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Dragonwilds:Ashenfall

From SAS Gaming Wiki

Ashenfall is the continent in Dragonwilds:Gielinor that RuneScape: Dragonwilds is set in. It is divided into various regions, each of which contains different creatures, monsters, and biomes. At the moment, some of the northern half of the continent is currently inaccessible.

It is located north of the mainland continent in RuneScapeTemplate:CiteVideoTemplate:CiteJournalTemplate:CiteJournal.

Regions

Geography

Ashenfall is divided into three major territorial divisions: Brynmoor in the south, Ghornfell in the north, and Fellhollow to the far north. The geography becomes more wild and dangerous as one travels northward, with the Anima Twist phenomenon growing stronger deeper into the continent.Template:CiteJournal

Brynmoor

The southern territories of Ashenfall include:

  • Dragonwilds:Temple Woods - Located in the southwestern corner, this region serves as the starting point for adventurers. A Saradominist temple acts as a sanctuary against the wilderness, due to faint traces of priestly magic that keep monstrous elements from entering.Template:CiteJournal
  • Dragonwilds:Bramblemead Valley - Once a thriving human settlement in the southern central region, now overrun with goblins and monsters. Previously housed the Keep of Blue Flames, the Wizard's Guild, and an Adventurer's Guild before its fall.Template:CiteJournal
  • Dragonwilds:Whispering Swamp - A buffer zone between the human and Garou territories, this region forms the central southern area of Ashenfall. Known for strange whispers that bubble up from the water and dangerous creatures.Template:CiteJournal

Ghornfell

The northern territories include:

Fellhollow

The far northern territories include:

Dowdun Reach

Unique Phenomena

Anima Twist

Template:Main After the Elder Gods created Dragonwilds:Gielinor, and prepared to sleep while their eggs consumed the planet's anima slowly, they discovered some impure, "wild" Dragonwilds:anima which they disliked, and they used the continent of Ashenfall to "vent out" the impure anima from the world.Template:CiteVideo This resulted in the anima twist phenomenon enveloping the continent, with its effects getting stronger further into the continent.Template:CiteJournal The anima twist affects not only the environment, but the creatures and people living on it, as well as magic itself. This results in common materials like wood and stone being capable of lasting hundreds or even thousands of years, and the inhabitants of the continent to become Dragonwilds:Amalgamated,Template:CiteJournal creatures that would be enhanced with elemental properties due to the land's wild anima. The effects of the Anima Twist can be observed in the transformed wildlife, with wolves developing manes made of leaves, deer possessing reed-like fronds, and trees displaying leaves in unusual hues resembling sunset.Template:CiteJournal

Dragonkin Vaults

Hidden across Ashenfall are numerous Dragonkin Vaults, ancient facilities containing lost knowledge and technological wonders. These vaults are protected by guardians created by the Dragonkin Dragonwilds:Lacrussa, using refined rune essence.Template:CiteJournal

Inhabitants

Garou

Garou are bipedal lion-like beings, who once worshipped the moon goddess Dragonwilds:Lougrim. Their society is divided between noble-born (larger, stronger, capable of magic) and common-born.Template:CiteJournal

Dragonwilds:Amalgamated

Humans and other creatures affected by the Anima Twist can develop elemental mutations, becoming known as the "Amalgamated". These traits can include fiery skin, leafy hair, or other magical characteristics. Throughout Ashenfall's history, the Amalgamated faced persecution from "pure" humans.Template:CiteJournal

Goblins

Goblins are green-skinned humanoids who were brought from the mainland by their "God of War" Dragonwilds:Bandos, during the Dragonwilds:Third Age. They were abandoned in Ashenfall when he retreated from his battle against Velgar; they now worship Velgar as their new "Big High War God".

Template:RSL

Ogres are large humanoids who sought refugees from war. They were turned into Zogres when Imaru infected the region with necrotic energy.

Dragons

Dragons (Draconis rex) are a dangerous race of reptiles with wings and the ability to use a fiery breath attack. After being cursed by the Elder God Template:RSL to guard her most powerful artefact, a creed of Dragonkin known as the Dactyl wished to create a race that would be similar to them, but without suffering the Curse's effects. In Ashenfall, a group of Dragonkin refugees known as the Dragonwilds:Cabal would also create and empower their own dragons, using them as slaves. Today, they roam across Ashenfall, all servants of Dragonwilds:Kuldra.

Dragonwilds:Undead

Undead are creatures that have died and were reanimated through magic. These creatures resides within Dragonwilds:Fellhollow, controlled by the dragon general Dragonwilds:Imaru.

