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Exploring Teragard

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I IS SPAEROR
May Member 2018

I IS SPAEROR

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So I don't know where adding new destinations to the world gate lies on Jagex's radar, but I want to preface this by saying that my friends and I are all for it, and that the more developed, the better!

This post proposes a major update featuring the human homeward Teragard. This Teragard will be engineered to be especially lore-intensive while not taking a second to sacrifice fun and rewards for both skillers and questers. The following will be included in my post: a list of quests and of lore, an explanation of a new system of dark magic, and the interplay between this storyline and the current elder god storyline. It will appear in the order that follows:


-Necessary background for those new to Teragard

-Plot of the quest to unlock Teragard

-Introduction to Teragard
(bank, skills, etc)

-Explanation of dark magic: all-new style of combat based partially on magic, and partially on skilling. I will discuss its playability, its limitations, and its lore.

-The quest to unlock dark magic: a) background, and b) plot

-Brief touch on further miniquests and master-/grandmaster-tier quests in the same storyline
Click here for ideas on exploring other worlds, specifically the human homeworld Teragard. This one's me baby

19-Sep-2019 09:42:44 - Last edited on 24-Sep-2019 04:29:47 by I IS SPAEROR

I IS SPAEROR
May Member 2018

I IS SPAEROR

Posts: 3,920Adamant Posts by user Forum Profile RuneMetrics Profile
Hey all! Hope you’re having a good day.

I got thinking down this rabbit trail when I noticed all the lore books that have been added about the Oreb, the Magister. You know, that guy in Sophanem you need the keys for. He moved to Gielinor from the human homeworld Teragard through something called the Schism during the fifth age. Just a few months ago, he struck a deal with the Ambassador of ed3 to try and restore his house, House Charron, in exchange for souls, his specialty.

As anyone who has faced him knows, he is a powerful necromancer, dealing in the darkest of dark magic—something that RuneScape to date hasn't really explored. My thought from this is: perhaps the magic of Teragard is something like his—but perhaps the reason he lost his house was because he took it too far and was forced to flee. His book “The Divine Delusion” could be grounds for this.
Click here for ideas on exploring other worlds, specifically the human homeworld Teragard. This one's me baby

19-Sep-2019 09:42:49 - Last edited on 28-Jan-2020 01:34:55 by I IS SPAEROR

I IS SPAEROR
May Member 2018

I IS SPAEROR

Posts: 3,920Adamant Posts by user Forum Profile RuneMetrics Profile
So for those just catching up, Teragard is the homeworld of humankind and of Saradomin, from well before Gielinor's first age.


If you look up the related wiki pages, it tells you that Saradomin has not visited since he departed so long ago, and the rulers of this land, the seven Magisters, are constantly trying to usurp each other while they simultaneously oppress their citizens with an excessive centuries-removed image of who they think Saradomin was.

You may or may not have heard of
the Schism
, the electric red vortex that gives Teragard its power—this is a portal to the Abyss that many have used including Robert the Strong and the Magister of Charron (our magister). While there may be skilling locations all around Teragard, the real interests will occur around the Schism, where (my interpretation) anima mundi from places like Gielinor slowly leaks into Teragardian creatures—via lightning, of course.

In the following posts I will give a list of quests (each numbered), of lore, an explanation of this new system of dark magic, and the interplay between this storyline and the current elder god storyline. If you have any questions or suggestions for my ideas be sure to comment; if Jagex does see this I do not expect they will incorporate this word for word (if at all ofc), and any and all feedback is appreciated.
Click here for ideas on exploring other worlds, specifically the human homeworld Teragard. This one's me baby

19-Sep-2019 09:42:54 - Last edited on 24-Sep-2019 04:26:08 by I IS SPAEROR

I IS SPAEROR
May Member 2018

I IS SPAEROR

Posts: 3,920Adamant Posts by user Forum Profile RuneMetrics Profile
1. The quest to unlock Teragard (short length)

This quest will be designed for mid- to high-level players. Its requirements are:
-The World Wakes, and partial completion of Fate of the Gods (naturally, in order to access the world gate; we’re going through it, aren’t we?)
-Death of Chivalry and Rune Memories (to introduce the player to Saradomin and to magic)
-Meeting History (for its background on the creation of Herblore in Gielinor)
-Curse of the Black Stone—Bryll Thoksdottir will be the starting NPC of the quest. She is an explorer by nature and you will have tipped her off about the Magister’s appearance in ed3 and his respective waterlogged scrap found in the dungeon (An Enchanted Papyrus Scroll, which I quote in the next post).

