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Some of the most powerful mortal beings in RuneScape, and thus coming with some of the most storyline-heavy and epic quests in the game, the Mahjarrat are one of the many tribes hailing from a race of demigodly beings known as Dreams of Mah, brought in from another world, Freneskae.

Naturally, there will be spoilers here, some of which may be unmarked, so proceed only with utmost caution. You Have Been Warned.


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    In General 
  • Big Bad Ensemble: They and the Dragonkin are the biggest direct threats in the game. The Elder Gods are the Greater-Scope Villain to both.
  • Cessation of Existence: Much like mortals who ascended to godhood, Mahjarrat do not have an afterlife: once they die (whether by injury, natural causes or being sacrificed by their brethren), that's it. As a result, they cannot reincarnate or otherwise return from death.
  • 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 Aliens: Being Dreams of Mah, the Mahjarrat all have a humanoid physique to them, with their facial features being their biggest standout compared to regular humans.
  • Human Sacrifice: The Mahjarrat sacrifice one of their own every half millennium to grow stronger and add to their already considerable lifespan.
  • Immortal Procreation Clause: Their species, the Dreams of Mah, are able to breed, but unlike mortals, it costs them massive amounts of their difficult to replenish divine Life Energy. This ultimately lead to the extinction of the other two tribes of their race, and is gradually diminishing the Mahjarrat tribe as well.
  • Magick: The Mahjarrat are the most prominent users of Ancient Magicks, and Azzanadra is the one who teaches these to the player after Desert Treasure.
  • Meaningful Name: Mahjarrat means "Children of Mah", which is also the name of a quest focused on the tribe itself.
  • Power Crystal: In their natural forms, all Mahjarrat have divine crystals in their foreheads.
  • Really 700 Years Old: They have overall very lengthy lifespans, and are capable of living for many millennia.
  • 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.
    • A Q&A revealed that the Mahjarrat could be considered very low tier divine beings. After the events of Children of Mah, they all gained more power than ever by siphoning power directly from Mah, indirectly contributing to her death and empowering them to the point of Demigodhood.
  • Screw This, I'm Outta Here: All of the Mahjarrat present in the 18th Ritual of Rejuvenation, except Sliske, quickly teleport away after witnessing the threat that the Dragonkin pose, having killed off Lucien.
  • Skull for a Head: All of the Mahjarrat qualify for this in their weakened pre-ritual form. After they undergo a Ritual of Rejuvenation, they gain more flesh-like facial features.
  • Voluntary Shapeshifting: Mahjarrat can change their shape to some extent.
  • War Is Glorious: The standard Mahjarrat mentality, however some, like Azzanadra, Jhallan, and Kharshai disagree on this.
  • What the Hell, Hero?: At the end of Children of Mah, the Mahjarrat collectively chew out Seren for posing as Mah and having them kill each other through the Rituals of Rejuvenation.
  • 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.

    Akthanakos 

Akthanakos

A Zarosian Mahjarrat who trained the camels of the Kharidian Desert to fight, and a sworn enemy of Enakhra. He also created the Camel Warriors (also known as Ugthanatos).


  • Demoted to Extra: By far the least known of the Zarosian Mahjarrat, or any of them really. Even the dead ones have gotten more development.
  • God Guise: Pretended to be a camel god by taking the form of a humanoid camel, copying the form of the desert gods.
  • Meaningful Name: His name means 'deathless', a suitable name for a member of an near-immortal race.
  • Non-Human Head: He often appears in the form of a human with a camel's head, imitating the appearance of the desert gods.
  • Pet the Dog: He apparently has some connection with the desert camels, and as a token of favor gives you an amulet of Camelspeak. The Camel Warriors are his work, as well.
  • Sealed Badass in a Can: Was trapped in Enakhra's temple in the form of a Bone Guard by Enakhra until the player frees him by building a wall between the two of them to block Enakhra's spell.

    Azzanadra 
Once served as Zaros's Pontifex Maximus before Zamorak's betrayal. See his folder here.

    Bilrach 

Bilrach

https://static.tvtropes.org/pmwiki/pub/images/bilrach_children_of_mah_rejuvenated.png

The master of Daemonheim, Bilrach is an unseen presence, though definitely a felt one. Described as "average" by his contemporaries, he is utterly loyal to Zamorak, and is using the dungeons of the place in order to dig his way to the Rift, a portal to his master's plane-and free him through it.


  • Co-Dragons: He's a fiercely loyal Zamorakian who serves as Zamorak's right-hand man, along with Moia as the left-hand woman.
  • Connected All Along: When Jhallan and Lucien died during Ritual of the Mahjarrat, a wave of energy washed over the humans present, reminiscent of the strange power event that took place in 2010, shortly before the release of Dungeoneering. When asked about it, Wahisietel described it as "a case of the wrong Mahjarrat being in the wrong place at the wrong time", implying that Bilrach had died at the bottom of Daemonheim. It was later revealed, however, that not only was Bilrach still alive, but that the strange power was a result of Bilrach sacrificing the last Chelon-Mah to absorb all of his power.
  • Dungeon Master: Was the founder of Daemonheim, which he created primarily to bring Zamorak into Gielinor, but also to supplement himself with an army.
  • The Ghost: Was unseen prior to "Nadir", the fourth chapter of the Fremennik Saga.
  • In-Series Nickname: Astea Frostweb and Lexicus Runewright refer to him as "Bill" in their journals.
  • Not-So-Harmless Villain: Viewed as "average" by Azzanadra, with no notable qualities to speak of. Boy, was he wrong.
  • Pay Evil unto Evil: Bilrach describes his sacrifice of the last Chelon-Mah as "a justice long overdue", since he had killed many Mahjarrat in the past.
  • Reports of My Death Were Greatly Exaggerated: As of the "Dishonour among Thieves" quest, it turns out that he's alive and well and is serving as Zamorak's right-hand man.
  • Rewarded as a Traitor Deserves: After he corners K'ril at the end of the Zamorakian Civil War, he takes a moment to call him out for his treachery before personally leading the ritual to banish him.
  • Uncertain Doom:
    • Dialogue with Ali the Wise after Ritual of the Mahjarrat implies that this is his fate; specifically, the "strange power" phenomenon is what happens when a Dream of Mah dies. Dishonour among Thieves reveals he is alive and well, however.
    • At the conclusion of Succession, when Moia makes her claim for Bilrach's position, he confidently accepts her challenge before the scene transitions back to Adrasteia's coronation. When the cutscene transitions back to Daemonheim, Bilrach is laying on the ground before Moia. If the player re-experiencing the strange power event shortly afterwards is any indication, it would seem that Bilrach is dead... which raises several questions when he turns up seemingly alive following the Battle of Forinthry.
  • Undying Loyalty: He is vehemently loyal to Zamorak to the point that he went to great lengths to help Zamorak circumvent the Edicts of Guthix and bring him into Gielinor.
  • Villain Team-Up: Seeks an alliance with Jerrod to turn the tide in the Zamorakian Civil War. In exchange for his allegiance and that of the werewolves who follow him, Jerrod wants the Mahjarrat to help him overthrow the vampyres after the war is over. Bilrach accepts.
  • Villainous Valour: When Moia finally makes her move and challenges Bilrach's authority at the end of Succession, he eventually decides to fight her himself after his lieutenants refuse to do so in his place. Even though he probably knows better than anyone how capable Moia is in a fight and she clearly has become even stronger, he still elects to fight her alone. It gets him killed... or not.
  • We ARE Struggling Together: Though he is the de facto leader of the Mahjarrat faction during the Zamorakian Civil War, most of his fellow Mahjarrat are quick to question his leadership.

    Enakhra 

Enakhra

https://static.tvtropes.org/pmwiki/pub/images/enakhra_children_of_mah.png

The last of the female Mahjarrat, Enakhra is well versed in the Ancient Magicks of Zaros, and is also madly in love with Zamorak. Whenever she appears, her Zarosian rival Mahjarrat Akthanakos will also appear.


