The Myth
until his hands bled on the stone of heaven.
The gods watched him arrive
the way you watch a candle
reach the end of its wick." — Song of Aegos the Unburned, verse final
The WorldThe Land That Was Not Made for You
The world is young, and it belongs to other things. Gods live on the mountaintops — not metaphorically, not in temples, but on them: their voices in the thunder, their moods in the weather, their arguments in the earthquake. They dwell beneath seas that remember every drowned name, in groves where light bends wrong and time runs thick as honey. The world was made for them, or they were made for it, and the distinction does not matter. What matters is that you were not.
Between the divine domains lie the mortal lands: coastal villages where fishermen tie prayers into their nets, cities built in the shadow of temples that predate the cities by millennia, roads that end where the wild begins. These are the Holds — not fortresses, but places where mortals have carved enough space to live without asking permission from something vast. Beyond the walls, the world is unmapped forest, mountains that shift when unobserved, seas that remember your name if you say it too close to the water.
And there are monsters. Not evil — not most of them. Monsters are divine mistakes, sacred guardians, punishments given flesh and set loose with instructions long forgotten. They are the landscape's teeth. The world beyond the Holds is not hostile. It is simply not yours, and it does not care whether you survive the trespass.
Who You Are
Player characters are heroes in the oldest sense — mortals who bargained with gods and walk the line between glory and annihilation. People see it in their eyes: something too bright, too certain, too much. Monsters smell it on their skin. Other mortals step aside on the road, not out of respect but out of the same instinct that moves you away from a lightning-struck tree.
Heroes wander. They move between Holds — cities, villages, sacred sites — taking work, answering prayers, settling debts that were old before they were born. Between Holds, the Wilds wait: places where the divine bleeds through and the rules of mortal life fray at the edges. This is where the game lives. The Holds are for rest and the slow, precious work of being human. The Wilds are where you discover what you're becoming.
ThemesWhat This Setting Is About
Setting RulesThe Weight of Heaven
The Hubris Track
Every character has a Hubris Track with five boxes. You mark a box when:
- You use your Grant to accomplish something no mortal could — not difficult, but impossible without divine power.
- You defy a god directly: refuse a command, break a sacred law, challenge divine authority.
- You enter sacred ground uninvited (see Trespass).
- You kill a divine creature — a monster born from the gods, a sacred beast, anything that carries heaven's mark.
- You accept worship, or allow yourself to be treated as divine.
At five boxes — The Apotheosis: the mortal shell cannot hold what you are becoming. The character's final scene: choose to ascend (become divine, lose yourself utterly — your name joins the pantheon but you are gone) or cling to mortality (the divine fire tears itself free, leaving you broken, powerless, and profoundly human). Either way, the hero's story ends. What remains is a legend or a ruin.
Clearing Hubris
You can erase one Hubris box through Acts of Humility — deliberate, genuine acknowledgments of your mortality. Bowing at an altar with real reverence, not performance. Accepting failure without reaching for your Grant. Eating a meal you cooked badly and not complaining. Admitting you are afraid.
Alternatively, another hero can clear one of your Hubris boxes by Witnessing your mortality — being present with you in a moment of genuine human weakness and choosing to stay. Not helping, not fixing, not offering divine solutions. Just being there while you are small and scared and mortal. The Witnessing must cost the other hero something: time, safety, tactical advantage, or pride. It cannot be free.
This is the setting's thesis given teeth: other mortals who remind you what you are save heroes from becoming myths.
The Hearthfire
At the start of each session, the GM asks the table: "Where do you rest, and what keeps you human?"
Each player names one mortal thing. A meal cooked over a real fire. A letter written to someone who may never read it. A wound tended without divine aid, slowly and painfully. A song sung badly. A game of dice played for worthless stakes. These things do not grant mechanical benefit. They are the reason the mechanics matter.
TrespassWalking on Holy Ground
The world is layered with sacred ground — places that belong to the gods. Groves where no mortal has walked and lived. Mountain passes where the wind speaks in a dead language. River crossings where the water demands a name before it lets you pass. These places are powerful, dangerous, and frequently between you and where you need to go.
