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	<updated>2026-05-15T10:08:47Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281664</id>
		<title>The Throne War:Multiverse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281664"/>
		<updated>2015-04-25T16:08:53Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Mulitverse==&lt;br /&gt;
The multiverse is infinite, but what matters for the game is where everything is in relation to everything else. Things may have been different before the Titanocracy but, since Olympus was made the center of the multiverse, the infinite worlds echo out from that great city and its sister realms, Atlantis and Hades. The more similar a world is to these pillars of creation, the shorter a distance down one of the world-spanning roads it is from the others; the more alien, the longer it takes to get there.&lt;br /&gt;
&lt;br /&gt;
===Olympus===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Olympus|Olympus]]&lt;br /&gt;
&lt;br /&gt;
===Atlantis===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Atlantis|Atlantis]]&lt;br /&gt;
&lt;br /&gt;
===Hades===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Hades|Hades]]&lt;br /&gt;
&lt;br /&gt;
===Infinite Earths===&lt;br /&gt;
The interplay between the dynamic, creative forces of Khaos and the solid, stabilizing presence of Mount Olympus created the infinite worlds we call the multiverse. If there is an end to the multiverse, no one has ever seen it; the farthest anyone has ever explored has led to worlds so alien that they are inhospitable to life as we know it--worlds on fire, or so cold even air is frozen solid, or places where the laws of gravity or the nuclear forces do not work as they do in our universe--but cosmologists have no reason to believe the multiverse stops there.&lt;br /&gt;
&lt;br /&gt;
Closest to Olympus is &#039;&#039;&#039;Classical Earth&#039;&#039;&#039;. Here, the earth never evolved past the classical Hellenistic period, and the Olympians are well known to visit and meddle in mortal affairs. Supernatural beings like centaurs and satyrs, sylphs and dryads and others live here alongside humans. Aside from the few times godly quarrels spill over into local politics, it is a peaceful and idyllic place.&lt;br /&gt;
&lt;br /&gt;
Just down the world-spanning Roads from Classical Earth is &#039;&#039;&#039;Modern Earth&#039;&#039;&#039;--our world--along with Earths at virtually any time in history, if you search long enough, as well as Earths that turned out differently than ours, worlds where different wars were won or lost, different events happened or didn&#039;t to shape the future.&lt;br /&gt;
&lt;br /&gt;
===Technology &amp;amp; Magic===&lt;br /&gt;
&lt;br /&gt;
For the purposes of this game, technology and magic are forces&lt;br /&gt;
that count as a qualities of their own. It is entirely possible&lt;br /&gt;
for a world to possess all the same apparent physical laws as&lt;br /&gt;
our own, but gunpowder or computers may not work there if&lt;br /&gt;
the technology laws of that world do not allow them. When&lt;br /&gt;
characters visit a world for the first time, the gamemaster should&lt;br /&gt;
determine the technology and magic rules for that world.&lt;br /&gt;
&lt;br /&gt;
In the case of technology, the laws of a world can be&lt;br /&gt;
summarized in terms of permitted technological levels: &#039;&#039;stoneage, iron-age, steam power, electrical power, gunpowder, nuclear power, computer technology,  lasers, cybernetics, virtual reality, genetic alteration, faster-than-light space travel, etc.&#039;&#039;&lt;br /&gt;
It is entirely possible to mix and match these rules to create&lt;br /&gt;
unique technological settings for a world. For instance, a world&lt;br /&gt;
might exist where computers work yet electricity does not, so&lt;br /&gt;
their computers are steam-powered goliaths.&lt;br /&gt;
&lt;br /&gt;
Magic is generally stated as on or off. Put simply, it either&lt;br /&gt;
functions in a world or does not. Note that there can be worlds&lt;br /&gt;
in which magic does function, but the native populations do&lt;br /&gt;
not generally know of its existence. &#039;&#039;&#039;In some worlds, certain kinds of magic might not work, while others do.&#039;&#039;&#039;&#039; It is also possible for magic to be very difficult on a world, requiring higher Ego or Fortitude to utilize it, possibly also needing more&lt;br /&gt;
time than normal. Regardless of those rules, Olympian Magic&lt;br /&gt;
and Primordial Magic function in every world of the multiverse&lt;br /&gt;
within the limits stated in their respective entries.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Powers&amp;diff=281440</id>
		<title>The Throne War:Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Powers&amp;diff=281440"/>
		<updated>2015-04-21T23:57:36Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* World-Walking Mastery - 20 pts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
On this page, I will post the point cost and synopsis of each of the powers. You will not find out the complete rules for a power unless you purchase it, but if you are highly interested in one, I may give you some hints about its usefulness and how it might mesh with your play style.&lt;br /&gt;
&lt;br /&gt;
The effects of these powers are almost all affected by your ability classes. Different abilities come in to play with different powers, but two people with the same powers will see vastly different results if one of them is merely Heroic and the other is High-Numbered in the relevant ability.&lt;br /&gt;
&lt;br /&gt;
Though it should go without saying, any advanced level of a power requires purchasing the basic version, first; the costs are cumulative.&lt;br /&gt;
&lt;br /&gt;
===Immortality - 10 pts===&lt;br /&gt;
Pure and simple, the power to never age or die of natural causes. Usually must be granted by an Olympian, this is probably the most defining aspect of a god.&lt;br /&gt;
&lt;br /&gt;
===World-Walking - 20, 30, or 40 pts===&lt;br /&gt;
The ability to find and traverse the roads between worlds. There are three different roads:&lt;br /&gt;
*The Olympian Road, granted by Zeus, follows trails across forests and fields and leads to any world where Earth touches sky.&lt;br /&gt;
*The Atlantean Road, granted by Poseidon,  winds along oceans, seas, and rivers, and leads to any world in which bodies of water can be found.&lt;br /&gt;
*The Hadean Road, granted by Hades, leads through tunnels, sewers, subways, and the like, to worlds which have underground passageways.&lt;br /&gt;
&lt;br /&gt;
Access to one road costs 20 points; each additional road costs 10 more.&lt;br /&gt;
&lt;br /&gt;
===World-Walking Mastery - 20 pts===&lt;br /&gt;
This grants great power over the roads themselves, and can only be taken by one who has spent a lifetime wandering the worlds. It allows one to create new roads, seal roads off against an enemy, and even to cast out one&#039;s senses along a road, finding exactly the kind of world one desires and the path straight to it.&lt;br /&gt;
&lt;br /&gt;
===Promethean Road - 10 pts===&lt;br /&gt;
This is the basest way to travel between worlds. It is difficult and inconvenient, but even mortals can do it. Not recommended; but if you absolutely do not want to spend 20 points on World-Walking, this is one of the only other ways to do it.&lt;br /&gt;
&lt;br /&gt;
===Olympian Magic - 20 pts===&lt;br /&gt;
This is the power over reality itself. The user must have Olympian blood, and be at least Olympian class in Ego and Fortitude. This is the power to &#039;&#039;make things happen,&#039;&#039; and the stronger one&#039;s Ego, the more one can twist probability to one&#039;s own desires.&lt;br /&gt;
&lt;br /&gt;
===Advanced Olympian Magic - 20 pts===&lt;br /&gt;
At this level, an Olympian is truly deserving of the title of &amp;quot;god.&amp;quot; Probability is child&#039;s play; at this level, one may alter the rules of reality, itself. This is also the level of magic needed to create one&#039;s own Realm.&lt;br /&gt;
&lt;br /&gt;
===Primordial Magic - 15 pts===&lt;br /&gt;
This is an ancient magic that hearkens back to the beginning of all things and the Khaos from whence the multiverse came. Those who have learned Primordial Magic can bring a little of that Khaos to hand; with it, they can reach out and touch others from afar, or summon people or things to them. It is a powerful magic, but requires great concentration lest it get out of control!&lt;br /&gt;
&lt;br /&gt;
===Advanced Primordial Magic - 20 pts===&lt;br /&gt;
With this level of mastery, the summoned energy of Khaos can be used to warp and change people, objects, even entire worlds!&lt;br /&gt;
&lt;br /&gt;
===Scrying - 20 pts===&lt;br /&gt;
One who is skilled in the art of Scrying can look through a dark, reflective object and see far away places, search out objects or persons they know, share senses and thoughts with a willing ally, and even catch glimpses of the future.&lt;br /&gt;
&lt;br /&gt;
===Advanced Scrying - 20 pts===&lt;br /&gt;
At this level, one may begin to affect things on the other side of a scrying portal, to the point that a true master can even step through to the other side!&lt;br /&gt;
&lt;br /&gt;
===Metamorphosis - 35 pts===&lt;br /&gt;
This is the power to alter one&#039;s physical shape. This is a dangerous yet highly useful power, hence it&#039;s high cost. One with the Metamorphosis power can not only change shapes, but can adapt to any environment, force wounds closed and bones back into place, and more.&lt;br /&gt;
&lt;br /&gt;
===Advanced Metamorphosis - 30 pts===&lt;br /&gt;
Not available at character creation. Sorry.&lt;br /&gt;
&lt;br /&gt;
===Ineffable Names - 10 pts===&lt;br /&gt;
10 points gets you five Ineffable Names, which are words of power that produce instant but brief effects. Minor magical effects like momentary boosts to abilities, flashes of light or thunder, briefly becoming immaterial, or striking a mortal dead are all within the realm of Ineffable Names.&lt;br /&gt;
&lt;br /&gt;
===Elementalism - 15 pts===&lt;br /&gt;
Elemental sorcery. The higher your Ego, the more spells you can hold and the more elements you can control.&lt;br /&gt;
&lt;br /&gt;
===Enchantment - 15 pts===&lt;br /&gt;
The power to influence hearts and minds.&lt;br /&gt;
&lt;br /&gt;
===Glamour - 10 pts===&lt;br /&gt;
The ability to create illusions.&lt;br /&gt;
&lt;br /&gt;
===Supernatural servants or artefacts - varies===&lt;br /&gt;
This one is more complicated, but if you have an idea for some type of creature, servant, or thing that you want to always be with you and be effective no matter what world you visit, you must spend points on it.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Roads&amp;diff=281436</id>
		<title>The Throne War:Roads</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Roads&amp;diff=281436"/>
		<updated>2015-04-21T23:28:48Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Other forms of World-Walking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==World-Walking==&lt;br /&gt;
There are secret paths that traverse all of the multiverse.&lt;br /&gt;
They exist on land, in the sea, and beneath the earth.&lt;br /&gt;
They are the purview of various Olympian gods and&lt;br /&gt;
generally require a traveller to possess divine blood in&lt;br /&gt;
order to traverse them safely. Mundane humans cannot&lt;br /&gt;
even see or cross them, while great heroes might study&lt;br /&gt;
high magic to force their way onto these perilous roads.&lt;br /&gt;
&lt;br /&gt;
There are three different forms of World-Walking,&lt;br /&gt;
depending on which god grants this power. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Olympian Road&#039;&#039; is granted by Zeus and belongs to the&lt;br /&gt;
gods of Olympus. It crosses forests, fields, and hidden&lt;br /&gt;
alleys. This road provides access to any of the infinite&lt;br /&gt;
Earths and the domains of supernatural beings in which&lt;br /&gt;
Earth touches the sky. The Olympian Road ends at&lt;br /&gt;
Olympus itself.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Atlantean Road&#039;&#039; is granted by Poseidon and&lt;br /&gt;
belongs to the ocean gods. It winds along oceans, seas,&lt;br /&gt;
and rivers—both along the surface of the waterways and&lt;br /&gt;
in their depths. This route reaches any realm in which&lt;br /&gt;
bodies of water are found, crisscrossing until ending at&lt;br /&gt;
the ruins of lost Atlantis.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Hadean Road&#039;&#039; is granted by Hades and ultimately&lt;br /&gt;
leads to the Underworld. It consists of underground&lt;br /&gt;
tunnels, passages, warrens, steam tunnels, sewers, mine&lt;br /&gt;
shafts, and subways. This road leads to any realm in&lt;br /&gt;
which underground passes can be found.&lt;br /&gt;
&lt;br /&gt;
Gaining this power for a single road costs 20 points.&lt;br /&gt;
A second road costs only 10 more points, while a third&lt;br /&gt;
road costs an additional 10 points. So having access to&lt;br /&gt;
one road costs 20, two roads cost 30, and all three roads&lt;br /&gt;
cost 40 points.&lt;br /&gt;
&lt;br /&gt;
===Finding a Road===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ego&#039;&#039;&#039; and &#039;&#039;&#039;Fortitude&#039;&#039;&#039; govern the use of this power.&lt;br /&gt;
Locating a secret path requires the use of psychic&lt;br /&gt;
senses by seeking invisible signs that mark a road. Ego&lt;br /&gt;
determines how long it takes for characters to find the&lt;br /&gt;
portal:&lt;br /&gt;
&lt;br /&gt;
*Mortal Class Ego requires several days.&lt;br /&gt;
*Heroic Class Ego requires twelve to twenty-four hours.&lt;br /&gt;
*Olympian Class Ego requires two hours.&lt;br /&gt;
*Numbered Class Ego requires anywhere from a minute to an hour.&lt;br /&gt;
&lt;br /&gt;
The environment also affects a character’s potential to&lt;br /&gt;
find a desired road—if the required environment is not&lt;br /&gt;
available for a given road, the route cannot be found:&lt;br /&gt;
&lt;br /&gt;
*Olympian Road requires one to be outdoors.&lt;br /&gt;
*Atlantean Road requires one to be on or next to a&lt;br /&gt;
body of water.&lt;br /&gt;
*Hadean Road requires one to be underground.&lt;br /&gt;
&lt;br /&gt;
===Travel on the Road===&lt;br /&gt;
&lt;br /&gt;
Once a character is on the road, Ego reflects a&lt;br /&gt;
character’s sense of direction on the path. Characters&lt;br /&gt;
with higher Ego can maneuver along the road more&lt;br /&gt;
easily and safely.&lt;br /&gt;
&lt;br /&gt;
A character must be capable of movement to travel&lt;br /&gt;
along a road, whether by their own power (walking or&lt;br /&gt;
swimming) or other means (horseback or vehicle), if&lt;br /&gt;
the path permits. Staying on the path requires effort—&lt;br /&gt;
Fortitude determines how fast and how long one can&lt;br /&gt;
travel a road:&lt;br /&gt;
&lt;br /&gt;
*Mortal Class Fortitude requires great effort and must rest or leave the road after a few hours each day.&lt;br /&gt;
*Heroic Class Fortitude requires less effort and must rest or leave the road after approximately&lt;br /&gt;
twenty hours each day.&lt;br /&gt;
*Olympian Class Fortitude must rest or leave the road after a few days.&lt;br /&gt;
*Numbered Class Fortitude need not rest unless faced with additional difficulty or strain.&lt;br /&gt;
&lt;br /&gt;
The environment along the roads change to reflect&lt;br /&gt;
the different worlds through which they cross. The&lt;br /&gt;
roads are always in contact with a world, though it is not&lt;br /&gt;
noticeable to those traveling along them. Stepping off a&lt;br /&gt;
road at any time means entering the world connected&lt;br /&gt;
to it at that point. Getting back on the road is not so&lt;br /&gt;
easy, however, since it requires proper points of entry as&lt;br /&gt;
described above.&lt;br /&gt;
&lt;br /&gt;
As characters travel a road, they clearly see when it&lt;br /&gt;
shifts from one world to another—temperate forests&lt;br /&gt;
suddenly turn tropical, city streets change from one&lt;br /&gt;
technological era to another, smooth tunnels transform&lt;br /&gt;
into rough caverns, underground cities morph into&lt;br /&gt;
sewers, coastlines move, and seas alter their ferocities&lt;br /&gt;
or colors. The skies, plant life, animals, and people seen&lt;br /&gt;
along the journey also shift from one world to the next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There may also be dangers along the way, like&lt;br /&gt;
supernatural creatures and wild animals that are drawn&lt;br /&gt;
to the roads. The gods often place defenders or barriers&lt;br /&gt;
of different kinds to test, detain, or destroy those who&lt;br /&gt;
trespass in their private realms. All of these dangers are&lt;br /&gt;
just part of travelling along the roads. Characters must&lt;br /&gt;
choose their pace—faster travel may mean slipping off&lt;br /&gt;
the road to face these dangers. The wonder, opportunity,&lt;br /&gt;
and majesty of having an infinite number of worlds&lt;br /&gt;
within reach is worth all of these dangers.&lt;br /&gt;
&lt;br /&gt;
===Taking Others With You===&lt;br /&gt;
&lt;br /&gt;
A character can take others with him, even mortals,&lt;br /&gt;
but the strain is harder, requiring more effort with Ego&lt;br /&gt;
and Fortitude to locate and maintain a large enough&lt;br /&gt;
route. &lt;br /&gt;
&lt;br /&gt;
*Characters with Mortal Class Ego can take one or two individuals with him on a road.&lt;br /&gt;
*Characters with Heroic Class Ego can take up to a dozen individuals with him on a road.&lt;br /&gt;
*Characters with Olympian Class Ego can take up to one-hundred individuals with him on a road.&lt;br /&gt;
*Characters with Low-Numbered Class Ego can take up to a thousand individuals with him on a road.&lt;br /&gt;
*Characters with High-Numbered Class Ego can take thousands with him on a road.&lt;br /&gt;
&lt;br /&gt;
Players can attempt to take more than the numbers&lt;br /&gt;
stated above, but significant losses are likely to occur.&lt;br /&gt;
Taking others on a road also increases the Fortitude&lt;br /&gt;
strain. Characters taking others with them within the&lt;br /&gt;
limits of their Ego are only able to stay on the road for&lt;br /&gt;
half as long as they normally could. Taking more people&lt;br /&gt;
along a road than normally possible limits the distance&lt;br /&gt;
travelled to one-quarter the normal length&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~All text taken from &#039;&#039;&#039;Lords of Olympus&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other forms of World-Walking===&lt;br /&gt;
The so-called &amp;quot;Promethean Road&amp;quot; is the secret way Prometheus taught mortals to use so they could travel the roads. It&#039;s a 12 hour ritual that must be done at the entrance to a road (it does not tell you where that entrance is, you have to find one). Once the ritual is complete, you can get on the road for 8 hours at a time, fighting all sorts of dangers as the road considers you an intruder. It is likely not worth the 10 points extra you would get to forego the World-Walking Power, unless you really just like a challenge.&lt;br /&gt;
&lt;br /&gt;
Daemonic servants and artefacts can also allow travel on a road for much cheaper, but if you should lose it, you&#039;re stuck. A servant could be anything from a creature that you ride, or maybe a hawk that you follow, or maybe its actually a minor god that serves you (that&#039;ll cost you a little extra if he has stats above Mortal); or maybe it&#039;s a compass that doesn&#039;t point north, or a map that changes to show your surroundings and highlights the road... these will only cost you a few points. 2 to 6, more than likely, unless you want them to have lots of powers of their own.&lt;br /&gt;
&lt;br /&gt;
Finally, Advanced Scrying may allow skipping the road entirely, and simply travelling from one world to another. This is not easy nor quick, though it is quicker than actually travelling a road, and much safer.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Roads&amp;diff=281435</id>
		<title>The Throne War:Roads</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Roads&amp;diff=281435"/>
		<updated>2015-04-21T23:25:03Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==World-Walking==&lt;br /&gt;
There are secret paths that traverse all of the multiverse.&lt;br /&gt;
They exist on land, in the sea, and beneath the earth.&lt;br /&gt;
They are the purview of various Olympian gods and&lt;br /&gt;
generally require a traveller to possess divine blood in&lt;br /&gt;
order to traverse them safely. Mundane humans cannot&lt;br /&gt;
even see or cross them, while great heroes might study&lt;br /&gt;
high magic to force their way onto these perilous roads.&lt;br /&gt;
&lt;br /&gt;
There are three different forms of World-Walking,&lt;br /&gt;
depending on which god grants this power. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Olympian Road&#039;&#039; is granted by Zeus and belongs to the&lt;br /&gt;
gods of Olympus. It crosses forests, fields, and hidden&lt;br /&gt;
alleys. This road provides access to any of the infinite&lt;br /&gt;
Earths and the domains of supernatural beings in which&lt;br /&gt;
Earth touches the sky. The Olympian Road ends at&lt;br /&gt;
Olympus itself.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Atlantean Road&#039;&#039; is granted by Poseidon and&lt;br /&gt;
belongs to the ocean gods. It winds along oceans, seas,&lt;br /&gt;
and rivers—both along the surface of the waterways and&lt;br /&gt;
in their depths. This route reaches any realm in which&lt;br /&gt;
bodies of water are found, crisscrossing until ending at&lt;br /&gt;
the ruins of lost Atlantis.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Hadean Road&#039;&#039; is granted by Hades and ultimately&lt;br /&gt;
leads to the Underworld. It consists of underground&lt;br /&gt;
tunnels, passages, warrens, steam tunnels, sewers, mine&lt;br /&gt;
shafts, and subways. This road leads to any realm in&lt;br /&gt;
which underground passes can be found.&lt;br /&gt;
&lt;br /&gt;
Gaining this power for a single road costs 20 points.&lt;br /&gt;
A second road costs only 10 more points, while a third&lt;br /&gt;
road costs an additional 10 points. So having access to&lt;br /&gt;
one road costs 20, two roads cost 30, and all three roads&lt;br /&gt;
cost 40 points.&lt;br /&gt;
&lt;br /&gt;
===Finding a Road===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ego&#039;&#039;&#039; and &#039;&#039;&#039;Fortitude&#039;&#039;&#039; govern the use of this power.&lt;br /&gt;
Locating a secret path requires the use of psychic&lt;br /&gt;
senses by seeking invisible signs that mark a road. Ego&lt;br /&gt;
determines how long it takes for characters to find the&lt;br /&gt;
portal:&lt;br /&gt;
&lt;br /&gt;
*Mortal Class Ego requires several days.&lt;br /&gt;
*Heroic Class Ego requires twelve to twenty-four hours.&lt;br /&gt;
*Olympian Class Ego requires two hours.&lt;br /&gt;
*Numbered Class Ego requires anywhere from a minute to an hour.&lt;br /&gt;
&lt;br /&gt;
The environment also affects a character’s potential to&lt;br /&gt;
find a desired road—if the required environment is not&lt;br /&gt;
available for a given road, the route cannot be found:&lt;br /&gt;
&lt;br /&gt;
*Olympian Road requires one to be outdoors.&lt;br /&gt;
*Atlantean Road requires one to be on or next to a&lt;br /&gt;
body of water.&lt;br /&gt;
*Hadean Road requires one to be underground.&lt;br /&gt;
&lt;br /&gt;
===Travel on the Road===&lt;br /&gt;
&lt;br /&gt;
Once a character is on the road, Ego reflects a&lt;br /&gt;
character’s sense of direction on the path. Characters&lt;br /&gt;
with higher Ego can maneuver along the road more&lt;br /&gt;
easily and safely.&lt;br /&gt;
&lt;br /&gt;
A character must be capable of movement to travel&lt;br /&gt;
along a road, whether by their own power (walking or&lt;br /&gt;
swimming) or other means (horseback or vehicle), if&lt;br /&gt;
the path permits. Staying on the path requires effort—&lt;br /&gt;
Fortitude determines how fast and how long one can&lt;br /&gt;
travel a road:&lt;br /&gt;
&lt;br /&gt;
*Mortal Class Fortitude requires great effort and must rest or leave the road after a few hours each day.&lt;br /&gt;
*Heroic Class Fortitude requires less effort and must rest or leave the road after approximately&lt;br /&gt;
twenty hours each day.&lt;br /&gt;
*Olympian Class Fortitude must rest or leave the road after a few days.&lt;br /&gt;
*Numbered Class Fortitude need not rest unless faced with additional difficulty or strain.&lt;br /&gt;
&lt;br /&gt;
The environment along the roads change to reflect&lt;br /&gt;
the different worlds through which they cross. The&lt;br /&gt;
roads are always in contact with a world, though it is not&lt;br /&gt;
noticeable to those traveling along them. Stepping off a&lt;br /&gt;
road at any time means entering the world connected&lt;br /&gt;
to it at that point. Getting back on the road is not so&lt;br /&gt;
easy, however, since it requires proper points of entry as&lt;br /&gt;
described above.&lt;br /&gt;
&lt;br /&gt;
As characters travel a road, they clearly see when it&lt;br /&gt;
shifts from one world to another—temperate forests&lt;br /&gt;
suddenly turn tropical, city streets change from one&lt;br /&gt;
technological era to another, smooth tunnels transform&lt;br /&gt;
into rough caverns, underground cities morph into&lt;br /&gt;
sewers, coastlines move, and seas alter their ferocities&lt;br /&gt;
or colors. The skies, plant life, animals, and people seen&lt;br /&gt;
along the journey also shift from one world to the next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There may also be dangers along the way, like&lt;br /&gt;
supernatural creatures and wild animals that are drawn&lt;br /&gt;
to the roads. The gods often place defenders or barriers&lt;br /&gt;
of different kinds to test, detain, or destroy those who&lt;br /&gt;
trespass in their private realms. All of these dangers are&lt;br /&gt;
just part of travelling along the roads. Characters must&lt;br /&gt;
choose their pace—faster travel may mean slipping off&lt;br /&gt;
the road to face these dangers. The wonder, opportunity,&lt;br /&gt;
and majesty of having an infinite number of worlds&lt;br /&gt;
within reach is worth all of these dangers.&lt;br /&gt;
&lt;br /&gt;
===Taking Others With You===&lt;br /&gt;
&lt;br /&gt;
A character can take others with him, even mortals,&lt;br /&gt;
but the strain is harder, requiring more effort with Ego&lt;br /&gt;
and Fortitude to locate and maintain a large enough&lt;br /&gt;
route. &lt;br /&gt;
&lt;br /&gt;
*Characters with Mortal Class Ego can take one or two individuals with him on a road.&lt;br /&gt;
*Characters with Heroic Class Ego can take up to a dozen individuals with him on a road.&lt;br /&gt;
*Characters with Olympian Class Ego can take up to one-hundred individuals with him on a road.&lt;br /&gt;
*Characters with Low-Numbered Class Ego can take up to a thousand individuals with him on a road.&lt;br /&gt;
*Characters with High-Numbered Class Ego can take thousands with him on a road.&lt;br /&gt;
&lt;br /&gt;
Players can attempt to take more than the numbers&lt;br /&gt;
stated above, but significant losses are likely to occur.&lt;br /&gt;
Taking others on a road also increases the Fortitude&lt;br /&gt;
