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LITHOMACHY

The Battle Begins

ΔΩΡΕΑΝ

The Temple of Zeus calls to you once more, through the echo of thunder and stone. Your journey begins with the first confrontation, a battle between will and destiny.
Each step draws you closer to the Gods. The true battle has just begun.

BEGINNING

Each God is a unique challenge with their own identity, consisting of 4 chapters filled with trials and strategic choices.
Choose the God you wish to face and download their quest, live the battle experience, give it your all, and test your strength against the Titans to claim victory.

MISSIONS

12 Gods, 12 unique trials, and endless hours of strategy and myth. With the Full Pack you receive 48 printable sheets and a bonus 50-page novel, where the stories of the trials come to life and the great battle against the Titans unfolds.

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FULL PACK

🪨 The Tale of the Stone Wars

In a world where the Twelve Gods were divided and the Titans hurled stone against sky, balance shattered like a marble column. Temples crumbled, seas swelled, fire froze— and only the prophecy of the Ring of Concord whispers hope: “A mortal shall walk the sacred lands, face twelve trials, and reunite the divine powers.”

That mortal is you.

In the Stone Wars, you journey through twelve epic quests—four scrolls per trial— to rebuild Temples, defeat Monsters, and restore harmony between the world and the Divine.

🔱 Begin at the ruins of Zeus’s Temple

🌊 Face the waves and fury of Poseidon

🦉 Gain wisdom on the paths of Athena

⚔️ Each scroll is a new challenge. Each shape, a choice.

 

​As you progress, you unlock divine Bonuses, gather symbols, mark victories— and forge your own myth. All you need is a printout, a pencil, two dice, and a clear mind.

🗝️ Will you reach the end? Or remain lost in the Stone Wars?

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“Only he who unites the stones shall lift the gaze of the Gods.”

HOW TO PLAY

🎮 Solo Game         ⚙️ 4 Levels

🗺️ 12 Missions        🎲 Print & Play

📖 48 Chapters       ✏️ 2 Dice + 1 Pencil

👶 Ages 10–99         ⏱️ 20–40’ / Chapter

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⏱️ Survive 12 Rounds of Trial

🎲 Choose the God you dare to face

✏️ Forge your path by placing stone shapes on the map

⚔️ Clash with mythical monsters in battle

🏺 Uncover and claim powerful relics

🌩 Defy the Wrath of the Titans

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Demo
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τhe Temple of Zeus

Step into the world of Lithomachy and begin your journey with the first God. Inside the Temple of Zeus, you will discover the essence of battle, experience mythic trials, and test your strategy against divine forces. Here, the rules of Lithomachy are not learned through words but through action — through the first confrontation that will carve your destiny.Ready for the full adventure? Unlock the Complete Zeus Pack with all chapters and the ultimate trials for the true epic experience.

Embark on the ultimate Lithomachy saga with all 12 Gods and face the epic war against the Titans.
Each God unveils 4 chapters of unique trials, hidden secrets, and divine challenges, delivering endless hours of myth, strategy, and discovery.

The Full Pack grants you 48 printable sheets for limitless replay and an exclusive 50-page novel, where the legends behind each trial unfold and the climactic battle with the Titans is brought to life.

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FULL PACK

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full pack

MISSIONS

  • Each God is a unique challenge with 4 chapters filled with trials and strategy.

  • You can download only the God you wish, experiencing a complete adventure on a smaller scale.

  • The missions include the story, the monsters, and the obstacles connected to each God.

  • By completing all chapters, you reach the great divine trial — and if you overcome it, you defeat the Titans.

  • Collect as many Gods as you want and play them individually or combine them until you conquer the entire epic of Lithomachy.

αποστολες

🌩️ The Temple of Zeus

ο ναος του Δια

Chapter 1 – The Gate of Thunder
At the mouth of a jagged gorge, a colossal gate shrouded in pitch-black clouds widens with every thunderclap. The player must harness lightning, guiding its bolts into the fissures of the stone arch. Each strike etches radiant ideograms upon its surface, warning: “Power without Wisdom burns the one who wields it.” When all symbols glow in unison, the gate begins to spin, the thunder ceases abruptly, and a marble stairway emerges into the light.

