Arzonus, the City of Werewolves
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Arzonus, the City of Werewolves
For over two years, Arzonus has been a central element of my writing. Writing it spurred my interest in reading and the support over the many months spurred me to remain loyal to keeping it.
However, the thread ran out of space a few months ago and the original content was lost. Since its closure, Jagex has contacted me to express their strong interest with the subject and how they wish to pursue it further. Because of this reason, I cannot submit it on the forums for everyone to see, but there is no restriction in adding it here.
So for your reading pleasure is an un-edited edition of "Arzonus - City of Werewolves". I currently plan to redo some of the writing, to increase the descriptive content and to clear up issues raised by continuity and filler content.
P.S. The name of the land under the ownership of Arzonus has undergone many names. Master Maelstrom wishes to disclose that this is due to it being equivalent to all the names it takes, but if wish to have a monoadjective (a word I have coined meaning single, all rounded description) it would be "Arzonusii" (pronounced Ar-zone-us-eye")
However, the thread ran out of space a few months ago and the original content was lost. Since its closure, Jagex has contacted me to express their strong interest with the subject and how they wish to pursue it further. Because of this reason, I cannot submit it on the forums for everyone to see, but there is no restriction in adding it here.
So for your reading pleasure is an un-edited edition of "Arzonus - City of Werewolves". I currently plan to redo some of the writing, to increase the descriptive content and to clear up issues raised by continuity and filler content.
P.S. The name of the land under the ownership of Arzonus has undergone many names. Master Maelstrom wishes to disclose that this is due to it being equivalent to all the names it takes, but if wish to have a monoadjective (a word I have coined meaning single, all rounded description) it would be "Arzonusii" (pronounced Ar-zone-us-eye")
For the discussion thread;
Re: Arzonus, the City of Werewolves.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Introduction
When the Varrock Museum discovered a small island north of Morytania, they couldn't help but send an expedition crew to take a better look.
When they reached the island, they saw an obelisk, which reflected the moon's light and a shadowy figure leaning there. The figure hadn't noticed the crew and they approached closer. The figure was writing in a book. They stepped on a twig a caught the figure's attention. It ran away, but dropped the book as it fled.
When they went closer, they saw that the figure was a werewolf. But it looked different to the population in Canifis. It had a different posture, a larger tail and its fur was less matted and was greying.
When the team picked up the book, it was written in a language unknown to the team.
They noticed some text on the obelisk and they sketched it onto paper and gave it to Reldo to translate. Despite the librarian's limitless intelligence, he could only translate a few words of the text. The text on the obelisk translated as;
"Property of Arzonus"
Explorations continued in hope of that werewolf might return for the book. The figure never came back for the book. The book was never translated and kept in the care of the dig site workmen.
Within a week, a werewolf was sighted in the Dig site. It had broken into the exam centre, quickly dealt with all resistance and teleported away with the book.
Research continued for a long time for this unknown city. Books were read, tomes studied and civilians questioned. They finally came across with a good answer from Malak in Canifis (although it cost a little blood to get anything out of him). He described the city as;
"Arzonus - the city of werewolves."
The city came into existence during the third age, just after Zamorak ascended to god hood. The werewolves that found Arzonus refused to turn under the rule of Zamorak or Drakan and so were banished and left for dead in the Saradomin lands.
When adventuring across a deserted plain, a strange energy discovered the werewolves and pitied them and so gave them shelter. The city had been attacked on many occasions by the vampyres. These attacks on the city failed and the vampyres grew aware that these werewolves would never turn to Zamorak and that they knew the vampyre's weaknesses.
The werewolves of the city also prevented the Drakan monarchy from expanding their borders and "purified" the Salve to make it behave like Sulfuric acid to the beings of Morytania (with the exceptions of humans). Eventually Drakan got the message. These werewolves wanted Drakan and his rule over Morytania defeated.
Malak slowly grew angrier and angrier as he spoke and refused to tell anymore, otherwise he'd make himself sick with the pressure. When a desert researcher came across a book in the Bandit camp archives, more light was shed on this ancient city and its people.
It was revealed that the city's people remained loyal to Zaros and Armadyl even though faith in those gods had long ago diminished with the rise of Saradomin and Zamorak. When the werewolves abandoned their former home for new sanctuary, they said that Zaros was touched by their loyalty to him and refusal to turn to his successor. For this loyalty, he granted them shelter and new lives and freedom from the evil Drakans and Zamorak.
MM: I plan to maintain this, but elaborate more on how humanity lost all knowledge of Arzonus up to a certain stage.
When they reached the island, they saw an obelisk, which reflected the moon's light and a shadowy figure leaning there. The figure hadn't noticed the crew and they approached closer. The figure was writing in a book. They stepped on a twig a caught the figure's attention. It ran away, but dropped the book as it fled.
When they went closer, they saw that the figure was a werewolf. But it looked different to the population in Canifis. It had a different posture, a larger tail and its fur was less matted and was greying.
When the team picked up the book, it was written in a language unknown to the team.
They noticed some text on the obelisk and they sketched it onto paper and gave it to Reldo to translate. Despite the librarian's limitless intelligence, he could only translate a few words of the text. The text on the obelisk translated as;
"Property of Arzonus"
Explorations continued in hope of that werewolf might return for the book. The figure never came back for the book. The book was never translated and kept in the care of the dig site workmen.
Within a week, a werewolf was sighted in the Dig site. It had broken into the exam centre, quickly dealt with all resistance and teleported away with the book.
Research continued for a long time for this unknown city. Books were read, tomes studied and civilians questioned. They finally came across with a good answer from Malak in Canifis (although it cost a little blood to get anything out of him). He described the city as;
"Arzonus - the city of werewolves."
The city came into existence during the third age, just after Zamorak ascended to god hood. The werewolves that found Arzonus refused to turn under the rule of Zamorak or Drakan and so were banished and left for dead in the Saradomin lands.
When adventuring across a deserted plain, a strange energy discovered the werewolves and pitied them and so gave them shelter. The city had been attacked on many occasions by the vampyres. These attacks on the city failed and the vampyres grew aware that these werewolves would never turn to Zamorak and that they knew the vampyre's weaknesses.
