Hades v1.1
Hades v1.1
Hades v1.1
By Yorokonde
In the beginning, there was Primordial Chaos. From this eternal void came the first of the Chthonic
Deities, Nyx, as well as the Primordial Gods. Together they created everything that exists. From the
Primordial Gods sprang the Titans, powerful gods in their own right and ones who were not content to
be ruled by their parents. The Titans slew the Primordial God of the Sky and cast him into the darkest
depths of the ocean. Cronos, the Titan of time, and many others were later killed by their own offspring.
Some time later, we arrive at the present day.
The Olympian Gods, each with their own place and duties in the universe, rule all alongside the
Chthonic Deities and the few Titans who refused to stand with their brethren in the war. Zeus rules them
all from on high at Mount Olympus. His elder brother Poseidon rules the seas. And his eldest brother
Hades, eldest of all the Olympian Gods, drew the shortest straw and was given the Underworld to rule. A
duty he has undertaken with all the seriousness and temper one might expect from a God who feels
slighted in his allotted duty for eternity.
Hades is not alone in the Underworld. A whole court of misfit, slain heroes, and Chthonic Deities
reside there due to their sworn or intertwined duty to the House of Hades. There is also his rebellious
son, Zagreus, who is a more recent addition to the Underworld. One who has made every day an adventure
or trial depending on who you ask. He has recently discovered one of the more closely kept secrets of the
House of Hades which has set him on the path of attempting to escape from the Underworld. A feat that
has only very rarely been accomplished successfully.
You will be placed in or around the Underworld during your time in this world. Which will be ten
years, unless you find yourself staying longer for one reason or another. you are not compelled to stay
within the labyrinthine expanse of the Underworld and its many layers during your time here. Though
you may find that your duties, Hades, and even the residents themselves will do their best to ensure that
the Underworld’s reputation for inescapability remains intact.
Chthonic Being
While Nyx was the first Chthonic God spun forth from the Chaos that exists beyond all things, she
was certainly not the last. Her many children include The Fates, Charon the Boatman, God of Death
Thanatos, Sleepy Deity Hypnos, and several others. You likely now include yourself among their ranks,
though you could be brother or sister to Nyx herself should you wish for a history as long as existence
itself. Nyx and most of her offspring have affiliated themselves with the House of Hades due to their
mother’s close ties with Hades. You will be no different in that regard. Though what exactly your duties
consist of depends on just what the essence of your existence happens to be. Expect Nyx to have more than
a stern lecture with you should you believe yourself above those duties.
Underworld Resident
Of course, Gods are not the only residents of the Underworld. All people who have passed away
throughout all of time exist down here as well. Their souls naturally take up residence in the level of
Hades’ realm that is designated based on their actions in life. Those who were wicked and deserving of
punishment end up in Tartarus. Those who were unremarkable drift towards Asphodel. While those who
were heroic and brave warriors during their lives are given to the heavenly splendor of Elysium.
Naturally, there are several more realms besides just the three named here. You will be allowed to inhabit
Elysium unless you should desire, or deserve, one of the other two realms.
Tartarus: Directly adjacent to the House of Hades, this is the lowest reach of the Underworld that the
dead wretches will see. A maze of devilish design, constantly shifting, traps ever rearming, it houses the
worst of the mortals. Those who refused or failed every opportunity to leave behind any sort of positive
impression. While others may hope for rehabilitation, those here will never have such a chance.
Asphodel Meadows: One of the vastest regions of the Underworld, Asphodel was home to neither the
worst nor the best of humanity. It is populated by the great masses who achieved only mediocrity that is so
common to mortal lives. However, afterlife has become decidedly more unpleasant for the inhabitants of
the verdant plains of Asphodel. The river of scintillating flame, Phlegethon, has spilled its superheated
contents onto the grasslands. Bare rock and horrifying heat now tortures most of the souls who live
here.
Elysium: The glorious paradise that awaits the greatest of heroes or those particularly beloved by the
gods in life. Moss coats most of the realm in a plush carpet of green that allows for a weary warrior to
rest where his battle ended in comfort. Make no mistake, this paradise is not peaceful. Kings and heroes
from all ages relive their glory days through recreational combat in arenas grand enough that they
could not be imagined on the surface world. Those not fighting fill the stands, filling the ears of
combatants with joyous cheers that accompany every swing and blow. And should those who inhabit this
realm find themselves plagued by unpleasant memories, a quick drink from Lethe, the river of
forgetfulness that flows through this realm, will numb the aches and pains of the mind.
Temple of Styx: The gateway of the Underworld and the barrier between the surface world and the land
of the dead. Cerberus guards the doors, daring anyone to attempt to enter or leave. So effective is the
guardian that the temple surrounding his guard post has fallen into a state of disrepair from disuse. This
has allowed Satyrs and disease-filled vermin to infiltrate the halls, both disgusting in their own ways.
The Satyrs should not be underestimated. They have successfully given Hades enough trouble that he has
since stopped bothering to try to hunt them down entirely.
Fountain Room: Moments of peace are rare in the Underworld, but they can be found by a lucky few.
Scattered throughout the Underworld on every level are rooms filled with clear water, hot baths, and a
calming atmosphere. They are mainly used by the staff but sometimes residents stumble upon these spaces
of tiled peace. Few save for Hades and the Furies have the heart to kick them out or punish them for
enjoying what relief they can find.
Past The Chaos Gate: Below even the deepest realms of the Underworld there exists the primordial void.
The ancient emptiness that spawned all still exists and will continue to exist long after even the eternal
gods have passed away. Only one being still resides here, has always resided here, and in this age few
others even know of their existence. Of those few, none travel back down into the void. So your intrusion
will be something of a surprise for the being known as Chaos. One they will likely rectify in a hurry. They
are not a personable entity.
Erebus: A part of the Underworld few see for long. It is the spiritual gateway to the Underworld, just as
the Temple of Styx is the physical one. The recently deceased all pass through and find their way to the
realm they have earned in life in relatively short order. Few linger among the gloomy, featureless stones
for the air is laced thick with the fear of the unknown. That you have arrived here allows you a unique
opportunity. You may choose where you wish to go from the above list.
Perks
General
Bargain with the Ferryman (Free/200 CP): While you’re here, death won’t have a permanent hold on you.
Through a unique deal with Charon you will be returned to life should you meet any kind of unfortunate
end during your time in this world. For an additional fee, Charon can be bribed a little further. Once
every ten years he will be able to save you from a similar fate in other worlds. When you are killed, you
will instead wake up in Greece (or the nearest equivalent for your world) on the side of a river near a
mountain.
Aspect of Jumper (200 CP): The Infernal Arms used by the Gods to defeat the Titans were unique for more
reasons than simply their strength and destructive power. They were weapons without form until the
first divinity picked them up, gifting them with their Aspect. That is their true strength. Each individual
who picked them up from that point on saw the Infernal Arm shift, morph, and change to better suit their
unique essence. Sometimes drastically, sometimes subtly. Rather than embed that malleability into a single
weapon, you yourself possess it instead. Weapons of all stripes that you wield will slowly alter
themselves to better suit your temperament, your fighting style, your unique Aspect. Sometimes this means
they will gain new abilities. Sometimes it may simply be a tweak to the weight distribution. Only time will
tell what the weapon in your hands will become.
Orpheus' Apprentice (200 CP): No one sings a sweeter, sadder song than the legendary musician Orpheus.
His tale is one of heartache that has only added a depth to his music. During his life, or perhaps sometime
during his afterlife as the court musician of the House of Hades, he spent no little time training you in the
voice, the lyre, and letting your emotions flow through your song. Your singing voice is truly excellent
and your fingers are talented enough with the lyre to elicit tones few can match. Additionally, your music
has the ability to reach even the greatest of immovably cold souls with their emotion should you desire it.
Arguing with Hades Himself (200 CP): Being a child of a divinity, especially one as strict and foul tempered
as Hades, forces one to grow a certain amount of backbone. Or in your case, a lot of backbone. You’ve got
nerves of steel honed from years of arguing with your divine parent that would allow you to argue with
anyone without losing your cool. Even those vastly more powerful than yourself. Of course, you could
also use this to converse with them politely instead of just arguing. If you think they deserve that.
Favor of the Gods (400 CP): Immortal beings like the Olympian and Chthonic Gods are not prone to
forgiveness when it comes to those who trespass against their temperaments. Just ask poor Arachne.
