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 have been graphically updated with the quest's release. Keldagrim also received 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 Exile, the leader of the Chaos Druids, who will claim to have the information you're looking for before teleporting. Go towards the northeastern-most part of the dungeon to the chaos druid circle and speak with 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. Once you have defeated her, she will give you the information you need, and you can elect to kill her or let her live.

Yanille's Watchtower Wizard
You will need 4 free inventory spaces to complete this part.

Veldaban knows that you once used a potion to kill the ogre shaman 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. The wizard is located on the top floor of the Watchtower.

The wizard will give you a memory wand to calibrate first before using it against the Ogre Shaman. Use the wand on all the items (such as kebabs or beers) to release four fragments. Catch each fragment and then investigate each red memory void. A message will appear, telling you which fragment to use on the item. A total of four fragments are needed for each category. If you get it wrong, you must collect the fragments again.

After completing the puzzle, a cutscene occur where the player sees the Red Axe gathering an army. Once again, Grunsh will find you eavesdropping and, instead of erasing your memory, will calibrate the wand.

Return to Veldaban with the wand to show him the Red Axe's plans.

The Assault on Red Axe
Once finish all the King's task, proceed to the Barendir Tunnels, which is by the south-east tip coming down from West Keldagrim. 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, the Aegis aura does help (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.

If your game continuously crashes during this section of the quest, change your game from Open GL to Safe Mode.

Repairing the Memories
After getting on the minecart you will confront Hreidmar and Grimsson. The ogre will attempt to plant false memories into Veldaban, but the memory wand will be used to stop it. After that, the player, Veldaban, Grimson, Hreidmar, and the ogre will be dragged into the false memories.

Veldaban's Memory
The wand must be used on the Red Axe royal standard, the Zamorakian Chaplain, and the dwarf standing next to him, and the memories must be corrected like earlier in the quest.

Grimsson's Memory
After that, you will arrive in Grimsson's memory.

Hreidmar's Memory
Next, you will arrive in Hreidmar's memory, where you will see Zamorak, who is talking to Hreidmar, which is revealed to be only a statue.

Grunsh's Meory
Finally, the ogre's memory must be fixed. The wand must be used on one of the three dwarves in the room to release all the memory fragments. The ogre will cast a spell on these fragments and turn them into dangerous memories. If you grab any dangerous memories, the existing memories captured will all be released. Dangerous memories turn back into standard memories after a few moments.

Once all memories are caught in their "pure" form, they must be used on the voids like earlier in the quest.

After this everyone will wake up.

Surviving Chaos Hreidmar and Grimsson
It is advised to 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
NOTE: Familiars CANNOT be brought into or summoned during this battle.

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 quickly. 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. There is a safe spot for the player behind the staircase, as Hreidmar cannot hit you if he is on the opposite end. Also you can lead Grimsson to the other side of the room, opening the door and luring him out of the main room, trapping Hreidmar behind the door. Using the same method as for the first fight, kill Grimsson. Once Grimsson is dead, turn your attention to Hreidmar. Hreidmar spawns chaos dwarf hand cannoneers and chaos dwarves to help him. If your stand in the door way, when Hreidmar summons his minions, just close the door, kill the minions (avoiding the supercharged minion blast), and return to killing Hreidmar (make sure the door closes before you go to fight minions or he will buff them).

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 dealing a large amount of damage to him in a certain period of time. Ultimate abilities, and even some high-damage thresholds, are the best way to stop him from healing. He will also attempt to empower the summoned hand cannoneers in a similar manner, and likewise can be stopped the same way, by using high-damage abilities. Once you have killed Hreidmar, kill off any remaining chaos dwarves and hand cannoneers.

Alternatively, the fight can be made much easier by luring either Hreidmar or Grimsson out of the room and closing the door. Fight Hreidmar first, which should be easily done with minimal healing and can be soul splitted with high tier armour. Once Hreidmar is dead, finish off the chaos dwarves and handcannoneers then fight Grimsson in the doorway he is trapped in. His special attack can be interrupted by simply closing the door and taking a step back, resume fighting when he has finished his special. It is also possible to semi-safespot Grimsson using the table in the middle of the room, as he will only attack you with Ranged and his charge will not move around the table to attack you. (If you do this, however, note that he CAN move around the table to hit you with his melee attacks, but this can be dodged by running around the table until he switches back to ranged.

Should you be killed by any chaos dwarves and hand cannoneers after killing Hreidmar and Grimsson, the battle will still be considered completed, and you can speak to Veldaban to finish the quest as you must choose between killing him or denying his death wish to ensure the throne is secured.

Rewards

 * 2 Quest Points
 * 100,000 experience
 * 100,000 experience
 * 200,000 experience
 * 30 [[File:Rune bar.png]] rune bars
 * 30 [[File:Adamant bar.png]] adamant bars
 * 30 [[File:Mithril bar.png]] mithril bars
 * Ability to fight chaos giants in Barendir.
 * Access to 3 new dragon weapons:
 * [[File:Dragon throwing axe.png]] Dragon and Off-hand dragon throwing axes, dropped by Chaos giants.
 * [[File:Dragon battlestaff.png]] Dragon battlestaff, sold in Quality Weapons Shop.
 * [[File:Dragon warhammer.png]] Dragon warhammer, sold in Vigr's Warhammers shop.
 * Access to the Lava geyser in the Lava Flow Mine, which has a chance to reward fragments of the Imcando pickaxe.
 * 2 Spins on the Squeal of Fortune

Additional rewards

 * Ability to mine the statues in the Ancient Keldagrim ruins north of Keldagrim library, and to obtain the [[File:Azdaran document.png]] Azdaran document after mining all statues.
 * A further 250,000 experience in chunks of 20,000 to 33,000 experience, with requirements ranging from 83 to 95 Mining, when mining the ruins. (Boosts do work to mine ruins that are beyond your current level.)

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