Since when such petty triffle like morality or risks ever stopped us? :p
They're more like guidelines - the more you violate them, the better you're doing. Like your plans to try to weaponize Dragon Ogre flesh, or the Inheritor Blades idea that could feasibly turn Eshin into a clan of Highlanders, or the skaven Deadpool concept.
 
Okay
I've got 13 moulder ideas
This is the first one
The others will be out in about an hour or two
1. Biters
- you know how squigs are basically giant voracious mouths on legs?
- we should create giant voracious mouths on legs, but reptilian or mammalian, not fungus
-- imagine hydra biters, that move in packs and seem to somehow get two more members for each one you kill, or bear biters, larger and tougher but no less fast, or dragon biters, that have wings on their sides instead of legs on their bottom and can rain fire down from above
--- obviously these would be heavily uncontrollable, and we would probably use them as a large tide of mouths before the actual clan army
---- or we could put slaves on them, and give those slaves large sticks or poles, to act as spears
----- Or. Or we could graft a slave's upper body onto the biter, so that the slave can control the biter through its mind
------ these we give actual spears. They take time to make. No use having the special biters that take a master moulders precious time to make go to waste
 
Moulder idea two

2. The monster maker
- moulder has a whole lot of power on the battlefield in the form of monsters and abominations, but not much way to replenish them after some loremaster or hero unit murders them all
- this will change that
-- the basic premise is that the monster maker is basically a large, semi alive tube, with an incredibly thick and durable outer shell, an inside only containing moulder mutafluid and some other ingredients, and glands that produce that mutafluid and congeal that mutafluid into large amounts of disposable monsters
--- the MMM is wholly reliant on the mutafluid to keep it alive, as it contains all thr MMM's organs and stuff, but it also can't have too much mutafluid, which causes an effect similar to cancer in its everywhere
---- the glands produce literal tons of the stuf per minute, so the MMM semi congealed it with glands near its front, and those monsters, basically just blobs of hate with a mouth and limbs come out of the MMM'S mouth, its only orifice
----- and thus, troop deployment and troop creation all at once
----- its only real weakness is its lack of any method of attack or propulsion
 
Sorry about the delay, I had to sleep, and then had to go to my institute of higher learning
Y'all know how it is

3. Living artillery
- as far as I know, moulder has nearly no long range weaponry
- this should change that
-- basically an elongated squig, but instead of its mouth ingesting stuff, it spits stuff out
--- inspired by the lizardmen salamanders, this guy can vomit out multiple types of 'ammunition', from a sticky phlegm that ignites on contact with oxygen, to highly potent stomach acid, to balls of highly compact, warpstone studded flesh (warpstone optional), or whatever a master moulder desires
----- comes in various sizes, from giant four legged mortar equivalents, to handheld ones, similar to a rifle or bazooka, and everything in between
----- the smaller living artillery come in a parasitic variant that can be attached to or replace the arms of a skaven or rat ogre or any being with arms
--‐--- imagine putting living artillery on a skaven attached to a biter, or a hellpit abomination
 
Last one for today, I'll probably get out two per day, due to homework and stuff

4. Bioarmor
- a sentient, if not sapient, parasitic exoskeleton that is grafted onto a lucky, or unlucky, skaven
-- gives the basic package, increased strength, speed, agility, durability, and perception, courage, and loyalty to moulder (the most important part) as well as a danger sense and increased combat experience through a sort of genetic memory
--- also gives a host of weird things, ranging from wings to poison glands to a barbed scorpion tail to the ability to use body fat as projectiles and a whole host of other things
---- this is completely uncontrollable, and each bioarmored skaven/rat ogre/stormvermin/whatever is different from its fellows
----- as such, tactical doctrine for these guys is to deploy them either alone, or in small groups, either alongside others with similar augmentations, like a strike team or a specialty unit, or alongside others whose abilities complement each other and cover gaps, similar to an adventurer party
------ luckily, with enough biomass fed to the bioarmor, it can sprout new abilities after the initial grafting, with larger amounts of biomass giving better results on average
------- it's basically skaven gacha (with biomass as currency)
 
These sound really good! A stormvermin clad in a carapace with abilities similar to Alex Mercer just tearing up enemy battlelines and artillery sounds great

Im thinking of a development to the Bioarmor that could result in the armour sharing knowledge and experience with other armours and their Skaven users to create a sort of "Disorganized Gestalt" of knowledge. Kinda like a biological intermet (granted an internet taken ovet by Skaven, but the internet nonetheless)
I also want to try and submit an idea or two if thats ok.

