Myreque quest series

The Myreque quest series is a series of quests centring around the Saradominist group, The Myreque, trying to free Morytania from the evil grasp of Lord Lowerniel Vergidiyad Drakan.

Priest in Peril
Contact had been lost with the Paterdomus, a temple sitting on the banks of the River Salve. King Roald III of Varrock has asked the player to have a look. It turns out that the temple has been overthrown by Monks of Zamorak. The temple priest, Drezel, is locked in a cell. Drezel says that the holy river Salve that protected Misthalin from the evil of Morytania has been tainted and must be purified. The player rescues Drezel and discusses a resolution. Drezel and the player bind the magic tainting the river into rune essence and the Zamorokian monks are cleared out.

Nature Spirit
Drezel asks the player to look for a druid, Filliman Tarlock, in the dangerous swamps of Mort Myre. After finding him, the player realises Filliman is dead but still a ghost due to the mysterious powers of Morytania. At first he does not believe but is persuaded by the player to realise his true form. The player helps him transform from a wretched ghost of Morytania to a holy Nature Spirit of Guthix. A method of freeing Ghast spirits is also discovered.

'''These first two quests are not major quests in the series. However, they serve as a prelude to the series.'''

In Search of the Myreque
The player is confronted by a mysterious man who wishes for him/her to deliver some weapons to a secret organisation called The Myreque, a group devoted to freeing Morytania from the vampyres grasp. The player manages to find the secret cave and is greeted by Veliaf Hurtz, the group's leader. Suddenly, the man appears and reveals himself to be Vanstrom Klause, an evil vampyre which had been led to the hideout by the player. He kills 2 members before departing. Veliaf requests the player to help them on their mission.

In Aid of the Myreque
Following the attack, Veliaf Hurtz decides it's too dangerous to stay in Myreque Tunnels and decides to move their headquarters to elsewhere - Burgh de Rott. Surprisingly, vampyres, despite the relative proximity to the Sanguinesti region and wandering vampyres, are unaware of any life in town. The player manages to convince the starving citizens that he's up to no evil. The player then starts patching up the town, resupplying them with food and opening a bank and a furnace. However, smoke of the furnace attracts the attention of Gadderanks who manages to set up a makeshift blood tithing station in town. The player, however, manages to kill him and make his minions flee. Before death, Gadderanks tells the player about a method of how to kill Vampyre juveniles and juvinates and also about the more effective way to kill shades. Following this event, the Myreque moves their base to Burgh de Rott's pub basement. However, Ivan Strom is escorted to Paterdomus temple, surviving vampyre ambush on his way. Finally, player manages to construct a Rod of Ivandis and make Guthix balance potion, allowing the myreque to kill vampyre juveniles and juvinates or to revert them back to human.

Darkness of Hallowvale
After the successful move of the Myreque headquarters, the next step in the plan is to make contact with any surviving Myreque-members inside Meiyerditch. The player is sent out to find a way into the vampyre-controlled slums, and deliver important information. Through the repair of an old sail boat, entrance is granted. After talking to the famished and terrorised citizens, contact is made with Old Man Ral, the Sage of the Sanguinesti. He tells the player where the Sanguinesti-section of the Myreque reside. The maze-like city of Meiyerditch is hard to travel through, but eventually the player arrives at Meiyerditch HQ. There, Vertida Sefalatis is found.

He will hand over a message which is to be delivered back to Veliaf. After arriving back in Burgh de Rott and handing over Sefalatis' message, the player gets the assignment to talk with Drezel in Paterdomus, and King Roald in Varrock Castle. Drezel will say that he heard some mysterious noises outside the Temple, which turn out to be caused by werewolves, who have somehow found a way over the river Salve! The player reports back to Drezel and will be told to inform King Roald of this disaster. After a long conversation with the king and his advisor, Aeonisig Raispher, it turns out that Varrock is unable to react to the werewolf threat due to the Edicts of Guthix. All the King can do is write out a mercenary protocol.

After bringing Veliaf, and later Vertida the sad news, he will tell the player to talk to Safalaan, the leader of the Sanguinesti division. He can be found on the outer wall of Meiyerditch, making tactical sketches of Castle Drakan. After meeting him, the player gets the assignment to finish sketching the castle. However, Ranis and Vanescula Drakan will spot the player before the task can be completed, and they will send their henchman Vanstrom Klause at him/her. Luckily Sarius Guile stops Vanstrom, apparently because, if Vanstrom kills a friend of Safalaan, the relation between Safalaan and Vanescula will be hurt beyond repair.

After Vanstrom leaves, Guile will give you a long-winded hint where to find a secret laboratory. The player will get the order to find and investigate this lab, resulting in the finding of the Haemalchemy book.

Legacy of Seergaze
The mercenary protocol draws many humans from Misthalin to fight against the vampyres. One of them, disguised as mercenary adventurer, tells the player he noticed some suspicious activity in Paterdomus. Meanwhile, Drezel has discovered a Columbarium below the mausoleum which contains a Blood talisman. The player goes to investigate the top floor of upper Paterdomus, only to find three saradominists and three zamorakians discussing a way to take out the Edicts of Guthix. After discovery, four of the conspirators teleport away, while two of them stay to fight, but eventually, seeing their defeat, teleport away too. After collecting the evidence, Drezel is informed about the conspiracy. He will advise to reward the alert mercenary adventurer with an escorted trip to Burgh de Rott. When the trip is over, he reveals himself to be Ivan Strom. After guiding Ivan into the Myreque base in Burgh de Rott, the player gets a new task: bringing a crate of supplies to the Sanguinesti section, and, when that's done, to inquire about a new weapon meant to take out the Vyrewatch.

