NORSE DWARFS
Quick disclaimer
This page is about 90% work in progress. I’m writing it solo between my full-time, cursed bills (sigh) and a vanishing social life. But ideas never stop coming, piling up in my head day after day, sometimes good, sometimes bad…you decide. Progress is slow, but this is the part of the hobby I truly love and the project keeps growing, one piece at a time.
Support is always welcome. Thanks!
That said, instead of leaving everything empty and outdated, what follows is a first early draft: the homebrew starting point meant to show the direction of this page and, hopefully, one day become a fully playable army with a kitbashed miniature collection.
Let me introduce you to the Norse Dwarfs!
FIRST DRAFT
Whenever Norsca comes up, everyone thinks of hulking marauders or Chaos champions. Well, that is fair enough…but it is NOT enough! Looking at those jagged coastlines and at the endless chain of peaks stretching from the Worlds Edge Mountains – the realm of the Elder Race – I always felt something was missing. The Dwarfs, of course…but from the frozen North!
Nothing here strays from official lore: Norse Dwarfs have been part of Warhammer Fantasy since the earliest editions. So why were they cut off from the tabletop?! Swallowed by the Shadowlands or Karaks with no more roads left? How does one simply erase Viking Dwarfs?!?! Dwarfs (already incredibly cool) and Vikings (always incredibly cool) carved into one legendary saga. Simply too incredible to be forgotten.
After extensive BG reading and YT watching, it becomes clear that Norse Dwarfs are not physically so different from their southern kin. They are not twisted like the Dawi-Zharr, perhaps “only” heavier drinkers and that says it all.
Ok, they know the secrets of gunpowder well, yet the incredible abundance of forests has made them great artisans in woodworking. Oh and as ever, when a Dwarf crafts something it becomes art. So for them, a crossbow often comes before a handgun, but one never says no to a cannon!
Living close to the Sea of Claws and the Frozen Sea, and alongside Norscan tribes (skilled sailors), they too learned the ways of seafaring. Not aboard big-iron vessels like those of Barak Varr, but on wooden drakkars of remarkable ingenuity. Who needs steam power or daemon engines when you have Dawi muscle?
They bear grudges, of course as all Dwarfs do, but the proximity of the Chaos Portals has forged them into relentless wardens. Hardened by constant warping pressure, the Norse Dwarfs holding back the tide of Chaos from the lands of the south.
Notes and suggestions: Norse mythology played a major role, along with my own Viking culture and the delirium of too many sleepless nights. Naturally, I drew inspiration from the oldest editions – may the Ancestors bless the 4th Edition – and from Warhammer Fantasy Roleplay, especially Stone & Steel and Sea of Claws. My thanks also go to the incredible Total War modding community for all the great chats! Beyond the Old World, I also wanted to include elements inspired by the Iron Hills armies from The Hobbit as well as that beautiful video game The Lord of the Rings: The Battle for Middle-Earth II. This 2006 real-time strategy classic reminds me I’m getting old…I wish I were like Durin the Deathless, able to play again and again without end.
Ready to sail on a Grubark to hunt Leviathans and Reavers? Ready to seal a Chaos Portal with nothing but angry runes? Ready to shout like a four-feet-tall Berserker? Good. Then you are ready for the first draft of the Norse Dwarfs.

LORDS
Wardlord – somewhere between a Runelord and a Warlord. Not a supreme duellist, but good luck trying to kill him. What he really does best is shutting magic down: the Wardlord is a walking anti-magic zone, practically a 40k blank! Ahhh I love the smell of Chaos spellcasters in the morning.
Grubark Varr-Admiral – other possible names could be Fleetmaster, Shipmaster or Sækonungr, literally “king of the sea” in old Scandinavian. This would be a far more fighty Lord, with a strong command aura. For One Piece fans: think Monkey D. Garp, just half the height.