Thankfully you’re a loveable little scamp in their eyes. You’ll find deities and gods of all types are
surprisingly quick to forgive-and-forget when you get on their bad side. They might put you through a
little inconvenience or a trial or two, but you’ll always be able to find your way back to being on good
terms before too long.
Sliding Shadows (200 CP): While some beings of the void are rather sedentary in nature, others find
themselves needing to cross long distances quickly to fulfill their duties. Thanatos, God of Death, makes
frequent use of such a talent ending mortal lives. Now you too will be able to travel through the
nothingness that spawned you, or your mother, to reappear at another point known to you. The action
takes but a thought to perform but needs a short moment between each usage. Disappearing into a puff of
smoke is the traditional appearance, though you may choose something similar to better suit you.
Darkness Abounds (400 CP): Nyx, daughter of Chaos and Goddess of the Night, has aligned herself with
Hades due to the link between the Underworld and Chaos itself. It is a realm that was among the first to
be created by the hand that spawned all things. Nyx’s presence, combined with the raging anger and
constant clashing of so many dead, sometimes causes fragments of the primordial nothingness to
crystallize. These small purple gems are capable of enhancing Chthonic beings or those with a strong
connection to the Underworld. Individually they offer an unnoticeable enhancement. But gather
hundreds, or thousands, and one will discover themselves growing more powerful. These fragments of
darkness are common enough in the Underworld but you will also be able to discover them in future
worlds where strife and death are common occurrences.
A Home Beneath (600 CP): Chaos is the mother and father of the universe. They are forever fated to view
their creation from the outside, to know but not experience all that was made by their hands. Still, even
the few remaining Titans would be but motes in the wind should they confront Chaos in their void-filled
domain. While you may not have the raw power of an entity of creation, you may draw inspiration from
Chaos nonetheless. By sequestering yourself deep below the ground, remaining in one place, and
concentrating your power within a small area, you will discover that your abilities grow in leaps and
bounds. Inside your zone of control your power would become truly impressive. So long as you never
leave.
Underworld Resident
Bright Side of Death (100 CP): Just because you’re dead doesn’t mean it has to be all gloom and despair.
Sure, you might be trapped forever surrounded by a sea of lava, but you’ve learned to make the best of it. At
least now you don’t need to worry about firewood if you want to cook something. Simply put, you’re
capable of finding the silver lining in nearly any situation. At least enough to keep on singing.
Eurydice’s Cooking (200 CP): While mortals have to replenish themselves with sustenance, the gods have
no need for such trifles. Still, there exist delights that can tempt even a divine tongue. Ambrosia.
Underworld Pomegranates. Nectar. Each one delicious beyond a mortal tongue’s ability to truly
comprehend. But you’re able to take these divine treats and elevate them into desserts, dishes, and drinks
that would have even Hestia praising your cooking. While you can’t do the same with mortal ingredients,
even dishes with mediocre ingredients that are made by your hand will have just a dash of divine flavor to
help bring out it’s truest essence.
Touch of the Lethe (400 CP): The River of Forgetfulness flows through the verdant fields of violent
Elysium. It’s waters offer the warriors the opportunity to forget about painful memories to more easily
appreciate the afterlife they have earned. You have dipped your toes into the waters and come away with a
trace of its properties flowing through your veins. Drawing on Lethe's power will allow you to dull pains,
old and new, of both your body and your soul. Forgetting about the wounds won’t make them go away or
magically heal them, but it will allow you to push through difficult moments and deal with the injuries
when you have time to do so.
Gods of Olympus, Hear My Call! (600 CP): Heroes of the Underworld are often those who were favored by
one god or another. Sometimes several of them at once. Their death rarely does much to diminish the
admiration the divines have for their chosen few. Even in the arenas of Elysium the power of the
Olympians can still reach those heroes when it is called for, if briefly.
No matter what your
situation in the afterlife is like, you
have a similar link to the local
divines. You can call upon them to
bless you or smite your foes simply
by raising your weapon to the skies
and calling for them. You may call
upon specific deities or simply send
the call out and see who answers.
The gods may not always send the
help you ask for, but they will assist
you when called. Just don’t call too
often or for unnecessary reasons.
The divines do not take kindly to
those who lean too heavily upon
their gifts.
Warrior of the House of Hades
Snowball in Hades (100 CP): Guarding the house of an Olympian God is never an uneventful job. The
Divinities all have tempers and moods that flare and subside like the sunlight on a cloudy day, Hades most
of all. Keeping calm in the face of such wrath can be the only way to avoid arbitrary punishment at times.
Thankfully, between your experience on the battlefield and your time serving the God of the Underworld,
you have learned how to stay cool in the face of chaos of all stripes.
Brothers (and Sisters) In Arms (200 CP): Thanatos’ scythe severs more than the cords of mortal life.
Bonds of friendship and family are often cast to the winds as both are separated due to the varying times
between their deaths and the afterlives they have earned. Still, warriors of ages both past and present
have learned that family is what you make it and not always who was born alongside you. Even if you don’t
meet the guardsmen until you reach the afterlife, and even if some of them are a little more monstrous
than most, you’ll find a way to connect with those you fight or serve alongside.
Legendary Combatant (400 CP): Hades has never been one to give credit where it isn’t due. If you found
yourself in his employ, there is no doubt you are a warrior worthy of having their story told. However
you stand above even those immortalized heroes. You would be the equal of Perseus, Jason, or even
Hercules when it comes to your prowess on the battlefield. Enough that you could stand up against even
the spawn of the Divinities themselves. At least, most of the time. You are dead after all.
Shifting Tactics (600 CP): Being dead does have a few benefits. After all, one cannot die a second time. The
loss of a fight is no longer the end. And there are few that disagree with the idea that losing is always a
learning experience. Combined this with the fact that, as a warrior of the House of Hades, you have access
to most of the greatest combatants who have ever died and even the most talented of warriors could
improve beyond what they thought possible.
The benefits you gain from this combination of fortunes are
threefold. First, your combat abilities will never become dull
simply because they are not used. A weapon as finely honed as
your skills will never rust simply because it is left in its sheath
for an extended period of time. Secondly, you gain a keen insight
into the tactics of your opponents and are able to learn
something from every bout with them. Win or lose, you will
discover a new insight that will allow you to come closer to
defeating them each time. Finally, should you eventually find
your way back to the world of the living, some of your
experience returning from death so frequently will remain with
you. Once each decade, when a blow would normally strike you
down, you will instead rise to stand tall and once again almost
instantly. Your wounds will be healed and your vigor for battle
fully restored.
Servant of the House of Hades
Hard Worker (100 CP): Taking care of a Divinity’s house would be a challenge on a
good day. The list of tasks rarely grows any shorter and Hades isn’t a big believer
in lots of breaks for his employees. Thankfully you’ve got enough patience and
endurance to keep up with clearing up after Cerberus’ second rampage through
the break room that week. When it comes to cleaning, you could even clean the
Augean stables without flagging. Just maybe not in one day like a certain someone.
Service with a Smile (200 CP): Staying on the good side of those vastly more powerful than yourself isn’t
as easy as it sounds. The tempers of the Gods being what they are, especially Hades, it is easy to find
yourself punished to several decades sitting in the eternal darkness somewhere in the lower depths of
the Underworld. Thankfully, you’ve got an air about you that is a combination of diligence, innocence,
and cheerfulness that would make even the most temperamental of deities wonder if, perhaps, they
weren’t being a little too hard on you.
Secrets of the House (400 CP): All Divinities have secrets, shames, or events better left forgotten in the
past. Hades is no different in this regard. And yet he, like so many others, does not always realize just how
much his servants hear. How much those who serve him gossip among themselves. But few who serve the
House of Hades would dare hint at the dysfunction of the Underworld family to any other. You have the
dual talents of secrets, able to ferret them out but also keep them locked away behind a wall of iron.
There are few hidden skeletons you aren’t able to ferret out, given dutiful service and a dash of charm,
when serving another. Similarly, there is little another can do to force you to give up those secrets
should you desire to keep them to yourself.
Philotes’ Instinct (600 CP): Bonds of friendship and loyalty are such precious gifts, but sometimes the best
present has a more tangible nature. After all, what better way to show your appreciation for that bottle
of nectar than to return the favor? But it isn’t easy to have something on hand when you aren’t expecting
someone to give you something in the first place. Thankfully, after years or decades of working among the
various gods, you’ve picked up a little bit of magic of your own.
You have the uncanny ability, be it true magic, simple preparedness, or some kind of sixth sense, to
always have a token of value on hand to give to someone when they gift you something nice. It’s value
might not always be monetary. Some people can be quite touched with a simple hair ribbon or a well-worn
feather duster. This too is something that you will know when the occasion arises. Simply put, you will
always have the perfect gift to give someone when they give you something.