🏛️ Chapter 2 – The Hall of Columns
Beyond the gate stretches a vast forest of fallen pillars. At the base of each column lies a rune, marking its place on the celestial map. The player must raise four chosen columns and align them to form the constellation of the Eagle. With each correct placement, sparks leap across the drums, melting the marble’s imperfections. When the constellation is fully inscribed, the dome ignites with electric light, revealing a hidden hatch to the inner sanctum.

🔩 Chapter 3 – The Sanctum of Thunder
Within the sanctum, an ancient mechanism spins—a skeleton of copper and crystal channeling the sky’s energy. The player must connect three lightning coils to a central pillar without touching the exposed contacts. The wires glow white-hot, but if the sequence is correct, the device traps the current and converts it into steady light. The stone pulses like a drum, and a deep vibration beckons the player toward the throne.

👑 Chapter 4 – The Throne of Lightning
At the heart of the chamber rises a throne of polished obsidian, embraced by electric tendrils. The seat tests character: approach with arrogance, and the tendrils lash out like whips. Stand with humility, and the current softens, wrapping the body without harm, bestowing a crystalline scepter—a capacitor of pure thunder energy. The temple reconstructs itself entirely; now it stands ready to guard the Sky.

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ΜΠΕΣ ΣΤΗ ΜΑΧΗ

🏛️ The Papyrus of Athena

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Chapter 1 – The Silent Library
You descend a spiral staircase into a circular chamber where the walls are libraries—rotating silently like colossal cogwheels. Overhead, a dome of pebbled glass filters silver light. At the center stands a marble statue of Athena, holding a papyrus sealed within a mechanical case. To approach, one must align the spines of the books with the mosaic floor, forming the constellation of the Owl. A single misstep, and a shelf seals the path for an entire lunar cycle.

Chapter 2 – The Challenge of Wise Verses
Once the statue recognizes the correct alignment, the case unlocks and the papyrus unfurls on its own. Four verses glow in luminous blue ink—Wisdom, Courage, Justice, Temperance. The letters shift like pieces on an ancient strategic chessboard. The player gathers encrypted values of Φ and π from hidden crypts, along with obsidian spheres depicting owl eyes and miniature helmets. Each correct symbol-number pair illuminates a verse, activating a bronze mirror that reflects the solution onto the dome.

Chapter 3 – The Astrolabe of Memory
From the statue emerges a candelabrum of golden gear-like fragments—the disassembled Astrolabe of Memory. Each piece bears an engraved phrase in Doric dialect. The player must arrange them in chronological order: Birth, Youth, Initiation, Wisdom. A misplacement triggers ultrasonic waves that temporarily erase the verse solutions. But when all pieces fit, the mechanism turns silently, and a golden needle points north—not to a geographic location, but to the “heart of the thinker.”

Chapter 4 – The Seal of Wisdom
The statue awakens; marble eyelids open, revealing golden irises that fix upon the player. Athena’s hands form a circle of light around them, within which moments from their own decisions are projected—wise, flawed, and uncertain. If the player responsibly acknowledges their errors and defends their virtuous choices, the circle narrows, condenses, and transforms into a translucent spiral key. The goddess whispers: “The highest wisdom is to weigh oneself before weighing the world.” From the key, a radiant papyrus unfolds—a map to the Inner Chamber.

🌕 The Moon Sanctuary of Artemis

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Chapter 1 – The Silver Forest

A virgin forest stretches beneath eternal twilight; no ray of sun ever reaches it, yet moonlight is everywhere—flowing through the veins of leaves like liquid mercury. Each tree casts a faint blue shadow, and the air stirs with the scent of night-blooming jasmine and cold pine. The player hears distant hoofbeats; before them, footprints flicker, then vanish as if swallowed by the moon. To follow them, one must tread lightly—else the sparks freeze into crystalline thorns, sealing the path.