strain. Characters taking others with them within the&lt;br /&gt;
limits of their Ego are only able to stay on the road for&lt;br /&gt;
half as long as they normally could. Taking more people&lt;br /&gt;
along a road than normally possible limits the distance&lt;br /&gt;
travelled to one-quarter the normal length&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~All text taken from &#039;&#039;&#039;Lords of Olympus&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other forms of World-Walking===&lt;br /&gt;
The so-called &amp;quot;Promethean Road&amp;quot; is the secret way Prometheus taught mortals to use so they could travel the roads. It&#039;s a 12 hour ritual that must be done at the entrance to a road (it does not tell you where that entrance is, you have to find one). Once the ritual is complete, you can get on the road for 8 hours at a time, fighting all sorts of dangers as the road considers you an intruder. It is likely not worth the 10 points extra you would get to forego the World-Walking Power, unless you really just like a challenge.&lt;br /&gt;
&lt;br /&gt;
Daemonic servants and artefacts can also allow travel on a road for much cheaper, but if you should lose it, you&#039;re stuck. A servant could be anything from a creature that you ride, or maybe a hawk that you follow, or maybe its actually a minor god that serves you (that&#039;ll cost you a little extra if he has stats above Mortal); or maybe it&#039;s a compass that doesn&#039;t point north, or a map that changes to show your surroundings and highlights the road... these will only cost you a few points. 2 to 6, more than likely, unless you want them to have lots of powers of their own.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Roads&amp;diff=281434</id>
		<title>The Throne War:Roads</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Roads&amp;diff=281434"/>
		<updated>2015-04-21T23:10:37Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==World-Walking==&lt;br /&gt;
There are secret paths that traverse all of the multiverse.&lt;br /&gt;
They exist on land, in the sea, and beneath the earth.&lt;br /&gt;
They are the purview of various Olympian gods and&lt;br /&gt;
generally require a traveller to possess divine blood in&lt;br /&gt;
order to traverse them safely. Mundane humans cannot&lt;br /&gt;
even see or cross them, while great heroes might study&lt;br /&gt;
high magic to force their way onto these perilous roads.&lt;br /&gt;
&lt;br /&gt;
There are three different forms of World-Walking,&lt;br /&gt;
depending on which god grants this power. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Olympian Road&#039;&#039; is granted by Zeus and belongs to the&lt;br /&gt;
gods of Olympus. It crosses forests, fields, and hidden&lt;br /&gt;
alleys. This road provides access to any of the infinite&lt;br /&gt;
Earths and the domains of supernatural beings in which&lt;br /&gt;
Earth touches the sky. The Olympian Road ends at&lt;br /&gt;
Olympus itself.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Atlantean Road&#039;&#039; is granted by Poseidon and&lt;br /&gt;
belongs to the ocean gods. It winds along oceans, seas,&lt;br /&gt;
and rivers—both along the surface of the waterways and&lt;br /&gt;
in their depths. This route reaches any realm in which&lt;br /&gt;
bodies of water are found, crisscrossing until ending at&lt;br /&gt;
the ruins of lost Atlantis.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Hadean Road&#039;&#039; is granted by Hades and ultimately&lt;br /&gt;
leads to the Underworld. It consists of underground&lt;br /&gt;
tunnels, passages, warrens, steam tunnels, sewers, mine&lt;br /&gt;
shafts, and subways. This road leads to any realm in&lt;br /&gt;
which underground passes can be found.&lt;br /&gt;
&lt;br /&gt;
Gaining this power for a single road costs 20 points.&lt;br /&gt;
A second road costs only 10 more points, while a third&lt;br /&gt;
road costs an additional 10 points. So having access to&lt;br /&gt;
one road costs 20, two roads cost 30, and all three roads&lt;br /&gt;
cost 40 points.&lt;br /&gt;
&lt;br /&gt;
===Finding a Road===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ego&#039;&#039;&#039; and &#039;&#039;&#039;Fortitude&#039;&#039;&#039; govern the use of this power.&lt;br /&gt;
Locating a secret path requires the use of psychic&lt;br /&gt;
senses by seeking invisible signs that mark a road. Ego&lt;br /&gt;
determines how long it takes for characters to find the&lt;br /&gt;
portal:&lt;br /&gt;
&lt;br /&gt;
*Mortal Class Ego requires several days.&lt;br /&gt;
*Heroic Class Ego requires twelve to twenty-four hours.&lt;br /&gt;
*Olympian Class Ego requires two hours.&lt;br /&gt;
*Numbered Class Ego requires anywhere from a minute to an hour.&lt;br /&gt;
&lt;br /&gt;
The environment also affects a character’s potential to&lt;br /&gt;
find a desired road—if the required environment is not&lt;br /&gt;
available for a given road, the route cannot be found:&lt;br /&gt;
&lt;br /&gt;
*Olympian Road requires one to be outdoors.&lt;br /&gt;
*Atlantean Road requires one to be on or next to a&lt;br /&gt;
body of water.&lt;br /&gt;
*Hadean Road requires one to be underground.&lt;br /&gt;
&lt;br /&gt;
===Travel on the Road===&lt;br /&gt;
&lt;br /&gt;
Once a character is on the road, Ego reflects a&lt;br /&gt;
character’s sense of direction on the path. Characters&lt;br /&gt;
with higher Ego can maneuver along the road more&lt;br /&gt;
easily and safely.&lt;br /&gt;
&lt;br /&gt;
A character must be capable of movement to travel&lt;br /&gt;
along a road, whether by their own power (walking or&lt;br /&gt;
swimming) or other means (horseback or vehicle), if&lt;br /&gt;
the path permits. Staying on the path requires effort—&lt;br /&gt;
Fortitude determines how fast and how long one can&lt;br /&gt;
travel a road:&lt;br /&gt;
&lt;br /&gt;
*Mortal Class Fortitude requires great effort and must rest or leave the road after a few hours each day.&lt;br /&gt;
*Heroic Class Fortitude requires less effort and must rest or leave the road after approximately&lt;br /&gt;
twenty hours each day.&lt;br /&gt;
*Olympian Class Fortitude must rest or leave the road after a few days.&lt;br /&gt;
*Numbered Class Fortitude need not rest unless faced with additional difficulty or strain.&lt;br /&gt;
&lt;br /&gt;
The environment along the roads change to reflect&lt;br /&gt;
the different worlds through which they cross. The&lt;br /&gt;
roads are always in contact with a world, though it is not&lt;br /&gt;
noticeable to those traveling along them. Stepping off a&lt;br /&gt;
road at any time means entering the world connected&lt;br /&gt;
to it at that point. Getting back on the road is not so&lt;br /&gt;
easy, however, since it requires proper points of entry as&lt;br /&gt;
described above.&lt;br /&gt;
&lt;br /&gt;
As characters travel a road, they clearly see when it&lt;br /&gt;
shifts from one world to another—temperate forests&lt;br /&gt;
suddenly turn tropical, city streets change from one&lt;br /&gt;
technological era to another, smooth tunnels transform&lt;br /&gt;
into rough caverns, underground cities morph into&lt;br /&gt;
sewers, coastlines move, and seas alter their ferocities&lt;br /&gt;
or colors. The skies, plant life, animals, and people seen&lt;br /&gt;
along the journey also shift from one world to the next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There may also be dangers along the way, like&lt;br /&gt;
supernatural creatures and wild animals that are drawn&lt;br /&gt;
to the roads. The gods often place defenders or barriers&lt;br /&gt;
of different kinds to test, detain, or destroy those who&lt;br /&gt;
trespass in their private realms. All of these dangers are&lt;br /&gt;
just part of travelling along the roads. Characters must&lt;br /&gt;
choose their pace—faster travel may mean slipping off&lt;br /&gt;
the road to face these dangers. The wonder, opportunity,&lt;br /&gt;
and majesty of having an infinite number of worlds&lt;br /&gt;
within reach is worth all of these dangers.&lt;br /&gt;
&lt;br /&gt;
===Taking Others With You===&lt;br /&gt;
&lt;br /&gt;
A character can take others with him, even mortals,&lt;br /&gt;
but the strain is harder, requiring more effort with Ego&lt;br /&gt;
and Fortitude to locate and maintain a large enough&lt;br /&gt;
route. &lt;br /&gt;
&lt;br /&gt;
*Characters with Mortal Class Ego can take one or two individuals with him on a road.&lt;br /&gt;
*Characters with Heroic Class Ego can take up to a dozen individuals with him on a road.&lt;br /&gt;
*Characters with Olympian Class Ego can take up to one-hundred individuals with him on a road.&lt;br /&gt;
*Characters with Low-Numbered Class Ego can take up to a thousand individuals with him on a road.&lt;br /&gt;
*Characters with High-Numbered Class Ego can take thousands with him on a road.&lt;br /&gt;
&lt;br /&gt;
Players can attempt to take more than the numbers&lt;br /&gt;
stated above, but significant losses are likely to occur.&lt;br /&gt;
Taking others on a road also increases the Fortitude&lt;br /&gt;
strain. Characters taking others with them within the&lt;br /&gt;
limits of their Ego are only able to stay on the road for&lt;br /&gt;
half as long as they normally could. Taking more people&lt;br /&gt;
along a road than normally possible limits the distance&lt;br /&gt;
travelled to one-quarter the normal length&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;~All text taken from &#039;&#039;&#039;Lords of Olympus&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Roads&amp;diff=281433</id>
		<title>The Throne War:Roads</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Roads&amp;diff=281433"/>
		<updated>2015-04-21T23:08:03Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==World-Walking==&lt;br /&gt;
There are secret paths that traverse all of the multiverse.&lt;br /&gt;
They exist on land, in the sea, and beneath the earth.&lt;br /&gt;
They are the purview of various Olympian gods and&lt;br /&gt;
generally require a traveller to possess divine blood in&lt;br /&gt;
order to traverse them safely. Mundane humans cannot&lt;br /&gt;
even see or cross them, while great heroes might study&lt;br /&gt;
high magic to force their way onto these perilous roads.&lt;br /&gt;
&lt;br /&gt;
There are three different forms of World-Walking,&lt;br /&gt;
depending on which god grants this power. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Olympian Road&#039;&#039; is granted by Zeus and belongs to the&lt;br /&gt;
gods of Olympus. It crosses forests, fields, and hidden&lt;br /&gt;
alleys. This road provides access to any of the infinite&lt;br /&gt;
Earths and the domains of supernatural beings in which&lt;br /&gt;
Earth touches the sky. The Olympian Road ends at&lt;br /&gt;
Olympus itself.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Atlantean Road&#039;&#039; is granted by Poseidon and&lt;br /&gt;
belongs to the ocean gods. It winds along oceans, seas,&lt;br /&gt;
and rivers—both along the surface of the waterways and&lt;br /&gt;
in their depths. This route reaches any realm in which&lt;br /&gt;
bodies of water are found, crisscrossing until ending at&lt;br /&gt;
the ruins of lost Atlantis.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Hadean Road&#039;&#039; is granted by Hades and ultimately&lt;br /&gt;
leads to the Underworld. It consists of underground&lt;br /&gt;
tunnels, passages, warrens, steam tunnels, sewers, mine&lt;br /&gt;
shafts, and subways. This road leads to any realm in&lt;br /&gt;
which underground passes can be found.&lt;br /&gt;
&lt;br /&gt;
Gaining this power for a single road costs 20 points.&lt;br /&gt;
A second road costs only 10 more points, while a third&lt;br /&gt;
road costs an additional 10 points. So having access to&lt;br /&gt;
one road costs 20, two roads cost 30, and all three roads&lt;br /&gt;
cost 40 points.&lt;br /&gt;
&lt;br /&gt;
===Finding a Road===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ego&#039;&#039;&#039; and &#039;&#039;&#039;Fortitude&#039;&#039;&#039; govern the use of this power.&lt;br /&gt;
Locating a secret path requires the use of psychic&lt;br /&gt;
senses by seeking invisible signs that mark a road. Ego&lt;br /&gt;
determines how long it takes for characters to find the&lt;br /&gt;
portal:&lt;br /&gt;
&lt;br /&gt;
*Mortal Class Ego requires several days.&lt;br /&gt;
*Heroic Class Ego requires twelve to twenty-four hours.&lt;br /&gt;
*Olympian Class Ego requires two hours.&lt;br /&gt;
*Numbered Class Ego requires anywhere from a minute to an hour.&lt;br /&gt;
&lt;br /&gt;
The environment also affects a character’s potential to&lt;br /&gt;
find a desired road—if the required environment is not&lt;br /&gt;
available for a given road, the route cannot be found:&lt;br /&gt;
&lt;br /&gt;
*Olympian Road requires one to be outdoors.&lt;br /&gt;
*Atlantean Road requires one to be on or next to a&lt;br /&gt;
body of water.&lt;br /&gt;
*Hadean Road requires one to be underground.&lt;br /&gt;
&lt;br /&gt;
===Travel on the Road===&lt;br /&gt;
&lt;br /&gt;
Once a character is on the road, Ego reflects a&lt;br /&gt;
character’s sense of direction on the path. Characters&lt;br /&gt;
with higher Ego can maneuver along the road more&lt;br /&gt;
easily and safely.&lt;br /&gt;
&lt;br /&gt;
A character must be capable of movement to travel&lt;br /&gt;
along a road, whether by their own power (walking or&lt;br /&gt;
swimming) or other means (horseback or vehicle), if&lt;br /&gt;
the path permits. Staying on the path requires effort—&lt;br /&gt;
Fortitude determines how fast and how long one can&lt;br /&gt;
travel a road:&lt;br /&gt;
&lt;br /&gt;
*Mortal Class Fortitude requires great effort and must rest or leave the road after a few hours each day.&lt;br /&gt;
*Heroic Class Fortitude requires less effort and must rest or leave the road after approximately&lt;br /&gt;
twenty hours each day.&lt;br /&gt;
*Olympian Class Fortitude must rest or leave the road after a few days.&lt;br /&gt;
*Numbered Class Fortitude need not rest unless faced with additional difficulty or strain.&lt;br /&gt;
&lt;br /&gt;
The environment along the roads change to reflect&lt;br /&gt;
the different worlds through which they cross. The&lt;br /&gt;
roads are always in contact with a world, though it is not&lt;br /&gt;
noticeable to those traveling along them. Stepping off a&lt;br /&gt;
road at any time means entering the world connected&lt;br /&gt;
to it at that point. Getting back on the road is not so&lt;br /&gt;
easy, however, since it requires proper points of entry as&lt;br /&gt;
described above.&lt;br /&gt;
&lt;br /&gt;
As characters travel a road, they clearly see when it&lt;br /&gt;
shifts from one world to another—temperate forests&lt;br /&gt;
suddenly turn tropical, city streets change from one&lt;br /&gt;
technological era to another, smooth tunnels transform&lt;br /&gt;
into rough caverns, underground cities morph into&lt;br /&gt;
sewers, coastlines move, and seas alter their ferocities&lt;br /&gt;
or colors. The skies, plant life, animals, and people seen&lt;br /&gt;
along the journey also shift from one world to the next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There may also be dangers along the way, like&lt;br /&gt;
supernatural creatures and wild animals that are drawn&lt;br /&gt;
to the roads. The gods often place defenders or barriers&lt;br /&gt;
of different kinds to test, detain, or destroy those who&lt;br /&gt;
trespass in their private realms. All of these dangers are&lt;br /&gt;
just part of travelling along the roads. Characters must&lt;br /&gt;
choose their pace—faster travel may mean slipping off&lt;br /&gt;
the road to face these dangers. The wonder, opportunity,&lt;br /&gt;
and majesty of having an infinite number of worlds&lt;br /&gt;
within reach is worth all of these dangers.&lt;br /&gt;
&lt;br /&gt;
===Taking Others With You===&lt;br /&gt;
&lt;br /&gt;
A character can take others with him, even mortals,&lt;br /&gt;
but the strain is harder, requiring more effort with Ego&lt;br /&gt;
and Fortitude to locate and maintain a large enough&lt;br /&gt;
route. &lt;br /&gt;
&lt;br /&gt;
*Characters with Mortal Class Ego can take one or two individuals with him on a road.&lt;br /&gt;
*Characters with Heroic Class Ego can take up to a dozen individuals with him on a road.&lt;br /&gt;
*Characters with Olympian Class Ego can take up to one-hundred individuals with him on a road.&lt;br /&gt;
*Characters with Low-Numbered Class Ego can take up to a thousand individuals with him on a road.&lt;br /&gt;
*Characters with High-Numbered Class Ego can take thousands with him on a road.&lt;br /&gt;
&lt;br /&gt;
Players can attempt to take more than the numbers&lt;br /&gt;
stated above, but significant losses are likely to occur.&lt;br /&gt;
Taking others on a road also increases the Fortitude&lt;br /&gt;
strain. Characters taking others with them within the&lt;br /&gt;
limits of their Ego are only able to stay on the road for&lt;br /&gt;
half as long as they normally could. Taking more people&lt;br /&gt;
along a road than normally possible limits the distance&lt;br /&gt;
travelled to one-quarter the normal length&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281432</id>
		<title>The Throne War:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281432"/>
		<updated>2015-04-21T23:07:39Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Throne War==&lt;br /&gt;
This is the Wiki for my game, The Throne War, using both Storium and the Lords of Olympus rpg.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*[[The_Throne_War:Auction|Character Creation]]&lt;br /&gt;
**[[The_Throne_War:Advantages|Advantage Auction]]&lt;br /&gt;
*[[The_Throne_War:Abilities|Abilities]]&lt;br /&gt;
**[[The_Throne_War:Classes|Ability Classes]]&lt;br /&gt;
*[[The_Throne_War:Powers|Powers]]&lt;br /&gt;
*[[The_Throne_War:Resolution|Task Resolution]] &#039;&#039;(aka, &amp;quot;How does a diceless system work???&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
*[[The_Throne_War:Multiverse|The Multiverse]]&lt;br /&gt;
*[[The_Throne_War:Roads|World Walking]]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Roads&amp;diff=281431</id>
		<title>The Throne War:Roads</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Roads&amp;diff=281431"/>
		<updated>2015-04-21T23:06:44Z</updated>

		<summary type="html">&lt;p&gt;Sovem: Created page with &amp;quot;==World-Walking== There are secret paths that traverse all of the multiverse. They exist on land, in the sea, and beneath the earth. They are the purview of various Olympian g...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==World-Walking==&lt;br /&gt;
There are secret paths that traverse all of the multiverse.&lt;br /&gt;
They exist on land, in the sea, and beneath the earth.&lt;br /&gt;
They are the purview of various Olympian gods and&lt;br /&gt;
generally require a traveller to possess divine blood in&lt;br /&gt;
order to traverse them safely. Mundane humans cannot&lt;br /&gt;
even see or cross them, while great heroes might study&lt;br /&gt;
high magic to force their way onto these perilous roads.&lt;br /&gt;
&lt;br /&gt;
There are three different forms of World-Walking,&lt;br /&gt;
depending on which god grants this power. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Olympian Road&#039;&#039; is granted by Zeus and belongs to the&lt;br /&gt;
gods of Olympus. It crosses forests, fields, and hidden&lt;br /&gt;
alleys. This road provides access to any of the infinite&lt;br /&gt;
Earths and the domains of supernatural beings in which&lt;br /&gt;
Earth touches the sky. The Olympian Road ends at&lt;br /&gt;
Olympus itself.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Atlantean Road&#039;&#039; is granted by Poseidon and&lt;br /&gt;
belongs to the ocean gods. It winds along oceans, seas,&lt;br /&gt;
and rivers—both along the surface of the waterways and&lt;br /&gt;
in their depths. This route reaches any realm in which&lt;br /&gt;
bodies of water are found, crisscrossing until ending at&lt;br /&gt;
the ruins of lost Atlantis.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Hadean Road&#039;&#039; is granted by Hades and ultimately&lt;br /&gt;
leads to the Underworld. It consists of underground&lt;br /&gt;
tunnels, passages, warrens, steam tunnels, sewers, mine&lt;br /&gt;
shafts, and subways. This road leads to any realm in&lt;br /&gt;
which underground passes can be found.&lt;br /&gt;
&lt;br /&gt;
Gaining this power for a single road costs 20 points.&lt;br /&gt;
A second road costs only 10 more points, while a third&lt;br /&gt;
road costs an additional 10 points. So having access to&lt;br /&gt;
one road costs 20, two roads cost 30, and all three roads&lt;br /&gt;
cost 40 points.&lt;br /&gt;
&lt;br /&gt;
===Finding a Road===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ego&#039;&#039;&#039; and &#039;&#039;&#039;Fortitude&#039;&#039;&#039; govern the use of this power.&lt;br /&gt;
Locating a secret path requires the use of psychic&lt;br /&gt;
senses by seeking invisible signs that mark a road. Ego&lt;br /&gt;
determines how long it takes for characters to find the&lt;br /&gt;
portal:&lt;br /&gt;
&lt;br /&gt;
*Mortal Class Ego requires several days.&lt;br /&gt;
*Heroic Class Ego requires twelve to twenty-four hours.&lt;br /&gt;
*Olympian Class Ego requires two hours.&lt;br /&gt;
*Numbered Class Ego requires anywhere from a minute to an hour.&lt;br /&gt;
&lt;br /&gt;
The environment also affects a character’s potential to&lt;br /&gt;
find a desired road—if the required environment is not&lt;br /&gt;
available for a given road, the route cannot be found:&lt;br /&gt;
&lt;br /&gt;
*Olympian Road requires one to be outdoors.&lt;br /&gt;
*Atlantean Road requires one to be on or next to a&lt;br /&gt;
body of water.&lt;br /&gt;
*Hadean Road requires one to be underground.&lt;br /&gt;
&lt;br /&gt;
===Travel on the Road===&lt;br /&gt;
&lt;br /&gt;
Once a character is on the road, Ego reflects a&lt;br /&gt;
character’s sense of direction on the path. Characters&lt;br /&gt;
with higher Ego can maneuver along the road more&lt;br /&gt;
easily and safely.&lt;br /&gt;
&lt;br /&gt;
A character must be capable of movement to travel&lt;br /&gt;
along a road, whether by their own power (walking or&lt;br /&gt;
swimming) or other means (horseback or vehicle), if&lt;br /&gt;
the path permits. Staying on the path requires effort—&lt;br /&gt;
Fortitude determines how fast and how long one can&lt;br /&gt;
travel a road:&lt;br /&gt;
&lt;br /&gt;
*Mortal Class Fortitude requires great effort and must rest or leave the road after a few hours each day.&lt;br /&gt;
*Heroic Class Fortitude requires less effort and must rest or leave the road after approximately&lt;br /&gt;
twenty hours each day.&lt;br /&gt;
*Olympian Class Fortitude must rest or leave the road after a few days.&lt;br /&gt;
*Numbered Class Fortitude need not rest unless faced with additional difficulty or strain.&lt;br /&gt;
&lt;br /&gt;
The environment along the roads change to reflect&lt;br /&gt;
the different worlds through which they cross. The&lt;br /&gt;
roads are always in contact with a world, though it is not&lt;br /&gt;
noticeable to those traveling along them. Stepping off a&lt;br /&gt;
road at any time means entering the world connected&lt;br /&gt;
to it at that point. Getting back on the road is not so&lt;br /&gt;
easy, however, since it requires proper points of entry as&lt;br /&gt;
described above.&lt;br /&gt;
&lt;br /&gt;
As characters travel a road, they clearly see when it&lt;br /&gt;
shifts from one world to another—temperate forests&lt;br /&gt;
suddenly turn tropical, city streets change from one&lt;br /&gt;
technological era to another, smooth tunnels transform&lt;br /&gt;
into rough caverns, underground cities morph into&lt;br /&gt;
sewers, coastlines move, and seas alter their ferocities&lt;br /&gt;
or colors. The skies, plant life, animals, and people seen&lt;br /&gt;
along the journey also shift from one world to the next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There may also be dangers along the way, like&lt;br /&gt;
supernatural creatures and wild animals that are drawn&lt;br /&gt;
to the roads. The gods often place defenders or barriers&lt;br /&gt;
of different kinds to test, detain, or destroy those who&lt;br /&gt;
trespass in their private realms. All of these dangers are&lt;br /&gt;
just part of travelling along the roads. Characters must&lt;br /&gt;
choose their pace—faster travel may mean slipping off&lt;br /&gt;
the road to face these dangers. The wonder, opportunity,&lt;br /&gt;
and majesty of having an infinite number of worlds&lt;br /&gt;
within reach is worth all of these dangers.&lt;br /&gt;
&lt;br /&gt;
===Taking Others With You===&lt;br /&gt;
&lt;br /&gt;
A character can take others with him, even mortals,&lt;br /&gt;
but the strain is harder, requiring more effort with Ego&lt;br /&gt;
and Fortitude to locate and maintain a large enough&lt;br /&gt;
route. &lt;br /&gt;
&lt;br /&gt;
*Characters with Mortal Class Ego can take one or two individuals with him on a road.&lt;br /&gt;
*Characters with Heroic Class Ego can take up to a dozen individuals with him on a road.&lt;br /&gt;
*Characters with Olympian Class Ego can take up to one-hundred individuals with him on a road.&lt;br /&gt;
*Characters with Low-Numbered Class Ego can take up to a thousand individuals with him on a road.&lt;br /&gt;
*Characters with High-Numbered Class Ego can take thousands with him on a road.&lt;br /&gt;
&lt;br /&gt;
Players can attempt to take more than the numbers&lt;br /&gt;
stated above, but significant losses are likely to occur.&lt;br /&gt;
Taking others on a road also increases the Fortitude&lt;br /&gt;
strain. Characters taking others with them within the&lt;br /&gt;
limits of their Ego are only able to stay on the road for&lt;br /&gt;
half as long as they normally could. Taking more people&lt;br /&gt;
along a road than normally possible limits the distance&lt;br /&gt;
travelled to one-quarter the normal length&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281370</id>
		<title>The Throne War:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281370"/>
		<updated>2015-04-19T19:01:28Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Throne War==&lt;br /&gt;
This is the Wiki for my game, The Throne War, using both Storium and the Lords of Olympus rpg.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*[[The_Throne_War:Auction|Character Creation]]&lt;br /&gt;
**[[The_Throne_War:Advantages|Advantage Auction]]&lt;br /&gt;
*[[The_Throne_War:Abilities|Abilities]]&lt;br /&gt;
**[[The_Throne_War:Classes|Ability Classes]]&lt;br /&gt;
*[[The_Throne_War:Powers|Powers]]&lt;br /&gt;
*[[The_Throne_War:Resolution|Task Resolution]] &#039;&#039;(aka, &amp;quot;How does a diceless system work???&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
*[[The_Throne_War:Multiverse|The Multiverse]]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Advantages&amp;diff=281369</id>
		<title>The Throne War:Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Advantages&amp;diff=281369"/>
		<updated>2015-04-19T17:17:08Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Unique Advantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Advantage Auction==&lt;br /&gt;
These advantages go to the highest bidder; losers pay nothing.&lt;br /&gt;
&lt;br /&gt;
====Allies====&lt;br /&gt;
