So I was hoping someone could answer a question I had; namely how do the wood elves use Dhar and not become corrupted? Are they corrupted in just a different way?
 
So, is Dark Magic unique in that it can be harvested, and more importantly is the magic harvested finite and thus stored in phylacteries and dark artifacts for later use, or added to the user's own being somehow? I know of course the general concepts of Wind of Magic manipulation, so I'm guessing it's the former, with the latter often the provenance of rituals that change the user and inflict Marks and even make into oneself an Incarnate, like what Zacharias attempted so long ago.
Zacharias was trying for Dhar-Apotheosis. Some kind of power-up that isn't in-thread explained too well about what it specifically is on a causal search through. Zacharias partially succeeded too, as that's where Fredy's arm being lost came from rather than just oh it's gone. Due to there being dhar the arm was lost.
The thing to remember about Zacharias, and this is very important and not necessarily well known, is that he is the only other vampire in the WORLD to manage the dragon drinking thing.

Abhorash took his dragon down in one on one combat in a mighty conflict and let loose a roar that set avalanches for miles. All his fellows must, by necessity, challenge dragons to single combat, one on one, in a mighty duel where there can be no retreat.

Zacharias found a dragon sleeping and drank it to death while it was sleeping. And not just a regular big huge dragon. A Black Dragon. As in, a Black Dragon being one of the corrupted creatures forcibly created by the Dark Elves with Dhar, creating dragons that are on average notoriously stronger than regular dragons. And he drank it to death while it was asleep over the course of a month.

Then he got a Book of Nagash, and was steadily on his way to Dhar Apotheosis, something only theorized and partially accomplished with Chamon and the Gold Wizards. Through multiple rituals that could have gone terribly wrong.

So he was not, I repeat not, even doing standard Zacharias stuff like canon would have had him doing. He was also completely insane. Anpu could have potentially 1v1'ed him, if he'd taken it seriously from the start. But Anpu wouldn't have. So trying to compare them is kinda...iffy, is all I'm saying.

Anyways, yes, dhar can be stored long term, and yes it's storage is finite-ish the fimir were doing that on Albion, the Karak Ungor dawi did it before Karak Ungor fell (warpstone). Dhar doesn't fade, and needs to be used to fade, or to slowly get pulled apart into separate winds, or manually operated into multiple winds.

The other winds can do what Dhar can, long term storage stuff, as seen in the Nippon Campaign sidestory, and Johanna and Genevieve's adventures in Cathay with the stones. Even empowerment with Apotheosis for which ever wind is being mainlined.

No.

And, here's the thing, Zacharias was calling it Ascension, but in canon it's called undergoing Apotheosis, and it was discovered I believe the Gold Wizards in a hundred or so years.

That shit takes far more time and preparation than ' stick body into giant valve of magic for a couple minutes '
Whatever young torroar was referencing with the Gold Wizards I don't know, it's lost to me in retcons, or differences in concepts, or it's just hard to find and I'm not looking in the right place.

-

Hmmm, I wonder if Kemmler ever stopped by the Floating Village in the Badlands/Bonelands? For a attempt at understanding anything about it, as well as it's long term enchantments that allow it to float. Also, wonder why Kemmler has yet to mention Stormhenge, this arcane fulcrum should be in the badlands/bonelands? Quite a few arcane fulcrums in the bonelands/badlands actually.

Well now I am wondering who he enslaved to pay for Krell's equipment beside the green skins. Also I think he may be responsible for the orks unification, call it a hunch if you will.
Your hunch would be wrong. 2336 IC is too recent for Kemmler to have a influence on the Quiet Whaaagh (One day the name will catch on!).