  • And I Must Scream:
    • Inflicted this fate on Pentyn, a knight of Avarrocka, as part of the Blood enchantment for her temple's security.
    • Also did this to Hannibus, the last of the Illujanka. She was never able to deliver the statue, though. In a Postbag Letter, she fiercely denied that the Dragon Riders had ever existed, possibly to make up for her failure.
  • 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.
  • Hates Reading: For whatever reason, Enakhra holds scholars in particular contempt and is known to willfully damage books.
  • An Ice Person: One of her abilities which she used against knights who tried to burn her temple to Zamorak.
  • Know When to Fold 'Em: She challenges Lucien's right to pick the sacrifice during Ritual of the Mahjarrat. Her bravado quickly goes out the window when Lucien threatens to pick her for questioning him, upon which she changes her phrasing to suggest a more democratic approach (read "I want it to be Akthanakos").
  • Last of Her Kind: Not the last, but as the only female, Enakhra has tremendous importance to her race. Said importance has been slightly diminished with the reveal that Trindine is also alive and well.
  • 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.
  • Single-Target Sexuality: Zemouregal offers to sire children with her, and she states she only loves Zamorak. This is despite Zemouregal's notes that it wouldn't be for love, it would be for the survival of their race.

    Hazeel 

Hazeel

A Zamorakian Mahjarrat warlord who conquered Ardougne until he was defeated by Saradominist peasants lead by the Carnilleans.
  • Affably Evil: For a ruthless warlord, he can be rather polite and reasonable.
  • Defector from Decadence: When the Mahserrat forsook the rituals, causing their numbers to dwindle overtime, Hazeel abandoned them to join the Mahjarrat.
  • Enemy Mine: In "Secrets of the North", even if you sabotaged his resurrection, he's still willing to ally with you to investigate the murder of Ceril Carnillean.
  • Forced Sleep: How the Carnilleans ultimately defeated Hazeel when it became clear that killing him was impossible. Using a strange magic that Hazeel was not familiar with, his mind was forced into a state of torpor. He then stayed like this for most of the Fifth Age.
  • Horns of Villainy: "Children of Mah" reveals that his horns were inherited from his former allegiance to the Mahserrat tribe.
  • Humans Are Cthulhu: Hazeel is disgusted by how humans have to consume flesh to live; he also finds it hypocritical of humans to eat "lower" creatures but never each other.
  • Legend Fades to Myth: At the height of his power, Hazeel was considered to be a particularly powerful mage and warlord, rumored to not be a mortal man. In modern times he's remembered as part of Ardougne's history, but the truth of his heritage as a Mahjarrat never came to light.
  • Mentor Archetype: Hazeel oversaw Khazard's tutelage and ensured that he would be capable of handling himself. He is perfectly happy to continue mentoring Khazard in modern times, should he wish to continue his teachings, and has expressed willingness to find himself a new student otherwise.
  • Only Sane Man: Unlike the rest of the Zamorakian Mahjarrat, Hazeel is not really one for posturing, and often has to tell them (Zemouregal in particular) to focus on the issue at hand. When Zaros proposes a demonic pact with Zamorak to ensure he will keep his promise to save the Mahjarrat, Hazeel begs Zamorak to swallow his pride and play along. Zamorak listens.
    • Similarly, in Old School's Secrets of the North, basically every other line of dialogue he has is trying to prevent Khazard from running you through unnecessarily. Though he's still hesitant of working with Azzanadra after Sliske steals the Elder Horn in Desert Treasure II.
  • Sealed Evil in a Can: For a time, his body was stored in a coffin, which was hidden in the Ardougne sewers.
  • Slain in Their Sleep: By Hazeel's own account, the Carnilleans attacked his home in the dead of night while he was asleep, killing his guards, his followers and his servants along the way. Mind you, some of those servants were Saradominists that Hazeel had taken prisoner; the Carnilleans killed them anyway. When Hazeel awoke and it became clear that they could not kill him, the Carnilleans used magic to force him into a state of torpor.
  • Undying Loyalty: Zamorak and Hazeel consider each other to be as brothers.
  • Villain Cred: Somewhat downplayed, but out of all the Zamorakian Mahjarrat, Hazeel is the only one to show Moia a modicum of respect without coming off as a Stealth Insult. He later admits that, "in spite of her numerous shortcomings", she is a powerful warrior.

    Jhallan 

Jhallan

https://static.tvtropes.org/pmwiki/pub/images/jhallan_rejuvenated.png

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".

In the Old School continuity, he appears in "Secrets of the North". As the player is exploring the Ghorrock Dungeon, his muspah form ambushes and attacks them. After the fight, he awakens, and is almost immediately abducted by an assassin. His fate after is unknown.


  • Asshole Victim: He's a condescending jerk to the player when they wake him up, and only apologizes when it's clear that he can't do anything on his own and you threaten him with exposure. Don't feel too bad that he gets sacrificed in his next appearance.
  • Body Horror: His Old School appearance is withered and decrepit, even by Mahjarrat standards.
  • Boisterous Weakling: He talks a good game, but is the weakest Mahjarrat by a long shot.
  • Friendless Background: According to Azzanadra, Jhallan's hostility isolates him from the rest of the Mahjarrat.
  • Hated by All: Both the Zarosian and Zamorakian factions dislike Jhallan. Nobody particularly cares when Lucien offs him.
  • 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. Lucien still knew he was there anyway.
  • Human Sacrifice: Despite your efforts to find a better place for him to freeze in, he becomes the sacrifice for the 18th Ritual of Rejuvenation.
  • Involuntary Shapeshifting: He turned into a Muspah in his frozen sleep due to a nightmare.
  • Living MacGuffin: Became the sacrifice for the 18th Ritual of Rejuvenation even though the player helped him find a better spot to freeze in.
  • Only Friend: Jhallan considered Kharshai to be this during the days of the Zarosian Empire, being the only one who didn't demand that Jhallan pick a side in everyone else's political games.
    Kharshai: Whenever I talk to the others about you, they call you rude, but you have always been kind to me.
    Jhallan: Oh, that. It is because I am not interested in playing their political games. All the time everyone is demanding that I pick sides. When I refuse, they just assume I am on the other side.
    Kharshai: I know exactly what you mean.
  • Shoot the Shaggy Dog: Skipped the last ritual, rightfully believing that he would be picked for the next sacrifice, and froze himself beneath the ritual site in an attempt to become more powerful. On the eve of the ritual, he was found by humans and awakened, only to learn he was no longer under the ritual site. After cutting a deal with the human who found him, he uses what little strength he has left to freeze himself once more. Come the ritual, Lucien drags him to the surface and has him sacrificed.
  • Small Name, Big Ego: He talks down to the player when they first meet because the player's human, but he missed the last Ritual of Rejuvination and is so weak he can barely stand.
    • In "Secrets of the North", he boasts that he doesn't need to fear the assassin the player warns him about. Seconds later, said assassin enters his cell and effortlessly abducts him.
  • Team Switzerland: At least, before the fall of Zaros; eventually he joined the Zarosian faction, most likely in an attempt to protect himself.
  • Took a Level in Badass: In Old School's "Secrets of the North", his Muspah form puts up a hell of a fight.
  • Ungrateful Bastard: Azzanadra notes that he had trouble fitting in because he was so rude and unpleasant. He's not exactly friendly to the player after being woken up, and he's still rude even after you help him out.

    Kharshai 

Kharshai

https://static.tvtropes.org/pmwiki/pub/images/kharshai.png

A Mahjarrat who is aligned with neither Zaros or Zamorak for the sake of balance, and desires peace amongst his people.


