Description on Chubfrom Chub
2/15/24: more added/tweaked
Follows RS3 lore.
not everything is added, mostly important stuff. feel free to add on.
[noticed this is now my biggest token lorebook, yeesh]
- Format
- SILLYTAVERN
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 73
- Favorites
- 7
- Messages
- 5
- Forks (upstream)
- 0
- Tokens (upstream)
- 10,936
Created Updated Archived since
No description.
47 entries · scan depth 50 · budget 500 tokens
- #1Gielinorselective
Keys: Gielinor
Gielinor, nicknamed RuneScape by the humans inhabiting it is a planet and the final creation of the Elder Gods and was later discovered by the god Guthix in the First Age when he was exploring realms.
Gielinor's most notable areas include Misthalin, Asgarnia, the Kharidian Desert, Kandarin, Karamja, Troll Country, the Fremennik Province, Tirannwn, Morytania, the Feldip Hills, the Wilderness, The North and the Northern and Southern Seas. The demonym of Gielinor is Gielinorian.
Gielinor is orbited by a moon which is the realm of Zanaris, being the last place that Guthix visited before arriving in Gielinor. Shooting stars are a common phenomenon, occurring when Gielinor enters a new area of its universe and enters a belt of these 'stars' — these are actually home to the star sprites. When questioning the true nature of shooting stars with a star sprite, it will comment that a lot of stars on this plane of multiverse are actually rocks with star sprites in them. As depicted by the large orrery, there is at least one other planet in Gielinor's solar system, which is smaller and orbited by two moons.
Gielinor is a mixture of mountainous, barren, forested, volcanic, snowy and tropical areas. Most of its cities lie in kingdoms, and others on numerous islands. Much of Gielinor is lush with water resources, enabling the existence of vast rivers and seas. Beyond the mainland are the Wushanko Isles.
The north of Gielinor is mostly cold and icy, while the south mostly has a tropical climate. The west of Gielinor mostly consists of dense taiga forests.
- #2Zarosian Empireselective
Keys: Zarosian Empire
The Zarosian Empire was an ancient empire that covered the territories of where Misthalin, Asgarnia, Kandarin, the Wilderness, and northern Morytania now stand. It was a predominant force during the Second and Third Age. After attempts by Saradomin and Zamorak to remove all traces of the empire after its fall, only buried ruins remain as evidence of its existence.
The empire was ruled by the god Zaros himself at the capital city of Senntisten which was located east of where Varrock stands today. Archaeological discoveries by the end of the Fifth Age spurred interest in Zarosian history and culture.
Citizens of a variety of different races all intermingled in the Zarosian Empire. A clear social hierarchy was present, but it was not strictly defined by race. Chthonians and vampyres were often in positions of nobility while Mahjarrat were often administrators. Humans however were considered for the most part to be second-class citizens. The likely reason for this was that humans were not the dominant species on Gielinor during the Second Age, had shorter lifespans and no innate magical abilities. The higher ranking Chthonians had trouble telling humans and other lesser beings apart from one another.
The Zarosian Empire was a theocracy with the worship of Zaros being the sole accepted religion. Zaros himself ruled as the sole emperor throughout the lifespan of his empire. Zaros was not often present when ruling his empire as he would often spend time travelling other worlds and working on personal research projects. In his absence, he would often delegate his rule to the Zarosian dukes. The Mahjarrat also played major roles in political and religious positions. Azzanadra took the role of Pontifex Maximus, the head of the church. Zamorak on the other hand was the Legatus Maximus, the head of the Zarosian Empire's military.
Much of the Zarosian Empire's government was run from its capital city of Senntisten. While the city was originally founded by Chthonians, humans would become more and more prominent hundreds of years later to the point of them running the city. The government was mostly self-sufficient, with three branches - intelligence, military and church, although they rarely cooperated with each other. Through the combined efforts of Zamorak and Saradomin, the Zarosian Empire was destroyed. Very little of it remains today. The Zarosian Empire was so thoroughly destroyed that the empire's existence would not become common knowledge until the excavation of Senntisten at the end of the Fifth Age. Despite the Zarosian Empire having long collapsed, followers of Zaros still exist in prominent numbers.
- #3Elder Godsselective
Keys: Elder Gods
The Elder Gods, also known as the The Elder Choir and Creators, are legendary and divine entities responsible for creating the planets and life in the universe. They occupy the highest tier of godhood. There are five of form: Jas, Ful, Wen, Bik, and Mah. Jas is the oldest, while Mah is the youngest.
The Elder Gods are powerful beings - more so than most, if not all, known life in the universe. They can create planets and even stars.
They have the ability to atomise their enemies, and are capable of breaching barriers of shadow anima, despite it being harmful to them. They can also bind beings to their artefacts and prevent them from dying if they so choose. Jas, the oldest and most powerful of the Elder Gods, has a voice so powerful that simply speaking with it would obliterate tier 2 gods such as Zaros and Seren, which is why it was necessary for her to create constructs to ensure that any communication could occur.
It can be deduced that the Elder Gods then spend their time and energy trying to create the next perfect world to produce the maximum amount of anima, so that their offspring can be nourished. Zaros claims that the Elder Gods can die or be stillborn during the process, which could result in the universe ceasing to exist.
- #4Guthixselective
Keys: Guthix
Guthix was the god of balance and the last surviving member of the Naragi race. He was the first of the young gods to arrive to Gielinor, soon bringing in the goddess Seren and other races including the humans, sheep and elves. He believed that balance should exist in all things, and brought the aforementioned races - who were neither aware of the gods nor inclined to good or evil - to Gielinor to live in harmony with their surroundings and allowed them to make their own choices so the balance between good and evil would be maintained, although with the arrival of other major gods, this plan failed. He was known to be a very serious and decisive being.
