You can say my name, it's cool.
I wanted to leave it up to you whether you wanted to publicly claim it, but good to know for the future.

Oh, if anyone hypothetically wanted to try their hand at writing out Skretch fighting off the undead, feel free. I was tempted to put it in one last section of its own, but honestly speaking this update fought me harder than Mike Tyson in Punchout, so I was just happy to get it out as is.
 
Also, if somebody does write that segment, I beg of you, please find some way to include an undead kraken
 
They've been working on it.

Also, if somebody does write that segment, I beg of you, please find some way to include an undead kraken
Hold yer horses lad, we're only recreating Pirates of the Caribbean 1 at this stage, the more batshit insane stuff can come later.

Oh also also, the actual updates to your tech and hero units and stuff will be a while - I'm gonna be moving everything over to a new thread come turn 3 (the fact that this game averages less than 1 turn per year still astounds me) since I've found a decent manner of actually running this game mechanics-wise that doesn't strangle your own research progress as you get bigger. So, uh, consider this the official Anncouncement For That, happening Sometime.
 
Firstly I so happy this quest isn't dead! But I'm starting to worry I won't live long enough to see the end of it.

Oh also also, the actual updates to your tech and hero units and stuff will be a while - I'm gonna be moving everything over to a new thread come turn 3 (the fact that this game averages less than 1 turn per year still astounds me) since I've found a decent manner of actually running this game mechanics-wise that doesn't strangle your own research progress as you get bigger. So, uh, consider this the official Anncouncement For That, happening Sometime.

Wait, why do you need to move threads for the rules change? Can't the rules posted here just be edited?
 
Wait, why do you need to move threads for the rules change? Can't the rules posted here just be edited?
Primarily because I wanna put the whole thing together in a different light - I've made many, many rules changes to this quest already, mostly because I started with no rules or experience. But ultimately, I think I need to have a new starting point from a psychological point of view so I can run the quest with a decent mechanical base instead of getting bogged down in the slapdash sort of way I did it before.

All the events and everything are gonna be the same and I'm not gonna restart the game or anything, but given that I'm playing with changing everything from the settlement system to the way your actions and research work to infiltration to diplomacy to... it may not end as a full revamp but I am at least tweaking everything about how the game works, and I think a new thread best fits that sort of feel. And I kinda wanna be able to look back at what I made four years ago from time to time as a reminder of how I've evolved as a writer and game master person.

Plus there's a surprise coming with it.
 
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Primarily because I wanna put the whole thing together in a different light - I've made many, many rules changes to this quest already, mostly because I started with no rules or experience. But ultimately, I think I need to have a new starting point from a psychological point of view so I can run the quest with a decent mechanical base instead of getting bogged down in the slapdash sort of way I did it before.

All the events and everything are gonna be the same and I'm not gonna restart the game or anything, but given that I'm playing with changing everything from the settlement system to the way your actions and research work to infiltration to diplomacy to... it may not end as a full revamp but I am at least tweaking everything about how the game works, and I think a new thread best fits that sort of feel. And I kinda wanna be able to look back at what I made four years ago from time to time as a reminder of how I've evolved as a writer and game master person.

Plus there's a surprise coming with it.
So
On the next thread we're going to start on turn three, correct?
 
Primarily because I wanna put the whole thing together in a different light - I've made many, many rules changes to this quest already, mostly because I started with no rules or experience. But ultimately, I think I need to have a new starting point from a psychological point of view so I can run the quest with a decent mechanical base instead of getting bogged down in the slapdash sort of way I did it before.

All the events and everything are gonna be the same and I'm not gonna restart the game or anything, but given that I'm playing with changing everything from the settlement system to the way your actions and research work to infiltration to diplomacy to... it may not end as a full revamp but I am at least tweaking everything about how the game works, and I think a new thread best fits that sort of feel.

Plus there's a surprise coming with it.
Given the age of this thread I can definitely understands and appreciate giving this quest a fresh thread start.

Also, fully separating this rules set from the new one given the extensive changes seem more like a new game line rather than errata is for the best.

I do find humor that the turns are progressing in real time, haha, and in fairness I've had Omake for this kicking around for just as long.
 
All the events and everything are gonna be the same and I'm not gonna restart the game or anything, but given that I'm playing with changing everything from the settlement system to the way your actions and research work to infiltration to diplomacy to... it may not end as a full revamp but I am at least tweaking everything about how the game works, and I think a new thread best fits that sort of feel. And I kinda wanna be able to look back at what I made four years ago from time to time as a reminder of how I've evolved as a writer and game master person.

