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The Muses of Creation The Muses of Creation

Example: Darren wants to manifest a Name, Form and Domain. He rolls a 4 and a 1,
which gives him Nolo, Forger, and Animals. To Darren that sounds like a god that forges
Consult one or more Muses. State your question, roll the Muse Dice
and interpret the answer. If you can’t, move to an adjacent result. Try to the animal kingdom through metallurgy. He decides to use this.
embrace the weird. It’s not just weird: it’s mythical.

Titles Names Forms Relationships Domains


Creatures Relics Landmarks ›  1 2 3 4 5 6
› 
› 

1 1 Fighter Pharados Snake Chalice Mountain Spouses with mutual suspicion

› 
2 Conjurer Suju Crab Hair Tree Friends with benefits
3 Ruler Stophot Crocodile Feather Lake Fighting over the same person
4 Thief Xandril Elephant Mask Forest Lovers between rivalling families 1
5 Trickster Seolen Chameleon Ring Caverns Unrequited love
6 Digger Brinn Bat Torch Valley Embittered ex-spouses Sky Sun Moon Stars Thunder Wind

2 1 Bard Omman Fish Cloak Shop Grown from body part / fluid
2 Priest Jula Rat Sword Gates Creator / creation
3 Healer Fyr Hawk Shield Market Offspring destined as successor
4 Inventor Xinoth Chicken Heart Temple Secret demigod offspring 2
5 Infiltrator Bogon Fox Chest Island Mentor / Apprentice
6 Ferryman Jinala Bear Tooth Bench Guardian / Guarded Hearth Trade Art Earth War Learning
3 1 Protector Duru Bull Eye Bridge Opposite twins
2 Mentor El-Zhar Tiger Idol Road Rivalrous siblings
3 Oracle Miriaban Hound Horn Graveyard Bastard half-siblings
4 Hero Vilan Goat Helmet Well Golden child and black sheep 3
5 Messenger Zulanta Cat Scroll Pit Involuntary cohabitation
6 Aspirant Vix Lizard Lyre Field Cousins with a claim to the same title Death Travellers Justice Love Fate Time
4 1 Forger Nolo Simian Throne Chasm Hunter / hunted
2 Crafter Vaja Owl Bread Hill Rivalrous
3 Saviour Burfus Spider Nectar Desert Protectors of a deteriorating relic
4 Traitor Blimbi Locust Mirror Oasis Broken trust 4
5 Assassin Meckdalon Hippo Veil House Most loyal friend with doubts
6 Avenger Brahl Mole Table Marsh Sharing a stolen artefact Animals Water Fertility Forests Seasons Life
5 1 Guide Marikki Lion Chariot Desolate Used to be one god together
2 Peddler Jaspa Pig Knife Castle Prophesied to cause the end times
3 Beggar Maratni Butterfly Flower Island Served opposite sides in ancient war
4 Virgin Phillibrinn Deer Comb Village Keepers of a primordial secret 5
5 Killer Jula Rabbit Portrait City Partners in Crime
6 Cripple Azor Octopus Shell Sea Saving you from becoming a demon Wealth Passing Underworld Fire Stone Light
6 1 Hunter Grillis Horse Scales River Bound by a sacred oath
2 Innkeeper Timot Scorpion Lock Ruin Witness to a murder
3 Capturer Booli Ant Key Cloud Caused your fall from greatness
4 Forgotten Yt Ram Game Tavern Childhood friends, bitter enemies 6
5 Ancient Ismadis Beaver Cask Valley Made you into a god unwillingly
6 Demigod Vios Mule Book Latrine Naive godling / scarred veteran Hunting Gluttony Healing Artisanship Rotting Betrayal
Game
Components
Index (add these yourself)

An evening of role-playing with 3 to 5 players Getting Started


Setup 6
“There is a realm of eternal forms, of ideas and You are a Myth Maker 7
ideals that never change. These ideal forms exist
Important Concepts 8
in a realm apart from this physical universe.”
Creation Cards
~ Socrates Playing a Myth
(a stack of blank A7 index cards)
Creation Phase 10
Step 1: Create Domains 12
Backstory
Step 2: Create Tensions 13
The tensions between the gods have been building: the gods are shaping the world in
Step 3: Create Gods 14
their own image, but each image is as different as Night and Day. Now, the physical
world is at a turning point, and whatever the gods do next will change it forever. Step 4: Create Landmarks 16
Pencils and Thin Markers
Drama Phase 20 (something that’s readable across the table)
Step 1: Envision! 22
Object of the Game Goal
In Incarnis, the players create The goal is to overcome your tensions and Step 2: Action! 24
a myth together in which each earn a glorious title at the end of the game, like Step 3: Manifest! 26
player represents a god. These ‘Ruler of the Storm Gods’. You can start making
gods are trying to overcome their a name for yourself during the game by: Conclusion Phase 27
mutual tensions by performing
wondrous deeds and gaining ▶     Getting closer to something that truly Playing an Ongoing Mythos 6 Domain Dice per player
glorious titles, causing the matters to you.
(all dice are regular, six sided dice)
The Mythos Deck 29
origin of new creations in ▶     Conceding something that you are reluctant
the process. to give up, but which truly matters to Module: The Hero’s Journey 30
another god.
Module: Feuding Pantheons 32
It is tempting to only try and get what you want,
Module: The End Times 34
but this costs dice. You gain dice by conceding
something you are reluctant to give up. At
the end of the game, whoever rolls the most
1 Favour Die per player
successes with their remaining dice may choose
their new title first, and lay claim to the
unfolded events for their own glory.

2 Muse Dice

Tip: if available, assign different looking dice


to each dice type for visual clarity, and assign a
unique Favour Die to each player.

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You are a
Setup Myth Maker
Your Myth
In Incarnis, players tell a myth together in a
single play session. In that myth, you will
cause the first creation of something we
1 Give each player one
Domain Die and one
know. This is called an origin myth, but
we’ll refer to it simply as a myth.
Favour Die.
The beauty of telling your own myth,
is that it can be about something The DIY Spirit
that connects the people at your Incarnis gives you the freedom to make
2 Place remaining Domain
Dice into a reserve pool in
table specifically. It could be a
myth about a river where the
your own myth. Domain and Favour Dice
determine who gets to narrate what
everyone’s reach. players share fond memories, happens next, but never decide it for you.
an interest that brought you
3 Place the Creation Cards
in everyone’s reach.
together, or things that
make each of you unique.
Muse dice can help you determine what
happens next if you want, but you are
always free to decide for yourself.
Whatever you do, make
the myth your own. As a rule of thumb, move the story into
Be a myth maker. whatever direction seems obvious to you and
see where it takes you. When you and the other
players blank out, keep the momentum
going by rolling the Muse Dice.
Creation Cards are also open to creative
use. You can do anything you want
Keep the centre of the with them, as long as you have the
play area empty. consent of a player entitled to a
card. You can tear, cut, mark,
4 Place the Muse Dice
in everyone’s reach.
glue and fold them however
you want to visualise your
myth. This is the ‘DIY
spirit’, have fun with it.