Allies are loyal and trustworthy in their own way. They are NPCs run by the narrator, and will do what they can to help you but are not mindless slaves. If you win the auction, be ready to explain your history with these figures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cyclopes&#039;&#039;&#039;: Brontes (the Thunderer), Sterodes (the Lightning), and Arges (the Bright One), three of Gaea&#039;s children and the finest craftsman in the multiverse. Without their support and their forging of the weapons of the gods, Zeus and his family would have had a very hard time overcoming the Titans. Now, they support you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hecate&#039;&#039;&#039;: The greatest sorceress to ever live, pure and simple. She is as inscrutable and mysterious as she is powerful. For some reason, she likes you... or is might be more accurate to say you&#039;re useful to her. Whether she&#039;s helping you or you&#039;re helping her, you&#039;re just glad she&#039;s on your side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iris&#039;&#039;&#039;: As beautiful as her sisters, the harpies, are ugly, this goddess was one of Zeus&#039; messengers. She is incredibly fast; perhaps only Hermes is faster, but she&#039;s far more reliable than that scoundrel. For one reason or another, she supports your goals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ares&#039;&#039;&#039;: A lot of people see this son of Zeus as an asshole at best and a cowardly bully at worst, but you&#039;ve always gotten along with him. Maybe he looks at you as a little brother, or maybe you share a mutual respect. He&#039;s publicly hinted that he believes the throne should pass to him; he probably believes that, though he must be influenced--at least subconsciously--by the fact that it will be the greatest war since the overthrow of the Titans. If you have your own plans for the throne, it&#039;s probably best to leak the news to the God of War gently. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prometheus&#039;&#039;&#039;: The Lord of Forethought, the Firebringer, Defender of Mortals; Prometheus has always been the wisest of the immortals and a constant rebel against unjust authority. Since his eons of imprisonment and torture by Zeus, however, the Titan has been somewhat humbled. If only there was a god of therapists, someone might be able to diagnose him with PTSD and get him help. He is free, now, thanks to the help of Heracles and the noble Chiron taking his place, and he is loath to get involved in anything that might get himself or others in a situation like that again. Still, the death of Zeus has got to cheer him a little bit.&lt;br /&gt;
&lt;br /&gt;
====Unique Advantages====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Destiny&#039;&#039;&#039;: On the morn of the day mighty Zeus was killed, the Oracle at Delphi screamed out your character&#039;s name in the midst of her visions. Some believe this means you may have had a hand in Zeus&#039; assassination; others think this means you are fated to take his place. No one really knows because she was struck dead before she could recount her prophecy to the scribes. Well... I say &amp;quot;no one,&amp;quot; but obviously she knows, and she&#039;s taken this knowledge with her to the Underworld.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mystery box&#039;&#039;&#039;: It&#039;s a box. Someone believed you should have it. If you win, I tell you what&#039;s in it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Garden of Hesperides&#039;&#039;&#039;: After the hundred-headed dragon, Ladon, proved insufficient a guardian, Hera entrusted you with its protection. Here grow the Golden Apples of Immortality, and whosoever controls these wields considerable influence in the court of gods. The daughters of Atlas, the Hesperides, live there; and if you treat them kindly you could win favor from that Titan. The Golden Apples are the primary means by which mortals are turned into gods, and any Olympian that wants their children to join them in immortality knows they most likely must go through you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regent&#039;&#039;&#039;: The winner of this auction picks &#039;&#039;either&#039;&#039; Atlantis, Hades, or Classical Earth. You have been named Regent of that Realm, which comes with significant resources and power. In Atlantis and Hades, this means you rule in Poseidon or Hades&#039; stead when they are away, and wield considerable authority while they&#039;re there. In Classical Earth, this means you were appointed to rule there by Zeus, ere his assassination. Classical Earth has less overall resources and strength, but it is the Realm all must pass through when going to or from Olympus and a considerable number of gods maintain homes there. The regents of Atlantis and Hades may grant the ability to travel the Atlantean or Hadean roads, respectively, though Poseidon and Hades retain veto rights.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281368</id>
		<title>The Throne War:Multiverse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281368"/>
		<updated>2015-04-19T17:10:08Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Infinite Earths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Mulitverse==&lt;br /&gt;
The multiverse is infinite, but what matters for the game is where everything is in relation to everything else. Things may have been different before the Titanocracy but, since Olympus was made the center of the multiverse, the infinite worlds echo out from that great city and its sister realms, Atlantis and Hades. The more similar a world is to these pillars of creation, the shorter a distance down one of the world-spanning roads it is from the others; the more alien, the longer it takes to get there.&lt;br /&gt;
&lt;br /&gt;
===Olympus===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Olympus|Olympus]]&lt;br /&gt;
&lt;br /&gt;
===Atlantis===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Atlantis|Atlantis]]&lt;br /&gt;
&lt;br /&gt;
===Hades===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Hades|Hades]]&lt;br /&gt;
&lt;br /&gt;
===Infinite Earths===&lt;br /&gt;
The interplay between the dynamic, creative forces of Khaos and the solid, stabilizing presence of Mount Olympus created the infinite worlds we call the multiverse. If there is an end to the multiverse, no one has ever seen it; the farthest anyone has ever explored has led to worlds so alien that they are inhospitable to life as we know it--worlds on fire, or so cold even air is frozen solid, or places where the laws of gravity or the nuclear forces do not work as they do in our universe--but cosmologists have no reason to believe the multiverse stops there.&lt;br /&gt;
&lt;br /&gt;
Closest to Olympus is &#039;&#039;&#039;Classical Earth&#039;&#039;&#039;. Here, the earth never evolved past the classical Hellenistic period, and the Olympians are well known to visit and meddle in mortal affairs. Supernatural beings like centaurs and satyrs, sylphs and dryads and others live here alongside humans. Aside from the few times godly quarrels spill over into local politics, it is a peaceful and idyllic place.&lt;br /&gt;
&lt;br /&gt;
Just down the world-spanning Roads from Classical Earth is &#039;&#039;&#039;Modern Earth&#039;&#039;&#039;--our world--along with Earths at virtually any time in history, if you search long enough, as well as Earths that turned out differently than ours, worlds where different wars were won or lost, different events happened or didn&#039;t to shape the future.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281367</id>
		<title>The Throne War:Multiverse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281367"/>
		<updated>2015-04-19T17:09:39Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Infinite Earths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Mulitverse==&lt;br /&gt;
The multiverse is infinite, but what matters for the game is where everything is in relation to everything else. Things may have been different before the Titanocracy but, since Olympus was made the center of the multiverse, the infinite worlds echo out from that great city and its sister realms, Atlantis and Hades. The more similar a world is to these pillars of creation, the shorter a distance down one of the world-spanning roads it is from the others; the more alien, the longer it takes to get there.&lt;br /&gt;
&lt;br /&gt;
===Olympus===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Olympus|Olympus]]&lt;br /&gt;
&lt;br /&gt;
===Atlantis===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Atlantis|Atlantis]]&lt;br /&gt;
&lt;br /&gt;
===Hades===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Hades|Hades]]&lt;br /&gt;
&lt;br /&gt;
===Infinite Earths===&lt;br /&gt;
The interplay between the dynamic, creative forces of Khaos and the solid, stabilizing presence of Mount Olympus created the infinite worlds we call the multiverse. If there is an end to the multiverse, no one has ever seen it; the farthest anyone has ever explored has led to worlds so alien that they are inhospitable to life as we know it--worlds on fire, or so cold even air is frozen solid, or places where the laws of gravity or the nuclear forces do not work as they do in our universe--but cosmologists have no reason to believe the multiverse stops there.&lt;br /&gt;
&lt;br /&gt;
Closest to Olympus is Classical Earth. Here, the earth never evolved past the classical Hellenistic period, and the Olympians are well known to visit and meddle in mortal affairs. Supernatural beings like centaurs and satyrs, sylphs and dryads and others live here alongside humans. Aside from the few times godly quarrels spill over into local politics, it is a peaceful and idyllic place.&lt;br /&gt;
&lt;br /&gt;
Just down the world-spanning Roads from Classical Earth is Modern Earth--our world--along with Earths at virtually any time in history, if you search long enough, as well as Earths that turned out differently than ours, worlds where different wars were won or lost, different events happened or didn&#039;t to shape the future.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse:Hades&amp;diff=281365</id>
		<title>The Throne War:Multiverse:Hades</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse:Hades&amp;diff=281365"/>
		<updated>2015-04-19T15:34:55Z</updated>

		<summary type="html">&lt;p&gt;Sovem: Created page with &amp;quot;Back to Multiverse  The Underworld is actually a vast complex set of realms, which are found at the end of the Hadean Road. Collectively, these r...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Multiverse|Multiverse]]&lt;br /&gt;
&lt;br /&gt;
The Underworld is actually a vast complex set of&lt;br /&gt;
realms, which are found at the end of the Hadean Road.&lt;br /&gt;
Collectively, these realms are known as the Underworld&lt;br /&gt;
or the Realms of Hades. At the very deepest point of&lt;br /&gt;
these realms lies Tartarus—the living realm of gloom&lt;br /&gt;
and home of Hades, Lord of the Underworld. Although,&lt;br /&gt;
all of the Underworld is actually underground, the&lt;br /&gt;
appearance of individual realms varies greatly. The&lt;br /&gt;
environment of some is clearly cave-like, while there&lt;br /&gt;
are fields and flowers in other areas, as well as dreamy&lt;br /&gt;
sunlight and soft moonlight.&lt;br /&gt;
&lt;br /&gt;
The entrance to the Underworld can be reached by&lt;br /&gt;
walking through the deep, underground cavernous&lt;br /&gt;
Hadean road to the terrible Shadow-Realms of the&lt;br /&gt;
Primordial Erebus. It is the shore of the river Acheron,&lt;br /&gt;
also known as the River of Pain. No one may cross it&lt;br /&gt;
freely and live, and even the souls of the dead cannot&lt;br /&gt;
cross it without being destroyed forever. Charon the&lt;br /&gt;
Ferryman allows those who Hades authorizes into his&lt;br /&gt;
realms to cross the river on his ferry, but charges a single&lt;br /&gt;
coin as a toll (the classical Obol coin, but he also accepts other copper, silver, or gold coins). On the near-side of&lt;br /&gt;
the shore are also found the dead spirits of countless&lt;br /&gt;
paupers and friendless souls who were sent without a&lt;br /&gt;
coin, doomed to wander the near-shore for one-hundred&lt;br /&gt;
years before being allowed to cross.&lt;br /&gt;
&lt;br /&gt;
At the far-side of the river is the monstrous Cerberus,&lt;br /&gt;
the three-headed hound. He guards the far-shore to&lt;br /&gt;
make sure that none who might have tricked Charon or&lt;br /&gt;
otherwise made it this far into the Underworld can pass&lt;br /&gt;
unbidden. Cerberus equally serves as a guard to make&lt;br /&gt;
sure no one bound here escapes. By Hades’ decree, the&lt;br /&gt;
only gods who are allowed unrestricted access both in&lt;br /&gt;
and out are Persephone, Hecate, Thanatos, Hermes,&lt;br /&gt;
and Hades himself. All others are stopped here and&lt;br /&gt;
must declare their reasons for wanting to enter or leave,&lt;br /&gt;
while disembodied servants confirm that the person has&lt;br /&gt;
permission to do so.&lt;br /&gt;
&lt;br /&gt;
In general, the Underworld is a very populated place,&lt;br /&gt;
mainly with the spirits of dead mortals. In addition, the&lt;br /&gt;
Olympians Hades and Persephone are regularly found&lt;br /&gt;
here, as are various Primordials—ever-sleeping Hypnos,&lt;br /&gt;
his sons and his brother Thanatos, the Primordial Lethe,&lt;br /&gt;
the Titan Mnemosyne, and the Pit of Tartarus itself.&lt;br /&gt;
The Dream Realm can also be reached physically from&lt;br /&gt;
the Underworld. Hecate is occasionally here as well, as&lt;br /&gt;
the Patroness of Witchcraft, friend and counsellor to&lt;br /&gt;
Persephone, and mistress of the Trivium. Hermes is also&lt;br /&gt;
an occasional visitor to Hades’ court. Apart from being&lt;br /&gt;
a place where characters with a connection to any of&lt;br /&gt;
these deities might regularly travel, it is also one to quest&lt;br /&gt;
for knowledge, seek information from a deceased spirit,&lt;br /&gt;
or learn a truth from the realms of dreams. It can also&lt;br /&gt;
be a place to go when interested in those imprisoned&lt;br /&gt;
in Tartarus (or if interested in having someone else&lt;br /&gt;
imprisoned there).&lt;br /&gt;
&lt;br /&gt;
Note that within the borders of the Underworld,&lt;br /&gt;
Hades’ power has established that any mortal and any&lt;br /&gt;
child of the gods who has not yet received the boon of&lt;br /&gt;
immortality, that eats any food or drinks any drink from&lt;br /&gt;
here can never leave. This rule does not apply to food&lt;br /&gt;
or drink brought from outside, nor does it affect any&lt;br /&gt;
character with the Immortality power.&lt;br /&gt;
&#039;&#039;~from &#039;&#039;&#039;Lords of Olympus&#039;&#039;&#039; pg.s 91-92, 93&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse:Atlantis&amp;diff=281364</id>
		<title>The Throne War:Multiverse:Atlantis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse:Atlantis&amp;diff=281364"/>
		<updated>2015-04-19T15:29:01Z</updated>

		<summary type="html">&lt;p&gt;Sovem: Created page with &amp;quot;Back to Multiverse  Atlantis is the great sunken city from which Poseidon rules all the aquatic realms. It is the end point of the Atlantean Road...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Multiverse|Multiverse]]&lt;br /&gt;
&lt;br /&gt;
Atlantis is the great sunken city from which Poseidon&lt;br /&gt;
rules all the aquatic realms. It is the end point of the&lt;br /&gt;
Atlantean Road, which covers areas that are vast worldoceans,&lt;br /&gt;
and finally nothing but a world-undersea with&lt;br /&gt;
no actual surface. Despite this, the oceans surrounding&lt;br /&gt;
Atlantis have their own cycles of brightness and darkness&lt;br /&gt;
simulating night and day, with rays of light descending&lt;br /&gt;
from the upper waters. The whole area teems with&lt;br /&gt;
marine life.&lt;br /&gt;
&lt;br /&gt;
Within Atlantis itself, as well as the underwater Divine&lt;br /&gt;
Road that leads from its last surface area to the city,&lt;br /&gt;
travellers who would not normally be able to breathe&lt;br /&gt;
underwater find themselves able to breathe normally.&lt;br /&gt;
The city and its road are affected by airy-water that may&lt;br /&gt;
be discomforting, but allows surface dwellers to breathe&lt;br /&gt;
and move relatively normally, without drowning or&lt;br /&gt;
feeling crushed by water pressure. Stepping off the&lt;br /&gt;
road or out of the protective bubble of airy-water that&lt;br /&gt;
surrounds the city, however, means that an individual&lt;br /&gt;
must be able to adapt to breathe water on his own or&lt;br /&gt;
swiftly drown. Airy-water also permits those beings&lt;br /&gt;
who normally breathe water to continue to do so. Inside&lt;br /&gt;
the city, there is even fire, with the airy-water allowing&lt;br /&gt;
underwater torches and hearths to exist.&lt;br /&gt;
&lt;br /&gt;
The city of Atlantis is the true version of the city&lt;br /&gt;
that is just a legend on our own Earth. Long ago, it&lt;br /&gt;
was a brilliant island, home to a powerful civilization.&lt;br /&gt;
Having once worshipped Poseidon and governed a vast&lt;br /&gt;
maritime empire, its people eventually turned to dark&lt;br /&gt;
sorceries and decadence. Poseidon punished the island,&lt;br /&gt;
sinking it, but the story does not end there. Of those who&lt;br /&gt;
did not flee the city in time, only those Poseidon judged&lt;br /&gt;
as corrupt were killed, while the others who sank found&lt;br /&gt;
that Poseidon had changed them, turning them into&lt;br /&gt;
water-breathing beings who could now live and renew&lt;br /&gt;
their civilization below the sea. Some of these were very&lt;br /&gt;
powerful sorcerers. To this day, Atlantis is a city rich in&lt;br /&gt;
magic of all kinds, although the most powerful sorcerers&lt;br /&gt;
and rulers of old Atlantis were among those who died or&lt;br /&gt;
fled before the sinking of the city. Many of these became&lt;br /&gt;
sworn enemies of Poseidon and the new Atlantean&lt;br /&gt;
people.&lt;br /&gt;
&lt;br /&gt;
Atlantis is a great metropolis with thousands of&lt;br /&gt;
inhabitants. This includes the original old Atlanteans&lt;br /&gt;
(many of whom have benefited from immortality or&lt;br /&gt;
long lifespans as boons from Poseidon), as well as their&lt;br /&gt;
descendents and other peoples (mostly sea-dwelling,&lt;br /&gt;
but also land-dwellers). It has schools, bustling markets,&lt;br /&gt;
majestic homes and palaces, and a few less-sightly areas.&lt;br /&gt;
&lt;br /&gt;
At the center of it all is Poseidon’s imperial Golden Palace,&lt;br /&gt;
from which he rules as King of the Deep. Poseidon’s wife&lt;br /&gt;
Amphitrite, many of her fellow Nereids, and other water&lt;br /&gt;
spirits live here during some or all of the year. Another&lt;br /&gt;
regular inhabitant here is Triton, Poseidon’s son who&lt;br /&gt;
sometimes rules in his stead when the King is away.&lt;br /&gt;
&lt;br /&gt;
The city of Atlantis is a mix of classical architecture&lt;br /&gt;
with undersea marvels—great palaces and temples of&lt;br /&gt;
shell or coral. Sea-creatures swim through its alleys,&lt;br /&gt;
and among its people one finds humans, the Atlantean&lt;br /&gt;
humans (who look like humans but with deep green hair&lt;br /&gt;
and eyes, and scaly skin), Nymphs, Tritones (mermen&lt;br /&gt;
and mermaids, the numerous descendents of Triton),&lt;br /&gt;
fishmen, and perhaps other stranger creatures.&lt;br /&gt;
&lt;br /&gt;
Atlantis can serve as a place of adventure. It is&lt;br /&gt;
surrounded by a dangerous and mostly-wild undersea&lt;br /&gt;
realm. Atlantis itself is a vast city with intrigue and&lt;br /&gt;
mystery. Aside from monsters and natural wonders, the&lt;br /&gt;
evil old Atlantean sorcerers may still be plotting revenge&lt;br /&gt;
against the city and its rulers, as may those Titans whose&lt;br /&gt;
domain was over the waters and now find themselves&lt;br /&gt;
usurped by Poseidon. Atlantis is also a potential home&lt;br /&gt;
base for characters with strong ties to Poseidon or&lt;br /&gt;
the other sea-gods. It is also a slightly less-busy place&lt;br /&gt;
in terms of the presence and activity of deities than&lt;br /&gt;
Olympus, and may even be a better place to study or&lt;br /&gt;
obtain magical knowledge and power.&lt;br /&gt;
&#039;&#039;~from &#039;&#039;&#039;Lords of Olympus&#039;&#039;&#039; p.90-91&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse:Olympus&amp;diff=281363</id>
		<title>The Throne War:Multiverse:Olympus</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse:Olympus&amp;diff=281363"/>
		<updated>2015-04-19T15:25:09Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Multiverse|Multiverse]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This synopsis is considered up to date leading up to right before Zeus&#039; assassination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Olympus is the main realm of the gods and the&lt;br /&gt;
personal realm of the ruler of the gods, Zeus. It is in&lt;br /&gt;
the form of a medium-sized city of classical Greek-style&lt;br /&gt;
architecture atop a huge mountain. The Palace of the&lt;br /&gt;
Olympians features as its most prominent structure. It is&lt;br /&gt;
from here that Zeus rules as lord of the universe, assisted&lt;br /&gt;
by his council of Olympians.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The council officially consists of the following deities:&lt;br /&gt;
Zeus, Hera, Poseidon, Athena, Ares, Demeter, Apollo,&lt;br /&gt;
Artemis, Hephaestus, Aphrodite, Hermes, Hestia,&lt;br /&gt;
Dionysus, and Heracles. In practice, only some of these&lt;br /&gt;
deities spend much time in Olympus. Poseidon visits&lt;br /&gt;
occasionally, but spends most of his time ruling his&lt;br /&gt;
own kingdom in Atlantis. Heracles frequently goes off&lt;br /&gt;
on adventure. Hestia has basically given up her seat&lt;br /&gt;
and spends her time at the true Delphi. Dionysus is&lt;br /&gt;
rarely present, spending most of his time wandering the&lt;br /&gt;
multiverse. Note that Hades is not part of the council,&lt;br /&gt;
as he is almost never in Olympus—officially because of&lt;br /&gt;
his dire responsibilities in the Underworld, but it may&lt;br /&gt;
be due to resentment and poor relations with Zeus.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Many other deities not part of the council are&lt;br /&gt;
frequently found in Olympus, including Apollo’s son&lt;br /&gt;
Asclepius the Healer, Eros, Hebe, Helios, Persephone,&lt;br /&gt;
Rhea, Iris, and occasionally Hecate and Morpheus.&lt;br /&gt;
Another notable inhabitant is Zeus’ personal cupbearer,&lt;br /&gt;
Ganymede, a beautiful mortal boy he kidnapped&lt;br /&gt;
and brought to Olympus to replace Hebe. Ganymede is&lt;br /&gt;
said to be Zeus’ lover, and is well-liked by most of the&lt;br /&gt;
Olympians, although he is utterly hated by Hera.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Olympus is simply the most important seat of power&lt;br /&gt;
in the multiverse and the most-likely place for player&lt;br /&gt;
characters to encounter several other gods, engage in&lt;br /&gt;
Olympian society and Machiavellian scheming, and&lt;br /&gt;
win favor with the more-powerful deities. It is also&lt;br /&gt;
from here that Zeus judges cases that require his direct&lt;br /&gt;
intervention, settling disputes between the deities,&lt;br /&gt;
though he prefers to be very cautious about interfering&lt;br /&gt;
with petty disputes that do not have a direct effect in his&lt;br /&gt;
realms or the stability of the multiverse as a whole.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In some campaigns, Olympus may serve as a home&lt;br /&gt;
base for the player characters. In others, it might be rarely&lt;br /&gt;
visited. Regardless, it is always in the cosmic center of&lt;br /&gt;
all things, the final destination of the Olympian Road&lt;br /&gt;
and epicenter of divine power. It is not usually a place&lt;br /&gt;
for open conflict, but one for political scheming and&lt;br /&gt;
mischief, as well as a luxurious center of relaxation and&lt;br /&gt;
entertainment for any deity welcomed by Zeus.&amp;quot;&lt;br /&gt;
&#039;&#039;~from &#039;&#039;&#039;Lords of Olympus&#039;&#039;&#039;, p. 90&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse:Olympus&amp;diff=281362</id>
		<title>The Throne War:Multiverse:Olympus</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse:Olympus&amp;diff=281362"/>
		<updated>2015-04-19T15:24:58Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Multiverse|Multiverse]]&lt;br /&gt;
&#039;&#039;This synopsis is considered up to date leading up to right before Zeus&#039; assassination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Olympus is the main realm of the gods and the&lt;br /&gt;
personal realm of the ruler of the gods, Zeus. It is in&lt;br /&gt;
the form of a medium-sized city of classical Greek-style&lt;br /&gt;
architecture atop a huge mountain. The Palace of the&lt;br /&gt;
Olympians features as its most prominent structure. It is&lt;br /&gt;
from here that Zeus rules as lord of the universe, assisted&lt;br /&gt;
by his council of Olympians.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The council officially consists of the following deities:&lt;br /&gt;
Zeus, Hera, Poseidon, Athena, Ares, Demeter, Apollo,&lt;br /&gt;
Artemis, Hephaestus, Aphrodite, Hermes, Hestia,&lt;br /&gt;
Dionysus, and Heracles. In practice, only some of these&lt;br /&gt;
deities spend much time in Olympus. Poseidon visits&lt;br /&gt;
occasionally, but spends most of his time ruling his&lt;br /&gt;
own kingdom in Atlantis. Heracles frequently goes off&lt;br /&gt;
on adventure. Hestia has basically given up her seat&lt;br /&gt;
and spends her time at the true Delphi. Dionysus is&lt;br /&gt;
rarely present, spending most of his time wandering the&lt;br /&gt;
multiverse. Note that Hades is not part of the council,&lt;br /&gt;
as he is almost never in Olympus—officially because of&lt;br /&gt;
his dire responsibilities in the Underworld, but it may&lt;br /&gt;
be due to resentment and poor relations with Zeus.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Many other deities not part of the council are&lt;br /&gt;
frequently found in Olympus, including Apollo’s son&lt;br /&gt;
Asclepius the Healer, Eros, Hebe, Helios, Persephone,&lt;br /&gt;
Rhea, Iris, and occasionally Hecate and Morpheus.&lt;br /&gt;
Another notable inhabitant is Zeus’ personal cupbearer,&lt;br /&gt;
Ganymede, a beautiful mortal boy he kidnapped&lt;br /&gt;
and brought to Olympus to replace Hebe. Ganymede is&lt;br /&gt;
said to be Zeus’ lover, and is well-liked by most of the&lt;br /&gt;
Olympians, although he is utterly hated by Hera.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Olympus is simply the most important seat of power&lt;br /&gt;
in the multiverse and the most-likely place for player&lt;br /&gt;
characters to encounter several other gods, engage in&lt;br /&gt;
Olympian society and Machiavellian scheming, and&lt;br /&gt;
win favor with the more-powerful deities. It is also&lt;br /&gt;
from here that Zeus judges cases that require his direct&lt;br /&gt;
intervention, settling disputes between the deities,&lt;br /&gt;
though he prefers to be very cautious about interfering&lt;br /&gt;
