex nihilo. The World’s right
ship in the Keepers, then he withdrew the offer, knowing there, and nobody wants it to end. Divine parents only
she’d take it extremely personally and do everything pos- encourage multiple generations of Gods, with the oldest
sible to undermine the Keepers’ activities. Through doing holding the most power. It’s unequitable and undesirable.
so, she’s become so intrinsically connected to the Keepers The Keepers of The World want to bring forth their new
she’s effectively a member anyway — an unrecognized, un- World through Emergence. It’s in line with the work
official, uncomfortable member. He’ll cement her position they’ve already done: removing connections to other
by tricking her into murdering one of the Keepers, who realms, bolstering their power, and consciously and de-
will then be resurrected. Rebirth and a dark side to the liberately turning themselves into a Pantheon. They just
Pantheon, accomplished in one masterstroke. need the last step.
After the literal violence and pain involved in the
STEP FOUR: previous stages, many of the Keepers want nothing more
THE BREAKING OF ATLANTIS than a symbolic labor and rebirth for their new, God-free
World. Sadly, they’ll need something more tangible to
While closing Gates and breaking Touchstones
complete their work.
weakens the Gods’ connection to The World, it doesn’t
fully prevent access. As long as the Axes Mundi remain They’ve decided that this last step will be a labor
functional, there’ll always be a way back. Severing an Axis pain, and a concrete example of why The World must be
Mundi is a vast undertaking, and it’s impossible to stop safe from interference and other Realms. They’re going
the Gods from noticing. It’s intended to be the last step to unleash hell. Specifically, Tlazōlteōtl, She of the Black
before the rebirth. Lips, She Who Eats Sin and Excrement, is going to drown
The World in its own sin and filth until she darkens the
Sun. And then she’ll submit to the other Gods’ demands

16 CHAPTER ONE: THE KEEPERS OF THE WORLD


for her to desist; she’ll repent, as all beings have it in their the resistance (or allies) the players’ Scions will face (or
nature to do. work with) as the time of rebirth draws near.
And when she’s done, she and the other Keepers Scions aren’t direct extensions of a God’s will, but
will step away from The World, leaving it in the hands of these vital agents are as close to that as possible. Their
the Primordials. Or they would, if Gods could be relied divine parents have spent their entire lives, from their
upon to make themselves small. Imhotep is prepared for first Visitation onwards, guiding them and shaping them,
betrayals, power grabs, and last-minute doubts. steering their lives to make them inclined to agree with
the Keepers’ plan.

ON THE DL The Keepers’ other major asset has always been time,
but that’s no longer true. Previously, they could leave gener-

A lthough this section talks a lot about the Gods


who make up the Keepers of The World and their
agendas, their activities are discreet, and they take
ations of mortal lifespans between major actions, making it
hard to spot any discernible pattern. Now that The World’s
connections to other layers of reality are weakening, it’s
great pains to keep their secret plan just that: a secret. impossible to ignore that something’s going on. The closer
Primarily that means doing their jobs and keeping their they get to rebirth, the more they’re forced to press on,
dissident opinions to themselves in front of other Gods no matter how much attention comes their way. They’re
or beings who might be able to put the pieces together. really not prepared for that, and it makes them vulnerable.
They act through intermediaries: Scions from the newest
Ironically for a group of Gods who want The World
and least noteworthy (though no Scion is forgettable or
to be free to chart its own course, the Keepers of The
underwhelming) to the more versatile and powerful.
World spend a lot of time and effort meddling in the af-
Where possible, the Keepers direct their Scions or fairs of mortals. They’re not oblivious to that truth. It’s
worshippers to act for them. They don’t explain why, and amusing to some (Wayland, Tlazōlteōtl), a means to an
they don’t give any of their agents enough exposure to end for others (Herakles), and an uncomfortable truth for
their plans to understand what they’re part of. As their most (Imhotep, Meng Po, Tolui Khagan). This hypocrisy
plan draws closer to fruition this is harder to do: Their nestles at the heart of the Keepers. Forcing them to con-
agents start to suspect what’s coming, and most of them front it is a good way to open up divisions between them.
(Scions especially; worshippers much less so) resent be-
ing kept out of the loop, even if they agree with the plan. NEW GODS,
That would be a problem if most of them weren’t going to
be significantly weaker after The World’s rebirth. NO MASTERS
N
Most of the Keepers have seeded dissent and dis- o Gods, No Masters introduces two new deities:
agreement through their mortal worshippers, resulting Blodeuwedd and Eris.
in schisms and splinter groups. None of them are apoc-
alyptic. None of them are preparing for the end of The BLODEUWEDD, FACES OF
World. None of them are crying out for freedom and
cursing the Gods’ names. They’re just small groups with FLOWERS (PLANT DON)
incrementally different spins on what ‘their’ God wants Aliases: Blodeuedd, Blodewedd
from them or wants The World to look like. Some small Blodeuwedd embodies the transition from being
groups decide another God is an enemy, based on some a pawn in another’s story to claiming one’s own power.
strange detail of a myth, and deface their Touchstones or Lleu Llaw Gyffes sought to overcome several curses
clash with their cults. Others make friendly overtures to placed upon him by his mother, Arianrhod, one of which
the cults of other Keepers. Mortals will be mortals, and prevented him from taking a human wife. This ban
the Gods take no responsibility for their crazes. blocked Lleu from kingship, since he needed a bride to
An assortment of clueless, deniable assets isn’t act out his symbolic marriage to the land. Lleu tasked two
enough to get the job done. Every one of the Keepers (ex- saints, Math and Gwydion, to craft a maiden from flow-
cept Blodeuwedd, who doesn’t have Scions) has one or ers to counteract this curse. These saints wove together
two carefully chosen, sometimes deliberately made, Sci- blossoms of broom, meadowsweet, and oak to create the
ons who are in the know. Some of them are even familiar fairest woman ever seen and brought her to life.
with each other, though none of them are close enough to Initially Blodeuwedd was a subservient wife, sup-
be called a Band: That would attract too much attention. pressing any desires or needs that conflicted with her
Throughout the later stages of the Keepers’ plan, these husband’s. As time passed, she gained understanding of
agents become more important. They’re the majority of her situation: a living creature given in service to another

On the DL | New Gods, No Masters 17


without her consent. Blodeuwedd and the huntsman sowed discord among the gods. She threw a golden apple
Gronw Pebr, who loved her, plotted to murder Lleu, over- inscribed with “To the Most Beautiful” into the gathering,
coming all the complicated protections his mother had causing Hera, Athena, and Aphrodite to quarrel about
bestowed on him to make him functionally unkillable. who was the most deserving of this object. Zeus appointed
What was intended as a murder became an Apotheosis Paris, the Prince of Troy, to resolve this dispute, and the
event. Reborn as a God of the harvest and sacrifice, Lleu young man’s lust became the genesis of the Trojan War.
transformed into an eagle and fled. Herakles played on Eris’s temperament when he in-
Through her self-actualization and orchestrating the vited her into the Keepers of The World and then rejected
death of a near-unkillable hero, Blodeuwedd ascended her. She’s spiteful, she holds grudges, and has no concern
to Godhood. From that perspective, she could see all for consequences. She fell right into his trap: She’s going to
the other beings, mortals, Scions, and others who were wreck the Keepers’ plans absolutely and irreparably, and
trapped in service against their wills. Her own reward she’s going to wait for the worst possible moment to do it.
wasn’t enough. She wanted freedom for all of them — There’s no reasoning with Eris. Chaos and destruc-
from masters, spouses, kings and Gods. That’s what the tion delight her, and she follows her whims wherever they
Keepers offer. lead her. Unless she’s presented with something more
When Herakles recruited Blodeuwedd, he thought he destructive, more apocalyptic, more juicy than starting a
was completing the Keepers’ Pantheon by adding a God of war between the Keepers and the other Gods, she’s going
fertility and growth. He thought, incorrectly, that Blodeu- to play this game through to its end.
wedd would simply slot into her allotted role. Instead, she The modern World excites Eris. Mortals still war
observed the power imbalances and implicit hierarchy over disparities in resources and differences in belief.
within the Keepers and came to understand that while With the development of the Internet, she gained a new
they wanted many chains broken, some Keepers also battleground to dominate. Eris blesses those who sow
wanted them reforged and placed in their own hands. strife, whether they are trolls who intentionally rile up
Over the course of No Gods, No Masters, Blo- others or envy-provoking influencers with controversial
deuwedd concludes that Imhotep’s plan doesn’t go far opinions — her preferred persona when she Incarnates,
enough. It’s not the radical freedom from Gods The and her preferred Scions too. Woe to any who attempt to
World needs. She’ll go further and destroy the Keepers “cancel” her Chosen; Eris is quick to remind others of the
along with The World’s connections to the other Gods. peril of shunning her Scions.
When Blodeuwedd Incarnates into The World, she Callings: Adversary, Trickster, Warrior
often takes the form of a barn owl. As a human, she is Purviews: Chaos, Deception, Passion (Rage), War
young and beautiful, with golden-blonde hair. She spends
time as a domestic abuse counselor or an investigator in
human trafficking cases. Blodeuwedd rarely chooses Sci-
EXPANDED
ons: She dislikes having that much power over another ATTITUDE RULES:
creature. When she does, she chooses people who free
themselves from exploitative relationships. GROUP LOYALTY
Callings: Creator, Lover, Trickster
Purviews: Beasts (Owls), Beauty, Deception, Earth, T his section expands on Scion’s rules for Attitude
(Scion: Origin, p. 78). The Keepers of The World are,
to varying degrees, loyal to the group’s ideology and leaders.
Fertility, Moon, Passion
Over the course of No Gods, No Masters some of them
ERIS, GODDESS OF STRIFE become increasingly devoted while others are disillusioned
and dissatisfied. Both attitudes are useful to the players’
AND DISCORD (THEOI) Scions, depending on their aims.
Aliases: Discordia, Strife By manipulating individual Group Loyalty, the Sci-
Daughter of Zeus and Hera, Eris’s lust for battle rivals ons can influence who’s still supportive of the group’s
the rage of her brother, Ares. Unsatisfied with simply be- goals by the climax of the storyline and who’s lost faith
ing the embodiment of conquest, she slew her half-sister in Imhotep’s plan. With a few emotional nudges, they can
through Zeus and Nyx to also take on the mantle of the force the ritual to fail — or even get Imhotep to abandon
goddess of strife. Mortal and God alike dread her pres- the idea.
ence, but they all know better than to shun her. When Group Loyalty works very much like Attitude. The
the other Theoi snubbed Eris by not inviting her to the stronger a Keeper’s positive attitude to the group, the
wedding of Peleus and Thetis, Eris crashed the party and

18 CHAPTER ONE: THE KEEPERS OF THE WORLD


easier it is to entreat them for help pursuing group goals; characters made. Although the Gods themselves don’t
the harder it is to convince them to undermine the group. make many personal appearances, their Group Loyalty
With a strong negative attitude, the reverse is true. Group is a good proxy for their Scions and worshippers’ senti-
Loyalty represents commitment to the Keepers’ philoso- ments. There’s a copy of the Group Loyalty table on p.
phy and overall strategy, as defined by Imhotep. It doesn’t XX for you to update throughout the storyline.
account for alliances, ideological schisms, or personal Group Loyalty often runs up against Attitude: A
vendettas. Atmosphere doesn’t affect Group Loyalty. Keeper might have their doubts about the group’s direc-
Regrettably, you can’t change someone’s world view by tion (a mildly negative Group Loyalty) but be dedicated to
playing some smooth jazz. a friend (a high positive Attitude). Conversely, they might
The Group Loyalty table shows each Keeper’s atti- be fully devoted to the group, but loathe another member
tude to the group as it stands at the start of Armageddon of it. In cases of conflict, use whichever of Group Loyalty
Jam. The conclusion of each story includes modifications and Attitude has a higher numeric value. Attitude takes
to some members’ loyalty, with a couple of variations to priority in the event of a tie: Personal connections have a
reflect how the story played out and what choices the more immediate impact than abstract group loyalty.

KEEPER GROUP LOYALTY


Blodeuwedd N/A
Herakles +4
Imhotep +5
Karna +3
Meng Po +3
Tlazōlteōtl +2
Tolui Khagan +2
Wayland the Smith +1
Zalmoxis +1

GROUP LOYALTY LEVEL POSITIVE EXAMPLE NEGATIVE EXAMPLE


1 Inconveniences themselves for the Takes steps to distance themselves
group from group actions
2 Invests resources in the group’s Unwilling to take personal risks
success
3 Puts the group’s agenda above Pursues their own self-interest at the
their own expense of the group
4 Has no agenda but the group’s Actively undermines the group
5 Would sacrifice themselves (or Undermining or destroying the group
others) to the cause is their sole concern

Expanded Attitude Rules: Group Loyalty 19


CHAPTER TWO
Some say the world will end in fire,
Some say in ice.
From what I’ve tasted of desire
I hold with those who favor fire.
— Robert Frost, Fire and Ice

Imagine discovering you’re the Scion of a God just as everything in between is driven by the players’ Scions and
you learn The World is ending. It’s going to be a rough week. their choices. The Scene Map on p. XX presents a likely
path, but there’s no accounting for players’ decisions.
OVERVIEW More cautious groups will likely start with Procedural
The story starts before the players’ Band steps onto or Intrigue scenes; groups inclined to dive in at the deep
the stage. The Keepers of The World — the secret confed- end will throw themselves into Action-Adventure. Some
eration of deities who seek to sever The World from the groups will see every scene in the storyline; some will
realms of the other Gods, and thus their interference — skip huge parts. And that’s fine.
are working on severing key links with the other realms, If players skip one or take a roundabout route, they
called Overworlds and Underworlds. They’ve disguised won’t miss anything critical: A lot of leads and clues lead
their operations as natural or human-made changes, but to the same key people and places. Use Consolations (Sci-
as their activities ramp up, they begin to draw attention on: Origin, p. 70) to drop hints and directions if there’s a
from other Gods. scene you really want the Band to see or a character you
Hekate, Goddess of the Crossroads, is one of the want them to meet. Use neutral or friendly Storyguide
first to notice. She sees a great juncture in the future of characters like Travis or Alesha Dwarnam to gently probe
The World, the possibility of great change and upheaval. the Band. That way you’ll see what clues the players have
She wants to know more before she makes a decision on picked up on and what information you need to deliver
whether to intervene or inform any of the other Gods. To again in a clearer form.
keep the matter private, she needs new playing pieces, Most importantly: The Keepers’ plans progress
and chooses the players’ Scions: They’re based in the city whether the characters engage with them or not. If noth-
that will play host to the Keepers’ first great action, the ing else, they’ll hear about events in their city in the me-
sacrifice and rebirth of a God. dia (news features on river diversions, reports of animal
Acting through her own Scion, Travis, Hekate attacks around a cave network, and stories on a true crime
brings the Scions together and ask them to explore the podcast), and the prevalence and strangeness of these
strange forces acting on The World. If they do so, they events should prompt them to be concerned.
find out that the bonds between The World and other
realms are weakening and discover a cataclysmic event ON-RAMP TO ARMAGEDDON
in The World’s future: the destruction of portals and The players’ characters are Origin level Scions. At the
Touchstones worldwide. Hekate assumes this is what the beginning of Armageddon Jam it’s assumed they don’t
threads of Fate are weaving toward. know of their heritage, though they might have experi-
In investigating the disturbances, the Scions encoun- enced some Omens or signs of something coming. They
ter the Keepers’ agents, tangle with Eris, Goddess of Dis- live in The World, so of course they’re aware of divine
cord — who thinks she’s obstructing the Keepers of her influences and the interventions of the Gods; they’ve
own volition, but in truth is being manipulated by Herak- followed Scions’ exploits on social media and felt whis-
les — and come to understand their goals. They’re asked to pers of power in places with strong mythic resonance. If
make a choice: Are they with the Keepers or against them? you’re using the ready-made characters provided, they’ve
all lived normal, human lives up to this point. If the play-
Armageddon Jam concludes at Sentinel Falls. Either ers made their own characters, they might be mythic
the Scions are trying to prevent its destruction or aid in it, or creatures or come from other realms. In that case there’s
maybe they’ve come up with an alternative way of achieving less explaining to do: they’ll understand more about The
the same effect without dooming thousands of mortals. World from the start and make sense of what’s happening
with less handholding.
RUNNING THIS ADVENTURE Assuming the characters start out in the dark, Arma-
Armageddon Jam isn’t a linear adventure. It geddon Jam has to do double duty. As well as getting the
starts with a series of omens and ends with a bang, but characters ensnared in the Keepers of The World’s plans,

on-ramp to armageddon 21
SCENE MAP
After the first couple of scenes the events of Armageddon Jam happen when the characters
are around to see them. They could happen in just about any order, but the scene map below gives
an idea of how the scenes naturally flow. Scenes that change significantly (like Blood and Stone,
Stone,
p. XX) based on other events include sidebars noting these variations.

this is their origin story. It’s about them discovering their Mundi that connect it to the Over- and Underworlds.
identities as Scions of the Gods and deciding what that This is their primary goal throughout Armageddon Jam.
means to them. There’s space between Armageddon Jam The Keepers primarily responsible for this operation are
and Incognito Love Song to allow the characters time to Wayland the Smith and Zalmoxis.
do their own thing in between investigating threats to the Wayland the Smith is a master of the forge and a
sympathetically resonant locations of The World. canny creator, and as such is well placed to engineer the
Alternatively, you can keep the group focused on the physical destruction of key locations. He’s also casually
A- and B-plots (see The Keepers of The World) and dial cruel: He enjoys taking things apart, just for the fun of it,
up the tension just by pushing the Keepers’ actions closer especially if they’re things other beings care about.
together and creating a sense of pressure. It bears repeat- Zalmoxis is a chthonic deity from eastern Europe
ing: don’t do this for brand new characters, especially for (Romania, to be precise). A god of blood, blood magic, and
players who’ve never experienced Scion before. Let them cruelty, Zalmoxis empowers his servants with blood mag-
experience The World as it’s supposed to be before you ic to pervert and twist sympathetic links so they no longer
set to work breaking it. serve the Gods who’ve used them for eons. His manipula-
tions are subtler than Wayland’s outright destruction, but
A BESPOKE ARMAGEDDON just as dangerous.
The ready-made characters starting on p. XX come The two Keepers’ servants are carrying out destruc-
with ties to their city and the storyline. tive operations all over The World, but the players’ Band
If players are making their own characters, each one only interact with their work in the characters’ home city,
should have some useful connections in their starting and only interact with local agents.
city. Local government, media, law enforcement, academ- Wayland and Zalmoxis are hostile Gods, and their agents
ics, city historical societies, and any other groups or indi- are nasty people using dangerous tactics. Keepers who meet
viduals who care about local monuments will be helpful. them are likely to perceive the Keepers as enemies.
Working in these connections is easier than it sounds:
Characters needn’t be professionals in these sectors to THE B-PLOTS
have contacts there. They might know people through The Keepers’ Pantheon lacks one key member: They
the PTA, the HOA, Neighborhood Watch, their knitting need an adversary, a powerful force of Chaos for the
group, their gym… it’s a small World. Gods to oppose. That adversary needs to be a meddler, a
hands-on, actively ruinous force. They hurt The World,
THE KEEPERS OF THE WORLD the Keepers defeat them and justify a new creation.
The Keepers of The World are entering the final stage The group has identified Eris as the most appropriate
of their plan. They’re about to embark on a new creation, candidate. Herakles has been working on her for years.
birthing a better World that will be free from the meddling He denied her membership in the Keepers, knowing the
of the Gods. It’s taken an age to get this far, and while the God of Discord knew how to hold a grudge. And he was
final phase will be comparatively quick, it’s still going to right. Eris puts a lot of energy into opposing the Keepers,
take months, or even years (depending on how much the stymying every plot she uncovers. She’s turning herself
players’ Band obstructs them) to come to fruition. into their Great Enemy with very little work from them.
Throughout Armageddon Jam, the Keepers work Eris is a good option, but she’s not the only possibil-
primarily through Scions and worshippers. They’re not ity. If the Band is set on opposing the Keepers, they can
ready to tip their hand just yet. fill this role instead. Ironically, Eris will be equally angry
THE A-PLOT whether she’s tricked into taking a role in the Pantheon or
denied one in favor of the players’ Scions.
To free the world from its Gods, the Keepers have to
sunder The World from the Gates, Touchstones, and Axes

22 CHAPTER TWO: ARMAGEDDON JAM


The designated adversary has a specific role in this if a supporting character becomes interesting, they can
phase of the Keepers’ creation myth. Rebirth is a key always reappear later or become a connection down
theme of their narrative, so they need someone to die and the line. If two characters have a close relationship (e.g.,
be reborn as a symbolic microcosm of The World’s new siblings, spouses, best friends) consider combining their
era. Someone’s going to lose a fight with the adversary, intro scenes so you engage more players at once and
and then be reborn. Karna’s been volunteered for this reduce the amount of time everyone spends waiting to
role, taking one for the team yet again. speak. Importantly, allow every character a chance to do
Herakles is in charge of handling Eris (or the new ad- or interact with something beyond the norm.
versary/adversaries). Famed as a God of Strength, many Once you’ve run through all the mini scenes, ask each
underestimate his capacity for guile. That makes him player if their character’s going to attend the rendezvous
perfect for this underhanded operation. mentioned. If not, proceed to Big Bang. At the end of that
Meng Po will be on hand to bring about Karna’s re- scene they receive another sign. Either choose from the
birth. The cycle of death and reincarnation is her purview list or improvise one using some of Hekate’s symbols:
in the new Pantheon, and by shaping this part of the myth pairs of torches, keys, doors, companion dogs, snakes,
she ensures that it will be a process governed by kindness trios of women, or certain poisonous plants (yew, bella-
and empathy. donna, aconite, dittany).

Meng Po, Karna, and to a lesser extent Herakles, THE SIGNS


make good first impressions. Even though their agenda is One character at a time, set the scene: They’re going
to trick the characters, they present a strong case for the to or coming home from work, heading out to meet a fam-
ends justifying the means. Scions who interact with them ily member or friend, or something similarly mundane.
are more likely to feel some sympathy for the Keepers. Prompt them to supply some details: What mood are they
in? Why? Ask them to describe one good or bad thing that

ARMAGEDDON JAM happened to them/that they’re expecting for the day. Ask
where they work, what type of restaurant they chose, etc.

W hen The World falls, can a group of people, their lives As well as saving the Storyguide from having to design
newly touched by Fate, keep it standing? every element of a character’s backstory and life, it’s a fun
roleplaying exercise to help players get inside the head of
Armageddon Jam’s designed for Origin level Scions:
their new character.
it happens before their first Visitation. At this point, most
aspects of The World are mysterious to them. They’re Hekate reaches out to each character through the
about to learn about all the wonders of divinity just as the following signs. Run each of these scenes in sequence,
Keepers are dismantling them. and when they’re all done, tell the Scions that whoever
(or whatever) they’re interacting with — whether a trio
A quick word on setting: Armageddon Jam isn’t
of women, dogs, restaurant host, their own doormat or an
set anywhere specific. You can drop it straight into any
online form — says or reads “Crossroads Tavern, 9 p.m.”
location in the Anglophone world — or anywhere in the
Nobody else hears or sees these words, and the speakers
entire world, with some simple name and detail changes,
are all sure they said something appropriate to the con-
such as swapping a dive bar for a coffee shop in At the
versation (“do you have a reservation?”; “thanks for your
Crossroads, as an example.
help”; “woof”).
PROLOGUE: READ THE SIGNS • End of The World: Behind a table set up to block
the sidewalk, a trio of similarly dressed women cajole
The story kicks off with brief scenes that introduce
passersby to take their leaflets about the apocalyptic
each player’s character and culminate with a sign from
impact of climate change. As the character passes, one of
Hekate. They’re going about their normal lives — whatev-
them faints. When the Scion revives her with a Medicine
er normal looks like for them — when the first indications
+ Composure roll, all three of the women speak in unison
of The World’s strangeness start to intrude. The signs
to deliver their message.
below should work for any new Scion, not just the ready-
made characters on pg. XX. • SQUIRREL. MYTHIC SQUIRREL: A dog walk-
er nearby is struggling with her charges: a chihuahua, a
These scenes are opportunities for each player to
spaniel, and a German shepherd. They’re all trying to get
briefly take the spotlight and create a first impression
to a squirrel (or appropriate local pest) that’s fled to the
of their character. Keep them short and punchy: While
top of a nearby lamppost. The dog walker asks for help,
one player’s showing off, the rest of the group can par-
and when the Scion calms the dogs with an Empathy
ticipate as small-time supporting characters. Of course,
+ Composure roll, their cacophonous barking briefly

armageddon jam 23
becomes human speech. Nobody else nearby hears any- recognize signs of Hekate. If not, as a Consolation, they
thing except barking. get an Enhancement on their next Occult action to reflect
• A Dangerous Threshold: As the character returns whatever research rabbit hole they tumbled down.
home, fitting their key into their front door, a snake slith- Scions of Hekate (even though they don’t yet know
ers out from beneath their doormat. It’s quickly followed their nature) have an easier time. If they investigate, re-
by two more. They strike the Scion, inflicting 1 Injury search, or think about the phenomena, or if they have at
Condition, unless the Scion makes an Athletics + Dexter- least one dot in Occult, they know these signs and sym-
ity roll to avoid them. The snakes disappear rapidly into bols are associated with the Crossroads Goddess. In fact,
the nearest foliage. For a moment, as the character looks they’re certain of it, with a conviction they can’t explain.
down, they see words printed on their doormat.
• Warm Welcome: The doorway to the restaurant BIG BANG
or bar the character’s visiting is flanked by two flaming The characters’ home city has a public space named
torches. If they’ve visited before, this is a new develop- Memorial Park, built to commemorate local men who
ment. The staff member who greets them as they step in- died in a late nineteenth century war. The park’s conve-
side smiles and says something the Scion can only inter- niently close to the Crossroads Tavern, and if the char-
pret with a Culture + Cunning roll. It’s Hekate’s message. acters head there early (before late afternoon), they find
• You Dropped This: A woman calls out to the the bar’s closed, and the park makes a convenient place
character, interrupting whatever they were doing. She’s to wait.
brandishing a key in her hand. “You dropped this,” she In the park stands a building called the Parthenon.
says — and indeed, it’s the character’s own house key. Yes, It’s a near-perfect, though half-size, replica of the original
even if it’s supposed to be attached to a keyring, tucked Athenian Parthenon, and it’s a little-known gateway to
away in a bag, or otherwise not droppable. “No worries,” Mount Olympus. And today that gate’s going to close.
she says when the character thanks her, or asks how she The Parthenon is usually open to visitors, but it’s been
got it. If asked again, she noticed the key slipping from the closed for weeks for “urgent repairs.” There’s nothing
character’s coat or bag as they walked ahead of her. She wrong with it whatsoever: Galand Heritage (a company
leaves the character with a message. owned and run by Harlan Smith, a Scion of Wayland the
• Multiple Choice: Filling in an application form, Smith) persuaded the city the Parthenon was on the point
personality quiz, or even selecting extras on an online food of collapse and needed urgent restoration. Persuasion here
order, the character comes to a question with three answer includes a significant personal donation to city council
options. The first two are normal but the third is a message. member Aimee Spillman. After making a lot of noise about
If they refuse multiple invitations (which they’re how unstable it was, today Smith’s going to knock it down.
welcome to do), circumstances conspire to get them to Ideally the collapse happens whenever the Scions are
the Crossroads Tavern anyway: They mean to go home close enough by to hear, or even better, see it; failing that,
or to another destination but take a wrong turn; if they it’s late afternoon. It attracts a local TV crew and newspa-
stay home a lightbulb blows or they run out of cigarettes per reporters, and before the sun sets it’s city-wide news.
and have to go to a store. One way or another, they find If it’s at all plausible, the characters are nearby: Their
themselves across the street from the Crossroads Tavern workplace overlooks the park, their walk home from
at 8:58 p.m. lunch takes them through it, or their home has a glorious
This is railroading. But it’s also an important part of park view.
the narrative: Not only does the Goddess Hekate have The collapse is sudden. One moment there’s a crew
plans for the characters, but so does Fate itself — a real, walking through, taking measurements and samples,
tangible power in Scion — and swerving their responsi- then there’s a sound like a massive hammer striking
bility is not an option. If necessary, reassure your players stone. It leaves anyone nearby with a ringing headache.
that it’s the only time in No Gods, No Masters they’ll be The Parthenon falls, gracelessly, collapsing into itself in a
pushed into a course of action this way. heap of white stone.

SYMBOLS Wherever the characters happen to be that after-


noon, they hear the thunderous collapse of the Parthe-
The characters will surely realize something strange
non. It’s louder than it should be — it’s heard right across
is afoot. If they investigate, or even spend time thinking
the city — and as it falls the sky darkens and a violent
about what they saw, they may recognize Hekate’s ico-
thunderstorm rages across the sky. The storm blows hard
nography. Call for an Occult + Intellect roll (Difficulty 2).
for several hours. Sensible folk get indoors and stay there
Reduce the Difficulty by one for every sign they’ve seen
until it passes.
(or are told about) after the first. If they succeed, they

24 CHAPTER TWO: ARMAGEDDON JAM


Characters who are already in the park when the Any action by the characters is enough to save Ant-
Parthenon collapses or who go there immediately from ony: Either they get him out of the rubble in time for
somewhere close by are in time for First Responders, someone nearby to give him first aid, or they save him
Eyewitness Account, and In the Ruins. They have a themselves. If the Scions don’t act, he’s dead by the time
handful of minutes before EMTs and police arrive and paramedics arrive. That doesn’t mean the characters lose
usher them off the scene (possibly keeping them close by the chance to speak to him: His ghost’s still there in Fall-
to give statements) and a crew from local TV news shows en Parthenon (p. XX).
up (definitely asking them to provide soundbites). Every-
EYEWITNESS ACCOUNT
one else who saw the Parthenon fall melts away as soon
as the storm bursts. Having a replica temple collapse around you is trau-
matic, and Antony Carvalho is severely concussed from
Characters who arrive later that afternoon experi-
his head injury unless one of the characters healed him,
ence Preliminary Enquiries.
but he’s got useful information to share. The characters
FIRST RESPONDERS need to be patient with him: He’s confused, fumbling his
words, and frequently stopping to collect his thoughts.
Most of the workers on and around the Parthenon
escape the fall unscathed. Only Antony Carvalho, a sur-
veyor in his sixties, is caught in the collapse. He’s trapped
under the rubble and knocked unconscious by a blow
FIELD:
from falling masonry. Characters in the park when the Memorial Park, in front of a ruined monument, with
Parthenon collapses are well placed to save Antony’s life. a storm whipping up the sky.
This is an opportunity for a Scion to manifest Atmosphere: Apocalyptic
one or more signs of their Calling. Be generous with Attitudes and Bonds:
them: Having a particular Knack is less important than Antony Carvalho:
the mood and area of the Calling, in this very early stage. PCs (3 — they just saved his life)
A Leader rallies those around them to help move fallen
stone, a Hunter’s keen eyes spot another dangerous col-
Antony’s a stocky man in his early sixties, with
lapse in time to get out of the way, a Healer or Liminal
shaggy salt-and-pepper hair, currently bloodstained, and
brings Antony back from the brink of death.
a chunky cable knit sweater under his hi-vis vest. He’s

armageddon jam 25
mystified by his survival, eager to talk, and self-as- • The storm is literally angry. Elsewhere in the city, it’s
sured. He keeps touching the wound on the back of his just intense. Inside Memorial Park the rumbles of thunder
head while he talks. Antony’s drive for the scene is to tell and numerous, repeated lightning strikes feel downright
someone what happened. threatening. An Empathy + Composure roll tells a char-
Without influence, Antony tells the characters: acter the storm has real presence; it’s not intelligent, but
it’s a manifestation of anger. (Even a minor impediment
• He heard someone speaking a weird language a like this provokes a strong response from the Theoi, though
few seconds before the building came down. He knows a not a conscious one). This roll has a +1 Complication: If not
Swedish-German off TV, and it sounded a bit like him. (It’s bought off, the character is tense and rattled for the rest of
Old Norse, but Antony doesn’t know that). He wonders the scene (+1 Difficulty to Resilience rolls).
where the devastation would fall on the Richter scale.
• Scent the Divine (if anyone has it; just give out the
• In the split second before the first stone fell, he felt information if not) gives characters the momentary im-
a wave of force coming from in front of him, in the middle pression of a murmuring crowd, the faint scent of olives
of the building. and the feel of a warm breeze — as if they were in the
• There were three people inside the Parthenon: marketplace of an ancient Mediterranean city. (The tang
Antony and his two colleagues, Brandon McNally and of Æsir magic was strong enough to make this Theoi pres-
Lisa Bridges. (People on the scene at the time saw three ence impossible to notice earlier).
people, not including Antony, fleeing; Brandon and Lisa • If characters can get past the two cops keeping
are still nearby, in shock, waiting for emergency services. watch over the site (from the back of a nearby police van,
The third person was Frankie Smith, who has fled — see they’re not braving the weather without good reason),
Long Gone, p. XX). they can get inside the ruin and gather the same infor-
With successful Influence checks, Antony shyly tells mation as In the Ruins (p. XX). Getting inside requires
the characters that he thinks he died — or came close to it. either a Stealth + Dexterity or Empathy/Persuasion +
He saw a light ahead of him and the robed figure of a saint Cunning (Difficulty 2) roll.
gesturing him forwards, but as he started to walk towards
it there was a rumble, like thunder or an avalanche, and it
FATE’S TRIPWIRE
closed off before he could reach it. For the rest of the day, the characters experience
minor echoes of the Parthenon’s collapse. Small objects
IN THE RUINS break and crumble, and the storm’s thunderclaps feel
Characters who are already in the park or who arrive much closer than they should.
quickly can poke at the ruins before police arrive to re-
strict access.
• To anyone with Scent the Divine (Scion: Origin,
p. 105) there’s a faint scent of burning amber and a whiff
A CROSSROADS
of ozone in the air. If nobody has this Knack, reveal this AND A NEXUS
information anyway.
The Crossroads Tavern exists in many places at
• A Science + Intellect roll indicates that the build- once, in the downtown of numerous cities across
ing didn’t fall down so much as explode: the walls were The World. Scions, and others invited there,
pushed outwards by a blast from inside. There’s no trace can reach it from most major cities. Sometimes
of explosives, though. it’s just… there when it needs to be, even if the
characters weren’t planning to go there.
• Characters who shift any of the debris with an
Athletics + Might check (with a +2 Complication: if not No Gods, No Masters takes the characters
bought off, the characters pull muscles or otherwise in-
across many locations, and the Crossroads
Tavern is Hekate’s gift to them (and our gift to
jure themselves, taking 1 Injury Condition) find a deep
the Storyguide), eliminating the need for long,
depression in the middle of the floor, as if it was struck by boring, travel planning sequences and concerns
a hammer. Cracks radiate out from the depression. like ticket costs. Play this up — with characters
PRELIMINARY ENQUIRIES seeing different stores next door to the bar, with
different phone numbers and advertisements,
Characters who visit the park that afternoon, but and people speaking with different accents or
after the initial collapse, miss the opportunity to speak to different languages — or keep it as discreet as
Antony Carvalho or walk among the ruins, but they can you prefer, depending on how obvious you want
still uncover several useful leads. to make the wonder and magic of The World.

26 CHAPTER TWO: ARMAGEDDON JAM


grey hoodie and jeans, and looks to be in her thirties,
AT THE CROSSROADS though depending on how the light catches her, she can
The Crossroads Tavern is an old bar in an old part of look anywhere from twenty to fifty. She gets an espresso
town. The other buildings on the block are a pawnbroker, martini and heads for her reserved table.
a computer repair shop, and a convenience store. The
Travis is reserved, laconic, and thick-skinned, with
Crossroads is on the corner, and on an actual crossroads
a dry sense of humor. She picks at the skin around her
not far from Memorial Park. In one direction, there are
fingernails while she talks.
more small businesses struggling to stay afloat; in anoth-
er, a whole block’s been leveled for a large-scale regener-
ation project; in the final branch of the crossroads, brand FIELD:
new office blocks for modern, thriving corporations make
the road look like a portal to a brighter future. The Crossroads Tavern, a venerable dive bar
with ideas above its station.
The Crossroads Tavern itself has been around for de-
cades, maybe even since the city was founded. It changes Atmosphere: Convivial, relaxed
hands every few years, and it’s been everything from a Attitudes and Bonds:
neighborhood watering hole, to a live music venue, to a Travis: Moon (5), Player Scions (2)
sports bar, to its latest incarnation as an upscale cocktail bar. Moon: Player Scions (1), Travis (5)
PREPARATION
Characters who do any research on the Crossroads Travis tells the Scions that she’s here to talk about the
Tavern learn: collapse of the Parthenon earlier that day. There’s more
• It recently relaunched as a fancy, bougie, cock- to it than it seems, and the characters are the ones who’ll
tail bar. find out more. If pressed, Travis makes it clear that she’s
• It closes down and relaunches every couple of years not hiring them: She’s facilitating what they have to do
with some new gimmick. anyway. It’s not her choice any more than the characters.
They’re free to believe her or not, as they choose.
• It’s in a weird part of town — not just a physical
crossroads, but a junction of different districts — meaning She didn’t send the unsettling signs the characters saw
it gets a very broad range of customers. (this is true, Hekate did), but yes, she knew ahead of time
that something serious was going to happen that afternoon
• It’s got good Squawk! reviews. It’s particularly not-
ed for its selection of specialist martinis.
In summary, there’s nothing remotely special about WHEN THE WORLD
the Crossroads Tavern. It’s just a bar.
CHANGED
Characters who show up early to the venue get a
little more. This is an opportune moment for the characters
to reflect on how they feel about the burgeoning
• It’s a pretty safe place: It’s a relaxed environment, weirdness. Go around the group and ask each
everyone seems easygoing and just out to have a good in turn what they’re thinking. How do they
time. It’s more of an after work drinks place than a sports explain the strange sign (or signs) presented to
bar or hub for rowdy undergrads. them? What previous experiences — major or
• There’s a table reserved (with a little black card) for minor — have they had that make them think
“TRAVIS, 9 PM.” there’s more to The World than they thought?
What do they hope this meeting, tonight,
• The two bartenders (Scott and Hayley) say it’s not means? What are they afraid of?
unusual for someone to reserve a table, but they did think
it was weird that (a) Travis was a woman (tall, skinny,
dark skin and purple hair) and (b) she brought her dog, a Travis says, sounding resigned, that the characters
raggedy looking wolfhound, with her, though (c) it didn’t will end up involved in this anyway. The collapse of the
occur to them to tell her dogs aren’t allowed. Travis isn’t a Parthenon seems like it’s part of something much bigger,
regular: They’d never seen her before that morning when and you can’t fight Fate.
she came in to reserve the table.
LEADS
YOU MEET AT A TAVERN As well as the Parthenon’s collapse, there are other prob-
Travis arrives at exactly 9 o’clock, with a scruffy lems in the city, other acts of destruction and disassembly
wolfhound (Moon) by her side. She’s tall, wears a plain that strip away locations’ character and make the city a more

armageddon jam 27
bland, less wondrous, place to live. Travis points the Scions of their personal and professional ambitions. That doesn’t
towards them, telling them to take a look at local social media, just mean solving this mystery, but any long-term goals.
listen to a notoriously bizarre podcast of the unexplained,
Curse or Kismet, and poke into local legends; they’ll find ev-
WRONG TURN
erything comes back to Fate. Fate and the Gods. “Take a look, Before the characters leave, Travis explains the nature
because this stuff is about to take over your life.” of the Crossroads Tavern: It’s a point of convergence, ex-
isting in several places simultaneously. The characters are
There’s a house on the outskirts of the city, a place
welcome to take advantage of it, but they should be careful
where a woman poisoned her family, a famous urban
when they leave: There’s always a small chance they won’t
legend. A true crime podcast is running a whole series on
return to where they came from. If that happens, they can
the crime, trying to prove the culprit innocent. Doing so
always come back to the Crossroads and try again.
would unravel the mythic connection.
The first time the characters leave, they go straight
The city has a cave system called the Glenniver Cav-
into Apple of Discord.
erns, famous for its underground waterways and lakes,
for the number of people who go missing there every year, Every other time a group of characters leaves the
and for legends that it’s a gateway to the underworld. A Crossroads, there’s a small chance they won’t reach their
rockfall has sealed it up and closed the gate. intended destination (which defaults to whatever city
they came in from, if they have no other preference). Call
The city’s Langley River runs through a graveyard
for an Integrity + Composure check (one for the Band,
and around the city crematorium. It’s a sacred passage
or for each group that leaves together). If they fail, they
between the realms of the living and the dead, like the
appear in another city. Scions of Hekate or another God
Ganges in India and other mythological rivers such as the
with a relevant Purview (e.g., roads, travel, labyrinths)
Styx. The city is diverting it so it no longer flows through
only lose their way on a botch.
these liminal, funerary locations and stripping away its
resonance. In a matter of weeks it will be a mundane body Rolling when there’s no consequence for failure isn’t
of water, not a sacred waterway. fun and doesn’t move the story on. Only roll when there
are consequences, such as if the characters need to get
All these things are sad, but none of them are
somewhere in a hurry or if there are people waiting for
World-changing. However, they form a pattern of minor
them at one exit (this will be relevant in later chapters).
tragedies. There are others, elsewhere in The World, but
these are the characters’ problems. Travis is simply here SO WHAT?
to provide these leads and to offer support if she can.
None of this is the characters’ problem. Some of
ANY QUESTIONS? them are connected to Gods mentioned in Hekate’s list (if
you’re using the ready-made characters), but they don’t
This whole encounter is undeniably weird, and the
know that yet. Some might just be curious. But funda-
characters will probably have follow up questions. Tra-
mentally, it’s not their business. They’re just people who
vis’s answers are as follows.
live in a city where something strange is happening.
Who the hell are you? An agent of someone pow-
But here’s the thing: Fate has decided this is their role.
erful. Travis won’t explain right now but promises it will
If the characters don’t want to participate, they’ll get more
become clear.
nudges. They’ll see stories online, on TV, or in newspapers
Is this for real? Yes. It may sound odd to hear some- about natural disasters, human population growth leading
one talk about legends and underworlds, but that doesn’t to the destruction of ‘wonders of the world,’ or lists of histor-
make them false. ic sites to see before they’re destroyed forever. They’re beset
What if we’re not interested? Absolutely fine. by feelings of unease and dreams about the city falling down
That’s their prerogative. Travis isn’t there to persuade or around them while they look on, their hands tied (literally).
force them, just to ask. The point is, this scene doesn’t have to work as an
Why us? The characters are unknown, and therefore “adventure hook.” It’s a way to introduce the story arc,
discreet. On the off chance there’s something serious hap- and it provides some leads for the ensuing Procedural
pening, they’ll go unnoticed. scenes (see Following the Threads), but the characters
don’t need to race off to chase the story. It’ll come to them.
Is this dangerous? Everything’s dangerous. This is
more dangerous than crossing the street, less dangerous
than throwing an electrical appliance in a bathtub.
APPLE OF DISCORD
Eris’s emissary, Apple, makes their move as the charac-
What’s in it for them? Travis, and the forces she
ters leave the Crossroads Tavern. They could simply show
works for, can help open doors to the characters in pursuit
their face and talk to the characters, but that wouldn’t

