And the backfiring is actually a good thing in a way! With a birthrate as crazy high as the Skaven have, culling the herd keeps them from overpopulating.
The Skaven actually do that naturally. when there is too many of them for a city too support they start releasing the musk of battle. It causes all Skaven in the area to enter a berserker rage and attack everything nearby.
Well, we already have a Vader expy to use for when it's finally fully operational. Now all we need to do is figure out some sort of warpstone device that allows one to use telekinetic abilities, and get a warpfire sword for 'im and we're all set for the ultimate sneaky reference to star wars in the opposite of sci-fi fantasy.
Yeah I would've counted Void Stalker's vote as one for dwarfs, but it looks like Skaven won the tiebreaker! It was dang close though.
Now if you'll excuse me, I have to go figure out how to set up the prologue bit.
Because I honestly forgot to spend as much consideration on the Skaven as I did on the other options for some reason. Dunno why.
...*panicks* how the hell am I going to get them to blow up the moon by their own decision...
I also gotta work and I'm a lazy bastard, so with those excuses out of the way I think I should have my stuff sorted out in the next few days or so.
See y'all then!
I also gotta work and I'm a lazy bastard, so with those excuses out of the way I think I should have my stuff sorted out in the next few days or so.
See y'all then!
Ehehehe.
Hehehehehe.
Ahahahaha. Ha. Haaaa.
Ha.
Yeah I got distracted.
And was lazy.
And I had some RL stuff going on.
Excuses excuses. I have the post ready. Hopefully my internet's back up at home so I can actually post it, but it's only a matter of time now. A few days at most.
Actual days this time, not months.
Ehehehe.
Hehehehehe.
Ahahahaha. Ha. Haaaa.
Ha.
Yeah I got distracted.
And was lazy.
And I had some RL stuff going on.
Excuses excuses. I have the post ready. Hopefully my internet's back up at home so I can actually post it, but it's only a matter of time now. A few days at most.
Actual days this time, not months.
Deep in the twisting tunnels of the greatest empire ever to scurry across the surface of the planet there is a city unlike any other. In the center of the marshes just north of the manthing place called Tilea stands the birthplace of that most magnificent of species, sleek-furred, sharp-fanged, voracious and ambitious – the Skaven! And what a city it is, wondrous Skavenblight. It is a warren of nightmarish proportions, labyrinthine in construction and filled with so many unexpected ups and downs and hidden pockets filled with beady-eyed rats that any other race would be unable to even comprehend it! But the Skaven are not befuddled by its streets packed to the brim with other ratmen. Instead they thrive in the choked air and warpstone miasma that pervades the place. And in thriving they scheme and plot to rise higher in their intricate social hierarchy, for no Skaven is ever satisfied with their current spot in the pecking order.
Indeed ambition is the byword for the Skaven mindset, and no other position is looked upon with more awe, envy, and fear than the dreaded Council of Thirteen. This foreboding organization is the head of Skaven civilization, comprised of the twelve mightiest warlords and packleaders in all of the Under-Empire. And though none of the teeming throng within the horrific confines of Skavenblight know, the Council convenes this day, and it will be the last time in the world that was.
Their meeting place is not in a place one would expect for the ratmen. Their behaviour calls to mind images of a black obsidian chamber filled with scuttling obsequious servants and spikes of warpstone everywhere, living furniture from the stocks of clan Moulder, buzzing machinery from clan Skyre, the dread plague cauldrons of Pestilens, and the unseen vigilance of Eshin. Instead it is deceptively simple – a large chamber made plainly out of stone, a round table made out of some black material in the dead center. Around it sit thirteen ornate chairs – thrones is more of an accurate description of some of them – with one left empty.
The room is dimly lit, illuminated by the malevolent green glow of a colossal pillar of warpstone at the back of the chamber, casting strange exaggerated shadows across the room as its glow fluctuates and flickers across the etchings stretching all across its surface. Various servants and assistants stand at the very edges, scuttling into the shadows whenever the light glances onto them. Only the figures at the center stay illuminated, the warpstone giving their furred snouts a menacing glare.
