A Light from the Shadow (Tolkien CKII)

State of the Kingdom
State of the Kingdom

Ah Moria, Khazad Dum, it's quite a mess really. Orcs are not the best caretakers of the ancient dwarven home and many levels and circles lay in ruins, barely usable and destined to remain to be so for centuries. Still home is home now you have decided on cohabitation with the Children of Aulë. You have divided handily the ancient kingdom in two parts.

The Dwarves will dwell in the Levels who spread above the great gates. For the moment they are barely enough to occupy a third of the first but are determined to repair the whole complex to give it again its former splendor. Even with the new arrivals you think they won't number more than two thousand permanent residents, a drop in the great darkness below the mountain.

The Orcs under your direct command are not even as numerous. Several hundred disseminated in three villages in the Deeps who spread below the great gates. You don't know if the villages were originally segregated by caste but that what happenened and so each place has its own population.

Karindun is the highest of them and the most populated but its inhabitants are small and nimble and not very strong. They are called snaga by the others and eke an existence in the darkness below the earth without seeing the sun they hate by instinct. They farm mushrooms and eyeless fishes they sell or give to the others members of their tribe: 500 Snagas

Hyrald at the middle contain much larger Orcs and they are primarly warriors and hunters. What do they hunt? Each other or other creatures that haunt the depths of the earth while mining for metal and mithril. They are the best armed and armored but depends on the Snaga for their constant supply of food : 300 Orc

Gashburtz is the lowest and the closest to your old resting place. Its inhabitants were devastated by the battles of the War of the Dwarves and Orcs for they were Uruks, stronger and faster and destined to the battlefield. Yet their proximity with your terrible presence changed them as did their relatively pure bloodlines. They serve as priests and shamans to the two others groups forming a tightly knit ruling class You wonder if they could change again if they stayed near you: 100 Uruks, 10 of them with enough Elvish blood to become magicians.
 
Dwarves or Orcs?
You have chosen to stay in the kingdom of the dwarves but what's exactly your place in this kingdom and by extension what is your orcs'? You have the impression two choices are offered, each changing the decision you could make.

[] Lord of Dwarves and Orcs: What it says on the tin. Using your prestige as a Maïa you'll take charge of the dwarves and the orcs of Moria as their leader. While some may grumble your rule will be light for the dwarves and you'll just "advise" them of concentrating their efforts in some direction or another. Of course rulership means responsibilities and the People of Durin will become your people too, to protect and cherish.

[] The Two Kingdoms: Let things stay separate. You'll take command of the Orcs and try to survive in the depths while being good allies of the Khazad. They will make their decisions independently and without your intervention.

[] Write in if you see different links between the two people.
 
The Lady of the Golden Wood part 1
The Lady of the Golden Wood

And so you left your dank domain in the depths of Khazad-dum after having exacted strong oaths from the Dwarves they won't oppress or destroy your people. Due to their great honor, or perhaps the fear they have of you they've seen destroy an entire army by yourself, they swore readily and you think you can believe them. You assumed the form of the old man Nienna gave you and now Morianor the Violet is tiring himself the long road that go from the East gate to the forests of Lorien. No evil creatres bother your journey to the great woods and you see soon the great boughs of the elven forest.

You marvel a moment at the sight of the green trees and the whispers of the river of Nimrodel, in the distance. So long was your life and longer still the moment where you knew marvel and rejoiced in beauty. No that's not exactly true. You were long held, even in the Timeless Halls by the majesty of your erstwhile master. Melkor was once the most beautiful of the Ainurs and no fana of flesh or elements could equal the awe of being in his glorious presence. Faithfully you admired him, in the days of his splendor, and when came the fall, you fell with him, still enthralled.

Then you rejoiced only in fell works and evil acts, in war against the Valar and the Children of the One. What has changed since these forsaken days? Surely a sole act of allegiance would not have changed your mind so? Apparently yes for the tall green trees are beautiful and fair is the sun through their leaves and fair is the brown earth in which they take root. So simple a change to see beauty in what you would have burnt with joy but still significant. You are ready to enter the woods and seek the Elves…

You sense something. Deep under the surface, humming soflty in the music of the world but more loudly and clear in the depths of the forest. You hear it! The Discord! It sings though the trees to keep them still, in the earth to break it to one overaching will. Someone is exerting a tremendous effort in this place An effort involving the power of the Ennemy. There's a Will here, contending with the designs of the One and the Valar, fighting the natural order. How is this possible? Have the Elves fallen in sweet darkness, slowly falling without realizing it? Were the Dwarves right who spoke of the Witch of the Golden Wood and her ensnaring way?