with petty disputes that do not have a direct effect in his&lt;br /&gt;
realms or the stability of the multiverse as a whole.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In some campaigns, Olympus may serve as a home&lt;br /&gt;
base for the player characters. In others, it might be rarely&lt;br /&gt;
visited. Regardless, it is always in the cosmic center of&lt;br /&gt;
all things, the final destination of the Olympian Road&lt;br /&gt;
and epicenter of divine power. It is not usually a place&lt;br /&gt;
for open conflict, but one for political scheming and&lt;br /&gt;
mischief, as well as a luxurious center of relaxation and&lt;br /&gt;
entertainment for any deity welcomed by Zeus.&amp;quot;&lt;br /&gt;
&#039;&#039;~from &#039;&#039;&#039;Lords of Olympus&#039;&#039;&#039;, p. 90&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse:Olympus&amp;diff=281361</id>
		<title>The Throne War:Multiverse:Olympus</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse:Olympus&amp;diff=281361"/>
		<updated>2015-04-19T15:24:21Z</updated>

		<summary type="html">&lt;p&gt;Sovem: Created page with &amp;quot;&amp;#039;&amp;#039;This synopsis is considered up to date leading up to right before Zeus&amp;#039; assassination.&amp;#039;&amp;#039;  &amp;quot;Olympus is the main realm of the gods and the personal realm of the ruler of the g...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This synopsis is considered up to date leading up to right before Zeus&#039; assassination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Olympus is the main realm of the gods and the&lt;br /&gt;
personal realm of the ruler of the gods, Zeus. It is in&lt;br /&gt;
the form of a medium-sized city of classical Greek-style&lt;br /&gt;
architecture atop a huge mountain. The Palace of the&lt;br /&gt;
Olympians features as its most prominent structure. It is&lt;br /&gt;
from here that Zeus rules as lord of the universe, assisted&lt;br /&gt;
by his council of Olympians.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The council officially consists of the following deities:&lt;br /&gt;
Zeus, Hera, Poseidon, Athena, Ares, Demeter, Apollo,&lt;br /&gt;
Artemis, Hephaestus, Aphrodite, Hermes, Hestia,&lt;br /&gt;
Dionysus, and Heracles. In practice, only some of these&lt;br /&gt;
deities spend much time in Olympus. Poseidon visits&lt;br /&gt;
occasionally, but spends most of his time ruling his&lt;br /&gt;
own kingdom in Atlantis. Heracles frequently goes off&lt;br /&gt;
on adventure. Hestia has basically given up her seat&lt;br /&gt;
and spends her time at the true Delphi. Dionysus is&lt;br /&gt;
rarely present, spending most of his time wandering the&lt;br /&gt;
multiverse. Note that Hades is not part of the council,&lt;br /&gt;
as he is almost never in Olympus—officially because of&lt;br /&gt;
his dire responsibilities in the Underworld, but it may&lt;br /&gt;
be due to resentment and poor relations with Zeus.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Many other deities not part of the council are&lt;br /&gt;
frequently found in Olympus, including Apollo’s son&lt;br /&gt;
Asclepius the Healer, Eros, Hebe, Helios, Persephone,&lt;br /&gt;
Rhea, Iris, and occasionally Hecate and Morpheus.&lt;br /&gt;
Another notable inhabitant is Zeus’ personal cupbearer,&lt;br /&gt;
Ganymede, a beautiful mortal boy he kidnapped&lt;br /&gt;
and brought to Olympus to replace Hebe. Ganymede is&lt;br /&gt;
said to be Zeus’ lover, and is well-liked by most of the&lt;br /&gt;
Olympians, although he is utterly hated by Hera.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Olympus is simply the most important seat of power&lt;br /&gt;
in the multiverse and the most-likely place for player&lt;br /&gt;
characters to encounter several other gods, engage in&lt;br /&gt;
Olympian society and Machiavellian scheming, and&lt;br /&gt;
win favor with the more-powerful deities. It is also&lt;br /&gt;
from here that Zeus judges cases that require his direct&lt;br /&gt;
intervention, settling disputes between the deities,&lt;br /&gt;
though he prefers to be very cautious about interfering&lt;br /&gt;
with petty disputes that do not have a direct effect in his&lt;br /&gt;
realms or the stability of the multiverse as a whole.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In some campaigns, Olympus may serve as a home&lt;br /&gt;
base for the player characters. In others, it might be rarely&lt;br /&gt;
visited. Regardless, it is always in the cosmic center of&lt;br /&gt;
all things, the final destination of the Olympian Road&lt;br /&gt;
and epicenter of divine power. It is not usually a place&lt;br /&gt;
for open conflict, but one for political scheming and&lt;br /&gt;
mischief, as well as a luxurious center of relaxation and&lt;br /&gt;
entertainment for any deity welcomed by Zeus.&amp;quot;&lt;br /&gt;
&#039;&#039;~from &#039;&#039;&#039;Lords of Olympus&#039;&#039;&#039;, p. 90&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281360</id>
		<title>The Throne War:Multiverse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281360"/>
		<updated>2015-04-19T15:18:38Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Mulitverse==&lt;br /&gt;
The multiverse is infinite, but what matters for the game is where everything is in relation to everything else. Things may have been different before the Titanocracy but, since Olympus was made the center of the multiverse, the infinite worlds echo out from that great city and its sister realms, Atlantis and Hades. The more similar a world is to these pillars of creation, the shorter a distance down one of the world-spanning roads it is from the others; the more alien, the longer it takes to get there.&lt;br /&gt;
&lt;br /&gt;
===Olympus===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Olympus|Olympus]]&lt;br /&gt;
&lt;br /&gt;
===Atlantis===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Atlantis|Atlantis]]&lt;br /&gt;
&lt;br /&gt;
===Hades===&lt;br /&gt;
The Realm of [[The_Throne_War:Multiverse:Hades|Hades]]&lt;br /&gt;
&lt;br /&gt;
===Infinite Earths===&lt;br /&gt;
The interplay between the dynamic, creative forces of Khaos and the solid, stabilizing presence of Mount Olympus created the infinite worlds we call the multiverse. If there is an end to the multiverse, no one has ever seen it; the farthest anyone has ever explored has led to worlds so alien that they are inhospitable to life as we know it--worlds on fire, or so cold even air is frozen solid, or places where the laws of gravity or the nuclear forces do not work as they do in our universe--but cosmologists have no reason to believe the multiverse stops there.&lt;br /&gt;
&lt;br /&gt;
Closest to Olympus, situated between it, Atlantis, and Hades, is Classical Earth. Here, the earth never evolved past the classical Hellenistic period, and the Olympians are well known to visit and meddle in mortal affairs. Supernatural beings like centaurs and satyrs, sylphs and dryads and others live here alongside humans. Aside from the few times godly quarrels spill over into local politics, it is a peaceful and idyllic place.&lt;br /&gt;
&lt;br /&gt;
Just down the world-spanning Roads from Classical Earth is Modern Earth--our world--along with Earths at virtually any time in history, if you search long enough, as well as Earths that turned out differently than ours, worlds where different wars were won or lost, different events happened or didn&#039;t to shape the future.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281359</id>
		<title>The Throne War:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281359"/>
		<updated>2015-04-19T15:12:43Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Throne War==&lt;br /&gt;
This is the Wiki for my game, The Throne War, using both Storium and the Lords of Olympus rpg.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*[[The_Throne_War:Auction|Character Creation]]&lt;br /&gt;
**[[The_Throne_War:Advantages|Advantage Auction]]&lt;br /&gt;
*[[The_Throne_War:Abilities|Abilities]]&lt;br /&gt;
**[[The_Throne_War:Classes|Ability Classes]]&lt;br /&gt;
*[[The_Throne_War:Powers|Powers]]&lt;br /&gt;
*[[The_Throne_War:Resolution|Task Resolution]] &#039;&#039;(aka, &amp;quot;How does a diceless system work???&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
&#039;&#039;(Work in progress)&#039;&#039;&lt;br /&gt;
*[[The_Throne_War:Multiverse|The Multiverse]]&lt;br /&gt;
*[[The_Throne_War:Dramatis Personae|The Gods]]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281358</id>
		<title>The Throne War:Auction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281358"/>
		<updated>2015-04-19T15:02:54Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Advantage Auction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
==Backstory==&lt;br /&gt;
The key to any fun game is to have a character you care about, and the best way to get invested is to have a well thought out backstory. &lt;br /&gt;
&lt;br /&gt;
Your character can come from literally anywhere, thanks to the nature of the multiverse, which can be overwhelming. Try to narrow your options down, first, to characters that you think would be &#039;&#039;interesting&#039;&#039; to play. Sure, you could play the ruler of a world with legions of super-powerful warriors worshiping your footsteps... but for how long will that be interesting? First off, for your super-legions to mean anything outside of their home world you&#039;d have to spend a percentage of your starting 100 points--which could be doable if you budget well. But, secondly, wouldn&#039;t it be more fun to play the recently deposed regent, struggling both at home to regain what was yours, and in Olympus to claim what you feel belongs to you? Or, perhaps, a king without a country--someone whose vast armies were recently decimated and, though you can&#039;t yet prove it, you&#039;re positive one of your jealous cousins had a hand in the cataclysm? Think about any story you&#039;re a fan of; the most powerful character in it is rarely the most interesting. Plus, as Zeus recently learned, mo&#039; power, mo&#039; problems!&lt;br /&gt;
&lt;br /&gt;
With all that in mind, though, do feel free to make a character from anywhere that could conceivably exist in the multiverse; even licensed works, if you really want to--this is a private game, after all. As I mentioned in the synopsis, you can grow up knowing who you are or not, but you should, at least, have known about Olympus and the multiverse for a little while before the game starts, even if you don&#039;t know who your true parents are.&lt;br /&gt;
&lt;br /&gt;
Think of the kind of character you want to play, a bit of his or her history (how many worlds has he visited? who taught him to use his powers? how old is he (if you take the Immortality power, you could be quite ancient, indeed)? are your abilities at their levels because of natural talent, or decades of practice? which powers would you like to have, and which ones are essential for your backstory? Having a good answer to all these questions will greatly aid you going in to the auction and character creation process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ability Auction==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how this will work: I will say which ability is up for auction. Everyone will PM me their secret bids. You may bid 0, if you want; you are still Olympian at that level (see [[The_Throne_War:Classes|The class breakdown]] for what that means) and can bid later, before I call &amp;quot;Sold!&amp;quot;. Once all the bids are in, I will announce the highest bid (though not who bid it) and ask if anyone wants to beat it. The bidding war begins. Any points you bid, you&#039;ve spent; you can&#039;t take them back. When no one&#039;s bid for 24 hours or everyone declares they&#039;re done bidding, whoever placed the highest bid is now First Class in that ability. Whoever spent the next most points is now Second Class, and so on. At that point, it doesn&#039;t matter if First Class went for 15 points or 50, First Class is First Class. Also, it doesn&#039;t matter if the gap between two classes is a small point jump or a large one, the difference in ability is the same (the only point where it matters is in character advancement). If you never raised your bid above 0, you are considered Olympian Class; you can choose to &amp;quot;sell down&amp;quot; your ability to Heroic or even Mortal class at this point, but if you&#039;ve bid even 1 point, you cannot sell down your ability. After the auction is over, you can also choose to raise up your ability to a higher class; you must spend the difference between your bid and the bid for the class you want. You will then be considered &amp;quot;Tied X class,&amp;quot; which is slightly weaker than X class, but higher than the class below it.&lt;br /&gt;
&lt;br /&gt;
We will go through each ability like that, one by one. Pay attention to the description of what [[The_Throne_War:Abilities|each ability does]] and [[The_Throne_War:Classes|what the classes mean]]. It pays to plan ahead. Know what powers you plan on getting, how much you have budgeted for abilities and what you&#039;re willing to sacrifice on to get what you want. It also pays to know what you&#039;re &#039;&#039;not&#039;&#039; willing to sacrifice; &amp;quot;buyer beware,&amp;quot; the auction can be brutal, especially to those who don&#039;t think before they bid, but it&#039;s not the end-all-be-all of the game, either. Roll with the punches and play smart.&lt;br /&gt;
&lt;br /&gt;
==Advantage Auction==&lt;br /&gt;
The beginning of each of these will start the same--I&#039;ll announce what&#039;s up for grab, and everyone can send me their secret bids (be sure to let me know if your bid is 0). I&#039;ll announce the highest bid and the race is on. &#039;&#039;Unlike&#039;&#039; the ability auction, only the winner pays the points--everyone else spends nothing. Peruse what&#039;s up for grabs [[The_Throne_War:Advantages|Here]]&lt;br /&gt;
&lt;br /&gt;
==Finishing up==&lt;br /&gt;
Here&#039;s where you buy your powers and finish fleshing out your character. If you&#039;ve spent too many points, however many points you are above 100 becomes a negative rating of &#039;&#039;&#039;Bad Luck&#039;&#039;&#039;. Bad Luck is bad, and will influence how things go for your character. You can&#039;t go below -10 points of Bad Luck. If you have points leftover after you&#039;ve bought everything you want, these become points of &#039;&#039;&#039;Good Luck&#039;&#039;&#039;. Good Luck is good, and will incline me to make things  go well for your character.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281357</id>
		<title>The Throne War:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281357"/>
		<updated>2015-04-19T15:00:37Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Strategies for Effective Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Non-Random Mechanics==&lt;br /&gt;
A roleplaying game where characters have stats but no random element--no rolling for successes or to beat a difficulty--may seem counter-intuitive but, in a way, we&#039;ve all been doing it since we started playing Storium! When we make a move and play a card on a challenge, we&#039;re describing our character&#039;s actions according to how we understand their abilities. We don&#039;t question whether Draega can hit something with a throwing knife, we know that the only reason he would miss is if there was an extenuating circumstance in-story--he&#039;s going up against a foe with vastly superior skills, for instance, or perhaps he&#039;s been poisoned and is fighting off a weakened state! In Storium, we narrate what our characters can do and what they&#039;re &#039;&#039;trying&#039;&#039; to accomplish, only narrating their success (or failure) once all the cards have been played. &lt;br /&gt;
&lt;br /&gt;
Make your moves in &#039;&#039;&#039;The Throne War&#039;&#039;&#039; the same way you would in any Storium game, just without the cards. Your stats will tell you what your character can and can not do. When success is called into question--when you are fighting a closely matched foe, for instance--your choices in-game, i.e., your strategies, will help me, as narrator, decide who wins. I will make it obvious in my narration which direction a conflict is moving, allowing all parties involved the time to try different strategies and pull different tricks from their sleeves. In the end, though, the narrator is the final arbiter of the outcome of a conflict; no different than if a challenge in standard Storium was completed with a Neutral outcome.&lt;br /&gt;
&lt;br /&gt;
===Some Examples===&lt;br /&gt;
====One on one combat====&lt;br /&gt;
Sanek is an ancient dragon warrior, Second Class in Prowess and Might but Olympian class in Fortitude and Ego. His foe, a Khaos-worshipping madman who is called, most often, simply &amp;quot;the Beast,&amp;quot; is First Class in Might, Third Class in Fortitude and Olympian in the others. The Beast has tracked Sanek to his jungle temple with one goal: the destruction of his rival.&lt;br /&gt;
&lt;br /&gt;
The Beast has no hope of sneaking up on Sanek--he knows he is greatly outclassed in Prowess, the ability to analyze and detect incoming threats, even subconsciously--and so, prideful as always, he marches out of the jungle into the courtyard and loudly invites Sanek to die. Sanek has seen the Beast fight first hand, and knows he is know match for the madman&#039;s strength--in hand to hand combat, he will lose--so he picks up his sword, a massive claymore that a mortal would barely be able to lift but is light as a rapier to him, and walks down to the courtyard to fight.&lt;br /&gt;
&lt;br /&gt;
After unpleasantries are exchanged, the Beast lunges for Sanek&#039;s throat. Sanek fights cautiously, giving away ground as needed to keep the Beast at sword&#039;s-length away. He&#039;s counting on the nicks and cuts he deals to the Beast to begin adding up, hoping the blood loss will lead to him making a mistake and give up an advantage. The Beast charges in for a full attack, heedless of the danger, only trying to get his hands on Sanek. Something&#039;s not right... Sanek has scored a dozen hits on his opponent yet he hasn&#039;t slowed down; he&#039;s not even bleeding! Sanek realizes that the Beast has used Metamorphosis to give himself a thick, scaly hide on his arms and his chest; he couldn&#039;t see it, before, because of the Beast&#039;s clothes! Now he understands why the Beast rushed headlong! It would take a strong, decisive strike for Sanek to pierce the thick hide with his sword... and the Beast would welcome such an attack since it would allow him to get his hands on Sanek!&lt;br /&gt;
A mad glee spreads across the Beast&#039;s face as he watches the realization dawn on the dragon warrior: if Sanek does not go on the offensive, it becomes a battle of attrition, and the Beast&#039;s Fortitude is much higher than Sanek&#039;s. But if Sanek goes on the offensive, he&#039;ll leave himself open to counterattack, giving the Beast an opportunity to grab him! Things are not looking good for the dragon warrior. He goes completely on the defensive, no longer worrying about trying to inflict injury, now he&#039;s just doing everything possible to keep the Beast back while he thinks of something. The Beast will not give him that opportunity, though; using Metamorphosis, he&#039;s slowly elongating his arms with each swing, soon the length of the sword will be irrelevant! Sanek&#039;s mind races; he&#039;s on his home turf, what could give him an advantage? Yes, that&#039;s it--the strangle vines! Animate, voracious vines that reach out to ensnare prey exist in this jungle; they won&#039;t stop the Beast, but they could impede him enough to give Sanek the opening he needs!&lt;br /&gt;
&lt;br /&gt;
It&#039;s too late, though, he can&#039;t make it in time. If he had planned it from the beginning, it&#039;d be different, but the Beast&#039;s arms are now long enough. He rushes Sanek, grabbing the warrior&#039;s arms--ignoring the cut he gains in return, he wrestles Sanek to the ground. Sanek is no weakling--the Beast can&#039;t simply snap his neck and be done with him--but, try as he might, Sanek can&#039;t escape, and he can&#039;t overpower the Beast. He &#039;&#039;can&#039;&#039;, however, still move, and he&#039;s strong enough to move the Beast, too. As the Beast chokes him towards unconsciousness, he starts rolling and the two of them tumble towards the vines--if they&#039;re both ensnared, he&#039;ll be able to get away!&lt;br /&gt;
&lt;br /&gt;
The Beast may be mad, but he&#039;s not stupid; he sees what Sanek is doing and faces a choice: get tangled up in the vines and give his prey a chance to escape, or let go. He waits until the last possible moment and lets go... but he uses his superior strength to shove his foe ahead of him and his self away! Sanek is now trapped in the vines--though he will be free soon, the Beast decides not to stick around. He knows that Sanek&#039;s wife is back in the temple; this fight will get a lot more interesting with a hostage in play...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Analysis&#039;&#039;&#039;: Here we have an example of how planning and quick thinking can both affect the outcome of a conflict as much as actual ability ratings. The Beast should have been dead going up unarmed against a fighter with Second Class Prowess, but thanks to his reputation as a prideful madman, Sanek did not suspect him to have prepared ahead of time. Later, when Sanek realized he was in trouble, his quick thinking allowed him to use his home turf as his advantage. The player need not have ever mentioned &amp;quot;strangle vines&amp;quot; before; Sanek&#039;s home had already been described as a dangerous jungle in a fantasy-type world, it would be entirely reasonable to assume something like that lived there. Finally, unwilling to give Sanek any more time to come up with something clever, the Beast plays dirty and goes after a mortal that means something to his foe. If he hadn&#039;t studied Sanek, if he didn&#039;t know his wife was there, the Beast wouldn&#039;t have been able to pull that trick.&lt;br /&gt;
&lt;br /&gt;
====A clash of armies====&lt;br /&gt;
Jules has decided to take over Olympus by force. He is High-numbered class in all four abilities, and has gathered armies from all across the multiverse who believe they&#039;re in a holy war to retake Heaven from wicked gods and put Jules on his rightful throne. His enemies know he&#039;s coming, however, and Hermes has used World-Walking Mastery to plague Jules&#039; army with dangers along the road--diseases, natural disasters, even guerrilla warfare whittles his forces down to half what they once were. Jules doesn&#039;t care; with his high Fortitude and Might, these dangers don&#039;t bother him, and his armies are just means to an end. He marches on.&lt;br /&gt;
&lt;br /&gt;
They get to Olympus and the battle starts in earnest. Jules fights at the head of his army, and cuts through the defenders like a sickle through wheat. The soldiers are mostly mortals, maybe a few Heroic mortals, at best. They stand no chance, and so he cuts through them. His own soldiers are also mortal, however--he spent no points on them, he just traveled the roads between worlds until he found as many as he could--so they are, at best, evenly matched with the defenders; at worst, they are slightly disadvantaged since they are unfamiliar with the land and are an invading force. They lose about as many as they kill. After fighting all day, Jules&#039; force is down to about a quarter of what it once was as they approach the base of Mount Olympus. He is not even tired yet, so he presses on. Now that they&#039;re ascending the mountain, the path is narrow and Jules can face his opponents by himself. He cuts them down, one at a time, as his forces follow. The defenders rain down arrows and rocks upon the invaders, though, so Jules&#039; army still suffers losses. All night Jules presses forward, and all night his enemies and his allies tumble from the path. At dawn, his force is all but depleted yet he has reached the summit. Even with his great Fortitude he has started to grow weary, but he still feels he can take any god one on one. &lt;br /&gt;
&lt;br /&gt;
The gods who hold Olympus have no such plans. Hermes speaks an Ineffable Name that weakens Jules for but a moment, but it is in that moment that Hecate casts a spell that slams Jules with a mighty burst of wind. If he was in his top condition, Jules might&#039;ve been able to shrug it off. However, the Ineffable Name combined with Jules already being weary means that he was knocked back, and from the summit of Olympus, there is only one direction to go. Jules tumbles, like so many of his men before him, back down the side of the mountain. What took him all night to climb passes by in a minute. When he finally comes to a stop upon the piles of the dead below, he still lives but he will not be fighting again for a long time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Analysis&#039;&#039;&#039;: Here we see Jules falling victim to his on hubris. He sees his own mighty abilities and believes himself invincible; indeed, even a fall from Mount Olympus didn&#039;t kill him so, in a way, he was right. But no planning or forethought was put into his attack. His opponents--though weaker individually--held a position of defense, attacked him from afar whenever they could, and allowed Jules to expend all his energy proving how badass he was.&lt;br /&gt;
&lt;br /&gt;
===Strategies for Effective Actions===&lt;br /&gt;
Various games we&#039;ve used in the past have sought to encourage descriptions beyond &amp;quot;I hit him with my sword&amp;quot; for actions. In this game, it&#039;s not just about bonuses, it&#039;s about accomplishing anything at all.&lt;br /&gt;
&lt;br /&gt;
Your description of what you&#039;re trying to accomplish is vital in a diceless system. When you attack somebody, &#039;&#039;how&#039;&#039; are you attacking? Are you fighting cautiously, only striking if your opponent leaves you an opening? Are you attacking forcefully, seeking to knock your opponent&#039;s weapon out of the way to create an opening? Maybe you&#039;re hiding your true skill, feigning weakness to get your opponent feeling over-confident. How are you using your surroundings to your advantage?  All these factors play an important part in deciding the outcome of a contest, especially when abilities are closely matched. Using clever strategy can help a lower classed Olympian succeed over a higher classed one; or, at least, mean the difference between being slaughtered outright and giving time to escape and prepare a counterattack.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281356</id>
		<title>The Throne War:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281356"/>
		<updated>2015-04-19T14:54:26Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Non-Random Mechanics==&lt;br /&gt;
