Archive for November, 2011

Dunbog – the zoo of Dunland

Monday, November 28th, 2011

Don’t you love swamps? Well I can’t I say I’d particularly like them but they seem to be the least used biome which I think makes me glad to see them once in a while. Last one we had was Drownholt in Mirkwood and that was after a rather long drought, there isn’t one in Enedwaith and obviously neither in Lothlórien or Moria (though the Black Pool in front of the Western Gate might count).

Dunbog is one such swamp, located in the southwestern corner of Dunland and somewhat isolated from the rest. The scenery isn’t that interesting (it is a bog after all) but the area is home to very diverse animals some of which we haven’t seen for a while. There are frogs – those small ones that come in groups not those elefant-sized LSD-infused Moria creatures, there are blinding swarms of flies – well, blinding clouds of swamp gas that can move – and there are gredbyg. And that’s just the “small” animals, after those there are turtles, slugs (I think we haven’t seen those since Carn Dûm) and our new favourite – avanc (and these do Acid damage instead of Shadow). Interestingly there are no evil Dunlendings though given the environment one has to wonder how the good ones prevent being eaten. And also there are no Neekerbreekers.

We arrive here searching for the lost boy Mabon but the story-line completely vanishes once we start speaking to people. (Don’t worry though the story of Mabon and even his father Andras will get resolved). We also came here looking for Nona but she doesn’t find swamps all that interesting and leaves us behind while she travels further east into Carreglyn. The isolated area of Dunbog is home to even more isolated Avanc-lûth, clan of the Avanc and as I said before they are the good guys despite worshiping a good-for-nothing reptile with massive jaws. They live in a village called Lhan Rhos (Moor Village) built upon piers in the middle of the bog. The first quests deal with killing all the various animals and fetching various herbs and body parts from the aforementioned animals. From the interesting quests I’d pick one that introduces a somewhat new mechanic you might see further down the road.

On your way through the area you might encounter one particular Dunlending named Gwin. You’ll find him sitting resting in the middle of a pile of about a dozen dead avanc which he keeps casually slaying (by turning his ordinary fighting skill into extraordinary fighting skills, it’s that simple!). Unfortunately he broke his sword and we need to get him a new one. The blacksmith in the village is however aware of his avanc-slaying habit and doesn’t really want to make him a new sword since he broke quite a few already. Gwin being left with his two bare hands accepts the challenge. Later on were tasked to slay Bloodmaw the mother of all avanc in the area (who resides in some old ruins nearby). Since Gwin is in kind of your debt you may summon him to aid you in this quest. Now to the new-ish mechanic, Gwin emanates an aura that increases your in-combat regeneration (and that’s it but the aura is stackable and you will see many similar auras especially on enemies near Isengard).

There is also another set of quests where you are helping the Turch-lûth, the Boar clan. Technically the Boar clan has been eradicated some time ago but those of the Dunlendings who openly resist Saruman have decided to take their colors as a sign of their revolt and renew the clan. Anyway, there is one enemy in the Dunbog I haven’t mentioned yet – rats. Okay, two enemies. There are Abominations. These are Orcs and Trolls (and Dunlendings) that have been experimented upon by Saruman – presumably as he was trying to find the Uruk-hai “gene” or something. The Abominations live in Lhan Colvarn (Village of the Condemned) in the north of Dunbog where there even some trees. Lhan Colvarn used to be Lhan Rhos but then Saruman came returning the Abominations to the village he took people from and the Avanc-lûth were forced to relocate. After killing and investigating inside the village you will find yourself in an instance with three of the Turch-lûth (each giving a different aura) with the intent of Ending the Nightmare. At the end of the instance you can actually choose the ending – you can either slay the leader (a troll named Knotfist) or leave the Abominations alone since they are/were people too. And you will either get a nice cloak depicting you and an abomination or the same but bloody and torn (I went for the clean one but my Warden sure won’t show any mercy to those creatures).

After that you are to gather people outside of Lhan Rhos to an assembly. You need to find scouts and hunters whom you’ve probably already met and also protectors of the Glade. You see there is place called the Pristine Glade which is similar to Imlad Gelair or Gwindethrond (the Blue lady’s cave in Evendim), a nice shiny hidden place. In the middle of it there is a huge tree and around are smaller tress, waterfalls and maybe even rainbows (my graphics don’t run that high for me to know), things don’t go that well though since Saruman’s half-orcs have found a way in and are attacking scouts at the borders (I think the scouts are at least Defenders and they take down any enemy in a few blows, which makes me think the Glade isn’t in much danger). During the Assembly it is mentioned what you did or didn’t do with the Abominations but the final result is that the Avanc-lûth will go to war.