Father of the Frostborne – follow me for a second, no judging…please. The Frostborne are Dwarfs made of ice. Calm down and let me explain. Dwarfs are naturally resistant to magic and through runes they can shape it safely. When they attempt to wield it directly – good morning Chaos Dwarfs – they turn to stone. This is the breaking point. The Frostborne embrace the Winds of Magic, but the price is transformation through ice. Dwarfs slowly turn into living statues, half flesh, half frozen stone. They draw upon a primal sorcery closer to Kislevite traditions, such as frost-geomancy and storm-druidism. It is likely influenced by chaotic mutation, but never a surrender to the Dark Gods. The body may be changed, but the will remains forged of the hardest rock. The Father of the Frostborne is the most ice-bound of all these “cursed” magic-users. In some cases, he can barely move, carried instead by his brethren or hauled along by an entire mammoth. The references here are many and obvious: from the Frost Giants of Jotunheim, to the Earthen of Warcraft, all the way to the White Walkers of Game of Thrones.
Daemon Slayer – mmmh I wasn’t 100% sold on a Berserker King, so in the end I stuck with the classic Daemon Slayer. After all, these insane warriors seek death in the worst places of the Old World, and Norsca – so close to the Chaos Wastes – fits that idea perfectly. Maybe more regional upgrades: instead of Skaven Slayer, something tied to the nearby Hell Pit and Clan Moulder, or even a Kraken Slayer, forged in battles against sea monsters. Grimnir approves!
HEROES
Wardsmith – if the Wardlord stands to the Runelord, then the Wardsmith stands to the Runesmith. Low effort , but mandatory.
Grubark Varr-Captain – can be set up for melee or ranged combat, with options for the army standard or the wind-vane of the Ghazan-harbark. This Hero can also join other naval units and hand out some leadership buffs – aye aye Varr-Captain!
Thunder Thane – sorry, but I got completely hooked by the name. Thunder Thane just sounds too good. Not sure yet if he should be a heroic alternative to the Father of the Frostborne, but he’s much more likely a Norse version of the classic Runesmith: a warrior-priest. His abilities would focus on stormcalling/stormsense and lore-wise it makes total sense for him to be frequently embarked on ships, serving as protection against bad weather. Maybe there’s room for a Dwarfen counterpart to the Kislevite thunder-god Tor here (the barely hidden Warhammer reference to Thor). Hammer as the default weapon, obviously.
Dragon Slayer – the same approach used for the Daemon Slayer, but for the Hero choice. So there will be other options – Merwyrm Slayer or Winterbeast Slayer – but in terms of stats and special rules, it’s basically the classic Dragon Slayer.
Timberwright – think of him as a sort of Engineer, but with an incredible mastery of woodcraft. The Timberwright focuses far more on enhancing wooden weapons and war machines: crossbows, bolt-throwers and ships. A cog hammer is just too vanilla…steam chainsaws and throwing axes are just so much better. That’s the good timber-stuff.
Runemon Master – this is probably even more extreme than the Frostborne, but I really wanted a Hero similar to the Dark Elf Beastmaster, considering the offensive potential of Norsca’s wildlife. Yes, Pokémon and 90s culture definitely did some damage here…the idea is of a “Binder of Monsters” who subjugates through runes of command. Specializations almost write themselves: frozen wasteland creatures (snow trolls), big game hunter (mammoths), wavetamer (The Gargantuan?!) or like Hiccup from the Dragon Trainer movies, with dragons (surprisingly enough) or maybe northern griffons, to unlock flying units.
CHARACTER MOUNTS
Shieldbearers – as for the official character mount, nothing really changes…but I actually think Norse Dwarfs look even better on Shieldbearers. That slightly more barbaric style really works and it reminds me a lot of the Gallic chieftain Vitalstatistix from the Asterix comics. I’m pretty sure I’ll be drawing a lot of inspiration from this Belgian comic series. There will also be an alternative option specifically for the Father of the Frostborne, since no other Dwarf – unless half made of ice – would dare to carry such a Lord. Uhhh the (walking) Frozen Throne is a bit too Lich King-ish.
Goldenboar – the name is completely provisional and I already know what you’re thinking: “Oh noooooo, Dawi don’t ride!” Fair reaction. They don’t ride in Warhammer, but in plenty of other fantasy worlds, like Lord of the Rings or Warcraft, they very much do. You just need the right kind of mount. This golden boar is a reference to the Norse battle boar from Age of Mythology and to Gullinbursti from actual Norse mythology. It’s not just a heavy pig with a shiny golden coat! I picture it more as a rune-bound construct shaped like a boar. Thus, very Dwarven, very Norse and very rideable.
