Voted best in category in the Users' Choice awards.
Question here, how far deep does the chaos wastes reach underground? As in how deep would one have to dig to be insulated from the wastes. I think this is a semi important question.

The events of the Coming of Chaos seem to indicate that a sufficiently large mountain is sufficient for the worst the Wastes could throw, but not one that's too small. So 'at least a kilometer' could be taken from that as a very, very rough rule of thumb.
 
Something this big should be registering on our avatar sense. Cor-Dum is, by every report, a physical deity. We should notice that the same way we notice the attentions of other deities.
 
Karag Dum would already know from Borek that we're friendly, if they still don't want to let us in stopping a raiding party isn't going to do it. For Cor-Dum if he's controlled by some runic machine he isn't going to care about Protector, if he's a Dwarven mind as some suspect than duty will prevent him from letting us in even if he likes us until he gets orders from Dum otherwise.
Borek might be assuming that the expedition will give him and Karag Dum up as lost or heretics and move on.

That's why I mentioned the Protector facet actually.

Because the Protector isn't for the purpose of telling Karag Dum "Hey, we're friendlies!"

It's to tell Borek, and Karag Dum, that "Hey, we're friendlies, even after what we just saw! Even after we just saw Borek walk past Morghur and get a pat on the head from him!"

Borek and the Karag Dum Dwarfs might, right now, be convinced that the Expedition are in "What the fuck? Fuck this, Karag fucking Dum, they've turned away from the Ancestors or done... something, who knows what." mode. Having a sudden influx of 'Mathilde is willing to defend Karag Dum against Kurgans' might unbalance them enough to stick their heads out and check what's going on.
 
I vaguely recall that we got a prediction on the Expedition from the Celestial wizards' Matriarch. Anyone else remember that, or am I just misremembering things?
 
The Karag Dum Expedition, Part 16
Tally
[*] 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.
[*] 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.
[*] THEORY: Karag Dum is using a fake Morghur to make the real beastmen fight for them.
[*] THEORY: Karag Dum has somehow tricked or compelled Morghur to fight the Kurgan tribes.
[*] THEORY: Omegahugger
[*] ACTION: Gain more information.
[*] ACTION: Turn back
[*] ACTION: Politely ask Morghur to be granted entrance into Karak Dum.

With the five steam-wagons lined up on the lip of the crater with broadsides pointed towards the mountain, the Council meets atop the Alriksson to discuss what to make of all of this. Unsurprisingly, all eyes are on you. You're the Wizard, but even more relevantly you're the Loremaster. Making strange and unpredictable circumstances make sense to the Dwarven mind is your job. And you've spent the time since Borek departed compiling theories and possible courses of action, with quite a lot of overlap, frustrations, and desires to yell at Borek finding their way into the list.

"'We did the best we could,' he said," you repeat to the severely diminished council. "'When it comes time to tell the rest of the Karaz Ankor what has become of us, please tell them that as well. May the Ancestors forgive us.' I have about a hundred different theories, but to me, that would seem to imply that whatever we're looking at is a known contingency plan that Borek was aware of, but hoped that the besiegement of Karag Dum would never become desperate enough for it to be enacted. So I think that it's likely that Karag Dum is still intact and functioning in some capacity, and whatever they're doing is inflicting constant attrition on the forces of Chaos."

"What have they done, exactly?" Sir Ruprecht asks.

"I'm not an expert on Runes or Beastmen, but it seems clear they've used some sort of Runecraft to bind Morghur to their service. Perhaps some sort of illusion or ensorcellation, perhaps something to burn the Chaos taint off of him to free him from the orders of the Chaos Gods. Perhaps his latest incarnation was born to Dwarves, and they managed to either bind him or protect him or raise him so that he's more loyal to them than to Chaos. I don't know if Morghur's been sighted in the Old World since the Great War Against Chaos-"

"Not since the Battle of Arden in 2244," Sir Joerg says.

"Well, there you have it. Though it might just be a coincidence and all this is an illusion, one good enough to fool Beastmen into thinking that it's their demigod so they protect the Hold."

"None of those possibilities are the sort of thing that covers Karag Dum with glory," Snorri says darkly.

"Hence Borek's resignation. He assumed that once we clapped eyes on Beastmen defending Karag Dum, that would be the end of the Expedition."