Idea 1: Clan reformation
• Standardised equipment for all clans (higher quality/more reliable weapons, equipment and monsters can still be made by the 4 great clans but at an expense)
• Ensures that all clans are capable of supporting themselves and improves their odds of surviving a battle
• Standard equipment is similar to what the great clans sell (ratling guns, rat ogres etc) but much lower quality and higher risk of backfiring

Idea 2: Skaven Automatic Assault Rifle (SAAR)
• A weapon that will re-invent how the Skaven will fight
• Uses the industrial runoff from warpstone to coat the bullets = more deadly
• Is incredibly durable and can endure months or even years of rough treatment without maintenance (Atleast thats what the builders say, it is still incredibly durable and reliable however)
• Capable of being mass produced at a low cost

Idea 3: Tactical reformation:
• Changes how the Skaven fight (currently using waves of Skavenslaves and getting progressively stronger soldiers until the final wave of stormvermin) to that of ambush tactics and deception (picture the Genestealer Cults for this)
• An example could be of using a large force of slaves to act as a distraction while the real threat sneaks in and deals damage

Idea 4: Mining Laser
• Speeds up the construction and excavation of Skaven tunnels and warrens
• Can be used as a weapon if extremely desperate
 
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Hello!
I'm back with number 5!

5. Moulder capture ooze
- one of the main problems faced by a master molder is their inability to replicate and create more esoteric effects, as seen in their failure to truly replicate the Taurus
- let's fix that, shall we?
-- inspired by dragon ogre flesh, which (probably) holds lightning within itself, the capture ooze is a sentient, if not sapient, gel-like ooze, that, when exposed to anything potent, like fire, lightning, earth, fur, scales, and literally anything else, digests it
--- or, more specifically, digests the physical portion, trapping the magic inherent within every object inside clear gel, as the capture ooze either does not have a soul, or has too much soul, which renders it unable to use or interact with magic
---- it also turns different colors depending on what 'essences' are stored within; master molders, with their inevitably enhanced senses, should easily be able to tell the difference between essences
---- of course, this being the skaven we're talking about, the ooze has a drawback: it consumes everything, from air, to pollen, to skaven hands
----- luckily, there's a solution: capture ooze cannot interact with magic, so all a master molder needs to do is coat the ooze in pure magic, and only remove the coating when the ooze is in contact with an object in need of consumption, or when the ooze is filled up with enough essence that it can't ingest any more stuff
------ this is perfectly viable, because I firmly believe that the master molders are secret clerics of the aspect of the horned rat dealing with twisting biology into unnatural forms, similar to how warlock-engineers are clerics of the mechanical side of the horned rat, or how eshin assassins are worshippers of the aspect of the horned rat emphasizing stealth, shadows, and treachery
 
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Back with number 6

6. Swarm rats
- moulder doesnt have a hivemind unit, a swarm of entities that think and act as one, which is criminal for a monster breeding clan
- let's fix that, and put a bit of skaven flair on the idea of a hivemind
-- inspired by insect hives and eusocial beings, the rat swarm is a swarm of near sapient rats that are basically the essence of clan moulder, being large in number, utterly unconcerned with ethics, and, most important, limited fleshwarping capabilities in the form of a version of hyper-adaptation, controlled by the leader of the swarm
--- depending on the instinctive needs of the swarm, rats spontaneously mutate, with mutations ranging from gigantism to extra thick and matted fur to wings to gills and webbed feet to poison glands to chameleon coats to whatever else, which makes a swarmrat group able to adapt to any situation
--- the one mutation every swarmrat comes with is fanatical loyalty to clan moulder, and this, more than anything else other than lack of intelligence, is what separates a swarmrat from a true skaven
---- master molders can command groups of swarmrats ranging into the tens of thousands, being able to tap into the collective consciousness of the hive via clerical magic and some specialized implants
----- when this happens, a master molder's swarm is a force to be reckoned with, as the skaven in charge can control the otherwise totally random, spontaneous mutations of the swarmrats, and many a battle will be won with a clever type of mutation applied to thousands of rats
------ tactical doctrine for this unit is to either send the swarm in before the actual army, and trust that any mutations will work out in the skaven's favor, or place them under the control of a master molder and hope that the molder in question does not spend the entire battle tinkering with the swarm
 
I return! (Very late)
With number 7!

