So, I have a question. How long is a turn and how many turns does it take a Skaven to go from being a fetus to being fully grown?
Turns will probably vary in length depending on what happens in them. I'd say from a low end of a few months like turn 0 to about a year at max.

Skaven ... *does hasty guesstimations* become fully grown when they turn 4. Given that a skaven pregnancy is like a kangaroo or koala in that it lasts like 2 weeks and the fetuses crawl out to one of the hundreds of teats a broodmother has looking like fetus-flavored jelly beans, it takes 4 years for a Skaven from gestation to become fully grown.

This is natural growth of course, Queek grew up in 2 because he was Gnawdell's prize piggy.
 
So, I have an idea for a Superweapon.

An Airship or plane.

Like, specifcially, could we do Superweapon research to build one super amazing Airship or plane and also mass produce a bunch of shittier ones?
Superweapons are only to make the one super amazing type invention.

You ... could, Thanquol's seen the like before in the dwarf blimp Spirit of Grungni, but I can't guarantee that it'll function super well until you attain some mastery of aircraft in general - since superweapons are the mad scientists of the Skaven pushing the boundaries of even their technology, it helps to possess the technology first before you push the limits of it.

Still perfectly possible, mind you, it'll just probably turn out a bit hazardous for the crew and/or surrounding countryside.
 
Superweapons are only to make the one super amazing type invention.

You ... could, Thanquol's seen the like before in the dwarf blimp Spirit of Grungni, but I can't guarantee that it'll function super well until you attain some mastery of aircraft in general - since superweapons are the mad scientists of the Skaven pushing the boundaries of even their technology, it helps to possess the technology first before you push the limits of it.

Still perfectly possible, mind you, it'll just probably turn out a bit hazardous for the crew and/or surrounding countryside.
So what you're saying is kick over the Dwarves and study their tech first?

Got it.
 
So what you're saying is kick over the Dwarves and study their tech first?

Got it.
A valid interpretation. Or you could try inventing the airplane yourself if you guys don't wanna loot and pillage.

I would recommend using superweapons a lot though, since they're the thing that kinda defines the skaven for me more than anything else - their ability to pull some shit straight out of left field that no one saw coming. You can kinda see shades of that in the Drillfiend project, which provided me with the basis for the system. You guys put Moulder and Skyre together in a room with 2 Authority (I've decided to shift what I'm calling dice, if you have any better names feel free to suggest) and told them 'get me a way to transport a bunch of troops to Zharr-Naggrund quickly'. The result is the Drillfiend, and since it's a 2 dice project (and because I was feeling nice and didn't wanna make you research it again) you can mass-produce the things.

I'll also provide more good news: I'm about half done the turn post. No estimates on when exactly it'll be up, but hopefully soon.
 
Hm, looking through the tech of Clan Rictus and Clan Horripla.

After Clan Rictus learns itself some Necromancy, I got an idea from Warcraft.

Yes, Skaven produce lots and lots of Dead Bodies. If we loot Cripple Peak now we can use all of them and drown anybody under those Bones/Bodies. Those two clans would be pretty badass together. Horripila stitches them together and the other fills them with souls. Undead Hellpit Abominations...
 
End Times 1
Thanquol took a deep drag from his pipe, luxuriating in the feel of the warpstone-infused smoke tickling his sinuses. He took a moment to savor the feeling of refined exultation that hit him as the drug soaked into his system, and to reflect upon his accomplishments. He had realized his ambitions and become supreme amongst skaven. No more would he have to bow and scrape before another, awaiting his chance to upstage them. He had, with nothing more than his will, forced the Greater Clans into cooperation. At his command, the Under-Empire had exerted its might like it had not for millennia, and an ancient empire of fire and darkness had fallen within half a year. Even now, the last member of that once-proud race knelt before him, twisted by the Horned God into a proud skaven.

Drazhoath the Ashen and the Infernal Guard transmuted into Drazhoath Ash-Fur and the Infurnal Guard. See Heroes threadmark.

Additional technologies unlocked! See Technology threadmark.

New titles gained: Unmaker of Zharr-Naggrund, Lord of the Dark Lands, Father of Drillfiends.


Yes-yes, it is good-good-good to be Thanquol, the Underlord thought as he put his pipe aside. Leaning forward in his personal throne, which was absolutely festooned with horns of all kinds and hundreds of sigils of the Horned Rat, he spoke to the dark-furred skaven kneeling before him. "Where-where do your loyalties lie?" He asked.

"With the Horned Rat, and by extension yourself, my Underlord," the newly christened Drazhoath Ash-Fur replied without hesitation. Thanquol frowned. He may be a member of the master race now, but he'd retained his former speech patterns. It was slightly disconcerting. "Your past-past life?" He enquired.

"Nothing more than a dream, exalted wise one. I live for the Under-Empire, and I hunger for the day in which I may devour what members of the surface races fall into my grip."

Thanquol nodded in contemplation. His flattery could use some work, but he'd certainly find opportunity to practice. "Go-go, then. Be as good-good a skaven as you can," he proclaimed, waving his paw dismissively. Drazhoath bowed obsequiously and scuttled out of Thanquol's personal chambers.

