Norse Fylkirate (TUE)

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Fylkirate of the Forn Siðr Faith and Verdensrike of Scandinavia
The Coat of Arms of the Jutes
Playstyle Mechanized CQC, Naval Superiority
Faction Colour Ice Blue
Type Concordiatverse Major Faction
Dev. Status Conceptual

"Hail the Aesir,
hail Asynjur,
hail to the all-giving earth.
Fair speech and wisdom
to us famous ones
and healing hands as long as we live."

-"Hail Day", an Old Norse song still popular to this day in the Fylkirate

The Norse Fylkirate is a major faction of the Concordiatverse within "The Universal Emergency" multiverse.Based on an alternate history where the Norse unified under a reformed sort of paganism that managed to spread itself into Slavic Eastern Europe before expanding outwards into the world. Rulers of a vast colonial empire with a large number of dependable and powerful allies, the Fylkirate has battled the Directorate, the alien menace, and more in its quest for the sacred freedoms promised by the all-powerful gods to humanity. With its empire including Southern Africa, Sri Lanka, Australia, New Zealand, northern half of Nirth America, all of Scandinavia and the Guianas, the Fylkirate's influence stretches across the world, as does its mission to spread the Forn Sidir faith and defend its gains from those who would seek to destroy what has been accomplished by generations of labor.

Rasmussen - woman

At a Glance

Faction Color Ice Blue
Playstyle Highly mechanized infantry and battlesuits, devastating melees, naval dominance, and devastating raids
Theatre of Operations Riverine maps, Urban terrain
Strengths Powerful infantry and battlesuits that are devastating in CQC; Potent navy; Good transports and infantry fighting vehicles
Weaknesses Long ranged units such as artillery or snipers tend to be subpar in some area (often range); Units are prone to attacking and pursuing targets without orders; Units are not easily massable
Motives Reconstruction, Proselytization, Glory, Love
Basic Look Modernized Vikings with bits of later parts of Scandinavian history with mild sci-fi touches.


Uppruni eða inn Norðri

The story of the Norse Fylkirate begins in the 700s after the fall of pagan Saxony to Charlemagne. Fleeing Saxon refugees brought with them tales of how the unified and dogmatic faith of the Christians helped Charlemagne and his paladins defeated the Saxons in their own homeland, and how their own lack of a formal hierarchy and doctrine made defending their faith from Christian missionaries so very difficult. A Danish petty king known to history as Bjarke Jute the Grim took these tales seriously, and concocted a scheme with which to unite the Norse people and to not only protect; but to spread their beliefs, and so engaged in a conquest, unification,of Scandinavia no less worthy of the epics than Charlemagne's own conquest of much of the western half of the long dead Roman Empire. And unlike Karl Magnus, Bjarke had a dangerous skill; he could read, he was well self-educated thanks to his father owning a number of scholarly Byzantine, Catholic monks, and even Arab thralls and Buddhist visitors from Southern Asia, and he wasn't above adopting the ideas of others.

Reforming and restructuring his faith to have the same degree of organization, of universal appeal, of theological strength, and to have the same power for bringing unity to the disparate Viking clans and tribes as Christianity, Bjarke's achievements in aiding the Norsemen's spiritual matters were only rivaled in his reorganization of Viking society in temporal affairs, creating an imperial administration modeled on what he had read of Rome, Greece, and Carthage. He crafted a parliament known as the "Althing" and a bureaucracy based on his vision of the Roman Empire to placate the nobles and to get them to buy into his scheme with an offer of power and a say in governance, and he created for himself the crown of Har Konungur of Scandinavia, Keisjar of the Nordarikki, and Fylkirate of Asatruar while setting his capital in what in the main universe is now called Stockholm. He had saved the Norse from Christianization and helped set the world for a very strange course.

