The World
Four realms, three brothers, and one city that never saw the dawn.
The map
The campaign crosses four realms. Each god sets out from his own: Zeus from Olympus, Poseidon from the Sea, Hades from the Underworld. Every road ends in Eidra.
Olympus
Marble terraces above a sea of clouds, where the court keeps its golden record and turns petitioners back from the Stair of Unanswered Prayers.
- The Stair of Unanswered Prayers · Hermes
- The Hall of the Victorious · Talos
- The Shield That Refused a King · Athena
The Sea
A harbor that will not empty, a wreck reef whose people the charts called lost, and a palace beneath the wave that holds the folded water around Eidra.
- The Harbor That Will Not Empty · Nerion
- The Wrecks That Remember · Scylla
- The Crown Beneath the Tide · Amphitrite
The Underworld
A violet river and a ferry without a fare, a last gate held by three seals, and an archive of unfinished lives.
- The Ferry Without a Fare · Charon
- The Last Gate Stands Open · Cerberus
- Spring Owed to the Living · Persephone
Eidra
The city under a night that never ended, every window lamplit, its walls wrapped in three braided bands of pale-gold light that strain to hold.
- The Marshal of the Waiting · Thessa
- The Architecture of Night · Ione
- The First Promise · The First Promise
Below the thrones
The Underworld, built from the game's own layered environment plates: distant peaks, basalt architecture, foreground stone and drifting mist.
Factions
Every card belongs to one of four factions. A deck uses its god’s cards plus the Mortals.
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Zeus
70 cards. Led by Zeus, Lord of the Storm Throne.
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Poseidon
70 cards. Led by Poseidon, Warden of the Deep Tide.
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Hades
70 cards. Led by Hades, Keeper of the Dusk Ledger.
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Mortals
90 cards. Heroes, monsters and mortals any god can field.