The Aldenor Quest
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The Aldenor Quest
Part 1: Varrock Inn Danger
Part 2: Rights of Passage
Part 3: Shadowed Seas
More to come...
Bestiary
- Spoiler:
Part 2: Rights of Passage
- Spoiler:
Part 3: Shadowed Seas
- Spoiler:
More to come...
Bestiary
- Spoiler:
Last edited by Dark Avorian on Wed Nov 11, 2009 9:55 pm; edited 28 times in total
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Dark Avorian- QEP Member

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Number of posts: 1869
Age: 15
Location: GMT -5
Re: The Aldenor Quest
What's the big deal about the number 7? 
Seven priestly warriors, seven evil magicians, seven Dae't goddesses, seven Everot, seven Rings (in Halo), etc. I know there's more... but games seems to like 7 just as much as they like 3.

Seven priestly warriors, seven evil magicians, seven Dae't goddesses, seven Everot, seven Rings (in Halo), etc. I know there's more... but games seems to like 7 just as much as they like 3.

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3mptylord- Admin

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Number of posts: 2104
Age: 17
Location: North Devon, England
Re: The Aldenor Quest
well if we believe TMR its the most magically powerful number
Spoiler for what will come
Diary of The Priest-Assassin Hakurin
Fentuary 3- The Seven are reported to have fled before the Barbarian hordes into the ocean, It is almost certain that they have fled to the mysterious Isle of Aldenor. Rumours are flying around concerning the next action of the Barbarian Hordes
Fentuary 17- The Barbarian hordes are engaged in the building of a mighty fleet, I fear that this may be one of the most atrocious slaughters ever seen upon the lands (or seas as the case might be) of Gielinor. I pray to Saradomin that I am wrong and that we will see the corpses of those vile filth dragged through the streets
Septober 26- I have received word from high commander Ladranzi of the Knights of Purity. An elite team of our order will be accompanying the barbarian fleet into battle, Saradomin willing we will wipe these scum from the face of the world. I have been selected as leader of the elite assassination battalion. We will also be accompanied by our most devout priest mages
Septober 36- The battle rages on, since this morning the mages have destroyed huge swathes of the fleet, we fear they are working on something huge.
Septober 37- A massive shield of black energy covers the island, the one ship foolish enough to move against it was destroyed utterly, a burst of black flame was all that was seen once it hit the shield
Septober 38- I cannot hope to live another day…the mages have come out of the shield like Demi-Gods of purest evil, even now we are one of the last ships left—I must go and see what it is the priests are chanting…
…Twas a curse of great power, but the mages have none of it, the ship is sinking…I am grievously wounded…I pray that Saradomin will protect this book. May his grace carry this to my family I consign thee now to a waterproofed case prepared by my friend Jalar among the Priest-Mages, he has been killed but his gift still holds out water…Saradomin, I am in your hands now
Spoiler for what will come
Diary of The Priest-Assassin Hakurin
Fentuary 3- The Seven are reported to have fled before the Barbarian hordes into the ocean, It is almost certain that they have fled to the mysterious Isle of Aldenor. Rumours are flying around concerning the next action of the Barbarian Hordes
Fentuary 17- The Barbarian hordes are engaged in the building of a mighty fleet, I fear that this may be one of the most atrocious slaughters ever seen upon the lands (or seas as the case might be) of Gielinor. I pray to Saradomin that I am wrong and that we will see the corpses of those vile filth dragged through the streets
Septober 26- I have received word from high commander Ladranzi of the Knights of Purity. An elite team of our order will be accompanying the barbarian fleet into battle, Saradomin willing we will wipe these scum from the face of the world. I have been selected as leader of the elite assassination battalion. We will also be accompanied by our most devout priest mages
Septober 36- The battle rages on, since this morning the mages have destroyed huge swathes of the fleet, we fear they are working on something huge.
Septober 37- A massive shield of black energy covers the island, the one ship foolish enough to move against it was destroyed utterly, a burst of black flame was all that was seen once it hit the shield
Septober 38- I cannot hope to live another day…the mages have come out of the shield like Demi-Gods of purest evil, even now we are one of the last ships left—I must go and see what it is the priests are chanting…
…Twas a curse of great power, but the mages have none of it, the ship is sinking…I am grievously wounded…I pray that Saradomin will protect this book. May his grace carry this to my family I consign thee now to a waterproofed case prepared by my friend Jalar among the Priest-Mages, he has been killed but his gift still holds out water…Saradomin, I am in your hands now
Last edited by Kaen-Akazin on Sat Oct 10, 2009 6:08 pm; edited 1 time in total
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Dark Avorian- QEP Member

