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05-3-11

Sophanem (Members)

Posted by runescape

Sophanem lies in the far south of the Kharidian Desert and is not an easy place to reach unharmed. It is advised that you take a lot of water with you, as well as wearing a full set of desert robes. For more information about surviving the harsh desiccation of the desert, read the Terrain Survival Guide.

Introduction

The Sphinx patrols Sophanem

Sophanem and Menaphos are the twin cities that sit like a shining jewel at the bottom of the Kharidian Desert. In ancient times these were the pinnacles of human civilisation, and few could muster armies to rival the might of those that followed the desert gods. Since then, though, the cities seem to have fallen from grace, and now Sophanem is a plague-stricken city whose gates are closed to all, while Menaphos has sealed itself off from the world as if to preserve itself from the dangers outside.

Sophanem is dominated by two great pyramids, where the tombs of their ancient kings and priests are hidden from the thieving fingers of wandering adventurers. Wandering about outside these mighty edifices is a devout follower of Icthlarin, the Sphinx. She is an ancient and wise creature well-acquainted with the history of RuneScape, but only willing to speak openly with cats.

Location

Map of Sophanem

Sophanem lies at the very bottom of the Kharidian Desert, nestled into the end of the River Elid with its twin city, Menaphos, where the ruling castes reside.

North-east of Sophanem is the Jaleustrophos pyramid, better known to the world as the Agility Pyramid, and further beyond that is the town of Nardah.

North-west from Sophanem is another pyramid, that of Jaldroacht, an ancient and foreboding structure that all who visit it could swear was touched by an eldritch evil older than human civilisation.

Points of Interest

Sophanem’s points of interest

In older times Sophanem was a bustling city filled with merchants and slaves by their thousands. Since the plagues began to strike the city, it has descended to the base level of a quarantine town. The slaves stand about lazily, while their masters hide in their houses afraid of strangers who might be bringing further trouble.

The town still manages some industry, though particularly light-fingered adventurers might like to plumb the tombs of the pyramid Jalsavrah (in Pyramid Plunder), where the Guardian Mummy has arranged for tomb robbers to earn a few trinkets.

The Great Temple in the west of the city is home to a number of priests, as well as the High Priest of Icthlarin, who is worth talking to if you are confused about the state of affairs in Sophanem.

After completing Contact! a bank will become available in the north-east of the city.

Personalities

The Sphinx

The Sphinx is older than any living inhabitant of Sophanem, and is well acquainted with the secret histories of RuneScape. She prefers the company of cats, though, so adventurers are unlikely to gain any useful information without the assistance of a pet feline.

  The High Priest

As the leader of the Church of Icthlarin, and the guardian of the pyramids of Sophanem, it falls to the High Priest to ensure that the devourer – Icthlarin’s godly foe – gains no foothold in the city. He has other matters on his mind of late, though, such as how to lift the plagues from Sophanem.

The Sphinx can be found in the centre of the city.   The High Priest can be found in the Great Temple in the west of the city.

Quests

The following quests can be started in Sophanem:

  • Contact! (Members)
  • Dealing with Scabaras (Members)

Dangers of the Stricken City

Plague frog (Level 11)

One of the many plagues that has fallen upon Sophanem caused the frogs of the River Elid to flood into the city. Not only that, the frogs were afflicted with a disease, which has spread from them to the rest of the inhabitants of the city, human and animal alike.

  Locust (Level 18)

Plagues of locusts are a typical punishment sent down by the gods, and in Sophanem it is no different. What few crops the city maintained have been eaten, and now the hungry creatures lurk in the shadows waiting for a tasty adventurer to wander by. They are soft creatures, though, and their bite is far nastier than their hide.

Plague frogs can be found on the banks of the River Elid.   Locusts can be found in the east of the city.
Jackal (Level 21)

Jackals are cunning animals with a powerful pack mentality. You will almost never find a jackal alone, as their method of hunting is based on working together. Jackals are not powerful enemies, but if you have just crossed the desert without much water…

Jackals can be found just north of the locked city gates.

Miscellaneous

  • One of the rewards in Pyramid Plunder is a golden sceptre that holds the power to teleport you to a number of pyramids, one of which is Jalsavrah in Sophanem, giving you a quick route to the city.
  • You must visit Sophanem to get clothes for Ali Morrisane in the Rogue Trader task; you will have to speak with Siamun, who can be found in the east of the city.