Humans

Human were among the first inhabitants of Gielinor and Ashenfall, brought over by Guthix. Although they were seemingly wiped out in Ashenfall, today an expedition had led new humans to explore and reside in Ashenfall.

Template:RSL

Elves are pale humanoids brought to Gielinor by their goddess Template:RSL. Some had traveled to Ashenfall, exploring and even settling within the region.

History

Discovery

During the Template:RSL, the god of balance, Dragonwilds:Guthix, discovered Ashenfall and explored it with some of his followers. After some time, they founded a village in the Dragonwilds:Bramblemead Valley to settle in and explored the wondrous continent. Here, he found the land was rich with anima.Template:CiteJournal Guthix discovered strange rocks hovering through the air.Template:CiteJournal Sensing the stones holding magical property, Guthix took instant interest and began to experiment on them with several of the humans,Template:CiteJournalTemplate:CiteJournal taking great joy in experimenting with the "strange rocks" which would be known as "rune essence"Template:CiteJournal, something that seemed to perk up his usually grim demeanor.Template:CiteJournal After several experiments and failures,Template:CiteJournal Guthix began to expand his experiments, bringing the Template:RSL to assist him.Template:CiteJournal He was finally successful, binding the air itself into the essence, creating the first Dragonwilds:Air Rune.Template:CiteJournalTemplate:CiteJournalTemplate:CiteJournal While his followers on Ashenfall start practicing Dragonwilds:Runecrafting, Guthix would then travel to the mainland to share his discovery there, using the Stone of Jas to create more. His followers would remain on Ashenfall, forming small settlements and villages over time.

As the humans grew to inhabit their new homes, a strange phenomena began to happen: their beards turned to leaves, skin glowed like fire, some humans began to transform taking on qualities of the elements, they became amalgamated, gaining elemental abilities. These amalgamated humans were viewed as "impure" and "imperfect" by some of the human settlers there, suffering persecution and even being murdered by the humans who feared them in an event known as the Dragonwilds:Schism.Template:CiteJournal When Guthix returned, he was horrified to learn that the majority of the humans were slaughtering the Amalgamated humans. As such, he took some of the humans with him, those who had not fallen to cruel prejudices.Template:CiteJournal He would then task the Dragonwilds:Wild Knights, an order of skilled humans that were safeguarding the Amalgamated humans, to uphold their oath in protecting both the humans from the wild, and the wild from the humans. As he left, he placed a veil over Ashenfall, hoping to hide the continent before he, too, hid himself. But, the veil was not as good as the god had hoped, as the Dragonwilds:Cabal, a group of dragonkin were amongst the first to settle in Ashenfall shortly after.Template:CiteVideo Currently, only five Dragonkin are known to have been a part of the group: Dragonwilds:Lacrussa, a Dactyl scientist who gained the elemental power of ice and water, created the vault guardians, and experimented with dragons, Dragonwilds:Viika, a "time swept" seer with prophetic abilities, Dragonwilds:Brakka, a Nodon architect who gained the elemental power of earth and built Dragonwilds:Brakka's Folly, Dragonwilds:Rasthin, a Necrosyrte gained the elemental power of fire, and Dragonwilds:Avisk.Template:CiteJournal Like their kin in the mainland, the Cabal would experiment in creating more and new draconic creatures, such as dragon wolves.

The arrival of the Garou

Sometime after Guthix's departure and the arrival of the Dragonkin, the Garou, a race of beastmen, arrived from their homeworld of Dragonwilds:Antumnos. Led by their moon goddess, Dragonwilds:Lougrim, they settled primarily in the highlands of what would later be known as Ghornfell. The exact timing of their arrival remains uncertain, but by early Dragonwilds:Third Age accounts, they were already established inhabitants of the continent. The Garou's arrival created a new dynamic on Ashenfall. The Garou maintained their territories and traditions. The Garou society was built upon strength and practiced the sacred tradition of the right of challenge, where leadership was earned through combat prowess rather than birthright.Template:CiteJournal The Garou initially claimed territory rich in resources, particularly iron deposits that would later become coveted by human settlers. Their presence and continued devotion to their goddess fostered envy among the abandoned Guthixian humans.Template:CiteJournal Brakka, at some point during this period, used the Garou for slave labor to build his tower before learning how to siphon anima and gaining the power to control the earth itself, making slave labor obsolete (the timing of the tower's construction is not known; enslavement either happened before or during the human-Garou war).

