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"Is it possible that the Skaven are no less than a manifestation, a dark and morbid reflection of mans cities, his civilization, even his fears? Are not the Skaven, their religion, and their foul dank world not just a growing shadow and a dark twin of mans deep and barren nature?"
—Passage from "The Malefactorum", by Professor Theodosius
Skavendom

The Glorious Realm of Skavendom

The Under-Empire, sometimes known as Skavendom is the name given to the massive inter-continental underground Empire that holds uncountable miles of tunnels and passageways that stretch from the Ice-capped mountains of the north to the damp swamp lands of the south, and from the great plains of the East to the lush jungles of the West. Though arguably one of the largest and perhaps the most farthest Empire in the entire Warhammer World, the Under-Empire is by no means an entirely unified nation. Though the Council of Thirteen have direct and absolute control over Skavendom, they are utterly helpless to the great inter-clan warfare that has engulfed much of the Skavens long and arduous history. As such, the Under-Empire is in actuality a loose confederation of smaller clan-based kingdoms that are only tied together by their utter belief in the Horned Rat, and the tyrannical ruling of the Council of Thirteen.[2a]

The great city of Skavenblight acts as the one true capital of the Skaven race, and as such it is also situated at the very heart of the Under-Empire. Most of the vast territory that make up the Under-Empire are usually held by the larger and stronger of the Skaven clans, with the smaller Clan having only a territory of a mere few miles, usually at a backwater region of the Under-Empire. Most major Skaven strongholds or cities are usually within the vicinity of larger population centres like the cities of the great Clan-Empire. These cities were built for either the purpose as a staging point for an upcoming invasion of the suppose city, or rather a city that has grown fat and prosperous by the wealth these cities throw away.[2a]

GeographyEdit

"They are watching me now, I know. They are in the walls, under the stones, in the canals, everywhere. I do not know at which point I ceased to be the master and became the slave, but they have me fast in their chains. I need the powder every day now or my eyes weep and my hands shake. And they have me do things for them, as I once had them do for me—steal things, hide things, play turncoat to my own liege lord. I have thrice-damned my soul and betrayed my friends, my city and my empire to our greatest of enemies."
—Doctor Anton Wiessang, Master Necromancer, last diary entry[1a]
Skaven Burrow

The vast tunnels of the Under-Empire

The Under-Empire stretches from one end of the Old World to the next. Its borders are not defined in the same sense as those on the surface. The fact that the Skaven have been sighted in places as far away as Araby and Cathay indicates they are indeed a widely-travelled race. Skaven do not willingly travel under the open sky of the surface world, and instead use a variety of underground avenues when moving great distances. These passageways have been millennia in the making, and the most widely-used of them have felt the pitter-patter of billions of Skaven feet over the centuries of their use. As with any surface city, the size of a Skaven settlement depends on the amounts and types of resources readily available there.[1b]

Warpstone, especially, is a prized commodity to the Skaven, and cities in proximity to plentiful Warpstone veins are often the largest and most populous in the Under-Empire. Besides this precious ore, a settlement’s access to food stuffs and fresh water are also important. Other commodities, such as easy availability of captive labour, also play a role in determining how prosperous a Skaven settlement is. The Skaven’s Under-Empire closely mirrors the surface world in most respects. Nearly every single unsuspecting surface city has some manner of Skaven warren nestled beneath its streets. While the size of the city does not always reflect the population of the Skaven settlement beneath it, the largest Human burgs tend to have correspondingly large Skaven populations. The Ratmen are able to gain easy access to these cities through the use of man-made tunnel systems and sewers, which the Skaven cleverly combine with their own networks of passageways.[1b]   

ClimateEdit

Weather in the Under-Empire is more or less constant. Temperature in the caverns, tunnels, and passages of the Skaven world is affected by a great many things: humidity, depth, available water sources, wind, and sources of geothermal heat. A vast cavern that teems with Skaven is much warmer than it would be otherwise, simply due to the body heat that they generate. The Skaven, having adapted to life underground, are typically comfortable under most circumstances, though, like men, they are not overly fond of extremes of either heat or cold.[1c]

Highways and TunnelEdit

The Skaven utilize a complex series of tunnels, passageways, and caverns to navigate between settlements, as well as between destinations on the surface. By far, the most common mode of transportation used by Skaven is shank’s mare; in other words, their own two feet. As individuals, Skaven’s inherent laziness and constant hunger keep them from moving about very much. When part of a large group determined to reach a goal, however, they can become both fast and tireless. The Musk of War or other variant scents, combined with the cruel whips of taskmasters and a group instinct, allow them to cover great distances with little or no rest.[1c]