The werewolves of the city also prevented the Drakan monarchy from expanding their borders and "purified" the Salve to make it behave like Sulfuric acid to the beings of Morytania (with the exceptions of humans). Eventually Drakan got the message. These werewolves wanted Drakan and his rule over Morytania defeated.
Malak slowly grew angrier and angrier as he spoke and refused to tell anymore, otherwise he'd make himself sick with the pressure. When a desert researcher came across a book in the Bandit camp archives, more light was shed on this ancient city and its people.
It was revealed that the city's people remained loyal to Zaros and Armadyl even though faith in those gods had long ago diminished with the rise of Saradomin and Zamorak. When the werewolves abandoned their former home for new sanctuary, they said that Zaros was touched by their loyalty to him and refusal to turn to his successor. For this loyalty, he granted them shelter and new lives and freedom from the evil Drakans and Zamorak.
MM: I plan to maintain this, but elaborate more on how humanity lost all knowledge of Arzonus up to a certain stage.
Last edited by MorbiusMonster on Fri Nov 05, 2010 8:44 pm; edited 1 time in total
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
now THAT is some facts..
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Requirements
To enter such a city, a player must first obtain a suitable amount of Kudos from the Varrock Museum so they can visit the island.
In addition to that, the player must have either completed:
Temple of Ikov
or
Dig Site Quest.
Upon entering, a player begins a very easy quest, which will grant them access to more of the city and to the "Heart" of the city.
In addition to that, the player must have either completed:
Temple of Ikov
or
Dig Site Quest.
Upon entering, a player begins a very easy quest, which will grant them access to more of the city and to the "Heart" of the city.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Residents
The werewolves of this city are different to the werewolves in Canifis.
For instance, they have a different posture and build. Instead their head being part of their back and creating a lack of any neck, they have a sort of human shape body with a wolf’s head.
Their fur isn't always one colour. The main body fur has different colours and these go greyer as the werewolf gets older. Age is easier to determine in these werewolves, as they don't have to pay blood tithes like Canifis werewolves and so live longer as the signs of aging will show.
They dress in a different way to Canifis werewolves. They wear different armour and always wear a belt with a cloth on it showing a symbol of their clan and family (even if they aren't wearing anything else). Instead of always being human until they are attacked, they remain in wolf form all the time unless they leave the city without wearing a special moonstone amulet.
Their tails are also longer and have much more size to them than the Canifis ones. Some of the werewolves have used this for their advantage and developed "tail enders". These are weapons, which can be put on their tail and used in the same way a mace or a scimitar would work (just on their tails).
More warriors are seen about the city than in Canifis. There are melee warriors who guard the outside, rangers who patrol the walls and mages who roam the temple towards the centre of the city. All these warriors roam around the city but each variety is most concentrated around a certain area. Some roam outside the city on the terrain hunting for food.
For instance, they have a different posture and build. Instead their head being part of their back and creating a lack of any neck, they have a sort of human shape body with a wolf’s head.
Their fur isn't always one colour. The main body fur has different colours and these go greyer as the werewolf gets older. Age is easier to determine in these werewolves, as they don't have to pay blood tithes like Canifis werewolves and so live longer as the signs of aging will show.
They dress in a different way to Canifis werewolves. They wear different armour and always wear a belt with a cloth on it showing a symbol of their clan and family (even if they aren't wearing anything else). Instead of always being human until they are attacked, they remain in wolf form all the time unless they leave the city without wearing a special moonstone amulet.
Their tails are also longer and have much more size to them than the Canifis ones. Some of the werewolves have used this for their advantage and developed "tail enders". These are weapons, which can be put on their tail and used in the same way a mace or a scimitar would work (just on their tails).
More warriors are seen about the city than in Canifis. There are melee warriors who guard the outside, rangers who patrol the walls and mages who roam the temple towards the centre of the city. All these warriors roam around the city but each variety is most concentrated around a certain area. Some roam outside the city on the terrain hunting for food.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Government
The city has three major governing wolves.
The mentors are named after horoscopes i.e. Mentor Capricorn. They run the city's trade and some run a few shops. When they visited Varrock they thought that they too should open up a Grand Exchange Branch, seeing how it attracted traders. There are twelve in total.
The Masters are the great wisdom in the city. They spend most of their time within the temple, with the exception for Master Maelstrom who works in his laboratory. Each Master works around a particular combat style. Master Valiant works with melee, Master Wisdom with Mage, Master Seeker works with Range, Master Embrace with Prayer and Master Maelstrom with Summoning. There are five and play a vital part in a lot of quests involving the city.
The city is owned by Elder Silver. She operates how the city works, but isn't seen by the public a lot but does reveal herself when she wishes for the people to gather. She is very old and will eventually hand over her role to her son when she dies.
The mentors take turns to run trade within the city. Their reign takes place during their respective horoscope i.e. Mentor Capricorn has his turn to rune trade between the 22nd of December and 21st of January Earth Dates and so on.
Master Maelstrom is a major part of the first quest, which you start when you enter the city.
The mentors are named after horoscopes i.e. Mentor Capricorn. They run the city's trade and some run a few shops. When they visited Varrock they thought that they too should open up a Grand Exchange Branch, seeing how it attracted traders. There are twelve in total.
The Masters are the great wisdom in the city. They spend most of their time within the temple, with the exception for Master Maelstrom who works in his laboratory. Each Master works around a particular combat style. Master Valiant works with melee, Master Wisdom with Mage, Master Seeker works with Range, Master Embrace with Prayer and Master Maelstrom with Summoning. There are five and play a vital part in a lot of quests involving the city.
The city is owned by Elder Silver. She operates how the city works, but isn't seen by the public a lot but does reveal herself when she wishes for the people to gather. She is very old and will eventually hand over her role to her son when she dies.
The mentors take turns to run trade within the city. Their reign takes place during their respective horoscope i.e. Mentor Capricorn has his turn to rune trade between the 22nd of December and 21st of January Earth Dates and so on.
Master Maelstrom is a major part of the first quest, which you start when you enter the city.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Moonstone
The city is made of a curious mineral named moonstone. It has the strange quality that allows werewolves to attain wolf form without it being nighttime.
