As Black As Fate: A Mormegil Quest (ASOIAF/LOTR)

Okay guys here's the thing if you want to go full out grim derp keep the curse. Why? Because if you keep it we cannot have any friends. No lovers, and no positive relationships. Reason for that is the curse will fuck over anyone who is positive towards him. And give them a horrible fate.
 
Er, why are people acting as if the Curse is gone if we pick a new religion?

It's not. As stated by the GM, the Curse is active in all of the choices.

And the Curse exists across all choices in one form or another. The magic of Morgoth is not a thing to be undone in an instant. But the gods of Westeros can provide protection, shielding from the worst of its effects, and the more you follow them and fulfill their plans, the more you are guarded.
 
[X] The tree before you looms ever taller, and though no visions of grandeur or might play in your mind, you know, in your bones, what they will of you. They have been here for thousands of years, yet now their grip grows weak. The Wall weeps. The green dies. Winter is coming. They have seen what is to come, and so they command you to avert it. Five wolves yet live. Safeguard them at all costs. Restore the true blood in Winter's heart, and uphold what has been upheld since the oldest days of wood and stone.
 
Er, why are people acting as if the Curse is gone if we pick a new religion?

It's not. As stated by the GM, the Curse is active in all of the choices.

So if we suffer the curse no matter our path, let us embark on the path most right.

[X] No. You will serve no false gods or woodland spirits. Your god is the One, the true god, the creator of all that is and yet might be, Eru Illuvatar. His gift was Death, the doom of Men, and his servants are the Valar, the safekeepers of the world. The seas belong to Ulmo, the skies are the realm of Manwe, and the stars themselves are the crown of Varda Elbereth. They are the masters of the heavens and the rulers of the earth, and your loyalty shall fall to no other. The curse of Morgoth weighs still on your heart, but what of it? You are the Master of your own Fate, and you will be bound to no false thing.

Best!God it is, then.
 
So if we suffer the curse no matter our path, let us embark on the path most right.

[X] No. You will serve no false gods or woodland spirits. Your god is the One, the true god, the creator of all that is and yet might be, Eru Illuvatar. His gift was Death, the doom of Men, and his servants are the Valar, the safekeepers of the world. The seas belong to Ulmo, the skies are the realm of Manwe, and the stars themselves are the crown of Varda Elbereth. They are the masters of the heavens and the rulers of the earth, and your loyalty shall fall to no other. The curse of Morgoth weighs still on your heart, but what of it? You are the Master of your own Fate, and you will be bound to no false thing.

Best!God it is, then.


Indeed, my friend!

If the curse is going to remain regardless of what we pick, let us choose the most powerful god of them all, who is also the one we are the most familiar with, and prove our loyalty to him.
Seriously, this guy made a universe, and then watched over it without shoving his beliefs down everyone's throats, while burning them as sacrifices by the thousands. Meanwhile, what have the Old Gods been doing? I see a lot of kinslaying, incest and oathbreaking in canon. What has Pyromaniac been doing? Sorry, I can't hear you over the screams of countless burning innocents, and the mad chanting and laughter of his priests.

The worst option by far, methinks, is the Pyromaniac, who will turn us into a male Melisandre, with all of the mass burnings and sacrifices included. The QM said that the curse will remain regardless of the choice, and that its effects can be decreased through divine protection, but he also said that the degree of such will depend on how much we follow the god's teachings, and how much we obey him. Mindless obedience to this guy is a bad, bad thing. Especially if one of your arguments for it is 'having friends, helping people and not being emo.' Sorry, but being emo is way better than being Melisandre.

Also, the QM said that, if we pick Illuvatar, we will have him on our side. I think there's a huge chance of him also providing us with divine protection against the curse, even if later than the others. This option also doesn't force us down a specific path. 'Pyromaniac' makes us go Melisandre and serve Stannis. 'Old Gods' makes us go to the Starks to serve them, like 98% of ASoIaF stories. They also hate incest, which is actually a problem here. Multi-faced God makes us go to Essos, assuming that's what the QM meant. I think becoming a soulless assassin would be like a betrayal of everything the main character has ever stood for. Especially if he starts killing people just for money.
Illuvatar, on the other hand, is not from here, so it'll be up to us where to go. Or, if he's also created this universe, he at least hasn't told us what to do.

