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yeah, why would an Elf study at the human collages of magic rather then the White Tower
Research project for a graduate student. :p

3. Finally, and most importantly, this prospective student must be an edgy teenager-Elf. Preferably the star of their own series of Young-Adult paperbacks. This requirement is self-explanatory. :V
Also this.

Performing pest control on greenskin colonies is not Mathilde's job. Arguing for helping out in the Under-Caldera on the basis that is would save us time and effort is fundamentally unsound because of that - the thread is highly unlikely to spend our AP on clearing out K8P's basement regardless of whichever option wins.
Preventing the greenskin ecology getting a foothold is Karak security. It's everyone's job in a dwarven Karak.
Else you wake up with greenskins in your silk sheets, drinking your good ale, and you can't get any work done because they keep blasting the stereo.
Edda is Steward, and is down in the Caldera. Even Panoramia the gardener whose job is improving the soil is presumably out there.

I mean, by the same parameters you're using here, you could just as easily argue that negotiating a tentative truce with an angry Dragon is not Mathilde's job as Loremaster either. Certainly, hunting vampires in Stirland in the name of K8P is not in the job description of any dwarven Loremaster I've heard of.

Official titles aside, what we are in truth is Belegar's court wizard. Specifically, Belegar's Grey Wizard.
And in that role, greenskin infiltration is very much our business.
 
Anything that's been sealed in a vault for three thousand years would need at least several weeks of careful examination and testing before Dwarves would even consider using it in battle.
 
Speaking of Elves studying at the colleges, it's possible that there baybe somethings humans came up with that elves don't have.
Probably not anything major but it's been b centuries and Mathilde for example has come up wih several tricks like the Matrix and MAP in a fraction of that time.

If the elves didn't have their whole pride issue they'd probably check in every 50 or so years just in case any of those turn out to be useful.
 
Runesmiths do not write their lore down ever. It's why so much was lost.
More likely that modern runesmiths don't write their lore down.
If they were working with Elven archmages before, then they almost certainly did write shit down.I would not be surprised to find that they just lost records during the Fall and adopted emergency measures as how things have always been.

Or that they forgot how to read their own records.
It would be the runelord thing to do store their records in runes of their own.
And if someone dies without teaching his successors how to read or write those runes.....
 
Runesmiths do not write their lore down ever. It's why so much was lost.
More likely that modern runesmiths don't write their lore down.
If they were working with Elven archmages before, then they almost certainly did write shit down.I would not be surprised to find that they just lost records during the Fall and adopted emergency measures as how things have always been.

Or that they forgot how to read their own records.
It would be the runelord thing to do store their records in runes of their own.
And if someone dies without teaching his successors how to read or write those runes.....
I remember reading that occasionally, and by that I mean very rarely, Runesmith do write some things down but when they do they hide everything in metaphor and secrets you need to decode in order to prove the one using it is worthy of the knowledge.
 
OH right the review:
The only indications that this is far from an ordinary day in the newly reborn Karak is the empty fields below and a constant flow of gyrocopters in and out of Karag Lhune. Apart from watching the aerial ballet, you've nothing to keep yourself occupied except your nerves and rubbing Wolf's belly.
*Petto the doggo*
Finally, the first piece of information goes onto the board: WAAAGH AT WESTERN GATE. You fidget with the lenses to try to adjust your view of said gates, which remains unchanged. WARBOSS GIVING SPEECH TO WESTERN GATE. You snort. Reasonable assumption, you suppose, that the Western Gate would be manned and defended.
Indeed by all conventional logic the Gate is the only place you COULD hold against a Waagh this size until it gets bored and wanders off.