5 Place the Quick Reference


for everyone to see (on the
back of this rulebook).

Example: in one session of Incarnis, there was a player god who was both a character and a landmark,
because he was a giant turtle. To visualize this, we would fold its card and stand it upright when the
god acted as a character, or flip it over and lay it flat when it acted as a landmark.

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Important Concepts Titles
Each Creation can be kept by one other Creation, who then
gains a new Title for doing so. For example, when the cyclopes
Creation gave the Lightning Bolt to Zeus, he became “Zeus, wielder of
Your myth will be filled with Creations. Each the Lightning Bolt”. For inspiration, ask the Muse of Titles.
Creation is an important part of your myth, like Player
a place, an object or a character. A god can When you have the Title of a Creation’s Keeper, this could
manifest any Creation just by envisioning mean that you rule over it, but it could also mean that you
it. The crucial exception to this is when have sworn to protect it. In other words, being the Keeper of
another player god opposes it. When a Creation does not imply a higher rank. The following three
you make a new Creation, you give rules apply when gaining Titles:
Zeus
it its own Creation Card. You track ▶     Creations owned by a player can only be used or Sky
your myth by adding, changing or changed with that player’s consent. Give this
removing Creation Cards. consent generously when it benefits the myth,
regardless of how your god feels about it.
▶     When a player owns a Creation, that player
also owns any Creation it keeps.
Thrower Rider The Anemoi
▶     Gaining a Title may only occur at the end Bolt
Lightning Wind Horses
Domains of play, during the Conclusion Phase.
A Domain is an idea such as water or
honor. Creations can embody a Domain, Facets
or even personify them if that Creation
Each Creation can gain and lose any of four Facet types throughout
is a character. Such a character is a god;
your myth: a Keeper Title, a Name, a Domain and a Form. Each facet is
the personification of a Domain. A god
written in one corner of the Creation Card, as shown below.
with a Domain not only personi-
fies that Domain, but can also The rules can prompt you to change a Facet, or this can emerge from
summon and command all of your myth. You can track the progress of your myth on your Domain
its manifestations. Cards by adding or changing Facets. Let blank spaces on your Creation
Cards inspire you when looking for a twist to occur in your myth.

Keeper Title Name


Consulting the Muses
When another Creation keeps this When a Creation becomes a
Muses are lists containing words, phrases or symbols card, draw its symbol and write character, write down a Name.
to inspire your myth. You can use them by asking a down a new Domain for the
question, rolling the Muse Dice and interpreting Keeper.
the result. The rules will prompt you when
a specific Muse is suitable, but they are
optional and should never replace your
own ideas. Symbol

Whenever you have a question


about your myth and no obvious
answer comes to mind, pick a When a Creation embodies
muse and roll the dice. an entire Domain including When a Creation consistently
For easy reference, you can find all of its manifestations, write maintains a physical form,
the Muses of Creation on the down this Domain. write down this Form.
front spread ( ), and the Muses
Domain Form
of Events on the back spread ( ).

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1.
Play Area
Once you have gone through
all of the Creation Phase steps
together, you will have the following
Creation Cards in your play area:

Creation Phase ▶     A Tension in between each player.


▶     A god in front of each player.
It is time to become gods. Get ready
to shape your gods and the wonders ▶     A map of landmarks in the
middle of the play area.
that surround them.
You create your gods in 4 steps. Each step
is detailed in the following sections.

Step 1: Create Domains that form Player 1


the main themes of your myth.
God
Step 2: Create Tensionsthat
drive your gods.
Step 3: Create Gods, the cen-
tral characters of your myth.
n Tension
Tensio Landm
a rk
Step 4: Create Landmarks
for the mortals and gods to
inhabit. Landm
a rk
Landmark

Landma
rk

God
God
Lan rk
dma ma
rk nd
La
Player 3 Player 2

Tension

Once you have completed all of the Creation steps, look at the
big picture and think about what your god wants to do about it...

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STEP 1
Create Domains
Begin with an idea. Domains form
the core themes of your myth, and will
come to life in different ways for you to Take turns in clockwise order, starting with the
explore and interact with. Before they player who has an idea first.
do, you choose your Domains based ▶     Take a blank Creation Card and choose
purely on what you would like to add a unique Domain. For inspiration, ask
to your myth in whatever way, shape the Muse of Domains, or answer the
or form. following question with a noun: if you
could have a talk with a god, what might it
be the god of?
▶     Write the Domain in the bottom left card
corner and draw an associated Symbol in
the card center (see example to the left).
▶     Continue in clockwise order until all
players have created three Domains, then STEP 2
Fire
proceed to step 2: Create Tensions.
Create Tensions
Spark your ideas with Tensions. Each player
god wants something from the player god to their
left, which that god is reluctant to give up. This is
their Tension, and as the gods try to resolve their
Tensions, they change their world forever. Example: In Greek mythology, Hera’s
Continue the turn order of the previous step. relationship to Zeus was that of the jealous
spouse. Her Tension was that she was
▶     Choose a card created in the previous round and
place it between any two players. This card now jealous of Zeus’ many lovers and offspring,
symbolizes the Tension between these players. making her crave revenge.
Do not specify it any further yet. This could fit the Domain of Justice,

▶     Determine the troubled relationship between Death or even Hunting. So in this case she
the players that fuels this Tension, such as would have a relationship card like this:
‘rivalling sibling’ or ‘ex-lover’. For inspiration, ask
the Muse of Relationships, or answer the
following question with a noun: what troubled
relationship might be a fun challenge for two
adjacent players?
▶     As a reminder, write the relationship in pencil at
the top of the card for now. Hunting

▶     Continue in clockwise order until all players have


a Tension, then proceed to step 3: Create Gods.
During the Conclusion Phase, your Tensions will
manifest in the world, at which point the relation-
ship can be erased and this card can become a new
artifact, landmark or even a new god.