"Whatever the case may be, they don't seem to need rescuing," Sir Ruprecht says, running his eyes over the bone-strewn desert. "And as far as I'm concerned, if the forces of Chaos are killing themselves off here even faster than usual for their kind, that's to the good."

"If our descendants are going to be faced with another variety of Chaos Dwarf, any information we can give them would be of benefit," Sir Joerg says.

You nod. "This might be the last chance the Empire and the Karaz Ankor get to study whatever has happened here. The practical thing might be to depart at all speed, but I do want at least some answers to bring back."

"I want to know what Gotrek died for," Snorri says. "If whatever's in there isn't boiling out of it to take a swing at us..."

All eyes turn to Sir Ruprecht, who stares at the forest. "We won't be in much more danger for staying here a little longer," he concedes.

"How long do you need to gather your answers?" Sir Joerg asks.

"There's a few things I can do safely and quickly," you say. "Perhaps a couple of hours will shed enough light to know if there are more answers to be safely plucked."

"We can reassess then," Sir Joerg says, and Sir Ruprecht nods. Snorri just stares at the forest that Morghur disappeared into pensively.

---

"They're definitely Old World species," Journeyman Cyrston says, peering through a telescope. "I'd need to get up close and collect seeds and samples and bring my own Magesight to bear to say with any certainty, but if I had to guess, I'd say northern. Drakwald, Laurelorn, or Forest of Shadows."

"Any idea how it would have got here?"

"Apart from just labelling it Chaos Waste weirdness? None whatsoever. Until I clapped eyes on these I'd have bet good money you wouldn't see any of these species further north than the Western Oblast."

"And their age?"

"Under normal circumstances, which," he gestures vaguely at the Chaos Wastes behind you, "I'd say it would take centuries undisturbed, perhaps longer. These are old forests. The type you don't go into lightly, because if there's not something terrible already living there, it's because the trees are the something terrible."

"Any sign of mutation?"

"Nothing major. Though I can't rule out minor mutations at this distance."

---

"This one's definitely Beastman," Esbern says, running his fingers over the curved horns attached to misshapen skull. "Look at the growth rings. This wasn't a sudden mutation, this was something they were born with that grew over decades."

"Teethmarks," says Seija from the one she was inspecting. "But not as many as usual for a Beastman feast. They filled their stomach and left the rest where it stood. That's how they act on a raid when they're wary of counterattack."

---

"I wasn't a part of that jaunt, but three of my cousins were," Asarnil says. "Finubar's attempt at building bridges. The Forest of Arden had been corrupted by Morghur and Beastmen flocked to it from across the Old World. L'Anguille called for aid against a foe they could not understand, the Everqueen pushed for its restoration, and the so-called 'Glade Lord' Araloth that was preparing a great hunt for the beast had a lineage greater than that of some Princes. Finubar the Haggler saw a chance to earn credit with three polities at once, and was all too eager to spill Elven blood for it, so Prince Eldyr of Tiranoc and Handmaiden Ystranna raised a mighty host. Many of them never returned." Asarnil chuckles darkly. "Bitterness over that poisoned any hope of improved relations between Ulthuan and its abandoned colony, the Bretonnians gave all credit to their Lady, and as for the Everqueen, it wasn't long after that she found she much preferred the brother of your Teclis than the company of the Phoenix King. Finubar has a gift for snatching defeat from the jaws of victory."

---

"This is how they act if they're near something they consider sacred and feel threatened," Sir Joerg says with a nod. "If they can, flank and kill. If they can't, stay out of sight and wait for an opportunity to flank and kill. If pressed, kill or die for the sacred whatever."

---

"No doubt in my mind, definitely less ambient Dhar around than in the Chaos Wastes," Egrimm says. "Hard to tell much more than that with this much turbulence, though. Timpania has a headache and Barbitus can't stand up without staggering like a drunken sailor. The overall trend is it definitely being drawn towards the mountain, though."

"That was my impression too," you say, nodding. "Can you pick up any more than that?"

Egrimm looks to Citharus, who is frowning, his eyes closed as he concentrates. "It's like the busiest, noisiest shepherd's tone I've ever heard," he says eventually. "Always falling, but never getting any lower. Or at least not fast enough to be detectable to me."

You consider that. "That could be hopeful or very grim. Any idea which?" He shrugs. "Very well. Thank you both for your insight."

---

"The item we have to retrieve, is it in the Karak?" you ask Ljiljana.

She concentrates. "No."

