Introduction
The ancient powers never fully went away. They wander our roads and cities, mingling with the teeming masses of humanity. You are one of their children, born to the magic of yesterday and the promise of tomorrow. Ichor surges through your veins, thick and golden. Divine weapons rest in your palm, Godly power begging to be released. Across The World entire, masses chant your name in reverence — and elsewhere, utter it as a spiteful curse. Gods array themselves against you, or stand beside you.
Your ancient enemies, the Titans, stir in their prison beneath the lands of the dead. Their spawn issues forth from lands of myth, and the specter of war falls across the heavens. Titanomachy. Into this age of turmoil, you seize your birthrights and feel the call of your blood. Family has brought you here, and heroism will take you to your end, whatever that may be.
You live in a World of myth, where every ancient story is true. Beneath the shadow of gleaming skyscrapers and soaring jets, the old tales are whispered. Will you live in a World of omens and portents, fearful of the shadows upon the sky? Or will you rise up, claim what is yours, and live for the people below?
Find your destiny. Live the myth. Embrace your Fate.
Scion is a game about Gods and humanity, and everything in between. It’s a game about mythic Deeds and the reasons people talk about those mythic Deeds. It’s also about modernity — the World today is a very different place than the anything our ancestors could have conceived.
Scion encompasses four core books — Origin, Hero, Demigod, and God — defining and expanding the setting and some of the primary pantheons or groups of Gods. They also detail the primary player character type (Scions) climbing in power and Legend until they’re Gods themselves.
Origin details the Scions when they’re still (mostly) human, before the Visitation that introduces them to the divine World — they’re exceptional humans, perhaps, blessed with luck and skill or cursed with ill fortune and strange trials in their lives, but humans nonetheless. The book details the system and setting of Scion, and includes rules and information on the various Denizens and Legendary Creatures. The World of Origin is one much like our own, with strangeness and the hand of the Gods made subtle. The pre-Visitation Scions, Denizens, and offspring of Legends in Origin inhabit a World of signs and portents, making their way through strange, arcane, and high-octane adventures.
Their stories are archetypal, allegorical, less literal but no less important than their parents and antecedents. While their adventures are more figurative, pre-Visitation Scions and the Denizens of The World live out their lives in a grand tableau set against the backdrop of myth and legend, grounded in the real world of small people and grand schemes.
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