When the party enters sacred ground, the GM declares it. The air changes. The light bends. Something old becomes aware of your presence. Characters who continue forward are Trespassing.
Portents
When the GM spends a Portent, they choose or roll from the following:
| d6 | Portent |
|---|---|
| 1 | The Guardian Wakes — something that protects this place stirs. It may be a creature, a spirit, or the ground itself. |
| 2 | The Landscape Shifts — the sacred ground rearranges. Paths close. New ones open. The way back is not the way you came. |
| 3 | The God Speaks — a divine voice addresses the party directly. It may command, question, or simply observe. It expects an answer. |
| 4 | Time Distorts — hours pass in moments, or moments stretch into hours. When the party emerges, the world has moved without them. |
| 5 | The Grant Awakens — a character's Grant activates involuntarily, doing what the character wants most — or what the god wants most. The character does not choose. |
| 6 | Something Follows — when the party leaves, something leaves with them. It may be a creature, a curse, a fragment of divine attention, or a gift they did not ask for. |
Leaving Sacred Ground
When the party exits the sacred ground, each hero answers one question: "What did you take, and what did you leave behind?" The answer is true — narratively, literally true. If you say you left your fear behind, you did. If you say you took a handful of divine earth, it's in your pack. The sacred does not distinguish between metaphor and reality. Neither should the table.
The GodsPatrons of the Myth
The gods are real, distant, and hungry. Not for worship — for use. They have domains to maintain, rivals to outmaneuver, and a world to shape according to designs so vast that mortal minds cannot hold them. They value you the way a craftsman values a favorite tool: with genuine affection, and absolutely no hesitation about wearing you down to the handle.
Each god offers three Grants and three Bindings. A player chooses one Grant and one Binding, then writes their own Grey. Two characters contracted to the same god may carry very different powers and very different chains. The examples below are not exhaustive; players and GMs are encouraged to invent new options that fit the god's domain.
Athyra is the sky's anger given purpose. She is thunder that arrives before lightning, the cold wind that precedes the verdict, the silence in a courtroom before the sentence falls. Her domain is storm, law, and the terrible clarity that comes when all pretense is stripped away. She smells like ozone and wet stone. Her sacred places are mountaintops above the cloud line, open courtyards where rain collects in the cracks between paving stones, and crossroads where travelers must choose. Her sigil is a single bolt of lightning striking an open palm.
Sample Grants — choose one
Sample Bindings — choose one
Thalassor is the sea's patience. He is the current that carries the drowned to shore years after the shipwreck, the salt that preserves what should have rotted, the deep pressure that turns bone to stone. His domain is ocean, memory, and the things that surface when you stop looking for them. He smells like brine and old wood. His sacred places are tidal caves where the water breathes, harbors where ghost ships dock at moonrise, and shorelines where the sand is made of ground-down temples. His sigil is a spiral shell with no opening.
Sample Grants — choose one
Sample Bindings — choose one
Kythera is the wild's hunger. She is the rustle in the undergrowth that stops when you listen, the silence between the owl's call and the mouse's scream, the moment a predator's eyes find you through the leaves and you know — without knowing how — that the forest has decided you are prey. Her domain is wilderness, beast, growth, and the clean savagery that existed before mortals invented the word "cruelty." She smells like loam after rain and blood on bark. Her sacred places are old-growth groves where the canopy blocks the sky, dens where apex predators raise their young, and clearings where nothing grows because something beneath the soil is still feeding. Her sigil is an antler threaded with vines.
Sample Grants — choose one
Sample Bindings — choose one
Pyraxis is fire with intent. He is the forge-heat that turns ore to blade, the kiln-fire that hardens clay to stone, the wildfire that clears the old growth so something new can rise. His domain is flame, craft, ambition, and the obsession that drives a maker to destroy everything that isn't the thing they're trying to create. He smells like hot metal and cedar smoke. His sacred places are volcanic vents where the earth bleeds molten, ancient forges built into mountainsides, and burned clearings where the ash is still warm decades later. His sigil is a hammer wreathed in flame.
