The Suggestion Site
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Arzonus, the City of Werewolves

4 posters

Page 3 of 5 Previous  1, 2, 3, 4, 5  Next

Go down

Arzonus, the City of Werewolves - Page 3 Empty Arzonus, the City of Werewolves

Post by MorbiusMonster Fri Nov 05, 2010 8:04 am

First topic message reminder :

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")

For the discussion thread;
Re: Arzonus, the City of Werewolves.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down


Arzonus, the City of Werewolves - Page 3 Empty Re: Arzonus, the City of Werewolves

Post by Duskcurse Fri Nov 05, 2010 8:45 am

Hey Morb in the edited edition you will fix the location of the blood altar?, and also what kinds of transformation?, or you have decided to erase some rewards from arzonus achievement diarie?, also do will you add elite achievement diarie?

Duskcurse
Partisan
Partisan

Number of posts : 1367

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Fri Nov 05, 2010 8:45 am

I've gotten tired about now, so subsequent updates will have to be postponed until later, when my internet will work a peak performance.

I will upload the remaining content and modify existing content later, so that the font is clearer to read and takes up less space.

Thanks for your patience and enthusiasm.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Re: Arzonus, the City of Werewolves

Post by Duskcurse Fri Nov 05, 2010 8:48 am

COuld you please answer me in a direct way?
Duskcurse
Duskcurse
Partisan
Partisan

Number of posts : 1367
Age : 29
Location : Santiago, Chile

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Re: Arzonus, the City of Werewolves

Post by MorbiusMonster Fri Nov 05, 2010 9:01 am

Everything will be editted accordingly. Because content was made as I went along, a lot conflicts with newer material are present, and so I plan to fully update content, so it can that "all made with a plan" kind of image.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Re: Arzonus, the City of Werewolves

Post by Duskcurse Fri Nov 05, 2010 9:06 am

Well will it still will be abailable the thing of castle wars, and that of the methamorphosis into other races?
Duskcurse
Duskcurse
Partisan
Partisan

Number of posts : 1367
Age : 29
Location : Santiago, Chile

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Re: Arzonus, the City of Werewolves

Post by Zectiox Fri Nov 05, 2010 3:50 pm

now we may come up with suggestions.. you went from hardest to easy with this Grin
Zectiox
Zectiox
Advocate

Number of posts : 743
Age : 32
Location : Alaveteli, Fin

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Battalion of Elements

Post by MorbiusMonster Fri Nov 05, 2010 7:09 pm

The Battalion of Elements was the site of a battle between the Zarosian Werewolves and the Zamorakian Demons. The impact of battle was so harsh; the land broke away from the mainland and drifted to the Great North, where it supposedly froze in time.



The Wrao took this location with great ease seeing as the locals had frozen many millennia ago. The temple proved to be a great throne room and so is under control of the Catalytic Elemental.



No vessel can reach out as far as the Far North, but there is a way to reach it. The God Wars Dungeon has a hidden portal. The door would normally appear frozen, but to those who bear a symbol of any god not printed on that door can gain access. When Master Seeker accompanies you, he is able to open it by being a follower of Zaros.



Scattered about the outside of the Battalion are the machines of war, unused for years but still operational. This may prove useful if you want to get through the blocked entrances and battlements. Some soldiers are still posed in their battle positions, still showing their individual victories, their deaths and in some cases the Bandosian armies that assisted the Zarosians grouping up against a defeated demon, pulling its limbs off with ropes.



The Wrao here have taken hold of some of the loose armour and weapons scattered about the battle field. They have now devised stratagem for any intruders with merciless excellence. A lot of intruders tend to die before reaching the temple. Luckily Master Seeker is well prepared and will heal his comrade if they are threatened.

The Wrao movements sometimes shift various third age combatants back to life, breaking out the ice and continuing to fight their enemies. They'll be so preoccupied with fighting their enemies, they will neither be able to talk to or even fight other creatures unless they posed a severe threat. Once the Battalion is free, a peace treaty will be made and the last of the soldiers will remain patrolling the grounds for invaders.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Dragon's Forge

Post by MorbiusMonster Fri Nov 05, 2010 7:11 pm

Dragon's Forge is a massive concentration camp for prisoners of the Wrao. The prisoners consisting of the survivors of destroyed lands and occupied locations are forced to mine in squalid conditions and smith armour and weapons in severely hot magma, hoping they might fall in and be free of the torture. It is decorated with images of the dragons and their masters who ruled the land.



It's commanded by a foul couple of Wrao Dragons; the ruthless Emperor Dragon decorated in armour that spent fifteen lives to forge and his dreaded Empress Dragon, who even commands the slaves to lie on the mining cart tracks whilst minerals are being shipped to the furnaces, just because she can. They are feared, even by their own hordes.



The local wildlife is mostly creatures that can survive the severe heat of the malign volcano. They tend to be giant lava scorpions and other predatory invertebrates that dwell in the magma. In some cases, the magma itself would fight intruders. The chain gangs and prisoners are more than willing to help an adventurer, especially one who will guarantee their freedom. They will advise and show you shortcuts and may supply you with helpful potions they had kept with them since they arrived.



Master Valiant accompanies the daring adventurer who wishes to explore here. He helps most of the time by healing and boosting strength from time to time. With his Blade of Life, he hits enemies hard and makes sure they don't get back up.



The Wrao here are armed with armour that enables them the punish workers by merely ramming into them and whips to make sure the slaves work hard. Some are equipped with explosives used in the mines, but these are inaccurate and shoddy most of the time. The Grunt Wrao here have taken the form of giant Lava Beetles that walk on their hind legs and the Soldiers as Magma Eagles. The only real threats here are the Emperor and Empress who will dispatch with any wannabe adventurer and very painfully.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Warrior's Forest

Post by MorbiusMonster Fri Nov 05, 2010 7:11 pm

Warriors Forest is a lush green jungle, which is rare to find when the Wrao take control. Remains of temples, shrines, villages and primitive technologies still remain from the inhabitants that were more than likely killed, sent to Dragon's Forge or hid away with others.



This land has become the training ground for many initiates, so expect to see Wrao of many varieties here. The land is under control of the Stone Warlord, whose armour is made of Witch Rock. He has ripped apart the central temple and turned it into a throne for himself.



The primitive mechanisms still work and some of the locals are still on the surface. They will help you if you show them that you are an ally. Operating the mechanisms should be too hard as most are just putting totems and icons into correct places and pressing stone switches. Some mechanisms may be more complex than this and may require the defeat of a mechanism guardian.



The local wildlife isn't as welcoming to visitors. The livestock and beasts may be violent towards intruders, but aren't really that dangerous. Some of the plant life would react as well to visitors as well as stone remains, but they might prove useful as they are against the Wrao.

The Wrao here are initiates and so come in many varieties, some from past invasions and other unseen before. Master Wisdom joins the adventurer who wishes to slay the Stone Warlord and will regularly give magic boosts and healing incantations. The Wrao here are equally as clever as other Wrao who inhabit places like the Dark Crystal Fortress, Battalion of Elements and Dragon's Forge. They have set up some traps, which are more annoying, than dangerous. With the right knowledge, they can be disabled.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Master Maelstrom Dossier

Post by MorbiusMonster Fri Nov 05, 2010 7:12 pm

Recently, we have obtained the dossier on Master Maelstrom. This may shed a little more light on our Summoning Scientist.



Name: Arcus Maelstrom



Age: 145 in human years



Clan of Origin: Senntisten



Chosen God: Guthix



Known abilities: Summoning, science, resurrection as well as others.



Appearance: Werewolf with white silvery fur, like that of a spirit wolf. Always seen wearing a lab coat.



Known allies: Maya Sigma (apprentice)

Terra Maelstrom (grandson)

Morbius Maelstrom (great grandson)

Other Masters



Bio: Ascended to Master hood back when he was 33, Master Maelstrom has served the third longest time as a Summoning Master with a record 101 years (the record being 183). His ancestors came from the unfortunate clan of Senntisten and so has grown with a more bitter attitude towards arrogance (such as that of Drakan) and invasive species. This questions his decision to be a Guthixian as they try not to question some works of nature. Recruited Maya Sigma as his apprentice when he was 98. Many rumours suggest that his sarcophogi will be amongst those in the Beasts' Temple.



Great achievements:

33 years - Ascended to Master hood

39 years - Set up the Summoning Sea Base

45 years - Found a large sum of money by coming across a party hat (which didn't exist back then) and used it to fund Battle Island.

57 years - Led the expedition to Wriia.

63 years - Constructed the Maelstrom Artefact

64 years - Discovered and mastered the use of the Ressurrection Bracelet.

98 years - Recruited Maya Sigma as his apprentice

103 years - Defeated the Wrao swarm during a small scale invasion.

112 years - Rumour began spreading of a sarcophogi being dedicated to him.

115 years - Wife, Rose Stone (human) dies.

118 years - Great Grandson Morbius Maelstrom is born.

125 years - Caught by Temple Knights, escapes 3 hours after capture.

134 years - Is mentioned to the public outside Arzonus for the first time.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Revenantly Harmless

Post by MorbiusMonster Fri Nov 05, 2010 7:13 pm

Deep within the Wilderness, where the fortress of where Carralangar once stood, is the Necro Research Station. When you visit it during "Revenantly Harmless", you get to understand more about their mission.



Originally sent to excavate the remains and track time using the dead, the crew of Necro are now left silently cowering in the security chamber, trying to escape the revenants. The werewolves here are from Carralangar in origin and so are mutes who cannot speak (much like Master Embrace). They communicate in a similar way, moving their hands across their lips and generating telepathy that sounds like words.



When you arrive to come and relieve them, they will show how revenants come into being. The God Wars Dungeon to the west creates a Psychic Block; which reactivated shortly after the dungeon defrosted. It is a powerful force that stops souls of the deceased reaching the afterlife. Instead, it mixes up their experiences, powers and abilities making them unnaturally strong. They are then forged into Spiritual Warriors, but the process has its flaws. The large cocktail of souls are shuffled around so much and when souls are dragged back down in large numbers to make warriors, it causes ripples and some spirits fall off and into the wilderness. Twisted, disorientated, vengeful and trapped, the souls begin looking for their killer, which is hard if they have images of many different ones mixed up.



