End Times 2
Xantalos
Turtle-Speed Writing
Thanquol paced back and forth as he contemplated the massive map. His feet clacked against the floor of the Council chambers, back and forth, back and forth until he felt like he was wearing a hole in the floor. The year had arguably been very good for him, and thus every other skaven. His sublime genius had led to the Dark Lands being transformed into a bastion of skaven might in record time, and the Glass Bowl ... he salivated at getting his paws on that much warpstone. It was an intoxicating prospect, and one he was incredibly tempted to speed up fulfilment of by getting the Seers to artificially condense the Winds down into the rock, regardless of how bad an idea that likely was.
There was something nagging at him, though. He couldn't determine exactly what it was, but something in the back of his gut was telling him that hazardous things were about to happen. This particular instinct had saved his life on many occasions, but unlike most other occasions when it flared up there was no immediate danger to run away from, or have Boneripper attack.
He looked over to the cybernetic rat-ogre, which was standing guard by the door. "Ah, loyal Boneripper," he sighed. "You have-have almost no brain left by now-now yet I feel you give me better-better advice than my own does sometimes. What-what course of action should I take-take, hmm?" He asked rhetorically.
Seemingly in response, Boneripper lit up with a fell emerald glow from within, his normally bloodred mechanical eyes glowing bright green and the same brilliant shade shining out from inside his cybernetic parts. He turned to look at Thanquol, his posture suddenly exuding menace. "You should stop-stop putting off your decisions and focus-focus on your duties, Humble Thanquol," he snarled with Skreech Verminking's voice. After he finished speaking, the glow abruptly faded and Boneripper returned to his usual stance as though nothing had happened.
...
"No more-more rhetorical statements, no-no," Thanquol muttered as he very carefully turned about to regard the map, his nerves further agitated by the Verminking's chastisement.
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 regions and enemy 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.
The Dark Lands - Owned
Authority Cap: None
The Dark Lands are owned near-entirely by the Under-Empire, and they are a glorious sight to see. Legions of slave rats mine precious resources out from the earth while the various clan installations bustle with movement and sound. The only part free of the skaven's grip is the Plain of Bones in the southwest, which clan Rictus hopes to take as their own soon.
The Dragon Isles - Owned
Authority Cap: None
The lizardmen have been purged from these islands, but the jungle is still a deadly place. USA training activities make use of its hostile environment, and while the capture and breeding of the reptilian creatures that live here is going slowly, it is proceeding.
The Vaults - Owned*
Authority Cap: None
With the dragon ogre threat purged, all is quiet in the Vaults for the moment - as quiet as things can get in the End Times. The mountains are crawling with mutated beasts - chimeras, manticores and the like - but not in enough numbers to be anything more than an environmental hazard.
*Karak Izor is still present but is not exerting influence outside the hold
Empire of Man
Authority Cap: None
The hammerblow of Chaos has hit Kislev, but the aftershocks resonate through Imperial lands. Beastmen hordes of unprecedented size and ferocity rampage across the petty villages, sacking them by the dozen. Malagor the Dark Omen leads the majority of the warherds in the south, and is engaging in a running series of battles with Valten, who recently took the head of Taurox, the Brass Bull. Meanwhile, Khazrak the One-Eye has marshalled the beastmen in the north under his banner, and is being hunted by his rival Boris Todbringer, among others. The Emperor Karl Franz leads the bulk of the Empire's armies to the northern border in hope of holding back the army of the Everchosen before he slaughters his way further south. Whatever the colleges of magic are doing is apparently making progress, and chaos cult activity in all the major cities has risen to a fever pitch - sabotage attempts and minor rebellions are commonplace, but in many cases they are themselves being counteracted by mysterious figures as interwoven into Imperial society as the cultists are.
Bretonnia/Grey Mountains
Authority Cap: None
Bretonnia is in shambles. The king and the black knight Mallobaude still clash with their armies, but a third side has joined the fray - an absolutely preposterous amount of Norscan warriors have landed on the northern coast and begun slaughtering their way south for the glory of the gods. Wulfrik the Wanderer and Valnir the Reaper at the least are leading the horde, and there may be more champions present. Many peasants across the land have been afflicted by the dark gods and turned into beastmen, and promptly made their way directly into Athel Loren. Additionally, there has been something of an outbreak of vampirism across the duchies, as knights and peasants alike turn to undeath for salvation from the horrors encroaching on the world.