50/50 about this. It's good not to lose progress and restart from scratch. On the other hand it would be really cool to be what the skaven get upto after the lizardmen leave for your other quest.

Eh... given the update speed, this is probably for the best.
 
50/50 about this. It's good not to lose progress and restart from scratch. On the other hand it would be really cool to be what the skaven get upto after the lizardmen leave for your other quest.

Eh... given the update speed, this is probably for the best.
You can think of my other quest as being a lizardmen-focused campaign of the same homebrewed setting interpretation this one runs in. The underlying background information and everything like that is the same, but they're two separate timestreams. This is mostly because when I was initially planning this quest out I was planning on making it a lizardmen quest, but didn't realize that unless I guaranteed somehow that lizardmen were picked, there was a big chance that some other faction would get picked - as it happened, so it was! In a certain sense, Respect Your Elders is the quest I'd initially intended on running, and my initial plan was for this quest to be modeled somewhat like that one - the prologue would be how the End Times played out, and then the quest proper would take place in 40k to some degree. However, since I had no idea how to plan things back then, the quest kinda grew in the telling, and now it'll be the sequel to this one that tells the story of the skaven in the 40k galaxy - assuming you guys aren't completely annihilated during this one, of course!
 
Can we use the dragonbones for something (aside from squashing Greyseers)?
I some settings these are useful materials and reagents.
 
the sequel to this one that tells the story of the skaven in the 40k galaxy

Hold the phone - now my interest is off the charts!

I can't wait for the Under-Imperium of Skavenkind! We already have the God-Emperor, after all. I although I dread that eventually, Skaven are going to fall to Chaos and we'll basically have non-stop Horus Heresy scale rebellions besieging our empire. It's not going to endear us to the Chaos Marines if we exile uncountable hoards of Chaos Skaven to the Eye of Terror. I have a feeling they'd be somehow even more intolerable and more likely to backstab than the current (trans)human cultists, warlords and fanatics.

Plus Skaven as inherently chaotic and destructive beings (to our understanding at least) are perhaps more easily suited to Chaos, which would definitely make competing for your god's or gods favour even more competitive than it already is. I would say that in particular, Tzeentch would be a popular chioices for Skaven but that would be balanced out by Tzeentch's unpredictiable favour, abandonment and betray of his(?) faithful.

I have mixed feelings that Skaven can be so evil and chaotic they could potentially manage to make the Eye of Terror an even worse place to live. Guess it would be up to Abanddon to create the neighbourhood watch. :V
 
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By the way, I dont if Xanatos mind but I saw a bunch of homebrew skaven in a hispanospeaking page(is all fair use) some of them could play very well here in the quest, in translating it right now and I can post it, if you dont mind.
 
By the way, I dont if Xanatos mind but I saw a bunch of homebrew skaven in a hispanospeaking page(is all fair use) some of them could play very well here in the quest, in translating it right now and I can post it, if you dont mind.

That would be very interesting to see. Thanks for facilitating understanding across language barriers!
 
Late response >_<
His apprentices had already vanished from sight, a small part of Ikbolt's mind noticed as he frantically looked around for them.
Command their initiative or punish their cowardice? Hmm...

Yet, while the acolytes of Rictus could not offer meaningful resistance against the Conclave, they were present on the battlefield in such numbers that they could serve as a reasonably effective distraction.
The most Skaven of macro traits. :V

Paskrit's elites, hardened stormvermin holding glowing Skyre guns and mounted upon slavering centauroid monstrosities with golden skin, leapt into the fray at their Warlord-General's command. Packs of trained rat ogres loped alongside them, carrying spinning multi-barreled guns and small cannons loaded with explosive shrapnel.
Let us...not think about how much it cost to outfit them.

They crashed into formation after formation of bony soldiers, rushed through mobs of wailing spirits with shrill cries upon their lips, and did not stop going until the majority of the enemy necromancers had vanished into the red-ash fog of the horizon.
*shakes fist* Come back here, you cowards! Only Skaven are allowed to scurry-scurry away!

While no necromancers were able to be captured, the acolytes of Rictus were able to glean many insights from merely struggling against the masters of their art, and the overall strength of the clan's magic has increased.
Well, that's something at least.

