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--History-Many pantheons claim to be the oldest. The Pesedjet of Egypt make that claim.

As do the Devas
of India and the Celestial Bureaucracy of China. Even the Atzlanti and the Loa may argue that
they are truly the eldest as their people worshiped them long ago as tribes and wanderers. All
may in fact be right as there is little in the way of true history during those times to determine
which of those pantheons sprang from their people first. While the gods of these first civilazations
may bicker over which if them truly is the oldest, archeology has proven which civilization was the
first to take shape. And it was none of them.
Human civilization began in the Fertile Crescent of Mesopotamia and whether the gods there
were the first pantheon or they came into being after other gods and simply attached themselves
to the people is a matter of great debate. What IS true, however, is that the Annuna pantheon
was made up of the gods of the very first cities of human kind. The Annuna were the first to gain
organized worship with permanent temples built in their honor. They were the first to have their
people gather in one place while the other pantheons were being worshiped by roaming tribes of
hunters.
This mass flow of worship and Fatebinding, served to shape the Annuna far faster than any other
pantheon had been shaped. And in the beginning, with humanity coming from harsh times and
expecting harsh gods to watch over them, as they had during their wandering days, it comes as
little surprise that the first of the Annuna were far from gracious. Enlil, original king of the gods,
was known as a rapist, and tried on three different occasions to destroy humanity outright simply
because they made too much noise. When the World finally was covered with water after Ymir's
death, many of the Annuna suspected perhaps that Enlil was involved. Some even now that he
knew the ultimate fate that would result from Ymir's death and manipulated Odin into striking the
death blow, in the hopes of killing humanity. Such theories are difficult to prove, however. Ishtar
and Ereshkigal were known as beautiful but heartless entities, sowing death and discord in their
wake. And Nergal was more feared than any of them, the bringer of pestilence, war and famine.
Still, there were some bright spots among this growing pantheon. Enki, the great protector, was
responsible for ensuring the continued survival of the World each time his brother Enlil tried to
destroy it. Ninhursag tutored the great kings to rule as benevolent leaders and Nusku taught
them the great advancements and improvements that came with their growing society. And as
the generations of more gods were born, they became more and more benevolent to their people.
Shamash, Sin, Ninlil, all serve to better the World, rather than bring it strife. And Marduk,
youngest of the ruling Annuna, sits as a benevolent king above all the other Mesopotamian gods.
The Annuna have gone from savage, primal roots and evolved into a pantheon led by reason and
enlightenment. Still, they can never truly leave behind their primal roots as Enlil, Nergal, Ishtar
and others are still dominant ruling powers among the Annuna. This dichotomy and internal strife
between the gods of disorder and chaos against the gods of reason and enlightenment serves as
perhaps the greatest dividing point and greatest weakness of the Annuna. The internal bickering
and backstabbing within the Annuna would make even the Dodekatheon or Pesedjet boggle at
the rapidness that the allegiances changes. And the savagry of their direct actions could make
even the Atzlanti stand up and take notice.
During the Titan War, the elder Annuna did not rise up against their Titan forebears as the other
pantheons did. Enki, Enlil, Ninhursag, all considered the Titans to be their parents and
grandparents and were in agreement with them on many of the points of the war. Still, the
younger generation of the Annuna rose up against them and the likes of Shamash, Nusku and
Marduk all fought hard against their ancient proginators.
It wasn't until Tiamat made her move to conquer heaven to deal with the "upstarts" among the
Annuna that the elders among the gods stood up to take notice. But they didn't wage war.
Instead, the three eldest of the Annuna approached their father, An. An, who served as the

dominant Avatar of the Greater Titan Anu, Titan of the Heavens, representing divine authority and
the right to rule. The elders pleaded their case before the Titan Avatar. Tefnut, one of the other
Avatars was sympathetic and sided with the gods. The other Avatar, Atlas chose instead to side
with the Titans. An was undecided at first, but many of the Annuna were his children. And a plea
from them decided it for him as he threw the power of Anu behind the gods.
Atlas remained in an alliance with the Titans during this time, and the division of power kept the
full might of the Greater Titan from being brought to bear. Regardless, this decision was the
turning point of the war for the Annuna, and with the divine right behind him, Marduk struck down
Tiamat and seemingly destroyed her. The Annuna did not have a hand in imprisoning their
Titans, but they did have a hand in defeating them and driving them back. Especially with two of
the three Avatars from the Titanrealm of authority and rulership on their side.
The Annuna settled themselves to rule in peace after that. Well, as much peace as can be found
with their pantheon full of constantly shifting alliances and betrayals.
While many of the pantheons have their arrogance, the Annuna chose this time to take their
egotism to an extreme. They had the might of the Titan of the Heavens on their side. They had
more of a divine right to rule than any. What did they need with the World or the other pantheons
when they had authority over the heavens themselves? Of course, there were always the
Annuna who disagreed with this idea. Nusku, Shamash and others who felt ties to the World
argued against this policy. But when Marduk sided with the elders and their arrogance, it became
the policy among the Annuna.
Other pantheons agreed not to interfere in the World directly. The Annuna chose to abandon the
World, having decided it was useless. The World might have forgotten about the Annuna entirely,
except for the fact that archeologists and anthropologists exploring the Fertile Crescent to learn of
the World's most ancient history found tablets and carvings which depicted the Annuna and their
worship. The Annuna's Legend was kept alive through history and research rather than active
worship and direct interaction.
That's not to say that the Annuna did not visit the World. On the contrary, they still walked among
the mortals just as the other gods did. But the Annuna never interfered and never bothered much
with the insignificance of humanity. Other pantheons knew of their existance, but considered
them antiquated, outdated and snobbish relics. Very few Scions of the Annuna had been Visited
by the gods for centuries. While it has been known to happen, such children are generally the
result of a fling and the curiosity of their divine parents. Their relics and their magical wonders left
in the World were lost and forgotten about in museums and historical societies and the Annuna
adopted an attitude that they had grown beyond the World and no longer needed it for anything
more than idle amusement with the mortals.
And the whole time, An and the other Avatars of Anu watched the Annuna squander the authority
they had been granted.
But then, the other Titans were freed from their prison. The Annuna were baffled of course,
having believed the Titans held in place by ancient bonds forged by the Arbiters themselves. The
Annuna attempted to approach An to ask how this could have happened, but they were not
allowed into the gates of his palace and were sent away. Word soon began to circulate among
the Annuna that they had lost the favor of the Titan of the Heavens. They were no longer worthy
of their seats and palaces in Anu.
When Anu was besieged from all sides by the forces of Aten and Anshar, a primal Avatar of
Ehekatoyaatl, the Annuna went on the defensive. They battled the suicide bombers and the wind
demons for hours, days, weeks, months. A few Annuna tried to tap the power of their mortal
children, results of the occasional bored dalliance, something not done for centuries by the
Mesopotamian gods, but there were too few to matter much and the Annuna possessed too few

resources to rally them properly. While other gods sent their Scions to enter the fray on the
World, the Annuna battled the Titans in the Overworld and their children were left without
guidance. And when they called upon the assistance of An and the other Avatars of Anu, they
were ignored.
And then they lost. Aten and Anshar managed to drive the Annuna from Anu. Many of the forces
of the Annuna were scattered. Minor gods and lesser immortals were driven from their palaces in
the clouds and forced into the desert wastes of Akhetaten or the great storm realm of
Ehekatoyaatl. The bulk of the Annuna, however, withdrew into the paradise garden of Dilmun,
trying to create a staging ground to retake lost territory. But while other gods have found the
Titans encroaching upon their territory and trying to take the godrealms, the Annuna have found
just the opposite.
For thousands of years, Dilmun has existed as a subrealm within the greater realm of Anu,
dominated by the reaches of the Greater Titan. But the Annuna have found the gates to Anu to
be barred. Hands of Aten and lilitu demons prowl the borders and keep the Annuna from
stepping foot within the Titan Realm. In a war where other pantheons have been fighting to keep
the Titans out of their homes, the Annuna have been cut off from the Titan they considered to BE
their home.
It's only now that the Annuna turn their attention to the World once more. Though they tried
Visiting Scions as other pantheons did, the Babylonian gods didn't have the support network to
arm them properly. The Annuna are now walking the World to find their latent children and
awaken their powers in greater numbers than they have in centuries. They stalk museums and
archeological digs to recover the relics and wonders that they once cast aside when leaving the
World. The Annuna are trying to pick up the pieces of their pantheon in the hopes that by
retaking Anu and driving the Titans back once more, they can prove their worth and reclaim their
place in the heavens.

--Relations with Others-For the most part, the Annuna do not have relationships with the other pantheons. They haven't
for a long time anyway. The Annuna withdrew from the World, abandoned what was left of their
worshipers and left behind the other pantheons to deal with their own petty skirmishes and
conflicts. The other pantheons met their actions with similar reactions. They dismissed them.
They forgot about them. Even when the Annuna were encountered in the World, the other
pantheons ignored them.
The other pantheons felt that if the Annuna wanted nothing to do with them, then they would
gladly return the favor. Though, that didn't stop the other pantheons from co-opting a few
remaining relics and other Birthrights for their own Scions. The mushhushshu (Scion:
Companion, pg. 60) is a prime example of this trend. The Annuna left it behind and the other
pantheons had no qualms about using their remnants. And that was the attitude many held. The
Annuna were simply remnants of a dead age.
Now, however, the Annuna have had their home invaded. After spending months under seige,
they were kicked from what they considered to be their home and have been forced to seek out
aid from their fellow pantheons once more. Old rivalries have resurfaced and new alliances have
begun to be formed.
None are more affected by the return of the Annuna than the Pesedjet and the Dodekatheon.
While the Pesedjet considered the Greek pantheon to be their sole rivals for cultural power, that
was only because they thought the Annuna to be a non-entity now. The fact that they were wrong
and the Mesopotamian gods have re-emerged means the Pesedjet have renewed their old

competitions with the ancient gods. And yet, as much as the Pesedjet might begrudge the
Annuna for their place in the ancient world, the Egyptian gods have also found kindred spirits
among the returning Mesopotamians. These ancient gods can find common ground. Both have
had the world move on without them. Both have found new roles to take on in their new
situations. And both believe that the old ways work best. The two pantheons have found many
reasons to work past their rivalries of old. Even if sometimes, it may take a lot of work.
The Dodekatheon are affected perhaps less so, but for many of the same reasons that the
Pesedjet might feel threatened by their presence. The Dodekatheon were a fledgeling pantheon
during the height of Annuna power. These gods are the gods which the Dodekatheon looked to
for guidance and inspiration during their formative years. And many of the Dodekatheon have
chosen to forget such matters. They are the embodiment of excellence and perfection. What
need do they have to look to these ancient elders for assistance anymore? Yet many of the
Dodekatheon harber secret thoughts of inadequacy that they would never make public when
compared to the Annuna. Something which the Annuna do not make any better by treating the
Dodekatheon as children, even today.
Their relationships with the Aesir, Atzlanti and Amatsukami are formative at the moment. Though
these pantheons are ancient today by many standards, when the Annuna chose to withdraw from
the world, the Aesir and Atzlanti were still young and coming into their own. And the Amatsukami
were just beginning to take shape. The Annuna are unfamiliar with these pantheons and have
begun to explore relations with them tentatively.
The Annuna are hesitant to get too close to the Aesir. The tales they have heard of their
Ragnarok and its impending arrival have made the Annuna wary. For the time, they have chosen
to keep their distance and watch how events play out. Still, they watch and see if this pantheon
holds any potential for them. Their fatalistic attitudes and seeming devotion to bringing about
their own end while trying to avoid it have done much to turn them off, however.
Among the Atzlanti, the Annuna have oddly found kindred spirits. Many of the more violent
Annuna have all found much in common with the Aztec gods. While many of the pantheons may
be put off by the Aztec's devotion to sacrifice and their bloodlust, the Annuna take it all in stride.
They still remember times when their own worshipers made regular sacrifices upon the altars in
their names. Rather than being disgusted, the Mesopotamian gods are impressed by the sheer
scale of bloodshed which the Atzlanti were able to have done in their name. True, some of the
gentler gods such as Ninlil, Shamash and Sin may cringe at such stories. But the older
generation of Annuna look upon the Atzlanti and smile to themselves as they think back to their
own beginnings.
Their most hopeful of new relationships, however, is with the Amatsukami. The Japanese
devotion to their people and their insistance upon keeping to the laws of etiquette and propriety
impress the Annuna. They remember times when matters were settled before ancient tribunals
before An, Enlil or Marduk, much as the Amatsukami leave the decisions in the hands of
Amaterasu. And their warrior's hearts endear them to many of the more violent of the Annuna
who wish to take the battlefield once more. Still, they need to make sure that the Amatsukami will
acknowledge the Annuna just as equally. And so far, the haughty attitude of Amaterasu and her
court have left a sour taste in the mouths of the Annuna. It seems the Queen of Heaven believes
the Mesopotamian gods are past their prime and she has little use for them, despite all the
similarities they may share.
The Loa have left the Annuna baffled. The Annuna still remember Shango, Ogoun, Damballa and
others from their time among the West African tribes. These new faces and identities they wear
have confused the Annuna. And to be honest, have left the Mesopotamian gods scared. They
look upon the Loa and see what they could have become had they not withdrawn from the World
when they did. Though some have made tentative attempts to reconnect with their fellow ancient
gods and found the Loa quite accepting and gracious, the Annuna as a whole are keeping their

distance.
The Celtic gods of Ireland have done little to draw the attention of the Annuna as of yet. Their
obsession with honor and self-worth have left the Annuna wondering just what their purpose is. It
is almost as if they wish to prove their greatness and have it thrust upon them, rather than earn it
and have it shine through naturally as the Annuna have learned to do. They bear some watching,
but they seem to be backwards and going about life the wrong way.
The Celestial Bureaucracy is greeted with little respect from the Annuna. Though many of the
most ancient of the Bureaucracy consider the Annuna to be their contemporaries, they have
never gotten along. The Chinese gods see the Annuna as barbaric and uncivilized. While the
Annuna see the Bureaucracy to be stagnant and too obsessed with protocol. Keeping a proper
sense of etiquette is one thing. But allowing protocol and procedure to hinder the entire process
is simply idiotic. And as modern ideas of paperwork and computerization have infiltrated the
culture of the Chinese gods, the problem has only gotten worse in the eyes of the Annuna.
The Devas are perhaps given the most respect from the Annuna. Though their cultures and
idealogies may clash, the Devas are almost as old as, if not older than the Annuna. And yet, the
Devas have managed to maintain their ancient identities for the most part, without withdrawing
from the world as the Annuna did. On some level, the Mesopotamian gods find they have to
respect that. Now, if only the Devas would greet the Annuna with the same respect in return, they
might forge alliances and aid each other. But the Devas insistance on treating the Annuna like
failed gods of the past does nothing more than infuriate the ancients.
The Annuna consider the Rus to be an interesting novelty. They have looked into their history
and were intrigued to learn that the entire pantheon used to not only be Titan Avatars like many of
the other gods, but were literally split from those Avatars into their component parts. And the fact
that the other pantheons have treated them with honor enough to bestow them a piece of another
pantheon's Overworld has interested them. Still, they find the inner turmoil between the pantheon
to be disheartening. The Annuna have had their own internal strife in the past, but nothing like
the Rus seem to have. These Slavic gods seem intent on literally tearing each other apart and
bringing their entire pantheon crashing down with them.
Finally, the Annuna are sad to see the current state of the Manitou. They remember the ancient
Native American gods from their formative times. And they witnessed how during the Titan War,
Raven organized them together. But now, they have returned to the World to find the pantheons
have been bound together permanently and what once was many have now become one. The
Annuna mourn the loss of their individuality. Still, they see much of the old identities have
remained and the pantheon has found unity. The Mesopotamian gods have reached out to the
Manitou to offer aid and support. So far, the Manitou have tried to keep their own problems
internal and have not responded to the Annuna's offers.