Chapter 2 – The Hunt of Reflections

At the forest’s heart lie mirror-lakes, asleep and still. The moon multiplies across their surface, creating a sky of illusions. At the center of the largest lake, fragments of a crystalline stag revolve—eyes, antlers, heart—each wrapped in spirals of watery light. The player arms arrows of stardust. Each true shot pierces the moon’s reflection, freezing the water into a bridge of ice and allowing a fragment to be retrieved. A missed shot shatters the image, releasing a wave of cold mist that extinguishes the remaining spirals.

Chapter 3 – The Assembly of the Stag

Upon a granite altar of white stone, the fragments are placed. The player binds them with moon-resin—a substance that melts only when ancient hymns to Artemis are sung. Each verse forges a silver vein within the crystal; when the heart of selenite is set, it glows with crimson light and a soft heartbeat is heard. The stag breathes. Its antlers form a crown of stars, and its fur—made of crystalline down—ripples in the wind, reflecting the phases of the moon.

Chapter 4 – The Lunar Path

The living stag rises, shakes its crystal mane, and from its pores emerge luminous wolves of light. Together, they weave a milky bridge between the cypress peaks. As the player walks across, sepia clouds drift slowly below. At the bridge’s end, a small shrine of light and shadow opens a gate. Artemis, silent and commanding, touches the stag; it dissolves into stardust, cloaking the player in a mantle of the nocturnal hunt. In perfect stillness, the traveler hears only the heartbeat of the moon itself.

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🔥 The Heart of Hephaestus

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Chapter 1 – Descent into the Coreless Furnace

On the southern slopes of Mount Etna, a hidden opening leads into a volcanic shaft stretching for miles. The player dons an iron helm and descends by chain over a sea of ash. Obsidian bridges, anchored by hooked bolts, hover between stalagmites of black crystal. Each step must match the rhythm of breath; otherwise, the bridges sway and molten slag falls, sealing the exit behind.

Chapter 2 – Ignition of the Forge

At the crater’s base lies an abandoned workshop of divine architecture: furnaces, hydraulic presses, and spiral vents. The Forge of Hephaestus—an enormous copper maw—sleeps beneath a crust of petrified lava. The player must unlock four geothermal valves, each hidden behind puzzles of levers and gears. When the final valve turns, subterranean steam floods the channels, the crust cracks, and the core awakens with a roar.

Chapter 3 – The Melting of Metal

Three blast furnaces fill circular cauldrons with a blend of titanium, brass, and mythril. The player controls a clutch of gearwheels, adjusting the temperature to exactly 2,000°C— lower, and the alloy hardens into brittle slag; higher, it becomes unstable plasma. Six hundred micro-pistons rattle, projecting Hephaestus’s own words in Morse: “Power needs Form – Form needs Heart.” With each correct calibration, the metal flows like a golden river beneath crystal.

Chapter 4 – The Sphere of Plasma

The molten alloy is channeled into a crystal mold shaped like a heart. At its center is placed a “spark of inorganic life”—a droplet of silicon struck by lightning a thousand times. The player rotates the cooling ring; with each turn, the metal freezes externally and ignites internally, forming a shell and a fiery core. When the heart stabilizes, it emits a pulse of light every second, synchronized with Earth’s rhythm. The entire forge illuminates, filled with magnetically suspended shards of metal. Then Hephaestus appears—a figure of molten slag and lava—and seals the heart with his hammer. “It is not fire that burns, but fire that forges,” he bellows. The player receives the Sphere of Plasma; from now on, the Furnace of the Gods ignites only at their touch. With this gift, all future weapons or creations may take form—so long as there is vision to shape them.

🌾 The Sowing of Demeter

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Chapter 1 – The Valley of Forgetfulness

At the edge of barren Thessaly lies a valley so sterile that even the shadows of trees are absent. The soil gleams, cracked into polygonal tiles. Dry winds howl, carrying sand that scours the stone as if punishing it. The player feels the mournful silence of the earth; each footstep echoes hollowly, as though the world’s interior has emptied. At the center stands a fossilized altar—the once-sacred shrine of Demeter—upon which a faint emblem of wheat flickers, slowly fading.