Estalia
Authority Cap: None
Estalia has unified entirely against their god-queen Myrmidia, returned in their time of need. With living proof of the threat posed by the evil skaven witnessed by all of the surviving nobility, the country has engaged in preparations against the no-doubt imminent incursion. Aided by Myrmidia herself, the streets have run red with the blood of skaven and their informants, and many captives have been taken. Sewers have been blocked up or boobytrapped, and the formerly seperate military forces of each individual noble have been organized into a unified army, training with a will under the eye of the goddess of strategy.
Infiltration reduced to Heavy!
Tilea
Authority Cap: None
While Myrmidia is not in Tilea itself, her influence has still been felt. They are aware of the attempt on her life, and the public outcry over this has led to a similar attempt to expunge the skaven's eyes from their homes. Many influential figures are calling for unity, even on a temporary basis, in the face of the growing threat both domestic and abroad, as word of chaos' incursion trickles south. The sentiment is accepted widely, but currently no one can agree just who should lead.
Infiltration reduced to Very Heavy!
Minimum Required Authority to Overthrow in 1 Turn (V. Heavy Infiltration Bonus) 3-5
Kislev
Authority Cap: None
Kislev as a nation no longer exists. It was obliterated by the mailed fist of the chaos lord known as Archaon, the grizzled men of the pulks dying in bloody but futile last stands. Its people have been slaughtered one and all for the glory of the dark gods. Even their ruler, the fearsome Ice Witch Katarina, died with all her fellows, but not before summoning a storm of ice and snow of such proportions that it has blanketed the entire land in a sheet of white. The chaos horde that destroyed Kislev is somewhere within that blizzard, but it is impossible to tell where, for none who have entered the raging storm have returned.
Infiltration temporarily reduced to None!
Norsca
Authority Cap: None
Norsca is perhaps one of the most hazardous places on the planet as of now. The entire country is suffused in so much of the warp that reality itself has begun to be warped, and daemons stalk the land in gigantic armies. Many of the minor clans in the area have been wiped out for sport, and it is likely that assaults will be made on the major holdings the skaven have here soon.
Infiltration reduced to Very Light!
Occupation reduced to Very Light!
Mountains of Mourne/Ancient Giant Lands
Authority Cap: Max 4 - Little Tunnel Penetration, Altitude
The dragon ogres occupying the mountain range are unopposed, having completely razed the peaks of any competition. Crackling storms of lighting constantly obscure the entire region, and worse yet, the beasts seem to be organized. Many of the spies the SS employed were caught and killed, and there is a strong possibility they will assault the Headquarters soon.
Infiltration reduced to Light!
Araby
Authority Cap: None
News has reached Araby of the massive Chaos invasion, but they have no spare forces to counter that threat - the entire country is embroiled in a massive conflict with the Tomb Kings of Nekehara, lead by a fearsome figure named Settra the Imperishable. Araby is rapidly crumbling under this assault, and while some emirs remain resolved to fight to the bitter end, summoning armies of elementals to bolster their flagging armies, others harbor different thoughts. Some have complied with the demands bellowed by the horrific skeletons, surrendering and aiding in the enslavement of their countrymen. Some have fallen to the lure of Chaos, as manthings do, and some, concerningly, have begun fielding undead of their own amongst their armies.
Southlands
Authority Cap: None
The conflict between the ape-like beastman hordes and the greenskins in the jungle has heated up. Tribes of the foul creatures kill each other without mercy, staining the vegetation a deep red. A mighty warboss has risen among the greenskins, named Skabteef Beastmuncha. Many different beastman warlords oppose him, while simultaneously keeping an eye on their rivals.
Karaz Ankor/World's Edge Mountains/Black Mountains
Authority Cap: None
The dwarfs are boarded tightly up behind their walls, and are no doubt busily constructing yet more defenses behind them. Meanwhile, the dragon ogres in these mountains are rampaging destructively, and have clashed catastrophically with the many greenskins infesting the mountains. The storm shows no sign of letting up.
Badlands
Authority Cap: None
The orks in this region are going wild with bloodlust, and they're now united behind a fearsome warboss that rules with a cunning grip of iron. They're fighting something non-green, but it is impossible to tell what. The orks seem to be enjoying it, though.
Border Princes
Authority Cap: None
Some of the more powerful landholders have banded together in the face of the ork threat to the south, but their efforts are mostly in vain - the border princes are still disunited and present no real threat.