Gorbash, sometimes spelled Gorebash in the thread, landed onto the Southern Chaos Wastes in aroundish 2325 IC. Gorbash was last confirmed to be in the Southern Chaos Wastes during 2335 IC.
In Turn 22/ 2325 IC, Uruk and Thraka start building up the greenskins in the Bonelands.
Turn 23/ 2326 IC -
Regency Turn/ 2327 IC -
Turn 24/ 2328 IC - The Turn after Karak Ungor events. [Gazgan the Pillager dies this year]
Turn 25/ 2329 IC -
Turn 26/ 2330 IC - Thraka assaults Karak Drazh, Uruk assaults Karak Eight Peaks, Mag assaults Iron Rock
Turn 27/ 2331 IC - Uruk 'dies' in Karak Eight Peaks this year.
-
The Years Pass
-
Turn 39/ 2343 IC - The Quiet Whaaagh! moves to assault Karaz-a-Karak.
Turn 40/ 2344 IC - Barak Varr and Karaz-a-Karak are under siege

Considering how long Gorbash has been in the Southern Chaos Wastes his actions there might be boosting Gork and Mork, as well as Whaaagh energies across the world. Or Gorbash could be dead by now.
 
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Whatever young torroar was referencing with the Gold Wizards I don't know, it's lost to me in retcons, or differences in concepts, or it's just hard to find and I'm not looking in the right place.

This one I can answer right now.

All Imperial Wizards become more and more affected by their Wind the longer and stronger they use it. Altering voices, bodies, strength and vitality, mentalities, becoming affected by the turning of the seasons, density, etc.

This is known.

In extreme cases, those who are truly potent, you have examples like Volans who managed to perceive Qhaysh - High Magic - while studying magic for decades without any instruction all on his lonesome. Also notably, he looked acted and moved like a much younger man by a great many years than he chronologically was. The same could be said of the Von Draken who showed up in Tamurkhan, for she it was said had already been around for three generations or so it seemed. The Von Draken Tower outside Nuln at least, though it is noted that there have long been heroes and monsters that arise from that line.

As said for Volans:

It is said he hailed originally from the lawless area known as the Border Princes, and when he presented himself to Teclis he was already in his fifties. To Teclis's surprise there was not a shadow of taint in Volans despite his admitted decades of practice and experimentation with magic. In fact, his exposure to magic seemed to have kept him young and vibrant, as he looked only about thirty years old.

And as for the Von Draken of Karl Franz's time:

has become so saturated with Shyish, the Purple Wind of the Lore of Death, that there are some who whisper she is no longer Human at all, a theory perhaps given credence by her almost spectral, pallid aspect, which has remained unchanged for decades.

And:

Her job done, the Carmine Dragon fell lifeless from the sky and Elspeth von Draken faded like smoke in the night, having sacrificed everything to save her beloved Empire. Tamurkhan the Maggot Lord was no more, and the great city of Nuln was saved.

After the battle, those that saw her claimed she had faded to no more than an insubstantial shadow from her trials, yet it was not the end for the Dark Lady of Nuln, for years later she was seen abroad again, her pale and youthful aspect restored once more.


So, clearly, some esoteric stuff, yes?

But to return to the Gold Wizard portion, there are very difficult and incredibly dangerous rituals that can basically be undertaken to so thoroughly saturated the body to outright permanently transmute them which are sparingly referenced in some of the info books. We have the one - maybe - example of Balthazar Gelt and his face(?), but in Realms of Sorcery from the 2nd Edition specifically calls the Ritual 'The Body Gilded'. As with all rituals, it outstrips most every other form of casting, is incredibly dangerous and difficult to even begin to attempt, and can have disastrous and fatal consequences for the slightest error.

Specifically, it outright permanently - and this is important, because for the most part even the greatest transmutations of Chamon are temporary whether lasting seconds to minutes to weeks to months but almost inevitably alter back - transforms a portion of the Gold Wizard's body to gold.

Except not quite.

See, we all know, I think, that regular gold? It don't move too good. The golden body as described by The Body Gilded does not follow such things, however:

Gilded body parts function as they did prior to the ritual. Gilded extremities move with dexterity and retain their sense of touch, gilded ears can hear, a gilded heart continues to beat, and so forth. Gilded body parts are not clumsy or armour-like whatsoever; to the contrary, they are frequently elegant and beautiful to behold…and valuable. In fact, many alchemists have fallen prey to mobs of starving peasants, finding their gilded parts torn free from their bodies.