--The Pantheon - The Annuna-Virtues: Conviction, Endurance, Valor, Vengeance


--------------------------------------------------------------------------------------------------------------------------------Extended Family-Scion: God, pg. 203, describes the seige on Anu. It also mentions that the Annuna called upon
the aid of many sub-pantheons of the Annuna for aid. These pantheons are described in detail in
other sources, but for the Storyteller in a hurry, this is a brief description.
These pantheons exist as extensions of the main Annuna family. The Elamite, Kassite and

Ugaritic people still worshipped the Annuna, though many places used different names and
associations for them. Many of these alternate names have been worked into the descriptions of
the gods below. However, not all of the gods of these sub-pantheons adapted to the Annuna as a
whole.
The Elamite sub-pantheon, consists mainly of Kiririsha, the second wife of Enlil, and her consort
Inshushinak. Though other minor gods and goddesses can claim membership to the Elamite
sub-pantheon, they do not have the power to equal the two major gods who provide its
leadership. When the Annuna chose to withdraw from the World, Kiririsha and Inshushinak
refused. They remained behind in the World and attempted to maintain a presence among
human society. It made them outcasts among their fellow Annuna, but now the other
Mesopotamian gods have them to thank for Anu's continued survival and connection to the World.
If not for them, the Annuna would have drifted off into ambiguity centuries ago. Still, two gods
alone could not make much of a difference against the seige on Anu when the call for aid went
out. They have renewed ties with the mainstream Annuna, and are working from Dilmun to aid
them. Information on Inshushinak and Kiririsha can be found in the Sub-Pantheons file.
The Kassite sub-pantheon is really too minor for many gods to concern themselves with it. No
gods of the Kassite people managed to rise to the ranks of power among the Annuna. None
could ever compete with the might of the Annuna gods and this sub-pantheon consists almost
entirely of minor gods and lesser immortals. Long ago, they followed the lead of the Annuna and
withdrew to Anu, but during the seige, were unable to provide the aid the Annuna sought as their
power could not compete with the impending threat.
Finally, the Ugaritic, or Canaanite, pantheon is today the largest and most organized of the
Annuna's sub-pantheons. Long ago, the Elohim (children of El, another name for Enlil) were a
thriving family of gods, led by the three sons of Enlil, Adad, Mot and Yam, and the daughter of
Shamash, Shapash. Though many minor gods were set to rise to power and fill in the gaps, the
pantheon never got its chance to rise to prominence. The rise of monotheism hit the pantheon
hard, however, forever changing the pantheon. The proceeding distruction by the other gods left
the Elohim in ruins, their rise to power into their own pantheon, separate from their Annuna
parents, halted by the powers of Fate. Still, the Elohim did not simply roll over and give up.
Rather than return to Anu when the Annuna left the World, the Elohim remained behind, mingling
with the monotheistic faiths and attempting to undo the worst of the damage caused by
monotheism. Their guidance and leadership has helped to stem the worst advances of
monotheism on the power of the gods. Information on the Elohim can be found in the SubPantheons file.
-------------------------------------------------------------------------------------------------------------------------------

-Enki
AKA: Ea
Brother to Enlil and god of the water and invention, Enki is one of the most active of the Annuna.
He is a calm and impartial judge among a pantheon populated by volitile and irrational gods. Any
who come to Enki for protection will recieve it, until such time that he finds those who beseech
him are not worthy of his aid. He is the god of magic and the greatest sorcerer that the Annuna
has to offer.
In past times, he has been one of the most outspoken of the gods in favor of continuing
humanity's existance. Not out of any sense of altruism, however, but because long ago, the first
men came to Enki to beg his protection. So far, the race as a whole has not yet proven unworthy.
So while he may refuse to aid individuals for their crimes, he has not yet turned his back on
humanity as a whole and will not allow the entire race to fall.
Once, Enki was also the protector of all the mes in existance. The tablets of creation and
authority were under his control and he parcelled them out to gods as he saw fit and when he felt

they had earned the right. That is until Ishtar tricked him into giving them over to her and she
took them away from him and they passed into the hands of the Annuna as a whole.
Enki often takes the shape of a wild old man, still full of life and with a laughing smile, but clearly
not in the prime of youth any longer. He wears his beard long and his clothes are made from the
living bark of the trees he nurtures and water flows like a cape from his shoulders. In the World,
Enki appears as the bodyguard, assigned to keep some celebrity famous for the right price. Or
he walks the world as the farmer who supplies crops to a small desert village. He is the judge
who sticks to the spirit of the law, if not the letter, to ensure that the guilty go to jail and the
innocent remain free.
Many of Enki's Scions take their role as guardian very seriously. They see themselves as their
Bands' protectors and they work harder than anyone to ensure that their companions and
followers are kept safe. They are not afraid to do what needs to be done to stop the Titan threat,
but they do their damnedest along the way to make sure everyone comes out in one piece at the
end of the day.
Associated Powers: Epic Intelligence, Epic Manipulation, Epic Wits, Animal (Fish, Goat),
Fertility, Guardian, Health, Justice, Magic, Mystery, Melam, Water
Common Abilities: Academics, Craft, Integrity, Occult, Politics, Survival
Rivals: Enlil, Ishtar, Ninhursag; Isis, Set, Sobek, Poseidon, Frigg, Loki, Njord, Tyr, Quetzalcoatl,
Tlaloc, Susanno-o, Kalfu

-Enlil
AKA: Ellil, El, Humban
Born from the exhausted breath after sexual union, Enlil is one of the oldest of the gods of the
Annuna. Many of the younger generation of the Annuna are his children and until Marduk rose to
power, he was considered their king. Once he was cast out from Dilmun, the home of the gods,
for raping a young goddess. This goddess however, Ninlil, then followed him and bore him three
children before he was allowed back into Anu and he claimed the young woman as his wife. He
has also sired children with many other of the Annuna, including Ereshkigal, goddess of the
Underworld.
In his divine appearance, Enlil takes the form of a powerfully built man. Still strong with youth and
vibrancy, Enlil is also matured since his younger years of raping virgin goddesses. Now the light
of experience can be seen in his young eyes. A heavy beard has grown over his young cheeks,
signifying his role as the father of the gods and their chief patriarch. When in the World, Enlil can
be found playing the father figure to others. He is the school teacher who takes troubled children
aside and offers them guidance. He is the psychiatrist there to offer advice.
Enlil's Scions are numerous. He may have matured past the time of raping young maidens, but
that has not slaked his lusts in the least. It's just now he makes sure the women he sires his
children with are at least moderately willing. His Scions are often as boistrous and full of vigor as
their father. They take up roles as teachers and educators as well, serving as the pioneers of
human invention and innovation. They are also rarely lacking a sex life and can be found on
many a romantic tryst.
Associated Powers: Epic Appearance, Epic Stamina, Animal (Snake), Illusion, Melam, Sky
Common Abilities: Brawl, Command, Larceny, Occult, Presence, Survival
Rivals: Enki, Ereshkigal, Nergal, Ninlil, Sin; Horus, Set, Zeus, Odin, Thor, Quetzalcoatl, Raiden,
Erzulie, Shango

-Ereshkigal
AKA: Irkalla, Allatu

Queen of Irkalla and sister of Ishtar, Ereshkigal is the one source of light in the deep,
impenetrable darkness that is the Underworld. Once, she ruled the Underworld alone, but that
was before Nergal arrived and claimed her as his bride, creating a situation that required her to
share her role as ruler of the Underworld. Nergal presides over the dead themselves. Thus the
people who populate the Underworld belong to Nergal. But the Underworld itself where those
people, and Nergal himself, reside belongs to Ereshkigal, their queen.
As beautiful as Ishtar, though not quite as charming, Ereshkigal has not allowed the dreariness of
the Underworld to sap her passions from her as some of the other goddesses of death have
done. Though Ereshkigal can be as cold and calculating as any god of darkness and decay, she
is also known to be an insatiable lover. In Nergal's first attempt to usurp power from her, he tried
to seduce her and claim her as his wife. But after a full seven days and seven nights of
passionate romance, Nergal tired while Ereshkigal was left wanting more. He was banished from
her kingdom for disappointing her, but eventually returned and reconciled with her, taking his
place in her kingdom. Theirs is not a happy marriage. But it is active.
Her temper is just as legendary. When her own sister, Ishtar, descended to the Underworld to
mourn with her sister after the death of Gugalanna, Ereshkigal's first husband, at the hands of
Gilgamesh, Ereshkigal gladly forced her sister to strip herself of her clothes and belongings, thus
trapping her there in the lands of the dead as if she herself were a ghost. It wasn't until the other
gods intervened that Isthar was allowed to return to the lands of the living, but even then,
Ereshkigal demanded that a living person take Ishtar's place. Her vengeance against those who
would take harm her is just as insatiable as her lust and it takes great sacrifice before she feels
vindicated.
Though her passions never cool, she is rarely found in the World or Overworld. Though the
Underworld of the Annuna has been empty for some time, she has little desire to walk among the
living. However, when she does appear in the World, she is always memorable. She is the
dominatrix who maybe goes too far with her customers but has never once had a complaint.
She's the high priced prostitute who loses herself in the job and surprises customers with
"freebies," and she's the attractive medical examiner who isn't afraid to cause a scandal with her
co-workers on the examination table next to the dead bodies.
Her Scions are drawn to professions of death, from forensic analyst to coroner to mortician.
Always, they do their job with a passion that borders on the obsessive. Any theat to their position
is met with hostility. And any rivals are summarily dealt with. And yet they always make time for
life's little daliances to intervene in their day to day schedules and savor every moment of their
passions.
Associated Powers: Epic Appearance, Epic Manipulation, Epic Stamina, Darkness, Death,
Earth, Melam
Common Abilities: Command, Fortitude, Integrity, Occult, Presence, Stealth
Rivals: Ishtar, Nergal; Osiris, Hades, Hel, Mictlantecuhtli, Izanami, Baron Samedi

-Ishtar
AKA: Innana, Astarte, Anat
The goddess of love and war, Ishtar is as beautiful and seductive as she is deadly. Of all the
gods, Ishtar is perhaps the most feared and most sought after at the same time. Her beauty is
only matched by that of her sister, Ereshkigal, but her charm and grace which her sister lacks
makes her a far more alluring goddess. About the only goddess that Ishtar feels truly rivalled by
is Aphrodite among the Dodekatheon, but Ishtar would never let it be public knowledge that the
young, Greek upstart has the power to rankle her.
Next to her beauty and fearsomeness, most know Ishtar for her temper and the callous treatment
of her lovers. When she sought to wed the great hero Gilgamesh, he rejected her, citing her

history of lovers and the tragedies they had suffered in the past. In her rage, she sought for Enki
to send the minor god, Gugalanna, the Bull of Heaven and Ereshkigal's husband to strike
vengeance against the hero and his companion, Enkidu. When he initially refused, she
threatened to break down the gates of Irkalla and free the dead to walk among the living once
more. With that threat hanging in the air, Enki sent Gugalanna to punish Gilgamesh and Enkidu.
And when they defeated him Enkidu dismembered him and threw his thigh at Ishtar. And it was
then Isthar who pleaded with the rest of the Annuna to punish the humans who had slain the
Gugalanna. It was for this that Enkidu died.
When she sought to mourn with her sister after Gugalanna's death, she was tricked by her
sister's guile and trapped there in the palace of Irkalla for punishment. When she was released, it
was on the condition that she find someone to replace her in the lands of the dead. She travelled
far and wide to find someone take her place and when she finally came upon her husband who
was not mourning her loss, she would have casually chosen him to replace her had he not fled
quickly. Instead, she took his sister in his place.
Ishtar can often be found in the World, mingling love and war among the human race. She is the
Mafia mistress who causes a war between the family by sleeping with the head of the family's
brother. She is the queen of violent pornography. No depravity is too exteme for Ishtar to partake
in. She tries everything at least once. In romance, Ishtar is always the aggressor and many a
man has been conquered by her. More often than not, this results in more Scions to serve her.
Ishtar's Scions are many and varied. Rarely is Ishtar the attentive mother and her Scions are
honestly lucky if they even recieve some sort of personal attention during their Visitation. Many of
them are Visited by divine messengers or other servants who are sent on Ishtar's behalf to do the
deed. Scions of Ishtar do have a few things in common, however. Many of them tend to lead
violent lives. But that violence is always mixed with unbridled passion, often with the Scions
serving as the aggressors in both the violence and the love.
Associated Powers: Epic Appearance, Epic Charisma, Epic Manipulation, Chaos, Melam, War
Common Abilities: Athletics, Brawl, Fortitude, Melee, Presence, Thrown
Rivals: Enki, Ereshkigal, Marduk, Nergal, Ninlil, Shamash; Bastet, Horus, Isis, Aphrodite, Ares,
Artemis, Dionysus, Persephone, Freya, Loki, Huitzilopochtli, Quetzalcoatl, Tezcatlipoca,
Tlazolteotl, Amaterasu, Hachiman, Erzulie, Ogoun

-Marduk
AKA: Merodach, Mardochaios, Bel
Most of Marduk's origins have been lost to the ages, even among his fellow Annuna. Mainly
because most of the Annuna rarely pay too much attention to someone outside of themselves
long enough to remember the past of someone viewed as "inconsequential." Marduk is
connected to water, judgement, and magic. He is also the god who has taken Enlil's place as
king of the Annuna.
He earned his power and rose to prominence when he battled and defeated the Avatar of the
Drowned Road, Tiamat. This act proved both his dominance over the water and the right to rule
the Annuna. Though Enlil put up a bit of a struggle over the fact, Enki was more than accepting
and with his graceful acceptance, Marduk assumed the position. He is normally depicted as a
regal young man, crowned with the symbol of a snake or dragon upon his head. His strong
features and thick beard are worthy of the great king he is.
Marduk rarely appears in the World. He is the king of the Annuna and is too busy to leave the
Overworld. However, when he does appear, he is always the strong and just leader. He has
been a senator in Washington, a representative at the United Nations, and the leader of a biker
gang. His Scions tend to follow similar roles, serving as poweful warriors for their particular
cause, whether it be physical or social. They are strong leaders and charismatic figures of

authority. Just like their father.


Associated Powers: Epic Charisma, Epic Stamina, Epic Strength, Guardian, Justice, Magic,
Melam, Sky, Water
Common Abilities: Brawl, Command, Control, Integrity, Presence, Politics
Rivals: Enlil, Nergal; Horus, Zeus, Odin, Thor, Huitzilopochtli, Hachiman, Raiden, Damballa

-Namtar
AKA: Namtara, Namtaru
The son of Ereshkigal and Enlil, Namtar is a hellish deity. He is the god of death itself and is the
messenger of the gods. He is responsible for drawing the souls of the dead to the Underworld
where they belong and can often be found accompanying his step-father Nergal on the fields of
battle. Nergal destroys the bodies and Namtar carries them to the land of the dead for him.
Namtar, more than any other of the Annuna, knows the ultimate fate of man. He's a prophet with
skills at knowing specifically how and when someone will die.
As the messenger for the gods, especially for Ereshkigal and Nergal, it is his task to travel
between World, Overworld and Underworld to deliver the dictates of the Annuna and to serve as
ambassador to the other pantheons. Few of the other pantheons appreciate Namtar's unique
approach to serving as a psychopomp, finding the monstrously ugly bringer of death to be more
disturbing than trustworthy as a diplomat.
Namtar in his true divine form, is truly horrible to look upon. Some say that he is the source of
modern stories of the Grim Reaper. There is no flesh on his bones, he is simply a walking
skeleton. Sometimes, he appears with a diaphanous black cloak surrounding him and shrouding
him from view. Usually, however, he is simply a skeleton, showing off the true horror of death and
decay. When he appears in the World, he still tends to be skeletally thin. He often dresses in
black and plays roles associated with letting people know their time to die. His favorite role is that
of a doctor for the terminally ill. Though he's kind and charming on the outside, on the inside he
takes some secret glee in informing his patients of their impending demise.
Namtar's Scions are rare. It takes great effort for the god of death to find it in himself to create
life. It's also rare that he adopt. Few living things last long and even the children of gods are not
immune to death. Those that Namtar does sire, he does not always Visit. Perhaps his
knowledge of a person's Fate tells him which would die as Scions and which have a better
chance of surviving the rigors of divinity. Very few of the Scions that Namtar actually Visits or
Adopts actually fall in combat against the Titans. The disproportionate number has made more
than a few other gods take notice of Namtar's very picky habits.
Associated Powers: Epic Appearance, Epic Perception, Death, Melam, Prophecy, Psychopomp
Common Abilities: Athletics, Awareness, Investigation, Medicine, Occult, Stealth
Rivals: Nusku, Sin; Anubis, Hades, Hermes, Odin, Mictlantecuhtli, Quetzalcoatl, Izanami, Tsukiyomi, Baron Samedi

-Nergal
AKA: Nirgal, Nirgali, Lugalgira, Sharrapu, Erra, Sibitti, Aplu
Nergal, god of the noonday sun, death in the throes of war and the plagues that grow from decay
and pestilence is perhaps one of the most feared of the Annuna. He is the husband of Ereshkigal
who he tried to seduce to gain control over her kingdom. After a week, however, his would-be
wife was still unsatisfied and Nergal was exhausted. She banished him from her presence and
he returned to the World to cause havoc in his outrage. The rest of the Annuna then punished
him by exiling him to the Underworld.
There, Nergal and Ereshkigal reached an agreement. They married and he became the lord of

the dead while Ereshkigal was the Queen of the Underworld itself. Since that time, Nergal has
wandered the world, spreading plague and war across the land, so that he can claim the souls of
the dead to be carried to the Underworld to serve him and the rest of the Annuna. He can often
be found accompanied by his step-son, Namtar, who points out those who are about to fall and
then takes their lives so Nergal can claim their souls.
In his divine form, Nergal appears as a fearsome warrior. His armor and weapons are
bloodstained, though he rarely appears with the same kind of armor or weapons twice. He
prefers to experiment with new looks and new toys. He's a strong, imposing figure and his eyes
glow with an inner light. His matted hair hangs down from his head like a lion's mane and his
sharpened teeth gnash almost constantly in his mouth. He's often found wreathed in living flames
that dance along his body. When appearing in the World, he still appears as a strong and
threatening figure. He's served as an arsonist, a gun runner, a front-line soldier and a doctor who
breeds disease for war.
His Scions are often the ones who fear their father the most. They are more acquainted with his
rages than anyone and they learn to avoid their father more often than not. And that's often the
way Nergal prefers it anyway. He's far from the doting father and most of his children are lucky to
recieve even the basics of Birthrights upon their Visitations. And when Nergal comes to meet his
children and welcome them to their divine heritage, tragedy is often not far in his wake. Most of
his Scions find themselves introduced to the Titan War with the sprays of blood and the rattling
coughs of the dying.
Associated Powers: Epic Dexterity, Epic Strength, Epic Wits, Animal (Lion), Chaos, Death, Fire,
Melam, Sun, War
Common Abilities: Brawl, Fortitude, Marksmanship, Melee, Medicine, Thrown
Rivals: Enlil, Ereshkigal, Namtar, Ninhursag, Ninlil, Nusku, Shamash; Horus, Set, Apollo, Ares,
Hades, Hel, Odin, Vidar, Amaterasu, Hachiman, Baron Samedi, Legba, Ogoun

-Ninhursag
AKA: Ninmah, Nintu, Mama, Mami, Nin-ki, Aruru, Belet-lli, Ninzinak, Nindim, Nagarsagak,
Ninbahar, Ninmag, Ninsigsig, Mudkesda, Amadugbad, Amaududa, Sagzudingirenak, Ninmenna,
Antu, Ki
The goddess of the earth, Ninhursag is the mother of many of the Annuna. Indeed, many
consider her to be the mother of the pantheon itself as it was with her that Enki bore many of the
other deities. As one of the oldest of the pantheon and the great matriarch, she takes it upon
herself to ensure that the children of the gods are well taken care of. In times past, she was a
tutor of royalty, teaching the great kings (many of which were Scions) how to lead their people
properly. She represents wisdom, learning and the enlightenment of mother earth.
In her divine form, Ninhursag typically wears a horned head dress with tiered skirts. She is not
the most beautiful of goddesses. Her motherly presence tends to be thought of more as soothing
and comforting than as sensual in any way. She is often found carrying a club or baton that is
often topped by an omega motif of some sort. When she walks among the World she is the
protective school teacher or the mother of a great politician or business man who turns to her for
advice or guidance.
Her Scions often walk the world as great leaders in their own right. Their mother acts to offer
them guidance and ensure their greatness, but it is the role of her Scions to go on and act as
agents in the World. She ensures her children rise to power and that they are skilled enough to
keep it. Her female Scions take a special role. Often they are called upon to follow in their
mother's footsteps and shepherd in a new generation of children to take power in the World when
their time comes. But not until those Scions have had their own adventures and are ready to
settle down.

