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There is civilisation here, though, and an ancient one it is. The twin cities of Menaphos and Sophanem rule their lands with the priesthood, worshipping the same deities they have for as long as they have been there. In the western desert is a collection of less orderly places. The Bedabin nomads obey no rule except their own, as do the bandits; the Bedabin, though, are friendly and hospitable people, while the bandits spend much of their lives practicing how to slit throats.
There is civilisation here, though, and an ancient one it is. The twin cities of Menaphos and Sophanem rule their lands with the priesthood, worshipping the same deities they have for as long as they have been there. In the western desert is a collection of less orderly places. The Bedabin nomads obey no rule except their own, as do the bandits; the Bedabin, though, are friendly and hospitable people, while the bandits spend much of their lives practicing how to slit throats.


The Kharidian desert is a large desert area found South of Al Kharid, which contains the cities of Pollnivneach, Nardah, Menaphos, Sophanem, and ancient Ruins of Uzer. A bandit camp and the Bedabin camp, along with a large mining camp and the Pyramid used in the ''Desert Treasure Quest'' may also be found in this desert. It is also the home of the deadly Kalphite Queen, the 3rd most powerful monster and one of the two monsters to drop the legendary ''Dragon Chainmail Body''. To travel in this desert, a players must carry with him/her a ''waterskin'', preferably filled with water, otherwise he or she will start dying of thirst. A knife may be used to cut healthy cacti around the desert to obtain more water. What the player is wearing also decides the frequency with which he/she drinks water. For example, wearing heavy Runite armour will result in frequent drinking while wearing cool desert robes will lengthen the time between drinks. A Shantay Pass must be purchased from Shantay for 5gp each time a player wishes to enter the desert. Flying Carpets are also available throughout the Desert, with the first hub located just past the Shantay Pass. This hub will take players to Uzer, the Bedabin camp, or Pollnivneach. From Pollnivneach, it is a short walk to the opposite end of the city, where a second carpet hub can take players to the cities of Menaphos and Sophanem, which can only be entered after completing the Icthlarin's Little Helper quest.
The Kharidian desert is a large desert area found South of Al Kharid, which contains the cities of Pollnivneach, Nardah, Menaphos, Sophanem, and ancient Ruins of Uzer. A bandit camp and the Bedabin camp, along with a large mining camp and the Pyramid used in the ''Desert Treasure Quest'' may also be found in this desert. It is also the home of the deadly Kalphite Queen, the 2nd most powerful monster and one of the two monsters to drop the legendary ''Dragon Chainmail Body''. To travel in this desert, a players must carry with him/her a ''waterskin'', preferably filled with water, otherwise he or she will start dying of thirst. A knife may be used to cut healthy cacti around the desert to obtain more water. What the player is wearing also decides the frequency with which he/she drinks water. For example, wearing heavy Runite armour will result in frequent drinking while wearing cool desert robes will lengthen the time between drinks. A Shantay Pass must be purchased from Shantay for 5gp each time a player wishes to enter the desert. Flying Carpets are also available throughout the Desert, with the first hub located just past the Shantay Pass. This hub will take players to Uzer, the Bedabin camp, or Pollnivneach. From Pollnivneach, it is a short walk to the opposite end of the city, where a second carpet hub can take players to the cities of Menaphos and Sophanem, which can only be entered after completing the Icthlarin's Little Helper quest.


With the addition of the Enakhra's Lament quest, released on January 23, 2006, players may now obtain a "Camulet," which allows them to talk to the local Ugthanki as well as teleport to the temple in the middle of the desert where the amulet is received. This allows a player to bypass the Shantay Pass. Players do not need to pay to make a return trip through the pass.
With the addition of the Enakhra's Lament quest, released on January 23, 2006, players may now obtain a "Camulet," which allows them to talk to the local Ugthanki as well as teleport to the temple in the middle of the desert where the amulet is received. This allows a player to bypass the Shantay Pass. Players do not need to pay to make a return trip through the pass.

