The screen will then fade to black, and a long cut-scene will start. You, together with Veldaban, will probably be around a commorb, taking notes about the assembly. The major idea of this alliance they're forming is to ensure Hreidmar will have H.A.M, the gnomes of Arposandra (which are described as"great skilled warriors trained in the arts of early battle"), the forces of Lucien, and also the Temple Knights to make Keldagrim his own.
Sigmund and the Lords of Arposandras will concur, as long as the"chaos dwarves" (which will arouse still another flashback from you of a specific ogre shaman drugging you) can help them destroy the goblin race and overthrow the Grand Tree respectively. The Temple Knights will join the alliance as long as"Hreidmar will be there when they need him." The scout from Lucien is going to be unsure, and will give his sentence at a subsequent date.
You see the person in the Temple Knights slide a teleorb into among the Lords of Arposandra's robes, and he then walks from the door. Veldaban will then give you a teleorb, and orders you to prepare for anything that might occur to you while at Arposandra. Once you do that, break the teleorb, and you'll end up in a little room.
Why am I here? Ah-haha, so that Temple Knight was a spy. Should we keep him ? Are you mad? Glouphrie does not want a human here, he might learn a great deal. What should people do with him? We have to kill him. We could study that strange armor he is wearing. (Note: Assuming you're smart enough to attract armor). GUARDS!
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