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They did purge Mordheim, but they didn't occupy it afterwards, and it's been long enough for someone to creep back in

This was in the year 2476

It's currently 2491 which gives Mordheim about 14 to 13 years to reacquire gribbles a plenty.

Understandable on every level, any number of things could have reoccupied. I agree that Mordheim most likely is occupied on some level, however I think you missed the thrust of the argument. A purge was conducted there and the surrounding environments, that means on some level it was cleared out of all the most obvious nasties and chaos/dhar tainted artifacts. It is a lot harder to start from scratch when you don't have the bones of whatever was there before to build upon. Not to mention with the "stronghold" of the area at least semi cleared and Stirland's armies being just across the border it is more than likely at least some level of stability has entered the region.

Now I don't mean stability as settlers or explorers or anyone sane, I mean regular patrols catch the asshats who are going to Mordheim and killing them before they arrive. Necromancers drawn to the giant wellspring of Dhar get caught by Stirland patrol's. Skaven and cults making there way get run down by Ostermark Calvary. Is it occupied and dangerous? Almost undoubtedly, but it went from "you will die if you go within those walls" to something akin to a wary sentry watching the enemy. "I know something is going on in there, but we don't know what and it's safer to catch anything trying to get in or out."

In my opinion Mordheim would require an actual army to take and occupy once again before any waystone shenanigans could be done. Yet the purge made it go from entire army of a province with help from other provinces, to an expensive, unenvious expeditionary army of Ostermark most likely. Dangerous and stupid to do without help? Yeah, but doable.
 
It is a lot harder to start from scratch when you don't have the bones of whatever was there before to build upon.
The problem here is that the bones of Mordheim are 'this is magical Chernobyl'. It's not that the skaven or beastmen or vampires or necromancers or chaos cultists or unaffiliated mutants were basing themselves on one specific dude's infrastructure, they based themselves on how Mordheim is a Dhar-filled wasteland, a cursed city where the distinction between animate and inanimate has broken down at least a bit from so much magic. Furthermore, I recall someone saying at one point that Mordheim's one of those cities that's built atop itself, like Wurtbad, so who knows how many layers of underground there are in there.

Like, yes, maybe it's safer, emphasis on the r, but Boney's outright said Mathilde wouldn't consider it safe if it'd been purged just yesterday.

...The upshot here is that we do not in fact have to go in to make it less dangerous, we just need to plant a bunch of waystones next to it on the river and have them do their thing, and it'll slowly stop being as cursed as it is. We don't have to actually take the "Waystone: Nexuses (Mordheim)" action to do that, although I definitely think we should confirm whether there is a surviving nexus or not.
 
Mordheim is an onion. Will take many centuries of waystone treatment to suck up all the dhar constantly radiating out from warpstones.

I don't know how dwarves safely dispose of warpstones but the ancestors must have had a way, considering how much gromril they dug up.
 
If we can make dhar chain reaction work, I would prefer blowing mordheim to high heaven along with all the dhar with it.
I don't think it cleans up Dhar taint.

Boney made a comment at one point about the Grand Theogonist using it that 'a patch of tainted ground was preferable to a zombie army'.

Also, I don't want to use the Second Secret.
 
The second secret doesn't get rid of Dhar, but it does blow Dhar up. Like knocking down a Jenga tower, violently.

If we were to pair it with something that does get rid of Dhar, like a big rock or something, I think we might actually get a pretty good result from that.

It's sort of like putting your trash through the blender so you can wash it down the kitchen sink.
 
I'm not sure there's any Warpstone left in Mordheim. It was the center of basically a Warpstone Gold Rush. I expect it's been picked clean by now.
 
To explain the problem with Mordheim, the only thing they purged was above ground structures. Mordheim is a river city the same way wurtbach is, which means there are plenty of sewers, cellars, former houses that sunk and other such things below ground to hide things. Not even talking about former or current skaven tunnels.

Also also beastmen are like rabbits and will reproduce ad nauseum if given the slightest chance.
 
I don't think it cleans up Dhar taint.

Boney made a comment at one point about the Grand Theogonist using it that 'a patch of tainted ground was preferable to a zombie army'.

Also, I don't want to use the Second Secret.
It might transform it into a more easily cleansed form (easy is relative). Warpstone doesn't get cleaned up by waystones at all, and most methods in general, but as a cloud of horribleness, it probably does gets sucked in eventually. And undead in general stab any cleansers, which is a bit of a bother in the process.
 
It might transform it into a more easily cleansed form (easy is relative). Warpstone doesn't get cleaned up by waystones at all, and most methods in general, but as a cloud of horribleness, it probably does gets sucked in eventually. And undead in general stab any cleansers, which is a bit of a bother in the process.
Like I said, I think Mordheim has been mostly picked clean by this point.

And there's not going to be anything as easy to deal with as zombies in there.

(Also, I still don't want to use it)
 
It might transform it into a more easily cleansed form (easy is relative). Warpstone doesn't get cleaned up by waystones at all, and most methods in general, but as a cloud of horribleness, it probably does gets sucked in eventually. And undead in general stab any cleansers, which is a bit of a bother in the process.
The problem I see with blowing up dhar constructs is that then you have quite a lot of dhar at once, which has the tendency to reanimate, animate, change, mutate, kill, enrage, compel, corrupt and other such nonsense. And you can't actually station any troops there beforehand without giving the dhar a toy to play with.
 
