scion - the jumala pantheon
DESCRIPTION
The incomplete Finnish Pantheon from the old White Wolf ForumTRANSCRIPT
The Jumala Pantheon Created by Toni D. aka Poetria and Dean Shomshak. PDF by brothersale
The Finns, Estonians and Karelians are the northwestern branch of an ancient ethnic
group. Islands of their distant kin, such as the Samoyed, live scattered across Russia
and Siberia. The early Finns had a rich mythology, but they never wrote it down. After
the Finns converted to Christianity, they very nearly forgot their old gods. The ancient
tales survived only in remote villages.
For gods, to be forgotten is to cease existing. The Finnish pantheon dwindled; its
Overworld realm shrank and faded; the remaining Gods could no longer enter the
World to rebuild their Legends.
Around the middle of the 19th century, however, a Finnish folklorist named Elias
Lönnrot visited the backwoods villages to collect the long-neglected tales and ballads
of ancient gods and heroes. After several years, he collated and adapted many of the
legends into an epic poem that he named Kalevala — the Land of Heroes.
The Kalevala not only became the national epic of the Finnish people, and a
symbol of Finnish independence, it was read by poets and folklore enthusiasts around
the World. Composers such as Jean Sibelius wrote music inspired by the Kalevala.
Painters illustrated its scenes. By the start of the 20th century, more people knew the
legends of Väinämöinen and Louhi, Ilmarinen and Kullervo, than ever before. And so,
the Jumala returned to the World and the Overworld.
The Jumala hark back to a time when the North was a land of scattered, tiny
homesteads and villages. No kings or cities appear in the Kalevala. Nevertheless,
these Gods now fight fiercely for the survival of bureaucratic, technological,
globalized civilization. They urge their children to do likewise. The Jumala know the
oblivion that awaits forgotten Gods, and they fear it more than all the Titans put
together.
The Jumala are very much a family, with the sort of quarrels and affections that
happen within families. Whatever their conflicts, each Jumala has at some point
needed help from every other God in the pantheon. Unless one of the Jumala
deliberately tries to hide a Scion from the rest of the pantheon, that Scion effectively
finds herself with meddlesome divine aunts and uncles as well as a divine parent.
Jumala Virtues: Expression, Intellect, Loyalty, Vengeance Expression: The Jumala are all intensely passionate personalities. Whatever they
feel, they feel intensely — and they let you know all about it, in romantically florid
language, so that you feel it too.
Intellect: In the Jumala’s mythology, supernatural power cannot be wielded
without thorough knowledge of the subject to be affected. For instance, Väinämöinen
could not use his peerless magic to heal an axe-wound to his leg without learning the
myth of how iron came to exist. Finnish heroes may undergo great trials to learn secret
knowledge. They are also a pantheon of tricksters, who regularly try to outwit each
other.
Loyalty: Family is everything to the Jumala. Many of their myths deal with
domestic issues, such as seeking a wife or avenging a relative. By the same token,
many of their conflicts and tragedies come from family issues such as a maiden who
doesn’t want to marry a suitor.
Vengeance: When they feel someone has wronged them, Jumala strike back —
sometimes with little judgment about who really deserves the blame.
Other Virtues Conviction: The Jumala are notably irresolute and impulsive. Väinämöinen and
Lemminkainen both jumped through hoops to gain permission to wed Louhi’s
daughters — but when the daughters then said “No!” they shrugged and went home.
The Jumala never heard of ideology. Of their heroes, only Kullervo showed great
fixity of purpose, and he regretted it later.
Courage: Finnish myths include a few battles, but they aren’t very important
compared to the wiles and artistry of the divine heroes.
Duty: The myths portray a society with no organization beyond homesteads and
villages. There is no greater society to have a Duty towards.
Endurance: Another Virtue the Jumala never display. Some of them could even
fairly be described as whiners.
Harmony: Finnish myths portray a world of mysterious, primal forces that are
frequently awesome but rarely safe. Life is a struggle just to survive. The Jumala don’t
see much use for this Virtue.
Order: In the village society of Finnish myth, people live by tradition, not law.
This Virtue, too, is simply irrelevant to the Jumala.
Piety: In the Kalevala, even divine heroes such as Väinämöinen frequently pray to
a supreme power, variously called Ukko (“Old Man”) or Jumala (“God”), and
sometimes their prayers are answered. This may be Christian influence on the myths
— but the Jumala are one of the few pantheons to acknowledge a greater power than
themselves. Thus, Piety is a common and acceptable alternate Virtue for Jumala. They
are not so concerned with sheer tradition. When the chips are down, though, and they
reach the limits of their own strength, they pray for a miracle and hope that Fate is
kind.
Valour: A rare but permissible Virtue for the Jumala. When heroes battle, they do
so for moral goals such as avenging a father’s murder. Only villains fight for the sake
of power or to show how tough they are.
Väinämöinen aka Osmo, Osmoinen, Osnoinen, Väino, Vainamoinen, Væinæmainen, Väinämöinen, Wainamoinen, Waino
Description: Vainamoinen is the wisest man in Kalevala and he knows it. Although
Vainamoinen is slow to anger, he is unrelenting in punishing those who draw his
wrath. Aged with white hair and beard, he is still a handsome man. Though charming
with the ladies, he is quite unlucky in love, having lost Aino, the sister of the minstrel
Joukahainen whom he beat in a singing contest, to the depths of the ocean and one of
the daughters of Louhi to Ilmarinen because he could not create the Sampo, the task
Louhi sent him on. He tried once with a rainbow maiden, who also sent him on tasks
to win her love. He failed in that, too, having been stabbed by the devil Hiisi.
For such a wise man, Vainamoinen has made mistakes. The last one he made took
him out of the World. After a maiden became pregnant from eating a berry, she gave
birth to a boy. The child was brought to Vainamoinen to examine. He remarked that
such a strange child should be put to death. The two week old child chided him for his
sins and transgressions. Vainamoinen travels to the sea, sings himself a boat of
copper, and sails away, promising to return again when he is needed.
Since the time of the Titans’ escape, Vainamoinen has returned to the World. At first,
he had limited himself to Finland, but expanded his travels to the entire World. He has
been a shaman, a folk singer who uses creation tales as well as his own adventures as
bases of his songs, and professor of Finnish culture.