Finally, this is the only option in which the character not only doesn't seem broken, but also the only one in which he still seems confident that he can overcome the curse, or at least determined to do his absolute best to make it happen("The curse of Morgoth weighs still on your heart, but what of it? You are the Master of your own Fate, and you will be bound to no false thing").


[X] No. You will serve no false gods or woodland spirits. Your god is the One, the true god, the creator of all that is and yet might be, Eru Illuvatar. His gift was Death, the doom of Men, and his servants are the Valar, the safekeepers of the world. The seas belong to Ulmo, the skies are the realm of Manwe, and the stars themselves are the crown of Varda Elbereth. They are the masters of the heavens and the rulers of the earth, and your loyalty shall fall to no other. The curse of Morgoth weighs still on your heart, but what of it? You are the Master of your own Fate, and you will be bound to no false thing.
 
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[X] The tree before you looms ever taller, and though no visions of grandeur or might play in your mind, you know, in your bones, what they will of you. They have been here for thousands of years, yet now their grip grows weak. The Wall weeps. The green dies. Winter is coming. They have seen what is to come, and so they command you to avert it. Five wolves yet live. Safeguard them at all costs. Restore the true blood in Winter's heart, and uphold what has been upheld since the oldest days of wood and stone.
 
Indeed, my friend!

If the curse is going to remain regardless of what we pick, let us choose the most powerful god of them all, who is also the one we are the most familiar with, and prove our loyalty to him.
Seriously, this guy made a universe, and then watched over it without shoving his beliefs down everyone's throats, while burning them as sacrifices by the thousands. Meanwhile, what have the Old Gods been doing? I see a lot of kinslaying, incest and oathbreaking in canon. What has Pyromaniac been doing? Sorry, I can't hear you over the screams of countless burning innocents, and the mad chanting and laughter of his priests.

The worst option by far, methinks, is the Pyromaniac, who will turn us into a male Melisandre, with all of the mass burnings and sacrifices included. The QM said that the curse will remain regardless of the choice, and that its effects can be decreased through divine protection, but he also said that the degree of such will depend on how much we follow the god's teachings, and how much we obey him. Mindless obedience to this guy is a bad, bad thing. Especially if one of your arguments for it is 'having friends, helping people and not being emo.' Sorry, but being emo is way better than being Melisandre.

Also, the QM said that, if we pick Illuvatar, we will have him on our side. I think there's a huge chance of him also providing us with divine protection against the curse, even if later than the others. This option also doesn't force us down a specific path. 'Pyromaniac' makes us go Melisandre and serve Stannis. 'Old Gods' makes us go to the Starks to serve them, like 98% of ASoIaF stories. They also hate incest, which is actually a problem here. Multi-faced God makes us go to Essos, assuming that's what the QM meant. I think becoming a soulless assassin would be like a betrayal of everything the main character has ever stood for. Especially if he starts killing people just for money.
Illuvatar, on the other hand, is not from here, so it'll be up to us where to go. Or, if he's also created this universe, he at least hasn't told us what to do.

Finally, this is the only option in which the character not only doesn't seem broken, but also the only one in which he still seems confident that he can overcome the curse, or at least determined to do his absolute best to make it happen("The curse of Morgoth weighs still on your heart, but what of it? You are the Master of your own Fate, and you will be bound to no false thing").


[X] No. You will serve no false gods or woodland spirits. Your god is the One, the true god, the creator of all that is and yet might be, Eru Illuvatar. His gift was Death, the doom of Men, and his servants are the Valar, the safekeepers of the world. The seas belong to Ulmo, the skies are the realm of Manwe, and the stars themselves are the crown of Varda Elbereth. They are the masters of the heavens and the rulers of the earth, and your loyalty shall fall to no other. The curse of Morgoth weighs still on your heart, but what of it? You are the Master of your own Fate, and you will be bound to no false thing.

No "Pyromaniac" makes us serve/protect Jon because unlike Mellisandre we aren't dumb enough to completely fail at understanding our patron's really blatant hinting. "I ask him to show me Azor Ahai and all I see is Snow" or however it went.

