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The Nemetondevos

Gods of the Gaul

History
Difficult to say exactly when the Gallic deities appeared. The older ones (Taranis and Cernunnos)
are already worshiped more than 3,500 years ago, while the younger gods (such as Gobnhios and
Andarta) appeared only two thousand eight hundred years ago more. Their pantheon does not have
a name, so on the name Nemetondevos, "the gods of the Sacred Sanctuary", referring to your site
located in the Underworld. Descendants of a Titan deeply linked to the purviews of Death, Darkness
and Magic by the name of Orgos, it is not surprising that the Gaulish gods are sometimes inclined to
practice cruel rites and welcome the darkness of the night like a father. They have also adopted the
lunar calendar and not solar. Their mastery of astronomy was also known although it was not their
most obvious purview unlike riding or working metal and wood.

Although they are assimilated to the Celts, the Gauls do not have the same pantheon (see the Tuatha
D Danann in the supplement "Companion"), although many similarities exist and they help each
other. The Nemetondevos do not care much about the other pantheons, but they have a deep
resentment towards the Dodekatheon, which greatly influenced Rome, taking part in the conquest of
Gaul and the assimilation of Gaulish culture until its virtual disappearance. A task made easy by the
absence of writings among the Gallic people who, preferring the oral tradition, was imposed a new
way of life particularly codified which quickly took precedence over the old. As a supreme insult,
the gods of the Dodekatheon often treat their Gallic counterparts as barbarians, a qualifier that has
the gift of irritating them to the highest point because nothing could be further from the truth.

Orgos and "Mother Goddess"

The Titan Orgos (forgotten avatar of the primordial Titan Soku-no-Kumi, incarnation of the
Darkness) is the originator of all Nemetondevos. He was long mistakenly associated with Dis Pater,
one of the names of Hades, an error comprehensible by the weak power of Orgos and the domains
that the Titan and the divinity of the Dodekatheon share.

Of course, a Titan like Orgos, largely devoid of the creative power to spawn a fantastic as divine
progeny, has probably joined his Legend to one of the avatars of Terra, the primordial Titan
creative of all life on Earth. This union explains in part why the Nemetondevos, although probably
originally conceived in the Overworld, were born on Earth, among the race of Men.

It is perhaps because of their almost ignorance of the Underworld that the gods of the Sacred
Sanctuary naturally approached humans, relying on the Gallic people to build their Legend.

No one knows what happened to Orgos, but the fragment of a monumental pillar dedicated to the
Taurus-AuxTrois-Grues, which was recently found, bears the following inscription, unfortunately
incomplete:

(Beginning of the fragment) ... and the Father of Darkness, by a great sacrifice, engendered alone
his last child. Beautiful, she illuminated the night, but devoid of the blood of the earth, she could
not join her brothers and sisters. For ever deprived of their affection, she flared up with such grief
that she consumed the Darkness that bore her. Since then, in the darkness of the night, she watches
over the people of the Sacred Sanctuary. Alone and silent, unknown to the gods, she waits until the
end of time to burn again and embrace those whom she can guide to a new ... (the end of the text is
illegible)

Anyhow, sickened by the rapid disappearance/assimilation of their culture, the Nemetondevos


retreated into their underground sanctuary, leaving their descendants gradually disappear in a
cultural battle lost in advance. Their resurgence, after almost two millennia, is ultimately due only
to a transmigratory peculiarity: the souls of the Gaulish heroes reincarnated after a short passage
through their realm located in the Underorld. If this cycle has come to an end after the assimilation
of the people of Gaul by the powerful Rome, the escape of the Titans from their millennial prison,
the chaos that resulted in the Underworld and the urgency of protecting the world from Mortals,
have lifted the Nemetondevos out of their torpor. From then on, the souls (or rather the legendary
essence) of their most valiant dead heroes immediately reincarnated themselves in their distant
descendants, scattered throughout the world. Of course, the gods of the Sacred Sanctuary had to
practice many Visitations to awaken the very weak ichor of their new heroes, nimbus of the
legendary essence of their ancestors. This phenomenon explains the sudden return of a pantheon
that had almost completely disappeared and is active again, ready to fight with the brethren that
threaten humanity.

For Nemetondevos, their people is paramount. It is evident, then, that his assimilation by another
culture has borne them an almost fatal blow, condemning them to join the divinities long forgotten.
No one knows the secret of their survival, but it may be related to the fact that they share their realm
with the souls of their people rather than elect to live in the Overworld, far from any human
connection.

It is also easier to apprehend their resentment towards the Dodekatheon. Their current goal is to
lead humanity towards a common goal: survival. The Gallic people possessed valiant warriors and
eminent horsemen, ready to die to defend their liberty. The fighters did not hesitate for a second to
put an end to their lives rather than pass into the hands of the enemy (admittedly, the belief in the
principle of reincarnation and did it for many). And this is what was created, on the scale of a mass
suicide, if Vercingetorix had to practice it devotion (although the nature of scion has never been
proved), a powerful rite acting On the plot of Destiny and allowing him to take over the weight of
defeat, sparing his men the shame of a re-edition as well as their inevitable killing.

"Liberty is gained by blood and blood. Here is a saying that would suit the scions of the
Nemetondevos. It is also one of their greatest weaknesses: hatred and blood thirst. If they have to
set aside their thousand-year-old anger towards the Dodekatheon, in order to fight against the
Titans, they are not ready to ally with them, far from it. And this is one of the most easily
exploitable faults by the agents of Destiny. Moreover, their violence sometimes makes them
uncontrollable, as when they are submerged by the furor (rage of berserker), that devastating anger
born of their main virtue, Courage.

The Nemetondevos no longer feel concerned about Destiny. For them, it is clear that it fell upon
their people a little more than two thousand years ago. Their return is therefore a true resurrection
and a victory over Fatality (the name they often give to Destiny, certain that this one leads mankind
to its loss). Here is their second greatest weakness: they now believe themselves invincible, above
the laws enacted by Destiny, untouchable. Of course, Destiny, who seems to be endowed with a
conscience, seems to be harassing them by weaving complex and powerful knots around the scions
of this pantheon. But they resist thanks to their very particular purview, Deuogdonio, which gives
them certain advantages with the mortals who are predestined to them, enabling them even to
influence Destiny at the cost of terrible sacrifices.

The Nemetondevos, unlike other pantheons, deliver their fights among mortals and in the
Underworld so that men can once again benefit from a realm beyond death and stop wandering
aimlessly among the living. Without turning their backs on their fellow men, it is true that the gods
of the Sacred Sanctuary are more involved in the survival of mortals, whatever their origins.
Sometimes more human than mortals themselves, the gods of the Sacred Sanctuary are fascinated
by humanity as a whole. Would not that be their greatest weakness?

All the scions of the Nemetondevos are reincarnated?

In the beginning, the Gallic gods lived side by side with men to bring them the teachings that would
make them a great people. They did not possess a realm in the Overworld like the other pantheons,
since they had been begotten on the land of mortals, invariably coming to the world on strange
nights. Thus, Taranis was born in the midst of a peaceful night, suddenly split by lightning, and
punctuated by the thunder of which the rumbling of the mountains trembled. Cernunnos awoke for
the first time during the new moon under realigned constellations to greet his arrival. As for
Belenos, when he came into the world, the night glowed and a gentle breeze rose to heal the ills of
men.

The gods shared their benefits with mortals, also generating many scions. Then, when it became
evident that the Gaulish tribes had completed great things, and it was time to free them from the
constant presence of their gods, the latter withdrew under the guidance of Sukellos to a remote
place in the recent Underworld, created around the prison of the Titans. They fashioned it
according to their tastes in order to receive the souls of their people from whom they could not
remain forever distant, then side by side with death and returning to the light the most deserving
and powerful of them (the scions) so that their Always be guided by great leaders. A necessary cycle
of reincarnation, since once removed to the Underworld, the gods of the Sacred Sanctuary
produced fewer scions.

It would therefore be tempting to think that all the descendant scions of the Gaulish divinities are
still reincarnated today. In fact, the reincarnated scion (or rather his legend) simply left the scene
in a new body (he would not remember any of his former life, "purified" during the passage into the
Underorld). On the other hand, this body had to be one of its descendants whose ichor then
naturally awakened towards the end of adolescence (but it was then imperative that his parent of
origin come to visit him as soon as possible, otherwise this potential scion would invariably end in
the clutches of the Titans). From then on, a scion of the pantheon of the Nemetondevos, who had no
descendants and died, was carrying a hard blow to his camp because his Legend was "lost".

After the destruction of the Gallic culture, the rhythm of the reincarnations was abruptly
interrupted because, finally, what is the use of the leaders when they have no tribes to guide?
Nevertheless, the names of celebrated personages are murmured, whose influence on France and
the surrounding countries (and to a lesser extent the world) was important, insinuating that they
could be among the very few Nemetondevos scions to have reincarnated during the centuries
between the disappearance of their civilization and the awakening of the Titans. These "guides"
bore within them the rage of freedom that inhabits their divine parents and faced the invader,
whether from the outside ... or from within.

Needless to say, with the destruction of their prison and the ravages committed in the Underworld,
the Titans put an end to this cycle of reincarnations (except for the massive liberation of the
legendary essence of the most valiant scions of Nemetondevos who reincarnated immediately and
for the last time after nearly two thousand years of absence). The gods of the Sacred Sanctuary
must therefore procreate again with mortals, especially since, perhaps because of a stroke of
Destiny, they can not adopt scions, contrary to what is written on page 63 of Scion : Hero.

In answer to the question which burns certain lips, there are indeed two origins for the scions of the
Nemetondevos pacing the World today. The former are reincarnated and the following are begotten
by their gods. Reincarnated scions benefit from special respect from their peers, even though they
usually have no memory of their previous lives. After all, they are legendary heroes born for the
first time several millennia ago.

The Pantheon
Virtues: Courage, Endurance, Loyalty, Valor

Andarta

AKA : Andrasta,Arduina

Warrior goddess whose name could mean "Great Bear", Andarta also presides over the hunt. She
represents intelligence in battle, and those who worship it are known for privileging tactics to brutal
force.

In the past, Andarta rode among the tribes to teach them the art of hunting and skirmishing. His eyes
are those of a predator, always on the lookout. His powerful charism inspires both respect and fear.
Whatever the group in which it evolves, it is clear that it is the "dominant male". Cold and pitiless,
she does not pardon cowardice. As a perfect incarnation of the warrior, she despises only the weak,
but paradoxically she will always defend those who can not do it themselves, while showing them
disgust. A great traveler, she appreciates the comfort of the palaces. On the other hand, it has no
sanctuary, its nature pushing it to perpetually move in search of battles (it is the only divinity of the
Nemetondevos never to have really left the World of mortals).

Nowadays, she runs one of the most highly regarded bounty hunters and mercenary agencies. She
doesn't hesitate to reserve the most difficult "targets" and many of them are actually scions (spent in
the Titans' camp ... or not). And when these scions belong to the Dodekatheon, the bounty hunter
does not hesitate to be assassinated, jeopardizing the fragile truce between the two pantheons.
Andarta possesses the instinct of a predator. Hunting as a combat is two vital activities for her and
woe to the one who crosses her path when she has not been shedding blood for a long time!

His children have the same instinct and many find their presence uncomfortable. If the other scions
are not particularly sensitive, humans quickly feel uncomfortable, which is why the Andarta scions
are solitary, like their mother. They usually practice the professions of hired killer, mercenary, even
private detective. They also feel the need to travel and can not reside in the same place for more
than two or three years.

Associated Powers: Epic Dexterity, Epic Manipulation, Epic Perception, Epic Wits, Darkness,
Deuogdonio, Moon, War
Abilities: Awareness, Command, Marksmanship, Melee, Survival, Thrown
Rivals: Camulos, Cernunnos; Ares, Artemis, Athena, Sobek, Tezcatlipoca, Thor

Belenos
AKA : Belisama, Grannos, Leucetius, Loucetios, Maponos

Belenos, Master of Power, embodies beauty, the arts and medicine. A luminous God in a nocturnal
world, he illuminates the evil darkness to guide mankind.