Now see, that right there? That's quite literally inhuman. You are actively and purposefully changing yourself from your mere mortal confines into something altogether different, specifically through Chamon, the Gold Wind, crafting something wholly animated and inextricably bound/channeled through it. It's essentially like looking at the Arcane Mark system and refining it, which sort of makes sense for Gold Wizards. Not to mention, gold is repeatedly mentioned as a sort of 'perfect' metal for the usage of Chamon. The most pure, etc. And so magic is used to purposefully and permanently alter one's form. It's a rare ritual, and clearly not one used overmuch canonically, but it exists/is possible, to actually fully transmute oneself into a living being of gold, a locus of Chamon in a way that vampires can be loci of Dhar, essentially pseudo becoming 'one with the Wind' in a way that is NOT exactly the same for the other Winds, but not necessarily utterly impossible.

Personally, as I interpret it, I doubt any Gold Wizard actually fully and successfully gilded themselves, only portions at a time, given the difficulties involved. There are probably a few immobile golden statues with tortured expressions on their faces stuck in a very solemn chamber within the Gold College.

Either way, as we can see, magic has a tendency to warp and change things. It certainly can affect the lifespan of the wizards in question, even the Wind of Death, for as they are altered by it and lose certain aspects of humanity, the loops and chains of the mortal coil are if not necessarily loosened than changed.

So! Apotheosis is a transformation, whether swift or slow, of an individual becoming more and more attuned and transmuted by their association with one of the Winds of Magic. The Winds of Chaos. The Winds of Unreality Borne Into The Materium through the shattered Polar Gates. It's basically another term for what the Arcane Marks do to people, from as simple to changing hair color a bit to causing vegetation and life to spring bountifully wherever one steps to literally growing weaker when it gets too cold or suffering impenetrable fortune tellings or having your body wither and weaken physically, etc.

Generally, it is accepted that one can become attuned to Dhar in various ways, but as it is a corrosive and unnatural thing, it's quite dangerous to do so with many inevitable negative repercussions for all the sheer power and benefits. It's why Necrachs look like they do, subsisting on Dhar rather than blood, and so on. Elves are resistant, somewhat, but its undeniable that using magic requires a certain mindset, and the longer you use a mindset, the more that sets into your mind. And soul, and body, potentially.

Most wizards who make it past perpetual apprenticeship effectively begin the slow process of Apotheosis towards their Wind, but as evidenced even by Chaos Sorcerers and the like who can live for quite a while, unless you somehow go End Times and straight up chain an ENTIRE WIND you aren't liable to just spadoink into completion.

It's a weird little esoteric aspect of magic and what not in Warhammer, part of it being my own interpretation, and all that.

Does it make any sense? Apologies if not.
 
Magic is made from the Realm of Chaos, and the whole schtick with Chaos is you either die, devolve into Spawndom, or get to be a Daemon Prince. Imperial Wizards having their own wierd, esoteric, but fundamentally similar process makes sense.
 
chain an entire wind? I have to ask. which part is more important. Wind? or an entire? maybe both. But, hopefully not: Gods have, as far as i know,arbitrary strength, but there are observable differences i n standing,based on the materium. Most of the older human gods are all but forgotten. And their power all but unnoticable. Or,more grandly, Khaine was,according to legend,once considered more or less equal to vaul. But then warfare became more important in the materium and vaul was chained by khaine. There are a few other examples, but i dont know which are canon here. So,the question is: If some domains are weaker,is aquiering rulership over them easier? Could we, instead of chaining all of ulgu, chain the aspect of" stabbing the enemy to create an opening for an allay" or " tricking allies into helping each other"? I would find this interesting.But we are way to busy for that and gave of researching divinity( because we are busy, i fully support that.We have so much to do) so i guess i wont get answers to that. At least for a long time
 
