Voted best in category in the Users' Choice awards.
But the thing is all the Shadowgrave does is make Reality, or rather the Winds that can affect Reality used by Wizards, more unstable when in the Wastes it is already unstable. Now if the ability to mutate things rapidly by merely being around them is connected to that we didn't see signs of immediate mutation nor distress/discomfort by Borek, and combine that with the fact that none of the Trees seem notably mutated. As they should be if used regularly by the Beastmen. It suggests that whatever is going on here affects Reality to the point where Morghur's own capability is weakened greatly or nulled.

That is lot of conjuncture about something we don't really understand the mechanism of IC.
 
Yeah, none of this new information from the update changes my mind. Let's leave and pass it up the chain to King B or the high king.

[X] Leave
 
[x] Approach the Kul camp peacefully and attempt to discuss the Karak with them
[x] Approach the Kvellige camp peacefully and attempt to discuss the Karak with them
[x] Attempt to scout the forest at the base of the Karak
[x] Attempt to intercept a Kurgan war-party en route to attack the Karag and the Beastmen
[X] Attempt to scout the forest at the base of the Karak
[X] Attempt to infiltrate the Karak with magic
 
Its safer to try diplomacy with Morghur than trying to infiltrate with magic.
If Morghur is sentient than trying to sneak around is a bad idea.
 
That is lot of conjuncture about something we don't really understand the mechanism of IC.
Out of Character, we know that the Wargear the Shadowgrave has utilizes the Winds against Wizards to the extent that the chances of Spawndom are increased. Which in itself is a mutation, and they are commonly caused by the Winds either in its usage or passive exposure. So it doesn't seem wrong to conflate the ability to mutate with the state of the Winds, and therefore stability of Reality, within the area. Though both our arguments entirely depend on this not being a lookalike Beastmen with similar-looking belongings.
 
I'm not too sure about that, according to the WHF books (i.e. tome of salvation) regarding Ranald, he really doesnt like violence and killing as the solution. Its even in his sacred rules

That's in the context of violence while committing crimes. He's prayed to by soldiers very frequently, and won't object to violence against the worshippers of Chaos.

Totally unrelated, but does anyone remember the chapter Mathilde came near to the home she was born in?

Here.
 
Voting to take a risk one acknowledges as a (horrific)-game-ender for everyone... I know I'm on the risk averse end of the voter spectrum, but I gotta say I feel some kind of way about that.
BoneyM compared Karag Dum to Ngauruhoe. So for the forest that surrounds it I'd guess we're probably looking at a forest with a radius of 3-5 miles? Lowballing that to a 3-mile radius gives us an area of around 18,000 acres.

Somewhere in that 18,000-acre forest is one unit that could bad end us. Probably. If he felt like it.
 
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Totally unrelated, but does anyone remember the chapter Mathilde came near to the home she was born in?
Yes, I do.
You sigh, and turn your horse along the dirt road to Kelham. You have a duty.

---

The Headman is a tall man, still muscled despite his advancing years, and well used to getting his way. But he sees the robes and the hat and the sword and the paperwork. He bows and stammers and welcomes you to the humble village of Kelham, and what could it do for such an august and powerful figure? What he doesn't see is you.

He doesn't see the face of the girl that he dragged into the village square fourteen years ago, screaming for her to be burned; her mother and father had stood and watched and said nothing as the villagers started to gather firewood. Then someone arrived who argued, the single man that served as law enforcement in Kelham, who said that there was laws. That the girl had done no crime with her magic; that she hadn't harmed anyone nor raised the dead nor summoned creatures, only made a toy horse neigh. And the man that had once fought and bled for Stirland placed a hand on the hilt of his battered sword, and he insisted.

Two weeks later, of living in that man's spare room and not seeing another human being and asking every day if her family had asked about her, and they hadn't, nobody did... two weeks later, answering the summons that had been sent to Wurtbad, a man by the name of Magister Regimand had arrived in the town, and demanded to see the child blessed and tainted with magic, and took her away to learn to control and cultivate the blessing and curse of magic.

The Headman is still standing there, awaiting your answer, not daring to ask again even as the silence drags. And then you talk of law enforcement, and are told they have none, not since six, seven years ago when bandits got the last one, and though the news hits you like a punch in the gut you simply nod and tell him that watchmen will be sent to oversee Kelham. And he thanks you, and you leave.

You spend some time looking down the even fainter dirt road leading off the village square, that you knew would lead to a too-small farm and too-busy adults and too many children and, somewhere, maybe, a carved wooden horse that had once been made to neigh.

And then you leave. Never to return.

Not if you could help it.
 
Speaking personally as a hunter... it really depends. Your immune system plays a big part. If you've eaten frozen, vacuum sealed meat your whole life, and you regularly wash your hands, your immune system is going to be far less hardy than some nutter who lives in the woods and leaves his meat on a drying rack in the woods. Our knights of Taal would probably be able to gamble on meat that's been left out for two days with good odds of nothing worse than feeling slightly queasy as long as they cooked it thoroughly before eating. You can find some time lapse videos of meat decay on youtube which are fairly illustrative.
Animals such as their mounts? 3 days should be fine, not ideal, but fine; anything older than that is rolling the dice unless you doused it in salt or smoked it. Scavengers on the other hand can eat some very nasty stuff with few ill effects.
There's also an option of cooking the meat on the go; boiled will probably last week in this climate, not counting dhar poisoning.
 