You don't know but you can't ignore the sheer unnatural strand of magic that lies before you. You can continue despite your misgiving or try to fight it and banish it. Perhaps it's only there hiding from the Elves after all? What will you do?


[] Continue despite the oppressive feelings

[] Fight the figment of the Discord.

[] Write-in
 
The Lady of the Golden Wood part 2
The Lady of the Golden Wood

You walk along the ancient pathways of Lothlorien with a troubled mind. It's not the cries of the birds in the trees you pass by, nor it is the breeze that follow you, change of direction to match your movements while you are not able to guess if it seeks to taunt you or refresh you. It's not even the eyes of the elven sentinels you sense peering from their tree-houses. You do not fear them, nor begrudge the alarms and hushed sentences in the clear language of the Sindar. What kind of elves are these anyway? Are they Sindar, of the Grey Elves you fought in Beleriand so long ago? Are they of simply of the Quendi, the forest folk who once refused the summons of the Valar and preferred wanderings beneath the stars than the sojourn of the Valar? Surely they are not Noldor of the race tricked by your Master and Ennemy, for those spoke another language entirely and disdained the cover of forests.

No, what trouble you is the scream nature in its entirety pushes through each leave and each blade of tree. You thought the Elves gifted in the speech of trees and stone so why do they do nothing. The forest cries for winter, for the day of rest where trees can lay down their leaves and sleep awaiting spring. A power maintains all thing in its fullness here, and you suspect this realm is never in full winter garb but that the trees have always leaves on them. It irks you. Timeless were the halls of the Allfather before all began. Not even Melkor wished to turn back the melody of time when Illiuvatar decreed it should flow. What Galadriel created, for you are now sure only a Noldo of high birth and fair lineage could have this arrogance, is beautiful but you weep at the consequences. For as the Lady banned Winter and forced everything to halt their march to reverse the Fading of her race had doomed it all. Winter would come to these lands after her death or departure, a winter as long as it was delayed.

As you walk, you pity the Man who would tarry long beneath these enchanted eaves. For his strength would be taxed at every moment during time he would not feel pass. Would he die then in a matter of years, consumed by the exertion, burned like the butterfly next to an open flame. Or would his strength be lengthened beyond nature, his body fading, consumed by the might of his Fea, perhaps eager to escape the bonds of the flesh? Would it remain like an insect taken in amber, beautiful in its deadly state.

Such thoughts carry you to Caras Galadhron without anyone to show you the path. You follow the sweet sickening music of time slowed if not stopped and arrive amids bewildered elves. You do not have need to speak for her eyes were on you during the journey through the woods. She and her mate has descended from their trees to greet you or oppose you.

The husband is of no consequences. He's a grey elf in armor and silk, a battle-axe fastened at his belt covered in the glyph-rune of the lady of nightingales. A gift of Melian you wager, made in the darkness ere sun and moon and covered in spells against the creatures of Melkor. Tall is he, strong of arm and keen of eye. Still you do not care for him. Sinda of high birth may he be but the one beside him is of the highest blood and the strongest might.

She is fairer than words can name and in her blond eyes you see the light your master always coveted. Slender she is but strong as a young tree and you sense might in every feature of her flesh. She is undoubtebly Galadriel, daughter of Finarfin, sister of Finrod Hewer of Caves and Turgon king of Gondolin. Morning is in her face but also the first hours of night and the splendor of the Firstborn. You saw Luthien the fair with your own eyes and even as you consider her the first beauty of this earth, you convene Lady Galadriel is the second fairest.

At her finger a star shines bright and you don't know what it is

Neither of them will talk first as they await your announcement. Well time to make a good impression.