Moonstone is grown and it has been used in the structure of Arzonus and used in the obelisks that mark out the werewolves’ territory. The obelisk discovered on the island north of Mortiana was a moonstone obelisk showing that island was property of Arzonus (it is discovered why the island is significant in another quest).
Moonstone shards are the currency within Arzonus although they do accept coins. Currency can be exchanged in Arzonus where normally it wouldn't be exchanged elsewhere. It is run by Mentor Sagittarius.
Moonstone can also be made into amulets with the right level of skill. This can allow a player to become a werewolf outside of werewolf territory if they have done the first quest within the city. They can be made or bought within the city. When trading in the city, you can have the option to switch between currencies in the shops.
Moonstone is said to be the essence of the city's heart. It was granted to the werewolves when they discovered it and so is a perfect environment for them. On every moonstone obelisk is the Arzonus emblem carved into it. This emblem is a wolf's head howling at the moon with a Zaros symbol in one of the moon's craters.
Moonstone is grown and it has been used in the structure of Arzonus and used in the obelisks that mark out the werewolves’ territory. The obelisk discovered on the island north of Mortiana was a moonstone obelisk showing that island was property of Arzonus (it is discovered why the island is significant in another quest).
Moonstone shards are the currency within Arzonus although they do accept coins. Currency can be exchanged in Arzonus where normally it wouldn't be exchanged elsewhere. It is run by Mentor Sagittarius.
Moonstone can also be made into amulets with the right level of skill. This can allow a player to become a werewolf outside of werewolf territory if they have done the first quest within the city. They can be made or bought within the city. When trading in the city, you can have the option to switch between currencies in the shops.
Moonstone is said to be the essence of the city's heart. It was granted to the werewolves when they discovered it and so is a perfect environment for them. On every moonstone obelisk is the Arzonus emblem carved into it. This emblem is a wolf's head howling at the moon with a Zaros symbol in one of the moon's craters.
Last edited by MorbiusMonster on Sun Nov 07, 2010 6:47 pm; edited 1 time in total
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
Could you edit things to make htem withe to make the reading more easy
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Battle Island
One popular attraction that is in werewolf territory is Battle Island. It's run by Mentor Cancer and is where summoning Familiars duel. You can also buy and sell pouches, scrolls, and other summoning items for a fair price.
Made from polished silver, Battle Island floats in crystal clear tropical waters. The island has many different arenas so many players can have their familiars fight either for staked duels or for fun. This saves having players go into the duel arena and having to summon creatures there. It is werewolf territory so they will be in wolf form and you can even duel against NPCs.
You can also buy slayer monsters, which can also fight within the arena. When you use these slayer monsters, they don't die when they are beaten. They just are teleported out of the arena and healed when they can no longer fight.
Another mini game is available. It's called Summoning Swim, and players who participate can dive into the crystal clear waters and can excavate the seabed in search of summoning materials such as charms, pouches, shards and even find fossils.
The fossils can then be traded on the island for a lot of money depending on how rare it is, or you can keep it and find out what you can do with it (potential or future updates).
If you want to get eggs, which are hard to get such as God bird eggs, or Dragon eggs then you can sell them or buy them here. More quests can be started here based around summoning (more potential updates).
The island is abundant in tropical caves where even more summoning artefacts can be dug up and many monsters drop charms or shards in decent numbers.
To access this island, you must have done the first quest within Arzonus, which is started by entering the city.
Made from polished silver, Battle Island floats in crystal clear tropical waters. The island has many different arenas so many players can have their familiars fight either for staked duels or for fun. This saves having players go into the duel arena and having to summon creatures there. It is werewolf territory so they will be in wolf form and you can even duel against NPCs.
You can also buy slayer monsters, which can also fight within the arena. When you use these slayer monsters, they don't die when they are beaten. They just are teleported out of the arena and healed when they can no longer fight.
Another mini game is available. It's called Summoning Swim, and players who participate can dive into the crystal clear waters and can excavate the seabed in search of summoning materials such as charms, pouches, shards and even find fossils.
The fossils can then be traded on the island for a lot of money depending on how rare it is, or you can keep it and find out what you can do with it (potential or future updates).
If you want to get eggs, which are hard to get such as God bird eggs, or Dragon eggs then you can sell them or buy them here. More quests can be started here based around summoning (more potential updates).
The island is abundant in tropical caves where even more summoning artefacts can be dug up and many monsters drop charms or shards in decent numbers.
To access this island, you must have done the first quest within Arzonus, which is started by entering the city.
Last edited by MorbiusMonster on Sun Nov 07, 2010 6:48 pm; edited 1 time in total
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
That shall be done, but first I have to post everything.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Reaper's Pit
Near the city is the entrance to the Reaper's Pit.
The pit is home to hostile beasts, some which may attack without notice. The entrance area is home to only a few creatures, but none of them are truly hostile.
Beneath that, is an area full of trenches and slayer monsters. One particular monster only attacks when you aren't looking so a mirror shield is recommended if you want to be careful.
Below this lies the Reaper's Den. It's inhabited by the Reapers which need a level 50 slayer to fight. However, it is rich in rare ores such as adamant and mithril. A few summoning artefacts can be dug up and sold on Battle Island.
Beneath this lies the final chamber of Reaper's Pit. It is abundant in higher level Reapers, Spiritual Mages, Rangers and Warriors. In his chamber is the Reaper breeder, which looks after the colony and controls it. Although closed off to everyone at this time, it may be opened up soon enough. On this floor are loads of summoning artefacts buried just in the ground and a charm respawn. There are rune and gems rocks lurking on this floor as well.
The Reapers aren't aggressive unless you move too close to the colony nest. The spiritual beings are the same and will only attack if you attack them first. There is a route to Battle Island hidden within the cavern, which ends up under water, so if you want to take the hidden route, you may want to bring some diving apparatus (obtainable during Recipe for Disaster (Saving Pirate Pete).).
At first, you won't be able to enter the pit until you complete the first quest within the city, and you can't use the shortcut to Battle Island unless you have visited it before.
The pit is home to hostile beasts, some which may attack without notice. The entrance area is home to only a few creatures, but none of them are truly hostile.
Beneath that, is an area full of trenches and slayer monsters. One particular monster only attacks when you aren't looking so a mirror shield is recommended if you want to be careful.
