A Light from the Shadow (Tolkien CKII)

OK, now what should we be doing next year? Helping punt Smaug out of Erebor would be awesome, but I do think going south to do something about Umbar and the rebellion there should be done too.

Curse this quest format and whatever rule says that allied factions have to compete for your time even when there is no war breathing down your back. :p
 
We need to bring Dragons to the light .

As for the ring, study it, that way we may found out more about the rings and how to resist them. Then destroy it after we know enough.
 
we really should just destroy it...yes it can be helpful if we do manage to change its nature but its to much of a risk, remember were supposed to be the redeemer...and redeeming the line of durin from the damn ring is a better option right now.
 
Yup, I'm pretty sure that entire thought IC shift from destroy to I should study it, is the rings doing. No doubt its already trying to worm itself in our heads whispering about how studying it could help oh so many people.

Its all bullshit. Just destroy it.
 
Nah, pretty sure you're all vastly overestimating the ring here. It's not the one ring, it's basically a sort of test run by Celebrimbor, and the roll we got was comfortably high. Assuming the thing can mind-control us when Galadriel can handle the One Ring and crush Sauron himself with it is a massive disservice to ourselves.

There's humility and then there's delusional self-deprecation.
 
Nah, pretty sure you're all vastly overestimating the ring here. It's not the one ring, it's basically a sort of test run by Celebrimbor, and the roll we got was comfortably high. Assuming the thing can mind-control us when Galadriel can handle the One Ring and crush Sauron himself with it is a massive disservice to ourselves.

There's humility and then there's delusional self-deprecation.
I mean, Galadril "crushing" Sauron would, on a metaphysical level, basically be her becoming Sauron due to the corruption of the ring. Same for Gandalf.
 
I mean, Galadril "crushing" Sauron would, on a metaphysical level, basically be her becoming Sauron due to the corruption of the ring. Same for Gandalf.
Not according to the GM in this quest. She'd become "the terrible Queen" but she's already terrible when roused. Sure it'll probably go sour in the long run, but that's still an argument in my favor here.
 
Yeah the Golden Ring won't turn you into Sauron. The Three are worn without problems after all. The danger is if Sauron takes back the One. There everything built with the lesser Rings will be his to command.
 
Well sure but that's their problem now. I mean, well probably help them out if they ask us to, because we're a Bro that way, but otherwise we are going to concentrate in helping the orcs.

So we didn't help xD? Lol that just seems like the bare minimum "assistance" we could give. I was expecting a multi-turn side adventure where we helped them push back the dark forces and reclaim their kingdoms. Leaving the north a strong and unified human front able to help elsewhere ...not another front to be battered by bad guys in the eventual counter push to our meddling without the ability to help elsewhere.

Also the ring needs to go it's not like the orcs who were born in light and forged to dark.
 
So we didn't help xD? Lol that just seems like the bare minimum "assistance" we could give. I was expecting a multi-turn side adventure where we helped them push back the dark forces and reclaim their kingdoms. Leaving the north a strong and unified human front able to help elsewhere ...not another front to be battered by bad guys in the eventual counter push to our meddling without the ability to help elsewhere.

Also the ring needs to go it's not like the orcs who were born in light and forged to dark.

Did you mis the part were we did exactly that and then went to war against a Ringwraith? o_O
The minions of the enemy do not dwell in the lands of Arnor anymore. Doesn't mean they're gone forever of course, but at this point in time there is nothing that can threaten the fledgling kingdom.
 
Yeah. We kinda redeemed dragons and razed Angmar to the ground and all that kinda stuff.
 
To be fair Palantir dissipated the litteral curse who kept Arnor from being reestablished as well as exorcising most of the evil spirits called by the Witch-King at the peak of the war. Arnor is facing problems but at least these are not "wraiths unharmed by most weapons" type of problems
 
I still wish we'd given Arathorn the heroic moment. One last hurrah before getting wounded by the Nazgul.
 
