Characters: RuneScape

Runescape has, along with its rather large amount of storyline-heavy quests, quirky activity and skill-related personalities and reasonably extensive background lore, quite a few characters, which will be detailed here.

There will naturally be spoilers here.

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    The Adventurer 

The Adventurer

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.
  • Anti-Magic: Thanks to Guthix, the player character can No Sell a lot of godly powers, and it is implied that he made the adventurer unable to ascend into godhood themselves. The player 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: Especially if you complete multiple Grandmaster Quests. Capes of Accomplishment can be an indicator of your Badass level. However if you are able to get the trimmed Completionist Cape, you are guaranteed this. note 
  • 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.
  • 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.
  • 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. Word of God describes the adventurer as a sort of catalyst upon which the events of the world converge.
  • 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.
  • 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...
  • Nice Job Breaking It, Hero:
    • At one point, the Player Character is 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.
    • 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!
  • OC Stand-in: Enforced example of this trope: 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, your character can acquire mastery over a very diverse number of fields, including being a master blacksmith, chef, shaman, diviner, archer, mage and spelunker...
  • 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.
  • Paper-Thin Disguise: The Player Character will occasionally use these in the course of a quest.
  • Player Character: (S)he is your in game avatar.
  • Powers via Possession: In the quest, "Fate of the Gods", if the Player Character 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 your character was born in the latter part of the Fifth Age, but little more. We do know 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.
  • Spanner in the Works: There are several quests where the Player's involvement throws a wrench in the plans of the enemy and dismantles them. For instance, it was revealed that the player's actions of destroying the pendant in The Chosen Commander weakened Bandos significantly.
  • Touched by Vorlons:
    • The Adventurer touches the Stone of Jas, temporarily raising his/her combat abilities to 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.



The god of order and wisdom. Has a rather large following, especially among the human population.

  • Amazing Technicolor Population: Although he does have white beard, when seen in person, we find that he also has blue skin and Glowing Eyes.
  • Anthropomorphic Personification: In older lore, Saradomin was the spirit of Order, though this has been Retconned to his philosophy.
  • Black and White Morality: According to Zaros, this is the way Saradomin sees things, despite himself being very much a shade of gray and thus a contradiction to his own moral standards.
  • Bolt of Divine Retribution: The Saradomin Strike spell allowed players to evoke this against their enemies, before it was removed from the game and replaced with Divine Storm. The Wise Old Man still uses this spell, though.
  • Cool Crown: It's an artifact originally belonging to the elder gods, which is capable of locating the others. Also, anyone who possesses one of the other artefacts can find the crown. The crown is possibly the source of Saradomin's divinity.
  • Crystal Dragon Jesus: The Saradominist religion has many of the trappings of Christianity: monks, priests, churches, holy symbols, prayer, etc.
  • Deity of Human Origin: Suggested to be this due to side material.
  • Dimension Lord: He rules the plane of the Icyene. He briefly conquered the world of the Naragi before it was destroyed, and he once ruled an empire in Gielenor. He seeks to bring all under his fold in order to maintain peace and order.
  • God Emperor: In addition to being worshiped as a god, Saradomin is the ruler of at least one plane and has conquered several others at least for a time.
    • Like the Trope Namer, he is the one who helped spread humanity across the multiverse. Zaros believes that his philosophy has merit based on how humanity and others have prospered under it.
  • God of Good: He certainly likes to think he is one, styling himself as a champion of Good, and many of his followers believe he is. His opponents, however, view him as a hypocritical tyrant.
  • Grandpa God: Saradomin likes to take the form of an old, bearded man.
  • Hypocrite: Armadyl calls him out for not doing as he teaches.
  • He Who Fights Monsters: Believes this to be the role of a true god. Saradomin believes that when the situation calls for it, a god must be willing to do whatever's necessary to protect their followers and secure peace.
  • I Did What I Had to Do: When he is proven to be less than noble by the MacGuffin of the Death of Chivalry quest, he calmly admits to having done some horrible things, though claims he did it so his followers wouldn't have to deal with it.
  • Kick the Dog:
    • He destroyed the city of Askroth as punishment for refusing to worship him and waged war on Guthix's previously peaceful home world to conquer it. His actions inadvertently led to the genocide of the entire Naragi race.
    • An icyene named Garlandia refused to fight for him, embarrassing him and offending his sense of pride. He responded by ripping off her wings, a near death sentence on their world.
  • Light Is Good / Light Is Not Good: Most of his followers consider him a God of Good, and his religion has many symbols of good associated with it. Saradomin generally seems pleasant, and many of his crueller actions were performed in the Black and Gray Morality of the God wars. But as Guthix reveals, he is every bit as ruthless as many of the other gods and has a very dark past.
  • My Greatest Failure: If you question Saradomin about his actions in the Naragi homeworld, he admits that he had been Drunk with Power at the time and calls it his greatest shame. He claims that when he obtained the Elder Crown, he thought it gave him the right to rule and in his arrogance never considered that the Naragi might not want to follow him. He later came to regret this and tried to make amends, but by that time, a couple of other gods had arrived and drove him out.
  • Necessary Evil / Well-Intentioned Extremist: Saradomin's ultimate goal is peace, and he believes that the best way to achieve that is for there to be a single supreme being, himself, in order to enforce peace and order. But he is willing to commit ruthless deeds towards this end, hoping that the ends will justify the means.
  • Pride: His biggest flaw.
    • In "The Death Of Chivalry", he insists on using the new wand to revive Owen, even though he doesn't have a pure heart instead of swallowing his pride and allowing the player to do the revival.
      • Justified in that even if the player tries to revive Sir Owen they can't. After being killed twice, only a god could revive him.
  • Took a Level in Badass: As a result of his victory in the Battle of Lumbridge, Saradomin gained the power of the Divine Tears, making him the most powerful young god after Zaros and Seren.


The god of chaos and destruction. Originally a mortal Mahjarrat and general in Zaros' army, but ascended to godhood after usurping his master.

  • Anthropomorphic Personification: In older lore, Zamorak was the spirit of Chaos, though this has been Retconned to his philosophy.
  • Apocalypse How: Invoked a regional apocalypse on the Wilderness, formerly the land of Forinthry, by means of the power of the Stone of Jas.
  • Blood Knight: Many of his followers love fighting and glorify war.
  • Capitalism: Many of the oft-cited positive aspects of Zamorak's philosophy — innovation and progress through free competition and conflict — parallel the key selling points of real-world capitalism.
  • Characterization Marches On: Originally written by Jagex as a Laughably Evil God of Evil, in more recent quests and lore Zamorak is now framed as Not Evil, Just Misunderstood to the point of being an Anti-Villain (or borderline Hero Antagonist).
  • Deity of Human Origin: Or Mahjarrat origin, as it were.
  • Equal-Opportunity Evil: Unlike most of the Gods, he doesn't have a bias towards any of the species in his following, just as long as they thrive in Chaos and strengthen because of it.
  • Even Evil Has Standards: The Death Of Chivalry has Saradomin mention there are some acts that even Zamorak wouldn't engage in. Zamorak preaches using Chaos as a means of personal advancement or strengthening people through adversity. Hurting people just for the sake of hurting them is against his teachings and he disavows Lensig for this reason.
  • Evil Is Burning Hot: Even though 'evil' is questionable, he certainly has an affinity with fire, likely doe to its chaotic and destructive behavior. His concept art shows him wih fireballs in his hands, and during the Battle of Lumbridge, his Beam-O-War seemingly consists of fire and his followers spawn animation has them being teleported across the battlefield in a burst of fire.
  • God of Evil: Frequently described as such, although he thinks of himself as more of a god of Chaos.
  • Historical Villain Upgrade: Courtesy of Saradominists, who in the Fifth and Sixth Ages dominate human-controlled areas of Gielinor (or most of the planet). The most of the other factions don't hold very high views of him either, especially the Zarosians.
  • Hoist by His Own Petard:
    • The chaos he instigated at the Battle of Lumbridge came back to bite him in the ass big time.
    • Earlier still, he touched off the God Wars of the Third Age when he returned to Gielinor after his overthrow of Zaros and subsequent banishment. Not only die he nearly lose, but his use of the Stone of Jas at Forinthry was the act that awakened Guthix and resulted in all of the gods being banished from the world by the Edicts.
  • Horned Humanoid: He has long red horn not just on his forehead but also his face and neck. The God Letters reveal that he is very fond of his horns and considers them both useful and fashionable.
  • Humans Are Special: Played With. Unlike the other gods, he has a respect for humanity and most mortals and recognizes their strength and potential. He even encourages their desire to prove themselves. They are not getting any special treatment though.
  • Hypocrite: Zamorakians generally have a Berserk Button on the topic of their Historical Villain Upgrade at the hands of ascendant Saradominists, but both factions gave one to Zarosians worldwide without a second thought.
  • Kick the Dog:
    • The Dwarves were once a powerfully magical race. But while the dwarves following Saradomin were blessed with his protection, Zamorak inflicted the rest of them with a terrible Curse. By corrupting their magic, Zamorak caused the dwarves to start twisting into the abominations known as Chaos Dwarves. In order to force the curse into dormancy, the dwarves were forced to give up their magic. If you question Zamorak on this, he will admit to being desperate for soldiers, though he claims that the negative effects of the curse were an unintended consequence that he regrets.
    • So, after an entire 3rd Age of war, what woke Guthix up to end it, exactly? Not much. Just Zamorak getting the Stone of Jas and using it to nuke a massive and formerly prosperous country and corrupting it into the Wilderness.
    • Zamorak's aforementioned wasting of the Wilderness with the Stone of Jas was also the act that decimated the Aviansie race and caused Armadyl to fall into despair and wander the cosmos for millennia.
  • Laughably Evil: In the God Letters. Not so much as time went on.
  • Never My Fault: Zamorak, above all else, preaches the need for chaos and the just rewards for those who seize opportunities, but whenever a devout follower of his uses these teachings to justify foul and violent actions — which happens fairly often — he simply disavows them.
  • Not Evil, Just Misunderstood: Zamorak preaches chaos and destruction, but in his eyes, destruction drives people out of their comfort zones and forces them to grow and adapt.
  • Red Eyes, Take Warning: Like the rest of the Mahjarrat apart from Sliske, the sclera of his eyes are red. In his concept art, his eyes are completely red.
  • Retcon: Jagex "clarified" earlier lore to explain that Zamorak's destruction of Forinthry with the Stone of Jas was actually done out of desperation, and that he did not really know what the result would be.
  • Sink-or-Swim Mentor: Personally was one Moia.
    • He is one with all his followers really. His philosophy doesn't allow for hand holding.
  • Social Darwinist: He encourages chaos because it leads to the benefit of those who survive it.
  • The Starscream: To Zaros.
  • Trickster Mentor: His nicer followers tend to see him as this.
  • Took a Level in Badass: Zigzagged, he lost power at the Battle of Lumbridge. He later restores the power he lost by grasping the Stone of Jas for a short time. So he broke even, but is still weaker than Saradomin.
  • Troll: His detractors tend to see him as this.
  • Winged Humanoid: When he officially returns to Runescape at Lumbridge, the form he assumes has a pair of sinister looking wings.


The god of balance. Devoted to maintaining balance and creating a world where mortals can live without the influence of gods. Brought many mortal races onto Gielinor and created the runestones used for magic.

  • All-Powerful Bystander: Unless you passed the Godzilla Threshold.
  • Almost Dead Guy: Sliske mortally wounds him and leaves, giving the player enough time to have a long chat with the dying god.
  • Anthropomorphic Personification: This has been Retconned, but in the God Letters, he stated that he exists because nature needs something to keep it in balance, and if he did not exist, he would instantly be created again. If all life in the plane were to be extinguished, he would lose his power.
  • Balance Between Good and Evil: This is Guthix's main philosophy, believing that Good, Evil, Order, and Chaos should all be in balance. In the Retconned God Letters, Guthix also acted as the mediator between Saradomin and Zamorak, ensuring that neither one became too powerful and overwhelmed the other.
  • Beware the Nice Ones / Badass: He was a transcendent godnote  and preferred to stay out of mortal affairs. When he woke at the end of the Third Age, the God Wars taking place ended not long afterwards for a very good reason.
  • Breaking the Fourth Wall: Sort of. In the God Letters, it mentions the Earth and the Sun.
  • Cessation of Existence: One of the rewards from Missing, Presumed Death reveals that when a mortal ascends to become a god, they give up any right to an afterlife, leaving this as their fate upon death. On his deathbed, Guthix wanted to see his family again after thousands of years. Since he was the boss of the Grim Reaper, he definitely was aware of this.
  • Cool Sword: He has only used two weapons in his life, and they were both swords. One is the size of a building, and can be seen in game in the Wilderness. The other is an artefact left behind by the Elder Gods, which he used to take the life and power of the god Skargaroth. It is also briefly visible in-game, just inside the entrance to Guthix's resting place. It is currently in pieces.
  • Dark and Troubled Past: His life on his homeworld was this.
  • Death Seeker / My Death Is Just the Beginning / Thanatos Gambit: He could easily have stopped Sliske long before he got close enough to use the Staff of Armadyl. He deliberately allowed his own death to happen, and entrusted the player character with protecting the world in his stead.
    • Which has largely backfired on him thus far in the Sixth Age, with most players ignoring his call and the gods fighting over his own leftover power.
  • Deity of Naragi Origin
  • Did You Just Punch Out Cthulhu?: This is how Guthix became a god in the first place.
  • Eye Awaken: In Origins of Gielinor, Guthix's awakening due to the destruction of Forinthry is portrayed like this.
  • God's Hands Are Tied: Invoked. When Guthix sees the devastation caused by the gods' direct interference in mortal wars during the God Wars, It decrees that the gods may only influence the mortal realms indirectly through their followers. He enforces this by threatening to destroy the entire world if they step out of line. During The World Wakes, he is killed, and the other gods can return.
  • Jack-of-All-Stats: Equipment aligned with Guthix usually fills the exact midpoint between the Saradomin and Zamorak equivalents. Saradomin's Holy Book gives +8 to defense; Zamorak's Unholy Book gives +8 to attack; Guthix's Book of Balance, therefore, gives +4 to attack and +4 to defense. Similarly, the Saradomin bow gives a healing boost where the Zamorak Bow gives a damage boost, and the Guthix Bow splits the difference by giving a smaller boost to both.
  • Killed Off for Real: During The World Wakes, Sliske kills him with the Staff of Armadyl which he somehow recovered from the Dragonkin and fixed.
  • Last of His Kind: The last of his race before he ascended.
  • Nature Spirit: In the God Letters, he describes himself as nature's need for balance given Anthropomorphic Personification. This has been Retconned with the revelation that he was once mortal, but he is still deeply associated with the Anima Mundi. As a transcendent god, his power was directly drawn from it.
  • Naytheist: On his home plane, Guthix was originally from a race of weak creatures in a realm where many gods sent powerful monsters into battle. By pure chance, Guthix found an Elder Artifact and killed a god while he slept, unintentionally becoming one himself. Guthix doesn't want people to worship him or any other gods, so he banished all of the others and then went into a hidden slumber.
  • Papa Wolf: When he was mortal, he had a daughter. Two gods fought near his house while she was inside, and one of them fell on the house, killing her. Guthix then used the weapon said god dropped to drive off the beast-like victor of that duel, and plunged the weapon into the unconscious god's back in a fit of rage.
  • Pieces of God: Guthix's "slumber" was actually a form of deep focus dedicated to a special task. He drew the Anima Mundi into his own vessel, increasing his power, but he never intended to keep that power for himself. Instead, he changed its nature, augmenting it as well as making it harder for any of the less scrupulous gods to suck it dry. Part of the reason he chose to die was to return this enhanced Anima to the world for the benefit of mortals, creating the skill of Divination.
  • Stop Worshipping Me: Guthix never wanted to be worshipped. His final wish as he dies is to be forgotten.
  • Take Up My Sword: To the Player Character.
  • Time Stands Still: While dying, he states that he has slowed time to buy more time to talk with the Player Character.
  • Ye Olde Butcherede Englishe: Guthix's God Letters are all written in a deliberately archaic style.
  • You Cannot Grasp the True Form: In the God Letters, he stated "I am Guthix. I am neither, and I am both. Thou canst not define a god as thou wouldst define a mortal." It also mentions that to correctly pronounce "Guthix", one's vocal organs must first be removed.
  • You Kill It, You Bought It: Like Zamorak, Guthix became a god by slaying another one with an Elder Artifact.


The god of control and fate. Manipulative and mysterious god that ruled a large empire during Second Age of Gielinor. Was forced to abandon his corporeal form and escape into another dimension during a fight against Zamorak.

  • Ambiguously Evil: His alignment has been intentionally left vague. Some of his followers have committed atrocities, but others seem affable or even friendly. His enemies call him a vile being, but for a long time, there was no firm evidence to indicate whether he promoted good or evil. It is eventually made clear that while he is quite manipulative, and has been oppressive in the past, he doesn't qualify as either.
    • However in TLW both Guthix and Seren warn you to be careful of Zaros intentions. Seren in particular calls in to question his real motives for seeking Elder Godhood, as well as just how far he'll go to obtain it.
  • Anthropomorphic Personification: He is the divine aspect of darkness.
  • Authority Equals Asskicking: Zaros has been known to engage in combat twice so farnote : first he easily trapped the god Loarnab and turned it into a divine power source, then absolutely kicked Zamorak's ass while having the Staff of Armadyl stuck in his back. Zamorak's victory and ascendance only came about by virtue of being in the right place at the right time when Zaros lost his temper.
  • Blue and Orange Morality: Possibly one of the best ways to interpret Zaros. He was one of the only two gods to be directly created by the Elder Gods as a god. It is known that Zaros cannot even understand the idea of revenge. He does not view morality in terms of good and evil, but in terms of actions and consequences. He also seems to form very few attachments.
  • The Chessmaster: Considering his alignment, description as a 'Puppet Master' and the size of his empire at it's peak, it's safe to say that he does lean towards this.
  • Dark Is Evil: In TLW Guthix warns that the World Guardian should not trust anyone with as much power as Zaros has. Seren also shows a much less friendly side of him in TLW, where Zaros displays anger and shows that his reasons for seeking Elder Godhood might not be purely altruistic, as he expresses he desire to make the universe "perfect"...
  • Dark Is Not Evil: He is a divine manifestation of darkness, but his morality is coldly logical and his intentions for the world are fairly noble.
  • Deity of Human Origin: Averted Zaros was never a mortal being at all. This plays a large role in his Blue and Orange Morality.
  • Did You Just Scam Cthulhu?: Zaros offered the Chthonians access to knowledge of new worlds in return for several legions. Though Hostilius, their leader, could have easily spared what Zaros asked for, his greed got the better of him and he worded the Magically Binding Contract to give everything to the eldest signatory. Zaros saw through it, but signed the deal. He then revealed that he was the elder of the two by a significant margin.
  • The Dreaded: Both Saradomin and Zamorak are terrified of him.
  • Evilutionary Biologist: In his efforts to cure the Illujanka race's infertility, he conducted some highly unethical experiments, weaving the lifeforces of Aviansie, Demonic, Icyenic, and Vampyric test subjects with Elder Energy, resulting in the creation of the Nihil.
  • Glowing Eyes: Sports this appearance in 'The Origins of Gielinor'.
  • God Emperor: In addition to being worshipped, he once ruled the strongest empire in Gielinor; also, much like the Trope Namer, he withdrew from his empire to work on a secret project, trusting his most prominent followers. Much like the Trope Namer, this did not end well.
  • Harmony Versus Discipline: Definitely embodies the discipline side of the trope. He promotes control over emotions, dismissing concepts like "revenge", and also control over your property and people, and trusting in those who control you (leaders, generals, Zaros himself).
  • Have You Seen My God?: Zaros was betrayed by Zamorak and became incorporeal to survive his wounds. "The Temple at Senntisten" revolves around Azzanadra's attempts to find him and restore him to power again.
  • He's Back: As of "Fate of the Gods".
  • Humanoid Abomination: He is a masked humanoid figure with eight eyes and a mask lower down that speaks for him, as well as "leaving a trail of shadows" when he moves (and apparently having no legs).
  • In Mysterious Ways: In the present era, he plans to use extremely subtle, almost unnoticeable manipulations to maintain balance.
  • It's All About Me: Jagex has said that Zaros would sacrifice anything to save his own skin. Seren states that he would do absolutely anything to ascend to Elder Godhood and achieve control over everyone.
  • Nature Spirit: As a transcendent god, his power is directly drawn from Anima.
  • Purple Is Powerful: He's one of the more enigmatic deities and ranks high on the tier scale of the gods, and a lot of gear associated with him has a purple color scheme.
  • Say My Name: Invoked word-for-word when you meet him in Freneskae.
  • The Scottish Trope / He Who Must Not Be Named: Characters are afraid to say his name, and it is rumored that doing so increases his power.
  • Sibling Yin-Yang: To Seren. He is the darkness to her light and the logic to her empathy. He is detached to the point of seeming cold, while she forms attachments to the point of being dysfunctional. He adored her just as she was devoted to him.
  • The Spock: He was said to have become enraged when Zamorak betrayed him and supposedly cursed those responsible for his downfall to be trapped as invisible ghosts. But Lucien believed this to be implausible, and Word of God is Zaros is not planning on getting revenge on Zamorak. In fact, revenge itself is an alien concept to him, and he only sees others as how they fit into his plans. He largely dismisses the notions of good and evil and basis his morality in terms of actions and consequences.
  • Unstoppable Rage: According to Zamorak, Zaros fell into one after he stabbed him and in his irrational fury to strangle Zamorak, the staff still in his chest impaled them both, and the backlash destroyed Zaros's body.
  • Voice of the Legion: According to Dragon Rider Hannibus who wrote the book "Last Riders", Zaros speaks as if several voices are speaking at once.
  • Well-Intentioned Extremist: While Zaros has made some questionable decisions, his ultimate goal is to ascend to Elder Godhood. Why? Because the Elder Gods are going to destroy every living thing in every world as part of their cycle of rebirth, and he wants to stop them. He also wants the power to fulfil his promise to the Ilujanka and restore their fertility, a feat he cannot accomplish even as a Tier 2 god.
  • Wham Line: "Upon my return to Gielinor, I searched for Mah's elder sisters, hoping to convince them to aid in my transcendence. Instead I discovered a horrifying truth about this world. I know now what its true purpose is. It is not for mortals. It is not for me. And only the powerful have a hope of surviving."
  • Written by the Winners / Historical Villain Upgrade: Nearly all the records of Zarosian civilization were destroyed by the combined forces of Zamorak and Saradomin; most of what little remains is their propaganda about how he was totally evil.
  • Your Soul Is Mine: Zemourgal's notes claim he gained power and wisdom by devouring souls. Since the notes seem to mix Zaros up with Loarnab a bit, and Zemourgal is a blatantly Unreliable Narrator, make of this what you will.


The god of war. Preferred deity of goblins, ogres and many of the other less intelligent races.

  • Apocalypse How: There was a peaceful swamp world named Yu'biusk. Then he found it. The result: Yu'biusk suffered plane-wide devastation, killing everything, and now all the Yu'biusk races now live on other planes.
  • Blood Knight: Subverted. He's the god of war, but he doesn't like fighting when he can't smite everything with his god powers. He's fine encouraging others to fight though.
  • Carry a Big Stick: His Weapon of Choice is a mace.
  • Chaotic Stupid: Although Bandos isn't this himself, he teaches his followers to behave like this. In Bandos's absence his followers are too stupid and busy fighting with each other to pose a serious threat to the world.
  • The Chessmaster: Like Sauron, Bandos is at his best when he is plotting and dosen't so much play the game as he rigs it. Also like Sauron, whenever Bandos actually gambles, he loses.
  • Dropped a Bridge on Him: Made a big impression during the goblin quest series and upon his return was built up as a massive threat. He gets killed shortly after that by Armadyl. Meaning all the qualties that were built up abut him, his intelligence, his wildcard nature, and his humor, are all left as Informed Attributes.
  • Eye Scream: When a priest in his homeworld discovered Bandos's insane plan to destroy their world, he managed to take Bandos by surprise and gored out one of his eyes.
  • The Faceless: We never get to see his actual face in-game, although there is released official artwork of his face.
  • False Reassurance: A child on his homeworld offered to tell him a great secret if he spared him. Bandos replied that he would judge it's value, but he never actually says that he will spare him.
  • Genius Bruiser: He was very intelligent, manipulative, and brilliant planner. After all, he has managed to mobilize the least intelligent and unorganized races like goblins and ogres into deadly warriors, is an excellent strategist and made sure that all of his followers listen to him blindly, making sure that they wouldn't betray him.
  • Genocide from the Inside: Deliberately wiped out his entire race and homeworld as a monument to his glory.
  • God of Evil: Bandos is considered pure evil by pretty much the entire player base, as well as everyone who wasn't a devoted follower of him. Mod John, who wrote the goblin story line, was asked whether Bandos would get character development like Zamorak, and replied that Bandos was written to be unlikeable. Other than a few Villainous Virtues, there was nothing later writers could add. So it was no suprise when he went up against Armadyl in a much publicized World Event where the loser would die, he lost overwhelmingly. Whats more, nobody mourns him, not his enemies, not his allies, not his followers, nobody.
  • Good Scars, Evil Scars: The concept art of his face shows that he has an upside-down V-shaped scar running down his face.
  • Hoist by His Own Petard: When he returned to Gielinor in the early Sixth Age, he initiated a battle against Armadyl. It did not end well.
  • Kick the Dog: He makes his followers fight, not necessarily even to make them stronger like Zamorak, but for his glory and entertainment. Towards this end, he caused the destruction of the Goblin home world, Yu'biusk.
  • Kick the Son of a Bitch:
  • Killed Off for Real: In the second World Event, Armadyl is able to wound him using a building sized ritual. Then, Armadyl flies up to Bandos, grabs his mace, and delivers the final blow using Bandos's own weapon.
  • Last of His Kind: In Bandos's exact words, he came from a Proud Warrior Race. He claimed that they fought one another to the death to prove their strength until Bandos was the only one left. In actuality, according to his memoirs, it is stated that he killed the god that kept his world safe from meteorites in a deliberate effort to be the last being alive on his world. With his death in the Bird and the Beast, his race is now fully extinct.
  • Let's You and Him Fight: Engineered warfare between his own tribes of followers on Yu'biusk. From the sound of it, it got the way it was because he had his shamans develop some sort of weapons which sound vaguely like magical nukes. He then forced his followers to use them against each other, despite some of them wanting peace. Bandos had no reason to do this, though, other than for his own glory.
  • Loophole Abuse: Bandos wants to make war, but the Edicts of Guthix prevent him from doing so. His solution in "The Chosen Commander" is to empower one of his followers with his own strength to create an avatar of himself, which he can then use to conquer the world without technically being the one personally out there doing it.
  • Might Makes Right: Bandos's philosophy is simple, and revolves around the idea that the strong should rule over the weak. At least he's honest about it and is no hypocrite in this regard. In fact, he greatly respects the Adventurer for defeating him.
  • Off with His Head!: At the end of his battle against Armadyl, courtesy of a blast from the Divine Focus.
  • Omnicidal Maniac: He killed the god that had protected his world and enabled life to exist on it, in a deliberate effort to kill everyone else on it and claim the god's power for his own. He ultimately aimed to wage war on world after world until he was the only one left, with the multiverse reduced into ruins as a monument to his glory.
  • Orcus on His Throne: In his battle against Armadyl, he sits upon his throne and generally only oversees his army's efforts from his tower. He did, however, toss a number of goblins at Armadyl in the opening cutscene, to little effect.
  • Patricide: He murdered his father, believing it better for his father to die an honorable death in battle than let a cripple continue to rule the clan.
  • Pet the Dog: To Bandos any victory in battle is a commendable event, even if it is against him — and as such he actually congratulates the player for defeating him in "The Chosen Commander" — and battlefield honor is the highest virtue.
  • Petting Zoo People: Although it was never shown in the game, some concept art has shown that underneath his armor he looks like an anthropomorphic rhinoceros with four eyes, one of which he lost in battle. Some older concept art that was ultimately never used except briefly during the motion comic showed him looking like an anthropomorphic pig.
  • Psychopathic Manchild: He basically views his conquests as his toys, to inevitably break at his leisure.
  • Reclining Reigner: Has a typical Slouch of Villainy sitting on the throne atop his tower.
  • The Scottish Trope / He Who Must Not Be Named: Goblins refer to him as The Big High War God, they rarely ever say his name out of fear of invoking his wrath. Only the most devout goblins are allowed to know his name. His other followers use his name all the time.
  • Spikes of Villainy: He has large spikes in his right shoulder.
  • Taking Up The Mantle: Subverted. According to Oldak, Zaros, and a few of his followers, sooner or later someone will probably take up his cause and replace him as God of War, be they mortal or an actual god. At the end of The Mighty Fall, depending on your choice, Zanik will take lead of a bunch of the Bandosians and guide them to Yu'biusk, where they will probably die and certainly never be seen again. Graardor's loyalists choose to follow him to continue their Forever War to claim the god sword. Either way though, Juna does not expect the Bandosians to be a threat again.
  • War God: Subverted. Word of God says that he dosen't like fighting personally.
  • War Is Glorious: He's the god of war, after all.
  • We Hardly Knew Ye: Look at all the tropes Bandos has. Half of them come from the goblin quest series. The second half came from his memoirs after his death. And that is all we will ever have, because according to Word of God, Banods's story is finished, along with all his followers.
  • We Have Reserves: The strength of his army wasn't the intelligence of troops, but the large numbers of troops and their physical strength.
  • Worthy Opponent: Speaking to General Graardor in "Missing, Presumed Death" after completing "The Chosen Commander" will reveal that Bandos respects the player for defeating his Avatar. As Bandos is confirmed by Word of God to be the only irredeemable deity, this is pretty much the closest thing to a positive quality he has.
  • Would Hurt a Child: He killed a calf that had told him a great secret. Heck, he slaughtered his entire species.


The god of liberty and justice. A close ally of Saradomin during God Wars, after which he faded into obscurity. He has since returned in a big way.

  • Beware the Nice Ones: At the end of his battle with Bandos, his Divine Focus launched an attack which knocked Bandos off of his throne and simultaneously decapitated the god of war. Then, Armadyl flew to Bandos' petrified remains, seized his mace as a trophy, and smashed Bandos' head with it.
  • Blow You Away: The player can use a spell called Storm of Armadyl that launches a small tornado at the enemy.
  • Despair Event Horizon: After Zamorak wiped out the Aviansie at the end of the Third Age, Armadyl fell into this, believing his entire race extinct. He departed from his remaining followers and wandered the cosmos in despair for millennia, before coming to his senses and returning in the Sixth Age.
  • Floating Continent: The Clan Citadels (originally Armadyl-aligned fortresses).
  • God of Good: Takes this nearly as far in the other direction as Bandos takes God of Evil. He's the god of justice and liberty. Armadyl wants the gods to be benevolent guides instead of despots.
  • Gold and White Are Divine: The armor worn by his followers was gold and white colored, but in the modern day he seems to has switched to red and gold, symbolizing his personality change.
  • Good Is Not Soft: He has taken on this philosophy after growing out of the Wide Eyed Idealism he suffered from in the past.
  • Hufflepuff House: The god about which the least is known by far, in-universe because he departed Gielinor following the massacre of his beloved Aviantese and his remaining devotees have greatly diminished in number over the centuries since. Out-of-universe, it's likely because peace and liberty are more boring than combat. It could also because it is hard to write negative traits for him and avoid turning him into a clone of Saradomin.
  • Hypocrite: Accused of being such by Bandos and Kara-Meir. Specifically, Armadyl claims to despise fighting, yet is still participating in the battle between himself and Bandos.
    • Saradomin calls him out on lecturing the others about being manipulated by Sliske when he has also been played.
    • Seren believes he spends too much time calling the other gods out and not enough time looking at his own faults.
  • I Did What I Had to Do: Armadyl's perspective on his battle with Bandos, as well as violence in general.
  • Magic Staff: His most well known influence on Gielinor is what is now known as the Staff of Armadyl. It's actually an artefact left behind by the elder gods, capable of killing even a transcendent god such as Zaros or Guthix.
  • Nice Guy: He may be the only major god who has appeared so far who is this. He cared deeply for his followers and believes that gods and mortals should work together, with the gods acting as benevolent guides rather than the tyrants most of the major gods have been.
  • Only Sane Man: At the climax of the God Wars, with the other gods talking about how they were going to kill the others, Armadyl was still trying to reason with everybody. It didn't work.
  • Petting Zoo People: He belongs to a race of humanoid birds called the Aviansie.
  • Start X to Stop X: Armadyl deliberately started a battle with Bandos to protect Gielinor from his desire for war and because the other took Sliske's bait to kill gods for the Stone of Jas.
  • Technical Pacifist: Although he is fully prepared to fight if need be, Armadyl insists that everyone can share the world peacefully.
  • That Man Is Dead: If you comment on his appearance he will tell you the reason for his new look is to symbolize his rebirth from his former personality, explained below.
  • Tired of Running: After the apparent extinction of his race, he wandered the cosmos for centuries in mourning. But as he explains to one of his followers, he eventually came to realize that he was accomplishing nothing. Upon discovering that members of his race had indeed survived, he recovered hope and decided that his new purpose was to take a stand against those who seek war.
  • Wide-Eyed Idealist: According to Word of God, he formerly is one of these but has since learned better while still retaining some of his idealism.
  • Winged Humanoid: In his current form, he has multiple pairs of wings.


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Goddess of the Elves, representing Peace and Growth. She is stated to be the divine aspect of the Anima Mundi, though current lore defines this to mean a special connection rather than her being an Anthropomorphic Personification. She had a special relationship with Guthix, though she was ordered to leave just the same as the rest after the god wars.

  • Actual Pacifist: Does not get involved in conflicts, and even when Zaros' empire threatened to envelop the continent, she remained in Tirannwn, protecting the elves there.
  • A God Am I: Has had a hard time coming to terms with morality. One of her shattered fragments will occasionally express this as it reflects her thoughts.
  • Anthropomorphic Personification: She is the divine aspect of light.
  • Crystal Spires and Togas: She is basically a living crystal and the source of all elven crystal. She supplied the elves with small amounts of crystal formed from her own body to serve as material for tools. After she shattered herself into pieces, her fragments greatly increased the supply to the extent that the elves were able to remake the entire city of Prifddinas to be structured on it.
  • Devour the Dragon: Her Dark Lord aspect consumes the souls of his own top followers, Lord Iorwerth and King Lathas.
  • Enemy Without: When she shattered into pieces, one of the shards manifested as the part of her psyche that was fascinated with death and became known as the Dark Lord.
  • Fatal Flaw: Word of God says that she's so devoted to peace that she's become an ardent self-segregationist, believing that mortals will never know peace as long as the different races live amongst each other, so the best option is to withdraw completely into one's own kind.
  • God Guise: She technically is a god herself, but she pretended to be Mah in order to guide the Mahjarrat race.
  • Light Is Good/ Light Is Not Good: Seren's powers and philosophy are mostly benevolent.
    • However like Saradomin she has taken an I Did What I Had to Do attitude in the past, that like him she has expressed regret for. In her attempts to lengthen the elves' lifespan, she accidentally bound them tightly to herself. After learning of Gielinor, she hoped it would hold a solution. So she used this connection to the elves, which makes them abandon everything else to be close to her or die, to force them to follow her to Gielinor.
  • Harmony Versus Discipline: Embodies the Harmony side of the trope. Her followers live off the land, and always try to give back at least as much as they take. Seren herself is an Actual Pacifist, and encourages the same from her followers.
  • Heroic Sacrifice: Feeling that the gods were inherently harmful to mortalkind, Guthix refused point blank to let her remain among the elves and demanded that she depart. She revealed that she couldn't because of her connection to the elves, which would kill them without her presence. As a compromise, she offered to essentially commit suicide by shattering herself into pieces. That way, she would be gone, but her power would sustain them long enough to weaken the connection. While saddened, Guthix agreed. Now that Guthix is dead however, the elves hope to gather her fragments and restore her. And during "The Light Within", they do.
  • Mother Nature / Nature Spirit: Aligned with nature, possibly even more so than Guthix. As a transcendent god, her power is directly drawn from Anima.
  • Nice Job Breaking It, Hero:
    • She pretended to be Mah and guided the culture of her younger siblings, the Mahjarrat, in a way to keep Mah stabilized. But as an unintended consequence, the Mahjarrat became warlike and violent.
    • She felt bad that the elves had such short lifespans instead of enjoying immortality like herself. But the magic she used to lengthen them had an unintended consequence, magically binding them to her and making them physiologically incapable of living without her presence.
    • In her attempts to fix her mistake with the elves, she, with the Iorwerth clan's permission, ran experiments on them. This is implied to have had side effects that left the Iorwerth with darker impulses and eventually led to the Elven Civil War.
  • Pieces of God: Seren is basically a lifeform made out of divine crystal. She can break pieces of herself off into crystal seeds in order to grow tools or aspects of herself. She was a peaceful god who did not involve herself in the God Wars beyond the protection of her own people. Unfortunately, the destruction the wars caused made Guthix to become so resolved in his belief that the gods should not interfere with mortals, that he left her with no choice but to leave. Rather than abandon her people, she chose to wane, shattering into crystal and light, scattering herself about the forest and causing Guthix to mourn her death. Now that Guthix is dead however, many of the elves hope that they can regather all the crystals to revive her, or that she might even be able to rebirth herself in their home world. Her shards form numerous personalities, including an elf, as well as the Dark Lord.
  • Power Crystal: The crystal bow, shield, chimes and saw, and Elven crystals in general, are aligned with Seren.
  • Sibling Yin-Yang: To Zaros. She is the light to his darkness and the empathy to his logic. She forms attachments to the point of being dysfunctional, while he is detached to the point of seeming cold. She was devoted to him just as he adored her.
  • Sibling Rivalry: With Zaros. She has made it her mission to prevent him from achieving Elder Godhood
  • Touched by Vorlons: Elves originally had the same lifespans as humans. Seren tried the best she could to make them immortal. She ultimately failed, but was able to expand their lifespans from decades to centuries. However, this had unintended consequences.
  • Your Soul Is Mine: The part of her that manifests as the Dark Lord ate souls, including the souls of Lord Iorwerth and King Lathas.

Brassica Prime

Originally a noncanon Joke Character. He is the god of cabbages.

  • April Fools' Day: He was originally created as an April Fools Day joke in 2007, in a fake behind the scenes article about an upcoming dungeon where he would be the boss. Two years later he showed up in the game for real to players who managed to kick a cabbage from one side of Gielinor to another during an event where cabbages came to life and could be kicked like soccer balls, saying joyful things when kicked. He was not considered canon until some time after this.
  • Call a Human a "Meatbag": Calls the other gods "Flesh Giants".
  • Cloud Cuckoo Lander: After the "Missing, Presumed Death" quest, he reveals he thought the gods, whom he refers as "Flesh Giants", had reunited to see him.
  • Determinator: Brassica Prime values persistence.
  • Easter Egg: He shows up as an Easter Egg that the player can find after completing the quest The Death of Chivalry. The player must return to the tomb and search the coffins. Inside one of them is a gilded cabbage. If the player places this on the ground and kicks it thirty times, he will speak to the player and reward them with bonus prayer experience.
  • Genki Girl: During the event when he first showed up, the animated cabbages behaved like this.
  • Insane Troll Logic: A lot of Brassica Prime's beliefs are filled with this. He was unafraid of getting hit by the Dragonkin's fireballs because in his mind cabbage beats fire since getting hit with fire would result in cooked cabbage, and that would make him more powerful because "Deliciousness is power." He also claims to have power over anything that is even vaguely cabbage shaped, such as the stone of Jas (which actually has a running gag of being called a cabbage) and the planet and sun. He also automatically assumes that anybody not wearing a shirt is homeless and can't be convinced otherwise.
  • Lethal Joke Character / Beware the Silly Ones: According to Mod Osborn, he is a tier 5 god. If this is true, it means he is more powerful than lesser gods, such as Icthlarinnote  and Apmekennote , but not as powerful as the major gods, such as Armadylnote  and Zamoraknote . Sliske certainly thinks Brassica Prime is important, as Brassica Prime was one of the gods invited to his "ascension".
    • After the effects of the Battle of Lumbridge, Brassica Prime now resides on the same godly tier as Zamorak.
  • Let's Meet the Meat: He takes pride in being delicious and nutritious, and claims that deliciousness is the source of his power. Consequently, he isn't bothered by the prospect of being cooked or eaten, since that would only increase his deliciousness... and therefore, his power.
  • Meaningful Name: Brassica Prime is Latin for "First Cabbage"
  • Nature Spirit: If asked about the source of his divinity, he mentions the deliciousness that flows through all things, which seems to be a zany description of the Anima Mundi.
  • Odd Job Gods: Naturally is this as the god of cabbages. He isn't taken seriously by anyone who isn't a radical Godless.
  • Plant Person
  • Voice of the Legion: He speaks this way when he contacts you in the above Easter egg. He sounds like a very high pitched voice and a very low pitched voice speaking in unison.


Marimbo is a gorilla goddess worshiped by monkeys and gorillas. In the Sixth Age she is rivals with Brassica Prime


From Jas, the thought to lead them all. The preparation, the plan, the execution. To look to the future.
An Elder God associated with time and one of the beings who shaped many worlds, including Gielinor. She is the most powerful being in the Runescape multiverse and left behind an incredibly powerful artefact called the Stone of Jas.

  • Amplifier Artifact: The eponymous Stone of Jas, which greatly boosts abilities of its user.
  • Anthropomorphic Personification: She is connected to progression and air.
  • Blow You Away: She is said to be connected to air.
  • Broke Your Arm Punching Out Cthulhu: The Echo of Jas asserts that this is all you have managed to accomplish when you defeat her.
  • Blue and Orange Morality: She placed a torturous curse on the Dragonkin, not out of malice, but simply because she perceives mortals in the same way we perceive ants.
  • Curse: Has imposed one on the Dragonkin. As a result, the Kin suffers as "false users" tap on the powers of the Stone of Jas, and end up protecting the stone by hunting down these "false users" in order to ease their pain.
  • Floating Continent: Based on how Zaros described the "elemental planes", Abbinah appears to be one of her solo creations.
  • Have You Seen My God?: It appears that she's been gone since even before Guthix arrived on Gielinor. Her influence is only felt through Stone of Jas and some Dragonkin writings.
  • Fun with Acronyms: Not exactly in in-universe context, but Jas could also stand for Java Application Server. The game engine is written in Java programming language.
  • Jas Is A Girl
  • The Smart Guy: Among the Elder, Jas is the most connected with intelligence. The Elder Chronicles call Jas "the thought to lead them all", and the Stone of Jas can be used to gain knowledge without enraging the Dragonkin.
  • Time Master: A very well hidden set of lore in game reveals that Jas is the god of time. And female.
  • You Cannot Grasp the True Form: The Echo of Jas you fight at the end of One Of A Kind appears as a player in full black-coloured dragon armor. The examine text reveals this was the Player Character's mind's attempt to piece together a workable appearance.


From the heat is born passion, growth and life. The maiden feels love and joy. Thus came Edda-Ful.
After completing The Brink of Extinction, it is revealed that the TokHaar and the Elder Kiln they come from are an Elder Artifact. An absurdly complex set of tasks will allow you to translate a set of writings from their prophet, revealing information about Ful, the Elder Goddess of Fire and Constancy. She created the Elder Kiln, and moved it from world to world until she was satisfied with the results.

  • Anthropomorphic Personification: She is connected to constancy and fire.
  • God Is Inept: The way her mouthpiece, Fulkra describes her.
  • Have You Seen My God?: According to Tok Haar Hok, after creating Gielinor, the Elders were satisfied with their work and lay down upon their "perfect world". Since then, the Hok have not receieved any orders, and do not know if they will awaken.
  • The McCoy: Possibly. The Elder Chronicles associate Ful with passion, love, and joy.
  • Playing with Fire: Her specialty. She is the source of the sacred lava that fuels the Elder Kiln.

Mother Mah

From darkness is born light, the spark of life. The child is full of wonder, imagination, and innocence. Thus came Edda-Mah.
Mahjarrat legends speak of an evil creator god in their home realm who combined all of "his" most fearsome monsters into the Muspah. Jagex recently confirmed that this being does in fact exist, and is an Elder God who preferred to work alone. She is the mother of Zaros, Seren, and the Mahjarrat race.

  • Abusive Precursors: Created the Mahjarrat, as well as an entire Crapsack World. At least, humans would see Freneskae like that. On the other hand, she doesn't really have the sense to even be aware of what she's done.
  • Anthropomorphic Personification: She is connected to light, darkness, and potential.
  • Almighty Idiot: Revealed in "Fate of the Gods" to have stunted intelligence compared to the other Elder Gods, acting only on instinct.
  • Bigger Bad: Possibly. This god is only mentioned in a single quest, and even then only briefly; if it does end up being a character, it's status as a Elder god will make it more powerful than any enemy in the game.
    • After "Fate of the Gods" she is awake and on the move.
  • Eldritch Abomination: Her creation was defective and the other Elder Gods believed her to be stillborn. The Muspah, whether it actually exists or is simply from folklore, gives the Mahjarrat nightmares. I repeat, the Physical Gods who have dominated Runescape's major storylines for years have nightmares about this entity's creations.
  • God Is Evil: the Mahjarrat seem to think so. Given that half of them are Obviously Evil, and the other half can be questionable at times, make of that what you will.
  • Goo Goo Godlike: She is an elder god and has all the skill and gift at creation such status entails. But as a result of her defective birth and diminishing energy, her mentality is childlike in nature, which frustrated her son, Zaros, to no end.
    • According to the Elder Chronicles, Mah is always the most childlike of the Elder Gods. "From darkness is born light, the spark of life. The child is full of wonder, imagination and innocence. Thus came Edda-Mah."
  • Liquid Assets: She requires Freneskae's dying Anima Mundi to feed on. As an elder god, she can never truly die, but as her energy is depleted, she falls deeper and deeper into a coma.
  • My Beloved Smother: Basically the way Zaros sees her. The other elder gods abandoned her, believing her stillborn. But in fact, she survived and created Zaros and Seren to keep her company. Zaros and Seren had certain mental weaknesses they believe she created to keep them in her presence. Zaros grew tired of her controlling, childish nature and left, while Seren took as best care of her as she could until she could do no more.
  • Yin-Yang Bomb: Mah is the Elder God of light and darkness


The Sun god and father of Icthlarin and Amascut.

  • Apocalypse How: He exploded into massive flame, wiping out most of the Mahjarrat and converting what had once been a lush and fertile land into desert. As a result, even though Zaros and the Mahjarrat had technically won, it wasn't worth the trouble to conquer what was left.
  • Heroic Sacrifice: Most of the Mahjarrat betrayed the Menaphites to Zaros and nearly conquered Menaphos. He sacrificed himself to make it a Pyrrhic Victory.
  • Death by Irony: His son, Icthlarin, conscripted the Mahjarrat to help fight off the Zarosian Empire. Their betrayal directly leads to the downfall of Tumeken.
  • Never Found the Body: It is unclear if Tumeken is actually dead or just elsewhere.


The Menaphite demi-god of the Underworld. Generally appears as a cat- or jackal-headed humanoid.

  • Everybody Hates Hades: Subverted big time. Despite bringing the Mahjarrat race to Runescape, he plays a vital role to anybody who has died, and has tried to make up for his actions in the past. And it has worked: despite being a regional demigod, players overwhelmingly chose to support him over the major gods (or the Godless faction) during Missing, Presumed Death.
  • Nice Guy: He is remarkably benevolent in his interactions with the Player Character, both in Icthlarin's Little Helper and Missing, Presumed Death — in direct contrast to his sister Amascut and his rival Sliske.
  • Nice Job Breaking It, Hero: By recruiting the Mahjarrat to help fight off the invading Zarosian Empire, he is indirectly responsible for many of the worst atrocities to befall Gielinor. In particular, actions of Mahjarrat such as Zamorak directly caused the God Wars and the deaths of millions, including Icthlarin's father Tumeken.
  • Petting Zoo People: Often appears with the head of a cat or a jackal.
  • Psychopomp: Responsible for safeguarding the souls of the dead as they journey to and reside in the Underworld.
  • Screw This, I'm Outta Here!: Was the recipient of this at the hands of the Mahjarrat. First, Sliske left him because he was denied the use of an army of wights and undead; the rest of Sliske's brethren soon followed him to serve Zaros.


The Menaphite demi-goddess of destruction. She appears as a red haired woman to cause trouble in the desert.


An insectoid demi-god, worshiped by a race of humanoid insects.

  • Absolute Xenophobe: Scabarites are this, but unlike most examples of this trope they are passively xenophobic. They avoid contact with non-Scabarites but wish to remain at peace with them; just going to war with non-Scabarites is considered too much contact. They did not turn violent until they were corrupted by Amascut.
  • Big Creepy-Crawlies: He is the creator of the giant dungbeetle creatures called Kalphites. His worshipers, known as the Scabarites, use giant locusts and scarabs as mounts and guardians.
  • Go Mad from the Isolation: Inverted. He teaches his followers to achieve enlightenment through isolation.
  • Insectoid Aliens / Petting Zoo People: Scabarites look like humanoid beetles.
  • Loners Are Freaks: This seems to be a significant reason why Scabarites are feared and hated by the other inhabitants of the Kharidian Desert.
  • Multiple-Choice Past: There are three different stories about how Scabaras originated. Two of them can be heard in-game, one of which is told by the high priest of Scabaras, and a third version can be found on the RuneScape website.
  • Sex Is Evil: Scabarites never have sex except when they need to breed, and when they do they consider it a Necessary Evil.
  • Was Once a Man: The Scabarites once were humans who Scabaras transformed as a reward for worshiping him faithfully for many generations.


The Menaphite goddess of joy and laughter with an affinity for monkeys.

  • And I Must Scream: Apmeken, by her nature, was suppressing destruction in the desert, so in a fit of rage, Amascut ripped away Apmeken's sight, hearing and voice, creating three demonic apes, which Amascut promptly sent to kill all of Apmeken's monkey followers.
  • The Heart
  • Everything's Better with Monkeys: In the "Do No Evil" quest your mission is to bring monkeys to the desert to make it a better place.


Unlike the other gods, Tuska is a wild beast who cares only for causing destruction, having already ravaged the homeworld of Guthix and the Naragi amongst a large number of other planes. Recently, monsters called Airut have been appearing in far-flung parts of Gielinor, and they resemble Tuska's mooks ...


A powerful and solitary hunter-god who has been long deceased. Skargaroth was killed by Guthix when he was still a mortal, and he ascended to godhood after slaying him.


A beastly god of lesser intelligence that once "ruled", or rather, terrorised the region Zaros would come to conquer. Zaros bound it with magic and used it to power his city and a dimensional portal.


The Fremmenik God of Heroism and the one who introduced runecrafting to mortals.

  • Celibate Hero: Since becoming a god, he has become so devoted to the cause of heroism to the point of having trouble even conceiving of the idea of settling down and getting married. He isn't completely sure why.
  • Faking the Dead: He was planning to do this after getting rid of the other gods to let mortals believe they have been freed of divine interference.
  • Let's You and Him Fight: He planned to manipulate the lesser gods into banding together against the stronger ones, with the eventual goal of killing them all.
  • Liquid Assets: He is killed when the Necrosyrtes use an Elder Artefact to drain his power into one of their own.
  • The Paragon: He aimed to inspire everyone to follow in his footsteps and become a hero.
  • Proud Warrior Race Guy: He felt that modern Gielinor had grown decadent. He planned to put the Fremmenik under a harsh training regimen and have the Moon Clan switch from contemplation to battle magic. All with the aim of inspiring a new generation of heroic warriors.
  • Touched by Vorlons: The Stone of Jas played a partial role in his ascension to godhood, which is also why the Necrosyrtes want him dead. Touching the Stone was also what taught him how to imbue magic into rune stones.
  • Moral Myopia: He is a genuine hero, but he is also a Well-Intentioned Extremist who is overly certain of his own righteousness. He accuses the other gods of being "evil", and gets irritated at the jeers of the peoples he believes himself to have liberated from tyrants.
  • Naytheist: He believed that even the "good" gods were little more than tyrants who stifled their people, let alone the Obviously Evil ones. While he disagreed with Guthix's choice to remain an All-Powerful Bystander, he did agree that the gods should be forbidden from interacting with mortals and planned to manipulate them all into killing one another to enforce this.
  • We Hardly Knew Ye: He gets killed by the Necrosyrte Dragonkin in the same quest you finally meet him in person.

    Signature Heroes 
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

  • Remember the New Guy: To any player that predates them, their sudden appearance is rather jarring, especially when they treat you as if you're the new guy on the block.


An 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:
    • This bit of dialogue comes when swapping stories in the Legends Guild:
      Sir Owen: I tell you, an Icyene was watching over me that day.
      Ozan: An Icyene? Was she hot?
      Ariane: Not all Icyene are female, Ozan.
    • During Diamond in the Rough, he admits that Lady Keli looks pretty hot even if she is a crazy lady who is Prince Ali Mirza's kidnapper and that she is really the goddess Amascut.
  • 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 Exile: He was exiled from Al-Kharid when he was caught trying to "steal" the Kharid-ib, the Emir's most prized treasure.
  • Fighter, Mage, Thief: The Thief.
  • 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 Lancer
  • The McCoy: To Ariane and Owen
  • 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.


A 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.
  • 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.
  • Fighter, Mage, Thief: The Mage.
  • 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.
  • Seer: She has the ability to occasionally glimpse the future.
  • 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

A 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.
  • 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, which requires them to face an enemy head on, without deceit or trickery. 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.
  • 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.
  • Fighter, Mage, Thief: The Fighter.
  • 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 apparent 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.
  • Perma Stubble: Five o'clock shadow, all day, every day.
  • 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).
  • 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...


A 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 apparent end in "Heart of Stone".


A master weaponsmith, who appears in a small segment of the "Deadliest Catch" quest. She is the most skilling-oriented of the Signature Heroes.

The Raptor

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.
  • 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.
  • Blood Knight
  • 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.
  • Egomaniac Hunter: A recent podcast revealed that he will be attempting to kill Tuska, one of the gods who destroyed the Naragi home world.
  • Epic Flail: The Raptor's preferred weapon is a large, intimidating flail.
  • Guttural Growler
  • The Dreaded: Even Kuradal, the top slayer master, is terrified of him. So is anybody he gets involved with on quests, outside of the Player Character.
  • The Faceless
  • 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 armor 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.
  • What Happened to the Mouse?: In the Dimension of Disaster, Zemouregal's treasure horde includes The Raptor's armor, but examining it specifically suggests The Raptor himself survived and escaped the encounter.

    The Mahjarrat 
By and far the most powerful of all 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 group of demigodly beings, brought in from another world, Freneskae.

Tropes associated with the Mahjarrat in general:

  • Badass: They have to be or they will be targeted for as a sacrifice. They are all proficient uses Ancient Magicks and Curses and likely use them on a level beyond humans.
  • 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.
  • Humanoid Abomination
  • Human Sacrifice: The Mahjarrat sacrifice one of their own every half millennium to grow stronger and add to their already considerable lifespan.
  • 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.
  • 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.
  • Skull for a Head: All of the Mahjarrat qualify for this in their weakened pre-ritual form. After their rejuvenation ritual 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.


  • Demotedto Extra: By far the least known of the Zarosian Mahjarrat, or any of them really. Even the dead ones have gotten more development.
  • Meaningful Name: His name means 'deathless', a suitable name for a member of an near-immortal race.
  • The Rival: To Enakhra.
  • Sealed Evil in a Can: Although 'evil' is in question.


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.

  • Badass: Oh lord yes. Azzanadra is one of the strongest Mahjarrat in existence, and unlike many of the others, none of those powers come from Elder Artifacts.
  • 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.
  • 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.
  • 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 Adventure 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.
    • Roaring Rampage of Revenge: Conversely, 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.
  • Oh Crap!: Implied to be the standard reaction to seeing him by his enemies.
  • 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.
  • 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.
    Yet there are those who would claim that war is an artform. Fools they are, and fools they remain. By their bloodlust they are blinded to beauty, deafened to melody, and numbed to sanctity!
  • 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.


I, Bilrach, will re-open it and release my Master upon this world once more. I, Bilrach, will release Zamorak!
The master of Daemonheim, Bilrach is, as of yet, 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.


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.
  • An Ice Person: One of her abilities which she used against knights who tried to burn her temple to Zamorak
  • 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.
  • Anything That Moves: Averted. 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.
  • 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.



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".


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.
  • Devil in Plain Sight / 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.
  • Four-Star Badass: Leads a sizable army, and has the power to back it up.
  • General Ripper
  • 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.


Do you know who you address? I am Lord Lucien of the Mahjarrat, Master of the Thousand Curses, look upon my works and despair!
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.

  • A God Am I: He's stolen two artifacts of the gods, including the one that Zamorak ascended to godhood with. In "The Ritual of the Mahjarrat", he claims himself to be a god. Then he dies.
  • 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.
  • 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.
  • Killed Off for Real: He is killed by the dragonkin in the Ritual of the Mahjarrat.
  • Knight of Cerebus
  • 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.
  • Obviously Evil
  • Wham Episode: He is quite heavily involved in While Guthix Sleeps.
  • The Worf Effect:
    • The player is shown just how powerful he is when he first kills 6 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.


  • Blood Knight: He was this more so than most Fremenniks as Koschei, but after his transformation, he noticeably mellows out a bit.
  • Complete Immortality: They didn't call him Koschei the Deathless for nothing.
  • Identity Amnesia: He forced this 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.
  • Only Sane Mahjarrat: 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.
  • Take a Third Option: Kharshai is steadfastly neutral despite pressure from both the Zarosian and Zamorakian factions to choose a side.
  • 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.

  • Elemental Powers: Before the Evolution of Combat, portals gave her fire, water, and earth magic.
  • Half-Human Hybrid: Half human, half Mahjarrat.
  • Mind Probe: Was using this to assume the identities of various people during the Nadir saga.
  • 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.


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.

  • 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.
  • 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.
  • 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. See Pet the Dog below.
  • 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.
  • 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.
  • Hero Killer: To the Barrows Brothers and Akrisae.
  • High Collar of Doom: Sliske dons one in his appearances in the Sixth Age.
  • Invincible Villain / Nigh Invulnerable: By virtue of being a master of shadow magic, he is basically untouchable.
  • 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.
  • It Amused Me: His main motive and character trait.
  • 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.
  • Kill the God: The first being on-screen to kill a god, and a major one at that.
  • 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.
  • Non-Standard Character Design: His character model is visibly different compared to the rest of the Mahjarrat.
  • Necromancer: To the Barrows Brothers; also, to Akrisae.
  • Pet the Dog: 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.
  • 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.
  • 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.
  • 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.


  • Badass Bookworm
  • 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 God Am I: When talked to during Missing, Presumed Death, he shows interest on ascending to godhood.
  • Card-Carrying Villain: A version of him in an Alternate Universe where he won shows him to be this.
  • Cloning Blues: In the 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.
  • Expy: Of Skeletor.
  • It's All About Me: Shows quite a bit of this in an Alternate Universe.
  • Mahjarrat In A Bikini: One of the paintings you can vandalize in Dimension of Disaster results in this. Nice polka dots, Zemo.
  • Necromancer
  • 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 Continue 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.
  • 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.

    Dungeoneering Bosses 
Members of Bilrach's team and creatures from the beyond summoned by him to keep out anyone trying to get to him.

The Stalkers

The 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.

The Kal'Gerion

A 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 990, 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 Behemoths

Basically 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.
  • 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:
  • Portal Cut: Stomp's head gets most satisfyingly guillotined off as the portal it was sticking through gives out.
  • Shockwave Stomp / Ground Pound: Run under a behemoth and it will trample you For Massive Damage.

    God Wars Dungeon Generals 

Common Tropes

  • 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.

Commander Zilyana

  • Bitch in Sheep's Clothing: Take a look at Light Is Not Good. She comes off as a righteous commander, but she is very easy to piss off.
  • 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.
  • Last of Her Kind: When she was first released, it was though she was 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.
  • Magic Knight
  • 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 the sword might be considered as a longsword by icyene.
  • Shock and Awe: She can shoot lighting out of her sword.
  • Winged Humanoid

General Graardor


K'ril Tsutsaroth


  • Badass: Very much so. She was the very first fightable monster to have their levels in the quadruple digit range before Evolution of Combat and was so feared, she had to be sealed up. In a Player example, she is absolutely no slouch in combat.
  • 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.
  • 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.
  • 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.
  • Winged Humanoid: Initially, her arms greatly resembled wings, but with her graphical rework, she received actual wings.

    Wushanko Isles 


A 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 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.


A 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.


An 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.
  • 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.

Marcus Fine

A 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


A 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.

Sojobo and Shanao

A living Tengu mask and his host.

The Memory of Agi

Guthix's memory of his daughter given life.
  • Living Memory: She is literally Guthix's memory of his long deceased daughter.
  • 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.


A Ramokee Worldbearer.
  • The Exile: As a Ramokee, she was exiled from the Gorajo for some crime. This is in fact the title the Easterners give her.

    Other characters 


  • Action Girl
  • Back from the Dead: In Death to the Dorgeshuun, 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. With Bandos dead, Zanik Can't Live Without Him, and is gradually dying.
  • Badass Adorable: She is fairly cute for a goblin.
  • Bad to the Bone: Her weapon of choise, Dorgeshuun crossbow, is made of bone. She uses a poisoned bone dagger as well.
  • Bi the Way: Confirmed by Word of God.
    Mod Raven: "Zanik can actually be considered bisexual, in part because of her potentially romantic interest with the player".
  • Blessed with Suck: Hoo boy.
  • Chained to a Railway: During the climax of Another Slice of H.A.M.
  • 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.
  • Immune to Fate: After the Chosen Commander.
  • 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.
  • 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
  • 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.

Evil Dave


  • 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.
  • 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.

Ezekial Lovecraft

Eva Cashien

Wise Old Man AKA Dionysius

  • Appeal to Force / 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.
  • Badass Grandpa
  • Bald of Awesome
  • Bank Robbery: His most infamous caper, and the one where he got his 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.
  • 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.


She 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.

  • Action Girl
  • 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.
  • Hypocrite:
    • 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 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.


An 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.
  • 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.
  • 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.


An extremely powerful Fremmenik warrior who helps them guard Daemonheim.

    Unique Races 


Known 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.
  • Naïve Newcomer: The Ilujanka were unprepared for the concepts of war and betrayal that they found on Gielinor.
  • 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.

The Dragonkin

The creators of Dragonkind.

  • Always a Bigger Fish: When they kill Lucien.
  • Badass: Effortlessly kicking Lucien's ass and the fact they were a major threat in previous ages, especially the Fourth.
  • Being Tortured Makes You Evil: Zig-zagged. As part of their binding to the Stone of Jas, the Dragonkin are instilled with the urge to cause destruction. The more well-known faction of the Dragonkin, the Necrosyrtes, have given in to these urges. However, there is a lesser-known faction known as the Dactyl who have retained their sanity, and are actively seeking a way to rid themselves of their curse.
  • Berserk Button: Any "false user" who uses the power of the Stone of Jas or tries to communicate with them.
  • 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".
  • Body Horror: Tarshak after absorbing V's godly energy. Phalaks speculates that it might be a failsafe in the Dragonkin curse to prevent them from becoming too powerful. Alternatively, he speculates it might be a combination of My Skull Runneth Over and Power-Upgrading Deformation.
  • Combat Pragmatist: Justified that their opponent was powered by two artifacts and rejuvenated by their ritual, but two against one isn't exactly fair.
  • Determinator: Kerapac has been fighting off Jas's curse for thousands of years by focusing it into an increasingly single minded drive to break it.
  • Enemy Civil War: There are two factions. All Dragonkin seen in game thus far are Necrosyrtes, a warlike faction who have given in to their urge to destroy everything. The Dactyl are more scientific and wish to free themselves from the curse of Jas, with the creation of dragons being one of their projects. We don't know if the two factions are actually at war with each other, though, and the Dactyl seem to be malevolent as well, just less savage about it.
    • They are at war with each other. The Necrosyrtes are impatient with the Dactyl's scholarly habits, and want to force the latter to join them in attacking False Users. The Dactyl in turn have dissected Necrosyrtes on operating tables.
  • 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.
  • 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.
  • Hannibal Lecture: Phalaks manages to deliver one to the player after the player criticizes him for celebrating the death of V by asking how many centuries of cursed pain the player could endure before they too would celebrate the death of a subjectively nice False User.
  • Immortal Procreation Clause: The Dragonkin are practically immortal, but can still be killed, and can't reproduce. This has lead to them becoming very afraid of death.
  • Kill the God: This is what Kerapac wants to do to Jas for revenge, after they are free from their enslavement.
    • In Hero's Welcome, the Necrosyrtes successfully do this to V, a lower tier god.
  • MacGuffin Guardian: Enslaved by Jas for the purpose of protecting the Stone of Jas.
  • Make Way for the New Villains: At the end of "The Ritual of the Mahjarrat", when they kill Lucien.
  • Outgrown Such Silly Superstitions: Kerapac has little patience for the spiritual beliefs of the Illujanka.
  • Sanity Slippage: Strisath used to be a great philosopher. Now, the curse of guarding the Stone of Jas has left him a near mindless killing machine.
  • Time Abyss: All of the surviving Dragonkin. Dialogue with Zaros implies that their race pre-dates the birth of the five Elder Gods we know of 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.

TzHaar and TokHaar

The TzHaar live in the Karamja volcano, where their society is built on a sort of caste system, including craftsmen, leaders, soldiers, and hunters. And a playwright. During a quest, the player travels deep underground and encounters the TokHaar, the ancestors of the TzHaar and a direct creation of the Elder Gods.

  • 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 Eleven 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.


A 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.


When 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.
  • 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.
  • Fantasy Counterpart Culture: The Gorajo appear to be based off of Native American cultures.
  • Guys Smash, Girls Shoot: The Bloodragers are male, the Deathslingers and Stormbringers are female.
  • 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). 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.
  • The Most Dangerous Videogame: Averted and played straight when Gorajo are summoned. When summoned, their bodies remain in their home plane while their spirits aid the player. If "killed", they do not actually die, but return to their own body. On the other hand, they will be comatose for a few days.
  • Non-Action Guy / Lovable Coward: 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 Bloodragers react to encountering the Warped Gulega boss. They will declare it to make a worthy trophy, and deal increased damage to it.
    • All the combat-oriented Gorajo have special commentary for the Warped Gulega.


A group of races native Infernus, these are the native devils of the setting. There countless species of demons but they can generally be divided into to 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: Thre Chthonian, 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.
  • 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, the streets of Forinthry had very few homeless people.
  • 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 immediately wants to make up for it.
  • Our Demons Are Different: Demons are basically a series of magically powerful alien races native to a planet named Infernus.
    • Avernics are Red Devils.
    • 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.
  • 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 (mostly) killing him.
  • 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: One Cthonian has demonstrated the ability to take the shape of his victims.
  • 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 lower tier god, and his corpse became the home to many of his species after being killed and flug into the abyss.
  • Your Soul Is Mine: Chthonians 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.


The 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 rotationally tithed to prevent them from dying of blood loss. Other settlements are forced to pay regular tithes 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 purebloods, who are a separate race entirely and come from their own realm, Vampyrium.

  • Bat out of Hell: Their true form.
  • Henchmen Race: The werewolves.
  • 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.
  • 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.
  • 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 infuman.
  • 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 capable of infecting others into similar beings.
  • 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 Drakan.
  • Vampire Monarch: The purebloods as a whole serve as this, but the most notable is Drakan.