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Padomenes

Padomenes

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Could the 'Forgotten Cemetery' in the wilderness be a third age 'god wars' graveyard looking at its location? Especially how close it is to the Temple of the Ancients where the battle for the godsword' takes place? Maybe troops scaled up that wall to get there.

22-Jul-2017 17:52:24 - Last edited on 22-Jul-2017 17:54:15 by Padomenes

Summerleaf
Nov Member 2012

Summerleaf

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Padomenes said :
Could the 'Forgotten Cemetery' in the wilderness be a third age 'god wars' graveyard looking at its location? Especially how close it is to the Temple of the Ancients where the battle for the godsword' takes place? Maybe troops scaled up that wall to get there.


One of the Ancient Teleport's send you there (i'm pretty sure), so it could be the remains of an old Zarosian Fortress or something.

24-Jul-2017 01:45:10

Padomenes

Padomenes

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Summerleaf said :
Padomenes said :
Could the 'Forgotten Cemetery' in the wilderness be a third age 'god wars' graveyard looking at its location? Especially how close it is to the Temple of the Ancients where the battle for the godsword' takes place? Maybe troops scaled up that wall to get there.


One of the Ancient Teleport's send you there (i'm pretty sure), so it could be the remains of an old Zarosian Fortress or something.
That's Carrallangar and it takes you to the Graveyard of Shadows. I'm talking about the other gravesite, 'The Forgotten Cemetery' which is east of, down the mountain slope where the god wars dungeon is. The architecture looks different and unlike any graveyard, also north of the Dareeyak area.

No lore ever written about it mentioning what it was used for, aside from it being used as a potential reward area to spawn ghosts by closing the coffins inside the spirit realm.

That's why I was asking, could it be a war graveyard for third age warriors slain or a Zarosian cemetery that was used for Dareeyak's dead?

If the archaeology skill though allows us to excavate Carrallangar upon release maybe we could find out hints about why we don't see anything about a Zarosian afterlife, perhaps with the way they are buried etc.

24-Jul-2017 02:47:30 - Last edited on 24-Jul-2017 02:52:08 by Padomenes

Lego Miester
Nov Member 2023

Lego Miester

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Padomenes said :
Could the 'Forgotten Cemetery' in the wilderness be a third age 'god wars' graveyard looking at its location? Especially how close it is to the Temple of the Ancients where the battle for the godsword' takes place? Maybe troops scaled up that wall to get there.


I could see it, particularly a zarosian one. We've already seen Saradomin's. And I'm inclined to believe a lot of the ashes blanketing the wilderness are from demons.

Padomenes said :

If the archaeology skill though allows us to excavate Carrallangar upon release maybe we could find out hints about why we don't see anything about a Zarosian afterlife, perhaps with the way they are buried etc.


They left that so disturbingly ambiguous compared to the rest, I hope they eventually elaborate on what they meant with Icthlarin's dialogue. Whatever they did, I imagine it fit with Zaros's ideas about "efficiency." Maybe the graveyard is infested with zombies because Zaros would simply use his necromancers to raise them over and over again until their bones turned to dust. Getting the most bang for your buck for your soldiers.
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29-Jul-2017 15:49:25

Rondstat
Jan Member 2024

Rondstat

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Had a conversation about likelihood of seeing gnome finale. Got me thinking about what sort of stuff I'd like to see out of a gnome finale and, as usual, I grossly overthought things.

Here's my dumb headcanon for Gnome Part 7 -
The Children of Glouphrie


>Begin at Tree Gnome Village. Khazard and Hazeel have mobilized an overwhelming force, and are massing to the east (near entrance to Hazeel cult sewer). King Bolren has recovered an aged blueprint from Golrie's cave, an unbuilt weapon/bomb of Glouphrie's design. He's reluctant, but desperate, and entreats us to help build it.

>The weapon operates at more devastating potential than any anticipated - it obliterates a large area south of Ardougne, including the entire monastery, catching numerous monks in the blast. Bolren sends us away to lie low.

