Yggdrasil, the world tree, with a castle on its bough and the realms hanging from its roots

YGGDRASIL

SHATTERED REALMS

a persistent world of nine realms

In development · the world tree is turning

The world

The tree has cracked.

Yggdrasil holds the nine realms on its boughs and in its roots. Now its bark is split, and the realms have drifted apart into shards. The only ways between them are gates worn into the world's edge.

You wake in a clearing with nothing, not even a weapon. The Norn-Stone puts one in your hand. What you become after that depends on what you carry, what you make and where you dare to go.

Yggdrasil: Shattered Realms is a persistent sandbox MMO. It is built for hundreds of players in one shared world, where the server decides everything and nothing is given that a player did not make.

The market stands sell nothing of their own. What is on the stands was carried in by somebody, and what leaves is carried out the same way.

— of Kaupholt, the timber town
  • No classes, no levels. Your gear is your character.
  • Player-made. Every weapon and every piece of armour.
  • Server-true. One shared, authoritative world.
  • Full loot in the lawless realms, and only there.

Your path

No one hands you a destiny.

Six ideas the whole game is built on.

You are what you wear

No classes. No levels. No stat points. Take up a sword and you fight like a swordsman; swap it for a staff and every ability changes with it. A helm, a chest piece and boots each add one more. A new character arrives with nothing in hand, and a bare hand stays a bare hand however long you have played.

Every blade is made by a player

No merchant sells a sword and no monster drops one. Monsters and chests give raw materials. Players fell the timber, dig the ore, refine it at the bench and forge everything anyone in the world will ever wear.

Fame opens the doors

The Destiny Board is a great tree of nearly two hundred nodes. You climb it by doing: fighting with a weapon, gathering a resource, crafting an item. Fame earned that way opens higher tiers of gear and new spells to choose. Everything behind every door is still an item.

A market run by its people

Each city keeps its own order book in silver. Post a sell offer, place a buy order and let it wait, or take what is on the stall. Prices are what players make them, and goods earned in a dangerous realm are worth more in a safe one.

Risk is a choice you make

Some realms are warded and nothing is lost there. Others are lawless, and what you carry in is what someone may carry out. The finest materials grow only where it is dangerous, so going deeper is a decision about reward.

Professions are lives

A woodcutter, a smith, a hauler running goods between cities and a sellsword are all real careers. None of them requires winning a fight, and every one of them feeds the others.

From root to blade

Everything begins in the ground.

  1. I

    Gather

    Fell trees, mine ore, quarry stone, reap fibre and skin hides, each trade with its own tool. A worked node runs dry and grows back.

  2. II

    Refine

    Logs become planks, ore becomes ingots, hides become leather. A tier VIII blade needs tier VIII ingots.

  3. III

    Craft

    Forge weapons, armour, tools, capes and bags at the bench. The finest pieces carry a history of who made them and whom they have fought.

  4. IV

    Trade

    Sell on the city's order book, haul goods to a richer market, or arm a guild. The economy is the players.

The risk gradient

The deeper you go, the more you risk.

Every realm carries a tier from I to VIII. The tier sets what a death costs you, and what grows in the ground.

I–IV
Warded

No player may harm another. A death costs you nothing.

Common materials

V
Contested

Open to duels. Slain by a player, you drop your bag.

Uncommon materials

VI
Outlaw

Any death, beast or blade, drops your bag.

Rare materials

VII–VIII
Lawless

Full loot. Any death drops everything: bag, gear and purse.

The finest, and only here

The first shards

Three realms, joined by gates.

Each realm is a small, hand-made place, and you choose your road by running for one of its gates. These three are the first. More will follow, each opening onto three or four others.

Tier II · Warded

Kaupholt

A timber town in a clearing of old forest, and where every journey begins. The sawmill runs off the beck, the smithy makes the axes that fell the wood, and the market stalls sell nothing of their own: what is on them was carried in by someone. South-west of the vale road lies Ulfsholt, an abandoned cutting where the wolves have made their den.

Tier V · Contested

Vardholt

The border country south of the town, named for its watch-cairns. Here the law thins: a duel is allowed, and a hauler who loses one loses the load on their back.

Tier VII · Lawless

Mistmire

A drowned fen west of Kaupholt, where the mist hides the reeds and the reeds hide everything else. Nothing is safe in the mire, and nothing you bring is yours for certain. It is also where the richest materials grow.

Combat

Read the ground. Step out of it.

Fights are fast and aimed. You choose where every spell lands, and every weapon brings its own.

  • Many weapon families: swords, bows, staves, warstaves and spears, each from a rough tier I piece to a worldroot tier VIII one.
  • Every enemy warns you. A special attack draws its exact area on the ground before it lands, with time to dodge.
  • Armour fights too. Helm, chest and boots each grant an ability of their own.
  • Crowd control and counterplay: roots, slows, silences, shields and stuns.

Fenwolves

They hunt as a pack and take turns: one lunges while the others circle.

The Ashen Acolyte

A winged caster in a grave-black robe. His hands burn black while he casts, and his curses mark the ground before they land.

The Elderwood Guardian

An old forest spirit that wakes when disturbed. It drags vines through the earth across the ground it has warned you of.

The Blind Lantern Guard

He stands at the gates like a statue, his sword turning in the air around him. He keeps the peace and does not need to see to do it.

The road ahead

What the world will become.

Yggdrasil: Shattered Realms is in active development. Much of the foundation is already standing; this is what is built, and what comes next.

Standing now

The foundation

  • A shared world of connected realms, with gates between them
  • Swords, bows, staves, warstaves and spears, and the tools of five gathering trades
  • Gathering, refining and crafting from tier I to tier VIII
  • Per-city markets, silver, and letters when an order fills
  • The Destiny Board, with spells chosen per weapon
  • Full loot, corpses and dropped bags in the dangerous realms
  • Houses to buy and guilds to found

Next

The wider world

  • Dungeons: common, repeatable, full of monsters and treasure
  • More realms, each with three or four gates, and a world map
  • More creatures, and more of the world for them to roam

Later

Guilds and their holds

  • Guild dungeons that appear in the world as rare events
  • A guild must conquer one before it is theirs, and can then rebuild it room by room
  • Rival guilds raid them; the owners can come home to defend
  • Territory, and the politics that follow it

The world tree is turning.

There is no release date yet. When the gates open, they will open here.

Back to the tree