They suggest certain things be done. First they need to have the remains of a revenant (any revenant will do) and then they need their old research station rebuilt after it was torn down by revenants. The first part may seem hard, but the second will be much easier with more people helping.



Once a revenant is beaten (or at least if you have the remains) they can begin analysing it. Shortly after, they will have come up with a way of limiting the power of the revenant. The come up with a new spell called Restrict, which manipulates the revenants power, so it matches the physical form it is using (so a revenant demon would hit much less, won't poison, won't freeze or block teleport.). This spell works against all revenants so will be helpful when rebuilding the station.



To rebuild the station, a basic infrastructure of limestone, wood and swamp paste will be needed. The revenants won't be able to tear it down like shades, but it helps to have more in a group. Once the whole station is rebuilt, the crew will move back in and begin their work again. But it isn't over just yet...



The crew came across a key prior to the attack; which they think might unlock the morgue below the station. Originally built back in the 2nd age, it holds all the caskets or ashes belonging to the cremated. Ask each crew member and one will report having put it in a book. Search the bookcase to uncover the key hidden in a book called "Masterhood", listing all the Masters' names and details on their ascendance, famous acts and their deaths. One page falls out before the book is put back. Taking a look at it, it reveals something very sinister.



After you have the key, give it to the crew leader and the chamber beneath Necro will open. Go down in and there will be a large morgue with caskets lined neatly, according to the god they worshipped. They want to see whether some of the old pyres are still maintainable. Simply get a set of revenant remains and burn them on some pyre logs (which set depend on the revenant.) after which, the spirit is finally set free. The crew thank you for your help and Quest Complete.



Requirements:

50 Magic,

40 Construction,

5 Fire making,

Shades of Mort'ton,

Legacy of Seergaze,

Master’s Training,

Mustn't be afraid of Revenants.



Rewards:

Use of Restrict spell,

1 Quest Point,

5000 Fire making exp,

5000 Prayer exp,

Access to the Morgue,

2 experience lamps granting 5000 exp in two skills above level 30.



Additional Notice (SPOILER ALERT!):The Missing Page- What was the shocking plot revealed on the missing page? The page reveals a very sinister plot. It reveals a plot to assassinate Master Maelstrom. The only signature is someone by the name of Theta Magnus. What does it fully mean?
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Revenantly Harmless Rewards

Post by MorbiusMonster Fri Nov 05, 2010 7:13 pm

When burning revenant remains, the revenant will give you a key to the lockers as a token of their gratitude to you freeing them. Because their bonds with the gods are stronger, you're more likely to receive god items as rewards.



Whilst lower levels such as imps and goblins will give rare runes in large quantities, other creatures will give rewards based around the gods. The higher levels such as revenant dark beasts or knights give either the Zamorakian Spear of Saradomin Sword, whereas a dragon has a high chance of giving a whole god sword.



Prayer experience is given as well, in accordance to the player's combat level and the revenant's level. For example, a level 70 player burning the ashes of a level 90 revenant hellhound would receive 630exp. The equation works something like this; Player's level x Revenant's level divided by 10. If you wear an item of the god the revenant followed, it is divided by 5 instead (giving double experience.).



There is another keen feature. If a certain number of remains of one type of revenant are burnt, then that kind of revenant will no longer be aggressive. But one rare chance is that if you burn a werewolf, they may give you a key, which unlocks the locker containing either the Zaros Hilt or the Guthix hilt. When attached to the blade, the Zaros hilt would give the god sword the special ability, Wrath of Darkness. This move blocks prayer and summoning whilst striking multiple targets and the Guthix hilt gives the sword the ability Nature's Blessing; which heals any players wearing the same god items as you (e.g. if you wear a Zamorak symbol, all other players in the area wearing one also will be healed.).



As well as these rewards, there are;

God book pages

God priest items (including a range for Zaros, Armadyl and Bandos)

God Weapons

God Armour (this includes some rune god items)

Other god items

And Forath Ceremonial clothing.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Forath

Post by MorbiusMonster Fri Nov 05, 2010 7:14 pm

Mentioned only briefly in a few of the last sections is the name Forath. However, who Forath is hasn't been revealed, until now.



Forath is the goddess of Natural Disaster and Catastrophe (or natural evil). When Guthix made the world, he put four gods in charge of the realm. Armadyl and Zaros were gods of moral purity and evil, whilst the nature spirits and Forath were given the roles of Natural purity and evil.



Forath's works on the world were debatable during the second age. Whilst morality depicted her as truly evil, she considered her work to be that of nature, where one evil, can be some work of good (e.g. a volcano destroys the land, but leaves it fertile.). It was not rare for Armadyl and Zaros to challenge Forath. They finally removed Forath from world altogether when a long period of death, pestilence and famine occured. Shortly after this sparked war, suggesting that the four were her elements.



What Armadyl and Zaros didn't realise is that by banishing a god to another world, they are cursed. They would be cursed with the loss of something precious to them and may even face death. They didn't take it seriously seeing as they were immortal and could rebuild whatever they wanted. Zaros was the first to be affected, losing his precious title as the god of Moral evil to Zamorak and also dying in the process (not literally dying, just gone form the world). Armadyl then was affected by losing the Aviansie and "died" when his successor Saradomin failed to pass on his legend.



Forath takes no side on Morality and so bears no grudge on the world. She no longer has direct influence, but during the God Wars, she tried every attempt to stop the fighting by trying the make casualties and losses on each side very heavy so they would stop, and the nature spirits could repair the world.



The only act she performed in the God wars was the transformation of the Zarosian Empire of the North to the Wilderness. What she did was over power the Zamorakian who cast the spell that transformed the wilderness. Instead of that spell merely defeating the opposing sides, it wiped out all life and destroyed the land. It is believed that it was this that awoke Guthix.



There are many rumours about her being. She is believed her elements are Famine, Pestilence, Death and War. However, she was a pacifist and never believed in war so having war as one of her elements is a rumour. Another rumour is her and Zamorak being lovers. This too is a lie. One final belief is that when RuneScape comes to an end, she will appear once again as Guthix orders and walk amongst the people.



Her followers tend to be limited to just the Reapers and the Human Hunters, with no known altars of physical artefacts. Some items that do remain are the ceremonial garments obtained by opening a locker at Necro with a key given by a werewolf revenant after it is burnt. They look like a blue fedora hat with matching pinstripe suit and a symbol of Forath as an amulet. When the whole kit is worn, it gives the ability Overuse. This means that when another player fights a wearer of the Forath garments, they will use twice as many limited items (such as runes, arrows, summoning points, special energy etc.). This was worn by the original Forath Priests.



If you ask a human hunter about her, then they will tell you more about her. Her symbol is a sort of "c" shape rotated 180 degrees, with a small circle in the centre and a short line going back from each end.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Wolven Traditions

Post by MorbiusMonster Fri Nov 05, 2010 7:14 pm

Wolven Tradition begins when a human hunter hands finds you and gives you a note from Master Maelstrom. Maelstrom wants you to return to his laboratory for a full medical check up, just to see if the process of turning you into a werewolf was fully successful. As soon as you report there, he will take a blood test.



He will go on to explain why it is crucial. Maelstrom specifies that the transformation he performed is significantly different to a transformation the makeover mage would do. His/her process is one that changes physical appearance, whereas Maelstrom's does a full regeneration of the body, growing additional tissue and bone where needed. The process isn't very stable, and essential tests need to be done to work out whether it went right.



Another procedure he performs is to check the heart is in working order, revealing that the heart of Arzonus werewolf is different. Instead of just the one, there are two. One is the major heart needed for survival, whereas the second is a smaller minor heart, which connects one's emotions and experiences to that of the Heart of the city. Whilst the second is beating, it has no real connection. He will then send you to speak to the other Masters whilst he is gathering results. They will tell you of the Wolven Traditions.



Enquire to each Master in the temple about traditions and each will tell you one. Once all the four in the temple have been spoken to, return to Master Maelstrom.



Master Valiant will tell you of clan markings, an indication to other werewolves of the clan of origin, family names etc. Seeing as you have no clan of origin, you'll be given a new marking, the mark of Arzonus. This will then be branded onto your arm and Valiant will go onto to say more about clan markings.

Valiant will say that the werewolves of days gone by used to brand clan markings on their bodies to enhance their abilities. They said that the ink would bond permanently to the skin and fur and then the gods would bless that wearer of that mark with special abilities. He will carry on saying that his clan of origin was Padewwa (Edgeville). They used to keep watch over the lands that Armadyl had entrusted to Saradomin, and for a long time, they kept the peace. The werewolves here were followers of Armadyl and have been so for many years. One distinguishing feature modern Padewwa werewolves have is the ability to heal wounds at incredible speed, an ability which was useful where civil war could break out.



Master Wisdom will tell you of the Arzonus spell book. The elements used include Magnetism, Lightning, Sound and Gravity. He will teach you how to use the spell book, showing you the basic teleport spells elemental spells and the additional spells that work better on specific targets. He goes on to tell that his clan of origin was Ghorrok. In the far north, the mage arena was founded and became a great site of duels between clans to win the title of the greatest of seers. He will continue to go on to tell how Life runes can be crafted; by taking unbound pure essence to the Life Altar on Battle Island.



Master Embrace is the next to visit. He sits in the gardens outside the temple, in deep thought. At first, he won't speak, but has a note saying that the gems need to be replaced on some of the fountains surrounding him. The gems needed are; a sapphire, an emerald, a ruby and a diamond. Once all four are obtained, they need to be submerged into the waters of the corresponding god (e.g. sapphire for Saradomin, emerald for Guthix etc.). Once that has been done, he awakens out of thought.