Taking a quick snort from his warpstone snuff stash, Thanquol leisurely walked over to a table in the center of the antechamber, which he'd had made entirely out of emeralds purely because he could. Upon it was spread out a map of 'the current strategic situation', as Paskrit had put it. It was straight from her headquarters, evidently. Whatever the gesture was intended to mean, it was lost on Thanquol, who didn't care much anyway. It meant he didn't have to make the walk to the next floor down where the Council chambers, and the official map, were. He snapped his fingers, signaling Boneripper to bring his extra-plush chair, which had been specially crafted from the skin and fur from a thousand newborn kittens. Sinking into its sinful softness, he regarded the map before him. Large areas on the map were marked as being owned by the Under-Empire, with the various surface races that inhabited the ground above being marked out in different colors. He'd taken the Dark Lands for sure, and surely that was going to grant a big advantage to his hordes, but he'd need to think of where to move to next, what to do, who to do what, how many resources to assign to each clan...

Thanquol's eyes drooped. This seat was dreadfully comfortable. Perhaps a nap was in order. Those plans and such would resolve themselves...

The Underlord's entire body tensed up as he felt two pinprick points settle lightly on his closed eyelids and gently draw them open. The hand of the Verminking gestured to the map lying in front of him, and Thanquol could feel the daemon's hot breath course across the nape of his neck as the tapestry fluttered into the air. "This behavior is above you, oh Underlord," came the Verminlord's hiss. "Only the Horned Rat may luxuriate so in his riches. Focus-focus."

The map came to life at the touch of the Verminlord's claw, tiny figurines of humans, dwarfs, skaven, and other things running around on its surface. "Things are set-set in motion now that will plunge the surface world into chaos," the Verminking said. "I bought you time-time by making you leader when I did, time you use-used well. Do not rest easy now or you will be drown-drowned by the coming tide, and all the rest of your kind with you."

Thanquol, adrenaline running through his system at the Verminking's unexpected appearance - how-how did he get here there was no summon - looked at the map as the daemon directed. He saw ... yes. There was a great conflict coming in the future. A war for the world, one that his kind had been preparing for ever since they were born. Great calamity, if they were not prepared. But also ... great opportunity.

"Do you see-see now?" Skreech Verminking asked his charge.

"Yes-yes," answered the Underlord, his green-eyed shadow looming large on the wall. "I see."

The Great Ascendancy Proceeds

You may ask one question of Skreech Verminking, greatest daemon of the Horned Rat. It may be about anything, from the psychology, location, or plans of enemy hero units to the actions entire nations will take this turn. Due to his daemonic nature he is guaranteed to be able to answer nearly any query. Ask wisely.

[] (write-in query)

The Surface World: Here is presented a list of enemy nations and groups on the surface, and a short summary of what you know is going on in them this turn. Note that this doesn't account for any unexpected shenanigans or divine intervention that may arise as a result of your actions.

Empire of Man
Authority Cap: None
The Empire is in turmoil. The ur-emperor Sigmar has been reborn as the boy Valten to defend his people, and the Emperor musters what armies he can in preperation for the storm coming from the north. The Colleges of Magic are working on a project tightly guarded enough that your spies can't get even a hint of what it is. A new Grand Theogonist has been elected in the absence of Volkmar the Grim; Tomas Jaeger is a kind man to followers of Sigmar, bolstered with faith after speaking to Valten. Sylvania has been subdued from its latest vampiric rebellion, and the Witch Hunters retain a hefty presence there. Beastmen raids have risen in frequency and ferocity, and cult activity in the major cities has risen, though they have not attempted anything big just yet.

Bretonnia
Authority Cap: None
Bretonnia is embroiled in a civil war. The black knight Mallobaude leads the duchies of Mousillon, Brionne, Bordeleaux, Carcassonne, and Quenelles against the rest of the realm, convincing some with superb charisma and others by winning them over with honorable combat, such as Quenelles, where he killed Duke Tancred in a duel. He claims to be on a crusade to free the land from the Lady's tyranny, but others claim he employs witches and worse in his forces. King Louen musters his armies to defeat this challenger and put down the upstart duchies.

Estalia
Authority Cap: None
Business in Estalia continues as usual. Bilbali and Magritta continue to war against each other and the other petty city-states. The citizenry remain as hot-tempered as ever, and the duelers are as eager as ever. There is one bit of unusual news: A short time ago a ship came in from the west to dock at a coastal town contested between both Bilbali and Magritta, with only a single person on board. A human woman, she vanished soon after getting off the ship, and your spies haven't found her since, not that they bothered. It's only one woman.
Minimum Required Authority to Overrun in 1 Turn (Total Infiltration Bonus): 2

Tilea
Authority Cap: None
Tilea is much the same as ever, broadly speaking. There was an upheaval on Sartosa a short time ago, a seemingly random outbreak of undead that only lasted for a single day. The Pirate King and most of his closer compatriots died in the fighting, swiftly replaced by the Estalian pirate Benito de Soto. A similarly named legislator in Remas was also elected a triarch of the city after his predecessor mistakenly drowned in his estate while drinking.
Minimum Required Authority to Overrun in 1 Turn (Total Infiltration Bonus): 3

Kislev
Authority Cap: None
Kislev sees the signs of the coming Chaos invasion just as well as the Empire. Tzarina Kattarin is marshalling the pulks for war, and has sent envoys to all of Kislev's allies for aid in the coming conflict.