28 CHAPTER TWO: ARMAGEDDON JAM


CONDITION: MAZED
Effects: You can literally get lost in your own living room. Even simple navigation, like leaving a room
or walking from your house to your car, requires a Survival + Cunning check. If you fail, you’re lost,
and it takes you much longer than you should to get where you’re going.
Momentum: Whenever getting lost means you miss or run late for something important, add another
point of Momentum to the pool.
Resolution: Fades after a day, or after navigating blindfolded (or otherwise deprived of sight) for
half an hour.

entertain them. Instead, they twist the exits from the bar
so the Scions emerge in a knot of unfamiliar streets. Apple
intends to scare, then save, the Scions by playing hero. SNAGS
There’s a tangible, sickening lurch as they step out of (SERVANTS OF ERIS)
the bar. When they look back, the door’s gone. The air is
cold, the sky dark and starless. What light exists comes from Snags are slick, oily, shadow serpents that ooze
flickering streetlamps in an unfamiliar design, and shadows from the shadows of Erebus. They exist for no
stretch too far and loom too large. The perspective’s wrong:
reason but to make other creatures’ lives short
and intensely fearful: They’re an unpleasant
Some streets continue forever, others narrow to a single,
hindrance like a hook snagged in skin. Though
impassable point just a couple of feet from their start. There not intelligent, they recognize fear when they
are signs on the closed and shuttered storefronts and on the see and scent it, and they thrive on it.
intersections of streets, but they’re not helpful. Not only are
Archetype: Professional
they written in a language that’s familiar but not quite read-
able, they change subtly when nobody’s looking at them. Qualities: Shroud, Sure Footed
This is Erebus, the realm where Eris — and many
Drive: Confuse and terrify
other unpleasant beings — reside. Primary Pool (5): Ambush, Grappling,
Hiding, Strangling
If the Scions move out of sight of the Crossroads Tav-
ern’s door, they need to make a Survival + Cunning roll to
Secondary Pool (3): Creeping,
Herding (splitting up groups),
find it again. Failure bestows the Mazed Condition.
Inspiring terror
Once the characters are thoroughly lost (or when Desperation Pool: 2
they’re close to the Crossroads Tavern, if they find their
Health: 2
way back), Apple sets a pack of Snags on them (as many
Snags as there are Scions). They’re oily, shadow-black Defense: 3
serpents with sharp teeth and a shark-like frenzy for Initiative: 3
spilled blood. They ooze down walls and out of the cracks
between paving slabs and wind themselves around the
characters, attempting to devour them whole. Run the combat for two rounds, until two of the Snags
are destroyed, or until one character accesses the Cross-
roads Tavern, whichever comes first. Apple decides the
situation is about to resolve either way and intervenes.
FIELD: They’re not subtle: Standing in the mouth of an alleyway
in the characters’ eyeline, they toss a shining golden ap-
Erebus, a realm of shadows and chaos. ple down into the fray. As it touches the ground, it blazes
Either too dark or too bright: every action into dazzling light that sends the Snags melting away into
risks becoming separated from friends (1c). cracks, crevices, and shadows. It stays lit after the crea-
Atmosphere: Tense and unnerving tures are gone, casting the whole scene in a blinding bril-
Attitudes and Bonds: liance that is, ironically, just as hard to see in as the dark.
Apple: Eris (4), Player Scions (1) Any characters who got separated from others during the
struggle with the Snags can return to the light.

armageddon jam 29
Apple’s a small, slight, sharp-featured blonde person If the Influence roll fails, as a Consolation one of the
who wears a lot of gold and white. They look human but characters recalls that apples are strongly associated with
are in truth an expression of Chaos poured into a hu- Eris, Goddess of Discord.
man-looking suit; the closest parallel in The World is a Apple’s goodwill is easily lost. In any scene where the
nymph. Small details of their appearance change between Scions are hostile, act superior, or reject their assistance,
glances at them (e.g., a bracelet appears or disappears, reduce Apple’s Attitude towards them by one point.
the color of clothing changes). Like Eris herself, they’re
mercurial, proud, and a lover of complication and dis- GETTING HOME
order. They never do anything the easy way because the Apple either leads the Scions out of the dark streets or
hard way’s more intriguing, messy, and fun. Their drive tells them how to get themselves home. They’ll take them
for this scene is to get the Scions on their side. back to the Crossroads, or through the maze of streets to
Apple’s profile is on p. XX. a familiar intersection in their own city. They won’t come
into the Crossroads Tavern: they’re too concerned Travis
Apple is keen to explain what just happened. With-
is still inside (she’s not) and fear Hekate’s Scion would
out Influence, they tell the Scions:
warn the characters against associating with Apple.
• The beings responsible for breaking the Parthenon,
If the characters won’t accept their help, Apple ad-
diverting the river, and so on are watching, and they
vises them to blindfold and deafen themselves, and then
brought the characters here, to Erebus (“not quite your
walk blindly thinking of their destination. In an hour,
World, but not too distant”) and they sent the Snags.
they’ll be there. This is correct, but only because Apple
False, but Apple’s an excellent liar.
enjoys watching them stumble around Erebus for an hour,
• Apple was waiting to speak to them when they fin- then untwists the streets to send them home. It’s a terrify-
ished in the Crossroads and followed them here. Mostly true. ing experience, walking, deprived of their senses, through
• Those beings want The World to end, plain and streets where they were recently attacked by monsters.
simple. Partially true: Eris, and therefore Apple, are confi- If the characters don’t take either option, they blunder
dent The World won’t survive the Keepers’ plan. around for several hours, getting increasingly exhausted,
• As to why the conspiracy wants this? “Why does until they notice Apple following them and ask for help, or
evil exist?” It’s not even an answer, let alone true or false. until Apple takes pity on them and they stagger out onto a
familiar street opposite the Crossroads Tavern.
• Apple works for “those who stand against the con-
spiracy.” True, as far as Apple knows.
• Assuming the characters are planning to investigate
FOLLOWING THE THREADS
When the characters follow the leads Travis gave
further, Apple’s here to help. True.
them, use the Procedural rules (Scion: Origin p. 73) to
Apple openly, laughingly, tells the characters not to determine what they learn. The characters can use any
trust them. They’re not trustworthy, they say. They’re just avenues open to them: they can mine local contacts,
conveniently placed to help. For example, right now they’ll search news reports, comb through local history, or any-
help the characters get home, or back to the Crossroads. Or thing else that comes to mind. The chosen approaches
just tell them how to get there — it’s all the same to them. determine what dice pools to use.
With Influence, Apple is more open. All the following It’s a time-consuming process. Characters can (and
are true, at least as far as Apple knows: ideally should) do other things during a lengthy investi-
• The members of the conspiracy aren’t so much gation; getting on site for Intrigue and Action-adventure
evil as spiteful. They’re magicians and freaks who think scenes in Corinth in the West, Cave of Cats, The Less-
they got dealt a bad hand by Fate and want to change The er Ganges, or The Fallen Parthenon breaks up the re-
World to fit their desires. search and analysis and gives the story some momentum.
• They supply a lead, directing the Scions to speak to COMPLICATIONS
Shaun Taylor in the city records office about Saran Ave-
Being too obvious at any point in the investigation
nue (see Corinth in the West p. XX).
attracts the Keepers of The World’s attention. This is a
• They tell the Scions Travis is a servant of Hekate, +1 Complication when investigating Saran Avenue, a +2
the Crossroads Goddess, an entity older than Titans and Complication for Glenniver Caverns and the river, and a
as much a monster as a God. +3 Complication for the Parthenon.
• They warn the Scions that Travis is just as untrust- What happens when the Scions catch the Keepers’
worthy as Apple. They both oppose the conspiracy, but interest is described in Eyes of The World (p. XX). In
Travis’s God might change their mind any time. brief: if they seem hostile, the Keepers threaten them and

30 CHAPTER TWO: ARMAGEDDON JAM


KEEPING SECRETS MEDEA WHO?
Telling characters they risk alerting someone Medea is a legendary princess who helped
to their actions immediately tips them off that Jason acquire the Golden Fleece. They married,
there’s a conspiracy to find. So don’t. When and she bore him two children. Then, when
they roll, ask them whether they want to be they returned to “civilized” Greece, Jason
discreet/cover their tracks. Then tell them pretended she and the kids didn’t exist, and
it’ll cost them 1 success (or more for later got engaged to a different princess. So Medea
Milestones) to do so. killed Jason’s mistress with a poisoned gown
and then, in her grief, killed both her children.
CONSOLATIONS
As well as providing Momentum, you can use
Consolations to have Travis or Apple help the
characters along. Travis can get in touch, ask Going to the house to investigate takes the characters
for an update, and put some of the pieces to Corinth in the West (p. XX). The Scions can make an
together. Apple’s more likely to drop a clue for Academics + Intellect roll to connect the story of Saran
the Scions to follow; it’s much more entertaining Avenue with the myth of Medea.
than outright telling them things.
GLENNIVER CAVERNS
Glenniver Caverns is a cave network outside the city.
try to warn them off; if they seem neutral or positive, one While it’s popular with people who like fresh air and
of Herakles’ Scions attempts to recruit them. exertion, it’s also extremely dangerous. Since the city’s
first newspaper started reporting, over thirty people
SARAN AVENUE have disappeared in the caverns. Most of them were cave
The house in question is 631 Saran Avenue, located in divers, exploring the subterranean waterways deep in
a suburb on the outskirts of the city. It’s a local legend: A the caves. Numerous news stories question whether the
housewife poisoned her entire family there in the 1950s caves should be sealed off.
using flowers from her garden. Local legend calls the caves “gates to hell” and claims
To most locals, Saran Avenue and its “poison garden” those who disappear there are lost forever in the land of
is a footnote, but to some online communities, it’s a huge the dead. As is common in The World, there’s some debate
deal. For true crime afficionados, it’s the most famous over exactly what the land of the dead is, or who rules it.
(and interesting) thing about the city. While it might The caverns were named and discovered by Aidan Glen-
seem trivial, it’s actually an important site with world- niver, an Irishman who said it reminded him of the Cave
wide recognition. of Cats in Ireland, so it’s sometimes associated with the
Morrigan, the Tuatha Dé Danann’s warrior triple goddess.
It’s also under threat: Looking into the house’s cur-
rent situation shows it recently changed hands. It’s now An earthquake a week ago closed several entrances to
owned by Jesse Ryan, an out-of-town buyer. Jesse’s one of the caverns and is presumed to have caused several col-
those true crime afficionados. In fact, he’s got a podcast. lapses within. Members of the public are advised not to en-
Unlike most people with podcasts, Jesse has an audience, ter. The earthquake wasn’t predictable. There’s never been
thanks to a very successful previous series. He’s already one before, and all geological data on the area says there’s
generating online buzz, talking about how he has a break- no risk. The tremor has been blamed on everything from
through in one of the most infamous, and darkest, mur- local factories (not any specific one) to climate change.
ders in history. He’s implying it might not be a murder Going to the caverns to investigate takes the characters
at all, which, if his evidence is compelling enough, could to Cave of Cats (p. XX). Characters can make a Culture +
destroy the significance of the house. Intellect roll to recall the local history trivia of how Aidan
Without speaking to Jesse, there’s no evidence to Glenniver compared the caverns to the Cave of Cats.
connect his activities to the other leads. Fortunately, he’s
RIVER DIVERSION
easy to contact: He’s got a major public presence online,
and his social media and website include numerous ways The Langley River runs out of the city, through a
to reach him. He doesn’t want to talk digitally for fear of large cemetery on its outskirts, and then around the city
someone else leaking his research, but he’s happy to have crematorium. For the last few months, a group of local
the characters visit him at home. residents going by the collective name of The Sanctuary
Society have been campaigning to have the river diverted,

armageddon jam 31
claiming there’s a risk it will flood graves and wash hu-
man remains downriver. Their campaign succeeded, and CORINTH IN THE WEST
the city government recently signed off on a proposal to The World’s links with other realms aren’t only re-
divert the river around the cemetery and keep it further flections of powerful places or great moments from myth.
from the crematorium. A contractor has been appointed, There are also tenuous connections to lesser-known tales.
and work’s starting soon: There’s machinery on site and Number six-hundred and thirty-one Saran Avenue is one
digging and damming starts imminently. of those. Three people died here in 1954 when housewife
Larissa Becker murdered her children and her cheating
The Sanctuary Society is led by Naomi Russo, a for-
husband with oleander from her own garden. It’s an eerie
mer, unsuccessful candidate for local council. She’s noted
parallel with the legend of Medea and it’s a place of pow-
in her formal registration as Naomi Russo (née Smith).
er for Hekate and those who worship her.
The Scions probably won’t understand the relevance
yet, but that’s Harlan Smith’s ex-wife (and mother of his
daughter, Frankie).
The engineering and civil works firm appointed to FIELD:
shift the river is run by Robert Alvero. Digging into his
Saran Avenue, a murder mystery
connections and background reveals he’s a shareholder in time capsule
Galand Heritage (see Big Bang) and Harlan Smith’s cousin.
Atmosphere: Eerie
Going to the river itself to investigate takes the char-
Attitudes and Bonds:
acters into The Lesser Ganges (p. XX) and Karna (p.
XX). Characters can make an Occult + Intellect roll to Jesse: Player Scions (1 for invited guests,
connect the river’s course to mythic rivers, or a Culture +
–1 otherwise)
Intellect roll to recall that the Ganges, specifically, is said
to run between the land of the living and the dead, with
the city of Varanasi in particular associated with funerary If there’s a Scion of Hekate in the group, this is an
rites and the transition into death. unpleasant place for them. The moment Hekate’s child
arrives at the house, they feel numb, dull, like their sens-
THE PARTHENON es aren’t working properly, or like they’ve lost a little of
The Parthenon, a public monument built for the city themselves: This is the sensation of a myth unraveling. To
centennial, is a half-size replica of the real Parthenon on the Scent the Divine, the air here tastes of ash.
Acropolis in Athens. It’s currently undergoing preservation The house is dilapidated and unloved, with a SOLD
work managed by Galand Heritage, a firm specializing in sign in the overgrown yard, but there are signs of life: the
the conservation and maintenance of historic structure. flickering of a TV set visible through a downstairs win-
Like the river diversion, the decision to carry out dow and a new SUV parked out front. Jesse Norman, the
maintenance didn’t come from the city. Galand Heritage podcaster who’s working so hard to disprove the myth, is
raised serious concerns at a public meeting that the home and hard at work picking through evidence.
monument was on its last legs. As an important part of Jesse Norman’s a tall, fat man with thick-framed
city identity (and a tourist attraction), the city agreed the glasses and a well-groomed beard. He’s excitable, smart,
monument was worth preserving. and approval seeking. He chain smokes cheap cigarettes.
There are no records of visible damage to the Parthe- His drive for the scene is to show how clever he is.
non, nor any indication of what sparked Galand Heritage’s If the characters contacted Jesse in advance, he
concern. The company is run by Harlan Smith. When greets them excitedly and invites them in. He’s got beer
the characters learn this, they may not know enough to and snacks and is eager to play the attentive host. If this
connect him to the river diversion, but they will in due is a surprise visit, he’s more cautious, especially if more
course. The storyline assumes the characters encounter than two people show up on his doorstep. He’s excited to
Smith at Memorial Park, so the information on what he meet fans of his podcast (“The Poison Garden”), but he
knows and under what circumstances he shares it is in only invites them into the garden, not indoors.
The Fallen Parthenon.
The house hasn’t been renovated since the ‘50s. Jesse
If the characters’ Procedural rolls fail, they still have has very little furniture and most of his stuff is in boxes,
one massive lead to follow: the collapse of the Parthenon. so he’s working against the atmosphere of the house to
Marching into Memorial Park and staring at the ruins entertain guests. The garden is an overgrown jungle, with
leads them naturally to Harlan Smith and Simona Mileva. the infamous oleander bushes in full bloom whatever the
time of year.

32 CHAPTER TWO: ARMAGEDDON JAM


Jesse is awkward and shy on most topics but comes in, she specifically asks them to make sure Jesse doesn’t
alive when he talks about the podcast. It’s his second, and broadcast an entire podcast twisting the myth of Saran
the first (another deep dive into a historical cold case, Avenue. How they do so is up to them:
this one a drowning from 1925) was a great success. He’s • Threats and intimidation are very effective.
nervous about “pushing the genre in a new direction” by
trying to prove there was no crime, just a tragic accident. • He already believes the house is haunted, and it
doesn’t take much to convince him the ghosts don’t like
Jesse has, in his opinion, plenty of evidence. With a what he’s doing and he should stop.
successful Influence roll, he excitedly spills the whole story.
• If the characters reveal the ‘evidence’ Jesse’s been
• He found the story when a fan working in the city’s uncovering is fake, he’s devastated — but with no story, he
archives (Shaun Taylor) emailed him, saying they’d found stops production.
documents that had never been public.
• The Oleander Papers, as he’s calling them, reveal
HAUNTED
that, unlike the accepted version of events, Larissa Becker The house isn’t haunted. Apple is screwing with
didn’t immediately confess. She denied everything and Jesse — their plan to stop the podcast from airing and
was apparently aghast at what had happened. preserve the Saran Avenue house. They’re sneaking
in, walking through empty rooms and the attic, leaving
• She denied knowing oleander was poisonous. She’d
windows open and turning off the heating to create cold
heard it could help treat asthma, which her entire family
spots, and so on. Jesse’s talked himself into believing he
had, and had brewed it for medicinal use.
can hear voices.
On a failed roll he mimes zipping his lips but says “it’s all
Apple is watching the house from an empty property
there in the official records, if you’ve got the right friends.”
across the street when the characters visit Jesse and ap-
A door bangs closed upstairs, interrupting the con- proaches them when they leave (waiting at their vehicle,
versation. It’s so loud it’s audible from the garden. If the if that’s possible). If they and the characters parted way
characters have Influence, Jesse tells them he’s sure the on friendly terms in Apple of Discord, Apple explains
house is haunted. He laughs nervously, ready to pass it off the whole plan. If not, the character with the highest
as a joke if the characters don’t take it seriously. There are Cunning spots them watching from a window, and if the
strange sounds, sometimes even voices arguing (though he characters approach them they’ll need Influence to make
can never make out the words), and the smell of oleander Apple explain themselves.
wafts in even when there’s no breeze. On a failed Influence
roll, Jesse doesn’t say anything, but the characters still get
to see him jump and he’s visibly unsettled by the sound.
CAVE OF CATS
The Cave of Cats in Ireland is a sacred gate to the
THE TRUTH Morrigan’s realm. The Glenniver Caverns, located in a
If Jesse’s evidence sounds like nonsense, that’s be- national park an hour’s drive outside the city, has a strong
cause it is. Simona Mileva paid Shaun Taylor five thou- sympathetic resonance with the Irish caves. It’s a gate-
sand dollars to seed this lie and reach out to Jesse. He way to her Underworld, home to a colony of feral cats,
doesn’t know or care why; his salary’s low, and that money and a popular spot for hikers and families. Most of them
bought him a new car. He assumes Simona’s a conspiracy don’t go into the caves; city history is rife with horror sto-
theorist. It’s easy to meet him: The characters just have ries about what happened to people who went caving, or
to visit the public records department at city hall and ask (even worse) cave diving, in the Glenniver Caverns.
for him. A minor earth tremor rippled through the area a week
Without Influence, Shaun clams up when the char- ago. It caused several minor rockfalls in the cave (just enough
acters ask about Larissa Becker: He obviously feels guilty to make any existing map completely unreliable), but, most
about something. With Influence, he admits the whole importantly, it sealed off the gateway. The tremor wasn’t
thing’s a hoax and Simona put him up to it; he feels bad natural: Zalmoxis’s sorcerers brought it about, channeling
about the lie, and when the characters ask about it he real- their God’s purviews to make the earth roil and churn.
izes it’s bigger than just deceiving one person. If pushed, The sealed gate leaves many of the Morrigan’s ser-
he promises to contact Jesse and tell him the truth. vants — mythical creatures and the occasional human
worshipper — uneasy, vengeful, and looking for trouble.
CHANGE THE NARRATIVE The gate is closed, but not permanently. The characters
The characters don’t have to do anything here. They are entirely at liberty to descend into the caverns and
can simply move on. Hector Luna (one of the ready-made unseal the gate. However, one of Zalmoxis’s agents, a
characters), if he’s in play, may not be OK with that, and sorcerer named Simona Mileva, is here to finish the work.
Travis definitely isn’t. If and when the characters report

armageddon jam 33
of dedication behind her. Working on messages in her
dreams and oracles seen in blood and earth, she’s estab-
OWLS lished what Zalmoxis wants from her: complete magical
(SERVANTS OF destruction of the sacred places of other Gods. She doesn’t
know the Glenniver Caverns are touched by the Morri-
MORRIGAN) gan, but she knows enough to identify the saturation of
chthonic power in the area. She caused the earthquake,
but it was only enough to disrupt — not disperse — that
Archetype: Professional power. She’s returned, with a new work of magic revealed
Qualities: Natural Weapon, to her by divine oracle.
Sure Footed All it takes is the heart of a deer (a beast beloved
Drive: Snatch prey, eat prey of the Morrigan, though Simona doesn’t know that)
Primary Pool (6): Flying, Swooping crammed full of bone fragments and grave dirt, thrown
Secondary Pool (4): Hearing, directly through the gate. Getting it down there is dan-
Pecking, Scratching gerous (see Below Ground), and she’d rather not risk
Desperation Pool: 3 her own life.

Health: 3 Simona’s a short woman with dry, olive skin and


tired, bloodshot eyes. She rolls her eyes when someone
Defense: 2
frustrates her, which is often. She’s confident, dominant,
Initiative: 3 and a zealot. Her drive for this scene is to get someone
else to take on her mission.
The characters find her pacing pensively outside an
From above, the caverns are a cluster of small hills that entrance to the caves. The owls leave her be, and the cats
dot the landscape like boils about to rupture. There are hiss at her from a distance. She’s holding a bloody animal
numerous entrances and exits. For all intents and purposes, heart in both hands.
they’re identical: small, narrow, and watched over by dis- Simona senses power in the Scions, so she takes a
placed denizens of the Morrigan’s Underworld. The caverns risk. Without Influence, she explains this is a place of
themselves are a network of passages, too low to stand and power for a death god (she assumes Pluto/Hades) and
too narrow to move freely. They’re constrictive and claus- that the deaths of numerous explorers and cave divers
trophobic, and to travel through them is to gain a profound over the years have fed it. She’s here to finish what she
understanding of how it would feel to be buried alive. started: closing the gate and saving countless lives.
ABOVE GROUND
The Morrigan’s creatures are plentiful both on the
surface and in the cave network. Above ground, owls
shatter the night’s silence with their cries. Some of them
SIMONA MILEVA
are big. Really big. Wingspans wider than a car, they’re
perfectly capable of snatching up a human being. These Archetype: Villain
cryptids usually stay out of sight, but right now they’re
Qualities: Miasmic Presence (faint scent
perturbed and unusually aggressive. They fly overhead a
of sulfur)
few times before they grow bold and one of them attacks,
swooping in and attempting to carry away a character to
Flair: Sorcery (Blood, Death,
Destruction, Epic Stamina)
consume them somewhere private a few hundred yards
away. The owls are persistent: If at first they don’t suc- Drive: Advance Zalmoxis’s agenda
ceed, they try again every few minutes. Primary Pool (7): Deceive, Intimidate,
Research
The cats of the feral colony watch with an uncanny
intensity, and they’re vicious if approached. However, Secondary Pool (4): Athletics,
they’re the Morrigan’s creatures, and making peace with Combat
the cats (with fresh meat or a Persuasion + Presence roll) Desperation Pool: 3
dissuades the owls from attacking. Health: 3
SIMONA Defense: 1
Simona Mileva is a worshipper of Zalmoxis, Blood
Initiative: 3
God of the Getae. She’s a blood sorcerer with a lifetime

34 CHAPTER TWO: ARMAGEDDON JAM


With a successful Influence roll, Simona goes further. entirely inundated. They’re deathtraps: The water is a
She tells the Scions she’s the priestess of a long-forgotten +2 Complication to all rolls to navigate and maneuver;
God — a God crushed by Roman conquest, overpowered failure to buy it off results in suffering an Injury Condi-
by the bravado of Pantheons and written out of existence. tion. And there are eels. They’re some of the Morrigan’s
And she’s here for vengeance: to close a gate and strike a most unpleasant children, but they’re numerous down
blow against the deities who swallowed up her culture. here: Thick, oily, bodies that slither past swimmers, curl
It’s factually incorrect, but Simona believes it: It’s her around their legs, and even snap at their limbs. A botched
interpretation of Zalmoxis’s plan. roll can lead a character straight into a tangle of multiple
If the Scions are at all sympathetic, she asks them thrashing, angry eels — down here in the deep, dark, wa-
if they’ll carry the heart below the earth and place it in ter, where they’re all but impossible to see.
the gateway. As a sweetener, she offers to tell them what If the Scions are pursuing Simona, use the chase rules
happened at the Parthenon and the other sacred sites, on Scion: Origin p. 73. There are two stages: the upper
but only when they return. If they’re not on board, she caverns and the lower. In the upper caverns the water is
resentfully descends into the caverns herself. a Hazard (2) and in the lower, the eels are a Hazard (3).
If the characters are hostile or violent, Simona es- • If the characters catch Simona in the upper caves,
capes into the caverns as quickly as possible. If the char- they confront her there. If not, they have to continue the
acters object to her plan they’ll have to pursue her. chase in the lower caverns and face the greater Hazard of
the eels.
BELOW GROUND
• If the characters don’t catch Simona, they reach her
Underground, the narrow passages of the caverns
in time to see her jump into the gateway. One character
are claustrophobic and difficult to navigate (requiring a
can attempt to wrestle with her in the water and wrest
Survival + Cunning roll, Difficulty 3). Their acoustics play
the heart from her hand by rolling an opposed Athletics +
tricks, conveying sounds like the roar of armies and the
Might against Simona (who has 4 dice).
clash of weapons throughout the caverns. The numerous
rockfalls mean maps are useless, even if the Scions can THE GATEWAY
see to read them. The gate to the Morrigan’s realm is a sheer drop into
The shallowest part of the caves is dry, but below dark water. It takes the ferocity and bravery of a warrior
about thirty feet, they’re flooded. There’s room to breathe charging into battle to make that jump. During the fall,
in most of the passages and caverns, but several are the person making that leap of faith sees visions of their

armageddon jam 35
own deaths — multiple, as most people’s fate hasn’t yet works as a resonant connection to the river Ganges. That’s
condensed into a single outcome. why the Keepers of The World want it diverted.
Sealing the Gate The river feels magical. The sensation increases as
Sealing the gate is simple: Someone just has to swim the river flows towards its mouth, as the resonances and
right down to the deepest depth and wedge the deer heart similarities to the Ganges increase in number. To charac-
into the small rockfall that’s closed a deeper passage. All ters with any Liminal Knacks, it’s a deeply soothing place
it takes is an Athletics + Resolve (Difficulty 2) roll, with that entices them to follow the current downstream.
the +1 Complication that the swimmer also has to hold Characters who can Scent the Divine smell incense and
their breath or take the Near Drowned condition (+1 Dif- sweet smoke.
ficulty to all Finesse and Resilience rolls for the next day). Apart from the strong sense of the Devá, there’s little
Restoring the Gate to see on the river, but there are people to meet. One of
Shiva’s Scions is here, extremely displeased by the plan to
Restoring the gate’s harder: One or more characters
divert the river: She needs it.
have to swim down, avoid drowning, and clear the rubble
off the gateway. The latter requires an Athletics + Might LORD SHIVA’S CHILD
roll (Difficulty 3). The character(s) roll once every minute,
Alesha Dwarnam is a Scion of Shiva. She’s a little
accumulating successes. After a number of minutes equal
further along in her journey than the players’ characters:
to their Stamina, they take an Injury Condition each turn
She’s had her first Visitation and started to do some Deeds
(drowning) and resurface with the Near Drowned condition.
of her own. And she uses the Langley River to walk from
They can clear a few rocks, surface, and dive again, the city to another of her Band in Varanasi.
but after the first dive the eels are really riled up, and
Alesha’s a tall, biracial, Black and South Asian woman
unpleasantly aggressive. They don’t know the characters
in her thirties, with long, braided black hair and sinewy
are acting in the Morrigan’s interest. At this point they’re
muscles. She cocks her head when she’s listening closely
Antagonists, not a Hazard.
to someone or something. She’s shrewd, businesslike,
and curious. Her drive for this scene is to understand
what’s happening to the river. When the characters meet
EELS Alesha, she’s walking along the riverbank barefoot, her
shoes in her hands.
(SERVANTS OF
She immediately notices the characters are more
MORRIGAN) than simply mortal, even if they don’t know it themselves,
and changes her course to intercept them. This is an op-
portunity to peel back the curtain and show the Scions
Archetype: Mook they’re not just tangled up in something strange and
Qualities: Natural Weapon mythical: They are strange.
Drive: Be left alone Initially she asks the characters if the diversion is
Primary Pool (5): Biting, swimming their fault. While she’s prepared to believe it’s not, she as-
Secondary Pool (3): Hiding sumes the Scions know more than they do, and ignorance
Desperation Pool: 2 or innocence frustrates her. When she realizes they’re
clueless (if they are), her demeanor softens somewhat.
Health: 1
Alesha, with fond memories of her own Visitation,
Defense: 1
doesn’t directly tell the Scions what they are. It would de-
Initiative: 4 prive them of a beautiful, personal moment. And she’s too
smart to offend that many Gods. She tells them they’re
unusual, special, chosen and other things that allude to
their nature. She asks them about the incense in the air
THE LESSER GANGES and explains most people can’t smell it, or hear the crowds
Langley River descends from Sentinel Falls, curves around the Parthenon, or taste the tang of ozone at Senti-
through the center of the city, picking up trash and detri- nel Falls. She probes them on other strange experiences:
tus and carrying it through Box Cemetery, the city’s oldest signs, subtle wrongness, hints of the strange. Firmly and
graveyard, before looping around the municipal cremato- calmly, she tells them whatever’s going on may be their
rium. Passing from the heights of the waterfall, through Fate, and if so there’s no way to avoid or shirk it, only try
the land of the living, and into the home of the dead, it to shape it so it doesn’t smother them.

36 CHAPTER TWO: ARMAGEDDON JAM


Once she’s eased into the conversation, she tells the rebirth, mulling over the choices that led him here. He
characters what’s happening in the city is also happening spends a lot of time around the river, and the characters
everywhere. She regularly visits Varanasi in India, and can encounter him there at any point. The obvious oppor-
other locations in Nepal and Mexico. She’s seen religious tunity is while they’re investigating the diversion project,
sites defiled, natural wonders endangered and destroyed… but any scene in the city center could incidentally be set
and even some weird, revisionist theories that diminish near the river, such as investigating bribery at city hall.
ancient religions, painting them as crude and foolish.
If the characters seem even slightly competent (it’s a
low bar; she really needs the help), she asks them to shut
down the diversion. Why should they help her? She says
LEAVE IT TO CHANCE
they’ll understand soon (referring of course to their Visi- This meeting is coincidental, and it should feel
tation) — and when she does, it’s the first flash of warmth that way; don’t push it on the players. If they
and humor she’s shown throughout the meeting — and choose to interact with the sad, thoughtful
that “folks like us have to stick together.” She has to get man they see in the background, so much the
to Varanasi: “my other family need me” (there’s a river better; if not, they’ll see him again at Sentinel
monster they have to deal with, it’s a long story), but she Falls and perhaps experience a moment of
promises to help them out in future, if there’s something
surprise and excitement when they realize
they previously saw a God wandering the
they need. She means it, too.
streets of their hometown. It may even make
If asked how she suggests the characters stop the di- them more inclined to follow up on strange,
version, Alesha tells them it’s really not her specialty, but: incidental details in later stories.
• Concerned citizens are flighty. The Sanctity So-
ciety, who are behind the movement to divert the river,
can probably be quieted down by giving them a different
problem to obsess over.
• There’s no way this is driven by innocent concern.
FIELD:
Someone’s built up this problem out of nowhere. Start by A bridge over a wide, silver river
looking at who benefits: the contracting firm, the leader of Atmosphere: Lonely
the citizens group, and city council. The characters may al-
Attitudes and Bonds:
ready have this information from Following the Threads.
Karna (Piyush): Herakles (+3), Imhotep
• Sabotage is effective. If the project gets too expen- (+3), Keepers of The World (+3), Player
sive, the city will deprioritize it so much that it’ll never Scions (–), Wayland the Smith (–1),
happen. That’s if the contractors aren’t too scared to Zalmoxis (–1)
continue it.

Karna is incarnated as a young, broad shouldered and


muscular, Indian man with a long ponytail of black hair. He’s
FRIEND FOR LIFE using the name Piyush. He’s pensive, lonely, and doubtful.
If the characters click with Alesha and His drive for this scene is to come to terms with his fate.
successfully save the river, they’ve got a Karna is standing on a bridge over the Langley River,
well-connected ally they can call on in future watching the water flow. He’s deep in thought, not paying
stories. Track her Attitude to the characters attention to anything going on around him. An observer
individually: For every favor exchanged, it might suspect he’s psyching himself up to jump off the
grows more positive. For every time they flake
bridge, but an Empathy + Cunning roll confirms he’s not
or break a promise, it grows more negative.
Alesha might also serve as a mentor figure — but he is troubled.
to one or more of the characters. In case she He doesn’t interact with the characters unless they
becomes important, her profile’s on p. XX. address him. If so, he assures them he’s fine (but it’s
not a convincing lie) and asks if any of them has a spare
cigarette. After a brief period smoking, or just standing
in companionable silence, he clears his throat and starts
KARNA talking, apparently not concerned whether the characters
Karna, already incarnated into mortal form, is in the are listening or not, although if they answer, his questions
city. He’s mentally preparing himself for his death and become a conversation. He wonders:

armageddon jam 37
• Whether the characters are religious. morning; otherwise, it takes three days for them to go
• Whether their lives are going the way they thought away. Characters can obtain the same information as in
they would. Preliminary Enquiries.

• Whether the end always justifies the means. ANTONY CARVALHO


Karna doesn’t supply any details about his own If Antony died in the collapse, his spirit lingers, unable
situation unless the characters succeed on an Influence to move on. Characters with the right Liminal Knacks can
roll. With Influence, he tells them he’s wrapped up in see and speak with him. He has nothing to do but linger
something world-changing — at least, it had better be around the fallen Parthenon, baffled at why he’s still there.
world-changing. He has to trust it will be because he He shares the same information as in Eyewitness Account
likely won’t be around to see it. He just has to hope his but also begs the characters to help him move on.
friends don’t fuck it up without him or lose their nerve.
THE RUIN HAMMER
He assures them it’s nothing dangerous (and he means it).
When he leaves, after he’s finished his cigarette or just The characters may have heard about a mysterious
when the conversation lulls, he repeats that nothing dan- person in the Parthenon at the time of its collapse (in Eye-
gerous is going to happen, but advises them to stay clear witness Testimony) or may have followed leads earlier
of Sentinel Falls for the time being. in this scene. How to find Frankie and tease information
out of her follows, but here’s what you need to know:
If the Influence roll fails, as a Consolation Karna
laughs and says people have been asking him questions Frankie Smith is Harlan Smith’s daughter. The Smith
forever, and the Mahābhārata already answered them. family have been devotees of Wayland the Smith (as
“Story of my damn life,” he mutters as he walks away. Galand) for generations; craftsmanship runs in their veins.
Harlan came into possession of a magical hammer (simply
STAY THE COURSE dug up from his garden, as if it had always been there to
The characters can simply choose to ignore this find) and received a recurring dream about striking the
problem. But if they don’t, there are plenty of ways to shut floor of the Parthenon and bringing it crashing down. He
down the diversion operation. Any of the leads Alesha had no doubt he was supposed to take it literally, so he
suggested bear fruit. convinced the city the monument needed repairs. Frank-
ie, much younger and spryer than her father, volunteered
Giving the Sanctity Society a new focus is easy. There
to do the deed. She slipped into the Parthenon, recited an
are plenty of social issues in the city, from poverty, to gen-
appropriate verse from the Poetic Edda, and brought the
trification, to corruption, to the opening of a huge new
hammer down on the floor. She didn’t expect it to come
strip club. They’ll jump right on any sniff of corruption
down so rapidly: She never intended anyone to get hurt.
in local government (like, for example, the bribes paid to
Aimee Spillman by Galand Heritage) — and even better, Frankie fled the scene immediately, and with every-
they’ll kick out Naomi Russo, the group’s only link to the one looking at the ruins (and Antony Carvalho), no one
Keepers. Like crafting, it’s a Procedural roll: Presence + noticed. While it seems unlikely anyone would blame her
Might with just two Milestones, finding a new cause and for what happened, she knows she nearly killed someone.
gathering some evidence/interesting PR and convincing And not just anyone, but someone she knew: a man her
the group. father had worked with for decades.
Play out as many scenes as the group finds interest- Finding Frankie is a Procedural. The Scions can track
ing, but unless someone’s deeply invested, consider con- her down by:
densing the process to die rolls. • Getting a description: The Galand staff in the
Revealing the project is the result of bribing a city of- Parthenon didn’t notice Frankie, but bystanders saw her
ficial stops it dead. The characters just have to get that in- leave. Plenty of them are regular Memorial Park visitors
formation to local media. The news team who covered the who come there to exercise, walk their dogs, etc. Persua-
Parthenon’s collapse are extremely interested, and they sion + Manipulation/Presence (Difficulty 1 within the
have a tips email the characters can deliver information to. first two days, Difficulty 2 later).
Sabotage is risky but effective. Significant property • Confirming Frankie’s identity: By speaking to
damage works, as does seriously injuring at least one worker. Galand Heritage staff (at the shabby, dilapidated corpo-
rate office downtown, or on work sites across the city,
THE FALLEN PARTHENON mostly churches and historic homes) or by searching the
company website. Persuasion + Manipulation/Presence.
Even long after its collapse, there’s plenty to find at
Checking the website doesn’t require a roll.
the fallen Parthenon. If Antony Carvalho survived, the
police have stopped watching the site by the following

38 CHAPTER TWO: ARMAGEDDON JAM


• Establishing her location: It’s not difficult, she’s
working on a run-down house in an affluent part of town,
the address just begging to be hacked or sweet-talked out THE RUIN HAMMER
of the office staff. Persuasion + Manipulation or Technol-
ogy + Cunning. As a Consolation, the Scions see Frankie’s
(•••)
Motif: Destruction’s a skilled craft
home address on a piece of mail or a personnel document
(does that sound better? It might until the cops get called). The Ruin Hammer is an old hammer with a
Speaking to Frankie’s an Intrigue. smooth wooden shaft and an iron head. There’s
nothing overtly fantastical about it, except that
the way it catches the light sometimes gives the
worn metal of the head an aura-like glow. It’s a
FIELD: gift from Wayland the Smith to useful followers:
It’s given to master craftsmen, and to them only.
704 Vine Street, a sagging, dilapidated Effect: When charged with a portion of the
Victorian house, or Frankie’s cluttered wielder’s Legend and brought down on an
apartment object or structure, the Ruin Hammer destroys it
Atmosphere: Sinister, mildly with waves of force. 1 Legend destroys an object
threatening, or Frankie’s home turf smaller than a breadbox; 2 Legend destroys
Attitudes and Bonds: an object up to the size of a car; 3 Legend
destroys a larger object; 5 Legend plus the
Frankie: Antony Carvalho (2), Harlan Relic’s rating destroys a Relic; the hammer can
Smith (4), Player Scions (−1; −3 in her destroy buildings, with an investment of Legend
home), Wayland the Smith (3) determined by the Storyguide. An important
building of any size (one that’s part of a mythic
narrative, or just significant to a human culture) is
Frankie Smith’s a muscular woman with olive skin, curly
harder to destroy than a large, irrelevant building.
hair in tight braids, and a chipped front tooth. She’s reserved,
defensive, and overwhelmed with guilt. When she’s ner-
Note that Frankie’s use of the hammer to
destroy a Gate to another Realm didn’t
vous, she wipes her palms on her overalls — and once the Sci-
use her own Legend, but a small portion
ons start asking about the Parthenon, she gets very nervous of Wayland the Smith’s. He’s not about to
very fast. Her drive for this scene is to express her compassion bestow that gift on anyone else.
for Antony Carvalho. If the characters confront her at home,
they see obvious markers of her religious affiliation in the
form of books of Old Norse sagas, early medieval art depicting further (no roll necessary), she admits she knows what
Wayland escaping from slavery in the flying machine he built, happened, but the characters would never believe her.
and other nods to the myths of the Æsir.
• If the characters continue to push (no further rolls),
If the characters asked around the Galand office or she explains exactly what she did, and why. She even has
work sites to confirm Frankie’s identity, she’s expecting the hammer, if the characters want proof.
their visit, in which case she’s resigned and stoic. If not,
The key lead from this scene is the connection to
she’s caught off guard, and the Scions start the scene with
Wayland the Smith. Drop the name as often as it takes for
1 Enhancement to rolls to get her to reveal information.
the players to take note.
Without Influence, Frankie tells the characters:
BLOOD AND STONE
• She feels terrible about what happened to Antony
Carvalho. He was a close friend of her dad’s, and basically Whenever the characters arrive at Memorial Park there’s
family. The company’s either contributing to his medical a Galand Heritage truck parked outside the park gates, in
expenses or paying for his funeral, depending on what
happened to him.
• She doesn’t know what happened; presumably the THERE’S BEEN A
Parthenon was more seriously damaged than anyone
knew. If the characters fail their Influence roll, as a Con-
MURDER
solation they discern Frankie’s keeping something back. Simona may have died in Cave of Cats. If
With a successful Influence roll, Frankie crumbles. so, this scene doesn’t happen. That’s fine: The
characters got all the information they could
• She admits she was at the Parthenon, but initially get here in that previous scene.
says she has no idea how it came to collapse. If pressed

armageddon jam 39
direct line of sight from the ruins of the Parthenon. Inside are Harlan’s a short, heavyset, white man who looks a lot
Simona Mileva, servant of Zalmoxis, and Harlan Smith. like his daughter Frankie. He huffs, sighs, and runs his
While Frankie’s application of the Ruin Hammer hand over his thinning hair. He’s conciliatory, out of his
closed the gate to Olympus, Simona’s here to make ab- depth, and stressed. While he feels terrible about what
solutely sure it never happens. A Stealth + Dexterity/ happened to Antony — and the characters might well
Composure (depending on whether a character’s hiding play on that — his drive for this scene is to avoid blame or
or being unobtrusive) roll (Difficulty 2) gets a character recriminations.
close enough to listen without being seen. Without Influence, Harlan’s tight-lipped. He tells the
As a Consolation, if they fail they hear Harlan’s side characters nothing of value and warns the characters off,
of the argument, but they’re seen, and the van drives off saying the Parthenon’s ruins are dangerous. If they fail an
before the characters can hear more or confront Simona Influence roll, he blurts out that they’re not only danger-
and Harlan. The two return later that night, this time in ous but about to be cursed.
Harlan’s own car (an unremarkable blue station wagon). By contrast, Simona is cannier: She tries to parse the
The van’s windows are open, and Simona and Harlan characters’ own story from the questions they ask, and
are in the middle of a blazing argument, the key points of she leaves gaps, letting the characters end her sentence
which are: or fill silences. She doesn’t know what a Scion is, but she’s
alert to the possibility of other deities interfering in her
• Harlan wants to know why Frankie had to do some- God’s plan.
thing that endangered her and nearly (or actually) killed
one of his dearest friends, just for Simona to come and Simona is also actively threatening, asserting that the
perform “some arcane horseshit.” characters should leave this alone before “greater powers
than you” notice their interference. As a Consolation,
• Simona explains, with the exaggerated patience of when she says this, she makes a gesture observers can try
someone training a dog to sit, that “Zalmoxis’s method” to parse with an Occult + Cunning roll. With one success
still requires testing and that, if it works, it’ll remove the they interpret it as an eastern European hex. With three
need for all the “performative nonsense and architectural successes they recognize it as the symbol of an obscure
damage” used to-date. and forgotten God.
They’re waiting for the park to close — yes, even if that Succeed or fail, they remember it well enough to
means waiting all day from when the characters first see them. research later. With no time pressure, they trace it to
Confrontation Zalmoxis, the forgotten deity of the Getae (now southern
If Simona and Harlan spot the characters watching Bulgaria and Romania).
them, they simply leave. If not, the characters have an With Influence:
opportunity to speak with them.
• Harlan unburdens his guilt: He allowed his daugh-
ter to do something dangerous, and Antony Carvalho got
hurt. He did it because his God, Galand, told him to do so
FIELD: in a dream. He has no idea why. But what Simona’s going
to do is worse.
A dirty Galand Heritage work van.
• Simona warns the characters to stay away, but her
Atmosphere: Intrusive/trapped
threats are a lot more specific: Zalmoxis, God of Blood
Attitudes and Bonds: and Soil, wants this site, this city, for his own, and he will
Harlan Smith: Simona (−2), Player roll over anyone who crosses him, divine or mortal.
Scions (−1, −2 if the characters threatened
or hurt Frankie, and she’s had time to tell • Simona also asks if the characters are “servants of
him) Discordia,” and intimates that “she’s dealt with Her crea-
tures before, and she’ll do it again.” It’s a clear threat, but
Simona Mileva: Harlan (−3),
Player Scions (−1) it’s also a signpost towards Eris.
Despite Simona’s threats, neither Harlan nor Simona
are interested in any physical conflict: They don’t get out
Simona’s a short woman with dry, olive skin and of the van, and they leave at the earliest opportunity (or
tired, bloodshot eyes. She rolls her eyes when someone the first threat of violence).
frustrates her, which is often. She’s arrogant, hostile, Alternatively:
and a zealot. Her drive for this scene is find out who the The Scions might convince Simona they’re there to
characters are. help. It’s entirely possible to do so either through bluffing

