A mythology RPG where the gods want something from you
You are half of something older than the country you are walking across, and the family on your divine side is arranging a war that mortals do not survive. Every one of them has a reason you are supposed to help.
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No account, no card, nothing to install. The world's lore is already built, so it starts in seconds.
Gods are characters, not weather
Each power in the world is written down with its own aims and its own grudges, so a bargain struck with one is remembered by the others. Divine favour is a thing you hold and can lose, not a narrative convenience.
The world
When the storm-god's hammer is stolen, the heavens accuse mortals, and a half-divine wanderer must cross the mythic world to return it before the gods drown the age in their wrath.
This is the bronze-age world of the Old Powers, where rivers have names that answer, oracles speak in riddles, and the gods walk among mortals in disguise. Fate is written but not fixed, and a single hero can shame an immortal into mercy.
Who is in it
- The Skyhall Pantheon
- the quarreling gods of storm, sea, and harvest.
- Oracle Order of Threnody
- mortal seers who broker between gods and kings.
- The Titan-Bound
- exiled old powers chained beneath the earth, stirring again.
Where you go
- Skyhall
- the mountaintop court of the gods, veiled in thunderheads.
- The Whispering Oracle
- a cave-temple where the future is bargained for in blood.
- The Underroots
- the chained dark where the Titans wait beneath the world.
What already happened
- The Theft of the Hammer
- the stealing of the storm-god's weapon, blamed on mortals.
- The Titan's First Stir
- the tremor that announced the chained powers were waking.
Who you can play
-
Andros Stormborn Demigod wanderer
A proud, restless half-god seeking the divine parent who never claimed him.
At the start: a wanderer the gods both need and resent.
-
Threnody Oracle
A grave young oracle carrying a prophecy she is trying to unmake.
At the start: a prophet who has seen the war's end and dreads it.
Or write your own character — the setup form takes a name, a background and what you are good at, and the game master works from that instead.
How a turn works
- You say what your character does, in your own words.
- What you attempted is weighed against your character sheet and the state of the scene — and the outcome is settled before the scene is written, so the part telling the story does not get to decide that you succeeded.
- The game master narrates what happened, grounded in the world's own characters, factions and places, and remembers it for the rest of the run.
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