Revision as of 02:10, 13 November 2006

The known world of RuneScape, a massive multiplayer online role-playing game (MMORPG), is divided into two main landmasses to the east and west. They are connected by a strip of land to the north which forms a gulf between the landmasses. Many islands, both large and small, dot the gulf as well as the sea to the northwest. Players with free accounts are limited to Al Kharid, the kingdoms of Asgarnia and Misthalin, and most of the northern wilderness in the east landmass, along with some islands in the gulf. The flora on most of the land suggest a generally temperate climate. A few of the islands are tropical, and Al Kharid and its surrounding areas are desert. The Wilderness' climate cannot be determined as the area has been devastated and made barren by the God Wars in the Third Age of RuneScape. The Fifth Age is the era in which RuneScape characters now reside in. The only areas with a cold climate are the Ice Mountain, Waterbirth Island, White Wolf Mountain, northwestern parts of the wilderness and the areas above the Troll Stronghold.

The lands beyond the known world are inaccessible and serve as space for the developers (Jagex) to add new areas. Expansions that have been heavily hinted at are an elven city in the land Tirannwn, called Prifddinas, west of the Arandar mountains. However, the existing land is sometimes modified to serve this purpose as well, and Jagex has started to expand the land three dimensionally, building extensive underground networks accessible to members.

The following is a list, in alphabetical order, of regions in RuneScape:

Regions

Ape Atoll

Ape Atoll is an island where most of the quest 'Monkey Madness' takes place. It is full of dangerous and high level monkeys. It is also where players can go to buy Dragon Scimitars, a powerful and popular weapon among high-level players. Although it may be a dangerous place, after completing "Monkey Madness" players can turn into different kinds of monkeys and not be attacked by anything whilst there.

Crandor

Crandor is an isle filled with monsters such as Lesser Demons, King Scorpions, and Hobgoblins. This isle is accessible as part of the free-to-play quest, Dragon Slayer. After sailing to Crandor for Dragon Slayer quest, however, the boat players must use is destroyed on arrival, and becomes unsailable. The only way to access the isle after this is by using a secret door and tunnel located in the Karamja Volcano Dungeon.

Entrana

Entrana, a small island, is also known as the Holy Island of Saradomin. Players can reach it by taking the free ship from Port Sarim. No weapons or armour are allowed on Holy Entrana; players' characters will be searched at the ship and will be denied passage until they have banked or dropped the offending items. Entrana is only accessible to members. Players can find all of the ingredients and tools to make glass (for crafting) as well as a prayer altar (within a large temple), some fishing spots, and a dungeon with a one way ladder. Entrana is inhabited by monks, unicorns, bears and a rare indigenous bird known as the Entrana Firebird. The Law Altar for crafting Law Runes is found on Entrana, towards the northeast corner of the island.

Fremennik Province

The Fremennik Province is a large, viking style area North of Kandarin. Added in late 2004, the province boasts a quest which grants access to all of its wares. With medium-high level thieving and fishing opportunities, Rellekka, the town of the Fremennik Province, is the ideal place to get from 45 to 55 thieving. Also in Rellekka are two ports: one will bring the player to Waterbirth Island, home of the dagganoths, and the other trolleys the player to Miscellania. East of Rellekka are the mountains of the trolls, ushering the player to such areas as Trollweis and the underground city of Keldagrim. Recently, a pirate (who is also an ex-fremmenik) has docked at Rellekka, which when persuaded will sail you to the pirates cove, an area in the waters above the province. It is supposedly close to Lunar Isle, or the troll lands, as it is covered in snow at its peak. Further investigation shows there is another much larger pirate ship there, which takes you (after freeing it from jinxes.) to Lunar Isle, home of the mysterious Moon Clan. It is mostly ice and snow, with small blue flowers blooming in certain areas, as well as strange gnarled trees scattered around the island. It is home to one indigenous monster, the Suqah. Suqahs are apparently some sort of intelligent troll, as they have advanced armor and weaponry. They also have the ability to use ice and water magic. The island is apparently the source of the first rune stones, as there is a large rune stone in the mine on the island.

The Fremennik slayer dungeon contains only slayer monsters that can only be killed or attacked if the player has a certain slayer level. The deeper the player goes in to the dungeon, the stronger the monsters are. The dungeon contains cave crawlers, rock slugs, cockatrices, pyrefiends, basilisks, jellies, turoths, and kurasks.

Karamja

Karamja is a tropical island in the center of the RuneScape world, accessible via ship routes from the mainland, teleportation using an Amulet of Glory, or flight using the gnome gliders. There are two parts to Karamja island, joined only by a narrow sandbar. Non-members can only access the eastern side of the northern section of the island, access to Brimhaven is barred by a large gate through which they cannot pass.

