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darth_knukle
Colonists of Averdastron


Note ~ This is the sequel to the epic war between Lord Ryth of Varrock, and Mordrast, champion of Zamorak. Their story can be found here, in my suggestion for the Abysmal Arena.

When last we left our hero, Ryth, he was calling on the aid of adventurers to help him in his struggle to overcome the power of Mordrast. Mordrast, meanwhile, was recruiting adventurers to finally stamp out the irksome nuisance that was Ryth. They were fighting for supremacy of Tutorial Island, now abandoned and renamed: the Abysmal Isle.

But there was also something else they were fighting over: a powerful charm, stolen from Ryth by Mordrast and broken into fifteen pieces. The parts were scattered over the Isle, and Ryth sent forces to retrieve it.

This charm is from an era before even the God Wars. It contains a portion of that power that Guthix called into being when he created the land of RuneScape. Now, however, it has been broken. At first, neither Mordrast nor Ryth suspected anything to happen, but the charm's power was immense. It needed somewhere to go, and Guthix, the God of Balance, would not let such a rapid release of raw power disrupt the balance of the land, so he channeled it into a portal in an attempt to teleport it out of the world.

Then, however, something not even Guthix could have predicted happened. The portal, instead of teleporting the energy away, absorbed it. Guthix no longer had control of it. The portal was free an independent. It started to grow.

Meanwhile, down below on the Isle, the two armies stopped fighting for a moment, to look up. There, where there had been none before, there now was a great silver rent in the sky. Two golden stairs descended from it and landed in both Ryth's camp and Mordrast's. Both groups sent up explorers, and what did they find?

A new world, another plane.

************


Thus began the Tale of Averdastron. Beyond the portal lay a new land, called Averdastron, which was an island roughly the size of the Wilderness. (Yes, it is huge.) This land is an excellent skill training location for higher/medium levels, as well as the site of not one, but two new minigames, one involving skill and strategy, the other PvM (player verse monster) based.

The Spirit of Saradomin was beside Ryth as he gazed into the portal, and the Good God wished to call this land his own. He appeared himself, in physical manifestation, and commanded Ryth to secure Averdastron. Then he dissapated as the power of Guthix began to reassert itself.

Mordrast, upon seeing a land unpeopled, immediately contacted Zamorak, and recieved instructions to take it. Enough said there.

Guthix, horrified by the error in his judgement, was swift to impose a balance upon this new land: Ryth's and Mordrast's people were banned from entering it with thoughts of conquest. However, this didn't stop Ryth and Mordrast from concocting a way to fight for supremacy: both groups recruited skilled artisans to enter the land and strip it of resources. In the first, skill/strategy based minigame, Skiller's Skirmish, two opposing groups of players compete to aquire resources (fish, lumber, and ore) and carry it back to their camp, while attempting to stop the enemy from doing the same. Since Guthix banned them from PvP combat, they try to trip the other people up, by stealing their stock using magical magnets, or trapping them in boxes (this minigame is rather evil, isn't it? You can take a player and stuff him into a 4x4 inch box.)

Before entering Averdastron, players could start this minigame by talking to either Ryth or Mordrast, who will then assign them a random amount of something to collect. The player will be equipped with a magnet, which, when wielded, can steal some of an enemie's stock, and also 5 mineboxes, which are little landmines that, when stepped on or near, spring up and trap a player in a box for 30 seconds.

You have a time limit. Return the materials within the time limit, and you get tokens, which you can use to buy stuff off of either Ryth or Mordrast. (To see what you can buy, refer to my original Abysmal Isle suggestion topic.) Return the materials outside the time limit, and all you get is the xp it took to get them.

Averdastron may be reached by entering either Ryth's camp or Mordrast's chamber, (for instructions on doing so please refer to the Abysmal Arena suggestion topic) and then players would see a Golden Stair. To enter Averdastron, all they had to do was climb the stair, and they would reemerge at two different places, both on opposite ends of the Island.

Averdastron is a newly found world, on a seperate plane of existance, and is currently uninhabited by intelligent peoples. As such it has an abundance of natural resources, and players may go there to practice skills. It even has three Runite rocks for miners, a small yew forest for woodcutters, and a peninsula just teeming with fish.

And, as a new land, it has some new resources never before seen. Some rocks, for instance, contain Averdite Ore, a new metal from which players might smith weapons or armor, as powerful as Runite, but with a few special abilities. Angelfish can be caught by net fishing. Tall everwhite trees loom, just waiting to be cut.

Why, then, is Guthix unhappy with such a wonderful land? It is because of the nature of balance; with all these great, wonderful things, there is a horrible truth to balance it.

Averdastron is unpopulated by intelligent species, but there are hordes of monsters never seen before. Gielenorian weapons aren't meant to deal with these creatures, for they are from a new plane altogether. Among the most fiercesome of these creatures it the horrible Stalker.

