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Adhoc vote count started by Thors_Alumni on Aug 1, 2019 at 8:03 PM, finished with 312 posts and 71 votes.
 
Hey @torroar ? How's that Dreadnought coming along?
Barak Varr Announces New Ships: The resurgence of the skaven in such numbers in the Badlands has brought about concerns that they may have the numbers and technology to assault the coasts of Karaz Ankor. Possibly even those of the manlings. No one could put it past the treacherous ratmen to do such a thing, and just in case they dare to poke their little rat heads out of their little rat boats, Alriknulf Grundadrakk, King of Barak Varr, has announced that he has ordered the construction of five new mighty Ironclads. Going futher, the King of the entire dwarven navy has announced that he has finally selected the Engineers who shall construct his Dreadnought, as is custom for each King of Barak Varr. While previously it seemed unlikely that the stubborn standards of Grundadrakk would ever let up to allow any Engineer to build a Dreadnought, the sheer number of skaven present at the Badlands (and the suggestion that they may yet have more assets at all) seems to have either lowered them or simply pushed one of the Engineers far enough to come up with an 'acceptable' design. With the addition of the undefeatable vessels of the dwarves, King Grunadrakk has ensured that the coasts of Karaz Ankor, essentially only Barak Varr itself, shall be protected from both ratmen and manlings that think they can take even a scrap of dwarven gold for themselves. In just a short twelve years, these Ironclads shall take to the sea like no other ship can, not even those damn elves! As for the Dreadnought, the Master Engineer chosen to lead the effort, Yilna Cragbrow, has set a most ambitious timeline, only fifteen years!​
That's from turn 18. 18+15=33. So how are Yilna and her massive metal monster ship doing?
 
Hey @torroar ? How's that Dreadnought coming along?

That's from turn 18. 18+15=33. So how are Yilna and her massive metal monster ship doing?

[Longbeard Voice]
Trust the Umgi to try and rush proper craftdwarfship. Such a process will rightfully take decades, as is properly done. Oh aye, the King May have announced it'll be done in a decade and a half, but he's no respect for the proper traditional approach to shipbuilding. Why, back in my day, we'd neer lay a tool out of our workshops till the design documents had been tested for nigh on thrice decades, and you bothersome beardlings want it done in little over one? No respect at all Umgi, none for proper craftsdwarfship at all!
[/Longbeard Voice]

They're Dwarves. It'll be done when it's done, and not before.
 
It's not so much that I've forgotten, so much as the King of Barak Varr has run into the 'whoopsie' of giving an ambitious engineer who explicitly wants to make sure it is as good as/better than what those in the past have made a near-blank check. So the dreadnought has/could have technically been finished already, but they keep wanting to add a few more things here/alter a few things there/get some rune-priests here, etc. The ship is, ATM, close to fully functional. If needed it could come steaming out of the hold right now, and the majority of its weapons would work just fine, and is capable of driving all the way to Lustria and be capable of making the trip back if it wanted.
 
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A Note On Wulfenburg's Pop #
During the Vampire War, a whole lot of those rural Ulricans fled behind nice safe walls in multiple settlements. Many settlements were wiped off the face of the map, but overall, a great many of 'em lived on just fine. And, well, the rural population was able to go back out and reclaim their lands afterwards for the most part, and had a tendency to birth a lot more population than the urban ones did. All that open space, the need for farm labor, etc. yeah? Plus priestesses of Rhya, though those in the cities had their own kind of health-care-y stuff with them too...plus Shallyans, with literal god-based abilities to help.

So the front page is, I think, at the moment current in terms of opinions and religious numbers, as the pre-exiting population itself has just about reached a little more than pre-Vampire War levels. Obviously with wildly different age strata, you have a whole lot of young boys and girls just reaching the cusp of adult-hood right about now. Then you can also factor in Imperial Dwarf immigration, though that has had a faint trickle back towards the Karaz Ankor, but you've also got non-Ostland Imperials regularly visiting or making their way to opening businesses in the growing center that are Wulfenburg and Bugman's Brewery. Then there's the halfling population which you've transplanted and/or otherwise enticed away from the Mootland who have spread out amongst Ostland now. Also the ogres, who perhaps unsurprisingly, were the most resilient of all during the fighting due to natural toughness and quantity of food (corpses). They reproduce as is their wont, as Urgdug could tell you from his bachelor days.

All of those, plus the massive birth rate that was a result of cultural pressure valve release being caused by the confirmed defeat of Zacharias and the general nature of much of the populace who - despite Zacharias - stayed inside a lot during the night and needed something to do, have come about with said result. You've got people in the general decade of Frederick who had more children, you had people in the same age section of Alexandra+Anna having children, you had people in the age section of Magnus having children...etc. and such. Not just the elders, but the youth and those in between partaking as well. A lot of 'holy shit, we're alive' flavors to all kinds of activities for more than a year in Ostland. For a long time afterward, in fact. You've regularly been getting big 'clumps' of now-adults for a few years now, starting 16 years after 2316, the year after the Vampire War of 2315, so starting in 2332 you got a huge clump of adults, and again in 2332, and so on. Only now, in 2337, are you reaching the drop off point of all that, but now your general pop growth is technically higher than it was in the Vampire War due to your abundance of young folks compared to back then who want stuff to uh, do.

Because, you see, every year that there were raucous celebrations, and resulting pregnancies, and general spitting in the direction of the shadows which have tormented Ostlanders for millennia, and Zacharias didn't come cackling out of the shadows again - local legend version of him anyway - they did it again. And again. And again. Obviously, this couldn't continue forever, but it did last longer than it might otherwise have in other places.

