Kandarin
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| Kandarin | ||||
|---|---|---|---|---|
| Released | 27 February 2002 (Update) | |||
| Members | Yes, except Castle Wars | |||
| Capital | Ardougne | |||
| League region | ||||
| Inhabitants | Dwarves, Elves, Gnomes, Goblins, Humans | |||
| Map | ||||
| Advanced data | ||||
| Type | region | |||
| Location on World Map | ||||
| Fremennik Province | ||||
| ↑ | ||||
| Tirannwn | ← | Kandarin | → | Asgarnia |
| ↓ | ||||
| Feldip Hills | ||||
Kandarin is a region in the realm of Gielinor ruled by King Lathas of East Ardougne. Unlike most other human nations, 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.
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 brutalised 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 east.[6] The elven clan of Cadarn, headed by Lord Baxtorian Cadarn, led 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 his kingdom in Kandarin. As the soon-to-be kingdom was gaining traction, news of the success caught on back west in Tirannwn, inspiring more settlers to head on over east 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 the tree's death.[23] Their small statures would also hinder their ability to hold hegemony of Kandarin compared to the rise of 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 civilisation and, to some dismayed gnomes like Glough, demeaned their existence by forcing them to have to live defensively against them. 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 reorganise 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 the absence of any wars that it could have been utilised 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 population 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 to rid the continent of the sacrilegious practice of crafting and using runestones— artefacts left by the gods and, thus, ought to be untampered with by mere mortals.[33] As Kandarin is absent 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 which they had been conducting for years, but the Ardougne people were incapable of dealing with them directly, due to their inferior magical abilities. Nevertheless, they sought to get rid of their presence entirely, so the Ardougnians enlisted a group of Saradominists to help confront them.[34] Ironically, the Saradominist 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
- Ardougne (East/West)
- 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
- Keep Le Faye
- Legends' Guild
- McGrubor's Wood
- Observatory
- Otto's Grotto
- Ourania Altar
- Ranging Guild
- Sorcerer's Tower
- Tower of Life
- Wizards' Guild
- Yanille Chain
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
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 three areas in the Members mainland accessible to free-to-play (the other being Corsair Cove).