Mythic Campaigns: The Æsir–Vanir War - Preview

At the beginning
When the fire is low, and the hall grows quiet, the old ones say you can still hear it—far off, like surf on stone or wind in pine: the first great quarrel of the gods, when the worlds were young, and the borders between them had not yet hardened.
This was not a war of “good” against “evil.” That’s how children talk, and how priests simplify. The Æsir–Vanir War was a war of ways: two kinds of power that could not share the same breath without testing each other. One kind strikes like iron in the storm—loud, decisive, hungry for oaths and glory. The other kind moves like sap in the root—patient, deep, and difficult to uproot, bound to place and season and the hidden bargains that keep a land alive.
And because the worlds are made of speech as much as stone, a war of ways is a war of words first. Then it becomes a war of blood.
- Designer Note (Source authority): We treat Völuspá as the ‘chronicle spine’ and use Skáldskaparmál only where it supports force-types.
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New map features: Sacred Sites as raid objectives
- OOB Logic: “Many units/counters are sworn bands (150–300), heroes are not only leaders that offer leadership modifiers, but also hero solo units.”
Before the spears
In those days, the Æsir held their hall like a mast holds a ship. Their power was gathered, not scattered. It sat at the center and pulled the far edges inward: chiefs and oathmen, chosen companions, the hard folk who follow a leader not because they must, but because his name feeds their own.
The Æsir loved the clear moment. A promise. A challenge. A blow answered with a blow. They believed that order is forged—like a blade—by heat and hammering.
The Vanir were different. Their strength was older than the halls. It lived in field and forest, in coast and fjord, in the hush that settles before a storm. Their power was not a single point you could seize. It was a net of places and kinships, of gifts returned, of rites that bind a people to its ground. The Vanir did not need to shout to be obeyed. The land itself carried their voice.
So when these two kinds of power began to rub against each other—when routes crossed, when tribute and trade and pride tangled—there could be no easy peace. The Æsir felt the Vanir were too subtle, too unbound. The Vanir felt the Æsir were too hungry, too loud, too certain that the world was theirs to command.
A spark only needed dry wood.
Gullveig and the first insult
You have heard the name: Gullveig. Some say she came as a guest, some as a wanderer, some as an envoy whose true business was never spoken aloud. But the shape of the tale is the same.
A Vanir craft—call it seiðr, call it hidden knowing—came into the Æsir’s hall. It spread like smoke. It turned heads. It set men whispering and women watching. It made the proud uneasy, because it moved influence without sword or spear, and it did not ask the Æsir’s leave.
And the Æsir, who rule by oath and visible strength, answered in the only language they fully trusted: punishment made public.
They tried to break Gullveig. They burned her, they struck her, they cast her out—so the tale says. Yet she returned. Again and again. Not as a body that refuses to die, though that is how skalds sing it, but as a truth the Æsir could not stamp out: that another kind of power existed, and it could not be ended by spectacle.

Gullveig is executed, illustration by Lorenz Frølich, 1895 (Public Domain).
That was the first insult. Not the act itself—halls have seen worse—but the message it carried: Your ways are not welcome here. Your arts will not stand in our light.
Among the Vanir, such an insult is not personal. It is political. It is aimed at the whole weave.
So the Vanir took it as a declaration.
And the Æsir—who do not like to be tested—took the Vanir’s anger as defiance.
Thus, the words became iron.
The border wars
At first, it was not great battles. It was the kind of war that grows like a bruise: raids at the edge, reprisals, small engagements that leave long memories.
The Æsir struck fast. They did what storm-kings do: they came hard, seized what they could seize, punished those who resisted, and left with their names ringing behind them. Their warbands were sharp tools. They were good at the sudden decision—good at the moment when fear breaks.
But the Vanir did not meet them as the Æsir wished. They did not always stand in open ground to be broken. They made the returns costly. They harried the routes. They denied crossings. They waited for the raiders to tire, for the proud to separate from the cautious, for the boastful to fall behind.
And when the Vanir raided back, it was not always to take cattle or gold. It was to take certainty.
A hall lives on the belief that its center holds. A federation lives on the belief that its net cannot be cut. So each side attacked the other where it lived: the Æsir at the Vanir’s rooted places, the Vanir at the Æsir’s reputation and sense of inviolability.
In time, the “edge” became real. Watchposts, guarded fords, paths that were safe only with friends. The world's learned its borders the way a man learns a scar—by pain.
The war reaches the walls
Then came the day the war ceased to be only at the edges.
The old songs say the Vanir “came to the walls.” Whether you picture Asgard in the sky or a great fortified seat beyond the world’s common roads, the meaning is the same: the Vanir threatened the Æsir where the Æsir believed they could not be threatened.

