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How many times is the thread willing to roll that dice?

And thus why I advocate that we just turn around and leave.

We have not figured it all out, But I think We've figured out enough.

The dwarf's turned to a different god, seem to have also enslaved Morghur/beastmen somehow, and are doing weird ass shit that is beyond even our purview.

We also know that from the energies seen, they likely aren't working with chaos, or our at least being actively contained by something that is against chaos.

We've got enough info I think.

I do not want to risk becoming a chaos spawn, every good Ranaldite would know when to hold'em and when to fold'em.

Right now we would be taking a HUGE risk for uncertain rewards when it is not absolutely necessary.

That mean's it's time to fold'em.
 
I wonder how handicapped a sneaky Mathilde is without her magic. Probably pretty handicapped.

I'm still the type to want to roll the dice, though.

Scouting the Karag sounds crazy dangerous, but, like... is it? Compared to scouting the forest, I mean. The forest is full of ambush-happy Beastmen, and is less likely to give us answers compared to poking the Karag directly.

We have to go through the forest (and the desert) to scout the Karag. So its pretty much inherently more dangerous, as its compounding on the previous danger.
 
TBH I think an easy answer to why Beastmen are around is the Dawi put their Rune of whatever this is into a Herdstone. Knowing HOW to pull that bit off though, that probably means a fair few Dawi petrified themselves setting that up, or figuring out how to set that up.
The magic is generally not acting like there's a huge drain because there isn't- I suspect it being a Rune means instead of eating all magic it's just sucking Chaos in. Another angle is it's a ritual, carried out very slowly so that instead of massively straining and risking exploding it will just take much longer. Also, the growing costs thing makes physical sense but not magical sense- even as the area grows the spell becomes 'something channelled for a year, a decade, so on and so forth, because the time acts as a fuel to increase the Magic's gravitas in it's own right, I suspect.
The Divinity could be God-Powered, but I think it's just Runes, since Runes count as Divine.
 
When we get back to civilisation I want to go visit all the major temples and see if Mathilde can learn to ID gods by feel.
Doubt that'll work. She picked up on something in Ulric's everburning fire, but not enough to tell a thing about it or (probably) ID Ulric in any way.
TBH I think an easy answer to why Beastmen are around is the Dawi put their Rune of whatever this is into a Herdstone. Knowing HOW to pull that bit off though, that probably means a fair few Dawi petrified themselves setting that up, or figuring out how to set that up.
Where would they find a Herdstone in the Chaos Wastes?
 
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We could stand near the border and see if anything happens to us when the divine magic comes?

Or leave a bowl of water -- or just some water in a hole in the ground -- and see if the water gets transformed to sand or magically dried. Or if nothing happens and it just wears away.

... I wonder what it does to trees or saplings or seeds?
- Among Morghur's reputed abilities is that anyone casting spells near him as a change of turning into a Chaos Spawn. Just something to keep in mind.
Ah, right, yes. Obvious issue is obvious.
I'm not sure if it counts as 'experiment using magic' but can Mathilde further observe and get more data on the divine magic replacing the rock with sand?
There's no other data to gather. Mathilde has no implements or techniques for measuring Divine magic.
Well, we could try seeing if Ranald is willing to steal this divine energy. :V Maybe via using the Coin or something, such as by having it near the border when the divine magic activates and transmutes stone. Though, uh, I'm... not actually advocating this. Even if it works perfectly well and has no danger to Mathilde nor Ranald, I feel like with a demigod in the area, we'd probably get a very instant and unfriendly response even if it worked, so. I mean, if casting magic is dangerous, then casting divine magic is dangerous too. Much less directly trying to steal said divine magic. So, no. Not to mention we don't quite know how to reproduce the circumstances where we stole from Mork, at will.


We could plant some seeds in the ground by the border, and see what happens to them when the border expands?

And then dig up the seed and sand, and store it away; then later when we're back home we experiment with it.

... Probably should gather up a ton of that sand anyway. Maybe we'll be able to grow something in that sand, back at K8P or the Colleges.

... We could also try planting the maybe-Athel-Loren-acorn at the border or inside it. Or throw it at Morghur at see what happens. But, uh, that's... yeah, no. No. I'm just half throwing ideas at the wall, half thinking out loud with free association or anything that comes to mind...
 
And thus why I advocate that we just turn around and leave.

We have not figured it all out, But I think We've figured out enough.

The dwarf's turned to a different god, seem to have also enslaved Morghur/beastmen somehow, and are doing weird ass shit that is beyond even our purview.
This is not beyond our purview. We have everything we need to extrapolate that it's some manner of conversion process related to the Karak Waystone network. I'm not saying we absolutely should stay and figure this out, but I am saying that it frankly isn't as big a mystery as you're making it out to be.
 
I have a theory that would fit what we've seen, though mostly because its very broad. We are seeing a lot of very strange magical effects, and diving magic acting to further whatever the fuck is going on. They may have found a wild God of some stripe. Some warp entity in the same general weight class as Hashut, but not chaotic. The theory fits, but mostly because gods have such a wide range of what they can do that this theory would fit a lot of stuff, but there are not many other things that would fit this.
 
@BoneyM, have any of the Dwarves seen "Cor-Dum" spelled out in Khazalid? Is there anything interesting about it like if the C is spelled with the normal Khazalid K-sound character or something else?
 
@BoneyM, have any of the Dwarves seen "Cor-Dum" spelled out in Khazalid? Is there anything interesting about it like if the C is spelled with the normal Khazalid K-sound character or something else?

No, none of them have really done a lot of reading on a Beastman that hangs out on the other side of the continent.

if we use our powerstone would that supercharge smoke and mirrors enough we could jump all the way to the mountain?

Possibly.
 
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.....are you going to explain why you're so certain? Just saying that you are certain they aren't involved doesn't really contribute to the discussion.
I've made my thoughts clear half a dozen times in thread, and I'm afraid it's getting tiresome. Sand similar to that from the equator does not equal Nehekharan gods. It equals lack of magical energy, because the equator is furthest from the Polar Gates.
 
If we go and ask the Kurgan if there Wind Shamans have a habit of turning into Chaos Spawn near Morghur we have an answer to whether it's safe to use magic here.
 
Would this option also include getting a volunteer to approach first or would we be the one biting the bullet?
We would, likely the same as if we try magic. You really cant and shouldn't ask people to sacrifice their immortal souls when you could instead. Honestly, I'm not opposed to a test on either side. just once. We would likely be able to notice if our spell casting was affected, and with the belt we have a better chance of surviving than anyone else.
 
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