Associated Powers: Epic Charisma, Epic Manipulation, Epic Intelligence, Earth, Health, Magic,
Melam
Common Abilities: Academics, Craft, Empathy, Medicine, Politics, Survival
Rivals: Enki, Ninlil; Geb, Isis, Hera, Freya, Freyr, Frigg, Quetzalcoatl, Tlazolteotl, Xipe Totec,
Izanagi, Damballa

-Ninlil
AKA: Sud, Mullitu
Though not the mother of quite as many of the other gods as Ninhursag is, Ninlil is nevertheless
the mother of many of the most powerful of the Annuna. Mainly because she is wife and consort
of Enlil the father of many. In her youth, Enlil found Ninlil and raped her, impregnating her with
Sin. Later, after Enlil was banished to the Underworld for this crime, Ninlil followed him there and
dwelt with him for a time. There she gave birth to three more of his children, including the death
god, Nergal. Finally, the two gods were married and Enlil was forgiven for his crime.
As a goddess of the winds, Ninlil is in many ways the counterpart to Enlil. Where Enlil can be
cold, icy and callous, the beautiful Ninlil is gentle and nurturing, caring for her children and even
forgiving Enlil for his heinous crime against her. She is a guardian of the weak and a traveller
across the skies. Often, it is Ninlil who keeps her husband in check and ensures that his
passions do not get him into further trouble as they once did with her. Finally, the warm caresses
of her winds are known to aid in the growth of crops and Ninlil serves gladly as a goddess of grain
and abundance.
When appearing in the world, the beautiful Ninlil often takes roles that keep her close to her
husband to keep an eye on him. When he is a school teacher, she is the guidance counselor of
the same school. When Enlil serves as a psychiatrist, she is often there as his secretary and
assistant. When she takes to the world to take on roles of her own, she can often be found
serving as a rape crisis counselor, helping young women deal with the trauma they've gone
through.
Her Scions can often be found as explorers and adventurers. They travel the world to look out for
those in need of their aid. They are also a comforting presence, soothing the pains of the world
and helping to bring peace to the troubled World. More than anything, Scions of Ninlil are strong
of will. They do not let life get them down, no matter what horrors may be thrown at them.
Always, they push onward, trying to make the best of bad situations and snatch victory from the
jaws of defeat.
Associated Powers: Epic Appearance, Epic Stamina, Fertility, Guardian, Melam, Psychopomp,
Sky
Common Abilities: Awareness, Empathy, Fortitude, Integrity, Presence, Stealth
Rivals: Enlil, Ishtar, Nergal; Bastet, Aphrodite, Hermes, Hel, Sif, Tlazolteotl, Amaterasu, Erzulie

-Nusku
AKA: Gibil, Girru
More than simply the god of fire, Nusku serves as the god of civilization and advancement for the
Annuna and their worshipers. The moment humanity discovered the use of fire, Nusku has been
there to guide them in their use and the advancement of their society. He is not however, quite as
obsessive as certain Titans, like Prometheus. Nusku wishes to see fire and advancements in
technology used for the betterment of the World, rather than to see it used simply for the sake of
advancement itself.
Nusku is always the protector of families and a ward against sickness and disease. He is known
as a great purifier, using his knowledge and his protective powers to keep plagues and pestilence
from raging out of control. Finally, Nusku is responsible for connecting the gods of the Annuna

with their human worshipers. Without Nusku, the sacrifices to the Annuna would never reach
their destination in the Overworld. While many of the Annuna are distant with little regard for
humanity beyond their usefulness, it is Nusku who walks among them and serves as the mediator
between humans and the divine.
Nusku's divine form is rarely the same twice in a row. He appears how he needs to in order to
achieve his goal and is ever-changing as the dancing flames themselves, often appearing more
times than any as the flames themselves. When he appears in the world, he often serves as
roles that connect people to others. He's been a telecommunications specialist and a computer
engineer. He's designed highway systems and brokered peace treaties. He also takes a special
interest in the medical field, working to further the advancement of modern medicine to cure
illnesses and help the sick.
His Scions are many and varied. Not only are his Scions so varied simply by the mercurial nature
of their father, but Nusku is also one of the Annuna most likely to Adopt the Scions of other gods
and fill in the roles that are left unfilled by other divinities. Because of this, Scions of Nuski have
very little that can be said about them as a whole. Many of them follow roles that allow them to
connect two groups of people, but the options available under such a broad concept are too many
to ever hope to pin down.
Associated Powers: Epic Dexterity, Epic Intelligence, Epic Perception, Fire, Guardian, Melam,
Psychopomp
Common Abilities: Art, Awareness, Craft, Medicine, Politics, Science
Rivals: Namtar, Nergal; Ptah, Hephaestus, Hermes, Heimdall, Tyr, Quetzalcoatl, Hachiman,
Damballa, Ogoun

-Shamash
AKA: Utu
Shamash, the representation of the sun itself among the Annuna, may not be quite as powerful as
some of the other Annuna. But he is one of the most active hands in the World today, and bears
the distinction of having some of the most devoted Scions known to the pantheon. Gilgamesh,
himself, was a Scion of Shamash via his mother who conceived and bore him before her own
ascension to godhood.
While many of the Annuna may branch out and seek power in many venues, Shamash has
devoted himself to his pure and simple role: the dispenser and arbiter of justice among the gods.
As the embodiment of the supreme light of the heavens, it is Shamash who illuminates the truth
and brings crimes and illegalities to light. He has inspired the creation, collection and passing of
countless laws through the centuries and has inspired leaders to root out the darkness within their
domains.
Surrounded with the radiant halo of the sun at all times when in his divine form, he dresses in
regal robes and his beard glows like the sun itself. When he walks among mortals, the great
arbiter is always found in the halls of justice. He has been a paralegal, collecting and collating
legal documents so that the legal staff of the law firm can properly find and use the information
within. He has served as a lobbyist in congress to get legislation passed and as a police officer
who arrests the criminals to take them before trial. Rarely does he serve as a judge directly,
though it is not unheard of.
Scions of Shamash tend to take a direct role in the law and order of their environment. They are
peace officers and soldiers against unjust regimes. They are not afraid to take the front lines or to
do what needs to be done to deal with the threat of the Titans. They often serve to inspire their
Bands to do what is right and serve as the voice of reason if their Band mates should stray from
the "proper path."

Associated Powers: Epic Intelligence, Epic Perception, Justice, Melam, Sun


Common Abilities: Academics, Awareness, Empathy, Integrity, Investigation, Politics
Rivals: Enki, Ishtar, Marduk, Nergal; Atum-Re, Horus, Apollo, Athena, Zeus, Baldur, Loki, Tyr,
Vidar, Huitzilopochtli, Quetzalcoatl, Tezcatilpoca, Amaterasu, Baron Samedi, Damballa, Kalfu,
Legba

-Sin
AKA: Suen, Nanna
The child born from Enlil's rape of Ninlil, Sin is the god of the moon. More than that, he is also
known as the greatest of prophets of the Annuna, mastering the tools of both astronomy and
astrology to answer the questions of the stars and planets. Though not exactly known for his
intellect like his son, Shamash, is, Sin is known to be quick thinking and perceptive, always ready
with a solution to the visions and signs he sees in the stars.
Appearing as an old man with a flowing beard of lapis lazuli, Sin always wears the crecent symbol
of the moon somewhere on his robes. When appearing in the world, Sin appears in roles that
allow him to help others prepare for future events. He has been a meteorologist, predicting the
weather from day to day. He has been a fortune teller at a carnival, reading the tarot and
advising interested tourists. He goes through life always looking to the future and always thinking
about the next step rather than focusing on the present.
His Scions are often similarly disposed. They are very good at capturing the big picture. They
take in details and quickly piece them together into the overarching themes and plans. What his
Scions often miss is the significance of the details themselves. A Scion of Sin may take in a room
and determine who will likely die in the battle that is about to erupt, but rarely do they take the
time to consider what those deaths mean or who the individual people are.
Associated Powers: Epic Perception, Epic Wits, Animal (Bull), Melam, Moon, Mystery,
Prophecy, Stars
Common Abilities: Animal Ken, Awareness, Integrity, Occult, Politics, Science
Rivals: Enlil, Namtar, Ninlil, Shamash; Bastet, Isis, Apollo, Artemis, Frigg, Odin, Tezcatlipoca,
Xipe Totec, Tsuki-yomi, Kalfu
--------------------------------------------------------------------------------------------------------------------------------Scent the Divine-When using the Perception Knack, Scent the Divine (Scion Companion, pgs. 56 to 57), the
Annuna smell like cedar trees and sound like distant thunder.
-------------------------------------------------------------------------------------------------------------------------------

--Pantheon Specific Purview - Melam-The power of Melam roughly translates as "Awe" or "Radiance." Many of the witnesses of this
Purview's Boons in use may have confused its effects with similar effects which come from the
Sun Purview. But Melam does not manipulate the light of the sun or it's natural radiance. Rather,
the radiance of Melam is an inner radiance which comes from the Scion's own greatness. Melam
may be understood as "a strong presence," the idea of individuals who emenate a sense of
power, who inspire awe either through authority, wealth, physical size, spiritual insight or beauty.
All may be sources of Melam and the radiance of the Annuna's greatness need not come from a
single source. When Gilgamesh stood upon the walls of Uruk as the armies of Kish rushed upon
the city, the soldiers were forced to shield their eyes and turn away as Gilgamesh's melam was
too strong to look upon. Many of the gods are associated with the planets and stars and their
melam is the melam of the heavens themselves. Melam is both the name of this unique Purview,

and the actual manifestation of it as the aura of brilliance is also called a Scion's "melam."
Perhaps the reason that many have mistaken the Purview of Melam for the Sun Purview is
because sometimes, a Scion may manifest the ability to channel his inner radiance of greatness
in such a way as to achieve an actual physical result. A Scion of sufficient Legend may learn to
harness his Melam in such a way that the glow becomes a physical radiance and blinds his
opponents. In game terms, Scions of the Annuna may purchase Boons from the Sun Purview as
alternate choices for the Melam Boons. However, Sun Boons purchased in this manner are
considered to be one level higher and cost twice as many experience points. So a Scion with
Legend 3 could purchase Penetrating Glare as a level 2 Melam Boon at a cost of rating x 8 for
the Pantheon Specific Purview. The typical Melam Boons are much more cost effective, however,
that doesn't stop a Scion of the Annuna from attempting to get a trick or two up his sleeve.
Scions may never purchase level 10 Sun Boons in this manner, nor may the Scion ever manifest
the Avatar of the Purview. If a character wishes to be an actual Sun god like Shamash or Nergal,
the Scion must actually purchase Sun Boons normally, which is cheaper than purchasing the
Boons as Melam anyway, even if the character's parent isn't associated with the Purview.
Annuna still need a Relic to learn Boons of the Sun Purview when learned in this way, only when
learned at the more expensive cost as Melam Boons do they come naturally.
It should be noted that while these Boons may achieve the same effect as the Sun Boons, the
Scion is not actually manipulating the radiance of the Sun. This is why the Scion needs a relic to
learn Boons of the Sun Purview as otherwise, it isn't the Sun they are controlling. Rather, the
Scion is still manipulating his internal radiance, or his melam, in such a way as to achieve a
physical effect on the World which is similar to the physical effect achieved using the Sun Boons.
For this reason, Scions outside the Annuna may not purchase Melam as Sun. The process does
not reverse. Scions of other pantheons simply don't have the internal radiance born of greatness
needed to learn the Boons of Melam. Some rumors say that Atum-Re may have used Heku and
the power of a stolen True Name to force one of the Annuna to reveal the secrets of Melam to him
so that he could learn some of these Boons as Sun Boons. To date, this is only a rumor, and not
one that's given much credibility. However, it has made the Annuna wary of interaction with the
Pesedjet.
At the beginning levels of Melam, a Hero starts by learning to harness and focus his inner glory.
He may strengthen his resolve and hold strong where others may falter, empower his commands
with divine authority born from his own great skill and allow his radiance to project outward and
cause his enemies to hesitate in their actions. When the Annuna reaches the Demigod levels, he
may feel his inner greatness swelling within him and empowering his actions in the name of his
people, as well as witness his greatness taking on a legend of its own to guide his actions to
greater heights. He may also begin to extend his glory to others, allowing his melam to act
through others who have been inspired by his glory. Finally, as the chains of flesh fall away
completely, a god learns the true power of the melam. A god is capable of reaping the rewards of
his greatness, of empowering his command to truly divine levels and of channelling his greatness
into a truly perfect act.
--------------------------------------------------------------------------------------------------------------------------------If It Translates to "Radiance," Where's the Glow?-While Melam does indeed use terms like "radiant" and "shining," the Purview actually lacks visual
effects for the most part. The radiance that's referred to in many of the Boons is a spiritual
radiance. A radiance of the soul, rather than of the physical variety. Scions who use Melam
powers do not literally glow. Yet they radiate such glory and splendor that mortals might be
forced to look away from such perfection, much as the example of Gilgamesh above.
Still, as described above, the use of mimicked Sun Boons do generate an actual glow. The
spiritual radiance is channeled to such a fine point that it actually manifests a physical effect in
the form of flashes of light or burning heat. Additionally, if a Scion uses the Magic Spell,

"Unlidded Eye," the user of the Spell does see the Melam user wreathed in a glowing aura of
spiritual radiance. But to the untrained eye, the radiance of Melam is purely of the spiritual sort.
-------------------------------------------------------------------------------------------------------------------------------

-Indomitable Will (Melam O)


Dice Pool: None
Cost: None
The most basic application of the principles of Melam allows the Scion to strengthen his will and
become better able to resist deception and the control of others. By letting the Scion's melam fill
his mind and reinforce his place of power in the world, he ensures that none can easily displace
that power. No roll or activation is necessary, the Scion simply adds the level of his highest rated
Melam Boon to any Willpower + Integrity + Legend rolls, representing the iron wills and
indomitable spirits of the Annuna.

-Divine Authority (Melam OO)


Dice Pool: Varies
Cost: 1 Legend
By spending at least a Speed 5, Miscellaneous action performing some action to represent the
Scion's greatness, the Scion's melam flares within him, causing him to stand out in all his glory
and be made greater for it.
This action may take many forms at the preference of the Scion. Some may impress others with
an act of artistic expression, having prepared an artistic work in advance and using a Charisma +
Art roll to show it off. A Charisma + Craft roll may also apply to unveil some new invention made
in advance. In both these cases, the Storyteller must be satisfied that the work of art or invention
in question are sufficient to impress the populace. Other Scions may choose to demonstrate their
greatness using a Stamina + Fortitude test and surviving some threatening environmental hazard
such as walking through fire or surviving a crumbling building. In this case, the act of survival is
done with some flair or show of greatness such as erupting in triumph, unharmed from the
crumbled building. Some Scions may even choose to simply pose and let others bask in their
beauty using Appearance + Presence. However, this still requires an action as the Scion must
perform some act of conscious effort to draw attention to herself. Finally, many Scions find
themselves using various combat Abilities such as Brawl, Melee, Marksmanship or Thrown to
impress their chosen audiences. If this is the case, the action is likely going to require taking
multiple actions with the appropriate penalties in order to attack a target while making it look
flashy and showy enough to inspire with the Scion's melam.
The Scion MUST possess a rating of at least 3 in the Ability chosen to represent the character's
greatness. Anything less does not have the ability to empower the melam and inspire onlookers.
Regardless of the method chosen, assuming the Scion possesses the Ability at the requisite level
and performs the action successfully at a difficulty 5, the Scion may then spend a Legend. For
the rest of the scene, the Scion may add his rating in the chosen Ability to his Command rating for
purposes of leading and commanding others. The Scion's Command rating may not exceed 5 or
the Scion's Legend rating, whichever is higher. A Scion with a Legend 3 may have a Command
boosted to 5, while a Scion with Legend 7 may have a Command rating up to 7. A Scion's
Command may only be enhanced by one Ability at a time. If this Boon is used again, the Scion's
rating in Command becomes enhanced by the higher rated of the two Abilities and the previous
use of the power is cancelled.

