Kandarin
Kandarin | ||||
---|---|---|---|---|
Released | 27 February 2002 (Update) | |||
Members | Yes | |||
Capital | Ardougne | |||
League region | Kandarin✓ | |||
Inhabitants | Dwarves, Elves, Gnomes, Goblins, Humans | |||
Map | ||||
Advanced data | ||||
Type | region | |||
Location on World Map | ||||
Fremennik Province | ||||
↑ | ||||
Tirannwn | ← | Kingdom of Kandarin | → | Kingdom of Asgarnia |
↓ | ||||
Feldip Hills |
Kandarin is a region in the realm of Gielinor ruled by King Lathas of East Ardougne. Unlike any other human nation, there is a democratic government in Ardougne, the Ardougne city council. The council, however, has little sway compared to the monarchy. It encompasses most of the lands west of White Wolf Mountain. Kandarin is bordered by another mighty kingdom, Asgarnia, to the east, the Fremennik Province to the north, the forests of Tirannwn to the west and the Feldip Hills to the south. Kandarin is one of the largest kingdoms in Gielinor, nearly as large as Great Kourend.
Kandarin is a wealthy kingdom, and nearly as powerful as the Kingdom of Misthalin. It gathers much of its wealth through industries in places such as the Seers' Village and Yanille. It also trades with many of its bordering nations.
The region has numerous dealings with Karamja island: sourcing some of its Ardougne Zoo monkeys from there, having established ship routes, having peculiar interests in the Kharazi Jungle, having at least one instance of pilfering a tribal totem from the island by one of its nobles, operating a sand exporting business from Brimhaven, and even possibly having a secret shipyard headquartered on the island.
Kandarin also faces an abundance of emergent issues throughout:
- In 136 of the Fifth Age, the former king, King Ulthas, died in a hunting accident before he could decide who his heir would be. His two sons, Lathas and Tyras, split the city between themselves. King Tyras of West Ardougne has abandoned his city to a terrible plague after leaving for a crusade in the Elven lands of Tirannwn. The city faces grossly impoverished conditions while being confined by a quarantine. While East Ardougne enjoys much more prosperity, it is still rampant with theft and bears anxiety of the West's plague possibly breaking through.
- Goblins litter the region, occupying the Observatory's dungeon or engaging in hostilities with the dwarves by the Fishing Guild in addition to their usual disruptive behavior.
- The Sinclair estate finds tragedy at the Sinclair Mansion involving the murder of the head of household. There also seems to be some connection between their formerly-owned Camelot castle and the Kinshra.
- Sea trolls on the north-west coast are causing problems for King Lathas in the Piscatoris Fishing Colony.
- There is a growing disturbance in the coastal town of Witchaven and their Fishing Platform concerning the eerie sea slugs.
- The gnomes and General Khazard's army are locked in warfare, which exacerbates a growing distrust towards humans among some of the gnome populace.
- Problems have cropped up in Yanille involving the sand business and the Wizards' Guild.
- Construction efforts for the Tower of Life project have ground to a halt as its workers have gone on strike.
The Kandarin and Ardougne diaries are sets of achievement diaries relating to the kingdom of Kandarin and its surrounding area. Some tasks in the Western Provinces Diary take place in Kandarin.
History
Before The Fourth Age
Relatively little is known about the specifics of Kandarin prior to the Fourth Age. The aftermath of the God Wars left the region utterly brutalized and bereft of its inhabitants, which in turn meant that anything that could have served as archaeological records were erased. It is said that the gnomes had a city in Kandarin at one point that enjoyed a healthy trade relationship with the elves, but were reduced to a measly village by the end of the God Wars.[1] Seeing as the elves moved to isolationism within Tirannwn during the Third Age that had largely been unbroken (with exception to Zalcano)[2][3], it can be assumed the elves and gnomes established their mercantile relations prior to the God Wars, and thus the latter would have founded their city some time before the height of the God Wars in the Third Age.
