Thread:Berus/@comment-5727151-20150804185213/@comment-5727151-20150806175507

Okay, here are all of the notes I have made about the Wiki's elven content. My overarching plan for the elven content is that the Dark elves would serve as the main antagonists. I had more notes about the dark elves and their lore, but I decided to not include them, as they were not only unfinished, but mostly irrelevant at this point of time. If you have anything you want to ask about what I had in my mind for the dark elves, though, feel free to ask.

Elven storyline of RS Fanfic Wiki

• The Moon Elves (Sarixs, Glissa, Maleandor)
 * Retcon the Moon elves (formerly blood elves) back into regular elves; elves in RuneScape are not split into various subspecies, and they are copied from the Forgotten Realms or Dungeons and Dragons to begin with, unless the Moon Elves are connected with the Moon Clan elves, which could be an interesting plot element to tackle
 * Crystal's storage capabilities, the resurrection of Glissa, Sarixs' insanity presumably due to the death of Glissa and the backstories of the three elves could be explored
 * Role of the crystal guardians (the perfect guardians, which implies their purpose is to guard Glissa's grave from intruders) and crystal strykewyrms (located beneath Glissa's grave) around Glissa's grave could be elaborated
 * Life runes and death altar could play an important role

• The Shadow Realm Prifddinas (My Dark Brother)
 * Could be tied with the Shadows and the portals in Amlodd District, the Shadow Realm, Sliske, the Ring of Visibility, the Dark Lord, the Dark Dimension where the Dark Beasts and the Dark Bow originate, the Spirit Realm and the Summer series, as well as with the Void Elemental
 * The role and the origin of the Shadow walkers, the inability to use prayers and the importance of the holy ankh could be explained
 * Maleandor for some reason is in the Shadow Realm Prifddinas, and according to Glissa, he needs to be freed from the claws of darkness, meaning that Maleandor was not always antagonistic and was turned like that by an unknown entity: after all, Glissa has known her brother for ages
 * The functions of the flesh-soul platebody (flesh leech and soul drain) might have something to do with this

• The Void Elemental's attack on Prifddinas (Crystal City)
 * The Void Elemental is apparently trying to revenge the player from the events of the previous quest, where a portal to void realm was about to open which the Void Elemental had created to escape from the Void realm, but the player created a magical barrier to close the portal, locking the Void Elemental away to the Void realm; by destroying all light on Gielinor and it wants to start with Prifddinas, the city of light
 * Could be tied to the fact the city is made out of Seren, the divine aspect of light, as well as the elements mentioned in the Shadow Realm Prifddinas
 * Void elemental segregations and the Void realm could be explained as well
 * Given that the void elemental is a black hole-like intelligent creature capable of talking and opening portals to other dimensions deep in the void realm and is apparently trying to escape to Gielinor
 * The void elemental's weakness is apparently a light machine, made from crystal, magic planks, a lens and magical enchantments
 * The player breaks the exile in order to free the Void elemental and kill it, but after doing so and apparently luring the Void Elemental, teleporting to Prifddinas and waiting for the Void Elemental, the Void Elemental apparently takes all the way from Wilderness to Prifddinas only to be killed by the player with the Light-ray-cannon
 * Yet the dungeon apparently has a portal to the Void Elemental

