Runescape has, along with its rather large amount of storyline-heavy quests, quirky activity and skill-related personalities and reasonably extensive background lore, quite a few characters, which will be detailed here.There will naturally be spoilers here.
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The Player Character. Most commonly referred to as "adventurer" in the Fifth Age, (s)he comes to be known as the "World Guardian" upon the beginning of the Sixth.
Alliance Meter: It doesn't affect much beyond plot flavor, but as of the Sixth Age, the adventurer is occasionally given the option to pick between supporting one of the eight dominant religious factions and their philosophies.
Anti-Magic: Thanks to Guthix, the player character can No Sell a lot of godly powers, and it is implied that he made the adventurer unable to ascend into godhood themselves. The player also uses their immunity to help ease the pain of a Dragonkin temporarily. Nevertheless, (s)he isn't completely immune. The gods are unable to teleport or do many other things to the player without his/her permission, but they can still take away items and the adventurer can still be hit by the indirect effects of divine magic.
But for Me, It Was Tuesday: In a humorous conversation with an NPC pirate, he will angrily ask your character if (s)he was the one responsible for killing his brother. Your character will answer that (s)he doesn't know, because (s)he kills so many things on a daily basis that (s)he's lost count of them all. (S)he then asks if the pirate's brother had any particular traits, and the thoroughly intimidated pirate says not to worry about it because he didn't like his brother anyway.
The Chosen One: (S)he is one of those rare individuals who are important enough to Fate for Death to bring them Back from the Dead whenever (s)he dies. Additionally, Guthix chooses The Adventurer to protect Gielinor from the abuses of the other gods and (s)he is somehow important to Zaros's own plans. Word of God describes the adventurer as a sort of catalyst upon which the events of the world converge.
The Klutz: During the quest, One of a Kind, the adventurer somehow manages to rip apart everything (s)he touches during the simple task of searching Unferth's house for a hidden library.
Improbable Weapon User: While for the most part, the adventurer tends to use fairly normal weapons, this does crop up occasionally. During one quest, the adventurer has to kill a monster using a pair of enchanted pruning shears. Another quest rewards the adventurer with an anchor that can be used in combat.
At one point, the Player Character is tricked into defeating a guard dog on behalf of a group of Zamorakian monks, allowing them to weaken the barrier protecting Misthalin from vampires and werewolves.
It turns out that helping a strange, hooded man raid an ancient tomb for an artifact that you know nothing about may not have been the best course of action.
You've killed the Balance Elemental and left the Stone of Jas unguarded for Lucien to nab as he pleases, congratulations!
OC Stand In: Enforced example of this trope: Jagex wanted the Adventurer to have as few characteristics as possible so that players can come up with their own backstory for their character in-game.
Omnidisciplinary Scientist: Though more of an omni-disciplinarian artisan than an actual scientist, your character can acquire mastery over a very diverse number of fields.
Powers via Possession: In the quest, Fate of the Gods, if the Player Character permits Zaros to enter his/her body, Zaros grants unlimited prayer points for Curses and unlimited runes for Ancient Magick.
Protagonist Without A Past: It is vaguely mentioned that your character was born in the latter part of the Fifth Age, but little more. We do know that (s)he was from humble origins and grew up with very little money, and dreamed of a career of an adventurer ever since (s)he was a child, and that (s)he knew both of his/her parents, meaning that (s)he is not an orphan.
Spanner in the Works: There are several quests where the Player's involvement throws a wrench in the plans of the enemy and dismantles them. For instance, it was revealed that the player's actions of destroying the pendant in The Chosen Commander weakened Bandos significantly.
Black and White Morality: According to Zaros, this is the way Saradomin sees things, despite himself being very much a shade of gray and thus a contradiction to his own moral standards.
Bolt of Divine Retribution: The Saradomin Strike spell allowed players to evoke this against their enemies, before it was removed from the game and replaced with Divine Storm. The Wise Old Man still uses this spell, though.
Cool Crown: It's an artifact originally belonging to the elder gods, which is capable of locating the others. Also, anyone who possesses one of the other artefacts can find the crown. The crown is 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 Icyene. He briefly conquered the world of the Naragi before it was destroyed, and he once ruled an empire in Gielenor. He seeks to bring all under his fold in order to maintain peace and order.
God Emperor: In addition to being worshiped as a god, Saradomin is the ruler of at least one plane and has conquered several others at least for a time.
God of Good: He certainly likes to think he is one, styling himself as a champion of Good, and many of his followers believe he is. His opponents, however, view him as a hypocritical tyrant.
Grandpa God: Saradomin likes to take the form of an old, bearded man.
Hypocrite: Armadyl calls him out for not doing as he teaches.
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 inadvertently 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 the Elid".
An icyene named Garlandia refused to fight for him, embarrassing him and offending his sense of pride. He responded by ripping off her wings, a near death sentence on their world.
Light Is 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", 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 Badass: As a result of his victory in the Battle of Lumbridge, Saradomin not only gained the power of the Divine Tears but also took some more away from Zamorak.
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.
Evil Is Burning Hot: Even though 'evil' is questionable, he certainly has an affinity with fire, likely doe to its chaotic and destructive behavior. His concept art shows him wih fireballs in his hands, and during the Battle of Lumbridge, his Beam Of War seemingly consists of fire and his followers spawn animation has them being teleported across the battlefield in a burst of fire.
God of Evil: Frequently described as such, although he thinks of himself as more of a god of Chaos.
Historical Villain Upgrade: Courtesy of Saradominists, who in the Fifth and Sixth Ages dominate human-controlled areas of Gielinor (or most of the planet).
The chaos he instigated at the Battle of Lumbridge came back to bite him in the ass big time.
Earlier still, he touched off the God Wars of the Third Age when he returned to Gielinor after his overthrow of Zaros and subsequent banishment. Not only did this lead to severe and lasting damage to Gielinor over millennia of warfare, but his use of the Stone of Jas at Forinthry was the act that awakened Guthix and resulted in all of the gods being banished from the world by the Edicts.