Items
General Items
Underworld Renovation (100 CP): One has to admit, Lord Hades has a certain flair for style befitting a
divinity of his stature. The rich, vibrant reds tapestries and gold highlights. The elegant marble flooring
interspersed with lush carpets. Of course the spirits that commonly pass through its halls rarely
appreciate the decor and few outside Hades’ staff ever see it. But all you have to do is say the word and we
can set the House Contractor to work on a piece of property of yours, giving it the same sense of visual
splendor that the House of Hades enjoys. You could choose your Cosmic Warehouse or any other piece of
property that you currently own. You may even apply it to multiple homes and businesses should you
happen to own that many.
Lava Moat (100 CP): Few things truly express how little you desire visitors like a moat filled with bubbling,
boiling, never-cooling lava. For a small fee, the river Phlegethon, ever filled with molten stone, can be
directed to encircle a home, castle, or other similar structure that you own. The House Contractor will
even throw in a drawbridge that is guaranteed not to catch on fire or melt under the extreme heat now
surrounding your property. And for those of you who happen to be avid fishers, you will be happy to know
the river Phlegethon has a wide array of rather unusual fish to catch in its waters.
Underworld Demesne (300 CP): For those with more refined tastes, and a budget to match, the House
Contractor is happy to offer to create an entire home from the ground up at a place of your choosing
somewhere in the Underworld. This palace will be large enough to house both Gods and mortals with
enough rooms to keep an entire entourage of each well situated and more than comfortable. There will be
no need to worry about staffing such a large property, as many of the Underworld residents would leap
at the chance for a change of scenery. You will find skeleton butlers, spiritual maids, monsterous cooks,
and equally unusual servants of all stripes just waiting to serve the whims of you and any guests you may
invite onto the property. After your time in this world is through, you may place this property in any
location you wish. It can be attached to your Cosmic Warehouse as easily as it can be set down nearby your
entry point in any new world you visit.
Personal Underworld (400 CP): It is hard to resist the allure of a place so resistant to escape and
incursion as the Underworld. Daedalus truly crafted his most cunning creation when he designed and
built the dungeon encompassing the five realms of Hades. While the House Contractor is no Daedalus, he
has been performing his duties long enough that it is safe to say he is no slack hand at the reins. For this
princely investment, he will design an imitation of the five realms of the Underworld specifically for your
enjoyment. You can do what you wish with it. House souls of the dead (though harvesting and
transporting them is up to you to arrange), live in its every shifting chambers, or simply run around in it
destroying things. Whatever takes your fancy. However, you are not buying a completely unoccupied
labyrinth. Your coinage also includes a vast array of the most violent spirits from the Underworld to act
as your guardians to keep intruders out and prisoners in. don’t worry about running out of guards just
because you decided to roam around the halls practicing. Those destroyed by your hand will always
recuperate in short order. And for those looking to make a little profit along the way, the House
Contractor has assured there will always be something shiny waiting for those who test the defenses.
Son (or Daughter) of Hades
Keepsake Display Case (100 CP): This simple glass and wooden curio cabinet does not appear to be furniture
worthy of a child of divinity. But that only holds true so long as it is empty. When you place a small object
inside that was given to you by a friend or ally, whether it is magical in nature or not, the design of this
cabinet shifts slightly. A pane of glass may become frosted by a familiar design. Carving might rise out of
the wood to depict a symbol meant to symbolize your friend along several inches of wood. Each and every
keepsake you collect from others will subtly alter the design until it is full.
Crate of Ambrosia (200 CP): While the divines aren’t required to consume neither food nor liquid for their
continued existence, many do for the sake of simple enjoyment. While Hades is rarely, if ever, in
such a mood, he refuses to keep his kitchen as anything less than fully stocked. Thus you find
yourself in possession of a box of twenty bottles that the god might miss… if he ever bothered
to imbibe. Ambrosia is a liquid that defies description. Everyone who attempts to describe its
taste does so differently and many claim its taste changes on each occasion they have had it on
their tongues. There is one universally known quantity of this drink though. It always tastes
better when shared with friends, allies, or is otherwise freely given to others.
This crate will refill itself of all used bottles every other year.
Trinkets of Hades (400 CP): Objects hold power in this world, each one as unique as their giver
and the situation under which they are granted. Some are tokens of obligation given to those who offer
unexpected gifts. Others are mementos of friendship, love, or loyalty. These three come from the House of
Hades and are as different in intent as they could be.
Old Spiked Collar: Having spent untold decades wrapped around the neck of Cerberus, the
tattered red leather and faintly rusted spikes embody the loyalty and dedication that the hound has
guarded the gates of the Underworld with. When you carry this trinket around with you, you
gain a minor protection against harm born of that loyalty. Enough to turn a sword or two at a
critical moment.
Sigil of the Dead: Hades is hardly one to keep useless trinkets about his person. But he has
dutifully worn this symbol of his household since its founding. It is seeped in that sense of the
rigid control he holds himself to. Those who carry this trinket are capable of turning themselves
briefly invisible before it needs to recharge itself. Though why the God of the Underworld would
have such a talent is a secret from the past few now know.
Pom Blossom: Strange. This crystalized pomegranate flower should not exist in the
Underworld for some time yet. One would suggest not openly wearing it in front of Hades. The
questions would be awkward, insistent, and angry. This flower symbolizes the nurturing nature
of its owner and their desire to help others grow to their fullest potential. The wearer of this
flower will discover themselves more receptive to the blessings, enchantments, and spells of
others, able to moderately enhance them simply by accepting them.
Chthonic Being
Mirror of Night (100 CP): This stately and impressive mirror is sure to be the centerpiece of any room. It
stands eight feet tall and just shy of that wide, every inch of its frame bedecked in dark wood, ominous
carvings, and purple gemstones too large to be believed real. The mirror itself is black, reflecting not the
world around it but instead appearing to be a slab of the night itself polished to a glossy sheen. Stepping
close to it will allow the mirror to reflect your image, and only your image, as the rest of the surface fills
with information about your capabilities. While the language and exact details of how it displays this
information is left to your own discretion, it will be entirely accurate about what it shows. You can even
search through what powers you possess by asking it questions. Quite handy for anyone.
Charon’s Loyalty Card (200 CP): It is one of the odd mysteries of the Underworld why the boatman of the
dead should also be so interested in commerce. After all, what use does one such as he have with coinage,
even if they are included with every soul he ferries down the rivers? But sell odds and ends he does. This
slim black card embossed with gold is a token normally granted to those who have defeated him in fair
combat, a feat managed by fewer beings than can be counted on two hands. Those who present the card to
the ferryman will be granted a substantial discount on whatever they happen to purchase from him. It
also works on all but the strongest willed or stingiest of merchants found elsewhere.
Trinkets of Darkness (400 CP): Objects hold power in this world, each one as unique as their giver and the
situation under which they are granted. Some are tokens of obligation given to those who offer
unexpected gifts. Others are mementos of friendship, love, or loyalty. These three have belonged to the
most prominent Chthonic entities living and working in the House of Hades.
Black Shawl: Nyx is not just the incarnation of night itself. In many ways, she is the first
mother who ever existed. As cool as she is, she loves those in her care as deeply as if they were her
own children. This piece of twilight purple silk embodies not her love, but the material ire she is
capable of bringing upon those who would harm her children. Carrying this tangible piece of
darkness increases the strength of blows delivered to enemies who are not expecting the strike.
Chthonic Coin Purse: Hypnos will never be known as the most dependable of the divine
beings. His dreamy, wandering state of mind rarely stays on task for very long. Still, there is
something infectious about the cheerful way the Lord of Dreams meets every situation that
presents itself. This coinpurse of red silk and gold has a morbid design to it, but giving it a small
shake will reveal the cheerful jingle of coins that are just as optimistic as their previous owner.
Each day this coin purse will contain a few more coins than the day before. Even empty, it will still
jingle.
Bone Hourglass: The Stygian Boatman is many things, but he is not one given to
conversation. Those who have tried often come away disappointed. His duty keeps him busy and
happy. Or, at least, he doesn’t complain. This hourglass is a symbol of his eternal, unflagging
dedication to the task he was assigned and continues to carry out. Those who carry it with them
will discover the enchantments they cloak themselves in lasting longer than they otherwise
would.
