Wednesday, July 1, 2015

Norsca Army Profile

* I own nothing seen below. Credit goes to owners of Games Workshop and the equally awesome people who did the rest of the pictures. I would also like to thank the makers of the Norse Army book, without which much of this would not be possible. If I forgot about someone then credit goes to you. 
 

INTRO - The Men of the North 

Far to the North of the Old World, where the line between the material world and the warp grows thin, lies the land of the Norsemen. A culture of violence and war, the Norse seem strange and barbaric to the rest of the world, but looking closer can reveal codes of honor, ancient traditions, and a highly religious people. To a Norsemen, nothing is greater then battle. Through fighting and death, the truth of the world can be revealed. By dying in battle, they will travel to Valhalla, and fight forever in glory among their honored ancestors.

The Norse are great warriors, and their Reavers are feared all over the world. Working themselves into a battle frenzy, an enraged Norseman is a terrifying opponent to face. The Norse consists of all manner of terrifying warriors and monsters, from the lowly Bondsmen and Marauders that makes up the core of the armies, to the mighty Frost Giants and War Mammoths that makes the earth shake as they pass. Huscarls make up the elite, supported by immortal Einherjars, ferocious Ulfwerenar and frenzied Berserkers. Shield Maidens make stoic defenders, while the magical Valkyries swoop down upon their prey. When the armies of the Norse go to war, you better be prepared to run!

But, if you think you're brave enough to command the fury of the North, then read on... 


LORE OF THE SEIDR

Spells of the Seidr:

-Angvar's Fury: The Seer's howl rouses the anger of the warriors around him to a fever pitch, being filled with such bloodlust that all other thought is set aside. This is a powerful spell all Seers know, and has a range of 300 meters (984 feet).

-Taldur's Law of Peace: Calling upon the old laws, spirits of ancestors, and the power of Taldur, the Seer binds enemies to a promise of peace. Those who break it will find themselves being punished by Taldur, an eye for an eye. When cast on an enemy within the range (50 meters / 164 feet), whatever damage that enemy deals to a friendly Norse unit will be dealt to them. If they cut a Norsemen, a cut will appear on their body in the same place. If they kill a Norsemen, they die as well. This spell is usually used during peace talks among the Jarls, to prevent any betrayals or brawls. It can be used in combat, ensuring that if a Norseman dies, he takes his opponent with him.

-Flight of Sylra: The Seer summons the power of Sylra's falcon feather cloak, allowing her allies to soar quickly forward. Can be cast on all units within 50 meters (164 feet) or, with greater effort, within 300 meters (984 feet). This allows for quick tactical redeployment, or allows the armies of the North to surprise their foes by descending from they sky.

-Spite of Loki: The Shaman makes a weird enchantment and calls Loki, the trickster God, to curse the enemy with bad luck and failure. Has a range of 50 meters / 164 feet. When under the effect of this curse, whatever can go wrong will. Warriors will trip over their own feet, swords will shatter at the worst time, spells will backfire catastrophically. Anyone under the effect of this curse is a bigger danger to themselves and their allies then they are to their enemies.

-Thunder of Thor: A lightning bolt shoots from the Shaman's outstretched arm burning all in its path. Has a range of 300 meters (984 feet), but can with greater focus extend to 1 Kilometer (3280 feet).

-Gate of Hel: The Seer call upon the Draugr, dead and undead ancestors of the Norse, to aid their living successors by opening a gateway to Hel, the Goddess of the Dead. This spell opens up a magical vortex to her domain, that sucks in all enemies near it. It has range of 25 meters (82 feet), but the portal can also move, guided by the spirits of the dead, to chase down the Norse's enemies.

-Eye of the Raven: The Seer sacrifices a sacred Raven over a mystical flame and ingests the ash that is quickly formed, giving her visions of the near future to share with her allies, allowing them to know exactly when and where the enemy will attempt to strike. 

RECON 

The Norse are very limited on this front. They don't have any dedicated spies or scout units (though some units can act as scouts). The best they have is that of the Seers, who can use magic to peer into the future, and direct the Jarls accordingly. 

PRIMARY UNITS

Bondsmen
Mobility: 4
Training: 3-4
Max Range: Varies (Usually Melee)
Preferred Range: Melee 

The Bondsman is a young fighter who is still inexperienced. He is warrior in service to a particular Jarl, expected to live in the Jarl's Hall, share the Jarl's food, and be steadfastly loyal. In exchange for his pledge of loyalty, the Jarl rewards service with gifts, such as weapons and armor, and to the very best, land and title. The worth of the gift is never measured in actual value, but rather the prestige it bestows on the Bondsman. It's important to remember such gifts do not make the Bondsman a mercenary; rather, it is a reward for constant and loyal service.

Offense: Whatever the Jarl gives the bondsmen. The most common is a battle-axe, though swords make a frequent appearance.

*The Oath Weapon: Bondsmen swear loyalty to their jarl over a weapon, called an oath weapon, and traditionally use that wagon in their jarl's service. However, tradition holds that anyone who loses their oath weapon will be cursed with ill fortune. When a bondsman is not wielding his oath weapon in anger, he keeps it close, even taking it to bed with him at night.


Defense: Whatever the Jarl gives the bondsmen. They start off with nothing, move on to leather armor, then chainmail, etc. The longer a Bondsmen has been loyal to a Jarl, the better his armor is.

Additional Factors: 
-Loyalty above all else: Loyalty is everything to a bondsman, because it is only through his loyalty that he can advance. Jarls value insight, endurance and, especially, martial prowess, but consider loyalty more important than any of them. A bondsman with little talent beyond loyalty can advance to die a freeholder, while a superb warrior whose loyalty is suspect will find only an early death. A bondsman who betrays or fails his jarl risks losing everything, so bondsmen obey their jarl's orders without question.

-Coworkers: Relationships between bondsmen in the same clan are far more complex. On the one hand, they must rely on each other during times of war, and all are loyal to their jarl, making them natural allies. On the other, they are in competition for the jarl's favor; a jarl has a limited  number of gifts to distribute between his bondsmen. The Norse are a quarrelsome breed, but a jarl keeps order by punishing infighting between his bondsmen with death. If a bondsman wants to advance at the expense of a rival, he must be subtle. A jarl may reward a bondsman who exposes disloyalty in another. There are always casualties in battle, and sometimes a bondsmen might engineer an 'accident' to befall a rival. However, anyone caught doing so may face a life of slavery or a swift death.



Marauders
Mobility: 4
Training: 4
Max Range: Melee (Usually)
Preferred Range: Melee 

Most Norsemen are great warriors, blessed with strength at arms and fierce demeanor, but it is the dream of nearly every Norsemen to join the ranks of the greatest warriors, to become Champions of Chaos and bear the marks of their Gods' favor. Until they can prove their value to the Dark Gods, they are simply Marauders. Most Marauders are the core of the Chaos Hordes. They flock to the banners of their Champions, throwing their weight behind any cause, whether it's the bidding of their Gods or the call to battle. When not part of a great army, they spend their time raiding villages of the Empire. Natural fighters, they are hardened by the bleak land and bred for battle. They hold all others in contempt.

Offense: Whatever weapon the Marauder can get his hands on. Axes, Spears, Swords, Clubs, Planks with nails in them, his own fists if necessary. It doesn't matter, as long as he is killing!

Defense: Whatever. Chaimail, leather, skulls covering his vulnerable bits, sometimes nothing at all. Marauders don't care about that sort of thing, so whatever they've got, that's the defense they have. They are warriors of chaos, so there's not a lot of thought or planning going on here.


Additional Factors: 
-Witness Me!: True to their racial ideals, warriors aspire to a bloody death in battle, thereby ascending to an afterlife of perpetual fighting and boozing. Such are the attractions presented by an eternity of drunken violence that the Norse holds few qualms when it comes to laying down their lives in battle.

-Life Goals: A marauder lives solely to become a champion of chaos. He knows that many are called, and most die on the way -  but that will not happen to him. The belief that he will be one of the few elite, one anointed by Chaos, drives him in every way. There is no doubt possible.

-Every Man Needs a Band: No matter how skilled he may be, the marauder cannot last long on his own. One marauder is simply a heavily armed madman running loose in a town - he may bring down five or even ten opponents on his own, but he will soon be overwhelmed and slain. Even worse, he may be taken prisoner and forced to die by hanging, not by the blade. So he relies on his band. A Marauder band is constantly torn by savage violence and bloody fights over the most trivial of causes, or no cause at all. It takes a leader of almost supernatural charisma to hold one together for long. Bands regularly splinter into new bands, or sometimes merge with others. It is possible, though rare, for some friendships to form among pairs or very small groups of three or four, and these bonds of shieldbrothers will stick together as the larger band divides or grows.



Reavers
Mobility: 4
Training: 4
Max Range: Spear
Preferred Range: Melee 

The seas of the Old World are full of terrors, some Human, others subhuman. Among the most feared mariners are the Norse Reavers, brutal warriors who plunder the coastlines in search of foodstuffs, gold, and slaves. They are a merciless lot, hardened from their frequent battles with Imperial sailors and the feeble militias that stand against them. Reavers sail the seas to bring booty back to their settlements in their frozen lands.

Offense: Large battle-axes or short swords. Some have spears for throwing, or may use like another melee weapon.

Defense: Chainmail and large ground shield.


Additional Factors: 
-To die in battle is to earn your place in Valhalla

-Reavers don't attack with guns on their ship (those are reserved for the monsters of the deep). Instead, they sail beside their target and leap onto its deck, killing the crew in honorable combat. 



