Nine Worlds
The Aesir. The Vanir. The Jotun. War has long passed them by, but immortals can hold a grudge. Frustrated but safe in their arcologies and sky palaces, the immortals lash out at one another through scheming, espionage, and dirty tricks. Working through proxies, they carry out their petty feuds in the streets and back alleys of the megacity of New Midgard. They recruit mortals drawn to fame and fortune or seeking a seat in one of the great halls—people willing to risk much to fulfill great destinies like the Vikings of old, or die trying.

Nine Worlds blends Norse Mythology with a gritty cyberpunk twist. The Aesir, Vanir, and Jotun are immortals not due to deific powers but through the miraculous wonders of science, technology, and magic. These god-like beings are survivors of a war between corporations that ended in an uncomfort- able stalemate. Now, they inhabit sanctuaries well removed from the daily grind of New Midgard, the mortal megacity, while maneuvering their pawns from the shadows. Each faction seeks an advantage over the others as they actively push the world inch by inch towards Ragnarok and a return to open war. Players are Vikings - adventurous freelancers willing to do the dirty work of the immortals in exchange for fame and the promise of a place in one of the sanc- tuaries. Vikings should beware, though: the self-pro- claimed gods lost their humanity long ago and have little regard for the cost of lives.

While Norse-inspired, this world is high technology with heavy-duty hand cannons, physical augmenta- tion, and even runic magics, all of which combine to give Vikings fighting chances to write their own Eddas