Norsca

* Norscan armies can choose to honour either the Snake (Slaanesh), the Crow (Nurgle), the Eagle (Tzeentch) or the Hound (Khorne) when they raze a settlement. 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 Tzeentch's bar will give the player a Lord of Change called Azrik the Maze Keeper, filling Nurgle's bar will create a plague to affect your enemies.

**Monster Hunts**

* Once a certain technology is researched, a book of is unlocked containing powerful monsters that the player's army can hunt down in a mini boss battle, to gain rewards.

**Other campaign mechanics**

* 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.
* Norsca can occupy any settlement in Norsca. Other than this, they are limited to occupying coastal settlements and faction capitals.

### Norscan tech tree

The Norscan tech tree contains upgrades to seafaring units, as well as unlocks beast quests. Additionally, once Norsca takes the capitals of certain factions, they can do research to massively boost their economy, military etc.

## 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.

## Lord Choices

* Wulfrik the Wanderer
	+ Additional Starting Units
		- Marauder Berserkers
		- Marauder Ice Wolves Chariot
		- Skin Wolves
	+ Lord Effects