You exhale. "Good."

"Yes."

"Do you know anything about Beastmen?"

She sniffs. "No. Hag Witch business."

---

Max reels in the long length of rope, his eyes on the half-apple attached to the end of it. "This has to be the least precise experiment I've ever done."

"We don't need to know a ratio, we're just testing for temporal abnormalities," you reassure him. "I'm mostly sure it was just heat haze, but mostly sure is a good way to get killed."

Max finishes the reeling, and compares the two halves. One's clearly more shrivelled than the other, but no more browned. "Well, it's definitely hotter in there," he says, "but there doesn't appear to be any time difference."

---

"Smoke from fires from what looks like moderate-sized settlements or encampments," Snorri says to you after hearing from the Rangers who were straining their eyes to try to make out details through their own telescopes. "One northwest, the other northeast, I'd say about an hour's walk or a much shorter ride from the lip of the crater."

You nod. "Any reaction from the semaphore?"

"Nothing."

"Thought not, but it was worth a try. What was the other matter you wanted to discuss?"

"Look," he says, pointing at some sort of metal pole driven into the lip of the crater. "Eleven and three quarter inches between it and the sands."

You consider that thoughtfully. "And what does that signify?"

"An hour ago, it was exactly twelve. I'd stake my beard on it. Measured it three times, and two other seasoned Rangers measured it twice apiece. You don't put a theodolite stand in about the right place, you put it exactly where you wrote down you put it."

You frown, and kneel down to consider the edge of the crater. To your eye, it's solid stone. You dig into the sand next to it, and find that there's no fresh crumbling underneath, just smooth stone. "It hasn't crumbled," you say. "The desert is expanding."

"That's what I got from it," Snorri says with a nod.

"A quarter inch per hour, times two hundred years," you say, looking at the forest in the distance. "Does that add up?"

"We can't get an accurate measurement from here - we know the exact height of Karag Dum, but we can't see the base. So we're going off of eyeballing here. But... yes. Two hundred years at six inches a day, that's about the distance you get."

You frown, then drop onto your stomach to examine the edge of the crater from an inch away, to see if you can witness individual grains of the stone crumbling into sand. "Find me whoever knows the most about stone in this Expedition," you say.

---

"Dormant stratovolcano," says the Dwarf that Snorri fetched for you as soon as you ask about Karag Dum.

"And the stone of the landscape around it?" you ask, still staring at the edge. "Don't answer from memory, look at it and tell me what it is as if you'd never heard of this place before."

He obeys, producing a pickaxe from his belt to chip off a piece to examine, and then carefully chew. "Scoria," he says with confidence.

"Is that what should be here?"

"Aye. More mafic than I'd have expected, but then again, we are far from the mountains I know."

"And the sand? Is it fragmented scoria?"

"No," he says instantly. "Wrong colour completely." He bends down and picks some up, letting it run through his fingers before putting a pinch in his mouth. "Sedimentary silicate, not igneous. Nearest place you'd find this is the southern Dark Lands."

You remember what Cyrston said. "Anywhere in the northern Empire with that sort of sand?"

"Nowhere near. All I know of that would is the southern Dark Lands, Araby, and Nehekhara."

With a tiny fizzle of Divine energy, a tiny piece of rock disappears from the lip of the crater, replaced by a few grains of sand that tumble down to join the rest of the desert.

"Thank you for your insight," you distractedly tell the Dwarf as you stare.

---

After running through all the safe experiments you could think of, you're much richer in questions but not exactly overburdened with answers. From here, the avenues for answers get significantly riskier, and often significantly more dubious. You also won't have long before the others begin to start pushing for the Expedition to leave, and not without reason - though nothing is currently attacking you, this is the Chaos Wastes, and enemies and corruption are never far away.