The number of items you retain when you die is dependent on whether you are ‘skulled’. It is also affected by whether you are using a Protect Item prayer or curse.

You can tell that you are ‘skulled’ if your character has a skull and crossbones icon above their head.

Death without a skull above your head: you retain the usual three items when you die. These three items are the ones with the highest alch value in your inventory and worn inventory. You can check which items you will keep by clicking the ‘Items Kept on Death’ button in your worn inventory.

Death with a skull above your head: you keep NONE of your items when you die. Instead, your tradeable items will drop and become immediately visible to the player who did the most damage to you (your PKer), and will become visible to all other players one minute later.

So, what makes you become skulled? You become ‘skulled’ when you initiate an attack on another player in the Wilderness AND that player has not previously attacked you recently. Once skulled, you become a tempting target for other player-killers, as other players know that you will drop all of your items when you die. You will remain skulled for 20 minutes.

You can also affect the number of items you drop by activating a ‘Protect Item’ prayer or curse. The prayer requires level 25 Prayer, while the curse requires level 50 Prayer. Once activated, the prayer and curse allow you to protect one additional item when you die; so, if you are skulled, you will retain one item on death, while you will retain four items if you die while not being skulled. On High-risk Wilderness Worlds, you cannot use the Protect Item prayer or curse in the Wilderness, making them an especially dangerous place to player-kill.

Over the last few weeks, we’ve been working hard to make our subscription cards easier to purchase. As a result, you can now find our 30- and 90-day membership cards in GameStop stores in the USA.

Once you have purchased your card, you can use the PIN number on the back to subscribe to RuneScape. You can do this by:

1. Click “Account” on the home page;
2. Choose “Start/Extend Subscription”;
3. Log in;
4. Select “Subscribe by RuneScape Card” as your payment method;
5. Accept the terms and conditions.

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New Prayers for Rangers and Mages

Fantastic new accuracy prayers are now available for rangers and mages! The new prayers boost the accuracy of magical and ranged attacks, equivalent to the ?Reflex? prayers for melee. Only one combat style of prayer can be used at a time, but all of them can be used with the defensive prayers, providing a balance of offense and defence.

Rangers can enjoy the accuracy enhancement of the Sharp Eye, Hawk Eye and Eagle Eye prayers, while mages will find their magical attacks improved by Mystic Lore, Mystic Will and Mystic Might. Not only that, but they are available on our Free-to-play worlds too! Don’t delay - visit an ingame altar today!

Charter Ships

Why spend ages walking from one end of the world to the other when you can charter a ship! Take a cruise with Trader Stan and his crew of fashionably (if uncomfortably) attired sailors. They will carry you from port to port for an affordable fee, and sell you goods available from Port Phasmatys to the far-flung elf lands.

Their ships are docked in many popular places including Catherby, Port Sarim, Mos Le?Harmless, Port Phasmatys and more.

Players wishing to reduce the prices to an even lower rate are advised to prove their sailing credentials, and to use whatever powers of persuasion they can muster.

Dragon Axe improved

Until today the dragon axe was only as good at cutting trees as a runescape gold axe. They ave now made it slightly better! However they have raised the woodcutting level requirement for chopping trees with this axe to 61.

Bugfix for Bone Crossbows

A bug was fixed with the bone crossbow so that it will no longer fire the old pearl and opal tipped bolts. However it can now use bone bolts, all bare metal bolts up to and including iron and also barbed bolts.

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A runescape treasure trail guide can help you better understand the clues, solve the puzzles, and find the treasure way faster, plus tell you which monsters are most likely to drop clues. Some monsters drop clues that simply tell you to speak to a certain character and some drop coordinates clues that tell you something like the following: “03 degrees 30 minutes north 19 Degrees 30 minutes east”. In order to solve these clues you must have four items:

1) Watch
2) Sextant
3) Navigation Chart
4) Spade

There are many other clues that you can find leading to many different awesome treasures. A good runescape treasure trail guide can help you solve even the hardest clues with ease. Please click on the link below to go to a great site that has many resources to help you get the most out of any treasure trail.

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How far can you see into the future? The seers in their village foresee mountains of flax, adventurers fishing, cooking and cutting wood, and many other challenges in and around Seers’ Village. Are you virtuous enough to use the Piety prayer? Gather your axe and knife (and bring your best flax-picking fingers), and go see what’s in store for you.