Horned Humanoid: He has long red horn not just on his forehead but also his face and neck. The God Letters reveal that he is very fond of his horns and considers them both useful and fashionable.
Humans Are Special: 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.
The Dwarves were once a powerfully magical race. But while the dwarves following Saradomin were blessed with his protection, Zamorak inflicted the rest of them with a terrible Curse. By corrupting their magic, Zamorak caused the dwarves to start twisting into the abominations known as Chaos Dwarves. In order to force the curse into dormancy, the dwarves were forced to give up their magic.
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.
Anthropomorphic Personification: This has been Retconned, but in the God Letters, he stated that he exists because nature needs something to keep it in balance, and if he did not exist, he would instantly be created again. If all life in the plane were to be extinguished, he would lose his power.
Balance Between Good and Evil: This is Guthix's main philosophy, believing that Good, Evil, Order, and Chaos should all be in balance. In the Retconned God Letters, Guthix also acted as the mediator between Saradomin and Zamorak, ensuring that neither one became too powerful and overwhelmed the other.
Beware the Nice Ones / Badass: He was a Tier 2 godnote the second highest tier, and the highest for non-Elder Gods and preferred to stay out of mortal affairs. When he woke at the end of the Third Age, the God Wars taking place ended not long afterwards for a very good reason.
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 in his absence.
Which has largely backfired on him thus far in the Sixth Age, with most players ignoring his call and the gods fighting over his own leftover power.
Eye Awaken: In Origins of Gielinor, Guthix's awakening due to the destruction of Forinthry is portrayed like this.
God's Hands Are Tied: Invoked. When Guthix sees the devastation caused by the gods' direct interference in mortal wars during the God Wars, It decrees that the gods may only influence the mortal realms indirectly through their followers. He enforces this by threatening to destroy the entire world if they step out of line. During The World Wakes, he is killed, and the other gods can return.
Jack of All Stats: Equipment aligned with Guthix usually fills the exact midpoint between the Saradomin and Zamorak equivalents. Saradomin's Holy Book gives +8 to defense; Zamorak's Unholy Book gives +8 to attack; Guthix's Book of Balance, therefore, gives +4 to attack and +4 to defense. Similarly, the Saradomin bow gives a healing boost where the Zamorak Bow gives a damage boost, and the Guthix Bow splits the difference by giving a smaller boost to both.
Killed Off for Real: During The World Wakes, Sliske kills him with the Staff of Armadyl which he somehow recovered from the Dragonkin and fixed.
Nature Spirit: In the God Letters, he describes himself as nature's need for balance given Anthropomorphic Personification. This has been Retconned with the revelation that he was once mortal, but he is still deeply associated with the Anima Mundi. As a Tier 2 god, his power was directly drawn from it.
Naytheist: On his home plane, Guthix was originally from a race of weak creatures in a realm where many gods sent powerful monsters into battle. By pure chance, Guthix found an Elder Artifact and killed a god while he slept, unintentionally becoming one himself. Guthix doesn't want people to worship him or any other gods, so he banished all of the others and then went into a hidden slumber.
Papa Wolf: When he was mortal, he had a daughter. Two gods fought near his house while she was inside, and one of them fell on the house, killing her. Guthix then used the weapon said god dropped to drive off the beast-like victor of that duel, and plunged the weapon into the unconscious god's back in a fit of rage.
Pieces of God: Guthix's "slumber" was actually a form of deep focus dedicated to a special task. He drew the AnimaMundi into his own vessel, increasing his power, but he never intended to keep that power for himself. Instead, he changed its nature, augmenting it as well as making it harder for any of the less scrupulous gods to suck it dry. Part of the reason he chose to die was to return this enhanced Anima to the world for the benefit of mortals, creating the skill of Divination.
Stop Worshipping Me: Guthix never wanted to be worshipped. His final wish as he dies is to be forgotten.
You Cannot Grasp the True Form: In the God Letters, he stated "I am Guthix. I am neither, and I am both. Thou canst not define a god as thou wouldst define a mortal." It also mentions that to correctly pronounce "Guthix", one's vocal organs must first be removed.
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.
Blue and Orange Morality: Possibly one of the best ways to interpret Zaros. He was one of the only two gods to be directly created by the Elder Gods as a god. It is known that Zaros cannot even understand the idea of revenge. He does not view morality in terms of good and evil, but in terms of actions and consequences.
The Chessmaster: Considering his alignment, description as a 'Puppet Master' and the size of his empire at it's peak, it's safe to say that he does lean towards this.
Dark Is Not Evil: He is a divine manifestation of darkness, but his morality is coldly logical and his intentions for the world are fairly noble.
The Dreaded: Both Saradomin and Zamorak are terrified of him.
Evilutionary Biologist: In his efforts to cure the Illujanka race's infertility, he conducted some highly unethical experiments, weaving the lifeforces of Aviansie, Demonic, Icyenic, and Vampyric test subjects with Elder Energy, resulting in the creation of the Nihil.
Glowing Eyes: Sports this appearance in 'The Origins of Gielinor'.
God Emperor: In addition to being worshipped, he once ruled the strongest empire in Gielinor; also, much like the Trope Namer, he withdrew from his empire to work on a secret project, trusting his most prominent follower. Much like the Trope Namer, this did not end well.
Harmony Versus Discipline: Definitely embodies the discipline side of the trope. He promotes control over emotions, dismissing concepts like "revenge", and also control over your property and people, and trusting in those who control you (leaders, generals, Zaros himself).
Have You Seen My God?: Zaros was betrayed by Zamorak and became incorporeal to survive his wounds. "The Temple at Senntisten" revolves around Azzanadra's attempts to find him and restore him to power again.
Humanoid Abomination: His Second Age formnote in Fate of the Gods you will get some choice over what his Sixth Age body will be is a masked humanoid figure with eight eyes and a mask lower down that speaks for him, as well as "leaving a trail of shadows" when he moves (and apparently possibly having no legs). Other concept art shows that if he gets his old body back, smoke will be seeping out of the wound from the staff.
