I feel like we should have attacked Nagash first. And we should not let him be.
 
"But give the rat purpose, vampire, and he'll accomplish wonders. The person who lives in the house may not have any idea that the rat is even there, but he sure as hell will when the little bastard gnaws the foundations to slivers and brings the whole thing crashing down. That's why I'm in on this venture, von Carstein. Now come, it's time we got a move on. Krell."

Internal sabotage I'm assuming.
 
Alright, I've devised a rudimentary sheet to show how the state of your empire looks. Fourth threadmark. As always, this might be subject to change depending on if I come up with a better idea for portraying it, but as it is I think it's alright. Construction of turn 1 will now commence!
 
Alright, I've devised a rudimentary sheet to show how the state of your empire looks. Fourth threadmark. As always, this might be subject to change depending on if I come up with a better idea for portraying it, but as it is I think it's alright. Construction of turn 1 will now commence!
A cursory glance says this will be VERY useful, thank you.

Now to look in depth.
 
Alright, I've devised a rudimentary sheet to show how the state of your empire looks. Fourth threadmark. As always, this might be subject to change depending on if I come up with a better idea for portraying it, but as it is I think it's alright. Construction of turn 1 will now commence!
Nothing on Albion, Khuresh, Naggaroth, or Ind?

Does "Southlands" include Araby and Nehekhara?
 
Nothing on Albion, Khuresh, Naggaroth, or Ind?

Does "Southlands" include Araby and Nehekhara?
Oh right, I forgot about Araby, I'll put in a separate section for that.
Albion nah, nothing at the moment.
There've been plenty of research/foraging teams going into Khuresh, but no actual settlements or attempts to claim the place.
I've never seen any indication that the skaven have any presence in Naagaroth, and Ind ... Ind you haven't focused super much on. Eshin's the primary clan over there, and their focus has been on monopolizing Cathay and Nippon for themselves.

Southlands basically means whatever parts of the continent are south of Nekehara, all those jungles and shit.

Edit: Alright, araby's been added. The Warren of Mirage is nearby Bel-Aliad.
 
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Oh right, I forgot about Araby, I'll put in a separate section for that.
Albion nah, nothing at the moment.
There've been plenty of research/foraging teams going into Khuresh, but no actual settlements or attempts to claim the place.
I've never seen any indication that the skaven have any presence in Naagaroth, and Ind ... Ind you haven't focused super much on. Eshin's the primary clan over there, and their focus has been on monopolizing Cathay and Nippon for themselves.

Southlands basically means whatever parts of the continent are south of Nekehara, all those jungles and shit.
Skaven Army Book ,7ed:
"Bretonnia is rife with lairs, with Brionne and Quenelles heavily undermined by tunnels and nests."
"Skaven tunnels push into Araby, the Southlands, the Dark Lands and as far away as Lustria, Maggaroth, and even far Cathay. Thus far pristine Ulthuan has avoided the penetrating tunnels, but the insidious tendrils of the Skaven Under-Empire are ever seeking a way."
Pg 12

There's also a map on that page with lairs and strongholds uchas Ekrund, Magritta, Spineport, Blackclaw Lair, Fire Mountain, Karak Drazh-if you wish to include this stuff the link I sent you awhile back has the aforementioned Army Book.

There's also this map;
http://vignette2.wikia.nocookie.net...ire-map.jpg/revision/latest?cb=20140504070754

Also, what about the Ogre Kingdoms?
 
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Skaven Army Book ,7ed:
"Bretonnia is rife with lairs, with Brionne and Quenelles heavily undermined by tunnels and nests."
"Skaven tunnels push into Araby, the Southlands, the Dark Lands and as far away as Lustria, Maggaroth, and even far Cathay. Thus far pristine Ulthuan has avoided the penetrating tunnels, but the insidious tendrils of the Skaven Under-Empire are ever seeking a way."
Pg 12

There's also a map on that page with lairs and strongholds uchas Ekrund, Magritta, Spineport, Blackclaw Lair, Fire Mountain, Karak Drazh-if you wish to include this stuff the link I sent you awhile back has the aforementioned Army Book.

There's also this map;
http://vignette2.wikia.nocookie.net...ire-map.jpg/revision/latest?cb=20140504070754

Also, what about the Ogre Kingdoms?
Oh man, I haven't been able to get that map in such a good resolution before. My thanks!
I'll bump up the occupation level in Bretonnia a bit in that case.

