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The document discusses various gods and monsters involved in plans to ignite a new sun after the original sun was extinguished. It also provides background on intention and how gods act in the world.

Pharos' plan is to harness lightning using a machine it has constructed to concentrate the lightning into a spark that can ignite the sun.

Other options mentioned are acquiring a sun god's eye from Zarivya or Gloria, or releasing the Demon who is imprisoned in a ziggurat on the seabed in exchange for igniting the sun.

GODS AND

MONSTERS

A WORLD OF
ADVENTURE FOR

Chris Longhurst
This adventure was made awesome thanks to our Patreon patrons at patreon.com/evilhat—thanks guys!

INSIDERS
Alan Bartholet Christopher Edward Jason Cotton Jordan Dennis Marty Chodorek Nick Reale Richard Timothy Carroll
Alexander Keane Gunning MacGregor Jason F Broadley Juanma Matt and Nykki Nicola Urbinati Bellingham Troy Ray
Alexander R. Christopher eneko zarauz Jeff Chaffee Barranquero Boersma Nicolas Richard Ruane Tyler Hunt
Corbett Stilson Eric Bontz Jeff Craig Katie Berger Matt Anderson Marjanovic Rick Will Goring
Andrew Sier Dan Moody Eric Willisson Jeremiah McCoy Tremaine Matthew Osye Pritchett Rick Jakins William J. White
Anne-Sylvie Daniel Frank Jeremy DeVore Katie Ramsey Broome Pablo Martínez Robert Hanz William Lee
Betsch Daniel Gallant Frédéri POCHARD Jeremy Tidwell Keith Stanley Matthew Dickson Merino Robert Kemp William McDuff
Antero Garcia Daniel Linder Garrett Rooney Jim Hart Ken Matthew Orwig Patrick Ewing Rod Meek Woodrow Jarvis
Arlo B Evans Krauklis Gavran Jim Nicholson Ken Ditto Matthew Patrick Roger Edge Hill
Brett Abbott David Dorward Glenn Mochon Jin Shei Ken Jelinek Whiteacre Mueller-Best Ryan Singer Zach
brian allred David E Ferrell Graham Wills Joakim Kenji Ikiryo Micah Davis Paul Shawley Sanchit
Brian Chase David Ellis Griffin Mitchell Johannes K. Kieren Martin Michael Bowman Paulo Rafael Sarah Vakos
C. J. Hunter David L Kinney Haakon Rasmussen Laura Michael Cambata Guariglia Scott Hamilton
C.K. Lee David Reed Thunestvedt John Beattie LeSquide Michael Green Escanhoela Sean
Cerity Demian Buckle Harry Lewis John Black LilFluff Michael Pavel Zhukov Sean O’Dell
Charlton Wilbur Dustin Evermore James F John Rogers Luke Green Pedersen peter burczyk Sean Smith
Chris Edgardo A Thunberg John Rudd MAINGUET Mitchell Evans Peter Gates Selene O’Rourke
Christian Montes Jamie Smith John Wyatt Francois Morgan Ellis Philip Nicholls Stephen Rider
Svalander Rosa Jason Jon Marc Mundet Nick Randy Oest Thom Terrific
Jason Blalock Jon-Pierre Gentil Mark Nick Bate Tim L Nutting

ADVENTURERS
Adam Bryan Gillispie David S Gozuja Jeremy Kostiew Kevin Veale Michael McCully Remy Sanchez Stefan Feltmann
Gutschenritter Bryan Hilburn David Silberstein Graham Meinert Jeremy Wong Kris Vanhoyland Michael Shumate Renzo Crispieri Stefan Livingstone
Adam M. Coleman Bryce Perry David Stern Greg Matyola Jerico Johnston Krista Michael Thompson Richard Greene Shirley
Adam Makey Caleb Figgers Davide Orlandi Gregg Workman JF Paradis Krzysztof Chyla Mighty Meep Richard Lock Stephan
Al Billings Carl McLaughlin Declan Feeney Gregory Fisher Joanna Kurt Zdanio Miguel Richard Warren Stephan A. Terre
Alan Hernández Carl-William Denis Ryan Gregory Hirsch Joe Kyle Mike de Jong Riggah Stephanie Bryant
Rodríguez Carlos Martín Derek Mayne Gustavo Campanelli Joe.D Larry Hollis Mike Devonald Rishi (Mortaine)
Alan Phillips Charles Evans Devon Apple Hans Messersmith Joel Beally Leif Erik Furmyr Mike Vermont Rob Voss Stephen Figgins
Alan Timothy Charles Kirk Dianne Heather Joel Beebe Leonardo Paixao Mikey Robb Neumann Stephen Holder
Rogers Chip Dunning Didier Bretin Herman Duyker Johannes Lester Ward Misdirected Mark Robert Bersch Stephen Hood
Alan Twigg Chirag Dillard HFB Oppermann Lisa Hartjes Productions Robert Biskin Stephen Waugh
Alex Norris Chris Caporaso Dirk Methner Hillary Brannon John Lisa M Mishy Stellar Robert Daines Steve Discont
Alexander Chris Heilman Don Arnold Howard M John Bogart Lobo Mitch Christov Robert Huss Steve Gilman
Alexander Gräfe Chris Jourdier Don Bisdorf Thompson John Buczek Loren Norman Mitchell Smallman Robert Rees Steve Kunec
Alexander Permann Chris Kurts Doug Blakeslee Ian Charlton John Clayton Lowell Francis Mook Robert Rydlo Steve Radabaugh
Alexis Lee Chris Lock Doyce Testerman Ian Noble John Fiala Luca Agosto Nat Robert Zasso Steven Code
Alistair Chris Mitchell Drew Shiel Indi Latrani John Halsey Lucas Bell Nathan Barnes Rocco Pier Luigi Steven D Warble
Allan Bray Chris Nolen Duane Cathey Irene Strauss John Hawkins Lukar Nathan Reed Rodrigo Steven desJardins
Alloyed Christian Lajoie Duncan Isaac Carroll John Hildebrand M Kenny NekoIncardine Roger Carbol Steven K. Watkins
Andrew Betts Christoph Thill Dylan Sinnott Ismael John Lambert M. Alan Thomas II Nessalantha Ron Blessing Steven Markley
Andrew Dacey Christopher Allen Earl Butler Istrian Gray John Petritis m.h. Nicholas Pilon Ron Müller Steven sims
Andrew Grant Christopher Nobles Eben Lindsey J. Brandon John Portley Manfred Nicholas Sokeland RoninKelt Stuart Dollar
Andrew Loch Christopher Smith Ebenezer Arvigenius Massengill John Taber Marc Nikke Roy Svend Andersen
Andy Arminio Adair Edgar Schmidt Jack Gulick John Tobin Marc Kevin Hall Noel Warford Ruben Teresa O
Angus MacDonald Christopher W. Edward Sturges Jackson Hsieh John William Marc Margelli Olav Müller Smith-Zempel Terry Willitts
Anthony Popowski Dolunt Eirch Mascariatu Jacob McDonald Marcel Lotz Oliver Scholes Ryan C. Christiansen Tevel Drinkwater
Anthony Wright Chuck Elsa S. Henry Jake Linford Johnathan Wright Marcel Wittram Olivier Nisole Ryan D. Kruse The Roach
Antoine Pempie Cody Marbach Elsidar Jake Rides Again Jon Rosebaugh Marcus Orion Cooper Ryan Gigliotti Thomas
Arlene Medder Cole Busse Amhransidhe Jakob Hallberg Jon Smejkal Mario Dongu Owen Duffy Ryan Lee Thomas Balls-Thies
ArthurDent Colin Emmanuel James Jonas Matser Marius Owen Thompson Ryan Olson Thomas Erskine
athalbert Colin Matter Enrique Esturillo James Boldock Jonas Richter Mark Pablo Palacios Samuel Hart Thomas Maund
Aviv Craig Andera Cano James Endicott Jonathan Mark A. Schmidt paolo castelli Samuel Thomas Ryan
B. Bredthauer Craig Mason Eric I James Husum Jonathan Dietrich Mark Diaz Truman Patrice Hédé Steinbock-Pratt Thomas Wilkinson
Barac Wiley Craig Wright Eric Poulton James Marston Jonathan Finke Mark Harris Patrice Mermoud Samwise Crider Tim
Bastien Daugas Curt Meyer Eric Steen James Rouse Jonathan Hobbs Mark Mealman Patrick Gamblin Sarah Williams Tim Popelier
beket Cyrano Jones Erich Lichnock James Schultz Jonathan Korman Mark Widner Paul Sasha Timo
Ben Howard Dain Erik James Stuart Jonathan Perrine Markus Haberstock Paul Arezina Schubacca Timothy Seiger
Benjamin Cush Dan Behlings Erik Ingersen James Winfield Jonathan Rose Markus Schoenlau Paul Bendall Scot Ryder Todd Estabrook
Benjamin Wandio Daniel Byrne Ernie Sawyer Jamie Wheeler Jonathan Young Markus Wagner Paul Olson Scott Acker Todd Grotenhuis
Benjamin Welke Daniel Chapman Etienne Olieu Jan Stals Jordan Deal Marley Griffin Paul Rivers Scott Dexter Tony Ewing
Bill daniel hagglund Ezekiel Norton Janet Jose A. Martin Cumming Paul Stefko Scott Diehl Torolf de Merriba
Björn Steffen Daniel Kraemer Fábio Emilio Costa Jared Hunt Joseph Formoso Martin Deppe Paul Yurgin Scott Greenleaf Travis
Blake Hutchins Daniel Ley Fabrice Breau Jason Josh Rensch Martin Terrier Pete Scott Martin Travis B.
Bo Bertelsen Daniel M Perez FelTK Jason Bean Joshua Mason Peter Griffith Scott Puckett Trevor Crosse
Bo Madsen Daniel Maberry Florent Poulpy Jason Best Joshua Ramsey Mathias Exner Peter Hatch Scott Thede Tyson Monagle
Bob Daniel Markwig Cadio Jason Heredia Joshua Reubens Matt Clay Peter Kahle Scott Underwood Udo Femi
Bob Hiestand Daniel Taylor Florian Greß Jason Lee Waltman JP Matt Landis Peter Woodworth Scott Wachter Urs Blumentritt
Brad Davies Daniele Galli Francisco Castillo Jason Mill Juan Francisco Matthew J. Hanson Phil Groff Sean M. Dunstan Victor Allen
Brad Robins Darren Lute Frank Jason Pasch Gutierrez Matthew Miller Philippe Marichal Sean Smith Ville Lavonius
Bradley Eng-Kohn Dave Frank Beaver Jason Tocci Julianna Backer Matthew Price Philippe Saner Seth Clayton Vincent Arebalo
Brandon Metcalf Dave Joria Frank G. Pitt Javier Gaspoz Julien Delabre Matthew Whalley Phillip Webb Seth Hartley Vladimir Filipović
Brandon Wiley David Frank Jarome Jayna Pavlin Jürgen Rudolph Matti Rintala Piers Beckley Shadowmyre Kalyn Volker Mantel
Brandt Bjornsen David Bellinger Frédérick Périgord Jean-François Justin Beeh Max PK Shai Laric Warren P Nelson
Brendan Clougherty David Bowers Gabriel Whitehead Robillard Justin Hall Max Kaehn Porter Williams Sharif Abed Wayne Peacock
Brendan Conway David Galen Pejeau Jeff Vincent Justin Thomason Mel White Purple Duck Games Shawn Fike Wes Fournier
Brent Ritch Buswell-Wible Garrett Jeffrey Boman Kaarchin Michael R R Clark Simon Browne William Chambers
Brett Ritter David Fergman Garrett Jones Jeffrey Collyer Karl Maurer Michael Barrett R. Brian Scott Simon Brunning William Johnson
Brian Bentley David Goodwin Gary Anastasio Jens Kenny Snow Michael Bradford Rachael Hixon Simon White WinterKnight
Brian Creswick David Griffith Genevieve Jens Alfke Kent Snyen Michael Brewer Ralf Wagner Simon Withers Wulf
Brian Koehler David Maple Geoff Jere Krischel Kevin Flynn Michael D. Ralph Miller Sion Rodriguez y Yonatan Munk
Brian Kurtz David Millians Geoffrey Jeremy Kevin Li Blanchard Randall Orndorff Gibson Z Esgate
Brian S. Holt David Morrison Gian Domenico Jeremy Glick Kevin Lindgren Michael D. Ranalli Jr. Raun Sedlock Sławomir Wrzesień Zeb Walker
Bruno Pereira David Olson Facchini Jeremy Hamaker Kevin McDermott Michael Hill Raymond Toghill Sophie Lagace Zed Lopez
Bryan David Rezak Glynn Stewart Jeremy Kear KevIn oreilly Michael Hopcroft Red Dice Diaries Spencer Williams
GODS AND
MONSTERS
A WORLD OF
ADVENTURE FOR

WRITING & ADVENTURE DESIGN


CHRIS LONGHURST
DEVELOPMENT
ROB DONOGHUE
EDITING
JOSHUA YEARSLEY
PROJECT MANAGEMENT

SEAN NITTNER
ART DIRECTION
MARISSA KELLY
LAYOUT
FRED HICKS
INTERIOR & COVER
ARTWORK
MANUEL CASTAÑÓN
MARKETING
CARRIE HARRIS
BUSINESS DEVELOPMENT
CHRIS HANRAHAN
An Evil Hat Productions Publication
www.evilhat.com • [email protected]
@EvilHatOfficial on Twitter
facebook.com/EvilHatProductions

Gods and Monsters


Copyright © 2015 Evil Hat Productions, LLC and Chris Longhurst.
All rights reserved.

First published in 2015 by Evil Hat Productions, LLC.


10125 Colesville Rd #318, Silver Spring, MD 20901.

Evil Hat Productions and the Evil Hat and Fate logos are trademarks
owned by Evil Hat Productions, LLC. All rights reserved.

