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While a small leap, it is one with heavy implications.
If one non-dwarf was born with a Dwarf soul, how many others might there be? Will the formerly Dwarf soul(s), assuming not claimed by an afterlife, return to be reincarnated again? Are there Dwarfs alive today that in a previous life were Humans? Or Elves?!

They believe that Ranald has stole dwarf soul, so it is just one time thing. For dwarfs with elven soul you would likely need Gazul to steal soul of elf.
 
Ok, how have this super fertile and extremely healthy people not taken over the steppes yet?

Also, this does not sound like Khorne in any depiction i have ever read or heard.
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That said, Khorne the Chaos God of childbirth is kinda funny idea.

Because they're up against similarly blessed rivals.

Khorne moonlighting as a fertility god makes some sense. He wants blood and skulls. More babies means more blood and skulls. But baby skulls and blood are worthless! Better make sure they grow up strong, do they can spill blood and take heads in his name.

If that was happening it would definitely be mentioned in the writeups of the various tribes. It isn't mentioned, therefore it isn't happening.

We know they use raids as a form of population control. Therefore they have surplus population. This is a realtively low investment (from the gods' perspective) means to ensure that which also creates incentives to behave in a manner somewhat consistent with canon depictions without having them be lol!Chaos crazy.

While I agree with your broader point I think that's more effort then any all the chaos gods would put into a single group of their are worshipers. More likely Nurgle would just keep the childhood illnesses away, and focus on infecting the ones who displease them more pleased and greatly. I think you may be barking at the wrong eldritch tree.

As pointed out, Nurgle's attention would see children getting sick but being stronger for it.


All the dark gods enjoy human sacrifice. More humans equals more people to die in furious battle/ambitious gambles/lingering sickness/excess. I can imagine the gods having a particularly quiverfull attitude towards the societies that worship them as a result.
 
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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,
SENSIBLE.
Journeymen / Strollenokri: Typically between the ages of 40 to 60,
A JOURNEYING OF TWO DECADES? I CAN BARELY REACH THE TAVERN BATHROOM IN SO SHORT A TIME.
Fullbeard / Altrommi: At the age of 70
HURK. Barely ready to leave the house unsupervised! ONLY A MADMAN OF A MASTER WOULD CONSIDER SUCH A THING ACCEPTABLE.
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.
THE ONLY THING THEY'VE PEAKED AT IS THE DINNER THEIR MOTHER'S MADE FOR THE EVENING. BY GRUNGNI, I CAN FEEL MY STOMACH DROP AND MY JAW SLACKEN.
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.
WOE IS THE KARAZ ANKOR WHEN CHILDREN ARE FORCED TO LEAD THE CLANS. I REQUIRE A DRINK.
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.
YET MORE, STRONGER, DRINK IS REQUIRED.
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.
DIES
 
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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.

Putting these pieces of information together means that despite their long (by human standards) lifespan, there's surprisingly little generational overlap between dwarves. You have your kids starting at more or less age 70. You oldest child (if they aren't a male who never marries) starts having their child more or less at age 70. Most dwarves die at age 150. Some simple math here suggests that most dwarves know their grandparents for a very short amount of time, and that only if they are the eldest child of an eldest child.

Compare to humans where your grandparents might be alive well into your adult life, and knowing one or more of your great-grandparents for a good chunk of your childhood isn't that uncommon.
 
Putting these pieces of information together means that despite their long (by human standards) lifespan, there's surprisingly little generational overlap between dwarves. You have your kids starting at more or less age 70. You oldest child (if they aren't a male who never marries) starts having their child more or less at age 70. Most dwarves die at age 150. Some simple math here suggests that most dwarves know their grandparents for a very short amount of time, and that only if they are the eldest child of an eldest child.

Compare to humans where your grandparents might be alive well into your adult life, and knowing one or more of your great-grandparents for a good chunk of your childhood isn't that uncommon.

That would explain all the more why they view Living Ancestors as having such significant religious status. Those are the ones you can know and for more than a generation or two, a literal link to the past.
 
I kinda feel like some people here are severely overestimating the threat level of Iron Wolves to us. Thing is, they are steppe nomads. Their troops are going to be lightly/unarmored horse archers armed with shortbows. Now, normally horse archers are pretty good as troops go, however, they are basically hard-countered by what we're bringing to the table. The wagons are practically invincible to bows, and to a large extent so are the knights - the heavy armor of the knights and their steeds are practically impenetrable for them, as are Deathfang's scales, I imagine. Further, such horse archers shoot at a fairly close range, which sucks for them because the demigryphs are faster. And that's not even counting the wizards, which I'm sure they'll bring some, but I strongly suspect we'd have a significant advantage in numbers and training. In a battle, our casualty rate exchange is going to be off the charts.