There's also the whole "not being a borderline heretical Shadowbinder from a freaky city of mystics".

I mean AFAIK Mellisandre is the only one shown mass burning innocents AND made a fake version of Lightbringer so why bother taking her as the baseline? Plus iirc even the Aztecs used willing sacrifices (with the victim even going to one of the nicer afterlives).

Heck R'hllor could just be too busy battling the Great Other to answer his damn phone leaving his dumber more fanatical followers to get up to stupid shit thanks to him not being there to tell them no. :p

I'm still on team BEST (ONE TRUE) GOD! but it'd be nice if people didn't flanderize the Red God since we've only seen what three of his priests in canon, that's hardly a good sample size.

You also forgot the Seven but they're either powerless and neutered by the anti-magic faction of the Maesters and their faith's corruption, incompetent (banning blood magic when they're possibly powered by it?) or Lovecraftian (people have pointed out stuff like Hugor's children being wrapped in goatskin among stuff). Plus there are apparently Deep Ones too (the makers of the Seastone Chair).

I think the biggest reason to go for Eru is the fact that he is the only explicitly confirmed loving god we can follow whereas given the rest of GRRM's setting and the fucked up lovecraft-esque shit of places like Sothoryos and Valyria (infested by demons and stuff) I doubt there's one on Planetos (or if there is, they're just getting the shit kicked out of them by the other ones).
 
I mean AFAIK Mellisandre is the only one shown mass burning innocents AND made a fake version of Lightbringer so why bother taking her as the baseline? Plus iirc even the Aztecs used willing sacrifices (with the victim even going to one of the nicer afterlives).
Pretty sure that priest Victarion picked up is equally Crazy/Evil.
If we get to know three Red Priests and two of them are that bad, while the relativly nice one has been away from his religion for decades now and never been all that pious before, it says something about the god.
 
Pretty sure that priest Victarion picked up is equally Crazy/Evil.
If we get to know three Red Priests and two of them are that bad, while the relativly nice one has been away from his religion for decades now and never been all that pious before, it says something about the god.

I meant the high priest of Mereen? I forgot about that guy.

Thoros did still regain/attain the power to rez the dead so the Red God at least doesn't disapprove of non crazy/evil followers? Could be more evidence for "too busy to answer his damn phone" maybe he only notice prayers for his power/intervention? "What, you need fire powers? Fiiine"*dodges a strike *Hmm? A ton of people just gave up their lives for me by self-immolation. Uhhhh thank you? Boy things must be really busy down there."
 
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[X] No. You will serve no false gods or woodland spirits. Your god is the One, the true god, the creator of all that is and yet might be, Eru Illuvatar. His gift was Death, the doom of Men, and his servants are the Valar, the safekeepers of the world. The seas belong to Ulmo, the skies are the realm of Manwe, and the stars themselves are the crown of Varda Elbereth. They are the masters of the heavens and the rulers of the earth, and your loyalty shall fall to no other. The curse of Morgoth weighs still on your heart, but what of it? You are the Master of your own Fate, and you will be bound to no false thing.
 
0.1: Of Elder Days
[X] No. You will serve no false gods or woodland spirits. Your god is the One, the true god, the creator of all that is and yet might be, Eru Illuvatar. His gift was Death, the doom of Men, and his servants are the Valar, the safekeepers of the world. The seas belong to Ulmo, the skies are the realm of Manwe, and the stars themselves are the crown of Varda Elbereth. They are the masters of the heavens and the rulers of the earth, and your loyalty shall fall to no other. The curse of Morgoth weighs still on your heart, but what of it? You are the Master of your own Fate, and you will be bound to no false thing.

The sunspots vanish in an instant. The wood grows quieter still, and the silence deepens into a hollow emptiness. The warmth you felt nipping at your flesh vanishes, and the visions fade from before your eyes. Within seconds, the strange gods have left, and you are alone, alone in this strange world where the air is foul and the skies are dim.

No.

Not alone.