No part of this publication may be reproduced, stored in a


retrieval system, or transmitted in any form or by any means,
electronic, mechanical, photocopying, recording, or otherwise,
without the prior express permission of the publisher.

That said, if you’re doing it for personal use, knock yourself


out. That’s not only allowed, we encourage you to do it.
For those working at a copy shop and not at all sure if this means
the person standing at your counter can make copies of this thing, they can.
This is “express permission.” Carry on.

This is a game where people make up stories about wonderful,


terrible, impossible, glorious things. All the characters and events
portrayed in this work are fictional. Any resemblance to real people,
ancient supernatural powers, gods, monsters, or primal creators
of the universe is purely coincidental, but kinda hilarious.
CONTENTS

Introduction....................................................................................... 2

The World........................................................................................... 3

Who You Are...................................................................................... 4

How Play Works................................................................................. 5


Time...................................................................................................................5

Creating the World............................................................................ 6


Regions.............................................................................................................6
Sub-Regions...................................................................................................6
Communities...................................................................................................7
A Basic World and Its Gods .....................................................................9

Characters.........................................................................................14
Aspects........................................................................................................... 15
Stunts and Refresh..................................................................................... 16
The Divine Mantle....................................................................................... 17

Godly Power..................................................................................... 22
Intention and Power................................................................................. 23
Stations.......................................................................................................... 25
Boons.............................................................................................................. 27
Geasa.............................................................................................................. 29

Monsters...........................................................................................30
Becoming a Monster.................................................................................30
Monsters In Action .................................................................................... 31

Telling Your Tales, Changing the World....................................... 32


Changing and Creating Regions..........................................................34
Changing Communities........................................................................... 36
Changing Yourself..................................................................................... 36
Changing Your Mantle.............................................................................. 37
Sample Monsters......................................................................................... 41

From the Depths of the Earth........................................................44


The Vanishing of the Light.....................................................................44
Zarivya’s Golden Citadel......................................................................... 47
Passage to the Underworld.................................................................... 51
The Gravegarden......................................................................................... 51
A New Sun.................................................................................................... 55

Intention in 30 Seconds................................................................. 57
INTRODUCTION
In the beginning was everything. A boiling, heaving mass of all that could be.
All-encompassing as it was, the everything contained a mind, and that mind
contained thoughts. It beheld part of everything and thought “that part is the
land,” and it was so. It considered a different part of infinite possibility and
thought “that is an ocean; that, a sky,” and they were so. In this way the mind
piece by piece comprehended and codified the chaos into the world of forms—it
was still everything, just more ordered than it had been before.
And when the world was ordered the mind turned its attention on itself and
shattered into a thousand thousand pieces.
This is the world of Gods and Monsters: a bright, clean place fresh from the cre-
ator’s palette. The landscape resounds with majesty—plains sweep, mountains
tower, storms split the sky with elemental fury—and although humans have
advanced in great leaps and bounds, with their clever tools and their fire, they
still hide behind their walls at night. This is a wild world ruled by wild things,
and human dominance of the environment is a long way off.
But humans are not the only things that think and walk upon the earth. There
are also the gods.
Although they may pretend otherwise to mortals, the gods all know what they
are: scattered fragments of the chaos from before time, raw bundles of possibil-
ity manifesting as humanlike minds in humanlike bodies. Their psyches rule
their forms, their shapes warping to match their demeanors, and the world is yet
young enough to mold itself to the whims and wills of these immortal beings.
But despite all their power, even the gods know fear—the fear of losing con-
trol, of losing themselves in the rush of their power and crossing the line from
god to monster. Once identity is lost, it does not return.

2 FATE: WORLDS OF ADVENTURE


THE WORLD
The world of Gods and Monsters is untamed and primeval, and in a certain sense
allegorical—it’s the sort of world where the sun is a ball of nuclear fire, a golden
chariot, or just that thing where light comes from, depending on which story is
being told. The wild places of the world are just more than their modern equiva-
lents: the mountains are more rugged, the forests are darker and more tangled,
the ocean is more capricious and full of sea monsters. Human civilization takes
the form of scattered villages or nomadic tribes, with the occasional town where
the population is dense enough to warrant one, working hard to push back the
boundaries of the wilderness and bring more of the world under their control.
Technology varies from place to place. Bronze-working is common, and iron
is the cutting edge; settlements that trade in iron ore or worked iron goods find
wealth of all kinds flowing their way, and they are at the forefront of science
and engineering. Food comes mainly from small-scale agriculture, with farmers
both growing crops and raising domesticated animals, supplemented by hunt-
ing. What little surplus food exists usually goes to feeding the local blacksmith,
if there is one, or to trading for iron goods or other necessities if there is not.
Most trade is done through itinerant tinkers, who wander between villages
carrying news and various useful oddments, or at market if the seller is close
enough to the nearest town. Trade is done by barter, although in some larger
towns luxury items like jewelry circulate as a form of proto-coinage.

THE TRUTH
So is the sun a ball of nuclear fire, a golden chariot, a hard-working
beetle of apocalyptic size, the eye of the Creator, or what?
The answer depends on the needs of your game. The world of Gods
and Monsters is a vehicle for telling mythological stories, and the true
nature of things is important only as far as it affects the story being
told. Don’t worry about what the true nature of the sun is until someone
wants to steal the golden sky-chariot or visit the courts of fire that dwell
in the sky—and from then on, whatever you decide, that’s the truth in
your game.

GODS AND MONSTERS 3


WHO YOU ARE
In Gods and Monsters you play a god, a locus
of power that wears a form and walks the
world. You and the other player charac-
ters will form a pantheon, a loose alliance
of gods across a particular part of the land.
You do not require the worship of mortals
to survive but they nevertheless embody a
useful resource and source of power, so you
will often bicker and skirmish with panthe-
ons from other areas, who serve different
communities.
Gods in Gods and Monsters derive their
form from their self-identity, so this game
has room for almost any kind of deity you
can imagine: from “human strengths and
flaws, writ large” as inspired by Greek or
Viking mythology, to monstrous creatures
that humans placate rather than worship, to
beast-headed deities built out of all the pieces
left over from other gods, to alien creatures
who skirt the edge of what is comprehensi-
ble by humans. The concept comes first, and
then the god bends reality to accommodate
that.
You will perform mythic acts that leave the
world reshaped in your wake, inspiring sto-
ries that will be told for thousands of years.
You are also changeable in turn, your form
and appearance shifting to better match the
expression of your power. Like a river, your
nature cuts a channel through which your
power flows. The more power you wield, the
deeper the channel becomes—your nature
turns more and more extreme—and the
deeper the channel becomes, the more power
you are able to wield. But there is a waterfall
in the path of this river: if you become too
powerful, your consciousness will become
unable to control the torrent. The river
will break its banks and your identity will
be obliterated in the flood, leaving behind
only a powerful and destructive expression
of your particular nature: a monster.

4
HOW PLAY WORKS
Play in Gods and Monsters is separated into tales:
discrete stories featuring the same cast of characters.
Each tale tells the story of how a particular facet of the
world came to be—where carnivorous plants come
from, or how heaven was built, or why that mountain
is shaped like a skull—but because this is roleplaying
rather than storytelling, you don’t have to decide what
that is until the tale is over and you can look back on
what happened.
The world is separated into regions, which start out
as broad geographic areas but become split into an
increasing variety of sub-regions as gods exert their
power and change the world around them. With each
tale told in Gods and Monsters, the world changes: the
regions change and new sub-regions proliferate, they
will not only reflect the history of the characters, but
will also possess their own mythology explaining every
feature.

Time
The basic unit of mythic storytelling is the tale: the
complete story of how something came to be, from
the opening cause to the “...and that’s why...” explana-
tion at its conclusion. In game terms, a tale lasts until
a major or significant milestone. Within a tale, time
tends to flex to suit the needs of the story. Impossible
actions like moving a mountain one boulder at a time
take “a long time,” but that time is measured in weeks
or months rather than the geological time scales it
would normally take; they’re remarkably quick under-
takings for what they are. Conversely, when mythic
characters display their prowess, they often do so by
doing something normal—sword-fighting, running,
sleeping, carousing—for extreme lengths of time.
Given these conventions, when describing mythic
actions and framing mythic scenes, remember that
an epic duel might go on for days, and counting the
grains of sand on a beach might take a whole year.
The time it takes to do something can still be adjusted
using the rules in Fate Core (page 197), just bear in
mind that the basic unit of time you’re dealing with
may be much larger or smaller than you would expect.

5
CREATING THE WORLD
At the start of the game, the world of Gods and Monsters is a blank slate. You can
either use the default map provided on page 8 or sketch a new one with the
six basic regions. If anyone wants to add some additional details along the lines
of “here there be monsters,” go right ahead, but you don’t have to. As you create
your gods, you’ll add a few more details—places sacred to your gods and the
people who worship them—but you’ll come up with most of the fine details as
you play the game and tell the tales of your gods’ actions.
At a minimum, your world starts with sub-regions equal to the number of
player characters, along with one community.

Regions
Regions begin as large, homogenous areas with either one or two aspects, but
no more: a concept and an optional refinement. These aspects can be invoked
by anyone within the region. During play, the gods can change these aspects,
creating sub-regions by adjusting the refinement, or even redefining the region
entirely by changing its concept.
In the beginning, the regions are quite bland; this is intentional, as it provides
a blank slate for the players to scribble all over. Also, the list of regions we give
here is not exhaustive; make up your own during play to support the stories you
tell.
If the world has responded to a character’s power once, it can be persuaded
to do so again. Each region has a regional stunt, which can be used only by
gods who have marked the region—see “Changing and Creating Regions” on
page 34 for more.
If a region is changed beyond all recognition, such as if the Forest Primeval is
clear-cut, then the group should either amend the flavor of the regional stunt to
reflect the new state of things or create a new stunt to replace the old one.

Sub-Regions
Sub-regions are smaller areas within regions where conditions are broadly the
same but different in one or two particulars. A sub-region has the same concept
and regional stunt as its parent region, but a different refinement. If the parent
region doesn’t have a refinement, then when it gains a refinement, it can split off
into a sub-region. A region can have any number of sub-regions.

GODS MOVE IN MYSTERIOUS WAYS


Generally, your god—and all others—can go anywhere in the world
with minimal effort unless someone or something is actively trying
to block you. This someone might even be yourself, as long as your
god has an appropriate aspect to compel and there are interesting
consequences to failing to arrive on time.

6 FATE: WORLDS OF ADVENTURE


Communities
As part of shaping the world around them characters will often interact with
communities: cohesive groups of people who can be led, manipulated or fought
as a unit. When a community acts as a whole or you need some approximate
stats for one of its members, use its community skills. Not all communities have
all skills; if one is missing, assume it is Mediocre (+0). The community skills are:
• Culture covers the appeal of the community’s arts and “ambience” to
outsiders.
• Integrity is used to resist the forces of change both internal and external.
• Subtlety reflects the level of skulduggery that the community engages in,
including spying, stealth, and theft.
• Technology is the overall level of technical advancement. Technology
rarely begins at a rank higher than Average (+1), but it can change over
the course of the game.
• Warfare covers how many soldiers the community can round up and
what level of training they have received.
• Wealth is self-explanatory: how rich does the community tend to be in
material possessions? However, it says nothing about how those riches
are distributed.
Communities also have a stress track and a set of consequences, used to resist
raids, environmental destruction, depopulation by disease or misfortune, social
pressure to change their ways, or other forces of change. Some communities also
have stunts or other special powers, but these are rare.
It’s important to note that, in Gods and Monsters, the PCs are powerful enough
to operate on the community scale if they want to; you can sway a town’s opin-
ions with a single speech by rolling to overcome the community’s Integrity, or
you can fight an army by rolling to attack against their Warfare. Sometimes
you’ll scale down your interactions and deal with individual members of a com-
munity, who will have their own skills and aspects, but if you want to work in
broad strokes, you can.
Communities have the same aspects of the region or sub-region they lie within,
and each can gain a third aspect that reflects some unique trait. Most communi-
ties won’t begin with this trait aspect—unless someone has a really good idea for
it—but time and the actions of the PCs are bound to change that.

GODS AND MONSTERS 7


Gods of the Trackle
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• The One Who Come
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• Far-Wandering St
oryteller
• Living Sandstorm

ht be…
Gods of the First City mig
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• The Disease That
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of t Under ecious, W looded

Gods
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ged Mounta Hidden

• Primeval Hunter
• Deep-Rooted, Strong-Branched
• Red in Tooth and Claw
A Basic World and Its Gods
The Forest Primeval
The forest primeval is a place of massive, ancient trees and a shrouding canopy
that lets little light through. The gloom beneath the leaves throngs with life—
everywhere there is birdsong and rustling in the thick undergrowth—but only
the bravest or most desperate hunters dare to ply their trade any deeper than the
fringes of the wood; the animals of the forest are quick, cunning, and more than
happy to supplement their diet with human flesh.

The Forest Primeval


Concept: Pre-Human Forest
Refinement: Life In All Its Forms
STUNTS
Ancient Heart of the Forest: The heart of the forest is thick with
forgotten secrets, vine-wrapped and overgrown. Once per game ses-
sion you can banish a secret here—something known by yourself
and no more than two others; when you do, the knowledge will
vanish from the world, buried amid the ancient roots of the forest
primeval. Normal investigation cannot uncover this knowledge, but
a suitable quest into the heart of the forest might be able to find it
and return it to the world.

The Rugged Peaks


The rugged peaks are mountains from the dawn of time—pure expressions of
the earth’s might, heaved up to unthinkable heights to make a forbidding land-
scape of stone cliff faces, chasms, and steep slopes. The few people who live
among them are a hardy lot, used to dealing with the unforgiving environment
on a daily basis.

The Rugged Peaks


Concept: Falling Down Is Easy, Getting Up Is Hard
STUNTS
Proud and Unassailable: The peaks refuse to be conquered, and
any who challenge them leave their broken bodies littering the
mountainside. Once per session you can ignore all stress from one
attack—you are like the mountains, not to be moved by the actions
of your inferiors. However, if you then go on to concede the con-
flict, or you are taken out, the GM will begin the next scene with
an additional fate point —in the harsh realm of the rugged peaks,
failure finds no mercy, and the mountains punish weakness by turn-
ing the world against you.