40 CHAPTER TWO: ARMAGEDDON JAM


When the gates close, they climb the fence, Harlan
with a heavy black sports bag full of Simona’s ritual tools.
BLOOD WHELPS Unless they’re interrupted, they proceed to the Parthe-
(SERVANTS OF non and Simona conducts her ritual. She circles the ruins,
singing hymns to Zalmoxis in Dacian. The language is
ZALMOXIS) extinct except for within Zalmoxis’s cult, but has similar-
Blood Whelps are a base form of vampire ities with Romanian , Bulgarian, and Greek. Characters
and, like most vampires, servants of Zalmoxis. who speak those languages, or others from the same re-
Pale, hairless creatures with enough humanity gion can make an Academics + Intellect roll to get the gist:
left to look pathetic and unsettling, they slink blood, the closing of doors, the pollution of the Earth to
from shadows, reeking of stale gore. They’re such an extent it has no higher nature.
animalistic predators, instinctually driven to
seek, shed, and consume hot human blood. The ritual culminates with Simona slashing Harlan’s
Blood Whelps are pack hunters, though if prey throat (much to Harlan’s surprise). As his blood seeps
is scarce they’ll fight one another for a fresh kill. into the stones, the air turns cold and the moon passes
Archetype: Professional behind a cloud. There’s an unpleasant, claustrophobic
atmosphere, as if the characters were locked in a room or
Qualities: Group Tactics,
the world just got a lot smaller.
Imperfect Disguise (so many things)
Flair: Seeing Red At least, that’s how it’s supposed to go. If the char-
acters intervene, Simona first sics the Blood Whelps on
Drive: Hunt and feed
them (if they’re there), then flees; Harlan also flees unless
Primary Pool (7): Athletics, Combat they’ve just saved his life, in which case he sticks around
Secondary Pool (5): Alertness and is thoroughly grateful.
Desperation Pool: 3
Health: 2
Defense: 2 NOW THERE’S
Initiative: 3 BEEN A MURDER
There’s a reasonable chance Simona dies
here. That’s fine. She’s a very small cog in the
with clues they gained in Following the Threads, work- Keepers’ machine. She won’t be missed, even
ing from a good relationship started in Cave of Cats, or by the plot of this story. Fate is done with her.
using information they’ve gained after offering an alli-
ance in Eyes of The World. In that case, she explains the
purpose of the ritual: to defile the ruins with spilled blood
(animal blood, she assures them — she’s lying) in order THE EYES OF THE WORLD
to entirely sever its connection with higher and lower
Unless they’re extremely careful, the characters’
realms: to make this part of The World cold, mundane,
investigation into the destruction of sacred sites draws
and entirely free of “magic” (as she calls it; her perspec-
the Keepers of The World’s attention. This attention
tive as a sorcerer colors her perception here). Harlan is
most likely arises as a Complication for failed rolls in the
aware of the plan, but deeply uncomfortable with the
earlier procedural (Following the Threads), but might
blood sacrifice.
also come from harming Frankie or Harlan Smith, or
Ritual helping or harming Simona Mileva. If the Band is smart
If Simona and Harlan saw the characters watch- and discreet, don’t feel obliged to use any of the material
ing them earlier in the day, Simona’s actively looking in this section: They might well get to Sentinel Falls (p.
for them, and she has backup on hand: As many Blood XX) without attracting attention.
Whelps — pallid, frenzied, blood-seeking vampire spawn If the Scions visited the Langley River, they proba-
— as there are Scions wait within the Parthenon ruins. bly met Karna, incarnated as Piyush. That’s a separate
If she sees the characters, or suspects that she’s being matter. Karna doesn’t mention his visit to the city to any
watched, she summons the Blood Whelps forth with a other Keepers (though Meng Po has surmised that Karna
shouted command. Simona prefers not to get involved in is troubled by the prospect of dying again), so it doesn’t
a fight, but if she has to, use the Sorcerer profile (Scion: draw any further attention.
Origin, p. 158). Harlan’s a Mook (Scion: Origin, p. 145)
with a handgun (Primary (4): Building and repairing; What form the attention takes depends on how the play-
Secondary (2): Athletics). ers’ Scions have conducted themselves so far: recruitment

armageddon jam 41
if they seem amenable, questions if their stance isn’t clear, RECRUITMENT
and threats only if they’re clearly opposed to the Keepers’
If the characters seem amenable after a first conversa-
agenda. The Keepers rule out each of these courses of ac-
tion with Kirsten, she’s under orders to recruit them. She
tion in order: if they believe there’s any chance recruitment
does this by introducing them to Katrina Orfanos, a Scion
will work, they try that first. If recruitment’s not an option,
of Dionysus who’s suffered greatly at the hands of the Gods.
they’ll proceed with some cautious questioning. Threats
and intimidation are a last resort. The Keepers of The World Katrina’s already in the Crossroads, sitting with her back
treat the Scions as individuals at this point: If some of them to the wall and in the middle of her fifth round of drinks. She’s
seem like they might be potential allies while others are a middle-aged woman with jaundiced skin, sunken eyes, and
harder to read, some get recruitment overtures, and the messy, unwashed hair. She’s bitter, perceptive, and wry.
others get questions. The Keepers of The World aren’t stu- Her goal for this scene is to get some things off her chest.
pid: They don’t try intimidation on any of the characters if As Kirsten brings the characters over to her, Katrina
they’re using more positive tactics on others. asks them to wait while she orders more drinks. She or-
QUESTIONS ders three, and it’s quickly apparent why: One slips from
her hand as she picks it up, another spills as she carries it
Unless the members of the Band are clearly opposed back to the table, and the third has a dead moth floating
to what the Keepers are doing (e.g., they’ve already on its surface. She drinks the latter anyway.
marked them as enemies or villains after meeting Way-
land and Zalmoxis’s Scions), the Keepers of The World Katrina’s four drinks in and she’s got a lot to say.
approach them with careful, probing questions on neu- • She’s a child of Dionysus. Before he got his claws into
tral ground. They get another invitation to the Crossroads her, she was a poet and songwriter. Now she’s a hot mess.
Tavern — this time via anonymous messages on social • Like every deadbeat dad in The World, he shows up
media or email, or even a note pushed through their door. — usually through signs and portents or cryptic messages
The Keepers’ emissary is Kirsten Janssen, a Scion of from his cult — when he wants something.
Herakles. She’s a tanned, blonde Midwesterner, six feet • She does what she’s told… and it’s always danger-
tall, and a dedicated bodybuilder. She’s plain-spoken, ous. She’s cursed with permanent, petty bad luck from
amiable, and empathetic. Her drive when she meets the tangling with servants of Hera. She’s not allowed back in
characters is to decide whether they’re potential recruits. Thebes (Illinois, not Greece). Her left arm’s partially pet-
To Scent the Divine, Kirsten smells like sea air and olives. rified after a run-in with a gorgon. When she tried to quit
She’s friendly, smiling, and ready to explain. She asks drinking, her father cursed her and took back his gifts.
the Band what they think is happening. She frames her • The Gods, Katrina declares, were a mistake. “We
answers to fit in with whatever they’ve assumed, making are the stars’ tennis balls,” she declares, “struck and ban-
them feel smart for figuring things out. She’s also feeling died which way please them.”
out how they feel about getting dragged into the mess.
Then she fills in some blanks. The Gods exist, and they’re With a successful Influence roll, Katrina tells the
just as problematic as the myths make out. What the char- characters that Kirsten’s helping her, and what the
acters have seen makes their influence weaker and stops Keepers of The World (the first time the characters hear
them doing things like turning people into trees and ani- this name) are doing will help everyone like her. Kirsten
mals and meddling in mortal fates. She explains the con- is visibly unhappy to hear the Keepers’ name dropped,
cepts of other worlds, the portals and connections to them, which stops Katrina from saying any more about them.
and sacred artifacts (i.e., Realms, Gates, and Touchstones). For a failed Influence roll, she swears creatively at
While she talks, Kirsten is analyzing the characters, them and tells them she’s “your godsdamned future” and
deciding whether they’re sympathetic. If they are, she to “wait ‘til your own parents show up to wreck your lives.”
moves on to Recruitment. She’s confident that the charac- THREATS
ters don’t know enough to cause the Keepers any trouble. If
If the characters are clearly opposed to what they know
they’re not amenable, she leaves them to their own devices.
of the Keepers of The World’s agenda, the Keepers start a
With Influence, Kirsten admits the people she works campaign to unnerve and intimidate them. This mostly
for are nearly done with their work in the city, but they’ve takes the form of signs and portents, plus some ill fortune
got much more to do worldwide. As a Consolation, she and ill health. These unfortunate events don’t only hurt the
doesn’t say it, but the characters get the impression Scions, but also their friends, families, and loved ones.
what’s going on here is just a minor detail to Kirsten, and
Blood Magic
she’s focused on something much bigger.
If she’s still alive, Simona Mileva is at the forefront
of this campaign. She’s a powerful sorcerer, and she uses

42 CHAPTER TWO: ARMAGEDDON JAM


blood magic to trace links from the characters to the • The resistance the Scions have encountered — Si-
people they care about most. It starts with a pin prick: mona Mileva and the Smiths — are servants of a conspira-
Simona pays someone the characters are unlikely to hurt cy of Gods called the Keepers of The World.
(a middle school aged child is favorite) to scratch one of • Travis is a servant of Hekate, and Hekate wants to
them with a pin as their paths cross. Choose a character at know what’s going on. Travis doesn’t know how she’ll
random or pick the one who’s annoyed Simona the most. respond to what the characters told Travis (they’ll find
Any time the characters are in public and not moving out in Incognito Love Song).
around, they’re at risk. With a Close Combat + Cunning • The characters, like Travis herself, are Scions: children
roll, the victim notices the scratch in time to grab their of the Gods. She responds to shock or doubt on this matter
assailant or follow them about a block away where they with a shrug: It’s not her job to convince the characters.
hand over the pin to Simona. As a Consolation, they notice
the scratch and catch a glimpse of a probable attacker, but • Travis won’t help until she has a sign from Hekate. If
they’re too far away (e.g., the far side of a thick crowd) to the characters intervene at Sentinel Falls, she won’t be with
easily catch them, and the character loses them. them — but, off the record, she does think they should in-
tervene. What the Keepers are doing is dangerous, not just
Once Simona has a sample of even a drop of blood, to human life but to The World itself. (Travis doesn’t know
she works fast. Her magic affects family, friends, close col- what she’s doing, but she’s observed the uncomfortable, ba-
leagues, and even pets. They get sick or injured, and old nal, deadness of the sites they’ve disrupted in the city).
feuds simmer up to the surface. The character loses access
to one connection initially, and another for every three APPLE
days the curse persists (it stops after Sentinel Falls). If Apple has a positive Attitude to the characters,
The morning after the curse is laid, Simona shoves a Eris’s emissary has information for them too. They show
threatening letter through a character’s letterbox: “Stop up to deliver their bombshell news when most of the
turning over rocks, you won’t like what’s underneath.” characters (but preferably all of them) are together.
Miscellaneous Misery Eris will be taking action at Sentinel Falls to wreck
The Keepers also bombard the characters with the conspiracy’s plans. Apple thinks the characters should
threatening signs and portents: Black clouds follow them, help, if they’re so inclined. Apple doesn’t know when the
machines break and spit sinister error messages, the char- big, climactic showdown will happen, but advises the
acters accidentally cut themselves and bleed. However, characters to look for omens.
the Keepers are waging a secret global campaign against Apple will be there when it happens — and if the
the Gods, and they don’t have the resources (or inclina- characters are concerned about spotting omens, Apple
tion) to do more than threaten the players’ characters. will simply call them when it’s time.
With Influence, Apple reveals that there will be an
REPORTING IN actual God at Sentinel Falls. And Eris, using all the tools
Travis, Apple, and Kirsten have information for at her disposal, is going to kill them.
the Scions.
KIRSTEN
TRAVIS Kirsten knows more than anyone else about what’s
If the characters don’t check in with Travis of their happening at Sentinel Falls and when. If she has a positive
own accord, they find her dog, Moon, watching them at Attitude to the characters and they’ve convinced her they’re
unexpected moments. They see signs of Hekate’s presence on the Keepers’ side, she approaches them (preferably all of
again (snakes, dogs, trios of women, pairs of torches). No- them, but if not, whichever one has appeared to be the most
body’s forcing them to go back to the Crossroads Tavern, leader-like and competent in previous interactions) in public.
but there’s more information to be gained if they do. She explains two elements of the Keepers’ plan are
Travis and Moon are waiting for them this time, once about to come to fruition. They’re going to sever a major
again at a reserved table. Travis’s drive for this scene is to link with the Overworlds: the Godsfall, also known as
get the Scions to Sentinel Falls. Sentinel Falls. And in the process, a God — Karna, hero of
She has the characters share what they’ve found and the Mahābhārata — will sacrifice himself and be reborn.
listens attentively. Then she has another message for them: With Influence, Kirsten tells them part of Karna’s
Something’s happening at Sentinel Falls. Soon. Travis doesn’t sacrifice involves trapping Eris: They want her to disrupt
know what, but it’s big and potentially very damaging. it, thereby making herself part of their mythic narrative.
Without Influence, Travis doesn’t volunteer any With a failed Influence roll, the characters discern there’s
more information. With it, she shares that: something she’s not telling them.

armageddon jam 43
of this scene are described, in detail, as they’d occur with-
SENTINEL FALLS out the players’ intervention. Each section includes some
The characters’ investigations lead them to Sentinel notes on obvious ways to affect the action. Ultimately,
Falls. Waterfalls are a recurring motif in many bodies of you’ll have to make some on-the-fly judgements about
myth, which makes them places of power for many Pan- what happens.
theons. The great height and narrow fall of this waterfall
creates a sympathetic link with the Triton Falls, Athena THE TIME IS NOW
of the Theoi’s birthplace. The natural rock arch above the On the day of the sacrifice the sun rises as normal.
falls resonates with Longmen, the Dragon Gate of Shen Then it’s rapidly eclipsed by the moon, and the city is
mythology. These are only two of the waterfall’s many plunged into darkness. The darkness is a gift from Zal-
links: It’s a surprisingly rich location. moxis, a way of making The World safe for his servants,
many of whom are nocturnal by physiology or by choice.
The Keepers of The World have chosen it for its
To the Scions, it’s a sign the time has come.
similarity with the Goðafoss, a waterfall in Iceland where
a pagan priest, after converting to Christianity, disposed Whether they usually sleep through sunrise or not,
of the idols of his former Gods. It’s known as the Gods- the characters all wake up for this.
fall, the resting place of the gods, and that’s the perfect
resonance and symbolism for Karna’s sacrifice. Unfortu-
THE FALLS
nately, carrying out the act at the actual Goðafoss would Sentinel Falls is outside the city, in the same national
draw far too much attention, so the Keepers are relying park as Glenniver Caves. The falls are part of the Langley
on Sentinel Falls as a symbolic stand-in. River, where it drops off a wide, cave-riddled spread of
cliffs. Two stone pillars rise out of the earth at the top of
According to the Keepers of The World’s plan, three
the falls. The drop is long enough to be lethal, and the
things are about to happen at Sentinel Falls:
rocks in the plunge pool are wickedly sharp.
• Zalmoxis’s Triumph — until now Zalmoxis has
The falls offer a commanding view of the city, so
been relying on subtle tactics to break resonances. This
they’re a popular tourist spot. Hiking trails run across the
time his playing piece, Simona (if she’s still alive), is test-
hillsides and ridges all the way to the falls, and the near-
ing an act of blood magic that will reliably and irrevocably
est parking lot’s a thirty-minute walk away. Fortunately,
render the falls mythically null. All it takes is a little mys-
the characters have plenty of time from the beginning of
ticism and a lot of murder.
the eclipse to the completion of the ritual and sacrifice:
• Karna’s Sacrifice — a weakened, incarnated Karna Whenever they arrive the ritual is still underway and the
will lose a fight with Eris and symbolically (and, for prac- sacrifice is yet to happen.
tical purposes, literally) die. He’ll be reborn in, by divine
scales, a short time later, but he won’t reappear in No
Gods, No Masters. FIELD:
• Eris’s Intervention — Apple has been gradually
persuading the guardian of the falls (a Fossegrim, a type SENTINEL FALLS, SURROUNDED BY
of giant) to revolt against the servants of the Gods when RUSHING WATER AND UNDER A
they arrive to ruin the falls. DARKENED SKY.
The outcome of all three plans is contingent on the Atmosphere: Grim
characters’ actions. What happens depends on whether
Attitudes and Bonds:
they’re supporting the Keepers or opposing them and on
what relationship they have with Apple. All three strands Apple: Karna (–3), Keepers of The
World (–5), Player Scions (varies), Travis
(–1), Zalmoxis’s Servants (–5)
Karna: Apple (–2), Keepers of The
KEEP IT MOVING World (+3), Player Scions (varies), Travis
(–1), Zalmoxis’s Servants (–1)
The players may split into small groups for
this scene: They can’t tackle every problem at Simona Mileva: Apple (–3), Keepers
once. Each slice of action affects the others, so of The World (+1), Player Scions (varies),
cut between them frequently. Shift focus every Travis (–1), Zalmoxis’s Servants (+1)
time one group takes a significant action (or Travis: Apple (–1), Karna (–), Keepers
after a round of combat), or every couple of of The World (–1), Player Scions (varies),
minutes of play. Zalmoxis’s Servants (–3)

44 CHAPTER TWO: ARMAGEDDON JAM


ZALMOXIS’S TRIUMPH
Karna’s sacrifice isn’t just to entrap Eris in the Keep- VAMPIRES
ers’ Pantheon. Zalmoxis’s servants, a motley crew of three
sorcerers (Scion: Origin, p. 158) and three vampires, car-
(SERVANTS OF
ry out a ritual fueled by Karna’s blood. While the other ZALMOXIS)
gates and resonances the Keepers have destroyed in the
city were limited, reflecting just one divine realm each,
True vampires retain more of their intelligence,
identity, and capacity for higher thought than
this one’s much more multi-faceted and thus harder to
Blood Whelps. They’re some of Zalmoxis’s
sever. If Simona Mileva is alive, she’s with the group; oth- favored servants. Not all of them know of the
erwise add a fourth sorcerer. God to whom they owe their existence (though
At the foot of the falls, a little way downriver where this group does), but he looks fondly on them
Karna’s blood will flow to them and complete their magic, anyway. They’re pinnacles of his ambition,
the seven of them stand in a circle, three red-robed fig- driven by blood, magic, and conquest.
ures on each side of the water and their leader (Simona, if Archetype: Professional
she’s present) standing in the current. Qualities: Imperfect Disguise (Fangs),
Travis (without instruction from her mother) comes Unnatural Hunger (blood)
to disrupt the ritual. She and Moon are outnumbered, and Flair: Dread Gaze, Seeing Red, Sorcery
without assistance they’re quickly overpowered and killed. (Blood)
Chanting in the ancient language of the Getae, they Drive: Hunt, feed, and play
patiently continue their ritual until Karna dies. His blood
with their food
flows across the leader’s clawed feet, and a clap of thun- Primary Pool (7): Combat, Threaten
der rings out overhead. The ritual is complete, and the Secondary Pool (5): Charm, Lie, Track
Godsfall is no longer a place of power. Desperation Pool: 3
Preventing Disaster Health: 2
If the Scions oppose the Keepers, disrupting the ritu- Defense: 2
al is key. Frontal assault is the most straightforward way, Initiative: 4
but it’s risky. Travis arrives in time to assist.

armageddon jam 45
The ritual only requires five participants to continue, Combat + Might roll, anyway). Reduce the Difficulty to 3
meaning one vampire and one sorcerer can be lured away if they argue that the Keepers of The World can’t succeed
by distractions. Characters can steal their robes, disguise without him or that the fate of The World can’t be left to
themselves with a Subterfuge + Manipulation roll, and people like Zalmoxis and Wayland. Increase it to 5 if they
sabotage the ritual by pure incompetence with a Persua- suggest his death might be final: Karna is no coward and
sion + Manipulation roll, opposed by the ritualists’ pool won’t be thought of as one.
of 5 dice. Whether they succeed or fail, the Fossegrim plays his
Apple can disrupt the ritual (through disguise and song and six water spirits (Vodyanoy, Scion: Origin, p. 160)
fake participation) without rolling — but the characters strike. If Karna has decided to go through with the sacri-
would have to convince them it’s a better plan than un- fice, he goes with them willingly and the characters have
leashing the Fossegrim with a Persuasion + Manipulation to stop him. If he’s decided against the sacrifice, he actively
roll (Difficulty 3). resists (in this form, he has 5 dice in Close Combat).
If the Scions are working with the Keepers, they can If the Scions support the Keepers, they can still offer
either dissuade Travis from intervening, drive her off, Karna inspiring words and lend him some strength as he
or kill her (and Moon). Travis is one of Hekate’s favorite prepares for death with a Persuasion + Presence roll (Dif-
children, and the Crossroad Goddess doesn’t take kindly ficulty 2). Karna goes with the water spirits whether the
to her death (see Aftermath, p. XX). Scions’ roll succeeds or fails, but if it succeeds he warns
them that the Keepers are far from united: Zalmoxis and
KARNA’S SACRIFICE Wayland are the worst of them. If the characters are set
Karna, still in the form of Piyush, in which he possi- on helping, they should take their guidance from Herak-
bly met the characters in Karna (p. XX), is sitting on one les and Imhotep, and nobody else.
of the two pillars above the falls. He’s pensive and full of
doubt. He’s made a promise to Herakles, and he doesn’t ERIS’S INTERVENTION
break promises, but he fears for what the Keepers of The Apple arrives as soon as the eclipse begins. They
World will be without him. observe Zalmoxis’s servants starting their ritual and act
The scent of strong tea surrounds him, and the char- quickly. They scramble down the cliff face, risking life and
acters occasionally glimpse a kind-faced, elderly East limb, with a sheep carcass strapped to their back. They push
Asian woman watching him. They only see her watching through the falls, into the cave behind, and offer the meat to
from the corner of their eyes, and when they attempt to the Fossegrim, the water spirit that dwells behind the water.
look right at her, she’s not there. Apple warns the Fossegrim that someone plans to
The characters immediately recognize Karna as the defile its home with blood and black magic. Angered, the
man they previously saw near the Langley River. This time Fossegrim performs a song on its fiddle to rile up the oth-
there’s a sense of power around him, like a gathering storm: er spirits of the lake. The Fossegrim’s music lures Karna
a sensation of pressure in the air. If the characters didn’t in- to the top of the falls and compels him to step into the
teract with Karna earlier in the story, he remains neutral to water. A tide of water spirits (use the Vodyanoy profile,
them (Attitude –). If they did, his Attitude’s +1, and if they Scion: Origin, p. 160) buffet him against the rocks and
were especially compassionate or insightful it’s +2. ensure he’s badly injured in the fall, before proceeding to
drown him in the plunge pool. Ordinarily, they’d be no
Left to his own devices, Karna wrestles with his match for Karna, but in his current embodied form he’s a
choice until the Fossegrim and Vodyanoy strike and mere mortal (a deliberate choice on Karna’s part: He has
take the choice away from him. Though he’s strong and to be able to die).
athletic, he’s overcome by the Fossegrim’s music and the
Preventing Disaster
Vodyanoy’s numbers. His end is grim and violent. As the
water of the Langley River carries away his blood, Meng If the characters are working with Apple, have them
Po — an elderly East Asian woman in traditional hanfu — tumble off the cliff during their climb, leaving them se-
carries away his body. riously wounded: The characters can negotiate with the
Fossegrim instead or come up with another plan to dis-
As Karna dies, the eclipse passes, and Zalmoxis’s ser-
rupt the ritual. Karna is deliberately placed at the top of
vants disperse as rapidly as possible.
the falls as bait, so he makes a very visible target.
Preventing Disaster
If the characters know Karna’s plan and want to dis-
If the Scions oppose the Keepers, they can try and rupt it, they’d be smart to stop Apple — though that will
talk Karna out of his sacrifice using Persuasion + Presence probably only work if the Scions have a good relationship
(Difficulty 4). If they botch, they anger him and he shoves with them. They’ll need to persuade Eris’s emissary not
one of them over the falls (if he wins an opposed Close to interfere because it’s exactly what the Keepers of The

46 CHAPTER TWO: ARMAGEDDON JAM


• If Karna didn’t sacrifice himself, Eris isn’t part of
the Pantheon. She’s free to continue causing chaos from
FOSSEGRIM outside the Keepers. If the characters oppose the Keepers,
that gives them a potential ally; if they’re on the Keepers’
Fossegrims are water spirits that take the side, they have a target on their backs.
form of exceptionally handsome young men.
They’re skilled musicians, able to charm and • If the characters thwarted Zalmoxis’s ritual, the
command any creature or even inanimate Godsfall is still a place of power. This is theoretically a win
objects through their fiddle playing. They’ll but not important to the continuing storyline. However, it
teach their skills in exchange for the right does give Zalmoxis a personal grudge against the characters.
gifts. All a Fossegrim really desires on a daily • Hekate picks a side after this story. Her decision
basis is fresh water in which to live and an
is driven by what Travis reported, which in turn comes
audience for their music. Fossegrims aren’t
malicious beings, but like any creature with down to what the Scions said. If they painted the Keepers
a home, the Sentinel Falls Fossegrim protects in a negative light, Hekate opposes them, and vice versa.
and defends his territory. It’s therefore very likely the characters can treat Hekate
as an ally (notes on her boons are strategically positioned
Archetype: Professional
throughout Incognito Love Song and Anthem).
Qualities: Center of Gravity
• If Travis died at Sentinel Falls, Hekate’s choice is
Flair: Sorcery (Music, Water)
made: She’ll oppose the Keepers in everything they do.
Drive: To perform, nothing more
Primary Pool (8): Charm, Inspire, GROUP LOYALTY
Perform, Seduce Make the following changes to the Keepers’ loyalty:
Secondary Pool (6): Swim, Fight • Blodeuwedd: Herakles recruits Blodeuwedd
Desperation Pool: 3 shortly after Armageddon Jam concludes. Add Blodeu-
Health: 4 wedd to the tracker, with a starting loyalty of +3.
Defense: 2 • Karna: –2. If Karna survives, he continues to doubt
Initiative: 2 the Keepers’ approach and wonder whether he can
support them or if they need a challenge to make them
change course.
• Wayland the Smith: –1. Zalmoxis is supplanting
World want. It takes a Persuasion + Presence (Difficulty him as the Keepers’ most useful technician.
3) roll. If they fail, Apple unleashes the Fossegrim and
• Zalmoxis: +1. He’s pleased with his success and
starts a fight with the characters to keep them busy. Apple
expects the Keepers will provide him with more oppor-
aims to seriously injure one Scion, then escape, leaving
tunities to develop his power.
the others to choose between helping their friend or stop-
ping the Fossegrim and water spirits. PROUD PARENTS
There’s a third possibility. The characters stop the The Scions have achieved enough and drawn enough
water spirits, but convince Karna to sacrifice himself (if, attention to themselves for their Visitation (Scion: Hero,
for example, they’re playing both sides against the other). p. 20) to occur. Every divine parent (except Hekate, or the
If they try this approach, it’s worth clarifying that they fully Keepers of The World themselves) has the same message:
understand the situation and are making deliberate choices. The Keepers of The World must not be allowed to succeed.
Give each Visitation as much time as it needs: It’s a
AFTERMATH hugely formative moment for a Scion. If all the players
Sentinel Falls was only the beginning of the end. The agree, you can run them as solo sessions. That way no-
fallout from what happened there affects the Keepers’ body is self-conscious about hogging the spotlight or
plans, and perceptions of the characters, significantly. spilling secrets they want to keep private.
• Whatever happened, the Keepers are aware of the The Scions emerge from their Visitation as Heroes,
characters either as tentative allies or concerning opposition. ready to take a leading role in shaping the Fate of The World.

armageddon jam 47
CHAPTER THREE
They met beside
The dying embers of an altar-place
Where had been heap’d a mass of holy things
For an unholy usage;
— Lord Byron, Darkness

T he Keepers of The World’s agenda takes them into


literal and figurative Terra Incognita.
but exactly what happens depends on the players. Most
scenes include at least a short note on how the Band’s al-
legiance (opposing the Keepers, supporting a specific fac-
OVERVIEW tion) affects events. These notes can’t cover all possible
Armageddon Jam was the players’ first introduction outcomes but should help give you a direction. If events
to the Keepers of The World’s plan. Incognito Love Song go seriously off-track, base your decisions on what hap-
is where they face its impact. pens next on character motivations: The Keepers present
in Atlantis are the other driving force in this scenario.
The Keepers’ work to sever The World’s Gates and
destroy its Touchstones has had an unexpected conse- While there’s not a single linear path through the
quence: The city-state of Atlantis is shifting unpredict- scenario, there’s a countdown. When they have all the
ably between two states of reality. requisite pieces in place, the Keepers of The World de-
stroy Atlantis to sever the link with Ocean, one of The
The Keepers of The World immediately send agents World’s most powerful Axes Mundi — unless the players
there to monitor the situation. Atlantis is a key part of stop them. Remember the listed scenes happen whether
their plan: Destroying it will sever one of The World’s the players’ Scions are present or not. The World turns,
greatest Axes Mundi, Ocean. They weren’t planning to with or without their attention.
act so quickly, but since it seems they’re running out of
time they prepare to take drastic action. Eris also finds Atlantis is a complicated element of The World. From
her way to Atlantis, both to thwart the Keepers and out the beginning of Incognito Love Song, it exists simulta-
of pure curiosity. neously in two states: as a thriving metropolis running on
God-tech, and as a barren ruin unoccupied for millennia.
Their plan for Atlantis causes division amongst the That’s not the tricky part. The trick is that however you
Keepers. Some are completely fine with ending the lives were handling Atlantis in your game, it probably wasn’t
of a million people to advance their cause. Some are not. like this. You might not have intended to use Atlantis at all.
Fierce debate rages over whether Atlantis is even meaning- Depending on whether Atlantis was a living city, a ruin, or
fully real. Meanwhile, the clock runs down until Atlantis totally lost, you could resolve conflicts in a range of ways.
can no longer maintain its flickering multi-state existence The following are examples, not an exhaustive list.
and disappears, becoming an inaccessible Midrealm.
• Atlantis was a living city. In which case, the loca-
The Band, or the Keepers, or Eris discover a secret tions and characters attributed to it won’t align with your
buried deep beneath Atlantis: Its Pantheon already at- vision. You can either replace them with elements of your
tempted the exact same scheme as the Keepers of The own setting or replace Atlantis with another mythical sunk-
World. It didn’t work and almost ended The World. Re- en city. Lyonesse, from the Arthurian canon, is one possibil-
vealing that to the Keepers weakens them, turning more ity; so are the ruins off the coast of Yonaguni, a small island
of their Pantheon away from their cause, but others deem near Taiwan. Wherever it’s placed, the people of The World
it worth the risk and proceed with the plan. Wayland the are deeply concerned that this island city-state is flickering
Smith quickly realizes that the Keepers need a buffer between a state of thriving life and ruination.
against what happened to Atlantis and devises a method
to part the Atlantean Gods from their Mantles, further • Atlantis was a ruin. In which case it’s straightfor-
empowering the Keepers and bolstering their ability to ward to add its living version as an extra layer of reality.
protect The World during its rebirth. The people of The World are shocked, amazed, and excit-
ed that an archaeological ruin is suddenly teeming with
Unless the Band can stop them, Atlantis will never life (if only sometimes).
have existed.
• Atlantis was lost. Atlantis was a legend, and nobody
RUNNING THIS ADVENTURE knew what happened to it or even whether it was real. In
some ways this is the hardest initial World-state to work
Like Armageddon Jam, Incognito Love Song is not with. There’s a huge chunk of myth right in the middle of
a linear experience. Most of the action occurs in Atlantis,

overview 49
the ocean, and it won’t even settle into a single state of ex- way. Alternatively, if the players like a mystery, send them
istence (for a while, anyway). This causes huge upheaval to to the ruins first: They’ll come up with questions as they
The World and for some mortals makes the existence of the explore and can have those questions answered when
Gods a little too real. There’s enough meat here for a whole they reach the living city.
Scion storyline; if you don’t want to run that storyline, the If they visit the living Atlantis first, they may not feel
safer option is to say Atlantis existed as an irrelevant ruin, the need to access the ruins, and that’s okay. They miss an
so uninteresting nobody ever spoke about it. object lesson of how the Keepers’ rebirth plans could go
By the end of Incognito Love Song, Atlantis is fixed horribly wrong and an early opportunity to interact with
in one state or another: ruined or thriving. As is the way Tlazōlteōtl’s saint.
of The World, history and myth gradually adapt so that
Atlantis has always been this way. If it’s ruined, it’s an THE KEEPERS OF THE WORLD
interesting archaeological curiosity. If it’s inhabited, it’s The Keepers of The World start Incognito Love
known as an isolationist state that very few people ever get Song on the back foot. They didn’t expect Atlantis to be
to visit, and there’s very little concrete reporting of what affected by their interference with the sympathetic links
life is like there. Only Gods and Scions (and not even all of to the other realms, and they’re concerned. The plan is
them) remember that The World wasn’t always like this. developing unforeseen outcomes. Even worse, they need
to erase Atlantis, and now they’ve got a limited time to
STRANDS OF FATE do that. If Atlantis was previously ruined or lost, they
The Call to Action section assumes the players’ also confront the need to erase over a million lives along
characters experienced Armageddon Jam. If they didn’t, with it. Yes, The World will adapt so that Atlantis never
the simplest way to pull them in is through dreams and was, and nobody will remember otherwise, but that won’t
visions: The World twists in subtle ways to make it clear change what the Keepers had to — have to — do.
that they have business in Atlantis. Even as news about This is a crisis for them. For the players’ Band, it’s an
the ‘rediscovered’ Atlantis takes over the news cycle, opportunity to seize the reins. If they support the Keep-
they dream of drowned ruins and a city falling; they see ers, they can take an influential role by pushing the plan
a black-lipped woman laugh with delight as the city tum- forward or redirecting it. This scenario doesn’t present a
bles down around her. Press the point by offering Scions specific alternative to destroying Atlantis, but myths are
with appropriate contacts — academic, political, or jour- slippery things: Anything that feels grand and resonant is
nalistic — an opportunity to join an expedition to Atlantis worth considering. If they oppose the Keepers, there are
when it reappears. Characters with criminal contacts cracks in the Pantheon they can exploit.
might get the same opportunity to go and loot the ruins.
THE A-PLOT
SCENE MAP The first Agents of the Keepers to arrive in Atlantis
Like Armageddon Jam, the running order of Incog- are Leonie Wagner and Kerem Osman, Scions of Wayland
nito Love Song is flexible. The Keepers are working on the Smith and Tolui Khagan respectively. The Gods re-
advancing their agenda, sometimes behind the scenes spond to what their agents report in very different ways.
and sometimes right out in public. Scenes happen when Wayland the Smith is fully prepared for the Breaking of
the characters are around to see them. The scene map Atlantis. It’s exactly the kind of ingenious, intricate, defi-
below gives an idea of how the scenes naturally flow. ant magic he imagined when he accepted Imhotep’s offer
The first part of the story takes the Scions out of The to join the Keepers. Tolui Khagan’s Scion, on the other
World they know and into Atlantis. It mixes Intrigue and hand, is deeply attached to the concept of family, contin-
Action-adventure scenes. In the living city of Atlantis, the uation, and legacy. He’s profoundly affected by finding
characters mostly face Procedural and Intrigue challeng- Atlantis alive and thriving, especially if he expected it to
es; in its ruined state, the city offers up Action-adventure. be abandoned and in ruins. He can’t — and won’t — see
The finale’s an action-heavy set piece with events taking families torn apart or let the Keepers become the inter-
place in both versions of Atlantis. fering, ruinous Gods they claim to stand against.

Moving between the two versions of the city is rela- Tolui and Wayland’s Scions are in a stalemate, and
tively easy once the characters start making local connec- they stay that way until The Black-Lipped Saint, emissary
tions; until then, the best way is to sail away from the city, of Tlazōlteōtl, arrives. She of the Black Lips is au fait with
wait for it to change state, and return. death in all its forms. It’s part of the regeneration of The
World. The Saint’s arrival ends the stalemate and the
Send the Scions to living Atlantis first if you want to
Breaking of Atlantis proceeds, unless the Scions are able
hand them a lot of knowledge upfront. There are people
to stop it.
to talk to, and it’s much easier to impart information that

50 CHAPTER THREE: INCOGNITO LOVE SONG


before they get close. After the first losses, no captain
THE B-PLOT willingly makes the trip.
The B-Plot in Incognito Love Song is preparation
Adding to the challenge of obtaining clear footage,
for Passengers. By asking the right questions — and lis-
Atlantis slips (apparently randomly) between the familiar
tening to the answers — the Scions can gather several key
ruins and this newly thriving city.
leads that set them up for the final act of the storyline.
They learn about a previous attempt to sever Atlantis It takes nearly forty-eight hours after the first report of
from the Gods, and why it failed. In doing so, they learn a “living Atlantis” for The World’s press, scientists, and gov-
two key things. First, slicing away divine Mantles from ernments to collectively agree that an ancient city has really
Scions and Gods would concentrate power in The World come back to life. There’s a tacit agreement not to talk about
and bolster the Keepers’ chances of success. Second, how the city shifts between states: It sounds impossible.
anything that shakes The World so deeply risks alerting RETURNED ATLANTIS
Primordials and Titanspawn, not to mention other Gods,
If Atlantis simply wasn’t there, its return is impos-
to the Keepers’ plan. Being armed with this knowledge in
sible to hide. There’s now an island big enough to hold
advance gives the Scions a running start in Passengers,
a sizable city-state in the eastern Black Sea. At first, it’s
so make sure to convey it.
reported as a bizarre geological phenomenon. A day later,

INCOGNITO reports arise of ruins or an inhabited city on the island.