Vainamoinen’s Scions are similarly unlucky in love. Good looking and charismatic,
they are at ease with both sexes, but find that the ones they are attracted to find them
either “too old” or just not the person they are looking for. Like their father, they also
are hard to anger, but watch out when someone insists on insulting them or proving
that they are better than the Scion. They can be placated, though it is difficult with
each Scion to determine exactly what can do so. Vainamoinen’s Scions come from the
academic circles and/or the musically gifted.
Associated Powers: Epic Charisma, Epic Intelligence, Epic Wits, Fertility, Runos,
Magic, Psychopomp
Abilities: Academics, Art, Craft, Melee, Occult, Presence
Rivals: Louhi; Apollo, Ard, Athena, Bragi, Brahma, Isis, Nüwa, Ogma, Quetzalcoátl
Relics: Vainamoinen’s Kantele
Ilmarinen aka Inmar, Ilmarinem, Ilmurinen, Seppo Ilmarinen Description: Ilmarinen is known as “The Eternal Hammerer” for he is constantly at
his forge creating new devices and tools, though he did make some time to adventure.
Like his brother, Vainamoinen, Ilmarinen is unlucky in love. Unlike his brother,
Ilmarinen is able to find a wife, but is unable to keep her. His first wife was The
Maiden of Pohjola, one of Louhi’s beautiful daughters. Although they were married,
she could not bear to be away from her homeland and lived in a separate house. She
was raped and killed by her brother, the evil Kullervo. Ilmarinen mourned his wife’s
death and attempted to create another wife out of silver and gold. This wife was too
cold and he attempted to hoist her off on Vainamoinen, who in turn told him to
destroy it and create a thousand trinkets from what remained.
Ilmarinen is a young, handsome man with sable hair. Though not wise like his brother,
he is likeable, quiet, incredibly creative, and vastly talented. Unfortunately, he does
not deal well with rejection. He attempted to win another of Louhi’s beautiful
daughters, but she rejected him. He kidnapped her. Later her regretted it and turned
her into a fish.
Ilmarinen rarely leaves his forge to walk in the World. He tries to forget about his lost
love by forging weapons and objects the others can use in the war against the Titans.
Sometimes the loss becomes too overwhelming and he visits the World in search of
companionship. He always returns shortly thereafter, but has kept quiet regarding
what he has done. During those times, he has tried to be something other than a smith,
but his creative spirit comes out in the end. He has been a blacksmith in rural villages,
a finely dressed nobleman with a love of art, a playboy, and a singer of sad tales.
Ilmarinen’s Scions are good-looking and usually quiet. Talent runs through their veins
as well and their works of art rival the masters. Most of them prefer to work with
metal, and many of them have taken to creating jewelry and ornate wearable art.
Unfortunately for these Scions, they are Fated to find love once, lose it, and forever
search for another.
Associated Powers: Epic Appearance, Epic Stamina, Epic Strength, Earth, Fire,
Runos, Sky
Abilities: Art, Athletics, Control (horse), Craft, Fortitude, Science Rivals: Vainamoinen; Baldur, Brigid, Hephaestus, Ptah
Relics: The Sampo
Lemminkäinen aka Ahti, Kauko, Kaukomielli, Lemminkæinen
Description: Brash, vain, and quick to anger, handsome Lemminkainen ignored
advice given by those wiser than he. Having heard about the beautiful Kyllikki of
Sahri, he wished to win her. His mother pleaded with him to forgo this journey and
told him that he would be scorned by all the maidens and that Kyllikki would not
make him happy. He ignored his mother’s pleas, telling her he would smite all. He
eventually kidnapped Kyllikki and won her hand. They both took an oath: He not to
go to war and she not to go to the village to dance. She broke the oath first, and he
went off to war.
Lemminkainen’s adventures led to his death and dismemberment. His mother scoured
Manala’s rivers to recover all the pieces. She sewed them back together, but could not
bring him to life. She sent a honeybee to Ukko, who then returned with the honey
which restored Leminkainen back to life. Leminkainen grew wiser in the ways of
magic after his death. However, his vanity and self-confidence became overbearing to
the point of rudeness. He strolled uninvited into Louhi’s court and demanded food and
drink. And like any uninvited guest, overstayed his welcome.
Leminkainen is an extremely handsome man with wavy blond or coal-black hair,
depending on his mood. He has been associated with Baldur too many times over the
years and has come to despise the Norse god and anyone who links the two in
conversation. He feels the need to be the center of attention everywhere he goes and
cares little whether he is invited or not. He is the wedding crasher in search of a good
time, the obnoxious party boy on campus, and the boastful academic or athlete. In the
world, Leminkainen dresses to draw eyes to himself, comes into a room noisily, and
talks the loudest. He’s not above playing a few tricks either.
Leminkainen’s Scions are all strikingly attractive people with a vain streak a mile
wide. Always in need of attention, they go out of their way to make sure all eyes turn
their way either by being the loudest one in the room or the most ostentatiously
dressed. Many of his Scions find vocations as top actors in films, lead singers in
bands, and popular fashion models. Even with all their faults, Leminkainen’s Scions
cannot be called cowards. They are so confident in their abilities that they are sure of
succeeding in even nearly impossible tasks.
Associated Powers: Epic Appearance, Epic Manipulation, Illusion, Runos, Magic, War, Water
Abilities: Academics, Art, Brawl, Command, Melee, Presence
Rivals: Lempo; Aengus, Baldur, Hermes, Kalfu, Loki, Lugh, Set (Note:
Lemminkainen does not have any rivals with women, though Louhi gives him a
problem many times.)
Relics:
Ahti aka Ahto, .ahti, .äkki
Description: Ahti lives in his sea castle, Ahtola, in the depths of the oceans with his wife, Vellamo. Constantly brooding over the fact that people prefer to worship the sky
gods instead of him, he sends his servants to harass mankind. He earned a reputation
for being malevolent, to which people told their children he would get them if they
went to the shore. If he felt particularly spiteful, he would move the fish away from
fishing nets. But Ahti isn’t always so malicious. With the proper sacrifice (usually of
priceless treasure), he would move the fish into the fishing nets, keep the sea calm,
and provide healing water.
