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We would be going back to normal turns. This is very much an adventure that would require prep work. Also, if we're serious about the immortality thing as Mathilde gets on in years, well, the Mortuary Cult are some of the only people around who can bestow non-corrupting life extension through a well understood, reliable process. It's not a glamorous method, but the key term there is life extension. It's not a one and done ritual, it's a series of techniques which when combined will grant something approximating eternal life (as a husk), but can also probably buy us at least a few decades with relatively minor side-effects, before we need to start the really wacky stuff like mummification. The ravages of time and the quest for immortality being what it is means that most of the people who tend to have achieved it got there through very ethically questionable means, because those are the accessible paths. Necromancy, sacrifice, Chaos; ascension through magic is perhaps possible, but difficult.

The Mortuary Cult though? They were a state sponsored research project that worked on the problem systemically for generations.
I would rather work towards becoming completely a creature of Ulgu. Cython said we could do it.
I am a being of light and magic, not of flesh and blood." It points at you with a single massive claw. "If you survive long enough, your path will allow you to become something similar. And the blessing of your species is that it will take you much less time than it did me."
 
Assuming we actually make it back home I'd like to go back to normal turns for a while.

Adventures are exhausting.
In the CHERUB books it's noted that while at home, agents start itching for the next mission, and when they're on a mission, they can't wait to finish and get back home. I've noticed that the same rule seems to be true for these kinds of quests. Normal turns we crave adventure, adventure turns we crave an end and a return to home.
 
On the subject of immortality: I like the idea of becoming an Ulgu incarnate or dragon or whatever, but I ultimately feel that the search for eternal life is unlikely to be relevant.

Mathilde is a powerful wizard and lives a very high risk life, the chances of dying of old age or even living long enough for it to start slowing her down are ... Slim.
 
I would rather work towards becoming completely a creature of Ulgu. Cython said we could do it.
If it happens, sweet, but I'm not above buying a couple more decades by injecting Mr. Khatep's magic snake oil.
There's also the concern that the further we slide into Ulgu, the more it's going to shape our personality. I'm not saying I want the final product the Mortuary Cult is peddling, but it's the only form of eternal life I can think of that doesn't have psyche affecting side effects. Maybe a blessing from Isha in the form of rebuilding your body one molecule at a time, but I'm not sure.
 
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- Experimenting with the rock-to-sand effect will be set up before Mathilde does whatever is voted for, unless 'leave' wins.
I have a suggestion for another test we can run in the background in a similar vein to the rock-to-sand tests.
In light of the information that the forest is quite old, fetch an apple or similar and attach it a very long piece of string or wire, then attach that to a fishing pole (or fishing pole-like construction). Cast the object into the forest, give it some time, then reel it back.
The idea is to essentially repeat the test Mathilde did with Hubert. If we can rule out time shenanigans for both the desert and the forest, then we can probably rule it out altogether, and that just leaves us with transformation and translocation.
 
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n light of the information that the forest is quite old, fetch an apple or similar and attach it a very long piece of string or wire, then attach that to a fishing pole (or fishing pole-like construction). Cast the object into the forest, give it some time, then reel it back.
The forest is something like 11 km away. I don't think they'll have enough line.
 
Isn't it the mountain that's 11+ km away? The forest is presumably a few km less than that. Not that it matters when it comes to passing a rope through the desert's length.
 
[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
[X] Approach the Kvellige camp peacefully and attempt to discuss the Karak with them
 
This is definitely a declaration of war on one or more Kurgan tribes. We'd be betting on immediate sanctuary from the Beastmen or otherwise would have to leave South as fast as possible. Because maybe the raiders are just pilgrims in relatively low numbers of some sort, but a new entity that interferes with things here and fights on the wrong side while being based on open Yusak territory is definitely a target for a full tribal horde attack.
Not if we wipe the warband out! They have a ready explanation for people not coming back: Cor-Dum did it. No reason to investigate further or even pray for answers.

But the folks in Karag-Dum will still worry. That's our foot in the door; one that we might need, since we can't wait around forever. Gotta convince the dwarves that it's a greater shame to hide from us than to reveal what's up, you feel?
[X] Attempt to approach Morghur to see if he can be communicated with

Refuge in audacity tends to work pretty well for Mathilde
Cor-Dum told us not to approach. We don't know why.

Using Ranald's Coin to communicate by fucking up a war band is much safer, I'd say.
 
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When he screamed his head off at us/the expedition exclusively. He was most aggressive when we had Borek, least aggressive (literally silent) when Borek separated from the group, and then gave one last bellow after Borek was "to safety" before following him back into the forest.

It's a clear-cut warning display. He welcomed Borek. He did the opposite for us. The problem in front of us is thus "people (and cor-dum) in the karak want us to go away. How do we change that?"

Trying to out-wait a bunch of dug-in dwarves and doing nothing else does not sound like a winning strategy there, not gonna lie. I'm not opposed to waiting around for a day before we go out and abuse Ranald's Coin or whatever since there's more to learn about the weird shit, but I don't think we're going to solve this without proactive measures.
 
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I'm not saying I want the final product the Mortuary Cult is peddling, but it's the only form of eternal life I can think of that doesn't have psyche affecting side effects.
Theres always Heidi's approach, which is arguably better, because you get young again.
Using Ranald's Coin to communicate by fucking up a war band is much safer, I'd say.
It's not at all safe if we provoke the larger connected Kurgan tribe to attack the Expedition in retaliation.

This 'everybody can take a front' detente seems somewhat ritualised to me, the tribes aren't here to fight each other (as they'd usually do)- they're here specifically to test themselves against Cor Dum. If so, interfering with that is almost certainly looked upon very poorly.

The steam tanks can't outrun Nomad horses, being harassed and attacked by the angered Kurgan tribes all the way back across the steppe would mean a lot of death.
 
Theres always Heidi's approach, which is arguably better, because you get young again.
Refresh my memory on the details? It's been a while since I read that.


The steam tanks can't outrun Nomad horses, being harassed and attacked by the angered Kurgan tribes all the way back across the steppe would mean a lot of death.
It would be a big problem when we need to stop and sleep, or buy food, but the guns on the ships outrange horse archers by a lot, and you really don't want to bring bows to a cannon fight - it's the knights who'd be getting harried.
 
I am still not convinced what Heidi got was "just" a blessing from a priestess and that she isn't a full blown chosen of both Ranald and Shallya.

Yes, I know that she said differently, but lying is literally one of Ranald's blessings.

Apart from the word is an admitted liar there's also the fact that being a servant of 2 gods should, by everything Mathilde knows about magic, drive one insane with contradicting mentalities.
 
Theres always Heidi's approach, which is arguably better, because you get young again.

It's not at all safe if we provoke the larger connected Kurgan tribe to attack the Expedition in retaliation.

This 'everybody can take a front' detente seems somewhat ritualised to me, the tribes aren't here to fight each other (as they'd usually do)- they're here specifically to test themselves against Cor Dum. If so, interfering with that is almost certainly looked upon very poorly.

The steam tanks can't outrun Nomad horses, being harassed and attacked by the angered Kurgan tribes all the way back across the steppe would mean a lot of death.
I'm a bit worried that people have gotten tunnel visioned about what they want to do, and forgotten that Kurgans are not just static props for us to act upon.

Also, Kurgan know Cor Dum is here, and they probably came prepared.
I'm not sure we are prepared to fight even one of the warbands outside our cannon range, let alone both, or more.
 
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