- Location
- United States
[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.)
[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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