  • Amnesiac Dissonance: When he recovers his memories, he's a bit disturbed by his previous Blood Knight behavior. Most likely, he remembered the carnage he'd witnessed in the God Wars.
  • Blood Knight: He was this more so than most Fremenniks as Koschei, but after his transformation, he noticeably mellows out a bit.
  • But Now I Must Go: After "Children of Mah", he reveals his intention to leave Gielinor altogether and explore other worlds.
  • Complete Immortality: They didn't call him Koschei the Deathless for nothing.
  • Identity Amnesia: Invoked on himself as a means of maintaining his youth and power. It worked so well that neither he nor any of his kin knew who he was afterwards, and had his subconscious not willed him to remember, he likely would've stayed as Koschei for an eternity.
  • Memory Gambit: He intentionally sealed away his memories in order to make himself undetectable to other Mahjarrat.
  • Nice Guy: He's one of the few (if not the only) Mahjarrat who isn't hostile towards the World Guardian and views them as a friend.
  • Only Sane Man: He is well aware that what the Mahjarrat are doing to each other is extremely detrimental to their race and refuses to join either side because it would disrupt the balance of the two factions.
  • Resurrective Immortality: During the quest Blood Runs Deep, Koschei acts disoriented after battling the Dagganoth Kings, remarks that "I must have died again", and compares the experience to being drunk.
  • State Sec: Worked as an Inquisitor during the days of the Zarosian Empire. His last known interrogation was interrupted by Zamorak's rebellion against Zaros.
  • Take a Third Option: Caught in the civil war between the Mahjarrat who still follow Zaros and those who supported Zamorak's rebellion, Karshai tells members of both sides that he will side with neither of them. This is emphasized in the "Mahjarrat Memories" miniquest; Zaros's followers leave purple memories and Zamorak's followers leave red ones, but Karshai's is grey.
  • Team Switzerland: He's the only Mahjarrat who wants the two warring sides to settle their differences, end their warlike ways, and live in peace. He drops his role as a mediator of his kind entirely after the final Ritual of Rejuvenation, feeling no longer tied to them.
  • Walking Spoiler: It's hard to talk about him without referring to the fact that he took the form of Koschei the Deathless after erasing his own memories.
  • 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.

    Khazard 

Khazard

https://static.tvtropes.org/pmwiki/pub/images/general_khazard_children_of_mah.png

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.
  • Faking the Dead: Was assumed to have been killed at the end of the Fight Arena quest. Then the player meets what appears to be his spirit in the Shadow Realm, where Khazard pretends to not remember them. He then has the player gather intel from some of his spies (who are also in the Shadow Realm) before luring them into a trap.
  • Four-Star Badass: Leads a sizable army, and has the power to back it up.
  • A Friend in Need: Offers to help Hazeel reclaim Ardougne when they meet during Dishonour among Thieves.
    Hazeel: It has been too long, Khazard.
    Khazard: You taught me how to conquer. Now it is my turn to help you.
  • I Gave My Word: He agrees to let go of the Servils if the player takes their place and wins two fights. While enraged that his hellhound, Bouncer, was killed, he nevertheless keeps his word and releases the Servils before attacking the player.
  • Luke, You Are My Father: Khazard is revealed to be the son of Zamorak during Children of Mah.
  • Missing Mom: His mother, Palkeera, died shortly after his birth.
  • Noble Demon: Shows an honorable side during his premier quest, "Fight Arena". The player attempts to rescue the Servil family from being killed in the titular arena. Khazard agrees to let them go if the player takes their place and wins two fights. Khazard is enraged when the player succeeds in killing Bouncer, and even tries to attack the player himself, but first he orders the release of the Servils, just as promised.
  • Pet the Dog: He adores his pet hellhound Bouncer.
  • Rage Breaking Point: He becomes vehemently pissed off after the player character kills off Bouncer; though he upholds his promise of releasing the Servils, he deems the player character to be troublesome, and vows to end them himself.
  • Sour Supporter: During "Secrets of the North", he goes along with Hazeel's plans, but gripes about it every step of the way.
  • 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.
  • "Well Done, Son" Guy: Once he learns that Zamorak is his father, Khazard makes it his goal to live up to his expectations.

    Kolton 

Kolton

A Mahjarrat who served as part of the Zarosian Inquisition during the Second Age.
  • Everyone Has Standards: If Aurelius is to be believed, Kolton never allowed himself to fall into decadence, even though he was essentially from an elite class.
  • Go Mad from the Revelation: While pursuing Sliske, suspecting him of blasphemy and treason, Aurelius and Kolton wandered into a deeper layer of the Shadow Realm, where they found the Codex. From the Shadow Breach, an entity identifying itself as Vos asked them to open the breach. As Aurelius attempted to resist, Vos reached out to Kolton using the Shadow Realm as an extension of itself and... Well, suffice to say, whatever it was that Vos did to him, it completely and instantly destroyed Kolton's mind.
  • Hearing Voices: While investigating the Shadow Realm, Kolton heard the screams of Mahjarrat as they were being sacrificed.
  • Horrible Judge of Character: Kolton's one critical flaw was trusting Sliske.
  • Human Sacrifice: Following his descent to madness, Kolton was sacrificed in the next Ritual of Rejuvenation, sparing Sliske for a few centuries.
  • Mercy Kill: While being sacrificed is far from an enviable fate, it ultimately falls into this trope since Kolton could never recover from whatever it was that Vos did to him.
  • Posthumous Character: Was sacrificed a few centuries before the end of the Second Age, but the circumstances surrounding the events that led to his death raise a lot of questions.
  • State Sec: As part of the Inquisition, it was Kolton's job to stamp out heresy and blasphemy within the Zarosian Empire.

    Lamistard 

Lamistard

A Zamorakian Mahjarrat who was sacrificed 1,000 years ago.
  • Dude, Where's My Respect?: Though he was loyal to Zamorak, he never seemed to get any respect among his peers. At least part of the reason seems to be that he was not an active participant in Zamorak's cult of personality.
  • Posthumous Character: Has been dead for 1,000 years by the time the player learns his name.
  • Properly Paranoid: 1,500 years ago, Lamistard skipped the Ritual of Rejuvenation, fearing that he would be picked as the sacrifice, which resulted in Mizzarch being chosen instead. Zemouregal's notes indicate that he was right to be afraid.
  • Small Role, Big Impact: Lamistard's tunnels are used by the player character to infiltrate Zemoregal's fort 1,000 years after his death. Eventually this results in Arrav regaining his freedom and turning against Zemouregal during the Ritual.
  • Shoot the Shaggy Dog: In an attempt to gain more power in the coming ritual, Lamistard attempted to dig his way under the ritual site. Not only was his tunneling inefficient and imperfect, he accidentally dug a tunnel into Zemouregal's basement, who promptly captured him and suggested that he be sacrificed. The vote was unanimous.
  • Too Dumb to Live: Lamistard accidentally broke into an unknown building while attempting to secretly dig his way under the ritual site. Rather than turn back, he entered the building in an attempt to get his bearings. He was promptly captured by Zemouregal for his trouble.

    Lucien 

Lucien

https://static.tvtropes.org/pmwiki/pub/images/lucien_nadir.png

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.


