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


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. In a fog, the mysterious 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 and setting a hellhound upon the last of them. After the player disposes of it Veliaf requests the player to help them on their mission.

In Aid of the Myreque

Main article: In Aid of the Myreque

Following the attack, Veliaf Hurtz decides it is 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 they're 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 a vampyre ambush on his way. Finally, the 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 form.

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 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. Before the task can be completed, however, the player is spotted and attacked by Vanstrom Klause. Luckily, Sarius Guile, human servant of Vanescula Drakan, stops Vanstrom because, as Guile says, 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

Main article: Legacy of Seergaze

The mercenary protocol draws many humans from Misthalin to fight against the vampyres. One of them, a mercenary adventurer, tells the player he noticed some suspicious activity in Paterdomus. Meanwhile, Drezel has discovered a Columbarium below the mausoleum which contains strange tombs. 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 mind reading 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 bloodveld, 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 members of the Vyrewatch, 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, the player 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 a Blood Talisman, while the big strange rock is revealed to be the Blood altar. This news of treasure increases the flow of Mercenaries.

Branches of Darkmeyer

Main article: Branches of Darkmeyer

In the quest Vanstrom is tasked with killing all of the Myreque. Meanwhile the player must enter the vampyre city of Darkmeyer with the help of Vanescula Drakan to search for the Blisterwood Tree and make weapons from it to use against the vampyres. The player uses these weapons to kill Vanstrom. Vanescula also kills Ranis Drakan but not before she tells the player that it has been discovered that vampyres may not need human blood to survive.

The Lord of Vampyrium

Main article: The Lord of Vampyrium

In this quest, the Myreque and Vanescula infiltrate Castle Drakan with the intent to assassinate Lord Drakan. After being captured and imprisoned in the Vampyrium version of the castle, the Myreque succeed in their plan, although not without losses. After committing tyrannicide on Drakan, Vanescula turns on the Myreque, killing Safalaan and drinking his Icyene blood to gain its protection against the power of the River Salve. She reveals her plans to extend this protection to her whole army, so she can conquer Misthalin, ending the need to enslave and farm humans for their blood. She allows Veliaf, Ivan and the player to leave, and Veliaf disbands the Myreque in despair and defeat. Ivan returns to Drezel, and the player takes the news to King Roald, who begins preparations for the war to come.

River of Blood

Main article: River of Blood

Roald sends a scouting party to Paterdomus. Shortly after their arrival they're attacked by a vampyric scouting party, which the player defeats. With Captain Rovin and his scouts re-armed with blisterwood weaponry, the Paterdomus temple cleared of its Zamorakian occupiers, and the Salve's barrier strengthened using a serum made to a recipe found in the tomb of Ivandis Seergaze, the defences appear to be secure against Vanescula's army.

Vanescula arrives at the river with her army before the Varrockian army appears, so the player goes to meet her, accompanied by Drezel and Ivan. Vanescula requests peaceful passage to Misthalin, as she doesn't want to waste lives or cause unnecessary and wasteful bloodshed. Drezel refuses, and Vanescula sends three vampyre juvinates to prove her triumph over the Salve's protection. To Vanescula's horror the juvinates revert to feral vampyres, the weakest and most bestial form of their kind, and the kind least dangerous to humans. Before Vanescula can do anything more, a creature called a Wyrd appears and attacks, fatally wounding Drezel. It is driven off by Efaritay, an Icyene, who derides both sides for trying to start a war, and who tells the player to meet her at the Icyene graveyard before flying away.

Efaritay reveals that she was once queen of Hallowvale, until she surrendered to Drakan to save her family, after the vampyres tunnelled into her castle from the graveyard. She was prisoner in Castle Drakan until she escaped after Drakan's death. She explains that a Wyrd is created when an Icyene or part-Icyene is vampyrised; this leads to the realisation that Vanescula didn't actually kill Safalaan, but that he allowed her to vampyrise him instead. After reforging the Sunspear, a weapon Efaritay invented specifically to fight vyres, the player hunts for a cure for vampyrism.