File:Karamja.jpg
Karamja's location in relation to Falador (top right corner) on RuneScape's world map

On the north-eastern tip of the island, there is a ship route to Port Sarim, a general store, entrance to the Karamja Volcano, and access to the only fishing spots where non-members can fish tuna, lobsters, and swordfish, the three most powerful (in terms of healing) fish usable by non-members. Players who do not have the small fee to sail back to the mainland can pick bananas for the local plantation owner, who will pay them the figure required. Before returning to the mainland, players must be searched by customs officials, who will confiscate illegal souveniers such as rum.

The northern part of the members section of Karamja is based mainly around the pirate town of Brimhaven. The main attraction of the town is the Agility Arena, which offers a place for members to obtain agility tickets that they can later exchange for agility experience or items. A dock just north of Brimhaven allows players to travel to Ardougne for a small fee.

The entrance to the Karamja Dungeon is just South-West of Brimhaven. This is one of the most dangerous places in all of RuneScape. After paying a fee, players gain entry and must chop through vines with a hatchet in order to progress. The dungeon consists of a series of volcanic caves filled with giants, demons, wild dogs and several species of dragon.

The southern part of the members section is three times as large as the northern section of the island. Several quests take place or originate here, the landscape changes quickly from sandy shore into dense jungle. The northern aspect of south Karamja features a small dungeon full of jungle ogres (jogres), one of the races who may issue a challenge as part of the Champion's Challenge mini-game. Two settlements are located on southern Karamja, Shilo Village and Tai Bwo Wannai. Tai Bwo Wannai is a small tribal village situated on the north-west corner of the landmass, it is home to the Tai Bwo Wannai Cleanup minigame and several resource gathering locations, but few shops and no bank. Shilo Village, located in the center of the landmass, houses a bank, the highest-ranking Slayer Master in the game and, uniquely, gem rocks. These mining rocks produce a gem every time they are mined, whereas usually gems are only a rare occurance when mining other rock types. The areas outside the cities mainly consist of dense rainforest. The Nature Rune altar for Runecrafting is situated close to both settlements.

Kharidian Desert

The Kharidian Desert is actually composed of two nations, which is apt as the lands north of the Shantay Pass are both more civilised and more agreeable to unprepared travellers. The city of Al Kharid is ruled by the Emir, though no one has seen him in public since his only son, Prince Ali, was kidnapped. Now he leaves much of the duty of running his small nation to Chancellor Hassan.

The lands south of the Shantay Pass are a constantly shifting and changing morass of sand that bears more in common with the tides of the sea than with any land. Thousands have lost their way (and, hence, their lives) within this place, but the sands shift again and their bones are buried for centuries, only to be unearthed, polished and gleaming, for the jackals to gnaw upon.

There is civilisation here, though, and an ancient one it is. The twin cities of Menaphos and Sophanem rule their lands with the priesthood, worshipping the same deities they have for as long as they have been there. In the western desert is a collection of less orderly places. The Bedabin nomads obey no rule except their own, as do the bandits; the Bedabin, though, are friendly and hospitable people, while the bandits spend much of their lives practicing how to slit throats.

The Kharidian desert is a large desert area found South of Al Kharid, which contains the cities of Pollnivneach, Nardah, Menaphos, Sophanem, and ancient Ruins of Uzer. A bandit camp and the Bedabin camp, along with a large mining camp and the Pyramid used in the Desert Treasure Quest may also be found in this desert. It is also the home of the deadly Kalphite Queen, the 2nd most powerful monster and one of the two monsters to drop the legendary Dragon Chainmail Body. To travel in this desert, a players must carry with him/her a waterskin, preferably filled with water, otherwise he or she will start dying of thirst. A knife may be used to cut healthy cacti around the desert to obtain more water. What the player is wearing also decides the frequency with which he/she drinks water. For example, wearing heavy Runite armour will result in frequent drinking while wearing cool desert robes will lengthen the time between drinks. A Shantay Pass must be purchased from Shantay for 5gp each time a player wishes to enter the desert. Flying Carpets are also available throughout the Desert, with the first hub located just past the Shantay Pass. This hub will take players to Uzer, the Bedabin camp, or Pollnivneach. From Pollnivneach, it is a short walk to the opposite end of the city, where a second carpet hub can take players to the cities of Menaphos and Sophanem, which can only be entered after completing the Icthlarin's Little Helper quest.