• The Iorwerth Attack on the Western Sea Islands (Iorwerth's Armada; Iorwerth-Cardiff Conflict)
 * Replaced by the Dark Elf Corsairs' attack, due to the fact the Elven Civil War has ended and Iorwerth are part of the Elven Clans once more, and because the dark elves keep popping up time to time in the wiki but rarely get any significant content
 * Could be tied with the Elven Ankou Western Lands, their death god Khall'an, and other minor hazards and threats encountered during the Western Lands' quests involving sailing, such as pirates and sea monsters
 * Could replace the pirates frequently encountered on the Western Realms quests, as the player normally gets along with the pirates very well and can even be overenthusiastic about them, while the pirates being dark elves would explain the player's dislike of the pirates of the Western Sea
 * The Leviathans that are fought during the battle are apparently sea monsters that are (or can be) artificially created by the Dark Elves, suggesting that the Dark elves were able to tap into the Anima Mundi to create sea monsters like the island of Kami-Shima does in the Wushanko Islands
 * This suggests that the Dark Elves could be able to create plenty of other types of sea and land monsters in the Western Lands and the areas they rule, like possibly the Manticore (although they have only been described to have been twisted and corrupted fell beasts, implying they had existed before the Dark Elves got their hands into them), just like Kami-Shima is able to spring shi-guardian lions into being just like that
 * The Leviathan can only be killed with an Envoy weapon, suggesting Envoy equipment is very effective against beings created straight from Anima Mundi like the sea monsters of Wushanko Islands and shi-guardian lions, or against sea monsters in general
 * The dark elves have apparently learned to create sea monsters such as a Leviathan fairly recently (possibly due to Guthix's death and the discovery of Divination), as their acquiral of this power is a main reason why Kind Dlyphwyn is afraid of the invasion, which means that either only the recently created monsters could be the result of the discovery of the ability to create life from Anima Mundi, or that Kind Dlyphwyn just now has discovered that Dark Elves can do this and presumes this is a newly acquired power
 * The Kraken Kings, however, appear to be normally appearing creatures, or at least it seems they are intended to be that way

• The Elves in the Western Sea Islands
 * Consists of explorers who discovered the island, settled it and united the Noctrazians and Nymphs living there under their kingdom like they did in Kandarin, as well as refugees of the Elven Civil War as the current lore of Cardiff dictates
 * Some Amlodd clan members might've been responsible for founding the Summoning Guild, while the renegade Iorwerths might have ties with Radiver Jonesta and the Slayer Guild, Ithell clan might've been responsible of creating the Crystalline beings and Crystalline guardians
 * Their relationship with the Nekos, the Island Nymphs and the Amazons, as well as their gods, could tie in with the Western Lands' storyline
 * The relationship between the continental and the transoceanic elves could be explored
 * It could be that the descendants of the elven clans have intermingled to the point that to what clan they are supposed to belong is no longer important, and consider themselves a seperate entity from the Prifddinaan elf clans, which could mean that they no longer wish to be governed by the Council of the Elders

• Elves in the Western Realms
 * Ercandia has an elven district and was partially founded by an elf

• Crystal dragons and strykewyrms
 * Were created by the Dragonkin during the First Age as a test to see whether Seren's crystals would have any effect on their curse
 * The Dragonkin built experimentation sites in and around Tirannwn, before were eventually abandoned, possibly due to them not gaining any significant yields and moving on to other areas and other experiments and leaving the research sites behind, or because the abuse of the Stone of Jas by the Kethsians caused the Dragonkin inhabiting the locations to go to Kethsi and dying due to it, one way or another
 * Ideally, the dragonkin who created the Crystal dragons should not be tied with the rest of the current antics of the Dragonkin: preferably, the Dragonkin who created the Crystal dragons should either be dead (like Forcae), or should remain seperate from the rest of the Dragonkin and should not be involved in their main storyline (like Kharshai)
 * The presence of so many dragon variants in the Slayerdungeon of Prifddinas should be explained somehow
 * The crystal creatures were tied with Seren's psyche, and when she shattered, their minds were shattered as well, and went insane due to sharing their psyche with thousands of pieces of the elven goddess, making them aggressive towards everyone and everything: were Seren's mind to be repaired, they would become calmer and regain some of their sanity
 * The calming effect of the jewellery of Seren could possibly be due to them containing a piece of Seren's power, enabling the crystal creatures to regain their senses and calm down when they're in a presence of a being who wears them, kind of like what the Ilujanka can do with the dragons
 * The dark elves eventually got their hands to the dragonkins' research and are trying to replicate the crystallization of the dragons and strykewyrms, with elves and humans, using their corrupted Seren crystal shard who they worship as the source
 * The site where the crystal dragons were first created by infusing dragon eggs with elven crystal and dragonkin magic is now at the control of the Dark Elves, who are trying to replicate the experiments with other creatures
 * Tied to the level 115 Prifddinas resource dungeon, which shares similar graphics with other areas with Dragonkin influence
 * The crystal dragons' presence in The Forgotten Cavern and in Radiver's Dungeon should be explained somehow, which might require their storyline to be tied with the locations
 * Defeating the Crystal dragon is required to wield the Outcast Sword, implying a link or some form of significance between the Outcast and either Crystal dragons, Seren, Dragonkin or a combination of the three
 * Trivia hints to a new quest, connecting the Isafdar with the Morytania quest series (crystal & barrows dragon; both made of t70 material, Seren & Sliske?)

