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CORE RULEBOOK

Runescape Kingdoms:
The Roleplaying Game Team

Game Concept Editing Special Thanks


Mat Hart Ginny Loveday From Jagex Ltd: Kate Blacklock, William Darbishire, Tim Fletcher,
Andrew Macdonald, Matthew Newstead, Matt Parrish, Ed Pilkington,
Lead Designer & Writer Proofreader Stewart Stanbury, Roz Tuplin and Stuart Walpole.
Richard August Simon Taylor
Plus all who playtested the game or were involved
Additional Design Product Owner in its development and launch.
Mat Hart Richard August
Gabe Hicks Plus all artists past and present whose art is featured,
Production including David Barker, Giuseppe Grassi, Thomas Karlsson,
Additional Writing Matthew Elliott Mark Montague, Paolo Puggioni, and Neil Richards
Rachael Cruz
Alex Delaney Programme Management With additional thanks to B-hive Associates Ltd.
Cat Evan Carl Matthews
Brian Suskind Richard August would like to thank Alan Bahr, Jason Durall,
Graphic Design & Layout Paul Baldowski, and Simon Taylor for their advice,
Elliott Smith friendship, and encouragement.

Steamforged Games Team

Co-Founders Design & Development Graphic Design & Layout Marketing &
Mat Hart (CCO) Richard August Elliott Smith Community Management
Rich Loxam (CEO) Jordan Connolly Jessica Santoso Steve Hough
Alex Hall Abigail Thornton Ben Taylor
Executive Chairman Ginny Loveday Joe Thornton
Simon Spalding Fraser McFetridge Kelly Vizma Kickstarter Team
Steve Margetson Ben Clapperton
Non-Executive Officers Sherwin Matthews Production Tom Hart
Ron Ashtiani Nick Niotis Candy Chan Chynna-Blue Scott
Jamie Perkins Matthew Elliott
Investment Director Steve Slatford Carl Matthews Licensing & Commercial
Rob Jones Lu Mingjing Toby Davies
Sculpting & Art Tom Rochford Firoz Rana
Ben Charles Jo Turner
Russ Charles Finance & IT
Holly Woolford John Higham Operations & Fulfilment
Vanessa O‘Brien Judy Guan
Amy Rapaport Richard Jennings

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CONTENTS

Prologue Tirannwn 030 Naming Your Character 061


Arandar 031 Catalyst 062
Introduction 004 Tyras Camp 031 Motivations 063
What is a Roleplaying Game? 005 Lletya 031 Attributes 064
Using the Dice 006 Kharidian Desert 032 Determining Your Attributes 064
Where Next? 007 Al Kharid 034 Skills 064
The Duelling Pit 034 Backgrounds 066
I - Welcome to Gielinor Het’s Oasis 034 Final Steps 074
Menaphos 035 Size 074
Introduction 008 Merchant District 035 Life Points 074
Misthalin 010 Imperial District 035 Equipment 074
Varrock 012 Pollnivneach 036 Improving Your Character 075
The Varrock Sewers 013 Bandit Camp 036
The Varrock Library 013 Ruins of Uzer 037 III - Core Rules
The Varrock Museum 013 Ruins of Ullek 037
Lumbridge 014 Sophanem 037 Introduction 076
Paterdomus & Silvarea 014 Morytania 038 The Test 078
Draynor 015 Castle Drakan 040 Rolling a Triple 078
Wizards’Tower 015 Port Phasmatys 040 Advantage & Disadvantage 078
Edgeville 015 Canifis 041 Combining Attributes & Skills 079
The Digsite 015 Burgh De Rott 041 Assisting 079
Asgarnia 016 Darkmeyer 041 Gaining Resources 079
Falador 018 Mort’ton 042 Crafting 080
Burthorpe 019 Haunted Woods 042 Social Interactions 080
Port Sarim 020 Meiyerditch 042 Combat 080
Mudskipper Point 020 Mort Myre Swamp 042 Time in Combat 080
Taverley 020 The Fremennik Province & Islands 043 Actions 080
Rimmington 020 Fremennik Isles 044 Action Order 081
Melzar’s Maze 021 The Fremennik Province 044 Attacking 081
Goblin Village 021 Miscellania 044 Defending 082
Dark Wizards’ Tower 021 Etceteria 045 Sizes 082
Ice Mountain 022 Lunar Isle 045 Ranges 082
The Black Knights’ Fortress 022 The Wilderness 047 Damage & Special Effects 083
Gunnarsgrunn — The Barbarian Village 022 The World Beyond 049 Healing Damage 084
Kandarin 024 Karamja 050 Resting & Regeneration 084
Ardougne (East & West) 025 Varlamore 050 Weapon Qualities 084
Ardougne Zoo 025 Great Kourend 051 Oh Dear, You Are Dead! 085
The Tower of Life 026 Wushanko Isles 051 Travelling 086
The Necromancer Tower 026 The Gods of Gielinor 052 Anatomy Of A Session 087
Catherby 026 Elder Gods 054
White Wolf Mountain 026 Gods 054 IV - Magic, Prayers & Summoning
Seers’ Village 026 Demigods 055
Hemenster 026 Runes 056 Introduction 088
Gnome Stronghold 027 Casting a Spell 090
Piscatoris Fishing Colony 027 II - Creating Your Character Spell Types 090
Witchaven 027 Spell Damage Type 090
Fight Arena 027 Introduction 058 Special Effects 091
Tree Gnome VIllage 029 The Basics 060 Crafting Runes 092
Yanille 029 Character Concept 061 Rune Essence 092
Watchtower 029 Where Are You From? 061 Runestones 093

22
CONTENTS

Runic Altars 093 Weapon Descriptions 130 Ghosts 181


Prayers 094 Martial Melee Descriptions 132 Jellies 182
Prayer Types 094 Simple Ranged Descriptions 136 Kalphites 184
Restoring Prayer Points 094 Martial Ranged Descriptions 136 Lizardmen 186
Summoning 095 Unique Melee Weapons 138 Minotaurs 186
Familiars 095 Unique Ranged Weapons 139 Mummies 187
Restoring Summoning Points 095 Skeletons 188
Spells 096 VI - Quests & Consequences Trolls 189
Prayers 102 TzHaar 190
Introduction 140 Vampyres 192
V - Crafting & Equipment What Does a GM Do? 142 Werewolves 194
Canon & Fidelity 142 Zombies 194
Introduction 104 Running a Game 143 Bosses 195
Gaining Raw Materials 106 Why Breakdown Play Like This? 144 Count Draynor 196
Material Conversions 106 Tone & Feel 144 Culinaromancer 197
Crafting 106 The Classic Fantasy 144 Delrith 197
Raw Materials 106 The Grand Epic 144 Elvarg 198
Fish 107 The Mundane 145 Kalphite Queen 199
Meat 107 A More Lighthearted Gielinor 145 King Black Dragon 200
Minerals 107 Campaigns 146 TzTok-Jad 201
Wood 108 The Quests of RuneScape 146 TzKal-Zuk 202
Seeds 108 Building Your Own Quests 148 Vorkath 203
Produce 108 Dungeons 150 The Barrows Brothers 204
Plants & Fruits 109 Classic RuneScape Dungeons 150
Material to Resource Conversion 109 Other Classic Dungeons 150 VIII - Index & Character Sheet
Resource 109 Build Your Own 150
Food 110 Bigger Dungeons 151 Character Sheet 210
Potions 111 Creating NPCs 152 Index 212
Melee Weapons Crafting Table 112 Finding & Buying Stuff 153 Notes 213
Ranged Weapons Crafting Table 113 The Friendly Method 153 Map of Gielinor 214
Ammunition Crafting Table 114 The Random Chance Approach 153
Armour Crafting Table 115 Fixed Item/Resource Lists 153
Equipment 116 Awarding Capes 154
Equipment vs Weapons 116
Weapons 117 VII - Friends & Foes
Special Effects 118
Simple Melee Weapons 119 Introduction 156
Martial Melee Weapons 120 Monster Profiles 158
Simple Ranged Weapons 120 Special Qualities 158
Martial Ranged Weapons 122 People of Gielinor 159
Unique Weapons 122 Spirit Familiars 164
Unique Melee Weapons 123 Animals 168
Unique Ranged Weapons 123 Monsters 171
Upgrades 124 Basilisks 172
Armour 125 Dragons 173
Dragonhide Qualities 125 Demons 174
Armour Defence Values & Qualities 126 Elementals 176
Unique Armour 126 Giants 178
Capes 128 Goblins 179
Capes of Accomplishment 129 Golems 180

3
3
Prologue

Introduction
Welcome to RuneScape Kingdoms: The Roleplaying Game! Based on the legendary
MMO, this book contains everything you need to begin playing exciting, challenging
Role-Playing Games (RPGs) in the ancient, mysterious land of Gielinor. Designed to be
easy to learn, difficult to master, and filled with the unique blend of worldbuilding
and innovative quests which makes RuneScape and Old School RuneScape so iconic,
this book contains everything you need to get started!

This introduction is designed to offer a brief overview to those who might have
played RPGs on their console or computer screen, but not yet on tabletop. If you
already know your way around a set of polyhedral dice, feel free to move ahead and
get started on building your new character.

If you are new to telling stories with dice and some pens and paper,
stick with us. We’ve got you covered.

RuneScape Kingdoms: The Roleplaying Game


& Canonicity

This game is deeply informed by a passionate love of RuneScape. It’s set in


Gielinor, and it’s filled with the creatures, casters, and capers you’d expect
from such a game. But not everything is the same as the video games. This
is a different game, and, to make it work on the tabletop, we’ve altered
some things, simplified others, and removed some stuff too!

For example, some capes offer slightly different benefits, or might be


acquired for doing slightly different things. Skills go up to 10, rather than
99. And we haven’t put in any party hats…yet. These are deliberate choices
to try and make the game work as smoothly as possible on the tabletop.

But you don’t have to use them as written. This is your game! If you
want to run things exactly as they are in the MMORPGs, do exactly that.

4
What is a with numerous different steps interconnecting and
Roleplaying Game? drawing your characters ever deeper into the tale.

Just like RuneScape and Old School RuneScape, a Just like in RuneScape or Old School RuneScape, there’s no
roleplaying game involves a player (that’s you in the real right or wrong in terms of choosing what kind of adventure
world, now) taking on the part of an individual character or game to play. Do it based on what you and your fellow
(that’s you in Gielinor), guiding them through a fictional players feel like doing at the time—mix it up, work with
world and negotiating the complexities of a story as they what feels best. Most of all, make sure you’re enjoying it!
do so. You’ll undertake quests, battle monsters, and engage
with Non-Player Characters (NPCs), in order to further
explore the fantastical world you’re in. In some chapters
of this book, we’ll be using the term player and character at
the same time—the real world you is always referred to as
Game Master (GM): The Black Knight isn’t watching you. You’re not even sure he’s
the player. The fictional world you is always the character.
seen you. He’s far more concerned about the door behind him. He keeps glancing
at it, almost nervously.
As your character encounters challenges, and successfully
overcomes them, you earn the chance to improve and hone
Andrew: I don’t like the sound of that. Anything making a Black Knight nervous is
your abilities. So far, like your MMORPGs, right? Well, this
likely to make me even more nervous. Hmm… I’m going to sneak up on him.
is where it starts to get a little different. Firstly, you’ll most
probably be part of a group of different players, each with
Gail: Yeah, I’m doing the same. My sword drawn, at the ready.
their own character. Certain modes of RuneScape and Old
School RuneScape require you to do this, but in a tabletop
GM: Cool. Okay, the Knight might be preoccupied, but he’s not stupid. Sneaking up on
game it’s much rarer to be playing solo than the reverse.
him is going to take a bit of doing. Could you make me a Thieving check?
There is also another player at the table, but, unlike
Andrew: Hmm. I’ve got a three in Thieving. And a four in Agility. Doable, but not easy.
everyone else, they aren’t playing a single character.
They are the Game Master, or GM. While other players
Gail: Well, I’m very happy for you, but my Thieving has…one point.
concentrate on deciding and describing the actions of their
individual character, the GM describes everything else
GM: I mean… I didn’t make you sneak up on a Black Knight! Make me those checks!
going on around them—from the reactions of enemies to
the weather above. The GM creates and sets the scenes in
Andrew: (rolling three six-sided dice) So I’ve rolled a 2, a 1, and a 4. That’s exactly 7!
which the players act. Think of the GM as a cross between
a film director, a set designer, and all the background actors
GM: Amazing. You’re like a ghost. The Black Knight hears nothing. Gail?
needed to make a cinematic masterpiece work. Yes, they
are the ones nominally running the show, but it’s all to
Gail: Erm…well, I got a 5, a 3, and another 3. So that’s 11. And my Agility is 3 and my
make sure their stars look good. And you and your fellow
Thieving is 1. So, I fail by…a lot.
players are the stars.
GM: The Black Knight’s head swivels in your direction, and with a yell of anger he
You’re the focus of the story, you decide what the camera
charges towards you, his sword levelled at your throat!
is going to focus on. So your role is to make sure the GM
has lots of cool material to work with. Your job is to work
Andrew: Brilliant. There goes all my careful sneaking.
with your fellow players and the GM to create the coolest
stories possible.
Gail: Oh. So you don’t want me to intervene then?
Opposite is a little illustration of how play can unfold:
Andrew: I didn’t say that…
Your character, and those of your friends, progress through
GM: Get ready for combat, people! Things are about to get bloody!
a story or a series of stories. These stories can be played
individually or as part of a grand overarching narrative.
Gail: Yes!
Individual stories or scenarios are typically called quests,
or adventures. When they are combined into an ongoing
tale, they become a campaign. Think of an individual
story as a short quest, like Cook’s Assistant in Old School
RuneScape and a campaign as more akin to Dragon Slayer,

Introduction 5
5
Using the Dice
The Important
Where RuneScape and Old School RuneScape have their Elements Are This:
algorithms and graphics engines to show you what’s going
on and whether you’re successful at a task, RuneScape
Kingdoms: The Roleplaying Game uses six-sided dice, and You’ll be rolling dice to determine
occasionally a four-sided die. That’s all you need to play what happens next.
this game. You can get them from another boardgame or
buy a set from your Friendly Local Game Store, but you
Four-Sided (D4) won’t need any others. You’ll be rolling against a TN
(or target number).
Throughout the book, you’ll see a six-sided die referred to
as a d6, and a four-sided die as a d4. That is a die (d) with six
sides (6), or a die (d) with four sides (4). Pretty simple, right?
Sometimes you might see another number preceding the ‘d6’. You’ll be the only ones rolling dice
If this is the case, it simply refers to the number of d6 you —the GM never needs to roll.
need to, or can, roll. So 4d6 means you roll four six-sided dice.