In Mysterious Ways: In the present era, he plans to use extremely subtle, almost unnoticeable manipulations to maintain balance.
Sibling Yin-Yang: To Seren. He is the darkness to her light and the logic to her empathy. He adored her just as she was devoted to him.
The Spock: He was rumoured to have become enraged when Zamorak betrayed him and supposedly cursed those responsible for his downfall to be trapped as invisible ghosts. But Lucien believed this to be implausible, and according to the Jagex mods in the podcast "The Joy of Zaros", Zaros is not planning on getting revenge on Zamorak. In fact, revenge itself is an alien concept to him, and he only sees others as how they fit into his plans. He largely dismisses the notions of good and evil and basis his morality in terms of actions and consequences.
Voice of the Legion: According to Dragon Rider Hannibus who wrote the book "Last Riders", Zaros speaks as if several voices are speaking at once.
Well-Intentioned Extremist: While Zaros has made some questionable decisions, his ultimate goal is to ascend to Elder Godhood. Why? Because the Elder Gods are going to destroy every living thing in every world as part of their cycle of rebirth, and he wants to stop them. He also wants the power to fulfil his promise to the Ilujanka and restore their fertility, a feat he cannot accomplish even as a Tier 2 god.
Wham Line: "Upon my return to Gielinor, I searched for Mah's elder sisters, hoping to convince them to aid in my transcendence. Instead I discovered a horrifying truth about this world. I know now what its true purpose is. It is not for mortals. It is not for me. And only the powerful have a hope of surviving."
Written by the Winners / Historical Villain Upgrade: Nearly all the records of Zarosian civilization were destroyed by the combined forces of Zamorak and Saradomin; most of what little remains is their propaganda about how he was totally evil.
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.
Eye Scream: When a priest in his homeworld discovered Bandos's insane plan to destroy their world, he managed to take Bandos by surprise and gored out one of his eyes.
The Faceless: We never get to see his actual face in-game, although there is released official artwork of his face.
False Reassurance: A child on his homeworld offered to tell him a great secret if he spared him. Bandos replied that he would judge it's value, but he never actually says that he will spare him.
Genius Bruiser: 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.
Good Scars, Evil Scars: The concept art of his face shows that he has an upside-down V-shaped scar running down his face.
Kick the Dog: He makes his followers fight, not necessarily even to make them stronger like Zamorak, but for his glory and entertainment. Towards this end, he caused the destruction of the Goblin home world, Yu'biusk.
Killed Off for Real: In the second World Event, Armadyl is able to wound him using a building sized ritual. Then, Armadyl flies up to Bandos, grabs his mace, and delivers the final blow using Bandos's own weapon.
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.
Off with His Head!: At the end of his battle against Armadyl, courtesy of a blast from the Divine Focus.
Omnicidal Maniac: He killed the god that had protected his world and enabled life to exist on it, in a deliberate effort to kill everyone else on it and claim the god's power for his own. He ultimately aimed to wage war on world after world until he was the only one left, with the multiverse reduced into ruins as a monument to his glory.
Orcus on His Throne: In his battle against Armadyl, he sits upon his throne and generally only oversees his army's efforts from his tower. He did, however, toss a number ofgoblins at Armadyl in the opening cutscene, to little effect.
Patricide: He murdered his father, believing it better for his father to die an honorable death in battle than let a cripple continue to rule the clan.
Pet the Dog: To Bandos any victory in battle is a commendable event, even if it is against him — and as such he actually congratulates the player for defeating him in "The Chosen Commander" — and battlefield honor is the highest virtue.
Petting Zoo People: Although it hasn't been shown in the game, some concept art has shown that underneath his armor he looks like an anthropomorphic rhinoceros with four eyes, one of which he lost in battle. Some older concept art that was ultimately never used except briefly during the motion comic showed him looking like an anthropomorphic pig.
The Scottish Trope / He Who Must Not Be Named: Goblins refer to him as The Big High War God, they rarely ever say his name out of fear of invoking his wrath. Only the most devout goblins are allowed to know his name.
Taking Up The Mantle: According to Oldak, Zaros, and a few of his followers, sooner or later someone will probably take up his cause and replace him as God of War, be they mortal or an actual god. At the end of The Mighty Fall, depending on your choice, Zanik will take lead of a bunch of the Bandosians and guide them to Yu'biusk, where they will probably die and certainly never be seen again. Graardor's loyalists choose to follow him to continue their Forever War to claim the god sword. Either way though, Juna does not expect the Bandosians to be a threat again.
We Have Reserves: The strength of his army wasn't the intelligence of troops, but the large numbers of troops and their physical strength.
Worthy Opponent: Speaking to General Graardor in "Missing, Presumed Death" after completing "The Chosen Commander" will reveal that Bandos respects the player for defeating his Avatar. As Bandos is confirmed by Word of God to be the only irredeemable deity, this is pretty much the closest thing to a positive quality he has.
Would Hurt a Child: He killed a calf that had told him a great secret. Heck, he slaughtered his entire species.
The god of liberty and justice. A close ally of Saradomin during God Wars, after which he faded into obscurity.
Blow You Away: The player can use a spell called Storm of Armadyl that launches a small tornado at the enemy.
Despair Event Horizon: After Zamorak wiped out the Aviansie at the end of the Third Age, Armadyl fell into this, believing his entire race extinct. He departed from his remaining followers and wandered the cosmos in despair for millennia, before coming to his senses and returning in the Sixth Age.
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.
Nice Guy: He may be the only major god who has appeared so far who is this. He cared deeply for his followers and believes that gods and mortals should work together, with the gods acting as benevolent guides rather than the tyrants most of the major gods have been.
Start X to Stop X: Armadyl deliberately started a battle with Bandos to protect Gielinor from his desire for war and because the other took Sliske's bait to kill gods for the Stone of Jas.
