Berserker
... the unrelenting fighter with a blood-curdling howl!
"Beware those that venture into the Wilds. Fighting tooth and nail against nature made beasts of them. Spirits burning with the boiling blood of fury unfulfilled. Hearts honed in the heat of battle gave these violent men purpose. Now, their heartful cry inspires awe and terror. Why do you cry, Berserker?"
From the unforgiving frozen wastes come furious and reckless fighters, known as the Berserkers. Living isolated lives in the wilds of the World, these men and women survive against beast and Nature with strength and guile. Capable of mighty feats of physical prowess beyond the extraordinary, Berserkers are known for their ferocious qualities and an insatiable Rage.
Anger and fury drives this cunning survivalist into the throes of battle, where their Rage is unleashed against their enemies. While many fear the Berserker's mercilessness, companions depend upon their combat mettle- if at a safe distance. Once enraged, a Berserker won't stop until their bloodlust is sated. Berserkers fight hard, but they also live hard, as they throw themselves into any situation.
Career & Adventure
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Clans and Tribes of Berserkers thrived in the wilderness, visiting other societies when their nomadic lifestyles brought them into contact. Aggressive, restless spirits kept these migrant groups from typically settling for long while many found roles as personal bodyguards or overland guides in socialized Tribes.
Their mettle and survival skills helped ward off threats. Berserkers found themselves at the front of skirmishes, as they charged headlong into combat.
Their mettle and survival skills helped ward off threats. Berserkers found themselves at the front of skirmishes, as they charged headlong into combat.
Becoming a Berserker
Berserkers are taught invaluable skills that serve them in the wilderness, by either observing a Shaman or Hunter, or another knowledgeable in the way of the world. Berserkers are also shaped by conflict- the most compelling Berserkers have the best reasons for their Rage.
Exiles and outcasts often become Berserkers out of circumstance while others are naturally angry. Magic has created Berserkers through Rage inducing spells while others' hearts are unlocked in the midst of conflict. Whatever the case, Rage has become a source of legends.
Skills & Expertise
Rage & Berserk
Berserkers gain the ability to enter a battle-trance. Fueled by an unfathomable, unrelenting Rage, the Berserker assails their enemies with their toughness, faltering once the object of their enmity has been defeated. This usually leaves the Berserker Exhausted or Fatigued.
Berserk is an advanced stage of Rage which will not end. By pushing oneself, the Berserker becomes stronger and tougher, but will attack anything within reach. This advanced state of Rage lasts longer, often causing the Berserker to flee at great speeds ahead of their friends. Aproach with caution.
Tools & Materials
Totemic Relics
Much like a Hunter, Berserkers often carry trinkets and trophies in the form of Totemics from their slain enemies. These mundane tokens bolster the Berserker's morale, often pushing them to extraordinary lengths. These tools inspire the Berserker's Rage, having more significance to the Berserker than to others.
Such items include:
- Bone Shards & Teeth on a cord.
- Fangs & Claws on a belt.
- Feather & Shells in a headdress.
- Broken Shards from a weapon.
- Doll or Idol of leather.
- Dried, preserved organs.
"There he was, with his axe glistening red. All the while I couldn't peer away from his eyes, splattered crimson in blood and viscera. Danger was his mantle, cloaked in violence as he sweept against his enemies. Once he had stained his hands in their blood, they fled."
Purpose & Progression
Advancement as a Berserker often requires a lifetime of adventure and conflict. Whether it is through hire or by travel, Berserkers cover large expanses of land. They're hardy and resistant to the challenges of the frozen lands where they thrive. Wilderness encounters became stories of survival against odds that test the Berserker's limits.
When a Berserker has slain enough enemies to earn renown, they often employ as a Vanguard on martial frontlines. Other industrious Berserkers may become Warlords on their own, using their violent reputation to dominate. Those exposed to Magic may begin to harness latent abilities as a Wilder, harnessing Rage as Magic potential.
Walk of Life
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Path of Mastery
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Perspective & Social Role
Proto-Humans included large groups of Berserkers, as they possessed many of the characteristics naturally. Many generations spent their lives as migratory outsiders, even to the long-lived and immortal Cultures surrounding them.
Life for the nomadic Proto-Humans kept them in constant contact with threats from the wilds or beyond. Proto-Human Berserkers were fast, adaptable beings who protected their Tribes with rancorous fury. Proto-Humans domesticated animals with the aid of Berserker hunting parties.
Life for the nomadic Proto-Humans kept them in constant contact with threats from the wilds or beyond. Proto-Human Berserkers were fast, adaptable beings who protected their Tribes with rancorous fury. Proto-Humans domesticated animals with the aid of Berserker hunting parties.