They’re rapidly aligned to say there are both ruins and

LOVE SONG a “small settlement” (wildly inaccurate) on the island. It


takes another day for someone to flippantly refer to the

J ust a couple of months after Sentinel Falls, the Gods’ island as Atlantis. The name sticks, and over time it’s tak-
newest Scions save, or destroy, one of the oldest en increasingly seriously.
civilizations in The World. As in Ruined Atlantis, the waters around the island
are almost impassable, and attempts to reach it quickly
PROLOGUE: fizzle out.
ATLANTIS RETURNS EARLY INTERACTIONS
Sentinel Falls was two months ago. The characters
have had time to contemplate their divinity and continue It’s fine if these early brushes with Atlantis don’t lead
with their lives. Maybe they’ve been aiding or abetting the to anything and the characters wait for a more obvious
Keepers’ plans elsewhere in The World, maybe they’ve call to action. They’re establishing shots: a way to show
been center stage in other stories, or maybe things have the characters the Keepers’ actions have reached a level
been quiet. impossible to hide or ignore. However, if the Scions do
pay attention and want to get involved immediately:
Whatever the Scions have been up to, everything
stops when Atlantis returns. Either life suddenly returns • Establishing the truth behind the media coverage
to the ancient city’s ruins, or it reappears in the eastern requires an Academics + Intellect roll.
part of the Black Sea as if it had always been there. • Delving into Atlantean myths also requires an Aca-
As the characters go about their lives, they catch demics + Intellect roll.
news stories about freak weather in the Black Sea region: • Investigating links with the Keepers (assuming the
a huge tsunami that devastates coastal areas, especially Scions can’t just call Kirsten and ask what’s going on)
Georgia and Russia on the eastern coast. It’s a common requires an Empathy + Intellect roll and indicates that
topic of conversation, charity appeals are launched, and Atlantis should be a very powerful connection between
people express shock and sympathy for the tragedy. layers of reality. Thus, controlling or destroying it would
What happens afterwards depends on whether At- both be useful to them.
lantis is nonexistent or a ruin. • Researching ways to get from the Black Sea to
Atlantis requires either a Culture + Presence roll or a
RUINED ATLANTIS Subterfuge + Manipulation roll for shadier options like
If Atlantis was in ruins, days of conflicting news cov- catching a ride with smugglers.
erage follow its reappearance. Media sources show imag-
The best options for getting close to Atlantis are ei-
es and drone footage of a thriving city covering the full
ther to walk the River Langley or take advantage of the
extent of the island, but in the same coverage pass them
Crossroads Tavern.
off as fakes. No one’s able to get close enough to provide
concrete evidence: The sea around the island is wild and The Scions can use the river as a gate to transition to
storm-wracked, and the few ships that sail towards it sink the Danube River, which joins the Black Sea in Constanța,

Incognito Love song 51


Romania. The Danube’s name simply means “river,” and Apple is delighted at the prospect of wrecking the
it’s linked with the oldest, primordial waterways. Danu, Keepers’ plans at another location. They don’t know for
mother goddess of the Tuatha Dé Danann, regards it as sure that the Keepers will be there, but they’re confident
hers. She’ll open the gate for a Scion in exchange for the of it. There’s no way with the Keepers breaking gateways
gift of any of her symbols: holy stones, horses, seagulls, that Atlantis returning — sort of — is a coincidence.
fish, amber, gold, keys, or crowns. A Scion can construct an They recommend the Langley River as a travel route
effective ritual with an Occult + Presence roll (Difficulty 2). and recommend the Scions either sweet talk their way
One of the Crossroads Taverns’ exits leads to Istan- onto a ship at the other end or steal one. Apple won’t
bul. It’s mainly (but not exclusively) used by tourists in come with them: They’re nervous that having a servant
the city. With Travis’s help (or the mere presence of a Sci- of Eris take direct action might play into the Keepers’
on with travel or roads as their Purview), the Scions can narrative again.
get to Istanbul reliably. Otherwise, it takes some trial and
error — and persistence — but it’s still faster and cheaper
KIRSTEN
than flying to Istanbul. If the Scions supported the Keepers at Sentinel Falls,
Kirsten makes contact by forwarding articles and videos
Neither of these destinations are convenient for At-
about Atlantis and asking if the characters have seen it. She
lantis, but the Scions can charter a ship there, or slide on
knows nothing about what’s happening there, except that
board another vessel trying to reach Atlantis.
Herakles has been sending her signs that she should get the
Alternatively, it won’t be long before an agent of Eris, players’ characters there. She’s mightily pissed about that:
Hekate, or Herakles makes contact. She’s not an errand girl, and she resents this treatment.
She recommends walking the Langley River to Con-
CALL TO ACTION stanța and gives the Scions details for a contact who can
Depending on whether the characters are most take them across the Black Sea or lend them a ship to do
closely allied with the Keepers, Eris, or Hekate, one of so. He’s Cristian Eder, a former Olympic wrestler with a
their contacts wants them on Atlantis. yacht and no sense of danger, and a worshipper of Herak-
TRAVIS les. There’ll be agents of the Keepers in Atlantis. Kirsten
doesn’t know how to recognize them — there’s no secret
Travis, if she’s still alive, arranges another meeting handshake — but there won’t be many outsiders there,
at the Crossroads Tavern. She doesn’t have much infor- and there definitely won’t be any of divine origin.
mation to share. She’s drawn the obvious conclusion that
Atlantis returning has something to do with the Keepers Kirsten’s not about to give the characters money: She
of The World, but she has no proof. She asks the Band to doesn’t have any, and she’s too angry at being overlooked.
go to Atlantis, figure out what they’re doing, and stop it SIGNS AND PORTENTS
(or support it, if the characters have led Hekate to believe
As if the Scions needed any further signs that Fate
they’re worth supporting).
was driving them towards Atlantis, the omens start short-
She can’t offer them any help, except for passage to ly after they first see news reports. Drains and appliances
Istanbul via the Crossroads (see Early Interactions) and flood, pipes burst, small islands form in their soup —
cash if they need it. She can raise $10,000 US dollars or there’s water everywhere, and most of it’s seawater. Don’t
the equivalent in any currency within two days. Travis play this too seriously: This story gets dark, and there’s
makes it very clear it’s a loan: This money didn’t grow on room for a cheap laugh here.
a magic tree, it’s her savings.
From Istanbul, the Scions are on their own. Some-
TRAVEL TIMES
how, Travis doubts there’s cellphone coverage or Wi-Fi Travel duration is likely the biggest deciding factor
on Atlantis. in the route the Scions take, though ultimately it doesn’t
impact the rest of the story. These journey times assume
APPLE they’re starting in the middle or eastern USA. If they’re
If the Scions kept Eris from getting sucked into the in Europe, halve the durations; if they’re further afield,
Keepers’ narrative and Apple isn’t too personally irritated extend them.
at them (see their profile, p. XX), they show up when all Traveling via the Crossroads Tavern is the fastest way
or most of the characters are together in public. If there’s to the Black Sea. As long as Travis is there to help, or the
no likelihood of that happening, they engineer it. Apple Band contains another Scion with appropriate Purviews,
fakes messages from friends or colleagues or steers the it’s as easy as opening a door. If not, it takes a whole day
characters towards events that get them together in the of going through the door, hoping to see Turkish on the
same place at the same time. street signs outside.

52 CHAPTER THREE: INCOGNITO LOVE SONG


Walking the river takes two days, following a pro- Eder has a deep respect for Kirsten, and her friends
gressively wider river through scenery that’s indistinct are his friends. He’ll happily treat the Scions to food and
and hard to remember. If the characters don’t have food, drinks, arranging quality accommodation for them if they
water, and shelter, it’s a miserable, grueling journey. Leav- indicate they’re in need. There’s just one problem. He’s
ing the riverbank deposits the characters in an unfamiliar in some trouble with a local loan shark, and his yacht’s
city somewhere along the Danube’s course (pick one off a collateral. It’s not going anywhere until the man, Marius
map), and it takes another four hours to get back on course. Tecuceanu, is off Eder’s back.
Or the characters could just fly there on a regular air- As always, the characters have options. They can
plane. Travel to Constanța or Istanbul takes about a day look for another vessel to take them on to Atlantis (see
from most places in the USA. Getting to anywhere on the Onward Travel, p. XX). They can bully and threaten
eastern edge of the Black Sea takes closer to three days. Eder into giving them the yacht against his will, with
Ultimately, it doesn’t matter how long the characters a Leadership + Presence roll (Difficulty 3), or just steal
take to arrive: The action waits for them. But don’t tell the boat (again, see Onward Travel, p. XX). Taking the
them that. Their destination does affect the contacts and in- yacht, the Lion of Thebes, without resolving the situation
formation available to them, so it’s not an irrelevant choice. with Tecuceanu gets Eder killed. The characters won’t be
around to find out, but when Kirsten hears about it (and
However they travel, the characters aren’t going she will), her Attitude to them drops to –1 if it’s positive
straight to Atlantis. They have to stop somewhere on the and drops by 1 point if it’s already negative.
shores of the Black Sea to find someone fearless or des-
perate enough to take them on to the island, despite its The Scions could, of course, be heroes and solve Ed-
weirdness and the dangerous voyage. There’s info waiting er’s problem.
to be uncovered along the way. Marius Tecuceanu is a tall, angular, wolfishly hand-
some man with thick blond hair and warm, tan skin. He’s
BREAKING THE JOURNEY: aloof, predatory, and he thinks he’s funny. He’s usually
accompanied by two bodyguards (mooks). His drive con-
CONSTANTA cerning Eder is to get the money Eder owes him (500,000
If the characters came via the Langley River, they’ll leu, equivalent to $100,000 US dollars).
land in Constanța. It’s a large port city of a quarter of a
• Tecuceanu has a wife and three children. The char-
million people, known for its arts, culture, and Roman
acters can learn about them with a Culture + Cunning roll.
remains. It’s hot, rainy, and home to some of Romania’s
Convincingly threatening his family gets him to write off
most famous sports stars and cultural icons — which is
Eder’s loan.
why Kirsten’s contact, Cristian Eder, maintains a second
home here. • He’s not a monster: He’ll take partial payment.
50,000 leu or more, in cash, will get him to ease up so that
Now, it’s also host to a scramble of European and
the Scions can take the boat.
North American journalists, all scrounging up and sifting
through rumors coming out of Atlantis. It’s an opportu- • He’s just a mortal, and Knacks or divine gifts that
nity for the Scions to arm themselves with knowledge of allow Scions to bamboozle or bully are very effective.
what they’re walking into.
ZALMOXIS’S CHILD
Constanța is Zalmoxis’s home turf. If the characters Romania is Zalmoxis’s heartland, and Constanța is
are working with the Keepers, that’s an obvious benefit to home to one of his few Scions. Zalmoxis isn’t involved in
being here. If they thwarted his servants’ ritual at Senti- the Keepers’ plans for Atlantis (yet), and that’s a source
nel Falls, quite the opposite. of great dissatisfaction to him. He’s ordered his Scion,
EDER’S YACHT Anamaria Cretu, to watch for any other Scions or beings
with traces of the Gods’ touch passing through Constanța.
If Kirsten directed the characters to Cristian Eder,
he’s waiting for them to contact him. He spends most The Cretu family have lived in the city for centuries,
of his time at the glamorous cafés and restaurants close and between her business contacts (she owns a portfolio
to the seafront, overlooking the quay where his private of over a dozen lucrative businesses, from publishing to
yacht is moored. biosciences) and her role as high priestess of a cult of
Zalmoxis, she knows everyone. It takes a whole day for
Cristian Eder’s in his fifties, formerly massively
Anamaria to learn of the Scions’ presence if they keep a
muscular but now starting to soften. He’s bald and deeply
low profile, and a couple of hours if they don’t.
suntanned. He’s extravagant, genial, and impulsive. His
laugh is audible across a crowded room. His drive for this Anamaria Cretu is a painfully thin woman in her late
scene is to get the characters’ help with his problem. forties, with arresting, dark eyes and a severe dark bob

Incognito Love song 53


of hair. She wears expensive but comfortable designer
clothes. She’s grave, polite, and lacks any sense of hu-
mor. Her goal for her first meeting with the characters is ANAMARIA CRETU
to convince them to assist her.
She initially approaches the characters assuming Archetype: Villain
they’re just curious about Atlantis, as any Scion would Qualities: Cross-training, Martial Artist
be. Recognizing their divinity, she introduces herself as a
Drive: Protect Zalmoxis’s domain
Scion of Zalmoxis. If they admit that they intend to travel
to Atlantis, Anamaria asks them to report back on what
Primary Pool (7): Stealth, Athletics,
Close Combat
they find there. If not, she lets the matter rest and leaves
them with a cordial welcome to ‘her’ city. Secondary Pool (5): Deception, Poker
Face, Ranged Combat
With Influence, she offers to assist the Scions with
Desperation Pool: 3
anything they need — supplies, equipment, travel ar-
rangements. On a failed Influence roll, Anamaria gives Health: 3
the strong impression she could make the Scions’ time in Defense: 2
Constanța very unpleasant if she wanted to. Initiative: 4
If the Scions thwarted the Keepers’ plans at Sentinel
Falls, when Anamaria reports in Zalmoxis makes it clear
through omens and portents that they must never make it If the Scions have any press credentials it’s easy to
to Atlantis. That night, as they sleep, Ana and a group of mingle with the reporters, their camera and tech crews,
masked cultists (Zalmoxis is a bloody-handed God, and and their local contacts. Otherwise, they’ll need a Culture
his worshippers accept murder as part of his domain) + Presence roll to break the ice. Foreign correspondents
break into their rooms and attempt to murder them with — especially the type who cover this type of strangeness
chloroform and sharp knives. There’s one assassin for — are a close-knit group. It’s not that the reporters won’t
each Scion, with Anamaria tackling the one who looks the talk to people without proper credentials, it’s that they’re
most physically capable.

FIELD: CULT ASSASSINS


The Scions’ accommodation, at the witching
(SERVANTS OF
hour ZALMOXIS)
Atmosphere: Hushed In most of The World, “cult” isn’t a loaded
Attitude and Bonds: term. It is here. These assassins are members of
Anamaria Cretu: Cult Assassins (+1), a blood-drinking secret society who preserve
PCs (–5) the worship of Zalmoxis, God of the Getae.
Cult Assassins: Anamaria (+4), They drain their enemies’ corpses bloodless
PCs (–3) and celebrate their triumph by gorging on their
sanguine prize.
Archetype: Professional
For all intents and purposes this is Anamaria’s city. Qualities: Group Tactics
Nobody comes if the Scions call for help. The Assassins Flair: Selfless Shield
aren’t expecting much of a fight and flee if they’re injured. Drive: Eliminate enemies of Zalmoxis
Anamaria fights until she’s Maimed, then reluctantly ad-
mits defeat.
Primary Pool (7): Close Combat,
Stealth
RUMOR MARKET Secondary Pool (5): Alertness,
Dozens of reporters and news teams from Europe Athletics, Ranged Combat
and North America have assembled in Constanța. It’s not Desperation Pool: 3
the closest vantage point (ports in Ukraine, as well as Health: 2
Istanbul, are closer), but it’s a luxurious place to wait for Defense: 2
developments. The bar of the Hotel Ambra, a fading art
deco beauty, is the hub of their activity.
Initiative: 4

54 CHAPTER THREE: INCOGNITO LOVE SONG


a group of friends who are relaxed and comfortable with city alive with divine influence and home to fifteen mil-
one another, and it’s hard to become part of the gang. lion mortals, Istanbul is astounding.
The easiest candidate to mine for information is Dan- The Keepers of The World agents Kerem and Leonie
iel Laszar, a young Canadian who’s on the outskirts of the also traveled through Istanbul on their way to Atlantis,
group. Daniel’s a TV-anchor-handsome Black man with and there are traces of them to be found here — which is
unsettlingly perfect teeth, but when he’s not on camera useful whether the characters are trying to make contact
he dresses like a surfer, in baggy t-shirts and shorts with or avoid attention.
an apparently infinite number of pockets. He’s focused, It’s technically possible for two Scions to pass
self-important and always digging for information. through a city without causing any ripples, but that’s
Daniel chain smokes and gives the impression of being not what Leonie and Kerem did in Istanbul. They were
completely focused on the person he’s talking to. His mo- in town for three days, and in that time they got into a
tivation in Constanța is to learn more about Atlantis. public fight with each other at the Spice Bazaar covered
With enough schmoozing, the Scions can discover: marketplace and stole a powerful Relic from the Istanbul
• The reporters who’ve been close to Atlantis have seen Archaeological Museum. All these events are well doc-
different things. Some of them encountered a city they esti- umented in local newspapers and online, and the theft
mate would support about a million people. Others only saw is playing on rolling news everywhere there’s a screen.
ruins. They’ve compared notes enough to agree they haven’t If you feel particularly generous, that might include the
just seen different parts of the island: Atlantis is somehow Crossroads Tavern.
both these things at once. None of the journalists present are The characters can pick up two key pieces of infor-
comfortable explaining this phenomenon (and that’s why mation in Istanbul: who the Keepers’ agents in Atlantis
it’s not being reported), but they all accept it as true. are and the purpose and powers of the Relic they stole.
• Atlantis doesn’t look like any city around the Black
Sea — or anywhere else in The World. The architecture has
Greco-Roman elements, but also skyscraper buildings; it
mixes elegant columns with shapes seemingly inspired by
FIELD:
coral and other aquatic life. If Atlantis was formerly ruined, A covered stone marketplace thrumming
that’s a big change: The ruins are distinctly Grecian. with activity
• Kelvin Sidney, an intrepid maniac from the BBC Atmosphere: Energetic, commercial
World Service, tried to make it to the island just after it Attitude and Bonds:
appeared (or became home to a fully functioning city- Market Traders: Keeper Agents (–1),
state). His boat went down in a storm, but he got closer PCs (–)
than anyone else. A persistent but implausible rumor
Defne Kaplan: Keeper Agents (–3), PCs
insists he made it to the island and is in Atlantis right now. (–)
With Influence, Daniel offers the Scions serious
money for images or video from Atlantis. He also reveals
that bad weather’s not the only thing stopping people get-
With a dig into the media coverage and an Academics
ting to the island. There’s something in the water. Nobody
+ Intellect roll, or by asking around at the Spice Bazaar
wants to say sea monster, but after a few drinks the words
with a Persuasion + Manipulation roll, the players’ char-
just slip out. On a failed Influence roll, he doesn’t mention
acters learn the physical descriptions of the people they’re
the sea monster, but as a Consolation he makes vague,
looking for (see Meeting the Keepers, p. XX). They also
dark warnings about the journey being more dangerous
learn some of the Keepers’ powers (which you can lift
than anyone’s admitting.
from their profiles). As a Consolation for a failed roll, the
ONWARD FROM CONSTANȚA Scions attract the attention of Defne Kaplan, assistant
Byzantine curator at the Archaeological Museum: She too
Apart from Eder’s yacht, the characters have the
is trying to figure out who these weird visitors were.
same options listed in Elsewhere (p. XX).
Every report on the theft describes the stolen Relic.
BREAKING THE JOURNEY: It’s called the Varangian Stele, and it’s a chunk of stone in-
scribed with Norse runes. Naturally, the coverage doesn’t
ISTANBUL describe it as a repository of divine power. However, the
If the Scions come through the Crossroads Tavern, Istanbul Archaeological Museum archive includes exten-
they arrive in Istanbul. A gateway between Europe and sive documentation on the legends associated with the
Asia, the seat of the Byzantine and Ottoman Empires, a Varangian Stele. They’re surprisingly accessible.

Incognito Love song 55


solely on getting a ship and going on to Atlantis, it doesn’t
break the story. Broadly, their choices are always:
FIELD:
• Legitimate means. Spend a lot of money char-
Archaeological Museums, sprawling and tering a ship. If they don’t admit where they’re going, a
filled with pieces of myth medium sized yacht costs them $1,000/week. If they do,
Atmosphere: Solemn it rises to $3,000/week. That doesn’t include crew: Add
Attitude and Bonds: $1,000/week for someone to pilot the boat.
Museum Staff: Defne Kaplan (2), • Discreet, untraceable means. Most ports contain a
Keeper Agents (–3), PCs (–) few ships used for smuggling. They’re small, fast, and ex-
Defne Kaplan: Keeper Agents pertly crewed. Hiring one costs $2,000, and the crew won’t
(–3), Museum Staff (2), PCs (– or 1, if stick around. The Scions will have to find another way back
encountered in the Spice Bazaar) from Atlantis. Finding the right people to obtain a boat this
way requires a Larceny + Manipulation roll (Difficulty 2).
• Theft. The Scions can steal a boat. All it takes is
Defne is an elegant and modestly dressed woman in bravado: The Scions just have to leap onto a ship and
her late thirties, with bold, burgundy lips. She’s clever, make off with it. It requires a Stealth + Finesse roll, with
persistent and rather intense. The more stressed she a +3 Complication: If the characters don’t buy it off, their
gets, the more she sounds like she’s lecturing. Her drive trip to Atlantis starts with pursuit by local law enforce-
for this scene is to learn more about the stolen relic. ment. Use Piloting + Finesse and the Chase rules (Scion:
Characters with the right academic credentials or Origin, p. 73). If the characters are caught, they have to
Defne’s assistance can simply make an appointment to escape from custody and try again.
delve into the records, located in a stuffy, darkened base- • Contacts. If a Scion has a contact or connection
ment of the Neoclassical stone museum. Alternatively, the who can supply transport, they’re free to use them.
characters can fast-talk their way inside with a Subterfuge +
Manipulation roll or sneak into the archives with a Stealth + SEA CROSSING
Cunning roll. Another possible option is for the characters Getting from either Constanța or Istanbul to Atlantis
to access scanned versions online, in cloud storage restrict- takes about eight hours in the type of boats the Scions
ed to museum staff, with a Technology + Cunning roll. can get their hands on. That’s a full day of sailing, and the
Once the characters have access, they need an Aca- Black Sea is notoriously difficult to traverse. It’s always
demics + Intellect roll to make sense of their findings. With choppy and prone to storms, and currently it’s whipped
successful rolls, the characters learn the Relic’s nature. up into a maelstrom around Atlantis. Even close to shore,
The Varangian Stele (••••) it’s rough. There’s no such thing as a good time to cross:
Motif: Power carved in stone is eternal. At present, the weather is constantly bad, and weather
reports say it’s going to stay that way.
The Varangian Stele is a chunk of stone the length of a
forearm, carved with well-preserved Old Norse runes. It’s If the Scions’ boat came with a crew, don’t make
part of a larger pillar, which is long lost. Historians (cor- checks for piloting until the vessel gets close to Atlantis
rectly) ascribe it to the Varangian Guard, the elite Scandi-
navian warriors who served as bodyguards to the Byzantine
Emperors. The stone holds a reservoir of power from the CONDITION: NAUSEOUS
Æsir Gods, allowing their followers amongst the Varang-
ians to work miracles even thousands of miles from home. Effects: Your stomach lurches and your
body’s weak. Fighting through your nausea
Effect: The Varangian Stele provides a Legend pool causes a +1 Complication on Physical Arena
of 4 to the character holding it. rolls.
ONWARD FROM ISTANBUL Momentum: Whenever you fail a roll
because of this Condition, add a point of
The characters have the options listed in Elsewhere. Momentum to the pool.
Resolution: Fades after a scene, or
ELSEWHERE after taking anti-nausea medication or the
If the characters break the journey somewhere other application of an appropriate Healing
than Istanbul or Constanța, you can seed information Knack (no, there are no anti-nausea pills on
there instead, but it’s not essential: If the characters focus the boat).

56 CHAPTER THREE: INCOGNITO LOVE SONG


and encounters the sea serpent Axeinos. If one of the The characters have their first brush with Axeinos as
Scions is piloting, they make two Piloting + Resolve rolls. the storm lulls for a moment. The water calms, but some-
The first roll covers the first half of the journey. If the pi- thing bumps the boat from underneath, setting it pitching
lot fails, the unpleasant journey gives every passenger the so steeply it takes on water. Once the Scions have reacted
Nauseous Condition until the end of the scene. to that, the storm intensifies again, and a flash of lightning
The second roll covers the storm-tossed waters fur- illuminates a wet, rubbery looking arch of… something…
ther into the Black Sea. If this roll fails, poor handling above the waves.
damages the engine and adds a +1 Complication to all The Scions have time for one action each to prepare
subsequent Piloting rolls. before Axeinos is on them and they’re fighting a very big
By the time the pilot makes the second roll, the boat’s sea serpent on a (probably) very small boat during the
close enough to the isle of Atlantis for the passengers to most intense storm of their lives.
catch their first glimpses through the lashing rain and Axeinos’s drive for this scene is to keep intruders
above the wine-dark sea. It’s a skyline to rival any modern away from Atlantis. It fights until it’s Injured. Especially
city, with towers, lights, and ships — from small fishing if they’re Nauseous and their vessel is damaged, they’re
vessels to larger craft — in port. Amongst the glittering at a heavy disadvantage. Remember, failure grants Mo-
modernity are nods to antiquity: a colossal statue of a mentum, and Momentum can turn a fight around fast.
trident-bearing female deity who looms over the port and Axeinos attacks with its wicked jaws, lashing tail, and sin-
the unmistakable pediments of Grecian temples. All these uous coils. It feels like he’s everywhere at once: Some part
features are modern; none are ruined. of him is visible wherever the characters turn. When they
hurt Axeinos he shudders and thrashes, making the deck
IT CAME FROM BENEATH THE SEA under the characters’ feet heave and rock even more.
The legendary city of Atlantis has a legendary guard-
If the Band hasn’t driven Axeinos away or outrun
ian: the sleek, eel-like, colossal serpent the Atlanteans
him in a Chase sequence (unlikely, but possible for Scions
call Axeinos (“Unkind to Strangers” — which is how the
who can apply Scale to movement, weather, or other ap-
Black Sea itself came by this name). It’s an apex predator
propriate aspects) by the fifth round, Axeinos attacks the
at the best of times, but flickering in and out of being does
boat, biting off its back end. It sinks within minutes. Give
its temperament no favors. It’s also Poseidon’s child, but
the Scions an Athletics + Might roll (Difficulty 3) to swim
that’s a problem for another time.
towards shore. If they fail, see Salvation (p. XX).

Incognito Love song 57


FIELD: BALANCING FAIRNESS
A boat on a storm-tossed sea AND SCALE
Features: Difficult terrain Axeinos is the first creature the Scions
encounter of a higher Scale than them. It’s
Scale 2, based on both its size and its divine
heritage. The characters and their boat are
CREW Scale 0. That means Axeinos can absolutely
No hired crew is ready to take on a monster from the devastate a small ship on a rough sea.
deeps. Storms and rough seas are in the job description, The Scions are set up to fail here, but it’s a
monsters from out of legend are not. At the first glimpse glorious failure. Show Axeinos’s strength
of the monster, any hired pilot turns the boat around and by having him devour some mortal crew in
heads back to shore. The characters can either convince a single bite, or casually capsize the boat
them to stay the course with a Leadership + Presence roll
instead of tearing it apart. Let the Scions get
some good blows in before the fight’s over.
(Difficulty 2) or subdue them and pilot the boat them-
They’re Heroes now: let them feel like it.
selves. If it comes to a fight, hired crew are Mooks with
5 dice for rolls to do with boats and sailing and 3 for all
And if they win, they win. Victory’s unlikely,
but you should still be on their side. Fight
other rolls.
fair and if Axeinos loses this fight, salute the
Scions’ victory.

AXEINOS,
GUARDIAN OF ATLANTIS VICTORY
Victory is unlikely, but not impossible. If the Scions
Axeinos is as old as the bedrock of the
island. He fought the first humans to settle kill Axeinos or drive it away, they’ve done a significant
there, and their boats only landed because deed. Treat is as a short-term Deed for purposes of in-
a Scion of the Atlantean Gods wrestled the creasing Legend.
serpent to hold it at bay. Atlanteans defer to
the sea serpent, propitiating it as if it was a SALVATION
child of their sea God Vodabog. Since the Heroes don’t die like this. If there’s a Scion of a water
two states of Atlantis came into simultaneous god in the Band (like Therese Tanaka, from the ready-
existence, and Axeinos became at once made characters), this is the moment for their divine par-
the guardian of the city and the observer of ent to step in. The seas calm around them, and waves wash
the ruins, it’s lost its senses and attacks any them and their companions none too gently to shore. The
vessel that approaches Atlantis or tries to thunder sounds a lot like disappointed, mocking laughter.
stray too far from its coast.
Otherwise, wash the Scions up on the shores of At-
Archetype: Villain
lantis with their Momentum and Legend pools empty.
Qualities: Heavily Armored (included Any crew remaining with them want nothing to do with
in Health and Defense totals), Natural the Scions, and they go their own way, immediately set-
Weapon ting to work trying to find a way back home.
Flair: Long Arm
Drive: Prevent anything reaching or WELCOME TO
leaving the island of Atlantis
Primary Pool (7): Move, Crush, Bite
GLORIOUS ATLANTIS
Atlantis is a majestic sight in either of its shifting
Secondary Pool (4): Evade,
Capsize Vessels states. A lot of the city’s workings are left for individual
groups to fill in, but Atlantis, Living contains enough key
Desperation Pool: 3
information for the characters to navigate this story.
Health: 6
Defense: 5 THE ATLANTEAN PANTHEON
Initiative: 3 Atlantis venerates five Gods who’ve fallen from the
rest of The World’s memory. Most regular people wor-
Extras: Size Scale 2
ship the entire Pantheon, praying and sacrificing to them

58 CHAPTER THREE: INCOGNITO LOVE SONG


as needed (e.g., invoking Vodabog for prosperity, or Aietë many Ancient Greek loan words. It’s mutually intelligible
for good health), but priests are devoted to a specific God. with many Slavic languages, including Russian, Belarus-
sian, Ukrainian, Bulgarian, and Macedonian. Characters
Vodabog who speak any of these languages can understand simple
conversational Atlantean and make themselves under-
Protector of Atlantis and ruler of the seas and ocean.
stood. Understanding complex concepts or rapid speech
Callings: Guardian, Leader, Judge requires a Culture + Cunning roll.
Purviews: Order, Prosperity, Rulership, Water
Written Atlantean has similarities with the Greek
Brata-Grozd (and therefore the Cyrillic) alphabet, so characters who
read Greek or Russian can sound out words, but they can’t
Two-faced deity of the realms before and after life; by
extension, deity of The World outside Atlantis. understand them unless they speak a Slavic language.

Callings: Creator, Liminal Necessity is, as they say, the mother of invention.
Three days of full immersion bestows a very basic vo-
Purviews: Birth, Darkness, Death, Journeys
cabulary; a week grants basic conversational fluency.
Strastabog Expressing anything complicated requires a Culture +
God of all things primal, from sex to the hunt. Cunning roll, with a risk of irritating whoever the charac-
ter is talking to (a +1 Complication).
Callings: Hunter, Lover, Warrior
Places
Purviews: Blood, Beasts, Fertility, Passion, War
The island of Atlantis is an odd shape. A ring of cliffs
Aietë separates the beaches from the city itself, though there
Goddess of scholars, stars, and the passage of time. are plenty of stairs, elevators, and even a light rail service
connecting the port and beaches to the city. The outer part
Callings: Sage, Healer
of the city is set on those cliffs and hillsides, sinking down
Purviews: Health, Learning, Sky, Seasons, Time to a circular valley in the city center. The oldest and most
Nasmev important buildings — the various chambers of government
and the Gods’ oldest temples — sit in that central depression.
Goddess of mischief and misrule, Vodabog’s only
offspring. With nowhere to expand to, the city is densely built
Callings: Trickster and densely populated. Most districts are a mix of resi-
dential and commercial property. The beaches are kept
Purviews: Chaos, Deception, Fire
almost clear out of respect for Vodabog of the Waters
(see The Atlantean Pantheon, p. XX), but there’s little
ATLANTIS, LIVING clear space anywhere else in the city. Rooftop parks and
The living city of Atlantis is a repository of millennia gardens offer the best views of the city (and clear views
of history, the birthplace of five Gods (though they’re not to the Black Sea coast), as well as a respite from crowds.
in residence), and home to a million people. The players’
People and Power
characters need at least a basic understanding of it to
take a proactive role in the rest of Incognito Love Song. Atlantis is a democracy: one person, one vote. Leaders
Getting that basic information requires a Complex Inves- are elected to local (district) government, and those lead-
tigation, with Intervals of one day between rolls. ers have an equal voice in the city assembly. Government
is only one pillar of power in the city state. Anyone who
• Milestone One: The characters conquer the lan- can convincingly speak for the Gods of Atlantis — which
guage barrier with an Academics + Intellect roll. If anyone is to say heroes, especially Scions — commands immense
in the Band speaks a related Slavic language (see Language prestige and power.
Barrier), count this milestone as complete immediately.
The city’s built on advanced technology, almost all of it
• Milestone Two: The characters get a feel for the infused with the secrets of the Gods. The God-tech-assist-
city’s layout with a Survival + Intellect roll. ed agriculture in caverns beneath the city could go a long
• Milestone Three: The characters understand way to solving World hunger. The God-tech clean energy
who’s in charge and broadly how the city works with a — harnessing not just the power of waves but the power of
Culture + Intellect roll. primordial Water, the mythic essence of the sea — could
Language Barrier free humanity from fossil fuels and the resultant pollution.
Atlantis has a language of its own: Atlantean. It’s Atlantis has its own currency, and bureaux de change
the only language spoken in the city. To oversimplify the haven’t started to crop up yet. The Scions’ best option on
situation massively, its roots are Slavic, and it includes arrival is pawning high value items (hope they thought

Incognito Love song 59


ahead and brought some). By a week after they arrive, es- the rest of The World. Therefore, those in the living city
pecially if Axeinos is injured or dead, enough foreigners of Atlantis aren’t aware of the state change. Outsiders
have reached the island for some banks to set exchange in the city can perceive it though. When the rest of The
rates and start trading currency. World sees the living, bustling Atlantis, someone stand-
Atlantean fashion currently favors stiff, jewel-toned ing on a high point of the city (tall buildings, any of the
fabric and sculptural shapes. island’s several hills) can see the Ukrainian coastline to
the north, and Turkey to the south. When the rest of The
Since Atlantis hasn’t had a visitor for thousands of World sees ruins, the modern World’s invisible, and all
years, it doesn’t have hotels. Plenty of locals are willing to Atlanteans see around them are fog banks.
rent out rooms in their homes.
To a layperson, Atlantis appears to shift states at
Apart from the exceptions listed here, assume Atlan- random. In actuality, there is a pattern, but it’s hard to
tis has the same facilities as any modern metropolis, and discern. It’s based on fluctuations of the tides and astro-
technology a generation or two ahead of what the Scions logical phenomena — in other words, Primordial forces.
are used to. A Scion can discern the pattern with several days’ obser-
The Future vation and an Occult + Intellect roll (Difficulty 5, reduced
Over time, if Atlantis remains part of The World, the by 1 for every day spent observing and recording shifts).
city and its history adapt so that it’s always been there: For Atlanteans, The World has always been this way.
There’ll be evidence of trade and culture interchange They’ve always been able to see distant shorelines, but
with the rest of the region, communications infrastruc- they’ve neither visited nor received visitors for millen-
ture, and membership of political unions like the EU and nia. They’re not aware anything has changed, or that the
UN. That all happens after Incognito Love Song though, rest of The World didn’t know Atlantis existed. Atlantis
and mainly affects later stories set in the same continuity. has never been invaded, colonized, or threatened by an
external power, so visitors from outside are an interest-
ATLANTIS, RUINED
ing talking point, but Atlanteans have no reason to be
The ruined version of Atlantis is the city that was xenophobic.
drowned by vast waves and abandoned millennia ago. It
lacks the technology and infrastructure of the living city WHAT HAPPENS IN ATLANTIS…
and architecturally it has more in common with classical …Stays in Atlantis. There’s no internet access, no
ruins (like Pompeii or Herculaneum) than a modern city. phone lines, and no cellphone reception, which makes it
In this version of Atlantis, the city’s Gods are dead, so the difficult to communicate with the outside world. Unless
divine technology that safeguards the city doesn’t exist. the characters have satellite phones or supernatural ways
However, most of the city’s key locations — such of reaching people, they’re on their own.
as Temple College, the Labyrinth, and Queen Xenope’s
tomb — existed before the city perished. People in the LIVING ATLANTIS:
ruined version of Atlantis can access areas that, in the
living city, are restricted and secure. They just need an
EYES ON THE KEEPERS
understanding of the city’s layout, which is easy to gain The Keepers’ agents in Atlantis are Kerem Osman,
in the living city. Scion of Tolui Khagan, and Leonie Wagner, Scion of Way-
land the Smith. Whether the players’ characters intend to
Ruined Atlantis is a tempting target for looters and work with or against them, they have to find them first.
graverobbers (some of them from prestigious academic
institutions), especially if Atlantis was lost, rather than Kerem is a travel writer from Ankara. His first Visi-
ruined, before it started flickering between alive and tation from Tolui Khagan was just a few months ago, and
ruined. Enough boats have sunk during the crossing to he’s way out of his depth. He’s a plump Turkish man in
keep most people away, but a boatload of self-destructive his early twenties with long, brown hair, a round face, and
profiteers tries their luck every couple of days. If Axeinos gold frames glasses. He’s caring, open-minded, and stub-
is badly injured or dead, one of them makes the crossing. born. He gets more soft-spoken as he stands his ground.
After that, their numbers increase quickly until the ruins Leonie is ex-military, with a new career in cyberse-
are crawling with looters — as the Scions find in Grav- curity since she left the German armed forces. She’s a
erobbers (p. XX). Caucasian German woman in her late thirties with thick,
short, grey hair and an impressive physique. She’s stra-
CHANGING STATES tegic, commanding, and blunt. Leonie walks away from
To those inside Atlantis, its state is stable. Nobody conversations that no longer interest her. Leonie has the
ever goes to sleep in the living city and wakes up in ruins. Varangian Stele, the rune-covered stone the two took
The city itself doesn’t change, only its relationship with from the Istanbul Archaeological Museums.

60 CHAPTER THREE: INCOGNITO LOVE SONG


BEFOREHAND week to make himself at home in Atlantis. He’s figured
out conversational fluency in the language, gained an un-
Kerem and Leonie arrived in Atlantis a couple of days
derstanding of the city (including a decent mental map),
before the Scions and hit the ground running. Kerem is
and started to make useful contacts.
polylingual and an excellent communicator; Leonie’s
sharp and technically minded. They’re in Atlantis to Kelvin’s staying with an academic and her wife on
figure out how to destroy it utterly and sever its link to the eastern cliffs of the city, but he spends his days roam-
Ocean. Leonie’s planning on using explosives once she ing the island, taking photos and videos of everything
can figure out where and how to place them; now that from street food to traffic: all the minutiae of life, at once
he’s seen and walked in the city, Kerem is fiercely against familiar and strange.
following through with the Breaking of Atlantis. Kelvin has bumped into the Keepers already, and he
They’ve spent their time scoping out the city, iden- has a rough idea how to find them again.
tifying the Scions of its Gods, and doing their best to stay
off those Scions’ collective radar. Knowing Atlantis will
cease to exist in a matter of weeks, they’re also gathering FIELD:
as much of its unique, lost knowledge as they can. By the
time the characters arrive, they’ve found their feet, made A plaza in central Atlantis, a water fountain
some contacts, and started to understand Atlantis’s histo- splashing in the background
ry, including Atlantis’ ancient attempt to sever The World Atmosphere: Full of possibility
from other layers of reality (covered in Artemi, p. XX and Attitude and Bonds:
Local Celebrity p. XX).
Kelvin Sidney: Keeper Agents (–1), PCs
FINDING THE KEEPERS (–)
The players’ characters can’t find the Keepers
until they’ve completed the Procedural described in
Atlantis, Living (p. XX). Kelvin’s a portly, balding, Caucasian British man in
Kerem and Leonie aren’t the only outsiders in Atlan- his early fifties. He has a sleeve tattoo of the oak harp
tis, but they’re part of a very small club. Excluding the Uaithne, marking him as a worshipper of the Dagda, the
players’ characters, there are fewer than five outsiders Tuatha Dé Danann’s Red Lord of Great Knowledge. He’s
in the entire city. Asking around after other visitors with serene, jocular, and hard to fool. He veers off on con-
a Culture + Presence roll gets the Scions leads on both versational tangents, especially as a way to dissemble or
of the Keeper’s agents. As a Consolation, the characters’ deceive. His drive for this scene is to convert the Scions
source points them towards Kelvin Sidney instead. into useful contacts.

Leonie spends most of her time at museums and sites


of historical interest, trying to make sense of Atlantis’s
technology. She’s patiently befriending a local priest of KELVIN SIDNEY,
Aietë and mining them for knowledge. The best places to JOURNALIST
look for her are the Historical Interest locations (p. XX)
or the Temple College. Archetype: Professional
Qualities: A Cage of Words
Kerem wanders the city, making friends easily and
getting to know people. He takes in art shows, theater Drive: Become a leading expert on
performances, and develops a taste for Atlantean dance
Atlantis
music (a bass-focused style that resonates through the lis- Primary Pool (8): First Impressions,
tener’s entire body). He has a knack for appearing at the Information Gathering, Reasoning
hottest place in town on any given night. He’s embarked Secondary Pool (5): Observation,
on a fling with a local musician named Artemi Baros, and Socializing
Artemi’s gigs are a good bet to find him. Desperation Pool: 3
KELVIN SIDNEY Defense: 3
Kelvin’s a journalist with the BBC World Service. The
Initiative: 4
characters might have heard of him in Constanța, or they
might stumble across him as a Consolation while looking
for the Keepers. He’s a useful contact for the characters, Without Influence, Kelvin’s happy to name and describe
however they feel about the Keepers. He’s had over a the other Keepers and explain roughly where to find them,

Incognito Love song 61


saying Leonie is soaking in as much knowledge about city
history and “the Atlantean’s unique branches of science” as
she can, while Kerem is “getting a feel for the city” by meet- NOT IN FRONT
ing its people. He clearly finds Kerem’s approach superior. OF THE MORTAL?
With Influence, Kelvin offers to help the Scions find Artemi is present for everything Kerem says.
their feet, assisting them as a translator, guide, or what- He’s not shocked by talk of Gods and their
ever they need. He has no ulterior motive; he’s a genu- power: The Gods and their Scions are a fact
inely helpful man. With Influence, Kelvin also tells the of life in Atlantis.
characters that Kerem and Leonie don’t get along: They
can barely stand each other’s presence, and in his opinion
they’re one minor inconvenience from an explosive fight. so he bases his judgement of the Scions exclusively on
As a Consolation, it’s clear the agents of the Keepers how they behave towards him.
make Kelvin uneasy, even though he doesn’t know why. FRIENDS OF THE KEEPERS
Kelvin also asks nonchalantly whether the characters
Kerem is friendly by default and pleased to see other
have met Lyvoë (see Local Celebrity, p. XX) yet and
foreigners in Atlantis: He’s looking for people to share his
suggests they do so sooner rather than later, maybe by
excitement and sense of wonder. His drive for this scene
presenting themselves at the Interstices (p. XX).
is to steer the characters away from helping the Keepers.
LIVING ATLANTIS: Without Influence, he rambles about how amazing
Atlantis is, how he never expected to find it full of people,
MEETING KEREM thriving and wonderful. With a failed Influence roll, it’s
Kerem is sampling as much of Atlantis as he can hard to get him to change topic and stop suggesting sights
access. From shops, to cafés, to music and theater, he’s for the characters to see, local foods to try, and so on, but
drinking it all in. For the most part, he sees the city it’s obvious that there’s something weighing on his mind.
through the filter of his fling with local musician Artemi With Influence, he advises the Scions to talk to
Baros, meaning the easiest place for the players’ charac- Leonie about anything related to the Keepers’ plans for
ters to find him is at one of Artemi’s gigs. He plays at small Atlantis. He’s obviously uncomfortable about something.
venues, where wine and mead flow freely and the sounds
of his lyre fill the space entirely.

