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[X] THEORY: I think I still owe Borek like 1800 gold.
[X] ACTION: I'm going to have to check this out.
 
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But I'm not sure what a rescue scenario would even look like, here, since Dwarves are not gonna want to leave the mountain behind when what they're doing now is sort-of working.

Maybe not rescue but perhaps we could leave them part of our weaponry. A few tanks and maybe half our cannons? Not much but better than nothing. After we enlist their help for the UnHoly Grail heist (which is probably used against them on a semi-regular basis).
 
I don't want to come off as condescending/insulting but this needs to be asked. For people voting to gain more information, I have one question:

How are you going to do that?
 
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[X] ACTION: Politely ask Morghur to be granted entrance into Karak Dum.
[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.
 
Second, you can't make a runic item that'll make Morghur sane because insane is his default and if you did then he'd stop being Morghur and probably lose most of his power,
You probably shouldn't underestimate Dwarven rune craft when they're motivated enough.

Alric the Mad pulled some serious mind fuckery when he made the Nemesis Crown, and the rune of Kingship is already working in the general direction of stabilising and supporting a mind.

If they went deep enough into the kick-flip zone, slipped further down into the madness zone and spent the fifty years heads-up they had on preparing some heretical as fuck countermeasures there's not a lot they couldn't pull off. Stabilising Morghur's mind isn't out of the question, though I personally don't think that's what they did.

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I don't want to come off as condescending/insulting but this needs to be asked. For people voting to gain more information, I have one question:



How are you going to do that?

As has been mentioned before, there's various ways. Including but not limited too, seeing if Morghur attacks if we wait a bit, calling out for parley with the hold, seeing how other fronts look, chucking at rock at Morghur and seeing what happens, examining the remains around is in more detail and with the expertise of other expedition members, etc.
 
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For people voting to gain more information, I have one question:

How?
I can think of several paths: scouting, investigating the skeletons, talking to the other Kurgan besieging the place, and also attempting to approach or communicate with Morghur. Perhaps others.

Which ones we do, if any, will be decided next time. Next update should just be talking.
 
You probably shouldn't underestimate Dearborn rune craft when they're motivated enough.

Alric the Mad pulled some serious mind fuckery when he made the Nemesis Crown, and the rune of Kingship is already working in the general direction of stabilising and supporting a mind.

If they went deep enough into the kick-flip zone, slipped further down into the madness zone and spent the fifty years heads-up they had on preparing some heretical as fuck countermeasures there's not a lot they couldn't pull off. Stabilising Morghur's mind isn't out of the question, though I personally don't think that's what they did.
The Nemesis Crown didn't do what Alaric wanted, that was Chaos hijacking the rune because he put it on Warpstone, they are the ones that gave it it's really impressive and really evil properties.

By the same token, the problem with stabilizing Morghur's mind is Chaos will pull against you with all their might, because Morghur is not replaceable.
 
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[X] ACTION: Gain more information.
[X] ACTION: Politely ask Morghur to be granted entrance into Karak Dum.

So has anyone considered calling out to Morghur in Khazalid and politely requesting to be allowed entrance into the Karak as Loremaster of eight peaks and representative of the Karak Ankor, instead of trying to sneak in? From what we can tell from the interaction between Morghur and Borek, Morghur is not completely insane and appears to have ties of some sort to Karak Dum and might even be able to understand Khazalid. Mathilde also has the Rune of Valaya's Vengeance which should prevent any mutations from incurring Morghur's full attention. Sure there's a chance of horrible death and mutation but that's kinda to be expected.
I suggested it a while ago before the vote opened... I will suggest presenting ourselves as Loremasters of K8P and maybe even some of our achievements though, if "Morghur" lets the Dwarf enter here it could give us free passage
 
I can think of several paths: scouting, investigating the skeletons, talking to the other Kurgan besieging the place, and also attempting to approach or communicate with Morghur. Perhaps others.

