Theomachy · The War Table

Read the Lair. Choose the Four.

Somewhere below, a fallen power built a lair around a single conviction — its doctrine. You cannot see it. But everything the lair is, the doctrine made. Scout what you can, decide what you believe, and send four champions whose strengths answer it. If your read is true, the raid will carry itself. If it is not… you will finish it at the deep door, by hand.

Scout 3 of 6 signs → name the doctrine → draft 4 of 16 → the march resolves your read. The Chronicle shows everything, including what you chose not to look at.

I · SCOUT

Your outriders can reach three of the six signs before the light fails. Every doctrine leaves different marks — but some marks look alike. Choose what to trust.

Scouts remaining: 3
II · NAME THE DOCTRINE

What built this place?

Commit to a read. If you name it truly, your battle plan sharpens the whole march. If you name it falsely, your champions fight the wrong war.

WHAT YOUR SCOUTS SAW
III · DRAFT THE FOUR

Answer it with a squad

Each champion carries two natures. A doctrine rewards the natures that answer it and punishes the ones that play into its hands. Kinship (two of a faction) steadies a squad; Concord (all four factions) is harder to field and stronger still.

Chosen: 0 / 4
IV · THE MARCH
V · THE DEEP DOOR

It circles. Watch for the wind-up.
Battle Chronicle