As to skills, it will require ~level 50 in:
-Magic and Hunter (due to necessary Gielinorian background prior to the new Teragardian methods learned later).
-Herblore, Prayer, Summoning, Divination, and Runecrafting (more on this later).

Suggested requirements (but not required):
-One of a Kind (for dialogue concerning Teragard)
-Icthlarin's Little Helper (for access to the Sophanem storyline)
-115 Slayer (or having fought and defeated the Magister under Sophanem once)
Click here for ideas on exploring other worlds, specifically the human homeworld Teragard. This one's me baby

19-Sep-2019 09:42:59 - Last edited on 28-Jan-2020 01:43:22 by I IS SPAEROR

I IS SPAEROR
May Member 2018

I IS SPAEROR

Posts: 3,920Adamant Posts by user Forum Profile RuneMetrics Profile
To start the quest, you must use the Umbral Diplomacy book with at least 8 pages on Bryll Thoksdottir. If you have not completed the above requirements Bryll will note the passage I quoted and implore the player to continue investigating the Magister. When all requirements are complete, there will be a lengthy conversation about the passage of Umbral Diplomacy on page 8, entitled An Enchanted Papyrus Scroll. The passage is as follows, and will shape the quest:

“…perhaps most remarkable is the offer [the Ambassador] gave to me. Reforge House Charron and reclaim my place as one of the Magister lords of my home…The terms? So simple. All it needed were souls…as batteries for a ritual in a long forgotten ruin. I have many spares…To restore my house and only in exchange for such simple sorceries? How can I refuse?”


Just as you begin to mention the world gate as a means to reach Teragard, Ariane will show up and want to get involved as well. The three of you travel to the world gate but alas are unable to enter it.

The next stop is to clarify your mission by talking to a host of NPC's with knowledge about Teragard, the World Gate, and souls—perhaps Reldo, Azzanadra, Bob the cat, Saradomin, and Icthlarin. Through these conversations the three of you will learn a description of the realm (mountains, fjords, big red portal in the center), and you will come to understand that the magisters are very powerful yet chaotic rulers. When you mention to Azzanadra the mysterious force that keeps you from entering, he will suppose that this is a Guthixian enchantment on the gate that will wear off when the world guardian has sufficient purpose and sufficient preparation for the dangers that lie ahead. Icthlarin will likewise tell you of the problems Magister Oreb is causing him in the underworld. From this moment forward you may step through the gate to Teragard.
Click here for ideas on exploring other worlds, specifically the human homeworld Teragard. This one's me baby

19-Sep-2019 09:43:05 - Last edited on 28-Jan-2020 01:52:58 by I IS SPAEROR

I IS SPAEROR
May Member 2018

I IS SPAEROR

Posts: 3,920Adamant Posts by user Forum Profile RuneMetrics Profile
Now Teragard is not instanced, but the rest of the quest will be. When you approach the gate and set it to Teragard, you enter an instance with Ariane and Bryll. The gate turns a bright red, and the three of you wonder to each other if there is a problem. Supposing not, the two enter ahead of you, you following close behind.

As you come out the other side, suddenly the three of you are ambushed by what appears to be two Teragardian magisters and an elite hit team. Before you know it all three of you are hit by projectiles of magic damage from all sides and have your life points reduced to 1. You then keel over and have a dialogue with the assailants consisting of:

-(Assailants) Threats to end your lives, “you cursed minions of House Charron”
-(You) Pleas that you know very little of House Charron and are here to investigate, not to take sides
-(Assailants) Saradominist chastisement of your language of “not taking sides”
-(You) Further explanation as to the chaos that Magister Oreb of Charron is creating on your world, and asking for help
-(Assailants, lowering weapons) Statement that the only help they can offer is what they already have done–perform genocide against House Charron after Oreb deserted them.
-(You) Gasps in horror, and suddenly note that you are feeling exceptionally weak
-(Assailants) Explanation that “the enchantment was successful”: that “any Teragardian knowledge practiced on the other side of the world gate is no longer a part of you so long as you remain here, so you are no longer a danger.”