Contemporary human settlements, likewise, must have seen a similar fate to their gnomish counterparts and were razed.
The Feldip Hills area saw a united ogre-goblin conglomerate under the leadership of Bandos, but fell apart after the Edicts of Guthix banished the god at the end of the Third Age and sent the ogres and goblins into discord.[4]
The Fourth Age
Early into the Fourth Age, the intellectual Scorpius looked to the heavens to deepen his knowledge of worldly and divine matters. He constructed the Observatory to achieve this goal, spearheading the study of astronomy. He then came to rely on the cooperation of Zamorakians, but would fall victim to an ousting and suppression by the Ardougnian monarchy of Zamorakian worship and related endeavors. In time, this attitude became lax and Scorpius' work drew attention to scholars invested in the field who now continue his work.[5]
Following the end of the God Wars, the start of the Fourth Age saw the elves break from their isolationist policy and seek to expand west.[6] The elven clan of Cadarn, headed by Lord Baxtorian Cadarn, lead a campaign of elves east from Tirannwn through the Arandar mountain pass into Kandarin, where they met with and attempted to establish diplomatic relations with the major races that persevered through the God Wars crucible— namely, the gnomes in northern Kandarin, humans to the far east, and the goblins and ogres to the south. The gnomes readily accepted a peace agreement (they could not have done otherwise due to their disheveled state). Oaknock began work on the Tree Gnome Stronghold. The humans, at that point, comprised mainly of scattered, disunited tribes[7][8] and would not become a burgeoning power until after the departure of the elves almost two millennia later; however, they eventually agreed it would be in their universal best interests to opt into a peace pact with the elves. The ogres and goblins in the Feldip Hills area met them with less success, due to the aforementioned chaotic climate following the banishment of Bandos.[9] Apparently during this time, the Mahjarrat were absent, though the region would see the return of Hazeel and General Khazard later on by the end of the age.[10]
With major peace agreements secured, King Baxtorian was able to afford constructing a new elven province in the region, particularly with his own militarily-competent clan in support to fend off would-be hostile elements from the tumultuous south.[11] Settling around Baxtorian Falls with his wife, Glarial, the elven leader of its namesake established a kingdom in Kandarin. As the soon-to-be kingdom was gaining traction, news of the success caught on back east in Tirannwn, inspiring more settlers to head on over west and join the Cadarn clan.[12] The elves, gnomes, and humans enjoyed tremendous profit under their tripartite union. On the contrary, the ogres and goblins only ever saw more brutal infighting; specifically, the ogres began to engage in a genocide of the goblins.[13] Goblins started spilling in from the southern region into Kandarin to compete for territory, who would eventually be the primary rivals to the gnomes in the coming age after the departure of the elves in the Fourth Age.[14]
By Year 1930, however, the Iorwerth Clan swept through the elves' home city of Prifddinas and seized control of it. Subsequently, contact between Prifddinas and Baxtorian's Kingdom halted, which garnered alarm in the latter.[15] After learning of the civil war back west, Baxtorian led a campaign to recapture and liberate Prifddinas from the assailants. Concurrently, as he and his best soldiers he could muster were occupied with their campaign in Tirannwn, their kingdom in Kandarin they had just left was, itself, plunged into war (whether by invasion or uprising) in their absence.[16] In the end, Baxtorian did not successfully quash Iorwerth's insurrection and was forced to turn back to their territory east through the Underground Pass with his forces, only to find the previously prosperous kingdom in ruin. On learning that his wife had been taken, her location and retrieval became an immediate priority there, alongside getting his people to safety.[17][18] However, he failed to find her, and having been exhausted from the conflicts in both of his homes and a hapless pursuit to find his lover, he pinned his hopes on the sliver of chance she would live through this tragedy and sealed himself in the Baxtorian Falls, where she would come to awaken him.[19] Unfortunately, Glarial's body had later been recovered and her remains placed in an urn laid to rest in the tomb dedicated to her near Baxtorian Falls.[20]