Tretch Craventail survived his harrowing experience in the Field of Fire, and has subsequently been promoted to the position of Official Rictus Liaison! In theory this means he is responsible for inter-clan diplomacy and ensuring that Rictus is given fair representation on any multiple-clan venture. In practice, he essentially functions as a high-ranking lackey for Bonelord Doomclaw, and is assigned all manner of tasks that necromancers are not suited for.
*clap* Hey, necromancers are suitable for every task. They just need to find the right undead to do it with! (What do you mean they're not good enough for that yet? Oh...)

Skretch Half-Dead was present in the Port of Ruin this turn, and helped its staff defend it from a force of skeletons that raided it by walking along the seabed until they reached its location! During the struggle, he catalyzed the ability to steal the control of hostile undead and add them to his ship's crew.
Heh. Hey, no need to feed undead crew, that's got to be a plus.

All the events and everything are gonna be the same and I'm not gonna restart the game or anything, but given that I'm playing with changing everything from the settlement system to the way your actions and research work to infiltration to diplomacy to... it may not end as a full revamp but I am at least tweaking everything about how the game works, and I think a new thread best fits that sort of feel. And I kinda wanna be able to look back at what I made four years ago from time to time as a reminder of how I've evolved as a writer and game master person.
I wait with bated breath. :)
 
Name: Warpstone Former / Warpstone Vampire
Description: Keeping a vampire captive may be a tricky proposition but once such a method is found, they can be multiplied as needed. With the implants already produced and perhaps a little innovation it follows that an implant could be introduced that channels the Dhar produced by vampires into warpstone. Of course there is some possibility that the reverse might occur creating vampires that voraciously consume all warpstone within reach as they fat on Dhar.
Probable clans used: Rictus, Eshin/Skyre
Is this:
- A blend of technologies (Necromancy, Implants)
 
This are not mine, but from the page Ingarol, a spanish webside of warhammer, some of them have a quirk, their number and influence. Of course as everything, is Xanatos the one who have the last word about it.



Clan Abrak:
The skaven of Clan Abrak have open their own post in their sociaty as scribe and cartographers, it was they who invent the warp ink, a scret they protect very jelousy from outsiders since it allow certain influence to the grey seers. The skaven rarely(if ever) pull writen reports about something, so clan abrak dosent have that much of information(maybe because that is specialty of Clak Kisk, see below), but even the older skaven cant remenber all the tunels in the under-empire and that is when the other specially come to play.



It said there is barrow and hides unknow by almost everyone in the under empire that Clan Abrak ocupies thanks to theirs maps, allow then to apear in the most unexpected place at any moment, so far they have use this as levarage against older clan but with the end times near, maybe they could pull their weight for once and for all.
Numbers:400.000(aprox)
Influence:High
Specialty: Orientation, Maps, surprise atacks.

Clan Chittin:
This clan is decadence, before they were powerfull and mighty thanks to their hability to climb high monsains and the sleek fortress of dwarfs which made them very valuable for other clans, but with Clan Eshin enter into skaven politics who prove to have superior skills than Chittin, they star loosing influence as their skaven drop into their rivals, so far the only reason they still exist as hole is because nobody really bother to absorb them, something the clan fight to kept that way.

So far the clan(or whatever it remind of it) exist in the highest peeks in orders to beat invaders, they have survilist first and foremost and now with end times arriving, who knows, maybe they can thrive again.
Numbers: 1000
Influence:None.
Specialty: Better at climb that the avarage skaven(but not Eshin) sruvilist, know montains very well.

Clan Dirg:
This clan was weak and sick, with their members being born blind they fear their own destruction but by tacking the example of Pestilens and Eshin, they desire to move out and explore, where? down, very down to the ground were other skaven fear to go and the dwarft belive is the land of their dead, most skaven didnt mind and think they were gone, until suddenly they return.

What they saw they dont dare to said, but they boast of new gifs: they lost almost all their fur, having instead a hard, white pale skin and a "dark vision" they got from the "spirits" whatever their nature of those gifs are, they could probably be the next pestilens, if their numbers rise, of course.
Numbers: 900.000(Aprox)
Influence: Medium to high
Specialty: Six sense, deep diggers, know lore of the deep earth.