Underworld Resident
Charon’s Obolus (100 CP): Tradition dictates that all those seeking to enter the underworld
from the land of the living must pay Charon the Boatman’s toll. A single gold obol, placed on
the tongue of the deceased, is the standard fee. Over the ages Charon has garnered quite a
massive fortune that he jealously guards and eagerly grows at every chance. But he won’t
miss just one sack, right? This rough burlap sack contains 100 half-inch diameter gold coins
used as currency in the underworld. It will fill with another 100 obolus each year exactly ten
days after the first day of fall.
Poseidon’s Fishing Pole (200 CP): Strange to think that the God of Oceans would create a tool that would
offer mortals the ability to plunder his waters for the riches within. Then again, Poseidon is a boastful
fellow and likely just wants to show off all its splendors to the world above. This fishing rod is an
exquisite example and far more useful than one made of simple wood and twine. It is capable of fishing in
any ocean, streak, or lake, even those made of roiling lava, and its hook never needs bait to attract ocean
life of all kinds to their doom. Its line will never snap unless you wish it and it will always be close at
hand. Simply reach into any body of water to retrieve it.
Trinkets of Souls (400 CP): Objects hold power in this world, each one as unique as their giver and the
situation under which they are granted. Some are tokens of obligation given to those who offer
unexpected gifts. Others are mementos of friendship, love, or loyalty. These three originate from some of
the more famous residents of the Underworld, each as different in meaning as they are in appearance.
Broken Spearpoint: Patroclus is a sad, brooding soul hidden away from the noise and
excitement of Elysium. He sips the waters of the Lethe in an attempt to forget the pains of his
past to protect himself from the pain of useless hope. This tip of a spear, now blunt and missing
its shaft, is infused with this desire to protect the bearer against further pain. When carried, it
offers moderate protection against wounds for a few moments after you have been injured.
Evergreen Acorn: Eurydice, fabled muse of cursed Orpheus, can now be found singing
among the lava fields that were once the pleasant fields of Asphodel. She continues her song in
spite of her fate, enjoying the music for the simple joy it brings her to do so. This acorn, created
in the branches of her own hair, lives with all the same vigor that she does and embodies that
vigor for life. Those who hold it close will find their bodies filled with that same vitality,
flagging less easily when faced with an extended battle, forced march, or other strenuous
exercise.
Shattered Shackle: Sisyphus in life was an arrogant, cunning king who became infamous in
the Underworld for cheating death not once, but twice. But no mortal can hide from the three
sides of death forever. As punishment for defying Hades and the natural order, he was
sentenced to an eternity of punishment within Tartarus. But time more than the torment has
changed to man. He is now good-humored, polite, and apologetic for his past transgressions.
However, these two hunks of twisted metal remember how he used to curse the gods for the
punishment bestowed upon him. Those who carry them and refuse to benefit from the boons of
divine beings will find themselves endowed with incredible physical strength.
Warrior of the House of Hades
Underworld Pomegranate (100 CP): The Underworld is not known for producing much in
the way of edible goods. The pomegranate is the rare exception, brought down with Lord
Hades himself when he first came to take up his throne. They have grown sweet and tart
despite the lack of sunlight and proliferated to all corners of the Underworld. There are
those who suggest they can see Olympus itself when ingesting one of these fruits, but that
is just a fanciful rumor. You will be given eight fully grown pomegranate trees, two of
which will always have fruit on them in their own season.
Hammer of Daedalus (200 CP): Master artisan Daedalus never encountered a peer in life or even in death.
So it is little wonder that Hades selected him to create the labyrinthine chambers of Tartarus and even
the House of Hades itself. He works even now to perfect the inescapable trap the Underworld claims to be.
This hammer is a golden tool that will subtly change its form to suit whatever architectural, engineering,
or blacksmithing needs its holder may ask of it. Additionally, it is capable of working with any metal, no
matter how normally immutable it may be. Should you happen to lose it you will always rediscover the
hammer waiting for you the next time you visit your forge or workshop.
Trinkets of Might (400 CP): Objects hold power in this world, each one as unique as their giver and the
situation under which they are granted. Some are tokens of obligation given to those who offer
unexpected gifts. Others are mementos of friendship, love, or loyalty. These three were previously owned
by the warriors of the house of hades. Each one driven by honor, willing to put their lives and strength
against anything that would dare threaten their Lord Hades.
Myrmidon Bracer: Achilles, ever the stalwart and loyal soldier, serves the House of Hades
for reasons known only to the god and himself. A bargain that he refuses to attempt to break
or even bend in the slightest. Yet he has helped raise and train Zagreus with a fondness that
borders on fatherly care. This steel bracer is a token left over from his life as a warrior, when
he brooked no retreat and offered no mercy to his enemies. Those who wear it will discover it is
much easier to defend against assaults they meet head-on, but that attacks slipping in from
behind will sting slightly more.
Skull Earring: Megaera is the most civilized of the three Fury Sisters and the only one
allowed in the House of Hades proper. She has been tasked with punishing the worst of the
sinners, those who spent their lives befouling the lives of others. Her duty and loyalty is to the
House of Hades first and foremost. She vehemently guards its stability against even internal
forces that would threaten it. This dark crystal earring houses some of that tenacious nature.
Those who wear it will discover their strength growing the closer to death’s door they are.
Pierced Butterfly: Thanatos is one of the few divinities that regularly traverse the
boundary between the world of the living and the Underworld. One of the three aspects of
death and certainly the busiest. He is devoted to his Chthonic family, primarily his mother Nyx,
and his duty but cares little for the other gods. Save Zagreus, who he cares for a great deal.
This charm of crystal and silver speaks of a bond that has yet to be revealed. It can be broken
into two halves, each identical, that offer some protection from harm against both parties
when they fight together for a common goal.
Servant of the House of Hades
Sack of Gemstones (100 CP): While much mortal wealth has little meaning in the
Underworld, gemstones of all kinds retain their value in ways one might not expect. Hades is
fond of decorating his home and realm with jewels, for light is a precious commodity below
the earth, and light reflected through a gemstone is most sought after of all. It motivates
the spirits of mortals and even the servants of the house trade them for what goods
Charron brings down. This leather pouch contains twenty-five gemstones of various colors
and sizes. It will refill itself of any spent gemstones once every third month.
Crate of Nectar (200 CP): Tasting like the most exquisite honey, amber in color, and glowing with an inner
light that not even the Underworld can extinguish, Nectar is a universally prized drink among divinities
and spirits of all stripes. More common than ambrosia, it is an indulgence most of the staff enjoys despite
Hades banishing it from his household. It also serves as a symbol of friendship because giving such a
precious commodity away could mean little else. This crate of twenty bottles will refill itself twice each
year on the summer and winter solstices.
Trinkets of Servitude (400 CP): Objects hold power in this world, each one as unique as their giver and the
situation under which they are granted. Some are tokens of obligation given to those who offer
unexpected gifts. Others are mementos of friendship, love, or loyalty. These three come from the servants
of the house of hades, each one dedicated to their assigned tasks and loyal to the house in their own way.
Harpy Feather Duster: Dusa is a constant presence in the House of Hades, usually only seen
from a distance or too hard at work to be disturbed. She is a shy soul who throws herself into
her cleaning tasks with a fervor that no other can match. One would hardly expect a single
bodiless gorgon head to be able to keep the entire household spotless, but she manages it
without complaint. This feather duster is filled with the same vigor and energy that she spends
on a daily basis. Those who carry it with them will discover small wounds occasionally closing
of their own accord or bursts of energy refilling their flagging stamina.
Distant Memory: Orpheus usually sits off to one side of Hades’ throne, a patch of dark
gloom in the otherwise bright room. His sadness is a result of his own failed attempt to save his
beloved muse. Despite his failure and the distance that now separates him from his love, he still
hangs onto the faint hope that she will forgive him for his failure. This small jar holds a
fraction of that love, faintly glowing, ever hopeful. It allows one to strike more effectively
despite long distances, enabling bow and artifice and spell to deal moderately more damage to
those they strike at range.
Lucky Tooth: Skelly is an odd creature whose master is unknown to all. Even Hades does not
know where the animated skeleton originated from, though he is loath to admit it to any but
his most trusted warriors. He chatters recklessly and relentlessly with an energy of one that
knows that their death will never be their end even if violence is visited upon him. This silver
capped tooth holds a trace of his deathless nature at its core. Once each ten years, when the
holder would be struck down, they will instead arise a moment later. Not entirely unharmed
but certainly healed of a vast majority of their injuries.
Weapons of the House of Hades
Your first weapon costs 100 CP. For every additional weapon you purchase, the price doubles (200, 400, 800).