The Æsir fight against the Vanir, by Carl Ehrenberg, 1882 (Public Domain).
This was not just a battlefield matter. It was a trial of legitimacy.
If the Vanir could press the Æsir’s center, they could show that the Æsir were not the sole axis of the worlds. If the Æsir could hold without bending, they could prove that their way—oath, hall, decisive violence—was the way that should rule.
So the Æsir committed. Not half-hearted warbands, not distant retaliation. The high names came. The leaders took the risk themselves because, in Æsir politics, the leader is the banner. If the banner falls, the coalition frays.
And the Vanir—who are not fools—did what patient enemies do: they made every approach a problem. They made time itself a weapon. They made the defenders bleed not only at the gate but in the mind, with doubt and fatigue and the fear that this war might not end cleanly.
No tale gives us a neat victory here. That is how you know it is close to the truth. When poets cannot decide who won, it often means both sides paid too much to call it a triumph.
After that, the war changed.
The war of champions and omens
When a war cannot be won in one blow, it becomes many.
The middle years—if “years” is the right word for a war sung more than counted—were filled with smaller actions that mattered because of who fought, where they fought, and what the fight meant. The war became a contest of signs as much as steel.
Champions mattered more. Not as lone supermen, but as the point of the spear: the figure whose presence could bind a wavering line, whose oath could keep allied warbands from slipping away, whose name could make an enemy hesitate.
Sacred places mattered more. A grove. A spring. A boundary stone. A crossing. In a mythic age, the land is not a backdrop; it is a participant. The Vanir, especially, fought like those places were their allies—because in their way of power, they were.
And stories mattered. Each side needed the world to believe its war was righteous. The Æsir needed to show they could still punish. The Vanir needed to show they could not be broken. So every raid became a message; every stand became a lesson; every loss became, in the telling, someone else’s treachery or some omen that excused it.
This is where you begin to hear the gnostic undertone in the old songs: that the worlds are layered, that what seems like one thing in the daylight is another in the half-seen. That the gods themselves, for all their power, are bound by bargains older than their anger.
The war was teaching them what the world was made of.
Exhaustion and the fear of the ending
Eventually, both sides learned the same hard truth: you can burn a field, but you cannot burn the season. You can break a hall, but you cannot break the need for order. If the Æsir destroyed the Vanir utterly, they would inherit a world stripped of the very roots that make rule possible. If the Vanir destroyed the Æsir utterly, they would inherit a world without the hammer that drives monsters back into the dark.
That is the secret beneath the settlement: not mercy, but necessity.
A war between two kinds of power ends when both understand that the world cannot bear the victory either side imagines.
The settlement: oaths that bind the wound
So they made peace.
But do not picture peace as clasped hands and smiling faces. Picture it as a man wrapping a deep cut: the wound still there, but bound so it does not bleed out.
The heart of the settlement was hostages.
Hostages are not ornaments. They are the strongest oath a people can give when trust is thin. You place living value in the other side’s hands so the treaty has teeth. And you do something else, too: you create a mixed elite—persons who belong to both worlds, who will later speak both languages, who will later insist that the old war must not be reopened lightly.