KEREM OSMAN,
FIELD: SCION OF TOLUI
An intimate music venue, both familiar and
KHAGAN
strange Archetype: Rival
Atmosphere: Celebratory, joyful Drive: Protect living Atlantis
Attitude and Bonds: Primary Pool (9): Communication,
Artemi Baros: Keepers of The World Empathy, Improvisation
(+3), Kerem (+2), Leonie (–1), PCs (+1) Secondary Pool (7): Bare-handed
Kerem Osman: Artemi (+3), Keepers of Combat, Culture
The World (+3), Leonie (–2), PCs (+1 as a Desperation Pool: 5
friend, –1 as a foe) Callings: Guardian, Lover
Purviews: Epic Strength, Passion
(Familial Love)
Kerem is described in Eyes on the Keepers (p. XX). Defense: 5
Artemi is a lanky, olive-skinned man with golden brown Health: 3
curly hair and long, elegant hands. He’s warm, open, and
Initiative: 6
serious. He tears up bits of paper when he’s distracted.
His drive for this scene is to keep the peace.
Extras: Right At Home. When Kerem
meets someone for the first time, their
Kerem has no expectations of the Scions at all — Attitude’s always at least +1. This only
though he recognizes them for what they are. He’s not lasts until the end of the scene.
aware of anything that happened in Armageddon Jam,

62 CHAPTER THREE: INCOGNITO LOVE SONG


If pressed, he admits that the Keepers’ actions don’t al-
ways align with their goals; they’re not as noble as he had
hoped they were, and the end doesn’t justify the means. FIELD:
FOES OF THE KEEPERS Temple College, a place of ancient stone
and bright sunlight
If the characters make it clear they oppose the Keep-
ers of The World, Kerem’s drive becomes to enlist the Atmosphere: Thrumming with energy and
Band to help stop the Breaking.
enthusiasm
Attitude and Bonds:
Kerem still rambles about how wonderful Atlantis is,
this time trying to build a connection through this shared Leonie Wagner: Kasmena (+1), Keepers
experience. Without Influence, it’s clear he wants to ask the
of The World (+4), PCs (–2)
characters something but can’t quite bring himself to do it. Kasmena Valno: Leonie (+2), PCs (+1))
(+1))
With Influence, Kerem admits that he’s there to
help break Ocean, the Axis Mundi waterway that flows
between all Realms. He also admits that he’s scared it’ll Goddess of learning and knowledge, and an institute of
harm the city and put everyone who lives there in danger. higher education. Kasmena, a priestess of Aietë, has taken
The end doesn’t justify the means. He’s not sure what Leonie under her wing; imparting knowledge is her voca-
Leonie’s planning, in a technical sense, but he’s stalling: tion and her passion, and Leonie’s a keen student. Kasme-
She’s not good at talking to people (in terms of social skills na is with Leonie when the characters approach her, but
or language mastery), and Kerem’s avoiding her so she quickly excuses herself so the Scions can all speak privately.
can’t advance the plan. If the Band can find out what she’s
doing, they might be able to prevent the Breaking entirely. FRIENDS OF THE KEEPERS
ARTEMI Even if the Scions really are working with the Keep-
ers, they need a Persuasion (or Subterfuge) + Manipula-
Artemi has questions about Kerem, and he finds or tion roll (Difficulty 2) to convince Leonie of that. If they
makes an opportunity to talk to the characters without fail, as a Consolation she warns them that Atlantis isn’t
Kerem present. At a bare minimum, he talks while Ker- safe for them (admittedly, it’s more of a threat).
em’s fetching drinks; if he can, he arranges to meet the
characters somewhere else to speak.
No Influence is needed here: He’s asking the ques- LEONIE WAGNER,
tions. He’s overheard a lot of things between Kerem and
Leonie, about “Keepers of The World” and “the Breaking SCION OF WAYLAND
of Atlantis,” and he wants to know — urgently — what THE SMITH
it means. He doesn’t know whether to trust that Kerem
won’t do anything to harm Atlantis (though he wants to),
or whether to alert the priests of Strastabog and have Ker- Archetype: Rival
em and Leonie hunted through the streets. Drive: Destroy Atlantis
If the Scions explain the Keepers’ plan to Artemi, Primary Pool (9): Jury-rigging,
he tells them that Atlantis already tried that. In ancient Research, Tech
times, Queen Xenope tried to separate Atlantis from The Secondary Pool (7): Athletics, Close
World so that it was ruled by no Gods but the Atlante- Combat
an Pantheon. The Gods’ own servants foiled her plan, Desperation Pool: 5
and that’s why Atlantis no longer has a monarchy. The Callings: Creator, Sage
machinery she planned to use is preserved in Temple
Purviews: Fire, Forge
College, its existence serving as a warning to future gen-
erations. This is a popular Atlantean legend, known by
Defense: 5
everyone in the city. Health: 3
Initiative: 6
LIVING ATLANTIS: Extras: Figure it Out. Spend 1 Tension
for Leonie to learn the basic functions
MEETING LEONIE of a piece of technology and how to
Leonie is scoping out city history and learning all she operate it.
can about Atlantean technology. Her favorite haunt is the
Temple College, which is both a temple to Divine Aietë,

Incognito Love song 63


Without Influence, Leonie is cautious. She doesn’t give and deeply afraid of violence. She hums under her
the Scions any information on what she’s doing, but she breath when she’s thinking. Her drive when she meets
acknowledges that it’s helpful to have assistance and scath- the Scions is to help them understand Atlantis.
ingly tells the Scions that Kerem doesn’t have the stomach Kasmena is a priest and researcher in service to Ai-
for the job. She sets the Scions to work figuring out a way to etë. Her field of research is God-tech, the many marvels
move between the ruined and living states of Atlantis. of Atlantean science powered by prayer and divine boons
With Influence, Leonie is more forthcoming. She ex- rather than energy sources physicists elsewhere in The
plains the Keepers’ plan for Atlantis, says exasperatedly World would acknowledge. She doesn’t find it at all suspi-
that Kerem’s refusal to assist her makes it much harder cious that a newly arrived Scion of other Gods would find
to enact that plan, and complains that she’s stuck gather- this Atlantean wonder exciting, and she has no qualms
ing information on Atlantean science in case it’s any use about sharing everything she knows.
whatsoever. Contrary to Kerem’s understanding, Leonie’s Kasmena is equally happy to explain Atlantean tech-
plan is to sabotage Atlantis’s many works of God-tech. nology, science, religion, and history — the four being
She doesn’t know exactly what it will do, but it’s bound intertwined — to the players’ characters.
to have an impact on the Axis Mundi Atlantis connects to.
It’s essentially a huge, divine explosion. • God-tech is how an island as isolated as Atlantis
remains self-sufficient. It channels the divine energy of
The Band can help in one of three ways: by getting prayer and belief into the tangible energy that powers
Kerem back on board, by helping build on Leonie’s lim- science. It also makes minor miracles a core part of sys-
ited (but fast growing) understanding of God-tech, or tems, making the impossible feasible in rare cases — such
by finding a way in and out of ruined Atlantis. Leonie as medical technology that can bring someone back from
suspects there’s unattended God-tech in the ruins, and (recent) death. Miracles are precious and rare, and Atlan-
getting hands-on with some would make it much easier teans know not to ask too often, lest they offend the Gods.
to plan the details of the Breaking. She knows for a fact
there’s God-tech in the caves under Atlantis, but she’s • The Gods of Atlantis are a perceptible part of life.
been unable to gain access. It’s been over a thousand years since one incarnated, but
they deliver signs through their priests and Scions regu-
On a failed Influence roll, Leonie gives away nothing, larly, guiding policy and progress.
but the characters feel her frustration: The work isn’t
going the way she wanted. • Queen Xenope attempted to part Atlantis from
the realms of all Gods except the Atlantean Pantheon. It
FOES OF THE KEEPERS was the Pantheon themselves who directed their priests
Leonie defaults to assuming that the members of the to stop her. The World is better with Gods — Atlantis is
Band are enemies: She’s in Atlantis on a vital mission for proof of that. From her studies, Kasmena thinks a World
the Keepers, and she can’t afford to jeopardize it. When without Gods is literally impossible: What would hold it
she meets them, her Drive is to determine whether the together? If the Scions want an in-depth conversation,
Scions are a threat. see Queen Xenope’s Tomb (p. XX) for talking points.
Without Influence, Leonie tells the characters noth- • The Labyrinth below Atlantis has God-tech ma-
ing. She asks what brought them to Atlantis, what brought chinery that powers the whole civilization, some of it
them to her specifically, and how long they’re staying. She dating back to Queen Xenope’s experiments.
also wants to know if they’ve found a reliable way to move With a successful Influence roll, Kasmena is happy to
between Atlantis’s two states of being. go into more depth, offering further lessons at the char-
With Influence over Leonie, the Scions can make her acters’ convenience. On a failed roll, she exasperatedly
spill the Keepers’ plan for Atlantis: to learn all they can informs them they could attend some public lectures.
about it, then destroy it — and in doing so, destroy Ocean. They’re held regularly (almost every night) in venues
across the city.
On a failed Influence roll, Leonie tells the characters
that they’d be smart to leave Atlantis: It appeared sud-
denly and might disappear just as fast. The Scions are left
LIVING ATLANTIS:
with no doubt that Leonie doesn’t trust them and wants LOCAL CELEBRITY
them out of Atlantis: She’s a threat to them. It’s harder for a whole group of out-of-towners (put-
KASMENA ting it mildly) to stay off the radar than a pair. It takes
twelve hours from the time the characters first interact
Kasmena Valno is a tall, statuesque woman in her late
with an Atlantean to draw the attention of Lyvoë, Scion of
twenties with cool brown skin, piercing blue eyes, and a
the liminal God Brata-Grozd (see p. XX).
gap between her front teeth. She’s trusting, intelligent,

64 CHAPTER THREE: INCOGNITO LOVE SONG


Lyvoë holds a lot of power in Atlantis. She doesn’t
have a title or an official position, but like all the city’s
Scions, her opinion carries substantial weight. Her divine SOLVE ALL OUR
parent’s Purviews include journeys and boundaries and PROBLEMS
— alone in Atlantis — she has an inkling that something
strange is happening. She tracks the Band down some- In principle, the Scions could turn all their
where private — preferably their accommodation, but if
problems over to Atlantis to solve. But like any
government, it’s slow. It takes weeks or months
that’s hard to find she joins them on a quiet street, at an
to accept that there’s a problem, then act. It
hour when the city’s asleep. won’t respond in time to stop the Breaking. If
Lyvoë is tall and delicate, with dark skin, short, tight- this sounds implausible, look at any twenty-
ly curled hair, and elaborate white robes. She’s earnest, first century response to disasters, from mass
methodical, and patriotic. She tends to stare. Her drive shootings to epidemics.
for this scene is to understand what’s happening in Atlan-
tis. This can be either an interview or an interrogation,
depending on how open the Band is with her. If Lyvoë
gets the sense that they’re holding back, she turns stern. LIVING ATLANTIS:
She’s not remotely scared of the characters, no matter
how they treat her. HISTORIC INTEREST
Without Influence, Lyvoë explains her divine parent’s Many of the most significant buildings in Atlantis are
identity and position in the Atlantean Pantheon and en- still standing. Many are open to the public as monuments
quires about the Scions’ Gods. She’s perplexed that they to city history. The Scions can learn a great deal there,
don’t have a close or personal relationship with them. She as well as encounter — or observe — Leonie Wagner. All
asks about any other visitors to Atlantis: As a representa- the sites listed in this section feel intensely strange, like
tive of Brata-Grozd it’s her job to… not necessarily keep they’re slightly out of phase with the rest of Atlantis.
track of, but definitely to welcome visitors. Lyvoë asks the That’s the effect of their saturation with power, from
characters what The World is like outside Atlantis. What’s Gods who are always close at hand. To Scent the Divine,
happening. Why things are changing. She’s worried. these sites are all redolent with the fragrance of ozone,
salt, and cardamom.
She doesn’t accept that the characters are just visiting
for pleasure or to satisfy their curiosity. Where Scions go, INTERSTICES
Fate guides their steps. The more the Scions dissemble, The Interstices are sacred to Brata-Grozd. Rather than
the more suspicious she gets. a place in their own right, they’re a space between places, a
With Influence, Lyvoë extends the courtesy of an- colonnade that runs between a marketplace and a mausole-
swering the visitors’ questions as well as asking her own. um for the cremated remains of Atlantean heroes. The slim
She can provide the same information as both Artemi and columns are undecorated, and the shadows that stretch
Kasmena (p. XX and XX). If told about Atlantis existing in from them are more arresting than the stones themselves.
multiple states, she believes it and wonders aloud wheth- At dawn and dusk, the shadows are gateways to a
er the Interstices — a colonnade sacred to Brata-Grozd destination of the user’s choice — as long as the user is
— would allow access to both states. a Scion or a Saint and the destination is another place
With a failed Influence roll, Lyvoë insists that the sacred to Brata-Grozd. Brata-Grozd’s clergy use them as
Scions are lying to her and there’s something worse on shortcuts across the city, but they also connect to ruined
the way. She can feel it: She’s had visions of a woman with Atlantis. The remains of the Interstices in ruined Atlantis
a cruel, black-lipped smile. She’s right: Tlazōlteōtl’s cho- work the same way.
sen Saint is coming. The Scions must make an Occult + Intellect roll to
figure out the gateway (time of day, clear intended des-
BREAKING NEWS
tination). As a Consolation, they see a worshipper of
If the Scions tell Lyvoë about the Keepers of The Brata-Grozd walk out of the gate; they can just ask how
World and their plan for the Breaking of Atlantis, she’s it works.
initially stunned at their ambition. When she’s recovered
her composure, she says the same thing Artemi did: that QUEEN XENOPE’S TOMB
the Gods of Atlantis prevented the separation of the Queen Xenope’s tomb is a public attraction. It’s an
Realms under Queen Xenope, and they will again. This elaborate rock tomb built into the cliffs on the eastern
time, she believes the Band has a role to play. Lyvoë says side of the island. There are safety rails down the steep
she’ll contact them again when she understands more. staircase into the tomb itself; guided tours take place

Incognito Love song 65


several times a day. Within the tomb, there are 3D holo- This is the key to the Breaking of Atlantis.
graphic exhibits showing scenes from her life and rule. Leonie has theorized as much, but she’s unable to get
Xenope’s gold and crystal grave goods are displayed in down into the Labyrinth to prove it. Despite her lack of
shallow alcoves in the walls. But this isn’t a monument success, there are several ways to get into the Labyrinth:
to a beloved ruler. Every inch of the walls and ceilings is
covered in litanies of Xenope’s misdeeds and appeals for • Friends in low places: The maintenance operation
her descendants to do better. employs hundreds of people, from engineers, to guards,
to janitors. Finding them requires a Culture + Cunning
The attraction comes highly recommended: Most roll; charming them into offering a tour a Persuasion +
Atlanteans the Scions speak to recommend it. Kelvin Manipulation roll.
Sidney does too. He’s found it a useful insight into how
Atlantis works, distrustful of anyone who tries to rise too • Breaking and entering: Locked doors and security
high above their peers. He doesn’t know enough to take cameras have never stopped heroes. Make this a Larceny +
Xenope’s story literally. Finesse roll (Difficulty 2), with a +2 Complication: caught on
camera. Naturally, that leads to a visit from law enforcement
The main points of the story are: and thusly to a much frostier reception from the locals.
• Queen Xenope venerated the Gods of Atlantis and • Kerem: Kerem is naturally charismatic and can
them only. She disdained all other Pantheons and resent- easily get the Scions a personal guided tour from some-
ed their capacity for meddling in mortal affairs. one so high-ranking they don’t even need to be discreet
• So she sought to sever The World’s links with the while they’re inside the Labyrinth. He won’t do so if he
other Gods’ realms, using the divine machinery (still pre- thinks the Scions are assisting Leonie.
served in the labyrinth beneath the city). • Lyvoë: Lyvoë’s influence not only gets the char-
• The Atlantean Pantheon knew this could only bring acters into the Labyrinth; it also gets them unrestricted
ruin, and their demigod children intervened to stop her access, either unaccompanied or with a guide to answer
before her plan destroyed the whole World. questions, as they prefer. Lyvoë’s Attitude towards the
• Her legacy is preserved for later generations as an characters must be at least +3 to open up this option.
example not to follow. Once inside, there’s plenty to see.
The docents at the tomb are highly educated, knowl- Undertaking several hours of study delivers revela-
edgeable people. They’re also very proactive: Any visitor tions about the operation and possibilities of God-tech.
who looks lost or confused gets a helpful guide. Any of Perhaps more importantly, it also gives any Scion with at
them can explain the logic of why Xenope’s plan was least one dot in Technology a clear understanding of the
doomed. The Gods aren’t just powerful people, they’re an catastrophic consequences if the Keepers were to damage
extension of The World, and The World is part of them. it: It could destroy the city of Atlantis and kill most of the
Without the Gods — all the Gods, and their Realms and people in it.
duties — the sun can’t rise, the earth can’t turn, and life If the Scions can get regular, long-term access (for
would be meaningless. There are forces older than the example, with Lyvoë’s permission), they can gain a deeper
Gods — the elements of reality embodied, Primordial understanding of the God-tech and how to avert Leonie’s
essences given form — but the Gods are necessary inter- plans for it — see Extensive Study, p. XX.
cessors, and without them a World surrendered only to
these Primordials might be uninhabitable for humans. Additionally, Scions with plans to craft Relics learn a
lot from this technology. They advance one Milestone (or
To mortals in the rest of The World, this would be a reduce the number of Milestones in their next Crafting
theoretical explanation, filtered through philosophy and endeavor) with several hours of study and a Technology +
myth. In Atlantis, divine power is as real and well-under- Intellect roll. A nice bit of stolen God-tech might advance
stood as gravity, and this is presented as proven fact. them another Milestone, at your discretion.
THE LABYRINTH
Deep beneath Atlantis, a labyrinth of natural caves
RUINED ATLANTIS:
and man-made passages houses the divine machinery SPIRITUAL NULL
that powers the city. In the deepest basements, there’s The moment the Scions set foot in ruined Atlantis,
a palpable vibration and hum. Some of the machinery is they feel it’s not right. The place feels thin and brittle.
part of Queen Xenope’s legacy, some is newer. The bronze, All the mysteries and hidden depths have been stripped
carved stone, and crystal make up Atlantis’s power grid, away: The ruins are nothing more than they appear
and the source of raw energy for miracles like feeding a to be, cold stone and dead earth. To Scent the Divine
city of a million people on a small, overpopulated island. (and remember, if nobody has Scent the Divine, use the

66 CHAPTER THREE: INCOGNITO LOVE SONG


description anyway), it doesn’t smell of anything, which
is an uncomfortable sensation.
Ask for an Occult + Intellect roll. If it succeeds, the
Scions know there’s no spiritual connection here to
Ocean or anywhere else. If it fails, tell the Scions the same
thing after they’ve spent a few hours here.

RUINED ATLANTIS:
GRAVEROBBERS
While the rough sea and enormous monster have
kept legitimate visitors away from Atlantis, there’s a class
of ship and crew more willing to take their lives in their
hands: would-be antiquities dealers who’ve come to strip
mine the island for valuable artefacts. If Atlantis already
existed in a ruined state, there are just a few would-be
thieves. If it didn’t exist at all, over a dozen crews scav-
enge the ruins. Most of them include or were hired by
antiquities dealers, so they’re an interesting mix of folk
doing it for kicks, for money, or out of fascination with
Atlantis.
If Axeinos is injured or dead, traffic increases rapidly:
These archaeological strip miners haven’t stopped trying to
reach Atlantis, and suddenly there’s no major impediment.
Within a few days the island’s crawling with crews sifting
through, and sometimes fighting over, the spoils of Atlantis.
There are plenty of plundered cultural artefacts for ev-
eryone, and initially there’s little conflict between the crews.
If the characters attempt to intervene in the rapid packing
and shipping of antiquities, that changes: The looters are
armed and dangerous, but not a major threat to Scions.

FIELD:
A makeshift campsite perched among ruins
Atmosphere: Rugged
Attitude and Bonds:
Treasure Hunters: Other Treasure
Hunters (–1 to 1), PCs (–1)

Word travels fast, and interfering with or opposing


one operation puts the other crews on alert; they’ll be
hostile to the Scions from then on.
If the Scions don’t take offense at the morality-free
plundering of another culture’s material remains, the
looters are useful contacts. They know:
• Sailing a short distance away gives the island a
chance to change state. The sea monster doesn’t draw too
close to the shore, so it’s not as dangerous as it sounds.

Incognito Love song 67


DR. DODDS
TREASURE HUNTERS Nancy Dodds is a professor of ancient languages from
Newnham College, Cambridge. She came to Atlantis as
Archetype: Mook a scholar, but when the boat she chartered turned back
Flair: Spray n’ Pray in the first storm, she joined up with a group of treasure
Drive: Get rich off the ruins of Atlantis hunters. The looting of ancient artefacts is an ethical con-
Primary Pool (5): Combat, Piloting cern, but she has no power to object. She’s found a couple
of tablets containing lists of laws, written in both Ancient
Secondary Pool (4): Athletics,
Greek and Atlantean. She’s fluent in Ancient Greek, so
History
she’s working on the building blocks of an English-Atlan-
Desperation Pool: 3 tean dictionary. The inscriptions in Xenope’s Tomb are
Health: 1 also multilingual, and they’re Dr. Dodds’s next step.
Defense: 1 If the characters haven’t already mastered the basics
Initiative: 3 of Atlantean, Dr. Dodds’s research is an asset.
Dr. Dodds is a big, freckled blonde woman with a
strong Yorkshire accent. She’s loud, quick to laugh, and
loves to teach. She refers to everyone, indiscriminately,
• There’s something strange and creepy about a colon-
as “pal” or “m’love.” Her drive is to do as little damage to
nade in the central depression of the island (the Interstices).
Atlantis as possible.
• The dead of Atlantis are restless. There are bodies
everywhere — everywhere — like the whole population
died at once, in some unidentifiable cataclysm. Some of
RUINED ATLANTIS:
them get up and walk around, and they’re angry. NOT ALIVE BUT KICKING
• There are several ways down into caves beneath the Walking through Atlantis is like walking through
island. There’s some kind of huge, bizarre machine down Pompeii: There’s a feeling of stepping into a moment fro-
there. The words “ancient aliens” are used, but everyone’s zen in time. The disaster was thousands of years ago, and
embarrassed to say it. anything that can decay in the briny air has rotted, but
piles of bones sit or lie where they were at the moment
• One of the treasure hunting crews includes an
disaster struck. Homes have a small number of skele-
English linguist, Dr. Nancy Dodds, who’s found a kind of
tons; public places can have hundreds or thousands. The
Rosetta Stone that includes writing in the local language
essences attached to them have rotted away to shadows
alongside Ancient Greek.
of their former selves, just emotions — loneliness, fear,
These small boats also provide a way for the char- despair — animating cold bones.
acters to leave and return if Axeinos trashed their own
They’re inanimate until someone living wanders into
transport. Characters can rent them for a couple of thou-
their proximity (the same building or room, or the same
sand dollars (it’s a vendor’s market out here), with or
stretch of street or plaza). The longer the living are near-
without crew, or steal them with a Larceny + Finesse roll.
by, the more the lingering remnants of their souls drive
LOCAL GUIDE them to animate and investigate. Their movement starts
subtly, with rattling as individual bones are dislodged
Most of the treasure hunter crews are happy to loan
from where they’ve lain for centuries. The bones assem-
out one of their number as a guide. It’s not strictly neces-
ble gradually into complete skeletons, then rise up and
sary, but it means the Scions won’t be caught off guard by
approach the living.
any crumbling buildings or get lost in the Labyrinth. Eli
Cook is a typical example. The skeletons lack the intelligence to process what’s
happening. They know things have changed, and that
Eli Cook is a sunburned Australian in his mid-twen-
makes them more intensely angry and full of hate than
ties. He’s sarcastic, mercenary, and practical. He ex-
they were before, which makes them attack.
pends as little energy as possible. His drive is to explore
the island and make sure nobody dies. The looters and grave robbers are used to this. They
make a habit of kicking bones apart, breaking larger ones,
Alternatively, if they’ve spent time in living Atlantis,
and doing what they can to stop skeletons reforming. Zones
they may be able to hire themselves out as guides, either
of the city they’ve already stripped (particularly those near
for cash or the loan of a boat.
the cliffs) are mostly free of the restless dead of Atlantis;
deeper into the island’s interior, they’re more numerous.

68 CHAPTER THREE: INCOGNITO LOVE SONG


their Afterlife. Finding a temple to Brata-Grozd is easy.
Improvising an appropriate ritual needs an Academics +
ATLANTEAN UNDEAD Intellect roll, and you can use the number of successes
Xenope’s grand failure destroyed the whole generated to assess how many of the city’s dead have
city. It killed every living being from vermin to moved on to their next stage. Alternatively, the Scions can
humans. With this version of Atlantis cut off bring a Scion of Brata-Grozd (perhaps Lyvoë) through
from its Underworld and its Gods reduced to from living Atlantis to handle this.
vague essences, the thousands of lives lost The third option is to herd the dead through the por-
there had no Afterlife to move on to. Their tal in the Interstices and let the Scions of Brata-Grozd in
spirits linger, attached to their long-decayed
living Atlantis deal with them. It won’t win the players’
bones, and the shifting of the island between
two states of being has them agitated. characters many friends… but it could do an excellent job
of disrupting the Breaking of Atlantis, if timed right.
Archetype: Mook
Qualities: Invulnerability
(Barehanded, Bullets)
RUINED ATLANTIS:
Drive: Drive out intruders CITY SIGHTSEEING
Primary Pool (6): Combat The buildings of ruined Atlantis look a lot more like
the Greco-Roman ruins the Scions are used to from mov-
Secondary Pool (4): Resilience
ies and art. Development clearly stopped several thou-
Desperation Pool: 3 sand years ago in this version of the city. The Interstices,
Health: 1 Xenope’s Tomb, and the Labyrinth are accessible in At-
Defense: 2 lantis’s ruined state, though they’re just as dangerous as
Initiative: 2 any other building in the city — and that’s very dangerous
indeed.
Most buildings are little more than rubble, and the
LAY THE DEAD TO REST ones still standing are precarious. Loud noises, pressure
on the wrong load-bearing pillar or wall, or a strong blast
While breaking bones and smashing skeletons is
of wind from one of the frequent storms could bring a
satisfying, the Scions might also strive to lay their unqui-
structure tumbling down right on top of the characters.
et spirits to rest. This section outlines three ways to do
Add a +1 Complication to any roll using Physical attri-
that, and there are countless more. This course of action
butes when the Scions are inside a building and above
shouldn’t be governed by what powers the Scions have
ground: Ancient stones crumble and fall, causing the
marked on their sheets, but by their imagination and a
character 1 Injury Condition. The third time this happens
sense of what feels right. If an attempt feels like it would
to one building in one scene, it takes major structural
fit right into a mythic cycle, it should work. Minimize dice
damage. Part of it falls, and the characters can’t explore
rolling: This is a moment with a big pay-off for character
it any further.
development that ultimately doesn’t make much differ-
ence to the storyline. You don’t need dice. INTERSTICES
The first approach is to properly dispatch them to a Many of the columns have toppled or crumbled.
different Afterlife or on to reincarnation. Scions of Gods Traces of old power cling to them, and they carry the
whose domains and Purviews include death, afterlife, or faintest hint of cardamom and sea salt to Scent the Di-
rebirth can do this. Exactly how they do so is up to them: vine. There’s not enough information here for characters
It should differ for every God, and even every Scion. It’s to figure out what the Interstices do, but if they learned
a highly personal process. Allow anything that feels sat- about them in the living Atlantis, enough of the columns
isfying to work. Assume any Atlantean dead who can see remain for the Interstices to still function as a gate from
or hear the Scion’s actions respond to them and depart to this side. If the Scions are really struggling to figure out
the next stage of their existence. how to get to the living city (it really is as simple as sailing
The second and third options take advantage of the away and coming back…), have them simply slip through
current proximity of living Atlantis. There, Brata-Grozd, the interstitial shadows by accident.
the Atlantean God of the spaces before and after life and QUEEN XENOPE’S TOMB
the transition between them, still exists. Just as they can
Queen Xenope’s Tomb is a half-finished monument
summon the two-faced God to answer their questions
to — in this version of the city — Atlantis’s greatest queen.
(see Ruined Atlantis: The Lost Gods, p. XX), they can
It’s an elaborate rock tomb built into the cliffs on the
use the right words and symbols to open the way to

Incognito Love song 69


eastern side of the island. Steep, rock-cut stairs lead down
into the burial chambers, past shallow, empty alcoves
intended to hold precious grave goods. Inscriptions in QUEEN XENOPE
Egyptian hieroglyphics, Ancient Greek, and Assyrian as Archetype: Villain
well as Atlantean climb the walls. They recount Xenope’s
Qualities: Invulnerability (Barehanded,
great deeds, including her plan to separate the earth from
Bullets)
the heavens so Atlantis was beholden to no Gods but its
own. A lot of unmarked wall remains. The Scions can
Flair: I Have Friends (Atlantean undead),
Sorcery (Death, Forge)
infer there was more to come, but Xenope’s reign was cut
short. They don’t need to roll to determine this. Drive: Warn others not to repeat her
mistakes
The tomb’s empty: Xenope was never buried here.
Primary Pool (6): Science, Technology
THE LABYRINTH Secondary Pool (4): Combat
The Labyrinth also exists — sort of. This version of Desperation Pool: 3
Atlantis fell when Queen Xenope powered up her ma- Health: 3
chines and attempted to separate The World from other
Defense: 1
Realms. The caverns therefore lack more modern addi-
tions, but Xenope’s machinery still exists. There’s less to Initiative: 2
learn down here than in living Atlantis, but it’s much eas-
ier to access: The Scions just have to walk down a couple
of flights of stairs.
the roll if they proactively try to understand or communi-
The caves and passages are dark and sound echoes cate with the rag-draped skeleton.
unpleasantly. The sounds of conversation or tinkering
They can’t understand Xenope unless they’ve some-
with the divine machinery cover the quiet tapping of
how become fully fluent in Atlantean. However, Xenope
skeletal feet moving across stone floors: Queen Xenope is
also speaks Ancient Greek, Assyrian, and numerous other
down here, not alive but not resting.
ancient languages: If the characters address her in one
Undertaking several hours of study delivers revela- of them (be generous — allow any ancient language to
tions about the operation and possibilities of God-tech. work), she responds in the same tongue. Dr. Dodds (p.
Perhaps more importantly, it also gives any Scion with at XX) can communicate with her in several languages, and
least one dot in Technology a clear idea of how Leonie if the Scions record Xenope’s speech, anyone in living
might overload or subvert it and an understanding of the Atlantis can understand her (the language hasn’t changed
damage that would do: It would destroy the city of Atlan- beyond recognition).
tis and kill most of the people in it.
Navigating the Labyrinth takes a Survival + Intellect
With a Technology + Intellect roll, the Scions see that roll (Difficulty 2). If the characters fail, they’re lost. The
the machinery has been used: Parts of it are burned out or only exit they can find is a dangerous, unstable one, and
otherwise damaged. the last character to leave takes an Injury Condition from
When the characters are done inspecting the ma- falling masonry.
chinery, or if any of them leave the group to explore the EXTENSIVE STUDY
passages, Queen Xenope finds them.
If the Scions home in on the God-tech here early on and
Xenope is an animate skeleton, missing several bones spend several days studying it, they’re rewarded for their
and with massive damage to the side of her skull. She’s efforts. Use a Complex Investigation with one day intervals.
still wearing scraps of cloth of gold garments and heavy
golden jewelry; pinpricks of blue light illuminate her eye • Milestone One: A Technology + Intellect roll to
sockets. She rushes towards the Scions, one remaining determine the God-tech was used (if the Scions already
arm stretched out to grab them. She’s trying to unburden figured this out in The Labyrinth, or studied it in His-
herself and tell them of her grievous mistake: Her plan toric Interest, p. XX, they needn’t roll again).
worked, she activated her machine, and Atlantis fell. The • Milestone Two: Another Technology + Intellect
World couldn’t survive without Gods. roll, this time to establish how Leonie might use it to
If the Scions want to interpret her behavior, they break the Ocean portals (by overcharging it, most likely).
must make an Empathy + Composure roll (Difficulty 2). • Milestone Three: A Technology + Cunning (Dif-
Alternatively, the Scions can fight or run. Only offer them ficulty 2) roll to figure out how to damage the version in
living Atlantis so Leonie couldn’t use it.

70 CHAPTER THREE: INCOGNITO LOVE SONG


RUINED ATLANTIS: COMPLICATIONS: WE’VE GOT COMPANY
Scions can call on as many Gods as they wish, though
THE LOST GODS only one at a time. However, each ritual comes with a
The undead citizens of ruined Atlantis aren’t the only Complication: It draws Atlantis’s restless dead, in in-
ones trapped in the ruins. The Gods are there too, trapped creasing numbers. For the first ritual performed, it’s a +1
when Atlantis was severed from the Over- and Underworlds. Complication that brings a dozen Atlantean undead to
They exist only as traces of essence and regret — that they the ritual location. For the second, it’s a +2 Complication,
didn’t intervene, didn’t stop this, and can’t even warn The and it brings about two dozen undead. The Complication
World what became of Atlantis. They manifest in ways ap- keeps scaling up, all the way to a +5 Complication and
propriate to their natures: Vodabog in the lapping of waves over fifty undead on a fifth ritual.
and the patter of rain; Brata-Grozd in the interplay of light
The skeletons wait reverently outside the ritual
and shadows; Strastabog by stealing the mouths of those
location as long as a God is present, but when the deity
wrapped in passion or rage and speaking through them;
departs the skeletons pour inside (or scrabble and scrape
Aietë in subtly shifting patterns of shapes or stars that form
at walls and doors, if they can’t enter), driven by a des-
intelligible words; and Nasmev in the crackle of flames.
perate anguish at losing the sense of something they once
They don’t announce themselves to the Scions by name. loved. They’re spiteful and aggressive, and they’ll attack
They don’t even fully remember their names or natures. the Scions immediately. The Scions can calm them using
Even so, they make themselves clear. They communicate in any of the methods described in Not Alive, but Kicking
short, simple phrases, and they don’t take questions. (p. XX), but the skeletons’ Attitude in this scene is –4.
• We failed. SECRETS OF THE GODS
• We should have acted. All the Gods explain that this version of Atlantis is
• Change is the end of all things. what happened when their Scions failed to intervene to
stop Queen Xenope’s plan to separate The World from
• What happened here must never come again.
all Gods but them. Her plan was not the Gods’ request,
Although the Gods’ communication through ele- and in fact directly contravened their will — which is why
ments of the natural world is strictly one-way, the Scions they tried, and failed, to stop it.
can forge a bond and commune with them more deeply.
Beyond that, the Gods all have different information
A Scion can communicate with a God who shares one of
to reveal about the fall of Atlantis. All of them believe
the Callings of their own divine parent by constructing a
what they say, and all of them are at least partially correct.
ritual and delivering an offering. Doing so both pleases
the God and restores to them a trace of their identity so Vodabog
they can communicate. Vodabog appears as a tidal wave that crashes over
Use an Integrity + Presence roll (Difficulty 5, reduced the ritual location. When it breaks over the Scions, the
by 1 for each symbol or offering included in the ritual) to splashing of water speaks to them, and answers ques-
commune with a God (it’s a sincere appeal, not a com- tions. The characters’ encounter with Vodabog lasts as
mand or a magic spell), unless the Scions have a specific long as it needs to, but to anyone observing from outside
ability or blessing that supersedes it. it’s over in a second.

Atlantis is well supplied with temples to each of the Vodabog tells the Scions the other Gods will nev-
Gods, and with an Academics + Intellect roll a Scion can er permit what happened in Atlantis to happen again:
easily establish the sort of symbolism and offerings that They’d erase any being, mortal or divine, who attempted
appeal to each God. such a thing. A war in heaven is an awful thing, with awful
implications for The World.
• Vodabog: Shells, glass, salt, crowns, storms, wind
instruments. Brata-Grozd

• Brata-Grozd: Smoke, silence, meditation, open Brata-Grozd appears as a tall, androgynous human.
doors, the color white, singing. They’re two-faced (like Janus) but also two-fronted. Fac-
ing one way, they’re a white-skinned, black-clad being;
• Strastabog: Blood, weapons, ashes, cries of raw facing the other way, they’re black-skinned and grey-clad.
emotion, the color purple, drums.
Brata-Grozd tells the Scions few of the other Gods
• Aietë: Craftwork, stringed instruments, star charts, remember what happened to Atlantis. It left their memo-
weaving, books, poetry. ry when it became Terra Incognita. They speculate some
• Nasmev: Ashes, fire, illusions, food, theatre, dance. chthonic Gods remember: Their connection to history

Incognito Love song 71


and memory is different from other deities’. Brata-Grozd empathic, and a favored son of his God. He uses all the infor-
also explains Atlantis’ importance as part of the Ocean mation gathering opportunities open to the players’ Scions,
Axis Mundi: They say Atlantis’s destruction, when including communing with the Atlantean Gods.
Xenope’s machines failed, almost destroyed the entire Once Kerem is in the ruined city, it takes at most a
World, through that Axis Mundi — but also broke the couple of days for him to discover what happened to it,
connection to Ocean, in this version of Atlantis. why it failed, and how a similar effort might succeed in
Brata-Grozd can also explain the concept of Axes Mundi. future (i.e., through stripping Gods’ and Scions’ Mantles).
Strastabog Every step towards The World’s rebirth is set to destroy
families — divine and mortal — and to Kerem it’s an im-
Strastabog appears as a grey-furred, shark-toothed
possible price to pay. Everything he learns makes him
hound which speaks with a human voice. She tells the
more convinced the Keepers of The World’s plan must
Scions that Xenope’s plan failed because she lacked the
not succeed. A meeting with his father, under the influ-
power to command the forces she sought to control. Had
ence of a whole bottle of Scotch given him by Dr. Dodds,
she been braver, bolder, or mightier — had she been a God
convinces Kerem (correctly) that Tolui Khagan agrees.
herself — it might have worked. As it is, she only suc-
ceeded in turning Atlantis into Terra Incognita, its Gods MEETING KEREM
departed, its ties to Ocean severed, and its connection to The Scions encounter Kerem searching one of the
The World tenuous. same locations as them or, if they’re staying with or near
Aietë the graverobbers, at his campsite nearby. By the time the
Aietë appears as the carved image of a regal woman characters encounter Kerem, he has resolved to stop the
on the nearest wall (or stretch of ground, if there are no Breaking of Atlantis. His drive for this scene is to get the
walls). Her conversation with the Scions unfolds as a Band on his side.
mural, accompanied by pictographic writing (which the If the players’ characters previously gave Kerem
Scions are granted the ability to understand). the impression they opposed the Keepers, his Attitude
She tells the Scions that Queen Xenope’s plan came towards them is +3. He unburdens himself of all his
close to working. It failed only because she didn’t account knowledge and concerns (including Aietë’s advice that
for a way to hold on to Atlantis’s own Gods. She could stripping Scions and Gods of their Mantles would bolster
have done more: If she’d been wiser, she’d have thought the attempt, and that Leonie’s plan for the Breaking of At-
to strip the Mantles from their Scions to bolster the Gods’ lantis involves co-opting and overloading the God-tech in
power and tie them to The World. the Labyrinth, destroying the island and the Axis Mundi),
expecting they’ll join him in opposing Leonie. He wants
Aietë explains the concept of Mantles, if need be.
to try to make her see reason, but he expects it to end in a
Nasmev fight, probably to the death.
Nasmev appears as a pillar of flame, hot enough to burn Alternatively, if the players’ characters previously
anyone close enough to hear the crackling speech from seemed to support the Keepers’ plan, Kerem is more
within it. Nasmev is casual about her fate. She tells the char- cautious. His Attitude towards them is –3. He expects vi-
acters that conspiracies always fail: There’s always a worm olence from anyone willing to ally with Leonie and makes
in the apple or a screw loose in the machine; The World re- sure that when he talks to the characters, he does so
sists change. She also, laughingly, reminds (or informs) the somewhere with multiple escape routes, preferably close
characters that Gods are small things. What really matters to the beaches, where the friends he’s made amongst the
are the Primordial entities, essential beings that are older, graverobbers will come to his aid.
more powerful, and have completely alien minds. The only
real threat Xenope posed was upsetting one or more of He lays out the facts: all the things likely to be re-
them: They’re forces that can’t be contained or opposed. quired to bring about The World’s rebirth. The Breaking
of Atlantis, to destroy its connections to Ocean; the likely
Nasmev can explain the concept of Primordials, if stripping of divine Mantles; the fact that however devas-
need be. tating the Breaking of Atlantis will be, the Rebirth will be
worse. He asks the Scions to help him persuade Leonie
RUINED ATLANTIS: not to go through with her plan, but he’s not optimistic
THE KEEPERS OF THE WORLD about his chances.
Eventually (when it’s convenient; some time after the SILENCING KEREM
players’ characters get there), Kerem Osman finds his way By the time the Scions return to living Atlantis, Leonie
from living to ruined Atlantis. With Artemi’s help, he learns has learned all the same information from Kasmena and
about and accesses the Interstices portal. Kerem is outgoing,

72 CHAPTER THREE: INCOGNITO LOVE SONG


other priests of Aietë. Silencing Kerem or trapping him in
ruined Atlantis doesn’t affect the flow of information at all.
ALTERNATIVE
CLASH OF KEEPERS APPROACHES
When the Scions get back from ruined Atlantis, Leo- This scene assumes the characters don’t go
nie finds them. She’s figured out the God-tech, and she’s looking for Leonie. If they’re more proactive,
ready to proceed with the Breaking. She wants to ensure it unfolds in a similar fashion (Leonie and
the Scions are on her side (if they’ve previously been sup- Kerem’s drives are the same) but at a different
portive) or can’t stand in her way (if they’ve opposed her location. It’s always better to put the place
or the Keepers). Her drive for this scene is to make sure and time of a scene in the players’ hands so
there are no obstacles to the Breaking. their actions steer the narrative.
Kerem, newly returned from ruined Atlantis, chooses It also assumes that the Scions thoroughly
this moment to find Leonie and makes one last attempt investigated living Atlantis, then went to
to persuade her not to go through with the Breaking of
ruined Atlantis. If not, slot it in when the Scions
have a clear picture of what happened to
Atlantis. His drive for this scene is to save Atlantis.
Atlantis, what Leonie’s plan involves, and
whether they want to support it or stop it.

FIELD:
characters (assisted by Kerem) attempt to subdue or kill
At or near the Scions’ accommodation, at her. As she leaves the Field or at the end of the second
sunset
round of combat, Tlazōlteōtl’s emissary reaches Atlantis.
Attitude and Bonds: See The Black-Lipped Saint Arrives (p. XX).
Kerem Osman: Leonie (–4), PCs (+3
or –3, depending on previous interactions) AVERTING DISASTER
Leonie Wagner: Kerem (–3), PCs (+2 or If the Scions have sunk time into studying Atlante-
–2, depending on previous interactions) an God-tech in living or ruined Atlantis (see Extensive
Study, p. XX), they stand a great chance of making the
Breaking impossible. They just have to get into the Laby-
rinth without Leonie noticing, before The Black-Lipped
Without Influence, Leonie asks curt questions, not
Saint Arrives.
volunteering information herself. She wants to know
what the Scions learned in ruined Atlantis to make sure it All they have to do is sneak unseen (by Leonie and
fits with what she’s figured out herself (it does). The Black-Lipped Saint) into the Labyrinth and sabotage
the machinery. If they’re working to a deadline here — if
No amount of Influence can stop Leonie from going
The Black Lipped Saint has already arrived and she and
through with the Breaking of Atlantis. What the Scions
Leonie are making their way into the Labyrinth — or
can do, with a successful Influence roll, is get her to reveal
they didn’t fully complete their study, roll Technology +
when (at high tide the next day, while one of the frequent,
Cunning (Difficulty 2). If they fail, as a Consolation they
intense, storms rages above), where (Queen Xenope’s
knock it briefly offline, making Leonie’s work harder.
mechanisms in the Labyrinth) and how (using the Va-
rangian Runes she acquired in Istanbul to overcharge the If the Scions know what they’re doing and have a
God-tech machinery, literally destroying the island; Leo- couple of hours to spend, don’t make them roll: There’s
nie and everyone on Atlantis will die) she intends to do it. nothing stopping them from trying again and again until
they succeed, so dice rolls are a waste of time. Sometimes
If Leonie has a positive attitude to the Scions, they
preparation just pays off.
might be able to persuade her to change her plan, po-
tentially pushing it into a form that won’t work, with a If the Band succeeds here, the Breaking of Atlan-
Subterfuge + Manipulation roll (Difficulty 3) — with a +2 tis can’t happen. That won’t stop The Black-Lipped Saint
Complication that they lose Kerem’s support. from wreaking havoc and attempting to destroy the Axis
Mundi with pure violence. She still needs to be stopped
As a Consolation for a failed Influence roll, Leonie lets
unless the Scions are okay with thousands of lives being
slip that the Keepers are sending her better help than Kerem.
lost. There’s still a climactic finale (and it still looks a lot
This scene likely ends in one of two ways: The like The Breaking of Atlantis), but the cosmological
conversation breaks down and Leonie leaves, or the stakes are lower.

