Wildermore

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Wildermore was a region that felt consistently segregated from the rest of East Rohan. Not just because of the unusual snow and ice theme, but also because of the tale of how the great ice giant Núrzum devastated the human settlements. It made for a solid but also at times depressing story.

I actually made the wrong entry into the region at first, going in from the south. I was amazed at the amount of road-guard uruk’s here. Although I made it through their forces, a later chain quest made for a proper entry in the east side. Part of that chain required me to retry that bugged quest I parked earlier in Harwick. Now it worked, and it opened up for quite a few more (now green) quests.

After that was done I went back to Wildermore and into the settlement Scylfig. Here I met the mighty thane Thrymm. He had hair so red it looked conspicuously dyed. But make no mistake – Thrymm was strong as an ox. A surrogate quest later on put me in control of him to defend against waves of orcs as well as dual trolls, and he single-handedly took them all on in mounted combat with barely a drop of sweat.

If only I had him on my side when I tried Crúmgam in Snowbourn.

Sutcrofts

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Sutcrofts had another three of the typical human settlements with a mead hall, houses and a big wooden fence around it. These settlements and their war quests had now inevitably become a hackneyed theme repeating itself over and over. I was starting to feel like a rat in a wheel.

Go talk to the thane in this mead hall. Yes, it’s exactly the same big prefab building as in the previous dozen settlements. 95% of mobs in these Rohan regions are orcs, so guess what? You have to spy on their camps, burn their tents, and kill a bunch of them. And then kill some more over there.

Again. And again. And again.

Although there were attempts at mending this, for example by collecting resources and bringing food to soldiers, I couldn’t help but think that the developers could have done more to mix it up. Why only have boars together with orcs in Sutcrofts, of which I didn’t even get a quest to kill them? Why not sprinkle a few other kinds of mobs in there? I get that we’re getting closer to Mordor, but still.

Grumpy Owl: Nature Documentaries

I hereby declare that the following should be exempt from all future nature documentaries:

  • Penguins (especially emperor penguins)
  • Sea elephants
  • Sea lions
  • Polar bears
  • Salmons climbing rivers and bears slapping them
  • Cuckoo chicks pushing other chicks out of the nest
  • Lions or cheetahs failing to make a kill after a long setup
  • Elephants
  • Birds and whales working together in an epic scene to eat a shoal of fish
  • Sea turtles laying eggs on the beach and baby sea turtles trying to reach the ocean
  • Flamingos
  • This beautiful coral reef is dying because humans
  • Tigers

Why does it always have to be the usual suspects? There are so many interesting animals on the planet that we still haven’t seen.

Entwash Vale and The Eaves of Fangorn

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Entwash Vale was more hilly and with weeping willows.

The orcs were clearly strong in this region and had burned down a couple of human settlements. However, the first settlement in the middle, Eaworth, was so big that the orcs had only managed to burn the south part of it. Citizens had moved back to cry in the ashy remains of their houses.

Eaworth had an eerie yellow glow in the middle of the night, like city lights bouncing off rain clouds.

The northernmost settlement, Thornhope, was burned all the way down and now sported orcs and goblins. Even so, the thane and some of his citizens had fled to a small grove outside and still had quests for picking up stuff and killing mobs in there. There was even a repeatable quest for abortively attacking it.

Norcrofts

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I was right – lots of opportunities for mounted combat in Norcrofts. It was an enormous grassy region with most of the orcs on wargs or horses. Sometimes I got a pop-up quest for dealing with them.

But apart from one short test to verify that it was indeed execrable, I refused to do any of them.

In the quest chain for the last human settlement in the south, there was even a final part where I was supposed to ride around together with one mounted NPC after another, each hunting down mounted orcs. The orcs rode around with hot hoofs. Nevertheless, I set out to prove this quest could be done completely on foot. I had to rely a lot on my damage-over-time spells to make them suffer at a distance, but I did it.

The most ironic thing is – because mounted damage is so much weaker, I’m not even sure it took longer.