[] Write-in
 
The Lady of the Golden Wood Part 3
The Lady of the Golden Wood Part 3

Fire and shadow both have marked your form and even in the flesh Nienna gave you, you are still forced to abide by the deep wounds of your former attachment. While you can speak with a fair tongue, your voice is, and perhaps will forever be, hoarse as the crackling of fire and broken by the deep smoke. Your body bears the marks everywhere under your robes. It can please Nienna to enable you to hide your misery but under your clothes the flesh is still raw and burned to crisp, the pain a welcome companion even if the wonders of Lorien had distracted it until now. The pain is not so great as to incite pity, more like an old wound that never healed than a fresh opening to suffering, but it's still a reminder of what you were and what you cannot hide. And so no thoughts of hiding or lying go through your mind as you fix the eyes of Galadriel the Light Elf and say your piece. You could have let your thoughts flow for this Lady looks into the hearts of others but some penances must be made in public. Some accusations too.

"Hail Galadriel daughter of Finarfin, Princess of the Noldor. I am Morianor who the dwarves called Durin's bane. Nienna that is compassion made me see my errors. I bring tidings of Moria"

You hear a ruckus in the crowd. Of course they don't recognize your name. Which technically is not your name but a translation of the title you took when you fell with Melkor and didn't leave his service. The name Eru gave you in the Timeless Halls is unknown to your failing memory. It's not inhabitual, of the servants of the Enemy you know only Maïron that the Elves named Sauron to have kept his original title but he was a turncoat and not one of those who had formed Melkor's guard in the times before the world. Briefly you wonder if it would be easier for him, who knew only Morgoth while he had fallen to the darkness to repent when you, who knew him in the times of his former glory and remained with him for the first eons thinking he was only transmitting the words of Eru. Perhaps. Or perhaps it would be more difficult. Galadriel made the noise stop with a gesture of perfect authority. Frankly you are not surprised to see her reign here before answering.

"Great is the mercy of the Valar if indeed one of the Valaraukar can repent and turns to the light." Is that sarcasm. Her tone is perfectly unreadable and she turns to her lord. "I told you. White, Grey, Brown and Blue their envoys were arrayed. In amethyst this one is clad." She dismisses the crowd with a smile that is not one and you sense Power coming from her but her tone is now unmistakably sad : "What forgiveness can be found for all the atrocities of an age I wonder."

What to answer to that?

[] Write-in
 
Last edited:
The Lady of the Golden Wood part 4:
The Lady of the Golden Wood part 4:
Your voice raises in the trees of Caras Galadhron like the murmur of a stream carrying with it all the regrets of your life as you make your answer.

"Whether I deserve forgiveness is not for me to say. I would be the first to admit i have much to atone for. My actions have caused great misery and suffering, perhaps second only to the Abomination himself. And yet, Nienna saw that there was still good in me and reached out her hand to save me. I have done horrible things, but let my actions from this point forward be evidence that I seek forgiveness for my sins." Here is your oath, you made it before in the presence of a daughter of Eru (even if the Valar are of same nature as the Maîar, the difference in power and wisdom between them and you, is so much you don't consider them to be of same race as you). You read in the eyes of Galadriel that, while your answer content her she waited for something more in line with her own thought. Spying on that thought is easy as the power of your new mistress awake in you and you continue:

"If I may hazard a guess on the motivation of the Powers, I will say they remember that nothing was wholly fel in the beginning. For myself I saw the Black Foe at the time of his first splendor when he was of all the Aïnur the brightest. I… We of the Valaraukar served him for his radiance and when he fell so did we. We buried any misgivings under the fidelity one owes to his chosen lord. You are even more blameless than we were. The sin of Féanor was not so great as ours or even as Morgoth's when he was offered the chance to repent."

Still you see the string of Discord emanating from her. It's different from what you know, subtler and more insidious. You don't think she's using it with full knowledge. Indeed, it is, not faint but somehow muted, mixed with the Music and unseparable from her. You don't see anything at the Elf's finger but you guess the form of a Ring and the shadow it casts on the music. Very carefully hidden but you don't know by which hands. Galadriel is sill of the Noldor and craft runs deep in this people's veins, yet few of their creations are stepped in the Discord and you would expect than, after the defeat of Melkor, none would have taught the creation of corrupt artifacts. Still you take the risk of speaking.

[] Abord the subject of the Ring

[] Stay Silent and continue on the matters of Moria.
 
