Freljord's Frostguard Lodge Lists the Dead. More Than Half the Names Carved Into It End in a Death Rune, and Every One of Them Died on the Same Climb.

Freljord's Frostguard Lodge Lists the Dead. More Than Half the Names Carved Into It End in a Death Rune, and Every One of Them Died on the Same Climb.

Riot MMO · News · September 2, 2026 · By entgrove
LoreRiot MMOHowling AbyssFreljordLissandraSpeculationRuneterra
Read this as a theory, not a leak. Riot has never shown gameplay for its Runeterra MMO and has said nothing about how you will travel in it. Everything below is Freljord canon out of our own Atlas of Runeterra and Riot’s published short stories, plus a reading of what that canon already commits to. Nothing here is announced.
The frozen caverns of the Howling Abyss, from Riot’s Freljord region gallery
The frozen caverns of the Howling Abyss, from Riot’s Freljord region gallery

Sigvar Half-Quiver Was Nineteen the Year They Roped Him to Two Strangers and Pointed Him Down

Once a year the Frostguard send three Iceborn down the chasm. More than half the names on their lodge wall did not come back.

A Frost Priest painted an open eye on Sigvar Half-Quiver’s forehead in kraken ink, and then the great gates of the Frostguard Citadel shut behind him. He had taken a warchief’s head and held the Valley of Spines alone, and he still felt, in the story’s words, “a flutter of trepidation at the task ahead.” The task was not the crossing. It was the part after the crossing: off the far end of the bridge, over the lip, and straight down a crevasse most of the Freljord is not permitted to discuss.

He had grown up looking at the odds. The Keepers Lodge keeps a roll of honour for everyone who has ever made the trip.

How many times had he gazed upon the roll of honor, thousands upon thousands of names, chiselled into the walls of the lodge? More than half had a simple rune engraved after their name, the rune of death, indicating those who had perished while performing this sacred duty.

Source: The Eye in the Abyss

Warded gateway to the Howling Abyss
The warded gateway onto the bridge. Sigvar knelt here while the priest marked him, and the gates closed at his back.

That wall is a traffic log, and it reads like one. The Howling Abyss is the largest piece of road engineering anywhere in the Freljord: a bottomless chasm with dozens of bridges strung across it, guardian statues lining the way, tunnels and gateways feeding onto every span. Almost all of it is shut. It was shut deliberately, by the people who own it, and the reason is the single most interesting design fact in the region.

Somebody Built Dozens of Bridges Into This Hole, and They Are Still Down There

The Bridge of Sorrows is the uppermost of dozens of spans, and the descent past it has named stops.

The span everyone knows is the top one. Riot’s own story is blunt that it is only the top one.

The Bridge of Sorrows was not the only one of its kind to cross the expanse. Dozens of others spanned the walls of the crevasse, though only a few were visible at any one time, the distance, fog, and darkness closing in like a shroud.

Source: The Eye in the Abyss

They are not natural formations. The same story calls the upper bridge ancient and credits it to builders nobody can name any more: “It was truly ancient, said to have been crafted by the old gods.” It has collected names the way a busy road collects them. “It had many names, this bridge: the Proving Grounds, and the Murder Bridge among them. Others knew it simply as Citadel Bridge, or the Howling Arch.” The Frostguard call it the Bridge of Sorrows.

Below it the route keeps going, and the stops on it have names too. This is the whole descent, in order, as the story lays it out.

The gate

Frostguard Citadel

The great gates open onto the bridge, then slam shut behind the party.

Top span

Bridge of Sorrows

Also the Proving Grounds, the Murder Bridge, Citadel Bridge, the Howling Arch.

First rest

Bridge of Shadow

Named because it is never truly in the light, even in midsummer.

Last stop

Bridge of the Lost

Overgrown with hardened black arcs where Frostguard died fighting what came up.

The floor

Hall of the Nine

Nine pillars of True Ice around a floor like a black mirror.

Below that

Nobody knows

Olar Stonefist: to the center of the world, and beyond.

Legends of Runeterra prints the bridge as a landmark, and its flavour text frames the trip the way the lodge wall does, as a two-outcome proposition.

Heroes come to the bridge, called to it by something from the unknown. They brave its bitter cold and crumbling deck to see what lies beyond--victory, or death.