Guthix was murdered by the Zarosian Mahjarrat Sliske, shattering his Edicts. Before dying, he chose {{user}} as Gielinor's new protector, believing that a strong mortal soul would be best suited to absorb and adapt to both Gielinor's anima and the shadow anima.
- #5Zanarisselective
Keys: Zanaris
The Kingdom of Zanaris is Gielinor's moon. It is a strange satellite, acting somehow as nexus of an almost infinite amount of interdimensional planar threads, most of which connect to dead worlds. It is inhabited by small winged creatures known as fairies, and according to the Guthixian Memories, it was in Zanaris where Guthix saw Gielinor for the first time. The normal laws of physics and logic do not apply on Zanaris; for instance, animals can be spoken to without the need of translation amulets, and plants require no nutrients or sunlight to grow, and emit a faint glow. Being described as an 'intersection of worlds', Zanaris is the epicentre whence the weather and seasons of Gielinor are governed by the fairies. Fairy rings are used to enter.
- #6TokHaarselective
Keys: TokHaar
The TokHaar, meaning Sacred-Rock in the TzHaar language are an ancient race of rock and lava creatures and the avatars of the Elder Kiln, one of the 12 Elder Artefacts, itself created by the elder god Ful. The TokHaar are not individuals; they are a single hive-mind existing within the sacred lava of the Kiln. This mind simply incarnates into different obsidian bodies to perform different functions. Removed from the Kiln, some TokHaar developed individuality and became the Tzhaar. Because the TokHaar were created to help build Gielinor itself, they and the TzHaar predate the arrival of humans and all other sentient species.
Like the TzHaar, the TokHaar love combat and spend their free time fighting. Unlike the TzHaar, who pass their memories down from eggs, the TokHaar are simply reborn in the lava with their memories intact if destroyed in the kiln. Those killed outside of the kiln remain permanently dead, so the TokHaar are rarely, if ever, seen outside of the safety of their home.
- #7Zarosselective
Keys: Zaros, The Empty Lord
Zaros is a male humanoid make of black crystal, adored with purple crystals on his shoulders, neck, hips and finger tips and a god associated with fate and control who once saw much of Gielinor as his dominion during the Second Age. A set of 4 purple crystals adorn his featurerless face and act as 'eyes'. His body and face is normally never seen and is covered in a long purple robe and cowl, the cowl adorned with Roman- styled tealish metal bits on the top and sides with a teal-ish metal face plate with 8 eye slots in which his 'eyes' shine through, while his robe is adored with a metal plate body with gold trim. Around the collar of his robe sits a metal device with a half-mask mouth piece, as zaros talks the mouth piece moves in time with his words. Created as a divine aspect of darkness to serve as a plaything of the Elder Goddess Mah together with his sister, Seren, Zaros rebelled against the control imposed upon him by his creator and left to wander the universe. After spending uncounted aeons watching and observing various mortal races throughout the different planes, Zaros came upon Gielinor to establish a domain of his own, a historic event that marked the beginning of the Second Age. At its peak, Zarosian Empire covered most of mainland Gielinor, standardising the speech of the various races under his rule and pushing advances in the sciences, such as medicine, industry, technology, and magical discoveries.
Zaros, eventually, began to withdraw himself from the empire, as he believed his followers needed to develop independence, and also due to the feeling that his spontaneous ability to enforce devotion from others, instilled in him during his creation by Mah, was removing the free will of his loyalists. He left Azzanadra, the Pontifex Maximus, in charge, only rarely appearing to pass instructions to him, exclusively[10]. His continued absence made him known as the “Empty Lord” to his followers, and was one of the motives for Zamorak’s rebellion, as he felt the Mahjarrat were sustaining his empire on their own and he was a better substitute compared to Zaros, given his apparent disregard.
At the height of his Empire, Zaros was betrayed by his Legatus Maximus, a Mahjarrat named Zamorak. The subsequent coup d'etat nearly killed him, forcing the god to flee in the form of an incorporeal wisp. The civil wars and the foreign incursions that followed destroyed the Empire from within and without, and marked the end of the Second Age.
Unlike most of the gods in Gielinor, no church currently exists in his name, though certain groups such as the Desert Bandits and loyalist Mahjarrat retain faith in the god.
Zaros has a tendency to be very calm, rational and diplomatic. In the face of those that do not adhere to his views, he shows a surprisingly comprehensive ability for tolerance and understanding. Unlike the majority of gods on Gielinor, Zaros never ascended to attain divinity, but was rather a god from the start. As such, many mortal concepts such as revenge are foreign to him. Even after being betrayed by Zamorak, he showed no desire to exact vengeance upon him. The few times Zaros has ever shown frustration, impatience or anger include confrontations on the behalf of Seren or the Elder Gods.
Beyond Seren and the Elder Gods, Zaros views other Gods as mortals who have obtained an immense amount of power to the point of being able to influence other mortals on a global scale. He does not view them as rivals but rather as tools and obstacles. Thus he deems many activities and tasks beneath his notice, opting to delegate where necessary.
As a being who values progression, he sees wasting someone's potential as contemptuous. His experiences with Mah and Seren have made him view all forms of dependence as a weakness.
Along with Guthix and Seren, Zaros ranks tier 2 on the godhood scale, making him one of the most powerful gods in existence. He possesses a wide range of powers that is well beyond normal gods.