The Lady of the Golden Wood : Final Part
The Lady of the Golden Wood : Final Part

Conversation quickly fades to mere pleasantries after your speech. Long are the memories of elves, even of such uncouth race than the folk of green Lorien, and your reminder of the time before Arda and the wars of Beleriand takes them out of whatever mirth they were in. Yet you are soon taken in another clearing by the Lord and Lady. It may be the tradition for strangers to be received before the whole realm but Galadriel knows some matters must be taken in secret. You know you won't have a better occasion and you sit near them in the green grass besides the biggest mallorn you ever seen, its golden leaves reminding you of stolen glimpses of Laurelin when the world was young. You don't see the need to cloak your intent for deceit was ever a chief instrument of the lord you now deny and you take care no lies obscure your speech. Still you can't suppress a bit of admiration for the jewel at the Lady's finger. Few are those who would have crafted such a ring, even among the Noldor renowned among craftsmen. Yet admiration does not soothe the disgust the Discord now inspires in your heart.

"Lady fairer than tongue can name, what are you wearing at your finger? Your words seemed to indicate you regretted to have heeded Feanor's words yet the jewel you bear reeks of the Discord of Melkor."

The two faces are shifting before your eyes. Celeborn's has unsheated the great axe he wears but you see in his eyes the confirmation of some truth long guessed and now proved while his lady seems more surprised and distraught. Galadriel rises her hand and you see like a mirage dissipating, not the shadow of a ring, but the Ring itself, a band of true silver and a diamond you know was birthed in no natural smelter's. Not surprising, long have the Noldor spied the fiery birth of gems and precious metals and sired their own creation. Still you don't understand why Galadriel looks so horrified. Yet she regains her bearings and smiles at you while turning her hand.

"Perhaps your senses are abused by your long service to the Shadow. As your redemption is sincere and apparently you see it there is no point denying it. This is Nenya the Ring of Adamant. And no Discord it contains for it comes from the hand of Celebrimbor grandson of Feanor and Sauron the Abhorred never touched it even in the jeweler's forge."

Celeborn's eyes are fierce in cold disapproval as Galadriel reveals to you much of the history of the Second and Third Age of the world. She tells you of the Jewelers of Eregion in the West that sought to undo the Marring of Arda, how Sauron came to them in a fair form and taught them much of his knowledge. Nine and Seven rings they forged with his help but Celebrimbor, like his grandfather before him excelled Sauron and crafted three uncorrupted rings linked to sky, fire and water in remembrance of the Silmarils that are lost. And you who hoped to be rid of these troublesome gems once and for all. She tells you of the One Ring Sauron made and how he ravaged Eregion in search of the Three. She doesn't tell you who holds the other two for she is not a fool but you'll would not be surprised to see them in the hands of puissant elven lords who keep them with their lives. Still there's much that disquiet you with her tale but what.

[Learning Roll: 51+31: 81 Success]

"Perhaps my senses are abused by my long service to the darkness but perhaps he who erred in the dark for so long know can see well by night. My Lady as I said I stood at the side of the Black Foe and of Sauron's working I know but a little. Yet this I know to be true, no knowledge taking his source in him could ever bear good fruits. If Celebrimbor and his disciples knew not how to reverse the Marring when Sauron came to them, then the power of the Rings is the Discord. I believe you when you say the Abhorred did not touch or even saw this Ring. Yet if it was created from designs he made, then his shadow lies on it.

Moreover my Lady I was near the Allfather when he decreed things in Arda needed to rest and time needed to flow One cannot hold back Winter without consequences just as someone who would desire nothing but bright days should not be surprised to see his crops sickens for want of water. Still I understand the need for such a weapon in the coming battle. The Ring of Power will not remain lost forever or Sauron idle forever."

Celeborn and Galadriel look to each other, seemingly retracing the steps of many an old argument. You see that the Lord often argued against the Ring, be it because he shared his kinsman Thingol's misgivings for the Noldor or because he fears power. Well nothing can be helped on that side. You know they are not going to make their decision in front of you. Still you think that Thrain that came to the halls of his sires bore a ring with him. You'll investigate if you can.

Besides the matter of the Ring, the notion you are leading a kingdom of orcs at the behest of Nienna for their redemption and yours is almost not a wonderful thing. The lords of Lorien are not convinced your charges will not fall further into barbarism but the ancient laws are clear to this subject: If Orcs come by individual or by tribe to leave the service of the Shadow, they must be helped to the Light and shown the ways of the children of Eru. Another course of action would be a disservice to their forebears twisted by the evil of Melkor and against the judgement of the Powers that decided even Morgoth deserved fair hearing and pardon. The elves of Lorien will not hinder your task and Galadriel is even ready to help you in it even if presently she doesn't know exactly how.