With the addition of the Enakhra's Lament quest, released on January 23, 2006, players may now obtain a "Camulet," which allows them to talk to the local Ugthanki as well as teleport to the temple in the middle of the desert where the amulet is received. This allows a player to bypass the Shantay Pass. Players do not need to pay to make a return trip through the pass.

Kingdom of Asgarnia

The White Knights of Falador have become so prominent and influential within Asgarnian politics that they rule in King Vallance's stead. The White Knights do not rule unchallenged, though, for the Crown Prince, who lives in Burthorpe, favours the Imperial Guard. The White Knights have another foe: the Black Knights. These dark warriors, and servants of Zamorak, dwell within the depths of Taverly Dungeon and the fortifications of their castle they reach out to strike against the White Knights.

The Kingdom of Asgarnia is perhaps the smallest of the 3 main kingdoms. It consists of the city of Falador, the capital of Asgarnia, where The Knight's Sword, Black Knight's Fortress, Recruitment Drive, Wanted!, and Slug Menace quests start. This city is usually crowded in non-members servers, and can be even more crowded in members servers, due to its central location in RuneScape. The capital is often nicknamed the mining city because of its underground Dwarven mines, 2 banks, and a furnace all close by. Other cities in the kingdom include Taverly, the city of the druids and the start of herblore, and Burthorpe, which is controlled by the Imperial Guard and is in a constant state of war with the trolls. There is also Port Sarim, where players can travel to Karamja or buy fishing equipment, and Rimmington, where there is an onion field, a crafting shop, a place to start the free-to-play quest Witch's Potion, and a portal to Player Owned Houses.

The Dwarven Mines, found north of Falador, is one of the main locations for non-members and some members to mine ores. It is accessible from three locations: on the top of the Ice Mountain found directly north of Falador, directly East of the White Knight's Castle, and the third found near the Falador East Bank. The last entrance is the entrance to the Mining Guild: a special location for those players who have reached level 60 Mining. Inside the Mining Guild is Mithril ore and Coal. The Dwarven Mine itself contains every ore except Runite and quest ores. In the mines are Anvils which, in conjunction with the Superheat Item spell, can be used to make Armour and Weapons faster. There is a shop that buys ores, a shop that sells Pickaxes, and a General Store. There is a Mining Cart that can be used to transport to Keldagrim.

Taverley dungeon contains many monsters such as Chaos Dwarves, Chaos Druids, Blue Dragons, Baby Blue Dragons, Giant Bats, Hellhounds, Hill Giants, Poison Spiders, and Black Knights. The Water and Fire Obelisks are located in this dungeon; they are used to enchant water and fire orbs. Two Black Dragons roam between the Fire Obelisk and the exit point for the Water Obelisk. It is also known as the "Members' Dungeon" and is very popular among Members.

Kingdom of Kandarin

Kandarin is the most westerly of the human nations, and by far the most complex.The capital, Ardougne (ar-doy-en), is divided down the middle and large dark walls mark this clearly. This is the result of the former king's decision to split his kingdom between both of his sons. Now, King Lathas rules the prosperous eastern half of the city while King Tyras has largely abandoned his side to lead a crusade through the Underground Pass.

On top of the feuding of the two kings of Kandarin, the lands themselves are oddly perforated with the outposts and settlements of other races. South of Ardougne is the Tree Gnome Village, an odd maze designed to protect the gnomes within from invasion. Still further south, past Yanille, is the ogre region of the city Gu'Tanoth and the Feldip Hills; ogres have little concept of borders, though, and can be found in their small tribes dotted around the fields near Yanille.

Despite the odd characteristics that seem to govern Kandarin, it is a wealthy nation and easily as powerful as Misthalin. Ardougne's wealth is supported by the various industries of Yanille, Seers' Village and Catherby, as well as by trading with the other nations around and within Kandarin's borders. There are even rumours that Kandarin has connections with the mysterious lands west of the mountains, where no human has set foot since the godwars.

