Revolt-Revolution, Yes-Yes! (CK2 Skaven Post-Revolution Quest)

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Revolt-Revolution, Yes-Yes!
3C's Advisor List/Roundup/Discussion Stuff
So I decided to try and get a list of all the advisors on one post - Quests like this, in my experience, tend to have a degree of number-flubbing, given the number of options and potential bonuses it can be easy for things to be forgotten. I'm hoping that by keeping an up-to-date collection of the advisors as the quest goes on makes it easier to remember what's been revealed and what we still need to figure out.

Or maybe I just need better hobbies than allowing myself to hyperfixate on forum games.

Some quick notes:

First of all, every character is listed as having a Personal combat score. As some characters have entirely hidden stats, and some have a martial stat but no PC despite presumably being fighters, I've put the category for every advisor. If it turns out that an advisor doesn't have a Personal combat stat (or even a normal stat) worth numbering (as laurent describes in the Mechanical tidbits), I'll edit it to indicate that it's not applicable.

Secondly, I've put in a few speculations and comments of my own. {Anything in italics between these brackets is my own speculation, and should be treated as such.} Again, I'll update all of these as the quest continues, including said speculation, but I'll make sure it's clear what's known, what isn't, and what's me making an educated guess.

Anyway...

Martial:
Name: Feresh Longtail
Race: Skaven
Age: 11

Bio: Feresh is not one of your friends and allies. A Clanrat who served/serves as a military trainer to the lower-ranks of slaverats and clanrats in battle, he has a wicked scar and has fought many battles. He expected, if not power, prominence as one of the military experts who wasn't just a Stormvermin with no experience beyond the tactical.

Martial: 12 (Personal Combat: 16)
Diplomacy: 6
Stewardship: 8
Intrigue: 5
Learning: 6
Piety:

Traits Known:
Jealous: He doesn't like to share, -3 to rolls for actions where he is the primary and someone else is the secondary actor on it.
Trainer: He knows how to whip in shape rats, at the very least, and perhaps even more than that. +5 to rolls to train troops.
Tough As Nails: +2 to Personal Combat rolls.

{Feresh specialises in training troops, and presumably specialises with Skaven units, though outside of that he struggles to excel. He has an above average martial and very good Personal Combat, but his other stats leave something to be desired. His jealousy is also going to be something to consider once we're returned to having 2 Military actions. - 3rd}
Name: Iznos
Race: Orc
Age: Unknown

Bio: A powerful and cunning Orc, he won the brawl and seems remarkably keen by the standards of his race. But little else is known.


Martial: 13, (Personal Combat: 19)
Diplomacy: ???
Stewardship: ???
Intrigue: ???
Learning: ???
Piety: ???


Traits Known:
???
{Turn 2 has a modifier called Orc for Orc job, which gave a plus 10, but I'm not sure if that was a trait or just a situational thing -3rd}
{Iznos has our highest known raw martial. Also remember that Orcs value cunning as well as brutality, so Iznos has good odds on being bright when it comes to certain matters. Could be one of our more reliable options - 3rd}
Name: Rupert von Hummingburg
Race: Man-thing
Age: Unknown


Bio: Some sort of Man-thing adventurer and mercenary, he was captured and seems popular, having kept up the spirits of many during their captivity.
- {Rupert was initially, and ironically, captured when he and his mercenaries took a job trying to rescue people who had been taken as slaves. he would later discover that some of the people he'd been trying to rescue were already dead. - 3rd}


Martial: 12 (Personal Combat: ???)
Diplomacy: 12
Stewardship: 9
Intrigue: ???, as subtle as a brick.
Learning: 7
Piety: ???

Traits known:
The Business of the Mercenary: +5 to all rolls to organize, supply or work with armies… but not with military planning.

{His Mercenary trait allows for him to hit above his weight class in multiple fields, surprisingly including certain martial situations. His diplomacy is also reasonable, and the only reason turn 2 sucked was the natural 1 shafting him. Given other hints (We know he at leasts follows a religion, and his organisation focus suggests decent stewardship) i suspect he might be very well rounded, and thus helpful for the logistics of maintaining a military force -3rd}
Name: Argrush Chimeraeater Linebreaker Cannonball Catcher the Huge
Race: Ogre
Age: Unknown


Martial: 9 (Personal Combat: 28)
Diplomacy: 9-10
Stewardship: ???
Intrigue: ???
Learning: ???, but he's an Ogre.
Piety: ???


