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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 Lnnrot 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 Vinminen 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 Jumalas mythology, supernatural power cannot be wielded without thorough knowledge of the subject to be affected. For instance, Vinminen 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 doesnt 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. Vinminen and Lemminkainen both jumped through hoops to gain permission to wed Louhis 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 arent 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 dont 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 Vinminen 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 fathers murder. Only villains fight for the sake of power or to show how tough they are.

Vinminen aka Osmo, Osmoinen, Osnoinen, Vinmainen, Vinminen, Wainamoinen, Waino

Vino,

Vainamoinen,

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. Vainamoinens 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. Vainamoinens 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, Nwa, Ogma, Quetzalcotl Relics: Vainamoinens 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 Louhis 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 wifes 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 Louhis 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. Ilmarinens 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 Lemminkinen aka Ahti, Kauko, Kaukomielli, Lemminkinen 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 mothers 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. Lemminkainens adventures led to his death and dismemberment. His mother scoured Manalas 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 Louhis 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. Hes not above playing a few tricks either. Leminkainens 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, Leminkainens 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, kki 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 isnt 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. Ahtis 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 dont 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, Manannn mac Lir, Nez Ha, Njord, Ogoun, Poseidon, Quetzalcoatl, Raiden, Shango, Sobek, Susano-o, Thor, Tishtrya, Tlaloc, Vayu, Zeus Ilmatar aka Kape, 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 couldnt 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 loosefitting and/or flowing clothes. She has had many husbands and many children. Ilmatars 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 Ilmatars 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, Quetzalcotl, Zeus Pekko aka Pellervoinen, Sampso Pellervoinen, Pellervo, krs, gri, Egres, Pyh krs, 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 Louhis realm to flourish and grow, and feed her desires to be the ruler of the world. The gods wouldnt 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 Niflheims 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 couldnt 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. Louhis 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, Lemminkinen Vinminen; Baron Samedi, Hades, Hel, Isis, Miclntecuhtli, 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 shell appear to hunters dressed in plain worn clothes and make their hunt a failure. Or shell 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. Mielikkis 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 forests 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. Whats more, to affect an object they must know the proper words and the secret of its origin. For instance, Vinaminen 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 Boons dot rating cannot exceed the characters 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 characters 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 oldestbetween 20,000 and 30,000 yearsforms of healing. By using subtle variations in timbre and overtones, drumming allows the user to communicate with natures 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 Scions 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. Vainamoinens 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 Hiisis 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. Vainamoinens 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 Louhis beautiful daughters as a wife. While the Sampo was in Louhis possession, her lands flourished but Ilmarinens 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 Ahtis 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 users 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 [users (Intelligence + Art) roll minus the victims (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, Deaths 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. Tuonis 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 Tuonelas 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. Louhis Hall Louhis 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 Louhis 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 questors death or the questor giving up. Either way, they dont 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 wasnt 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 mans 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 mans head whose hunger matched that of the lion in the wilderness. Mot has destroyed gods and has obliterated all records of a Pantheons 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 Baals death and Yahwehs 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 Nirritis 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 Europes populace, the Spanish flu in 1918 that killed 3% of the worlds 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 lions 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 Tuonelas 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 didnt 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 Tuonelas 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, Thanatoss 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 hes 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 Tuonelas 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 Worlds 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.

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