Thralls
Mobility: 4
Training: Varies. If the Thrall was a warrior before being made a Thrall, it could be a 4. If they were a farmer or laborer, it would be 1-3.
Max Range: Slings
Preferred Range: Melee

The most wretched existence facing any Old Worlder is a life of forced servitude, whether it's in the mines of the horrid Ratmen, serving in the Pleasure Palaces of distant Araby, or being subjected to a life of pain and misery as a thrall to a Jarl. Each raid against the coasts of the Empire and Bretonnia find more and more people captured and brought back and forced into a life of endless toil and service to their masters. Such thralls are not contained to just the women and children abducted, but also include warriors captured on the field of battle. This is an immense dishonor to the Norse, and such captives are not treated well, forced into a life of monotonous drudgery.

Thralls are often used as dogs in the front of battles, whipped to submission, begging for the sweet release of death.


Offense: The Thralls are usually armed with crude missile weapons such as slings, as the use of such cowardly devices would stain the honor and warrior soul of a full blooded Norseman.

Defense: None


Additional Factors: 
-Thralls, when not in battle, do manual labor or act as servants to those above them (which is just about everyone).

-Thralls get killed by the Norse more often then they do Norse enemies. When a new longship is finished, the Norsemen line the approach to the sea with screaming slaves, to crush the life out of them as the warriors push the boat into the waters. Before a new raid, a thrall may be disemboweled, his guts flung out to the seas to appease the Daemons of the waters, whilst his corpse is strung up on the mast to feed the crows and other spirits of death. Seers kill thralls with impunity, using innocent blood to conjure spirits from the Otherworld. Though some thralls may receive decent treatment, most face a gruesome fate.

-Some Thralls may earn their freedom with payment or by doing some great honor redeeming deed for their master. Some tribes even allow Thralls to be released after they have served for an allotted time. These are the minority, as most Thrall don't live that long.  


Huscarls
Mobility: 4
Training: 4-5
Max Range: Bow and Arrow
Preferred Range: Melee 


Huscarls are free men who own the land they live on and work for nobody but themselves. These are proud and independent men, but the majority of Huscarl own very little more than that. Lean times may force these men to sell out and take up an adventuring lifestyle in the hope of leading a better life. Huscarls are the household troops of the Norse Lords, and are sworn by oath to protect their Jarl and King in both times of war and peace.

Offense: Huscarls are well equipped by their masters, with swords, axes, spears, daggers, and bows & arrows all being readily available and well maintained.

Defense: Quality chainmail and shields (made of wood and banded iron).


Special: Shieldwall: Bands of Huscarls can band together to form a formidable shieldwall.

Additional Factors:
-Huscarls defend the banners of their lord with astounding vigor and grim determination. They give no thought for their own safety or lives when defending their lord or his symbol.

-The Oath a Huscarl makes to his lord can only be broke through death or, in rare times, through bribe. If this is discovered though, the Huscarl will be banished from the tribe (at best), or killed.

-The Huscarls are highly trained and motivated, and although they are an informal unit they can act together with perfect coordination, only achieved by years of battlefield experience and mutual trust.




Shield Maidens
Mobility: 4
Training: 4
Max Range: Thrown Axe
Preferred Range: Melee 

The Norse have strict customs and traditions about women. The men are the hunters and fighters, while the women's duty is to look after the homes and bring up the next generation of warriors. Whilst women are expected to stay behind during raids and wars, it falls to them to protect the home, so most are competent, if not outright-skilled warriors.

Occasionally settlements are attacked when the men folk are away, and the Norse women are forced to take up weapons to defend themselves. Though there is no direct problem with this, it does awaken the latent Norse warrior blood that pumps through the women's veins. The women become restless afterwards, looking forward to the next battle just like the men. To the Norse this is a bad state of affairs and almost all the women affected in this way eventually leave the settlement. In the wilds they find other women with the same battle craving and they form bands of Shield Maidens. The Shield Maidens are skilled fighters, and their lithe grace and effortless economy of movement moves them swiftly from one foe to the next.


Offense: Short swords and spears, with occasionally smaller hand axes. They also use their shields extensively in combat: smashing heads and breaking bones.  

Defense: Chainmail and leather, but most prominently is their shield. They are experts in the art of shield combat, able to parry blows from warriors twice their size with it. They can block speeding arrows and even magical missiles with them. 

Special: Shieldwall: Bands of Shield Maidens can band together to form a formidable shieldwall.

Additional Factors: 
-They are fierce warriors, but do not appear to be as barbaric as their male counterparts, and they know they lack the strength of a Norse male, so they tend to use a little more wits and tactics in battle.

-While Norse society doesn't encourage women to fight, Shield Maidens have none the less earned much respect among the male dominated army. The Shield Maidens have earned themselves much respect and have proven themselves as solid additions to the male dominate Norse army. They can charge headlong into the foe with the rest of the army, or they can slowly advance under the cover of a well made Shieldwall, allowing them to penetrate deep into the enemy's battle line.

-They are not possessed by blood lust and all out attack as the men, but rather form a defensive stance to protect themselves and their companions. 



LINE-BREAKERS
For even a man who is pure of heart, and says his prayers by night...

Ulfwerenar
Mobility: 6
Training: 3
Max Range: Lunging
Preferred Range: Biting 

Deep in the forests and mountains of Norsca are many strange things and, like the rest of the Old World, Warpstone can be found there. One of the strangest effects it has is on the wolves of the area. They eat contaminated food and their blood and saliva becomes tainted. After this their bite brings a curious infection to the sufferer. When Morrslieb is high the warped moon begins to have its affect on the traces of warpstone in the victim's blood. The victim rapidly changes form, becoming a large wolf with red eyes and an insatiable hunger.

The Ulfwerenar, as they are known, can learn to control their tainted lives and can bring on the transformation themselves. Many of them lead perfectly normal lives, and the most experienced and oldest can even resist the change when Morrslieb shines full. Such individuals are quite common in northern Norsca, where whole families of these shapechangers live in forest settlements. The War Chiefs of the Norse hold great respect for the Ulfwerenar, and they are considered partly blessed by their kin. It has also been known for the children of an Ulfwerenar to inherit the taint, and some Norse noble families have a strong tradition of being Ulfwerenar.


Offense: Long sharp fangs, claws, and inhuman speed turn these werewolves into snarling whirlwinds of death. They can easily tear an armored man limb-from-limb.

Defense: Thick muscle and unnatural speed, they also have potent regenerative powers.


Special: Ulfwerenar have greatly enhanced senses

Additional Factors: 
 -Ulfwerenar have no memory of what they do while transformed. After the battle the Ulfwerenar congregate in a peaceful spot away from the battlefield, and lope of into the wild together to gorge the ravenous hunger aroused by their fighting. They return to their companions late in the evening with no recollection of their performance in the battle, eager to find out how many enemies they have killed and other great deeds they have performed.

-Blood Thirst: While most Ulfwerenar have learned to control the bloodlust that comes from the transformation, during battle this control can be strained. Normally they will wait for a battle to be over to feed their ravenous hunger. However, there is always a chance after they have killed an enemy that this hunger will take over, and they will stop fighting to feed on the unfortunate victim they've just claimed. In this state, they won't start fighting again until they've slaked their thirst for blood and hunger for flesh. 



Ulfjarls
Mobility: 7
Training: 4
Max Range: Lunging
Preferred Range: Melee 

Ulfjarls are the princes of the Ulfwerenar. They are descendants of some of the most ancient and honored families in Norsca. They have been Ulfwerenar for so long they have completely mastered the control it requires to change form and can even stop at middle stages to become half-man, half-wolf.

When this horror is unleashed, there is no mere transformation from man into beast; instead a great humanoid wolf-thing bursts fully-formed from the body of the human. Lean and half-insane with Chaos- tainted hunger, the Ulfjarl is so-named for the scraps and tatters of flesh and chunks of gristle that cling to its hulking frame; all that remains of the human form it once bore.


Offense: See Ulfwerenar, but they are much faster, their movements a barely a blur to normal humans.

Defense: See Ulfwerenar, but their regenerative powers are much stronger.

Special: See Ulfwerenar


Additional Factors: 
-Disguised: In battle the Ulfjarls accompany units of ordinary warriors, hiding within their ranks until they are close enough to strike. As the battle progresses their blood runs faster and the scent of the enemy fills them with a thirst for blood. Just as the opposing army comes into contact and the change would be most devastating they invoke their powers, take on their wolf form and charge in, tearing into the enemy with reckless ferocity. Slashing left and right, they leap into the opposing unit and gorge themselves in an orgy of bloodletting, letting the wild side of their minds free for a short while.

-Once the battle is spent and their voracious hunger sated will the transformation be reversed, the flesh of the Ulfjarl collapsing into a pallid and terrible mass from which the human must tear itself free.



Berserkers
Mobility: 4
Training: 4
Max Range: Melee
Preferred Range: Melee

Berserkers are the most ferocious warriors in any Norse horde, raving nutters who chomp on their axe handles, foam at the mouth and howl with an innate fury that few other troops can match. They have proven their worth over countless battles and have learned that death is nothing to be feared. These lawless, near uncontrollable, warriors are considered maladjusted even by other Norse warriors. 

Offense: Either an axe in both hands, or one big axe, but if a Berserker has to go to war with his bare hands, he will.

Defense: War paint and bear skin. They see armor as a sign of weakness.


Additional Factors: 
-Berserkers are so insane, they don't even realize when they've been hurt. They feel no pain while fighting.

-Once a Berserker has gotten blood crazed enough, they'll attack anything near them, even if it's a friendly unit.

-Berserkers can and will attack units much bigger and stronger then them without a trace of fear. 



Half Giants
Mobility: 4
Training: 4
Max Range: Spears
Preferred Range: Melee

Deep in the frostbitten realms of Norsca, a race borne of ice and steely hatred lays claim to the frozen lands through conquest and domination. Their brutality knows no bounds, and with each town or small city crushed by their axes and hammers, these raging behemoths threaten to overwhelm the natives of the tundra and establish themselves as the rightful inhabitants of the northlands. These towering, relentless warriors are known to those who fear them as Half Giants.