Below this lies the Reaper's Den. It's inhabited by the Reapers which need a level 50 slayer to fight. However, it is rich in rare ores such as adamant and mithril. A few summoning artefacts can be dug up and sold on Battle Island.
Beneath this lies the final chamber of Reaper's Pit. It is abundant in higher level Reapers, Spiritual Mages, Rangers and Warriors. In his chamber is the Reaper breeder, which looks after the colony and controls it. Although closed off to everyone at this time, it may be opened up soon enough. On this floor are loads of summoning artefacts buried just in the ground and a charm respawn. There are rune and gems rocks lurking on this floor as well.
The Reapers aren't aggressive unless you move too close to the colony nest. The spiritual beings are the same and will only attack if you attack them first. There is a route to Battle Island hidden within the cavern, which ends up under water, so if you want to take the hidden route, you may want to bring some diving apparatus (obtainable during Recipe for Disaster (Saving Pirate Pete).).
At first, you won't be able to enter the pit until you complete the first quest within the city, and you can't use the shortcut to Battle Island unless you have visited it before.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Battle Island Caverns
Battle Island isn't just known for being a tropical paradise where players can hunt for rare treasures and battle familiars. The caverns have some significant value.
The caverns were carved out by water flow and then the island erupted from the ground. The summoning artefacts were lost and fell into the seabed awaiting discovery and the caverns became host to a lot of creatures.
You can excavate the caverns and discover hidden treasures within or fight some of the creatures that dwell in the caves for even more treasure. As you venture further in, the stronger the inhabitants get, but the greater the treasure will be.
The inhabitants are mostly bats are water elementals, but water demons exist further within the caves. The water demons aren't too tough if they aren't near water, but do become a little stronger if they are near a water source of some sort. These demons are affected by Silverlight or darklight and drop water mystic staves if you're lucky or the rare Mist Battle Staff which, when wielded in the desert, will prevent the desert effect from occurring as much (where you need to drink water or start dehydrating). These are a good monster to fight if you want to get your hands on water runes as these beasts will drops them in quantities of 1000s!
The caverns were carved out by water flow and then the island erupted from the ground. The summoning artefacts were lost and fell into the seabed awaiting discovery and the caverns became host to a lot of creatures.
You can excavate the caverns and discover hidden treasures within or fight some of the creatures that dwell in the caves for even more treasure. As you venture further in, the stronger the inhabitants get, but the greater the treasure will be.
The inhabitants are mostly bats are water elementals, but water demons exist further within the caves. The water demons aren't too tough if they aren't near water, but do become a little stronger if they are near a water source of some sort. These demons are affected by Silverlight or darklight and drop water mystic staves if you're lucky or the rare Mist Battle Staff which, when wielded in the desert, will prevent the desert effect from occurring as much (where you need to drink water or start dehydrating). These are a good monster to fight if you want to get your hands on water runes as these beasts will drops them in quantities of 1000s!
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Wolf's Pet
The first quest begins when you enter the city. It's called Wolf's Pet. It's classed as an Intermediate quest.
On immediate arrival, the gate keepers have you quickly apprehended and arrested, the charges being that you are a human who meaninglessly trespasses in the city.
Within moments, you receive a visitor. It's Master Maelstrom, and he has a deal for you! He says that prisoners of the city can be punished or bought by people to serve them. He says he'll pay for your freedom if you are willing to be a test subject for one of his experiments, which he nears completion. He points out at this stage that the ring of Charos doesn't work on the werewolves of this city if you are wearing it.
The job he offers you isn't too hard, just collecting a few vital parts to his experiments. Although they break some of the parameters of RuneScape sciences, they aren't utterly mad! He grants you a warrant that allows you to roam the city freely, but you can't really do a lot other than access the bank and visit the general store.
He reveals to you that he is nearing the final stages of perfecting shape shifting and wants to perform the final test on genetic reformation before calling it a success. He needs a human to test it on because it involves turning a human into a werewolf and lots of the other subjects weren't the right build.
Once the equipment is gathered, the experiment begins and is a success. All that remains is to choose how you'd want to look as a werewolf and have your personal armour forged (all werewolves in the city have their own personal armour that adjusts bonuses depending on their stronger skills).
When you've done this, you are accepted into their society and end the quest by all the werewolves performing the howl of victory.
Rewards;
4K summoning exp
10K coins
Personal Armour
Access to the whole city and to Battle Island and other territory
Werewolf Howl emote
A new kind of summoning.
On immediate arrival, the gate keepers have you quickly apprehended and arrested, the charges being that you are a human who meaninglessly trespasses in the city.
Within moments, you receive a visitor. It's Master Maelstrom, and he has a deal for you! He says that prisoners of the city can be punished or bought by people to serve them. He says he'll pay for your freedom if you are willing to be a test subject for one of his experiments, which he nears completion. He points out at this stage that the ring of Charos doesn't work on the werewolves of this city if you are wearing it.
The job he offers you isn't too hard, just collecting a few vital parts to his experiments. Although they break some of the parameters of RuneScape sciences, they aren't utterly mad! He grants you a warrant that allows you to roam the city freely, but you can't really do a lot other than access the bank and visit the general store.
He reveals to you that he is nearing the final stages of perfecting shape shifting and wants to perform the final test on genetic reformation before calling it a success. He needs a human to test it on because it involves turning a human into a werewolf and lots of the other subjects weren't the right build.
Once the equipment is gathered, the experiment begins and is a success. All that remains is to choose how you'd want to look as a werewolf and have your personal armour forged (all werewolves in the city have their own personal armour that adjusts bonuses depending on their stronger skills).
When you've done this, you are accepted into their society and end the quest by all the werewolves performing the howl of victory.
Rewards;
4K summoning exp
10K coins
Personal Armour
Access to the whole city and to Battle Island and other territory
Werewolf Howl emote
A new kind of summoning.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
The Heart
Within the centre of the city, exists the Heart.
The Heart's origin is too complicated to define and it's a pit with a purple vapour swirling within it, covered by a large glass lens.
The Heart was discovered by the werewolves when they were walking across the lands during the Third Age in search of new settlement after being cast out of Morytania for refusing to turn away from Zaros. The Heart felt pity for their loss of a home and left for dead in Saradominist lands and was also touched by their devotion to their now dead god. The Heart crafted a city around them to look after them and they, in return, blessed it and gave it their trust.
