Abysmal Arena
Tutorial Island has been abandoned by the Instructors, and just in time. Just a few months after they moved to the mainland, an earthquake, sent by Zamorak, tore a huge gash in the land. From it, all sorts of strange things emerged to cover Tutorial Island. The once-happy island was now the twin of Crandor, only worse. Some had stopped calling it Tutorial Island, and had given it a new, more accurate name: the Abysmal Isle.
King Roald decided that enough was enough. He needed someone - or somepeople - to reenter Tutorial Island. They must slay all monsters in their path, discover which filthy depth they were rising from, and seal it. The rewards could be numerous.
The consequences? Deadly.
For, of course, Zamorak has only just started the fun. It amused him to see these adventurers trying to battle his will, and, to make a cruel mockery of the human race, he enlisted his own group of mortal, human adventurers to battle off against their royal counterparts. Humans slaying each other was, after all, what he liked best.
And, to command them, he sent forth a creature of a type never before seen. At one moment it was Undead, another it was a Dragon, another Demon, and sometimes it was a horrid, dark, unrecognizable shape. Yet it had a name: Mordrast.
Upon landing on the Abysmal Isle, the leader of the King's forces, Lord Ryth, and his group were immediately attacked by a party led by Mordrast. Their troops were decimated, but they fought bravely. Still, the fiends of Zamorak killed enough of his soldiers so that they could not go on. Ryth sent a call for help back to the King, who organized a ferry service to Ryth's camp for whoever wanted to help him. Adventurers were needed to bring badly needed aid to Ryth's army.
Meanwhile, Mordrast organized his own passage to the mainland, by way of an underground tunnel. Adventurers in search of ruthless bloodshed could enter the tunnel from a cave under Draynor and reemerge inside Mordrast's own camp. There, they could be recruited for the hordes of Lord Zamorak.
Which side will you chose? Help Lord Ryth, or stamp him out? Either way, an adventure awaits you and your fellow soldiers....
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So begins the epic showdown between Lord Ryth and Mordrast. Players can choose one of two sides to fight for, either Ryth or Mordrast. Players can reach Lord Ryth by a ferry, which launches from Port Sarim and lands inside Lord Ryth's camp on the Shores of Tutorial Island, or, as it is now called, Abysmal Isle. There, to join, all they need to do is talk to Ryth, who asks them if they would like a random group or a clan battle. If the player selects "random", then they are put in a group with other people who chose the same option. They are assembled and are sent out to fight.
If, however, a player chooses "clan", everyone on their clan channel gets an invitation to join them. They can do so by talking ot Ryth and asking for a clan battle. Once they have done that, they enter a waiting area with their clanmates, where they wait two minutes (like in Clan Wars) before heading out into the depths of the Isle.
This will function partly like Clan Wars, but also partly like Bounty Hunter. In Clan Wars, you have large groups of people, but only two groups. In Bounty Hunter, you're by yourself, but there's a lot of people around you.
In this minigame, there are six groups out at a time, three of Lord Ryth's and tree of Mordrast's. Each group has 10-25 people in it. they could be random, or they could be clan. Which groups are out, however, is completely random. For instance, all three of Mordrast's groups can't be from the same clan.
Much of Abysmal Isle is covered in dark foliage. The groups will constantly run into each other as they wander about the Isle. If two or more enemy groups meet, they can fight or run or whatever their chosen strategy is. If two allied groups meet, they can help each other out.
The task of the three groups of Lord Ryth is to penetrate as far into the Isle as they can and destroy as many evil creatures as they can. Also, when Ryth first was attacked, the fiends stole a powerful charm, and afterwards destroyed it. The three groups must find all fifteen pieces. Once that happens, the game is over, and they win.
Mordrast, of course, will do everything in his power to stop them. Players can join the Horde of Night by taking an underground tunnel from Draynor to Mordrast's own underground volcanic chamber. They speak to him, and are presented with the same options as with Ryth: random or clan?
You know what happens. So then, after they choose and are sent up to the surface, they are given their instructions, which are basically: Protect the charm and, of course, slaughter any of Ryth's people. When all of the enemy lies dead, then the game is over, and they win.