I'm gonna have to look through all that stuff you sent me, I still haven't gone through Children of the Horned Rat. I'll review it and make appropriate changes.
I'll say Naagaroth has some infiltration going on then (probably very light, it's not a friendly place and, well, fukkin elves), but no occupation in that case. Or mayhaps no infiltration, but access there. I'll have to decide on that.

Ogre Kingdoms I just realized before you posted, actually - you don't have any specific infiltration there as such, but you do because the Squeakless Snouts are parked along the Silk Road, which serves as a good place to gather info and such. Edits will be made once I get back to my computer.
 
Oh man, I haven't been able to get that map in such a good resolution before. My thanks!
I'll bump up the occupation level in Bretonnia a bit in that case.

I'm gonna have to look through all that stuff you sent me, I still haven't gone through Children of the Horned Rat. I'll review it and make appropriate changes.
I'll say Naagaroth has some infiltration going on then (probably very light, it's not a friendly place and, well, fukkin elves), but no occupation in that case. Or mayhaps no infiltration, but access there. I'll have to decide on that.

Ogre Kingdoms I just realized before you posted, actually - you don't have any specific infiltration there as such, but you do because the Squeakless Snouts are parked along the Silk Road, which serves as a good place to gather info and such. Edits will be made once I get back to my computer.
Well the only other source I have so far is End Times: Khaine, in which the Skaven cause an earthquake and collapse of Karond Gar and invade.

There are also hints with the Underground Sea and it's mysterious inhabitants.
 
Well the only other source I have so far is End Times: Khaine, in which the Skaven cause an earthquake and collapse of Karond Gar and invade.

There are also hints with the Underground Sea and it's mysterious inhabitants.
True, but I'm mostly ignoring those books. 'Mostly' because I cribbed a lot of this interlude from End Times: Nagash. But Khaine was a shitshow all around.

I'll probably have something to represent the level of access to various places you have in the turn itself - something like a limit on the amount of dice you can use on attacking certain places that you don't have tunnels all over. That'll add a bit more strategic depth to your play and also give some additional utility to superweapons, since you'll be able to use them to transport large armies to whatever place. Kinda like what you did with the Drillfiends in Zharr-Naggrund.
 
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True, but I'm mostly ignoring those books. 'Mostly' because I cribbed a lot of this interlude from End Times: Nagash. But Khaine was a shitshow all around.

I'll probably have something to represent the level of access to various places you have in the turn itself - something like a limit on the amount of dice you can use on attacking certain places that you don't have tunnels all over. That'll add a bit more strategic depth to your play and also give some additional utility to superweapons, since you'll be able to use them to transport large armies to whatever place. Kinda like what you did with the Drillfiends in Zharr-Naggrund.
Do we have any Human agents?

If so, anyone of particularly high rank or wealth or status?
 
Wow, Manfreds's a little bitch. I think we either kill Nagash right now, or wait for Chaos/Empire forces to do it for us. (I'm looking at you Kemmler)
There's something to be said for throwing a single dice at some point to hedge bets and just kill Mannfred off early because his instability is going to screw the pooch for all sides involved eventually.

Given what transpired last turn, wonder if it makes sense to spend some small effort building up another Greenskin leader this turn and get them ready to throw against the Dwarves in the future. There's not really any point in going in ourselves without having their defenses ground down first, given the evacuation.
 
Do we have any Human agents?

If so, anyone of particularly high rank or wealth or status?
Yes and no. You have contact with plenty of small-time criminals and stuff like that, and some moderately successful traders get their stuff from you without realizing it. The Warpfang Bank does exert a bit of pull on Marienburg,though not a huge one.

In short, no high-up people yet, but it's definitely a route you can take.
 
Yes and no. You have contact with plenty of small-time criminals and stuff like that, and some moderately successful traders get their stuff from you without realizing it. The Warpfang Bank does exert a bit of pull on Marienburg,though not a huge one.

In short, no high-up people yet, but it's definitely a route you can take.
Good to know.
 
Hero Units
Hero units are a way of boosting the effectiveness of your actions without investing additional actions into them. If an action is assigned a hero unit, the unit will as a general rule boost the effectiveness of said action. There are exceptions - assigning a purely killing-oriented character towards research is unlikely to go well, for instance, but common sense will tell you which ones are suitable for what actions.