Incognito Love song 73


THE BLACK-LIPPED SAINT
ARRIVES THE BLACK-LIPPED
As the latest storm gathers over Atlantis, black
SAINT, FOLLOWER OF
clouds rumbling threats and lightning flashing to earth, TLAZŌLTEŌTL
Tlazōlteōtl’s emissary walks out of the ocean and onto the
western Atlantean beach. Sewers all over the city block
Archetype: Paragon
and flood, filth backing up to run in thick, turgid streams Qualities: Sure-footed, Toxic (Touch,
through the streets. The stench of sweat and sex hangs Saliva)
heavy in the air despite the rain. Flair: Sanctification (Earth)
The filth flows towards the center of the city, largely Drive: Destroy Atlantis
because it’s a downhill slope but also because it guides the Primary Pool (9): Command, Magic,
Saint to the Labyrinth. Following the streams takes the Sci- Scare
ons to meet the Saint, and so to the Breaking of Atlantis. Secondary Pool (7): Inflict Pain,
The heavy clouds and flashes of lighting create a state Resist
of permanent dusk, a crepuscular period between night Desperation Pool: 5
and day. Tell the Scions that: it’s important, because it Callings: Creator, Judge
means the Interstices work as a gateway to ruined Atlan- Purviews: Earth, Health
tis while the storm rages.
Defense: 5
THE SAINT Health: 3
The Black-Lipped Saint is a human being. Her black Initiative: 6
hair’s long and poker straight, her skin greyish brown Extras: Filth and Decay. Spend 1
with accumulated filth. She’s small breasted and wide Tension for The Black-Lipped Saint to
hipped, and the undyed cotton wrap she wears parts and corrupt any piece of technology so it
shifts to show flashes of her body. Her full, succulent lips spreads filth and corruption, destroying
are crusted with something black and foul that runs down anything connected to it. Tier 2. Paragons
her chin and neck. are Tier 2 beings and die rolls of 7+ are
successes for them.
The miasma of human stench — from the sharpness
of sweat to the sweet, clinging scent of dung — rolls off
her. The air is thick and hard to breathe, and mere mor-
Lyvoë already knows this is the danger she foresaw.
tals choke on her scent… but they don’t move away from
She seeks the Scions out to find out the best way to help
her. She’s compelling. Sensual.
counter it. Her main concern is helping the mortal pop-
She’s here to begin the end. She’s cold, calculating, ulation of the city; she wants to know whether, in the
and single-minded. Her drive for the remainder of the characters’ opinion, it’s worth evacuating the central dis-
story is to break Atlantis and destroy Ocean. tricts or even the entire island. If the characters concur,
She moves unimpeded through the streets, Atlante- she makes it happen. If the Breaking happens, this saves
ans incapable of doing anything but watching, entranced, a lot of lives. If the Scions inspire her with a Leadership +
as she passes. She goes directly to the Labyrinth. Presence roll, she’ll stay and assist them instead.

THE CITY Note that if Lyvoë is with the Scions, the people of
Atlantis take to the sea when the Breaking begins. With-
The appearance of The Black-Lipped Saint throws out Lyvoë in command, it’s chaotic, and there’s no one
the city into chaos. It takes about an hour for the Scions to protect the boats from Axeinos (if he isn’t injured or
to rally and take action against her. Until then, they’re dead). Many lives are lost.
busy trying to make sense of what’s happening. There’s
no standing city defense force. Artemi Baros is convinced the Scions know what’s
going on. He’s worried about Kerem, but even more wor-
However, it takes very little time for news of the latest ried about how much danger the city’s in. He wants to
visitor to spread through the city. Atlanteans who know know if he should find somewhere safe to stay out of the
the players’ characters seek them out with questions. way or start trying to leave. With a Leadership + Presence
Kelvin Sidney is first. He describes the Saint, says roll, he gets over his fear enough to show the Scions a
she’s heading for the city center, and asks the Scions what quicker, quieter route to the Labyrinth.
she is and what she’s going to do.

74 CHAPTER THREE: INCOGNITO LOVE SONG


both preceded and followed by her rivers of filth through
the city to the Labyrinth, entering it near the very center of
WORKING WITH the city. Once the Saint and Leonie, who travels with her,
THE KEEPERS reach the Labyrinth, the Breaking follows quickly, unless
the Scions have already neutralized the God-tech in the
If the Scions support the Keepers but don’t want Labyrinth. Once the Breaking begins, it’s unstoppable. The
to kill thousands of Atlanteans, evacuating the Scions have to make sure it never gets started.
city is important. They can safely leave it in
Lyvoë’s hands or see to it personally — in which STALLING FOR TIME
case, to provide some challenge and conflict, Stopping Leonie and the Saint from getting to the
Atlanteans fight for space on departing vessels, God-tech is important and buys more time for Atlanteans
and Axeinos (if he’s still alive and uninjured) to evacuate the city or the Band to sabotage the God-tech.
attacks. Getting people safely out to open sea It’s impossible to predict how the Scions will approach
is a heroic task in itself.
this, but some guidance follows:
Blocking passage: The Black-Lipped Saint is power-
Kasmena Valno is looking for Leonie but can’t find ful, but still human. Bringing down buildings or walls (by
her. If the players’ characters can convince her (with an hitting them with vehicles or other large-Scale objects,
Integrity + Presence roll) that the Saint’s arrival isn’t their or through divine power) in her path forces her to take a
fault and/or that Leonie’s in the Labyrinth, Kasmena longer route.
agrees to get them inside. Crowd control: Priests and Scions start mobilizing
the Atlantean people to evacuate, but it’s not smooth.
THE BREAKING OF ATLANTIS Thousands of people are in the streets, and the players’
The Breaking of Atlantis has to happen in living At- characters can direct them (with Leadership + Manipu-
lantis, as ruined Atlantis is no longer connected to the Axis lation rolls) in such a way as to block The Black-Lipped
Mundi — and destroying Ocean is the primary goal of the Saint’s path. She’ll carve her way through human obstacles,
operation. The Black-Lipped Saint progresses steadily, but doing so draws cultists of Strastabog, a wild hunt of
frenzied people ready to fight the Saint. It slows her down.

Incognito Love song 75


STEALING THE VARANGIAN STELE
The Varangian Stele is important to the Breaking, FIELD EFFECT:
and if the Scions take it and throw it in the sea, it’s game
over. Leonie is carrying it openly in this scene, and if the
PUTREFICATION
Scions snatch it, run it as a chase to wherever they decide Effects: You’re surrounded by open
to dispose of it. sewage and all the rotten, putrid matter The
World can conjure up. It will find a way into
RUINED ATLANTIS your body. Whenever you take an Injury
The Breaking has to happen in living Atlantis. To Condition it counts as one level higher than
achieve that, Leonie and The Black-Lipped Saint have normal. So Bruised becomes Injured, Injured
to be in living Atlantis. Therefore, if the characters draw becomes Maimed, etc.
them through the Interstices into Ruined Atlantis, they’re Momentum: Whenever damage is
safe from the Breaking. Conveniently, Leonie and the converted, add another point of Momentum
Saint pass through the colonnade on their way to their to the pool.
chosen Labyrinth entrance. Resolution: Ends after one Scene,
They’ll have to physically shove Leonie and the Saint
or after you spend a minute thoroughly
sterilizing wounds with alcohol or another
through the slices of shadow (Athletics + Might), or dart
antiseptic.
through and trick the women into following (Athletics +
Manipulation).
There’s no storm in ruined Atlantis; no protracted
dusk; no way back. prickling sensation on the skin and an ache through the
whole body.
SUPPORTING THE KEEPERS Round 5: Leonie incorporates the Varangian Stele
It’s unlikely that the players’ characters support an into the machinery with a few wires and a prayer, and all
action that will kill thousands of people, but if they do (or hell breaks loose. Worm-like tendrils of all the foulness
if they’re confident they’ve evacuated everyone they can), The World can offer flow through the machinery and
their role in the Breaking is to hold off Lyvoë, Kerem, and then the Labyrinth, expanding and becoming a fetid tide
dozens of purple-clad cultists of Strastabog (use the same of darkness, like a sudden burial alive. Rotten energy like
profile as the Cult Assassins in Constanța, p. XX), who a nuclear blast devastates the connections between At-
come to fight the Saint. If any of them are familiar enough lantis and the other Realms through which Ocean flows.
with the God-tech machinery to operate it, have Leonie The Scions, the Saint, and anyone with a touch of divine
taken out early in the scene (preferably by Kerem) so that blood is unharmed; any mortal still on the island, along
a member of the Band gets this starring role. with animals and plants, decays into reeking sludge.
JUDICIOUS APPLICATION OF FORCE And that’s it. If the Scions don’t stop it, Atlantis is a
The conflict with the Saint and Leonie will likely turn ruin again. The two states collapse together, leaving an
violent. They’re both willing to die for their cause. Unless archaeological treasure trove and very little else.
they’re in the Labyrinth when the confrontation happens,
their priority is getting there to carry out the Breaking. AFTERMATH
Whatever happened in Atlantis, The World will nev-
THE BREAKING er be the same.
Once at the Labyrinth, the Breaking is a rapid process.
ATLANTIS
Round 1 onwards: The rivers of sewage and decay
that follow The Black-Lipped Saint force their way in If the Breaking succeeded, Atlantis remains in The
through the walls and floors of the Labyrinth. Everyone World as ruins. Over the course of the next year, the ruins
in the Field (except the Saint) is affected by Putrefaction. of Atlantis quickly become part of the accepted histori-
cal record. After a few seasons pass, nobody who wasn’t
Rounds 1–2: The Black-Lipped Saint takes posses- there remembers living Atlantis.
sion of the Varangian Stele. As she holds it in her hands,
tendrils of reeking, tarry, black corruption slide over and If the Breaking fails, the two states of Atlantis col-
into it, and flies gather around it. lapse together, and living Atlantis becomes the default.
It’s still possible to stumble by accident into the ghost city
Rounds 3–4: Leonie adjusts the God-tech machin- of ruined Atlantis, but it’s rare. Atlantis adapts quickly
ery. The power in it builds until it produces a tangible, to contact with The World, quickly setting up economic
relationships and embracing unfamiliar technology. Its

76 CHAPTER THREE: INCOGNITO LOVE SONG


God-tech can’t be replicated. The Atlantean Gods become have Influence over her). She is, however, convinced that
as hidden as other divinities: They step back, not wanting the Keepers can, and have, learned from the failures of
to risk upsetting the delicate balance of power between Atlantis and will do better this time. The World’s Rebirth
Pantheons by intervening too overtly. won’t be like this.
If the players’ characters stopped the Breaking, Ly- HEKATE
voë offers herself as an ally. If they were part of a failed
Travis also wants an update. She’s extremely uncom-
attempt, she becomes a persistent, dangerous enemy.
fortable with the concept of the Breaking and repulsed
Either way, she reappears in Passengers.
if it succeeded. However, Hekate accepts the ends might
LOYALTY RATINGS justify the means. The only thing that increases the Cross-
Set Tolui Khagan’s Group Loyalty to –4. Increase roads Goddess’s antipathy towards the Keepers is the risk
Tlazōlteōtl’s to +3. If the Breaking of Atlantis succeeded, of stirring Titanspawn or Primordials.
increase Wayland the Smith and Zalmoxis’s Group Loy- ERIS
alty by 1, and reduce Herakles’ by 1. If it failed, reduce
Apple finds the characters, as they’re wont to do.
Karna and Meng Po’s Group Loyalty by 1.
They’re neutral towards the facts of the Breaking; their
KIRSTEN divine parent started the Trojan War, after all. Apple is
Kirsten contacts the Scions shortly after their return wildly excited to hear there’s division between the Keep-
from Atlantis (or when Atlantis gets cell service, which ers and is bubbling over with the excitement of keeping
doesn’t take long), asking for an update. She’s visibly sick- some secret. They’re privy to some of Eris’s plans, which
ened by the idea of the Breaking, and it shakes her faith will be revealed in Passengers.
in the Keepers somewhat (which she admits if the Scions

Incognito Love song 77


CHAPTER FOUR
ANTHEM
But what was before us we know not,
And we know not what shall succeed.
— Matthew Arnold, The Future

RUNNING THIS ADVENTURE


I t’s time for the Keepers’ plans to bear fruit. It’s time for
the dawn of a new World. This is the first scenario in No Gods, No Masters
OVERVIEW that involves Gods getting personally involved in the
action. They’re no longer acting through Scions or Cults;
In Armageddon Jam, the Keepers of The World they’re getting their divine hands dirty. That’s always a
severed most links with other Realms, turning The World challenge for a Storyguide: It’s hard to stop a God from
into their own personal playground. In Incognito Love getting what they want.
Song, even if they failed to sever the Axis Mundi, they
However, the Gods’ ability to directly shape The World
learned crucial information to boost their chances of
depends on how successful the Keepers have been over the
successfully rebirthing The World. Now, in this final act,
previous installments of the storyline. They may have their
the Keepers of The World prepare to drown The World in
hands figuratively tied, if the remaining links between The
filth, then make it bloom into new growth.
World and the other Realms are weak and few in number.
The first step is to strip the Mantles from their own On the other hand, if the Keepers have been largely un-
Scions and anyone who opposes them — including the successful, the Gods won’t take the threat as seriously and
players’ Scions. That provides the power for the Keepers won’t intervene directly — at least at first. In other words,
to hold on and stay in The World during its agonizing there’s no reason the players’ characters shouldn’t be the
labor pains. heart of the action, whichever side they’re on.
There are still a few speedbumps in the road. Eris’s Once again, this is a non-linear storyline. Pick the parts
loathing for the Keepers is going strong, and she’s ready you want to showcase and run them. Don’t worry too much
to blow their carefully laid plans to chaos — and if she about sequence or showing the complete picture. Realisti-
became part of the Keepers’ Pantheon at the end of Ar- cally, there isn’t time for the Band to see everything.
mageddon Jam, she’s still able to manifest in the World
Anthem is written with the assumption that the Sci-
while most other Gods are restricted to their own Realms.
ons are swayed by the Breaking of Atlantis, the gradual
Otherwise, she’s acting through agents — specifically The
murder of Scions whom Zalmoxis feels the Keepers don’t
Furies, personifications of retribution.
need, and all the other unpleasantness they’ve witnessed.
The convulsions of rebirth stir up Titanspawn and It’s therefore unlikely that they’re still supporting the
Primordial forces, the former sensing an opportunity for Keepers. However, in case they are, or in case they’re sup-
chaos and destruction and the latter resisting the power- porting their ideals but not their execution, many scenes
ful wave of change they sense coming. Whatever stance include directions for use if they’re still on the Keepers’
she’s taken so far, Hekate won’t stand for this. If the Sci- side. Sometimes, it matters more whether the Scions sup-
ons aren’t opposing the Keepers, Hekate marshals forces ported or opposed the Keepers in the past, rather than
of her own to do so. how they feel now.
Then there’s Blodeuwedd. Herakles’s newest recruit Ultimately, Blodeuwedd’s plan is to destroy The World.
is fanatical about freedom and determined to liberate The story assumes the Scions work to prevent that outcome.
The World from the tyranny of Gods. All Gods. Including
the Keepers. If she gets her way, The World dies… but is CHANGING THE WORLD
never reborn. Anthem has the potential to permanently change The
It might sound like the Keepers’ plan has no chance World. If the Keepers succeed in their goal, The World is
of succeeding, and without the Scions’ help it probably forever severed from the Overworlds and Underworlds.
won’t. That doesn’t mean that Scions opposing the Keep- The Sun no longer rises; a ball of burning gas illuminates
ers have it easy: If Blodeuwedd and Eris get their way, the the sky. The dead find no eternal rest or punishment, they
end of The World is nigh. just rot in the dirt. Fate no longer weaves subtle patterns;
events are determined only by the crushing momentum of
what came before. Even the Keepers aren’t sure whether

changing the world 79


they’ll still be Gods after the new creation, or what will Scion themselves. Get proactive with these backstory el-
happen to their Scions… or the Scions of any other Gods. ements. Keep a list of loose ends you or the players want
Realistically, The World ceases to be The World of to tie up and introduce one whenever there’s a lull in the
Scion if the Keepers succeed in their plans. But realistic action… or in the middle of the action, if you want to keep
rarely means fun. You could run an epilogue where the the pressure on.
players’ characters find themselves stripped of power On the other hand, the Scions already have big prob-
and prestige, in a World with no mystery or mysticism lems to deal with, whichever side of the Keepers’ actions
remaining. Or you could run one where the creation — they’re on. They may feel obliged to set aside their per-
and their role in aiding or impeding it — qualifies as the sonal storylines to focus on the bigger picture. That’s
great Deed that pushes them to apotheosis. They become great! That’s the Storyguide’s cue to use those personal
Demigods just in time to see the other Gods permanently storylines to force some tough choices: Do they finally
cut off from The World. help their family out of distress, or get that social program
There’s a rich storyline in protecting The World off the ground? Do they bury the hatchet with an old en-
from the Titanspawn still present in it and dealing with emy (or bury the enemy)? What happens when it delays
the Keepers of The World’s fear that these new Demigods them or entirely removes them from a key scene of the
will turn out just like the old Gods. There’s an equally story? There are also numerous ways to endanger mortal
powerful, but very different, story in finding a way to contacts in scenes of Titanspawn attacks or at Eris’s hand.
revert the Keepers’ new creation: finding a way into the
Overworlds and Underworlds (maybe exploiting some
SCENE MAP
Midrealms, such as the places of the Sidhe, to do so) and Anthem isn’t linear. It’s an onslaught of trouble. It
adventuring through them, working with Gods and even starts with a bang and continues in a series of ever louder
Titans to undo the damage and put The World back to the bangs coming closer and closer together. The scene map
way it should be. provided gives a rough idea of how to stagger events:
What happens simultaneously, and what follows. The
If, on the other hand, the Keepers don’t succeed… Scions have to be at the top of their game if they expect
what happens to them? There are power vacuums in to stop all the disasters. It’s more likely they’ll have to
several Pantheons after they’re punished (stripped of prioritize.
their mantles — ironically, an art they discovered and
perfected). Who fills them? Are the Band hailed as heroes The Storyguide’s first decision is whether to follow
or suspected as collaborators? the prologue with a natural disaster (Think Global, Act
Local) or a murder (Absent Friends). The former gives
That’s a long-winded way of saying that the story the Scions a lull between action scenes, the latter keeps
doesn’t end with Anthem. If you’re not interested in the hits coming.
following up on any of the storylines that result from it,
it’s best not to let the story progress all the way to the The subsequent scenes can be run in almost any
Keepers’ new creation ritual. If the Scions are proactive, order but be aware that they form sets. Absent Friends,
they can shut it down beforehand by sabotaging and un- Murder Map and The Atlantean Pantheon deal with
dermining the Keepers’ plans. Zalmoxis’s series of murders and the theft of Scions’ man-
tles. Schism is an optional continuation of this plotline.
NO LONGER HUMAN Windfall, Omphaloskepsis, Snatching the Omphalos
Regardless of what happens to The World, the events and Worst-Case Scenario: Using the Omphalos deal
of Anthem are momentous enough that they end with with Eris’s plan to despoil The World so thoroughly that
the Band’s apotheosis to Demigods. At this level of play, the Keepers can’t enjoy it. Snatching the Omphalos is
mortal concerns fall away as the matters commanding a crucial scene, and if it looks like the players won’t see
the Scions’ attention grow in scale. It’s useful to wrap it, place the second encounter with Blodeuwedd and the
up some backstory elements before heading into the end meeting with Kirsten and Hideaki elsewhere.
game of this storyline. Not only does it avoid leaving loose The Atlantean Pantheon and Imhotep in Atlantis
threads (whether you’re concluding your Scion game offer a path to negotiating with Imhotep. Two Torches
here or carrying on afterwards), it signals to the players and A Million Monsters are floating scenes: Use them to
that what’s coming is climactic. It’s a semi-subtle way of underscore the severity of the situation and remind the
saying “finale ahead.” Scions that Hekate exists (in case you need her for the
Mortals don’t know there’s a new World coming. finale). These scenes are good places to relocate pieces
They still have their own needs, and they’re not shy about from Snatching the Omphalos if the Scions don’t see
asking the Scions to help with them, especially if they’re that scene in its entirety.
worshippers of the Scion’s Pantheon or followers of the

80 CHAPTER FOUR: ANTHEM


Gods. The deities are just weak enough not to obliterate
the Scions without a second thought.
This story’s events take place all over The
World, so the Crossroads Tavern is important.
Without its instantaneous travel between PLANS WITHIN PLANS
cities and continents, the Scions must rely It’s important that the Scions know what the Keepers
on their own networks and lose precious are planning, so they feel empowered to act instead of sit-
time: They have fewer opportunities to take ting around waiting for other characters to do something.
on Titanspawn, stop Eris from unleashing Anthem presents the Scions with several opportunities to
a Primordial, and save other Scions from learn the plan; they all refer to this section to save repetition.
painful death.
The Keepers gather at their chosen location in the
desert outside Las Vegas. Why Las Vegas? There’s a re-
markable number of gates and sympathetic links to the
THE KEEPERS OF THE WORLD divine there. It’s full of weird places and magical think-
ing; it’s sacred, but not to any particular God (except
More of the Keepers are involved in Anthem than in
maybe Hope). It’s also in the desert, and where better to
the previous instalments. This is the culmination of their
symbolically bring forth life?
work, and it’s all hands on deck.
Throughout the ritual, they work in concert. Tlazōlteōtl
Zalmoxis is in his element, stripping Mantles from
is at the forefront during the first part of the ritual, when she
every Keeper’s Scions except his own. The resulting
drowns The World in all of its literal and figurative filth, pol-
murders are the first strand of this storyline that the Band
luting it so profoundly it perishes. Immediately afterward,
interacts with.
Blodeuwedd takes the lead and gives back life.
Herakles embarks on a series of labors, battling the
It’s a delicate, time sensitive procedure, and there are
Titanspawn stirred to action by the cosmological upheav-
plenty of ways in which it could fail. The ritual could sim-
al. He’s trying to minimize the rebirth’s impact on The
ply fail if the Keepers aren’t united in their purpose. The
World and the people who live in it.
Keepers could lose their power when The World dies if
Meanwhile, Imhotep negotiates with the Atlanteans Zalmoxis hasn’t reaped enough Mantles to provide them
and tries to convert them to cautious allies instead of fer- a temporary source of power.
vent enemies.
Blodeuwedd could just… not do her part. That hasn’t
Meng Po prepares Las Vegas, the site of the Keepers’ crossed the other Keepers’ minds, but that’s exactly what
ritual of rebirth. Blodeuwedd intends. The World has never pleased her,
All these Gods continue to work alongside their own and she sees no reason it would be better under the Keep-
servants and Scions, but they’re also walking the World ers. She’ll just let it die.
themselves. That’s an object lesson to the Scions in how When a scene says the Scions can learn the Keepers’
messy a World with Gods interacting with humans can plan, that doesn’t include Blodeuwedd’s planned betrayal.
be: The Gods do as much harm simply by being present,
Anthem is never specific about exactly when the rit-
and thus changing the operation of reality, as the Titans-
ual should take place. It depends on how much you want
pawn. To Scions tempted to support their plan and be
the Scions to see and do beforehand. A week to ten days
one of the few Gods in The World, however, they’re also
between the Prologue and The Miracle of Birth sets a
examples of the breathtaking power available when the
fairly rapid pace while still giving the Scions time to think
Scions achieve apotheosis.
and plan, rather than rushing from disaster to disaster.

INTERACTING WITH GODS ANTHEM


Thanks to the Keepers’ earlier work severing connec-
tions between layers of reality, most Gods can’t access The
World personally. The Keepers can — they’ve carefully pre- T he Keepers’ many enemies, inside and outside the
Pantheon, move to stop the planned rebirth, but the
cure is as bad, or worse than, the disease. The Scions must
served their own places of power — but they’re still limited.
thread a careful path between multiple apocalyptic plots
Gods manifesting in Anthem are Tier 4 antagonists.
and save The World as they know it.
That means their target number for success on a die roll is
7 instead of 8. It may not sound like much, but it’s a major
advantage in contests. Gods are also multiple steps higher PROLOGUE: END OF DAYS
than Scions in terms of Scale. It’s not realistic for the Sci- A couple of months have passed since the attempted
ons to win a fistfight — or any kind of challenge — against Breaking of Atlantis, and times are hard. It turns out that

Anthem 81
The World’s not designed to thrive when cut off from the the Langley River has burst its banks, flooding a major
divine powers that shape it. Natural disasters abound, as section of downtown — or even better, by seeing it hap-
do human hardships like epidemics and wars. It’s the end pen, if their prologues can feasibly happen near the water.
of The World, but life goes on. Those who aren’t directly If they’re not in their hometown, there are plenty of other
affected carry on as normal, oblivious to the death throes rivers in The World. If they’re not together, run this scene
of reality. The news is full of tragedy, to the point that for the largest group of Scions possible.
people become desensitized to it. Early footage from the scene shows rushing waves
On the other hand, Atlantis (in whatever state it higher than a river should ever produce, and the Scions
ended Incognito Love Song) is firmly part of The World see the shapes of horses in them, formed from the green-
now. The Scions get to see, live, how The World simply ish river water and the froth of waves. Seeing them takes
shifts to incorporate new myths: Atlantis exists, and At- a little imagination, but the shapes are clear. The beasts
lantis has always existed. are stampeding, endangering mortals, and this is clearly
Kick off this story with a short scene for each Scion, some divine nonsense. Nobody’s making the Scions deal
no more than five minutes long. If two or more Scions with it, but someone has to.
spend a lot of time together, combine their scenes. This is If you’re moving into Absent Friends:
a chance to show what their lives are like now that they’re The Scions receive a group message through whatev-
growing in power. How do they spend their time? What er social media they use (if they don’t use any, they don’t
great Deeds are they pursuing? Are they proactively pur- get the message; if none of them use any social media, one
suing the Keepers of The World or waiting for a chance gets a text message from an unfamiliar number, or a letter
to strike? hand-delivered to their home). If Kerem Osman survived
The World’s ongoing litany of disasters plays out on Incognito Love Song, it’s from him, which is obvious
TV screens in the background of the scenes or pings up as on any messaging platform (text messages/letters are
alerts on the Scions’ phones. signed). Otherwise, it’s from an account created the same
day the message is sent, with no name and a username
Every scene includes at least one of the following
that’s a string of letters and numbers. The message reads:
motifs, designed to drop hints at the Gods the Scions will
meet in Anthem:
I need help. Can we meet? Crossroads Tavern
• An apple that starts a butterfly effect of chaos (e.g., right away?
someone trips over an apple, drops what they were carry-
ing into a road, where a vehicle crashes swerving to avoid The sender answers requests for further clarification
it) (Eris) by insisting it’s better to talk in person, but they accept re-
• Spilled blood — the Scion’s, if reasonably possible. scheduling to a different venue in the city or to a different
(Zalmoxis) time as long as it’s for the same day.
• An animal feasting on something spoiled and stink- If the message isn’t from Kerem and the Scions ask
ing. (Tlazōlteōtl) how they’ll recognize the sender, they receive a selfie of
an East Asian woman with short, white hair and blue-
• A stinging insect (choose wasps or yellowjackets
framed cat’s eyeglasses.
over fuzzy bumblebees) crawling out of a bouquet of
fresh, sweet-scented flowers. (Blodeuwedd)
• Someone in a lion fur style coat, with a thick, mane-
THINK GLOBAL, ACT LOCAL
The Keepers’ actions make the various supernatural
like collar. (Herakles)
creatures of The World anxious: They know something’s
• A dog on a leash turning violently protective of its wrong and getting wronger by the day. Some of them are
handler. (Hekate) intelligent enough to worry, while others just erupt into
The Scions can discern which Gods these motifs rep- panic, endangering everything around them. Their dis-
resent with an Occult + Intellect roll. It’s up to the Scions tress manifests as natural disasters — yet more of them,
to figure out what seeing them means. piled on top of everything that resulted from the Keepers
destroying Gates and Touchstones.
After the prologue, the next two scenes are Think
Global, Act Local and Absent Friends. Run both, in This time it’s a herd of Celtic water horses, ceffylau
whichever order you choose. dŵr, rampaging down the Langley River. They’re clearly
If you’re moving on to Think Global, Act Local: visible to anyone who looks properly at the water, but
everyone around them is too busy trying to flee from
Whether they’re together or apart, the Scions’ pro-
tidal waves to stop and appreciate the glorious shapes
logue scenes are all interrupted by an urgent warning that
in the water. Later, they’re visible in pictures and video

82 CHAPTER FOUR: ANTHEM


footage, but they’re written off as an optical illusion ex-
cept by those already inclined to see the world of the
Gods throughout The World. DŴR
CEFFYLAU DŴ
Anyone with a dot of Academics or Occult, or Tuatha Ceffylau dŵ dŵr are water spirits, usually
Dé Danann lineage, knows that this isn’t how ceffylau dŵr making their homes in pools and waterfalls.
behave. They’re trickster spirits like kelpies: beautiful They’re trickster spirits, famous for tempting
shapeshifters who lure fools to their doom. They don’t folk into riding them, then drowning them in
even usually gather in herds. This is against their nature the nearest body of water, though they’re just
and a sign of how disturbed The World is. as likely to leap out of the water and trample
a traveler to death.
Archetype: Mook
FIELD: Qualities: Natural Weapon
Flairs: Shapeshifting (Horse-sized
City downtown ravaged by flood waters animals, mist)
Atmosphere: Frantic Drive: No thoughts, only stampede.
Attitude and Bonds: Primary Pool (5): Run, Swim, Lure
Blodeuwedd: Keepers of The World Secondary Pool (3): Kick
(+1), Player Scions (–) Desperation Pool: 2
Health: 1
Defense: 1
Initiative: 3
SAVING BYSTANDERS
The flood happens in a populated area of downtown.
People are trapped in their cars, in buildings, or injured Bridling the Ceffylau: A Scion who makes an Aca-
from being caught in the tide or trampled by water hors- demics or Occult + Intellect roll (Difficulty 2) knows that,
es. The Scions can: like kelpies, placing a bridle on a ceffylau dŵr forces it to
• Carry out daring rescues with Athletics or Survival obey its new handler. Only bridling the stallion will stop
+ Might. the herd, and it requires an opposed Athletics + Might roll
against the water horse (which has a 3-dice pool). The
• Provide medical attention with Medicine + same Complication as Calming the Ceffylau applies here.
Cunning rolls.
In both cases, Difficulty varies between 1 and 3. This is an
OUR LADY OF THE FLOWERS
excellent time to threaten a Scion’s Connection or Contact. Blodeuwedd is watching the chaos. She’s not subtle
about it: She stands on a bridge over the river (perhaps
CALMING WILD HORSES
There are two approaches to calming the ceffylau
dŵr. The first is to settle them the way one would a nor-
mal horse, with patience and calm words. The second PRETTY PONIES
is to wrestle a bridle onto the herd’s leader, forcing it to
Yes, the Scions can acquire a mythic
obey whoever holds its reins. The first is kind, the second
steed here. It might even count as a Deed,
is (relatively) easy. depending on their Path and goals. Whether
Calming the Ceffylau: If a Scion attempts to calm bridled or gentled, a player can spend XP to
one of the herd’s ‘leaders’ for example, the stallion lead- dŵr companion as a three-
purchase a ceffyl dŵ
ing the charge, or some of the bolder mares — this takes dŵr appears when
dot Birthright. The ceffyl dŵ
an Empathy + Presence roll (Difficulty 3). Alternatively, called as long as the Scion is near a body
several Scions all calming different water horses settles
of water (a bathtub will do in a pinch), and
it can shapeshift into any mundane animal
the entire herd, only requiring a Difficulty 2 roll per Sci-
of similar size to a horse. Whether the Scion
on. If the majority succeed, they calm the herd enough to bridled or gentled a ceffyl dŵ dŵr makes no
disperse them. Both rolls come with a +2 Complication: difference in game terms, but the former is
Getting that close to panicked mythical beasts opens the more ill-tempered and likely to take a bite out
Scions up to being kicked, bitten, or trampled, which of the Scion if they’re not careful.
comes with an Injury Condition.

Anthem 83
the same one on which the Scions met Karna in Arma- made of flowers as a bride for a Welsh king, Blodeuwedd
geddon Jam, if convenient), watching the tsunami of rebelled and killed him, taking control of her own life.
mythical creatures roiling below her. Blodeuwedd doesn’t • Blodeuwedd readily acknowledges that she’s not a
look remotely human, but all the mortals on the scene are huge fan of authority and doesn’t share the Keepers’ stat-
too preoccupied with not drowning to notice her. She’ll ed goals of better protecting and serving humanity. She
later appear in pictures and video footage as a vaguely just wants “a fresh start.” She doesn’t offer further detail
feminine blur. on what that means.
Blodeuwedd’s manifest form is an ample woman’s • She won’t help calm or divert the horses but tells
body to the neck, her face is an unsettling arrangement of the Scions that, like Kelpies, they can be tamed with a
flowers and leaves with an unfurling blossom for a mouth. bridle. If the Scions were to bridle the stallion at the head
She’s clad only in flowers that continuously sprout, of the charge, the rest of the herd would probably settle.
bloom, and rot, and daisies and wildflowers sprout and
blossom in her foot- and handprints, rapidly taking over As Consolation for a failed Influence roll, Blodeu-
the bridge. She’s soft-spoken, charismatic, and prickly. wedd tells the Scions to “hush now — and let the water
Her floral mouth purses and unfurls constantly when horses be. They’re only enjoying their freedom.” Make
she’s thinking. Her drive for this scene is to decide wheth- sure the Scions understand the horses aren’t enjoying
er she has the stomach for mass murder. anything and Blodeuwedd is projecting her own values
on the ceffylau dŵr.
Unlike Karna, Blodeuwedd is doing nothing to mask
or suppress her divine nature. The scent of fresh grass
and flowers in full bloom spreads out around her, and
ABSENT FRIENDS
standing close to her saps the energy from bystanders, like By the time the Scions visit the Crossroads Tavern to
the indolence that comes from being outdoors in blazing meet Kerem, he’s already dead. Agents of Zalmoxis pursued
summer sun. When in proximity to Blodeuwedd, Resolve him to the Crossroads (or wherever he’s meeting the Scions,
rolls are at +1 Difficulty, Composure rolls at –1 Difficulty. via the Crossroads) from Istanbul and killed him, stripping
his mantle from him with the Thief of Fate (p. XX).
Without Influence, Blodeuwedd’s not interested in
talking to the Scions. She shushes them in favor of watch- With a Survival + Cunning roll (Difficulty 2), the
ing the ceffylau dŵr stampede. If asked whether she has Scions notice splatters of blood on the sidewalk outside
anything to do with the disaster unfolding below, she the Crossroads, increasing in volume as they reach the
shrugs. If the Scions stick around to watch the stampede edge of the block and turn into a backstreet. If the Scions
or survey the aftermath, she remarks on how messy it is… follow the trail, go to Scene of the Crime.
“but that’s nature, isn’t it?”.
It’s unlikely that the Scions will gain Influence over
Blodeuwedd (remember: all her dice count as successes AN ALTERNATIVE
on a 7+ as opposed to the Scions’ 8), but if they do, they CORPSE
gain Blodeuwedd’s attention. It’s an uncomfortable feel-
ing, like looking at the sun and finding it looking back at If Kerem died before Anthem, the person
you. With Influence, she both asks and answers questions. who contacted the Band is Chō Nishihara.
She was a Scion of Takeminakata, a Kami
• She admits the stampede is partially her doing. The deity of earth and direct rulership. She was
water horses were riled up anyway, but she exacerbated also a management consultant. Like Tolui
the situation and guided them downriver. Why? She’s Khagan, Takeminakata is resistant to some of
never seen what disaster looks like on a large scale. And the Keepers’ ideas (in his case, the idea that
disaster is coming. That’s also why she’s not moving to the Gods should remain hands-off after the
intervene. Worse things than this will come, and she rebirth), so their Scions are the Keepers’ first
must learn to steel herself against the sight. An Empathy targets for stripping Mantles. Every reference
+ Cunning roll (Difficulty 3) determines that Blodeuwedd to Kerem in this scene can be replaced
is lying, and if pushed she admits she called the ceffylau with Chō, with no changes except physical
dŵr here from elsewhere.
description.
• She also admits she’s one of the Keepers of The
World. If asked why, she shrugs and tells the Scions to
The Crossroads is the same as always. The cocktail
look her up. She’s mildly offended if she has to explain
menu is expansive and delicious, but the décor can’t quite
who she is (the Scions can work it out with an Academics
hide the ’90s dive bar roots. The clientele mind their
+ Intellect roll), but she does so. Once they know who
own business. That’s normal, but there’s a different vibe
she is, the Scions are familiar with her legend: A woman

84 CHAPTER FOUR: ANTHEM


around the place this time. It’s tense: People are more
proactively private, avoiding even going to the bar when
SCENE OF THE CRIME
someone else is waiting, giving each other a wide berth in Kerem is waiting for the Scions down a backstreet
case of accidental contact. close to the Crossroads. His corpse is slumped against a
stack of old packing crates and the ground around it is
soaked in fresh, thick blood. Kerem’s throat’s been cut,
his ribcage hacked open, and his heart is missing. To
FIELD: Scent the Divine (or all the Scions if nobody has Scent the
Divine), the scent of blood mingles with wet earth.
The Crossroads Tavern
The Scions can gather more clues here.
Atmosphere: Familiar, tense
Attitudes and Bonds: With Medicine + Intellect:
Hayley: Player Scions (+1, +2 if they’re • 1 Success: Kerem’s throat was cut after the damage
regulars), Scott (+2) to his torso occurred. If, somehow, he survived that, cut-
Kerem Osman/Chō Nishihara: ting his throat would have been a mercy killing.
Player Scions (+1)
• 2 Successes: Kerem’s heart wasn’t removed surgi-
cally; it was crushed in something like a vise: There are
still chunks of heart in the chest cavity.
Kerem (or Chō) isn’t there.
• 3 or more Successes: Kerem’s ribcage was ripped
A real quick chat with Hayley at the bar (or a few open, not cut. Whatever killed him is monstrously strong.
minutes’ eavesdropping on other groups of customers)
explains the tension: Someone got attacked outside ear- With Occult + Cunning:
lier. The description matches Kerem: a plump, Mediter-
• 1 Success: Kerem has been anointed with a bloody
ranean-looking man with gold-rimmed glasses (or Chō: a
thumbprint, pressed precisely into the center of his fore-
tall Japanese woman with white hair). They’d been in the
head. This murder has a ritual element.
Crossroads for a while, drinking coffee alone, but stepped
outside to make a phone call. • 2 Successes: There’s a lot of blood around the
corpse, but not all of it is randomly splashed. Some of it
Without Influence, that’s all the Scions get from the
forms an occult symbol.
folks in the Crossroads. With Influence, Hayley tells them
more. Her drive for this scene is to make sense of what • 3 Successes: The symbol is reminiscent of Simona
happened earlier. Mileva’s magic (see Armageddon Jam).
• Everyone inside the Crossroads saw Kerem get With Survival + Intellect:
jumped and pulled away, presumably down a side street.
• 1 Success: There are four distinct sets of bloody
• Scott, the other bartender on shift went outside to footprints around the body.
help, but Hayley saw Kerem’s attackers deck Scott with a
single punch. • 2 Successes: None of the footprints leaves the
backstreet: Either the owners cleaned their shoes, or they
• Hayley called paramedics and police (“What do didn’t walk out of here.
you mean which city? This one.”), but neither showed
up. Hayley justifies it by saying they probably had other • 3 or more Successes: Kerem is still carrying his
things to deal with, but she’s very uncomfortable that an phone (see Kerem’s Phone).
emergency call went unanswered. There’s no way to summon Kerem’s ghost. All that’s
• Scott left to go to hospital (in the Scions’ home city, left of him is a lump of meat. Whatever made him Kerem
conveniently). has ceased to exist.

• Hayley knows she should go outside and see what WHAT ACTUALLY HAPPENED
happened to the guy who got beat up, but she’s scared. This information is supplied so you can provide
As Consolation for a failed Influence roll, Hayley tells reasonable clues based on avenues of investigation not
the Scions she doesn’t really know what happened, but already covered.
Scott probably does. He’s scheduled to work tomorrow, Three vampires and a Sorcerer jumped Kerem, one
but he got hurt trying to intervene in whatever went of them downing Scott the bartender with a single punch
down earlier. The poor guy’s probably still sitting in the when he tried to help. They dragged Kerem into an alley,
ER right now. and two vampires held him down while the third ripped

Anthem 85
open his chest. The sorcerer Anton Dalca used the Thief attributed to murder (all unsolved) or declared as “sus-
of Fate to crush Kerem’s heart, stripping his mantle in picious circumstances.” It’s hard to identify them as Sci-
the process. The vampires transformed into ugly, batlike ons, but a long, hard, slog of research, represented by an
creatures, and the sorcerer sank into the ground, leaving Academics + Resolve roll (Difficulty 3), turns up enough
no trace. circumstantial evidence for the players’ Scions to guess
the murder victims were all Scions too. Alternatively,
THIEF OF FATE (•••••)
Travis, Apple, Lyvoë, Alesha or any other Scion contact
Motif: Extract power like blood. recognizes at least one name.
The Thief of Fate is a treasure of beaten gold, de-
Kerem’s name is not on the list.
signed to slip over the palm of a hand. Every millimeter of
its surface is inscribed with powerful spells in the ancient WHAT SCOTT SAW
language of the Getae. Six segmented limbs extend from The Scions can either find Scott in the ER of Bron-
the golden body like the legs of a spider. When wrapped tannas Canta hospital, in the city center, or wait until he
around a heart touched by divine power, the legs contract, comes back to work three days later. (Scions who speak
piercing the meat and squeezing tight enough to crush Irish Gaelic or who are descended from the Tuatha Dé
the organ to pieces. Danann know that the hospital’s name means Canta’s
Effect: When this piece of God-tech is used on a Gift, referring to Dian Cécht, the Tuatha Dé Danann
mortal, it has no special effect. When its slim legs wrap Physician of the Gods who counts healing and medicine
around the heart of a Scion — or a God, either living or amongst his purviews.)
newly dead — it siphons up their mantle and stores it At the hospital, the Scions have to lie their way in
inside the contraption, while reducing the heart itself to see Scott, but it’s a trivial challenge for Scions of this
to small chunks of meat. The process takes a little over a power: No roll is needed. If they wait until he’s back at
minute. It usually requires the user to permanently invest work, they can just walk right in and see him.
a point of their own Legend or a level of Health into the
Thief of Fate for every reaping.
Only Zalmoxis knows how to extract a mantle from
the Thief of Fate.
FIELD:
KEREM’S PHONE The Crossroads Tavern
or Brontannas Canta ER
Accessing Kerem’s phone is easy while the Scions
Atmosphere: Familiar, tense or bustling,
are close to his body. He has thumbprint access turned official
on, though it only works for a couple of hours after his
death (i.e., not if the Scions return to the scene later). Al-
Attitudes and Bonds:
ternatively, hacking Kerem’s phone takes a Technology + Scott: Hayley (+3), Player Scions (–1, +1
Intellect roll (Difficulty 3). It contains: if they’re Crossroads regulars)
• A lot of selfies, which on closer inspection all show
dark-clad figures in the background of the shots: Kerem
was being followed. Scott’s a short, barrel-chested white man with a
• A list of names and dates. Several names have either scruffy beard and a serious head injury: Half of his skull
T (for Takeminakata) or TK (for Tolui Khagan) next to is wrapped in bandages. If the Scions meet him after he
them. If the Scions know who Kerem’s father is, they rec- goes back to work, he’s obtained a medallion depicting
ognize what TK stands for, but can’t infer T unless they Hekate which he wears for protection. He’s resentful (of
already know Takeminakata is part of the Keepers of The his injury), tired, and probably concussed. His drive for
World. this scene is to get some stuff off his chest.