In your chest, in your heart, there is an ebb. A flow. A rhythm that you can feel in your bones, thudding in time with your heartbeat. A pulsing echo of the first music that rang in the hills when the world was young, a tune that was itself a reverberation of the Music that birthed the world. It is a memory of the song of the Ainur, the song of fire and ice and hope and life. It is the First Song, older than Time and Earth alike.

It is the Gift of Illuvatar, given to the most cursed of his children to shelter him in this dark land.

Epic Trait Gained (x1)
Trait Gained(x3)

Epic Trait: An Echo of the Music: You carry in your deepest heart an echo of the First Music that birthed the world, undimmed by the lesser spirits of this strange land. It is bright and bold and strong, yet in it's rhythm is echoed the taint that scarred the World. It rises to melodies high and great and falls to symphonies low and dark, for it's tune is the tune of Arda Marred. It will protect and renew your grace and strength as a Man of the First Age against the ravages of this bitter world. For as long as you may live, within you are preserved the will and the might of the Edain, that were of old the Men of the West. You are faster, stronger, more hale and vibrant, and wisdom and grace bless all your days. (Effects: Gain Trait: The Last of the Edain. Gain Trait: In Elder Days, +5 Grace)

Trait
: In Elder Days: The world was fair, the mountains young, in Elder Days before the Fall. You were born when the stars were new and the sun was bright and the air was clean, in the First Age that has now long past. You walked and roamed in ancient Beleriand, that now lies sunken beneath the western seas far away. In your day, the world was greater, and so too were all who lived within it, in those long-lost Elder Days. The First Age and it's wonders are long gone, but in you is preserved a fleeting glimpse of what was when the world was young. (Effects: +2 to all Wisdom and Command rolls)

Tra
it: The Last of the Edain: You are the last of the Edain, the Men of the West, who long ago Awoke in the western world. The Music of Illuvatar preserves the gifts you were bestowed as one of the first Men, and enhances them besides. You are stronger, faster, lighter on your feet and quicker to action than most men in Westeros. The pride, splendor, and glory of the Edain lives on in you, the very last of the Men of the West. (Effects: +2 Strength, +2 Agility, +2 Endurance, +2 Intimidation)

Trait
: The Children of Húrin: You are the sole living child of Húrin Thalion, that in elder days was the lord of Dor-Lomin in the West of the world, and the finest warrior of the race of Men to ever walk the world. In his day, Húrin stood and stood alone against the might of Morgoth the Enemy, and for his defiance, all those born of his blood were cursed until the end of their days by the Great Enemy himself. This is the Curse of Morgoth upon the Children of Húrin: that all your works and endeavors might come to ruin, that all you love might turn to ash and bone in your hands, that you might never know peace for all the days of your life, that the very Earth itself might renounce you. You have died and been reborn, but the Curse clings to you still, as undying and spiteful as the Enemy who made it. (Effects: ???)

You rise unsteadily to your feet. The godswood spins around you, and you struggle to catch your breath. You had not felt it before, but your memories, your very soul, feel...off-center. Lost. You take a breath, and try to center yourself. You are Túrin, son of Húrin. You are the dragonslayer and the Blacksword, the Lord of Dor-Lomin and the defender of Brethil. You are...

Author Note: For the second stage of Character Building, we'll be focusing on the Legend mechanic. In Arda, Turin was known by many names, and was a living legend. In Westeros, he will no doubt become the same. Many times over the course of his life, he chose to define himself in different ways--as a great hero, as a merciless warrior, as a man defying his own fate. He will do the same here, and they will sing new tales of him. Legends will define how you act in certain situations and conversations that aren't given to choice, and will even affect the choices recieved. Legend Points recieved for actions can be used to rank up your Legend and its benefits, as well as amplify it's negative attributes, or even create new Legends.

[] The Mormegil: You are the Blacksword, the Wronged, the Shadow of Nargothrond. You are a a specter of death on the field of battle, striding untouched among your foes. Your touch is the touch of death, and when men hear your name, they flee. You are more amoral and less just when following this Legend, and more prone to using violence as a solution to problems, though you are still clever and thoughtful. You deal with the Curse of Morgoth by accepting it--if men think less of you, it has nothing to take from you. You are wary of emotional attachments and relationships, and care less for the problems of others.

