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  1. #1

    Removing the Mountains from the North west side of Breeland.

    There will always need to be changes and editing to something in a game, including geographical, terrain and adventuring areas.

    Here is a picture of Breeland. On the top left of the map is a wide area of land that could be opened up to explore except there is a large impassable, colossal mountain barrier that keeps you from crossing. Now the barrier to the south of Breeland along the Homesteads and Andrath is understandable, because there is no Region on the other side that has been added to the game so far. But, the barriers on the north west side of Breeland is a different story. There are regions that can be explored already on all sides of the north west Bree land part. The Shire and Brandywine river is to the west, Breeland to the east and south, and the North downs and Evenduim to the north. What I am asking is to remove the barriers and allow players to explore this vast expanded region that has been kept from us for so long.


    https://imagizer.imageshack.com/img923/1463/A3817K.jpg


    Here is a map of Eriador. We find Breeland here, and take a look at the land left and top left of the Bree sign, also right and top right of the Brandywine river. We see land that has no mountains, no barriers, just woods connected to the river and continues on north to the Downs. Other places on this Eriador map have hills because they are specifically labeled as for example, Green hill country and Weather hills. The top left part of Breeland was never labeled and referred to on the map as "The Bree land Mountains". Removing the barriers here would allow access to explore the river, woods, hills, meadows, farms and make the game more fun for all, the ability and space to move around and see the beauty of Eriador.
    https://imagizer.imageshack.com/img923/5851/GxtQ5R.jpg

    Here, in this detailed, artistic map of Breeland we again see at the top left at the Breeland sign, above it and right below it is a large mountain chain barrier that blocks adventurers from exploring and trekking through this land. All that land should be passable and would make exploring and Eriador itself more fun. Such a wide long span of land that could be open to travel through and see more of the Breeland itself, the Brandywine river and many other things. I am not talking about a new questing area but simply allow this area to be passable so that there is more to see. It doesn't make sense and doesn't look good that the rest of Breeland is traversal and than there is this blank hole on the top left and corner of Breeland. The mountains there should be cut and removed so players can see more of the nature and beauty of Breeland.

    https://imagizer.imageshack.com/img923/8757/PpyuOU.jpg

    The same long mountain line barrier that I have been referring to this whole time in Breeland also comes up to Evenduim along the Brandywine river than stops at the path to the North Downs, stretches out along the fields of Fornost than comes back down to Trestlebridge and than back to Breeland. We see that is a lot of land that is held back from exploring. But it should be open. It is time to take a step in Lotro's Geography and Adventuring, and improve on it. So the idea is to withdraw all the tall hill/mountain barriers surrounding this significant amount of land and open it up to travel through. Players will have Freedom to move between regions more easily and enjoy the adventuring through this new, open, great land.
    https://imagizer.imageshack.com/img923/3388/ZkmmD1.jpg

    A little to the right of the center of the map is Breeland. To the left of that is the Brandywine river. the area top of the great east road that goes to the shire and Bree is generally the area I'm talking about. There are no mountains placed there or anything that would hint that mountains do exist there. At least not the kind of Mountains we see in the Lotro Bree land region. How cool would it be to be able to pass and travel through all this land that has been obstructed by these blockades of Mountains?
    https://imagizer.imageshack.com/img924/599/cKFH6W.jpg

    What's strange is having and seeing mountains like this in the Misty Mountains in Breeland. There is, in fact one Mountain tall like this in the secluded barrier part in the North west side of Bree. Its weird having that there. So to sum up my thread and conclude; The impassable mountains to the northwest region of Breeland should be removed allowing players to adventure and enjoy the wonders of Breeland and the Brandywine river. It also gives more freedom to players to maneuver and travel through to other Eriador regions easily. It will improve the geographical view and give a better idea of how Breeland and Eriador actually looks. Instead of Breeland looking like a valley, give it the terrain it really needs. Starting with the North West section of Breeland along the Brandywine river up to Evenuim, east to the Northdowns, and back down south to Breeland again. Consider this please.
    https://imagizer.imageshack.com/img924/1172/4Mi9PL.jpg