"Speak your cause for calling Council so suddenly, Kritislik," snarled Lord Morskittar, the Lord-Warlock of Clan Skyre. "I have many-many projects that cannot be delayed for long, so speak-speak your drivel."
His opposite, Seerlord Kritislik of the Grey Seers, bared his teeth in response. "I would rather have you cease your fool-foolishness, Morskittar. We both know that it was you who called Council, and not I."
Morskittar twitched his snout in distaste and snapped his fingers. At the sound, an attendant scurried up, head bowed, and handed a compact paw-sized device with several buttons and a trumpet-shaped extension on it to the Lord-Warlock. Morskittar depressed one such button and a hiss of static rushed out, quickly dissipating to reveal Kritislik's voice speaking. "All Lords of Decay for an emergency meeting of the Council of Thirteen. Code Packrat Run-Run." The Lord-Warlock sniffed in triumph. "Where is your skaven-eradicating threat, oh perceptive Grey Seer?"
Kristslik drew in breath for a reply, but was interrupted by Lord Sneek of clan Eshin. "The Grey Seers sent no such message, Morskittar. Your gutter-runners have deaf-deaf ears. I was called here by Lord Skrisnik to discuss payment of big-big debts clan Mors owes the Warpfang Bank. Forced payment if need be."
Both the lord of clan Mors and the Arch-Economist of the Warpfang Bank, the primary skaven financial organization, squeaked in outrage. "I most certainly did not arrange this meeting, oh quiet-quiet Sneek," cried Skrisnik. "Our own lord Paskrit was the one who called council, to attend to military budgeting."
Close to him, Arch-Despot Gnawdell, the warlord of Clan Mors, puffed up her fur in indignation. "I would not utter such things when your clan is back-back on its payments, Sneek. It was your more warpstone-hungry brothers Moulder who called this council."
This went on for some time. The Warlord-General accused Nurglitch of Pestilens, Verminkin of Moulder named Kratch Doomclaw. Nurglitch blamed both Skyre and Mors, to which a counterblame was laid upon Pestilens and the Warpfang Bank, while Kritislik cast his suspicions upon Eshin. Vrisk Ironscratch, Fleetmaster of the paltry navy the Skaven possessed, claimed that he was the one who had done it, which was soundly rejected as he was both illiterate and insane in favor of blaming one of the two lords who's names are never quite remembered, who in turn cast the spotlight upon Kritislik yet again. Vrisk blamed the pirates.
This bevy of paranoia and blame was abruptly interrupted as a resounding creaking echoed through the chamber. All the Council turned in unison to look at the source of the noise, which had come from beyond the head of the table where a single seat was left empty.
Filthy claws the size of forearms clacked against the stone as their bearer walked forward. A noxious aura preceded its passing, and whatever servants that had not had the foresight to vacate the room dropped dead from the sheer malevolence emanating from the creature. There was a collective intake of breath as it came into the light of the warpstone pillar to reveal a furred snout, with ash-grey fur and blazing green eyes. Great horns curled magnificently on top of its head, and it clutched a dreadful sword that stung the eye to gaze upon. Tall, lanky, and sinewy, it stood a good five times higher than any skaven in the room.
Skreech Verminking, instrument and architect of the Horned Rat's will.
The daemon spoke softly, but its words burned themselves into the mind of all those present. "I am almost disappointed in how easy it was to drive the mighty Council of Thirteen to backbiting and snoutgnawing. It was I who arranged this council, yes-yes."
Leaning over – but not quite touching – the Horned Rat's chair and planting its massive forearms on the table, Skreech continued: "I have been brought into this den of inequity by the will of our lord the Horned Rat to deliver an irrevocable task to you fool-fools. Soon a storm will come to the world, a storm of big-big-big proportions, brought on by manthings and elfthings and dwarfthings and spikethings all at once! It will surely topple the weakling empires above the ground. But our lord is not content with that, no-no,", Verminking exhorted, slowly walking behind each council member in turn before arriving back at the head of the table.
