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WARHAMMER'S GUIDE

Contents
Chapter 2 - Norsca 3
Introduction ...................................................................... 4
Marauders .................................................................................. 6
Berserkers .................................................................................. 7
Reavers ........................................................................................7
Kings ............................................................................................8
Skin Wolfs .................................................................................. 9
Fimir ..........................................................................................10
Lore of Spirits ......................................................................12
Trolls ..........................................................................................13
Throgg Wintertooth ............................................................17
Chaos War Mammoths ..........................................................19
Frost Wyrms ............................................................................ 20
Wulfrik the Wanderer ............................................................ 21
CONTENTS
2
Chapter 2
Norsca
NORSCA
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Norsca

N
orsca is inhabited by a race of savage and ferocious humans known as the Norscans; fur-clad warriors and
berserkers of hairy brawn who sail the seas in fearsome longships in order to unleash their devastating fury
upon the south. Warlike and cruel, the Norse are the very epitome of the Warriors of Chaos; fanatically
devoted champions of the Dark Gods and the baneful scourge of their foes. The brutality of their raids have
been felt as far abroad as the Witch King's baleful domain of Naggaroth and the mysterious realm of Cathay,
for the men of Norsca are reckoned to be perhaps the most adept sailors and navigators in all the world;
unequaled by any in their courage and reckless thirst for conquest. The Norsemen are, without exception,
great warriors, blessed with incredible strength at arms and fearsome demeanors. It is the dream of nearly every member of
this fierce people to ascend to the ranks of the greatest warriors; to become mighty Champions of Chaos and bear the dread
marks of their gods' ruinous favor.
Landscape. Norsca is a savage and brutal land, plagued by lethal winters for more than half the year, and worse, lashed
perpetually by raging gales of Chaos energies howling down from the ancient ruins of the fallen Warp Gate resting at the very
heart of the northern Chaos Wastes. As such, no sane Human being would be able to survive in this harsh wasteland with
their sanity intact. It is for this reason that most, if not all the tribes of the Norsca, are affected to some extent by the power of
Chaos, causing their flesh to warp and mutate through the influences of their Gods, and their minds to be plunged into the
darkest depths of the most violent insanity. The Norscans see these alterations as the "blessings" of their dreadful deities,
which empower them to strive above and conquer all who oppose them. Hard bitten and war like, the men of Norsca are the
greatest of all the warriors of the Dark Gods.
Tribes. The Norscans as a single, cohesive people do not exist. Indeed, the very term 'Norscan' is an Imperial labeling. They
are instead divided into various, numerous tribal confederations that are as much at war with each other as they are with the
Kurgan and Hung tribes to the East or the Empire to the South. These various Norse tribes are often nations unto themselves:
possessing varying pantheons of gods, traditions, heroes and tribal dialects. Those tribes living within the northern reaches of
Norsca are often fierce worshipers of Chaos, and are the most common to take part in the Chaos Gods' wars upon the
civilised world. The southern tribes are somewhat milder than their northern counterparts. While they raid and plunder just as
much as the rest of their kin, it is from these tribes that the ideals of trade and cooperation have begun to take root, albeit
shakily. When not waging war against the southern realms, these tribes often trade exotic furs, metals, and their service as
mercenaries to employers in cities such as Marienburg. However, all Norse are united by a shared ancestry and a mutual
veneration of the Four Dark Lords of Chaos, and as such, when the Gods speak and command war to be made against the
Empire, the southern tribes take up the call as readily as their more northerly kinsmen. To refuse the call of the gods is the
greatest dishonor a tribe can bring unto itself, and is often seen by other Norscans as grounds for annihilation
NORSCA
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Norscans' High Tribes
The nine 'High' tribes of Norsca, from which all
others descend:
Aeslings
Graelings
Vargs
Sarls
Bjornlings
Skaelings
Baersonlings
Hastlings
Kvelligs

Heretic Religion
Norscan religion is based primarily around the worship
of the Chaos Gods, which are venerated by various local
aspects and names both similar to and distinct to those
they are known by to the scholars and priests of the
Empire. Commonly, the Norscans, like the other human
races who dwell around the Chaos Wastes, venerate all
the Chaos Gods in a single pantheon, as a purely
practical consideration in order to draw upon all of the
gifts and powers of the Four Gods in order to better
survive in the harsh north. In spite of this, there are
many tribes that do in fact take a single Chaos God to be
their patron, who is then seen as both the father and
protector of that tribe. Commonly, that god is also the
Patron of the chieftain. In the vast majority of Norse
tribes, Khorne takes up this position, as he is by far the
most popular choice of patron deity in the battle torn
North.
In addition to the Chaos Gods themselves, the
Northmen religion also incorporates various Daemon
Princes, fallen Chaos Champions, revered ancestors and
various other lesser spirits into its traditions. Despite the The Ruinous Powers:
presence of these additional deities however, it is always In battle the Norse look to Khorne, the War God, for
the Chaos Gods alone are ever present and who receive the strength. The Blood God is renowned in Norscan sagas as
highest degree of veneration; being the core set of deities an embodiment of strength and a granter of victory, and so
Norse religion revolves around. thousands upon thousands of Norse warriors are dedicated
The Norsemen have worshiped the Dark Gods since to his savage creed of wanton bloodshed.
times immemorial; the tribes simply have no concept of Seers and Vitki take Tzeentch, the Raven God, as their
how to live otherwise. Far from being mindless slaves to patron, and beseech the Changer of the Ways to aid them
darkness, the men of the North merely maintain that in their witchery and to one day grant them pre-eminence
beings as powerful as the Chaos Gods simply operate on a over the warrior kings who lead the tribes. As most
level beyond mere human judgement or understanding, and Norscan spellcasters are Chaos Sorcerers of a sort,
are thus entitled to reward or destroy as befits their divine channeling the Black Wind of Dhar to power their profane
inclination. Just as it is the charge of a man to pay them divination, it is common for them to take at least one or
homage and passionately strive for their favor. The more of the Dark Gods as their patrons, and most
Norsemen believe the path they have taken is the only one commonly this patron is Tzeentch, due to his association
that is pure and true, and thus look down upon the gods of with magic and sorcery. For the most part however,
the southern lands; seeing them as corrupt, weak and Tzeentch is distrusted by most Norscans, particularly
wicked things that are beneath contempt and worthy only warriors, for his cunning ways, yet as he is also seen as the
of mockery. god of wind and tide, most Norscans will strive for his favor
Afterlife. In the Norscan faith there is no equivalent to before taking to their longships, in order to ensure a safe
the Kingdom of Morr, there is nothing after death save the voyage.
Realms of the Dark Gods, and men shall only enter those In times of plague and famine, the Norse offer sacrifices
domains to sit at the right hand of their gods if they were to Nurgle, to placate the Crow God and to persuade him to
strong and true warriors in life. For cowards are cursed by withhold his "blessings." Some tribes dedicate themselves
the gods and reviled for all eternity. Thus, every Norscan to the Plague Father in such occasions, however, believing
fights with an insane fervor driven by this belief, which that only through fighting in his name shall they be
molds them into the perfect warriors of the Dark Gods. delivered from the ruinous touch of Nurgle's contagions.
NORSCA
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Slaanesh, the Great Serpent, is prayed to in the aftermath
of battle for fulsome feasting and celebration. He is also
prayed to for fertility and virility and is invoked in some Warriors of Khorne, Nurgle,
tribes' marriage ceremonies. Tzeentch, Slaanesh variants:
There is also a very strong element of ancestral worship The Norsemen usually pledge themselves to one
to the Norse religion that cannot be overlooked. Indeed, the of the Ruinous powers in exchange of their
veneration of the ancestors is a tradition as old as the blessings to enhance their martial prowess. To
worship of the Chaos Gods themselves to the Norsemen, quickly build one of these variants pick the
and one from which they too derive their strength and normal template of the desired warrior and add
fierce codes of honor. the blessing of their god
Mark of Khorne: Creatures blessed by Khorne
Marauders may make one additional melee attack as part
of their attack action and score critical hits on
Chaos Marauders are the most numerous tribal warriors a roll of 19 or 20. They also have advantage
dedicated to the worship of Chaos, and whose profession on Athletics checks and Strength saving
for violence and savagery have since earned them the well throws.
known title of Marauders by the inhabitants of the Old Mark of Tzeentch: Creatures blessed by
World, though amongst their own people, they are simply Tzeentch have advantage on Intelligence
known as warriors, and in times of peace, they often serve checks and Int/Wis/Cha saving throws against
the clans as guardians and hunters. As befit their barbaric spells and other magical effects. They can
reputation, these axe wielding barbarians often charge into also choose a number of cantrips from the
the fray within great howling mobs without care for armor wizard spells list, equal to half their CR
or tactics. They have little fear of dying in combat, for to rounded down, that they know and can cast at
fight and die under the gaze of their gods is considered the will. Finally any spells cast by the blessed deal
greatest death one can achieve in their lifetime. one additional die of damage, e.g 3d6
becomes 4d6.
Mark of Nurgle: Creatures blessed by Nurgle
have advantage on Constitution saving
Marauder throws, resistance to bludgeoning, piercing
and slashing damage from nonmagical
Medium humanoid, chaotic evil
sources and are immune to diseases and
poison damage. In addition their maximum
Armor Class 15 (shield, hide) hit points are equals to those of the original
Hit Points 28 (5d8 + 5) template multiplied by 1,5.
Speed 9m. Mark of Slaanesh: Creatures blessed by
Slaanesh have advantage on Wisdom and
Charisma saving throws, and creatures have
STR DEX CON INT WIS CHA disadvantage on saving throws to resist
14(+2) 12(+1) 13(+1) 8(-1) 11(+0) 9(-1) charm effects from the blessed. In addition
their maximum speed is increased by a factor
of 1,5.
Senses passive Perception 10
Languages Common
Challenge 1/2 (100 XP)

Shield Wall. Three or more marauders close


together in a line can form a shield wall. While in
this formation each marauder has advantage on
Athletics checks and Strength saving throws, an
AC of 20 and is considered behind half cover for
ranged attacks from the front of the shield wall.