  • Abusive Parents: He never held a high opinion on his own daughter, dismissing her as a failed experiment and often reminded her of her supposed worthlessness.
  • Asshole Victim: None of his Mahjarrat comrades, including his cousin Zemouregal, mourned his death. Moia welcomes his death as fortunate, but regrets not being able to end him herself.
  • Back from the Dead: Subverted. He resurfaced in the 2018 Halloween event, though he technically appeared as a manifestation of Moia's greatest fears, which was amplified by Xau-Tak's powers.
  • Curb-Stomp Battle: Six of the eight heroes that confront him during "While Guthix Sleeps" are effortlessly wiped out by him. The player does not take their deaths well, especially Hazelmere's.
  • Do Not Taunt Cthulhu: Do NOT address him condescendingly. And if you try to attack him in "Ritual of the Mahjarrat", he'll damage you hard in retaliation.
  • Failure Is the Only Option: Whether or not you deliver him the Staff of Armadyl during Temple of Ikov does not matter, he obtains it anyhow.
  • A God Am I: He's stolen two artifacts of the gods, including the one that Zamorak ascended to godhood with. In "Ritual of the Mahjarrat", he claims himself to be a god. Then he dies.
  • Godhood Seeker: He acquires the staff of Armadyl and Stone of Jas, with the intent of ascending to godhood.
  • Hoist by His Own Petard: His reliance on the Stone of Jas backfires, as a group of enraged Necrosyrte Dragonkin arrive to finish him off.
  • Impaled with Extreme Prejudice: Right in the heart with the Staff of Armadyl by one of the Dragonkin. Ouch.
  • Insult to Rocks: An inverted example: should the player refuse to bring Lucien the Staff of Armadyl, Lucien will insult them by saying "Call yourself a hero?! My daughter is more a hero than you!". And given how little he thinks of Moia, that kind of narrows it down.
  • It's All About Me:
    • While Lucien does seem to care about his fellow Mahjarrat regardless of their faction, mostly it's just so that he can rule over them.
    • Nomad once decimated his army of undead when Lucien attempted to invade Varrock, in order to get his attention. It worked, and Nomad pledged allegiance to Lucien in exchange for learning necromancy from him. Lucien, however, refused to share his secrets, leading to Nomad parting ways with him after realizing he had hit a dead end.
  • 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: RuneScape became a lot darker with the release of the quest "While Guthix Sleeps", during which he kills off a large number of named characters, many of which were good friends of the player character. And the quest ends with him succeeding in taking The Stone of Jas. This also results in the coming of the Dragonkin, who are a much worse threat, as it is later revealed that using The Stone of Jas enrages them.
  • Large Ham: Especially after acquiring the Stone of Jas.
    Lucien: Hold your vile tongue, puny human! Do you know who you address? I am Lord Lucien of the Mahjarrat, Master of the Thousand Curses. Look upon my works and despair!
  • Laser-Guided Karma: During Ritual of the Mahjarrat, Zemouregal's zombies are overwhelmed by Sliske's wights and the newly-freed Arrav. Zemouregal calls out to Lucien for help, but Lucien rebuffs him, causing all the other Mahjarrat to turn on him. When the Dragonkin show up, however, all the other Mahjarrat sit back and watch as Lucien gets his ass handed to him.
  • Mean Character, Nice Actor: One of the gags during the largely non-canonical Gower Quest reveals his Animated Actor is a perfectly friendly guy.
  • Necromancer: Not as prominent as his cousin Zemouregal, but very skilled nonetheless.
  • Not-So-Harmless Villain:
    • During "Temple of Ikov", he is level 14. Cue "While Guthix Sleeps"...
    • Also present with the NPCs themselves, who regarded him as frail and weak prior to obtaining the staff of Armadyl.
  • Underestimating Badassery: Lucien did not seem to know (or care) about the dragonkin, and vastly underestimated their strength, which grew every time he used the Stone of Jas. When he talked down to them, the dragonkin were not impressed in the slightest.
  • Villain Cred: Yes, Lucien can acknowledge people other than himself, who knew? When Kharshai transcribes one of his memories, Lucien states how he once thought of Viggora as a mighty warrior (for a human, at least), and described the general as a pathetic shadow of his former self when he found him trapped in the Shadow Realm while researching the Staff of Armadyl.
  • Who Dares?: "You dare attack a god?"
  • The Worf Effect:
    • The player is shown just how powerful he is when he first kills six of the heroes, including Hazelmere and Cyrisus, and later summons a pair of tormented demons as lowly familiars to dispose of the player.
    • Used again in Ritual of the Mahjarrat, on him. The dragonkin almost effortlessly kill him, showing just how powerful they are.
  • You Have Outlived Your Usefulness: At the end of the Nadir saga, Lucien decides Moia is no longer of any use whatsoever to him, and tells her in no uncertain terms that if he ever sees her again he will kill her himself. It's particularly jarring since, even if Moia tells him that Bilrach is still alive and Lucien orders Moia to bring him to the surface, he still decides to cut ties with her before she can carry out his command.
  • 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. While the people of Varrock were convinced that they were able to repel his army, in truth it was decimated by none other than Nomad, who did so in order to get Lucien's attention.

    Moia 

Moia

https://static.tvtropes.org/pmwiki/pub/images/moia_artwork.png

The half-human daughter of Lucien, Moia acted as The Dragon to him, though he made no effort to hide his utter disgust at her very existence. Lucien sent her to track down Bilrach, who in turn showed her how portal magic could let her wield the power of her Mahjarrat side. Currently, she is one of Zamorak's major generals.


    Nabor 

Nabor

A Mahjarrat who worked in the Senntisten Insane Asylum.
  • Finally Found the Body: Nabor's name was only mentioned in passing during Broken Home, but it wasn't until Kindred Spirits that it was revealed that he was a Mahjarrat and that he had been locked up in his own asylum, where he had apparently died after missing too many rituals. Then, many years later, another area of the asylum was uncovered in Senntisten right as the Elder God Wars were in full swing. The discovery of his dried-up corpse within the asylum ruins finally confirmed that he had indeed died thousands of years ago.
  • He Knows Too Much: He said something to Azzanadra that made him, in his authority as Pontifex Maximus, lock up Nabor in his own asylum. While Sliske speculated that Nabor found dirt on Azzanadra, it is implied that he simply realized that the Chthonians suffered from repressed Horror Hunger and would give in to their urges if indulged even once. Because the Chthonians were part of Senntisten's higher class and possessed great political influence, this revelation could potentially throw the city into chaos. Nabor's mistake was sharing his concerns with Azzanadra, who would've decided the best course of action was to keep him quiet by any means necessary. The fact that he did not have Nabor executed or sacrificed would also imply that Azzanadra felt a degree of regret in doing this, even if he felt that it was necessary.
  • Magic Antidote: Attempted to come up with one for Superimposed Personality Disorder after Azzanadra locked him up, both because he had nothing better to do and because SIPD posed a threat to the stability of the Empire. Though he apparently could not finish the cure, his work and research notes allow the World Guardian to complete his work thousands of years later.
  • Posthumous Character: His corpse can be found while exploring the ruins of the asylum.

    Palkeera 

Palkeera

Khazard's mother. She died shortly after his birth in the late Third Age.
  • Dead Man Writing: Aware that her wounds were too grievous for her to survive, Palkeera used the last of her strength to write up a journal detailing how she died, hoping that her son would eventually find it. She intended to write the name of his father, but died before she could finish.
  • Face Death with Dignity: While Palkeera did regret that her pride ultimately got her killed and that her son would grow up an orphan without knowing his father's name, she was mostly accepting of her death.
  • His Name Is...: She intended to write the name of Khazard's father in her journal, but kicked the bucket before she could finish the last, critical line.
    "He did it. Created life... Za-".
  • The Last Dance: Having recently given birth to Khazard, Palkeera was left incredibly weakened for the next ritual. She participated in the Battle of Uzer in order to prove she was still a fearsome warrior and, hopefully, not be chosen as the next sacrifice. Too bad she did not survive the battle.
  • Posthumous Character: Died late into the God Wars, around 3,000 years before the events of the game.
  • "Shaggy Dog" Story: Fought during one last battle to prove her own strength before the next Ritual of Rejuvenation. Then succumbed to her injuries during that same battle.
  • Underestimating Badassery: Palkeera greatly underestimated the golems of Uzer, who overran her as she tried to defend Thammaron.
  • Worf Had the Flu: Giving birth to Khazard sapped Palkeera of more strength than she cared to admit. Ultimately this got her killed while fighting enemies she would've normally been able to handle without much trouble.