The God Wars

Not much is known from there until the Third Age. On the mainland, the God Wars raged. Saradominist missionaries arrived on the continent, intent on escaping the God Wars and converting the Guthixians who had been abandoned. Unbeknownst to the Saradominists, Zamorakian spies were also in their midst, posing as laborers and other menial servants. The missionaries lived near the cliffs, where they could look back towards their old home but also mixed with the villagers of Bramblemead, eventually setting up the Dragonwilds:Temple of Saradomin in place of their previous encampment. The first Dragonwilds:Runecrafting Guild was created on the continent. Saradominist Wizards of the guild would research the magic of the land. Initially, the Saradominists and Guthixians maintained a symbolic alliance known as the Dragonwilds:Bronze Advisors, represented by bronze armor. During this period, druids wore pins of copper while Saradominist priests wore tin pins,materials that combined to form bronze.Template:CiteJournal This alliance was protected by bronze-armored warriors who upheld traditions and punished those who blasphemed against either faith. The Bronze Advisors offered counsel from both Saradominist and Guthixian viewpoints,order and balance side by side. Meanwhile, the Zamorakians, having formed a cult known as the Dragonwilds:Children of Shadows, plotted in secret, recognizing the potential of the Dragonkin Vaults, hoping to bring a weapon home with them.

Things seemed peaceful, and the God Wars were contained to the mainland; however, the people of Ashenfall would soon find their own conflict. There was a power shift; at first, it was amongst themselves, with Saradominist leaders attempting to overthrow the Guthixian druids and push them elsewhere within the continent. Policies began to slip more and more in favor of the Saradominist approach as the Guthixian faith slowly dwindled. At this point in history, humans held an uneasy peace with the Garou, but the tension was building. The Saradominist humans had started to encroach on Garou lands in search of iron and other resources that had been depleted in the Bramblemead Valley. As the humans cleared the area of trees and animals to mine for iron, they attracted the attention of Garou hunting parties. These parties viewed the presence of the Saradominists as a sleightful disrespect of their sovereignty. Small skirmishes between the hunting parties and the humans became commonplace, but they rarely resulted in significant casualties. However, the conflict escalated into an all-out war when Dragonwilds:Kessel, a fire-touched amalgam, struck down a Garou prince.

The war between both sides was at a stalemate as the Dragonwilds:Whispering Swamp acted as a buffer between the two factions, often drowning and ensnaring those who attempted to breach the no-mans-land.Template:CiteJournal The humans, feeling desperate and facing a stalemate in the war, devised a plan to goad the god of war, Bandos, into joining the conflict. Saradominist priests met with emissaries of Bandos, leveraging their knowledge of an ancient slight between the Garou goddess and Bandos that occurred "aeons ago on another world."Template:CiteJournal They proposed an alliance to confront the Garou and their goddess. Eager to take revenge, Bandos agreed to the plan and arrived at Ashenfall with his followers. With the goblins' assistance, the humans began pushing the Garou back, forcing their goddess to form an alliance with the Dragonkin and place herself in their servitude. In turn, the Dragonkin unleashed their creations in the battle to support the Garou, including massive wyverns that darkened the sky and dragons with elemental powers. This shift changed the tide of the war. Bandos personally confronted one of the dragon generals, Dragonwilds:Velgar, who was stationed atop Brakka's Folly. With the goblins' help, the humans started pushing the Garou back, forcing their goddess to ally with the Dragonkin and placing herself in their servitude. The Dragonkin released their creations into the battle to assist the Garou, great wyverns that blotted the sky, and dragons with elemental abilities. The tide of the war changed. Bandos personally confronted one of the stronger dragons that Dragonkin had created: Velgar. Bandos struck first with his greataxe, which bounced off Velgar's stony hide but still left a deep gash.Template:CiteJournal Then, in a display of bravado and arrogance, Bandos removed his weapon, armor, and protective ward, and charged after Velgar unarmed.Template:CiteJournal Bandos had Velgar in a headlock, his nails digging into Velgar's flesh and causing bleeding wounds. Victory seemed assured for Bandos, but in a final act of desperation, Velgar summoned a great stone from the air that dazed him. Seizing the opportunity, Velgar unleashed an anima-infused poison blast, which poisoned and weakened Bandos, shifting the momentum of the battle.

Weakened by the poison, Bandos made a "tactical retreat", abandoning his goblins on Ashenfall. Velgar's blood, spilled in the battle, fell onto the plains beneath. His poisonous blood, tainted by rage and hatred, seeped into the soil and corrupted the land, resulting in the formation of the Dragonwilds:Bloodblight Swamp. The swamps used to be safe plains where the Garou, fleeing the conflict, once grew wheat and barley. Bandos' retreat led to confusion among his goblin followers; at first the goblins continued their war without Bandos's guidance, but soon as they began to recognize the strength of the dragons and the defeat of Bandos, the abandoned goblins began to worship the dragons, naming Velgar as their new Big High War God.Template:CiteJournal With the Garou victory, Lougrim would keep the peace with the humans while assisting the Dragonkin in their experimentation and returning the dragons to their chains. Through the experimentation by Lacrusa, Dragonwilds:Kuldra was created by infusing Lougrim's divine blood.Template:CiteVideo For the time being, the humans and Garou held an uneasy truce.