Actions
Battleaxe. Melee Weapon Attack: +4 to hit, reach
1,5m, one target. Hit: 6 (1d8 + 2) slashing
damage.
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Berserkers
Marauder Berserkers are a brutal sect of Northmen
warriors. They are known chiefly for being subject to
terrifying battle frenzies that render them immune to pain
and which transform them into unstoppable juggernauts on
the field of battle. Their feats fill the songs of the Skalds
and loom large in the sagas of the North and the
nightmares of Imperial soldiers who have faced them on
the battlefield. Bred from the hardiest stock of the already
hardy folk of the grim northlands, the berserkers of Norsca
are a rightly feared warrior cult. Though many berserkers
wear armor, others purposely go into battle without
protection in order to display the bravery to their foe, to
their kinsmen, and to their Dark Gods. They are possessed
of a dark, brutal madness which compels them to fight on
until they have slaughtered all about them, or are
themselves slain.

Berserker
Medium humanoid, chaotic evil

Armor Class 12
Hit Points 52 (8d8 + 16)
Speed 12m.

STR DEX CON INT WIS CHA


16(+3) 14(+2) 15(+2) 8(-1) 10(+0) 13(+1)

Skills Athletics +6, Intimidation +6


Condition Immunities frightened
Senses passive Perception 10
Languages Common
Challenge 2 (450 XP) Reavers
Norscan Reavers are warriors amongst the Norscans
Fury (1/day). When the berserker is reduced to 0 whom have taken to piracy and raiding as a means of living.
hit points, but not killed outright, can drop to 1
hit point instead.
The seas of the Old World are full of terrors, some Human,
others subhuman. Among the most feared mariners are the
Retaliation. When the berserker takes damage Norse Reavers, brutal warriors who plunder the coastlines
from a creature that is within reach, it can use its in search of foodstuffs, gold, and slaves. They are a
reaction to make a melee weapon attack against merciless lot, hardened from their frequent battles with
that creature. Imperial sailors and the feeble militias that stand against
Rage (1/day). As a bonus action the berserker can
them. Reavers sail the seas to bring booty back to their
enter into a frenzy rage that lasts for 1 minute and
settlements in their frozen lands. Others sell their souls to
grants the following benefits:
the Ruinous Powers, hoping to attract the attention of their
uncaring Gods, and gain the power they so crave.
Advantage on Strength checks and saving
throws.
+2 bonus to damage rolls with melee weapon Reaver (Marauder variant).
attacks. A Reaver is a CR 1/2 (100 XP) warrior with the
Resistance to bludgeoning, piercing, and stats of a marauder but with the following
slashing damage. changes:
Actions It has the Mariner trait: The reaver can hold its
breath underwater for twice as long and has
Multiattack. The berserker makes three attacks
proficiency with navigator's tools.
with its twins battleaxes.
It has an AC of 17 (scale mail) and a variety of
Battleaxes. Melee Weapon Attack: +6 to hit, reach weaponry and equipment based on the places
1,5m, one target. Hit: 7 (1d8 + 3) slashing it plundered and looted.
damage.
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Kings
The most powerful and fearsome of Norsemen are the dark
Kings of this wild land. There is a divide in the methods of
royal succession between the northern and southern parts
of Norsca. In the North, Kings are invariably victors of
blood drenched trials by combat where all claimants battle
each other in order to determine who among them is the
greatest warrior and most favored by the Dark gods. In the
South, however, the transition of power is generally
somewhat smoother, but still fraught with violence as the
new King must still slay his rivals in combat to ensure his
power and prove his worthiness before both the gods and
his kinsmen. All Kings of Norsca bear upon them Marks of
the Dark Gods, indicating outwardly that they have been
blessed by their patron deities with incredible power and
might. These Marks are also an indication of the King’s
right to rule, for he must have already proven himself as a
mighty warlord in order to attract the Eyes of the gods in
such a profound way. Celebrated Chaos Champions, the
Kings of Norsca are amongst the most deadly warriors in
the entire world, and prove the legends of their dark might
in war time and time again. At times, certain exceptionally
powerful Kings can rise to unite multiple tribes or even all
of Norsca under their banners. This individual is known as
the High King. To date, there have only been a small
number of individuals with the sheer strength and will
required to become High Kings, such as High King
Ormgaard, High King Valmir Aesling, and High King Erik
Redaxe.

King Fury of Chaos. Once per turn, the King can deal an
extra 18 (4d8) chaotic damage to a creature it hits
Large humanoid, chaotic evil
with a weapon attack. If this attack brings the
creature below 0 HP, one random limb is cut off and
Armor Class 22 (shield, medium chaos armor) the target must succeed on a Constitution saving
Hit Points 252 (24d10 + 120) throw (DC=14) or develop one chaos mutation. A
Speed 9m. natural 1 on the saving throw transform the creature
into a Chaos Spawn.
STR DEX CON INT WIS CHA Actions
24(+7) 16(+3) 21(+5) 16(+3) 12(+1) 19(+4) Multiattack. The King can use its battlecry if available
and then make four attacks.
Saving Throws Str +12, Con +10, Cha +9
Longsword of Chaos. Melee Weapon Attack: +12 to
Skills Athletics +12, Intimidation +9, Perception +6
Condition Immunities exhaustion, frightened hit, reach 1,5m, one target. Hit: 18 (2d10 + 7)
slashing damage plus 5 (1d10) chaotic damage.
Senses passive Perception 16
Languages Common Shield Bash. Melee Weapon Attack: +12 to hit, reach
Challenge 16 (15000 XP) 1,5m, one creature. Hit: 14 (2d6 + 7) bludgeoning
damage. If the target is Large or smaller, it must
Legendary Resistance (3/day). If the King fails a saving succeed on a DC 17 Strength saving throw or be
throw, it can choose to succeed instead. knocked prone.

King's will. The King has advantage on Wisdom saving Battle Cry (Recharge 5-6). Each creature of the King's
throws. choice that is within 12m of it, can hear it, and not
already affected by Battle Cry gains advantage on
Champion of the Dark Gods. The King has a mark from attack rolls until the start of the King's next turn. The
one ore more of the Ruinous Powers that grants it King can then make one attack as a bonus action.
their blessing. In addition all the King's attacks are
considered magical for the purpose of overcoming Legendary Actions
damage resistances.
The King can take 3 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
creature's turn. The King regains spent legendary
actions at the start of its turn.
Shove. The King can attempt a shove attack to push
up to 3m one creature within melee range.
8
Charge. The King moves and performs one melee
attack.
Skin Wolves
Skin Wolves are Werecreatures of Chaos that turn into
lycanthropes. Many are the foul Chaos cults and many are
the dark horrors of twisted flesh and nightmares made real
that the Ruinous Powers have visited upon the world. Few,
though, are as strange as the skin wolves of legend. In the
far north, among those who dwell in the shadow of Chaos,
be they Norscan, Kurgan or Hung, as well as the shunned
corners of the world where degenerates root and fester
such as the Bone Hills of Estalia or the dire fens south of
the Badlands, myths and bloody tales speak of the skin
wolves. Witch cursed or Chaos tainted, these men and
women, half feral and subject to savage appetites, carry
within them a taint in the blood, a mutation that shows not
readily as stigmata on their flesh, but slumbers within, a
beast waiting to be unleashed by blood and unspeakable
ritual.
When this horror is released, no mere transformation of
man into beast is effected. Instead the humanoid wolf thing,
lean and half insane with insatiable hunger, rips its way
fully formed from the body of the man, which is left little
more than shredded flaps of skin and chunks of bloody
gristle by the freeing monster. It is the clinging shrouds of
skin that give the beasts their common name. The frenzied
creatures, whose packs are formed by kinship ties of blood
and slaughter, care not what they kill in their bloodlust and
bear no loyalty to any master, save the Dark Gods
themselves. As such, only the most unscrupulous wizard
would seek to bind them to their will by Kadon's magic, and
some that have done so have had cause to lament their
choice of ally. Only once battle is spent and a skin wolf has
glutted itself on the raw and dripping gore of its enemies
will the terrible transformation be reversed and the
bubbling and overworked flesh of the skin wolf collapse,
then like a newborn the human must tear its way out of the
monster it once was. All skin wolves have the ability to
regenerate their horrid forms and they may carry the favor
of one of the Chaos Gods.

Ernst Wolfenburg, Mercenary:


“I’d heard tales of the Norse Berserkers and their
ways, but not one story prepared me for facing
them on the field of battle. The Kislevites I’d
taken up with were some of the strongest and
most taciturn warriors I’ve ever had the honor of
serving alongside, so I was somewhat surprised
when I found out that they were quietly nervous
about the morrow’s engagement. We were all set
to fight a raiding band from a tribe called the
Baersonlings. I didn’t really believe even half of
what the Kislevites told me. But the following
morning, I stood on the edges of the northern
pack ice and watched the fur clad barbarians
chew on their shields, some of them while
foaming at the mouth. That was endurable, I’d
seen stranger in my travels. But as the battle
began, as their features melted and twisted, the
muzzles of wolves emerging from beneath their
helms, claws unsheathing from their flesh, I knew
why the Kislevites feared the Norsemen. It was a
long struggle and I’ll not pretend it was an easy
victory, but as fierce as they were, the Chaos
touched bastards fell in the end as any other
men.”
NORSCA
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Fimir
Skin wolf The Fimir are amphibious humanoid monsters that haunt
Medium humanoid (human, shapechanger), bogs, fens and desolate moorlands throughout the northern
chaotic evil and western Old World. Their strongholds take the form of
forbidding, craggy piles of rock, crudely built in the
Armor Class 14 (natural armor) semblance of the castles of more civilised races. Such
Hit Points 135 (18d8 + 54) dwellings are seldom seen by outsiders, for they are
Speed 12m. wreathed in thick mist, a miasma which is magically
generated by the Fimir to shield their fortresses from
prying eyes, and themselves from the harsh glare of the
STR DEX CON INT WIS CHA sun.
19(+4) 17(+3) 16(+3) 4(-3) 15(+2) 8(-1) Long before the rise of Man, the Fimir worshiped the
Chaos Gods, and for a time enjoyed their favor. Alas, the
Saving Throws Str +7, Dex +6
Eye of the Gods was swiftly drawn to the more vibrant and
Skills Perception +5, Stealth +6
amusing race of Man, and the Fimir were abandoned,
Damage Immunities bludgeoning, piercing, and reduced to seeking boons from bound Daemons where
slashing damage from nonmagical weapons once they had enjoyed the blessings of gods. Nowadays, the
that aren't silvered Fimir are a dwindling and reclusive race, little given to
Senses darkvision, passive Perception 15 leaving their swampy fastnesses, save for the occasional
Languages Common raid for food and slaves. Only the Fimir sorcerers, known
Challenge 6 (2300 XP) as Dirach or sometimes as Balefiends, spend prolonged
periods in the lands beyond the mists. Such creatures have
Keen Hearing and Smell. The skin-wolf has but one goal, to destabilize the barrier between the mortal
advantage on Wisdom (Perception) checks that world and the Realm of Chaos, thus aiding the Chaos Gods
rely on hearing or smell. to their ultimate victory, and so regaining their favor.
Sorcerers. A Balefiend's sorceries seem crude and
Painful Transformation. The beast literally tears its ritualistic compared to the magic of Elves or even Men, but
way out of the skin of its human form. When they are no less potent, for they are woven with power
transforming the skin-wolf takes two claws attacks stolen from Daemons. A Balefiend's cyclopean eye can see
to itself. the ebb and flow of the Winds of Magic in the same way a
Bloodgreed. The skin-wolf has advantage on attack Man's perceives light and shade, which allows them to
rolls against bloodied creatures (creatures that can make the best use of whatever magical power is available.
bleed and that are under half HP). Warriors. Fimir Warriors are the footsoldiers of their
race, bedecked in large, powerful plate armor and wielding
Actions clumsy maces into battle. To isolated and lonely
Multiattack. The skin-wolf makes three attacks: settlements on fog shrouded fen and swamp, from the
one with its bite and two with its claws. hinterlands of the Empire to the edges of far Cathay, the
Fimir are a creature of horrific legend made manifest. Cold
Bite. Melee Weapon Attack: +7 to hit, reach 1,5m, and cruel and mightier than any man, with a single baleful
one target. Hit: 13 (2d8 + 4) piercing damage. eye atop a pointed snout bristling with jagged fangs, to
Claws. Melee Weapon Attack: +7 to hit, reach some these scaled nightmares are daemons incarnate, but
1,5m, one target. Hit: 11 (2d6 + 4) slashing
damage.
the truth is much stranger and darker.
Once when all the world was fog shrouded and dark,
legend has it that these cyclopean fiends ravaged the Old
World in mighty warbands, tearing down the cities of the
High Elves and struggling in blood conflict with the wild
men who dwelt in the lands that would millennia later
become the Empire long before Sigmar arose there.
Now the dwindling Fimir, degenerate and malign, are
reduced to plotting petty raids within their forlorn
strongholds and nursing bitter hatred for those that now
rule where once they were masters. Larger and more
ferocious than their sorcerous Dirach brethren, with tails
tipped with huge bony clubs, the Fimir are mighty warriors,
their deathly yellow-grey flesh all but immune to pain so
that each can shrug off bows that would kill a man outright.
They now march forth from the few remaining hidden
Fimir holds under dense blankets of fog; summoned and
controlled by primitive talismans forged in blood and
bronze by the Dirach and their foul matriarchs, their goal
to tear the warm blooded screaming from their shattered
homes and holdfasts.
NORSCA
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Fimir Warrior Fimir Balefiend
Large monstrosity, chaotic evil Large monstrosity, chaotic evil

Armor Class 22 (natural armor, plate armor) Armor Class 18 (natural armor)
Hit Points 153 (18d10 + 54) Hit Points 135 (18d10 + 36)
Speed 6m, swim 9m. Speed 6m, swim 9m.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20(+5) 9(-1) 16(+3) 11(+0) 6(-2) 12(+1) 16(+3) 8(-1) 14(+2) 16(+3) 12(+1) 20(+5)

Saving Throws Con +6 Saving Throws Con +6, Cha +9


Skills Athletics +8, History +3 Skills Arcana +7, Insight +5, Religion +7
Damage Resistances cold, piercing and slashing Damage Resistances cold, piercing and slashing
Senses passive Perception 8 Senses passive Perception 11
Languages Common, Fimirian Languages Common, Fimirian
Challenge 8 (3900 XP) Challenge 10 (5900 XP)

Amphibious. The fimir can breathe air and water. Amphibious. The fimir can breathe air and water.
Hardened Shell. All the damage the fimir takes Attuned to the Winds of Magic. The fimir balefiend
from behind is halved except for psychic damage. has advantage on Wisdom (Perception) checks
against magical creatures, casters and creatures
Poor Depth Perception. The fimir has disadvantage
that carry magical objects.
on any attack roll against a target more than 12m
away. Poor Depth Perception. The fimir has disadvantage
on any attack roll against a target more than 12m
Swamp Camouflage. The fimir has advantage on
away.
Dexterity (Stealth) checks made to hide in
swampy terrain. Swamp Camouflage. The fimir has advantage on
Dexterity (Stealth) checks made to hide in
Actions swampy terrain.
Multiattack. The fimir makes three attacks: two Spellcasting. The fimir sorcerer spellcasting ability
with its heavy maul and one with its spiked tail. is Charisma (spell save DC 17, +9 to hit with spell
attacks). It knows the following spells:
Heavy Maul. Melee Weapon Attack: +8 to hit,
reach 3m, one target. Hit: 15 (3d6 + 5) Cantrips (at will): Dancing Lights, Mage Hand,
bludgeoning damage. Message, Prestidigitation, Shilelagh, Shocking
Grasp.
Spiked Tail. Melee Weapon Attack: +8 to hit, reach Spells (Lore of Spirits): Spirit Staff, Fire of
3m, one target. Hit: 16 (2d10 + 5) piercing
Vengeance, Spirit's Voice, Defeat Disease Spirit,
damage. Message of Doom, Spirit Shield.

Actions
Quarterstaff. Melee Weapon Attack: +7 to hit,
reach 1,5m, one target. Hit: 7 (1d8 + 3)
bludgeoning damage.
Summon Spirits (1/day). The balefiend summons
1d4 ghosts to aid him in battle for one minute.
NORSCA
11
Defeat Disease Spirit
Lore of Spirits Spiritual abjuration
The Lore of Spirits is the magic of shamanism. Casting Time: 1 action
Practitioners are skilled at both defeating malevolent Range: Touch
spirits like the Ethereal Undead and invoking the aid of Components: V, S
their tribes’ tutelary spirits through the following spells: Duration: Instantaneous
Spirit Staff, Fire of Vengeance, Spirit's Voice, Defeat You can tap into the soul of one creature with your touch,
Disease Spirit, Message of Doom, Spirit Shield. trying to rid it from a malevolent presence restoring it to an
Spellcasting healthy state. You can reduce the target's exhaustion level
by one, or end one of the following effects on the target:
Every time that you cast a spell from the Lore of Spirits you
have to roll a d20 and gain half that much Spirit Points. One effect that charmed or petrified the target
Results of 18, 19 or 20 represent respectively a minor, One curse, including the target's attunement to a cursed
major or catastrophic miscast. This means that the spell magic item
fails in the way explained in its description and the DM has Any reduction to one of the target's ability scores
to roll on the appropriate Chaos Manifestation Table for One effect reducing the target's hit point maximum
ulterior effects. Miscast: On a 18-19 the spell is interrupted with no
You have a pool of maximum 50 Spirit Points, when you effects, on a 20 your spiritual intrusion damages the
gain more than this amount you become unstable and you target's soul that suffers 6d10 psychic damage.
might loose control over the spirit world. Every round of
combat that you end with more than 50 Spirit Points you Spirit Shield
have to succeed on a Charisma saving throw (DC = Spiritual abjuration
currents Spirit Points-50) or suffer 8d10 psychic damage Casting Time: 1 action
as 1d6 angry ghosts rips through your mind and Range: 20m
materialise around you attacking everyone nearby. Components: V
Spirits Quietening: As an action you can concentrate on Duration: Concentration up to 1 hour
calming down the spirit world, loosing 1d12 + Cha modifier
Spirit Points. Otherwise you automatically calm it down The spirits watch over your tribe and protect it from
when not casting any Lore of Spirits spell at a rate of 1 harm. Ghostly figures appear and surround any number of
Spirit Point lost every round. creatures of your choice within range, granting them a +2
bonus to AC and advantage on Strength and Dexterity
Spirit Staff saving throws for the duration.
Spiritual transmutation Miscast: On a 18-19 the spell is interrupted with no
Casting Time: 1 action effects, on a 20 the spirits are harmful and distract the
Range: touch targets causing a -2 penalty to AC and disadvantage on
Components: V, S Strength and Dexterity saving throws for 1 minute.
Duration: Concentration, up to 1 hour Message of Doom
Your weapon, which must be a quarterstaff, is imbued Spiritual illusion
with the souls of your tribes’ spirits, that guide your strikes Casting Time: 1 action
and empower them with the strength of your ancestors. For Range: 40m
the duration it becomes a magic quarterstaff +2 and it Components: V, S
deals 2d8 additional force damage. Duration: 1 minute.
Miscast: On a 18-19 the spell is interrupted with no
effects, on a 20 you lose control of your magic causing your You appear in the dreams of a creature you know and
staff to explode dealing 2d10 force damage in a 3m radius foretell his doom at your hands. You needn’t speak the
around you. same language, as the dream vividly shows the target in his
own gruesome death. The spell takes effect the next time
the target sees you, he must make a Wisdom saving throw.
On a failed save, the target becomes frightened for the
duration. At the start of each of the target's turns before the
spell ends, the target must succeed on a Wisdom saving
throw or take 4d10 psychic damage. On a successful save,
the spell ends.
Miscast: On a 18-19 the spell is interrupted with no
effects, on a 20 the target is aware of your illusions and
becomes enraged at you for your mind intrusion. It has
permanently advantage on saving throws against your
spells and on attack rolls against you.
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12
Spirit's Voice
Spiritual divination Trolls
Casting Time: 1 minute Trolls are large humanoid monsters, as witlessly stupid as
Range: self they are bone-crushingly powerful. They commonly join
Components: V, S, M (the bones of a powerful ancestor) rampaging armies for the promise of food. Trolls are
Duration: 8 hours voracious creatures, mostly motivated by food and eating
With the help of the spirits you gain a limited ability to more than anything else, and appropriately, their digestive
see into the near future, as voices fill your head alerting of systems can cope with almost anything, including, as
immediate danger. For the duration you can't be surprised rumored, rock and metal. Trolls are infamous for several
and have advantage on attack rolls, ability checks, and abilities. Their digestive juices are among the most
corrosive acids known in the Old World, and
saving throws. Additionally, other creatures have disembowelling a Troll can often result in the death of the
disadvantage on attack rolls against you for the duration. attacker himself as the acid sprays out. Secondly, Trolls
This spell immediately ends if you cast it again before its possess an uncanny ability of quickly regenerating even the
duration ends. most grievous wounds. In due time almost all wounds will
Miscast: On a 18-19 the spell is interrupted with no be healed, except if damaged with their only known
effects, on a 20 the voices are loud and out of control. For weakness, fire.
the duration you have disadvantage on attack rolls, ability Habitat. Trolls are found in their greatest numbers in the
checks and saving throws. Additionally, other creatures lands of Troll Country, which borders the lands of Norsca
have advantage on attack rolls against you. to the north and other Chaos tainted regions in close
Fire of Vengeance proximity to the Chaos Wastes. Trolls are by nature
Spiritual evocation creatures of Chaos, the corrupting taint of Chaos playing a
primary role in their origins and continued existence.
Casting Time: 1 action The Troll Country consists of steppe slowly turning into
Range: 20m tundra as one travels north before meeting the great
Components: V, S mountains and the edge of the Chaos Wastes. It is some of
Duration: Concentration up to 1 minute the least forgiving land in the Old World, and no farming is
You can materialise your anger within range in the form possible. There are some forests and two main ranges of
of 1d4+1 fiery spirits that lasts for the duration or until you hills, but for the most part, it is largely flat. It is easy to
cast this spell again. When you cast the spell, you can make travel for days without seeing any settlements here. The
a melee spell attack for each spirit summoned against a weather is harsher than in most parts of Kislev, always
creature within 1,5m of it. On a hit, the target takes fire frigid even extending through spring and autumn. Winter
damage equal to 2d8 + your spellcasting ability modifier. As can blanket several feet of snow fall over most of the area,
a bonus action on your turn, you can move the spirits up to making movement impossible. Most of the creatures who
9m and repeat the attack against a creature within 1,5m of live here spend the winter in one place, preparing for the
it. The spirits are a manifestation of your greatest troubles that come with the thaw.
ancestors, eagers to join you in battle to turn your foes into Weaponry. Trolls sometimes make use of weapons, such
ash. as primitive stone clubs and bones, although they are more
Miscast: On a 18-19 the spell is interrupted with no than capable of ripping someone apart with their bare
effects, on a 20 you summon the wrong spirits that appear hands and claws.
around you and try to attack you until you manage to Variants. All Trolls have been affected by Chaos to some
banish them with a concentration check (Constitution) extent, as their species is the result of thousands of years of
(DC=15), or after 1 minute. warping influence from the corrupting power of the north.
However Chaos trolls have been particularly corrupted as
they sport all manner of mutations, making them even
more hideous than their common cousins, and the power
of the Winds of Magic stokes their natural aggression and
strength, turning them from mere monsters into some of
the most terrible beasts in the armies of Chaos. The Troll's
ability to shrug off wounds, along with its prodigious
physical strength and its corrosive vomit, are all enhanced
by its exposure to Chaos. Stone Trolls are a distinct breed
of Troll which live exclusively in caves and mountainous
regions of the world, hence their name. Since they live on
rocky mountains, they tend to consume large quantities of
stone and rock, the natural magical inertia of the stone
imbues them with a certain degree of magical resistance.
A River Troll lives within dirty rivers, marshes and other
foul waters, somewhat resembling the bottom of the river, if
that riverbed is particularly coated in sediment, slime,
rotting vegetation, fish carcasses, and various other smelly
detritus whose precise nature and origin are too horrible to
contemplate. In all probability the River Troll’s stink is even
worse than that of the riverbed, since one can add the
Troll’s personal miasma to the ill omened mélange of odors
emitted from the mucky smears on its skin.
NORSCA
13
Ice Trolls are the breed that inhabits the frozen norscan
mountains, living off mostly on ice and snow since their
lands are barren and preys are scarce. They occasionally
accompany the norsemen in their raids or group up into
troll's warbands to plunder more fertile regions and fill up
their bellies. They are particularly resistants to cold
climates and their physical appearance resembles that of
their common cousins if they were left for decades freezing
in the chillest temperatures.
NORSCA C
14
Stone Troll
Large giant, chaotic evil