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STEP 3
Create Gods
Now create the gods themselves. You
play the part of a god in your myth. This is the
being who has the relationship and the Tension Continue the turn order of the last step.
that you received in the previous step. Each Optional:
god personifies a Domain, so you get to rage
▶     Choose an unassigned card as your god Create Forms
and place it in front of you.
like fire, or flow like water.
Even mythical Creations can be bound
Whatever Domain you choose, you interpret
▶     Choose a name and write it in the top to a form. While your god can manifest
right corner of the card. For inspiration,
what kind of character could personify it. itself in whatever shape it desires, it
ask the Muse of Names, or answer the
might prefer one over any other. This is
In addition, you have control over your following question with a noun: can you
your Form. If you want your god to have
god’s Domain, and any minor personifica- turn your Domain or an associated word
a Form, you can create one as a part of the
tions of your Domain that you can think of, into a name?
Create God step. Choose a type and add
such as fire spirits or forest nymphs.
▶     As an option for a longer Creation Phase one or more details below. Your god is not
that could fill a whole session, follow the bound to its Form unless this emerges from
Create Forms steps on the next page. your myth.
▶     Once all of the players have created their
god, proceed to step 4: Create Landmarks.
Type
Pick one of these basic forms or roll a die.
Tip: to move your god around your world They range from easy- to hard-to-play.
during the Drama Phase as a pawn, fold the
1 Humanoid. You appear in a form people
god’s index card in two with the writing on
can relate to, but perhaps not too much.
the inside, writing the name at the top and
2 Animal. You appear as an animal, either
the Domain at the bottom.
mundane or mythical. Consult the Muse
of Animals.
Details
3 Construct. A being made of natural
materials, such as a stone golem, or a Roll a die or pick any number of extra traits.
Example: Ismadis, the god of Thunder would
walking tree. This applies mostly to humanoids and animals,
look like this: but could also provide inspiration for the other
Ismadis
4 Spirit. You appear in ethereal forms and basic forms.
visions, you might even possess others.
5 Natural phenomena. You show your- 1 Swap a part of the body with that of any
Thunder
self as ocean waves, or a rising storm. animal. For inspiration, ask the Muse of
To make this a pawn: fold it in half, copy on Animals.
6 Weird. You’re on your own here. Go nuts.
both sides and stand upright, like so: 2 Reduce or increase an amount of body
parts. One-eyed, two-headed, six-armed,
etc.
3 Change the size. Giant or tiny.
For added flourish, consider how your god’s
Domain is reflected in its appearance.
4 Change the skin type. Think of some-
Ismadis might have the following traits for you
thing that matches the god’s Domain.
to roleplay: a fiery personality that wants to
burn, heat and multiply; control over fire and
5 Transformatory. The creature looks
normal enough, until it transforms.
fiery phenomena, as well as fire spirits; present
wherever fire of any kind is present. 6 Roll twice more.

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STEP 4
Create Landmarks
1-2 A mundane location
Landmarks occupied by mortals. For
detail, ask the Muse of
Let the world unfold before you. It will already exist Landmarks.
before your first Scene begins. But rather than creating
3-4 A mythical place where gods
a whole world, we focus on key landmarks that are live. For detail, ask the Muse
important to your gods. The story and the rest of your of Landmarks.
world will unravel from there.
5 The location of a divine relic.
▶     Together with the other players, create landmarks For detail, ask the Muse of Optional:
by each rolling two dice towards your play area Relics.
at the same time. Wherever your dice land, a Choose Starting Titles
landmark is formed, and your play area becomes 6 A fabled creature’s dwelling.
Titles maketh the god. As gods you can
your map. Did your roll get messy? Great. Use it! See Fabled Creatures below.
gain and lose many attributes through the
Continue the turn order of the Create Gods step. ages that define you, such as possessions,
relationships, accomplishments and func-
▶     Take an unassigned card as one of your landmarks Fabled Creature tions. These are the Titles described in the
and give this card a Form. For inspiration, look up Important Concepts section.
the value of this landmark’s die on the landmarks A fabled creature’s dwelling is more
table to the right. about the creature than the dwelling. Normally, players gain Titles during the
To create the creature: Conclusion Phase. As an optional rule, each
▶     Replace the landmark’s die with its Creation Card. player can already gain a Title during the
▶     If you want a longer creation phase that could fill a ›  Give the creature a Form. Use its
Creation Phase to get you started.
Domain as your guiding principle.
session, players can follow the steps from the op-
tional Choose Starting Titles step on the next page.
For inspiration on Forms, roll a die. ▶     Once during landmark creation, when
1-3 is a humanoid, 4-6 is an ani- you create a landmark, you may choose
Once all of the players have created one landmark, mal. For inspiration on an animal to attribute this landmark to your god.
repeat the previous three steps once more for each type, ask the Muse of Animals. Example: many mythical beings in existing
player’s second landmark, now using blank Creation ▶     Choose a Starting Title on the next
Cards instead of unassigned cards to create more
›  Next, select Extra Traits according pages.
mythology have a role to play.
to the Create Forms section of In Norse mythology, it is Skinfaxi’s job to pull
natural landmarks rather than mythical. ▷     As an optional extra detail, choose
Step 3: Create Gods. the sun chariot across the sky so that we have
Once all of the players have created two landmarks, one of three details associated with
look at the big picture. Look at your Tension and think
›  Consider how your creature’s each Title.
night and day.
Domain manifests itself in the In Egyptian mythology, it is Osiris’ job to
about what your god wants to do about it. For inspi- ▷     As an alternative, create your own
creature. judge the dead in the underworld before they
ration, ask the Muse of Actions. Then, proceed to Title. Ask the Muse of Roles for
step 1 of the Drama Phase: Envision. proceed to the afterlife.
Example: in Greek mythology, Cerberus’s role is inspiration.
that of a guardian for the underworld’s Domain, ▶     Write the chosen Title down as the
and his form is that of a giant, three-headed dog. Attribution Title of the landmark. This
card is now your attribute. It may only
be altered with your consent. Be gener-
ous in giving it.
▶     Add the symbol of your god in pencil
to the top left of the landmark card to
indicate that it is attributed to your god.