Despite this truce, Garou were known to show some hostility towards the human settlers who were moving away from the southern settlement and into other region, such as Dragonwilds:Fellhollow, Dragonwilds:Dowdun Reach, Dragonwilds:Umbral Sands, and the Dragonwilds:Scorned Wilderness, all wanting to start a new life there. Dragonwilds:Imaru and Dragonwilds:Xikotal would eventually befriend the settlers, helping them build their city and assist them in other means,Template:CiteJournal where Imaru would use her magic to bring in rains, while Xikotal would calm the winds, in exchange for a few sheep and cowsTemplate:CiteJournal. Some of the Wild Knights would join in settling within Fellhollow, creating a keep to the west. Some ogres would find refugee as well, joining the humans in a new peaceful settlement, throwing their weapons down and burning them ablaze.Template:CiteJournal During this time of peace, the Dragonwilds:Children of Shadows had planted themselves into the Rasmodels house, where they would attempt to influence the noble household. Only to be slowly turned into bodyguards and warriors of the Rasmodels. They would be formed into the Shadow Knights, and eventually the Black Knights.

Dragon Rebellion

Near the end of the Third Age, the Dragonwilds:Dragon Rebellion began when Kuldra led dragons against their Dragonkin masters. In the years leading up to her betrayal, Kuldra sought counsel and may have considered other options. Ultimately, however, she was swayed by the advice of her most trusted ally, General Velgar, who insisted that brutality was the only language their masters would understand.Template:CiteJournal Velgar, however, also had personal reasons to support the rebellion, having suffered as a beast of burden under Brakka, despite his innate combat prowess.Template:CiteJournal When the war against the goblins and humans brought dragons into the conflict, Velgar was finally allowed to join the battle. He slaughtered without mercy, decimating settlements and entire platoons with barely any effort.Template:CiteJournal However, once the fighting subsided, Brakka rewarded Velgar's brutality with further servitude, forcing him to haul materials for reconstruction efforts.Template:CiteJournal When Velgar was recruited by Kuldra to overthrow their master, he immediately accepted her scheme, becoming her first ally aside from her offspring. Template:CiteJournal

The rebellion proved successful. Kuldra confronted Brakka at his tower, crushing him and consuming his anima-rich soul to steal his power.Template:CiteJournal After defeating him, she bestowed his elemental mastery upon Velgar, teaching him to absorb the power of the anima font and transforming him into a dragon infused with earth magic.Template:CiteJournal As a final mockery, Velgar claimed Brakka's monument as his lair.Template:CiteJournal This tower would come to be known as Brakka's Folly. After freeing herself and other dragons from Dragonkin control, Kuldra set her sights on expanding her power. She challenged Lougrim, the moon goddess of the Garou, for sovereignty over the beastfolk. This confrontation followed the sacred Garou tradition of the right of challenge.Template:CiteJournal The battle between Kuldra and Lougrim was cataclysmic, causing the entire continent to buckle beneath their fury.Template:CiteJournal Kuldra emerged as the victor; her many heads tore the goddess limb from limb, swallowing the pieces of her divine flesh.Template:CiteJournal This victory crowned her as the new High Queen of the Garou and earned her the fearsome moniker God Eater.Template:CiteJournal

Destruction of Settlements

With their Goddess replaced, the uneasy truce between the Garou and humans would not last. The dragons and Garou began to decimate human settlements, burning cities to the ground, murdering lords and knights, and forcing survivors to flee into the wilderness and other regions.Template:CiteJournalTemplate:CiteJournal However, within Fellhollow, Dragonwilds:Imaru and her mate Dragonwilds:Xikotal showed mercy to the settlement, protecting them from destruction and granting them a "Blessing" that allowed them to work together.Template:CiteJournal This blessing would prove to be both gift and curse. Kuldra would learn of this act of mercy and, as punishment, killed Imaru's mate. Consumed by grief, Imaru sought a way to bring Xikotal back from the dead, seeking the assistance of the necromancer Dragonwilds:Ravanna. However, Ravanna did not have the power to resurrect him. Instead, she proposed creating a curse born of Imaru's sorrow and grief; One that would give her the power to consume the Dragon Queen's soul and exact her revenge.Template:CiteJournal