chain an entire wind? I have to ask. which part is more important. Wind? or an entire? maybe both. But, hopefully not: Gods have, as far as i know,arbitrary strength, but there are observable differences i n standing,based on the materium. Most of the older human gods are all but forgotten. And their power all but unnoticable. Or,more grandly, Khaine was,according to legend,once considered more or less equal to vaul. But then warfare became more important in the materium and vaul was chained by khaine. There are a few other examples, but i dont know which are canon here. So,the question is: If some domains are weaker,is aquiering rulership over them easier? Could we, instead of chaining all of ulgu, chain the aspect of" stabbing the enemy to create an opening for an allay" or " tricking allies into helping each other"? I would find this interesting.But we are way to busy for that and gave of researching divinity( because we are busy, i fully support that.We have so much to do) so i guess i wont get answers to that. At least for a long time
I think you're in the wrong thread. The Ulgu wizard quest is Divided Loyalties. This is A Dynasty of Dynamic Alcoholism, an elector count quest.
 
@torroar not sure when you plan to close vote, but here is tally so far.

Seems like we really want to make a big boom, lol.
Adhoc vote count started by Massgamer on Apr 2, 2024 at 11:18 AM, finished with 160 posts and 41 votes.

  • [X] A Sulphuric Howl: Logan is Ulrican, sworn to the God of Wolves, Winter, and War. Black powder is forbidden from him as a priest of his God. But he is relatively sure that the chaos dwarfs do not use 'mere' black powder. Those conical objects are explosives. He knows that much. And he is, despite his God, a correspondent and brother to Anna von Hohenzollern. Before his passage to Middenheim he had ventured into a certain Imperial school. Regina Leitdorf wields a crossbow already, and has spent much time with dwarfs. And he knows fuses on sight It would be loud, dangerous, attention-grabbing, but if you put your faith into a vampire's magic to hide and shroud your passage in, can you do it again on the way out?
    [X] Wait and Kill: The daemonic machines of the chaos dwarfs do not rest easily in the grasp of the greenskins, and seem to regularly require continual suppression on the part of the greenskin shamans. With patience, the shaman Bludwort will surely come around again, close enough to kill without simply charging into the artillery park and committing elaborate suicide. It will be dangerous to wait for that opportunity, but nothing is safe at the moment. It could even be done quietly, potentially.
    [X] Close and Kill: The daemonic machines of the chaos dwarfs do not rest easily in the grasp of the greenskins, and seem to regularly require continual suppression on the part of the greenskin shamans. With the machines rumbling, roaring, and rattling, it should not be impossible to close within those confines and kill Bludwort as he is stumping about. Still, it will be dangerous to walk amidst such abominations. It could, potentially, even be done quietly.
    [X] Release the Daemons: Clearly, many of these machines do not enjoy their positions. There are goblins scrambling around here and there, but you have the magic of Genevieve on your side to shroud you significantly. It will be dicier to do, but potentially devastating if successful. Pulling up stakes enough to release some of them will be swift, but technically less accurate at ensuring Bludwort's death. After that, one way or another, Logan would be pulling the Averlander away with him.
    [X] Release the Daemons:
    [X] A Sulphuric Howl
 
thank you. yes. i opened a thread with warhammer,saw a discussion about magic and apotheosis,and jusz assumed i was in divided loyalties. sorry. should i delete my post,qm?

It's perfectly fine, there are Ulgu wielders thoroughly involved in quest anyway. Some of them are even women with big hats. I mean, there are some other Imperial Wizards and other assorted magical individuals involved rather significantly with the Dynasty. I get what you mean, but that is also true >.>

But yeah, can't you read the sign? Or lack of one? The other quest is the one with like, a kajillion more pages and likes. I'm old and busted, DL is that new hotness, RS is that old and distinguished hotness, and RYE is that lizard hotness. (/s)

Nah, it's all good, seriously. No worries.
 