You leave the forest with allies to face the future but with more questions than answers.
 
Turn 1
Turn 1

After your journey to Lorien, you are appalled by the state of your home. Yes, you are not responsible of most of the damage. Orcs were crafted to destroy, not create or maintain and under their dubious stewardship has the works of Khazad-dum disappeared, gnawed upon by time and blasphemy. The Dwarves will have to work during several centuries or perhaps millennia to put this place in working order. Still no fighting has erupted between the two races while you were away which is a small miracle. Yet you temper your enthusiasm by noticing the Orcs are listless and disaffected. It seems your presence and their weakness keep their urges in check but also make them aware of their broken nature. Most have no idea what are those feelings in their hears speaking against everything they knew true and many are torn between impulse and their base understanding of mercy.

You have much work to do.

Diplomacy (Choose 2)

[] Introductions: Saruman the White
You know by the reports of the Dwarves (and a few comments by Galadriel) that Saruman the White chief of the order of the Istari resides no far from here in the circle of Orthanc. While you are not sure if you could be considered an Istar, the fact Nienna has given you the ability to turn into a violet-robed man whose garb looks like the Istari's would point that yes you are of their numbers. Which means that Saruman is nominally your chief. In any case he is Chief of the White Council and First among the Wise, so it will be prudent to coordinate with him to know how you can affect the world for the better. With any luck the other members of the order will be with him. [Leave for Orthanc]

[] Gifts to Lorien Your audience with the Lady of the Golden Wood was splendidly done and you sense you can call on her aid. While for the moment the only goods you can barter are trinkets lying in the ruins and small deposits of true silver you know the folks of Lorien will be enchanted by the metal and will happily trade back anything but not weapons. You hope also that "nomal relationships" with the elves, and some encouragement to the dwarves to send ambassadors too will perhaps result in a rekindling of the relationship between the mountain and the forest. As long as no one talks about any of the ancient grudges between the three races of course [Send messengers to Lorien]

[] Introductions: Elrond: Elrond Half-Elven is a name you often heard in the mouths of Durin's folk. They say his secret refuge of Rivendell is the last great fortress of ancient might in the middle of the wastes of Eriador. While you don't have the manpower yet to cleanse the way between the Last Homely House and Khazad-Dum you can still come in person to contact the loremaster yourself. Who knows what he has learned in millennia and perhaps what portions of the ancient lore could be useful to you? You know he's in contact with Cirdan the Shipwright oldest elf in Middle-Earth, so his knowledge must be great and his arts mighty. [Leave for Rivendell]

[] People of Stone You must admit you have a problem. Dwarves and Orcs hate each other with a passion which makes their acceptance of your proposal of coexistence a miracle. You are surprised by the total absence of fights when the children of Aulé saw the state of their ancestral city. Cynically you think your new link to the Music of Compassion and the fact they know slaughtering the Orcs will unleash the full might of a Valaraka on them. Still your new mandate is to build bridges and thus you will do. An audience with Thrain could solve many problems. [Settle differences between Dwarves and Orcs]

Intrigue (choose 1)

[] Explore the Mines
: The Mines of Moria, or at least their depths are a great unknown, even for you. There was a time where you knew every nook and cranny of this place but the transition to the service of Nienna wrecked so many of your memories you are not sure of everything. Sending explorers and going yourself alongside the lonely roads is risky but the reward could be great indeed for the depths of Khazad Dum were left alone even by the Orcs that feared that dwells in the dark, mostly yourself in your sleep of stone but also many creatures born from the discord. Thus the explorers will need to be fearless and also discreet. [Try to map the labyrinths beneath Moria]

[] Eyes of Beasts: Sauron spies on his enemies by the eyes of birds and his domination over the lesser beasts twisted by Melkor's evil. You don't seek the same level of control for in this way lies the Discord but you wonder if you could convince the beasts and birds around Moria to serve as your ears and eyes in the name of the Valar that rule creation. Such an endeavor would enable you to be warned early from future invasions but also to experiment with the possibility of swarm of creatures fighting for the light as the wolves of Morgoth fight for the shadow. [Develop animal spies]