Traits known:

Compassionate: He only took a finger or an ear during the leadership Gut-Barges. By Ogre standards this is a bleeding heart.
Impious: He seems... less connected to whatever "Maw" this is than some other Ogres. But no less strong for it.
Chimeraeater: ???
Linebreaker: +10 to rolls to initiate or follow through on a Charge he is personally leading.
Cannonball Catcher: ???
The Huge: Is huge.

{Argrush for now is a blunt instrument. He may turn out to be a steward of great renown or a master sneak, but it's unlikely, though compassionate might allow for some Diplo options. His main strength is his strength - Taking into account only PC and Linebreaker gives him +38 for a charge, which is frankly insane. - 3rd}

Diplomacy:
Name: Teyoti
Race: Lizardmen, Skink
Age: Unknown {Lizardmen cannot die from old age - 3rd}

Bio: ???

Martial: 8 (Personal Combat: ???)
Diplomacy: 13
Stewardship: ???
Intrigue: ???
Learning: 15
Piety: ???

Traits known:
???
{The Planner Plans: Unknown if this is an actual trait or was just a situational bonus, but it seemed to come up for the martial option in the journey north}
{Getting it across: Another uncertain but possible trait. If it is, Teyoti may have difficulties explaining ideas? -3 to certain rolls}

{Teyoti... Exists? He's a Lizardman, so that should definitely have some interesting traits, but exactly what we don't know yet. The potential for the Planner plans and getting it across to be traits indicates that he's good with actually constructing ideas, so it may or may not be a good idea to include him in long term projects. Whilst probably not a personal trait, discussing awkward subjects seems to give a +5 bonus. - 3rd}
Name: Chittertongue the "Aledancer"
Race: Skaven
Age: 8

Bio: A talkative if arrogant Skaven, he helped win the revolution and sought to achieve great status in the aftermath, but was shot down. He doesn't like you.
-{Chittertongue was a Slaverat who was always somewhat fascinated with other cultures even before the revolution. His beliefs in pure defence and peace through superior diplomacy seem to be genuine, at least, and whilst he does dislike Andratse, He doesn't seem to think of her as evil (in his own words, she's not Bad-Bad, just Bad). -3rd}

Martial: 1 (Personal Combat: ???) {It's probably somewhere in the region of 'don't' - 3rd}
Diplomacy: 18
Stewardship: 9
Intrigue: 10
Learning: 7
Piety: ???


Traits

Scheming: Roll d13 each turn to see what they get up to.
Popular: If not given a Primary position once ever three months, will begin causing trouble.
Manytongued: +5 bonus to diplomacy with non-Skaven.

{Our Best diplomat and also trying to oust us by gaining favour amongst the council members. Despite that, his personality indicates that it might be because he legitimately believes we represent some of the Under Empires old ways, so I doubt he's an outright villain. That said a lot of the vibes from him have been at least slightly concerning, so I suspect him actually being successful would have consequences. Be careful of which missions we send him on, as he can potentially be a double-edged sword- 3rd}
Name: Baruk Earwing
Race: Night Goblin
Age: Unknown


Bio: A clever and persuasive Night Goblin, he has unusually large ears, the better to hear you with, and supported you in the understanding that he might get a chance himself before that long.

Martial: 5 (Personal Combat: ???)
Diplomacy: 14
Stewardship: ???
Intrigue: ???
Learning: ???
Piety: ???

Traits known:
???

{Baruks unfortunately someone we don't know a ton about. Given he wanted prestige, it's probably best to see what he does when in a primary position. Other than that, right now, all we have to go off is flavour text. Still, 14 diplomacy makes him a pretty great option. - 3rd}

Stewardship:
Name: Qit Bristledigger
Race: Skaven
Age: 9

Bio: A furnace-worker and sometimes miner, he is lovers with Zhen Tinkernose and is twisted by his experiences with raw Warpstone, but still clever-quick.

Martial: 5 (Personal Combat: ???)
Diplomacy: 8
Stewardship: 11
Intrigue: 4
Learning: 9
Piety: ???


