[ ] Approach the Kul camp peacefully and attempt to discuss the Karak with them
[ ] Approach the Kvellige camp peacefully and attempt to discuss the Karak with them
Ugh. Really don't want to do this. That super-creepy Dolgan boss kept to an existing deal, but I doubt we'll be so lucky as to avoid further encounters with shamans/champions of the Four.
... Hang on, what if
the Sun is godly enough to do all this? The Kurgan do worship it, so there's probably some divinely-sourced advantage to doing so, and since Shamans of the One exist alongside Shamans of the Four among them, it's possible that Sun-worshipping dwarves register as neutral instead of enemies to the Beastmen.
Anyway, I don't like this, but it may be a prerequisite for any scouting options - these guys would probably know if magic can be used in there without immediately mutating.
[ ] Fortify here and see if anything interesting happens over the next day
Too bad we can't use MMAP to project that giant "WTF Borek
Explain" message... I do think it's right to give any surviving Dawi some time to contact us if they wish.
[ ] Attempt to approach Morghur to see if he can be communicated with
NOPE. Nopenopenope.
[ ] Attempt to scout the forest at the base of the Karak
We can't use Shadowsteed or Smoke and Mirrors to escape if SuperGoat shows up. No.
[ ] Attempt to infiltrate the Karak
Without the advantage of magic? No.
[ ] Attempt to intercept a Kurgan war-party en route to attack the Karag and the Beastmen
- Hopefully, this will trigger the Protector and implant the knowledge that you protected them in both the Beastmen and any remaining inhabitants of the Karak.
I haven't the foggiest idea how to justify this to the rest of the Expedition, but if we
can, it's probably the best way to get someone in there to reach out.
@BoneyM Can we just spy on them from a distance and
watch what happens when they attack?
[ ] Leave
We still don't understand WTF is up with Morghur. I'd really rather not leave without knowing.