Following his death, the Vikings continued to be a dominant force in Europe, converting many of the other European pagans to Forn Siðr faith and reformed at roughly the same time that the followers of the prophet Mazdak brought Zoroastrianism back to Persia with the crumbling of the Abbasid dynasty, and the Tengri beliefs of the Turks, Hungarians, and Mongols were reformed while the Norse spread across the world The Finnic lands of far northern Russia and modern Finland were conquered. Fiefdoms throughout Russia were carved, the British Isles were repeatedly invaded and sacked, and the Americas were discovered and settled. A war-loving culture that engaged in raiding and pillaging as a respected profession flourished alongside more peaceful means of acquiring wealth such as trade or more conventional warrior work in the few standing military formations of the time.

The Mongol Invasions came as a rude surprise not only to the Vikings, but to essentially the entire western world as the sons and grandsons of Temujin showed the west what the east had just gone through. While the Mongols were fair if firm rulers after their conquests were finished, this did little to alleviate the trauma of their initial invasions. The Mongols only turned back from conquering all of Europe due to the untimely death of Ogedai Khan that required the Mongol Tumens to turn back and select the next Khan. Hulegu Khan proved more interested in the Middle East and Southern Asia, perhaps to the fortune of Europe, and the Mongols soon largely converted either to Forn Sidir, Buddhism, or to Mazdakist Zoroastrianism, impressed with the benefits offered by the civilizations they conquered and syncretizing them to their own native Tengriist beliefs.

In the years afterwards, the Vikings rebuilt, and as the times changed; so did their army. Mail gave way to plate armor, gunpowder became increasingly widespread. Pikes, shots and professional armies would replace the highly mixed levies of before as the medieval era gave way to the renaissance. Other European nations would follow suit in the quest for colonies; though they found that the natives were capable of a far more vicious fight than in the timeline from which most other factions hailed from. Games for the control of Europe were interspersed with wars over influence in Africa, Asia, and the Americas. The Norse people gave a hearty snort when Christianity engaged in devastating intersectional wars, but found themselves unable to keep out of such good scraps and having to intervene in conflicts between the Slavic and Baltic converts to the Norse faith.

Thor's Hammer Comes Down

The conflict between the East, West, North and South was continual and bloody. The Norse allies of the Empire of Carpathia, Russia, and the Empire of Wend were in near continual conflict with the Christian Holy Roman Empire which spanned over most of Western Europe as well as the Byzantine Empire and continual conflict with the Islamic nations of Northern and Eastern Africa & Arabia. Devastating wars such as the Northern Crusades fertilized the fields of Europe and Central Asia with the blood of millions; with the absolutely devastating Great Crusade for Pommerania leading to nearly a century of almost nonstop war from 1337 to 1453 that would rage from Africa to India and from Central Europe to the British Isles. Over the course of a hundred years; some seventy million people died in the mud and blood of warfare across the entire Indo-European world until the titanic battle of Ratzguard where a vast Christian Army under Hochmeister Mannfred von Gottschalck of the Teutonic Order had made an alliance with the Muslim army of Faarid Al-Hazred and the Byzantine Army of Basileus Nikolous Makedon to try and break the stalemate in Europe that had developed; met with Fylkja Drahomira the Dragon; born to a union with a Czech High Princess of the Wendish Empire and the crown High Prince of the Nordarikki, who lead an army containing contingents from the Shahanshah of Persia, the Khagans of the Golden Horde and Carpathia, the Mansa of Ghana, the Tsar of Russia, the High Queen of Wend, and even warriors from Norse settlements in the far-off continent of Eriksonia. In the largest and final battle of the Middle Ages.

From the east came an army of two hundred thousand and fifty thousand men and women; from the Abrahamic world came some four hundred thousand soldiers, many of them faith crazed peasants. In the space of a day; some four hundred and fifty thousand people died, were wounded, or captured, one hundred thousand on the Norse side, three hundred and fifty thousand on the Christian and Islamic side; shattering the Christian army and causing the death of so many feudal nobles that the battle is widely agreed to have ended the Medieval Era as the casualties forced all sides to reform towards more centralized states and a renaissance began as the armies that came together for the battle shared ideas and immigration between the countries allowed for the spread of new and innovative ideas and technologies.

