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The Adventurer / The World Guardian
The Player Character. Most commonly referred to as "adventurer" in the Fifth Age, they come to be known as the "World Guardian" upon the beginning of the Sixth Age.
- Alliance Meter: It doesn't affect much beyond plot flavor, but as of the Sixth Age, the adventurer is occasionally given the option to pick between supporting one of the dominant religious factions and their philosophies.
- Armor-Piercing Question: After Kara-Meir announces her intention to acquire the Stone of Jas so she can destroy all the gods, you can respond by asking whether or not that'd make her no different from the gods. She'll feel troubled, and offer no response.
- Arranged Marriage: Your political engagement with the prince or princess of Miscellania; the royal is standoffish because their father has arranged suitors for them before, but showing them constant affection and dedication to their interests wins them over. Unfortunately by the time you actually get to marry them, the Cartwright Curse kicks in.
- Anti-Magic: Thanks to Guthix, the adventurer can No-Sell a lot of godly powers, and it is implied that he made the adventurer unable to ascend into godhood themselves. The adventurer also uses their immunity to help ease the pain of a Dragonkin temporarily. Nevertheless, they aren't completely immune. The gods are unable to teleport or do many other things to the player without his/her permission, but they can still take away items and the adventurer can still be hit by the indirect effects of divine magic.
- Badass Cape: Capes of Accomplishment, which prove that you have attained the highest level possible for a particular skill. Special mention goes to the following:
- By completing a set of requirements, which range from achieving skill mastery, to quest/mini-quest completion, to unlocking Lunar Spells, players can acquire the Completionist Cape, the best cape in the game. The trimmed Completionist Cape, on the other hand, requires the completion of (mostly) even steeper requirements, although it doesn't offer any additional stat bonuses; it's just there to look impressive.
- Not as great as the Completionist Cape, but there's also the Master Quest Cape, which can be acquired by fulfilling, on top of the completion of all quests, lore-related requirements.
- Blessed with Suck: The World Guardian receives a blessing from Guthix, but as with all of Guthix's gifts, it is balanced out by a curse. In the World Guardian's case, they have been given Anti-Magic against divine spells, making it very difficult for the gods to affect the adventurer without their permission. But this curse also makes it nearly impossible for the adventurer to absorb divine magic and ascend into godhood themselves.
- The adventurer's resistance to the power of gods can also be a disadvantage as is it means gods cannot use magic on them even just to help them if the adventurer isn't able to give their permission. During the quest "Children of Mah" when the adventurer falls down a lavafall, Seren is not able to save them by simply teleporting them to safety.
- But for Me, It Was Tuesday: In a humorous conversation with an NPC pirate, he will angrily ask your character if they were the one responsible for killing his brother. Your character will answer that they don't know, because they kill so many things on a daily basis that they've lost count of them all. They then ask if the pirate's brother had any particular traits, and the thoroughly intimidated pirate says not to worry about it because he didn't like his brother anyway.
- Calling the Old Man Out: During Sliske's Endgame, the adventurer, Saradomin and Zamorak can meet up in the maze. The latter two start to bicker and make threats, and you can side with one or the other, remain neutral, or Take a Third Option and yell their brains out at Zamorak and Saradomin for acting like children rather than Gods, and that Sliske wants them to fight and kill each other, merely for a petty laugh at that. The adventurer can leave it there, or continue on by listing the things they've had to endure because of Sliske and how the two have suffered far less than the player has.
- Cartwright Curse: It seems to be the case that the Adventurer is extremely unlucky in love. During the Fremennik quest series they become engaged with either Prince Brand or Princess Astrid of Miscellania, and though this is in-universe a political move many players grew quite fond of them. Both of them are slaughtered by the Dagannoth Kings in the finale. Another character often considered a love interest is Zanik of the Goblin series, who is confirmed to at least have a crush. In the finale of her storyline, she either voluntarily goes to her own death or else is killed by the Adventurer themselves, sacrificing herself to make peace between the Bandosians and the rest of Gielinor.
- Cassandra Truth: The Adventurer, while in Evil Dave's body, unsuccessfully attempts to convince Doris that they and Evil Dave have switched bodies, and instead gets grounded and forced to do chores around the house.
- The Chosen One: They are one of those rare individuals who are important enough to Fate for Death to bring them Back from the Dead whenever they die. Additionally, Guthix chooses The Adventurer to protect Gielinor from the abuses of the other gods and they are somehow important to Zaros's own plans. The quest "Nomad's Elegy" implies that the gods have been pulling strings, manipulating Fate, and the adventurer is at the heart of their game. Word of God describes the adventurer as a sort of catalyst upon which the events of the world converge. You are also mentioned by name by a sailor who had contact with an as yet unmet god named Xau-Tak.... Several thousand years before you were born!
- Deadpan Snarker: They definitely have moments of this.
- You have the option to nonchalantly inform Relomia about Sliske's death.
- Does Not Like Spam: If the examine text for cabbages is any indication..."Yuck, I don't like cabbage."
- The Dog Bites Back: After everything Sliske puts them through, they finally get back at him during the climax of "Sliske's Endgame".
- Elemental Shapeshifter: The adventurer gains the ability to transform into an elemental for a short period of time to boost their magical attacks at level 66 magic.
- Extreme Doormat: The adventurer tends to do everything that people tell them to do in quests. The adventurer actually gets called out on this by Zenevivia in the quest "Love Story". During the quest "Crocodile Tears" the adventurer does everything the possessed Crondis tells them to do until they finally get fed up with her and give her a "The Reason You Suck" Speech, which ends up freeing her from being possessed. Stupidity Is the Only Option in a lot of other quests. See Nice Job Breaking It, Hero! for more examples.
- "Freaky Friday" Flip: The Adventurer swaps bodies with Evil Dave after they mess up an incantation for a ritual.
- Gadgeteer Genius: The invention skill gives the adventurer the ability to make all kinds of useful gadgets and enhancements for weapons and armour.
- Gemstone Assault: After the quest "The Light Within", the adventurer the ability to use several crystal based spells.
- Idiot Hero: Often acts like this in quests and other activities.
- Improbable Weapon User: While for the most part, the adventurer tends to use fairly normal weapons, this does crop up occasionally. During one quest, the adventurer has to kill a monster using a pair of enchanted pruning shears. Another quest rewards the adventurer with an anchor that can be used in combat. Exaggerated with many holiday weapons, such as rubber chickens, a giant carrot or a snowball...
- Jerk with a Heart of Gold: The adventurer is a real ass to some of the Ports adventurers at first, but sponsor and aid their missions anyway.
- Kick the Son of a Bitch: In one quest, you have the option to feed a ghost to a Cthonian demon, a Fate Worse Than Death. On the other hand, the ghost in question was the shade of a very cruel man.
- The Klutz: During the quest, One of a Kind, the adventurer somehow manages to rip apart everything they touch during the simple task of searching Unferth's house for a hidden library.
- Legacy Character: The Adventurer is not the first World Guardian, but her successor. The previous World Guardian exists outside of time and has already witnessed the Player Character's fated demise.
- Lovecraftian Superpower: After the quest "Fate of the Gods", the player gains the ability to summon Combat Tentacles out of the ground at the cost of some of their hitpoints.
- Nice Job Breaking It, Hero!: Many quest plots are set into motion by the Player Character's deeds and/or idiocy. A few notable examples:
- At one point, you are tricked into defeating a guard dog on behalf of a group of Zamorakian monks, allowing them to weaken the barrier protecting Misthalin from vampires and werewolves. King Roald chews you out hard when he catches wind of what happened.
- It turns out that helping a strange, hooded man raid an ancient tomb for an artifact that you know nothing about may not have been the best course of action.
- It turns out that helping a strange, hooded man track down the lair of a vigilante group that you know nothing about may not have been the best course of action. (not the same strange man)
- You've killed the Balance Elemental and left the Stone of Jas unguarded for Lucien to nab as he pleases, congratulations!
- King Tyras, contrary to his name, is actually a good guy. And you've just been tricked by his evil brother into assassinating him. Good job!
- No-Sell: Courtesy of Guthix, the adventurer becomes immune to most forms of god magic, thus gods would need their permission first before they can use their magic on them. As noted by Saradomin in "The Death of Chivalry", however, they are not completely immune.
- O.C. Stand-in: Enforced and justified; Jagex wanted the Adventurer to have as few characteristics as possible so that players can come up with their own backstory for their character in-game.
- Omnidisciplinary Scientist: Though more of an omni-disciplinarian artisan than an actual scientist, the adventurer can acquire mastery over a very diverse number of fields, including being a master blacksmith, chef, shaman, diviner, archer, mage, spelunker, and most relevantly, an inventor...
- Only the Pure of Heart: Qualifies for such things, as (can be) shown in the "Death of Chivalry" quest.
- Overshadowed by Awesome: Zanik and Veldeban express this sentiment towards the Adventurer, talking about how they feel like (s)he is the main character in their own stories.
- Petting Zoo People: The player can customize the adventurer's appearance to look like this, although this does not have any impact on gameplay.
- Paper-Thin Disguise: The adventurer will occasionally use these in the course of a quest.
- Player Character: (S)he is your in game avatar.
- Power of the Sun: After the quest "The World Wakes", the adventurer gains the ability to create a miniature sun that boosts the adventurer's magic attacks and damages enemies while they are standing under it.
- Powers via Possession: In the quest, "Fate of the Gods", if the adventurer permits Zaros to enter his/her body, Zaros grants unlimited prayer points for Curses and unlimited runes for Ancient Magick.
- Protagonist Without a Past: It is vaguely mentioned that the adventurer was born in the latter part of the Fifth Age, but little more. It is known that (s)he was from humble origins and grew up with very little money, and dreamed of a career of an adventurer ever since (s)he was a child, and that (s)he knew both of his/her parents, meaning that (s)he is not an orphan.
- Resurrective Immortality: The In-Universe explanation for why the adventurer respawns is that The Adventurer is important to fate. Until they accomplish their destiny, The Grim Reaper will continue to resurrect them when they die.
- Spanner in the Works: There are several quests where the adventurer's involvement throws a wrench in the plans of the enemy and dismantles them. For instance, it was revealed that the adventurer's actions of destroying the pendant in The Chosen Commander weakened Bandos significantly, which allowed Armadyl to kill him later on.
- Too Dumb to Live: You have the option to insult Jas, and the game will warn you against it. If you go through with it anyway, Jas will deliver a "The Reason You Suck" Speech, and then smite you on the spot.
- Touched by Vorlons:
- The Adventurer touches the Stone of Jas, temporarily raising his/her combat abilities well beyond their limits.
- A more permanent example occurs in The World Wakes, when Guthix blesses the Adventurer with the ability to defend against the gods.
- Unwitting Pawn: The Adventurer is quite gullible and plays this role in a large number of quests.
- Winged Humanoid: The player can customize the adventurer's appearance to have wings, although this does not have any affect on gameplay.
- You Monster!:
- In "Hero's Welcome", they snap at the Dragonkin for killing V without a second thought.
- In "The Lord of Vampyrium", they call out on Drakan for shamelessly gloating that he loves to hunt down prey for the fun of it.
- In "Sliske's Endgame", you have the option to chew out on Seren for mercy killing Mah, as well as tricking the Mahjarrat into killing each other off while masquerading as Mah. She won't take it well, however, and will snap back at you just as hard and refuse to converse with you any further afterwards.
Announced in this developer blog. The main three, Ozan, Ariane, and Sir Owen have been a part of the website's background since the Dungeoneering update.
Tropes common to all the heroes
- Fighter, Mage, Thief: Ozan is the thief, Ariane is the mage, and Owen is the fighter.
- Remember the New Guy: To any player that predates them, their sudden appearance is rather jarring, especially when they treat you as if you were the new guy on the block.
OzanAn archer and master thief who hails from Al-Kharid. He is central to the quests "Stolen Hearts" and "Diamond in the Rough", which kick off the Kharidian Desert storyline.
- Anything That Moves: The guy is a shameless flirt.
- Attention Whore: See The Munchausen below; he particularly seems to like exaggerating his own involvement in the stories he tells, apparently for no purpose other than attention.
- Casanova Wannabe
- Charm Person: Convinced a dedicated guard to let them pass when Ariane could not. The dialogue options specifically show the "Charm" option from the Ring of Charos.
- Engineered Heroics: He steals from a few important people and lets the Player Character return them to help you ingratiate yourself with them.
- The Exile: He was exiled from Al-Kharid when he was caught trying to "steal" the Kharid-ib, the Emir's most prized treasure.
- Grappling-Hook Pistol: Low-tech bow-and-arrow variant. He just attaches a rope to his arrow. It's used in the Stolen Hearts quest and in his home teleport animation from Solomon's General Store.
- The McCoy: To Ariane and Owen
- Metaphorgotten: In the Legends' Guild, Sir Owen mentions that a guardian Icyene must have been watching over him during one adventure. Ozan's only question: is Sir Owen's guardian Icyene a hottie?
- The Munchausen: One of his primary motives for adventuring is so he can tell the story later, usually with embellishments. You can witness a conversation between him and Ariane in which he tries to encourage her to do the same, instead of telling only the bare facts, such as the exact size of a room and the fact that she left to get more information before proceeding.
- Shocking Voice Identity Reveal: Briefly has one when he recognizes Leela from his childhood. He's pretty delighted to see her again, even if she is threatening him, Khnum, and the player with a crossbow.
- We Used to Be Friends: Ozan finds out that his former friend Khnum is pretty mad at him since he's the reason that Khnum lost his job as a palace guard.
- Vitriolic Best Buds: He has a tendency to pick on Owen a bit, but not Ariane.
Voiced by: Alix Wilton ReganA mage and researcher who trained at the Wizards' Tower before her sudden exile. She features heavily in the "Rune Mysteries" and "Rune Memories" quests, as well as "Heart of Stone".
- All of the Other Reindeer: Ariane's natural talent for magic, particularly her hereditary precognition, caused her to become socially ostracized from her resentful peers.
- Ambiguous Innocence: At times, Ariane's behavior can be simultaneously naiive and optimistic, and power-hungry and amoral. Talking to her after "While Guthix Sleeps" reveals that she wants the Stone of Jas for herself, she repeatedly refers to the widespread fear of necromancy as "silly superstitions", and during the saga "Three's Company" she can convince Owen to let her study Carn's power over the behemoth despite Owen's clear concern that she will use it for evil the way Carn did. Plus, there's the whole demon-dealing fiasco.
- Attention Deficit... Ooh, Shiny!: During her two quests involving the Wizard Tower, she ends up getting distracted and awed at the sights of historical ruins below the tower and is too fascinated by them to focus.
- Badass Bookworm: Very studious and very competent and powerful in battle.
- Broken Pedestal: Ariane's mentor, Wizard Ellaron, is one of the few wizards to take Ariane seriously and to encourage her to use her gift. He's an Evil Mentor, as revealed by Ellaron himself at the end of Rune Memories; he planned to use Ariane to destroy the tower. His help for Ariane was part of his scheme and, after he dies, Ariane is shocked that the one wizard who had "faith" in her was evil all along.
- Deal with the Devil: Exploited. A demon offers Ariane some secret arcane knowledge if she gives a drop of her blood to pledge loyalty to Zamorak. Ariane pretends to agree, and as she's about to make the cut, her clairvoyance shows her a vision of the near future in which the demon tells her the information. But now, she doesn't need to take up his offer—she knows what he was going to say because she heard it in the vision! Unfortunately, Not What It Looks Like ensues, and the demon tricks the other wizards in the tower into believing Ariane really made the deal—resulting in her exile.
- The Exile: To the Wizards' Tower, to the point that Archmage Sedridor placed a barrier specifically to prevent her entering past the receptionist.
- Grammar Nazi: Corrects your grammar once before admitting it's a bad habit.
- Hotter and Sexier: Her new "mage" outfit when she is in combat reveals a lot more thigh.
- The Kirk: To Ozan and Owen
- Magic Skirt: In "Rune Memories", Ariane is caught in a magical vortex that sends her hair flying every which way... but her skirt stays firmly in place. Averted in a piece of promotional artwork depicting the same scene, where she's crossed her legs to hold the front of her skirt down.
- Nay-Theist: If spoken to after "The Chosen Commander", Ariane goes on a pretty good "kick the gods out of Gielinor" rant.
- Sanity Slippage: She starts a rather creepy conversation with herself during her solo section in "Three's Company".
- Seer: She has the ability to occasionally glimpse the future.
- She's Got Legs: See Magic Skirt above.
- The Smart Girl: Although, she has a tendency to believe the best in people, despite evidence to the contrary, and occasionally she comes off as a bit too naive and optimistic for her own good.
- Sufficiently Analyzed Magic: Ariane seems fascinated by the academia of the arcane, and readily investigates any oddity or exotic lore, sometimes to the point of distraction from more pressing matters. She's also experimented with her own Seer powers, finding methods to prevent or provoke her visions at will.
- Vitriolic Best Buds: She tends to pick on both Owen and Ozan a bit.
