[x] THEORY: Things are not what they appear as at the first look. Nothing Mathilde knows allows for what they are witnessing to be the reality.
[x] ACTION: The forces should move back at least a half-days distance, find a defensible spot, and camp out for a few days to give them a chance to investigate, but no more than two-three days, the overall safety of the expedition still comes first.
[x] [Action] Scout the other fronts, ask other expedition members for what they might have happened, check with the other wizards what their expertise tell them about the magical and natural environments.
[x] [Theory] All we know is that it is friendly and non chaotic. That is enough for now.
[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: Attempt closer examination of Morghur, the beastmen, and the forest.
[x] THEORY: Karag Dum is under an illusion.
[x] THEORY: Karag Dum is intact, and has a vast illusion of Morghur for protection.
[x] ACTION: Form up the steam-wagons for defence.
[x] ACTION: Investigate further.
[x] ACTION: Gain more information.
[x] ACTION: Enlist Journeyman Cyrston's help in identifying flora.
[x] THEORY: Magical signs and, less reliably, intuition about Borek, point to there being something uncorrupted in that mountain in the middle.
[x] ACTION: either feign retreat while we secretly return to scout out the situation, or fort up while we scout out the situation. Scout to determine whether there are actually dwarves on the inside, whether they've gone over to chaos, and whether they would actually want to leave.
[x] ACTION: Dig up some of those bones to confirm how they died.
[x] ACTION: Very careful scouting. Both by the knights, dwarves and Mathilde. Starting with inanimate matter and other disposable stuff(like the cows) to determine where the edges-borders of the effect are and just what the hell the effect is without entering it, while the convoy digs in and readies itself to attack, from behind or from the Karag. If that doesn't lead to some clarity, more aggressive scouting may be needed. Either way, Karag Dum is still a part of the Karak Ankor, and there are ways that link them could be used by demons to hurt the whole realm, especially now that Vlag is back and the links reestablished. So while a part of me might prefer as the wise option to turn back, we cannot leave such a threat without establishing its exact nature, if only so I can bring back news of what to do to about it to King Belegar and the High King.
[x] THEORY: Whatever the hell is happening, Borek seemed to still care for what Karaz Ankor thought of him and that what we are seeing is the result of his home trying their best to fufill their duties in ways the rest of dwarves probably wouldn't approve. The Corrupter seemed to recognise Borek as almost kin and hasn't made a move against us. I think some very careful investigation is warranted.
[x] ACTION: either feign retreat while we secretly return to scout out the situation, or fort up while we scout out the situation. Ask the local tribes to get confirmation of how long Cor-Dum has been here, and a story of how he arrived. Maybe send some Winter Wolves and Hubert(or just Hubert)somewhere to ask, Hubert knows Khazalid right? Scout to determine whether there are actually dwarves on the inside, whether they've gone over to chaos, and whether they would actually want to leave.
[x] ACTION: Mathilde will infiltrate the hold and look for more answers. In the mean time the convoy should circle the Steam-Wagons and avoid provoking a fight they can't win. If she has not returned within 24 hours they should turn back and attempt to make their way back to civilisation to inform the Karaz Ankor, Empire and Kislev what they found.
[x] Theory - There are no Beastmen, only Dryads and illusions.
[x] Action - Approach Cor Dum
[x] THEORY: Karag Dum is using a fake Morghur to make the real beastmen fight for them.
[x] THEORY: This is a mass hallucination.
[X] THEORY: Omegahugger
[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] ACTION: Politely ask Morghur to be granted entrance into Karak Dum.