Scion: Hero to Ragnarok
Humans are creatures defined largely by their tools, and this relationship shows up time and time again in the legends they pass on. The tools of the Gods play a major role in defining Scions as well. The children of the divine must have access to relic Birthrights in order to use their Boons. No relic, no Boons.
The Relic trait rating represents how many of the divine Purviews can be accessed through a single Relic. If a character has a particular Boon, she may activate it as long as she has an appropriate Relic. The Wind’s Freedom Boon, for example, can be used if the Scion possesses a relic of the Sky Purview — assuming, of course, that the character’s player purchased that Boon at character creation or through the expenditure of experience points. Each dot spent on the Relic trait allows access to an additional Purview, as shown in the table below.
1 Access to one Purview.
2 Access to two Purviews.
3 Access to three Purviews.
4 Access to four Purviews.
5 Access to five Purviews.
A Relic is often based on some object that possesses typical traits in terms of game mechanics. Dots of Birthright can be spent to improve upon these base templates.
Unless a legend specifically refers to a certain item as fragile, it can be safely assumed that relic objects will not break during the course of ordinary use. Destruction of a relic could certainly take place given certain turns of Fate, but in general, the loss of a relic should be a result of RolePlaying, not a random flub of the dice.
Dots in the Relic trait can be used for other purposes than just accessing Purviews, such as modifying the traits of the base item, using the relic to contact or summon a guide, a creature or one’s followers, or even granting access to a unique power. Relics have a number of special rules attached to them, which are explained under “Rules for Relics.” Note, however, that a single dot cannot cover both Purview access and other purposes. That is, a dot spent to enhance the Accuracy of a weapon would not also cover access to a Purview.
Birthrights and Boons
Though ichor flows in their veins, Scion lack the raw power necessary to channel the powers of the Gods directly. They require relics to focus the Boons granted by their parents. Each relic allows a Scion access to any Boons she possesses that fall under a Purview governed by this trait. If the Scion loses a relic, she cannot access any Boons in a Purview associated with that relic (unless, of course, she has another relic that happens to cover that same Purview).
Mere possession, however, is insufficient. The Scion must also be able to use the item, which depends on the nature of the relic. Books must be read, swords must be wielded, and bags of gris-gris must be opened and sprinkled. A Scion who is unconscious, restrained by rope or chain, or has her sacred Relic buried deep inside a backpack and out of easy reach will not usually be able to access her Relics or their associated Boons.
An important caveat: A particular relic might allow a Scion to use Boons from a certain divine Purview, but that does not mean the Scion now has access to every Boon of that sphere. The character may use only those powers her player purchased at character creation or through the expenditure of experience points.
For example, a Scion might possess Talaria, the famed winged sandals of Greek legend. This character’s player has also purchased Sky’s Grace and Wind’s Freedom from the Sky Purview (the first and second Boons for this Purview, respectively). Talaria allow the Scion to use Sky Boons, but he may activate only those Boons he currently possesses. In this example, the Scion would not have access to Storm Augmentation (the level-three Sky Boon) unless the character acquired it later in the cycle.
Traits for Relic Items
The core rulebook describes a number of mundane items, including swords, guns, armor, and other objects often chosen as relics. The normal versions of these items have particular ratings in traits such as Damage and Accuracy. Items that are fit to be relics, though, are rarely “normal.” Indeed, they are often paragons of fine craftsmanship or ancient items that have weathered the centuries without deteriorating.
To represent such extraordinary creations, dots in the Relic Birthright can be used to enhance the normal traits associated with a mundane item. Each dot spent in this manner can be used to add one to a trait such as Damage, Accuracy, Speed, or Defense. A dot can also be spent to lower a penalty, such as Mobility or Fatigue, by one.
Keep in mind that a single relic — like all Birthrights — cannot have a rating higher than 5. A katana with five additional dots of Damage would be deadly indeed, but it would not allow the Scion wielding it to access any Purviews.
Relics and Other Birthrights
By purchasing an additional dot for a relic (or allocating points for a new one-dot relic), a different Birthright can be accessed conveniently through that relic. As long as the Scion is in possession of the relic and able to use it, she can summon or dismiss the entity or entities associated with the relic. Rather than summoning the entity, the player might opt instead to merely open a channel of communication — useful for consulting a guide without dragging him into a dangerous situation, for example. This decision must be made at character creation. One dot of Relic cannot both summon and remotely communicate (though two dots spent on a relic would allow this arrangement).
A few examples should make this use of the Relic Birthright easy to understand:
Example 1: A player has purchased a three-dot Guide Birthright. By spending another dot on a new Relic trait, the player’s character could have a crystal ball through which she can contact her guide.
Example 2: A player creating a Voodoo Scion buys three dots of the Creatures trait to give his character access to a minor loa. He also allocates dots to a particularly powerful bag of gris-gris. By spending another point on the gris-gris relic, the character’s bag of magic powder can now be used to summon the loa (and dismiss it, when the time comes).
Example 3: A Scion of Ares has a three-dot Followers trait that represents a group of five spartoi. If the Scion’s player purchases a dot of Relic, the character could attach these followers to a set of Dragon’s Teeth. When these teeth are thrown upon bare earth, the five spartoi spring forth, fully armed for war.
Unique Powers for Relics
The totality of human legend is diverse and complex. In particular, the list of Boons presented previously is just a small sampling of the powers exhibited by the Gods and heroes of legend. In some cases, it might be necessary for a player and Storyteller to design a “unique power” associated with a relic described in legend.
Depending on the number of dots allotted to the Relic Birthright, a unique power could be a small, once-per-day bonus (an extra success on a Perception roll), a constant but limited advantage (an additional attack die against a certain variety of titanspawn), or even a major influence over the forces of life and death.
Of course, the Storyteller should take great care before allowing a player to create novel powers for her relics. Here are a few guidelines to maintain balance in a game of Scion that includes unique powers for relics:
1. If the player proposes a power that is roughly similar to a Boon described in this book, just use the existing Boon, allowing for a slight change in aesthetics, perhaps. Do not reinvent the wheel.
2. Use the Boon ratings as a rough measure of how much a new power should cost. If a proposed ability seems far more powerful than Boons of comparable expense (or far weaker, for that matter), alter the cost accordingly.
3. With great power come great limitations: A perfect example of this can be found in the description of The Book of Going Forth by Day. This tome allows a Scion the power of resurrection — a potent act, indeed — but the ritual requires a month to complete and involves a dangerous journey through the Egyptian Underworld. A Scion who possesses the book must do a lot more than simply whip out that handy resurrection book every time one of her followers drops in combat.
