Witchaven

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Witchaven
Released4 September 2006 (Update)
Also calledWitch
MembersYes
LocationKandarin
League regionKandarin Kandarin✓
InhabitantsSea slugs, Humans
TeleportsNone
MusicThe Mollusc Menace
Map
Advanced data
Typesettlement
Location on World Map
Legends' Guild
↑
East Ardougne ← Witchaven → Karamja
↓
Port Khazard

Witchaven is a small village east of Ardougne. The town features heavily in the Temple Knight quest series.

Transportation

Several teleports bring players into or close to Witchaven, listed here with their arrival destination. From closest to farthest:

Players with 72 Thieving can steal from the Ardougne Castle chest, triggering "a second magical trap" on the chest that teleports them to the Witchaven Dungeon entrance west of the village.

History

The following lore is sourced from Sea Slug, The Slug Menace, dialogue with Brother Maledict, and dialogue with Mayor Hobb.

Witchaven is relatively new village, being no more than 150 years old. Prior to its construction, the Saradomin shrine known as the Pillars of Zanash stood near its entrance, but the pillars fell into disrepair once the village was founded. Due to its seaside location, Witchaven was once a bustling hive of industry, but the creation of the Fishing Platform threw the village into deep poverty by stealing away local business.

In year 169, the town's fishermen began to catch a number of sea slugs amongst their flatfish hauls. Soon, they began to throw out all the fish entirely, only bringing the slugs back into the village. The player eventually determines that these slugs possessed the villagers. When the mayor of the town, a noted atheist, begins to fervently worship the aforementioned Pillars of Zanash, players uncover the truth: imprisoned deep underneath the pillars is Mahey'ish Medron, a massive mollusk who wants to take over the realm, and the slugs are possessing villagers to set her free.

Locations

Buildings

Building Description
Caroline and Kent's house Home of Caroline, Kent, and Kennith.
Hammock house An abandoned house with a hammock, surrounded by broken fishing gear.
Lovecraft's Tackle A fishing shop owned by Ezekiel.
Mayor Hobb' house The opulent home of the village mayor.
Spinning wheel house A house with a villager inside, as well as a functional spinning wheel.
Utility home A building with a number of utilities, such as a combat dummy, clay oven, and washbasin. Most are broken.
Witchaven church The village church, dedicated to Saradomin.

Training areas

Not much can be done in the town, but there are still three training locations of note:

Docking station

The docks at Witchaven can be used at level 34 Sailing. Map

Importantly, this docking point does not have a shipwright, notice board, salvaging station, ledger table, or a crew registrar; however, the nearby Ardougne docking point, which is unlocked at level 28 Sailing, does have a notice board, salvaging station, and ledger table. Map

Spawns

The only item spawns are on the Fishing Platform:

Inhabitants

Personalities

Monsters

Quests

Music

Trivia

  • The village is a reference to the fictitious titular town in the horror novella The Shadow over Innsmouth. Innsmouth was also a once-prosperous fishing town that had been abandoned and fallen into disrepair, with the only remaining residents being hybrid human-fish creatures.
  • The fishing shop owner of Witchaven is named Ezekial Lovecraft, sharing his surname with the author of The Shadow over Innsmouth, H. P. Lovecraft.

References

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceWitchaven
Content licenseCC BY-NC-SA 3.0
License statusdeclared
PictureWitchaven · file details

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