The Heart generates a type of energy called aura. This aura spreads out to all the lands that are owned by the werewolves and it's what gives them their power. The active aura can generate settlement for those who follow Zaros or Armadyl and gives power to the moonstone. This aura tends to be confined mostly to the city and smaller settlements outside. The passive aura allows moonstone to grow and grants it its lustrous and wondrous qualities. This aura hangs around the majority of the territory owned by the werewolves and extends far beyond the reach of the city wall. It makes the ground fertile and so grows plants and attracts animals for the werewolves to feed on.
The Masters and Mentors believe the heart is the remains of Zaros whom was defeated by Zamorak towards the end of the Second Age. This explains why it felt sympathy for them and no other at the time. This is backed up by the Al Kharidian traders’ easier route when trade began to increase across Arzonus.
The Heart has a closer communication to a god more than any other altar. When one prays at it, they feel as f they are in the God's presence and are granted a greater favour and if you put bones into it of any kind you receive the normal experience times by a fraction of your prayer (in other words, much higher prayer exp given).
The Heart's origin is too complicated to define and it's a pit with a purple vapour swirling within it, covered by a large glass lens.
The Heart was discovered by the werewolves when they were walking across the lands during the Third Age in search of new settlement after being cast out of Morytania for refusing to turn away from Zaros. The Heart felt pity for their loss of a home and left for dead in Saradominist lands and was also touched by their devotion to their now dead god. The Heart crafted a city around them to look after them and they, in return, blessed it and gave it their trust.
The Heart generates a type of energy called aura. This aura spreads out to all the lands that are owned by the werewolves and it's what gives them their power. The active aura can generate settlement for those who follow Zaros or Armadyl and gives power to the moonstone. This aura tends to be confined mostly to the city and smaller settlements outside. The passive aura allows moonstone to grow and grants it its lustrous and wondrous qualities. This aura hangs around the majority of the territory owned by the werewolves and extends far beyond the reach of the city wall. It makes the ground fertile and so grows plants and attracts animals for the werewolves to feed on.
The Masters and Mentors believe the heart is the remains of Zaros whom was defeated by Zamorak towards the end of the Second Age. This explains why it felt sympathy for them and no other at the time. This is backed up by the Al Kharidian traders’ easier route when trade began to increase across Arzonus.
The Heart has a closer communication to a god more than any other altar. When one prays at it, they feel as f they are in the God's presence and are granted a greater favour and if you put bones into it of any kind you receive the normal experience times by a fraction of your prayer (in other words, much higher prayer exp given).
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Diplomacy
Diplomacy between the werewolves of Arzonus and Morytania is a task that the Elder wants to see before she dies. Although the Morytania werewolves have become envious of the Arzonus residents, live for a shorter time, worship Zamorak and are living under the dictating hand of Drakan, few of the Arzonus Werewolves can't help but feel sorry for their distant relatives.
Diplomacy has failed on many attempts and the Masters consider it too big a task to take on before the death of their Elder. An adventurer would help and this problem forms around many quests related to the diplomacy of two werewolf clans.
The vampyre rule has made it hard for any diplomacy to take place. The Arzonus werewolves are wary of the numerous methods to kill the Vyrewatch and their leader Drakan, and they fear this. To prevent the werewolves from turning against them, they inform them of how their relatives "betrayed" them and how the blood tithe is "good". In return, the Arzonus werewolves have made it impossible for any Vyrewatch to ever leave Mortiana by aiding the "purification” of the Salve, dispatching squadrons in secret and stationing a powerful weapon on the Island far north of Morytania long ago (making it Arzonus territory).
Should the vampire order attempt to breach the borders, appropriate action would be taken to destroy them with little mercy, particularly at the hands of the ancient weapon. This is not how they would want to defeat the Vyrewatch, but if they prove to be too much trouble, then the Arzonus werewolves will have to resort to it.
The diplomacy between Arzonus and Morytania will be of their own series of quests and possibly crossing through other story lines such as the Myreque struggle and possibly others. This suggests more updates, ongoing quests and even more revealed about pre Third Age history.
Diplomacy has failed on many attempts and the Masters consider it too big a task to take on before the death of their Elder. An adventurer would help and this problem forms around many quests related to the diplomacy of two werewolf clans.
The vampyre rule has made it hard for any diplomacy to take place. The Arzonus werewolves are wary of the numerous methods to kill the Vyrewatch and their leader Drakan, and they fear this. To prevent the werewolves from turning against them, they inform them of how their relatives "betrayed" them and how the blood tithe is "good". In return, the Arzonus werewolves have made it impossible for any Vyrewatch to ever leave Mortiana by aiding the "purification” of the Salve, dispatching squadrons in secret and stationing a powerful weapon on the Island far north of Morytania long ago (making it Arzonus territory).
Should the vampire order attempt to breach the borders, appropriate action would be taken to destroy them with little mercy, particularly at the hands of the ancient weapon. This is not how they would want to defeat the Vyrewatch, but if they prove to be too much trouble, then the Arzonus werewolves will have to resort to it.
The diplomacy between Arzonus and Morytania will be of their own series of quests and possibly crossing through other story lines such as the Myreque struggle and possibly others. This suggests more updates, ongoing quests and even more revealed about pre Third Age history.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
Ok, is that my eyes can withstand more damage, also you maked me very glad, hey will do I will be able to see Blightfang in action?
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Stagnant Energy Plant
The S.E.P. or Stagnant Energy Plant is a power plant built by the city as a backup power source for Master Maelstrom's research. It is incredibly unsanitary, but makes enough power the fuel the never-ending research and experiments performed by the eager Master.
It was discovered during a "Human Hunt", when an earthquake occurred. The swamp waters mixed with the newly exposed magma and created a chemical, which created nothing but toxic gases and poisonous substances. The new products proved very valuable, as they produced energy. The plant was then built, and the local area sealed off to prevent further accidents.
The workers have no interference with the local Ogres of Gu'Tanoth and Oo'glog, because the stench is unbearable. It is so bad, that basic protection clothing must be worn to enter. A face mask will do fine to avoid breathing the nasty chemicals, but anti poison, Relicym's balm and slayer gloves would be recommended for fighting the infected wildlife.