Armor Class 18 (natural armor)


Hit Points 105 (10d10 + 50)
Speed 9m, burrow 6m.

STR DEX CON INT WIS CHA


20(+5) 8(-1) 21(+5) 5(-3) 10(+0) 7(-2)

Saving Throws Str +8, Con +8


Skills Athletics +8, Perception +3
Damage Resistances piercing, slashing from
nonmagical weapons
Senses darkvision, passive Perception 13
Languages Giant
Challenge 7 (2900 XP)

Keen Smell. The troll has advantage on Wisdom


(Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the
start of its turn. If the troll takes fire damage, this
trait doesn't function at the start of the troll's next
turn. The troll dies only if it starts its turn with 0
hit points and doesn't regenerate.
Acid Explosion. When the troll dies it explodes
bursting acid everywhere in a 3m radius. Each
creature in the area of effect must take a Dexterity
saving throw (DC=15). A creature takes 6d6 acid
damage on a failed save or half as much damage Common Troll
on a successful one.
The most common, average troll has the stats of
Stone Camouflage. The troll has advantage on a Troll (page 291 Monster's Manual) with the
Dexterity (Stealth) checks made to hide in rocky following changes:
terrain.
it has the Vomit (Recharge 5-6) attack option.
Stony Skin. The troll has advantage on saving The troll vomits a stream of acid in a 4,5m
throws against spells and spell-like effects. cone. Each creature in that area must make a
Actions DC 15 Dexterity saving throw, taking 21
(6d6) acid damage on a failed save, or half as
Multiattack. The troll makes three attacks: one with much damage on a successful one.
its headbutt and two with its claws or club. it has the Acid Explosion feature. When the
troll dies it explodes bursting acid everywhere
Headbutt. Melee Weapon Attack: +8 to hit, reach in a 3m radius. Each creature in the area of
1,5m, one target. Hit: 10 (1d10 + 5) bludgeoning effect must take a Dexterity saving throw
damage. (DC=15). A creature takes 6d6 acid damage
Claws. Melee Weapon Attack: +8 to hit, reach on a failed save or half as much damage on a
1,5m, one target. Hit: 12 (2d6 + 5) slashing successful one.
damage.
Club. Melee Weapon Attack: +8 to hit, reach 1,5m,
one target. Hit: 14 (2d8 + 5) bludgeoning
damage.
Vomit (Recharge 5-6). The troll vomits a stream of
acid in a 4,5m cone. Each creature in that area
must make a DC 15 Dexterity saving throw, taking
21 (6d6) acid damage on a failed save, or half as
much damage on a successful one.
NORSCA
15
Petra Langenmesser, Village
Fishwife:
"Them River Trolls is the worst. If they ever move
into a lake or river you’re fishing, there’s no
getting them out again, leastways not without my
help. They pull folks out of their boats and down
to their dooms. Worse than that, they eat all the
fish. One of them comes to my lake, but I fixed
him good and proper. It weren’t easy. First I
cursed him. That weakened him a bit. Then I got
the whole village together and we cleaned up the
lake dragged it for bodies and junk, stopped
people using it to throw rubbish in, even picked
out the bits of weed and twig from the surface.
After a few weeks of that he moved downriver to
the smellier lake by the next village. If that hadn’t
have worked I’d have had to stick my knife in
him. Everyone’s scared of my knife, even Trolls."

River Troll Acid Explosion. When the troll dies it explodes


bursting acid everywhere in a 3m radius. Each
Large giant, chaotic evil
creature in the area of effect must take a Dexterity
saving throw (DC=15). A creature takes 6d6 acid
Armor Class 15 (natural armor) damage on a failed save or half as much damage on a
Hit Points 84 (8d10 + 40) successful one.
Speed 9m, swim 12m.
Surprise Attack. If the troll surprises a creature and
hits it with an attack during the first round of combat,
STR DEX CON INT WIS CHA the target takes an extra 10 (3d6) damage from the
attack.
19(+4) 13(+1) 20(+5) 6(-2) 12(+1) 7(-2)
Actions
Saving Throws Str +7, Con +8 Multiattack. The troll makes three attacks: one with its
Skills Athletics +7, Perception +4 bite and two with its claws or club.
Damage Resistances acid, poison
Senses darkvision, passive Perception 14 Bite. Melee Weapon Attack: +7 to hit, reach 1,5m,
Languages Giant one target. Hit: 7 (1d6 + 4) piercing damage plus 5
Challenge 7 (2900 XP) (1d10) acid damage.
Claws. Melee Weapon Attack: +7 to hit, reach 1,5m,
Amphibious. The troll can breathe air and water. one target. Hit: 11 (2d6 + 4) slashing damage plus 4
Keen Smell. The troll has advantage on Wisdom (1d8) acid damage.
(Perception) checks that rely on smell. Club. Melee Weapon Attack: +7 to hit, reach 1,5m,
Regeneration. The troll regains 10 hit points at the one target. Hit: 13 (2d8 + 4) bludgeoning damage.
start of its turn. If the troll takes fire damage, this trait Vomit (Recharge 4-6). The troll vomits a stream of
doesn't function at the start of the troll's next turn. acid in a 4,5m cone. Each creature in that area must
The troll dies only if it starts its turn with 0 hit points make a DC 15 Dexterity saving throw, taking 21
and doesn't regenerate. (6d6) acid damage on a failed save, or half as much
Swamp Camouflage. The troll has advantage on damage on a successful one.
Dexterity (Stealth) checks made to hide in swampy
terrain.
NORSCA
16
Ice Troll
Large giant, chaotic evil

Armor Class 16 (natural armor)


Hit Points 84 (8d10 + 40)
Speed 9m.