Explore the area and discover all the things you hadn’t noticed before. From Catherby to the Ranging Guild, and as far north as the coal trucks and Sinclair Mansion, this diary should keep you busy, and remind you why this is one of the most popular areas in the members’ world.

When you’ve satisfied the seers with your knowledge of the area, you’ll be rewarded with some handy bonuses: Geoffrey will give you some of his glorious…er…flax, maple trees will reveal some of their secrets to make you that little bit wiser, and you’ll discover a new nimbleness in your fingers when using the spinning wheel.

Mod Maz
RuneScape Developer
Queen of the Squirrels

Summary:

Where to start the Seers’ Village Achievement Diary:

Speak to any seer in the Seers’ Village, Stankers by the coal trucks, or Sir Kay in Camelot.

——————————————————————————–

In other news…

Players can now right-click on previously sent private messages to send another message to the same person. This applies whether split chat is on or off.

The alchemy values of the crystal bow and shield have been reduced. We suggest that you check your ‘items kept on death’ interface before PvPing or entering dangerous areas with combinations of these items, just in case it’s not quite what you’re expecting if you were to die.

The Slayer ring, combat bracelet and the skills necklace have had their ‘delays’ removed when operating them.

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I’d like to introduce myself to you all. My name is Mark Gerhard and I am the new CEO of Jagex, the makers of RuneScape. I have been fortunate enough to have worked at Jagex for some time now and consider us to be first and foremost a games developer. We’re driven by teams that not only care passionately about games but also actively enjoy playing the games we create. We are going to be making a number of improvements to the game, I’m also keen to clear up a few misconceptions about RuneScape at the same time and I also believe there are a few things we have done wrong in the past that I want to apologise for.

To start off with, we want to be more open and listen to our players. Some of you may consider Jagex a secretive and closed-off company which isn’t how we want to be perceived moving forward. Unlike most other companies, it just isn’t our style to spend our time self marketing or shouting about how great we are, we prefer to just get on with it and make cool games, but that doesn’t mean we don’t listen to what you have to say.

A good example of this is that a lot of free players told us they found our video adverts before the game annoying to the point it was putting them off playing, so we’ve scrapped them with immediate effect. We now appreciate that it can be frustrating having to sit through a video advert when you just want to play RuneScape, so we have to put our hands up to admit we made a mistake and say that we’re sorry. To be completely candid with you, video adverts generate significantly more revenue than other adverts, but as one of our fundamental philosophies is that having fun is more important to us than making as much money as possible, we have removed video adverts from the game.

We are also planning to change the way we communicate with you. We are going to be bringing back Development Diaries but making them more regular and focused on some of the different projects we’re currently working on for you. These will replace Behind the Scenes, which we have found a creative constraint on our developers as the promised content has to come out as communicated in order to avoid disappointment and prevented us from surprising you with better or different content. It has also led to compromises in quality that we’ve not been happy with and, most importantly, pieces of content being released which you, our players, have not enjoyed as much as you should. A side benefit of this is that we’ll be releasing more content which will be a complete surprise to you, so keep your eyes peeled for updates!

We’d also like to clear up a few issues surrounding the free game. RuneScape is different from all other MMOs in that the free game has an epic amount of content (we’d estimate over 2,000 hours worth to get all your skills up to 99 and complete all the quests) and isn’t merely a demo for the members’ version. If anything, we see the members’ version as an expansion pack for those that really love the game and we feel both games are substantive in their own right. I want to apologise for habitually over-promoting the benefits of membership to our free players. I strongly believe if you love the free game you will equally love the members’ content and that is sufficient promotion to me. If you can’t enjoy the free game in its own right then we’re not doing our jobs properly. We will continue to improve the free game and, crucially, make it as fun as possible because we know that this is the way that everyone first discovers RuneScape.

We also have a long-term commitment to improving all the aspects of the game – from overall graphical enhancements through to new gameplay mechanics.

Another thing that has cropped up in recent times, which we’d like to clear up once and for all, is the common belief that RuneScape is a game aimed at kids. This is absolutely not the case. We can see how this view has fostered, however, thanks to our over-zealous chat filter, Quick Chat worlds, “dumbing down” of certain bits of humour and storylines, as well as certain areas of the game like the Stronghold of Security, which do provide solid security advice but perhaps come across as a little condescending to the vast majority of our older players. I unreservedly apologise for this and to rectify this we have already removed a number of words from the chat filter and are currently working on reviewing and amending any content we feel is too kid-focused.