So, to conclude, the religious percentages on the front page is about what it is now. I've updated it to include a 1% of the populace who worship Morr above all others, to represent the priesthood n'such, and also because there was an errant floating 1% that wasn't being used.
However, it should, again, be noted that Sigmar's Heirs is given post-invasion by Archaeon, with all that implies. A vast majority of Ostland settlements terminate in the greater list that SH provides as 'sacked in 2522, entire population missing' with all other information rendered moot and empty. With no information on income sources for these places.

So, again, have to adjust for multiple centuries of difference, whilst also considering current changes to Ostland's economic landscape over the course of the quest.
I see you might be using Heirs of Sigmar measurements for city populations.

We don't use those here. They are...significantly too small. I've had discussions with others on this, over PM and over time, and...yeah.
It's quite the conundrum, canon-wise. It's the same for the Empire, and the dwarfs. The dwarfs can hold the citadel of K8P with 500 dudes and Belegar, because that's all that could possibly be spared despite it's importance and being occupied by both greenskins and skaven. Meanwhile, 10,000 dwarfs die in a mountain collapse or avalanche or whatever near Karak Azul and that's nothing more than a little blurb on the side for Grudge-lore. Empire constantly, constantly loses villages and towns and such. Like, almost every novel I've read involves one of those going up in flames, or burning down in flames, or being plagued to death, etc. etc. and yet the Empire can still marshal armies for every province and fight back against humongous WAAAAGH!!s and Chaos hordes and so on and so forth.

It's something that one has to sift through, decide for themselves for their own pocket version, then iron out and hammer down what is and isn't canon for numbers. Or, for instance, their quest version.
Mmm, but it also features portions like the Ostland section where it says things like 'population of 98 missing' and such for its locations. Which implies, to me, that those are the general numbers that are used Empire-wide. Things like Nordland's '1,200 residents fate unknown' for a place like Frote.

As in, if the numbers are different from their 'former' state', it would be noted in the margins for the significant places sections.

So...yeah. I just sorta increased the numbers for a lot of things. Hence the sheer number of goblins in Karak Ungor, the size of the Grand Army of Kislev, city populations, etc.
Oh no, it's a good justification. It's just...I need more bodies.

What a disturbing thing to say, but there it is.

In conclusion, it is certainly above 15,000. While I'm avoiding exact hard numbers, the population of Wulfenburg is, at the absolute barest and most least, capable of outnumbering the totality of the three armies of Ostland in young, male, humans alone.

Also, incorrect on the brewery. Bugman's Brewery is its own separate settlement up the river closer to the mountains, it is not within Wulfenburg itself. It is pretty much its own dwarf settlement with an extreme minority of halflings/humans/ogres that is within the realm of Ostland. It's practically got an unofficial city charter releasing it from most taxes or whatever, but the income it brings in through selling alcohol and tourism makes up for it.
 
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In conclusion, it is certainly above 15,000. While I'm avoiding exact hard numbers, the population of Wulfenburg is, at the absolute barest and most least, capable of outnumbering the totality of the three armies of Ostland in young, male, humans alone.
Which makes sense since as stated before after Vampire War even if large amount of population was skilled survivors would make lots more children, it is a psychological thing, and after decades of steady peace and economic growth while population boost slowed down a bit it never really went away.

Also like mentioned already with literal god-empowered priestesses of goddesses of healing and childbirth around makes such births and growing up to adulthood more successful than RL, only real danger is hostile lifeforms and we work to reduce risk of those and technically possible to live a full life in WHF without ever facing a monster if smart about it.
Bugman's Brewery is its own separate settlement up the river closer to the mountains, it is not within Wulfenburg itself. It is pretty much its own dwarf settlement with an extreme minority of halflings/humans/ogres that is within the realm of Ostland. It's practically got an unofficial city charter releasing it from most taxes or whatever, but the income it brings in through selling alcohol and tourism makes up for it.
Wouldn't it be more of a town charter or has it simply grown that large to qualify as a city? I know dwarfs in general have been investing a lot into settlement's success and ability to produce Bugman's various brews.

Should make charter official and as long as it keeps making good booze no reason to make it pay taxes.
 
In conclusion, it is certainly above 15,000. While I'm avoiding exact hard numbers, the population of Wulfenburg is, at the absolute barest and most least, capable of outnumbering the totality of the three armies of Ostland in young, male, humans alone.

Also, incorrect on the brewery. Bugman's Brewery is its own separate settlement up the river closer to the mountains, it is not within Wulfenburg itself. It is pretty much its own dwarf settlement with an extreme minority of halflings/humans/ogres that is within the realm of Ostland. It's practically got an unofficial city charter releasing it from most taxes or whatever, but the income it brings in through selling alcohol and tourism makes up for it.
Wulfenburg truly is the economic crown of the Northern Empire....

And it's all thanks to Freddy
 
Also like mentioned already with literal god-empowered priestesses of goddesses of healing and childbirth around makes such births and growing up to adulthood more successful than RL, only real danger is hostile lifeforms and we work to reduce risk of those and technically possible to live a full life in WHF without ever facing a monster if smart about it.
There is also a nonZero mutation rate, not every priest is empowered by the Gods and some people remain hesitant to kill mutant offspring.

Plus the people who get taken out of the genepool by mutating later in life or dying during a work(or militia) related injury.

Wulfenburg truly is the economic crown of the Northern Empire....

And it's all thanks to Freddy
Wolfenburg... but also our expanded logging settlements(that have more farmlands due to the aforementioned logging) and major trade settlements.
 
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