From then on, the elves withdrew from Kandarin, leaving yet another power vacuum in the region. Immediately after their departure, the gnomes of the north and the goblins of the south began to contest the newly available land for the taking.[21] Around the Ardougne area, the two had their armies meet for battle, and thus the Battle of Atarisundri was had. The gnomes found quick and decisive victory after Glouphrie the Untrusted and King Healthorg schemed to frighten the goblins into retreat right at the outset by demonstrating their might with a great number of illusory giant tortoises.[22]
Following the battle was a prosperous time for the gnomes; however, it did not reach the heights of their elven predecessors. One of their primary setbacks was the assassination of the ancient spirit tree Argento, which led to the exile of the once-exalted Glouphrie due to his complicit involvement in concealing his death.[23] Their physically-lacking statures would also hinder their ability to hold hegemony of Kandarin, compared to the rise of external adversaries like the humans that started to consolidate under united banners. This human threat, in particular, had severely stifled the progression of the renewed gnome civilization and, to some dismayed gnomes like Glough, demean their existence by forcing them to compromise their way-of-living around defending against their aggressors. By the end of the Fourth Age, the gnomes are cited to have been forced to withdraw from the surface world for an unspecified reason and would not break from the underground for half a century until King Healthorg the Great urged the gnomes to do so.[24][25]
At some point in the Fourth Age presumably after the fall of the elven kingdom, Hazeel dominated the Kandarin region and built the Carnillean mansion, and his subjugation would persist through to the current Fifth age.[26]
Some time during the Fourth Age, Mother Mallum of the Sea Slugs attempted to conquer Gielinor by first possessing a swath of its important political figures, but was discovered by a White Knights-Temple Knights coalition. She was subsequently subdued when she was forced into the cave in Witchaven and imprisoned there behind a magically-sealed door.[27][28]
Fifth Age
At the start of the current age in Year 7, Hazeel's rule was abolished when the Carnillean family stormed his home at night and eradicated its inhabitants, taking the mansion as their own.[29] Incensed by the surging power that humanity began to attain through the rapid and sweeping spread of magic and Runecrafting, the Carnilleans were able to best the Zamorakians using their newfound abilities.[30]
General Khazard, at some point around the start of the Fifth Age or at the end of the Fourth Age, along similar efforts to his Mahjarrat superior, Hazeel, began to reorganize the human settlements around Port Khazard and the Fight Arena and placed them under his control. This would coincide with the false identity and background the inhabitants perceive of him: a dark spirit of a man named Khazard who died 200 years ago, now roaming in the form of an undead maniac general.[31]
In Year 30, the Outpost north of Ardougne was constructed as an advance detection system for the city. Ironically, the outpost was abandoned as a result of a severe absence of wars that it could be utilized for. It's not until around Year 94-95 when a band of nine Zamorakians (including Drozal) occupied the structure as a base-of-operations for their terrorist plots against the local populace throughout the succeeding years, known as The Dreaded Years of Tragedy.[32]
Starting in Year 42, a coalition of Fremennik tribes led by Gunnar set off a campaign rid the continent of the sacrilegious practice of crafting and using runestones— artifacts left by the gods and, thus, ought to be untampered with by mere mortals.[33] As Kandarin is bankrupt of any rune altar entrances, the region likely did not see as much terror as compared to Asgarnia and Misthalin, where the bulk of the rune altar entrances were found. With the certainty that magic users like the Carnilleans were present in the region, it's reasonable to assume they still fell victim to the Fremennik carnage, regardless.
