Voted best in category in the Users' Choice awards.
From what I've gathered from hunting communities, even in a cold environment a kill is no good after 24 hours. The Expedition can try to experiment with feeding bad meat to their heavy-hitters, but nobody's really keen on the idea.
I mean, no good for people, or no good for wolves? Because I would expect that people definitely shouldn't eat anything that can be accurately described as "carrion", or at least can't do so without significant risk and likelihood of negative effects, but the reason wolves can and in the wild do eat what is explicitly described as carrion is because their digestive systems are significantly stronger than humans and are much better able to kill bacteria etc. to protect the owner of said digestive system.

I also tried to look up some info from hunting communities online since if there was more info there that was relevant I thought it might be better to try to bring it up myself. Unfortunately, I can't find a clear quote that explicitly spells this out, but the impression that I get is that AFAICT the "no more than 24 hours after killing even in cold climates" rule (besides being for humans) is in reference to undressed kills that are left to lie because they can't be immediately retrieved for whatever reason. Following dressing procedures like immediately opening the abdominal cavity to remove the guts (thereby removing contaminants/bacteria and accelerating the speed with which the temperature of the meat falls to match the ambient temperature) and inserting bags of ice/snow if available - I'm not sure if they are available in Kurgan territory or not, but thought I'd mention - to further speed the temperature drop of the meat, then tying the abdominal cavity shut to try to protect the meat around that area seems to be able to significantly extend the time that meat can be edible even for people.

I mean, this will probably (hopefully!) not become directly relevant for the Expedition as Mathilde will hopefully still be around to cast MoD, but I feel like the question of "just how boned would they be without me, worst comes to worst" could matter in terms of IC-willingness to accept [x] level of risk. Which is potentially relevant for voting, to me anyway.
 
In the interest I of honesty I have to say I have no interest in ever returning to this hellhole and I will actively campaign against it. I know this doesn't exactly help my position vis a vis taking risks but I feel like people deserve to know, especially since I think a lot of other voters feel similarly.
 
@BoneyM I have three ideas for write-ins but don't know if they are feasible:

[] Spy on a Kul or Kvelige warband that's preparing to attack the Dum without making actual contact if possible.

More info than just waiting around, less risky than shaking hands or intercepting an attack.

[] Find the Yusak Mannslieb Shaman and interrogate him, violently if necessary.

Based off of speculation that Mannslieb doesn't grant much in the way of awesome magical powers and that the Dolgan assessment of the Yusak is an accurate one.

[] Abduct a Wind Shaman from anywhere around here, push him into the desert and force him to cast something.

Mathilde managed to abduct a Noble from the opposite side of Stirland within a day or so, and that was near the beginning of her Journeyman career. Doing this is risky depending on what the Shaman is going to cast, so it would be better to stay away from Ghur (fucks with mounts at a distance maybe), Shyish (insta death or permanent debilitation possible), Ulgu (super slippery and can affect minds), but I think that the other five are worth the risk, because if successful we could unlock magic for all future experiments.

Someone calculated Karag Dum is approximately 11 km from us, so even if it's in the forest on the other side it would still be close enough to proc.
It would? Why? Medieval battlefields aren't usually all that wide afaik. Are they? I'm not an expert.
 
In the interest I of honesty I have to say I have no interest in ever returning to this hellhole and I will actively campaign against it. I know this doesn't exactly help my position vis a vis taking risks but I feel like people deserve to know, especially since I think a lot of other voters feel similarly.
I mean, I'm willing to come back but I'd expect it to literally be a week trip from Pragg - Mathilde can get from Kislev to Dum in 3 days, get a small group of similar fast individuals specialized to figuring out what the hell is going on here, and do so. And this would be a long-term idea with heavy hitters from multiple factions joining - Athel Loren, for example, would probably send someone to check if this actually is Morghur, because that is very important information for them. Even through the xenophobia and what not, he's one of the few things that they break their normal behavior to handle.

But again, not anything any time soon, the current situation seems stable, somehow.

I'm largely planning it to see what I think we need to actually figure out what is happening here - and if we can fake any of it with stuff we have. The lack of a Morghur expert is our biggest stumbling block, at the moment. The second is the lack of slayers we can throw at the forest and see what happens. Unfortunately they'd have been dead twice over now, so that was not to be.
 
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We still have to determine Morghur's intelligence, is he a individual or more or a attack dog, this can make all the difference.

By throwing rock letters and gift packages, we can get a estimate of how smart he is and whether he is interested in communication and diplomacy, within safety margins.
 
We don't have any evidence that it can't do that either. We know Cor-Dum isn't corrupting everything by just being there, but we don't know if his staff will still turn into a Chaos Spawn anyone who wants to use magic.
How does traditional Cor-Dum magical equipment even work when combined with endless reincarnations from new mothers?
 
[X] Spy on a Kul or Kvelige warband that's preparing to attack the Dum without making actual contact if possible.