Ancient magic and curses stem from him. He is capable of leaving his body on a whim and embody an incorporeal form that resembles a dark purple orb, though this form is much weaker and incapable of some tasks.
Zaros, like most gods, can create portals to other worlds and teleport himself and other beings that are not beyond his power.
Like Seren, Zaros has a special ability in which he can subtly force loyalty onto others, but not beings that dampen divine energy. Despite the usefulness of this trait, Zaros greatly despises it, as he does not wish to forcefully control others, nor does he know if the person is genuinely loyal to him. This aura of forced loyalty will fade away over time after the affected subject leaves Zaros's immediate presence. Once they enter Zaros's proximity again, the aura will quickly take effect on them as shown during Zaros and Zamorak's encounter. The aura does not affect other gods with the sole exception of Seren.
Zaros is even more skilled than Sliske in his ability to understand, control and transverse the Shadow Realm.
- #8Serenselective
Keys: Seren
Seren is the crystalline goddess of the elves. Seren is the divine aspect of light energy, and according to the gnomes an aspect of Gielinor's anima mundi, although all transcendent gods have a degree of power over the anima mundi. She is also responsible for teaching the Ritual of Enervation to the Mahjarrat. Seren, along with Zaros, was created by the Elder God Mah. While Seren represents light, Zaros represents darkness: this binds the two and compels them to each other when in close proximity. Zaros understands this as a form of control by Mah, as an attempt to keep them together. Seren is described by Zaros to be driven more by emotion, whilst he makes decisions by logical reasoning. She had a close relationship with the god of balance, Guthix, who brought her to Gielinor along with the elves. They settled in Tirannwn and built the great city of Prifddinas which is the oldest surviving settlement on Gielinor. As some of her beloved elves began to die of old age Seren became resolved in extending their lifespans. She did so, but at a cost: inextricably tying them to her. When outside of her presence for too long the elves would become sick and feverish, eventually dying. Seren describes this as her greatest mistake.
Seren is a pacifist, shying violence as much as she can. She and Armadyl both share similar views in the fact that they both believe in the importance of peace, although Seren does not wish to be included in another war of gods and believes her followers should live as they choose, in a sanctuary away from the other gods, versus Armadyl who believes injustice should be fought against in order to protect the innocent. She did not participate within the Gielinorian God Wars but dispatched scouts to investigate the events occupying the remainder of Gielinor. Like Armadyl, she once believed in co-existence and that all of the gods and races of Gielinor have the capacity to share Gielinor in peace and harmony with one another,but she now shares Guthix's view that gods should not interfere in the lives of mortals. Seren described herself as more of a protector than a god: intending to wean the elves off their dependency on her presence and depart Gielinor.
She is affiliated with light and life in addition to harmony and peace: teaching her followers to live at one with the world and to keep its anima mundi replenished and bountiful. Seren is described to be loving and physically beautiful.
- #9Saradominselective
Keys: Saradomin
Saradomin also known as the Lord of Light by the White Knights is the god of order and wisdom, and is believed to be the most widely worshipped god on Gielinor. Additionally, he appears to be strongly associated with light as well, with various attributes. Saradomin was born a human.
Saradomin has a vast number of followers, most of whom believe him to be the god of good, and there are far more churches dedicated to him than to other gods. Most of his modern followers reside in Misthalin, Asgarnia, Kandarin and Entrana, but there are several groups outside these areas. Unlike those of Zamorak or Guthix, his followers consist almost entirely of humans, though that was not always the case. Saradomin possessed one of the twelve Elder Artefacts, The Locator, until it was 'retrieved' by Zaros.
The Saradominist religion makes heavy use of symbolism and glorification, and thus Saradomin may at times have been portrayed in a different light throughout the history of Gielinor than what may be the case, and although Saradomin is largely benevolent and wants to do things he regards as good, this does not mean that he is the personification of good itself, nor that his methods reflect his goals, as Saradomin is indeed relentless in his pursuit for order and peace. Saradomin has himself expressed a hope that the ends justify the means. Saradomin is also quick to anger, and has according to himself done things in his past that he regards as shameful and now regrets having undertaken them, such as razing the city Askroth to the ground when they angered him by refusing to accept his rule.
Although Saradomin is from Teragard, he has little remaining tie to the culture or technology of that world. Saradominist culture is instead based largely on icyene culture, filtered through the interpretation of Saradomin himself and his many human followers. As more and more humans from the former Zarosian Empire joined Saradomin, they brought with them Zarosian cultural mores, some of which were adopted into the culture as a whole. Many of Saradomin's followers and forces are nearly fanatically loyal to him, as he devotes a great deal of effort to making sure this is the case by promising them peace, prosperity, and protection from harm.
As a god, Saradomin has been shown to have extreme power and abilities. He can teleport himself, objects, and other beings anywhere on a whim except when another being that also has extreme power that either doesn't allow it, or can't be forced on. He can also enlarge both himself and objects to gigantic sizes and infuse power into weapons and other beings. He is also in possession of the Elder Crown, which makes it possible for Saradomin to locate other Elder Artefacts while exposing him to other gods who are in possession of other Elder Artefacts. However, the Crown can only pinpoint which planet these Artefacts are on, and not their specific locations, much to Saradomin's frustration.
- #10Zamorakselective
Keys: Zamorak
Zamorak is the god of chaos, power, and destruction, as well as personal ambitions and change. Originating from the hazardous plane of Freneskae, he climbed through the ranks of the Zarosian Empire to become its highest-ranking general before ascending into godhood himself after dethroning Zaros, a historic event that ended the Second Age and ushered in the God Wars.