GODS AND MONSTERS 9


The Ocean
The ocean is a trackless, bottomless wilderness where ship and sailors remain at
the mercy of the elements. Sea monsters the size of villages—of towns!—lurk in
the impossible depths, and ships roll in the waves like ants drowning in a glass
of water. But the bold and the insane continue to chase rumors of islands won-
drous and enchanted out in the waters, where those brave and skillful may find
wealth, power, sorcery, or whatever else haunts their dreams.

The Ocean
Concept: Elemental Fury
Refinement: Wonders and Terrors in Equal Measure
STUNTS
Terror from the Deep: Once per session you can call for a monster
from the deep to aid you. The exact intervention is up to the GM:
a thick tentacle might snatch an enemy off a ship’s deck; the island-
turtle might shift in the water, shaking and crumbling a key part
of the arcane device which binds you. Whatever happens, it will
solve a short-term problem for you, but long-term you will still have
work to do: the snatched enemies will escape and swim to shore;
even with your bindings gone, you will still have to win your way
to freedom.

The Trackless Desert


The desert is the archetypal harsh environment, with its scorching heat, freez-
ing cold, scarce food, and scarcer water. What life persists there is hostile
and dangerous; yet life does persist there, including humanity, searching for
something—wealth, enlightenment, or just the next meal—amid the baking
temperatures and choking dust.

The Trackless Desert


Concept: Unforgiving
STUNTS
Dust to Dust: Once per session you can vanish from the current scene
in a sudden howl of wind and stinging sand. Somewhere else a
sudden wind whips the dunes into a cloud—and there you are. This
power has no practical limit on range, but the destination must be
in the desert, and it can be defeated if your foes go to lengths to con-
fine you somewhere from which a whirl of sand could not escape,
such as a cave with its mouth firmly boarded up.

10 FATE: WORLDS OF ADVENTURE


The Sweeping Plains
They go by many names—steppe, taiga, veldt, savannah—and vary slightly in
the details, but the defining feature of the plains is that they are open. The grass-
lands seem to stretch forever beneath a colossal sky, broken here and there by
trees or other plants, and it is home to thundering herds of wild horses, cattle,
and other creatures. Humanity thrives here too, building settlements from mud
bricks or stone blocks hewn from the earth, farming the fertile soil and taming
the local fauna.

The Sweeping Plains


Concept: Wide Open
STUNTS
Majesty: Once per tale you can call on the majesty of the plains to give
another person a sense of their true place in the world. This person
gains a new purpose in life, a dream to follow which will lead to
new horizons and greater fulfillment. By itself this feeling of oneness
with the universe doesn’t have any mechanical effects, and the feel-
ing will fade with time, but the subject may choose to change one of
their aspects to reflect what they carry forward from the experience.

GODS AND MONSTERS 11


The First City
In the fork where two rivers join to make a third, there sits the grandest achieve-
ment of human civilization: the first city, where for the first time a select class
of people can rise above the everyday struggle to survive and style themselves as
rulers. Wealth flows here, driven by trade, and pools in the hands of those who
seize it. Following the wealth come the bright-eyed seekers from the outlying
villages, swelling the city’s population and squabbling over what resources they
can claim. The first city could become the template for a great civilization or a
disastrous footnote in history—you’ll find out which in the tales you tell.

The First City


Concept: Heaving With Humanity
Refinement: The Start of Something Big
The first city contains a minimum of three communities (page 7):
the poor working classes, who are numerous and disorganized; the
smaller merchant class, who have access to greater wealth and influ-
ence; and the tiny ruling class, who have emerged from the merchant
class as the best and most ruthless, and who will in a few generations
become the first kings and queens.
STUNTS
Crowdsourcing: Once per session you can ask the city for an item
or piece of information that it possesses; by the end of the scene,
a series of coincidences will have brought that item or information
to you. If what you seek is rare, unique, long forgotten, or tightly
guarded, it will not be delivered to you directly; instead, the GM
will give you an opportunity to claim it. If what you seek does not
exist, you learn this instead.

12 FATE: WORLDS OF ADVENTURE


THE SECOND CITY?
Far away, where the harsh mountains meet the harsher desert, a
second city takes shape—carved into rock faces and mountainsides
to escape the heat, home to a people hardened by hours beneath
the earth extracting rare minerals and precious gems, and to a
people seasoned by hours beneath the sun coaxing crops from the
barren soil.
Or perhaps the second city rises in the thick woods of the south,
where the natural bounty of the forest fuels the growth of a civiliza-
tion in harmony with nature—and just as hungry for meat. Maybe
the second city rises among the islands of the trackless oceans, a
floating metropolis of boats lashed together where life is cheap and
individual freedom is prized beyond measure.
Whatever form the second city takes, and wherever it stands, its
purpose is to create conflict with the First City. It lets you tell tales
of war, over and above the tribal skirmishes the gods may be used
to, and presents a “mini-setting” within the greater whole where the
PCs can see how other gods have shaped the world in their wake.
Of course, if you like the added complexity, you may find use in
third and fourth cities hiding in unexplored areas or beyond any of
the many natural barriers to exploration. A clash of warring panthe-
ons might even be the perfect excuse to introduce a twilight of the
gods (page 21) if you’re ready to run the game toward its end.

GODS AND MONSTERS 13


CHARACTERS
Characters in Gods and Monsters are gods—pieces of the unformed chaos from
the time before creation, similar in many ways to humans but less limited in
their individual potential. They are creatures of volition more than flesh; their
bodies twist to match the spirits within, the world itself responds to their will,
and the limits of each god’s physical prowess are set more their own self-image
than by the petty physical laws that constrain everybody else. However, for all
their power, gods are just as susceptible to anger, foolishness, and general poor
decision-making as regular human beings. Throughout this book, we refer to
gods and player characters interchangeably.
Moreover, gods face the constant threat of losing themselves and becoming
creatures of mindless instinct and fury—monsters so heavy with power that the
world around them warps to reflect their nature, the landscape blighted by their
simple presence. Possessing the powers of a god with little inclination to listen to
reason, a single monster can pose a significant threat to an entire region.

THINKING MYTHIC
When creating characters, bear in mind the nature of the
source material. Gods and demigods in myths and legends
tend to have overwhelming physical prowess, are no more
(or less) intelligent than an average human being, and
exhibit the emotional maturity of an angry six-year-old.
They make mistakes, give in to pride or anger, and follow
through on every course of action, no matter how poorly
judged, like a force of nature.
They behave this way partly because mythic figures exist
to teach lessons—like “pride comes before a fall” or “punch-
ing people only makes it worse”—and partly because bad
decisions make for more entertaining stories.
Which is all a wordy way of encouraging you to embrace
the epic flaws and terrible decision-making common to
mythic stories when making your character. Be impulsive.
Get into trouble. Get elbow-deep in other people’s messes,
even if you think it’s a bad idea—especially if you think so!
It’s all true to genre; mythic stories and roleplaying games
alike thrive on misadventure and huge failures.

14 FATE: WORLDS OF ADVENTURE


Aspects
Mythic characters, just like all other Fate characters, have a high concept and
a trouble. The high concept should reflect the god’s self-image—are you a
Thunder Goddess, a Thing of the Wild Places, or One Who Dances at the End
of Time?
A god’s trouble, on the other hand, might be anything. It could be something
as human as a Weakness for Alcohol, something slightly supernatural like being
Subject to Summoning, or the sort of thing that ties directly into the nature
of godly existence like being a Power Sink or having No Fine Control or an
Unstable Form. Whatever it is, make sure it can come back again and again to
make your life difficult.
Next, make up three more aspects with the phase trio from Fate Core (page
38) with two small modifications. First, when telling the stories of your charac-
ters’ previous adventures, think big. These are the stories of how gods founded
civilization, stole fire, killed an unkillable beast, or sealed the evil giants beneath
the earth.
All of the PCs and many of the NPCs are part of the same pantheon: a collec-
tion of gods who have developed pseudo-familial relationships. They cannot be
an actual family—their origins are nothing so biological—but if they choose to
see themselves as a family, then they will naturally begin to resemble one another
as their appearances adjust to match their ideations.
The upshot of this for character generation is that it’s natural for a god to think
of the other gods as their brothers and sisters, parents, aunts, uncles, and so on.
The aspect Me Against My Sister, Me and My Sister Against Our Father is
perfectly okay despite your character not really having a sister or father.
Approaches
Gods use the six approaches from Fate Accelerated Edition, but here they have
different names to better suit the genre, and they are arranged into three oppos-
ing pairs.
• Bold covers the doing of deeds with great fanfare, and generally making
yourself the center of attention. It replaces the Flashy approach.
• Subtle is the opposite partner to Bold; it encompasses hiding, sneaking,
subtle manipulation, and otherwise getting what you want by remaining
unnoticed. It replaces Sneaky.
• Clever is the approach of quick thinking, fast talking, and improvisation.
It is the same as the usual Clever approach.
• Mighty is the brute force approach, and the opposite of Clever. Whether
you’re lifting, pulling, throwing, or smashing, Mighty is the approach to
use. It replaces Forceful.
• Wise is action that relies on planning, preparedness, and knowledge of
the world. It replaces Careful.
• Swift is the opposed partner of Wise, and deals with physical speed and
precision. It replaces the Quick approach.

GODS AND MONSTERS 15


Just like in Fate Accelerated, you choose one approach to be rated at Good (+3),
two at Fair (+2), two at Average (+1), and one at Mediocre (+0). Remember that
your character’s abilities—especially their physical abilities—are several notches
above those of mundane mortals. A scholarly god who only has a Mediocre rank
in Mighty can still swordfight an entire village at once with a decent chance of
success; she just won’t be the engine of destruction that a god with a Good rank
in Mighty would be.
In each pair of approaches, one approach is ascendantõ and one is
subordinate. A god’s ascendant approaches are those that reinforce the god’s
mantle, the shell of identity they have constructed to hold their power. For
now, just mark the higher approach in each pair as ascendant, and the other as
subordinate. If the two approaches are rated the same, choose which you wish
to be ascendant. We’ll talk more about the divine mantle soon.

Stunts and Refresh


Each god starts with 3 refresh and 3 free stunts. If you want to buy more stunts,
you can do so by spending refresh, as normal. When choosing stunts, think
about the epic scale and flavor of Gods and Monsters. Stunts that just give specific
+2 bonuses to rolls often don’t do justice to the world; usually the PCs are better
served by stunts which let you “make something true, do something cool, or
otherwise ignore the usual rules in some way” (Fate Accelerated, page 32). That’s
not to say that +2 bonuses don’t have their place, just that part of being a mythic
figure is being able to do things impossible for anyone else.
Example Stunts
• Because I can see the threads of destiny, once per session I can arrive in
a scene at a moment of great import, even if it would be impossible for
me to get there in time (or at all).
• Because I have buried a portion of myself under the Rugged Peaks, once
per session I can bleed off excess intention into that region instead of my
immediate environs.
• Because I am the inventor of archery, once per session I can turn one of
my missed ranged attacks into a 2-shift hit.
• Because the blood in my veins is the blood of the earth, once per ses-
sion when I take stress from a physical attack I can choose to spout lava
everywhere, adding an appropriate situation aspect.
• Because I live in symbiotic union with a thorned vine, once per session I
can make a melee attack into an adjacent zone.
• Because I am a god of war, I get a +2 bonus whenever a community
opposes my actions with Warfare.

16 FATE: WORLDS OF ADVENTURE


The Divine Mantle
The gods are creatures made from leftover pieces of
the great primordial everything. This means that,
along with their great physical might and their abil-
ity to attune portions of the world to their own
natures, their bodies warp to match the nature of the
mind that drives them—it was a spontaneously aris-
ing mind that shaped the chaos into form, after all,
and in a similar fashion the gods too are shaped by
their own thoughts.
But this kind of fluid existence is untenable. A god
needs a touchstone, an anchor to hold their self steady
against the whims and urges that threaten to rewrite
their identity with every fleeting thought. This is
their mantle: a loose shell of ideals and concepts that
contains and channels the torrent of their conscious-
ness, acting both as a bulwark for their identity and a
source of power tied to that identity. A god’s mantle
is a blending of self-image, the beliefs of mortals, and
the nature of the world. A dedicated god can manage
all of these elements and become exactly what they
wish to be, but most drift among the range of iden-
tities encompassed by their mantle as their actions
shape themselves and the world around them.
In game terms, a god’s mantle is a combination of
their identity, the powers they wield, their link to the
land, and their connection to the people of the world.
A mantle offers boons but also comes with a geas—a
limitation that comes with the god’s adopted identity.
As a god uses their approaches, they generate a
weight of intention, which can cause their aspects—
their physical and mental selves—to flex, in order to
reflect their new outlook. And just as a river flowing
in its course becomes deeper, faster, and stronger, a
god’s intentions shape their own being into vehicles
for expressing that intention. A god who solves prob-
lems with violence and feats of strength will find
themselves becoming muscular and direct, able to
crack stone by shouting or to part the sea with their
bare hands—adaptations which favor solving prob-
lems through violence and feats of strength. Likewise,
a god who favors a patient, considered approach
might develop a third eye which can see the future,
encouraging them to be even more patient in their
planning.

