Turn 3.2: Foreign Options
Note: The difference between the Redeemer's Voice and the Messengers is simple. In the first case Morianor goes to a place himself. This triggers a scene and can bring new events related to the place/people. The second is sending your Orcs ambassadors to foster relationship and avoid people forget about the whole redeemed thing going on and focus on the new Istar.
The Redeemer's Voice
The White Hand: Saruman the White, Curunir Aulendil is a mighty lord, now more than ever. Even after the victory at Helm's Deep, work hasn't stopped in Orthanc. The White Wizard has created a full-fledged settlement, born from the descendants of the guardians of the Tower, Rohirrims and Dunlendings. This town was recently joined by a gaggle of apprentices who learn of smithcraft and other arts under the Istar. He was most adamant in reminding he doesn't want nor need to teach about the Art, judging such things reserved to those the Wise know. Yet even mundane crafts go a long way in this fallen world.
The Last Homely House: Elrond Halfelven, master of Rivendell and mighty in Lore is content with the rulership of his small settlement where most of the Noldor still remaining in Middle-Earth. It doesn't mean they sit around doing nothing. Relative safety, as long as no creatures of the Shadow knew where precisely they were, has given them time to perfect their craft. There dwells some of the fairest creatures to have graced the world and their authority, especially on the Dunedain must not be underestimated. The friendship of the Wise is not to be scorned especially when it can save some of their works to be forgotten after their departure for the West.
The Golden Wood: Galadriel is queen over Lorinand and she is a mighty power in the lands outside being of the Calaquendi. While Lothlorien is home to relatively few Noldor they have flourished with their Silvan kin under the protection of their queen. They long defended their borders from all sides but your coming and the destruction of Dol Guldur frees them from many burdens. Still they were embattled for centuries and are wise in the ways of war. The Lady of Light is interested in the flourishing of all life and she can teach many thing about the lore of Yavanna and the memories of Melian. For in the woods of Lorien remains the greatest echo of Aman in this marred world.
The Land of Horses: The horses of Rohan are second to none and their herds are descended from your kin if their legends are true. For even as Maïar took the shapes of dogs or eagles, some took the shape of horses and some of their power yet lingers in the blood of the meharas. The Rohirrim received their land from the Stewards of Gondor and they keep it as stalwart defenders. This has caused no small amount of trouble with their neighbors of Dunland but yet slaying those servants of the Shadow who stalk the realm is proving to be a boon.
The Land of Crows: The Dunlendings are a strange people all in paradox. They are the folk of Haleth and were counted once among the Edain. Yet they refused to go to Numenor or else came back from the great island and their kinship with the Dunedain was sundered to the points the folk of Gondor bartered their lands away. Now they are a savage and fierce race who has recently proved its valor in the lands of horse. Still their lands are strange, filled with shadows and the remembrance of a folk who once dwelled in their mountains and practiced there foul arts and betrayal. Still as those who passed from Shadow to Light they can understand the Calyrch.
The Land of Kings: Arnor is renewed by your actions and once more a king sits the throne of Elendil. Yet the land is not free of darkness. It creeps and lurks from place to place. Harried bands of Orcs seeking the safety of the mountains, or even individual Trolls who will need some time to die out. Still the main help you can render the Dunedain is in helping them rebuild and teach them like you teach the Calyrch. A seed has been planted there who flowered to a shoot. Now it's time to ensure it becomes a mighty tree.
The Land of Stone: Gondor, Gondor! Between the mountains and the sea. The lands of Anarion have seen better days but also worse. They are preparing for an assault from their south or from the east for they must always be vigilant. Their city is after all the Tower of Guard always threatened by Umbar or Minas Morgul. Still they need allies and even if they are not prone to accept your Calyrch, they have noted their role in freeing their northern kin which with they have renewed their alliance.
The Messengers
The White Hand: Saruman the White, Curunir Aulendil is a mighty lord, now more than ever. Even after the victory at Helm's Deep, work hasn't stopped in Orthanc. The White Wizard has created a full-fledged settlement, born from the descendants of the guardians of the Tower, Rohirrims and Dunlendings. This town was recently joined by a gaggle of apprentices who learn of smithcraft and other arts under the Istar. He was most adamant in reminding he doesn't want nor need to teach about the Art, judging such things reserved to those the Wise know. Yet even mundane crafts go a long way in this fallen world.
The Last Homely House: Elrond Halfelven, master of Rivendell and mighty in Lore is content with the rulership of his small settlement where most of the Noldor still remaining in Middle-Earth. It doesn't mean they sit around doing nothing. Relative safety, as long as no creatures of the Shadow knew where precisely they were, has given them time to perfect their craft. There dwells some of the fairest creatures to have graced the world and their authority, especially on the Dunedain must not be underestimated. The friendship of the Wise is not to be scorned especially when it can save some of their works to be forgotten after their departure for the West.