4. No game-wreckers: This should be obvious, but do not allow a player to design relics that are capable of killing anything with a single blow, controlling the minds of any titanspawn it is used against, or activating some other power that will unbalance an entire Scion cycle. Such items certainly exist in legends (and some players might argue that this is justification enough), but they do not make for particularly fun games. Precedent or no, do not allow overpowered relics to ruin the game.
5. As a final caveat, Storytellers who have never run a Scion cycle before should simply disallow unique powers for relics belonging to players’ characters. There is enough to learn without the vagaries that unique powers introduce. The same advice applies to new Scion players. Sticking to the published Boons will greatly simplify the creation of your first character.
Designing New Relics
In the war between the Gods and their Titan progenitors, Birthrights are the missing weapons of mass destruction. Relics in particular, since they are the sole means through which a Scion employs his Boons, are coveted items indeed. Since the Titans themselves cannot travel to the mortal World (at least, not yet), it is often in the best interests of a God to let a particularly potent relic “lie low,” in the care of a Scion.
The form a particular relic takes during its exile from divinity, however, presents several interesting possibilities, such as the following:
In many cases, an object draws much of its potency from the power of its own legend, and would lose much of its effectiveness if it were re-purposed or reshaped. The Golden Fleece, for example, would make for a particularly impressive — but much diminished — pullover sweater.
In rare cases, however, a particularly powerful relic is so highly sought by titanspawn that it must be reshaped to conceal its true nature. It is rumored, for instance, that a Scion of Thor carries a gun that hurls bolts of lightning.
Not all relics are featured in well-known legends. Some are not even particularly ancient. Scions are themselves “legends in the making,” and so are the weapons they wield. Many Gods create for their children relics in the form of modern objects, to better allow the Scion to understand the relic’s use. Rifles, skateboards, laptop computers, syringes, and other trappings of the 21st century could all conceivably be suitable forms for new relics.
The possibilities presented by the breadth of human legend, as well as the cleverness of the average RolePlaying enthusiast, can hardly be fully explored in the examples listed. Using the example relics as a basis, players are encouraged to work with their Storytellers to design equipment suited to their characters. Legends abound with relics to borrow or redesign, and modern times are full of objects with mythic correspondences.
Forging New Relics
The acquisition of new Birthrights is far more difficult than simply firing up the bellows and forging a new sword about which epic poetry will one day be written. Without a doubt, Scions are capable of fabricating wondrous items (especially those possessing an Art or Craft Arete), but a true relic of power requires the hand of a God or a supernaturally skilled titanspawn such as a dwarf or dai-tengu. Ichor flows in their veins, but Scions lack the stuff of true creation.
That said, the Gods often enlist their children to aid in the fashioning of new relics. The process might require a rare or even legendary material in the possession of a titanspawn. Perhaps certain occurrences must come to pass before Fate allows the relic to exist — and your Scion must manufacture those events. The design or forging of an item might require the expertise of another God or a particularly talented member of one of the races associated with artifice — the dwarves of Nidavellir, for example. In both legends and RolePlaying games, securing such cooperation always seems to involve more than just asking politely.
Since new Birthrights become available only through RolePlaying rather than the expenditure of experience points, it seems appropriate that the creation process of a relic should take on the grandeur of an epic in its own right, rather than seeming like a list of chores.
Although Scions can assist their parents in creating a relic — or perhaps recover other relics lost to time or titanspawn — only a God can forge Gram or write The Book of Gates. Like most aspects of the relationship between Gods and Scions, a definitive result demands divine intervention, but the Scions get stuck with the grunt work along the way.
Relics allow for direct access to a small portion of the power of a God — a dangerous connection, especially when used by those for whom such power was never intended. Nevertheless, the thief gains a direct channel to the divine, which she can manipulate for her own ends. A character who comes into possession of a Scion’s relic can use it just as a Scion would — including to gain access to all Boons possessed by the Scion that fall under the Purviews governed by the stolen Birthright.
Using another Scion’s relic, however, can be a dangerous proposition. In the hands of someone unfit to wield its power, a relic can backfire. To represent this, use the following system: Each time a character attempts to use a stolen relic, roll a number of dice equal to the user’s Legend versus a difficulty equal to the object’s Relic rating. If the roll results in even a single success, the relic functions as it would for its true owner. If no successes are rolled, the intended effect does not take place, and the outcome will actually work against the user — attempting to use a Health Boon to heal a wounded follower, for example, might permanently injure him instead. In the event of a botch… well, the Storyteller is encouraged to be particularly cruel.
Some titanspawn will gladly liberate relics from their Scion opponents — a few might regard them as trophies — but more intelligent titanspawn tend to avoid this activity. If the children of the Titans find themselves in possession of a relic, they tend to save its power for a crucial moment (a ritual or the like) or avoid using it altogether — dodging undue attention and thereby depriving the enemy of its use.
Because relics contain a fraction of a God’s own power, the Gods typically take a dim view of their theft and misuse. This is doubly true among the Gods and their children. A Scion who steals the relics of a fellow Scion risks major diplomatic disruption between pantheons, a possibility that few Gods (on either side of the argument) would allow to exist for long. Thefts within the same pantheon are usually resolved even more quickly. The parents have known each other far longer than their flash-in-the-pan offspring, after all.
The burden of heritage is a recurring theme in many classical legends; during the making of modern legends, it might come to pass that a Scion decides to renounce his divine inheritance. Such events typically involve a legendary act in their own right, or at least a dramatic one — tossing a sacred blade into the ocean or smashing an orb used to contact a mentor, for example.
If the act of renunciation is appropriate to the epic nature of the Scion, the deed earns him an additional point of permanent Legend but costs him all access to the Birthright’s powers. Creatures no longer obey, guides no longer offer advice, followers no longer follow, and relics no longer allow use of their associated Boons or unique powers.
If a Scion later chooses to reverse his renunciation… Such an undertaking would truly be the stuff from which legends are made.
Relics of Legendary Power
The rules presented for relics are flexible enough for players to design Birthrights well suited to the characters they have in mind. Although the numerous special cases are actually very simple, the possibilities can be confusing without some solid examples.
Each relic listed here includes a Relic trait cost. Since there are many ways to allocate these points, each entry includes a breakdown of that cost:
“Purview” denotes access to the Boons of a divine Purview.
“Birthright Connection” indicates that the item allows remote communication with or summoning of a creature, followers, or a guide.
“Item Enhancement” denotes an additional trait over the base item template — a sword that inflicts additional damage, for example. This might also indicate a reduction of a penalty such as mobility for armor.
“Unique Power” signifies that the relic possesses a power not covered by the usual selection of Boons.