The Kingdom of Kandarin is the biggest of the Kingdoms in RuneScape. It is totally in members land and accessible only on members servers. It includes many important towns, such as the fishing capital Catherby and the fletching capital Seers' Village with many higher grade trees around it. The capital of Kandarin is Ardougne where players can train thieving. The Tree Gnome Stronghold is located in Kandarin, although it isn't actually a part of the kingdom.

Keldagrim

Keldagrim is the massive underground capital of the dwarven nation. It sits astride the Kelda River, with a number of ferries servicing the city and the large mines south of it. These large vessels, like all other dwarven inventions, are impressive feats of engineering.

Keldagrim is connected to the rest of the dwarven nation by means of an extensive mining cart network. Though a journey through the caverns and tunnels of the dwarven race is not cheap, it is certainly the swiftest and most efficient way to get from point to underground point.

The city itself is split in two, with the wealthy elite living upon the western bank, while the poor workers who labour for the great corporations of the Consortium live on the eastern bank. The eastern bank, as you might expect, also plays host to the massive furnaces and other loud, polluting equipment, as well as a variety of unsavoury characters and dodgy bars.

Keldagrim is the city of the Dwarves, opened to allow human access. Only members can access the city. There is a large mine and an underground rail system which provides transport to all major dwarven settlements like White Wolf Mountain and the Dwarven mines near Falador.

Kingdom of Misthalin

The nation of Misthalin is one of the oldest human kingdoms, and its capital, Varrock, has been in existence - in one form or another - for hundreds of years longer than most others. In the later years of the Fourth Age there were many troubles in Misthalin, notably from the dark regions of Morytania, though these troubles are now mostly past. The Wilderness also poses an odd problem for Misthalin, as the lawless territory to the north is filled with the sorts of criminals who would dearly love to take their vengeance upon Varrock and the pastures beyond. Many years ago, Varrock was even assaulted by an undead army led from the Wilderness by a dire necromancer, whose name is now lost to antiquity.

Misthalin is a nation split quite evenly in two. The population outside Varrock is predominantly agricultural, and provides a great deal of food for the capital and for sale to other, poorer nations. The people of the capital, though, are largely tradesmen and artisans, who work with raw materials to produce something more immediately useful. This split in society may seem to work effectively, but the problem can be seen most clearly in the southern parts of Varrock. This is where the rural citizens who have come to the capital frequently end up, unskilled and naive, living off scraps and dressing in the rags of clothes discarded by the wealthy.

The Kingdom of Misthalin is the bigger of the two nonmembers kingdoms, and is usually the most crowded and famous. The city of Varrock is found in this kingdom and serves as its capital. This kingdom also includes Lumbridge(Which is the starting point for new players fresh off of Tutorial Island), Draynor, Barbarian Village (although it can be recognized as an independent state), the Wizard's Tower, the Stone Circle (sometimes referred to as "Stonehenge" because of its similarity. Also called the Dark Wizard's Circle in Members), and Al Kharid, which is more of an independent city than a territory of Misthalin, as it even has its own borders. Most of the nonmembers quests take place or begin in here.

The Stronghold of Security is located in the center of Barbarian Village. It is for both members and non-members. The Stronghold of Security consists of 4 levels: The Vault of War, The Catacomb of Famine, The Pit of Pestilence, and The Sepulchre of Death. They are named after the Four Horsemen of the Apocalypse. When you first enter, there is a corpse of a dead adventurer in the entrance. If you search the corpse, you will find a book relating to the Stronghold of Security. To beat this mini-game, you simply have to get through each of the levels. There are doors that ask you questions relating to how to be safe in RuneScape, such as: "What is a good example of a pin number?". It will then give you several choices. If answered correctly, the door will open and you can pass into another room. At the end of each level, there is one big room without monsters. In the middle of the room lays the prize. In the first level lays the Gift of Peace, in the second level lays the Grain of Plenty, in the third level lays the Box of Health, and in the fourth level lays the Cradle of Life. Inside you will find your reward-2k for the first level, 3k for the second level, 5k for the third level, and a choice between 2 pairs of special boots in the fourth level. In every level, there's different monsters. In the first level, none of the monsters will attack you, so it's fairly safe. On the second level however, the monsters gets stronger and more aggressive. On the third level it becomes stronger still, until finally on the fourth level, most of the monsters are above level 70. Also, with the addition of the Stronghold of Security comes a new weapon: the Skull Sceptre. The Skull Sceptre is available for both members and non-members. It comes from four pieces that you can get by killing 4 different kinds of monsters in the Stronghold of Security. The skull sceptre itself is relatively weak, but it has a special ability which allows you to teleport to barbarian village when you have it with you. However, after 5 teleports ot barbarian village, the Skull sceptre will be destroyed and you will be forced to make a new one.

