Lost Sagas

“Yggdrasil’s stolen bark is freezing the realms, and the All-Father has chosen you to bargain, sing, or fight your way toward the thief.”
The premise
Step into a mythic Norse quest as a skald-born wanderer called from song into prophecy. A rogue Frost Giant has stolen living bark from Yggdrasil, and Midgard is already locking beneath unnatural ice.
To save the realms, you must seek the All-Father’s bargain, read the warnings hidden in old runes, and choose whether your first move is wisdom, warmth, or a hard look at the frozen ruin outside.
The stolen bark is only the beginning. Every oath, chant, and axe-stroke may pull you closer to the giant’s trail—or reveal why the gods needed a mortal to do what they would not.
Who you are
Born to wandering skalds, you grew up learning the old lays beside smoky hearths and frozen roads. You know how gods hide warnings inside stories, how giants twist bargains, and how a song can become a weapon when the right rune answers. Until now, those tales were inheritance; tonight, they are instructions.
Your objective
Reclaim the stolen bark of Yggdrasil from the rogue Frost Giant and halt the spreading supernatural winter before Midgard is sealed in ice.
The kind of choices you'll face
A few illustrative examples — in play, choices are written for the exact situation you're in:
- Look out at the ice-covered village.
- Listen to the wise-woman’s warning.
- Warm yourself by the mead-hall fire.
And when none of the options say what you actually want to do, write your own action — the story responds to it just the same.
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