-Become the Glory (Melam OOO)


Dice Pool: None
Cost: 1 Legend per action
The Scion learns now to harness his melam to make himself so glorious that his enemies may not

oppose him. This power must be maintained, however, at the cost of 1 Legend per action.
Activating it is a reflexive action which may only be performed on a tick which the Scion acts.
While this power is active, a would-be opponent must succeed in a Willpower + Integrity +
Legend roll at a difficulty of the level of the Scion's highest rated Melam Boon in order to oppose
the Scion in any way.
This includes but is not limited to attacking the Scion in combat, participating in a contested roll,
speaking out against the Scion's actions and more. The Storyteller is the final arbiter of what
constitutes opposition to the Scion. Once a would-be opponent has succeeded in the resistance
roll, he is immune to the Scion's use of this Boon for the rest of the scene. He must re-roll his
resistance in later scenes, however.

-Virtuous Glow (Melam OOOO)


Dice Pool: Appearance + Command
Cost: 2 Legend + 1 Willpower
At this level of power, the Scion learns to focus the power of his Melam so that for just a moment,
he may extend that power into his divine upbringing and channel more Virtuous power than
normally capable of handling. To activate this power, the Scion must first spend 2 Legend and 1
Willpower and then roll Appearance + Command. For each success (not counting Epic Attribute
bonuses) the power remains active for one action.
For that duration, the Scion adds a number of dots equal to the level of his highest rated Melam
Boon to his Virtues in any combination he wishes. No Virtue may rise above 5, however, and any
excess points he may have are lost. Additionally, during this time, uses of the Scion's Virtues do
not count toward his limit of the number of times the Virtues may be used per story. However, the
Scion must still spend a Willpower to channel them. Once this power deactivates, the Scion's
Virtues resume functioning as normal. This Boon may only be used once per scene.

-Strengthen the Devout (Melam OOOOO)


Dice Pool: Charisma + Command
Cost: 2 Legend per target
At this level of power, the Scion's melam becomes powerful enough to wash over and empower
his allies. At this level, the Scion may extend the most basic of Melam powers to others who the
Scion would afford the protection. By rolling Charisma + Command, the Scion may select a
number of targets within line of sight equal to successes. The Scion then spends 2 Legend per
target. For the duration of the scene, these targets may add the level of the Scion's highest rated
Melam Boon to their Willpower + Integrity + Legend rolls to resist deception and control from
sources other than the Scion (obviously it won't protect the targets from the Scion's own
commanding presence).
This power also has an additional effect when the targets of the power are mortals. Any mortal
targets who do not already posses Virtues, gain a number of Virtues, divided as the Scion sees fit
but the same for all of the applicable targets, equal to the the level of the Scion's highest rated
Melam Boon. These Virtues have the normal effects for Imposed Virtues (Scion: Demigod, pg.
97). Any targets who already have Virtues are immune to this effect, but may still have their
Willpower + Integrity + Legend ratings modified. It's possible to target beings with Virtues and
those without in the same use of this power, but only those without Virtues are granted them.
Targets must remain within the Scion's line of sight to continue receiving this benefit.

-Radiance Unleashed (Melam OOOOO O)


Dice Pool: Varies
Cost: 3 Legend per Ability
By spending at least a Speed 5, Miscellaneous action using some other Ability, the Scion may

empower that Ability to exceed its normal limitations. Additionally, the empowered Ability
enhances the Scion's ability to lead and command his followers. The system for performing the
initial Ability in question remains the same for Divine Authority. However, to perform this Boon
successfully, the Scion must achieve 10 successes on the Ability use. This Boon may only be
used with Abilities that are rated as 4 or higher. Should the Ability roll succeed with enough
successes, the Scion may then spend 3 Legend and add the level of his highest rated Melam
Boon to any dice pools made with that Ability for the remainder of the scene.
An Ability may only be enhanced in this manner once per scene, however, the Scion may
continue performing other actions to enhance other Abilities if he is willing to spend the requisite 3
Legend per Ability. Finally, for each Ability enhanced in this manner, the Scion recieves a +1 to
his effective Command rating for the duration of this power, which may exceed 5 in this manner,
however it may not exceed the Scion's Legend rating. So a Scion who has Command 3, and
chooses to enhance his Brawl, Melee and Presence with Radiance Unleashed over a period of 3
actions, has an effective Command 6 for the rest of the scene. This power does stack with Divine
Authority, however, it should be noted that since Radiance Unleashed only serves as a dice adder
to Abilities, those extra dice do not factor into the Command boost which the Scion recieves from
Divine Authority.
Example: A Scion with Brawl 5, Melee 4 and Presence 4 spends three actions enhancing those
Abilities using Radiance Unleashed. After performing the actions flawlessly and achieving
success, the level of his highest rated Melam Boon, which is 6, is added to all rolls made with
those actions and his Command 3 becomes a Command of 6. Additionally, the Scion chooses to
employ Divine Authority using Presence. After another successful use of Appearance +
Presence (or perhaps as a multiple action) using Divine Authority this time, the Scion may add his
unmodified Presence rating of 4 to his Command rating for the rest of the scene. This could give
the Scion an effective Command rating of 10 for the scene. However, since his Legend is only 8,
his Command rises no higher than 8. The use of the power still adds 6 dice to all Brawl, Melee
and Presence rolls even if his Command rises no higher.

-Imitation of Perfection (Melam OOOOO OO)


Dice Pool: Charisma + Command
Cost: 3 Legend per target
Similar to Strengthen the Devout, this power allows the Scion's melam to wash over his allies and
empower them to greater heights of glory in the name of the Scion. The Scion rolls Charisma +
Command and may select one target within line of sight per success on the roll. For each target,
the Scion spends 3 Legend. For the rest of the scene, these targets may add the level of the
Scion's highest rated Melam Boon to all actions attempted using Abilities that the Scion
possesses at ratings of 4 or higher. This benefit does not apply if the target does not possess the
Ability he is attempting to use, however all other actions, from combat to research to baking a
cake are fair game so long as the Scion who uses this power possesses sufficient skill with that
Ability. Targets must remain within line of sight of the Scion to continue recieving these benefits.

-Supreme Command (Melam OOOOO OOO)


Dice Pool: None
Cost: 15 Legend + 1 Willpower
For the duration of the scene, the god is the pure embodiment of perfect command. During this
time, the god's Command rating, including any bonuses applied by prior uses of Melam Boons, is
considered to be doubled. This may exceed the god's Legend rating. So if a god of Legend 9
has boosted his Command to level 9 using previous Melam powers, the use of this power would
raise him to a Command rating of 18.
Furthermore, while this power is activated, Command dice are not rolled. Rather, treat the
character's Command rating as automatic successes on all appropriate rolls. So if a character

has a Charisma of 9 and a Command of 18, the character would roll 9 dice and have 18
automatic successes, in addition to any automatic successes gained via Epic Charisma. This
includes the use of Boons or other supernatural uses of Command.
Finally, while this power is active, all commands from the user are considered to be supernatural.
Targets of commands given with this power may spend a point of Willpower to roll Willpower +
Integrity + Legend in a resisted roll against the successes of the user. Failure means the target is
compelled to carry out the command.

-Leadership Rewarded (Melam OOOOO OOOO)


Dice: Legend + Command
Cost: None
Given their penchant for command and leadership, the Annuna often gather followers to their
banner. Such followers require leadership and oversight as well as guidance. And such things
take time. Luckily for the Annuna, they are rewarded for their efforts in guiding their followers. By
taking a dramatic action (Scion: Hero, pg. 180) to maintain their followers in some way (training
soldiers, leading their cult in worship, taking gallu demons hunting for wandering souls, etc.) the
god may harvest Legend from his followers.
When doing such a dramatic action, roll the god's Legend + Command, with a number of
automatic successes equal to the number of individual followers the god possesses. A god with
50 mortal cultists, 15 experienced soldiers and 5 gallu demons at his disposal would gain 60
automatic successes, for example. Obviously, losses of followers during game play will result in
less automatic successes. If your 50 cultists have been reduced to 42, your experienced
soldiers reduced to 12 and your gallu demons reduced to 2, you only recieve 56 automatic
successes. Players are encouraged, as always, to keep track of just how many followers their
character possesses.
This power may also benefit from the use of Supreme Command to increase the character's
Command rating and use it as automatic successes as well.
Regardless, at the end of the dramatic action, the character gains a number of Legend points
equal to the number of successes on the roll and regains one Willpower point. Each of these
may be in excess of the character's normal Legend and Willpower maximums, however, the
character can only benefit from the use of this power once a week. Since it requires a dramatic
action, the character will not be able to recieve this benefit via combat or other tense situations
and it is best used during downtime or "off camera" with the Storyteller's permission (so it doesn't
derail a plot).

-Blinding Perfection (Melam OOOOO OOOOO)


Dice Pool: None
Cost: 20 Legend + 1 Willpower per action
Once per story, a god of the Annuna may cause their Melam to flare with such intensity, that any
task is accomplished at the peak of its proficiency. When the god performs an action which
involves an Ability the god possesses at least a rating of 5 in, he may choose to spend 20 Legend
a point of Willpower, allowing him to perform the action at his completely optimal capability. The
Scion converts all dice in his dice pool, including modifiers from lower Melam Boons and other
sources, into automatic successes. This Boon may only be used once per story and may not be
used on multiple actions. The god may only perform one action at a time when doing it perfectly.

--Birthrights--

Scions of the Annuna find themselves in a very precarious situation in regards to their Birthrights.
Long ago, when the Annuna withdrew from the World, many of their Birthrights were left behind.
And it has been ages since the Annuna have gone out of their way to sire Scions to fight in their
name. As such, many of their great wonders have been forgotten. Some, like the Mushhushshu,
have even become cast-off items given by gods of other pantheons to their own children. The
uncaring attitude of the Annuna has allowed many items to fall into obscurity. Some relics were
reclaimed during the recent looting of the National Museum of Iraq as the Annuna scramble to
arm their children. However, after centuries of unuse, the pickings are looking rather slim.

Followers:
-Gallu (Followers OOOOO)
Servants of Ereshkigal, Nergal and Namtar, the gallu are responsible for grabbing the souls of the
recently departed and dragging them bodily to the Underworld. The gallu are fearsome to behold.
While their appearances are varied and no two appear exactly alike, the gallu represent some
form of death. Some appear thin, emaciated and frail, their hair falling out in white clumps and
their bodis shrivelled despite the fact that they are still vibrant and active. These represent death
by old age. Others appear to be rotted and diseased. They smell of chemicals and fungal growth
and represent death by plague or pestilence. Others still have gaping, bloody holes in their body,
or missing limbs which still don't seem to hinder them in any way. They are death by violence.
Regardless of the form the gallu takes, their stats remain identical and they never seem hindered
by any limitation which might logically be imposed on them from their visual state. Gallu have the
stats of experienced soldiers (Scion: Hero, pg. 283) save that many of them possess natural
claws which add +1L Damage onto all Unarmed attacks. In addition, they each have the Virtues
of Duty 3, Endurance 3, Malice 4 and Piety 2. They fact that their dominant Virtue is a Dark
Virtue should cause most gods and Scions to look twice at trusting these creatures to any useful
tasks. Yet the death gods of the Annuna do just that, directing their hatred and temper toward
those who would resist being brought to the Underworld. Gallu possess Legend scores of 2.
In addition to the added Virtues, gallu have a few extra abilities as well. For one, they are all
capable of percieving and interacting with the dead, as per the Death's Sense and Mother's
Touch Boons. For another, as beings of death, the gallu can spend a Legend to travel instantly to
Irkalla regardless of their location or the availability of a Passage. Any ghost they have in a
Clinch at that time instantly travels with them. For the cost of an additional Legend per target, the
gallu may also carry any living being they wish to the Underworld with them, so long as the target
is making physical contact with the gallu. This instant passage only works to Irkalla and will not
allow entry to any other Underworld in this manner.
Gallu consider all who travel with them to be their victims, regardless of the willingness of the
traveller. Dead mortals who must be dragged down by gallu demons are ripped apart in their
desire for carnage. Living travellers fare little better and even a Scion who the gallu may serve as
Followers risks being attacked. In the case of gallu who serve heroic Scions (Legend 4 or less)
the gallu must fail at a Malice roll or spend a Willpower point to avoid attacking the Scion. If the
gallu succeeds in this roll or does not spend the Willpower, then the Scion must contend with his
own Followers who wish to rip him apart. Scions of the demigod or better level (Legend 5+) need
not worry as their divine power cows the gallu into service without risk of attack.
A group of five gallu is worth a rating of 5 in the Followers Birthright.

Creatures:
-Mushhushshu (Creature OO)
(See Scion Companion, pg. 60 to 61. The Mushhushshu as described is derived from Sumerian
myth and as such is more than appropriate for a Scion of the Annuna. While the entry says the
Sumerian gods are gone, the truth is that the Mushhushshu were simply abandoned and ignored
when the Annuna left. This is why the Mushhushshu do not possess the same Virtues as the rest

of the Annuna. They have been passed around among other pantheons so often, that they
possess a generic set of Virtues that is not necessarily linked with the Annuna any longer. Now
that the Babylonian gods are returning, the Mushhushshu is among the creatures they are
attempting to re-collect for their own Scions.)

-Ahzu (Creature OOOOO)


(See Scion Companion, pg. 61 for the description of the Thunderbird. The Ahzu is the ancient
Sumerian name for the same creature and would fit admirably as a Creature for a Scion of the
Annuna. Having no ties to a single culture, these creatures also have a unique Virtue set that is
all their own.)

Guides:
-Utnapishtim (Guide OOO, Relic O - 1 Birthright Connection)
Utnapishtim is the oldest living human alive today. When Enlil flooded the World in ancient times
because the mortals were making too much noise, Enki came to Utnapishtim and told him to build
a boat so that he and his wife may survive. When the flood came, Utnapishtim was the sole
survivor among his people. Soon after his survival, the gods took Utnapishtim and his wife to
Dilmun and granted them immortality so that they might live forever in peace.
And so, they have. Utnapishtim is an older man, already getting on in years when he was
granted immortality. He still maintains the vitality he had when he was granted eternal life, though
of late he's allowed his beard to grow long to the ground at his feet and the stress of living for a
few ten thousand years has turned much of his hair white and given him worry lines in the place
of the wrinkles of old age. His wife has fared about the same, though she doesn't come out much
any more. Some suspect that she did not take so well mentally to the stress of living so long.
It should be noted that though Utnapishtim has lived for so very long, he is still simply mortal. He
possesses no Legend score and no Virtues. His value as a Guide comes from the fact that he
has lived for so very long among the gods of the Annuna and knows a VAST number of things
that he can pass on. However, Utnapishtim's immortality only lasts so long as he remains in
Dilmun. Should he leave, his real age would catch up with him and he would crumble to dust in
the blink of an eye.
Anyone who wishes to possess Utnapishtim as a Guide but cannot travel to the Overworld,
MUST possess a Relic to contact him in order to gain any benefit. The relic will only allow the
user to speak with Utnapishtim, never summon him.
Strength 2, Dexterity 2, Stamina 2
Charisma 4, Manipulation 3, Appearance 2
Perception 3, Intelligence 5, Wits 4
Academics 5, Animal Ken 3, Art 5 (many), Awareness 4, Command 4, Control 5 (many), Craft 5
(many), Empathy 4, Integrity 5, Investigation 5, Larceny 3, Medicine 5, Occult 5, Politics 5,
Presence 3, Science 5 (many), Survival 2
Supernatural Powers:
Immortality - Utnapishtim does not age naturally. So long as he remains within Dilmun, he will
never die, never grow old and never suffer disease. Should he ever leave Dilmun, his normal age
will re-assert itself which would cause him to instantly crumble to dust.
Join Battle: 8
Attacks:
Utnapishtim will not resort to violence. He does not fight and will not fight against anyone who
tries to kill him. At his age, death does not scare him.