The curse was not enough, Kuldra had proven more powerful than imagined, defeating Imaru with ease.Template:CiteJournal Even in death, Imaru did not give up. She wedged herself in the Template:RSL using the curse Ravanna had given her, fueled by her own sheer rage and will. While in the underworld, she drank from the Template:RSL to gain more power and claw her way back from death. However, this resurrection came with a terrible cost. She became twisted with an insatiable hunger for souls and turned against the very people she had once protected. The "Blessing" that linked them was now used against them; their souls pulled from their still-living bodies. These soulless husks began to reanimate. Soon the settlements in Fellhollow would fall, and the region would become a land of rot and wither where the undead roamed. The Wild Knights were pushed back towards their keep, while Dragonwilds:Emberwood sealed itself behind a barrier. Four priests of Saradomin, Zamorak, Armadyl, and Guthix united to keep the withering both in and out of the town. Those who were disciples of Imaru came to believe she was blessing the humans, willingly transforming them into undead. The necrotic magic spread like a virus, eventually turning even the ogres into zombies and infecting the Wild Knights as well. Those who tried to escape found the passage to the south sealed off. Dragonwilds:Ravanna, the one who cursed Imaru, would attempt to fix her mistake and seal the dragon away, and split the curse into three fragment, in hope that in the future, someone can use the power of the curse againt Imaru.

With settlements in ruins, human civilization on Ashenfall was all but destroyed until it was rediscovered centuries later.

Rediscovery

Template:OccDur During the 13th year of the Dragonwilds:Sixth Age, the continent was rediscovered; With Guthix's death, the veil that concealed Ashenfall had weakened over time. An expedition was set, adventurers from across the realm answered the call, amongst them are Dionysius, the Wise Old Man; Dragonwilds:Vannaka, the Slayer Master; Dragonwilds:Zanik of the Template:RSL; Dragonwilds:Doric, the master smith; and Dragonwilds:Cathan, a rising rookie forging his reputation. Their voyage was cut short as they neared Ashenfall. A massive green dragon descended upon the ship, decimating the expedition and leaving only a handful of survivors. Those who lived washed ashore and began to explore the mysterious land, scavenging what they could to construct a Dragonwilds:lodestone, an anchor to the mainland and a beacon to call for reinforcements. With the lodestone activated, word spread. New adventurers, new and old arrived from the mainland, ready to face the draconic threat and confront the Dragon Queen. While Dionysius, Vannaka, Doric, and Zanik prepared for the newcomers' arrival, Cathan set off alone, determined to slay the dragon Velgar without aid.

Template:OccDur

Upon the Adventurer(s) arrival, setting up their base and gathering resources, they would search for Cathan, who had ventured on his own in hope to defeat Velgar. Cathen would recruit goblin for his adventures, learning of a challenge horn. But, before they could gather the materials to craft the item, they were captured by a garou, who sacrificed him in front of Velgar. Despite being dead, Cathan would assist the adventurer(s) to crafting the challenge horn. Where they would confront Velgar and defeat him, bringing peace to Brynmoor and avenging those who died by the dragon.

Template:OccDur

After defeating Velgar, Death arrived to Fellhollow with Dragonwilds:Postie Pete and Dragonwilds:Muncher. He opens a door to allow adventurers to enter the Dragonwilds:Forgotten Temple, a location claimed by Death in order to speak with adventurer(s). After being given the incantation to open the mysterious door by Dionysius, the Adventurer(s) would arrive and speak to Death, who requests that they enter Dragonwilds:Fellhollow with their comrades and speak to Cathan, who is employed by Death to find a way to confront Imaru and put an end to her torment. After discovering the seal put on her, the adventurer(s) would locate the fragments, harness its power, confront Imaru, where they would defeat the undead dragon, freeing Fellhollow, Imaru and the tormented souls.

Template:OccDur

After Imaru's defeat and a period of rest, Death informs the adventurer(s) of a colleague waiting for them in Dragonwilds:Umbral Sands, but something was was blocking the way for the heroes from continuing on in Dragonwilds:Dowdun Reach. Upon entering the region, they are greeted by the Wise Old Man and Postie Pete. Being informed of a barrier preventing them from passing through the next region, the adventurer(s) would go to explore the fortress, helping Vannaka, Zanik and Doric during their search for pieces of the Dreaming Stone. After collecting all of them, and the barrier being disabled, the adventurer(s) would fight against the Dragonwilds:Black Knight Titan, making the path to Umbra Sand available, once Doric opens the door of course.

Notable characters

Expedition members

Allies

Native rulers

Past rulers

Trivia

References

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