Ahti usually appears as a fierce man with a beard of moss and a gown of foam. He has
also appeared as a seal or walrus or a combination of both man and animal. When he
decides to walk in the World, he always appears as a churlish, older male with a thick
beard. He always takes jobs that keep him close to the water. He has been a surly
fisherman, scuba instructor, and an austere and strict captain.
Ahti’s Scions are usually overlooked most of their lives and grow resentful of that fact
so much so that by the time they are awakened to their true heritage, they have
developed an abrasive quality that makes them hard to be around. They actually prefer
to be around people who are as cold and brusque as they so they don’t have to deal
with the niceties of society. Many of them have jobs that keep them away from
civilization or let them deal with objects or animals as opposed to people
Associated Powers: Epic Stamina, Epic Strength, Animal (fish), Animal (horse),
Animal (seal/walrus), Earth, Health, Runos, Water
Abilities: Animal Ken, Brawl, Control, Fortitude, Melee, Survival
Rivals: Agni, Fuxi, Horus, Indra, Lugh, Manannán mac Lir, Nez Ha, Njord, Ogoun,
Poseidon, Quetzalcoatl, Raiden, Shango, Sobek, Susano-o, Thor, Tishtrya, Tlaloc,
Vayu, Zeus
Ilmatar aka Ka’pe, Luonnotar
Description: Born of the sky, Ilmatar fell to the ocean and floated, lonely, in the
primeval waters for ages before being impregnated by the East Wind. Unfortunately
for her, the child Vainamoinen would for another 700 years. While she waited (and
complained), a pregnant teal landed on her knee and laid seven eggs, which broke on
the ocean floor after Ilmatar couldn’t stand being still anymore and moved her aching
limbs. Ilmatar formed the earth and sky from the shells, the sun from the yolks, the
moon from the whites, starlight from the motley, and storm clouds from the iron.
Once those were complete, she turned her hand and created hills, seas, forests, islands,
and other aspects of the world.
Ilmatar has walked the World in many guises: pediatric nurse, foster mother, artist,
horticulturist, and perpetually pregnant wife, just to name a few. Although she can be
male, she much prefers to remain female. Ilmatar prefers to travel the World rather
than stay in the Overworld and usually appears as a young, beautiful female in loose-
fitting and/or flowing clothes. She has had many husbands and many children.
Ilmatar’s Scions are attractive people with a desire to create (or procreate). Many take
up professions that allow them to cultivate new things. They are the horticulturists
developing new species of flowers or the pedigree dog breeders. They are the artists
who buck the traditional styles and develop their own. They love to work with their
hands, especially the earth, and develop new mixes of clay for pottery. Another
common attribute shared among Ilmatar’s Scions is the desire for company. They do
not like to be alone and strive to find friends and companions that can keep them
company though their lives. This brands many of them as being needy, causing splits
in friendships and marriages.
Associated Powers: Epic Appearance, Epic Stamina, Earth, Fertility, Runos, Sky,
Water
Abilities: Art, Athletics, Control, Awareness, Empathy, Survival
Rivals: Danu, Izanagi, Quetzalcoátl, Zeus
Pekko aka Pellervoinen, Sampso Pellervoinen, Pellervo, Äkräs, Ägröi, Egres, Pyhä Äkräs, Pellon, Peko, Pekka; St. Peter Description: Young and handsome Pekko slept in a cave until called forth by
Vainamoinen to sow the lands of Kalevala. From the basket around his neck, he
scattered seeds in the swamps and lowlands, forests and mountains, and in the
marshes and valleys. When he was finished, he returned to his cave to sleep until he
was called again. He was called to protect the beans, peas, cabbages, flax, and hemp.
He was called to free the country and give bear skins to the villagers. He was called to
host wedding feasts and drink beer. He was called to plough the field and protect
people from the evil spirits that made them drink too much. And, most importantly, he
was called to bring rain to the field. He wondered what the point in trying to sleep
was.
Pekko is a slender youth who walks the World spreading seeds and bringing down
rain. As a butterfly, he flutters from flower to flower bringing needed pollen for
fertilization. Pekko has been a young farmer with bountiful crops, a brewer, a soldier
protecting his country, and a hunter that utilizes every aspect of the animal he kills.
Most of the time, Pekko appears as a youth between the ages of 12 and 16, but has
appeared slightly older, though never more that about 21.
As a god of fertility, Pekko has few natural Scions, mostly due to his young age. He is
always willing to adopt Scions, however. Pekko actually prefers to awaken his Scions
quite young, many of whom never age beyond that. His Scions tend to concern
themselves with the state of the natural world. They are eco-friendly and tend to find
small communities of like-minded individuals where they use the natural resources
wisely. A few aggressive Scions have become eco-terrorists, but that number is too
small for Pekko to worry about.
Associated Powers: Epic Appearance, Epic Charisma, Epic Perception, Epic
Strength, Animal (butterfly), Fertility, Runos, Sky
Abilities: Awareness, Craft, Marksmanship, Melee, Presence, Science
Rivals: Dionysus, Geb, Idun, Indra, Shennong, The Dagda, Tishtrya, Tlaloc
Louhi aka .one Description: Known as the Old Crone of Pohjola, Louhi is an ice giantess with great magical power who wanted to be Queen of the World. Because she had several
beautiful daughters, the other gods sought them out for wives. Louhi sent them on
many dangerous missions to win her daughters’ hands. One of the missions resulted in
the Sampo, allowing Louhi’s realm to flourish and grow, and feed her desires to be the
ruler of the world. The gods wouldn’t have it and stole the Sampo, which resulted in
its destruction. The lid, however, remained in Pohjola with Louhi. This allows her to
access the Sky and Stars Purviews.
Pohjola was once part of the Niflheim, the Titan of Cold. When Odin and his brothers
destroyed Ymir, the most powerful of Niflheim’s Avatars, the Titan was severely
weakened. As Tuoni, once the King of the Underworld was corrupted and
subsequently consumed by Tuonela, the Titan of Death, Louhi was offered the chance
to take over his duties as ruler and guardian of the dead. Louhi accepted. If she
couldn’t rule the world, she could at least rule the Underworld.