After awakening, Embrace wishes you to come over to him. At this stage he reveals that he and other of his clan are born mutes, but they still can communicate. They do so by telling people their thoughts. What they do is they move their hand over where words should be and give those words to the people they want to hear them. Although slightly complex, you go along with it. He will talk about the nature of the Heart, and how being a mute allows him to listen. He will show you by putting you into a state of deep thought, where you walk amongst the inner workings of the mind inside the heart.



What you see is the temple of Masters, only in a dreamlike state. He will go on to teach that the Heart sings, but most cannot hear what it says nor understand what it means. Gradually he explains how the Heart shares experiences and emotions. There are many things that do not make sense and some that never will, and why the heart does what does is one of those things. After, you return to the temple in the real world and Maelstrom has a message, the tests are complete and results prove that the process went according to plan. He doesn't require your presence just yet, but Master Seeker might do.



Master Seeker talks about how important some spiritual beliefs are in Arzonus. He tells that each sentient being has an aura of some sort. The aura takes the power of the elements depending on the person emitting it. To find out what aura you have, you take a short test about personality. The results will define what aura you may have. What this reveals is that in times of danger, the aura can be harnessed as a defensive measure.



Seeker's clan of origin was Kharyll. There, the major operations of the Zaros Empire took place. This was where Titan Besaan was born and lived until he took it upon himself to lead the werewolves to freedom in the third age.



Master Maelstrom is the last to visit. He will tell you of a final tradition; the Soul Mate. The Soul Mate is a pet or being of some sort that shares a close bond with their owner. He will offer the choice of making an existing pet a Soul Mate, binding a familiar to the physical world to become a one or getting a new pet.



If you take the option of getting the new pet, then you head over to the harbour. Maelstrom tells you to get a fishing rod and some raw shark as some bait. When you try fishing with these, you catch a wolf fish (never saw that coming!). The wolf fish, if you decide to keep it will become a Soul partner.



If you choose to go for the summoning familiar, Master Maelstrom will conduct a similar test that Seeker conducted. He will do another personality test, which will affect which pet you will get. Once one is chosen, it is bound to the physical world and becomes a pet (in the knowledge that it won't be able to fight.) if you choose to stick with the familiar chosen.



If you chose the existing pet or the wolf fish over the summoning familiar, Maelstrom will cast a spell on both you and the pet. He says that what this does is allow feeling empathy and sharing each other’s experiences, like the heart does to werewolves.



After this is all done, he does one last test. He checks your secondary heart again. Signs of it being properly active are positive. When you ask him what clan he came from, he tells of the Fall of Sennisten. In his clan, the werewolves possessed the ability to call upon a regeneration that allowed them to become other creatures should they be threatened. He goes to show you what form he takes when threatened.



What he shows, you mustn't reveal to anyone. He beckons regeneration and becomes a dragon. When he changes back, he informs you that now you know of traditions, he talks about items of the older gods. After this, Quest complete.



Requirements:

Master's Training,

Lunar Diplomacy,

50 Summoning,

and 50 Prayer.



Rewards:

4 Quest Points,

Access to the Arzonus Spell book,

Ability to make blessed gems (used to make blessed amulets),

Access to prayer books, god bird eggs, trimmed armour and god spells of Bandos, Armadyl and Zaros.

Access to the Restful Soul Inn.



Additional Notice



Blessed Amulets - Blessed amulets are made in the way other symbols are made (by using silver bar on a mould) along with a blessed gem. The worn amulet has the ability to lower the opponent’s combat ability, which corresponds with that God's combat style (e.g. Saradomin reduces prayer, Zaros reduces Summoning etc.)



Prayer Books - If you have the first three prayer books for Saradomin, Guthix and Zamorak completed, then the books for Zaros, Armadyl and Bandos become available from the Lighthouse. Armadyl has the Book of Dawn, Zaros has the Book of Dusk and Bandos has the Book of War. The pages will also become rewards of treasure trials.



God Bird Eggs - Once you have the appropriate summoning level, you can hatch eggs found containing the Armadyl Phoenix, Zaros Roc or the Bandos Griffin.



God Spells - Once you have unlocked the spells Saradomin Strike, Claws of Guthix and Flames of Zamorak outside the Mage Arena, you can be able to use the spells Dawn of Armadyl (maximum hit of 30 without charge and lowers range by 10), Dusk of Zaros (maximum hit of 30 without charge and lowers summoning by 10) and Fist of Bandos (lowers strength) once you have 70 magic.



Restful Soul Inn - The restful soul inn is better known for playing very calming music, which is considered to rest the soul, than selling drinks. If you go there you can buy Summoning Spirit. This boosts your summoning points by 15 when drunk.



The music usually playing is very calming and relaxing which makes it better known. Normally it is closed, but after Wolven traditions, it is open.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Functions of Aura

Post by MorbiusMonster Fri Nov 05, 2010 7:15 pm

During Wolven Tradition, Master Seeker gives you an idea of what aura is and what it can do. After this quest, it can become more practical.



Aura is the spiritual emanation that all living things give off naturally. It has its own individuality, like the creature emanating it, representing an element that best suits the personality of its maker. When Master Seeker performs the test to see which element you are, he is defining what type of aura is made.



Aura is linked with summoning. Being that it is part of one's spiritual being, it gives life to spiritual creatures. This is why familiars do as you tell them and, once at a certain level, why you can understand what they say. This is because they are part of your being and the pouch summoned coaxes it into physical form.



Once you have your aura element defined, it can be put to practical use. Not only can it bring familiars into being, but it also can be used for other things. These include;

Healing self and others,

Restoring Stats,

Curing,

Adjusting Prayer according to attack used.

And enhancing stats.



Highlighted here are a few of the purposes aura can have. It can also have others depending on what element you have e.g. Earth can fertilise soil, Fire can forge etc.



As well as defensive uses, it can also be used for attack, costing summoning points as it is used. The element of these attacks is based on what element has been defined. These attacks will deal normal damage under normal circumstances, but when threatened with reduced stats, they hit much harder. Such an attack is performed when threatened with imminent death (less than 10% health.). This summons your aura at its most powerful, releasing the pure power of your soul, but reducing summoning points tremendously.



Aura can be restored very simply, by visiting an obelisk or drinking summoning potion. As your summoning level increases, so do the uses of your aura. Aura embodies all the 13 elements.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Origins of Arzonus (editors view)

Post by MorbiusMonster Fri Nov 05, 2010 7:16 pm

Ever been curious to how I came up with the idea of Arzonus? It's a fairly strange story involving the collection of previous failed ideas.



I first started coming with some ideas of a city back when I first became a member on a previous username and began getting a closer look to how RuneScape functioned with cities interacting with each other.



What I originally started up with was a city of beings that were near immortal. I can't precisely remember their names or the real name of the city, but the only name that comes to mind is Alchemias. The city revolved around research into time and was led by Nobles and a President.



The city was isolationist (strictly separate) and had a strong anti human law, because they believed that humans were corrupt beings, which would poison their society. The first quest gained you full access to city and began with you being apprehended, arrested then questioned before being allowed to perform a mission. Wolf's Pet works in a similar way to this quest (originally titled Death City) however the quest involved a city being taken over by the sworn enemy of the people; the Destroyer Demons.



What this city also featured was a massive prairie of land called the Great North. This was inhabited by the previous evolutionary levels of the residents of Alchemias. There were a tribe of creatures living in volcanic land that bared resemblance to Bandosian creatures and very far north were dragons living in the ice.



The idea was scrapped as the some of the names of the people were derivative as well as the destroyer demons resembling Daleks too much. The idea was dropped and I moved on from it.



Eventually, I came more into knowledge of the Mahrjarrat and the God Wars, so I came up with a set of spells on the "Suggest a Weapon" thread. The story behind them was that armies of the gods invaded a city of dragons when they desperately needed armies. The city was living and fought back, unleashing disabilitating spells on the generals involved. Zamorak was blinded, Lucien was deafened, Drakan was muted and Hazeel was paralysed.



I dropped this idea as it was merely a one shot wonder, and was just a random idea that I came up with which introduced a race of dragons that once were accepted amongst the communities of other sentient beings. No further development came from this.



After a while, I got fully acquainted with the history of RuneScape. Now I had known full well what an impact the God Wars made, knowing that it sparked when Zaros lost his title to Zamorak and who took part, I began working on history before that point.



This was shortly after the release of Summoning Skill. I came up with Spirit Guardians in the "Suggest a Monster" thread. They were the ancestors of dragons, wyrms, phoenix and Aviansie and were a peace offering from Zaros to Armadyl, and Armadyl, in return, gave Zaros the werewolves and vampyres. I came up with a temple, which their kind used to watch over the world. They were given names of various lecturers i.e. Teacher, Mentor, Tutor etc. I dropped this idea.



Gradually I began to pull together these past ideas to see if something new came from it. I began working on a city which had an enormous history which was mostly around warfare and a city that expanded its borders by literally growing and gave life to the land around it via a powerful living energy source. This is where the idea for Arzonus came into existence.



Original concept ideas came back into mind and influenced the present idea.



The original scientist of Alchemias (originally named Omega) was then given the job of telling the player history, and was eventually replaced with Master Maelstrom. The crater if the Bandosian creatures then became the Sarcoform crater and the dragons returned as adamant and purple dragons on Battle Island.



The idea of a living city was kept, because it would fit right in with the mythical content RuneScape has. Originally, I was going to make the city an innocent place, but then thought;



"Innocence gets no one anywhere. It's the stuff of fairy tales,"



So then made the city much different to the previous ideas, by making it more savage with anti human laws and the Human Hunters. Unlike Alchemias, with the anti human laws being put in place because of the loss of a Noble and the corruption of some, it was put in place because humans were merely meat.



The origins of why Zaros favoured the werewolves stayed constant. Some of the locations were partially inspired by real life places. I came up with Beasts' Temple whilst visiting Karnak Temple (Egypt) and noticed how time and vandalism of overzealous crusaders had caused the temple to have lost some of the original paintings, but the messages were still present. I worked on that idea whilst I was there.