Once arrived at the base, Safalaan will tell you about the team's new member, Flaygian Screwte, and the discoveries he made. The scientist and researcher roughly translated the Haemalchemy book, and discovered that the Vyrewatch have a limited mindreading ability, which lets them predict and avoid damage. However, the player, together with Flaygian and several other Myreque, figure out that an incredibly unpredictable weapon will render that ability useless, and so the idea for the Ivandis flail is born. While Flaygian perfects the theory, Safalaan will ask the player to go with him and two bodyguards, Andiess Juip and Kael Forshaw, to search the old lab where you originally found the Haemalchemy book.

Inside the underground laboratory, a long winding tunnel is found which leads to caverns directly under Castle Drakan. The tunnels are filled with Zombie hands, Skeletal Hands and Mutated Bloodvelds, as well as old restraining devices and mutilated human corpses. Deeper in the tunnel system, a strange giant rock is found, but before any research can be conducted the group is ambushed by two Vyrewatches, who instantly kill Andiess, while Kael flees in terror. The player's attacks do no good, while Safalaan almost dies from the attacks! Then something strange happens: when Safalaan is knocked unconscious, it triggers a mysterious blue power blast from inside him. The Vyrewatch flee, and Safalaan and the player barely make it back to the base.

Meanwhile, Flaygian perfected the Ivandis Flail, although he wasn't able to build it. Instead, the player constructs the weapon and successfully tests it on a Vyrewatch. After reporting back, he/she gets the order to bring the news to Veliaf Hurtz. He will give the advice to talk to Drezel about disposing of the corpse. Apparently, there's a soul trapped inside it, and the player frees it by cremating it in the Columbarium. The key that the spirit left behind fits to the cabinet in the wall containing the Blood Talisman, while the big strange rock is revealed to be the Blood altar.

Other Quests
These quests are not part of the main Myreque quest series, but large parts of these quests take place in Morytania, or feature Morytanian NPC's.


 * The Restless Ghost
 * Vampire Slayer
 * Shades of Mort'ton
 * Ghosts Ahoy
 * Creature of Fenkenstrain
 * The Great Brain Robbery
 * All Fired Up
 * Devious Minds
 * Haunted Mine
 * Desert Treasure
 * The Temple at Senntisten

Personalities

 * Drezel
 * Filliman Tarlock
 * Vanstrom Klause
 * Veliaf Hurtz
 * Gadderanks
 * Ivan Strom
 * Vertida Sefalatis
 * Safalaan Hallow

Main Locations
The quests mostly take place in these areas, all of which are located in Morytania:


 * Burgh de Rott
 * Paterdomus
 * Meiyerditch
 * Mort'ton
 * Canifis

Future Quests
Mod Mark has confirmed that there will be a new quest in the series soon. It will be part 5 in the series.

There has also been a clue in Postbag from the Hedge #39, in the Chaos Elemental's letter from 2 April 2009. The phrase "Mr E Frdrty Wirdy and Mr E Utwrwir Wirdy" was in his letter. When typing this out one key to the left, it gives: Ne W Desert Quest and Ne W Yrqeque Quest. This refers to a new desert quest and to a new Myreque quest series quest. Missing My Mummy has since been released, which leaves the Myreque one still in production.

In Quick Chat, there is an item called Blood tithe pouch, which will possibly be used in the next Myreque quest.

Current Rewards for Series

 * 11 quest points

Experience


 * 1,496 Prayer experience
 * 2,000 Mining experience
 * 2,000 Slayer experience
 * 2,600 Attack experience
 * 2,600 Strength experience
 * 2,600 Constitution experience
 * 3,000 Magic experience
 * 3,000 Construction experience
 * 4,600 Defence experience
 * 6,000 Thieving experience
 * 9,000 Agility experience
 * 9,600 Crafting experience
 * 3 times 2,000 experience in any chosen skill level 30 or higher
 * 3 times 2,500 experience in any chosen skill level 35 or higher

Items


 * 2 uncut rubies
 * 3 Apple pies
 * 3 Meat pies
 * 4 big bones
 * Blessed sickle
 * Wolfbane dagger
 * Gadderhammer
 * Ivandis flail
 * Blood talisman

New Locations


 * Access to Morytania
 * Access to the Mort Myre swamp
 * Access to The Hollows
 * Access to Mort'ton
 * Access to the Barrows
 * Access to Burgh de Rott
 * Access to The Hollows
 * Access to the Nature Spirit altar (boosts Prayer points to 2 above the normal max) in the Nature Grotto
 * Access to the Columbarium
 * Access to Meiyerditch
 * Access to the Meiyerditch Dungeon, containing among other creatures Skeletal hands, Zombie hands and Mutated bloodvelds
 * Access to the Blood altar

Other


 * The ability to fight Ghasts
 * The ability to play the Temple Trekking minigame, including the Burgh de Rott Ramble part of the minigame
 * Access to the Vyrewatch event in Temple Trekking
 * The ability to make and use the Rod of Ivandis and the Guthix balance potion to fight and defeat Vampyre juveniles and Vampyre juvinates
 * The ability to craft Blood runes
 * The ability to cremate Vyre corpses for rewards
 * 10 Kudos