Louhi is an ugly, old crone with the ability to shapechange. She could appear as
anyone or anything when she walks the World. She has many beautiful daughters so
rarely wishes to procreate. Of course, most men run in fear or disgust if she were to
proposition them. Instead, she prefers to adopt unwanted Scions whether their parents
are from the Jumala or another pantheon. On occasion, she takes on the visage of one
of her daughters to find a lover to father a Scion. In the morning, they usually run
screaming from the bed.
Louhi’s natural Scions are surprisingly quite attractive, though her adopted ones tend
to become more like Louhi herself in appearance. Many of them are drawn to
occupations that allow them to gain items and information others want. They are
always manipulative and derive great pleasure in sending people on dangerous
missions to get what they want.
Associated Powers: Epic Appearance, Epic Manipulation, Darkness, Death, Frost,
Illusion, Magic, Runos
Abilities: Awareness, Command, Empathy, Investigation, Occult, Presence
Rivals: Ilmarinen, Lemminkäinen Väinämöinen; Baron Samedi, Hades, Hel, Isis,
Miclántecuhtli, Osiris, Persephone, Shiva, Tezcatlipoca, The Morrigan, Vayu, Yama,
Yanluo
Mielikki aka Mimerkki Description: One day when Mielikki was tired she sat under a tree and began to sew a
new hat for her husband, Tapio. While she was fiddling with the wool, she had a
vision of a new animal. This vision was so strong that she fell to work, oblivious to
the world around her. She completed the new animal save for its teeth and claws as
only Ukko, The Ancient Father Who Rules the Heavens, could give it such powerful
weapons. She presented it to Ukko, who examined it and proclaimed it hardy. He gave
the creature its claws and teeth on the promise that it must never use them for evil.
She named the creature Otso and fashioned a mate for him. Thus bears were spread
throughout the world.
Mielikki prefers peace and harmony in her forests. She protects the animals living
there and grants good or bad luck to hunters. She loves honey, which dripped on Otso
in his creation imbuing him with the love of honey as well. In the World, Mielikki
appears as a quiet young woman with honey-blonde hair and green eyes. Sometimes
she’ll appear to hunters dressed in plain worn clothes and make their hunt a failure. Or
she’ll appear dressed in rich clothing and wearing gold bracelets, necklaces, and
earrings and grant hunters good luck. Mielikki has been a veterinarian, zoologist
specializing in bears, a beekeeper that collects and sells honey, and a forest ranger.
She has also helped reforest areas that have either been cut down or burnt.
Mielikki’s Scions are also quiet, peace-loving individuals who love the outdoors and
animals. Many can be found tending patches of woodlands near their homes or giving
shelter to injured animals in a fenced-in area of their yard. Animals seem to sense their
connection to nature, giving the Scions a reputation as an “animal whisperer”. A rare
few of her Scions have taken a harsher stance nowadays, punishing hunters who
decimate a forest’s population or loggers who destroy hundreds of acres of woods.
Associated Powers: Epic Dexterity, Epic Perception, Animal (bear), Fertility,
Guardian, Health, Runos
Abilities: Animal Ken, Athletics, Craft, Integrity, Marksmanship, Stealth
Rivals: Artemis, Danu, Idun, Xipe Totec
Tiermes aka Aijeke, Ajeke, Horagalles Description: Tiermes looks enough like the Nordic Thor to be his identical twin,
which pisses him off to no end. Tiermes is not Thor, but Thor may be a splinter of
Tiermes. Rumor has it that Thor was “borrowed” by the Norse people. This may have
resulted in Fate splintering a look alike. Either way, Tiermes existed before Thor no
matter what anyone else says.
Red-haired Tiermes is the god of thunder. He watches over human life, health, and
well-being and protects them from demons and evil spirits. He wields his hammer,
Wetschera, to dash the brains out of said demons or destroys them with lightning from
his bow. He watches over animals as well as humans, and controls the weather. In the
modern world, Tiermes finds occupations such as policeman, patriotic soldier,
lifeguard on a beach, and an ER doctor suits his desire to protect humankind from the
evils of the world.
Tiermes’ Scions are similarly inclined. They take jobs geared toward the protection of
good and destruction of evil such as a police detective hunting down murderers or as a
shaman helping to cleanse souls. Vehement when opposing evil, they have difficulty
with moral grey areas. They may be unbending and opinionated, but they will risk life
and limb to help out those in need.
Associated Powers: Epic Stamina, Epic Strength, Guardian, Health, Justice, Runos,
Sky
Abilities: Athletics, Brawl, Integrity, Marksmanship, Melee, Presence
Rivals: Horus, Lugh, Mithra, Raiden, Shango, Thor, Tlaloc, Vishnu, Zeus
Relics: Wetschera (hammer), Dauge (bow/rainbow)
Purview - Runos
The divine heroes of the Kalevala can do just about anything… but they must sing to
do it. What’s more, to affect an object they must know the proper words and the secret
of its origin. For instance, Väinamöinen could not heal an axe-wound on his leg until
he learned the story of how iron came to be.
As much as anything, this power of lore and song defines the Finnish Gods. For
every dot one of the Jumala possesses in the Purview of Runos, she can use the Boons
from one Purview without the need for a relic: With each additional dot, the character
selects another Purview. However, this freedom from one of the Gods’ greatest
restrictions carries limitations of its own:
• The character still needs to learn the Boon, at the normal cost in bonus points or
experience points.
• The Boon’s dot rating cannot exceed the character’s rating in Runos. The
character still needs a relic to use any Boon with a higher dot rating.
• To perform the Boon (and “perform” is very much the operative word), the
character must sing for at least 5 minutes. Forget about Runos any Boons in combat.
• Runos requires both esoteric knowledge and musical skill. A Runos user needs
an Art (Singing) rating of at least 2, and at least one dot of either Academics or
Occult. Her overall rating in Runos cannot exceed her highest pool of either (Art
[Singing] + Academics) or (Art [Singing] + Occult). This is a static value: No one
ever rolls a dice pool of two Abilities.
Therefore, a character’s progression in Runos looks like this:
• Use one-dot Boons from one Purview without the need for a relic.
•• Use one- or two-dot Boons from two Purviews without the need for a relic.
••• Use one-dot to three-dot Boons from three Purviews without the need for a relic.