• Slayerdungeon of Prifddinas
 * The presence of multiple dragon types, like green, black, red, clay, granite, rune essence, bone, mithril, adamant, rune, dragonite, crystal and barrows dragons need to be explained
 * The bright light creatures
 * The significance of the lesser, greater and black demons, hellhounds, liches (Sub-Boss, prev. horror lords), Fire onyx, Rho'mox the Toxic (Infernal demon, previously elder demon) and portal to the Demon World which apparently was featured in Burn in Hell! in Hall of the Demons should be explored
 * The role of the arcane demons (and the fact they are unlocked by completing The Princess and the Warrior), Sword of Negatus and the quest 'Burn in Hell!', which features the fire onyx, are also important to figure out
 * Dark elves, Elven shaman, Elven zombies, Elven skeletons, Shadow warriors (already exist in the game), previously portal to the Dark City available after My Dark Brother
 * Perhaps the Dark Elves tinker around with necromancy, have shamans, and inhabit the Shadow Realm's version of Prifddinas, allowing them to access the dungeon?
 * Ancient Skeleton Mages and Bone Dragons

• Elven guardians (The Elves are Coming)
 * Quest: The Elves are Coming

• War of the World Gate
 * Retcon and edit the conflict somehow, as it does not fit into the modern RuneScape's timeline

• The War Over Land
 * Tyras beasts, Crystal sword and the elf king (Baxtorian?)

• Crown of Seren (The impressive crown of a goddess.) and Amulet of Seren (A little piece of Seren's void, but a huge power for a human.)
 * Makes all followers and creatures of Seren unaggressive towards you
 * Crystal dragons, Bright light creatures, Elven shamans, Elf warriors, Dire wolfs, Grizzly bears
 * It is possible that the Jewellery of Seren are somehow different from the other crystal shards, as they have such a powerful effect towards Serenist creatures
 * The effect of the jewellery should lorewise be limited to creatures with a special connection with Seren, as explaining the effect as being part of Seren's curse given to her by Mah would mean that logically the calming effect would then affect almost all creatures and NPCs, which would be gamebreaking and go against the original intentions of the jewellery

• Mounting
 * There are apparently elves in Kiphlar, as well as a small shrine to Seren
 * Isafdar is apparently suitable for racing in Mounting

• Eastern Realms
 * Farmer's World D&D in Tokaji requires Llharim Plant seeds from Isafdar

• Sleeping Beauty
 * Queen dire wolf, Queen of all the Dire Wolves: might have some significance, even though wolves do not have queens, but pack leaders
 * Equella Leafs grow in the mountains east of Lletya, though beings known as Equella guardians guard the plants for some reason
 * The anti-sleeping potion's origins are kind of odd: two of the ingredients, Queen dire wolf tooths and Equella leaves, are native to the Elven Lands, while the remaining three ingredients make less sense if you think how the recipe of the potion was made: regarding basil, it makes little sense for Gwir to be aware of the existence of the Eastern Realms; Bull manticore stings, and bull manticores themselves come from somewhere in the West, and there is no indication where oranges come from, but it is safe to assume oranges are not common among elven herblarists

• Moonwood
 * Remove completely: elves in RuneScape are not split into various subspecies, and they are copied from the Forgotten Realms or Dungeons and Dragons to begin with
 * The Elven Moon Clan?
 * The Mountain City General Store is run by a former Moon Clan Elf named Gyldswyrr Llyson. (INTERESTING...)
 * The idea of a medium-sized island off the coast of Isafdar

• The Outcast
 * Cariad is the daughter of Arianwyn Cadarn and a Guthixian High Priestess, and apparently the only Guthixian elf

• Acromedia
 * Can only be accessed from the top of the Tower of Light (Tower of Voices?) in Prifddinas
 * The quest Lost City of the Elves is no longer relevant, as the Plague quest series has been completed