Thor wades through a river, while the Æsir ride across the bridge, Bifröst, in an illustration by Lorenz Frølich, 1895 (Public Domain).
So Vanir came among the Æsir, and the Æsir honored Vanir in their hall. Not because they had become friends, but because the new order required it.
And as the final seal, the old tale speaks of a strange act: they spat into a vessel together, and from it came a being of wisdom. That is how skalds tell what diplomats do. They made a single substance from two rival mouths. They created a shared thing that could not exist if either side refused the bargain.
Call him Kvasir, call him the proof. The meaning is plain: the peace was a fusion born out of necessity, and it produced something neither faction could have made alone.
Aftermath: a new order that remembers the war
The war ended, but it did not vanish. It settled into the bones of the world.
From then on, the Æsir were not only storm and spear. They were also bound to cycles and places in ways they had resisted. And the Vanir were not only root and rite. They were also bound into hall politics—into the loud, sharp business of leadership and public oath.
This is why the peace is uneasy in the tales. Hostages can become honored guests, but they can also become reminders. Alliances can become kinship, but they can also become leverage.
In the old way of thinking, the world is not made once and finished. It is made and remade through conflict and bargaining. The Æsir–Vanir War is one of those makings: a founding crisis that taught the gods—taught the worlds—that power is never only what you can strike down.
Sometimes, power is what you cannot kill without killing yourself.
And that is why the skalds still sing it. Not because the war was glorious, but because it was instructive: a tale of pride and punishment, of deep powers meeting loud ones, of a wound that became a bond.
So remember it when you speak oaths. Remember it when you see the border stones. Remember it when the hall grows certain, and the fields grow quiet.
The first war ended in peace—but the peace was an oath under strain.
And all oaths, as we know, are tested.
Overview
- Heroes like Thor, Loki, Odin, and Freya
- Raiding and counter-raiding as a strategic rhythm
- New terrain types like (see below under "Maps"):
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Oath Groves
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Witness Stones
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Mist-River Fords
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- Prestige and honor pressure are driving risky engagements
- Hostage politics and alliances (including “uncomfortable” coalitions)
- Terrain as cosmology: not “fantasy noise,” but meaningful operational constraints
Story Arcs
The game’s campaign aspect is presented through story arcs. Here’s a list of the currently in-development story arcs. Each story arc is essentially a mini-campaign, but all scenarios can also be played independently. When played in an arc, the story arc scenarios are interlinked.
Border Wars (early phase)
- “Skirmish at the Alder-Ford”
- “Raid on the West March”
- “The Grove of Oaths”
- “Ambush on the Whale Road”
- “The Boundary Stone”
Gullveig and the First Insult
- “The Burning in the High Hall”
- “Smoke in Asgard”
- “Seiðr at the Feast”
- “The Third Return”
- “Ashes and Oaths”
Escalation
- “Fords of the Mist-River”
- “The Long Night Counter-Raid”
- ...
To the Walls
- “To the Walls of Asgard”
- “The Gate of Spear-Points”
Other story arcs include “Champions and Omens” and “Settlement and Hostages.”
Scenarios and Campaigns
- Single Scenarios: a mix of short, medium, and large engagements
- Tutorial Scenarios: designed specifically for solo play and learning the new mechanics
Concept Art and 3D models
Although the game is still in early design and development, we want to share some of the graphics assets we created. Please note that all graphics are only previews and may change until release.
Units
Viking infantry and Berserker




Firegiants and Jötunn


Dark Elf

Buildings and Ships


Gods and Heroes like Thor and Odin


Orders of Battle
Æsir
- Shock-centered forces with elite “heroic” cores
- Strong emphasis on command presence and decisive commitment
- Powerful but not limitless “special effects” (see Optional Rules below)
Vanir
- Flexible, resilient forces with strong “domain” advantages
- Greater emphasis on operational endurance and local conditions
- Strong counters to brute-force assaults—especially in terrain that favors them
Maps
- Realm-edge terrain that shapes movement and visibility
- Sacred sites that matter because they influence routes, deployment, and objectives
- Chokepoints and crossings that create the kind of decision pressure WDS battles thrive on
Engine Enhancements and Optional Rules
- Divine Favor (Optional Rule)
- Limited-use effects tied to leadership quality and scenario scripting. Think of it as a controlled “once-in-a-while” lever—not a fireworks show.
- Oaths and Dread (Optional Rule)
- Morale and cohesion effects that reward stable formations and punish reckless overextension, especially when key leaders are committed or endangered.
- Fog of Saga (Optional Rule)
- New terrain types like lava fields, Surtr’s Fissures, glaciers, root tangles of Ygdrassil, dreadfield in Helheim, and many more
- A visibility/uncertainty rule aimed at producing more “you didn’t see that coming” moments—without breaking LOS fundamentals.
- Units like "Heiðrún" that act as supply units for fatigue, not only for ammunition.