Locations such as the Sky Sapphire and Wriia came to mind whilst coming up with quests. I wanted to have a world made of ice (lots of RPGs have them) and Wriia came alive when I thought of the Wrao. They needed an evil location, which reflected their nature.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Arzonus Spell Book

Post by MorbiusMonster Fri Nov 05, 2010 7:17 pm

After completing Wolven Traditions, the Arzonus Spell book is unlocked. This spell book consists of both combat and non combat spells.



The offensive combat spells work much like the Ancient Magics with added effects to the spell. The elements are Magnetism, Lightning (or Electricity), Sound and Gravity. The effects of the elements are as follows.



Magnetism - If target wields metal armour, the target will be held still for a short period of time.



Lightning - More accurate on a target wielding metal.



Sound - Disables the target's use of prayer, magic or summoning.



Gravity - Hits much harder on targets with greater weight and disables range.



As well as offensive spells, there are non offensive combat spells. These spells will have the effect of preventing a certain type of combat being used. They are as follows.



Sever - Prevents prayer use.



Isolate - Prevents summoning use.



Disturbance - Prevents magic use.



Stray wind - Prevents range use.



Fatigue - Prevents melee use.



There are also specialised spells, which can be used on special targets and will deal more damage. They are as follows.



Shatter - Hits hard on foes with an exoskeleton or hard shell. If the final blow is done, the foe is blasted apart.



Insecticide - Hits hard on insects. If dealing the final blow, the insect will turn green and rot away.



Silver Shot - Hits hard on vampyres (juvinates and juveniles). Rod of Ivandis is still needed to finish off with Guthix Balance Potion.



Purify - Hits hard on any creatures with the exception of Saradominists, Guthixians or Armadylans.



Impurity - Hits hard on any creatures with the exception of Zamorakians, Guthixians or Zarosians.



After having obtained the three arena spells at the Mage Arena, the spells of the other three gods will become available to use. These spells work in the same way as the modern arena spells, but hit harder (30) and reduce stats by much more. All three require 70 magic to use. They are as follows.



Dawn of Armadyl - Strikes with a beam of light that reduces range by 10.



Dusk of Zaros - Shrouds the foe in impenetrable shadows cutting off their connection with the world and reducing summoning by 10.



Fist of Bandos - A large rocky fist comes out of the ground and hammers down the foe draining 10 from strength.



Like the other arena spells, the Charge spell will increase the damage of these spells by 50% (dealing a maximum of 45). Because these spells are much stronger than the other arena spells, they need to be cast 150 inside the arena before being activated outside.



Once all of these three are unlocked outside the arena, the final spell can be cast with 90 magic.



Fury of Forath - Rips apart the space and time the opponent stands in causing all their combat stats to reduce by 15.



Normally this spell hits a hard 50, but with charge it can hit around 75. This spell is so dangerous in the outside world; it needs to be cast 200 times in the arena before it can be activated outside.



As well as these spells is another hard hitting spell also requiring 90 magic. This spell hits around in the high 60s-70s with a minimum hit of 40. The name or the effect of the spell hasn't been decided yet, but once it has been voted, the spell will be chosen. Currently available are;



Banishment - Throws target into the endless void if dealing the final hit.



Unfiltered Sunlight - Reduces target to ashes if dealing the final blow.



Nightmares - Shrouds foe in absolute darkness with them screaming if dealing the final blow.



Judgement Day - The earth opens and undead, demonic hands pull the foe into the underworld if dealing the final blow.



Also in combat are the assistance spells, which allow you to heal or restore stats of yourself or others. If casting on another player, they need to have accept aid on. They are as follows.



Restore other/self - Restores any reduced stats (aside from prayer, hit points or summoning) that are either your own or another player.



Heal other/self - Heals either yourself or another player by small amount of health (20% mage level of the caster). It also cures poison and disease.



Replenish Aura - Restores the summoning points of you and other around you who wish to accept aid.



Replenish Prayer - Restores the prayer points of you and other around you who wish to accept aid.



Other assistance spells can be cast which can be helpful in combat. These spells can either fully restore a character or take their ailments and inflict them on someone else.



Poison Launch - Takes the poison from self or another player and throws it at an opponent. Depending on its potency will effect how hard it hits the opponent.



Reduction Launch - Removes reduced stats from self or another player to inflict them on an opponent. The damage dealt depends on the amount of reduction done.



Ressurrection - If another player is near death, this spell will bring them back to life should they eventually die with all stats restored.



Reanimate - Resummons a summoning familiar that has recently been defeated (still costs summoning points).



Regeneration - If cast before being defeated, the user will be brought back to life if they die with all stats restored. However, it may fail.



All spells require the basic elemental runes as well as other runes (silver shot needs silver bolts to work). The spells involving resurrection or restoring require Life Runes (which can be crafted on Battle Island).



As well as the combat spells, there are teleport spells. As more quests are completed, more teleports are available. Like ancient teleports, the names vary from what they really are. They are as follows;



Home Teleport - This will teleport one to Arzonus in the same way Home Teleport works in other spell books.



Alpha Teleport - Teleports one to Arzonus.



Beta Iota Teleport - Teleports one to Battle Island.



Eta Delta Teleport - Teleports one to Hunters' Den.



Beta Tau - Teleports one to Beasts' Temple.



Sigma Beta - Teleports one to Sea Bed (requires 5000 Below).



Psi - Teleports one to Yu'biusk (requires Beyond Death)



Mu Alpha - Teleports one to Mage Arena.



Sigma Sigma - Teleports to Sky Sapphire (requires Sky Sapphire).



Phi Mu - Teleports to Wolf Mountain (requires Heart of Ice).



Omicron - Teleports to Oo'glog (requires First Invasion).



Delta Kappa - Teleports to Dorgesh Kaan*



Mu - Teleports to Mort'ton*



Nu - Teleports to Necro (requires Revenantly Harmless).



Lambda - Teleports to Lletya*



Mu Psi - Teleports to Meiyerditch*



Delta Kappa Theta - Teleports to Dark Crystal Fortress*



Beta Eta - Battalion of Elements*



Delta Theta - Dragon's Forge*



Phi Theta - Warrior's Forest*



Phi - Wriia*



Mu Kappa Iota - Moon clan Island



Upsilon - Ullek



Beta Kappa - Bandit Camp



The spell book also features teleport other or tele-group spells. These are only for the teleports, which require no quests to complete (Alpha, Beta Iota, Eta Delta, Beta Tau, Mu Alpha, Upsilon and Beta Kappa.). Teleports with * require the completion of an unnamed future quest.



Two other final spells can be cast once a quest has been done to cast them. They are;

Psychic Block - Prevents supernatural abilities such as prediction (stops Vyrewatch from blocking all attacks).

Restrict - Restricts the power of Revenants to match their combat level.

Finally, the spell books can be changed by talking to Master Wisdom, who will change the whole book or just teleports or elements.

Additional Notice - Silver Shot

Silver shot can be imbued with extra effects by modifying the bolts. If you poison them, it becomes poisonous. If you use different coloured feathers with them, they can gain elements.




The level 90 hard hitting spells can hit up to 70, but because they are so powerful, after being cast, they need time to recharge. Depending on the damage dealt will affect how long it will take to recharge. If it deals 67 it takes 67 seconds to recharge.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty New Pets after Wolven Traditions

Post by MorbiusMonster Fri Nov 05, 2010 7:18 pm

Along with the Wolf Fish; which can be caught during Wolven Traditions, more pets can be found and raised. Most of these come from other realms or can be found by fighting monsters. They are as follows.



Aura Sphinx - These cat-like beings prowl the Higher Planes picking up aura. They look like very elegant cats with large ears and amethyst fur. In order to catch one, you need to lay a box trap with spirit shards as bait. Requires 50 Summoning and Cat speak amulet to talk to.



Metal Baby Dragons - Like other dragons, metal dragons can be obtained from eggs dropped by corresponding dragons. Unlike normal dragons, they eat ore (which corresponds with the metal they are made from.). Requires 99 Summoning



Young Gorak - Young Goraks can be obtained by defeating Goraks in their home plane. The Goraks may have a chance of dropping a Gorak Casket. Once put into an incubator, it will open after a while. Requires 90 Summoning.



Magma Worm - Dropped by TzHaar, Magma Worms hatch from eggs. In order the egg to hatch, you need to keep using Superheat Item on the egg or use it on a furnace when it requires it. After it hatches, it eats coal and can help with smithing. Requires 75 Summoning.



German shepherd and Border Collies - These new breeds become available at a local pet shop. They are raised in the same way other dogs are.



Abyssal Fang - All abyssal creatures have the chance of dropping an abyssal fang egg. To hatch it, you must have it with you whilst crafting 100 of each elemental rune. This egg hatches into a rather unusual wolf like creature with very large teeth. It feeds off rune essence and requires 60 summoning to raise.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Arzonus Summoning Batch I

Post by MorbiusMonster Fri Nov 05, 2010 7:19 pm

Sequelling the release of Arzonus would be the release of the exclusive familiars. This range of familiars grows as more quests are completed and require unique charms to summon.



The charm all the familiars require is the Amethyst Charm. The purple charm can be dropped by all charm dropping creatures and bears the symbol Psi on it. The following familiars require this charm.



Aurora Dragon - A small serpent like dragon shrouded in the Northern Lights. Brought to life with a piece of Purple Dragon hide, this miniature beast is both a light enhancer and a combatant. Its breath is ice cold and may freeze the target. Its special ability is Aurora Protection. This gives the player the protection of the Northern Lights that prevents damage and stat loss from cold weather and increases protection from dragon breath. Requires 80 summoning to bring to life and the player can immediately talk to it.



Demon Scorpion - This menace has weapon poison as its primary ingredient and with good reason. This massive scorpion can spread poison which effect almost instantly. Its special move, Rotated Attack, can show what a bad attitude it really has. By spinning rapidly, it strikes multiple opponents and with rapid succession. Requires 65 summoning.