STR DEX CON INT WIS CHA


20(+5) 15(+2) 21(+5) 5(-3) 14(+2) 7(-2)

Saving Throws Str +8, Con +8


Skills Athletics +8, Perception +5
Damage Immunities cold
Damage Vulnerabilities fire
Senses darkvision, passive Perception 15
Languages Giant
Challenge 7 (2900 XP)

Chill Aura. A creature that touches the troll or hits


it with a melee attack in a 1,5m range takes 7
(2d6) cold damage.
Keen Smell. The troll has advantage on Wisdom
(Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the
start of its turn. If the troll takes fire damage, this
trait doesn't function at the start of the troll's next
turn. The troll dies only if it starts its turn with 0 Throgg, King of the Trolls
hit points and doesn't regenerate. Throgg is among the most unnaturally intelligent of his vile
kind, intent on bringing the world under the rule of a new
Acid Explosion. When the troll dies it explodes ice age with himself at its head. Even the most lackwit child
bursting acid everywhere in a 3m radius. Each knows that Trolls are grossly stupid beasts. Nonetheless,
creature in the area of effect must take a Dexterity around the campfires of the north, there persist rumors
saving throw (DC=15). A creature takes 6d6 acid that in the depths of Troll Country there is an elder beast
damage on a failed save or half as much damage whose mutations were not just of the body but also the
on a successful one. mind, a Troll King possessed of a grim and malevolent
Snow Camouflage. The troll has advantage on cunning who seeks to grind the realms of Man under his
Dexterity (Stealth) checks made to hide in snowy monstrous rule.
terrain. At the heart of an icy labyrinth strewn with the gnawed
Actions corpses of once mighty heroes, the Troll King, Throgg, sits
brooding upon his rocky throne. No fanfare announces his
Multiattack. The troll makes three attacks: one with arrival, no vassals pay him tithe, and no courtiers vie for his
its bite and two with its claws or ice club. favor. His subjects are drooling, stinking monsters and his
domain is a desolate and wind whipped wasteland. A filth
Bite. Melee Weapon Attack: +8 to hit, reach 1,5m, encrusted crown rings one of the Troll King’s tusks, a once
one target. Hit: 8 (1d6 + 5) piercing damage plus priceless heirloom taken from a great warrior whose quest
4 (1d8) cold damage. led him only into Throgg’s gullet
Claws. Melee Weapon Attack: +8 to hit, reach There was a time when Throgg was content purely with
1,5m, one target. Hit: 12 (2d6 + 5) slashing a life of hunting, raiding and killing. He led his monstrous
damage. kin in ambushes and midnight attacks, each more
Ice Club. Melee Weapon Attack: +8 to hit, reach successful than the last. Throgg had a knack of using the
1,5m, one target. Hit: 14 (2d8 + 5) bludgeoning harsh climate of the north as his ally, for Trolls are quite at
damage plus 9 (2d8) cold damage. home in the numbing cold; to them a fierce ice shard
blizzard is no more troubling than a light summer rain.
Vomit (Recharge 5-6). The troll vomits a stream of Before long, the Troll King became infamous, known
acid in a 4,5m cone. Each creature in that area amongst the warriors of the Old World as Wintertooth.
must make a DC 15 Dexterity saving throw, taking
21 (6d6) acid damage on a failed save, or half as
Every season, great and lauded heroes would ride
much damage on a successful one.
northwards, brave knights and adventurers, all seeking out
Throgg’s lair to slay him. Every season, the Troll King dined
upon noble flesh.
NORSCA
17
One moonless night, as Throgg was picking his yellowed
tusks clean with a gem encrusted blade, he beheld the
broken bodies of his prey and began to think. Throgg
muttered to himself, his eyes burning with cold fire for
several long days. If the race of Man was so keen to fight
him and his bestial subjects, then fight he would, with all
the monsters of Troll Country at his side. That night,
Throgg vowed that he would see the lands of Men
despoiled in the name of the Dark Gods. He would gather
every monster, mutant and madman under his rule and
march at the head of a nightmarish horde deep into the so
called civilised lands of the south. On his heels would come
the bitter cold of winter, for where the creatures of Chaos
tread, the land itself warps and changes. Throgg would
bring about an age of ice and darkness and make all of the
races of the Old World his slaves. As the Troll King
marches determinedly south, his monstrous entourage
grows with every passing day. Under Throgg’s dominion,
the creatures of the hinterlands have united into a vast
army, and soon the race of Man shall feel the Troll King’s
wrath.

Throgg Wintertooth Multiattack. Throgg can use his Roar. He then makes
four attacks: one with his bite and three with his
Large giant, chaotic evil
claws or frost maul.

Armor Class 19 (natural armor) Bite. Melee Weapon Attack: +12 to hit, reach 1,5m,
Hit Points 297 (22d10 + 176) one target. Hit: 16 (2d8 + 7) piercing damage.
Speed 9m. Claws. Melee Weapon Attack: +12 to hit, reach 1,5m,
one target. Hit: 21 (4d6 + 7) slashing damage.
STR DEX CON INT WIS CHA Frost Maul +2. Melee Weapon Attack: +14 to hit,
reach 1,5m, one target. Hit: 19 (3d6 + 9)
24(+7) 10(+0) 27(+8) 20(+5) 16(+3) 18(+4) bludgeoning damage plus 11 (2d10) cold damage.
On a natural 20, on the attack roll, the target must
Saving Throws Str +12, Con +13, Int +10 succeed in a Constitution saving throw (DC=15) or
Skills Athletics +12, Deception +9, Perception +8, be frozen in place. Each round while frozen the
Persuasion +9 creature suffers 6d10 cold damage. It can attempt, at
Damage Immunities cold, poison the end of its turn, to break free from the ice with a
Condition Immunities frozen, poisoned successful Strength (Athletics) check (DC=20).
Senses darkvision, passive Perception 18
Languages Common, Giant Roar. Throgg can emit a mighty roar that is audible
Challenge 18 (20000 XP) from kms away and that draws his monstrous
subjects to his aid. In addition each creature in a 9m
radius around Throgg must make a Constitution
Legendary Resistance (3/day). If Throgg fails a saving
saving throw (DC=18). A creature is deafened for 1
throw, he can choose to succeed instead.
minute and suffers 18 (4d8) thunder damage on a
Keen Smell. Throgg has advantage on Wisdom failed save, or half as much damage on a successful
(Perception) checks that rely on smell. one.
Greater Regeneration. Throgg regains 20 hit points at Vomit (Recharge 5-6). Throgg vomits a stream of acid
the start of his turn. If he takes fire damage, this trait in a 9m cone. Each creature in that area must make a
doesn't function at the start of his next turn. Throgg DC 18 Dexterity saving throw, taking 42 (10d8) acid
dies only if he starts his turn with 0 hit points and damage on a failed save, or half as much damage on a
doesn't regenerate. successful one.
Greater Acid Explosion. When Throgg dies, he Legendary Actions
explodes bursting acid everywhere in a 6m radius.
Each creature in the area of effect must take a Throgg can take 3 legendary actions, choosing from
Dexterity saving throw (DC=18). A creature takes the options below. Only one legendary action option
10d10 acid damage on a failed save or half as much can be used at a time and only at the end of another
damage on a successful one. creature's turn. Throgg regains spent legendary
actions at the start of his turn.
The Wintertooth Crown. This magic item grants its
carrier a +4 bonus to Intelligence and Charisma and Claws. Throgg makes a claws attack.
advantage on saving throws against mind-affecting Moves. Throgg can move up to his speed.
spells.

Actions
Bonebreaker (Costs 2 Actions). Throgg can attempt a
Strength (Athletics) check to grapple a large or
18 smaller creature. If he is successful the creature must
make a Constitution saving throw. The creature is
paralyzed and suffers 22 (4d10) bludgeoning damage
Chaos War Mammoths
Chaos War Mammoths are a tainted and savage race of War Mammoth
Mammoths that have been transformed by the raw and Gargantuan beast, unaligned
mutating powers of Chaos into beasts of destruction. These
massive creatures, whose footfalls shake the earth like Armor Class 13 (natural armor)
thunder, are capable through sheer bulk and roused fury of Hit Points 217 (14d20 + 70)
demolishing buildings, trampling forests flat and crushing Speed 15m.
anything smaller than themselves into an unrecognisable,
bloody smear. Although not actually evil as such, they are
entirely belligerent and uncaring beasts that cut a swathe STR DEX CON INT WIS CHA
of destruction wherever they go, a factor magnified a 25(+7) 9(-1) 21(+5) 3(-4) 11(+0) 6(-2)
thousand-fold by the fact that when they have young they
travel in communal family herds, are fiercely territorial and
respond to any other creature that manages to gather their Damage Resistances bludgeoning, cold
Senses passive Perception 10
notice by smashing it into the ground, or if it is a large Languages none
enough monster in its own right, impaling it with huge Challenge 8 (3900 XP)
tusks the size of mighty tree trunks
To the Chaos touched tribes of the Northern Wastes, the Stomping Charge. If the mammoth moves at least
Mammoths are living totems of might and power, beasts 12m straight toward a creature and then hits it
who go where they will and destroy what they will, and are with a gore attack on the same turn , that target
so considered sacred creatures in their own right, that to takes extra 18 (4d8) bludgeoning damage and
tribes which through fortune, sorcery, or the favor of the must succeed on a DC 18 Strength saving throw
gods come to bring one of these creatures into the fold (for or be knocked prone. If the target is prone, the
none can ever be truly tamed), great honor and fear is mammoth can make one stomp attack against it
attached. The Mammoths roam all across the north, as a bonus action.
feeding off blasted scrubland and thorny barrens and, from
the shores of the Sea of Claws to the cold wastes of K'dathi Grappling Trunk. The mammoth has advantage on
they are venerated by Norscans and Hung alike; but it is the Strength (Athletics) checks made to grapple with
Dolgan tribes that have historically had the most success its trunk.
adding the prodigious strength of the Chaos Mammoths to Actions
that of their tribes through the jealously guarded secrets of
their shaman. These Chaos War Mammoths, or vraszas is Multiattack. The mammoth can use its trunk and
the name given to them by the Dolgan, make fearsome foes then it makes a gore attack.
in battle against which few mortals have a hope of standing
firm against. The greatest warriors of the tribe ride into Gore. Melee Weapon Attack: +10 to hit, reach 3m,
one target. Hit: 21 (4d8 + 7) bludgeoning
battle on their backs, fighting from fortified wooden damage.
platforms while others, given over to the tribe's shaman
sorcerers, carry the mighty war altars of the Chaos Gods, Stomp. Melee Weapon Attack:+ 10 to hit, reach
held aloft and inviolable for all below to see. 1,5m, one prone creature. Hit: 25 (4d10 + 7)
bludgeoning damage.
Trunk. The mammoth makes a Grappling
(Strength) check against a large, or smaller,
creature within 4,5m of it. If it is successful it can
throw the target 1d20m away causing that much
fall damage, or it can squeeze the creature causing
16 (2d8 +7) bludgeoning damage.