Unless otherwise stated, hero units may be assigned at a rate of 1 per Authority, with the exception of Thanquol, who may be assigned without regard for dice limits. It may sometimes be more advantageous for you to leave certain hero units without directives, however, as they may achieve favorable results in an area of their interest on their own initiative.

You may recruit more hero units for a specific clan by dedicating dice towards it, or recruit unaffiliated clans by the same measure. Actions with no hero unit assigned to them have a good chance of generating a potential hero. Omakes that describe a hero unit will almost certainly be used for inspiration later on. They will begin as potential heroes in the bottom threadmark, and will accumulate experience over time until they become fully-fledged hero units. You may also 'promote' what stock of potentials you have by the same metric.

Potentials begin very weak and liable to become injured or die on missions. As they gain experience, however, they become more skilled and eventually graduate into fully-fledged hero units, and continue to accumulate experience from them on. For the sake of simplicity, they progress on a scale like this:

- 0/3 - The beginning of every unit, they only possess a first name and a parent clan at this stage. The chances of them dying are high.
- 1/3 - The potential unit now acquires a noted speciality, an area they are best used in. The acquired specialty is influenced by what kind of tasks they have performed. They become less likely to die while performing an action.
- 2/3 - The potential hero gains a last name, often pertaining to a physical or mental quality of theirs. Their proficiency in their specialty increases, and they are less likely to die while performing an action.
- 3/3 - The hero unit attains this when they experience a success in their field of speciality. When they do so, they are promoted to a full-fledged hero unit, and are no longer subject to potential random death.

Further advancement of hero units is largely narrative-based and dependent on what actions they have taken.

- Lord-Warlock Morskittar - Narcissistic to an extreme degree, the head of Clan Skyre favors ranged combat, carrying a plethora of guns on his person - this is assumed to include any techs researched, at high quality. He is extremely intelligent and has an intuitive grasp of technology.

- Iron Rat Ikit Claw - Called the Iron Rat for his extensive cybernetic augmentations, Ikit Claw is the best warlock-engineer in the clan besides Morskittar. He has an affinity for creating destructive weaponry and is rather unpersonable, focusing on his work. Possesses dawi-zharr quality bazuka in personal inventory.

- Nightlord Sneek - The head of Clan Eshin is difficult to see at the best of times, his form clouded and indistinct. When he deigns to engage in combat, he vanishes from sight completely, and whether he fights barehanded or with a weapon he is frighteningly skilled, seemingly able to kill with a mere touch. He is for the most part a reclusive figure, directing his clan from the shadows, his eyes always on them.

- Deathmaster Snikch - Having trained under Sneek himself, Snikch is the most feared assassin in all of Clan Eshin. He is proficient in the Lore of Stealth, but for the most part chooses to forego the use of it, seeing it as making his kills too easy. He is a superb assassin in all regards, but excels in melee combat. He has become more aware of his limitations following his escape from Estalia, and would prefer not to be assigned next turn so he can better himself.

- Executioner Veskit - The Executioner of the clan, Veskit was severely injured during an operation to retrieve a high-ranking Skyre engineer from a Pestilens stronghold. Rebuilt with the help of Skyre, Veskit is now almost entirely cybernetic, sporting built-in guns and electricity generators for his steel claws among other things. Capable of seeing in all lighting conditions, Veskit does not tire thanks to his robotic parts and devotes the entirety of his self to his assigned mission. He was severely damaged during the assassination of the goddess Myrmidia and it is unclear if he is even still alive, but Eshin is devoting resources to repair him. He cannot be used in any actions until the clan either manages to restore him or gives up their effort.

- Arch-Despot Gnawdell - One of the few female warlords in skavendom, Gnawdell possesses a fierce drive to succeed. She has a brilliantly vicious military mind, understands how to intelligently apply technology to her forces even if she is ignorant of how it functions, and is capable of seizing opportunities most would not even see. It is primarily thanks to her leadership that Mors is in the position it is in now.

