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We're well past the point where you can credibly claim this isn't the chaos wastes any more. "This far south" makes it sound like you're talking about kislev.
It's the chaos wastes. But it's not the chaos wastes where there's nothing but roaming warbands killing each other, time and space are frequently going all wobbly, full on Daemons are not infrequently just walking around. Compared to that, the part of the chaos wastes where people can just live their lives, even lives that strongly involve chaos, is ABSOLUTELY "this far south."
 
Whoever wrote that either had no fucking clue how populations work in primitive societies, or did not care.
Population remains in check just fine from random raiding and child mortality. The idea that Kurgans have this huge surplus of population that has to be constantly culled through battle is insanely unrealistic.
Sure, fine, you can find a text blurb depicting kurgans as insane and suicidal barbarians we are allowed to murder without a thought.
Personally i hope Boney does something less, silly, with them.
Chaos.

You are ascribing the workings and motivations of real-life steppe nomads in a normal setting to those of nomads living in an area where the Dark Gods hold sway. In a setting where sapient fungi have previously broken the Empire like a twig, and beastmen essentially autospawn in the woods. Where the society of backstabbing cannibalistic ratmen known as the Skaven is not only a viable society but a global superpower.

Do you not...see how that would lead you astray?
 
Well, apparently, because nothing matters and actions have no consequences.
You are the one arguing that Krugans can keep going on nothing but chaos favor no matter how stupid and suicidal they act.
No I'm not.

I'm arguing that refusing to act is a consequence we can not afford in this situation because of the advantages our foes already have, and that we need to find a way to negate those advantages. When we fight them (because it is a when, not an if) we need every possible advantage on our side because they engage in warfare with a completely different mindset to what we're used to. And one of those advantages is an invisible scout who can cover terrain faster than a horse can.
 
Added to the Collection of Important Information:

Dwarven Life Stages

Youth / Garazi: What is considered to be the first day of a Dwarf's life is not necessarily when they are born, but when they are given their name during a set of ceremonies at a Temple of Grungni with their male relatives, and at a Temple of Valaya with their female relatives. Over their childhood, they will be taught Dwarven law, tradition, and history, the basics of combat, mining, and metalworking, and the basics of their Clan's speciality. They will also spend a minimum of two years working in the mines of their Hold. For those that do not live within a Karak, they may travel to one to undergo the proper ceremonies, or they may be visited by the proper Priests.

Newbeard / Gnutrommi: At the age of thirty, a Dwarf makes a ceremonial sacrifice to the Ancestors, usually an apprentice-piece of the Guild they wish to join. They are gifted with their first set of tools by their Clan and are afforded the right to wear their Clan's insignia. This is typically the age when a Clan will start debating and negotiating a marriage on behalf of Dwarf women, though they retain veto rights throughout the process.

Journeymen / Strollenokri: Typically between the ages of 40 to 60, an Apprentice deemed ready is released to prove themselves. This is equivalent to the 'Journeying' of human crafters, but in this age it's common for Dwarves to remain in the same Hold. They work without supervision or correction until they consider themselves ready to present their Guild with a Masterpiece, and said Masterpiece is accepted by the Guild. Some Dwarves stall at this stage for life, or decide to start again as Apprentices in a new field.

Fullbeard / Altrommi: At the age of 70, a Dwarf that has also attained the rank of Master in their Guild is considered ready to take on Apprentices of their own. This is the most common age for Dwarven men to get married, though the majority never do.

Longbeard / Langktrommi: At the age of 120, Dwarves are considered to have neared the peak of their ability, and those that have suitable skill begin to be considered for the rank of Grandmaster. Most Dwarves stop taking on new Apprentices at this point to dedicate themselves entirely to their craft without distractions.

Elder / Aldtrommi: At the age 150, Dwarves join the Elder Council of their Clan, a position they retain for the remainder of their life. Depending on the Clan the Council might directly lead them, or might only advise those who do. They also become involved in adjudicating disputes, resolving Grudges, and advising young Dwarves who come to them for wisdom. This is also the age when many Dwarves will die of old age, which is something Dwarves can sense some time in advance, giving them the chance to prepare their tomb, distribute their possessions, and spend their last days with their friends and family.

Greatbeard / Gormtrommi: Few Dwarves reach the age of 200. Those that do are held in high esteem and often become leaders of their Clan or Guild.

