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With regards to rubber- the skaven wouldn't have a native source for that, so they'd be importing from Ind and Cathay same as anyone else, right?
The Skaven Empire exists on every continent that's not Ulthuan.

I'd expect they have outposts in the Southlands or somewhere harvesting rubber.
 
However if we massed produced those it would warn the Skaven that we think we're likely to fight an enemy that uses gas warfare. And Skaven are the only candidates there.
Gas masks have uses beyond war. There's loads of places they'd have civilian applications and would probably do a whole lot more good there than on the battlefield.

They took all the original writings and scribed copies for us.
That is very fortunate to see!
 
Surely the dwarves would be willing to look at a book of skaven engineering and see if there's new way to destroy the devices within that they've never thought of before.
 
I still half expect that those animals they've been feeding the skaven slime to will suddenly start horribly mutating in the third generation or something like that.
 
I missed the canal discussion. How close is it to completion? It began in the latter half of 2480, so it's been six years. I think there was an estimate that it would take ten in total due to various delays, but that wasn't confirmed.
 
I missed the canal discussion. How close is it to completion? It began in the latter half of 2480, so it's been six years. I think there was an estimate that it would take ten in total due to various delays, but that wasn't confirmed.
Mathilde visited in 2485 and it was still in the digging phase.

Starting from the Black Water is a tunnel being dug through the mountains in the same way it has always been, as for all their insight and technology, to Dwarves there is exactly one correct way to dig a tunnel, and that is the way that Grungni did it. Sure, there are vast ventilation pumps bringing fresh air in, and steam vehicles on rails taking away dirt and rubble, but at the very front of the tunnel is a series of wooden scaffolds to allow what looks like an entire Mining Clan at once to bring their picks to bear on the solid rock of the mountain. Occassional side-branches are being dug to pursue interesting veins and deposits that were uncovered by chance, carefully watched over by Lodewardens in case they break through into unexpected tunnels.

Far below, the work is far different. Ever since the Purge of the Haunted Hills, migrant workers have swarmed into Southern Stirland in huge numbers to be a part of the logging of the Ghoul Woods, funded by the Counties of Hornau, Sigmaringen and Leicheberg. Even as timber prices crashed the logging continued to free Southern Stirland of their worst neighbour and unlock some prime farmland and pastures, with Schramleben being piled high with logs yet to find a buyer. But even though prices are recovering as shipyards and boatyards throughout the Empire begin to ramp up production, the amount of work available to these migrant workers fell as the Woods shrank, and when the Dwarves arrived to start surveying for their canals and locks, they found a veritable bounty of cheap labour and cheaper timber. Mining through rock is one thing, but digging through soil is quite another, and few grumble about letting manlings do the shovelwork. The manlings are equally happy with the arrangement, as being paid in good Dwarven silver is worth a third again as much in shillings if you find the right moneychanger.
She commented that there was still a lot of ground to cover (or rather, dig under) and that they still hadn't decided how they'd be handling the change in elevation.

There's still a lot of distance to cover vertically and horizontally, especially since the route carefully skirts the ruins of Karak Varn. But so far everything is going exactly as planned. The tricky part will come when it comes time to design the mechanisms to allow boats to make the trip between the Aver Reach below and the Black Water high above, especially since every supervisor seems to have his own answer for how to accomplish that. Lock flights or staircase locks are the most obvious solutions, but others are championing inclined plane canals, boat lifts, caisson locks, and shaft locks, and each champion is able to come up with a long list of drawbacks to every solution but theirs. The ultimate problem seems to be that this is a joint project between Barak Varr and Zhufbar, and both consider themselves to be the ones best suited to overcoming the technical problems: Barak Varr as champion of the rivers, and Zhufbar as the foremost technologists of the Karaz Ankor. You hope that something is able to be worked out soon.
 
You know?

I wonder if a 'mist wall' could be made using Rite of Way as a base. the 'panels' stacking on top of each other to make the wall.

Like, obviously it would use a lot more energy, A) because it's climbing up rather than just fitting in crates, B) needs energy to actually be a wall.

But it would not need to last that long or fill as wide an area in comparison to RoW. just needs to last long enough to block a round of gunfire or blunt a charge, and be big enough to hide a person or unit (for the BM version)...
 
Re: skaven library
Even once the translation project is finished, it's going to take a bit to go from instructions along the lines of 'AND THEN TAKE A HUGE HONKING RIP OF WARPSTONE COCAINE AND JUST FUCKING GO NUTS ON THE RADIOACTIVE DEATH ORB' to something buildable and usable by humans.
Re: canals
Dwarves are not what you'd call swift, and there's too many unknowns at this point to give a firm date. If everything goes exactly according to plan and nothing unexpected crops up, perhaps five years.
This was posted during our meeting with the Chancellor of the Seal in 2483. My guess is the actual completion time will be ca. 2490, or T40.
Re: skaven slime
"It's a matter of how far we can scale without running into deficiencies," Panoramia says. "The Halflings have agreed to scale up tests, so we'll be starting sample groups of goats and sheep on 10%, 25%, and 50%. That seems to be as much as they're willing to eat without becoming upset and uncooperative. If they're still doing okay at one year in, we'll start draft cows, milk cows and horses at Ulrikadrin. After five years, we slaughter and do full autopsies."
Hey, I guess we'll find out this turn at Duckling Club? We're at the five-year mark since this meeting.
 
That sounds like they haven't figured out how to make canal locks yet.