Clan Frite:
Clan Frite is probably the most numerous of skaven clan right after Mors and yet their influence is very low, this can be atribute to one thing in specify, their location: the clan lives right in Norsca and Kislev, their location have change their aparience: their have a heavy layer of fat and they have grow thick fur that is light brown in color, almost white that in the snow can be confused by one of the grey seers.

By their location, this clan know how to fight the humans in the north and the horrible beast of chaos, learing how to swim in the cold waters of norsca and their resistence, they mercenary can be buy by a price similar to clan skab, being harder to the kill than the regular skaven.
Number: 2,000,000.
Influence: Moderate to Low.
Specialty: Resistence to fighting chaos, resistence to cold, knowlage of Norsca.

This is not the complete list(translating is hard), and sorry if my english is faulty, I decide to learn to speak english and understanding over writting....and you can see that is kinda bitting my ass.
 
This are not mine, but from the page Ingarol, a spanish webside of warhammer, some of them have a quirk, their number and influence. Of course as everything, is Xanatos the one who have the last word about it.



Clan Abrak:
The skaven of Clan Abrak have open their own post in their sociaty as scribe and cartographers, it was they who invent the warp ink, a scret they protect very jelousy from outsiders since it allow certain influence to the grey seers. The skaven rarely(if ever) pull writen reports about something, so clan abrak dosent have that much of information(maybe because that is specialty of Clak Kisk, see below), but even the older skaven cant remenber all the tunels in the under-empire and that is when the other specially come to play.



It said there is barrow and hides unknow by almost everyone in the under empire that Clan Abrak ocupies thanks to theirs maps, allow then to apear in the most unexpected place at any moment, so far they have use this as levarage against older clan but with the end times near, maybe they could pull their weight for once and for all.
Numbers:400.000(aprox)
Influence:High
Specialty: Orientation, Maps, surprise atacks.

Clan Chittin:
This clan is decadence, before they were powerfull and mighty thanks to their hability to climb high monsains and the sleek fortress of dwarfs which made them very valuable for other clans, but with Clan Eshin enter into skaven politics who prove to have superior skills than Chittin, they star loosing influence as their skaven drop into their rivals, so far the only reason they still exist as hole is because nobody really bother to absorb them, something the clan fight to kept that way.

So far the clan(or whatever it remind of it) exist in the highest peeks in orders to beat invaders, they have survilist first and foremost and now with end times arriving, who knows, maybe they can thrive again.
Numbers: 1000
Influence:None.
Specialty: Better at climb that the avarage skaven(but not Eshin) sruvilist, know montains very well.

Clan Dirg:
This clan was weak and sick, with their members being born blind they fear their own destruction but by tacking the example of Pestilens and Eshin, they desire to move out and explore, where? down, very down to the ground were other skaven fear to go and the dwarft belive is the land of their dead, most skaven didnt mind and think they were gone, until suddenly they return.

What they saw they dont dare to said, but they boast of new gifs: they lost almost all their fur, having instead a hard, white pale skin and a "dark vision" they got from the "spirits" whatever their nature of those gifs are, they could probably be the next pestilens, if their numbers rise, of course.
Numbers: 900.000(Aprox)
Influence: Medium to high
Specialty: Six sense, deep diggers, know lore of the deep earth.

Clan Frite:
Clan Frite is probably the most numerous of skaven clan right after Mors and yet their influence is very low, this can be atribute to one thing in specify, their location: the clan lives right in Norsca and Kislev, their location have change their aparience: their have a heavy layer of fat and they have grow thick fur that is light brown in color, almost white that in the snow can be confused by one of the grey seers.

By their location, this clan know how to fight the humans in the north and the horrible beast of chaos, learing how to swim in the cold waters of norsca and their resistence, they mercenary can be buy by a price similar to clan skab, being harder to the kill than the regular skaven.
Number: 2,000,000.
Influence: Moderate to Low.
Specialty: Resistence to fighting chaos, resistence to cold, knowlage of Norsca.

This is not the complete list(translating is hard), and sorry if my english is faulty, I decide to learn to speak english and understanding over writting....and you can see that is kinda bitting my ass.
Would you like some help?
I have a relatively high understanding of spanish and am a native english speaker
Together we could probably translate everything on that site
 
@Xantalos
Say, how many undead dragons were actually destroyed?
Uuuuuuuuuuuuh DISTRACTION


Can we use the dragonbones for something (aside from squashing Greyseers)?
I some settings these are useful materials and reagents.
Rictus picked a few of them up, there'll be options relating to them next turn. Likely to do with how they can decipher the necromancy built into it or something.