Technical Pacifist: Although he is fully prepared to fight if need be, Armadyl insists that everyone can share the world peacefully.
That Man Is Dead: If you comment on his appearance he will tell you the reason for his new look is to symbolize his rebirth from his former personality, explained below.
Tired of Running: After the apparent extinction of his race, he wandered the cosmos for centuries in mourning. But as he explains to one of his followers, he eventually came to realize that he was accomplishing nothing. Upon discovering that members of his race had indeed survived, he recovered hope and decided that his new purpose was to take a stand against those who seek war.
Wide-Eyed Idealist: According to Word of God, he formerly is one of these but has since learned better while still retaining some of his idealism.
Goddess of the Elves, representing Peace and Growth. She is stated to be the divine aspect of the Anima Mundi, though current lore defines this to mean a special connection rather than her being an Anthropomorphic Personification. She had a special relationship with Guthix, though she was ordered to leave just the same as the rest after the god wars.
Actual Pacifist: Does not get involved in conflicts, and even when Zaros' empire threatened to envelop the continent, she remained in Tirannwn, protecting the elves there.
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.
Devour the Dragon: Her Dark Lord aspect consumes the souls of his own top followers, Lord Iowerth and King Lathas.
Enemy Without: When she shattered into pieces, one of the shards manifested as the part of her psyche that was fascinated with death and became known as the Dark Lord.
Fatal Flaw: Word of God says that she's so devoted to peace that she's become an ardent self-segregationist, believing that mortals will never know peace as long as the different races live amongst each other, so the best option is to withdraw completely into one's own kind.
God Guise: She technically is a god herself, but she pretended to be Mah in order to guide the Mahjarrat race.
God of 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.
Sibling Yin-Yang: To Zaros. She is the light to his darkness and the empathy to his logic. She was devoted to him just as he adored her.
Touched by Vorlons: Elves originally had the same lifespans as humans. Seren tried the best she could to make them immortal. She ultimately failed, but was able to expand their lifespans from decades to centuries.
Your Soul Is Mine: The part of her that manifests as the Dark Lord ate souls, including the souls of Lord Iowerth and King Lathas.
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.
Easter Egg: He shows up as an Easter Egg that the player can find after completing the quest The Death of Chivalry. The player must return to the tomb and search the coffins. Inside one of them is a gilded cabbage. If the player places this on the ground and kicks it thirty times, he will speak to the player and reward them with bonus prayer experience.
Genki Girl: During the event when he first showed up, the animated cabbages behaved like this.
Insane Troll Logic: A lot of Brassica Prime's beliefs are filled with this. He was unafraid of getting hit by the Dragonkin's fireballs because in his mind cabbage beats fire since getting hit with fire would result in cooked cabbage, and that would make him more powerful because "Deliciousness is power." He also claims to have power over anything that is even vaguely cabbage shaped, such as the stone of Jas (which actually has a running gag of being called a cabbage) and the planet and sun. He also automatically assumes that anybody not wearing a shirt is homeless and can't be convinced otherwise.
Lethal Joke Character / Beware the Silly Ones: According to Mod Osborn, he is a tier 5 god. If this is true, it means he is more powerful than lesser gods, such as Icthlarinnote tier 6 and Apmekennote tier 7, but not as powerful as the major gods, such as Armadylnote tier 4 and Zamoraknote tier 4, at least initially. Sliske certainly thinks Brassica Prime is important, as Brassica Prime was one of the gods invited to his "ascension".
After the effects of the Battle of Lumbridge, Brassica Prime now resides on the same godly tier as Zamorak.
You Kill It, You Bought It: This is how she became a God, although it was by accident. She originally was a non-sapient Gorilla who an unnamed god challenged to a drinking contest which ended up being fatal to that god. She replaced that god as the god of "having a good time." She also mentions a "drinking horn" which possibly refers to one of the elder artifacts.
From Jas, the thought to lead them all. The preparation, the plan, the execution. To look to the future.
An Elder God associated with time and one of the beings who shaped many worlds, including Gielinor. 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.
Blue and Orange Morality: She placed a torturous curse on the Dragonkin, not out of malice, but simply because she perceives mortals in the same way we perceive ants.
Curse: Has imposed one on the Dragonkin. As a result, the Kin suffers as "false users" tap on the powers of the Stone of Jas, and end up protecting the stone by hunting down these "false users" in order to ease their pain.
Floating Continents: Based on how Zaros described the "elemental planes", Abbinah appears to be one of her solo creations.
Have You Seen My God?: It appears that she's been gone since even before Guthix arrived on Gielinor. Her influence is only felt through Stone of Jas and some Dragonkin writings.
Fun with Acronyms: Not exactly in in-universe context, but Jas could also stand for Java Application Server. The game engine is written in Java programming language.
The Smart Guy: Among the Elder, Jas is the most connected with intelligence. The Elder Chronicles call Jas "the thought to lead them all", and the Stone of Jas can be used to gain knowledge without enraging the Dragonkin.
From the heat is born passion, growth and life. The maiden feels love and joy. Thus came Edda-Ful.
After completing The Brink of Extinction, it is revealed that the TokHaar and the Elder Kiln they come from are an Elder Artifact. An absurdly complex set of tasks will allow you to translate a set of writings from their prophet, revealing information about Ful, the Elder Goddess of Fire and Constancy. She created the Elder Kiln, and moved it from world to world until she was satisfied with the results.
Have You Seen My God?: According to Tok Haar Hok, after creating Gielinor, the Elders were satisfied with their work and lay down upon their "perfect world". Since then, the Hok have not receieved any orders, and do not know if they will awaken.
The McCoy: Possibly. The Elder Chronicles associate Ful with passion, love, and joy.
Playing with Fire: Her specialty. She is the source of the sacred lava that fuels the Elder Kiln.
Creator God of Freneskae/Mother Mah
From darkness is born light, the spark of life. The child is full of wonder, imagination, and innocence. Thus came Edda-Mah.