Mammoth – the old acquaintance from 4th Edition and something that fits well geographically, but as a character mount I see it more as a special option – maybe only for the Father of the Frostborne, much like the Runemage in Heroes of Might and Magic V.
Runewind Sled – ok, the Runewind Sled is exactly what it sounds like: we’re talking about a sled lightened by wind runes. Not necessarily flying – not by default – but unnaturally agile over ice and even ground. The flying version isn’t off the table…though I’m not promising reindeer as draft animals. It would be hilarious if, somewhere in Norsca, the White Dwarf were remembered not as a legendary warrior, but as a figure who brings gifts to good beardlings. Jokes aside (or maybe not), the beasts pulling the sled would be far more appropriate: massive snow/sea mastiffs – think Saint Bernards or Newfoundlands – perhaps bisons and yaks too. Kislev can keep the elemental bears.
Runeshield Stone – this “mount” is meant to be the northern equivalent of the Anvil of Doom and the Oathstone. For that reason, it can only be taken by the Wardlord and its purpose is not destruction, but protection. One simple role: pushing back the Winds of Magic toward the Great Vortex.
CORE UNITS
Given their thriving amber and silver industry, I decided to base the troops around these two materials. Simply calling them “warriors” or “fighters” was too generic, so I chose to frame them around the Amberclan and the Silverclan as broader clan families. This creates a sense of balance for me and a harmony akin to Cathay’s Yin and Yang, but in a more “mineral” lens. It is highly likely that bonuses will be linked to their chemical and physical properties.
Silvershields – the closest to traditional Dwarf Warriors of Warhammer Fantasy, with medium to heavy armour and obviously shields. Their statistics are nothing unusual by Dwarfen standards – Weapon Skill 4 and Toughness 4 – true to the defensive-Dawi-doctrine, but with a touch of silver.
Silveraxes – for far too long (faaaaaar too long) throwing axes have been ignores. It simply feels wrong not to have a core unit built entirely around them! The Silveraxes are throwing-axe specialists, effective both as skirmishers and in close combat, but with lighter armour than other silver or amber lads
Amberspears – perhaps Dwarf spearmen may seem strange at first glance, but they were a viable upgrade in older editions and, against the beasts of the far north, are a practical choice. Hunting sea monsters or huge beasts such as mammoths requires reach above all else, so Dwarf spearmen make sense.
Ambersbolts – these ranged guys are the Norse equivalent of Quarrellers, equipped with high-quality crossbows. I prefer to keep handguns rare and instead give them a more distinctive option: bows. Not something like an elegant Elven longbow, but a sturdy and brutally effective composite bow. The weapon is full of pulleys, capable of launching arrows with incredible force. A simple wooden stick, but overengineered!
Sea of Claws Rowers – with a properly organised navy and warboats powered by oars, why not make some rowers core units as well? Sure, Dwarfs are born for battle, and every one of them knows how to swing an axe…but for a bit of balance and for a bit of flavour, these muscle-packed beards have Weapon Skill 3 and Strength 4. Used to handling long oars every day, spears or polearms are basically second nature.
North Miners – at first, I didn’t really see them fitting into a Norse army, but considering the official lore, mining is a thriving activity for them. Still, they’re still Dwarfs, and Dwarfs dig. They can be geared up in a few different ways: either as specialists in amber and silver extraction (with bonuses similar to Amberclan and Silverclan, naturally) or in a more southern vibe, with blasting charges and steam drills.
SPECIAL UNITS
Winged Helms of the Kraka – honestly, I really love this concept and I want a miniature on the table as soon as possible. They are basically the regular army and professional soldiers, not part-time clan fighters. Guarding strongholds and enforcing the law (mostly dealing with tavern brawls) is the main duty of the Winged Helms. As the name suggests, the helm is a trademark and their look is different in every Kraka: black feathers for Kraka Ravnsvake (Raven’s Roost Hold), dragon wings for Kraka Drak (Dragon Hold), Kraka Dorden (Thunder Hold) adds lightning rods and of course Kraka Ornsmotek (Eagle’s Peak Hold) goes for raptor-style crests. Rules-wise, they are the Norse Longbeards, so panic is not in the vocabulary. For this reason, heavy armour and polearms are standard, with great weapons as an option. I’m also considering the Scandinavian Swordstaff.