Traits known:

Warpstone Scarred: Interacting with Warpstone exhausts him, take -2 to actions involving Warpstone.
Warpstone Used: Despite this, he is used to it in another sense, and so failure on a Warpstone action will not lead to large disasters, just small ones.
Teamwork: If he and Zhen are working on things very similar, they will combine forces, adding +5 to each of their efforts.
???
???
{One trait may be when working with familiar tech, as it gave him a +3 bonus when working on the pipes}
{Qit, as noted by Clockworkchaos, combos well with anything that Zhen as an advisor is doing. Arguably the best way to do this is for the two of them to focus on warpstone, as the +5 would reduce the penalty and any failures will not be as severe, making him even better for any major projects. Other traits will need to be looked into though - 3rd}
Name: Willa "Mother" Drubapple
Race: Halfling
Age: Unknown {At least 40 -3rd}

Bio: A Halfling leader, she was like a "Mother" to all the Halflings surviving down there, and so it is no surprise she was elected. {Willa joined up with a Merchant caravan partly as a more socially acceptable form of adventure, but also to marry the person she was in love with. The caravan of course, never arrived. She's noted to still have children she left behind before she went on the journey, and presumably she'd want to get in contact with them -3rd}

Martial: ??? (Personal Combat: ???)
Diplomacy: ???
Stewardship: 12
Intrigue: ???
Learning: 10
Piety: ???

Traits known:
Farmer: She seems to be skilled at crops and herbs. Plus 6 to actions involving {Presumably only Agricultural} farming.

{Our highest Stewardship score, and her skillset makes her very good at agriculture, which combined with bonuses we've gained in the stewardhship section could allow us to make some good strides on that front - 3rd}
Name: Dapstod Dewgum
Species: Gnoblar
Age: Unknown

Bio: A Gnoblar with a chip on his shoulder, he's quite good at caring for Rhinoxen. A supporter. {He's pretty outspoken about wanting to have the gnoblar not just be servants of the Ogres - 3rd}


Martial: ??? (Personal Combat: ???)
Diplomacy: ???
Stewardship: 10
Intrigue: ???
Learning: ???
Piety: ???


Known Traits:
Rhinoxen Herder: He has plenty of experience. +5 to actions involving Rhinoxen.

{Overall, not too impressive unless it involves Rhinoxen. 10 is still a useful thing to have as a bonus though, but definitely someone who should be prioritised on his specialties if he can be -3rd}
Name: Josiah Fuerbach
Species: Man-thing
Age: Unknown - He looks older, and is a Man-thing, they live longer, so maybe in his twenties? Middle-end of his life?

Bio: A merchant picked up and enslaved for not paying the absurd prices, some months before the revolution. He quickly lost weight but never hope.


Martial: ??? (Personal Combat: ???)
Diplomacy: ???
Stewardship: 11
Intrigue: ???
Learning: ???
Piety: ???

Traits known:
Trader: He is a merchant through and through.

{As with some others, not much to learn right now. Once we start getting trade up properly and aren't potentially dying of exposure, he'll probably be far more useful for a variety of options, but for now he's extra hands where they're needed. -3rd}

Intrigue:
Name: Skit Shadowdigger
Race: Skaven
Age: 5


Bio: One of the two Skaven whose opinions didn't matter much, she nonetheless voted for Andratse once the vote was all decided. She's a fast sort, and rather secretive, a slaverat who did good work during the revolution.


Martial: 1, (Personal Combat: 12)
Diplomacy: 8
Stewardship: 3
Intrigue: 12
Learning: 6
Piety: ???


Traits known:
Hands On: She goes on her own missions, whatever those are.
Blade In The Dark: She is pretty good at the darker arts, even if she's not even close to Clan Eshin. +3 on missions that might be classified as (Assassination)
Vengeful (Disadvantage): She has a mean streak against those who she feels have wronged her. {Note that this affected her during the Show trials vote -3rd}

{She's a Ninja rat. At the end of the day, her skillset isn't that weird. She's got decent Personal Combat, so she can hold well in a fight, and she works best if she needs to do some wetwork. As seen from her behaviour with the traps, however, she doesn't seem to believe in leaving a job half-done, so make sure to consider that.- 3rd}
Name: Dzol Tittersnipe
Race: Night Goblin
Age: Unknown


Bio: A night-goblin who is more sneaky than talky, but is also very talky.