Chaos Steppes
Authority Cap: Max 9 - Great Bastion in the way
The lands north of the Great Bastion are a charnel house. Gargantuan hordes of Hung, riding atop daemonic steeds and swollen with the power of the dark gods, clash against the armies of the Hobgobla Khan while both sides indiscriminately assault the Great Bastion. Hundreds of thousands already lie dead upon the plains.
Cathay
Authority Cap: None
Cathay stands strong against the blows the world throws at it, as it always has. The battles at the Great Bastion are brutal meatgrinders, but in favor of the Cathayan armies thanks to the Bastion itself. Chaos cult activity is cropping up, as everywhere, but are having little effect and are often quickly reported by loyal citizens, and subsequently purged. The armies of Nippon, as treacherous as ever, struck Cathay along the coast, but the Dragon Emperor's eternal wisdom allowed him to anticipate this and deploy armies in wait for their forces. There is much fighting in the southeast between the contested armies, the Nipponese making a good showing of themselves for now. Mutant hordes are additionally making their way north out of the Khuresh Hinterlands, and are being combated by forces present in the region. The specialists sent by the Dragon Emperor to combat the Wheezing Slumber have been making headway on developing a countermeasure, becoming able to banish the plague from citizens for longer and longer before it takes hold once more.
Nippon
Authority Cap: None
War fervor is high in Nippon - as reports of the many battles on the mainland trickle back to the islands, more and more men and material gather to be shipped over to join the fight. Tokugawa Nobunaga, the most individually powerful of the shoguns in Nippon, has instituted vastly stricter security measures in his home fortress. He rarely ventures out in the open except when necessary, and sleeps far less soundly than before.
Minimum Required Authority to Overrun in 1 Turn (Total Infiltration Bonus): 4
Khuresh Hinterlands
Authority Cap: None
Khuresh is crawling with deadly beasts that are both poisonous and venemous. This is normal for the dangerous jungle, however. What is different is the sudden appearance of a preposturous number of mutated beastmen bearing the features of primates and felines. They seem to be clashing against each other just as much as they are heading north to assault Cathay.
Ind
Authority Cap: 6 - Little Tunnel Penetration
Nothing seems to have changed significantly in Ind - the strangely intelligent beastmen are still moving through the jungle in large numbers, and whatever is happening in the cities does not seem to be abating.
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
There are skeletons here. Quite a few of them, in fact!
Albion
Authority Cap: Max 0 - Navy Capacity, No Tunnels, Mist Barrier
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.
There was something nagging at him, though. He couldn't determine exactly what it was, but something in the back of his gut was telling him that hazardous things were about to happen. This particular instinct had saved his life on many occasions, but unlike most other occasions when it flared up there was no immediate danger to run away from, or have Boneripper attack.
He looked over to the cybernetic rat-ogre, which was standing guard by the door. "Ah, loyal Boneripper," he sighed. "You have-have almost no brain left by now-now yet I feel you give me better-better advice than my own does sometimes. What-what course of action should I take-take, hmm?" He asked rhetorically.
Seemingly in response, Boneripper lit up with a fell emerald glow from within, his normally bloodred mechanical eyes glowing bright green and the same brilliant shade shining out from inside his cybernetic parts. He turned to look at Thanquol, his posture suddenly exuding menace. "You should stop-stop putting off your decisions and focus-focus on your duties, Humble Thanquol," he snarled with Skreech Verminking's voice. After he finished speaking, the glow abruptly faded and Boneripper returned to his usual stance as though nothing had happened.
...
"No more-more rhetorical statements, no-no," Thanquol muttered as he very carefully turned about to regard the map, his nerves further agitated by the Verminking's chastisement.
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 regions and enemy 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.
The Dark Lands - Owned
Authority Cap: None
The Dark Lands are owned near-entirely by the Under-Empire, and they are a glorious sight to see. Legions of slave rats mine precious resources out from the earth while the various clan installations bustle with movement and sound. The only part free of the skaven's grip is the Plain of Bones in the southwest, which clan Rictus hopes to take as their own soon.
The Dragon Isles - Owned
Authority Cap: None
The lizardmen have been purged from these islands, but the jungle is still a deadly place. USA training activities make use of its hostile environment, and while the capture and breeding of the reptilian creatures that live here is going slowly, it is proceeding.