RuneScape benefits from one of the most diverse player demographics in the industry and is truly reflective of the worldwide population. As a responsible company we have had to comply with certain regulatory obligations to ensure online safety for any younger players and as a result we introduced Quick Chat for players under a certain age, but this was to meet our legal responsibilities rather than who the game is designed for, it’s probably also worth noting that we have a total of 4 Quick Chat worlds in a total of 165 RuneScape worlds. As I said earlier, we are gamers at heart and we try to design games and content which we ourselves would enjoy playing. I’m an active RuneScape player and I’m ever so slightly over 21 :)

We are also committed to working with our fans in the RuneScape community to make the game a more enjoyable place to be. We will be running community events, tournaments and JMod participation in-game to provide more support to you and make RuneScape an even better place to be.

To kick things off in this new era of openness I’m going to be answering your questions. For the next week we will open a thread in the News and Announcements forum for questions, and in a week’s time I will post answers to a selection of your questions. So please feel free to drop-in and ask a question or tell me what you think of the game.

If you’re a free player, you won’t be able to post on the forums, but you can email me at questions@jagex.com. This email address will work for the next week, so you’ve got plenty of time to get your questions and comments in.

Have fun!

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Back when we launched the Chosen Commander quest in March, we quietly released a small number of limited edition hoodies, to see how many of you had eyes sharp enough to spot the new addition to the store.

These hoodies feature the mark of Bandos (which you may remember from Zanik’s forehead) and the face of Bandos himself!

For those unfamiliar with Bandos, he is the god of goblins, orks, ogres, and other brutal creatures (many of which are mercifully extinct). He identifies himself as a god of war, and the goblins refer to him as the ‘Big High War God’. The origins of his symbol aren’t known, but it has been used to represent Bandos at least as long as he has had an influence on RuneScape.

We’ve still got a few hoodies left from the original batch made in March, so if you want to get one now is your last chance, as once they are gone they will never be made again.

05-15-09

Magical Weapons in Runescape

Posted by amber

Do you really know a lot about magic powers in Runescape? Why not use this guide to gauge your understanding.

Contents:

•Elemental/magic staves
•God staves
•Slayer staff
•Magic wands
•Miscellaneous staves
Elemental/magic staves:

Elemental staves are very useful because once wielded. The type of staff you wield represents what rune you do not need, therefore you can save more money.

Elemental staves are commonly used for low-level Player-Killing, free servers Player-Killing and training.

Battlestaves can be crafted by members with certain crafting and magic levels. They are generally more powerful in terms of melee stats such as crush attack and strength.

Mystic staves are obtained by upgrading your battlestaves with Thormac the Sorcerer after completing the “Scorpion Catcher” quest and 40,000 gold pieces.

List of elemental/magic staves:

•Mystic lava staff [+10 Magic] - Requires level 40 attack and magic
•Mystic mud staff [+10 Magic] - Requires level 40 attack and magic
•Mystic air staff [+10 Magic] - Requires level 40 attack and magic
•Mystic fire staff [+10 Magic] - Requires level 40 attack and magic
•Mystic earth staff [+10 Magic] - Requires level 40 attack and magic
•Mystic water staff [+10 Magic] - Requires level 40 attack and magic
•Lava battle staff [+10 Magic] - Requires level 30 attack and magic
•Mud battle staff [+10 Magic] - Requires level 30 attack and magic
•Air battle staff [+10 Magic] - Requires level 30 attack and magic
•Fire battle staff [+10 Magic] - Requires level 30 attack and magic
•Earth battle staff [+10 Magic] - Requires level 30 attack and magic
•Water battle staff [+10 Magic] - Requires level 30 attack and magic
•Staff of air [+10 Magic]
•Staff of fire [+10 Magic]
•Staff of earth [+10 Magic]
•Staff of water [+10 Magic]
•Battlestaff [+10 Magic]
•White magic staff [+10 Magic]
•Magic staff [+10 Magic]
•Staff [+4 Magic]
God staves:

The god staves are members-only items. Various god staves can cast different spells associated with the gods. These staves can be obtained from completing the “Mage Arena” minigame.

