Você está na página 1de 28

--History--

Compared to many pantheons, the Incan gods might be considered young. The Aztec gods had
long held sway to the north in Central America under various guises before the Incans came to
power. European gods were just beginning to pull themselves from the mire of the Dark Ages
and begin exploring once more. But in the Andes mountains of South America, the Incan gods
and the empire built by their people were just coming into their own.

Fledgeling gods during the Titan War, the Ayllus, the family of the gods, united together to aid the
older gods in their fight against the chthonic progenators. And though Pacha Camac, brother to
Viracocha, sided with the Titans and attempted many times to flood the world and destroy
humanity, in the end the Titans were imprisoned and the gods were free to see to the World itself.

The Ayllus went through many civilazations during the intervening years. Worshipped by a
number of villages and cultures, under many faces and guises, the Ayllus scattered among the
people of the Andean region. And while other gods were pulling away from humanity an
attempting to distance themselves from the bindings of fate, the Ayllus did just the opposite.
When Viracocha sent his son, Inti, god of the sun, to unite the people of the Andes mountains
beneath the Kingdom of Cuzco, one of the greatest empires of the Western hemisphere was
born.

Gods of the Ayllus took a direct hand in guiding the Kingdom of Cuzco from the very beginning.
Under their authority, the people of the Andes mountains expanded, absorbing other villages and
cities. Soon, the Kingdom of Cuzco had become the great Inca Empire, stretching along almost
the entire Western coast of South America.

The Inca people did not expand through use of violence and warfare, however. To the north, the
Aztec people were conquering through force. In the Andes, the Inca people expanded through
diplomacy, political conquest and technological superiority. Where the Inca went, advanced roads
and transportation followed. The Inca had a civilization which thrived on unity and community. All
did their part to work, including the wealthy and powerful. Civilations joined the Inca Empire and
found a better way of life.

Not to say that the Inca Empire did not know violence. They too had skilled soldiers and warriors,
but they served instead to defend the empire from outside threats. They provided security and
waged war to ensure the safety of those who could not fight for themselves. Like all aspects of
Inca society, the military existed for the sake of the community and its protective powers served
as yet another reason why smaller civilizations were willing to join the empire.

As European expansion brought conquistadors and other explorers to the Andes mountains, the
Ayllus again used their control of the Inca Empire to urge their people into hiding. Those that
were left behind soon fell into civil war as ruling families tried to take charge and the
conquistadors stepped in to take advantage of the weakness. The Empire eventually fell, but the
Ayllus preserved their people in hidden locations. In the highest reaches of the Andes, the depths
of the Peruvian Rainforest and many other lost places. Many of them are now considered Terrae
Incognitae such as Paititi (Scion: Demigod, pg. 122 & 123).

Thus, the Ayllus once again preserved their people where other gods would have abandoned
them. However, the numbers of their people have dwindled drastically. Faith in the Ayllus is now
in danger of dying out entirely if these scattered villages and lost cities are ever destroyed. Yet, at
the same time, the obscurity of the Ayllus has allowed them to avoid the worst of the inter-
pantheon conflicts.

Having all of their followers in a relatively confined location within the area of the Andes
Mountains and Peru also means that the Ayllus can focus themselves on their own little corner of
the World with little trouble of outside interference. The continuance of the Inca culture within
these hidden locations also allow Scions of the Ayllus to have the easiest time adjusting to their
new roles. Belief in the gods is strong and many Ayllus Scions adapt naturally when told that they
are the children of the gods. Many are taught their roles and educated by older Scions within
their own villages and very few have ventured out into the world.

Why then, after all this time kept at a distance and focused on their people, have the Ayllus
stepped up to take an active role in the new Titan War? The Ayllus are as anachronistic as their
people. They are out of touch with the modern world and their people are few and far between.
What the Ayllus do have, however, is an undying sense of community and unity. In Inca society,
all must serve their roles and aid the greater good, from the greatest noble, to the smallest
peasant.

The Ayllus may be small in the divine community, but their nature will not allow them to simply sit
back and let others do their job for them. Their old rival Pacha Camac has returned as dominant
Avatar of the Titan of Excess, Unu Pachakuti. It is their responsibility to see that he is returned to
his prison. To put such a burden on another's shoulders would be immoral.

Ayllus Scions are often out of touch with the mortal world, just as their divine parents are. They
come from hidden villages and lost cities from across Peru. Familiarity with technology and
modern laws are rare among them.

What the Ayllus and their Scions tend to specialize in is diplomacy and defense. Ayllus are
facilitators and organizers who know how to get things done. Bands with Ayllus members are
known for getting things done smoothly and easily. And when Ayllus Scions are put in defense of
a location, that place will rarely fall under their watch.

--Relations with Others--


Most pantheons view the Ayllus as unimportant and inconsequential. As a small pantheon
struggling to survive as they used to with dwindling followers, most pantheons have utterly
dismissed the Incan gods. This doesn't mean the Ayllus don't have varying opinions of the
others, however.

The Ayllus hold the most respect for the Pesedjet, the Devas and the Celestial Bureaucracy. The
Pesedjet understands the need for order and stucture in a society. However, the idea that one
person is superior and need not serve the community in the same way as others goes against the
concepts of community harmony which the Ayllus espouse.

The Celestial Bureaucracy seem to understand that everyone has to play their part and be
involved, but they complicate the issue. Departments, bureaus and paperwork don't make for a
fluid community. While everyone is trying to do their part, they're going about it the entirely wrong
way.

The Ayllus have the most respect for the Devas. The Devas maintained their connection with
their human followers just as the Ayllus have managed to do. However, the Devas managed to
do it without being forced to scatter their people into secret, hidden villages and cities. Something
the Ayllus envy. If only the Devas returned the same manner of respect to the Ayllus the
relationship might be perfect. But, the Devas sense of superiority forms the greatest barrier
between better relationships.

The Ayllus do have relatively stable relationships with the other smaller pantheons. The Rus, for
instance, represent another small pantheon that's on the rocks. Disconnected from their people,
in danger of losing their identity beneath the rulership of the Citizen and focused on their internal
problems, the Ayllus don't get many opportunities to interact with the Rus. But when they do,
both pantheons have met on a level of equality not found with other gods.

The Manitou and the Ayllus have contact with each other more often given their closer proximity,
however, despite their mutual issues with size and power, the Ayllus and Manitou do not have as
much in common as some people might think. The number of tricksters associated with the
Native American gods makes the Ayllus uncomfortable when they make efforts to ensure that
everyone does his part for the community.

The Loa work well with the Ayllus, having very much in common between the two pantheons.
Both pantheons feel that every member of the community has his place. However, the Ayllus look
at the Loa and see how time and exposure to the world has changed them. The Ayllus have
stayed hidden and retained their identity, but the Loa have not. These changes have left the
Ayllus disturbed and caused them to keep their distance at times.

Relations with the Amatsukami are chilly as the Ayllus long ago gave up trying to make headway
with the excessive superiority of the Japanese gods. Similarly the Ayllus keep their distance from
the haughty Dodekatheon. Both pantheons disrupt the natural balance in the opinion of the
Ayllus and encourage dissention among their people.

In terms of arrogance, however, the Annuna win the Ayllus' ire. Not only did the Annuna walk
away from their people, they turned their back on the entire World. To the Ayllus this decision is
unforgivable. The Inca pantheon wants nothing to do with the Babylonians and will go out of their
way to avoid the most ancient gods.

But while the Ayllus keep their distance from the arrogance of some pantheons, the violence of
the Aesir, Tuatha de Dannan and Atzlanti puts the Ayllus' hackles up. Despite the proximity
between the two, the Ayllus consider the Atzlanti crass, uncivilized and barbarous. They limit all
association with the Atzec gods and refuse to aid many of their bloody plans. The fatalistic
attitudes and acts of unthinking bloodshed among the Aesir and Tuatha also drive a thick wedge
between them and the diplomatic Ayllus and their practices of peaceful organization.

--The Pantheon - The Ayllus--


Virtues: Conviction, Duty, Intellect, Order

Most pantheons take on guises in the modern world and interact with humanity as a whole to
bring Scions into the world. Both the greatest strength and greatest weakness of the Ayllus
however, is their focus on the traditional villages that they have hidden away from the world. This
provides them with a ready culture that they can mingle with to bring Scions into the World.

However, it has also left the Ayllus disconnected from the modern world. Few specialize in the
Sciences of today, few understand modern technology or methods and few understand modern
culture. While sometimes the Ayllus will take on human guises, most of the gods simply appear
in their divine form when interacting with their human worshippers.

It's the Scions themselves who are now venturing out into the World, urged by their parents to join
the fight against the Titans. It's the Scions who have to develop faces for themselves with the
modern society and make themselves capable of surviving with the other Scions.

-Cochamama
AKA: Mama Cocha

Clothed in flowing, sea-green cloth, Cochamama, goddess of the sea and fish serves as the
protector of fisherman and sailors. With Viracocha, she mothered many gods of the Ayllus,
including both Inti an his sister-wife Quillamama who currently lead the pantheon. She is very
devoted to her people and rarely leaves the shores of the lakes and rivers of the surviving Inca
people.

Her Scions tend to take up professions on the ocean. They are sailors and fishermen themselves
and can often be found on or near the shores just as their mother. They work to provide their
villages with fish and other supplies provided by the bounty of their mother the sea. Those who
venture out into the World to join the fight with the Titans often try to focus their efforts on matters
dealing with water.

Associated Powers: Epic Perception, Epic Stamina, Animal (Fish), Guardian, Huaca, Sky, Water
Common Abilities: Animal Ken, Athletics, Control, Investigation, Science, Survival
Rivals: Inti, Viracocha; Sobek, Poseidon, Quetzalcoatl, Susanno-o

-Ekkeko

Ekkeko is the Ayllus god who has kept the closest ties with the world outside their villages.
Mainly because the tradition of worshipping Ekkeko never died with the rest of the Inca Empire.
As the god of the hearth, he provides warmth and security to families and the community.
However, his true love is his work as the god of wealth. Dolls crafted to look like Ekkeko are
given symbolic gifts of wealth and prosperity, in the hopes that by giving these symbolic gifts to
him, he will respond in kind by giving the real thing in return.

Even among his native people, Ekkeko appears as his dolls do. He has adapted to the times and
prospered where other Ayllus have not. Even in his god form he dresses in modern clothes,
styles his mustache into a thin, modern look and wears a knit cap on his head. He is always
found with a large smile on his face. When he walks the world, he often does so as simply,
himself. The lucky wanderer who just happens be in the area. If anyone were to compare him
with his dolls, it might cause quite a shock to the onlooker.

Ekkeko's Scions are the most diverse of the Ayllus. They are born not just in the hidden villages
and lost cities, but out in the modern cities of Peru and Bolivia. He doesn't stray far from home,
but he does stray. Unlike others who may eschew visiting Scions born outside their hiding places
for the sake of secrecy, Ekkeko does not. His Scions come from all walks of life and trust in their
father's inhereted luck to get them through. And if given a gift, they often try to return that gift in
kind to their benefactor.