Soak: 0L/2B
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 1
Willpower: 9

-Sebittu
(For the generic griffon-demon, see Scion: god, pg. 204 and 205 for Rashid, Last of the Apkallu.
His Sun Boons, however, should be changed to Boons of the Melam Purview of the appropriate
levels, unless the Storyteller feels that the griffon-demon in question would have gone out of his
way to learn Sun Boons in place of Melam Boons. Griffon-demons like Rashid count as 4-dot
Guides.)
As described in Scion: god, Mesopotamian mythology is rife with guardian spirits and lesser
immortals charged with protection. Collectively the beings are called the Apkallu, though that
name is also shared by a certain breed of the creatures as well. This breed, of which there are
seven, also give the beings their other collective name: the Sebittu, or the "Seven." Though none
of the other breeds of guardians are limited in number, in the same way, the fact that the most
prominent members of this race are has made the name synonimous with the beings themselves.
Many of these creatures possess wings of some sort and are capable of flight. It's possible that
their interaction with humanity has led to many of the myths surrounding angels of various sorts.
The same myths which led Thoth to use the concepts and classifications of angels to give the
Hands of Aten their shape and definition. So in some way, the Hands of Aten may be considered
to be unintentionally modelled on the various Sebittu of Mesopotamian myth.
As stated in Scion: God, there are at least a dozen such types of creatures in Mesopotamian
myth. It would be impossible to list and describe them all, but in addition to the griffon-demons as
presented with Rashid as an example, there are some other major types which are popular
among Scions of the Annuna.
Apkallu (Guide OOOOO)
The original Sebittu and the ones from which the creatures get their collected name, the Apkallu
appear mainly in the shape of bearded men who wear oversized skins of fish in order to travel
throgh the sea. The fish skins hang on their bodies like ceremonial robes. The Apkallu are
known to be wise and to have crafted the original mes at Enki's behest for him to distribute
among the gods.
There are seven of the Apkallu. The head of the Apkallu is called Adapa and of the seven of them
he is the only one with wings growing from beneath his fish-skin clothes. The other six of the
Apkallu are U-an-dugga, En-me-duga, En-me-galanna, En-me-buluga, An-enlilda and Utu-abzu.
The stats presented here are for Adapa. For one of the other Apkallu, lower the Legend to 7 and
adjust all other appropriate stats accordingly. Additionally, other Apkallu do not possess wings
and do not have the power of flight that Adapa has.
Virtues: Duty 3, Endurance 3, Piety 5, Valor 2
Strength 3, Dexterity 3, Stamina 3
Charisma 5, Manipulation 5, Appearance 3
Perception 6, Intelligence 8, Wits 6
Academics 5, Athletics 3, Awareness 4, Brawl 2, Command 4, Empathy 3, Fortitude 3, Integrity 4,
Marksmanship 1, Melee 2, Occult 5, Presence 3, Survival 2, Thrown 2

Supernatural Powers:
Boons - Aegis, Become the Glory, Changing States, Come Running, Confer Immunity, Confer
Knack, Create Water, Dessicate, Divine Authority, Drown, I Say Thee Nay..., Imitation of
Perfection, Indomitable Will, Radiance Unleashed, Strengthen the Devout, Unseen Shield, Vigil
Brand, Virtuous Glow, Water Breathing, Water Control, Water Mastery, Water Vortex
Epic Attributes - Epic Intelligence 7 (all Knacks listed in Scion: Hero and Scion: Demigod), Epic
Wits 6 (all Knacks listed in Scion: Hero), Epic Manipulation 5 (Takes One to Know One, Stench of
Guilt, Knowing Glance, Advantageous Circumstances, Overt Order), Epic Charisma 5 (Benefit of
the Doubt, Charmer, Crowd Control, Paragon of Virtue, Instant Seminar)
Fish-Skin Armor - As silly as it may appear, the fish skins worn by Adapa actually functions like
the Impenetrable Knack in Scion: god, pg. 66, granting an additional bashing and lethal soak
equal to Adapa's Legend and half that rating to Adapa's aggravated soak. This armor negates
the piercing quality.
Flight - Adapa can fly at five times his ground movement rate, applying the normal DV penalties
for Move and Dash actions in combat. Out of combat, Adapa can fly about 40 miles per hour.
Forge Birthright - All Apkallu are master craftsmen of Birthrights. Adapa can fashion any sort of
relic after a few days of work provided that he has some amount of legendary material with which
to work. Forging a Birthright requires the expenditure of a Legend point.
Join Battle: 10
Attacks:
Clinch - Accuracy 5, Damage 4B, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 4, Damage 7B, Parry DV 2, Speed 5
Unarmed, LIght - Accuracy 6, Damage 4B, Parry DV 3, Speed 4
Soak: 4A/10L/11B
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 7
Willpower: 7
Legend: 8, Legend Points: 64
Other Notes: In addition to serving as armor that protects them from harm, the fish skins that the
Adapa wears also provides access to the Guardian and Water Purviews. As a spirit who was
never truly mortal, Adapa does not need this relic but gains a minor bonus for wearing it, as if he
were a true god. Adapa is known for his wisdom and would rather reason his way out of a fight
than get into a conflict. If pressed, he is more likely to run away than confront his attacker.
Girtablilu (Guide OOOO)
Not officially lesser immortals, the girtablilu are actually titanspawn. They were created by Tiamat
to serve as soldiers against the Annuna after Apsu was defeated and sealed away. These
scorpion men were fierce warriors and served without the will to resist under Tiamat until she, too,
was defeated.
Never beings to simply ignore a resource, the Annuna then offered the girtablilu a place among
the Sebettu to serve as guardians and protectors of the sacred places of the Annuna. For the first
time the girtablilu had free will and had been offered a choice to do something rather than
commanded to do so. They chose then to side with the Annuna and have served them faithfully
ever since as guardians, protectors and soldiers in their battles.
While the girtablilu make excellent warriors and defenders, they do not serve individual Scions.

Never will you find the girtablilu serving as Followers to a child of the gods. The girtablilu serve
the Annuna as a whole, not the individuals. However, more than one of the girtablilu has served
to pass on knowledge to the younger generation. They have taught Scions to fight and educated
them on what it means to be Scions. Occasionally, one of the girtablilu may enter the fray
alongside a Scion, but generally only when necessary or when the site the girtablilu is protecting
falls under attack.
The girtablilu appear as humans from the waist up. The men usually bearded and both sexes
dark of skin, they live a natural life cycle (albeit an extended one) and thus can appear technically
at any age. From the waist down, however, the skin of the girtablilu becomes covered in a
carapace like that of a scorpion. The feet of the girtablilu are taloned and scaled like those of a
bird of prey. And naturally, the scorpion men have large, scorpion tails growing from their lower
backs and arch up over their shoulders. Typically the girtablilu are armed with bows for fighting at
range. Though some have been sighted using swords and other melee weapons, typically their
best close-combat weapon is their poisonous tail.
Virtues: Duty 4, Endurance 3, Piety 2, Valor 3
Strength 6, Dexterity 4, Stamina 5
Charsima 3, Manipulation 3, Appearance 2
Perception 4, Intelligence 3, Wits 5
Academics 1, Athletics 4, Awareness 4, Brawl 5, Empathy 3, Fortitude 4, Integrity 4,
Marksmanship 5, Melee 3, Occult 1, Presence 4, Survival 3, Thrown 4
Supernatural Powers:
Boons - Aegis, Battle Cry, Battle Map, Become the Glory, Blessing of Bravery, Come Running,
Divine Authority, Fury of War, I Say Thee Nay..., Indomitable Will, Morale Failure, Mortal Stroke,
Strengthen the Devout, Unseen Shield, Vigil Brand, Virtuous Glow, Ward, Warding Line, Watcher
at the Threshold, Warrior Ideal (Unquestioning Sentinel)
Epic Attributes - Epic Strength 4 (Crushing Grip, Divine Wrath, Disfiguring Attack, Armor Crusher)
Epic Dexterity 2 (Trick Shooter, Shot to the Heart), Epic Stamina 4 (Body Armor, Impenetrable,
Damage Conversion, Divine Damage Conversion), Epic Perception 1 (Telescopic Senses)
Venemous Tail - The tail of the girtablilu allows them to perform a tail strike attack which does +2
Accuracy, +3L Damage, Defense --, Speed 4. This attack is also poisonous with effects equal to
Titanspawn Venom (Scion: Hero, pg. 182).
Join Battle: 9
Attacks:
Clinch - Accuracy 11, Damage 7L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 8, Damage 10L, Parry DV 6, Speed 5
Unarmed, Light - Accuracy 10, Damage 7L, Parry DV 7, Speed 4
Tail Strike - Accuracy 11, Damage 10L, Parry DV --, Speed 4
Daikyu - Accuracy 9, Damage 10L, Range 10, Clip --, Speed 6
Spatha - Accuracy 8, Damage 11L, Parry DV 6, Speed 4
Soak: 4A/10L/12B
Health Levels: -0x13/Incap
Dodge DV: 9
Willpower: 7
Legend: 6, Legend Points: 36

Notes: Unlike other members of the Sebittu, the girtablilu gain no benefit from weilding Birthright
items when using their Boons. All Boons function naturally at their full potential due to their
titanspawn nature.

Relics:
-The Mes (Relic O to OOOOO - Varies)
The mes represent the divine right of the Annuna to rule. Once they were all controlled by Enki
and distributed out among the gods. At least until Ishtar talked Enki into sharing the mes and
then took many of them with her back to her kingdom of Uruk. Since then, the mes have been
lost and scattered to the ages, and like many of the Mesopotamian Birthrights, the Annuna have
had little need to gather them up again. However, they have begun to search for them again now.
Whoever possesses a me gains divine authority and control over whatever aspect of reality that
the me represents.
The mes themselves take the form of stone tablets with intricately detailed symbols and
pictograms carved into them and cuniform writing which gives authority to the weilder over
something symbolicaly pictured. Some of these are small enough to fit into the palm of
someone's hand, no larger than a modern day PDA. Many of them are two feet in height and
maybe half that in width, having to be carried under someone's arm. The most powerful of mes
were said to make up entire walls of temples or even be carved into the sides of monuments or
as stelae in the centers of town.
No me does the same thing that another me does. There exists a single me for each aspect of
reality. Some, such as the "the flood", "the battle-standard" or the me of "law" simply give access
to divine Purviews such as Water, War or Justice respectively. Others such as the me of "music"
or the me of "smithing" may give the user the power to add their Legend rating to rolls related to
Art (Music) or Craft (Smithing). The me which symbolizes "descent into the underworld" may
provide allow a user the ability to find an entrance to the Underworld in a manner similar to the
Psychopomp Boon, Terra Incognita (Scion: Demigod, pg. 85), while the me which symbolizes
"ascent out of the underworld" may allow the user to bring someone back from the dead, much
like the Book of Going Forth By Day (Scion: Hero, pg. 164 to 165). Technically, almost anything is
possible for the mes to achieve as there technically exists a me for every law of reality.
There used to even exist certain mes which may constitute as "Star Level" relics. Much like
Mjolnir or other divine items, these mes surpass the standard level of most mes. One example
would be the me of "godhood" which is said to bestow upon the user instant apotheosis. Another
might be the me for "destruction of cities" which was said to be able to level entire civilizations in
a single stroke, much like an Avatar level ability. Obviously, mes of this level would be Storyteller
devices and not for the use of players unless they earn them in game (assuming these mes
haven't been destroyed since then).
The only limit to the mes is that each one can hold one and ONLY one power. A me which
provides access to the Fire Purview will ONLY provide access to the Fire Purview, it can contain
no other powers. Having access to the Fire Purview and being able to add the user's Legend
rating to all rolls made with the Crafts (Forging) Ability would require two separate relic mes at
levels 1 and 2 respectively rather than a single level 3 relic. A me which constitutes a level 5 relic,
does so because it contains a level 5 power of some sort. The mes were designed to be singular
in their purpose.

-Cedar Ax (Relic OOO - 1 Purview [War], 2 Item Enhancement)


Few relic weapons survive among the Annuna. Those that do are usually collected and given out
to Scions regardless of the origins of the weapon or the god that it's most associated with.
Remember, the gods are making due with that they have as many of their ancient relics have
been lost over the years. One such example of a relic weapon would be the relic pruning saw
held by Sahar as depicted on pg. 205 of Scion: God.

However, another, more well known example, would be the axes which were carried by
Gilgamesh and Enkidu when they journeyed to the great Cedar Forest and battled the giant
Humbaba. While both Gilgamesh and Enkidu were known to fight with their bare hands (in fact,
according to the epic, Gilgamesh fell Humbaba with a single, powerful punch to his stomach),
both also went armed with axes to cut down the trees and to defend themselves with if need be.
In fact, after Humbaba was brough to his knees, Gilgamesh and Enkidu both used their axes
together to decapitate the fallen giant.
No one knows which of the warriors the ax that the Annuna have in their possession belonged to,
Gilgamesh or his companion, Enkidu. They do know for a fact that the blood of Humbaba still
stains the blade and that one of the two of them used it when killing the giant. Regardless, that
legendary act has empowered the ax to serve as a channel for the War Purview, as well as doing
an additional +2L Damage on top of the standard skeggox template.

-Cylinder Seals (Relic O to OOOOO - 1 to 5 Purviews [Varies])


Similar in effect to the Reginnaglar (Scion: Ragnarok, pg 46) of the Aesir pantheon, the cylinder
seals of the Annuna serve as direct connections to the gods themselves. Each cylinder seal is
engraved with pictures depicting the worship and veneration of the various gods of the Annuna.
When rolled in fresh clay, these seals actually form the picture crafted on them. Each god has
their own seals and through use of these cylinder seals, the Annuna Scions may gain access to
the Purviews that god is known for. A cylinder seal for Shamash, for instance, may grant access
to the Justice or Sun Purviews. While a cylinder seal for Sin may grant access to the Moon,
Prophecy, Mystery or Animal (Bull) Purviews. Rarely do these seals do anything more than grant
access to Purviews and each seal need not be empowered with a god's full range of Purviews.

--Cosmology-Underworld - Irkalla:
AKA: Arali, Kigal, Gizal
For the Mesopotamians, the Underworld was not a happy place. Much like Hades or Duat, Irkalla
was the final destination for all the dead, sinner, hero and average person alike. All the dead
were taken to Irkalla. Those who resisted were dragged there by the gallu demons and suffered
pain and agony from the gallu as punishment for their resistance.
What's more, Irkalla was not entirely for the dead. Sure, the dead souls were drawn there and
given to Nergal to rule over. But the purpose of the dead there was simply to serve the gods after
their life had passed. And as the dead continued to rot away, they would eventually pass beyond
even the Underworld and simply cease to be.
But the Underworld also served as a place of exile. Members of the Annuna who had wronged
another of the gods were banished to the Underworld and deprived of the luxuries to be found in
Anu. Here, in the dark land of the dead, the gods were forced to live out a dreary and
uncomfortable life until such time as they were permitted to return to the heavens. This was the
punishment which befell Enlil after he raped Ninlil, though she followed him here to give birth to
more children here. This was also the punishment given to Nergal for causing enough chaos for
even the gods to find him distasteful.
The landscape of Irkalla looks like a vast expanse of desert on all sides. It is dark and the sky is
black and bleak. Some suspect that the Underworld lies in a great cavern like many of the other
Underworlds do, though if that is the case, the top of the cavern lies so far above that it is beyond
sight. Only empty blackness can be seen above. This casts the sands of the desert in perpetual
gloom, making them various shades of grey and black beneath the feet of the traveller. The only

path is the one made of gleaming white bone that winds its way through the desert sands ahead
of the traveller.
Travellers do not have to walk far, however. Looming ahead of them once they enter the desert is
the first of the great gates of Irkalla. A great city wall stretches around the city and there is only
the single gate that allows passage. Two guards stand at the gates, one on each side. They
have the stats for normal experienced soldiers, except they ignore all damage dealt to them
should they enter combat. The guards will demand that the travellers each give up an article of
clothing or a possession at the gate. For mortals or beings with a Legend less than 5, this is a
requirement.
If the beings try to pass without donating their clothing or some item, then they will immediately
emerge from the same gate facing the desert again. Only by giving up an article of clothing or a
personal possession may the travellers pass the gate. For Scions, the guards almost always
demand they be given their relics first, with assurances in the name of Ereshkigal herself that the
relics will be returned to them when they leave.
For beings with a Legend rating of 5 or higher (demigods and gods) this donation is optional. The
guards will still demand it, but if the demigod walks on and pays the guards no mind, then they
may walk through the gate without hinderance. Inside the first wall is another wall exactly like it,
again, with a single gate and two guards. The process is repeated here, and again, beings with
demigod levels of Legend are immune to the guards demands while those of lesser Legend must
again donate an article of clothing or a personal possession.
This process goes on for a total of seven walls and seven gates. At the seventh gate, if the
travellers have donated clothing or items at all seven of the gates, then once they pass through
they are stripped of all clothing and items, rendered naked and vulnerable. Scions and other
divine beings lose all Birthrights they brought with them. In the case of heroes, this leaves them
with no access to Boons. Demigods and gods are weakened accordingly by the loss.
Even gods may be subject to this restriction if they donated their clothing or items at the gates.
Ishtar did so when she visited the Underworld since her sister requested it of her. Believing her
sister meant her no harm, Ishtar gave the guards her things and found herself stripped naked and
without her Birthrights once past the last gate, and thus at her sister's mercy. Demigods and
gods who call the guards' bluffs and simply walk on, however, face no such restrictions or loss of
power. That is how Nergal entered the city and was able to challenge Ereshkigal for the right to
rule over the dead.
Once past the great gates, the travellers enter the city if Irkalla. Small homes and other buildings
line the intricately laid out streets and roads through the town. However, it has all fallen into
disuse and begun crumbling. In Irkalla, the dead continue to rot once they pass the seven gates.
However, unlike in Guinee, this process does not stop at a certain point. The process continues
until the dead crumble to dust and are gone. There were always new dead to take their place. In
this case, Irkalla has been protected from overcrowding among the dead.
In the past, the dead here served the gods, acting as handmaidens, masons, maids and other
menial tasks in service to Ereshkigal, Nergal, Namtar and other gods who visited or were
banished to the Undeworld until such time as they crumbled away. Nergal's great armies were
also composed of the dead who were under his command.
But no new dead have arrived in Irkalla for centuries. And the last of the dead crumbled away to
dust long, long ago. The buildings have begun to crumble with no dead to keep them in working
order. The streets have become dusty and are almost taken back by the desert sand that finds its
way into the city. Nergal's army has long been non-existant and the war god broods with no
soldiers to lead. And perhaps most annoying of all to the Annuna, the gods have had to tend to
their own needs and not send their dead servants to take care of it.

On the plus side, that also means that any spectres who might have resided here are also long
gone. And so there is no danger of assault or attack when wandering through the city. Only the
sheer desolation of a city long abandoned.
In the center of the city rests the ancient palace of Ereshkigal. Her throne sits upon a central dias
at the front of the palace, where she can sit in all her glory and greet the dead upon their arrival.
Often, Nergal can be found standing at her side, ready to take charge and issue orders to the
dead and assign them tasks within the city. For even though Ereshkigal is queen of the realm, it
is Nergal who rules over the dead themselves.
However, neither god may be found there these days. The dead have not come to Irkalla in so
long that the two of them have given up their vigil. They may be found now residing within the
palace, tending to their own affairs. They long ago learned to be self-sufficient and take care of
their own needs within the lands of the dead. Not to mention Ereshkigal's lusts have still not
cooled, even after all her centuries. And with no dead to distract her, she and her husband
Nergal have found many ways to entertain themselves in their great palace.
Namtar may also be found, wandering the desolate city and walking the halls of the palace. His
is perhaps the only constant presence here now. As Ereshkigal and Nergal may entertain
themselves in their private realms or wander the World in boredom, Namtar, the psychopomp of
the Annuna, keeps a constant, silent presence in Irkalla.
Few people come to Irkalla. Few people ever need to, really. There is nothing there save for an
empty city where the rulers have grown bored and complacent and the only person you are likely
to meet is Death itself. Those who come below usually come only to bring business to Ereshkigal
or Nergal. Even Namtar may be summoned elsewhere and need not be sought out in this
wasteland.
There is one little caveat to leaving, however. If the traveller to Irkalla was a demigod or god who
simply walked through, then leaving is no more difficult than other Underworlds (not that it's easy,
per se, but not exceptionally hard). If, however, the traveller was not of sufficient Legend or
stopped to hand over the articles of clothing or items on the way in, then he may not leave unless
he finds a replacement.
With Ereshkigal's permission, a small pack of five gallu demons will appear from the shadows of
the abandoned city and be assigned to the traveller. He will then be sent back through the gates
and have his items returned to him. He will have 24 hours to find a repalcement for himself
among the living of the World. Once a replacement is found, the gallu demons seize him and
carry him bodily to the Underworld where they begin to tear him apart and kill him. If a
replacement is not found within that time, the gallu demons seize the traveller and bear him back
to the Underworld and attack him, intent on making him a permanent resident.

