Merge RPG · Mobile

Yggdrasil Tales

Yggdrasil Tales logo

“When the world tree dims, the realms forget how to burn.”

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01 · The World

Fimbulwinter has begun

Nine realms hang from the branches of Yggdrasil. For ages its glow held the cold at bay. Now the glow is failing, frost spreads from realm to realm, and the runes that once blazed on every stone and blade are going dark.

02 · The Threat

The frost has a king

Thrym, lord of the Frost Giants, has stolen Mjolnir and hidden it in his ice fortress. He wants the tree itself, and a world of endless ice. Below, Fenrir has slipped his bonds, and Odin's ravens bring the news: the old bindings are breaking.

Thrym
Thrym
Fenrir
Fenrir
Huginn and Muninn
Huginn & Muninn
03 · The Hero

Haldor of Midgard

No god and no prince: a stocky axe-bearer with a braided red beard and a stubborn streak. When the frost reaches his home and the gods have no answer, he picks up his axe and walks the rune road toward the tree.

Haldor Haldor turnaround
04 · Core Loop

Forge. Wake. Strike.

Haldor cannot light the runes alone, but he can forge. Two items merge into one stronger weapon. Each merge wakes a rune. Each rune brings back a little of the fire.

Collect Salvaged blades, rune-steel shards, relics
Merge Two into one, tier by tier
Wake runes Each merge charges a rune power
Defeat guardians Free the realm, restore the light
Merge board and battle Rune attack
Gjallarhorn, Draupnir, Helm of Awe Brisingamen, Gleipnir, golden apple
05 · The Relics

Power at a price

The treasures of the gods lie scattered along the road. Each one carries power Haldor can borrow, and each one has a price.

  • · Gjallarhorn
  • · Draupnir
  • · Helm of Awe
  • · Brisingamen
  • · Gleipnir's threads
  • · Apples of Idunn
06 · The Journey

One realm per chapter

Midgard is the home base. Every realm has a guardian, and every guardian guards a piece of the tree's fading light.

  1. I · Jotunheim and its king
  2. II · The dwarven forges of Svartalfheim
  3. III · The mist of Niflheim
  4. IV · The fires of Muspelheim
  5. V · Helheim and the golden halls of Asgard
07 · Art Direction

Ice, gold and glowing runes

Stylized and heroic Norse myth. Epic, warm-hearted and a little mischievous. Cold blues set the world; gold and ember-orange mark hope, rewards and calls to action.

Night ice · #0B1A2E
Glacier · #5FB4D9
Rune cyan · #22D3EE
Gold & ember · #F59E0B
UI kit Midgard home base

Win the realms back, and the tree wakes.

Fail, and the winter finishes what it began.