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THE OTHERWORLDS have unnaturally lingered or become lost.

Ancestors either
dwell in a Midrealm, in their tombs, or among their people.
If the latter, their Gods and cult traditions teach them how

M ortals dream of palaces bright and dark, inhabited by


Gods and ancestors alike. They dream of real places:
Otherworlds, separated from The World by paths laid down
to guide and protect their people.
Chthonians: These fragments of the Underworld’s
by Gods and myths. Western-biased cross-cultural tradition Primordials were never human, but perform every task that’s
reckons that these realms belong to the Overworld where too petty for a Scion, but inappropriate for a Shade. They
many Gods reign, the Underworld of the dead, or the realms come in numerous varieties: demons, heart-eating beasts,
in between. psychopomps, and gate guardians. They rarely leave the
Underworld, and when they do, it’s on grim or enigmatic
In many cases, an Otherworld possesses a core realm business.
with several attached subrealms. For example, Valhalla is a
subrealm of Ásgarð (an Overworld Godsrealm) under Odin’s Eidolons: These souls have been sent to the Overworld
direct dominion. Similarly, Thor’s hall Bilskirnir is his own to exemplify their pantheon’s virtues, prepare for some high-
personal subrealm of Ásgarð. Not all Æsir possess personal er stage of enlightenment, or simply to be rewarded for loyal
subrealms, and may oversee halls in greater Ásgarð, but do service to the Gods. Not all Gods make “good” souls (or any
not have the same degree of control over their home’s char- souls) Eidolons. An Eidolon often appears as they did during
acteristics, or who may enter. the point in their life the Gods decided to uplift them, or at
an age befitting whatever role they will play in a Godsrealm,
This is not an exact science. In some cases, two realms but changed to reflect divine influence. They might be taller,
may be connected by gates or longstanding alliances, with radiate serenity, or growl and fight with the enthusiasm of
each commanded by related pantheons. To keep to Norse an einherjar.
examples, this is the case of Vanaheim, which is not Ásgarð,
but possesses multiple connections to it through Gods and Ghosts: Ghosts are lost souls who were prevented
means of passage. In many cases, such bonds break the cate- from entering or were cast out of an Afterlife, Godsrealm,
gories of World, Overworld, and Underworld. What defines or Midrealm. Some lose their way due to the upsetting or
a subrealm is the quality of its connections to its primary strange deaths. These anguished souls often return to familiar
realm, and its dependence on the primary realm. If Ásgarð places, and may engage in repetitive or obsessive behavior as
burned, Valhalla and Bilskirnir would probably feel the heat, a result. Contrary to widespread belief, ghosts almost never
but Vanaheim might be spared. appear out of obsessions or unfinished business, though they
might appear to do so, due to the trauma they’ve experi-
THE UNDERWORLD enced. Ghosts are more common than they used to be, and
some believe this is a sign of the Titans’ renewed strength.
The Underworld (or Underworlds — it can be used in
the plural) is named for the age-old conceit that it describes Shades: Most souls that manifest after death do so in
places beneath the mortal realm, where bodies rot in graves the Underworld, as Shades. Pantheons with Shades use their
and ashes eventually settle. It’s a region filled with realms at- own mythic methods (and a variety of divine and Chthonian
tuned to specific mythologies, though a few rare realms have staff) to guide souls to promised Afterlives. Shades usually
never been claimed by any culture or pantheon. Although appear to be the person at the point of death, though in case
mystics mutter that there can be no Overworld without the where the Gods punish or purify them, they may appear to
Underworld, and an imbalance in one would set calamities be whatever age they were when they earned such atten-
upon the other, some pantheons recognize neither place — tions. Shades are usually bent, listless, quiet things. Some
they have other realms for the dead to go. pantheons remove their memories as a mercy, or to prepare
them for reincarnation.
VARIETIES OF THE DEAD
Souls: The definition of the soul in Scion is nebulous,
With many pantheons and myths in play, Scion accepts more defined by faith and pantheon than any overarching
a variety of destinies for souls after death. Sometimes souls principles. Pantheons such as the Shén and Netjer treat
do not manifest at all, and some pantheons even destroy the soul as a collection of aspects that can be separated and
souls for one reason or another. In The World of Scion, addressed with different rites, while the Devá’s religious
an ecumenical language used by modern Western scholars rites act upon the characteristics that conceal a single, inner
divides the dead into the following types. Every culture and divine nature, destined to be liberated from the illusions of
pantheon has its own names for them. After death, all souls mortality. This leads to situations that outsiders may con-
lose the ability to readily take material form in The World, sider unusual. For instance, the Shén might guide a soul’s
but rituals, divine intervention, and powers belonging “Three Treasures” to an Afterlife, a Godsrealm, and a role
to a small number of their ranks may provide exceptions. as an Ancestor, all at the same time. These interactions are
However, all the Dead can interact with each other while in typically governed by a pantheon’s deep mythology and Fate.
incorporeal form. Gods cannot trivially divide and reunite souls, but souls may
Ancestors: These souls exist in The World due to the change aspect, split, and recombine when exalted traditions
deliberate efforts of their Gods. They’re not “ghosts” who demand they do.