More than in any other pantheon in Scion, the traditions surrounding Aztec legend focus on the need for humans to serve their Gods lest the order of the cosmos collapse — a notion that led to widespread human sacrifice during certain periods of the Aztec empire. The notion of servitude continues among the Scions of the pantheon. The old Gods are forgotten and existence teeters on uncertainty, requiring the Scions to be even more loyal. In exchange, their divine parents grant them some of the most potent relics to be found in any pantheon — relics as dark and majestic as the Atzlánti themselves.
Chac Mool: Relic 4 (1 Purview, 1 Unique 3-Dot Power). Spanish exaggerations aside, much of Aztec religious life centered on the ritual sacrifice of human beings. The most commonly used vessel in these ceremonies was the Chac Mool — an enormous stone statue depicting a reclining man with a bowl on his stomach. In the bowl went the hearts of the day’s sacrifices. Although some Aztec Scions maintain the rituals of their ancestors, others take advantage of the magic of sacrifice without resorting to such extreme ends. Both camps often rely on the Chac Mool statues — either ancient ones located in Central Mexico or modern statues suitable for the purpose. (Since “borrowed” statues often double as public monuments, an Aztec Scion must be discreet.) Certain Aztec Gods have been known to charge their children during their Visitations with the maintenance of a particular sacred site containing such a relic. Chac Mool statues weigh several tons and are not portable without the intervention of industrial equipment. Despite their inconvenience, they remain relics with a unique three-dot power — they double the Legend reward given by any Itztli Boon if the blood resulting from the ritual is placed in the Chac Mool’s bowl. A Chac Mool also grants its protector access to the Sun Purview.
Codex Ixtlilxochtli: Relic 3 (1 Purview, 2 Unique 1-Dot Powers) When the Spaniards devastated the Triple Kingdom, the Christian priests burned several bound, painted pictorial books that showed the history and traditions of the Aztec people. Few codices survived this purge. The Codex Ixtlilxochtil is among the older codices, and it illustrates a series of pictures that explain the Aztec calendar and the relation of the gods to various calendar days. It also demonstrates (in bloody detail) the rites that priests must perform in order to gain the favor of the Gods. The Codex Ixtlilxochtli is an invaluable tool for any Scion of the Aztec pantheon. By following the guided instructions, the user can access the Magic, Mystery or Prophecy Purviews. The Codex can only show one such Purview’s instructions at a time; the Scion must use a miscellaneous action to page through the Codex and find the right instructions if he wishes to use the Codex for a different Purview. The Codex is also capable of disguising itself, which may explain how some of them survived destruction at the hands of the Spaniards. With a thought, the Scion who owns the Codex can cause it to reshape itself into the form of any ordinary book. It can be made to look like a Bible, a children’s picture book, a trashy romance novel or even a role-playing game supplement. The Scion can still use it to access a Purview, though, simply by reading the text inside — which, for the Scion, always seems to contain the needed instructions. The Codex can also be commanded to resume its usual form at no cost, which is necessary if the Scion wishes to change its Purview access.
Ocelotl Armor: Relic 4 (3 Purviews, 1 Unique 1-Dot Power). According to legend, an Aztec warrior who captured many living opponents for use as slaves or ritual sacrifices proved himself worthy of donning jaguar armor — an outfit made from a jaguar skin and lined with a dense mesh of cotton. It might not have offered the protection of the metal armor used by other cultures, but it allowed for quiet movement through the jungles and struck fear into the hearts of enemies. Aztec Gods sometimes grant their children use of these outfits, usually passing along suits used by powerful jaguar warriors of centuries past. The essence of the capable fighters remains, as does a trace of the spirit of the animal in whose skin the Scion will do battle. Ocelotl armor allows its owner to use Boons from the Animal (Jaguar) Purview, as well as the War and Moon Purviews (the moon being closely associated with the jaguar in Aztec legend). The armor also holds a unique power that adds bonus dice equal to the wearer’s Legend to all (Dexterity + Stealth) rolls.
Xiuhichimalli: Relic 5 (1 5-Dot Item Enhancement). In 1473, Moquiuix — now thought within certain circles to be a Scion of the Aztec pantheon — defeated the Aztec ruler Axayacatl and declared Tlatelolco to be independent from the rest of Tenochtitlán. His victory was short lived, but his army’s survival against overwhelming odds is still remembered as a crucial turning point in the long, bloody history of what is now Mexico City. Xiuhichimalli is the name of the shield Moquiuix carried into battle during the struggle. Although it was merely a wicker frame covered by animal skins, legend has it that it could deflect even the mightiest blows. It is not associated with any particular Purview, but Xiuhichimalli grants an additional +5 Defense Value bonus over the +1 of a standard Aztec shield.
The Gods of Egypt are perhaps the best-informed of any pantheon, with deities devoted to intelligence, magic, numbers, secrets, truth, measuring and other erudite pursuits. It comes as no surprise, then, that some of the most sought-after relics handed down by the divinities of Egypt are those in which they recorded their methods.
The Book of Gates: Relic 4 (4 Purviews). Where does the sun go at night? The Book of Gates provides the answer, describing the journey of Atum-Re through Duat, the Egyptian Underworld. The tome records each hour of a journey undertaken by every newly dead soul, a journey that requires passage through 12 gates, each of which is associated with a different Egyptian deity. After the 12th gate, the sun (and by implication, the soul) is reborn to a new day. Although translations of The Book of Gates are available even in modern times, the story contains insights into the Underworld useful to those who share the powers of the divinities of ancient Egypt. Access to The Book of Gates provides Scions use of the Guardian, Health, Psychopomp and Sun Purviews.
The Book of Going Forth by Day: Relic 5 (1 Purview, 1 Unique 4-Dot Power). More commonly known as The Book of the Dead, The Book of Going Forth By Day is a collection of 192 spells and an account of the resurrection of Osiris. Many scholars believe that the story of how the soul of Osiris was reborn to defeat his enemies and once again “go forth by day” is an allegory for the cycles of the Nile, but the truth is a much more literal matter for Scions of the Pesedjet. Aside from being a collection of useful magic, The Book of Going Forth by Day also grants a Scion the power to return the dead to life. This unique power can be used on normal humans, as well as on Scions (and supernatural creatures) possessing fewer dots of Legend than the book’s user. The knowledge contained in the book is insufficient to resurrect Gods or Titans, however. Its effects on titanspawn, if any, are unknown. Regardless, the book allows the Scion who possesses it to undertake a journey into the Egyptian Underworld in order to reclaim a recently departed soul. The trip consumes about a month of actual earthly time, though the passage of time might seem different in Duat. Typically, such a voyage culminates with the weighing of the deceased’s heart against the feather of truth, after which the God Anubis will usher the dead soul (and its Scion rescuer) into the Hall of Two Truths. Some Scions of the Egyptian pantheon, however, report different accounts of their visits to Duat. Although the book provides some guidance, the voyage to the land of the dead could conceivably take multiple forms. Some accounts hold that other Scions may assist the ritual that allows access to Duat, and that they too may accompany the possessor of the book if she will vouch for them before the Gods. There are no explicit game mechanics associated with the use of this unique power. What awaits Scions undertaking a resurrection is ultimately in the hands of the Storyteller. This ability to reclaim the dead is a powerful one, but it offers no guarantees of success. The Book of Going Forth By Day also grants access to the Magic Purview.