Norsca
Authority Cap: None
Norsca is a hotbed of Chaos activity. All the tribes both north and south are in a frenzy, having received fell omens from their daemonic patrons and dark gods. Raids of the weak southerners have been halted, seemingly in favor of consolidating their forces. Hordes of dragon ogres and other chaos corrupted monsters stalk the countryside, and everywhere the winds of magic blow fiercely.

Mountains of Mourne/Ancient Giant Lands
Authority Cap: Max 4 - Little Tunnel Penetration, Altitude
The ogres are up to something in the mountains; almost every tribe is congregating at some point unknown to you in the mountains in response to an invitation or proclamation that Overtyrant Greasus Goldtooth has sent out. Dragon ogres have awoken in massive numbers thanks to a series of unnaturally potent storms raging over the peaks, and their rampaging is a sight to behold.

Araby
Authority Cap: None
While Araby, like many other cultures in the world, has been somewhat divided amongst itself in the past, all Arabyans know and respect the need to be wary of the land of the dead. Their sultans are keeping a keen eye on Nekehara and ceasing any warring on each other for the moment in the interest of mutual self-preservation.

Southlands
Authority Cap: None
There are really only three significant powers present in the Southlands - Pestilens, the lizardmen of Zlatlan, and the numerous feral ork and goblin tribes that rampage through the jungles. These have been joined by a fourth - in recent months twisted and mutated apes have appeared in great numbers all over the continent, seemingly spawned by the power of chaos. They clash near-constantly against the greenskins, who are showing the same signs of heightened agitation their kin in the Badlands are.

Karaz Ankor
Authority Cap: None
The dwarfs are as tightly boarded up behind their fortifications as ever. There have been rumblings in the deep as of late, as if a great number of boots were marching through them. The various goblin and ork tribes squatting in looted karaks have been abuzz with activity, but of what kind you don't know. Dragon ogres have suddenly appeared in huge numbers all over the mountains, wreaking havoc on anyone foolish enough to cross their path.

The Vaults/Grey/Black Mountains
Authority Cap: None
You are mostly uncontested in this region, though like seemingly every mountainous region in the world, dragon ogres have awoken from their slumber in unprecedented numbers.

Badlands
Authority Cap: None
The Orks in the region seem to be agitated. What reports you've gotten are of tribes clashing against each other with increasing ferocity. The drums of war are beginning to beat.

Border Princes
Authority Cap: Does this really matter? It's the Border Princes.
The various petty kingdoms here are still plagued with infighting, although there are several prominent voices calling for unity in the face of the growing ork threat.

Chaos Steppes
Authority Cap: Max 9 - Great Bastion in the way
The plains north of Cathay are awash with bodies as the Kurgan and Hung tribes mass in preparation for the coming storm of chaos. The Hobgoblin Khan is somewhere in these lands as well, although you can't pin him and his horde down.

Cathay
Authority Cap: None
The Dragon Emperor has returned to lead his nation, and everyone in Cathay is abuzz with the news. Everywhere there are signs of his directives - massive armies being called up to reinforce the Great Bastion and other strategically important locations, stores of food and water being reserved for potential sieges, mass recruitment drives into the various monastic orders, and most irritatingly, a meticulous crackdown on any source of corruption in the nation, including your spies. An inconvenience only magnified by Eshin's recent dearth of assassins.

Nippon
Authority Cap: None
The shoguns of Nippon are nominally divided, but they are united in their anger that the dragon that so long ago evicted their ancestors from their homeland has returned. Secret clades of assassins are mustering in preparation for an assassination attempt, and talks between multiple shoguns are in progress to form a temporary alliance. Eshin has received requests to hire their assassins.
Minimum Required Authority to Overrun in 1 Turn (Total Infiltration Bonus): 4

Khuresh Hinterlands
Authority Cap: None
There isn't much activity from any enemy armies in this jungle - it's just as hostile and parasite-ridden as ever, one of the deadliest jungles in the world besides the deepest parts of the Southlands and evil Lustria.

Ind
Authority Cap: 6 - Little Tunnel Penetration
Ventures into Ind have never been attempted in any great numbers, the clans in that region preferring to focus on the easier spoils available in Cathay. There are still some that make a living in the mountains on the border of the country, however, and they tell of strange things - movements of great troupes of seemingly intelligent and tool-using beastmen with the features of tigers and monkeys and other animals, and strange but potent signatures of energy manifesting in the distant cities of the humans living there.

Naagaroth
Authority Cap: Max 4 - Undersea Tunnel Difficulty
You don't currently know anything about what's going on here.

Athel Loren
Authority Cap: Max 7 - Dense Forest
You don't currently know anything about what's going on here.

Nekehara
Authority Cap: None
You don't currently know anything about what's going on here.