Martial: ??? (Personal Combat: ???)
Diplomacy: ???
Stewardship: ???
Intrigue: 12
Learning: ???
Piety: ???

Traits known:
Gabbermouth: Sometimes he blabs what he shouldn't, impressed by his own cleverness in keeping secrets. {In certain circumstances, this can encourage others to share information with him, giving a plus 5 bonus. However, he is still sharing information he otherwise probably shouldn't}
{Need more info on this guy. Gabbermouth seems to have some risks, but in the right circumstances it can also be an asset. At the very least, he's someone who we probably shouldn't send on a deep cover mission, given he might blow said cover in his hubris -3rd}

Learning:
Name: Gaion, Helesh, Tascis, and Arorlae
Race: Elves? Are there more than one Elf-things? {Gaion is an Asur, Helesh a Druchii, Tascis an Eonir, Arorlae an Asrai. -3rd}
Age: ???, a lot. {They're elves, if their combined age isn't at least 4 digits, I'd be shocked. -3rd}

Bio: { For each of them:
  • Helesh was seeking fortune and glory to win the heart of the woman she loved, but got captured. Her time in chains has made her maybe slightly critical of slavery - treating her slaves more kindly is like, ridiculously progressive by dark elf standards, if shit by anyone elses. that said, she's still considering earning herself wealth and then leaving, so consider her loyalties suspect until she actually becomes semi decent. Her encounter with Andratse shows she's rather dismissive, but at least respects her as a fighter, I think?
  • Gaion was a high elf guarding a diplomat of some kind, initially travelling to Cathay and then to the Empire. On the way back, the travellers were ambushed whilst he was asleep due to being poisoned. He's got some self loathing issues about this, of course, and so see's trying to uplift the skaven as an attempt at redemption, but after seeing some of the records, he recognises the Skaven are actually a lot more advanced than he first assumed.
  • Tascis made a lot of bold claims about the nature of magic, claims of which he's almost certainly wrong. He and some likeminded fellows decided to go to Cathay, but he got captured by the Skaven around a month after the Gaion. Tascis seems to be staying here both because the danger for actually reaching Cathay are too great, and because he recognises that he lost his little debate, but he also doesn't actually want to stay here all that much.
  • Arorlae was part of a group hunting after a Beastman Shaman, and the group was successful, but were then attacked by fire dwarves after the hunt. Whether the Skaven took advantage of this or they were then sold from the Fire Dwarves to the Skaven isn't specified. Her reason for staying seems to be to try to hunt down any of the remaining targets her group was hunting after.
Yeah working with 4 different characters is a handful. -3rd}

Average:
Martial: 14 (Personal Combat: )
Diplomacy: ???
Stewardship: 11
Intrigue: ???
Learning: 20
Piety: ???

Helesh:
Martial:??? (Personal Combat:???)
Diplomacy:???
Stewardship:???
Intrigue: 16
Learning: ???
Piety: ???

Gaion:
Martial:??? (Personal Combat:???)
Diplomacy:???
Stewardship: 13
Intrigue:???
Learning:???
Piety:???

Tascis:
Martial:??? (Personal Combat: ???)
Diplomacy:???
Stewardship: ???
Intrigue:???
Learning:???
Piety:???

Arorlae:
Martial:??? (Personal Combat: ???)
Diplomacy: ???
Stewardship: ???
Intrigue: ???
Learning: ???
Piety: ???

Traits known:
Working-together problems: {the elves are a group of 4 different cultures that struggle at best to find common ground. When working as a group, their stats are considered to be the average of the 4 of them, and they suffer a -7 to their rolls unless a project is sufficiently interesting enough for them to forget to bicker, though they do not get their stats halved if placed in a secondary role. Individual elves can end up instead doing actions on their own initiative, in which case they use their own scores and do not suffer from the -7 malus}
Not in Charge?: {Elves are incredibly Arrogant and assume they should always be in charge. -3 to any actions where the Elves are a secondary role}
Curiosity: {+5 under certain situations, presumably those that pique curiosity, potentially a Tascis trait}
The Reavers Boon: {Plus 5 in certain situations. Probably a Helesh Trait}
The Guards Heart: {Plus 5 in certain situations. Probably a Gaion trait}
Reavers Hate: {Plus 5 under certain situations. Helesh Trait}


{The elves seem to be at least getting along better, and the -10 malus has been reduced to -7. That's a pretty sizeable buff for us and makes the elves more helpful overall. they're still able to really shine if we can find anything that deeply interests them or that allows them to showcase their individual strengths, and as far as I know, remain individuals who want to be in charge. -3rd}
Name: Cui Chuntao
Race: Cathayan Man-thing

Age: ???, Rupert's age? Younger.