Mahjarrat legends speak of an evil creator god in their home realm who combined all of "his" most fearsome monsters into the Muspah. Jagex recently confirmed that this being does in fact exist, and is an Elder God who preferred to work alone. She is the mother of Zaros, Seren, and the Mahjarrat race.
Abusive Precursors: Created the Mahjarrat, as well as an entire Crapsack World. At least, humans would see Freneskae like that. On the other hand, she doesn't really have the sense to even be aware of what she's done.
Almighty Idiot: Revealed in Fate of the Gods to have stunted intelligence compared to the other Elder Gods, acting only on instinct.
Bigger Bad: Possibly. This god is only mentioned in a single quest, and even then only briefly; if it does end up being a character, it's status as a Tier 1 god will make it more powerful than any enemy in the game.
Eldritch Abomination: Her creation was defective and the other Elder Gods believed her to be stillborn. The Muspah, whether it actually exists or is simply from folklore, gives the Mahjarrat nightmares. I repeat, the Physical Gods who have dominated Runescape's major storylines for years have nightmares about this entity's creations.
God Is Evil: the Mahjarrat seem to think so. Given that half of them are Obviously Evil, and the other half can be questionable at times, make of that what you will.
Goo Goo Godlike: She is an elder god and has all the skill and gift at creation such status entails. But as a result of her defective birth and diminishing energy, her mentality is childlike in nature, which frustrated her son, Zaros, to no end.
According to the Elder Chronicles, Mah is always the most childlike of the Elder Gods. "From darkness is born light, the spark of life. The child is full of wonder, imagination and innocence. Thus came Edda-Mah."
Liquid Assets: She requires Freneskae's dying Anima Mundi to feed on. As an elder god, she can never truly die, but as her energy is depleted, she falls deeper and deeper into a coma.
My Beloved Smother: Basically the way Zaros sees her. The other elder gods abandoned her, believing her stillborn. But in fact, she survived and created Zaros and Seren to keep her company. Zaros and Seren had certain mental weaknesses they believe she created to keep them in her presence. Zaros grew tired of her controlling, childish nature and left, while Seren took as best care of her as she could until she could do no more.
Apocalypse How: He exploded into massive flame, wiping out most of the Mahjarrat and converting what had once been a lush and fertile land into desert. As a result, even though Zaros and the Mahjarrat had technically won, it wasn't worth the trouble to conquer what was left.
Heroic Sacrifice: Most of the Mahjarrat betrayed the Menaphites to Zaros and nearly conquered Menaphos. He sacrificed himself to make it a Pyrrhic Victory.
The Menaphite demi-god of the Underworld. Generally appears as a cat- or jackal-headed humanoid.
Everybody Hates Hades: Subverted big time. Despite bringing the Mahjarrat race to Runescape, he plays a vital role to anybody who has died, and has tried to make up for his actions in the past. And it has worked: despite being a regional demigod, players overwhelmingly chose to support him over the major gods (or the Godless faction) during Missing, Presumed Death.
Nice Guy: He is remarkably benevolent in his interactions with the Player Character, both in Icthlarin's Little Helper and Missing, Presumed Death — in direct contrast to his sister Amascut and his rival Sliske.
Psychopomp: Responsible for safeguarding the souls of the dead as they journey to and reside in the Underworld.
Screw This, I'm Outta Here!: Was the recipient of this at the hands of the Mahjarrat. First, Sliske left him because he was denied the use of an army of wights and undead; the rest of Sliske's brethren soon followed him to serve Zaros.
The Menaphite demi-goddess of destruction. She appears as a red haired woman to cause trouble in the desert.
An insectoid demi-god, worshiped by a race of humanoid insects.
Absolute Xenophobe: Scabarites are this, but unlike most examples of this trope they are passively xenophobic. They avoid contact with non-Scabarites but wish to remain at peace with them; just going to war with non-Scabarites is considered too much contact. They did not turn violent until they were corrupted by Amascut.
Big Creepy-Crawlies: He is the creator of the giant dungbeetle creatures called Kalphites. His worshipers, known as the Scabarites, use giant locusts and scarabs as mounts and guardians.
Loners Are Freaks: This seems to be a significant reason why Scabarites are feared and hated by the other inhabitants of the Kharidian Desert.
Multiple Choice Past: There are three different stories about how Scabaras originated. Two of them can be heard in-game, one of which is told by the high priest of Scabaras, and a third version can be found on the RuneScape website.
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, having already ravaged the homeworld of Guthix and the Naragi amongst a large number of other planes. Recently, monsters called Airut have been appearing in far-flung parts of Gielinor, and they resemble Tuska's mooks ...
Apocalypse How: Wiped out a huge chunk of the living population on Guthix's homeworld.
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.
Magick: The most prominent and powerful known user of Ancient Magicks, he teaches these to the player after releasing him in Desert Treasure.
Oh Crap: Implied to be the standard reaction to seeing him by his enemies.
Sealed Badass in a Can: To defeat him, entire armies banded up, bound fragments of his power to enchanted diamonds and imprisoned him in a giant pyramid.
Undying Loyalty: One of his most important character traits is his loyalty to Zaros. He remained faithful to Zaros, even when he had no immediately practical reason to be so, which is why he is the follower Zaros trusts most.
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.
Also did this to Hannibus, the last of the Illujanka. She was never able to deliver the statue, though. In a Postbag Letter, she fiercely denied that the Dragon Riders had ever existed, possibly to make up for her failure.
Anything That Moves: Averted. Zemouregal offers to sire children with her, and she states she only loves Zamorak. This is despite Zemouregal's notes that it wouldn't be for love, it would be for the survival of their race.
Destructive Romance: To show her love for Zamorak, she built a temple to him in the desert..... which he didn't care about, being more interested in a weapon that could kill other gods. Enakhra has been hiding out in her temple since the 3rd Age, along with her rival who was trapped there.
Last of His Kind: not the last, but as the only female, Enakhra has tremendous importance to her race.