Offense: Clubs,  Spears, Swords, Hammers, Shields and Axes proportioned to fit a twelve foot tall man.

Defense: Large muscles and thick skin let them take a huge amount of punishment. This is supplemented with iron plates and steel helmets.


Additional Factors: 
-Leadership is determined by strength. At any time the leader can be challenged, and if they loose, the victor is the new leader. 


Snow Trolls
Mobility: 5
Training: 2
Max Range: Melee
Preferred Range: Melee 

At the peaks of the mountains in Norsca there are many creatures that rarely ever venture below the snow line. Of these, one of the most common types is the Snow Troll. Snow Trolls are excellent trackers and can follow their prey for hundreds of miles if necessary. They do not carry weapons of any kind, and instead they rely on their wickedly barbed claws to slice through their prey with a single sweep of their long arms. Some of the Norse settlements deeper within the mountains actually have small communities of these simple creatures.

The Snow Trolls appreciate the warlike tendencies of the Norse, and realize it is much easier to have someone bring your food to you than to run after it for hours before eating. The Norse bring the Snow Trolls with them to battle, and the special handlers point them at the enemy and try to stop them doing anything completely stupid. Once in combat Snow Trolls are devastating opponents, felling foes all around them.


Offense: Trolls are remarkable strong despite their lanky-limbs. The hands of Snow Trolls end in long serrated claws that have specifically evolved for the purpose of tearing through things with relative ease. Their jaws are powerful, and contain teeth that can chew bone.

Defense: A thick hide, but most trolls are known for their regenerative powers. If a Troll's clawed hand is severed, a fresh one will grow from the stump. If a Troll is decapitated, a new head forms on its shoulders. One has to cause a great deal of damage to a Troll to stop it regenerating and even then it might reform the following day.


Additional Factors: 
-On the subject of regeneration, the only thing a Troll cannot endure is fire, so burning a Troll is the one sure way of killing it.

-Really, really dumb. They have been known to forget which part of the body food goes into. Yeah. That Dumb.

-The above is one of the reasons trolls love fighting. It's one of the few things they know how to do well, so they always try extra hard to make sure that they do it properly. 


RAPID RELIEF

Whalers
Mobility: 4
Training: 4
Max Range: Thrown weapon
Preferred Range: Thrown weapon

Whaling is an important trade for Norsca, and Whalers are respected even among the warriors. Swimming through the dark currents of the Sea of Chaos are massive whales, many of which bear strange markings, and odd coloration, twisted and warped as they are by the power of Chaos. These monsters can capsize ships and swallow hundreds of men in a single gulp. Thus, Whalers must be made of sterner stuff than ordinary fishermen.

Norsemen relish the danger of hunting these monsters. When a whale is sighted, the rowers speed their vessel towards it. Harpooners gather at the prow and, when in range, hurl their weapons at their quarry. The bravest men leap from the boat onto the whale's back, thrusting their spears deep into its flesh before swimming back to their vessel.

On the battlefield, Whalers form small units that run forward and harass the enemy lines with their javelins. Though they are more used to using them on the creatures of the Sea of Claws, any target works just fine.


Offense: Harpoons are the primary weapon of the Whalers. Thrown with great force, they bury themselves in a monster, or can knock a man down with the sheer force. The Harpoons are sometimes attached to ropes, where the Whaler and others can then pull the target over, or close to them, or in the range of other weapons. Other weapons include nets and hooks.

Defense: Leather and whale bone

Additional Factors: 
-Whalers have no problem scaling their prey to get a better vantage point for skewering. Even massive creatures like Kraken or Sea Giants can be scaled by those that know how.

-Whales provide not only meat but also blubber which can be processed into oil for fuel. Not an ounce of a whale is wasted: the skin is used to manufacture rope, the gullet to make shoes, and the stomach used as floats. Even the lungs and intestines are eaten. Demand from Imperial cities for whale oil to fuel street lamps has made whaling a very profitable venture.

-Whalers tend to become very good at Scrimshaw (art made from whalebones, typically whittling or carving intricate shapes into them) while they wait to spot their prey. These are believed to act as talismans that provide luck on the open seas and protection against the beasts of the ocean.

-Captains won't allow dishonorable men to become Whalers, as it is believed that such men will attract monsters to destroy the boats that they crew.

-A whaling vessel will not return to shore unless it is towing a slaughtered whale. Whalers prefer a watery grave to the dishonor of returning empty-handed. When a whaling ship does return after a successful hunt, the gods are praised and celebrations continue for many days, for the survival of the settlement is ensured for the next few months.

-Whalers aim to kill their prey (whether it be whales or those they fight on land) as quickly as possible. They kill out of duty, and while they take pleasure in a job well done, there is no honor or pleasure to be had in the suffering of a creature. 




Norse Horsemen
Mobility: 4 (on foot) 5 (on Horse)
Training: 4
Max Range: Spear 
Preferred Range: Melee 

The Norse are much more used to fighting on foot than in the saddle. This is due to many reasons, not the least of which is transporting horses over long distances. The larger longships are able to do so, however, the fact still remains that the Norse are more comfortable fighting on foot or on the deck of one of their ships than on horseback. The ones that do learn to fight from horseback usually became rather proficient at it however. Norse Horsemen are skilled horse riders that can cause much havoc and disorder in enemy troops. These fast horsemen are fairly common in the southern tribes, trained for war on a horseback from early childhood.

Offense: Axes, Swords, Spears, whatever ground troops would use.

Defense: Chain-mail, and some may ride around with their shield.

Special: Mount: Norsca Warhorse: The harsh conditions in the cold regions of Norsca where the Norse make their home have created a breed of horses different from their southern brethren. This is not only due to cold but also because of the rough terrain in the mountains and the fact that the Northern steeds are more attached to their owners. Even though the Norsca warhorse is considerably smaller in size compared to other breeds used in war, its size means nothing to the Norsemen, who know their horses posses great strength and endurance.

Additional Factors: 
-The Norse Horsemen are experts in wilderness lore, tracking and scouting. 


Sons of Thor
Mobility: 8
Training: 7
Max Range: Melee
Preferred Range: Melee 

Long ago, there were those warriors, champions among men, who sought to display their skills above others by finding and taming mounts worthy of their status - thus literally raising themselves above their peers from atop the backs of their chosen steeds. Not content with common horses, these mighty fighters ventured out to find and tame a beast, worthy enough to carry them into battle. But try as they might, nothing could match the ferocity and wildness in their blood or quench their thirst for speed. Thus the warriors kept roaming the vast expanses of Norsca, in search for a worthy steed. And in the mystical Sleipnirs, they found what they were looking for.

Offense: Massive broadswords (wielded one handed), warhammers (with hammerheads twice the size of a man's head), Spears (thick as a man's arm). The Sons are also incredibly strong physically, able to pluck a man up while riding and crush their skull with a single hand.

Defense: Chain-mail, (sometimes) a shield nearly as big as they are, a incredibly thick muscles. 

Special: Mount: Sleipnirs: A legendary breed of eight legged horses, only found in the far north of Norsca, beyond the vast range of mountains covering the peninsula, roaming the open expanses between the sea and the mountains. Faster than any horse, even those of Elven descent, they can outpace anything on land.

Additional Factors: 
-They are called the Sons of Thor because the sound their charges makes sound like thunder. And when their charge hits the enemy, it as though Thor himself as struck the enemy line.

-Even among other Norsemen, the Sons of Thor are considered especially arrogant. 


SHOCK & AWE

Giant Wolves
Mobility: 7
Training: 3
Max Range: Lunging
Preferred Range: Biting 

The Giant Wolf is a large and dangerous creature that roams the mountains and deep forests of the Old World and beyond. The hunting packs of these beasts have been known to attack well armed caravans and destroy them. They are used by goblins as mounts and most are slain whenever they are seen. To the Norse, however, the wolf plays an important part in their mythology and religious beliefs and is worshiped and respected as a great hunter. The Giant Wolves of Norsca are incredibly fast and vicious, and Norse tribes have trained packs that they lead into battle.

Offense: Vicious Fans that can tear a man to bits easily. Even well armored foes will be shaken back and forth, snapping bones and breaking tendons.

Defense: None, save speed and numbers.


Special: Fenrir Wolves: Another effect of Warpstone contamination is the existence of Fenrir Wolves. Similar in physical terms to ordinary Wolves, they are much larger than their untainted cousins and can easily be ridden by a full grown man. As well as having enlarged bodies, the Fenrir Wolves of Norsca are ill-tempered and vengeful creatures that delight in the hunting and slaying of other creatures. Wild Fenrir Wolves roam around in packs of three to ten strong, which is more than enough to see off most prey, even the gigantic mammoths of the Norscan glacial valleys. Fenrir Wolves have incredibly strong jaws, which can tear flesh and snap bones with ease. Their powerful shoulders and back legs move them along at an astounding speed and when they pounce onto their prey they are usually certain of a kill.

Additional Factors:


War Mammoth
Mobility: 3
Training: 3 (4 for crew)
Max Range: Melee (Bows for crew)
Preferred Range: Melee (Bows for crew) 

Of all the terrible beasts that roam the wastes of the uttermost north, few are as dangerous as the great primeval creatures tainted by Chaos, and known to the scholars or the Old World as Mammoths. These massive creatures, whose footfalls shake the earth like thunder, are capable through sheer bulk and roused fury of demolishing buildings, trampling forests flat and crushing anything smaller than themselves (which is just about anything alive) into an unrecognizable, bloody smear.

