Summary
Despite Edda's embrace of a new dawn, the young God of Thunder cannot evade the predestined future that awaits.
This is where it all begins.
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Despite Edda's embrace of a new dawn, the young God of Thunder cannot evade the predestined future that awaits.
As Magne's arrogance sows discord among his allies, the gods stand at a crossroads between forging lasting peace or fighting the impending battle.
More vulnerable than ever, Magne requires backup to face his relentless foes. An impossible ultimatum threatens Laurits' loved ones.
Under Saxa's spell, Magne continues to fall further from himself — a perfect distraction for Fjor to enact his vicious plan and set a dangerous trap.
The Jutuls decide to play along with Magne's antics to make him more open to Saxa's plan. Feeling rejected by everyone, Laurits finds support in Jens.
Bereft of his hammer, Magne continues to battle the Giants while complying with modern rules. But when he breaks a pact, the truce crumbles.
Mythical chaos looms as Magne looks for help in his continuing fight against giant foes and deals with an unmanageable brother with godlike powers.
Mythical chaos looms as Magne looks for help in his continuing fight against giant foes and deals with an unmanageable brother with godlike powers.
Desperate times fire up Magne and his crew as they go on a risky mission. The Jutuls face an unforeseen enemy while a formidable ancient force awakens.
In a seismic shift, Magne rejects strength, Fjor makes a power grab and a circle closes ranks. Laurits learns the truth, and Iman reaches out to Ran.
A patriarch passes — and a strange new creature is born. Magne tries to change, Laurits lashes out and Fjor charts a new path. Saxa and Iman step up.
Edda rises: Magne confronts Ran, and Laurits proves a point. As protests gather momentum, a king walks again, and a master manipulator gets played.
The truth hurts, and a fight for hearts and minds kicks off. Vidar gets under Magne's skin, Iman feels her power, and Laurits discovers his dark side.
A battle ends with a bang — and an ominous promise of violence. After visiting another realm, Magne hunts for allies while Vidar marshals his forces.
In a Norwegian town poisoned by pollution and rattled by melting glaciers, the End Times feel all too real. It’ll take a legend to battle an old evil.
In a Norwegian town poisoned by pollution and rattled by melting glaciers, the End Times feel all too real. It’ll take a legend to battle an old evil.
The Dark Lord's return is imminent, and Roan will have to use every skill to overcome this hideous force of evil.
Roan watches Yufa suffer at the hands of Haze; Takius and Zephyr finally meet on the field of battle.
Roan's group travels to Glast Heim in search of Yufa and her dangerous brother Haze.
Comodo is under siege while Roan, Iruga, and Judia fight to stave off the onslaught of an army of monsters.
The group finally reaches Comodo, where they encounter familiar rivals; Iruga vows to save Keough; Comodo must be snatched from the clutches of a deadly scourge.
Haze and Zealotus continue to spread darkness throughout the realm; Roan crosses paths with the Dark Lord's emissaries of destruction.
Maya is devastated over her role in what happened to Alice; Yufa continues her battle with Haze.
Missing the ferry to the Parol Lighthouse turns out to be more than just bad luck.
Roan may have uncovered the key to stopping the monsters; Yufa rejoins her friends as a newly-appointed Priest.
While Roan and a group of Archers attempt to hold off the monsters, Takius's master makes his presence known; Yufa prepares herself for challenges that could earn her the title of Priest.
Roan and his group travel to the ancient city of Payon to stop a outbreak of violent and destructive monsters.
Roan returns from his mission with new skills and the rank of a fully-ordained Crusader.
The clock tower's bell begins to ring, summoning lethal monsters.
Roan must join forces with adversaries to protect Yufa.
Following the battle with Osiris, the group heads toward the Assassin's guild; Yufa struggles with her brother's death.
Rai is tricked into opening the tomb of King Osiris, unleashing a horde of ghastly monsters.
Roan and friends reach the city of Morroc, home of the Thief's Guild.
Takius convinces the travelers to make a detour to an underground lair inhabited by enormous ants.
The travelers take a shortcut through the notorious Labyrinth Forest, only to talk in circles.
Roan and his comrades journey to Alberta to investigate a monster infestation.
While attempting to expose the truth, Magne gets another shock. Hope seems lost, but have the Jutuls underestimated their foe — and the power of good?
As Fjor holds Vidar back, Magne takes the blame, then tries a new tack. Threats abound, and the greatest is the explosive find that Isolde left behind.
A search for answers brings Magne back to a mysterious woman — and a meaningful mountain. Turid confronts Ran, and former BFFs Gry and Saxa get heated.
The break-in confirms what Magne suspects: He must take matters into his own hands. After tying up loose ends, the Jutuls put the teen to the test.
Magne and his classmates try to regroup after a tragic loss, while the police seem uninterested in getting to the truth. Gry stumbles on Vidar unmasked.
Returning to his family’s hometown, awkward teenager Magne discovers his strange new powers. Still, the hamlet's natural beauty cloaks dark secrets.
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