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Starting Titles The Outsider
Sample Titles and details. “I live beyond the threshold of your world.”

n Ruler of another realm. I rule over the


pantheon of another world.
The Ruler
“The gods rule over the domains, and I rule over n Outcast. I was forced to leave this world,
the gods.” and now I am taking it back.
n Founder. I united the gods and make n National god. I am the god worshipped by
them work together. a rivalling nation or people.
n Commander. I lead the gods
through war and peace.
The Traveller
n Highest of the gods. I demand to
”The mortal and the divine world
be worshipped above all others. are connected through me.”

n  Winged messenger. I communicate


The Aspirant messages between the gods and mortals.
“One day I shall take the ruler’s n Psychopomp. I ferry the dead to the
place. The question is how.” afterlife.
n Lobbyist. I forge alliances that n Emissary. I resolve tensions between
support my claim to the throne. others where I can. by a rivalling nation
n Heir. I follow the ways of the ruler or people.
so I may one day earn this title.
n Usurper. I will soak my hands in
The Forger
blood if I have to.
”All that is must first be forged.”

n  Relics. I forge Domains into relics for


The Ancient the gods to wield.
“I witnessed the birth of you all.”
n Industry. I aid the mortals in building
n Adviser. I have seen gods come and landmarks of great industry.
go, and have much guidance to offer.
n Constructs. I create automatons that
n Fates. I prophesize and maintain our build and repair the world.
fates.
n Dormant. My full form is slowly
awakening, and will consume this The Hero
world. ”I am only mortal, but I must face the gods.”

n Call to adventure. I am in search of


enlightenment for myself or my people.
The Trickster
“Let nothing be just what it appears to be.”
n Natural leader. My Domain is created by
my people, and I lead them.
n Two-faced. I take the form of anything, or
anyone, to lure others into my tricks. n  Personal connection. I have strong feelings
towards a god, and need to be closer to them.
n Giver of divine power. I spread divine
power amongst the mortals, and they love
me for it. The Hero is unique in that this is a mortal. It could be a maiden, a warrior, or

n Agent of chaos. I do what I can to create even a mortal demi-god. Your Domain is figurative, or given to you by your
tension and shift the balance of power. people. When you die or retire, another hero will take your place.

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2. Roles
During each scene, players will take on
different roles based on whose scene it is:

Drama Phase Caller, Challenger or Supporter.

The Caller
What happens when all-powerful gods When it is your turn to call a
The Challenger
collide? The only limit to the power of a god, is scene, you are the Caller. Most
of the time, your god will be the When the player before you is the Caller, you
the other gods. That, and free will. main character of your scene, or are the Challenger. The Caller is trying to get
else maybe a being or phenome- something that the Challenger is reluctant
Because of these, there are things the gods non from your Domain. to give. It is the Challenger’s role to make the
cannot just make happen. Things they must scene a challenging, but not impossible one.
work towards. Things they can desire.
This is the drama of the gods, and
the reason for them to keep The Supporters
creating. When the Caller and Challenger have
envisioned their scene, the other players
are the Supporters. You play any extra
Scenes characters relevant to the scene.
Each player gets to call their own scene in
clockwise order, starting with whoever has
an idea for their scene first.
During your scene, you take action Acts
towards resolving their Tension. However, Scenes are played over three rounds
your Tension is only truly resolved in the called acts. In each act, each player
Conclusion Phase, so pace your scenes. gets to call a scene. Typically, acts have
the following progression:
Act 1: Scenes explore their Tensions.
Steps
Act 2: Scenes expand on act 1.
Each scene is broken up into three steps:
Act 3: Scenes strongly interconnect.
Step 1: Envision! You envision what
you want to accomplish with your This structure is not forced by any rules.
scene and how. Instead, keep it in mind, and let your
scenes develop organically. Progression
Step 2: Action! You play out your
might happen sooner or later. The only
envisioned scene as your god to find
rule is that Tensions may only be fully
out what happens.
resolved after the Drama Phase has
Step 3: Manifest! You find out ended.
whether you get what you envisioned,
and in what way.

20 21
1. Why do you need to act?
Tensions are the heart of your scenes. They are both the
igniting spark and the central source of the drama. Your
Tension is the ‘why’ behind everything you do in your Tips
scenes. Set up enough to start playing.
The Caller and Challenger interpret their shared Going through the Five W’s
Tension’s Domain, why it is a problem for the Caller and step-by-step can be helpful,
why The Challenger is reluctant to resolve it. especially when getting started.
A little clarity up front prevents
2. What are you doing about it?
the need to pause play mid-scene.
Determine what the Caller is currently doing to-
But feel free to set up your scene
wards resolving their Tension. Make it big enough to
matter, but not so big that it resolves the Tension more organically. You will know
before the Conclusion Phase. For inspiration, ask when you’ve sufficiently set up
the Muse of Actions. the situation when everyone is
eager to just start playing. Once
that point is reached, don’t worry
about covering all your bases and
just start.

Keep your cast small. Avoid adding


unnecessary characters just to keep
other players engaged. You do that
3. Who is involved?
by keeping your scene short and
Choose Creations with a Name from your play
area that are essential to the scene. Leave sweet, so include only the characters
non-essential characters out of the scene. you need.
This makes scenes quicker, so that those
Use visual aids. Visual aids are the
characters will have their own scene in which
they do matter all the sooner. best way to make your scene clear.
Move your character cards to the
STEP 1 If you need extras for the scene, the
landmark cards they are visiting.
Envision! Supporters play these.
Change your cards to reflect and

A god envisions a new truth. You will get as 4.  Where does the action take place? track any changes to the situation.

close to manifesting your vision as the other gods let Choose a landmark from your play area as the Remember that the cards are yours to
you. From there, the drama will start. central point around which the scene takes use or misuse however you want!
place.
Scenes without Challengers. During
The Five W’s Move the characters chosen for this scene to the scenes you try to come closer to
Starting with whoever has an idea for a scene first, The cur- landmark where the confrontation takes place.
rent Caller sets up the scene. Make this an open discussion fulfilling a need from your Tension
so that everyone is invested in the goal and the set-up. Do
this by following the 5 W’s:
5. When does the drama start? with another god. Sometimes, your
approach may not directly involve that
Cut to the chase. Think of movies and series
Why do you need to act? where we skip the commute and jump straight god. In this case, while the god may not
to the action. Your scene starts right at the be present, it can still challenge you
What are you doing about it? moment that the Tension between the by sending natural phenomena, fabled
Who is involved? characters is palpable. creatures or other ill omens.
Where does the As soon as you know when the
confrontation take place? drama starts, it starts! Proceed
to step 2: Action!
When does the drama start?
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STEP 2
Action!
The drama has started. Play the scene to find out
what happens. It can help to literally say “Action!” to
jump into the drama.