There is one last thing to do and that is a trip to Durgors, a fishing village of the Boar clan near a river – the same river that flows from Thrór’s Coomb in Enedwaith along the northern border of Nan Laeglin and then turns south through Gloomglens into Dunland and the same river that flows near the Wulf’s Cleft encampment. Seeing the village one might think the newfound members of the Boar-clan movement are taking things a little too far, one lady in particular is seen giving bath to a boar but who am I to judge. You’ll need to gather some driftwood to make oars but then you’re ready to undertake the famous raid at Wulf’s Cleft – The Tusks of the Boar (unfortunately the boat-travel is still done through a loading screen).

The instance is quite fun though for the most part quite easy. At the start you will select four soldiers to accompany you (again, auras) and then you’ll go through a burning camp burning stuff that isn’t on fire yet while other parties battle their own way through. The enemies you encounter are I think even Swarm so they go down rather quickly. I was quite impressed by the feel of combat being all around though. At the end however the raid and the Avanc-lûth are destined to fall and you will bravely retreat on a horse. The horse will actually take you almost through the entire camp while they are fights still going on. Once outside you will meet with Gwin who will thank you for seeing them through it and thus ends your questing in Dunbog (I was level 69 and a half at the end).

Well, almost ends. Once you’re level 75 (or a few levels below) you can partake in a repeatable instance that takes part in Dunbog (currently it just gives reputation but with Update 5 it will reward you with some nice looking legendary scrolls). This is a fishing instance and introduces even more animals into the area. You are accompanied by Franis who is an excellent guide but no warrior so he won’t help you kill a thing. The quests consist of simply killing everything around a particular pool then fishing in it (which is supposed to make you find some old relic) and then fighting a bigger version of the animals you just killed (which will drop the relic, apparently they are delicious). There are avanc, slugs, turtles and then elhudan and bog-guardians. It wasn’t bad although of course you must know how to fish, which even if you forgot to do on your way here isn’t such a problem since there is a hobby master in pretty much every village in Dunland. I have to say I really liked Dunbog, the area is swampy, the quests are simple and all but the story flows nice and the last quest makes a really good ending. The Dunlending are even trying to raise environmental awareness: “To hunt turtles we must protect turtles. Fetch me some turtle eggs!”

Next stop: Carreglyn

Tâl Methedras and Starkmoor – detour to an auction

Friday, November 11th, 2011

So, there was this con and also I had to prepare for an exam, so much for the delay. In unrelated news I dinged 75 the day before yesterday just as I entered the Ring of Isengard (for the last time probably).

Anyway I promised a post so here goes, the first area is short in terms of content so I’ve decided to put it together with the next one.

Tâl Methedras

This area is situated below Misty Mountains far to the east of Galtrev (you’ll be crossing some higher level territory on your way there), it’s also the only area the name of which is Sindarin and save for the Rangers one of the very few things that have a Sindarin name in the entire region (the next one is Dol Baran in the Gap and I can’t remember anything else), the name means Foot of the Last peak since it stands on the slopes of the same mountain that is towering above Isengard – Methedras, the last peak of the Misty Mountains. The area is quite small, instanced (in the sense of the Mirkwood landing area) and devoted entirely to the progression of the Epic book. It consists mostly of the village of Tûr Morva -partially built on some old Gondorian ruins, a small lake and a farther shore thereof.

Tûr Morva (Marsh tower) is home to the Hebog-lûth, the Falcon clan and the Rangers are hoping this clan will make good allies. We and the Grey Company do however need to prove ourselves before the Dunlendings. At every corner of the village you’ll see a Ranger helping or at least talking to the Dunlendings – Halbarad is carrying buckets of water, Braigiar is cutting down wood, Golodir is tending to an orchard and Radanir is working with the oxen (and their manure), he is not pleased. You’ll also see Elrond’s sons but they are just standing around. There are tasks for us as well – gather some wood, fight some Dunlendings (to test their prowess and to teach them how we roll in the North), treat some skins, etc. There is one nice quest that is different for every race – if you’re a Hobbit, a Dwarf or an Elf you will speak with some Dunlendings who more or less want to learn about you. If you’re a Man you will bring news of Anirin to his mother and wife who were worried about him (Anirin is the Dunlending you’ve rescued from Lhaid Ogo in the previous book, he came from this very village). As a reward you’ll get a book which is a clickable item that gives a buff: mine is called “For Honour, Duty and Love” and gives +20 Will and +2% incoming healing (it basically offsets racial passive traits and enhances other stuff). The buff lasts fro an hour and the item has twelve-hour cooldown.

Some of the quests send you across the lake and this is where all the animals are hiding, you’ll see oxen and toads (both passive) and also a new type of mob – avanc, a big lizard based on some Welsh legends and looking nothing like the reptiles we’ve seen so far. They can stun, bruise (+50% incoming damage for a few seconds) and “embed a tooth” into you (DoT). They also have some impressive jaws and this is why you’re catching them, apparently the jaws make for good traps. The toads I mentioned earlier produce some strong venom and you are asked to gather some of it. When you return to the NPC he immediately licks it to test it: “That’s what we needed … oh boy, I’m feeling weak … go … find a healer”. If it were a Hobbit I would understand but he’s a Dunlending and he should know better not lick things, well, at least we know the venom will work. Once you make traps from the avanc-jaws you are sent back to set them up – something has been creeping around the shore. I was expecting that I’ll stick around to catch whatever was there but not this time, you set the traps and return to the NPC without any follow up quest to be given (though there will be a follow-up later). You’ll also get a stack of five avanc-jaw traps that are usable by any class (I still got mine).