There are a few more confusing notations though. Sometimes,


Six-Sided (D6) we refer to a d3 or a d2. And, you might be aware, there aren’t
really any 3-sided dice or 2-sided dice. Instead, when we talk Certain dice rolls are described as being made at Advantage
about a d3, you roll a d6, and interpret the results as follows: or Disadvantage. This reflects those moments where you
1 or 2 = 1; 3 or 4 = 2; and 5 or 6 = 3. have an unquestionable edge over your opponent (or,
possibly, the opposite). Perhaps the task you are carrying
The same process applies when rolling a d2, where the out is exceptionally easy, or something you have done
results are interpreted like so: 1, 2, or 3= 1, and 4, 5, or 6 = 2. many times before. In such instances, roll four d6 at the
Additionally, there’s also a d66 roll. For this, you roll two same time. When rolling at Advantage, select the three
six-sided dice, ideally of different colours. One is the tens, lowest dice as your roll. When rolling at Disadvantage, you
the other the units. So if you rolled a 1 and a 6, you’d count choose the three highest.
this as a 16. If you rolled a 5 and a 2, it would be 52 and so on.
In most circumstances, you’ll be rolling 3d6 (so, three six- There are other rules you’ll learn as you go, but if you keep
sided dice) against a target number, aiming to roll under these core principles in mind, you won’t go too far wrong!
that number. This is called a test, and it’s the most common Also, there’s one rule to remember above all others:
form of roll you’ll be called on to make during the game.
The target number, or TN, is generated by combining two If there’s a rule you find too tricky to remember, or don’t
of your statistics—an Attribute and a Skill—but we can get think works, just leave it out. This is your game, and you
into all of that later. can run it however you like!

6
6 Introduction
Where Next?

So, let’s get started on your journey into RuneScape


Kingdoms: The Roleplaying Game!

Chapter I: Welcome To Gielinor


It’s a vast world, and you’re just beginning your adventures
there. Having some idea of where you’re going would be
pretty helpful! Fortunately, Reldo the Librarian will help
get you oriented.

Chapter II: Creating Your Character


Who are you going to be? Build your character, determine
what you’re good at, and the kind of person you want to be.

Chapter III: Core Rules


These rules are the means by which you experience the
world of Gielinor; combat, exploration, and death and dying.
All the big stuff… all covered here!

Chapter IV: Magic, Prayers, & Summoning


Runestones make magic an omnipresent force in Gielinor;
so how do you use it? And that’s not forgetting Summoning
and Prayers—both very powerful abilities in their own right.
Well, this chapter tells you, and gives you all the various
spells you can weave using them.

Chapter V: Crafting & Equipment


Crafting equipment and useful items is a big part of
RuneScape and Old School RuneScape, and it is in this game
too! Here’s the stuff you can make, and what it does.

Chapter VI: Quests & Consequences: GMing In Gielinor


How do you build quests and campaigns in your games of
RuneScape Kingdoms: The Roleplaying Game? What makes
a game feel properly RuneScape-y? What kind of stories
can you tell in this world? Here you’ll find advice for GMs
on creating the best games possible.

Chapter VII: Friends & Foes: A Gielinor Bestiary Step into Gielinor, brave adventurer, but before you do, heed these words…
What’s an adventure without monsters to challenge you?
This section contains a whole lot of monsters, characters, The enemies of Misthalin, Asgarnia and Kandarin are beginning to find footholds
and creatures to add danger into your games. in their lands again. New heroes must arise to maintain order and to prevent the
collapse of civilisation beneath the forces of evil. Ready your arms, prepare your
spells, and perhaps you might be the next hero to save this world…

Introduction 7
7
Chapter I

Welcome
To Gielinor
When called upon to offer an introduction to this work, I felt what can only be
described as a sense of deep relief. Relief that Reldo, my acquaintance and the
author of the following Guide to Gielinor, was as intelligent as I’d thought him to be.
Indeed, he was sufficiently wise to seek my blessing and approval. After all, who
more fitting to pen an introduction to a work of grand scope and ambition than one
for whom such things are meat and drink? Recognising in Reldo a fellow scholar,
possessed of wisdom and intelligence almost identical to my own, I have penned
this short foreword:

Gielinor is a world rich in remarkable creatures, astonishing magic, and fascinating


people—of whom, I am most assuredly one. Until now, however, we have been
deprived of a truly accessible guide to our glorious world. Certainly, no such volume
has been written for those less erudite than myself. In writing this, therefore, Reldo
is doing much more than simply recording valuable knowledge. He is rendering that
knowledge available to all—and what more noble goal can there be?

Let us therefore praise Reldo for the excellence of his work, the acuity of his mind, and
the brilliance of his scholarship. Read well, learn deeply, and farewell!

Charos, scholar and gentleman

8
Before I begin, I’d like to take a few lines to express my gratitude to the author of this
book’s foreword. It is always wonderful to have one’s work recognized by people of
wit and discernment, especially those as distinguished as the great Charos.

Welcome readers, to this guide to Gielinor. It is intended to be a primer, of sorts. An


overview, rather than an encyclopaedia - an appetiser before a banquet. It is broken
down into separate sections, covering the different aspects of our world in a way I
hope all readers will find beneficial to their understanding.

We begin with a tour of the regions of Gielinor—our world is a place of castles, of kings
and queens, of great cities and mysterious caverns. I wish to focus due attention
upon these elements, initially.

After that, there is a discussion of the different deities worshipped on Gielinor,


highlighting the differences and similarities between them—which are enough to
drive people to war, as I also discuss briefly! I will not go so far into detail that readers
doze off! Finally, I leave you with an overview of runes, since it’s very dangerous to
get them mixed up, after all.

I hope the reader finds the information within this gazetteer to be enlightening, and,
to some extent, provocative. In seeking to communicate the nature of a place, person,
or event, I relied on my research and judgement to ascertain the truth where I could—
but truth, even to one as learned as myself, is seldom easy to pin down. Everything
in the following pages could be interpreted differently. To some, elements of what I
recount might seem not to exist at all. The reader must choose what they believe. I
am merely the chronicler.

I thank the reader for their attention. And for their money.

Reldo

9
Misthalin

Misthalin is considered the cradle of civilisation amongst


the great kingdoms of Gielinor. Varrock, its capital, was
founded at some point in the Fourth Age, (though it
was known as Avarrocka, then) and remains a place of
remarkable grandeur, as well as one of the most influential
places on the continent.

Misthalin’s climate tends towards cool and damp. The


landscape is dotted with large lakes, making fish plentiful
and ensuring the earth is fertile. Misthalin has a lot of
farms; agriculture is the economy’s spine, and the culinary
arts are a natural concomitant of that. As such, Misthalin’s
taverns and inns possess an enviable reputation; you’ll find
very few places serving substandard food.

It’s not all farming and cooking though. Skilled craftspeople


can also be found in most of the major settlements and
their artisanship also contributes towards the kingdom’s
economy.

Varrock, however, predominates and is an ideal place to


begin our survey of the kingdom.

10
10
11
11
Varrock current gossip) is perhaps the city’s largest, and most
immediately striking feature. It’s an enormous castle;
A city so old it predates the nation that surrounds it, complete with opulent gardens, magnificent towers,
Varrock was founded at some point around the year 700 and the much-vaunted library—a place whose collected
of the Fourth Age. It was founded by one of the early tribes, volumes hold much of interest that could not be discovered
forging what existence they could in the lands, after the anywhere else. The strong walls of the palace stretch out
gods had finished their bloody war. It’s said a vast forest and surround the rest of the city, like protective arms.
King Roald III
occupied what is now Misthalin and, alongside the river And they’re very much needed; Varrock is bordered by
& Queen Ellamaria there, this tribe found a solitary child. Without parents, or Morytania and the Wilderness. And that’s not to mention
the ability to speak, the tribe took his presence (and his the Zamorakian plots being hatched in the shadows... It’s
While most consider Roald remarkable strength) as a good omen and began to build no wonder King Roald keeps such a large army—though
III to be a just, thoughtful on the site. That city was Avarrocka and over the course of you don’t see many of them around. It’s said that they are
ruler with the interests of many years, its identity shifted, its name becoming Varrock. constantly in training, waiting for the next incursion from
his people at heart, many the undead denizens of that blighted country.
consider him to be too much Positioned alongside the unfurling blue ribbon of the
under the sway of the Church River Lum, Varrock is the oldest and largest human city in Zamorak does have his worshippers in Varrock—a problem
of Saradomin, or the wiles of Gielinor, and its pre-eminence makes it by some distance and a danger that concerns many, though the split between
his various advisers. For some, the most populous too. It’s a thriving hub of trade, and rich and poor, or law and order, within Varrock offers a
this makes him a mere pawn… you can find almost anything you seek if you’re prepared considerable hiding space for those skilled in the art of
and one in need of removal. to take the time to explore the various stalls, shops, stores, fomenting and utilising such chaos. For the most part,
Fortunately, such plots have and, of course, the Grand Exchange. The market to end all though, the inhabitants of Varrock prefer the light and
been identified and overcome, markets; thousands flock here every day, ready to make wisdom of Saradomin, and so there are altars dedicated
but they continue to foment in their fortune, or relieve someone of theirs. Business is to the god to be found throughout the city. Should you be
the shadows. business, after all. And frankly, if you’re foolish enough to especially religious, of course.
go to the Exchange without your pockets sewn shut, any
The Queen is very different lost coins are your own fault. Like any great cosmopolis, my words don’t really begin to
from King Roald. On her worst cover the grandeur of a place like Varrock. I’ve not even had
days she is argumentative, Of course, being a hub of trade and commerce means time to mention the artistry of Horvik, the great armourer
and often condescending, Varrock isn’t like most other cities in Gielinor. It’s a collision who crafts the finest suits of mail and plate any adventurer
though who would not fall of cultures, and peoples, species and heritages. Indeed, could want. Or the Tea Shoppe, or the dozen other pubs and
prey to such emotions given after visiting Varrock, many places seem dull afterwards, shops and places that draw people from across the world.
the pressure of the crown? which is why so many stay on for months, or years. Doesn’t Varrock must be experienced, far more than read about.
Ellamaria possesses many fine mean it’s all perfect there, of course. There are the sewers—I
qualities, for those prepared used to go wandering in those as a boy, and let me tell you,
to look past her superficial there are many unpleasant creatures to be found down
brusqueness. Her formidable there. Someone should really deal with them, properly. Varrock’s Military Might
manner enables her to aid There are several extremely poor areas, principally the
Roald in standing up to those south of the city, where crime dominates and the city guard Although Varrock’s military strength is beyond
who might take advantage often avoid for fear of inciting the anger of a local gang. dispute, the nature of their operations remains
of his good nature. But it also classified. The Varrock Palace Secret Guard
makes her many enemies It is always best to be wary when travelling in south (VPSG) represent the protection granted to
threatening.… Varrock, especially at night. Worse than pickpockets the most important of visitors to the city, and
roam the streets, and it’s unlikely you’ll be heard calling its ruling elite. They also act as a check on the
for help, before a gang of thieves robs you. If you’re unlucky, plotting of Zamorakian infiltrators in the city.
they may cut your throat aftwards. Sometimes, legitimate In the shadows of Varrock, there’s a great deal
grievances drive them on. Other times, it’s simply a crime of danger, mostly concealed from the public,
lord with a dash of charisma and a degree of ambition. The but for brave adventurers, it might prove an
two most dangerous of the gangs, the Black Arm and the intriguing business to involve themselves
Phoenix Gang, enjoy the kind of reputation most gangsters in! Dealing with this danger often falls on the
in most other nations don’t get to enjoy, halfway between Varrock City Guards. Not to be confused with the
folk heroes and folk horrors. VPSG, the City Guard are…somewhat less well-
trained and disciplined, and unfortunately rather
The palace, where King Roald III and his wife spend their prone to getting themselves killed.
time listening too closely to their advisors (or so goes the