All three of you collapse on the ground, the screen turns black, and your character wakes up in a hospital tent bed as Ariane and Bryll stand outside. Talk to them, go through some orientation dialogue, Ariane goes back through the portal distraught by losing all of her knowledge while Bryll stays for the adventure, and quest complete.
Click here for ideas on exploring other worlds, specifically the human homeworld Teragard. This one's me baby

19-Sep-2019 09:43:09 - Last edited on 03-Feb-2020 09:06:44 by I IS SPAEROR

I IS SPAEROR
May Member 2018

I IS SPAEROR

Posts: 3,920Adamant Posts by user Forum Profile RuneMetrics Profile
Now here’s the kicker. Remember that second list of stats you needed to start this quest? Well yep, those are the only ones you get to keep after entering Teragard for the first time. Those 5 are unique because they consist of divine knowledge or knowledge completely foreign to Teragard and were therefore unaffected by the curse. In a way this is like Dimension of Disaster, except that instead of starting from scratch with your items, you start from scratch with your skills. But it’s not all bad! Here’s some pointers:

-In all skills except Herb, Summon, Prayer, Div, Runecrafting, and Invention, your level will experience a one-time reset to level 1 (or 10 for constitution). This will go back to normal anytime you leave to Gielinor because the curse is not active there.

-The XP curve on Teragard is 5 times shorter for all skills that were reset, because your knowledge was not lost, it was only put behind a barrier. This means that level 2 is achieved at 17 XP rather than 83 XP, level 99 is at 2.6m XP rather than 13m XP, etc.

-Any experience gained in Teragard *will* transfer back to your skills in Gielinor, awarded as soon as you step back through the world gate or teleport back. Any experience gained in Gielinor, on the other hand, will have no impact on your levels in Teragard. This does not apply for the 6 skills not reset, which will level as normal.

-Toolbelt and items all transfer, but armor above your level will unequip on entry and go to Bryll in the event of a full inventory. She can take it to your bank on Gielinor if need be.

-There is a Bank of Teragard with ~100 spaces where you may find it more convenient to place your Teragardian items. This bank is separate from the Bank of RuneScape. A miniquest requiring Wanted! will allow a White Knight to step through the portal to create a hub for the Bank of RuneScape should you need quick access to other armours, etc.

-Runes are useless rocks on Teragard (for now), as magic comes from a different source.
Click here for ideas on exploring other worlds, specifically the human homeworld Teragard. This one's me baby

19-Sep-2019 09:43:13 - Last edited on 24-Sep-2019 03:48:40 by I IS SPAEROR

I IS SPAEROR
May Member 2018

I IS SPAEROR

Posts: 3,920Adamant Posts by user Forum Profile RuneMetrics Profile
What this essentially does is it means your character has to start fresh in a developed mid-level region with only Summoning, Herblore, and Prayer as viable methods of damaging your enemies. It’s a pretty hopeless bet. That is… until dark magic is discovered. Your goal over these next few quests will be to master dark magic and use it to bring justice to the people of Teragard.

This is how the aforementioned skills can give you the edge over your Teragardian counterparts:

-Summoning: Dark Magic works exceptionally well on transforming beings from the spirit plane and enhancing their abilities.

-Prayer: In addition to stat boosts and protect/deflect, certain dark spells will cause protect/deflect prayers to gain effect against one non-magic style *in addition* to dark magic.

-Herblore: Certain dark spells will increase the effectiveness of your potion by 1 level.

-Runecrafting: The third quest in this series will teach you how to embed runes on the creatures you use for dark magic, enhancing their power in a way Teragardians know not how

-Divination: Similar to transmutation, divine energy can be used on certain obtainable Gielinorian life to unlock their anima and convert them into items which cast spells. Such items may include everything from seeds, to jarred butterflies and implings, all the way to player-owned farm animals. These spell items increase in tier as the Gielinorian item increases in value.