"Only once-once before have the Skaven master race been truly united in purpose, and the instant that happened the doom of one of the greatest threats to the world was assured. Now our lord and master wills-wills this to happen again! You shall unify, and sweep aside the blind-blind twolegs which walk the surface above. Raze their fortresses! Enslave their spawn! Steal-steal their riches! The Under-Empire shall become the only empire to walk the face of the world! And then…" , the Verminlord's eyes glittered like vile emeralds, "Beyond."
In the labyrinthine archives of all Skaven librarians it is written that upon the beginning of the crusade to wipe the lesser races off the face of the world, Skreech Verminking, mightiest of all Verminlords, chose an agent to more fully channel the will of the Horned Rat. This overlord would command all skaven forces until the crusade's completion, and doubtless enjoy the favor of the Horned Rat if they served well.
Who did he choose?
[ ] Skyre
Seated directly to the left of the Horned Rat's chair, Skyre is one of the, if not the, most powerful clans of the skaven. Rich in warpstone and making extensive use of exotic and powerful war machines, is it any surprise that they were chosen to lead their race to victory?
Advantages:
-Skyre is a clan focused on the mechanical. Not only is the manufacture and production of guns, war machines, and other nefarious devices easier for them, research into better ways to construct these and other, more exotic, devices, goes quicker and with less casualties. Whether warpstone jezzails or gigantic doom lasers, Skyre is the best at providing.
-Skyre is very good at obtaining the warpstone to power its guns. It is very rich. (Income ++)
-Skyre is also proficient at obtaining good ideas from their foes – the looting of enemy war machines is common, and may even lead to reverse engineering.
-The Arch-Warlock of Skyre, Lord Morskittar shall lead this faction. Possessed of an unlikely amount of guns on his person, an astonishingly brilliant mind, and the competence you would expect of a skaven warlord in all other areas, he is truly the best option to lead his race! The rumors that he worships himself and not the Horned Rat are of course vile slander, false in every way.
-Overall, Clan Skyre is the clan most focused on the advancement of science and technology among the Skaven, and their approach to life reflects that. (Big bonus to all Learning rolls)
Downsides:
-The sacred cabal of the Grey Seers are fearful of your possible heresycontemptuous of your arrogance jealous of the great wealth of knowledge you possess. It will be difficult to proceed as naturally in brainwashing the masses utilizing the faith of the Horned Rat as it would be otherwise – research into the daemons of your god will be slower and more prone to failure, and worse, the Seers may meddle in your affairs without prior permission.
-Your fellow Great Clan Moulder is envious of you elevated position – they will doubtless withhold vital information about the finer arts of breeding their warbeasts, and may refuse your orders entirely if irked too much.
-Pestilens has always been wary of your prospective studies into hygiene. No doubt your research into weaponized diseases will go slower, and without your infallible eye on their secretive projects they may create something they cannot control. But the chances of another Black Plague are infinitesimally low, right?
-Clan Eshin, the enforcers of the quiet peace, may take issue with your star rising above their own. Certainly your own intelligence officers are not as subtle as theirs, and it would be wise not to anger them, just in case they decide they would better be in charge. Many a leader has met his end on the edge of an Eshin blade.
-GM gets to control Thanquol
[ ] Grey Seers
Seated directly to the left of the Horned Rat's throne, the 169 Grey Seers have long been the most loyal enforcers of the Horned Rat's will. Now at long last, their faith has been rewarded, and they shall accomplish their dread lord's will!
Advantages:
-A Grey Seer is the closest thing to the divine most Skaven will ever see. As a result, it is far easier to utilize the faith of the Horned Rat than others would find. (Big boost to all Piety actions)
-The Grey Seers have long been interested in exploring the possibilities of the daemonic their Lord offers them. They will find discovering and harnessing new types of daemons far easier than otherwise, and developing exotic projects like daemon-possessed common rats as spies, common daemons as troops, and the creative application of Screaming Bells will be accomplished with all swiftness.