TERRA INCOGNITA/THE OTHERWORLDS 31


INHABITANTS
The dead’s Shades inhabit the Underworld in
millions. Most dwell in the realms made for them
by their pantheons, called the Afterlives. Some
pantheons torment their Shades for their supposed
failings in life, either for all eternity or until they’ve
been sufficiently purified, and may even allow a few
to become Eidolons and reside in an Overworld. But
most pantheons who keep Shades do not see their
Underworlds as places of punishment, but simple
necessities. After mortals enjoy the vivid World,
that which remains must be cared for, or at least
made useful, as servants or moral examples — one
appreciates life by seeing the gloomy fate that awaits
beyond it. Yet the Netjer make their home in the
Afterlife of Duat, and reward Shades by giving them
something close to mortal lives, in a place reminis-
cent of the Nile Valley. They do not punish damned
souls, but destroy them.
Certain Primordials dwell in the Underworld
as well. Their realms personify forms of destruction,
absence, and mutation. Unlike the Primordials of the
Overworld, those of the Underworld do not represent
manifest Forms, but the unmaking of essential things.
They are places where Chaos reigns and Darkness
speaks. Paradoxically, these destroyers create, and visi-
tors may encounter places of twilight and plains of shift-
ing bones on the way to seeking audience with one of
the Primordials’ nightmarish Exemplars. Furthermore,
they also make Chthonians, who are neither divine nor
dead. They’ve colonized much of the Underworld, but
usually play whatever part an Afterlife’s myth demands
of them. Whether they rend sinner-Shades limb from
limb or keep a Death God’s cup filled with wine, it does
not matter. On the other hand, wise Scions know that
although the Chthonians serve, they are not true ser-
vants of anything except the shadow side of Fate. The
Furies are of their order, after all.

MIDREALMS
Like a Godsrealm or Afterlife, a Midrealm de-
velops a mythic character powerful enough to make
it a domain of its own. Consequently, travelers can’t
reach it except through the appropriate gate or Axis
Mundi (as non-ideal places, they cannot be visited
through a Touchstone). The smallest Midrealms are
alleys, glades, and temples that cannot be entered
except through the proper methods. The largest
hold mountains and nations. Without the proper
means of access, a Midrealm takes up no space in
The World, though it will usually either possess a
rough geographic correspondence set by tradition, or
be said to exist somewhere near its most prominent
gate. Mythic Bleed commonly occurs in these places.
In certain parts of the United Kingdom, campers
dream of Camelot, and everything grows a bit bigger
near a gate to Jotunheim.

