Voted best in category in the Users' Choice awards.
Presumably because the divine intervention involves either a Nehekharan God, and/or because the terrain is literally being switched out with the terrain elsewhere as part of the process. I made a post about it back here.
Our resident dirt expert listed all the places he knows of that have the correct sand, and Nehekhara caught my attention because most maps place the lost Karak Zorn there. Incidentally, Zorn is also older than the Karaz Ankor, which fits nicely with the whole theme of things best left forgotten.
I personally have my doubts about a Nehekharan god being responsible because, IIRC, Nehekhara wasn't a desert when they were actually ruling over a civilization there.
 
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Purely for defensive terrain, a desert probably is, in fact, better than a forest. Their primary defenses are going to be on the mountain itself. A forest will be providing attackers cover from the mountain defenses, providing the attackers with raw material for constructing siege weapons and field works, and will have relatively solid ground for said siege weapons and field works. A desert won't be providing cover for attackers, won't be providing raw materials, the anomalous increased heat will increase attrition among the attackers, and the ground being sand is worse for the movement of attackers and the construction of field works.
In that case, if given free choice, swapping the forest and desert parts would probably be ideal. Dismount and ambush the coming Kurgan, then have them slog through desert if they manage to make it through.
Judging by the distinct lack of lava lakes, I'm pretty sure that mixing and matching terrain like that wasn't an option though.
 
I personally have my doubts about a Nehekharan god being responsible because, IIRC, Nehekhara wasn't a desert they were actually ruling over a civilization there.
It was basically Egypt, so there was desert. Then their Nile-equivalent, the River Vitae, became the River Mortis after Nagash flooded it with Warpstone.

Wasn't much life there afterwards.
 
Presumably because the divine intervention involves either a Nehekharan God, and/or because the terrain is literally being switched out with the terrain elsewhere as part of the process. I made a post about it back here.
Our resident dirt expert listed all the places he knows of that have the correct sand, and Nehekhara caught my attention because most maps place the lost Karak Zorn there. Incidentally, Zorn is also older than the Karaz Ankor, which fits nicely with the whole theme of things best left forgotten.
Does Nehekhara have a oasis god?

Because trees In the middle of an desert looks like an oasis, even if the middle is a mountain instead of a lake.
 
Was just thinking about it but I think there might be serious temporal dillatation in the forest if the hundreds of years old forest thing applies to the parts near the desert which would have been more recently converted than the center.

Would also help with the defense if the defenders have more time to replenish their numbers than the outside.
 
I personally have my doubts about a Nehekharan god being responsible because, IIRC, Nehekhara wasn't a desert they were actually ruling over a civilization there.
If Karak Zorn is older than the Karaz Ankor and the Karaz Ankor was founded by a Dwarven exodus lead by the Ancestor-Gods, wouldn't it make sense if the Dwarves of Karak Zorn (used to) have other gods that may well have a desert connection of some kind and be more liberal when it comes to divine intervention?
 
I personally have my doubts about a Nehekharan god being responsible because, IIRC, Nehekhara wasn't a desert they were actually ruling over a civilization there.
It was in some places, but definitely not as bad. It suffered extreme desertification as a result of Nagash killing everything, including the Flora. I think something involving Zorn is more likely, but there's clearly divine magic involved, and while there are forests around Zorn in the heart of the Southlands, I doubt they're northern trees like we're seeing here, and it really doesn't explain Cor-Dum at all. I guess it's possible that they managed to establish some sort of magical connection or contact with Zorn and the thing with Cor-Dum being born to the hold happened? I really don't know, and the trouble is that an Elf connection doesn't satisfactorily explain the weird desert stuff, and a Zorn connection doesn't satisfactorily explain the forest and Beastmen, unless it's simply the result of a God breaking down the terrain of the Chaos wastes and reducing it to a fine, magically neutral sand. Also, Khsar exists, who is explicitly a desert God.

Does Nehekhara have a oasis god?

Because trees In the middle of an desert looks like an oasis, even if the middle is a mountain instead of a lake.
If there is, I don't know them, and I'm not terribly well versed in Nehekharan Gods. And I'm going to bold this because it's related to the End Times which is probably not canon for this quest but, Morr and Usirian are strongly implied to be the same entity.

They do however have a desert God.


If Karak Zorn is older than the Karaz Ankor and the Karaz Ankor was founded by a Dwarven exodus lead by the Ancestor-Gods, wouldn't it make sense if the Dwarves of Karak Zorn (used to) have other gods that may well have a desert connection of some kind and be more liberal when it comes to divine intervention?
Very likely, yes. They were created by the Old Ones once upon a time, and they definitely predate the birth of the Ancestor Gods. Given that the Ancestors rose to prominence when the world went to hell, and Karak Zorn almost literally straddles the temporal border that marks the beginning of recorded Dwarfen history, as well as being the most Southernly hold which is remembered in any capacity whatsoever...

See this mountain spine that divides the continent?
Dwarfen history begins a lot nearer to the bottom, and from what little we know OOC, they chased mineral veins and established colonies moving Northward. Zorn is the last hold in that range that anyone still remembers.
 
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Not going to lie i wouldnt mind going on an expedition to look for Karak Zorn.
Yeah, me neither.

We're sort of at the point where getting more Dwarf Rep/Favour won't accomplish anything, so it feels like a waste on a personal level when we could be helping other groups instead... but I think I'd enjoy the adventure for its own sake.

I doubt we'll go hunting for Zorn, given it's in the southlands, which suffer the Cathay problem of having next to no published material (and what material there is is super turbo racist).
Oh really? That's unfortunate to hear. Though it does explain why I've never come across anything to do with them, I suppose.
 
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Not going to lie i wouldnt mind going on an expedition to look for Karak Zorn.
Sign me up.

I doubt we'll go hunting for Zorn, given it's in the southlands, which suffer the Cathay problem of having next to no published material (and what material there is is super turbo racist).
It's sparse but, again, most of the maps put it far more within the Southern realm of the Tomb Kings than the actual Southern Southlands. All the really weird racist stuff is considerably farther South.


We're sort of at the point where getting more Dwarf Rep/Favour won't accomplish anything, so it feels like a waste on a personal level when we could be helping other groups instead... but I think I'd enjoy the adventure for its own sake.
It'd be fun, gives us lots of excuses to interact with Nehekhara, and honestly? We could try to get some sort of organization or unit level favor sink going. Retainers or something along those lines.

Zorn would be difficult, given we'd have no idea where in the range it actually is.
It would very much be a quest and a half. There are loads of fake maps and dead end clues out there. We have a huge advantage over most of the other people who've searched for it though - namely that we're in the good graces of the Dwarfs, and we have the connections to talk to people who may actually know secrets that would point us in the right direction. We're also trusted well enough that they won't assume we're out to loot the place.


Assuming we actually make it back home I'd like to go back to normal turns for a while.

Adventures are exhausting.
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.
 
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