- Titan Spawn - Demon - Axis Mundi: Axis Mundis connect and bind many worlds. Each Axis Mundi possesses a corresponding place, object, or state the visitor must attain. These are less specific than gate keys, and once a Scion meets the requirement, they can start on their way. Axis Mundi connections always work both ways as well, so a voyager can travel from an ancient ash to Yggdrasil, or vice versa, or use Yggdrasil to move from one ash in The World to another. Mortals can travel through Axes Mundi as well, but require special training or an innate gift. - Terra Incognita - Gates and Keys: Gates provide passage from the ordinary World to a closed-off mythic place, or transit between mythic places. There’s no such thing as a typical gate. Every pantheon’s myths create their own types, and even within a single pantheon, gates take varied shapes and sizes. Every gate has a key: an action, item, or circumstance required for passage. These can be mundane objects, poems, or even states of mind. Gates may possess a different key or appearance on each side, and some gates only grant passage in one direction. Many gates contain realms of their own, but these long tunnels, thick woodlands, or chains of grim palaces primarily exist to enable passage, and are rarely dedicated destinations. - Touch Stones: Touchstones are objects attuned to a mythic ideal. Touchstones attain their status through exceeding skill, exceptional emotional significance, and when people give the object fame or veneration. This can sometimes extend even to copies of certain objects. By making physical contact and calling upon their divine natures, Scions may travel from one Touchstone to any other that calls upon the same mythic archetype. - Midrealms: Midrealm develops a mythic character powerful enough to make it a domain of its own. Consequently, travelers can’t reach it except through the appropriate gate or Axis Mundi (as non-ideal places, they cannot be visited through a Touchstone). The smallest Midrealms are alleys, glades, and temples that cannot be entered except through the proper methods. The largest hold mountains and nations. - **Holy Ground** (*Strange Place*): Places dedicated to the Gods over centuries, or in shorter spans but with special zeal, hum with their mythic energies. These places often provide advantages for Scions and other relatives of the Gods being honored so that, for instance, a Scion of Ares discovers a panoply of potent weapons only she can lift. Cults are fiercely protective of such holy sites, which represent the tradition they maintain, and whose phenomena provide proof that their Gods deserve continued worship. - **Lairs** (*Strange Place*): When titanspawn and other weird creatures claim a place for long enough, it changes to accommodate them, though pinning down how is a bit of a problem. Do minotaurs seek out mazy places, or do they build mazes to live in? Does Fate ensure anywhere a minotaur makes its home develop odd paths and dead ends? - **Folds** (*Strange Place*): These places collect supernatural power due to some association with Gods or Titans. The most common Folds exist around popular or ancient places of worship. At the temple of Odin, someone who drinks from a certain cup might become a superlative poet for a time. Some Folds contain shrines to Gods nobody’s ever heard of: folk creations and mishmashes of pop culture. Even if these Gods don’t exist, they might exert some weak supernatural influence — and that, in turn, may be a sign that someday, they will exist. - **Underworld:** The Underworld (or Underworlds — it can be used in the plural) is named for the age-old conceit that it describes places beneath the mortal realm, where bodies rot in graves and ashes eventually settle. It’s a region filled with realms attuned to specific mythologies, though a few rare realms have never been claimed by any culture or pantheon. Although mystics mutter that there can be no Overworld without the Underworld, and an imbalance in one would set calamities upon the other, some pantheons recognize neither place — they have other realms for the dead to go. - **Overworlds:** The Overworld is a metaphysical region containing many realms, but metaphysicians commonly speak of “Overworlds” in the plural to refer to realms within it. Overworlds are often associated with the sky and stars, virtue, truth, purity, and piety. People often translate the names of realms therein as “Heaven,” and in certain World systems, it is said to be closest to the Platonic Forms or supreme enlightenment. Evil, deception, and decrepit things can exist in the Overworld, but these are often players and props in mythic dramas that demonstrate higher themes. The most common Overworlds are Godsrealms: places created or ruled by the Gods of certain pantheons, or by a pantheon as a whole - Strange Places: Some parts of The World manifest mythic phenomena that aren’t other realms. They are definite points on a map, though you might find they’re bigger or smaller on the inside, or that space and time follow weird routes around them. Anyone can enter or leave, so lost mortals enter, rival territorial claims plague anyone who tries to own them, and errant phenomena leak out. They might be products of Fatebinding