The Wizard Tower is south of Draynor. It is home to many wizards and a caged Lesser Demon. Some free-to-play players train here as the wizards drop blue wizard hats and robes, the best mage gear available to free-to-play (f2p) players. Also, most of the Rune Mysteries quest takes place in the basement of the tower, and the wizard Sedridor can teleport players to the Rune essence mine to mine rune essence, a material used in runecrafting. This isn't usually used as the rune shop owner in Varrock also teleports players there and is much closer to the bank. However, the Tower is closer to the Water altar, where players can make water runes. It is believed that the power emanating from these wizards is the only thing that keeps people from fighting anywhere but in the wilderness, duelling arena, TzHaar Fight Pit, Player Houses, or Castle Wars. The Wise Old Man of Draynor Village mentions the possibility of an action against the Tower. This tower stands as an important symbol of order as the last tower's fall to Zamorak's forces ended the Golden Age.

The H.A.M. Dungeon is the headquarters of the H.A.M (Humans Against Monsters) cult. The dungeon is located laterally between Draynor Village and Lumbridge. It is an important location for the quests "Lost Tribe" and "Death To The Dorgeshuun." Entering the HAM dungeon requires level 15 thieving. Here a player can kill or pickpocket the H.A.M, members to collect the component parts of the H.A.M. costume as well as a range of other items, from feathers and uncut gems to level 1 clue scrolls. After completing the "Death To The Dorgeshuun" quest, members may enter an additional level of the dungeon. In this level, pickpocketing the guards may result in keys of bronze, silver, iron, or steel in addition to the standard H.A.M. prizes. These keys may be used to open corresponding chests containing a either a small amount of gp, or between 1 and 4 of the following: a cut gem (Saphire, Emerald, Ruby, Diamond); a gold ring, amulet, or necklace; and/or jewelery with the previously listed gems.

In the Lumbridge Slayer Dungeon, players can find Slayer monsters such as Wall Beasts and Rock Slugs. It is also possible to fish for Cave Eels in this dungeon. This cave also contains the start point of the Tears of Guthix quest and the similarly named Tears of Guthix minigame. A light source is required in this dungeon, because without one the player will be hit damage at recurring intervals from the darkness. Players should take the best light source they can, because low-level light sources (such as candles and torches) can easily ignite the swamp gas, causing the player to take 15 damage.

Miscellania and Etceteria

Many years ago Fremennik sailors discovered these twin islands, and were astounded by the quality of life that they could foresee there. Since then the two islands have been built up and populated, and now a complex political situation rules their lives. King Vargas of Miscellania and Queen Sigrid of Etceteria, though both lonely monarchs, have developed a particular loathing and mistrust of the other, so the two islands are constantly on the brink of open war. It is only the fact that neither island actually has anything approaching a military that has kept them from battle thus far.

Miscellania and Etceteria are island kingdoms, joined by a bridge. They are only accessible after the Fremennik Trials Quest, and can only be reached by boat, or by the new fairy ring system, accessible after getting permission to use during the Fairy Tale Part 2 quest. Their main purpose is for the Throne of Miscellania quest. After completing the quest, the player is the ruler of the Kingdom of Miscellania, and can order the subjects to gather herbs, coal, logs, and fish. The Kingdom of Etcetera can also be ruled after completing the Royal Trouble quest, offering teak and mahogany trees, as well as a farming patch.

Morytania

Morytania is the land East of the River Salve. To reach it players must complete the "Priest In Peril" quest to gain passage through to the holy barrier that separates it from the rest of Gielinor. There are 5 towns in this region: Canifis, Mort'ton, Burgh De Rott, Port Phasmatys and Meiyerditch. Morytania is ruled almost entirely by the vampire Lord Drakan, and many of the residents in this nation are based upon horror archetypes such as zombies, ghouls, vampires, and werewolves. "Fenkenstrain's Monster" is also present, and is re-animated as part of the "Creature of Fenkenstrain" quest.