Those born and visited outside the sacred villages of the Ayllus do not always have it easy. In
fact, few get to know their true heritage beyond their father. They learn of the Inca pantheon and
its members and meet their father during his visitation, often having good relations with him. But
because of the desire for secrecy around Paititi and other hidden locations, the outside Scions of
Ekkeko rarely get to visit their ancestral homes until they reach godhood themselves. Even then,
they are often Fatebound to serve in other roles outside their ancient homes. Often, they trade
familiarity with the outside world, for essential banishment from their true culture.

Scions of Ekkeko born within the hidden villages, are no better off than other Scions of the Ayllus.
Though born of the wandering god, they are raised in traditional ancient ways and taught a way of
life among the villages. When they follow in their father's footsteps and venture out into the world
to try and spread wealth and prosperity, many of them find themselves lost and cast adrift in a
world that has no use for them. Still, many of them do venture out. And many Scions of Ekkeko
have taken up the war against the Titans simply to find a way to fit with the modern culture.

Associated Powers: Epic Intelligence, Epic Manipulation, Epic Wits, Fire, Huaca, Magic
Common Abilities: Academics, Awareness, Craft, Empathy, Larceny, Occult
Rivals: Quillamama; Ptah, Hephaestus, Frigg, Ogoun
-Illapa
AKA: Apu Illapu, Ilyap'a, Katoylla

In a pantheon devoted to peace, prosperity and diplomatic rule, Illapa is that one exception that
ensures the survival of their peaceful way. Conquest was rare among the Inca people. Wars of
the Inca Empire were fought with defense and survivability in mind. And the storm god Illapa
fought smart rather than savagely.

While Illapa's role was rarely that of the attacker, his skills in battle were needed by the Inca
Empire. He pushed back his enemies and fought from a distance to keep the Inca people from
being threatened. He is an imposing man who wears brilliant shining clothes that are almost
blinding to the eye. In one hand, he hefts a heavy club. And in the other, he carries a sling and a
pouch of stones. He keeps the Milky Way in a jug which he uses to create rain for the world.

Illapa's Scions are stuck in a bit of a conundrum. At home, they are rarely put to use, especially
now that the Inca people hide from the world. There is little need for violence and war when
enemies cannot find them. So the Scions of Illapa stay untapped. With the new Titan War, most
of Illapa's Scions are sent forth to serve. But they would much prefer staying home to defend.
Not to mention they often have some of the hardest times dealing with the modern world since
their methods of combat and warfare are long out of use. They are stuck in a Catch 22. Stay
where they are not needed but where they feel they belong, or go out where they don't belong to
do their job.

Associated Powers: Epic Appearance, Epic Dexterity, Epic Strength, Huaca, Sky, War
Common Abilities: Brawl, Command, Fortitude, Melee, Presence, Thrown
Rivals: Inti, Viracocha; Horus, Set, Ares, Zeus, Thor, Quetzalcoatl, Tlaloc, Susanno-o, Shango

-Inti

God of the sun and warmth, current ruler of the Ayllus and defender of the people, Inti is the most
powerful member of the Inca pantheon. Son of Viracocha, the creator, and Cochamama,
goddess of the sea, he rose to power when Viracocha declared him ruler and sent him to gather
the Inca people together under a single empire. Since that time, the Ayllus have followed his
lead, including his decision to withdraw the Inca people from the world at large.

Though he prefers to solve problems diplomatically, Inti is the defender of his people and is quite
capable with the staff he carries when his protectorate is threatened. A tall, noble man with
golden skin, Inti's glorious glow suffuses a room with light no matter where he goes. Inti is the
most opposed to interaction with the outside world, considering it barbaric and uncouth. And
when he walks among his hidden people, they know that they are dealing with the sun god.

Inti acknowledges that the war effort against the Titans is necessary. But he also believes that his
Scions are needed back home to serve as leaders and diplomats for the hidden Inca people. For
that reason, few of Inti's Scions are sent out to join the other pantheons and fight the Titans.
Those that do go to the outside world, generally do so against their father's wishes. They find
themselves unable to sit back and watch when their leadership may make the difference.

Associated Powers: Epic Charisma, Epic Manipulation, Animal (Condor), Fire, Huaca, Guardian,
Justice, Sun
Common Abilities: Academics, Command, Integrity, Melee, Politics, Presence
Rivals: Illapa; Atum-Re, Horus, Apollo, Baldur, Heimdall, Huitzilopochtli, Amaterasu, Legba

-Kukamama
AKA: Mama Kuka

Originally, Kukamama was a promiscuous mortal woman. She had an eye for numerous men
and she had no problem indulging herself with many of them. However, her lovers eventually
learned of her indiscretions and, in their rage, tore Kukamama apart and scattered her body
across the land. This death brought on apotheosis and Kukamama was reborn as a beautiful,
promiscuous goddess instead.

Beautiful and regal still, Kukamama is a goddess of fertility, both of plant and animal. The coca
plant is her sacred symbol and men are only allowed to sample it once they seen to their lovers'
sexual needs. She embodies both the act of procreation and the enjoyment of that act.

While it's true that she is still an eager lover (perhaps even more true with her divine powers)
Kukamama is also a stickler for tradition. Her relationships must be with those who follow the
proper way of life and remember the traditional values of the Inca people. Naturally, it's almost
impossible for her to find such a partner outside of the hidden cities of Ayllus. As such, her
Scions are born and raised without contact with the outside world.

Scions of Kukamama tend to serve in roles related to sex and relationships. Some work as
matchmakers, while others try to resolve marital disputes and ensure healthy relatinships. Most,
however, are promiscuous without fault and often serve as accla, or sacred "virgin" priestesses
known to service the nobility.

Associated Powers: Epic Appearance, Epic Charisma, Epic Stamina, Fertility, Health, Huaca
Common Abilities: Athletics, Awareness, Empathy, Medicine, Presence, Survival
Rivals: Quillamama; Isis, Artemis, Hera, Frigg, Tlazolteotl, Izanami, Erzulie

-Pachamama
AKA: Mama Pacha

More comfortable in the form of an ancient dragoness, Pachamama is mother of the earth,
bringer of the harvest and proginator of much of the Ayllus pantheon. A powerful sorceress, she
has been known to be a vindictive deity in her time. The earthquakes are her anger and guinea
pigs and llamas, her sacred animals were sacrificed in her name to appease her.

While many of the Ayllus have lost worship in the modern world, worship of Pachamama has
survived, having been merged with many of the Peruvian stories and legends of the Virgin Mary.
Rituals dedicated to Pachamama are often performed side by side at Christian ceremonies in
Peru.

However, like most of the Ayllus, Pachamama herself has not adapted. Though her true
dragoness form has not been seen outside of the hidden cities for centuries, she has been known
to walk among her outside followers in a shawl and dress, providing mysterious visits from her
Virgin Mary personna, leaving many speaking of miraculous visions in her wake.

Never does she visit men on the outside in her virgin guise. Her fatebinding to the image won't
allow it. Her Scions are born of her followers who still keep the most ancient of practices within
the hidden civilizations of the Andes mountains and forests. Her Scions serve as a special kind of
priest called yatiris who guide their followers in worship of Pachamama and the other Ayllus.

Associated Powers: Epic Intelligence, Animal (Guinea Pig, Llama), Earth, Fertility, Huaca,
Magic, Mystery
Common Abilities: Brawl, Command, Fortitude, Investigation, Occult, Survival
Rivals: Cochamama, Inti; Geb, Poseidon, Frigg, Sif, Tlazolteotl, Izanagi, Izanami, Damballa

-Quillamama
AKA: Mama Quilla

Wife of Inti and goddess of the moon, Quillamama was mother of the Incan people just as her
husband was their father. As the moon, she was worshipped for her admirable beauty and the
many benefits she bestowed upon the world she shined down upon. She oversees marriage,
menstrual cycles and protects women in general.

Like her husband, Inti, Quillamama rarely interacts with the world outside of their hidden cities.
She was mother to the Incan royal line and she considers their decendants to be the only ones
worth her attention now. Also like her husband, she does not walk among them in disguise,
preferring to appear in her divinely beautiful form for all to see when she walks among her people.

Children of Quillamama serve as advisors and religious leaders among the surviving royalty of
the Inca civilizations. They can be flighty and capricious, as ever-changing as the cycles of the
moon, but their duties are always paramount in their goals.

Rarely do they venture into the world at large, believing that others will handle the war while they
advise their own people. Those that do join the battle do so because they are convinced that the
best way to aid the royal family is to ensure it's future safety by defeating the Titans once more.

Associated Powers: Epic Appearance, Epic Manipulation, Animal (Fox), Chaos, Huaca, Moon
Common Abilities: Art, Craft, Integrity, Medicine, Politics, Science
Rivals: Pachamama; Bastet, Horus, Artemis, Athena, Loki, Tezcatlipoca, Tlazolteotl, Xipe Totec,
Tsuki-yomi, Kalfu

-Supay
AKA: Zupay

Lord of the Incan Underworld, Supay is fearsome to behold. His skin is bright red and his mouth
full of jagged fangs. Spiralling horns adorn his head and fierce eyes peer out from lowered
brows. While some cultures may accept their death gods as a natural part of the cycle, Supay
was the most feared of the Inca gods. Offerings were made to him in order to prevent death from
claiming someone. Any appeasement was temporary of course, as Supay enjoys the act of killing
and pulling the souls down into Uku Pacha, the Underworld.

Like Pachamama, Supay's legacy continues with the local Christian culture around Peru and
Bolivia, having been given the role of the devil. Yearly festivals are performed featuring dancers
dressed as Supay in order to depict his devilish antics. Despite this, Supay rarely interacts with
the world at large. For that matter, Supay rarely interacts with the world period.

The few Scions who Supay deigns to create and visit tend to serve funeral roles among the
traditional Inca people. They serve as priests who perform burial rites and are masters of the
natural methods of mummification in the Andes. Some also serve as gravediggers and architects
of tombs. They enter the world in service to their father, often having some goal related to
ensuring the continued safety of the Underworlds as a whole.

Associated Powers: Epic Appearance, Darkness, Death, Huaca, Justice, Prophecy,


Psychopomp
Common Abilities: Command, Investigation, Larceny, Occult, Presence, Stealth
Rivals: Ekkeko, Urcaguary; Anubis, Osiris, Hades, Hel, Mictlantecuhtli, Izanami, Raiden, Baron
Samedi

-Urcaguary

Urcaguary is god of metal, jewels and other items of value found beneath the soil. He forsakes a
human form most often, prefering to appear in his natural form, a blending of serpent and deer
whose tail is adorned with chains of precious gold. While mainly benevolent, he is still a greedy
god, preferring to keep his precious metals to himself and lure others to find worthless items
which only appear to be of value.
Only the traditional people of the Inca know the proper ceremonies to appease him when
removing the precious metals from the earth and no others are worthy of his interest. For that
reason he stays close to the hidden cities like Paititi.

