Spire of Night
Note ~ This is the third and final part of the struggle between Lord Ryth of Varrock and Mordrast, Champion of Zamorak. Their tale can be found in part I, The Abysmal Arena, and part II, Colonists of Averdastron.
Averdastron, with its many materials, has been a great help to both Ryth and Mordrast. Ryth gathered the ore to send to the many forges of Misthalin. The logs he sent along as fuel. The fish he used to feed his forces, in preparation for another strike at Mordrast's lair.
But, all that while, what had Mordrast been planning? The fish he tossed to his hellhounds, his demons and snakes, his vile followers. The wood he took and crafted staffs and bows to arm his hordes. And the ore?
His scouts collected a great amount of Averdite ore. Stronger than Runite, it would be a great help to him. But, unlike Ryth, he did not smith it.
Using necromantic powers that even Saradomin would shudder to think of, Mordrast encased the living force in the ore. It turned dark, darker than night, and was no longer Averdite ore: it had become Hellcite. Of this he built, directly over his lair on the Abysmal Isle, a huge Spire. Around the gates was a moat of fog, behind the door was a portcullis of stone, and in the walls of Hellcite there were a thousand souls, screaming. As you neared the Spire, everything went darker.
There is a room at the top of the Spire of Night, dubbed the "Hellaboratory" by Ryth's people, in which Mordrasts locks himself in and does....something. Ryth has seen him, through his spyglass, and he has gotten worried. What arcane experiments could Mordrast be planning? So Ryth sent out a raiding party: fifty stout warriors in gleaming armor. They were to break in, discover what he was doing, and retreat back to Ryth. They were never heard from again.
Until....
One day, a man staggered into Ryth's camp He was badly dehydrated, and burned in several places. His entire arm had shriveled into a useless black husk. He was wearing the remains of metal armor which, in some places, had been fused onto his skin. Upon questioning, he turned out to be the sole survivor of Ryth's raiding party. Everyone else was dead...but the man did know what Mordrast was planning.
One of Hellcite's properties is that a cage made from it was impossible to escape from. In his Spire, Mordrast had been creating such a cage. It was huge, taking up most of the room, and occult symbols were drawn in the floor around it. Mordrast, it turned out, planned to use this cage for a very ambitious purpose.
He was going to hold Death hostage.
He was going to use necromancy to summon the Grim Reaper, then trap him. With the Reaper unable to hold the Dead in check, the Dead will flow out over all of RuneScape - Revenants, Shades, Zombies, Skeletons, Ghosts, Demons.... The lands will be, literally, a living Hell. With this Grand Horde of the Deceased, Mordrast will assert the superiority of Zamorak and claim all of RuneScape for his own.
The cage, the man said, was nearly completed.
In a panic, Ryth amassed all his forces. He called for aid from Misthalin and Asgarnia. The White Knights joined his ranks, as did the Guards of Al-Kharid, the Guards of Varrock, the Guard of Falador, even the Barbarians. Mordrast responded by filling the Spire with his hordes.
And so, ready for the battle that will be the end of it all, Ryth's forces prepared to lay seige to the Spire of Night. The eyes of the people of RuneScape - as well as their hopes and dreams - lay on Ryth and his army.
The Spire's battlements were covered with shades and zombies. Bats circled the Spire, skeletons walked inside it. The trap was set - everything was perfect. Mordrast lowered the drawbridge. Ryth's army stormed in, hacking through undead flesh. A flight of ghostly arrows answered them.
The chessboard had been set, the play advanced. Now, both sides were preparing for the moment they had fought and died for - checkmate.
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Here is the final confrontation. To join the battle, a player must enter the Abysmal Isle. Depending on the side they wish to fight for, they can join either Ryth or Mordrast. For information on how to enter the Isle, see my first post: The Abysmal Arena.
To join Ryth's side, the player enters Ryth's camp and goes past a gate. Then they cross a strech of coastline, separated by a wall from the rest of the Isle, so they don't interfere with the Abysmal Arena minigame. The path ends at the foot of the Spire of Night. The player crosses the drawbridge and joins the mayhem.
To fight for Mordrast, a player enters Mordrast's lair (refer to the Abysmal Arena topic), then climbs a flight of stairs. They will emerge inside the Spire, and can then join the fighting.
Most minigames are PvP, player verse player. Hunters of Ghosts, one of the two Averdastron minigames, is PvM - player verse monster. Now, however, Spire of Night introduces a new, never-before-seen style, PMvPM - Player and Monster verse Player and Monster.
That's right. Inside the Spire you find players fighting alongside white knights, demons assisting players on Mordrast's side, etc. All combat is multi-way; there are no 1v1 zones.
The Spire has several levels. The bottom floor is the easy level - players fight alongside Al-Kharidians and Barbarians against players aided by Ghosts and Skeletons.