  2. #2
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    I have nothing against this, but I see no reason for it either. The way I see it, that area is designed to be a mountainest area.
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  3. #3
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    I’d love to see this - the changes to Bree-land definitely opened it up, and this would be a huge area of explorable territory, to add to the area around the Brandy Hills (one of the best regions in the game for exploring). While I don’t think that this should be a priority for world builders, it would definitely make Eriador feel more cohesive as a whole - linking Trestlebridge’s west gate with Barad Tharsir and the Fields of Fornost in the north and the Brandy Hills to a south. This area could be full of old Arnorian hilltop fortresses (like Ost Baranor). This could potentially work well alongside a Far Downs zone that we might eventually get, linking Evendim, the Shire and Ered Luin.
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  4. #4
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    Be nice to open this up if you look here you see large open space http://lotromap.net/terrainmap/google.html but then again the size of the area north-west of Bree-land is quiet large and they would need to add quest for it, cause whats the Point of going to a giant area with nothing to do? yes there are areas like Starmere lake with nothing to do (Except when scavenger hunt quest came) but that's a small area, and this is large and vast from what we see on the map.
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  5. #5
    Yep, it doesn't make sense to leave this far and wide reaching, massive area closed off. Especially since its between dominant and key lands ( Breeland, Shire, North Downs, Evendim and the Brandywine River). These lands are beautiful and opening up this area, which is literally in between all these would allow more room to travel to each region, explore the river and add on to the Brandy and Bree hills, woods and ruins and civilization. And like you mentioned Tirian-Hammerfist, it does make Breeland and Eriador look and seem more as whole and connected with the terrain and regions around it. I believe its time they open this area up.

    And I do appreciate the map link and the reminder of the need for quest. The Map does strengthen the idea of removing the barriers surrounding it. And instead creating and editing this area to be filled with beauty and adventuring. Questing does indeed seem imperative for an area that large. Y'all can share your suggestions for questing. My idea and suggestion is they give this area the levels of the Barrow Downs and/or old forest and/or South Bree fields and/or Trestlebridge level with a village or two, one at the Brandywine river, the other somewhere else in the center of this area. Also laying out other camps and farms and houses along and throughout this land with smaller amounts of quests and Npcs. Giving fair amounts of quest for certain things. Whether killing something, finding someone, helping others, talking to someone, find this or that, etc. And work your way up through the area and the quest North to Trestlebridge. Races of Hobbits and Men Npcs, mostly men, not as many Hobbits, along with some Rangers, and the mobs common and known to that of other regions around this area. A stable master or two wouldn't hurt.

    Questing here could attract attention for many, especially for those who are bored of constantly questing in the Barrow Downs, Old Forest, Bree fields and using their alts to continually level in these areas. It could even be for higher levels who just want to come back and do the quest anyways, and enjoy the scenery, questing and new open area. Adding quest in this region will give more of a variety of questing and exploration for players leveling in Breeland. I know I would spend time with my low level alts leveling here. Also adding forts, hills, forests, farms, fields, rivers, ponds, a ranger camp and other things would give Breeland and Eriador itself a better look. Opening up this area would finish the look of Breeland, and looking at the map that Pontin_Finnberry gave the link to really does further the cause to get rid of these Mountain Barriers. This area of land would really fit in if it were filled with land marks, terrain like the lands around it, civilizations, questing and if allowed to adventure through.

    Anyone have suggestions for questing in these area?

  6. #6
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    Quote Originally Posted by Cuddler View Post
    Yep, it doesn't make sense to leave this far and wide reaching, massive area closed off. Especially since its between dominant and key lands ( Breeland, Shire, North Downs, Evendim and the Brandywine River). These lands are beautiful and opening up this area, which is literally in between all these would allow more room to travel to each region, explore the river and add on to the Brandy and Bree hills, woods and ruins and civilization. And like you mentioned Tirian-Hammerfist, it does make Breeland and Eriador look and seem more as whole and connected with the terrain and regions around it. I believe its time they open this area up.

    And I do appreciate the map link and the reminder of the need for quest. The Map does strengthen the idea of removing the barriers surrounding it. And instead creating and editing this area to be filled with beauty and adventuring. Questing does indeed seem imperative for an area that large. Y'all can share your suggestions for questing. My idea and suggestion is they give this area the levels of the Barrow Downs and/or old forest and/or South Bree fields and/or Trestlebridge level with a village or two, one at the Brandywine river, the other somewhere else in the center of this area. Also laying out other camps and farms and houses along and throughout this land with smaller amounts of quests and Npcs. Giving fair amounts of quest for certain things. Whether killing something, finding someone, helping others, talking to someone, find this or that, etc. And work your way up through the area and the quest North to Trestlebridge. Races of Hobbits and Men Npcs, mostly men, not as many Hobbits, along with some Rangers, and the mobs common and known to that of other regions around this area. A stable master or two wouldn't hurt.