-As servants of the god who by one of his tenets legally owns all of the warpstone in the material plane, the Seers have an easy time procuring it. (Income ++)
-Seerlord Kritislik heads the cabal – a skaven with a strength of faith legendary even among his order, a formidable spellcaster, and extreme competence in all other areas, is it any wonder he was the one chosen to lead the Skaven? Perhaps his lord and master might reward him with a touch of the daemonic if he does well…
-While the matter of higher treason is always on the table, smaller plots by the common skaven will be less of an occurrence – who are they to argue with their god, after all?
Disadvantages:
-The arrogant bastards Clan Skyre are envious of your rightful position at the top! You'll be on the lookout for their meddling paw in anything that goes wrong, for without a doubt it will be there behind it all.
-You've always suspected Clan Pestilens to be heretics – the 'other aspect' of the Horned Rat they follow has always rankled you as suspicious. Doubtless you'll have trouble with them down the road.
-There was that one errant grey seer you banished a while back that always seems to niggle at the back of your mind. You recall he swore vengeance upon you or some such. What was his name? Tarquin? Tank? Thanquol?
[ ] Eshin
Seated second at the Council of Thirteen, ever in shadow, but ever feared, Eshin is more than any the clan that keeps the Under-Empire together, with its famed assassins capable of silencing any voice who opposes them. The knives in the dark shall usher the Skaven forth into the light!
Advantages:
-The Skaven are the species with the greatest intrigue capabilities in the world, and Eshin are the greatest intrigue specialists of the Skaven. All matters of cloak and dagger come easier to them, and this comes with a myriad of benefits – when a rival clan begins stirring up a fuss, instead of going to war against them Eshin may simply dispatch an assassin to get rid of the belligerent. Their agents are extremely adept at covertly instilling fear where it is needed, persuading those who do not agree with their vision, and … taking care of those who do not cooperate. They`re very unlikely to be deposed as a result of this – how can you plot against the people who do your plotting for you? (Huge boost to all intrigue actions, and all that implies)
-The dread Nightlord Sneek heads Clan Eshin. He is an incredibly deadly combatant who could likely sneak into the most austere chambers of the Druuchi if he so wished and he is no slouch in any other area either. Perhaps even the rumors about him wielding shadow magic have some basis in reality…
-Overall, Eshin is a far more stable choice than any other, as their tremendous intrigue capabilities ensure any rebellion is strangled in the crib, and no enemy leader is safe from them.
Disadvantages:
-Though they would not dare voice dissent, Skyre is jealous of you. No doubt utilizing their areas of expertise will be less efficient than otherwise. If they get particularly airheaded they might even try their hand at counterplotting…
-The Grey Seers, despite being by far the greatest employers of Eshin's services, cannot help but wish they would be more pious. They'll be reluctant to share their discoveries about daemons, and if they perceive some great religious crime against them they may even encourage dissent.
-Clan Moulder has always been wary of Eshin, and their exotic warbeasts have always been too unsubtle for the assassins. Should you wish to utilize them, it'll be laden with extra fees, and perhaps they too may try their paw against you.
-The diseases of Pestilens have always been far too unreliable for Eshin's purposes – the two clans mostly ignore the other, resulting in any potential benefits gained from cooperating never coming into being. And of course there's always the risk of one of Pestilens' projects running out of control…
-As a result of being so proficient in the matters of hidden knives, Eshin has little time for finances beyond the payments for their assassinations. They receive no bonuses to their income.
-GM gets to control Thanquol
[ ] Pestilens
The cause of the first and second great Skaven civil wars, Pestlinens has grown strong off the savaging they received at the hands of the lizardmen in times past. In those fell jungles, ravaged by poison and claw and fang, they found true enlightenment into the nature of the Horned Rat, and mastery over the disease that cut away at their bodies. With this acknowledgement of their legitimacy, they shall reign supreme over all matters of the flesh!