And so on.
Relics Bear Skull Relic • (1 Purview)
The brown bear is considered the most sacred of animals. The killing of a bear is
followed by a great feast honoring it and convincing it that it had died accidentally.
Afterwards, its skull was hung on a pine tree so that its spirit could enter heaven or
return to the forest.
Some of these skulls have been enchanted to grant access to the Animal (bear)
Purview.
Celestial Egg Relic • to ••••• (1 to 5 Purviews)
The Celestial Egg is a relic that replicates the cosmic eggs that fell into the ocean
when Ilmatar moved her aching limbs. These eggs are usually created from the
element they represent and can be as plain or as ornate as the creator desires.
White eggs grant access to the Earth Purview. Yellow eggs grant access to the Sun
Purview. Opaque/clear eggs grant access to the Moon Purview. Speckled eggs grant
access to the Stars Purview. Black eggs grant access to the Sky Purview.
It is possible for a Celestial Egg to grant access to two (2) or more of the above
Purviews, but its construction must contain all pertinent elements in its construction.
Goudbas Relic •• (2 Purviews)
Shamantic drumming is one of the oldest—between 20,000 and 30,000 years—forms
of healing. By using subtle variations in timbre and overtones, drumming allows the
user to communicate with nature’s spirits. Medical studies found that drumming has a
therapeutic effect on the body as well as the subconscious.
Goubdas are Finnish shamanic drums enchanted to channel a Scion’s access to the
Health Purview. The drums also allow the Scion to access the Mystery Purview.
Goubdas can be further enchanted to give a boost to these abilities. For example, a
Goubdas [Relic •••••] can allow the Scion to access the Health and Mystery Purviews
as well as 1) Create a feeling of calm in its listeners, and 2) Allow the Scion to add his
Legend to all Medicine rolls.
Miniature Sampo Relic ••••• (5 Purviews)
This relic as a miniature version of the original Sampo. (See Sampo Fragment.)
It grants access to the Earth, Fertility, Sky, Stars, and Sun Purviews.
Vainamoinen’s Kantele Relic ••••• (Unique 4-Dot Power, Unique 1-Dot Power)
When Vainamoinen, Ilmarinen and Lemminkainen set out the steal the Sampo, their
boat runs aground on the shoulders of a giant pike. Vainamoinen kills the pike and
fashions a kantele from its jawbone and a few hairs from Hiisi’s stallion. The music it
made drew all the forest creatures near in awe. No one else, however, is able to use it.
Unfortunately, Vainamoinen later loses it. Grief stricken, he creates another one from
birch and strung with the hair of a willing maiden. Its magic is just as potent.
Vainamoinen’s kantele can cause awe and wonder in all those who hear it, drawing
them near. It can also induce a deep sleep once listeners are near. Vainamoinen lends
his kantele out to Scions who show promise as magicians and Rune Singers.
Sampo Fragment Relic ••• (3 Purviews)
The Sampo was a magical harvest mill crafted by Ilmarinen to win one of Louhi’s
beautiful daughters as a wife. While the Sampo was in Louhi’s possession, her lands
flourished but Ilmarinen’s did not. To steal it back, Ilmarinen, Vainamoinen, and
Lemminkainen went to retrieve it, but it broke and fell into the sea in the ensuing
battle. Most of the pieces are now in Ahti’s possession.
A fragment of the Sampo pales in power to the original. The Sampo was once able to
make flour, salt, and gold out of thin air. Sampo fragments only grant access to the
Sun, Fertility, and Earth Purviews.
Sampsa Seeds Relic • (Fertility)
Sampsa seeds are the seeds Pekko used to plant the earth. These seeds are usually
granted contained in a packet or small bag and allow access to the Fertility Purview.
The seeds are not used up in the process of enacting a Boon.
Thunderstone Relic •••• (Unique 4-dot Power)
Made from star metal (also known as meteor rock), the Thunderstone allows the user
to create a sonic boom effect in an area equal to the user’s Legend in feet, squared.
The boom does not inflict damage. However, it does inflict knockback or knockdown
as if it has scored damage equal to the threshold successes (see Scion: Hero). Anyone
who suffers knockdown from it is also temporarily deafened for a number of turns
equal to the difference in successes [user’s (Intelligence + Art) roll minus the victim’s
(Stamina + Fortitude)].
Wind Knots Relic • (1 Purview) or •••• (Unique 4-dot Power) or ••••• (1 Purview, Unique 4-dot Power)
Wind knots were sold to the Norse traders to assist them when they were detained in
port. These knots, three in all, when untied would bring the wind. Untying the first
knot would bring a breeze; the second, a stiffer breeze. But the third would bring a
gale.
A 1-dot relic Wind Knot allows access to the Sky Purview. A 4-dot relic allows the
user to manipulate winds as per the Wind Grapple Boon. A 5-dot relic allows both.
Underworld: Pohjola aka .orthland, Sariola
The Finns believed that the spirits of the dead remained in their graves until their
bodies completely decayed. Though not true, it still took a little while for the souls to
reach the Underworld. Once the body died, the soul began its travels over the nine
seas until it reached the deep and terrible river that encircles the Underworld. At the
river, the soul is met by Tuonen Tytti, Death’s Maid, who ferries them across.
Pohjola is a cold, dark land that is home to the Finnish dead. It is a dark mirror of the
living world where the soul would live like they had when they were alive. They still
had to eat, drink, sleep, and clothe themselves. They tilled the land and had families.
The items that they were outfitted with when they were buried appear with them in the
realm to help them live this new life.
Pohjola was not always like this. Once it was home to just Louhi, her beautiful
daughters, and her minions. The world tree once existed here as the Sampo until it
was shattered.
The Secret History of the Underworld
The Finnish dead once traveled to Tuonela (aka Manala), a dark and lifeless place
where everyone slept forever. It was over by Tuoni, who judged and punished or
rewarded the souls as he saw fit. Old and shriveled, he delighted in the suffering of
others. His wife was Tuonetar, an old hag whose touch could tear out the soul and
send it screaming into damnation.
Tuoni’s cruelty and evil drew him and his realm closer to the Titan of Death. When
the Titans were imprisoned in Tartarus, the Titan dragged Tuonela and most of its
divine inhabitants with it, ejecting the sleeping souls into the Underworld where they
wandered in a daze.