12
12 Welcome To Gielinor
The Varrock Sewers The Varrock Museum

Stretching out for miles beneath the city, the Varrock Sewers The most ancient such place in Gielinor, by some
may not smell so sweet, but they’re a fine place for nascent considerable distance, the Varrock Museum houses a
adventurers to learn how to fight. Underground, damp, fetid remarkable collection of priceless treasures. Artefacts
places tend to lure monsters to them. The Varrock Sewers is a from throughout Misthalin find their way here; indeed,
perfect illustration of this phenomenon, and very dangerous the history of the whole world plays out across its display
as a result. There are always opportunities for those who cabinets and within its deep and dust-covered archives.
want to live by the sword or the staff to make some coin That’s not to say the items contained in the museum
clearing out an infestation of giant rats, or zombies. are always safe. The various gangs of the city know an
opportunity for profit when the see one, and there are
The Varrock Library others who covet the museum’s contents for reasons more
sinister than simple wealth.
There are few places in Gielinor with such an astonishing
collection of texts as the Varrock Library. It forms part of This is also the domain—or perhaps lair?—of the most
the lower floor of the palace, a host of stuffed shelves, each amiable and erudite of professors: Mr Mordaut. There
crammed with books on every conceivable subject. As a are few in the entirety of Gielinor possessing his depth
result, the place is almost continuously occupied by a host of knowledge in the field of unnatural history. And even
of preeminent scholars (amongst whose number I am most fewer tenured professors who also happen to be dragons.
assuredly included) conducting research into some obscure Not that this should deter you from seeking him out when
point of science or history. Adventurers seeking answers he’s not abroad on one of his many trips. He’s really very
may find many here, though they might also end up being happy to share what he’s learned. As long as you’re polite,
presented with even more complicated questions as a result! of course. And bring cheese.

Welcome To Gielinor 13
13
Lumbridge sell at Lumbridge rather than making the additional trek to
Varrock. This makes it something of a lure to those who seek
While not quite as old as Varrock, Lumbridge still has a rarer goods, and the population of the village fluctuates as a
storied history. The bridge for which the town is named result. The nearby farms ensure there’s always work and food
opened up trade and contact between places without for those seeking it, as well as other necessary resources.
previous means of communication. Even Al Kharid became, Wool, for example, can be found for a very reasonable price
suddenly, accessible. at Fred’s farmhouse, not too far from Lumbridge.

Lumbridge quickly fell under the auspices of a Duke, and It’s a fine place for inexperienced adventurers to begin their
while these Dukes eventually ended up owing their fealty escapades, but that doesn’t mean it’s safe. It lies too near
to the King, in Varrock, they’ve maintained some degree of to Lumbridge Swamp.
autonomy. The current Duke, Horacio, is merely the latest
in a lengthy line of such potentates. Indeed, he is a direct A truly bleak stretch of mud, withered vegetation, and
descendant of Polonius, the very first to occupy the position/ turbid water, Lumbridge Swamp is not somewhere I’ve
name himself such and have no one to oppose him. Horacio’s visited on my holidays, though it does tend to attract
popularity is steady, and his people speak well of him for adventurous sorts. There’s even a small camp, deep into
the most part. He’s lived quite a life, engaged in a few wars the recesses of the place, where such types gather. There’s
(including the occasional encounter with dragons…), and always a couple of warriors, rangers, or mages hanging out
while he tolerates the presence of an advisor, Sigmund, a there, clearing out the more pestilential vermin breeding in
known member of Humans Against Monsters (H.A.M), he the marsh with the hope of earning some gold.
does not seem to share their prejudices. I won’t write
anymore about H.A.M here, else the entire book become a Paterdomus & Silvarea
poisonous diatribe about the stupidity of humankind.
Perched on the border between Misthalin, and the dark
Architecturally, at least, Lumbridge is a very beautiful little expanses of Morytania, Paterdomus is the grandest of
place. Quite picturesque, despite its age. It’s famed for the temples.
quality of its cooking—something I can personally attest to.
Lumbridge Castle, home of the Duke, has a kitchen almost Its history is one intricately entwined with the constant wars
unparalleled anywhere in Gielinor. There’s also a stoutly fought between those two kingdoms, and I don’t have time
built church, dedicated to Saradomin (as one would expect (or, frankly, the inclination) to run through it here. Suffice it
in Misthalin), and tended by Father Aereck. He’s not the to say, the Morytanian forces routinely invaded Misthalin via
most active or engaged of priests and is often mocked for Silvarea, and the winding mountain pass running through
his tendency to panic when trouble arises, but he’s honest it known as the King’s Road, emerging near to where the
and decent hearted. Paterdomus would be built. While the combined armies of
Misthalin struggled to repel the constant assaults, it became
As with most urban centres in Misthalin, there’s a large clear a permanent fortification near to Silvarea was essential.
market, and many foreign merchants choose to stop and Thus, Paterdomus was constructed—a formidable bastion of
stone and mortar. This, combined with the blessing of the
River Salve, whose banks run next to the new fortress, finally
created a barrier even the relentless probing of the vampyre
lord Drakan could not cross.
The Breadbasket of Misthalin
As most things do—particularly holy fortresses when
Lumbridge forms a key part of the famed ‘breadbasket of Misthalin’. Spread out across the there’s nothing left to defend against—Paterdomus
south of the kingdom, a network of farms till the rich soil and produce an abundance of gradually fell into disuse. Fewer and fewer priests made
food and other goods. This not only ensures Varrock and the other parts of the kingdom the pilgrimage there to stand watch. This left the temple
are well fed, but assists in ensuring Misthalin’s preeminence as a trading nation. For those entirely undefended when the Zamorakian Order of
who dwell there, life is stable, quiet, and—for the most part—good. The day is dedicated Paterdomus, as they called themselves, decided to take
to caring for animals and the land, and the memories of wars with vampyre lords are long it as their own, and begin the creation of…well, I suppose
past. Though that doesn’t mean ravening beasts pursuing the taste of cattle don’t happen you’d have to call it a cult. Dedicated to Zamorak, and to the
along every so often. Even in such an apparently tranquil place, there’s always work gradual enactment of that dark god’s will, the cult remains
for an adventurer. a potent threat to the safety of all of Misthalin, and beyond.
Several conspiracies emanating from Paterdomus nearly
resulted in the death of King Roald, and the disruption
of the entire kingdom. There are constant rumours of

14
14 Welcome To Gielinor
darker plans yet waxing, ready to be sprung. While I try Wizards’ Tower
to be sceptical of these claims of Zamorakian agents being
behind every stubbed toe King Roald suffers, nevertheless, Built at the same time the venerable Order of Wizards was
I fear something truly terrible might indeed be underway created, the Tower itself is now greatly diminished—most
within the walls of Paterdomus. of it having been destroyed in a magical accident many
years ago. Some blame this on the servants of Zamorak,
The fortress and its unique architectural design is worth claiming those wizards bound to the god always intended
dwelling on a moment—if only to mention the remarkable to sabotage the Order even as they were invited to pool
Columbarium. Beneath the floor of the Paterdomus is a The Wise Old Man their knowledge as part of it. Some less widely repeated
mausoleum. This mausoleum is, I’ve heard tell, some kind of stories insist the Zamorakians were innocent, and the
passageway between Misthalin and Morytania—a strange Immediately recognisable as a catastrophe was caused by other wizards attempting to
claim, yes, given the origins of Paterdomus, but apparently result of his thick spectacles, steal their knowledge. Certainly, the Wizard’s Tower is still
true. Beneath this mausoleum, however, is something more thick white beard, and blue the greatest repository of knowledge in the entirety of the
remarkable still. attire, the Wise Old Man is a world (making my own library seem quite rural…) and the
wizard possessed of immense thought of the wonders lost in the conflagration leaves me
Star-shaped, and built with exacting skill, the Columbarium power, and immense erudition. desolate. Nevertheless, there’s much to be found within
is a place where the corpses of those killed in battle with He’s also a devoted follower the tower itself, even if its days of greatness are behind it.
Morytania were brought, and ceremonially burned. Their of Saradomin, and was once
ashes were stored in urns and stashed within the walls of quite the adventurer too. Now, Edgeville
the Columbarium itself—a foundation of ashes. None are the Wise Old Man inhabits
truly clear why this chamber was constructed, and what a small cottage nestled in In times past, Edgeville was referred to as Ghost Town.
purpose it serves, though I myself hypothesise it relates in the midst of Draynor Village The village existed, its houses carefully constructed, but
some way to the defeat of the Morytanian forces. Perhaps where he prefers to be left no one inhabited them. The place stood as a monument
to some means of preserving, or even freeing, those souls alone, though for those willing to the masons of Misthalin, but nothing more. This is
claimed by the Vyrewatch—Morytania’s most feared soldiers. to endure a little brusqueness most assuredly no longer the case. Now Edgeville is
and, most importantly, fulfil a prosperous, busy place, a change engendered by the
Draynor some task for him, he may nearby dungeon complex beneath the earth—a dungeon
find himself available. The filled with treasure (or at least the possibility of treasure)
Once terrorised by the dreaded vampyre, Count Draynor, Wise Old Man always needs is almost a guaranteed means of bringing attention, and
Draynor Village is now free of that pernicious influence. something doing for him, money, to a town.
These days, it is best known for its market—its toyshop is, in and is always looking for
particular, renowned throughout Misthalin—and its jail house, trustworthy agents to assist Once adventurers and heroes begin to visit an area
ruled over by the redoubtable Lady Keli. Indeed, Draynor in his many little schemes. regularly, an entire economy can quickly spring up around
Village is home to a great many interesting personages, far them—whether in the form of banks for explorers to deposit
more than one might expect of such a small place with such Dionysus—as the Wise Old Man their hard earned loot, or stores in which to replenish
a dark history. But perhaps it is the place’s reputation for is more properly called—has their resources before another trip below, Edgeville now
darkness attracting those with power of their own? often been involved in dubious possesses them all. Its location on the fringe of the perilous
activities, including the robbing Wilderness, and the large number of heavily armed Slayer
Aggie the Witch, a renowned wielder of magic, owns and of a bank, leaving dead Masters, means Edgeville is not without danger—but it is
operates a dye shop to the west of the village. For those innocents in his wake. I have at least more alive now than it used to be…
prepared to pay, she can manufacture dyes of the most no idea whether he regrets
astonishing hues. To those who attempt to cheat her…let’s such appalling actions, though The Digsite
just say she’ll get her money, one way or another. his commitment to preserving
life since suggests he does. Of course, even the greatest of cities, kingdoms, and
Despite Count Draynor’s removal from Draynor Manor, at the He has, to my knowledge, empires fall eventually. Such was the case with Saranthium.
point of a stake, his influence still lingers. Draynor Village’s saved the world at least once Once a great hub of Gielinor, established by the followers
sewers are often populated by the walking dead, drawn to in the time since—defeating a of Saradomin, Saranthium itself was built over the ruins of
the fetid spaces beneath the streets by the residual grip the deadly draconic threat in the Senntisten. These layers of history serve as a natural lure
vampyre lord still exerts. This means there’s always work for process—and assisted many to scholars from throughout the continent, all of whom
adventurers prepared to descend into the darkness and clear adventurers in their path seek to uncover more about the cities and their eventual
out the sewers. But it remains a truly dangerous place to to greatness. Though never collapse. A number of fascinating artefacts have already
wander, and there’s always the rumours of Count Draynor’s without expecting something been discovered there, including one seeming to bear
return to claim what was once his. These are merely the in return… some form of prophecy regarding Zaros and Zamorak—I
fretful speculations of those who lived too long beneath the remain hopeful there is much more to be revealed by those
vampyre’s yoke, of course. archaeologists fortunate enough to explore the ruins.
Welcome To Gielinor 15
15
16
16 Welcome To Gielinor
Asgarnia

Asgarnia is among the most prosperous of the many


regions of Gielinor; from the ancient ruins of Camdozaal to
the bustling charter ships of Port Sarim, the nation teems
with life of every sort. People from throughout Gielinor
make their way to Asgarnia, spurred on by the promise of
wealth. It also helps that it’s a temperate, even humid, place
bordered by the ice mountain to the north and ice caverns
to the south, resulting in an even climate throughout the
year. This climate ensures that food is easy to produce, and
there’s usually a surplus. The nation’s multitude of deep
mines provide a similarly ample supply of precious gems,
ores, and other raw materials for the Guilds to use. As a
result, Asgarnian goods are both some of the most widely
available, and sought after, in the world. This constant
flow of trade makes Asgarnia wealthy and famous and,
therefore, the nation’s influence cannot be overstated.

