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Recolonizing the Wilderness? Thread is locked

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Padomenes

Padomenes

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Tlamovec said :
Oh, everyone wants to live with monsters, bandits and angry ghosts....
Some people like it and some people don't, at the same time with the mining/smithing rework or an archaeology skill there would be those who want to settle in Forinthry to dig for the Necronium ore or artifacts/ruins from the past. Bandits? Those would attract lots of mercenaries for hire certainly.

Giras said :
Give the ZMI a few weeks... they could probably find a way to harness the residual energy in the land for use.
As said yep humans are quite adaptable both in lore/irl, they would find a way to settle should they want to. Are you saying that they could find a way to maybe harness the 'chaos' energy to promote its 'growth' aspects, and find a way to convert it for use in growing food, plus more etc. You list?

Having a volcano nearby would also naturally mean there should be fertile soil sooner or later. So if needed making parts of it 'green' wouldn't be impossible either.

13-Jul-2017 08:56:17 - Last edited on 13-Jul-2017 09:06:16 by Padomenes

Ancient Drew

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There is also the Obelisk of Air to be harnessed, the Chaos Altar, cursed energy which happens to be near the Sword of Edicts (meaning it could be the most powerful of Guthix's divine energy, it's definitely the most flexible), the teleporting obelisks left behind from the Zarosian Empire, and the Abyss. But if other forces such as the Saradominists found out about the ZMI having control of the Abyss, there'll be war on the Wilderness again. I can see scope for interesting things to happen if humans were to attempt recolonisation of the Wilderness.

Speaking of green bits, there are also moss giants which have an area of grass, but they may or may not be aggressive to farmers testing out the soil there.
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13-Jul-2017 09:09:22 - Last edited on 13-Jul-2017 09:10:37 by Ancient Drew

Padomenes

Padomenes

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Ancient Drew said :
Speaking of green bits, there are also moss giants which have an area of grass, but they may or may not be aggressive to farmers testing out the soil there.
If the moss giants are a threat, this could open up a 'market' for mercenaries who can kill them?

13-Jul-2017 10:22:24 - Last edited on 13-Jul-2017 10:22:38 by Padomenes

Ashlin107

Ashlin107

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Well it would be extremely difficult to recolonise the Wilderness. Since it's basically the RS equivalent of a nuclear fallout site. Although there is evidence of the Wilderness "healing" it is still far from liveable land nor is it attractive to settlers. The only ones that have been willing to settle in the Wilderness are outcasts or people who don't like to be disturbed like bandits, pirates, smugglers and dark knights.

Not to mention even if someone tried to settle the Wilderness they'd be vulnerable to all the monsters plus all the factions I mentioned above. Plus there are also the many dangerous dungeon still around.

So a full scale settlement can't happen. However a colony could make for a fun minigame/quest. However that brings us to the first point.
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13-Jul-2017 11:36:26

Padomenes

Padomenes

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Ashlin107 said :
Well it would be extremely difficult to recolonise the Wilderness. Since it's basically the RS equivalent of a nuclear fallout site. Although there is evidence of the Wilderness "healing" it is still far from liveable land nor is it attractive to settlers. The only ones that have been willing to settle in the Wilderness are outcasts or people who don't like to be disturbed like bandits, pirates, smugglers and dark knights.

Not to mention even if someone tried to settle the Wilderness they'd be vulnerable to all the monsters plus all the factions I mentioned above. Plus there are also the many dangerous dungeon still around.

So a full scale settlement can't happen. However a colony could make for a fun minigame/quest. However that brings us to the first point.
If those colonies turned into cities they would build very strong/high walls I imagine to protect themselves, and you could actually see those walls serving a purpose then I think from time to time.

Or you mean they could stay the size of a colony like on Mos Le'Harmless with walls at the same time. We could make it 'similar' to Morytania in some ways if taking your suggestions into account.

Also what about how the element of how that environment might provide a big market of opportunity for mercenaries from all around Gielinor as said?

13-Jul-2017 11:56:40

Ancient Drew

Ancient Drew

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How about this for an idea? A farming village to the north, a fishing one to the east, mining and smithing in the west and priests or defensive mages in the south. Performing tasks outside the villages where objectives have been set will give extra bonuses, while being more dangerous than simply completing the set tasks solely within that village, and you can help build on walls and magical defences in each village to gain larger amounts of approval in the respective villages, or if you're doing a contract with one of the various mercenaries dotted about the Wilderness or in nooks and crannies around the villages, gain approval from them by sabotaging or sneaking in mercenaries or spies.

Padomenes said :
Ancient Drew said :
Speaking of green bits, there are also moss giants which have an area of grass, but they may or may not be aggressive to farmers testing out the soil there.
If the moss giants are a threat, this could open up a 'market' for mercenaries who can kill them?
This is why I mentioned mercenaries being dotted about the place. Plus each mercenary could carry around sigils of different gods showing who they're working for, and you can get god-specific rewards for gaining approval from them. Or you can kill rival mercenary NPCs and hand in their sigils to the mercenary who gave you your contract, while keeping or cashing in any extra spoils for more approval. It can be fun and add to the lore.
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13-Jul-2017 12:59:31

Byzantinist

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It should remain as it is to show what a power-hungry maniac like Zamorak is capable of, and to remember those who had suffered because of his utterly cruel behavior towards the
ancient inhabitants of Forinthry, and to show that out of his terrible deeds nothing good can result. I mean look at the place, there's nothing civilized left there - only bloodthirsty lunatics, some monsters and courageous PvMers and questers dare to stay on this scarred territory where, frankly, only death and misery can be found...
Sometimes one must operate within the
shadows
to serve the
light
. For a man makes no noise over a good deed, but passes on to another as a vine to bear fruits again in season, in order that the world may ever be new.

13-Jul-2017 15:00:08

Islam
Jul Member 2014

Islam

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Why would anyone wanna colonize a dead and barren wasteland with no particular resource of value... unless you want to have a colony next to some deadly spiders @ the rune rocks, or a settlement in the rogue's castle directly next to a chaotic element monster, it just doesnt deem viable...
scary guy.
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13-Jul-2017 22:05:24

Padomenes

Padomenes

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Islam said :
Why would anyone wanna colonize a dead and barren wasteland with no particular resource of value... unless you want to have a colony next to some deadly spiders @ the rune rocks, or a settlement in the rogue's castle directly next to a chaotic element monster, it just doesnt deem viable...
There is already as mentioned.

The Necronium Ore, and secondly for Archaeology plus along with other reasons we probably haven't thought of. There are also some people who do perhaps want/like to live there. Mercenaries also would find a marketplace quite easily.

14-Jul-2017 02:02:09

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