List of god staves:

•Saradomin staff [+6 Magic] - Requires level 60 magic
•Guthix staff [+6 Magic] - Requires level 60 magic
•Zamorak staff [+6 Magic] - Requires level 60 magic
Slayer staff:

Slayer staff can be obtained by buying it from slayer masters. When wielding the staff, you are able to cast “magic dart” which deals 19 points of damage at maximum. It can be used to kill monsters like turoths and kurasks. They require 50 magic and 55 slayer levels before it can be used. It has 12 magic attack bonuses.

Magic wands:

The wands can be obtained as a reward by training in the “Mage training arena” by swapping points.

List of magic wands:

•Master wand [+20 Magic]
•Teacher wand [+15 Magic]
•Apprentice wand [+10 Magic]
•Beginner wand [+5 Magic]
Miscellaneous staves:

The wands can be obtained by doing quests, killing monsters or completing mini-games and having it as a reward.

List of miscellaneous staves:

•Ahrim’s staff [+15 Magic]
•Toktz-mej-tal [+15 Magic]
•Ancient staff [+15 Magic]
•Dramen staff [+10 Magic]
•Iban staff [+10 Magic]

05-12-09

The Fall of Six

Posted by amber

I recently received a remarkably tattered manuscript from a strange old man who lives in deepest, darkest Morytania. This scroll was evidently ancient and contained an intriguing new angle on the famous legend of the Barrows. I’m not entirely sure of the significance, but the man signed his letter off with the words ‘Dig dig dig’ - perhaps he has lived in Morytania too long. - Reldo

A Stranger Watches

he stranger had watched the campaign from its first footfall into the lands east of the river, always from afar. His lidless eyes were affixed to the six commanders, resplendent in their armour, their weapons poised to attack as yet unmet foes. Behind each commander, a phalanx of war-hardened soldiers, their metallic armour glinting even in the pale light of these dead lands – brilliant fingers of light inching towards the heart of Hallowvale.

The six were brothers, hailing from one of the smaller townships of Misthalin – they had shown a glimmer of prowess in combat even back then, though their chores as farmers chewed up much of their time. If they had been born in another age, their lives would have been filled with thankless obscurity, but in this age of the God Wars, there were many opportunities for such men to earn renown.

Their thirst for fame is what led the stranger to them, for although their skills were unmatched in their township, they desired to be the best of all men, and the stranger had promised them this, for he knew power and could grant it. His long years had taken him to many distant lands where he had collected much arcane knowledge and many artefacts of value and strength, and it was those very weapons and armours he had given them, that they now wielded, which granted them their desire. If they had not been blinded by such desires, had heard the deviousness in the stranger’s voice, or could have seen the calculating eyes hidden deep within the dark recesses of his cowl, then they may have taken a different path.

The campaign moved with great speed, deeper and deeper into the darkness; for a year, many battles were fought like the one the stranger now watched below. The phalanxes engaged the rank and file, spurred on by the brothers’ fearlessness and courage, while the brothers themselves squared up to the enemy champions. Ahrim, the eldest brother, crumbled his foes with powerful magics, and sapped their strength and their will to fight. Dharok and Guthan, the next eldest, did not need their foes to be weakened to decimate them – great axe cleaving limbs from bodies, spear skewering organs.

The brothers were strongest when united, fighting side-by-side or back-to-back. Should any enemy manage to survive long enough, and have the chance to strike a blow, Karil would fire a swathe of bolts to pepper their chest as they took their swing, throwing them back. This battle was the campaign’s most unrelenting and bloody – the brothers’ confidence and skill had grown over the years as the power they wielded made them feel invincible, made them living heroes to their followers. The straggling enemy survivors were routed, but even they were cut down – try as they might to flee, Torag pounded them into the dirt, and their prayers rang hollow as Verac flayed the skin from their bones. Another victory.

A thin smile slowly curled upon the stranger’s mouth, snagged teeth protruding, and he thought, Truly, they are worthy - now is the time, before he slowly and deliberately turned heel and made his way down from his cliff top perch to the battlefield remnants below, and the camp the brothers’ army was now constructing.