Rewards
After each battle, depending on whether they win or lose, players get a certain amount of tokens. The tokens for Ryth and Mordrast are the same, so players can use them no matter who they fight for. Mordrast has a range of equipment and neat tricks for those who can fight to claim them. Ryth, on the other hand, sells items bearing the Royal Crest of Misthalin, for true champions of the King.
Mordrast's Stock:
Almighty Rods: Fishing poles that can catch anything: lobster, crayfish, salmon, tuna....as long as it's F2p. They require no bait, but do need to be recharged once in a while. They can be recharged in the same manner as Fist of Guthix items.
Helm of Mordrast: This headpiece looks like a deep, deep purple H'ween mask, with the exception that it has three eyes and a flowing mane of moldy green hair going down the back. It gives substantial bonuses to range and prayer.
Claw: Torn from some primordial creatue, this weapon is a giant crab claw that fits onto your hand. It does crushing, slashing, and stabbing attacks very well.
Amulet of Torture: This blood-stained stone rests in silver, hanging on a runite chain. It has been blessed by Zamorak. Every once in a while, it takes away from a foe's health and adds to yours, but it, too, needs to be recharged.
Squid Ring: Who would need a small, black ring, with a squid entwined around it? A good lot of people, considering that this ring has the power to reflect attacks back at an opponent. It, sadly, can only take so many hits before a recharge is needed.
Flamiker: This longsword is made out of pure hatered, giving it the power to attack with melee, magic, or range. No prayer can completely protect a player from this sword's devastating effects. Recharges are needed.
Kebab: I could tell you that this kebab was wrought in the deepest furnaces of Zamorak, but in fact they were mass-produced by Mordrast as food for his creatures. However, one day an adventurer got it into his head just what you could do with meat and vegetables on a stick...
...a very pointy stick....
Special attack: uses 1/2 of the bar, stick extends to twice it's length and makes a sharp jab that could cause 5 seconds of paralysis.
And, finally, the one of the most mysterious, sought-after objects in all of RuneScape, by both free players and members....
The Sceptre of Illusions:
This magical sceptre can auto-cast the sixteen combat spells: waves, blasts, bolts, and strikes. But that's not all that makes it worthwil to obtain:
This staff can make you, for a short time, completely invisible.
Yes, that's right, completely invisible. Your dot won't show on the minimap, and on the actual main screen, you won't even cast a shadow. This invisibility will be very brief before a recharge is needed, and this feature can only be used withing a minigame, such as Fist of Guthix or Clan Wars. But during that short while, no one will know where you are.
Ryth's Rewards:
Misthalin Mace: This hammer is faster than a scimatar yet hits harder than a warhammer. Occasional recharge needed.
Knightly Armor: Show your stature as a Knight of Misthalin! This armor resembles full rune (g), but the Platebody has the Emblem of Misthalin on the front, the kiteshield has it, too, and it has a royal purple trim.
Shining Hammer: Made by a long-forgotten race that dwelt where the Al-Kharid Duel Arena now stands, this hammer has been blessed by Armadyl. To wield, you need 50 each of magic, attack, and strength. It's attacks are part magic, part melee. It has a special attack that uses up all of the bar; it shoots an air wave.
Energy Boots: For those of you who wish for Seven-League Boots, this is another step forward. These boots make your run energy deplete half as fast as the normal rate, allowing you to run twice as far! They have to be recharged after a total of 3,500 run energy is used.
Cape of Misthalin: Gold cape with the Emblem of Misthalin on the back. It give + 6 to all your stats, and can be operated for an emote where the ground cracks open, a clawed hand reaches out, but you stamp on it, and it withdraws.
King's Quiver: A quiver from the King's personal stock, it rests on your back when you wear it and takes up the spot where your cape normally goes. It gives you an extra 1,500 invisible addamant arrows (which are used when all of yours run out.) Must be recharged to be filled with arrows after it's empty.
Currently working on it, give me some time. More to come.
All updates will appear in different colors, so check back to see what's new! Any comments/critisism will be accepted, appreciated even, so don't hold back what you have to say! This idea is pretty new, so I'm sure there's a lot that can be improved.