The Book of Thoth: Relic 5 (4 Purviews, 1 Unique 1-Dot Power). The scrolls that constitute The Book of Thoth are said to contain secrets recorded directly from the Egyptian God of magic and wisdom himself. Supposedly recovered from the tomb of Prince Neferkaptah in the City of the Dead, it is a collection of animal languages, formulae for spells, and knowledge of the Earth and Sky. The book was re-purposed by the English mystic Aleister Crowley (likely a Scion of an obscure or even forgotten pantheon, or else the offspring of a Titan or titanspawn) into the Thoth Tarot deck. It is likely that a few versions of this relic exist in card form. While a Scion of the Egyptian pantheon possesses Thoth’s book, she gains access to the Animal, Earth, Magic, and Sky Purviews. In addition, The Book of Thoth carries a unique power to dissuade thieves who might be tempted to steal its wisdom. Aside from the book’s Scion owner, anyone who reads the book will be subject to a particular punishment at the hands of the ancient deities of Egypt. Once per week, one of their loved ones will die until the book is returned. The deaths can take a variety of forms, from freak accidents to sudden illness to random violence. No game mechanics are associated with this unique power; its effects should be executed through RolePlaying.
Nowhere in classical legend is the connection between powerful relics and divine powers more prominent than in the stories of the Greeks. It is the rare Hellenic hero who is not showered with gifts by his divine sponsor. Even the Gods themselves are reported to wield relics, though their powers must far surpass those of treasures belonging to Scions. Hermes travels with his Kerykeion, Zeus wields the shield known as Aegis, and Talaria are the most popular footwear among the denizens of Mount Olympus.
Apollo’s Necklace: Relic 2 (1 Purview, 1 Unique 1-Dot Power) While this necklace bears Apollo’s name, it grants access to an unusual Purview for the sun God. Although it appears to be a simple piece of twisted metal that reflects rainbow colors in the sun, its true nature is apparent only to a Scion with a firm grasp of science and craftsmanship. This particular Relic is forged from metal taken from the hull of the Apollo mission, from the lander that came back to Earth, making it one of the few objects on the planet that has been to the moon. As a result, the necklace grants access to the Moon Purview. Additionally, the necklace allows its Scion owner to inspire those around her, mortal and otherwise. Just looking at the reflective piece of twisted metal, people somehow intuitively know that it means something important. They cannot necessarily say what, but it fills viewers with a sense of longing, wonder and adventure. With a successful (Charisma + Presence + Legend) roll against an onlooker’s (Willpower + Integrity + Legend), the Scion’s player can activate the Relic’s power. The viewer feels a sense of mystic fulfillment and becomes more positively inclined toward the Relic’s wearer.
Dragon’s Teeth: Relic 1 (1 Birthright Connection), Followers 3. Cadmus, following a path described to him by the oracle of Delphi, eventually came upon a dragon that belonged to Ares. Cadmus slaughtered the dragon, though not before losing many soldiers in the process. In order to replenish his ranks, Athena advised Cadmus to sow the dragon’s teeth in the ground. He followed the Goddess’s suggestion, and an army of spartoi, or “sown men,” arose from the earth. Fearing the uncanny origins of his new army, Cadmus threw a stone into the crowd. The newly formed warriors, thinking that stone was tossed by one of their own, turned upon one another. All but five of the spartoi were slain in the confusion. These survivors, the toughest soldiers of the group, joined Cadmus in the founding of Thebes. The Scion who possesses the Dragon’s Teeth gains valuable assistance indeed from five such spartoi. These terrifying warriors now count as two dots of Followers who spring forth fully armed for combat whenever the dragon’s teeth are hurled to the ground and one point of Legend is spent. Spartoi revert to dragon’s teeth at the end of the scene. Note that the Scion who possesses the dragon’s teeth must purchase both one dot of Relic and three dots of Followers to use this item. More dragon’s teeth, and thus more available spartoi, may be gained by increasing both the Relic and Followers Birthright traits.
Golden Fleece, The: Relic 5 (5 Purviews). Perhaps the best-known relic in the Western World is the coat of the winged ram Chrysomallos — the Golden Fleece. The tale of Jason and the Argonauts seeking the legendary relic at the behest of King Pelias has been told many times down the centuries, gaining power with each telling. Although the Fleece has no powers of its own, it is a favored treasure among the Gods of the Greek pantheon. It is also a favorite of Fate itself, perhaps as a result of the widespread knowledge of the legends surrounding it. The Fleece grants its owner access to five different Purviews: Fertility, Health, Sky, Sun and Water.
Gun Wing Mask: Relic 3 (1 Purview, 1 Unique 2-Dot Power) Recognized by otaku everywhere, this helmet looks exactly like a flight helmet from any modern-day anime with giant robots and psychic pilots. This item offers limited protection to the wearer’s head, although it is far from a full suit of armor (at best, it might grant an extra soak die if an attack happened to strike the Scion in the head). Like the mempo worn by samurai in feudal Japan, though, the object helps to strike terror into the enemy and gives the wearer a sense of battle superiority. As such, the Scion can use it to access the War Purview. Furthermore, this helmet contains its own air filtration system, so it automatically (and magically) scrubs impurities out of the air. The Scion can breathe normally in smoke, underwater or even in space (although the pressure might hurt the rest of his body). Similarly, it completely protects the eyes against dust, harmful liquids or anything else that might get in them and obscure the Scion’s view.
Harpe, The: Relic 5 (2 Purviews, 3 Item Enhancements). When Perseus set out to slay the Gorgons, the Gods Hermes and Athena armed him with several powerful relics, among them the Harpe — a crescent-shaped blade similar to a scythe. Like a wild boar, he entered the Gorgon’s cave and used the crescent blade to slay the creature. Through the centuries, Scions who wielded this weapon have often suffered particular attention from various titanspawn. The Harpe is a favorite weapon of the Titan Cronus, who is often depicted wielding the curved blade — which, according to legend, he used to castrate his father Uranus. Whether this Harpe is the same sword used by Perseus, and whether it currently resides with the Gods or servants of the Titans, both remain matters of conjecture. The Harpe grants its wielder access to the Chaos and War Purviews. It has traits identical to a khopesh with a +3 bonus to Damage.