Stalkers are special creatures, so called because they target one specific person. They are not intelligent, but all the same feel resentful of these new humans pouring into their land, and they wish to kill them all. Each player, upon entering Averdasdtron, will be targeted by a Stalker. The Stalker will always trail behind a player, completely invisible. The Stalker's level depends on the player's level; the Stalker is always higher. Usually it will do nothing, but at some random point, it will decide to become visible and attack its prey. Only then can the prey fight back. Running is useless, as they can follow you by teleportation, unless you pass through the portal and back into RuneScape, or into the Seeker Castle, which you will read about soon.

Players were getting massacred by the Stalkers, and they fled to Guthix with cries for balance, for some weapon with which to fight the Stalkers. And so, bowing to the wishes of the people, Guthix organized the Seekers. Here is where the second minigame comes in: Hunters of Ghosts

The Seekers are a group of players who are sent into Averdastron to hunt Stalkers (Stalkers are invisible to the normal player, hence the minigame's name). They have a special Helm of Farseen, which both hides them from Stalkers and allows them to see Stalkers. Players can join the Seekers by entering the Seeker Castle, on Ryth's side of the island. There, they are free from Stalkers, and can join the Seekers by speaking to Thalmar, the Seeker Lord, who will then give them a Helm and send them out on their mission.

Stalkers, if killed by Seekers, will drop a range of new items, which can be sold. A few of these drops are: some of the new Averdite ore, Angelfish, or Everwhite logs; Averdite armor/weapons, and Stalker scales. The scales are stackable, and are untradeable. They can be used as money inside the Seeker Castle, where a range of Seeker equipment can be bought, blessed by Guthix and powerful against Stalkers. I'll come up with ideas for this equipment soon.

That, my fellow 'Crypters, is the first part of the Tale of Averdastron. A land completely separate from RuneScape, with all-new wonders and terrors. Averdastron might seem too good to be true - three runite rocks, all those yew trees and fish, and all those new resources - but that's why I added the Stalkers. Players here are not so much training as being hunted. You run the risk of dying if ever you climb the Golden Stair. Then, when the Stalkers seemed to be getting overpowering, I added the Seekers. Two new minigames in one stroke! F2p doesn't have too many skill-related minigames, so Skiller's Skirmish will be nice. And it also has a measure of PvP, except this time it's not with swords, bows, or runes. It's with traps.

This is by no means a completed suggestion, suggestions/criticism/comments are welcome, even appreciated, so don't hesitate!
Spire
Wow, that's alot. I haven't even read it all, but it sounds good.
You make good ideas.
darth_knukle
Imagination + caffeine.
WARfrog
I wish we had muskets.
ddsp11
QUOTE(darth_knukle @ Sep 13 2008, 06:16 PM) *
Imagination + caffeine.


better imagination then me I suppose tongue.gif well, all i can say is that this just owned Abysmal Arena by miles! Should we start suggesting stuff to add on soon? blush.gif

darth_knukle
Hmm?
*takes out pen and paper*
Whenever you're ready!
WARfrog
muskets. or stone flingers
darth_knukle
Well, then, I guess there aren't any suggestions. Oh well. I was rather hoping there was something wrong with it.

Oh, and by the way, I've nearly finished with the third and final installment in the Ryth & Mordrast series. It'll be on the Crypt soon.
ddsp11
oops, forgot to suggest some stuff ohmy.gif

Everwhite Short/Longbow: A bow made of everwhite wood. Use a knife on an everwhite log, then use bowstring on it. 95 and 99 fletching required. 75 range required. Shoots up to Averdite Arrows, which are inbetween rune and dragon arrows strength-wise.
+100 range bonus
Shortbow special-Light Snap: shoots 3 arrows with great speed and accuracy. uses 55% of special guage. always hits 4 with each arrow.
Shortbow Special 2-Flash Snap: Same as Light snap but uses Averdite Arrows and always hits atleast 6 for each Averdite Arrow.

Wraith: Rare drop from Stalkers level 120 and above. (5% drop rate) 2 handed. +95 str bonus, +103 crush bonus. Attack styles are Accurate, Rapid, Aggresive, and Longrange. Accurate and Rapid give 2 Range xp and Str xp per 1 damage, Aggresive gives 4 xp to strength per 1 damage, and Longrange gives 1.33 xp to range, defence, and strength.
Requires 75 strength and range. Can hit 3 spaces away with Accurate, Aggresive, And Rapid styles, and up to 5 spaces away using longrange. Rapid hits once every 2.5 seconds, and other styles will hit every 3 seconds.
Special-Ground Shatter: Hits a minimum of 12 on any enemy 1 square away from you, 8 for any 2 squares away, and 4 for any 3 squares away.

I'll add more later. Oh yea, all of these can damage Stalkers wub.gif
darth_knukle
Thanks! I don't have any time to add them right now because I've just finished with the third - and final - part, and I'm uploading it onto the forum as we speak.

I'll find time to add those things, though.
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