The Vaults - Owned*
Authority Cap: None
With the dragon ogre threat purged, all is quiet in the Vaults for the moment - as quiet as things can get in the End Times. The mountains are crawling with mutated beasts - chimeras, manticores and the like - but not in enough numbers to be anything more than an environmental hazard.
*Karak Izor is still present but is not exerting influence outside the hold
Empire of Man
Authority Cap: None
The hammerblow of Chaos has hit Kislev, but the aftershocks resonate through Imperial lands. Beastmen hordes of unprecedented size and ferocity rampage across the petty villages, sacking them by the dozen. Malagor the Dark Omen leads the majority of the warherds in the south, and is engaging in a running series of battles with Valten, who recently took the head of Taurox, the Brass Bull. Meanwhile, Khazrak the One-Eye has marshalled the beastmen in the north under his banner, and is being hunted by his rival Boris Todbringer, among others. The Emperor Karl Franz leads the bulk of the Empire's armies to the northern border in hope of holding back the army of the Everchosen before he slaughters his way further south. Whatever the colleges of magic are doing is apparently making progress, and chaos cult activity in all the major cities has risen to a fever pitch - sabotage attempts and minor rebellions are commonplace, but in many cases they are themselves being counteracted by mysterious figures as interwoven into Imperial society as the cultists are.
Bretonnia/Grey Mountains
Authority Cap: None
Bretonnia is in shambles. The king and the black knight Mallobaude still clash with their armies, but a third side has joined the fray - an absolutely preposterous amount of Norscan warriors have landed on the northern coast and begun slaughtering their way south for the glory of the gods. Wulfrik the Wanderer and Valnir the Reaper at the least are leading the horde, and there may be more champions present. Many peasants across the land have been afflicted by the dark gods and turned into beastmen, and promptly made their way directly into Athel Loren. Additionally, there has been something of an outbreak of vampirism across the duchies, as knights and peasants alike turn to undeath for salvation from the horrors encroaching on the world.
Estalia
Authority Cap: None
Estalia has unified entirely against their god-queen Myrmidia, returned in their time of need. With living proof of the threat posed by the evil skaven witnessed by all of the surviving nobility, the country has engaged in preparations against the no-doubt imminent incursion. Aided by Myrmidia herself, the streets have run red with the blood of skaven and their informants, and many captives have been taken. Sewers have been blocked up or boobytrapped, and the formerly seperate military forces of each individual noble have been organized into a unified army, training with a will under the eye of the goddess of strategy.
Infiltration reduced to Heavy!
Tilea
Authority Cap: None
While Myrmidia is not in Tilea itself, her influence has still been felt. They are aware of the attempt on her life, and the public outcry over this has led to a similar attempt to expunge the skaven's eyes from their homes. Many influential figures are calling for unity, even on a temporary basis, in the face of the growing threat both domestic and abroad, as word of chaos' incursion trickles south. The sentiment is accepted widely, but currently no one can agree just who should lead.
Infiltration reduced to Very Heavy!
Minimum Required Authority to Overthrow in 1 Turn (V. Heavy Infiltration Bonus) 3-5
Kislev
Authority Cap: None
Kislev as a nation no longer exists. It was obliterated by the mailed fist of the chaos lord known as Archaon, the grizzled men of the pulks dying in bloody but futile last stands. Its people have been slaughtered one and all for the glory of the dark gods. Even their ruler, the fearsome Ice Witch Katarina, died with all her fellows, but not before summoning a storm of ice and snow of such proportions that it has blanketed the entire land in a sheet of white. The chaos horde that destroyed Kislev is somewhere within that blizzard, but it is impossible to tell where, for none who have entered the raging storm have returned.
Infiltration temporarily reduced to None!
Norsca
Authority Cap: None
Norsca is perhaps one of the most hazardous places on the planet as of now. The entire country is suffused in so much of the warp that reality itself has begun to be warped, and daemons stalk the land in gigantic armies. Many of the minor clans in the area have been wiped out for sport, and it is likely that assaults will be made on the major holdings the skaven have here soon.
Infiltration reduced to Very Light!
Occupation reduced to Very Light!
Mountains of Mourne/Ancient Giant Lands
Authority Cap: Max 4 - Little Tunnel Penetration, Altitude
The dragon ogres occupying the mountain range are unopposed, having completely razed the peaks of any competition. Crackling storms of lighting constantly obscure the entire region, and worse yet, the beasts seem to be organized. Many of the spies the SS employed were caught and killed, and there is a strong possibility they will assault the Headquarters soon.