Chapter 2 – The Harvest of Hope

Demeter demands three offerings to awaken the land: Tear of Clouds, Salt of Memory, and Ode of Reapers. The Tear is trapped in a cave of ironstone, where vapor condenses into a single droplet. The player must lean gently to collect it without causing evaporation. The Salt lies in underground crypts, remnants of an ancient seabed; it requires solving a labyrinth of antlike tunnels and a calm heart, for panic collapses the vaulted ceilings. The Ode is an ancient hymn etched on a clay tablet; the letters are faded but respond to the flame of a humble lamp. The player reconstructs the melody, engraving it onto a reed flute.

Chapter 3 – The Sacred Sowing

The Golden Seed, smaller than a grain of wheat, shifts in weight depending on light: in utter frost, it becomes heavy as lead. The player digs a furrow around the altar, first casting the Salt so the soil remembers moisture, then dripping the Tear of Clouds. The earth sizzles softly; fine cracks fill with a radiant greenish sap. The player plants the Seed at the center and begins to play the flute. The melody stirs with the wind, transforming into visible waves of golden embroidered dust that sink into the soil.

Chapter 4 – The Triumph of Spring

A breathless silence—then a gentle pulse, like a heartbeat. The polygonal tiles shatter; from the fissures emerge luminous lemon-yellow shoots. Their light flows over the rocks, turning them into roots brimming with life. Within minutes, the valley transforms. Mirrors of water appear as reborn rivers fill their beds. Birds descend in flocks, singing. At the center, the altar bathed in golden light reveals the upright form of Demeter. The goddess offers the player a bundle of wheat and says: “Remember—every seed holds within it the promise of bread.” The player receives the Seeds of Renewal: they can fertilize any land, but only if sown with hope and humility.

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💘 The Mirror of Aphrodite

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Chapter 1 – The Palace of Petals

Gates of coral in hues of rose and crimson open into a dome carpeted with drifting rose petals, floating slowly as if obeying an invisible melody. Within the dome, dozens of mirrors scatter radiant light—yet one at the center is cracked and dim. The player approaches and feels a double shiver: awe and fear. If they touch the jagged edges without sincerity, they are wounded by cold glass that reflects guilt in return.

Chapter 2 – The Fractures of the Heart

Three shards of the shattered mirror have vanished, hidden in open gardens. In the Garden of Memories, jasmine fills the air; ruins of a fountain project scenes of unfulfilled love. In the Garden of Desires, alabaster trees bear mirror-fruits that reveal what was forgotten. In the Garden of Fears, rose thorns whisper rejections. The player collects each shard by anointing it with tears of dawn; the tears blend with althaea, forming liquid silver that preserves truth.

Chapter 3 – The Union with Silver Thread

Returning to the dome, the player weaves a fine thread from moonlight and spider silk. As they stitch the shards into the central mirror, each stitch demands a whispered confession: fears of abandonment, broken promises, hidden longings. If the voice trembles with false certainty, the thread burns away. Only when all confessions are made without disguise does the liquid silver seal the joins, and the mirror shines bright as mercury.

Chapter 4 – The True Reflection

The mirror ignites, transforming the dome into a sea of light. The player gazes—and sees not only themselves, but their best and worst selves dancing together. If they reach out and embrace both, the image fuses into a heart of rose-light. Aphrodite appears as fragrance becoming petal-shaped form, bestowing a kiss of mist upon the forehead. The mirror closes like an eyelid, leaving behind a crystalline tear: “Understand and love yourself first, so the world may become a mirror of true beauty.” The tear-jewel illuminates the path to the final Sanctum.

🎵 The Harmony of Apollo

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Chapter 1 – The Silent Theater

On the slopes of Mount Parnassus stands an amphitheater carved into rock, worn by centuries of silence. Each stone seat bears engraved notes, now faded. At the center lies Apollo’s lyre, its strings severed, emitting a faint, mournful vibration. The player must step upon the seats in pentatonic rhythm; each correct movement awakens a forgotten melody, lifting dust that glows like golden sheet music and reveals a hidden underground passage.

