Daemonheim

Daemonheim (pronounced "Dee-mun-hime"; /ˈdiːmənhaɪm/ )(known as "Kalaboss" in RuneScape Brazilian) or "Demon Halls", is a place of treasures, fierce battles and bitter defeats. It is a castle located on an icy peninsula in the eastern Wilderness, though it does not actually count as Wilderness. It is currently the only place where a player can train the Dungeoneering skill other than the resource dungeons.

Most of Daemonheim's history is told through the Chronicles of Bilrach which are discovered as a player trains the Dungeoneering skill. Currently, an army of Fremenniks have set up a campsite in the area to guard what currently is an unknown threat. Daemonheim was actually destroyed and rebuilt again according to the Dungeoneering trailer.

One cannot bring items into the castle (with the exception of a ring of kinship and an orb of oculus) so it is necessary to have enough room in the bank to deposit items. Players can form a raiding party for dungeoneering here by entering the free-for-all room and be matched with a party, or using the ring of kinship to make a party of the player's choice. It is also possible to go alone.

Unlike Rellekka and its islands, the Fremenniks here will not address the player by their Fremennik name regardless of whether they have completed the Fremennik Trials. All of the Fremenniks in Daemonheim look different from the ones in the Fremennik Province, except for the Fremennik scout.



History
There is not much known about the history of Daemonheim currently because it had remained unexplored until the late Fifth Age.

Many sources, mostly from Daemonheim itself, point out that the castle was built by the Dragonkin to protect a very powerful artefact buried deep under it. This artefact is believed to be the Stone of Jas, since the Dragonkin were forced to protect this stone since the creation of the world.

In the year 1225 of the fourth age, the Mahjarrat named Bilrach went to Daemonheim to search for this artefact which he called the "Rift". He and his followers started to dig under the castle. This was how the enormous dungeon network was created. Year after year, Bilrach kept on digging deeper and deeper, and he is possibly still searching for the artefact today.

Shortly after Bilrach started digging. The Gorajo, a magical tribe of humanoids, were summoned to Gielinor to stop Bilrach from digging towards the artefact. Today only a few remaining members of the gorajo can be found inside the dungeons.

In the year 169 of the fifth age, something from Daemonheim, which is believed to be the artefact Bilrach is searching for, caused a strange power to wash over entire Gielinor. Every single human was lifted into the air and faced directly towards Daemonheim, with red mist circling around him/her. This caused the attention of the Fremennik tribe, whose Seers were easily able to point the source of the power they felt. The Fremenniks sent a large group of their tribe to investigate the source of the power. When the group arrived at the castle, they gave it its current name, Daemonheim, translated into "Demon Halls". But, as Thok, Master of Dungeoneering, says the dungeons contain much more terrifying creatures than demons.

The discovery of the dungeons beneath Daemonheim has attracted many adventurers from all over the world. Today, the Fremenniks, along with the many adventurers supporting them, are raiding the dungeons floor by floor trying to reach the source of the strange power, the same source that Bilrach is still digging towards, getting closer each day.

Reaching Daemonheim



 * By taking the ferry from Al Kharid.
 * Walking through the Wilderness.
 * Teleporting there by using the Ring of Kinship received by the Dungeoneering tutor.

Inhabitants
The NPCs of Daemonheim are Fremenniks.
 * Thok, Master of Dungeoneering, seller of the Dungeoneering capes.
 * Dungeoneering tutor, teaches players about Dungeoneering.
 * Wiglaf, a cook.
 * Estrith, a member of the Fremenniks.
 * Rewards trader, trades Dungeoneering tokens for rewards.
 * Sonje, a member of the Fremenniks.
 * Fremennik shipmaster, takes players to Daemonheim from Al Kharid (and vice versa).
 * Fremennik Banker, runs a banking service.
 * Smuggler, runs the shop inside a dungeon.
 * Fremennik scout, setting up a camp inside a dungeon. Players need to help him as a puzzle challenge.