17
This might seem like a limitless cycle of self-
improvement, but there are drawbacks. Even as
a god’s power grows, they accumulate strange
defects of body, mind, and spirit—the detritus of
their character writ large across their physical form.
Given enough of these flaws, a god passes some
mystic threshold and their nature dramatically
changes; they fall into the well of their power and,
upon being consumed by it, become a monster.
Transformation into a monster is quick, dra-
matic, and cataclysmic. The god loses themselves
in their own power, and their body undergoes a
violent metamorphosis as it seeks the ideal form
with which to express its nature. Change bursts
from them in an uncontrolled flood, devastating
the immediate scenery, and their mind is irredeem-
ably warped as the god’s mantle, intention, and self
fuse into something new. Some monsters are intel-
ligent, some are bestial, but none really think like
people any more—they are near-perfect vehicles
for their nature, and their behavior tends toward
exaggerated versions of the traits that drove them
to monsterhood in the first place.
Even then there are plenty of monsters who
could be safely ignored, left to make their own way
in the wilderness far from civilization, but without
a mantle to mediate their will and power they con-
stantly bleed their nature into their surroundings.
Wherever a monster stays comes to resemble that
monster over time—and this is never good.
Creating the Mantle
A god’s mantle is the meeting of their nature—
shown through their aspects—and their actions, as
shown by their approaches. To create your god’s
mantle, take each of their ascendant approaches
and link them to one of their aspects. Every ascen-
dant approach must be linked to only one aspect
and vice versa. An aspect linked with an ascen-
dant approach is known as an ascendant aspect
and should reflect the approach it is linked to. If
necessary, adjust the name of the ascendant aspect
to follow the ascendant approach. If your god’s
ascendant approaches change during play, their
ascendant aspects will change to match.

18
Intention
On the character sheet for your god, you’ll see three scales, one for each of the
opposed approach pairs.

Bold 3 2 1 0 1 2 3 Subtle
Clever 3 2 1 0 1 2 3 Mighty
Wise 3 2 1 0 1 2 3 Swift

These scales measure how far your god’s behavior is pulling them toward the
different elements of their nature. This is their intention, a reflection of the way
they approach the world that shapes their body to match the spirit within.
When you create your god, place a token, called an intention token, on the
“1” space on the side of your god’s ascendant approach for each approach pair.
The numbered spaces represent the tiers of each approach pair. At the start of
each tale, mark the positions of your intention tokens on the
track itself.
FREE INTENTION?
Your god’s intention will change as you play. Every time
As an optional rule, also
you spend a fate point to affect a roll for an action—
move the token every
whether to get a +2 bonus, to reroll, to power a stunt, or to do
time you use a free invoke.
anything else—move the token one step toward the approach
This will accelerate the in-
you are using on the appropriate track.
tention engine, which can
During a session, the positions of your intention tokens
be a good thing! If it feels
only matter if you push a token off its track, turning your god
like too much, count all
into a monster (page 30). At milestones, however, their
free invokes on the same
positions determine your milestone tier (page 36), which
roll as one.
affects your god’s boons and geas. Upon creating your god,
you begin at milestone tier 1.
Stations
A god’s mantle also starts with two stations, sacred places in the world which act
as touchstones of power. The act of storing power in stations allows gods to delay
transformation into monsters, and the power stored there can be used to fuel the
boons of their mantle. There are two types of stations: marked sub-regions and
communities. As you determine your stations, mark them on the map.
Your first station is a sub-region that you feel reflects your link to the world
at large; you can choose the refinement aspect or leave it up to the GM. This
sub-region begins play as marked by you, meaning you can use its regional stunt.
Your second station is a community to which you have a strong connection.
Again, you can make the community by assigning its approaches as if it was a
PC (one Good, two Fair, two Average, one Mediocre) or leave it to the GM. A
single community can act as a station for any number of gods.
It’s best if the whole pantheon is linked to the same community, or at least
to a collection of communities close enough together that you can focus tales
near the same place. However, if the gods have other strong reasons to work as a
group, you can get away with scattering the communities of interest.

GODS AND MONSTERS 19


Boons
As part of their mantle, a god has a set of boons, powerful advantages that befit
their godhood. When you create your god, though, you only need to invent the
least of their gifts: their tier 1 boon.
First, choose a low-level persistent benefit related to your god’s overall con-
cept: for example, the ability to see in pitch darkness, minor illusory cantrips,
deep pockets filled with odds and ends, or invulnerability to naked flames.
Then, create a boon stunt following this template:

Because I am [something related to your god’s concept], I can spend


a power point stored in my stations to get a +1 bonus when I [pick
one: Boldly, Subtly, Mightily, Swiftly, Wisely, Cleverly] [pick one:
attack, defend, overcome, create an advantage] while [describe a
circumstance].

This boon stunt is weaker than a stunt, but as your god grows in power, you
will receive more powerful boon stunts.
Boons and power points are described in more detail in the next chapter,
Godly Power, starting on page 27.
Geasa
Each god also has a weakness called a geas. This is something they struggle with,
a restriction or weakness antithetical to their nature that worsens as they grow in
power. For now, choose one:
• Your god takes a -1 penalty when doing something that their nature
resists. The circumstances for this penalty are often broader than a stunt,
covering all actions done with a certain intent regardless of approach or
action. For example, a god of war might take a penalty to peaceful nego-
tiation, or a sun god might take a penalty to concealing their presence.
• Your god is entirely barred from a certain course of action unless there is
an aspect in the scene that allows them to do it. For example, trickster
god might be unable to attack until they have created an advantage on
their target, or a god of destruction might be unable to do anything cre-
ative until they have created a situation aspect that reflects how the god
has ruined of their surroundings.
As with boons, we’ll talk more about geasa in the next chapter, Godly Power,
starting on page 29.

20 FATE: WORLDS OF ADVENTURE


ALSO, YOU’RE IMMORTAL
Your gods—and the monsters they can become—are immortal. Your
character is a sentient, living piece of the fabric of reality, and as such is
beyond mortal concerns like…well, mortality.
This doesn’t help you much in conflicts, as you can still be taken out
like any other character. It just means that, if you are taken out, your op-
ponent can’t kill you. They can chain you to a rock for eternity with only
a liver-eating eagle for company. They can tie you up beneath a tree
with poison dripping in your eyes. They can cut you into seven parts
and seal your soul in a clay jar hidden beyond your sight. But they can’t
kill you.
Mechanically, this means there is always a way back—whatever hap-
pens to you when you are taken out can be overcome later. It just means
that your opponent gets what they want right now and will seriously
inconvenience you in the process.
It might also affect the sort of consequences you choose to take in
a physical conflict, depending on exactly where your character falls on
the scale between “human but louder” and “numinous alien bodhisat-
tva.” A god who simply fights with the sword or hammer might get a
Broken Collarbone, but a more abstract being might be more likely to
start Leaking Hope into the World when injured.

…EXCEPT WHEN YOU’RE NOT


Eventually, most mythologies end with a “twilight of the gods”—a re-
treat from the world, or a final battle, or some other explanation of why
the gods no longer interfere in the world of humankind. When such a
twilight is in progress—perhaps to clear the way for future adventures of
mortals in the world your gods have shaped—your immortality no longer
applies. This vulnerability can have reasons as varied as the number of
games anyone’s played—but, however it comes about, there will always
come a time when gods and monsters alike can be slain, imprisoned
forever, or otherwise made a static part of the world.

GODS AND MONSTERS 21


GODLY POWER
A god gains power through increasing their intention and storing it in stations
in the form of power points, which are spent to power their boons.
If a god’s intention grows to such a point that it cannot be controlled, the god
transforms into a monster. If the god cannot stave off an increase of intention
by storing it in a station, they can bleed off intention into the land—but this
could have consequences.
At each milestone, you’ll evaluate your intention and set your milestone tier
(page 36), which determines the strength of your god’s boons and the severity
of their geas, a divine weakness.
All mentions of tiers in later sections on boons and geasa refer to your god’s
milestone tier, not the positions of your intention tokens.
If you need a quick reference on intention during play, read Intention in 30
Seconds on page 57.

A god... ... acts ...


y...

...maybe a bit ...which


...used b

too much. generates


intention...
...which
reinforces the
god’s nature...

...which
power
boons...
...which is ...which
stored in bleeds into
stations... the world.

22 FATE: WORLDS OF ADVENTURE


Intention and Power
Intention is the main measure of a god’s power: The more they favor their strengths,
the stronger they become, and if they act against their nature, their power will
leach away. One might conclude that the gods want to push themselves as far
toward their nature as possible in order to maximize their powers—and this is
true, to an extent. But this is not a boundless cycle of improvement and ever-
increasing power. If their flow of power becomes too great, a god will inevitably
lose themself in it and become a monster.
This happens in the game when spending a fate point pushes your intention
token off the end of one of the scales. At that point your character immediately
succumbs to their power and becomes a monster, with deleterious consequences
for everyone and everything nearby (page 30).
Fortunately, gods have two ways of managing the build-up of intention. They
can store the power in their stations, or they can bleed it off into the world.
Storing Intention
A god can store intention in their stations, using the metaphysical connection
between themself and the world as a buffer. Even better, once grounded in the
world like this, this “refined” intention can be used to fuel the god’s boons in a
way that raw intention cannot.
Stored intention takes the form of power points, and a god can store 1 power
point in each of their stations. Whenever you would move an intention token
toward a higher tier of your ascendant approach, you can instead store 1 power
point and keep the token where it is. If you have no empty stations, you must
either move the token or bleed the intention into your surroundings.
At the beginning of a tale, all your stations begin empty. Any stored intention
vanishes between tales with no ill effects.
If you want to spontaneously fill a station with a power point, you can do so
at any time by spending a fate point.
Bleeding Off Intention
Rather than storing intention in their stations, a god can bleed off the excess
power into their immediate surroundings. By diverting the resonance of their
nature through the sympathetic link between themself and the underlying mate-
rial of the world, a god can force their surroundings to warp in place of their
bodies. This keeps them in control of their power, but the changes in the local
landscape are uncontrolled and almost always unwanted.
A god can bleed off intention just before they would move one of their tokens.
Unlike with storing intention, a god can bleed off intention no matter which
direction the token would move, In this way a god can prevent themself from
weakening at an inopportune time, but can also stall their transition into mon-
sterhood if needs be.
Bleeding off intention is simple: the god’s intention token doesn’t move, and
the GM changes the refinement of the local region or sub-region, either chang-
ing the current sub-region or creating a new one.

GODS AND MONSTERS 23


The new aspect should reflect the events that caused it to occur, the nature of
the god who created it, and the kind of intention that was bled off, and it should
be “bad” in some way—either directly and immediately hostile, or likely to pres-
ent a long-term problem, or laced with enough poetic irony that it makes you
want to wince. It’s more art than science, though, so if a particular aspect feels
right but doesn’t meet these criteria go with your instincts.
When bleeding off more than one step of intention at a time, the created
aspect is more intense or covers a wider region. In particularly egregious cases it
might apply to all regions of that kind in the world.
On the plus side, bleeding off intention marks that region or sub-region,
giving you access to the regional stunt.

MAKING THINGS WORSE


If the characters hang around in a particular area for a while
they’ll probably bleed off a lot of intention there. As a gener-
al rule, rather than stacking extra aspects on a region, try to
limit yourself to one or two and just keep making them less
helpful and more antagonistic. Eventually the characters will
have to either fix the fallout from their actions or just move
on, leaving a trail of ruined landscape behind them.
As an example, consider the following progression of re-
finements for a sub-region:
• “Justice Comes Swiftly to the Evildoer!”
• “Punish the Evildoers!”
• “Death to the Outsiders!”
• “DEATH!”

Cassia is proud of her Implacable Strength (Mighty) and she takes


care to keep her Mighty at tier 3 to make the most use of her power.
However, while helping Herakhty in a wicked village she has to display
uncharacteristic cleverness and her token is about to slide one step
down toward tier 2. Cassia decides to bleed that intention into the
village instead of letting it affect her directly.
The GM pauses for a moment to have a think. She puts together
the events of the story with the Clever intention that Cassia is bleed-
ing off and comes up with the idea that the villagers are scared of
a return to their old, wicked ways and have become suspicious and
mistrustful. She adds Inquisition! as an aspect on the village, and
describes how the headman approaches Herakhty and Cassia with a
list of so-called “subversives” he believes have not fully given up the
old ways.

We’ll talk more about the effects of bleeding off intention in “Changing and
Creating Regions”, starting on page 34.

24 FATE: WORLDS OF ADVENTURE


Stations
A god’s self functions as a conduit for intention, but it is too unstable to store
that intention for long without warping. However, the world at large is a much
less fluid place; the gods can tap into that to store power for future use. These
bastions of stability, whether places or communities, are called stations. Gods
are always dimly aware of events in their stations, and people present at a sacred
place or who are members of a sacred community can deliver messages through
prayer. A god might not be able to answer these prayers unless their mantle
allows them to communicate over a distance, but they can always hear them.
A station that takes the form of a place is a sub-region—usually an extremely
small one consisting of a single sacred location, feature, or building—which
reflects some truth about how the god sees themselves. Anyone in the station can
sense its sacred nature but has no special knowledge about which god claims it.
A station in the form of a community does not have to worship the god in
question—they may leave worship to priests, invoke the god’s name to avoid
misfortune, or actively revile their divine patron—but they think of the deity
often and their idea of the god forms a stable repository of power. Communities
don’t have the same sacred aura as places, so it is not immediately obvious who
the patron god might be. Even so, the citizens might erect shrines or churches
that proclaim their allegiance—and of course, you can just ask someone about
their religious beliefs.
A place can support one god, unless two deities are so similar that one place
could speak to the truth of both. A community can support any number of gods.
However, changing the nature of a community can change the nature of all the
gods worshipped there, so pantheons often diversify their stations.
Gaining Stations
New places are harder to find and vulnerable to desecration, but easier to claim—
all a god needs to do is find or create a sub-region that reflects some truth about
them or their power, and claim it. Bleeding off intention is easy but risky: the
created sub-region may not express enough truth about the god to qualify as a
station, and its refinement will be hostile. A surer way is to create a sub-region
with an explanation (page 32), and surer still is to explore the world for the
perfect place.
The actual claiming process is a symbolic ritual that varies from god to god but
usually takes about five minutes. It could be a religious ceremony, bestial scent-
marking, a rainbow touching down from a clear sky to burn arcane sigils into the
ground, or anything appropriate to the god in question. Claiming a sub-region
as a station marks it.
New communities are easier to find—any community will do—but harder
to claim. To claim a community, a god must first take it out in an ideological
conflict or convince them to concede with the consequence that they worship
her. However, for each exchange a god wishes to begin for this intent, she must
have done something noteworthy nearby. Naturally, gods who act Boldly have
an easier time with this.