Igjallar: Relic 2 (1 Purview, 1 Unique 1-Dot Power) Sometimes what a Scion really needs is to contact the rest of her Band, regardless of niggling interference like distance, underground depth or location in some lost terra incognita. The igjallar serves as the modern version of a sounding horn: It is a smartphone with a direct uplink to the Overworld. While the igjallar is a particular Norse spin on the idea, other Pantheons have latched onto this notion as well and sometimes provide similar devices with divinely-imbued uplinks. The igjallar performs all of the functions that a regular smartphone can perform, with the added bonus that the Scion never needs to worry about pesky details like a service contract or reception in the hinterlands. While an igjallar can access the regular phone network, it does so by sending a signal up through the Overworld and then back down to the World, so it receives reception almost anywhere. Only when the user is in a strange terra incognita unknown to the gifting Gods (such as a special location sacred to another pantheon) does it lose signal. A divine smartphone like the igjallar also serves as a Relic, providing access to the Psychopomp purview.
San Greal: Relic 5 (1 Purview, 1 Unique 4-Dot Power) The san greal, or Holy Grail, is most definitively associated with Christian iconography. Its existence as a Relic is one of the strange mysteries surrounding exactly which pantheons have sway in the World. It might actually have to do with ancient legends from the Tuatha Dé Dannan regarding the cauldron of Matholwch (an ancient king), or it might actually have to do with some historical version of the King Arthur legend. The san greal appears to be a humble wooden cup. It has no handle, only a simple stand and a hand-carved bowl. Like the chalices of earlier eras, it is wider than it is deep, but when filled with a liquid, its rich, dark red wood glows softly. When a potable liquid is poured into the san greal, the Relic automatically removes all impurities. “Impurities” in this sense means drugs, poisons, dirt and similar deleterious substances. The san greal renders the liquid perfectly fit for consumption, although it has no effect on liquids not normally consumed (such as molten silver or gasoline). Additionally, the san greal has the power to convert water poured into it into a holy liquid that cures diseases, nullifies poisons and heals wounds. When the Scion with the san greal expends a point of Legend, she empowers the vessel to work its healing magic. Each point of Legend spent allows the san greal’s healing waters to cure one health level of bashing or lethal damage; two points of Legend will heal one health level of aggravated damage. The san greal can’t restore the dead to life, but it can heal any wound short of that. (At the Storyteller’s discretion, certain intractable poisons or diseases, such as those inflicted by a Titan, might require additional Legend for a cure). The san greal also offers its owner access to the Health purview. As told in stories, the san greal can only be held by the “pure of heart.” Who makes these rules is uncertain, but the reality is that the san greal will only operate in the hands of a Scion with a rating of 4 or more in the Virtue of Piety. The Scion does not have to believe in the Christian faith; she simply has to believe in a faith.
Shu Feather: Relic 3 (2 Purviews, 1 Unique 1-Dot Power) The shu feather is held by the minor Pesedjet Goddess Ma’at, the personification of justice and social order for the Egyptian pantheon. When a soul reaches the Underworld, it is the shu feather that is placed on a balance scale against the human heart to determine whether the soul is righteous enough to proceed to the lands of paradise, or if the soul must remain in the early, hellish stages of Duat. Anubis traditionally oversees this procedure and occasionally gives out a shu feather to his children or those favored by the Pesedjet. As a representation of judgment over the soul, the shu feather grants access to the Death and Justice Purviews. The feather can also determine the morality of the living while it is in the hands of a living Scion. The owner simply places the feather on her palm, nib down, and expends one point of Legend. As she does so, the feather stands straight up on end. The Scion then indicates a target and her player rolls (Perception + Empathy) against the subject’s (Willpower + Integrity + Legend). If the Scion’s player wins, she immediately learns the target’s highest Virtue. If the target has no Virtues, she learns that fact instead. Successive uses can determine lower Virtues in the same target.
Talaria: Relic 1 (1 Purview). Talaria are the winged sandals of Greek classical legend. Talaria are classically depicted as being sandals fashioned from gold, but modern Scions might possess Talaria in the form of flip flops, Birkenstocks, high tops or even combat boots. Talaria are a favorite Birthright among the Gods of the Greek pantheon, though they are most closely associated with fleet-footed Hermes or Iris, personal messenger to Hera. Talaria allow their Scion owners access to the Sky Purview and are most closely tied to the Boon known as Wind’s Freedom.
Cauldron of Dagda, The: Relic 3 (1 Purview, 1 Unique Two-Dot Power) The Cauldron of Dagda is one of the four treasures the Tuatha brought with them from Tir na nÓg. The Dagda brought it from the city of Murias. It is known as Undry because, when filled with water, it never empties unless the cauldron is deliberately tipped out and drained. The Cauldron of Dagda can produce food in it without any effort, and the amount of food can feed an army. The Cauldron also has the power to heal any wound short of death. With the Cauldron of Dagda, a Scion may access the Health Purview. The Cauldron also holds a unique power: Once per day, the water may be drained from the Cauldron and, at its owner’s command, it will instead fill with solid, nourishing food in great quantity. This food is usually the sort meant to sustain an army of warriors: Beef stew, hearty chicken soup, or even mounds of ribs smothered in barbecue sauce. Scions have used the Cauldron’s powers for more humanitarian reasons as well.
Flocks of the Morrigan, The: (Creature 2, Relic 1) The battle-goddess Morrigan is known to have control over ravens, crows, rooks and blackbirds, and she uses these creatures as messengers, spies and occasionally attackers. From time to time, she will gift a favorite Scion with a small flock of these birds to be used for the same purposes. The birds are extremely intelligent for animals, and the Scion who controls them can communicate with and command them. Birds sitting on a telephone wire are seldom thought of as unusual, and thus they can eavesdrop on conversations and carry information back to their masters. Those Scions who receive the gift of one of her flocks from the Morrigan sometimes gain it as a Relic in the form of a small silver pin or pendant in the shape of a raven. When the item of jewelry is taken off and thrown into the air, it transforms into the flock. Scions so gifted may use it to channel the Animal (Corvid) Purview. The Flocks of the Morrigan are composed of corvids that use the small bird template, except their Intelligence rises from 1 to 3 (the better to understand the Scion’s commands). They also possess Epic Intelligence 1 (Perfect Memory), Epic Perception 2 (Predatory Focus, Subliminal Warning), Legend 3 and the following Virtues: Courage 2, Expression 2, Intellelect 3 and Piety 2. A flock is generally composed of 10-30 birds.