A roleplaying game where characters have stats but no random element--no rolling for successes or to beat a difficulty--may seem counter-intuitive but, in a way, we&#039;ve all been doing it since we started playing Storium! When we make a move and play a card on a challenge, we&#039;re describing our character&#039;s actions according to how we understand their abilities. We don&#039;t question whether Draega can hit something with a throwing knife, we know that the only reason he would miss is if there was an extenuating circumstance in-story--he&#039;s going up against a foe with vastly superior skills, for instance, or perhaps he&#039;s been poisoned and is fighting off a weakened state! In Storium, we narrate what our characters can do and what they&#039;re &#039;&#039;trying&#039;&#039; to accomplish, only narrating their success (or failure) once all the cards have been played. &lt;br /&gt;
&lt;br /&gt;
Make your moves in &#039;&#039;&#039;The Throne War&#039;&#039;&#039; the same way you would in any Storium game, just without the cards. Your stats will tell you what your character can and can not do. When success is called into question--when you are fighting a closely matched foe, for instance--your choices in-game, i.e., your strategies, will help me, as narrator, decide who wins. I will make it obvious in my narration which direction a conflict is moving, allowing all parties involved the time to try different strategies and pull different tricks from their sleeves. In the end, though, the narrator is the final arbiter of the outcome of a conflict; no different than if a challenge in standard Storium was completed with a Neutral outcome.&lt;br /&gt;
&lt;br /&gt;
===Some Examples===&lt;br /&gt;
====One on one combat====&lt;br /&gt;
Sanek is an ancient dragon warrior, Second Class in Prowess and Might but Olympian class in Fortitude and Ego. His foe, a Khaos-worshipping madman who is called, most often, simply &amp;quot;the Beast,&amp;quot; is First Class in Might, Third Class in Fortitude and Olympian in the others. The Beast has tracked Sanek to his jungle temple with one goal: the destruction of his rival.&lt;br /&gt;
&lt;br /&gt;
The Beast has no hope of sneaking up on Sanek--he knows he is greatly outclassed in Prowess, the ability to analyze and detect incoming threats, even subconsciously--and so, prideful as always, he marches out of the jungle into the courtyard and loudly invites Sanek to die. Sanek has seen the Beast fight first hand, and knows he is know match for the madman&#039;s strength--in hand to hand combat, he will lose--so he picks up his sword, a massive claymore that a mortal would barely be able to lift but is light as a rapier to him, and walks down to the courtyard to fight.&lt;br /&gt;
&lt;br /&gt;
After unpleasantries are exchanged, the Beast lunges for Sanek&#039;s throat. Sanek fights cautiously, giving away ground as needed to keep the Beast at sword&#039;s-length away. He&#039;s counting on the nicks and cuts he deals to the Beast to begin adding up, hoping the blood loss will lead to him making a mistake and give up an advantage. The Beast charges in for a full attack, heedless of the danger, only trying to get his hands on Sanek. Something&#039;s not right... Sanek has scored a dozen hits on his opponent yet he hasn&#039;t slowed down; he&#039;s not even bleeding! Sanek realizes that the Beast has used Metamorphosis to give himself a thick, scaly hide on his arms and his chest; he couldn&#039;t see it, before, because of the Beast&#039;s clothes! Now he understands why the Beast rushed headlong! It would take a strong, decisive strike for Sanek to pierce the thick hide with his sword... and the Beast would welcome such an attack since it would allow him to get his hands on Sanek!&lt;br /&gt;
A mad glee spreads across the Beast&#039;s face as he watches the realization dawn on the dragon warrior: if Sanek does not go on the offensive, it becomes a battle of attrition, and the Beast&#039;s Fortitude is much higher than Sanek&#039;s. But if Sanek goes on the offensive, he&#039;ll leave himself open to counterattack, giving the Beast an opportunity to grab him! Things are not looking good for the dragon warrior. He goes completely on the defensive, no longer worrying about trying to inflict injury, now he&#039;s just doing everything possible to keep the Beast back while he thinks of something. The Beast will not give him that opportunity, though; using Metamorphosis, he&#039;s slowly elongating his arms with each swing, soon the length of the sword will be irrelevant! Sanek&#039;s mind races; he&#039;s on his home turf, what could give him an advantage? Yes, that&#039;s it--the strangle vines! Animate, voracious vines that reach out to ensnare prey exist in this jungle; they won&#039;t stop the Beast, but they could impede him enough to give Sanek the opening he needs!&lt;br /&gt;
&lt;br /&gt;
It&#039;s too late, though, he can&#039;t make it in time. If he had planned it from the beginning, it&#039;d be different, but the Beast&#039;s arms are now long enough. He rushes Sanek, grabbing the warrior&#039;s arms--ignoring the cut he gains in return, he wrestles Sanek to the ground. Sanek is no weakling--the Beast can&#039;t simply snap his neck and be done with him--but, try as he might, Sanek can&#039;t escape, and he can&#039;t overpower the Beast. He &#039;&#039;can&#039;&#039;, however, still move, and he&#039;s strong enough to move the Beast, too. As the Beast chokes him towards unconsciousness, he starts rolling and the two of them tumble towards the vines--if they&#039;re both ensnared, he&#039;ll be able to get away!&lt;br /&gt;
&lt;br /&gt;
The Beast may be mad, but he&#039;s not stupid; he sees what Sanek is doing and faces a choice: get tangled up in the vines and give his prey a chance to escape, or let go. He waits until the last possible moment and lets go... but he uses his superior strength to shove his foe ahead of him and his self away! Sanek is now trapped in the vines--though he will be free soon, the Beast decides not to stick around. He knows that Sanek&#039;s wife is back in the temple; this fight will get a lot more interesting with a hostage in play...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Analysis&#039;&#039;&#039;: Here we have an example of how planning and quick thinking can both affect the outcome of a conflict as much as actual ability ratings. The Beast should have been dead going up unarmed against a fighter with Second Class Prowess, but thanks to his reputation as a prideful madman, Sanek did not suspect him to have prepared ahead of time. Later, when Sanek realized he was in trouble, his quick thinking allowed him to use his home turf as his advantage. The player need not have ever mentioned &amp;quot;strangle vines&amp;quot; before; Sanek&#039;s home had already been described as a dangerous jungle in a fantasy-type world, it would be entirely reasonable to assume something like that lived there. Finally, unwilling to give Sanek any more time to come up with something clever, the Beast plays dirty and goes after a mortal that means something to his foe. If he hadn&#039;t studied Sanek, if he didn&#039;t know his wife was there, the Beast wouldn&#039;t have been able to pull that trick.&lt;br /&gt;
&lt;br /&gt;
====A clash of armies====&lt;br /&gt;
Jules has decided to take over Olympus by force. He is High-numbered class in all four abilities, and has gathered armies from all across the multiverse who believe they&#039;re in a holy war to retake Heaven from wicked gods and put Jules on his rightful throne. His enemies know he&#039;s coming, however, and Hermes has used World-Walking Mastery to plague Jules&#039; army with dangers along the road--diseases, natural disasters, even guerrilla warfare whittles his forces down to half what they once were. Jules doesn&#039;t care; with his high Fortitude and Might, these dangers don&#039;t bother him, and his armies are just means to an end. He marches on.&lt;br /&gt;
&lt;br /&gt;
They get to Olympus and the battle starts in earnest. Jules fights at the head of his army, and cuts through the defenders like a sickle through wheat. The soldiers are mostly mortals, maybe a few Heroic mortals, at best. They stand no chance, and so he cuts through them. His own soldiers are also mortal, however--he spent no points on them, he just traveled the roads between worlds until he found as many as he could--so they are, at best, evenly matched with the defenders; at worst, they are slightly disadvantaged since they are unfamiliar with the land and are an invading force. They lose about as many as they kill. After fighting all day, Jules&#039; force is down to about a quarter of what it once was as they approach the base of Mount Olympus. He is not even tired yet, so he presses on. Now that they&#039;re ascending the mountain, the path is narrow and Jules can face his opponents by himself. He cuts them down, one at a time, as his forces follow. The defenders rain down arrows and rocks upon the invaders, though, so Jules&#039; army still suffers losses. All night Jules presses forward, and all night his enemies and his allies tumble from the path. At dawn, his force is all but depleted yet he has reached the summit. Even with his great Fortitude he has started to grow weary, but he still feels he can take any god one on one. &lt;br /&gt;
&lt;br /&gt;
The gods who hold Olympus have no such plans. Hermes speaks an Ineffable Name that weakens Jules for but a moment, but it is in that moment that Hecate casts a spell that slams Jules with a mighty burst of wind. If he was in his top condition, Jules might&#039;ve been able to shrug it off. However, the Ineffable Name combined with Jules already being weary means that he was knocked back, and from the summit of Olympus, there is only one direction to go. Jules tumbles, like so many of his men before him, back down the side of the mountain. What took him all night to climb passes by in a minute. When he finally comes to a stop upon the piles of the dead below, he still lives but he will not be fighting again for a long time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Analysis&#039;&#039;&#039;: Here we see Jules falling victim to his on hubris. He sees his own mighty abilities and believes himself invincible; indeed, even a fall from Mount Olympus didn&#039;t kill him so, in a way, he was right. But no planning or forethought was put into his attack. His opponents--though weaker individually--held a position of defense, attacked him from afar whenever they could, and allowed Jules to expend all his energy proving how badass he was.&lt;br /&gt;
&lt;br /&gt;
===Strategies for Effective Actions===&lt;br /&gt;
Various games we&#039;ve used in the past have sought to encourage descriptions beyond &amp;quot;I hit him with my sword&amp;quot; for actions. In this game, it&#039;s not just about bonuses, it&#039;s about doing anything at all.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Advantages&amp;diff=281355</id>
		<title>The Throne War:Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Advantages&amp;diff=281355"/>
		<updated>2015-04-19T14:50:37Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Advantage Auction==&lt;br /&gt;
These advantages go to the highest bidder; losers pay nothing.&lt;br /&gt;
&lt;br /&gt;
====Allies====&lt;br /&gt;
Allies are loyal and trustworthy in their own way. They are NPCs run by the narrator, and will do what they can to help you but are not mindless slaves. If you win the auction, be ready to explain your history with these figures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cyclopes&#039;&#039;&#039;: Brontes (the Thunderer), Sterodes (the Lightning), and Arges (the Bright One), three of Gaea&#039;s children and the finest craftsman in the multiverse. Without their support and their forging of the weapons of the gods, Zeus and his family would have had a very hard time overcoming the Titans. Now, they support you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hecate&#039;&#039;&#039;: The greatest sorceress to ever live, pure and simple. She is as inscrutable and mysterious as she is powerful. For some reason, she likes you... or is might be more accurate to say you&#039;re useful to her. Whether she&#039;s helping you or you&#039;re helping her, you&#039;re just glad she&#039;s on your side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iris&#039;&#039;&#039;: As beautiful as her sisters, the harpies, are ugly, this goddess was one of Zeus&#039; messengers. She is incredibly fast; perhaps only Hermes is faster, but she&#039;s far more reliable than that scoundrel. For one reason or another, she supports your goals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ares&#039;&#039;&#039;: A lot of people see this son of Zeus as an asshole at best and a cowardly bully at worst, but you&#039;ve always gotten along with him. Maybe he looks at you as a little brother, or maybe you share a mutual respect. He&#039;s publicly hinted that he believes the throne should pass to him; he probably believes that, though he must be influenced--at least subconsciously--by the fact that it will be the greatest war since the overthrow of the Titans. If you have your own plans for the throne, it&#039;s probably best to leak the news to the God of War gently. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prometheus&#039;&#039;&#039;: The Lord of Forethought, the Firebringer, Defender of Mortals; Prometheus has always been the wisest of the immortals and a constant rebel against unjust authority. Since his eons of imprisonment and torture by Zeus, however, the Titan has been somewhat humbled. If only there was a god of therapists, someone might be able to diagnose him with PTSD and get him help. He is free, now, thanks to the help of Heracles and the noble Chiron taking his place, and he is loath to get involved in anything that might get himself or others in a situation like that again. Still, the death of Zeus has got to cheer him a little bit.&lt;br /&gt;
&lt;br /&gt;
====Unique Advantages====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Destiny&#039;&#039;&#039;: On the morn of the day mighty Zeus was killed, the Oracle at Delphi screamed out your character&#039;s name in the midst of her visions. Some believe this means you may have had a hand in Zeus&#039; assassination; others think this means you are fated to take his place. No one really knows because she was struck dead before she could recount her prophecy to the scribes. Well... I say &amp;quot;no one,&amp;quot; but obviously she knows, and she&#039;s taken this knowledge with her to the Underworld.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mystery box&#039;&#039;&#039;: It&#039;s a box. Someone believed you should have it. If you win, I tell you what&#039;s in it.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Advantages&amp;diff=281354</id>
		<title>The Throne War:Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Advantages&amp;diff=281354"/>
		<updated>2015-04-19T14:15:25Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Advantage Auction==&lt;br /&gt;
These advantages go to the highest bidder; losers pay nothing.&lt;br /&gt;
&lt;br /&gt;
====Allies====&lt;br /&gt;
Allies are loyal and trustworthy in their own way. They are NPCs run by the narrator, and will do what they can to help you but are not mindless slaves. If you win the auction, be ready to explain your history with these figures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cyclopes&#039;&#039;&#039;: Brontes (the Thunderer), Sterodes (the Lightning), and Arges (the Bright One), three of Gaea&#039;s children and the finest craftsman in the multiverse. Without their support and their forging of the weapons of the gods, Zeus and his family would have had a very hard time overcoming the Titans. Now, they support you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hecate&#039;&#039;&#039;: The greatest sorceress to ever live, pure and simple. She is as inscrutable and mysterious as she is powerful. For some reason, she likes you... or is might be more accurate to say you&#039;re useful to her. Whether she&#039;s helping you or you&#039;re helping her, you&#039;re just glad she&#039;s on your side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ares&#039;&#039;&#039;: A lot of people see this son of Zeus as an asshole, but you&#039;ve always gotten along with him. Maybe he looks at you as a little brother, or maybe you share a mutual respect. He&#039;s publicly hinted that he believes the throne should pass to him; he probably believes that, though he must be influenced--at least subconsciously--by the fact that it will be the greatest war since the overthrow of the Titans. &lt;br /&gt;
&lt;br /&gt;
====Unique Advantages====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Destiny&#039;&#039;: On the morn of the day mighty Zeus was killed, the Oracle at Delphi screamed out your character&#039;s name in the midst of her visions. Some believe this means you may have had a hand in Zeus&#039; assassination; others think this means you are fated to take his place. No one really knows because she was struck dead before she could recount her prophecy to the scribes. Well... I say &amp;quot;no one,&amp;quot; but obviously she knows, and she&#039;s taken this knowledge with her to the Underworld.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mystery box&#039;&#039;: It&#039;s a box. Someone believed you should have it. If you win, I tell you what&#039;s in it.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Advantages&amp;diff=281337</id>
		<title>The Throne War:Advantages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Advantages&amp;diff=281337"/>
		<updated>2015-04-18T23:48:28Z</updated>

		<summary type="html">&lt;p&gt;Sovem: Created page with &amp;quot;The_Throne_War:Main_Page&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The_Throne_War:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Abilities&amp;diff=281334</id>
		<title>The Throne War:Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Abilities&amp;diff=281334"/>
		<updated>2015-04-18T15:41:20Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Ego==&lt;br /&gt;
Ego is an ability that governs a character’s psychic will&lt;br /&gt;
and degree of omniscience. A normal mortal has little&lt;br /&gt;
power in this respect, with only a few manifesting some&lt;br /&gt;
mild empathy or psychic sensitivity. Particularly heroic&lt;br /&gt;
individuals possess a strong willpower.&lt;br /&gt;
&lt;br /&gt;
The Importance of Ego is that many of the powers&lt;br /&gt;
of the immortals are governed by this ability. A character&lt;br /&gt;
with a high class in Ego can use divine powers to greater&lt;br /&gt;
effect. Even without powers, Ego can be used to probe&lt;br /&gt;
minds or dominate the wills of lesser beings, as well as&lt;br /&gt;
mentally attack or have silent telepathic conversations&lt;br /&gt;
with them. It can also be used to protect oneself from&lt;br /&gt;
psychic assault, domination, and interference.&lt;br /&gt;
&lt;br /&gt;
Ego’s Benefits: A character with a high class in Ego&lt;br /&gt;
can easily read the mind of mortals, or even magical&lt;br /&gt;
or immortal beings who have a low class in this ability.&lt;br /&gt;
Certain powers can make this easier, but even without&lt;br /&gt;
any powers, a character with a good Ego ability can&lt;br /&gt;
contact another being’s mind by physically touching&lt;br /&gt;
them or making prolonged eye-contact.&lt;br /&gt;
&lt;br /&gt;
==Might==&lt;br /&gt;
Might is the ability that measures a character’s&lt;br /&gt;
physical strength. Someone with a high class in this&lt;br /&gt;
ability is vastly stronger than a regular mortal. Might&lt;br /&gt;
governs everything related to lifting, pushing, breaking&lt;br /&gt;
objects, or any other application of brute force. It also&lt;br /&gt;
determines how effective a character’s physical damage&lt;br /&gt;
is, along with the degree of damage that can be dealt&lt;br /&gt;
with a physical attack.&lt;br /&gt;
&lt;br /&gt;
The Importance of Might is that it represents the&lt;br /&gt;
power of a character’s bare hands. It is something that&lt;br /&gt;
is almost always available, even when other powers or&lt;br /&gt;
abilities are not. It is the most reliable of abilities in that&lt;br /&gt;
sense, so long as a character can rely on brute force to&lt;br /&gt;
deal with a problem. Might is not an elegant ability, but&lt;br /&gt;
there are lots of situations in the game that can call for&lt;br /&gt;
reliable, vulgar solutions.&lt;br /&gt;
&lt;br /&gt;
Might’s Benefits: A character with a high class in&lt;br /&gt;
Might is able to defeat any mortal in a test of strength&lt;br /&gt;
or hand-to-hand combat. He is also able to lift large&lt;br /&gt;
objects easily or tear a large tree out by its roots. An&lt;br /&gt;
exceptionally-high class means being able to throw a&lt;br /&gt;
tree like a spear or punch a hole into a metal wall.&lt;br /&gt;
&lt;br /&gt;
==Fortitude==&lt;br /&gt;
Fortitude is the ability that measures a character’s&lt;br /&gt;
endurance, resistance, and healing. While a normal&lt;br /&gt;
human can never regrow a lost arm, someone with&lt;br /&gt;
moderate class in Fortitude can eventually recover&lt;br /&gt;
the arm over the course of years, and a character with&lt;br /&gt;
exceptional class regains any lost limb in mere weeks.&lt;br /&gt;
&lt;br /&gt;
The Importance of Fortitude is that it determines&lt;br /&gt;
the magnitude and duration of powers. Those with the&lt;br /&gt;
blood of the gods in their veins can fight much longer&lt;br /&gt;
than mortals, survive horrific injuries, or even recover&lt;br /&gt;
from wounds that would normally be fatal. Fortitude&lt;br /&gt;
also regulates how long a character can keep going&lt;br /&gt;
before collapsing from exhaustion. In many situations,&lt;br /&gt;
a character with superior Fortitude has a significant&lt;br /&gt;
advantage if matched against someone of similar Might.&lt;br /&gt;
&lt;br /&gt;
Fortitude’s Benefits: A character with a high class&lt;br /&gt;
in Fortitude can continue to fight, run, and generally&lt;br /&gt;
engage in strenuous activity for hours or days on end.&lt;br /&gt;
He requires less sleep and less recovery time from&lt;br /&gt;
wounds or exhaustion. Immortals can also regenerate&lt;br /&gt;
from injuries or even regrow lost limbs; a character with&lt;br /&gt;
a high class in Fortitude can accomplish this healing&lt;br /&gt;
faster than others, even without shapeshifting powers.&lt;br /&gt;
&lt;br /&gt;
==Prowess==&lt;br /&gt;
Prowess is the ability that represents a character’s&lt;br /&gt;
dexterity, skill at arms, and strategic thinking. It governs&lt;br /&gt;
any situation involving armed combat, leading troops in&lt;br /&gt;
battle, and playing games of strategy. It can even apply to&lt;br /&gt;
most tasks that require organizational thinking, such as&lt;br /&gt;
performing choreography for a dance troupe.&lt;br /&gt;
&lt;br /&gt;
The Importance of Prowess is that it reflects a&lt;br /&gt;
character’s combat ability. As in most roleplaying games,&lt;br /&gt;
it is assumed that combat is a fairly regular occurrence.&lt;br /&gt;
Not only does Prowess measure how good a character&lt;br /&gt;
is with a sword, spear, gun, shield, or other kind of&lt;br /&gt;
weapon, it also gauges his ability to maneuver a vehicle,&lt;br /&gt;
lead a force in battle, and perform general strategic and&lt;br /&gt;
organizational tasks. In short, Prowess reflects talent.&lt;br /&gt;
&lt;br /&gt;
Prowess’ Benefits: Prowess helps anticipate&lt;br /&gt;
ambushes, lead forces to victory, and master weapons&lt;br /&gt;
that are formerly unknown. A moderate class in Prowess&lt;br /&gt;
means stopping a large number of mortal assailants,&lt;br /&gt;
while a high class can be used to single-handedly fight&lt;br /&gt;
off small armies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From &#039;&#039;&#039;Lords of Olympus,&#039;&#039;&#039; page 6&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Some Examples===&lt;br /&gt;
*&#039;&#039;&#039;Ego&#039;&#039;&#039;: The Elves of the Lord of the Rings movies are a great example of Olympian class Egos. Think about the way Galadriel could carry on simultaneous conversations out loud and in mens&#039; minds with eye contact, or could know a person&#039;s history just by locking gazes with them.&lt;br /&gt;
*&#039;&#039;&#039;Might&#039;&#039;&#039;: Heracles is the classic example of Might. &#039;nuff said.&lt;br /&gt;
*&#039;&#039;&#039;Fortitude&#039;&#039;&#039;: Most action movie heroes would have a high Fortitude. Their ability to keep pushing on, despite all their injuries and exhaustion, is a perfect example.&lt;br /&gt;
*&#039;&#039;&#039;Prowess&#039;&#039;&#039;: Think about how in classic kung fu movies, those who are masters at kung fu also tend to be skilled at everything they do. Prowess tends to work like that.&lt;br /&gt;
&lt;br /&gt;
Back to [[The_Throne_War:Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281305</id>
		<title>The Throne War:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281305"/>
		<updated>2015-04-17T11:56:07Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Throne War==&lt;br /&gt;
This is the Wiki for my game, The Throne War, using both Storium and the Lords of Olympus rpg.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*[[The_Throne_War:Auction|Character Creation]]&lt;br /&gt;
*[[The_Throne_War:Abilities|Abilities]]&lt;br /&gt;
*[[The_Throne_War:Classes|Ability Classes]]&lt;br /&gt;
*[[The_Throne_War:Powers|Powers]]&lt;br /&gt;
*[[The_Throne_War:Resolution|Task Resolution]] &#039;&#039;(aka, &amp;quot;How does a diceless system work???&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
&#039;&#039;(Work in progress)&#039;&#039;&lt;br /&gt;
*[[The_Throne_War:Multiverse|The Multiverse]]&lt;br /&gt;
*[[The_Throne_War:Dramatis Personae|The Gods]]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281281</id>
		<title>The Throne War:Auction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281281"/>
		<updated>2015-04-16T19:39:16Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
==Backstory==&lt;br /&gt;
The key to any fun game is to have a character you care about, and the best way to get invested is to have a well thought out backstory. &lt;br /&gt;
&lt;br /&gt;
Your character can come from literally anywhere, thanks to the nature of the multiverse, which can be overwhelming. Try to narrow your options down, first, to characters that you think would be &#039;&#039;interesting&#039;&#039; to play. Sure, you could play the ruler of a world with legions of super-powerful warriors worshiping your footsteps... but for how long will that be interesting? First off, for your super-legions to mean anything outside of their home world you&#039;d have to spend a percentage of your starting 100 points--which could be doable if you budget well. But, secondly, wouldn&#039;t it be more fun to play the recently deposed regent, struggling both at home to regain what was yours, and in Olympus to claim what you feel belongs to you? Or, perhaps, a king without a country--someone whose vast armies were recently decimated and, though you can&#039;t yet prove it, you&#039;re positive one of your jealous cousins had a hand in the cataclysm? Think about any story you&#039;re a fan of; the most powerful character in it is rarely the most interesting. Plus, as Zeus recently learned, mo&#039; power, mo&#039; problems!&lt;br /&gt;
&lt;br /&gt;