    Questing here could attract attention for many, especially for those who are bored of constantly questing in the Barrow Downs, Old Forest, Bree fields and using their alts to continually level in these areas. It could even be for higher levels who just want to come back and do the quest anyways, and enjoy the scenery, questing and new open area. Adding quest in this region will give more of a variety of questing and exploration for players leveling in Breeland. I know I would spend time with my low level alts leveling here. Also adding forts, hills, forests, farms, fields, rivers, ponds, a ranger camp and other things would give Breeland and Eriador itself a better look. Opening up this area would finish the look of Breeland, and looking at the map that Pontin_Finnberry gave the link to really does further the cause to get rid of these Mountain Barriers. This area of land would really fit in if it were filled with land marks, terrain like the lands around it, civilizations, questing and if allowed to adventure through.

    Anyone have suggestions for questing in these area?
    Abandoned, empty lands with many old Arnorian ruins would be perfect for some Ranger quests, in my opinion. Defending and maintaining these ruins (sort of similar to Annuminas), while also potentially researching their History (like was done in the North Downs).
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  7. #7
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    There are so many portions of landscape that we look at every so often and would love to flesh them out to bring more explorable landscape to the game world. But we also have to balance efforts like that with the production of the game landscape in support of our narrative goals and direction.

    We are a small team and are passionate about building this world - but we also want to make sure the spaces we build are reflective of the level of visual and gameplay fidelity we expect of ourselves. Just pulling down walls to open up the space does not meet our criteria for quality.

    I think each World Designer that is working (or has worked in the past) on LOTRO has little pet areas that we would individually jump at the chance to build out if we had the time - and support from our Content, Game Systems, Art and QA team members (who also have demands on their own time) - to make sure those spaces feel like rich and meaningful additions to the game.

  8. #8
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    Quote Originally Posted by Scenario View Post
    There are so many portions of landscape that we look at every so often and would love to flesh them out to bring more explorable landscape to the game world. But we also have to balance efforts like that with the production of the game landscape in support of our narrative goals and direction.

    We are a small team and are passionate about building this world - but we also want to make sure the spaces we build are reflective of the level of visual and gameplay fidelity we expect of ourselves. Just pulling down walls to open up the space does not meet our criteria for quality.

    I think each World Designer that is working (or has worked in the past) on LOTRO has little pet areas that we would individually jump at the chance to build out if we had the time - and support from our Content, Game Systems, Art and QA team members (who also have demands on their own time) - to make sure those spaces feel like rich and meaningful additions to the game.
    Out of interest, where’s your pet area? (In terms of places that you haven’t yet fleshed out)
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  9. #9
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    Quote Originally Posted by Tirian-Hammerfist View Post
    Out of interest, where’s your pet area? (In terms of places that you haven’t yet fleshed out)
    The landscape between Needlehole and Ered Luin. It's always bugged me that Ered Luin is its own little unconnected island.