Life Drain: She has the power to drain life from her enemies to heal herself. During the boss fight with her however, the fewer Hit Points you have, the fewer she can drain, a weakness that can be exploited.
The Power of Love: During The World Wakes, Enakhra insists that her passion for Zamorak will make her a more worthy foe than Zemouregal. Unfortunately, it would appear that she is correct.
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.
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.
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.
Magnificent Bastard: 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 operates openly right in the middle of a region where Saradomin is worshipped.
Missing Mom: His mother, Palkeera, died shortly after his birth.
Noble Demon: Shows an honorable side during his premier quest, Fight Arena. The player attempts to rescue the Servil family from being killed in the titular arena. Khazard agrees to let them go if the player takes their place and wins two fights. Khazard is enraged when the player succeeds in killing Bouncer, and even tries to attack the player himself, but first he orders the release of the Servils, just as promised.
Do you know who you address? I am Lord Lucien of the Mahjarrat, Master of the Thousand Curses, look upon my works and despair!
One of the most powerful Mahjarrat currently, possibly trailing directly behind Zamorak, he initially appears as a simple mage who asks the player to retrieve a staff. It all went downhill from there.
A God Am I: He's stolen two artifacts of the gods, including the one that Zamorak ascended to godhood with. In "The Ritual of the Mahjarrat", he claims himself to be a god.
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.
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.
War Is Hell: When the majority of the Mahjarrat decided to betray the Menaphites to Zaros, he went with the strongest as is custom, but it was never something he was comfortable with. The Mahjarrat easily slaughtered those of their kin who had refused to defect and conquered their former allies, but Tumeken made a Heroic Sacrifice to make it a Pyrrhic Victory. Kharshai saw his race dwindle from 500 to less than 100 in a single act.
The half human daughter of Lucien, Moia acted as The Dragon to him, though he makes no effort to hide his utter disgust at her very existence. Lucien sends her to track down Bilrach, who in turn shows her how portal magic can let her wield the power of her Mahjarrat side. Currently, she is one of Zamorak's major generals.
Elemental Powers: Before the Evolution of Combat, portals gave her fire, water, and earth magic.
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.
A God Am I: Averted. During Missing, Presumed Death, Sliske plays coy about whether he has ascended or not, but after Fate of the Gods, the player can get one straight answer from him. Sliske will state that he is not a god if asked.
Breaking the Fourth Wall: During Missing, Presumed Death, some of his avatars will randomly accuse you of using a guide as you travel through the quest.
Casting a Shadow: Described as having unusual control over shadows and the Shadow Realm.
Chronic Backstabbing Disorder: He may aid someone with one hand, but could just as easily backstab them with the other. Even the Zarosian mahjarrat do not trust him, especially now that his games are bordering on madness and even his loyalty to Zaros is in doubt. After tempting the Player Character with the option of sabotaging Zaros's return, Zaros ends up excommunicating him.
Commander Contrarian: Back when the Mahjarrat were in service of Icthlarin (the desert god of death and a blatant expy of Anubis), Sliske won a battle against Zaros's forces using his shadow magic and a group of enslaved wights fromed from his enemies. Icthlarin, being responsible for getting souls to the afterlife, ordered Sliske to release the wights. Sliske refused, so Icthlarin snapped his fingers and did it himself. Sliske then became the first Mahjarrat to leave Icthlarin.
Karma Houdini: If he wasn't one after enslaving Akrisae, he sure is now after killing Guthix.
Karma Houdini Warranty: He comes off of "Ritual of the Mahjarrat," "The World Wakes," and "Missing, Presumed Death" each time better off than before. Come "Fate of the Gods," however, he makes the mistake of pissing off his master Zaros and is cut off from any divine aid for his treachery.
Kill the God: The first being on-screen to kill a god, and a major one at that.
Manipulative Bastard: He has no issues (or trouble) manipulating others in his schemes. In the quest, Missing, Presumed Death, he even goes so far as to manipulate the gods themselves into attending his game.
Necromancer: To the Barrows Brothers; also, to Akrisae.
Pet the Dog: Relomia was a housemaid who somehow got trapped in the Shadow Realm. After spending years there, she met Sliske, who rescued her. Since Relomia doesn't seem to be of any use to Sliske at all (advertising his existence and motives isn't something he does), he may very well have done it because he felt like being nice that one time.
Physical God: After the World Wakes, he may very well be a god; Azzanadra says that Sliske wouldn't really want the responsibility of ruling the world and that he really is a devout Zarosian, but that remains to be seen.
Following "Fate of the Gods," he will offer to answer you one question truthfully. One of them is "Are you a god?" to which he will respond he is not, nor did he ever intend to be. He is, however, roughly equal in power to the Adventurer's World Guardian abilities. Word of God confirmed he is telling the truth.
Troll: Sliske and his followers view life as a game and enjoy manipulating, leading on, and making mockeries out of the other players. He has even done this to his fellow Zarosians, causing them to stop viewing him as one of their own.
Wild Card: Despite being clearly Zarosian, even the other Zarosian Mahjarrat are unwilling to fully trust him and cannot exactly predict his actions any better than most.
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.
Flunky Boss: They each have three lieutenants at their side. For Nex, she has four along with various other creatures she summons.
Large and in Charge: Kree'arra, K'ril Tsutsaroth, Nex and General Graardor are all very large, command the armies of their gods and are very powerful boss monsters. Inverted with Zilyana, who is just slightly taller than a human, but is just as lethal as the others.
Praetorian Guard: The bodyguards for all generals at God Wars Dungeon count as these.
Fragile Speedster / Glass Cannon: Before Evolution of Combat, she was not too hard to damage, but she can nail you hard if she gets into melee range.
Last of Her Kind: When she was first released, it was though she was the last icyene alive, but as time went on, it turned out that there were more alive on their homerealm and before that, Safalaan was later confirmed to be at least part icyene.