Offense: Their whole body. They can crush a man with their foot, gore him with their tusks; if they charge they'll smash aside entire regiments and then plow right through a building. Some clans of Norsemen will fit the Mammoths with serrated steel sheaths on their tusks, or put spiked collars around their necks and ankles, adding even more lethality.

Defense: Very thick skin, and those that ride them sometimes cover then with armored plates. 

Special: Battle Tower: War Mammoths are large enough that some can act as carriages for huge battle towers that contain many archers.

Additional Factors: 
-A mammoth has a lone rider, doing the best he can to steer the creature in the right direction of battle. If he dies, the Mammoth can become an uncontrollable wrecking ball, smashing units on both sides.


Frost Giant
Mobility: 3
Training: 6
Max Range: Artillery (Thrown Rocks)
Preferred Range: Melee 

The Frost Giants, or Jotuns, are now the rarest of the Giant races that can still be found in the World. They are also the largest and most intelligent of the Giants. They spend most of their time away from other races, fishing for monstrous sea creatures, but sometimes, during especially harsh winters, they will ally themselves with the Norse people in exchange for whale meat.

Offense: The majority use clubs, some have sharpened whale bones into large swords. All weapons of the Frost Giants are imbued with their frozen essence. Just being near a Frost Giant's club is enough to send the stoutest warriors shivering. Being hit by one, assuming you don't die from the force, would give you hypothermia. 

As a ranged attacks, Frost Giants will also hurl rocks at their foes.

Defense: Leather made from the hides of the woolly mammoths of the Norse. Also their large size and muscles.

Additional Factors: 
-The Frost Giants are quite intelligent, able to hold conversations, barter, plan. Those that underestimate them, thinking they are simple brutes, learn quickly how wrong they are… though they rarely live long enough to appreciate the lesson.

-Frost Giants have a strong resistance to mind-based trickery.  


-Frost Giants don't really get along well with the Norse. They'll work together during harsh winters or wars that threaten both of them, but this is mostly due to the hard work of the Frost Giant King. He forces them to work with the Norse, knowing they don't have the numbers to waste in pointless wars with the Norse humans. If he were to die, it's likely relations with the Norsemen would break down quickly. 


Ice Drake
Mobility: 8
Training: 7
Max Range: Hundreds of meters
Preferred Range: Biting 

In the cold and dark north, and in the highest of peaks, live Drakes that love the coldness found from those places. They are hard to find, and that is a good thing. An Ice Drake is capable of smashing apart an entire village, and even the Norse warriors are hard put to drive them off.

The first thing that anyone knows of the presence of an Ice Drake, is the air turning frigid, icy wind whipping down, cutting through armor and clothes, freezing the dragon's prey to bone. Snow falls from a previously clear sky, now covered by black clouds. Then, the world explodes, as the dragon drops into the midst of its lethargic foes, and rips them to shreds.

Occasionally, a Norse army is lucky enough to have one tag along, should the Drake itself deem the intent important enough to join it.


Offense: Teeth and Claws, the Ice Drake's whole body is a weapon. Where it goes, vicious blizzards spring up from clear skies. Calm winds turn biting and chill you to the bone; the air in your lungs freezes and skin sticks to metal. The breath of the Ice Drake is pure ice and cold, and anything caught in the blast is frozen solid. It is an ice so cold it burns.

Defense: Thick scales as all dragons have.

Additional Factors:
-The Ice Drake's breath attack seems to cancel out regeneration.

-Ice Drakes will avoid even modestly temperate climates.

-Don't mistake these dragons for the ones that befriended the elves. Ice Drakes have no such love for any living creature. They cannot be controlled, reasoned, or bargained with. None may ride on the back of an Ice Drake.

-The multicolored phenomenon of the Aurora Polaris (the Warhammer equivalent to the Aurora Borealis) seems to mesmerize the Ice Darkes. 



SPECIALIST SUPPORT

Warleaders / Jarls
Mobility: 4
Training: 7
Max Range: Varies
Preferred Range: Melee 

Norse society is very provincial, and Norse only have a nominal capital and ruling body. Instead of such rigid organizations, the Norse have their own tribal leaders and chiefs. Sometimes two or more tribes unite for a common cause or against a particularly dangerous foe and one of the chiefs has to become the overall general of the horde. This is usually sorted out fairly quickly. Each leader aspiring to the position simply states to the assembled warriors why he should be in charge, what victories he has won before and tells them why he thinks the other aspirants should be under his command. The other warriors then choose which of the leaders they want. If the decision is still disputed the contested chiefs sort out their rights by trial of combat. If one manages to kill the other he gains the position of Jarl, as it is known in the Norse tongue.

The Jarl of a Norse army is the most battle hardened veteran of his group and often a lesser clan chieftain of his tribe. He has seen many battles and is used to the bloodshed. While some Jarls choose to command their forces with strategy, most just run into the fray with the rest of the warriors. However the Jarl decides to run his force, all of the other warriors respect him and look up to him.


Offense: A massive warhmammer or double-headed battle-axe, but a Jarl could take any weapon he wants to battle.

Defense: Heavy armor or thick chainmail, though some Jarls take no armor at all, reveling in their scar covered bodies, the souvenirs of a thousand battles. No Norse would tell a Jarl what he should or shouldn't wear to battle!


Additional Factors: 
-It's fairly common for charges to be lead by a Jarl, as opposed to leading from the rear. Some do, but most prefer to lead from the front.

-If a Jarl is suspected to be weak or incapable of leading, then someone will challenge him for his position. If they win, the Jarl is dead and the challenger becomes the Jarl. If they loose, they die. 



Seers
Mobility: 4
Training: 5
Max Range: Battlefield
Preferred Range: Battlefield 

Seers are self-appointed authorities on all matters involving the spiritual world. They can be found in marketplaces of any town, proclaiming their latest revelation to anyone who will listen. Since Seers operate outside the bounds of sanctioned religious laws, and purport to understand the will of the Gods, they are easy targets for persecutions by Witch Hunters, who don't draw a line of distinction between the authentic seers and the charlatans. In Norsca, however, Seers are valued members of a Jarl's  entourage, reading the signs and portents in the entrails of their sacrifice or translating the flickers of fire to divine some glimpse of future events.

Seers advise the Jarls in matters pertaining to the will of their ancestors and the Gods. It falls to these privileged men and women to interpret the movements of the Winds of Magic, the whispers of Daemons, and the spirits of fallen warriors to guide the Jarl to choose the proper course for the tribe.


Offense: A Seer can call upon the winds of magic, and utilize the lore from ONE of the Following: Fire, Beasts, Heavens, Shadow, Death, or Seidr. Because their sight allows them to know where and when the winds of magic will blow most strongly, they are much less likely to miscast, and are thus much more dangerous in combat.

Defense: Seers in battle are usually closely guarded, though they can call upon their magic to protect them if need be. The fact that they can see the future also makes it hard to hurt them, as they can usually see all attempts coming long before they happen. 


Special: The Sight: Seers specialize in telling the future. They can see both the mundane and the extraordinary, and are able to diving the signs of the gods for even greater details. Some Seers need to sacrifice an animal or read bones to get a clearer vision, but all Seers are able to see at least a little into the future.

Additional Factors: 
-If a jarl has had a weird dream, witnessed a star falling from the heavens, or experienced any other portent, he will approach his seer for an interpretation of the omen. No seer is foolish enough to give an answer that might displease their master, so the truth is always caged in platitudes.

-One is not trained in the Sight. You're either born with it, or you're not.

-Seers are highly respected among the Norse, especially Jarls, who use their powers to help them on campaigns. As such, they are well treated and protected. 



Skalos
Mobility: 4
Training: 4
Max Range: Shouting range
Preferred Range: Shouting range 

Only the greatest events or stories are engraved in stone, the rest of the knowledge is passed down by storytellers known as Skalds. Skalds are the keepers of lore, the chroniclers of the histories of the Norse. Part entertainer, part warrior, these individuals are held in high esteem for their wisdom and knowledge. As storytellers, the Skalds are responsible for learning them word by word and later passing them on to the next generation.

All Kings keep Skalds in their retinues, as do most Jarls. When the call for war is sounded, the Skald bears the banner and marches to battle with his comrades. When they sing their songs and tell their tales, the Norse Warriors who listen to them become enthralled and inspired by whatever motif the story is about, and they fight on even harder in according to it.


Offense: A Skald will bring a short sword or a hand axe to battle.

Defense: Minimal. Clothes given to him by his patron, though he may be lucky enough to score some chain-mail. 


Special: Story and Song: The main function of a Skald in battle is to sing his songs and tell his stories, and the warriors that hear them will be enthralled and gain benefits from them. Though there are many great Norse songs, the three all Skald know are:

-The Ballad of Three Heroes: A tale of three brothers against impossible odds, they faced the forces of death itself and triumphed! The warriors that hear this tale fight even harder and faster, eager to snub the specter of death as the Three Heroes once did.

-The Tale of Beowulf: The most well known epic, known even outside the Norse Territories, the tale of Beowulf slaying the monstrous Grendel is beloved by all Norsemen. While hearing this story, the Norse immolate the heroes stubbornness and bravery, and will become highly resistant to fear and mental tricky.

-The War Chant of Olric: A Norse warrior said to be so strong he once split a Frost Drake in half with a single swing of his mighty hammer, the War Chant of Olric inspires Norse Warriors to hit harder and harder, trying to replicate the strength of this legend. Though they may not pull off something quite so impressive, armor fractures and even larger creatures groan at the devastating punishment they begin to take.


Additional Factors: 
-Skald are highly intelligent men, and are well respected for their knowledge. Even wizened Seers show them a warm welcome out of respect for their learning and dedication.