Are these low-population density horse nomads really going to muster the... probably ten thousand suicidally brave (because they'll need to be to keep attacking after attacking after seeing their comrades torn to shreds by cannon, demigryphs, a dragon, and all sorts of magic BS, not to mention having their leaders inevitably sniped or assassinated) troops needed to brings us down in the time they have? Way I see it, such a large mustering, and such a great risk of manpower, is going to take quite a bit of time and leave them much weaker against their rivals.
 
I kinda feel like some people here are severely overestimating the threat level of Iron Wolves to us. Thing is, they are steppe nomads. Their troops are going to be lightly/unarmored horse archers armed with bows. Now, normally horse archers are pretty good as troops go, however, they are basically hard-countered by what we're bringing to the table.

They are chaos worshippers at the edge of the Wastes, they are going to have Chaos Knights in Chaos Plate as elites and Chaos magic which can potentially break those wagons like sardine cans.
 
They are chaos worshippers at the edge of the Wastes, they are going to have Chaos Knights in Chaos Plate as elites and Chaos magic which can potentially break those wagons like sardine cans.
My understanding is that Chaos Warriors/Knights are mostly found further inside the Wastes in those roving bands people keep mentioning. Out here, it's mostly just normal-ish people using whatever they produce or bought from the Chaos Dwarves. If they gather a great host of ten thousand, I'd expect maybe... a dozen of those Chaos Knights.
 
My understanding is that Chaos Warriors/Knights are mostly found further inside the Wastes in those roving bands people keep mentioning. Out here, it's mostly just normal-ish people using whatever they produce or bought from the Chaos Dwarves. If they gather a great host of ten thousand, I'd expect maybe... a dozen of those Chaos Knights.

Mostly yes but if you're positing tens of thousands of enemies there gonna have enough elites to match the knights. The deep Wastes is where you get all Chaos Warriors all the time.
 
They are chaos worshippers at the edge of the Wastes, they are going to have Chaos Knights in Chaos Plate as elites and Chaos magic which can potentially break those wagons like sardine cans.
If they have more than one chaos knight, its only because they have chaos lord at their head. Considering we didn't see an army stationed outside of Uzkulak waiting for armaments so that the newest threat to invade Kislev or Ulthuan could set off, i rather doubt that. Chaos Knights are notoriously uncooperative and cantakerous bunch and they don't like listening to orders. Only one to force them into some kind of cohesive force would be a Lord.
 
Starting to think this is just the spiritual equivalent of "Grudge the mountain pass, then!" as time goes on. :V In fact, it pretty much basically is exactly that. ((Or the "grudged for not paying the last 2 coppers" story, which made me go "Aha, so in Divided Loyalties, everybody Mathilde asked at the bar has a variant of this story? That says to me that it's a, what do you call it, apocryphal story or a cultural myth or fable; it's a well-known or well-shared story (that likely isn't true) because it teaches a lesson or value or demonstrates something. Impossible to verify its truth. But useful for its cultural statement and place."))

The Dwarfs need a method for dealing with feelings of shame or inadequacy or gratitude or grief or etc. There's no easy or straightforward explanation. But just because there's no simple answer does not mean you're allowed to just shrug and go 'I guess it's impossible to know, throw it on the pile of Mysterious Things and move on' because they're Dwarfs. They need an answer. They need an outlet. And so they call a conclave. And debate until they come up with something that helps them make sense of the situation.

I don't think Mathilde's soul was stolen. For that matter, I don't think the Dwarfs have enough magical know-how to be able to tell that -- or at least, not without a lot of personal experimentation and testing. Testing and experimentation which they have not done to Mathilde. (Heck, I'd be more willing to believe this of one of the humans that was affected by Kragg's Anvil of Doom buff spell, than of Mathilde.)

No, I think this was more likely done as part of an attempt by them to explain and nail things down.

So basically: they blame Ranald for this. :V

And the Grudge is ameliorated in whole or in part, based on what comes of this deed.

And so that way, their own spirits and minds can rest a bit easier.

I think, the more important and interesting impacts of this, will come in the following: how will everyone else react to this? How many Dwarfs will be pissed at this, because they think it's conservative Longbeards trying to come up with a reason to 'explain away' Mathilde's accomplishments? What will Belegar think, of this thing done by Karaz-a-Karak? Will he be pissed off again and blame Thorgrim some more? What will radicals and conservatives who weren't at the Conclave think of this thing -- of both Mathilde herself, and of the thing the Conclave proclaimed, I mean?
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.
You know, this reminded me about how I mentioned earlier that the "what" part of "information shared by a trusted individual" is just as important as the "who", and I wonder. On the off-chance restoring the flow from Karak Vlag and Dum actually fixed some deficit in the energy production that remained even after Eight Peaks, or even just Thorgrim not considering the bare minimum to be enough and only thinking dwarf-kind properly saved after a sizable surplus was established... well, is it possible he told the Ancestor Cults that Mathilde saved the dwarves? Or at least that she was responsible for more than just recovering a Karak singlehandedly or something. One would think the High King counts as a trusted individual, and him vouching first anybody pretty powerful.