The Norse with Hawk Tattoos

The Age of Enlightenment brought about great changes to the world as empirical mindsets became the vogue for intellectuals and standardized methods of science were formalized. The Vikings, though a spiritual people, were not blind to the benefits of secular science and did much to be patrons for those minds who could bring advancements for the Fylkirate and the Nordarikki. In spite of all that had changed, America still formed as the United States of Eriksonia, and France still crumbled under the sheer inefficiency of its own system to birth a republican revolution that would shake Europe to its core as General, then Consul, then Emperor Napoleon brought war to the world in the bloody Napoleonic Wars; some of the most destructive conflicts that Europe had ever seen up until that point.

Joining with the various coalitions against France, the Norse were crucial in helping bring about Napoleon's defeat. Following his defeat, the Scandinavians continued to play the colonial game, claiming all of Antarctica for themselves and doing something nobody seriously expected anyone would try; establish permanent colonies on the floor of the world, just as they had manage to establish large and healthy settlements in northern Scandinavia, Iceland, Greenland, and their great colony of "Riki Vinland". Further territorial expansions included settlement of the place we know as "Tierra del Feugo" after negotiating with the Incans, as well as claiming South Africa and New Zealand and the growing United States of Eriksonia would soon find itself an ally in the Norse who had helped to free it from Britain when they had revolted.

But what they couldn't foresee was Europe deciding that instead of crushing France during its moment of weakness; they would instead form a united Europe, with former enemies becoming allies in the aftermath as France, Britain, Austria, Spain, Prussia, the Italian states, and the Byzantine Empire came together to form the Directorate of Seven Nations. All of these nations committed themselves to the goal of conquering the world and crushing those who would oppose their Christ-God. Once again, war had become about faith for the Norse. The Norse would not allow the absolutism of the Directorate and its rapidly growing ally in Japan threaten their faith and their cherished freedoms. Freedoms that only grew more cherished as the Norse and their allies adopted economic systems inspired by the writings of the Persian heretic Mazdak; which had spread outwards from Iran.

The Norse turned to what allies they could, the multi-denominational and cosmopolitan Russian Empire had Tengrists, Muslims, Jews, Zoroastrians, Buddhists, Confucianists, Daoists, and its state faith of Forn Siðr all present and accounted for; all of whom were in no hurry to see the Catholics, Orthodoxists, and Protestants of the Directorate try to conquer them for the vast riches of the Motherland. The Yuan Chinese, saved from potentially ailing into obscurity by the arrival of green crystals from the heavens offered their hand in alliance, offering them the united efforts of the Manchu, the Mongols, the Han, the Uyghur, the Tibetans and all the peoples of China. The Incans were the final part of the alliance, and would help hold South America and ensure that the Directorate would face a war on at least two fronts in the Americas.

The first major clash between the two world power blocs would come in the 1850s as the Norse, Russians, Persians and Mongols entered into a three year long war with the Directorate to determine who would be master of the black sea; a conflict that ultimately ended utterly indecisively and resulted in a peace nobody was particularly satisfied with. Sentiments that would boil over into the Eriksonian Civil War; with the Norse heathen bloc throwing its lot with the Union and the Directorate and Japanese deciding to aid the Confederates; which resulted in year after year of gruelling warfare that would eventually lead to intervention by the Directorate and Japanese when the North's superior technology, industry, and manpower seemed like it would inevitably crush the Confederates; resulting in constant setbacks for the North as European and Asian troops flooded into the south; and was met with a counter-intervention that prevented a Confederate government dominating Eriksonia.


War Chief Astrid Halvarsson the Zealous

"Look deep into my,
Eyes so blue,
You must understand,
And remember that all,
Shall pass in time,
As the night comes.
I will share with you our land,
If you desire it,
It shall not pass us.
Heavy it weighs,
Remember to take not more,
Than you can bear.