Albion
Authority Cap: Max 2 - Navy Capacity, No Tunnels
You don't currently know anything about what's going on here.

Northern Wastes
Authority Cap: None
You don't currently know anything about what's going on here.

Southernmost Continent
Authority Cap: 2 - Navy Capacity
You don't currently know anything about what's going on here.

Ulthuan
Authority Cap: 2 - Navy Capacity
You don't currently know anything about what's going on here.

Lustria
Authority Cap: Max 4 - Undersea Tunnel Difficulty
You don't currently know anything about what's going on here.

What actions will the Under-Empire take? You have 13 Authority to throw around however you wish. In the interest of encouraging discussion, voting won't begin until GM notice, which should be in 2 days unless discussion is heavy. I'll ask for the desired Verminking question sooner, as the answer will undoubtedly affect discussion. Use this time to discuss potential courses of action, modify plans, and/or gleefully imagine the looks on your enemy's faces. Best of luck, and use plan voting please.
 
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Let me know if I missed anything - I checked and rechecked the list of countries, but I might have overlooked one or two. Any questions, feel free to ask.
 
Alright guys, the moment we've all been waiting for.

The first thing to do is simple: thing, don't plan. That is, don't start throwing up votes. There's a LOT of material here, let's figure the situation and brainstorm now that we at last know the situation.
 
Let me know if I missed anything - I checked and rechecked the list of countries, but I might have overlooked one or two. Any questions, feel free to ask.
Hm, I see the authority caps, but do we no longer have any information on the recommended force for immediate (single turn) annihilation? Or does that require a certain level of infiltration?
 
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Hmm. Well for one, I'd like to secure the Southlands, as I've said before. Even more so now that there's a horde of Beast men rampaging through there as well. That place is the main base of Pestilens, and we probably don't want it to be too endangered.

Also, we have an opportunity. Nippon hates the Dragon Emperor of Cathay, who has been doing a crackdown that upsets our own forces in the area. The various Lords have already done calls for uniting and asking for our assistance.

Play this right, and we might be able to get two enemies there killing each other. With one paying us for the privilage.

@Xantalos
What does Nippon have that they pay Eshin for the services of their assassins? Maybe we can get them to help finance the rebuilding of that force.

Also, we need to find that woman in Estalia. Is there a chance she's Myrmidia reborn?

Also, maybe have a big force go Dragon Ogre hunting in the Vaults? Clear out our home territory and maybe get new samples for Moulder.
 
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Hm, I see the authority caps, but do we no longer have any information on the recommended force for immediate (single turn) annihilation? Or does that require a certain level of infiltration?
Look at Tilea, Estalia, and Nippon. I've decided to omit that feature unless you get total infiltration in an area, to give me a better excuse to do various things and also give increasing infiltration more of a point.

What does Nipping have that they pay Eshin for the services of their assassins? Maybe we can get them to help finance the rebuilding of that force.
What exactly d'you want? You're in fairly close contact with the Nipponese due to living so close to them, so as long as you engage in talks with them (aka devote at least an action to it) you can pretty much ask for whatver deal you want, with varying degrees of success depending on what you ask for and how many dice you concentrate into it.
 
Well, can we have a summary of Nippon at the moment, and what it's known for and what unique things are there about it?

Would ask more stuff, but I need to sleep now, will talk more in the morning,
 
@Xantalos

Did Grimgor really kill so many agents that a world-spanning (or one with paws in every pie so to speak) clan of killers, of the most populous species on the planet, is actually feeling the effects to the point it's mentioned in the campaign?

I can work with that, just making sure.

Also if I remember correctly, some research and stuff will be done regardless of Authority, and the 13th-turned Skaven will help with that a bit right?

Hmm. Well for one, I'd like to secure the Southlands, as I've said before. Even more so now that there's a horde of Beast men rampaging through there as well. That place is the main base of Pestilens, and we probably don't want it to be too endangered.

Also, we have an opportunity. Nippon hates the Dragon Emperor of Cathay, who has been doing a crackdown that upsets our own forces in the area. The various Lords have already done calls for uniting and asking for our assistance.

Play this right, and we might be able to get two enemies there killing each other. With one paying us for the privilage.

@Xantalos
What does Nippon have that they pay Eshin for the services of their assassins? Maybe we can get them to help finance the rebuilding of that force.
I agree. We still have surprise on our side, and with all these conflicts between and internally coming up, earlier predictions of taking advantage of them with assassins and such becomes truly valuable.

As for the payment-keep in mind that its as much a matter of time as it is wealth to make assassins. And we're already seeing the influx of the Dark Lands' bounty.

I propose we take advantage of the Nipponese plans to gain a greater bounty from the target, Nippon-say, bringing the body of the Dragon Emperor back to us, that we might revitalize it as a tool, enhance it, etc.

Generally I think this is a good time to direct focus at collaboration projects for improved assassination teams utilizing the abilities of multiple clans. Enhancement and specialized creatures from Moulder, more specialized and versatile (as far as assassination) weapons from Skyre, etc. Assassination is one of our best tools at the moment so making it better while focusing the clans on each other (albeit not in the normal way) is that much more necessary if we have a dearth of murderous agents.