His Scions tend to serve as miners and craftsmen, both removing the precious metals in the
proper forms and shaping it into jewelry and fine art for their people. They tend to wander into the
world at large as a matter of curiosity. While their father may have forsaken it, they wish to learn
what exists out there and bring back modern forging techniques to their native villages.

Associated Powers: Epic Stamina, Epic Wits, Animal (Snake, Deer), Earth, Huaca, Illusion
Common Abilities: Art, Awareness, Craft, Investigation, Melee, Survival
Rivals: Supay; Geb, Ptah, Hephaestus, Hel, Mictlantecuhtli, Tlazolteotl, Izanagi, Baron Samedi,
Ogoun

-Viracocha
AKA: Apu Qun Tiqsi Wiraqutra, Con-Tici Viracocha

Creator god of the Incan pantheon, Viracocha often can be found dressed in his clothes of bright
scarlet, wearing the sun as his crown, holding thunderbolts in his hands, his tears forming the rain
that falls upon the land and his face hidden behind a beard of feathers. He created the world
himself by bringing light to the darkness. He created the sun, the moon and the stars. He
created mankind by breathing life into rocks. He is the oldest of the Ayllus and brought all others
into existance.

Both current leaders of the Ayllus began as Scions of Viracocha. Inti and Quillamama were born
mortal and as Scions given charge of the Inca people in the name of Viracocha. Until they grew
into power and replaced him as surpreme gods of the Ayllus, giving birth to the Inca royal family
between them. Since that time, Viracocha has remained among his traditional people, following
the lead of Inti and Quillamama and aiding in their rule.

His Scions in the world today are always destined for greatness. Though they never rise to
replace Inti or Quillamama among the pantheon, they serve their people as leaders,
administrators of local governments and leaders of the people. When they leave to join the Titan
War, they do so to ensure that leadership is brought to the battle effort and allow other Scions of
other gods the time to remain home and take care of their people.

Associated Powers: Epic Intelligence, Health, Huaca, Magic, Psychopomp, Sky, Stars, Sun,
Water
Common Abilities: Academics, Command, Craft, Fortitude, Presence, Survival
Rivals: Cochamama, Pachamama; Atum-Re, Isis, Hera, Hermes, Zeus, Odin, Quetzalcoatl, Xipe
Totec, Izanagi, Damballa, Legba, Shango

-------------------------------------------------------------------------------------------------------------------------------
--Scent the Divine--

When using the Perception Knack, Scent the Divine (Scion Companion, pgs. 56 to 57), the Ayllus
smell like coca leaves and sound like stones being knocked together.
-------------------------------------------------------------------------------------------------------------------------------

--Pantheon Specific Purview - Huaca--


All pantheons have magical items and sacred places. The very act of being a god brings with it
the ability to craft such items and claim such places for his or her own. But the Ayllus take this
concept one step further. The power of Huaca is used to identify and manipulate magical items
and places to the whim of the Ayllus. In fact, such items and places are themselves called
"huacas."

At the most basic levels, Huaca allows the user to sense mystical items or places, encode
information a special type of huaca called khipu or locate magical items. At the demigod level,
the power begins to focus on how huacas interact with other beings, allowing the creation of
mummies as mystical items, erecting sacred places to house those mummies, allowing the power
of a mystic item to be housed within a person and transforming living beings into magical items.
Finally, upon reaching godhood, the power focuses on the potency of mystic places and allows
the user to create or manipulate those locations.

Huaca is unique among Pantheon-Specific Purviews in its focus on the creation of certain items,
such as the khipu strands, mallki mummies and their burial tombs, sacred protected sites and
even ushnu pyramids which serve as focal points of the universe. Many of the things created by
Huaca are immobile. An Aztec Scion with Itzli may make his sacrifices of blood almost anywhere
and an Egyptian Scion with Heku may always find the seven sacred souls to manipulate
regardless of location. And Greek Scions with Arete are always good at what they do.

But Huaca generates things which are immobile and not always easily accessible after creation.
These structures and items tend to be multi-purpose once made, but getting to them can often
times be a chore if circumstances are aligned against the Scion. This limits the flexibitily of the
Purview, when compared to the powers of other pantheons, but makes up for it by granting more
usefulness to those solid structures.

It is, in fact, this immobility which helped to convince the Ayllus they needed to remain with their
people in the World and hide away their cities. The sacred ushnu, the paqarina burial tombs and
the sacred lands they protected as apu could not escape with them into the Overworld. And the
Ayllus would not abandon these sacred sites or the people who tended them.

-Understand Huaca (Huaca O)


Cost: None
Dice Pool: Perception + Occult

At the most basic level, the power of Huaca allows a character to sense the presence of mystical
items or places. Whenever the Scion is in proximity to a mystical item (relic, titanspawn trophy,
etc.) or sacred location (terra incognita, axis mundi, underworld passage, etc.) the Scion may roll
Perception + Occult as a reflexive action to identify that item or location as mystical. A single
success is enough to tell the character that the item or place is magical in nature. Each additional
success beyond that provides a single piece of information at the Storyteller's discretion.

If the item is mystically concealed in some fashion, the Scion must gain enough successes to
pierce that concealment before gaining any extra information. This boon will not allow the
character to overcome the Legend limitations needed to use an Axis Mundi to enter the
Overworld or allow the character to find his way into a Terra Incognita that has specific entrance
requirements. That's the power of Psychopomp, not Huaca. Understand Huaca will only convey
information about an item or location's capabilities and properties.

-Khipu (Huaca OO)


Cost: 1 Legend
Dice Pool: Dexterity + Academics

This power allows the user to create a special sort of huaca known as khipu. Khipu consist of
knotted strings and cords used to contain information. Traditional khipu were used to contain
numerical information and some speculate they were also used to preserve oral traditions in a
"written" form. A Scion who possesses this boon may encode so much more. By spending a
Legend and rolling Dexterity + Academics, the Scion may knot strings or any other string-like
strips into patterns that contain information. Each success allows a Scion to encode one long
sentance into khipu strands.

It's possible to continue using this boon consecutively to continue adding sentences to a
collection of khipu strands, but doing so requires further expenditures of Legend. The Scion must
spend one Speed 5, Miscellaneous action per sentance actually twining and twisting the strands
into shape. The Scion may not take other actions during this time, including defending himself.

For a Scion who also possesses the Khipu boon, reading the khipu is automatic. For a Scion
who does not possess this boon, he may still read the khipu, but doing so requires Speed 5,
Miscellaneous actions as the Scion rolls Intelligence + Academics in turn. Each success
translates one sentance and the Scion may continue until all of the khipu strands are translated.
Reading is easier than "writing" and a Scion may translate multiple sentences quickly with a good
roll and a single action. Those without the Khipu boon need to spend a Legend in return for each
roll made to translate the information.

-Locate Huaca (Huaca OOO)


Cost: 2 Legend
Dice Pool: Perception + Craft

A Scion with this boon is capable of finding the location of mystical items. By focusing on an item
which a Scion has at least passing familiarity with, she may gain a sense of which direction to
travel to find that item. A Scion must at least have knowledge of the item in question. Some
mystical items (such as Gugnir, Mjolnir, Hermes' sandals, Inti's golden staff Tapac-yauri) may be
common knowledge for those with divine heritage. Others may be more esoteric. The Storyteller
is the final arbiter of this and may require an Academics or Occult roll to determine if the item is
known to the character or not.

The character must also be on the same plane of existance at the time. Finding a magical item in
the Overworld or Underworld is impossible if the character is currently in the World, for example.
This also includes being in the proper Overworld or Underworld. Gugnir won't be found in
Olympus. And Hades' magical helm won't be found in Yomi.

Assuming the character knows of the mystical item in question and is in the same plane of
existance at the time, she then spends two points of Legend and rolls Perception + Craft. If a
character has nothing more than a passing knowledge of he item, the difficutly of the roll is 10.
Having seen the item with her own eyes lowers the difficulty to 8. Having handled the item
previously lowers it to 5. If the character has actually used the item in question in the past, then
the difficulty is 3. An item that is actually bound to a character as a birthright item is only difficulty
1 to locate. If the item in question is protected by some sort of magical concealment (such as use
of the Illusion Purview) then the boon must overcome that concealment in addition to the difficulty
of the boon.

This directional feeling lasts for a full scene. However, the boon may be reactivated at the end of
the scene for another three points of Legend without having to make another roll, extending its
duration to another scene, until the item is located.

Note, that most titanspawn trophies are not actually mystical items until they are removed from
the titanspawn in question (for example, the eyes of a nagaraja or the tongue of a yuki-onna are
part of those living beings until removed and made into magical items). If the "trophy" of the
titanspawn is a special item that may be taken from them, however (such as Sojobo's relic swords
or fan), then the boon may be used to find those items.

This boon does not allow the character to actually retrieve the items in question, and such
attempts may certainly require stories all their own. This boon only provides a sense of direction
to travel to reach the magical items.

-Mallki (Huaca OOOO)


Cost: 3 Legend
Dice Pool: Intelligence + Medicine

Anyone can perform the motions of creating an Inca mummy. The organs of the body are
removed and the cavities are filled instead vegitable matter or animal hair. The skin and flesh is
removed and clay is used to replace the outer layer of the body. Any who know the traditional
practices and possess medical skill may mummify a body in the Inca tradition. Such is
accomplished with an extended Intelligence + Medicine roll. Each roll has a difficulty of 5, and the
extended roll has a roll interval of an hour and a cumulative difficulty of 20.

This boon allows a Scion to go one step further. After performing the proper ritual as detailed
above, the Scion may then bless that mummified body to transform it into a mallki, a form of
huaca which takes the form of a sacred corpse. A true mallki, however, is more than simply a
sacred corpse. It may rise and walk around and it may speak and interact with others. Assuming
the Scion has correctly performed the mummification ritual above and has created a suitable
vessel, he then spends 3 Legend while touching the body. This act calls the mummy's spirit from
the Underworld (assuming its made it that far) and implants it within the sacred mallki.

Once the mallki is created, it is mobile and may walk around and possibly attack enemies. Mallki
use the same stats as the typical zombie or mummy as presented in Scion: Hero, pg. 293 to 294.
However, these mallki may also speak and still possess their intelligence, which allows them to
also serve as guides equal to the typical ghosts presented in Scion: Hero, pg. 292. These
intelligent mummies, however, are still susceptible to decay and cannot heal any damage done to
them in the normal wear and tear from the life of a Scion's advisor.

