"The gods are not your friends. They never were. Every prayer is a meal, every sacrifice a feast. You came seeking glory—you found a feeding ground."
Campaign Overview
Players
3-5 players
Sessions
20-24 sessions
Difficulty
Advanced
Themes
Deicide, Survival, Political Intrigue, Mythological Horror
The Premise
A Viking expedition crosses the sea to Jotunia, a legendary frozen continent where giants dwell. But this is not the saga they expected.
The giants are cultured artisans and philosophers, not mindless monsters. The trolls are the true beast-hordes. And the Norse gods—Odin, Thor, Freya—are not distant protectors but present parasites, feeding on human worship and death.
The only way home is through Ragnarök. Kill the gods. Break the cycle. Escape the false Valhalla where dead warriors feast forever as divine cattle.
Key Features
God-Hunting
Track, weaken, and ultimately kill Norse deities using god-killer weapons and divine weaknesses
Sandbox World
Nine interconnected domains with active factions, from the human city of Volsprung to the giant halls of Jotunheim
Rune Magic
Discover and master the Elder Futhark—24 runes scattered across the world as environmental spell-sources
God-Dream System
Every night, gods may visit your dreams offering power at a price. Track your affinity from Nemesis to Janissary
Major Factions
Volsprung
Human Settlement
The City of Nine Rings—humanity's foothold in Jotunia. A stratified settlement where each ring represents a different social class, from thralls at the outer ring to the Jarl's hall at the center.
Solo Play
Campaign Scenarios
The Voyage
The expedition crosses the sea. Resource management, sea-serpent encounters, and the völva's prophecies set the stage.
2-3 sessions
The City of Nine Rings
Political intrigue in Volsprung. Three succession paths, the Lokasenna feast, and the dragon Fafnir's hoard beneath the city.
3-4 sessions
The Giant's Shadow
First contact with Jotunheim. Scale dissonance, giant philosophy, and the revelation of Ymir's sleeping heart.
3-4 sessions
The God-Hunt
The point of no return. Acquire god-killer weapons, infiltrate divine realms, and kill your first god.
4-5 sessions
The Serpent Wakes
Götterdämmerung. Three possible endings: Preservation, Revolution, or Transformation. Confront Odin in Valhalla.
4-6 sessions
Unique Mechanics
The Rune System
24 Elder Futhark runes exist as environmental spell-sources. Find them carved on trees, formed in rocks, or visible in clouds. Each rune has a Reverie cost and unique effect.
God-Dream System
Track your relationship with each god on a -5 to +5 scale. At -5 (Nemesis), gods actively hunt you. At +5 (Janissary), you're their champion—but bound to their will.
Divine Weather
Weather patterns indicate which god is watching. Snow means Hrimthur. Mist means Odin. Storms mean Thor. Plan accordingly.
Key NPCs
Jarl Bjorn Haraldsson
Dying Leader
The stone-cursed Jarl whose death will trigger Volsprung's succession crisis. His choice of heir shapes the campaign.
Nilfsvol the Skald
Hidden Heir
The Jarl's bastard son, hidden in plain sight as a poet. Speaks truth through jest like Loki himself.
Nojut the Priest
Reformer
A former thrall who rose to ring-lordship. Leads the reformist faction seeking to change Volsprung's rigid hierarchy.
Sigrdrifa
Rogue Valkyrie
A valkyrie who questions her role. She may help the players—or harvest them, depending on their choices.
Odin All-Father
Final Boss
The one-eyed god who sees all. He knows the players are coming. He's been preparing since the first god died.
DROP v2 in God-Hunting
⚔️ Mechanics as Norse Narrative
Jotunia's god-hunting narrative maps perfectly to DROP v2 mechanics. Use these design patterns:
Zero Dice: Mortal Limits
Humans facing divine power often have 0 in relevant attributes. The choices:
- • 2d6 take lowest: Cautious approach against unknowable gods
- • Reach for State: Desperate defiance—gain power at cost
- • Thematic: mortal heroes push beyond limits against the divine
Rune Magic & Sets
Rune magic grants bonus dice. High pools mean frequent Sets:
- • Doubles from runes: The Norns smile—recover Reach or press advantage
- • Triples during rituals: Fated success, extra dice represent wyrd alignment
- • Thematic: fate (Sets) rewards those who invoke the runes
Reach/Push in Battle
God-fights span multiple sessions. The exclusivity rule creates heroic arcs:
- • Pre-hunt: Reach freely during preparation and scouting
- • Hunt begins: Push temptation rises as gods counter
- • Final blow: Those who Pushed early can't Reach for the kill
- • Thematic: pushing too soon costs you at Ragnarök
Drift Reset: World Boundaries
Crossing between Midgard and Jotunia resets Drift:
- • Return to Midgard: Drift → 0 (mortal world anchors you)
- • Enter Jotunia: Drift → 1 (giant-land awakens connection)
- • Asgard raids: Higher starting Drift (divine realm)
- • Thematic: each crossing changes the hero
Possible Endings
The Preservation
Stop Ragnarök. Create a new divine compact where gods serve rather than feed. Players become divine regulators.
The Revolution
Complete Ragnarök. Kill all gods. Reality resets. A new world forms—but will you exist in it?
The Transformation
Become the new pantheon. Players ascend to godhood, taking the place of those they killed. But can they rule better?
Campaign Structure
Act 1: The Voyage
Cross the sea to Jotunia. Survive storms, sea-serpents, and prophecies.
Act 2: Settlement
Navigate Volsprung politics. Make contact with giants. Discover the gods' true nature.
Act 3: Götterdämmerung
Hunt the gods. Choose your ending. Reshape reality.
Trickster Resources
Start the Campaign
Begin with The Voyage scenario
Trickster's Guide
General GM advice and session management
Quick Reference
Rules summaries and tables
"The gods are not your friends. They never were. Every prayer is a meal, every sacrifice a feast. You came seeking glory—you found a feeding ground."
— Völva of the Serpent's Coil
