World Walkers

:World Walkers requires the Norsca (DLC) to play.
World Walkers is a playable subfaction of Norsca introduced in Total War: Warhammer. It is led by Wulfrik the Wanderer and can be found in Norsca, north of The Old World.
Norsca is an icy mountainous peninsula in the far north, under the shadow of Chaos. Its inhabitants (the hardy and warlike Norscan Tribes) are Chaos-worshippers, and they share their inhospitable land with ferocious monsters. When the Norscans raid and plunder other lands, it is with hordes of barbarian warriors backed up by trolls, mammoths, fimir, skin-wolves and even mighty frost-drakes.
==How they play==
A summary of World Walkers gameplay:
* Units: Cheaper, undisciplined marauder units, backed up by many large monstrous units. Few ranged options.
* Regiments of Renown: Norsca has access to several RoR, some have special requirements in the campaign.
* Allegiance to the Gods: Norscan factions can gain favour with one of four Chaos Gods, gaining various rewards and bonuses.
* Norsca settlements: Unique settlement system, can only colonise settlements in the Norscan peninsula, coastal settlements and racial capitals, which unlocks technologies.
* Monstrous Arcanum: A book that allows Norsca to engage in monster hunt quests, for great rewards.
* The Everchosen's Summons: A special dilemma which allows Norsca to join the Chaos Invasion with the Warriors of Chaos, if they choose.
* Tribal Confederation: Norscan factions can confederate Norscan Tribes by defeating their leaders, or vassalize them by taking their last settlement.
==Background==
The harsh and brutal nature of the far north is reflected in the grim character of its peoples. Yet even more than the privations of their cold and barren lands, their proximity to the Realm of Chaos shapes the Norsca and other northern tribes. Rather than fight the darkness, they embrace it, worshipping the forces of Chaos as Gods, providing a willing army for the Ruinous Powers' never-ending war against order and reason.
Though physically tougher and more powerful than those living an easier life in the south, the Northmen are still Men - although many of them will have their humanity warped by mutations, and their savagery and barbarism are legendary. War is their natural state, and whether raiding across the Sea of Claws in their longships or feuding with neighbouring tribes, their blades never go long without blood. They follow the Ruinous Powers with unquestioning fervour, personifying them as the Hound, the Crow, the Serpent and the Eagle. They need no priests to intercede with their Gods, believing the slaughter and terror they bring is an act of worship in itself, though they are also highly superstitious and often raise twisted shrines and make blood offerings to honour whichever deity they hope to win favour with. The shared ambition of every northern warrior is to cause the greatest possible bloodshed and mayhem in order to appease and please their Gods; in seeking this goal most die violent deaths, or fall into warped insanity, but a few become favoured as Champions of the Gods, often 'blessed' with mutations such as a melding of flesh and armour, or weapons fused with the hands that wield them.
No single Lord holds sway over the nomadic northern tribes, although men and monster alike are increasingly drawn to fight for King Throgg, a Troll of surprising intellect, or to follow Wulfrik the Wanderer, a Norscan warrior cursed by the Gods to forever seek out and fight the mightiest opponents. And whenever the Ruinous Powers prepare for a new assault on the south the Northmen put aside their petty disputes and rivalries and unite behind their Champions, ready to fight and die in the name of their Gods. At times like this, the Realm of Chaos itself swells and expands, bleeding over into mortal lands. One day, the Norsca believe, their advance will not be checked, and Chaos will swallow the world.
== Faction effects ==
* Melee attack: +15 for all Mammoth units
* Upkeep: -15% for Marauders units
==In Battle==
===Unit Roster===
:Main article: Norsca unit roster
Cheaper, undisciplined marauder infantry and cavalry units, backed up by many large monstrous units. Few ranged options, though Marauder Hunters (Javelins) are quite good against monstrous units. Mammoth units are a great asset, and have siege attacker. No less than 7 monstrous infantry units including characters.
Norscan spellcasters have access to the Lore of Death, Lore of Fire, Lore of Metal and Lore of Shadows.
===Regiments of Renown===
World Walkers has several Regiments of Renown available. These are elite, unique versions of standard Norscan units.
2 Regiments of Renown are rewards for monster hunts (see below), while 1 is a reward for gaining max allegiance with the Hound (again, see below).