A disused quarry and pylon site is open for agility training. The werewolves working here allow it for use, but only if you're agility is a certain level. Level 25 is good enough for the basic pylons and no damage can be taken from this course, but 60 would be needed for the higher agility and it can deal significant damage as the damaged bridges aren't too stable.
The workers would pay a good amount of money if you bring them food and would pay enormous amounts for balms, anti poisons and flowers. You can get a job here, helping keep some of the machines checked and repaired for a fair sum.
This place isn't for the weak hearted. The stagnant waters can deal heavy damage if you fall in by accident and don't get save quickly by the workers.
It was discovered during a "Human Hunt", when an earthquake occurred. The swamp waters mixed with the newly exposed magma and created a chemical, which created nothing but toxic gases and poisonous substances. The new products proved very valuable, as they produced energy. The plant was then built, and the local area sealed off to prevent further accidents.
The workers have no interference with the local Ogres of Gu'Tanoth and Oo'glog, because the stench is unbearable. It is so bad, that basic protection clothing must be worn to enter. A face mask will do fine to avoid breathing the nasty chemicals, but anti poison, Relicym's balm and slayer gloves would be recommended for fighting the infected wildlife.
A disused quarry and pylon site is open for agility training. The werewolves working here allow it for use, but only if you're agility is a certain level. Level 25 is good enough for the basic pylons and no damage can be taken from this course, but 60 would be needed for the higher agility and it can deal significant damage as the damaged bridges aren't too stable.
The workers would pay a good amount of money if you bring them food and would pay enormous amounts for balms, anti poisons and flowers. You can get a job here, helping keep some of the machines checked and repaired for a fair sum.
This place isn't for the weak hearted. The stagnant waters can deal heavy damage if you fall in by accident and don't get save quickly by the workers.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Human Hunters
hire for private assignments, such as retrieval or for murdering a specific target, but represent a wilder order of werewolves.
They patrol the outside of the city; making it dangerous to hang around outside if you are human. They hunt with precision and speed, which is almost unheard of. They hit very quickly and rarely miss, with senior hunters demonstrating that prayer is simply no obstacle.
They won't stray far from their camps, knowing that if they are lured away, they can be ganged up on. Knowing this, they can be avoided quite easily, if they aren't ordered to find you.
They like a good hunt so they won't just turn away or lose interest once you get in a fight with one. When they find a prey, you will know very quickly as they will usually chant; "Hunt, hunt, hunt!”
In a single combat area, they aren't too much of a threat, but they can afford to stray further from their camp. The camps in multi-combat areas are much more dangerous as they can "gang up" on one target, but they won't stray too far from their camp because the multi combat zone could also be a danger to them too.
Like Regicide, a few quests set within Arzonus may start with a "Human Hunter" appearing and handing you a message or taking you to the NPC that ordered them to find you. When you are trusted by the city, you can use them to send messages to others in your clan to tell them if there is a clan event going on. Even on a non-member's world, they can't be avoided as they will do anything to find their human.
They patrol the outside of the city; making it dangerous to hang around outside if you are human. They hunt with precision and speed, which is almost unheard of. They hit very quickly and rarely miss, with senior hunters demonstrating that prayer is simply no obstacle.
They won't stray far from their camps, knowing that if they are lured away, they can be ganged up on. Knowing this, they can be avoided quite easily, if they aren't ordered to find you.
They like a good hunt so they won't just turn away or lose interest once you get in a fight with one. When they find a prey, you will know very quickly as they will usually chant; "Hunt, hunt, hunt!”
In a single combat area, they aren't too much of a threat, but they can afford to stray further from their camp. The camps in multi-combat areas are much more dangerous as they can "gang up" on one target, but they won't stray too far from their camp because the multi combat zone could also be a danger to them too.
Like Regicide, a few quests set within Arzonus may start with a "Human Hunter" appearing and handing you a message or taking you to the NPC that ordered them to find you. When you are trusted by the city, you can use them to send messages to others in your clan to tell them if there is a clan event going on. Even on a non-member's world, they can't be avoided as they will do anything to find their human.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
MorbiusMonster wrote:
..Since its closure, Jagex has contacted me to express their strong interest with the subject and how they wish to pursue it further. Because of this reason, I cannot submit it on the forums for everyone to see, but there is no restriction in adding it here...
I've been there too.. I was contacted by Jagex, and thought I couldn't give out any information of the thing I worked on until it was done (its still incomplete). But It turned out to be that I really need someone to share my suggestion to. I found this place and I've been sharing my thoughts.. someway. So instead of thinking difficult ways. share it, we're here to give suggestions, feedback. you know : )
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Beast's Temple
During the 3rd and 4th ages, the Beasts' Temple was a place of worship for all non human beings. Once the centre of nearly all religion, it provides a closer connection to any god than just any altar.
Most of the visitors were driven away when Saradomin Crusaders stormed into the temple and desecrated and damaged the holy sanctuary, during the 3rd and 4th ages. The only beings that visit these days tend to be the "last of the truly devout". The gods will bestow a larger favour on those whom worship here instead of any other altar. The last species to visit are the Arzonus werewolves; demons; the last of the Aviansie; and the Ourg (a species which once fought on the side of Bandos, before they began to die out).
The shrine of Saradomin has begun to gather dust. It remains intact and is the only shrine still fully decorated (overzealous crusaders made sure of that!). The original architecture and foundations survive to this day, and in such brilliant quality. The painting and carvings have lost some of their illustration (either due to defacing or time) but the stories and legends remain as clear as they were the day they were painted.
In the depths of the temple are the sarcophagi and coffins of the greatest leaders throughout history. Among them, decorated with the symbol of Zaros and images of his favourite beasts; the dragons and wyrms, is the coffin to Elder Titan Besaan, the first elder and founder of Arzonus. One can gaze upon his coffin and present offerings and may receive his thanks (in the form of experience).
No forms of prayer (defensive charms or stat boosters) can be used in the temple, because "the temple wouldn't like that". It is unknown why the temple wouldn't like prayer, but it smites whoever calls upon it within the temple.