Saltbeard Marines – the Saltbeard Marines are the navy infantry of the Norse Dwarfs. They’re waterborne troops, more at home with sea breeze than with high-peak winds (still freezing either way). Think of them as a mix between amphibious troops and modern marines, trained for fast landings, brutal boarding and brutal ship-to-ship fights. They have full access to firearms, using them at close range too. The sailor look includes a heavy coat and a beret, setting them apart from other Dwarfen troops. Shield are a good Viking-vibe choice, especially on the cramped decks of Grubarks and Ghazan-Harbarks. Grudge-raker or shield in one hand and pistol in the other, is the right setup for hard-hitting assaults.
Wardbearers – there are few possibilities here. They could serve as bodyguards for the Wardlord and Wardsmith, either as a Special or Rare unit, very much in the traditional Hammerers role. Pure Dwarven tanks, but with an anti-magic twist.
Stormhammers – much like the Wardbearers, these Stormhammers could serve as the Thunder Thane’s retinue or as troops strongly associated with him. Less about magic or cold, more about storms. Hammer throwers? That’s definitely on the table.
Berserkers – a mandatory choice given the lore, but not a definitive one, and here’s why. Following the same logic used for the Daemon and Dragon Slayers, the Cult of Grimnir is very active in the northern Old World (just look at where the Troll Country sits on the map). Because of this, there will likely be a choice between classic Troll Slayers and Berserkers. The key difference is simple: the Slayer wants to die and the Berserker wants to kill – blue crests versus red crests, but always pure battle fury. Rules-wise, Berserkers could have options like shields, throwing axes and an unlimited supply of mead.
Mountaneers – this unit has to come back. WE NEED THEM! It can’t be lost forever in some White Dwarf issues. Dwarfs are the people of the mountains, so how are Mountaineers not a thing anymore?! It makes no sense. Now, getting serious for a moment: according to Warhammer Fantasy Roleplay, these little ski-guys – Alpenhorns and Yodels of Doom included – are armed with crossbows in Norsca. Recruited!
Icebreakers – why keep breaking iron when everything around you is made of ice? These frozen tunnel rats sit somewhere between veteran Miners and Ironbreakers. Pickaxes for up close, spikeguns for point-blank shooting.
Icebolt Thrower – one of the favorite war machines of the Icebreakers. Nothing too different from a standard bolt thrower…
Trollsearer – given the constant troll attacks, the Norse Kraka have developed more specialised defenses, like catapults loaded with acid instead of grudges. Well, technically they’re still Grudge Throwers, just corrosive ones.
RARE UNITS
Fimbuldrakes – are the cold counterpart to the Irondrakes, but instead of belching fire, they spew frozen winds. Their name comes from Fimbulvetr (or Fimbulwinter), the legendary world-freezing winter before Ragnarök. Instead of burning the enemy, these low-temperature specialists unleash blasts of freezing shockwaves that slow and weaken charging units. Think of them less as pure damage dealers and more as crowd control.
Circle of the Frostborne – the druidic brethren of the Father of the Frostborne are feared and viewed with suspicion even by their own Dwarven kin. Still, as long as they clear a few entries from the Book of Grudges, no one asks too many questions. These hermits either gather in secretive circles among the Hel Peaks or wander the frozen lands of Norsca on endless pilgrimages. They are taller than most Dwarfs, as if growing together with the ice that slowly takes hold of them.
Knights of the Golden Storm – oooh nonono I really don’t like the name and it’ll probably be the first thing I change. Anyway, this is a company of Dwarfs riding Goldenboars. Perhaps they might eventually become a Regiment of Renown or full-on Dwarven templar order, something like the Order of the Stone Wall.
Darksnow Rangers – even here, I’m still not 100% convinced. The idea was to have a veteran version of the Mountaineers as Chaos-hunters and armed with firearms. Once again, as with the Frostborne, there’s a Game of Thrones reference here, but this time to the Night’s Watch.