Obviously we should begin a bit of intake into the new techs and such, and maybe a bit of spreading the USA's stuff, but I think that at this point, the Karaz Ankor is even more important. The longer we wait, the more the opportunists will show up.
 
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Bretonnia we could probably afford to leave alone while it's going through a civil war. Let them beat the shit out of each other on their own and see what comes of it. As is I'd prefer if possible to retain nonic secrecy for at least one more turn, so the human nations can probably afford to wait. They don't have the strategic value of others right now anyway.

As for the question...information about what Lustria is doing, who the woman was, what the Empire's project is, maybe what Greassus is up to.
 
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Lore: Cathay Ancient History/ Nippon History and Overview
In the days after Caledor the Great created the magical Vortex to stem the tide of Chaos, Ulthuan enjoyed times of prosperity. Prince Malekith travelled far and wide across the globe accruing fame and renown for himself, and the Asur through him. Caledor still held prominence in the kingdoms of the elves, for their dragons did not slumber as they do today. The genesis of perhaps the oldest human civilization bar ancient Nekehara lies here, for upon one summer's eve in those times an ancient dragon, heavy-hearted and world-weary, left the shores of Ulthuan. He was old enough that none remembered his name save for the most learned dragon-sages of Caledor and the elf he deigned to let ride him, Cathan, who had been killed in the Great War ended such a short time ago. Claiming a desire to see the world his friend had sacrificed her life to save, he flew away from Ulthuan, and no one challenged him, for it was a time of peace for the Asur, and dragonhosts were not needed. There was some concern when the ancient did not return after some decades had passed, but before an expedition could be mounted to find the star dragon Malekith launched his ill-fated coup, and there was no time to search. In the years after the black-hearted whores-son had been driven from Ulthuan's shores, the absence of the ancient was gradually forgotten - the elves had other matters to attend to.

The dragon winged across the world, exploring the place he had helped to save. He fought his way across several continents, feasting on the flesh of exotic creatures, and eventually ending up in a series of great flat and fertile lands. Here he made a lair, and tired of the world made to sleep for a millennium or so. Here he would've slumbered uninterrupted until an enterprising dragon ogre stuck a sword into his brain, but for a chieftain's daughter from a tribe called the Huan. Knowing of the beast inhabiting the mountainous lair, she had travelled there in hopes of taking a magical weapon from his hoard, for her tribe was threatened by sure annihilation - the Hung at that time were united under a great leader who retained the blessings of Chaos he had earned in the first incursion, and were but days from annihilating the Huan and swallowing their lands. The girl expected the dragon to be slumbering when she entered his lair, but was not paralyzed by fear upon being beheld by the ancient - instead, having nothing to lose, she asked the dragon to aid her tribe against their aggressors, and offered their everlasting fealty in return. Perhaps her boldness amused the dragon, or perhaps he saw in her a measure of his long-dead friend. Whatever the reason, he accepted the girl's terms, and flew her back to her tribe's lands which were under assault by a branch of the Hung army, perhaps five thousand strong. The dragon obliterated nearly half of them with fire and fang, and those who routed in panic were rounded up by the tribe's forces and killed to the last. In that field of scorched earth and burned corpses, the Huan knelt to the dragon after hearing his terms from their chieftain's daughter, naming him Shen Huanglong, roughly translating to Dragon-Emperor of the Huan.

Over the next decade or so, great change came to the Huan and all who shared the continent with them. Formerly armed with bronze, they were instructed in the making of steel, 'proper' architecture, and various other topics of civilization that Shen Huanglong recalled from his days in Ulthuan. He took command of the tribe's forces and marshalled them into a military unlike anything else on the continent, and with him at their head they crushed and absorbed every petty group around them. Within three years the Huan had grown to such an extent that they were able to meet the Hung horde in battle and crush them utterly, the Dragon-Emperor clashing with their Khan on his manticore mount in the skies above the duelling armies. After that battle, many tribes and clans were quick to pledge their fealty to the growing power. The strange and mystical monastic orders in the mountains and hidden valleys were convinced to lend their aid to the developing nation, and soon Shen Huanglong's nation became one of the preeminent civilizations on the fertile plains, matched only by Nippon, a conglomeration of several powerful feudal monarchies that had long entrenched themselves on the east coast of the continent as opposed to the Huan, who had established a powerbase in the east, near the Mountains of Mourne.

War was inevitable; Shen was too avaricious to allow a rival nation so close to his own and the Nipponese culture was hostile to outsiders. A tenuous peace held for perhaps ten years as tensions grew, and then hostilities broke out over some prefabricated excuse or other. The clash, when it happened, was an explosive series of battlegrounds the like of which would not be seen in the world again until much later, armies of humans grinding each other to the dirt. It was a vast and costly conflict for both sides, but one Nippon was destined to lose. For while the warrior culture of Nippon granted its fighters great prowess, it was little help against the advanced armies the Dragon Emperor fielded - armoured in sophisticated designs of metal, wielding weapons unheard of by the Nipponese, dredged up from Shen's deep memory, and supported by clades of monks that wielded martial arts so deadly and refined they could cut down a score of men in an eyeblink. Nippon lost first one battle, then another, then more, Shen Huanglong's mind proving to have a keen aptitude for strategy, until Nippon as it was had been destroyed entirely, with only great exodus fleets of the nobility evacuating towards the east. These the Dragon-Emperor let flee, for he had been to the islands the Nipponese now ran to, and had judged them of little consequence. Instead he turned his efforts towards unifying the continent under his rule, setting down a strict code of law, worship, and all other such aspects of a civilized society, all set up for his benefit. When at last he judged his work adequate and felt the long sleep drawing him in temporarily again, he named the girl who had found him, now middle-aged, Interim Secretary-Emperor. His last decree before entering his slumber atop the Peak of Heaven's Abode was to name his newly forged nation - Great Cathay, so that a remnant of his long-dead friend would endure for eternity.