While Tuonela fell to Tartarus, Pohjola broke free from Niflheim. Its mistress, Louhi,
was offered the opportunity to rule over the dead.
A few of Tuonela’s divine inhabitants managed to avoid its fate. Kalma, who watched
over graves and graveyards and the decay of the dead bodies, was out in the World
when Tuonela fell. She returned to the Underworld to find nothing but a hole where
Tuonela was and countless souls too confused to do much but stand around or wander
aimlessly. When Louhi accepted rulership, Pohjola migrated to the empty spot and
Kalma led the souls to their new resting place.
Another inhabitant that managed to avoid Tartarus was Tuonen Tytti. As the deep
river was not dragged down with the realm, Tuonen Tytti continued to row her boat
around the empty space. When Pohjola appeared, Tuonen Tytti just took it as Fate and
continued her work, ferrying dead souls across the river.
Louhi’s Hall
Louhi’s hall sits on the edge of the last and deepest river of the Underworld. The hall
is made of granite and is surrounded by a granite wall with a large, iron gate. Inside,
the hall is almost lightless and frigidly cold. The hall itself is several stories high and
contains Louhi’s many beautiful daughters, of which no one knows the true count.
Though dark and dismal, the hall is lit and food and drink flow in abundance if Louhi
has company. This happens more often than one would think as most of her visitors
are there to woo one of her daughters. In typical fashion, she sends them on their way
with a task too difficult to complete. This results either in the questor’s death or the
questor giving up. Either way, they don’t return.
Spread out before the hall lay villages of the dead working and living like they had
when they were alive. The realm of the dead is limitless. It can take months to years to
reach the furthest village, unless you have access to a power that shortens the travel
time.
Passages to Pohjola
Passages to Pohjola are few, and those that do exists, require bravery and fortitude
with a mix of manipulation to traverse. Lemminkainen attempted to capture or kill the
Black Swan of Tuonela, but drowned in its waters. His maimed and broken body was
recovered, but only after his mother raked the river for some time. Vainamoinen
traveled there to seek the magic words he needed to finish his boat and would have
become a permanent resident if he wasn’t as smart and wily as he was.
The following methods can be used to go to Pohjola.
Tombs and Funerary Architecture: While transporting the dead body, the Finns
would stop halfway from the dwelling to the graveyard, which consisted of cairns
made of granite. Here they would mark a pine or fir tree with a Karsikko marking.
This marking served a dual purpose. First, it was a way for people to remember their
loved one. Secondly, it served as a reminder to the soul that it was dead and return to
the path to Pohjola.
A Scion or other creature of appropriate Legend can use these rituals to gain access to
the Underworld. First, the Scion must be laid out as if he had died. He must then be
transported to the graveyard as per above. Once in the graveyard, his body is placed in
the designated area and covered with rocks. Once covered, the Scion spends a point of
Legend. He is then transported to the edge of the first river.
.atural Features: The Underworld was believed to be deep within a mountain or
underwater. A Scion or creature of appropriate Legend can attempt to gain access to
Pohjola by finding a deep, dark cave in Finland (especially one with rock paintings)
and spend a point of Legend while they start to walk. The Scion would then find
herself walking the banks of the first river. The Scion could also swim to the bottom
of a deep river or lake and spend a point of Legend. She would then find herself
emerging from the first river.
Rituals: Finnish Shamans were the only ones who could travel to the Underworld if
they were brave enough. They would go into a trance and travel the nine rivers until
they reached the deepest one. There they had to trick Tuonen Tytti that they were dead
to gain entrance. A Scion can follow the same ritual, and by spending a point of
Legend, arrive at the first of the nine rivers.
Times: The world is opened between the World and Pohjola on Kekri (October 31st),
the Day of Remembrance. The doorway opens from sunset on November Eve to
sunrise November 1st. This night is celebrated with sacrifices and ancestral
remembrances.
Tuonela Favoured Purviews: Darkness, Death, Earth, Health (Scourge), Psychopomp
Banned Purviews: Fertility, Health (Savior), Sun
Death was never a pleasant process for the Finns, and the realm of the dead, Tuonela,
was ruled by a cruel and evil god, who delighted in the torturing and suffering of
others. Tuoni had a wife, Tuonetar, who was an Avatar of Crom Cruach, the Titan of
Earth, was no better, offering tankard of frogs and worms to any who dared to dine in
their hall.
Tuonela was not the original name of the Titan, nor was Tuoni an Avatar. Tuoni
became corrupted quite quickly by the Titan of Death and feed on the power it gave
him over the death realm and its inhabitants. When the Titans were imprisoned in
Tartarus, the Titan of Death was not spared like a few other Titans. Instead, the Titan
was dragged kicking and screaming to its prison, towing Tuonela and its corrupted
king with it. It became the prison walls and its Fate was sealed.
As both prison and prisoner, it felt the other Titans’ anger and hatred, and that anger
infused him. It felt their pain and frustration, but gloried in the Titans’ misfortunes. It
attempted to destroy the Titans, but Fate would not have it. Its attempt allowed the
Titans to break free to wreck havoc on those that imprisoned them. With the near
destruction of the Underworld in the process, Death was free once again to end all
worlds.
Death is the inevitability of all living things. It is the end of the cycle, though it wishes
to stop the cycle at this point. It is the end of suffering and pain, but it feeds on both
joyfully, knowing in the end it will win. It is disease that plagues mankind. It is all the
misfortunes and the death of the dreams of mortals and gods alike. It is the death of
civilizations that fall into oblivion. It is oblivion.
Now that it is free, it sends its Avatars to destroy the gods and the Overworld. The
Avatars send their minions to cause fear, grief, and suffering in the World.
The Karmein Template
All creatures that dwell within the cold dark expanses of Tuonela possess this
template, which derives its name from the old Finnish world for gastly, karmea.
Creatures with this template are innately terrible to behold. All creatures are
considered to have the following Appearance Knacks: Do Not Want, Dreadful Mien,
Inescapable Vision, and Lasting Impression without having to spend Legend to
activate.