GODS AND MONSTERS 25


Losing Stations
Places can be desecrated and communities can be converted to new forms of
worship; stations can be lost as well as gained. When a god loses a station, they
can no longer store their power in it, and any power they had stored there van-
ishes into the fabric of the world with no further effect.
Desecrating a place is as simple as changing the refinement of the sub-region
associated with the station so that it no longer reflects the prior god. This is
usually a simple matter of bleeding intention into it—this chaotic outpouring is
highly unlikely to favor the old owner. A god can restore the station by returning
there and changing the refinement back. Because places are fragile, gods who
favor places over people tend to be extremely territorial, never straying far from
their power sources for fear that an enemy will sneak in and wreak havoc before
they can return.
Desecrating a community is considerably more difficult. The people who
make up the community must be convinced to turn away from their previous
patron—not just to hate them, but to forget them altogether. One way to do
this is by displacing the patron’s presence in the community’s belief system with
your own, done in the same way as claiming a community as a station. Another
method is by wiping the community off the map entirely—whether one by one
on the edge of your axe, or all at once with a landslide or firestorm—but this
invites savage retribution from the patron of those people you destroyed.
Corruption
Communities offer a way to drive them against their patron deities: corruption.
Because the community’s idea of the god is what stores the power, a subtle god
can quietly amend the community’s view of their patron in order to get lever-
age over them. This is done by creating an advantage against the community’s
Integrity. The resulting aspect can be invoked and compelled by anyone as if it
were an aspect of the community’s patron god, and it can be “healed” as if it
were a moderate consequence. A god can carry a maximum of one such aspect
per community station they lay claim to.

The fearsome nature goddess Thorn wants to teach Herakhty the


folly of favoring civilization over the wilderness. Disguising herself as
Herakhty, she visits the once-wicked village that Herakhty has since
claimed as a station, and counsels them to place more trust in their
emotions and indulge their animal sides. She attempts to Subtly
create an advantage against the village’s Integrity and succeeds,
making the community Emotionally Driven.
As the community’s perception of Herakhty shifts, his nature warps
to accommodate it: Emotionally Driven appears on Herakhty’s char-
acter sheet, and it can be invoked or compelled as normal. Because
Thorn successfully created an advantage, she gets a free invoke on
Emotionally Driven for either Herakhty or the community.

26 FATE: WORLDS OF ADVENTURE


Boons
A god’s boons are the powers provided by their divine mantle, which reflect their
essential nature and become more powerful as their weight of intention grows.
Boons come in thee tiers, showing how closely god and mantle are aligned. Each
tier offers different gifts, and the gifts vary from god to god. When designing
your god’s mantle, think carefully about what each boon says about your god’s
nature. At any given time, your god will have boons equal to your milestone tier.
If you are at tier 0 you cannot use your boons at all.
Tier 1
At tier 1, you can expect to receive a constant low-level benefit related to your
concept: the ability to see in pitch darkness, minor illusory cantrips, deep pock-
ets filled with odds and ends, invulnerability to naked flames, and so on. These
benefits tend to take two forms:
• It offers no mechanical advantages but lets you do things you might not
otherwise be able to, such as produce a valuable gem from your deep
pockets, or use your illusions to display silent messages.
• It offers a mechanical advantage over a limited scope, such as being invul-
nerable to fire damage or immune to compels on darkness-related aspects.
At tier 1 and above, a god can spend a power point to grant a bonus to a roll
equal to their tier, but within limited circumstances, similar to those of a stunt,
that must relate directly to the god’s concept. When you created your god, you
created a boon with a +1 bonus because all new gods start at tier 1. As your tier
rises, so too will your boon’s bonus.

Julian is a god of lightning. At tier 1 he cannot be hurt by lightning.


Also, because lightning is fast, he can spend a power point to add his
tier to any Swift roll related to covering ground quickly.

Oyalede is a goddess of quiet, still death. At tier 1 she can tell on sight
how a mortal died. Also, because her kind of death steals up unno-
ticed, she can spend a power point to add her tier to any Subtle roll
related to entering a place unseen.

GODS AND MONSTERS 27


Tier 2
At tier 2 and above, a god can spend power points as if they were fate points, but
only while invoking one of their ascendant aspects. Spending power points in
this way does not affect intention.
Second, the bonus of the god’s tier 1 boon increases to +2.
Finally, the god gains another boon that is roughly equivalent to a stunt, offer-
ing either a +2 bonus under limited circumstances or an overall expansion of
capability. Like regular stunts and fate points, a particularly powerful tier 2 boon
might require you to spend power points. If a god gains an approach-based power,
the approach of that power must be one of the god’s ascendant approaches. If an
ascendant approach linked to a power ever becomes subordinate, wording of the
power changes to reflect the new ascendant approach.

Arroy is an entity which transforms pain into transcendence. At


tier 2, whenever ze suffers stress or a consequence, ze can rename
another’s consequence so it begins healing, or purge a dangerous or
harmful aspect in the scene.

Yul-Terra is the goddess of the lizard kings and has an appropriately


reptilian head, with teeth to match. At tier 2, she gets a +2 bonus
whenever she Mightily attacks someone with her bite.

Tier 3
At tier 3, a god gains the most powerful boon: they can spend power to make
something just happen, as long as it relates to the god’s overall concept and
identity.
Also, the bonus of the god’s tier 1 boon increases to +3.

Ellisa is a goddess of evil. At tier 3 she can spend a power point to


give physical expression and form to a mortal’s evil, populating the
world with twisted beasts spawned from and preying on humanity.

Surut is a god of semiotics and meaning. At tier 3 he can spend a


power point to imbue a symbolic connection between two things,
making one a stand-in for the other.

28 FATE: WORLDS OF ADVENTURE


Geasa
A god’s mantle also comes with a geas: a
cost associated with the identity they have
assumed that grows greater as their power
waxes. Geasa can be physical in nature—a
fire goddess who increasingly resembles a
walking inferno as she falls further into her
own power—or something more subtle,
such as a god so beautiful he cannot
conceal his presence or one so subtle she
threatens to fade from existence altogether.
Geasa normally do one of two things: it
gives a penalty equal to the god’s current
tier on some activity that runs contradic-
tory to their nature, or it prevents a course
of action until the scene has one or more
aspects that allow it. Other options are
possible, such as taking extra stress or
being flat unable to perform particular
actions, but those are harder to balance.
Talk with your GM about these.
As your god’s tier increases, the sever-
ity of their geas increases as well. For a
geas that gives a penalty to an action, that
penalty equals the god’s tier. For a geas
that requires aspects to “unlock” the god’s
actions, the number of aspects required
equals their tier. The more powerful a god
becomes, the harder it is to act against
their nature.
For homebrewed geasa, a good starting
point is to look for patterns of three and
tie them into the tiers at increasing sever-
ity. For example, a moon god vulnerable
to silver might, when touched by it, take
a mild consequence at tier 1, moderate at
tier 2, and severe at tier 3.
If your god is at tier 0, then you do
not suffer from a geas. By reducing your
power to that of a mere demigod, you can
avoid its demands on your nature.

29
MONSTERS

Becoming a Monster
A god becomes a monster when they lose themselves in their own power. This
happens when spending a fate point pushes their intention token off the end of
the track, and they are unable or unwilling to store or bleed off the excess. Also, a
god with an ascendant approach at tier 3 can choose to transform themself into
a monster at any time—it’s simple for them to tip over the edge and become
something both greater and lesser than they were before.
When your god becomes a monster, you lose control of them immediately. In
the space of moments their power erupts and they transform into something
twisted, powerful, yet still recognizable as the being they once were. The precise
nature of the new monster, and what they do now, is up to the GM—you will
need a new god.
However, there is one benefit to becoming a monster: you get to dictate how
the current scene ends. You could defeat and imprison your enemies, or scatter
them far and wide, or sink an island beneath the waves. You could blast a vil-
lage into glass statues, raise up a spontaneous cyclopean temple engraved with
unreadable runes, or just fly off and leave everyone to their lives. You could even
become something of unspeakable beauty, so radiant that everyone who sees it
is inspired to live their lives in harmony with nature and their fellow human
beings.
You can effectively shape the landscape, freely changing the local area’s concept
or refinement and creating new regions or sub-regions accordingly (page 34).

30 FATE: WORLDS OF ADVENTURE


Anyone you choose to aggress upon must accept defeat and be taken out or must
flee for their lives, in which case they suffer an immediate consequence but can
otherwise escape the area unharmed. In this case “aggress upon” can also include
acts of supernatural persuasion or mind control, like the inspirational beauty
example above.

Monsters In Action
Once the initial transformation has stabilized, monsters operate using more or
less the same rules as gods—their identity and form have found a new equilib-
rium, and they will never tap into that kind of power again. Monsters are often
extremely powerful in their own right, however, so they should not be underes-
timated because they fail to be unstoppable forces of nature.
A monster doesn’t have a mantle and need not worry about intention, ascen-
dant approaches and aspects, stations, or anything like that. Any powers they
have that require spending intention to use can be activated by spending a fate
point instead. They have no geas other than “being a monster,” although that no
longer feels like a restriction to them—instead, it is simply their nature.
In addition, monsters constantly bleed their twisted power into the world
around them. For every tale that passes where the threat of a monster goes unad-
dressed, they mark the region or sub-region where they lurk as if they were a
god. Monsters that stay in one place slowly transform their surroundings into
a blighted land that reflects their own corruption. Monsters that move around
spread their corruption wherever they go.

GODS AND MONSTERS 31


TELLING YOUR TALES,
CHANGING THE WORLD
One of the key features of mythic stories is that they describe how the world
gained its many qualities. They answer the question of “Why is that the way it
is?”
In Gods and Monsters, the mythic feel remains but the order of events is
reversed: The world responds to the potential for change at the heart of every
god, so your gods’ actions leave lasting effects on the world around them. When
you tell a story in Gods and Monsters, you’re telling the story of how something
came to be, but you won’t know what that something is until you’re finished.
When your tale has reached a conclusion, think back over everything that
occurred. As a group, come up with a fact about the world that their adventure
explains. This is the explanation: the “…and that’s why…” that comes at the
end of most mythic tales. Some examples might be:
• “…and that’s why crows are black.”
• “…and that’s where owlbears come from.”
• “…and that’s why no-one sails the Sea of Glass.”

32 FATE: WORLDS OF ADVENTURE


When choosing an explanation, you have three broad options: something cos-
metic with a global scope, something more potent but more local in effect, or
something potent and global but that other parties will contest.
Cosmetic: Cosmetic changes are things like why crows are black, why roses
have thorns, or why people speak different languages in different places. These
things might affect the background of the world, but aren’t significant enough
to function as aspects, nor do they count as marking. On the plus side, these
changes can have global scope; if you determine that crows are red because they
got soaked in carrion following a huge battle, then all crows everywhere are now
red. Alternatively, you could declare that only the crows of this particular region
are red, while others remain black. It’s up to you.
Potent and Local: The potent-but-local option makes a major change in a
region or sub-region by creating or changing the region’s refinement aspect.
The character most responsible for the change is considered to have marked the
region, and gains access to its regional stunt (page 35).
Global: The “biggest” option is to create an aspect that applies to the entire
world as a result of your actions, reflecting the outcome of your tale. Going
forward, this aspect acts as a situation aspect in every scene, but it comes with
two important conditions: First, this aspect doesn’t affect individual regions or
sub-regions, so it doesn’t count as marking anything. Second, people will notice,
and they won’t like it.
When you make a change this big, the next tale or two will focus on how
others—gods, mortals, monsters, or some combination—attempt to undo your
meddling. The tale after that will be about people seeking a new equilibrium in
a changed world, and the problems it causes you. After that, the aspect you cre-
ated fades into the background of “the way things are,” becoming just a fact of
the world that people take for granted.

MULTIPLE ENDINGS
Sometimes the tale you’ve told won’t have a single clear explana-
tion. Perhaps each god gained something different from it. Perhaps
multiple events of note transpired and you want to make sure that
each has the proper impact on the world. Maybe you just want a
world where different cults take different lessons from the same
myths. At times like these, it’s not the end of the world if you let
more than one explanation ride on a single tale, but only let one
of these explanations generate a new aspect. There can be other
explanations, but those are only cosmetic.

GODS AND MONSTERS 33


Changing and Creating Regions
It is in the nature of gods to change the world with their actions. During
play, the gods will split the world’s regions into a patchwork of sub-regions by
marking them, done either by bleeding off intention (page 23) or using a tale’s
explanation (page 32).
Whenever a god creates or changes a region’s refinement, this creates a new
sub-region within that region. If a god marks a region or sub-region that has
been marked by another god, the previous god loses their mark.

Thorn is in the Forest Primeval when she is forced to bleed off some
intention to avoid becoming a monster. In doing this, she narrates how
the forest around her becomes a darker, more predatory place, and
creates the Wild Wood, a sub-region of the Forest Primeval. Within
the Wild Wood, the refinement Life In All Its Forms is replaced with
Life Hungers for Life.

Whenever a god changes the refinement aspect of a sub-region, they can either
alter the nature of the entire sub-region or create a new sub-region inside the
old—their choice.

Herakhty and Cassia tell the tale of how they drove a road through
the Wild Wood as part of their goal to create and bolster civilisation.
When they do this, they could replace the refinement aspect Life
Hungers for Life with The Wilderness Bows Before Mankind across
the entire sub-region—which would effectively replace the Wild Wood
with The Road, which remains a sub-region of the Forest Primeval.
Otherwise, they could choose to make The Road a sub-region of the
Wild Wood, creating the fairy-tale situation where the road is safe,
but the moment you set foot off it you’re in mortal danger. Naturally,
they choose the latter.

