
World Walkers is a playable Norsca faction in Total War: Warhammer III, led by Wulfrik the Wanderer. In Immortal Empires it starts in Troll Fjord with 1 region. It comes with Norsca. Faction key wh_dlc08_nor_norsca. Patch 9.0.4, from the game's data tables.
Start here
Immortal Empires, patch 9.0.4: facts from the game's data, each linking to the full section.
Start and neighbours

Starts at Troll Fjord (Vanaheim Mountains)
- 1.Bjornling — Monolith of Borkill the Bloody-Handed · medium (4.5%) · minor faction
- 2.The Sightless — Konquata · medium (4.9%) · minor faction
- 3.Vanaheimlings — Isle of Wights · medium (6.2%) · minor faction
- 4.Helspire Tribe — The Monolith of Katam · medium (7.2%) · minor faction
- 5.Karond Kar — Karond Kar · medium (7.6%) · minor faction
Nearest starting capitals, measured on the game's minimap as a share of its width: near ≤ 4%, medium ≤ 10%, far beyond. See it on the full map
Climate at a glance
8 suitable · 2 unpleasant · 2 uninhabitable
Victory at a glance
Short victory: 4 objectives · long victory: 5
- Attain Level 3 Allegiance with one of the Gods.
- Hold 5 port settlements.
- Spend 2,000 Spoils occupying non-Norscan settlements and completing Marauding actions
Key units and where they are recruited
COMPUTED — per role, the Norsca unit that tops the role's cost list on best units by the numbers (base stats, multiplayer cost; the race's standard roster — units it has only with Unit caps off, the extended roster, are left out). Recruitment: the first building level that unlocks it (building_units_allowed).
MaraudersMelee infantry · Health per 1,000 gold: 23,400
Recruited from Skull-Rise (Desecrated Site, level 1)
Marauder HuntersMissile infantry · Missile damage per 1,000 gold: 5,727
Recruited from Warband Camp (Norsca Settlement, level 2)
Marauder HorsemenMelee cavalry · Health per 1,000 gold: 9,100
Recruited from Shieling (Beastmasters, level 1)
Norscan TrollsMonstrous infantry · Health per 1,000 gold: 10,539
Recruited from Ice Troll Lair (Monsters, level 1)
Feral MammothMonsters · Health per 1,000 gold: 9,991
Recruited from Altar of the Bloodfathers (Effigies of Chaos, level 2)
Marauder Horsemen (Throwing Axes)Missile cavalry · Missile damage per 1,000 gold: 2,700
Recruited from Corral (Beastmasters, level 2)
Faction leader

Wulfrik the Wanderer
World Walkers
With Seafang anchored off Lustria’s coast, Wulfrik prepares a raid in Losteriksson’s footsteps in search of plunder, worthy duels and glory.
- Has access to Seafang to instantly travel vast distances between ports
- Charge bonus: +15 for Marauder Chariot & Marauder Cavalry units
- Upkeep: -15% for Marauder units
- Income from raiding: +50% (all armies)
- Has access to Seafang to instantly travel vast distances between ports
- Charge bonus: +15 for Marauder Chariot & Marauder Cavalry units
- Upkeep: -15% for Marauder units
- Income from raiding: +50% (all armies)
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Wulfrik the Wanderer, also known as the World Walker and the Eternal Challenger, is a devout and relentless follower of Chaos. He roams land and sea, a monumental figure encased in black steel armour adorned with the skulls of his many kills. He lives to fight, and makes offerings of his defeated enemies, dedicating their deaths to the Dark Gods he serves. To aid in his cursed quest, he took the magical longship, Seafang, from the Chaos Sorceress Baga Yar. Powered by blood and driven by daemons, Seafang can travel through any Realm, even harnessing the Winds of Magic themselves. In search of new foes to fight Wulfrik has journeyed from the deserts of the Tomb Kings to the holds of the Dwarfen Lords and the isle of the High Elves. This executioner of the Gods has killed Dragons and Kings, Undead Lords and Chaos-warped Trolls, all in the cause of appeasing the Ruinous Powers. None may refuse the challenge he delivers in their own tongue, and once he has fixed on a foe, that foe will not escape him.
Faction effects
- Sea Lanes journey duration: -1 turns (factionwide)
- Underworld Sea travel time: -1 (factionwide)
- Seductive influence: +50 required for complete seduction
- Seductive influence: -1 per turn from race
Victory conditions
Immortal Empires, from the campaign script (victory_objectives_config.lua) in the game's own words. All factions
Short Campaign Victory
- Attain Level 3 Allegiance with one of the Gods.
- Hold 5 port settlements.
- Spend 2,000 Spoils occupying non-Norscan settlements and completing Marauding actions
- Defeat any 5 Legendary Lords.
REWARDS
Follower or item: Veteran Raider
Follower or item: Pack Animal
Long Campaign Victory
- Achieve the Short Victory conditions.
- Attain Level 4 Allegiance with any God.
- Occupy, loot, raze or sack 20 different settlement(s).
- Spend 4,000 Spoils occupying non-Norscan settlements and completing Marauding actions
- Defeat any 10 Legendary Lords.
REWARDS
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
- Global recruitment duration: -1 turn for all units (all armies)
- Global recruitment capacity: +2
Spoils: +2,000
Plan a co-op campaign with World Walkers — partners by start distance, climate and victory conditions. Its start next to the race's other factions: best Norsca factions.
Climate
Suitable
Chaotic Wasteland
Frozen
Temperate Island
Jungle
Mountain
Savannah
Temperate
Wasteland
Unpleasant
Desert
Magical Forest
Uninhabitable
Ocean
Undead Wasteland
How settling World Walkers fares in each climate (campaign_group_racial_suitability_effects and its member criteria). What each level does, for every race.
Source: factions, start_pos_factions and start_pos_regions (campaigns wh3_main_combi and wh3_main_chaos), frontend_faction_leaders and faction_groups, patch 9.0.4.