Bio: Some sort of traveller who was captured some years ago, she was literate and was put to work as a sort of scribe-slave for interacting with other Eastern Man-thing Slaves. -{Her family seem to have at least some connection to Cathays bureaucracy given she knew about the Skaven-Cathay dictionary -3rd}

Martial: ??? (Personal Combat: ???)
Diplomacy: 11
Stewardship: ???
Intrigue: ???
Learning: 14
Piety: ???


Traits known:
Bureaucrats instinctual memory: {+5 in certain situations, presumably those that tie into... well Bureaucracy.}
{We know a bit more about Cui's diplomacy level now, and it's definitely reasonable. At the very least, unless the Elves have a Diplomacy around equal to their learning, she's got the best diplomacy chops of the group. She and sarry also have been working together well, which may potentially generate its own traits (No, I will not stop shipping them, you can't make me!) -3rd}
Name: Sarry Inkclaws
Race: Skaven
Age: 6

Bio: A very thoughtful Skaven, she was a paper-clerk of sorts before the revolution. By Skaven standards she's somewhat mangy but with an interesting scent, by Man-thing standards she reeks. She's an ally of Andratse.


Martial: 1 (Personal Combat: ???)
Diplomacy: 9
Stewardship: 10
Intrigue: 4
Learning: 14
Piety: ???


Traits known:
Kind: +3 to actions she deems as being moral or good.
Ink-Stained: +5 to actions involving writing directly of one kind or another.
Pungent: -2 to actions involving Diplomacy with non-Skaven
{Sarry is without a doubt our main rat for anything involving bookwork. 14 is a strong learning score, and having the potential to boost that to 19, or even 22 in the right circumstances is great. Sadly anything that involves diplomacy with non-Skaven isn't looking all that great, as the already eh 9 goes down to a 7, though it does seem to be getting better. -3rd}
Name: Zhen Tinkernose
Race: Skaven
Age: 12

Bio: A tinkerer and crafter, he has that name because he can seemingly smell out disaster and know when to run away really, really fast. That's how he's gotten to twelve, and if he were more scheming he might have been higher up with Clan Rictus with more to lose. -{Also Qit's husbando, daaaaw.}

Martial: 2 (Personal Combat: 3)
Diplomacy: 9
Stewardship: 10
Intrigue: 3
Learning: 16
Piety: 0


Traits known:
Nose For Danger: When an experiment goes wrong, subtract 10 from the roll for disastrous effects.
Tinkerer: +5 for options involving technology!
Calm+Patient: +2 to Diplomacy, and take no time penalties from a failed roll on a long-term project.
{Our most potent Learning advisor, save for those times the Elves stop bickering for 5 minutes. 16 base learning plus the bonus for technology plus potentially the boost from Qit gives us up to 26 bonus to learning rolls with the right conditions, which is just swell. He also reduces the consequences for failing certain experiments, and has no time penalties for messing up when a long-term project roll fails. honestly one of our best members. -3rd}

Piety:
Name: Khitch Slicktongue
Race: Skaven
Age: 11

Bio: An older Skaven, he is nervous-worried about the new changes and wants to figure out what to do to replace the old ways. Or how to do it.