Sir Owen Sonde
Voiced by: Ben CroweA Temple Knight and devout Saradominist. To date, he has starred in the quest "Death of Chivalry", which is intended to have a sequel in the future.
- Blue Blood: Hails from a noble family in Falador.
- Butt-Monkey: During "Three's Company", the other two are constantly joking about Sir Owen being Dumb Muscle with no skills applicable to the current adventure. He gets them both back when they find a room where brute strength is needed to succeed.
- Came Back Wrong: Is killed in the "Death of Chivalry" quest, then Saradomin attempts to use the MacGuffin, which Only the Pure of Heart can use, to revive him. Unfortunately, Saradomin is far from pure-hearted, so Owen comes back as a partial zombie, with a constant bloodlust clawing at his mind. He is, mercifully, still lucid.
- Chew Bubblegum: "I'm here to kick ass and take names... and I'm a Temple Knight, so I already know your names."
- Church Militant: A devoted follower of Saradomin, and a member of what is essentially a fantasy spy organization.
- Combat Pragmatist: "Saradomin wants me to destroy evil and protect the innocent. I'll use whatever methods are best for the job, and make any sacrifices I have to. If that means I use tactics the White Knights think are unsporting, then so be it. Succeeding in the mission is more important than obeying arbitrary rules."
- Also noted in that if you talk to him while in the guild with the other heroes, his behavior unnerves Ozan and Ariane.
- Dude, Where's My Respect?: When the legendary black knight Iban was alive, Owen was a white knight serving under Sir Amik. When Sir Amik's tactics weren't working, Owen left the fray, climbed to high ground, and shot an arrow through Iban's head. He ended up nearly kicked out of the white knights as a result, because he didn't follow their code of honor, and because he killed civilians between himself and the objective. Fortunately, the Temple Knights saw his potential, and recruited him.
- Genius Bruiser: One of the benefits of Owen's noble upbringing was a formal education, and the puzzles in Recruitment Drive suggest that brains and brawn are both needed to be a successful Temple Knight.
- Good Scars, Evil Scars: Owen's nasty-looking scar reflects both his aggressive personality and his troubled background.
- Hidden Depths: During the "Three's Company" saga, Sir Owen is the only one who can mine the zephyrium ore sample. Zephyrium requires Level 60 Mining.
- Knight Templar: Has a tendency towards this. For example, in "Death of Chivalry", he'll suggest killing a black knight who has already been knocked out, though he can be talked out of it. Although he does mention he would do it painlessly.
- Mercy Kill: For his tendencies as a Pragmatic Hero and Knight Templar, he is not a sadist, preferring to kill his enemies as quickly and painlessly as possible.
- Odd Friendship: A Knight Templar paladin being best friends with an atheist and a thief.
- Offscreen Moment of Awesome: He was the one who killed Iban, the Big Bad of the Underground Pass quest.
- Only the Pure of Heart: In the quest Death of Chivalry, there are two people who can get through a barrier like this. The player character is one, and Owen is the other.
- Pragmatic Hero: One of the reasons he was kicked out of a White Knights and ended up joining the Temple Knights was that he was willing to resort to any tactic to complete the mission with as few casualties as possible.
- Punny Name: Sir Owen Sonde (Surround Sound) is the son of Stario Sonde (Stereo Sound) and Altra Sonde (Ultrasound). As expected of a Temple Knight.
- Originally, his name was Sir Ewain Ouse, shortened to Sir E. Ouse (Serious). This explains why there's another knight with the "surround" pun dead in the Grotworm Lair.
- Fun with Acronyms: Counting the title, Sir Owen's initials are S. O. S. Given his tendency of getting kicked around to show off the villains, he probably needs the help.
- Shoot the Dog: "Those guards had to die for me to get to my objective. Raising the alarm and giving them a chance to fight back wouldn't have helped anyone. I placed the crossbow bolts in the middle of their brains. They died instantly; they probably didn't even feel pain."
- The Spock: To Ozan and Ariane.
- Vitriolic Best Buds: With Ozan and Ariane, though he makes a point of mentioning that they're the two people he trusts the most.
- The Worf Effect: Every major appearance he has outside of Three's Company, Sir Owen gets pwned. Cinematic trailer? Oneshotted by a troll. Dimension of Disaster? Shows up in the promo art as a mounted head (as deadpan as ever). The Death of Chivalry? Exactly What It Says on the Tin...
XeniaA veteran adventurer who features in the "Blood Pact" quest, and teaches the main character about combat. Later on, she is The Chessmaster behind "Carnillean Rising", before meeting her end in "Heart of Stone". She later shows up in Limbo to aid the World Guardian against Nomad.
- Anti-Villain: In "Heart of Stone" she goes rogue after murdering a mage and stealing documents. Turns out she had visited Freneskae and seen what the Elder Gods have done to another world firsthand, which if you haven't done "Fate of the Gods" is strange as there is no way of getting to Freneskae until your involvement in that quest. She theorises that by siphoning off the Anima Mundi of the planet into a safe place, the Elders won't have the energy required to reawaken. She neglects to mention that this will affect all current living things too...
- The Atoner: After restoring her memories of shamefulness and guilt (which she discarded after arriving in Limbo), she apologises to the World Guardian for her recklessness in trying to stop the awakening of the Elder Gods, and agrees to help out in the siege on Nomad's lair.
- Broke Your Arm Punching Out Cthulhu: She steals power from the Elder Gods' voices and manages to siphon off a small portion of the Anima Mundi into the Abyss. But as a result, it disturbs the Elder Gods' slumber, ensuring they will awaken very soon to harvest all of the world's Life Energy and erase its "imperfections".
- Cool Old Lady: At least until you do her quests...
- Guile Hero: She probably is a decent enough fighter on her own, but she prefers being sneaky and manipulative.
- Jack-of-All-Stats: Given that her specialty is never shown, but she's proficient in all three forms of combat (The Blood Pact), works well with construction and has a way with wild animals (Carnillean Rising), can manipulate divine energy (Heart of Stone), and crafted The Raptor's armour (podcast), it's likely that Xenia is a generalist like the player character and does a little of everything.
- Jerkass Has a Point: In "Heart of Stone" she defects from the heroes to try to save the world from the Elder Gods. If you have revived Zaros, then you will already be acutely aware of the dangers they possess and will understand Xenia's motivations. Also, looking at how the Elder Gods mouthpieces (well 3 of them at least, Jas' is more a Reasonable Authority Figure) talk to you during the quest, it can be reasoned that the Elders do not care for their creations, and deem them toys or puppets.
- Killed Off for Real: During "Heart of Stone", Ariane gets her in the back in order to stop her plan. Although she fell through a teleport matrix and they Never Found the Body, her death is confirmed in "Nomad's Elegy".
- Kill the God: Xenia knows what happened to Freneskae, and she is determined to prevent the Elder Gods from doing the same thing. Even if her plan to render them comatose would strip all magic from Gielinor, and possibly worse.
- Trickster Mentor: Also qualifies as this since she has a rather unorthodox way of teaching.
- What the Hell, Hero?: Delivered by the player character at the end of Blood Pact. Also during the conclusion of Carnillean Rising, where the player finds out that she was the one who planned the Cave Wolf Matriarch attack on the player and Philipe Carnillean.
LinzaA master weaponsmith, who appears in a small segment of the "Deadliest Catch" quest. She is the most skilling-oriented of the Signature Heroes.
- Advertised Extra: The rest of the Signature Heroes have all had quests built around them or have been major parts of other adventures. Meanwhile, to date, Linza has only cameoed in "Deadliest Catch" and briefly appeared in the Troll Warzone tutorial, which has since been removed and replaced. Inverted with the release of "Kindred Spirits", Linza's long-awaited spotlight quest, which was advertised as being about the Barrows Brothers instead.
- The Atoner: Apologises to the player for her actions at the end of Sliske's Endgame, and resolves to make up for her mistakes.
- Bitch in Sheep's Clothing: Betrays the player character to Sliske, which almost ends with with them losing their soul.
- Bonus Boss: Of the Barrows as Linza the Disgraced, after Kindred Spirits. She's harder to kill than the other seven brothers combined, but her gear is far stronger than theirs. Fortunately, you have to go out of your way to awaken her, and actually defeating her gives you a chance at getting that gear for yourself...
- Badass in Distress: During the Troll Warzone tutorial, she was briefly trapped by a rockslide with a couple of other miners.
- The Blacksmith: Is apparently good enough to smith dragon metal. She's not; she stole the metal from the Dragonkin. Bad idea.
- The Cameo: In "Deadliest Catch", where she helps you smith a giant harpoon in exchange for a Thalassus tooth.
- A Day in the Limelight:
- Notably averted so far, despite her nominal status as a Signature Heroine, though this is finally supposed to happen in a future Aviansie-themed quest, "Rite of Passage". However, the quest lost a Player Power poll to the Elder Gods storyline in April 2014note , so it is essentially in Development Hell.
- She finally gets a major role in "Kindred Spirits"...where she betrays the player to Sliske and becomes a Barrows wight.
- Deal with the Devil: She warns Meg against ever making such a bargain. Probably out of regret for her own deal with Sliske.
- Drop the Hammer: The buyable version of her equipment includes a warhammer weapon override, she wields a warhammer and shield as a Barrows Wight, and her combat animations in Chronicle confirm that she uses a warhammer.
- Dual Boss: With Nomad and Gregorovic in Sliske's Endgame.
- Fallen Hero: As of 'Kindred Spirits'.
- Heroes Prefer Swords: Even though she uses a warhammer, she prefers to talk about swords. This extends to her dialogue in Chronicle.
- Hufflepuff House: By far, Linza is the Signature Heroine who players know the least about and who has gotten the least Character Development in game. Jagex's developers' own attitude that they find skilling-based activities and quests less interesting than combat may have something to do with it.
- The Lad-ette: While Ariane and Xenia wear minidresses and flowing hair, Linza wears trousers and a short haircut.
- Leitmotif: "Run, Escape!"
- Made of Iron: After being turned into a Barrows wight by Sliske, she's easily the most powerful enemy you'll face there. While she can't hit much harder than the other Barrows Brothers, she's an absolute tank compared to them. The 7 other Barrows wights have 12,000 life points each. She has 150,000, stronger defenses than any of them, and can reflect some damage back from every attack you make!
- Mundane Utility: When talking to Linza after the events of "While Guthix Sleeps", she's excited about the Dragonkin Forge and the possibility of smithing with dragon metal. She mentions wanting to make a dragon cheese grater, then admits that's a stupid idea.
- Rewarded as a Traitor Deserves: Despite knowing better, she betrays the Player Character to Sliske in return for his protection from the Dragonkin. She ends up betrayed herself and is killed and raised as one of his wights. But hey, at least Sliske delivered on his bargain!
- Turns Red: In Sliske's Endgame, if she is not the first boss to be killed, she will use a defensive stance which heals herself as well as reflect any damage she takes back to you. If she is the last of the three bosses to remain, she will use a special area attack, where she leaps into the air and crashes into the ground; this can easily be avoided by walking out of range.
An enigmatic and powerful warrior, he is an avid hunter and features prominently in the quest "Song from the Depths".
- 24-Hour Armor: Never takes it off even in the Guilds, where the others are in more casual attire.
- Ambiguously Human: Since he has never been seen without his concealing armour, it currently is unknown if he is a human or something else. Word of God has said that they originally planned to reveal him to be a dragonkin but they may have dropped this plan, so currently his species is in a Schrödinger's Gun situation.
- Anti-Hero: As seen in "Song from the Depths". He is ruthless, prefers killing the Siren, and completely flippant and tactless when dealing with the woman who could have lost her husband.
- But for Me, It Was Tuesday: He's not impressed by your successes in Dragon Slayer or Legends' Quest. Elvarg was just a dragon, and Nezikchened was just a demon, and he kills tons of those.
- Defrosting Ice King: Attempted in the "Worth Comes in Battle" story.
- The Dreaded: Even Kuradal, the second to top slayer master, is terrified of him. So is anybody he gets involved with on quests, outside of the Player Character.
- Egomaniac Hunter: A podcast revealed that he will be attempting to kill Tuska, one of the gods who destroyed the Naragi home world. Tuska arrived during summer 2015, but the Raptor failed to show.
- Epic Flail: The Raptor's preferred weapon is a large, intimidating flail.
- The Faceless: His face has never been seen. Justified, as he refuses to take off his armour.
- Foil: In "Song from the Depths", he is shown to be a foil to our character from personality to methods. Where our character will solve puzzles, show some reasoning, and takes time understanding the situation, he will prefer brute force and killing.
- Hidden Depths:
- He appears to be idly chatting with Linza in the Legends' Guild, and shows up in the same part of Daemonheim as she does. This may suggest that they're on good terms.
- One of the podcasts says The Raptor's telltale armour was a gift from Xenia, again suggesting that he may have a friendlier side.
- Jerkass: Of all the heroes, he doesn't show much respect or kindness towards the character, undermining their achievements instead, and he has little tact when it comes to people who need help.
- Jerkass Has a Point: He is a cold, anti-heroic jerk, but notes in "Song from the Depths" that the Siren was a danger to the town, unintentional or not.
- Scary Impractical Armor: Practically his main feature.
- The Stoic: A case where a taciturn demeanor is used to make a character both more intimidating and more mysterious.
- Strange-Syntax Speaker:
- Terse. Skips subject nouns and passive verbs and calls named creatures by species first.
- Uses a lot of the standard Slayer Master script during November 2015 Slayer Challenge, probably to save on programming.
- What Happened to the Mouse?: In "Dimension of Disaster", Zemouregal's treasure horde includes The Raptor's armour, but examining it specifically suggests The Raptor himself survived and escaped the encounter.
Some of the most powerful mortal beings in the game, and thus coming with some of the most storyline-heavy and epic quests in the game, the Mahjarrat are a tribe composed of a race of demigodly beings known as Dreams of Mah, brought in from another world, Freneskae.
Tropes associated with the Mahjarrat in general:
- Big Bad Ensemble: They and the Dragonkin are the biggest direct threats in the game. The Elder Gods are the Greater-Scope Villain to both.
- Death World: Freneskae has been described by a Mahjarrat, and by human standards, it's not a particularly nice place. You go there in "Fate of the Gods" and it exceeds expectations.
- Did the Earth Move for You, Too?: The Mahjarrat have a tradition of only mating during earthquakes. This likely contributed to there being so few of them left. They do this because on their homeworld they believed that earthquakes were caused by their god Mah and they needed to calm her. Their older sister, Seren, had promoted this practice, basically teaching them to siphon energy from Mother Mah for reproduction to send her deeper into slumber and thus stop the quakes.
- Human Sacrifice: The Mahjarrat sacrifice one of their own every half millennium to grow stronger and add to their already considerable lifespan.
- Immortal Procreation Clause: Their species, the Dreams of Mah, are able to breed, but unlike mortals, it costs them massive amounts of their difficult to replenish divine Life Force. This ultimately lead to the extinction of the other two tribes of their race, and is gradually diminishing the Mahjarrat tribe as well.
- Magick: The Mahjarrat are the most prominent users of Ancient Magicks, and Azzanadra is the one who teaches these to the player after Desert Treasure.
- Meaningful Name: Mahjarrat means "Children of Mah", which is also the name of a quest focused on the tribe itself.
- Power Crystal: In their natural forms, all Mahjarrat have divine crystals in their foreheads.
- Semi-Divine: They may be quasi mortal, but they are also the last sapient children of Mother Mah and were made out of her own failing energies.
- After a recent Q&A, it was revealed that the Mahjarrat could be considered very low tier divine beings. After the events of Children of Mah, they all gained more power than ever by siphoning power directly from Mah, indirectly contributing to her death and empowering them to the point of Demigodhood.
- Screw This, I'm Outta Here!: All of the Mahjarrat present in the 18th Ritual of Rejuvenation, except Sliske, quickly teleport away after witnessing the threat that the Dragonkin pose, having killed off Lucien.
- Skull for a Head: All of the Mahjarrat qualify for this in their weakened pre-ritual form. After they undergo a Ritual of Rejuvenation, they gain more flesh-like facial features.
- Voluntary Shapeshifting: Mahjarrat can change their shape to some extent.
- War Is Glorious: The standard Mahjarrat mentality, however some, like Azzanadra, Jhallan, and Kharshai disagree on this.
- With Us or Against Us: Not explicitly, but the divide between the Zarosian and Zamorakian factions seems to be this. Kharshai, the only neutral Mahjarrat has been trying to rekindle both and has so far failed. Had he attended the ritual it is very possible he would have been sacrificed.
AkthanakosA Zarosian Mahjarrat who trained the camels of the Kharidian Desert to fight, and a sworn enemy of Enakhra. He also created the Camel Warriors (also known as Ugthanatos).
- Demoted to Extra: By far the least known of the Zarosian Mahjarrat, or any of them really. Even the dead ones have gotten more development.
- God Guise: Pretended to be a camel god by taking the form of a humanoid camel, copying the Petting Zoo People form of the desert gods.
- Meaningful Name: His name means 'deathless', a suitable name for a member of an near-immortal race.
- Pet the Dog: He apparently has some connection with the desert camels, and as a token of favor gives you an amulet of Camelspeak. The Camel Warriors are his work, as well.
- Petting Zoo People: He often appears in the form of a human with a camel's head, imitating the appearance of the desert gods.
- Sealed Badass in a Can: Was trapped in Enakhra's temple in the form of a Bone Guard by Enakhra until the player frees him by building a wall between the two of them to block Enakhra's spell.
Voiced by: Toby Longworth
Zaros' champion and one of the most powerful Mahjarrat in existence, he remained fiercely loyal to Zaros even after he was banished and Zamorak rose to take his place.
- Break the Cutie: Zaros's defeat at the hands of Zamorak devastated him, and eventually he began to feel his presence and hear his voice, even though the communion portal had failed to work.
- Brick Joke: He claims to have spent some time in the pyramids as Dr. Nabanik.
- The Dragon: Zaros' champion, and for a good reason. Still loyal to him.
- Embarrassing Nickname: "Azzy" and "Bunny Ears", courtesy of Sliske.
- Half-Breed Discrimination: In "Sliske's Endgame", he is disgusted to find out that Moia is half human, calling her an abomination and insisting that she be killed.
- High Priest: He performed a role similar to The Pope, but after Zamorak's betrayal he Jumped at the Call to defend the empire and try to return his lord.
- It's Personal: After Sliske confesses that he was responsible for the death of Alotor, Azzanadra's little brother, Azzanadra vows to end him personally.
- Magick: The most prominent and powerful known user of Ancient Magicks, he teaches these to the player after releasing him in Desert Treasure.
- Odd Friendship: Closest thing the Adventurer has for a Mahjarrat friend. Although the extent depends on how much Pro-Zaros actions taken during the quest lines he appears in. Possibly cemented after "Fate of the Gods" depending on the choices made in it. He out right claims the player taught him humility.
- Oh, Crap!: Implied to be the standard reaction to seeing him by his enemies.
- Roaring Rampage of Revenge: If the player sabotages Zaros's return, he promises he'll stop at nothing to strangle the life out of the player if this results in Zaros's death.
- Sealed Badass in a Can: To defeat him, entire armies banded up, bound fragments of his power to enchanted diamonds and imprisoned him in a giant pyramid.
- Super Gullible: Bought Sliske's claim that the Mahkorat tribe was responsible for the death of Alotor, Azzanadra's little brother, causing the Mahjarrat to wipe out the entirety of the Mahkorat in retaliation.
- Undying Loyalty: One of his most important character traits is his loyalty to Zaros. He remained faithful to Zaros, even when he had no immediately practical reason to be so, which is why he is the follower Zaros trusts most.
- War Is Hell: He doesn't seem to share the same mentality as most of the other Mahjarrat.
- Worthy Opponent:
- In the World Wakes, if you choose to kill or keep Guthix asleep, he understands the intentions of the player.
- Subverted if the player sabotages Zaros's return. He flat out states you are his Arch-Enemy from now on.
The master of Daemonheim, Bilrach is an unseen presence, though definitely a felt one. Described as "average" by his contemporaries, he is utterly loyal to Zamorak, and is using the dungeons of the place in order to dig his way to the Rift, a portal to his master's plane-and free him through it.
- Dead All Along: Dialogue with Ali the Wise after Ritual of the Mahjarrat implies that this is his fate; specifically, the "strange power" phenomenon is what happens when a Dreams of Mah dies. "Dishonour among Thieves" reveals he is alive and well, however.
- The Dragon: A fiercely loyal Zamorakian, he is named the Right Hand of Zamorak.
- Dungeon Master: Was the founder of Daemonheim, which he created primarily to bring Zamorak into Gielinor, but also to supplement himself with an army.
- The Ghost: Was unseen prior to "Nadir", the fourth chapter of the Fremennik Saga.
- In-Series Nickname: Astea Frostweb and Lexicus Runewright refer to him as "Bill" in their journals.
- Not-So-Harmless Villain: Viewed as "average" by Azzandra, with no notable qualities to speak of. Boy, was he wrong.
- Reports of My Death Were Greatly Exaggerated: As of the "Dishonour among Thieves" quest, it turns out that he's alive and well and is serving as Zamorak's right-hand man.
- Undying Loyalty: He is vehemently loyal to Zamorak to the point that he went to great lengths to help Zamorak circumvent the Edicts of Guthix and bring him into Gielinor.
The last of the female Mahjarrat, Enakhra is well versed in the Ancient Magicks of Zaros, and is also madly in love with Zamorak. Whenever she appears, her Zarosian rival Mahjarrat Akthanakos will also appear.
- And I Must Scream:
- Inflicted this fate on Pentyn, a knight of Avarrocka, as part of the Blood enchantment for her temple's security.
- Also did this to Hannibus, the last of the Illujanka. She was never able to deliver the statue, though. In a Postbag Letter, she fiercely denied that the Dragon Riders had ever existed, possibly to make up for her failure.
- Single-Target Sexuality: Zemouregal offers to sire children with her, and she states she only loves Zamorak. This is despite Zemouregal's notes that it wouldn't be for love, it would be for the survival of their race.
- Destructive Romance: To show her love for Zamorak, she built a temple to him in the desert..... which he didn't care about, being more interested in a weapon that could kill other gods. Enakhra has been hiding out in her temple since the 3rd Age, along with her rival who was trapped there.
- An Ice Person: One of her abilities which she used against knights who tried to burn her temple to Zamorak.
- Last Of Her Kind: Not the last, but as the only female, Enakhra has tremendous importance to her race.
- Life Drain: She has the power to drain life from her enemies to heal herself. During the boss fight with her however, the fewer Hit Points you have, the fewer she can drain, a weakness that can be exploited.
- The Power of Love: During The World Wakes, Enakhra insists that her passion for Zamorak will make her a more worthy foe than Zemouregal. Unfortunately, it would appear that she is correct.
HazeelA Zamorakian Mahjarrat warlord who conquered Ardougne until he was defeated by Saradominist peasants lead by the Carnilleans.
- Affably Evil: For a ruthless warlord he can be rather polite and reasonable.
- Horns of Villainy: "Children of Mah" reveals that his horns were inherited from his former allegiance to the Mahserrat tribe.
- Humans Are Cthulhu: Hazeel is disgusted by how humans have to consume flesh to live; he also finds it hypocritical of humans to eat "lower" creatures but never each other.
- Sealed Evil in a Can: For a time, his body was stored in a coffin, which was hidden in the Ardougne sewers.
Jhallan plays a major role in "The Tale of the Muspah", where the Player Character helps hide him in an ice cave to regain his strength. Despite their efforts, he is sacrificed in the mahjarrats' Ritual of Rejuvenation during "The Ritual of the Mahjarrat".
- Friendless Background: According to Azzanadra, Jhallan's hostility isolates him from the rest of the Mahjarrat.
- Human Popsicle: You find him frozen in a block of ice and thaw him out. Then he asks you to help him re-freeze himself in a better spot. They still knew he was there anyway.
- Human Sacrifice: Despite your efforts to find a better place for him to freeze in, he becomes the sacrifice for the 18th Ritual of Rejuvenation.
- Involuntary Shapeshifting: He turned into a Muspah in his frozen sleep due to a nightmare.
- Jerkass: Azzanadra notes that he had trouble fitting in because he was so rude and unpleasant. He's not exactly friendly to the player after being woken up, and he's still rude even after you help him out.
- Living MacGuffin: Became the sacrifice for the 18th Ritual of Rejuvenation even though the player helped him find a better spot to freeze in.
The youngest of the Mahjarrat, and one of the few to be born in Gielinor. He features heavily in the "Fight Arena" quest as well as its sequel, the "General's Shadow" miniquest, and is a minor character in subsequent Mahjarrat-centric quests.
- Arch-Enemy: To the southern gnomes. The war between Khazard and the Tree Gnome Village is referenced numerous times in the gnome quest series. Khazard's human followers are also used by Glough as his reason for despising humans.
- Bread and Circuses: His Fight Arena in southern Kandarin, a Wretched Hive where prisoners and monsters fight to the death for his amusement and that of his personal army.
- Four-Star Badass: Leads a sizable army, and has the power to back it up.
- I Gave My Word: Agrees to let go of the Servils if the player takes their place and wins two fights. While enraged that his hellhound, Bouncer, was killed, he nevertheless keeps his word and releases the Servils before attacking the player.
- Luke, You Are My Father: Khazard is revealed to be the son of Zamorak during Children of Mah.
- Missing Mom: His mother, Palkeera, died shortly after his birth.
- Noble Demon: Shows an honorable side during his premier quest, "Fight Arena". The player attempts to rescue the Servil family from being killed in the titular arena. Khazard agrees to let them go if the player takes their place and wins two fights. Khazard is enraged when the player succeeds in killing Bouncer, and even tries to attack the player himself, but first he orders the release of the Servils, just as promised.
- Pet the Dog: He adores his pet hellhound Bouncer.
- Villain with Good Publicity: Despite being the youngest of the Mahjarrat, Khazard has a very large human following. Unlike most of the Mahjarrat, who operate in either the shadows or away from human settlements, Khazard (a devout Zamorakian) operates openly right in the middle of a region where Saradomin is widely worshipped.
One of the most powerful Mahjarrat currently, possibly trailing directly behind Zamorak, he initially appears as a simple mage who asks the player to retrieve a staff. It all went downhill from there.
- Asshole Victim: None of his Mahjarrat comrades, including his cousin Zemouregal, mourned his death. Moia notes his death as fortunate, but regrets not being able to end him herself.
- Curb-Stomp Battle: Six of the eight heroes that confront him during "While Guthix Sleeps" are effortlessly wiped out by him. The player does not take their deaths well, especially Hazelmere's.
- Do Not Taunt Cthulhu: Do NOT address him condescendingly. And if you try to attack him in "Ritual of the Mahjarrat", he'll damage you hard in retaliation.
- Failure Is the Only Option: Whether or not you deliver him the Staff of Armadyl during Temple of Ikov does not matter, he obtains it anyhow.
- A God Am I: He's stolen two artifacts of the gods, including the one that Zamorak ascended to godhood with. In "Ritual of the Mahjarrat", he claims himself to be a god. Then he dies.
- Hoist by His Own Petard: His reliance on the Stone of Jas backfires.
- Impaled with Extreme Prejudice: Right in the heart with the Staff of Armadyl by one of the Dragonkin. Ouch.
- Jedi Mind Trick: If you try to attack Lucien during "Temple of Ikov" before you side with Armadyleans, he does this to you in order to prevent you from attacking.
- Jerkass: Not only did he see his daughter Moia as nothing more than a tool, he also threatened her often and reminded her of her supposed worthlessness.
- Killed Off for Real: He is killed by the dragonkin in the Ritual of the Mahjarrat.
- Knight of Cerebus: RuneScape became a lot darker with the release of the quest "While Guthix Sleeps", during which he kills off a large number of named characters, many of which were good friends of the player character. And the quest ends with him succeeding in taking The Stone of Jas. This also results in the coming of the Dragonkin, who are a much worse threat, as it is later revealed that using The Stone of Jas enrages them.
- Laser-Guided Karma: During Ritual of the Mahjarrat, Zemouregal's zombies are overwhelmed by Sliske's wights and the newly-freed Arrav. Zemouregal calls out to Lucien for help, but Lucien rebuffs him, causing all the other Mahjarrat to turn on him. When the Dragonkin show up, however, all the other Mahjarrat sit back and watch as Lucien gets his ass handed to him.
- Mean Character, Nice Actor: One of the gags during the largely non-canonical Gower Quest reveals his Animated Actor is a perfectly friendly guy.
- Necromancer: Not as prominent as his cousin Zemouregal, but very skilled nonetheless.
- Not-So-Harmless Villain:
- During "Temple of Ikov", he is level 14. Cue "While Guthix Sleeps"...
- Also present with the NPCs themselves, who regarded him as frail and weak prior to obtaining the staff of Armadyl.
- The Worf Effect:
- The player is shown just how powerful he is when he first kills six of the heroes, including Hazelmere and Cyrisus, and later summons a pair of tormented demons as lowly familiars to dispose of the player.
- Used again in Ritual of the Mahjarrat, on him. The dragonkin almost effortlessly kill him, showing just how powerful they are.
- Zombie Apocalypse: A few years before the events of the game, he tried to invade Varrock with an army of undead in order to obtain the Shield of Arrav, but failed.
A Mahjarrat who is aligned with neither Zaros or Zamorak for the sake of balance, and desires peace amongst his people. He was previously known as Koschei the Deathless, a Fremennik warrior who battles participants of the Fremennik trials on a test of bravery.
- Amnesiac Dissonance: When he recovers his memories, he's a bit disturbed by his previous Blood Knight behavior. Most likely, he remembered the carnage he'd witnessed in the God Wars.
- Blood Knight: He was this more so than most Fremenniks as Koschei, but after his transformation, he noticeably mellows out a bit.
- But Now I Must Go: After "Children of Mah", he reveals his intention to leave Gielinor altogether and explore other worlds.
- Complete Immortality: They didn't call him Koschei the Deathless for nothing.
- Identity Amnesia: Invoked on himself as a means of maintaining his youth and power. It worked so well that neither he nor any of his kin knew who he was afterwards, and had his subconscious not willed him to remember, he likely would've stayed as Koschei for an eternity.
- Memory Gambit: He intentionally sealed away his memories in order to make himself undetectable to other Mahjarrat.
- Nice Guy: Unlike most of the Mahjarrat, he views the player character as a friend.
- Only Sane Man: He is well aware that what the Mahjarrat are doing to each other is extremely detrimental to their race and refuses to join either side because it would disrupt the balance of the two factions.
- Resurrective Immortality: During the quest Blood Runs Deep, Koschei acts disoriented after battling the Dagganoth Kings, remarks that "I must have died again", and compares the experience to being drunk.
- Take a Third Option: Caught in the civil war between the Mahjarrat who still follow Zaros and those who supported Zamorak's rebellion, Karshai tells members of both sides that he will side with neither of them. This is emphasized in the "Mahjarrat Memories" miniquest; Zaros's followers leave purple memories and Zamorak's followers leave red ones, but Karshai's is grey.
- Team Switzerland: He's the only Mahjarrat who wants the two warring sides to settle their differences, end their warlike ways, and live in peace.
- War Is Hell: When the majority of the Mahjarrat decided to betray the Menaphites to Zaros, he went with the strongest as is custom, but it was never something he was comfortable with. The Mahjarrat easily slaughtered those of their kin who had refused to defect and conquered their former allies, but Tumeken made a Heroic Sacrifice to make it a Pyrrhic Victory. Kharshai saw his race dwindle from 500 to less than 100 in a single act.
The half-human daughter of Lucien, Moia acted as The Dragon to him, though he makes no effort to hide his utter disgust at her very existence. Lucien sends her to track down Bilrach, who in turn shows her how portal magic can let her wield the power of her Mahjarrat side. Currently, she is one of Zamorak's major generals.
- The Dragon: Some time after she was introduced to Zamorak, she became his left-hand woman.
- Elemental Powers: Before the Evolution of Combat, portals gave her fire, water, and earth magic.
- Half-Human Hybrid: Half human from her mother's side, and half Mahjarrat from her father's side.
- Mind Probe: Was using this to assume the identities of various people during the Nadir saga.
- Missing Mom: Her mother died centuries prior to the present events of the game.
- Took a Level in Badass: Zamorak saw potential in her and groomed this Mahjarrat/human hybrid into being one of his generals of the Sixth Age.
- With Great Power Comes Great Insanity: during the earlier parts of the Nadir saga, Moia is somewhat honorable, as she regrets killing Captain Toma and shows disgust at the practices of the Necrolords in Daemonheim. After juicing up on portal magic, she ruthlessly slaughters everyone and anybody in her way.
- "Well Done, Son!" Guy: Was trying to get Lucien's approval prior to entering Daemonheim.
Voiced by: Peter Marinker
A follower of Zaros, Sliske specializes in Shadow magic. Like some others, he uses necromancy, but unlike others, he prefers a small group of elite wights over a massive zombie horde.
- Arc Villain: The quests in Sliske's Countdown, released in 2016, are focused on him and his schemes.
- Asshole Victim: No one bats an eye when he is killed off by the World Guardian in the climax of his endgame.
- Beware the Silly Ones: By far the goofiest of the Mahjarrat, and without question the most dangerous.
- Big Bad: Of the eponymous Sliske quest series.
- Breaking the Fourth Wall: During "Missing, Presumed Death", some of his avatars will randomly accuse you of using a guide as you travel through the quest.
- Casting a Shadow: Described as having unusual control over shadows and the Shadow Realm.
- Chronic Backstabbing Disorder: He may aid someone with one hand, but could just as easily backstab them with the other. Even the Zarosian mahjarrat do not trust him, especially now that his games are bordering on madness and even his loyalty to Zaros is in doubt. He has made the claim that he allowed Zamorak's rebellion to overthrow Zaros, even though he could have stopped it. After tempting the Player Character with the option of sabotaging Zaros's return, Zaros ends up excommunicating him, and they are now in open war.
- Climax Boss: After you deal with his three Champions in "Sliske's Endgame", you finally take the fight to Sliske himself.
- Commander Contrarian: Back when the Mahjarrat were in service of Icthlarin (the desert god of death and a blatant expy of Anubis), Sliske won a battle against Zaros's forces using his shadow magic and a group of enslaved wights fromed from his enemies. Icthlarin, being responsible for getting souls to the afterlife, ordered Sliske to release the wights. Sliske refused, so Icthlarin snapped his fingers and did it himself. Sliske then became the first Mahjarrat to leave Icthlarin.
- Consummate Liar: If he is a god, he is the god of darkness and lies, according to his emissary.
- Conservation of Ninjutsu: Whereas Zemouregal summons a huge horde to Zerg Rush enemies to death, Sliske prefers only his Barrows wights, who were once elite Saradominist warriors.
- Deal with the Devil:
- The Barrows Brothers received powerful equipment from him, but he ultimately arranged for them to fall in battle and raised them as wights.
- An ill madman named Gregorovic tortured and experimented on elves in an attempt to save himself but failed. He offered Sliske his soul in return for his aid. Sliske fulfilled his end of the bargain by killing him and raising him as his undead slave, with the power to Life Drain others to extend his own life and increase his power.
- Linza betrays the Adventurer to him in return for his protection from the Dragonkin. As part of the bargain, she was supposed to serve as one of his wights after she died, but Sliske decides to speed things up a bit and kills her directly.
- Did You Just Punch Out Cthulhu?: To Guthix, no less. He also manages to capture a dragonkin, in spite of its raw power, through trickery.
- Die Laughing: After the World Guardian skewers him with the Staff of Armadyl, he stabs them with the other end of the staff while also transferring some sort of essence into them, and gets one last laugh before he turns to stone and crumbles to nothing.
- A God Am I: Averted. During "Missing, Presumed Death", Sliske plays coy about whether he has ascended or not, but after "Fate of the Gods", the player can get one straight answer from him. Sliske will state that he is not a god if asked.
- Hero Killer: To the Barrows Brothers and Akrisae and Linza.
- Hidden Agenda Villain: He portrays himself as someone who stirs up trouble For the Evulz, but he does in fact have an ulterior purpose behind his actions, and serves a mysterious master..
- High Collar of Doom: Sliske dons one in his appearances in the Sixth Age.
- Hoist by His Own Petard: Killed by the same weapon he used to kill Guthix.
- Impaled with Extreme Prejudice: Downplayed, but he gets skewered in the abdomen by the tip of the Staff of Armadyl, courtesy of the World Guardian.
- Invisible Jerkass: Sliske is especially good at hiding in the shadows; at one point, he and the player hide in the shadows well enough that fellow Mahjarrat Zemouregal can't see them.
- Ironic Hell: As part of his games, he subjects the Barrows Brothers to torments reflecting their sins in life.
- It Amused Me: His main motive and character trait. He has grown very bored over the millenia and watched everyone repeat the same mistakes over and over again, falling into what he feels is stagnation. Even Zamorak's ideology of chaos does not sufficiently disrupt the world to entertain him. As such, he wants to force a war between the gods in the hope of shaking things up.
- Jerk With A Heart Of Jerk: Relomia was a housemaid who somehow got trapped in the Shadow Realm. After spending years there, she met Sliske, who rescued her. Since Relomia doesn't seem to be of any use to Sliske at all (advertising his existence and motives isn't something he does), he may very well have done it because he felt like being nice that one time.
- Joker Immunity: All over the place. Naturally, most of the quests involving him end up with him getting away more or less unscathed as a Sequel Hook to further parts of his quest series. Even as the Climax Boss in "Sliske's Endgame", he doesn't get Killed Off for Real; the Player Character and Sliske mutually get impaled on the Staff of Armadyl, so Sliske transfers at least some of his soul into the World Guardian before getting in a final Evil Laugh.
- Karma Houdini: If he wasn't one after enslaving Akrisae, he sure is now after killing Guthix.
- Karma Houdini Warranty:
- He comes off of "Ritual of the Mahjarrat," "The World Wakes," and "Missing, Presumed Death" each time better off than before.
- Come "Fate of the Gods," however, he makes the mistake of pissing off his master Zaros and is cut off from any divine aid for his treachery.
- Later in Dishonour Among Thieves, the Adventurer has the option to help Zamorak land a devastating blast on Sliske or simply stand by and watch Zamorak do roughly the same thing.
- Come "Kindred Spirits", the player learns about his long-term goals, which gets under his skin big time. Also, the player is given the option to punch him in the face earlier in the quest.
- In "Sliske's Endgame", Sliske's plans finally come crashing down when the player finally takes the fight to him. It culminates with Sliske getting skewered on the Staff of Armadyl. And yet, he's still not truly dead ...
- Kick the Dog:
- Everything he does in Kindred Spirits. And worse, he did it because he was BORED.
- When Azzanadra attempts to reason with Sliske, Sliske confesses to being the true murderer of Azzanadra's little brother and tricking Azzanadra into wiping out another tribe for it. He proceeds to gloat that he did this for no particular reason.
- Kill the God: The first being on-screen to kill a god, and a major one at that.
- Laughing Mad: Especially during the climax of his endgame, after Kerapac destroys the Stone of Jas.
- Leitmotif: "Dying Light" and "Dying Light II".
- Let's You and Him Fight: Sliske attempts to manipulate the gods into fighting a second God War, with the prize for killing the most gods being the Stone of Jas. Fortunately, Bandos was the only god who was actually malevolent and manipulable enough to actively participate, which ultimately got him killed early in the game.
- The Man Behind the Man: A memory viewed in Kindred Spirits indicates there's someone pulling his strings, which was eventually revealed to be Jas in Sliske's Endgame. He is not happy to know that you know.
- Manipulative Bastard: He has no issues (or trouble) manipulating others in his schemes. In the quest, "Missing, Presumed Death", he even goes so far as to manipulate the gods themselves into attending his game.
- Naytheist: He resents the gods because their power and immortality mean that they tend to keep the world going in the same boring direction.
- No-Holds-Barred Beatdown: Gives one to the player in Kindred Spirits after finding out you saw a glimpse of his real plans.
- Non-Standard Character Design: His character model is visibly different compared to the rest of the Mahjarrat.
- Necromancer: He kills and raises those who catch his eye into a type of undead monster called a wight to serve as his slaves. Victims include the Barrows Brothers, Akrisae, and Linza. He has also demonstrated the power to pull the souls of the deceased out of the afterlife for his entertainment.
- An Offer You Can't Refuse: He forces the Player Character to participate in his sadistic games by killing a hostage and threatening to kill more if they don't cooperate. He also captures an entire Saradominist army and forces them to fight to the death against one of his undead slaves, Dharok, on the threat of doing unpleasant things to their loved ones if they do not obey.
- Off with His Head!: A hallucination, which randomly occurs via the Hallucinogenic Invention perk or by nibbling sliced mushrooms from The Arc, involves the Giant Mole tearing off Sliske's head.
- O.O.C. Is Serious Business: It takes a lot of work to get under his skin, but after he finds out you saw a glimpse of his real plans, he becomes royally pissed off, and beats you to a pulp.
- Put on a Bus to Hell: While he was seemingly killed off by the World Guardian during the climax of his endgame, it's implied that his soul still lingers, as he appeared to transfer a portion of his soul into the World Guardian after stabbing and injuring them with the other end of the Staff of Armadyl as a last act.
- Pyrrhic Victory: In "Kindred Spirits". He manages to take a piece of the player's soul and gives them a beating for good measure, but the player sees that Sliske has a bigger plan in motion, and the Barrows Brothers have gained a small amount of freedom and agree to stand by the player when the time comes. It ultimately leads to his demise at the player's hands in Sliske's Endgame.
- Physical God:
- After the World Wakes, he may very well be a god; Azzanadra says that Sliske wouldn't really want the responsibility of ruling the world and that he really is a devout Zarosian, but that remains to be seen.
- Following "Fate of the Gods," he will offer to answer you one question truthfully. One of them is "Are you a god?" to which he will respond he is not, nor did he ever intend to be. He is, however, roughly equal in power to the Adventurer's World Guardian abilities. Word of God confirmed he is telling the truth.
- Revenge by Proxy: When the Player Character enrages him, he attempts to order his Barrow Wights to kill their friends and family.
- Rule of Three: Has a group of three wights collectively known as the Champions of Sliske, them being Gregorovic, Nomad, and the Barrows sister.
- Shut Up, Kirk!: In "Sliske's Endgame", when you are asked to pick a faction to support and you attempt to abstain from backing anyone, Sliske will dismiss your decision for being boring, and again demand that you "Pick. A. Side!".
- Stalker Without A Crush:
- The "without" part might be debatable, but he's been watching the Player Character for a long time. he's been waiting for your birth for thousands of years, as a matter of fact, after hearing you were name dropped by a sailor who had a run-in with Xau-Tak.
- In "Sliske's Endgame", he will rebuke you if you try to side with him. If you say you thought he loved you, he will laugh, and then muse that he's never had more contempt for someone, a bigger thorn, a bigger headache, or a bigger unwelcome obsession then the player. He admits in that way, he may have "loved" you, but he never liked you.
- Taking You with Me: Downplayed. Before he dies, he manages to stab and injure the World Guardian with the Staff of Armadyl, as well as use it to transfer a portion of his soul into them.
- This Cannot Be!: His reaction to Kerapac destroying the Stone of Jas.
- Troll: Sliske and his followers view life as a game and enjoy manipulating, leading on, and making mockeries out of the other players. He has even done this to his fellow Zarosians, causing them to stop viewing him as one of their own.
- Unstoppable Rage:
- Flips out HARD on you after finding out you saw what he's really up to.
- He loses it again after Kerapac destroys the Stone of Jas.
- Villainous Breakdown:
- In "Kindred Spirits", after the player finds evidence that someone is pulling his strings, he completely loses his shit, beats the player half to death, steals Linza's soul, and tries to collapse his base on top of the rest of the party.
- And again in "Sliske's Endgame", when Kerapac destroys the Stone of Jas. He sends hoards of wights after you, followed by his three champions, before Sliske finally battles you himself.
- Wild Card: Despite being clearly Zarosian, even the other Zarosian Mahjarrat are unwilling to fully trust him and cannot exactly predict his actions any better than most.
- Yellow Eyes of Sneakiness: Unlike the other Mahjarrat who have red sclera in their eyes, his sclera are yellow, highlighting his cunning nature.
- Your Soul Is Mine: Tries this on the player in "Kindred Spirits", and partially succeeds. He later uses the portion of the soul he siphoned from the World Guardian to turn Nomad into a wight.
WahisietelA Zarosian Mahjarrat based in Nardah, under the guise of a human scholar.
- Dark Is Not Evil: Despite being a Zarosian who was only doing it for necessity, when he teamed up with the forces of Saradomin and Armadyl against Lucien, he made a good teammate and was willing to single handedly hold back Lucien in order to protect his temporary allies.
- Manipulative Bastard: Attempted during the God Wars. The forces of Saradomin and Zamorak were preparing to attack the Zarosian holy city of Senntisten. Wahisietel tried and failed to pit them against each other.
- Significant Anagram: Ali the Wise = Wahisietel
A powerful Zamorakian necromancer.
- Card-Carrying Villain: A version of him in an Alternate Universe where he won shows him to be this.
- Cloning Blues: In "Dimension of Disaster", he creates a bobblehead pet version of himself... to abuse and force into meaningless tasks while the most it can do in response is swear and demand brew.
- Disappeared Dad: "Children of Mah" reveals that his father, also named Zemouregal, died pouring the last of his energy into his son.
- A God Am I: When talked to during "Missing, Presumed Death", he shows interest on ascending to godhood.
- It's All About Me: Often thinks highly of himself and doesn't hold a high opinion on the weak. He also shows quite a bit of this in an Alternate Universe in which the player character doesn't exist.
- Jerkass: Like Lucien, Zemouregal doesn't hold a high opinion on Moia.
- Man in a Bikini: One of the paintings you can vandalize in Dimension of Disaster results in this. Nice polka dots, Zemo.
- Necromancer: Commands an undead army.
- Not-So-Harmless Villain: In the Dimension of Disaster, he has trophies of all six Signature Heroes, and Kara-Meir, implying that he bested them all. Not to mention, his defeat and enslavement of Arrav in both timelines.
- Only You Can Repopulate My Race: Propositioned Enakhra for this purpose once, and was rejected. He's also apparently expressed interest in his half-human niece Moia, much to her disgust. Strangely, the Dimension of Disaster version of him disdains them both and shows no interest in continuing the species.
- The Starscream: Implied to be considering this in the main universe. And an alternate version of him has performed several acts of blasphemy against Zamorak, desecrating Zamorak's wine and temple. His notes outright state that Zamorak is of little relevance to him.
- Trophy Room: In an Alternate Universe, he keeps one suggesting an unhealthy amount of Pride.
- Victory Is Boring: In an alternate universe where the Player Character never existed, he prevailed and conquered the kingdom of Varrock. He has stopped various heroes very easily and grown rather bored with his rule. Even though he could easily kill you when you first enter his world, he gives you the chance to build up your power before confronting him for his entertainment.
- Villain: Exit, Stage Left!: During the end of Defender of Varrock, when his zombies are decimated by the Shield of Arrav, he, Arrav and Sharathteerk escape to recuperate and prepare for "Ritual of the Mahjarrat".
- Zombie Apocalypse: He has tried to use this to conquer Varrock at least twice using this tactique in order to obtain the Shield of Arrav, but has never succeeded. The 200th quest shows an alternate universe where the Player Character does not exist, and the Zombie Apocalypse is in full force for Varrock.
The creators of dragons.
Tropes applying to the race as a whole
- Always a Bigger Fish: While Lucien gains an advantage at first over the Dragonkin he fights, he ultimately gets skewered by the Staff of Armadyl, courtesy of Sakirth. The Dragonkin then warn the others present of their intention to destroy cities.
- Being Tortured Makes You Evil: Zig-zagged. As part of their binding to the Stone of Jas, the Dragonkin suffer continual torment whenever someone who isn't an Elder God (a false user) draws power from the Stone. The Necrosyrtes have given in to the curse, and endlessly scheme to kill the False Users and anyone who draws their ire. The Dactyl, on the other hand, fight off the curse and, as a result, are somewhat less malevolent.
- Berserk Button: Any "False User" who uses the power of the Stone of Jas or tries to communicate with them.
- Big Bad Ensemble: They and the Mahjarrat are the biggest direct threats in the game. The Elder Gods are the Greater-Scope Villain to both.
- Blessed with Suck: Their ties to the Stone of Jas. Whenever someone other than Jas uses the stone to gain power, the Dragonkin will gain an equivalent amount. However, this also puts them in terrible pain that can only be eased by destroying things, preferably the false user.
- Breath Weapon: Fireballs, as demonstrated in the Mos Le'Harmless section of "The Ritual of the Mahjarrat".
- Combat Pragmatist: Justified that their opponent was powered by two artifacts and rejuvenated by their ritual, but two against one isn't exactly fair.
- The Dreaded: They ravaged the world during the Fourth Age, effortlessly thrashed Lucien, and are strong enough to pose a threat to the younger gods. They are very widely feared.
- Enemy Civil War: There are two factions; the Necrosyrtes and the Dactyl. The Necrosyrtes have given in to the curse, and seek only to kill False Users and anyone who gets in their way. The Dactyl are more scientific, and seek to either break the curse or create a new species free of Jas' influence. They don't get along.
- Enemy Within: According to Kerapac, Jas's curse on the Dragonkin has a fail safe mechanism that manifests as a sort of inner demon, an Echo of Jas. In order to weaken the curse's hold over Strisath, Kerapac has the player defeat it.
- Eviler Than Thou: In "Sliske's Endgame", they unexpectedly manage to pull this on the eponymous villain, demolishing his plans figuratively by demolishing the Stone of Jas quite literally.
- Evilutionary Biologist: The Dactyl qualify as this, performing all sorts of torturous and unethical experiments in their efforts to break free of the curse and create a new race to carry on their legacy.
- Hair-Trigger Temper: The pain inflicted by the curse makes them rather touchy. Given their immense strength and power, this makes them very dangerous to be around.
- Immortal Procreation Clause: The Dragonkin are practically immortal, but can still be killed, and seldom reproduce.
- Kill the God: They are compelled to fight False Users, many of which are the younger gods.
- MacGuffin Guardian: Enslaved by Jas for the purpose of protecting the Stone of Jas.
- The Maker: They are the creators of the dragon race.
- Make Way for the New Villains: At the end of "The Ritual of the Mahjarrat", when they kill Lucien.
- No Name Given: The Dragonkin that Robert the Strong fought as seen in a flashback in "A Tail of Two Cats" is unnamed.
- No-Sell: Power drawn from the Stone of Jas is almost completely ineffective on them. The Kethsians and Lucien found this out the hard way.
- Sanity Slippage: The constant torment inflicted by their curse causes many of them to slowly lose their minds.
- Time Abyss: All of the surviving Dragonkin. Dialogue with Zaros implies that their race pre-dates the birth of the five Elder Gods and the current universe.
- Unstoppable Rage: Anyone who touches/uses the power of the Stone of Jas causes a rage in the hearts of the dragonkin, leading them to take it out on anyone they think deserves it, especially the one using the power- thus, the deaths of Lucien, who used the power and tried to keep the stone for himself, and Idria, who foolishly tried to make an alliance with them when they were discussing who to kill.
- The Worf Effect: They manage to slay Lucien with ease and Lucien was the most powerful mahjarrat at the time.
- You Wouldn't Like Me When I'm Angry: Most of the Dragonkin have "You won't like them when they're angry." as their examine texts.
A Dactyl dragonkin. Brilliant, determined, and absolutely amoral, Kerapac created many of the dragons seen in game, such as the Queen Black Dragon, frost dragons, and celestial dragons.
- Determinator: Even by the usual standards of the Dactyl, Kerapac is singlemindedly determined to free himself from the curse.
- Evil Albino: Downplayed; while not outright malicious, he's certainly not the nicest of creatures.
- Jerkass: Dismisses one of his creations, Therragorn (a white dragon), as a failed experiment. As a whole, he holds no empathy for "lesser races".
- Kill the God: His ultimate goal is to kill Jas, an Elder God.
- Lack of Empathy: Doesn't hold a high opinion on so-called "lesser races", and dismisses one of his creations, Therragorn, as a failed experiment.
- Outgrown Such Silly Superstitions: He doesn't think much of spiritual beliefs such as fate or afterlives.
- The Unfettered: Will do anything to ensure that his race is freed from Jas's curse, not giving a damn what others think.
ForcaeA Dactyl dragonkin and one of Kerapac's peers. Forcae is responsible for the creation of the metal dragons.
- The Ghost: Doesn't appear directly in-game and is only known through his journal, in which all ten of its pages are obtained as drops from adamant and rune dragons.
- A God Am I: After spending who knows how many centuries creating different kinds of dragons, he develops a bit of a god complex.
- Hoist by His Own Petard: He gets ripped apart by his own creations.
- I Have No Son: Has a daughter, Lasthes, who he disowned after she joined the Necrosyrtes.
- Posthumous Character: By the time the player finds the ruins of his lab, he is long since dead.
- Too Dumb to Live: After creating the Nigh Invulnerable runite dragons, severely weakening himself in the process, he tried to discipline them and force them to respect him.
A Dactyl dragonkin. At the behest of Kerapac, he pursued the Fremmenik hero-god V. He was eventually captured by the Necrosyrtes and infused with V's divine energy as a test. It all went downhill from there.
- Body Horror: He eventually devolves into a hideous, mindless atrocity. Phalaks speculates that it could be a fail-safe in the curse to stop them becoming too powerful, or simply a side effect of Tarshak abusing his connection with the Stone of Jas.
- Dumb Muscle: Both the Dactyl and the Necrosyrtes comment that Tarshak was never very smart.
- Half the Man He Used to Be: Is torn in half as a result of a giant bane rock being dropped on him, but this still doesn't kill him.
- Lovecraftian Superpower: His deformations made him strong enough to go toe-to-toe with Strisath, Sakirth, and Kalibath, and he most likely would have won if Kalibath hadn't stolen one of his protective charms. When he mutates into the Abomination, he's more than a match for the player even after getting torn in half.
- Power-Upgrading Deformation: He begins mutating into an abomination after being infused with V's power.
- Rasputinian Death: He takes a lot of punishment to bring down. He gets beaten on by the Necrosyrtes, gets shot with a poisoned dragonbane dart (which Phalaks notes should have killed him almost immediately), fights the player, gets crushed beneath a massive lode of bane ore, tears himself in half trying to get out from under the rocks, and is finally put down by the player kiting him through his own fire and the collapsing ceiling of his lair.
- Sanity Slippage: He goes completely insane very quickly.
- We Hardly Knew Ye: His first and last appearance was in "Hero's Welcome", where the World Guardian ends his life after he transforms into an abomination.
SakirthThe self-proclaimed leader of the Necrosyrtes.
- Asskicking Equals Authority: He certainly seems to think so.
- Did You Just Punch Out Cthulhu?: Kills a severely weakened V with the Elder Mirror, transferring his leftover power to Tarshak.
- Hero Killer: He's the one who takes out both V and Lucien.
- Kill the God: Uses the Elder Mirror to kill a severely weakened V.
Members of Bilrach's team and creatures from the beyond summoned by him to keep out anyone trying to get to him.
The StalkersThe Stalkers are huge, grotesque beings with eyes all over their body. They are all very skilled at magic and are highly resistant to it. Their naming convention is Noun-verber Unpronounceable.
- Black Speech: Not only their native language, but what usually results from attempts at pronouncing their names.
- Boss Remix: Ihlakhizan's theme.
- Brown Note: When a guy asked one of them to say their name in their own language, the sound of it gave him a headache and a nosebleed.
- Dark Reprise: Again, Ihlakhizan's theme.
- Eldritch Abomination: Yup.
- Eye Scream: Obviously, since they're essentially covered in eyes. Their weakness is stab attacks.
- Luke Nounverber: Their whole naming convention.
- Names to Run Away from Really Fast: Let's see, with names like Plane-freezer Lakhrahnaz, Night-gazer Khighorahk, Shadow-forger Ihlakhizan, Flesh-spoiler Haasghenahk and World-gorger Shukarhazh...
- The Unpronounceable: Yup.
The Kal'GerionA race of demons brought in by Bilrach, who don't serve him directly, but their leader has instead made a shaky alliance with him. Mostly weak to magic, and each one comes with a few gimmicks of their own. Their naming convention is Na'Me the Nounverber.
- An Ice Person: To'Kash. As if the title 'Bloodchiller' didn't say enough.
- Bad Boss: If a demon says he failed during Kal'Ger's intro cutscene, the poor sap gets destroyed.
- Barrier Change Boss: Not exactly, but if you've seen the stats on the celestial catalytic staff, you know Kal'Ger's magic weakness is gone the moment he picks that thing up.
- Big Red Devil: Kal'Ger.
- Climax Boss: Kal'Ger is split into five phases, uses all corners of the combat triangle effectively, slams off your protection prayers if you use them long enough and actually uses his wings. Yk'Lagor is no slouch either, and a fitting finale to the occult floors.
- Drop the Hammer: Bal'Lak dual wields enormous warhammers.
- Evil Sounds Deep: Yk'Lagor was the first boss to ever be given voices. They haven't gotten any less deep since.
- HP to 1: Don't keep that protection prayer up against Kal'Ger for too long.
- Kaizo Trap: When Kal'Ger dies, he explodes and deals damage anywhere between your maximum base health and 1. If you're really unlucky, this can kill you from full hitpoints.
- Kill It with Fire: Har'Lakk's flame portal.
- Magic Knight: The demons primarily fight with magic and melee, both about equally destructive.
- Mundane Utility: To'Kash freezing some poor sap and then shattering them in a shower of Ludicrous Gibs is said to be a favorite party trick of his.
- Names to Run Away from Really Fast: To'Kash the Bloodchiller, Har'Lakk the Riftsplitter, Bal'Lak the Pummeller, Yk'Lagor the Thunderous and Kal'Ger the Warmonger don't exactly sound friendly.
- Nigh Invulnerable: Bal'Lak's defenses gradually increase until he's virtually impossible to damage. To make him vulnerable, you have to lure him over the green rifts in the floor, or teleport out and wait for it to drop on its own.
- No Indoor Voice: Especially Yk'Lagor the Thunderous.
- Ominous Pipe Organ: Yk'Lagor's theme has one. It's rather ominous.
- One-Hit Kill: Again, see Bad Boss. Yk'Lagor's earthquake attack's max hit is also over 12,000, making it a viable One-Hit Kill as well.
- Winged Humanoid: All, but Kal'Ger actually uses them.
- You Have Failed Me: See Bad Boss.
The BehemothsBasically just bigger than usual animals dwelling in Daemonheim, the Behemoths were discovered by Bilrach's party and left as sentries to guard the passages deeper in. Not particularly intelligent, but definitely there in the brute force department. Their names are actually just descriptive ones given by Bilrach's team.
- Big Eater: Take a wild guess where the Gluttonous behemoth got its name from.
- Charged Attack: The Hope Devourer telegraphs its strongest attack with a roar. Should any player have a protection prayer up when the attack comes, it'll instantly consume it to heal itself, or 'devour their faith and hope'.
- Exactly What It Says on the Tin: Since they were named by the exploration team, their names are mainly descriptions.
- Extreme Omnivore: The Gluttonous Behemoth will gladly munch a rotten bovimastyx corpse (that has likely been in that state for a very long time) when its health is low.
- Heroic B.S.O.D.: The Hope Devourer's effect on people in-universe. Marmaros literally lost his mind.
- Luck-Based Mission: Beating Stomp in the minimum of three rockfalls is not always possible without creative use of gatestones or even with it. The rocks may fall so they block either the lodestones, crystals, or both. An update fixed this; it's now possible to break the debris with a pickaxe.
- Names to Run Away from Really Fast: Most of them, but special mention goes to the most powerful, the Hope Devourer.
- Nigh Invulnerable:
- The Bulwark Beast has a thick outer shell that needs to be hacked off with a pickaxe for Melee or Ranged attacks to hurt it at all. You could try Magic, but its normal defenses are highest against Magic.
- The Runebound Behemoth needs to be exposed to different corners of the combat triangle by deactivating the three crystals in the room.
- Portal Cut: Stomp's head gets most satisfyingly guillotined off as the portal it was sticking through gives out.
- Shockwave Stomp: Run under a behemoth and it will trample you.
- Ironically, the behemoth actually named Stomp doesn't and can't do this, as only its head is in the room with you.
God Wars Dungeon Generals
- Flunky Boss: They each have three lieutenants at their side. For Nex, she has four along with various other creatures she summons.
- Large and in Charge: Kree'arra, K'ril Tsutsaroth, Nex and General Graardor are all very large, command the armies of their gods and are very powerful boss monsters. Inverted with Zilyana, who is just slightly taller than a human, but is just as lethal as the others.
- Praetorian Guard: The bodyguards for all generals at God Wars Dungeon count as these.
Voiced by: Mod AnaAn Icyene who leads Saradomin's army
- Bitch in Sheep's Clothing: Comes off as a righteous commander, but is very easy to piss off.
- Fiery Redhead: The Hot-Blooded kind, not the Playing with Fire kind.
- Glass Cannon: Before Evolution of Combat, she was not too hard to damage, but she can nail you hard if she gets into melee range.
- The Lancer: There's a reason why Saradomin chose to resurrect her using the Stone Of Jas after she lost to K'Ril Tsutsaroth.
- Last of Her Kind: When she was first released, it was though she were the last icyene alive, but as time went on, it turned out that there were more alive on their homerealm and before that, Safalaan was later confirmed to be at least part icyene.
- Light Is Not Good: Although being a creature of the God of Order Saradomin, she orders Kree'arra to kill the player during The World Wakes, and is the most determined of the god-followers to kill Guthix. To top it all off, during the quest she reveals that she was manipulating her supposed ally Kree'arra, openly mocking his desire for Armadyl to return.
- Lightning Bruiser: The fastest out of all the God Wars generals.
- Magic Knight: If you fight her in the God Wars Dungeon, she'll attack with both melee and magic.
- Our Angels Are Different
- One-Handed Zweihänder: She is capable of wielding a two-handed Saradomin Sword on one hand. Possibly justified as the sword was probably never intended to be used by humans and it's roughly the size of a longsword to her.
- Shock and Awe: She can shoot lighting out of her sword.
- Winged Humanoid: She's an Icyene, to be exact.
General GraardorAn Ourg who leads Bandos's army
- Attack Reflector: When fought on hard mode or during The World Wakes, he can enter to a mode where he will reflect the damage dealt to him back at you.
- Blood Knight: As a Bandosian, he gets a thrill out of combat.
- Cool Helmet: If you're persistent enough at fighting General Graardor, you might get it as a drop.
- Dumb Muscle: Compared to the other God Wars Generals, he's not too bright, though in Hard Mode he gets smarter and starts using reflective abilities.
- Good Old Fisticuffs: Most of the time. During the Mighty Fall quest, he picks up a weapon.....
- Hulk Speak: Like almost all Bandosians, he speaks like this.
- Last of His Kind: Originally, he was thought to be the last of the Ourgs. It has since been confirmed that there are a handful remaining asides Graardor, but as a race they're no longer viable.
Kree'ArraA giant Aviansie who leads Armadyl's army.
- Ambiguous Gender: Subverted. In the early years of the God Wars Dungeon, many players debated over whether Kree'Arra was male or female, until Word of God confirmed that he is in fact male.
- Apologetic Attacker: In "The World Wakes", he apologizes for having to kill you when you refuse to leave.
- Attack of the 50-Foot Whatever: He is abnormally large for an aviansie, about the size of Armadyl himself.
- Beware the Nice Ones: He is by far the nicest of all the GWD bosses when talked to, but is just as competent combatant as the rest.
- Petting Zoo People: Like his god Armadyl, he belongs to a race of humanoid birds called the Aviansie.
- Tornado Move: When fought in hard mode or during the World Wakes, he summons tornadoes that can kill you in seconds.
- The Voiceless: Unlike other bosses, he doesn't speak when fought in regular mode, which lead people to conclude that this trope applied to him, until the World Wakes came and proved that he in fact can talk.
K'ril TsutsarothA demon who leads Zamorak's Army
- Berserk Button: Implied. Turn on any curse or prayer fighting him and expect to get damaged very badly.
- Big Red Devil: As Zamorak's general in the God Wars, this is probably what you would expect him to look like...which he does.
- Blood Knight: He actively encourages his troops to kill Saradomin's followers during his boss banter.
- Dual Wielding: BFS Sinister Scimitar times two.
- The Dragon: He's described as one of Zamorak's most feared tools of destruction. As such, he serves as this during the God Wars, as well as during The World Wakes, since he's sent to assassinate Guthix since Zamorak is bound to the Guthix Edicts.
- Last of His Kind: Some people speculate that he might be the last elder demon, due to the recurring use of this trope with the other bosses, though he bears similarities to the Kal'gerion demons in Daemonheim.
- Obviously Evil: Gee, he looks quite sweet and cuddly.
NexAn immensely powerful Hybrid Monster who leads Zaros's army.
- Discount Lesbians: Implied by a line in the Gower Quest, though she was "off the clock" at the time.
- The Dreaded: At first, it is assumed that the gods fear her for her power. This is not the case, although she is powerful. They fear her because of what she represents: she was directly created by Zaros, something that the young gods cannot do.
- Godzilla Threshold: It took Nex breaking from her prison for the gods to form an Enemy Mine and fight together to seal her back.
- Hybrid Monster: She is a combination of a demon, a vampyre, an aviansie, and a icyene.
- Last of Her Kind: Averted. Nex is a creature called a Nihil, which were beings created by Zaros using divine energy siphoned from Mah. Zaros took her with him and trained her so that the other Nihil wouldn't kill her for having unusual strength.
- Names to Run Away from Really Fast: It's amazing how a single syllable can cause even the gods to quake in fear. Doubles as a Bilingual Bonus when you learn that Nex is Latin for "violent death".
- One-Woman Army
- Person of Mass Destruction
- Sssssnake Talk: She talks like this during the World Wakes.
- Shaped Like Itself: "Many words could be used to describe the force of nature that is Nex—graceful, vicious, quick, cruel, efficient, deadly. The only word that truly describes her, though, is Nex." This gains some additional meaning when you learn that "Nex" is the Latin word for a violent death.
- SNK Boss: One of the most difficult and dangerous bosses, especially when solo. Even more so in her newly released hard mode, Angel of Death.
- Suspicious Video Game Generosity: Funny how Nex seems to have a bank set up right before her chamber, isn't it? It's there for a very good reason.
- Taking You with Me: Nex uses the Wrath prayer upon death to deal damage to everyone around her.
- Took a Level in Badass: Nex: Angel of Death is more or less a Hard Mode version of the original fight.
- Winged Humanoid: Initially, her arms greatly resembled wings, but with her graphical rework, she received actual wings.
Heart of Gielinor Generals
HelwyrThe Serenist general, and the leader of the Cywir Clan.
- Punctuated! For! Emphasis!: "You. Will. BLEED!"
- Revenge: He seeks this against Gregorovic for experimenting on his elven comrades.
- Shapeshifting: In combat, he takes on the form of a beast he slew and absorbed the energy of, known as the Hunllef.
GregorovicThe Sliskean general. A sickly human desperate to escape the end of his life, he made a deal with Sliske and was reborn in the shell of an undead monster.
- Deal with the Devil: Approached Sliske and offered his soul in exchange for eternal life. He was killed and resurrected into a Monster Clown with an insatiable yearning to consume.
- Dual Boss: With Nomad and Linza the Disgraced in Sliske's Endgame.
- Evilutionary Biologist: He conducted cruel experiments on the Cywir elves in order to gain insight into their longevity.
- Fuuma Shuriken: Wields a pair of glaives.
- Leitmotif: Gregorovic.
- Monster Clown: His current form resembles that of a macabre jester.
- Sadist: Conducted cruel experiments on elves of the Cywir Clan in an unsuccessful attempt to extract the secrets behind their long lifespans.
- Turns Red: In Sliske's Endgame, if he is not the first boss to be killed, he will use his knife throwing attacks which cannot be blocked, but damage can be avoided altogether by looking out for shadows on the ground to see where the knives will land. If he is the last of the three bosses to remain, he will summon shadow clones of himself which hit as hard as he does, but only have 3,000 HP each.
- Undying Loyalty: To Sliske, after being resurrected.
Avaryss, the Unceasing & Nymora, the VengefulA pair of Avernic demons, and the Zamorakian generals.
- Revenge: They seek it against Gregorovic for killing their 3rd sister, though Zamorak has forbidden from doing so until they can finish their job of wiping out the Ilujanka.
VindictaThe Zarosian general, and the daughter of Hannibus and Morvannon. Mounts a dragon named Gorvek, who is also her caretaker.
- Dragon Rider: She uses her adoptive parent, a dragon named Gorvek, as her steed.
- Revenge: She seeks it for the deaths of her people.
Telos, the WardenThe protector of the Heart of Gielinor.
QuinA seasinger who discovered a magical horn which allowed her to control legions of sea monsters, instead of one like most sea singers, Quin took over the Eastern Lands, starting a war which cut off contact with the West. After an assassination attempt, Quin became obsessed with immortality. Her genocidal tendencies become her own undoing, as it alienates her chief Occultist, and her attempt to kill Ling enrages the pirates of Tattanogi. Both the Occultist and the pirates play a crucial role in her death, all of which is organized by the player.
- A God Am I: Somewhat justified, in that her horn is an Elder Artifact which would allow her to ascend to godhood. Unfortunately, she doesn't have it for long enough...
- Amplifier Artifact: Her Horn, which allows her to command an army of sea monsters.
- The Beastmaster: How she became so powerful in the first place.
- The Dog Bites Back: Quin is killed by her former Dragon. Not that she was particularly terrible to Zuzu before the latter left, mind you.
- Evil Overlord: Of the Wushanko Isles. Losing sea monsters conquering the place allowed trade to resume with the West, but she still controls large amounts of territory.
- The Ghost: Never seen in-game, only mentioned in the Quin POP voyage arc.
CoraThe Captain of a dread ship known as the Harbinger.
- Arc Villain: Of The Arc section of the Wushanko Islands, being the one to hire a slaver named Jed, captain a dread ship that has sunk or enslaved others, and spread a zombifying curse. She pulls a Heel–Face Turn when you point out that her actions are not helping her beloved khan, but actually causing her to suffer.
- Arson, Murder, and Jaywalking: Her examine text? "Commander of the Harbinger. Scourge of the seven isles. Owner of a crow called Cheryl."
- The Atoner: Upon being brought to her senses, she resolves to gather any surviving residents of Goshima in order to rebuild. And while she was the Khan's adopted daughter, she acknowledges that she doesn't deserve to take the Khan's place.
- Made a Slave: Some pirates known as the Skulls murdered her parents and sold her into slavery. The Khan of Goshima bought her, released her, and adopted her as a daughter since she was unable to produce any children of her own.
- Necromancer: She is skilled in The Dark Arts and has used her magic to enslave the dead and punish her enemies.
- Necromantic: The Khan of Goshima adopted her and made her her lieutenant. When the Khan died without any heirs, she raised her Khan as a type of vampyric undead called a Jiangshi. The Khan remained as herself at first, only stealing just enough Life Force from her villagers to sustain herself. But the Khan ultimately lost herself to the curse and killed all of her people. To prevent the curse from exploding into a Zombie Apocalypse, Coraline started hunting the resulting zombies. She also took slaves in order to feed her Khan. The Player Character ultimately convinces her to let the Khan go and give her a Mercy Kill.
- Revenge: She took it upon the pirates that murdered her parents, damning them to a Fate Worse Than Death by using necromancy to bind their ghosts to their corpses.
MegA novice adventurer and fan of the Adventurer.
- Convenient Replacement Character: When she spends a month running a detective agency, Jemi, a novice adventurer seasinger takes her normal spot. She has almost the exact same dialogue as Meg, with the only difference being the name replacement. The voice acting doesn't change at all, which can result in Jemi not saying anything or even calling herself Meg!
- Crouching Moron, Hidden Badass: Some possible quests Meg may need advice for: how to catch shrimps without grossing herself out, how to fight goblins which scare her, how to not fall for "blackened lobsters" scam, how to defeat a harmless ferret that scared Thok, how to break into and rob Castle Drakan.
- Deal with the Devil: She knows its dangerous to talk to demons for mystical knowledge, but no pain, no gain! She occasionally accidentally gets into pacts with them and asks the Adventurer for advice in getting out of them.
- Fangirl: To the Player Character, who she keeps asking for silly advice.
- I Am Very British: What she talks like if she attempts to do a heroic impersonation of the Player Character.
- Mythology Gag: Some of Meg's misadventures involve scams from older versions of Runescape like "blackened lobsters", or current/recurring jokes like the desire for mounts.
- Shout-Out: Her full name is Megatha Christie, and she briefly had a detective service during May 2016.
- Talk Like a Pirate: What she talks like if she attempts to do a neutral impersonation of the Player Character.
- Vampire Vords: What she talks like if she attempts to do a villainous impersonation of the Player Character.
Voiced by: Charlotte MoreThe former Occultist for Quin, Zuzu blocked an assassination attempt on her mistress's life. After that, she sacrificed an entire pod of whales to learn how to gain immortality for Quin. Instead, she gained it for herself. Fearful at what might happen if Quin becomes immortal, Zuzu flees to the West, and meets the player.
- All of the Other Reindeer: Because of her tremendous powers, the soothsayers rejected her at a young age, leading Zuzu to join Quin.
- I Cannot Self-Terminate: Part of Zuzu's curse, she spends most of her story trying to remove her power.
- No-Sell: How she kills Quin. Zuzu walks through the death traps at Paradise without fear since she can't die.
- Smug Super: Frequently talks down ordinary people, such as the "filthy, unimaginative peasants" of Gundong.
- The Vamp: When she worked for Quin, she received everything she needed, including "oiled man-slaves". In the port, she flirts a little with Hubbub and shows an interest in Tomlin. When asked what she is going to do when everything is over, she mentions an interest in eligible bachelors. She even flirts a little bit with the Player Character, regardless of The Adventurer's gender. The Adventurer tells The Memory that Zuzu probably wouldn't be a good role model.
- Who Wants to Live Forever?: Zuzu's story. Eventually, she gets over it.
HubbubA mighty whaler and former khan, Hubbub's village was destroyed by Discord on behalf of Quin. Hubbub offered all of his money to the Death Lotus to take out Quin, but the attempt failed. Hubbub tried to take out his rage on Shuma, the deaf whale. Eventually, he teams up with Shuma to help get revenge on Quin.
- The Beastmaster: After speaking to the Old Man of the Sea, Hubbub learns that he can talk to sea creatures (unlike seasingers, who can outright control one or two). Hubbub uses this to get Shuma to call off her vendetta on humans and focus on Quin.
- Great White Hunter: Obsessed with killing Shuma, who in turn is targeting humans for unknown reasons.
- Handicapped Badass: Shuma took his leg.
- Not So Different: It turns out that the whale he seeks revenge on is also seeking revenge. Shuma's entire pod was sacrificed by one of Quin's occultists in a ritual, and now Shuma is blindly attacking humanity. Hubbub later befriends Shuma, and rides her in the final battle against Quin.
LingAn elite assassin of the Death Lotus order, Ling was hired by a khan of a small fishing nation to kill Quin. Her attempt is blocked by one of Quin's occultists, and Ling is banished from her order. Now, she seeks to destroy the Death Lotus operatives who are tracking her, and finish Quin.
- Code of Honor: Which still involves lots of killing. Poor Kirau.
- Handicapped Badass: lost a hand to her master's son after failing to kill Quin. That hasn't stopped her in the least.
- Improbable Age: Eighteen and a half, and she's been killing for years.
- Must Make Amends: to the pirates of Tattanogi for killing their leader after he gave away Ling's location in exchange for his people's safety.
- Not Now, Kiddo: When Ling first offers information on the khans running the eastern slave rings in hopes of being assigned to remove them, the player character snubs her based on her age.
Marcus FineA convict who is moving to the Eastern Lands to avoid imprisonment on the mainland.
- Frame-Up: He irritates the Adventurer, who threatens to deal with him. In response, he ensures the Adventurer will be framed for the murders of several White Knights if they don't let him go.
- Not So Different: When the player confronts Marcus about his list of crimes, Marcus points out that the player, who has a very high Thieving level at this point, is well known in the criminal underworld.
- Gentleman Thief
TomlinA missionary who plans to build a church in the Eastern Lands in the name of Saradomin.
- The Atoner: He eventually comes to his senses and realizes the harm he has been causing in Saradomin's name, and decides to redeem himself.
- Knight Templar
- Red Baron: Was called 'The Cudgel' because he used to go around attacking those who did not follow Saradomin.
- Religious Bruiser
BethanA scholar from Varrock, documenting species from the Eastern Lands.
- Evilutionary Biologist: She eventually wants to expose sea orphans to a plague to see how their immune response works, For Science!!
- Gone Horribly Wrong: The aforementioned experiment escapes containment. Probably should have done a background check on the test subject.
- Perilous Old Fool: Her missions to gather Ancient Bones tend to involve raiding the nests of local predators like dragons and rocs for the remains of their prey. With the predators still in residence.
Sojobo and ShanaoA living Tengu mask and his host.
- Feeling Their Age: For all that Shanao can go toe-to-toe with some of the greatest warriors in the Eastern Lands, he still needs to rest very often. Sojobo becomes increasingly concerned that he will lose his closest friend soon, as well as his mobility.
- Last of His Kind: Shanao is the last of the Sky Orphans, a race of mutant humans similar to the Sea Orphans but with avian traits rather than aquatic.
- Sharing a Body: The mask shares a body with a willing host.
- Tengu: Sojobo, the mask, represents the long-nosed humanoid version of the myth. Shanao, the host, is a crow-based Winged Humanoid whose feathers have gone white from age, representing the white crow version of the myth.
The Memory of AagiGuthix's memory of his daughter given life.
- Butterfly of Death and Rebirth: Her motif. She's surrounded by them, they're patterned on her dress, and you even build a butterfly statue if you want Aagi to visit more often. On Gielinor, butterflies are sacred to Guthix; on Naragun, they were so important that butterfly catcher was a respected career (which Guthix had hoped the original Aagi would pursue).
- Chekhov's Hobby: If you ask her what kind of people she'd get along with, the Memory suggests that her "father" was the patron god of runecrafting. This foreshadows her possible duo missions with the Occultist.
- Continuity Nod: In her introduction, she addresses you as "World Guardian", as well as the use of butterfly imagery.
- First Time Feeling: She wants to find new experiences to give herself an identity independent of Guthix's memories.
- Living Memory: She is literally Guthix's memory of his long deceased daughter.
- Meaningful Rename: The easterners call her "Kami". She eventually asks the Adventurer to use this name as well, since it distances her from her original namesake.
- Mysterious Waif
- Other Me Annoys Me: She is a surviving fragment of Guthix, more specifically, his memory of someone else, his daughter, and an idealized version of her at that. This is something that annoys her to no end and she resents Guthix for this reason.
- Pieces of God: She is basically a sapient divination wisp and a broken off fragment of Guthix's own being.
- Shy Blue-Haired Girl
The ExileA Ramokee Worldbearer.
- Chekhov's Hobby: If you ask her what kind of people she'd get along with, the Exile mentions that she enjoys fishing (for heim crabs, of course). This foreshadows her possible duo missions with the Whaler.
- Defrosting Ice Queen
- The Exile: As a Ramokee, she was exiled from the Gorajo for some crime. This is in fact the title the Easterners give her, and she introduces herself by it— her people do not use given names, and she doesn't consider herself worthy of the title "Worldbearer".
- Happily Adopted: She was abandoned as an infant by an unknown tribe and raised by a makeshift "tribe" of Ramokee serving Bilrach's followers in Daemonheim, whom she considered her family.
- Sour Outside, Sad Inside: Her initial rudeness is masking some serious issues.
- Survivor's Guilt: The aforementioned Ramokee tribe was killed in a massacre, of which she was the only survivor. Her guilt is further complicated by learning that her brother was the killer.
Heroine of Dorgesh-Kaan.
- Action Girl: When you get her crossbow, you'll probably notice that it's much stronger that regular ones.
- Back from the Dead:
- In Death to the Dorgeshuun, the H.A.M. tortures her to death, but Bandos resurrects her with his own power. In The Mighty Fall, it is revealed that the gods have this power, but it is Cast from Hit Points and ties the subject's life to the god's own. Bandos now dead, Zanik Can't Live Without Him, and is gradually dying. Regardless of your choice at the end of The Mighty Fall, she dies shortly afterward.
- At the end of Nomad's Elegy, you have the choice to have Icthlarin resurrect her, at which point she takes over operation of Soul Wars,
- Badass Adorable: She is fairly cute for a goblin. Just look at her!
- Bad to the Bone: Her weapon of choice, Dorgeshuun crossbow, is made of bone. She uses a poisoned bone dagger as well.
- Bi the Way: According to Word of God, she exhibits feelings for the player character regardless of their gender.
- Chained to a Railway: During the climax of "Another Slice of H.A.M.", she is bound to some railtracks built in the underground (which link between Keldagrim and Dorgesh-Kaan) by Sigmund, who sets this up in an attempt to entice a war between the cave goblins and dwarfs.
- The Chosen One: She was chosen by Bandos to become the Avatar of Bandos; essentially, a brain-washed slave-general-puppet with no free will.
- Damsel in Distress: Seems to get in trouble at least once per quest, until The Chosen Commander.
- Disney Death: In Death to the Dorgeshuun and optionally at the end of The Chosen Commander.
- Expy: According to Word of God, she's is essentially Starbuck, and her voice is that of Regina Spektor.
- Fate Worse Than Death: Nomad's Elegy reveals that, after her death, she was sent to the Bandosian afterlife where she and other cave goblins were doomed to be endlessly slain by the spirits of the loyal Bandosians for their defiance. The player puts a stop to this.
- Immune to Fate: After the Chosen Commander. Bandos tampered with her natural destiny to make her his chosen puppet general. In defeating him, a hole was left in her fate.
- In the Back: Has developed a technique to instantly kill someone when shooting them in the back with her crossbow, and promises to teach it to the player someday. She also kills the arrested H.A.M. agent that tried to poison the goblin children this way.
- Killed Off for Real:
- In the finale of The Mighty Fall, you can choose to kill her. But even if you choose to spare her, you will never see her again and she will likely die on her own, due to her previous resurrection being reliant on Bandos's own life as well as the dangers of Yu'biusk.
- If you choose to spare her at the end of the Mighty Fall, however, she does mention feeling better since entering Yu'Biusk, which would imply that staying in the realm could at least extend her lifespan.
- Living on Borrowed Time: Inverted in "Nomad's Elegy." Bandos's magic artificially shortened her life, giving her the option to come back.
- Naïve Newcomer: To the surface world, the first time she explores it.
- Naytheist: Like all the Dorgeshuun, she has had bad experiences with the gods, especially Bandos, and is deeply mistrustful of them. In the 6th Age, she joins the Godless to help them protect the innocent and stand against the gods. However, she finds herself questioning their effectiveness, since Kara-Meir just stood by and watched during the Battle of Lumbridge, and instead of helping Armadyl stop Bandos, chose to launch random and completely unproductive attacks on both sides.
- Screw Destiny: Bandos tampered with her destiny to make her The Chosen One and his mind controlled pawn. But she ultimately chooses to fight against him.
- Shoot the Dog: At the end of "The Mighty Fall", the Adventurer can choose to kill her, which while it will probably make you feel like an ass, will also have the effect of finally ending the feud between the mainstream Bandosians and the Dorgeshuun. Alternately, if she is spared, the Adventurer delegates leadership of Bandos's forces to her, and she takes them into the wilderness of Yu'biusk to await her own death. Either way, though, both her end and that of Bandosian hostility for the foreseeable future are assured.
- What Happened to the Mouse?: In "Dimension of Disaster", you can find one of Zemouregal's diaries making reference to a cave goblin champion of Bandos who entered the God Wars Dungeon to join forces with Graardor and was killed by Nex.
My ArmA troll farmer.
- Logical Fallacies: Prior to trying to grow goutweed, it's mentioned that he attempted to grow goats using a farming patch. However, he realizes that Burntmeat's reward of a large amount of burnt meat is not what the player wants and gives them a much better award and is willing to look after their herb patch for free.
- Person of Mass Destruction: He causes a lot of havoc when the player takes him to get goutweed tubers.
- Protagonist Title: My Arm's Big Adventure is obviously about him going on an adventure to learn how to farm goutweed.
- Punny Name: If examined while farming, the description will say that "My rake is is in the hand of my arm."
- Third-Person Person: Like others trolls, he does not use I statements.
Evil DaveA Zamorakian who is bizarrely obsessed with evilness. Lives in his mother's basement.
- Bad Is Good and Good Is Bad: He's very gung-ho about his evil-ness and shows it by speaking this way.
- Basement-Dweller: He still lives in his mom's basement.
- Cloudcuckoolander: He can be rather out there with his evilness spiel.
- A Day in the Limelight: Is the focus of the "Evil Dave's Big Day Out" quest, where he body swaps with the Adventurer after a ritual goes wrong, and goes to meet with Zamorak in the guise of the World Guardian, hoping his "evilness" will be reciprocated by the god of chaos.
- Harmless Villain: According to Gypsy Aris, this is the reason Evil Dave is part of the Lumbridge Castle Secret Society. They're contractually obligated to have a Token Evil Teammate, but they didn't want anyone who could cause actual problems.
- Inept Mage: Has been trying to summon demons in his basement but all he has managed to summon are harmless Hellrats.
- Large Ham: Just listen to his ramblings about evil.
- Nice Guy: In spite of his obsession with evilness, he's a great guy, and can't stand violence (which makes him faint) or vandalism.
- Poke the Poodle: This is his brand of evil. When he's confronted with genuine evil, he's rather disturbed. This is the reason why he was chosen to be part of the Lumbridge Council, as the council in question needed to include a dark wizard and they did not desire one that was a major threat such as Solus Dellagar.
- Trademark Favorite Food: Spicy Stew, or as he calls it "EVIL STEW OF DOOM." In Evil Dave's subquest of Recipe for Disaster the player must figure out exactly right amount of spices to make his favorite stew though a trial and error puzzle.
- Your Answer to Everything: Evilness.
- Breaking the Fourth Wall: Kennith is a prodigy at magic. If asked to explain how he does it, he tells you to imagine a fourth wall and breaking it.
- Character Development: Literally grows up after the player characters calls him out on his brattiness.
- Enfant Terrible: The whole plot of "Kennith's Concerns" is that a spoiled brat with genuine superpowers is not fun to deal with.
- Humanoid Abomination: Invoked. He has unnaturally high magical talent and appears in a Lovecraft inspired quest series.
- Shout-Out: It's not clear whether he's a king, but he does have a nice yellow coat.
- Soap Opera Rapid Aging Syndrome: Between "Kennith's Concerns" and "Salt in the Wound", Kennith ages up about ten years because he decided that he wanted to be older.
Voiced by: Mark Ogilvie (Mod Mark)
- Brick Joke: "Now I can go home. I wonder if my tuna sandwich is still there."
- Shout-Out: He mentions his uncle Howard, an author.
- Stuff Blowing Up: Between "Kennith's Concerns" and "Salt in the Wound" he builds up quite a stockpile of rubium grenades.
- Trademark Favorite Food: "Tuna! My favourite!"
Eva CashienThe niece of Sir Tiffy Cashien.
- Happily Adopted: She was taken in by Sir Tiffy Cashien after her parents died.
- Parental Abandonment: Her parents died when she was young, but Sir Tiffy Cashien adopted her.
- Punny Name: Her name is a pun on evocation.
Wise Old Man AKA DionysiusA retired adventurer who resides in Draynor Village.
- Affectionate Nickname: Zenevivia, Xenia, and Elsie address him as "Dissy".
- Bank Robbery: His most infamous caper in which he attacked and robbed Draynor Bank, and the same incident where he got his blue party hat.
- Battle Couple: With Zenevivia.
- Camera Abuse: When he robs the bank, he smashes the camera to end the cutscene.
- Dude, Where's My Reward?: Feels that the people of Gielinor owe him compensation after heroic acts in the past.
- Kid Hero: He started adventuring at the age of 15.
- Retired Badass: Used to be a hero, but now resides in a cluttered house full of stolen treasures in Draynor Village.
- Screw the Rules, I Have Supernatural Powers!: Abuses his powers to murder innocents and break into the Draynor Village bank simply because he feels he is entitled to a greater reward. It's also hinted that his next target is the Wizards' Tower to the south, which he and his girlfriend Zenevivia promptly go and attack after they are reunited.
- Unscrupulous Hero: Despite being a good guy, he has no qualms about using his power to break the law for his own gain.
- Walking the Earth: In his youth, he wandered the globe in search of adventure.
A Guardian of Guthix and guide of souls to the underworld. He is responsible for freeing the souls of the dead from their bodies when they die so they can move on.
- Badass in Distress: "Missing, Presumed Death" kicks off with Death going missing (as he is abducted by Sliske), and you and Icthlarin work together to find out what happened to him after encountering the souls of a few monks who are unable to pass on properly.
- Black Cloak: The Edicts of Guthix decreed that he must always wear one.
- Death's Hourglass: Depicted with one of these in the "Living on Borrowed Time" emote.
- Dem Bones: Is composed of bones, and is one of the Guardians of Guthix.
- Don't Fear the Reaper: Despite his menacing appearance, he's actually very friendly.
- God Job: As the first person to die on Gielinor, he was appointed by Guthix as Gielinor's guide of souls to the underworld, but other worlds have their own.
- Honor Before Reason: Vows to not allow Icthlarin to experience a painful end, not giving a damn that it goes against his oath to Guthix.
- Horsemen of the Apocalypse: One of the five founders and the leader of a clan known as The Horsemen.
- Pet Monstrosity: Owns a skeletal hellhound known as Muncher.
- Screw the Rules, I'm Doing What's Right!: If you ask for Ichtlarin's fate in "Sliske's Endgame", it turns out the poor guy is slated for a very painful end. Death states he will NOT allow that to happen, even if it means breaking his oath to Guthix.
- Special Person, Normal Name: His true name is Harold.
- Sinister Scythe: He uses it to release souls from the bodies of the deceased.
- Would You Like to Hear How They Died?: As the one responsible for ferrying mortal souls to the afterlife, by concentrating he can discern the fashion in which a person is fated to die. In "Sliske's Endgame", due to the gods being Brought Down to Normal within the labyrinth, he can sense how they will die, something that is normally impossible due to gods forfeiting an afterlife upon ascension. He will divulge to you the fate of one god of your choice.
Kara-MeirShe appears as a protagonist in the novels and shows up in the game later. Originally, Kara Meir was the daughter of a White Knight cast out of Falador for allegedly betraying his order. Her village was destroyed by the Kinshra (Black Knights) under the command of Lord Sulla. Her brother hid her inside the corpse of a wolf to keep her warm and safe. Later, she was found by dwarves, who raised her and gave her her name, which means "wolf cub". Years later, she seeks revenge against Lord Sulla, beginning the events of the Runescape novel. In the present era, with the release of the God Emissaries, she appears to be heavily involved with the Godless faction.
- Black and White Insanity: Doesn't give a damn about the gods and their motivations, whether or not they can be taken seriously, and would much prefer that they be wiped off from the face of Gielinor.
- The Comically Serious: When Brassica Prime and Marimbo hold a party competition, she gives a glorious speech about how the Godless are going to liberate mortals from the tyranny of the gods, only to be pelted by cabbages and... other stuff. The Godless's more radical leadership are overall annoyed at the lack of seriousness, which is Played for Laughs.
- She complains about the hypocrisy of Technical Pacifist gods, like Armadyl, who are willing to wage war in order to enforce peace. And yet, she herself leads the Godless faction's militant branch, which is basically trying to do the same thing.
- She proposes killing a god so that mortals can win the Stone of Jas, the artefact responsible for empowering many of the gods, from Sliske's "game". That way, she could claim its power for herself and use it to destroy all the gods. If the Player Character points out that this would make her no better than they are, it troubles her, and she offers no response.
- Interspecies Romance: There appear to be some hints of her having feelings for Gar'th, a half-werewolf who left the violent lifestyle of his kind.
- Kill the God: Her main goal is to kill all of them, though she admits that this isn't currently realistic.
- Mysterious Watcher: Overlooks the battle occuring in Lumbridge.
- Naytheist: Kara Meir appears to be one of the major players in the Godless faction, who feel the gods should leave the citizens of Runescape in peace. She actually came up with the name for the faction. She leads the more militant branch, which seeks to remove the gods by force.
- Not So Different: The player character can invoke this against her, questioning whether or not she'd be any different from the gods after she proposes winning the Stone of Jas in the name of the Godless so she can use its power to destroy all the gods. Troubled, she offers no response.
- Red Oni, Blue Oni: The red oni to Garlandia's blue.
GarlandiaAn Icyene in service to the Godless. She heads the Godless faction's more moderate division, which wants to persuade the gods to leave Gielinor peacefully.
- Blue Blood: She was a member of the Icyene nobility.
- Broken Angel: She is an Icyene, and her race are RuneScape's equivalent to angels. Saradomin ripped off her wings as punishment for embarrassing him.
- Did You Just Flip Off Cthulhu?: Saradomin asked her which division of his army she would join. Feeling that the gods are flawed, she tried to underline that point by rejecting him, saying that she had no intention of fighting at all. Embarrassed and perceiving her response as an insult, Saradomin then ripped off her wings, a near death sentence on her world. In truth, he felt she might lead others to abandon the Guilt-Free Extermination War, so he ripped of her wings as an example of what the enemy would do to them if they didn't all fight, an act he felt horrified by, but felt/feels it was the lesser of two evils
- Hypocrisy Nod: She admits that supporting Kara-Meir's efforts to wage war against the gods may be hypocritical on her part, since their wars are her main motive for opposing them in the first place.
- Naytheist: She acknowledges that the gods have brought some good things to the world, but does not feel they are worth the trouble that comes with the gods. She hopes to persuade the gods that their presence is not wanted and they should leave Gielinor in peace.
- Red Oni, Blue Oni: The blue oni to Kara-Meir's red.
- Undeathly Pallor: With the loss of her wings, she was unable to migrate with the rest of the Icyene. Thanks to the harsh conditions on her world, her skin lost its color.
ThokAn extremely powerful Fremmenik warrior who helps them guard Daemonheim.
- Badass Cape: Possesses the Dungeoneering Skillcape but cannot wear it since he has no evidence he reached the bottom floor of Daemonheim.
- Bash Brothers: Was this with Marmaros.
- Cool Sword: His Primal Two-handed Sword, the strongest weapon available in Daemonheim, was a gift from Divine Skinweaver.
- Dumb Muscle: He possesses enough raw strength to literally smash most of Daemonheim's defenses, but is reliant on Marmaros to deal with tricker challenges.
- Improbable Weapon User: When he loses his Primal 2h during Thok Your Block Off, he uses heim crabs as weapons.
- Interspecies Romance: Has feelings for a Divine Skinweaver who he nicknames "Pretty Lass".
- Mook Horror Show: The forces of Bilrach react with absolute horror every time they see him and they keep resorting to desperate gambits that fail each and every time.
- One Steve Limit: Averted; his full name is Thok Thokson, meaning his father was named Thok, too.
- Rated M for Manly: A well-built Fremmenik warrior who is said to have conquered the entirety of Daemonheim with brute strength.
- True Companions: With his little brother, Marmaros.
- Why Did It Have to Be Snakes?: He is one of the mightiest melee fighters in the entire world, and yet he is absolutely terrified of ordinary ferrets.
- World's Strongest Man: According to the Word of God.
NomadA mage of incredible might who created the Soul Wars minigame.
- And I Must Scream: Gets turned into a wight by Sliske using the part of your soul he took, and fights you twice in Sliske's Endgame. Sliske makes it clear Nomad can feel every injury you inflict on him. Even Saradomin was disgusted at this.
- Bad Boss: He subjugated his imp minion, Zimberfizz, to quite a bit of abuse.
- Deus Est Machina: He creates a construct imbued with divinity through stolen souls.
- Dual Boss: With Gregorovic and Linza the Disgraced in Sliske's Endgame.
- Freudian Excuse: Icthlarin says that had circumstances been different, he could have been a great hero, but the loss of his parents and resulting grief caused him to turn against everything, but also states that all his choices made him into the monster he is today and nothing is his past justifies his current actions.
- Killed Off for Real: You are given the option to execute Nomad at the end of Nomad's Elegy, but regardless of your decision, Sliske takes him away. Double subverted in "Sliske's Endgame", where it is revealed Sliske turned Nomad into a wight using the part of your soul he took, and is likely gone for real after you defeat him for the second time in the same quest.
- Leitmotif: "Battered Soul".
- Mad Scientist: He is considered a madman and his ethics are depraved, but he is certainly fairly creative with Magi Tech.
- Soul Power: He specializes in manipulating souls and their connection to divinity.
- Turns Red: In Sliske's Endgame, if he is not the first boss to be killed, he will use his Soul Blast attack. If he is the last of the three bosses to remain, he will summon clones of himself. On the bright side, however, killing only one clone is enough to take him down.
- Well-Intentioned Extremist: He personally considers himself one, believing himself to be doing horrible things for the greater good. Everyone else considers him a deluded mad man, even Xenia.
- Your Soul Is Mine: He steals them to augment his own power and for his projects, in many cases damning them to Cessation of Existence.
Lowerniel Vergidiyad DrakanRuler of the vampires, and the main antagonist of Lord Of Vampirium.
- Ancient Evil: He's been around since the God Wars.
- Big Bad: Of the Vampyre quest series, naturally. Until the end of the penultimate quest, where it's revealed that his Well-Intentioned Extremist sister Vanescula was Playing Both Sides the whole time to take power herself.
- But for Me, It Was Tuesday: He takes this attitude when Salafaan attacks him, saying Drakan killed his parents.Drakan: I have killed many parents, boy. Many children too. I don't remember them; I won't remember you.
- Clipped-Wing Angel: When Vanescula stabs him with the Sunspear, he loses his wings and only has 20,000 HP, as opposed to him having 50,000 HP earlier. He also loses all of his special abilities.
- Faux Affably Evil: Though he acts much like your typical vampire would, he is ultimately a beast.
- Fisher King: When he takes over Hallowvale, he immediately turns into the haunted swampland of Morytania to suit his liking.
- For the Evulz: Shamelessly gloats that he loves to hunt his prey for the fun of it.
- Human Resources: He built Meiyerditch for the purpose of gathering humans so that he could feast on their blood.
- Hunting the Most Dangerous Game: The plot of "The Lord of Vampyrium" turns into this after your assassination attempt goes wrong.
- Impaled with Extreme Prejudice: Vanescula impales him with his own weapon, the Sunspear, during the boss fight against him, but this doesn't kill him. After the player defeats him one more time, they finish him off by stabbing him though the head with the broken off blade of the Sunspear.
- I Have Your Wife: Took King Ascertes captive to force Queen Elfaritay to surrender Hallowvale to the vampyres. After that was done, he found another use for his hostage.
- I Regret Nothing: A dying Drakan expresses no remorse for his actions before he receives a piercing blow to the head, courtesy of Sunspear.
- Leitmotif: "The Lord of Vampyrium".
- Not So Different: If, at the party, you brag about killing Vanstrom Klaus or suggest that all human-born vampyres be put to death, Lord Drakan is amused that your viciousness rivals his own.
- Number of the Beast: Boasts a combat level of 666.
- Orcus on His Throne: During most of the Myreque quest series, he remains at his castle lurking behind the scenes. This is not the case in Lord Of Vampirium.
- Overarching Villain: He serves as this for the Myreque series, being the Myreque's biggest obstacle in liberating Morytania from the vampyres. In Lord Of Vampirium, the player actually gets the opportunity to fight him.
- Sequential Boss: Unlike Vanstrom Klause from the previous quest, Lord Drakan is actually fought four different times.
- Unwitting Pawn: Of his younger sister Vanescula, the true Big Bad of the quest line. Lowerniel is far eviler than Vanescula, however.
- Vampire Monarch: Along with his siblings, he rules over the other vampyres. However, there are vampires in Darkmeyer that are not content with his rule and by extension would rather have Vanescula as their queen.
- Worthy Opponent: Just before you finish him off, he tells you that he's "never fought so hard for a meal".
Vanstrom KlauseThis Vampyre is the principle antagonist of the first part of the Myreque storyline and a secondary antagonist in the novelizations.
- Batman Gambit: When he can’t find the Myreque he hires the Player Character to look for them and simply waits for the plot to guide them true.
- Disk One Final Boss: As Draken’s Dragon Vanstrom Klaus is the main antagonist for the first five quests in that storyline and his death marks the point the Adventurer truly becomes a threat to the vampires’ reign.
- The Dragon: While most named vampires remain behind the walls of Myerditch Vanstrom Klaus is responsible for both collecting the blood tithes and hunting down La Résistance, bringing him into conflict with the Adventurer more often than his masters.
- Enemy Summoner: He prefers to fight through proxies and has the ability to call upon a range of monstrosities.
- Hopeless Boss Fight: Until the Adventurer figures out the Vampyre’s Achilles' Heel they can’t hope to fight Vanstrom.
- The Mole: Twice. First (in the novelizations) he infiltrates the Hope Rock settlement. Then he uses the Adventurer as his Unwitting Pawn to find the Myreque by posing as an ally.
- The Fourth Wall Will Not Protect You: When Vanstrom says "Stare into the darkness!", your character will take massive damage unless you turn both your character and your camera away from him.
- Tragic Monster: The Post-"River of Blood" Q&A revealed that Vanstrom was, in fact, King Ascertes Hallow, father of Safalaaan and husband of Queen Elfaritay, having been vampyrised after being used as a hostage to make his wife surrender.
HreidmarLeader of the Red Axe, and the Big Bad of the Rise of the Red Axe quest series.
- Big Bad: The Rise of the Red Axe series is all about stopping him from conquering Keldagrim.
- The Corrupter: Transforms himself, Colonel Grimmson, and Veldaban into chaos dwarves with a dragon battlestaff. Veldaban, however, spends the duration of the battle resisting the transformation while you are left on your own to deal with the other two.
- Dual Boss: In the second half of the final boss battle, Hreidmar fights the player along with his right-hand Colonel Grimmson in Birthright Of The Dwarves.
- Evil Old Folks: He's 148 years old. In other words, he wouldn't hold the throne for long, and thus established his own kingdom after his final attempt to take over Keldagrim failed.
- Evil Sorceror: In the boss fight against him, he uses magic to attack.
- Royal Brat: An older example but still counts by being a Blue Blood. The reason he wants to conquer Keldagrim because he is the king by birthright.
- It's Personal: In addition to making Hreidmar atone for his vile deeds, Veldaban is motivated to take him down because he turned his girlfriend into a chaos dwarf.
- Leitmotif: "Rage of the Red Axe".
- Meaningful Name: Hreidmar is named after the king of the dwarves in Norse mythology. It turns out that HE is the king of dwarves by birthright.
- Obviously Evil: Discussed in-universe when trying to get the protesters not to help Hreidmar.
- Right-Hand Cat: He owns a cat named Tiddles who is very spoiled.
- Retired Monster: Eventually, Hreidmar gives up on trying to conquer Keldagrim and decides to make his own dwarvern city.
- Turns Red: Uses a dragon battlestaff to turn himself, Veldaban, and Colonel Grimmson into chaos dwarves. Veldaban, however, spends the battle resisting the chaos transformation, and you are left on your own to deal with both Hreidmar and Grimmson.
IlujankaKnown to scholars as the Dragon Riders, these beings were, and still are, facing extinction due to infertility. Zaros brought them to Gielinor to fight for him in exchange for fixing that issue.
- Dragon Rider: Ilujanka can form bonds with any large creature. Hannibus was bonded with the King Black Dragon.
- Face Death with Dignity: Their race has resolved to do this. They know they will probably die before a cure for their near infertility can be found, so they wish to preserve their history so that when another sentient race arises on their homeworld, they can guide that race in spirit.
- Friend to All Living Things: Their races philosophy involves this. The Ilujanka lived in harmony with their environment, and could adapt to other environments by befriending even vicious creatures such as dragons. In addition, when the player must protect Hannibus by fending off feral Steel Dragons, Hannibus reacts in horror every time one dies.
- Last of His Kind: It is implied that only one is left, Hannibus. Actually, there are some on their homeworld; births are lower than deaths, though, and the race is prepared to die out.
- Lizard Folk: They are a reptilian race also known as lizardmen.
- Naïve Newcomer: The Ilujanka were unprepared for the concepts of war and betrayal that they found on Gielinor.
- Pintsized Powerhouse: The Ilujanka are about a head shorter than most humans.
- Reptiles Are Abhorrent: Subverted big time. The Ilujanka are reptilian, with an anatomy being very similar to the Dragonkin, but are also described as a noble, good race.
- Amplifier Artifact: The TokHaar, and the Kiln they come from, are a tool of creation used by the Elder Goddess Ful.
- Blank Slate: Inverted and played straight. TzHaar are born with their memories and knowledge of how to fill their role. Recently, TzHaar eggs haven't been hatching properly, resulting in Ga'al - physically small TzHaar with no knowledge at all. Unlike TzHaar, though, Ga'al are capable of learning at a very fast rate, including outside knowledge of the outside world. Turns out this began happening when the TokHaar cut off the sacred lava which gave the Tz Haar their memories in an attempt to force the Tz Haar to return to the Elder Kiln.
- Hive Caste System: The foundation for TzHaar and TokHaar. At birth, each member is born physically different.
- Magma Man: And also obsidian.
- Proud Warrior Race Guy: They seem to have this going on. The TzHaar have a number of gladiatorial events which emphasize fighting and dying with honor. Taken Up to 11 by the TokHaar; as long as they stay in the Kiln, they literally cannot die, and have amused themselves for centuries with combat, although they will often wait until you accept their challenge before attacking.
AviansieA race of human like birds who come from a realm called Abbinah. Abbinah is revealed to be a planet in the same solar system as Kethsi. At some point in the Second Age, an aviansie ascended to godhood using an unknown artifact, and became Armadyl. Armadyl led his followers to Gielinor, where they prospered in the aerial structures which are today used as Clan Citadels. During the God Wars, the aviansie were believed to have been wiped out, but many deserters and infirm had been hiding back in Abbinah, and they would repopulate the race.
- Death World: Abbinah is composed of floating rocks with liquid water existing only at the core. According to one aviansie, many have died securing basic provisions.
- Floating Continent: The islands where they lived in Gielinor.
- Giant Flyer: Kree'ara is a rather large aviansie, but even the regular ones could count.
- Petting Zoo People: A race of humanoid birds.
- Winged Humanoid: Or maybe humanoid winged creatures.
GorajoWhen Bilrach was opening portals in Daemonheim to summon minions, one malfunctioned and opened into the realm of the Gorajo. The Gorajo were opposed to demon summoning and necromancy, and declared war on Bilrach. Today, they can be summoned as familiars by players.
- Action Girl: The Stormbringer and Deathslinger familiars. Even the Skinweaver familiars will join the fray in a pinch, though she's less effective.
- Astral Projection: What happens when they are summoned, meaning that "dying" will only pain and inconvenience them.
- Boisterous Bruiser: Bloodragers are the friendliest of the Gorajo you can summon.
- Death World: From the Gulega, to massive sinkhole monsters, to creatures who make the dragons of Gielinor look tame, every description given of the Gorajo realm sounds terrifying. Even the Deathslingers, who have only experienced one of the more dangerous locations of Gielinor, agree their world is more horrifying.
- Evilutionary Biologist: The Polypore Dungeon is the work of an exiled Skinweaver who took interest in fairy rings and began experimenting with parasitic fungi.
- The Exile: The Ramokee. Ramokee are Gorajo who were cast out of the tribe for some crime.
- Family Honor: If a Gorajo gives birth to a powerful Stormbringer, they will be crippled from the raw magic of the infant. Mothers who experience this are honored greatly in their culture, and are even given their own Worldbearer servants.
- Fantasy Counterpart Culture: The Gorajo appear to be based off of Native American cultures.
- Hive Caste System: The Gorajo are born as either Bloodragers (warriors), Deathslingers (hunters and rangers), Stormbringers (mages), Skinweavers (healers), Hoardstalkers (foragers and skilled workers), and Worldbearers (manual laborers).
- Humans Through Alien Eyes: Gorajo familiars will sometimes remark on how weird it is that humans identify as individuals, by name, instead of having defined roles (a few Gorajo NPCs show more individuality, particularly if they have been exiled). Skinweavers will wonder aloud how you heal by eating food instead of by treating the injury.
- Interspecies Romance: The Fremennik Saga "Thok Your Block Off" heavily features Thok's courtship of the "Pretty Lass" Divine Skinweaver. At the end of the unabridged saga, they're apparently dating.
- Non-Action Guy: The Hoardstalker familiar detests combat, even though his caste's secondary function is to guard resources from Ramokee brigands.
- Sour Supporter: The Worldbearer familiar. He thinks you're a stupid cub with a stupid name and a stupid agenda. He doesn't want to talk to you, he doesn't want to look at you. But you summoned him, you need his assistance, and he will help you because that's his job, dammit.
- This Means War!: The Gorajo are a very moral race who are opposed to Bilrach's crimes. The Deathslinger declares that she is saving a poisoned arrow for his heart. Assuming he has one.
- Worthy Opponent: How combat-oriented Gorajo react to encountering the Warped Gulega boss. They will declare it to make a worthy trophy, and deal increased damage to it.
DemonsA group of races native to a realm called Infernus, these are the native devils of the setting. There are countless species of demons but they can generally be divided into three categories, Avernic, Chthonian, and Infernals. The general theme is that Avernic are more classic archetype while Chthonians borrow heavily from HP Lovecraft. Each of the three races ruled Infernus and enslaved all the others and were in turn overthrown and exiled by the next in receding order. Zaros used the Chthonian dukes in his armies to conquer Gielinor. They were overthrown by Avernics after Zamorak ascended to godhood.
- Big Red Devil: For all their variety, this is the general characteristic of the Avernics.
- Cannibal Tribe: Chthonians were a cannibal race. The Chthonians had a complex legal system set up to prevent them from eating each other. After Hostilius died, it fell apart.
- The Exile: The fate of the Chthonians and Infernals after being overthrown.
- Hive Mind: The Penance monsters are described as being minions, not heirs, to Duke Cacus. As such, they are not granted sentience.
- Humans Are Ugly: The way Avernics see humans, which has lead to several Zamorakian demons shapeshifting into humanlike forms, albeit with wings and horns. One of them admits that not all of them see things that way, and she has in fact chosen human features that she likes.
- I Am A Humanitarian: Hazeel noted that some of the Chthonian didn't always follow Zaros's laws against eating humans. On the plus side, Senntisten had very few homeless people.
- I Know Your True Name: Most demons are reluctant to give out their true names since that gives one power over them. If a demon is open with its name, then that implies that it is a particularly powerful member of its kind and cannot be controlled in this way.
- Magically Binding Contract: Demons seem to have the ability to create contracts that are nearly unbreakable, even to the gods.
- My God, What Have I Done?: In stark contrast to how the rest of his race enjoys eating anyone they can, the demon in "Broken Home" is actually horrified to realize that he consumed a human child, and went insane out of grief.
- Our Demons Are Different: Demons are basically a series of magically powerful alien races native to a planet named Infernus.
- Avernics are Red Devils and are rather tribal. They helped Zamorak overthrow Zaros in exchange for his help freeing them from the Cthonians.
- Cthonians vary significantly in appearance. Though their mentality isn't terribly alien, their appearance can range from a little bit odd to full blown Eldritch Abominations. They used to rule over the Avernics, but they overthrew the Cthonians with Zamorak's help, and now mostly reside in the Abyss (the portion of which they reside in/which the player can visit is their leaders giant corpse!)
- A third race, the Infernal demons, used to rule over the former 2 but were driven to (near) extinction by the Chthonians coup so long ago that virtually nothing is known about them as a whole. The sole surviving variety is the Kal'Gerion Demon, which stand easily twice the size of a human, with enormous wings, cloven hooves and More Teeth than the Osmond Family.
- Physical God: Hostilius the Autocrat, with an emphasis on "physical". Hostilius was not a god, since he lacked a divine nature, but his power had grown to the point where he equaled one. Still didn't stop Zamorak from killing him (maybe).
- Teleport Spam: Abyssal demons will randomly teleport themselves and the player a few squares away while fighting. This serves more to disorient than as a means of travel.
- Tomato in the Mirror: Senecianus was Driven to Madness by guilt and came to believe he was the human girl he consumed. He took the form of a ghostly version of her and wondered why everyone he tried to play with kept disappearing, being completely unaware he was eating them.
- Voluntary Shapeshifting: A relatively common power among demons.
- You Are Who You Eat: Chthonians could absorb the knowledge and powers of those they ate. Hostilius, the leader, consumed so many Infernals as well as his own kind, that his power became equal to a lesser god, and his corpse became the home to many of his species after being killed and flung into the abyss.
- Your Soul Is Mine: Chthonians can completely consume the essence of their prey. One unfortunate victim of this was a Fremmenik named Aesa Fellsdotti, leaving her The Soulless, and enabling the demon who consumed her to return to Gielinor after her body died. Inside a quest, another Cthonian devours a ghost and offers to devour another if you so request it.
VampyresThe antagonists of the Myreque questline, overlords over all of Morytania, not that they are very satisfied with that. They are kept from invading the human lands only by the power of the River Salve. Most currently live in their capital city called Meiyerditch. The human population of the city live in sectors that are rotationally tithed to prevent them from dying of blood loss. Other settlements are forced to pay regular tithes in exchange for their continued existence. Lately, the Vampyre population has been growing large enough to strain even this system. The converted come in three stages, Juveniles Juvinates and Vyres. But most powerful are the trueborns, who are a separate race entirely and come from their own realm, Vampyrium.
- Achilles' Heel: Vampyre juvinates and vyrewatch can only be damaged by silver and blisterwood weaponry.
- Always Chaotic Evil: Subverted. Ironically, it's the converted human Vampires that show the most cruelty. The trueborns usually fall under Pragmatic Evil or Noble Demons at worst, and a few of them do genuinely want to improve the life of humans.
- Bat Out of Hell: Their true form.
- Better to Die Than Be Tithed: Not them, but the humans of Port Phasmatys chose undeath rather than being subjected to the tithing system.
- Cannot Cross Running Water: Justified. The river Salve was empowered by a Saradomionist ritual to act as a barrier they can't cross. The barrier in practice is also a shield that covers all of Morytania, ensuring they can't circumvent it.
- Deadpan Snarker: Vanescula has a penchant for making snide remarks.
- Fur Against Fang: The werewolves have been enslaved by the vampyres, and are used for labor, combat, and blood tithes when the humans aren't productive enough. They're appropriately resentful.
- Half-Human Hybrid: The most dangerous type of vampyre is called a Wyrd. They are massive, develop a strong hatred for all that is holy and good, and are very difficult for the vampyric ruling class to control. They are the result of converting human test subjects with sufficient icyene ancestry into vampyres. But, the combination of traits from all three races ultimately proves to be the catalyst needed to cure converted vyres entirely and reduce natural vyres' dependency on blood.
- Henchmen Race: The werewolves. They declared themselves independent from the Vampyres towards the end of River of Blood.
- Immortal Procreation Clause: Averted. One of the races major problems is that new Vampyres are being created faster than their food supply can keep up.
- Industrialized Evil:
- The ghetto of Meyerditch is a farm for human prey, and withdrawals are scheduled and regulated (poorly) to keep the stock plentiful and (sort of) healthy. New stock is routinely added by capturing or enslaving humans from outside the ghetto.
- Converting humans into vampires requires the subjects to be immersed in a special formula and then exposed to a type of magic rock called Daeyalt. The vampires have created an entire factory and assembly line for this purpose.
- Kryptonite Factor: Most have the standard weakness of Vampires, silver, mithril, holy powers, but the most effective is the blisterwood tree. Despite the Vampyres trying their hardest to destroy the tree, the best they can do is lock up the tree and put as many guards as they can around it.
- Large and in Charge: Lowerniel Drakan towers over the other vampyres. No explanation is given.
- He's that big due to prolonged contact with The Stone of Jas
- Looks Like Orlok: Vampyres can take a human form. Most of the mooks look like Orlok. More plot relevant Vampyres have more distinct forms while still looking distinctly inhuman.
- No Immortal Inertia: Ivandis interred himself into a coffin to ensure his fully vampirised self wouldn't hurt anyone. After the quest, River of Blood, he appears to have died, presumably due to the enhanced blessing on the Salve river reverting him back to human.
- Our Vampires Are Different: They have traits that are very similar to The Undead, even to the point of becoming trapped souls, but they are not in fact undead and are not vulnerable to holy water. They are actually an alien race that originates from the lower planes. They are able to convert humans and icyene into similar beings, but this ability is not innate and requires a form of magic called haemalchemy to perform.
- People Farms: Meiyerditch is essentially one giant farm. The "city" is divided into sectors/ghettos that exist only for consumption.
- Phantasy Spelling: "Vampyre" instead of Vampire.
- The Starscream: Vanescula to her brother Lowerniel Drakan.
- Uplifted Animal: During "Fate of the Gods", one of Zaros's memoriam crystals recalls how he encountered the pack-hunting predators of Vampyrium and introduced sapience, language, and culture to them from the more advanced demons, turning them into a race he saw as more civilized.
- Vampires Hate Garlic: They suffer from something similar to an allergic reaction when near garlic. It wont kill them directly, but it makes them irritable and less focused. Garlic is one of the ingredients for the Guthix balance potion.
- Vampire Monarch: The trueborns as a whole serve as this, but the most notable is Lowerniel Drakan.