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It's perfectly fine, there are Ulgu wielders thoroughly involved in quest anyway. Some of them are even women with big hats. I mean, there are some other Imperial Wizards and other assorted magical individuals involved rather significantly with the Dynasty. I get what you mean, but that is also true >.>

But yeah, can't you read the sign? Or lack of one? The other quest is the one with like, a kajillion more pages and likes. I'm old and busted, DL is that new hotness, RS is that old and distinguished hotness, and RYE is that lizard hotness. (/s)

Nah, it's all good, seriously. No worries.
Heh, DDA is a fine, dry, white wine, carefully aged; RS is a double malt whisky with blends from one aged in oak and the other in hickory; DL is a bar line of Martinis; and RYE is Nanny Ogg's finest scumble.

Voikirium is Jesse Duke, just without the cousins to deliver the moonshine.
 
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Another awesome update @torroar

I was wondering if anyone could help me understand, or point me at posts that explain this:


So, is Dark Magic unique in that it can be harvested, and more importantly is the magic harvested finite and thus stored in phylacteries and dark artifacts for later use, or added to the user's own being somehow? I know of course the general concepts of Wind of Magic manipulation, so I'm guessing it's the former, with the latter often the provenance of rituals that change the user and inflict Marks and even make into oneself an Incarnate, like what Zacharias attempted so long ago.

Not to mention Kemmler's own ritual:

To answer this a bit more from my own stuff, magic can be stored and utilized at various times, yes. It's not really a super common place sort of thing, but for all of Warhammer there's been notes and ideas and efforts to channel and dispel magic, basically manipulating the Winds back and forth from around. There are, as well, spells which can restore the body and mind, fortifying them, in various fashions. Most Necromancy spells are generally built around summoning undead and empowering them, sure, but the Black Art is technically capable of other strange stuff.

Much like how Von Tarnus is a famous and incredibly capable enchanter and creator of magical items which are used centuries later despite being a Bright Wizard and former Carroburg Greatsword - you'd usually expect the Gold Wizards to make the fanciest enchanted magic gear for the most part - Necromancy is capable of doing more than 'just' the spells described in Realms of Sorcery or Night's Dark Masters. There are little notes here and there for 'spell creation' and 'not an exhaustive list' and so on when it comes to the Lores. For the Black Art, you've got stuff like Father W'soran's Architect which is a dread raising of a fully made wizard tower for a necromancer, the Rebirth in Blood for vampires, and so on and so forth.

To make it even more explicit, there is the TT Lore Attribute of The Curse of Undeath, described as such:

As the powers of Dark Magic are wielded to the purpose of necromancy, its unwholesome energies animate and invigorate the Undead - When a spell from the Lore of the Vampires is successfully cast, the Wizard (or another friendly model within 12'') instantly recovers a single Wound lost earlier in the battle.

And also The Signature Spell of the Lore, the 'Invocation of Nehek' described as:

The caster intones the dread syllables handed down from Nagash himself, breathing unlife into the cadavers strewn across the battlefield. - I'm just gonna summarize here, but the spell restores a number of wounds of D6 plus Wizard level, with some other stuff.

But, basically, for a being who is so enshrouded with Undeath as a necromancer, a channeling of such sorts of things can also heal them. For the purposes of spells like these, those like Heinrich Kemmler are essentially treated as undead themselves, you get what I mean? Therefore, by gathering together powerful Dhar wells, it would allow Heinrich to then channel said energies for his own purposes. In this case, restoring himself and fortifying himself steadily over time after his near death at the hands of Arnaud. I'm not saying he's doing or has done anything as the same as the aforementioned Gilded Body thing, but we can actually leap horizontally to TTWW, with Mannfred's little pet project in Helman Ghorst, with parts of his talent tree mentioning how his grasp of the dark arts has imbued him with strength clearly beyond his frame and also unnaturally caused his skin and flesh to harden to make otherwise fatal blows sorta bounce off.

Additionally, it's generally noted that the more a necromancer studies necromancy, channels the magic, does their studies, increases their grasp and capabilities through experience, they grow more powerful. Just sorta how that kind of thing works, the more you know = the more you know and also knowledge = power. Especially when it comes to magic.