Belenos often changes its appearance. Sometimes young and handsome, he is the accomplished
artist. Sometimes aged, he is the doctor and the wise. Sometimes he appears as a beautiful woman
and inspires love. In some cases, it manifests itself in a humanoid form, made of soft and
comforting light. It is often under this appearance that it accompanies men who died from non-
violent death to the afterlife, directly to the sanctuary of Sukellos where they will be judged.

It is one of the most appreciated deities of the Nemetondevos. He is also one of the few totally
pacific gods of this pantheon. Belenos is present where people suffer. Whether they need care or
comfort, he is always there to exalt courage and give hope to men. It encourages artistic creation
and expression. It is thanks to him that the little Gallic culture that we know has crossed the time. It
is also at the base of the truce between the Dodekatheon and the Nemetondevos.

He currently works as a doctor, sculptor, jeweler, top model, actor, director and singer. Its
appearance fluctuates between that of a man or a woman, in the thirties and very beautiful. Always
dressed with high quality clothing despite her humble attitude, Belenos (or Belisama in her
feminine form) is the perfect embodiment of beauty, goodness and love between men. As a doctor,
he is known to have practiced worldwide, with important humanitarian organizations.

The scions of Belenos share his taste for peace, but the situation with the Titans requires sometimes
radical measures. Using their boons to repair the evil done by the Titanspawn, these scions are
capable of acts of surprising violence when the situation demands. And they do not express any
remorse...

Associated Powers: Epic Appearance, Epic Charisma, Epic Intelligence, Deuogdonio, Health,
Prophecy, Sun
Abilities: Academics, Art, Craft, Empathy, Medicine, Presence
Rivals: Andarta, Camulos; Apollon, Ares, Huitzilopochtli, Kalfu, Set, Susano-o, Vidar

Camulos

AKA : Camulatus, Caturix

God of the war celebrated throughout Gaul and whose name means "Champion", Camulos is also a
calculating and manipulative god. He taught his people the art of military strategy and he doesn't
accept failure. For him, defeat can only be resolved by the death of the vanquished. This is why
suicide was common among the Gallic warriors, whether they wash their failures with their own
blood or accompany their lord in death (cf. Customers and Destiny).

Camulos has the appearance of a robust man in the prime of life, his face is covered with numerous
scars, scarcely hidden behind a long black hair and an abundant beard. His body has not been
spared and bears the traces of the many battles it has waged. Like Andarta, Camulos feels a deep
resentment against the divinities of the Dodekatheon, who have helped to defeat his favorite
Camulogene at the battle of Lutetia, which preceded the fall of Alesia and the surrender of the
whole of Gaul.

His manipulative skills allow him to impose war as the obvious solution to all disputes. According
to him, the least insult must be washed in the blood and the strong must reign over the weak.

Nowadays, we can see walking the battlefields in the role of a great general or speak as a minister
of the armed and threatened a country ready to go to war. Sometimes he is the one who stirs up the
old rancor between two camps that have reached a fragile truce. Camulos is as gifted to set off
conflicts as to settle them in a deluge of violence and fury.

His scions perform the roles of military leader, double agent or even terrorist. After all, the best way
to eliminate two enemies is to mount them against each other and Camulos is a master in the art of
sowing chaos.

Associated Powers: Epic Manipulation, Epic Stamine, Epic Strenght, Chaos, Deuogdonio War
Abilities: Brawl, Command, Fortitude, Melee, Presence, Thrown
Rivals: Andarta, Belenos; Athena, Hachiman, Ogoun, Quetzalcatl, Thor

Cernunnos

AKA : Carnunnos, Kernunnos

The "Great Horned" is one of the oldest gods in his pantheon, if not the oldest. Lord of wild
animals, he embodies power and pride. As a solitary divinity, Cernunnos devotes a thousand-year-
old hatred to Esus, the latter having seduced the beloved god of the deer-god. The appearance of
Cernunnos is that of a man tall and powerfully built despite his advanced age. Her body is covered
with a thick hair, and from her bald head gush forth majestic woods like those of a deer. He wears
an enormous torc of gold and silver around his neck.

He is the god at the origin of Druidic thought, the harmony between Man, nature and the universe.
No secret in this world is unknown to him and he dispenses some of the most important prophecies.
It is perhaps he who, in bringing Magic, has entangled the Nemetondevos in the eternal
Fatebindings. It is also he who would have developed the purview Deuogdonio from his knowledge
of Magic to take advantage of the ties woven around his people and other mortals.

Like Epona, Cernunnos rarely mingles with mortals, preferring to remain in his sanctuary of the
inferior realm of Dubnolissos. It sometimes appears during particularly powerful visions obtained
by Wicca priestesses during ancient rites and unites with them. He is also known to appear in person
to all his children but such a Visitation can break their minds and rare are the scions of Cernunnos
capable of apprehending the power of universal chaos, it allows them to see a split second in his
pupils, as dark as darkness which emerged the World.

The scions of Cernunnos are considered at best as originals, at worst as crazy. But most are
illuminated with strange look, as if they were able to discern people's souls. Depositors of great
occult knowledge, they practice at least one of the three special fields (Magic, Mysteries or
Prophecy). As scarce as they are mysterious, these scions become messengers of the word of the
gods. Most direct sects reviving the ancient rites inherited from paganism or possess institutions
selling strange books and ingredients to practice magic (preferably white).

Associated Powers: Epic Charisma, Epic Perception, Epic Stamina, Epic Strenght, Animal (Deer,
Snake), Chaos, Deuogdonio, Earth, Fertility, Magic, Mystery, Prophecy
Abilities: Animal Ken, Awareness, Brawl, Occult, Presence, Survival
Rivals: Andarta, Esus, Teutates; Artemis, Baron Samedi, Hachiman, Loki, Osiris, Sobek, Xipe Totec
Epona

AKA : Atepomaros, Eponae, pona

A goddess of horsemen, Epona is inseparable from the animal which is linked to it and to which it
gives its name: the horse (epos in Gallic). Her appearance is that of a very beautiful young woman
with tanned skin whose brown hair, very long and thick, almost caress the ground and partially
conceal her naked body. Originally associated with the myth of the virgin goddess, his inability to
adopt scions (see All the scions of the Nemetondevos are reincarnated? ) led him to have to select
certain male partners to practice the act of flesh and thus strengthen the ranks of the Nemetondevos.
Unsurprisingly, his scions are the rarest of all, all pantheons confused. To be chosen by Epona to
give him a child is much more than an honor, it is one of the few acts capable of bringing a human
into the legend and the happy ones can almost count on the fingers of a hand Through history.
Fortunately, Epona always gives birth to triplets (a very rare case in the divinities and it would be a
special sign of Destiny which would in a way give itself the children of Epona by marking them of
the trinity, But no one knows the reason). This is why there are rarely more than three scions
serving the goddess at any given time. And they are all three brothers and/or sisters.

The goddess doesn't like mingling with mortals, but she has taught them how to fit in with the horse
(which she does not recognize as a gift from Poseidon, contrary to what the latter can claim). The
Gauls were among the best riders of antiquity and, not surprisingly, their basic formation consisted
of three mounted warriors (this is trimarkisia). There is no doubt that this reduced military training
is the work of the first triplets of Epona, their mother also having a say in war strategy. Rarely
present among mortals, the goddess regularly travels the world under the guise of a fierce rider
riding the fastest steed that a human (or a scion) has seen.

Scions of Epona are very good riders and they excel in the piloting of land vehicles in general,
motorcycles and cars in mind. They perform the role of messenger and are also excellent fighters
and tacticians. All modern Epona scions have at least one "red sports car", fast and difficult to tame,
such as the prancing horse adorning the famous crest of the mark.

Associated Powers: Epic Dexterity, Epic Perception, Epic Stamina, Animal (Horse), Deuogdonio,
Psychopomp, War
Abilities: Animal Ken, Athletics, Command, Control, Fortitude, Melee
Rivals: Nantosuelta; Artemis, Poseidon, Tlazoltotl

Esus

AKA : Esumagius, sus

Esus, whose name is a direct reference to the term "Divinity" or could simply be translated as "The
Good", is one of the most powerful and ancient Gallic gods. It presides over the creation of the
forces of life and, when it destroys something (including nations), it is to better bring it to life. Its
powerful body seems to draw its strength from the ground and its size is impressive, even for a god.
It has the appearance of a muscular man, in the full force of age. Although it is not exceptionally
beautiful, the creative and brutal force that emanates from its being easily pushes women (and
goddesses) towards it (but to its great regret, Epona seems insensitive to its charm). Esus is moved
by a formidable instinct, almost animal, to practice the act of flesh (including with the companions
of other divinities, like Cernunnos). And it goes without saying that his scions are among the most
numerous. One of the lesser known aspects of Esus is also the most feared: its destructive side. If he
thinks that something must disappear to give way to a new work, he uses all the means at his
disposal to raze the ground before rebuilding. Thus, the genocides are not unknown to him.
Esus loves to live among humans. He appreciates the trades of architect, demolition expert,
obstetrician, woodcutter, botanist or nuclear submarine commander (a profession rare enough if
there is one). He would also have frequented the sperm banks around the world, a quick and effcient
way to spread his divine seed. Of course, such a spread of scions not recognized by their father does
mostly the business of the Titans who do not fail to recruit them. A fact that forced Esus to stop his
breeding frenzy somewhat and to practice many visits recently (even to "eliminate" some of his
progeny, considered imperfect).

Scions of Esus are good alive and women especially appreciate their company. However, their
attacks of regular destructive rage are feared by all and many are hesitant to invite them to a well-
watered evening. In these troubled times, their role is to rebuild what has been annihilated by the
Titans and their brethren. They must also ensure the survival of the human species by fighting
starvation or by developing the medicinal use of plants in countries without access to medicines.

Associated Powers: Epic Charisma, Epic Manipulation, Epic Stamina, Epic Strenght, Epic Wits,
Animal (Wild Boar, Bull), Deuogdonio, Earth, Fertility, Health, Water
Abilities: Awareness, Command, Integrity, Occult, Presence, Science,
Rivals: Cernunnos, Taranis; Amaterasu, Damballa, Freyr, Geb, Odin, Osiris, Seth, Tlazolteotl, Zeus

Gobnhios
AKA : Gobenmaglos

Scary god, Gobnhios is the divine blacksmith of the Gauls (goben meaning blacksmith). It is to him
that one owes the coat of mail (only armor allowing to fight effacement on horseback) and the
improvement of the tank with two wheels. His spears and swords (which have lengthened to be able
to strike waist and no longer simply of stroke) are among the most devastating weapons of the time.
The large ovoid-shaped shield, behind which it was possible to shelter, allowed them to develop
defensive tactics not so far removed from those of the Romans.

Medium in size, sturdy and incredibly muscular, Gobnhios has a skin as black as coal and his look
has the color of iron heated to white. Little talkative, he spends his time forging weapons for the
gods and their offspring. It is to him that we owe almost all the relics offered to the scions of his
pantheon. This is why they are almost never benefiting from the latest technologies. You will rarely
find among these relics cell phones, handheld consoles or other firearms. In fact, if the object did
not exist two thousand years ago, it is very unlikely that a relic of this type would exist.

Even if he rarely leaves his forge, Gobnhios does not hesitate to spend more and more time in the
World under the guise of a robust man, little talkative and preferably shirtless (a simple worker most
of the time ). He observes new technologies and, above all, the new materials used to forge weapons
and armor lighter and stronger than in the good old age. If steel was a real revelation for Gobnhios,
it is nanotechnology that fascinates him now, although he does not understand much, for the
moment. With a little patience, his scions will catch up on those of the other pantheons in only a
few years. But no need to be alarmed, for if the arms of Gobnhios are somewhat outdated, they still
fulfill their role perfectly: to kill.