Which ones we do, if any, will be decided next time. Next update should just be talking.
Do you want the talking next update to have Mathilde say "We need to learn more" and wait for other people to suggest ways of gaining information, or to have her say "We need to learn more, so we should investigate the skulls dotting the landscape, investigate the landscape for rune magic or magic in general, seek the other tribes Yusak, Kvellige, Kul, and Khazag for info"

Because voting for "Investigate further." is the former, not the latter.
 
First, Beastmen are born from Humans. Not Dwarves. That's how beastmen were created, that is how they work. Only way to turn a dwarf into a beastman would be with focused effort on par with that trick the Horned Rat does to turn people into Skaven.
I don't see why it would be impossible. The Horned Rat stole an entire multicultural city of humans, dwarfs (and elves?).

This is much simpler. Mutation happens, even in dwarfs.

Hell, far as we know hes been born as a bunch of different races. Dude pops up all around the world.

Morghur is a massively powerful entity (aka, demigod), who is well known for just respawning. Presumably being reborn all around the world and then mutating into his self at some point in his host's life. If anything could override the usual situations of a beastman birth, it'd be him. Restrictions which need not be as stringent in the Chaos Wastes.
Second, you can't make a runic item that'll make Morghur sane because insane is his default and if you did then he'd stop being Morghur and probably lose most of his power, which the fake Morghur is pretending to have.
I don't see how any of this follows.

One could argue that a non-insane Morghur isn't the "real" Morghur, but if it has his body, his memories, his abilities and his unique gear, the distinction is purely semantic.

I also don't see how he'd lose his powers by not being completely bonkers.
Third, if you somehow did this anyway then the Chaos Gods would be ultra mad you stole their favorite toy and put everything into freeing him, as opposed to this barebones effort of the Kurgan tribes.
They've been trying to destroy Dum for eight thousand years.

This point doesn't change the fact that Dum is 'ard enuff to take it.

In fact, having Morghur and an army of beastmen living in a magical forest around their mountain only makes them harder to take.
 
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Morghur has been missing for centuries, while you can argue that it's behavior merits a different name, it's seems overwhelmingly likely that they are one and the same, the tribes around us seem to think so, and they have been fighting it for centuries.
 
Do you want the talking next update to have Mathilde say "We need to know more stuff" and wait for other people to suggest ways of gaining information, or to have her say "We need to learn more, so we should investigate the skulls dotting the landscape, investigate the landscape for rune magic or magic in general, seek the other tribes Yusak, Kvellige, Kul, and Khazag for info"

Because voting for "Investigate further." is the former, not the latter.
It won't just be waiting. This time around, unlike usual, Boney will present a summary of the (presumably several most popular) options, and potentially take other discussion into account. This means that even if the vote "investigate further" does not have specifics, we can expect those that the thread thought of to also be presented, in addition to what the NPCs will have to say.

I mean Bok wasn't hostile, so far we don't have evidence this thing will be any different until met with aggression
We also don't have evidence that it won't be. We don't know the instructions, or the personality, of this Morghur, real or not. Presumably it is hostile to the Kurgan, for example. Is it clever enough to figure out we were with Borek and are therefore fine, or will it assume we're a Kurgan shaman and attack?
 
Hm.

Some details to consider:

• Cor-Dum vanished from the Old World shortly after the great Chaos incursion and hasn't been seen since. Moderate evidence that this is the "actual" Cor-Dum instead of a copy or facsimile.
• Cor-Dum would not hang out in this sort of region normally - his thing is elves, not dwarves, and fucking around for two hundred years without capturing a Waystone and corrupting it seems extremely off.
• The forest. It seems odd to me that a forest of this type would suddenly sprout around a mountain where it formerly wasn't, and I don't think that "Cor-Dum is hanging around" is a sufficient explanation, since said forest isn't unusually warped or twisted beyond the usual level.

While "the dwarves of Dum have captured and bound Cor-Dum" does seem fitting, it does not seem to be sufficient to explain everything we've seen here. And I strongly suspect Athel Loren is involved somehow.