Or maybe they have, but they also have another method and they can't decide which to use?
Er, did you read the bit I quoted?
Lock flights or staircase locks are the most obvious solutions, but others are championing inclined plane canals, boat lifts, caisson locks, and shaft locks, and each champion is able to come up with a long list of drawbacks to every solution but theirs.
 
@BoneyM, why's it legal to have Arcane Marks given the illegality of mutations?

Laws do not exist in a vacuum. Someone would need to reach the conclusion that Arcane Marks make someone a mutant and then try to make that the official policy of the state, and considering the consequences of that declaration it would go up the chain of command before the decision is finalized. At the top of that chain is the Emperor who looks at the note with his morning reports saying "should we declare war on literally every Wizard in the Empire, yes/no" and spits his coffee all over the table and has a little word with someone and the person that started all of this would be very lucky if all that happens is that they get reassigned to Swamp Town.
 
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@BoneyM, why's it legal to have Arcane Marks given the illegality of mutations?
Because most Arcane Marks are either things that alter your mindset without any outward visibility, or are obviously magic, which falls under the purview of the Articles and are perfectly legal so long as no Dhar is produced. That said, there are Arcane Marks, such as with one for Ghyran turning your skin a vibrant green, that would most likely have you perceived to be a mutant and killed.

That, and human wizards accumulate quite a few Arcane Marks over time, and it would rather hamstring the Colleges if their most veteran members could no longer walk among regular society.
 
@BoneyM, why's it legal to have Arcane Marks given the illegality of mutations?
Well wizards are already likely thought of as mutants by many who are not in fact well aware of the distinction, just for being wizards. So making arcane marks specifically illegal doesn't appeal to those people. Whereas the people who approve of wizards being legal also don't know what Arcane Marks really are and don't really care, it is regarded as just a thing that happens when you do magic.

Basically the law isn't written by the magically literate, not that they would outlaw themselves if they got to write it.
 
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and the person that started all of this would be very lucky if all that happens is that they get reassigned to Swamp Town.
Indeed. Seriously, just how many ways are there for wizards to kill people without it being obvious? A grey wizard could do it, of course. But celestial wizards could do it too. Arrange an accident in the future. Or Amethyst giving them sudden health problems. Or Amber having wild animal attacks. Or several of the above happening at the same time so everyone gets the message but things remain deniable.
"What? No, wizards didn't murder a citizen of the empire. Of course not." (Let this be a lesson to anyone else who has the idea of declaring that all of us are to murdered. We are very capable of murdering back.)
 
Aren't most mutations specifically Dhar-oriented, and are technically 'Chaos Divine Marks'?

Some theorize that this is the case. Others believe that 'normal' mutations are fundamentally different in some way to Arcane, Divine, and Chaos Marks. Some go even further and subdivide mutations into different categories, such as theorizing that Beastman mutations such as hooves and horns are categorically different to other kinds because of how common they are and how they seem to breed true. Fairly typical lumper-splitter tension.
 
Grungit Grungit Ungorit
I have done a silly thing and completely translated Diggy Diggy Hole into Khazalid. I present to you:

Grungit Grungit Ungorit

Utkalanal a grung gorogdronit
Stok, stok, stok a or
Dorkit afskrundaz un dorkit afdawihirn
Dawihirnulen a or
Ekrundgiten bin drekkarakdumankor
Wandawi kronakar ut angand bin mhornankor
Whydur, zandur, ril un gandaz
Binkarazthindrongolaz
Dawigrungnazed binkaraz, guzed a kvinnitadur
Dawioked binmhorna, kazadak a karazklung
Dawikladit grungnak a ang, grimazulbinutuzkul
Agrungar grungnaz strolakaguz
Utkalanal gronitnudawihirnulen a or
Or arm dawi un or grungen ungoritaz
Grungit, grungit ungorit, grungit, grungit ungorit
Or arm dawi un or grungen ungoritaz
Grungit, grungit ungorit, grungen ungoritaz
Zonbrynaz annaigotar a mhornankor
Drek, drek, bin grungaz
Nufdoked Skarrenruflhunegaz brynar
Dawi annaskarrenrufgot drekdorkaz ha
Varnitokit un guzit gorog
Guzzen afbolg bin troggaz
gorogazgotit klung un lhunestrolen
Weritdoken bin utkarazkazad
Dawigrungnazed binkaraz, oked bin kvinngrungronadurak
Grozkaraz armar utdawitklungit; karaz anarmokit utdumakklung
Gand ut bin kazakankor; af angandit afdumak ha
Utnufurkak umbinmhornankor
Ut annaigandar dumak grungar drek
Or arm dawi un or grungen ungoritaz
Grungit, grungit ungorit, grungit, grungit ungorit
Or arm dawi un or grungen ungoritaz
Grungit, grungit ungorit, grungen ungoritaz
Or arm dawi un or grungen ungoritaz
Grungit, grungit ungorit, grungit, grungit ungorit
Or arm dawi un or grungen ungoritaz
Grungit, grungit ungorit, grungen ungoritaz
Dawigrungnazed binkaraz, guzed a kvinnitadur
Dawioked binmhorna, kazadak a karazklung
Dawikladit grungnak a ang, grimazulbinutuzkul
Agrungar grungnaz strolakaguz
Utkalanal gronitnudawihirnulen a or
Or arm dawi un or grungen ungoritaz
Grungit, grungit ungorit, grungit, grungit ungorit
Or arm dawi un or grungen ungoritaz
Grungit, grungit ungorit, grungen ungoritaz
Or arm dawi un or grungen ungoritaz
Grungit, grungit ungorit, grungit, grungit ungorit
Or arm dawi un or grungen ungoritaz
Grungit, grungit ungorit, grungen ungoritaz​
 
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