Scions of Gobnhios have the mission of understanding the secrets of modern science in order to
improve the arsenal of relics available to the Nemetondevos. They work in a variety of fields, all
related to research or advanced mechanics. During their free time, they create some of the most
fashionable objects at the moment, combining state-of-the-art technology with ease of use and
exemplary design. One of their biggest successes, aimed at the general public, is known as iPom, an
MP3 player in several models and colors. Their goal: to simplify the technology to put it within
reach of all ... especially the military.

Associated Powers: Epic Intelligence, Epic Stamina, Epic Strenght, Deuogdonio, Earth, Fire
Abilities: Craft, Fortitude, Integrity, Melee, Science, Thrown
Rivals: Belenos; Freya, Hephastos, Ogoun, Ptah, Susano-o, Tlazolteotl

But Where are Lug?

An indivisible deity of the Celts, Lug does not appear in the version of the Gaulish pantheon that we
have proposed. The reason is simple: it belongs to the Celtic pantheon of the Tuatha De Danann
developed by White Wolf. Consequently, we preferred to build the Nemetondevos around the trinity
Esus / Taranis / Teutates, which shares many domains of influence with the god Lug.

Nantosuelta
AKA : Rosmerta, Sacrobena

The companion of the god Sukellos symbolizes the Mother, protector of the home. Its name means
"sunny valley". It relieves women's pain in childbirth, heals children's ills, ensures that families
have at least bread on the table and that the hearth always burns with a comforting fire. Her features
are those of an aging but divinely beautiful woman. She is both mother and wife. His hair has the
color of the fire, oscillating between the blond and the roux. His chest is generous and his hips
wide. She embodies femininity in all its splendor and inspires men to protect their dearest: their
motherland, their wife and their children.

Although of an apparent sweetness, Nantosuelta is able to enter into a violent anger when what she
defends is in danger. It has already happened that it manifests itself in person to protect villages
threatened with extermination in certain regions of barbaric manners. She can be seen as a lawyer
defending the rights of a family expelled from her dwelling. He has also been seen leading teams
helping to dig wells in some arid regions of the globe. Sometimes she gives pain-free delivery
classes or distributes the soup kitchen.

The scions of Nantosuelta were never alone. Even though they spent their childhood without
knowing their mother, they grew up in a loving family, whether they were recomposed (with their
father) or adopted. During their childhood, they have regularly crossed this nice neighbor, this
teacher who cares about their future, this girlfriend always ready to support them or this unknown
who knew how to give them the right advice at the right time. All these women being no other than
their own mother, watching over them, until their Visitation.

Few scions like their divine parent as much as the children of Nantosuelta. And the relationship is
reciprocal. The goddess sometimes favors her children too much, covering them with privileges. It
may also refuse to send them to a mission when it is too dangerous. That's why, like the eternal
teenagers, the Nantosuelta scions sometimes have to assume their independence to fight against the
Titans, to the chagrin of their mother who nevertheless understands that war is inevitable. But, not
being great fighters, these scions offer above all their help to the most deprived, bringing them food,
comfort and protection. Most of them work in humanitarian or social services organizations.

Associated Powers: Epic Appearance, Animal (Bee), Death, Deuogdonio, Fertility, Health, Justice,
Sun
Abilities: Art, Command, Craft, Empathy, Politics, Presence
Rivals: Cernunnos, Epona; Amaterasu, Erzulie, Hera, Isis, Sif, Tlazolteotl

Sukellos
AKA : Silvanus, Sucaelus, Sucellos

The "Good Stripper," the husband of Nantosuelta, the fertile goddess, is the god who welcomes the
dead and participates in the immortality of their souls by offering them the divine wine from his keg
(remember that the barrel would have Invented by the Gauls, masters of the work of metals and
wood). His appearance is that of a bearded middle-aged man with long brown hair. It carries a kind
of mallet (on the head of which is symbolized a corvid), symbol of life and death, and is
accompanied by numerous ravens (these birds being known to take the souls of warriors deceased
on the battlefield into The afterlife). Sukellos is not strictly speaking a god of death, but rather a god
of transition, marking the passage from life to death (judging and accompanying souls in their own
sanctuary or in the sanctuary of the god that best corresponds to their past existence, such as
Teutates for artisans, Camulos for warriors, etc.). It also makes justice prevail among men and its
judgment is sometimes cruel, but always fair. As a god of fertility, he helps crops and more
importantly the culture of vine and barley (making ceruesia or cervoise). The consumption of mead
(obtained from the honey of bees, insect related to ... Nantosuelta) is also common. Sukellos favors
drunkenness (allowing the mind to flee for a moment) and it is to him that one owes the watered
banquets that follow the great battles.

In our world, Sukellos is almost always dressed in a modest costume, a briefcase in his hand. He is
a skilled wine merchant, a funeral assistant, helping the family to mourn, or a judge recognized for
the great justice of his sentences. Whatever his role, he inevitably ends his working day at the bar
opposite, discussing everything and nothing with the customers by drinking a few glasses of wine
and beer.

The Sukellos scions have a comforting presence for all those who have just lost a loved one. They
always find the right words to alleviate suffering and restore bereaved people "in the direction of
walking". And so much better if it must go through a good cook to the memory of the deceased.
These scions also devote a hatred uncommon to all those who do not respect human life. In the role
of lawyers (defending the victims), they always get a just condemnation. In the role of judges, this
condemnation will always be death (or perpetuity). And beware of him who has been judged by
such a scion as soon as he sets foot in the Underworld, for his executioner awaits him there to
execute the final sentence and to make sure that this soul will not be more severe. As soldiers
working to protect the world, they always respect their opponents, even if they will send them into
the hereafter once and for all without blinking at all.

Associated Powers: Epic Charisma, Epic Intelligence, Animal (Raven), Death, Deuogdonio,
Fertility, Justice, Psychopomp
Abilities: Awareness, Command, Integrity, Investigation, Politics, Presence
Rivals: Camulos, Cernunnos, Esus; Hades, Hel, Izanami, Miclantecuhtli, Osiris, Vidar

Taranis
AKA : Tannos

Taranis, the "Thunder" is probably the most powerful of the Nemetondevos. He commands the
heavens, be it the lightning, the moon, or even the stars, whatever is above it belongs to him (at
least that's what he thinks and no one has contradicted it). He is the god of seasons, day and night.
One murmurs that he could control the course of time and that it is perhaps for this reason that
Destiny struck him eternally, he and his pantheon, to bind him more than any other to the
immutable cycle Of the universe. Taranis is a great and powerful man. Although apparently rather
young (the thirties), her beard and hair are white. He always appears with a large wheel behind him
(symbolizing the passage of days and seasons, as well as the universe as a whole) and a scepter in
his right hand, surrounded by a serpent and overhung by an eagle, testifying to his contested -
ancestry on the other Nemetondevos (although Esus could pull him down one day).

When he deigns to walk among mortals, it is always in the guise of an in fl uent man, a king, an
eccentric multi-billionaire, a superstar of the media. His appearance is primordial and he is always
dressed in the finest attires corresponding to the culture in which he evolves. No one knows his
designs, not even his children whom he considers to be mere servants, but the only ones truly able
to serve him.

The Taranis scions have an exaggerated sense of order and justice. Woe to him who breaks a single
rule, for a scion of Taranis is in danger of (seriously) taking care of his case. Whether lawyers,
bailiffs, tax inspectors, law enforcement officials or moral advocates, they do not give presents to
those who do not respect the rules and immediately put to death do not hesitate to slaughter
Literally on them the wrath of justice.

Sometimes they perform strange missions on behalf of their divine father. These seem to go against
the cosmic order and some claim that Taranis sometimes tries to rebalance in his own way the
actions engendered by Destiny itself. What would make him a very dangerous god ... insane!

Associated Powers: Epic Charisma, Epic Manipulation, Epic Strenght, Deuogdonio, Justice, Moon,
Sky
Abilities: Command, Integrity, Investigation, Occult, Politics, Presence
Rivals: Esus; Loki, Raiden, Shango, Seth, Tlaloc, Zeus

Teutates
AKA : Albiorix, Medros, Toutatis

"The one of the Tribe" is undoubtedly the most important god of Gallic culture, for without it there
is no culture. He taught men the crafts (not the art proper, which belongs to the Belenos estate),
politics and, to a lesser extent, science. He even taught them tactics in times of war, but only when it
was a question of resisting the invader, since Teutates was not a warlike god, but a creative god, in
the cultural sense of the term. It has no fixed appearance, but a multitude, the only constant being
that it always appears under the features of a man. It can be very young or very old, have light or
dark skin, be large or small. The only thing that never changes, apart from his sex, are his very clear
eyes that seem to read through people and detect a potential still unknown to them. He is sometimes
called "the God of a thousand faces".

When he goes among the peoples of humanity, it is in the guise of a great traveler, studying ways of
life, taking many notes and making sketches of striking realism. Sometimes, he is the
internationally known photographer who fge the world from a new angle. He is the first art lover
whose gallery offers works from all over the world. He is also the one who will enact new laws for
the good of all. Teutates knows that peoples are very different and that it is impossible for all men to
live in harmony. It is this peculiarity that makes the world (and especially the mortals) so exciting.
It seeks to safeguard cultures while trying to open minds and to combat racism and xenophobia.
While Belenos is interested in the arts in their present form, Teutates is passionate about primitive
art.

The scions of Teutates are craftsmen, builders, philosophers, politicians, and especially humanists
(yes, even politicians). But beware of those who spread hatred or attack the weak, for the children
of Teutates reserve for them an unenviable fate by turning their lies against them and making them
aware of all the darkness of their souls.

Associated Powers: Epic Intelligence, Epic Manipulation, Deuogdonio, Earth, Guardian, Justice
Abilities: Art, Craft, Integrity, Investigation, Politics, Science
Rivals: Camulos; Amaterasu, Ares, Dionysos, Erzulie, Horus, Tezcatlipoca, Thot, Vidar

The Art of Tattooing

Although the Gauls have never practiced the art of tattooing, it sometimes happens that the
members of certain tribes cover their faces with symbols thanks to dyes. Of course, the result is
ephemeral.

Conversely, the scions of the Nemetondevos do not hesitate to engrave in their flesh the symbols of
which they are proud. It is often an object or an animal that symbolizes their divine parent. Some
(usually the scions of Cernunnos) opt for extremely complex motives in which are concealed the
secrets of their visions.

Andarta (sometimes a bear, if not a spear), Belenos (interlacing forming a circle, thus representing
a sun), Camulogen ( The sword and the shield), Cernunnos (very intricate interlacings concealing
many sacred symbols including serpents, a deer's head), Epona (a horse), Esus (a bull, sometimes
even Taurus-aux-Trois-Grues) , Gobnhios (the hammer, the anvil), Nantosuelta (the bee), Sukellos
(a mallet, a raven, a man putting his foot on a barrel), Taranis (the wheel, eagle, lightning),
Teutaties (A head with several faces, a tattoo taking on the appearance of a jewel on the body).

Scent the Divine


The Nemetondevos smell like moist earth and forest, and are accompanied by the sound of a distant
hooves when sensed with the Scent the Divine Knack (Scion Companion, pg. 56).

Purview
Pantheon Specific Purview: Deuogdonio (Gods and Men)
Using the links forged around them by Destiny, the Nemetondevos' scions can channel their
afflicted purview and create various effects on the beings to which they are linked (humans and
animals). This purview concerns especially the "allies" of the scions, it would be a shame to
reinforce a predestined enemy.

Note that it is not possible to spend Willpower or Legend points (including for the purpose of
activating a virtue) to improve or re-launch these jets and the epic attributes do not apply. In case of
critical failure when using this purview, the consequences can be unfortunate. The strength of the
Fatebinding can be affected, as well as the role of the predestined mortal (let us confide to the
imagination of the Storyteller) and / or its future. Close to Magic, Deuogdonio imposes a terrible
limitation on divine level scions that use it: they can not manifest the avatar associated with Magic,
Mysteries and Prophecy, the Wyrd, as described in Scion: God.