Alas today its Ulgu day.
His speech is wasted
Then, at long last, movement is visible at the Western Gates, as a handful of Orcs strain to push the massive wooden gate open, and then Waaagh Birdmuncha begins to flow into the Karak in earnest, a tide of Orcs charging around and occasionally being flattened by the Pump Wagons their Big Bosses lounge on and shout orders from. The Wagons are bigger than you imagined, and more solid, the smallest of them being large enough for three Orcs. The largest you can see could hold a dozen, were it not holding the Warboss and a motley collection of weaponry.
Thats uh...closer to tanks than what I imagined.
Orcish tank commanders.
And there's also the Snotlings, who are far too small to keep pace with the Waaagh themselves. Every Wagon is swarming with them, which you expected, but every Orc also has at least one of the tiny greenskins clinging to them, the luckier ones sticking heads out of pouches and backpacks, the unluckier ones clinging to clothing or limbs and trying desperately not to be jostled free.
That's definitely more than enough snotlings to just erode any trap based strategies.
You turn your eye to the largest of the Wagons, and your immediate impression is that Warboss Birdmuncha the Really Zoggin' Big matches his name twice over. Despite sitting down he still towers over the Orcs running alongside his Wagon, and attached to leather straps running along his chest, back and arms is the plumage of what must have been an enormous bird, adding more bulk to his already enormous frame. His face is covered by a blank metal mask, and he glowers through the eyeholes at the horde running alongside his Wagon, occasionally gesturing and presumably shouting commands.
That is really zoggin big. Fighting him might resemble fighting a Rogue Idol, though his size probably isn't that unusual for an orc who've been in command of a million greenskins for a long time.
Weapon racks stand to either side of the stone throne standing atop the Wagon, and in front of him is a Bolt Thrower of Dwarven make, albeit heavily defaced with Orcish glyphs and with the original bowstring replaced with a much thicker and cruder one.
And that is probably serious anti air. You can see from all the gubbinz.
Karag Lhune disgorges the remainder of the Eight Peaks Aircorps at once, a dozen gyrocopters emerging like angry hornets and then disappearing out of sight to fly along Death Pass, to strike the Waaagh's stragglers and give them the false impression that the Caldera represents safety, and you force yourself to untense.
If Birdmuncha was a keen strategic mind he'd probably have given that a suspicious look. Dwarves don't tend to harry your stragglers like that.

But on the other hand its working in his favor, so no need to think too hard about it.
The Orcs quickly discovered that the Citadel was occupied as the first Orcs to get within range were utterly peppered with arrows and bolts. Overkill, and definitely a missed opportunity compared to holding fire until more had entered range, but the lesson to be hammered home here is that the eastern portion of the Caldera means death, to encourage them to stick to the western portion, where they are vulnerable to the Eye of Gazul.
Taking this from an outside perspective...it looks a lot like unprepared, overenthusiastic dwarf defenders.

Letting your enemy know where your shots range before you hit them good, is usually a bad plan after all.

Usually
A few hundred Orc archers try their luck and are quickly scythed down, and an armoured Pump Wagon trying to cautiously approach the Citadel is obliterated by three simultaneous cannonballs. The Waaagh mills about uncertainly, faced with no fight worth fighting and no clear avenues to proceed upon, and all eyes turn to the Warboss, including yours. This is the moment upon which fate turns.
"Boss, this is no fun!"
The Wagons circle around Birdmuncha's and the Warboss confers with the Big Bosses and Shamans that they contain. Every so often you glance over at Karag Lhune, where gyrocopters returning to reload pass on the latest estimates of how many Orcs remain in the Western Approach. As the debate amongst the greenskins is temporarily shelved for Birdmuncha to wrestle an underling into obedience, the 2 and 5 flags are taken down and replaced with 3 and 0. Not even a third.
This took way too long to figure out on my first read. Percentage in the Caldera, derp.
Finally, an accord is reached, and the Bosses begin shouting orders in every direction. The Wagons disgorge Snotlings by the hundreds and each Orc evicts their hitchhikers, and tens of thousands of tiny hands set to work digging through the soil of the Caldera. Surely they don't think they could get through the stone and into the Under-Caldera? But with one eye on the Citadel for any order from King Belegar to fire early, you watch them as tunnels begin to take form and worm their haphazard way towards the Citadel, marked by frequently resurfacing Snotlings trying to regain their bearings. Sappers, then.
Greenskin. Sappers.
Thats a thing you don't see often.