The Pact, Fulfilled

usk had settled by the time he arrived at the camp; there was much song and laughter, rejoicing of the day’s battle and stories of valour. Various beasts were slowly roasting on spits over open fires, the crackling lost among the din of celebration, sparks dancing in the cool half-light. He picked his path through the piles of litter of the camp but his path was always directly towards the brothers. As more became aware of his presence a silence enshrouded the camp, as if the stranger himself were holding their mouths shut.

To the surrounding army it looked no more than the robed stranger staring into each of the brothers’ eyes, but to the brothers it was the realisation of their fate. They froze, in unison, as if caught in the path of a crushing wall of water, finally understanding the cost of the deal they had struck with the stranger. Misthalin now felt so very far away; a different land, a different time. The brothers, once united by blood, and by bloodshed, and by the pact they had taken together, now stood alone. Their power had separated them from other mortal men, now it had separated them from each other.

The silent stranger’s message could be heard only in the brothers’ minds – a raspy, conspiratorial whisper: The time has come, my warriors. The gifts I bestowed upon you have served you well, and you, in turn, have served your god. Now, it is time to begin your servitude to me…to my god. You shall stand ever vigilant for His return, and then you will be champions in His glorious army - we shall have victory against the usurper. But first, you must die…

The brothers flinched back, hands tightening on weapons, but the stranger did not attack. After this briefest of moments to the onlooking soldiers – a lifetime to the brothers – the stranger turned and strode to the edge of the camp, back through the charred remains of the defeated and the victorious dead. The brothers just stood and watched, in shock, as the odd figure disappeared from the camp, delving into the shadows at its edge, but the silence remained and with it now a palpable tension, the air thick with doubt and unease. The stranger returned once again to his perch above the battlefield and watched as the last of the light fell from the sky and as the campfires burnt themselves out.

The rays of morning slowly crept around the camp, like a beast stalking its prey, stirring the army to wake. It went some way to renewing the soldiers’ hope, but the brothers themselves remained silent, as if they had absorbed all the doubt and despair their followers carried the previous night. Camp was broken and the retinue continued its journey further still towards the heart of these dark lands. Despite the meeting with the stranger, the brothers still had their purpose, and even though they now knew its full extent, they continued bravely on, resigned.

Ruination

et more battles followed that fated night, the enemy growing in number and strength, the stranger now clearly visible in his observation of them, no longer concealing his presence. The brothers continued to fight, as heroes among men, yet they slowed, they erred. Ahrim’s spells would miss, Dharok’s strength declined and Guthan weakened by the day. Karil no longer managed to stay the blows of his targets, his brothers receiving wounds before he could fill their enemies with bolts. Torag slowed, and Verac seemed to instil less fear in his opponents. They bruised and bled, requiring tending from their medics after each skirmish.

Now, at the heart of this accursed land, as the sun fell low in the sky, the stranger watched again as they pitched their final camp, watched as they rested…and watched as the marshalled forces of their enemy crashed upon the camp – demons, wolves and hounds, undead creatures and other such horrors. The brothers fought bravely one last time, rallying their troops to them, fending off the dread beasts’ raid. Many men fell around them, yet, despite their losses, together they managed to set the enemy to retreat, striking a heavy blow in return.

At first light the camp was refortified, but the brothers fell around their campfire. All morn and eve, they were tended upon once more, but this time they did not recover. Muttering feverishly, their wounds did not close and their breathing weakened. Even in the act of dying they fought against the darkness, clinging to all the life they could, but much as the sun above giving way to night, so too was their fate inevitable. As the last rays of light failed, so too did the brothers and the campaign with them. Sorrow and despair now afflicted the camp. The remaining officers came to the realisation that without their leaders they were lost and must now turn back if there were to be any hope of survival, but as a reflection of the brothers’ bravery, they vowed to honour their martyred heroes as a final act before retreating.

For six days, the survivors dug up the earth and built crypts for the brothers; for six nights, their enemies surrounded the camp, chiding and braying, mocking the loss of their leaders, breaking their spirit but not attacking. The stranger took no joy from this – he had no love for either side – his involvement complete. On the last day, he watched the crypts being covered and the burial mounds completed, and the remnants of the brothers’ army turn their back on the dark to begin their long journey home. As they passed from view he turned, again walking deliberately and slowly towards the brothers, now dead and interred in their barrows.

Arms outstretched atop the central mound, the stranger chanted in some foul, ancient language, casting his old magic. A vulgar purple light formed in front of him, fell to the earth, and bled into each of the barrows.

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