Then again, it's late and I have a headache, so this might just be crazy talk.
I really want to know what Thorgrim thinks of this, and feels about it.

That is -- his thoughts and feelings on the matter would be very revealing here. I wonder what he's thinking about what was declared? Resigned, surprised, uncertain, constipated, weary and unhappy at having to come up with an answer that can't be true but which people will believe?

Worried at the possibility that this might cause some cultural or diplomatic woes or complications in the Karaz Ankor? Hoping that this might cheer Belegar up (and probably being surprised by the outcome)? Flabbergasted that the Elders at the Conclave went and did this?

Or perhaps simply relieved and thankful that somebody has done so much for the Karaz Ankor? As it makes it more likely and probable for the Karaz Ankor to survive another year, decade, and century.
 
The Dolgan tribes are well known for bringing giant Chaos War Mammoths to the battlefield.

I would not want to assume that they don't have an answer to heavy cavalry, or even the steam wagons.

To say nothing of battle magic.
 
I kinda feel like some people here are severely overestimating the threat level of Iron Wolves to us. Thing is, they are steppe nomads. Their troops are going to be lightly/unarmored horse archers armed with shortbows. Now, normally horse archers are pretty good as troops go, however, they are basically hard-countered by what we're bringing to the table. The wagons are practically invincible to bows, and to a large extent so are the knights - the heavy armor of the knights and their steeds are practically impenetrable for them, as are Deathfang's scales, I imagine. Further, such horse archers shoot at a fairly close range, which sucks for them because the demigryphs are faster. And that's not even counting the wizards, which I'm sure they'll bring some, but I strongly suspect we'd have a significant advantage in numbers and training. In a battle, our casualty rate exchange is going to be off the charts.

If they kill 25 of ours and we kill 250 of theirs, and then the fight is over, that's a painful loss for us.

EDIT: Classic dwarven problem.
 
If they kill 25 of ours and we kill 250 of theirs, and then the fight is over, that's a painful loss for us.
Actually I think a more likely exchange is "we kill 250 of them, they kill like 2 of us because most of them never got into effective shortbow range, and those that did, did not live long". Having ranged superiority + being able to kite is a hell of a drug.

The Dolgan tribes are well known for bringing giant Chaos War Mammoths to the battlefield.

I would not want to assume that they don't have an answer to heavy cavalry, or even the steam wagons.

To say nothing of battle magic.
I don't think mammoths can catch up with us
 
Way I see it, such a large mustering, and such a great risk of manpower, is going to take quite a bit of time and leave them much weaker against their rivals.
This is basically my take.

The thing is, we know from canonical sources what caravans along what the Kurgan call the Tea Road are like. They're like this:
https://warhammerfantasy.fandom.com/wiki/Cathay said:
The caravans that travel it are almost like nomadic towns; such is their scale that a Great Caravan can reach a full mile in length. They are heavily defended, as they have to travel through some of the most dangerous and hostile areas on the face of the world. Caravans are regularly beset by marauding wolf riders, Chaos Dwarfs, Skaven, Giants, Goblins, Ogres, Black Orcs, cave-beasts, Hobgoblins, giant scorpions and dark things that stalk the shadows in the moonlight. As a result, a caravan will typically employ whole families of Ogre mercenaries to act as caravan guards.
In contrast, what we have are six metal boxes, bristling with gunports, surrounded by monstrous cavalry, and a dragon sleeping on top of the biggest box. That does not look like a caravan. What that looks like is a war party. We're using a significant amount of space on the steam wagons for weapon emplacements rather than just to hold cargo; this isn't an armored truck like you'd use to carry high-value goods, this is a fighting machine. Our outriders aren't on horses: they're riding monsters. Monsters aren't just a thing to get you from point A to point B, they are offensive weapons. And let's not forget that the Kurgan's ancestors fought in the Great War -- they may well recognize the insignia of the knights from their stories and realize that these are religious warriors, not just rando guards. And then, of course, there's the dragon.

Take all that together and our expedition looks very much like we're saying "we're out to ruin someone's day." The Iron Wolves are going to be very interested in finding out whose day we're setting out to ruin, because that determines whether they can benefit from the weakness of their neighbors. But I really don't think that they're going to go for a serious attack on the expedition unless it starts looking like we're out to ruin their day. Skirmishing with our outriders, sure, absolutely. But throwing enough of a force at us to have a reasonable chance of seizing our valuables is the sort of thing their neighbors will take advantage of.

Worshiping Chaos doesn't make them completely irrational. If so, Mathilde would never have dealt with the Dolgan at all.
 
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