The Nipponese, meanwhile, did as men do, and survived. Their fleets eventually landed on an island chain to the east, which they named Nippon, after the land which had been stolen from them. Despite the presence of a population of ogres which had somehow made their way over there, they did well, and eventually built a harsh society over the years to reflect their harsh outlook on life. They never forgave Shen Huanglong for taking their ancestral lands from them.

The Nipponese are a harsh people - they retain both the feudal culture and warrior-like nature from so long ago, and have developed a culture of strict focus and controlled anger. Their feudal lords, called shogun, each control a portion of land and those who live upon it. They enforce their authority with warriors roughly equivalent to Imperial knights, called senshi. The training and equipment of the senshi typically depends on each individual shogun, but their code of honor compels them to hold themselves to a high standard. Additionally, they're near-universally trained in dragon-killing tactics.

These are not the only notable forces in Nippon, however. Mastery of fighting is widespread, with even peasants who farm rice for a living being proficient in unarmed and armed combat. Attempting to sack a Nipponese village is often dangerous to the unwary, like chopping down a tree only to find it is made of iron. Additionally, there is a good number of magic users present in the country, for their strict culture and mannerisms aids with preventing daemonic possession. Often those mages in the employ of the shoguns use their skills to make darkly enchanted gear for the senshi, preferring not to fight on the battlefield themselves. It is not known what powers they wield, but judging from the artifacts high-ranking senshi bear, they are both strange and deadly. There are also a significant population of woods witches, wild druids who live in the forests to the interior of the islands. They are rarely seen but often heard of, able to transform themselves into strange creatures such as foxes with many tails. They are rarely seen even by Nipponese eyes, much less outsiders, and little is known about them.

The gods of Nippon are not like those of the Empire or other nations in the Old World. Instead of a fixed pantheon of mighty gods the Nipponese worship what they call the ka, the gods that exist in everything. They are innumerable spirits that are usually tied to a specific location or object rather than a process or concept like 'conventional' gods. Nipponese myth says that the ka may be of greater or lesser strength depending on what they are ka of - the ka of one tree will be subservient to that of the whole forest - but all must be treated with respect or misfortune will come to those who dare to disrespect them. This ties into Nippon's culture of discipline and respect, for if one even uses a tool carelessly it may not cooperate or even injure them, and a field will not grow crops if not properly beseeched beforehand. It is unclear the level of strength the ka exert upon the world, and whether they truly exist or are just the Nipponese way of justifying patience and diligence, for the ka do not choose champions or bless men like other gods do. Instead, those men who seemingly enjoy supernatural blessings actually fight with their gods on their side - a swordsman who diligently maintains his sword every day and uses it properly and justly will see his blade stay sharp and cut down his enemies with greater ease for so long as he maintains his respect toward its ka. Thus the Nipponese ideal is someone who pleases and respects the ka in all aspects of life, for by proper conduct do the good ka prosper, and as they prosper, so do men. On occasion, however, when disrespected, a ka may grow bitter towards the humans who live within its domain, and begin to wish them ill. If not averted, the ka becomes dark and twisted, a malevolent thing seeking to upset the natural order of all it comes across. Fortunately, there exist priest analogues in Nippon, who act more as spiritual diplomats than appeasers like priests of the Old World. They travel across the land seeking out sources of discord, and negotiate with the unhappy spirit in the center of its domain, convincing it to forgive the trespasses of the humans in its domain by offering it appropriate recompense. Thus is balance kept in Nippon's spiritual landscape, and it is an arrangement both men and ka benefit from.

Lastly there are the Night Clans, or Yami as they are sometimes known. They are Nippon's best kept secret, elusive, deadly, and utterly mysterious. They live in hidden enclaves far from the eyes of civilization where they hone their deadly arts and offer the faces of their victims to their secret lord who they speak not of. No one knows where they truly came from, only that their faces, when they deign to show them, are Nipponese. If it were not for that, some would question if they were truly mortal, or a race of demons. They occasionally take a child, it matters not where from, be it a shogun's son or a merchant's daughter, and take them to raise in their way. They have power over the night and shadow, and can kill with seemingly a flick of the finger. Their acolytes often spend years masquerading as beggars in the streets of villages and cities, which has lead to a custom of being unfailingly polite to any beggar that crosses one's path in Nippon, no matter how filthy, obnoxious, or bedraggled. The shoguns often contract them for assassinations against each other and unruly subjects, which they carry out without fail, always for an obscene amount of wealth or other compensation. The only target they have ever failed to kill, and the only one they will make an attempt on with no charge, is the Dragon Emperor of hated Cathay.