Development history
On 22 February 2010, exactly thirty days after the Strange Power, Daemonheim was suddenly released. At the time, it was known to players as the Wilderness Castle. Curious players tried to get in, but were unable to as the castle was blocked off by the Fremennik guards named Hilda and Torsteg. Hilda mentions that Daemonheim was the source of the strange power and have blocked it off to contain an unknown threat. Some players, however, attempted to view it using the Orb of Oculus and found some tents and a ruined castle.

All of the confusion was cleared up on 12 April 2010, when Dungeoneering was finally released. However, the whereabouts of Hilda and Torsteg are currently unknown as they no longer guard the entrance to Daemonheim. Some think that the ghosts that wander Daemonheim are the soldiers that perished in Daemonheim, and some of them have similar characteristics to Hilda and Torsteg.

Future updates to Daemonheim


After the system update on the 19th July 2010, mysterious structures were found on the Daemonheim peninsula, in particular a tall tower structure. It is currently unknown what these structures may represent or what they may be used for in future updates to Daemonheim. New decortations were also placed on the castle floor - the same main symbol but more detail added.

Trivia



 * On the top floor of the castle, there is a statue of a dragonkin.
 * The strange power was also a teaser for the Dungeoneering skill though the exact cause of the event is still unknown.
 * Ghostly figures can be seen walking all across Daemonheim. They cannot be examined nor do they appear on the minimap. These might be the spirits of the Fremenniks who died within the dungeons. Players are also unable to communicate with these figures even while wearing the Ghostspeak Amulet.
 * Unlike other chickens, the chickens in Daemonheim cannot be attacked and when examined it says "Who are you calling chicken?".
 * There are rooks (also known as crows) scattered around Daemonheim that cannot be attacked, and when examined it says "You're being watched." This may be a reference to the book "The Alchemyst", when Dr. John Dee uses magic on rooks to look through their eyes.
 * The name Daemonheim means "home/hall of the demons," as verified by Thok, Master of Dungeoneering. It is a portmanteau of the words "daemon," meaning demon, and "heim," meaning home in German and Old Norse.
 * When Daemonheim was released as a teaser, it was the first time that free players could talk to warriors from the Fremennik Province.
 * If one would try to enter Daemonheim before Dungeoneering was released, Torsteg would stop them and yell out: "You shall not pass!" as a reference to Lord of the Rings, where Gandalf stops the demon Balrog shouting the same phrase, It could also be a reference to Monty Python and the holy grail during the black knight scene.
 * Mod Mark H had written a suggestion in the forums known as Deepstone Keep which led many players to believe Daemonheim was just that, though he confirmed otherwise. However, many aspects of the gameplay are quite similar to it.
 * Ice trolls and thrower trolls in Daemonheim are currently the only trolls, along with Easta Buni, Undead trolls, and the river troll from Court Cases, that have the updated look. This is the same with the Tutorial dragon from Unstable Foundations and the Daemonheim Frost dragon, Green dragon and Iron dragon; although Dragons recently received a graphical update.
 * The railings of the stairs in the main hall of Daemonheim appear to have Armadyl symbols.
 * Even though it qualifies as a dungeon, Daemonheim has no dungeon icon ([[File:Dungeonicon.PNG]]) on the World Map.
 * The lobsters around the coast used to be attackable. They would drop a raw lobster 100% of the time.
 * It is possible to get the message that begins the Regicide quest here, even though items are not supposed to be brought in from the surface. It is unknown whether or not the scroll is kept upon leaving the dungeon.
 * When looking at the World map, it is currently impossible to trace the route the boat takes through the ocean from Al Kharid to Daemonheim. This is because the route most probably goes through the unexplored zones.
 * You can light a fire upstairs at the castle, but you cannot light a fire on the ground floor or anywhere else at Daemonheim.
 * The Crate north west of Thok (Master of Dungeoneering) has a Seren symbol on it. (west side of the crate)
 * The Unknown Structure (the one that seems to be a figure head) is very similar to the Anti-dragon shield found within Daemonheim.
 * The tall tower on the Daemonheim peninsula looks very similar to the basic design of the Dragon'kin castle.
 * There is a resource dungeon in daemonheim making it even easier to train there.