Advantages:
-Pestilens has a frankly ridiculous amount of plagues at its disposal. It has maladies that cause infected to sprout fruit from their bodies, plagues that overproduce sweat to the point where the infected drowns in their own secretions, diseases that fill the infected with relentless hunger for flesh of their own species … almost any effect can be formulated in the dread plague cauldrons of Pestilens. Some examples below:
-Nor are the living the only afflicted. With research, Pestilens will be able to raise the bodies of the dead with the power of microscopic daemons and use them as cannon fodder, labor, or whatever use comes to mind.
-Pestilens' soldiers have become inoculated with so many diseases of natural and unnatural sorts over the years that they have become visibly tougher to put down, their flesh swollen with plague. With some development perhaps this could be spread to the rank and file.
-Plaguelord Nurglitch heads Pestilens, and his mastery of disease is such that he wields their effects in his dread sorcery. Additionally, his mind for learning and piety, while bested in each by the heads of Skyre and the Grey Seers, can compete with them both. Admittedly his talents for organizing most anything else are rather lacking, but who needs such things with what gifts he possesses?
-Overall, Pestilens tends towards a mix of the material sciences and the mysteries of the arcane to create their plagues rather than focusing on one or the other. (Learning/Piety boost, but not as high as Skyre/Seers)
Downsides:
-Clan Skyre has always regarded you with contempt, preferring the inefficient use of machinery over the intricate workings of plague. If you wish to use their war machines no doubt it'll cost more to produce them, and they may forget the inferiority of their fleshy bodies long enough to attempt a coup.
-The Grey Seers still suspect you of heresy, despite you ostensibly being more pious than they are! No doubt they'll be reluctant to share their daemonic research with you, and they may even attempt to depose you if their view of you grows clouded enough.
-Clan Moulder has always been wary of the effects your maladies could have on their precious warbeasts. It shall be more inefficient to attempt to procure them or research more, but the benefits…and of course they may decide they don't want you in charge. They are Skaven, after all.
-Clan Eshin has always rather forcefully ignored your clan, and you have done the same. No doubt actions of intrigue will be more difficult without their support, and they may even attempt an assassination.
-While its mastery of bioweapons is unmatched throughout the Under-Empire, the same cannot be said for Pestilens' mastery of finances. (Income -)
-GM gets to control Thanquol
[ ] Moulder
Residing in the great Hellpit in the north of the Under-Empire, the skaven of clan Moulder have always seen the folly of throwing their own soldiers into the fray heedlessly that the other clans do not. Against some foes such as the hordes of chaos, sheer numbers don't matter. This is why Moulder specializes in breeding massive numbers of vicious warbeasts, because those numbers matter more. Combined with their massive reserves of wealth, is it any wonder that they were chosen for the role of leadership?
Advantages:
-As the only major clan to really get into the study of breeding monsters, Moulder is able to produce warbeasts far faster, easier, and cheaper than otherwise.
-As masters of breeding monsters, Moulder is not limited to only breeding rat ogres. Whether it be modifying breeders to breed faster, attempting to breed mind control bugs, or interbreeding skaven with orcs, Moulder is capable of doing it.
-Moulder is the richest of the four Great Clans, as the primary fortress of the Hellpit allows them to stockpile and collectively use their wealth far easier. (Income +++)
-Packlord Verminkin heads Moulder, and while he is immensely fat and not as capable in physical combat as some others, he keeps a menagerie of strange beasts about him to compensate. In addition, his head for finances is among the best in the Under-Empire, and his skills are very well-rounded to compensate.
-Overall, due to the logistics of supplying its beasts, Moulder has an easier time with numbers than others. (Big Stewardship boost)
Downsides:
-Clan Skyre is rather contemptuous of Moulder's focus on breeding beasts, preferring to fiddle with cogs and gears. Gaining access to their technologies will be more expensive than it would be otherwise, and they may not always obey your orders.
-Clan Pestilens has always been envious of Moulder's monopoly on the warbeast market, and eager to obtain some samples for experiments. Without paying, of course. Relations are thusly cold between the two clans, and Pestilens may not always respect Moulder's newfound leadership.
