User talk:Fswe1















first
http://i805.photobucket.com/albums/yy336/battleben/Testing/wahiandlifer_zps2d084ff2.png 15:16, June 16, 2013 (UTC)

Desysop
Thanks for the explanation ;) Greatly appreciated 07:54, June 18, 2013 (UTC)

!
http://images.wikia.com/mario/images/f/f4/Mario_Sprite_Ani_-_Mario_%26_Luigi_Superstar_Saga.gif 13:56, June 19, 2013 (UTC)

RE:LP
15:49, June 20, 2013 (UTC)
 * One could make better sentences in his sleep.
 * Oen codlu eakm eettbr tensences ni sih seelp.
 * Olen could ea-km Brett tenseness nee sh seep.

Ⅎıɟʇɥ
Happy 28k edits! 17:18, June 21, 2013 (UTC)
 * Wow, 10k edits/uploads in the file space too. Get 30k total! :P 18:25, June 21, 2013 (UTC)
 * Dat monobook 16:54, June 26, 2013 (UTC)

Re:Example setups
Thanks for the heads-up, I'll be sure to use that template in the future.

BTW, that's a nice collection of hilarious images you've got :P Logialian (talk) 07:09, June 25, 2013 (UTC)
 * Lol yeah, I saw those maybe a month ago and was O_O Logialian (talk) 07:39, June 25, 2013 (UTC)

(Possibly my most successful removal of non-trivia ever...)
I don't know what my best is... but I know what it will be...

Still waiting for that RfD to finish. 15:08, June 25, 2013 (UTC)

PI in 1 million numbers!

 * Resists to post it* Gah! I know people will rage at me again, like it did with Proof! Lol. 21:32, June 27, 2013 (UTC)


 * Here's a perfectly accurate pi: π. 21:35, June 27, 2013 (UTC)

Campfire Q&A
Note to self:

Dave:

John:

Raven:

Feel free to use! 08:41, June 28, 2013 (UTC)

You removed the reference I added to the Vorago article, and redirected me here. I get these are references, but is there some special way of using them? Or do I just copy-paste them into the article? And what was wrong with the original reference I added? Was it formatting? Do you think I have too many questions? :) 04ismailjj6 (talk) 13:44, June 28, 2013 (UTC)

Just barging in here; but on User talk:Hallowland you said: "The Mahjarrat all left Freneskae. Wahipietel says so.". Straight from the campfire, by Mod Raven: "I don't think we have any more hidden Mahjarrat on Gielinor, but there are certainly other Mahjarrat who still reside on Freneskae, they are an entire species after all.". Conflicting information? =\ IP83.101.44.209 (talk) 19:28, June 29, 2013 (UTC)
 * Looks like I was late, the pages were already being edited accordingly. Nevermind me *wanders back into its corner* IP83.101.44.209 (talk) 19:31, June 29, 2013 (UTC)


 * Wouldn't it be nice to have some sort of... wiki page with those archive link for when we ever need them. Could be especially useful for these lore things, as some arguments start about citing the lore added/removed. 08:46, July 1, 2013 (UTC)

Jas Reference?
That Jas edit you just made, the reference doesn't work. I just get an error message. Thought you should know. I don't know how to fix it myself. 04ismailjj6 (talk) 13:57, June 28, 2013 (UTC)
 * Yeah, so it turns out webcitation.org is down for me and apparently nobody else, for some weird reason. That's why none of the references work for me. Apologies for claiming your references don't work. 04ismailjj6 (talk) 16:54, June 28, 2013 (UTC)

Link Removal
Pardon my asking, but I noticed you removed the external link I placed to the RS BTS 59 in page Vorago, is it against wiki policy to link BTSs to pages? If so, apologies.

Darke Adam (talk) 17:58, June 28, 2013 (UTC)

Something for your RS lore project
History page needs an update. --Jlun2 (talk) 15:08, June 29, 2013 (UTC)

Content developers
Hi Fswe1,

Maybe it's an idea to add the forum mod avatar to the Content developers, like mod chris L's?