32 CHAPTER ONE: THE WORLD


Stories about such places usually feature impassable their legends. (Similarly, the Tuatha Dé Danann don’t use
mountains or mighty guardians, or require the visitor to their own mythic name for Doggerland.) If these can be
demonstrate a certain character. Some metaphysicians be- proved to be relatives of the Tuatha Dé Danann, it solidifies
lieve all Godsrealms and Afterlives were once Midrealms, the Celtic Gods’ claim to their mortal protectorate. They
and were either pulled from The World entirely by Gods, support a colony in Doggerland in the hope that a new pop-
or made inaccessible by evolving Legends. Indeed, some ulation will call the unknown Gods out of hiding.
Midrealms are said to be places where the Gods used to live, Jotunheim: Giants spring from many mythologies and
before migrating to some heaven, or descending to the lands may possess numerous Midrealms, but Jotunheim is the
of the dead. Others belong to a pantheon’s rivals or foes. most famous one, because Æsir visit for battles, negotia-
For instance, Thor used to stomp into Jotunheim to battle tions, parties, and feasts. Thor may have visited to kill his
giants, get drunk, or look for Loki, and other Æsir visit to fill of giants, but he also began an affair with Jarnsaxa, which
consult Mimir, who lives in the Midrealm, close to Yggdrasil. produced the half-giant Scion, Magni. The greatest Jotnar
Yet the Òrìshà defy the trend of abandoning The World, and (Norse giants — singular Jotunn) live here, with numerous
have created numerous Midrealms close to worshippers. children and vassals. The mightiest are as strong as Æsir
Some Midrealms never belonged to any pantheon. Gods, and a few are divine Scions. Jotnar chieftains include
They’re strange knots in The World. Perhaps they arose out the enchanter Utgartha-Loki, Loki’s father Farbauti, and
of fears and yearnings given form by the human capacity for Mimir, wisest of the Jotnar. Gates can be found in wild places
empowering Legends. They could belong to extinct panthe- near old Norse settlements and in Ásgarð. The Midrealm is
ons, or could be the remnants of some prior cycle of The a Northern European wilderness, where the flora, fauna, and
World. You might reach one through the Bermuda Triangle. structures are double to 10 times the size of counterparts in
They’re mist-shrouded islands filled with gigantic or extinct The World.
creatures. They’re the strange fortresses of forgotten civ- Libertalia and the Gyre: The pirate republic of
ilizations, and fiery mazes filled with monsters. Rumors of Libertalia really existed, but it was more of a fellowship than
these attract explorers, both for their potential resources and a nation. Freebooters agreed to a few laws, and promised to
because an unclaimed realm offers the chance for ambitious unite against anyone who blatantly broke them. Citizens
Scions to create their own secret nations, and even send called Liberi vowed to aid each other, and liberate the en-
them to the Otherworlds to forge their new Legends. slaved, for many were once slaves themselves. Collaboration
These are just a handful of the Midrealms that exist in with any state’s navy was forbidden. By the end of the 17th
fact or legend: century, harassment from the British Royal Navy and inter-
Camelot: It’s a mystery. The learned all believe Camelot nal arguments threatened to finish Libertalia, so its captains
existed. Nobody knows exactly who Arthur and his knights turned to the Gods. They honored sea Gods of course, but
truly were, or what they were doing, but their legacy remains prayed to anyone who could help, especially the Òrìshà,
still, hewn into the oral traditions and literature of France who many Liberi already loved. The Òrìshà led a coalition
and the British Isles. The Tuatha Dé Danann, Plant Dôn, of Gods to aid Libertalia. At their command, a pirate fleet
and Theoi (via the circuitous route of their Roman guises set out for the heart of the Sargasso Sea. Seaweed trapped
and the theory that Arthur was a Romano-British general) their ships. Strange vines grew out of the water, enveloped
all claim Camelot. Seekers have found ruins and artifacts. them, and bound them together. A witness would have seen
Not all appear to be 15 centuries old, either. People dig up them drag every ship beneath the waves, but it took them to
modern plumbing from Celtic hillfort ruins, and find bespoke a secret, plant-choked ocean realm instead. Now Libertalia
rifles stamped with the sign of the Round Table. Arthurian survives in this Gyre, as a floating city of hundreds of ships.
cults claim the knights have returned, scouting ahead for When Libertalia needs more room, it steals a vessel. Modern
their king, who now awakens in Avalon. He’ll return in the cargo ships have made it possible to support over 10,000
hour of need, just like the legends say. people, who live by theft and fishing, and ceaselessly worship
the Òrìshà and sea Gods who saved them.
Doggerland: Until eight millennia ago, much of the
North Sea was inhabited land, above water. Archeologists
call it Doggerland, after Dogger Bank, a shallow region that
THE OVERWORLD
The Overworld is a metaphysical region contain-
represents the highest remnant of the old territory. People
ing many realms, but metaphysicians commonly speak
lived in Doggerland, hunting and gathering the bounty of its
of “Overworlds” in the plural to refer to realms within it.
rivers and vast forests up until the end, when rising sea levels
Overworlds are often associated with the sky and stars,
triggered a massive tsunami and crushed it all. It remains as
virtue, truth, purity, and piety. People often translate the
a Midrealm, accessible through underwater gates at Dogger
names of realms therein as “Heaven,” and in certain World
Bank. Explorers can visit its uncut forests, track mammoths,
systems, it is said to be closest to the Platonic Forms or su-
and avoid saber-toothed cats, but none of the original human
preme enlightenment. Evil, deception, and decrepit things
inhabitants remain. The Tuatha Dé Danann visit frequently,
can exist in the Overworld, but these are often players and
because in their lore, three Gods and Goddesses came to
props in mythic dramas that demonstrate higher themes. In
Ireland before the Fir Bolg, after escaping a great flood. Their
the Overworld, a venomous dragon exists to be slain, or to
true names were lost, corrupted by Christian corruptions of