The second floor reveals stronger creatures, such as Zombies and Shades versus Varrockian Guards and Faladian Guards.
The third floor is pure slaughter. White Knights fight with Lesser Demons, Greater Demons face off against Ryth's elite Kninjas (knight+ninja). All the while, in every floor, players are fighting enemy monsters or players. It all amounts to what a true battle should look like - barely contained mayhem.
Additionally, on the third floor, Ryth and Mordrast's second in command, Lee'ar'cheth, come to battle. Both are combat level 150 and can attack with any fighting style (indeed, they will swich to bypass those pesky protection prayers.) Players can attack the enemy's leader, but they will have a hard time of it.
Players, when killed, respawn in either Ryth's camp or Mordrast's, depending on who they fought for. Monsters will respawn within a minute of being killed in various location inside the Spire.
The Spire of Night minigame will only be available on certain worlds. Those that are on even-numbered worlds will have safe combat, meaning even the monsters won't drop anything. Those that are on odd-numbered worlds will have - you guessed it - dangerous combat. All participants - monster or player - will drop their items upon death.
There will be a killcount in the upper right-hand part of the screen. Once either Ryth or Mordrast's armies reach a count of 5,000 kills, they are proclaimed the winner, and the game re-starts.
If you are on the winning side, you get a bonus of 500 tokens, which can be used as money with either Ryth or Mordrast. In addition to the loot available from them (refer to original Abysmal Arena topic), some new items have been added:
For Mordrast:
Hellcite Longsword: If this blade comes into contact with an human's (non-player) skin, it will tear their soul from their body and turn them into a zombie, lowering their combat level. The soul will be sucked into the blade, which can hold one soul at a time. When you need the soul's power, you can operate the blade and chose one of two options: either absorb the soul (healing a random amount of HP from 9-14), or release the soul, creating a shade that will fight against your enemy before disappreaing. When it sucks up a soul, it will deteriorate the metal, although it can be recharged by Mordrast in return for a few tokens.
If it is used against a player, it will just do normal damage with the speed of a longsword and the strength of a rune battleaxe. Requires 65 attack to wield.
Firepot: Cook anything, anywhere! Basically it's a substitute for a range or fire. Once 1,000 meals have been prepared on it, it will implode. Just handy to have if you find something raw.
More to come!
For Ryth:
Kninja Suit: Become a Kninja! This set includes one of those little black things ninjas tie to their heads (what are they called again?), some deep, deep navy blue platebody with the Crest of Misthalin on it, and platelegs of the same type. Requires 60 defence to wear, provides protection halfway between rune and dragon.
Kninja Blades: For that complete Kninja look! These are a pair of swords, both as long as a longsword, that are made of purple Averdite ore. What makes these swords unique is that when you wield one, it goes in your right hand, but when you wield the second, it goes in your left, taking up the spot that the shield normally has.
They hit damage halfway between rune and dragon, and require 60 attack to wield.
Kninja Cloak: Resembles a large, black skillcape with no symbol on the back. When worn, gives +5 to all stats. When operated, makes you semi-transparent for 15 seconds before needing a recharge. It recharges automatically once every 45 minutes. While you're in this "hidden" mode, your dot on the minimap will be disguised as something random, either a rock, a tree, etc. People could still find you, though, if they have sharp eyes, so be careful! Requires...meh, doesn't require anything.
More coming soon!
And that, my friends, is the end of the fight between Ryth and Mordrast.
You're probably thinking, "WHAT?! It just ends in the middle of a fight?!" And you'd be wrong because I am going to tell you what happened afterwards:
While the fight was raging below, and Ryth was fighting Lee'ar'cheth, Mordrast had been working frantically to finish the cage. He was a minute away from completion when Ryth - evading Lee'ar'cheth's hail of icicles - broke into the fourth and final floor. Mordrast turned, but Ryth was already upon him. Mordrast raised his hand, opened his mouth to incant a deadly piece of magic, when Ryth stabbed him twice, once through the chest and once through the head. Mordrast, fiend of Zamorak, fell where he stood. The magical energy on his fingers, the power of the spell left unsaid, it began to consume him. First he was a festering corpse, then he was a flash of fire, then he was gone.
Ryth, his task done, returned to the third floor and the chaos that was battle.
Note ~ This does not mean the fight was over! The minigame goes on - players can still play the Spire of Night, Skiller's Skirmish, and Abysmal Arena minigames, only when they go to join Mordrast's side, it will be Lee'ar'cheth they speak to.
[boring statement] This is by no means a completed idea. Comments/suggestions are welcomed -[/boring statement] I'm not going to write the rest of it cause you all know what I mean. Post ideas/comments/ criticism. And above all, have fun!