Arctic Skaven or the Nevask

The Nevask are the decedents of Skaven clans that was forced to abandon all of their burrow in the _ year of the Empire. This occurred shortly after the arrival of Clan Pestilence from Lustria. A coalition of minor clans took this time to stage a violent bid for more power. The 12 however had other plans and had planted Grey Seer leaders – not to create a coalition to vi for power, but to use the weak clans to create an enemy that in turn could be destroyed, weaken some of the stronger clans and consolidate the power of the 12 and the Grey Seers’ power over the major Skaven Clans and demonstrate their power to the upstart Pestilence Clan. Each Grey Seer leader had played his part in organizing the weak clans and leading the upstart clans to betrayal and destruction.

The remnants of the shattered coalition under the keen leadership of a a few survivors managed an amazing feet. Unknown to even the Seers, one of the clans had hidden several Clan Mothers. These Clan Mothers along with other clan secrets and equipment were salvaged and secreted out of the burrows unnoticed. These survivors migrated to the North in an epic journey of hardship, that is recorded in the Ill’eye’ad, the great tome of Nevask history. Along with Clan Mother, history, and records, the clans brought with them craftsmen and hunters.

The Nevask were forced to develop a level of cooperation and trust, hereto never witnessed in Skaven society, but do not think this has eliminated the Skaven nature of paranoid cowardice, only tempered and focused it. Furthermore the hardships of the Nevask journey reinforced and developed some traits like cannibalism to level not scene in the Skaven. Nevask have society has also destroyed almost any remnant of magic that existed in their ranks, the complete betrayal by the Grey Seers has ensured and culturally breed a genocidal ideology toward the great evils and a complete abolishment of any type of deity worship. All newborns are inspected for any sign of white/gray coloring or other abnormalities like horns. If they are found the the infant is quickly destroyed in flame. Other traits that seem to have predominated the Nevask are a sense of group survival, a willingness to sacrifice for the good of the clan and a sense of survival that is remarkable. Nevask do not enslave their own kind unless it is a a punishment for a terrible crime, however the enslavement of others is quite common. Furthermore there is still a strict caste system and hierarchy. Advancement through the system is based on recognition of merit and experience, similar to a military hierarchy, and encoded within each clan. Make no doubt every member knows where he sits in the food chain, and when food is scarce those at the bottom are fully aware of the reality of their becoming a food stuff. Several other cultural development that occurred almost completely because of their hatred and resentment of the Grey Seers is the revered name they adopted, no longer considering themselves part of the Skaven race, abandonment of deity, and forced literacy.

  • Winter and summer coats. Winter coats often take on a tawny yellow that blends well with snow and ice.
  • Slightly larger then their Southern cousins.
  • Many have a mane, especially Rye.
  • Steer are rumored to be able to change color.
  • Very resistant to warp and chaos, therefore they are also resistant to magic.
  • Eat certain fungi and grains, but the mainstay of their diet is meet and needs to be to remain health for long periods.
  • The ingestion and use of warp is strictly prohibited for anything other then rune smithing and metallurgy. Offenses are often punished by slavery, and death.
  • Often cover themselves in lime to provide camouflage when the go onto the Arctic for both color and scent, has had an unintentional effect of making their burrows a little more hygienic then those of Skaven.
  • Favored weapons are spears, tunnel spears, ceremony claws.
  • Have chemical grenades, smoke grenades, and a few other nasty tricks.
  • All Nevaks are masters of camouflage and scrounging.
  • Disputes are often settled in the burrow arena with one on one or small groups facing off in death matches to resolve disputes.
  • Rank is determined by the clan.
  • However burrows are not strictly divided by clan. There are no burrows that cater or are controlled by one clan. Burrows are settled, organized, and maintained through the cooperation of each clan and through the burrow governance. In fact most Nevaks associate more with their burrow then they do their clan and will have allegiances based on the burrow, more then the clan, however once again clan determines rank not the burrow.
  • Nevaks approach other races differently then Skaven, they do not look at them as something to destroy, but as a commodity that has to be managed. In a world of scarce resources, the Nevaks consider such things as over hunting, controlled mining, maintaining clean water. I doubt that any human would find the idea that they are considered a manageable food, information and labor resource, usually in that order, but they are.
  • Nevaks will almost always prefer to remain hidden and observe then to actively try and interfere in the activities of other races. Secrecy is still ingrained in their minds as key to survival.
  • The Nevaks grand plan is to build up strength, and when they have the strength, they will exterminate, eliminate and obliterate all that is Skaven. Protectors and keepers of the Clan Mothers.

Clans: Rye – Strongest Clan. Hunters, scouts, leaders. Often have manes that grow across their shoulders. Produced the leaders and heroes that have organized the Frir and other clans. Have a sixth and maybe a seventh sense when it comes to sensing danger. They are the moral compass (if you can use that phrase) that guides the Nevaks. Rye will often have metal reinforced limbs, further enhanced with warp runes.

Frir – Scholars, recorded, administrators, alchemists. Arguably the most influential of the clans. They have driven Nevask culture and are the backbone of any burrow. Record everything and are part of all leadership, generally they serve as counselors to leaders of all of the burrows and often other clans. Few missions are executed without one of these scholars to serve as a recorder. They are well know for maintaining maps, and sound advice, but are feared for the alchemical expertise to include poisons, salves, drugs, bombs, and more. Often have dark coats with red patches on the nose, a single eye, ear, or paw.

Chander – Engineers and craftsmen. Metal workers, gadgeteers, rune smiths. Develop and execute mass production procedures, but are best known for their rune smithing. This is the closest thing to ‘magic’ in the Nevaks society. The Frir brought written language and along with Rye scouts some of the secrets of dwarven rune smithing. Chander however have their own rune language that is not nearly as developed as a dwarven counterpart, furthermore the language was initially developed and still maintained by the Frir, but only the Chander know how to work the metal and warp into the runes. The warp runes are found in most metallic weapons, in particular spear heads and ceremony claws.

Car – Tanners, paper makers, brewers, ranchers and farmers. They produce or acquire the chemicals and other raw components needed by Frir. Although it is very hard to do what they do with limited space, a paranoid society, and very harsh climates the range from the volcanic to the Arctic, and the poisonous, they are slowly developing and propagating a more agricultural base to the society, but much of this is in the early stages, and still does not over come the need or importance of hunted food. Car will also have small trained rats/weasels to help perform simple task, everything from courier services to watch dogs. Full ranch type breeding is limited due to space, but is starting to appear.

Steer – Boatmen, spies, reconnaissance. This clan is small but has monopolized transportation. Often they are the burrow planners with the Frir and are also the security specialist for many of the burrows. They are also the spies, while the Rye focus on stealth for hunting food and surviving in harsh environments to include combat and conflict. The Steer focus in infiltration, non detection, gathering info, observing, and evening mimicking and blending into places where you would never expect to find one of the rat kind. Their spies work closely with the Frir and have infiltrated some Skaven burrows and are located in or around all human, dwarf, vampire, and even chaos establishments. Furthermore they are experts in advance warning, having hidden guard posts and alarm systems. Usually the smallest in stature, and almost solid black and even a blue black. Not masters of assassination, but masters of non-detection. Strong memories and amazing endurance.

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