After helping the village here and there you’ll check on a prisoner – an emissary from Isengard – you don’t get much from him except that you should not trust the clan. Then you’re sent back into Dunland to check on other clans and come back later with the news. Onward to Starkmoor.

Starkmoor

This area lies a little southwest from Dunland and as far as animals go there is nothing new in here (oxen, wolves and wargs), it is a land of herders and traders. If you’re returning from Tûr Morva you’ll make a stop in Galtrev and you’ll be asked to find Wadu’s ghost near Galtrev – it’s Nona of course, she’ll tell you to meet her in Starkmoor later. On your way to Starkmoor you’ll discover a wrecked cart and its owner, Andras. Your first quests are to recover what has been dragged away by the Draig-lûth. Their camp is right below the tall Gondorian tower that you can see from almost everywhere (and that you cannot climb). After that you are to check on Andras’ little son, Mabon, near his homestead. At the homestead you will also find Nona, who has you checking on the homestead itself before traveling further south and leaving you behind to once again “help as much you can”. Andras wanted to sell some goods in an auction to pay his debts but what you recovered is not enough so he sent you to fetch other stuff, you’ll go to get some carrots, hides and so on. This a similar chain to the one in Annúminas – you are given a ledger with the things that needed to be gathered, you read it and are given a quest, once you complete the objectives the quest finishes and you need to read the ledger again to get the next quest, no need to run to any NPC. After the goods are gathered (and the homestead defended from Dunlendings – thanks to the intervention of some members of the Boar clan) you will travel south to the trading post of Avardin where Andras should be waiting.

Avardin (I wasn’t able to find a suitable translation) is a rather large village with an open-air auction hall in the middle. Andras wants to attend the auction and sell his goods but he needs other people to attend too but no one seems to be willing. Turns out the people in Avardin have lost many of their goods as well (and/or have “sold” those to the war effort) and you need to go and get what you can. One merchant misses tags from his cattle that’s been dragged away by wargs (apparently in Dunland you can only own as many sheep as you have tags for), another wants to “avenge” his cattle (by slaying those wargs), another wants to make a necklace from the warg leader’s tooth and the last wants some stones to build walls around grazing grounds or something. After you help them you can attend the auction, and this is where it got interesting – Saruman showed up – and I have to say the Wizard has an interesting approach to auctions: “I bid four!”, “The White Hand bids five!”, “I bid six”, “The White Hand bids five!”, “I bid eight” … “Sold to the fine Wizard for five”. Andras of course objects to this treatment and later to the entirety of Saruman’s business in Dunland. He is invited to go to Isengard to see for himself how Saruman makes Dunland prosper and he is not seen since. Now that he’s gone and the auction didn’t go as planned Mabon inherited his father’s debt. But even the corrupt auctioneer is not happy, he sends you to go after the caravan that is carrying Saruman’s goods and retrieve some of it. After you do that he’ll send you to cause some damage in the south so that the warriors would need to buy new weapons and armour from the auctioneer. This is the first time you’ll get a glimpse on Wulf’s Cleft, a huge Dunlending encampment where warriors from Dunland have been gathered as they prepare for the war with Rohan. However you won’t go inside (snd what you’ll see is just an animation). After you return to Avardin you’ll find the auctioneer lying dead on his spot with a banner of the White hand above him (thanks, phasing to phasing technology), I guess Saruman found out. Also Mabon is missing and you’re sent to the area of Dunbog to find him (because apparently there is a monster living in the swamp that catches little children). In the middle of it all there is also an interesting quest where you need to gather some horses that have scattered after a recent storm. You’ll actually find horses standing around the area and you’ll need to mount them and ride them to Avardin (now I wonder if you can actually ride them away).

The last interesting thing is a large circular structure west of Avardin called the Culling Pit. In here a full fellowship is tasked to battle to the death with four different and increasingly difficult opponents – first is a bunch of Dunlendings, then three drakes (Ice, Fire, Acid), then a Giant (with a complimentary polar bear) and finally three Shak-hai, Saruman’s elite force (he’ll show up again for this occassion). I did those quests a little later when I was at level 71, our tank was level 75 and it kinda felt boring, we had one or two deaths (LM being one-shotted) but otherwise the tank had no problem and it was just about killing the enemies, I did get a nice piece of jewelry though.

Overall the area isn’t bad but quest-wise it’s kinda short because you aren’t running all over the place like you do in Pren Gwyth but the story of Dunland is getting more interesting. Next stop: Dunbog.