Turn 2
Diplomacy (Choose 2)
[] The White Hand : You have returned from strong Orthanc where rules Saruman the White, chief of the Council and leader of the Wise. While departing, he mentioned having need of metal and more especially mithril for his experiments and the arming of the mercenaries coming to pay him homage. From what you understand he is nearly alone in his dream to rejoin the Dunlending, these forsaken offspring of the Edain to the rest of the Middle-Earth. Such help in this field would go a long way to secure his approval. Approval that could be necessary to other looks in the Palantir.
[] 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
[] Healing Arts: Now that you have openened the eyes of your faithful to the tune of the universe, you must see to the uses of the Music they can develop. Healing is an honored field of lore and Orcs are already proficient in it, albeit with crude and disgusting methods. Your next work will be to attune your budding sorcerers with the song of Este's who is Healing and offers respite in the halls of Lorien. You hope that such arts will teach them compassion or at least make their lives less brutish and short.
[] Sights from Afar: To one who hear the Music of the universe, sight needs not to be impeded by stone or metal. In addition to the Palantiri of Féanor you understand that many of the good people of Arda were able to see things coming from afar. This is a skill you can teach. By teaching your charges to imitate the song of Irmo lord of Dreams and visions are difficult to decipher but even Orcs have reason and thus are able to understand what they see and hear. You hope such arts will enable them to perceive evil before it raises its head.
[] Contact the Dead: Necromancy is the art of Sauron and his lackeys. It's the art of summoning these spirits that refused the summons of Mandos and remained bound to Arda by pain and fear of judgement. These wraiths long for new bodies to live in and generally are not understanding their sin. It's for that they are in the remit of Nienna that can show them mercy. What you would teach are only means to call the unquiet dead and then to urge them to their destination. If before that they can impart some wisdom, especially those elves that faded and remain by love of the earth and its creature, it would be fine.
[] 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 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
[] Hunters of the Underworld: You have tamed Trolls, the great answer of Morgoth Bauglir to the Ents. While their strength can be used to peaceful purpose, it occurs to you there are things worse than Orcs in the depths of the world, things that can only be hunted with great strength. There's also the fact that even if they are less intelligent, Trolls could be made into an honor guard of some sort as was the case for Gothmog's. In any case you must train them for war and battle and adorn them in armor and weapons adapted to their size.
[] Light of Arien: None of Morgoth's creatures can easily bear light. Indeed, the more you advance in corruption, the more even the gentle radiance of the stars becomes painful to one's eyes. There are rare exceptions like the Dragons and Sauron himself but generally repugnance for the light of sun and moon is a sign of taint. It is time to accustom your young charge to the sun's touch and to not let them cower in darkness. This will prove advantageous because being able to move when your enemy is not is a tactical asset you cannot deny.
[] 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)
[] Doomsman's of the Valar: Of Mandos it is said he gathers all willing spirits to his halls and there they find respite before being sent to their destination. For the elves whose fëa doesn't leave the world, there is judgement and purification, for the Men who leave the Circles of the World there are vessels to bear them across the void to the fate the Valar know not. Of the Orcs nothing is said and many are doomed to uncertainty when they don't know. To urge your charges to look to Nämo is to urge them to consider the afterlife and their place in it. And perhaps at last adopt proper burial rites.
[] Weaver of Fate: Of Vaïre, it is said only a few things. She weaves great tapestries in which the past and the future are laid and is knowledgeable in all thing of lore. There are two aspects her worship could take. The first and most literal could be an appreciation for the gentle craft. While weaving and spinning is often considered women's skills, the simple fact to introduce your charges to art and creation could be stunning. The second could be to turn Orcs to the future and what it may bring rather than the endless tyranny of the present.
[] Lord of Dreams: Of Lorien it is said he seats among lotuses and poppies and lightens all burdens. While you are not sure of the dwarven interpretation making him, or at least some of his servants, the creator of all these plants and mushrooms that enhance perception, you cannot fault the logic. To worship the Lord of Dreams is to open yourself to visions and fight the shadows in your mind. What better god for those who struggle against their tendencies and seek what is their true self? Also apparently some of the plants growing to the mind have a strange effect on the mind of the consumer. Perhaps it would be wise to explore this path.
[] Lady of Healing: Of Este, it is said she's the source of all healing and that the waters of her spring lifts all disease and all pain from those who drink it. She's the mistress of all these plants and poultices used against wounds and every spell used against plague. Aren't the Orcs sick, for the poison of Morgoth runs through their veins, twisting their countenance and ravaging their bodies with pain. Not only your worship of Lorien's spouse would enhance knowledge of the mundane healing arts, it will also turn your new society to the path of healing pain rather than causing it
[] Mourner's Delight : Of Nienna that led you to redemption and brought your light out of darkness, it is said she mourns for all and offers compassion for all. Rarely was she worshipped even by the Eldar for they dared not invoke she who is Mercy in their wars against the creatures of the reign of Melkor. Yet Nienna is no stranger to penance and demands redemption be sincere. Her worship would definitively turns your charges and yourself into defenders of the weak, which while having no consequences for the moment would mean new duties as you gain in power and understanding.
[] 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
[] Rebuild the Mines: It is said that destruction lasts for an afternoon and creation a whole life. And truly such words were said for it took far less time for your creatures and your dark fire to ruin the mines and caves you live in than for the Dwarves to built it. Now that the strength of the Trolls is at your disposal you are ready to use your workforce to at least makes these halls livable. Dragging your charges from their filfth would go a long way to make them appreciate beauty and the thought of Eru Allfather, after all.
[] 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]