  10. #10
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    Quote Originally Posted by Scenario View Post
    The landscape between Needlehole and Ered Luin. It's always bugged me that Ered Luin is its own little unconnected island.
    I suspect you would generate legions of adoring fans if the Far Downs and Tower Hills were to eventually appear (or even if it was just a more temporary direct route between the two, with the rest being filled in later when we eventually head to the Grey Havens!
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  11. #11
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    Quote Originally Posted by Scenario View Post
    The landscape between Needlehole and Ered Luin. It's always bugged me that Ered Luin is its own little unconnected island.
    Maybe after we get a Scouring update you can add Grey Havens and Tower Hills in there.
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  12. #12
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    Quote Originally Posted by Scenario View Post
    The landscape between Needlehole and Ered Luin. It's always bugged me that Ered Luin is its own little unconnected island.
    I would be eternally grateful to see a zone finally realised to connect those two zones.
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  13. #13
    The way i see it. Every time they build an area they need to cover it with some kind of quests and important events. Even for a simply quest line they need to write small stories and create npcs put details and deeds. Thats why lot of regions are very "roadish" which means you don't have flexibility to run arround in a wide open area apart from the main road/path that protagonists are use to follow.Few expetions are the two rohan areas, bree land and shire which are huges and wide. Huge example about the system that use "roadish" landscape is Northern Mirkwood, Ered Mithrin and Vales of Anduin which are very thin and covered by cliffs, trees and lakes. Dale lands (in Northern mirkwood) for example should be open and wide like bree lands and rohan but instead they have fill it with cliffs in the sides and mirkwood should be open with many trees all over to grey mountains but instead they have barricade the northern borders with cliffs and invisible walls. And last they have put misty mountains and the edge of mirkwood forest to close to Anduin river which make Vales too thin for no reason.
    Last edited by Aleziana; Apr 21 2020 at 04:06 AM.
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  14. #14
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    As an explorer at heart, I love places that have no purpose in quests or deeds, but are allowed to simply exist. Breeland has the most and most expansive areas of this kind like Far Chetwood, Starmere lake and most of Nen Harn (before it got revamped with its own quest hub and more pointers to this area). On the other hand I also have to admit that I am not revisiting these places as much as the work the devs had to put in for its creation deserves.

    Still, more connections between different zones would be sweet.
    My favourite would be the pass from the Great River Zone to northern Wildermore (it even gets mentioned in a quest in Wildermore). During the development there were NPC working on building a bridge over the Limlight River but they got killed off and the passage is blocked to this day by an invisible wall.
    Second is definitely the lands behind the closed western gate in Trestlebridge. Where does the road lead (except for the Brandywine River of course)? Are there still other smaller settlements or just wilderness and ruins reclaimed by nature?
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  15. #15
    Quote Originally Posted by West-northwestook View Post
    My favourite would be the pass from the Great River Zone to northern Wildermore (it even gets mentioned in a quest in Wildermore).

    Then you gonna love my suggestion almost a year ago which get no interest/feedback from anyone yet :P

    https://www.lotro.com/forums/showthr...ght=wildermore
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  16. #16
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    Quote Originally Posted by Scenario View Post
    Just pulling down walls to open up the space does not meet our criteria for quality.
    Using invisible walls everywhere instead of natural, immersive and visible barriers like cliffs, fences, etc, is really supposed to meet a criteria for quality? I don't think so.

  17. #17
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    Quote Originally Posted by Scenario View Post
    There are so many portions of landscape that we look at every so often and would love to flesh them out to bring more explorable landscape to the game world. But we also have to balance efforts like that with the production of the game landscape in support of our narrative goals and direction.

    We are a small team and are passionate about building this world - but we also want to make sure the spaces we build are reflective of the level of visual and gameplay fidelity we expect of ourselves. Just pulling down walls to open up the space does not meet our criteria for quality.

    I think each World Designer that is working (or has worked in the past) on LOTRO has little pet areas that we would individually jump at the chance to build out if we had the time - and support from our Content, Game Systems, Art and QA team members (who also have demands on their own time) - to make sure those spaces feel like rich and meaningful additions to the game.
    Quote Originally Posted by Scenario View Post
    The landscape between Needlehole and Ered Luin. It's always bugged me that Ered Luin is its own little unconnected island.
    i agree with the OP but ofc i do understand what you mean
    tho maybe its time to put some effort in places we (players AND devs), love.
    since my 1st days in LotRo i was wondering about those mountains separating breeland from northwest, means evendim and ered luin.......
    ok Evendim was an update, not in starting playing areas of LotRo, but the blue mountains? btw this the only place in the area that can called mountain!
    the rest are hills low medium or high it does not matter at all, at least make a path, add a deed of old Anor ruins or treasure(or a series of low lvl quests ;-) )
    an other thing that is troubling me since a decade or more is the door on the mountain south of Sarnur! i believe i ve asked about it long ago tho i got no answer.......
    it has a dwarf made road to it, look like it connects with something but it does not.......
    cant be the Grey Havens cos that is lot southwest from there but looks like a door to the west shores of Eriador and a new area, maybe the starting dev team had in mind!
    would love to have some info about it!
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  18. #18
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    Quote Originally Posted by DiogoVP View Post
    Using invisible walls everywhere instead of natural, immersive and visible barriers like cliffs, fences, etc, is really supposed to meet a criteria for quality? I don't think so.
    I've definitely run into invisible barriers. It's frustrating especially as a hobbit when there's an opening 20 hobbits could leap through together but I can't because of an invisible wall. Buuuuut, I really have the impression that most of the game is bordered by very natural immersive visible barriers.

