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Draynor Manor and Village


Draynor Village, a spooky place Draynor Village is a charming little town, if rather odd. The citizens are... eccentric. This is no surprise, however, as the town has long been dominated by the dark and menacing shape of Draynor Manor. Draynor Manor, unlike Draynor Village, has little to cheer a traveller, and less to recommend it as a nice place to sleep. Unwary campers in Draynor Manor's grounds might just wake to find a pair of neat holes in their neck where their skin was once unblemished.

The manor's haunted rooms are filled with ghosts and creaking floorboards. Chairs come to life and follow adventurers about the house; trees and vines lash out at people as they walk past; there are hidden passages behind bookshelves; a possibly mad scientist conducts his experiments on the top floor.


Location


Location of Draynor Village Draynor lies between the capitals of Asgarnia and Misthalin; Falador is north-west of the village and Varrock to the north-east. Because of this, traffic through the town can be quite busy.

Immediately west of Draynor Village is Port Sarim, home of pirates and sailors, while east lies the peaceful town of Lumbridge.

Travelling north from Draynor Manor are the Barbarian Village and Edgeville, a popular gathering point for forays into the Wilderness.

If you are in search of some of the most famous mages in RuneScape, walking a short way south from Draynor Village will lead you to the long bridge across the sea to the Wizards' Tower.


Points of Interest


Draynor's points of interest The Draynor region, like its population, has a weird variety to offer. In less unusual terms, though, there are a number of farms nearby, some nice woods for chopping down trees, and a few Farming patches for members scattered about, including one in the shadows behind Draynor Manor solely for the purposes of growing nightshade.

Diango, the legendary toyseller himself, offers what may be the most desirable merchandise in the whole of RuneScape: horses and dragon plates. The wise adventurer knows to look to Diango for visions of what the gods intend for their world (or, perhaps, to understand the gods' sense of humour). Joining him in the market is a Town Crier, who is more than happy to explain the Rules of Conduct and the role of Player Moderators.

There is also the wine merchant Fortunato whose nose for a good drop is almost beyond compare. Ned, an old sailor who has retired to the village, makes rope and other similar items in his house on the east side of the town. Aggie the Witch, who lives north of the market, has retired from the usual tricks of the witching trade, like turning people into toads, and now mostly makes dyes in a variety of colours.

To the east of the town, quite heavily guarded, is a jail looked over by a watch tower. Lady Keli, the jail's owner, specialises in less than legal imprisonments, so her cells are occasionally occupied by the nobility, whose families she intends to ransom them back to.





 
 
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