By Year 98, the Ardougnians had caught onto the Outpost Zamorakians' disruptive schemes they had been conducting for years, but they, themselves, were incapable of dealing with them directly, due to the superior magical abilities of their tormentors. Nevertheless, they sought to rid their presence entirely, so the Ardougnians enlisted a group of Saradominists to help confront them.[34] Ironically, the group to meet their call was led by the once-great friend of the leader of the Zamorakians before they split off in their youth due to their religious convictions. The Great Battle ensued and resulted in near total annihilation of both sides, save for those very same leaders and former friends. The two began to lament on the rift driven and the time lost between them, and they came to settle over their differences. They even compromised on their religious dispute and both began following the path of Guthix.[35]
By Year 101, the two survivors made great strides in Ardougne, where one became king and kicked off the current Ardignas dynasty and the other saw to the creation of the Equal Trade Market— both seeking to promote equality among the people.[36]
In Year 132, King Arthur and his Knights of the Round Table crossed over from the realm of Britain to Gielinor. In seeking shelter for the time being until their awaited return to their home realm, the then-king of Ardougne, King Ulthas, and Lord Sinclair held a conference to find an accommodation for them. As a result, Lord Sinclair willingly and generously forfeited the Camelot castle he and his family lived in, and instead would relocate to the Sinclair mansion they had built to compensate.[37][38] King Arthur would rename the castle "Camelot". At some point, other natives of Britain would arrive to Gielinor, such as the Lady of the Lake, Morgan Le Faye, and Sir Mordred.
Towns, Cities, and Settlements
- Barbarian Outpost
- Camelot
- Catherby
- Fight Arena
- Hemenster
- Piscatoris Fishing Colony
- Port Khazard
- Seers' Village
- Tree Gnome Stronghold
- Tree Gnome Village
- Witchaven
- Yanille
Points of Interest
- Ardougne farm
- Battlefield
- Baxtorian Falls
- Beehive
- Coal trucks
- Combat training camp
- Castle Wars
- Eagles' Peak
- Fishing Guild
- Flax field
- Hazelmere's island
- Keep Le Faye
- Legends' Guild
- McGrubor's Wood
- Observatory
- Otto's Grotto
- Ourania Altar
- Ranging Guild
- Sorcerer's Tower
- Tower of Life
- Wizards' Guild
Dungeons
- Ancient Cavern
- Ardougne Sewers
- Clock Tower Dungeon
- Eagles' Peak Dungeon
- Elemental Workshop
- Goblin Cave
- Ice Queen's Lair
- Kraken Cove
- Mogre Camp (Port Khazard)
- Observatory Dungeon
- Ourania Cave
- Smoke Devil Dungeon
- Temple of Ikov
- Tower of Life Basement
- Underground Pass
- Waterfall Dungeon
- Witchaven Dungeon
- Yanille Agility Dungeon
Music Unlocked
The following tracks can be found in Kandarin on the surface:
Name | Unlock details | Members | Duration | Music track |
---|---|---|---|---|
Attack 1 | Unlocked at the Khazard Battlefield and a small area north of West Ardougne | 02:08 | Play track | |
Attack 4 | Unlocked at the Fight Arena | 02:29 | Play track | |
Ballad of Enchantment | Unlocked at the Ardougne Monastery | 03:27 | Play track | |
Baroque | Unlocked at the East Ardougne Market | 02:08 | Play track | |
Big Chords | Unlocked near the west entrance to Yanille | 02:28 | Play track | |
Camelot | Unlocked in Camelot | 02:30 | Play track | |
Castle Wars | Unlocked in the Castle Wars arena | 03:49 | Play track | |
Eagles' Peak | Unlocked at Eagles' Peak | 04:13 | Play track | |
Emotion | Unlocked at Tree Gnome Maze | 03:12 | Play track | |
Expecting | Unlocked at the Shrine of Scorpius north of the Observatory | 03:45 | Play track | |