Another mode of transportation used by the Skaven is the Warprail. Designed by the Warlock Engineers of Clan Skryre, the Warprail is a train driven along a system of iron rails by a massive warp-engine. Though still experimental, the Warprail has been proven to be the fastest mode of transportation in the Under-Empire—that is, when it works. Given their construction, the warp-engines powering the Warprail are prone to overheating and experience constant problems with pressure regulation. If not properly maintained, warp-engines can explode, causing a catastrophic loss of life as well as the inevitable cave-in of the tunnel they travel through.[1c]

If not for these minor setbacks, the Warprail would be the pre-eminent form of travel between major Skaven settlements. As it is, there are only a handful of Warprail engines available, and not all of them are in working order at any given time. In addition, Warprail engines require tracks laid down in stable tunnels, and thus far these only exist between major Skaven cities, such as Skavenblight, Hell Pit, and the City of Pillars. As Clan Skryre continues to perfect its warp-engine technology, additional tunnels and tracks will doubtless be implemented, allowing the Skaven to move large bodies of troops and supplies between their cities with unprecedented ease.[1c]

SettlementsEdit

Skaven Burrows

A Witch Hunter discovering a Skaven Burrow

Each Skaven settlement is different, reflecting the personality of the clan or clans that call it home. Given that the Skaven psyche is invariably linked to Chaos, no two Skaven cities are built to the same specification. Some sprawl out over a great distance, while others are compressed areas of intertwining tunnels and passageways that loop and twist over and beneath one another like knotted and tangled ropes. Skaven settlements are defined by their sizes and populations, much like Human cities, towns, and villages are. The largest settlements are, unsurprisingly, referred to as cities. Skaven cities are sprawling complexes that are, in large part, self-sufficient. These metropolises can easily accommodate from 10,000 to 50,000 Skaven, though population varies depending on the current political climate.[1d]

A Skaven city often has up to twice the number of residents as its mirror Human city on the surface; in times of great plenty, the population may be much, much higher The next most populous Skaven settlements are referred to as warrens. Warrens are the equivalent of Human towns in size and composition. While not completely self-sufficient, they are typically able to support themselves so long as they can trade with other settlements for products they do not produce. The population of a Skaven warren can range from 1,000 to 10,00( Skaven strong. The smallest of the Skaven communities are commonly called nests.[1d]

Nests are akin to villages and hamlets on the surface world, and they are often closely tied to a nearby city, warren, or stronghold. Nests are rarely home to less than 50 individuals, with the largest of them providing shelter to as many as 1,000 Ratmen. Nests are commonly affiliated with a single Clan or Warlord. Though they are not settlements in the strictest sense of the word, Skaven strongholds deserve some mention. Like the keeps, castles, and citadels of the surface world, strongholds are easily defensible dwellings often at the centre of Skaven communities. They are veritable fortresses with carefully restricted access points and brutally effective defences. If they are not incorporated into a warren or city, strongholds are traditionally affiliated with client nests that provide labour, revenue, and conscripts.[1d]

ArchitectureEdit

Skaven cities are massive, with a perplexing number of structures packed into a small place. However, Skaven are not great builders; they see things in the short-term, slapping together make-shift hovels that serve the moment. Skaven would rather steal a home than build a new one. And if a neighbouring home cannot be stolen, the spiteful Ratmen have no compunctions against burrowing beneath it to sink it. Skaven cities therefore tend toward ramshackle collections of debris and detritus. Skaven use wood, dung, and mud as their materials. The only thing that keeps these buildings from falling down is the skill of the slaves that shore up and rebuild them. Few structures have foundations, and if so, it’s because a Human or Dwarf builder thought to incorporate one.[1d]

As a result of this shoddy architecture, fire is a big threat, and buildings collapse all the time. Style depends solely on the workers. Humans and Dwarfs bring their views and talents to some buildings, but such structures are reserved for the important Skaven. On occasion, these buildings might be built on sensible lines, along paths or even roads, but again, such quality stems from slave ingenuity and never Skaven forethought. Even the better buildings are rarely finished, given the life expectancy of slaves and even the Skaven themselves, so most settlements are collections of incomplete and plundered structures.[1d]