7. Altar of change
- moulder lacks a good army wide continuous buff
- I believe master molders are secret clerics of a different aspect of the horned rat
- let's combine the two
-- the altar of change is a shrine to the fleshwarper, the aspect of the horned rat dealing with morphing and changing biology, which provides a buff to moulder monsters and master/apprentice molders within range
--- the altar is created from a basic shrine to the fleshwarper, steeped in magic for thirteen months (basically a master molder keeping it in their workshop for that amount of time), which is consecrated in one of three ways, each more potent than the last
‐--- either a master moulder can sacrifice thirteen apprentices, spilling their lifeblood on the altar, (the least potent, but still very powerful), or the master molder can spend an additional thirteen months creating thirteen masterwork creations, one each month, sacrificing all of them to the altar at the end of the thirteen month period (a tool able to change the fate of battles), or, most potent of all, the master molder can create an entirely new species, one never before seen on mallus, and sacrifice the first of that species to the altar (the most powerful type of altar, only the most experienced and gifted molders will make more than one in their lifetime, and most molders dont even make one at all)
---- these altars can either be placed within a master molder's workshop, greatly boosting the potency of their creations, or can be wheeled out onto the battlefield, giving all moulder-wrought monstrosities extra power, as well as improving the capabilities of master and apprentice molders
 
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Sorry for the lateness
Stuff happened
But I'm back, and present to you number 8!

8. Dive bombers
- moulder lacks aerial units
- let's fix that, but with a twist
-- dive bombers are giant (skaven to ogre sized) birds, who's only purpose in life is to drop from the sky and explode in a conflagration of acid, fire, poison, and whatever else
--- most dive bombers contain multiple pockets of highly reactive liquids separated by thin membranes that break when jolted with enough force
---- these pockets can be filled with pretty much anything and everything, from napalm to highly corrosive acid, to poison, to, for the richest and most powerful master molders, liquid warpstone
----- tactical doctrine for these guys is to send the ones that explode in small but intense ways over near hero units or othe priority targets, while sending the ones that explode in large, messy ways to wreak havoc on infantry or cavalry
------ their major weakness is that any impact with sufficient force causes them to go boom, so if a projectile hits one, it'll explode, and then the ones around it will go boom, and the ones around them, and so on
------- useful when the dive bombers are already close to their targets, not do useful anywhere else
 
I return! (Very late)
With number 7!

7. Moulder altar
- moulder lacks a good army wide continuous buff
- I believe master molders are secret clerics of a different aspect of the horned rat
- let's combine the two
-- the moulder altar is a shrine to the fleshwarper, the aspect of the horned rat dealing with morphing and changing biology, which provides a buff to moulder monsters and master/apprentice molders within range
--- the altar is created from a basic shrine to the fleshwarper, steeped in magic for thirteen months (basically a master molder keeping it in their workshop for that amount of time), which is consecrated in one of three ways, each more potent than the last
‐--- either a master moulder can sacrifice thirteen apprentices, spilling their lifeblood on the altar, (the least potent, but still very powerful), or the master molder can spend an additional thirteen months creating thirteen masterwork creations, one each month, sacrificing all of them to the altar at the end of the thirteen month period (a tool able to change the fate of battles), or, most potent of all, the master molder can create an entirely new species, one never before seen on mallus, and sacrifice the first of that species to the altar (the most powerful type of altar, only the most experienced and gifted molders will make more than one in their lifetime, and most molders dont even make one at all)
---- these altars can either be placed within a master molder's workshop, greatly boosting the potency of their creations, or can be wheeled out onto the battlefield, giving all moulder-wrought monstrosities extra power, as well as improving the capabilities of master and apprentice molders
I believe that it should be called:
"The Altar of Mutation" or something similar like that
 