    Sliske 

Sliske

Voiced by: Peter Marinker

https://static.tvtropes.org/pmwiki/pub/images/sliske_detail.png

A follower of Zaros, Sliske specializes in Shadow magic. Like some others, he uses necromancy, but unlike others, he prefers a small group of elite wights over a massive zombie horde.


  • Arc Villain: The quest series which began with "Missing, Presumed Death" and concluded with "Sliske's Endgame" are focused on him and his schemes.
  • Batman Gambit: Old School's "Desert Treasure II" reveals that the quest-givers for "The Garden of Death", "Temple of the Eye", "Devious Minds", and possibly even "Desert Treasure I" were all actually Sliske in disguise. He knew that by dangling the opportunity for quests and treasure in front of the player he could basically get them to do whatever he wanted.
  • Battle Theme Music: Dying Light II during Sliske's Endgame.
  • Beware the Silly Ones: By far the goofiest of the Mahjarrat, and without question the most dangerous.
  • Big Bad: Of the eponymous Sliske quest series.
  • Breaking the Fourth Wall: During "Missing, Presumed Death", some of his avatars will randomly accuse you of using a guide as you travel through the quest.
  • Casting a Shadow: Described as having unusual control over shadows and the Shadow Realm.
  • Chronic Backstabbing Disorder: He may aid someone with one hand, but could just as easily backstab them with the other. Even the Zarosian mahjarrat do not trust him, especially now that his games are bordering on madness and even his loyalty to Zaros is in doubt. He has made the claim that he allowed Zamorak's rebellion to overthrow Zaros, even though he could have stopped it. After tempting the Player Character with the option of sabotaging Zaros's return, Zaros ends up excommunicating him, and they are now in open war.
  • Climax Boss: After you deal with his three Champions in "Sliske's Endgame", you finally take the fight to Sliske himself.
  • Commander Contrarian: Back when the Mahjarrat were in service of Icthlarin (the desert god of death and a blatant expy of Anubis), Sliske won a battle against Zaros's forces using his shadow magic and a group of enslaved wights fromed from his enemies. Icthlarin, being responsible for getting souls to the afterlife, ordered Sliske to release the wights. Sliske refused, so Icthlarin snapped his fingers and did it himself. Sliske then became the first Mahjarrat to leave Icthlarin.
  • Consummate Liar: If he is a god, he is the god of darkness and lies, according to his emissary.
  • Conservation of Ninjutsu: Whereas Zemouregal summons a huge horde to Zerg Rush enemies to death, Sliske prefers only his Barrows wights, who were once elite Saradominist warriors.
  • Control Freak: And he does not take it well when things aren't under his control. In "Kindred Spirits", the player accidentally discovers a hidden room where they find out Sliske's real plans. When Sliske finds that out, he loses it, ranting about how the 'pawns' in his game aren't allowed to play the game for themselves. Then he beats the player nearly to death.
  • Deal with the Devil:
    • The Barrows Brothers received powerful equipment from him, but he ultimately arranged for them to fall in battle and raised them as wights.
    • An ill madman named Gregorovic tortured and experimented on elves in an attempt to save himself but failed. He offered Sliske his soul in return for his aid. Sliske fulfilled his end of the bargain by killing him and raising him as his undead slave, with the power to Life Drain others to extend his own life and increase his power.
    • Linza betrays the Adventurer to him in return for his protection from the Dragonkin. As part of the bargain, she was supposed to serve as one of his wights after she died, but Sliske decides to speed things up a bit and kills her directly.
  • Did You Just Punch Out Cthulhu?: To Guthix, no less. He also manages to capture a dragonkin, in spite of its raw power, through trickery.
  • Die Laughing: After the World Guardian skewers him with the Staff of Armadyl, he stabs them with the other end of the staff while also transferring some sort of essence into them, and gets one last laugh before he turns to stone and crumbles to nothing.
  • The Dog Was the Mastermind: While players probably weren't surprised that he would be up to his old tricks in "Desert Treasure II" (especially since a prerequisite miniquest requires you to get an artifact from the Barrows Brothers), what would surprise players is how far his manipulations went, being the mastermind behind multiple prerequisite quests, including two quests that that came out before Old School.
  • Evil Laugh: His standard evil laugh clip is used copious times throughout the quests where he appears. After he physically dies upon transferring a piece of his essence into the Player Character, the player can still periodically hear the laugh clip at unexpected times. It's implied that Relomia can hear it as well because, after the player breaks the news of Sliske's death to her, they black out and hear the laugh, only to wake up and find Relomia appearing to have quickly made peace with her master's demise.
  • A God I Am Not: 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 truthfully state that he is not a god if asked.
  • Hate Sink: With the antics and suffering he inflicted on everyone throughout the history of his life, often done for little to no discernible reason, he has no qualms with going out of his way to make himself one of the most despicable characters to ever walk Gielinor's surface.
  • Hero Killer: To the Barrows Brothers and Akrisae and Linza.
  • Hidden Agenda Villain: He portrays himself as someone who stirs up trouble For the Evulz, but he does in fact have an ulterior purpose behind his actions, and serves a mysterious master, eventually revealed to be the Elder God Jas.
  • High Collar of Doom: Sliske dons one in his appearances in the Sixth Age.
  • Hijacked by Ganon: In Old School, he's behind most of the events of "Desert Treasure II," disguising himself as returning characters Asgarnia Smith, Wizard Persten, Kasonde Shaw, the assassin from Devious Minds, and Ketla the Imcando dwarf, all to manipulate the player into opening the ancient vault.
  • Hypocrite: In Sliske's Endgame, it's revealed that his motivation is to cause chaos for his own amusement, simply because he's so bored from his extremely long life. His ultimate goal is to destroy Glienor, causing the God Wars to consume the entire multiverse, finally creating something "different". Despite this, Sliske is an obsessive Chessmaster who is prone to violent temper tantrums whenever things don't go according to his plans, like beating the World Guardian within an inch of their life for finding out very vague information about who Sliske works for.
  • I Lied: In "Kindred Spirits", he promises to reward you with the Staff of Armadyl if you participate in his sadistic game and win. Of course, Sliske being Sliske, he doesn't uphold his word come the climax of the quest; he instead uses the staff to siphon a portion of your soul.
  • I'll Kill You!: Sliske is not happy at all to learn that your actions during Kindred Spirits have allowed the Barrows Brothers to defy him at the climax of Sliske's Endgame.
    Sliske: You... Ooh I am going to destroy you. I am going to break every bone in your body and then I am going to really hurt you! I will make you beg for death! Your agony will be legendary!
  • Impaled with Extreme Prejudice: Downplayed, but he gets skewered in the abdomen by the tip of the Staff of Armadyl, courtesy of the World Guardian.
  • Invisible Jerkass: Sliske is especially good at hiding in the shadows; at one point, he and the player hide in the shadows well enough that fellow Mahjarrat Zemouregal can't see them.
  • Ironic Hell: As part of his games, he subjects the Barrows Brothers to torments reflecting their sins in life.
  • It Amused Me: His main motive and character trait. He has grown very bored over the millenia and watched everyone repeat the same mistakes over and over again, falling into what he feels is stagnation. Even Zamorak's ideology of chaos does not sufficiently disrupt the world to entertain him. As such, he wants to force a war between the gods in the hope of shaking things up. And when that doesn't prove sufficient, he decides to trick the gods into destroying Gielinor so that their war will spread to the rest of the universe.
  • Jerk with a Heart of Jerk: Relomia was a housemaid who somehow got trapped in the Shadow Realm. After spending years there, she met Sliske, who rescued her. Since Relomia doesn't seem to be of any use to Sliske at all (advertising his existence and motives isn't something he does), he may very well have done it because he felt like being nice that one time.
  • Joker Immunity: All over the place. Naturally, most of the quests involving him end up with him getting away more or less unscathed as a Sequel Hook to further parts of his quest series. Even as the Climax Boss in "Sliske's Endgame", he doesn't get Killed Off for Real; the Player Character and Sliske mutually get impaled on the Staff of Armadyl, so Sliske transfers at least some of his soul into the World Guardian before getting in a final Evil Laugh.
  • Karma Houdini: If he wasn't one after enslaving Akrisae, he sure is now after killing Guthix.
  • Karma Houdini Warranty:
    • He comes off of "Ritual of the Mahjarrat," "The World Wakes," and "Missing, Presumed Death" each time better off than before.
    • Come "Fate of the Gods," however, he makes the mistake of pissing off his master Zaros and is cut off from any divine aid for his treachery.
    • Later in Dishonour Among Thieves, the Adventurer has the option to help Zamorak land a devastating blast on Sliske or simply stand by and watch Zamorak do roughly the same thing.
    • Come "Kindred Spirits", the player learns about his long-term goals, which gets under his skin big time. Also, the player is given the option to punch him in the face earlier in the quest.
    • In "Sliske's Endgame", Sliske's plans finally come crashing down when the player finally takes the fight to him. It culminates with Sliske getting skewered on the Staff of Armadyl. And yet, he's still not truly dead...
  • Kick the Dog: Try to count the number of times he doesn't inflict suffering on anyone without good reason.
    • Everything he does in "Kindred Spirits". And worse, he did it because he was BORED.
    • When Azzanadra attempts to reason with Sliske, Sliske confesses to being the true murderer of Azzanadra's little brother and tricking Azzanadra into wiping out another tribe for it. He proceeds to gloat that he did this for no particular reason.
    • Investigating the ruins of Senntisten reveals that Sliske once lured Kolton into the Shadow Realm, where Zaros was keeping the Codex during the Second Age. Vos, an entity on the other side of the Shadow Breach, destroyed Kolton's mind, making him a perfect sacrifice for the Ritual of Rejuvenation and ensuring Sliske's safety for a few centuries longer.
  • Kill the God: The first being on-screen to kill a god, and a major one at that.
  • Laughing Mad: Especially during the climax of his endgame, after Kerapac destroys the Stone of Jas.
  • Leitmotif: "Dying Light" and "Dying Light II".
  • Let's You and Him Fight: Sliske attempts to manipulate the gods into fighting a second God War, with the prize for killing the most gods being the Stone of Jas. Fortunately, Bandos was the only god who was actually malevolent and manipulable enough to actively participate, which ultimately got him killed early in the game.
  • The Man Behind the Man: A memory viewed in "Kindred Spirits" indicates there's someone pulling his strings, which was eventually revealed to be Jas in "Sliske's Endgame". He is not happy to know that you know.
  • Manipulative Bastard: He has no issues (or trouble) manipulating others in his schemes. In the quest, "Missing, Presumed Death", he even goes so far as to manipulate the gods themselves into attending his game.
  • Naytheist: He resents the gods because their power and immortality mean that they tend to keep the world going in the same boring direction.
  • No-Holds-Barred Beatdown: He pummels the World Guardian within an inch of their life in "Kindred Spirits" after finding out they saw a glimpse of his real plans.
  • Non-Standard Character Design: His character model is visibly different compared to the rest of the Mahjarrat.
  • Necromancer: He kills and raises those who catch his eye into a type of undead monster called a wight to serve as his slaves. Victims include the Barrows Brothers, Akrisae, and Linza. He has also demonstrated the power to pull the souls of the deceased out of the afterlife for his entertainment.
  • Obfuscating Stupidity: Played the part of a boisterous fool while he served as Praefectus Praetorio, which very effectively concealed his more manipulative nature.
  • An Offer You Can't Refuse: He forces the Player Character to participate in his sadistic games by killing a hostage and threatening to kill more if they don't cooperate. He also captures an entire Saradominist army and forces them to fight to the death against one of his undead slaves, Dharok, on the threat of doing unpleasant things to their loved ones if they do not obey.
  • Off with His Head!: A hallucination, which randomly occurs via the "Hallucinogenic" Invention perk or by nibbling sliced mushrooms from The Arc, involves the Giant Mole tearing off Sliske's head.
  • O.O.C. Is Serious Business: It takes a lot of work to get under his skin, but after he finds out you saw a glimpse of his real plans, he becomes royally pissed off, and beats you to a pulp.
  • Pay Evil unto Evil: Regardless of if the World Guardian spares or kills Nomad, Sliske takes him away and turns him into one of his wights.
  • Put on a Bus to Hell: The World Guardian supposedly offed him during the climax of his endgame, but it's implied that his soul still lingers, as he appears to transfer some measure of his essence into the World Guardian when stabbing and injuring them with the other end of the Staff of Armadyl as a last act. This essence would manifest into Light and Shadow Voices that exist only in the World Guardian's mind.
  • Pyrrhic Victory: In "Kindred Spirits". He manages to take a piece of the player's soul and gives them a beating for good measure, but the player sees that Sliske has a bigger plan in motion, and the Barrows Brothers have gained a small amount of freedom and agree to stand by the player when the time comes. It ultimately leads to his demise at the player's hands in Sliske's Endgame.
  • Physical God: After "The World Wakes", he may very well be a god; Azzanadra says that Sliske wouldn't really want the responsibility of ruling the world and that he really is a devout Zarosian. 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 confirms he is telling the truth.
  • Revenge by Proxy: When the Player Character enrages him, he attempts to order his Barrow Wights to kill their friends and family.
  • Rule of Three: Has a group of three wights collectively known as the Champions of Sliske, them being Gregorovic, Nomad, and the Barrows sister.
  • Shut Up, Kirk!: In "Sliske's Endgame", when you are asked to pick a faction to support and you attempt to abstain from backing anyone, Sliske will dismiss your "boring" decision and again demand that you "Pick. A. Side!"
  • Stalker without a Crush:
    • The "without" part might be debatable, but he's been watching the Player Character for a long time. he's been waiting for your birth for thousands of years, as a matter of fact, after hearing you were name-dropped by a sailor who had a run-in with Xau-Tak.
    • In "Sliske's Endgame", he will rebuke you if you try to side with him. If you say you thought he loved you, he will laugh, and then muse that he's never had more contempt for someone, a bigger thorn, a bigger headache, or a bigger unwelcome obsession then the player. He admits in that way, he may have "loved" you, but he never liked you.
  • Taking You with Me: Downplayed. Before he dies, he manages to stab and injure the World Guardian with the Staff of Armadyl, as well as use it to transfer a portion of his soul into them.
  • This Cannot Be!: He is left in shock and disbelief after Kerapac destroys the Stone of Jas.
  • Troll: Sliske and his followers view life as a game and enjoy manipulating, leading on, and making mockeries out of the other players. He has even done this to his fellow Zarosians, causing them to stop viewing him as one of their own.
  • Unstoppable Rage:
    • Flips out HARD on you after finding out you saw what he's really up to.
    • He loses it again after Kerapac destroys the Stone of Jas.
  • Villain No Longer Idle: At the climax of Sliske's Endgame, after three of his most powerful wights fail to kill the World Guardian, Sliske finally decides to get his hands dirty and kill you himself.
  • Villainous Breakdown:
    • In "Kindred Spirits", after the player finds evidence that someone is pulling his strings, he completely loses his shit, beats the player half to death, steals Linza's soul, and tries to collapse his base on top of the rest of the party.
    • And again in "Sliske's Endgame", when Kerapac destroys the Stone of Jas. He sends hordes of wights after you, followed by his three champions, before Sliske finally battles you himself.
  • Villainous Valour: When confronted by the World Guardian, Zaros and Seren ganging up on him, Sliske doesn't run away, which would be a reasonable reaction to facing off against such odds. Instead, he stands his ground and fights them all at the same time.
    Sliske: So I see. Brother and sister united against me. Three of the most powerful beings on Gielinor stand against me? And here I was, hoping for a challenge. You know, you've been the thorn in my side for far too long. No more games. No more misdirections. Now, you die! YOU ALL DIE!
  • 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. Zaros formally excommunicates him at the end of "Fate of the Gods".
  • Yellow Eyes of Sneakiness: Unlike the other Mahjarrat who have red sclera in their eyes, his sclera are yellow, highlighting his cunning nature.
  • You Have Failed Me: When he decides to sic the Barrows Brothers on the World Guardian during Sliske's Endgame, he threatens them with agonizing punishment if they should fail. They pick this exact moment to finally rebel against him.
    Sliske: BEHOLD! My wights, destroy the World Guardian. The first to bring me their head will win an hours respite from the agony I will inflict on the others.
  • Your Soul Is Mine!: He tries to siphon a portion of the World Guardian's soul in "Kindred Spirits", and partially succeeds. He later uses said portion to turn Nomad into a wight.