[] The Bane of Dragons: You are Adanedhel, the one men call the Dragon of Dor-Lomin, the Champion of Nargothrond and the Bane of Glaurung, who was the Father of Dragons. You are the hero of song and legend, the dragonslayer, the Orc-hunter, the heir of Húrin and mightiest of the foes of Morgoth among the Race of Men. Proud, confident, and strong, your martial skills are nothing to be scoffed at, yet your pride dims your skills. You are more concerned with your own self-image and the glory of those around you than with the repercussions of your actions. You more easily sway people to your side with words, though you make enemies readily enough. Women sigh at your passing, and and even your liege lords cannot help but take a liking to you, though you often spurn those who care for you. Glory and prestige come naturally to you, along with fame and heroics. But the higher you rise, the greater shall be the fall when Morgoth's Curse takes hold, for ever and always have arrogance and pride been the footholds of the Enemy.

[] The Master of Fate: You are a man, nothing less, nothing more, and the Master of your own Fate. With every breath, with every action, you defy the will of Morgoth. You protect the weak and deny the cruel. You shelter your loved ones from harm and seek to atone for the wrongs you have wrought. Perhaps, you hope against hope, this may forestall the Doom of the Enemy. You care more for others and the well-being of the common man. While still a consummate warrior, you prefer more to keep the peace. The Curse of Morgoth often seems to slumber while this legend is active, but be warned, for it's ire is raised, and it will not be ignored. No Child of Hurin will know peace in their days--so says Morgoth Bauglir. The Curse bides it's time, waiting to strike when you believe yourself free at long last, and take from you all that you love.

A New Legend [] You are Turin. Nothing less, nothing more. You will define yourself anew, though Morgoth's Curse shall wreak it's havoc as it wills.


Additional Vote: Mixing (IMPORTANT)
The world is changed. The Mormegil has awoken in Westeros, yet more change may yet follow after him. Have you come from Arda alone, or do other things follow you?
[] Vanilla: No change. Westeros remains as Westeros is, with it's dying magic and fading gods. The world of Planetos will be exactly as portrayed in the books/TV show in terms of lore, history, and items available. This is the baseline, with nothing different in the world itself from any other ASOIAF quest.

[] Slight Mixing: Some changes will make themselves apparent as the story unfolds, with slight references to things from across the lore of Middle-Earth, though the integrity of Westeros will remain intact, with the story naturally unfolding as it did in canon. It will be possible to find beings and relics from Middle-Earth, though both are extremely rare and situational.

[] Heavy Mixing: Things from your world have followed you here, from across the Ages of Arda. In Essos, they speak of tall ships and tall men who speak a strange tongue and come bearing a great White Tree. In distant Leng and Yi-Ti to the east, they speak of strange men with sharp ears and old eyes who come from the sea bearing gifts, led by a proud, fire-eyed lord and his seven sons. In the Summer Isles, the tribes whisper of strange, short men who craft wonders greater than mortal minds could imagine. The world is changing rapidly, as things from another world arrive across the globe, bringing with them echoes of a faded glory now renewed.

[] MAXIMUM MIXING. The world men call Planetos is but a distant, distorted and perverted Age of Arda that could have been, or is perhaps yet to come. The legends of the ancient Valyrians spoke of the tall men called Numenoreans, and of an age when dragons spoke and strange things that were not men walked the world. The Red Priests of Asshai-By-The-Shadow know their 'Great Other' by a thousand names, yet in their darkest rituals they call him Melkor. The stars are strange, men are wicked, and false gods rule the realms of men, but make no mistake: distant, untold aeons ago, this was Middle-Earth.
 
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[X] The Mormegil: You are the Blacksword, the Wronged, the Shadow of Nargothrond. You are a a specter of death on the field of battle, striding untouched among your foes. Your touch is the touch of death, and when men hear your name, they flee. You are more amoral and less just when following this Legend, and more prone to using violence as a solution to problems, though you are still clever and thoughtful. You deal with the Curse of Morgoth by accepting it--if men think less of you, it has nothing to take from you. You are wary of emotional attachments and relationships, and care less for the problems of others.