War-Shrine variant:
Northern warriors can go into battle riding these
giant beasts upon wooden fortresses.
The war-shrine mammoth is a CR 10 (5900
XP), plus the CR of its riders, creature with the
stats of a war mammoth but with the following
changes:
Its AC is 16 (iron armor)
It has up to 6 marauders on his back that
grant:
Bow attacks (1/each, +4 to hit, range
30/120m, 6 (1d8 +2) piercing damage);
two Ballista attacks (+6 to hit, range
60/300m, 16 (3d10) piercing damage).
NORSCA
19
Frost Wyrms
Frost Dragons are creatures of frost and ice, the chill of
midwinter given vengeful and scaly form. They are slow to
anger, presumably a result of their own chill nature being
combined with cold blooded physiology. Dragons seem to
be a highly malleable race, adapting to their surroundings
with time. The Dragons of the northern regions have
changed so far from their origins that their breath has lost
its fire, instead becoming a cold mass of icy vapor that can
freeze their foes in instants. Those that have changed the
most are, of course, those that have fallen to Chaos. The
mutating power of Chaos has touched more than just trolls
and wolves in the malign wilderness of Troll Country. In its
northern reaches, just below the surface of the frozen
tundra, Frost Wyrms lurk in their underground lairs. With
the appearance of giant, winged monsters, nobody is
entirely sure of their true nature or origins, but they are
certainly abominable creatures tainted by Chaos. Some say
that before the species mutated, they may have been Ice
Dragons, a creature with a similarly dangerous killing
ability in its icy, freezing breath, and a gargantuan size
proportional to its age. Lying motionless beneath the frozen
tundra, the cold-blooded Frost Wyrm waits for the footfalls
of trespassers before emerging to freeze them to death in
their tracks.

Ancient Frost Dragon Bite. Melee Weapon Attack:+ 14 to hit, reach 4,5m,
one target. Hit: 19 (2d10 + 8) piercing damage plus
Gargantuan dragon, chaotic evil
9 (2d8) cold damage.

