Birthright of the Dwarves

Birthright of the Dwarves is the seventh grandmaster quest, and the final quest in the Rise of the Red Axe quest series. During the quest, King Veldaban decides to take action against the Red Axe rather than waiting for them to strike, and the quest ends with the organisation's defeat. All of the world's dwarves will be graphically updated with the quest's release. Keldagrim may also receive some minor touch-ups, including adjustments to its textures.

Starting out
Speak to Veldaban on the top floor of Keldagrim palace. Ask him what he'll do now he's king, and he'll explain all the problems he's having ruling Keldagrim, both domestically and externally. Then ask him what he's going to do about his problems. He'll say this his main concern is the Red Axe. He's worried about what Hreidmar has been doing since his last plot was foiled. Veldaban wants to use the Black Guard and his new allies among the trolls to attack the Red Axe's base, but he wants your help to do so, as you're the only one he trusts.

There are three main things he wants doing.

First is that Lieutenant Brae has rounded up some suspected Red Axe spies, which she's holding in Keldagrim West's records chamber. He wants you to find out if they're really spies.

Secondly, he wants you to go to Taverley Dungeon, and kill some chaos dwarves there, to see if they have any clues as to what the Red Axe is up to.

Finally he wishes you to go to Yanille, to see if the Watchtower Wizards can lend any help against the ogre shaman's memory-altering magic, with their experience in defending against the ones in Gu'Tanoth.

Veldaban gives you a Royal dwarven seal to mark you as his agent in these tasks.

Investigating the spies
Veldaban says that Brae will explain how to go about investigating the suspected spies. He also adds that if any are found to be working with the Red Axe, the penalty is death. Any that have committed treason but cannot be linked to the Red Axe should be exiled as far from Keldagrim as possible.

Go down the west stairs twice and keep going west, past the bank and the guard HQ, to the records chamber. Inside you will find Lieutenant Brae with four prisoners; Brendt, Klaas, Vigr and Grundt. Brae will explain that she cannot hold them for much longer without charging them with a crime, and asks when Veldaban is coming. You tell her he sent you instead, and show her the seal. Ask her who the suspects are.

Vigr
Vigr is a tradesman, selling warhammers in the north-west of the palace's ground floor. He was a member of the Red Axe prior to their banishment, but it is unknown if he still in contact with them. Vigr will not, initially, talk to a human, demanding physical proof he is a Red Axe agent.

Go to Vigr's workshop in Keldagrim palace. It is currently bedecked in Orange Flame banners and occupied by Sieglinde, who doesn't object to the place being searched. You find a bundle of letters hidden under the furnace. They are correspondence between Vigr and a Red Axe spymaster, ceasing around the time Veldaban took the throne. Take these back to Vigr, and he will admit that he was a spy, but that the Red Axe abandoned all of its agents in Keldagrim after Veldaban was crowned. He claims that if he was contacted again, he would refuse to spy for them, and insists he is no threat to Veldaban.

Brae asks you to pass judgement at this point, and Vigr begs for mercy, asking you to send him into exile instead. The choice is up to you.

Klaas
Klaas is a member of the Monarchist Society, but he's been calling for people to overthrow Veldaban on the basis of him not being the rightful king. This is treason itself, but it could be on the instigation of the Red Axe. Klaas insists that the other Monarchists agree with him, and that calling for the overthrow of an "usurper" is not treason. His reasoning for Veldaban's illegitimacy is that Veldaban has not dissolved the Consortium, and that he keeps advisors around him. He says there's been no real change since Veldaban took the throne, and that the people should depose him for the rightful king. He denies Red Axe involvement, stating that they would be worse than Veldaban, and that Meike knows he wouldn't work with them.

Go to the King's Axe Inn, by the bank, and speak to Meike. She knows that Klaas was asking for a revolution, but she says that being involved with the Red Axe doesn't fit the Klaas she knows.

Go back to the records chamber and talk to Klaas again, telling him that Meike has vouched for him. When Brae tells you it's time to pass judgement, he will reiterate that he doesn't recognise the authority of the king. You can choose to let him go, execute him or exile him.

Brendt and Grundt
Brendt and Grundt are traders, who were arrested on Jatizso, after they mentioned the Red Axe while picking up an ore shipment from King Sorvott. The length of time they stayed on the island, remaining after their business was done, raised suspicion of them being spies. They both claim they were there to pick up an ore shipment they'd bought.

Ask Brendt why King Sorvott said he'd mentioned the Red Axe, and Brendt will explain that the king was mistaken by the nickname of their ship's captain, named Redaxe for his red, axe-shaped beard.

Cross over to Grundt and ask what the captain's nickname was, and he'll say that the captain was named Sigridsdottir, a female name, and he doesn't know if she had one. When you ask him about the King's claim, he'll stammer his way through an explanation about carrying a literal red axe.

Go back to Brendt, and ask him what weapon Grundt carried on Jatizso. He isn't sure, and doesn't think that Grundt even took his weapon out of his cabin the whole trip.

Speak to Grundt about the captain again to reset the dialogue options, then confront Brendt with Grundt's belief that the captain was called Sigridsdottir. He'll insist that Grundt is mistaken and that the captain was called Redaxe. Brae will call on you to pass judgement, first on Brendt, then on Grundt.

Brendt is a traitor, and is unrepentant about it. Grundt is also a traitor, but he begs for his life if you choose to execute him, claiming he will never work for the Red Axe again.