If the actions of the story support it, and the GM agrees, you can use an
explanation of a tale to change the concept of a sub-region, splitting off from its
parent region to become a completely new region. In this case, the group will
need to invent a new regional stunt.

34 FATE: WORLDS OF ADVENTURE


Regional Stunts
When your god has marked a sub-region, you gain access to the regional stunt of
the parent region. If someone wipes out the marked sub-region—by changing
its refinement aspect and choosing to replace the sub-region with a new one—
then your god loses access to the stunt. Creating multiple sub-regions within
one region doesn’t change how you use the regional stunt, but it does make it
more difficult to cut you off from using it; you wouldn’t lose access to it until all
of your sub-regions in that region were destroyed.
If your god uses an explanation to create a new region by changing the con-
cept of an existing one, then you get access to whatever the new regional stunt
turns out to be. In this case, the regional stunt will be much harder to take away
from you because the entire region would have to be wiped off the map.
Destroying the Status Quo
At the end of a tale, you can choose to bleed off all the intention your god has
accumulated, returning the tokens to where they were at the start of the tale—
unless they became a monster, in which case they cannot be saved.
If you do this, count the number of steps on the track that each token moves,
and note which approach the token moves away from. Bleeding off this energy
has the usual effects—changing a region’s refinement aspect in an uncontrolled
and negative way—but the intensity depends directly on the total number of
steps the tokens moved:
• 1–2 steps: As normal. You mark the region, and the refinement aspect
becomes something unpleasant based on the approaches you’ve bled off.
• 3–4 steps: This is bad. The refinement aspect on the region jumps straight
to something hostile—coming here in future is going to be difficult and
dangerous, and the mortal population will be starkly affected.
• 5–6 steps: Really bad. It’s just like 3–4 steps, except that either you affect
a very large sub-region, or you hit multiple smaller sub-regions. Also, the
power you create in the sub-region hates you and anything that reminds
it of you.
• 7+ steps: Grossly irresponsible. Your drive to avoid the consequences of
your actions by pouring your power back into the world causes numer-
ous large sub-regions to spring up all over the region you affect and any
other similar regions in the world—all forests, all oceans, all mountain
ranges, and so on. All these sub-regions have the same hostile refinement
aspect, and the creatures they spawn bear a special hatred for you and
anything like you. Nice work.
This list is only guidance, of course. If you have a better idea of how to ruin
a god’s day with the unintended consequences of their reckless use of power, go
with that.

GODS AND MONSTERS 35


Changing Communities
While gods can influence the scenery, they can also influence the communities
of the world. Gods can change a community’s refinement aspect by bleeding
off intention there or by using an explanation, just as if the community were a
sub-region. They can also create a community’s trait aspect in the same manners.
Note that communities are not sub-regions, even if you change their refinement
aspect.
When a god uses their explanation to change a community’s refinement or
trait aspect, they can instead improve one of the community’s approaches by
one rank. In this way, a technologically minded god can drive the advancement
of human knowledge.

MEDDLING
As a general rule, communities inherit their concept and refinement
from their parent region or sub-region. If someone adjusts the re-
finement aspect of the sub-region, then all communities of that
sub-region change theirs to match.
There is one exception: do not change the community’s refine-
ment aspect if it has already been changed to something different
from its parent region or sub-region’s. In this case, a god has in-
vested time and effort into shaping that community according to
their will—they have made it narratively important—and it’s poor
form to let that get wiped out by someone bleeding off intention
twenty miles away.

As communities are active participants in the world, there are other ways to
change them. They can be engaged in conflicts and pick up consequences, allow-
ing the deity in a hurry to apply temporary aspects to them by pounding them
into submission—socially or physically, as necessary. A community that con-
cedes a conflict may offer social changes as part of the concession; these do not
have the mechanical weight of aspects, but could still get the god what they want.

Changing Yourself
The gods in Gods and Monsters are fluid entities, stabilized by their connection
to the world and their careful management of their own power. Change is less
something they choose to do and more something that happens to them as they
exercise their will on the world. At every milestone, in addition to gaining the
usual benefits of the milestone, reassess your god’s mantle and the locations of
their intention tokens.
First, slide each token that isn’t on a numbered space toward the tier 0 space
until it arrives on a numbered tier space, where it stops.
Second, if any of the tokens have shifted to the subordinate side of a track
during play, switch the subordinate and ascendant aspects of that pair; once you

36 FATE: WORLDS OF ADVENTURE


do this, rewrite your corresponding ascendant aspect to better match the new
ascendant approach of that pair. For example, a god with Earth-Shaking Power
(Mighty) whose token moves onto the Clever side of the scale might replace that
aspect with Landslides and Sinkholes (Clever). If you find your god switching
back and forth between aspects, you can either stick with one or two that work
well or choose a new one each time.
If the token is on tier 0, you can choose any aspect at all to describe the ascen-
dant aspect, but both approaches of that pair are considered subordinate until
you swing one way or the other.
Finally, find the highest tier of your ascendant approaches. This tier is your
milestone tier, which determines the strength of your boons (page 27) and
geas (page 29) until your next milestone.

After his trials—both metaphorical and literal—in a wicked village,


Herakhty reaches a milestone. He’s a cerebral god, with Wise, Clever,
and Bold as his ascendant approaches, but he’s been consistently
using quick wits over strength, and behaving in a reckless and flashy
manner.

Bold 3 2 1 0 1 2 3 Subtle
Clever 3 2 1 0 1 2 3 Mighty
Wise 3 2 1 0 1 2 3 Swift

First, his tokens slide toward tier 0, leaving him with Clever at tier 2,
and Bold and Swift at tier 1.
Second, because his token on the Wise/Swift track is now in Swift,
his ascendant approach changes from Wise to Swift and the linked
ascendant aspect changes from My Mind Contains Libraries (Wise)
to Speed of Thought (Swift). His other ascendant aspects and
approaches remain the same.
Finally, he notes that his Clever has risen to tier 2, which is now his
highest tier. Until his next milestone, his milestone tier is tier 2.

Changing Your Mantle


At a major or significant milestone, you can choose to adjust your god’s mantle
to better reflect their current nature. Perhaps their tier 2 boon doesn’t make
any sense now their ascendant approach has changed. Perhaps their tier 3 boon
doesn’t feel big enough.
Whatever the reason, talk to the GM and the rest of the group and adjust your
god’s mantle accordingly. The gods in Gods and Monsters are changeable, mercu-
rial beings at the best of times, so clinging to a pre-set power framework that
doesn’t quite fit makes no sense, in character or out.

GODS AND MONSTERS 37


Example Mantles
THORN
Thorn is a wrathful nature goddess, an embodiment of predation who can com-
mand the plants and animals of her domain.
Ascendant Aspects and Approaches:
õõ Nature Holds the Answer (Clever)
õõ Apex Predator (Swift)
õõ Patient Hunter (Subtle)
Boons:
At tier 1, Thorn can spend a power point to get a bonus equal to her tier on
any roll to damage or destroy a sign or exemplar of “civilization”—buildings,
roads, gods with strong ties to humanity, and so on. She can also cause thorned
vines to sprout from her footprints, although these plants are merely aesthetic
without using further powers.
At tier 2, Thorn gains a limited ability to shapeshift. She gains a +2 bonus
whenever she uses Clever to create an advantage related to adopting animal
characteristics—wings, gills, claws, and so on. If Thorn’s ascendant approach
switches from Clever to Mighty, this stunt remains the same but the bonus
applies instead when she uses Mighty.
At tier 3, Thorn needs not conduct her destruction in person. She can spend
a power point to spawn a creature from the earth—or from a cloud of roiling
smoke, if she desires—with a unique appearance and a singular purpose. If she
spends two power points, she instead creates a mated pair of creatures that will
breed true, adding a new form of life to the world.
Thorn’s spawned creatures function like powerful mooks. They are Good (+3)
at their decreed purpose, and Terrible (-2) at anything else. They have one or two
aspects, chosen by Thorn, and two stress boxes, and they unerringly obey the
spirit of Thorn’s initial instructions to them.
Any offspring of these creatures are less powerful then they, and the offspring
behave how normal animals of their type might: giant spider-serpents make
regions unsafe, swarms of builder beetles assemble alien structures in isolated
places, unicorns befriend the sexually inexperienced, and so on.
Geas: Thorn is at home in the wild; as she grows more powerful, the ways of
people become ever-stranger to her. She suffers a penalty equal to her tier to
any roll to persuade or manipulate humans or gods, except when she is using
intimidation.
Stations: Thorn draws part of her stability from a grove in the Forest Primeval,
a sub-region where Life In All Its Forms has given way to Bloodthirsty
Overgrowth. This is her sacred place. Her sacred community is the treetop vil-
lage of Haven not far from there, where the villagers often cast fearful glances
toward the grove and take care not to break Thorn’s laws for living in harmony
with nature. Thorn disdains people, so if she desires more power then she’ll
likely lay claim to—or create—places that symbolize the dominion of wilderness
over civilization and animals over people.

38 FATE: WORLDS OF ADVENTURE


CASSIA
Cassia is a straightforward goddess of strength, forti-
tude, and nobility.
Ascendant Aspects and Approaches:
õõ Radiant Armiger (Bold)
õõWhen All You’ve Got’s a Hammer… (Mighty)
õõ Still Waters Run Deep (Wise)
Boons:
At tier 1, Cassia bears a halo that illuminates her
surroundings. She can choose how brightly it shines,
dimming it to nothing should she wish to be subtle,
or brightening it until it is hard to look directly at
her when she lets her true glory show. She can spend
a power point to get a bonus equal to her tier on
any roll related to resisting pain, bearing burdens, or
displaying supreme endurance.
At tier 2, Cassia draws literal strength from adver-
sity: she gains a +2 bonus when using Mighty to
wrestle or subdue someone or something with a
higher Mighty rank than herself. Should her ascen-
dant approach change from Mighty to Clever, she
will still find her deepest reserves of greatness when
confronting someone superior; she will gain a +2
bonus to Clever rolls against someone with a higher
Clever rank than hers.
At tier 3, Cassia is unassailable in her areas of com-
petence. When she would roll to defend using one
of her ascendant approaches, she can instead spend
a power point to shrug off the attack with no further
effects. No stress, no consequences—nothing.
Geas: Cassia endures. She does not back down, or
show weakness, or bend before the storm. Once
engaged in a conflict, she cannot concede unless she
bears at least as many consequences as her tier.
Stations: Cassia is the patron goddess of Everlast,
a village on the Sweeping Plains where the people
revere their guardian and seek to emulate her stoic
nature. At great pains to themselves, the villagers
have raised a tor and erected a stone circle upon it,
symbolizing the unyielding nature of their goddess
and the halo she wears. This is her sacred place, a
sub-region where the plains’ Wide Open aspect is
supplemented by a Stone Circle, Redolent With
Symbolism.
39
SILVER
To call Silver’s words poisonous is no metaphor; this snake-tongued
charmer is toxic in every sense of the word.
Ascendant Aspects and Approaches:
õõ Quicksilver (Swift)
õõWhat They Want to Hear (Subtle)
õõ Serpent-kin (Clever)
Boons:
At tier 1, Silver is obviously, inherently untrustworthy—yet
when they speak, people can’t help but listen. No matter how much
someone might hate or mistrust them, they will always give Silver
the chance to speak unless the scene has already descended into
violence. Also, Silver can spend a power point to add their tier to
any rolls intended to persuade someone that their ideas are worth
listening to, or that they’re worth trusting this time.
At tier 2, Silver’s tongue all but drips with corrupting venom.
They gain a +2 bonus whenever Subtly trying to convince someone
of anything that’s a bad idea to agree with. Should Silver’s ascendant
approach change from Subtle to Bold, this boon remains as it is, but
it instead reflects glorious glamour rather than subtle manipulation,
replacing any mentions of Subtle with Bold.
At tier 3, Silver is able to corrupt even the strongest wills with
only a few moments of conversation. After chatting with someone
briefly, Silver can spend a power point to bring out the darkest urges
of their conversation partner along with an almost uncontrollable
desire to act on them. The effects of this boon vary with the target:
at minimum it acts as a compel on at least one of the target’s aspects,
but against the right target it could get as terrible as you can imag-
ine. Whatever it does, though, it invariably works in Silver’s favor;
for some reason, the darkest urges of Silver’s victims never seem to
include Silver’s destruction.
Geas: Silver’s twisted thinking precludes the straightforward
approach. During a conflict, Silver cannot attack unless they have
created advantages on their target of a number at least equal to
Silver’s tier.
Stations: Silver has allied themself with corruption, decadence, and
poison—and such things can be found in plenty at the highest levels
of society in the First City. Silver’s community of choice is the nobil-
ity; they come to Silver for their distractions and their depravities,
and Silver feeds off their addictions. When Silver seeks more sta-
tions, they’ll likely start spreading their cult into the lower echelons
of society. Silver’s sacred place is a distant swamp they never visit:
The Origin of All Serpents, where snakes of infinite variety crawl
from cracks in the ground to spread their venom across the world.
40
Sample Monsters
The Sea Serpent
Once a mighty god of the oceans, the sea serpent gave in to his power and
became a titanic monster that embodies the raw fury of the sea. Although no
longer capable of coherent thought or speech, the sea serpent still understands
the languages of humankind and might be calmed by a suitably charismatic
speaker—if they can first survive his fury long enough to get close.
Any region in which the sea serpent makes its home slowly descends into anar-
chy and tribalism; its presence causes tempers to flare, emotions to run high, and
people to be possessed by a strange desire to sacrifice objects of value to the sea.
If the serpent is left alone for long enough, civilization around it will crumble
and vanish.