-A quote from the Norse holy book turned into a religious hymn; indirectly translated; a favourite of Astrid's.
Alvi The Norse lady of war and red haired battle priestess of Thor stands at an impressive two and a quarter meters even when out of her armorsuit. But she is one of the most dangerous foes enemies of the Norse will ever have to face, encrusted in a battlesuit and wielding what is best decribed as a fully automatic 4-gauge disruptor energy coated shotgun that reduces men into fine, bloody mists and scattered limbs and vehicles into boiling splatters of metal. When prompted, she switches from cone spreads to penetrator slugs. In melee, she retrievers a powerful disruptor/voltager hammer to crush her foes with brutal levels of blunt force.
Hǫldr Order Replacing the Drengrs for Astrid are these devoted worshippers of Tyr, Thor, or Sif, hǫldrs are among the most common Temple Warriors, armed with disruptor rifles and voltager grenades and armored in special battlesuits, while in melee; depending on the warrior in questin they may wield a hammer, a sword, or a spear electrified with voltager energy.
Hersir Replacing the Kappis are the Hersirs; Norse warriors with a great aptitude for both field command and personally engaging in combat are made into hersirs. Using mighty Ulfbehrt swords and voltager pistols built into a strange triple clawed gauntlet on the other hand, the battlesuit clad hersirs serve to inspire their fellow soldiers. Hersirs can raise banners with the skulls and decapitated heads of the slaughtered dead of their enemies to suppress enemies and embolden allies to fire and attack faster and resist morale damaging effects.
Fjalarr Team Norse devotees of Loki and Hel who replace their secular counterparts in the Skoða for Astrid's holy warriors, Fjalarrs serve as the infiltrators of the Holy Warriors. Trained as special forces, Fjalarrs use stealth tactics to get close enough to use silenced and poisoned bullpup weapons to kill their targets, or they can be requested to sneak in and stab their disruptor dirks to instantly kill most infantry and battlesuit units.
Volva Sisterhood Supplanting the Godis for Astrid are the Volvas; Devotees of Frigga and Freyja who are quite advanced in their psychic craft, Vǫlvas can not only defeat stealth and improve the accuracy of those in their areas of influence by guiding shots to enemies they can see, and not only can they channel psychically generated lightning to harm enemies, but they can also psychically create felfrost effects to scatter enemies about.
Einherjar Brotherhood Powerful, elite, and heroic individuals are raised to the prestigious rank of Einherjar and in Astrid's forces replace the Bearsark, an all male elite religious order. Wearing Norse armor and using prominent disruptor shields and axes, Einherjar are dangerous threats to those they can catch. Though largely vulnerable to being picked off at a distance, Einherjars can taunt and provoke enemy units into accepting an individual duel with the Einherjar, preventing them from targeting anything else. If the Einherjar wins he inspires nearby allies.
Valkyrie Sisterhood An elite all female religious battle order in the Norse who replace the Hraban in Astrid's forces, the Valkyrie are flying infantry carrying disruptor spears and shields. Frequently the wives and lovers of Einherjar (or vice versa), these women's spears are useful in tearing apart enemy fliers, especially helicopters, airships, and other flying infantry. On command Valkyrie may charge up their flight packs for a greatly increased burst of speed at the cost of not being able to attack until its over and not being able to prematurely end the speed-burst.

Marshal Wulfrik Ragnulf the Bearheart

Ragnar Barely old enough to be called a man and surprisingly boyish for a Norse Warrior full of wisecracks and caustic wit, Ragnar fights with a very special disruptor sword; one that creates disruptor waves with each slash; carving apart his enemies even at a distance as the waves can cut through the armor of even battleships; while at melee he can easily defeat even the most imposing of mechs thanks to the power of his Magnus Sword, his genetic augmentations, and his power suit and his disruptor shield that can halt even tank shells. He can overcharge his sword to the point that it can cut a hole in space time; creating an implosion effect that can draw large crowds of enemies to their doom; though this disables his sword's ability to fire its usual cutting crescents for some time as it recharges.

Marshal Malmfrior Ernouf the Enlightened

Astrid The fruits of Norse Secular research into Psionics; Astrid has learned to take her powers and bend spacetime with them. Friendly units around her move and shoot faster while enemies move and fire more slowly; doing the same to projectiles and even causing some to randomly miss as faults in spacetime cause them to veer wildly off target; with the chance being raised if she is targeted and to attack she causes wide area distorts in spacetime that pull an enemy apart while drastically slowing them down; and can open wormholes that can allow her and a few other troops to move around the map. While her damage output is relatively weak her ability to support troops is incredible and the young girl's psychic abilities continue to grow exponentially as she branches into other fields and studies under the priests.