In no case will Destiny make them their messenger or their instrument since they have voluntarily
turned their backs to him by modifying his plot. Fortunately, Deuogdonio provides other advantages
(or disadvantages depending on the conditions): as the scions control its power, they seem to
develop a "resistance" to the purviews related to Destiny and aiming to manipulate it (Magic) or
(Prophecy and Mysteries). At the discretion of the Storyteller, other purviews or powers related to
Destiny may be affected.

Customer and Fate


The ties woven by Fate around the scions of the Nemetondevos are powerful and numerous. The
Gallic lords were known to surround themselves with their clientele. These men (or clients) put
their existence in the hands of these powerful lords, their destinies being linked until death.

This has an huge influence on the Fatebindings which are more easily attached around the scions of
the Sacred Sanctuary. Thus, when a scion changes the thread of Destiny and a Legend roll is to be
made, the Legend of the Scion is considered to be a higher point. In addition, all results of 1 on the
dice are restarted.

Example: Catherine (Legend 3) spends a Legend point to alter in an event and save a small
daughter from the claws of a Titanspawn. The Storyteller rolls four dice (the Legend of Catherine +
1) to check if the little girl becomes Predestined to Catherine. The Storyteller gets 1, 8, 8 and 10,
four successes. He relaunch the 1 and gets a 9 a final total of five hits. The child is Predestined.

Perceive the Frame of Destiny (Deuogdonio )

Dice Pool: Occult + Perception


Cost: Special

Very close to the knack Unfailing Recognition, this boon makes it possible to see the Fatebindings
surrounding the scion who uses it and to identify with certainty those that are related to him. To do
this, he must see the person (including through a TV screen). He can then use a Legend point and
make a (Perception + Occult) roll for more accurate information. With success, he knows the
strength of the Knot that binds them together. And with three successes, he knows the role of the
mortal (see Scion: Hero, pg 225 and 226). Note that it takes five successes to know that the mortal
is an impostor, otherwise it is his apparent role that is detected. In the end, the traitor role can never
be detected (regardless of the number of successes on the roll) and another role is chosen by the
Storyteller. Treachery is one of Destin's favorite weapons and his ways remain impenetrable.

Use the Links of Destiny (Deuogdonio )

Dice Pool: None


Cost: Special

When the scion uses a boon from the Animal, Guardian or Health purviews of a Predestined being
(provided that this donation is not intended to harm the target), it always obtains an additional
number of dice on The rolls linked to the boon of the concerned purviews equal to its legend level
divided by two. It can also confer any "immunity" due to the Water, Fire and Earth purviews (Water
Breathing, Immunity against Fire and Well buried) to one (and only one) Predestined as long as it
touches it.

But it must use a legend point by "immunity" conferred.In addition, the scrambled to assign a scion
possessing Use the Links of Destiny with a Magic Spell (positive Or negative) increases by 1.

Armor of Flesh (Deuogdonio )

Dice Pool: Stamina + Fortitude + Endurance


Cost: 1 Legend + 1 Willpower

The scion may confer mystical and invisible armor on one of its mortal predestined (human or
animal). He must use a Willpower Point and a Legend Point and pass a test of (Stamina + Fortitude
+ Endurance), each success giving the mortal an armor point absorbing superficial, severe and
critical damage; To increase the DV of the target of the same amount and to immunize the latter
against the handicapped wounds (see Scion: Hero, pages 195 and 196). This Boon explains why the
Gallic warriors did not hesitate to charge the naked enemy. The effect lasts until the end of the scene
and does not work if the target already has any defense (including leather clothes or a "magic"
object). Increasing the DV further does not prevent armor from functioning normally.

Note that the Scion may use this Boon on several predestined at the same time, as long as he can
use Will and Legend.

Example: Camille uses Armor of Flesh on two humans that are predestined for her. She uses 2
Legend points and 2 Willpower points, throws her ten dice (Stamina 4, Fortitude 3 and Endurance
3) and obtains six successes. Both mortals benefit from absorption bonuses + 6C, + 6L and + 6B
and their DV are increased by +6.

Actor of his Fate (Deuogdonio )

Dice Pool: Willpower


Cost: X Legend

By succeeding a Willpower roll, the scion can transfer (and so use) the number of his choice of
Legend points from his reserve to a mortal. The permanent reserve of the scion is diminished by the
number of Legend points remaining to the mortal and it can not regain them as long as the mortal
still benefits. These points remain twenty-four hours per success obtained on the roll of Willpower
or until they are used (or mortal die), whichever comes first.

These Legend points can be used by the mortal to replay a missed action or gain access to defensive
recourse (see Scion: Hero, page 122). Moreover, as long as the mortal has a Legend point in his
reserve, he is considered to have a Legend score of 1 (which allows him to add a die on the rolls
aimed at resisting certain abilities) and is no treated like a figure (the 10 count as two successes on
his roll, he benefits from all his health levels, etc.).

Another very strange effect accompanies this boon: when someone uses Mysteries to ask a question
about the scion that has Actor of his Fate, it is impossible to obtain a clear answer. Of course, if the
scion possessing Actor of his Fate tries to use Mysteries and asks a question that directly affects
him, he can't get a clear answer either.

The Price of Life (Deuogdonio )


Dice Pool: None
Cost: 1 Legend + 1 Willpower + 1 lethal health level

When a mortal predestined to scion will die from an injury, the divine child may use a Legend
point, a Willpower point, and be inflict with a lethal health level (which he can not prevent) to save
him. The mortal is then stabilized at the Invalidity level, even if he has just taken a bus launched at
full speed (which may surprise some passerby who swear have seen the body of the victim dislocate
and his head burst) . Note that this boon can do nothing against a poison, disease or environment
(fire, acid, etc.) that would continue to inflict damage to the mortal. Unless of course the scion is
willing to pay several times the price of this boon, until the Predestined is keeped him safe or cured.

Alter the Weave of Destiny (Deuogdonio )

Dice Pool: Manipulation + Occult


Cost: X Legend + 1 Willpower

The scion can increase or reduced a notch the force of the Knot that binds it to a mortal (minimum
1, maximum 6). To do this, he must use a Willpower Point, a number of Legend Points equal to the
Strength of the Knot and succeed a (Manipulation + Occultism) roll by obtaining a number of
successes equal to the current strength of the Knot. This boon can be successfully used only once on
the same Fatebinding.

Also, the scramble to affect the scion that has Alter the Weaves of Destiny with a Magic spell
(positive or negative) now increases by 3.

The Scent of Ichor (Deuogdonio )

Dice Pool: Willpower


Cost: 1 to 3 Legend + 1 Willpower

The scion may confer on one of his mortal predestined some points of epic attributes which he
possesses. The mortal can not possess a level higher than 1 in each epic attribute and the scion must
possess them to grant it to him. To do this, the user of this boon must pass a Willpower roll, each
success allowing to create an epic attribute point in the mortal (to a number of points equal to the
Legend of the scion divided by four) . In addition, the scion must use a Willpower Point and a
number of Legend Points equal to the transferred Epic Attribute Points. These epic attributes remain
for twenty-four hours and give access to the following knacks (or scion possesses them): Epic
Strenght (Holy Bound), Epic Dexterity (Cat's Grace), Epic Stamina (Holy Fortitude) Epic
Charisma ( +2 in Command), Epic Manipulation (Takes One to Know One), Epic Appearance (+2
in Presence), Epic Perception (Perfect Pitch or Refined Palate), Epic Intelligence (Math Genius),
Epic Wits (Social Chameleon or Meditative Focus). The Predestined does not acquire a Legend
score and these points of epic attributes and knacks are only the supernatural manifestation of what
the scion is capable of feeling or doing.

Example: Eleonore (Legend 9, Epic Trick 4, Epic Force 3) uses this boon on Mary that is
predestined to it. She uses a Willpower point and makes her roll, achieving three successes. She
could transfer 3 points of epic attributes (as allowed by her Legend level), but she has only two
different points and the maximum level she can give to a mortal is limited to 1. It gives Marie Epic
Wits 1 (Social Chameleon) and Epic Force 1 (Holy Bound), using 2 legend points (one point for
each epic attribute point). If Eleonore had possessed Epic Intelligence, she could have paid an
extra Legend point to also give a point in this epic attribute to Mary.

A second effect accompanies this boon: no Prophecy can be made on a scion possessing the Scent
of the Ichor, unless obtaining a number of successes at least equal to the (Legend 2) of the scion
concerned. This also means that the scion possessing the Scent of the Ichor suffers the
consequences when he wants to obtain information about his future with the Prophecy.

Indifference (Deuogdonio )

Dice Pool: None


Cost: None

The scion is no longer affected by the deference of the mortals associated with it (see Scion: Hero,
page 221). This also concerns the positive effects of deference (like extra dice on some rolls). The
only exception, if a friendly Predestined (whether he likes it or not) is in danger and the scion does
not act, he loses a number of Legend points equal to the strength of the Knot that binds them,
multiplied by his level in virtue Loyalty. But he can still spend legend points afterwards (if he has
any).

Devotio (Deuogdonio )

Dice Pool: Manipulation + Occult


Cost: X Legend + 1 Willpower + Special

This very powerful boon allows a divine-level Scion to cut off some or all of the Fatebindings that
connect him to mortals. Of course, the price to pay is enormous.

By using a Willpower Point, a number of Legend points equal to the cumulative strength of the
Knots that bind it to the affected mortals and obtaining a number of successes at least equal to the
strength of the highest Knot of the mortal group, that he wants to target, the scion severs these
bonds, rendering their "freedom" to those who are predestined to him. The side effect is that the
scion immediately loses a Legend level (which it can redeem afterwards with experience points).
Needless to say, a critical failure in using this boon will have calamitous effects, which can kill
mortals at the time while Devotio is generally used to spare them a tragic end.

Incidentally, the scramble to affect the Scion possessing Devotio with a Magic spell (positive or
negative) increases by 5.

Deny the Fate (Deuogdonio )

Dice Pool: Manipulation + Occult


Cost: X Legend + 1 Willpower + Special

Beyond Devotio, there is this boon. The god using deny the Fate supplants for the latter by
accepting to pay the price and to incur the enormous risks associated with it.

Using a point of Willpower, a number of Legend points equal to the level of the Knot linking it to
the mortal, multiplied by ten, and passing a (Manipulation + Occult) roll against a diffculty equal to
the lelvel of that same Knot, the scion breaks the knot and chooses the "destiny" of the target. If the
roll succeeds, the scion immediately loses a level of Legend (which he can redeem afterwards with
experience points), a divine sacrifice allowing him to tear the great tapestry of Destiny with his own
hands and to recompose the weave.
The use of such a boon often has significant and unpleasant consequences (in addition to loss of
legend) on the scion that uses it. In contrast, the mortal is now outside of Destiny and can no longer
become a Predestined. He can no longer suffer the plague of Destiny and his life will continue and
end exactly as decided by the scion (within reason and with the agreement of the Storyteller). From
the moment of his death, the mortal will reincarnate automatically and be integrated again into the
weave of Destiny. If the Predestined targeted by deny the Fate has died (and has a Knot level 6), it
is immediately reincarnated and integrated into the weave of Destiny.

Obtaining a critical failure when using this boon, annihilates in the same time the scion and the
mortal. They disappear from the great tapestry for eternity and no one will remember them, not
even the gods.

This ultimate comprehension of Destiny also allows the Scion possessing this boon to spend a
Willpower Point to cancel the effects of any Magic spell affecting it (and even before it begins to
affect it) if cast by a scion with a legend score lower than his own.

The Loss of a Legend Level


The loss of a Legend level also affects the legend point of the reserve because it is based on the
Legend value (ranging from 1 to 12 levels) squarred.

The ultimate powers of Deuogdonio have a high cost, a god losing much of his Legend in wanting
to free himself from Destiny.

New Boon
Trimarkisia (War )

Dice Pool: Command + Wits


Cost: 2 Legend

This boon, reserved for the scions of the Nemetondevos (and more particularly to the scions of
Epona), allows to create a perfect trio and murderer.