With all that in mind, though, do feel free to make a character from anywhere that could conceivably exist in the multiverse; even licensed works, if you really want to--this is a private game, after all. As I mentioned in the synopsis, you can grow up knowing who you are or not, but you should, at least, have known about Olympus and the multiverse for a little while before the game starts, even if you don&#039;t know who your true parents are.&lt;br /&gt;
&lt;br /&gt;
Think of the kind of character you want to play, a bit of his or her history (how many worlds has he visited? who taught him to use his powers? how old is he (if you take the Immortality power, you could be quite ancient, indeed)? are your abilities at their levels because of natural talent, or decades of practice? which powers would you like to have, and which ones are essential for your backstory? Having a good answer to all these questions will greatly aid you going in to the auction and character creation process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ability Auction==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how this will work: I will say which ability is up for auction. Everyone will PM me their secret bids. You may bid 0, if you want; you are still Olympian at that level (see [[The_Throne_War:Classes|The class breakdown]] for what that means) and can bid later, before I call &amp;quot;Sold!&amp;quot;. Once all the bids are in, I will announce the highest bid (though not who bid it) and ask if anyone wants to beat it. The bidding war begins. Any points you bid, you&#039;ve spent; you can&#039;t take them back. When no one&#039;s bid for 24 hours or everyone declares they&#039;re done bidding, whoever placed the highest bid is now First Class in that ability. Whoever spent the next most points is now Second Class, and so on. At that point, it doesn&#039;t matter if First Class went for 15 points or 50, First Class is First Class. Also, it doesn&#039;t matter if the gap between two classes is a small point jump or a large one, the difference in ability is the same (the only point where it matters is in character advancement). If you never raised your bid above 0, you are considered Olympian Class; you can choose to &amp;quot;sell down&amp;quot; your ability to Heroic or even Mortal class at this point, but if you&#039;ve bid even 1 point, you cannot sell down your ability. After the auction is over, you can also choose to raise up your ability to a higher class; you must spend the difference between your bid and the bid for the class you want. You will then be considered &amp;quot;Tied X class,&amp;quot; which is slightly weaker than X class, but higher than the class below it.&lt;br /&gt;
&lt;br /&gt;
We will go through each ability like that, one by one. Pay attention to the description of what [[The_Throne_War:Abilities|each ability does]] and [[The_Throne_War:Classes|what the classes mean]]. It pays to plan ahead. Know what powers you plan on getting, how much you have budgeted for abilities and what you&#039;re willing to sacrifice on to get what you want. It also pays to know what you&#039;re &#039;&#039;not&#039;&#039; willing to sacrifice; &amp;quot;buyer beware,&amp;quot; the auction can be brutal, especially to those who don&#039;t think before they bid, but it&#039;s not the end-all-be-all of the game, either. Roll with the punches and play smart.&lt;br /&gt;
&lt;br /&gt;
==Advantage Auction==&lt;br /&gt;
The beginning of each of these will start the same--I&#039;ll announce what&#039;s up for grab, and everyone can send me their secret bids (be sure to let me know if your bid is 0). I&#039;ll announce the highest bid and the race is on. &#039;&#039;Unlike&#039;&#039; the ability auction, only the winner pays the points--everyone else spends nothing.&lt;br /&gt;
&lt;br /&gt;
==Finishing up==&lt;br /&gt;
Here&#039;s where you buy your powers and finish fleshing out your character. If you&#039;ve spent too many points, however many points you are above 100 becomes a negative rating of &#039;&#039;&#039;Bad Luck&#039;&#039;&#039;. Bad Luck is bad, and will influence how things go for your character. You can&#039;t go below -10 points of Bad Luck. If you have points leftover after you&#039;ve bought everything you want, these become points of &#039;&#039;&#039;Good Luck&#039;&#039;&#039;. Good Luck is good, and will incline me to make things  go well for your character.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281277</id>
		<title>The Throne War:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281277"/>
		<updated>2015-04-16T19:30:43Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Throne War==&lt;br /&gt;
This is the Wiki for my game, The Throne War, using both Storium and the Lords of Olympus rpg.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*[[The_Throne_War:Abilities|Abilities]]&lt;br /&gt;
*[[The_Throne_War:Classes|Ability Classes]]&lt;br /&gt;
*[[The_Throne_War:Powers|Powers]]&lt;br /&gt;
*[[The_Throne_War:Auction|Character Creation]]&lt;br /&gt;
*[[The_Throne_War:Resolution|Task Resolution]] &#039;&#039;(aka, &amp;quot;How does a diceless system work???&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
&#039;&#039;(Work in progress)&#039;&#039;&lt;br /&gt;
*[[The_Throne_War:Multiverse|The Multiverse]]&lt;br /&gt;
*[[The_Throne_War:Dramatis Personae|The Gods]]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281276</id>
		<title>The Throne War:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281276"/>
		<updated>2015-04-16T17:24:29Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Some Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Non-Random Mechanics==&lt;br /&gt;
A roleplaying game where characters have stats but no random element--no rolling for successes or to beat a difficulty--may seem counter-intuitive but, in a way, we&#039;ve all been doing it since we started playing Storium! When we make a move and play a card on a challenge, we&#039;re describing our character&#039;s actions according to how we understand their abilities. We don&#039;t question whether Draega can hit something with a throwing knife, we know that the only reason he would miss is if there was an extenuating circumstance in-story--he&#039;s going up against a foe with vastly superior skills, for instance, or perhaps he&#039;s been poisoned and is fighting off a weakened state! In Storium, we narrate what our characters can do and what they&#039;re &#039;&#039;trying&#039;&#039; to accomplish, only narrating their success (or failure) once all the cards have been played. &lt;br /&gt;
&lt;br /&gt;
Make your moves in &#039;&#039;&#039;The Throne War&#039;&#039;&#039; the same way you would in any Storium game, just without the cards. Your stats will tell you what your character can and can not do. When success is called into question--when you are fighting a closely matched foe, for instance--your choices in-game, i.e., your strategies, will help me, as narrator, decide who wins. I will make it obvious in my narration which direction a conflict is moving, allowing all parties involved the time to try different strategies and pull different tricks from their sleeves. In the end, though, the narrator is the final arbiter of the outcome of a conflict; no different than if a challenge in standard Storium was completed with a Neutral outcome.&lt;br /&gt;
&lt;br /&gt;
===Some Examples===&lt;br /&gt;
====One on one combat====&lt;br /&gt;
Sanek is an ancient dragon warrior, Second Class in Prowess and Might but Olympian class in Fortitude and Ego. His foe, a Khaos-worshipping madman who is called, most often, simply &amp;quot;the Beast,&amp;quot; is First Class in Might, Third Class in Fortitude and Olympian in the others. The Beast has tracked Sanek to his jungle temple with one goal: the destruction of his rival.&lt;br /&gt;
&lt;br /&gt;
The Beast has no hope of sneaking up on Sanek--he knows he is greatly outclassed in Prowess, the ability to analyze and detect incoming threats, even subconsciously--and so, prideful as always, he marches out of the jungle into the courtyard and loudly invites Sanek to die. Sanek has seen the Beast fight first hand, and knows he is know match for the madman&#039;s strength--in hand to hand combat, he will lose--so he picks up his sword, a massive claymore that a mortal would barely be able to lift but is light as a rapier to him, and walks down to the courtyard to fight.&lt;br /&gt;
&lt;br /&gt;
After unpleasantries are exchanged, the Beast lunges for Sanek&#039;s throat. Sanek fights cautiously, giving away ground as needed to keep the Beast at sword&#039;s-length away. He&#039;s counting on the nicks and cuts he deals to the Beast to begin adding up, hoping the blood loss will lead to him making a mistake and give up an advantage. The Beast charges in for a full attack, heedless of the danger, only trying to get his hands on Sanek. Something&#039;s not right... Sanek has scored a dozen hits on his opponent yet he hasn&#039;t slowed down; he&#039;s not even bleeding! Sanek realizes that the Beast has used Metamorphosis to give himself a thick, scaly hide on his arms and his chest; he couldn&#039;t see it, before, because of the Beast&#039;s clothes! Now he understands why the Beast rushed headlong! It would take a strong, decisive strike for Sanek to pierce the thick hide with his sword... and the Beast would welcome such an attack since it would allow him to get his hands on Sanek!&lt;br /&gt;
A mad glee spreads across the Beast&#039;s face as he watches the realization dawn on the dragon warrior: if Sanek does not go on the offensive, it becomes a battle of attrition, and the Beast&#039;s Fortitude is much higher than Sanek&#039;s. But if Sanek goes on the offensive, he&#039;ll leave himself open to counterattack, giving the Beast an opportunity to grab him! Things are not looking good for the dragon warrior. He goes completely on the defensive, no longer worrying about trying to inflict injury, now he&#039;s just doing everything possible to keep the Beast back while he thinks of something. The Beast will not give him that opportunity, though; using Metamorphosis, he&#039;s slowly elongating his arms with each swing, soon the length of the sword will be irrelevant! Sanek&#039;s mind races; he&#039;s on his home turf, what could give him an advantage? Yes, that&#039;s it--the strangle vines! Animate, voracious vines that reach out to ensnare prey exist in this jungle; they won&#039;t stop the Beast, but they could impede him enough to give Sanek the opening he needs!&lt;br /&gt;
&lt;br /&gt;
It&#039;s too late, though, he can&#039;t make it in time. If he had planned it from the beginning, it&#039;d be different, but the Beast&#039;s arms are now long enough. He rushes Sanek, grabbing the warrior&#039;s arms--ignoring the cut he gains in return, he wrestles Sanek to the ground. Sanek is no weakling--the Beast can&#039;t simply snap his neck and be done with him--but, try as he might, Sanek can&#039;t escape, and he can&#039;t overpower the Beast. He &#039;&#039;can&#039;&#039;, however, still move, and he&#039;s strong enough to move the Beast, too. As the Beast chokes him towards unconsciousness, he starts rolling and the two of them tumble towards the vines--if they&#039;re both ensnared, he&#039;ll be able to get away!&lt;br /&gt;
&lt;br /&gt;
The Beast may be mad, but he&#039;s not stupid; he sees what Sanek is doing and faces a choice: get tangled up in the vines and give his prey a chance to escape, or let go. He waits until the last possible moment and lets go... but he uses his superior strength to shove his foe ahead of him and his self away! Sanek is now trapped in the vines--though he will be free soon, the Beast decides not to stick around. He knows that Sanek&#039;s wife is back in the temple; this fight will get a lot more interesting with a hostage in play...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Analysis&#039;&#039;&#039;: Here we have an example of how planning and quick thinking can both affect the outcome of a conflict as much as actual ability ratings. The Beast should have been dead going up unarmed against a fighter with Second Class Prowess, but thanks to his reputation as a prideful madman, Sanek did not suspect him to have prepared ahead of time. Later, when Sanek realized he was in trouble, his quick thinking allowed him to use his home turf as his advantage. The player need not have ever mentioned &amp;quot;strangle vines&amp;quot; before; Sanek&#039;s home had already been described as a dangerous jungle in a fantasy-type world, it would be entirely reasonable to assume something like that lived there. Finally, unwilling to give Sanek any more time to come up with something clever, the Beast plays dirty and goes after a mortal that means something to his foe. If he hadn&#039;t studied Sanek, if he didn&#039;t know his wife was there, the Beast wouldn&#039;t have been able to pull that trick.&lt;br /&gt;
&lt;br /&gt;
====A clash of armies====&lt;br /&gt;
Jules has decided to take over Olympus by force. He is High-numbered class in all four abilities, and has gathered armies from all across the multiverse who believe they&#039;re in a holy war to retake Heaven from wicked gods and put Jules on his rightful throne. His enemies know he&#039;s coming, however, and Hermes has used World-Walking Mastery to plague Jules&#039; army with dangers along the road--diseases, natural disasters, even guerrilla warfare whittles his forces down to half what they once were. Jules doesn&#039;t care; with his high Fortitude and Might, these dangers don&#039;t bother him, and his armies are just means to an end. He marches on.&lt;br /&gt;
&lt;br /&gt;
They get to Olympus and the battle starts in earnest. Jules fights at the head of his army, and cuts through the defenders like a sickle through wheat. The soldiers are mostly mortals, maybe a few Heroic mortals, at best. They stand no chance, and so he cuts through them. His own soldiers are also mortal, however--he spent no points on them, he just traveled the roads between worlds until he found as many as he could--so they are, at best, evenly matched with the defenders; at worst, they are slightly disadvantaged since they are unfamiliar with the land and are an invading force. They lose about as many as they kill. After fighting all day, Jules&#039; force is down to about a quarter of what it once was as they approach the base of Mount Olympus. He is not even tired yet, so he presses on. Now that they&#039;re ascending the mountain, the path is narrow and Jules can face his opponents by himself. He cuts them down, one at a time, as his forces follow. The defenders rain down arrows and rocks upon the invaders, though, so Jules&#039; army still suffers losses. All night Jules presses forward, and all night his enemies and his allies tumble from the path. At dawn, his force is all but depleted yet he has reached the summit. Even with his great Fortitude he has started to grow weary, but he still feels he can take any god one on one. &lt;br /&gt;
&lt;br /&gt;
The gods who hold Olympus have no such plans. Hermes speaks an Ineffable Name that weakens Jules for but a moment, but it is in that moment that Hecate casts a spell that slams Jules with a mighty burst of wind. If he was in his top condition, Jules might&#039;ve been able to shrug it off. However, the Ineffable Name combined with Jules already being weary means that he was knocked back, and from the summit of Olympus, there is only one direction to go. Jules tumbles, like so many of his men before him, back down the side of the mountain. What took him all night to climb passes by in a minute. When he finally comes to a stop upon the piles of the dead below, he still lives but he will not be fighting again for a long time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Analysis&#039;&#039;&#039;: Here we see Jules falling victim to his on hubris. He sees his own mighty abilities and believes himself invincible; indeed, even a fall from Mount Olympus didn&#039;t kill him so, in a way, he was right. But no planning or forethought was put into his attack. His opponents--though weaker individually--held a position of defense, attacked him from afar whenever they could, and allowed Jules to expend all his energy proving how badass he was.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281275</id>
		<title>The Throne War:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281275"/>
		<updated>2015-04-16T17:23:10Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Some Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Non-Random Mechanics==&lt;br /&gt;
A roleplaying game where characters have stats but no random element--no rolling for successes or to beat a difficulty--may seem counter-intuitive but, in a way, we&#039;ve all been doing it since we started playing Storium! When we make a move and play a card on a challenge, we&#039;re describing our character&#039;s actions according to how we understand their abilities. We don&#039;t question whether Draega can hit something with a throwing knife, we know that the only reason he would miss is if there was an extenuating circumstance in-story--he&#039;s going up against a foe with vastly superior skills, for instance, or perhaps he&#039;s been poisoned and is fighting off a weakened state! In Storium, we narrate what our characters can do and what they&#039;re &#039;&#039;trying&#039;&#039; to accomplish, only narrating their success (or failure) once all the cards have been played. &lt;br /&gt;
&lt;br /&gt;
Make your moves in &#039;&#039;&#039;The Throne War&#039;&#039;&#039; the same way you would in any Storium game, just without the cards. Your stats will tell you what your character can and can not do. When success is called into question--when you are fighting a closely matched foe, for instance--your choices in-game, i.e., your strategies, will help me, as narrator, decide who wins. I will make it obvious in my narration which direction a conflict is moving, allowing all parties involved the time to try different strategies and pull different tricks from their sleeves. In the end, though, the narrator is the final arbiter of the outcome of a conflict; no different than if a challenge in standard Storium was completed with a Neutral outcome.&lt;br /&gt;
&lt;br /&gt;
===Some Examples===&lt;br /&gt;
&lt;br /&gt;
Sanek is an ancient dragon warrior, Second Class in Prowess and Might but Olympian class in Fortitude and Ego. His foe, a Khaos-worshipping madman who is called, most often, simply &amp;quot;the Beast,&amp;quot; is First Class in Might, Third Class in Fortitude and Olympian in the others. The Beast has tracked Sanek to his jungle temple with one goal: the destruction of his rival.&lt;br /&gt;
&lt;br /&gt;
The Beast has no hope of sneaking up on Sanek--he knows he is greatly outclassed in Prowess, the ability to analyze and detect incoming threats, even subconsciously--and so, prideful as always, he marches out of the jungle into the courtyard and loudly invites Sanek to die. Sanek has seen the Beast fight first hand, and knows he is know match for the madman&#039;s strength--in hand to hand combat, he will lose--so he picks up his sword, a massive claymore that a mortal would barely be able to lift but is light as a rapier to him, and walks down to the courtyard to fight.&lt;br /&gt;
&lt;br /&gt;
After unpleasantries are exchanged, the Beast lunges for Sanek&#039;s throat. Sanek fights cautiously, giving away ground as needed to keep the Beast at sword&#039;s-length away. He&#039;s counting on the nicks and cuts he deals to the Beast to begin adding up, hoping the blood loss will lead to him making a mistake and give up an advantage. The Beast charges in for a full attack, heedless of the danger, only trying to get his hands on Sanek. Something&#039;s not right... Sanek has scored a dozen hits on his opponent yet he hasn&#039;t slowed down; he&#039;s not even bleeding! Sanek realizes that the Beast has used Metamorphosis to give himself a thick, scaly hide on his arms and his chest; he couldn&#039;t see it, before, because of the Beast&#039;s clothes! Now he understands why the Beast rushed headlong! It would take a strong, decisive strike for Sanek to pierce the thick hide with his sword... and the Beast would welcome such an attack since it would allow him to get his hands on Sanek!&lt;br /&gt;
A mad glee spreads across the Beast&#039;s face as he watches the realization dawn on the dragon warrior: if Sanek does not go on the offensive, it becomes a battle of attrition, and the Beast&#039;s Fortitude is much higher than Sanek&#039;s. But if Sanek goes on the offensive, he&#039;ll leave himself open to counterattack, giving the Beast an opportunity to grab him! Things are not looking good for the dragon warrior. He goes completely on the defensive, no longer worrying about trying to inflict injury, now he&#039;s just doing everything possible to keep the Beast back while he thinks of something. The Beast will not give him that opportunity, though; using Metamorphosis, he&#039;s slowly elongating his arms with each swing, soon the length of the sword will be irrelevant! Sanek&#039;s mind races; he&#039;s on his home turf, what could give him an advantage? Yes, that&#039;s it--the strangle vines! Animate, voracious vines that reach out to ensnare prey exist in this jungle; they won&#039;t stop the Beast, but they could impede him enough to give Sanek the opening he needs!&lt;br /&gt;
&lt;br /&gt;
It&#039;s too late, though, he can&#039;t make it in time. If he had planned it from the beginning, it&#039;d be different, but the Beast&#039;s arms are now long enough. He rushes Sanek, grabbing the warrior&#039;s arms--ignoring the cut he gains in return, he wrestles Sanek to the ground. Sanek is no weakling--the Beast can&#039;t simply snap his neck and be done with him--but, try as he might, Sanek can&#039;t escape, and he can&#039;t overpower the Beast. He &#039;&#039;can&#039;&#039;, however, still move, and he&#039;s strong enough to move the Beast, too. As the Beast chokes him towards unconsciousness, he starts rolling and the two of them tumble towards the vines--if they&#039;re both ensnared, he&#039;ll be able to get away!&lt;br /&gt;
&lt;br /&gt;
The Beast may be mad, but he&#039;s not stupid; he sees what Sanek is doing and faces a choice: get tangled up in the vines and give his prey a chance to escape, or let go. He waits until the last possible moment and lets go... but he uses his superior strength to shove his foe ahead of him and his self away! Sanek is now trapped in the vines--though he will be free soon, the Beast decides not to stick around. He knows that Sanek&#039;s wife is back in the temple; this fight will get a lot more interesting with a hostage in play...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Analysis&#039;&#039;&#039;: Here we have an example of how planning and quick thinking can both affect the outcome of a conflict as much as actual ability ratings. The Beast should have been dead going up unarmed against a fighter with Second Class Prowess, but thanks to his reputation as a prideful madman, Sanek did not suspect him to have prepared ahead of time. Later, when Sanek realized he was in trouble, his quick thinking allowed him to use his home turf as his advantage. The player need not have ever mentioned &amp;quot;strangle vines&amp;quot; before; Sanek&#039;s home had already been described as a dangerous jungle in a fantasy-type world, it would be entirely reasonable to assume something like that lived there. Finally, unwilling to give Sanek any more time to come up with something clever, the Beast plays dirty and goes after a mortal that means something to his foe. If he hadn&#039;t studied Sanek, if he didn&#039;t know his wife was there, the Beast wouldn&#039;t have been able to pull that trick.&lt;br /&gt;
&lt;br /&gt;
Jules has decided to take over Olympus by force. He is High-numbered class in all four abilities, and has gathered armies from all across the multiverse who believe they&#039;re in a holy war to retake Heaven from wicked gods and put Jules on his rightful throne. His enemies know he&#039;s coming, however, and Hermes has used World-Walking Mastery to plague Jules&#039; army with dangers along the road--diseases, natural disasters, even guerrilla warfare whittles his forces down to half what they once were. Jules doesn&#039;t care; with his high Fortitude and Might, these dangers don&#039;t bother him, and his armies are just means to an end. He marches on.&lt;br /&gt;
&lt;br /&gt;
They get to Olympus and the battle starts in earnest. Jules fights at the head of his army, and cuts through the defenders like a sickle through wheat. The soldiers are mostly mortals, maybe a few Heroic mortals, at best. They stand no chance, and so he cuts through them. His own soldiers are also mortal, however--he spent no points on them, he just traveled the roads between worlds until he found as many as he could--so they are, at best, evenly matched with the defenders; at worst, they are slightly disadvantaged since they are unfamiliar with the land and are an invading force. They lose about as many as they kill. After fighting all day, Jules&#039; force is down to about a quarter of what it once was as they approach the base of Mount Olympus. He is not even tired yet, so he presses on. Now that they&#039;re ascending the mountain, the path is narrow and Jules can face his opponents by himself. He cuts them down, one at a time, as his forces follow. The defenders rain down arrows and rocks upon the invaders, though, so Jules&#039; army still suffers losses. All night Jules presses forward, and all night his enemies and his allies tumble from the path. At dawn, his force is all but depleted yet he has reached the summit. Even with his great Fortitude he has started to grow weary, but he still feels he can take any god one on one. &lt;br /&gt;
&lt;br /&gt;
The gods who hold Olympus have no such plans. Hermes speaks an Ineffable Name that weakens Jules for but a moment, but it is in that moment that Hecate casts a spell that slams Jules with a mighty burst of wind. If he was in his top condition, Jules might&#039;ve been able to shrug it off. However, the Ineffable Name combined with Jules already being weary means that he was knocked back, and from the summit of Olympus, there is only one direction to go. Jules tumbles, like so many of his men before him, back down the side of the mountain. What took him all night to climb passes by in a minute. When he finally comes to a stop upon the piles of the dead below, he still lives but he will not be fighting again for a long time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Analysis&#039;&#039;&#039;: Here we see Jules falling victim to his on hubris. He sees his own mighty abilities and believes himself invincible; indeed, even a fall from Mount Olympus didn&#039;t kill him so, in a way, he was right. But no planning or forethought was put into his attack. His opponents--though weaker individually--held a position of defense, attacked him from afar whenever they could, and allowed Jules to expend all his energy proving how badass he was.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281273</id>
		<title>The Throne War:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281273"/>