-- 18:17, June 29, 2013 (UTC)

RE:Mahjarrat
Do. Not. Remove. Things. From. Articles. Like. That. I was almost rude with you because you ruined my work, if you think your methods are so much better, do it yourself and don't task people to do it for you. And be smart. Mod Raven, a Jagex mod, is MUCH more trustworthy than any creation of a jagex mod saying "as far as I'm aware". When you see something *you* don't like, edit it, but do not remove it if it has consistency. I'm not sure how many times I told you this and I don't wish to know because I value the health of my brain. 20:03, June 29, 2013 (UTC)
 * Ah thank god you didn't see it before, I was starting to think "what in the world is Fswe doing?". And who is even correcting my sources? I only see someone removing all of the sources I add. 20:05, June 29, 2013 (UTC)
 * And you could also add a link that actually leads you to your talk page and not to a weird white page. 20:07, June 29, 2013 (UTC)
 * ¬¬ 20:31, June 29, 2013 (UTC)

Soran
If you trans it right now, I'll do the tranls. 15:18, June 30, 2013 (UTC)
 * http://i.imgur.com/mWRsLiR.png
 * You stole mine. 15:38, June 30, 2013 (UTC)
 * http://i.imgur.com/x12VOHu.gif
 * 15:42, June 30, 2013 (UTC)
 * ♥ 15:47, June 30, 2013 (UTC)

You trans
http://imgur.com/mgtDmz1,Tq0FmkC,hqpVQkU,Ok3fwl2,GR7shD1,eEb9nft,X4dM9e3 11:57, July 1, 2013 (UTC)
 * What? Must have been imgur or something. I still have the files on my computer. 03:51, July 2, 2013 (UTC)

Anvil
>.> I'm moving it back to Anvil (troll) when they release elemental workshop XII and there's an Anvil you need to fight. 17:29, July 2, 2013 (UTC)
 * noob 17:35, July 2, 2013 (UTC)

A Challenge for the Lore Freaks
Since you're quite the lore freak, why don't you expand a bit on Hyu-Ji and Quin. If you need some insight on trio voyages, I can give you the dialogue if the need arises. I would do it myself, but I am not particularly educated in the art of writing summaries of story stuff. You can assign this tremendous task to your dear Mahjarrat friend, Wahi if you want to, or better yet, work together and make the wiki an even better place. Here's a to motivate you and your dearest friend for this endeavour. -- 23:49, July 2, 2013 (UTC)
 * Ah, it's because of a difficulty of access. I have the entire dialogue here: http://imgur.com/E4OK7fy,Jifdhr5,ypd6F0Q The first image is "Meet the Partner - Again", then "In Memory of Kirau", and lastly "Assault on Paradise". -- 12:45, July 3, 2013 (UTC)

We are evil
11:42 	Kalphite King‎‎ (2 changes | hist). . (-666)‎ . . [Fswe1‎; Oli4burggraa‎]

09:44, July 4, 2013 (UTC)

Charge of the Light Brigade
1.

Half a league, half a league,


 * Half a league onward,

All in the valley of Death


 * Rode the six hundred.

"Forward, the Light Brigade!

"Charge for the guns!" he said:

Into the valley of Death


 * Rode the six hundred.

2.

"Forward, the Light Brigade!"

Was there a man dismay'd?

Not tho' the soldier knew


 * Someone had blunder'd:

Theirs not to make reply,

Theirs not to reason why,

Theirs but to do and die:

Into the valley of Death


 * Rode the six hundred.

3.

Cannon to right of them,

Cannon to left of them,

Cannon in front of them


 * Volley'd and thunder'd;

Storm'd at with shot and shell,

Boldly they rode and well,

Into the jaws of Death,

Into the mouth of Hell


 * Rode the six hundred.

4.

Flash'd all their sabres bare,

Flash'd as they turn'd in air,

Sabring the gunners there,

Charging an army, while


 * All the world wonder'd:

Plunged in the battery-smoke

Right thro' the line they broke;

Cossack and Russian

Reel'd from the sabre stroke


 * Shatter'd and sunder'd.

Then they rode back, but not


 * Not the six hundred.

5.

Cannon to right of them,

Cannon to left of them,

Cannon behind them


 * Volley'd and thunder'd;

Storm'd at with shot and shell,

While horse and hero fell,

They that had fought so well

Came thro' the jaws of Death

Back from the mouth of Hell,

All that was left of them,


 * Left of six hundred.