Karmein creatures are immune to Boons from the Death Purview deployed by beings
with lower Legend ratings. In addition, such creatures are numb to mental suffering
and anguish, they are immune to powers that inflict fear and all wound penalties,
including penalties associated with pain, are negated. Attacks based on the Fertility,
Health (Savior), and Sun Purviews, however are considered to have the Piercing
quality.
Avatars
Mot aka Mavet
Mot represents the great greed that death has and the sterility that comes from it. Mot
destroys crops, water, the ability to procreate, and civilization as much as he destroys
the living. He also destroys creativity, plaguing mankind with stagnation of ideas and
progress. The hot and dry desert is his home and he seeps into man’s thoughts making
them desire the status quo. Already, the deserts of the Middle East have fallen to his
hunger.
Mot appeared to the Semitics as a lion with a man’s head whose hunger matched that
of the lion in the wilderness. Mot has destroyed gods and has obliterated all records of
a Pantheon’s existence. Having been in a constant struggle with Baal, he finally won
and Baal stayed dead. The pantheon of the Ugarites, known as The Elohim, fell with
Baal’s death and Yahweh’s rise to complete power.
The Jumala almost suffered the same fate.
Mot has a base dice pool of 81 for all actions, modified by his Epic Attributes. Mot
favours Social Attributes and prefers to defeat his enemies by manipulating their Fate.
Virtues: Ambition 3, Malice 5, Rapacity 5, Zealotry 4
Supernatural Powers: Avatars: The Reaper, The Shaper Boons: Every one- to eight-dot Boon from every Purview except Fertility, Health
(healing), and Sun, which are forbidden to him. Mot also has all Boons from the
Death and Earth 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).
If Mot decides to appear, he takes on the appearance that is most beneficial to him at
the time.
Join Battle: 18 Attacks: Clinch: Accuracy 18, Damage 10L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 17, Damage 13L, Parry DV 38, Speed 5
Unarmed, Light: Accuracy 19, Damage 10L, Parry DV 40, Speed 4
Soak: 9A/34L/38B Health Levels: -0x36/Incap Dodge DV: 43
Willpower: 10 Legend: 9 Legend Points: 81 Other .otes:
.ittiti aka Alakshmi; Ekibiogami
Nirriti was once a major force of disease, decay, and misery, but her power has waned
due to mortals’ development of medicine and research into the diseases that were
previously incurable. Even with such advanced technologies, the human World cannot
always keep up with Nirriti’s spreading of new plagues and illness, and some of her
old creations still baffle the human mind. She can claim such wondrous epidemics
such as the Great Plague in the 14th century that wiped out 30-60% of Europe’s
populace, the Spanish flu in 1918 that killed 3% of the world’s population, and,
recently, the Swine Flu. She gave the World Leprosy, AIDs, SARS, Cancer, Hepatitis,
and other deadly diseases. She also plays muse to bioweapons engineers.
Nirriti appears as a tall, sickly Indian woman with gaps in her teeth, cruel eyes, long
nose, and trembling hands. She wears a torn and dirty black robe and her unkempt hair
flows around her head like a lion’s mane. She is insatiably hungry and thirsty, and
loves pain and horribleness in all forms.
Nirriti has a base dice pool of 20 for all actions, modified by her Epic Attributes.
Nirriti favours Mental Attributes and prefers to defeat her enemies by affecting them
with debilitating disease that they can spread to others.
Virtues: Ambition 4, Malice 3, Rapacity 5, Zealotry 5
Supernatural Powers: Avatars: The Reaper, The Scourge, The Way
Boons: Every one- to eight-dot Boon from every Purview except Fertility, Health
(healing), and Sun, which are forbidden to her. Nirriti also has all Boons from the
Death, Health (harm only), and Psychopomp 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).
Diseased Touch: Join Battle: 20 Attacks: Clinch: Accuracy 20, Damage 11L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 19, Damage 14L, Parry DV 56, Speed 5
Unarmed, Light: Accuracy 21, Damage 11L, Parry DV 58, Speed 4
Soak: 8A/34L/39B Health Levels: -0x36/Incap Dodge DV: 44 Willpower: 10 Legend: 10 Legend Points: 100
Shesmu aka Shezmu, Schezemu, Schesmu, Shesemu, Shezmou, Shesmou, Sezmu, Sesmu, “Slaughterer of Souls”
The most bloodthirsty of Tuonela’s Avatars, Shesmu chopped off the heads of the
dead, tossed them into a wine press, and treated them as if they were grapes,
squeezing out the blood to make wine. Most ancient Egyptians also believed he was a
punisher of the wicked and protector of the virtuous. As he was associated with the
wine press, he was also associated with oils and perfumes.
The truth is that Shesmu is just plain bloodthirsty. It didn’t matter whether the mortal
was wicked or virtuous; he enjoys imprisoning and slaughtering doomed humanity
and reveling in their blood. Punishing the wicked was just an excuse Shesmu used to
ingratiate himself in to daily worship as a protector.
He is the least ambitious of the Avatars, being perfectly happy as Tuonela’s front
fighter. He is also the Avatar most likely to be in the World, whispering death in serial
killers’ ears and pushing terrorists to murder their captives.
Shezmu has a base dice pool of 18 for all actions. He favors Physical Attributes and
prefers to defeat his enemies in bloody combat.
Virtues: Ambition 2, Malice 4, Rapacity 5, Zealotry 5
Supernatural Powers: Avatars: The Reaper, The Way
Boons: Every one- to eight-dot Boon from every Purview except except Fertility,
Health (healing), and Sun, which are forbidden to him. Shesmu also has all Boons
from the Death, and Psychopomp 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).
Sometimes Shesmu appears as an ancient Egyptian male with the head of a lion and
fangs and main drenched in blood and wearing a belt made of human skulls. Most
other times, he appears as a psychotic Egyptian male dressed in combat gear.
Join Battle: 18 Attacks: Clinch: Accuracy 18, Damage 10L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 17, Damage 13L, Parry DV 39, Speed 5
Unarmed, Light: Accuracy 19, Damage 10L, Parry DV 41, Speed 4
Soak: 10A/51L/55B Health Levels: -0x53/Incap Dodge DV: 60 Willpower: 10 Legend: 9 Legend Points: 81 Other .otes:
Thanatos aka Mors, Letus, Letum
Thanatos previously rule the greater Titan, bringing pain, suffering, and grief to
mortals. He was seen as a shaggy bearded, fierce man bearing a sword. He was the
natural ending to all mortal life and their inevitable fate. Thanatos hated mortals and
the deathless gods, and they reciprocated the same.