After being poisoned by the Wyrd and experiencing hallucinations induced by it, the player confronts it on top of Castle Drakan. After a short battle, the Wyrd is defeated and subdued. Its blood is used to make a serum that Efaritay convinces it to drink, restoring Safalaan's sanity. The player leaves Safalaan and Efaritay on the roof and takes the serum to Paterdomus basement. With Ivan's help, the player uses it to strengthen the Salve's barrier once again. When the player and Ivan go to tell Vanescula that it's pointless to try and cross, she sends a group of Vyrewatch to prove them wrong. As soon as the vyres land on the bridge, they're reverted back to humans. Vanescula calls for the werewolves to cross instead, but they refuse. When she calls for the Wyrd to strike Ivan down, he lands on the bridge and returns to his human form.

Vanescula is forced to accept a truce, and she agrees to try to change vampyric society from within Darkmeyer first, with Efaritay and Safalaan as her co-rulers. The player reports the victory to Roald, who says he has sent Aeonisig Raispher to Darkmeyer as his envoy to the newly peaceful vyres.

Related quests

These quests are not part of the main Myreque quest series, but are requirements in the series.

Priest in Peril

Main article: 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 Zamorakian monks are cleared out.

Nature Spirit

Main article: 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.


Priest in Peril icon.png
Quest Icon Crest.png
In Search of the Myreque icon.png
In Aid of the Myreque icon.png
Darkness of Hallowvale icon.png
Legacy of Seergaze icon.png
The Branches of Darkmeyer icon.png
The Lord of Vampyrium icon.png
River of Blood icon.png
Aeonisig Raispher chathead.png Aeonisig RaispherFF
Andiess Juip chathead.png Andiess JuipFR
Curpile Fyod chathead.png Curpile FyodF
Cyreg Paddlehorn chathead.png Cyreg PaddlehornF
Drezel chathead.png DrezelFFRF
Mysterious person (Saradominist) chathead.png Edicts conspiratorsFRF
Flaygian Screwte chathead.png Flaygian ScrewteFR
Gadderanks chathead.png GadderanksFR
Harold Evans chathead.png Harold EvansFR
Ivan Strom chathead.png Ivan StromFRFF
Kael Forshaw chathead.png Kael ForshawFR
Lowerniel Drakan chathead.png Lowerniel DrakanRFR
Mekritus A'hara chathead.png Mekritus A'haraFR
Polmafi Ferdygris chathead.png Polmafi FerdygrisFFR
Radigad Ponfit chathead.png Radigad PonfitFFR
Old Man Ral chathead.png Old Man RalFR
Ranis chathead.png Ranis DrakanRFFR
King Roald chathead.png Roald Remanis IIIFFF
Safalaan chathead.png Safalaan HallowRF
Sani Piliu chathead.png Sani PiliuFRR
Sarius Guile chathead.png Sarius GuileFF
Vanescula Drakan (human) chathead.png Vanescula DrakanRFF
Vanstrom Klause (Vampyre (humanoid)) chathead.png Vanstrom KlauseFFR
Veliaf Hurtz chathead.png Veliaf HurtzFR
Vertida Sefalatis chathead.png Vertida SefalatisFFR
Vyrewatch chathead.png The VyrewatchRF
Shadowy Figure chathead.png WerewolvesRRFF
Efaritay chathead.png EfaritayRRF
Green with the letter "F" denotes a character featuring in that quest.
Orange with an italicised "R" denotes they are only referenced.

Major locations

The quests take place in these areas, most of which are located in Morytania (locations are only listed once):



  • 52,000 Mining experience
  • 77,000 Slayer experience
  • 2,600 Attack experience
  • 2,600 Strength experience
  • 600 Constitution experience
  • 38,000 Magic experience
  • 78,000 Construction experience
  • 2,600 Defence experience
  • 90,000 Fletching experience
  • 20,000 Farming experience
  • 6,000 Thieving experience
  • 29,000 Agility experience
  • 26,600 Crafting experience
  • 50,000 Woodcutting experience
  • 50,000 Hunter experience
  • 75,000 Herblore experience
  • 50,000 Firemaking 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
  • 3 times 50,000 experience in any chosen skill level 60 or higher
  • 3 times 75,000 experience in any chosen skill level 75 or higher
  • 3 times 75,000 experience in any chose skill


New locations


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