• Nurigza
 * Remove, only 8 clans; are not tied to any other piece of content

• Seren God Wars Dungeon

• Dark Elves (Dark Lord's Ascent)
 * A fleet of dark elf pirates (corsairs; Corsairs of the West)
 * Bear resemblance to the Dark Elves of Warhammer, which include manticores, assassins that look much like the corsair captains and sorceresses.
 * Described as a dark and ancient force arising in the west
 * Betrayed, outnumbered and helpless the elves call on the one human they can trust to thwart the latest plot against them* you
 * Lord Iorwerth summoned a fleet of dark elves from the far west, which indicates that the dark elves come from the lands far west of Tirannwn, meaning that the Dark Elves should have some sort of role to play within the Western Lands and Western Sea Islands. Perhaps they have a base somewhere there, or are sea nomads?
 * According to Arianwyn:
 * Dark elves are murderers and betrayers who worship the Dark Lord. We know that the Dark Lord was formerly part of Seren's psyche, the part of her mind fascinated with death, and the death of her elven followers in particular, which could explain the dark elves' murderous tendencies: it is possible that the Dark Lord drove the Dark Elves mad with his whispers in an attempt to see more interesting deaths. However, since the Dark Lord was sealed beneath the Temple of Light by the Hefin clan, and was canonically only able to affect those who delved in the Underground Pass, which the elves are afraid of, it wouldn't make much sense for him to have corrupted the dark elves; not to mention the fact that the Dark lord is possibly dead, meaning that the influence of the Dark Lord would no longer affefct the Dark Elves, nor would it make sense for them to worship a possibly dead fraction of Seren. Likewise, since the Dark Lord was dealt with in Plague's End, the implications that Iorwerth summoned the Dark Elves in order to help him bring back the Dark Lord would no longer make sense timeline-wise.
 * The dark elves have almost been eradicated in the far west, and the traitors here must be their last hope. Due to the ambiquoty on what Arianwyn meant by "traitors", this has several indications. It could either mean that the Dark Elves here are the only hope for them to avoid complete eradication, or more likely that the Iorwerth Clan's efforts to summon the Dark Lord is the only hope the Dark Elves have to avoid complete eradication. Nevertheless, this indicates that the dark elves are few in numbers, and if it weren't for the Iorwerths' help, they wouldn't dare to pull an operation like this.
 * Arianwyn considers the Dark Elves a threat so dire to the elves that they have to be stopped before they get a major foothold in Gielinor, implying that while they might be a fragment of what they were, they are still very powerful
 * The Dark Elf refers to Lord Iorwerth as their liege, which implies that the Dark Elves see the Iorwerth as an independent sovereign and their superior, and that they're obliged to be faithful and loyal to Lord Iorwerth, as a vassal to his lord. It could also imply that the Dark Elves have a feudalist-ish society.
 * At the time when Iorwerth and the unnamed dark elf were talking, the main party of the dark elves was soon arriving on the northern coast, meaning that the dark elf in Tirannwn must've been aware of what was going on there.
 * The dark elves are able to use compass, know the cardinal directions, use maps and form plans, which are kind of prerequisites for a naval culture
 * The dark elves are apparently still fighting on in the west, meaning that the fleet appeared to be much smaller than what the rebel elves might have suspected. This implies that something is drawing the dark elves' attention which prevents them from sending their full force to help Iorwerth.
 * An encampment was established in the north, implying that the Dark Elves are used to quickly forming and discarding encampments if needed, possibly due to their raider culture.
 * The strength of the forces they were able to muster are referred as black corsairs, sorceresses and manticores
 * Black corsair captain leading a fleet of dark elf pirates
 * A bewitching high sorceress
 * A huge bull manticore
 * The dark elves have access to manticores: nasty, fell beasts from the west, corrupted by dark sorcery and twisted by the Dark Lord himself; if one has to be faced in direct combat, the fighter's slayer skills will be tested to the limit. The manticores have a toxic bite and sting: while the bite can be dealt with using regular antipoison, the sting is beyond even the rebel elves' skill at the time, and only one elf in Tirannwn knows how to cure a manticore sting
 * The dark elves were able to imprison Feudwy and took him captive in their camp in order for there to be no-one who could cure a manticore sting
 * The dark elves set their camp in the coastline, south of the Phoenix Lair, and west of the Piscatoris Hunter area and Eagles' Peak, near a mountainside. The camp, for some reason, has a small dock area, even those are hard to make, as well as a barricade that blocks entry to the whole area, and a cauldron beyound the dock.