The location of the temple tends to be kept secret, because of the crusades many years back. If you wish to visit, just ask Master Wisdom in the temple of the city.
Most of the visitors were driven away when Saradomin Crusaders stormed into the temple and desecrated and damaged the holy sanctuary, during the 3rd and 4th ages. The only beings that visit these days tend to be the "last of the truly devout". The gods will bestow a larger favour on those whom worship here instead of any other altar. The last species to visit are the Arzonus werewolves; demons; the last of the Aviansie; and the Ourg (a species which once fought on the side of Bandos, before they began to die out).
The shrine of Saradomin has begun to gather dust. It remains intact and is the only shrine still fully decorated (overzealous crusaders made sure of that!). The original architecture and foundations survive to this day, and in such brilliant quality. The painting and carvings have lost some of their illustration (either due to defacing or time) but the stories and legends remain as clear as they were the day they were painted.
In the depths of the temple are the sarcophagi and coffins of the greatest leaders throughout history. Among them, decorated with the symbol of Zaros and images of his favourite beasts; the dragons and wyrms, is the coffin to Elder Titan Besaan, the first elder and founder of Arzonus. One can gaze upon his coffin and present offerings and may receive his thanks (in the form of experience).
No forms of prayer (defensive charms or stat boosters) can be used in the temple, because "the temple wouldn't like that". It is unknown why the temple wouldn't like prayer, but it smites whoever calls upon it within the temple.
The location of the temple tends to be kept secret, because of the crusades many years back. If you wish to visit, just ask Master Wisdom in the temple of the city.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Resurrection Bracelet
Master Maelstrom is the most trustworthy wolf in Arzonus, but even he has some secrets to hide. In his laboratory, under the cover of darkness, he works ever closer to perfecting resurrection.
Many years ago, when Maelstrom first started his sojourn as Master, a mysterious piece of armour was dug up on Battle Island. The founder was seized instantly and the artefact handed over to the Masters. When they discovered what it was, they were shocked by what it was and grew both curious of who made it and fearful of its power.
The armour was a bracelet, which was bestowed with the power to resurrect. Each of the Masters had a go with it. It brought back the specimen for a short while as it should have done and then they passed away again. Master Valiant only managed to resurrect for at best 2 minutes, Master Wisdom 5 minutes 12 seconds, Master Seeker 17 minutes 32 seconds, Master Embrace 1 hour 10 minutes and 5 seconds, but for Master Maelstrom, the effect lasted for well over 3 hours, so it favoured him over the others.
Master Maelstrom began experimenting with the bracelet and developed it into a proper glove, which extended its power. The best time he got after that was then 60 hours. But then the other Masters began to become fearful of its power.
A demonic energy was being summoned by the glove to resurrect the specimen and it was being drawn from an unknown force. It was only until one of the specimens suddenly became possessed, did they understand what was happening. It seemed as if the bracelet had fallen through the realms and was being used a bridge for the gods to escape their prison as they called it. The gods were using the souls of the deceased as transport into the physical world.
Elder Silver ordered for its destruction, because of the danger it posed. Master Maelstrom was given that responsibility and was handed the glove to destroy. Later, he re emerged from his laboratory announcing that he had destroyed it. But had he really?
He told the other Masters that the glove had been destroyed, but in reality, it hadn't. Maelstrom couldn't bring himself to destroy such a work of genius. It was the most dangerous of his experiments, but it was also the most intriguing.
For years after, the glove had been hidden from visitors and the Masters gradually forgot about it. Maelstrom continues to use the glove in secret.
Instead of properly dispatching with it, he merely took off the metal he had welded onto it, thinking it would diminish the power it had and he could wear it nearly all the time without it being noticed on his wrist.
As of late, his experiments tend to be cut a bit short of what they could be. The bracelet is only a fraction of what he made it into, so its power has been fractioned. The same energy leaks from it, but it doesn't seem like the energy previously detected, but something very different, but not yet worrying.
The bracelet features within future quests in which it proves not as harmless as Maelstrom would make out. Whether the specimen comes back to life to cause trouble in their resurrection or whether some evil force uses it as a way of getting into RuneScape, they can all be used as part of future quests, which revolve around it.
Many years ago, when Maelstrom first started his sojourn as Master, a mysterious piece of armour was dug up on Battle Island. The founder was seized instantly and the artefact handed over to the Masters. When they discovered what it was, they were shocked by what it was and grew both curious of who made it and fearful of its power.
The armour was a bracelet, which was bestowed with the power to resurrect. Each of the Masters had a go with it. It brought back the specimen for a short while as it should have done and then they passed away again. Master Valiant only managed to resurrect for at best 2 minutes, Master Wisdom 5 minutes 12 seconds, Master Seeker 17 minutes 32 seconds, Master Embrace 1 hour 10 minutes and 5 seconds, but for Master Maelstrom, the effect lasted for well over 3 hours, so it favoured him over the others.
Master Maelstrom began experimenting with the bracelet and developed it into a proper glove, which extended its power. The best time he got after that was then 60 hours. But then the other Masters began to become fearful of its power.
A demonic energy was being summoned by the glove to resurrect the specimen and it was being drawn from an unknown force. It was only until one of the specimens suddenly became possessed, did they understand what was happening. It seemed as if the bracelet had fallen through the realms and was being used a bridge for the gods to escape their prison as they called it. The gods were using the souls of the deceased as transport into the physical world.
Elder Silver ordered for its destruction, because of the danger it posed. Master Maelstrom was given that responsibility and was handed the glove to destroy. Later, he re emerged from his laboratory announcing that he had destroyed it. But had he really?
He told the other Masters that the glove had been destroyed, but in reality, it hadn't. Maelstrom couldn't bring himself to destroy such a work of genius. It was the most dangerous of his experiments, but it was also the most intriguing.
For years after, the glove had been hidden from visitors and the Masters gradually forgot about it. Maelstrom continues to use the glove in secret.
Instead of properly dispatching with it, he merely took off the metal he had welded onto it, thinking it would diminish the power it had and he could wear it nearly all the time without it being noticed on his wrist.
As of late, his experiments tend to be cut a bit short of what they could be. The bracelet is only a fraction of what he made it into, so its power has been fractioned. The same energy leaks from it, but it doesn't seem like the energy previously detected, but something very different, but not yet worrying.