Attempt to intercept a Kurgan war-party en route to attack the Karag and the Beastmen

trying to do than goes against Ranald, he doesn't like cold blooded murder and butchering, especially when being given food by probably the same people, especially when we need the Kurgan's food later, its a bad option. We are trying to butcher them to invoke the protector aspect which butchering them completely goes against the protector. We are not protecting the beastmen but so much as using the blood of Kurgans for a selfish purpose.
 
Attempt to intercept a Kurgan war-party en route to attack the Karag and the Beastmen

trying to do than goes against Ranald, he doesn't like cold blooded murder and butchering, especially when being given food by probably the same people, especially when we need the Kurgan's food later, its a bad option. We are trying to butcher them to invoke the protector aspect which butchering them completely goes against the protector. We are not protecting the beastmen but so much as using the blood of Kurgans for a selfish purpose.

Er, about that:

That's in the context of violence while committing crimes. He's prayed to by soldiers very frequently, and won't object to violence against the worshippers of Chaos.
 
Thanks!

There's also an option of cooking the meat on the go; boiled will probably last week in this climate, not counting dhar poisoning.
I can't say I've ever given it much of a try, so I'll take your word for it.

trying to do than goes against Ranald, he doesn't like cold blooded murder and butchering, especially when being given food by probably the same people, especially when we need the Kurgan's food later, its a bad option. We are trying to butcher them to invoke the protector aspect which butchering them completely goes against the protector. We are not protecting the beastmen but so much as using the blood of Kurgans for a selfish purpose.
They worship Chaos. That's not cold blooded murder. That's preemptive self defence.
 
Right...

[X] Attempt to infiltrate the Karak with magic

Let's not dismiss the dangers - Mathilde may DIE doing this. It may be last post of the quest outside of epilogue. But it would be in-character for Mathilde to do.
 
[X] Fortify here and see if anything interesting happens over the next day
[X] Approach the Kvellige camp peacefully and attempt to discuss the Karak with them
[X] Approach the Kul camp peacefully and attempt to discuss the Karak with them
[X] Attempt to intercept a Kurgan war-party en route to attack the Karag and the Beastmen
-[X] With ranger support
 
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They worship Chaos. That's not cold blooded murder. That's preemptive self defence.
While chaos is awful and tends to inspire the worst in its worshipers, this post feels like it's getting close to the "advocating genocide" line that the quest has been warned to stay well clear of many times.
 
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Right...

[X] Attempt to infiltrate the Karak with magic

Let's not dismiss the dangers - Mathilde may DIE doing this. It may be last post of the quest outside of epilogue. But it would be in-character for Mathilde to do.

If I may ask, why not just try to talk to the Kvellige? It only takes ours and we can get information about if infiltrating with magic risks becoming a Chaos Spawn or not, besides opening up new investigation channels in case Cor-Dum aura isn't active.
 
BoneyM compared Karag Dum to Ngauruhoe. So for the forest that surrounds it I'd guess we're probably looking at a forest with a radius of 3-5 miles? Lowballing that to a 3-mile radius gives us an area of around 18,000 acres.

Somewhere in that 18,000-acre forest is one unit that could bad end us. Probably. If he felt like it.
That's less the point, than this is a catastrophically bad outcome that I fear would taint my memories the then-ended quest, for a dumb risk we really don't have to take.
Zero lives are at stake here if we just don't go in.
 
but still chaos tribes are still people with friends and family so if bloodshed could be avoided , it should be done, it would be a dick move to kill them, when we just accepted food from one of the tribes, even if it was their rivals, so what does order intend to do if it wins, genocide the norscans? It leaves a bad taste, if we accepted food and stab them, even when its just a rival.

Why do people want to infiltrate Karag Dum with magic, when diplomancing Morghur has not been attempted yet, surely the protector coin will ping of us saving Borek, trying to protect the dwarves of Karag Dum by confronting Morghur one on one in diplomacy. He may even be sentient, enough to talk to us or at least not attack us on sight, as long as we respect him and talk peacefully, its better than infiltrating and pissing him off with his anti-magic ability.

Even then infiltration could be used when all else fails.
 
That's less the point, than this is a catastrophically bad outcome that I fear would taint my memories the then-ended quest, for a dumb risk we really don't have to take.
Zero lives are at stake here if we just don't go in.
Even if lives aren't at stake, we spent a month riding through one of the most dangerous places on the planet to get here. We're presented with a serious mystery with potentially world-altering ramifications.

We could quit now and go home. No one would judge us for that.

Or... we could learn a thing or two.

I mean, if that doesn't tempt you, then I think this discussion is probably pointless? We have different goals for this quest.
 
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