Sons (Or Daughters) of Hades get a Discount on these weapons (Free, 100, 200, 400).
You may import a weapon you currently own into any appropriate weapon that you buy.
Imported weapons can either retain their own appearance or take up the Aspect’s appearance.
The Infernal Arms were, originally, the weapons that the Olympians used to defeat the Titans. By universal
agreement, they were locked away in the deepest part of the Underworld, or destroyed outright, to keep
any from wielding their power again. Each one is the finest example of the weapon that can be found in
this world. These copies offered to you are no less dangerous for their duplication.
Aphrodite
The Goddess of Love and Beauty can be just as deadly as those who
wield thunder in their palm or can stir a tempest with a thought.
After all, who would prefer a broken heart to a clean death?
Heartbreaker (100 CP): Those you strike feel the sting more
deeply than merely their skin and bones. Each blow will
temporarily weaken your opponent as they struggle with
thoughts of loves lost or cast aside.
(100 CP): Those you slay can no longer contain the bitter
emotion you impart with your blows. They crash upon all nearby
foes to torment them in equal measure.
Emotional Burst (200 CP): Drawn up from the heart and released
through the hand, this wide blast of magic is damaging to both
the body and the mind. The body from the magical might and the
mind due to the wild emotions clouding their thoughts, making
their attacks more erratic and weaker for a short time.
(100 CP): Adding hopelessness to the mix of emotions causes
those struck to be less capable of defending themselves against
the full strength of your blows.
Spurned Lover (200 CP): Those who dare strike you will discover
the ire of love turned to rage. Savage emotion will cross the
distance to strike back at them, causing no little damage and
leaving them dazed from a moment from the sudden blow.
(100 CP): The surprise those suffer when they strike you lasts
much longer as they recall other moments of failed love.
Dreadbringer (100 CP): Warriors all fear the reaper. They fight eagerly, passionately in the hope of living
for one moment more. Your blows leave behind a lingering dread just as deadly as the wound itself.
Seconds later your enemies will discover the wound far deeper as the emotion bites like steel.
(100 CP): The last traces of a foe's life spurs your weapon towards your next foe, seeking, hungering
for another taste. Your next strike after slaying a foe will be a terrible blow indeed.
Battlefield Chaos (200 CP): The frenzy of war, the clattering of steel on steel, and the splintering of
wood and bone have a magic all their own. Draw upon it, direct it, and you will find a hundred spectral
weapons swirling in a whirling dervish of death. It lasts but a moment, leaving only the wounds behind.
(100 CP): The chaos of this spell, once confined to a small circle, spreads its reach wide to become
the bane of whole squadrons.. Those who stand in its way will find themselves meeting the boatman soon.
Moment of Hesitation (200 CP): A single mistake or moment of weakness in battle is all that it takes to end
a life. Those who wound you quickly discover the wrath of Ares falling upon their head. The curse is short
lived and harmless until it dies, taking some of their vital essence with it.
(100 CP): Revenge being a dish best served cold is a phrase very familiar to those courting Ares’
favor. The curse Ares lays upon your foes now bides its time, but strikes all the harder for the wait.
Ares’ Favor (300 CP): The God of War is happy to answer the call and give his blessing to those who know
the appropriate time and place to request it. His lust of violence turns those he favors into a whirling
tornado of weapons capable of cutting wide swaths through entire armies while also rendering them
immune to the weapons of mere mortals. The transformation only lasts for a short time, but oh how much
blood can be spilled by then.
(100 CP): Your desire for carnage knows no bounds and Ares is happy to respond in kind. Your
transformed form gains a gravity that even the largest of foes would be hard pressed to ignore, pulling
them into the dervish of chaos and death that you have become.
Artemis
The Goddess of the Hunt cares little for the worship of
mortals. She, unlike much of her kin, holds fast to the duty of
her position and prefers the quiet of her woods over all else.
Gaining her favor is rare and precious indeed.
Artemis’ Favor (300 CP): She is not one to call upon for frivolous matters, indeed her ire is even more
vicious than much of her kin, but when asked to join in a hunt at the pivotal moment she will eagerly
attend. Her bow will sing with dozens of arrows and each will unerringly seek those who displease you.
Their magic is strong enough to pierce magical protection as well. Few will find safety from her sight.
(100 CP): The arrows she fires at your call will be the finest shafts in her quiver. They will not only
find your foes, but they will discover any breaks in their armor to sink their steel teeth into.
Athena
The goddess of wisdom and strategic warfare is the most
levelheaded of the Olympian divines. However, one would do
well to watch their tongue around her. She brooks no
disrespect and any comparison to Ares’ savage brutality is
sure to raise her ire.
Phalanx Guard (200 CP): Allies are ever close at hand to one
who is favored by Athena. Raise your sword, or shield, to the
sky and call for them. Their shields will appear to protect
you from all sides for a brief instant. So great is the strength
of their shields that even the strongest of projectiles
impacting them will rebound upon those who fired them.
(100 CP): The protection of your summoned allies sticks
with you for a moment longer than the shields themselves. Any blows that seek your skin will find your
armor much thicker than it should be for a short time.
Holy Shield (200 CP): Even the wisest and bravest of soldiers are not without their scars. Pain is, after all,
one of the best teachers. Yet the goddess still has those she favors. For a short moment after you are
wounded, other attacks that attempt to strike you will be turned back on themselves to bite the soldier.
(100 CP): Should an attack lay waste to your life and threaten to bring death to your side, Athena’s
protection will shield you further. You will be guarded for a longer time and the death blow will instead
leave you at the very last shreds of your strength. She will only intercede in this manner once every ten
years, so do not waste the opportunity when it is given.
Athena’s Favor (300 CP): The Goddess of Wisdom expects a certain amount of prudent judgement on how
often those who choose to call upon her do so. Yet her response in the right situation will always be
swift and absolute. For a time, any attacks made against you will not only have no effect, but they will
turn against the soldiers who dare attempt to harm you. It matters not how strong, how many, or how
varied the attacks that seek your life during that moment.
(100 CP): The strikes Athena’s divinity protects you from are now doubled in potency when they
return to those who let them loose.
Demeter
Goddess of the seasons, of agriculture, sacred law, and even the
cycle of life and death. Her duties are many, as befits the eldest
Olympian. But she has been in a less than pleasant mood as of
late. Those who once prayed to her for bountiful harvests now
only beg her for respite from winter’s cruel embrace.
Chilling Glare (200 CP): Demeter was once a happier woman and it gave her blessings a warmth akin to
summer’s sunshine. But now they have only a chill and bitter bite to them. Those who strike you will feel
its nip, not as strong as it could be, but it is a cold that lingers and slows the motions of your enemies.
(100 CP): That lingering chill seeping into the bones of those who attack you has grown fangs with
a fearsome bite. For the moment that the chill from this counterattack lasts, it will continue to slowly
wound them from the inside out.
Demeter’s Favor (300 CP): The goddess of winter’s wrath is not one to call upon lightly or more often than
strictly necessary. Her sour mood has affected even her most devout worshippers. But you will be in favor
more often than most, so long as you do not ask too much of her. When asked for aid, Demeter will send
the most destructive of her winter storms to rain ice and ripping winds to cover a small battlefield.
(100 CP): So great is the cold summoned for this storm that enemies who fall to it will be frozen
solid where they stand or lie. Once the storm abates, the change in temperature will cause your frigid foes
to explode, showering nearby survivors with shards of razor edged ice.
Dionysus
The God of Wine, Festivals, and Madness takes
little seriously. His casual attitude extends to
every aspect of his being, until someone
disrupts his good time. Interrupting his
eternal party is sure to get on his bad side.
Spirited Vapors (200 CP): The clink of glasses filled with wine and good cheer is where the god of grapes
draws his strength. Imagine tasting the wine on your lips, pulling the liquid from the cup, to lob this spell
towards your foes. The wine purple ball will break open on impact and release a wide cloud of heavily
alcoholic fumes. Those caught in the vapors will suffer the slow drain of their vitality akin to poisoning.
(100 CP): What weakens others lends you power instead. Standing inside the cloud of fumes in the
short moment it lingers enhances your strength and causes wounds inflicted upon you to cut less deeply.
Victory Toast (200 CP): While Dionysus may not share his more violent brother’s appetites, he appreciates a
good battle as a reason for a fine toast or royal feast. At the end of each of your battles you will taste
lightly of the glass he raises in your honor. While the wine may be metaphorical, its effects are far from.