Spirit Reaper - A foul opponent requiring a reaper token to bring out of the darkness. This mean spirit has no morals; which it shows clearly by sapping life away from the foe and giving it to you. It will randomly generate odd items and has the ability to cause random shifts of reality. Its special move is Reap. This move will take any living target and belt out massive damage on it. Be warned, this living target could be you or any other targets so it's best recommended keeping a good watch on your health when using this beast at 82 summoning.



Spirit Termite - A helpful little character giving help in construction. What it can do it give construction boosts and make planks for a cheaper price than the sawmill. To bring it to life, sawdust is required and 35 summoning.



Spirit Guardian - A legendary creature from the dawn of time. This mighty warrior will give up their own life to the one that summoned them. It can strike with range which hits very hard and will save you if moments from death. It has the special move, Spirit Lift; which enables it to take you to anywhere, which has a Fairy Ring nearby. To summon this majestic sentient requires 99 summoning and the very rare Spirit Egg obtained randomly by travelling through fairy rings.



Dragon Minotaur - Armed with the hardest metal available, this thundering warrior charges into battle dealing devastating casualties for the opposing side. Its move Dragon Bull Rush will never fail to hit. To summon, it requires 97 summoning and a dragon token obtained from metal dragons.



Lunar Warrior - Summoned by the Moon Clan centuries ago, this powerful mage has the ability to put living creatures to rest. It will defend its master with magic spells and its scroll ability, Deep Sleep, will put foes to rest for a short while, preventing them from attacking you (but this means you can't attack them either otherwise they'd wake up). To bring this mage to life, it requires Suqah hide and 67 summoning.



More summoning batches are introduced into the existing batch as more quests come out. This gives time to get used to existing familiars and time to concept newer ones.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Arzonus Summoning Batch II

Post by MorbiusMonster Fri Nov 05, 2010 7:19 pm

Available after the release of the first Arzonus Summoning Batch is the second batch. This features many more familiars ranging in strength and in madness.



Broodoo Priest - The leaders of the Broodoo Victims. Infecting targets with the Broodoo curse and with unnaturally high defence, they are very strong. Depending on a broodoo mask and 54 summoning, they attack with magic and their special ability, "Jungle Curse", inflicts a special ailment on a target depending on the mask they wear.



Spirit Demons, Icyene, Aviansie and Sarcoform - These mighty warriors are brought to life to serve on the side of their god. Counting as a god item in the God Wars Dungeon or Castle Wars, they fight with great prowess. Each requires a different primary ingredient to summon, but all require 81 summoning.

Spirit Demon - Blood Talisman

Spirit Icyene - Law Talisman

Spirit Aviansie - Cosmic Talisman

Spirit Sarcoform - Body Talisman



All have they special ability to lower the combat style of their corresponding god.



Harpy - The foul spirit of RuneScape's ugliest woman (a.k.a Miss Schism), it screams with ear piercing hatred. Like banshees, their scream lowers stats, but can be blocked with earmuffs. Their special ability Power Scream can be very deadly, attacking all sorts of targets and can spoil food. Requires earmuffs and 43 summoning.



Elemental Dragon - Made from the magic metal, this magnificent creature has the ability to combine the basic elements with dragon breath. As expected, it requires a bar of Elemental Metal and 72 summoning to bring to life. Its real talent isn't just combat, but making the elemental ore it is made from.



Page 51 monster - A feared monster by all forum fanatics. This monster has the ability to banish foes from the world once they are down to little health and to teleport players to very hostile places. To bring this villain to life, it requires and abyssal charm as the primary ingredient and 94 summoning.



Meditation Guru - A sage with the ability to heal a large number of the summoner's hit points. The Guru is a strict pacifist, but will fight back if their friend is in trouble or their own life is at stake. They require 59 summoning to bring to the physical world and a Lotus Flower to bind the pouch (obtainable in Master Embrace's Temple Garden or by being grown).



Demon Moderator - A moderator on a very bad day. Wearing its gold crown, it stomps around with large cloven feet throwing the Fire of Justice on foes and rule breakers alike. This twisted character requires a Security Book to bind the pouch and 60 summoning to bring forth.



Nature Elemental - A quiet follower of Guthix that will help fellow naturalists with growing their own crops and making potions. It rarely uses combat unless the life of itself or its master is at stake. Requires Nature Talisman as primary ingredient and 45 summoning.



Obsidian Crab - The next level from the Granite Crab. Not only does it help with fishing and boost defence, but it gives extra smithing experience when forging metals. Like all obsidian and TzHaar creatures, it requires an Obsidian charm to bring to life and 32 summoning.



Spirit Warped Terrorbird - Like its unwarped counterpart, it carries items but has a greater offense capability. It requires infected bird meat as the ingredient (made by smearing rotten food onto raw bird meat) and 66 summoning to bring to life.



Sparrow hawk - A massive bird of prey that can prove invaluable when it comes to slayer. It will help fight the monster in question and it can communicate with a slayer master, allowing you to ask for another task or get help with a current one. To summon, it needs 42 summoning and a slayer gem as the primary ingredient.



Spirit Hedgehog - A marsupial with a good approach to hunting. This small fellow will boost hunter by a small amount and count as 1 piece of woodland camouflage. When in combat, it can use its special move Pin Missile to rapidly fire it spines at the foe that threatens you. The primary ingredient is a long kebbit spike and requires a small level 29 summoning. Another keen feature is that if you dye the kebbit spike different colours, the spirit hedgehog will be a different colour.



Devious Power Cell - Claimed to be one of Master Maelstrom's little tricks, this mischievous little blighter will use electricity to cause trouble, from lighting fires to combat. Its special move is electrical disturbance, which launches a full out electrical burst, which stuns opponents nearby the blast. If you really must have this cheeky individual as an ally, it requires 33 summoning and a pair of Insulated Boots as the primary ingredient.



This new batch, like the previous batch, all require Amethyst Charms to be brought to life and some require certain quests to summon. The nearest obelisk in Arzonus is the central mirrored column in Maelstrom's laboratory or on Battle Island.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Fugitive Island

Post by MorbiusMonster Fri Nov 05, 2010 7:20 pm

Far from any civilization floats the desolate Fugitive Island. The island is home to many unusual creatures and the fugitives of Arzonus.



When a werewolf commits a crime, which is beyond redemption, they are banished to Fugitive Island. This is considered a harsh punishment because basic means of survival are scarce and the only company are other fugitives and insect like creatures named the Fugitive Weevils.



The only resources are the fruit trees, a small oasis and a small obelisk. The island receives no supplies from the mainland so it is up to the fugitives to fend for themselves. This is the only location for an altar to the Goddess Forath on the surface world. Without doubt, this place is desolate.



The island was once believed to belong to a race called the Aquarians who long since migrated to the oceans. The remains of their temples and magical contraptions remain intact. It is suggested that some of the criminals have made shelter there, living in a separate diplomacy.



One iconic feature of the island is that it may be in southern seas, but it has temperatures as low as -19C (-2F). Whilst the beach and temple areas have moderate temperature, a large area of the island called the Arctic Camp. Here, another division of criminals have a base made from scrap metal left from previous residents.



Fugitive Island has become more of a fortress than a prison, with two tribes of vigilantes fighting over basic resources, but mostly for the sake of it. A future quest on the Island will give you the choice of whether to join one side or the other (like Shield of Arrav) and sequel quests will require a partner on the opposing side.



Rumour has it, that a Mahjarrat walks amongst the wolves, unnoticed but present. It isn't known where its allegiance lies.



The NPCs on Fugitive Island include Fugitive Weevils (level 60 non-aggressive), Aqua Fugitives and Arctic Fugitives (both 112 and non-aggressive) and their leaders.

The Aqua Fugitives on Fugitive Island have established the former Aquarian Temple as their fortress. This magnificent temple stands proud over deep waters surrounded by waterfalls.



Large causeways link together the great towers that overlook the deluge below. The Aquarians had also constructed the hydropaths, complex trails of water, which direct their riders to many of the fantastic places within the temple.



The leader of the Aqua Fugitives is the Hydromancer (water mage) who resides in the largest of the towers, whilst the criminals he commands usually patrol the grounds or go hunting for food. If you ever get into a fight with one, it is to be expected that they'll use water magic as their primary form of attack.



Be careful that some hydropaths lead directly into the deluge. Down there is home to all sorts of sea monsters including Water Demons and Dagganoths. When venturing down here it is advised to bring a good supply of food.



The Arctic Fugitives have control of the Arctic Camp. This make shift acropolis is littered with scrap metal originally used for build weapons, now awaiting to be found again and used in building once more.



The snow is knee high in some places so it is hard to navigate some parts, so the Arctic Fugitives usually patrol the perimeter from the glacier paths. The icy slopes have become a popular method of travel for the fugitives as they have constructed snow boards in order to master travel across this frozen plain.



The leader of the Arctic Fugitives is General Frost. His office is in the largest base. His job is to ensure order amongst the Arctic Fugitives by keeping them on patrol or having them hunt for food. The Arctic Fugitives are more dangerous than Aqua, using ice spells which can reduce energy and cause immobility.



Watch out for thin ice! By all means avoid it, unless you really want to get into a fight with one of the giant orcas that swim in these chilling waters.



It is truly necessary to stay far from the Winter Solstice Cavern. The really danger isn't the Ice Falcons that fly around here, but the chilling cold. The effect is worse in the Charon Chamber; a magnificent structure with temperatures so low, that if you spend too long there without means of warmth will be fatal if you aren't a member of the Arctic Fugitives.