Damn it, not getting any notifications for this!
@Xantalos
Can you give us an example of the new turn structure?
Is it going to be similar to that of Respect Your Elders?
Eeeeeeeh, different somewhat - lizardmen actions are tied to their city strength and slann numbers, while you guys are more governed by the strength of your various clans and the amount they're willing to work together. One thing that was really bottlenecking this quest for a while was that I had actions and researching tech take up the same resource, so if you did more of one you'd do less of the other. I love writing research updates because it lets me worldbuild without feeling guilty, and the skaven are research-happy anyway, so this doesn't make a whole lot of sense - instead I want it to be two separate pools of points or whatever so that you can do plenty of both. I'm experimenting with having the action pool of each clan tied to how large it is, how much territory it holds, how many lesser clans it can command, and how much research they can do be based off of how much political clout they have - what seat they have in the Council of Thirteen, maybe with transient bonuses if they've achieved anything spectacular recently. Mayhaps each clan will have a trait that sets them apart from the others, like the Grey Seers could convert research points into action points, to represent Seers going out and bullying lesser clans to do their will. It'll be a bit until I have something satisfactory thought up - I wanna get something that lasts for a good long while before I have to tweak it again.

Apologies for not responding at all to those creations of yours, @Kaboomatic - I'm definitely gonna be using some of them in the next thread.
 
Eeeeeeeh, different somewhat - lizardmen actions are tied to their city strength and slann numbers, while you guys are more governed by the strength of your various clans and the amount they're willing to work together. One thing that was really bottlenecking this quest for a while was that I had actions and researching tech take up the same resource, so if you did more of one you'd do less of the other. I love writing research updates because it lets me worldbuild without feeling guilty, and the skaven are research-happy anyway, so this doesn't make a whole lot of sense - instead I want it to be two separate pools of points or whatever so that you can do plenty of both. I'm experimenting with having the action pool of each clan tied to how large it is, how much territory it holds, how many lesser clans it can command, and how much research they can do be based off of how much political clout they have - what seat they have in the Council of Thirteen, maybe with transient bonuses if they've achieved anything spectacular recently. Mayhaps each clan will have a trait that sets them apart from the others, like the Grey Seers could convert research points into action points, to represent Seers going out and bullying lesser clans to do their will. It'll be a bit until I have something satisfactory thought up - I wanna get something that lasts for a good long while before I have to tweak it again.

Apologies for not responding at all to those creations of yours, @Kaboomatic - I'm definitely gonna be using some of them in the next thread.
Not a problem
And I'm glad you liked them!
I still have 5 left
Hopefully you like them too
 
Long time ago, I wondered at length what could a structured meditation regime do to skaven's mind. Sanity, in a skaven?!
Then I realized that you'd have to nail said skaven to the floor and it still won't ommm for you.
So why not go the other way, and break them further until they come out right?
Also, hi! Former lurker with a clan idea.

Clan Thalamus

A relatively minor clan, isolationist and disorganized. They're dangerous enough to avoid being assimilated by bigger clans, and little else.
What makes this clan notable is it's tireless and maniacal pursuit of knowledge of "psychology".

Most skaven in Thalamus are a subject to dozens of simultaneous experiments, conducted on each other, sometimes on their own selves.
There are far too many bizarre practices to count, but common categories include:
-Specific brain trauma, ranging from removed pieces of brain to special metal "hats", funneling growth of the head in specific directions.
-Various brain "mods", from simple metal contraptions, through tissue transplanted from skaven (or other races), to warpstone implants.
-Ingesting or injecting any combination of chemicals capable of inducing a visible behavioral reaction, ranging from skavenbrew to whatever was that weird glowing thing in the pond.
-"Experiences" such as giving an unlucky rat a bath in tar while others start a complex dance routine with torches in hands, or locking it in solitary confinement, providing food but no companionship.
-Life-long special treatment to certain individuals: collectively mocking them whenever they start gloating (or even looking remotely pleased with themselves); pretending to be underlings of a given individual, expect for times when said rat gives an order-threat for anything; pretending said skaven is actually two separate ones, one following another wherever they go, etc.
-Never ending, collective mind games, with ever-changing and inscrutable rules that decide skaven's position within the clan.