-Becoming a Skald requires more then a good memory. Unlike written text, spoken words may vary from time to time and the only thing that matters for a true storyteller is keeping context as it was intended; the rest is merely decorations to make the tale more interesting. It is told that Bjorn Onetale was one of the greatest masters of storytelling due to his cursed poor memory. While Bjorn was able to remember only the Tale of Beowulf and no others, he was able to tell that tale every night for four winters.

-A Skald's main purpose on or off the battlefield, is to offer entertaining and irreverent commentary on current affairs.  Many after-battle celebrations include a Skald singing the praises of the victors, and mocking the losers. 



Einherjar
Mobility: 4
Training: 8-9
Max Range: Bow & Arrow
Preferred Range: Melee 

When a true and honorable warrior dies a warrior's death his spirit will go to Valhalla where he will live forever. They will rise each morning and fight each other the whole day, and at the end of the day all shall attend a great feast which will last the whole night. But sometimes the spirit of these warriors is too strongly attached to the Old World, usually due to unresolved injustice towards the warrior's god, family or himself. In these cases, the warrior rises from his death soon after his final earthly breath, and continues his life as an immortal warrior in search of his destiny, which will release him from the Old World and send him to join his forefathers in the preparation of the final battle in Valhalla.

Offense: Whatever weapons they had in life. Or the large spiky crystals that naturally grow over their body over time. This results from time spent in Chaos influenced lands. These crystals are as sharp as any sword. They are also somewhat stronger then a normal man.

Defense: The Einherjar can never be permanently killed until they have fulfilled their destiny, although they can be hurt enough to put them out of action they will eventually heal all damage they suffer. An Einherjar will immediately start to regenerate his wounds the moment he goes unconscious and will be fully healed the moment he wakes up. How long this takes all depends on how grievous their injury is - a deep cut can heal in a manner of minutes, whereas arms, legs and even heads takes hours or days to grow back. The only way to kill an Einherjar before his time is to destroy the body completely, thus making him unable to regenerate. What happens to those warriors unfortunate enough to befall such a fate is unknown. As time goes on, and crystals cover their body, they act as a sort of natural armor, as the crystals can take far more punishment then flesh can.

Additional Factors: 
-The Einherjar desperately want to die in battle. They will throw themselves into impossible situations, hoping that this time they can finally die a warrior's death and move on. 


Norse Hunters
Mobility: 4
Training: 4
Max Range: Bow & Arrow
Preferred Range: Melee 

The Norse have few laws, and none of them are written. They do have quite a few unspoken customs and taboos, however, and many young warriors find they have fallen foul of some tradition they have never heard of and are cast out of the settlement and banished. Other banished individuals are fully guilty and many a rash Norse has been thrown out for having an illicit affair with a noble's wife or daughter. A clan would never take in the outcasts of another, as this would be a great insult to the clan who turned them out, and a blow to the dignity of the clan that accepted them. No Norse would ever want to take in somebody who had besmirched their honor. These young men grow older, living in the wilderness and learning the ways of nature. They form their own communities far from the other and scratch out their existence by hunting and foraging.

When battle comes the outcasts gather and use their woodsmanship and hunting skills to ambush the enemy and strike deep into their battle line. For this reason the hunters are pardoned for a short period during the battle, but nobody trusts them entirely.


Offense: Bows, Axes, Blades, Knives. Things they've either made themselves or stolen from the dead.

Defense: The skins of animals, armor stolen off of dead bodies.


Additional Factors: 
-The Hunters are used to living in the wilderness, and can survive in harsh conditions, catching food that lives there and finding their way around.

-The Hunters are treated by the rest of the army as an unpleasant but useful element, and they receive no thanks or reward for risking their lives on the field of battle. This does not bother them at all, as they are still Norse and the call of battle still flows strongly through the blood in their veins.

-While the Hunters will gather to fight with the main army, the army will not make efforts to help Hunters in need. 



Valkyries
Mobility: 9
Training: 10
Max Range: Bow & Arrow
Preferred Range: Melee 

The Valkyries are sent to decide the course of battles and harvest the souls of brave fallen warriors. These spiritual beings are sent from Gods to aid the Norse warriors in war, help the Einherjar to fulfill their purpose and to guide those who have fallen with honor home to the hall of the Gods. With a glance, a Valkyrie can tell who is near death and ready to give up life and who fights on to live another day, and can either claim the soul of the slain or aid the living to continue the fight.

Offense: Large spears (which they can coat in magical fire), and they are master duelists, honed through centuries of battle. They can also, though they rarely do so, can release a blast of lightning from their hand. This is rare though, reserved for cowardly distance fighters or magic users that refuse to get into close combat.

Defense: Golden armor, elf like speed, flight and the ability to become ethereal. 


Special: Healing touch: Valkyries are responsible for taking the souls of those who have died in battle to Valhalla. However, if someone is gravely injured, or even killed, before their time, a Valkyrie can revive them with their touch.

Additional Factors: 
-Valkyries are considered good luck, and to fight along side on is a good omen.

-Those with black souls, and the undead, are major targets of the Valkyries. The former because they wish to see the wicked destroyed and receive just punishment in the afterlife, the later because they wish to lay the poor unfortunate souls to rest.

-Supposedly, Shield Maidens that prove especially skilled in battle will be made into Valkyries when they die.

-The Valkyries are the servants of gods, and are immune to all but god-level mind-manipulation.  



HEROES & LEADERS

Erik Redaxe- High King of the Norse
Mobility: 4
Training: 8
Max Range: Battlefield
Preferred Range: Melee

The Norse sagas speak of many great heroes, some were greater than Erik, while some were less, most however are unknown to any but the Norse themselves. Where Erik Redaxe differs is the profound effect he had on the other nations of the Old World. Erik Redaxe is the first Norseman to unite the many clans of the Norse under one banner.

His career began as do most Norse sagas, when Erik grew restless of life in the cold realms of Norsca and decided to go raiding, together with some close comrades. Erik left Norsca with only one longship and a score of men, Erik arrived two years later with a dozen ships all loaded down with booty, he had sailed and raided all along the coasts between Kislev and the Bay of Corsairs, having beaten off the foul pirates, smugglers and vile criminals that inhabit the isles of that region, Erik's Reavers were finally turned aside by a determined Sea Elf fleet.

But his final raid that earned him most of his infamy and set him on the path of becoming a great leader, was one on the free city of Marienburg. Guy du Lac, growing tired of the countless Norse raids, ordered the Marienburg Warfleet assembled in order to ambush Erik's fleet as he returned to Norsca.

Upon hearing this news Erik knew he must act or face destruction by the better and more numerous war-fleet. Erik planned a daring night raid on the city of Marienburg itself. The raid was a tremendous success, before the night was over half of Marienburg was bathed in the light of burning ships; but best of all Erik had managed to capture Guy du Lac, the Duke himself. Erik sailed out of the Marienburg estuary with all of its remaining War-fleet and its Duke.

It was now that Erik's rise to power amongst his own people began. The Norse had been more than a Century with no High King and the increased frequency of Chaos marauders in the north and cold hard winters were beginning to take their toll on the Norse. Erik returned home with untold riches, but he realized quickly that gold didn't feed people. Knowing that the Empire would pay dearly to get a strangle hold on its former city state, Erik sent word immediately to the leader of the Empire, then Wilhelm the third. Erik ransomed the Guy du Lac to the Empire, not for Gold, but for full food Stores.

Erik was hailed as the savior of the Norse people and when he assumed the title of High King no one stood to oppose him.

The exploits of Erik's Reavers are known throughout the Old World. Erik is known for his quick wit and cunning tactical mind, making him a much feared general, leading his army from the front, where most generals would watch from the safety of a defended hill. 

Offense: Battle-Troll: No one knows where Erik got his axe, but Erik rarely goes anywhere without it. Erik claims that while he is armed with this axe, he is blessed by the gods and none shall defeat him. It is a magical weapon that can ignore armor, and even drastically slow regeneration.

Defense: Heavy Armor over massive muscles. Plus, Erik has such an amazing constitution that he is able to ignore wounds that would cripple a normal man. 

Special: Invocation of Thor: Once per day, at the beginning of a battle, Erik may call upon the might of Thor, God of Thunder. This will summon a mighty storm that spans the battlefield, giving flying enemies a difficult time, and the high winds will disrupt ranged attacks. Erik may, at some point during the storm, single out a target on the battlefield, and that person will be struck by a bolt of lightning, empowered by Thor himself. 

This is a potent ability, and Erik is loathe to use it lightly. He will only do so when there is a major battle, or he genuinely believes the Norse need that kind of godly intervention. After all, it wouldn't do to waste a god's time.

Additional Factors: 
-High King: Erik is ruler of all Norsemen. Every Jarl answers to him, and all their men are his to command. No matter what petty squabbles the various chieftains, lesser kings, or jarls have with each other, they must put those aside when the High King calls.

-If the people of the Norse believe Erik is becoming a weak High King, someone will challenge him in an attempt to take his thrown. Because he is High King, he's given a bit more leeway in what constitutes weakness, but none the less he is under constant scrutiny.  


X-FACTORS
Adaptive Creativity: 60: Erik is good at using what he has in surprising ways. He circumvents the strengths of his enemies by attacking them in ways they aren't expecting or prepared for. 

Tactics: 85: Erik has often fought battles against larger, more well armed forces, and still won. 

Strategy: 70 

Intuition: NA

Psychological Warfare: 30: But this is mostly due to reputation among both his people and the rest of the Old World. 

Experience: 80: Years in a raiding ship, fighting with the forces of the Old World, Chaos Invaders, and rising to power among the Norse. 

Discipline: 45: Erik is a Norseman at heart, and prone to enjoying battle a bit too much... but he has learned that he must show some discipline in order to lead.

Audacity: 90: Erik always leads his army from the front, no matter what enemy they are facing. 

Inspiration: 70: Erik is a legend with his own people, and they happily fight beside him.