But at the same time given their sheer number of snotlings...this probably is a practiced tactic. Most orc forces have lots of snotlings but not enough to form major coherent forces on their own.

Furthermore, a quick googling says they probably shouldn't be bright enough to manage sapping without a fair bit of prior practice.

Orcish Strategy
1. Zog this, I'm goin' for the dragon.
2. Dig into every Karag at once.
3. Climb cliffs looking for entrances.
4. Use trenches to assault the Citadel.
5. Weight of bodies to assault the Citadel.
6. Get all the lads in here first.
1. Immediately...useful, but problematic long term in terms of encouragement for the dragon to make a more-in-dwarf-favor arrangement if they can't even keep the orcs out.
2. Worst case scenario for us.
3. A pretty bad case if they make it to th caves, though we could also fire it earlier than usual.
4. Diggy diggy hole!
5. Pack them in close boys.
6. Real close.
You look sideways to Karag Lhune. 4 and 0. The majority of the Orcs still remain outside the Caldera. You build a MAP of the Caldera and mark everywhere you see the Snotlings coming up for air and orders to keep yourself occupied, and are surprised at the speed with which the tiny greenskins are digging, but just at unsurprised at the inadvertent zig-zagging that seems to be going on. Only the Snotlings are digging, which fits what you know of greenskins - no sense for Orcs to do the work when there's someone smaller they can make do it instead, after all.
Waagh bullshit dig speed.
Or they're actually Dungeon Keeper Imps in disguise.

Considering the currently running vote, they really might go through the bedrock if they got lost or panicked.
4 and 5. A Big Boss clambers down from his Wagon to try to split up a Snotling brawl from two tunnels colliding.
Pretty good at keeping their snotlings on task too, if the Big Bosses actually quell brawls like that.

Organized, digging, greenskins.
Its like everyone is picking up some dwarf qualities while the dwarves have gone Ulgu this whole war phase.
5 and 0. The tunnels cross the first of a series of very small ditches. This one marks the maximum effective range of the siege weapons. Having range markers on the battlefield would normally be invaluable, but that only works if the enemy is above ground.
Sighted artillery positions are AMAZING for hitting on target.
Wonder if they could hit a sapper's tunnel or if thats a waste of ammo.
5 and 6? They must only have one flag for 5.
That'd be fixed by the next campaign turn. Some dwarf must be smacking themselves as they make double flags for everything
6 and 0. The ditch that marks the furthest volley fire range for the Fieldwardens and Quarrelers.
Sighted archery range likewise. Great for maximizing volley shock.
6 and 5. Some of the Orcs are disappearing into the tunnels now. Are they Overseers? Are they just bored? Or are they beginning to mass for an attack when the saps break the surface? You look to the slate once more. A runner is talking to the Dwarf in charge of it, and that Dwarf scratches his beard, looking at the message still on there. He writes STILL, and draws an arrow to indicate its place between PLAN and UNCHANGED.
Thats concerning. Underground greenskins can't get ashed by the Eye.

Still, I suppose dwarves know their sappers, and its possible the snotlings got turned around and started digging straight down in places.
7 and 0. You'd have expected the flow of Orcs to slow as the last stragglers filtered in, but if anything they seem to be coming faster, and you can see fights breaking out and Orcs trampling each other underfoot as they try to squeeze through the bottleneck of the Gates.
Must be the Black Friday sale.
7 and 5. A gyrocopter lands by the Citadel, its rotors not even powering down as the pilot clambers out, screams his message at a runner, and then climbs back aboard and flies back to the battle. Your eyes become fixed to the slate. WOLF GOBLINS MAULING WAAAGH. STRAGGLERS PANICKING.
Da Howlaz
1. Job done, they're off. No further effect.
2. Some damage, but slowed down the stragglers.
3. Moderate damage, but no effect on greenskin flow rate.
4. Orcs encouraged to rush through West Gate faster.
5. Orc stragglers picked off almost entirely.
6. LEG IT LADS. Orcs trample each other trying to get through the West Gate.
"Whats the secret to your success Belegar?"
"Sometimes your enemies want to kill each other JUST as much as they want to kill you. You should encourage that."
8 and 0. Another gyrocopter touches down at the Citadel. A runner disappears into the Citadel. A minute later, another emerges, and speaks to the Dwarf on slate duty.