[ ] Approach the Kul camp peacefully and attempt to discuss the Karak with them
[ ] Approach the Kvellige camp peacefully and attempt to discuss the Karak with them
[ ] Fortify here and see if anything interesting happens over the next day
[ ] Attempt to approach Morghur to see if he can be communicated with
[ ] Attempt to scout the forest at the base of the Karak
[ ] Attempt to infiltrate the Karak with magic
[ ] Attempt to infiltrate the Karak without magic
[ ] Attempt to intercept a Kurgan war-party en route to attack the Karag and the Beastmen
- Hopefully, this will trigger the Protector and implant the knowledge that you protected them in both the Beastmen and any remaining inhabitants of the Karak.
[ ] Ask for a volunteer to approach Morghur to see if he can be communicated with
[ ] Ask for a volunteer to test Morghur's reputed ability to turn anyone using magic nearby into Chaos Spawns
[ ] Leave


- There will be a two hour moratorium.
- If you have an idea for some other approach, let me know.
- If anyone isn't shown as being explicitly asked, assume that Mathilde asked them off-screen and they didn't have anything more to contribute.
- If you have an idea for experiments that don't take long that involve no spellcasting, not leaving the fortified position, and not potentially starting a fight with the Beastmen, suggest them and I might edit in the results of Mathilde doing them.
- Experimenting with the rock-to-sand effect will be set up before Mathilde does whatever is voted for, unless 'leave' wins.
- Among Morghur's reputed abilities is that anyone casting spells near him has a chance of turning into a Chaos Spawn. Just something to keep in mind.
 
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EDIT: Never mind, I was late.

If anyone has ideas for things Mathilde could check, test, or ask without venturing from the direct vicinity of the steam-wagons, suggest them now.

No magic, no launching projectiles at the Beastmen.

Track the ley line and see where it enters Karag Dum. If there is an illusion, that might be a point of vulernability.

Between then, the wizards of the Light Chorus cover an awful lot of senses with their magesight. Trying to look at the situation using several different mage sights might yield something interesting.

Mathilde has a telescope as a tool-free enchantment she can use at will. She ought to use it!

Ask our Jade wizard if the forest looks "right" to his mage sight.

As our flame wizard what she knows about beastmen. She's the nearest thing to an expert here.

Ask the dwarves carefully if Borek ever dropped any hints at all.

Ask our Ice Witch what the place looks like to her. Her mage sight might well be different from ours.

Ask Cyrston and the Ice Witch both about the unnaturally warm temperature and get their thoughts.

Ask the ambers to talk to the wolves and see what they smell on the breeze. Are there any expected or unexpected scents in the air?
 
Something this big should be registering on our avatar sense. Cor-Dum is, by every report, a physical deity. We should notice that the same way we notice the attentions of other deities.

We did not notice the White Dwarf when he was probably right in front of us.

I vaguely recall that we got a prediction on the Expedition from the Celestial wizards' Matriarch. Anyone else remember that, or am I just misremembering things?

Just a vague it could go poorly if we were not present.
 
... Try to do something to help the Beastmen in the forest and see if the Protector procs to tell the dwarves near us that we were acting to aid the Karaz Ankor?

Edit: Wow, ninjad by update.
 
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If anyone has ideas for things Mathilde could check, test, or ask without venturing from the direct vicinity of the steam-wagons, suggest them now.

No magic, no launching projectiles at the Beastmen.
One other thing that's been brought up at some point, but not since you posted it: those banners were driven into stone. The dwarves probably have an opinion on the quality of the stonework, even for something as simple as this. Did it look like human work, beastman work or dwarves work?
 
One other thing that's been brought up at some point, but not since you posted it: those banners were driven into stone. The dwarves probably have an opinion on the quality of the stonework, even for something as simple as this. Did it look like human work, beastman work or dwarves work?

Many beings are capable of hammering something real hard, and there's not really much difference in the results.
 
Dhar would have seeped into the mountains - very slowly, but it would have gotten in without Runes of Valaya on them. If the Dhar exploded, each mountain would have had every part of it exploding from the inside as well, which would break it up into the tiny particulates we see in the desert.
The problem with this justification is that it relies on there having been a long period of time where Dhar was neither burned up (as is suspected to be happening now) nor repelled (as the normal runes of Valaya do to all magic) in which Dhar would soak into enough of the mountain(s) to explode all the rock from the inside out extremely evenly.
 
Wait a moment, is the mountain rising out of the ground here? Or am I misunderstanding the sand situation.
 
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Huh so the desert expanding is not good. That means well the Karak will also expand with it. Which frankly can become horrible if things go bad.
 
Well, we definitely don't want to do anything that Morghur would interpret as...aggressive. So I think infiltrating the Karak directly is out. We're stealthy, yeah, but that's an awful risk.
 
Assuming the progress of time at Dum is the same as back home (which may not be the case), 185(years)*400(days to a year on Mallus)*6(inches per day)*inch = 444000 inches = 7.008 miles = 11.28 km
 
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