-Paqarina (Huaca OOOOO)


Cost: 5 Legend + 1 Willpower
Dice Pool: None

In ancient Inca culture, creating the mallki is only half of the process. Using this boon creates a
paqarina, a sacred location specifically designed to house mallki. The Scion must specify a
clearly defined room that is no larger than his Legend in cubic yards and then spend an entire day
and night sanctifying the location with prayer, the burning of sacred herbs and painting the room
with sacred designs. So long as this period of time is uinterrupted, the Scion then spends five
points of Legend and one Willpower point, thus sanctifying the location as a paqarina. This
sanctification is permanent unless the entire room is somehow destroyed.

Within the confines of a paqarina, all mallki are immune to the effects of decay and degeneration
as their bodies are magically preserved. Additionally, a mallki heals one health level of damage
regardless of type, each full day it spends within the sacred site. Even if the body is completely
destroyed, a mallki will regenerate so long as the remains are left within the confines of the
paqarina. If removed, however, that particular mallki is destroyed forever.

Once created, a paqarina serves an additional function as well. As a sacred site dedicated to the
preservation of the mallki and touched by the Inca dead, it serves as a passage to Uku Pacha,
regardless of where the paqarina is created. In this way, the Inca are not limited to the ancient,
crumbling tombs that other pantheons may be limited to, but may find passage to the Underworld
via modern paqarina.

-Taki Unquy (Huaca OOOOO O)


Cost: 5 Legend, 1 Legend per day
Dice Pool: Charisma + Athletics
This boon takes the form of a sacred dance of the Ayllus which allows the user to take a huaca
into himself and use its power. For a Scion, this takes the form of absorbing a relic or other
mystic item into his own body. The use of this boon first requires performing the ritualistic dance
associated with the boon. This requires an hour-long ritual, followed by a roll of Charisma +
Athletics, difficulty 5. With the roll successful, the Scion then spends five points of Legend while
in physical contact with the mystic item and the item melts into the body of the Scion.

This merger lasts indefinately though the Scion may reflexively end it at any time. It requires an
additional cost of one Legend point per day to maintain this power's effect. While this power
remains in effect, the Scion is considered, obviously, to be in possession of the item. This useful
for using non-associated boons without fear of having the relic in question stolen or lost in some
fashion. If the user is trying to merge with a stolen relic, he must first make the Legend roll to use
a stolen relic as detailed in Scion: Hero, pg. 162 and 163. If the roll to use the stolen relic fails,
then the boon fails.

During this time, the relic is concealed and may not be found by attempts to locate it. It is not
truly a relic anymore, but rather has become a part of the Scion who has merged with it.
Additionally, any powers the item may have naturally, may be used freely and the Scion may use
any boons associated with the relic which he has learned or which the true owner of the relic has
learned if the relic is stolen.

However, if the item requires that it actually be used in order to gain its power (such as a relic
sword with item enhancements) those powers may not be used while the relice is merged.
Finally, the power of huacas represent a divine duty. While this power remains active, the
character is considered to be in the Virtue Extremity for Duty, Morbid Self-Sacrifice.

A Scion may have any number of items merged with his body at any given time, however, the
daily Legend cost for maintaining these effects simultaneously is cumulative. Being merged with
three different items costs 3 points of Legend per day.

-Flight of Cavillace (Huaca OOOOO OO)


Cost: 8 Legend, 1 Willpower to make permanent
Dice Pool: Intelligence + Occult

Once, a virgin goddess named Cavillace was impregnated by the seed of a minor moon deity
named Coniraya. When her son was born, she demanded that the father step forward. None
did. So she set the child down and he crawled to Coniraya. Ashamed and insulted that Coniraya
did not step forward, she took her son and fled to the ocean, transforming herself and her son into
stones which became venerated as huaca.

This boon replicates the transformation of Cavillace and allows the Scion to transform either
herself or others into large objects such as stones, trees or other naturally occuring things. The
Scion must be in physical contact with the target if doing it to someone other than herself. Either
way, she then rolls Intelligence + Occult at a difficulty of the target's Legend, or difficulty 1 for
targets without Legend. If the target is unwilling, he may resist by rolling Stamina + Integrity.

This change lasts a number of days equal to the user's Legend rating though if using it on a target
without Legend, the change may be made permanent by spending a point of Willpower. This
boon may only be made permanent for beings with a Legend rating if he has that being's
permission. That is, only if the person wishes to be a rock forever. That's likely to be rare.
However the Scion who used this boon may choose to make the transformation permanent for
himself as Cavillace did. This act is suitably legendary to serve as an act of Renunciation, as per
Scion: Hero, pg. 163. However, while the Scion may gain a permanent Legend for the
renunciation, she's now a rock. For good. A fully aware magical rock, but a rock nonetheless.
Congratulations. Staying part of the game and being active is going to be quite difficult now
because it's unlikely the Storyteller is going to keep the action centered around your stone self.
Sufficient time spent without using her divine powers now that she's a rock may certainly qualify
to then reduce the character's Legend rating as per Scion: Hero, pg. 123.

Relics and other magical items in the person's possession do not transform with him, however the
previous boon, Taki Unquy, may ensure that the user of this boon retains possession of her own
relics.

While this change remains active, the transformed individual is still aware of his surroundings and
possesses normal line of sight perceptions. Such information is gathered mentally rather than
with the use of actual eyes, however. He may also still use any supernatural powers which are
inherent to the being, including the use of boons. However, if the individual is not in contact with
any needed relics, he faces the appropriate penalties for using the boons.

Similar to Taki Unquy, individuals transformed into rocks or trees do not register as they normally
would when sought using mystical means. Powers such as Ariadne's Thread or Where Are You?
do not identify the location of the transformed targets. They are rocks or trees at that time,
afterall, not Scions or humans. Scions of the Ayllus have used this boon to hide themselves from
enemies, punish individuals and even to simply escape the world and experience life as a rock or
a tree for a time.

-Create Ceque (Huaca OOOOO OOO)


Cost: 10 Legend + 2 Legend per extra person
Dice Pool: Perception + Survival

While the earlier boon of Locate Huaca will allow the user to find magical items, this boon
expands upon that and allows the user to find mystical locations. It may be used to find terrae
incognitae, find passages to a specific Underworld, find Axis Mundi to a specific Overworld or
even find passages into the realms of the Greater Titans.

As with Locate Huaca, the user must at least have knowledge of the location to be sought. While
such places as Uku Pacha, Hanan Pacha, Helheim, Olympus or Paititi may be common
knowledge for a Scion of the Ayllus, some other mystic places are not. The Storyteller may
require Academics or Occult rolls to verify knowledge of certain places.

This boon more than shows the user how to find a place, it also shows others. The god spends
10 points of Legend to activate this boon in the first place, as well as two extra Legend per
additional person who is to be shown the way. The god then rolls Perception + Survival. The
difficutly is 30 if the god only has a passing familiarity with the location. If the god has actually
been given directions, then the difficulty lowers to 25. If the god has actually visited the location
in the past, the difficulty lowers to 20. If the god is searching for a location that is actually tied to
the Ayllus pantheon (a passage to Uku Pacha, an Axis Mundi to Hanan Pacha or one of the many
hidden cities that have become terrae incognitae like Paititi) then the difficulty is only 10. If the
location's presence is concealed in some manner, then the god must also gain enough successes
to pierce that concealment.

If the use of the boon is successful, then a glowing path, which the Ayllus call a ceque, appears to
the sight of all those affected, guiding the user and other targets to the nearest location in
question. This path remains for the rest of the scene, though the god may spend the same cost
in Legend again at the end of that scene to extend the duration another scene without having to
roll again.

Once the location is found, this boon also brings with it an innate understanding of how to enter
the location. Gods who have never been to Asgard before gain an understanding that the ash
tree he's been led to must be climbed. Travellers to Duat find an Egyptian tomb and know they
must close themselves in like the ancient kings. This information will only allow a god to know
HOW to enter, not aid him in doing so. Once entering Olympus, the traveller is on his own to
figure out how to climb the mountain with the armed guards arrayed against him. If a target does
not have sufficient Legend to use an Axis Mundi, the knowledge of how to use it does not
overcome his limitations and he still cannot enter on his own.

-Apu (Huaca OOOOO OOOO)


Cost: 15 Legend + 1 Willpower
Dice Pool: Perception + Survival

To serve as an apu means that the god has claimed sacred protectorate over a certain landmark
important to her people. These typically take the form of mountains (as the word "apu" literally
refers to a guardian of a mountain top) though lakes, such as Lake Titicaca, are also common as
well as other locations such as valleys, rivers and numerous other natural sites.

The use of this boon allows the god to claim guardianship over a sacred landmark. Once the god
has chosen a suitable location to serve as guardian of, she spends 15 points of Legend and a
point of Willpower while in the presence of that landmark. This extends the god's protection over
an area in miles equal to the god's Legend. The landmark in question must be at the center of
this protected area.

When the god is actually present at the landmark in question, then she is constantly aware of all
beings within the area. Even when away from the location, she may reflexively focus and gain
the same perception. She must be actively choosing to do so, such perceptions do not come
passively while outside of the confines of the god's protectorate. If a being is attempting to hide
from the god within that area, then the god must roll Perception + Survival against the
concealment in question or else the hidden individual remains undetected.

By spending a Legend and making a standard Move action, the god may choose to instantly
transport herself to any location within her protectorate. This is available, no matter where the
god is, even if she is outside the World in the Overworld, the Underworld or even within a Greater
Titan at the time. However, the god is unable to do this if she is unable to make a Move action.
Thus, if restrained or otherwise rendered Inactive, the god may not transport herself to her
protectorate. Note also that this transportation is one way. While the god may travel multiple
times within the confines of her protectorate, she may not travel instantly back to a location
outside the border she may have left behind. If she leaves her Band at the mercy of a Greater
Titan, she cannot instantly travel back to them and will have to make the journey the hard way.
And the god cannot bring others along for the ride. That falls under the power of Psychopomp.
The intimate connection with the sacred landmark is for only the god that created it.

Finally, those who are in the god's favor receive automatic successes equal to the god's Legend
rating on all Survival rolls made within the area. Farming is good, hunting is often successful and
those under the god's favor rarely get lost in the wilderness. The people who live under the
protection of the god live prosperous lives. Those who do not have the god's favor suffer an
equal penalty to the difficulty of all Survival rolls made while in the area. Just as those who are
protected by the god live good lives, those who are not rarely last long within the area. It's often
for this reason that the hidden cities of the Inca remain hidden. Explorers and enemies of the
Ayllus simply cannot find what they seek within the areas protected by the gods and they often
find themselves lost or the victim of tragic accidents.

A god may be the protector of multiple places in this way, though she is not capable of being in
two places at once (unless actually possessing other boons which do allow her to be in multiple
places at once). Under normal circumstances, a god must devote herself to one location at a
time. It's very easy for a god to spread herself too thin if she tries to protect too many places at
once.

