Kandarin layout
Ahhh kandarin, one of the largest, content rich areas of Runescape.
It is also a massive relic of Runescape 2003 design. Much of the layout hasn't been touched since RSC and to be fair I'm fine leaving most of it alone, hell in runescape 3 it looks basically the same aside from the addition of the player owned farm.
But there are some areas that are so wonky or unrepresentative of lore significance that I'd really like to see them touched up or redone completely. Today I've whipped up my own sketches for what they could look like with a bit of quick photoshopping.
Port Khazard, the diplomatic haven of the Mahjarrat General Khazard. It's sort of hard to tell what the town even is here. It's sort of just the fight arena hanging out in the middle of nowhere with the port stuck next to it. It's also incredibly close to the last gnome settlement of central Kandarin, which they are constantly embattled with. Luckily for everyone involved khazard's troops choose to fight them at the designated BATTLEFIELD north of the village as opposed to say, throwing bombs directly over the hedge maze next to their tavern. The gnome maze even has an exit directly next to this tavern, perhaps they keep this for strategic access to booze.
Aside from the positioning the Khazard town has no sense of thoroughfare, there's no paving or "town center" that isn't a gated off Colosseum. Heck the Port, theoretically where most activity and services would be centered, doesn't really have direct access to the town, it's sort of inconvenient to walk around the whole fight arena to access the town's only two general stores.
My suggestion here is to turn the whole town into more of a "Port Town" It's still a pretty cluttered design but I think it has a natural sense of being more navigable than just a bit rectangle with buildings placed around it. Most of the buildings are moved to center around a main road with direct access to the port (which I also repaved) and i've rotated the fight arena so the prison cells are a bit more out of the way. I also added a little town square in the north, where I imagine a big statue of Khazard stands. (this is also where the tavern would now be but i forgot to put the beer icon)
The town also puts a bit more respectful distance between it and the gnome village, however a well fortified barracks still remains for tactically observing their defensive neighbors. The main entrance to the port has also added a bit of battle scars.
You may also notice the awkwardly placed NMZ is missing, I'll get to that next!
The Temple of Ikov, Sorceror's Tower, Ranging Guild, Legend's Guild forest. There was plenty of land up for grabs here so it seems like everyone just set up shop wherever they could. For anyone who's done the temple of ikov quest you also know one of the most powerful artifacts in all of runescape and the last sect of Armadyl Knights is just below that dungeon marker.
This is sort of the opposite treatment this time, I wanted this area to seem LESS lived in, so that such a big amazing secret made more sense to keep here. Instead of a random rectangle, the temple of Ikov is now in the ruins of a large tower, with several rows of ruins emanating out from it. The sorcerer has moved into an opposite tower near the temple, perhaps another ruined tower emanating with energy. Our sorcerer friend has also taken up another responsibility, now housing the nightmare zone within their tower somehow.... idk it just fit I guess. I don't really like NMZ honestly I sorta wish it'd just get removed so i was willing to stick it anywhere.
Also the Ranging Guild is now in deep wilderness or whatever who cares.