Role-playing
Two tips to transition into role-playing:
▶   Start speaking as your character.
▶   Address other players by their character Name
that should be visible to you in the play area.
You can choose whether you speak for or as your The Supporters:
what if I’m not in a scene?
character (“The God of Lightning picks up his bolt”
vs “I pick up my thunderbolt”). A combination of Not being in scenes is very common.
the two works best, but go with what you feel Use this time to sit back and enjoy the
comfortable with. show. But don’t get too comfortable!
When you don’t participate in a
Let’s manifest this! scene you are a Supporter and still
have things to do:
The goal of the scene is to find out how the
vision will manifest. Once the scene has Be proactive and jump in mid-
reached its peak of exciting uncertainty, scene with a named Creation or an
anyone can call out “Manifest!”. At this improvised extra if it benefits the
point, move straight to Step 3: Manifest! scene.
Help to find the peak of the
Short and sweet
drama for the other players in the
Only if the Caller or Challenger really scene. Call to manifest the scene
feels like the vision is not yet ready to whenever you feel the moment
manifest, they can role-play a little is right.
longer. But scenes should not last
more than a handful of minutes. Who do you favour? When
Keep the following tips in mind. a scene is resolved, you will
be able to support either the
▶   Understand the vision. Caller or the Challenger. Keep
▶   Role-play only to find out an eye out for which one your
what happens to that vision. god would lend its favour
in the heat of the moment,
▶   Manifest the vision as soon keeping in mind that gods
as you feel the uncertainty can be fickle.
has reached its peak.

Put new actions aside


It will likely occur that new actions or
manifestations arise during play that a god
might wish to challenge. Do not explore
these during your scene. Instead, put them
aside for now, and bring them up as a
potential action during the Envision step
of a later scene.

24 25
3.
STEP 3 Conclusion Phase
Manifest! The gods have acted, whether they succeeded or not. Now, it is
time for them to gaze upon the fruits of their labour.
The tension is bursting.
What happens next is resolved
by the rolling of dice. This happens 1: Manifest Tensions 2 : Attribute Titles
at the dramatic height of a scene, Continue the turn order of the Drama Whether the Gods are pleased with the outcome of
and determines which player gets to Phase. On your turn: their myth or not, they each had a key role to play. How
decide on the outcome. their deeds will be retold through the ages will now be
▶   Reflect on how your visions were determined by the Creations they claim as their own.
manifested and how your Tension
1. Committing Dice may have been invoked in the
Roll remaining Domain Dice
Follow the steps below in order. process.
▶   All at once, each player rolls any dice remaining in
▶   Manifest your Tension by giving their pool.
a. Receive New Domain Dice it new Facets in addition to its
If the Caller or Challenger performed
2: Rolling Dice Domain. You can manifest it as a ▶   Turn order proceeds in the order of most to least
a wonder using a Domain that’s part of god, landmark, or anything that successes rolled. Resolve ties in order of who
the scene, such as their shared Tension, When both sides are done suits your myth. Do not attribute most recently created something outside
one of their own Domains or that of the committing dice, roll them. the card to any other Creation of this game.
scene’s landmark, that player may com- Each die result of 4-6 counts yet. For inspiration, ask the
mit one Domain Die from the Reserve as one success. The player with
▶   On your turn, choose or create a
Muses of Creation. Creation for your new Title that is
Pool by placing it in front of them. the most successes wins the roll.
▶   Alternatively, you can apply not owned by another player . This
Then, Supporters take back their
the Domain of your Tension includes any of the newly manifest-
b. Receive Favour Dice Favour Dice.
to a Creation Card that has ed Tensions. The best choice is a
Any Supporter may favour either the Call- no Domain yet. If you do so, Creation for which you can already
er or the Challenger by adding their Fa- Different number of successes see an interesting Tension with
destroy that Tension Card.
vour Die to either player’s committed dice. ▶   That player determines how the vision another player’s god. Give that card
When you do so, add a narrative flourish manifests. a Keeper Title.
that signifies the favour of your god. ▶   The player with the least successes adds all ▶   If any Titles were lost during play,
rolled Domain Dice from both sides to their continue the turn order, awarding
c. Commit Dice from your Pool own pool. new Titles to any player who does
The Caller and Challenger may both commit not yet have one more Title than
any number of dice from their own pool. Equal number of successes
what they started with.
Both sides may add dice in response to what
▶   The caller narrates the outcome of their
vision. You may choose a Tension card or
the other side is committing any other unattributed card.
▶   The Challenger then narrates a twist that
Once committed, a die cannot be taken back. does not fully negate the outcome, but might If you are not interested in at-
deeply complicate it. For inspiration, ask the tributing any of the available
Muse of Twists. Creation Cards, create a
▶   Half of the committed dice go to the new one. For inspira-
Caller’s pool, rounded down. The remaining tion, ask the Muses
committed dice go to the Challenger’s pool. of Creation.
This concludes your scene. Move to the next
player in clockwise order until all of the Scene
Rounds have been completed. Then, proceed
to the Conclusion Phase.

26 27
4.
The Mythos Deck
Your myth has ended. But your gods
can live on in new myths.
To play a new myth using your existing Creations, store your
used Creation Cards in a stack. This stack is your Mythos Deck.
When setting up your next game, place the Mythos Deck within
reach of each player.

Draw New Creations from Ask the Muse by Drawing a Card


your Mythos Deck When you want to ask a Muse,
When you would normally take a blank you may treat the Mythos Deck as
Creation Card, you may choose to select a Muse by giving it a shuffle and
one from the Mythos Deck instead. Of- blindly drawing a card. Interpret the
ten, players will want to continue playing result, and add the Creation to your
as one of their previous gods, but you play area if you want it to make an
don’t have to. You can create a new god, appearance. Otherwise, place it at
or use a card belonging to another player the bottom of the Mythos Deck.
with their consent.

Titles Stick Tensions must always be new Domains


When you add a Mythos In the Creation Phase, during the Domains
card to the Play Area, any step, make sure to take at least one blank
of its Titles come along card per player instead of drawing only
with it. You can recognise from the Mythos Deck. Tensions can’t be
them by the symbol of drawn from the mythos deck because they
their Keeper at the top left represent new Domains, so they require
of the card. that blank card.

Mythos Arcs
At any point in your mythos, you may want to introduce a new
story arc that spans multiple sessions. Three optional modules
are available in the next sections. They can guide you through
a story arc, but don’t force it too much. If you notice your
myth is trying to move in a different direction, the arc has
served its purpose and you can follow your own course.