TERRA INCOGNITA/THE OTHERWORLDS 33


embody the sins of the one who confronts it so that by be-
ing defeated (or perhaps accepted), they grow enlightened.
Such themes can be overridden by the will of Gods and REALMS AND NATIONS
pantheons, by mighty legends, or by Fate, which makes the
rules but doesn’t always keep them. When strange realms lie close to The World,
what do nation-states do? No secret treaties
The most common Overworlds are Godsrealms: places govern this sort of thing, so it depends on the
created or ruled by the Gods of certain pantheons, or by a situation. When a realm’s gates lie within one
pantheon as a whole. Some Gods accept the souls of the nation, most countries’ governments claim
righteous or enlightened dead (as judged by the pantheon’s the realm as sovereign territory . . . and then
ethos). These Eidolons are bright and strong, unlike the leave it alone as much as they can. They
Underworld’s grim shades. In some Godsrealms, they en- don’t collect taxes or enforce laws except
joy lives of pleasure and plenty, or they act out a God or under extreme circumstances, such as the
pantheon’s values. Swarga’s souls enjoy paradise under the
market flooding with otherworldly gold, or if
a serial killer hides in a mythic land. With the
direct rule of Indra, and work toward final liberation of the encouragement of interested Gods, human
self. In Odin’s subrealm of Valhalla, einherjar feast and battle residents avoid government registration. Thus,
without restraint, for death can no longer cut short the joys they contain self-reliant, closed societies who
of either. Eidolons are usually unbound by the limitations care for or punish their own. If their problems
of the flesh when it comes to performing whatever tasks erupt into mundane places, national police
the Gods set them to. Not all Gods dwell in the Overworld agencies and other bodies call on experts
Godsrealms, and not all pantheons send the righteous dead and, sometimes, allied Scions to help them.
there. When a realm straddles borders, lies in
Other Overworlds are Primordial worldbodies: a mix- international waters, or defies geography
ture of natural Purviews, a place-beyond-place, and the
entirely, countries usually handle things on
a case-by-case basis. Interested pantheons
vast consciousness that constitutes each Primordial. Each
often snuff out sources of conflict before mortal
of the Eldest are planes of existence unto themselves, rep- nations notice, but sometimes miss problems,
resenting the vast energies and ideal principles they once or even lend troublesome movements their
bound into the act of creating The World, and which they support. Libertalia is an example of a realm
may well still exercise to attain it. Some Primordials possess that may prove to be a flashpoint. Its citizens
no means of passage into themselves, and are only known survive by piracy and, utterly devoted to their
through Legend. Others are utterly inhospitable, because Gods, are tolerated by the divine barring
they contain energies incompatible with foreign life, but some outrageous incident.
even Primordials binding Fire and Darkness may shape parts Because strange places are relatively
of themselves to permit visitors some chance of survival, and easy to visit, and because their phenomena
although they are theoretically all-powerful, Primordials do occasionally wander beyond their borders,
not always crush enemies who invade them. A Primordial’s governments treat them a little more formally
inhabitants are include Elementals, who have split off from than disconnected realms. Then again, they
the source and effectively become independent beings, often emulate places that our world (as
and Exemplars, who represent one or more aspects of the
opposed to Scion’s World) relegates to rumor
and superstition because of practical limitations.
Primordial’s identity. Both beings are considered Titans, and Any sufficiently old city has sealed-off tunnels,
if they were involved in the Titanomachy, were imprisoned. forgotten rooms, and overgrown paths, and
Thus, to speak to certain Primordials, one must visit their people like to tell wild stories about them. In
imprisoned “voices.” Scion, some of these stories are true.