>Some time later, summoned to Tree Gnome Stronghold. Narnode is organizing relief drops (via glider) to Ardougne, to aid in the reconstruction effort, and asks us to help assemble the materials. The glider fleet, under Waydar's command, departs, but Narnode gets no word of their arrival in Ardougne - they seem to have disappeared. Oddly, Glough seems to have disappeared as well in the hubbub.

>We go to Ardougne to investigate, and discover Khazard propagandists in the streets, warning of the gnome menace to a receptive audience. The city council enlists us to get rid of these rabble-rousing canvasers, but most react with violence. One of them drops an odd crystal token - minted in Arposandra.

>We seek Golrana's aid, but she advises us against trying to get back into Arposandra. While visiting, a gang of Ardougnian saboteurs sets fire to the maze, and we must extinguish the flames while dealing with hostiles. In the aftermath, Gnome Village residents reflect on the many conflicts with humans that have plagued their town, and question whether they really can coexist, or if they should seek habitation elsewhere.

30-Jan-2018 11:31:53 - Last edited on 02-Feb-2018 08:58:01 by Rondstat

Rondstat
Jan Member 2024

Rondstat

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>Bolren asks us to seek out the Stronghold's explorers around the world, to see if they've found viable locations for settlement (while apologizing for sending us on a globe-spanning quest that will surely take weeks), and report back to Narnode. At each location (Nardah, Trollweiss, Feldips), we scout the area for food sources, building materials, and enemies, but none are ideal.

>Return to a Stronghold in unrest. Gnomes, led by Anita, are outraged at the burning of Tree Gnome Village, demand greater gnomish militarization, and have successfully petitioned for a no-confidence vote on Narnode, currently underway. Narnode knows of one other major settlement in the Arc, and sends us there, but warns us to be cautious - neither Village nor Stronghold sent explorers there, he doesn't know who founded it.

>Arrive to chilly reception on Tuai Leit. There is already an influx of settlers, and considerable new construction, but we are not allowed into the 'new' area of the colony without proper ID.

>Back at Stronghold, just in time to learn Narnode's been ousted, view coronation of Queen Anita. As her first act, demands all gnomes sign up for military conscription - those who object must leave Stronghold. Brimstail, among the objectors, asks us to help him pack up his equipment, including his anti-illusion machine and a new prototype pocket illusion dispeller.

>Accompany exiles to a new subterranean hovel in the Feldips. While unpacking, the cave is suddenly attacked by waves of high level siren and cyclops mercenaries, but we can periodically use our pocket dispeller to make most of them disappear (revealing them as illusions). The last 'real' merc to fall drops a gnomish ID badge. Brimstail senses the hand of Glouphrie, and casts an illusion spell on us to hide our identity from enemies as we explore further.

30-Jan-2018 11:49:22 - Last edited on 02-Feb-2018 08:59:49 by Rondstat

Rondstat
Jan Member 2024

Rondstat

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>We use the badge to enter the restricted area on Tuai Leit, while avoiding patrolling 'evil creatures' (who can see through our illusion). Glough and Waydar are overseeing operations, including the construction of a fleet (using bamboo and Narnode's intended relief materials) and weaponization of gliders. We catch Glough talking to a shadowed figure, who tells him 'it is time,' before teleporting away with ancient magics. We stow away on a ship as the fleet departs.

>Emerge to find the gnome fleet (augmented by mercs and conscripts), Khazard army (augmented by civilian recruits), and Knights of Ardougne in a three way battle in Ardougne harbour. We discover that many of the gnome and khazard warriors are illusions. Hijacking a gnomecopter, we circle Ardougne, activating our pocket dispeller at strategic moments to dispel as many illusions as possible, thinning the gnome and Khazard numbers enough that the Knights can deal with both.

>Golrana pulls us away from the melee. Her father was injured by a stray piece of shrapnel, and now demands to see us. Bolrie reveals that there is another hidden entrance to Arposandra beneath the poison wastes, lightly guarded but remarkably dangerous. He didn't want to risk Golrana taking on the city and getting herself killed, but he suspects that's where this all leads.

>We don diving gear and enter the wastes, navigating a platformer-like puzzle (dart between pockets of air while avoiding staying submerged long enough to be poisoned) to enter Arposandra's lower levels, unlock with crystal token. It is a waterlogged catacomb of broken machinery, littered with scraps of paper - pieces from Glouhprie's journals - that grow increasingly disoriented and detached in tone as we go on. We encounter the occasional mutant and demon in the lair while collecting pages.