-Passages:
Tombs and Funeray Architecture - Many of the ancient burial sites of the Mesopotamian people
have been lost to us. Either eroded away and destroyed by time and weather or dug up by
archeaologists and dismantled for study. Such sites are simply impossible to find. If a Scion did
find himself an ancient Mesopotamian tomb in which to seal himself in, then it would only take a
simple expenditure of Legend to find himself walking the desert outside Irkalla.
Natural Features - While Irkalla was considered to be underground, it was also considered to be
underwater. That is, it was beneath the ocean's floor. Access through natural features is a
hazardous venture. A Scion has to dive down beneath the waves of any ocean until the water
grows dark and little light reaches the Scion. This generally also runs the risk of pressure
hazards. The Scion must reach the ocean's floor, though the floor at any depth will do. Just so
long as it's dark enough to qualify. There, the Scion must find either a natural cave formation

beneath the water, or (if none exist there) must dig his way into the ground until he can cover
himself with dirt. Once either in the cave or beneath the ocean floor's dirt, the Scion may spend a
point of Legend and emerges, dry and most certainly not underwater, in one of the many caves at
the edge of Irkalla.
Rituals - These have been forgotten to the ages. A Scion would have to do research with the
gods to learn these ancient practices and recreate them. They would also likely involve a priest
or true believer in the Mesopotamian gods in order to have the ritual done properly.
Times - Perhaps the easiest way for a Scion to access the Underworld on his own is using a
certain time of year. The Spring Equinox, a time when the constellation Taurus is blocked from
the sky by the sun, symbolizes the death of Ereshkigal's first husband, Gugalanna. This time also
marks when Ishtar descended to the Underworld. This is the time when the roads to Irkalla are
most clear and Scions may spend a point of Legend to find themselves at the gates of Irkalla on
this night.
Gallu Demons - As discussed above in the Birthright section, gallu demons may provide a quick
and easy way to access the Underworld if the Scion is "lucky" enough to have been given such
creatures as Followers. However, these demons are not to be used by the weak. Those who are
powerful enough will cow the gallu with their presence. But those who are foolish and have not
yet grown to enough power to impress the gallu risk being attacked upon the end of their travel
and must deal with their own Followers. Gallu will not do this for just anyone and only Scions
which they are bound to by Fate may call upon them for such services. Gallu will also carry other
members of that Scion's Band, but only at the orders of the Scion their bound to, not at the behest
of the Bandmate. Otherwise gallu demons serve Ereshkigal, Nergal and Namtar and are not a
taxi service. Those few who try to use them as such often find themselves attacked on sight. If
the would-be traveller is lucky, the gallu will at least take them to the Underworld before attacking
them, at least giving them a chance of being where they wish to be.

Overworld - Anu:
AKA: Dilmun, Telmun
There exists some understandable confusion regarding the name of the Overworld for the
Annuna. The gods call the Overworld Anu, in honor of their father, An, and the Titan realm which
quickly grew attached to the Annuna's Overworld. Anu began, like all other Overworld realms, by
being formed from the ether by the same bindings of Fate that bounds the gods into their new
shapes. The Annuna, however, remained on good terms with their father An, and the constant
travel between the two realms quickly merged the two, until the Overworld realm of the Annuna
existed as an extension around the heart of Anu.
There was one part of the Overworld which remained distinct, but not truly separate, however.
Treated, as more of a sub-realm or an entryway into Anu proper, the forests of Dilmun, on the
edge of Anu, managed to maintain its individuality from the Greater Titan. It struck to the very
heart of what the Annuna represented. As the gods of the Fertile Crescent, Dilmun was the heart
of that fertility that allowed their people to lie. Dilmun was the first forest. The first garden. It was
the site of the world's beginning and the place from which all life expanded.

-Axis Mundi - Connection Lost


Travel to Anu means travelling first to Dilmun. The connection points of the Axis Mundi connect to
the great garden rather than leading directly to the cloudy cities and golden spires of Anu proper.
Once, reaching Dilmun was easy. Every temple to the Mesopotamian gods served as a gateway
to reach Dilmun. And any of the great cedar forests which dotted the land could allow passage to
the great forest of the gods. There was even once a city named Dilmun, which served itself as a
city-sized Axis Mundus to any who walked its busy streets.

All of that is gone, however. Dilmun, the city, has been lost to the desert and any records of
where it once rested are contradictory at best. Even if its ruins were to be found, the Axis Mundi
connection point would be lost as it was tied to the city which is now gone.
The great cedar forests have also been all but lost as deforestation and overuse of the trees have
reduced their number to a mere handful. Only on the mountain slopes of Lebanon do the cedars
still thrive. But only the oldest of trees will do. Only four such trees in the forests of Lebanon fit
this description, having grown to over 35 meters tall in their age. These most ancient of trees are
under government protection now and the forests are closed off to the public. But only those four
trees will provide access to Dilmun. Rather than climb them as most sacred trees, however, the
user of the Axis Mundi places his hand upon the tree, closes his eyes and breathes in the scent of
cedar as he spends a point of Legend. When he opens his eyes, he will find himself within the
great forest.
There are other sacred items and temple locations which may yet serve as connection points to
the palaces of the individual gods in the borderlans of Anu, but such connections are rare and
many of them lost to the ages. But archeologists may yet have discovered an ancient link to the
Annuna, if a Scion looks hard enough to find it. How to use these ancient links to the palaces of
the gods would vary just as much as the gods do, naturally.
It's also possible that new connections have begun to form and take shape as the powers of
Fatebinding connect new ideas and cultures to the beliefs of Anu and the Annuna. If such
connections do exist, however, very few know of them as the Annuna have been very lax in
searching them out.

-The Great Forest


Dilmun consists of a vast stretch of cedar forest that spreads out to cover the ground almost
entirely. The trees grow close together and the land is broken by two rivers which spread through
the forest, divine reflections of the Tigris and the Euphrates. The rivers originate from the
mountain peaks which surround the forest, turning it into a vibrant valley. All manner of beast live
here, both domesticated and otherwise, most notably the sacred animals of the Annuna such as
lions, goats, bulls and snakes of all varieties. These animals are spiritual reflections of their
mundane counterparts, typically larger and more powerful. Some may even be found of the
Nemean variety, though those are a rarity in Dilmun.
The trees stretch all the way from the valley down to the sandy shores of a beach. Here, the
ocean waves lap against the shore, indicating that the Overworld may in fact be an island. It is
talked about as such in some myths, especially that of Gilgamesh. It is here that one finds the
ONLY building in Dilmun, where Utnapishtim and his wife make their home in the small hut on the
shore. They are the only mortals allowed in Dilmun, as this is a place for the gods and only the
gods otherwise. The two humans rarely venture from the beach as they do not wish to incur the
god's wrath by exploring their sacred forests.
There are no buildings anywhere else in the forest. No great cities, no walls to marr the forest's
perfection and no structures to break the great sea of trees. The gods who spend time here do
not build structures. Rather, they allow the forest to provide for them. The sun always shines
here, the radiance of Anu affixed above the forest to provide eternal radiance, but when the
residents wish to sleep, there is the shade of trees and embankments on the river that may be
found to provide darkness. Beds can be found in the soft grass of clearings and the clinging
lichens on the wet rocks of the river. Both are surprisingly comfortable for such things. Food is
found naturally from the fruit trees that grow among the cedars and from the many animals which
roam the area and can always be caught for food so long as the hunter does so when hungry.
The forest here exists to serve the residents and so long as the forest is respected, those who
visit or live here will always be taken care of.

The true splendor of the forest, however, is to be found in the skies above it. Nestled in the
clouds are the great golden palaces, temples and ziggurats of the Annuna. Each of the gods has
their own palace. From the halls of justice where Shamash resides to the ancient ziggurats to
either side of the central palace where Enki and Enlil both reside. Each can be found here
among the clouds above Dilmun. They are not truly a part of Dilmun, however. Rather, they exist
in the border reaches between Dilmun and Anu. The clouds above Dilmun are the clouds which
make up the Titanrealm of Anu, Titan of the Heavens. The palaces of the gods are placed in the
lower reaches of Anu, bordering on Dilmun so that the Annuna can look down upon the splendor
of their perfect forest while living within the Titan of divine authority itself at the same time.
The bridge between the forest of Dilmun and the clouds of Anu is the great cedar tree to the north
of the forest on the mountain's slopes. Where the two rivers come together at their origin points
there stands a great tree, taller than any of the others in the forest. It's branches reach high
above the canopy of the forest and mingle with the clouds. Should someone in Dilmun climb the
cedar tree and reach out to step upon the clouds, he would find that the clouds will actually
support his weight. From there, the journey to the palaces is easy, and it's even possible to
journey deeper into the cloud realm to the palaces of the Titans such as Anu.
There are a few gods who do not possess palaces of their own, of course. Ereshkigal, Nergal
and Namtar are all at home within the city of Irkalla in the Underworld. Ninlil and Ninhursag both
feel more comfortable making their homes in the forest paradise of Dilmun and living among the
animals and the vegetation. Though Ninlil, of course, also has her own place in the palace of her
husband, Enlil, when she is not within the forest.
The most splendid palace in the border of Anu is also the one in the center, standing proud and
majestic above the very center of Dilmun. This is the palace of the king and it is Marduk who sits
upon the throne now. The halls and corridors of the great palace are littered with lesser
immortals at all times, going about the business of tending to the king's needs. There are rooms
within the great palace for all of the Annuna when they wish to partake of Marduk's hospitality,
especially for those who do not keep permanent residence within Anu or Dilmun.
It is the great council chamber which serves as the central point of the palace, however. Here,
Marduk's throne rests upon a dias above the floor of the palace. It is in this great hall where all
the Annuna gather when there is business that must be brought before the gods. It is in this hall
where the fate of Gilgamesh and Enkidu was once discussed after they slew the Bull of Heaven
(though Enlil was still king of the gods at that time). It was also here where the gods made their
decision to depart from the World and leave the humans and the other pantheons entirely on their
own. Any of the Annuna are welcome to speak in this hall and may bring any matter they feel to
be of import before Marduk or other reigning gods. They do so at their own risk, however, as the
Annuna have been known to punish those who they feel have wasted their time with ridiculous
pleas.
--------------------------------------------------------------------------------------------------------------------------------Since the Siege: Evicted-Most of the gods are clamouring to keep the Titans out of their homes and have found
themselves surrounded on all sides by the Titans. But not the Annuna.
When the siege first started, the Annuna were beset from all sides. Aten had a contingent of his
Hands performing suicide attacks while Anshar sent his lilitu to fly among the clouds and harry the
palaces of the gods. Attacked thus and already cut off due to their self-imposed exile, the Annuna
didn't stand a chance against the forces of the two Titans combined.
The Annuna have been driven from their palaces and forced to reside in Dilmun now. Dark storm
clouds now cover the skies and blot out the glow of Anu, as well as cutting off access to the great
palaces. Lightning strikes from above struck the great cedar tree which formed the bridge

between the two realms and it now lies blackened and broken upon the ground at the foot of the
mountains.
And then the Annuna were dismissed as pointless by the Titans. They had claimed Anu and the
Annuna had been removed and cut off. Such archaic gods were viewed as no longer a threat.
Rasap Warriors, Hands of Aten and lilitu now make regular patrols of the cloud borders should
any of the gods try to fly into the realm. But overall, the Annuna have not been seen as a threat.
Now, the Annuna fight to retake the Titan realm and gain a foothold in Anu again. They search
the world for the Axis Mundi which lead directly to their former palaces in the hopes of being able
to enter "behind enemy lines." And they test the defenses almost daily to find some passage
through the storm clouds and patrols.
-------------------------------------------------------------------------------------------------------------------------------

--Antagonists--Gilgamesh - The First Scion (Guide OOOOO)


Gilgamesh was once the great king of Uruk. At least until he found a mortal friend he was willing
to give his life for and he journeyed far and wide to try and bring that friend back from the dead
when his companion was killed by the gods. He failed in that journey, but ultimately he found
divinity and immortality of his own as his legend and fame as the great kind grew.
But that was a long time ago. Long before Heracles. Long before Imhotep. Centuries before
even Guan Yu or other gods. He was a Scion of Shamash via his mother, a demigod Scion of
Shamash herself. Born to her before she achieved godhood, his divine nature comes from his
grandfather. In this way, he had three "parents," one a demigod, one her divine father and the
other his mortal father. In this way, he was "two-thirds god and one third mortal." Gilgamesh is
known by many as the first hero and the first Scion. While that's an exaggeration (there were
obviously other Scions before him just as there were those after him) Gilgamesh is the oldest of
the Scions who is remembered by humanity.
In his age, however, he has grown bitter. He blames the gods for the loss of Enkidu. It was Ishtar
that came to him to seduce him. And though he was the one to rebuke her, that did not justify her
sending Gugalanna to seek her revenge. What's more, Gugalanna's death was an act of selfdefense and an act to protect his city. And yet, for that heroic deed, his friend Enkidu was killed
while Gilgamesh was spared and went on to achieve godhood and immortality. It was not fair. It
still isn't fair.
Even though he achieved the peak of godhood centuries ago, Gilgamesh has never once set foot
in Dilmun since his visit with Utnapishtim all those years ago. Nor has he ventured deeper into
Anu to see the hall of the gods where the judgement of his friend was passed. He has no desire
to associate with the Annuna on a friendly level. Nor does he wish to be one of them. Rather, he
wishes to see them crushed beneath his heel. He has grown to hate the pettiness and
vindictiveness of the gods and for centuries has acted against the plans of the gods, intervening
and sabotaging whatever he can find of the gods machinations.
Since the release of the Titans, Gilgamesh has taken a more active role in the World at least. He
has begun to build himself a "private protection" company. He feels that's an adequate enough
phrase to use for the group of mercenaries he's gathering into his employ and hiring out around
the world. He may no longer be king, but he still has what it takes to lead men. His soldiers are
some of the most well trained and experienced military men on the planet. And they'll work for
anyone for the right price.
Gilgamesh has no sympathy for the gods and their Scions. He wishes to see the Annuna

punished for what was done to him and to his friend Enkidu. Though he was approached by
Imhotep and the other Keepers of the World for this reason, he turned them down, choosing to
fight the gods on his terms and no one else's. Whether he will be successful or not is anyone's
guess.
Gilgamesh looks to be a man in his mid- to late-50's. His strong beard is streaked with grey and
his hair is often found pulled back and cut short around his neck. Regardless of his age, he still
looks the part of a bodybuilder or professional athlete. Often found in business suits these days,
his clothes can be found bulging with muscle beneath the fabrics. Gilgamesh carries no weapon,
having long preferred to deal with his foes using his bare hands.
Though Gilgamesh will sire Scions of his own, they are often simply there to get caught up in his
own plans and schemes, or used to sabotage the efforts of the other gods from the inside.
Storytellers should use caution when allowing someone to play a Scion of Gilgamesh as it can
lead to potential conflict in the game. If a player of such a character wishes to work with his Band
and aid the gods, then he needs to be prepared to eventually come into conflict with his angry
father, Gilgamesh.
Associated Powers: Epic Charisma, Epic Stamina, Epic Strength, Justice, Melam, War
Common Abilities: Athletics, Brawl, Command, Presence, Survival, Thrown
Rivals: Enki, Enlil, Ishtar, Ereshkigal, Marduk, Namtar, Nergal, Shamash; Horus, Vidar,
Hachiman
Virtues: Conviction 3, Endurance 5, Valor 4, Vengeance 5
Strength 12, Dexterity 9, Stamina 11
Charisma 11, Manipulation 7, Appearance 7
Perception 6, Intelligence 5, Wits 7
Academics 2, Animal Ken 1, Athletics 5, Awareness 4, Brawl 5, Command 5, Control 2, Fortitude
5, Integrity 3, Investigation 3, Marksmanship 4, Melee 4, Occult 1, Politics 3, Presence 5, Stealth
2, Survival 5, Thrown 5
Birthrights:
Avatar 5, Followers 5 (15 Experienced Soldiers), Followers 5 (20 Grunt Soldiers), Relic 1 (Seal of
Shamash - Justice), Relic 3 (Bracers of Strength - 2 Unique 1-dot Powers, War)
Supernatural Powers:
Avatars - The Arbiter, The General
Boons - Army of One, Battle Cry, Battle Map, Become the Glory, Blessing of Ammunition,
Blessing of Bravery, Blinding Perfection, Colossus Armor, Decree of Worship, Divine Authority,
Divine Enforcement, Dream Wrack, Follower Army, Fury of War, Guilt Apparitions, Guilt of the
Damned, Imitation of Perfection, Indomitable Will, Inexorable Gravity, Judgement, Life-Giving
Rays, Morale Failure, Mortal Stroke, Penetrating Glare, Psychic Prison, Overworld Judgement,
Radiance Unleashed, Sanctify Oath, Scarlet Letter, Shield of Righteousness, Siege Juggernaut,
Star Chamber, Strengthen the Devout, Surreal Draft, Sympathy Pains, Triat, Virtuous Glow,
Warrior Ideal (Savage Brute)
Epic Attributes - Epic Strength 10 (All Knacks), Epic Dexterity 5 (All Knacks from Scion: Hero, And
the Crowd Goes Wild and Roll With It), Epic Stamina 10 (All Knacks), Epic Charisma 10 (All
Knacks), Epic Manipulation 2 (Overt Order, Hard Sell), Epic Appearance 4 (Game Face, Center of
Attention, My Eyes are Up Here, Doin' Fine), Epic Perception 2 (Subliminal Warning, In Your
Dreams), Epic Intelligence 1 (Language Mastery), Epic Wits 3 (Opening Gambit, Between the
Ticks, Monkey in the Middle, Cobra Reflexes, Rabbit Reflexes)

Ultimate Attribues - Ultimate Charisma, Ultimate Stamina, Ultimate Strength


Join Battle: 11
Attacks:
Clinch - Accuracy 14, Damage 13L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 13, Damage 16L, Parry DV 17, Speed 5
Unarmed, Light - Accuracy 15, Damage 13L, Parry DV 19, Speed 4
Soak: 10A/52L/57B
Health Levels: -0x52/Incap
Dodge DV: 24
Willpower: 10
Legend: 12, Legend Points: 144
Notes: Though Gilgamesh has a number of weapons at his disposal given his new line of work,
he still prefers to do battle with his bare hands. His Bracers of Strength make him all the more
dangerous for this, granting him the ability to activate Disfiguring Attack for the cost of only 2
Legend instead of 5. He may also activate Divine Wrath for no cost. This is in addition to giving
him access to War.