REALMS OF Nevertheless, regional governments keep


lists of dangerous and sensitive locations,
and quietly monitor the edges. A national
THE WORLD park might have a vast swath carved out
for a troll preserve; it just isn’t noted a troll

T he World has its own wonders, from places the Gods set
aside for their own use, to hidden kingdoms and wild
places that defy conventional mapping. Some pantheons
preserve on any unclassified paperwork.
When strange places manifest dangerous
and disruptive phenomena, these same
don’t hold to stories of ideal heavens and gloomy destinies for governments turn to a network of consultants:
historians, anthropologists, engineers, and
the dead. All the Gods set their eyes upon The World, and
local cult figures. In corrupt or less-developed
have sent servants there, raised earthly Scions, or personally communities, cults, vigilante groups, and
walked on mortal soil, defining legendary and holy places with even gangsters might be given the job. When
their actions. Some wondrous places arise out of no particular caution, bulldozers, and rituals fail, they’ll ask
myth at all. Their existence might have been raised through for a Scion’s assistance.
the magic of mortal hopes and fears, or bound to the nature
of things by Fate.

34 CHAPTER ONE: THE WORLD


Primordials don’t possess realms within The World. crocodiles as pets. Enormous stray dogs and swarms of exces-
They created it, but as realms of power themselves, would sively clever rats inhabit streets too dangerous for the police to
destroy or displace it if they were to ever return. On the bother with. Immortal farmers eat from blood-fed gardens.
other hand, it may be that the Primordials who dwell in The Some pantheons take parts of the mortal World as their
World are The World itself, sleeping in winds, oceans, and own, however, and the longer myths and cults uphold their
grinding stone. It may be in their nature to rest, or have long claims, the more their mythology influences the environment,
dreams that become the laws of nature, and manifest in all for good or ill. Old temples, sacred groves, and other cult terri-
creatures. Then again, this could be a temporary slumber, tory may attract weird phenomena. Sometimes this is exactly
and they will awaken, inaugurating a new cycle of violent what the faithful desire. They want wood spirits and naiads to
creation that returns all known things to Chaos. bless them. Then again, even the Gods’ enemies find comfort
STRANGE PLACES in the myths they share with them. Lesser giants and trolls
dwell in strange places long associated with the Æsir, but also
Some parts of The World manifest mythic phenomena follow the devout to places the Old Norse never lived.
that aren’t other realms. They are definite points on a map,
This sort of travel might seem out of the question for
though you might find they’re bigger or smaller on the inside, or
beings like giants, but it happens nonetheless, and the rea-
that space and time follow weird routes around them. Anyone
sons are poorly understood. Some monsters began as normal
can enter or leave, so lost mortals enter, rival territorial claims
creatures (and people) but were changed by the place’s
plague anyone who tried to own them, and errant phenomena
supernatural energies over anywhere from a few hours to
leak out. They might be products of Legendbinding, errant
several generations. Creatures slip in through gates and
magic, or inscrutable Fate. Some surround gates and Axis
Touchstone travel, or The World vomits them up at the
Mundi manifestations, and manifest lesser versions of phe-
appointed time. Mythic Bleed may break the mask of mortal
nomena to be found in the realms beyond.
history, and introduce objects, plants, and buildings from the
Many strange places aren’t associated with any traditional appropriate legends.
mythology. Unshaped supernatural power twists the environ-
Despite their unusual features, strange places tend to
ment, or it draws its shape from urban legends and half-formed
get forgotten or ignored. They rarely appear on surveys.
superstitions. Unused subway stations contain colonies of
Naturalists lose records of two-headed serpents, and police
“mole people” who’ve adapted to the darkness, and keep sewer

REALMS OF THE WORLD 35

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