[X] Find the Yusak Mannslieb Shaman and interrogate him, violently if necessary.

[X] Abduct a Wind Shaman from anywhere around here, push him into the desert and force him to cast something.

Edit: Here my rationales behind the write-ins.

[x] Spectate the Tribes "testing against the Dum". Watch for Cor-Dum abilities and its effects on chaos tribes.

[x] Fortify here and see if anything interesting happens over the next day

@BoneyM it seems like there are again a few merge-worthy write-ins. Like whatever the mad scheme of communicating through rocks, multi-language letters and gift baskets is supposed to be.
 
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Clearly we haven't read the same update.
The fundamental disagreement is that this entity looks like Morghur, and has several aspects that point to it being Morghur - but it also lacks several expected defining features. This means that the question is if this is Morghur Probably; uncertain) does it actually have the anti-wizard aura (Unknown; no chaos spawn bones we can see.)?
 
The fundamental disagreement is that this entity looks like Morghur, and has several aspects that point to it being Morghur - but it also lacks several expected defining features. This means that the question is if this is Morghur Probably; uncertain) does it actually have the anti-wizard aura (Unknown; no chaos spawn bones we can see.)?
And he argues trying to find out in a way that gets us killed if that's Morghur.

That's unacceptable.
 
And he argues trying to find out in a way that gets us killed if that's Morghur.

That's unacceptable.
Pretty much my opinion as well, just laying out what the arguments and disagreement are.

Sometimes not being evil is inconvenient. Evil would just force one of the journeymaglings to cast until they were satisfied it was safe or they exploded.

This is also why I'm sad none of the slayers survived to this point. All we need is one to throw at things to see what happens. And they'd be fine with it! If the passive behavior is typical to dwarves rather than just Borek we could get answers that way.
 
It says reputed abilities, so there is a chance that since being shackled He no longer has them, he's not even chaotic anymore, he's something different now.

Which makes me wonder. Why just not take the time to verify this? We can ask the Kurgan or just wait a day. Once we've verified that we can infiltrate the forest using magic without guessing if we're suddenly going to turn into a Chaos Spawn.

It also has the benefit of allow the mages to do experiments with Magic while we're infiltrating.
 
And he argues trying to find out in a way that gets us killed if that's Morghur.

That's unacceptable.
Did you see my write-in vote that provides a way to test Morghur without risking any lives that Mathilde would value?
It says reputed abilities, so there is a chance that since being shackled He no longer has them, he's not even chaotic anymore, he's something different now.
You forgot the chance that Morghur never had them to begin with because 200 year old horror tales aren't exactly science.
 
Ok, so it seems likely that the effect is centered on the peak of the mountain, since the desert is concave.

Now, the question is, how deep are dwarf holds? because I think the God or whatever is doing the translocation might be holding back until his effect can encompass the whole Karak at once and then port them all to Araby or something.

Hopefully it's actually an island somewhere and we get beach dwarfs instead.
 
Which makes me wonder. Why just not take the time to verify this? We can ask the Kurgan or just wait a day. Once we've verified that we can infiltrate the forest using magic without guessing if we're suddenly going to turn into a Chaos Spawn.

It also has the benefit of allow the mages to do experiments with Magic while we're infiltrating.

Because it involves waiting for a day in the chaos wastes, surrounded by chaos worshipers.
 
You know how the Nehekarans had a whole pantheon that wasn't Chaos?

Karak Zorn is old and was near Nehekara when it was still standing.

Karak Dum was known for remembering things others forgot. Perhaps pre-Ancestors knowledge?

So this isn't Chaos Dwarves 2.0. This is dwarves that know the secret of Dwarven Resistance to Magic (the ritual at birth). They know that Dwarves can wield magic, both divine and of winds because of Hashut. They know Hashut is a piece of shit. They know that Nehek was fine until Nagash mucked it all up.

So they decide to venerate Nehekaran deities in order to become Order Dwarves not of the Karaz Ankor?

This could explain the lack of corruption, the devouring of the Dhar locally, the heat, the divine-expanding desert, the magical capacity.

Why the Chaos Beastmen as the glamor?
Because they are a trial to fight and test, but not something for all chaos to pound on until they crack.
Why Morghur?
Because he's a believable Empowered-Karak-Tier threat all by himself.

Explain the foraging of the bones?
That was beastmen from outside the Karak, rushing their raid on the corpses of Kurgan who fell to the defenses and running away before they die because they know it's not a herdstone.

Dwarven Gronti knowledge combined with Ushabti Nehek traditions could carve beastial forces easily glamour'd to look chaotic
 
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For what seems to be the third time I'm reiterating this, firstly we can't say with 100% certainty that this is the Shadowgave given the existence of lookalikes, secondly its capabilities are in question due to the lack of an apparent Mutation Field, which may be vital to the Staff working, and thirdly we know the Winds are already gathering/being agitated by the Waystone.
 
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