You will find your deepest wounds closing as if you had several days of rest in bed after every fight.
(100 CP): A fight that is too short is never good entertainment for the other partygoers. As your
strength begins to flag, you will discover your ability to defend yourself from further blows gains a
moderate increase.
Dionysus’ Favor (300 CP): Dionysus will always show up to a party at the drop of a hat, but only the best of
parties will earn his greatest blessing. Disappoint him too often and you may even earn his ire. Calling
upon him will cause him to spread his drunken vapors in a wide area around you. These will be his most
potent brew, inflicting drunkenness, an inability to defend themselves, and a debilitating drain on the life
of anyone who inhales them.
(100 CP): Adding to the infirmeries inflicted upon the foes you subject to Dionysus’ fumes is as simple
as mixing in an additional liquor. Now your foes caught imbibing will move moderately slower while
caught within the noxious cloud.
Hermes
God of Commerce, Trickery, and Travel speaks almost
as fast as he moves. He is the only Olympian to work
directly with the afterlife and understands most
clearly the peculiarities of the underground clan.
Side Hustle (100 CP): Mortals too often forget that Hermes is not merely a messenger, but a divine being in
his own right. One with a primary interest in coinage and trade of all kinds. Nobody asks where Charon
obtains the goods he uses to stock his Underworld markets. Perhaps because they already know the
answer. You now have a talent for finding small amounts of money wherever you go. Never too much at
once, a pittance really, but enough to make it worth picking up each time.
Greater Recall (200 CP): Sleight of hand and other such magical talents come quite naturally to a divine
trickster. But Hermes is just a simple messenger, so naturally he would know nothing about such affairs.
Still, it is interesting to note that he is never there when something interesting happens. In any case, your
magical energies now regenerate moderately faster, even though nobody is quite sure who is responsible.
Divine Trickster (200 CP): While the duties Hermes undertakes are quite varied and numerous, few of the
stories attribute him to anything beyond his absolute speed. Not that this troubles the God. After all, if
people only expect one thing from you, it makes it all the easier to catch them off guard with a little
mischief. Taking a little of this mischievous nature for yourself and applying it to battle, it is easy enough
to subtly add some unpredictability to your movements. You will find yourself sometimes dodging blows
automatically, even those you might not have seen coming.
Poseidon
God of the Sea and Storms as well as the middle brother between
Hades and Zeus. His carefree attitude gives others the impression of
irresponsibility. An impression he is more than willing to correct when
slighted.
Tsunami Surge (200 CP): Feel the waves lapping around your ankles
and the sand shifting beneath your feet. Focus the ever changing,
ever present, nature of water into your palm and push it outwards.
Summon a blast of water to slam against your foes in a wide swath
in front of you and watch it batter them against each other or
anything nearby.
(100 CP): A force so unstoppable does not halt merely because
it finds itself hitting a barrier. It spreads outwards instead. Your
enemies that find themselves hitting each other or similar solid
objects cause echoes of your spell to cascade out around them.
Luck of the Sea (200 CP): Poseidon appreciates few things as much as showing off the bounty of his domain
to those who worship him properly. None are so prized among his priests as fishermen and their faith in
him is well rewarded. Whenever your hook touches water, be it salt, fresh, or even stranger liquids, if
there is a fish in the body it will be drawn to you. While this may sometimes require patience on your part,
you will never fail to catch something worth the wait.
Poseidon’s Blessing (300 CP): Poseidon is more relaxed than many of his fellow divinities, but even he will
not be pleased at being bothered too often or for trivial reasons. However, calling him when you need a
little extra wind in your sails, or when your fortunes are turning sour, is sure to grant you his blessing.
You will find yourself transformed into a wave, twelve feet tall and as furious as the greatest of tidal
waves. In this form others will be hard pressed to harm you, but your slightest touch will send them
flying and batter them severely. For a time you will be Poseidon’s fury given form.
(100 CP): Like the mighty whirlpool, cause of so many sailor’s deaths, your watery form now pulls in
nearby enemies and keeps them trapped within your tempestuous waters. With predictable results.
Zeus
The God of the Sky and Thunder as well as
the ruler of all the Olympian Gods is not
one to trifle with lightly.
His words are commands that others
disobey at their peril.
Thundercrasher (100 CP): Few mistake the crash of thunder and destructive might of a lightning bolt as
anything other than Zeus’ wrath given form. Having such a potent force imbued into each and every
weapon you pick up is a boon not to take lightly. Your blows strike with the added jolt of electricity,
causing those on the receiving end to suffer burns and possibly convulsions in their limbs.
(100 CP): Just as the lightning bolt splits and arcs to find its intended target, so too does the energy
in your strikes lash out from your foe to any other enemies nearby.
Olympian Bolts (200 CP): There is always a tingle in the air before a storm that promises the fury to come.
Draw in that current, feel it resonate through your body and crawl along your skin, then give it a
direction and watch it crackle the air between you and your enemies. The ability to summon bolts of Zeus
to strike at your foes is powerful, dangerous, but needs to be aimed with care.
(100 CP): When the bolt of destruction you summoned does strike a target, it will rebound from
them to find another nearby foe to assault. Each time it ricochets from enemy to enemy it will grow
noticeably weaker until the third foe barely feels a tingle.
Divine Vengeance (200 CP): Zeus favors far fewer mortals than any of his related divinities. Yet when one
senses the hand of the king of the Olympian Deities on a hero, a wise warrior knows better than to strike
at them. Those who do so anyways discover that mortal cloaked in invisible lightning just waiting for an
excuse to ground itself. In short, those who harm you will discover a weak bolt of lightning streaking
towards them in very short order.
(100 CP): Though the counter attacking bolt may not be as strong as a true bolt of Zeus, it is more
than enough to lock the joints and spasm the muscles of those struck for a brief moment.
Zeus’ Blessing (300 CP): Few invoke the name of Zeus lightly and those who do know better than to call it
without a cause he would agree to. While you have more leeway than most, you had best ensure you only
call upon his might when necessary. Bolts of lightning will rain down on the battlefield around you, each
one capable of shattering a siege engine in one smite. Those who strive to glorify Zeus through battle
before calling upon him will discover that he is more generous with the number of bolts he launches.
(100 CP): The final bolt Zeus throws now strikes you instead of your foes. But rather than causing
you harm, you will find its energy empowering your physical abilities far beyond that of a mortal man. For
a short time after calling on Zeus’ Blessing, those around you could easily think that you were a hero
straight out of a Greek myth yourself.
Companions
Favored Allies (100/300 CP): Your allies from other worlds will be made a place in this world alongside
your own. For 100 CP you may import up to 2 Companions that are already following you. For those with a
few more than that, 300 CP allows you to import up to 8 Companions. Should you wish, you may
alternatively use this option to create new Companions that you simply haven’t met yet, but soon will. In
any of these cases, each Companion covered under this purchase will receive an Origin of their choice as
well as 500 CP to spend as they wish in any section of this document, save this one.
Friends Not Yet Met (100/200/400 CP): For those of you who seek the Companionship of a face already
known to this world, this option will allow you the chance to make their acquaintance and cultivate
their favor. For 100 CP, this includes relatively normal beings such as Dusa, Wretched Broker, or any of
the more common spirits. For 200 CP, this can include more mythical heroes like Achilles, Asterius, and
Orpheus. Finally, 400 CP will allow you to court any of the Divinities like Zagerus, the Olympian Gods, or
even Nyx herself. Sadly, Chaos remains unavailable by any means.
Serapis (100 CP): It’s not easy to find a sparring partner who can stand up to a divine being without being
one themselves. Even the fabled heroes like Achilles can only achieve so much against their power. Serapis
may just be a skeleton, but you would be hard pressed to find his equal when it comes to standing up to
divine power. No matter how terrible, how powerful, how earth-rending the blow, Serapis will still be
standing in its aftermath. Oh, he won’t fight back, except with his cutting words and jabbing half-insults,
but he will be smiling the whole time. He might even have a tip or two to improve your form once in a while.
Stheno (100 CP): Dusa doesn’t like talking about her past and prefers to
focus on the person she has become since dying. However, before her
death she had a pair of sisters with a tale just as tragic as her own.
Spurned by the Gods in a tale of jealousy and betrayal, they were
transformed into their current forms. Stheno was the eldest sister and
she was cursed with hands of brass and sharpened fangs along with the
hair of snakes that she shares with her sisters. The legends speak of her
beauty being transformed into hideous visages that transformed men to
stone. However, her loyalty to her family won her some pity after her
sister’s death. She was allowed her beauty but refused a return to her full
humanity.