-Lilitu
Servants of Anshar, the lilitu are more than simply demons of wind. They are lustful creatures
who prey like vampires up on the sexual urges of their victims. However, while they are indeed
titanspawn, it is not Anshar that spawned them. The first of the lilitu, indeed their queen, was a
spawn of the great Titan of the Heavens, An.
Originally, before any alliance with the Annuna, An made Lamashtu and gave her authority over
evil in the world. From her are spawned the race of demons known as the lilitu. They are mainly
human in appearance, though their feet end in wickedly sharp talons like those of a bird of prey.
Their hair, male and female alike, is long and untamed like the mane of a great lion. The lilitu are
all capable of flight despite the lack of wings.
The lilitu exist simply as creatures of hunger and lust. They will slake their hungers for human
flesh upon the elderly who are too old to breed with, the young who have not yet gone through
puberty and anyone of the same sex as the lilitu. Sharp claws rend flesh and the beasts
consume the meat to feed their hungers. Their other hungers are only slaked by members of the
opposite sex. Male lilitu will seduce women, while female lilitu will lure men to their bed. Though
freakish in appearance, both genders of lilitu have the capability to use illusion to make
themselves appear normal and attractive.
This is both the way the lilitu replenish their Legend, and the way by which lilitu reproduce. Each
time a lilitu couples with a being of the appropriate gender, the lilitu rolls its Legend rating. For
each success, the victim takes one, unsoakable lethal damage and the lilitu regains one point of
Legend. This process leaves the victims drained of life and exhausted, while it replenishes the
lilitu.
If a being takes enough damage to die in this manner, then he rises again the next night,
transformed into a lilitu himself and suffering all the normal restrictions and hungers that the lilitu
suffer. It should be noted that while the lilitu are not the brightest of creatures, they are capable of
speech and exhibit an animal cunning when seducing their prey or luring their victims to secluded
spots.
The stats below, represent an average lilitu. They may certainly come more powerful, however,
especially if of great age.

Virtues: Ambition 2, Malice 3, Rapacity 3, Zealotry 1


Strength 3, Dexterity 3, Stamina 4
Charisma 4, Manipulation 5, Appearance 5
Perception 3, Intelligence 2, Wits 4
Athletics 4, Awareness 3, Brawl 4, Empathy 4, Fortitude 5, Integrity 3, Investigation 2, Larceny 3,
Presence 5, Stealth 3, Survival 4
Supernatural Powers:
Epic Attributes - Epic Strength 2 (Crushing Grip, Holy Bound), Epic Dexterity 3 (Perfect Partner,
And the Crowd Goes Wild, Omnidexterity), Epic Stamina 2 (Holy Fortitude, Inner Furnace), Epic
Manipulation 4 (god's Honest, Takes One to Know One, Stench of Guilt, Knowing Glance), Epic
Appearance 4 (Come Hither, Meet Me Backstage, Lasting Impression, Dreadful Mien)
Flight - Despite a lack of wings, lilitu are creatures of the sky and the winds, capable of flying at
40 miles an hour outside of combat. In combat, lilitu multiply their normal movement rate by 5.
Illusion - Lilitu possess the ability to appear as perfectly normal and attractive humans. While
appearing in this manner, their beauty may be used for attracting members of the opposite sex
and their Epic Appearance is considered to be beauty. When NOT using this form, their
Appearance represents their ability to intimidate and scare onlookers and their Epic Appearance
is considered negative. While lilitu may learn Knacks of both types of Epic Appearance, their
appearance at the time determines which Knacks are available. Lilitu possess only a single
alternate face, choosing to appear either in their true forms, or in their attractive human form, but
may not mimic any other faces.
Seduction - Lilitu may use their supernatural allure to seduce members of the opposite gender.
While their Epic Manipulation and Epic Appearance serves nicely to lure their prey to them, lilitu
also possess a natural charm which allows them to drive their targets into giving into their lusts so
that the lilitu may take advantage of them. Lilitu use this power by making an Appearance +
Presence roll and targets resist by rolling Willpower + Integrity + Legend. If the target fails to
resist, he is overcome by his desires and will not resist the lilitu's advances.
Join Battle: 7
Attacks:
Clinch - Accuracy 7, Damage 4B, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 7, Damage 9L, Parry DV 7, Speed 5
Unarmed, Light - Accuracy 9, Damage 6L, Parry DV 8, Speed 4
Soak: 2A/4L/6B
Health Levels: -0x9/-2/Incap
Dodge DV: 10
Willpower: 6
Legend: 5, Legend Points: 25
Notes: Lilitu possess sharp talons on their feet and their fingertips which add a +1 Accuracy and a
+2L Damage to unarmed attacks.
Trophy: The trophy for the lilitu is found in their hearts. Once the lilitu is killed, the heart turns to
black stone within the cold chest. A Scion who possesses the heart of the lilitu is resistant to the
tricks and deceptions of others, gaining a number of automatic successes on any Willpower +
Integrity + Legend roll equal to the lilitu's Legend rating.

Lamashtu, Queen of the Lilitu


The lilitu are titanspawn, though not spawn of Anshar whom they serve now. The lilitu are the
spawn of Lamashtu, their queen, who is in turn the daughter of An, head Avatar of the Titan of the
Heavens. She was created to serve as the handmaiden of her sister, Ishtar, who had become
one of the gods by then.
But Lamashtu did not wish to serve. Though under her human guise she seemed to serve Ishtar
faithfully, she adopted a different form, more befitting her desired purpose, and went out into the
nights to seduce her victims and slay those she had no interest in seducing. From these
couplings were spawned the lilitu and eventually the Annuna discovered Lamashtu's secret
activities.
They tried to command her to stop, but she would not obey. They tried to destroy her and she
fled. They tried to forget about her, but she remembered. Eventually, driven from Anu and from
the sight of the gods, Lamashtu came to serve Anshar, the fury of the raging winds. For Anshar,
Lamashtu spread her creatures, her lilitu across the globe. When the Titans were locked away,
Lamashtu went into hiding, but she continued to wander and fulfill her desires. Soon, she came
to be known by another name: Lilith.
Now, with the Titans freed once more, Lamashtu has taken up her role in Anshar's plans. It was
she who led the attack on An and drove the Annuna from their palaces and into Dilmun. With an
army of lilitu at her back and squadrons of Hands of Aten coordinating with her, she was able to
reclaim Anu in the name of the Titans.
She wishes now to see her father, An, once more and show him what she has done. So far, she
has not been allowed admittance to the halls of An's palace.
In her true form, Lamashtu is a withered hag, wild hair framing her wrinkled face like an old lion's
mane. Her skin is shrivelled like old leather and her flesh sags on her skin. Her feet are tipped in
bird-like talons and her fingertips are jagged with claws. Unlike normal lilitu, however, Lamashtu
is not stupid. She is actually rather intelligent and conniving. She considers herself in many
ways to be an equal to the likes of Sinmore or Angrboda. Also, she is not limited to just a single
face. With her mastery of Epic Appearance shapeshifting Knacks and Illusion, Lamashtu can
appear as anyone she wishes to.
Virtues: Ambition 4, Malice 5, Rapacity 4, Zealotry 3
Strength 5, Dexterity 6, Stamina 6
Charisma 9, Manipulation 9, Appearance 10
Perception 6, Intelligence 8, Wits 6
Academics 4, Art 5 (many), Athletics 5, Awareness 4, Brawl 5, Command 5, Control 3
(automobile), Craft 4 (many), Empathy 5, Fortitude 5, Integrity 5, Investigation 3, Larceny 4,
Marksmanship 3, Medicine 4, Melee 3, Occult 5, Politics 3, Presence 5, Science 1 (many),
Stealth 3, Survival 4, Thrown 2
Supernatural Powers:
Boons - Anditote, Assess Health, Blessing of Health/Curse of Frailty, Bolster, Cradlesong, Control
Aging, Dreamcraft, Dreamworld, Fantastic Vista, Fool's Gold, Heal/Infect, Hidden Name, Holy
Font/Epidemic, Human Clay, Loaned Identity, Magic 8, Restore/Wither, Stolen Face, Subtle Knife,
Virility/Muliebrity
Epic Attributes - Epic Strength 7 (All Knacks in Scion: Hero and Demigod), Epic Dexterity 8 (All
Knacks in Scion: Hero and Demigod), Epic Stamina 7 (All Knacks in Scion: Hero and Demigod),
Epic Manipulation 8 (All appropriate Knacks), Epic Appearance 9 (All Knacks)

Flight - Despite a lack of wings, Lamashtu is blessed by Anshar and is capable of flying at 40
miles an hour outside of combat. In combat, Lamashtu multiplies her normal movement rate by
5.
Seduction - Lamashtu may use her supernatural allure to seduce her targets. While her Epic
Manipulation and Epic Appearance serves nicely to lure her prey to her, Lamashtu also possess a
natural charm which allows her to drive her targets into giving into their lusts so that the Lamashtu
may take advantage of them. Lamashtu uses this power by making an Appearance + Presence
roll and targets resist by rolling Willpower + Integrity + Legend. If the target fails to resist, he is
overcome by his desires and will not resist the Lamasthu's advances.
Soul Sucking - Lamashtu possesses the same ability as lilitu to drain her partners of life and
Legend. Each night which she spends coupling with her target, male or female (and with her Epic
Appearance shapeshifting Knacks, either are perfectly acceptable for her), she rolls her Legend
rating. Each success causes one, unsoakable lethal damage to her targets while granting her
one Legend point. Should her victims die in this manner, they rise the next night as lilitu.
Spells - All spells up to the level 8 level appropriate to her as well as any others the Storyteller
may wish her to have.
Join Battle: 10
Attacks:
Clinch - Accuracy 11, Damage 6L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 12, Damage 13L, Parry DV 34, Speed 5, P
Unarmed, Light - Accuracy 14, Damage 10L, Parry DV 35, Speed 4, P
Soak: 7A/25L/28B
Health Levels: -0x32/Incap
Dodge DV: 39
Willpower: 9
Legend: 9, Legend Points: 81
Notes: Lamashtu's claws are more dangerous than the claws of a simple lilitu. Her claws have
Accuracy +2 and Damage +4L added to her unarmed attacks.
Trophy: Like a lilitu, the trophy for Lamashtu lies in her heart. Upon her death, her heart
transforms into a blackened stone and can be removed to aid the user from resisting temptation
and deception. Possession of the heart allows the user to add 9 automatic successes to all
Willpower + Integrity + Legend rolls. Additionally, as a powerful general in Anshar's army, she is
likely to possess a number of relics which Scions may make use of.

--Anu - Titan of the Heavens-The Titan of the Heavens represents authority and rulership in all its forms. When the full might
of Anu is brought to bear, all enemies of the Titan submit to the rulership of Anu. Not even Aten
can stand proud before the full might of the Greater Titan. However, since the original Titan War,
it is rare that the three Avatars of the Greater Titan actually work together.
Before the original Titan War, it was Anu who ensured the submission of the gods to their Titan
parents. There was rebellion, sure. But if the Titans could not put it down on their own, then the
Greater Titan was brought to bear and supressed the uprising. Until Tiamat decided to destroy

the entire Annuna pantheon. Then the Annuna approached An, convincing him to side with them.
Tefnut chose as well to side with them. Only Atlas stood resolute in favor of the Titans.
But this division was all the gods needed. To say that the gods won the war because the Annuna
brought the power of Anu to their side is a bit of an exaggeration (one the Annuna often make
when talked to about the issue). What is true, however, is that if the Annuna had not divided the
Avatars of Anu over the issue then the original war would never have happened. Once the war
was going on, An and Tefnut actually did very little, but it kept the powers of the Greater Titan
from snuffing out the rebellion.
Since the war, the Titanrealm of Anu has all but merged with the Annuna's realm, to the point that
many refer to them as one and the same. Since An and Tefnut sided with the gods, the Greater
Titan was not imprisoned like the others. Atlas was imprisoned, bound in chains and forced to
support the world within the heavens. But they were not cast into Tartarus with the others. The
Annuna took it as their right to move into Anu and make their homes in its great cloud palaces.
An, the dominant Avatar, allowed this.
Now that the Titans have returned from Tartarus, however, allegiences have changed. As tied as
the Greater Titan is with the Annuna, many gods feel that the failures of the Annuna have left the
Avatars of Anu hesitant to side with the gods once more. Regardless of their reasons, most of
the Avatars of Anu have refused to take sides this time around. The exception is, of course, Atlas,
who has once again sided with the Titans. Though without the full support of the other two
Avatars, the Greater Titan's power still cannot be brought to bear.
Associated Powers: Guardian, Justice, Psychopomp, Sky, War
Banned Purviews: Chaos, Darkness
Prominent Features:
The outer reaches of Anu merge with the Annuna's godrealm and serve as the cloud palaces of
the Annuna. They are described in the discussion of the Overworld. Since the fall of Anu into the
hands of Aten and Anshar, the clouds have grown thick around the Annuna's palaces, keeping the
gods from entering and making passage through this area of Anu practically impossible.
Deeper within the Titan realm, the cloud palaces are more elaborate and detailed. There are only
three palaces here, but they spire taller, grander and more expansive than any the gods might
hold in the edges of the realm. Here in great fields of clouds rest three great palaces. The
smallest of the three looks much like a Greek temple. It is a sprawling, lush creation. Plants and
intricate architecture spread out among the vast palace halls. The central palace of this temple is
composed of two great pillars which stand where once the imprisoned Avatar Atlas was held in
place. Those pillars represent Atlas' freedom and allow him to roam once more, no longer bound
to hold the heavens upon his shoulders.
On the far side of the inner reaches of Anu, distant from Atlas' palace, is the great Egyptian
palace of Tefnut. Here, palm trees and reeds grow from the cloud ground. The ancient stone
structure houses intricate paintings and architecture which date back to the most ancient days of
Egypt. In the central chamber of the palace is where Tefnut holds court, sitting upon the throne
with crown upon her head as she hears disputes before her.
Between the two temples, rising high above the others, is the great ziggurat palace of An. This
one is by far the oldest and most intricate of the temple-palaces in Anu. Rising high above the
cloud ground is the stepped pyramid, towering above it all. A broad, flat surface rests on top of it
all, large enough to encompass an entire city on the peak of the temple.
Buildings and structures of various sorts abound on top of the pyramid. Rising above them all are
three thrones. Two of them can often be found unoccupied, as those thrones are there for Tefnut
and Atlas to sit upon when the three Avatars must deal with matters together. The third throne,

rising high above the others, is never empty. For there An sits, towering above it all as he
surveys everything before him. His beared face looks tired and ragged. And his sparkling eyes
have seen happier days. Still, he sits with a regal nobility and treats all matters brought before
him with wisdom.
Other, smaller structures can be found spread out through the vast cloud reaches of Anu.
Titanspawn of Anu take up space here, as well as the resident guests from Akhetaten and
Ehekatoyaatl.
While many Greater Titans may possess aspects which make them naturally inhospital to the
gods, Anu is not one of those antagonistic realms. There are no burning flames and choking lack
of oxygen here. No storms to ravage the body or burning desert sands to blind the eyes. Anu
exists purely as a splendid realm with solid clouds and the palaces of Titans.
Passages:
Once, getting to Anu was perhaps the easiest of trips. Simply find one of the few Axis Mundi
which remain tied to Dilmun, such as the ancient cedar trees in Lebanon, and then travel through
the cloud plains from Dilmun and deeper into Anu. That passage is currently closed, however. If
it were still open then the Annuna would not have the issues they have today.
Now, the best way to access Anu is to travel through other Greater Titans. Akhetaten provides
the best access. Aten would have nothing without the power of absolute authority. Some have
even speculated that Anu exists as a sub-realm of Akhetaten, though nothing of the sort has been
proven. Regardless, one must travel up within the Greater Titan of Light. Whether it's a subrealm or not, Aten has a vested interest in maintaining power over it now. By finding the pillar of
light at the top of Rashith ha-Gilgalim and following it into the sky (requiring flight of some sort),
clouds swirl around the traveller, and soon, he will find himself able to set foot on those clouds as
if they were solid ground. From there, he can simply walk deeper into Anu and reach the palaces
of the Avatars.
Additionally, the realm of Ehekatoyaatl provides access to Anu. By travelling through the clouds
and storms to the edge of the realm where the storms grow tame and the clouds get stable, the
order and harmony of the realm allows the traveller to find entrance into Anu. Here, the clouds
become solid enough to walk on, and with enough travel one can find the palaces of the Avatars
of Anu.
Other Greater Titans are rumored to provide access via other means, though none are more
closely connected to the ideas of the heavens and authority than the Titans of Light and Sky.
Finally, various mountain regions in the World may provide access to Anu. Not sealed away as
the other Titans were, Anu still bears some connection to the World itself. Climbing to the peak of
the tallest mountain in a great range of mountians allows the traveller to peer into the heavens.
Up there, surrounded by clouds, the traveller can spend a point of Legend and step out onto
those clouds to find them solid, letting him walk deeper into the Titanrealm. In this way, Heracles
was able to meet Atlas and convince him to retrieve the apples from the Hesperides for him
without having to travel through Dilmun while the other Titans were imprisoned.