— The Howling Abyss, Legends of Runeterra flavor text, card page

The Howling Abyss card art
The Howling Abyss card renders the crossing as a landmark you commit to rather than a corridor you pass through.
Frostguard Citadel
The Frostguard Citadel sits on top of the chasm. Its gates are the only sanctioned way onto the bridge.

The Frostguard Did Not Lose Those Bridges. They Bricked Them Up.

Riot’s canon says the ways onto the lower bridges were sealed on purpose, and that barricades and drop-stones were installed inside the shaft.

Here is the sentence that turns this from a ruin into a policy. The lower spans are not derelict by accident, and the story names who did the work.

All but the uppermost bridge had long been abandoned and remained unused, the myriad tunnels and gateways leading onto them having being sealed by avalanche or by the Frostguard themselves, to limit the number of entrances into the citadel.

Source: The Eye in the Abyss

Closing doors was the mild version. Our Freljord region gallery shows what else they put inside the shaft, and it is not defensive in the way a wall is defensive. It is defensive in the way a spike strip is.

At key points throughout the Howling Abyss, gigantic spiked barricades of stone and iron were set into the walls by the Frostguard, many thousands of years ago. One day, when the Watchers reawaken, these meager defenses may buy some precious time for those above to prepare for the final battle.

Source: The Freljord: HOLDING BACK THE DARKNESS

HOLDING BACK THE DARKNESS
HOLDING BACK THE DARKNESS. Spiked barricades of stone and iron, set into the chasm walls by the Frostguard.

And above all of it, artillery pointed straight down their own route.

These sleek daggers of frozen granite, over a hundred feet in length, are weapons of last resort when a Watcher stirs from its slumber. The Frostguard have not needed to drop even a single stone in many centuries... but they stand ready to do so, whenever the alarm is raised.

Source: The Freljord: MORTIS STONES

MORTIS STONES
MORTIS STONES. Hundred-foot granite daggers kept loaded above the chasm, ready to be dropped into it.

You do not build a hundred-foot dead-drop into your own access shaft unless you have decided the shaft is a liability. The Frostguard are the tribe that made that call, and our encyclopedia entry on them is clear about the job: “Its inner circle, the Keepers Lodge, guards the deeping ways below the Frostguard Citadel.” Not the region. The ways down.

Their own card set keeps time on it. Frozen Thrall is a one-cost landmark whose entire text is a nine-round countdown, at the end of which it hands you a Frostguard Thrall. Its flavour text names who placed the order.

Certainly, there were enough half-witted warriors within the ranks of Trundle's disorderly army to use as front-line fodder, but Lissandra desired something much more loyal, something that served her, and her alone...

Source: Frozen Thrall, Legends of Runeterra flavor text

Frozen Thrall card art
Frozen Thrall. A seal that is quietly counting is the most Frostguard object Riot has ever printed.

Everything That Dies Down There Gets Used

The thing under the ice grows on what it consumes, which makes every extra traveller on the route a supply run.

The lowest bridge Sigvar reaches is called the Bridge of the Lost, and it is encased in hardened black arcs that look like frozen splashes of lava. They are not geology. They are a record of the last time this route saw heavy traffic.

Here, Frostguard had fought that darkness, and here they had died. And with each death, the power of What-Dwells-Below grew. It consumed the bodies of the fallen, absorbing and repurposing them to fuel more explosive growth. Such was its nature. It might lie dormant for thousands of years, inert and seemingly lifeless, only for a single drop of blood to rouse it in sudden, shocking violence.

Source: The Eye in the Abyss

Read that as a route rule and the demolition work upstairs stops looking paranoid. Every person who goes down and does not come back is material. The more people you send, the stronger the thing at the bottom gets, which means traffic itself is the threat and the only safe throughput is close to zero.

Every person who goes down and does not come back is material.

That is a rule almost no game world commits to, because it inverts the usual arrangement. Normally a dangerous place is dangerous and you bring more people. Here the danger scales with attendance. Three climbers a year is not caution. It is the maximum sustainable load.

What is holding the lid on is nine pillars of True Ice, and the story is careful about how provisional they are: “They were akin to great shackles, holding What-Dwells-Below down, and were said to have been created by magic long lost.” The knowledge that made them is gone. The entire annual descent exists to walk a circle and confirm that nine very old locks have not thawed.