The changing of Thanatos from his fearsome visage to a kinder one shows that Fate
can affect even the Titans. Armed with the knowledge that after death, they would go
to Elysium, mortals began to see him as a beautiful youth with wings and even as an
infant slumbering in the arms of his mother. He was seen to ease mortals into a gentle
passing rather than a woeful one.
Plagued with Bi-Polar Disorder, Thanatos’s mood now changes from benign to cruel
on a whim. One moment he quickly takes a soul so it no longer suffers, the next he
slowly draws a soul from its body, making death last days, weeks, or even years. To
him, there is no middle ground. Death is either peaceful or painful, and he is the
embodiment of such. When he feels benevolent, he appears as a young man wearing a
dark suit and exuding peace and comfort. When he feels malicious, he takes a form
the mortal would find frightening beyond imagination. Many times he’s appeared as a
skeleton in black robes, something mortals began imagining.
Thanatos has a base dice pool of 22 for all actions. He favors Physical Attributes and
prefers to defeat his enemies depending on his mood. For all his fearsome nature,
Thanatos can be outwitted by sly Scions.
Virtues: Ambition 5, Malice 5, Rapacity 3, Zealotry 4
Supernatural Powers: Avatars: The Abyss, The Reaper, The Way
Boons: Every one- to eight-dot Boon from every Purview except except Fertility,
Health (healing), and Sun, which are forbidden to him. Thanatos also has 10 dots of
Arete (Presence) and all Boons from the Darkness, Death, and Psychopomp 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).
If Thanatos decides to appear, he favors a look considered a common one of Death: a
skeleton in a black hooded robe and carrying a scythe.
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
Thanatos’ Scythe: Accuracy 23, Damage 20L, Parry DV 40, Speed 6
Soak: 11A/35L/40B Health Levels: -0x36/Incap Dodge DV: 35 Willpower: 10 Legend: 11 Legend Points: 122 Other .otes: Thanatos’ Scythe has the following stats: Accuracy +1, Damage +8L,
Defense +0, Speed 6.
Tuoni
Tuoni is the most powerful and favorite of Tuonela’s Avatars. Tuoni has no desire to
completely destroy the Overworld; he knows it has its place. Instead, he dreams of
Tuonela being the only Underworld and him the only Lord. He believes only he can be
judge, jury, and executioner of the World’s dead and strives to remove all others. With
his release from Tartarus, he has concentrated on removing Louhi, the old witch who
usurped his power in Finland, first.
Tuoni appears much as he did when he was a mere god, albeit with far more
exaggerated features. Where once he was merely old, he is now ancient, appearing
well beyond the capacity to move. This appearance is deceiving. His mind is agile and
creative; his body having more the stamina and flexibility of a much younger man. His
three iron-pointed fingers on each hand are now foot-long iron talons. He once wore a
hat drawn down to his shoulders, but he no longer wishes his hideous face to be
hidden.
Tuoni has a base dice pool of 24 for all actions, modified by his Epic Attributes.
Tuoni favors Social Attributes and prefers to defeat his enemies by manipulating and
winning them over to his cause. Failing that, Tuoni prefers to use Death Boons to
destroy his enemies and turn them into souls to be manipulated.
Virtues: Ambition 5, Malice 3, Rapacity 3, Zealotry 5
Supernatural Powers: Avatars: The Abyss, The Reaper, The Shaper Boons: Every one- to eight-dot Boon from every Purview except Fertility, Health
(healing), and Sun, which are forbidden to him. Tuoni also has all Boons from the
Darkness, Death, and Runos 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: 24 Attacks: Clinch: Accuracy 24, Damage 13L, Parry DV —, Speed 6, P
Unarmed, Heavy: Accuracy 23, Damage 16L, Parry DV 40, Speed 5
Unarmed, Light: Accuracy 25, Damage 13L, Parry DV 42, Speed 4
Talons: Accuracy 24, Damage 6A, Parry 41, Speed 5
Soak: 8A/35L/41B Health Levels: -0x40/Incap Dodge DV: 47 Willpower: 10 Legend: 12 Legend Points: 124
Lesser Creatures The Black Swan of Tuonela
More an omen of death than anything, the Black Swan of Tuonela used to wade in the
river surrounding the Finnish land of the dead. Attempting to kill the Black Swan
resulted in severe misfortune; its death, the death of the hunter. Even though the
Finnish Underworld was pulled into the greater Titan, the Swan continued its journey
around the river serving as a protector and a warning. The Black Swan is able to swim
both the river around Pohjola and the river around Manala whenever it desires. It is
the only creature capable of doing so.
The Black Swan of Tuonela appears and acts as a normal black swan with a few
exceptions. (See Supernatural Powers.)
Attributes: Str 3, Dex 2, Sta 4, Cha 0, Man 0, App 5, Per 3, Int 3, Wits 3
Virtues: Ambition 1, Malice 2, Rapacity 2, Zealotry 3
Abilities: Athletics 3, Awareness 4, Brawl 3, Investigation 3, Integrity 3, Occult 3, Presence 5, Fortitude 2, Stealth 3, Survival 3
Supernatural Powers: Boons: Death Senses, Magic 3, Night Eyes, Warning Line
Epic Attributes: Epic Appearance 1 (Game Face), Epic Perception 1 (Subliminal
Warning), Epic Wits 1 (Eternal Vigilance)
Spells: Deus ex Machina, The Unlidded Eye, Evil Eye, Illwind Curse
Willpower: 5 Legend: 4 Join Battle: 7 Dodge DV: 2 Soak: 4B/2L/-- Health Levels: -0/-1/-1/-2/-2/-4/Incap Attacks: None Trophy: The Black Swan provides no trophy upon its death, only misfortune. The
death of the Black Swan triggers a Deus ex Machina effect. The Storyteller is free to
determine what Fate befalls the Scion who killed the Swan.
Other .otes: When a Black Swan dies, it is replaced by another. There is only one
Black Swan of Tuonela at any one time.