Those that manage to survive and rise to the top of the totem pole of this asylum are some of the most insanely cunning (and cunningly insane) skaven one can find, excelling in creative solutions and complex plotting. It does help that their objectives and methods are unknown to anyone (including themselves).
However, due to the combination of sheer unpredictability, sadism and madness (even by skaven standards), territory of Clan Thalamus is relatively small, their numbers barely in hundred thousand range.
Lacking much of an unifying outward goal or direction, it's content to focus inward, onto finding... something, within each other's heads. Probably a good thing too. After all, no sane skaven goes near them without losing a few marbles along the way.
 
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I'm back!
With number 9!

9. Moulder mutawand
- something moulder lacks is - you guessed it - troop replenishment
- let's fix that
-- the moulder mutawand, which looks more like a rather long cattle prod than a wand, is a storage device for moulder creatures, kind of
--- the mutawand stores 'charges', which are created by a master molder doing everything needed to create a monster, but imbuing all of the power and resources into the wand instead of a creature
---- the amount of charges a mutawand can store is dependent on the quality of the wand, as well as the charge size, with one large charge (something like a hellpit abomination) equaling 26 medium charges (something on the level of a rat ogre), and a medium charge equaling 13 small charges (giant rats, chaff), but there is no stopping a master molder from carrying more than one wand, with the only requirement being that a molder has to have made each charge themself
----- the mutawand works by sticking the prod end until an amount of biomass, and expending a charge, done by willing it to happen, which turns the lump of biomass (varying in size depending on the monster) into the monster represented by the charge, the whole process taking anywhere between 1 and 30 seconds, depending on the monster
------ tactical doctrine for the mutawand is to expend charges based on what troop type is needed in a certain area, or send a master molder carryong a mutawand and an incredibly dense lump of biomass into an enemy formation, turning the lump into a hellpit abomination, or 26 rat ogres, or hundreds of giant rats
 
I'm back with number 10!

10. Living fortifications
- moulder can do a lot of things, but one thing it can't do is erect fortifications or defensive posts
- let's fix that
-- living fortifications are blocky, dense organisms who's skin has the same texture and consistency as stone or minerals
--- these guys come in many shapes and sizes, from the standard 2 foot by 2 foot by 2 foot LF, to the mini 6inx6inx6in LF, to the long, thin, scaffolding LF, and even to the ooze like cement LF that hardens when in contact with other living fortifications
---- there is another, rarer type of living fortification called an elder fortification, whose skin has turned the hardness and texture of pure iron, and who's body is as dense as steel
----- this fact ensures that the longer a moulder fortification stands, the better it gets, and some even whisper that if any living fortifications made it past 260 years, their bodies would be as tough and dense as gromril
------ tactical doctrine for these is to either use them as building materials or siege weapon ammo, for obvious reasons
 
I return with number 11!

11. Rat giants
- one thing that bugs me is that literally every chaos or destruction faction (chaos, beastmen, orcs, ogres, etc.) have giants except for skaven
- let's fix that
-- rat giants are skaven the size of giants, and similar to the broken giants of other 'evil' factions, except they're skaven without a sense of self preservation
--- tactical doctrine for these guys is to either give them armor and shields, and make them the first line of defense against something like a dread saurian, or give them melee weapons and have then destroy entire formations, or give them stuff like cannons, resized skyre guns, or giant warpstone boulders and have them destroy key targets
 
I am here with number 12!

12. Living laboratory
- moulder's biggest problem is, say it with me, lack of replenishment
- let's fix that, again
-- the living laboratory is a house sized monster, bearing similarities to an elephant, in that it is a large bodied organism with thick hide and tree trunk like legs, but that is where the similarities end, for the living laboratory is more akin to a moving fortress than a beast, bearing multiple living artillery emplacements and other defensive fortifications
--- the inside of a living laboratory is a large hollow space with emplacements for everything a master molder needs to work, from an altar to the horned rat, to warpstone, to biomass, to much more, all culminating in the perfect place for a master molder to create monsters on a battlefield
---- the monsters spill out of the mouth of the beast, and create a living barrier around the lab, preventing harm while the master molder creates even more abominations
----- tactical doctrine for this is to have one skaven steering the lab to places where an influx of monsters are needed, while the master molder just works until the battle is over
 
Well, im finally back and @Xantalos I forgt to tell im not done with the skaven clans im translating, there is 13 of them I think, so without more, here are another ones.