Riot printed both ends of that arrangement. Lissandra summons a Frozen Thrall the moment she arrives, and her flavour text has her making plans over the top of it. Watcher costs seventeen, drops to nothing once you have fielded five allies costing eight or more, and empties the opposing deck down to three cards when it attacks.

"The Watchers lurk just beyond these walls, suspended in ice, frozen in time... and while they wait, I have plans that must be set in motion..."

Source: Lissandra, Legends of Runeterra flavor text

Lissandra card art
Lissandra. Her card cannot arrive without putting a Frozen Thrall on the board with her.
Watcher card art
Watcher. Its flavour text is Lissandra apologising to her sisters: this is the end, as it was foretold, as I promised.

The People on the Rope Are Not Told What the Rope Is For

Lissandra sentences anyone who repeats the legend, so the climbers descend without being told what the pillars hold.

Somebody has to know, and one person does. LissandraLissandra made the bargain that opened the rift, spent her sisters’ lives to close it, and has spent the more than eight thousand years since running the maintenance contract. Our gallery puts her where she does the work.

In the deepest halls of the Frostguard Citadel, Lissandra spends most of her waking hours in this grand, vaulted audience chamber. It is from here that she delivers her chilling sermons, hears the reports of her priests... and passes judgment on the fate of heretics among the tribes they serve.

Source: The Freljord: DOMAIN OF THE ICE WITCH

DOMAIN OF THE ICE WITCH
DOMAIN OF THE ICE WITCH. The vaulted chamber where the descent reports are heard and the heresy sentences are handed down.

Heresy, in the Frostguard, has a specific meaning. It means telling anyone what is at the bottom of the hole they climb into.

The Frostguard do not tell it. Many of them do not even know it, in full.

By decree of the Ice Witch Lissandra herself, to perpetuate this forbidden legend is heresy against the true faith, and carries the penalty of death for any who speak it aloud.

Source: The Legend of the Frozen Watchers

So the safety briefing for the most dangerous journey in the Freljord is a prayer. The climbers get litanies, a painted eye, and an instruction not to look down. They do not get the reason, because the reason is a capital offence to repeat. Sigvar spends the whole descent reciting “From ice we are born, and to ice we return” at a hazard nobody has ever named to him.

Riot animated the shape of that hazard back in 2013. The Enter the Freljord cinematic, on our own universe page, puts figures upright inside standing slabs of ice, then something very tall among lit columns. No transcript exists for it, so take the frames for what they are: art, not a statement.

Armoured figures and screaming faces held upright inside splintered slabs of ice, snow blowing past them. Still from the Enter the Freljord cinematic (0:26).
Armoured figures and screaming faces held upright inside splintered slabs of ice, snow blowing past them. Still from the Enter the Freljord cinematic (0:26).
Three standing monoliths of ice, each with a figure lit from within, the centre one glowing hardest. Still from the same cinematic (0:55).
Three standing monoliths of ice, each with a figure lit from within, the centre one glowing hardest. Still from the same cinematic (0:55).
A tall, many-limbed silhouette standing in a cavern of lit ice columns. Still from the same cinematic (1:18).
A tall, many-limbed silhouette standing in a cavern of lit ice columns. Still from the same cinematic (1:18).

Three Climbers, Two Ropes, and a Standing Order About Who Goes First

The sanctioned descent is a fixed-order rope team of three, and the bloodline decides both who leads and who can survive the floor.

What is left of the route, after more than eight thousand years of closing it, is a rope team. The story gives the marching order as an instruction, not a description.

“I lead the way,” shouted Halla. “Stonefist is the anchor, in the center. Half-Quiver at the back.”

Source: The Eye in the Abyss

Halla Ice-in-her-Soul takes point over Olar Stonefist, who has made the climb nine times to her three, and the reason is bloodline rather than seniority: “The blood of the Three was stronger in the women of the Freljord’s tribes.” The kit is fixed too, and it is real climbing kit.

They tightened the straps on the iron toe-spikes affixed to their boots, and unhooked icepicks, securing them to their wrists with loops of leather.

They climbed one at a time, first Halla, then Olar, then Sigvar, moving almost to the lengths of their ropes with each descent. In this way, they were able to keep a steady anchor in case of a fall, and the intermittent rest allowed them to keep progressing downward steadily, without need for a longer pause.