Understandably, Stheno hates the Olympian Gods one and all
and is not much kinder to Chthonic divinities. Even at the best of times her
personality would best be described as cool, with a venomous tongue. A
life of betrayal has left its mark on her and it shows. Only when it comes
to her sisters does a protective nature reveal itself in a heat as red hot as
Hephaestus’ forge. Winning her favor will be a long process requiring a
resistance to the biting of her tongue and her hair. Still, her loyalty once
earned and given could never be questioned. And her skill in combat was
only equaled by Perseus laden down with divine gifts.
Jumper of Athens (200 CP): A strange crossing of paths, but hardly the strangest one to exist in this world.
This purchase will allow you to discover a version of yourself who has lived, thrived, and died in the land
of myths and divinities despite its challenges. While the exact details will be left up to you, this will be a
heroic version of yourself with many of your same personality traits and habits. Naturally, they are going
to be a little more boisterous and energetic than you yourself may be. They will be given the Warrior of
the House of Hades Origin as well as all the Perks listed under that Origin. Additionally, you may choose
one (1) 100 CP Blessing to give them to showcase the glory of their triumphs in life.
Adonis (200 CP): This gloriously beautiful young man has lived a life both
blessed and cursed by the Olympian divinities. Aphrodite was so smitten with
him that she began to neglect her duties. A conspiracy was hatched and
through it his death achieved, though afterwards no Olympian could tell
exactly who’s hand was at fault. While he should have been granted the
position as a Warrior for Hades, the fact that Persephone herself advocated for
his appointment gave the God of the Underworld pangs of jealousy. Instead,
Adonis now whiles away the years in Elysium, utterly bored with endless
combat and pining for the goddess that he most eagerly wishes to be with again.
Daughter of Chaos (300 CP): Chaos themselves cannot set foot into the realm
they created for the simple reason that they never designed it to accommodate
their grand powers. Their first step would spell the doom of all they have made.
Yet even a being with so much desires that which can only be described to them.
This being is a tiny offshoot of Chaos’ immensity, individual in its own right yet subtly linked to its greater
self all the same. With skin the color of aged marble and eyes old enough to make even a god
uncomfortable, the Daughter of Chaos is an unknown quantity that does not understand what she
represents. Their attitude is both haughty and innocent. They know little of the world, are unused to
social niceties of any kind, and can easily be distracted by everyday experiences. Truly someone to be both
protected and protector all at once. Despite the name, Daughter of Chaos is something of a misnomer.
Their body is under their complete control, able to shift features when desired or even from male to
female and every possibility in between. Though they do not understand, yet, what all the fuss is about.
Macaria (400 CP): Thanatos is not the only being who spends much of
his time concerned with the passing of mortals. He has two kin who
both assist him in their duties to varying degrees. Macaria is the
Goddess of Peaceful Death and ends the life of those who reach their
end content in the knowledge of a life well lived. Because of the
nature of mortals, she is rarely as busy as either of her brothers. So
she does her best to occupy herself encouraging and supporting the
mortal spirits waiting to be judged or looking to appeal to Hades. She
is a quiet spoken, kind, and deeply loving soul who brightens any
room she cares to enter. There are few indeed who do not speak
highly of her. Still, she is a death goddess, and thus has a streak of
morbid interest in the work of her brothers. She often asks to go
along with them, to lighten their workload and see more violent,
gory death up close. Neither brother ever induges her.
Origin Drawbacks are exclusive to that Origin and may not be taken by any others.
General Drawbacks
Echoes From The Past (+0 CP): Surely your experiences here are not the first time you have dealt with
death. There are more likely than not those who have died by your hand, by your machinations, or perhaps
by your inaction. Or perhaps they were allies killed by the actions of others. Either way, you will soon
discover that the Underworld is now populated by far more people than simply the mortals of this realm.
Those who have died in other worlds you have visited can also be found inside Hades’ realm in the part
most suited to their personality, heroic/villainous deeds, or simply where they deserve to be. Most will be
simple shades, indistinguishable from the droves of wisps already filling the layers of the Underworld.
But those of special import, the friends you made, villains you crushed, heroes you fought alongside, will
all be given a more substantial shape.
Orpheus’ Trial (+0 CP): So there exists one of those fallen souls with a special bond to you? An ally
that you left behind or died before you reached this world. Should you wish, you can be offered a single
chance to save them from what the Fates decreed to be their end. At the end of your time in this world you
will be offered a single chance to return them to the land of the living. You must both walk, and fight,
your way to the surface from Hades’ throne without looking at each other. Even a single glance will
cause your chance to be lost forever. The only mercy will be that merely the minor shades of the
underworld will stand in your way, the divinities content to watch your effort.
Shades of Discontent (+200 CP): The spirits introduced into the Underworld from your past are a
lot less forgiving of their fates. Normally most of them would be, if not content with their end, at least
accepting that there is little they can do to change their lot. But now they blame you for their deaths if
there is even a sliver of truth to be found in it. They will join the minor spirits in their assault of you
should you wander from the halls of Hades’ home and will have little but venom on their tongues should
they spot you.
Mumblemouth (+100 CP): Those who cannot express themselves clearly are never taken as seriously, or
come off as very threatening, no matter how much power is at their disposal. Your tongue is perpetually
tied and you stumble over the words you do try to get out. You also have a tendency to go red in the face
when you do try to express yourself. Some patient friends and confidence building may allow you to
overcome this speech impediment.
Spendthrift (+100 CP): Few beings have such a tight hold on his Obols as Charon does, which begs the
question why so many are scattered across the Underworld. It likely has something to do with spirits and
being such as yourself. Your pockets and pouches are constantly sprouting holes and even the few coins
you hang onto desperately beg you to spend them at the earliest opportunity. While you can overcome this
desire and curse with some proper planning and willpower, expect to lose much of the money you gain.
Oizys’ Touch (+200 CP): Few remember the Goddess of Misery and Depression, but her hand has touched
many beings of all descriptions. She has placed a great weight upon your mind and it rests heavily on your
shoulders. You will find it difficult to find joy or happiness in the experiences around you and will rarely
have a smile to spread to your friends.
Clutching Labyrinth (+200 CP): While Hermes is known for guiding those lost he has caused just as many
to wander off their path. It truly seems as if he has cursed you to never be on the right road to your
destination. You have absolutely no sense of direction. Even if
you are merely wandering around the House of Hades you
will find a way to end up inside Hades’ quarters instead of the
library, or knee deep in the Administratum rather than the
bathing chamber.
Godly Ire (+400 CP): It seems that the divines of all stripes are
displeased at your intrusion into this world. While they may
not know your true nature, they are not shy at letting you
know you are not wanted. You will have to deal with the
disfavor of the various gods at moments when it is most
inconvenient for you. They will not come down and attack
you personally, thankfully, but they will bend their powers to
make things difficult for you. A lover’s quarrel just as you are
relaxing or a bowstring breaking just as you are about to
sneak up on your prey are just a few examples of their
displeasure you might encounter.
Aphrodite’s Jealousy (+400 CP): It seems the Goddess of Lust and Love has taken a shine to you. While for
most this would be an excellent chance to partake of the skills of one of the most talented lovers to ever
exist, it seems as if her attentions originate from a darker part of her soul. She has decided that you are
hers to love from afar and no other will have you. She will do her best, which is substantially more potent
than many give her credit, to ensure that you will be alone and utterly unlucky at love during your time in
this world.
Foreigners In Their Country (+600 CP): Greek myths are awash in tales of tragic deaths or failures to
succeed just at the moment when triumph is at its closest. It seems that you are no longer immune to the
darker designs of The Three Fates. While you are immune to the more permanent consequences of death’s
embrace during your time here, you will become quite familiar indeed with it. Each time you are about to
succeed at a task, or just when you are feeling most content, the Fates will do their best to insert a cruel
twist causing your death or failure. While the Fates are not infallible, few have ever successfully escaped
them. Especially when they are so devilishly bent upon their task.
Unify The Family (+600 CP): While normally Zagreus’ efforts would result in the House of Hades reuniting
with its Olympian family on fairly good terms eventually, it seems as if the Greek divinities are not so quick
to forgive anymore. Each of them are now going to act more in line with their original depictions in Greek
mythos. Which is to say, they’re going to be arrogant, vindictive, and a whole lot less reasonable about the
whole Hades/Persephone affair. Even the Queen of the Underworld herself is going to be a lot less willing
to return to the Underworld and will need to be convinced to climb onto Charon’s boat again.
