The world after the war
The gods went to war and nobody won. What is left is a cold north of fjords, barrows and abandoned shrines, freezing from the edges inward. You are a god the world stopped praying to — alive only because one small tribe still believes.
Your tribe
You rule a settlement (its stores and walls are your secret) and warbands on an open hex map. The map everyone sees. What you hold in your hand — items, myths, your exact reserves of faith — no one does.
The four measures
Faith is your currency: rites, miracles and war all burn it. Others only see whether your flame burns steady or low. Glory is the public record of deeds. Renown is the world's trust in your word. Divinity is how close you are to being a god again — the measure that wins.
Seasons and orders
Each round is a season. All players place order tokens at the same time, face down — March, Rite, Build, Trade, Myth — then everything is revealed at once and resolved by initiative. Nobody waits through three other turns; everybody sweats through the reveal.
Battles and the Dice of Fate
Battle is arithmetic: warbands, ground, artifacts, and a hidden pledge of Faith from each side — the second bluff of the game. Dice exist, but only destiny rolls them: when forces stand exactly equal, at the storming of the Great Hall, and at the final Rite. Rare, loud, and worth the ceremony.
Gifts and lies
Items are secret. When you hand one to another god you name it yourself — truthfully or not. A poison sold as mead is legal play. A lie revealed in the open costs Renown, and Renown is what set your prices, your allies and the spirits' patience.
Oaths
Two gods may swear an oath before the Chronicle — peace for three seasons, a joint march, a trade road. Breaking it is legal. It is also public, permanent, and written in your record forever.
The Long Winter
Every season the winter advances and the edge of the map dies. Fields fail, the living ground shrinks toward the Great Hall in the center, and old neighbors become close ones. The game cannot stall: the winter always finishes it.
Victory
Complete the Rite of Rebirth in the Great Hall — reach the threshold of Divinity and hold the Hall for a season — or hold the most Divinity when the winter closes. Ties break by Glory, then by Renown. Places, not points, feed the seasonal rating.