Iron Edda Reforged, Season One

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Ragnarok is Coming and It’s You

They spoke with sweet words.

They said “work hard enough, and you can have it all!”

They showed you images of the life you could lead. Wealth, family, comfort.

They dazzled the world with ideas of “The Dream,” all while doing everything in their power to assure that they would have while everyone else has not.

The gods told stories, wove tales, captured hearts and minds. They built their power, their wealth, and they left everyone else in the dust. They still require the same sacrifices and devotion, but they ask time instead of blood. They ask attention rather than labor.

They want for nothing and still they want more.

Now is the time for all of that to change. Your community, your people will assert themselves, will bring down the gods. Their strongholds will fall and all they have claimed for their own will be given to those from whom it was stolen.

The Twilight of the Gods is upon the nine realms. Their fall will come at your hands.

A New Edda, Reforged

Every Iron Edda game has three core elements:

  • Ragnarok is happening. Undeniable. Inevitable.
  • Humanity fights Raganarok by bonding the spirits of brave people to bones and spirits of dead giants. The Bonebonded.
  • Everyone belongs to one of nine warrior clans (or 10 clans, if you count the Bonebonded.

Iron Edda Reforged is a new take on the world and tropes of Iron Edda. 

The gods have built their corporations on the backs and bones of humans and giants alike. Across the City, each of the realms groans under the weight of their rule. They keep most people placated with trinkets, ads, and a steady diet of games and other consumable media.

You are not most people.

You and those in your neighborhood know the time of the gods is over. You are going to be the cold winds of a neon Fimbulwinter that ushers out the old world and brings in the new. 

In this game, you can play anyone, be anyone who is part of the fight against the gods. Begin play with one set of characters, change focus to a different group, and tell the story of taking down the gods from any angle you choose.

This is a game about the whole of the people who will topple the gods.

Jotunheim, the Core Network

This story begins in Jotunheim, the Realm of the Core Network.

The giants in the world are subjugated. They smelt, forge, and build in Muspelheim and Nifelheim. When their time is done, their blood and their bones are taken to Jotunheim where they become the network. Every single connection from one computer to another, every bit of data that races across the whole of the gods’ domain. All of it is built from the bodies and bones of dead giants.

Jotunheim itself is part graveyard, part data center, and all at a scale that is mind-boggling. From above, the streets and pathways look like the clusters of neurons. In more ways than one, they are. The whole space grows and changes organically, adding capacity and processing power as needed. The parts of the dead giants that aren’t used for computing power are discarded, creating massive cairns of bone and desiccated gristle. It is in these places where humanity carves out space for itself.

Season One

Iron Edda Reforged begins in Jotunheim, in this first season. This project is funding the release of a multi-pronged game experience:

Jotunheim Zine Cover

Jotunheim – A zine-style release of the rules needed to begin the story of the fall of the gods. Take down Mimir, Tyr, and Thor in the Realm of the Core Network.

Puppet Strings Podcast Image

Puppet Strings – A behind-the-scenes actual play podcast detailing the playtest process that made the rules for Iron Edda Reforged. Starring Bee Zelda, Alex Flanigan, and Jeff Stormer.

In the Bubble Video AP Image

In the Bubble – A fully produced video actual play of the rules found in Jotunheim, airing on the One Shot Network’s YouTube and Twitch channels, produced by Tracy Barnett and starring Bee Zelda, DJ (Big_Beaz), and Danny.

The System

Iron Edda Reforged is powered by an all-new system designed by Tracy Barnett and playtested by Bee Zelda, Alex Flanigan, and Jeff Stormer. Characters are detailed, vibrant, and easy to make. The structure of play allows the players to change focus characters whenever they wish. 

By moving perspectives from one group of characters to another, any group can tell the same kinds of stories that we see in other forms of media. Changing characters and perspectives allows for the telling of the story as a whole, not just the experience of a small group of people. 

Characters are made by choosing a warrior clan and assigning three details, which are short, descriptive, true phrases. Each detail has a rating, excellent, good, or fair. When a character takes a risky action, the number of d6s they roll depends on the detail they’re using. If they roll poorly, they can spend a control point to re-roll their misses. To get more control points, players can choose for their character to fail a roll, narrating the outcome.

Each warrior clan comes with a focus and a set of powers which can be used at-need, per scene, or per session. Jotunheim includes one set of powers for each of the ten warrior clans. Subsequent seasons will include different power sets that can be mixed and matched among seasons.

When a character runs into trouble, they get glitch dice that they have to include in their die pool when they take their next action.  When glitch dice hit, things go sideways for the character. Setbacks, advantages for the opposition, injury, or even death are all on the table if they’re appropriate for the narrative.

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