-Ushnu (Huaca OOOOO OOOOO)


Cost: 20 Legend + 1 Permanent Willpower
Dice Pool: None

Ushnu are step pyramids crafted by the Inca people to become the central hub of their worship
and ritual practices. Traditional ushnu consist of five steps, each one smaller than the one below
it. On the top step rests a large double armchair covered with golden sheets where king and
queen might sit to look down upon their subjects while they worship. These ushnu were crafted
by humans in imitation of the great divine ushnu of the gods.

For a god to use this power, he must first spend one hour marking out the base of the pyramid to
be created and performing ritual offerings to sanctify the location. Such offerings typically consist
of drinks such as water or alcohol, though some gods prefer to use animal sacrifices instead.
Upon completion of the rituals, the god spends 20 points of Legend and a permanent Willpower
point, causing the ushnu to literally rise from the ground and shape itself. For obvious reasons,
it's rare that this power gets used outside of the Inca's hidden cities. And most Ayllus today even
go so far as to only erect their ushnu within the Overworld.

Once constructed, this ushnu is practically industructable. Physical damage merely bounces off
the solid stone construction. It would require the use of an Avatar expression of a Purview or the
use of an Ultimate Attribute to destroy an ushnu once it is constructed.

These ushnu serve as focal points for the three worlds, allowing their owners to sit upon the
throne atop the pyramid and gain insight into all space and time. Once a day, the owner of the
ushnu may seat himself upon the king's side of the double throne and may invoke this power by
spending a point of Legend. His mind is then cast adrift into the greater cosmos, leaving him
Inactive on the throne for a full Speed 5 action. At the end of this time, the player may then ask
the Storyteller one single question regarding past, present or future and about any location or
subject in the world. The Storyteller must answer this question truthfully, however, cryptic
answers, especially regarding the future or hidden targets, are certainly acceptable. The owner
may ask only one question per day in this manner and further questions must wait until another
day. However, he may also grant this ability to another by inviting her to sit upon the second
throne atop the pyramid. This second person may use the throne in the same way, but only with
the permission of the ushnu's owner and only once a week rather than once a day.

The ushnu may be indestructible, but it is not mobile. Many gods construct them within the
Overworld, especially within any Sanctums they may possess, to ensure safety and theoretically
easy access. Others construct them upon natural landmarks which they protect using the Apu
boon so that they may transport themselves to the location instantly. A god may have only a
single ushnu at any given time. However, if a powerful enemy does destroy it with an Avatar or
Ultimate Attribute, the god is able to create a new one by re-using this boon.

These temples also serve as sanctums, with openings in the sides of the pyramids which lead to
living quarters and other temple rooms that are important to day-to-day life. Their size, about that
of a Worldly mansion, makes the location only a Sanctum of 1, but the fact that the god gains
special benefit from the location and can easily re-make it should it be destroyed makes it a vital
location to one of the Ayllus.

--Birthrights--
The Inca gods were often very basic in their use of Birthrights. Followers for the Ayllus and their
Scions tend to consist of the people that worship them. Soldiers and priests serve as followers
most often and are best represented with the stats for the appropriate type of mortal as shown in
Scion: Hero, pg. 280 to 283.

Creatures also tend to take the form of blessed versions of normal creatures such as condors,
llamas, pumas, snakes and other sacred animals. And Guides tend to take the form of ancestral
spirits and ghosts who represent great heroes and sages from Inca past or even other minor gods
of the Inca people who don't quite measure up to the rest of the pantheon.

Many gods of the Ayllus will claim this simple approach to arming their Scions is part of what has
allowed them to survive for so long. While other pantheons rely on creatures, followers and
strange beings to serve as guides, the Ayllus rely simply on their own skills and powers. They are
self-sufficient and thus efficient. It has allowed them to sever their ties to the outside world, bring
their people into hiding and yet still survive without the network of support that other pantheons
would crumble without.

The Ayllus look at their lack of unique individuals tied to their pantheon as a sign of strength and
independence rather than the weakness that other pantheons might view it as. The only network
of support the Ayllus feel they need comes from their own people without having to outsource to
lesser immortals and other strange things.

Relics:
-Tapac-yauri (Relic OOO - 3 Purviews [Earth, Justice, Psychopomp])
The Tapac-yauri is the golden staff of Inti which was brought up from below the ground to secure
his position as king of the Ayllus. However, he since passed it down to his children. His Scions
have often served as leaders of the Inca people and possession of the Tapac-yauri symbolizes
their leadership. Now, the Inca Empire is shattered and broken and there is no such thing as a
single ruler to weild the staff. Inti is still more than willing to share the staff with his Scions,
however, especially now that it might be needed to stop the Titans. In combat, the Tapac-yauri
uses the stats of a typical bo. It also grants access to the Earth, Justice and Psychopomp
Purviews.

-Chakana (Relic O to OOOOO - 1 to 5 Purviews [Death, Magic, Mystery,


Psychopomp or Prophecy])
The chakana is a sacred symbol to the Inca people. It is a cross-shaped symbol composed of a
three-stepped pattern along each cross bar. The symbol represents the three layers of reality, the
underworld inside it all, the outer world, and the heavenly realm above. There is a hole in the
middle which represents the axis by which shamans and other mystics may transverse the planes
of existance. Ayllus gods often incorporate the chakana into their relics and the divine nature of
the symbol has potential to channel a number of different Purviews. Some chakana only channel
a single Purview. Others channel all five available options. The possible Purviews of the
chakana are Death, Magic, Mystery, Psychopomp and Prophecy.

--Cosmology--
Underworld - Uku Pacha:
The lower world, the realm of the snake for it was believed that when snakes disappeared into the
earth they died and travelled to the Underworld, Uku Pacha lies at the center of the world. It is
more complex than many Underworlds as it doesn't hold just the dead. Uku Pacha also serves
as the home for the "gods of the earth" among the Ayllus.

When entering Uku Pacha, travellers first find themselves travelling through a large, perfectly
round tunnel through dark, rocky soil. It tunnel twists and winds, much like a snake's path
through the ground. For that's what it is, a snake's path. Carved through the earth by the
serpentine dragon form of Pachamama, mother of the earth. While Supay may be lord of the
Underworld and hold authority over the dead in Uku Pacha, Pachamama is the creator of Uku
Pacha. Even Supay defers to her in matters of the earthly realm.

Travelling through the tunnels, light does not penetrate far. The darkness of the tunnels is almost
absolute and travellers only barely see the twists and cross tunnels as they cross them. The
tunnels criss-cross and twist in random patterns forming an intricate network of turns, crossroads,
forks and dead ends that only Pachamama knows fully.

Eventually, however, despite which twists and turns the traveller takes, the tunnels always lead to
a large, open chamber carved from the solid stone of the earth. The chamber stretches far in a
great expanse so large that the stone ceiling and far end are distantly out of sight in the darkness.
In the center of the large chamber, visible no matter the distance, rises a large stepped pyramid
that rises up until the top is just below the darkness above. Atop the pyramid, on one side of the
double throne, sits Supay, looking down upon the dead who populate this cavern.

Spread out below the pyramid from one end of the cavern to the other are the countless homes
that have been built from the earth by the dead. Stone mined from the cavern floor or walls have
been turned into bricks for buildings and crafted into a vast city of the dead that spreads out from
the pyramid at its center.

Despite the size and intricacy of the city, the dead are not in charge of it. They live in almost
perpetual darkness and fear of the things which serve their lord, Supay. The serpentine demons
of Supay make regular trips down from the pyramid where they serve their master, simply to
harass and torment the dead in Uku Pacha. These serpentine demons never destroy a ghost.
They stalk them. Harass them. Torment them. Sometimes they wound them. But the dead are
Supay's playthings, not to simply be tossed away so casually.

Kukamama also can be found wandering in Uku Pacha. After she was ripped apart, her soul was
sent to the Underworld prior to her apotheosis. She still finds herself welcome there and can
often be found wandering among the dead, bringing them a spark of life to ease the suffering
which Supay inflicts upon them. Rarely do Supay's demons come near her presence and the
dead flock to her to avoid them and bask in her beauty. Since Kukamama loves the attention,
she hardly dissuades them of such activities.

But while the city surrounding Supay's pyramid is the largest part of Uku Pacha, it's not the only
part. After entering the tunnels of Uku Pacha again, the travellers may continue to weave and
work through the twisting tunnels of Pachamama.

After a time, the traveller comes upon a smaller cavern, crossed with numerous cavern openings
which emerge from the wall. The ground here is polished crystal and the cavern is large enough
only for a golden pyramid to rise up to the top of the cavern. Masses of intricately crafted statues
and constructs of precious metals are arrayed along the steps of the pyramid, so detailed that
they would take centuries to understand fully. This is the home of Urcaguary who holds sway
over the wealth of the earth. No dead come here and Urcaguary often spends his time in solitude
and seclusion here.

Finally, Pachamama obviously may be found in the realm of the earth. For it's her serpentine
body which carved the tunnels to begin with. Rarely does she remain in a single place for long.
She considers the entire realm to be hers, afterall, and travels freely through the dark earth. She
tends to leave Supay alone to his own devices in his city of the dead, though she may often be
found visiting the shining cavern of Urcaguary.

Pachamama does have her own, secret cavern in Uku Pacha though. By travelling downward
through the tunnels, eventually, the tunnels open up into a large, open space where everything
seems to falls away into emptiness. This pit is the very center of the world where travel becomes
impossible. Situated on the edge of that pit is a large pyramid, crafted of pure black earth.
Overlooking the great pit, Pachamama can assume a human form and sit atop the pyramid to
watch over her earthly domain.

When the Titans escaped from their prison, it was the edge of emptiness that they broke from,
dragging themselves out through the tunnels of Pachamama. Many of her tunnels were broken
and crumbled, now adding a number of dead ends and empty pits to the already complex twists
and turns of the maze. Many of the dead who come to Uku Pacha now find themselves lost in
the twisting tunnels, never reaching Supay's city. Spectres haunt these tunnels, stalking through
the darkness to find any unwary ghosts or other travellers who might grow too lost. Rarely to
spectres wander into the city, though, as Supay's demons are always on watch. And while they
may merely harass the dead who reside there, the spectres who enter the city are torn apart.

Never do spectres enter Urcaguary's cavern. Some suspect the shining light of his golden
pyramid drives them back into the darkness. Others suspect that some of those intricately
constructed machines on the steps of the pyramid are magical in nature. Most just think that
Urcaguary defends his home so well that no spectre would risk its neck trying to get inside.

Those spectres who actually wander to the edge of the world and Pachamama's pyramid are
most easily punished. The great dragoness will often appear in her true form, and hurl the dead
over the edge and back into the darkness which they flooded from before.