-Warbeasts are anything but stealthy, and clan Eshin has always been wary of Moulder's economic prowess, despite happily accepting their money for jobs. They may attempt an assassination if they feel sufficiently threatened.
-The Grey Seers dislike Moulder being put in charge more on principle than any grudge against them; they will be reluctant to share their research on daemons, and may act without their explicit consent on issues they consider their discretion.
-GM gets to control Thanquol
[ ] Mors
A self-proclaimed rising star among the Council, Mors has recently ascended to the level of a Great Clan with the taking of Karak Eight-Peaks. However, due to their relative newness and perceived arrogance, the other Great Clans tend to look down their noses at them. They are enormous idiots for doing so, of course – for unlike the other Great Clans, who focus into one area of expertise and run down it to the exception of anything else, Mors keeps its options open and acts in all areas, as well as keeping the benefits from being a former Warlord clan. With this diversity in tactics, Mors shall triumph!
Mors
Advantages:
-Mors commits itself to being a Renaissance clan of sorts, focusing on an omnidisciplinary approach rather than being all guns or all assassins. As a result they make reasonable progress in all areas rather than focusing on one to the detriment of the others. (Middling bonuses in Learning, Stewardship, Intrigue, Piety, and Martial)(Able to access advanced research in all categories)
-Mors also keeps its finances responsibly tallied up, though it lacks some of the higher tricks and techniques of the bankers. (Income +)
-Mors retains the benefits of being a Warlord clan as well – a percentage of its forces are elite stormvermin, and with research this will be able to be broadly applied. Additionally, a force of actually loyal (for Skaven) bodyguards will accompany the Warlord at all times, increasing her personal safety.
-The Arch-Despot Gnawdell commands Mors, and it is thanks to her keen mind that the clan has rocketed to the heights it has. She is very skilled in all disciplines, though not to the extent of some specialists, and is deadly in personal combat, particularly with her elite stormvermin bodyguard.
Disadvantages:
-All four Great Clans, as well as the Grey Seers, see Mors as a childlike upstart infringing on their territories. Even this recognition by the closest thing to the Horned Rat himself is not enough to stave their indignation; they will balk at any command given to them and will doubtless all seek to undermine you. They may even cooperate with each other if pushed hard enough.
-GM gets to control Thanquol
[ ] The Unified Skaven Army
Formed on a past order of the Council and headed by Warlord-General Paskrit, the USA is a force of Skaven from all clans and all walks of life, dedicated to one thing and one thing only: the smashing of the enemies of the Council. With this promotion from the Horned Rat, the USA will balloon to encompass more than just an elite force at the Council's beck and call – it shall be a thing for all skaven, regardless of age or rank or cunning, a unified force ready to sweep over the surface world – a crusade like no other ever seen!
Advantages:
-The USA has weapons from all corners of the Under-Empire in its ranks, from the famed Doomwheels to rat ogre phalanxes to entire battalions of stormvermin. If it's a weapon, they have it – and they're incredibly good at directing research to get more weapons.
-As the closest thing to a pure army the Skaven possess, the USA's fighting instincts have been honed incredibly sharp. (Huge bonus to all Martial actions, better tactics acquired, etc)
-The comradely structure of the USA seems to perforate outwards whenever they're on campaign, and with the expansion it will start to have big benefits. Whenever the USA is participating in a war footing, rebellions of all sorts, from big to small, are much less likely to happen and are much less potent if they do.
-Paskrit treats her underlings well, and as a result her personal assistants are among the most loyal of all Skaven to their superior – it would require something very substantial to get them to backstab her.
-Warlord-General Patton Paskrit heads the USA, and she is perhaps the single greatest military mind the Skaven race has ever had. While she can't match the sheer power some of the sorcerers of her race put out, her fighting skills in person leave almost no one who ever meets her blade-to-blade in one piece. Admittedly her peacetime skills are lacking, but who ever said one runs out of enemies?