- Warlord-General Paskrit - The head of the Army and perhaps the greatest tactical and strategic mind in Skavendom. Paskrit is unusually straightforward for a skaven - her loyalties lie with the Underlord as the voice of the Horned Rat, she won't lie unless she has a very good reason for it, and she picks her underlings based solely on merit without regard for favors owed her or seniority. In any other skaven, this behavior would have lead to her being murdered, but she is a canny soldier, proficient in the operation of nearly any weapon, and is a monstrously efficient and dirty fighter in melee. Additionally, she has a magnetic force of personality that draws loyalty from even the most embittered skaven under her command.

- Sleek Sharpwit - Formerly the warlord of Mors, Sleek voluntarily abdicated to Gnawdell, who he could see was going to assassinate him soon anyhow, and joined the fledgling USA. He is 55, ancient for a skaven not blessed by the Horned Rat and too old to fight or even walk much anymore. However, he has a keen mind for logistics, strategy, and all manner of military protocol. He has grown extremely frail due to his old age, but has been successfully placed in stasis until a new body is constructed for him. No actions may be taken with him until he is removed from stasis.

- Packlord Verminkin - The head of Moulder is not as skilled at breeding monsters as one might expect; in fact he's rather average in that area. Where Verminkin excels is his intuition for what will make an effective project and his head for numbers, which he used along with supporting the invention of the rat-ogre to propel Moulder to prominence. He isn't much for personally fighting, but he does own a large array of vicious monsters which he controls with various pheremones and electric collars he keeps on his person. This includes any unlocked techs save for epic-level creatures such as fully grown dragon ogres.

- Fleshsculptor Stitch - Stitch is the skaven who oversees most of Moulder's actual breeding programs, handling the details of how their monsters are produced. He has modified his own body to an extent over the years, giving himself the qualities of many vicious beasts. He changes these on a sometimes-daily basis. Obsessed with creating the perfect monster, he holds a slight god complex over his creations, seeing himself as their divinely gifted creator granting and taking away life at his whim. Possesses the capability to give himself the quality of any creature Moulder has on their tech list.

- Plaguelord Nurglitch - Nurglitch is the head of Pestilens not because he is the strongest, but because he is the most cunning. He has a keen political mind and is competent in military matters, and is very good at looking after his clan's interests. He is also devoutly religious and a very powerful plague priest, second only to Lord Skrolk and his immediate disciples.

- Papus Pestilens Skrolk - One of the few remaining survivors of the inital incursion into Lustria, Skrolk is ancient. Wholly devoted to his vision of the Horned Rat, he holds little interest for corporeal matters such as running the clan. His faith has given him by far the greatest mastery of plague sorcery in the clan, and perhaps the world. He has six underlings that are his closest students, and they act according to his will. In combat he prefers to cast from a distance but does not shy away from melee, for his body is supernaturally resilient.

- Pestilens - Helkic Stain - A plague priest. Eccentric and prone to fits of narcissism, but occasionally has moments of keen insight. She has recently been instructed in the spiritual side of disease by Pope Skrolk himself, and is close to achieving true greatness. ???

- Seerlord Kritislik - The head of the Grey Seers, Kritislik is the second strongest sorcerer in the entirety of the Under-Empire behind the Underlord. He is deeply devout and devoted to enforcing the will of the Horned Rat, and is an orthodox rat through and through, with no tolerance for those who shirk their duties to their god or fail to acknowledge the place of the Grey Seers. True to his faith, his horns are long and lustrous, his eyes are colored a lustrous green, and he has lived many centuries in service to his god.

- Admiral Cap'n Vrisk Ironscratch - Vrisk is, to put it lightly, unpredictable. No one really knows where he came from, and he doesn't tend to tell much of his past. Nevertheless, he's been sighted on ships all over the world, working with pirate crews of various stripes, and he possesses a savant-like genius with naval warfare, seemingly knowing exactly how, when, and where to maneuver his ships to secure victory. He wields various types of cutlasses and primitive flintlock pistols, and though his skill with a sword seems excessively flashy and impractical, he is uncannily good at besting his opponents. His mood is as mercurial as the sea and can change on a whim, and his particular brand of madness seems to be ineffective, as some of the skaven in the Navy have begun to exhibit similar behavior. He captains a looted dawi-zharr ironclad, which he pilots with uncanny grace for such a large vessel. He is very particular about maintaining his dental health.