6.

When can their glory fade?

O the wild charge they made!


 * All the world wondered.

Honor the charge they made,

Honor the Light Brigade,


 * Noble six hundred.

--Alfred, Lord Tennyson 10:18, July 4, 2013 (UTC)

The Raven
Once upon a midnight dreary, while I pondered weak and weary,

Over many a quaint and curious volume of forgotten lore,

While I nodded, nearly napping, suddenly there came a tapping,

As of some one gently rapping, rapping at my chamber door.

`'Tis some visitor,' I muttered, `tapping at my chamber door -

Only this, and nothing more.'

Ah, distinctly I remember it was in the bleak December,

And each separate dying ember wrought its ghost upon the floor.

Eagerly I wished the morrow; - vainly I had sought to borrow

From my books surcease of sorrow - sorrow for the lost Lenore -

For the rare and radiant maiden whom the angels named Lenore -

Nameless here for evermore.

And the silken sad uncertain rustling of each purple curtain

Thrilled me - filled me with fantastic terrors never felt before;

So that now, to still the beating of my heart, I stood repeating

`'Tis some visitor entreating entrance at my chamber door -

Some late visitor entreating entrance at my chamber door; -

This it is, and nothing more,'

Presently my soul grew stronger; hesitating then no longer,

`Sir,' said I, `or Madam, truly your forgiveness I implore;

But the fact is I was napping, and so gently you came rapping,

And so faintly you came tapping, tapping at my chamber door,

That I scarce was sure I heard you' - here I opened wide the door; -

Darkness there, and nothing more.

Deep into that darkness peering, long I stood there wondering, fearing,

Doubting, dreaming dreams no mortal ever dared to dream before;

But the silence was unbroken, and the darkness gave no token,

And the only word there spoken was the whispered word, `Lenore!'

This I whispered, and an echo murmured back the word, `Lenore!'

Merely this and nothing more.

Back into the chamber turning, all my soul within me burning,

Soon again I heard a tapping somewhat louder than before.

`Surely,' said I, `surely that is something at my window lattice;

Let me see then, what thereat is, and this mystery explore -

Let my heart be still a moment and this mystery explore; -

'Tis the wind and nothing more!'

Open here I flung the shutter, when, with many a flirt and flutter,

In there stepped a stately raven of the saintly days of yore.

Not the least obeisance made he; not a minute stopped or stayed he;

But, with mien of lord or lady, perched above my chamber door -

Perched upon a bust of Pallas just above my chamber door -

Perched, and sat, and nothing more.

Then this ebony bird beguiling my sad fancy into smiling,

By the grave and stern decorum of the countenance it wore,

`Though thy crest be shorn and shaven, thou,' I said, `art sure no craven.

Ghastly grim and ancient raven wandering from the nightly shore -

Tell me what thy lordly name is on the Night's Plutonian shore!'

Quoth the raven, `Nevermore.'

Much I marvelled this ungainly fowl to hear discourse so plainly,

Though its answer little meaning - little relevancy bore;

For we cannot help agreeing that no living human being

Ever yet was blessed with seeing bird above his chamber door -

Bird or beast above the sculptured bust above his chamber door,

With such name as `Nevermore.'

But the raven, sitting lonely on the placid bust, spoke only,

That one word, as if his soul in that one word he did outpour.

Nothing further then he uttered - not a feather then he fluttered -

Till I scarcely more than muttered `Other friends have flown before -

On the morrow he will leave me, as my hopes have flown before.'

Then the bird said, `Nevermore.'

Startled at the stillness broken by reply so aptly spoken,

`Doubtless,' said I, `what it utters is its only stock and store,

Caught from some unhappy master whom unmerciful disaster

Followed fast and followed faster till his songs one burden bore -

Till the dirges of his hope that melancholy burden bore

Of "Never-nevermore."'

But the raven still beguiling all my sad soul into smiling,

Straight I wheeled a cushioned seat in front of bird and bust and door;

Then, upon the velvet sinking, I betook myself to linking

Fancy unto fancy, thinking what this ominous bird of yore -

What this grim, ungainly, ghastly, gaunt, and ominous bird of yore

Meant in croaking `Nevermore.'