The scion using Trimarkisia chooses (necessarily) two allies, makes a roll of (Tip + Command) and
uses two Legend points. In case of success, the three allies can use the action "coordinated assault"
(see Scion: Hero, page 190) with the following advantages: the speed of the coordinated assault is
only 3 and the DV of -0. These three fighters can relaunch this coordinated assault several times
until the end of the scene without this need to be reactivated (they remain bound by an intuitive
contact). If one of the members of Trimarkisia does not attack (or can not attack), the boon
immediately ceases to function. The target of the coordinated assault of a Trimarkisia suffers a -3
penalty at its DV. The use of Trimarkisia requires a simple reflexive action (speed 0, DV -0).

New Spell
The scions of the Nemetondevos possess a particular understanding of how the Destiny weaves its
web around them through their Deuogdonio purview. When they use Magic, they can bind to places
or objects in ways that produce rare effects. The link is not very powerful (Link force 1) but its
duration varies greatly and some are even permanent. The places and objects thus linked often
attract the attention of certain entities and sometimes strange things happen to their contact.
Fortunately, the low level of links limits the impact of Fate.

It should be noted that it is often necessary to use short rituals in order to benefit from these spells
and only the scions with access to the Deuogdonio domain can control them (the ichor of the
Nemetondevos must flow in their veins). Otherwise, they work exactly like other spells and flow
well from the domain of Magic (the epic attributes normally apply).

Aqueous Nocturnal Chest ()

Dice Pool: Wits + Occult


Cost: 1 Legend

According to legends, the Gauls hid their gold in the lakes. With this spell, a quantity of materials
that can be contained in a cube of 20 centimeters per side is linked, on a full moon, to a large
quantity of "stagnant" water located under the celestial vault (A large fountain, a lake, a swimming
pool, etc.). These materials must not be afraid of water and "disappear" once placed under the
surface. To have access again (from any place around the same water point), it is necessary to reuse
this spell (always at night and under the full moon, whether the latter is visible or not) and only one
success is enough . If the stretch of water disappears, the materials immersed in it are lost forever.
This spell works thanks to the tenuous link which unites the user to the water point and to the object
(Knot force 1), as long as the latter is immersed. Several scions can use the same water point to
conceal objects, but it is impossible for a scion to create more than one personal cache. If he wants
to create a new one, he must use this spell on another body of water.

The reason why Aqueous Nocturnal Chest can only be used on full moon nights is unknown. It is
possible that the scions of the Sacred Sanctuary are somehow related to the night and the moon and
that these ties are an integral part of the fate, the Moon acting on the liquid element in a strange
way.

In fact, it is impossible to access the "cache" of another scion with this spell, although destroying
the water point suffices to make disappear what was hidden there.

No Warrior Without Weapon ()

Dice Pool: Wits + Occult


Cost: 1 Legend + Special

A warrior is never disarmed. This spell by spending a point of Legend, to materialize a melee
weapon (having no mechanical element) in hand Scion. The weapon remains until the end of the
scene, after which it disappears. Only one success is needed, but each three additional successes (4,
7, 10, etc.) improve one of the characteristics of the weapon of a point (precision, damage, defense
or speed) Maximum improvement of 2 per characteristic. Apart from possible improvements, the
"magic" weapon has the same characteristics as the "classic" models as described in Scion: Hero.

To be able to use this spell, it is necessary to have specially prepared an equivalent weapon (but not
a relic) to that which is materialized by a short ritual: the scion inflicts a serious wound and uses a
Legend point, shedding its blood on the weapon before sealing it in a box made of steel. If the seals
in the box are broken, the spell no longer works and the ritual must be repeated. It is possible to
prepare a number of weapons equal to half of the Legend of the scion and then invoke the one we
want.
The scion and the weapon are linked by a Link power 1 as long as it is able to materialize its magic
version (the link disappears if the box is unsealed or if the materialized weapon is destroyed). When
the bond is broken, the ritual must be repeated to materialize the weapon again. Scions possessing
Perceive the Frame of Destiny (Deuogdonio ) immediately feel that the link is broken. The others
will have the surprise of the discovery when they try to invoke their weapon ...

The Knowledge of my enemy ()

Dice Pool: Manipulation + Occult


Cost: 2 Legend

According to some ancient myths, the Gallic warriors cut off the heads of their most valiant
enemies to keep them in trophies, thus increasing their power.

When a scion defeats an enemy (or participate in his defeat in flagrant way) with a Legend score
higher than his own and slices his head (if he has one), he can use two Legend points and use that
spell (once per head and per enemy, even if the latter has several) to gain some knowledge. He must
obtain a number of successes equal to the difference between the level of Legend of the victim and
his, multiplied by two. If successful, he immediately gains a number of experience points equal to
that same difference plus one, which he can use to increase some skills owned by the deceased's
head owner (Academics, Art, Craft, Medicine, Occult, Politics, Survival, Science).It is impossible to
increase a level of abilitie higher than that of the victim. Abilities requiring specialization can be
learned normally, as well as those that the user of this spell did not yet possess. If the abilitie
benefits from a decrease in experience cost due to the divine parent of the scion, this decrease
normally applies when spending experience points gained with that spell (Fast Leaner boon also
works). It is possible to "set aside" the gained experience points to increase at a stroke a abilitie
possessed by two (or more) defeated enemies. The Storyteller should retain the characteristics of the
enemy until the moment the scion wants to spend his experience points so that he knows which
abilities he can increase.

The use of this spell requires practicing a one-hour ritual without interruption (without which it is
necessary to start again). The head must be in good condition, if the skull has suffered damage, this
spell does not work. It is impossible to use this spell twice on the same head, the residual links of
the mind are "aspirated" the first time. In addition, this spell must be launched within twenty-four
hours of the death of the victim.

Vestiges of a distant past ()

Dice Pool: Wits + Empathy


Cost: 1 Legend + 1 Willpower

Sometimes a scion reincarnated is able to call on bits of memories of his life(s) anterior(s). By
successfully rolling a Wits + Empathy and using a Willpower point and a Legend point, he can find
some of the Knot of Destiny still wrapped around his former lives to which he is somehow
connected by his Legend. Using the experience of several existences, the scion benefits from a
number of free raises on its jets of skills equal to the number of successes obtained on its jet,
divided by two. It is possible to restart the same roll several times, but only the last roll applies.
These potential revivals disappear at the end of the stage and do not apply to skills that scion could
not have practiced almost two thousand years ago (piloting an F16, hacking, shooting with a colt .
45, etc.) or to jets used to activate boons or spells.
Birthright
Creatures
Mount of Epona (Creature )

These rare and magnifques horses are available only scions of Nemetondevos provided that their
rider has a score of Control (horse riding) at least equal to 4.

It is not known how many of these horses trampled upon the lands of the Gallic gods. These
creatures represent a certain status among the Gauls and only the most skilled horsemen, or general
access these mounts. The latter are very similar to land horses except that they will always be the
largest and most beautiful, the color of their dress varies greatly but is always the most shimmering.
Their golden hooves and silver are popular with hunters of other pantheons.

Virtues: Courage 3, Endurance 2, Loyalty 3, Valor 1

Strength 5, Dexterity 5, Stamina 4


Charisma 1, Manipulation 1, Appearance 3
Perception 3, Intelligence 2, Wits 3

Athletics 4, Awareness 3, Brawl 3, Fortitude 3, Integrity 3, Investigation 4, Presence 2, Survival 2

Supernatural Powers:

Epic Attributes: Epic Strength 1 (Uplifting Might), Epic Dexerity 1 (Lightning Sprinter), Epic
Stamina 1 (Holy Fortitude)

Fantastic race: the speed of a mount of Epona is impressive. It is considered that it has an additional
point in Epic Dexterity to calculate its displacements.

Join Battle: 6

Attacks:
Bite: Accuracy 9, Damage 4L, Parry DV --, Speed 5
Hook: Accuracy 6, Damage 8L, Parry DV --, Speed 2

Soak: 1A/3L/5B
Health Levels: -0/-0/-0/-2/-2/-4/Incap

Dodge DV: 5
Willpower: 5
Legend: 2, Legend Points: 4

Notes: A mount of Epona moves at nearly 110 km/h (the fastest racing horses reach 60 km/h). It
travels 30 meters in sprint and 7 meters in a basic movement. In addition, she continually benefits
from Lightning Sprinter knacks without having to use Legend points and can move on the water as
long as she maintains her race. Their gold veined silver clogs grant a +1 damage bonus (already
counted in damage, as does the +1 base bonus).

Followers
Silodures (Followers to )

These warriors (number five or ten depending on the cost of this birthright) are doing bodyguards.
Their appearance is always that of ancient warriors, naked torsos and armed with a shield, a sword
and a spear. They will fight to the death to protect their "lord", but will not hesitate to abandon him
if he shows cowardice or cowardice. If the scion is defeated and its silodides are still alive, they put
fn to their day and disappear as well as all their equipment.

Virtues: Courage 3, Endurance 2, Loyalty 3, Valor 2

Strength 5, Dexterity 4, Stamina 5


Charisma 2, Manipulation 2, Appearance 3
Perception 3, Intelligence 3, Wits 4

Athletics 4, Awareness 4, Brawl 4, Command 3, Fortitude 4, Integrity 3, Investigation 1, Melee 4,


Presence 3, Thrown 4

Join Battle: 8

Attacks:
Clinch: Accuracy 8, Damage 6B, Parry DV --, Speed 6, P
Unarmed, Heavy: Accuracy 7, Damage 9L, Parry DV 3, Speed 5
Unarmed, Light: Accuracy 9, Damage 6L, Parry DV 4, Speed 4
Shield: Accuracy 7, Damage 8B, Parry DV 5, Speed 6
Spear: Accuracy 9, Damage 8L, Parry DV 4, Speed 5, P
Sword: Accuracy 9, Damage 10L, Parry DV 3, Speed 5

Soak: 4A/4L/7B
Health Levels: -0/-1/-1/-2/-2/-4/Incap

Dodge DV: 5
Willpower: 7
Legend: 0, Legend Points: 0

Notes: the silodures benefit from a magical protection that gives them the equivalent of an antique
cuirass (+4L/+2B included in the profl). Their shield (similar to the scutum) increases their parry
and dodge DV by +1 (included in profil).

Relics
Teutates Shield (Relics )

These beautiful brooches are one of the favorite birthright of the god Teutates. Generally made of
silver, a precious or semi-precious gemstone is embedded in the center. They give the wearer a
bonus die on all jets related to the Skill Crafting skill. If the wearer does not have the Crafting skill,
he can still roll with a bonus die, as if he possessed the skill at level one (with any specialization)
but without being able to apply the automatic successes due to its epic attributes.

Divine Spark (Relics - 2 Purviews [Fire, Sky])


This spark comes from the flashes created by Taranis himself. It is actually a small black shiny rock
of a strange bluish glow and releasing no heat. Often worn as a pendant, this spark makes it possible
to use the purviews of Heaven and Fire. Although Taranis gives it to his scions, it is sometimes
possibleTo find these sparks at the foot of Bergusia. It is one of the few relics that can be found
rather than granted. It is of course possible to prune it to embed it in a jewel. A spark can be divided
into several fragments, but only one will retain its powers, the others becoming inert (though
decorative).

Crystal Shimmering (Relics - 1 Purview [Sun] 1-Dot Unique Power)

This small crystal comes from the Sanctuary of Belenos. It allows to channel the purview of the Sun
and possesses a unique power. When he is close to a totally unknown artist with a great Destiny in
front of him, he starts to sing very gently (this song is only perceptible by a being possessing a
Legend score).

This crystal is most often embedded in an earring (allowing it to be heard easily), or possibly in a
pendant, but some of the oldest resemble simple crude fragments of crystals hanging at the end of a
leather thong .

Fruit of Life and Death (Relics - 1 Purview [Health] 1-Dot Unique Power)

This deep red gem is actually one of the fruit growing on the trees of Esus. It makes it possible to
channel the purview of the Health and possesses a unique power. Once a week, the fruit drops a
colorless, odorless drop when pressed. This simple drop is a poison with effects equivalent to
arsenic (see Scion: Hero, page 182 and 183).