The Sea Serpent


High Concept: Titanic Sea Serpent
Trouble: Bestial Fury
Other Aspects: Limbless; Keeper of the Treasures of the Deep; Not Yet Lost
APPROACHES
Bold: Great (+4) Subtle: Poor (-1)
Clever: Average (+1) Swift: Good (+3)
Mighty: Superb (+5) Wise: Average (+1)
STUNTS
Vast: Because the sea serpent is so huge, weapons of human size have little
effect. The sea serpent can take two extra mild physical consequences and
one extra moderate physical consequence. However, if the sea serpent
is attacked with a weapon of a scale similar to its own, such as a siege
weapon, it can’t use these bonus consequences to mitigate that stress.
Capsize: The sea serpent can use an action to capsize any ship it can reach,
destroying the ship and throwing any on board into the water, there to
contend with dramatically appropriate quantities of sharks. Any god who
wishes to prevent this can enter a contest with the sea serpent, choosing
an approach to oppose the sea serpent’s Mighty.
POWERS
Head and Tail: The sea serpent can act twice in a physical conflict—its head
acts in regular turn order, with its Swift of Good (+3), and its tail strikes at
the end of the exchange after all others have taken their actions.
Stormbringer: The sea serpent travels at the heart of its own typhoon; any
scene it is in gains the Apocalyptic Storm situation aspect or a similar one.
STRESS
3( 3) (six consequences)

GODS AND MONSTERS 41


The Vampire
It was never clear exactly when the vampire—a goddess
of the night and those who prowled within it—crossed
the line from god to monster, but now she is a twisted
creature of fear and sudden, predatory violence, who
uses the shadows to conceal her nature and cannot abide
the light that strips them away.
Where the vampire lurks, people become fearful and
superstitious, animals become violent, and the light is
always weak—even the sun is only ever seen through a
layer of cloud.

The Vampire
High Concept: Twisted Night Predator
Trouble: “The light reveals my true form!”
Other Aspects: Bloodthirsty; Locus of Dread; Strange
Vulnerabilities
APPROACHES
Bold: Poor (-1) Subtle: Great (+4)
Clever: Fair (+2) Swift: Good (+3)
Mighty: Fair (+2) Wise: Fair (+2)
STUNTS
Burst of Speed: Because she has an unnatural grace,
the vampire can spend a fate point to go first in any
exchange.
Menacing: Because she exudes a supernatural menace,
the vampire can use Subtle in place of Bold when
attempting to inspire wordless dread.
POWERS
Night Sorcery: By spending a fate point and conduct-
ing a brief occult ritual, the vampire can use Wise
to create an advantage against anyone in the same
region, so long as she has a sample of the victim’s
blood, skin, or hair. If the roll succeeds, she can forgo
the advantage in order to learn the exact location of
her target.
Fueled by Blood and Fear: Whenever the vampire
inflicts a consequence related to bleeding or fear on
someone, she immediately recovers a consequence of
equal severity.
STRESS
3( 3)

42
The Shapeless Ooze
No one knows who or what the shapeless ooze was before they succumbed to
their own power. What it is now is a congeries of eyes and mouths and almost
transparent flesh, organs of indefinable purpose dimly visible within its bulk. It
roams with no discernible pattern, ruining anything in its path, leaving muta-
tion and strange phenomena in its wake.
The mere presence of the shapeless ooze seems to warp natural processes and
cause the world to unravel. Its passage creates mutations and insanity, and if left
alone it can rapidly change a region beyond all recognition.

The Shapeless Ooze


High Concept: Ever-Changing, Ever-Shifting
Trouble: Mindless Devourer
Other Aspects: Congeries of Eyes and Mouths; Transformative Presence;
Uncertain Anatomy
APPROACHES
Bold: Great (+4) Subtle: Poor (-1)
Clever: Average (+1) Swift: Fair (+2)
Mighty: Great (+4) Wise: Poor (-1)
STUNTS
Lethal Touch: The shapeless ooze’s touch leaves flesh warped and ruined. A
slight brush is worth 2 stress. Also, if it succeeds on an attack, it inflicts 2
additional shifts of stress.
Resilient: The shapeless ooze is difficult to hurt; it can absorb an extra mod-
erate and severe consequence.
POWERS
Bringer of Change: The shapeless ooze can add, remove, or change an
aspect of anything in the same scene. For gods this change is temporary—
their nature reasserts itself by the start of the next scene—but for anything
else the change is permanent. The shapeless ooze can use this power once
per scene for free, while every subsequent use costs a fate point.
Formless: The shapeless ooze can squeeze through any gap or crevice, even
ones far too small for its obvious bulk—it can even ooze through the gaps
between dimensions to bypass solid, seamless walls. Passing through a solid
barrier costs an action, but not a roll—it just arrives on the opposite side.
Unreal: Near the shapeless ooze, reality starts to break down, and people
exposed to this unraveling find themselves struggling to understand the
evidence given by their senses. Anyone in a scene with the shapeless ooze
suffers an immediate consequence relating to their fraying faculties. This
consequence fills in their lowest slot; if no slots are available, they suffer
no effect—they have enough problems already that the disintegration of
reality seems relatively minor.
STRESS
3( 3) (five consequences)
43
FROM THE DEPTHS OF THE EARTH
A long time ago—but not that long ago, for the world is still young—a goddess
of stone and darkness trysted with a god of the sun in her caverns beneath the
earth. The sun god’s light sparked life from the stones, alien flowers in colors
unknown to the surface world. He promised to return often so the goddess and
flowers alike might know the warmth of the sun.
But the surface world is full of distractions; the sun god forgot his one-time
lover and did not return to her caverns beneath the earth. And in her caverns the
stone goddess grew bitter. She steeped in darkness and anger, drawing into her-
self all those other things that could not abide the light of the sun, and became
something other than what she had been.
This is not that tale, but the tale which follows after. This is the tale of how the
sun was eaten by a giant skull, and what the gods did about it.

“BUT I’M THE SUN GOD!”


By default, Gods and Monsters assumes that, while gods may claim
kinship with certain forces of nature, they do not have sole owner-
ship of them—in this case, there can be multiple sun gods who share
kinship with and responsibility for the sun. They may cooperate,
they may be rivals or even bitter enemies, but they’re all “sun gods.”
However, if you’d prefer that there’s no more than one god of any
particular thing, it turns out Zarivya’s been pretending to be god of
the sun. He’s found that potential lovers respond more to that than
whatever he’s actually god of: flowers, illusions, physical attractive-
ness, or whatever you choose. In this case, the events of the tale
play out more or less as written—with some changes necessary to
Zarivya’s Golden Citadel—but Zarivya ends up as a much less sym-
pathetic character.

The Vanishing of the Light


Stewing in her bitterness over being abandoned, the stone goddess Gothad-Ul
concocted a plan. The sun god Zarivya had promised her warmth and light, and
if he was not going to uphold his promise then she would simply have to take
what she was due. She shaped a gargantuan skull from the bones of the earth and
worked a great magic to enliven it and bind it to her will, and when the working
was finished it burst from the ground and snap snap ate the sun.
The player characters will likely become aware of all this about when everything
goes dark not long after dawn. The moon and stars still await their appointed
times to appear, so the sky is black from horizon to horizon and only the torches
and bonfires of humanity light the world. Once the moon and stars do come
out, they’re in no hurry to move along, so everything is blanketed in an Eternal
Haunted Night.

44 FATE: WORLDS OF ADVENTURE


The pantheon will naturally want to investigate this sudden change in ambient
lighting, but they have more immediate threats to deal with first: Now that the
sun resides in Gothad-Ul’s underworld, the creatures there which detest its light
have fled to the surface to make trouble among humanity. The living shadow,
an avatar of corruption, has fallen upon one PC’s sacred place or community,
and the ancestor-ghosts are embittered spirits who want to force another PC’s
community to return to “the old ways”—or at least to pay the dead the honor
they are due. The pantheon will need to deal with or stall these threats, or else
they will pursue the missing sun while weakened by the loss or corruption of
their stations.
The PCs might take to investigate the missing sun in various ways: they might
seek out a sun god to question (“Zarivya’s Golden Citadel”, page 47) or they
might pursue the sun by hunting it, seeking visions of it, calculating its posi-
tion from the time of day when it vanished, or simply asking around until they
find someone who saw it rise from the northern desert and tracking it that way
(“Passage to the Underworld”, page 51). They might even shrug their shoulders
and get stuck straight into building a new sun to replace the old one (“A New
Sun”, page 55).

GODS AND MONSTERS 45


Living Shadow
High Concept: Dark Mirror
Trouble: Hide from the Light
Other Aspects: Appetite for Corruption; Living Shadow; Force of
Change
APPROACHES
Bold: Poor (-1) Subtle: Good (+3)
Clever: Fair (+2) Swift: Fair (+2)
Mighty: Mediocre (+0) Wise: Average (+1)
STUNTS
Intangible: Because the living shadow is not a fully physical being, it
can defend against physical force with Subtle.
Darksight: Because the living shadow is made of darkness, it can see
in any amount of light—even its complete absence.
Corrupter: Because the living shadow is an embodiment of corrup-
tion, when it succeeds in Subtly creating an advantage, it can forgo
giving the target a new aspect to instead replace one of the target’s
aspects with a dark inversion. The living shadow still gets any free
invokes it generates. Against gods or monsters this inversion lasts for
only a scene. Against mortals the effect lasts until a god removes it,
by overcoming the shadow’s Subtle, or until the shadow is destroyed.
STRESS
3

Community: Angry Ancestor-Ghosts


Aspects: The concept of their home region, plus Bound By Tradition.
APPROACHES
Culture: Average (+1) Technology: Mediocre (+0)
Integrity: Fair (+2) Warfare: Good (+3)
Subtlety: Average (+1) Wealth: Poor (-1)
Special Weakness
Daylight Powerlessness: The direct light of the sun renders these
ghosts invisible and powerless. Their memories are eroded while
they are trapped in this state, giving them a mild consequence after
an hour, a moderate consequence after a day, a severe consequence
after a week, and dissolving them entirely after a month. This forces
them to seek lightless places to haunt and prevents them from orga-
nizing against the living—until now.
STRESS
3

46 FATE: WORLDS OF ADVENTURE


Zarivya’s Golden Citadel
Zarivya’s Golden Citadel sits on a mountain peak in the east. It sprawls over a
town-sized area, large enough for the palatial living quarters of Zarivya and his
cult, gardens, works of art, and huge
echoing empty spaces in which the
sun god cannot decide what to dis- GLORIA’S PLAN
play. Despite its location, the citadel is Gloria knows that the sun has been car-
filled with Sweltering Heat. Zarivya ried into the depths of the earth by a
and his followers tend to wear as little giant skull. She doesn’t know why, but
as possible, and place a correspond- that doesn’t really matter: this is just a
ing importance on a well-sculpted golden opportunity for her to pursue her
physique. interminable and one-sided feud with
But today Zarivya cannot relax and Zarivya. She’s sent Mazakal to watch over
enjoy his palace. He knows exactly the cave where the sun was taken (see
who would send a giant skull to eat “Passage to the Underworld”, page 51)
the sun, and why. Even more, the and instructed Pharos to construct a new
dread knowledge that it’s all his fault one (see “A New Sun”, page 55).
is accompanied by the tiny, insistent And if the sun does spontaneously
voice of guilt over the way he treated reappear in the sky, well now there’s a
Gothad-Ul. Compounding all this is backup sun should the one up there go
his long-time rival Gloria, now at his missing again—and that’s the sort of for-
door, demanding that he relinquish ward thinking that proves she’d make a
his solar mantle and cede his cult and better sun god than that layabout Zarivya.
power to her.
When the PCs arrive at Zarivya’s
door, they find it sealed. Gloria waits
there with inhuman patience. Zarivya NPC GODS
will let the PCs in, but not Gloria Although NPC gods can benefit from
under any circumstances, so she tries fully detailed mantles and stat blocks, we
to convince them that Zarivya is an suggest you just give them 3 to 5 power
irresponsible child who has mislaid points, which they can spend on their
the sun and that his divine connec- ascendant approaches and aspects as if
tion to the sun should pass to her. they were fate points. When running an
Zarivya on the other hand sees the NPC god, GMs, you can spend fate points
PCs as potential allies. If they promise in place of the god’s power points.
to help, he’ll spill the whole story; he In addition, you can spend one of their
has no idea what to do next other than power points (or one of your fate points)
“go to Gothad-Ul and try to get the to have the god do something broadly
sun back,” but the moment he leaves related to their concept: fire gods set
the citadel Gloria will strip away all things on fire, sea gods drag things to the
his power here and add it to her own. bottom of the ocean, and so on.
Could the PCs maybe see their way
clear to helping him?

