Morskittar is a rather prickly bugger, it's true. And he's feeling somewhat salty about Skrisnik displacing him from his spot that he's managed to hold on the Council for the last while. So even though he's arguably more powerful than he was 2 turns ago, he's still gonna be grumbly.
Maybe have Skyre head the conquest of the Karak Ankor, with aid from the newly raised Mors? If Rictus has gotten some serious mojo by that point perhaps make use of the wonderful Dawi tradition of interring their dead whole and well preserved.
Nah mate, that completely misses the point. It isn't Skyre that needs to be appeased, but Morskittar. Their narcissistic overlord. Thanquol just stomped all over his pride in front of everyone while he was trying to establish dominance in the face of shifting fortunes.
And don't the skaven hate humiliation second only to how strongly the feel FEAR?
I am glad I have started reading this recently. I am still catching up, but the Skaven game here is helping me learn how to write evil factions (and how to be more evil.) and still be able to root for them. Plus world conquest is fun.
I am glad I have started reading this recently. I am still catching up, but the Skaven game here is helping me learn how to write evil factions (and how to be more evil.) and still be able to root for them. Plus world conquest is fun.
Was going through wiki articles on warhammer lately and I started reading more on Nagash. Dunno if this has already been said but for the next turns plan that presumably is going to deal with him as the primary antagonist, I think that blowing up the twin towe- i mean black tower and black pyramid would go a long way to weakening him personally. In addition it should also weaken the land of the dead as a whole because it increases the amount of death magic in the area which the tomb kings need to continue.
Was going through wiki articles on warhammer lately and I started reading more on Nagash. Dunno if this has already been said but for the next turns plan that presumably is going to deal with him as the primary antagonist, I think that blowing up the twin towe- i mean black tower and black pyramid would go a long way to weakening him personally. In addition it should also weaken the land of the dead as a whole because it increases the amount of death magic in the area which the tomb kings need to continue.
I have a rough sketch of an idea for Rictus to go as an entire Clan to ransack the places for Lore with aid from Thanquol because Thanquol's traits make him ludicrously good at grabbing new magics and researching them. Savant combined with Warpstone Addict and Innate Talent would make the results incredible.
The question is one of how we want to attempt the infiltration and how to destroy the Pyramid and Tower. For infiltration we could make use of Eshin to smuggle us in or attempt to deploy the Navy en masse on Sand ship-boats to get us in?
For depriving Nagash of his things do we use our Dwarfen enhanced industry to allow Ikit Claw to complete the Doomsphere and blow up the Pyramid and the surrounding countryside? Or perhaps summon the Verminking himself to aid us in directly attacking his ancient foe and make use of the Verminlord's, by definition, monstrous stats to spite Nagash?
Some interesting ideas to refine once this turn is over and we know what we are working with, and against considering we have no idea what the final results of our war across the Plain of Bones will be and how Nagash may respond or what info/research we might rip from the Necromancer's we can interrogate.
I do apologize for the delay in this update - I have about 4000 words of it written up, but I've gotten to a point where I'm growing increasingly dissatisfied with the whole thing, no matter which way I try and alter it. I've been trying to find a way to get it to where I want it to be for ... this whole time pretty much, but it's being stubborn.
Not helping is the fact that I've now started another quest, because my muse would not let me not.
I couldn't help myself. I will keep working on the dark lands battle and complete them, though. Skaven quest isn't allowed to die before I do!
I do apologize for the delay in this update - I have about 4000 words of it written up, but I've gotten to a point where I'm growing increasingly dissatisfied with the whole thing, no matter which way I try and alter it. I've been trying to find a way to get it to where I want it to be for ... this whole time pretty much, but it's being stubborn.
Oh yeah just the update, I like this quest a hell of a lot. It's to do with the way I portrayed the situation, I think - I mistakenly tried to capture it in one battle scene when it's really more of a grind that goes on for weeks and weeks kind of deal. I may have to rewrite it, but it'll come out better for it.
So I found this and binged my way through it and I enjoy it. So to show my appreciation here is an idea that has been bouncing in my head since reading about our lovely little Tunnel monsters.
Mainly the idea of making it so that when one of our monsters is killed that from it's body (whether it be instantly or days later) spawns a collection of flesh eating maggot like worms. I am thinking that we can develop a sort of parasite that react violently to the death of it's host, causing it to rapidly begin to grow and go into a feeding frenzy where it tries to eat everything it can find to feed it's growth.
We can then just implant a bunch of these in various monsters and even Skaven to act as a nice surprise for any enemy thinks they are safe now that the original threat it dead.
The problem with that is that Skaven kill each other quite often in the process of jockeying for position. Things that make deaths worse for people surrounding are going to friendly fire the shit out of us more than anything else.
The problem with that is that Skaven kill each other quite often in the process of jockeying for position. Things that make deaths worse for people surrounding are going to friendly fire the shit out of us more than anything else.
The problem with that is that Skaven kill each other quite often in the process of jockeying for position. Things that make deaths worse for people surrounding are going to friendly fire the shit out of us more than anything else.
I don't know about that, it sounds like a pretty good idea to me. Matches the Skaven's theme and gives us an unexpected surprise that has a plethora of refinements to look into. Losses on that level wouldn't even be considered at the scale this quest operates on.