Disadvantages:
-The USA never really focused on 'peacetime activities' like the art of domestic intrigue, or running trade accounts, or building temples or anything of the sort. (Malus to all other categories when at peace)
-The USA is additionally not very good at handling money. (Income -, increased to -- when at peace)
-Paskrit is a stupendous general. However, a peacetime leader she is not, and the more plot-savvy clans will raise trouble if a peace footing is established.
-GM gets to control Thanquol
[ ] The Navy
As part of a convoluted series of compromises when forming the USA, a navy was also established despite the Skaven not having any ships at the time. This led to it mostly being ignored, which most people figure is how Fleetmaster (he prefers Cap'n) Vrisk Ironscratch got in charge. Now that the Horned Rat has (for some godsdamned reason) given command over the entire skaven race to … him, doubtless great changes will follow, if not necessarily sane ones. One thing has always been certain about the Navy…
'tis a silly place.
Advantages:
-The Navy gets a bonus to any action involving ships. Since not all operations take place on the sea, this can sometimes go to ludicrous extremes. For instance, all naval battles are more effective, but also having soldiers wear ship costumes makes them more effective in battle, arranging them into boat-shaped formations aids their speed, and on and on to any extreme end that can be thought of. Any end.
-Pirate jokes. All the pirate jokes and shipping jokes and puns the GM can possibly think of. Naval-related puns in thread are fully encouraged and may even give bonuses if clever enough.
-Fleetmaster (Cap'n for the initiated) Vrisk Ironscratch heads the Navy. A salty sea rat, he was born on the back of a whale, they say, and has spent his life honing his naval combat capabilities. In any naval battle he gains an immense boost in competence, and he performs inexplicably well when fighting on ships of any kind. He's also hard to predict in combat due to being insane.
Disadvantages:
-The interests of the Cap'n start and end at ships. Anything not related to them is neglected. (Malus to everything not involving ships)
-Unlike Paskrit, Vrisk's underlings can't trust him very well due to his errant moods. His personal underlings are more likely to backstab him than normal (for skaven) because of his insanity. This does extend to wider rebellions as well, although there's surely a way to fix this. Maybe replace their brains with boats…
-GM gets to control Thanquol
[ ] Rictus
An old clan, lasting through the last great regime change, back when Council members were still called Grey Lords. Rictus found its greatness in Cripple Peak, Nagash's ancient bastion, rich in warpstone and dark knowledge. Admittedly the supplies have gone dry, but no one knows that yet, and with what they have learned from fending off undead attacks for thousands of years, they will surely meet no resistance great enough to hold them back!
Advantages:
-Rictus is very familiar with the signs and workings of the Corpse Geometries, if only from study of its effects rather than actual implementation. Whether it be the best tactics for fighting a skeleton legion, the efficient usage of undead labor, or perhaps even research into necromancy itself, Rictus specializes. (Bonus to all undead-related actions)
-Rictus still retains the credit of all of the warpstone mined from Cripple Peak. While these are technically no longer valid, as long as they're used no more than once no one should notice. (Start with a large amount of unreplenishable money in another tally)
-By serendipity, the announcement that Rictus would lead the skaven to victory was immediately preceded by great news: the Corpse Geometries are useable by the greatest race! Of course it's only on the smallest of scales, but that will surely change soon. (Start with small amount of basic necromancers)
-Bonelord Kratch Doomclaw heads Rictus – he, as befitting his title, is a burgeoning necromancer, and is eager to advance his capabilities.
Disadvantages:
-Due to being somewhat secluded in Cripple Peak and focusing all their efforts on the pursuit of necromancy, Rictus is not very good at all at financial matters. (Base income --)
-While the skaven will no doubt be better at necromancy than any puny human, the one known as the First Necromancer is still a fearsome figure to the skaven. Should Nagash ever return he may subvert whatever legions you have raised if you're not adequately prepared.
-The Grey Seers are wary of Rictus' newfound necromantic powers. While matters are neutral for now, they will be watching to make sure they stay faithful.
-GM gets to control Thanquol
[ ] Warpfang Bank
The primary financial institution of the Skaven, the Warpfang Bank is a respected organization for the vital work it does to keep the charade of a stable economy from collapsing. No doubt with the Horned Rat's blessing*, the Bank will be able to manage hordes of stormvermin as well as it does ledgers.