Then you have objects like the Mortis Engines, basically big mobile shrines of necromantic energy. Usually with powerful necromantic remains from Liche Lords or Master Necromancers and the like. The effect they have is described as such:

opens the lead-lined reliquary, the deadly artefact within can be held aloft, leeching enemies' life energy away and invigorating any nearby Undead creatures. The longer a battle rages, the more energies the relic absorbs, and the more powerful it becomes. Mortis Engines can typically be found where the fighting is thickest, ominously drifting into bloody battle lines. Such positions simultaneously fuel the Engine with the energies of the dying and allow the engine to support Undead forces where the fighting is thickest
So, literally, having enough objects and things infused with necromantic energies is basically a radiating object of power, passively supplementing and providing further strength for the undead and those who are sorta close to it. Ghouls and necromancers are both still breathing, sure, but they count enough as undead to be similarly invigorated going by every measure I can determine. It's obviously still dangerous, fraught with issues, and if a slightest instability occurs that cannot be dealt with the whole Mortis Engine can tear itself apart from the stuff it's carrying interacting with the Winds in flux, but the point is that it is capable of doing such things.

Some reliquaries also carry blasphemous tomes to battle, or scrolls of parchment rumoured to have been penned by the Great Necromancer Nagash himself. Often the Winds of Magic become nigh uncontrollable when such a fell tome is near. Heavy with evil magics, these tomes are painstakingly illuminated with such effort that often their creators' souls themselves are inked upon the parchments of Human skin. In battle, these books can be a boon to the twisted practitioners of necromancy, but also the bane of reckless and inexperienced spellcasters that would dare to risk relying upon such diabolical relics.

As a result, there is actual impetus for Heinrich Kemmler and others like him to liberally scour crypts, tombs, boneyards, ossuaries, graveyards, mass graves, sites of terrible battles, etc. for objects which for one reason or another are suffused with Dhar energies. Because if they get them, and can channel/contain/use them properly, they are sorta like, I dunno, batteries or whatever that can be of great aid. Hence grabbing trinkets, old swords, remains, heck a brick or two from Mourkain's ruins or the ruins of Vorag's fortress which for one reason or another became a lodestone, because they can be used for the purposes of a necromancer with the knowledge to draw from them. Which, being the bearer of the great majority of Mannfred von Carstein's personal library assembled pre-3rd Vampire War, multiple Books of Nagash, etc., Heinrich is one of said individuals with said knowledge.

Sort of like how the Arcane Battle Altars of the Magic Colleges literally act as magic loci, and add more dice to your pools that you do magic stuff with. Objects powerful enough with the Winds of Magic can be boosters, one way or another, you just have to be able to utilize them properly.

Additionally, though, I'd note that Kemmler is basically always studying, always researching, poring through his tomes and Books of Nagash, learning all the while. He was just thoroughly wiped and damaged from his battle with Arnaud. So, basically, once he'd fixed himself, it was not him returning to his pre-Arnaud strength, but rather he reached the level he was already at, simply without the massive debuff left behind by the Liche.

Does that make sense?
 
Don't be so hard on yourself, you wrote one of the three best Warhammer Fantasy quests on this site, and DL wouldn't exist without your work to inspire it.

I made note that I was being sarcastic and jokey, this time around though! With the /s and everything.

More seriously, I appreciate it, but overall at this point I'm mostly just happy I'm able to write at all. Envy is a poisonous and corrosive fuel, and one that I try to avoid partaking in too much whenever possible. Sometimes it is inevitable, that's just human brain stuff, 'hurgh many number bigger than my number so sad' and some days it's really not great for my mental health until I'm able to wrestle my stupid anxiety and brain into backing off on that kind of stupid depression doom spiraling. Like, sure, sometimes something or someone can come into the quest and make me feel bad, like getting accused of messing with rolls or whatever, but that pretty much just happened the one time. Do I twitch whenever I see their name in other threads when I'm looking at the Quests page? Sure, sometimes. But that's just a dumb subconscious psychological trauma response, and one that I can be consciously aware of and then move past. We all moved past that, that person included, and I even got some support from others of those writers who I respect and admire very much, because like, they get it too that sometimes dice really can be crazy. So, like, really, the only issue is that sometimes - completely without my consent - chemicals in my brain decide to mess with me, and that's on no one but said chemicals.