Armor Class 20 (natural armor) Claw. Melee Weapon Attack: +14 to hit, reach 3m,
Hit Points 333 (18d20 + 144) one target. Hit: 15 (2d6 + 8) slashing damage.
Speed 12m, burrow 12m, fly 24m, swim 12m. Tail. Melee Weapon Attack: +14 to hit, reach 6m, one
target. Hit: 17 (2d8 + 8) bludgeoning damage.
STR DEX CON INT WIS CHA Frightful Presence. Each creature of the dragon's
choice that is within 36m of the dragon and aware of
26(+8) 10(+0) 26(+8) 12(+1) 13(+1) 14(+2) it must succeed on a DC 16 Wisdom saving throw or
become frightened for 1 minute. A creature can
Saving Throws Dex +6, Con +14, Wis +7, Cha +8 repeat the saving throw at the end of each of its
Skills Perception +13, Stealth +6 turns, ending the effect on itself on a success. If a
Damage Immunities cold creature's saving throw is successful or the effect
Senses blindsight, darkvision, passive Perception 23 ends for it, the creature is immune to the dragon's
Languages Common, Draconic Frightful Presence for the next 24 hours.
Challenge 21 (33000 XP) Cold Breath (Recharge 5-6, roll separately for each
head). Each one of the dragon's head can exhales an
Legendary Resistance (3/Day). If the dragon fails a icy blast in a 27m cone. Each creature in that area
saving throw, it can choose to succeed instead. must make a DC 22 Constitution saving throw, taking
Ice Walk. The dragon can move across and climb icy 45 (10d8) cold damage on a failed save, or half as
surfaces without needing to make an ability check. much damage on a successful one.
Additionally, difficult terrain composed of ice or
snow doesn't cost it extra moment.
Legendary Actions
The dragon can take 3 legendary actions, choosing
Mutation. As a descendant of Galrauch the Frost from the options below. Only one legendary action
Wyrm possesses an extra head that grants advantage option can be used at a time and only at the end of
on Wisdom (Perception) checks and on saving another creature's turn. The dragon regains spent
throws against being blinded, charmed, deafened, legendary actions at the start of its turn.
frightened and stunned.
Detect. The dragon makes a Wisdom (Perception)
Actions check.
Multiattack. The dragon can use its Frightful Presence. Tail Attack. The dragon makes a tail attack.
It then makes four attacks: two with its bite and two
with its claws.
Wing Attack (Costs 2 Actions). The dragon beats its
NORSCA
wings. Each creature within 4,5m of the dragon must
20 succeed on a DC 22 Dexterity saving throw or take
15 (2d6 + 8) bludgeoning damage and be knocked
prone The dragon can then fly up to half its flying
That night, as was the custom of the Northern tribes, a
Wulfrik the Wanderer great feast was held in Wulfrik's honor. No man or beast,
Wulfrik proclaimed, had fought more fiercely in battle than
Wulfrik the Wanderer, known also as the Eternal he, and none, he swore, would outdrink him in victory.
Challenger, the Inescapable One and the World Walker, is Using the skull of King Torgald as his drinking vessel,
the ultimate seafaring warrior. A mighty giant of a man, Wulfrik had matched words with deeds. It had taken 8
clad in hulking plate and bedecked in the trophies of his entire barrels of mead to put him under the table, a feat
many kills, Wulfrik travels the four corners of the world, that had impressed even the Ogres who fought alongside
seeking the greatest and most deadly warriors and beasts him. Before the mead completely overwhelmed him
to bring them to battle and slaughter them as demanded by however, the drunken Wulfrik began to boast of his
the Gods. exploits. Before he was done, he had slain every beast of
One of the most devoted followers of Chaos to walk the the Chaos Wastes twice and personally boxed the ears of
earth, Wulfrik has made offerings of lords, kings, sea the Emperors of the Empire, Nippon and Cathay. However,
serpents and dragons to his masters. To Khorne he offers it was the champion's final boast that brought the doom
up their skulls, to Nurgle the contents of their slit bellies, to upon his head. He claimed he was the equal of any warrior
Slaanesh their still beating hearts, and to Tzeentch their of the realms of the mortal world or in the realms beyond
dying breath. flesh.
History. In his former life, Wulfrik was a Chaos The Curse. That night, Wulfrik was visited by an
Champion of the Sarl tribe of southern Norsca. A natural emissary of the Dark Gods. In his dreams, the daemon led
born killer who bore the Mark of the Dark Gods upon his him to paradises, necropolises and fantastic netherworlds.
flesh; he was ever renowned throughout the holdings of his He saw the gleaming towers of the Elf folk, the gilded halls
tribe and beyond as a superlative warrior, feared for his of Dwarf Lords and the ramshackle fortresses of Orcish
prodigious strength and unmatched skill at arms. Wulfrik kings. And everywhere he passed was drowned in great
forged his infamy by taking the heads of every rival Chaos tides of blood. The emissary spoke of how Wulfrik's brazen
Champion who crossed his path, proudly displaying them words had offended his gods, but had also intrigued them
for all to see as a declaration of his power and the folly of enough to challenge their champion to prove his proud
challenging him. In the violent societies of Norsca, Wulfrik words. He was now charged to travel the four corners of
was famed, and many sagas were sung to his glory by the the worlds, and to seek out the fiercest warriors, the most
skald chanters of the Sarls. Pride proved the Chosen's monstrous creatures, and most ferocious adversaries and
downfall, however. slay them in single combat to prove his might.
It was 2519 IC that a massive bout of tribal conflict had If he failed, the emissary explained, then his soul would
erupted between the Sarls and their traditional rivals, the be forever cursed by the gods, and deemed unworthy to join
Aeslings of the north. The Aeslings were led by their king, a them in their halls. He then spoke with relish of how
terrible Chaos Lord known as Torgald. Outnumbered and daemons would take great pleasure in torturing his soul for
outmatched, it seemed doom had come for the men of the all eternity should that come to pass. When Wulfrik awoke,
Sarls, with only bloody death awaiting them at the hands of he found himself speaking in a thousand languages and his
their merciless cousins. tongue had been twisted in a sharp, fluted shape like that of
However, the Sarls themselves were not entirely without a bird's. A shaman of the Kurgan tribes recognized this as
means. Their king, a Chosen of Tzeentch known as the Gift of Tongues and enthusiastically pronounced
Viglundr was a cunning warlord, who possessed great Wulfrik as blessed. Wulfrik, a short tempered man by any
wealth as a result of many profitable raids, and thus was standard, with little patience for others, made certain the
able to procure the services of legions of mercenaries from Kurgan died slowly. Even as he began burning the Kurgan's
across the length and breadth of the Norscan realms and toes from his feet, the Shaman was incapable of telling the
even as far abroad as the Kurgan tribes. Champion where the thoughts were coming from, nor how
Recognizing Wulfrik's skill at arms, Viglundr also offered to make them stop.
the champion untold wealth and the hand of his daughter,
and thus, the status of king by inheritance if he would gain
victory for the tribe. Wulfrik, though looking down upon Gift of Tongues:
Viglundr as a pathetic shadow of his predecessors, "Face me if you dare, stunted whelp, or do you
nonetheless grasped at the chance for power and led the lack even an Elven maid's courage? I thought the
hosts of the Sarls to war. Unbeknownst to Wulfrik, Sarl, or Sons of Grungni were great warriors, but perhaps
Aesling at the time, the entire war was nothing more than a you are no true Dwarf. Indeed, maybe you are
highly complex, Machiavellian scheme enacted by Viglundr instead some breed of bearded goblin, though in
to eliminate Torgald, thus allowing his more pliable son, truth, I have seen a finer beard on a Troll's back
Sveinbjorn, to take the throne of the Aeslings. This would side." -Wulfrik the Wanderer to Dwarf King Thurbad
have then engendered an alliance with the northern tribe Stonebeard, in perfect Khazalid.
that would see Viglundr's power, and that of the Sarls, The Gift allows him to issue an irrefutable
increased by the aid of the bloodthirsty Khornate Aeslings. challenge to any creature in their own language.
Indeed, the Raven God had marked the Sarl King well. The gift does not merely allow Wulfrik to speak
At the now legendary Battle of Thousand Skulls, the any language, but allows his words to strike into
Sarls and Aeslings clashed. Amidst the carnage, Wulfrik a creature's very being and compel them to fight
fought the mighty Aesling King. Wulfrik slew the Chaos him. Combined with the well known Norscan
Lord, decapitating him and holding his head high for his aptitude for biting, albeit unsubtle, insults,
tribesmen to see. With the death of their king, the Aeslings Wulfrik is able to goad his enemies into a
quit the field and victory was in the hands of the Sarls. reckless fury where they are more likely to make
fatal mistakes for him exploit.
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21
Seafang. The first test was to hunt down the Tomb Lord
Khareops and offer up its shriveled entrails to Nurgle, the
God of Decay. Thus, Wulfrik was charged to travel to the
baking deserts of Khemri, a voyage undertaken by only the
boldest of Northmen, for the desert lay many leagues south
of the far north where the Norsemen made their home. In
order to accomplish his new found duty, Wulfrik required
transport beyond the abilities of a mere longship. In the
end, it was Sigvatr, a grizzled Marauder and long time
comrade, who solved the conundrum. For he had heard
tales of a ship blessed by the Dark Gods with the power to
circumvent the greatest distances in the blink of an eye,
which was in the keeping of a Chaos Sorceress: the
Skaeling witch Baga Yar, who dwelt in a vast fortress
garrisoned by hordes of daemons.
It had taken all the treasure he had seized from King
Torgald, as well as all the silver Viglundr had paid him in
order to assemble an army large and fierce enough to Men journeyed from all over the North to fight at the side of
overcome the unholy defenses of the Sorceress. In a battle one so favored by the Dark Gods, in the hope that they
worthy of the sagas, the Norsemen had triumphed over the might catch some of his greatness. Tales of a hulking
daemons; proving their strength to the Dark Gods. In the champion, clad in black steel and bones wielding a dark
end, Wulfrik hunted down the sorceress and hacked off her sword had spread so far as to be spoken in awed whispers
limbs before boiling her alive in her own cauldron. Almost by Kurgan nomads, as well as in the bloody halls of
200 men had been slain facing her daemonic army, but Norscan barbarians. Thus, the fame of Wulfrik grew to
Wulfrik and his warband had triumphed. The treasures and gargantuan proportions, and his name lived well in the
artefacts aside from the ship he had left to his warriors to sagas of the North and the nightmares of the South.
plunder, he had come only for the witch's longship, which The Plan to break the Curse. Wulfrik, cursed to an
he then named the Seafang. eternity of unending battle, hunted down and slew the
The Seafang was indeed no ordinary ship. For it was not offerings demanded of him by the Gods. He journeyed to
mere flight that allowed it its legendary mobility, instead the holds of the Dwarfen Lords and took from them both
the longship would fade from the mortal world into the glory and gold, killed mighty dragons and even slew the
Realms of the gods, traveling upon the Winds of Chaos unworthy champions of the gods from amongst the tribes
itself, past the hunting grounds of daemons and the of Kurgan and Hung. All men of the northlands honored his
nightmares of men, the ship would sail upon phantom tides name and envied the favor the gods had shown him, but
known only to the gods and appear again where Wulfrik deep within his cold heart Wulfrik despised his curse, and
willed. With such power at his command, he was despised even more those who thought it a blessing. His
inescapable. Even the men of Norsca, so used to the wish, for a time at least, was to break it and return to his
unnatural influence of Chaos, could not help but feel awed own quest for power and glory.
and reverent whenever the power of the Seafang was Upon returning from one of his hunts to the Sarl city of
worked. Indeed, with every invocation of the ship's magic, Ormskaro, Wulfrik was approached by yet another Kurgan
the daemons bound within it demanded an offering of shaman: Zarnath of the Tokmars. The sorcerer told
blood before they would ferry the Norsemen through the Wulfrik of how he could lift the Curse of the gods from him,
ethereal realm of Chaos. The only offering it had the taste given an ancient artefact of Chaos. In return, he asked for
for was Wulfrik's own blood, perhaps because he had been the Seafang. Wulfrik, despite the protests of his comrades
the one to slay Baba Yar. Despite this, Wulfrik made certain not to trifle with the gods, agreed. For he sought to once
that with each new addition to his crew he would feed the again pursue his ambitions for lordship of the Sarls, a
new warrior's blood to the dragon head prow. No ship position he could not claim were he forever shackled to the
could serve two captains, and this was more true of the hunt. In addition, Wulfrik had long desired to make the
Seafang than any other. Sarl Princess whose hand he had been promised his
The Deeds. With his daemonic prize in tow, Wulfrik woman, just as Hjordis herself lusted after the mighty
traveled to the land of the Tomb Kings, laying low the champion in her own right.
offering demanded of him by the gods and holding the Zarnath explained that in order to enact the ritual to free
Tomb Lord's shriveled innards high for the pleasure of Wulfrik, he would require an ancient artefact of the Hung
Nurgle. Over time, his legend grew yet more fearsome as Sorcerer Kings, the Smile of Sardiss. The artefact, he
he stalked and slaughtered fell beings in service to the said lay in one of the enclaves of the Chaos Dwarf of the
gods. It was Wulfrik who faced a giant in battle, slew it and Dark Lands, who sometimes had dealings with the
then scalped its hairy head for a cloak. It was Wulfrik who Norsemen. With the Seafang's daemonic transportation,
traveled deep into the Troll Country and slaughtered the Wulfrik and his warriors journeyed to the foul lands of the
monsters there like sheep and cattle, and it was Wulfrik Fire Dwarfs. There, they set out to the great fortress of
who journeyed to the ancient cairn of Jarl Unfir, who arose Dronangkul, or 'Fortress of Iron' in the debased Khazalid of
as an armored wight only to have its bony back broken over the Chaos Dwarfs, where the Kurgan claimed the Dwarfen
the champion's knee. Lord: Khorakk, and the Smile of Sardiss could be found.
NORSCA
22
Expedition into the Dark Lands. As was their way, the
Norscans slaughtered their way through the defenses of
the Fire Dwarfs; the blessings of Hashut proving no match
for the unending fury of the Dark Gods. By any standards,
the Norsemen had utterly annihilated the Dwarf Hold, an
impressive feat, given their relatively small numbers.
Wulfrik himself had slain a Bull Centaur Lord, as well
Khorakk himself in that raid; overpowering the former in a
contest of strength and burning the latter alive in one of his
own contraptions before claiming the Smile of Sardiss
from him. However, some of the Norscans fell in the battle,
including Wulfrik's old friend Sigvatr. Wulfrik knelt beside
his comrade to hear his final words and afford him the
honor he was due as a great warrior, such was the respect
and camaraderie between the two. However, no man
amongst Wulfrik's band could guess how foul the
circumstances were that led to the great warrior's death,
nor of the fell consequences it would herald.
Return back Home. With that, the Norsemen returned
home to Ormskaro to rest and replenish their ranks. In his
lengthy absence, the Sarls, as well as their king, believed
that the Kurgan had led Wulfrik the Wanderer to his end
and had continued on his plan to forge his new alliance
with the Aeslings. The arrival of Wulfrik, alive after all,
notably put a dent in this plan. For as the slayer of their
king, the Aeslings both despised as well as admired the
Inescapable One. But Sveinbjorn, a mere mortal man,
could not hope to match a warrior blessed with the Mark of
the Norscan gods, and so refrained from challenging
Wulfrik to battle, even with all his Hersirs backing him.
Realizing that he could not overcome Wulfrik in an honest
contest of arms, he instead resolved to find someone else
who could.
The next day, Sveinbjorn challenged Wulfrik to Personal
Combat within the Wolf Forest, a great arena the Sarls had
built in his honor, and where he screened potential recruits
for his warband in lethal combat. However, when Wulfrik
arrived, he found that he was not to do battle with
Sveinbjorn himself, but a fellow champion of Chaos. A
warrior who towered over even Wulfrik, Troll like in No man amongst Sveinbjorn's hersirs troubled Wulfrik
stature, clad in blackened steel and bearing a massive after that, for not a one of them had not borne witness to
demon-axe encrusted with hissing runes of the Dark Fraener's monstrous ability in battle many times before,
Tongue, the language of daemons and sorcerers. Yet and the prospect of facing a warrior powerful enough to
despite the apparent favor of the gods, the warrior was defeat the fallen Chaos Lord was nothing short of suicide.
more akin to a maddened hound than a man, and Wulfrik The Betrayal. Their newest plan to slay the Champion
was appalled to learn that this creature was once Fraener, having failed, Viglundr and Sveinbjorn conspired to instead
a mighty Champion of the gods and war chief of the kill Wulfrik with craft and cunning. Viglundr had
Aeslings, who, as was the custom of the Aeslings, led his manipulated Wulfrik into killing Torgald to pave the way for
fellow tribesmen to slaughter the Kurgan tribes of the east, this new alliance, but the warrior persisted as a thorn in his
and even pillaged and plundered the dolmens of the side. To accomplish this, Viglundr enticed one of Wulfrik's
Beastkin. A hero throughout all of Norsca, Wulfrik could warriors, a Marauder known as Broendulf, to slay the
not believe that the animal before him was the same man Champion when he least expected.
when he roared the name in a bestial battlecry. The To Ulthuan. Meanwhile, Wulfrik and the rest of his
Forsaken Chaos champion was a daunting foe, but Wulfrik followers readied themselves to journey to the far off land
had slain giants and daemons like cattle, and no man set of the High Elves, known as Ulthuan in the lands of
against him could ever be his equal in battle. Wulfrik civilized men, but as Alfheim in the tongue of Norsca. A
hacked off one of Fraener's arms, but from the bloody voyage only attempted by the boldest Northmen, such as
stump a great spike of bone and meat erupted, when he Erik Redaxe or Magnus the Mad, and always ending in ruin
struck him again, tentacles slithered out rather than blood. for all of them. Still, the Worldwalker would not be denied,
The hero's sword clashed with the mutant's great claws, and led his Chaos Warriors to the shores of that enchanted
locked in a terrible battle until Wulfrik drove the Forsaken place. Only there, Zarnath claimed, could he summon the
off the platform of the Wolf Forest down upon the spikes magical powers necessary to free Wulfrik from his curse.
below and then clove through his black warhelm and split However, the Kurgan's true nature would be revealed in
his skull in two. that place.
NORSCA
23
The Trap. When they made landfall on the shores of Wulfrik agreed, swearing on the Axe of Khorne, and the
Cothique, Wulfrik and his followers happened upon a Norsemen set about rebuilding the Seafang using the wood
group of Elf maidens praying at a monolith. Zarnath of the ancient Trolltree, a horrific remnant of the age from
warned the Norsemen that the maids were actually before Norsca's settling by the Norsii in ancient times. With
witches, and were calling upon strange, arcane forces to the Seafang now rebuilt into perhaps one of the mightiest
smite the invaders and convinced them to kill them. With vessals of Chaos, Norsemen mustered from every tribe to
the dark abandon of their race, the Norscans fell upon the join in this great raid.
defenseless Elves and slaughtered them gleefully. As the The Norsemen soon arrived in Reikland, at the city of
carnage abated, Zarnath mocked the barbarians for their Wisborg where Zarnath, known actually as Ludwig
bloodthirsty ways, revealing that the Elf women were not Stossel of the Celestial Order, who foresaw his death at
mages, but merely wives who had come to pray to Isha for Wulfrik's hand, had fled to. Ludwig forsaw his own demise
fertility. He gloated of the horrible vengeance the menfolk and thus went to great lengths to ensure the death of the
of Ulthuan would visit upon them for this act. Zarnath had Chaos Champion, yet with ever place he sent him to, the
never intended to free Wulfrik of his curse, only to see him Champion only returned stronger then ever. Howling the
dead in the either the lands of the Chaos Dwarfs, or the name of Khorne, the Norscan God of Battles, the Norse
High Elves. The deceitful sorcerer disappeared from the warriors butchered their way through the meager defenses
scene before the Wanderer could make him suffer for his of the southling city in berserk rage. Wulfrik did battle with
betrayal, but not before alerting almost every warrior in and defeated a powerful Warrior Priest of Sigmar in the
Cothique to their presence. siege, thus proving the supremacy of the dark gods of the
The Norscans were then set upon by the Silver Helms north over the gods of the south. The baron of Wisborg was
and Elven bowmen. Outnumbered, they nonetheless stood also slain, as was his wife, and the entire city was put to the
their ground and drove the Elves back, denying them torch and plundered of riches. Wulfrik cornered Stossel in
vengeance for a time. The Elves had thought that Wulfrik his tower, recognizing the azure glow of his eyes, and
and his warriors would be as easily vanquished as the fought through all his constructs in order to reach him. The
horde of Erik Redaxe; but the Worldwalker was made of Norseman then subjected Stossel to the torturous death of
sterner stuff than the vanquished king. Wulfrik even the Blood Raven, in retribution for the scale of his deceit.
defeated one of the great pale Merwyrms of Ulthuan, His vengeance reaped, Wulfrik still had other debts to pay.
bloodying it and causing it retreat back into the deeps. Sveinbjorn's Demise. Wulfrik saw to Prince Sveinbjorn
However, the Seafang was smashed to kindling, but the second. The Aesling had attempted to bribe Wulfrik's men
true power of the ship was never in its oars or hull, but it in into betraying him, promising them a portion of the
the figurehead where the daemon magic bound to it was captured treasure. Wulfrik, having no need for gold,
kept. Using its power Wulfrik and the only survivor of his promised his men everything in the Seafang's hold to help
band, Broendulf, managed to escape Ulthuan. Whilst him in his own deceit. Wulfrik explained to the trembling
traveling the Border Realm, Broendulf revealed to Wulfrik prince how he would cut off the chain links connecting
the scale of Viglundr's treachery and confessed his part in most of the other longships to the Seafang, abandoning
his plans. Incensed, the Champion nonetheless offered a them there while the Seafang took to the Realm of Chaos.
truce with Broendulf until their mutual enemies, Zarnath Flying Sveinbjorn's banner on the ship, the tribes would
chief among them, were slain. blame Sveinbjorn, not Wulfrik for the betrayal, thus
Revenge. When the mists parted, the Northmen found damning the prince's name for all eternity. Sveinbjorn
themselves in the Empire, for here is where Zarnath had begged Wulfrik to leave him his honor, accepting whatever
fled to. He was no tribesman of the East, but rather a mage tortures Wulfrik sought to inflict on him, but the champion
of one of the Colleges of Magic. With the true nature of his was not receptive.
enemy revealed to him, Wulfrik traveled back to Ormskaro, To cap off the revenge, Wulfrik utilized another torture to
to muster such a fleet that would destroy the city Zarnath kill the prince, putting a snake down his throat while he
had fled to. When he reached the great tower of Ormfell, screamed for mercy. When Wulfrik returned to Ormskaro,
Wulfrik cornered Sveinbjorn and brutally beat the Aesling he threw Sveinbjorn's severed head at Viglundr's feet, his
prince towards an inch of death for his part in the deceit features swollen by the venom of the snake and spoke of
and trickery that had cost him his warriors, and also for how he had left the warriors in the lands of the Empire.
forcing himself upon the Sarl Princess Hjordis, whom Viglundr was shocked, the tribes would now surely descend
Wulfrik then repudiated for her weakness in allowing upon him demanding vengeance for the death and betrayal
herself to be forced upon. of their kinsmen. The king pleaded to Wulfrik to aid him
As Wulfrik prepared to slit Sveinbjorn's throat, Viglundr again, begging forgiveness for trying to cheat him. Wulfrik
came upon the scene with a retinue of ironclad warriors laughed at the king's pathetic mewling and strode from the
and begged Wulfrik to spare Sveinbjorn's life, fearing the hall, his imagination swimming with the sight of Ormskaro
retribution of the Aeslings should one of their chieftains burning and Viglundr dying a terrible death at the hands of
die. Wulfrik, now having leverage over the the king, told the chieftains of the other clans. Viglundr desperately
Viglundr of his plan to plunder far into the Empire, using reminded him of Hjordis, but to no avail. He could not have
the Seafang's power to spirit the Northmen beyond the fathomed that Wulfrik had already butchered her before
defenses of Marienburg and Nordland. Intrigued by the speaking to him.
proposal, Viglundr agreed, though under the agreement
that Wulfrik would abandon all designs on the kingship of
the Sarls.
NORSCA
24
Ending. Thus did Ormskaro, legendary seat of the Sarl
tribes, fall into ruin and destruction. Ironically by the hand
of the man the Sarls had reckoned as one of their greatest
heroes. This entire adventure had also served to reveal to
Wulfrik the truth of his fate: that his curse was in fact a
blessing. Without the power of the Seafang, he could not
have entrapped schemers such as Viglundr and Sveinbjorn.
Without his fame as the Worldwalker, he could not have
gained the loyalty of men. Without the lies of Zarnath, the
pieces would not have come together. The gods had helped
him exact vengeance, and with his faith restored, he would
serve them for all eternity as their huntsman. There would
be no more attempts to escape his doom as Wulfrik
traveled the world, laying low the offerings demanded of
him by his gods. Now truly he became the Chaos Gods'
most devout servant, and felt their power coursing through
him.

