Toggle menu
20
62
5
836
Irontide Fantasy Roleplay
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Norsca

From Irontide Fantasy Roleplay
Revision as of 13:41, 29 November 2025 by Admin (talk | contribs) (Created page with "{{Race Infobox | name = Norscan Marauder | image = Norscaart.jpg | caption = Born in frost, forged in blood, blessed by the Dark Gods | founding = Before history; the first tribes crawled out of the Wastes | founder = No one remembers; the gods were already there | current_leader = No single king; each jarl rules until someone stronger takes his head | capital = None; the greatest longhouse is wherever the strongest warlord...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)


Norsca is the land that the rest of the world wishes would just sink into the sea. A frozen hell of jagged fjords, wolf-haunted forests, and villages built from dragon bones. Its people are taller, harder, and meaner than any southerner has a right to be. They raid in longships hung with skulls, drink sea-serpent blood for breakfast, and laugh when the winter wind flays the skin from lesser men. To a Norscan, life is simple: take what you want, kill what resists, and offer the skulls to the gods so they notice you before you die.

Overview

If you want to play a seven-foot barbarian who thinks the Empire is a retirement home for cowards and whose retirement plan is “die gloriously and get a daemon prince promotion,” you’ve found your people.

Appearance

Built like a barn door and twice as thick. Pale or wind-burned skin covered in scars, runes, and tattoos that still bleed on holy days. Long hair and beards braided with enemy finger-bones. Armour is whatever they killed last: sea-dragon scales, Chaos plate, or just furs over bare muscle. Mutations are jewellery; an extra eye or a tentacle arm just means the gods are watching.

Culture & Society

  • Regions: Norsca and the ever-hungry edge of the Wastes.
  • Culture: Strength is the only law. Everything else is weakness.
  • Names: Bjorn, Hrolf, Astrid, Sven, Wulfrik, Valkia, Skollaf.
  • Religion: Khorne for the brave, Nurgle for the survivors, Tzeentch for the cunning, Slaanesh for the truly twisted.

Relations with Other Races

  • Empire, Kislev, Bretonnia - Hostile (soft prey)
  • Dwarfs - Hostile (old grudges carved in stone and blood)
  • Elves - Hostile (pretty things break nicely)
  • Beastmen - Neutral (fellow children of Chaos)
  • Warriors of Chaos - Friendly (the big brothers we want to join)
  • Chaos Corruption - Embraced (gifts from the gods)
  • Slavery - Allowed (thralls row the longships)

Strengths & Weaknesses

  • Strengths: Terrifying in a charge, fearless, cold doesn’t bother them, mutations make them stronger.
  • Weaknesses: Undisciplined, fight each other almost as much as the enemy, shamans sometimes explode.

Playing a Norscan

Talk in boasts and threats. Laugh at pain. Never back down, never show mercy, never trust anyone who hasn’t bled beside you. Your life goal is a saga that will be sung until the world ends (preferably because you helped end it). A Khorne follower wants skulls, a Slaaneshi wants perfection through agony, a Nurgle worshipper just wants to share his gifts. All of them want to die with a weapon in hand and a war-cry on their lips.

Physical Appearance

Imagine the biggest, meanest Viking you’ve ever seen, then give him horns, an extra arm, and an axe the size of a horse. That’s an average Tuesday in Norsca.

Notable Ranks & Careers

Reaver → Marauder → Berserker → Chosen → Chaos Champion → Daemon Prince (if the gods are kind)