Infiltration reduced to Light!
Araby
Authority Cap: None
News has reached Araby of the massive Chaos invasion, but they have no spare forces to counter that threat - the entire country is embroiled in a massive conflict with the Tomb Kings of Nekehara, lead by a fearsome figure named Settra the Imperishable. Araby is rapidly crumbling under this assault, and while some emirs remain resolved to fight to the bitter end, summoning armies of elementals to bolster their flagging armies, others harbor different thoughts. Some have complied with the demands bellowed by the horrific skeletons, surrendering and aiding in the enslavement of their countrymen. Some have fallen to the lure of Chaos, as manthings do, and some, concerningly, have begun fielding undead of their own amongst their armies.
Southlands
Authority Cap: None
The conflict between the ape-like beastman hordes and the greenskins in the jungle has heated up. Tribes of the foul creatures kill each other without mercy, staining the vegetation a deep red. A mighty warboss has risen among the greenskins, named Skabteef Beastmuncha. Many different beastman warlords oppose him, while simultaneously keeping an eye on their rivals.
Karaz Ankor/World's Edge Mountains/Black Mountains
Authority Cap: None
The dwarfs are boarded tightly up behind their walls, and are no doubt busily constructing yet more defenses behind them. Meanwhile, the dragon ogres in these mountains are rampaging destructively, and have clashed catastrophically with the many greenskins infesting the mountains. The storm shows no sign of letting up.
Badlands
Authority Cap: None
The orks in this region are going wild with bloodlust, and they're now united behind a fearsome warboss that rules with a cunning grip of iron. They're fighting something non-green, but it is impossible to tell what. The orks seem to be enjoying it, though.
Border Princes
Authority Cap: None
Some of the more powerful landholders have banded together in the face of the ork threat to the south, but their efforts are mostly in vain - the border princes are still disunited and present no real threat.
Chaos Steppes
Authority Cap: Max 9 - Great Bastion in the way
The lands north of the Great Bastion are a charnel house. Gargantuan hordes of Hung, riding atop daemonic steeds and swollen with the power of the dark gods, clash against the armies of the Hobgobla Khan while both sides indiscriminately assault the Great Bastion. Hundreds of thousands already lie dead upon the plains.
Cathay
Authority Cap: None
Cathay stands strong against the blows the world throws at it, as it always has. The battles at the Great Bastion are brutal meatgrinders, but in favor of the Cathayan armies thanks to the Bastion itself. Chaos cult activity is cropping up, as everywhere, but are having little effect and are often quickly reported by loyal citizens, and subsequently purged. The armies of Nippon, as treacherous as ever, struck Cathay along the coast, but the Dragon Emperor's eternal wisdom allowed him to anticipate this and deploy armies in wait for their forces. There is much fighting in the southeast between the contested armies, the Nipponese making a good showing of themselves for now. Mutant hordes are additionally making their way north out of the Khuresh Hinterlands, and are being combated by forces present in the region. The specialists sent by the Dragon Emperor to combat the Wheezing Slumber have been making headway on developing a countermeasure, becoming able to banish the plague from citizens for longer and longer before it takes hold once more.
Nippon
Authority Cap: None
War fervor is high in Nippon - as reports of the many battles on the mainland trickle back to the islands, more and more men and material gather to be shipped over to join the fight. Tokugawa Nobunaga, the most individually powerful of the shoguns in Nippon, has instituted vastly stricter security measures in his home fortress. He rarely ventures out in the open except when necessary, and sleeps far less soundly than before.
Minimum Required Authority to Overrun in 1 Turn (Total Infiltration Bonus): 4
Khuresh Hinterlands
Authority Cap: None
Khuresh is crawling with deadly beasts that are both poisonous and venemous. This is normal for the dangerous jungle, however. What is different is the sudden appearance of a preposturous number of mutated beastmen bearing the features of primates and felines. They seem to be clashing against each other just as much as they are heading north to assault Cathay.
Ind
Authority Cap: 6 - Little Tunnel Penetration
Nothing seems to have changed significantly in Ind - the strangely intelligent beastmen are still moving through the jungle in large numbers, and whatever is happening in the cities does not seem to be abating.
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
There are skeletons here. Quite a few of them, in fact!
Albion
Authority Cap: Max 0 - Navy Capacity, No Tunnels, Mist Barrier
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.
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