The bracelet features within future quests in which it proves not as harmless as Maelstrom would make out. Whether the specimen comes back to life to cause trouble in their resurrection or whether some evil force uses it as a way of getting into RuneScape, they can all be used as part of future quests, which revolve around it.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
now we are getting somewhere
Zectiox- Advocate
- Number of posts : 743
Age : 32
Location : Alaveteli, Fin
Metamorphosis
Among the rewards for Wolf's Pet is listed; "A new kind of summoning". What would this be? It's Metamorphosis.
With the help you gave Master Maelstrom, he treats you to the new division of summoning, provided you have done Wolf Whistle beforehand. If you haven't, you will have to complete that quest first before getting your hands on the summoning exp. and the new summoning.
Metamorphosis is a strange kind of summoning which involves binding together a pouch and several scrolls to make a Familiar Incantation. When recited, it binds with the physical form of the user with that of the pouch and scrolls and they become the familiar that they cast.
As the familiar, you can use their powers depending on how many scrolls you bound with the pouch. Although normally a Familiar would wear off, but because the spiritual energy is bound with something physical, it doesn't wear off until the power is used up or the user chooses to change back.
As a familiar, you can still trade, give and receive assistance and use combat. However, some limitations still apply. As a familiar, you can't really communicate with NPCs nor do certain activities. If you haven't got hands you can use then some skills, like crafting, can't be used. Titans are the most versatile of the Familiar Incantations as they have hands that are more like a human’s (only larger) and they can speak common tongue.
The Incantations you can use or create reflect your summoning level like the pouches and scrolls. For example you need to have 36 summoning to use the Bronze Minotaur Incantation. It still costs summoning points to use the incantation, but there is no need to renew as the effect lasts until all the power provided by the scrolls is used up or the user changes back.
More experience is given when making incantations than scrolls because it combines both scrolls with pouches. The number of scroll power is in brackets on the Incantation. The maximum scrolls you can bind are between 100 and 500.
With the help you gave Master Maelstrom, he treats you to the new division of summoning, provided you have done Wolf Whistle beforehand. If you haven't, you will have to complete that quest first before getting your hands on the summoning exp. and the new summoning.
Metamorphosis is a strange kind of summoning which involves binding together a pouch and several scrolls to make a Familiar Incantation. When recited, it binds with the physical form of the user with that of the pouch and scrolls and they become the familiar that they cast.
As the familiar, you can use their powers depending on how many scrolls you bound with the pouch. Although normally a Familiar would wear off, but because the spiritual energy is bound with something physical, it doesn't wear off until the power is used up or the user chooses to change back.
As a familiar, you can still trade, give and receive assistance and use combat. However, some limitations still apply. As a familiar, you can't really communicate with NPCs nor do certain activities. If you haven't got hands you can use then some skills, like crafting, can't be used. Titans are the most versatile of the Familiar Incantations as they have hands that are more like a human’s (only larger) and they can speak common tongue.
The Incantations you can use or create reflect your summoning level like the pouches and scrolls. For example you need to have 36 summoning to use the Bronze Minotaur Incantation. It still costs summoning points to use the incantation, but there is no need to renew as the effect lasts until all the power provided by the scrolls is used up or the user changes back.
More experience is given when making incantations than scrolls because it combines both scrolls with pouches. The number of scroll power is in brackets on the Incantation. The maximum scrolls you can bind are between 100 and 500.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Re: Arzonus, the City of Werewolves
Zectiox you where contacted by jagex so your idea is maked on game =0 congrats =)
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
The Reapers
The Reapers are described by Master Valiant as; "entities of emptiness with a stomach that goes nowhere." In a way he is right, because Reapers have no real mouths and communicate telepathically and so they eat by opening their chest and swallowing their prey whole.
One is advised to be careful when fighting the reapers. When fighting from a distance, they stay in a shade like form carrying a staff or scythe of which they cast spells from. When fought close up, they unveil their true form, a large screeching beast, literally from hell. Their tattered wings can provide a decent amount of defence from would-be heroes who try to slay it whilst their enormous talons can strike very highly if you agitate them. They also strike pretty accurately with their sharp tail and can temporarily stun you if they want to finish you off up close and personal.
If you are truly unlucky, they may unveil their void like stomach and try to swallow you whole and deal quite severe damage. The ones that dominate the upper levels of the Reapers' Pit stay in a shade like form because it is mostly immune to light. When near the colony nest, in the depths of the Pit, they are in their beast form.
These beasts aren't aggressive until provoked by either being attacked or by walking too close to the nest. Their leader, the Reaper Breeder takes a different form to his brethren. He has larger wings, tentacles writhing from his back and is able to use dragon fire. This is why he has been hidden away for the time being in his nest.
The reapers require 50 slayer to kill. They can drop halberds, which make them a good slayer beast. In their shade form, they are level 35, but as the beasts, they range from 95 to 115 with the Breeder reaching as high as 320. They aren't for the faint of heart to fight.
One is advised to be careful when fighting the reapers. When fighting from a distance, they stay in a shade like form carrying a staff or scythe of which they cast spells from. When fought close up, they unveil their true form, a large screeching beast, literally from hell. Their tattered wings can provide a decent amount of defence from would-be heroes who try to slay it whilst their enormous talons can strike very highly if you agitate them. They also strike pretty accurately with their sharp tail and can temporarily stun you if they want to finish you off up close and personal.
If you are truly unlucky, they may unveil their void like stomach and try to swallow you whole and deal quite severe damage. The ones that dominate the upper levels of the Reapers' Pit stay in a shade like form because it is mostly immune to light. When near the colony nest, in the depths of the Pit, they are in their beast form.
These beasts aren't aggressive until provoked by either being attacked or by walking too close to the nest. Their leader, the Reaper Breeder takes a different form to his brethren. He has larger wings, tentacles writhing from his back and is able to use dragon fire. This is why he has been hidden away for the time being in his nest.
The reapers require 50 slayer to kill. They can drop halberds, which make them a good slayer beast. In their shade form, they are level 35, but as the beasts, they range from 95 to 115 with the Breeder reaching as high as 320. They aren't for the faint of heart to fight.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
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» City of Werewolves or Lycanthropes?
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