Living Ancestor / Karugromthi: Those very rare Dwarves that reach the age of 400 are accorded the status of Living Ancestors. They typically have a driving motivation, either a thirst for knowledge, an ambition to fully master their craft, an unfinished task, or an unresolved Grudge that requires avenging, and will usually dedicate their entire life to this, however long it might take.

Most of the information comes from Stone and Steel, but since it was part of 1st Edition WHFRP (home of Necromancer Dwarves), parts have been tweaked here and there to fit with more modern canon.
Only 200 years? Wow. With such a slow population growth rate, it's like they were just plain doomed from the start. At least elves live for thousands of years, and are just as likely to be female as male when born. Frankly, it's bizarre that dwarves aren't pumping out babies in large numbers in order to make good use of their relative security and political stability (and longer-than-human lifespan).
 
Chaos.

You are ascribing the workings and motivations of real-life steppe nomads in a normal setting to those of nomads living in an area where the Dark Gods hold sway. In a setting where sapient fungi have previously broken the Empire like a twig, and beastmen essentially autospawn in the woods. Where the society of backstabbing cannibalistic ratmen known as the Skaven is not only a viable society but a global superpower.

Do you not...see how that would lead you astray?
Oh, another thing that ticks me off - the argument "magic explains all, if it's fantasy, it requires no internal logic or common sense".
Which is, trying to say lightly, not true.
 
Only 200 years? Wow. With such a slow population growth rate, it's like they were just plain doomed from the start. At least elves live for thousands of years, and are just as likely to be female as male when born. Frankly, it's bizarre that dwarves aren't pumping out babies in large numbers in order to make good use of their relative security and political stability (and longer-than-human lifespan).

Remember what Gunnars told us. They think the world is hell, why inflict it upon more dwarfs?
 
No I'm not.

I'm arguing that refusing to act is a consequence we can not afford in this situation because of the advantages our foes already have, and that we need to find a way to negate those advantages. When we fight them (because it is a when, not an if) we need every possible advantage on our side because they engage in warfare with a completely different mindset to what we're used to. And one of those advantages is an invisible scout who can cover terrain faster than a horse can.
This.
I mean, the scouting Knights are not disposable. We haven't even gotten out of the mountains yet, let alone to Karag Dum , and we've lost all our Slayers, and still have a return trip to plan, with or without refugees from Dum. With or without pursuit.

From a cold pragmatic PoV, we should be straining to preserve our meatshields.
Because odds are we will need them rather badly.

Oh, another thing that ticks me off - the argument "magic explains all, if it's fantasy, it requires no internal logic or common sense".
Which is, trying to say lightly, not true.
This is Warhammer Fantasy, not the Wheel of Time.

Here moonlight does spawn monsters in the woods.
Here the Karaz Ankor is constantly under population strain but the Fire Dwarves seem to be doing just fine.
Here the Elves of Ulthuan have population issues but the Druchii seem able to mass produce Dark Elf mooks at need.

Here the Skaven manage to outspawn everyone, and yet live underground and are afraid of discovery by the Empire.
Here the Empire got wrecked by a magical disease and somehow still survived despite literally fighting a war at the same time.
Here the Brettonians literally never seem to run short of heavy cavalry regardless of losses.

These are the facts of THIS setting, as established in novels and games. I didnt make the rules, I just note them.
Complain to Games-Workshop, because that's what the canon of the setting has been established to be.
 
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Having reread some stuff - we don't know which Kurgan group's influence has that cup of "make yourself a daemon" in it, which is a solid reason to scout out each as we pass, in case the Ice Crone informs us that that's where we have to go.
Their information is that the group that has it is the one next to Dum, which would be the Yusak. Might be related somehow to the fact that the Yusak are out of favor.

The current Empress and the Emperor-to-be are the result of a Ranald trick. That doesn't mean they're fakes (i.e., she's really is the Empress, and that kid really is the next Emperor).
Well, has a good chance on being the next emperor. It's entirely possible that someone else wins the election, Karl Franz had to fight for it in canon. A lot depends on when, exactly, Luitpold dies.
 
Approach it from the other side. 'A human saved a Dwarfhold when nobody in the entire Karaz Ankor could'. Put that on top of 'a human did more for Karak Eight Peaks than the High King did' and 'a human translated Queekish when generations of Dwarven scholars couldn't' and you've got an extremely rough message to internalize. Alternate explanations could become very convincing at that point.
Menhir Stonecutter still grumbles that his "two Ancestor Gods in a robe" theory was dismissed by the conclave. :p
 
So we really are basically a teen to them. Wow, that has gotta be weird for them, even considering a "well she's actually a dwarf" mindset. Magical Girl anime protagonist really does seem accurate now.
Does activating her robes count as a transformation sequence?
Mathilde:"In the Name of Ranald, I'll punish you!"
 