Despite its apparent security, there is danger lurking


beneath the surface. The legions of Zamorak wait their
chance to rise from the shadows. Trolls assault the borders.
Political shifts mean it is unwise to ever believe oneself
entirely safe. Nothing is ever quite what it appears.

Welcome To Gielinor 17
17
Falador the foundations are sunk. Since Falador’s inception, the
White Knights have been there. Originally, they shared
Perhaps the grandest of Gielinor’s many cities, Falador the city with their opposites, the Black Knights, more
is truly a sight to behold for the first-time visitor. Yes, properly known as the Kinshra. What a tale of tragedy
the towers are very imposing and the paved streets are and bitterness lies there.
beautifully even and remarkably clean. There are some
very fine pubs if you know where to look—and a large The White Knights and the Black Knights were formed with
number of much less fine ones prepared to charge you a deeply contrasting ideals. The Black Knights were shaped
lot of money for very weak beer, but that’s just urban living. in the image of the chaos god, Zamorak. There was always a
commitment to power and ambition amongst their number.
The city was founded early in the Fifth Age, and has been Over time, especially after they and the White Knights
swelling in size ever since. The surrounding walls make triumphed in the War of Unification—the war from which
quite the formidable bastion against attack—as the Kinshra Asgarnia sprang—the Kinshra grew increasingly listless.
found out to their cost during the infamously brutal war of The White Knights, with their devotion to righteousness,
164 (the Kinshra? No? We’ll get to them, give me a moment). could not allow the Black Knights’ behaviours to continue
You can find just about anything and everything you’re and so, eventually, the Kinshra were banished from Falador.
ever likely to need as an adventurer in Falador; it’s that
kind of city. Banks to store your amassed coin and gear? They didn’t leave Asgarnia, of course, and there are rumours
There are many—each with its own specialties. There’s a to this day that they have spies within the White Knights’
Guild Hall for members of the Mining Guild, and there’s a Castle, but such idle chatter is to be expected. Either way,
renowned hairdresser, alongside a large and well-equipped the White Knights remain the heart of Falador, even more
General Store. so since Sir Amik became the de facto ruler. King Vallance
has not been seen in a little while and his son remains
Of course, the gleaming whiteness of the walls is more than apparently unwilling (or unable) to succeed him. As a
simply a matter of cleanliness. It’s also about a reflection result, Falador is ever more important to Asgarnia, and
of those who guard the place: the White Knights. An order the White Knights increasingly central to it. Naturally, such
of virtuous warriors, defenders of faith and freedom, power brings with it whispers of coups, of usurpation, and
innocence... all that good stuff. They are as much a part of worse…of bloody battles in the shadows, and of murders
the city as the stones in the walls, or the earth into which carefully concealed from the public’s eye. Falador, it’s said,
is constantly at war, though the war is a covert one.

It is not merely the Kinshra which the White Knights


and their allies must defend against. Zamorakian cults,
The White Knights of Falador dedicated to the worship of their dark god and his
demonic allies, infiltrate the city wherever they are able,
making even the most apparently secure and domestic of
Monastic, courageous, and sworn to uphold the highest standard of chivalry, the White locations potentially unsafe. I’ve heard it said the city’s
Knights are the most prestigious of the military organisations spread throughout highest echelons pay lip service to Saradomin during the
Gielinor. From their foundation during the Third Age, the stories of their great battles day but offer up their own blood to Zamorak in secret
and heroic deeds are heard everywhere there are loud-mouthed bards to sing and rituals when night holds sway. Forcing such entrenched
drunks to listen. Every child waving a wooden sword in mock battle is likely imagining agents of the darkness to reveal themselves is, I’ve always
themselves to be Sir Amik, the redoubtable head of the order. There are four ranks of found, extremely difficult. Such people spend their lives
White Knight, with each level of initiation accorded a separate colour, providing a point committing to the act, and dissembling is entirely natural.
of contrast with the gleaming white of their armour, whether as a plume sprouting from Praying to dark gods typically comes with great rewards
their helm, or a sash. The levels of initiation are: Red for Initiate, Yellow for Proselyte, for obedience, and grotesque consequences for failure.
Green for Acolyte, and Blue for Partisan.
As to what plans the Kinshra and their cultist allies weave
The Knights maintain high standards in all they do, whether in the treatment of in the shadows, I can only speculate. The king’s infirmity
their fellows and colleagues, their conduct out in the world, or their dedication to leads me to believe they may plan a coup, but it is just as
training with blade and bow. Those who wish to join are aware that being a Knight likely they intend to slowly turn the population against the
is a dangerous job. Which means, of course, that places regularly come available for White Knights—creating riots and protests and gradually
those prepared to pledge themselves to the service of Saradomin. eroding their reputation for decency. Slow corruption is
something even Sir Amik, intelligent as he is, may not be
able to guard against.

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18 Welcome To Gielinor
Burthorpe

Widely acknowledged as one of the most beautiful villages


in Asgarnia, Burthorpe attracts visitors from across Gielinor.
Surrounded by verdant forests, bountiful lakes and rivers,
and fertile fields, the softness of summer sun and breeze
seem to hang about the place all year round.

Truthfully, Burthorpe is the perfect place for adventurers Bob The Cat
of all levels of experience and skill; the trolls, constantly
launching raids on the town pose a significant threat, of There is no other animal
course, but for those with sufficient courage, learning to fight quite like Bob the Cat. For a
such creatures is essential. Most importantly, there’s money start, no other beast seems to
to be had for doing so and, to those with little reputation and wander the entire length and
knowledge of the world, such money isn’t to be turned down. breadth of Gielinor entirely
Burthorpe’s idyllic appearance and architecture belies the unconcerned by distance,
constant threat from the troll encampment nearby. What obstacles, or the threat of
the trolls want from Burthorpe is never complicated. They being eaten.
seek food (I am reliably told the inhabitants of Burthorpe
taste better than the rocks trolls usually consume) and the While Bob ostensibly dwells
well-made equipment used by the Imperial Guard…they’ll with the slightly awkward
take it all, but still want more. It’s a war some believe to be hypochondriac Unferth in his
unwinnable, as the trolls’ advance never halts, no matter home in Burthorpe, Bob is
how many times they are turned back. It’s said Prince rarely there for long. There’s
Anlaf is growing desperate, perhaps desperate enough to far too much world to wander
commission a raiding party into troll territory. for him to be constrained by
one residence. Adventurers
It isn’t only the opportunity for gold and battle that makes can encounter him as far away
Burthorpe worth visiting, however. The mine also provides as Port Sarim, or even on an
some resources for those prepared to excavate them, and occasional sojourn to the
the blacksmith there is a decent man. As is Ghommel, who house of the Wise Old Man in
guards the entrance to the Warriors’ Guild and is always Draynor Village.
at work, with the trolls constantly preparing new assaults.
The creatures have a substantial encampment nearby, and I have even heard legends
incessantly test the Imperial Guard’s defences. claiming Bob the Cat is the
reincarnation of the legendary
Indeed, in contrast to much of the rest of Burthorpe, its hero, Robert the Strong.
northern parts are decidedly grim. The relentless assault of
the trolls takes its toll on both the community and the town
itself. Those who serve here do so with the knowledge they
enable the rest of Burthorpe to rest easy. For now.

The Burthorpe Imperial Guard

Answering directly to Crown Prince Anlaf, the Burthorpe Imperial Guard is the first and only line of defence against the rampaging mountain trolls’
repeated attacks on Burthorpe. Constantly in need of reinforcements, the Imperial Guard lacks the prestige of the White Knights, but makes up for
it with dogged courage—or so they like to claim. The truth of this is perhaps…more open to interpretation. Those who join and excel are invited to
join the Crown Prince’s personal bodyguard, a knightly order of its own–though, admittedly, the armour is a little less shiny. The Imperial Guard is
resilient, doughty, and, most of all, stubborn. If it weren’t, Burthorpe would long ago have fallen to troll attacks. The Imperial Guard always seek
new recruits and are prepared to pay anyone sufficiently brave or reckless to join their endless war against the trolls.

Welcome To Gielinor 19
19
Port Sarim Taverley

As with many of the ports across the world, Port Sarim is There is an undeniable mystical atmosphere around
infamous for its unruliness and its atmosphere of scarcely Taverley. Here, the earth is most generous. The houses
controlled chaos. Sailors from around the world arrive daily, spring forth from the soil, the trees wrap themselves
and while this results in it being a hub of mercantile goods around many homes like protective parents around
and people drawn from across Gielinor, it’s also somewhat newborns. The architecture of Taverley is almost entirely
prone to disorder. achieved through the munificence of nature, apart from
the twenty-foot thick curtain wall surrounding it, of course.
The docks of Port Sarim are always busy and it’s extremely That is most definitely the work of masons.
easy to charter a vessel from there to some of the more
isolated corners of Gielinor. It’s been some time since I Such defences may well be prudent. The druids consider
possessed the energy for making such a journey myself themselves the protectors of Gielinor, preserving the
(there are, for those with sufficient magical gifts and harmonious balance Guthix created in the world, and this
learning, much easier ways to travel). But beware, victims means they willingly place themselves in the path of those
of wanderlust–getting back from far off lands is usually they believe threaten it. The druids defend the stability
rather more difficult than getting to them. of the world and of the planes, asking for precious little
in return. This is how they present themselves, at least.
It’s not only sailors who come in from the sea into Port Sarim Things are seldom as clear-cut as interested parties might
either. There are always those who like to take without doing have one believe, and the chief proponents of this vision
the work themselves. Gangs offering protection—or seeking of Druidry as selfless defenders of the world’s balance are
to apply an illegal tax on the naïve or cowardly—patrol the the druids themselves.
docks and warehouses. Some assert they owe fealty to
darker forces—to hooded cultists who dwell in the sewers Despite Taverley’s propensity for embroiling itself in the
beneath the town, the cultists who call such vile creatures most dangerous and far-reaching of conflicts, it is in many
up from the depths to do their bidding. Sinister tales, though ways an entirely normal town, and its inhabitants are
I cannot claim to have verified them myself. kindly, doughty folk who live in harmony with nature as
best they are able.
For those interested in such things, Port Sarim does have
certain amenities. There’s a fine Magic Shop, whose owner Rimmington
Betty is a purveyor of the kind of ingredients mages
and sorcerers of the most refined order require. Brian’s Small but perfectly formed, Rimmington is often sought
Battleaxe Bazaar is also worth a visit for those partial to a out by newer adventurers who find it a perfect staging
battleaxe. For those with broader weapon-based interests, post for their initial forays into the wilds—those places
best check elsewhere… where trolls and ogres hunt. Despite its aesthetics, and
its apparent idyllic setting, Rimmington is always quiet.
Curiously quiet. I’ve encountered the phenomenon myself
on an occasional visit, and I cannot determine why such
a place—somewhere so well maintained, so clearly cared
Mudskipper Point
for—can remain virtually without inhabitants. It is perhaps
the propinquity of Melzar’s Maze keeping the few residents
It’s easy to notice when you’re drawing near. Large signs daubed with the legend of the village from venturing out into the open more often,
‘BEWARE OF THE MUDSKIPPERS!’ are pretty difficult to miss and, beyond them, there but even so, the place is oddly quiet.
is only a tiny spit of land amidst the wide, blue sea. The Point is a small peninsula,
and the Mudskippers are a variety of particularly ugly and aggressive fish. Those who It isn’t entirely deserted, however. The village possesses
manage to avoid their attentions might then become the subject of the depredations an adequate general store, and a number of other shops—
of the Mogres. These hulking, troll-like entities are tough, obdurate foes, although including Brian’s Archery Supplies for those seeking
wily adventurers shouldn’t struggle with them too much. Some claim they are new ways to improve their fletching abilities—but little
descended from the ancient War God’s army, last deployed in millennia gone by. else. Some of the local residents remain welcoming to
Others think they’re just unexceptional trolls who like the sunnier climes down outsiders, though mostly they keep to themselves. As a
south. Who knows? result, Rimmington is a quiet, quaint place, but, for those
seeking a place to begin an adventure or recover from one,
it can provide a safe haven.

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20 Welcome To Gielinor
Melzar’s Maze Dark Wizards’ Tower

Melzar (see page 162 for more) was a remarkable wizard The problem with magic, of course, is its ability to grant
at one time. Well, still is, depending on your definition of power. Whenever power is offered, it always finds takers
remarkable. There are a lot of claims as to why and how who wish to use that power for more unpleasant ends.
Melzar earned his unflattering moniker—the first being Dark wizards are always a concern, and those who flock
that he got in the way of one of his own backfiring spells. to this particularly noxious place are amongst the worst.
Those who study the remnants of the mage’s notes discover It wasn’t always called Dark Wizards’ Tower, of course. It
a different and altogether sadder story of obsession, failure, likely had another, less immediately ominous title at some
and ultimately, a broken mind. Magic can do that to you. point, but well…once somewhere gets a reputation, it’s
I’ve come close a few times myself. usually difficult to shake.