The Golden Wood: Galadriel is queen over Lorinand and she is a mighty power in the lands outside being of the Calaquendi. While Lothlorien is home to relatively few Noldor they have flourished with their Silvan kin under the protection of their queen. They long defended their borders from all sides but your coming and the destruction of Dol Guldur frees them from many burdens. Still they were embattled for centuries and are wise in the ways of war. The Lady of Light is interested in the flourishing of all life and she can teach many thing about the lore of Yavanna and the memories of Melian. For in the woods of Lorien remains the greatest echo of Aman in this marred world.
The Land of Horses: The horses of Rohan are second to none and their herds are descended from your kin if their legends are true. For even as Maïar took the shapes of dogs or eagles, some took the shape of horses and some of their power yet lingers in the blood of the meharas. The Rohirrim received their land from the Stewards of Gondor and they keep it as stalwart defenders. This has caused no small amount of trouble with their neighbors of Dunland but yet slaying those servants of the Shadow who stalk the realm is proving to be a boon.
The Land of Crows: The Dunlendings are a strange people all in paradox. They are the folk of Haleth and were counted once among the Edain. Yet they refused to go to Numenor or else came back from the great island and their kinship with the Dunedain was sundered to the points the folk of Gondor bartered their lands away. Now they are a savage and fierce race who has recently proved its valor in the lands of horse. Still their lands are strange, filled with shadows and the remembrance of a folk who once dwelled in their mountains and practiced there foul arts and betrayal. Still as those who passed from Shadow to Light they can understand the Calyrch.
The Land of Kings: Arnor is renewed by your actions and once more a king sits the throne of Elendil. Yet the land is not free of darkness. It creeps and lurks from place to place. Harried bands of Orcs seeking the safety of the mountains, or even individual Trolls who will need some time to die out. Still the main help you can render the Dunedain is in helping them rebuild and teach them like you teach the Calyrch. A seed has been planted there who flowered to a shoot. Now it's time to ensure it becomes a mighty tree.
The Land of Stone: Gondor, Gondor! Between the mountains and the sea. The lands of Anarion have seen better days but also worse. They are preparing for an assault from their south or from the east for they must always be vigilant. Their city is after all the Tower of Guard always threatened by Umbar or Minas Morgul. Still they need allies and even if they are not prone to accept your Calyrch, they have noted their role in freeing their northern kin which with they have renewed their alliance.
The Black Mount: Mount Gundabad is one of the rare places you dare not go. It is a fortress of Orcs and your Istar form would not be well received. Deathless you may perhaps be but it would be of no interest to cause a slaughter. You could cleanse the fortress but appetite for such a grievous task long left you. You see the wounds of the Orcs and you are no embittered ranger to ignore it. Still you can send messengers. Apparently the Children of Morgoth have laws for envoys of their own kin or those Men in the service of the Dark Lord. This is a risky gambit but you can attempt it.
Trade (1)
Fresh Fish: Humble trade assuredly but the fishes of your farm would be sellable. To the Dwarves of course but also to the people of Rivendell who, while not lacking food, are not so secure in their reserves to not welcome the addition. Hilariously enough you can also sell it to the other Orc settlements remaining in the Misty Mountains who are desperate enough they will ignore the heresy of the Calyrch. Humble as the work is, it reaps rewards.
Flesh of Aulë: The sale of metals, base and precious alike will bring much revenue. The Dwarves are ever hungering for iron and gold and gemstones and they already demand leave to go seek the veins of mithril remaining in the depths. You are not sure what truesilver is and which of the order of Aulë crafted it but there is something undeniably interesting about this metal. The Dwarves will try to murder you if you sell it to anyone but themselves of course.
Eyes in the Shadow
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]
Tuning in : Perhaps most dangerous of all your ideas. You realize you have a chance of listening to Sauron commands to his otherworldly 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]
Hidden Messengers: Most of the Orcs labor still under the thrall of Morgoth, enforced by dark captains who pay homage either to Sauron or to their own whims. You cannot leave them to such a fate and yet direct intervention is risky even for them. Some of your charges have a solution, steep and dark. They will join them, passing as exiles of other tribes, coming to abase themselves under the great lords of the mountains who remain after the War against the Dwarves. There they will give you information on their move, try to convert covertly other Orcs. Dangerous work, both for the flesh and the soul for who knows how your spies will maintain their morality in their dark places but you are impressed with the courage of those who propose to take such risks.
Hunters of the Wild : The werewolfs packs you recruited still roam the forests around Khazad Dum, returning to the mountain by entries even the Dwarves were not aware off. It is their nature and you don't begrudge it. Some Orcs have developed a bond with the wolves, a bright continuation of the pacts of good and loyal alliance between the two races. They have approached you with an idea for the creation of scouts. They don't wish to do violence except if this is necessary but their thirst for exploration is undeniable. They could also bring swift messages as the werewolves boast to be quicker than horses.