The other 6 were added in the Foundation Update.
===Navbox===
==In the Campaign==
World Walkers is a non-horde faction that occupies settlements and controls provinces, however they use a special colonization system different to other races.
===Legendary Lord choices===
World Walkers players can choose from the following lords when starting a campaign.
*Wulfrik the Wanderer - a powerful melee duellist and army leader.
===Norsca settlements===
:Main article: Norsca settlements.
World Walkers (and Wintertooth) use a different settlement system to other races, and are unaffected by regional occupation. They can only occupy settlements in the Norscan peninsula, coastal settlements, and racial capitals.
===Monstrous Arcanum===
:Main article: Monstrous Arcanum.
The Monstrous Arcanum is an ancient book which contains monster hunt quests. These quests are unlocked via the Norscan technology tree, and have various powerful rewards such as unique items and Regiments of Renown.
In May 2018, four more monster hunts were added to the Monstrous Arcanum for Mortal Empires in Total War: Warhammer II.
===Allegiance to the Gods===
:Main article: Allegiance to the Gods.
Allegiance to the Gods allows Norscan armies to take various actions to honour either the Serpent, the Crow, the Eagle or the Hound. This will fill up a bar for the corresponding god, and when the bar is totally full a bonus will be given - for instance filling the Eagle's bar will give the player a Lord of Change called Azrik the Maze Keeper, while filling the Crow's bar will create a plague to affect your enemies.
===Tribal Confederation===
This mechanic changed between TWW1 and TWW2.
;TWW1
When the player kills another Norscan Tribes faction's leader (not just any lord, but the faction leader who appears on the diplomacy screen) in battle, then that faction will become extremely likely to agree to confederate with the player's faction. Additionally, after taking a Norscan faction's last settlement, the player has the option to subjugate them.
;TWW2
When the player kills another Norscan Tribes faction's leader (not just any lord, but the faction leader who appears on the diplomacy screen) in battle, then a dilemma will appear called Warlord Defeated. This gives the option to release the enemy leader, kill them permanently, or confederate their faction.
If you defeat Throgg then you will get Throgg Defeated. This dilemma only gives the option to confederate or release the lord (which gives -20 relations with their faction).
===The Everchosen's Summons===
The Everchosen's Summons is a special dilemma for Norsca and Wintertooth that occurs when the Chaos Invasion starts. It allows them to either ally with Archaon and his Warriors of Chaos in their invasion, or forge your own route and destroy the Warriors of Chaos.
===Buildings===
:Main article: Norsca buildings
===Technology===
:Main article: Norsca tech tree
Limited technology tree. Some options must be research in order to unlock quests in the Monstrous Arcanum. Powerful technologies unlock after occupying other races' racial capitals.
===Inventory===
* Norsca items
* Norsca followers
* Norsca banners
===Climate preferences===
Climate preferences for World Walkers (note they are still affected by the Norsca settlements restrictions):
* Habitable: Temperate, Wasteland, Frozen, Chaotic Wasteland, Savannah, Mountain, Jungle, Island
* Unpleasant: Desert, Magical Forest
* Uninhabitable: Ocean
===Stances===
Special stances: Raiding Camp (allows replenishment and attrition immunity while also raiding and remaining stationary)
Common stances: Default, March, Encamp, Ambush, Raiding, Channelling.
===Post-battle options===
World Walkers/Wintertooth post-battle options for captives are as follows:
* Kill Captives
* Sacrifice Captives
* Enslave Captives
===Settlement options===
See settlement options#Norsca for details.
*Sack
*Occupy
*Subjugate
*Raze for the Serpent
*Raze for the Crow
*Raze for the Hound
*Raze for the Eagle
===Commandments===
World Walkers does not have any commandments, since they cannot control entire provinces except in the Norscan peninsula itself.
===Start Position===
World Walkers starts in Icedrake Fjord settlement in Ice Tooth Mountains, in all campaigns.