Fanfare 3 | Unlocked at Port Khazard | 04:24 | Play track | |
Fishing | Unlocked in the east side of Catherby | 03:08 | Play track | |
Gnome King | Unlocked near the Grand Tree in Tree Gnome Stronghold | 02:22 | Play track | |
Gnome Village | Unlocked inside Tree Gnome Stronghold by the south main entrance | 01:22 | Play track | |
Gnome Village 2 | Unlocked inside and outside the south-western corner of Tree Gnome Stronghold | 04:42 | Play track | |
Gnomeball | Unlocked at the northwestern corner of Tree Gnome Stronghold around the Gnomeball field | 02:31 | Play track | |
Joy of the Hunt | Unlocked at the Feldip Hunter area | 03:50 | Play track | |
Jungly 2 | Unlocked on the island south-east of Ardougne accessible only through a fairy ring using the combination a • i • r, or at the gold mine on the northwestern peninsula of Karamja | 02:17 | Play track | |
Knightly | Unlocked around the East Ardougne Castle | 02:25 | Play track | |
Lasting | Unlocked at Hemenster | 03:36 | Play track | |
Legion | Unlocked at the Barbarian Outpost | 04:08 | Play track | |
Lightwalk | Unlocked around Keep Le Faye | 03:03 | Play track | |
Long Ago | Unlocked on Hazelmere's island | 02:10 | Play track | |
Lullaby | Unlocked around the road north of McGrubor's Wood and south of Rellekka | 03:30 | Play track | |
Magic Dance | Unlocked in Yanille | 03:48 | Play track | |
Magical Journey | Unlocked around Sorcerer's Tower | 03:39 | Play track | |
Making Waves | Unlocked in the Piscatoris Fishing Colony | 03:23 | Play track | |
March | Unlocked in the Combat Training Camp | 01:52 | Play track | |
Mellow | Unlocked around the Fishing Guild | 03:42 | Play track | |
Melodrama | Unlocked in the Castle Wars lobby | 03:15 | Play track | |
The Mollusc Menace | Unlocked at Witchaven | 03:11 | Play track | |
Monarch Waltz | Unlocked at the Sinclair Mansion | 02:24 | Play track | |
Neverland | Unlocked around the apple orchard and entrance of Tree Gnome Stronghold | 04:42 | Play track | |
On the Wing | Unlocked around the Piscatoris falconry area | 04:12 | Play track | |
Romper Chomper | Unlocked in the chompy hunting area southwest of Castle Wars | 03:18 | Play track | |
Sad Meadow | Unlocked in West Ardougne | 03:36 | Play track | |
Serenade | Unlocked at the Observatory | 03:05 | Play track | |
Talking Forest | Unlocked at McGrubor's Wood | 02:29 | Play track | |
The Tower | Unlocked northwest of East Ardougne along the River Dougne | 02:55 | Play track | |
Theme | Unlocked at the Coal truck mining site around Galahad's house and the dwarven encampment | 03:22 | Play track | |
Tree Spirits | Unlocked in the forest west of the entrance to Tree Gnome Stronghold and directly north of the Arandar mountain pass | 03:22 | Play track | |
Trinity | Unlocked in the Legends' Guild | 03:36 | Play track | |
Upcoming | Unlocked at the Necromancer Tower | 03:11 | Play track | |
Voyage | Unlocked south of Baxtorian Falls | 02:55 | Play track | |
Waterfall | Unlocked at Baxtorian Falls | 02:19 | Play track | |
Wonderous | Unlocked around Ardougne farm west of Legends' Guild | 03:51 | Play track | |
Work Work Work | Unlocked at the Tower of Life | 05:15 | Play track |
The following tracks can be found in the upper and lower levels of Kandarin:
Trivia
• While Kandarin is largely a Members-only area, Castle Wars is accessible to free-to-play players via teleports from the Saradominist or Zamorakian recruiter as well as the portal at Ferox Enclave. Thus, it is the only area in the region not restricted to free-to-play players and one of only two areas in the Members mainland accessible to free-to-play (the other being Corsair Cove).