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Cultural Role & Identity
Aelven Berserkers
Aelven Berserkers were uncommon amongst Aelven Cultures. Usually, Aelven Berserkers were formed from exiles and refugees. Many were bitter after years of fringe-living away from the Micro-Climates of their home villages.
Aelven Berserkers were forced into survival through need or circumstance. Many conflicts with the Folk left Aelves scattered into the wilds as refugees. Their collective enmity towards the Folk inspired many Aelven Berserkers. Magical Berserkers were also known for slinging stones or spells.
Buniru Berserkers
Buniru were honed by natural forces of the land. From the snow-dens to the slopes, Buniru Berserkers were mobile and ferocious melee combatants. While many Berserkers travel and leave their villages, many Tribes of Buniru adopt Berserkers as Kindred Tribesmen.
Buniru beliefs include the "Loci of Rage", which is said to inhabit and possess those with angry hearts. Buniru Berserkers are often stoic and animistic individuals with a reverence for natural wonder akin to a Shaman.
Historical Significance
Berserkers are natives to the wildest areas in the Ice Age. Their fringe beliefs and societies led many of them to isolated lives, where they didn't learn the ways of their own Culture. Instead, they created new ways, which taught and informed others. Though their Rage was something of story, many saw through the veils of anger to the point of the person cloaked in dubious rumor and violence.
Not known to lead quiet lives, Berserkers are drawn to adventure. Those that delved Dungeons relied on the Beserker's fortitude to carry them through.
Their roles as Combat specialists serves to honor the title of those who Berserk. Legacies of Berserkers have left behind totems and Berserker Relics that tell the story of their proud heroes.
Their roles as Combat specialists serves to honor the title of those who Berserk. Legacies of Berserkers have left behind totems and Berserker Relics that tell the story of their proud heroes.
Notable Figures & Legends
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Game Integration
WIP- TBD
How to Play as X
WIP- TBD
Class
Archetype:
Combat Class
Combat Class
TTRPG Quick Specs
Base Class:
Can be chosen at 1st Level.
Maxes at 10th Level.
Advancement: At 10th Level, Class advances:
Can be chosen at 1st Level.
Maxes at 10th Level.
- Hit Die:
1d12 - Best Statistics:
Power/ Vitality/ Agility - Class Proficiencies:
List of Proficiencies-WIP - Weapon & Armor Proficiencies:
At 1st Level, Berserkers receive:
+2 Armor Proficiencies
+2 Melee Weapons
+1 Ranged Weapons
Advancement: At 10th Level, Class advances:
- Vanguard- Combat
- Warlord- Combat/ Covert
- Wilder- Combat/ Casting
Image Title
"Fury tastes like blood upon my tongue.
Nothing else matters."
Profile
Qualifications
To qualify as a Berserker, one must:- Exhibit "Rage"
- Possess Martial Prowess
Requirements
To become a Berserker, one must perform one of the following:- Fell a foe in Martial Combat.
- Enter "Rage" Condition through any ability or means.
- Extensive period of Time spent in the wilderness.
Reputation
Social Role:
Martial Relevance
Cultural Relevance
Social Status:
Common
Demographic:
Martial Relevance
Cultural Relevance
Social Status:
Common
Demographic:
Favored by:
- Proto-Humans
Rank & Titles:
- Link or Descriptor 1
- Link or Descriptor 2
Symbolism
Sign & Symbol:
Totemic Fetishes
Totemic Fetishes
Rituals & Customs:
- Scarifications
- Battle Trances
Tools & Materials:
- Stone Axe
- Stone Knife
Arms & Armaments:
- Stone Battle Axe
- Heavy Wooden Shield
"When a band of Berserkers comes to your village, prepare for either a feast or famine. They either bring the game or eat it all. And don't try to argue with them or you'll end up in an arm wrestle."
References
Mentioned Articles
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All content within Arc Sagas ©, including but not limited to original assets, mechanics, settings, systems, images, is the intellectual property of Myth X, unless attributed otherwise. Arc Sagas' universe and the Arx-Core D10's System (TTRPG) are © Myth X, 2023–2025. Select AI assets generated via Perchance.org or Elara-AI; all AI Images edited, watermarked by Myth X. Iconography sourced from RPG-Awesome and Font Awesome. Content is hosted and displayed via World Anvil.
All rights reserved. Redistribution or commercial use without express permission is prohibited.
All rights reserved. Redistribution or commercial use without express permission is prohibited.
Comments
Author's Notes
This is part of a set of Professions I'll be releasing throughout the month, so don't miss out! These will form the Base Classes playable within the Ice Age! I know many sections are left out. Right now, a solid draft is what I'm aiming for and I think this one is fairly nice! Don't hate me for the missing information! I'll be back with updates, you know!
MYTH X