This fruit of the garden of Esus emits a light luminosity. When pressed to extract the poison, a soft
light seems to come out to liquefy and become perfectly colorless and odorless.

Triskelion (Relics - 3 Purview)


The triskelion, a common symbol among the Celtic peoples, including the Gauls, is generally
presented in the form of a silver pendant. As a relic, he always gives access to three purviews
(choice to creation). The triskele are by far the most common relics with torques.

Mallet of Justice (Relics - 2 Purview [Justice, Death] 1-Dot Unique Power)

This small wooden mallet, similar to that used by judges, holds a fraction of the power of the
Sukellos divine mallet. It allows to channel the purviews of Justice and Death and has a unique
power. When the owner of the mallet strikes the mallet on a hard surface, it produces a deafening
sound for the criminals. All those guilty of a crime of blood (no matter its justifications) in the last
forty-eight hours and present within a radius of ten meters per point of Legend of the scion using
the mallet, fall as overturned by the weight of justice . Someone with a Legend score greater than or
equal to the user can spend a Willpower point to ignore the effects of the Mallet of Justice.

Dubisama, Dumnorix's Sword (Relics - 2 Purview [Darkness, War] 1-Dot


Unique Power)

Dubisama, "la Trs Noire," is the sword of King Dumnorix. Forged from the dark sparks of Taranis
by Gobnhios in person, it seems to irradiate an extraordinary power. Dubisama has the following
characteristics: Accuracy 1, Damage 5L, Parry DV 2, Speed 4. It gives access to the purviews of
War and Darkness, allows to contact Dumnorix (with the appropriate Guide birthright) and has a
unique power: Using a Legend point (reflexive action), the Dubisama owner increases his +2 DV
against the next attack he is subjected to during this scene (even if he does not see it coming).

Torc (Relics - 3 Purview [Animal, Earth, Fertility] 1 Special Purview


[Magic, Mystery or Prophecy])

The torc is the most famous symbol of the Nemetondevos and almost every scion in this pantheon
has one. Always made of gold, it allows to use certain purviews, but often contains unique powers.
The most common increases the DV of the owner, confer an invisible protection, make it possible to
heal or to neutralize the poisons

The torques offered by Cernunnos in privilege cost and generally give access to the purviews
Animal, Earth, Fertility and one of the three special purviews (Magic, Mystery or Prophecy). In
addition, it immediately neutralizes a non-magical poison in the body of its wearer once a week.
Instead, it can neutralize a magic poison with a toxicity less than or equal to the Legend of its
wearer, but its power can not be reused before a number of weeks equal to the same toxicity.

Miletomaros, Camulogene's Spear (Relics - 3 Purview [Animal, Earth,


Fertility] 1 Special Purview [Magic, Mystery or Prophecy])

Armed with this legendary spear, Camulogene, the favorite son of the god Camulos, led his troops
into battle. Miletomaros, meaning "Great in Destruction," is entirely made of steel and its rocket (its
handle) is covered with dozens of notches, one for each enemy endowed with a Legend whose life it
took. It allows access to the purview of War, to invoke silodures (it is necessary to possess the
followers birthright), and has the following characteristics: Accuracy 2, Damage 5L, Parry DV --,
Speed 3. Whenever She takes the life of a being endowed with Legend, a new notch appears on his
sleeve.

Cosmology
Dubnolissos Underworld Court
This Realm, situated in the Underworld, is the famous sanctuary which gives its name to the
pantheon of the Nemetondevos. If Dubnolissos can be translated as "Palace of the Underworld", this
name mostly means "Tribunal" or "Court" of the Underworld.

This place is plunged in a perpetual night, under a sky constellated by strange clusters of stars
constantly changing, and illuminated by an enormous moon, always full. Though it does not rain
and the sun has never smothered this sacred ground of its rays, the vegetation is very abundant and
particularly luxuriant. The palace (Sukellos and Nantosuelta sanctuary) is located in the heart of a
huge plain, surrounded by a forest with huge trees, stretching as far as the eye can see. The
temperature is also pleasant, reminiscent of the beautiful summer evenings. The animals that
populate these lands are those that are usually found in Europe more than two thousand years ago
(with a large population of wolves, deer, wild boar and wild bull). However, their size is
exceptional, often double or triple their terrestrial equivalents.

The souls of the Gallics who died more than two thousand years ago traverse these lands and work
directly for the gods because Dubnolissos is also the realm of the dead of the Nemetondevos.

Passages to Dubnolissos
It is possible to reach the Underworld Realm of the Nemetondevos thanks to the ancient Gaulish
burials. Some underpasses also lead there, as sacred sites which once hosted a chthonic altar
(dedicated to the gods of the Underworld) and larger battlefields (such as around Alise-Sainte-
Reine, the site of Alesia) .

But the most powerful link between the World of mortals and Dubnolissos is undoubtedly the Pillar
of the Nautes (exhibited in the frigidarium room of the thermal baths of Cluny in Paris). This
monumental column is one of the last (and late) tributes given to the gods Esus and Cernunnos, as
well as Tarvos Trigaranos (Taurus-aux-Trois-Grues) and hero Smertios. Strangely, although this
pillar also represents many Roman deities (so gods of the Dodekatheon), it is bound only to
Dubnolissos.

Agracito, The Plain of Battles Sanctuary of Epona

This immense plain beaten by the winds and surrounding the Palace is the favorite playground of
the goddess who rides incessantly. It is here that the trainmen train to form a trimarkisia. It is also
here that the elected scions learn the art of martial riding and are offered one of the fantastic mounts
of Epona. A herd of these equidae traverses this wild expanse, causing the earth to tremble for miles
round, striking it with their golden clogs of silver veins. One murmurs that sometimes the goddess
takes the form of a mare and that these extraordinary horses are actually her children.

Bergusia, The Mountain Sanctuary of Taranis

The sanctuary of Taranis is at the top of this imposing mountain that seems to caress the starry vault
of Dubnolissos. The summit is illuminated by the lightning which continually breaks down, lying
on the palace of the Taranis god with a bluish halo. From his perch, he who considers himself the
supreme god of the Nemetondevos observes his fellow men, dominating them with all his power in
the middle of a court made up of some of the most beautiful women in the world, enjoying
immortality in his realm (but certainly not freedom or the right to speak).

Its palace is reminiscent of the most beautiful Greek temples, although the white marble is replaced
by the darkest obsidian. An architectural bias that would in fact be a direct affront to Zeus in person.

Comteutavepos, With the Word of the People Sanctuary of Teutates

This village of gigantic proportions is located in the Plain of Battles, as far as possible the Fort
Camulos. It hosts hundreds of thousands of souls talented artists (poets, sculptors, musicians,
jewelers, etc.), craftsmen, politicians purposes, good farmers, great hunters who lived in Gaul there
are more than two thousand years. They live with their families, untouched by time, disease and
war. Immortal humans, they reproduce every day the gestures of the millennia, forgotten by all in
our World. It is thanks to these souls that Teutates, the most exposed of the Nemetondevos,
succeeded in subsisting when the Gallic people were assimilated by another culture.

Some of the objects created here are so wonderful that they turn into relics. This is the case with the
famous gold torques, so much appreciated by the Nemetondevos scions.

It is Comteutavepos that Dumnorix, King of the Underworld, remains.

Devocaito, The Divine Wood Sanctuary of Cernunnos and Esus


This forest, which stretches to the horizon, the plain surrounding the center of which is the Palace.
In fact, there is nothing beyond and even a god could run for centuries without reaching the end,
unless invited by Cernunnos or Esus. This primary forest remains in its purest appearance. She
never knew the filth of man, if not that of divine nature (and rare souls who live there).

The animals that inhabit it are peaceful, but anyone who attacks them risks suffering the
consequences, their power and size being phenomenal. Only the gods (Legend 9 and above) are
allowed to hunt in this forest. Violators would immediately be put to death ... or worse.

Esus was awarded a huge clearing in the forest, to the detriment of Cernunnos, to extend its
legendary fields. It grows incredible plants with unknown properties. Some can heal, while others
are among the most violent poisons. The trees at the edge of this clearing bear strange fruits,
seemingly made of precious metals or minerals...

The gigantism
The size of the animals of the Divine Wood is exceptional, which implies numerous modifications to
their characteristics. To make the job easier, so you rely on the given profile pages 328 to 332
Scion: Hero modifant basic characteristics as follows:

Original Attributes Attributes Bonus


0 (+0)
12 (+1)
35 (+2)
68 (+3)
9 11 (+4)
12 (+5)

Original Health Levels Original Health Levels


0/1/2/Inval. 0/1/1/2/4/Inval.
0/1/2/2/Inval. 0/1/1/2/2/4/Inval.
0/1/1/2/2/Inval. 0/0/1/1/2/2/4/Inval.
0/1/2/2/4/Inval. 0/0/1/1/2/2/4/Inval.
0/1/1/2/4/Inval. 0/0/1/1/2/2/4/Inval.
0/1/1/2/2/4/Inval. 0/0/1/1/1/2/2/2/4/Inval.
0/1/1/1/2/2/2/4/Inval. 0/0/1/1/1/1/2/2/2/4/Inval.
0/0/1/1/1/2/2/4/Inval. 0/0/0/1/1/1/2/2/2/2/4/Inval.
0/0/1/1/1/2/2/2/4/Inval 0/0/0/1/1/1/1/2/2/2/2/4/Inval.

Consider that these animals absorb the damage like scions: they have an absorption against the
severe damage equal to half their Stamina (but rounded down with a minimum of 1).

In addition, add two points to their Willpower (maximum 10).

Dunon, The Fort Sanctuary of Camulos

Located in Agracito, the Plain of Battles, the Fort of Camulos hosts powerful warriors called
silodures. It is in this colossal stronghold that these fantastic fighters train, ready to face the
Titanspawn and the Titans themselves. It is these silodures that appear alongside the scions when
they invoke them through the Followers birthright.
Gobentegia, The House of Blacksmith Sanctuary of Gobnhios

Carved into the rock of Mount deemed indestructible Bergusia (on the edge of Bois Divine), the
home of Gobnhios is a huge cave where resonates the sound of hammers beating the metal on the
anvil. The heat emitted by the furnaces is unbearable for those who do not possess the purview Fire
Immunity. It is here that the god blacksmith and his aids (dwarfs) forge the relics of the
Nemetondevos, sometimes using the sparks of divine fire coming from the sanctuary of Taranis,
located at the top of Mount Bergusia.

Lissos, The Palace - Sanctuary of Sukellos and Nantosuelta

Surrounded by a ditch of ten meters wide, seemingly bottomless, this edifice with imposing walls of
stone and wood has a single entrance, surmounted by skulls of human appearance, if not their
extraordinary size. This "palace" is made up of an immense open-air "hall" in the center, surrounded
by numerous private apartments reserved for Sukellos, Nantosuelta and their guests. Crossing open
space, an alley lined with trees and groves leads to an altar, or rather to a well of thirty meters in
diameter, the depth of which is infinite. It is this sacred well that allows the gods (Legend 9 and
more) to travel in a flash between Dubnolissos and the World.

Lugonemeton, The Temple of Light Sanctuary of Belenos

Not far from Lissos stands a tumulus several hundred meters high. But rather than earth, it seems to
be made of thousands of huge crystals which emanates a soft light. A simple entrance gives access
to the heart of the sacred sanctuary of Belenos. The interior, richly decorated, is an invitation to rest
and reflection. The floor is covered with carpets and cushions, a hydromel fountain stands at its
center, and many works of art seem to come to life in front of the viewer. A strange music, coming
from the crystalline walls, even calms the most tormented souls. It is said that when Belenos is in
his sanctuary, it becomes so luminous that it is able to illuminate the Underworld of Dubnolissos
such as the rising sun.