AN: My apologies to anyone who speaks Japanese and reads this, the vaguely Japan-ish words were pretty much entirely taken from google translate.
 
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- Lore of Azgorh - Drazhoath Ash-Fur retains strange powers of flame from his past existence as a dawi-zharr. Perhaps he might be able to teach them to others? This technology cannot be researched if Drazhoath is not assigned to it.
- Scripture of Hashut - Informally exiled from Zharr-Naggrund he may have been, but Drazhoath was still a sorcerer-prophet of the dawi zharr. He retains knowledge of virtually all of the rituals his people formerly used to invoke Hashut. Perhaps they could be turned to some use? This technology cannot be researched if Drazhoath is not assigned to it.

Interesting.
@Xantalos , what are the results of explicitly assigning heroes to things? If that hasn't been mentioned already-if it has, I apologize.
 
Did Grimgor really kill so many agents that a world-spanning (or one with paws in every pie so to speak) clan of killers, of the most populous species on the planet, is actually feeling the effects to the point it's mentioned in the campaign?

I can work with that, just making sure.

Also if I remember correctly, some research and stuff will be done regardless of Authority, and the 13th-turned Skaven will help with that a bit right?
Well, sort of. He didn't kill off Eshin's entire stock of assassins, of which there are a shit ton even though they go through such a Darwanian training process. What he did so when he krumped most of the assassins keeping the entire 1.5 million strong Waaagh!!! in check was kill most of their free stock of assassins - the majority of their agents are tied up in one mission or another doing mostly internal work and such. It'll take around a turn or so for Eshin to reorganize their assignments enough to get a free stock again, which'll replenish in size as the turns go on.

@Xantalos , what are the results of explicitly assigning heroes to things? If that hasn't been mentioned already-if it has, I apologize.
Basically if you assign a hero unit to an action you're making them work on that action. If you don't make one of them work on a research project for instance, they probably won't unless it really interests them, instead opting to do their own thing.
 
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So, how about overrunning Tilea and Estalia quickly?
It's pretty cheap, should get us some useful basic technology like better steel and better guns and it stops them from uniting and becoming an actual danger to the parts of our empire under them.
 
Personally feel the urge to knock Athel Loren over. It's not like they have much friends, and given how much they've conditioned people to fear going into the wood would anyone even notice them getting knocked over until after we've done it? And once they do investigate, charred ruins leave little evidence and the wood elves rarely like talking to, well, anyone, so it should take a while before anyone figures out what actually happened.

Knocking over Tilea and Estalia is tempting, but I fear it'll make us too visible on the world stage right now, instead of our current status of being basically ignored by everyone important.
 
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So, how about overrunning Tilea and Estalia quickly?
It's pretty cheap, should get us some useful basic technology like better steel and better guns and it stops them from uniting and becoming an actual danger to the parts of our empire under them.
I consider the element of surprise and retaining 5 Authority to be worth more. Even if they do unite and actually move against us directly, it will be much more simple to disunite them via covert operations (and less Authority). Right now they're not worth it. Plus the basic technologies are stuff we can get ourselves-theirs just means we have to spend one turn getting it, another disseminating it.
 
propose we take advantage of the Nipponese plans to gain a greater bounty from the target, Nippon-say, bringing the body of the Dragon Emperor back to us, that we might revitalize it as a tool, enhance it, etc.

Generally I think this is a good time to direct focus at collaboration projects for improved assassination teams utilizing the abilities of multiple clans. Enhancement and specialized creatures from Moulder, more specialized and versatile (as far as assassination) weapons from Skyre, etc. Assassination is one of our best tools at the moment so making it better while focusing the clans on each other (albeit not in the normal way) is that much more necessary if we have a dearth of murderous agents.
The danger of hiring onto Nippon to go after Cathay is that they're specifically getting more effective and directly stymieing the route through which we'd be hitting them. I would eyeball that we'd have to throw at least probably 3 Authority at that for just an infiltration and assassination mission on the Dragon Emperor, if that's what you're proposing. At least our Eshin heroes are still on the board but I'd be cautious there.

Hmm. Well for one, I'd like to secure the Southlands, as I've said before. Even more so now that there's a horde of Beast men rampaging through there as well. That place is the main base of Pestilens, and we probably don't want it to be too endangered.
As for the Southlands, outside of throwing all our remaining dice at it, I don't think that's within our capability of securing. Correct me if I'm wrong, but it's not as if Zlatan is exactly a trivial force. What specifically do you mean here?

Obviously we should begin a bit of intake into the new techs and such, and maybe a bit of spreading the USA's stuff, but I think that at this point, the Karaz Ankor is even more important. The longer we wait, the more the opportunists will show up.
What are you hoping to gain from Karaz Ankor and why do we need to go after them immediately? They're still turtled up and readied to go. Shouldn't it make more sense to keep an eye on the area and instead swoop in after the Greenskins have a go at it and start weakening the defenses? If anything I would say that we would want to trigger the Badlands WAAGH ASAP (at below peak power basically) and have it expend itself on Karaz Ankor and then swoop in and kill everyone, just like last turn.