Chapter 2 – The Quest of the Muses

The passage leads to nine alcoves, each adorned with the motif of its resident Muse: Clio’s crimson epics, Euterpe’s iridescent light, Erato’s dream-feathered veil. Each alcove presents a riddle or rhythmic trial—a decasyllabic verse to be recited in reverse, a circle of claps mimicking the beat of a Thracian zurna. When the challenge is met, the Muse appears as a flame of color and bestows a string made of rare essence: sound, light, breath, memory, rhythm, speech, vision, dream, and silence.

Chapter 3 – The Weaving of Strings

Returning to the stage, the player binds the nine strings to the lyre. Each string demands precise tension and emotional tone—an ensemble of sorrow softens breath, a surge of hope stretches light. The player tunes, listens to micro-harmonies, adjusts until the strings resonate in a pure nine-tone scale. Luminous ribbons rise to the dome, forming a solar crown above the stage.

Chapter 4 – The Symphony of Dawn

With a slow gesture, the player touches the strings one by one. Sound, light, and floral fragrance erupt; broken seats sprout ivy, the stone blossoms with saffron, and shadowy spectators of centuries rise in a wave of applause. Apollo himself appears as a column of gold and grants the player a quill of burning sun—a symbol that creation transforms silence into life.

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🏠 The Flame of Hestia

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Chapter 1 – The House That Froze

You enter a manor that once pulsed with feasts and laughter. Now, its marble corridors lie beneath a layer of cold dust. Crystal windows resemble faded paintings, veiled in frost-tears. At the center of the atrium, the sacred hearth has gone out, and upon its ashes, sorrowful shapes of animals form. The player gathers fragments of forgotten furniture, old childhood toys, and colorless branches to trace a meander symbol of hospitality upon the floor.

Chapter 2 – The Gathering of Memories

To rekindle the flame, three heart-fuels are needed: Incense of Gratitude, Crumbs of Sharing, and Tear of Joy. The player wanders: In the library, they find a devoted inscription in a yellowed Bible. In the kitchen, a secret recipe for paternal bread written on a jar lid. In the child’s room, a lavender-scented teddy bear, still warm with embrace. Each item, when touched with tenderness, transforms into a small piece of golden memory that pulses in the hand.

Chapter 3 – The Spark of Companionship

The memories are placed within the meander circle. The player kneels and recites a lullaby of three generations, keeping rhythm with their breath. From the void emerges a ghost-girl, embodiment of Tradition, wearing a red kerchief and holding powder made from dried flowers. She blows gently; sparks ignite, licking the memories and rising as flames without heat. The fire takes the shape of ancestors seated around an imagined table, inviting the player to speak the “blessing of the home.” As they speak, portraits in the halls regain color, as if drawing breath from the light itself.

Chapter 4 – The Eternal Home

The fire does not remain still—it travels through fireplaces, lanterns, and oil lamps, carving a path of warmth. The windows thaw, revealing a garden blooming once more with basil and geraniums. Hestia appears as a woman veiled in flame, her gaze one of humble strength, and places her hand upon the player’s palm, which beats like a heart. “The fire of family must pass from hand to hand,” she says. Once the player accepts it, it becomes an unbreakable spark nestled within their armor. As the sun rises above the manor, a thin column of smoke forms a mark in the sky: the house is safe again, ready to welcome every traveler.

⚔️ The Wrath of Ares

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Chapter 1 – The Field of Storms

On the wind-swept hills of Thrace, the horizon is painted in bronze and crimson. Endless tempests collide, raising pillars of sand and sparks of electricity. Lightning tears the sky like war drums, and the air smells of ozone and iron. At the center of the field hovers a vortex of metallic fragments: shards of meteoric iron, shattered shields, spears that refused to rust. Each step toward the heart of the storm weighs down the player’s limbs, as if they wore a chainmail of guilt. The ground trembles to the rhythm of an invisible army marching forever.