===Victory Conditions===
;Short Campaign
* Attain Level 3 Allegiance with one of the Gods
* Defeat all of the Challengers sent against you
* Destroy the following faction(s):Wintertooth, Reikland, Couronne
* Control any 5 of the following settlements either by direct ownership or through vassals and military allies:Couronne, Miragliano, Karaz-a-Karak, Altdorf, Castle Drakenhof, Black Crag, Naggarond, Lothern, Hexoatl, Itza, Skavenblight, Hell Pit, Khemri, Kislev, Ironfrost, Fortress of the Damned, Skeggi, The Oak of Ages
* Earn the following amount from raiding:10000
* Maintain a total of 7 units of the following typeSkin Wolves, Skin Wolves (Armoured), Feral Mammoth, War Mammoth, War Mammoth (Warshrine)
* Maintain 40 units in total
;Long Campaign
* Attain Level 3 Allegiance with one of the Gods
* Defeat all of the Challengers sent against you
* Destroy the following faction(s):Wintertooth, Reikland, Couronne, Eataine, Khemri
* Control any 10 of the following settlements either by direct ownership or through vassals and military allies:Couronne, Miragliano, Karaz-a-Karak, Altdorf, Castle Drakenhof, Black Crag, Naggarond, Lothern, Hexoatl, Itza, Skavenblight, Hell Pit, Khemri, Kislev, Ironfrost, Fortress of the Damned, Skeggi, The Oak of Ages
* Earn the following amount from raiding:20000
* Maintain a total of 12 units of the following typeSkin Wolves, Skin Wolves (Armoured), Feral Mammoth, War Mammoth, War Mammoth (Warshrine)
* Maintain 60 units in total
==== Immortal Empires ====
Short Campaign Victory
* Occupy, loot, raze, or sack 35 different settlements
* Attain Level 2 Allegiance with any God
Long Campaign Victory
* Occupy, loot, raze, or sack 80 different settlements
* Attain Level 3 Allegiance with any God
* Defeat all of the Challengers sent against you
== Diplomatic traits ==
* Aggressive - Belligerent and wermongering, their armies reach far with little regard for defence.
* Repulsive - Sees everyone and everything as an enemy, except for the chosen few.
* Naval Aggressor - Prefers attacking enemy ports settlements, even if easier targets are inland.
==Strategy==
* Norsca's economy is usually quite poor, and they have a hard time generating income from settlements. They rely on raiding, looting and sacking for income.
*Defeating a hostile Norscan faction leader is a huge boon, resulting in you being able to confederate them immediately. This is a very effective way to become powerful, especially early in the campaign.
*If the player rejects the Call of Chaos at the end of the Norscan God quest chain, they must fight the Warriors of Chaos faction alone. This may seem like a daunting task, but the reward is equally great: defeating the Warriors of Chaos faction as Norsca grants the player a 75% reduction in upkeep costs, making Norsca a faction that can essentially have free armies, until supply lines catch up. This does not apply to Total War: Warhammer I.
===Chaos Invasion===
Many Norscan factions join the Chaos Invasion in various campaigns. The playable Norscan factions are given the choice of whether to join Chaos (see above).
For Immortal Empires, watch out for Azazel declaring war on you (which is very likely to happen) after dealing with his own starting enemies. The combined forces of his vassal and Azazel's armies might overwhelm you. If you're lucky and he decides to attack Kislev instead, then you should attack him after building a strong force anyway to ensure that he won't decide to break treaties then declare war on you later. 
Use your Hero to scout around Wintertooth's territory then wait until Throgg is exposed (is in march stance with no supporting armies, heavily wounded army,...) then declare war on him to confederate him, which is pretty much the only character worth confederating unless you want Surtha Ek. Or any other close by Norsca factions. This also applies the other way if you're playing Wintertooth since both factions start close-by, making it easy for an early confederation, plus a powerful legendary lord to begin raiding Kislev/Empire with.
==Trivia==
* In the Potion of Speed Update for Total War: Warhammer II the faction received a name change. Previously, they had the generic name "Norsca", sharing the name of their race.
* Norsca (and in extension World Walkers) was introduced in Total War: Warhammer via the Norsca (DLC) on the 10th of August 2017. Prior to this, Norscan factions existed in the campaign with a limited unit roster, as AI-only factions (see here for details).
* Norsca's (and in extension World Walkers') inclusion in Mortal Empires was delayed for several months, until the 31st of May 2018.
==Videos==
===Cinematic trailer===
===Intro trailer===
Category:Total War: Warhammer factions
Category:Total War: Warhammer Norsca factions
Category:Norsca factions
Category:Immortal Empires factions