    Temekel 

Temekel

A Mahjarrat who refused to join Zaros and stayed with the Menaphites.
  • Defiant to the End: When Lucien and Bilrach found and killed Temekel, centuries after Tumeken's sacrifice, Temekel's severed head ominously told them that Tumeken would return, and when he did, the Zarosian Empire would burn. Oddly enough, not only has Tumeken yet to return, 6,000 years after Temekel's death, but Zaros was betrayed by Zamorak not long after and the Empire collapsed during the ensuing God Wars.
  • "Facing the Bullets" One-Liner: "Tumeken will return, brother, and when he does, your empire of traitors will burn."
  • Hostage Situation: When it became clear that Temekel and his followers would decimate them, Bilrach took the Kharid-ib hostage and demanded his surrender. Temekel did not resist when Lucien cut off his head, even though he could've easily killed him.
  • Losing Your Head: After Lucien decapitated him, Temekel's head survived long enough to make one final ominous threat before catching fire and burning the rest of the camp.
  • Noone Could Survive That: When Tumeken's sacrifice turned half of the Kharidian Empire into a desert, Azzanadra was only able to shield less than 100 of the Mahjarrat that defected to Zaros, while those loyal to the Menaphites, like Temekel, were not quite so lucky. The surviving Mahjarrat assumed that Temekel and his compatriots had been incinerated by the explosion, only for the Heriditas Expedition to find him alive and kicking centuries later in a nomadic camp smack dab in the site where the explosion occured.
  • Undying Loyalty: When the majority of the Mahjarrat betrayed the Menaphites to join Zaros, Temekel was one of the few who remained loyal.
  • World's Strongest Man: Was reputed to be as strong as Azzanadra (maybe even stronger) back when the Mahjarrat still lived in Freneskae.

    Trindine 

Trindine

A Zarosian Mahjarrat who supposedly died during the God Wars.
  • And I Must Scream: She spent about five thousand years alone in the Shadow Realm, waiting in vain for Sliske to come let her out.
  • Bad Guys Do the Dirty Work: Azzanadra essentially asks Trindine to be this to Adrasteia after the Edicts of Guthix are re-established in Aftermath.
  • Bunny-Ears Lawyer: Trindine is unable to drop the snark even while disguising, and her reports to Adrasteia include surprisingly detailed drawings, but her track record shows that she is an incredibly capable spy.
  • The Chessmaster: Assists Moia during Daughter of Chaos in order to prolong the Zamorakian Civil War. Moia sees her assistance for what it is, but is in no position to refuse.
  • Deadpan Snarker: She spends most of 'Azzanadra's Quest' being really snarky.
  • Distracted by the Sexy: She thinks Moia has luscious hair, which she went out of her way to capture in a drawing. Mind you, she was meant to investigate the corpses Moia left behind at the time.
  • Gossipy Hens: Has shades of this: when plans to retrieve a powerful relic during Eye of Het are sabotaged and a note is left incriminating her, Trindine finds the whole affair juicy.
  • Hugh Mann: In spite of her downright horrible attempts at disguising, she manages to fool everyone into thinking she's just a random human (or at least, everyone she wants to).
  • Human Disguise: As part of whatever mission she's undertaking at the time, Trindine usually disguises herself as a human.
  • Know When to Fold 'Em:
    • Related to the Eye of Het incident, Trindine does not believe clearing her name is worth provoking gods.
    • Likewise, she stays away from the Codex during the Battle of the Monolith, stating that its shadow was trying to draw her in. Having only recently escaped the Shadow Realm after being trapped for thousands of years, Trindine wisely decides not to risk it.
  • Loves the Sound of Screaming: If she is to be believed, Trindine used to keep a phylactery on her nightstand; the screams of the demon soul trapped inside "added to the ambience".
  • Luke, You Are My Father: Heavily downplayed, in that he already knew, but at the end of Aftermath Trindine casually addresses Azzanadra as "Dad".
  • Master of Disguise: She's disguised herself as a White Knight, a wizard, a spy and a Zamorakian cultist.
  • O.O.C. Is Serious Business: Trindine notably drops the snark when the player suggests that she try to close the Shadow Breach during the Battle of the Monolith, fearing that even getting close might trap her inside.
  • Overly Long Gag: Sent Adrasteia a 20 page letter mostly filled with nothing but "drawn-out, condescending drivel", all just to tell her that she wanted to meet the World Guardian.
  • Paper-Thin Disguise: Trindine doesn't try particularly hard to disguise herself as a human, with varying results. On the other hand, most of the people able to see through her disguises are already acquainted with her and her mannerisms. That being said, Trindine has stated that she could and would use a more elaborate disguise if she really wanted to fool the World Guardian.
  • Pet the Dog: When Sir Owen refuses to join the Zarosians after finding out that nearly all the temple knights are, she knocks him out and restrains rather than kill him, stating she likes him and it isn't necessary.
  • Punch-Clock Villain:
    • Unlike other Zarosians, she's not very devout and she isn't particularly dedicated to Zaros or his plans- she's mostly sticking with him because A, she thinks things were better for everyone when the Empire was in control, and B, the Mahjarrat are her friends and her people, so she wants to stay with them.
    • She's also very upbeat and friendly for someone who used to be one of the officers in Zaros' secret police. A journal page found in Kharid-et written by its commanding officer at the start of the God Wars describes her as "the friendly one", while referring to fellow Praetor Sliske as "that sadistic clown" in the same line.
  • Punny Name: When disguised as a White Knight, Trindine goes by "Sir Upticious".
  • Reports of My Death Were Greatly Exaggerated: Everyone thought she died during the God Wars, and Azzanadra asks the player to find out how she died. Turns out she was hiding in the Shadow Realm.
  • Significant Anagram:
  • Skewed Priorities: When one of her tracking devices records evidence that Vengeance (from the eponymous saga) is wandering the Wilderness and killing cultists, Trindine seems more interested in confirming that the Zamorak illustration with a chaise lounge the cultists happened to discuss before Vengeance killed them is actually real and not just a rumor.
    Trindine: So, the rumours about Zamorak and the chaise lounge are true... Fascinating.
    Player: THAT'S your primary takeaway from this?
  • Sue Donym: Wizard Trindy.
  • There Is Another: Everyone thought that Enahkra was the last living female Mahjarrat, and they were wrong.
  • Walking Spoiler: Given that everyone thought she was dead until fairly recently in-game.

