Turn 1 Results : Plan Avatar
ganonso
Compulsive Quest Starter
- Location
- PACA France
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.
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.