• A photo of a world map with a red X on Las Vegas. Scott’s in denial. Without Influence, he insists he just
saw a customer get mugged. Just four normal muggers,
Who Died?
who knocked him out before he got a good look at them.
The list of names on Kerem’s phone is a record of
With Influence, Scott admits there was something
Scions, many of them descendants of Tolui Khagan or
weird about the attackers. He saw fangs. Also, when
Takeminakata, who’ve been murdered in the last couple
he came around and crawled inside the Crossroads, he
of weeks.
smelled a lot of blood. He thinks he saw something flying
An internet search reveals the names are murder vic- away, but that’d be crazy, so obviously he can’t have.
tims and the dates listed are the dates of their deaths, all

86 CHAPTER FOUR: ANTHEM


As Consolation for a failed roll, it’s obvious that • Zalmoxis knows where the Thief of Fate is at all
Scott’s more than shaken up: Whatever he saw didn’t just times. He knows where it is now. He’ll be sending people
scare him, it shocked him. The Scions can infer it was to retrieve it.
something supernatural. • There’s only one Thief of Fate.
NEXT STEPS As a Consolation for a failed Influence roll, the Scions
If the Scions seek out forensic assistance, go to Divine see Zalmoxis’s agents are terrified of anything happening
Forensics (p. XX). If they investigate the other murders, go to the Thief of Fate.
to Murder Map (p. XX). If they don’t follow up, they be-
BREAKING THE THIEF OF FATE
come targets themselves in Target on Our Backs (p. XX).
Breaking the Thief of Fate stops Zalmoxis’s plan in its
MURDER MAP tracks. He can make another, but it takes time. The Keep-
ers’ endgame is rolling too quickly towards completion to
Using the list from Kerem’s phone, the Scions can stop the train so he can go back to his workshop.
build a pattern of the times and places of the murders.
Don’t make them roll for this: It’s not a pressurized sce- Despite being powerful, the Thief of Fate is easy to
nario. Unless they have relevant divine blessings, there’s break. The Ruin Hammer does it with a single blow and
no way for the Scions to identify the next victim in time just one point of Legend. The Scions can do it themselves
to save them. with an Athletics + Might roll and three points of Legend
or a two-hour process (melting down the gold, etc.), plus
The first noteworthy finding is that there is no mean- a Science + Resolve roll and three points of Legend.
ingful pattern. The dates and locations don’t make sense:
A murder in Ulaanbaatar follows one in Paris, which fol- If the Scions are okay with supporting the Keepers
lows one in Kyoto. The killers aren’t going directly from in spite of this chain of murders, use Hekate’s emissary
murder to murder. (Travis if she’s alive, Moon otherwise) to steal the Thief of
Fate. The Scions get her description and orders to go and
The second noteworthy finding is that almost all the reclaim the Relic before the emissary breaks it.
locations (with the exception of Ulaanbaatar) are accessi-
ble via the Crossroads. If asked, Scott, Hayley, or any reg- HIDING THE THIEF OF FATE
ular patron can confirm they’ve seen pale people in dark There’s no hiding the Thief of Fate. Not at the bottom
clothing come through the bar several times in the last of the ocean, in the most private Realm, not even on the
couple of months. They buy cheap drinks, barely touch moon. Zalmoxis knows where it is, and he comes to take
them, then leave. In fact, they’re using the Crossroads as it back. If it’s somewhere his agents can’t access, like a
a point of interchange for their murder missions. Scion’s Sanctum, he makes a personal visit.
All the Scions have to do is stake out the Crossroads
RESCUE TEAM
and wait for them. It takes three stakeouts to catch the
killers, but it does work. They catch three vampires and Zalmoxis does in fact send agents to retrieve the
Anton Dalca, a Sorcerer (use the same profile as Simona Thief of Fate if it doesn’t send him the mantle of a God
Mileva, from Armageddon Jam). within a few hours, and if it still exists (he knows when
it’s destroyed). It takes eight hours to muster the team
When caught and interrogated, even without Influ-
(three vampires and two sorcerers) and get them to the
ence they reveal the basics of Zalmoxis’s plan: They don’t
Scions’ location.
believe there will be consequences.
In the first attempt Zalmoxis directs his agents to
• The murder weapon is a God-tech innovation they
travel via the Crossroads. The Scions can simply wait
call the Thief of Fate.
there and take them out. If Zalmoxis has to make a second
• It strips a Scion of their burgeoning divinity and attempt, he doesn’t use the Crossroads. He also sends a
stores it. more powerful agent (add Anamaria Cretu, from Incog-
• Zalmoxis plans to bestow the stolen divinity on the nito Love Song, or a Villain with an identical profile).
Keepers to strengthen their power, which in turn will For a third attempt, he sends one of his most powerful
help them hold The World together during and immedi- vampires (a Tier 2 foe whose dice succeed on 7+) along
ately after the Rebirth. with a standard party of three vampires and a sorcerer.

With Influence they admit more sensitive detail:


TARGET ON OUR BACKS
• The mantle from the most recent kill is stored in
If the Scions wait long enough, Zalmoxis identifies
the Thief of Fate temporarily. They return it to Zalmoxis’s
them as both powerful and troublesome (yes, even if
keeping with a simple spell.
they’re on the Keepers’ side). It’s worth reaping their

Anthem 87
mantles. He sends the same team he would for any other • Apple is very disappointed by this, because they’ve
Scion: three vampires and a sorcerer. They try to take lived in The World for a while now and they really like it.
the least physically impressive Scion first, waiting until They like bars and TV and candy and phone-in radio de-
they’re alone. bate shows. They’d prefer those things weren’t stomped
Protecting the Thief of Fate is their top priority: If out of existence by giant monsters.
the assassination goes wrong, they do everything in their • They assume the Scions feel the same way, so have
power to let the sorcerer (or one of the vampires as a last a vested interest in stopping this.
resort) escape with it. If they get away, they try again in a If the Scions aren’t interested in helping, the conver-
few days, picking a different Scion this time. If the Scions sation stops there unless they have Influence over Apple.
are never alone and they’ve already survived one attempt, If they’re on board, or exert Influence, Apple tells them
Zalmoxis doesn’t try again. The Scions can of course pro- Specifics.
vide tempting bait if they want another attempt to obtain
the Thief of Fate. It doesn’t have to be subtle: A Scion SPECIFICS
who’s apparently alone is fine. Eris has riled up a number of Titanspawn and freed
If the Scions obtain the Thief of Fate, events proceed them to rampage; the Scions have seen some of the con-
as described in Murder Map: Zalmoxis sends more sequences on the news. She’s working on her biggest
agents after it until it’s broken or he has to visit in person. project yet: awakening a Primordial, Deep Rumbles the
Earth’s Heartbeat. Apple calls it Rumbles for short.
WINDFALL If Eris is in the Pantheon: She still has access to The
Eris is angry, and Apple’s getting nervous. Whether World, and is handling matters herself.
or not Eris was brought into the Keepers’ Pantheon at If Eris is not in the Pantheon: She’s sent The Furies,
the end of Armageddon Jam, she’s increasingly furious the chthonic Theoi manifestations of vengeance, to do
about their ongoing success. If they want to rebirth, and her work for her. It’s a little outside their wheelhouse but
rule, The World, Eris will make sure it’s one nobody in Eris is a long-time ally.
their right mind would want to be responsible for. She’s
stirring up Titanspawn across The World, causing indis- TAKING ACTION
criminate damage and suffering, and overall just making However Eris is going to awaken the Primordial,
sure The World’s a smoking wreck before the Keepers get she’ll need the Omphalos of Delphi, a Theoi Touchstone
their hands on it. She’s got her eyes on a Primordial, too. that symbolizes the navel of The World, a connection to
its primordial depths. The Omphalos is currently in a
FANCY MEETING YOU HERE museum in Athens. Apple recommends destroying it be-
Apple drops in on the Scions when they’re together fore Eris gets it, as stopping an enraged Primordial is well
somewhere public: either after they finish up at Think beyond the reach of a band of Scions. They’re pretty sure
Global, Act Local, when they visit the hospital or return the Crossroads opens into Athens (they’re right: There’s
to the Crossroads to talk to Scott in Absent Friends, or a Crossroads Tavern in Eleusis, on the outskirts of Athens
any other scene. and near a site once sacred to Hekate).
Apple looks rough. They’ve bitten their nails ragged If the Scions want to get involved, Apple promises
and there are heavy bags under their eyes. They’ve taken to do their best to help in whatever way the Band asks.
up vaping. Their drive for this scene is to get help thwart- They’re heading to Athens now, and the Scions should
ing Eris’s plan. Whether or not the Scions have supported make contact when they’re ready to make a move.
the Keepers in the past, Apple takes the same approach:
If the Scions won’t help, Apple’s going to do it them-
walking right up to the Scions, joining their group, and
self. They’re pretty sure they’ll be squished like a bug
opening with “So, you like The World, right? The way it
(they’re right about this too), but they’re determined to
is. Not a smoking ruin.”
try.
Without Influence, Apple unburdens themself, bare-
ly letting the Scions get a word in edgewise. They’re set OTHER TIDBITS
on conveying several pieces of information: Eris is broadly aware of the Keepers’ plan, as de-
• Eris is at the end of her rope. scribed in Plans Within Plans, and Apple’s willing to
share it with the Scions after they’ve agreed to help stop
• She won’t risk the Keepers succeeding.
Eris unleashing a Primordial on an undeserving World.
• She’s wrecking The World before they get their
hands on it.
• She doesn’t care how many people die in the progress.

88 CHAPTER FOUR: ANTHEM


any longer. If the Scions continue to support them, they’ll
TWO TORCHES end up as collateral damage.
Hekate wants a word. She’s still able to access The
If the Scions have previously opposed the Keepers,
World (a God of junctions and paths is hard to stop), but
the meeting’s a message of support. Hekate’s emissary
she’s not prepared to reveal that yet. She continues to
tells the Scions that she’s busy keeping down the Titans-
work through intermediaries: her Scion Travis if she’s
pawn stirred up by the Keepers’ actions (including the
still alive, or Travis’s companion hound Moon, if Travis
Dark Streets) — the true cause of the many natural disas-
died in Armageddon Jam.
ters and miseries currently being inflicted on The World.
IN A DARK STREET She’s noted Scions of Herakles doing the same thing,
which gives her conflicting feelings about the Keepers:
Dark Streets are Titanspawn that haunt the exit to
Their deeds are destabilizing The World, but some of
the Crossroads Tavern and other places between realms
them seem committed to minimizing the damage.
(like the Interstices in Atlantis). Whenever the Scions
leave the Crossroads or cross through any liminal space, The emissary tells the Scions that if they speak to the
there’s now a chance they step out into the body of one reflection of the moon in clear water, she’ll come to them
of these Titanspawn. They look like a lightless, claustro- when they need her. She’ll do whatever she’s able, but the
phobic alleyway that loops on itself, and they constrict emissary notes — with some embarrassment, in Travis’s
around their victims like an intestine. When a Dark Street case — that she’s a better guide than warrior. If they need
dies, it feels like a normal, nighttime street; there’s a visi- help getting in or out of somewhere, she’s the person for
ble end to it, and beyond it streetlights and traffic noises, the job.
or whatever sounds are appropriate for the victims’ in- After the meeting’s done, Hekate’s emissary ushers
tended destination. the Scions out of their small pocket of space, delivering
Escaping a Dark Street is a complex action with two them to their intended destination.
Milestones:
• Spotting the Exit: Finding a route to the exit that
OMPHALOSKEPSIS
isn’t just a trick of the Dark Street’s strange geography As far as Apple knows, the Omphalos of Delphi is at
requires a Survival + Resolve roll (Difficulty 2). Every Sci- Delphi, a couple of hours’ drive away from Athens. A sim-
on has to make this check for themselves, though a Scion plified copy is on display at the archaeological site, and
who’s seen the exit can wait until their companions have the real artefact’s on display in the Museum of Delphi.
before proceeding to the next Milestone. Apple is wrong. The Omphalos at Delphi is a very good
copy. The real thing was taken away by Menon Patron-
• Reaching the Exit: Once the Scions have seen the
ides, a Scion of Apollo, to protect it from the Keepers’
exit, reaching it requires an Athletics + Might roll (Diffi-
destructive spree. It’s in his home. Some, but not all, of
culty 2).
the museum staff know this.
If the Scions don’t fare well, use Hekate’s emissary
as a deus ex machina. Otherwise, have them transition REASONABLE QUESTIONS
from the Dark Street to pass through a doorway lit by two If the Scions have been paying attention, they may
torches, whether they’re fleeing or leaving in triumph. rightfully wonder how the Omphalos survived the Keep-
ers of The World’s purge of Touchstones and want to
HEKATE’S EMISSARY gather some information before they walk into the mu-
A narrow doorway with a torch burning to either side seum. Once they see the Omphalos and discover it’s fake,
marks the end of the Dark Street. To Scent the Divine, it they’ll definitely have questions.
exudes familiar sense impressions: the Theoi scents of
Defne Kaplan and Nancy Dodds (see Incognito Love
olives and sea salt, plus Hekate’s hints of earth and dust.
Song) are useful contacts here if the Scions parted ways
Either the torchlit doorway becomes the Scions’ desti-
with either one on polite terms. Both Defne and Nancy
nation or Hekate’s emissary steps from it to save them if
know several of the Delphi team, including the museum
they get into dire straits.
director Elena Lagoudakis.
Once they’re safe, Hekate’s emissary insists on a con-
If Defne helps the Scions, she finds out from Elena
versation. The tone of the meeting depends on whether
that the Omphalos is a fake, and that a man named Menon
the Scions have been supporting the Keepers or opposing
Patronides has the original. He’s an academic as well as an
them. If it’s the former, this is a warning. Travis (or Moon,
art collector (enabled by family money, not a professor’s
who’s similar in personality but angrier, as Travis, the
wages), and Elena’s a worshipper of Apollo: She trusts him.
person she cared most about, is dead) makes it clear that
When Menon told her the Omphalos was at risk, she let him
Hekate — and Travis herself — won’t tolerate the Keepers
take it for safekeeping. Defne also gets Menon’s address.

Anthem 89
Getting this information takes a couple of days of Smash and Grab
phone tag. If possible, have the Scions’ contact call to pass Apple’s plan is to enter the site as guests in broad day-
on their findings while the Scions are in the museum, light, smash the Omphalos’s glass case, and then smash the
preferably looking at the fake Omphalos. Omphalos itself. Apple is confident a speedy escape and a
If the Scions have to find out for themselves, call for a good disguise will be better than a complex heist plan.
Subterfuge + Manipulation roll (Difficulty 3) to learn the The Scions won’t be allowed into the museum with
same information. There’s a +1 Complication to this roll: their faces covered. Disguises require Subterfuge +
If the Scions don’t pay it off, they make another member Manipulation rolls. The number of successes forms the
of museum staff suspicious. That staff member informs Difficulty to see through the disguises. Viewing camera
Menon that someone’s been asking about the Omphalos. footage increases the Difficulty by 2.
If the Scions never learn this information, go to Turning off the cameras during the day puts the
Worst-Case Scenario Using the Omphalos. museum on high alert: The guards usher everyone out
SNATCHING THE OMPHALOS (I): through the front door, checking bags on the way out, and
the Scions need a Larceny + Dexterity roll (Difficulty 3)
THE MUSEUM
to stay on site. Turning off the alarms, however, is a big
The Omphalos is displayed in a small room in the middle advantage. It requires someone to sneak into the security
of the museum, forcing visitors to walk a spiral (and look at all office and make a Technology + Cunning roll (Difficulty 3)
the other exhibits) to get to it. The copy is excellent: The marble to disable the alarms.
looks appropriately ancient and weathered, and the recogniz-
able relief patterns on its surface are perfectly rendered. Scions Don’t make the Scions roll to get to the Omphalos:
of Apollo make great forgers, amongst other occupations. Nobody’s suspicious of tourists looking at things. If the
alarms are active, they go off as soon as someone touches
The museum has excellent security camera coverage the Omphalos. The museum’s locked down, and the po-
but only a few security staff. Four patrol the museum lice are called (see Night Heist).
during the day and two at night. Day staff are more con-
Night Heist
cerned with keeping thieves from preying on clueless
tourists than with the potential destruction of historic Breaking into the museum after hours requires
artefacts. The Omphalos is a big chunk of stone. It’s hard someone to stay in the museum after it closes, hiding with
to damage, and it’s alarmed. Security guards use the Beat a Larceny + Dexterity roll (the guards’ checks aren’t very
Cop profile (Scion: Origin p. 154). thorough, and there are plenty of hiding places: closets,
offices, the stock room of the gift shop or the café’s small
Assuming Apple went to Athens ahead of the Scions,
pantry). That person must make a Technology + Cunning
they’ve been reconnoitering the museum and have fig-
roll (Difficulty 3) to disable the alarms and cameras.
ured out how to destroy the Omphalos.
Anyone outside needs to make a Larceny + Dexterity
The two options presented here assume that the Scions
roll (Difficulty 2), but with a +3 Complication if the alarms
don’t have Knacks or Boons that change the situation signifi-
are active to break in (predictably, the Complication is
cantly or let them avoid some hazards (like security cameras).
that the alarms go off ). Then everyone inside must make
If they do, this simple Action-Adventure scene becomes trivi-
a Larceny + Dexterity roll (Difficulty 1 if the cameras are
ally easy — and that’s fine, the real challenge awaits the Scions
disabled, Difficulty 3 if not) to avoid the guards’ attention.
at Menon Patronides’ home. Conversely, if the Scions have a
really hard time, let them get away. There’s no excitement or If the alarms aren’t disabled, touching the Omphalos
story in having them rot in a jail cell while The World ends. triggers them.
If the alarms are triggered at any point, four police
cars (eight officers) arrive within minutes. Use the SWAT
FIELD: Team profile (Origin: Scion p. 154).

A venerable museum in neoclassical style. SPOTTING A FAKE


Stuffy-hot and almost silent. If the Scions observe the fake Omphalos when they’re
Atmosphere: Forbidding. not trying to steal it, i.e., when they’re not under pressure,
they realize without need for a die roll that it’s not a real
Attitude and Bonds:
Touchstone. It’s just a piece of rock. There’s no hint of
Apple: Eris (–4), Furies (–5), Keepers of Fate or mythic weight to it. If they’re under pressure, call
The World (–4), Player Scions (+3) for an Occult + Cunning roll (Difficulty 2) to realize this.
If they have the fake Omphalos in their possession for at
least a day, they notice it’s fake.

90 CHAPTER FOUR: ANTHEM


If they don’t realize before smashing the Omphalos, 2. Nobody at the party knows everyone else, including
they absolutely will afterwards. Menon. Once inside it’s easy to blend in, so if the Scions
can’t get a real invitation, they only have to worry about
BREAKING THE FAKE OMPHALOS getting inside the venue: Menon’s luxurious home on the
Breaking this Omphalos requires an Athletics + Might northern side of Athens.
roll (Difficulty 3), heavy machinery (e.g., a jackhammer),
or the Ruin Hammer (see Armageddon Jam). Scions as THE PARTY
powerful as the players’ should be able to handle that The party’s an elegant, black-tie affair in a grand
with little to no preparation, but if they take the Ompha- house that blends modernist architecture with traces of
los off site, they’ve got twenty-four hours before Eris or the ancient: Smart glass meets cold stone.
the Furies come looking for it.

SNATCHING THE OMPHALOS (II)


If the Scions don’t obtain and destroy the real Om- FIELD:
phalos of Delphi, Eris takes it and uses it. Assuming Defne
A lavish, suffocatingly expensive party
Kaplan or Nancy Dodds didn’t give them an early heads
up that one of Apollo’s Scions has the real Omphalos, the Atmosphere: Formal, Stiff
senior staff of the Museum of Delphi can tell them once Attitude and Bonds:
they discover that the one in the museum’s collection is Alesha: Kirsten (–1), Menon (+1), Player
fake. A simple Persuasion + Manipulation or Integrity + Scions (+1)
Presence roll is enough to get the information, once the Blodeuwedd (Neri): Menon (–2),
fake Omphalos has been removed and/or destroyed (at Player Scions (+1)
this point, the truth becomes common knowledge among Hideaki Webster: Kirsten (+2),
the museum staff ). Player Scions (–)
Menon Patronides is a public figure, and learning a Kirsten: Alesha (+1), Hideaki (+2),
little about him, including his address, is easy. Conve- Menon (–1), Player Scions (+1)
niently, he’s throwing a party for the release of his new Menon: Alesha (–1), Kirsten (–1), Player
book (Know Thyself: Lessons from Delphi — a reflection Scions (+1)
on the influence of the Delphic oracle in classical Athens)
two days after the Scions look him up. Menon’s not inter-
ested in meeting the Scions beforehand, no matter what If the Scions wish to blend in at the party, they’ll need
approach they use to try and convince him. Attending the the right black-tie look. Not all the guests choose to blend
party is the easiest way to get to the Omphalos and its in, of course, and other Scions in attendance are especial-
protector. ly likely to buck the dress code — but they’re not trying to
Burglary is always an option, but Menon’s security blend in and gain access to a powerful Touchstone.
setup is similar to the Delphi Museum (use the same With such a broad range of guests, the Scions only
difficulties and dice rolls), making it substantially harder need a Culture + Composure roll to blend in. If they fail,
to break in and get to the Omphalos than to infiltrate the Menon spots them immediately.
party.
Alternatively, the Scions can slip in as catering or
GUEST LIST wait staff: There are plenty of them. Again, they’re from
a staffing agency, and nobody knows everyone else. They
Menon moves in many different circles. He’s an
just need a white shirt, black pants, and a Subterfuge +
academic, a patron of the arts, a Scion, and a prominent
Composure roll.
member of an obscenely wealthy family. The Scions can
find all this out from contacts in any of these spheres — or THE GRACIOUS HOST
through a search engine. These overlapping spheres of
Menon’s a classically handsome man in his thirties
influence mean two things for the Scions:
with tanned skin, golden eyes, and a mocking smile.
1. The guest list is huge, and Menon’s assistant (Mihr He looks like classical statues of Apollo. He’s arrogant,
Javan, whose email is easy to obtain online) is getting dai- charismatic, and a narcissist. He never sticks around if
ly messages about people who think they’ve been “missed a situation bores him, and he’s easily bored. His drive for
off the list.” Getting him to send out a legitimate invitation this scene is to impress his guests; he takes protecting the
only requires a Culture + Manipulation roll (Difficulty 2, Omphalos seriously but overestimates his ability to do so,
reduced to 1 if the Scions have any fame or influence). to the point it’s not a major concern.

Anthem 91
Kirsten & Hideaki
Not only is Kirsten, Scion of Herakles, taking time
MENON PATRONIDES, out from her busy schedule of putting down Titanspawn
SCION OF APOLLO to attend the party — she’s brought a date. Kirsten’s here
as a courtesy to a fellow Scion of the Theoi: She hates ev-
Archetype: Rival ery second. Her drive for this scene is to get through this
Drive: Prove himself superior ordeal. Her date is Hideaki Webster, an old friend and a
Primary Pool (9): Academics, Scion of Takeminakata. Like Kirsten, he’s been a critical
Deception, Persuasion part of the Keepers’ plans. He’s also on Zalmoxis’s hit list,
Secondary Pool (7): Forgery, Making though he doesn’t know it.
Art, Intimidation, Planning Even if she and the Scions aren’t on good terms,
Desperation Pool: 5 Kirsten’s pleased to see them on what she feels is neutral
Callings: Judge, Sage ground. She seeks out the Scions, grateful for company
that doesn’t make her want to scream and punch some-
Purviews: Artistry, Sun one, and introduces her date — both by name and as a
Defense: 3 Scion of Takeminakata.
Health: 3 Some carefully placed words here can open chasms
Initiative: 4 in the Keepers’ alliance. Anything Kirsten and Hideaki
Extras: Artist’s Eye. Spend 1 Tension for hear gets back to their parents.
Menon to spot any detail out of place in a • Telling Hideaki about Zalmoxis’s hit list leads to
Field, whether he’s familiar with the location Takeminakata and Tolui Khagan leaving the Keepers
or not.
immediately, which impacts Group Loyalty across the
Pantheon (see Labor Pains).

The Scions can try to talk Menon into showing them • Herakles knows all about the hit list. He’s not
the Omphalos, but it’s not easy. Getting him to show off comfortable with it, but he considers it an acceptable
the pieces of his art collection not on public display takes price. Kirsten does not. She loses faith in the Keepers and
a Persuasion + Manipulation roll (Difficulty 3). Asking considers taking a firm stance: seeking Herakles out and
him about the Omphalos directly bumps the Difficulty confronting him, asking him whether there’s any price
to 5: Anyone who knows about it could be an agent of too high for him to pay.
whoever spent the last year systematically destroying At this moment Kirsten’s still wavering. She tells the
Touchstones. Scions she’s going to confront Herakles, but their advice ulti-
He won’t grant the Scions permission to take the Om- mately decides her course: If they tell her to go through with
phalos anywhere, and he certainly won’t let them break it. it, she does. If they counsel against it, she holds back. If she

FAMILIAR FACES
Alesha Dwarnam is in attendance, and so is Kirsten
Janssen. Both women spot the Scions unless they actively
try to hide. Blodeuwedd’s here too, in disguise and intro-
MISSED
ducing herself as Neri. OPPORTUNITIES
Alesha Zalmoxis’s agents are decimating Tolui
Alesha’s here purely to make contact with other Sci- Khagan and Takeminakata’s Scions.
ons. She doesn’t know why The World is coming apart Learning this would part the two deities from
at the seams, or why the Gods are distant, but she knows the Keepers and start them actively working
there’s a problem and is trying to solve it. Her drive for against their former allies. All the Scions
this scene is to find a way to help save The World.
need to do is tip them off.
If they miss their chance at the party, either by
She’s easily recruited to help the players’ Scions in not attending, not talking to Kirsten, or any
whatever way they ask, as long as they convince her it’s other twist of fate, Hekate can help. So can
for the good of The World (no roll if they’re opposing Brata-Grozd, if the Scions are closer to them.
the Keepers; Subterfuge + Manipulation, contested by Either of these Gods can arrange a meeting
Alisha’s secondary dice pool, otherwise). between the Scions and Takeminakata — and
perhaps Karna can too, if he’s still around.

92 CHAPTER FOUR: ANTHEM


does confront Herakles, he listens. He was uncomfortable them she’s seen the worst the Gods can offer — the Plant
with the Breaking of Atlantis, and he’s uncomfortable with Dôn made her as a toy, a sex doll, for a prince, and they
this. He decides the purposes for which Imhotep founded didn’t care that she had free will; the other Gods are no
the Keepers have been warped by Gods who don’t share better. The World’s a rotten place where selfish Gods and
their vision. His loyalty to the group is seriously weakened. mortals perpetuate cruelties on anyone they think can’t
She also intends to intervene in the ritual, if she can. fight back; The World as it is needs to end, and nothing
In case she can’t, she tells the Scions roughly what it in- could be worse than this. She doesn’t explicitly admit to
volves, and where and when it takes place, as described in wanting to simply end The World forever, but an Empa-
Plans Within Plans. thy + Composure roll tells the Scions she’s much more
committed to the end of The World than its rebirth.
Blodeuwedd (Neri)
She leaves rather than getting into an altercation.
Blodeuwedd doesn’t have a face made of flowers, but
she’s still recognizable. Her body is the same as it was in This scene serves two purposes: to give Blodeuwedd
Think Global, Act Local, just topped by a normal, unre- an opportunity for a villainous monologue, setting her up as
markable human face. Her dress is patterned with pink, the true threat in Anthem, and to alert the characters to the
five-lobed flowers, immediately recognizable to anyone connection with oleander. If they don’t figure it out them-
who visited Saran Avenue in Armageddon Jam (Corinth selves, one of their Scion acquaintances (many of whom are
in the West) as oleander. She still has a tendency to shed also at the party to make this deduction) will: The Saran
flower petals in her wake, but to a much smaller extent Avenue house should work as a gateway to her Realm.
than before. Most importantly, she has the same char-
ACCESS ALL AREAS
acteristic scent and sense of power as the first time the
Scions encountered her. If Menon won’t show them the Omphalos, the Scions
can discover its location through a complex investigation
Blodeuwedd is confident that Eris will be at the party, with three milestones and rolls at thirty-minute intervals.
or send agents, and she hopes to make contact: Her drive The milestones can be completed in any order.
for this scene is to make an ally.
• Milestone One: Finding out where the Omphalos
If the Scions realize who she is, Blodeuwedd doesn’t might be. A Culture + Manipulation roll, representing
try to hide her identity. Nor does she keep her agenda conversations with staff or guests, reveals the existence
secret: She truly believes in her cause and doesn’t think of the panic room slash safe in the basement where
a Band of meddlesome Scions can stop her. So she tells

Anthem 93
Menon supposedly keeps the most valuable pieces in his this: She keeps trying until the Touchstone is destroyed
art collection. or out of her reach — unless the Scions distract her by,
• Milestone Two: Finding the passcode for the panic say, putting her in contact with Blodeuwedd. That’s not
room, tucked in a notebook in Menon’s study, with an Ac- an improvement in the medium to long term.
ademics + Cunning roll. There are six separate four digit Her schemes all revolve around manipulating a scene
codes on the paper. None of them are attributed to any of chaos, then exploiting it to snatch the Omphalos. For
device or door, but trying six won’t take much time. Three example:
or more successes on the roll reveals the fourth number • Waiting until the Scions are on the move (she as-
in the list is the most recently added: The other rows are sumes they have the Omphalos), engineering a multi-car
evenly spaced, but the fourth entry’s been wedged into an crash, and lifting the Omphalos from their vehicle while
existing space… just as if someone had recently updated a they’re either injured or helping others.
passcode and tried to note it down discreetly.
• Burning down their accommodation and collecting
• Milestone Three: Finding the panic room door, the Omphalos from the inferno.
which is disguised as a section of stone wall, in the base-
ment with a Survival + Cunning roll. • Capitalizing on Zalmoxis’s attempt to strip the Sci-
ons’ mantles and stealing the Omphalos while they worry
If the Scions don’t complete this Procedural by the about fighting off vampires set on murdering them.
time the party starts to wind down in the early hours of
the morning, they stumble over the three components, The Scions might trick Eris into leaving them alone
but Menon notices and apprehends them as they’re about if they destroy the fake Omphalos, preferably in front of
to enter the panic room. At this point they can try to her, and hide the real one somewhere Eris can’t find it:
convince him to let them take the Omphalos, though it the bottom of the ocean, among the God-tech in the Lab-
takes a passionate, well-crafted speech and a Persuasion yrinth of Atlantis, in the keeping of another God, or in a
+ Manipulation roll (Difficulty 3). Scion’s Sanctum (see Scion: Demigod, p. 138; the players’
Scions aren’t Demigods yet and shouldn’t have Sanctums
If they’ve already tried and failed to convince him to of their own, but more powerful contacts might, or the
let them take or break the Omphalos, he fights to defend Scions might be close enough to their Apotheosis to treat
the Omphalos — but he’s outnumbered, so run a round of a favorite location as a Sanctum for this purpose).
combat until, unless something truly unexpected happens,
Menon’s Taken Out and the Scions have a small window of SINISTER RUMBLING
opportunity to grab the Omphalos and destroy it or leave. If Eris gets her hands on the Omphalos, she takes it to
Delphi (its traditional home, and the place it’s most pow-
DIAL UP THE DRAMA
erful) to use it. The ruins of the ancient temple to Apollo
If the party’s been a little flat, consider having Eris or are usually open to the public, but not after Eris causes a
the Furies arrive just after the Omphalos is broken. It’s a series of small rockfalls that get the site shut down for the
good reason for the Scions to make a dramatic exit. foreseeable future.
BREAKING THE REAL OMPHALOS The ruins of Delphi comprise the whole ancient
The real Omphalos is harder to break. It takes divine town as well as the temple to Apollo. They’re spread out
power to destroy a Touchstone. A series of blows invested over the lower slopes of Mount Parnassus, with a clear
with 10 Legend in total does the job. The blows can be de- view over mountains and valleys as unspoiled as when
livered by multiple Scions. The Ruin Hammer also works the city was built. The only remains of Apollo’s temple are
(at a lower cost of 7 Legend). the foundations and a few pillars. It’s easy to find, thanks
to the signs describing and explaining the site to visitors.
WORST-CASE SCENARIO Outside the temple, another fake Omphalos (this one a
simple rock pyramid, not a copy) stands on a pedestal for
USING THE OMPHALOS visitors to inspect.
If the Scions didn’t obtain the Omphalos from Menon When Eris or the Furies walk on the sacred ground,
Patronides, Eris (or the Furies) get it. If the Scions ob- cracks open in the earth and the footprint of the old
tained it and didn’t break it, Eris or the Furies (substitute temple is obscured in sulfurous smoke that rises up from
as appropriate throughout this set of scenes: Any mean- deep inside the earth. All Larceny rolls are at –1 Difficulty
ingful differences are called out) are coming to get it back. in the fog.
RE-HEISTING THE ROCK Herakles is here, making use of the fog as cover to
If the Scions have the Omphalos, or hid it somewhere, creep up on Eris. The Scions can spot him with a Survival
Eris tries to take it from them. She never gets bored of + Cunning roll (Difficulty 2).

94 CHAPTER FOUR: ANTHEM


Herakles appears as a massively muscular man
with tight-curled brown hair and a square beard.
Here, in the ruins of ancient Greece, he doesn’t
bother to modernize his aesthetic: He’s wearing
nothing but sandals, a loincloth, and the skin of the
Nemean lion thrown over his shoulders. He carries
a cudgel in his right hand; it’s big enough that it
would take mortals two hands to even lift, let alone
wield it.
Herakles is arrogant, blunt, and more per-
ceptive than he seems. He snorts with laughter at
anything that amuses him. His drive for this scene
is to keep Eris from awakening a Primordial. If you
need stats for Herakles, use pools of 9 in Athletics
and Combat related abilities, 7 in all others, and he
succeeds on 7+.
Pass the Parcel
If the Scions don’t intervene, Herakles sneaks
up on Eris or her agents just as they carry the
Omphalos of Delphi into the temple. Herakles is
strong, but Eris is tricky; the Furies outnumber him
and they’re powerful. If the Scions don’t intervene,
Herakles loses the upper hand quickly. While the
fight plays out, the Omphalos sits a little way away,
unattended.
If the Scions take the Omphalos from Eris be-
fore he can do so, Herakles lets them do so, then
attempts to take it from the Scions instead. It’s a
hit and run attack: Herakles charges at the Scions,
going straight for whoever’s holding the Omphalos
and cudgeling them repeatedly until they drop it.
The Scions can convince him they’re on his side —
or at least not on Eris’s side — with a Leadership +
Manipulation roll (Difficulty 3). If they’ve worked
with the Keepers at any point during the storyline,
they don’t need to roll.
The Scions can sneak in and grab the Ompha-
los with an Athletics + Larceny roll (Difficulty 3).
They can break it there and then or leave with it.
If they fail the Larceny roll, the fight stops and
turns into a chase. Use Athletics + Stamina to get
away down the mountain. If the Scions are caught
before they amass 10 successes, their opponent
fights until they wrestle the Omphalos from them
or the Scions get away again.
If Herakles believes the Scions are working
with the Keepers, he keeps fighting if they fail
their Larceny roll, letting the Scions make a clean
getaway.
In Combat
Eris fights to the bitter end to keep or regain
the Omphalos: It’s all she cares about right now.

Anthem 95
ERIS, GODDESS OF THE FURIES
DISCORD The Furies are personifications of righteous
Archetype: Avatar revenge. They punish hubris, oathbreaking,
and sins against the family. They’ve ruined
Qualities: A Cage of Words entire lineages, and they never stop until
Flair: Hall of Mirrors (Spend 1 Tension to they bring down their quarry. Only a long-
create numerous copies of oneself that last standing allegiance with Eris has them
until the end of the Scene) doing her dirty work in The World, but with
Drive: Ruin the Keepers’ plans countless lifetimes of hunting behind them,
Primary Pool (10): Deceive, Trick, Sow tracking down a Touchstone and its thieves is
Discord well within their wheelhouse.
Secondary Pool (8): Escape, Archetype: Mythic
Manipulate Qualities: Group Tactics, Honor
Desperation Pool: 6 Bound, Interference (Fatebind
characters not Fatebound to the
Health: 6 players’ Scions; reduce strength of
Defense: 5 target’s other Fatebindings by 1 until the
Initiative: 5 end of the Scene. Storyguide regains 1
Tension)
Extras: Eris is a Tier 2 Antagonist, and
her dice count as successes on rolls of Flair: Illusions, Sorcery (Oaths)
7+. No Masters. Spend 1 Tension to Drive: Punish wrongdoers
replace another character’s positive bonds Primary Pool (8): Intuition, Tracking
with negative bonds of equal strength.
Overwhelming Chaos. Spend 1 Tension to Secondary Pool (6): Bindings,
overwhelm a character’s mind until the end Combat, Eloquence
of the scene: They must make an Integrity + Desperation Pool: 5
Resolve roll (Difficulty 2) to take any action. Health: 4
Defense: 4
Initiative: 5
She fights until Taken Out. The Furies fight until they’re
Maimed, then withdraw. They’re not risking their lives for Extras: The Furies are Tier 2
Eris’s obsession. Herakles fights until he’s Injured, then Antagonists, and their dice count as
withdraws: He’s saving his strength in case he has to fight
successes on rolls of 7+. One Drop.
When the Furies have a drop of a
a Primordial.
being’s blood, spend 1 Tension for them
If Apple is with the Scions, they fight alongside them to learn its precise location. Fearful
against the Furies, taking orders (or at least polite sugges- Purpose: Trivial targets automatically
tions). If they’re fighting Eris, she orders Apple to “desist flee from the Furies and others in their
from your insolence.” Apple’s not human: They’re a crea- presence suffer +2 Complications on
ture made from the stuff of Discord. They can’t refuse the any action that doesn’t contribute to
command. They turn on the Scions — though they feel getting away. Failure to buy off the
guilty about it.
Complication means they spend their
next turn moving away from the Furies.
Aftermath
If a God dies at Delphi and the Scions haven’t already
obtained the Thief of Fate, Zalmoxis sends his agents
to reap the dead God’s mantle before the body is cold. Manipulation roll (skip it if they’re genuinely siding with
The usual team of three vampires and a sorcerer arrives the Keepers), they can get him to lay out the basics of the
with the Thief of Fate shortly before dawn/after sunset, ritual, as described in Plans Within Plans.
whichever is sooner. Abject Failure
The Keepers’ Plan If the Scions fail and Herakles fails, a terrible earth-
If the Scions side with Herakles, he thanks them quake swallows the entirety of Delphi (let the Scions
and says he’ll see them in Vegas. With a Subterfuge + escape or have them take an Injury Condition and wake
up under rubble). It doesn’t stop, only spreads. The

96 CHAPTER FOUR: ANTHEM


DEVOURERS TYPHONSPAWN
Somewhere between human and giant, the The children of Typhon are smaller and
Devourers live to cause pain and suffering, less dangerous than their progenitor, but a
and they like The World much better as it nightmare nonetheless. Their serpent heads
teeters closer to ruin. scream a constant cacophony, and they
Archetype: Villain have no thought or desire but to break
everything mortals have made in a slurry of
Qualities: Stand Tall fire and lava.
Flair: Spray n’ Pray Archetype: Villain
Drive: Cause pain Qualities: Natural Weapon, Miasmic
Primary Pool (8): Barehanded Presence (melting and burning)
Combat, Bully Flair: Sorcery (Fire)
Secondary Pool (6): Lie, Firearms Drive: Reduce mortal works to ruins
Desperation Pool: 3 Primary Pool (7): Break, Grapple,
Health: 7 Scare
Defense: 4 Secondary Pool (5): Chase
Initiative: 2 Desperation Pool: 3
Health: 4
Defense: 3
consequences play out in the background of Anthem, but Initiative: 4
restraining the Primordial is a problem for another story
arc (see So, You Unleashed a Primordial).

Frost spreads from the Titanspawns’ footsteps, and


A MILLION MONSTERS they’re armed with shotguns. They’d like nothing more than
The World is tearing itself apart, its normal rules fun- for this robbery to turn into a massacre. The Scions have an-
damentally weakened by what the Keepers are doing to it. other option here: They can intimidate the Devourers into
The most visible consequence (arguably after the natural leaving with a Persuasion + Presence roll (Difficulty 4).
disasters) is the surge in Titanspawn attacks. They’re
incidental to the main storylines of Anthem, but it’s im- TYPHON’S SPAWN
portant that the Scions see some of the damage firsthand, This Theoi Titan remains safely imprisoned, but
so the stakes aren’t just hypothetical. even its spawn are dangerous. Humanoid in form, but
with dozens of serpents in place of human heads, these
Try and find space for at least one of the following
Titanspawn call fire, melt stone, and scream with every
short scenes throughout the story. Broadly speaking, the
horrible sound known to man, all at once.
Scions’ options are always to disperse civilians to reduce
collateral damage (with a Leadership + Presence roll, When the Scions are in any outdoor public place,
Difficulty 3), flee the scene before the Titanspawn iden- surrounded by mortals, the stones of the road or sidewalk
tify them as a target (with Athletics + Might, Difficulty grow hot, then liquify, and three of these Titanspawn drag
2), or fight the Titanspawn (use normal combat rules, or themselves to the surface, dripping molten rock. Build-
condense down to a relevant combat Skill + Resolve to ings burn and melt, vehicles explode, and, if the action
address the entire battle, if you don’t want to derail the slows, there’s always the option of a gas main blowing up.
game session into a drawn-out fight).
FRAGMENTS OF ANIWYE
DEVOURERS The Manitou titan Aniwye is the ultimate, primeval
Lesser Jötnar, Devourers lumber through The World skunk. The hero who destroyed it only succeeded in
working as heavies and enforcers for anyone who needs scattering its pieces across The World in the form of the
violence committed to order. They’re thriving in the cur- skunks mortals are now familiar with. Now the skunks
rent chaos. This quartet are off the leash, and they intrude are reforming into their original, titanic form.
on the Scions in a bank, store, or restaurant (or potentially Run this as a series of encounters: First the Scions meet
any other indoor space where money changes hands). a large and particularly aggressive skunk. Then a skunk
This is a stick-up. that’s several skunks combined into a viscerally horrible

Anthem 97
LESSER FRAGMENT GREATER FRAGMENT
OF ANIWYE OF ANIWYE
Lesser fragments of Aniwye are hybrid Greater fragments of Aniwye are huge, foul-
creatures, formed of a handful of regular tempered, and deeply distressed.
skunks coalesced into one foul, angry being. Archetype: Villain
Archetype: Mook Qualities: Group Tactics, Natural
Qualities: Group Tactics, Natural Weapon
Weapon Flair: Dread Gaze (spray), I
Flair: Dread Gaze (spray) Have Friends (Lesser Fragments),
Drive: Seek out more fragments Regeneration (max. 2 Health levels per
turn, cost 1 Tension per level healed)
Primary Pool (5): Alertness, Evasion
Drive: Forget the pain through violence
Secondary Pool (3): Scratch and
bite Primary Pool (7): Alertness, Attack
Desperation Pool: 2 Secondary Pool (5): Threaten,
Move
Health: 2
Desperation Pool: 3
Defense: 2
Health: 5
Initiative: 3
Defense: 4
Initiative: 3
Extras: Size Scale 2
single entity. Then a repulsive hybrid skunk the size of a
school bus, composed of all the skunks of a given region.
The initial skunk has 1 Health and presents no threat
to Scions. Keepers, the Atlanteans make useful allies. Imhotep
knows Atlantis is a problem and is in the city to try and
SUPPORT persuade the Atlantean Gods to support the Keepers. It
Herakles’ Scions are charged with putting down Ti- won’t work, but it’s an opportunity for the Scions to meet
tanspawn wherever they rise. Numerous Atlantean agents Imhotep directly and potentially influence the Keepers of
are on the same mission. The Scions might encounter The World’s actions.
Kirsten Janssen or an Atlantean warband (usually com-
If Atlantis is broken, there’s still a chance some of its
prising six followers of Strastabog, see Incognito Love
Scions and citizens escaped. If so, the Atlantean diaspora
Song p. XX) during any of these scenes. They provide an
can offer the Scions some help — primarily when it comes
opportunity for the Scions to speak to Kirsten (as a back-
to Divine Forensics — as long as they weren’t helping the
up, in case they don’t attend the party in Smashing the
Keepers destroy their homeland.
Omphalos) and see they’re not the only people in The
World responding to the fallout from the Keepers’ actions. THE CALL
The Scions might not intend to visit Atlantis; An-
THE ATLANTEAN PANTHEON them involves careful managing of priorities. But there
If the Scions prevented the Breaking of Atlantis, the are good reasons for them to go back:
city, its Scions, and their Gods are a major wrench in the • Hiding the Omphalos of Delphi (see
workings of the Keepers’ plans. It’s a small location with Omphaloskepsis).
a high concentration of Scions and cults, whose Gods are
alert to the Keepers of The World’s plan. It’s untouched • Understanding the Keepers’ motivation for killing
by the Keepers’ attempts to destroy the portals and gate- their own Scions (see Absent Friends).
ways of the World: Atlantis (probably) didn’t exist in a • Help fighting Titanspawn or carrying word of an
meaningful way at that stage of their plan. Atlantean warband’s demise (see A Million Monsters).
If the Scions are supporting the Keepers, they face • It’s a safe place to plot against the Keepers of The
strong opposition from Atlantis. If they’re opposing the World.