GODS AND MONSTERS 47


Zarivya
High Concept: Hot In Every Sense (Bold)
Trouble: “…I don’t understand.”
Other Aspects: Sculpted Physique (Mighty);
Short Attention Span (Swift); Free Lover
APPROACHES
Bold: Good (+3) õ Subtle: Mediocre (+0)
Clever: Poor (-1) Swift: Average (+1) õ
Mighty: Good (+3) õ Wise: Average (+1)
STUNTS
No Harm Done?: Because Zarivya is wildly irresponsible, he has an extra
mild consequence slot. This slot can only be used to store a consequence
related to something he should have done but didn’t.
Lifegiver: Because Zarivya embodies the life-giving nature of the sun, he
can cause flowers to grow and plants to bloom no matter how poor the
soil. This is usually cosmetic, but if he creates an advantage in this way
he can do it with Bold instead of some other approach.
Wrestler: Because Zarivya is a skilled wrestler, whenever he makes a Mighty
attack or defense opposed by another god’s Mighty approach, he gets a
+2 bonus.
Boons
Warm: Zarivya is immune to harm from fire or heat. Also, he can spend a
power point or fate points to give a +2 bonus to someone else’s physical
action; transform a consequence of any severity into something which
can begin healing; create an aspect on a mortal person or community
related to how much they like him; or do something else related to the
life-giving, mood-soothing warmth of the sun.
POWER POINTS STRESS
4 3(four consequences)

48 FATE: WORLDS OF ADVENTURE


Gloria
High Concept: Blinding Radiance (Bold)
Trouble: It’s Only Pride If You’re Not Actually
Exceptional
Other Aspects: Cautious Planner (Wise); Clarity
(Clever); The Light That Searches Out Weakness
APPROACHES
Bold: Fair (+2) õ Subtle: Mediocre (+0)
Clever: Fair (+2) õ Swift: Average (+1)
Mighty: Average (+1) Wise: Good (+3) õ
STUNTS
Strategist: Because Gloria is always thinking ahead,
when she succeeds in Wisely creating an advan-
tage to reflect how she has prepared a battlefield
in advance, she can spend a power point or
fate point to immediately take an action which
invokes the new aspect or boost.
The Light Which Burns: Because Gloria’s heart is
a blazing radiance which burns body and soul
alike, whenever she takes a consequence the
mortal person or community who inflicted it
takes 2 stress.
Prideful: Because Gloria’s certainty in her own bril-
liance is unassailable, she gets a +2 bonus when
she Boldly defends herself from an attack meant
to make her feel stupid or worthless.
Boons
Radiant: Spend a power point or fate point to make
someone who looks at her Blinded, lasting until
the end of the scene for gods, and permanent
for mortals; to travel instantly to anywhere she
can see; to create a light-based situation aspect
or remove a darkness-based one; or otherwise
express the burning light she carries within her.
POWER POINTS STRESS
4 3

49
Mazakal
High Concept: Legalistic Spider God
Trouble: Binding Agreement
Other Aspects: All Webs Have Holes (Clever); Hidden Friend of
Civilization (Subtle); Spider-Bodied (Swift)
APPROACHES
Bold: Mediocre (+0) Subtle: Fair (+2) õ
Clever: Fair (+2) õ Swift: Good (+3) õ
Mighty: Average (+1) Wise: Average (+1)
STUNTS
Scuttle: Because Mazakal is a giant spider, when he tries to intimidate
or startle someone, he can use Swift instead of Bold.
Webs: Because Mazakal is a web-spinner, whenever he tries to create
an advantage related to entangling something or someone in his
webs, he can use Subtle instead of Mighty.
Clarity: Because Mazakal has an exceptionally keen mind, he gets a +2
bonus whenever he Cleverly defends himself from a mental attack.
BOONS
Laws and Silk Unbreakable: Spend a power point or fate point to
have Mazakal catch something in his webs that could not normally
be caught; to transform physical entrapment into emotional entrap-
ment or vice versa; to appear swiftly and silently behind someone
who is trapped; or to do anything else that blurs the line between
literal and metaphorical webbing.
POWER POINTS STRESS
4 3

50 FATE: WORLDS OF ADVENTURE


Passage to the Underworld
In the desert to the north—where the red dust collects between low mesas
and scrubby plants scratch out a meager living from what little water they can
find—surrounded by a rough triangle of rocky outcroppings there is a crack that
leads deep into the earth. This crack leads to Gothad-Ul’s underworld, and it is
the only path she knows that is big enough for her sun-eating skull. The local
communities all shun this place as Haunted, but since the sun vanished it has
become even more dangerous: the spider-god Mazakal has established himself
here, wrapping the place in his webs under the cover of its full darkness. Anyone
trying to enter or leave the cave or its immediate environs will find themselves
caught.
Mazakal is a member of the same pantheon as Gloria. He doesn’t care much
for the goddess of blinding light, and he finds her squabble with Zarivya tire-
some in the extreme, but he owed her a favor and he is nothing if not exacting
in his favor-trading. Gloria wants to ensure that nothing and no one passes
through this passage to the underworld, whether entering or leaving, with an
exception for the sun. To fulfill these wishes, Mazakal is her agent of choice. If
questioned, Mazakal knows that Pharos has been sent to construct a new sun,
but knows no details of Pharos’ plan.

The Gravegarden
The desert cave descends at a steep angle, splits, branches, and splits again until
the explorers find themselves in a strange and tangled network of underground
caverns. Eerie plants sprout from the rock, their heavy flowers aglow in shades of
blue, green, and violet. Albino centipedes scuttle amid the plants, ranging from
finger-length to the height of a tall man, and all manner of things that shun the
light lurk in the shadows.
Finding the skull—and the sun it contains—is not difficult. The simplest
method is asking one of the many semi-solid ghosts that populate these caverns,
but doubtlessly the gods have their own potent means to find the things they
seek. The skull sits in the center of a colossal cave, sunlight streaming out of its
eye sockets, from between its teeth, and through every chink and crack in its
construction. In this Patchy Illumination grows a Strange Garden of plants
that have never seen the surface, tended by the lumbering figure of Gothad-Ul
herself.
Gothad-Ul is polite but wary—she knows her theft of the sun is likely to draw
some attention and suspects the PCs want to steal it back. As far as Gothad-Ul
is concerned, she has a right to the sun based on Zarivya’s promise, but she’ll
relinquish the sun if the PCs can get her another light source of equal potency,
deliver Zarivya to her in chains, or both.

GODS AND MONSTERS 51


Region: The Gravegarden
Concept: Life in Death
Refinement: Shrouded in Bitterness
STUNTS
Bones of the Earth: Once per tale, you can call upon the earth to
disgorge its ancient dead. Skeletons and ghosts burst from the
ground, forming an immediate community where you are located.
The living dead will perform a single service for you, but it is not
their sole interest and they will not vanish once their service is dis-
charged—once raised, the dead chart their own destiny.

Community: The Living Dead


Aspects: The concept of their home region, plus Ghosts and Skeletons.
APPROACHES
Culture: Average (+1) Technology: Mediocre (+0)
Integrity: Fair (+2) Warfare: Fair (+2)
Subtlety: Average (+1) Wealth: Mediocre (+0)
NOTES
When you first summon this community, you can swap the values of
any two of the living dead’s approaches.
STRESS
3

52 FATE: WORLDS OF ADVENTURE


Gothad-Ul
High Concept: Body of Earth and Tombstones (Mighty)
Trouble: Lumbering
Other Aspects: Patient Gardener (Wise); A Heart as Vulnerable as
Anyone’s; Stony Camouflage (Subtle)
APPROACHES
Bold: Average (+1) Subtle: Average (+1) õ
Clever: Average (+1) Swift: Mediocre (+0)
Mighty: Great (+4) õ Wise: Fair (+2) õ
STUNTS
Tough: Because Gothad-Ul has a stony body, she has an extra moderate
consequence slot.
Poisoned Whispers of the Embittered Dead: Because Gothad-Ul has
spent too long taking the advice of ghosts twisted by hatred and jealousy,
she suffers no stress or consequences from social attacks based on the idea
that people—or gods—are good or decent.
Strength of the Earth: Because Gothad-Ul is as inexorable as a landslide,
whenever someone tries to Mightily defend against one of her attacks,
she gets a +2 bonus to her attack.
BOONS
Earth Elemental: Spend a power point or fate point to have Gothad-Ul
ignore a physical attack; create a Good (+3) barrier or a situation aspect
by shaping earth or stone; “glide” through walls or floors; produce a
handful of gemstones or other precious items from beneath the earth,
equivalent to Good (+3) Wealth for a community; or something else
related to her command over earth, stone, and underground caves.
POWER POINTS STRESS
5 3 (four consequences)

GODS AND MONSTERS 53


Pharos
High Concept:
A Cloud of Smoke and Molten Iron (Bold)
Trouble: “I will not be outdone!”
Other Aspects: Obsessive Creator of Wonders
(Clever); A Transformative Flame; Never
Destroy What Can Be Repurposed (Wise)
APPROACHES
Bold: Average (+1) õ Subtle: Average (+1)
Clever: Good (+3) õ Swift: Mediocre (+0)
Mighty: Fair (+2) Wise: Fair (+2) õ
STUNTS
Twisted Builder: Because Pharos uses whatever
is nearby as raw materials, it can spend a power
point or fate point to transform any situation
aspect into a related but different one.
Smoke and Fire: Because Pharos’ body is a cloud
of smoke, heat, and molten iron, anyone coming
into physical contact with it takes 1 stress.
Slave to Its Nature: Because Pharos cannot help
but create, whenever it succeeds with style on a
Clever roll, it can spend two shifts to create a
new situation aspect. This aspect does not start
with any free invokes.
BOONS
Creator: Spend a power point or fate point to have
Pharos create a unique wonder from whatever
materials are at hand. The wonder has an aspect,
or has a stunt usable by its controller, or serves
some sort of story purpose, such as making a
new sun out of gold and fire. Every additional
point spent at creation gives the wonder another
of these properties.
POWER POINTS STRESS
4 3

54
A New Sun
If the PCs are unwilling or unable to recover the original sun from Gothad-Ul,
another solution would be to copy Gloria’s approach and craft a new one—or
steal hers.
Building One
Cerebral PCs might work out how to construct a sun by themselves, and anyone
might be able to learn Gloria’s plans. However, if the pantheon is short of ideas,
Zarivya knows what’s needed to enchant a new sun—he just needs to realize that
building one is an option at all.
The three ingredients of a new sun are a great quantity of gold, a flame of
surpassing power, and the eye of a sun god to provide its proper divine charge. If
the PCs build attempt to build a new sun, they will find themselves opposed by
Pharos, a member of Gloria’s pantheon who has the same objective. Pharos cares
nothing for Gloria—its only love is creation, raw and wild—but she represents
its best chance at getting the eye required to finish its new sun, and it’s likely to
consider the PCs its enemies because they are competing with it for the same
resources.
A great quantity of gold can be acquired in a number of ways, but the simplest
three are these:
• Stripping Zarivya’s Golden Citadel of its golden decoration. This is
simple and avoids conflict with Pharos, but will deprive Zarivya of one of
his stations—a non-golden citadel doesn’t properly embody his nature—
and will tip off Gloria about what the PCs are trying to do.
• Taking a total of three levels of Wealth from communities. This avoids
conflict with Pharos but puts the PCs in conflict with the communities
whose resources they are liquidating.
• Finding a deposit under the mountains that will provide enough gold.
This is where Pharos is focusing its efforts. It has constructed a Twisted
Arcane Framework which when activated will invert a large portion of
the mountain, exposing the gold and causing vast collateral damage.

GODS AND MONSTERS 55


Likewise, a flame of surpassing power can be collected from several locations:
• Pharos himself embodies a flame of surpassing power. It’s not willing to
sacrifice the core of its nature in order to become a new sun, but perhaps
the PCs feel differently.
• If one of the PCs is a god invested in love or lust, a flame of intense
enough passion would do the trick. Zarivya is an easy and symbolically
important partner in this sort of plan, but he lacks the required intensity.
Mortals can produce the right emotions at the right strength, but tearing
these out will remove their ability to feel at all.
• Lightning isn’t exactly fire, but it has enough in common that a god
aligned with the storms might be able to bind it to the task. This is
Pharos’ plan, but it does not wish to deal with a storm god. Instead,
from the material of the Sweeping Plains it has extruded another of its
machines, one which will attract and concentrate the lightning into a
sun-igniting spark.
• In the absence of other options, there is the Demon, one of the first mon-
sters bound by the gods. He is chained in a ziggurat on the seabed, where
his bottomless hatred can ignite nothing but the stones around him. The
Demon will always uphold a bargain he makes, and he is more than will-
ing to ignite the new sun if someone will just set him free—and Pharos
will, if its plan to harness lightning is foiled.
Of the three parts, the sun god’s eye is potentially the easiest to acquire:
Zarivya and Gloria have four between them, but neither is willing to give one
up without serious persuasion.
The PCs will probably come up with several other ideas about where to get the
parts for a new sun. Generally, these plans will work, but with a twist, cost, or
penalty—at the very least, Pharos is quite happy to sabotage its rivals in order to
receive the glory of being the new sun’s creator.
Stealing One
For PCs of an underhanded bent, an obvious plan is to wait for Pharos to finish
constructing its replacement sun, then steal it. This scheme has many advantages,
but any attempt to steal the sun will pit the characters against Pharos, Gloria,
and Mazakal—because, despite the distances involved, the latter two gods can
spend power points to arrive anywhere they need to be.

56 FATE: WORLDS OF ADVENTURE


INTENTION IN 30 SECONDS
At the start of the tale, mark the current locations of your intention markers.
Every time you spend a fate point to affect a roll, choose one:
• If you are using an ascendant approach, imbue one of your stations with
a power point.
• Bleed off the intention into the environment (page 23).
• Move your intention token one step toward the approach rolled.
If moving your token would push it off the end of the track, you must store
the intention in a station, bleed it off, or turn into a monster and end the scene.
At every milestone, in addition to the regular parts of that milestone, do the
following:
1. Move your intention tokens not covering a numbered tier space toward tier
0 until it covers the numbered space of the next lowest tier.
2. If any of your ascendant approaches have changed, adjust your ascendant
aspects to reflect that.
3. Check if your highest tier, now your milestone tier, has changed. If so,
adjust your boons and geas as appropriate.
At the end of the tale, you can choose to return your intention tokens to where
they were at the start of the tale by bleeding off all the excess intention in one go.
The more you bleed off, the worse things get.
A god... ... acts ...
y...

...maybe a bit ...which


...used b

too much. generates


intention...
...which
reinforces the
god’s nature...

...which
power
boons...
...which is ...which
stored in bleeds into
stations... the world.

GODS AND MONSTERS 57


Name

GODS AND
REFRESH

APPROACHES
MONSTERS
BOLD + + SUBTLE
MANTLE
CLEVER + + MIGHTY MILESTONE TIER
STATIONS
WISE + + SWIFT Station

ASPECTS Station

High Concept (Ascendant Approach)


Station

Trouble (Ascendant Approach) Station

(Ascendant Approach)
BOONS
Boon Tier

(Ascendant Approach)

(Ascendant Approach)

STUNTS

GEAS
Geas Tier

INTENTION

Bold 3 2 1 0 1 2 3 Subtle
Clever 3 2 1 0 1 2 3 Mighty
Wise 3 2 1 0 1 2 3 Swift
STRESS & CONSEQUENCES
Mild Moderate Severe
STRESS 1 2 3 2 4 6
Gods and Monsters Character Sheet ©2015 Evil Hat Productions, LLC. May be printed and photocopied for personal use.

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