Son/Daughter of Hades Drawbacks
So Many Butterflies! (+100 CP): Soul Catchers are an odd spirit that shows up in Elysium. They are petty,
spiteful souls jealous of the more talented warriors in their midst that congregate together into
numbers great enough to become something more deadly. Their beautiful, but dangerous, display of vividly
pink butterflies is annoying to fight and can be overwhelming in large numbers. And now they are also
everywhere. Expect to encounter them in far greater numbers as you struggle towards the surface.
Five Rivers, Not Three (+200 CP): The shortest way to the surface runs through three of the realms of
Hades, Tartarus, Asphodel, and Elysium, as well as the Temple of Styx at the surface. However, that path is
now closed to you. You will now have to traverse the realms of the Acheron and Cocytus rivers as you
seek the truth behind the secrets of the House of Hades. One can only imagine what the realms bordered
by the rivers of Wailing and Woe are like.
Extreme Measures (+600 CP): It seems as if the various defenders of the Underworld are no longer waiting
until the Pact of Punishment is put into place and activated before dealing with you most harshly. Each
spirit will be empowered to the point of being a dangerous foe to your advance towards the surface. Every
major defender will likewise hold nothing back when it comes to stopping you. Especially not Hades
himself, who will greet you at the surface with the force of a full Olympian God aimed in your direction.
Expect nothing less than a challenge to press each and every one of your abilities to the limit if you expect
to succeed at your mission for answers.
Chthonic Beings Drawbacks
Duty of the House (+400 CP): There is a sense of purpose that surrounds many of the Chthonics. A
seriousness about their nature that causes them to adhere more closely to the duties, as if they were a
part of their very being. In a sense, that view is not without basis. You, like your kin, are now firmly bound
to the duty of your nature and very little appeals to your attention save the tasks at hand. It will be hard
for even your dearest friends to pull you away from your work long enough for a talk, let alone anything
more intimate.
Wandering Existence (+600 CP): Not all Chthonic divinities are welcome in the House of Hades. A number
of the Furies have long since proven their inability to behave politely enough to be allowed in its halls.
And they are far from the only ones. You have joined the number of those banished from the House of
Hades. This may be due to some past crime against the House or simply because Hades doesn’t like you all
that much. In either case, you will be required to find some way to earn your way back into Hades’ good
graces, and those of anyone else pleased by your banishment, before your time in this world ends.
Otherwise you will not continue onwards from here.
Underworld Resident Drawbacks
Lethe’s Blessing (+100 CP): The River Lethe runs through Elysium, offering sweet forgetfulness to those
brave warriors who desire some relief from the memories that haunted them. Whether you ended up in
that realm yourself for not, you did briefly travel through it when you first entered. Along the way you
drank from the river without understanding the dangers. Not deeply enough to forget everything about
yourself but even just a sip has an effect. You will spend your time in this world a little forgetful, details
slipping from your mind when your attention wanders without effort on your part to prevent it.
Drafted Into Service (+200 CP): Lord Hades has grown tired of his son’s insolence and is taking extra steps
to ensure that he never reaches the surface. If for no other reason than The Underworld’s reputation for
being inescapable. You will regularly find yourself being recruited to fight against Zagreus in his
attempts to break out of the underworld. Unlike the more official Warriors of the House of Hades,
nobody expects you to try very hard and you will not be punished for taking it a little easy on the lad. Just
don’t throw the fight completely unless you wish to earn the ire of Lord Hades himself.
Icarus’ Wings (+400 CP): Asphodel’s current state of affairs as a lava-filled wasteland were not always the
case. Through chance, a twist of fate, or perhaps the Fates' sour humor, you found yourself in those fields
as the river Phlegethon overflowed its banks. Unable to escape, your body has ended up twisted, burned,
and melted like the wax wings of Icarus as he flew close to the sun. Your beauty will be marred into a
visage that is hard to look at and random muscle twitches in your limbs will cause you pain. You will still
be able to move, if stiffly, but fighting will be an effort that causes you constant pain.
Dead and Not Loving It (+600 CP): As with the great king Sisyphus, who bound Thanatos in chains for
several days, you attempted to cheat your way around death. Because of your attempt to thwart the Three
Fates and your defiance of Hades’ authority,
you have been punished in a way befitting your
exact crime. Perhaps, like Sisyphus, you will be
forced to push a boulder up a hill for all
eternity. Or like Prometheus, your liver will be
torn out each morning by a vicious bird of
prey. Suffice it to say, your time in the
Underworld is going to be anything but
pleasant. The only advantage to the situation
is that between bouts of torture you are
mostly left alone by the denizens of the
Underworld. One wouldn’t suggest
attempting an escape though. If there is one
thing Hades hates more than people who try
to cheat their deaths, it is those who attempt
to escape his realm.
Warrior of the House of Hades Drawbacks
Greek Fire (+100 CP): There has been something of an alchemical fascination spreading among the spirits of
the Underworld as of late. It seems the recipe for incendiaries has spread like wildfire, thanks in no small
part to the ease many spirits have in gathering the few components in the natural environments of the
Underworld. However, this means there will be few foes that you will face that do not have more than a
few explosives tucked into their belts. Ones that are more than fragile enough to explode on their defeat.
In Need Of More Training (+200 CP): Death, and perhaps inactivity, seems to have dulled your warrior
skills somewhat. Standing around without a decent sparring partner for decades at a time can do that to
a fellow. You will find that your aim is always just a little bit off. Your most dire blows never seem to hit
exactly where they should. Many of your blows will simply become glancing slashes, shallow and weak.
You will still be capable of defeating those you stand again, but it will require much more effort.
My Lord, My Duty (+400 CP): The oath you have sworn to defend the House of Hades against all those who
would seek to do it harm could hardly have expected this turn of events. Still, Lord Hades firmly believes
that his son’s escape for his realm could do everlasting harm to the stability of the House. So you are
required to stand against young Zagreus regardless of what kind of personal relationship you may have
with the lad. Losing honestly in the bout won’t see you punished, but if Hades comes to think you are
throwing the fight in any way… well… He is a great believer in disciplining his troops.
Odysseus’ Curse (+600 CP): While you have been given the
honor of employment by the House of Hades, it seems as if
the Lord himself is not keen on your presence within its
halls. Perhaps you committed an offense minor enough
that punishment instead of dismissal was warranted. The
exact reason will be left up to you, but the end result is
the same. Hades will not have you in the halls of his
house. You will instead be tasked with walking,
wandering, and guarding the various levels of the
Underworld entire. This means checking up on various
problem residents as well as determining if there are any
security issues that need tending to. Which, incidentally,
causes many of the spirits that would normally be
loafing around and waiting for Zagreus to show up to
deem you an acceptable alternative. Expect to spend a lot
of time wandering and fighting until you make up for
whatever minor infraction you committed.
Servant of the House of Hades Drawbacks
The Twelve Labors (+100 CP): While no one can expect the
life of a servant to be easy, especially in the household of
a divine, it seems as if your employer is pushing that a
little too far. Every time you seem to have all your eggs in
a basket and are nearly done with your assigned tasks,
someone will show up with a whole new batch to hand
you. Naturally you’ll still be allowed breaks and rests,
but there will rarely be a time when you are taking it easy
because you have all your work done.
In and Out of Favor (+400 CP): While Lord Hades isn’t normally a cruel taskmaster, he is a demanding one.
For you, however, he is going to make an exception. During your time in his employ he is going to find
reasons and excuses to punish you to stints in the void beneath Tartarus. Thankfully, your times trapped
in the prison of total nothingness will be relatively short. Either Hades himself will believe the time
sufficient or perhaps Zagreus will bribe the House Contractor to find your writ of punishment and have
your record expunged. But invariably you will find yourself back in the void for one reason or another.
Indentured Servitude (+600 CP): Shortly after signing on to serve the House of Hades you broke
something valuable and treasured. Perhaps it was one of Lord Hades’ favored vases you knocked over or a
painting that was terribly ripped because of your actions. Either way, your penalty will be a vastly
extended tour of service under the thumb of the Underworld God. You will now have to spend 100 years
in his employ. And if you thought you had it tough before, just wait until he lends you out to the other
divinities to perform their most grueling, degrading, or otherwise taxing jobs. I hear the Augean Stables
need a good cleaning.
Ending Choices
A Home Found
For one reason or another, you enjoy this world so much that you feel like setting aside your
wandering. You choose to stay in this world. You keep everything you have gained so far along with what
you have obtained in this one.