Quick start using the Mythos Deck


Instead of following each Creation Phase step, set
up your previous gods and their Domains (choosing
the most interesting turn order), place two existing
landmarks each and create new Tensions.

29
MODULE
The Hero’s Journey Seemingly a mere mortal, but
destined to be more, someone
The Hero and Domains
The Hero is no god. They
Differences from a normal game
Setup of myth I. Review this module together. Choose one player to
an optional arc for 4 myths
leaves the safety of home and travels may only invoke a Domain represent The Hero. This player is called The Hero Player and the rest
into the mythical unknown. They set if it belongs to them or to are the God Players.
out on a journey to become The Hero. an ally in the scene. Creation Phase of myth I. The Hero Player is left out of consideration
The Domains of the player during the Creation Phase. Afterwards, give The Hero a Name.
gods and their drama God Envision! step. The God Player to The Hero Player’s left starts, so
Myth I: Separation Myth II: Descent represent The Hero’s that all gods act before The Hero. God Players calling a scene are chal-
The Hero Is Separated From Their Ordinary Life. The Gods Test The Hero to their Limits. personality and inner lenged by the God Player closest to their left, skipping The Hero Player.
turmoil. The Shadow Hero Envision! Step. The Hero uses the setup of the appropriate act
Ordinary World Tests, Allies and Enemies represents The Hero’s in The Hero’s Journey. God Players may volunteer to be the Challeng-
We meet The Hero in their Ordinary World. The Hero learns about the Mythical World greatest fear (see myth I, er, representing the ‘Who?’ and providing the ‘Where?’ of that scene.
through Tests, encountering Allies and act II). The Hero journeys
Who? The False Mentor (ordinary being without a mythical Enemies. For inspiration on tests, ask the If multiple or no players do so, The Hero Player picks one. Consider
Domain). to confront their fear and this a branching path for The Hero to choose from. Multiple roles can
Muse of Impossible Tasks.
Act I

Act I
What? To restrict The Hero. Examples: Luke’s uncle Owen / Example: The 12 Labours of Hercules.
stop The Resurrection. be played by a single god and multiple gods can play a single role.
Harry’s uncle Vernon / The Hobbits of the Shire
Who? Choose one of the following:
Where? The Hero’s Home. Choose or create a landmark without
a Domain that might be most dramatically affected by a specific ▶   The Trickster Myth III: Initiation Myth IV: Return
player god. That player god becomes The Shadow (see Myth III). What? To disrupt The Hero. The Hero Confronts Their Deepest Fear The Hero Prevents The Resurrection.
Examples: C-3PO and R2-D2 / Ron
Weasley / Merry and Pippin.
Call to Adventure The Ordeal The Road Back
The Hero receives the Call to Adventure: a challenge, a quest, or ▶   The Shapeshifter The Hero endures the Ordeal, the The Hero takes the Road Back and commits to completing the Journey.
What? To question and deceive The

Act I

Act I
a problem that must be faced. central crisis in which The Hero con- Choose or create a landmark as The Resurrection Nexus. This is the
Hero. Examples: Han Solo / Snape / fronts their greatest fear and tastes
Who? The Herald. Boromir. one place where The Resurrection can be stopped. The location
death or even dies only to be reborn. must take The Hero two acts to reach. Examples: Death Star thermal
What? To warn and challenge The Hero. ▶   The Shadow (see Myth III) Example: confronting Darth Vader. exhaust port / Mount Doom / The location of the final horcrux.
Examples: R2-D2 / Hagrid / Gandalf. Where? Choose or create a landmark Who? The Shadow. Who? Any previously encountered character except for The Shadow.
Where? The Hero’s Home. with a Domain near The Hero’s most
recent location. What? To destroy The Hero. What? To reach out to The Hero before the climactic ordeal. If the
Act II

Act II
The Herald tells about The Shadow, and their plans for The Examples: Darth Vader / Voldemort /

Act II

Act II
character is an ally, this could be a very amicable scene.
Resurrection of a terrible Domain. Choose or create this The way The Hero completes the Sauron.
Domain based on the drama that befell The Hero’s Home. The challenges will affect the allies and Where? Anywhere that will lead to The Resurrection Nexus.
Where? Choose or create a mythical
Resurrection is The Hero’s Tension, and stays with them until enemies they make on their way to The landmark as The Inner Sanctum of This setup is repeated for act II.
it manifests in Myth IV. This drama was just the beginning. The Shadow. The Shadow. For subsequent acts,
Hero’s Journey is a quest to confront The Shadow and then to you can break this down into multi-
stop The Resurrection. This setup is repeated for all three acts. The Resurrection
ple smaller locations. The Hero faces the climactic ordeal that purifies, redeems, and
If The Hero Refuses the Call, The Shadow in their next scene ad- Even if The Shadow is convinced transforms The Hero on the Threshold towards home.
vances The Resurrection such that The Hero is separated from to aid The Hero, The Resurrection Example: blowing up the Death Star.
their home and is forced to start their journey unwillingly. is already in motion beyond The
Shadow’s full control. Who? Any character willing to protect The Resurrection (create one
Meeting the Mentor if all previous characters turned against it).

Act III

Act III
A Meeting with the Mentor provides encouragement, wisdom This setup is repeated for all three What? To resolve the fate of The Resurrection once and for all.
or magical gifts to push The Hero past fear and doubt. acts. In each Act, the Shadow will
attempt to destroy The Hero further Where? The Resurrection Nexus.
Act III

Act III

Who? The Mentor. than what The Hero thought possible. Scenes outside of The Hero Scene are also about the climactic
What? To guide The Hero. Even beyond the veil of death, The ordeal. But The Hero deals the final blow.
Examples: Obi-Wan / Dumbledore / Gandalf. Shadow can follow.
Will The Resurrection be stopped, or be turned towards good? Will
Where? Choose or create an ordinary landmark without a the allies survive? And will The Hero have to make the ultimate
Domain near The Hero’s Home. sacrifice? The winner decides.