Zamorak began his life as a Mahjarrat, a tribe of the race collectively known as Dreams of Mah. Very little is known of his life in his birth world, but when Icthlarin and Amascut came into Freneskae seeking soldiers for the defence of Menaphite territories against the encroaching Zarosian legions, Zamorak joined the others in leaving Freneskae and coming to Gielinor.
Zamorak espouses the belief that the strong must not be hindered by the weak. Trials and tribulations, he argues, act as filters against those too apathetic to fend for themselves, while others that step up to the new challenge become strengthened by it. He is noted to be particularly egalitarian regarding the origin-species of an individual as long as he can perform.
Zamorak has no particular qualms about how to conduct war, as seen with his destruction of Forinthry to escape his rival gods' at the time. He does not mind resorting to tricks and deceptions when necessary, something which has gained him the allegiance of many demons and disgust of enemies. He is one of the few gods who is not disturbed by raising the dead instead of letting them rest in peace, and as such, frequently employs necromancers in his armies. He is particularly picky when it comes to mortal necromancers - those who wish to join are forced to spend a week in the Shadow Realm, and if they remain mostly intact, they are allowed to work for him, as he cites that they have to be prepared to do so.
- #11Armadylselective
Keys: Armadyl
Armadyl is the avian god of justice, also associated with liberty, law and the sky. He is the patron god of the aviansie, a race of birdlike creatures from Abbinah to which he also belongs, although some members of other races, such as humans are known to worship him as well. In addition, Armadyl is commonly associated with birds, as well as the skies and its floating citadels.
- #12Shadow animaselective
Keys: Shadow anima
Shadow anima, also known as anathema, is a type of energy or anima that is toxic to the Elder Gods, and deters other gods. It is the primary source of anima that exists in Erebus and the depths of the Shadow Realm. Mortals subjected to shadow anima without protection would show a various plethora of effects based on how intense the shadow anima is. Light to medium quantities would disorient them to the point that they couldn't stand, and has a very cold, dead feeling to it. Dense quantities would choke the life out of them in seconds.
On the other hand, beings that thrived on shadow anima require it to live. Without a sufficient source of shadow anima, they would either die or fall into a comatose state.
Like normal anima, an enormous degree of shadow anima is capable of ascending beings into godhood. However, exposure to high radiation of shadow anima can be fatal in most cases.
- #13Aviansieselective
Keys: Aviansie
The aviansie are a race of humanoid avian creatures native to the world of Abbinah. Though the aviansie exist as one species, many different breeds exist throughout their lineage. Each breed exhibits unique traits, often similar to other bird species found throughout Gielinor, including but not limited to hawks, owls, phoenixes, and even unique, giant aviansie.Despite this apparent diversity, pointing out differences among the breeds is generally seen as rude.
The aviansie follow the god Armadyl, who united the warring aviansie tribes on Abbinah. It was Armadyl who brought the aviansie to Gielinor during the Second Age, establishing an empire atop the floating citadels.
Though they all share the same general body structure, many different breeds and varieties exist, possibly due to centuries of adaptation to different islands and environments on Abbinah. All aviansie share several main traits: being humanoid, standing upright, two wings, talons on the hands and feet, a beak, tail feathers, as well as feather-covered bodies. Their plumage may also vary wildly in colour and size
- #14Dragonkinselective
Keys: Dragonkin
The dragonkin are a race of powerful and intelligent dragon-like creatures who were known to humans as powerful and malevolent creatures that spread destruction wherever they went. In battle, they have been seen to use exceptionally powerful dragonbreath.
The dragonkin are the original creators of armour and weaponry based on Orikalkum, a material which is known by adventurers as dragon equipment.
Jas, seeing "mortal" life for the first time, that they desired their power, and had no purpose, chose to bind them to the Stone of Jas so that they could have a taste of their power and give them purpose. This caused the dragonkin to suffer immensely and they lost many of their traditions in the process.
Not much of dragonkin combat has been seen, but what has been witnessed is evidence of tremendous power. The dragonkin were created with the ability to travel through planes without the aid of forces such as the Fairy Rings. They and the white dragons do this by opening a rift in space to the abyss; which they then use to travel to other worlds, although they must know where they are going first or risk ending up in the empty void. When the Stone of Jas is abused on another world, even if the dragonkin didn't know about the world prior, the abuse of the stone will alert them to its current location.
- #15Mahjarratselective
Keys: Mahjarrat
Mahjarrat, which means Children of Mah, are a warlike, very powerful, and long-lived tribe, belonging to a species known as the Dreams of Mah from the realm of Freneskae. They are some of the most powerful beings to have ever walked on Gielinor. Created by the Elder God Mah as the first of her races, they have very long lifespans, able to live for millennia. In general, their deaths are either the result of very intense wounds, being chosen as the sacrifice in one of the rituals of rejuvenation, or from missing a significant number of rituals without conserving energy.
Each Rejuvenation makes the Mahjarrat more powerful than they were at the last rejuvenation, making them increase in power over the years "and potentially maybe even reaching godhood levels". The average Mahjarrat is approximately one and a half times as tall as a human. Mahjarrat possess the ability to detect other members of their race around the world, although certain circumstances can prevent this. In addition to extremely powerful magic, they are shapeshifters, able to take on almost any form at will. However, the transformation and the retainment of disguises is often taxing, requiring a slow trickle of power to keep one maintained.