Source: The Eye in the Abyss

One climber moves while two hold. The route is not solved in advance either: “Twice their progress was blocked, with no conceivable way down, and they were forced to backtrack until Halla determined a new route.” Then Sigvar puts a pick into bad ice, and the system gets tested.

He dropped forty feet, hurtling past Olar. The older man’s flinty eyes were wide.

“Brace!” the old Frostguard warrior bellowed, tightening his grip and bending his legs in anticipation.

Source: The Eye in the Abyss

The rope catches him, Olar eats the shock, and Halla logs it without a word. Olar’s note afterwards is the whole risk model in one line: “Might just cut your rope next time.” The thing keeping you alive is attached to two people who can decide you are the greater danger.

ThreeClimbers sentchosen from the Keepers Lodge each vernal equinox
TwoRopes on the partyHalla to Olar, Olar to Sigvar
Forty feetSigvar’s fallarrested by the rope and Olar’s grip
NineteenWinters, at selectionone of the youngest Frostguard ever chosen
NinePillars to inspectthe shackles on the floor of the chasm

There is also a hard entry requirement, and it is written into the blood rather than into a quest log. The Iceborn are the only people who can be on this route at all.

The Iceborn are Freljordians who carry an ancient bloodline trait that lets them withstand and channel True Ice. The killing cold and a bare touch of True Ice freeze and slay ordinary mortals, but the Iceborn are all but immune, walking bare-skinned through blizzards and handling True Ice weapons that would maim anyone else.

Source: Iceborn, RuneGrove encyclopedia

Even that only buys a window. On the floor of the chasm Sigvar does the arithmetic himself: “Only an Iceborn could survive this. Even so, Sigvar wasn’t sure how long he would last down here. An hour? Perhaps two? Certainly no longer than that.” The deepest room in the Freljord has a two-hour timer on it, and the timer is your species.

The material itself is the gate. Our Freljord gallery states the rule in one line, and the Iceborn card set states the job in another.

True Ice occurs naturally and never melts, although it is extremely rare. Only Iceborn warriors can stand its freezing touch, and may wield it in battle.

Source: The Freljord: TRUE ICE

"We few are Iceborn, our bloodlines infused with the Freljord's magic. Our ancestors locked away an ancient evil, and now we few stand guard to defend against its return." - Gregor the Guardian

Source: Iceborn Legacy, Legends of Runeterra flavor text

TRUE ICE
TRUE ICE. The substance that decides who is allowed on the route, and who freezes on contact with it.
Iceborn Legacy card art
Iceborn Legacy. The spell buffs every copy of an ally at once, which is a fair reading of a bloodline.

What Stops People Down There Is Not the Cliff

Below the last bridge the hazards are pressure, intrusive memory, and the pull to look down, and Halla’s answer to a distracted climber is a kill order.

Everything above the last bridge is a climbing problem. Everything below it is an attention problem, and the story is precise about the difference. Olar has been down before, and what he warns about is not the ice.

“Would that it was. No, down towards the bottom it’s as silent as the grave.”

“That’s got to be better than this...”

“You’d think so, wouldn’t you? But the silence is worse. It’s heavy, that silence. Weighs upon you like full-length chainmail. No, I’d take this any day.”

Source: The Eye in the Abyss

On the Bridge of the Lost, Sigvar loses time. A childhood memory he has not touched in years comes back whole, and he wakes up sitting against a broken statue with no memory of sitting down. Olar’s instruction is short: “Don’t sleep,” said the old warrior. “Bad dreams, down here. Bad memories.”

In the Hall of the Nine it escalates from distraction to compulsion. Sigvar walks out onto ice he was ordered to stay off, and cannot account for the walk.

Then he was standing out in the center of the ice, gazing downward.

An immense eye stared back at him, unblinking.

Source: The Eye in the Abyss

EYES IN THE ABYSS
EYES IN THE ABYSS. The Keeper’s Lodge patrols the positions of the largest known Watchers, including one skewered with dropped Mortis Stones.

Olar drags him off the ice and hits him. Halla, three descents into this duty herself, gives the only order that makes sense to her: “If he falters again, kill him,” said Halla. “Go. Check the pillars.”

That is the encounter design in one exchange. The failure state is not a health bar. It is one member of a three-person party losing focus for a few seconds, and the counterplay assigned to his teammates is to put him down before the thing below finishes reeling him in.