FIRE AT WILL.
80%
Stand by, ready.
You take a deep breath, and the merest thought from you causes the tower to react, and Ulgu begins to seep into the room from the Room of Dawn and Dusk below. The console remains untouched as you reach out with your magic to interface with the various enchantments that have been woven into this tower, and they in turn reach out to you. You feel an entirely new sense blossom, and can feel the sun directly above you, and a thought from you has the Tower poised to change that immutable fact, or at least trick this general area into thinking you have. An itch at the back of your head indicates the Blue Tower and the Red Tower prepared to come to life, but you dismiss them and they return to their slumber. And just on the edge of your perception, you can feel a minute sliver of the attention of an immovable object turn to you. For a moment you have the sense of a sliver of light at the bottom of unfathomable darkness, and then it passes.
I like the bit where Gazul checked "is this an authorized user?"
Burning Shadows is not a difficult spell by any means, and it has something of a reputation in the Grey College for those who learn it becoming very excited at the possibilities before they start to grasp its limitations.
Well it does do a lot for its difficulty tier. Its just that with all the extra work setting it up you're better off doing something else.

You center yourself. You exhale.

All noise vanishes. The sun jerks in the sky. The Caldera is plunged into shadow. And for a single exhilarating, terrifying moment, you feel power you can't begin to comprehend flow through you.
As for the "Lies To Bards" this would probably be narrated as a much slower event, with the sun turning ponderously and the creeping, burning shadows sweeping.

When it was instant.
Burning Shadows is selective in what it burns, and the criteria used can be incredibly vague or incredibly specific. The dominant theory is that the spell draws information from the caster's mind to differentiate targets from non-targets. Either something else is going on here or there's a significant flaw in that theory. Because for an instant that stretches into what feels like hours, you glimpse one greenskin after another for a fraction of a second each and mentally confirm that, yes, it is an enemy of the Dawi. Apart from some being Orcs and some Snotlings, the only variation is the scarce handful of vultures mixed among them, following hopefully in the Waaagh's wake and likely destined to be very disappointed.
Theres a paper in that.
God knows we'd never get around to it before it fades though. Maybe if we made the next turn 5x Writing actions.

Maybe.
And throughout the entire process you can feel the energy of the Waaagh like an unpleasant vibration in your teeth.
Bite the Waagh!
In the instant before a half a million deaths, the Karak suddenly seems very, very small, and you can feel the attention of immense powers upon it. One is as familiar to you as your own soul, and you can feel His amusement and anticipation.
Ranald: "Mathilde, I'm SO gonna brag about this to anyone who'd listen."
Another has just thrummed through your soul, and His attention is already moving on.
Gazul: "It'd do. Take the wheel Dawongr."
A third eyes the Karak dubiously, and nudges His brother to go deal with it, who nudges back, no, you go deal with it, and the two fall to bickering.
Gork: "Dis iz kunnin brutality, ya do it Mork."
Mork: "Don' wanna, dat smug humie mugged me da last time ah did dat. Ya do it yerself Gork."
(one, encompassed within a single body but no less powerful for it, moves through halls of stone long remembered, a pat on a shoulder here, a gruff word of encouragement there)
Grombrindal: "I'll go make sure the dwarves at on the fields will not falter"
(one, brooding and angry and indecisive, has a fraction of His attention here, but in the same way that a fraction of your attention might linger on the throb of an old scar)
Sigmar?
I suppose we are within his portfolio.
But despite all that attention, the only one acting is you. So you act. The world goes dark. The membrane between what you consider reality and the realm of souls and gods ripples as five hundred thousand links between the two are severed at once.
Paper Topic: Materium-Aethyr Threshold Disturbance Induced Through Mass Death Events

And then you are only Mathilde again, and wince as the room takes on the feel of being slightly too sharp and bright, all the Ulgu that filled it drained away in an instant.
So...the room appears to be knurd.