    Wahisietel 

Wahisietel

A Zarosian Mahjarrat based in Nardah, under the guise of a human scholar.
  • Adaptational Early Appearance: In Old School, he replaces Captain Rovin as the quest-giver for "Defender of Varrock", under the guise "Elias White".
  • 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.
  • Dude, Where's My Respect?: Gets hit with this over time after Ritual of the Mahjarrat.
  • Flat-Earth Atheist: Dismissed Mah as merely a myth throughout his life, until he sees her during Children of Mah and realizes that she is very real.
  • Locked Out of the Loop: After "Fate of the Gods" and "The Children of Mah", he's rather depressed that he's perpetually left out of Zaros's plans.
  • 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.
  • Nice Guy: Is very affable and polite, no matter the circumstance.
  • Only Sane Man: Realizes early on that the threat Lucien poses goes beyond the relatively petty conflicts of the Zamorakian and Zarosian Mahjarrat, and insists that he has to die, the ritual of rejuvenation be damned.
    Wahisietel: No. There is more at stake here then you realise. It MUST be Lucien!
  • Significant Anagram: Ali the Wise = Wahisietel.
  • Violence is the Only Option: Wahisietel determines that Lucien must not be allowed to survive the next ritual of rejuvenation, and takes every action possible towards ending his life.

    Zamorak 
Once served as Zaros's Legatus Maximus before betraying him, stealing his power and ascending to godhood. See his folder here.

    Zemouregal 

Zemouregal

https://static.tvtropes.org/pmwiki/pub/images/zemouregal_concept_art.png

A powerful Zamorakian necromancer.


  • Break the Haughty: After Zemouregal once again engages her in condescending insults at the end of Succession, Moia shows that she's no longer a mere mongrel by draining his lifeforce. The process leaves Zemouregal back in his skeletal form and positively shaken.
  • Card-Carrying Villain: A version of him in an Alternate Universe where he won shows him to be this.
  • Clone Angst: In "Dimension of Disaster", he creates a bobblehead pet version of himself... to abuse and force into meaningless tasks while the most it can do in response is swear and demand brew.
  • Disappeared Dad: "Children of Mah" reveals that his father, also named Zemouregal, died pouring the last of his energy into his son.
  • Enemy Mine: Invokes this against Lucien during Ritual of the Mahjarrat when he refuses to lift a finger to aid Zemouregal as he is being assaulted by Arrav. All the Mahjarrat present, both Zarosian and Zamorakian, immediately stop fighting each other and focus on tearing Lucien a new one.
    Zemouregal: Lucien, you would betray me and let me be the one to die? You are not worthy to decide. Wahisietel was right - all on Lucien!
  • Godhood Seeker: When talked to during "Missing, Presumed Death", he shows interest on ascending to godhood.
  • It's All About Me: Often thinks highly of himself and doesn't hold a high opinion on the weak. He also shows quite a bit of this in an Alternate Universe in which the player character doesn't exist.
  • Man in a Bikini: One of the paintings you can vandalize in Dimension of Disaster results in this. Nice polka dots, Zemo.
  • Narcissist: Zemouregal doesn't think much of his fellow Mahjarrat and has an inflated opinion of himself. The only one he really respects is Hazeel, and to a lesser extent, Khazard as well.
    Zemouregal: The rest could all be tossed into the fires of Infernus and I would not even waste a trip to watch them burn.
  • Necromancer: Commands an undead army.
  • Not-So-Harmless Villain: In the Dimension of Disaster, he has trophies of all six Signature Heroes, and Kara-Meir, implying that he bested them all. Not to mention, his defeat and enslavement of Arrav in both timelines.
  • O.O.C. Is Serious Business: Following his capture after the Battle of Forinthry, Zemouregal does nothing but insult the player and make his dripping contempt clear. When the player reveals in Requiem for a Dragon that Moia has resurrected Bilrach somehow, Zemouregal quickly drops the attitude and starts answering questions with complete honesty, as he does not like the implications one bit.
  • Only You Can Repopulate My Race: Propositioned Enakhra for this purpose once, and was rejected. He's also apparently expressed interest in his half-human niece Moia, much to her disgust. Strangely, the Dimension of Disaster version of him disdains them both and shows no interest in continuing the species.
  • Smug Snake: Very often Zemouregal charges ahead with schemes to seize more power for himself, thinking that he can't lose, or picks fights with forces he doesn't understand. And just as often fails spectacularly due to factors outside of his control.
  • 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, and has gone to great lengths to diminish his role in history.
  • This Cannot Be!: When told at the end of Requiem for a Dragon that Moia has somehow resurrected Bilrach, Zemouregal reacts with a mixture of horror and disbelief, as he knows for a fact that since Mahjarrat don't have souls they cannot be resurrected. He suggests that the only possible explanation is that the being the player met was not Bilrach, but rather someone or something that simply looked like him, and asks to be alone in order to contemplate the revelation, musing that the sheer implications behind Moia's actions change everything.
  • Trophy Room: In an Alternate Universe, he keeps one suggesting an unhealthy amount of Pride.
  • Victory Is Boring: In an alternate universe where the Player Character never existed, he prevailed and conquered the kingdom of Varrock. He has stopped various heroes very easily and grown rather bored with his rule. Even though he could easily kill you when you first enter his world, he gives you the chance to build up your power before confronting him for his entertainment.
  • Villain: Exit, Stage Left: During the end of Defender of Varrock, when his zombies are decimated by the Shield of Arrav, he, Arrav and Sharathteerk escape to recuperate and prepare for "Ritual of the Mahjarrat".
  • Zombie Apocalypse: He has tried to use this to conquer Varrock at least twice using this tactique in order to obtain the Shield of Arrav, but has never succeeded. The 200th quest shows an alternate universe where the Player Character does not exist, and the Zombie Apocalypse is in full force for Varrock.

Other tribes

    Chelon-Mah 
While most tribes lived by the rule of the strong, the Chelon-Mah took it to the logical extreme by killing each other off until only one remained.
  • The Dreaded: The last Chelon-Mah was considered this when the Mahjarrat still lived in Freneskae.
  • One-Man Army: After sacrificing the rest of his entire tribe, the last Chelon-Mah became so powerful the Mahjarrat considered him a physical embodiment of war.
  • The Social Darwinist: The Chelon-Mah concluded that only the strongest of the strong should live. They then engaged in a massive battle that lasted for weeks until only one Chelon-Mah remained, commanding the power of the entire tribe.
  • Surprisingly Realistic Outcome: After the Mahjarrat ditched Freneskae to serve under Icthlarin and the Mahserrat and Mahkorat became extinct, the Chelon-Mah was left with no potential sacrifices. As a result, his strength and life force diminished over thousands of years.
  • Worf Had the Flu: The last Chelon-Mah was once considered to have become an avatar of war, with the might to match. Millennia later, with the Mahserrat extinct after forsaking the rituals and the Mahjarrat having abandoned Freneskae to move to Gielinor, the Chelon-Mah had no opponents to fight or sacrifice, leaving his strength to diminish drastically. Bilrach exploited this to capture him and bring him to Gielinor at the end of the Fifth Age.

    Mahkorat 
Originally a neighboring tribe of the Mahjarrat, they were wiped out in retribution for the death of Alotor, Azzanadra's brother. Except they were not the ones who killed him.
  • Leave No Survivors: Azzanadra and the rest of the Mahjarrat made sure the Mahkorat were completely wiped out.
  • Not Me This Time: Turns out the Mahkorat did not kill Alotor. It's not until thousands of years after the fact that Azzanadra learns the real culprit was none other than Sliske, who admits he killed his brother and framed the Mahkorat for no reason at all.

    Mahserrat 
Unlike the other tribes, the Mahserrat forsook the rituals of rejuvenation, either having dismissed them as nonsense or refusing to sacrifice any of their own. As such, they have become extinct in modern times.
  • Defector from Decadence: Hazeel, originally a Mahserrat, saw the extinction of his tribe coming, and defected to the Mahjarrat in order to save himself. This twisted his body by growing two massive horns on his head.
  • Dying Race: Because they forwent the rituals, their numbers began to dwindle over time since they both did not have the life force to reproduce and because their neighbors captured and sacrificed them. Eventually, they all became extinct. All but Hazeel, that is.
  • Surprisingly Realistic Outcome: When you ditch the sole means of prolonging your lifespan and gaining the strength necessary to reproduce, is it really any wonder that your entire tribe goes extinct?

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