Antagonists
Diviciacus

AKA: Diviciacos

A strange character, this Diviciacus whose name means "the Avenger". This scion of Cernunnos
exercised the function of druid. He was versed in the art of prophecy and magic, and the whole
bnfciait confdent of his tribe, the Aedui, while allies of Rome.

Thanks to his great popularity and talents as an orator, he succeeded in influencing a part of his
people by extolling to them the power of Rome and the benefits of a lasting alliance. Very soon, he
obtained an immense power from Caesar himself and took the lead of a pro-Roman party.

It benefts ear and esteem Caesar, allowing him repeatedly to save his brother's life, Dumnorix, who
plots against Rome and wants to take power on Aedui, then all Gaul.

Diviciacus for his role in favor of Rome, was disgraced by Nemetondevos. At his death, his soul
and his legendary essence were annihilated by his own father, the Horned God. At least, that's what
he thought.
Before his death, thanks to his important knowledge in Magic and with the help of a god of the
Dodekatheon, Diviciacys managed to transfer part of his soul in a statue made its effgie and made
of marble from Penteli (a Greek mountain which provided, among other things, marble needed for
the construction of the Acropolis). During the "destruction" of the soul of Diviciacus, the statue was
invested with a powerful Legend, took life and became a new Diviciacus of flesh and blood.

Since then, he has devoted his life to the destruction of the last traces left by the Gallic tribes. The
return of Nemetondevos for him is very bad news and it has recently joined the Titan Mikaboshi
(avatar Soku-no-Kumi) to learn more about Orgos and origin of the Celtic deities.

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

Strength 5, Dexterity 4, Stamina 6


Charisma 4, Manipulation 6, Appearance 3
Perception 4, Intelligence 6, Wits 4

Academics 5, Animal Ken 1, Athletics 4, Awareness 4, Brawl 4, Command 4, Empathy 3, Fortitude


3, Integrity 5, Investigation 3, Medicine 3, Melee 2, Occult 5, Politics 5, Presence 4, Survival 3

Birthright: Diviciacos no longer needs relics to use his boons. It is served by Propoetides (see
below).

Supernatural Powers:

-Boons: Eye of the Storm, Hornet's Nest, Magic 6, Mystery 3, Prophecy 5, Safely Interred, Shaping,

-Epic Attributes: Epic Strength 3 (Crushing Grip, Holy Rampage,Uplifting Might), Epic Stamina 3
(Holy Fortitude, Self-Healing, Solipsistic WellBeing), Epic Charisma 2 (Benefit of the Doubt,
Blessing of Importance), Epic Manipulation 3 (God's Honest, Overt Order, Takes One to Know
One), Epic Appearance 2 (Center of Attention, Lasting Impression), Epic Perception 2 (Subliminal
Warning, Unfailing Recognition), Epic Intelligence 4(Know-it-All, Math, Genius, Perfect Memory,
Teaching Prodigy)

-Spells: All spells level 1 to 6 (except those reserved for the Nemetondevos).

-Aura of vice: Anyone who is less than 35 meters from Diviciacus must pass a Willpower roll with a
dice penalty (7 - Legend of the target) or immediately succumb to the end of his highest virtue (in
case of a tie, choose randomly). Scions with a Legend of 7 or more are immune to this power.
Diviciacus may interrupt this power at any time.

Join Battle: 8

Attacks:
Clinch: Accuracy 8, Damage 6B, Parry DV --, Speed 6, P
Unarmed, Heavy: Accuracy 7, Damage 9B, Parry DV 3, Speed 5
Unarmed, Light: Accuracy 9, Damage 6B, Parry DV 5, Speed 4

Soak: 8A/12L/15B
Health Levels: -0/-0/-0/-0/-0/-0/Incap
Dodge DV: 8
Willpower: 9
Legend: 7, Legend Points: 49

Notes: Diviciacus has a very tough skin, as if his flesh was still made of stone though it seems soft
and warm to the touch. This natural armor gives it a protection of +5A/+5L/+5B (included in the
profile).

The Propoetides

AKA: Proptides

These women without virtue, perpetrators of infamous acts such as cannibalism and prostitution
(the trade of the flesh - like its consumption - was very badly seen at the time), were changed into
stone by Aphrodite because they refused to celebrate his worship. Diviciacus, with powerful magic,
returned their body of flesh so that they can serve and engage in new acts morally disapproval.

But more than simple debauched hungry for human flesh (and divine), these propoetides, twelve in
number, each representing the end of a virtue and can bring out the worst in their victim.

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

Strength 2, Dexterity 4, Stamina 3


Charisma 4, Manipulation 4, Appearance 5
Perception 3, Intelligence 3, Wits 3

Academics 3, Art (Dance) 3, Art (Sing) 3, Athletics 2, Awareness 3, Brawl 1, Command 4, Empathy
3, Fortitude 2, Integrity 3, Melee 1, Occult 4, Politics 2, Presence 4

Supernatural Powers:

-Epic Attributes: Epic Charisma 2 (Benefit of the Doubt, Charmer), Epic Manipulation 2 (God's
Honest, Overt Order), Epic Appearance 3 (Center of Attention, Come Hither, Lasting Impression)

-A Shameless Look: The one who crosses the gaze of a Propetide must pass a Will roll or suffer the
effects of the end of the virtue corresponding to this Proptide. If the target of this power has the
power in question, it suffers a penalty diced its Willpower equal to the level of the latter. The effect
of this power lasts one hour. Beings with a Legend of 5 or more are immune to the Shameless Look.

Join Battle: 6

Attacks:
Clinch: Accuracy 5, Damage 3B, Parry DV --, Speed 6, P
Unarmed, Heavy: Accuracy 4, Damage 6B, Parry DV 2, Speed 5
Unarmed, Light: Accuracy 6, Damage 3B, Parry DV 3, Speed 4
Dagger: Accuracy 6, Damage 5L, Parry DV 3, Speed 4

Soak: 0A/2L/3B
Health Levels: -0/-1/-1/-2/-2/-4/Incap

Dodge DV: 5
Willpower: 7
Legend: 4, Legend Points: 16

Dumnorix (Guide )

For some unknown reason, the brother of Diviciacos never received the Visitation of his father.
Nevertheless, he remained one of the most important, influential and cruel Gallic leaders, testifies to
his name, which means "King of the Underworld".

Still young, Dumnorix soon surrounded himself with powerful allies and amassed a considerable
fortune. He pretended to ally himself with Rome, in order to betray them at the proper moment.
Unfortunately, it is broken through and its brother must intervene to save it. From then on Caesar
made him his imprisoned prisoner, "inviting" him to follow him in all his displacements. Dumnorix
is too important a man to be executed like all the traitors, yet he will be killed for refusing to
embark for the island of Brittany with Caesar. Fleeing with his most faithful cavaliers, he was
caught up by the Roman cavalry and executed with his men, not without having taken with him a
dozen enemy soldiers. When he declares, "dying, that he is free and belongs to a free people", he
feels a strange presence around him and dies as his blood pours slowly into the land of Gaul.

His soul is gathered and accompanied to the kingdom of Dubnolissos by Sukellos himself. Camulos
entrusts him with a personal army, Epona two of his wonderful mounts to guide his chariot and
Gobnhios offers him his most powerful relics. Finally, Teutates makes him a king. Dumnorix finally
embraces his destiny and becomes the king of the lower world, the highest influence after the gods
themselves.

Dumnorix, who throughout his life had fed jealousy towards his brother and hatred against his
father, soon realized that the Horned God had glimpsed his true Destiny and that a Visitation would
have deprived Dubnolissos of his King.

Since then, he has guided the most loving scions of freedom, those who do not shrink from fighting
against tyrants, dictators and invaders of all kinds. It also reigns over the souls of the deceased
without distinction of class or trade.

The Matrones (Guide , Special)

AKA: Matres, Matronae

Three of them, the Matrones, perpetuate the principle of the Indo-European trinity of goddesses (see
Scion: Hero, page 291) and join the Greek Moirae and the Scandinavian Norns.

Of course, given the relationship between the Nemetondevos with Destiny, the matrones are not as
revered as the past and keep them in a deep resentment. Worse, they were replaced in the heart of
the ancient Gauls by two other trinities: the goddesses Andarta (the angry), Epona (the impetuous)
and Nantosuelta (the benevolent) and the gods Esus (fertility), Taranis (power) and Teutates
(tradition).

Consequently, many Scions (and the gods themselves) believe that the Matrones have an important
role in the fierceness shown by Destiny against the pantheon of the Nemetondevos. If one considers
that they appear and endorse the role of Guide to scions who have sworn the loss of Nemetondevos
or some of their members, doubt is no longer allowed. Of course, if serving the Three is always
dangerous, serving the Matrones is suicidal. Previously goddesses of fecundity and fertility, they
now exercise their talents in the "fields" of death, darkness and destruction. Their old names have
disappeared, replaced by more familiar surnames: Belatriga (Queen of Death), Dumnariga (Queen
of Darkness) and Miletriga (Queen of Destruction).

Their origins are unknown, but it is proven that they are sisters. Their presence would be prior to the
birth of the first Nemetondevos (probably Taranis) and they were recognized as powerful telluric
divinities by mortals. They would have maintained more or less cordial relations with the gods of
the Sacred Sanctuary before being slowly but surely ousted. A strange rumor would bind one of the
sisters to Orgos himself. From their union would be born Epona.

Smertios (Guide )

AKA: Smertrios, Smertrius

Smertios is the most famous Camulos scion (with Camulogen, who may well have reincarnated). It
is often compared to Heracles because his weapon of choice is also a club, a very strange choice
among the Gauls, who love swords and spears.

Hero, the author of incredible exploits, Smertios reached the status of demi-god a few centuries
before Gaul definitely fell into the hands of Rome. Withdrew to Dunon, the abode of his father, he
eternally dragged the souls of the deceased Gaulish warriors.

Smertios was among the first to go to Tartarus during the escape of the Titans with his best men to
retain some of their most powerful brethren.

Currently, he ensures that the Underworld is no longer invaded by the broods and ensures the
protection of Dubnolissos. He sometimes serves as a messenger for his father to his most deserving
brothers.

The Snake-Aries-Head (Guide )

AKA: Serpent-Tte-de-Blier

A strange divine animal associated with Cernunnos, the Serpent-Aries-Head symbolizes the natural
cycle, fertility and power. It often appears in the scions of the Horned God to guide them. He can
also teach them purviews from Earth, Fertility and Mysteries.

Some say that it springs from the union of Cernunnos with a powerful telluric spirit, perhaps even a
bull of Gaia. Its gigantic proportions, a powerful serpent body about fifteen meters long,
surmounted by an enormous ram's head, make it an impressive opponent. But the Serpent-Aries-
Head still refuses the fight, being able to disappear in the blink of an eye in another universe.

It speaks directly into the minds of people (it is possible to block his mental presence with a
successful Willpower) manifesting symbols and images he must learn the meaning. Such a visit
often leaves more questions than answers, but whoever decrypts it wins for sure.

Tarvos Trigaranos

AKA: Bull-with-Three-Crane, Taureau-aux-Trois-Grues

This fantastic creature is the link between creative forces and knowledge. It also symbolizes the
three ancient phases of the moon (new, full and old) and is deeply connected to the Gallic people. It
takes its name from its strange appearance: a titanic bull on which are perched three magnificent
cranes with immaculate plumage.

Tarvos Trigaranos was created by Orgos and belongs in part to the pantheon of the Nemetondevos.
Although it has a power equivalent to that of a god, its role is above all symbolic and it is not
uncommon for it to appear in a dream (including the gods) in order to announce important changes.
He can not be taken for Guide, but can teach the Earth, Fertility, Moon, Mysteries and Sky
purviewsto the scions he deems worthy to serve his cause. It could be related to Destiny, which
would explain why it did not enter the Nemetondevos pantheon although it can sometimes be seen
in the forests of Dubnolissos. It also seems to be immune to Magic and all attempts to find or bind it
through it have failed.