Chapter 2 – The Visions of Conflict

When the player touches a fragment, the metal becomes a mirror and casts forth battle scenes: besieged towers, friends turned foes, victories that birthed arrogance. The visions come alive with sound and scent—smoke, blood, sweat. Each fades only when the player shouts its true name: “FEAR OF LOSS,” “VAIN GLORY,” “BLIND REVENGE.” With every naming, the vortex lowers, the metal softens—revealing that one who refuses to hide their fear has already won the first battle.

Chapter 3 – The Forging of Resolve

At the storm’s heart stands an anvil of solidified lightning. Bolts descend rhythmically—four pulses of wrath, one of calm—heating the metal without melting it. The player wields a double-faced hammer: the black side carves, the silver side smooths. With each strike, they must recite: “In all courage, temperance.” Without measure, the alloy shatters into thorns. With proper rhythm, the fractures seal, and upon the helmet forms a relief of a winged horse—a symbol of controlled power.

Chapter 4 – The Sealing of the Fearless Heart

When the helmet is complete, the vortex ceases and the storms fall silent; only amber twilight remains in the sky. Ares appears as a warrior of smoke and sparks; his eyes burn red, but his voice is steady: “You have conquered the chaos within—now protect it without.” He places the helmet upon the player. It does not burden the head; instead, silent resolve floods the chest. The battlefield transforms into a verdant plain; rusted spears bloom into wildflowers. The player now bears the Helmet of Virtuous Impulse: It shields against violence born of fear and strengthens courage born of compassion.

👑 The Trial of Hera

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Chapter 1 – The Garden of Peacocks

Beyond tall gates of white marble stretches a garden that breathes regal splendor. Countless peacocks roam among fountains of green bronze, forming living mosaics with their dazzling feathers. If the player moves hastily, the birds flare their tails, closing paths. At the center stands a porphyry pedestal upon which three crystals gleam—Faith, Respect, Justice. To reach it, the player must pass beneath arches of emerald ivy without disturbing a single leaf; otherwise, streams of fragrant water fall, extinguishing the flame of resolve.

Chapter 2 – The Mirror of Promises

Beyond the peacocks flows a lake so clear it reflects not faces, but the past. When the player kneels, the surface becomes a stage where broken vows come alive: words unkept, agreements cracked, oaths shattered by pride. The scenes flood with sound—the creak of betrayal’s voice. The player must recognize each moment and whisper “Forgive me” with the true emotion it demands—sometimes soft, sometimes tearful. If the apology is mechanical, ripples push them back; if genuine, the water glows deep blue and a bridge of crystalline ice forms across the lake.

Chapter 3 – The Chain of Oaths

On the far shore rises a workshop adorned with frescoes of divine and mortal weddings. The three crystals transform into links of a golden chain that floats, but each link burns like brimstone to those who lie. The player must connect the links in the order Faith–Respect–Justice, while speaking living oaths. For each promise, they must declare how it will be kept. If evasive, the link glows red-hot and breaks. If truthful, the link cools to white gold and joins seamlessly. When the chain is complete, it shines like a lunar crown.

Chapter 4 – The Coronation of Integrity

The crown rises into the air, and the peacocks spread their wings, forming a dome of iridescence above the player. Hera emerges from the entrance of a temple with six golden columns; her presence fills the space with the scent of lilies. She takes the crown and transforms it into a diadem adorned with a thousand peacock eyes—each blinking like a constellation. “One who keeps their promises rules their own future,” she declares. She places the Crown upon the player. Instantly, the garden transforms: wilted flowers bloom, streams flow melodically, and a double rainbow appears in the sky. Within the player’s heart settles the Stone of Temperance; whenever a dishonest thought arises, the stone warms, reminding them of their duty to integrity.