The Caldera below you is still. All that was green is now black.
Ashes to ashes, dust to dust.

You want very much to crawl into bed, hug Wolf to you and refuse to come out for at least a day or two. But you have a duty. Three blue Marsh Lights rise into the air, and Karag Lhune disgorges a gyrocarriage. You give Wolf a pat, inform him that he's now in command, and climb down the stairs to meet your transport on the balcony.
Reading this over, the stress is mainly emotional. Spellcasting anything more complex than mage armor or the MAP is ill advised, but Mathilde's raw decisionmaking ability should be fine enough.
Gyrocopters
1. Multiple losses.
2. Gyrocopter lost.
3. Moderate damage, but no effect on greenskin flow rate.
4. Portion of stragglers say zog this and turn around.
5. Heavy damage, multiple wagons destroyed.
6. Orcs speak in hushed whispers of the vengeance from the skies for that bird the Boss ate.
And hmm, could be better, but seeing as 1/3 of the options had casualties, being satisfied with that is enough.

Birdmuncha's backstory kind of intrigues me, just how did an orc this badass get known for eating a bird?

Most of the leadership of the Expedition is elsewhere, but King Belegar, Princess Edda, Kragg and Thorek are waiting for you on a balcony overlooking the Caldera.

"Fine work," Kragg says, leaning against the parapet and gazing out at a sea of ash in satisfaction.

You consider and reject a number of different responses before settling on "thank you".

"Bit exotic for my tastes, but I can't argue with the results," Thorek half-grumbles.
Kragg is...satisfied.
Thorek is at the "success needs no apology" phase.

Mathilde is at point of not yet processing the fact that she's now got the dubious honor of responsibility for kilodeaths.
"Day's not done yet," King Belegar says. "There'll be accolades aplenty once all is said and done, but right now, we can't leave them to their own devices under there. If they find a crevasse through the bedrock, the Under-Caldera can take them anywhere. If they get into the Trench or Zilfin Dum or the Great Mines, it'll be years of fighting and decades of work to get them out again."

"The greenskin ecosystem takes a lot of work to properly eradicate," Princess Edda says, and matching grimaces appear on her and your faces as you recall the troubles in Karag Lhune. "The Skaven had the numbers and the appetites to eradicate it below, but if it has a chance to re-establish itself..."
Endless work that.
And burning it would be difficult, in tunnels a fire can move extremely unpredictably, as the heat itself acts as a powerful air pump
"Tunnel fighting," you note.

"In tunnels dug by Snotlings," Princess Edda adds.

"In soil," Kragg finishes, but his tone is more thoughtful than disgusted.

"Tremors?" Thorek says, equally thoughtfully.

Kragg shakes his head. "Can't confirm the kill from just burying them. Lava."

"Could weaken the bedrock."

Kragg opens his mouth to object, then frowns."Four thousand years of no proper maintenance, could do. We need an upheaval of some sort."
Hmm, its a good point, for a small creature a cave in is significantly less than lethal. More likely to fit into a pocket of air and make it last.

Wait, Kragg used lava in the initial caldera battle. Did he not care about it when the under-Caldera was held by hostiles, or did Kragg get overexcited and careless about it when he got the chance to smite lots of greenskins with his stockpiled runes?
"Rapid condensation boil... no, would lose too much energy getting it through the soil."
So this one seems to be forcing a state transformation on water vapor, and then boiling it with the energy to make a steam blast?