    Which invisible barriers are the worst in your opinion? I know there are lots, just wondering!

  19. #19
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    Quote Originally Posted by Scenario View Post
    The landscape between Needlehole and Ered Luin. It's always bugged me that Ered Luin is its own little unconnected island.
    Me either. If Ered Luin & Shire can't connect by the south, due to the Elven housing occupying that area, maybe you could work out a neither too claustrophobic nor so big corridor between the northern mountains of the Shire (currently locked area to players) that leads to the northern shore of the river that cross Ered Luin. It could be sorta as wide as the 2 corridors that connect the 2 dwarf-hold areas with the Dalelands. That could be just wide enough to look pretty with a few trees on the sides with a slight inclination to hint mountain proximity & have a wilder flora & fauna with the proper transition on biomass (snowy Ered Luin area some pine trees, small wild goats & fouls or other proper critters). Maybe 1 new small quest could lead to the discovery of that mountain side & not so ready visible corridor, to justify why the sentient creatures haven't notice it for so long or its knowledge was forgotten.
    Last edited by YamydeAragon; Dec 17 2019 at 05:30 PM.

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  20. #20

    Look but don't touch

    When I first started playing I spent a considerable time trying to reach the ruins visible to the East across the river in Ered Luin. When I got to the Shire & then Evendim I tried to double back to the location. There's an awful lot of teasers on the horizon & in the distance that they put into the game!

  21. #21

    Question Wandering newbies ?

    I agree with a great deal of what has been said on this thread about the advantages of opening up the geography in north-west Eriador.

    However, as Ered Luin, the Shire, and the Bree-land are the starter areas for the main races of the Free Peoples, there may be problems with new players wandering off-route into higher-leveled areas than they are prepared or equipped for. Sudden death is not a happy introduction to a new MMORPG, although LotRO has a less severe death penalty than some other games.

    Any such changes to the map should take this into account.

  22. #22
    Quote Originally Posted by JDWard View Post
    However, as Ered Luin, the Shire, and the Bree-land are the starter areas for the main races of the Free Peoples, there may be problems with new players wandering off-route into higher-leveled areas than they are prepared or equipped for.
    Bree-land already has level 55 monsters and quests in it, in the Weather Hills. There's a long forgotten area there with a few quests, though it's a bit out of the way. Even the level 22 quests from the same camp are easily missed.

    Ered Luin has Sarnur (45).

    Getting slightly back on topic, there are two quests in that unused area in northwest Bree-land. Both are done at the same spot, though travelling all the way out there and back twice wouldn't be worth it even if the reward was better than it is.

  23. #23
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    Quote Originally Posted by JDWard View Post
    However, as Ered Luin, the Shire, and the Bree-land are the starter areas for the main races of the Free Peoples, there may be problems with new players wandering off-route into higher-leveled areas than they are prepared or equipped for. Sudden death is not a happy introduction to a new MMORPG, although LotRO has a less severe death penalty than some other games.
    Honestly, wandering a little too far and having an "OH FNORD!" moment when you discover enemies well outside your comfort range, then running screaming for safety, is a rite of passage for any MMO player. It's a story we can share over pizza later once the adrenaline has subsided and we can see the humor in it.

    An example: back in my early FF XI days, there was this level 45ish dungeon that exited right out into one of the newbie starting areas, about 20' up a cliff. This being FFXI, no one can climb. Heck, no one can jump. The devs, in their infiinite wisdom, however, put the final baddie IN THAT CAVE MOUTH, technically outside the dungeon.

    So one day, some inglorious boggart runs the dungeon, gets outside, and just legs it for the city gate, with this ultra-scary orc monk on his heels. He zones through the gates... and the orc stops. Turns to head home... and a couple level 5 guys zone in, and are massacred.

    From what I heard, he was out there laying waste to anything that moved for about half an hour, until someone closer to endgame level could come and put him down. And THAT is the story people tell years later. (17 years in my case)
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