Once you have decided the fates of all four suspects, report back to Veldaban. Tell him what Vigr said about the Red Axe stopping contact with their old spies, and he will conclude that they must have gone further underground to plan something more dangerous.

Taverley Chaos Dwarves
Veldaban is assuming that any Chaos Dwarves found in the world were created by the same process that the Red Axe used, and therefore must be linked to the rogue corporation. He wants to make sure that the Red Axe are not operating so dangerously close to both human and dwarven lands. Your mission is to go to Taverley Dungeon and keep an eye out for anything suspicious while you kill the chaos dwarves there.

Enter the dungeon and proceed to the area filled with Chaos Dwarves; players with 70+ Agility will find it quicker to go through the blue dragons and use a dusty key on the door. As you kill them you will be approached by Ikadia, the leader of the Chaos Druids, who will claim to have the information you're looking for before teleporting. Go back through the tunnels to the chaos druid circle near the entrance and speak to her again. She will offer to give you the information if you beat her in a duel. She is level 180 with 10000 life points, and, like NPCs from Wilderness Warbands, can use abilities in combat. Her weakness is arrows, but she is fairly easy to defeat with any combat style, assuming you are using at least level 75 equipment.

Yanille's Watchtower Wizard
Veldaban knows that you once used a potion to kill the ogre shamen under Gu'Tanoth. He wants you to ask the wizard for that help again, to defend against the memory-wiping shaman employed by the Red Axe.

You will need 4 free inventory spaces to complete this part.

Memory Void names and corresponding fragments:

What would a Gnome be doing here? - Use the Gnome Emmisary fragments on this Void.

I wonder where he got that scar. - Use the Grimsson fragments on this Void.

Walking stick, spiky hair, twirly moustache. - Use the Hreidmar fragments on this Void.

It's not natural for a dwarf to look like that. - Use the Chaos Dwarf fragments on this Void.

The Assault on Red Axe
In order to survive the cannon section, you'll need to run to the western part of the arena and stand behind the pillar. The cannons will fire at the pillar, and it will take two hits to be knocked down. When it's knocked down, run across and you'll be able to disable the first two cannons. Just ignore the monsters attacking you, or kill them if you'd like, but you will be under constant cannonfire. After you disabled the second cannon, there will be another pillar on the east side of the arena. Hide behind it again until it gets knocked over, then cross and disable the last three cannons. Eat whenever you have to, and be sure to bring plenty of food (using Protect from Missiles here helps significantly, as the cannons can deal constant hits of 3000 or more damage at an alarming rate otherwise) Once the cannons are destroyed, confront Grimsson. He will flee in a minecart, and Veldaban will give chase. Pull the nearby lever to raise the bridges, then jump in the leftover minecart to continue.

Surviving Chaos Hreidmar and Grimsson
It is advised use the door by the staircase to separate the two and deal with Grimsson first, after he's dead use the door as a choke to finish off Hreidmar and his minions.

Final fight
The final fight consists of the player fighting against both Grimsson and Hreidmar. The fight will begin with a confrontation of the two. After a short cutscene plays, Grimsson will attack Veldaban. Attack Grimsson but keep an eye on his adrenaline bar because when it's full, Grimsson will activate Provoke and do a charge attack that does very high damage very fast. The player can counteract this with an ultimate ability or a stun.

Once Grimsson is dead, another cutscene will play. It shows Hreidmar picking up a dragon staff and casting a spell that turns him, Grimsson and Veldaban into chaos dwarves. Veldaban will not attack the player, but Grimsson will become reincarnated and both Hreidmar and Grimsson will attack. Using the same method, kill Grimsson. There is a safe spot for the player behind the staircase, as Hreidmar cannot hit you if he is on the opposite end. Once Grimsson is dead, turn your attention to Hreidmar. Hreidmar spawns chaos dwarf hand cannoneers and chaos dwarves to help him.

Should the player run out of food at any point, trapping these units inside the building with Hreidmar outside is a good tactic to regain health because if the player kills the units, the player can use the adrenaline gained from these fights to activate Regeneration.

When fighting Hreidmar, pay attention to his adrenaline bar because when it's full, he will attempt to heal himself for 12000 lifepoints. This can only be counteracted by strong hits (possibly only 50%/ultimate abilities, need confirm).

Rewards

 * 2 Quest Points
 * 100,000 experience
 * 100,000 experience
 * 200,000 experience
 * 30 rune bars
 * 30 adamant bars
 * 30 mithril bars
 * Access to 3 new dragon weapons
 * Access to a new Lava Flow Mine Activity
 * 2 Spins on the Squeal of Fortune
 * Ability to fight chaos giants in Barendir.
 * Further Mining experience rewards from mining the ancient ruins after the quest, ranging between 83-95 Mining requirements respectively.

Music Unlocked

 * Chaos Theory
 * Memories of Keldagrim
 * Rage of the Red Axe
 * Red Axe Retribution

Trivia

 * The quest was originally set to be released during the week of 23 September 2013, but was pushed back to the week of 30 September. The quest was not released until 2 October.
 * This quest was voted by players in a poll to be the first released of a trio of quests, the other two being the gnome and pirate series continuations. Throughout May and June 2013, the community was able to suggest elements to include in the quest, and things not to forget. In addition, there was a design competition for the monster that drops the dragon throwing axe, which turned out to be a chaos giant, as well as for the leader of the chaos druids, a woman named Ikadia.
 * This quest has the highest requirement of any quest so far, being 85 strength.
 * Upon completion of the quest the Adventurer's Log states: I helped Veldaban defeat the Red Axe