This maze? Imagine it as somewhere between being It is, at least, immediately apparent why dark wizards
Melzar’s laboratory, a representation of his mind, and a might congregate in this particular tower. Everything you
wicked game he enjoys playing with those unwise enough might expect from a tower chiefly occupied by people with
to break in searching for knowledge, gold or power. You’d an unhealthy interest in grimoires is there. A tangled copse
be amazed how many people end up falling prey to one of trees surrounds the place, making the approach difficult.
of his in-built traps…or to the dozens of ghosts, spectres, It’s extremely close to a swamp, surrounding the place
and demons wandering about the place. It’s really not a with a stench sufficient to keep most away. Not too far
destination for the casual Asgarnian tourist, but it does beyond lies a witch’s cottage, which provides a different
attract adventurers. After all, what might a mad mage manifestation of dark magic.
know that we don’t? What might he have access to, hidden
away in there? Just be careful if you’re going in that Obviously, there is a high chance of death when venturing
direction. Melzar should never be taken lightly. to this tower, but such is the nature of adventuring. One
must expect such hazards if one intends to inscribe their
Goblin Village name in the book of heroic deeds. Defeating the dark
wizards gathered in this tower is a start, but the peace
In the distant past, when the God Wars raged, the goblins it achieves seldom lasts long. After all, there are always
fought on just about every side, and for every cause. those seeking an easy path to wealth, status, and control
Eventually, as peace drew near, a large community of over others. There are always dark wizards, and a tower
goblins negotiated a truce with Arrav, humanity’s greatest such as this is certain to draw them.
hero. The descendents of these goblins built and now dwell
in Goblin Village, the most substantial single gathering of
goblins in Gielinor, so far as I can ascertain. Or at least, the
largest community of goblins living above ground, at peace
with the species and settlements around them.

As is inevitable, the village is built for the convenience


of goblins and not humans, meaning there isn’t much
to be found within the village for adventurers or other
visitors. It is nevertheless a fascinating place, though it
is useful to bear a few things in mind. The first of which
is: goblin politics tends to be much more direct than our
own, quickly spilling out into violence, as the creatures
address their disagreements in…very physical terms. Such
a robust approach to resolving important decisions led to
one of the more infamous events in recent goblin history—
an extended localised war over what colour the villagers
should wear. The two factions in this conflict were led by
General Bentnoze and General Wartface, two respected
local leaders who remain influential to this day and, indeed,
are surprisingly knowledgeable about a range of events
transpiring in the world.

Welcome To Gielinor 21
21
Ice Mountain weaponry was too much for the Fremennik. Much mystery
still surrounds what truly happened at Camdozaal—what
It’s difficult to miss the mountain really. It’s a mountain. the Imcando dwarves achieved in the welding of magic and
This one has quite the history too, and much of it not technology. So much of value, now lost to us.
especially fondly recalled. Rumours surround the place,
whispers of ancient fortresses where thousands dwelled, But you want to know about the place now—not its history!
united in their dedication to an ancient god. Some speak The mountain is still home to many dwarves, though since
of a city, long lost, called Lassar. I’ve seen no traces of the the War of 164, they are almost considered citizens of
place, but the rumours persist. Asgarnia, though they retain their ties with the dwarven
city of Keldagrim. They allied with the forces of the White
After this, the Imcando dwarves took over, building their Knights against the depredations of Lord Sulla and since
own city despite the presence of the myriad dangerous then, their ties of kinship with the rest of Asgarnia have
creatures dwelling amidst the snow and ice and blizzards. only deepened. Of course, things seldom remain peaceful
They named their new city Camdozaal and, for a few or secure for long. The mountain and its populace are never
thousand years, it grew and prospered. It forged close entirely safe from the presence of the Kinshra.
ties with the place we now call Varrock over in Misthalin.
It even made alliances with the nearby goblin villages! The impregnable fortress of the Black Knights stands
nearby and many claim they possess secret catacombs
Of course, these things came to an end, as such things which spread from beneath their sinister residence out
always do. Cities rise and must fall, and so Camdozaal was to the mountain itself. There are endless strange tales
eventually reduced to rubble by a horde of a barbarians surrounding the place; monsters crawling from the
who were terrified of the magic the dwarves wielded. ground, mists descending to suck the blood from a creature
The Imcando dwarves’ talent at the crafting of magical in a second, and chanting deep, deep in the earth. Such
things require investigation, as do the claims from nearby
villagers of missing family and friends.

There is much to be found on Ice Mountain if one looks. The


The Black place is rich in resources, residents, and reasons to explore.
Knights’ Fortress Many wish to consult with the oracle who lives atop the
mountain. She’s a peculiar individual, and I am yet to learn
what the red markings on her face mean, but she possesses
Gifted to the Kinshra in recognition for their remarkable gifts of foresight—especially where the fate
valour in the War of Unification, the Black Knights’ of Ice Mountain is concerned. Those venturing to see her
Fortress is as imposing as its name suggests. should be careful, however, as icefiends prowl its ridges
Constructed on a grand scale with battlements, and heights. Perhaps even deadlier beings lurk there too…
grand portcullis and a drawbridge, the fortress
is virtually impregnable, at least to siege and Gunnarsgrunn
assault. Of course, those with sufficient cunning
— The Barbarian Village
can always find ways in, and once inside they
might happen upon a most spectacular shrine
to the dark god Zamorak, to whom the Kinshra It has been some time since the barbarians who now dwell
pledge their allegiance. Much of the time, the in Gunnarsgrunn posed a genuine threat to Asgarnia and
fortress seems entirely abandoned—as though beyond, but before they settled here, they rampaged
the Black Knights gather elsewhere to enact across much of the country. Frightened of magic, and
their various schemes for the destruction of their of the potential damage caused by the crafting of rune
Saradomin-aligned rivals! Perhaps the rumours of stones, an invading force of barbarians swept through
extensive catacombs that spread beneath the Ice large swathes of the established kingdoms, resulting in
Mountain are true…. bloodshed and destruction. Their descendants maintain
much of their warrior culture—you’ll seldom see an
inhabitant of Gunnarsgrunn without a hefty two-handed
sword or battle axe—but they no longer launch raids on
nearby cities. Nowadays the place is an excellent fishing
spot and possesses one of the finest Helm Shops in Asgarnia.
However, one should always endeavour to be polite to the
locals. They don’t take rudeness sitting down…

22
22 Welcome To Gielinor
Welcome To Gielinor 23
23
Kandarin

One of the largest of the great kingdoms of Gielinor, Kandarin is also


hardest to define. Where the regions of Asgarnia and Misthalin possess
a clear approach to upheaval and chaos, Kandarin tends towards a
somewhat greater degree of fluidity on the matter. As a result, it’s
always interesting waiting to find out what happens next in the
place. For example, who foresaw them attempting to introduce some
democracy to the place? Certainly not me. They’ve not dispensed with
a king altogether—far from it—but there’s a pretty powerful council in
Ardougne.

Perhaps the sheer size of Kandarin makes a single monarch impractical.


While the two Kings, Tyras and Lathas nominally rule over the whole
country, in reality there are a number of other kings and influential leaders
who make their homes within the boundaries of the nation. The villages of
the gnomes more or less rule themselves, and as for the people of General
Khazard…well…a more independent bunch I can’t easily think of.

Not that one would blame them for their independence. I knew trouble
was imminent as soon as the dying King Ulthas decided he wanted to
split the two kingdoms in part. As if dividing a kingdom between two
competitive children could possibly be a good idea? Lathas and Tyras
were never especially equipped for the burdens of kingship but even I
didn’t see them being quite as useless as they are. Plague threatens the
capital, and there are tales of palace coups in the offing. Adventurers are
likely to find themselves forced to take a side—Lathas and Tyras were
never close, and the strength of their relationship hasn’t improved since
ascending to the throne.

For all the various upheavals the nation is enduring, it remains a


prosperous place. Much of its economic might stems from major industry—
spinning of cloth, for example—and from a particularly open attitude to
trade. While Misthalin remains the mercantile center of much of Gielinor,
it tends to expect merchants to come to it. Kandarin takes much the
opposing view, and as such, finds deals where others might not.

Kandarin’s people are tolerant, and a largely decent sort—the restrictions


and sanctions against the worship of Zamorak are much less harsh in
Kandarin than elsewhere, and in Port Khazard, Zamorakians worship
openly. I can’t pretend it’s something I’m overly comfortable with, but,
I suppose, when in Kandarin one must do as the Kandarins do. So, any
Saradominists reading this and feeling their fingers fumble for their sword
hilts should be wary. While most of the population worships Saradomin,
the Zamorakians aren’t as loathed in Kandarin as they are elsewhere.

Anyway…let’s get to the places to see while you’re there, shall we?

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24 Welcome To Gielinor
Ardougne (East & West) public safety. Infiltrating the Mourners and finding out what The Servants’
it is they truly seek to achieve is something many attempt, Guild
Once a glorious, unified city, since the sons of Ulthas Ardignas but none have yet succeeded.
came to the throne, Ardougne has been riven in two. East and Those able and willing
West Ardougne form their own, sadly diminished cities; a East Ardougne’s streets aren’t the sole preserve of the to tend to the houses of
reflection of each other, of the enmity between the brothers, Mourners, however. The city is famed for the number, and those benefiting from
and of the kingdom itself under their rule. It’s been some time the quality, of its thieves. The sewers beneath the east part of the rule of King Lathas
since I wandered the streets of Ardougne with any feeling the city are vast, and, like most cities, teeming with creatures usually become members
beyond slight apprehension. The atmosphere of the place of the kind sensible folk do their best to avoid. They’re also of the Servants’ Guild.
is febrile, rife with the unspent tension of citizens divided home to thieves, sheltering from the harshness of Lathas’s Joining the guild comes
against one another—and small wonder. The west is annexed particular brand of justice (he tends towards brutality for with a number of benefits,
off, walled in, its people dependent for survival on their anyone who can’t buy their way out). Those seeking allies or including protection from
brethren in the east. training in the ways of filching, pickpocketing, and breaking summary dismissal, and
and entering might well find tuition in those mouldering the unreasonable tempers
The city still attracts visitors in their thousands, coming to tunnels. Of course, persuading thieves to trust outsiders of the aristocracy. After
attend its markets and throng its streets, with many coming is seldom easy. It’s not only monsters and thieves stalking all, no self-respecting
to witness the west’s incarceration. Of course, none dare the sewers. There are rumours of a strange cult forming in wealthy person wishes
question the wisdom of King Lathas’s decision to erect stout the muck—dedicated to the whims of a sinister intelligence to be blacklisted by the
walls around the western half of the city. Instead, they keep with grand plans for the city, and one day, for the whole of guild and unable to hire
their heads down as the Mourners pass and loudly curse the Kandarin and beyond. the best staff. Adventurers
name of Lathas’s brother for his cowardice in fleeing when might also find the
his people were in need. West Ardougne is, as one might suppose, in a dire state. Servants’ Guild useful
Walled in, and without a king to organise a means of resisting to visit—there are few
It says something for the resilience of Kandarins, and the the plague, they depend utterly on the largesse of Lathas more adept at acquiring
inhabitants of Ardougne in particular, that the city remains and the eastern half. Tyras was never popular, but he was information regarding
functional at all. But it does. Or at least, the east does. The considered a better and more sagacious ruler than his the doings of the rich and
zoo is still open, the banks welcome adventurers each day, brother. Unfortunately, his wanderlust and fascination with prominent than servants,
and the pubs continue to serve beer and food—although the the elves of Tirannwn drew him away from responsibility and, and for those needing a
laughter inside such places is a little less raucous than in in his absence, the plague struck. While he returned briefly, way into the palace…well,
past years. Tyras soon left once he realised his brother’s intentions in there are few more perfect
terms of preventing the spread of infection. I’ve heard it disguises. Be wary, though.
The East of the city is its most populous, and wealthy, area. claimed Tyras believes his brother to be in league with some The Guild are protective of
The castle of King Lathas dominates the skyline, stretching alien power, a Dark Lord, though I’ve not subjected such tales the quality of their service,
up above the surrounding houses, like the fin of a shark to much scrutiny, but the closeness of Kandarin to Tirannwn and using their name to
breaching the water. It’s a spectacular edifice in its own right, and the legends of an ancient elven evil by the same name gain entry somewhere
and heavily guarded, principally by the paladins forming should give all interested in such things pause. might result in a bounty
Lathas’s bodyguard. Lathas is a strange creature, even as far being placed on your
as kings go. He covets gold, and it’s said that he is prepared While Ardougne persists, it does so in a diminished state. head. The Servants’ Guild
to pardon almost any crime for the right price—something Adventurers, those determined to make the world better and possesses a surprisingly
rarely associated with popular kings. For those willing to risk to fight against the forces of entropy and chaos, are needed long reach.
the wrath of the paladins, the castle might contain much of there. Perhaps you should make it a primary destination.
value. And of interest—for who knows what Lathas plans in
the fastness of his keep? Ardougne Zoo