Heiðrún, the hall-goat of Valhalla: perched above the feast, quietly doing what she does best—turning leaves into mead, and reminding every quartermaster that divine logistics are still logistics.
Screenshots
Last, not least, here are some screenshots from scenarios in development. Again, the game is an early stage, so everything you see is in flux.
Screenshot from "The Troll-Ford of Hravnik" scenario
Other possible titles we have in mind are:
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Mythic Campaigns: Kurukshetra (Mahabharata) [Indian]
A dynastic civil war that escalates into a continent-spanning coalition struggle—set-piece battles, daily phases, and commanders forced into impossible choices.
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Mythic Campaigns: Zhuolu (Yellow Emperor vs Chiyou) [Chinese]
A founding-era coalition war where the Yellow Emperor confronts the warlord Chiyou—fog, strange terrain, and rival war-bands in a fight that decides who defines “order.”
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Mythic Campaigns: Mag Tuired (Tuatha Dé Danann vs Fomorians) [Irish]
A faction war for sovereignty, framed as a hard-fought clash between a settled divine order and an older, harsher power.
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Mythic Campaigns: Marduk vs Tiamat (Enuma Elish) [Mesopotamian]
A primordial “regime change” conflict among the gods, with a rising champion forging a coalition to overthrow an older power and impose a new cosmic order. -
Mythic Campaigns: The War of the Princes (Dangun Myth) [Korean]
A foundational struggle between rival heavenly-born leaders for control of the land and the mandate to rule—part migration, part coalition war, told as a legitimation conflict where “order” is something you seize and then have to hold. -
Mythic Campaigns: Shango’s Thunder War [Yoruba (West African)]
A divine-king war cycle of rival city-states, oath-bound warbands, and dread weapons—where storms, lightning, and sacred authority become operational factors, and victory is as much about legitimacy as casualties. -
Mythic Campaigns: The War of the Twin Heroes (Popol Vuh) [K’iche’ Maya]
A descent-and-return war against the lords of the underworld, framed as a chain of trials, ambushes, and decisive confrontations where deception and endurance matter as much as force.
Bibliography
Here are some book recommendations that give you a deeper insight into the mythology behind the game. (Clicking the cover brings you to Amazon)
Carolyne Larrington, trans., The Poetic Edda (2nd rev. ed., 2014).
Snorri Sturluson, Edda (Prose Edda), trans./ed. Anthony Faulkes (1995).
John Lindow, Norse Mythology: A Guide to Gods, Heroes, Rituals, and Beliefs (2001/2002).
Neil Price, The Viking Way: Magic and Mind in Late Iron Age Scandinavia (2nd ed., 2019).
Rudolf Simek, A Dictionary of Northern Mythology (1996).









I have never commented on a WDS post before, but this seemed important enough. I just wanted to say that instead of just treating this as a joke and moving on, why not make one of those free “mini-games” like “Grenada”? Then we can see the potential the series has and if fan interest is really there. I would certainly buy the series. as it will allow your scenario designers to be a lot more creative, without having to spend so much time on historical research. Of course, the core focus of WDS should still be historical games, but it doesn’t have to be the ONLY games you make!
This elaborate “News” gradually ate away my suspicion. It was pretty much gone when I reached the screen shots. You got me you sons of Gullveigs.
That’s really well put together, congrats.
I guess the closest thing to this you can actually play would be Illwinter’s Dominions series.
Just so everyone knows, this was an April Fools post… no plans for a “Fantasy” series in our future. Carry on!
So in case this was not an April Fool’s joke, I’ll take the Trojan War from The Iliad, please. :)
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