[] Flora of the Depths: Some think the depths of the earth are sterile. There are fools that never wandered far in caverns deep and mountains old. There is a fertile flora of mushrooms and lichens in the depths of your home that would shame any forest above-ground. In few places can you see more clearly the love between Aulé and Yavanna than in these sylvan underground. Still you don't know, and neither do the Orcs what most of these plants do. Some are evidently poisonous but which ones. You must test it. [Classify the flora of your home]

[] Tuning in: Perhaps most dangerous of all your ideas. You realize you have a chance of listening to Sauron commands to his otherworldy servants by listening to the Music and the Discord. Now to tell the truth, Nienna is the Vala that does that the most and tries to understand the Discord to heal and rectify it but it is still dangerous. The rewards are immeasurable of course, having a line directly to the great lords of evil would enable you to spy on the Nazgul and even having premonition of the thoughts of all things stepped in darkness. You could even learn to affect what you hear this way. [Listen to the Music and the Discord to discern the hidden rhythm within]

Learning Choose 1

[] Blasting Powder
: In your dreams you see a strange mixture of minerals you could use to create miracles. A powder that could be used to blast obstacles, destroy walls and break mountains. The potential for such an invention are unlimited but must be reined by concern for the Music. While an explosive could be useful and is born from the natural world it must be used with precaution. Indeed, while your dreams will help you to identify the elements needed you have no idea of the exact proportions of the mélange and his efficiency. Well Eru didn't forbid experimentation in the possibilities of the Music. Not this kind anyway. [Develop black powder]

[] The Great Music: It is said that the rare orcs with a talent for magic are forced to used the Guldur, the black sorcery of the Enemy and the Discord conjured by runes of blood and screams of pain. But you were sent to change this state of affair and you have already a population of potentials wizards. While you haven't decided yet on which applications of the Music you would train them, you know you can already try to expand their perceptions, to draw in your own strength to help their people and the world and not blight it with curses and ill will. [Begin sorcerous training]

[] The Ring of Durin : You've learned by Galadriel of the existence of the Rings of Power and the terrible strength they possess. One of these infernal contraption is in your reach, to the finger of Thrain in truth. You learned that Dwarves seem to be more resistant to the corruption than the other races but you are still eager to learn of the secrets of this artifact. In your experience, nothing created by Sauron is without danger or aftereffects and these rings seem to be no exception. You would also learn about their workings to better destroy the One if it came into your reach. [Try to study Durin's Ring]

[] Secret of the Dwarves: Dwarves can reach in the Music and their parts are very near the parts you sung at the beginning. Earth, Fire and Craft are elements you know and would like to practice again. Fortunately, there are some runes and items of power scattered in the depths of Moria. With these items, not only shall you be able to reconnect with these parts of the Music but perhaps could you teach to the Orcs to be more like the Dwarves than ever, absorbing many of the qualities associated with the Children of Aulé. After all despite their wars, the two races share many traits already. [Study Dwarf Magic]

Martial

[] Taming trolls:
In the darkness of the First Age, Morgoth Bauglir power of corruption and hatred created the Trolls as the shadow of the Tree-Shepherds. From what stock did he create them and what power did he give them, you don't remember for there are many kinds of trolls and you suspect most have different origins. The species that roam in the depths of Moria are not intelligent and your rare interactions with them did not make you notice a sentient fea. As far as you are concerned there are animals twisted by the dark powers and thus must be used as animals. Trolls are tremendously strong and good for fighting or heavy labor. [Try to tame Trolls]

[] Plumb the Depth: The depths of Moria are infested with strange creatures you have no words to describe. While most are only corrupted animals and things born of the first Discord you are not sure some of them are not Umaia like you were, so stepped in darkness and savagery they are roaming like great beasts gnawing at the root of the world. These things are far fouler and dangerous than Orcs and thus you'll assemble hunting parties to plump the secret hallways under the great bridges and halls of stone and purge them of vermin and monsters. Thus you'll make your home secure. [Hunt primordial monstruosities]