The only exceptions to these slapdash and dangerously precarious structures are the temples of the Horned Rat. Ostentatious amounts of Warptokens, slaves, and materials are granted by status-seeking Skaven wanting to curry favour with the Grey Seers. These temples usually have a tower and bell—the tower has thirteen storeys, which represents the Council. Beneath the temple is a labyrinth, which is used as a divinatory tool as well as a method of initiation for Apprentices as well as an excellent mode for executing undesirables. The maze is sacred to the Horned Rat, and those that can find their way through it are deemed to have been guided by the will of the Skaven God.[1d]

Those who become lost or die in one of the many traps have clearly been abandoned by their God and are thus worthy of death. Needless to say, there are many traps, shifting walls, and hidden passages in these mazes. The Skaven, as a species, are not overly fond of right angles. Instead, they prefer tunnels that are smooth, rounded, and almost organic in appearance. Depending on the purpose of a particular passage, its size can show a great deal of variation. Tunnels designed to accommodate individual Skaven are often no larger than five feet in diameter. Given the compact and lithe physiology of the Skaven, this provides more than enough room for them to manoeuvre. Large thoroughfares, on the other hand, are designed with vehicles and large crowds in mind, and can be nearly any size at all.[1d]

The mining of tunnels and passages is relegated to captive labour, be it Skaven, Human, Elf, or Dwarf. Excavation techniques are, by and large, simple. Shovels, picks, trowels, and other hand tools are used to dislodge and move large amounts of earth, stone, and rock in order to create passageways. Larger Skaven settlements skilfully incorporate massive natural caverns, in addition to Skaven-made tunnels and chambers. Craftsmen (or craftsrats, sometimes) assist in finishing the tunnels, ensuring that they are stable and visually pleasing. Of course, the aesthetics of the Skaven often leave a lot to be desired, especially by the standards of other subterranean races such as Dwarfs.[1d]

Since they spend much of their lives in proximity to their broodmates, Skaven are not accustomed to privacy. As such, doors are an uncommon sight in the Under-Empire. Many high-ranking and influential Skaven seal their personal chambers with wooden or stone doors, or with iron bars and gates, in order to keep unwanted trespassers and ictitcins out. Privacy is not considered a luxury available to the likes of the masses, however. The Skaven also have little use for windows, so they are rarely, if ever, incorporated. The only exception to this is in defensive fortifications, such as arrow slits and murder holes.[1d] The sleeping areas used by the Skaven are communal in nature, and are often dictated by clan affiliation. Skaven construct bedding and nesting areas out of anything that they can scrounge, from mouldering straw, to animal skins and furs, to old clothes and discarded cloth. Position in these communal sleeping areas is largely dependent on an individual Skaven’s social status, with the most influential sleeping closer to the top of the pile. Areas with high concentrations of Skaven living in them smell very strongly of rat urine. This is due in part to the fact Skaven leave small markings wherever they go. Skaven have little difficulty identifying their own marks by scent, as well as the marks made by their kin and associates. Skaven have no concept of privies. Just about any spot of open ground that is even slightly out of the way is an appropriate place for a Skaven to relieve himself.[1d]

StrongholdsEdit

Under-empire-map

Detailed Map of the Old-World Under-Empire

The Skaven race has innumerable strongholds and burrows from every corner of the entire Old World. Though most of these are usually just collections of smaller villages and nest-lairs, the more larger and prosperous cities are formed near other population centers, growing fat and wealthy by the scavenging and stealing of the surface dwellers wealth. Most of these cities would sometimes have their very own small Council of electives, each a representative of other Skaven clans that has previously stake claim to the city. With so many Skavens from different clans all in one place, the results ensured that there will always be a massive power struggle within the governing system as numerous Chieftains and influential politicians fight, kill, and assassinate their rivals to gain more control of the city. This has ensured that nearly all Skaven cities will tinker to the brink of Civil War, but only the fear of intervention by the other Clans swayed the hands of many ambitious War-leaders.