This I sat engaged in guessing, but no syllable expressing

To the fowl whose fiery eyes now burned into my bosom's core;

This and more I sat divining, with my head at ease reclining

On the cushion's velvet lining that the lamp-light gloated o'er,

But whose velvet violet lining with the lamp-light gloating o'er,

She shall press, ah, nevermore!

Then, methought, the air grew denser, perfumed from an unseen censer

Swung by Seraphim whose foot-falls tinkled on the tufted floor.

`Wretch,' I cried, `thy God hath lent thee - by these angels he has sent thee

Respite - respite and nepenthe from thy memories of Lenore!

Quaff, oh quaff this kind nepenthe, and forget this lost Lenore!'

Quoth the raven, `Nevermore.'

`Prophet!' said I, `thing of evil! - prophet still, if bird or devil! -

Whether tempter sent, or whether tempest tossed thee here ashore,

Desolate yet all undaunted, on this desert land enchanted -

On this home by horror haunted - tell me truly, I implore -

Is there - is there balm in Gilead? - tell me - tell me, I implore!'

Quoth the raven, `Nevermore.'

`Prophet!' said I, `thing of evil! - prophet still, if bird or devil!

By that Heaven that bends above us - by that God we both adore -

Tell this soul with sorrow laden if, within the distant Aidenn,

It shall clasp a sainted maiden whom the angels named Lenore -

Clasp a rare and radiant maiden, whom the angels named Lenore?'

Quoth the raven, `Nevermore.'

`Be that word our sign of parting, bird or fiend!' I shrieked upstarting -

`Get thee back into the tempest and the Night's Plutonian shore!

Leave no black plume as a token of that lie thy soul hath spoken!

Leave my loneliness unbroken! - quit the bust above my door!

Take thy beak from out my heart, and take thy form from off my door!'

Quoth the raven, `Nevermore.'

And the raven, never flitting, still is sitting, still is sitting

On the pallid bust of Pallas just above my chamber door;

And his eyes have all the seeming of a demon's that is dreaming,

And the lamp-light o'er him streaming throws his shadow on the floor;

And my soul from out that shadow that lies floating on the floor

Shall be lifted - nevermore!

--Edgar Allan Poe 10:18, July 4, 2013 (UTC)

Above the Lore Ep 5 - Bigging Up the Dwarves
Skip to 00:29:26!!!! 15:58, July 5, 2013 (UTC)
 * http://services.runescape.com/m=forum/forums.ws?14,15,129,65057113#0 01:18, July 6, 2013 (UTC)
 * I gave you the link for multiple reasons: so that you could see Mod Phoenix's hints about the next podcast, so that you could see her skirting around the question of the stolen image, for science, for Guthix, for cabbage, for caek, for progress, etc. 08:25, July 6, 2013 (UTC)

RE:Yelps

 * 1) A lot of that wasn't legitimate information
 * 2) Most of it was just fluff used to make the article longer
 * 3) Sounded like it was written by a 12 year old

The stuff I removed was really unnecessary. If we ever actually learn those things, then they can be included in the article. Until then, it's just useless rambling. 15:00, July 6, 2013 (UTC)

Re:Suggestion
Looks good. Incidentally, the filter that blocked podomatic has been removed by another vstf, so you can just modify what we had for atl podcast. The uses of that template can be replaced by the new podbean links and then I can delete it :D


 * I came up with this. I tried to keep it as easy to maintain as possible. It still needs the links/names of the podcasts, but it seems to work well.

Hi, Fswe1. It's me, Aquamage. Again. I remember you asking how my quests were few weeks ago, and well.. While I have plenty of ideas for new quests (rework of Troll Stronghold, werewolf and lizardmen quest series, genie quest and final Camelot quest tying up with the origins of humans and where King Arthur originates if Earth doesn't exist:) and even some stuff that aren't quests (Spider Dungeon, new tiering for staves, Blast Furnace rework, Treasure Trails rewards overhaul, new slayer dungeon under Lake Crystalmere, update to Ancient Warriors' equipment, bowhunting and a few new bosses), I have been continuing writing the Armies of Gielinor quest further, and I have come to the state that I can't continue any further. While the beginning and the ending looks good, the middleground is still unfinished and there are stuff that I want to include, but I can't figure how. I would appretiate what you think of the concept. These are just ideas, however, and I'd appretiate feedback. Actually, I need feedback: otherwise, I can't get the quest finished.