I'm pretty sure Boney said that one other problem with using Dhar is that Mathilde would still have to channel the mindset necessary for it - which is that of megalomania and paranoia, so while she'd be protected by the Belt from metaphysical effects, she'd still be vulnerable to metaphorical effects, such as her personality slowly changing because it's necessary to be power-hungry to use Dhar, or her having to deal with the guilt and paranoia of breaking a very important and sacred oath and worrying that someone might discover it.
 
The second secret doesn't get rid of Dhar, but it does blow Dhar up. Like knocking down a Jenga tower, violently.
I'm pretty sure that the Second Secret doesn't work against Dhar itself. It works against spells created with the first secret. That's it. Great if you want to blow up an army of animated undead, but useless if there's just ambient Dhar floating around.
 
Like I said, I think Mordheim has been mostly picked clean by this point.

And there's not going to be anything as easy to deal with as zombies in there.

(Also, I still don't want to use it)
The problem I see with blowing up dhar constructs is that then you have quite a lot of dhar at once, which has the tendency to reanimate, animate, change, mutate, kill, enrage, compel, corrupt and other such nonsense. And you can't actually station any troops there beforehand without giving the dhar a toy to play with.
Just to be clear: I do not advocate for using the second secret for dhar cleanup. That's fantastically stupid for too many reasons to bother listing.

But it is, technically, a possible way of cleaning up, the same way bombing bioweapon burial ground could be argued to be used as a step in cleaning it.
I'm pretty sure that the Second Secret doesn't work against Dhar itself. It works against spells created with the first secret. That's it. Great if you want to blow up an army of animated undead, but useless if there's just ambient Dhar floating around.
Most necromancers don't know the first secret, it still works against them. And warpstone is not a result of it either. It works against 'stable' dhar.
 
It's probably not worth it fighting urban guerrilla warfare against zombies, beastmen and rats.

We know warpstone and gromril come hand in hand.

A huge meteor of warpstone hit mordheim.

Where is the corresponding gromril?

(To be clear I am not seriously advocating for nuking with dhar)
 
The best way to handle Mordheim would be to first check the state of Mordheim, and then probably encircle it with waystones if it's full of gribblies. Then, ten or twenty years, when it's stopped sucking quite so much, push forward and put up some more inside.
 
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Important to remember that deploying waystones around Mordheim and trying to get to the nexus are two very different options. Surround the city with waystones and the siege is mostly a matter of Ostermark's/Stirland's military being tied down defending the waystones from inevitable attack, but we aren't in any particular rush to access a nexus that the network has already routed around. Mordheim does sit on the River Stir, so riverine transmission should serve perfectly well.

There are some questions of stretching militaries too thin, as Stirland is already busy occupying all of Sylvania and Ostermark surely has its own problems. I'm not sure which province Tower of Melkhior is in thread-canonically, but probably best not to poke it and Mordheim at the same time.
 
Hell, we don't even need to desuckify it completly. Just enough that it doesn't fuck up everything around while we ease other trouble spots, and reduce the general suck levels. That will free up (or create) a little bit of resources everywhere, which added together will open some slack to deal with long term problems so there's now more ressources to deal with problems, and so on. A virtuous circle. Eventually, Mortheim would be sufficiently worse than the other things nearby (even if it doesn't get worse) and enough material available to deal with it permanently. That's the best case.

Realistically, the hope is to remove or reduce enough trouble spots (and the general trouble levels) that there will be enough to resist the next Everchosen. And that the cost of it won't be ruinous, that even if things flare up they will be just to current levels, and not to new lows, so that things can be pushed further, to better than before the coming Everchosen before the next catastrophe arrives (Chaos aren't the only ones).

Sidenote: It would be very funny if the next Everchosen in fact decides to fuck with someone else. There's a decent chance that Boney will let the dice pick between a bunch of options (Delves, Cathay, and Empire at minimum, but maybe more. Six for the full dice as is pleasing to Ranald. Maybe there will be content on Ind by then! Hohoho, what a funny joke).

But really, if a waystone circle makes Mortheim turtle down for the next twenty years while they slowly destroy them, that's a pretty decent result. You can do a lot in twenty years. More waystones, for one.
So long as nothing big put lots of pressure on the Empire, Mortheim is fucked. They're a small island against a continent spanning alliance of (admittedly often fractious) powers, which vastly greater ressources of material and manpower, who can come in and destroy them any time they and their gods find enough unity to do so, and even in disinterest they are constantly probing, while slowly thaumscaping the enviroment to be ever more hostile to Mortheim, perverting the natural state of magic.
Warhammer may also contain someone struggling against slow inevitable doom as great forces move to crush them and the very basis of their existence, but that someone can be an insane, horrible asshole.
 

I actually quite like the term Magical Chernobyl for Mordheim (and other dhar corrupted sites). I do understand the point you are making and agree.

I should have been more specific, I was speaking strictly practical. Numbers, equipment, knowledge. The bread and butter stuff that no one thinks about. Sure you are in a corrupted city, you still gotta eat.

I go back to my sentry analogy. The city is surrounded, it's a matter of time, but as long as they are bottled up they aren't causing trouble. The rest of the army went on to bigger fights. Sure the city is slowly starving (tributary wicking it away) but it is a centuries long process. One we can leave because we have dozens of irons in the fire.
 
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