Light Is Not Good: Although being a creature of the God of Order Saradomin, she orders Kree'arra to kill the player during The World Wakes, and is the most determined of the god-followers to kill Guthix. To top it all off, during the quest she reveals that she was manipulating her supposed ally Kree'arra, openly mocking his desire for Armadyl to return.
One-Handed Zweihänder: She is capable of wielding a two-handed Saradomin Sword on one hand. Possibly justified as the sword was probably never intended to be used by humans and the sword might be considered as a longsword by icyene.
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.
Badass: Very much so. She was the very first fightable monster to have their levels in the quadruple digit range before Evolution of Combat and was so feared, she had to be sealed up. In a Player example, she is absolutely no slouch in combat.
The Dreaded: At first, it is assumed that the gods fear her for her power. This is not the case, although she is powerful. They fear her because of what she represents: she was directly created by Zaros, something that the young gods cannot do.
Taking You with Me: Nex uses the Wrath prayer upon death to deal damage to everyone around her.
Winged Humanoid: Initially, her arms greatly resembled wings, but with her graphical rework, she received actual wings.
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.
Handicapped Badass: lost a hand to her master's son after failing to kill Quin. That hasn't stopped her in the least.
Must Make Amends: to the pirates of Tattanogi for killing their leader after he gave away Ling's location in exchange for his people's safety.
A convict who is moving to the Eastern Lands to avoid imprisonment on the mainland.
Not So Different: When the player confronts Marcus about his list of crimes, Marcus points out that the player, who has a very high Thieving level at this point, is well known in the criminal underworld.
Back from the Dead: In Death to the Dorgeshuun, H.A.M. tortures her to death, but Bandos resurrects her with his own power. In The Mighty Fall, it is revealed that the gods have this power, but it is Cast from Hit Points and ties the subject's life to the god's own. With Bandos dead, Zanik Can't Live Without Him, and is gradually dying.
In the Back: Has developed a technique to instantly kill someone when shooting them in the back with her crossbow, and promises to teach it to the player someday. She also kills the arrested H.A.M. agent that tried to poison the goblin children this way.
Killed Off for Real: In the finale of The Mighty Fall, you can choose to kill her. But even if you choose to spare her, you will never see her again and she will likely die on her own, due to her previous resurrection being reliant on Bandos's own life as well as the dangers of Yu'biusk.
Naytheist: Like all the Dorgeshuun, she has had bad experiences with the gods, especially Bandos, and is deeply mistrustful of them. In the 6th Age, she joins the Godless to help them protect the innocent and stand against the gods. However, she finds herself questioning their effectiveness, since Kara-Meir just stood by and watched during the Battle of Lumbridge, and instead of helping Armadyl stop Bandos, chose to launch random and completely unproductive attacks on both sides.
Shoot the Dog: At the end of "The Mighty Fall," the Adventurer can choose to kill her, which while it will probably make you feel like an ass, will also have the effect of finally ending the feud between the mainstream Bandosians and the Dorgeshuun. Alternately, if she is spared, the Adventurer delegates leadership of Bandos's forces to her, and she takes them into the wilderness of Yu'biusk to await her own death. Either way, though, both her end and that of Bandosian hostility for the foreseeable future are assured.
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.
Sinister Scythe: He uses it to release souls from the bodies of the deceased.
She appears as a protagonist in the novels and shows up in the game later. Originally, Kara Meir was the daughter of a White Knight cast out of Falador for allegedly betraying his order. Her village was destroyed by the Kinshra (Black Knights) under the command of Lord Sulla. Her brother hid her inside the corpse of a wolf to keep her warm and safe. Later, she was found by dwarves, who raised her and gave her her name, which means "wolf cub". Years later, she seeks revenge against Lord Sulla, beginning the events of the Runescape novel. In the present era, with the release of the God Emissaries, she appears to be heavily involved with the Godless faction.
The Comically Serious: When Brassica Prime and Marimbo hold a party competition, she gives a glorious speech about how the Godless are going to liberate mortals from the tyranny of the gods, only to be pelted by cabbages and... other stuff. The Godless's more radical leadership are overall annoyed at the lack of seriousness, which is Played for Laughs.
She complains about the hypocrisy of Technical Pacifist gods, like Armadyl, who are willing to wage war in order to enforce peace. And yet, she herself leads the Godless faction's militant branch, which is basically trying to do the same thing.
She proposes killing a god so that mortals can win the Stone of Jas, the artefact responsible for empowering many of the gods, from Sliske's "game". That way, she could claim its power for herself and use it to destroy all the gods. If the Player Character points out that this would make her no better than they are, it troubles her, and she offers no response.
Naytheist: Kara Meir appears to be one of the major players in the Godless faction, who feel the gods should leave the citizens of Runescape in peace. She actually came up with the name for the faction. She leads the more militant branch, which seeks to remove the gods by force.
An Icyene in service to the Godless. She heads the Godless faction's more moderate division, which wants to persuade the gods to leave Gielinor peacefully.
Blue Blood: She was a member of the Icyene nobility.
Did You Just Flip Off Cthulhu?: Saradomin asked her which division of his army she would join. Feeling that the gods are flawed, she tried to underline that point by rejecting him, saying that she had no intention of fighting at all. Embarrassed and perceiving her response as an insult, Saradomin then ripped off her wings, a near death sentence on her world.
Hypocrisy Nod: She admits that supporting Kara-Meir's efforts to wage war against the gods may be hypocritical on her part, since their wars are her main motive for opposing them in the first place.
Naytheist: She acknowledges that the gods have brought some good things to the world, but does not feel they are worth the trouble that comes with the gods. She hopes to persuade the gods that their presence is not wanted and they should leave Gielinor in peace.
Undeathly Pallor: With the loss of her wings, she was unable to migrate with the rest of the Icyene. Thanks to the harsh conditions on her world, her skin lost its color.
Known to scholars as the Dragon Riders, these beings were, and still are, facing extinction due to infertility. Zaros brought them to Gielinor to fight for him in exchange for fixing that issue.
