THE WORLD
One Earth, drawn from real geography, and told myth by myth.
One map, one scale
The whole Earth sits on one map at one scale. Zoom out and you see the globe divided into the lands of its myths. Zoom in, slowly and continuously, and you are on the road with your party.
The land, seas, coasts and rivers come from real geography. The setting is the age of myth, not the modern world, so the places on it are the places of legend: Delphi, Mycenae, Thebes, Troy, Crete, and the entrances to the underworld.
A world that grows with your library
Each Godsunder title brings one culture's lands to life and is complete on its own. Own more than one and their lands join into one world and one campaign. Neighbouring gods take notice when you cross their borders.
Lands you don't own yet are uncharted. You can still zoom in and look across them, but no road leads in.
The Greek world
The borders of the first title follow the myths rather than modern maps: Greece and the Aegean, Troy and western Anatolia, Colchis and the coasts of the Black Sea, Sicily and southern Italy, and the edges of Libya and Egypt.
Every region has three layers: the mortal world, the realm of the gods above, and the underworld below.
Travel is part of the game
There's no teleport menu. The road brings encounters, camps and supplies to manage, and chance meetings: Heracles on the road to Nemea, a shepherd running from a Cyclops.
Places made for your journey
Cities, sanctuaries, caves and battlefields are built when you first arrive, from what the legends say about them, and then stay as they are for the rest of your campaign.
Monsters at the edge of the map
Like the sea serpents on old maps, uncharted lands carry figures from their own cultures' legends, a glimpse of what waits there.
Real places, mythic age
Ancient sites are placed where the sources put them, so a journey across Greece follows the roads the heroes walked.