Gae Bolga: Relic 3 (1 Purview, 1 Unique Two-Dot Power) The Gae Bolga was the spear of the hero Cúchulainn. Crafted from the largest bone in the body of a sea serpent, once it has been thrown and enters the body of its target, the spear opens and dispenses numerous barbs into the flesh. The spear does even more damage when yanked or cut out of the body. Cúchulainn used it on at least two occasions: Once while fighting a duel against his best friend, Ferdiad, and another time against his son, Connla, who he had never before met. Both times, the wound inflicted was almost instantly fatal. Any Scion who possesses Gae Bolga has access to the War Purview. Further, after an attack, the weilder can do the same damage again by successfully yanking the spear out on a successful (Strength + Melee) roll (against the target’s (Strength + Athletics) if they resist).
Spear of Lugh, The: Relic 3 (3 Purviews) The Spear of Lugh, or Spear Lúin, is one of the greatest weapons in Ireland. Lugh brought it with him from the city of Gorias in Tir na nÓg, and it was with this spear that Lugh wounded the fearsome Titan Balor of the Evil Eye. The shaft of the spear is made with oak, and the head is of a strange milky white crystal. Furthermore, the spear’s head drips blood and burns so fiercely hot that, in the past, it would burn down wherever it was kept if it is not submerged in the Dagda’s Cauldron. Enchantments have been placed on the Spear more recently, and when not in use by whichever Scion holds it, it is kept in a space outside this dimension. The spear is summoned forth when needed and returned to that no-place when its owner is finished with it. The spear is also capable of hurling attacks of lightning and ice. With the spear, the Scion who uses it can access the Fire, Sky, and War Purviews.
Steeds of Cúchulainn, The: (Creature 3, Relic 2) Liath Macha and Dub Sainglend (“the Gray of Macha” and “the Black of Saingliu”) are the chariot horses of the great hero C"chulainn. These horses are swifter and stronger than normal horses and nearly as smart as an average mortal. Before the battle in which Cúchulainn was slain, the Gray refused three times to be bridled and wept tears of blood when the halter was placed on its head, knowing its master would die that day. In that battle, the Gray killed thirty foes with his hooves and another fifty with his teeth. After the death of their master, Lugh removed them from the field of battle before they could be slain. The steeds of Cúchulainn are so swift that they can run across water without falling in. They are also perfectly trained and will obey any order given to them by their master, no matter the language spoken. The Steeds of Cúchulainn use the horse template. In addition to its normal characteristics, Liath Macha also has Epic Strength 2 (Holy Bound, Holy Rampage), Epic Dexterity 1 (Lightning Sprinter), two additional –0, -1 and –2 health levels each, and the following Virtues: Courage 4, Expression 1, Intellect 3, Piety 3. The Gray possesses Legend 2 and is able to use the first two dots of the Water Purview. Dub Sainglend possesses Epic Strength 1 (Holy Bound), Epic Stamina 1 (Holy Fortitude), one additional –0, -1 and –2 health level each, and the Virtues Courage 3, Expression 1, Intellect 2 and Piety 2. The Black has Legend 1 and is able to use the first two dots of the Water Purview as well.
Stone of Destiny, The: Relic 5 (3 Purviews, 1 Unique Two-Dot Power) The Tuatha brought the Lia Fáil (or Stone of Destiny) to Ireland from the city of Fáilias in Tir na nÓg. It is enchanted to detect those whose destiny it is to rule over Ireland. In the past, the stone would sing if the man who was meant to be High King stepped on it. In modern times, it will sing if stepped on by anyone with the soul and will to lead Ireland out of its troubles. It is also said to be able to restore an aging king to his youth and vitality. The stone that is said to be the Lia Fáil (currently located at the Inauguration Mound at Tara in Ireland) is a forgery. The true Lia Fáil was spirited away by one of the Tuatha’s Scions centuries ago, so that it might not fall into the hands of titanspawn. Any Scion who possesses the Lia Fáil has access to the Guardian and Justice Purviews, as justice and the duty of guarding his subjects are two qualities a true king must always possess. The stone also grants the Health Purview, and as a unique power it will restore someone of advanced age to a much younger state.
Sword of Light: Relic 4 (4 Purviews) Known as Claíomh Solais, the Sword of Light was brought to Ireland from the city of Finias in Tir na nÓg by Nuada, who wielded it in many battles against the fomorians. When unsheathed, it glows with a brilliant light that blinds titanspawn and mortals alike. The light also makes it appear that the wielder’s hand has been transformed to silver, although this is only an illusion. It is capable of slicing people in half. Scions who possess the sword have access to the Guardian, Justice, Sun, and War Purviews.
Relics from Japan most commonly take the form of the possessions of samurai or members of the Imperial family. Japanese folklore is rife with magical weapons stolen from spirits, blades forged by expert sword-makers, and enchanted trinkets given to an emperor by the Gods of the island. It is quite likely, therefore, that at least some members in the Japanese royal line have been Scions themselves.
Kongo: Relic 3 (2 Purviews, 1 Unique 1-Dot Power). The trident called Kongo was originally the property of the Japanese mountain God Koya-no-Myoin. A bright light shines from its three points. Kongo is also supposed to imbue its wielder with insight into the world of spirits. Kongo grants its owner access to the Earth and Sun Purviews, and is most closely associated with the Sun Boon Divine Radiance. In addition, it doubles the duration of any Tsukumo-Gami Boon.
Tonbogiri: Relic 3 (3 Item Enhancements). Tonbogiri translates to “Dragonfly Cutter,” earning its name from a story in which a dragonfly landed on the blade and was cut in two. It is one of three spears created by the legendary smith Masamune. Tonbogiri is a weapon of such power that it has been used by daimyo and Scions alike down through the centuries. The spear also enjoys a +3 Damage bonus over the basic naginata template.
Yasakani no Magatama: Relic 4 (4 Purviews). Magatama are small curved beads of jade that have been a part of Japanese culture for three millennia or more. Perhaps the best known example of these beads is the necklace Yasakani no Magatama, now part of the Imperial Regalia of Japan. In legend, this relic was hung atop a mirror outside the cave of Amaterasu. The beauty of the jewels lured the Goddess out of hiding. It is believed that the Yasakani no Magatama that currently resides in Kokyo, the Japanese Imperial Palace, is not the original jade necklace used in imperial coronation ceremonies through the centuries. Some stories suggest that the original was broken during bombing raids during World War II, or perhaps even earlier. No doubt the shards of such an object (or the intact original) would be a relic of great power. Possession of the Yasakani no Magatama grants access to the Fertility, Sun, War and Water Purviews.