Strongholds within the Clan-Empire (The Empire)Edit

  • Under-Altdorf - Some consider it to be the largest and most prosperous of the Skaven cities, as a result of their leaders finding more opportunities of exploiting the riches of the surface-dwellers rather then to waste money fighting and controlling them. This has ensured that the city is only second to Skavenblight itself, a consideration that has made the Council of Thirteen feel uneasy towards their fellows within the Altdorf Council. Some had even openly consider the city as the "New Skavenblight", a heretical talk that would ensure the death of those that preach it. But none could deny that the city is growing rather powerful, with population numbers growing ever so larger as there are no wars to keep the Skaven population in check. Though once powerful and wealthy, the city as of late had gone into many misfortunes as nearly 1/10th of the population (a considerably large number) has died by the floodings and treacherous deeds of Grey Seer Thanquol, an act that ensured future generations of Skavens will be stemmed, leading to the population grinding to an erupt halt.
  • Under-Middenheim - Another large Skaven stronghold, the denizens that occupy the lower reaches of the mighty Fauschlag have been at a constant guerrilla warfare with the Imperial authorities of the city. This has lead to occasional small skirmishes between Imperial and Dwarven Patrols guarding the tunnels, and small parties of Skaven warriors raiding the upper reaches. The Skavens occupying the lower deeps are meant to watch and spy the city, waiting until the opportune moment to infiltrate the city and wreak havoc amongst its populace. As such there is a considerably large garrison of Skaven troops stationed there.
  • Under-Nuln - A minor Skaven garrison, the occupants of this nest-lair have formerly participated in the recent Nuln campaign intended to take the provincial capital from below and destroy all those trapped within the its walls. This invasion force of around 10,000 Skaven warriors was lead by the diabolical and tyrannical rule of Supreme Commander Thanquol, a Grey Seer representative of the Council who took command of the Invasion after the untimely death of its former leader Vermek Skab. Vermek Skab was also the Chief Warlord of the notorious Clan Skab, a Skaven Clan who previously lived beneath the tunnels of Nuln long before the campaign began. Currently, the Clan is decimated, with a vast majority of their clan members dying during the Battle of Nuln.
  • Bitter Stink - A relatively new stronghold of Skavens currently watching over the large mercantile city of Marienburg. Clan Scruten currently holds the greatest influence around the territory encompassing the Cursed Marsh just east of the Human city.

Stronghold within Norsca Edit

  • Hell Pit - This monstrous city of Clan Moulder is the only large settlement situated within the arid mountain ranges of the cold lands of Norsca. It consists of nine levels of laboratories, a barracks, a giant colosseum hanging from chains, and a level where their most powerful creatures are kept in pitch darkness. Here, Master Moulders use warpstone, from the huge mines found in the area, in a mad combination of alchemy and genetic engineering to breed all sorts of monstrous beasts for war. To replenish their stock of mutable flesh, the Moulder will strike out into the Chaos Wastes and into Troll Country, to kidnap Northmen and Chaos Spawn already mutated by the ruinous powers. They are a very wealthy clan, and rent out their beasts for other Skaven to use in battle. Their most common war-beasts are the wolf-sized Giant Rats and the enormous Rat Ogres, anthropoid vermin four times the size of a man whose massive, filthy claws can take down even a heavily armoured knight.

Strongholds within BretonniaEdit

  • The Black Chasm - The Black Chasm was the Stronghold of former Council member, Lord Vask, before his death by Plaguelord Nurglitch in 600 IC. Upon Lord Vask's demise, the Clan controlling the Stronghold has lost much of its power and influence. Black Chasm is located within the mountains of central Bretonnia. It is here that the Skavens mine the ore-rich mineral veins and harvest the numerous fungi plants grown along the underground streams. Another unique feature that the Stronghold possess is the massive natural cave network that branches out to the surrounding region, giving the Clan little need to create newer tunnels. It is along these numerous arteries that the Skaven spread out to emerge upon isolated human communities to snatch away its inhabitants for their numerous slave mines. Unlike the stronghold of Fester Spike, which has numerous Goblinoid, Dwarfen, and Human slaves, the slaves here are nearly all Human or Skaven, and their lives are every bit as miserable as can be expected. This mountain range is feared in Bretonnia, although the presence of Skaven is not well known by the populace.
  • Under-Mousillon - After the war that brought the former Duke of the city to the graves, the city has always been under a strange curse. The city is surrounded within a massive putrid swamp, where the very foundations of the city slowly but surely sinks into the marshy soil. Since then, Clan Pestilen has settled beneath the tunnels and sewers of the city, using the very few residents still living in the city as test subjects for their newer and virulent diseases. 