Speaking of Lathas’s plans, he’s said to be in control of the The first and only zoo in Gielinor, the Ardougne Zoo
Mourners stalking the streets. Did I not discuss the Mourners maintains a large collection of species—including penguins,
properly? Forgive me. Sometimes I forget I’m writing this for famed throughout the world—and welcomes visitors daily.
posterity as much as for the modern age. The Mourners are While it is usually filled with tourists, gazing at the animals
Lathas’s means of preventing the spread of the plague, or with something approximating interest, of late strange
at least so it’s claimed. They’re ostensibly healers, but act events render it worth visiting for adventurers too. Species
more like jailers. Or secret police. Those who talk about the have been murdered, their bodies taken for purposes none
plague too often, or begin to dedicate time to compiling a list can fathom—some suspect the Mourners of using the
of symptoms or potential treatments, find themselves loudly corpses to make the plague look worse than it is, others
denounced by Mourners as bearing the infection. Most are believe the animals are sacrifices to Zamorak or some other
summarily cast into the west of the city, all in the interests of dark god. Someone must find the truth.
Welcome To Gielinor 25
25
The Tower of Life Seers’ Village

Half-finished, but imposing nonetheless, the Tower of Despite its putatively mystical name, Seers’ Village is
Life is a haven of alchemical activity. Precisely what the most closely associated with Kandarin’s industrial output
alchemists inhabiting the place strive to create is unclear— nowadays. The huge fields of flax surrounding the town,
gossip implies it’s some new form of life, a hybrid crafted along with the spinning wheel, make it a centre of cloth
from the dead forms of many different creatures. These production and, most importantly, fletching. Much of
rumours grow in the telling, with some asserting the Kandarin’s immense wealth depends on the continued
alchemists plan to create a colossus from the remnants productivity of Seers’ Village, and, as a result, it is well
of the dead. Others dismiss such talk, declaring their only protected, and thought of with pride by most of the
interest is in transmuting lead into gold. Finding out the nation’s citizens.
truth might be worth an adventurer’s time, however.
While it’s no longer a site of pilgrimage for those seeking
The Necromancer Tower the wisdom of the Seers, they still occupy the place in
large numbers, and are still worth visiting—especially
In pleasing symmetry, a tower dedicated to the study of for adventurers hoping to discover where they might be
magic concerned with the dead is not too distant from needed. Of course, such knowledge is always dangerous,
the Tower of Life. Here, several necromancers gather to and sought out by those who would use it for less than
compile their secret, hard won knowledge of the dead. Of salubrious purposes. Many hope to enrich themselves
course, wherever such sorcerers congregate, there are through the manipulation of the seers. There are also claims
problems and dangers. The most obvious, and often most some pretend to be seers, in order to deceive the naive into
immediately distressing, is the sudden depopulation of doing their bidding—and fomenting political discord as a
nearby graveyards. Then the travellers begin to vanish. result. False prognostications might lead to revolt, war, or
Before long, adventurers are summoned—might be worth worse. And false seers are difficult to identify, and even
to visit ahead of time and save on the delay. more difficult to deal with—many gather followers devoted
to their visions, and to hearing tell of the future.
Catherby
The town is, on the surface, perfect. Beehives nestle nearby,
A somewhat unremarkable town, it must be said. It is a the scent of pollen and honey perfuming the air. An altar
pretty place, and the abundance of fish available along to Saradomin provides a focus for the villager’s worship
the nearby coastline, along with thick forests to the west, and is carefully tended at all times. There’s a single pub,
ensure there are always visitors. Indeed, this is Catherby’s but its food and ale are excellent—as it should be given
main purpose it would seem; to remain beautiful, and to the wealth the village possesses. The bucolic perfection
attract those who would spend time honing their fishing of Seers’ Village shouldn’t conceal its nature as a site of
skills. Perhaps I should get out of this library once in a industrial manufacture, though. Wherever wealth and
while, and visit the place myself. It sounds an increasingly knowledge are to be found, people seek to exploit it. Seers’
attractive proposition… Village is no different, and many plots lurk beneath the
surface, waiting to come to light.
White Wolf Mountain
Hemenster
Acting as a spectacular marker of the border between
Kandarin and Asgarnia, White Wolf Mountain is a dangerous A remote fishing village, tucked away on the road leading
place for those unused to the perils of travelling through from East Ardougne to the Seers’ Village. Largely inhabited by
Gielinor. Monsters infest the terrain, and the harsh conditions chickens, I note Hemenster principally for the strange tales
make travel difficult even if you are lucky enough to avoid reaching me of a figure dwelling there. This is the ‘stranger’
the inhabitants. Nevertheless, the tunnel leading through who attends every fishing contest held in the village—of
White Wolf Mountain is enough of an inducement to lure which there are a number—and seems almost certainly to be
those looking for a faster route between the two nations, and some sort of vampyre. Admittedly quite an underpowered
between Taverley and Catherby—the towns lying closest to and awkward vampyre, and how dangerous anyone so
the mountain itself. fascinated with fishing can truly be, I am uncertain, but it
is worth investigating.

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26 Welcome To Gielinor
Gnome Stronghold Witchaven

Larger even than the Tree Gnome Village, the Gnome Once a populous, thriving fishing village, Witchaven
Stronghold is heavily fortified and designed to withstand is now desolate. The fishing platform—an ambitious
attack from even the most determined of opponents. wooden edifice built out to sea—proved too successful for
Witchaven’s inhabitants to compete with. As their profits
The stronghold is larger than the village, and for those from fishing diminished, the village fell into disrepair, and
who acknowledge the gnome empire as its own place eventually, squalor.
(not just an area within Kandarin), it constitutes the
capital city. There is considerable tension between Now, it’s an empty, faintly sinister place; the streets devoid
the Stronghold and the Tree Gnome Village, with little of people, but heavy with an atmosphere; an oppressive
cooperation or communication between the two. Both feeling of being watched—perhaps even followed. The
settlements possess their own rulers, and law codes, and architecture is gothic and oppressive, looming over the
means of dealing with threats to their security… and neither sand-strewn avenues, like watchful sentinels.
community sees much need to compromise with the other.
Those few Witchaven residents still dwelling here are as
Despite this division, the Gnome Stronghold is unmistakably strange and unsettling as their town. They possess pale, or
gnomish. It is constructed around the Grand Tree, a vast yellowing skin, and protuberant eyes. A strange obsession
oak-like sentinel dominating the stronghold and providing grips these afflicted villagers, sending them out into the
the final line of defence. The gnomes hollowed out the tree, nearby landscape, searching for something they cannot
creating a keep for themselves should a battle ever turn articulate, though my researches lead me to believe it is
against them. The Grand Tree is called ‘Ta Quir Priw’ in the an ancient shrine they seek.
original gnomish, though this appellation is also used to refer
to the stronghold as a whole. Like their fellows in the village, What the cause of this peculiar malady might be, I cannot
the Gnome Stronghold is also protected by its proximity to say. A pact made with forces from the depths in exchange
dangerous creatures. Known locally as the Poison Waste for the return of more prosperous times, perhaps? Or some
Cave, an extensive series of caves span the nearby area, sort of magical parasite? I cannot say.
infested with deadly beasts—something the gnomes know
only too well, and intend to use if needed. Should anyone reading this seek to find the solution, they
might attempt talking to the owner of the only remaining
As one might expect of any gnome dwelling, the Gnome fishing store in the village. Lovecraft’s Tackle is owned and
Stronghold is comfortable, solidly constructed, and run by Ezekial Lovecraft. He claims his ancestors were
friendly to those who offer friendship in return. But it is either all baitsellers or writers, and may have some clue to
impossible to forget what the place was built for, or the the nature of the sickness infesting Witchaven as a result.
dangers lurking beyond its walls.
Fight Arena
Piscatoris Fishing Colony
A place with a dark and bloody history, it is here that General
Another of the fishing villages dotting the shoreline Khazard and his troops pit captured creatures and people
of Kandarin, Piscatoris has (like Witchaven) fallen into against one another in bloody fights to the death. Khazard’s
disrepair; its once thriving trade disrupted, and its army might be small, but their fearsome reputation
residents struggling to eke out a living of any sort. The precedes them. It is supposed by many that Khazard is the
cause of this sudden downturn in fortune, however, is well resurrected form of a long dead madman, but the truth is far
known. Piscatoris is subject to an almost endless series of more sinister. He is a Mahjarrat, driven to inflict his callous
attacks from sea trolls. Whenever a fisher sets out from whims on any who refuse to serve him. Khazard openly
the village, they are invariably set upon. Piscatoris seeks worships Zamorak, and it’s his influence over Kandarin,
aid, desperately. Perhaps you will be the one to provide limited as it may be, making the nation so tolerant of the
it? I believe they have sent missives to the Wise Old Man dark god’s servants. There are rumours of General Khazard’s
asking for his assistance, though whether he responds demise, that a hero entered the arena and killed its master.
likely depends on his prevailing mood at the time; he is Others maintain the fighting pit continues to operate and
somewhat cantankerous at the best of times. to draw crowds, revelling in the bloodshed.

Welcome To Gielinor 27
27
Tree Gnome Village Yanille

Tree Gnome Village lies at the heart of a vast hedge maze, A city of contrasts, Yanille is a place dedicated to wizardry, the
designed to conceal and protect the inhabitants. The maze accumulation of knowledge and its application. It’s a place
winds about the village, populated by a host of deadly dedicated to scholarly pursuits, and yet, at the same time it’s
creatures, keeping it safe from the forces of General a city constantly garrisoned with soldiers who stand ready
Khazard—a warmonger who even now seeks to prosecute for battle on the curtain wall surrounding the place. Upon
his endless war against the gnomish people. Alongside entering one of its pair of gates, you’re able to witness the
the maze, the village is protected from below by a series disparity in the city’s two main bodies of inhabitants—there’s
of dungeon passageways, lining the earth beneath them. the members of the Wizards’ Guild, studious, clutching heavy
tomes, and contemplating the mystery of the runes on one
Fortunately, given the danger surrounding them on all side; and then the disciplined columns of Kandarian troops,
sides, the tree gnomes are well led by their King, a cheerful ensuring the walls are always staffed with soldiers, ready to
creature with an extremely pointed beard: Bolren, by name. repulse invaders from beyond.
He remains deeply committed to his people, and to the
cause of stopping the ongoing war with Khazard—even after The Wizards’ Guild represents the city’s oldest institution,
Khazard’s forces managed to assassinate his entire family. and, indeed, one of Gielinor’s most ancient. It’s existed, in
some form or other, since the First Age. How much of the
Despite the darkness surrounding the Tree Gnome Village, original Wizards’ Guild still endures in its modern incarnation
it is a truly beautiful place. It forms a true part of the forest, is debatable, but nevertheless, the organisation considers
seeming to meld with the trees. Such is often the way with itself the continuation of those who came before. Its constant
gnome dwellings, but here the art is taken to its apparent research into the nature of runestones render it one of the
zenith. The forest and the village are one. This union is most important industrial locations in Kandarin—with money
solidified by the presence of the spirit tree—a means, I am pouring in from across Gielinor in exchange for magical
told, of teleportation between major gnomish settlements. assistance.
Those who aid the gnomes are granted access to this
magical travel method. Such insularity is unfortunate, for Whether it is this wealth drawing the ire of the waves of
the gnomes offer much to the land, but understandable. enraged ogres striving to destroy the city, or whether it is
Still, for those prepared to brave the danger of finding the the lure of magic itself, is uncertain. All that is certain is that
place, it is most certainly worth it. And the gnomes are Yanille is virtually constantly under assault. Ogre raiding
always glad of new allies. bands launch relentless attacks on the city, each of which is

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28 Welcome To Gielinor
met by the stout steel of the city’s soldiery. Formidable foes, Watchtower
the ogres’ brutal strength makes them a threat the city can
never be entirely confident of overcoming. Even with the
additional resources from the Wizards’ Guild at their disposal, The constant ogre incursions necessitated the construction of special defences,
the guards of Yanille can never quite achieve a sufficient the most prominent and impressive of which is the Watchtower. Here, a contingent
victory to dissuade the ogres from attacking again. from the Wizards’ Guild—known as the Watchtower Wizards—work in unison with
the guards to repulse the ogre attacks by any means necessary. How long they can
Why this should be so, or why the ogres should continue to continue to do so remains a matter of speculation, however.
fling themselves against the unbreached walls of Yanille so
relentlessly, is as mysterious as what they seek within the
city’s perimeter. Is some great ogre chieftain—convinced that
the Wizards’ Guild holds the secret to securing power and
dominion over the lands of Gielinor—driving their followers Feldip Hills
onward? Is it some siren song from within the city itself,
something sending the ogres into battle fury? Or is it merely To the South of Ardougne lie the Feldip Hills. A dangerous,
the desire for gold and slaughter? and difficult, expanse, the Feldip Hills are inhabited almost
exclusively by ogres. And ogres, as anyone encountering
Despite the constant attacks it endures, Yanille is a calm one can attest, are seldom the most welcoming of creatures.
place. The constancy of the ogre attacks has, to some extent, The ogre population of the Feldip Hills is concentrated in their
inured the inhabitants to danger, making them friendly and city of Gu’tanoth—a crude, sprawling place, its limits chiefly
generous, albeit in a fatalistic fashion. This is reflected in delineated by iron-tipped stakes dug into the ground. To the
the variety and quality of ale available in their pubs, and the west of Gu’tanoth lies the ogre’s network of burial chambers,
various distractions popular throughout the city. The pet shop called Jiggig by them. Jiggig is a network of catacombs in
is one of the most widely frequented places in Yanille, as people which the dead are interred, and left to make their journey
seek distractions and companionship from the incessant to the throne room of Bandos. In recent times, the ogres
attacks. I can’t claim it’s a place I’d exactly encourage you to began building additional barricades around Jiggig, though
visit, but adventurers are assured of welcome. for what reason I am uncertain. Some wilder claims suggest
the dead laid to rest in Jiggig now return to an animated
Yanille always needs support—new soldiers to guard against state, stumbling forth and seeking to consume the flesh of
the ogre attacks, new minds to study the mysteries of magic— the living. Perhaps there is some truth in this, or perhaps the
and it welcomes any and all who can help. ogres seek only to protect their honoured dead.