What need is there for the flimsy, easily changed affections of men bound to the Game of Thrones, when the music of the One is in our hearts?

We will be the shadow of the sun, the destroyer of that which would threaten what is good, content in the shade with the warmth of Illuvatar.



[X] Vanilla
: No change. Westeros remains as Westeros is, with it's dying magic and fading gods. The world of Planetos will be exactly as portrayed in the books/TV show in terms of lore, history, and items available. This is the baseline, with nothing different in the world itself from any other ASOIAF quest.
 
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[X] The Master of Fate: You are a man, nothing less, nothing more, and the Master of your own Fate. With every breath, with every action, you defy the will of Morgoth. You protect the weak and deny the cruel. You shelter your loved ones from harm and seek to atone for the wrongs you have wrought. Perhaps, you hope against hope, this may forestall the Doom of the Enemy. You care more for others and the well-being of the common man. While still a consummate warrior, you prefer more to keep the peace. The Curse of Morgoth often seems to slumber while this legend is active, but be warned, for it's ire is raised, and it will not be ignored. No Child of Hurin will know peace in their days--so says Morgoth Bauglir. The Curse bides it's time, waiting to strike when you believe yourself free at long last, and take from you all that you love.

[X] MAXIMUM MIXING. The world men call Planetos is but a distant, distorted and perverted Age of Arda that could have been, or is perhaps yet to come. The legends of the ancient Valyrians spoke of the tall men called Numenoreans, and of an age when dragons spoke and strange things that were not men walked the world. The Red Priests of Asshai-By-The-Shadow know their 'Great Other' by a thousand names, yet in their darkest rituals they call him Melkor. The stars are strange, men are wicked, and false gods rule the realms of men, but make no mistake: distant, untold aeons ago, this was Middle-Earth.
 
[X] The Mormegil: You are the Blacksword, the Wronged, the Shadow of Nargothrond. You are a a specter of death on the field of battle, striding untouched among your foes. Your touch is the touch of death, and when men hear your name, they flee. You are more amoral and less just when following this Legend, and more prone to using violence as a solution to problems, though you are still clever and thoughtful. You deal with the Curse of Morgoth by accepting it--if men think less of you, it has nothing to take from you. You are wary of emotional attachments and relationships, and care less for the problems of others.

[X] Vanilla: No change. Westeros remains as Westeros is, with it's dying magic and fading gods. The world of Planetos will be exactly as portrayed in the books/TV show in terms of lore, history, and items available. This is the baseline, with nothing different in the world itself from any other ASOIAF quest.
 
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[X The Mormegil: You are the Blacksword, the Wronged, the Shadow of Nargothrond. You are a a specter of death on the field of battle, striding untouched among your foes. Your touch is the touch of death, and when men hear your name, they flee. You are more amoral and less just when following this Legend, and more prone to using violence as a solution to problems, though you are still clever and thoughtful. You deal with the Curse of Morgoth by accepting it--if men think less of you, it has nothing to take from you. You are wary of emotional attachments and relationships, and care less for the problems of others.

[X] MAXIMUM MIXING. The world men call Planetos is but a distant, distorted and perverted Age of Arda that could have been, or is perhaps yet to come. The legends of the ancient Valyrians spoke of the tall men called Numenoreans, and of an age when dragons spoke and strange things that were not men walked the world. The Red Priests of Asshai-By-The-Shadow know their 'Great Other' by a thousand names, yet in their darkest rituals they call him Melkor. The stars are strange, men are wicked, and false gods rule the realms of men, but make no mistake: distant, untold aeons ago, this was Middle-Earth.

Oh this is going to be so damn amusing. Westeros has no idea of the shitstorm heading their way.
 
I don't like crossovers when they mix the world's together. The appeal for me is seeing how a single character effects the setting.

[X] Vanilla: No change. Westeros remains as Westeros is, with it's dying magic and fading gods. The world of Planetos will be exactly as portrayed in the books/TV show in terms of lore, history, and items available. This is the baseline, with nothing different in the world itself from any other ASOIAF quest.