So, here's the plotline so far:

If your familiar with Armies of Gielinor, you know that there are plenty of characters in the game that are supposedly long dead. But what this isn't the case? What if one or more of these warriors have managed to find a way to survive for over two millenia to this day, so that it could return once again to finish the war interrupted by Guthix's edicts? That's exactly what's happening in this quest. Pazuzu, a destructive, controversial but physically weak pyrelord general was imprisoned into the crust of Gielinor by Guthix himself immediately after his return. Since his imprisonment, Pazuzu has clawed his way from the crust of Gielinor to the center of the Wilderness Volcano, in order to release himself once the Edicts go down. Now that Guthix is dead, Pazuzu can release himself to continue his warmongering and scortching the lands with his pyrelord flames... or so he thought. Due to his imprisonment by the Edicts and the effect of floating for over two millenia in magma, he doesn't have control of most of his powers (or simply the ability to generate immensive amounts of heat aren't useful when trying to escape from magma) and can't do anything but try to manipulate people with his demon magicks and volcanic activity to perform a magic ritual to free him.

However, this doesn't go unnoticed by multiple powerful individuals. The Order of Saradominist Demon Slayers, in which Grüfeld Bach belongs, have noticed the disturbance caused by Pazuzu in the Wilderness, and are preparing to bring him down. However, since Pazuzu is capable of bringing down entire armies with his firestorms and in close combat capable of impaling people and charring them to death, they need reinforcements.

The group contacts the Adventurer, since they have worked with most of the other Saradominist organizations and they need all the reinforcements they can get. Your task is to get as many militant orgnizations as possible to co-operate in order to take Pazuzu down when he is still unable to access his full power.

However, Zilyana is a hard one to recruit. She doesn't trust you, even if you sided with him during the World Wakes, and doesn't agree to join forces with the rest of the Saradominists, no matter how hard you persuade her. Bree, however, talks her out of her behaviour, and suggests that if you can recurrect a strong 3rd Age Saradomisist leader and demon slayer Brother Constantius as a spiritual warrior, they will join forces with you. Zilyana agrees with Bree, and sends you to find his grave. Problem is, no-one in Gielinor knows where he is buried! Bree points out that Constantius was active at Forinthy, but he started out as a priest in Saranthium, so he suggests you looking the almanacs of the city for any information, though Zilyana notes that all contact to outside world was lost since they settled to the God Wars Dungeon, and asks whether the Saranthium still exists or not. When you point out that all remaining from the city are ruins excavated by archaeologists, Zilyana suggests you contacting the Temple Knights, because the Temple Knights probably transfered most, if not all of the documents from their former base in Saranthium to their current base somewhere in Asgarnia. She also gives you an amulet that allows you to pass Saradomin's encampment boss door to come to talk to her and Bree in the future in case anything happens, and prevents Saradominists from attacking you while you are wearing it. However, you can't attack Saradominists while wearing the amulet.

After you travel back to Falador and talk to Sir Tiffy Cashien about the lost almanacs of Saranthium, he gives you the permissions to read the tomes, but since you still aren't qualified enough to know the place of Temple Knight Headquarters, he will escort you to the Temple Knight Libraries. During the escort, Temple Knights notice something and knock you out. Once you wake up in the Temple Knight HQ, Sir Tiffy tells that you were cast over a detection spell, probably by some GWD Zamorakians in order to find the Temple Knight HQ. Once you and Sir Tiffy get to the library, Sir Tiffy will guide you to Savant, real name Elyssa van Lendes, the Senior Mystical Researcher and chief librarian for Temple Knights. After a chat, she will guide you to the oldest section of the library, and tells you where to look the books for. However, Savant points out that most of the files from Saranthium during the Third Age were burned when Zamorakians managed to wrestle the city momentarily under their command during the God Wars, and warns that the information is very scarse, and you may nmot find what you were looking. Once you find the tomes, read them.