 * Use human slaves to do menial work for them, such as to unload a ship, but still have dark elves oversee the slaves. The slaves are implied to be the Black corsair captain's personal slaves (his slaves), which is why he oversees the slaves: he has not been appointed to watch over someone else's slaves. They also do not disobey when the captain orders them to protect him, and form a meatshields against the player, a fellow human: despite them being physically weak and barely do any damage to the player, they form a wall that the player cannot pass unless they're killed, and the black corsair captain uses them en masse as a safespot against the player, while they do not show any signs of mutiny towards this treatment. This also tells that the dark elves seem to not have any kind of empathy or remorse towards slaves, and see them as animals or possession. Then again, once he is defeated and seems to die, any slaves alive run away into the ship, implying they only serve through fear, not loyalty.
 * The black corsair captain uses a combination of dual crystal daggers and a concealed wristbow, implying that the dark elves still have access to crystal equipment, crystal seeds and crystal singing.
 * The wristbow is a rapid and accurate ranged weapon, capable of stunning for few seconds and knocking the target backwards. As a last resort, the wristbow shots can also be explosive and can nock a human several meters away, outside of the camp.
 * The dark elves seem to be able to summon the power of the Dark Lord in order to hit through prayers.
 * The high sorceress is able to use two types of magic attacks: a freezing lighting attack which becomes more powerful thanks to the cauldron (drains prayer and increases the drain rate of prayers) and a dark version of wind surge
 * Knocking the cauldron over which the sorceress was preparing before the fight will scold you and give magical burns, dealing high damage and draining combat stats, but reduces the high sorceress's power and prevents the prayer draining effect, draining melee defence and summoning another titan after the first dies
 * The high sorceress can however magically right the cauldron and fill it again; if the cauldron was not knocked over her power will double
 * The high sorceresses are able to summon melee-fighting crystal titans that can hit through prayer and drain melee defence drain summoning points if killed
 * The sorceress is able to unleash elemental attacks and a final dark surge spell as a final resort without any runes* drawing on the cauldron's residual power
 * The sorceress's death sends out a shockwave of magical energy powerful enough to crumble away some rock on the nearby mountain
 * When the wind surge finally reaches the sorceress, the spell-lock is broken and a wave of magical energy will kill her, knock the player over and crumble a hole in the nearby mountainside to open a pathway to a cave previously concealed cave the Dark elves had accessed before
 * Bull manticore and the Beast Taskmaster are for some reason within the cave, possibly guarding Feudwy
 * A bull manticore is strong enough to burst through a cave wall
 * The bull manticores are ridden by the Dark Elves, or at least by a Beast Taskmaster
 * The bull manticore is capable of swiping with its claw (capable of throwing a normal human up to five meters away), stomping its feet to the ground (stunning at close range), spitting poison, and striking with its tail, inflicting the target with the highly potent manticore potion. It seems that bull manticore has only six manticore poison shots, or three shots per 50% health, implying that the poison is hard and time-consuming to produce.
 * The bull manticore is a stubborn creature, and only decapitation is able to kill it outright
 * Compared to the other two dark elves fought, the Beast Taskmaster, without a bull manticore, is fairly easy to defeat, which is evident due to him having very weak attacks (pelting player with rocks from time to time; albeit weak, the attack is accurate and fast) and low defence
 * The Beast Taskmaster (and presumably other dark elves) wears armour made of cloth, chainmail and platemail, making the armour weak to magical attacks
 * The taskmaster is also able to throw magical tablets with random effects: either they drain 50-250 prayer points, creates a magical field that freezes its target for a few seconds, preventing movement or attackign; or heals the target but makes the target vulnerable to the manticore's poison sting
 * The Beast Taskmaster is not too powerful in combat defensively, and it takes six successful attacks against him to defeat him
 * The Beast Taskmaster teleports away before you can defeat him, suggesting that he is a good mage, and that unlike the other two he does not fight to the death: it also suggests that the Dark elves have access to teleports of their own, presumably ones that can take them to areas controlled by the dark elves, or far away from any areas controlled by hostile forces or people who could learn about the existence of the dark elves
 * The cavern where the player fought the bull manticore has a carved doorway in the far south, leading to a maze with a few dart traps and falling rocks that can be avoided easily; the rocks need to mined through, though, as they block your path. Feudwy was imprisoned and located at the end of the other side of the maze. Whether the structure was built by the dark elves or was present there beforehand is unknown.
 * The player remarks that the mission to stop the dark elves, even though they were underpowered, was tough even though they were beated in the end, which fits to the dark elves being powerful combatants.
 * After the quest, there are still some manticores left which the dark elves brought with them, but without a taskmaster they won't be much of a threat and are good monsters to fight for slayers
 * Arianwyn thinks that the dark elves won't take Gielinor so lightly next time, which could mean that the next dark elf quest will see more dark elves landing on Gielinor.