Inflict these parasites on a lot of the slave clans, and watch them spring out of the corpses of our fodder as the enemy advances over them. Or put them into abominations that break lines, and watch them spring forth behind those lines. It's an idea with a lot of potential.
@Sinsystems if you haven't seen, the QM has a threadmark under informational for player ideas. Follow the format, and it'll get added (I'm pretty sure he still updates it anyways). Examples of it are on the list.
Name (if applicable):
Description:
Probable clans used:
Is this:
- An original technology (i.e. airplanes or whatever)
- A blend of technologies (e.g. cyborg warbeasts or somesuch)
- An upgrade of existing technology/ies (state which)
- A superweapon
- Something else?
I don't know about that, it sounds like a pretty good idea to me. Matches the Skaven's theme and gives us an unexpected surprise that has a plethora of refinements to look into. Losses on that level wouldn't even be considered at the scale this quest operates on.
Inflict these parasites on a lot of the slave clans, and watch them spring out of the corpses of our fodder as the enemy advances over them. Or put them into abominations that break lines, and watch them spring forth behind those lines. It's an idea with a lot of potential.
@Sinsystems if you haven't seen, the QM has a threadmark under informational for player ideas. Follow the format, and it'll get added (I'm pretty sure he still updates it anyways). Examples of it are on the list.
Name (if applicable):
Description:
Probable clans used:
Is this:
- An original technology (i.e. airplanes or whatever)
- A blend of technologies (e.g. cyborg warbeasts or somesuch)
- An upgrade of existing technology/ies (state which)
- A superweapon
- Something else?
Thanks I'll see what I can whip up with the format. Also I was thinking that I could possibly make it so that the worm injects various hormone into it's host when it senses them in distress, probably just some generic combat drug stuff but it would be useful.
Description: A common parasitic worm mutated by Clan Moulder into something far worse. When injected into a living host the juvenile Corpse Worm lays dormant, surviving by siphoning off small amounts of nutrients, until the host's death at which point the Corpse Worm enters it's active state. Once active the Corpse Worm begins to grow rapidly and it enters a feeding frenzy in order to sustain this rapid growth. After a small period of time, which varies depending on how many corpse worms in the host and the size of the host, the worm will reach "Maturity" after which it will burst out of the corpse of it's former host and seek to devour any flesh within the immediate area.
Probable clans used: Clan Moulder
Is this: A General upgrade to Clan Moulder warbeasts by serving as a nasty surprise to anyone who thinks they killed their monsters, can also be used on regular Skaven troops.
Thank you, I am planning on cooking up some other ideas in the future. Currently I'm toying with the concept of a superweapon that is a giant missile loaded with mutagenic liquid that flies into the air, explodes and causes it to rain mutagen that turns those touched by it into rat monsters....every living thing into a rat monster.
Nice! Though for it to be a true superweapon you'd probably want to make it also consist of a system to launch those missiles all over the planet or something - that sounds like a pretty badass technology, likely up Horripila's tree, but superweapons are invariably things that have a noticeable effect on the strategic scale of things.
Nice! Though for it to be a true superweapon you'd probably want to make it also consist of a system to launch those missiles all over the planet or something - that sounds like a pretty badass technology, likely up Horripila's tree, but superweapons are invariably things that have a noticeable effect on the strategic scale of things.
Name (if applicable): Rat Rain Rocket
Description: A horrifying weapon made from the latest in Skaven rocket engineering and filled with a concoction spawned from the darkest of their Laboratories the Rat Rain Rocket is a weapon that could spell doom for an entire country should it succeed. Capable of reaching anywhere in the world, the weapon shall explode high up in the air, blanketing the sky in clouds of sickly green.....then comes the rain and with it Doom.
This rain, a mutagenic slurry made from the flesh of countless Skaven mixed with warpstone and other...darker substances shall blanket the earth and twist every living thing that comes into contact with it into a monstrous mix of rat and whatever they once were that is consumed by nothing but an insatiable desire to kill and a burning hatred for all that are not like it. Only those guarded by the strongest of magical defenses or holed up in the deepest of fortification can hope to escape the rain and even then they shall find themselves alone, surrounded by monsters in a land transformed into a mockery of what it once was.
Probable clans used: Horripila, Moulder, Skyre
Is this: Superweapon, Biochemical Nuke.
For anyone who hasn't already read it, you may want to read @Xantalos' new quest. The prologue shows exactly why we should start messing with the Lizardmen before they have time to build up steam. Before this I thought it was way too risky with too little payoff, but holy shit the threat they represent if given time is so much worse than I thought.
For anyone who hasn't already read it, you may want to read @Xantalos' new quest. The prologue shows exactly why we should start messing with the Lizardmen before they have time to build up steam. Before this I thought it was way too risky with too little payoff, but holy shit the threat they represent if given time is so much worse than I thought.
At the very least we need to do some spoiling attacks and sabotage. Inflict damage that prevents their build up whilst putting together the forces and technologies needed to make breaking the lizardmen achievable.
Spears/halberds, muskets, and Ratzookas should be enough to counter the conventional lizardmen forces. Their casters less so, but Skaven have mages of their own so it's a fight there.