Clan Skritt
Before the invention of the far-seeker, Clan Skritt was as powerfull as Mors or Skab, and could have perphaps dream of becoming a Great clan someday. Many sugest that was the real reason Skyre actually built the far squkeer, leavint the Skritt outdated as messenger of the lord of decay and Grey seers. Is only the fact that no all Skaven can afford or trust such device that make them reliable enough to hold on their powers and survive. They hold a gruge against Clan Skyre so strong that even the dwarft thing would be impress, taking any risk and any chance to haran the upstart clan whatever and however they can,

In fact as End time aproach it looks they are in talks to fused with clans Mors, their used of quickest route to march, good Messenger and of course their hability run when things turn sout would serve well the Warlord clan, their payment is pretty simple: to make Skrye pay when they become a great clan.
Size of the clan: 40,000 (aprox. )
Influence: Low
Clan Talent: Quick foot, knowing shortest route, know how to run.

Clan Skree
Clan Skee have position themselves as servants and muscle for hairs of the Grey Seers. When is time to adore the Hornet Rat, is their who asure people listen in the great hall, the sacrifice are always fresh and the skavens with horns get taken to the proper special training. They are also a sort of religious secret politce. While Clan Eshin helps to make the will of the Grey Seers against the other clans, is Skree the one who make only the youngest and more faithfull to the will of the horner rat get into priesthood and dont step out of the line.

This role have give them protection by the Grey seers, making pretty much untouchable by other clans, on the other hand they Grey Seers make sure their numbers stay low, otherwise the servant make replace the masters.
Size of the Clan: 700 (aprox.)
settlement: without them.
Influence: Excellent
Settlement: One Settlement.
Clan Talent: Intriguing, loyal to the Grey Seers(as skaven can be)

Clan Skryver
All skaven are thief's, all skaven are gluttonous, and the Skryver and better in both things tan others. They are master at eating of the best, especially of the farm, prade and stable of the imperium, bretonia and tilea, and as result they end being fat and big because of it. That doesn't mean they are wean and they protect fiercely their resource against other clans.

For a small feat, they will provide of food to any clan to busy to find themselves or not verse enough in the outside world to find easily. But because Skaven can and does eat anything, it make their service as luxury thing that only wealthy skaven can a low as show of status. They Little utility and fat bellies make think the clan as favorite to be absorbed by Clan Mors or whatever it get them first..
Clan Size: 30,000 ( aprox.)
Influence: Low
Settlements: Without them.
Clan Talent: Negotiating, never run of hungry, conexion to powerfull skaven.
 