The books and parchments will reveal you about Saranthium during the God Wars: Saranthium wasn't completely finished when the city was destroyed and there were still few Zarosian remains around. Despite this, the city was very beautiful and similar to modern-day Falador, and was one of the few places on Gielinor where things were at least somewhat peaceful. The citizens were quite smug, nationalistic and fanatically Saradomistic and bragged that Zamorakians would never dare attack them, and would be easily defeated if they tried.

You can quess what happened next. Zamorakian forces started to gather in Hallowwalian side of the Lake Salve, building boats and warships, as if they were preparing for an invasion. The city leaders had taken this into action and made orders to increase the defences on the docks and the western part of the city. However, when most of the city's defensive forces were concentrated to the eastern section of the town, leaving the western area controlled by Saradominists vulnerable, the city was infiltrated by a small Zamorakian guerilla group from the western side, including their secret weapon, Pazuzu. With his fire-based powers, he set the city in flames in seconds, causing hysteria and panic amongst Saradominists, making it easy for Zamorakian navy to land to the city and take out the rest of the Saradominist armed forces. Plenty of civilians escaped the ensuing battle to the east, but just as many were killed either by the flames or the Zamorakian abominations.

According to the final book, the Temple Knights report that almost all armed forces of Saranthium were wiped out with attack, and the remaining soldiers and guardsmen are scattered, unorganized and contantly hunted down by Zamorakians. Approximately half of the citys population was killed thanks to Pazuzu, and out of the remaining half, most escaped to the western woodslands and had formed some refugee camps. Temple Knights suffered terrible damages as well, however the leader of the Temple Knights and many higher ranking partisans survived. Surviving Temple Knights contacted Saradomin and the leaders of his armies, and from the available resources, a liberation forces were formed in order to recapture the city. A note amongst the books mentions that a few the Temple Knight proselytes accompanied by a priest called Constantius survived from the battle and report shows that they fought Pazuzu, at least for a moment, although most of the died later from the horrible burns they recieved, leaving Constantius as the only survivor. He was mentioned to be hellbent on destroying Pazuzu, and he was taken to the Saradomin's Holy Army, received special training and was granted orders to hunt and destroy Pazuzu. He was also granted a group of Saradominist demon slayers under his command. However, the book doesn't tell where he ventured from there.

Since the sources from Saranthium do not tell anything useful about Constantius' grave, you have to ask Savant for more information about Constantius. Unfortunately, not much information has survived from Constantius that would be remotely useful. What they know is that Constantius rised from a peaceful cleric with connections to Temple Knights (similar to Akrisae) to a powerful military leader, while staying as an active demon slayer behind the scenes. His last known location was at eastern Forinthy, fighting Pazuzu and his demon battalion. He presumably died shortly after Third Age ended, but his graves place is unknown.

That information doesn't help either. And when you ask about Pazuzu, you will be revealed more information about the backstory of Pazuzu: he was brought to Gielinor amongst other demons by Zaros at the Second Age, and after Zamorak betrayed Zaros, he was very keen to join the Zamorakians, even though back then he was just an average pyrefiend. He grew in power under Zamorakian forces, mastering the element of fire, ultimately learning how to create infernos and firestorms capable of destroying entire cities and armies. While he was extremely strong pyromancer, he remained physically weak, not capable of doing much hard work or succeeding in melee combat. He was active in the area what we nowadays know as Asgarnia, Misthalin and Wilderness, and he disappeared during the Third Age. Some stories tell he was forced to the center of Gielinor by Guthix after he claimed that he had destroyed the entire Forinthy. This information doesn't help your quest either.

This is where the actual plot cuts. From here on, it's just some ideas.