- Skretch Half-Dead - A skaven who somehow came in possession of a ship filled with undead skeletons, Skretch was given to the Navy upon his return to skavendom. His 'crew members' seem to be bound to him and his will, though he knows not how. He is an average skaven in all other aspects, and thankful for not having to deal with any of his kin attempting to usurp his position thanks to his crew. It's hard to tell if it is his lack of knowledge of necromancy or of how to actually sail correctly, but his 'crew' and ship only perform half as well as other conventional human ships - which admittedly still places them well ahead of the current Sea Rat design.

- Bonelord Kratch Doomclaw - Kratch has been holed up in Crookback Mountain for as long as anyone in his clan can remember, devoting all his energies to cracking the secrets of the sorcery displayed by the creature who long ago drove his clan out of Cripple Peak in a single night. He has recently succeeded, harnessing the energies of necromancy for himself and a select few acolytes. His skill in the art has recently ballooned tenfold, becoming more than a match for the average human necromancer. He is eager to spread his newfound skill to his underlings.

- Arch-Economist Skrisnik Goldfang - At first glance, the Arch-Economist seems harmless - fat and round-cheeked due to his riches, he has a friendly and genial attitude and is a master at ingratiating himself with even the most suspicious customer. However, the soft exterior hides a mind like a steel trap and a ruthlessness that rivals the most vicious warlords in the Under-Empire. While he cannot fight, he personally owns a sizeable percentage of the skaven race due to his mastery of skaven finances and commands the Collections Officers, the jackbooted thugs of the Bank that are nearly as feared as the Grey Seers. Those who cross him soon regret it, whether the Collections Officers catch them or their own littermates stab them in the back in the hope of getting their own debt forgiven.

- Head Spokesrat Sleek Oilfur - A financial officer from the Warpfang Bank. Cunning, with a knack for deciphering the psychology of others. Recently promoted in the wake of successfully convincing Greasus Goldtooth to attack Cathay instead of the Dark Lands.

- Surgeon-General Morbag One-Eye - A visionary in the field of skaven medicine, Morbag rose to prominence when he devised a way to much more easily produce the treasured substance skalm. Sensing opportunity, he kept the exact method a secret and cornered the market on the substance, earning his seat on the Council a few decades later. He is tall and heavily muscled for a skaven, and more than competent in combat, but his true brilliance lies in the biological sciences, which he seeks a deeper understanding of. He is feared amongst his subordinates for his dim view of the sanctity of life and limb, being more than eager to conduct invasive experiments on a skaven if they incur his ire.

- Throt the Unclean - An ancient former member of Moulder, Throt is heavily mutated, grotesquely muscled and possessing a third arm. He has a warpstone false eye he wears in his empty socket, and has a habit of devouring ogres alive. After many years of churning out monsters in the Hellpit, he grew bored with the monotony of Verminkin's orders and left. He joined Horripila sensing opportunity, and Morbag welcomed him gladly. He has recently acquired a large retinue of ogres, who follow him around everywhere and obey his commands for fear of being eaten by the ravenous Fleshmaster.

- Lord Thugclaw - Thugclaw was once the most successful of all of the Bank's collections officers. Like all skaven, however, he harbored ambitions of greatness, and he was able to actualize them. By slowly extorting funds out of a wide network of debtors over years, he was able to accumulate enough warptokens to finance the purchase of several broodmothers and purchase several of his close compatriots in the Collection Corps, effectively forming his own clan wholesale. He set up shop along the Silk Road that leads between the Old World and Cathay, intending to leverage that trade route into power over the hitherto-untapped skaven criminal underground. He is a simple skaven, but brutally cunning and viciously powerful, with a keen eye for opportunity, a large stockpile of high-quality wargear, and a variety of creative interrogation techniques gained from his time with the Bank.

These are notable skaven that aren't affiliated with any major clan. Their lack of political ties makes them handy agents for sensitive operations, but also severs what little ties of loyalty they may have to anything but their own self-interest.

- Drazhoath Ash-Fur - Retaining his old name but with loyalties twisted towards the Horned Rat, Drazhoath was formerly a dawi-zharr sorcerer of considerable power. Captured by the skaven and mutated by the Thirteenth Spell into one of their own, Drazhoath belongs to no clan - instead he retains command of his Infernal Legion, similarly twisted into stormvermin. He professes loyalty to the Underlord, but he was ambitious even as a dawi-zharr, and the transformation into a skaven has increased that tenfold. In battle he rides the Bale Taurus Cinderbreath and wields curious fire magics retained from his time as a chaos dwarf. Additionally, he and his black-furred legion of stormvermin retain high-quality dawi zharr gear, giving them an edge above most common skaven forces.