[] The Armories of the Sub-levels: Some of the great armories of the Dwarves lie intact and untouched in the domain the Children of Aulé left to your Orcs. While you preemptively agreed to return any significant artifact you'd stumble upon, weapons and armor of dwarven make are invaluable. Perhaps you can even dream of coats of mithril and swords engraved with runes of power (even if these weapons would strike at your flock as they were forged against the enemies of the Dwarves). Only problems significant work will be needed to unlock the way to these sealed rooms [Unseal an Armory]

[] Winter Wolves: You don't know how but there are wolves in Moria. Wargs even, these far off descendants of the werewolves of old. How is it possible you don't know but you know Orcs and Wargs are natural allies. The monstrous wolves are strange, sitting on the border of sentience and yet animalistic in their urges and hunger. Yet you think you can try to approach the more intelligent of them and try to convert them to your cause and to the stewardship of Yavanna and Orome. Or if you fall in this, you will have to purge their packs from your home [Try to recruit Wargs]

Piety (choose 1)

[] The Masters of Spirits :
Among the Valar three siblings and their sister and their wives stand out. Mandos, Lorien, Nienna, Vana and Este. Death, Dream, Compassion, Fate and Healing. You suppose you are now a member of their order, of the Masters of Spirits and it is your duty to teach their truths to your flock. This has obvious advantages and flaws: the concepts they represent are difficult to understand but also to misuse while Mandos risks to frighten them but offers the hope of a life after death where they were accustomed to wait for the Void. The Music of the Feanturi is often mournful and soothing, grim reminder of mortality but bringer of hope. It is perhaps that these orcs are needing.

[] The Warriors of Heaven: Orome and Tulkas are the warriors of Arda and Nessa the wife of Tulkas is no less fierce than them Orome is the mighty hunter who teach both the respect of the prey and the art of the chase, while Tulkas is the warrior that defend the weak and laugh while in battle. If you want to make your flock warrior for the light, these three are perhaps the most appropriate to teach them about. Unfortunately teaching both violence and the need to restraint is very difficult and could perhaps backfire. Yet war is a part of Arda Marred and none should ignore those who weave it in the Music.

[] The Monarchs of Arda : Aule, Ulmo, Manwe and Varda are linked to the substance of Arda for they are Earth, Water, Air and Stars. To worship them is to bind yourself to the substance of the world, becoming one with the great Music that is the foundation of everything. The first orcs were elves, and it was their provinces to remain in the circles of the world to embellish it and make wonders in it. So why not teach them about those who built the world and what they can also represent: Craft, Freedom, Rulership and Light? Of course there's the thing about Aule Maîar being prone to corruption and the fact confounding Manwe and Eru could be very problematic.

[] The Green Ladies: Yavanna and Vana are the source of all life and worshipping them is to connect with everything ever alive. What could be better for a race so accustomed to dealing with death than to be linked to the web of life? And that's not even speaking about the potential for growths and agriculture, freeing them from at least some justification from their violence. Yet there's still the risk that by succumbing to the Music of growth, your flock forgets the wars of light and dark and care only for what grows and walk on four legs, forgetting their duties to the wider world.

Stewardship Choose 1

We dig, we dig:
While the Dwarves will surely come about claiming some deposits for themselves, they left you with the depths of Moria who contain many precious metals. Iron, copper, and all sorts of gems are found here but the true treasure is the true-silver Elves call mithril. You've decided that your Orcs will mine the earth and find the deposits and reopen the ancient mines. Such riches will better their places in the world and enable better relationships with the Dwarves that always seek metal for their forges and smelters. Still it's dangerous work and training your flock into it will take a bit of time. [Dedicate time to mining]

Give a fish to a man: The great underground lakes and still rivers that spread in the deep levels of the mines are home to some species of blind fishes that live and die in the darkness. Such fishes could be a great source of food if you manage to teach your flock to raise them rather than simply fish them and risk destroying the supplies. Teaching orcs to farm, even fish, will be difficult but it would be a step in avoiding famine and moreover train them into more peaceful pursuits. Of course some of your produce will go into feeding the Dwarves for the sake of good relationships. [Etablish fish farms]

Swords to plowshares: Agriculture underground is not very much possible but you have the solution of farming mushrooms. It is not as if wheat and barley will grow in caves and the lands around Moria would need serious care to be considered arable again. Still you can hope that the flora of the depths, at least those species already eaten by the orcs are fecund enough to feed a people. If not you don't know what you are going to do to feed or even how the ancient Dwarves managed it before you wrecked their kingdom. [Try to farm]