Martial: 3 (Personal Combat:???)
Diplomacy: 8
Stewardship: 7
Intrigue: 8
Learning: 8 {potentially 10? this is what it was listed as in his action during turn 1}
Piety: 11 {probably 13 after the Shallya buff


Traits known:
???
{Khitch just went from barely holding things together to being a prophet of Shallya, good for him! 13 is pretty good, and having a solid leader for Skaven religions to develop in a non-chaos way is grand. Our gaggle of priests is also more helpful now, being upgraded to 8 in all stats, making them considerably more competent. -3rd}
 
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Excerpts from "The Yin-Yang and Yang-Yin of warfare for the republic"
Excerpts from "The Yin-Yang and Yang-Yin of warfare for the republic"

Thus, we can find that traditional battle is often divided into too few parts, and should instead be understood as 4 phases. As discussed before, these phases are the battle-fight, all battles must be understood not as mere battle-battle, but as campaign-battles, and should understand the campaign-diplomacy, campaign-logistic, and campaign-spying. All of which are written about previously. In truth, if one has won the other campaign, then victory in battle is all but assured.

But one cannot always win the others, and even if victory is assured, the wise commander must make sure it is victory-victory, not victory-loss. Thus understanding the battle-fight, is of importance. There are 4 phases of the battle-battles, the first of which is the yin-yin phase. In this phase, armies seek to discover each other, and hide their movements from one another. Preserve yin within this stage, and avoid the impulse to charge-rush too early. If the wise commander knows their enemy and the enemy does not know them, they have victory.

Within this stage, those races gifted in Yin, such as Elves, Halflings, and Goblins are favored. The wise commander uses these races to scout, and, as important, deny the enemy scouts. It is in this that the danger can come, for the Yin-Yin stage can easily slip to the Yin-Yang stage, should one side's scouts fail to prevail decisively. In doing so the wise commander must prepare for both success and failure.

The Yin-Yang stage is the stage of maneuver and skirmish. Here armies seek to gain advantageous positions and terrain, and harass the enemy so that their formations-morale is broken. The weapons of this stage are not the lance or sword, but the bow and gun. Fighting from afar. It is not the goal of this stage to decisively destroy the enemy, but to put them in the position such that the Yang-Yang stage can destroy them. In this stage, the commander must balance their impulses, for a Yin-passive commander will allow their troops to be destroyed and surrounded, while a Yang-foolish commander will seek the decision blow early and have their fist shattered upon the enemy.

In this stage, races of mixed energies, such as Skaven, Dwarves, and Humans are favored. Those who can use weapons of range to effect, as well as those who craft magic of any type, for its adaptability is most needed in this stage.

The Yang-Yang stage is the height of the battle. In it, defeat and victory are confirmed, though the previous stages set the path which the Yang-Yang stages follow. Its transition is often sudden and violent, for it is when the bulk armies clash. In this stage the primary wisdom of the commander is when to transition to the stage, not within the stage itself, for that is a contest of will-power more than strategy. Here, heroism-valor is vital, and the wise commander knows when to let those who have such lead so as to encourage those behind them.

Yang races, such as Orcs, Ogres, and non-divine Dragons are favored here. The wise commander uses these to smash through the enemy forces, but makes sure to supplement with other, a spear alone, no matter how dangerous, can be flanked and destroyed from where it does not strike.

The final stage is the Yang-Yin stage. In this stage the battle's grand outcome is known, and what matters is its secondary outcome. The wise commander seeks to ensure that a victory is a victory-victory, and a defeat is a defeat-retreat. Those who have lost should seek to preserve as much forces as possible in the retreat, so that they may lose as little strength as possible, while those in victory should seek to destroy all forces, though surrender or death, via pursuit and encirclement. The dangers of this stage are complacency of those in victory, and despair in defeat. The wise commander does not allow those below to loot when battle is still ongoing, and the wise commander seeks to make sure retreating forces do not desert.

This final stage holds one hidden danger, for commanders can deceive the enemy. If a commander of a well disciplined force fakes a retreat, they can make the enemy believe that they have entered the Yang-Yin stage, and give reckless pursuit, when, in truth, they have not even left the Yin-Yang stage, and have been tricked into reckless pursuit. Should this be done, then a foolish commander will find that victory-victory has turned to defeat-devastation.

In pursuit, favor both Yang races and those with speed, riders of any race are favored. In defeat, favorer the mixed races that skirmish, to slow down pursuit and preserve men. Give not into foolish deaths, but if one is surrounded, and as great sages said, "in death ground" , fight without reservation to break out, all races must give all Yang-Yang in such a critical moment.


--

Omake Idea I've had rattling around in my head.
 
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