		<updated>2015-04-16T16:39:37Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Some Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Non-Random Mechanics==&lt;br /&gt;
A roleplaying game where characters have stats but no random element--no rolling for successes or to beat a difficulty--may seem counter-intuitive but, in a way, we&#039;ve all been doing it since we started playing Storium! When we make a move and play a card on a challenge, we&#039;re describing our character&#039;s actions according to how we understand their abilities. We don&#039;t question whether Draega can hit something with a throwing knife, we know that the only reason he would miss is if there was an extenuating circumstance in-story--he&#039;s going up against a foe with vastly superior skills, for instance, or perhaps he&#039;s been poisoned and is fighting off a weakened state! In Storium, we narrate what our characters can do and what they&#039;re &#039;&#039;trying&#039;&#039; to accomplish, only narrating their success (or failure) once all the cards have been played. &lt;br /&gt;
&lt;br /&gt;
Make your moves in &#039;&#039;&#039;The Throne War&#039;&#039;&#039; the same way you would in any Storium game, just without the cards. Your stats will tell you what your character can and can not do. When success is called into question--when you are fighting a closely matched foe, for instance--your choices in-game, i.e., your strategies, will help me, as narrator, decide who wins. I will make it obvious in my narration which direction a conflict is moving, allowing all parties involved the time to try different strategies and pull different tricks from their sleeves. In the end, though, the narrator is the final arbiter of the outcome of a conflict; no different than if a challenge in standard Storium was completed with a Neutral outcome.&lt;br /&gt;
&lt;br /&gt;
===Some Examples===&lt;br /&gt;
&lt;br /&gt;
Sanek is an ancient dragon warrior, Second Class in Prowess and Might but Olympian class in Fortitude and Ego. His foe, a Khaos-worshipping madman who is called, most often, simply &amp;quot;the Beast,&amp;quot; is First Class in Might, Third Class in Fortitude and Olympian in the others. The Beast has tracked Sanek to his jungle temple with one goal: the destruction of his rival.&lt;br /&gt;
&lt;br /&gt;
The Beast has no hope of sneaking up on Sanek--he knows he is greatly outclassed in Prowess, the ability to analyze and detect incoming threats, even subconsciously--and so, prideful as always, he marches out of the jungle into the courtyard and loudly invites Sanek to die. Sanek has seen the Beast fight first hand, and knows he is know match for the madman&#039;s strength--in hand to hand combat, he will lose--so he picks up his sword, a massive claymore that a mortal would barely be able to lift but is light as a rapier to him, and walks down to the courtyard to fight.&lt;br /&gt;
&lt;br /&gt;
After unpleasantries are exchanged, the Beast lunges for Sanek&#039;s throat. Sanek fights cautiously, giving away ground as needed to keep the Beast at sword&#039;s-length away. He&#039;s counting on the nicks and cuts he deals to the Beast to begin adding up, hoping the blood loss will lead to him making a mistake and give up an advantage. The Beast charges in for a full attack, heedless of the danger, only trying to get his hands on Sanek. Something&#039;s not right... Sanek has scored a dozen hits on his opponent yet he hasn&#039;t slowed down; he&#039;s not even bleeding! Sanek realizes that the Beast has used Metamorphosis to give himself a thick, scaly hide on his arms and his chest; he couldn&#039;t see it, before, because of the Beast&#039;s clothes! Now he understands why the Beast rushed headlong! It would take a strong, decisive strike for Sanek to pierce the thick hide with his sword... and the Beast would welcome such an attack since it would allow him to get his hands on Sanek!&lt;br /&gt;
A mad glee spreads across the Beast&#039;s face as he watches the realization dawn on the dragon warrior: if Sanek does not go on the offensive, it becomes a battle of attrition, and the Beast&#039;s Fortitude is much higher than Sanek&#039;s. But if Sanek goes on the offensive, he&#039;ll leave himself open to counterattack, giving the Beast an opportunity to grab him! Things are not looking good for the dragon warrior. He goes completely on the defensive, no longer worrying about trying to inflict injury, now he&#039;s just doing everything possible to keep the Beast back while he thinks of something. The Beast will not give him that opportunity, though; using Metamorphosis, he&#039;s slowly elongating his arms with each swing, soon the length of the sword will be irrelevant! Sanek&#039;s mind races; he&#039;s on his home turf, what could give him an advantage? Yes, that&#039;s it--the strangle vines! Animate, voracious vines that reach out to ensnare prey exist in this jungle; they won&#039;t stop the Beast, but they could impede him enough to give Sanek the opening he needs!&lt;br /&gt;
&lt;br /&gt;
It&#039;s too late, though, he can&#039;t make it in time. If he had planned it from the beginning, it&#039;d be different, but the Beast&#039;s arms are now long enough. He rushes Sanek, grabbing the warrior&#039;s arms--ignoring the cut he gains in return, he wrestles Sanek to the ground. Sanek is no weakling--the Beast can&#039;t simply snap his neck and be done with him--but, try as he might, Sanek can&#039;t escape, and he can&#039;t overpower the Beast. He &#039;&#039;can&#039;&#039;, however, still move, and he&#039;s strong enough to move the Beast, too. As the Beast chokes him towards unconsciousness, he starts rolling and the two of them tumble towards the vines--if they&#039;re both ensnared, he&#039;ll be able to get away!&lt;br /&gt;
&lt;br /&gt;
The Beast may be mad, but he&#039;s not stupid; he sees what Sanek is doing and faces a choice: get tangled up in the vines and give his prey a chance to escape, or let go. He waits until the last possible moment and lets go... but he uses his superior strength to shove his foe ahead of him and his self away! Sanek is now trapped in the vines--though he will be free soon, the Beast decides not to stick around. He knows that Sanek&#039;s wife is back in the temple; this fight will get a lot more interesting with a hostage in play...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Analysis&#039;&#039;&#039;: Here we have an example of how planning and quick thinking can both affect the outcome of a conflict as much as actual ability ratings. The Beast should have been dead going up unarmed against a fighter with Second Class Prowess, but thanks to his reputation as a prideful madman, Sanek did not suspect him to have prepared ahead of time. Later, when Sanek realized he was in trouble, his quick thinking allowed him to use his home turf as his advantage. The player need not have ever mentioned &amp;quot;strangle vines&amp;quot; before; Sanek&#039;s home had already been described as a dangerous jungle in a fantasy-type world, it would be entirely reasonable to assume something like that lived there. Finally, unwilling to give Sanek any more time to come up with something clever, the Beast plays dirty and goes after a mortal that means something to his foe. If he hadn&#039;t studied Sanek, if he didn&#039;t know his wife was there, the Beast wouldn&#039;t have been able to pull that trick.&lt;br /&gt;
&lt;br /&gt;
Jules has decided to take over Olympus by force. He is High-numbered class in all four abilities, and has gathered armies from all across the multiverse who believe they&#039;re in a holy war to retake Heaven from wicked gods and put Jules on his rightful throne.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281272</id>
		<title>The Throne War:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281272"/>
		<updated>2015-04-16T16:26:22Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Some Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Non-Random Mechanics==&lt;br /&gt;
A roleplaying game where characters have stats but no random element--no rolling for successes or to beat a difficulty--may seem counter-intuitive but, in a way, we&#039;ve all been doing it since we started playing Storium! When we make a move and play a card on a challenge, we&#039;re describing our character&#039;s actions according to how we understand their abilities. We don&#039;t question whether Draega can hit something with a throwing knife, we know that the only reason he would miss is if there was an extenuating circumstance in-story--he&#039;s going up against a foe with vastly superior skills, for instance, or perhaps he&#039;s been poisoned and is fighting off a weakened state! In Storium, we narrate what our characters can do and what they&#039;re &#039;&#039;trying&#039;&#039; to accomplish, only narrating their success (or failure) once all the cards have been played. &lt;br /&gt;
&lt;br /&gt;
Make your moves in &#039;&#039;&#039;The Throne War&#039;&#039;&#039; the same way you would in any Storium game, just without the cards. Your stats will tell you what your character can and can not do. When success is called into question--when you are fighting a closely matched foe, for instance--your choices in-game, i.e., your strategies, will help me, as narrator, decide who wins. I will make it obvious in my narration which direction a conflict is moving, allowing all parties involved the time to try different strategies and pull different tricks from their sleeves. In the end, though, the narrator is the final arbiter of the outcome of a conflict; no different than if a challenge in standard Storium was completed with a Neutral outcome.&lt;br /&gt;
&lt;br /&gt;
===Some Examples===&lt;br /&gt;
&lt;br /&gt;
Sanek is an ancient dragon warrior, Second Class in Prowess and Might but Olympian class in Fortitude and Ego. His foe, a Khaos-worshipping madman who is called, most often, simply &amp;quot;the Beast,&amp;quot; is First Class in Might, Third Class in Fortitude and Olympian in the others. The Beast has tracked Sanek to his jungle temple with one goal: the destruction of his rival.&lt;br /&gt;
&lt;br /&gt;
The Beast has no hope of sneaking up on Sanek--he knows he is greatly outclassed in Prowess, the ability to analyze and detect incoming threats, even subconsciously--and so, prideful as always, he marches out of the jungle into the courtyard and loudly invites Sanek to die. Sanek has seen the Beast fight first hand, and knows he is know match for the madman&#039;s strength--in hand to hand combat, he will lose--so he picks up his sword, a massive claymore that a mortal would barely be able to lift but is light as a rapier to him, and walks down to the courtyard to fight.&lt;br /&gt;
&lt;br /&gt;
After unpleasantries are exchanged, the Beast lunges for Sanek&#039;s throat. Sanek fights cautiously, giving away ground as needed to keep the Beast at sword&#039;s-length away. He&#039;s counting on the nicks and cuts he deals to the Beast to begin adding up, hoping the blood loss will lead to him making a mistake and give up an advantage. The Beast charges in for a full attack, heedless of the danger, only trying to get his hands on Sanek. Something&#039;s not right... Sanek has scored a dozen hits on his opponent yet he hasn&#039;t slowed down; he&#039;s not even bleeding! Sanek realizes that the Beast has used Metamorphosis to give himself a thick, scaly hide on his arms and his chest; he couldn&#039;t see it, before, because of the Beast&#039;s clothes! Now he understands why the Beast rushed headlong! It would take a strong, decisive strike for Sanek to pierce the thick hide with his sword... and the Beast would welcome such an attack since it would allow him to get his hands on Sanek!&lt;br /&gt;
A mad glee spreads across the Beast&#039;s face as he watches the realization dawn on the dragon warrior: if Sanek does not go on the offensive, it becomes a battle of attrition, and the Beast&#039;s Fortitude is much higher than Sanek&#039;s. But if Sanek goes on the offensive, he&#039;ll leave himself open to counterattack, giving the Beast an opportunity to grab him! Things are not looking good for the dragon warrior. He goes completely on the defensive, no longer worrying about trying to inflict injury, now he&#039;s just doing everything possible to keep the Beast back while he thinks of something. The Beast will not give him that opportunity, though; using Metamorphosis, he&#039;s slowly elongating his arms with each swing, soon the length of the sword will be irrelevant! Sanek&#039;s mind races; he&#039;s on his home turf, what could give him an advantage? Yes, that&#039;s it--the strangle vines! Animate, voracious vines that reach out to ensnare prey exist in this jungle; they won&#039;t stop the Beast, but they could impede him enough to give Sanek the opening he needs!&lt;br /&gt;
&lt;br /&gt;
It&#039;s too late, though, he can&#039;t make it in time. If he had planned it from the beginning, it&#039;d be different, but the Beast&#039;s arms are now long enough. He rushes Sanek, grabbing the warrior&#039;s arms--ignoring the cut he gains in return, he wrestles Sanek to the ground. Sanek is no weakling--the Beast can&#039;t simply snap his neck and be done with him--but, try as he might, Sanek can&#039;t escape, and he can&#039;t overpower the Beast. He &#039;&#039;can&#039;&#039;, however, still move, and he&#039;s strong enough to move the Beast, too. As the Beast chokes him towards unconsciousness, he starts rolling and the two of them tumble towards the vines--if they&#039;re both ensnared, he&#039;ll be able to get away!&lt;br /&gt;
&lt;br /&gt;
The Beast may be mad, but he&#039;s not stupid; he sees what Sanek is doing and faces a choice: get tangled up in the vines and give his prey a chance to escape, or let go. He waits until the last possible moment and lets go... but he uses his superior strength to shove his foe ahead of him and his self away! Sanek is now trapped in the vines--though he will be free soon, the Beast decides not to stick around. He knows that Sanek&#039;s wife is back in the temple; this fight will get a lot more interesting with a hostage in play...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Analysis&#039;&#039;&#039;: Here we have an example of how planning and quick thinking can both affect the outcome of a conflict as much as actual ability ratings. The Beast should have been dead going up unarmed against a fighter with Second Class Prowess, but thanks to his reputation as a prideful madman, Sanek did not suspect him to have prepared ahead of time. Later, when Sanek realized he was in trouble, his quick thinking allowed him to use his home turf as his advantage. The player need not have ever mentioned &amp;quot;strangle vines&amp;quot; before; Sanek&#039;s home had already been described as a dangerous jungle in a fantasy-type world, it would be entirely reasonable to assume something like that lived there. Finally, unwilling to give Sanek any more time to come up with something clever, the Beast plays dirty and goes after a mortal that means something to his foe. If he hadn&#039;t studied Sanek, if he didn&#039;t know his wife was there, the Beast wouldn&#039;t have been able to pull that trick.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281252</id>
		<title>The Throne War:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281252"/>
		<updated>2015-04-16T12:38:46Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Some Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Non-Random Mechanics==&lt;br /&gt;
A roleplaying game where characters have stats but no random element--no rolling for successes or to beat a difficulty--may seem counter-intuitive but, in a way, we&#039;ve all been doing it since we started playing Storium! When we make a move and play a card on a challenge, we&#039;re describing our character&#039;s actions according to how we understand their abilities. We don&#039;t question whether Draega can hit something with a throwing knife, we know that the only reason he would miss is if there was an extenuating circumstance in-story--he&#039;s going up against a foe with vastly superior skills, for instance, or perhaps he&#039;s been poisoned and is fighting off a weakened state! In Storium, we narrate what our characters can do and what they&#039;re &#039;&#039;trying&#039;&#039; to accomplish, only narrating their success (or failure) once all the cards have been played. &lt;br /&gt;
&lt;br /&gt;
Make your moves in &#039;&#039;&#039;The Throne War&#039;&#039;&#039; the same way you would in any Storium game, just without the cards. Your stats will tell you what your character can and can not do. When success is called into question--when you are fighting a closely matched foe, for instance--your choices in-game, i.e., your strategies, will help me, as narrator, decide who wins. I will make it obvious in my narration which direction a conflict is moving, allowing all parties involved the time to try different strategies and pull different tricks from their sleeves. In the end, though, the narrator is the final arbiter of the outcome of a conflict; no different than if a challenge in standard Storium was completed with a Neutral outcome.&lt;br /&gt;
&lt;br /&gt;
===Some Examples===&lt;br /&gt;
&lt;br /&gt;
Sanek is an ancient dragon warrior, Second Class in Prowess and Might but Olympian class in Fortitude and Ego. His foe, a Khaos-worshipping madman who is called, most often, simply &amp;quot;the Beast,&amp;quot; is First Class in Might, Third Class in Fortitude and Olympian in the others. The Beast has tracked Sanek to his jungle temple with one goal: the destruction of his rival.&lt;br /&gt;
&lt;br /&gt;
The Beast has no hope of sneaking up on Sanek--he knows he is greatly outclassed in Prowess, the ability to analyze and detect incoming threats, even subconsciously--and so, prideful as always, he marches out of the jungle into the courtyard and loudly invites Sanek to die. Sanek has seen the Beast fight first hand, and knows he is know match for the madman&#039;s strength--in hand to hand combat, he will lose--so he picks up his sword, a massive claymore that a mortal would barely be able to lift but is light as a rapier to him, and walks down to the courtyard to fight.&lt;br /&gt;
&lt;br /&gt;
After unpleasantries are exchanged, the Beast lunges for Sanek&#039;s throat. Sanek fights cautiously, giving away ground as needed to keep the Beast at sword&#039;s-length away. He&#039;s counting on the nicks and cuts he deals to the Beast to begin adding up, hoping the blood loss will lead to him making a mistake and give up an advantage. The Beast charges in for a full attack, heedless of the danger, only trying to get his hands on Sanek. Something&#039;s not right... Sanek has scored a dozen hits on his opponent yet he hasn&#039;t slowed down; he&#039;s not even bleeding! Sanek realizes that the Beast has used Metamorphosis to give himself a thick, scaly hide on his arms and his chest; he couldn&#039;t see it, before, because of the Beast&#039;s clothes! Now he understands why the Beast rushed headlong! It would take a strong, decisive strike for Sanek to pierce the thick hide with his sword... and the Beast would welcome such an attack since it would allow him to get his hands on Sanek!&lt;br /&gt;
A mad glee spreads across the Beast&#039;s face as he watches the realization dawn on the dragon warrior: if Sanek does not go on the offensive, it becomes a battle of attrition, and the Beast&#039;s Fortitude is much higher than Sanek&#039;s. But if Sanek goes on the offensive, he&#039;ll leave himself open to counterattack, giving the Beast an opportunity to grab him! Things are not looking good for the dragon warrior. He goes completely on the defensive, no longer worrying about trying to inflict injury, now he&#039;s just doing everything possible to keep the Beast back while he thinks of something. The Beast will not give him that opportunity, though; using Metamorphosis, he&#039;s slowly elongating his arms with each swing, soon the length of the sword will be irrelevant! Sanek&#039;s mind races; he&#039;s on his home turf, what could give him an advantage? Yes, that&#039;s it--the strangle vines! Animate, voracious vines that reach out to ensnare prey exist in this jungle; they won&#039;t stop the Beast, but they could impede him enough to give Sanek the opening he needs!&lt;br /&gt;
&lt;br /&gt;
It&#039;s too late, though, he can&#039;t make it in time. If he had planned it from the beginning, it&#039;d be different, but the Beast&#039;s arms are now long enough. He rushes Sanek, grabbing the warrior&#039;s arms--ignoring the cut he gains in return, he wrestles Sanek to the ground. Sanek is no weakling--the Beast can&#039;t simply snap his neck and be done with him--but, try as he might, Sanek can&#039;t escape, and he can&#039;t overpower the Beast. He &#039;&#039;can&#039;&#039;, however, still move, and he&#039;s strong enough to move the Beast, too. As the Beast chokes him towards unconsciousness, he starts rolling and the two of them tumble towards the vines--if they&#039;re both ensnared, he&#039;ll be able to get away!&lt;br /&gt;
&lt;br /&gt;
The Beast may be mad, but he&#039;s not stupid; he sees what Sanek is doing and faces a choice: get tangled up in the vines and give his prey a chance to escape, or let go. He waits until the last possible moment and lets go... but he uses his superior strength to shove his foe ahead of him and his self away! Sanek is now trapped in the vines--though rapidly and angrily disentangling&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281234</id>
		<title>The Throne War:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281234"/>
		<updated>2015-04-16T10:14:39Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Some Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Non-Random Mechanics==&lt;br /&gt;
A roleplaying game where characters have stats but no random element--no rolling for successes or to beat a difficulty--may seem counter-intuitive but, in a way, we&#039;ve all been doing it since we started playing Storium! When we make a move and play a card on a challenge, we&#039;re describing our character&#039;s actions according to how we understand their abilities. We don&#039;t question whether Draega can hit something with a throwing knife, we know that the only reason he would miss is if there was an extenuating circumstance in-story--he&#039;s going up against a foe with vastly superior skills, for instance, or perhaps he&#039;s been poisoned and is fighting off a weakened state! In Storium, we narrate what our characters can do and what they&#039;re &#039;&#039;trying&#039;&#039; to accomplish, only narrating their success (or failure) once all the cards have been played. &lt;br /&gt;
&lt;br /&gt;
Make your moves in &#039;&#039;&#039;The Throne War&#039;&#039;&#039; the same way you would in any Storium game, just without the cards. Your stats will tell you what your character can and can not do. When success is called into question--when you are fighting a closely matched foe, for instance--your choices in-game, i.e., your strategies, will help me, as narrator, decide who wins. I will make it obvious in my narration which direction a conflict is moving, allowing all parties involved the time to try different strategies and pull different tricks from their sleeves. In the end, though, the narrator is the final arbiter of the outcome of a conflict; no different than if a challenge in standard Storium was completed with a Neutral outcome.&lt;br /&gt;
&lt;br /&gt;
===Some Examples===&lt;br /&gt;
&lt;br /&gt;
Sanek is an ancient dragon warrior, Second Class in Prowess and Might but Olympian class in Fortitude and Ego. His foe, a Khaos-worshipping madman who is called, most often, simply &amp;quot;the Beast,&amp;quot; is First Class in Might, Third Class in Fortitude and Olympian in the others. The Beast has tracked Sanek to his jungle temple with one goal: the destruction of his rival.&lt;br /&gt;
&lt;br /&gt;
The Beast has no hope of sneaking up on Sanek--he knows he is greatly outclassed in Prowess, the ability to analyze and detect incoming threats, even subconsciously--and so, prideful as always, he marches out of the jungle into the courtyard and loudly invites Sanek to die.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281233</id>
		<title>The Throne War:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281233"/>
		<updated>2015-04-16T09:54:46Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Non-Random Mechanics==&lt;br /&gt;
A roleplaying game where characters have stats but no random element--no rolling for successes or to beat a difficulty--may seem counter-intuitive but, in a way, we&#039;ve all been doing it since we started playing Storium! When we make a move and play a card on a challenge, we&#039;re describing our character&#039;s actions according to how we understand their abilities. We don&#039;t question whether Draega can hit something with a throwing knife, we know that the only reason he would miss is if there was an extenuating circumstance in-story--he&#039;s going up against a foe with vastly superior skills, for instance, or perhaps he&#039;s been poisoned and is fighting off a weakened state! In Storium, we narrate what our characters can do and what they&#039;re &#039;&#039;trying&#039;&#039; to accomplish, only narrating their success (or failure) once all the cards have been played. &lt;br /&gt;
&lt;br /&gt;
Make your moves in &#039;&#039;&#039;The Throne War&#039;&#039;&#039; the same way you would in any Storium game, just without the cards. Your stats will tell you what your character can and can not do. When success is called into question--when you are fighting a closely matched foe, for instance--your choices in-game, i.e., your strategies, will help me, as narrator, decide who wins. I will make it obvious in my narration which direction a conflict is moving, allowing all parties involved the time to try different strategies and pull different tricks from their sleeves. In the end, though, the narrator is the final arbiter of the outcome of a conflict; no different than if a challenge in standard Storium was completed with a Neutral outcome.&lt;br /&gt;
&lt;br /&gt;
===Some Examples===&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281228</id>
		<title>The Throne War:Multiverse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281228"/>
		<updated>2015-04-16T02:43:21Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Mulitverse==&lt;br /&gt;
The multiverse is infinite, but what matters for the game is where everything is in relation to everything else. Things may have been different before the Titanocracy but, since Olympus was made the center of the multiverse, the infinite worlds echo out from that great city and its sister realms, Atlantis and Hades. The more similar a world is to these pillars of creation, the shorter a distance down one of the world-spanning roads it is from the others; the more alien, the longer it takes to get there.&lt;br /&gt;
&lt;br /&gt;
===Olympus===&lt;br /&gt;
The Realm of Olympus&lt;br /&gt;
&lt;br /&gt;
===Atlantis===&lt;br /&gt;
&lt;br /&gt;
===Hades===&lt;br /&gt;
&lt;br /&gt;
===Infinite Earths===&lt;br /&gt;