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Number of posts: 1869
Age: 15
Location: GMT -5
Re: The Aldenor Quest
Some idea of the reqs
Oh and I'll be switching it to only one quest
The Temple of Aldenor!
Synopsis: A bizarre mystery in Varrock leads to a strange investigation on an isolated island. There you discover a dark temple and a secret from the Barbarian Crusades. Following the paths of seven dark mages you finally discover the truth about Aldenor!
Requirements
~Quests/Miniquests:
259 Quest points
Mage Arena
Shadow Sword
Hunt for Surok
Desert Treasure
Dream Mentor
Troll Romance
Legends Quest
Meeting History
As a Last Resort…
Zogre Flesh Eaters
~Skills:
71 Agility
71 Thieving
69 Crafting
65 Smithing
60 Runecrafting
77 Magic (No boosts)
63 Summoning
64 Construction
60 Prayer
50 Herblore
70 Slayer
~Combat:
Must be able to defeat 7 level 250+ mages in a variety of situations
Must be able to defeat 25 level 100’s in multi-combat
Oh and I'll be switching it to only one quest
The Temple of Aldenor!
Synopsis: A bizarre mystery in Varrock leads to a strange investigation on an isolated island. There you discover a dark temple and a secret from the Barbarian Crusades. Following the paths of seven dark mages you finally discover the truth about Aldenor!
Requirements
~Quests/Miniquests:
259 Quest points
Mage Arena
Shadow Sword
Hunt for Surok
Desert Treasure
Dream Mentor
Troll Romance
Legends Quest
Meeting History
As a Last Resort…
Zogre Flesh Eaters
~Skills:
71 Agility
71 Thieving
69 Crafting
65 Smithing
60 Runecrafting
77 Magic (No boosts)
63 Summoning
64 Construction
60 Prayer
50 Herblore
70 Slayer
~Combat:
Must be able to defeat 7 level 250+ mages in a variety of situations
Must be able to defeat 25 level 100’s in multi-combat
_________________
















Everything you do is suspect

















Dark Avorian- QEP Member

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Number of posts: 1869
Age: 15
Location: GMT -5
Re: The Aldenor Quest
The Seven Lost/Chosen and their Gimmicks
Aran Farcaster: huge range bonuses...
Lenir the Shadow-Blade: assasination tactics
Durgan Spellshield: Protection spells
Erod the Enchanter: Enchantments for allies' weapons as well as ways to enchant terrain into traps
Noktin Bloodweaver: Sacrifices own health to fuel powerful spells
Orin the Defiler of Talent: Curses...
Rakar (need an idea)
Aran Farcaster: huge range bonuses...
Lenir the Shadow-Blade: assasination tactics
Durgan Spellshield: Protection spells
Erod the Enchanter: Enchantments for allies' weapons as well as ways to enchant terrain into traps
Noktin Bloodweaver: Sacrifices own health to fuel powerful spells
Orin the Defiler of Talent: Curses...
Rakar (need an idea)
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Everything you do is suspect

















Dark Avorian- QEP Member

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Number of posts: 1869
Age: 15
Location: GMT -5
Re: The Aldenor Quest
The Creation of Aldenor
They met on an isolated, rocky and barren island. Although they numbered but seven among the many dark mages of Gielinor they came knowing that they had the support of the multitude...
They made a dark oath that night. To serve no god before the magic. To obey no authority absolutely save the magic. To do anything necessary to protect the magic. To form a brotherhood beneath the magic. And above all, to worship the Magic.
They brought to bear power so great that none could challenge them, they new what it would cost them. But they deemed it worthwhile to protect the Magic from the barbarous hordes sweeping from the north.
Surrounded by a fleet of barbarians, under direct assault from servants of Saradomin, they did something so sacrilegious that no one can fully comprehend. They bound together the power and will of all the dark mages joined by this love, and with it they forged a sentient being, the god-being Aldenor protector of Black Magic
They met on an isolated, rocky and barren island. Although they numbered but seven among the many dark mages of Gielinor they came knowing that they had the support of the multitude...
They made a dark oath that night. To serve no god before the magic. To obey no authority absolutely save the magic. To do anything necessary to protect the magic. To form a brotherhood beneath the magic. And above all, to worship the Magic.
They brought to bear power so great that none could challenge them, they new what it would cost them. But they deemed it worthwhile to protect the Magic from the barbarous hordes sweeping from the north.
Surrounded by a fleet of barbarians, under direct assault from servants of Saradomin, they did something so sacrilegious that no one can fully comprehend. They bound together the power and will of all the dark mages joined by this love, and with it they forged a sentient being, the god-being Aldenor protector of Black Magic
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Everything you do is suspect

