 
Turn 1 Results : Plan Avatar
Turn 1 Results : Plan Avatar

Introduction: Saruman the White :
See Next Post

People of Stone: [55+41:96: Great Success]. The display of your powers during the battle is still fresh enough in memories that none of the guards dare put obstacles on your way to the new Lord of Moria and lord of the Children of Durin. You know relatively few things about the dwarves. For all tales say the Aftercomers were little in the thought of Melkor, the Children of Aule were even less. You haven't any memories of dwarves serving the Shadow willingly like Maeglin served it or the sons of Ulfang worshipped it. Their creator crafted them for hardship and resistance and thus you are not surprised to see them stubborn in negotiation and jealous of their rights. Still their hearts are not stony yet and they listen your prayers of assistance and peace. You see that Thrain is wearier than usual and the ring on his finger seem heavy as sin and yet he makes his oath to not venture in the deeper levels. There will be no conflict between the two races during your journey to Saruman's tower. It warms your heart but still you have the feeling that you are struggling against the inevitable here.

Explore the Mines: [10+27:37: Failure]: At first the exploration of the tunnels seems to proceed with all due haste, that is until you depart definitively the zones delved by the Dwarves to enter the places gnawed upon by strange beasts born from the Discord. Yet it is not one of these that makes you end the mapping for a moment. Indeed, as you lead a small team of intrepid Orcs in the labyrinth, you stumble in a cave where darkness seems alive and hungering. Reeling from half remembered memories, you dismissed the explorers and plunged in the shadows. Where you promptly were swept away in a web of tunnels with only the chittering of a strange creature. After who knows how many hours, the creature attacked revealing itself as a senior member of Ungoliant's noxious brood. You killed it of course, you are a creature of fire still and were part of the strike force that repelled their mother at the height of her power. Still you decided to forbid any exploration for the moment.

The Great Music: [95+24:119: Exceptional Success]: You took the ten would-be sorcerers from their village and advanced towards the surface. You have no trust in the depths you so long slumbered in for you know that the places where Discord held sway are often durably tainted. No sense opening prospective minds to corruption when you want to tune them to the great harmony of the universe. So you brought them in the outside world and they followed. Despite your wonderings about how the Dwarves would react if they saw you sitting beneath the stars along the Mirrormere, nothing happenened. There you encouraged your apprentices to cast their perception, to see and hear beyond the material. It was difficult. You don't understand how Morgoth despoiled the Children of Eru to make the Orcs for this work was not the Valaraukar's, not even mighty Gothmog, but Sauron's and other subtler agents torn from the service of Mandos. Still it appears it did not tied their fear to the Discord entirely for your apprentices heard the Music in the water, the earth and the sky being ready to learn more.

Taming Trolls: [45+31:71 Marginal Success]: You have no idea how to tame animals and you dare not trust in the Orcs traditional ways of breaking the Trolls to their will. Still you manage to learn a little about the beasts. They are beasts and animals, or at least those who have established their dwellings in the darkness of Moria are. There are tales, and your own memories, about intelligent Trolls but you don't understand the process. Morgoth struggled to create anything sentient but the fact that these creatures have no fea to speak of excite a part of your interest. Yet you manage to capture a few and let the Orcs train them with humane methods, which makes things go much longer as neither them, nor you for that matter, have a very good idea on how to do it. Still you managed to find ten or so Trolls (apparently of both genders, albeit you have to trust the Orcs on that point). They can be good workers or soldiers at your leisure.

Masters of Spirits: See a next post: [68+26:94: Great Success]

Give a man a fish…: [95+27:122 Exceptional Success]:
The Lord of Waters apparently kept his power in even the sunless rivers that run through the monster-haunted depths. The great black lakes are literally swarming with fishes of any sort and their flesh is delicious. Some of them are choked by great banks of kelp and vegetation feeding an entire ecosystem. You give praise to the Powers for the bounty that remained and proceed to try to teach the Orcs about sustainable fishing. It occurs that they know a little about it and their numbers are so low compared to the teeming life their nets and hooks take only a small part of the spoils. Even more encouraging, tales and legends assure there's a deep watery abyss below the Bridge of Khazad-dum and it must be teeming with even more life.
 
Back
Top