These are skaven that have begun their journey to greatness. With time and further success, they may gain further prominence than they currently have.

- full - Rictus - Tretch Craventail - A slave overseer who became notable for his penchant of surviving multiple disasters. Recently escaped several armies of angry tomb kings by the skin of his teeth.
- 2/3 - Moulder - Valgrik Cripplepaw - An ordinary clanrat who was stationed at the Black Fortress, the cowardice of his fellow clanrats ended up with him being solely responsible for Fleshmaster Stitch's research not being destroyed. Stitch took him into his employ as a reward. His talent as a Mutator is average, but he is thorough and meticulous in research, leading to experiments he conducts catastrophically failing far less often.
- 2/3 - USA - Krasskik Redeye - A USA officer singled out by Sleek Sharpwit for his skill, he is strongly gifted at strategic warfare. Littermate to Skrazz.
- 2/3 - USA - Skrazz Keensnout - A USA officer singled out by Sleek Sharpwit for his skill, he is very adept with tactical maneuvering. Littermate to Krasskik.
- 0/3 - Navy - Federat - A Murine in the Navy, who is exceedingly good at giving performances and sneaking in unconventional manners. Moonlights as an actor when he gets the chance.
- 1/3 - Mors - Ripmaw - A skaven as short and stout as the dwarfs he fights for a living, war against the Karaz Ankor has made Ripmaw a specialist in the brutal art of siege warfare.
- 2/3 - Mors - Ragefang Fleshtaker - Formerly a Norscan Chaos Lord, Ragefang was moulded by the Horned Rat into a grey-furred juggernaut of skaven might, ten feet tall and possessed of a magnificent pair of horns. He fights with a berserker's fury and a vicious mastery of brute combat, and he has the strength necessary to outmuscle a troll. His grasp of commanding armies, while not nonexistent, is very lacking in comparison.
- 0/3 Grey Seers - Skrettek - A female Grey Seer proficient in the Lore of the Burning Ruin.

Heroes of the Under-Empire, felled in the line of duty. Or because an experiment went wrong. Or being stabbed in the back. Or political disposal. Or excess debt. Or being stabbed in the back. They're dead, is the gist of it.

- Queek Headtaker - Formerly the crown jewel of clan Mors, Queek was the product of several generations of selective breeding by Gnawdell. He reached maturity at half the age a normal skaven would, and spent his childhood killing and eating his broodmates. He grew to be an exemplar of viciousness among the skaven, strong, sleek, skilled enough to outduel even a dwarf longbeard and utterly fearless, often leading his war parties from the front. For this he was considered insane by his contemporaries, something that may have had some basis in fact - he had a disquieting habit of harvesting the heads of notable kills he performed and preserving them back in the City of Pillars. He was killed by the nascent godling birthed from Ghorth the Cruel in Zharr-Naggrund after he spearheaded an elite task force that saw the dark city taken over by the skaven, and emerging the victor in a four-way duel with the ogre Skrag the Slaughterer, the black ork warboss Grimgor Ironhide, and Zhatan the Black, the leader of the military forces of the dawi-zharr.
 
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Have another gift, a list of hero units! This as with everything else is gonna be updated as time goes on, but it basically provides a quick overview of all the hero units you have at your disposal at the moment - what they're good at, what their personalities are like, etc.
 
pseudo-legendary Drachenfels

heh, like, I've been playing a lot of Pokemon recently. So, Pseudo-Legendary made me think of an entirly different thing.

I will admit that the interlude isn't my best writing, or at least parts of it aren't. I initially started torturing Mannfred and gave him severe claustrophobia because he was so damn hard to write. I kept doing it because it was fun.

Don't sell yourself short dude, I quite liked it and also very much enjoyed traumatised Manfred.

Honestly, I would think the priority for us would be making it so that we aren't completely dependent on Warpstone for every. SINGLE. THING! Right now, the Greyseers eat it, most scaven tech uses it as key components, and it is currently the form of currency for our people. No wonder that I suspect that we suffer from shortages of the stuff, for I doubt there is enough Warpstone in the world to meet with the demand we have. This means we need to figure out either how to manufacture the stuff, find a viable substitute, or develop technologies that do not require Warpstone to function.