Note that use of dark magic inside Teragard is completely protected—you may attempt to use it in Gielinor and other places but outside Teragard there will be a life point loss with each dark spell you use, unless you periodically cast the same protection spell, yourself.
Click here for ideas on exploring other worlds, specifically the human homeworld Teragard. This one's me baby

19-Sep-2019 09:43:17 - Last edited on 24-Sep-2019 03:47:54 by I IS SPAEROR

I IS SPAEROR
May Member 2018

I IS SPAEROR

Posts: 3,920Adamant Posts by user Forum Profile RuneMetrics Profile
An overview of Dark Magic

Because Teragard has no natural anima, and any anima it does have comes directly from the Schism via the Abyss (my interpretation), runestones do not function here. Rather, magic (or as they call it, "magiscience") is derived from creatures that arrive via, or are affected by, the portal. Sometime after the second age on Gielinor, Teragardian magiscience discovered that certain creatures had readily available anima bursting from them that could literally be crushed out of them to produce magic—this is Dark Magic.

Dark Magic can be used in conjunction with Melee or Ranged, or on its own. It cannot be used alongside Gielinorian magic except via the level 96 “Spellbook Swap”, as with other spellbooks. It does not require a magic weapon, but it is affected by accuracy buffs on armour, so unless one has mastered how to use it on its own, it can only effectively be employed alongside ranged or melee using hybrid equipment. Some creatures and minions conjured by quest bosses on Teragard can only be harmed by dark magic.

For the purposes of this post, I will call the creatures crushed for dark magic “ammunition”. These creatures, or “ammunition”, will be assigned to each of the 14 Teragardian non-combat, non-hunter skills, and will therefore award XP in that skill in addition to the other combat skills used when an opponent is defeated. There are multiple tiers of each type of ammunition, and each piece of ammunition is stackable among themselves but not equipable. If a player carries some of each type of creature of the same tier, therefore, 14 inventory slots will be filled (although each type will not be necessary for most encounters). For every skill there is a distinct combat effect granted upon crushing a piece of ammunition. Note: being weaponless and powerful, this is meant to be an expensive way to fight.

The list of creatures used for ammunition is malleable, but here are my best ideas:
Click here for ideas on exploring other worlds, specifically the human homeworld Teragard. This one's me baby

19-Sep-2019 09:43:21 - Last edited on 24-Sep-2019 03:47:31 by I IS SPAEROR

I IS SPAEROR
May Member 2018

I IS SPAEROR

Posts: 3,920Adamant Posts by user Forum Profile RuneMetrics Profile
Agility - Causes your foe’s next attack to miss, useful when fighting bosses with predictable rotations. Ammunition is Teragardian butterflies (or those that have been subjected to divine energy).

Thieving - Prevents your foe’s next dark magic attack, and the ammunition they would have used lands in your inventory or at your feet (if full). Ammunition is Teragardian implings (or those that have been subjected to divine energy).

Smithing - Defensive against Ranged and Melee attacks for a time. Ammunition is singing metallic fragments that manifest in rocks nearby the Schism.

Crafting - Defensive against Magic (dark and otherwise) attacks for a time. Ammunition is the hide from animals that are conveniently placed next to the Schism, but only when its lightning strikes them.

Woodcutting - Your next attack will have an accuracy and damage buff. Ammunition is Teragardian evil saplings given life by the Schism.

Fletching - Deals air-type damage (with weapon diversity armour effect). Ammunition is Teragardian sentient saplings given life by the Schism.

Fishing - Deals water-type damage (with weapon diversity healing globule effect). This ammunition will be a flying fish affected by lightning from the Schism, which you must catch with the Hunter skill. This ammunition can also be cooked; see below.

Cooking - Grants the protection spell outside of Teragard, necessary to allow dark magic to be used with no lifepoint penalty every 5 minutes. Ammunition is the above Teragardian fish that has been cooked.

Mining - Deals earth-type damage (with weapon diversity stunned damage effect). Ammunition is sentient rock creatures given life by the Schism (or a number of Gielinorian stone spirits imbued with divine energy).

Firemaking - Explosive; deals fire-type damage (with weapon diversity combust effect). Ammunition is Teragardian living fire, caught in a vial, given life by the Schism.
Click here for ideas on exploring other worlds, specifically the human homeworld Teragard. This one's me baby

19-Sep-2019 09:43:26 - Last edited on 31-Oct-2019 05:44:53 by I IS SPAEROR

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