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]