Wulfrik the Wanderer He has advantage on Wisdom (Perception) checks


to find his prey.
Medium humanoid, chaotic evil
Actions
Armor Class 24 (tower shield, medium chaos armor)
Hit Points 276 (24d8 + 168) Multiattack. Wulfrik can use his Slayer of Champions if
Speed 9m. available and then make five attacks.
Dark Sword. Melee Weapon Attack: +16 to hit, reach
STR DEX CON INT WIS CHA 1,5m, one target. Hit: 21 (2d10 + 10) slashing
damage plus 11 (2d10) necrotic damage. On a
26(+8) 20(+5) 24(+7) 10(+0) 13(+1) 21(+5) critical hit Wulfrik is healed by a number of hit points
equal to the necrotic damage inflicted.
Saving Throws Str +14, Dex +11, Con +13, Cha +11 Shield Bash. Melee Weapon Attack: +14 to hit, reach
Skills Athletics +14, Intimidation +11, Persuasion+11 1,5m, one creature. Hit: 15 (2d6 + 8) bludgeoning
Condition Immunities exhaustion, frightened damage. If the target is Large or smaller, it must
Senses passive Perception 11 succeed on a DC 18 Strength saving throw or be
Languages Gift of Tongues knocked prone.
Challenge 21 (33000 XP)
Slayer of Champions (Recharge 5-6). For one round, if
Legendary Resistance (3/day). If Wulfrik fails a saving Wulfrik is engaged in melee in a duel with just one
throw, he can choose to succeed instead. creature, his critical hits inflicts double damage and
he rolls attacks with advantage.
Gift of Tongues. Wulfrik has the ability to speak in
every language to convince worthy opponents into Legendary Actions
challenging him. Wulfrik can make a Charisma Wulfrik can take 3 legendary actions, choosing from
(Persuasion) check with advantage, as a bonus action, the options below. Only one legendary action option
against a Wisdom saving throw from the target. If the can be used at a time and only at the end of another
target fails, it is compelled to fight Wulfrik in melee, creature's turn. Wulfrik regains spent legendary
taking reckless attacks against him. If it is successful actions at the start of his turn.
instead, it becomes immune from this feature for the
rest of the day. This ability ends when Wulfrik Sweeping Attack. Wulfrik performs a spinning attack,
challenges someone else or when the target, or he rolls one melee attack for every target in a 1,5m
Wulfrik, is killed. radius around him.
Ultimate Duelist. When Wulfrik challenges a creature Charge. Wulfrik moves and perform one melee attack.
with the Gift of Tongues he gains the following Collector of Heads (Costs 2 Actions). Wulfrik rolls an
benefits when fighting against it: attack against a humanoid creature within reach. If
He deals an additional 4d6 of damage with every the attack lands and brings the target below 0 HP,
strike landed. the creature is killed as Wulfrik cuts off its head.
He scores critical hits on a roll of 19-20.
NORSCA
25
Warhammer's
Guide to DnD.
Norsca
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