Crossing the First Threshold Approach the Inmost Cave The Reward Return with the Elixir
Conclusion

Conclusion

Conclusion

Conclusion
The Hero finally accepts the challenge and Crosses the The Hero makes the final preparations and The Hero enjoys the Reward of The Hero Returns with the Elixir to benefit the Ordinary World.
Threshold into the Mythical World. approaches The Shadow’s Inner Sanctum. having confronted fear and death. The Elixir can be the opposite of The Resurrection’s Domain, or
Manifest a Relic Card, bestowed upon The Hero by The Mentor. Manifest any Domain based on the They may even be reborn as a result. its force turned towards good. Manifest a Domain on The Hero’s
No other player may claim this. previous scenes. Do not manifest it on Manifest a Domain on The Hero Home Card. This is often a copy of The Hero’s own Domain. No
your Hero’s Card. card. No other player may claim this. other player may claim this.
MODULE Solo play: automa can also be used for
Feuding solo play. To do so, ignore the automa
simplifications 3 and 4 of the Creation
Pantheons Phase, so that automa and humans create
Tensions in the exact same way. This also
an optional arc for 3 myths
means that a Caller’s Challenger is always
There are new gods afoot. Man- Drama Phase the automa or player to their left.
made technologies that reek of mankind’s 5. Envision! and Action! steps. Automa skip the
pomposity. They do not pay their respects Envision! and Action! steps. Instead, players ask
Look for patterns in what the automa are do-
to you, the gods of the old world. Their the Muse of Action what the automa tries to
do, and the Muse of Domains what it is trying ing, and assume that your gods believe these
motives are a mystery, their plans are neb- patterns to be clues towards the true motives
ulous. But little by little, they are changing to do this to. The human players interpret the
results in whatever obvious way would be most of the automa.
your world into theirs. How dare they.
problematic for them. They have no idea how Myth 2. Keep in mind the patterns that your
In Feuding Pantheons, the players are not the or why the aumotas are doing this. Then, the gods have identified at the end of myth 1.
only ones shaping the world in their image. automa skips straight to the Manifest! step. While their own Tensions are still at play,
There are new gods at play who work in the they might approach them differently based
shadows. These gods are played by automated 6. Manifest! step. When an automa is the
Caller of a scene, whoever is willing to commit on what they suspect is happening in the
players called automa. Your goal is to unravel background.
the motive of the new gods and figure out their the most dice is the Challenger. If multiple
plans before they come to fruition. players are willing to commit the most At the end of Myth 2, repeat the steps of
(including 0), the tied player closest to the Myth 1.
automa’s left is the Challenger. Both the Caller
Create an automa and the Challenger may commit one Domain Myth 3. Assume that whatever pattern the
During the setup of your myth, when you want Die from the Reserve pool, but no Favour Dice gods identified at the end of myth 2 is true.
a god to act proactively behind the curtains, may be committed. The automa will always Have the player gods and the automa gods
and independently from the players, create an commit half of its own dice pool, rounded up. behave accordingly.
automa. This is an automated player that has its
At the end of Myth 3, repeat the steps of
own position in the player circle but who moves Conclusion Phase
Myth 1.
behind the curtains with unknown intentions. 7. Manifest Tension. The automa creates a new
The automa is treated as a regular player but Domain and uses it to manifest a landmark, Look at your tally. If the number of
with the following 8 simplifications. following the Create Landmark steps of the attributed Titles is half or more of
Creation Phase. the number of landmarks created,
1. Setup. The automa is placed somewhere in
the new gods achieve their goals,
the player circle and is treated as a player, but 8. Attribute Titles. The automa picks an making the old gods outdated and
receives no Support Dice. available landmark created in the last obsolete. If not, the old gods
2. Any time during play. When making a Manifest Tension step in the following order of showed the newbies who’s
decision, automas always ask an appropriate preference: their own manifestation, that of an boss.
Muse, and the human players interpret the automa closest to their left, or that of a human
answer. player closest to their left.

Creation Phase The gods of the new world


3. Create Domains. Automa create only two During the setup of your next myth, create
Domains instead of three. one automa for each player and position one
between each player at the table. The automa Consumption Entertainment Capitalism Infrastructure Augmentation Materials
4. Create Tensions. Automa do not create
Tensions. Human players create a Tension
are all man-made creations or discoveries ›  1 2 3 4 5 6
which mankind worships with their time and
› 

1 Smartphones Television Cryptocurrency Highways Biohacking Plastic


between them and the closest human player attention. For inspiration on New World
to their left, who will be the Challenger of their 2 Memorabilia Social Media Big Data Electricity Cyberware Neon
Domains, ask the Muse on the next page.
scenes. This maximises player interaction. 3 Gadgets Casinos Credit card Plumbing Augmented Reality Concrete
Myth 1. At the end of the Conclusion Phase, 4 Fast Food Memes Discounts The Cloud Quantum Computing Oil
note down how many landmarks were created 5 Disposables Piracy Lottery Airways Virtual Assistance Glitter
by automa during the Manifest Tension steps,
6 Narcotics Video Games Stocks Space travel Mind Uploading Nuclear
and how many of those were claimed by an
automa during the Attribute Titles step.
32 33
MODULE
The End of Times
an optional arc for 3 myths
Manifest the Great Calamity
The end time is looming. A great
When you complete the Conclusion Phase, Credits
calamity feeds on the ego of the gods, each success you rolled during the Attribute
spreading further and further as they turn Titles step counts as an egocentric success that Inspiration
a blind eye to chase their passions straight the calamity uses to spread further. Dedication
Incarnis is a game in which players can
into their graves. choose their themes with complete To our backers, whose support enabled
▶   Each player removes one die from the
calamity card for each mark on that card. freedom, and have those themes and motivated us to turn an idea into this
Create the Great Calamity There are zero marks on the card in your constantly be at the center of their story little zine we love. Thank you.
When you complete the Create Landmarks first myth. in the form of characters, locations, set
To our playtesters, who provided us with
step of the Creation Phase, collectively choose pieces or anything they can imagine. This
one landmark with a Domain as your Great
▶   Roll all remaining sacrificial dice. approach to RPG design would not have
great supportive feedback. Thank you.
Calamity. This Domain is consuming the world, ▶   Each sacrificial success cancels out an been possible without the following giants From Peter to my wife Alex, and our
ending it in the proces. Will it be a great flood? egocentric success. to build from. daughters Rosa and Brinn, who support
A world-devouring serpent? The breaking of ▶   For each remaining egocentric success, one ▶   Hillfolk, Fiasco and Follow, for
me in infinite ways. Thank you.
the sky or the earth? You decide. player irrevocably turns a Domain from one
narrative driven by player conflict. From Max to Julia, my towering
of their gods or Domains into that of the
▶   Ironsworn, for the Muses. Olympian; Rufio, my fluffy de-
Invoke the Great Calamity calamity. Start with the player who went
mon; and the infinite muses
The calamity is starting to creep into last in the Attribute Titles step and continue ▶   Mörk Borg, for lavish graphic design. in my family, atelier and
everything. When invoking a Domain during the in reverse order. ▶   Automa Factory, for automa. nature - who inspire
Manifest! step, that of the calamity is always ▶   Add a mark to the calamity card. ▶   The Motif-Index of Folk-Literature, for me every day.
available. motifs in world mythology. Thank you.
When all player gods are consumed by the
Prevent the Great Calamity
Great Calamity. The world is devoured by ▶   The Hero With A Thousand Faces, for
the Great Calamity. The singularity is upon the principles behind a myth.
When you add rolled Domain Dice back to you. There is no more drama or creation. Only
your pool during the Manifest! step, you may infinite oneness. Your mythos has ended. Thematic Inspirations For You
sacrifice one of those dice by placing it on the ▶   Exoplanets, a Spotify playlist
calamity card. This is now a sacrificial die and Question: is this just the death of an old world,
or also the birth of a new one? You can use the for at the table.
will help ward off the Great Calamity’s spread
in the Conclusion Phase. Mythos Deck for a new world, where all the ▶   World Mythology, a Youtube
Domains have not been created yet. When playlist.
doing so, you may use cards from the deck that ▶   Mythos, an e-/audio-/book
have not been manifested in your new world by Stephen Fry.
yet as Tension cards.
▶   Norse Mythology, an e-/audio-/
When any player gods still remain after the book by Neil Gaiman.
third calamity mark (after 3 myths). Your world
survived the great calamity. ​​The gods can make
sacrifices after all. Their nature has proven to
be more than just pridefulness and desire, and
while the world has changed forever, it is now
free to keep changing for aeons to come.