Zebub: A group of Zamorakians force you to help them in your goals in order to continue the quest. The group consists of few Dark Mages and Spiritual Warriors/Mages/Rangers, commanded by a powerful Zamorakian I haven't decided yet. Basically, they hold something you need to comelete the quest, and you need to help them to release Zebub, an extremely strong Zamorakian demon on par with K'ril Tsutsaroth when it comes to power, from his prison under Entrana. They state that they can't go to Entrana themselves because the magic barrier that prevents weapons from being brought to Entrana also prevents certain almost universally hostile races from entering, meaning that Mahjarrats or demons can't enter Entrana. The same barrier is a byproduct of the divine ward that holds Zebub imprisoned. They did try to send some Zamorakian humans disguised as Saradominist monks to the isle, but their disguise were figured out before they managed to get to the caves under Entrana. Their next plan was to hire adventurers and mercenaries to do the job for them, but you do the job just as fine. Ultimately, you need to help them, you liked it or not. The dungeon where Zebub is imprisoned is intended to be failsafe, and it is guarded by Saradominist spiritual warriors and is filled with traps and puzzles, making it very similar to Underground Pass. Once you get to the end of the dungeon, defeat the final guardians and complete a puzzle that would break the ward, a cutscene starts, during which Zebub frees himself from his prison and teleports away. Once you get back to Zamorakians, they will give you what you need to complete the quest.

The Crypt of Constantius: Once you travel to xxx and dig to find his grave, you find yourdself in a crypt with coffins filled with strange liquid. Each coffin has a body that seems like it was alive a few moments ago. A stone tablet found in the crypt tells that when the war ended and Pazuzu was banished, Constantius decided that he couldn't fulfill his promise to kill Pazuzu without special arrangements. Since he knows that he or any of the demon slayers would not live to see Pazuzu return back to the surface, they decided that they would have to wait. He and his few selected demon hunting priests created a crypt, where they would perform a ritual suicide. This allows their corpses to be preserved in the liquid coffins, making it extremely easy to bring them back to life once Pazuzu is back. Basically, the crypt is a one-way time machine.

The Dead Race: In order to revive Constantius, you need to perform a special spell/ritual. The only ones that knew to perform the spell were the members of a long dead race that used to have fortresses in the northern areas of the world, one being in a new area north of Mount Trollheim, west from the entrance of Mahjarrat Ritual Site Caverns and Ghorrock. Once you get inside the fortress, it seems very empty, except for a strange plinth in the bottom floor. In order to activate the plinth, you need to complete puzzles similar to what you did in Ghorrock in order to open doors and collect plinth fragments. Once you have collected all the fragments and used them to repair the plinth, a wraith appears. It grants you access to their memories.

The wraith reveals that its race was extremely advanced one, and their knowledge was hungered by the gods, and ultimately lead to their downfall, when a god started a war against them in order to obtain the information they held. The other fortresses the reace held fell and this fortress is the last remaining one. The wraith was a strong mage an important member of their society, if not their leader, and after a negotiation with another race, they decided that the members of that race would take all they held their information in to a safe place: that piece of information is artificially blurred, in order to protect the location of the books and who took the books and where (if you're interested, the mysterious race and the books to the dead race would feature in a quest series I had in mind: if you want a hint, the mysterious race has been mentioned by Jagex and is mentioned in this very wiki). The wraith decided that even when the tomes are safe, the god would attract the info from the members of that race, so it and other leaders decided to perform the strongest of their spells: a spell that would wipe their races mind, turning them into mindless, ravaging animals, while killing members of other species. While the others were busy performing the spell, the wraith performed a spell similar to what Tower Wizards accidentally performed, and turned himself into a wraith, and ordered that the other mages would seal him into the plinth and hide the pieces that activate the plint inside the fortress, so that there would be at least something that would remain of their race.

After all this, the wraith mentions that a few books were kept behind, including the one that includes the knowledge to revive Constantius. You get the books, but once you exit the Fortress through the main port that was cleared when the plinth was completed, you notice that the members of the dead race that were turned into animals didn't quite face extinction: instead, they became mindless animals, that are tough to kill. Once the quest is complete, you can come back to fight these beings for new rewards.

Back to the final part of the quest.

While travelling in Wilderness amongst Saradominists, you will also meet Guthixian/Godless forces, consisting of few guerilla fighters, Quercus and moss giants of Wilderness, who intended to defeat Pazuzu themselves in order to prevent him from damaging Wilderness and Gielinor any further, but join with you and Saradominists since they don't have what it takes to bring him down. Armadylians join as well, consisting of Kree'Arra, his aviantese and Guardians of Armadyl who want to stop Pazuzu from reigning damage and to be judged by his warcrimes in court by Armadyl: and Saradominsts/Armadylean Warbands, who do it just because of faith, wealth and power.