AM (finally) BACK
WITH MY FINAL ENTRY,
NUMBER 13

13. Mutastorm
- one of the big problems with clan moulder is that it doesnt have a superweapon
- let's fix that
- I'm going to do this a bit differently than my previous entries
- enjoy
-- a plot was being hatched deep within the bowels of hell pit, hatched by packlord verminkin and his most powerful - and least trusted - underling, fleshsculptor stitch
-- after viewing the power of the maze under norsca, the packlord decited that clan moulder urgently needed that same strength
-- so he delegated it to fleshsculptor stitch, because the packlord had better things to do (and because stitch was the best fleshwarper in the clan)
-- and fleshsculptor stitch delegated the actual planning to his assistant, valgrik cripplepaw, because the fleshsculptor also had better things to do (and because valgrik was a much better administrator than stitch ever would be)
-- so valgrik cripplepaw got to work
-- the first thing needed was the actual form of the weapon, and after dozens of sleepless nights poring over dusty tomes and long forgotten lore, the cripplepaw had found what he was looking for
-- for most master molders, this would be when they started recklessly experimenting, hoping for just the inkling of a chance that one of their experiments may have stumbled upon a way to complete their objectives
-- valgrik cripplepaw was not most master molders
-- valgrik cripplepaw dealt in absolutes
-- so the cripplepaw bullied and browbeated hundreds of the finest minds in clan moulder into submission, and promptly shoved them into an enormous locked room containing only a food/water dispenser, dozens of copies of dozens of tomes, and reams upon reams of paper
-- he opened the door three months later to find the bloody corpses of hundreds of the finest minds in clan moulder, paper and tomes that seemed to have been continually burning for years and still was on fire, and thousands of equations covering the walls, all written in blood
-- faved with this horrifying sight, valgrik walked into the room, pulled out a notepad, wrote down every last equation, then, after reading the results for a subjective eternity and an objective ten minutes, ordered his assistants to divide up the corpses into thirteen equal piles, then strode out of the room with a new fire in his eyes; for valgrik cripplepaw had work to do
-- pestilens and the grey seers had taken most of the monstrosities under hell pot, but there were always hidden places; nooks and crannies, tunnels and caves and passages and more that moulder had hidden away from the rest of the under empire, containing beings lucky enough to escape the slaughterhouse that were the infinite warrens
-- they were all rounded up by the forces of clan moulder and brought before the cripplepaw, who personally sorted them into thirteen groups based on dozens of esoteric variables only he could comprehend
-- tens of thousands of horrific abominations had been marched past valgrik and sent to a fate worse than death in the skaven's pursuit of power
-- it wasn't enough
-- so valgrik ordered the unsealing of the experiment chambers, the large caves and sets of tunnels where those experiments who required an ecosystem were stored
-- of course, this angered quite a few master molders, and eventually, one of them tried to attack him, the molder's hands coated in a ever twisting, ever changing pulse of foul green energy that marked him as one of the better fleshwarpers of moulder
-- valgrik shot the molder in the head with a warpstone pistol, then ordered his body to be placed with the others in pile 12
-- that was the last time anybody tries to attack the cripplepaw
-- after that, favors and bribes were tossed around like candy, hundreds of master molders trying to convince valgrik to spare their prized experiments
-- some of the attempts even worked, but still, thousands of creatures, a cut above the festering horrors found under hell pit, were sent to their doom once more
-- it still wasn't enough
-- so valgrik cripplepaw requisitioned a few hundred master molders from fleshsculptor stitch, and immediately set them to work creating all manner of monstrosities according to exact specifications, from enormous, unique, abominations that the world had never seen, to legions upon legions of chaff, for an entire 6 months with only enough breaks to keep them barely alibr
-- hundreds of thousands of abominations had been created by hundreds of master molders, made specifically as sacrifices for moulder's attempt at even more power
-- and finally it was enough
-- the ritual took place in the badlands, for there was nothing in the badlands that would be missed by the skaven, and many, many greenskins to purge
-- if anything, the skaven were doing the world a favor
-- truly the generosity of the under empire knew no bounds!
-- the ritual was ready to begin, thirteen enormous mounds of living and dead monsters, and enormous amounts of warpstone, were arranged in a perfect circle,
-- next to each mound were thirteen of the finest fleshwarpers of moulder, arranged in a perfect circle around each mountain of biomass, each holding an altar of change of the highest quality
-- around each fleshwarper were thirteen apprentices ready to pour power into their master, an altar of change at their sides
-- in the exact middle of the circle stood fleshsculptor stitch, ready to channel his immense power into the ritual, thirteen of the most powerful altars of change in a circle around him, each altar corresponding to a different pile of flesh
-- valgrik cripplepaw stood on a rat giant half a mile from the ritual site, and as the sun reached its zenith, he opened his tome, eyes gleaming with a twisted green fire, and ordered the ritual to commence
-- as one, 169 master molders, 2197 apprentices, and fleshsculptor stitch poured their power into the ritual
-- the master molders started poring their power into the mountains of bodies and piles of warpstone, fusing the biomass of tens of thousands of gibbering horrors and twisted abominations into a solid mass of flesh, spires taller than five rat giants stacked on top of each other
-- thr apprentices were the first to go, poring first their power, then their potential, and finally their bodies into the master molders, creating horrific monstrosities uniquely suited to warping flesh, fat, bloated, beings with 14 heads and dozens of limbs
-- was the ground always this soft? did it always have this squishy consistency, this inner warmth, the gentle rising and falling motion, the soft beating of a heart?
-- oh
-- the ground was flesh
-- the master molders were the next to perish, throwing their entire bodies into the spires with a gleeful cackling, finally able to prove the faith of moulder to the world
-- everything was in place, and all that was needed was a single spark
-- fleshsculptor stitch provided that spark
-- pouring immense amounts of power into the ritual, enough to match 13 master molders, the fleshsculptor provided the last component needed
-- and then a portal the size of a city opened above the badlands
-- the grey seers and plague priests were able to enter the infinite warrens, but they stayed for the most part in the horned rats maze, never straying from its confines, arrogant in their belief that the maze was the only part of their gods domain
-- moulder knew otherwise
-- the warping caverns were a place of rampant mutations and growth, of abominations that kept on turning into other abominations, and the place where fleshwarpers accessed their gods domain
-- one of the greatest abnormalities in the warping caverns were the mutastorms, enormous storms whose clouds were made of flesh and blood that twisted and warped any living beings under their foul gaze, and occasionally discharged bolts of green lightning that could turn rabbits into hellpit abominations, and more powerful creatures into much worse
-- the cripplepaw had calculated the exact location of the largest mutastorm in the caverns, and had managed to open a portal that swallowed the storm up and spit it out into the badlands
-- and then something went wrong
-- the mutastorm had somehow ate the portal, and now small bits of it were warping all over the place
-- including near where valgrik was
-- as the storm emerged, fleshclouds crackling with warp lightning, the only two living skaven within miles decided to get out of dodge
-- fleshsculptor stitch immediately took out a blue blob, crushed it, and eas teleported back to his laboratory in hell pit
-- valgrik cripplepaw had no such luxuries
-- instead, he stood, paralyzed in fear, for a moment, then jumped off the rat giant and crushed a brown orb on his way down
-- valgrik was immediately encased in a brown worm with an incredibly tough hide that began burrowing back to the nearest skaven warren
-- after valgrik had made the days long journey back to his quarters in hell pit, he immediately collapsed onto his bed, only managing to arm the defences before he drifted off into unconsciousness
-- it had been an incredibly difficult and dangerous task, and had nearly gotten valgrik killed many times over
-- but, as the tome of eldritch lore and the small jar of fleshcloud on his desk illustrated, the ordeal had been worth it
-- and far far away, the mutastorm continued its inexorable, teleporting, rampage across the badlands
 