-An
The father of many of the Annuna, glorious, bearded An represents the power of authority itself.
He is every king, every tyrant, every emporer, every president who has ever led humanity. He
represents the ruler, the power of the one to rule over others. It is no coincidence that the great
authorities among the Titans and gods bear similarities to An. Ouranos. Aten. Zeus. Odin.
Quetzalcoatl. All the regal, bearded figure who rule over others and all bearing echoes of the
ultimate authority: An.
During the original war, An sided with his children in the Annuna and turned against the other

Titans. While this kept the Titans from being able to call upon the Greater Titan of the Heavens
for aid, it did not do too much else. An's personal power only goes so far with Atlas turned
against him and other Titans standing in his way.
Since then, however, he has watched his children withdraw, turn inward and ultimately forsake
the land and people he had chosen them to rule over. They have forsaken the gifts that his
allegiance to them once bestowed upon them. Still, he hasn't completely given up on them yet.
He has allowed the forces of Aten and Anshar to sweep into Anu and drive the Annuna out. But
he has not officially chosen sides. He sits now, watching and waiting to see what the gods can
make of themselves now.
An has a dice pool of 24 for all actions and he favors Social Attributes above all others, prefering
to rule over his enemies and subjugate them to his divine authority.
Virtues: Ambition 5, Malice 2, Rapacity 1, Zealotry 5
Supernatural Powers:
Avatars - The Arbiter, The General, The Storm
Boons - Every one- to eight-dot Boon from every Purview except Chaos and Darkness, which are
forbidden to him. An has all Boons from the Justice, Melam, Sky and War Purviews.
Epic Attributes - Epic Social Attributes at the 10-dot level (with all appropriate Knacks). All other
Epic Attributes at the eight-dot level (with all appropriate Knacks).
Join Battle: 24
Attacks:
Clinch - Accuracy 24, Damage 13L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 23, Damage 16L, Parry DV 40, Speed 5
Unarmed, Light - Accuracy 25, Damage 13L, Parry DV 42, Speed 4
Soak: 8A/34L/39B
Health Levels: -0x40/Incap
Dodge DV: 47
Willpower: 10
Legend: 12, Legend Points: 144
Other Notes: None

-Tefnut
Lioness-headed Tefnut, wife of Shu, once served to separate Geb from his lover, Nut. She made
way for Shu, the air, to flow between heaven and earth. Later, when she sided with the gods in
the Titan War, she fled from her husband Shu. Though he eventually caught her, the two have
been estranged ever since, especially with Shu locked away in Tartarus with the rest of
Ehekatoyaatl. With Shu's return, his relationship with Tefnut remains cold and distant.
If An represents the ruler himself, then Tefnut represents the division between the ruler and the
ruled. She represents the fact that though rulers exist, there are also those to be ruled. With the
rulers and the ruled in place, Tefnut represents the fact that the two classes are different and not
to be confused.
In the new War, Tefnut has sided with the Titans this time. Like An, she feels betrayed by the
actions of the Annuna, and with her own family, the Pesedjet. She sees the gods as having
blurred the line between ruler and ruled. And with Atlas' urging, she has thrown in her lot with the
Titans this time around. She does not wish to destroy the gods, however, only to see that they
are once again subjugated and return to where they belong.

Tefnut has a dice pool of 20 for all actions and favors Mental Attributes, using her vast knowledge
of philosophy and ethics to justify her position in the metaphysical hierarchy.
Virtues: Ambition 3, Malice 2, Rapacity 1, Zealotry 4
Supernatural Powers:
Avatars - The Arbiter, The Beast, The Way
Boons - Every one- to eight-dot Boon in every Purview except Chaos and Darkness which are
denied her. Additionally, Tefnut possesses every Boon to the 10-dot level in Animal (Lion), Justice
and Psychopomp.
Epic Attributes - Tefnut possesses Mental Attributes to the 10-dot level (with all appropriate
Knacks). Additionally, she possesses all other Epic Attributes to the eight-dot level (with all
appropriate Knacks).
Join Battle: 20
Attacks:
Clinch - Accuracy 20, Damage 11L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 19, Damage 14L, Parry DV 38, Speed 5
Unarmed, Light - Accuracy 21, Damage 11L, Parry DV 40, Speed 4
Rod of Separation - Accuracy 22, Damage 14B, Parry DV 40, Speed 6
Soak: 8A/34L/39B
Health Levels: -0x38/Incap
Dodge DV: 44
Willpower: 9
Legend: 10, Legend Points: 100
Other Notes: Though she does not prefer physical action, her Rod of Separation uses the typical
stats for a bo if used in combat.

-Atlas
Known by many humans as the Titan who holds the World on his shoulders, that description isn't
quite accurate. During the original Titan War, it was Atlas who sided with the Titans and
prevented the gods from being able to bring the power of the Titans to bear. When the gods won
the war, Atlas could not be confined to Tartarus with the other Titans since Anu was to be left free.
Instead, Atlas was bound and forced to hold up the heavens for all eternity.
Eventually, Heracles journeyed through a mountain entrance to Anu and encountered Atlas. After
Atlas aided him, though he tried to trick Heracles into taking on his role, Heracles still felt pity for
him. Looping Atlas' chains through two pillars that were erected in his place, Atlas was set free
once more. Free at last, Atlas set about spreading dissent among Anu. He pointed out every
fault of the gods, every injustice they committed against their followers. Eventually, he won over
Tefnut and once again ensured a division in Anu.
If Tefnut represents the division between the ruler and the ruled, then Atlas represents the link
they still share. The ruler cannot exist without the ruled. Without he support of those beneath,
authority means nothing. And that is where Atlas comes in. He is the support of the masses. He
is the power which upholds the authority of heaven and the might of the assembled. Without the
support of Atlas, authority means nothing.
Atlas has a dice pool of 20 for all actions and favors Physical Attributes. He prefers to use brute
force and raw power to accomplish his goals.

Virtues: Ambition 3, Malice 4, Rapacity 1, Zealotry 3


Supernatural Powers:
Avatars - The General, The Sentinel, The Shaper
Boons - Atlas possesses every one- to eight-dot Boon in every Purview except Chaos and
Darkness. Additionally, Atlas possesses every Boon to the 10-dot level for the Earth, Guardian
and War Purviews.
Epic Attributes - Atlas possesses Epic Physical Attributes to the 10-dot level (with all appropriate
Knacks). He also possesses every other Epic Attribute to the eight-dot level (with all appropriate
Knacks).
Join Battle: 20
Attacks:
Clinch - Accuracy 20, Damage 11L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 19, Damage 14L, Parry DV 55, Speed 5
Unarmed, Light - Accuracy 21, Damage 11L, Parry DV 57, Speed 4
Soak: 10A/51L/56B
Health Levels: -0x55/Incap
Dodge DV: 61
Willpower: 9
Legend: 10, Legend Points: 100
Other Notes: None

--Lesser Servants of Anu-Anu possesses very little in the way of unique creatures. Mainly because the creatures of Anu
now serve the Annuna in the capacity as lesser immortals. The Apkallu or Sebittu used to be
known as the servants of Anu. But in their centuries of service to the Annuna, many of them have
left behind their titanspawn roots and gone on to serve the gods instead.
However, there are still plenty of Sebittu who serve the Avatars of Anu instead. Apkallu, griffindemons and djinn may all be found within the realm of Anu. The girtablilu are the only ones not to
be found within Anu as they were created by Tiamat, not Anu, and all remaining girtablilu serve
the Annuna exclusively.
To represent these immortals loyal to Anu, use the same stats as the Guides above, but they do
not actually have access to the Melam Purview. Instead, they possess the Radiant Template
which manifests similar powers in a more limited fashion. Until recently, there was little difference
between these Titan-loyal Sebittu and the god-loyal ones. The gods and the residents of Anu
lived in near harmony.
Since the siege and the removal of the Annuna from Anu, the division has become more
pronounced as the two factions ally against each other in the war. The Titan-loyal Sebittu now
ally themselves side-by-side with the Hands of Aten and lilitu who patrol the borders of Anu to
keep the Annuna and other gods out.
--------------------------------------------------------------------------------------------------------------------------------Radiant Template-The power of Anu manifests by making those touched by the Greater Titan more commanding

and imposing. Those who possess the Radiant Template, by their very nature, encourage others
to submit. In order to oppose a being with the Radiant Template in any way, another being with
Legend must roll Willpower + Integrity + Legend at a difficutly of the Radiant being's Legend. If
the would-be attacker fails, he cannot attack the Radiant being that action. Once the attacker
succeeds, he is free to act against the Radiant being for the rest of the scene.
Additionally, when a Radiant being gives a command, he may choose to spend a point of Legend
to empower that command with divine authority. The Radiant being rolls Charisma + Command
to give the order and those commanded must roll Willpower + Integrity + Legend to resist. If the
resistance roll is successful, then targets may spend a Willpower to ignore the given command.
Finally, the Radiant being does not roll dots in Command. Rather, a Radiant's level of the
Command Ability is treated as automatic successes.
Radiant creatures are especially susceptible to Boons from the Chaos Purview, for chaos defies
all authority. Chaos-related Boons, effects and the like gain an additional bonus to their dice pool
equal to the number of dots of their power. For example, a three dot Chaos Boon gains three
extra dice to its roll, as does a four dot Creature who uses a chaos-based attack on the Radiant
titanspawn.
However, creatures using Justice or War Boons against the Radiant suffer the opposite effect,
losing dice from their pool equal to that particular power's number of dots. Both the power of
justice and the authority of the general represent the power of An. Using these powers against
the Radiant creatures is practically moot.
-------------------------------------------------------------------------------------------------------------------------------

--Other Titans--Tiamat
The most ancient of Avatars belongs to the Drowned Road. Older than even many of the other
Titans, Tiamat is the power of the seas. She does not represent drowning, or predators or
dangerous allure. Tiamat is pure power. She is the tsunami, the water spout and the whirlpool.
She is the crushing might of moving water.
Long ago, in the battle with Marduk, she was presumed to have been destroyed. And that's
exactly what her husband Apsu wished for the Annuna to believe. As Tiamat represented the
power of the sea, her husband Apsu was the slow, dissolving erosion of the river. Apsu had
already been defeated and bound in chains by the Annuna. Tiamat's efforts to destroy them
redoubled under their affront. But as Marduk struck the killing blow, Apsu broke free, and
assumed the Flood to sweep his wife to safety. The unleashing of the Avatar led everyone to
believe that it had been Tiamat's death throes. It wasn't until much later, after the Titans were
imprisoned, that the Annuna realized Tiamat still lived and that Apsu had sacrificed his existance
to save her.
Tiamat does not have a single shape. She manifests as an amorphous being of flowing water
that assumes a humanoid shape. Occasionally, human features may be recognizable, such as a
neck and a head showing itself, or a ribbed torso becoming visible. Sometimes lips may form into
a cruel smile or a leg or arm emerge from the water. Rarely does she take a solid form often.
Tiamat has a dice pool of 22 for all actions and favors Physical Attributes, loving to crush and
destroy her victims.
Virtues: Ambition 2, Malice 5, Rapacity 4, Zealotry 3
Supernatural Powers:
Avatars - The Beast, The Flood

Boons - Tiamat possesses every one- to eight-dot Boon in all Purviews except Earth and Fire
which are denied her. Additionally, she possesses every Boon to the 10-dot level in the Animal
(Serpent) and Water Purviews.
Epic Attributes - Tiamat possesses Epic Physical Attributes to the 10-dot level (with all appropriate
Knacks). She possesses all other Epic Attributes to the eight-dot level (with all appropriate
Knacks).
Watery Form - Tiamat maintains a constant watery body. Consider her to be using the Water
Boon, Liquid Form, at all times. Tiamat is literally unable to turn this Boon off and must maintain
her watery form, with all the benefits and limitations thereof.
Join Battle: 22
Attacks:
Clinch - Accuracy 22, Damage 12L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 21, Damage 15L, Parry DV 56, Speed 5
Unarmed, Light - Accuracy 23, Damage 12L, Parry DV 58, Speed 4
Soak: 10A/52L/57B
Health Levels: -0x52/Incap
Dodge DV: 63
Willpower: 9
Legend: 11, Legend Points: 121
Other Notes: None

-Anshar
Anshar, primal Avatar of the raging winds, is a devoted follower of the more powerful Huracan.
He is ancient and powerful, father of An who in turn fathered most of the Annuna. He is the first
wind that moved through the air at the beginning of it all. He represents the "sky axle," or the
very principle of the weather. While many Titans represent certain facets of the sky and the
weather, Anshar represents their capacity to interact.
Anshar is devoutly loyal to Huracan and wishes only to see Ehekatoyaatl victorious over the
Atzlanti and the rest of the gods. In an effort to accomplish Huracan's wishes, Anshar led the
assault upon Anu, wishing to regain something that was lost during the original Titan War: The
Authority for the Titans to rule. To this end, he conscripted the power of the titanspawn Lamashtu
and her children the lilitu to aid him.
Anshar manifests as a powerful Middle Eastern man, with beard and clothes composed of he
clouds and wind. His eyes flash with lightning and cunning. He has a dice pool of 22 dice and
prefers to use Mental Attributes to out-think and out-plan his opponents.
Virtues: Ambition 3, Malice 3, Rapacity 2, Zealotry 5
Supernatural Powers:
Avatars - The Storm, The Void, The Way
Boons - Anshar possesses every Boon to the eight-dot level in all Purviews except Darkness and
Earth which are forbidden him. Additionally, he possesses all Boons to the 10-dot level in the
Chaos, Psychopomp and Sky Boons.
Epic Attributes - Anshar has all Epic Mental Attributes to the 10-dot level (with all appropriate
Knacks). Additionally, he possesses all other Epic Attributes to the eight-dot level (with all
appropriate Knacks).
Join Battle: 22

Attacks:
Clinch - Accuracy 22, Damage 12L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 21, Damage 15L, Parry DV 39, Speed 5
Unarmed, Light - Accuracy 23, Damage 12L, Parry DV 41, Speed 4
Soak: 8A/35L/40B
Health Levels: -0x35/Incap
Dodge DV: 46
Willpower: 8
Legend: 11, Legend Points: 121
Other Notes: None

-Kishar
Wife of Anshar, Kishar is an ancient Avatar of Terra. She represents the protective aspects of
motherhood. Most of the Avatars represent the act of birthing and reproduction itself. But Kishar
represents what comes after. She is the reason that Gaia is so protective of her children the
Gigantes and Hekatonkheire.
However, as the protective mother, and mother of the Annuna pantheon, she has also sided with
the gods both in their previous war and in the new one. For that, she was imprisoned, deep
within the earthly bowels of Terra, locked away in chains of earth and stone. Which may have
been for the best with the gods, since while she represents protection, she can, in fact, be
overprotective. The gods would never have been freed of her womb and allowed to fight their
war if Gaia had not bound her.
Were Kishar ever to be freed, she might form a unique ally to the gods. Though how she could
aid them without being imprisoned again herself is a bit of a Catch 22. For Kishar does not wish
to be imprisoned within Tartarus once more. She wishes to be free to watch over her children
who would have her locked away again.
Kishar is a motherly woman, almost grandmotherly even. She is old enough to have kids who
have grown and young enough to still protect them with the strength and vibrancy of youth. She
appears as a Middle Eastern woman of exceptional beauty despite her age. Kishar has a dice
pool of 20 and prefers Social Attributes, using her charm and motherly grace to inspire loyalty in
others.
Virtues: Ambition 3, Malice 2, Rapacity 1, Zealotry 5
Supernatural Powers:
Avatars - The Green, The Scourge/The Savior, The Shaper
Boons - Every one- to eight-dot Boon in all Purviews except for the Death and Sky Purviews
which are denied her. Additionally, Kishar possesses all Boons to the 10-dot level in the Earth,
Fertility and Health Purviews.
Epic Attributes - Kishar possesses Epic Social Attributes to the 10-dot level with all appropriate
Knacks. She possesses all other Epic Attributes at the eight-dot level with all appropriate Knacks.
Join Battle: 20
Attacks:
Clinch - Accuracy 20, Damage 11L, Parry DV --, Speed 6, P
Unarmed, Heavy - Accuracy 19, Damage 14L, Parry DV 38, Speed 5
Unarmed, Light - Accuracy 21, Damage 11L, Parry DV 40, Speed 4
Soak: 8A/34L/39B

Health Levels: -0x35/Incap


Dodge DV: 44
Willpower: 7
Legend: 10, Legend Points: 100
Other Notes: None

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