• Feudwy the Hermit (Dark Lord's Ascent)
 * Feudwy the Hermit is the only one elf remaining in the east (Tirannwn) who who could know how to cure the manticore sting, implying that other people who were able to do so have moved to the West or have died. He needs to be seeked out in order for knowledge to be used to defeat the manticores the dark elves have.
 * The dark elves left the odd statuette of the Dark Lord to Feudwy's table for some reason and did not search the table in order to take a herblore ledger/notes (which implies their task was simply to take Feudwy captive) or vandalize the cave (as there is nothing in the cave asides a bedroll and a table), and presumably walled up the entrance of the cave where Feudwy lived. One needs the potion he lists in the ledger in order to fight the manticores: 'Mix irit with ground sulphur and unicorn horn in water to make manticore anti-venom'.
 * Feudwy is, according to Arianwyn, the most powerful elf in Gielinor, despite being a grump old hermit holed away in his little cave up in Arandar. Arianwyn wonders "what the dark elves could accomplish with [him] on their side". Arianwyn's note "last we heard" implies that he does not make contact with the other elves very often, which means the elves are not very aware of what he is up to. It could also mean that he might not always stay on his cave. However, Arianwyn also knows where he lives and how to go there, as he mentions at the end of the quest that he will go and see Feudwy later, as he found Feudwy's behaviour odd, which he speculates to be due to stress. This also indicates that he knows Feudwy well enough that the behaviour he expresses during the quest is not how Feudwy normally is. His behaviour during the quest indicates he is an elf of a few words, and does not like to talk much, which would be fitting to his isolationistic lifestyle, but since that behaviour is supposed to be odd, it might be there is something more to this.
 * His knowledge in Herblore could indicate he is most likely part of the Meilyr clan, as they are the herbalists out of the eight elven clans. His ascetic lifestyle and the fact he is meditating when imprisoned could also indicate a connection with the Hefin clan in the past, which partially makes sense, given that Meilyr and Hefin district are near each other. His ability to teleport himself and the player to Lletya indicated he is no stranger to mage either, which is odd, given that he could've teleported out any given moment. This also indicates a connection with him and the Cadarn clan, who are the magic-users of the elven clans.
 * What is odd is that the Dark Elves apparently put no effort in preventing Feudwy from escaping: he isn't tied up but simply sitting in a corner, meditating, and when talked to, after player announces that they have come to rescue him he casually states his assumption that you'd want to go to Lletya, and teleports himself and the player to Lletya immediately. Then again, he is locked up behing a maze with fallen rocks and dart traps, but had to be brought there in the first place. This all makes me wonder whether Feudwy was kidnapped in the first place, and was actually co-operating with the dark elves. Either that, or Feudwy is simply a very co-operative captive, or the elven teleport spells required another person to be used, or that the writer did not think all of the storyline through.
 * Worth noting is that Feudwy's response to player talking to him implies he has not heard of the player character before. While it does not seem too relevant information, it is worth keeping in mind in case any future story involve Feudwy.

• Other notes
 * As one of the rewards from Dark Lord's Ascent, Arianwyn rewards the player with the Crystal of Power, which gives player experience in one of their combat skills. It might be better to make the experience reward item an xp lamp, as there is no indication that crystals have xp-related properties, and the elves are shown to have access to xp lamps, as they are rewarded after Plague's End.