I wait with bated breath. :)
Huzzah, reaction posts are favorite posts!
...Don't hold your breath too long though, not sure of your lung capacity in this metaphor.

Name: Warpstone Former / Warpstone Vampire
Description: Keeping a vampire captive may be a tricky proposition but once such a method is found, they can be multiplied as needed. With the implants already produced and perhaps a little innovation it follows that an implant could be introduced that channels the Dhar produced by vampires into warpstone. Of course there is some possibility that the reverse might occur creating vampires that voraciously consume all warpstone within reach as they fat on Dhar.
Probable clans used: Rictus, Eshin/Skyre
Is this:
- A blend of technologies (Necromancy, Implants)
...That's a ridiculously efficient, highly dangerous, potentially unstable, hilariously immoral development that could actually increase Rictus' political power by quite a bit. This is definitely being implemented at some point.

Clan Abrak:
The skaven of Clan Abrak have open their own post in their sociaty as scribe and cartographers, it was they who invent the warp ink, a scret they protect very jelousy from outsiders since it allow certain influence to the grey seers. The skaven rarely(if ever) pull writen reports about something, so clan abrak dosent have that much of information(maybe because that is specialty of Clak Kisk, see below), but even the older skaven cant remenber all the tunels in the under-empire and that is when the other specially come to play.

It said there is barrow and hides unknow by almost everyone in the under empire that Clan Abrak ocupies thanks to theirs maps, allow then to apear in the most unexpected place at any moment, so far they have use this as levarage against older clan but with the end times near, maybe they could pull their weight for once and for all.
Numbers:400.000(aprox)
Influence:High
Specialty: Orientation, Maps, surprise atacks.

Clan Chittin:
This clan is decadence, before they were powerfull and mighty thanks to their hability to climb high monsains and the sleek fortress of dwarfs which made them very valuable for other clans, but with Clan Eshin enter into skaven politics who prove to have superior skills than Chittin, they star loosing influence as their skaven drop into their rivals, so far the only reason they still exist as hole is because nobody really bother to absorb them, something the clan fight to kept that way.

So far the clan(or whatever it remind of it) exist in the highest peeks in orders to beat invaders, they have survilist first and foremost and now with end times arriving, who knows, maybe they can thrive again.
Numbers: 1000
Influence:None.
Specialty: Better at climb that the avarage skaven(but not Eshin) sruvilist, know montains very well.

Clan Dirg:
This clan was weak and sick, with their members being born blind they fear their own destruction but by tacking the example of Pestilens and Eshin, they desire to move out and explore, where? down, very down to the ground were other skaven fear to go and the dwarft belive is the land of their dead, most skaven didnt mind and think they were gone, until suddenly they return.

What they saw they dont dare to said, but they boast of new gifs: they lost almost all their fur, having instead a hard, white pale skin and a "dark vision" they got from the "spirits" whatever their nature of those gifs are, they could probably be the next pestilens, if their numbers rise, of course.
Numbers: 900.000(Aprox)
Influence: Medium to high
Specialty: Six sense, deep diggers, know lore of the deep earth.

Clan Frite:
Clan Frite is probably the most numerous of skaven clan right after Mors and yet their influence is very low, this can be atribute to one thing in specify, their location: the clan lives right in Norsca and Kislev, their location have change their aparience: their have a heavy layer of fat and they have grow thick fur that is light brown in color, almost white that in the snow can be confused by one of the grey seers.

By their location, this clan know how to fight the humans in the north and the horrible beast of chaos, learing how to swim in the cold waters of norsca and their resistence, they mercenary can be buy by a price similar to clan skab, being harder to the kill than the regular skaven.
Number: 2,000,000.
Influence: Moderate to Low.
Specialty: Resistence to fighting chaos, resistence to cold, knowlage of Norsca.
Ooh, those are actually all pretty solid concepts, and the fact that you translated them at all is worthy of applause in my book! I might have them pop up in future turns if I can manage it, I'll see.

@Xantalos
What about the second army led by Morskittar that was supposed to strike the fortifications in the mountains?
That happened in the intro post to Thanquol's lord duel where he nuked the mountains. I just had it happen in the background because doing yet another scene focusing on them would've just dragged this out longer and I didn't have the energy left to do it :p They managed to drive the weakened undead out the mountains, tl;dr.
 
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