30-Jan-2018 12:12:32 - Last edited on 02-Feb-2018 09:01:21 by Rondstat

Rondstat
Jan Member 2024

Rondstat

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>Journals: Glouhprie discovered consuming, death-obsessed energy in Argento (originating from Prif tree), killed tree to keep it from spreading, and hid reasons to avoid devastating gnomes with the revelation that their sacred Anima Mundi was corruptible. Ventured west to find and contain the source, and managed to divert death magics into a tangible, concentrated form. Eventually realized this magic waste had power to modify life, and built Arposandra as a lab to develop means to protect the people who'd exiled him, fearing they were not up to the task themselves.

The watcher creatures were not originally spies, but used to monitor the gnome lands' borders, and he quashed many threats before they were even discovered by the Stronghold or the Village. The mutant residents of Arposandra were attempt to create cadre of elite, stealthy warriors who could guard gnomes from the shadows. Over time, he came to see these creatures as his children. Most powerful and intelligent creation was a chimera, who took a radical direction with Glouphrie's gnome exceptionalist philosophy that scared him.

>Towards the end of these catacombs we find a gnome skeleton in Glouphrie's robes atop an altar inscribed PRAISE THE ALLFATHER and being worshiped by a score of hooded gnomes (we can dispel to reveal they're actually mutant terrorbirds). Attacking sets off an alarm, and we fight our way past to the next corridor.

>Ancient teleports at either side of the room reveal Hazeel and Glough. Hazeel chastises us - our people could have lived and he could have had legion of slaves if we hadn't interfered - instead, many must die. Glough says Ardougne would have surrendered to/allied with one of them to escape the fighting, then they could divy up Kandarin between Mahjarrat and gnomes. He creates a demonic portal (causing Hazeel to praise the skill of his student ), and Hazeel begins casting curses and spells. We destroy portal, weaken Hazeel and Glough before they teleport away.

30-Jan-2018 12:45:58 - Last edited on 02-Feb-2018 09:24:06 by Rondstat

Rondstat
Jan Member 2024

Rondstat

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>Emerge into large chamber, with giant, fleshy mass at centre. Glouck stands before us, tells us Glough was unworthy - may have been the Allfather's last blood descendant, but that false guardian of Arposandra didn't share their purity of vision. Glouck, the honoured child, has recreated the only worthy guardian, the reincarnation of the Allfather (heathens may not speak his name!), who will scour the world of anything that could threaten gnomekind. Dispel to reveal that Glouck is actually a mutant, the chimera from Glouphrie's journal, just as the flesh giant awakens and absorbs him. Boss fight ensues.

>Return to Stronghold to find Glough already in custody. He had attempted to spirit Anita away before news of the gnomish defeat at Ardougne and their abuse of illusion magic could reach the Stronghold, but she outmaneuvered him, made him a scapegoat for public outrage over illusion magic. She remains queen, but has accepted objectors back, with Narnode as advisor. As he's carted away to a secure human prison, Glough cries that all he ever wanted was to protect his homeland, that it is shameful to bow to humans when it puts gnome safety at risk.

>Postquest, Tree Gnome Village has replaced its damaged hedge maze with a high metal wall. Bolren tells us that, after seeing how quickly the humans bandwagoned on anti-gnome sentiment, he's unsure he can ever fully trust them again, and after the battle of Ardougne, it may take decades for relations to be repaired.

At Stronghold, we can confront Queen Anita, and she will concede - she has made mistakes, many regrets, but she has the best interests of the gnomes at heart, and will work tirelessly for their security and prosperity, while maintaining peace with their neighbors.

Tuai Leit colony remains a stronghold for the many gnomes who have sided with Glough's/Glouphrie's gnome exceptionalism, and refuse to live in a human kingdom. With the revelation of his altruistic acts, a statue is erected in Glouphrie's honor.

30-Jan-2018 13:00:15 - Last edited on 02-Feb-2018 09:11:54 by Rondstat

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