Norse legend abounds with relics of warfare, in particular enchanted blades. One such blade, Tyrfing, is described here, but readers are encouraged to research some of the many others that appear in the lore, bearing names such as Almace, Durandel, Hrunting, Gram (an unhappy weapon indeed), Kurt, Naegling and Skofnung, just to name a few. By mixing Purviews and equipment enhancements (and perhaps more exotic uses of Relic dots for unique powers), players of Norse Scions should have no difficulty developing a suitable blade for their sword-wielding berserks.
The sagas also abound with magical bits of armor, including Thor’s famous belt and bracers. More than perhaps any other Gods, the Aesir make sure their semidivine offspring are well equipped for war.
Tarnhelm: Relic 2 (1 Purview, 1 Item Enhancement). In the realm of Nidavellir, one of nine affixed to the World Tree Yggdrasil, live the dwarves of Norse legend. They have a reputation for master metalworking and are known to imbue some of their creations with strange magic. Among their most popular exports are the concealing helms each known as a hulidshjálmr, or more simply tarnhelm. Aside from being sturdy in combat, these pieces also grant their users invisibility. As such, they are a favored Birthright of those Norse Gods who value cunning as much as fighting prowess, for example Loki and Odin. A tarnhelm allows its wearers to access the Darkness Purview and is closely associated with the three-dot Boon Shadow Refuge. These helms also grant an additional level of soak (treat the tarnhelm as “biker gear” for the purposes of the armor chart.
Tyrfing: Relic 5 (5 Item Enhancements). The sad history of the blade Tyrfing — the version passed down to mortals, anyway — appears in the Elder Edda: King Svafrlami, grandson of Odin, kidnapped two dwarves and forced them to craft him a gold-hilted sword that would never miss or rust and would cut through almost anything. The dwarves complied, but they placed a curse on the weapon so that it would kill someone every time it was used. As a result of this malediction, King Svafrlami was soon murdered by the berserker Arngrim, and Tyrfing continued to change hands through years as its curse continually brought harm. Eventually Angantyr, King of the Goths, used it against his Hun enemies in a battle that caused a flood because a nearby river was choked with the corpses of horse and men. This tragedy was enough to break the curse. At least, that is the version told in the Edda. Tyrfing is associated with no particular Purviews, but it adds a +2 Damage bonus and a +3 Accuracy bonus to the basic spatha template.
The following relics have strong ties to the Aesir and would make suitable Birthrights for their Scions.
Fenris Arms Weaponry: Relic 1 – 5. Though he is usually somewhat grim, let it not be said that Tyr does not have a sense of humor, as evidenced by the name of this line of weaponry designed by the God himself. In his guise as a mortal engineer and arms dealer, Tyr develops small arms for various governments in Midgard. In addition to the mundane weapons manufacturing, an elite cadre of dwarves and other supernatural creatures work for the God to create weapons suitable for use by Aesir Scions. Even some of Tyr’s fellow Aesir use these weapons on occasion. A Fenris Arms relic uses the default traits of the mortal firearm it most resembles. For example, a Fenris Arms shotgun would use the Mossberg traits. The default Fenris Arms relic gives access to the War Purview, though these firearms often deal additional damage or have enhanced Accuracy (+1 per additional point spent on the Birthright). Some special models allow access to the Justice Purview as well, though Tyr usually reserves these for his own children or adopted Scions he especially favors.
Freyr’s Sword: Relic 5. Once upon a time, Freyr gave his sword to his shieldman, Skirnir, as a reward for undertaking the quest to win Freyr his bride, Gerd. The sword eventually disappeared from myth, though its absence is foretold to doom Freyr at Ragnrök. If a Scion ends up with the sword, she would certainly draw the attention of its former owner. Freyr would like his sword back but is too honorable and valiant to demand it. He gave it up willingly to win the love of the most beautiful woman he had ever seen; he will not compromise a deed that became such a part of his Legend. The sword looks like fine spatha with a golden hilt and golden tracery along the blade. The sword grants access to the War Purview and deals +1 Lethal damage above the spatha template. More importantly, the sword can fly from its wielder’s hand and fight by itself. To use this ability, the wielder spends a point of Legend and says whom she wants the sword to attack. The sword then attacks as if wielded by a character with Dexterity and Strength equal to its owner’s Intelligence and Wits. Treat Epic Intelligence and Wits as Epic Dexterity and Strength respectively, though the sword has no Knacks. In place of Melee, the sword uses the highest of its owner’s Academics, Awareness or Investigation. The sword’s Join Battle equals the Join Battle of its owner. The sword does not take damage as a normal combatant does, but it can be grabbed or struck to the ground using grapple or disarm attacks. Once sent into battle, the sword fights until it defeats its target, its owner calls it back or it is somehow rendered unable to move. No one knows if the sword would attack Freyr if commanded. One interpretation of an enigmatic phrase in the Völuspá, however, suggests that Surtr will wield Freyr’s sword against its former master at Ragnarök.
Reginnaglar: Relic 1 – 5. Literally meaning “god-nails,” the Reginnaglar were sacred iron nails hammered into the pillars of the temples of the Aesir. When empowered by the Gods, these nails become relics. They allow a Scion to access one or more of the God’s associated Purviews. Each Reginnaglar need not be empowered with the God’s entire range of Purviews. For example, a Reginnaglar taken from a temple of Thor may give access to the Sky Purview or the Guardian Purview or both.
Rune-Inscribed Relics: Relic 1 or 2. (Purviews) Many Scions possess divinely created items inscribed with various runes. These items can take the form of pendants, carved bones or stones, jewelry, or even tattoos. Each rune inscribed in this way allows access to one or two Purviews to which the rune’s meaning relates. For example, a bracelet inscribed with the sun rune sowilo would provide access to the Sun Purview.
Sword Of Atli: Relic 5. Atli was a Scion of Loki. In the Norse Volsung Saga, he appears as the evil lord who steals Gudrun, the widow of Sigurd, to gain the dead hero’s treasure hoard. Gudrun took revenge by feeding him his two sons, then appears as a powerful king with many vassals. Historically, Atli is best known as Attila the Hun, who led his hordes across Europe in the fifth century. Atli grew in power and influence as he became a force of terror and chaos in Midgard. His new bride, whom historians call Ildico, eventually killed him. She really was Gudrun, wife of the Scion Sigurd, and Atli wronged her by killing her brothers, robbing her husband’s treasure, and assaulting her. The part about feeding him his own sons was added later by storytellers, but Gudrun probably would have done it if she had the time. Thus ended the story of the Scion Atli, a great cautionary tale to Scions about the dangers of mortals Fatebound into enemies, if nothing else. Atli’s sword probably was not his originally. He claimed he took it off the body of a Scion of the Roman God Mars (a.k.a. Ares) after a battle and declared it a sign that he was destined to become a scourge of the Gods themselves. Of course, as a son of Loki and a great liar in his own right, this story might have been a line. In any case, treat the Sword of Atli as a xiphos that allows access to the War, Fire and Chaos Purviews and deals +2 Lethal damage.