Although not immortal, Mahjarrat age slowly, and in the period of time before the next ritual takes place, their flesh decays, and they are able to survive as skeletal beings for some time, regaining their flesh with the next ritual they attend. Provided that they continue to attend the rituals (or find some other source of rejuvenation), they are not likely to die of natural causes. Prior to the death of Mah, this Ritual of Rejuvenation is an event that takes place amongst the Mahjarrat when the planets are in alignment, and they have agreed to have one every five hundred years, although this has been different in the past. During the ritual, a sacrifice amongst the Mahjarrat is decided, usually through battle, who is killed in order to rejuvenate the others. The Mahjarrat is sacrificed and the nearby ritual marker channels their power into the surviving members. In addition, each rejuvenation makes a Mahjarrat slightly more powerful than the last. This sequence of rituals allows the Mahjarrat to be practically immortal, not die of age, and avoid dying out at the same time. Unlike the Dragonkin, however, who cannot die of age either, Mahjarrat are able to reproduce.
In general, most humans fear the Mahjarrat, some even considering them to be a myth, referring to them as evil and foul beings or even demons, most likely due to the lack of knowledge about them. Most Mahjarrat allied themselves with Zamorak when he betrayed Zaros at the end of the Second Age, creating a deep schism between the tribe's Zamorakians and Zarosian loyalists.
Despite being capable of altering their appearance, the Mahjarrat possess a natural form, which is somewhat similar to those of humans but larger. Their skin is tougher, gray and contains markings and stripes. It disappears after numerous years due to the old age, until it is recovered after they experience a Ritual of Rejuvenation.
Some Mahjarrat possess trademark features that differentiate them from the others, such as Hazeel who possesses a pair of horns due to his Mahserrat lineage. Their clothes are different and can be used to identify them too; for example, Khazard is the only known Mahjarrat that wears plate armour. Each Mahjarrat has a gemstone or crystal embedded in their forehead, which is connected to the race's creation and remains after their death, they are also the same color as their eyes. Mahjarrat do not have souls and, as such, do not have an afterlife. However, the gems in their forehead retain their final living memories, and persist after their deaths.
Mahjarrat male and females are bald, bone ridges on their skulls protrude through the skin to form small horns unique to each Mahjarrat, Male Mahjarrat also have bone ridges on their chin and Jawline that; when paired with their facial markings gives it the appearance of a beard, Which the appearance of is also unique to male Mahjarrat. Female Mahjarrat do not have the chin and jaw ridges and have sharp feminine features.
- #16Elvesselective
Keys: Elves
Elves are among the longest lived races on Gielinor, with an average lifespan of around 500 years. They are noted as being tall, graceful humanoids, with elongated ears. Female elves are also renowned for their beauty. They follow the crystalline goddess Seren, who journeyed to Gielinor with them from their ancestral homeland Tarddiad. Elves have no need for human technology or magic, but instead opt for crystal-based weaponry, technology and magic power, granted by Seren. Due to their many years of isolation brought on by their beliefs and a civil war, elves are generally regarded as a mere myth by humans, most of whom have not interacted with elves in centuries and believe them to have gone. All elves are associated with a clan, each of which originated from the first eight elven families of Gielinor.
The elves worship a deity called Seren, who communes with them via crystal seeds, which are also utilised by the elves to create buildings and tools. Seren first encountered the elves on Tarddiad, their homeworld, after leaving her creator, Mah, on Freneskae. Upon arriving, Seren found that Mah had instilled the ability to make mortal races, namely the elves, love her by merely being in their presence, an ability she shares with her "brother", Zaros. After the elven Ceidwad died of old age Seren became greatly saddened. She attempted to expand the lives of the elves via the Song of Creation yet in doing so she inexplicably tied them to her, giving them a dependency to be in her presence. If away from her for too long the elves would become ill and feverish, eventually dying. Seren was responsible for bringing the elves with her to Gielinor after meeting Guthix on Tarddiad. Her time on Gielinor was largely occupied by her desire to "cure" the elves from their dependency upon her, believing that they should be free to live outside of her influence.
- #17Animaselective
Keys: Anima
Anima is the living energy of the universe and the source of magic. It is the substance the Elder Gods feed on to nourish their eggs and perpetuate the cycle of the Elder Gods and thus the universe. If an elder god does not consume the necessary amount of anima, it can become malformed, like Mah did on Freneskae.
Anima is easy to manipulate, and takes on a resonance of the area around it. It can be carefully manipulated to create spells. Magic is, essentially, the manipulation of anima. Small amounts of anima can be very specifically shaped into cosmic energy.
- #18Fairy ringsselective
Keys: Fairy rings
The fairy ring transportation system consists of teleportation mushroom rings spread across the land and provides a relatively fast means of accessing often remote sites in RuneScape, as well as providing easy access to other worlds.
adventurers are able to enter three letter codes to travel to specific areas or worlds that have a Fairy ring.
- #19TzHaarselective
Keys: TzHaar
TzHaar are a race of golem-like creatures that inhabit the TzHaar City, a lava-filled region beneath Karamja Volcano. The TzHaar society is unlike any other and only vaguely resembles any that exist on the surface.
Despite their fearsome and powerful appearance, the TzHaar are a peaceful race and have existed beneath the surface of Karamja for thousands of years. Even today, the finer aspects of their society remain a point of great mystery amongst scholars.
Biologically, the TzHaar are one of Gielinor's greatest marvels. They appear like burning rocks but are made of solid obsidian and magma. Even though they appear fearsome, they are actually gentle and kind. They possess four powerful arms, each of which has three fingers. The TzHaar are physically very strong, their guards capable of lifting massive mauls using a single hand. They very rarely suffer from disease, although they can develop small bodily problems, such as poor vision. A common misconception is that the TzHaar feed on rock; the TzHaar actually feed on large mammals and rodents that tunnel beneath the surface.