Corruption: NA: What might be considered evil in the rest of the world is called being a good Norsemen where Erik is from. Different strokes for different folks.


Sturmjarl - Shaman Lord of Ejsgard
Mobility: 4
Training: 6
Max Range: Battlefield
Preferred Range: Battlefield

Stürmjarl is a solitary character who lives deep in the realm of Ejsgard in the north of Norsca. Ejsgard is largely uninhabited even by the hardy Norse, for it is the realms of packs of wolves, Snow Trolls, and the hunting grounds of Dire Wolves. Stürmjarl lives there however, high on the mountains that border the Realm of Chaos, where days and nights last a whole season. During long periods of solace he studies ancient lore, composes sagas and worships the gods. Stürmjarl uses his great spellcasting abilities to shrouds his home in thick fogs and spells of illusion to keep the wild animals and unwanted guests away.

Very few Norse know about Stürmjarl and those that do consider him a mad man and steer well clear. That said, many Norse have sought his help in the past, and Stürmjarl consider the trip to his home an arduous enough test of a cause's worthiness and will always help any who make it to his door. Stürmjarl is not however in complete control of his destiny. Many years ago Loki the Norse god of mischief saw fit to bestow one of his gifts upon Stürnijarl. For Loki it proved a bad choice, for Stürmjarl has tremendous willpower and has managed to maintain control of himself while the gift has been in his possession.

If the need is great, Stürmjarl would never shirk from helping his people and has been seen in battle many times. Striking down foes with his staff of storms and using the enemy's own evil magic against them, Stürmjarl is a much feared foe.

Offense: Sturmjarl is a powerful wizard who can uses spells from the Lore of Fire, Beasts, Heavens, Shadow, Death, and Seidr.

-Staff of Storms: A device created by Sturmjarl after years of effort. It allows him to summon thunderstorms to his location, fire blasts of lightning, and acts as power weapon that does far more damage then a staff should be capable of when he strikes his enemies with it. 


Defense: Sturmjarl is cloaked in thick and heavy robes, with minimal armor. Instead, he utilizes powerful magical shields to protect himself.

Special:
-Hymns of Malice: "The hymns and songs of Sturmjarl unleash the Norsemen's primal instinct, and as the Norsemen join in, the magic of the songs reach its climax and cause the Norsemen to burn with hatred." When Sturmjarl uses this power, he can send Norsemen close to him into a frothing berserk rage, making them hate their opponent, and attacking with all their might.

-Gift of Loki: "Loki is the Norse god of mischief, he is an evil being, much taken to cunning schemes, intrigues and causing trouble, all purely for his own entertainment. If Loki sees a mortal as a promising prospect then he will grant him a gift. The gift can take any form, although it is usually a mask."  When Sturmjarl uses this mask, his magical powers are greatly increased. However, the voice of Loki rings in his head, trying to tempt him to misuse his powers. It could be for something as simple as causing mischief, or as drastic as turning on his own side. Sometimes the voice simply tries to distract him, that he might miscast a spell and hurt himself. To date, Sturmjarl has never fallen for anything the mask has said, but the voice is always there, waiting, whenever he uses it.

-Runes: The Runes are usually carved out of stone or the knuckle bones of a beast from the Chaos wastes. The Runes are commonly used by all Norse shamans, the shaman cast them in a ritual, and reciting words of power, he can then interpret the way they fall to predict futures and probabilities.


Additional Factors: 
-Sturmjarl specializes in fighting enemy magic-users. Whether this is undoing the spells they use, or turning their own magic against them, the Shaman Lord will strike fear into all magic users. 



Keorl Thunderhand- The Dragon Slayer
Mobility: 4
Training: 8
Max Range: Melee
Preferred Range: Melee

Keorl is a great Sarl hero and the ring-giver of the Stormraven clan. The most famous Beast-slayer in all of Norsca, Keorl is the epitome of a Norse hero. He has tamed the fiercest of Fenrir Wolves, slain the greatest of Trolls, and even swam with the Kraken.

His most famous accomplishment however, was in slaying the great Ice Drake that plagued the land of the Sarls. Upon rocky shore, glimmering in twilit gloom, the fell breath vented from the mound.

Keorl snuck into the Drakes cavern while it was sleeping, where he found the aptly named sword Dragon Slayer. In order to give the Drake a fair fight, Keorl woke up the Drake first by kicking it in the head. The Ice Drake, furious for being been disturbed in its sleep, lashed out against him, but Keorl swiftly jumped away from its snapping jaw. The drake, fire enveloped and soaring high, rose upwards like a thunderbolt to the clouds. Keorl, thrust out his spear, challenging the dragon to return.

A howl of rage greeted the challenge, and lightning streaked silvery hide, as Thor's bane swept mighty pinions out and fire-blast wreaked revenge upon the battle-harness of the brave Keorl. The jarl of Stormraven raised his head, his gilded helmet protecting from blaze tempest of dragon's wraith.

The Spear of Odin, Halrir daemonsbane, streaked forth through the smoke and sought that vital spot within the dragon's breast, where the giant heart that gave it life beat.

The spear struck home, but the blade shattered on the scales of the monstrous denizen of the mound. At the last loyal Halrir had failed, and in doing was destroyed, a fitting end to a weapon forged from honor and slaked in blood since Thor first stepped up to Craugnir, the beast of Hel, and struck down that evil being with a single blow.

Keorl was not dismayed, and drew his sword, the fang of Fenris. Icy cold was the light of the sword, bane to foes across the worlds. Once again the breath of the drake spewed forth, fiery ruin blazing around the bold ring-warden. As the beast closed in, Keorl leapt to the attack. The sword swung and ichor spewed from the ruined eye.

Fury unbounded, the dragon swept Keorl with claws like dagger, and his lifeblood started to pour from the crack in his harness. With one desperate cry, Keorl lunged once again, and brought his hands about the drake's neck.

Sinews of steel matched against timeless stone of evil, Keorl's hands touched and he clasped them together. The dragon thrashed, and spewed forth more burning doom, but Keorl strengthened even as the drake felt the darkness of Hel descending upon its eyes.With a final spasm of strength Keorl twisted its neck cracked and broken, and Keorl leapt aside to avoid the poison dragon blood that bubbled from empty shoulders.

For his skill and bravery, Keorl was given the title Thunderhand and was crowned king of the Sarls, despite his young age. Now, Keorl is looking for his next opponent.

Offense: While he does have a special sword, it cannot be overstated how physically strong Keorl is. He was able to CHOKE a DRAGON to DEATH, and snap it's neck afterwards!

-Fang of Fenris: "This sword has been warded against dragons, able to slay them in a single strike!" A magical weapon, this sword bypasses a dragon's scales, and the blade seems almost poisonous to them. To all others, the sword gives off a fearsome cold, and seems to suck the light around it into the blade.


Defense: Thick plate and chainmail, but also a fierce endurance that allowed him to be struck by a dragon, and keep on going. 

Special: Thorgrim's Ring
-"This magical ring has been in the Thunderhand family for generations. It is rumored to have been a gift from the Norse Dwarfs as a token of a blood debt owed to one of Keorl's ancestors. The gold ring is inscribed with ancient runes and a bright red ruby is set in it. When the ring's wearer is attacked with fire, the ruby glows with burning light, reflecting the flames back towards the source."

Any fire based attack (magical or otherwise), will bounce off Keorl and head right back to the attacker.


Additional Factors: 
-Beast Slayer: Keorl loves the challenge of slaying a huge monster and is completely psychotic and utterly fearless when faced by one. His favorite tactic when facing one is to leap onto its back and drive his huge sword between its shoulder blades, piercing its heart.

-Massive Morale Booster: When Norsemen see this legend fighting along side them, their hearts will swell and they will fight even harder. 



The Ravenswyrd - Chosen of the Gods
Mobility: 6 
Training: 8
Max Range: Melee
Preferred Range: Melee

Many sagas spanning many centuries record appearances of a strange and mysterious character. No one knows his origins, but scholars of ancient lore will know that the Ravens that always accompany him are the key to his existence and special powers.

He always appears at the Norse's darkest hour, when their need is greatest and he is always accompanied by a black raven. He has become known as the Ravenswyrd, meaning; the raven that turns the tide of battle, or the raven that commands the faith of men. Many a time has the Ravenswyrd entered the battlefield in the darkest of hours to help the Norse to victory, and as swiftly as he came - he disappears.

The Norse do not worship the Ravenswyrd and do not believe he is the one who controls faith, but they hail him as a hero chosen by the Gods to protect the Norscan lands. The Ravenswyrd is truly a guardian of the high, cold mountains of Norsca. He is believed to be a warrior chosen by the Gods to guard the people of Norse until the final battle, until Ragnarok.

Offense: Gram and Balmung: "The origins of the sword and mace carried by the Ravenswyrd are unknown, though people say they were a gift from the gods themselves and were allegedly used to slay the Dragon Fafnir long ago. When used together, they can create a whirlwind of destruction between them."

The Ravenswyrd is a blur in combat. His magic mace increases his physical strength, and his sword is magically able to bypass all armor.


Defense: Helm of the Norns: "This helm is said to have been made by the Norse Norns of fate, three witches the Norse say spin the threads of life. The helm is said to give those worthy visions of the future, but only for a few moments." 

With this helmet, the Ravenswyrd is able to see attacks moments before they happen, allowing him to dodge, avoid, or parry the vast majority of attacks made against him.


Special: The Ravens: Two ravens soar around the Ravenswyrd at all times, lending him great power of an unknown origin. If the Ravenswyrd is dealt damage, the Ravens will channel a strange mystical energy into him, healing him of the injury. If the attack would have caused lethal damage, then one of his Ravens will fall from the sky, dead. If both Ravens die, then the Ravenswyrd will disappear; not dead, as he may yet return for a future battle. The Ravens themselves may not be killed in combat. Swords and other melee attacks always miss, and arrows and spells pass right through them.