Dark Avorian- QEP Member

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Number of posts: 1869
Age: 15
Location: GMT -5
Re: The Aldenor Quest
Locations
The Temple of Aldenor
A craggy island located far out at sea, a huge volcanic caldera in the center. The temple is a huge underground are carved from the magma pocket beneath the island.
Aran's Cloud-Keep
A huge fortress buoyed by powerful spells and shielded with clouds, the only way to access it is a long chain cloaked in invisibility spells and buffeted by gale-force winds that hangs down form the fortress.
Zumat HQ
A huge school of assassins. It's leaders are the mighty Zumat Triumvirate: Fasin, Firno & Fzein. It's entrance is a door concealed within an abandoned room in Edgeville dungeon. However the only way to find the concealed door is a long process involving rumours, wanted posters, and assassinations.
Lenir's Tomb
A shadowy and strange crypt filled with dark guardians, It's located deep under the legend's guild, and the only person there who knows anything about it is Siegfried Erkle.
Durgan's Pyramid
A strange pyramid rising above a small desert island...what magical defenses has durgan put upon his tomb...and what force will be required to penetrate them?And what power do the odd tribes that surround it wield?
Erod's Maelstrom
Just south of Murphy's usual fishing spot a huge whirlpool churns the seas. Above the whirpool huge clouds of magical origin unleash lances of lightning. At the base of teh whirlpool a strange air bubble houses a sacred enclave of warped ground. And the strange puzzles that guard the central shrine are not to be laughed at.
The Bloodcrypt
A small chest, inside it a few blood runes...when you grab this apparent wealth you are teleported out, but few ever notice the strange key lying just under them...and when this key enters an alcove in the wall nearby it open the doors of the bloodcrypt...fashioned after the veins of strange beast, huge waves of blood wash through, drowning intruders. But if one is willing to sacrifice ones own health, you might just be able to enter the final chamber...
Orin's Maze
A large maze...filled to the brim with vicious level 5 goblins...who you will find it impossible to run through...of course this probably doesn't sound scary...but Orin's powers drain your combat skills constantly in this maze...so be afraid...be very afraid!
At various points in the maze you will find that the maze splits into three paths...each path holds different obstacles (some have only one). In other place you will have three tiles that block off the maze, each with a skill symbol on it, choose wisely, for whichever one you choose that skill will drain to 0.
|More to come|
The Temple of Aldenor
A craggy island located far out at sea, a huge volcanic caldera in the center. The temple is a huge underground are carved from the magma pocket beneath the island.
Aran's Cloud-Keep
A huge fortress buoyed by powerful spells and shielded with clouds, the only way to access it is a long chain cloaked in invisibility spells and buffeted by gale-force winds that hangs down form the fortress.
Zumat HQ
A huge school of assassins. It's leaders are the mighty Zumat Triumvirate: Fasin, Firno & Fzein. It's entrance is a door concealed within an abandoned room in Edgeville dungeon. However the only way to find the concealed door is a long process involving rumours, wanted posters, and assassinations.
Lenir's Tomb
A shadowy and strange crypt filled with dark guardians, It's located deep under the legend's guild, and the only person there who knows anything about it is Siegfried Erkle.
Durgan's Pyramid
A strange pyramid rising above a small desert island...what magical defenses has durgan put upon his tomb...and what force will be required to penetrate them?And what power do the odd tribes that surround it wield?
Erod's Maelstrom
Just south of Murphy's usual fishing spot a huge whirlpool churns the seas. Above the whirpool huge clouds of magical origin unleash lances of lightning. At the base of teh whirlpool a strange air bubble houses a sacred enclave of warped ground. And the strange puzzles that guard the central shrine are not to be laughed at.
The Bloodcrypt
A small chest, inside it a few blood runes...when you grab this apparent wealth you are teleported out, but few ever notice the strange key lying just under them...and when this key enters an alcove in the wall nearby it open the doors of the bloodcrypt...fashioned after the veins of strange beast, huge waves of blood wash through, drowning intruders. But if one is willing to sacrifice ones own health, you might just be able to enter the final chamber...
Orin's Maze
A large maze...filled to the brim with vicious level 5 goblins...who you will find it impossible to run through...of course this probably doesn't sound scary...but Orin's powers drain your combat skills constantly in this maze...so be afraid...be very afraid!
At various points in the maze you will find that the maze splits into three paths...each path holds different obstacles (some have only one). In other place you will have three tiles that block off the maze, each with a skill symbol on it, choose wisely, for whichever one you choose that skill will drain to 0.
|More to come|
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Everything you do is suspect

