In which case yeah, most of the energy is going to be wasted making dirt fly up.

Works a sight better on stone though.
"Soil vaporization, transmitted through the bedrock?"

Thorek shakes his head. "Tested it. Bedrock under the Caldera is completely separated from that of the Eastern Valley. We'd need to shift the Anvils into the Under-Caldera." King Belegar and Princess Edda have largely tuned out at this point, but you're making mental notes as best you can.
...um...soil vaporization?
Just pointing to the soil and telling it its vapor now?

Meanwhile the non-nerds have fled in self defense...
"Go from above, then. Liquefaction."

"Might be enough water in the soil if we concentrate it, but it would just bury the tunnels, same problem as the tremors."
Soil liquefaction is very interesting as a phenomenon. Basically its very very well lubricated dirt, which behaves like a viscous liquid rather than a solid(though arguably, a collection of loose solids is not a solid in itself to begin with)

The most commonly known example is quicksand
"Boil that," you say. Both Runelords turn to you.

"It's likely there's barely enough water as it is, boiling it out of the soil would re-solidify it," Thorek says.

"Not the water, the liquefied soil," you say.

"It's not actually a liquid-" Thorek begins.

"Hear her out," Kragg says.

"Reality's still twanging from the Eye, and the greenskins are still maintaining a Waaagh field, I can taste it from here. Between them, what something literally is doesn't matter so much, not right now. If it looks like a liquid and acts like a liquid, it can be boiled like a liquid."

"Zhuf logic," Thorek says doubtfully.

"Zhuf logic just killed half a Waaagh," King Belegar interjects. "Will it work?"
Wascally Wabbit logic.
Though Sand Boils actually DO exist, I suspect that 'physics' wise, what happens is that they'd be applying a "Boil Stuff" rune effect which must target a liquid substance on a liquified solid, which replaces the continuous bedrock they normally need to use to channel the more potent Soil Vaporization effect.

Which is a proven thing, because we've just used it to kill half a Waagh in one hit. Burning Shadows turns shadows into something that works like fire if you squint, and the Rune of Gazul turns fire into black, soul severing fire, and you can use one to conduct the other.

Also Mathilde wasn't kidding about tasting it. When she activated the Eye of Gazul she felt the Waagh in her mouth as she metaphorically bit down. And chewed.
"The Runes won't actually be touching what's going on in there," Kragg says thoughtfully. "They'll simply be shifting things about - moisture, movement, heat. So they won't necessarily reinforce proper physics."
*Takes notes on runecraft*
Move X to Y applied on things, conducted through a channel without affecting the channel as the core principle?
 
Wait, Kragg used lava in the initial caldera battle. Did he not care about it when the under-Caldera was held by hostiles, or did Kragg get overexcited and careless about it when he got the chance to smite lots of greenskins with his stockpiled runes?
I think he was doing it in East Valley, that has solid rock down there, not a huge cave system.
 
You know I wonder if Gretel was watching the Orc army as it got hit by the eye, since I can just imagine how fascinating the effect would be from her perspective. Honestly I would not be surprised if she ends up developing a spell based on it.
 
It's seemingly the other way around in most of the Empire. Small packets of cleared land centered around a fortified settlement exist are surrounded by the forests which the beastmen and greenskins rule, tenuously linked by exceptionally dangerous roads and somewhat less dangerous rivers. There's a reason that being a Roadwarden or travelling judge is a high risk adventuring career.

Presumably the priests of Taal and Rhya have rituals that help with crop yields, and more recently the Jade Wizards have probably improved matters further.
That implies urbanization and larger villages rather than small hundred person hamlets. Which is was my original argument way back when in response to 'a hundred people would be a fairly large town'
 
On a positive note, that Caldera is going to be Fertile AF after all this Ork ash has been mixed into the soil, assuming they don't mess it up by boiling that now.
 