Warpstone makes itself dude, chill. The rocks even grow under the right conditions.

- Warlord-General Paskrit - The head of the Army and perhaps the greatest tactical and strategic mind in Skavendom. Paskrit is unusually straightforward for a skaven - her loyalties lie with the Underlord as the voice of the Horned Rat, she won't lie unless she has a very good reason for it, and she picks her underlings based solely on merit without regard for favors owed her or seniority. In any other skaven, this behavior would have lead to her being murdered, but she is a canny soldier, proficient in the operation of nearly any weapon, and is a monstrously efficient and dirty fighter in melee. Additionally, she has a magnetic force of personality that draws loyalty from even the most embittered skaven under her command.

- Sleek Sharpwit - Formerly the warlord of Mors, Sleek voluntarily abdicated to Gnawdell, who he could see was going to assassinate him soon anyhow, and joined the fledgling USA. He is 45, ancient for a skaven not blessed by the Horned Rat and too old to fight or even walk much anymore. However, he has a keen mind for logistics, strategy, and all manner of military protocol.

Every single time I see the USA get brought up here I chuckle. Every time.
 
After reading a ways through Children of the Horned Rat, allow me to amend my statement a bit: the infiltration level in a given region represents not only the extent to which your spies can creep in that region, but also how far you've penetrated the government and such if there's another presence in the area. So in the Empire, which has a high infiltration level, you see fairly high-ranking politicians - no named ones, but fairly up there - and many lower societal agents that have dealings with you. In someplace like the Karaz Ankor, however, where the dwarfs are universally hostile towards you, your infiltration is very low, meaning you only really get a vague idea of what the dwarfs are up to despite your superheavy occupation there. To contrast further, in Tilea and Estalia (more so in Estalia, Tilea's culture is more hostile to this sort of thing) where you have total infiltration, you semi-routinely have the rulers of entire cities hire skaven mercs to deal with his rivals and such, and you have dealings with a sizeable percentage of pretty much everybody. It's partially what drives the constant warfare down there, your agents keeping the place nice and weak.
 
After reading a ways through Children of the Horned Rat, allow me to amend my statement a bit: the infiltration level in a given region represents not only the extent to which your spies can creep in that region, but also how far you've penetrated the government and such if there's another presence in the area. So in the Empire, which has a high infiltration level, you see fairly high-ranking politicians - no named ones, but fairly up there - and many lower societal agents that have dealings with you. In someplace like the Karaz Ankor, however, where the dwarfs are universally hostile towards you, your infiltration is very low, meaning you only really get a vague idea of what the dwarfs are up to despite your superheavy occupation there. To contrast further, in Tilea and Estalia (more so in Estalia, Tilea's culture is more hostile to this sort of thing) where you have total infiltration, you semi-routinely have the rulers of entire cities hire skaven mercs to deal with his rivals and such, and you have dealings with a sizeable percentage of pretty much everybody. It's partially what drives the constant warfare down there, your agents keeping the place nice and weak.
Excellent, that'll be useful.
 
After reading a ways through Children of the Horned Rat, allow me to amend my statement a bit: the infiltration level in a given region represents not only the extent to which your spies can creep in that region, but also how far you've penetrated the government and such if there's another presence in the area. So in the Empire, which has a high infiltration level, you see fairly high-ranking politicians - no named ones, but fairly up there - and many lower societal agents that have dealings with you. In someplace like the Karaz Ankor, however, where the dwarfs are universally hostile towards you, your infiltration is very low, meaning you only really get a vague idea of what the dwarfs are up to despite your superheavy occupation there. To contrast further, in Tilea and Estalia (more so in Estalia, Tilea's culture is more hostile to this sort of thing) where you have total infiltration, you semi-routinely have the rulers of entire cities hire skaven mercs to deal with his rivals and such, and you have dealings with a sizeable percentage of pretty much everybody. It's partially what drives the constant warfare down there, your agents keeping the place nice and weak.
Are there any supply/reinforcement issues to occupying lands that aren't next to lands already heavily occupied/infiltrated? Or does the UnderEmpire insure that most aren't an issue?
 
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