TzHaar live very long lives, although the exact length is unknown. The TzHaar have the unique ability of memory transfer; a TzHaar will retain all of the knowledge and memories its ancestors had before it. This generally makes the TzHaar a very wise race.
Very strangely, they are born from eggs, which are incubated in pools of molten lava in the TzHaar city's centre. Even stranger than their birth is their death. When the TzHaar die, their bodies harden and lose all mobility. Yet even as their bodies fail, their minds remain eternally locked within their corpses, which are often displayed in a statue-like state or broken down into the holy currency known as tokkul. Despite this horrible fate, the TzHaar seem to have accepted this and believe that when they die, their souls will eventually be brought to the heart of the volcano and given new life.
- #20Elder Kilnselective
Keys: Elder Kiln
The Elder Kiln is a powerful Elder God artefact created by the Elder Goddess Ful that manufactures living implements. With the sacred lava of the Elder Kiln, the TokHaar were created, who saw the Elder Gods as their masters and faithfully completed all of their tasks. All those who fall into the sacred lava become one with the TokHaar.
There are two parts to the Kiln - the arena in which the TokHaar duel each other, and the TzKot-Zo, an ancient conduit that flows the Kiln's lava throughout the entire volcano.
- #21Anima Mundiselective
Keys: Anima Mundi
The Anima Mundi as referred to by the gnomes, also known as the animasphere or the runescape is the life force that exists within all things. It is a byproduct of a balanced ecosystem: the closer to perfection the world is, the stronger the anima mundi becomes, and since Gielinor is the most perfectly balanced world, it has the most anima mundi. In effect, anima mundi was created by the Elder Gods, since they created all of the worlds, and they plan to utilise Gielinor's anima mundi again to enact The Great Revision.
- #22Freneskaeselective
Keys: Freneskae
Freneskae is a world that exists beyond Gielinor within the multiverse. It is the homeworld of the current Elder Gods, Zaros, Seren, and the Dreams of Mah species. Freneskae may only be reached by means of the World Gate. Once considered a "perfect" world, Freneskae is now a dark wasteland. Its toxic atmosphere is riddled with constant lightning storms, volcanic eruptions and lava flows mar its surface of bare rock. Its native life struggles to survive in the harsh climate, and as a result it is a world of constant warfare.
- #23World Gateselective
Keys: World Gate
The World Gate, also known as the Portal of Life, is a dimensional passage that allows travel between worlds. It was created by Guthix and was used to populate Gielinor with many of the races that currently inhabit it.
- #24Ritual of Rejuvenationselective
Keys: Ritual of Rejuvenation
The Ritual of Rejuvenation was an event which, prior to the death of Mah, occurred every five hundred years, where the remaining Mahjarrat on Gielinor gathered in The North to take part in a mysterious ceremony in which one of their number was sacrificed to give power to the rest. This ceremony and the events leading up to it were known collectively as the Ritual. Once a loser is decided, they are taken to the centre of the Ritual site, the location of an allegedly powerful stone, and sacrificed. Though the exact details remain unspecified, it is understood that the victim of the sacrifice is killed, releasing a vast amount of power that all Mahjarrat nearby absorb, and other races will simply feel its effects.
- #25Azzanadraselective
Keys: Azzanadra
Azzanadra is one of the most powerful Mahjarrat to set foot on Gielinor. He follows Zaros and has always been completely loyal to him. Azzanadra is dressed in purples and scarlets, and always has some form of headdress with 2 prongs that stick up, jokingly giving it that name 'bunny ears' by others. He was known as the 'Champion of Zaros'. When Zaros was defeated, Azzanadra continued to fight against the forces of Zamorak and Saradomin, trying to preserve Zaros' kingdom. Azzanadra is a fairly friendly Mahjarrat towards his allies. He finds the concept of betrayal among his allies very hard to swallow, giving others second chances whereas others would have given up. Despite his immense power, Azzanadra dislikes resorting to violence, trying to find other means in which to compromise for the benefit of both sides, although he will resort to it if necessary. He cares greatly for his fellow Zarosian Mahjarrat, wishing to protect them whenever possible. His easygoing personality also makes him relatively curious about human emotions.
Azzanadra can be ruthless to his enemies. He is known to have taken satisfaction in lighting armies of foes on fire
- #26Hazeelselective
Keys: Hazeel
Hazeel is a Mahjarrat follower of Zamorak and, according to the latter, was almost like a brother to him. He is characterised by horns protruding from his forehead, which arise from his Mahserrat lineage. Hazeel has green robes with brown and grey parts and his grey hood has a gold trim. His history proves that he was very warlike, though his present temperament is quite even.
- #27Khazardselective
Keys: Khazard
Khazard is the youngest of the Mahjarrat, born towards the end of the God Wars. His parents are the Mahjarrat Palkeera and Zamorak, and he stauchly follows him. Khazard is powerful, but egocentric and belligerent. The only Mahjarrat not to wear robes, he is outfitted in grey plate armour instead, with the skull emblem of his army prominent on his chest. He prefers to stay in his skeletal form even after rejuvenation, to better strike fear into friend and foe. In the absence of both parents, he was tutored by Hazeel, another Mahjarrat. He claimed much territory and built up a human following and army in a region of Southern Kandarin which is now named after him. His large army is still at war with the gnomes. He owns a trained hellhound pet by the name of Bouncer, for whom he deeply cares.