• Athel Loren are the ancestral foes of Cor-Dum, and have spent centuries trying to put him down permanently.
• We know that prior to the great Chaos Incursion, the high elves were in hot pursuit of Cor-Dum across the old world - and that Finubar, who was in charge at the time, is far more open to cooperation with the dwarves than the usual.

I can imagine a sequence of events where Karag Dum agreed to help the wood and high elves seal away Cor-Dum, or something of the like, only to bust out their pet sealed evil in a can as their final contingency when it looked like all other options had failed.

The shame of Dum would thus be threefold - that they had worked with the elves to bind a respawning chaos puppet, that they hid this from the rest of the Karaz Ankor, and that they resorted to actively deploying their bound evil to keep themselves alive.

I suspect that the forest we're seeing was created through wood elf magic, either through direct cooperation with said wood elves or through the runemasters redirecting wood elf magic that had previously been used to seal Cor-Dum.
A dwarf-elf collaboration also seems more likely to be able to actually bind something on the level of Cor-Dum than just dwarf runework alone.
Elves: "We really need to deal with this Morghur problem. Oh hey, a convenient waystone! I've got a wild idea. Hold my wine."
Dwarves: "Oi."
Elves: "No, no, this is a great idea, hold on. Let's just bind this bitch, and then, no more Morghur popping up everywhere!"
Dwarves: "We live here."
Elves: "That sounds like more of a 'you' problem."

Collaboration can take many forms.
 
"Where'd the other mountains go?"

"Don't know," you answer.

"Why is there a forest? And a desert?"

"Don't know," you say again.
Also the idea that the vote tally serves as a textual representation of Mathilde's mental state at this moment tickles me.

So I just want to point out that Mathilde is freaked smooth out and confused as fuck right now. She rarely ever just admits to not knowing things, at least to people she isn't super close to. Acting all knowing and mysterious is like crack to her, but here she just threw up her hands and went 'I'unno'.

Which is simultaneously distressing and hilarious.
 
Everything about this is esily explained by "a gronti with a rune of disguise and and one of warding"
I know right. But here we are, because people are so obsessed with that being the real Morghur they are willing to invent entirely new things just to explain how that could possibly happen.
I don't see how any of this follows.

One could argue that a non-insane Morghur isn't the "real" Morghur, but if it has his body, his memories, his abilities and his unique gear, the distinction is purely semantic.

I also don't see how he'd lose his powers by not being completely bonkers.
His powers come from Chaos, he has them because he was given them and if he was no longer himself they'd be taken away.

Chaos are also the ones who decide where he resurrects and wouldn't send him somewhere they'd foresee he'd become something other than himself.
I seriously doubt the Dum Dwarfs could just have been fighting the Kurgan out in the field for centuries with just their numbers. What would even be the point of such an illusion?
The illusion, along with some extra measures such as the terrain change and faking Morghur's characteristic shudder, fools the dumb beastmen, who are very much real, to fight to defend the area around Karag Dum. The Beastmen don't dare to get close enough to 'Morghur' to realize something is wrong.

Thus making it so the Dwarves never have to spend their much diminished numbers in combat.
 
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One thing I have not seen brought up is that, while this is almost certainly not like any previous Morghur psychologically (ancient forces of chaos don't DO tenderness, regardless what they think they see), the chaos worshipping shamans believe it is him, so its body and effect on reality is at least close enough to the stories.
Personally I think the theory that the dwarves either invited or took advantage of Morghurs reincarnation through fuckery with the runes of Valaya and the Waystone to grow their own beastherd fits this best, as neither pact nor binding would explain Morghur acting like this.
On the subject of dwarves not birthing beastmen, I think I remember WOG along the lines of the dwarves not always drawing distinctions between tradition and biology when it comes to the question of what a dwarf is. I therefore propose that dwarves not producing beastmen is a consequence of the ritual that protects them from magic rather than inherently biological.
Fucking with an ancestor-given ritual would fit the pragmatism of Karag Dum as well as the rumored arrogance of its runemasters. If anyone knows how precisely Valayas ritual does what it does, it would be the chaos focused Dum.
 
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