The Giant Orcas are level 150 and fight with melee (aggressive) and the Ice Falcon are level 89 and fight with range (aggressive), but the real creature to watch out for is the elusive Ice Guardian (level 310 and aggressive). It drifts through the uninhabited snow or in the Charon Chamber. When you meet it, you'll know. Presumably, this is what destroyed the original residents of the camp, leaving only scrap metal.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Strife of Saranthium

Post by MorbiusMonster Fri Nov 05, 2010 7:21 pm

Saranthium stood proudly over the remains of Senntisten, and then it was just suddenly destroyed. In order to find out how the centre of human knowledge just vanished of the face of Gielnor, Master Maelstrom uses some of the temporal energy he has saved over the years in order to find out what the "Strife of Saranthium" really was.



The quest begins after receiving a letter from Maya, who believes that Master Maelstrom needs some help. She insists you look through the book; "Guide to Saranthium", so that you will know what your mission is. What the book says is that Saranthium was once the centre of human knowledge, a massive university and all of a sudden it was lost by unknown means. Maelstrom has gone back to find out what caused this. A trip to the dig site would be useful round about now.



At the dig site, they'll reveal all they can about the loss of Saranthium. They tell that Saranthium was destroyed and most subject buildings were reduced to nothing, leaving only the exam centre. They do recall coming across a diary, which was kindly, donated to the museum for safe keeping. The diary is in fact the Journal of a mysterious Professor Arcus Maelstrom.



At first, the museum will be reluctant to hand over the diary, so the next best thing is recommended, getting it yourself. Pickpocket each of the curators to obtain parts of the Library Key; which will unlock the hidden library.



The diary reveals barely anything at the moment, so a trip to another place would be more useful. A trip to Paterdomus to talk to Drezel might have better results. Drezel will suggest looking in the temple library for clues.



Searching the book cases, a book called "Saradomin's great Kingdom" can be found talking of the prosperity of Saradomin during the fourth age and that it was almost lost when Saranthium was destroyed. It has the last pictures of the teachers. Amongst them, Professor Maelstrom.



The date for the picture is Bennath 4th age 1459. After referring back to the journal, something strange has happened. The original date for it finishing was Raktuber, now it ends on Pentember. Another month has been written into the diary.



What the new passage says is the Dagon'Hai and the ZMI threatened to attack the University of Saranthium unless they gave them unreasonably sums of runes, wealth etc. Given this new information, visiting the Dagon'Hai would be useful.



The Dagon'Hai won't say much that is relevant, saying that the ZMI wanted the demands, and the Dagon'Hai were only after wealth. They had no idea what it was the ZMI wanted from the city.



A visit to the Dark Wizard's Tower will shed some more light. The Head Wizard goes onto explain that the ZMI had their own foundation of their kingdom, but the Saradominists continued to boast about Saranthium being the centre of human knowledge and threatened it. In spite of the threats, it wasn't them that destroyed it. Something else had gone there to lay waste to it. The last message heard from the city was "Help us! The city burns, Saranthium is burning! The darkness is overwhelming!” The message was received the same year the picture was made, but only in Septober.



The journal doesn't cover that far. Or does it? Referring back to it, another month of diary entries have been added, going up to Fentuary. All it says is that the nights were getting darker over Saranthium some forces were moving from the east. What this suggests is that the attack must have come from Morytania.



Malak in Canifis is the next person to ask. Before getting anything from him, he will ask for some blood. This will take 10% of your max health. What he says is that the city was intending to spread further over the Salve. After being defeated by the monks at Paterdomus a few years before, this is the last thing they wanted. They would have put up a fight and were going to, but someone beat them to it.



The city was seen burning in the flames of the darkness. Malak concludes to say that Morytania had nothing to do with it and the next day a tattered book floated ashore with the words "Saranthium is finished!" scrawled all over the book's pages.



Looking back in the Journal, it goes up to Septober, but not as far as up to the fire. Given the lack of knowledge here, it would be best to go back to see Maya.



After telling Maya what was discovered, she says there is only one thing left to do, but she won't risk it. It will take a little convincing to work, but by saying that if you don't attempt it; Master Maelstrom's life would be at stake. Reluctantly she agrees and reveals what she intends to do. The Temporal Particle Detector still has some temporal energy left over from Maelstrom using some. What she needs now is a timepiece of some sort and a device used for co-ordinating.



A trip to the clock tower would be useful to collect a watch if you don't have one and to Port Khazard to collect a sextant. Bring them back to her and she will combine them with the temporal particles. What she will hand back is a Time Co-ordinator, a device Maelstrom came up with to travel in time, but only to a preset destination (so no constant time travelling I'm afraid). All that remains is to set the co-ordinates (check the dig site for the most accurate co-ordinates) and they device will be activated. There are no banks that will give you anything in the time period you are in, so supply yourself well. You can return to and from the past during this quest.



Once you arrive in Saranthium, you discover it to be a massive University, much bigger or magnificent than modern Varrock. Now it is time to find Master Maelstrom, and quickly. Master Maelstrom is in his office, but in wolf form. He says that so far, nothing has been found. Attacks have been threatened, but no action has been taken. But he also worries. If this event doesn't take place, the future, as we know, won't exist.



Master Maelstrom instructs you to go to Avarrocka (as it was known back then) and do anything to provoke an attack. It may not have happened in the future you have come from, but it means that Saranthium would be destroyed and time would be mended just enough to prevent a massive damage to the future.



Over hearing the whole talk, a student appears at Maelstrom's office. The student says that it is almost completely dark out, and even the lamps won't shed light. Maelstrom is astounded to hear this. Something is happening.



Although the whole university goes dark, nothing appears. Maelstrom is concerned as this darkness is the work of some Forathian force. The darkness of night or Zamorak aren't dark enough, this is the darkness from the void, the emptiness, an unnatural dark.



The shadows begin to descend and Maelstrom lightens up. He now knows this is probably how Saranthium falls, but still remains confused. The shadows only have to pass over peoples' bodies and they die, but the buildings remain intact. The future still hasn't been fixed as the buildings remain.



Maelstrom now is really worried. If the future isn't repaired, creatures called the Kin descend from the skies and destroy everything, wiping out time altogether as events go missing. There is only one thing for it.



The city is said to have been burnt down, so the best thing to do is to burn it down. But the fires will not light and the Kin come closer. Your only chance left is to fight one of the Kin. By trying to talk to the Kin, you get little response unless you challenge them. After challenging them, one will rise and possess a nearby victim, transforming it into a Kin Demon who will attack you. Be warned, at level 230, its melee hits 25 and its magic hits up to 30. It uses fire spells and this is where Maelstrom now understands. After the creature is defeated, it unleashes a fireball as it dies; setting alight the university and the rest of the Kin flee.



Time has been fixed and the Time Co-coordinator activates sending you and Maelstrom back to the laboratory. When Maya asks what caused the destruction of Saranthium, you reply coldly "I did..."



Maelstrom concludes by saying that what happened was something called a Paradox. He can't fully explain what happened, which is the first time this ever happened. Hand back the journal to Maelstrom and Quest Complete.



Requirements:

50 Thieving

50 Slayer

Started Desert Treasure

What Lies Below

Abyss Mini quest

In Aid of the Myreque

Ability to defeat a level 230 Demon



Reward:

2 quest points

2 experience lamps granting 10K exp in two skills over 50.

17K thieving experience

17K slayer experience

The Inactive Time Co-ordinator (takes the place of Watch, Sextant and Chart.).



Additional Notice - Saranthium

If trying to leave Saranthium, it will say "The Time Co-ordinator has fixed co-ordinates; it will only return you to the future from Saranthium."

The fact that you keep it, will suggest that more quests can develop from this.

The Kin Demon counts as a lesser demon on a slayer task, so Black Mask will have its bonus available. It is also weak to Silverlight or Darklight.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Mask of Law

Post by MorbiusMonster Fri Nov 05, 2010 7:21 pm

Fugitive Island is first available for visit after starting "Mask of Law" quest, a shield of Arrav style quest requiring a friend in order to complete. This is started by talking to the High Commander of the Arzonus Militia.



The High Commander is in deep trouble. The legendary coat of arms; the Mask of Law, has been stolen and its last sighting was before the deportation of the most recent fugitives so, inevitably, they must have taken it. While not taking it for profit or exchange, they stole it for "fun" and have decided not to hand it back. The High Commander needs an able bodied wolf to represent the Arzonus Militia and claim it once again. This able bodied wolf would have to be you.



After the brief conversation, the High Commander hands you a pass that enables you the right to have a vessel transport you to Fugitive Island. Keep this with you at all times. The only vessel brave enough to venture there is Mentor Pisces ship. She forewarns you to the fact that there are two known divisions on the island, Aqua and Arctic. One will refuse to do business with the other and so it will be hard if trying to find the complete mask.



Upon arrival, you need to choose where you want to go. At this stage you can go to either the east and make your way to Arctic Camp or venture west and head to the Aquarian Temple. Whichever you choose will influence which side you might join.



If you go West-

Heading west will take you to the Aquarian Temple. Follow all the correct paths to the temple (this may be confusing at first). Make your way to the central chamber and engage into conversation with the Hydromancer. Tell him you are a representative for the Arzonus Militia on a mission of Diplomacy and seek out the Mask of Law which has to be returned.



The Hydromancer will shake his head. He says that as soon as the Mask of Law made it to the island, there was an argument over who would have it. It was broken into three parts, one going to Aqua, one going to Arctic, the third into unknown hands. If you want to return their section of the mask, you would need to be a member of the Aqua fugitives and that requires a special test of training.



Your first test would be to fight a water demon. Its defeat marks strength; a trait respected in werewolf customs. The second test is to perform a survival test. You will be asked to try and fend for yourself using limited resources. You will have to grow a Summer fruit tree, roast some Dagganoth meat and build shelter with some of the plant life around the temple. Completing this will show you are adept to surviving. The last challenge will be to go to the other side of the island to the Arctic camp, break into the supplies and steal some Hunting Harpoons. Bring these back and you will be an official member of the Aqua fugitives.



Whilst being granted access to all the resources of the Aqua Fugitives, you will be denied access to the Arctic ones; so be wise for which division you choose. This means you can get their fragment of the Mask of Law, but won't be able to receive the Arctic fragment without a partner.