Dark Avorian- QEP Member

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Number of posts: 1869
Age: 15
Location: GMT -5
Re: The Aldenor Quest
And so it begins...
The light was dim in the Jolly Boar. The Barman was having a hushed conversation with three experienced revenant hunters, a few lumberyard workers were washing away the coating of sawdust in their throats, and in a dark corner I was having a hushed conversation with a fellow adventurer. As I’d entered the bar earlier he had called me over and asked if I’d like a drink in exchange for a few of my best stories, I’d happily obliged and soon we were chatting about our various exploits.
“…And here I was thinking that Zombie Ogres were impressive! But you’ve clearly had some run ins with nasty blighters…those Ice Tunnellers sound mighty strange…”
“You’re right about that…but Zombie Ogres are pre–”
I followed his shocked gaze and saw a man rush into the bar, battleaxe in hand and charge into the bar. Several of the lumbermen leaped up and attempted to stop him. I watched in horror as his battleaxe carved through them in two mighty sweeps. As they crumpled to the floor me and the other adventurer stood up and at the other’s urging I ran across the room with him and followed the crazed man up the stairs.
I watched in shock as the other adventurer shoved the crazed man into a room and barred the door. It was only after I heard the contented chuckle that I realized it was the room that Dimintheis’s son Jonathan stayed in. Then I heard a scream and the breaking of a window, and finally I heard a sound that could only be the man jumping out of the window.
Charging into the room I saw to my dismay that he had taken Jonathan with him and that at least he had survived the leap and made his way off into the evening…
The light was dim in the Jolly Boar. The Barman was having a hushed conversation with three experienced revenant hunters, a few lumberyard workers were washing away the coating of sawdust in their throats, and in a dark corner I was having a hushed conversation with a fellow adventurer. As I’d entered the bar earlier he had called me over and asked if I’d like a drink in exchange for a few of my best stories, I’d happily obliged and soon we were chatting about our various exploits.
“…And here I was thinking that Zombie Ogres were impressive! But you’ve clearly had some run ins with nasty blighters…those Ice Tunnellers sound mighty strange…”
“You’re right about that…but Zombie Ogres are pre–”
I followed his shocked gaze and saw a man rush into the bar, battleaxe in hand and charge into the bar. Several of the lumbermen leaped up and attempted to stop him. I watched in horror as his battleaxe carved through them in two mighty sweeps. As they crumpled to the floor me and the other adventurer stood up and at the other’s urging I ran across the room with him and followed the crazed man up the stairs.
I watched in shock as the other adventurer shoved the crazed man into a room and barred the door. It was only after I heard the contented chuckle that I realized it was the room that Dimintheis’s son Jonathan stayed in. Then I heard a scream and the breaking of a window, and finally I heard a sound that could only be the man jumping out of the window.
Charging into the room I saw to my dismay that he had taken Jonathan with him and that at least he had survived the leap and made his way off into the evening…
_________________
















Everything you do is suspect

















Dark Avorian- QEP Member

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Number of posts: 1869
Age: 15
Location: GMT -5
Re: The Aldenor Quest
Very good, but I wish there was more!

Jeeves- QEP Member

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Number of posts: 151
Age: 16
Location: Mount Laurel, New Jersey
Re: The Aldenor Quest
oh there will be! there will be blood, darkness and sorrow!
oh...and of course magic
oh...and of course magic
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Everything you do is suspect

















Dark Avorian- QEP Member

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Number of posts: 1869
Age: 15
Location: GMT -5
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