Turn 3.1 Results
Turn 3.1 Results
[X] Songs of Power:
By music the world was made and by music is it changed into something other. This is the first rule of magic, be it fair or foul. In that way all the lore of the Orcs is to be forgotten for they ever learned only the Discord. Yet a love of beauty has been reawakened in them and with it a taste for what could be potent healing lore. Their old discordant melodies, once brought to harmony could serve for healing. It is simply a matter of changing the source of the power and of course to work how to make them resound with the wider Music of the World. 78+41: 119
[X] 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] 25+41: 66/300
[X] 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. 75+38: 113

Number of voters: 7

War is not something you relish and not something you really knew all that well if you are honest with yourself. Yes you defended Morgoth's fortresses against the assault of the Valar. Yet for all the infamy the Balrogs gained through the First Age you were only deployed in a handful of engagements. The first was when you passed Anfauglith like a fiery cloud to strike at Ungoliant who had dared rise against your master. Now you understand how much Morgoth was a fool to divest himself of much of his power to her who was so near the might of a Vala. The second time you ambushed Féanor and so swift you came and went after killing him, only rumors of your presence reached the Elves before you came upon the host of Mahedros who you fixed to the mountain. Then was the Nirnaeth Arnoediad when your prince Gothmog trampled Fingon's glory into the dust. Finally there was the destruction of Gondolin. The rest of the time you brooded in shadow along the terrible glory of Morgoth. Very different are the ways of the Powers set upon conflict.

Tulkas is the Warrior, come from the Timeless Halls in the beginning of Arda to figth against Morgoth and humble his pride. Strange. Morgoth did not sing violence into the cosmos nor predation. The Firstborn say Tulkas is the athlete among his brother having invented near all contests of strength. In the lands of the south they call him by other names and they say he taught them to launch disks in the air and run the swift race rather than bloody their swords. He is lord of might but always obedient to the edicts of Manwë. Despite this he bears no weapon but his fists break mountains.

Of Nessa few tales of the Firstborn are told. They say simply she is quick as a arrow and a renowned dancer always accompanied by deers. Perhaps in the peace of Valinor where they did not feed on live meat they had no need of her but you learned of her works by the Dunlending who call her Freyja. They say she created all the creatures of the wild who live free and their freedom is offering to Eru Allfather. She is kin to Oromë and friend of Yavanna. The men of Dunland invoke her when they go hunting and they thank the spirit of the prey when it falls. The spirits who entered the first werewolves were fallen members of her court. Where her brother and husband slays, Nessa tame by music and dance and make friends of the wild creatures.

Oromë is a riddle. Some say he is a hunter and it is certainly his occupation but it hides something else. Oromë whose servants are horses and hounds made all animals who can be domesticated easily. His arrows are swift and his followers deadly but he shaped flesh easily enough to make cows, sheep and horses. The Rohirrim have not forgotten that aspect of him and revere him under the name of Bema. Still he remains the most pitiless foe of the Shadow and ere Tulkas came to the world, it was Oromë Morgoth pursued with deadly hate. He is wedded to Vana who is desire and they wrought many wonders together.

You teach your charges about them and they understand. Some of the experiments you devise don't work as well as they could but it's the nature of dreams. You understand the principle of a fire gnawing at stone but turning your glimpses into reality is difficult, especially when you have little knowledge of alchemy to begin with. Still you persevere and you hope you will be able to turn this into something worthwhile. Perhaps Saruman who is of the people of Aulë could help you in this endeavor.

On the contrary endowing your sorcerers with the knowledge of the Music works wonders. They begin to understand the melodies of creation. Unlike what you thought at the beginning, there is some things to save in their knowledge and not all their arts were fully of the Discord. Or they are inventing at a quick pace, which could be possible. From Estë they learn the ways of healing and song to sustain flesh and mind when they fail. From Irmo they learn how to heal the mind and songs who bring sweet dreams. From Vaïrë the weaver they learn songs of blessings and yes songs of cursing. And from Nienna come dirges who wakes regret in the mind and bring the mind to healing sorrow.
 
I swear, these quests of yours are 99% of the reason I've recently binge-watched the actual LOTR movies recently. They guuuud.

And evidently our religion tutelage is going well!
 
Turn 3.2: Foreign Options
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.
 
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