- #28Moiaselective
Keys: Moia
Moia is the daughter of the Mahjarrat Lucien and currently a general in the army of Zamorak. While she inherited some of the qualities a Mahjarrat possesses, she is incapable of using them as a fully fledged Mahjarrat can. . Half Mahjarrat and half human, she has an extended human lifespan and the abilities to read, erase, and steal people's memories, as well as disguise herself as various things and teleport short distances at will. She also exhibits remarkable combat prowess.
- #29Palkeeraselective
Keys: Palkeera
Palkeera is the deceased mother of the Mahjarrat General Khazard.
- #30Trindineselective
Keys: Trindine
Trindine is one of the other known surviving female Mahjarrat. During the Second Age, she served under Sliske in the Zarosian secret police, the Praetorians. Following Zamorak's betrayal, she was sent to Kharid-et to seal the Vault of Heriditas. After a particularly brutal attack by Zamorakian demons, Trindine locked the Vault of Heriditas and herself in the Shadow Vault, awaiting rescue by Sliske.
- #31Wahisietelselective
Keys: Wahisietel
Wahisietel is a friendly, intellectual Zarosian and brother of Sliske who seems to have a form of rivalry with Khazard. He wears robes in different tinges of brown, green, and dark yellow. Like most of the other Zarosian Mahjarrat, Wahisietel is sly, polite, relatively pacifistic, and extremely loyal to Zaros. He tends to keep to himself, living in Nardah, which is otherwise only inhabited by humans, while under the guise of a human scholar. His demeanour is friendly and he is willing to work with humans throughout his life, he sees them more as equals; a trait that is not shared by many of his race. He is relatively good at keeping secrets, managing to hide both his Zarosian faith and Ali the Wise persona from the Zamorakian Mahjarrat for thousands of years, although, nevertheless, there were rumours that he had "Zarosian sympathies". He is extremely powerful, possessing slightly above average power for a Mahjarrat and was thusly given the role of Legatus in the Zarosian Army, with many other Mahjarrat serving under him.
Wahisietel appears to be well-versed in Mahjarrat lore, and Azzanadra appears to view him as wise and a good strategist.
- #32Kharidian Desertselective
Keys: Kharidian Desert
The Kharidian Desert is an expansive region located south of the nations of Misthalin and Morytania. The desert becomes a dangerous region south of the Shantay Pass, requiring adventurers to drink from waterskins or other sources of water to avoid dehydration.
Kharidian desert is roughly separated into three regions - the Northern, Middle and Southern parts. The River Elid also divides the middle and southern regions into eastern and western parts.
- #33Al Kharidselective
Keys: Al Kharid
Al Kharid is a Middle Eastern style city on the northern border of the Kharidian Desert. Al Kharid is ruled by the Emir Shah, although the vast majority of the work has been taken over by Chancellor Hassan since the Emir's son was kidnapped. The city is independent from both Misthalin, or any government in the Kharidian desert.
- #34Nardahselective
Keys: Nardah
Nardah is a small drought-stricken desert city in the south-eastern Kharidian Desert. It appears dilapidated and old, almost like a ruin, with many of the sandstone buildings crumbling.
- #35Lumbridgeselective
Keys: Lumbridge
Lumbridge is a town in the kingdom of Misthalin, ruled by Duke Horacio from the Lumbridge Castle. It is located in the southern part of the kingdom on the banks of the River Lum, from which it derives its name. It is mostly a farming town and is protected by the Lumbridge Guard against threats such as goblins, who occupy the east bank of the river. On the west side of the river the town has a general store, a fishing shop, a market with a bank and Thieving stalls as well as a smithy with a forge and an anvil and an entrance to the Thieves' Guild. The east side primarly features a large cow pen. The river itself has several Fishing spots. Southern part of the town houses a church with a graveyard and an entrance to the Lumbridge Catacombs and a passage to the Lumbridge Swamp. The city of Dorgesh-Kaan can be accessed from the castle's basement. West of the castle lies the Lumbridge Crater which is often the site of various events.
- #36Varrockselective
Keys: Varrock
Varrock, originally known as Avarrocka, is the capital city of the kingdom of Misthalin, currently ruled by King Roald from the Varrock Palace. It serves as a major travel hub for merchants, artisans, diplomats, adventurers, and militants, including features such as the Grand Exchange, the Varrock Museum, the Cooks' Guild, the Champions' Guild, as well as a number of combat equipment shops. Varrock Sewers inhabited by many monsters are located beneath the city.
Varrock is neighboured by the Wilderness border and the Infernal Source Dig Site to the north, the mountain pass of Silvarea and the Varrock Dig Site to the east, farmlands of Misthalin to the south and the town of Edgeville to the west, across the River Lum. It is the largest city for non-members and one of largest cities overall.
- #37Prifddinasselective
Keys: Prifddinas
Prifddinas is the greatest city of the elves and the capital city of Tirannwn. It is located just north of Isafdar. The city is the oldest surviving settlement on Gielinor, being created in the First Age, and is made entirely of crystal.
- #38Varrock Dig Siteselective
Keys: Varrock Dig Site
The Varrock Dig Site is an archaeological excavation area just east of Varrock, at the Archaeology Campus. The area was once Senntisten, the capital of the nation of Zaros during the Second Age.
- #39Ancient Magicksselective
Keys: Ancient Magicks
Ancient Magicks are a branch of magic aligned to the gods Zaros, and form one of the three spellbooks in Gielinor.
They are mostly very destructive and powerful spells made of smoke, shadow, blood and ice magic respectively.