-Passages:
Tombs and Funeray Architecture - Paqarina served as the sacred tombs of the mallki, or
mummies of the Inca people. These tombs may still be found in the ancient ruins of the Inca.
However, they may also be found, actively maintained, in the hidden cities which the Ayllus have
preserved. Additionally, using the power of Huaca, any demigod Scion may sanctify a room as a
functioning paqarina. Those who wish to travel using the paqarina must lie themselves alongside
existing mallki and spend a point of Legend. The mallki must be present for this to work.

Natural Features - When Inti emerged into the world to become its ruler, he did so via a cave on
the shores of Lake Titicaca. This lake became sacred to the Inca people and this cave still serves
as a passage to the lower world. By finding this cave and venturing deep into its recesses, until
all sight of light at the mouth of the cavern has been lost, a Scion may then spend a point of
Legend to travel to Uku Pacha, emerging from one of the many caves among the network.

Rituals - Inca mummification consisted of the removal of a being's internal organs, which were
then replaced with either vegetable fibers or animal hair. The skin was also removed and
replaced with clay. If a Scion undergoes this process properly, spending a Legend while doing
so, and his body is then left alone in a dark chamber, he may travel to the realm of Uku Pacha.
Doing so means the Scion arrives unharmed and fully intact. If the ritual is not performed
properly, then the Scion simply dies and ends up in Uku Pacha as a ghost.

Times - The first two weeks of February, especially the second week are sacred to the Inca
people as a time to celebrate the dead. In Bolivia this ritual still continues as the Carnaval de
Oruro, though the rituals have drastically changed over the centuries. During this time, a Scion
may travel to Uku Pacha. During the second week, this cost is the normal one Legend point, but
during the first week, which doesn't resonate quite as strongly, the cost is doubled to two Legend
as it takes more Legend for a Scion to pull himself to Uku Pacha.

Primal Cavern - Many Underworlds exist as being "underground" and take the form of strange
caverns. However, Uku Pacha is more than simply an underground Underworld. It is also the
realm of Pachamama and Urcaguary, gods of the earth and it's primal nature. While the dead
reside there and Supay rules over it, Uku Pacha's status as an earthly point of convergence for all
caverns synchs up with the Primal Cavern. Unlike other Underworlds, the Primal Cavern links
directly with Uku Pacha and vice versa. For information on the Primal Cavern, see Scion:
Ragnarok, pg. 99 to 100.

Overworld - Hanan Pacha:


The realm of the condor, Hanan Pacha floats peacefully above the World below, hidden among
the clouds at the peaks of the heavenly mountains. A number of tall, rocky peaks tower up above
the cloud cover, holding temples and cities along the mountainous slopes. Here, the gods and
those dead who go on to become venerated ancestors make their homes.

-Axis Mundi: Bridge of Hair


By climbing to the peaks of a number of sacred mountains in the Andes, a god may spend a point
of Legend and find suspended there a large rope-bridge, seemingly made of hair, leading out and
disappearing into the clouds. Walking across this bridge leads the god into the realm of Hanan
Pacha. There are a number of mountains in the Andes which serve as such connection points.
Some of the most famous are the mountains of Salcantay, Illimani, Illampu and of course Huayna
Picchu, overlooking the ruins of Machu Picchu. Most of these sacred mountains are protected as
apu by the Ayllus pantheon to ensure their safety.

-Peaks of Heaven
As travellers walk across the bridge of hair, the peaks below are quickly left behind as clouds
surround the bridge and cut the ground off from sight. For a time, it seems as if the world is
nothing but white, whispy clouds and the bridge of hair which the travellers walk across. The
bridge slopes in a steady upward path, and soon enough the clouds part, the great peaks of
Hanan Pacha towering up above the cloud cover.

The bridge of hair leads to the rocky slopes of one of the lower mountains of the bunch,
depositing the travellers with quite a journey still ahead of them. Mountain trails lead up from this
point, winding around the rocky slopes slowly. Working along the path and to the other side of the
mountain brings with it the true heart of Hanan Pacha. Nestled among the mountains, in a deep
valley where the rises come together, is a large, sprawling city. In the center of that city rises a
single, golden pyramid, larger than any that stands among the mortal World.

This golden pyramid is the home of Inti and his wife Quillamama who sit above the sprawling city
on the double seats of the pyramid. From here, Inti can look down upon the city and see
everything that happens within Hanan Pacha. His wife too can watch their people, though she is
just as often found down among the city or walking World below. While Inti may possess control
of the ushnu in Hanan Pacha, Quillamama has another, secret pyramid of her own hidden
somewhere in the World.

The city that sprawls through the valley is made up of the venerable ancestors of the Inca people.
Only the righteous and honorable dead may come to Hanan Pacha. Often, they are brought their
by Viracocha who brings them up from the Uku Pacha to reside in peace and splendor instead of
the fear associated with the Underworld.

Above the skies of the city, flying in lazy circles and looking down below to the city are a number
of giant condors. As the eyes of Inti, they are responsible for dealing with any trouble which might
arise among the sprawling city.

-------------------------------------------------------------------------------------------------------------------------------
--Mountain Air Isn't for Everyone--

Obviously, not all the gods make their homes in Hanan Pacha. As discussed earlier, the Inca
Underworld is also the realm of the lower earth gods, providing homes for Pachamama,
Viracocha, Kukamama and of course, Supay.

Two other gods also tend to avoid Hanan Pacha, however. Ekkeko and Cochamama rarely come
to the mountain heights. Ekkeko feels most welcome in the World, walking among the people
who worship him. If he possesses an ushnu, none know where it is located. Cochamama too
spends her time among the World. When walking among humanity, she stays among the
fisherman and sailors. But most of her time is spent on the ocean's bottom, sitting upon her kelp-
covered pyramid, hidden beneath the waves off the Peruvian coast.
-------------------------------------------------------------------------------------------------------------------------------

There are two other pyramids in Hanan Pacha which are of importance. The first is near the
edge of the city. It is a smaller one, crafted of stone and built at the edge of a raging river which
makes up the Milky Way. There, Illapa resides with his daughters to tend the river and bring rain
to the world. Additionally, at the edge of the city, Illapa can better work to defend it from any
outside threats which the Ayllus might face in their Overworld realm. The rocky ground there is
split by rivulets of water which cause the plantlife to thrive and prosper, meaning that many of the
city's farmland is also around Illapa's ushnu.

The other pyramid of note is Viracocha's sacred seat. High on the slopes of the highest peak
beyond Hanan Pacha's city is an old, crumbling pyramid, surrounded by jagged rocks and
impenetrable vegetations that prevents travel upward. There, the creator god may sit and see all
which he crafted. He rarely interacts with the city himself, leaving his children Inti and
Quillamama to tend to such matters. His interests lie in the World itself and the greater fabric of
reality.

-------------------------------------------------------------------------------------------------------------------------------
--Since the Siege: Overflowing--

Since the Titans broke from Tartarus, Unu Pachakuti has surrounded the slopes of Hanan Pacha.
The Greater Titan's influence has caused the natural landscape of the mountains to go out of
control. Vegetation from the lower slopes has grown beyond control, a wild jungle beginning to
encroach on the boundaries of the city in the valley. Vines crawl over the walls and threaten to
crush them and pull them down to the ground. At the same time, the river of the Milky Way is
flooding over the banks, washing away the farms and crops of the city. Plants needed to live
wither and drown while those which threaten to swallow the city whole grow steadily closer.
Hanan Pacha is threatened with being overcome by untamed growth beyond anyone's control.
-------------------------------------------------------------------------------------------------------------------------------

--Antagonists--
-Coniraya (Guide OOOOO)
Long ago, before Inti and Quillamama were born, another god served as the moon for the Ayllus
pantheon. A beggar god, Coniraya was of low stature and wandered the skies each night on his
journeys. Coniraya once placed his sperm within a fruit and secretly fed it to the virgin goddess
Cavillace. From that act, a child was born, but when Cavillace tried to find the father, no one
stepped forward. So she set the child down upon the ground and he crawled to the feet of
Coniraya, uncovering his deception. Cavillace fled the Ayllus and took her son with her,
transforming them both into rocks as she leapt into the sea.

Coniraya was ostracized by the rest of the Ayllus after this. Few tolerated his lowly presence in
the first place, but after his deception was revealed, he was not welcome among the Andean
gods. When Inti and Quillamama were born and founded the Inca Empire, propelling themselves
to the heights of power, Coniraya was replaced by the beautiful Quillamama. His role as god of
the moon was usurped and none of the Ayllus cared anymore.

Since that time, Coniraya has felt nothing but bitterness toward the rest of the Ayllus. He is not
welcome in either Uku Pacha or Hanan Pacha and is refused entry into any of the hidden cities of
the Inca people. Over the centuries, bitterness has turned into hatred. And when the Titans were
freed, Coniraya went to them to offer his aid. He works now to lead titan threats to the hidden
cities, and has even managed to aid in the seige of Hanan Pacha. The Ayllus would like nothing
more than to find the beggar god and finally put him to rest. But the traveller is a wily adversary
who rarely sits still for long.
Until Coniraya is caught and dealt with, none of the Ayllus or their Scions will ever be safe. It's
possible though, that rather than killing him, a Scion of he Ayllus might be able to turn him around
and bring him back to Hanan Pacha. It will be difficult. Some would say impossible. But if
Coniraya could be converted back to the side of the gods, he would serve as a five dot Guide for
a Scion of the Ayllus.

He also has many children of his own. Cavillace was hardly the first woman to be surprised by a
child from Coniraya. And she was far from the last either. Many Scions of Coniraya walk the
world, doing their father's bidding against the Inca gods. Some of his children might slip their
leash, however, and so his stats are presented below, should the Storyteller agree to allow a
player to portray a child of this Ayllus traitor.