*Provided the Seers pay the appropriate dues
Advantages:
-The Warpfang Bank is bar none the wealthiest organization among all the skaven. They are incredibly good at all things related to money. (Income +++++)
-Due to the unique nature of skaven finances, the Bank controls a surprising amount of background detail in the average skaven life. This can be leveraged to ensure rebellious plots are kept to a minimum.
-The Warpfang Bank is not as xenophobic as some of the other skaven. Provided they're willing to dive into the labyrinthine confines of skaven finances, the Bank accepts all comers. (Diplomacy bonus)
-The head of the Bank is the Arch-Economist Skrisnik Goldfang, named for his golden teeth. They're actually gromril he had made through a convoluted series of false identities, colored gold, but he tells no one this. Not that it'd help him much, he's a horrid fighter, but it pays to have an ace in your gums. His mind is brilliant in terms of finances, and he's used to dealing with other races due to the nature of his job. He's also no slouch in terms of spying. Don't ask him to do much else, though – if it's not paying, he's not praying.
Disadvantages:
-The Warpfang Bank is a bank. While it is very good at paying off other people to fight their battles, it doesn't actually have any experience on a war front. (Big malus to martial)
-The courteous system of credit the Bank uses to influence its clients only goes so far – should a clan be pushed far enough, it will simply claim its debts invalid. Of course a rebellion like this cannot be tolerated, but precedent is best kept.
-The Grey Seers have always been wary of the Warpfang Bank. Their lack of outward (and inward, though they'd never admit it) piety makes them suspicious.
-GM gets to control Thanquol
[ ] If not picked, becomes Skurvy
[ ] If not picked, becomes Skab
These options lead to a custom clan creation screen. All ideas are accepted, though not all may be implemented.
[X] Thanquol
The rat in the back of the room, the one who summoned Skreech Verminking in the first place. Thanquol has long been an object of perverse interest to fate, always having his best-laid plans laid to waste by strokes of chance yet always escaping with his life. Now Grey Seer Thanquol – no, Arch-Rat Thanquol has been appointed leader of his entire race, just as he always knew he deserved. Will his life fall to pieces yet again? Not if he has anything to say about it.
Advantages:
-Being united under one rat rather than an organization has let the Skaven work more fluidly than otherwise. (Small bonus to all rolls at start)
-The Council are not quite sure what to make of this dark horse – for now, none will act against him until they're sure of his intentions. (Start with all factions being at least neutral toward you)
-Thanquol is truly** as brilliant as he thinks – no subject is beyond his grasp! (Gain access to all research topics normally blocked off from one faction or another)
-Thanquol is perhaps the most formidable sorcerer the skaven have ever seen – if he wished he could blow away Kritislik with little trouble. This has only increased thanks to tangible blessings given by the Horned Rat. He is also a skilled battle commander, has a nose for sniffing out deceit, and is capable of delegating matters he doesn't know much about effectively. He's also very hard to kill and is unnaturally good at avoiding assassination attempts, whether on purpose or not.
-Skreech Verminking, mightiest of all Verminlords, has taken a special interest in Thanquol. He may be asked for advice on any topic once per turn, but beware, for the Shadow Council plays mysterious games and his advice may not always be trustworthy - by skaven measures, no less.
-Overall this option is the most diverse and yet united the Skaven become, with the strengths of all factions and the weaknesses of none. If it doesn't all fall apart on you that is.
Disadvantages:
-The Council members are political animals, and given time they will try to influence you to their favor. Depending on how you respond, this will change their stance towards you.
-Skreech Verminking, mightiest of all Verminlords, has taken a special interest in Thanquol. He may be asked for advice one any topic once per turn, but beware, for the Shadow Council plays mysterious games and his advice may not always be trustworthy - by skaven measures, no less.
Fate's Bitch: ??? May all the gods have mercy on you poor bastards because I sure won't
**kinda