Additional Factors: 
-Loner: The Ravenswyrd travels and fights alone. 

-The Ravenswyrd will not appear in every battle. He only comes when the needs of the Norse are great, and the hour is dark. 


Drenok Johansen- Wielder of the Great Axe
Mobility: 4
Training: 6
Max Range: Melee
Preferred Range: Melee

The great sagas of the Norse tribes tell of a mighty warrior known as the Wielder of the Great Axe. Long ago in the icy, inhospitable tundra of the Nome land a young clansman with fire in his eyes and passion in his heart left his clan in search of his father's fate. His father was Johan warrior-prime, Chieftain of the Clan Icefang, possessed by a demon of Khorne. His father had disappeared rumored to have traveled across the seas. Leaving the clan in a self-imposed exile he was never seen again in the lands of his birth.

After many a long year within the realms of the Old World Drenok took ship to the New World in search of his father. Weeks dragged on into months and months into years until finally the day came when the two mortals finally crossed paths. Only then did Drenok truly know fear. For when Drenok looked into the face of his father he saw the Daemon within. A titanic struggle ensued between father and son. The battle was fierce and long, lasting for many hours. With each wound Drenok inflicted upon this demon, his father, anguish and rage consumed his soul. Finally his father fell and the battle was won. But this was no true victory this was a day of mourning. For Drenok had now lost a part of his soul he could never reclaim. He gazed upon the great axe, which lay at the feet of his father's corpse and realized it to be the legendary axe of the Icefang, his clan. Lifting the mighty axe above his head, his hair braids blowing in the wind he roared in defiance of the world. His new quest would be to bring honor to the death of his father.

Offense: Ice Fang Axe: "It is said that this axe, a gift from by dwarven smiths as payment for saving their king's life, was used by a a revered ancestor to slay a great White Dragon many centuries ago. A massive double-handed axe, this weapon has been handed down through the ancestors of Ice Fang throughout the generations. The weapon is razor sharp, and its blade has a soft blue glow."

This blade is unbreakable, never grows dull, can harm ethereal beings, and ignores armor.


Defense: Sabertooth Tiger Hide: Taken from a great sabertooth slain by Drenok, this pelt offers considerable protection from enemy attacks.

Additional Factors: 
-Drenok acts much like a Berserker in combat.

-When in the midst of battle, Drenok is capable of completely ignoring pain, fighting on regardless of how much damage he may take. 



Jora & Bjorn - The Maiden and the Bear
Mobility: 4
Training: 5
Max Range: Melee
Preferred Range: Melee

The Norse are a people where every individual, regardless of station and gender, strive to carve out their own legend, tales worthy enough to be recited by the skalds in the Kings' halls. These tales are mostly achieved through battle deeds and the nature of such a feat does not matter - whether singlehandedly warding off a marauding Chaos band, standing out in a raid against the weak settlements and towns of the Empire, or battling and surviving one of the many monsters which lurk in the depths of the northern seas - as long the bravery and strength of the Norse people, their two most prized values, shine bright. There have been many men throughout the Norse history who have achieved these dreams, oftentimes drawing their last breath atop a pile of slain foes, tightly clutching axe or sword in their hands. Yet there are few men, who survived and now listen to their own stories being told across Norsca. Even less are there women who do so.

Many are the tales about Jora and her monstrous companion Bjorn. The most common version tells of them being members of the Baernsonling clan. A tough people, they are famous for their were-kin and constantly fighting their neighbors in numerous raids, as well as defending their settlements against marauding Chaos worshipers, trolls and Kislevites.

Jora was part of a war band, having sworn the Shield Oath at a young age. Bjorn was a member of that war band too, possessing the ability to shape shift into a giant were-bear, a very rare gift among the were-kin. Some even claim that there was a deeper bond between Jora and Bjorn, but these are mere rumors, and nobody is foolish or brave enough to openly ask Jora to confirm them.

One day, their native village was raided by a Tzeentch war band, searching for victims to be sacrificed to the Chaos god. Jora and Bjorn defended their homes together with the rest of the settlement. Although the Baernsonlings fought bravely, they did not manage to protect their homes and kin. Jora and Bjorn were the only ones who escaped through the enemy lines.

A magic curse had hit Bjorn during the battle and the foul magic of Tzeentch made it impossible for him to shape-shift back into his human form, thus making the bear transformation irreversible.
Jora swore revenge, for both the death of her tribe and the fate of Bjorn, and set out to dedicate her life to rooting out Chaos and slaying its worshipers wherever she could find it, accompanied by the fierce Bjorn.

The two companions now roam the land of Norsca in a never-ending quest, searching for the captors of their people and descending upon any Chaos worshipers with unspeakable fury. They live a solitary life, rarely engaging with other humans, for Bjorn's inability to communicate with others drives him to the borders of insanity and only Jora is able to calm her big friend when the depth of his tragedy becomes fully aware to him. She too mourns Bjorns's fate and hopes for a worthy end to his torment, preferably with her at his side when death finally comes.

Offense:

Jora: Baernsonling Broadsword: An ancient sword, said to be crafted by a Norse Dwarf smith centuries ago, this weapon has been in the possession of Jora's family for generations. Almost as tall as her, Jora can cleave through her foes as easy as an arrow whistles through the air.

Bjorn: Is a massive bear, with claws that can leave their mark on steel, and a jaw full of razor sharp teeth that can tear the throat out of a giant. 


Defense:

Jora: See Shield Maiden

Bjorn: He has regenerative powers like most shapeshifters.


Additional Factors: 
-The curse of always being in a bear's form has worn on Bjorn's mind, and he sometimes slips into animal like frenzies, especially when Jora is injured. In this state, even Chaos Champions step back in fear. When he gets like this, only Jora can calm him down.

-Deep Bond: When the two fight together, they have an unbreakable bond. They won't run due to fear, and will fight even when things look their worst. 


-Both Jora & Bjorn have a deep hatred of Chaos. They will hunt it down and destroy it wherever they find it.


Styrmir Rimefrost - King of the Frost Giants
Mobility: 3
Training: 8
Max Range: Artillery
Preferred Range: Melee

Styrmir is the current leader of the remaining Jotun tribes. Having witnessed Yagamir's foolishness during the Great War against Chaos, and being one of the few who have survived or not fallen to the foul powers of Chaos, Styrmir has realized the importance of armistice with the men of Norsca to prevent the extinction of his dying people.

Residing in the Frost Hall in Ejsgard, Styrmir struggles to keep his subordinates in check. Although the Jotuns are not as simple minded as their southern cousins, they are a proud people and they have great difficulties adhering to Styrmir's creeds. Would it not have been for their great losses during the Great War against Chaos and the wisdom in their king's words, they would still happily fight the Norsemen, for in their blood runs the same lust for battle as it does in the men and women of Norsca. Thus they keep regarding themselves as superior to the Norse and stick to their own business. Now and then a young Jotun would start a fight upon encountering a lone whaling boat or a hunting party. But it adds to Styrmir's reputation among the Norse that he personally takes care of such misbehavior.

The Jotun king claimed the leadership over his kin right after the defeat against the forces of Chaos and the imprisonment of their former leader Yagamir through the god Olric. Sensing the current weakness of his kin and fully aware of the fact that their arrogance will be their ultimate downfall, Styrmir rose to become king to save his own people from themselves. Being able to put his pride aside and seeing the potential of an ally, he has personally visited every new Norse High King to talk about peace, or at least armistice. The last meeting with Erik Redaxe lasted for many hours and some say that maybe even some sort of alliance was forged.

Many Jotuns regard Styrmir as a weak leader, not fully understanding his foresight. He has fought against many claims for his power, Jotuns who thought him to be too weak to rule over them. Until now, Styrmir has proved every one of them wrong.

The king often joins the Norse in battles and sometimes even in raids against the weaker southerners. Standing proud above the men and most of his fellow kin, Styrmir sweeps like a hailstorm through the enemy ranks, reminding the Norse why it is good to have him stand on their side and the giants not to question his authority.

Offense:
-Ranged: Thrown Rocks

-Ranged: Frost Breath: Styrmir can exhale a blast of arctic chill, that freezes the moisture in the air, and turns his enemies to frozen statues.

-Melee: Rixbrand: "The Jotun King is not only a great warrior, but also a skilled ice-shaper. Frost Giants have the innate ability to shape cold air and water into magnificent weapons and other structures, like other races do with stone, wood and metal. Styrmir reached a proficiency in this art unmatched by his fellow kin. Rixbrand's double - sided blade is folded blue steel, intricately engraved with ancient runes that light up with electric flame in the presence of dragon-kind. The hilt is inlaid with ebony and wrapped with silver wire; the pommel features two silvered dragon heads."


Aside from being a massive sword, the blade gives off such a powerful chill, that just being near it would cause frostbite. Those cut by the blade find their blood turning to ice, even as their skin blackens from the cold. When facing a dragon, the blade becomes both electrified and engulfed in magic fire. And of course, the whole thing is a magic weapon, with all that that entails.

Defense: Glacier Plates: Crafted by Styrmir himself, these pieces of armor combines hot metal with the ever cold ice of the Frostheim Mountains to represent the pinnacle of Jotun blacksmithing. This armor is nearly impervious to harm, and even artillery shots barely do any damage.

In addition, Styrmir is immune to all ice based attacks (magical or otherwise).


Additional Factors: 
-Styrmir is the only reason the Frost Giants work with the Norsemen. Without him, they would fight themselves into extinction. But he has a foresight and a wisdom his kin lack, and he knows that in order for his people to survive, they must work with the humans, not waste their lives fighting pointless battles. This stance has made some Frost Giants consider him weak, and he has fended off many challenges to his rule. If Styrmir dies, a civil war among the Frost Giants would break out, among those that would follow his ways and work with the humans, and those that would go back to fighting them (and sadly, the later greatly outnumber the former).  