The interplay between the dynamic, creative forces of Khaos and the solid, stabilizing presence of Mount Olympus created the infinite worlds we call the multiverse. If there is an end to the multiverse, no one has ever seen it; the farthest anyone has ever explored has led to worlds so alien that they are inhospitable to life as we know it--worlds on fire, or so cold even air is frozen solid, or places where the laws of gravity or the nuclear forces do not work as they do in our universe--but cosmologists have no reason to believe the multiverse stops there.&lt;br /&gt;
&lt;br /&gt;
Closest to Olympus, situated between it, Atlantis, and Hades, is Classical Earth. Here, the earth never evolved past the classical Hellenistic period, and the Olympians are well known to visit and meddle in mortal affairs. Supernatural beings like centaurs and satyrs, sylphs and dryads and others live here alongside humans. Aside from the few times godly quarrels spill over into local politics, it is a peaceful and idyllic place.&lt;br /&gt;
&lt;br /&gt;
Just down the world-spanning Roads from Classical Earth is Modern Earth--our world--along with Earths at virtually any time in history, if you search long enough, as well as Earths that turned out differently than ours, worlds where different wars were won or lost, different events happened or didn&#039;t to shape the future.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281227</id>
		<title>The Throne War:Resolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Resolution&amp;diff=281227"/>
		<updated>2015-04-16T01:55:33Z</updated>

		<summary type="html">&lt;p&gt;Sovem: Created page with &amp;quot;Back to Main Page  ==Non-Random Mechanics== A roleplaying game where characters have stats but no random element--no rolling for successes or to b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Non-Random Mechanics==&lt;br /&gt;
A roleplaying game where characters have stats but no random element--no rolling for successes or to beat a difficulty--may seem counter-intuitive but, in a way, we&#039;ve all been doing it since we started playing Storium! When we make a move and play a card on a challenge, we&#039;re describing our character&#039;s actions according to how we understand their abilities.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281226</id>
		<title>The Throne War:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281226"/>
		<updated>2015-04-16T01:36:16Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Throne War==&lt;br /&gt;
This is the Wiki for my game, The Throne War, using both Storium and the Lords of Olympus rpg.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*[[The_Throne_War:Abilities|Abilities]]&lt;br /&gt;
*[[The_Throne_War:Classes|Ability Classes]]&lt;br /&gt;
*[[The_Throne_War:Powers|Powers]]&lt;br /&gt;
*[[The_Throne_War:Auction|Character Creation]]&lt;br /&gt;
*[[The_Throne_War:Resolution|Task Resolution]] &#039;&#039;(aka, &amp;quot;How does a diceless system work???&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
*[[The_Throne_War:Multiverse|The Multiverse]]&lt;br /&gt;
*[[The_Throne_War:Dramatis Personae|The Gods]]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281216</id>
		<title>The Throne War:Auction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281216"/>
		<updated>2015-04-15T20:06:35Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Backstory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
==Backstory==&lt;br /&gt;
The key to any fun game is to have a character you care about, and the best way to get invested is to have a well thought out backstory. &lt;br /&gt;
&lt;br /&gt;
Your character can come from literally anywhere, thanks to the nature of the multiverse, which can be overwhelming. Try to narrow your options down, first, to characters that you think would be &#039;&#039;interesting&#039;&#039; to play. Sure, you could play the ruler of a world with legions of super-powerful warriors worshiping your footsteps... but for how long will that be interesting? First off, for your super-legions to mean anything outside of their home world you&#039;d have to spend a percentage of your starting 100 points--which could be doable if you budget well. But, secondly, wouldn&#039;t it be more fun to play the recently deposed regent, struggling both at home to regain what was yours, and in Olympus to claim what you feel belongs to you? Or, perhaps, a king without a country--someone whose vast armies were recently decimated and, though you can&#039;t yet prove it, you&#039;re positive one of your jealous cousins had a hand in the cataclysm? Think about any story you&#039;re a fan of; the most powerful character in it is rarely the most interesting. Plus, as Zeus recently learned, mo&#039; power, mo&#039; problems!&lt;br /&gt;
&lt;br /&gt;
With all that in mind, though, do feel free to make a character from anywhere that could conceivably exist in the multiverse; even licensed works, if you really want to--this is a private game, after all. As I mentioned in the synopsis, you can grow up knowing who you are or not, but you should, at least, have known about Olympus and the multiverse for a little while before the game starts, even if you don&#039;t know who your true parents are.&lt;br /&gt;
&lt;br /&gt;
Think of the kind of character you want to play, a bit of his or her history (how many worlds has he visited? who taught him to use his powers? how old is he (if you take the Immortality power, you could be quite ancient, indeed)? are your abilities at their levels because of natural talent, or decades of practice? which powers would you like to have, and which ones are essential for your backstory? Having a good answer to all these questions will greatly aid you going in to the auction and character creation process.&lt;br /&gt;
&lt;br /&gt;
===Some character examples===&lt;br /&gt;
&lt;br /&gt;
==Ability Auction==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how this will work: I will say which ability is up for auction. Everyone will PM me their secret bids. You may bid 0, if you want; you are still Olympian at that level (see [[The_Throne_War:Classes|The class breakdown]] for what that means) and can bid later, before I call &amp;quot;Sold!&amp;quot;. Once all the bids are in, I will announce the highest bid (though not who bid it) and ask if anyone wants to beat it. The bidding war begins. Any points you bid, you&#039;ve spent; you can&#039;t take them back. When no one&#039;s bid for 24 hours or everyone declares they&#039;re done bidding, whoever placed the highest bid is now First Class in that ability. Whoever spent the next most points is now Second Class, and so on. At that point, it doesn&#039;t matter if First Class went for 15 points or 50, First Class is First Class. Also, it doesn&#039;t matter if the gap between two classes is a small point jump or a large one, the difference in ability is the same (the only point where it matters is in character advancement). If you never raised your bid above 0, you are considered Olympian Class; you can choose to &amp;quot;sell down&amp;quot; your ability to Heroic or even Mortal class at this point, but if you&#039;ve bid even 1 point, you cannot sell down your ability. After the auction is over, you can also choose to raise up your ability to a higher class; you must spend the difference between your bid and the bid for the class you want. You will then be considered &amp;quot;Tied X class,&amp;quot; which is slightly weaker than X class, but higher than the class below it.&lt;br /&gt;
&lt;br /&gt;
We will go through each ability like that, one by one. Pay attention to the description of what [[The_Throne_War:Abilities|each ability does]] and [[The_Throne_War:Classes|what the classes mean]]. It pays to plan ahead. Know what powers you plan on getting, how much you have budgeted for abilities and what you&#039;re willing to sacrifice on to get what you want. It also pays to know what you&#039;re &#039;&#039;not&#039;&#039; willing to sacrifice; &amp;quot;buyer beware,&amp;quot; the auction can be brutal, especially to those who don&#039;t think before they bid, but it&#039;s not the end-all-be-all of the game, either. Roll with the punches and play smart.&lt;br /&gt;
&lt;br /&gt;
==Advantage Auction==&lt;br /&gt;
The beginning of each of these will start the same--I&#039;ll announce what&#039;s up for grab, and everyone can send me their secret bids (be sure to let me know if your bid is 0). I&#039;ll announce the highest bid and the race is on. &#039;&#039;Unlike&#039;&#039; the ability auction, only the winner pays the points--everyone else spends nothing.&lt;br /&gt;
&lt;br /&gt;
==Finishing up==&lt;br /&gt;
Here&#039;s where you buy your powers and finish fleshing out your character. If you&#039;ve spent too many points, however many points you are above 100 becomes a negative rating of &#039;&#039;&#039;Bad Luck&#039;&#039;&#039;. Bad Luck is bad, and will influence how things go for your character. You can&#039;t go below -10 points of Bad Luck. If you have points leftover after you&#039;ve bought everything you want, these become points of &#039;&#039;&#039;Good Luck&#039;&#039;&#039;. Good Luck is good, and will incline me to make things  go well for your character.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281211</id>
		<title>The Throne War:Multiverse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281211"/>
		<updated>2015-04-15T11:12:41Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Mulitverse==&lt;br /&gt;
The multiverse is infinite, but what matters for the game is where everything is in relation to everything else. Things may have been different before the Titanocracy, but since Olympus was made the center of the multiverse, the infinite worlds echo out from that great city and its sister realms, Atlantis and Hades. The more similar a world is to these pillars of creation, the shorter a distance down one of the world-spanning roads it is from the others; the more alien, the longer it takes to get there.&lt;br /&gt;
&lt;br /&gt;
===Olympus===&lt;br /&gt;
The Realm of Olympus&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281210</id>
		<title>The Throne War:Multiverse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281210"/>
		<updated>2015-04-15T10:59:01Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
&lt;br /&gt;
==The Mulitverse==&lt;br /&gt;
The multiverse is infinite, but what matters for the game is where everything is in relation to everything else. Things may have been different before the Titanocracy, but since Olympus was made the center of the multiverse, the infinite worlds echo out from that great city and its sister realms, Atlantis and Hades. The more similar a world is to these pillars of creation, the shorter a distance down one of the world-spanning roads it is from the others; the&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281200</id>
		<title>The Throne War:Auction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281200"/>
		<updated>2015-04-15T03:01:38Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
==Backstory==&lt;br /&gt;
The key to any fun game is to have a character you care about, and the best way to get invested is to have a well thought out backstory. &lt;br /&gt;
&lt;br /&gt;
Your character can come from literally anywhere, thanks to the nature of the multiverse, which can be overwhelming. Try to narrow your options down, first, to characters that you think would be &#039;&#039;interesting&#039;&#039; to play. Sure, you could play the ruler of a world with legions of super-powerful warriors worshiping your footsteps... but for how long will that be interesting? First off, for your super-legions to mean anything outside of their home world you&#039;d have to spend a percentage of your 100 points--which could be doable if you budget well. But, secondly, wouldn&#039;t it be more fun to play the recently deposed regent, struggling both at home to regain what was yours, and in Olympus to claim what you feel belongs to you? Or, perhaps, a king without a country--someone whose vast armies were recently decimated and, though you can&#039;t yet prove it, you&#039;re positive one of your jealous cousins had a hand in the cataclysm? &lt;br /&gt;
&lt;br /&gt;
With interesting characters in mind, though, feel free to make someone from anywhere that could conceivably exist in the multiverse, even licensed works, if you really want to--this is a private game, after all. As I mentioned in the synopsis, you can grow up knowing who you are or not, but you should, at least, have known about Olympus and the multiverse for a little while before the game starts, even if you don&#039;t know who your true parents are.&lt;br /&gt;
&lt;br /&gt;
Think of the kind of character you want to play, a bit of his or her history (how many worlds has he visited? who taught him to use his powers? how old is he (if you take the Immortality power, you could be quite ancient, indeed)? are your abilities at their levels because of natural talent, or decades of practice? which powers would you like to have, and which ones are essential for your backstory? Having a good answer to all these questions will greatly aid you going in to the auction and character creation process.&lt;br /&gt;
&lt;br /&gt;
==Ability Auction==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how this will work: I will say which ability is up for auction. Everyone will PM me their secret bids. You may bid 0, if you want; you are still Olympian at that level (see [[The_Throne_War:Classes|The class breakdown]] for what that means) and can bid later, before I call &amp;quot;Sold!&amp;quot;. Once all the bids are in, I will announce the highest bid (though not who bid it) and ask if anyone wants to beat it. The bidding war begins. Any points you bid, you&#039;ve spent; you can&#039;t take them back. When no one&#039;s bid for 24 hours or everyone declares they&#039;re done bidding, whoever placed the highest bid is now First Class in that ability. Whoever spent the next most points is now Second Class, and so on. At that point, it doesn&#039;t matter if First Class went for 15 points or 50, First Class is First Class. Also, it doesn&#039;t matter if the gap between two classes is a small point jump or a large one, the difference in ability is the same (the only point where it matters is in character advancement). If you never raised your bid above 0, you are considered Olympian Class; you can choose to &amp;quot;sell down&amp;quot; your ability to Heroic or even Mortal class at this point, but if you&#039;ve bid even 1 point, you cannot sell down your ability. After the auction is over, you can also choose to raise up your ability to a higher class; you must spend the difference between your bid and the bid for the class you want. You will then be considered &amp;quot;Tied X class,&amp;quot; which is slightly weaker than X class, but higher than the class below it.&lt;br /&gt;
&lt;br /&gt;
We will go through each ability like that, one by one. Pay attention to the description of what [[The_Throne_War:Abilities|each ability does]] and [[The_Throne_War:Classes|what the classes mean]]. It pays to plan ahead. Know what powers you plan on getting, how much you have budgeted for abilities and what you&#039;re willing to sacrifice on to get what you want. It also pays to know what you&#039;re &#039;&#039;not&#039;&#039; willing to sacrifice; &amp;quot;buyer beware,&amp;quot; the auction can be brutal, especially to those who don&#039;t think before they bid, but it&#039;s not the end-all-be-all of the game, either. Roll with the punches and play smart.&lt;br /&gt;
&lt;br /&gt;
==Advantage Auction==&lt;br /&gt;
The beginning of each of these will start the same--I&#039;ll announce what&#039;s up for grab, and everyone can send me their secret bids (be sure to let me know if your bid is 0). I&#039;ll announce the highest bid and the race is on. &#039;&#039;Unlike&#039;&#039; the ability auction, only the winner pays the points--everyone else spends nothing.&lt;br /&gt;
&lt;br /&gt;
==Finishing up==&lt;br /&gt;
Here&#039;s where you buy your powers and finish fleshing out your character. If you&#039;ve spent too many points, however many points you are above 100 becomes a negative rating of &#039;&#039;&#039;Bad Luck&#039;&#039;&#039;. Bad Luck is bad, and will influence how things go for your character. You can&#039;t go below -10 points of Bad Luck. If you have points leftover after you&#039;ve bought everything you want, these become points of &#039;&#039;&#039;Good Luck&#039;&#039;&#039;. Good Luck is good, and will incline me to make things  go well for your character.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281199</id>
		<title>The Throne War:Auction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281199"/>
		<updated>2015-04-15T02:54:43Z</updated>

		<summary type="html">&lt;p&gt;Sovem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
==Backstory==&lt;br /&gt;
The key to any fun game is to have a character you care about, and the best way to get invested is to have a well thought out backstory. &lt;br /&gt;
&lt;br /&gt;
Your character can come from literally anywhere, thanks to the nature of the multiverse, which can be overwhelming. Try to narrow your options down, first, to characters that you think would be &#039;&#039;interesting&#039;&#039; to play. Sure, you could play the ruler of a world with legions of super-powerful warriors worshiping your footsteps... but for how long will that be interesting? First off, for your super-legions to mean anything outside of their home world you&#039;d have to spend a percentage of your 100 points--which could be doable if you budget well. But, secondly, wouldn&#039;t it be more fun to play the recently deposed regent, struggling both at home to regain what was yours, and in Olympus to claim what you feel belongs to you? Or, perhaps, a king without a country--someone whose vast armies were recently decimated and, though you can&#039;t yet prove it, you&#039;re positive one of your jealous cousins had a hand in the cataclysm? &lt;br /&gt;
&lt;br /&gt;
With interesting characters in mind, though, feel free to make someone from anywhere that could conceivably exist in the multiverse, even licensed works, if you really want to--this is a private game, after all. As I mentioned in the synopsis, you can grow up knowing who you are or not, but you should, at least, have known about Olympus and the multiverse for a little while before the game starts, even if you don&#039;t know who your true parents are.&lt;br /&gt;
&lt;br /&gt;
Think of the kind of character you want to play, a bit of his or her history (how many worlds has he visited? who taught him to use his powers? how old is he (if you take the Immortality power, you could be quite ancient, indeed)? are your abilities at their levels because of natural talent, or decades of practice? which powers would you like to have, and which ones are essential for your backstory? Having a good answer to all these questions will greatly aid you going in to the auction and character creation process.&lt;br /&gt;
&lt;br /&gt;
==Ability Auction==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how this will work: I will say which ability is up for auction. Everyone will PM me their secret bids. You may bid 0, if you want; you are still Olympian at that level (see [[The_Throne_War:Classes|The class breakdown]] for what that means) and can bid later, before I call &amp;quot;Sold!&amp;quot;. Once all the bids are in, I will announce the highest bid (though not who bid it) and ask if anyone wants to beat it. The bidding war begins. Any points you bid, you&#039;ve spent; you can&#039;t take them back. When no one&#039;s bid for 24 hours or everyone declares they&#039;re done bidding, whoever placed the highest bid is now First Class in that ability. Whoever spent the next most points is now Second Class, and so on. At that point, it doesn&#039;t matter if First Class went for 15 points or 50, First Class is First Class. Also, it doesn&#039;t matter if the gap between two classes is a small point jump or a large one, the difference in ability is the same (the only point where it matters is in character advancement). If you never raised your bid above 0, you are considered Olympian Class; you can choose to &amp;quot;sell down&amp;quot; your ability to Heroic or even Mortal class at this point, but if you&#039;ve bid even 1 point, you cannot sell down your ability. After the auction is over, you can also choose to raise up your ability to a higher class; you must spend the difference between your bid and the bid for the class you want. You will then be considered &amp;quot;Tied X class,&amp;quot; which is slightly weaker than X class, but higher than the class below it.&lt;br /&gt;
&lt;br /&gt;
We will go through each ability like that, one by one. Pay attention to the description of what [[The_Throne_War:Abilities|each ability does]] and [[The_Throne_War:Classes|what the classes mean]]. It pays to plan ahead. Know what powers you plan on getting, how much you have budgeted for abilities and what you&#039;re willing to sacrifice on to get what you want. It also pays to know what you&#039;re &#039;&#039;not&#039;&#039; willing to sacrifice; &amp;quot;buyer beware,&amp;quot; the auction can be brutal, especially to those who don&#039;t think before they bid, but it&#039;s not the end-all-be-all of the game, either. Roll with the punches and play smart.&lt;br /&gt;
&lt;br /&gt;
==Advantage Auction==&lt;br /&gt;
The beginning of each of these will start the same--I&#039;ll announce what&#039;s up for grab, and everyone can send me their secret bids (be sure to let me know if your bid is 0). I&#039;ll announce the highest bid and the race is on. &#039;&#039;Unlike&#039;&#039; the ability auction, only the winner pays the points--everyone else spends nothing.&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281198</id>
		<title>The Throne War:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281198"/>
		<updated>2015-04-15T02:31:00Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Throne War==&lt;br /&gt;
This is the Wiki for my game, The Throne War, using both Storium and the Lords of Olympus rpg.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*[[The_Throne_War:Abilities|Abilities]]&lt;br /&gt;
*[[The_Throne_War:Classes|Ability Classes]]&lt;br /&gt;
*[[The_Throne_War:Powers|Powers]]&lt;br /&gt;
*[[The_Throne_War:Auction|Character Creation]]&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
*[[The_Throne_War:Multiverse|The Multiverse]]&lt;br /&gt;
*[[The_Throne_War:Dramatis Personae|The Gods]]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281197</id>
		<title>The Throne War:Auction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Auction&amp;diff=281197"/>
		<updated>2015-04-15T02:30:40Z</updated>

		<summary type="html">&lt;p&gt;Sovem: Created page with &amp;quot;Back to Main Page ==Ability Auction==  Here&amp;#039;s how this will work: I will say which ability is up for auction. Everyone will PM me their secret bid...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;br /&gt;
==Ability Auction==&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how this will work: I will say which ability is up for auction. Everyone will PM me their secret bids. You may bid 0, if you want; you are still Olympian at that level (see [[The_Throne_War:Classes|The class breakdown]] for what that means) and can bid later, before I call &amp;quot;Sold!&amp;quot;. Once all the bids are in, I will announce the highest bid (though not who bid it) and ask if anyone wants to beat it. The bidding war begins. Any points you bid, you&#039;ve spent; you can&#039;t take them back. When no one&#039;s bid for 24 hours or everyone declares they&#039;re done bidding, whoever placed the highest bid is now First Class in that ability. Whoever spent the next most points is now Second Class, and so on. At that point, it doesn&#039;t matter if First Class went for 15 points or 50, First Class is First Class. Also, it doesn&#039;t matter if the gap between two classes is a small point jump or a large one, the difference in ability is the same (the only point where it matters is in character advancement). If you never raised your bid above 0, you are considered Olympian Class; you can choose to &amp;quot;sell down&amp;quot; your ability to Heroic or even Mortal class at this point, but if you&#039;ve bid even 1 point, you cannot sell down your ability. After the auction is over, you can also choose to raise up your ability to a higher class; you must spend the difference between your bid and the bid for the class you want. You will then be considered &amp;quot;Tied X class,&amp;quot; which is slightly weaker than X class, but higher than the class below it.&lt;br /&gt;
&lt;br /&gt;
We will go through each ability like that, one by one. Pay attention to the description of what [[The_Throne_War:Abilities|each ability does]] and [[The_Throne_War:Classes|what the classes mean]].&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281196</id>
		<title>The Throne War:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281196"/>
		<updated>2015-04-15T02:15:28Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Throne War==&lt;br /&gt;
This is the Wiki for my game, The Throne War, using both Storium and the Lords of Olympus rpg.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*[[The_Throne_War:Abilities|Abilities]]&lt;br /&gt;
*[[The_Throne_War:Classes|Ability Classes]]&lt;br /&gt;
*[[The_Throne_War:Powers|Powers]]&lt;br /&gt;
*[[The_Throne_War:Auction|The Auction]]&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
*[[The_Throne_War:Multiverse|The Multiverse]]&lt;br /&gt;
*[[The_Throne_War:Dramatis Personae|The Gods]]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281195</id>
		<title>The Throne War:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Main_Page&amp;diff=281195"/>
		<updated>2015-04-14T23:36:00Z</updated>

		<summary type="html">&lt;p&gt;Sovem: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Throne War==&lt;br /&gt;
This is the Wiki for my game, The Throne War, using both Storium and the Lords of Olympus rpg.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*[[The_Throne_War:Abilities|Abilities]]&lt;br /&gt;
*[[The_Throne_War:Classes|Ability Classes]]&lt;br /&gt;
*[[The_Throne_War:Powers|Powers]]&lt;br /&gt;
===Setting===&lt;br /&gt;
*[[The_Throne_War:Multiverse|The Multiverse]]&lt;br /&gt;
*[[The_Throne_War:Dramatis Personae|The Gods]]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Dramatis_Personae&amp;diff=281194</id>
		<title>The Throne War:Dramatis Personae</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Dramatis_Personae&amp;diff=281194"/>
		<updated>2015-04-14T23:34:02Z</updated>

		<summary type="html">&lt;p&gt;Sovem: Created page with &amp;quot;Back to Main Page&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281193</id>
		<title>The Throne War:Multiverse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Throne_War:Multiverse&amp;diff=281193"/>
		<updated>2015-04-14T23:33:53Z</updated>

		<summary type="html">&lt;p&gt;Sovem: Created page with &amp;quot;Back to Main Page&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[The_Throne_War:Main_Page|Main Page]]&lt;/div&gt;</summary>
		<author><name>Sovem</name></author>
	</entry>
</feed>