Associated Powers: Epic Manipulation, Epic Perception, Health, Huaca, Illusion, Moon,
Psychopomp
Common Abilities: Awareness, Fortitude, Larceny, Occult, Stealth, Survival
Rivals: Inti, Quillamama, Pachamama, Viracocha; Atum-Re, Bastet, Horus, Isis, Apollo, Artemis,
Zeus, Baldur, Freya, Frigg, Heimdall, Odin, Thor, Tyr, Huitzilopochtli, Quetzalcoatl, Tezcatlipoca,
Amaterasu, Hachiman, Izanagi, Damballa, Kalfu, Legba, Shango, many others

Attributes:
Strength 7, Dexterity 10, Stamina 9
Charisma 10, Manipulation 11, Appearance 6
Perception 11, Intelligence 9, Wits 10

Virtues: Conviction 4, Duty 2, Intellect 5, Order 1

Abilities: Academics 3, Animal Ken 2, Athletics 3, Awareness 5, Brawl 3, Craft (Pottery) 4,


Command 3, Control (Car) 3, Empathy 1, Fortitude 5, Integrity 3, Investigation 3, Larceny 5,
Marksmanship 4, Medicine 3, Melee 4, Occult 5, Politics 4, Presence 4, Science (Astronomy) 4,
Stealth 5, Survival 5, Thrown 3

Birthrights: Avatar 5, Sanctum 2 (Lunar Estate), Followers 5 (Modern South American


Paramilitary), Relic 1 (Wanderer's Staff - Psychopomp), Relic 3 (Moonstone Pendant - Health,
Illusion, Moon)

Supernatural Powers:
Avatars - The Mirror, The Savior/The Scourge, The Trickster, The Way

Boons - Antidote, Apu, Assess Health, Blessing of Health/Curse of Frailty, Bolster, Co-Location,
Come Along, Control Aging, Cradlesong, Create Ceque, Dreamcraft, Dreamworld, Eclipse Halo,
False Pretenses, Fantastic Vista, Finger Moon, Flight of Cavillace, Fool's Gold, Heal/Infect, Heart
of the Maze, Hidden Name, Holy Font/Epidemic, Human Clay, Human Hybrid, Khipu, Loaned
Identity, Locate Huaca, Lunacy, Lunar Estate, Mallki, Marathon Sprinter, Mirror of Lunacy, Moon
Chariot, Otherworldly Portal, Paqarina, Phase Body, Phase Cloak, Plague/Cure, Rainbow Bridge,
Restore/Wither, Ride Along, Silver Blessing, Smoking Mirror, Spirit Lamp, Stolen Face, Taki
Unquy, Terra Incognita, The Best Trick, The Subtle Knife, Tidal Interferance, Tranquility, Unbarred
Entry, Understand Huaca, Unerring Orientation, Ushnu, Virility/Muliebrity, Where Are You?

Epic Attributes - Epic Strength 1 (Holy Bound), Epic Dexterity 7 (all Knacks), Epic Stamina 7 (all
Knacks), Epic Charisma 7 (all Knacks), Epic Manipulation 10 (all Knacks), Epic Appearance 1
(Detail Variation, My Eyes Are Up Here, Perfect Actor, Tailor Made, Undeniable Resemblance),
Epic Perception 10 (all Knacks), Epic Intelligence 7 (all Knacks), Epic Wits 7 (all Knacks)

Ultimate Attributes - Ultimate Manipulation, Ultimate Perception


Join Battle: 15

Attacks:
Clinch - Accuracy 13, Damage 8B, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 12, Damage 11B, Parry DV 28, Speed 5
Unarmed, Light - Accuracy 14, Damage 8B, Parry DV 29, Speed 4
Wanderer's Staff - Accuracy 15, Damage 11B, Parry DV 30, Speed 6

Soak: 7A/27L/29B
Health Levels: -0x28/Incap

Dodge DV: 35
Willpower: 9
Legend: 12, Legend Points: 144

Other Notes: Coniraya's staff has the same stats as a typical bo, but carries access to the
Psychopomp Purview. His moonstone pendant is crafted with symbols of journey across the sky
and his fecundity and antics, essentially telling his own life's story. It provides access to the
Health, Illusion and Moon Purviews.

-Demons of Supay
Supay not only rules over the Underworld of Uka Pacha. He also has a race of reptilian demons
which serve him and aid him in spreading fear and panic among the dead of his realm.
Nominally, these demons serve Supay loyally. But he is the only being which they owe allegiance
to. No Scion, not even children of Supay, may claim these demons as followers. And even other
gods have no lasting control over them.

These demons appear to be vaguely humanoid. They are perfectly hairless and their skin is
covered in black, glossy scales. Fingers and toes end in jagged claws which often aid in climbing
as well as combat. The typical demon possesses a Legend 3. They have the basic stats of an
experienced soldier (Scion: Hero, pg. 283). Add four dots of Epic Physical Attributes (with
Knacks, especially the Monkey Climber Knack) and the one- and two- dot Boons from the Earth
Purview. Their claws add +1 Accuracy and +1L Damage to unarmed attacks. Some demons
may have higher Legend or other powers. Demons of Supay do not possess the normal Virtues
of the Ayllus, instead possessing Courage, Loyalty mixed with Malice and Rapacity. They are
brave and loyal to Supay, but often enjoy causing suffering among others and have difficulty
controlling their baser urges.

--Unu Pachakuti - Titan of Excess--


Unu Pachakuti represents the world in excess. It is the flood that washes away life and the jungle
which chokes the ground so that humanity cannot live. When Unu Pachakuti is hot, it is
scorching hot, boiling away life. When Unu Pachakuti is cold, the frost is unbearable. Rain in
Unu Pachakuti floods the world while droughts can last for centuries at a time.

Once, Viracocha tapped into the power of Unu Pachakuti. He was unsatisfied with his first
attempt at creating humanity, and called upon Unu Pachakuti to flood the world and leave only
two people to recreate the population. However, in doing so, he paid a heavy price. His brother,
Pacha Camac was introduced to the power of excess and was seduced into its lure. Quickly he
rose to power among the Titan's Avatars and became the dominant power.

Viracocha vowed never again to see such excess in the world and led the Andean gods in
removing the threat of Unu Pachakuti. Since that time, the Andean gods went on to unite
themselves and become the Ayllus, and then under the leadership of Inti, tie themselves to the
Inca people. All once the Titan of Excess was imprisoned and removed from the equation.

Now, Unu Pachakuti has been freed once again, along with the other titans. Under Pacha
Camac's guidance, Unu Pachakuti has been focused against the Ayllus and laid seige to Hanan
Pacha. Inti and Quillamama's youth is working against them in this conflict. They were not there
for the original battle against Unu Pachakuti. They must rely on the wisdom of their elders, but
have spent centuries guiding the Inca Empire and the Ayllus themselves. And while the Ayllus
struggle to get a strategy and Inti tries to get a handle on the situation, Pacha Camac leads the
untamed wilderness of Unu Pachakuti ever closer around Hanan Pacha.

Associated Powers: Earth, Fertility, Frost, Sky, Water


Banned Purviews: Death, Justice

Prominent Features:
Most of Unu Pachakuti is made up of various zones of climate. Each of these climates is made
up of the extremes: desert, frozen wasteland, flooded river and thick jungle. There is no such
thing as a temperate climbat within Unu Pachakuti

Desert:
The desserts of Unu Pachakuti are hot and dry, sucking the life from anything which wanders into
them. Walking through the empty wastes causes environmental damage to any living being
exposed to the elements (Damage 8B/hour, Trauma 10). Water dries up almost instantly, making
planning ahead a moot point. Even the hardiest of creatures will steadily become worse within
the deserts as the heat sucks the moisture from them. For each hour spent within the desert, a
character loses one dot from his Stamina. If this means his Stamina is not high enough for his
Epic Stamina, then he loses those higher levels of Epic Stamina. This effect fades within an hour
once a character leaves the desert.

Tundra:
Within the frozen wasteland of the tundra, ice covers the ground, while snow blows in a constant
blizzard across the landscape. Movement is restricted by the waist-high snow, giving a -5 penalty
to all movement related actions taken within the frozen wastes. The cold bites to the skin,
regardless of protection or other defenses. Like the dessert, no life exists here, the cold too much
for it. Environmental damage is suffered by all those who enter the frozen wastes here (Damage
4L/hour, Trauma 10). If the individual in question happens to be wet at the time, this lethal
damage is doubled.

River:
A large, raging river flows through Unu Pachakuti. It cuts through the landscape and washes
away everything in its wake, flooding the land. The river always floods its banks and erodes
away its surroundings. In the river, the bank is unseen. Only the water is present. When in the
river, all characters face a -5 penalty to all movement related actions as the water rises up as high
as it can and limits movement. Characters may attempt to swim and gain some immunity to the
penalty using Water Boons. However, characters must still fight the currents. Even characters
with Water Boons must make Dexterity + Athletics rolls at difficulty 10 or risk being washed away
by the rushing water. Characters who are sucked under risk drowning if unable to breathe water.

Jungle:
Most of Unu Pachakuti is taken up by the jungles. In the jungles, the trees and vines form a
nearly solid wall of vegetation that covers the landscape as far as the eye can see. Trees tower
up above, the canopy always out of sight, even for those capable of flight. The heat is stifling but
not deadly. The real danger comes from the fact that movement is restricted. Thanks to the
vines and low-hanging branches, even while flying, no Dash actions may be taken. Only Move
actions at best. Additionally, other creatures roam the jungles, usually of the nemean or
typhonian variety. These creatures tend to be adapted to the landscape and have little trouble
moving as others might.
The true danger of Unu Pachakuti is its randomness. These various zones do not interact in a
predictable pattern. What's more, these climate zones seem to shift in the blink of an eye. Even
when sitting still, the desert can suddenly overtake the jungle, leaving withered, drying husks of
vegetation, withered skeletons of giant animals and blistering heat as the sun suddenly shines
down upon a travellers. And in the next moment, the river washes through the desert wastes and
sucks the travellers beneath the water to drown them. These changes are utterly random and at
the discretion of the Storyteller.

Finally, there's one more environmental threat which washes over Unu Pachakuti. Rain. When it
rains in Pachakuti, it floods the world. Rain storms constantly work their way over the realm,
depositing their water in random spots below. When the rain falls upon the desert, the heat only
causes steam to fill the air. This increases the blistering effect, doubling all damage dealt by the
heat and doubling the rate at which Stamina is lost. In the tundra, the rain freezes to the bone.
Characters are considered to be wet, which automatically doubles the effectiveness of the
freezing weather. Additionally, all characters lose a dot of Dexterity as the water freezes and
slows the characters down. When it rains upon the river, water fills the air, causing even those
above the water to face drowning penalties if unable to breathe water. In the jungles, the rain is
actually stopped by the canopy above. But water quickly rises to the knees of all travellers,
causing -2 penalties to all movement related actions taken within the jungle. Additionally, the rain
stirs up the animals and causes them to be more aggressive and violent.

Pacha Camac's Pyramid:


Only one location within Unu Pachakuti remains constant. At the center of the Greater Titan lies a
towering ushnu which rises up above even the canopy of the jungle and looks out upon the
changing landscape. There, Pacha Camac sits and directs the landscape to shift at his
command. Animals and other minions under his control wander the steps of the pyramid and
serve his bidding.

Caligula's Temple:
Pacha Camac's home constantly remains in a single location. But Caligula's does not. It floats
upon the fluid landscape like the other climates, always in a new place at the end of the day. But
unlike the other climates, it does not mingle with the rest of the realm. Caligula's temple is a
surprising bubble of peace in the realm. At least on the surface. Emerging suddenly from
whichever climate the traveller was walking through, finds him suddenly in a steamy,
Mediterranean climate. There, a sprawling Greek temple rises from the ground. On the surface it
may be peaceful, but once inside the temple, the truth is revealed.