If you go East -



Heading East will guide you to the Arctic Camp. It will be harder navigating this area if you don't follow directions. It is easier to be caught in the search lights and apprehended by one of the wolves on patrol. Make your way to General Frost and say you are a representative of the Arzonus Militia and seek the Mask of Law.



General Frost will give the same story as the Hydromancer. The mask was broken upon its arrival and the fragments shared and one was lost. He will hand over the fragment they have if you join the Arctic Fugitives. To do so, you must undergo similar trials to become an Aqua Fugitive.



Instead of fighting a water demon, you will be challenged to lure an Orca into fighting you and defeating it. The Or/ca is very hard as it relies purely on melee which hits hard, but it also may cast an ice strike from time to time which can't be blocked by prayer. The second task is another survival task. You will be asked to grow a Sapphire Fruit tree, hunt down an Ice Falcon and cook the meat and also build shelter from scrap metal. Your final task after these is to get into the Aquarian Temple and steal some water staves from it (not just any water staves will do).



After completing these tasks, you will become an Arctic Fugitive and be able to use their resources and claim their fragment of the mask. This means you would need to have another player to gain the other fragment for you.



The final fragment can be found by returning to the beach where it was divided into the first place. Follow the foot steps found into a cavern. In there, you will be in the presence of a female Mahjarrat; Current owner of the third fragment. She will hand over the fragment under one condition. She wishes to know the status of some of her fellow Mahjarrat. You will tell her about the Mahjarrat you know of. After this, she will thank you and hand over the final shard.



To complete this quest, you need to trade an extra shard of the mask from your base with an extra shard from your friend’s base (they have to be different). Fix the mask together and return to Arzonus and you will be rewarded when you hand it over to the Militia.



Requirements:

50 Farming

55 Smithing

Master's Training

Any three of the following:

Enakhra's Lament

Temple of Ikov

Hazeel Cult

Fight Arena

Desert Treasure



Reward:

2 Quest Points

10K Farming experience

10K Smithing experience

Access to your fugitive division resources.



Additional Notice



Seeds for Sapphire Fruit or Summer Fruit can be found by defeating Fugitive Weevils.



If you ask the female Mahjarrat her name she will say her name is Krinos, servant of Karcastor. She will go on to say that she and her master left Freneskae later than the other Mahjarrat, trying to escape the Kin who were hired to hunt down Karcastor for being a revolutionist who tried to stop the eternal war.



In a desperate bid to escape being found, he escaped to Gielnor where other Mahjarrat had been and found Titan Besaan sprawled out on a hunting plane, dying after being fatally wounded. Karcastor saw this as an opportunity to escape. What Karcastor did was he cast a spell on himself; which would rewrite his own biology to match that of Besaan. Karcastor would then give Besaan his own life force, memories and persona whilst destroying his own body so he could never be found. Because both creatures believed in revolution, they made the perfect pair.



Besaan with Karcastor's memories bound the physical essence of Karcastor into a single rune and banished it to Freneskae so the Kin would lose his scent. Krinos believes that her former master's revolutionary spirit and Besaan's bravery allowed him to stand up against the vampyres when they demanded a new rule.



After completing the quest, a short cut scene will show of a talk between the Hydromancer and General Frost. It goes something like this.



Hydromancer - How long do you think it will be before they realise?



General Frost - Depends how good the militia can tell a forgery. If they think their pride is more important, they'll never notice.



Hydromancer - As if we'd break apart a work of art. What do they take us for? Philistines?



General Frost - Who knows and who cares? If they'll be satisfied with the false mask, then the real mask will remain ours forever.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty The Kin

Post by MorbiusMonster Fri Nov 05, 2010 7:22 pm

The Kin are extra-dimensional particles of shadow empowered with the Forathian elements. One particle alone is no harm, but they travel in millions and when like that they are very aggressive.



The history of the Kin is never clear. They either emerged into the world as on Forath's creations or they are believed to out date the very universe itself. Because they are extra dimensional, their origin is believed to be more likely the second.



The Kin aren't predators, they are just killers. Because of this, the Kin are usually recruited to destroy something. Their extra-dimensionalism means they don't have to obey normal physics, meaning you can't kill them in their natural form.



They kill very simply. They mass into a cluster that merely has to sweep over a living creature leaving only a dead or dying corpse. They take numerous approaches to taking down a target. The Kin are able to;



Choke a victim to death,

Infect them with a terminal disease (usually killing them instantaneously),

Drain them of nutrients leaving a sickly husk,

Eat away the flesh,

Leave fatal wounds usually mistaken for wounds left by weapons or combat,

Or just sweep over the body killing it.



The reason for their varied choice of attack is so they can hide their numbers. If they make it look like something else killed the victim, then they can conceal themselves although if they were found they would just kill the creature who found them out. Presumably, this is how they "play".



A victim that has strategic value in some sense isn't killed, but used as a host. They possess a target, usually destroying them in the process. All that remains of their host is the physical body and remnants of their memories.



The Kin aren't invincible. They can be defeated, but only when they have a host. Either the host is defeated or the host fights back in the last few minutes of life it has left.



The host are often given a few minutes before they die once they are possessed. If they have a strong will, they can rid themselves of the Kin; defeating the Kin at the same time. After the few minutes they are granted of life, the host passes away and their body belongs to the Kin.



The Kin have four leaders; Brother War, Brother Famine, Sister Pestilence and Brother Death. Each has a solid form and relies solely upon their element for combat. They can only be defeated by being trapped in an area that defies them (e.g. Brother War cannot survive where there is peace.).



The four leaders wear different coloured robes depending on their element. Brother War wears grey clothing, Brother Famine has sandy brown clothing, Sister Pestilence has sickly green clothing (and for some reasons a serpent's tongue) and Brother Death has dark red and black clothing.



The Kin feature heavily in some quests, but not as major enemies of Arzonus. They may turn up in quests following other races. They are hunters with a better adaptation at hunting than the Arzonus Militia or the Human Hunters.



It is obvious to see that they are followers of Forath, hinted at their destructive powers.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Arzonus Militia

Post by MorbiusMonster Fri Nov 05, 2010 7:22 pm

The Arzonus Militia is the law enforcement of Arzonus and deal with high level cases and missions. Their rules are simple, missions assigned must be completed and trouble makers dealt with.



Their methods have been the subject of controversy. When defining trouble makers, it covers both the criminal or people who deliberately attack them or stop them from completing their mission.



Another one of their customs that is questionable is their "Police for hire" policy. This means that units can be dispatched by other races if they pay the right price for them. While, undoubtedly, they do a good job, selling themselves to work for individuals seems dishonourable.



Their predecessors were the Human Hunters. In one of Arzonus' steps towards the movement from Traditionalism to Modernism they were voted out. Most Arzonus werewolves consider this to have been an unwise move because the Human Hunters would complete the mission without threatening to harm civilians if they caused trouble unless it was truly severe. In a future vote, the Human Hunters would be voted back into power.



Although it is a werewolf run task force, it isn't composed entirely of werewolves. Some of their members include Icyene or Aviansie who uphold the law in the name of Saradomin or Armadyl. This motive of other species running werewolf justice seems unjust to the public, so the reputation of the Militia has been poor as of late.



Their High Commander is Mentor Libra. His job is to monitor how the militia operates, but will go on missions of high urgency. Although he is an Armadylan who wishes to maintain the law, he is considering retiring early because the credibility of the Militia has been poor and is usually under bombardment of disapproval.



Their Coat of Arms is the legendary Mask of Law. Unfortunately, this has been stolen as a way of showing how poorly maintained the Militia is. It was originally made by the earlier Armadylans as a symbol of Armadyl's power of justice.



Aside from being the target of much criticism, the Militia has managed to cope and their law enforcement is effective and swift. Elder Silver still approves of them and continues to have them maintained as the law enforcement.



Lately their missions have been assigned by governing bodies outside Arzonus to track illegal movements and organisations. They do this very well by having numerous operatives located in crucial areas to watch the movements of these groups. Some of the movements being watched include; Humans Against Monsters, the Drakan Monarchy and the Kinshra.



As well as being a police force and a regiment controlling the movements that will cause trouble, they are also soldiers. They are usually armed with very good equipment and are on standby should war ever break out. Because of their multi purposes, joining them is a very selective process and may require completing a few quests.



The public are due to vote again whether they wish to keep the Arzonus Militia or have the Human Hunters reassigned as the local law enforcement. Probably their will be separate votes deciding which group should monitor which job. The Militia would stay as the military force protecting Arzonus, the task force dealing with high level missions and as the service that monitors dangerous movements as their talents in those areas is undeniable. The Human Hunters will regain the role local law enforcement.



It will be inevitable that the Arzonus Militia will feature in future quests operating in their different roles.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Aid of Arzonus

Post by MorbiusMonster Fri Nov 05, 2010 7:23 pm

"Aid of Arzonus" is the first quest of the Werewolf Diplomacy Series and the Fifth in the Myreque Series. It simply starts by talking to a figure shrouded in a heavy cloak named Donicus Whitearrow.



This character wishes to venture to Burgh De Rott to aid the Myreque on their quest, but is reluctant in case they won't accept him. He wishes to know who he should ask to see whether he can join the Myreque and a simple solution is to ask Drezel. After entering Paterdomus, Drezel says he is more than happy to allow Donicus to join, until he lifts up his hood to reveal that Donicus is a werewolf.



Terrified, Drezel commands you to leave, but you need to convince him otherwise until Donicus plucks up the courage to say that he is a Saradominist sent by Father Aurora of the Icyene to join the Myreque. Hearing Aurora's name, Drezel eventually allows him to, under the condition that he finds out what sinister act is taking place.



Local rumour of Morytania is that Drakan has hired someone to design a powerful weapon, so that Mithalin can be conquered and the human rebellions destroyed. Inevitably this spells disaster so Drezel wants it stopped before it is too late. With your new companion, you must venture into the swamps on a Burgh De Rott ramble.