X-FACTORS
Adaptive Creativity: 60: Has been able to use his, and his race's powers in some interesting ways. And as an intelligent Frost Giant, he is already head and shoulders above the majority of his race in this category, able to think of actual strategies outside of just 'SMASH!'.

Tactics: NA: Styrmir only controls the Jotuns, he does not direct the entire faction.


Strategy: 65


Intuition: 65: Has so far been able to see how the politics (such that they are) among the Norsemen will go, and has outmaneuvered his challengers to his throne.


Psychological Warfare: 30: He can and will use his (and his race's) appearance to terrifying effect, but this is not his preferred brand of warfare.


Experience: 80: Has been fighting the horrors of the Chaos Wastes, Norsemen, and his own kin for a very long time. 


Discipline: 70


Audacity: 45: Due to the low population of his people, Styrmir is reluctant to utilize his people recklessly. So, unlike other Frost Giants, he will not charge in blindly, preferring to make sure he has the upper hand. If a battle should turn, he will most likely retreat if he can see no way to victory.


Inspiration: 40: While he has united the Jotuns and the Norse for now, a noticeable portion of the Ice Giants don't agree with this, and want things to go back to the way they were. They obey him now, as long as he proves he is strong, but they constantly look for weakness. 


Corruption: 66



ARMY X-FACTORS:

Morale: 90: Norse revel in battle, and to die in one is their dream. They are unlikely to turn back, no matter how bad things get, lest they be called a coward and stain their honor. It is only those with level heads that remain in charge, that keep them from expending themselves all at once.

Logistics: 50 (while they can till the ground, they are just as likely to steal food from a native village, or kill and eat the wildlife)

Espionage: 10: The Seers can see into the future, giving jarls knowledge to surprise their opponents on the field of battle. Other then that, little to no effort is put into this category. It's only a 10 because of the importance Seers are given to Jarls.

Discipline: 20: This isn't a low score from lack of training (The Norse are battle-harded warriors, and you don't get that way without putting in the work), but they have little discipline when it comes to battle. Once a fight gets going, their Norse blood starts pumping, and they're overcome with battlelust.

Army Intimidation: 70: Vicious Norse warriors that will ravage villages, killing or enslaving people. On the battlefield they are wild animals, leaving trails of gore in their wake. They are followed into battle by Werewolves, Ice Giants, and Ice Dragons.

Reinforcement Rate: High / Low. Just about every Norse will go into battle if given the chance, so their reinforcement is high. The Ice Giants and Ice Drakes on the other hand, have a very low rate.


ADDITIONAL INFO:
-The Norse Reaver: Despite their brutish behavior the Norse make superb natural sailors rivaling even the High Elves, given to great voyages and adventures. Norse raiding parties plague the coastline of Lustria attacking many offshore settlements but it is their desire for riches and adventure that has driven them further inland to pillage the ancient temples of the Slann, bringing home tales of strange lands, immeasurable wealth and wild creatures.

The Reavers are utterly fearless, and their pride rests on how much booty they can take during a raid. Most of the time the Norse Reavers ply the seas, raiding convoys and lone ships foolish enough to be out on their own. Now and again though, the Reavers gather in a large fleet and mount a raid on some isolated coastal town. The pattern is simple and has worked for them on countless occasions. The Reavers defeat any seaborne force on the water and then run their ships aground. With characteristic Norse enthusiasm they then storm the town or village, burning the houses, stampeding the animals and killing all who try to stop them.

A favorite tactic of the Reavers is to kidnap some local dignitary and hold them to ransom. They return to their ships with the burgomeister or noble and demand that the settlement empty their coffers for his safe return. There have been occasions when the Norse have been forced to execute their captive, purely to maintain their reputation.


-The Norsemen and the Old World: Since the earliest migrations, the Norsemen have retained a strange relationship with the rest of the Old World. They straddle the line that divides the bloodthirsty hordes of Chaos that lie in the Shadowlands from the huddled masses who fight to defend their homes and way of life from the Incursions of Chaos.

-Peasants: Norsemen who lack skill or ability at arms fill a low place in Norse society. Reviled as weak and inferior, they are relegated to serving the Jarls, tending the fields and thralls, and herding animals. They are builders, farmers, and craftsmen. They may not have the prestige of the warriors, but it's understood that without them, Norsca would surely die.

-Warriors in Norsca: The ideal person in Norscan culture is the young, virile slayer. He's courageous, skilled, and tough. He is the warrior. He is the hunter, the defender, the raider, and the hero. He defines the youthful aspirations of the young. Skalds recount his exploits in song and tale to the rapt children who dream of one day joining the other warriors, fighting not only for honor and glory but for the respect of their ancestors and the favor of the Dark Gods.

To the outsider, Norsemen warriors are all the same: bloodthirsty bands of killers. But there are distinctions even among the various clans. Loyalty to a particular Jarl engenders peculiarities that all his bonded warriors embrace. Some warriors have a particular fighting style, perhaps using only axes, or fighting with shields whose edges are sharpened to a razor edge. Others are incredible leapers, while some wear armor only on the fronts of their bodies so they may never retreat.

Unusual haircuts, topknots, a particular braid of beard, or lack of a beard altogether characterise the differing groups of Norsemen.


-A Spiritual World: The Norsemen live in two worlds: one is visible, tangible; the other is the world of spirits and Daemons, lying just beyond the senses. Though current philosophical trends of Tilea and elsewhere emphasize the empirical, that which can be studied and interacted with, the Norse believe what they see around them is the lie, a deception created to test them. Instead, the Spirit World is the truth, and only through the guidance of their mystics and the blessings of their Gods can they penetrate the veil of the senses and peer into the true reality.

-Battle: Since the "real" world is naught but a dream, it is the goal of every Norseman to reach the truth, the life beyond the nightmare. Death is the door to this new world, but passage through it is not easy, for it is guarded by the Warrior Hags. A Norseman may only journey into the Realm of the Gods by proving his worth in the dream, and to prove it, he must die a glorious death in battle. Those who beg for mercy or cling to the world of the living are found wanting and cursed to wander the world as disembodied spirits, or worse, fed to the Great Dragon that Squats, where they are reborn as slaves, women, or worse, Old Worlders. And so warriors occupy a place of honor amongst the Norse, for it is they who have the chance to receive the rewards awaiting them in death. The rest are condemned to spend their days in the dream, never knowing the glory that could be theirs.

This emphasis on death in battle bears many similarities to the customs of the Dwarfs. A dishonored Dwarf commits himself to death in battle, to seek out powerful foes until he is slain. Only through honorable death can the shame be absolved, allowing the Dwarf to find a place in the afterlife. It's theorized the Norsemen's emphasis on death in battle may be somehow related to the Dwarf custom, which might suggest some ancient pact or mingling of their races in the distant past. It's easy to romanticize Norsemen's notions about glory in death, but the truth is they are raised in a culture that values the masculine. From birth, Norsemen are raised to be heedless of death, to form no attachments to life, and embrace everything that is strong, virile, and dangerous.


-Norsemen Insults: Norsemen insults are crude and disgusting, of the types of things that an adolescent boy would conceive to the ribald laughter of his peers. Norsemen venerate all things masculine; thus disparaging another's manhood is not only demeaning, but infuriating. Common quips are to speak of another man's sword, impugning both his skill at arms and the size of his manhood. Comparing men to Imperials is another sure way to provoke a fight. And if a person really wants to face a frothing berserker, they merely have to suggest that the Norseman was used as a woman in the bed of another man. Most Norse insults are too profane and base to mention here, but suffice it to say, the Norse lack subtlety.

-Norse Religion: It would be easy to say that the Norsemen worship the Dark Gods, even easier to say that they are a soulless horde with no regard for life or the suffering they cause. It is true Norsemen see mutations as blessings from their Gods, and they festoon their bodies with tattoos and symbols of the Dark Gods to attract their attention, but to say the Norsemen are unthinking slaves to the Ruinous Powers is simply false. The Norsemen see themselves as honest men, strong, mighty, and courageous. And for these virtues, they thank the Gods. They worship the Gods they do because they see their power in all things, and are vividly reminded of their potency. Southern Gods, like Sigmar, are weak in comparison to the primal forces of life and death represented by their deities. To the Norsemen, the blessings of their Gods are the clearest sign of their power, proving to them that the Gods of the Empire are weak and impotent.

Norse religion is dynamic and complex, featuring a broad pantheon of Ancestors, Heroes, Daemons, and Gods. The Gods themselves vary from tribe to tribe, but each group of Norsemen embrace a pantheon that reflects four central themes: War, Desire, Decay, and Hope. Norse pantheons rarely feature just a single God per theme, rather they may have several. Instead of a single God of Battle, they might have three: one for wrath, another for death, and a last for excellence in arms.


-Mourning: Since death in battle is the ideal fate for any warrior, women in Norsca are forbidden to mourn the loss of their husbands and sons. Instead, they are to celebrate the event in a revel of feasting and drinking. Amongst some tribes, it is customary for the matron to cut away a portion of her finger as a sacrifice to the Warrior Hags, who they believe will lead their loved ones to the Halls of Glory.

VICTORY GAINS

The Norse will steal everything that isn't nailed down (and everything they don't destroy). The Norse are unlikely to hire mercenaries to join their armies. However, they will take lots of slaves; to sacrifice to their gods or to sell. If there are monsters in this new land, or in the army, they'll hunt them for supplies, and a few might be taken captive to try and use for their own. The land itself will be divided among the Jarls, and everyone who ever lived there will be dead or enslaved. 

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