Norse Warhosts

"Through the strength of our arm and the faith in our gods, the Norse people have remained ever strong. From farthest Vinland to nearest Danemark our lands spread. And now to other worlds too shall our lands spread. We love war, we are not afraid of war. But we also love peace, our families, and our homes. Thus we must take what we must from those who cannot stop us so that our homes may be strong. And if they would seek to raise their arm against us we shall strike them down like all others who have opposed us in the centuries. We will strike them at sea, at land, and in the air, we will strike them in the very stars too if need be. Make no mistake, we return to the course of the Viking not because we are ruthless, but because it has to be this way. But I feel that new life shall be born beneath the bloodstained sands."

- Testimony of Sigurd Larson



Regular Infantry

Moose People who assume that a moose is an inoffensive animal have never seen a Viking tamed battle moose. Bred for war and given some plating in vital places to better resist bullets just a little longer, Moose will quickly kill infantry they can reach. Moose are also trained to sweep their antlers side to side to smash all infantry around them, and their keen noses can detect would be infiltrators.
Drengr Squad The basic Norse warrior, the Drengr claims ancestry from countless warrior traditions modernized for the 20th century. These hardy and brave men and women go into battle with armor meant to evoke the old warriors, albeit made of modern materials. Using a potent and frightfully large 8.43mm assault rifle, when asked to Drengr can fire large shotgun bursts, though the design of the gun means they need to reload the underslung shotgun after each burst.
Rekkr Squad Norse anti-tank warriors, Rekkrs use potent Karl Jute Rocket Launchers which while plain, get the job done. Their secondary makes them put aside their Rocket Launchers for a Tyrfing anti-air missile launcher to bring enemy targets down and out of the skies. Note that switching the two launchers does take time, and that the Karl Jute while potent; is not a homing weapon.
Krig-Håndverker Norse Engineers, the håndverkers approach the difficulty of getting inside enemy buildings by carrying vicious axes to cause some rather grievous injuries to anyone who happens to get in the way. When met with water, Håndverkers deploy small collapsible boats and if asked to; can throw stick grenades at enemies, though their limited amount of carry capacity means they carefully ration out their usage of grenades.
Kyler Team Though the Norse are indeed a close quarters army, that doesn't preclude them from having snipers. The Kyler however, makes the strange decision of using a modernized crossbow to do her work, much quieter than even the best silenced sniper rifle, these modernized updates of archaic weapons can hit without revealing the user at the price of lower range. Kylers always carry a number of felfrost bolts that can do a little more harm to vehicles and suppress infantry close to the now messily blasted apart target out of fear.
Goði Brotherhood/Sisterhood These Norse psychic priests focus on focusing and generating energy through their psionic actions. Replicating the felfrost effect, these priests are excellent at forcing enemies to keep their heads down and harm infantry as they add a touch of psychic terror to their strikes, giving a suppressive effect while their ability to hide themselves from sight when standing still and damage even vehicles with their powers make them good special forces. Upon death they let out a wave of minor psychic cold that deals damage to those nearby.
Bearsarker Gang Vicious assault infantry geared with brutal automatic light shotguns and chainbayonets, Bearsarks are crazy and bloodthirsty warriors who are immune to suppression and attack faster and faster the longer they fight, though thankfully they wear light armor by norse standards to go as fast as possible. If asked, Bearsarks will exchange their shotguns and bayonets for pistol sized submachineguns and chainaxes that greatly reduce ranged damage but makes them monsters in melee. When ordered to attack garrisonned buildings Bearsarks charge in and messily kill everyone.
Bomburr Team Skilled and effective Mortar crews wielding the latest in quick autoloading guided munitions technology, the Bomburrs use APHE rounds against structures, HEAT against vehicles, and clusater-frag rounds against infantry; letting them provide effective fire support against most targets, and they can also lay down the law with felfrost shells that not only do great AoE damage, but freeze over the terrain.
Skoða Team Soldiers from the famed Norse intelligence agency, Skoðas are well trained in infiltration tactics and snooping around with metamaterial enhanced gear, compact SMGs with underslung HEAT round launchers to destroy hard targets, and can set up explosives to destroy structures and fortifications and steal secrets from an enemy's base.
Kappi Officers of the regular army, the Kappis offer vital tactical experience to their younger comrades, rousing soldiers to rally and break out of suppression effects and inspire them to put all their weight into a charge to go as fast as possible to get to grips with an enemy, where their electrified swords and pistols are deadly.
Hraban Squad Soldiers equipped with flying battlesuits, Hrabans carry a light autocannon and a felfrost mini-missile launcher for use against most medium and soft targets and the harassment of heavier targets. They can; with permission fire a special voltager missile that does little damage but disables its targets for others to open fire on.
Hauskarl Team Tough infantry equipped with voltager caster rifles and battlesuits that help them carry special collapsible siege equipment that let them scale over walls or obstacles such as mountains or cliffs, Hauskarls are great for allowing other infantry into areas the enemy thought were safe in huge numbers; as once complete, the siege towers allow essentially unlimited infantry to pour over the enemy defenses.