Dragon Rider: Ilujanka can form bonds with any large creature. Hannibus was bonded with the King Black Dragon.
Face Death with Dignity: Their race has resolved to do this. They know they will probably die before a cure for their near infertility can be found, so they wish to preserve their history so that when another sentient race arises on their homeworld, they can guide that race in spirit.
Friend to All Living Things: Their races philosophy involves this. The Ilujanka lived in harmony with their environment, and could adapt to other environments by befriending even vicious creatures such as dragons. In addition, when the player must protect Hannibus by fending off feral Steel Dragons, Hannibus reacts in horror every time one dies.
Last of His Kind: It is implied that only one is left, Hannibus. Actually, there are some on their homeworld; births are lower than deaths, though, and the race is prepared to die out.
Naïve Newcomer: The Ilujanka were unprepared for the concepts of war and betrayal that they found on Gielinor.
Reptiles Are Abhorrent: Subverted big time. The Ilujanka are reptilian, with an anatomy being very similar to the Dragonkin, but are also described as a noble, good race.
Combat Pragmatist: Justified that their opponent was powered by two artifacts and rejuvenated by their ritual, but two against one isn't exactly fair.
Determinator: Kerapac has been fighting off Jas's curse for thousands of years by focusing it into an increasingly single minded drive to break it.
Enemy Civil War: There are two factions. All Dragonkin seen in game thus far are Necrosyrtes, a warlike faction who have given in to their urge to destroy everything. The Dactyl are more scientific and wish to free themselves from the curse of Jas, with the creation of dragons being one of their projects. We don't know if the two factions are actually at war with each other, though, and the Dactyl seem to be malevolent as well, just less savage about it.
Enemy Within: According to Kerapac, Jas's curse on the Dragonkin has a fail safe mechanism that manifests as a sort of inner demon, an Echo of Jas. In order to weaken the curse's hold over Strisath, Kerapac has the player defeat it.
Evilutionary Biologist: The Dactyl qualify as this, performing all sorts of torturous and unethical experiments in their efforts to break free of the curse and create a new race to carry on their legacy.
Immortal Procreation Clause: The Dragonkin are practically immortal, but can still be killed, and can't reproduce. This has lead to them becoming very afraid of death.
Kill the God: This is what Kerapac wants to do to Jas for revenge, after they are free from their enslavement.
Sanity Slippage: Strisath used to be a great philosopher. Now, the curse of guarding the Stone of Jas has left him a near mindless killing machine.
Time Abyss: All of the surviving Dragonkin. Dialogue with Zaros implies that their race pre-dates the birth of the five Elder Gods we know of and the current universe.
Unstoppable Rage: Anyone who touches/uses the power of the Stone of Jas causes a rage in the hearts of the dragonkin, leading them to take it out on anyone they think deserves it, especially the one using the power- thus, the deaths of Lucien, who used the power and tried to keep the stone for himself, and Idria, who foolishly tried to make an alliance with them when they were discussing who to kill.
The Worf Effect: They manage to slay Lucien with ease and Lucien was the most powerful mahjarrat at the time.
The TzHaar live in the Karamja volcano, where their society is built on a sort of caste system, including craftsmen, leaders, soldiers, and hunters. And a playwright. During a quest, the player travels deep underground and encounters the TokHaar, the ancestors of the TzHaar and a direct creation of the Elder Gods.
Amplifier Artifact: The TokHaar, and the Kiln they come from, are a tool of creation used by the Elder Goddess Ful.
Blank Slate: Inverted and played straight. TzHaar are born with their memories and knowledge of how to fill their role. Recently, TzHaar eggs haven't been hatching properly, resulting in Ga'al - physically small TzHaar with no knowledge at all. Unlike TzHaar, though, Ga'al are capable of learning at a very fast rate, including outside knowledge of the outside world. Turns out this began happening when the TokHaar cut off the sacred lava which gave the Tz Haar their memories in an attempt to force the Tz Haar to return to the Elder Kiln.
Hive Caste System: The foundation for TzHaar and TokHaar. At birth, each member is born physically different.
Proud Warrior Race Guy: They seem to have this going on. The TzHaar have a number of gladiatorial events which emphasize fighting and dying with honor. Taken Up to Eleven by the TokHaar; as long as they stay in the Kiln, they literally cannot die, and have amused themselves for centuries with combat, although they will often wait until you accept their challenge before attacking.
A race of human like birds who come from a realm called Abbinah. Abbinah is revealed to be a planet in the same solar system as Kethsi. At some point in the Second Age, an aviansie ascended to godhood using an unknown artifact, and became Armadyl. Armadyl led his followers to Gielinor, where they prospered in the aerial structures which are today used as Clan Citadels. During the God Wars, the aviansie were believed to have been wiped out, but many deserters and infirm had been hiding back in Abbinah, and they would repopulate the race.
When Bilrach was opening portals in Daemonheim to summon minions, one malfunctioned and opened into the realm of the Gorajo. The Gorajo were opposed to demon summoning and necromancy, and declared war on Bilrach. Today, they can be summoned as familiars by players.
Astral Projection: What happens when they are summoned, meaning that "dying" will only pain and inconvenience them.
Hive Caste System: The Gorajo are born as either Bloodragers (warriors), Deathslingers (hunters and rangers), Stormbringers (mages), Skinweavers (healers), Hoardstalkers (foragers and skilled workers), and Worldbearers (manual laborers).
The Most Dangerous Videogame: Averted and played straight when Gorajo are summoned. When summoned, their bodies remain in their home plane while their spirits aid the player. If "killed", they do not actually die, but return to their own body. On the other hand, they will be comatose for a few days.
This Means War!: The Gorajo are a very moral race who are opposed to Bilrach's crimes. The Deathslinger declares that she is saving a poisoned arrow for his heart. Assuming he has one.
Worthy Opponent: How Bloodragers react to encountering the Warped Gulega boss. They will declare it to make a worthy trophy, and deal increased damage to it.