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their lives.

Government agencies and departments created to deal with troublesome divine activity are common but usually
small and discreet to keep mythic business out of the public eye and disrupt the everyday as little as possible. Plenty of veiled
omens and ancient secrets still lie behind The World’s ordinary veneer for characters to spend whole arcs or series finding,
deciphering, and protecting or exposing them.
The consequences for exposure are purely social and political in nature. Plenty of Scions flaunt their power openly and gladly,
and it only becomes a problem when they reveal a secret someone else didn’t want revealed or attract the wrong attention to a
delicate matter. Mortals often go hunting for the deeper mysteries of the divine and many succeed (and become Fatebound for their
trouble).

GOLD EVIDENCE
Secrecy is just gone. No mystery is enforced or even considered, and proof of the divine is everywhere, taken as a given.
Laying out all the mythic elements in the open creates a mix of urban and epic fantasy, where nobody bats an eye when the sun
skips a beat for a few minutes because Helios descended to grab a chimichanga.
Creatures of Legend live in the open, either as fully integrated members of mortal society or in segregated neighborhoods
where they combat prejudice and discrimination. Pantheons engaging in Titanomachy can enlist mortal armies as governments
decide which Gods to support, and Scions lead organizations ranging from World-spanning business ventures to mercenary
companies to sitcom crews, all taking advantage of their divine gifts to skyrocket promising mortals’ careers — and their own —
into the stratosphere. The dividing line between “cult” and any other group a Scion might patronize or command is blurry enough
to be nonexistent in many cases, and the mythic “underground” is really just a shadier subset of the Worldwide obsession with the
divine. Gods are inundated with constant prayers begging to be chosen as a Scion, while Scions themselves are much more than
mere celebrities; it’s not unusual at all to find one ruling a small nation or flat-out claiming a whole island for themselves and
making bank renting out its fancy condos to select clientele.
Terra Incognita and the Otherworlds are as known (if not necessarily accessible) to mortals as any other region of The World, and
in fact the phrase “Terra Incognita” doesn’t even apply to most of them. In a Gold Evidence game, the assertion in Scion: Origin
that most of the history and human progress we know doesn’t change overmuch can go out the window, if you want to make
sweeping changes based on centuries of open divinity.
Mortals live fully under Fate’s mandate; events in a Gold Evidence series follow the laws of myth and Legend, rather than logic
and causality. Symbols and reality are one and the same. All mortals know they should be kind to random old ladies they meet in
crossroads, and they know who to call when a giant titanspawn tears up their city — probably because they saw a supernaturally
mimetic commercial on TV or billboard on their commute advertising a Scion’s magical help. A Gold Evidence level is an
invitation for you and your players to really let loose. Embrace high mythology and get as gonzo as you want.
Mortals gain the Fatebound Condition with an automatic Strength of 2 instead of 1. Scions suffer no inherent consequences for
exposing their divine natures to the

THE MYTHICAL WORLD: THE GOLD SERIES


When a story is prefaced with “Once, when the world was new” and the like, whatever follows is a
good example of a consonant Gold series, whether it happens in a small hamlet surrounded by ominous
woodlands or a quaint neighborhood surrounded by an oppressive urban sprawl.
In such a World, mythic reality holds sway, doing away with the supremacy of consistent logic and
laws of physics. Reality can contradict itself as long as it’s mythically resonant; everything positively
reeks of Fate. This flfifiis high-flying, God-punching, rainbow-surfing spectacle at its finest — your
long-term and band Deeds can be as outrageous and epic as you can imagine. Want to march an army of
Kami into a Titanic prison realm on the moon, turn the Titan inside out and forge it into a new sword,
and then wield it to reclaim the entire moon as a sky-racing ship for you and your band? Go ahead!
On the other hand, The World is under constant siege, and Scions are responsible for fending off
titanspawn attacks on mortal cities and unveiling nefarious conspiracies by Titanic cults regularly,
limiting how often they fican take the fight to the Titans directly — unless they’re willing to risk
massive casualties and other disasters while they’re away. With a Titanomachy in full swing at the height
of action-adventure and mystical might, feats of epic heroism are all in a day’s work, but dramatic divine
politics and relations between pantheons are massively epic too, as Gods who oppose the war try to
interfere while Gods who view all Titans as the enemy (and anyone they don’t like as Titans) are prone
to trespassing on other pantheons’ turf to earn more glory and victories. This kind of thing often sets off
blood feuds and centuries-long grudges that explode at the smallest provocation.
This is Scion at its most Legendary; whatever happens is sure to become a whole new body of myths
for The World’s future generations. The best inspirations for the Gold series are largely the original
myths themselves; any fantasy story that touches on otherworldly places works too.AMatter of
Interpretation 21
public and in fact usually benefit from doing so unless they hate fawning fans and savvy go-getters clamoring or scheming for
their favor — which many do.

A MATTER OF INTERPRETATION
S cion by default is a modern fantasy; the ways in which Gods and Titans reveal themselves to mortals defines Myth, and Myth
spills into The World to create magic and miracles. The way you portray these elements, though, can shift a series’ lowercase-G
genre by giving their origins a different explanation. For example, The World could be defined as a computer simulation in which
billions of people are trapped, with the Gods as control software that sometimes changes certain users’ access rights, who then rise
until their apotheosis wakes them and turns them into system operators. Alternatively, perhaps Scions are the next step of human
evolution, while Gods are psychic ideals who took on life of their own out of humanity’s collective psionic potential, even if
they’ve now come far enough to no longer depend on mortals for their existence.
Be respectful when changing the interpretation of The World, though, just as you would when dialing the axes up and down. Scion
mirrors real faiths followed by real people. Everybody in the group should always remember that the game is a work of fiction,
and any reinterpretation of real-world myths has no bearing on the actual mythologies and religions on which Scion is based. If
someone at the table isn’t comfortable with the way you plan to reimagine a God, a pantheon, or the setting itself, scrap it.

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