Norn Mobile Construction Vehicle A decidedly standard mobile construction vehicle, the Norn has little that makes it especially different from that used by other powers save for its appearance.
Fullangr Ore Miner Nearly all factions use Ore, and the Norse are hardly any exception. The Fullangr is strangely capable of carrying infantry, who provide for defense by firing from within it's confines or may disembark to do battle directly.
Fylgja Combat Car The lightest and weakest Norse vehicle that is expected to directly engage in combat, the Fylgja's rather light armament of a pair of heavy machine guns and thin armor means that the vehicle is expected to run away from anything more vicious than assault rifle fire, and even concentrated applications of basic infantry can overwhelm its meager firepower and armor. The use of the mortar on the back is revealed when it is commanded to fire it, where it releases a brilliant starflare shell to pierce the fog of war.
Fenris Tank With a fast functioning auto-loader, the Fenris can pump out the hurt from its 121mm smoothbore gun quite quickly and if given some cover before hand, can resist damage impressively. It is however; capable of firing Felfrost shells.
Hvítálfar Combat Transport Combining the roles of light tank and transport at once, the Hvítálfar is another oscilating turret vehicle that sports a quite formadible armament of a hundred and one millimeter cannon, a twenty five millimeter autocannon, and a machine gun and armor for a transport, easily letting it slug it out with other factions' light tanks while offering fire support and transport to Norse infantry.
Ljósálfar Anti-Air Ljósálfars cast Voltager orbs into the sky to chase down pesky aircraft that would threaten the Norse. The Ljósálfar can fire Voltager orbs that will burst in a dazzling display to disorient enemy pilots.
Thurs Tank Destroyer Firing a pair of missiles instead of of shells, the Thurs is a humble vehicle, but one that can strike a powerful blow if it can strike at the sides or rear of a tank's armor. Depending on the situation, the Thurs can instead fire unguided munitions at a faster rate.
Jötnar Artillery Somewhat plain for an artillery weapon, the Jötnar is a fairly simple 157mm gun on an oscilating turret on a wheeled lightly armored vehicle. Not especially huge or long ranged, the Jötnar's main claim to fame is a good rate of fire and a good travel-time for its shells. In addittion, each Jötnar carries a small stock of special Voltager shells that deal added area of effect damage, though they can only fire these shells every so often.
Jötnar Artillery Somewhat plain for an artillery weapon, the Jötnar is a fairly simple 157mm gun on an oscilating turret on a wheeled lightly armored vehicle. Not especially huge or long ranged, the Jötnar's main claim to fame is a good rate of fire and a good travel-time for its shells. In addittion, each Jötnar carries a small stock of special Voltager shells that deal added area of effect damage, though they can only fire these shells every so often.
Risi Recovery Vehicle Meant to repair other vehicles via mechanical arms, the Risi is unarmed but useful for keeping the transports humming along and giving other vehicles something of a fighting chance. The Risi may also deploy into an outpost for further expansion of a Nordic base.
Dökkálfar Infantry Support Vehicle The Dökkálfar functions in a manner similar to medics in other armies, but instead of being an easily harmed single man, is a large armored vehicle equipped with advanced medical facilities and repair kits for battlesuits to get warriors back on their feet, amphibious and technically unarmed, the Dökkálfar can lob a mortar shell with a felfrost warhead to clear buildings.
Lindwyrm Assault Transport When infantry absolutely must get to where they need to go, the Lindwyrm is the vehicle for the job. The Lindwyrm almost resembles the sponson wielding metal rhomboids that were the world's first tanks, but an armament of a pintle mounted disruptor, twin voltager warhead gatling guns, and a pair of felfrost projectors in sponson mounts on either side means that so long as the enemy is in the front the Lindwyrm has enough firepower to clear a path for its payload to exit safely.