Welcome To Gielinor 29
29
Tirannwn

Located to the west of Kandarin, Tirannwn is a vast


expanse of thick forest, where the majority of Gielinor’s
elves now dwell. It’s a place of stunning natural beauty, of
tranquility, and, for those who do not watch where they
tread, a death trap. Quite literally—death is everywhere
in the elvish forest, woven sinuously into the explosion
of life everywhere else. Leaf traps, trip wires, and worse
make the place lethal for the unwary. For those permitted
to walk there, and shown the ways through the trees by
the elves, it is a self-enclosed world of perpetual wonder.

At the centre of the great forest lies Prifddinas—the greatest


of all elven cities. Constructed from crystal, each of the city’s
many edifices is an iridescent marvel. Currently, the elves are
embroiled in some form of internecine trouble—sufficiently
fierce that some call it a civil war. King Tyras currently dwells
within the reaches of Tirannwn, seeking to find some means
of helping the elves conclude the war peacefully.

As to the elves, they possess many great lords, ladies, and


other aristocrats. Most of these avoid humans, though
some occasionally deign to communicate with us. Lord
lorwerth of the lorwerth clan is one such, though it’s said
he’s something of a radical, possessing beliefs almost
encroaching on the dangerous.

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30 Welcome To Gielinor
A Note to Readers

I apologise to those who may feel my treatment of


the ancient and noble culture of the elves has been
insufficient. I do not disagree. I have been forced to
be judicious in what I include in this volume, and
what I reserve for the contents of another book.
One I hope to dedicate to those many non-human
cultures. I beg the reader’s indulgence, therefore,
for my brevity, and for the absence of such places
as Gwenith, Gorlah, and Zul-andra. I hope to detail
these places in future texts.

Arandar

The mountain pass leading to Tirannwn, Arandar is


renowned for its virtual impassability, and for the array of
deadly creatures infesting it. It is seldom the first choice for
those few who seek to enter Tirannwn, despite its relative
directness when compared to the underground tunnel
connecting Kandarin to the elven realms.

Tyras Camp

Cosseted within the embrace of Isafdar—the enormous,


ancient elven forest—King Tyras maintains his camp, the
base of his self-imposed exile. Tyras’s departure from West
Ardougne at the advent of the plague remains, at best, a
controversial choice, though those few sympathetic to the
King maintain he is in danger from his brother, Lathas. How
true this is, I do not dare to venture. The camp itself is secure,
comfortable, and if not quite befitting one of Tyras’ eminence,
better than most such camps found throughout Gielinor—
though the security does tend to be…quite fierce.

Lletya

A town populated mainly by those elves who have rebelled


against the power of the Iorworth Clan (one of the eight
founding clans of elven society), Lletya is a town dedicated
to survival and to the promotion of the rebels’ goals. Built
in traditional elvish woodworking style, raised above the
ground as a series of wooden walkways, the town is well-
defended, and well-supplied. Indeed, it must be. How else
could it survive against the regular sorties from Prifddinas,
seeking to quell the rebellion entirely?
Welcome To Gielinor 31
31
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Kharidian Desert

Swollen dunes and sand stretching immeasurably toward inhabitants of the north safe, but making the middle region
every horizon. Truly, the Kharidian Desert is a wonder, and difficult and dangerous to traverse. Alongside the monsters
I’ve spent much time wondering how such an apparently which roam in abundance, the temperature is high enough
desolate place is, in fact, so suffused with life. It’s an to make even the most robust of travellers struggle. The
ancient place, its history deep and strange, filled with the sole city in the middle region is Pollnivneach, and much of
affairs of gods, with supernatural armies driven into its arid the area is simply empty, save for the slavering monsters
embrace. I won’t delve too deeply into these ancient stories, stalking the dunes.
though they retain much of interest to those prepared to
unearth them. Suffice it to say, the desert contains many Beyond Pollnivneach, the middle region smoothly
secrets, some of which might cost a life to uncover. transitions into the southern reaches. The south
constitutes the true heart of the Kharidian desert. Here,
The desert is usually split into three distinct regions: the the sand darkens beneath the relentless sun and the cacti
Northern region, the Middle region, and the Southern of the middle region vanishes almost entirely. Despite this,
region—each possessing their own character, though the area is more densely populated than the middle regions.
admittedly this can be a trifle hard to detect on first visit. The river Elid, spearing through the southern desert, makes
Desert often looks just like desert to the inexperienced it more habitable and in the south-east, there’s even a
eye; the subtle variations in the colour of sand, the way swamp. This isn’t to claim the south desert is a paradise—
the wind cools the skin or increases the heat of the sun… the size and ferocity of the crocodiles in the river testifies
all of these things are unique to a region, a character as to the falsity of such a supposition. The cities of the south
individual as those of any human, elf, or gnome. are impressive, however. Menaphos and Sophanem are
both expansive settlements, with large populations.
The north is the coolest and safest of the three regions. It
holds itself independent from the middle and southern Despite the grand cities, life in the Kharidian desert is
regions, its major city of Al Kharid has wealth in minerals never easy. The heat, and the difficulty of acquiring water
that keeps it an object of envy to those who dwell in its more remote reaches, make survival often a matter
elsewhere. The middle region is divided from the northern of imminent risk in which hours can mean the difference
by the Shantay Pass—a narrow, rocky way which the between passing under the welcoming gate of a city or dying,
many aggressive monsters hunting through the middle a puckered husk amid limitless sands. Beware the desert!
desert seldom bother to try and negotiate—keeping the

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Al Kharid The need for adventurers in Al Kharid remains high—and
not simply to aid in the search for the Prince. The Emir’s
One of the two great metropolises of the Kharidian desert, infirmity brings threats to his rule, from without and within.
Al Kharid dominates the northern region, a bulwark Rival aristocratic families see the opportunity to claim
against the heat and torpor of the dunes beyond. While control for themselves, usurping the Emir and his missing
it is peaceful now, its recent history has not always been son. Assassins stalk the rooftops at night, knives drawn,
so. Al Kharid spent much of the Fifth Age in a fruitless and targets chosen—removing the supporters of rival
war against its neighbour, Menaphos—blood staining the factions quickly, and bloodily. At the same time, old feuds
sands for years before Al Kharid’s Emir and the Pharaoh restart in the absence of the reverence for the Emir—while
of Menaphos finally achieved a degree of peace. While Al Hassan’s competence and decency is beyond doubt, he
Kharid’s militias now stand at ease, the scars of war can does not command the same respect as the Emir. Despite
still be seen across some of the outer walls. its apparent stability, Al Kharid hangs by its fingertips
above an abyss.
The city’s wealth mainly comes from its access to water
and its local mine—ores are valuable in every nation, but The Duelling Pit
especially in the desert, where the quality of equipment is
essential to survival. Of course, survival within the precincts All regions of the Kharidian desert as a whole prize the
of Al Kharid is far less pressured; the winds from the sea skills of combat, and revere those who command them
sweep across the city regularly, cooling it and making it a fully. As a result, the Al Kharid duelling pit is an oft visited
place of tranquil, gentle warmth. Water is abundant—both place, where those who have talent with the blade
sea water, once it’s been desalinated, and fresh water from can demonstrate said talent. Training and sparring are
the oasis close by. The city’s citizens are well-fed, mostly common—and so are carefully matched bouts between
content, and mostly dedicated to the worship of Het. There the most skilled duellists—for crowds of judicious, and
are plentiful market stalls and several weaponsmiths of skill knowledgeable, spectators. Betting is common, though
and efficiency—especially if you seek a scimitar. deaths are not—duelling is as much about skill and control
as it is about lethality. Adventurers from abroad are
Emir Shah’s palace is the grandest building in Al Kharid; a welcome to demonstrate different techniques—though
towering and well-defended edifice of red-stone, ziggurats, claims of sabotage, and poisoned blades used by certain
and minarets. The Emir spends most of his time within duellists in order to gain advantage over their foes
its walls, especially since his son was kidnapped, leaving dissuade many from taking such a risk.
his Chancellor, Hassan, to run the city in his stead. Shah
chose well in regards to his closest advisor, and Hassan is Het’s Oasis
a competent and loyal stand-in. The loss of the Emir’s son
has weakened him even further; the shock almost pushing A spot of remarkable natural beauty, Het’s Oasis is a lush
the frail, elderly man into the grave he’s aware awaits him and verdant refuge from the featureless sands. While
soon. He continues to cling to life, hoping desperately for his crocodiles make the place dangerous for the unwary, the
spymaster, Osman, to discover those responsible and return opportunity for farming always draws potential settlers.
the prince to his home. Osman searches for the prince across The area is dominated by the broken statue of the god Het,
the world, his agents hunting everywhere—from the most to whom the oasis was long dedicated, and who the ruins
dangerous dive pub to the most exalted palace. of the area suggest was worshipped in a temple here for
many years. What destroyed the shrine is unclear, as is
Who took the prince is also unknown—though, naturally, what sundered the statue. Perhaps something haunts the
theories abound. Rivals of the Emir from Menaphos deny site, something rarely seen but always dangerous. After
any and all involvement, and, while it might well be the all, why else would the oasis be so often without dwellers?
truth, some believe them to be merely excellent liars. As
I’ve had cause to note elsewhere, all such events possess
multiple interpretations, and such crimes are rarely as
obviously motivated as they initially appear. Devotees of
the gods claim it’s a sign of the disfavour the Emir brought
on Al Kharid, and the northern desert, by forging a peace
with the Pharaoh of Menaphos. While few can articulate
precisely why the Menaphite pantheon—whom most of
the population of Al Kharid worship—would want their
followers to slay one another is unclear, but such a claim
is often made, nonetheless.

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34 Welcome To Gielinor
Menaphos Merchant District

As old as Al Kharid, and as grand but far more secretive and Controlled by the ambitious, and calculating, Grand
insular, Menaphos remains almost entirely inaccessible Vizier Ehsan, the merchant district is one of the jewels
to outsiders. Its walls are heavily guarded, each gate of Menaphos. It attracts merchants from across the
defended by dozens of guards, and its walls are patrolled Kharidian region, gathering to sell their wares. Whether it’s
at all times. The presence of a plague within Sophanem, silk, lamps, fish, or bread, there’s a merchant to approach.
its neighbouring metropolis, drove the Pharaoh to shut But there’s more to the Merchant District than simply the
the city down entirely. The head of the city guard, Coenus, accumulation of wealth—in the center of the district lies the
is empowered to prevent anyone from entering and he entrance to the Shifting Tombs—or at least, so it’s dubbed.
takes his duties particularly seriously. So much so, in fact, Few who enter it return, and the noises emanating from
that when the High Priest of Sophanem and his delegation the depths mean most who trade in the district studiously
sought to enter, Coenus led the attack against them. pretend it doesn’t exist. Adventurers prepared to venture
Ordinarily, such an act would earn even the head of the into the depths, to discover the causes of the noises are
guard a place in a cell, but Coenus is untouchable for as constantly sought.
long as entrance to the city is forbidden.
Imperial District
Perhaps the most unusual aspect of Menaphos’s self-imposed
isolation is it has nothing to do with Al Kharid. While there is It’s here the Pharaoh and his guards dwell, within the
little consensus on the age of Menaphos, its long-standing impossible luxury of the Golden Palace. Tended by slaves, the
and acrimonious relationship with Al Kharid is legendary. The gardens and groves of acadia trees defy the desert outside,
two largest urban settlements in the Kharidian desert have as do the deep pools, filled with silverscaled fish. The grand
spent centuries vacillating between open war and uneasy library of Menaphos also stands nearby, with a collection
truce. Indeed, while now at peace with Al Kharid, there is still to rival its counterpart in Varrock, with as many scholars
little in the way of friendly contact between them, and the flocking to inspect its collection. It is run by a colleague of
antipathy towards Al Kharidians remains potent—worsened, mine, the redoubtable Kohnen the Librarian. He is a fine
even, by the unease permeating the city, as Coenus retains representative of our shared profession, despite his penchant
strict control over each gate. for leaving his arms bare to show off his physique. Quite
barbaric behaviour, really. The Imperial District, like any such
It is, just, possible to find your way into the city (or, at gilded palace, is built on exploitation, and on cruelty. Those
least, so I’ve been told by more than one reliable source). adventurers who are drawn here, after they’ve glimpsed
A secret passage, between Sophanem and Menaphos, is the astonishing opulence of the Pharaoh’s quarters, might
still a means of gaining entry to Menaphos, although it possess something like the anger of the rebelling slaves.
is a dangerous path to walk. There are many terrifying And there are many who would seek aid in breaking into the
creatures lurking in the darkness, and devotees of the Golden Palace, whether to convince the Pharaoh to outlaw
god of isolation—Scabaras—who promise death to any who slavery or to end his rule once and for all.
might compromise their solitariness.