Im noticing that there is no Clan Moulder Verminlords, unfortunately i dont have the time or energy to write an idea atm
Maybe after college in my spare time

Edit: i have 45 minutes before i have to go and im gonna use my time to make an idea of a Clan Moulder Verminlord

Verminlord Fleshwarper
Out of all of the vile daemon-spawn that is the Verminlords, none are as hideous or as nightmarish as the Fleshwarpers, these daemons are the reflection of the fleshcrafting abilities of the Master Moulders, each one appears similar, with their large curling horns and warpstone encrusted whips and prods, but thats where the similarities end and the differences begin, each Fleshwarper has a constantly twisting and changing form and appearance, some have hundreds upon hundreds of eyes all peering in different directions, others have a insect like carapace lining their body, and many other nightmare inducing forms and shapes.

Their wealth of fleshcrafting knowledge and powerful arsenal is not their only weapon, each Fleshwarper is orders of magnitude more magically potent than the average (As average as a Master Moulder can be) Master Moulder, with a twitch of their gnarled claws they can weave a storm of mutating magic, turning entire units of Empire infantry into mewling horrors and disfigured, insane creations that tear at the sanity of those poor fools who look upon them. Or firing vast arcs of green lighting. Each Fleshwarper is a horror to face both on the battlefield, and off it. Simply looking upon a Fleshwarper would begin to gnaw on your sanity and sense of reason (Fortunately the effects are temporary)

The only downsides to the Fleshwarpers is their numbers (or lack thereof) as it takes a particularly inventive or insane Master Moulder to be chosen by the Horned Rat, and their pride, most Fleshwarpers prefer to act on their own devices, refusing to serve under those that summoned them or follow battle plans, each Fleshwarper is just as likely to decimate entire armies as they are to simply vanish back to the Realm of Ruin, their unknowable and fickle nature tends to result in them often not being summoned.
And finally, their last downside is their refusal to co-operate with other Fleshwarpers unless absolutely necessary.

I sincerely hope that these daemons are just rumours, otherwise i fear Humanity will fall to mutations and insanity long before the Skaven begin their assault on the surface-world.
 
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