Canifis is a town whose population are primarily werewolves. Partly because of this the people of Canifis do not resent their vampire rulers as much as is seen in the fully human residents of the area. In the town are a Slayer Master, a bank, and the start of the "In Search of the Myreque" quest.

Mort'ton is accessible only after starting the "Nature Spirit" quest, and its entire population is diseased with 'the affliction', causing them to appear and behave as zombies. Mort'ton is also home to the Barrows, the burial sites of six ancient warrior brothers who fought during the God Wars, and their spirits and equipment still remain in the ancient tombs. The brothers' equipment is currently the most powerful equipment in the game.

Port Phasmatys is a town inhabited solely by ghosts, with which players may only converse with the aid of an amulet of ghostspeak. Completing the "Ghosts Ahoy" quest grants the player free access to the city, before which a fee of 2 ecto-tokens must be paid every time. The town has a bank, a general store, a brewery, and a furnace.

Burgh De Rott, which is just south of Mort'ton, is accessible after starting the "In Aid of the Myreque" quest. Burgh De Rott provides a bank that is much closer to the Barrows than the Canifis Bank. It also has a general store and a furnace; however, before being able to use these, players must help to repair them during the first section of the "In Aid of the Myreque" quest. The entire population is pale, thin, and living in constant fear of the vampires in the regions to the east.

Meiyerditch, East of Mor'ton and Burgh de Rott is a newly added city that is more of a maze than a town with flying vampires, called Vyrewatch, patrolling the skies.

Tirannwn

Isafdar is a forest completely unlike any that the humans east of Arandar are familiar with. An odd glow seems to permeate the place, as if the trees are sentient creatures and adventurers are intruders of a most unwelcome sort.

The main settlement of elves is Prifddinas, a mighty city that dates from thousands of years ago, and is grown from crystal seeds. Although no human has ever entered its walls, there are rumours of its beauty and the genius of its architecture - rumours which are repeated throughout every text on elven culture that has survived to make it to Varrock.

The rebel elves make a point of moving about, though their current settlement - the lodge at Lletya - has been a reliable base for some time now. No human knows how the civil war began, but all scholars agree that this could easily be the end of this once powerful race.

Accessible only after completing The Underground Pass quest and starting the regicide quest, Tirannwn is the home of the elven population and is the scene of the Regicide quest, the fourth in the ongoing series to solve the mystery of King Tyras and his twin brother Lathas. Little is known about this country except that it is strewn with traps and seems to have been doing very well on its own until Tyras barged in.

The only permanent settlements in this elven land are the city of Prifddinas and the village of Lletya. Prifddinas is as yet inaccessible to humans (the elf guarding the gates claims that the city will be barred to humans while the rebels are at large), whereas travellers will visit Lletya during the Mourning's Ends Pt I quest. The forces of the elven Lord Iorwerth have an encampment just to the south of Prifddinas. The name of this city is a reference to the Welsh word prif ddinas, which means capital city.

The majority of the land is covered in extremely dense woodland (Isafdar). There are many dangers here, including poisonous tripwires and pitfalls that can reduce health considerably. The journey out can be extremely tedious (and hazardous) on foot.

The Tree Gnome Stronghold

The Tree Gnome Stronghold is located to the extreme north east of the map and is accessible only to members. There are currently three quests whose starting points are located within the Stronghold: "The Grand Tree","Monkey Madness", and "The Eyes Of Glouphrie." Inside are three banks, a sword shop, a clothing store, two bars, and two food stores. There is also a mine below the Grand Tree itself which can only be reached after completing the "The Grand Tree" quest.

The Stronghold is often visited by players training their Agility skill in the aptly-named Agility Training Area. There is also a field in which "gnome ball" may be played as well.

Completion of the "The Grand Tree" quest also allows the use of gnome gliders. These can be used to transport the player freely to various points across the map. Note that the Digsite location is one-way only. After completing the "Tree Gnome Village" quest, players may also use the Spirit Trees to travel without cost to four locations. (including the Stronghold)

Tutorial Island

Tutorial Island is where every player starts the game . All activities are intended to teach new players every non-member skill except for Crafting and Runecrafting. It is home to a large mining area (only bronze bars can be forged here), a fishing pool, a bank, a kitchen, a rat pit for early training with Attack, Defence, Strength, and Ranging, and finally a magic school.