98 CHAPTER FOUR: ANTHEM


• An Atlantean contact informs the Scions that Im-
hotep, self-described leader of the Keepers of The World,
is on the island. FIELD:
If the players don’t reach these conclusions them- A sanctified laboratory that juxtaposes
selves, point them to Atlantis as a Consolation for failed sterile surfaces and religious art
rolls related to the Omphalos or murder investigation.
Atmosphere: Reverent
Ultimately, it doesn’t matter if the Scions don’t go back
to Atlantis, but it deprives them of their best chance to Attitude and Bonds:
negotiate with, rather than fight against, the Keepers. Ondréu: Player Scions (+1)
WHAT CHANGED?
Atlantis is responding to two major developments.
The first, rejoining The World, is described at the end of the Band doesn’t tell him: The absence of the mantle is as
Incognito Love Song. The second is the beginning of the recognizable as the mantle itself.
end of The World. The prevalence of natural disasters • He’s heard it said that stripping Scions’ mantles
and Titanspawn attacks demands a response. The Scions would have bolstered Queen Xenope’s power when she
and Gods of Atlantis are completely dedicated to making tried to separate Atlantis from the Gods. It might have
sure the Keepers of The World’s planned rebirth doesn’t made select Gods and their servants strong enough to
happen: They don’t believe it will work. hold The World together when most of the divinities who
Atlantean warbands leave the island to fight Titans- keep it in order were out of reach.
pawn, and Atlantis’s leaders engage in talks with Imho- • One can’t simply choose to strip another’s mantle.
tep. While the leader of the Keepers hopes to win Atlantis It must be a property of the murder weapon which, he
around to his ideas, they’re looking for weaknesses in his confidently (and correctly) claims is God-tech. Not Atlan-
plan. So far, it’s a stalemate. tean, because it would be profoundly heretical, but based
DIVINE FORENSICS on Atlantean examples and principles.

The players’ Scions may not understand what the Influence isn’t a big deal in this scene, but there are
Thief of Fate does to the Scions it kills; they may not even some benefits.
understand mantles as a concept. How fortunate that the A DEEP DARK HOLE
Atlantean God of Knowledge, Aietë, has Scions and wor-
shippers who understand it very well. Atlantis is also an excellent hiding place for the Om-
phalos of Delphi if the Scions are trying to keep it out of
Kasmena (Incognito Jam p. XX) or Lyvoë can con- Eris’s reach. The deep waters around the island make a
nect the Band to a Scion of Aietë, Ondréu. He can help the good hiding place; so do the caverns of the Labyrinth; so
Scions piece together what’s actually happening when do the Sanctums of the Demigod Scions of Atlantis (in-
Zalmoxis’s agents use a Thief of Fate to murder a Scion. cluding Lyvoë, who became a Demigod if she helped stop
Ondréu does need physical evidence to analyze: Photos the Breaking; if not, she knows people). Brata-Grozd’s
and descriptions won’t do. Ideally, he’d like a corpse. realm is the safest place of all. Even if Eris somehow
Ondréu is a slight, olive-skinned man in his fifties learned where the Omphalos was, the power concentrat-
with tight-curled, salt and pepper hair and weathered ed in Atlantis is sufficient to stop her from ever getting
skin. He’s judgmental, easily distracted, and practical. hold of it.
He’s deaf and only wears a hearing aid if he anticipates Any Atlantean contacts can help the Scions hide the
needing to converse with hearing people. He’s a scientist Omphalos.
and scholar, and one of Aietë’s most recently claimed Sci-
ons: His Visitation was just after the attempted Breaking
of Atlantis.
IMHOTEP IN ATLANTIS
An avatar of Imhotep is in Atlantis throughout the
Given several days to study the evidence Ondréu events of Anthem up until The Miracle of Birth. He
clarifies several things: meets with Atlantean leaders and emissaries of the At-
• The victims’ mantles are gone. That’s not a natural lantean Gods, making a good faith effort to explain the
consequence of a Scion’s death, thus they must have been Keepers’ motives and actions.
forcibly taken. Ondréu describes mantles as “the quiddity It’s a wasted journey. Atlantis will never support an-
of Godhood,” and further as “that which makes a God other attempt to cut The World from the other realms,
a God.” Scions develop them as they progress closer to banish the Gods, or any other part of the Keepers’ agenda.
Godhood. Ondréu knows the victims are Scions even if Any Atlantean contact proudly tells the Scions as much.

Anthem 99
Intervention provides guidance in case the Scions de-
cide to lobby against Imhotep, but it’s unnecessary.

MEANS TO THE END FIELD:


While Imhotep’s avatar is in Atlantis, the players’ A series of low-lit, incense-heavy temples
Scions have access to him. If the Scions oppose the Keep- Atmosphere: Dull, obstructive
ers, this is a chance for an honest discussion under safe Attitude and Bonds:
conditions. If they have mixed feelings (e.g., they support
Imhotep: Atlantean clergy (–1),
the Keepers’ stated goals, but their methods have proven Keepers of The World (+5), Lyvoë (–1),
uncomfortable), this is an opportunity to discuss that. Player Scions (+3 if they’ve supported the
Imhotep meets daily with the most influential people Keepers; –3 otherwise)
in Atlantis: the highest ranking clergy and favored Scions Lyvoë: Atlantean clergy (+3), Imhotep
of the Atlantean Pantheon. Each day, the meeting is held (–3), Keepers of The World (–5), Player
at a different temple to one of the Atlantean Gods. The Scions (+3 if prevented the Breaking; –5
attendees change slightly each time, forcing Imhotep to otherwise)
restate his case at every meeting. This is deliberate: The Atlantean Clergy: Imhotep (–3),
Atlanteans are intent on wasting his time and keeping his Keepers of The World (–5), Lyvoë (+3),
attention away from the Keepers’ endgame. Player Scions (+3 if prevented the Breaking;
–5 otherwise)
Imhotep’s Avatar is a lean, clean-shaven man with
light brown skin and gold-rimmed spectacles. He’s pa-
tient, earnest, and an idealist. His drive for most scenes
in Atlantis is to win over the Atlanteans to his cause. The Scions perceive the Atlanteans’ motivation with
The easiest locations to access are the Temple of an Empathy + Composure roll.
Vodabog Above the Ocean, a tiny and ancient stone tem- If, despite the murders and the Titanspawn and the
ple on the island’s southern cliffs; Strastabog’s Garden, a attempted destruction of Atlantis, the Scions are still
series of linked rooftop groves where rare animals prowl somehow supporting the Keepers (or want to make Im-
and priests rest between hunts; and Temple College, the hotep think they do), they can add weight to Imhotep’s
public university that’s also a temple to Aietë. The others argument. Successful Integrity + Presence rolls (Difficul-
are private buildings, locked down for the meetings, and ty 5) at three different meetings sway Atlantis to remain
don’t admit guests. neutral and stop opposing the Keepers, as long as Im-
Every meeting is guarded by a twelve-person mortal hotep promises their Gods will be incorporated into the
security team and at least one Scion. If the players’ Scions Keepers of The World’s Pantheon. The Scions can choose
are welcome in Atlantis and have any status, that’s irrel- to make ineffective appeals if they want to improve Imho-
evant: They’re granted permission to attend meetings at tep’s Attitude towards them (by +2) without risking any
any of the temples listed in this section. If they’re not wel- actual consequences.
come, a Larceny + Dexterity or Subterfuge + Manipula- The players’ Scions can also rouse the Atlanteans to
tion roll (Difficulty 3 in either case) gets them inside. The commit to more support in fighting the Keepers with an
roll has a +1 Complication: The Scions aren’t stopped on Integrity + Presence roll (Difficulty 3). They’ll feel the
their way in, but they raise enough suspicion that they’re benefits in The Miracle of Birth.
intercepted by security on the way out. The only way out Private Audience
in that case is an Athletics + Dexterity roll (Difficulty 3). If
The Scions can meet Imhotep as he prepares to leave
the characters fail, they escape, but take 2 Injury Condi-
a temple after another frustrating session. They can walk
tions from the security team’s God-tech firearms.
and talk — the Atlanteans are keen to escort Imhotep out
Intervention promptly — or arrange to meet elsewhere.
If the Scions access a daily meeting they can partici-
Imhotep’s drive for this scene is to understand where
pate, either making arguments against the Keepers or in
the Scions stand.
support of them.
Without Influence, Imhotep tries the same approach
The meetings are small, closed-room affairs. Imho-
on the Scions as he’s been using on the Atlanteans: to ex-
tep’s arguments hinge on fairness, justice, and self-de-
plain that he, like the Scions, went from mortal to God and
termination for mortals. The Atlanteans don’t bother to
along the way he learned that Gods forget, over time, what
argue; they’re just here to probe Imhotep for elements of
it is to be mortal; that mortal lives have meaning and aren’t
his plan and waste his time.
just playthings. History is full of examples: the Trojan war,

100 CHAPTER FOUR: ANTHEM


all the wars Odin started, Susanoo-no-Mikoto’s acts of
violence. He acknowledges the cost is high, and says he’s
open to any advice on how to mitigate the harm caused. IMHOTEP,
With Influence, Imhotep admits that the price is LEADER OF THE
higher than he was ready for: He shocked himself with
his relief when Atlantis survived, and the suffering that
KEEPERS
The World is experiencing as it moves closer to rebirth Archetype: Avatar
pains him. The Scions can play on this to weaken Imho- Qualities: Astride the World (Narrative
tep’s faith in his own, millennia-old plan. An Integrity + Scale 2 against Trivial characters)
Presence roll reduces his Group Loyalty by 1 point for ev-
Flair: Making Space
ery two successes. This becomes relevant in Labor Pains
and The Miracle of Birth. Drive: See his plan to completion
With Influence (or if he believes the Scions sup-
Primary Pool (10): Analysis, Healing,
Medicine
port the Keepers), he explains the ritual of rebirth (as
described in Plans Within Plans) in broad strokes. He Secondary Pool (8): Empathy,
frames it as explaining why the risks are manageable and
Negotiation, Science
the outcome isn’t really in doubt, but it also serves as a Desperation Pool: 6
convenient summary of what will happen and where. Health: 6
As Consolation for a failed Influence roll, Imhotep Defense: 5
tells the Scions the Keepers’ latest recruit, Blodeuwedd, Initiative: 5
should prove to be a restraining, moderating force. She’s Extras: Imhotep is a Tier 2 Antagonist,
a fertility Goddess, and she represents a more hopeful, and his dice count as successes on rolls of
gentler side to the Keepers’ activities. 7+. Flawless Diagnosis. Spend 1 Tension
The Scions have already met Blodeuwedd in Think to fully understand the source of someone’s
Global, Act Local, and “gentle” wasn’t a defining char- pain or distress and gain +3 Enhancement
acteristic. They can make an Academics + Intellect roll
on the next roll to interact with them. Divine
Right. Spend 1 Tension per character
(or research the name later, with no roll) to recall Blodeu-
affected to have them recognize your
wedd’s legend (made as a plaything for a prince, she killed authority and improve Attitude towards you
him to win her freedom) and conclude that she’s unlikely by +1 until the end of the Scene.
to fit the role Imhotep’s describing.

ASSASSINATION
movement — even its basic processes, the Primordial
Imhotep’s avatar is powerful, but it’s not impossible
equivalent of breathing — ruin The World for human
that the Scions might destroy him. If so, Imhotep’s not
habitation.
dead, but he’s too weak to contribute to the ritual of
rebirth. He takes no further part in Anthem, and as a Once Rumbles (to borrow Apple’s name for him) is
consequence the Keepers of The World are weaker. This active, The World experiences, to put it mildly, a significant
primarily impacts The Miracle of Birth, in the ways de- increase in tectonic activity. Earthquakes, tsunamis, and the
scribed in Labor Pains. rapid formation of new mountain ranges — often right in the
middle of cities — become common. Add them to the list of
Reduce the Attitude of any Atlanteans who become
tragedies unfolding daily in the background of Anthem.
pawns in this plan by –3.
In the short term, dealing with the Keepers’ end-
SO, YOU UNLEASHED game plans gives the Scions more than enough to do.
Trying to pacify a Primordial will probably leave them
A PRIMORDIAL overstretched. It’s possible that The World’s rebirth will
If the Scions didn’t deal with Eris’s plan in Ompha- do the trick (which is a point in favor of letting them suc-
loskepsis or failed to destroy or hide the Omphalos of ceed), but that’s for each group to decide.
Delphi, there’s a Primordial power of earth awake and If the Keepers fail, Rumbles remains active. Soothing
on the loose. Primordials aren’t evil, but they’re several a Primordial back to sleep is a fitting story arc for a group
layers of magnitude removed from the concerns of mor- of newly minted Demigods if you wish to continue the
tals. They shouldn’t be active. It’s not good for reality as Scions’ story past the end of No Gods, No Masters.
mortals know it. Deep Rumbles in the Earth’s Heartbeat’s

Anthem 101
Zalmoxis murdering his Scions prevents loyalty reduc-
INTERNAL SABOTEURS tions, and so helps hold the Pantheon together.
As the Keepers’ plan approaches its conclusion,
For the ritual of rebirth to work, at least five of the
Scions who support the Keepers but aren’t descended
Keepers must have a Group Loyalty rating of 3 or high-
from one of them get a vision from their divine parents or
er. The rebirth requires vast amounts of power wielded
patrons. They range in tone from disappointed to angry,
as a united Pantheon, and if the Pantheon is fractious and
but they all fill the Scion’s dreams for an entire night,
divided, they can’t weave Fate as a group.
assailing them with images of The World destroyed, or
damaged beyond repair; souls milling around, neither There’s no way for the Scions to know this, in char-
reborn nor at rest; and Titans escaped from their prisons. acter. Tell them after the finale, when the ritual simply
Death and disaster abound. fails to occur, that the subtle moves they made and inter-
actions they had were as important as big flashy action
Don’t run this as a scene: The Scions aren’t given
scenes in saving The World.
the privilege of interacting with this narrative. Simply
announce it when the Scions awake one morning. The IMHOTEP’S ATTITUDE
dreams are virtually identical for all of them (this is the If the Scions met Imhotep in Atlantis and shifted his
most consistent and sympatico the Gods have ever been). Attitude towards them, his low-key doubts about the wis-
The dream-visions repeat, and intensify, as the dom and viability of rebirthing The World are amplified.
Keepers’ ritual of rebirth draws nearer. There’s no effect If the Scions deduced Blodeuwedd’s plan to twist the
on dice rolls, just lingering unease. The dreams stop if rebirth into destruction and shared their concerns with
the Scions switch to opposing the Keepers. This divine Imhotep, and Tolui Khagan and Takeminakata have re-
bullying might well serve to cement the Scions’ decision belled, and Herakles is no longer his second in command,
to cut their parents out of The World. It wouldn’t be the Imhotep doesn’t go through with the rebirth. With the
most self-destructive or ill-considered thing most Gods Pantheon in tatters, he loses faith in the Keepers’ ability
have done. to usher in a new World — and even their right to do so.
Imhotep makes this decision at the ritual site near
LABOR PAINS Las Vegas, after the forces opposing the Keepers make a
As the moment of rebirth approaches, everything last attempt to dissuade him (in The Miracle of Birth).
the Scions have achieved has an impact on how easy — or If the Scions are opposing the rebirth, this is excel-
difficult — it is to preserve The World in its current state lent news. If they’re trying to assist with the rebirth, they
or guide it towards the Keepers’ vision. have one final chance to meet Imhotep at Las Vegas and
GROUP LOYALTY push him to execute the plan.

The Scions have had several chances to drop words BLODEUWEDD’S PLAN
in the right ears, weakening some Gods’ loyalty to the Blodeuwedd’s plan is incredibly simple: She just
Pantheon. Adjust each Keeper’s Group Loyalty as follows won’t do her part. When Tlazōlteōtl destroys the old
on the chart below. World, she will simply refuse to remake it. If that comes to
If the Scions destroy any Keepers’ manifest forms pass, the Scions can only save The World one of two ways:
during Anthem, they can’t contribute to the ritual of a sufficiently impassioned plea that Blodeuwedd changes
rebirth. Treat their group loyalty as 0 when determining her mind, or the Scions taking her place in the ritual.
whether the ritual will work.
STOLEN MANTLES
If the Scions support the Keepers, as unlikely as it is
If the Scions destroyed the Thief of Fate, the Keep-
by this point, persuading Kirsten not to confront Herak-
ers don’t have enough stolen mantles to hold The World
les and making sure Takeminakata never finds out about
together during or immediately after the rebirth. They

LOYALTY
IF THE SCIONS… KEEPER ADJUSTMENT
Encouraged Kirsten to confront him Herakles –1
Encouraged his doubts in Atlantis Imhotep* –3
Told Hideaki Webster about Zalmoxis’s plan Tolui Khagan –5
Told Hideaki Webster about Zalmoxis’s plan Takeminakata –5
Destroyed the Thief of Fate Zalmoxis –2

102 CHAPTER FOUR: ANTHEM


know that, but they take the risk anyway: It was only ever to plan, Tlazōlteōtl chokes The World in filth just as the
an extra level of protection. night ends and Blodeuwedd should coax life back into it
as the sun rises.
ATLANTEAN ACTION
The Keepers of The World assemble in the desert, on the
Unless the Scions have talked the Atlanteans out of
flat stone plateau called Red Mesa. Members of the Pantheon
direct intervention, every Scion in the city is coming to
with a Group Loyalty rating lower than +1 don’t attend.
disrupt the ritual. They don’t know the location until it
begins, unless the Scions tip them off, but they’ll get there As well as the Gods themselves, their key agents and
in time to cause serious problems. some of their Scions attend. They watch from the edge
of the mesa, nervous and wondering whether they were
RITUAL PREPARATION right to put their trust in this plan for a brave new world.
If the Scions have Kerem Osman’s phone, they have a If Herakles is still with the Keepers, Kristen’s there.
clue pointing towards Las Vegas. If so, they can get there
before the Keepers do and make any preparations they
THE JOURNEY
want. If they’re supporting the Keepers, another of their The Crossroads Tavern exits into a seedy neighbor-
agents simply tells the Scions where to go. hood not far from the Vegas Strip. The Scions can hire
a car to get out into the desert, if they don’t have more
Otherwise, they’ll be on the back foot. The signs of
dramatic, mythic transport options. Cars or other mun-
the Keepers beginning their ritual are unmissable (and
dane vehicles break down when they get closer to Red
twenty-four hour rolling news makes sure everyone in The
Mesa. The last hour is a brutal, draining hike through the
World hears about them), but the Scions will have to race to
freezing, nighttime desert. Don’t call for any dice rolls:
get there (relatively quickly via the Crossroads, but the ritu-
This isn’t an athletic feat, it’s a chance for the Scions to
al’s very inconveniently not in an urban population center).
mentally prepare themselves for what’s coming.

THE MIRACLE OF BIRTH If the players are reticent, prompt them with
questions:
The Keepers assemble at Las Vegas to conduct their
ritual. Tlazōlteōtl drowns The World in filth and the rest • In their heart of hearts, what do they think will
of the Keepers, with Blodeuwedd in the forefront, are happen?
supposed to make The World anew in her wake. • What preparations have they made for failure?
This is unlikely to work for a multitude of reasons (see What about success?
Labor Pains), but the most serious threat is Blodeuwedd. • What do they wish they’d done?
THE TIME • How do they even begin to think about “the end of
The World” as a concrete reality?
The Scions have probably learned when the ritual
takes place; they’ve had opportunities in any scene that • Do they feel their divine parents’ support and trust?
refers back to Plans Within Plans. If not, it’s hard to miss. Or their disappointment? Do the Gods matter now, or is
this solely in their hands?
Time and space around Las Vegas stutter the moment
the Gods set foot on Red Mesa. Time distorts, rippling TO GAZE UPON THE DIVINE
and skipping like a stone cast across a pond. Airplanes
These aren’t avatars or manifestations; these are the
crossing the desert change path without the pilot’s in-
Gods themselves. While the beings that gather on Red
tervention; road vehicles die a few miles out of the city.
Mesa have human forms, they’re a myriad of things at
News reports of these weird phenomena roll in rapidly
once. Millennia worth of impressions and symbolisms
until they’re the only thing any news channel or site is
overlay their simple, human forms. They are every depic-
talking about.
tion of their forms in art, every symbol associated with
If this isn’t enough to tip off the characters, Apple them, and every place they’ve ever been worshiped. Meng
arrives. If they helped the Scions against Eris earlier in Po stands simultaneously on the red rock of the mesa and
Anthem, they’ve paid the price. Apple’s exhausted and the cool shadows of her Underworld; Imhotep is lit by the
badly injured: Eris’s punishment was cruel and protract- blazing golden sun of the Egyptian desert as well as the
ed. They carry a simple message: The World’s rebirth is starlight above him.
happening now, in the Nevada desert.
The sense of power is overwhelming, like a tidal wave
THE PLACE about to break over the Scions.
The ritual is set to take place in the desert outside Las Scion: Demigod contains reference art for all of the
Vegas with the city lights in the background. If it all goes Keepers but to generalize:

Anthem 103
• Blodeuwedd is a statuesque woman, her facial fea- If the Scions reveal Blodeuwedd’s plan, nobody be-
tures formed out of flowers. Purviews: Fertility, Flowers, lieves them. She vehemently denies it.
Growth The Keepers
• Eris (if she’s present) is a pale woman with black The other Gods have had eons to prove their right to
wings. Purviews: Chaos, Darkness, Trickery rule, and they haven’t. Every possible precaution has been
• Herakles is a massive man with rippling muscles taken: This is safe. The World will be better for it and the
clad in a lion skin. Purviews: Epic Stamina, Epic Strength, other Gods have other Realms.
Passion (Rage), Stars, War If Eris unleashed the Primordial force of earth, the
• Imhotep is a lean man clad in white. Purviews: Art- Keepers also argue the rebirth might be the only realistic
istry (Architecture), Health, Order way of once again setting it to rest.
• Meng Po is a diminutive, frail, Chinese woman. Pur- Except…
views: Artistry (Culinary), Beauty, Darkness, Deception, If Imhotep has decided against the ritual, this is the
Death, Health point he backs down. He admits, in front of the assembled
• Takeminakata is a heavily built Japanese man in his Gods and other beings, that the Keepers’ plan is misguid-
prime. Purviews: Animal (dragon, snake), Epic Strength, ed, and it’s strayed too far from what he wanted. If the
Fertility, Frost, Sky, War, Water Scions are supporting the Keepers’ plan, they have one
chance to change his mind. They need an average of one
• Tlazōlteōtl is a stern-faced, powerfully built wom- success each on a Social roll to do so. This is designed so
an with black lips. Purviews: Artistry (Weaving), Earth, that it’s worth every Scion speaking, but the Difficulty
Fertility, Fortune, Health, Moon, Passion (Lust) isn’t so high that the dice can undermine the fiction. If the
• Wayland the Smith is a scrawny, bearded man with players are comfortable performing in character, consider
a walking stick. Purviews: Epic Stamina, Fire, Forge skipping the dice rolls entirely: They’re mostly included
• Zalmoxis is a tall, proud, black clad figure with eyes so a tongue-tied or nervous player can accurately portray
like black voids. Purviews: Death, Earth, Epic Stamina, a passionate, silver-tongued Scion.
Health, Order, Prosperity, Sky Blodeuwedd objects strenuously, but to no avail.

HEKATE AND OTHER FOES Resolving the Stand-Off

If the Scions oppose the Keepers, leave this show- Assuming Imhotep doesn’t call off the ritual, there’s
down to them. If they support the Keepers, Hekate and going to be a fight. Neither faction will back down, and
the Atlantean Gods serve as the opposition. They send the Keepers are vastly more powerful than their oppo-
their Scions and servants, including Travis and/or Moon sition. Run a maximum of three rounds of combat, nar-
and Lyvoë. If the Scions prevailed on the Atlanteans for rating everything the Scions aren’t directly involved in
additional support Strastabog and Vodabog, Gods of the (spoilers: The Keepers win. Herakles could virtually take
hunt and authority, respectively, appear in person. Other the opposition on his own). Let the Scions get some hits
Scions the players’ Band have met in their travels might in, but also feel the fear of confronting actual Gods.
also be here, if they’re inclined towards direct confronta- This scene quickly grows far too complicated with
tion (for example, Alesha is; Ondréu and Menon aren’t). stats assigned to every possible Storyguide characters.
None of those assembled want to start a battle; two Plus, manifest Gods are hard to define. The Gods have
groups of fighting Gods could do untold damage to The combat dice pools of 10. They have complete dominion
World. The Keepers and their opposition would both over their Purviews and can conjure any miracle involv-
prefer to talk, so there’s a last-minute parlay. ing them, using 8 dice pools.

Whichever side the Scions are on, let them speak for After three rounds, describe the outcome: The oppo-
their faction in the attempt to stop a fight breaking out. sition are subdued and the Keepers’ ritual proceeds.
The arguments on both sides are well-rehearsed by now: IT BEGINS
Opposition The ritual isn’t a “spell.” It’s a moment. Tlazōlteōtl
This won’t work. It can’t work. The Keepers have steps into the middle of the mesa, the other Keepers’ at-
no right to try. Doing so makes them just as cavalier and tention fixed firmly on her. She breathes… and The World
selfish as any other Gods. dies. Every kind of filth runs from Tlazōlteōtl’s hands and
It’s notable that nobody who speaks for the opposi- body, swallowing the earth and sky. The stars are lost be-
tion shows any sympathy for the mortals who’ve lost their hind clouds of buzzing carrion insects.
lives to Titanspawn and disasters. For this part, and this part only, of the scene, there’s
nothing for the Scions to do but watch.

104 CHAPTER FOUR: ANTHEM


If the Keepers of The World aren’t united: Smiling, she waits, knowing there’s a limited amount
The ritual fails. The momentary vision of a world of time before The World can no longer be saved.
drowned in its own accumulated filth is gone faster than VOICES OF REASON
it arrived. The Keepers fall immediately into bickering
The Scions have two choices: prevail upon Blodeu-
and laying blame, and the gist of the conversation is that
wedd to do her job and stop The World from ending or
they weren’t all committed to the rebirth. And that, the
replace her in the ritual.
Scions should know (tell them) is their work.
If the Keepers of The World are united: For the former, use the same rules as for convinc-
ing Imhotep to go through with the ritual in Hekate
The ritual works. The filth rises, obliterating every-
and Other Foes: Each Scion should speak, appealing to
thing else that exists, and Tlazōlteōtl performs her duty
Blodeuwedd in whatever way they can, then make a roll
and devours it, chunk by repulsive chunk. But when she’s
with an appropriate Social dice pool. If they accumulate
done, there’s nothing. The World exists, but it’s far away,
at least as many successes as there are Scions in the Band,
somehow. Although they’re still standing on the Red Mesa,
they’re successful: Blodeuwedd is struck by a last pan-
the Keepers and Scions are also in a place of pure potential.
icked pang of conscience or decides she won’t lose her
If Zalmoxis’s supporters harvested enough mantles own life for her cause (or another reaction, as determined
(see Labor Pains), the Keepers have this under control by the Scions’ arguments).
and the ritual progresses to Blodeuwedd’s Moment. If
She bends down and plants one of the flowers from
not, it’s the end. The ritual collapses — and The World
her face in the red dirt in front of her. It blooms, is joined
slumps back into existence, just as it was before the Keep-
by another, and a meadow of wildflowers rapidly spreads
ers began their work. Again, make sure the Scions know
across the desert — and elsewhere, the entire World. With
their work kept The World safe.
growth comes life, and The World is reborn according to
BLODEUWEDD’S MOMENT the Keepers’ vision.
If the ritual’s reached this point, it’s Blodeuwedd’s If the Scions were opposed to the Keepers, this isn’t
moment to shine: This is the point where she’s supposed an ideal outcome… but at least The World didn’t end.
to call forth new growth to replace the ruined World That’s a triumph worth celebrating.
whose sin and corruption Tlazōlteōtl first magnified, While in the rest of The World, the ritual affected
then consumed and purified. And she doesn’t. a slightly higher level of reality, in the Nevada desert a

Anthem 105
meadow of wildflowers persists, a lasting symbol of the APOTHEOSIS
day the World changed.
There’s no script for apotheosis. Scion: Demigod
contains a detailed discussion of the transition from Hero
EPILOGUE to Demigod, and No Gods, No Masters simplifies it some-
Either The World is back to the way it was, or it’s no what but gets the Scions to the same point. The key ele-
longer The World as Scion conceives of it. As discussed in ments are for the Scions to decide (maybe not consciously)
Changing the World, neither is really the end of the line. what sort of God they want to be, and to cast off the rem-
If the Keepers failed, there’s fallout from the divine coup; nants of their mortal lives and fully assume their mantle.
if they succeeded, The World is a grimmer, less beautiful
First, the Scions have to decide whether they want to
place where everything is exactly and only as it seems.
become an aspect of the God who created them or replace
Touch on what The World has become. Give the Sci- them entirely. How the original God sees this depends on
ons brief scenes with contacts or people they care about the Pantheon and individual deity; some welcome anoth-
to experience The World as it is. Titanspawn attacks fade er aspect of themselves, some put down ‘pretenders’ with
away and, unless there’s still a Primordial at large, the extreme prejudice.
natural disasters are over. While privately many people
Alternatively, the Scion might strike out on their own,
of The World know something huge took place, public
becoming a new God whose identity is formed solely by
narratives quickly ascribe the struggles of the last few
their Deeds without reference to any other God.
months to mundane causes.
Whichever path they choose, the Scion’s arc con-
Other Scions — those who were at Origin or Hero
cludes with a second Visitation; if their parent is blocked
level, including everyone the players’ Scions have met
from accessing the World, the Scion is taken to their
outside of Atlantis — whose parent isn’t one of the Keep-
Realm in a dream. This isn’t just a chat about the Scion’s
ers of The World become mere mortals. For some, it’s a
personal development: The Gods have opinions on what
relief; for others, it’s heartbreaking. The members of the
came to pass in Anthem. If The World is unchanged, they
players’ Band are safe: They have mantles of their own,
congratulate their Scions; if not, the Gods enquire wheth-
Legends that don’t rely on their parents’ reflected glory.
er this is really what the Scions wanted, and whether they
By far the most important part of the Epilogue is this: intend to let it stand. ‘Enquire’ is a polite euphemism for
The Scions materially affected the nature of The World. the divine rage they experience, but the Gods can’t do
That’s a huge deal. Their apotheosis is close at hand. much: After all, The World’s out of reach for them now.
While the impact of their actions on The World provides
The Scions realize, if they didn’t already know, that
the seeds of numerous future stories, this one ends with
they’re ready to stand face to face with the old Gods, as
the Scions’ ascension to Demigods.
one of them. They receive their parent’s blessing or fight
them to usurp their place. When the Visitation’s done, the
new Demigod sheds their mortal body and life. They’re
now truly a divine being.

106 CHAPTER FOUR: ANTHEM


APPENDIX:
RECURRING
CHARACTERS
These characters might be friends or foes, but they’ll definitely be back after their first appearance.

ALESHA DWARNAM, SCION OF SHIVA Extras: All Innocence. Apple spends 1 Tension to
Archetype: Ally pass off any legal or social consequences onto some-
one else of Tier 1 or lower. Not Even There. When
Drive: Be recognized as a hero Apple would be Taken Out, spend 1 Tension to move
Primary Pool (9): Lead, Inspire, Resist them one range band away instead. Liar Liar. Spend 1
Tension to start a rumor that’s guaranteed to take hold,
Secondary Pool (7): Alertness, Close combat, no matter how outrageous.
Pursuit
Desperation Pool: 5
KIRSTEN JANSSEN, SCION OF HERAKLES
Callings: Hunter, Sage
Archetype: Ally/Rival
Purviews: Epic Dexterity, Fire
Drive: Impress Herakles (Anthem: Stand up for
Defense: 4 what’s right)
Health: 3 Primary Pool (9): Athletics, Feats of Strength, Keep
Initiative: 7 calm

Extras: Noble Hunter. Alesha marks one character Secondary Pool (7): Empathy, Organize
as her quarry and has +1 Enhancement on rolls to Desperation Pool: 5
find or fight them until she catches them. Never Lost.
Alesha always knows where she is and where she’s Callings: Hunter, Warrior
going. Nose for Magic. Alesha always knows if she’s Purviews: Epic Stamina, Epic Strength
in the presence of a Relic, Touchstone, or other object
marked by the divine. Defense: 4
Health: 4
Initiative: 6
APPLE, SERVANT OF ERIS
Archetype: Ally/Rival Extras: Superlative. Spend 1 Tension to add 3 dice
to any of Kirsten’s primary pools until the end of the
Drive: Make things interesting scene. Grit. Spend 1 Tension to heal Kirsten from
Primary Pool (9): Cheat, Lie, Steal Maimed to Injured.
Secondary Pool (7): Hide, Manipulate, Persuade
Desperation Pool: 5 LYVOE, SCION OF BRATA-GROZD
Callings: Trickster Archetype: Ally/Rival
Purviews: Chaos Drive: Safeguard Atlantis
Defense: 4 Primary Pool (9): Atlantean knowledge, Command,
Read people
Health: 3
Secondary Pool (7): Persuade, Protect
Initiative: 7
Desperation Pool: 5

Anthem 107
Callings: Guardian, Liminal Primary Pool (9): Observe, Listen, Interpret
Purviews: Doorways, Secrets Secondary Pool (7): Follow, Hide
Defense: 4 Desperation Pool: 5
Health: 3 Callings: Liminal
Initiative: 7 Purviews: Moon, Roads
Extras: Servant of Atlantis. Lyvoë has +1 Defense: 5
Enhancement on any roll to protect or defend Atlantis
or its people. Speaker for the City. Instantly send Health: 3
a message to anywhere in The World. (Anthem: Initiative: 5
Boundary. Lyvoë creates a force field around herself
and all allies until the end of the scene, or until she’s Extras: Never Alone. When Travis is in danger,
Taken Out. Characters within the field add +3 to resist Hekate sends two Mooks or one Professional to protect
damage). and assist them until the end of the scene. Unobserved.
It’s impossible to read Travis’s lips, listen in on their
conversations, or tap their phone. Attempts to covertly
tail or observe her are at +2 Difficulty. Moon. Travis’s
TRAVIS, SCION OF HEKATE hound Moon is a gift from Hekate and a staunch ally.
Archetype: Ally/Rival Moon has 8-dice pools for running and tracking, a
6-dice pool for close combat, and 4-dice pools for
Drive: Strike a balance everything else.

108 CHAPTER FOUR: ANTHEM


READY MADE
CHARACTERS
These ready-made Scions are all pre-Visitation, ready to get started in Armageddon Jam.
We’ve deliberately left some tweaks for players, so they can customize their chosen character.
The player should choose Path contacts, connections, and Conditions, and apply the usual Fin-
ishing Touches (Scion: Origin p. 98).

Ready-Made Characters 109


Pre-Visitation Scion
Hector’s always been in between. Middle of three kids,
stuck between his parents in the divorce, the lucky owner of
some screwed up biorhythms that make him a natural night
owl. Being torn between paths made him a loner, and he’s
very happy that way. He’s arranged his entire life to
minimize his dependence on other people, from his
job as a night security guard at a local storage com-
plex — where he walks paths between tiny, isolated
worlds formed of other people’s lives — to his solo
studio apartment. He likes company, but on his own
terms, when he can wave goodbye and go home to his
books, tarot cards, and the other trappings of witchcraft.
Hector’s a wanderer: Every spare penny goes to travel, taking
him to new places to quietly absorb more curious information.
Description
Hector is tall and imposing. He’s naturally big, and he works
out to add tone and shape to his muscles. He’s quiet, and his
preference for tank tops with witchy designs and silver jewelry
mean he gets called spooky a lot. He’s never — never — without
something to read.
Tips
Hector’s an expert in the weird stuff. Obscure trivia, ar-
cane mysteries, occult secrets, they all unfold before him like
it’s no big deal. He’s got all the right skills and inclinations to
hit the ground running when The World gets strange and the
divine starts leaking in around the corners.
Divine Parent
Hekate (Theoi)

110 READY-MADE CHARACTERS


Pre-Visitation Scion
Yuze is a contract lawyer, and a really good one. It’s not an in-
spiring career, but he enjoys assiduously perfecting each sentence and
clause for maximum clarity and effect. Some might call him a pedant…
and they’d be absolutely correct. But he’s a kindhearted pedant,
and one who does a lot of work with local charities — not just
legal aid funds, but animal and homelessness charities too. That
and the poetry he writes but doesn’t tell anyone about are what
feed his soul.
Description
Yuze looks younger than he is: A slight build and perfect skin
have that effect. He doesn’t really have a personal style, more of a
knack for looking just right for the setting and fitting in wherever he
is.
Tips
Yuze has remarkable patience and attention to detail. He’s a jack
of all trades and that allows him to step in and fill any role the Band
needs as a situation develops. Just keep in mind he’s not a fighter: He’s
better at finding a smart solution than punching his way through a
problem.

SUPER-SECRET KNOWLEDGE
Yuze doesn’t know this, but the Keepers of The World
approached his divine parent and asked him to join them.
Confucius refused: He hates being a God, and he wouldn’t
like it any more in a different Pantheon.

Divine Parent
Confucius (Shen)

112 READY-MADE CHARACTERS


Pre-Visitation Scion
Therese is a ‘no limits’ kind of woman. Pushing herself is what
she does for a living: challenging herself to ever more extreme feats
of physical prowess, in exchange for sponsorships and minor
celebrity status (meaningless on its own, exciting because
it pays for her apartment). Free climbing, cliff diving,
base jumping — anything that lets her take on nature
and cheat death is Therese’s jam. That and getting
into bar fights. Her rap sheet for those is getting
lengthy.
Description
Therese is big, both tall and wide. She
carries herself like she could put down any
physical challenge, because she could. She’s
picked up plenty of scars and broken bones
in her arduous and exciting career. She
wears them proudly, from the crooked nose to
the missing tooth, all the way to the single miss-
ing toe on her left foot. Therese lives in athleisure clothes,
almost always branded by her current sponsors.
Tips
Therese takes risks and kicks ass. There are few chal-
lenges she can’t muscle her way through. Planning’s not
her forte, but once there’s a plan in place, she’s a key part
of execution. She’s action oriented, including combat, and
she’s especially dangerous up close.
Divine Parent
Susano-O (Kami)

114 READY-MADE CHARACTERS


Pre-Visitation Scion
David’s whole family are craftsmen, going back as many generations
as they can track. So’s David, just a different kind. He’s a systems archi-
tect, responsible for creating computer networks that, he insists,
should be regarded as one of the wonders of the modern world.
David’s a visionary, hopping from one big idea to the next before
he has time to fully bring any of them to fulfilment. It’s fair to
say he’s a dreamer: No challenge is too big for him to take on.
He’s felt a force steering him, cheering him on, since he was
born; he’s always felt Fate had something in mind for him
(and his family agree). David doesn’t like that: He’d rather
be the master of his own destiny.
Description
David’s a lanky Black man with a scattering of stub-
ble and long, immaculately tended locs. If he’s not wearing
a tool belt and carrying several cellphones and a laptop, it’s because
someone forced him to put them down. He has a fondness for copper
jewelry, and as a result several patches of his skin are usually green.
Tips
David’s a technical genius. Security tech, cutting-edge comput-
ing — any kind of system analysis is his forte. Hard science is a big
part of his work too. He shines when it’s time to study, reverse engi-
neer, or make a solution to a problem. He’s a gifted linguist too, and
that’s a huge boon when dealing with the global community of Gods
and their followers.
Divine Parent
Ptah (Netjer)

116 READY-MADE CHARACTERS


Pre-Visitation Scion
Mel Sanders takes everything in stride. If
she’s not literally under fire, she has everything
under control. Mel joined the army because it was
the best of the limited options in her tiny, country
town. She didn’t expect to like it so much. The sense
that every decision counted was the most amazing high,
and when she shifted over to medic training and those
split-second decisions saved lives rather than took them, she
found her calling. After ten years of service, she’s switched over to
civilian life and is training as a midwife. She tells people she helped take
enough souls out of the world; it’s time to help usher some in.
Description
Mel is short and powerfully built. Now that she’s out of the army, she’s
adding tattoos to the few areas of visible skin she wasn’t allowed to ink before.
She dresses in loose, hardwearing clothes and still wears her old dog tags.
Mel also wears thick, gold-framed glasses. Technically she has contacts, but
they’re damn uncomfortable.
Tips
Mel’s a competent fighter up close and at range, but her real strength is
her aptitude for managing social situations. She’s good at reading people,
keeping them calm, and getting her point across clearly. She makes a good
‘face’ for the Band. And she’s a healer.
Divine Parent
Mokosh (Bogovi)

118 READY-MADE CHARACTERS


AN EPIC
TIER--SPANNING CHRONICLE!
TIER
If you believe that as children of the Gods you are entitled to rule
The World as you know it, you’re in for a rude awakening.

Scion: No Gods, No Masters is a tier-spanning chronicle


for the Scion roleplaying game, providing a tale playable
with pre-Visitation Scions all the way through to
Demigods, and perhaps beyond. Contained
within this book, you’ll find:

• An epic three-part adventure for your


Scions to embark upon, wherein the
fate of The World is in your hands.

• The emergence of a deadly set


of antagonists in the form of the
Keepers of The World and their
many monstrous servants.

• Ready-made characters so you can


embark upon this heroic journey
immediately.
immediately.

SCI019

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