Nobody Leaves a Body, and Something Always Comes Up

A body left below becomes building material, so the descent ends with a three-day climb carrying a wounded partner out.

Olar dies checking a pillar that is already melting. Tendrils take him through the shoulder and the neck, his veins go black, and something starts to grow inside him. Halla throws an axe into his forehead to stop it, which is a mercy, and then she leaves the axe there, which is maintenance.

“We leave it,” said Halla, speaking swiftly. “With the blessing of the Three, it will hold What-Dwells-Below in check, but there is no knowing how long. We have to go. Now.”

Source: The Eye in the Abyss

The rule she is working to is stated plainly earlier in the same story, and it is the single most transferable thing in this canon.

No corpse could be left down here, for fear that it could be used to spark the growth of What-Dwelled-Below.

Source: The Eye in the Abyss

So Sigvar climbs out with Halla roped to his back and her left arm gone below the shoulder, and it takes him three days. “For three days, Sigvar climbed. And for three days, he felt the malignant eye in the deep watching him.” In most games your corpse is a checkpoint you jog back to. In this hole it is ammunition, and carrying it out is the job.

Traffic runs the other way as well, which is the part the Frostguard would rather nobody advertised. Riot has printed at least two things that got out. One of them is what Olar became.

Freed from its icy tomb, the corrupted troll knew one thing, and one thing only - it must do as its dark mistress commanded.

Source: Frostguard Thrall, Legends of Runeterra flavor text

Frostguard Thrall card art
Frostguard Thrall. The eight-cost payoff at the end of the Frozen Thrall countdown.
Abyssal Yeti card art
Abyssal Yeti. A three-cost unit whose whole premise is that it climbed out of this chasm.

Accounts differ on the yetis, and our own sources do not line up. Sigvar was raised on a story that the yetis built the Nine, and dismisses it: “Some said that it was the yetis who created the Nine, but Sigvar had long grown out of such childish tales.” The Abyssal Yeti card tells a different version, in which they are down there as prisoners and occasionally get out.

Rarely, after millennia of imprisonment, a yeti will break free of the Howling Abyss—but only as a shadow of its former self, twisted to Lissandra's icy will.

Source: Abyssal Yeti, Legends of Runeterra flavor text

Both accounts are in circulation and neither is settled, which is worth holding onto. The Frostguard rewrote the region’s history on purpose, so disagreement in the sources is not sloppiness. It is the deception working.

What is not in dispute is who is doing the negotiating at the door. Legends of Runeterra recorded LissandraLissandra talking to the thing she let out of the ice, and then to the thing she never wanted out of it.

Lissandra and the thrall she thawed

Frostguard Thrall: “Awake...”

Lissandra: “Remember beast: You serve me.”

The thrall notices the same thing the climbers do

Frostguard Thrall: “Ice... cracks...”

Lissandra: “This temporary reprieve is reward for your service.”

What the jailer says when a Watcher actually arrives

Lissandra: “At last, they awaken.”

Lissandra: “I thought there was more time.”

Recorded Legends of Runeterra lines, quoted verbatim from our voice-line archive.

Sigvar makes it to the gate and reports three facts that undo more than eight thousand years of housekeeping: the ice is melting, it is one of the Nine, something emerged. The priest’s answer is “The Watchers stir...”, and the gates grind open again.

Everywhere Else in the Freljord, People Barely Stop Moving

The Freljord surface runs on feral mounts, seasonal sea routes and dragged ships, and it already denies you flight and landmarks.

The Abyss only reads as an anomaly next to the rest of the region, and the rest of the region is the most restless place on the map. Start with mounts, which the Freljord has and does not treat gently.

In spite of its harsh and unforgiving climate, the Freljord is home to a wide variety of fantastical fauna, particularly suited to life there. The Winter’s Claw do not tame or coddle their mounts, but encourage the creatures’ wild and aggressive survival instincts even as they take the reins.

Source: The Freljord: BEAST RIDERS

BEAST RIDERS
BEAST RIDERS. The Winter’s Claw keep their mounts feral on purpose.

Then the part that would make a systems designer sit up. Freljordian sea routes open and close with the season, and when they close late, the tribes convert their fleet.

Sometimes, the frozen sea routes take longer than usual to open up again. Impatient raiders may sacrifice a ship or two to build harnesses for their beasts of burden, dragging the rest to open water in an attempt to outpace their less enterprising rivals.