Vast majority of the time, I really am okay with things these days. I'm not in a competition with any other quest writer let alone any of the other Warhammer ones, the race is only with myself. Younger me was much more maudlin and frustrated, but whatever. C'est la vie.

I referenced it in a more self-deprecating manner towards me making said self-deprecating comments, a sort of meta recursion on my own past insecurities and worries and whatever. I used to be quite wail-y and woe-is-me-y, and frankly sometimes that still happens, but you know. Like. This thread has been going on for a long time, there are parts of it OOC that I'm not too proud of, parts where I exploded in anger or insults or whatever, but it's literally been years and such.

Just gotta keep moving on, one way or another and pretty much the only way for me to do that is through writing, and so I do, even if it's slower than it used to be.

S'all it is.
 
Curious how infested with greenskin spores the front of the dwarf capital will be after all this, since goodness knows they are making themselves at home here.

I can see the dwarfs having to clear out newborn snotlings every day from every crook and cranny near their mountain for years.
 
Curious how infested with greenskin spores the front of the dwarf capital will be after all this, since goodness knows they are making themselves at home here.

I can see the dwarfs having to clear out newborn snotlings every day from every crook and cranny near their mountain for years.
i mean,the lava is right there. they will need some repairs and some redirection,but in some decades, their mountain should be no more infested then any other place visited by this waaagh!! .
 
i mean,the lava is right there. they will need some repairs and some redirection,but in some decades, their mountain should be no more infested then any other place visited by this waaagh!! .

Unfortunately, the lava only covers the most immediate approach to the Gates of the Everpeak.

The actual path to get up there is not so simple as, say, Total War Warhammer might make it seem from the Silver Road. It requires traveling along a long, winding path which goes through the World's Edge Mountains for quite some time before you finally round the bend and see the hidden valleys and peaks that make up Karaz-a-Karak's outermost layers. It's miles to get to the gates, and the greenskins are sort of occupying, well, all of that on their march forward and through the defenses of the dwarfs and the natural formations of the mountains themselves. Vast amounts of stone and rock have been pulverized to make the passage easier to allow more boyz and their auxiliaries more room to move.

Even once this is all over, they've almost irrevocably 'eased' any further approaches to the Everpeak for anyone else trying to do so. And their trail of destruction and violence - and spores - have been intensifying from the Blood Bowl, to Ekrund, to the rest of the Bonelands and on through the Border Princes through Iron Rock up along the Silver Road.
 
Ouch, so even if total victory is achieved, if the allied forces don't have the energy, manpower and resources to clear the trail, they'll at best have a few years of relative peace from that direction.
 
is there any option to create anti-ork-spore stuff? a chemical? an alcohol sprayer? magic? If the problem is that the lave doesnt flow far enough, could they built more tubes to cleanse more ground? They wont get everything. You never get everything,they are orks. But maybe they can reduce the Spores at least.

Also,if the natural and/or old defenses are gone,maybe ts time to built some new ones. A couple forts with cannons, and rigged to be blown up when breached.Or something like that. But i guess thats more a political dwarf problem then anything else.
 
is there any option to create anti-ork-spore stuff?
Yeah, fire. Its what they have been using for a long time.

No magic anti greenskin fungal spray they can put everywhere and that lasts forever though.
Ouch, so even if total victory is achieved, if the allied forces don't have the energy, manpower and resources to clear the trail, they'll at best have a few years of relative peace from that direction.
I still hope that if they can hold off siege and forces are still in good enough shape they can do a mad dash to Iron Rock, Black Crag, Ekrund, and Eight Peaks and take them over since they are basically empty right now.
 
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