It is only possible to reach up to level three in any skill on the island. At this point the player is unable to gain any more experience points in that skill. Extra items made on Tutorial Island disappear when the player completes the tutorial. The tutorial takes approximately a half an hour to complete. Once Tutorial Island is complete, the player is teleported to Lumbridge and is unable to return to Tutorial Island.

The TzHaar City

The TzHaar city is built around the lava pit below Karamja Volcano. The TzHaar use a currency called the tokkul. Tokkul is found and used only in the TzHaar city. The weapon, magic, and gem shops accept only Tokkul. There are also a bank and a furnace. The primary reason players enter the city is to compete in either the "Fight Cave" or "Fight Pit" mini-games.

The Fight Pit mini-game is mostly Player-vs-Player, and one against many. Players are not restricted as to level or equipment in entering this area. The objective of this mini-game is to be the last player standing, either through direct combat, or hiding and besting the weakened competitors. This game is relatively low risk, because loss does not cause death, simply transport back to the waiting area.

The Fight Cave is Player-vs-Monsters. TzHaar monsters ranging in level from 22 to 702 attack the player in waves. The player is determined to have won after the lvl 702 TzTok-Jad is defeated. Only the highest-level players should attempt this mini-game. The prize for completion is a Fire Cape. The fire cape is untradeable and extremely rare.

Wilderness

To end up in the Wilderness, simply go North long enough between Falador and Varrock (Free Play areas of the world). The Wilderness is one of the few places where players may attack each other (others being the Duel Arena, Castle Wars, TzHaar Fight Pit, and in player owned house dungeons when challenge mode is on). The Wilderness is made such that the range of levels that players can attack (excluding NPCs) depends on how far north the players are. The further north into the Wilderness, the danger level of the wilderness will increase gradually. At the start, the danger level is 1, meaning that a player can only attack other players one level higher or lower than their own. The highest level of wilderness on the free world is 48 (where a fence spanning the entire length prevents anyone from proceeding any further north), while the highest level of Wilderness on a member's world is 56. The members-only section offers many useful features, such as an Agility Course, the Mage Arena, a teleport lever to the city of Ardougne, a couple of combat areas for people to level up, and the level 305 magic based Chaos Elemental, which has recently been added to the members wilderness as the new strongest wilderness monster. Also, the Lava Maze has a ladder leading underground that is accessible only to members, and the King Black Dragon's domain is there as well. Recent updates have included six members-only teleportation portals in random spots in the wilderness which teleport players to random portals between level 13 to 53 wilderness. There is also the new Volcano located just East of the Rogues Fortress, and the castle ruins south of it on a peninsula in the Free section of the wilderness.

The lair of the King Black Dragon is in the Level 40 Wilderness and can be accessed by going down a ladder and pulling a lever. The inside of the larger dungeon has a single Runite rock, usually for miners to mine and smith (they can use it to make armour and weaponry). There are level 92 Greater Demons and poison spiders along with some Black Dragons. To get in, players must pass through a maze inhabited by even stronger monsters. The King Black Dragon attracts members seeking the rare and valuable, Dragon Medium Helm. The lair is a multi-combat area, so groups of people can attempt to slay it at once. This is a members-only feature and a gate prevents non-members from getting inside. The dragon was previously the most powerful monster in the game; however, with the introduction of Kalphite Queen, Tz Tok Jad, the Dagannoth Kings, and the Chaos Elemental, the King Black Dragon has become somewhat lessened in the level ranking - currently placed eighth.

Zanaris

Zanaris is a strange kingdom, where all the laws that govern RuneScape are suspended in favour of a set of rules that the whimsical fairies find amusing. Animals here can not only talk, but can make intelligent conversation that would leave even Reldo of Varrock Library looking foolish. The grass is blue and grows without sunlight or rain.

The fairies in Zanaris live in small houses high above the ground. Curiously, though, they conduct their business at ground level. Whether this is because they expect travellers from other worlds, or they simply prefer to keep their home and business lives separate is anyone's guess. One certainty, though, is that no human can ever hope to fully comprehend the way a fairy's mind works.

Being an intersection between a number of worlds, the markets of Zanaris offer a selection of equipment enviable in the 'real world' of RuneScape. Of course, this position between realms comes at a price, and Zanaris is constantly in danger from these other realms.