Caligula's temple is filled with signs of excess and debauchery. Tables spread the length of the
temple, filled with lavish feasts of every sort. Men and women of all stripes can be found,
indulging in the food or each other in quite creative displays of carnal lust. Caligula himself sits
upon a golden throne, lounging back as he looks down upon his worshippers, sometimes calling
up one of them to satisfy his own desires. Rarely does he leave his temple since its founding
after World War II, but his temple wanders the landscape and could put him anywhere within the
Greater Titan.

Isle of Hlesey:
Like Caligula's temple, the Isle of Hlesey does not stay in one spot for long. It floats along the
river like a boat of earth and stone. The waters around the island have the distinct taste of salt
water that stings the eyes of those who try to swim when its shores come within sight. These
frozen, rocky shores are the home of the great golden palace of Aegir. A large, Scandinavian
construction, it's golden walls glisten and shine in the light of Unu Pachakuti. Also, like Caligula's
temple, inside is found feasting and partying. Rare is the sexual debauchery that Caligula
indulges, but the never ending feasts of Aegir are legendary and could put even Caligula to
shame. Aegir's cups will never grow empty as they all continue to refill at a constant rate.
Passages:
Travel to Unu Pachakuti is easy to accomplish by leaving Hanan Pacha and travelling down the
slopes of the mountains. By walking down the mountains, soon the travellers find themselves
surrounded by the vibrant jungles of Unu Pachakuti. Travelling deeper will bring about the
constantly changing climates, until eventually the pyramid of Pacha Camac is reached far in the
distance.

Additionally, Unu Pachakuti connects to many of the other Titans. By flying up into the storm
clouds above, a god may find himself suddenly in Ehekatoyaatl when the clouds clear away.
Getting lost in the jungles and watching the ground for the rare animal path may eventually lead
the traveller into the jungles of Terra. Diving into the river and swimming down until the surface is
lost opens into the depths of the Drowned Road. Wandering into the deserts where the world
burns its hottest may provide a gateway into a place which burns even hotter as the traveller finds
himself in the smoking desert of Muspelheim. And travelling the frozen tundra until the reflected
light from the snow blinds the eyes will lead to the frozen wastes of Akhetaten. Many of these
paths work equally well in reverse of the travellers can find their way.

There are no known connections to Crom Cruach or Vritras, however. While both of them may be
considered excessive, their life-draining nature makes them both the antithesis of what Unu
Pachakuti represents. Theories of connections to Soku-No-Kumi exist, but so far, none have
proven them.

-Pacha Camac
After Viracocha flooded the world and left the surviving people alive to repopulate, he left them in
the care of his brother, Pacha Camac, unknowing that he had been seduced by the allure of Unu
Pachakuti. Pacha Camac left the two to starve as he became more focused on his own
excesses. The man died of starvation and the woman cursed him. In his rage, Pacha Camac
gave her a son, only to kill him later.

When Viracocha realized again what was going on, he gave the woman another child who grew
into a great hero and led the Ayllus in their crusade to drive the titans into exile. That Scion has
since died, but the gods live on. And Pacha Camac seeks revenge. He is an excess of rage and
misplaced focus. And he will not rest until humanity has been made to suffer for their whining and
the Ayllus have been punished for their betrayal.

Pacha Camac is a proud, regal Inca man, who sits upon his temple with a faraway look in his eye
as if uncaring about the here and now. That look is often decieving, however, as Pacha Camac is
often more aware of his surroundings than he seems. He favors Mental Attributes and likes to
reason his enemies into their own submission. Pacha Camac has a base dice pool of 22 for all
his actions.

Virtues: Ambition 4, Malice 5, Rapacity 2, Zealotry 4

Supernatural Powers:
Avatars - The Green, The Savior/The Scourge, The Shaper, The Void

Boons - Every one- to eight- dot Boon from every Purview except Death and Justice, which are
forbidden to him. Pacha Camac has all Boons from the Chaos, Earth, Fertility, Health and Huaca
Purviews.

Epic Attributes - Epic Mental Attributes at the 10-dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all appropriate Knacks).

Join Battle: 22

Attacks:
Clinch - Accuracy 22, Damage 12L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 21, Damage 15L, Parry DV 39, Speed 5
Unarmed, Light - Accuracy 23, Damage 12L, Parry DV 41, Speed 4

Soak: 8A/35L/40B
Health Levels: -0x35/Incap

Dodge DV: 46
Willpower: 10
Legend: 11, Legend Points: 121

-Aegir
Living in his golden palace, Aegir, the husband of Ran, is lord of the sea and it's abundance. His
lavish parties which he invited the Aesir to were legendary. He was always willing to show off to
the Aesir to show what he had which they could not. When the other titans were imprisoned, his
outrage grew to no bounds. But he was cut off from the targets of his outrage and unable to take
his revenge.

And so, he has stewed for all that time. Sitting in his golden palace in Unu Pachakuti and plotting
his revenge. A skilled manipulator, he has now set about his plans to avenge himself upon his
imprisoners and thrown his lot in with Pacha Camac to see the Ayllus die first. Then the Aesir will
be sure to follow. And then the seas will again dance to his symphony and the world will be his
party.

Aegir appears as an aged and yet wise and powerful king, dressed in thick furs with a golden
crown upon his head. He has a base dice pool of 20 for all actions and favors his Social
Attributes.

Virtues: Ambition 5, Malice 3, Rapacity 2, Zealotry 3

Supernatural Powers:
Avatars - The Cold, The Flood, The Green, The Trickster

Boons - Every one- to eight- dot Boon from every Purview except Death and Justice, which are
forbidden to him. Aegir has all Boons from the Fertility, Frost, Illusion and Water Purviews.

Epic Attributes - Epic Social Attributes at the 10-dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all appropriate Knacks).

Join Battle: 20

Attacks:
Clinch - Accuracy 20, Damage 11L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 19, Damage 14L, Parry DV 38, Speed 5
Unarmed, Light - Accuracy 21, Damage 11L, Parry DV 40, Speed 4

Soak: 8A/34L/49B
Health Levels: -0x38/Incap

Dodge DV: 44
Willpower: 9
Legend: 10, Legend Points: 100

-Caligula
After being cast into Tartarus after World War II, Caligula had only a few options. He wandered
through the realms of the Greater Titans, eventually coming to Unu Pachukati. The excessive
nature of the Greater Titan appealed to his debauched nature and led him to give himself to the
titan and become an Avatar.

Now, he sits in his wandering temple and lives out his perversities to their fullest. Allying himself
with Pacha Camac, he wishes to see Hanan Pacha fall. Afterall, to bring Olympus to its knees,
he'll need another mountain home in the Overworld, and the peaks of Hanan Pacha may serve
just that purpose.

Caligula still maintains his divine youthfulness, cutting the image of the dashing Roman emporer.
However, the depraved look in his eye and lecherous grin gives away everything far better than
any outward deformities might. Caligula has a base dice pool of 20 for all actions and favors
Social Attributes above all others.

Virtues: Ambition 3, Malice 4, Rapacity 5, Zealotry 3

Supernatural Powers:
Avatars - The Green, The Storm, The Void, The Wyrd

Boons - Every one- to eight- dot Boon from every Purview except Death and Justice, which are
forbidden to him. Caligula has all Boons from the Chaos, Fertility, Magic and Sky Purviews.

Epic Attributes - Epic Social Attributes at the 10-dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all appropriate Knacks).

Join Battle: 20

Attacks:
Clinch - Accuracy 20, Damage 11L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 19, Damage 14L, Parry DV 38, Speed 5
Unarmed, Light - Accuracy 21, Damage 11L, Parry DV 40, Speed 4

Soak: 8A/34L/49B
Health Levels: -0x38/Incap

Dodge DV: 44
Willpower: 9
Legend: 10, Legend Points: 100

-Satis
Satis, the mistress of the Nile, represents the flooding of the river and its power to wash away that
which rests on the banks. She is a mysterious figure, seeming to take no active side now in the
Titan War now that the titans have been released from Tartarus. She simply spends her time
rowing her reed boat up and down the constantly flowing river, her purpose unknown to others.

Satis looks like a noble Egyptian woman, crowned in the royal head dress. Her dress is flowing
and blue like the waters of the Nile and ripple along her body as she rows her boat along the
waters. She has a base dice pool of 18 for all actions and favors Physical Attributes above all
others, using her power to crush all that stand in the river's path.

Virtues: Ambition 4, Malice 4, Rapacity 2, Zealotry 3

Supernatural Powers:
Avatars - The Flood, The Green

Boons - Every one- to eight- dot Boon from every Purview except Death and Justice, which are
forbidden to him. Satis has all Boons from the Fertility, Heku and Water Purviews.
Epic Attributes - Epic Physical Attributes at the 10-dot level (with all appropriate Knacks). All
other Epic Attributes at the eight-dot level (with all appropriate Knacks).

Join Battle: 18

Attacks:
Clinch - Accuracy 18, Damage 10L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 17, Damage 13L, Parry DV 54, Speed 5
Unarmed, Light - Accuracy 19, Damage 10L, Parry DV 56, Speed 4

Soak: 10A/51L/55B
Health Levels: -0x54/Incap

Dodge DV: 60
Willpower: 9
Legend: 9, Legend Points: 81

--Lesser Servants of Unu Pachakuti--


-------------------------------------------------------------------------------------------------------------------------------
--Abundant Template--

Creatures blessed with the Abundant Template are far more resilient than normal creatures. They
are hardy, exceptional specimens. They grow to fantastic sizes, far beyond normal creatures of
their type, and gain far greater strength and durability. Abundant creature have their Health
Levels doubled. Additionally, the Strength and Stamina of these creatures are doubled. Finally,
Abundant creatures are granted greater levels of power, gaining additional +1 Epic Strength and
Epic Stamina on top of their normal traits. This does not give these creatures Ultimate Strength
or Stamina.

Abundant creatures are immune to any use of the Fertility Purview employed against them by
anyone with a lower Legend rating. However, attacks based on the Death or Justice Purviews
are considered to have the piercing quality against such creatures.
-------------------------------------------------------------------------------------------------------------------------------

Most of the servants of Unu Pachakuti take the form of nemean or typhonian versions of animals
which live in the jungles or swim the river. Few creatures are hardy enough to maintain within the
random, fluctuating nature of the Greater Titan. However, nemeans and typhonians are quite
effective when blessed with the benefits of the Abundant Template.

Few things are more frightening than a typhonian beast that is in turn granted even more power
with the addition of the Abundant Template.

Occasionally, human cultists will be granted the power of the Abundant Template. Worshipers in
service to the Titan Avatars of Unu Pachakuti are granted phenomenal physical power as a
reward for their devotion. Even more rare is when other Titanspawn are granted this blessing.
Giants, lindwurms, even at least one fenris wolf have all been reported bearing the increased
power of the Abundant Template.

Unu Pachakuti's Avatars are not usually picky about who serves their agenda so long as their
agenda gets served. And like a proper Titan of Excess, the rewards for service are always
abundant.

Você também pode gostar