[X] The Mormegil: You are the Blacksword, the Wronged, the Shadow of Nargothrond. You are a a specter of death on the field of battle, striding untouched among your foes. Your touch is the touch of death, and when men hear your name, they flee. You are more amoral and less just when following this Legend, and more prone to using violence as a solution to problems, though you are still clever and thoughtful. You deal with the Curse of Morgoth by accepting it--if men think less of you, it has nothing to take from you. You are wary of emotional attachments and relationships, and care less for the problems of others.

The Gutz (Berserk) option.
 
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Is a new legend a write in? my idea would be some sort of crusader aspect. cannot know peace so eternally seek a righteous battle. crush bandits, slay demon, free the oppressed and overthrow the corrupt and all that.
 
[X] The Mormegil: You are the Blacksword, the Wronged, the Shadow of Nargothrond. You are a a specter of death on the field of battle, striding untouched among your foes. Your touch is the touch of death, and when men hear your name, they flee. You are more amoral and less just when following this Legend, and more prone to using violence as a solution to problems, though you are still clever and thoughtful. You deal with the Curse of Morgoth by accepting it--if men think less of you, it has nothing to take from you. You are wary of emotional attachments and relationships, and care less for the problems of others.

[X] Slight Mixing: Some changes will make themselves apparent as the story unfolds, with slight references to things from across the lore of Middle-Earth, though the integrity of Westeros will remain intact, with the story naturally unfolding as it did in canon. It will be possible to find beings and relics from Middle-Earth, though both are extremely rare and situational.
 
I don't like crossovers when they mix the world's together. The appeal for me is seeing how a single character effects the setting.

[X] Vanilla: No change. Westeros remains as Westeros is, with it's dying magic and fading gods. The world of Planetos will be exactly as portrayed in the books/TV show in terms of lore, history, and items available. This is the baseline, with nothing different in the world itself from any other ASOIAF quest.

[X The Mormegil: You are the Blacksword, the Wronged, the Shadow of Nargothrond. You are a a specter of death on the field of battle, striding untouched among your foes. Your touch is the touch of death, and when men hear your name, they flee. You are more amoral and less just when following this Legend, and more prone to using violence as a solution to problems, though you are still clever and thoughtful. You deal with the Curse of Morgoth by accepting it--if men think less of you, it has nothing to take from you. You are wary of emotional attachments and relationships, and care less for the problems of others.

The Gutz (Berserk) option.
That's certainly understandable, I may change myself. Gonna think about it...actually, no I won't. Let's be the true OCP.

Though, don't forget your right bracket for the Mormegil.
 
[X] Vanilla: No change. Westeros remains as Westeros is, with it's dying magic and fading gods. The world of Planetos will be exactly as portrayed in the books/TV show in terms of lore, history, and items available. This is the baseline, with nothing different in the world itself from any other ASOIAF quest.

[X] The Mormegil: You are the Blacksword, the Wronged, the Shadow of Nargothrond. You are a a specter of death on the field of battle, striding untouched among your foes. Your touch is the touch of death, and when men hear your name, they flee. You are more amoral and less just when following this Legend, and more prone to using violence as a solution to problems, though you are still clever and thoughtful. You deal with the Curse of Morgoth by accepting it--if men think less of you, it has nothing to take from you. You are wary of emotional attachments and relationships, and care less for the problems of others.
 
In hindsight, increasing the crossover effect is likely to also increase the effects of the Curse, in addition to ruining the chance to be an anomaly.
 
[X] The Mormegil: You are the Blacksword, the Wronged, the Shadow of Nargothrond. You are a a specter of death on the field of battle, striding untouched among your foes. Your touch is the touch of death, and when men hear your name, they flee. You are more amoral and less just when following this Legend, and more prone to using violence as a solution to problems, though you are still clever and thoughtful. You deal with the Curse of Morgoth by accepting it--if men think less of you, it has nothing to take from you. You are wary of emotional attachments and relationships, and care less for the problems of others.

[X] Vanilla: No change. Westeros remains as Westeros is, with it's dying magic and fading gods. The world of Planetos will be exactly as portrayed in the books/TV show in terms of lore, history, and items available. This is the baseline, with nothing different in the world itself from any other ASOIAF quest.
 
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