There is a persistent rumor that the Bull-with-Three-Crane was born of the union between Esus and
the former companion of Cernunnos. Of the latter one knows little thing except that it could be one
of the three Matrones. If the rumor is true, this explains the extensive knowledge of Cernunnos in
Magic, Mysteries and Prophecy; The bond that unites Tarvos Trigaranos to Destiny; And why this
goddess suddenly disappeared without anyone daring to make the slightest allusion to it.

The Matrones, Scourge of Nemetondevos


True Nemesis of the Gaulish pantheon of the Nemetondevos, the Matrones are, like the Greek
Moirae and the Scandinavian Norns, linked to Destiny. But these goddesses are no longer neutral,
they have decided to avenge themselves on the Gallic gods and their ignoble offspring, without
allying themselves with the Titans.

Although their origins are unknown, it is almost certain that they are sisters (although there is no
evidence to support this assumption). Their presence would have preceded the birth of the first of
the Nemetondevos, and they were recognized as powerful telluric divinities by the mortals to whom
they lavished many prophecies.

When the first Nemetondevos mingled with men, they mistook themselves before accepting them,
even maintaining "carnal" relations with several of them (Cernunnos and Esus in particular). One of
them would even be united to the founder of the Gallic deities Orgos, shortly after giving birth
Epona (one of the youngest Gallic gods). During the first centuries, the Matrons shared their secrets,
teaching certain Nemetondevos the practice of the Purviews of Prophecy, Mysteries and Magic.

Unfortunately, several uncertain events - coupled with dissension with the Gaulish goddesses who
supplanted the Matrones in the hearts of mortals - provoked the ire of the three sisters of Destiny. If
the causes are unknown, the consequences are enormous and could be related to the predisposition
of the Nemetondevos' scions to cause Fatebinding. The Matrones devote an eternal hatred to the
members of the Gaulish pantheon, and will not spoil any opportunity of attacking them, fatal
preference.

Here is a brief description of the three Matrones as well as the rules concerning their scions. Only
their rivals are mentioned in the Nemetondevos, the other pantheons do not interest them.

Dark Virtues
The scions of the Matrons possess two dark virtues to which are added the virtues Endurance and
Vengeance. These two black virtues are specified for each Matrone.
Belatriga, Queen of Death

AKA: The One that Can not be Deceived

Although no one is certain, Belatriga is probably the eldest of the Matrones, and none of her sisters
dare to oppose her will. As beautiful as it is cruel, "The one that can not be deceived" has produced
few children during its millennia of existence, but it gave them everything, starting with power.
Some of the greatest tyrants in history are his children, but most acted in the shadows, corrupting
the powerful.

He sometimes treads the world of mortals under the guise of a woman dressed like a queen.
Contrary to what her name might suggest, she does not favor blacks and likes the colors associated
with royalty (the purple of the Roman emperors, the blue of the kings of France, the yellow of gold,
etc.).

A rumor claims that her nickname does not suit her well, for she would have been deceived by Esus
(with a mere mortal in addition) and since then has devoted her immeasurable hatred. She is also
opposed to Nantosuelta, the protector, and Sukellos, the psychopomp. As for Taranis, she never
appreciated him and his great tunes.

Dark Virtues: Ambition, Rapacity

Associated Powers: Epic Charisma, Epic Intelligence, Epic Manipulation, Death, Mystery
Abilities: Academics, Command, Empathy, Occult, Politics, Presence
Rivals: Esus, Nantosuelta, Sukellos, Taranis

Dumnariga, Queen of Darkness

AKA: The Omniscient Eye

Dumnariga is undoubtedly the youngest of the Matrones and her appearance is that of a very pretty
young girl (but appearances are often misleading). His blind eyes see perfectly past, present and
future as his hands tirelessly craft works of art with fantastic powers (relics to benefit from the
puviews of Darkness and Prophecy or special boons associated with them). She had many children,
all of them deceased in their young years, but possessing the capacities of extraordinary prophets,
although their augurs (which are paid at a high price given their many desires more or less
infamous) often lead those who hear them towards their death.

When she is among the mortals, Dumnariga retains her appearance as a young blind teenager, her
eyes entirely veiled by the cataract. If she locates a candidate for "reproduction", she may take on an
older appearance (but keeps her eyes "dead") which has not always been necessary in recent
centuries, but morals (and laws) evolve.

Dumnariga opposes the light of Belenos, the crafts of Teutates and the prophecies of Cernunnos.

Dark Virtues: Malice, Rapacity

Associated Powers: Epic Appearance, Epic Dexterity, Epic Perception, Darkness, Prophecy
Abilities: Awareness, Craft, Integrity, Investigation, Occult, Stealth
Rivals: Belenos, Cernunnos, Teutates

Miletriga, Queen of Destruction


AKA: The Black Witch

Miletriga is absolutely terrifying to contemplate though it is not ugly. Rage binds her face and she
lives only to spread destruction and death on her way. Mixing her combatant abilities with her
magical boons, she can create devastating effects, cursing whole armies as naturally as the wind
sweeps away the dead leaves. His children are monsters of the worst kind, who live to make suffer
and plant the germs of anarchy and chaos.

When she goes among mortals, she wears the appearance of a middle-aged woman with short hair
and athletic build, wearing conveniently (but generally dark colors). She always carries a white
weapon on her.

Miletriga is a fierce enemy of the Nemetondevos fighters that are Andarta, Camulos and, to a lesser
extent, Epona. Gobnhios, meanwhile, is responsible for creating the weapons that have killed many
of the children and servants of Miletriga.

Dark Virtues: Malice, Zealotry

Associated Powers: Epic Stamina, Epic Strenght, Epic Wits, Chaos, Magic
Abilities: Athletics, Brawl, Fortitude, Melee, Occult, Survival
Rivals: Andarta, Camulos, Epona, Gobnhios

New Boons
Here are some of the new Boons that the Matrones can teach to their scions (adopted or bared).

Chaos Armor (Chaos )

Dice Pool: None


Cost: 2 Legend

Scion uses two points of Legend to surround his body chaotic wind that deflect physical attacks
(melee and ranged). Scion DVs are all increased by half of their Legend level (round to top). This
DV bonus lasts for a scene. The "energy" damage (fire, cold, magic, etc.) are not affected by this
power and DV Scion is not increased.

Chaos Arms (Chaos )

Dice Pool: Charisma + Command


Cost: 3 Legend + 1 Willpower

The Scion uses three Legend points and a Willpower Point and makes a Charism + Command
against its target which must accumulate more success to resist. If the victim fails to surpass the
successes of the scion that has targeted him, she is a victim of Chaos who decides in part on her
actions. During a number of actions equal to the Legend of the scion who used the boon Chaos
Arms, the victim must choose between two different actions from those described on page 189 of
Scion: Hero. When the second to which he has to act comes, he rolls a die to determine what action
he is undertaking. On an even result it performs the first action and an odd result it performs the
second. Whatever happens, the effect of this boon is completed at the end of the scene.
Morbid Desire (Death )

Dice Pool: Perception + Empathy


Cost: None

By passing a (Perception + Empathy) roll, the scion can determine if the person he is watching
suffers from suicidal impulses. If this is the case, it knows instinctively what causes these impulses
and how to exacerbate them. This translates into a +2 dice bonus on all jets aimed at pushing this
future victim to suicide.

Regalis Mortis (Death )

Dice Pool: Charisma + Occult


Cost: 3 Legend + 1 Willpower

By using three legend points and a Willpower point, a scion possessing this boon can mentally
dominate all the "corporal" (that is to say, with a body to them as mummies, corpses hungry,
undead, etc.) with a level of less than or equal to their legend (the number of successes indicates the
number of affected targets, starting with the one with the lowest Legend level). A death under the
influence of this gift must obey the orders given by the scion him. If this order can endanger the
existence of the dead and the latter has a level of Legend equal to the scion using this boon, (after
which it must again use a point of Willpower and pass a new roll (Willpower + Integrity + Legend)
against a difficulty increased by 1 to continue to resist this order). He can use a Willpower Point to
make a Willpower + Integrity + Legend roll against a difficulty equal to the Legend of the scion to
resist for one hour The use of this boon implies that the dead must understand the language of the
scion and the latter must be physically present in front of them, illuminating his charisma. If he has
to give his orders in several languages, then several uses of the boon are necessary.

Dark Eye (Darkness )

Dice Pool: None


Cost: 1 Legend

The Scion uses a Legend point to create a globe of darkness the size of a tennis ball. This sphere
acts as a third eye for the scion that can see - but not hear - through within a radius of 360 degrees
(a somewhat confusing effect at first). The sphere moves at a maximum speed of (Scion Legend x
10)km/h and disappears if it is more than (Legend) kilometers from the scion. This sphere is solid
and can not cross the material. A direct hit automatically destroys it (it has a dodge DV equal to the
Scion Legend that created it) although it is necessary to make a successful (Perception + Awareness)
against a difficulty equal to the legend of its creator to locate in the penumbra.

Supreme Darkness ((Darkness )

Dice Pool: None


Cost: 1 Legend

This boon is a more powerful version of Shadow Shroud. By using two legend points, the scion
using this boon creates a sphere of darkness moving around it, the radius of which is equal to (Scion
Legend x 5) meters. In this sphere, only the scion and his allies can see (whether or not they have
the boon Night Eyes). No other scion (or creature) can distinguish anything and becomes somehow
"blind" (even the talents of epic perception or assimilated can do nothing). A scion with the boon
Night Eyes can pierce this darkness only if its level of Legend is at least equal to that of the scion
that generated the Supreme Darkness. Worse, these darknesses are so thick that anyone who is not
an ally of the one who generates them suffers a dice penalty of -4 dice to all his sight-related jets
(including attack rolls) and -2 dice on all jets related to hearing and smell.These darkness can not be
dissipated by any power or boon and remain until the end of the scene. It is possible that the
Supreme Darkness may cancel the use of a boon from Sun purview used by a scion with a lower
legend value than the user. Similarly, a scion using a boon or talent that requires it to be seen will
automatically fail in the sphere of darkness (even if its opponents can see it normally).

New Spells
Cut the Thread of Life (Magic )

Dice Pool: None


Cost: 1 Legend + 1 Willpower

Using a Legend point and a Willpower point and touching a Legendless creature (or by breaking a
very personal object belonging to it), the one who appeals to this fate erodes the normal course of
his destiny, causing his death within forty-eight hours. It is necessary to know his victim, to possess
an object belonging to him is not sufficient. Similarly, if the object that is broken does not belong to
it, the spell does not work (it does not kill the real possessor of the object). Fortunately, this spell is
not as powerful as it looks and it is possible to counter it within forty-eight hours by filling a
particular quest in favor of Destiny (only the use of Prophecy can reveal this quest and the members
of the Gallic pantheon will never have an answer by obtaining less than 5 successes on this jet
because Destiny is not favorable to them). If the victim develops a permanent Legend level during
these forty-eight hours - as a scion that receives his visitation - the spell is broken and the target
survives, returning to the normal course of his destiny.

New Rules
Champion of Destiny (Supernatural Power)

Some scions of the Matrones possess a supernatural power called Champion of Destiny. This power
allows them to inject a dice penalty equal to half their Legend to anyone using the Magic, Mysteries
and Prophecy domains against them (this penalty only affects the jets linked to these three special
areas of course). Learning this power costs 10 experience points.

Child of Destiny (Supernatural Power)

The Matron's scions are particularly related to Destiny and understand its operation better than any
other. Those who possess this power generate more difficultly the fatebinding because their level of
Legend is considered to be of a lower point during the jet to determine if a Fatebinding is created
around them. Learning this power costs 8 experience points.

Halo of Fatality (Unique Power Weapon to 3 Points)

The weapons possessing this power see their power increase according to the Legend of the
opponent to which their possessor faces. At the beginning of each of his actions, the weapon gains a
bonus in precision, damage or defense equal to half of the Legend of their opponent (rounded up to
the superior). This unique power works only against scions - heroes, demi-gods, and gods (which
excludes pigeons, minor immortals, dead, undead, giant, dragons, etc.).

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