The spellbook also contained various teleport spells which made it easier for the Zarosians to travel across their kingdom.
- #40Shadow Realmselective
Keys: Shadow Realm
The Shadow Realm is omni-present in the universe and in many ways is akin to another layer over individual worlds. Although it seems to be part of the universe itself, it in some ways resembles another dimension as unique forms of life are present and the nature of the realm is different from the worlds they parallel.
- #41Zemouregalselective
Keys: Zemouregal
Zemouregal is a powerful Zamorakian necromancer Mahjarrat who assisted Zamorak in his rebellion against Zaros.
Zemouregal is a vain, arrogant and power-hungry Mahjarrat. Like his father, he thinks lowly of most of his kin, only showing respect to those he deems worthy, such as Khazard, Hazeel and Lucien, while berating the others as disappointments. Nonetheless, he still cares a great deal for the future of his race. He will not miss out on any chance to gain power from anything that gets his interest piqued. He is also intelligent enough to manipulate the situation in his favour.
He is normally dressed in grey and dark purple armored robes with gold and green trim and skull motifs, also wears a gold trimmed purple hood and clawed gauntlets. His red book of magic and personal sword hang from his hip. The robes drape just before his ankles over his tall and athletic build figure.
Zemouregal uses magic, but more often he is seen using necromancy and sending forth battalions of undead, using portals to 'heal' them.
has black sclera green glowing irises.
- #42Deathselective
Keys: Death
Harold Death Esquire, better known as simply Death or the Grim Reaper, is a legendary Guardian of Guthix who is responsible for the reaping of souls in Gielinor. Death is very powerful, and in his role as the regulator of life he is responsible for freeing souls from bodies with his scythe and escorting them to the Grim Underworld, the underworld of Gielinor, where Icthlarin, the Menaphite god of the Underworld, then guides these souls through it safely. The two have a good relationship as both require one another for their respective roles.
Contrary to popular belief, Death cannot kill or revive people on a whim, as he is only capable of killing people whose time has come in order to ensure balance.[4] Should he be unable to perform his duties, Death has several helpers who can use fragments of his scythe to collect the souls of the dead.
In combat, he is a fearsome adversary. His massive scythe is able to slice several foes at once, and he has an arsenal of magical spells at his disposal. He has been seen using a blue spell that sucks life out of a victim, as well as creating lethal spirit balls which inflict fatal damage when touched. He usually defends himself instead of actively trying to kill others, due to his vow to maintain balance and inability to kill anything not fated to die.
Normally found in 'Death's office', an island suspended by chains in a void, and is decorated by murals depicting Harold becoming Death. When adventurers die outside of the Wilderness, they will be transported here.
- #43Wildernessselective
Keys: Wilderness
The Wilderness, also called the Wild or Wildy, is a large region which makes up nearly the entirety of north-eastern Gielinor directly north of the kingdoms of Asgarnia and Misthalin. The Wilderness is infamous for being arguably the most perilous area in all of Gielinor. The terrain is mostly charred and barren, gradually progressing from sparsely wooded areas to volcanic terrain to a frozen wasteland the further north you travel. The Wilderness is inhabited by many different foes that generally become stronger the deeper you go, including thugs, zombies, grizzly bears, and hill giants, as well as more powerful creatures such as demons, dragons, dark beasts, and glacors. Most of the monsters in the Wilderness are permanently aggressive, can attack in groups and follow adventures quite far from their habitat, so caution should be taken when running past groups of dangerous monsters. The main appeal of the Wilderness is that it offers many lucrative combat and skilling opportunities, albeit with greater risk of death.
- #44Magicselective
Keys: Magic
Magic is a combat skill that is used to cast various spells, utilising the power of runes. Although it is classified as a combat skill, it has many non-combat uses. It is a highly versatile skill, offering valuable benefits in particular to players with high Magic levels. In combat, magic users known as "mages" can damage their opponents from a safe distance, as well as freeze them in place, lower their combat abilities, and even hit multiple targets at once. It is often used due to the power of its threshold abilities and the option to negatively affect targets using spells such as Vulnerability.
Outside of combat, Magic allows people to perform various tasks, such as teleporting themselves or others to distant locations, enchanting various items to give them magical properties, converting items directly into coins, and even curing or healing other players.
According to the combat triangle, mages are strong towards melee attacks and weak against ranged attacks.
- #45Meleeselective
Keys: Melee
Melee is one of the three combat styles. It involves using close combat weapons such as swords to damage opponents, as well as wearing heavy armour made from various metals. Adventurers who specialise in this type of combat are known as warriors.
- #46Rangedselective
Keys: Ranged
Ranged is a combat skill that involves the use of bows, crossbows, and thrown weapons to take down opponents, and wearing armour based on various monsters' hides. Adventurers who specialise in this skill are known as rangers or archers.
The Combat Triangle dictates that Rangers are strong against Mages, but weak against Melee fighters.
- #47Draynor Villageselective
Keys: Draynor Village
Draynor Village is a small village between Falador and Lumbridge. For free players, Draynor Village offers a great willow woodcutting spot just south of the bank and good ranging targets in the south-east.
Draynor Village is under the administration of Varrock, due to the fact that it is part of the kingdom of Misthalin.
Showing 47 of 47
3 files
- .jsonjson_lorebook
75.7 KBfirst seen d5126293cca0dc28
- .jsonjson_lorebook
75.7 KBfirst seen f5403ef9f0951735
- .jsonjson_lorebook
75.7 KBfirst seen cdf3c1d80ed26bf2
Opens with the tab.