Strongholds within TileaEdit

  • Skavenblight - Out of all the Strongholds that encompasses the entire Under-Empire, no city or fortress can ever match the size and strength of the one true capital of their race. Skavenblight had always been that city, a massive metropolis teeming with untold numbers of Skaven in all shape and form. Some could say that the numbers reach towards the hundreds of thousands. The city has within its boundaries the First Temple of the Horned Rat, and the magnificent Shattered Tower, the location where the Council of Thirteen gathers to discuss matters of importance. However, the most prominent feature of the city is the fact that it is mostly situated on the surface. The city in question used to be a massive human metropolis, unrivaled by any other city in the entire world. Once it was beautiful and wealthy, but ever since the coming of the Skavens, the city fell into misfortunes until all that's left of its former inhabitants were gone, and the city along with it. The city have levels beneath the surface, where the more powerful and richer Skavens live in comfortable nest situated within the old mansions of ancient humans, whilst those more poorer and weak live within the wet and crumbling tunnels beneath the swamps surrounding the city. The city is located within the North-Western reaches of Tilea, within the heart of the Blighted Marsh.
  • Under-Tobaro - A minor stronghold that houses most of Clan Skurvy's fleets of barges and skiffs.
  • Under-Miragliano - Out of all the human cities that the Skavens have ever prey on since their existence, no city has met such suffering and knowns the true extent of the Skaven threat than the city of Miragliano. Indeed, the city is the closest to the city of Skavenblight then any other Tilean city-state, and lies just a few miles from the outskirts of the Blighted Marsh. The good fortune of the city was not to last, however - a massive Skaven force from the Blighted Marshes crushed a defending mercenary army and sacked the city of Miragliano in 2522 IC. The disgraced former Imperial Count Leopold von Stroheim - once an aspirant to the lordship of the fledgling province of Neuland on the island of Albion - led the remnants of the defeated force through the Blighted Marshes until cornered and destroyed by a force led by Warlord Quickpaw and Grey Seer Squelch. While it is likely that the great city will eventually be rebuilt, further information has not yet been revealed as to its fate.

Strongholds within the Dark LandsEdit

  • Crookback Mountain - Crookback Mountain is the largest Skaven fortification in the Dark Lands. The mountain in question is located on the eastern edge of Mad Dog Pass, a tip of black rock that comes amid a dusty plain. Humpback Mountain is currently controlled by Council member Kratch Doomclaw, Warlord of Clan Rictus, one of the most powerful of the Warlord Clans. Clan Rictus has been noted for having an unusually large number of black-furred Skavens, resulting in Clan Rictus having the largest number of Stormvermins in the entire Under-Empire. Their strongholds main function is to provide the Under-Empire with an inexhaustible supply of Goblin slaves, Iron, and Copper mined within the Mountain and its surrounding areas.

Strongholds within the VaultsEdit

  • Fester Spike - One of the three major Skaven strongholds located within the Vaults. Fester Spike is also located near other minor Skaven lairs in the Vaults, and occupies the mountains highest peaks with tunnels stretching out for hundreds of miles underneath. The strongholds main economy relies on the mining of minerals, which are run by a number of Clans who hold different sections of the mines. Due to this, it is common for the Clans to sometimes go into conflict with one another, often resulting in small skirmishes and intermittent open warfare. Fester Spike is also notorious for its incredibly violent slave revolts, and famous as well for the ruthless and harsh measures it uses to put down and prevent such uprisings. In the past, Fester Spike has once been at odds against their brothers of Putrid Stump, resulting in a war that had cost many precious warp-token that could have been used elsewhere. Eventually, the Council of Thirteen had to step in and ensured an edict to stop the inter-clan warfare, and focus the two factions to join together and deal with the local Night Goblin tribes that has recently taken up hold within the war-torn region.
  • Foul Peak - One of the three major Skaven strongholds located within the Vaults. The lair is home to a large population of Skavens, whose main export and industry is the capturing and selling of numerous Slaves of different races, including the mining of precious mineral deposits situated near their lair. 
  • Putrid Stump -  One of the three major Skaven strongholds located within the Vaults. This particular Skaven lair is an important route along the Under-Empire's main tunnelways. These routes are assisted by the numerous underground rivers that also pass through here, making the lair a major trade hub within the Vaults. The Lair in the past has been at odds against their brothers of Fester Spike, but only the timely intervention of the Council has ensured that the numerous wars between these two strongholds would finally end.

