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[X] THEORY: The specifics are hazy, but this is a known contingency plan that Borek is entirely aware of, but hoped hadn't been enacted. The result breaks all Dawi notions of acceptability, but Karak Dum survives in some capacity and continues to inflict attrition on every local and visiting Chaos force that want to take a swing at them, so it is considered a lesser evil by the pragmatic Karak Dum.
[X] THEORY: The Dwarves of Karag Dum did something to burn away the taint of Chaos, much as your Belt of the Unshackled Mountain does, but on a far grander scale. Perhaps it had an effect on the Beastmen here, Cor-Dum included.
[X] THEORY: Karag Dum converted the hold's Rune of Valaya into a Rune of Valaya's Vengeance, which ignites Dhar and protects the user from flames. The resulting explosion blew up the other mountains and created the desert around it. The hot wind we're feeling is the result of that same rune still burning up Dhar - which means that the hold is still without a Rune of Valaya.
[X] THEORY: The dwarves of Karag Dum are alive and uncorrupted by Chaos, but have resorted to truly drastic measures to survive, probably undertaken by their controversial "Rune Masters", which involves having these beastmen or beastmen-appearing creatures defending the karak for the dwarves. We can assume that this is all in favour of the dwarves by Morghur's easy acceptance and non-destruction of Borek as well as Borek's mutual acceptance of the beastman. The idea of Rune Masters being critically involved is the certainty that some form of magic was used to create this whole situation, including the odd weather, and the Rune Masters' lack of corruption is supported by the lesser level of ambient dark magic in the area, even directly around Morghur himself.
[X] THEORY: Karag Dum has turned to forbidden arts, and Borek left in shame.
[X] THEORY: Karag Dum is using a fake Morghur to make the real beastmen fight for them.
[X] THEORY: The Beastmen and Morghur are illusions and runic trickery, The only evidence is that Morghur is not acting like his/her normal self, for instance, he/she is nonhostile, did not radiate chaos and Dhar aura, Borek is not mutated despite, Morghur supposed possesses a chaotic aura that can easily mutate, people. Morghur did not act hostile and aggressive enouch, he/she looks sane, he/she did not attack Borek, did not mutate the ground with he/she area of effect aura.
[X] THEORY: Based on Guild and Dwarf secrets we can tell that Karag Dum is slowing the spread of the Chaos Wastes.
[X] THEORY: Omegahugger
[X] ACTION: Gain more information.
[X] ACTION: Infiltrate Karag Dum to gather information.
[X] ACTION: Attempt to contact the nearby Kurgan tribes for information.
[X] [Action] wait nearby and observe. It shouldn't be nearly as dangerous as it seems, and that allows us to gather additional clues.
[x] ACTION: Investigate further.
[x] ACTION: Politely ask Morghur to be granted entrance into Karak Dum.
[X] ACTION: Project a message in the air with magic asking for a Parley.
[X] ACTION: Project a message in the air: What the fuck Borek (but more politely worded.)
 
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Dying here to figure out in what specific way Karag Dum has fallen is not something I am interested in. Better to continue the quest than die for a mystery.


[X] THEORY: Karag Dum is fallen, and has made a pact with Morghur.
[X] THEORY: Karag Dum has somehow tricked or compelled Morghur to fight the Kurgan tribes.
[X] THEORY: Karag Dum has turned to forbidden arts, and Borek left in shame.

[X] ACTION: Turn back
 
*reads the update*
So the dwarves turned into beastmen? Borek somehow knew this was on the table because he isn't surprised. And the beastman likes him, not just tolerates his presence, so I don't think this is normal beastmen.

And this is bad enough that Borek doesn't think the firepower of the expedition can help, possibly because the hold is too corrupted. And he's more loyal to Karag Dum than to the Karaz Ankor, because he's joining them rather than trying to get rid of them?
How do you even reach that conclusion, that is such an absurd leap of logic from literally nothing?

:jackiechan:
 
So, on a trip into the heart of the great enemy, the first time we come up against them, you want to turn around and run away?

The first time we came upon the great enemy we ripped Karak Vlag from their hands and saved a dwarf hold long since thought lost from Slaaneshs very hands. This time it's not that Morghur is in the way, it's that the Karak Dum dwarves are collaborating with them.
 
The desert could demarcate the boundary where some serious energies are clashing. My guess is that Dum is enforcing a bubble of (relative) normality around itself, and as that bubble comes into contact with the forces of the Wastes which cause time dilation, you end up with a waxing and waning no man's land in which time may have been severely affected - resulting in extreme weathering, stones reduced to dust, corpses to dust, etc.

If true, we might have the first real timeskip of the quest (and should probably not tarry in the desert lest we come back centuries after we left).
 
So the dwarves turned into beastmen? Borek somehow knew this was on the table because he isn't surprised. And the beastman likes him, not just tolerates his presence, so I don't think this is normal beastmen.
Doesn't really fit, I think. Makes more sense that they're binding Beastmen to solve their numbers problem, and right now the most coherent theory regarding Morghur was that he was killed in Bretonnia and reborn in the hold and somehow socialized, which may have been what started them down this path.
 
[X] [Action] wait nearby and observe. It shouldn't be nearly as dangerous as it seems, and that allows us to gather additional clues.
 
Turns out the Whodunnit Mystery from just before the Expedition was a baby-tier tutorial for this unholy clusterfuck. We are being handed known clues and implicitly told that the answer is possible to reach, but the entire scenario is tripping on acid and literally everything is in flux so who knows.
 
Chaos. If the hold truly has fallen, then we need to destroy it.

IIRC the waystone was still flowing from Dum, meaning it's still active.

We kill all the enemy magic users, and then damn the thing up until it explodes.

I can sympathise with that objective I just don't think it's viable? our expedition was never meant to be able assault and take out a fortress like Dum, it was meant to be a well guarded messenger convoy with the ability to potentially evacuate people. We don't have the forces to take Dum from Morghur.
 
[X] ACTION: Gain more information.
[X] ACTION: Infiltrate Karag Dum to gather information.
[X] ACTION: Attempt to contact the nearby Kurgan tribes for information.
[X] [Action] wait nearby and observe. It shouldn't be nearly as dangerous as it seems, and that allows us to gather additional clues.
[x] ACTION: Investigate further.
 
We don't have to win. We just have to stop the other guy winning.

That, in of itself, is a victory.
Chaos. If the hold truly has fallen, then we need to destroy it.

IIRC the waystone was still flowing from Dum, meaning it's still active.

We kill all the enemy magic users, and then damn the thing up until it explodes.
We have 200 people and 3 weeks worth of food. Destroying a Karak is not on the cards.

Sneaking in and blowing up the waystone is six words too many to say Suicide.

I consider getting the news back to Karaz-a-Karak more important, and the only victory we can reasonably achieve.
 
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