You cannot expect to get to Burgh De Rott without trouble so prepare yourself for a fight with some Vampyre Juvinates. You won't need to worry about Donicus as he will hit accurately and carries his own food. When the vampyres are down to half health, Donicus casts a spell and then unleashes his Hunter's Blade to finish them off once and for all.



Questioning him about the spell won't provide any answers, so it will be best to continue. Towards the end you will make another encounter which is very different from the norm. You will see and armoured creature impaled by large spears, slowly dying. Feeling sorry for it, you try to comfort it in its dying moments.



Whilst talking to the creature it says that it was being ordered to fight, but fled in the hope of being free once again, but failed and was killed by the Myreque. It doesn't identify its real name, giving only the rank "Delta 50", commenting that "We were not meant to fight." After it seems to be dead it tries to lunge forward, roaring and mouth ablaze before properly dying. Donicus' last words on the subject are "We tell no one what we saw."



Upon arrival to Burgh De Rott, you are welcomed by Veliaf who says he has great news about the prosperity of the Myreque. He says the Vyrewatch are taking fewer tithes and are slowly but surely starting to pull back. Knowing the local rumours, it'd be best not to tell him otherwise it would bring on a new stage of urgency. Instead you reveal a Donicus to Veliaf saying he comes on behalf of the Saradomin Icyene to free Hallowvale. Donicus says that they Icyene are the only people he represents; he also represents Arzonus for a new mission.



He states that Elder Silver wants to make a treaty with the Morytania werewolves so that they can be allies and move closer to freeing them. He is one of the many other werewolves on their way from the West. He also states that if this mission is successful, the Militia will be dispatched and will infiltrate Morytania and shall deal with Drakan.



Word has arrived from the Meiyerditch Resistance. The tunnels unveiled under the Haemology Labs actually lead somewhere of vital importance aside from the Blood Altar. Head over to Meiyerditch with Donicus, but keep your heads down and avoid drawing attention to yourself. If you are stopped, both of you will have to be either sent to mines or give a tithe.



When arriving at the Myreque base, you will discover more werewolves at the hideout who have joined. Safalaan tells you that the tunnels have lead to a strange place which looks suspiciously like a shop. Time to explore.



Venture deep within the tunnels and you will find Vertida with a werewolf who identifies herself as Lyatdos Grimblade; a Zarosian werewolf. They will discuss their finds revealing what they found looked like a nostalgic shop dating back into the second age. Before taking a thorough look, the Vyrewatch attack. Struggling to hold them off, Vertida retreats leaving only you, Lyatdos and Donicus.



One of the Vyrewatch will attack you and the other two will attack Lyatdos and Donicus. Both will finish off theirs by reducing them down to 1 third health and then finishing them off with their own weapons causing the third Vyrewatch to retreat. When asking either of them what they just did, both will continue to remain silent. Best return to the Myreque hideout.



Back at the hideout, more knowledge has been ascertained about the weapon Drakan is using. They are bringing forth an army from another realm or so it is believed. The only way to be sure is to try and get into Castle Drakan and find out what they are really up to. At first, you are sent to take the scenic route and walk along the wall to see if there is anyway of penetrating the Castle. You are asked to bring with you charcoal and papyrus to draw down your findings.



Once obtaining the drawings, you are spotted by some unseen entity that lunges towards you attempting to strangle you, its eyes ablaze. In this tense moment, you need to keep trying to free yourself otherwise heavy damage will be dealt. If you are lucky enough to escape unscathed, the Meiyerditch citizens will start throwing stones at the entity chanting "The Myreque warrior must live!"



Returning to the Myreque base they are concerned about what you tell them, probably guessing that whatever attacked you was possibly a member of this new army that is being formed and was probably sent to destroy you. Hand over the sketches to proceed.



From the sketches, they find an underground tunnel disguised as a chimney. If they can find a way to get into the chimney through the underground city, then it would be able to be used as a surprise attack. Venture back to the underground city with Donicus only to discover that the door is locked, but the window is still another option. The window is frail and can be broken easily using a weapon with a strength bonus over 80. Break the window and jump through it and prepare to walk the streets of this underground ghost town.



At first it seems empty, but then Donicus spots another one of those creatures seen dying on the way to Burgh De Rott, only this time, its eyes are ablaze and it is in chains with severe wounds. Trying to talk to it, you get no response other than angry roars and demands to not fight. Donicus spots a coal chute which is probably where Castle Drakan gets the coals for its fires so it could be used as an entrance.



The coal chute can be climbed and so you should try climbing up, but be wary that if you fall down, it will reduce your run energy (the higher you go, the more it is reduced) and you end up a short distance away. Once you get up, you will be in a hallway and you overhear voices in another room guarded by two vampyres. It looks like it will be no good trying to go near the door, so the next best bet is to find some other way of listening in.



Head towards the room adjoining the chamber where a conversation is being held. By searching the wall you can find a loose brick which can be moved revealing who is talking. Lord Drakan and a mysterious figure. Listen in for very important details.



What they discuss is the army being formed. Natural cowards; a race designated the Lonely Ones are being captured from lands afar and kept as slaves, trained and exposed to massive quantities of Daeyalt Ore; a mineral that coaxes their aggression from a normally peaceful mind making them perfect soldiers.



Drakan reveals his supplier of the army to be a mysterious Theta Magnus. Demanding payment, Drakan refuses to hand it to him and the two engage in an argument forcing Theta to call upon a shadow which lunges at Drakan slowly stealing his life and the enraged Theta teleports away taking Drakan with him.



Ranis and Vanescula find their father gone and find a note from Theta demanding payment or Drakan will suffer and the armies will destroy all of Morytania. It is only a short matter of time before they both discover you and Donicus and they teleport you into the room and send Vanstrom Klause to dispatch with you two.



Vanstrom knocks out Donicus who hands you the runes for a spell called "Psychic Block" which can be activated and work effectively once he is down to one third health. Defeat Vanstrom who will vanish before you deal the final blow and help Donicus come to and return to the Myreque base.



Tell Vertida what you have learnt and he will say that a small group was sent to the city earlier and discovered that it is the remains of Hallowvale and the city disappeared when the Icyene refused to back down when their queen and king were killed. As a punishment, the ground shifted; making the city fall beneath the ground and a large of earth covered it, leaving the city forever trapped in the dark.



Whilst a team was there, they discovered the corpse of the chained Lonely One and tried to analyse it for clues, only discovering it to have dangerously high levels of Daeyalt ore in its blood. This comes to the conclusion that in some doses; Daeyalt ore makes them aggressive, but too much can be fatal.



Vertida concludes that there was a small shrine in the city that had the name "Pride of Hallowvale" on it and images of mighty warriors fighting vampyres with an ancient sword. Donicus says he will venture back there to find out what it could be shielding and if it might help.



Upon entering the city, there is an eerie sight. The streets are empty and somehow the lock on the door of the Shrine to the north is glowing. The lock is somewhat strange, with a shape that looks like the Flail of Ivandis is supposed to fit there. By placing it into the lock, the door opens and inside is a coffin.



After opening the coffin, you find a sword with the words "Pride of Hallowvale" engraved into the blade. Standing outside is Theta Magnus who looks ready for battle. He gloats about how he finally got Drakan to hand over pay, but will continue to have the land ravaged by the intoxicated Lonely Ones. He admits that he targets the land because he knows full well about Elder Silver's plan for diplomacy and wants to prevent it so that his plans will succeed.



But before going he leaves you to fight one of his failed soldiers; the Rabid Lonely One. It is level 210 and can hit up to 23 with melee and 30 with range so will prove to be a formidable foe. It attacks by throwing large chunks of rock or by using the giant stone pillar attached to its arm. To defeat it, you need to use the Pride of Hallowvale and finish it off using its special attack; "Power of Daeyalt". Once defeated return to the Myreque base to report.



After you tell them of what Theta intends to do, they suggest taking the sword to Drezel and to Veliaf to find out what it really is. Drezel will say that the sword was originally a type of Icyene blade used in the God Wars in order to hold back the vampyres. This particular sword belonged to the King, who was saving it for Drakan before he was captured and his Queen surrendered.



When handing it to Veliaf, he believes similar versions can be made and they might have a profound effect on all kinds of vampyres and the oncoming threat of the intoxicated lonely ones. After this, Donicus finally has his dream come true of becoming one of the Myreque and Quest Complete.



Requirements;

Legacy of Seergaze

Wolven Traditions

65 Mage

57 Thieving

52 Construction

60 Attack

55 Agility

Able to defeat a level 210 monster which is immune to most attacks.



Rewards;

2 Quest Points

15K Thieving exp

10K Attack exp

7.5K Agility exp

5K Construction exp

Pride of Hallowvale

Access to Hallowvale which includes General Store, mining spots for coal, a bank and several other features.

Ability to use "Psychic Block" spell.

Lonely One event on Temple Trekking/ Burgh De Rott Ramble

New characters to escort to Burgh De Rott



Additional Notice



If you have completed Revenantly Harmless before this, your character will say "Theta Magnus. I've heard that name before" when they overhear Theta and Drakan talking.



Lonely Ones on the Temple Trekking/ Burgh De Rott Ramble are level 120 and fight with a mix of all three combat styles which can hit up to 18. They can be fought without the Pride of Hallowvale sword, but need to have either Psychic Block applied when down to 1 third health or have powdered Daeyalt ore thrown on them (made by using Daeyalt ore on Pestle and Mortar.).



The fact that Vanstrom isn't killed suggests he shall feature further quests.



Lyatdos will make another appearance in a future Myreque quest.
MorbiusMonster
MorbiusMonster
Templar
Templar

Number of posts : 2641
Age : 32

Back to top Go down

Arzonus, the City of Werewolves - Page 3 Empty Re: Arzonus, the City of Werewolves

Post by Sponsored content


Sponsored content


Back to top Go down

Page 3 of 5 Previous  1, 2, 3, 4, 5  Next

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum