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.
Anti-Magic: Thanks to Guthix, the player character can No Sell a lot of God powers, though (s)he isn't completely immune. So while the gods are unable to teleport or do many other things to the player without his/her permission, they can still take away items.
The Chosen One: (S)he is one of those rare individuals who are important enough to Fate for Death to bring him/her Back from the Dead whenever (s)he dies. Additionally, Guthix chooses The Adventurer to protect Gielinor from the abuses of the other gods.
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.
Protagonist Without A Past: It is vaguely mentioned that your character was born in the 5th 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.
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 artefact 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 likely 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.
Dimension Lord: He rules the plane of the Iceyene. 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 worshipped as a god, Saradomin is the ruler of at least one plane and has conquered several others at least for a time.
God of Good: He certainly likes to think he is one, and many of his followers believe he is. But he is technically the god of order and wisdom before anything else. And in actuality, he is a proud and ruthless tyrant, hence why Guthixians call Saradomists the "blind follower(s) of an evil god".
Grandpa God: Saradomin likes to take the form of an old, bearded man.
Hypocrite: Armadyl calls him out for not doing as he teaches.
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.
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 ultimately led to the genocide of the entire Naragi race.
He also left a faithful follower of his to die during the God Wars as seen in Spirits of Elid.
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.
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.
In The Death Of Chivalry quest, 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.
Took a Level in Kindness: In "The Death of Chivalry", despite being set up as a ruthless tyrant in past quests and in lore, he will openly admit to the player that several of his past actions were wrong, hurtful and motivated by arrogance.
The god of chaos and destruction. Originally a mortal Mahjarrat and general in Zaros' army, but ascended to godhood after usurping his master.
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 himself confirms that he has disavowed the actions of Dawn, one of his followers.
God of Evil: Frequently described as such, although he thinks of himself as more of a god of Chaos.
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: 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.
Kick the Dog: 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.
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.
Almost Dead Guy: Sliske mortally wounds him and leaves, giving the player enough time to have a long chat with the dying god.
Balance Between Good and Evil: Guthix acts as the mediator between Saradomin and Zamorak, ensuring that neither one becomes too powerful and overwhelms the other.
Beware the Nice Ones: He was a Tier 2 God (the second highest tier) and would rather stay out of mortal affairs. When he woke up during the Third Age, the God Wars taking place ended not long after and for a good reason.
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.
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 so that he could reunite with his people in the afterlife, and entrusted the player character with protecting the world.
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.
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 a God 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.
Stop Worshipping Me: Guthix never wanted to be worshipped. His final wish as he dies is to be forgotten.
You Cannot Grasp the True Form: "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 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 a godly weapon. And now Sliske has killed Guthix with the Staff of Armadyl...
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.
God Emperor: In addition to being worshipped, he once ruled the strongest empire in Gielinor.
Glowing Eyes: Sports this appearance in 'The Origins of Gielinor'.
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.
Confirmed. Jagex has stated that he is the god of control. Also, in his prayer book, the only teaching that is mentioned is telling his followers to stay loyal to him.
Eldritch Abomination: He has some traits of this. It has been reveal that unlike the other young gods, he is not am ascended mortal, and as such he is much more alien than the rest of the gods. He is one of the most powerful gods in existence and yet he has never been exposed to any of the artifacts that made the other gods power, making why he is so powerful a mystery. Even after he lost his physical form, his ability to continue to exist in a non corporeal form allowed him to survive, an ability that no other god has, not even the ones who are one the same tier of power.
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.
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.
The Spock: Although he did become enraged when Zamorak betrayed him and cursed those responsible for his downfall to be trapped as invisible ghosts, according to the Jmods in the podcast The Joy of Zaros, Zaros is not planning on getting revenge on Zamorak and in fact revenge itself is an alien concept to him. He only sees others as how they fit into his plans.
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.
Written by the Winners: 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.
The god of war. Preferred deity of goblins, ogres and many of the other less intelligent races.
Apocalypse How: Before he came along, the Goblins lived on a peaceful swamp world named Yu'biusk. Then he found it. The result: Yu'biusk suffered plane-wide devastation, and all the goblins now live in other planes.
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 busing fighting with each other to pose a serious threat to the world.
Genius Bruiser: Many things point out that he may be this. 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.
God of Evil: Zamorak used to be this, until he got character development. Now, Bandos is considered pure evil by pretty much the entire player base, as well as everyone who isn'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.
Kick the Dog: He makes his followers fight, not necessarily even to make them stronger like Zamorak, but for his glory. Towards this end, he caused the destruction of the Goblin home world, Yu'biusk.
Kick the Son of a Bitch: The first thing he does possessing Zanik in The Chosen Commander is hacking off Sigmund's hand before the Ring of Life kicks in and then ends his life.
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.
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 invoking his wrath. Only the most devout goblins are allowed to know his name.
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 a lesser god such as Zaros or Guthix.
Technical Pacifist: Although he is fully prepared to fight if need be, Armadyl insists that everyone can share the world peacefully.
Crystal Spires and Togas: The capital city of the Elves, Prifddinas, was originally built around a vast crystalline temple formed and attuned to commune with her.
God Is Good / Light Is Good: In contrast with Saradomin, Seren's powers and philosophy are (or at least appear to be) much more benevolent.
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.
Pieces of God: 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.
Power Crystal: The crystal bow, shield, chimes and saw, and Elven crystals in general, are aligned with Seren.
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 runescape 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.
Cloud Cuckoo Lander: After the "Missing, Presumed Death" quest, she reveals she thought the gods, whom she refers as "Flesh Giants", had reunited to see her.
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.
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 Icthlarin and Apmeken (tier 6 and 7, respectively), but not as powerful as the major gods, such as Armadyl and Zamorak (tier 4 and 3, respectively. Sliske certainly thinks Brassica Prime is important, as Brassica Prime was one of the gods invited to his party.
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.
An Elder God associated with time and one of the beings who shaped many worlds, including Gielinor. 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.
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.
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.
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.
Playing with Fire: Her specialty. She is the source of the sacred lava that fuels the Elder Kiln.
Creator God of Freneskae
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.
Eldritch Abomination: 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 guy'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.
The Menaphite goddess of destruction. She appears as a red haired woman to cause trouble in the desert.
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.
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 found on the Runescape website.
Loners Are Freaks: This seems to be a significant reason why Scabaras worshipers are feared and hated by the other inhabitants of the dessert
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.
Unlike the other gods, Tuska is a wild beast who cares only for causing destruction. Tuska ravaged the Naragi plane, is is currently doing so to other planes. Recently, monsters called Airut have been appearing on the Western edge of Gielinor, and they resemble Tuska's mooks...
Apocalypse How: Wiped out a huge chunk of the living population on Guthix's home realm.
Full Boar Action: Tuska is referred to as resembling a giant boar. Her mooks, the Airut, are also boar like creatures.
God Is Dumb: doesn't seem to care about conquest. Tuska just wants to destroy everything in her path. It appears that her mooks actually are driving her like a wild animal and loot anything from her debris.
Let's You and Him Fight: the Naragi tried to lure Tuska and Saradomin (who at the time was trying to conquer their realm by force) into fighting each other. It worked.
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.
Egomaniac Hunter: He enjoyed the thrills of the hunt and wanted to take on more powerful opponents for sports. And for a god, a suitable target is Tuska, a boar-like goddess who destroyed Guthix's home realm and race.
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.
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.
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 honour, which requires them to face an enemy head on, without deceit or trickery. Fortunately, the Temple Knights saw his potential, and recruited him.
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.
Only the Pure of Heart: In the quest Death of Chivalry, there are two people who can get through a barrier like this. The player character is one, and Owen is the other.
Pragmatic Hero: One of the reasons he was kicked out of a White Knights and ended up joining the Temple Knights was that he was willing to resort to any tactic to complete the mission with as few casualties as possible.
Punny Name: Sir Owen Sonde (Surround Sound) is the son of Stario Sonde (Stereo Sound). As expected of a Temple Knight.
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."
Trickster Mentor: Also qualifies as this since she has a rather unorthodox way of teaching.
What the Hell, Hero?: Delivered by the player character at the end of Blood Pact. Also during the conclusion of Carnillean Rising, where the player finds out that she was the one who planned the Cave Wolf Matriarch attack on the player and Philipe Carnillean.
A Day in the Limelight: Notably averted so far. The rest of the Signature Heroes have had quests built around them (Ozan, Ariane, The Raptor, Sir Owen) or have been major parts of other adventures (Xenia).
Advertised Extra: Despite being billed by Jagex as a Signature Heroine, she has only briefly appeared in a quest and a tutorial.
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.
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.
The Stoic: A case where a taciturn demeanor is used to make a character both more intimidating and more mysterious.
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: Ancient Magicks and Curses? They created them.
Death World: Freneskae has been described by a Mahjarrat, and by human standards, it's not a particularly nice place.
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: Closest thing the Adventurer has for a Mahjarrat friend. In the World Wakes, if you choose to kill or keep Guthix asleep, he understands the intentions of the player.
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.
Dead All Along: Dialogue with Ali the Wise after Ritual of the Mahjarrat implies that this is his fate. Specifically, the 'strange power' is what happens when a Mahjarrat dies.
Not-So-Harmless Villain: Viewed as "average" by Azzandra, with no notable qualities to speak of. Boy, was he wrong.
Alternative Character Interpretation: given how he was tricked into creating Daemonheim under what we now know to be false pretenses, it's possible that his claims of being Zamorak's second in command were wishful thinking.
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.
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 His Kind: not the last, but as the only female, Enakhra has tremendous importance to her race.
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".
Human Popsicle: You find him frozen in a block of ice and thaw him out. Then he asks you to help him re-freeze himself in a better spot. They still knew he was there anyway.
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.
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.
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.
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.
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.
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.
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.
Karma Houdini: If he wasn't one after enslaving Akrisae, he sure is now after killing Guthix.
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.
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.
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.
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.
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.
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.
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 defences 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.
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'.
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.
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.
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 longsworb by icyene.
Tornado Move: When fought in hard mode or during the World Wakes, he summons tornadoes that can kill you in seconds.
The Voiceless: Unlike other bosses, he doesn't speak when fought in regular mode, which lead people to conclude that this trope applied to him, until the World Wakes came and proved that he in fact can talk.
Winged Humanoid: Initially, her arms greatly resembled wings, but with her graphical rework, she received actual wings.
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...
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.
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.
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.
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.
Combat Pragmatist: Justified that their opponent was powered by two artifacts and rejuvenated by their ritual, but two against one isn't exactly fair.
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.
Kill the God: This is what the Dragonkin plan to do to Jas, after they are free from their enslavement.
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.
Does not appear in game, but is a protagonist in the novels. With the release of God emissaries, she appears to be heavily involved with the Godless faction. 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.
Naytheist: Kara Meir appears to be one of the major player 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.