Sea Slayers – the more pirate-flavoured and less disciplined (still unbreakable) counterpart to the official navy and its Saltbeard Marines. As mentioned before, the Cult of Grimnir is far from uncommon in the northern regions and around the Sea of Claws these Slayers are more akin to Long Drong’s crew. Exactly…drunkards and absolutely loaded with pistols.
Mammoth – the throwback to older editions, the Mammoth returns as a living siege engine! Unlike Chaos Marauder Mammoths, the Norse Dwarfs outfit theirs properly: no dark magic or corruption, but protective runes and gromril-tipped tusks…even a ballista platform on its back! What about shaving the mammoth, leaving only a crest of fur and painting it red? Turning it into a trampling truck worthy of the Slayer Cult. The Doomammoth of Grimnir – gloriously reckless!!!
Sarsenstone Golem – like the Gronti-Duraz or Rune Golems, the Sarsenstone Golem is even more defensive. This Chaos nemesis is a wall of stone and runes against sorcery, a moving bubble shield that absorbs spells and disrupts the magical winds. Very Gungan from Star Wars, but made of sarsen stones.
Wutroth-Hewer – this is the non-mercenary take on the famous Goblin-Hewer of Malakai Makaisson. In Total War, the Slayer-Engineer campaign even begins in the northern regions, so it doesn’t feel that wrong as a rare unit. This machine leans heavily into axe-throwing rather than traditional artillery and in a land rich with forests, the question of woodcraft naturally comes into play. Wutroth is a legendary wood, valued by Dwarfs almost as highly as metal, also known as ironbark or mountain oak.
Breaker Varr-Battery – very much undecided for now, but placed here as a temporary choice. The Norse Dwarf navy already relies enough on cannons anyway, so at least one gunpowder war machine is fine. If I ever change my mind, this rare unit would simply move to a future project: the armies of Barak Varr (spoiler alert).
Grontklung Ballista – with all the forests around and the Timberwright in play as a Hero, we need the mega bolt thrower! In my head it’s either the Windlance from Lake-town or something like the Iron Hills version. Yes, still very “The Hobbit” movie. An alternative, more Norsca-themed take would be a (heeeavy) harpoon launcher against sea monsters. Why not?
Grom-Gotten-Grubark – the name roughly translates as “the ship that marches with pride” and stands as the ultimate expression of Norse Dwarf “naval” warfare. At sea, this warship is oar-driven, but on land it is hauled forward by raw Dawi strength. Much like the Throne of Power of the High King Thorgrim or that unforgettable scene in Vinland Saga where Vikings carry a drakkar into battle. EPIC EPIC EPIC.
norscan auxiliaries
I’m still not sure how to handle this potential, but the idea of Norsemen mercenaries is really appealing. The Bjornling tribe could be the right one, since it’s arguably the least Chaos-tainted of them all. In Skjold, the Bjornlings’ capital, it’s well known that the Norse Dwarf merchant Ketil Hornborg runs a shop selling traditional nautical supplies, so good trade and good relations wouldn’t break the lore. The only downside is geography…it’s not exactly next door to the Kraka, in the mountains of eastern Norsca. Alternatively, making up a brand-new tribe with ancient oaths of alliance and honour is always an option. After all, Professor Tolkien taught us that strong friendships between Men and Dwarfs – Dale and Erebor – are more than possible. I’m not talking about a Chieftain wielding the thirteenth Runefang, but better-than-fur equipment is something I’d definitely want rules-wise. A Jarl as a Hero choice, plus a few simple Core units: Bondsmen, Marauders and Horsemen, all sharing the Kraka-Sworn special rule (no idea what it does yet, but it sounds great).
runemon units
This is the part where the most controversial character of all gets to choose his starters – oops I mean, his Runemons! The first picks are the two Troll variants: Sea Trolls and Snow Trolls, both fully official. Ymir (aka Jeti) is another very interesting, rune-binding option. On a less magical note, a handler with his own pack of mastiffs – sea ones and snow ones alike – could also work well. This inspiration came from my friends’ Caucasian Shepherd (basically a bear pretending to be a dog). Other possible Runemons are still a work in progress, drawing from both official and unofficial sources.

Codex Index
Thanks for reading to the end – safer than the End Times
