A light from the shadows shall spring (Tolkien AU)
Among the Powers that dwell in the uttermost West and keep watch over Middle-Earth there is one that is not renowned in stories or song and wrongfully for her part into the world is great. Her name is Nienna and she is sister to Mandos and Lorien, the lords of death and dream. Her power has always been the light of compassion and pity and when her siblings sung the world into creation, she was already crying in remembrance of what will never was, what should have been and what never shall be. The elves depict her as a fair maiden always in tears, not for herself, but for the whole of Arda Marred. However as the Third Age of the Sun nears its ending, Nienna the Mourner decides to act openly in Middle-Earth for the first time of her eternal existence.
Dreams she send, portents and omens, not to those who walk the righteous path, for they do not need her gifts but to those broken by the discord of Melkor, those he enslaved and mutilated beyond all recognition and those he seduced to his service. She gives them a chance to redeem themselves, to join the forces of light and rise against the menace of Sauron. Her net is cast very wide, encompassing all orcs not under the direct dominion of Mordor to the evil men that worship Sauron as a dark god of fire and shadow. Even the last of the Valaraukar in Moria is contacted, albeit more directly than the others.
In the end, you are the only one to understand and answer. More exactly you and many of your direct servants. So who are you?
[] High Chieftain Gulghash of the Remnants of Angmar:
Long ago there was a kingdom of darkness ruling over the North of Middle-earth. The Lord of the Nazguls reigned since its fastness of Carn Düm, hewn in the northern peak of the Misty Mountains. His troops devastated the heirs of Isildur and reduced their kingdom to ruins. In this year 2980 of the Third Age, you eke a living in the ruins of the ancient citadel, leading the orcish tribes that do not pledge allegiance to Mount Gundabad, what pitiful remains of the Hill-Men of Rhudaur still endure and some spectres and wraiths cursed by the Witch-King. The dreams played on your desire to build a mighty kingdom not subject to any of Sauron's tyranical whim but also the regrets of a long life. For even by Orcs' standards you are old, remembering the fall of Arnor and the atrocities you comitted at the behest of a master that fled and abandonned you as soon as it was expedient for him to do so.
Pros: Vestige of Sorcery: In time gone by, your leader was know as the Witch-king and he altered you as he later altered his servants in Minas Morgul. Your orcs carry more elvish or even Umaia blood than normal and enough Dunedain's blood remain in your men to allow them the use of magic. Nothing as impressive as the arts of the Elves but still an ace in the hole if you need one.
Cons: Deserted Lands: While your redemption will ease the burden of the Rangers, many dark creatures still haunt the wastes of what was Arnor. You'll need to cleanse these lands and perhaps more difficult find a way to make peace with both the Dunedain and the hidden realm of Rivendell to rejoin the community of the Free People
Choose Gulgash if you wish to redeem the Orcs of Melkor without being a super charismatic Fire Angel like in the last quest. You will begin in lands beset by monsters worse than you and lead a multiracial coalition who is very uneasy.
[] Saruman the White of Isengard
There was a time where you would have denied the mere thought you needed redemption. After all you only sought what was the original project of the Ainur: Order, Rulership, Peace, all these things in which your allies hindered you rather than help you. The might of the West was too in decline, the power of your ennemy too great and to destroy him, you convinced yourself you needed the Ring of Power lost so long ago to turn the tide, banish Sauron and bring order to a chaotic universe. Lady Nienna's rebuke was perhaps the most embarassing moment of your entire immortal life but after that, you knew what choice was offered. You could help once more the Free People and ensure they remain free, free even to make their own mistakes. Or you could be the second of the Aulendili to walk the path of the Discord. You chose Harmony, recognzing at last the vicious inferiority complex you have concerning Olorin. You know it will take time but you are confident you can help to turn the tide.
Pros: Chief of the Wise: Even if the last meeting of the White Council occured 27 years ago, you still have influence over people as diverse as the Dunlendings, the Rohirrims, the Stewards of Gondor and the Istari. You still entertain a vast entourage of spies and informants who could be repurposed to be more directly useful to the war efforts. And let's not forget your greatest asset: The Palantir.
Cons: Father of Lies: Let's be honest in the past centuries you lied to all your allies. Some of these lies are not important and served the greater good but others, like the fact you guessed before everyone than Sauron was at Dol Guldur and did everything to not oust him before you had no choice will cause trouble.
Choose Saruman if you want a more Hero-focused quest and arguments with Galadriel, Gandalf and Elrond. That is Saruman before he began breeding Orcs so this can be considered a Dunland Quest. Do not think Saruman is a combat monster because he is an Istar.
[] Castamir of the Havens of Umbar
You are heirs to both greatness and darkness. Indeed while you bear the name of he who should have been the rightful king of Gondor, the blood that flows in your veins come from the Numenoreans that founded the city of Umbar. Most of them ended worshipping Melkor and making war upon the Elves and the Faithful until the kings of Gondor conquered them. Still you are mightier than most men, tall and grey-eyed like a northen Dunedain and even possess some small ability in magic. Recently you dreamt of the doom of the proud island of Numenor destroyed by Pharazon's folly, how the cult of Melkor not only did never bring the immortality it promised but caused your race's days to wane and diminish. You have made your decision, the descendants of Numenor will stand united and once again defeat Sauron. In exchange you will remain an independant kingdom, subject to no lord but yourself. At least if you can convince the Princes of the West of that solution.
Pros: Heirs of Numenor: Umbar is the foremost naval power of Middle-Earth in this age and your corsairs are feared on every coast. In addition you managed to retain most of the warlike traditions of Numenor intact, girding your elites troupes in thought mail and arming them with deadly swords. You are a military powerhouse able to heavily contribute to the war.
Cons: A Legacy of Hatred: One of the main reason the kingdoms of the South have participated in the wars of Sauron is that the Numenoreans enslaved them and sacrificied them to Melkor. The other is that you ruthlessly opress them into doing so for the past 1500 years. The Haradrim that surround your lands hate you, and righfully so. And they vastly outnumber you
Choose Castamir if you want a more "realistic" quest. By it I mean Umbar has to deal with a legacy of war and colonizations, Mannish nations who have no love for you, and factions in your own court who totally want to murder you. Is the more liable to become a Dynasty Quest.
Wait did not you just end that same quest today?
Yes because I wrote myself in a corner by letting people play the Balrog and other things. I have grown as a quester since and these options are more balanced.
What is the beginning year?
T.A 2980:
Frodo loses his parents to a boating accident
Aragorn attacks Umbar and kills the previous Lord of the Haven
Theoden becomes King of Rohan