Strongholds within the Dwarven Empire of Karaz AnkorEdit

  • City of Pillars (formerly Karak Eight Peaks) - Out of all the conquered strongholds situated within the Dwarfen Empire of Karaz Ankor, all pale in comparison to the conquest of the mighty City of Pillars by the dreaded and powerful armies of Clan Mors. Since its downfall, the Council approved of the clans claim to make the City as their new main stronghold. Since delivering the fatal blow at the City of Pillars, Clan Mors has since begun its own rise to a powerful position in the Under-Empire and indeed even the position within the Council of Thirteen itself. The plunders won from the invasion of the dwarf-hold gave Clan Mors both wealth and prestige, making them the largest and perhaps the strongest of the Warlord clans, rivaling that of even the Four Great Clans. Not only that, but Clan Mors ransacking of Dwarf armories and mansions has lead to their elite Stormvermin legions having access to well-made Dwarf armor and weapons. Queek Headtaker, Clan Mors' most active Warlord, and second only in command to Council member Lord Gnawdell himself, has become so audacious with his war against the Dwarfs as to send the beard-things warnings before launching his organised dismantling of yet another mining network. Though much of the city is given towards Clan Mors, the Dwarf Citadel in the surface has been recently retaken by a host of Dwarf warriors, and a small contingent of them still guards the city, with the last of the city's royal bloodline leading them.
  • Karak Azgal - After many long years of prosperity, this Dwarf city finally fell under constant attack from marauding bands of Greenskin raiders and Skaven armies invading the hold from above and below. Integral to the city's downfall however, were from the secret attacks made by the Skavens of Clan Sketter -- poisoning wells and foodstuffs, assassinating key individuals, and aiding the local Greenskins in their attacks against the hold. These plans were carried out in absolute secrecy for a very long time, and neither the Dwarfs nor the Greenskins knew of their existence until it was too late. When the city did finally fall, the Skavens were crushed by the sudden appearance of a Dragon named "Graug the Terrible" who had invaded the tunnel networks below to search for the ancient Dwarven vaults filled with gold. There the Dragon sat on his hoard for hundreds of years until he was killed by a young Dwarven warrior. With the dragon gone, Clan Skitter made another fresh assault upon the Hold, but was eventually stopped by the combined force of local adventurers, mercenaries, and Dwarven expeditions drawn by the allure of the wealth from the Dragon's hoard. 
  • Black Crag (Karak Drazh) - A minor garrison of Skavens, whose main purpose is to observe and spy on the local Orcish tribes inhabiting the area.
  • Karak Ungor - A small garrison of Skavens whose appearance came just after the Greenskin hordes invaded the upper levels of the hold. Far too small to fight against the Greenskins, the Skavens only real importance here are only mining of small deposits of warpstone.
  • Karak Varn - The first Hold ever conquered by the Skavens. With the lower levels already flooded, the hold came under attack by Night Goblin tribes, taking advantage of the chaos. The Dwarfs fought on valiantly, and seemed like that they might indeed keep their city from the Greenskin hordes. Using the element of surprise the Skaven erupted from the lower workings, and smashed headlong against the Dwarven host defending the keep. Though experts at tunnel-fighting against the sneaky Night Goblins, the numberless hordes of the ratmen proved to numerous for the Dwarves, and the host was eventually destroyed and the hold lost.
  • Bonestash (Karak Angkul) - A minor Skaven sect of Clan Mors whose settlement was established underneath the minor dwarf hold of Karak Angkul. Recently, the settlements leader, Rikkit Snapfang has made daring attacks against the Dwarfs lower mines, hoping to finally take the richest of the Hold for himself. During the war, Rikkit has unexpectingly hired the service of Ikit Claw (previously thought to have been Kaskitt Steelgrin) and Grey Seer Thanquol as mercenaries for his personal wars. The war eventually escalated to the point where Ikit made his second Atomic Bomb, called the Doomsphere at the heart of Bonestash, meant to completely obliterate the Hold from below. Though the machine was eventually destroyed by a Dwarf expedition sent to stop them, Queek Headtaker and an army of Clan Mors was sent to Bonestash to aid their brothers within the settlement, but Queek instead attacked the upper levels whilst most of the Dwarf warriors fought in Bonestash. Though successful at first, Queek and his army was eventually stopped when a Bloodthirster was mistakenly summoned by Grey Seer Thanquol, forcing the Skaven armies to make a hasty retreat back below. The Bloodthirster wreaked havoc amongst the Dwarfs, but was finally banished back to the Warp by the valiant efforts of Klarak Bronzehammer, who in turn was killed by Grey Seer Thanquol while the Dwarfs' back was turned.

SourcesEdit

  • 1: Children of the Horned Rat (2nd Edition Fantasy Roleplay)
    • 1a: pg. 10
    • 1b: pg. 51
    • 1c: pg. 52
    • 1d: pg. 53
    • 1e: pg. 54
    • 1f: pg. 55
    • 1g: pg. 56
  • 2: Warhammer Armies: Skaven (7th Edition)
    • 2a: pg. 12

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