Iðunn Transport Helicopter A fondly regarded transport, the Idunn is lightly armed with a felfrost nose gun, but can heal and repair the battlesuits and infantry it carries thanks to its internal facilities and rather large size.
Thor Gunship The Thor brings the hammer down on infantry and tanks with a voltager and a disruptor stacked vertically in a large nose gun as well as potent sleipnir missiles. The Thor must choose whether to fire the voltagers or the disruptors due to power needs.
Sif Fighter The Sif is meant to clear the skies, a job which it does reasonably well at. Made distinctive by its canards the Sif has both a nose mounted 21.34mm gatling gun and short ranged Jarl missiles. Not the fastest, best armed, or toughest plane in the sky, the Sif shares the after burning return to base ability nearly all planes have.
Tyr Ground Attack Plane The Tyr is simply armed with a pair of disruptor guns on either side of the nose and a brace of missiles underneath its wings that it uses in vicious dive bombing attacks deadly to vehicles and turrets, providing quick and reasonably competent ground support. It of course, can return to base.
Nidhoggr Bomber Devastating to slow moving and tightly packed formations and to structures, the Nidhoggr Bomber is crafted to resemble the dragon its named after, with its head gushing out felfrost in large amounts. The Nidhoggr can make a vector strike where it swoops at an obvious corridor and deals damage to enemies caught by it. Thankfully as far as strategic bombers go, the Nidhoggr must stay around considerably longer to do the same amount of damage as many of its peers, is limited in range, and not especially fast.


Currently the most powerful navy in the world, the Norse Fleet is huge and well armed but is widely spread between the oceans of the world. While no one navy could hope to challenge it in its totality; many can hope to win a victory in their local waters to free their shores from the threat of the Norse fleet. With the devastation of the British Royal Navy and the incorporation of the American Union into the Nordarikki only the Japanese navy can be said to match the Fylkirate in terms of seamanship and the fleet waits for the day the cold war with the fascist Concordiat and tensions with the Shogunate, the remnants of the Directorate, and the Confederates devolve into war; ready to cast a blockading noose around the necks of the Fylkirate's enemies once again.