Sample Grants — choose one
Sample Bindings — choose one
Moros is the threshold between the living and whatever comes after. Not a god of death — death has no patron, needs no advocate. Moros is the god of the passage: the moment itself, the crossing, the last breath and the first silence. His domain is endings, boundaries, and the awful clarity that comes when something is finally, irrevocably over. He smells like autumn leaves and candle wax at the end of the wick. His sacred places are burial grounds where the soil has been turned so many times it's soft as cloth, doorways of ruined temples that lead nowhere, and deathbeds where someone died well. His sigil is a key with no teeth.
Sample Grants — choose one
Sample Bindings — choose one
Lesira is the world's refusal to stay still. She is the vine that splits the temple wall, the fever that remakes the body, the child who looks nothing like its parents. Her domain is growth, evolution, and the merciless optimism of a world that would rather become something new than preserve what it already is. The other gods built their domains and called them finished. Lesira looked at what they built and thought: next. She smells like turned earth and green rot — the sweetness of a compost heap, where death is just a word for soil that hasn't decided what to grow yet. Her sacred places are ruins where the forest has won, tide pools where new life invents itself between waves, and the beds of the sick where the body is rewriting itself and hasn't yet decided whether the rewrite is recovery or destruction. Her sigil is a seed splitting open from within.
The other gods fear her. Not openly — gods do not admit to fear — but in the way Athyra's storms avoid her groves, in the way Pyraxis's fire dies at the edge of her gardens, in the way Moros, who understands endings, will not look at the thing that says endings are beginnings in disguise. Lesira does not argue with the pantheon. She simply outlasts them. Whatever they build, she will grow through it. Whatever they preserve, she will replace. She is patient the way a root is patient — not because she chooses to wait, but because the stone always cracks eventually.
Sample Grants — choose one
Sample Bindings — choose one
Desperate DealsWhat Answers When You Scream
When a hero makes a Desperate Deal in the Myth, what answers is not a god. The gods do not come when called — they summon, they do not answer. What answers is something older. Something that existed before the gods carved the world into domains and declared it theirs.
They are called the Old Things. The serpent that coils beneath the world's foundation. The void that existed before light was born. The mother of monsters, who wove the first beasts from her own sinew before the gods stole the pattern. The dark water that predates the sea. They do not have temples. They do not have sigils. They were here first, and the gods built the world on top of them.
A hero's desperation is a crack in the world, and old things seep through cracks.
At the TableRunning the Myth
Session Structure
Each session of the Myth should begin with the Hearthfire and end with the Telling. Between them, the story is what it needs to be — monsters and gods and choices that leave scars. But the fire and the story are the frame, and the frame is what makes the painting bearable.
Tone Guidance
The Myth is the horror of becoming. Not body horror, not cosmic indifference — the specific, intimate terror of using power until you are no longer the person who first reached for it. The scariest moments in the Myth are not the monster attacks or the divine pronouncements. They are the quiet moments when a character uses their Grant casually, without thinking, and the table realizes they have stopped seeing it as borrowed fire. They think it's theirs.
The Myth is not tragedy. Tragedy means the ending is predetermined — the flaw leads inevitably to the fall. The Myth is not inevitable. Characters can choose humility. They can choose the Hearthfire over the mountain. They can choose mortality. That choice has to be real, or the Hubris Track is just a countdown. The horror is that ascending feels better than staying human, and the choice to remain mortal requires giving up something that tastes like godhood.
What Victory Looks Like
You will not kill the gods. You will not tame the Wilds. You will not rid the world of monsters. Victory in the Myth is a village saved from the thing in the river. A monster turned aside without slaughter. A companion pulled back from the edge of Apotheosis and reminded of who they were before the fire. A child who sees a hero and is inspired rather than terrified.
Victory is the story told at the Hearthfire with all heroes alive to hear it. Not all sessions will end that way. But the ones that do are worth every scar.
A Setting of Gods & Mortals