The modern practice of Voodoo was carried throughout the World by slaves kidnapped from West Africa, and its contemporary paraphernalia still retains those humble roots. Ordinary, easily available components such as dirt, sticks, cloth and common household spices account for the majority of Voodoo implements. Most followers of the Loa use these objects for healing or good luck, while the practitioners of black magic (known as bocor, “those who serve the loa with both hands”) are known for using the same implements for selfish and destructive ends.
Most Scions who beseech the loa belong to the former category, but a number of them fall into the latter, especially those who serve the ghedes, the loa of death, sex, excess, and buffoonery (the most famous of which is Baron Samedi).
Govi: Relic 3 (or 4) (2 Purviews, 1 Unique 1-Dot Power, 1 Birthright Connection [Optional]). In the practice of ritual Voodoo, anything from a clay pot to a soup tureen to a jar for preserves can function as a container for a departed spirit. Benevolent practitioners often use their govis to protect and invoke the spirits of dead ancestors, while less well-meaning ritualists might use one to imprison a soul of the recently deceased and use this power for their own ends. Govis grant their owners access to the Death and Prophecy Purviews, and carry a unique power. The difficulty rating for a Boon usage undertaken as part of a ritual decreases by one, to a minimum of 1, when a govi is used in the ceremony (regardless of whether the ritualist is the owner of the govi himself). With the four-dot version of the govi, the container can hold the spirit of the Scion’s guide (assuming his player has allocated points to the Guide Birthright, of course). The fourth dot allows the Scion to communicate with the spirit in the jar.
Gris-Gris: Relic 2 (2 Purviews). Sometimes made from children’s dolls or more traditional images of Gods or spirits, gris-gris is typically a small cloth pouch that contains a sampling of common items with magical correspondences, among them herbs, colored stones, scraps of sweat-soaked cloth, gunpowder, salt, red pepper, chamois and, occasionally, human hair, nails, and blood. The contents of the bag are usually dictated by the desires of their creator. Magnets in red-flannel pouches remain a favorite among gamblers in New Orleans, for instance. Gris-gris pouches have many purposes in the world of Voodoo, though they are inextricably tied to the concept of luck — as tokens of good luck for their wearers, or as tools to “put the gris-gris” on an enemy. Almost all gris-gris allow access to the Health and Mystery Purviews, but the contents of such bags are highly personalized, potentially granting their users access to other Purviews (represented in the game mechanics by purchasing additional dots of Relic to cover new Purviews).
Voodoo Doll: Relic 1 (1 Purview). Although they are fundamental to most stereotypes surrounding Voodoo, the famous “voodoo doll” is more marketing than magic. Nevertheless, a poppet made to depict a certain individual (perhaps including a personal possession such as hair or a bead from a necklace) can be used to channel good fortune, cure ailments or — as the popular imagination would have it — inflict pain and sickness. Voodoo dolls allow Scions to use Boons from the Health Purview, and can be sold to superstitious tourists at an outrageous markup.
The Complete Relic
The relics described above demonstrate the various ways that dots of the Relic trait can be combined to design distinctive items. Take, for example, the Voodoo govi — two dots allow the owner to use Boons from the Death and Prophecy Purviews. A third dot covers a unique power (to reduce the difficulty of rituals, a minor and therefore inexpensive ability). If the Scion’s player has also purchased dots in Guide, the four-dot version of the govi associates the character’s Guide Birthright with his Relic Birthright. The Scion’s guide can travel with him, remaining accessible as long as the Scion has the govi close to hand.
To clear up any lingering confusion, here is a relic that employs all five possible uses of the Relic Birthright: Access to a Purview, enhancing an item, allowing remote communication with another Birthright, summoning a Birthright, and a unique power:
Relic Level 5 (1 Purview, 1 Item Enhancement, 2 Birthright Connection, 1 Unique 1-Dot Power).
Throughout the eons of struggle between the children of Gods and Titans, extending perhaps back to the time of the Titans themselves, the Titan-Seeking Spear has passed from Scion to Scion, and legend follows in its wake. Every pantheon has possessed the weapon at some point in history, leading some to the conclusion that several such spears exist. There is no record of its use in Egypt, though one such spear is rumored to reside in a Pharaoh’s tomb. In ancient Greece, it was stained with the blood of drakons and lamia, and was kept in a place of honor for centuries before being stolen by barbarians. In Northern Europe, a berserk carried a spear purported to be Gungnir itself into hopeless battle against dark-skinned elves. In the wastes of Western Africa, where the forebears of modern Voodoo honored the snake Gods, the spear sought the hearts of witches and gigantic, terrible water beasts. In the floating capital of the Aztecs, an eagle warrior whose name is lost to the ages used it skewer many hundreds of tzitzimime. The World-spanning origins of the spear might also explain the brief reign of a Japanese Scion in the 1830s, who gathered legions by claiming to wield the heavenly spear Amenonuhoko.
Regardless of its origins or past, the Titan-Seeking Spear is a six-foot polearm made of bronze or brass (depending on the account). The tip of the spear is stained with blood that can never be wiped clean.
Among those who are familiar with Scion lore, the spear is believed to be handed down to the mightiest warrior of each generation of Scions. Another theory holds that it signifies sacrifice — that its wielder, like those who came before him, will face a hopeless battle in which he will administer punishing damage to his titanspawn enemies before succumbing to his foes.
According to the scattered legends of the spear, it is reputed to confer five specific abilities:
1. The wielder of the spear is deadly in battle. The spear grants access to the War Purview.
2. The spear is perennially sharp and hungers for new blood. It adds a +1 Damage bonus to the base pilum template.
3. If its owner wills it, his guide can always be seen (and somehow heard) in the reflected light of the spear’s shaft. This connection allows the wielder to communicate with his guide (requires purchase of the Guide Birthright).
4. The blood on the spear’s tip belongs to a slain Titan, a being of violence and warfare. When the spear is driven into the ground tip-first, the blood causes five warriors to spring forth, fully armed and ready for combat (requires purchase of the Followers Birthright).
5. The spear is anathema to titanspawn. At the moment of truth, the wielder cannot miss her mark, though the effort will sap his own strength. This is a one-dot unique power. Once per day, the spear’s owner can choose to invoke this ability. If the target is a titanspawn, the attacker can choose to reroll a failed attack as though she were using a point of Legend. Doing so does not, however, risk a Fatebinding.