So, how about overrunning Tilea and Estalia quickly?
It's pretty cheap, should get us some useful basic technology like better steel and better guns and it stops them from uniting and becoming an actual danger to the parts of our empire under them.
Not worth the discovery. Yes, we could roll over Tilea, Estalia, and even the Border Princes fairly easily, but that's all close to Bretonnia and the Empire and they'll suddenly notice that "oh shit the Skaven are doing stuff". IMO we want to keep staying under the radar from the Old World powers for at least another couple turns. We don't want to distract them from tearing each other apart first.

My areas of focus would be something like:
Expand infiltration into Nekehara and Araby and make preparations to play the two off each other. A lot of the other areas in the world will probably keep while they're fighting their own wars but we need more IC information on Nekehara and it's going to fall to the Skaven to do something about it instead of being able to rely much on anyone else.
Consolidate forces in the Dark Lands, build infrastructure, assist Mors in rebuilding and retraining.
Start working on the newly acquired tech. Put Mors+USA+Skyre+Grey Seers on Chaos Dwarf War Machines and the Navy on the Port of Ruin explicitly. (Maybe start thinking Superweapons, maybe not.)
And then pick ONE campaign area for military operations and throw the remaining authority at it after we come up with a target we can all agree on and a plan of attack. For example, if we really think Karaz Ankor needs to be hit, my idea of triggering a Waagh, having Pestilens preemptively weaken the Dwarves, having them fight, then having the USA swing in behind. Or act against the Mountains or Cathay or Nippon.
 
Also if I remember correctly, some research and stuff will be done regardless of Authority, and the 13th-turned Skaven will help with that a bit right?
Whoops, didn't quite answer this.
It depends on what clans have free time to do so, basically. If you send all of Skyre onto a warfront they won't have time to passively research some things they may want to, but if you leave Rictus alone they'll probably keep plodding along the path of necromancy. Drazhoath will do his own thing, which may include helping with research, unless you tell him to do something (assign him to an action).
 
The danger of hiring onto Nippon to go after Cathay is that they're specifically getting more effective and directly stymieing the route through which we'd be hitting them. I would eyeball that we'd have to throw at least probably 3 Authority at that for just an infiltration and assassination mission on the Dragon Emperor, if that's what you're proposing. At least our Eshin heroes are still on the board but I'd be cautious there.


As for the Southlands, outside of throwing all our remaining dice at it, I don't think that's within our capability of securing. Correct me if I'm wrong, but it's not as if Zlatan is exactly a trivial force. What specifically do you mean here?


What are you hoping to gain from Karaz Ankor and why do we need to go after them immediately? They're still turtled up and readied to go. Shouldn't it make more sense to keep an eye on the area and instead swoop in after the Greenskins have a go at it and start weakening the defenses? If anything I would say that we would want to trigger the Badlands WAAGH ASAP (at below peak power basically) and have it expend itself on Karaz Ankor and then swoop in and kill everyone, just like last turn.


Not worth the discovery. Yes, we could roll over Tilea, Estalia, and even the Border Princes fairly easily, but that's all close to Bretonnia and the Empire and they'll suddenly notice that "oh shit the Skaven are doing stuff". IMO we want to keep staying under the radar from the Old World powers for at least another couple turns. We don't want to distract them from tearing each other apart first.

My areas of focus would be something like:
Expand infiltration into Nekehara and Araby and make preparations to play the two off each other. A lot of the other areas in the world will probably keep while they're fighting their own wars but we need more IC information on Nekehara and it's going to fall to the Skaven to do something about it instead of being able to rely much on anyone else.
Consolidate forces in the Dark Lands, build infrastructure, assist Mors in rebuilding and retraining.
Start working on the newly acquired tech. Put Mors+USA+Skyre+Grey Seers on Chaos Dwarf War Machines and the Navy on the Port of Ruin explicitly. (Maybe start thinking Superweapons, maybe not.)
And then pick ONE campaign area for military operations and throw the remaining authority at it after we come up with a target we can all agree on and a plan of attack. For example, if we really think Karaz Ankor needs to be hit, my idea of triggering a Waagh, having Pestilens preemptively weaken the Dwarves, having them fight, then having the USA swing in behind. Or act against the Mountains or Cathay or Nippon.
Well, it's more a potential idea. As is, the benefit from getting involved at all in the Nippon-Cathay shadow war is the ability to manipulate and set off conflict between the two.

I do kind of like the way you're thinking. Karaz Ankor has some sweet stuff, but I could easily argue we have all the tools we need right now to make something major across the entire Skaven race.

It isn't necessarily guaranteed to be better to take out more enemies faster. More time to grow stronger, let our foes fight and reveal their secrets and general paths, could be quite useful.

I'm personally liking a bit of focus on the Lore and Daemonic bits we got from the Dawi-Zharr along with general integration of technology and collaboration/general spread across our forces.

And maintaining secrecy for even longer than this turn could be vital.
 
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