As you procede in the Wilderness, you will have to face different enemy groups, each with different motives: Black Knights and the Dark Warriors want to release Pazuzu in order to persuade him to attack against their enemies, the White Knights and the Temple Knights at Asgarnia. Zamorak Magical Institute, Dagon'hai and Chaos Druids want to learn from Pazuzu about the arcane secrets this demon hosts, and afterwards persuade him to assault Varrock and to finish what Delrith was tasked for: burning the town to ground zero. Zamorakian Warband bandits want to use Pazuzu to become powerful. After you defeat a fixed amount of Zamorakians, they will retreat to Wilderness Volcano.

Not just that, but Delrith, Nezikchened and Chronozon also return: a demon can only be killed permanently in the Infernal realms, meaning all of the demons you have killed during various quests, asides Agrith-Naar, are not dead: and they all want to kill you. They are tougher than when you first fought them, and will teleport to Vilderness Volcano if you defeat them.

Ultimately, the forces meet at the Wilderness Volcano after multiple battles against during the way there, where the Vacu and Zamorakians are already waiting: they made it first there, and have formed a massive army using the creatures of the Wilderness. This leads to the final battle, in which the player is forced to pick a side: Zamorakians who want to resurrect Pazuzu, or Sara/Arma/Godless pact who want to kill Pazuzu. Of course, as the battle continues, Zarosians  join as well, and the pact between Saradominists, Armadylians and The Godless start to break, ultimately leading to a huge battle with multiple forces fighting over Pazuzu, forcing the player to pick from one of the five sides.

The battle ends with Pazuzu being resurrected no matter what side player chooses, but instead of joining with K'ril Tsutsaroth and the rest of the Zamorakians, Pazuzu splits K'ril's mask in half and defeats him and his bodyguards down in seconds, in melee no less, showing that he has become incredibly powerful. He explains that while trapped in magma, Pazuzu has lost his faith in Zamorak after waiting for Zamorak to free him from his molten prison for centuries while in horrible pains. Instead, he decided to get back to Gielinor on his own, clawing himself slowly through magma until he made it to the edges of the surface. After this, Pazuzu demonstrates his power even further by creating an army of his own, consisting of fire/lava creatures and most of Zamorakian forces and almost all of the demons who jumped on his side. He claims that his dream has been to set Gielinor in flames ever since he arrived at Second Age, and that he won't stop until the world is nothing but ashes. Needless to say, K'ril Tsutsaroth, his bodyguards and all the rest of the sides will join to kill Pazuzu, and you will be the one to fight him in a tough boss battle.

What happens to Pazuzu after his defeat is not sure. Maybe it's like in the Void Stares Back, in which you can choose from different punishments; or maybe a god will make the final blow; maybe Zamorak will convince Pazuzu to join his forces once again; or Pazuzu will be captured by a late arrival (Sliske, for example). Anyway, he is no longer uncontrolled after his defeat, and you'll be rewarded from you efforts. Your decitions during the quest would affect the future gameplay in a way or another.

At the end of the quest, after claiming the rewards, there is a humorous stinger cutscene after you claim the rewards. The player character starts to wonder where the Bandosians were for the whole time: the scene cuts to Wilderness where General Graardor and the Bandosian army berserk to the battlefield, while quickly noting that the battle has ended. Begrungingly, the group starts their trek back to God Wars Dungeon, wondering why they didn't teleport there in the first place and instead decided to walk all the way to the Wilderness.

There are still some stuff that should included: ability to talk to Growler and Silverlight with high summoning level and involving the in the quest more: giving the other Saradominist groups more visible role in the quest, since the quest so far is dominated heavily by Zilyana's Army and Constantius; and how I can get Zarosians (Char included), playerkillers, Chaos Elemental and a few other characters I had in mind included logically: heck, I have even planned that Pazuzu caused the God Wars Dungeon to melt with the manipulation of magma currents. I'd like to know what you think of the quest so far. Also, once I get the plot developed completely, would you help with some of the writing?

Best regards, AquaMage2459

P.S.: Btw, I have an account, but most of my edits are done outside that account. Also, why Barrows Brothers do not count as a different 'subspecies' of the undead?