Source: The Freljord: A TRIBE ON THE MOVE

A TRIBE ON THE MOVE
A TRIBE ON THE MOVE. Ships broken up for harnesses so pack beasts can drag the rest of the fleet overland to open water.
The Ice-locked harbor of Glaserport, with its chained wolfships
The ice-locked harbour of Glaserport and its chained wolfships, waiting out a route that has not opened yet.

The pack animal doing that dragging has a card. Bull Elnuk is the bull of the elnük, the woolly elk-like beast our bestiary lists as a Freljordian pack animal. And Sigvar’s own tribe, before the Frostguard took him, ran a fleet built for the flat: “He remembered the ice-arks of his tribe; sleek, three-masted ships that raced across the frozen wastes upon sharpened keel blades.” A three-masted sledge doing highway speeds across a glacier is a vehicle Riot designed once and then left sitting in a flashback.

Bull Elnuk card art
Bull Elnuk. The beast that gets harnessed to a dismantled ship when the sea route runs late.

Two things the region does not give you, though, and a Demacian envoy wrote both of them down. The first is air support.

I underestimated the journey here. The snow and the glacial landscape slowed our travel, and Val could hardly fly in this cold to scout the way ahead.

Source: Journey Into The Freljord

The second is a way to know where you are.

I knew the risks of venturing back into the Freljord: it’s a long way to Demacia, and there aren’t any landmarks to guide me so far north. Every glacier looks the same, especially in the dark of night.

Source: Journey Into The Freljord

So the surface already has feral mounts, seasonal route closures, improvised overland shipping, a bird that cannot get airborne, and terrain with no fixed reference points. None of it helps you in the chasm. You cannot ride a rope, you cannot fly down a shaft in that cold, and the only navigation aid at the bottom is a woman who has been there three times.

Riot Already Wrote the Rules This Descent Runs On

None of the MMO’s traversal is announced. What canon fixes here is the gate, the party size, the bloodline requirement, and the corpse rule.

Nothing about the Runeterra MMO’s traversal has been revealed. Riot has not described a mount, a flight system, a death penalty, or a zone list for it. What has been written down is this chasm, in enough detail that most of the usual questions already have canon answers.

Traversal questionThe genre defaultWhat Freljord canon already says
Getting inA road, a portal, or a flight point per wingOne gate and one bridge. Every other way in was sealed by avalanche or by the Frostguard themselves.
MountsSummoned anywhere outside combatBeast riders and dragged ships on the surface. Nothing rides a rope down an ice wall.
FlightUnlocked at cap, trivialises the terrainA Demacian scout’s bird could hardly fly in this cold.
NavigationMinimap arrow and a waypointNo landmarks that far north, and every glacier looks the same.
PartyAny five who queue togetherThree Iceborn, roped in a fixed order, with the bloodline deciding who leads.
DyingRun back to your corpseNo corpse could be left down here. What is below grows on the bodies it consumes.
ProgressClear it, loot it, never returnInspect nine pillars, confirm nothing has changed, climb out. Repeat next equinox.
What this is not: a claim about the MMO. Riot has never said the Freljord is in it, never described a mount, and never shown a death penalty. The point is narrower. If a Runeterra game ever does build this specific hole, the canon has already ruled out most of the conveniences a designer would reach for first, and given a reason for each one.

That reason is what makes it worth building. In almost every MMO, opening a shortcut is a reward. Here it is a mistake with a body count, because a second entrance is a second way for something to climb out and a faster route down is a faster way to deliver corpses to the thing that eats them. Riot did not write a dungeon and then bolt a no-fly rule onto it. It wrote a place where the restrictions and the enemy’s win condition are the same fact.

Runeterra’s other famous chokepoint runs the opposite way. We wrote about the single gate that joins its two continents, where the whole story is who profits from opening it wider. The Howling Abyss is the version where the owner’s entire business is keeping the throughput at three people a year, and telling nobody why.

Sigvar came back up and reported that one of the nine had thawed. Whatever the Frostguard do next, it starts with sending more people down the same rope.

Would You Rope In?

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If a Runeterra MMO shipped the Howling Abyss as a roped three-person descent with no mounts, no flight, and a body you have to carry back out, would you run it?

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