To be fair, I did decide to look at the mini-games that are available in the wilderness. These minigames all seem to be "wild-centred", meaning that they're not logically put away elsewhere.
The location of the Mage Arena in the far north is frightening because you could be attacked traveling. In addition, it doesn't permit you to utilize the full range of equipment in the event the event of an attack. All the actions take place in the wild. To remove it is not logical since it's an attempt to show that wilderness safeguards work. Stealing Creation is a place to the worship and resurrection of the spiritres who recur haunt godwars battlefields.
The activities 2 and 3 remain, but I also know that Clan Wars doesn't necessarily need to be a wilderness-based game. The possibility of fighting one another for training purposes could be easily transferred to Al Kharid's famed duel arena. The mages could create an interdimensional rift employing the same method to create POHs (yes, there's a backstory:D) and it's everything nice and classy.
Maybe the idea of stealing creation can be moved, given that the revenants have gone into a strange cave. I believe the central location of the mystic's camp is best.
Why is Fist of Guthix required to leave? It's located in low-level wilderness therefore you don't need to carry anything. You have the option of teleporting to other members. While you may get hurt, it is not impossible to lose your stuff. I wouldn't mind, personally.
I'm curious to find out whether Sir Amik is really a knight. The White Knights (By Guthix they are better known as the Kinshra) is a political and military organization. But in feudal society (yes, RuneScape does not pay any attention whatsoever to the way countries were run or the size land... areas are too small...) A knight is at the bottom and the king is at the top and only gets defeated by an Emperor.
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