Material-Aethyric Threshold Hangup Inducement- Large Death Events
FTFY
I'm somewhat proud that it only took me reading this twice to get it. Cute, but we're not naming an actual spell, so the effort is probably a bit much. That said, it would totally be a Grey Wizard thing to do, and I'm chuckling at the thought of people getting taught on how to apply the MATHILDE effect.
 
On a positive note, that Caldera is going to be Fertile AF after all this Ork ash has been mixed into the soil, assuming they don't mess it up by boiling that now.
I mean we might end up helping the fertility bit, since we'd be liquifying the soil which will allow the ash to mix in nicely and then boiling it thus killing Orc spores and other hostile organic elements.
 
I doubt this very much, villages of a hundred people would be destroyed by even small bands of greenskins or beastmen far to trivially for many of them to exist, I would actually expect that rural towns of thousands would be the typical settlement and that small villages would be rare because they're to easy to raid and destroy.
[X] Patrolling the Under-Caldera with Dreng and Gunnars.


Now that's a big oof moment right there.

Here's a lovely quote on villages from National Geographic;

And you are categorically ignoring the fact that almost every rural community in the Empire is going to want fortifications and a church for obvious reasons. That actually encourages rural populations to nucleate into larger communities then in the real world. Yes, the Empire is overwhelmingly rural but 'a town of over 100 being big' is laughably out of proportion. What you are describing is a hamlet at best, and is so vulnerable due to it's limited manpower, inability to fortify itself, stock up on food for bad harvests, and see to it's spiritual needs; those things are liable to spring up and die out stupidly frequently.
I think we have to consider the logistics of it, could we have an average settlement of thoushands and exploit the land effectively enough to sustain everyone at this tech level ? Raiding parties are not everywhere all the time and they tend to select better targets most of the time as our fief showns, so I could see sheer nescessity and obscurity working to keep people more spread out.
My head canon would be that in calmer times isolated villages are relatively safe from gribblies (and chaos is weaker). During troubled times, the villages take massive attrition and refugees seek safety in fortified towns and cities.

And of course, "troubled" times are when most of the story takes place because they are "interesting" in the Chinese sense.

Also, there are large stretches of Imperial land far from forests and mountains, which are probably safe except during major incursions.
That implies urbanization and larger villages rather than small hundred person hamlets. Which is was my original argument way back when in response to 'a hundred people would be a fairly large town'

The basic logistics of trying to do a City-Town mode of civilization without widespread horse availability or mechanized transportation is that the food efficiency goes straight to hell.

Keep in mind that the forests are not magically full of Beastmen and Greenskins.

Beastmen can arise out of animals naturally, but without the high ambient magic of a Storm of Magic, this very fact that any kind of ecology still exists at all says that this is rare.
The big, dangerous source of beastmen are human mutants being evicted into the forests and turning to Chaos out of desperation and warped instincts.
Which means you need enough mutants born to at least form a tribal society.

The forest around a lone farmstead in Dhar laced lands, with a village of a hundred people three days walk away having a 10% mutation rate, which all raise their mutants to the point where they can survive on their own before abandoning them, doesn't suggest a dangerous beastman tribe.

It suggests ten beastmen in the forest hunting and stealing livestock, with whichever beastman going the path of the shaman having pretty good odds of no living teacher, no literacy and exploding before they make contact with anything more complicated than their beer.

Or more realistically, one lone beastman hunter in the forest, because most of the abandoned mutant newborn die in the woods of starvation or the wildlife.

What a village needs is just a local temple of any god and a perimeter fence. Such a village would get wiped off the map without any resistance when a Warherd or Waagh shows up, but at the same time they could have never seen either for a hundred years.

Likewise for greenskins. Lots of places have small goblin or orc tribes, which never really manage enough Waagh to raise much of a Boss, not when their neighbors are podunk villages which can't offer any kind of decent scrap.

Fact is, we know this system works, because Mathilde owns one such podunk village, which we know didn't even have a wall, and consisted mostly of herders living with small families scattered across the land.
 
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