Greenlandic Shark Bred over the course of centuries to be more intelligent, more trainable, and to serve as awe inspiring pets for Norse Lords, the Greenlandic Shark is an imposing naval scout unit whose bite can deal grievous injuries to other sea units, and with the benefit of disruptor fields can bite through the hulls of ships. Greenlandic sharks can submerge into deep waters far below naval combat ranges while their keen scent still tracks other units at sea, rising after a bit.
Ferje Transport Resembling the dragon headed longships of old, the Ferje is undoubtbly one of the best transports in the world in terms of its blend of speed, durability, and transport capacity. In addition to a spectacular if otherwise unimpressive flamethrower mounted in the dragon's head, infantry carried within may shoot from within it's confines, though vehicles cannot.
Knorr Battleboat The Knorr pulls a bit of double duty, both acting as a nordic patrol boat by offering chastisement from it's weaponry and being able to transport a small number of infantry for surprise raids as these speedy craft expertly handles both marine waters and riverine currents.
Karv Submarine The Norse submarine was built with the initial intention of tearing through Directorate shipping during the wars, and while seeing considerably less usage in the Alien conflict as the Aliens had less need for shipping on the high seas, has once again been rolled out en masse for combat duties. In addittion to admittedly rather standard torpedoes, the Karv can fire faster but less damaging underwater to surface anti-ship missiles from its torpedo tubes.
Busse Frigate Armed with the sole intent of providing anti-aircraft capabilities, the Busse is rather humbly armed with an array of quick firing missile launchers that rapidly seek out and destroy aircraft that would threaten Nordic fleets. If need be, they can instead simply dumbfire their missiles which greatly reduces accuracy but also greatly increases rate of fire. Against submarines it fires out special frostfel seeker torpedoes to sink them in a hurry.
Drakkar Destroyer Destroyers are regarded as the backbone of most modern navies. Just large enough to hold their own in a fight and small enough to not be missed too much if lost. The drakkar's main weapons are a four pairs of fast firing main guns, but the dragon's head prow can let loose a voltager orb to smite opponents on command, so long as it has the needed charge.
Skeide Cruiser Built with felfrost missile launchers, the Skeide is a long distance killer, preferring to hide back in the fleet while other ships take the beatings, though its power is lacking against buildings and unoptimized versus ground units. The skeide can also fire its missiles onto the water to freeze patches of it to create obstacles for other surface vessels.
Jormungandr Battleship The mighty Jormungandr has large and powerful voltager casters to pummel targets on land and sea-dwelling structures into rubble and ruin, like the hammer of Thor the Jormungandr brings thunder and lightning down upon the heads of their targets with relentless bombardment, and they can even combine all their fired orbs from a volley to create a temporary lightning storm to create zones of unsafe travel and at close range uses powerful disruptor dual-purpose guns. Truly a worthy heir to the name of the world-serpent.
Hafgufa Carrier The Norse Aircraft carrier is a mighty warship carrying multiple Sunna and Mani aircraft to chase other aircraft from the skies and to pulverize ground targets with guns and missiles for the first; and a mix of potent missiles and bombs for the latter. These ships can also host numerous planes on board, and can use a combination of voltagr and felfrost weapons to create an instant thundersnow storm to provide defense around themselves.

Commando and Epic Unit

Ulrik A well trained Fjallar and veteran of countless battles, Ulrik is called when someone needs to stop being alive. Preferring a crossbow to more modern sniper weapons, the weapon launches a disruptor sheathed bolt that can slice cleanly through just about any armor and can pierce through multiple units. A peculiar device, his disruptor crossbow actually fires three shots in quick succession and is magazine fed, which let him quickly kill off the crew of enemy vehicles, pick off garrisons, or even shoot men out of open topped transports. His disruptor short sword needs no activation, and any structure he visits is going to be exploding very soon. He can also fire a wrist mounted dart bomb that will stick onto a target and let them walk away some distance before he commands it to explode, often with devastating effect.
Ymir A battlesuit large enough to be classified as a massive Mecha to rival the (Insert Largest Uchiwa Mech), the Ymir strikes down enemies with its mighty disruptor hammer, crushing nearly anything it meets in melee while voltager batteries deal with other enemies such as aircraft that refuse to get within the reach of the Ymir's earthshattering hammer. The Ymir can let out a huge gust of felfrost breath that devastates everything in a cone before it, dealing with what the giant machine could not already




United States of Eriksonia

Sudlandia (Australia and New Zealand


Sri Lanka

Gustavland (Guyanas)

Warriors of the Faith

Behind the Scenes

  • The Norse Fylkirate is based on The Red Star Rising's fascination with pre-christian european religions and culture, blatant Scandinavophilia, love of alternate history, and one too many Crusader Kings 2 playthroughs.
  • Aesthetically they draw influence from the Vikings, Incorrect depictions of Vikings, Post-Pagan/Cold War Scandinavia, and just a bit of the Chaos Warriors and Space Wolves Space Marines chapters from Warhammer (fantasy + 40,000) and The Elder Scrolls' Nords.