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No I'm not.

I'm arguing that refusing to act is a consequence we can not afford in this situation because of the advantages our foes already have, and that we need to find a way to negate those advantages. When we fight them (because it is a when, not an if) we need every possible advantage on our side because they engage in warfare with a completely different mindset to what we're used to. And one of those advantages is an invisible scout who can cover terrain faster than a horse can.
We must act or all is doomed!
Because clearly nobody else knows how to do their job and trying to get a handle on the wizards we brought is completely useless waste of time.
I hate this attitude of Mathilde having to do everything on her own.
People argued that we had to go scout the chorfs and the skaven, and neither had fuck all to do with the expedition.
This is unlikely to be any different.

Could Mathilde help with the scouting, sure.
Is she going to be the one thing that stops the wolrd from ending, unlikely.

Chaos.

You are ascribing the workings and motivations of real-life steppe nomads in a normal setting to those of nomads living in an area where the Dark Gods hold sway. In a setting where sapient fungi have previously broken the Empire like a twig, and beastmen essentially autospawn in the woods. Where the society of backstabbing cannibalistic ratmen known as the Skaven is not only a viable society but a global superpower.

Do you not...see how that would lead you astray?
This, is a terrible argument.
If unicorns, then dragons.
Chaos does not give a crap about Kurgans, Khorne is not going to save Iron Wolves when their constant suicidal charges leave them weakened, instead he will switch to cheering thenext tribe that comes and wipes them out.

Skaven are very different from Kurgan, for one, they breed like rats, have a lifespan of couple decades, and a constant personal attention of their god, unlike the Kurgans. And we just saw one of their big clans get wiped out because they got weakened, using them as an example for why Iron wolves are going to be saved by magical intervention of chaos is beyond silly.
And trying to bring beastmen and orcs into this is even worse.

You keep on doomsaying, i'm done with this.
 
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I think the mistake people are making is that Chaos by itself is not Rational to 'normal' Mortal sensibilities, because they are not within the same understanding or bound by the exact ruleset as we do. For example, Daemons quite obviously work under different rules simply as a matter of fact, given that a Greater Daemon may have already met Math in its own past that is within Math's own future.

For the Men of the North, every mutation is 'blessing', a revelation of what Reality actually is, and why they decree the Gods of the South weak? It is because the Southern Gods do not act in the same capacity or frequency as those of Chaos, while they live in a Realm where a man may be turned into fish or vice versa, and oh so much more due to their God's touch. And when they look or hear about the lack of the Southern Gods performing the same feats, they then rationally conclude that their Gods are superior to the weak Gods of the South.

Therefore they the Men of the North have a drastically different outlook on life because of that closer link to the supernatural, and how many given hooks present in their society the Gods of Chaos can use to their advantage. As to the people living there reality is so surreal that the further south they go the less 'real' things seem to them, due to how they are used to the whimsical and chaotic nature of the Chaos Wastes.
 
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This is Warhammer Fantasy, not the Wheel of Time.
It's also not Warhammer As Written By GW's Dumbest Writers Jerking Themselves Off Over Archeon, it's Warhammer As Written By BoneyM. And we can see that in Warhammer As Written By BoneyM, chaos followers of this sort behave normally ENOUGH that people don't dismiss out of hand that they might actually stick to a deal they struck with a bunch of what they later learn was a bunch of non-chaos dwarves and imperial knights. If the Kurgan as you posit them were the people living around here, the expedition leadership would be treating it as an absolute certainty that it was absolutely not going to happen.

Even so, we should probably look in on the Iron Wolves, because
'a daemon told me to fight this convoy' is a rational reason to attack the dragon. After all the worst the dragon can do is kill you
 
We've already run across three Greater Daemons in this expedition thus far, killed the Keeper of Secrets, watched the Bloodthirster die and the Lord of Chaos retreat, and we've not even gotten to the Wastes yet.

We aren't sure if what was slain was a keeper of secrets/Greater Daemon. Please use some assumption neutral, Slaanesh friendly term to describe it instead, such as "Slaanesh's army hardest member" . Thank you.
 
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