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🪶 The Flight of Hermes

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Chapter 1 – The Floating Port

Above violet clouds sails the airship-island White Breath, anchored by wind-chains to towers of aerial ladders. The docks glide along amber rails, rising and falling with atmospheric expansion. Every building—customs houses, shops, lanterns—hangs from hydrogen balloons. The player disembarks via a nebula elevator and must synchronize four giant wind-clocks; if the hours of the winds disagree, the island jolts violently, casting crates into the void.

Chapter 2 – The Labyrinth of Aether Currents

Every street of the port transforms into a moving corridor of air. Twelve windmills, each with blades tuned to a different wind—Sirocco, Boreas, Libeccio, Zephyr—spin and shift direction. To earn a feather, the player must solve a riddle of speed before the blade completes a full turn. A question like: “What runs without legs and stops only when I fall silent?” A wrong answer awakens a gust that throws them back; a correct one stabilizes the platform, and a radiant feather lands in their hands.

Chapter 3 – The Assembly of the Sandals

At the island’s center rises the Pulse Tower, a mechanism of copper rings that throb like a heart. Its steps are invisible waves of pressure; the player must walk in rhythm with telegraphs sent via sunbeams. At the summit float wings of cloud-fabric and straps of liquid amber. The wings obey only if bound with three straps: Thought (clarity of purpose), Word (honesty of message), Action (speed of execution). With each binding, the wings flicker like daylight fireflies; a wrong knot turns them to vapor.

Chapter 4 – The Roads of the Sky

Once the sandals are worn, the tower unfolds a spindle plain—runways of glassy aether. The player runs, lifting waves of pressure that form lines of light; each step accelerates time, sending messages to distant cities before thought even forms. At the end of the path appears Hermes, with winged helmet and caduceus. He offers a cylinder of halcyon calm, sealed with the symbol of sun and moon— it opens only in moments of critical diplomacy. “Wings are only as swift as the hope they carry,” he says. The player feels their feet light as verse, ready to cross anything. The island drifts away, leaving behind a sky full of paths in every direction.

🌊 The Trident of Poseidon

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Chapter 1 – The Sunken City

In a steep trench of the Aegean lies the lost city of Thalorygia, lit only by bioluminescent algae. Temples of green marble lean sideways, while coral towers rise like sentinels. Ghost-fish drift through shattered marketplaces and amphitheaters. The player dives, accompanied by a pair of seahorse guides. The deeper they descend, the louder they hear a muffled drumbeat— the Pulse of the Sea, the rhythm commanded by Poseidon. At the center of the plaza stands a statue base with a void: once held the legendary trident, now only three grooves remain.

Chapter 2 – The Calming of Currents

Two titanic whirlpools—Euripios and Skyllaios—collide, forming a vortex that swallows even light. At its edge glimmers silver sand; beneath it lie fragments of the trident. The player whistles through a spiral shell to summon a pod of dolphins. With gestures, they guide the dolphins to form spiral countercurrents, neutralizing the storm. A wrong move breaks the harmony, and the vortex returns fiercer. When stabilized, the First Tooth of the Trident emerges.

Chapter 3 – The Reunion of Spears

The Second Tooth lies in a cave guarded by the sea-dragon Ophioketas. The player lulls the beast with a harmony played on a shell-lyre, then unhooks the tooth from its perch. The Third Tooth rests atop the Rock of Storms, a peak jutting from a sea of gaseous bubbles. The player climbs; the tooth glows like an electrified pearl. The three teeth must be placed into the hilt in precise order. A mistake cracks the hilt, releasing a pressure wave that shatters nearby statues.

Chapter 4 – The Peace of Oceans

With the correct sequence, the pieces fuse: the metal melts and recrystallizes into a trident that shines like aurora. Poseidon rises as a giant of water, his body formed of waves and foam. He touches the weapon; the sea quiets, and storms extinguish like lanterns. Whales chant a deep hymn, sea nymphs raise coral lanterns. The god bestows upon the player a Pearl of Azure Calm. “Guard the wave of your heart as you guarded my waters,” he says. A watery path opens, leading to the Sanctum of Balance— the final step toward the Union of the Twelve.

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