mythical.

© 2021 Sirly Whirly Games - www.sirlywhirly.com


Game design: Peter Elroy. Graphic design: Max Philippi.
34 35
The Muses of Events The Muses of Events

Twists Something that happens to you

› 
› 
1 1 A friend betrays you, or perhaps is revealed to have betrayed you from the start.
2 An unfortunate truth is revealed to you.
3 A god is born out of your conflict.
4 A new landmark is discovered or created.
Consult the Muse of Actions or of Twists. State your question, roll 5 You find the inspiration for an important quest.
the Muse Dice and interpret the answer. If you can’t, move to an
6 A lesser mythical being takes some of your power.
adjacent one.
2 1 A metamorfosis occurs that surpises all.
2 Your actions here curse the landmark forever.
3 A plot or scheme against you is revealed.
Actions Impossible Tasks 4 An old enemy is brought back to life, perhaps through your actions?
› 
› 

1 1 Use Defeat the seven-headed hydra of Ildur. 5 A mortal witnessed your power, and vows to acquire it for mankind (use this for a next twist).
2 Corrupt Safely escort the celestial maidens of Rosiwu to their temple. 6 A new family relation is revealed.
3 Protect Hide the infant heir of the Garenus Kingdom from the usurpers. 3 1 Something you love is gravely endangered.
4 Deny Capture the lightning-fast Tiger who roams the grass plains. 2 A natural location is shaped into a new landmark.
5 Help Steal the rainbow-maker from the Doghead tribe. 3 One of your Domains is damaged or otherwise reduced.
6 Steal Tame the mare that sprang from the Silver Lake. 4 You lose it and become a more primal version of yourself during the next act.
2 1 Rule Find and return the pet of the oldest player god. 5 A silence falls across the world, and in it, you see a prophecy that scares you.
2 Breach Deliver a message scroll from one god to another without opening or reading it. 6 Your Domain spreads like wildfire, disappearing as quickly as it came, but leaving a serious mark.
3 Design Repair the Dam of Giants’ Souls. 4 1 Something is swapped between the Caller and the Challenger.
4 Understand Find the lost mantle of Death. 2 A moment of clarity. You realize that what you want is not what you need. Change your tension.
5 Wreck Capture the Dove of Love. 3 The interaction between Domains causes the creation of a new, combined Domain.
6 Spread Herd the cats from Gallow Island onto a ferry. 4 Something you hold dear is lost. 
3 1 Redeem Retrieve the Diamond Pears that were stolen from their tree. 5 Something you hold dear is attained by another god.
2 Destabilise Reignite the Flame of Inspiration. 6 In the heat of the moment, something strange happens. Your Domains swap.
3 Woo Bring new life to the dying culture of the Ankle Biters. 5 1 Something changes that makes you question your need.
4 Bully Rescue an Ancient One’s spawn from another world. 2 You briefly share a moment of complete understanding and kinship, but then it fades.
5 Love Challenge and defeat the champion of Miniatures. 3 While you were confronting another god, the player to your right advanced.
6 Probe Prevent the awakening of the Evil Child. 4 The Domain you invoked is transformed permanently.
4 1 Obliterate Convince the god(dess) of Avians to marry another divinity. 5 Your Tension causes a portal to tear open. Where does it lead?
2 Wrangle Close the portal to the Reverse Dimension. 6 Two conflicting gods learn that they have something in common.
3 Capture Secure the bloodline of the endangered Tree Penguins. 6 1 The twist does not complicate things for the Caller but for the Challenger. Roll again.
4 Claim Build a chair that suits the demands of the queen of Hoofed Lizard People. 2 The twist does not complicate things for the Caller but for the player to their right. Roll again.
5 Summon Exorcise the Snake Demon from the Gujin emperor’s wife. 3 One of your Domains transforms into something else.
6 Plunder Trick the trickster god into giving you their hair. 4 A Supporter has something that could resolve your tension.
5 1 Undermine Gain the favour of Old Lady Gripe. 5 Your Tension is being fueled by a Supporter for their own personal gain.
2 Collect Give a voice to the mutes of Gollid. 6 A mythical creature is born from your wonders, and imprints you as their parent.
3 Nurture Provide an everlasting source of food for the cave people of the Underglade.
4 Build Retrieve the Goblet of Storms from the bottom of the Ringing Lake.
5 Retrieve Plant a branch in the haunted Plunderer’s Glade without being lured to your death.
6 Hunt Find out what is poisoning the crops of the Dragon Pumpkin farmers.
6 1 Exploit Convince two rulers of enemy countries to make peace during the Harpies’ Feast.
2 Empower Build a temple for the Goddess of Deadlines within three days.
3 Reveal Acquire the spider’s weaving prowess and create a wedding veil for the ogre’s bride.
4 Guide Cross the Underworld’s river alive within three days.
5 Become Collect the five Finger Stones from five magic races.
6 Move Win the Pauper’s Race.

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