Within the confines of Menaphos’s walls, life is not


precisely easy for many of its inhabitants. Menaphos
is one of the few places in Gielinor to maintain slavery.
During the plague, stories from within the city say there
was a slave revolt—one brutally put down by Coenus in
the imperial district—where the Pharaoh and his family
live—and the market. Slaves still retain some grip over the
slums, and the docks—making the ongoing battle likely to
last a considerable time, as the slaves have access to boats,
and potential merchant shipping.

The slaves indeed call for aid from whoever might hear
them, to assist in overthrowing the Pharaoh, perhaps, or
at least securing their freedom from the cruelty of Coenus.
Others ask for help escaping from the quarantine, to return
to help their own people afflicted by the plague sweeping
the southern region.
Welcome To Gielinor 35
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Pollnivneach Without much else in the way of options, the citizens of
Pollnivneach eventually concluded they simply needed
While the middle region of the Kharidian desert is famed to learn to live with the periodic bouts of gang violence
for its inhospitable conditions, it does contain a few large on their streets. Most found a side to follow, and so life
towns. Pollnivneach is the most established, and sizeable, has continued. There is, after all, little in the way of
of these. Its position close to the great curve of the Elid alternatives—learn to live in a city riven by gang feuds or
means it’s both substantially cooler and closer to a potable endure the hostility of the desert, with its jackals, snakes,
water supply than the rest of the middle region. This has and crocodiles. ‘At least the kebabs here are excellent,’ goes
made it an attractive place to live for those unable or a local saying, there’s a pub, and the accessibility of dyeing
unwilling to make their way either to the deep desert to means there’s money to be made—though keeping hold of
the south, or make their way across the Shantay Pass to it when there are multiple different protection rackets in a
reach the north. single small town is never simple. This does mean there’s a
great deal of work for adventurers if they’re willing to take
Pollnivneach’s frontier nature makes it somewhat lawless, on the gangs—but there’s real risk in such work.
especially when compared to the strict discipline enforced in
Menaphos. Indeed, Pollnivneach is dominated by two gangs,
and their turf war makes the entire town forever on the verge
Magic Carpets
of erupting into violence. Everyone in Pollnivneach, from the
most humble trader, to the mayor himself, is involved in the
constant fighting, and supports one side in some form or One way of avoiding the enervating heat of the
another. Whether it’s looking the other way when one gang desert is to fly over it, avoiding it entirely. The
flagrantly mugs an associate of the other, or hiding weapons magic carpets to be found near to Pollnivneach
Aristarchus
and goods in the cellar of a general store, the whole town is offer such a mode of transport, though that
a part of the perpetual skirmishing. requires dealing with the many local merchants.
Born in Menaphos, though They remain purveyors of fine merchandise and
most assuredly not associated The first of the gangs to make Pollnivneach their home other invaluable resources for adventurers
with the Menaphites were the Menaphites (this term has, in recent years, been wanting to survive the desert—but such services
controlling Pollnivneach, appended to anyone from the Kharidian desert, and never come cheap.
Aristarchus is an itinerant sometimes in derogatory context. I use it here only as a
scholar and philosopher. matter of historical record, and mean no offence). Despite
He spent much of his early their name, it’s unclear if they did originate in Menaphos,
life studying in the Great or in fact emerge from the desert itself. What is certain is Bandit Camp
Library at Menaphos, though their very particular choice in robes—hooded, and worn at
after a brief sojourn, he all times by all Menaphites in public—and their dedication There are encampments and outposts providing shelter
returned to discover his to the desert god, Tumeken. Tumeken is the first god of and quarters for bandits, mercenaries, and other ne’er-do-
home city rendered entirely the Kharidian desert, and while his followers are few, the wells located throughout Gielinor. No region of the world
inaccessible by the risk of Menaphites demonstrate their fierce commitment. Upon is without danger, and any traveller should be wary when
plague. Not knowing what first arriving in Pollnivneach, the Menaphites quickly and they set foot on the road. I do not usually waste my ink on
to do, Aristarchus took fiercely asserted their dominance over the town. Naturally, such inconsequential places. This Bandit Camp, however,
to wandering, and found many in Pollnivneach objected to this attempted coup, and located in the Kharidian Desert is a different matter.
himself near Pollnivneach sought means of regaining control.
where he’s now engaged in In particulars, it is not much different from any semi-
deep research—research he’s Finding one of the bandit gangs lurking in the desert, and permanent such site, used by bandits and raiders as a
prepared to pay handsomely preying on the few travelling merchants passing through place to hide, shelter, and recover from their activities. It
to further. Sometimes this the middle desert, the Pollnivneach residents hired the possesses a central store of some description, filled with
might involve simply finding bandits as muscle, expecting them to make short work stolen goods and what can be traded from those merchants
him some plantlife. Sometimes of the religious fanatics. However, the Menaphites were always happy to do business with those possessing morals
it involves breaking into already bedded into the town, and equal to the fight. When as flexible as their own. There is also a tavern, of sorts,
the homes of high powered it became clear to both sides that the battle was unlikely to reputed even amongst those who make their livings
gangsters. Either way, end soon, both also realised they’d much rather live within honestly for its fine quality beer—Bandit’s Brew is, I am
Aristarchus is prepared to ask the precincts of Pollnivneach than return to the clutches of told, a remarkable concoction.
few questions as to methods, the desert - and so the incessant turf war continues. The
but his gold is good. bandits dominate the city’s north half, and the Menaphites What truly distinguishes this Bandit Camp, then, is the
control the south—though both relentlessly seek to seize nature of its inhabitants. While they survive as most
the territory of their foe, and make the town their own. bandits do, most who dwell in this place are devoted

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36 Welcome To Gielinor
followers of Zaros. Indeed, many reports reach me of
wanderers in the desert bearing symbols of Saradomin, or
Zamorak being violently attacked by the inhabitants of the
camp as a result of their religious leanings.

I cannot prove it, as yet, for my knowledge of this Bandit


Camp is limited, but I believe these Zarosians to be
descendants of those driven out of Senntisten in the God
Wars, forced to hide away for hundreds of years. Anyone
venturing in the Kharidian Desert should be wary about
how openly they profess their religious alignments… it can
be a long way between oases!

Ruins of Uzer

Once a mighty and august city, Uzer was destroyed in the


God Wars. The civilisation responsible for building the city
possessed advanced technology, enabling them to build
and utilise golems—a capacity long since gone from the
world. Indeed, at its end, Uzer was defended by an army of
clay golems against the besieging forces, led by the demon
Thammaron. The golems, mighty as they were, could not
resist the powers brought to bear by Thammaron and his What dwells in those shadowed recesses now… well, that
army, and Uzer was reduced to rubble. I cannot say. None dare venture into the darkness of old
Ullek—or at least, none have yet returned from the place
For the enterprising archaeologist-cum-tomb raider, beneath the sands.
however, there is still much of interest, I understand. The
central temple has been razed but the lower levels remain Sophanem
for those prepared to find an entrance, dilapidated but
still magnificent in scale. I believe statues remain there, The sister-city of Menaphos, connected by a bridge
showing the craftspeople of the city building the golems, spanning the River Elid, Sophanem is the Kharidian City
and golem fragments still litter the floor. of the Dead. A necropolis, dedicated to the preservation
of the corpses, and to their interring in the great stone
As with any ancient, and ruined place, rumours of lingering tombs. Sophanem’s architects oversee the construction of
evil abound. Some say the spirit of Thammaron still these vast tombs, ready for the honoured dead to be laid
presides over the city, others claim some remnants of the to rest there, in considerable splendour. Unfortunately,
golem army remain concealed beneath the sands seeking this splendour tends to attract thieves, bandits, and
vengeance but too broken to claim it. Uzer’s rich history, graverobbers as effectively as fishing in Piscatoris draws
and abrupt and brutal end, make such stories inevitable. sea trolls. Despite this, Sophanem never shirks from its
But where the magic and chaos of the God Wars touched duty, its dedication to the dead, and to the shepherd of the
the earth, it is always best to exercise a measure of caution. dead, the god Icthlarin, is undiminished.

Ruins of Ullek This is even more remarkable of late, as the city is beset
by a series of plagues. The living residents of the city are
Another once-great city become victim to the demonic beset by a series of boils, red swellings which itch and
forces called forth during the God Wars, Ullek is now a seep pus. Frogs emerge in their hundreds from the Elid,
blasted memory of a city. Unlike Uzer, parts of which still and crawl through the streets, eating whatever they can
remain above the sand, Ullek’s remains exist only beneath find. The city’s cattle produce only sour or already curdled
them. The ferocity of the assault led by the three-faced milk. These events resulted in Sophanem, and Menaphos,
demon, Balfrug Kreeyath left almost nothing behind to tell being quarantined, and cut off from the rest of Kharid—as
the story of Ullek. A single obelisk stands intact, marking noted above.
the spot where the city fell, and a few splintered pillars
lead towards an entrance to the catacombs beneath the Both cities require help, desperately. Though those who
sand—sufficiently well hidden even Balfrug Kreeyath’s rage enter a city filled with the dead and the sick should, of
could not reach them. course, be wary they don’t join those ranks themselves.
Welcome To Gielinor 37
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Morytania

A land apart, walled off. A land where the sun doesn’t Drakan’s control over Morytania was absolute, sufficiently
rise, and where every inhabitant (every living inhabitant, so to encourage him to begin an invasion of Misthalin.
that is) waits in constant terror for the visits from those Drakan’s army was only thwarted by the intervention of
who rule this benighted kingdom. For, as all who dwell in the Seven Priestly Warriors, and so retreated into the mists.
lands where the sun rises to shed its light across the grass
and the glittering rivers know, Morytania is the nation of Over time, people from Misthalin began to consider Drakan
the living dead. Ruled by vampyres since the Third Age, to be—if my reader will excuse the pun—defanged. A group
the nation’s population mainly serve as cattle for their of pioneers decided to head into the mists, to stake a claim
immortal overlords—destined to be drained of their life’s to land they considered essentially empty. This soon
blood whenever their overlords so desired. proved a mistake. Drakan descended on the interlopers
and captured their new settlements, adding them to his
Lord Lowerniel Vergidiyad Drakan, a follower of Zamorak dominion—or at least, all bar two. Port Phasmatys could
during the god wars, was rewarded with the domain of not be claimed— already in the grip of the Necrovarus, it
Hallowvale in recognition of his loyalty and his ferocity was beyond even Drakan’s lust for control—and Canifis, a
in battle. Gradually, over time, Drakan’s grip on his new village where the population were afflicted with the curse
realm tightened until soon, the inhabitants of Hallowvale of lycanthropy. Though many of its inhabitants, including
were forbidden from leaving its confines. Drakan and his their leader Malak, serve Drakan loyally.
vampyre servants drained them whenever they chose; food
on tap, as it were. It is only in the Fifth Age that Lord Lowerniel Vergidiyad
Drakan’s enemies have truly begun to mobilise against him.
Seeing the advantages of trapping villagers, Drakan and his The Myreque, a small cell of rebels dedicated to shattering
growing numbers of followers sought to bring the rest of vampyre control, have begun to build an alliance against
Morytania under their control. Using the thick, stinking mists Drakan’s tyranny. The Myreque’s plans are ambitious
seething forth from the Mort Myre swamp as a means of indeed, but they’ve drawn the attention of Drakan’s loyal
moving during the day, Drakan took his chance. With nothing henchman, Vanstrom Klause. Whether they can endure
now to prevent their dominance, the vampyres swept across the ferocity of his likely response may determine the fate
the whole of the country. By the time the Fourth Age arrived, of all Morytania.

Welcome To Gielinor 39
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Castle Drakan Port Phasmatys

The lair of Lord Lowerniel Vergidiyad Drakan, the Castle is Port Phasmatys is one of the new towns, founded by
the centre of his regime. Enormous in size, brutal in aspect, settlers from Misthalin who naively believed there might
it’s a symbol of Drakan’s utter control over Morytania. Even be new opportunities in Morytania, but they soon realised
to glimpse its sheer black walls, the crimson glow from their belief was mistaken. The Lord Drakan demanded
its windows, and the flutter of black wings in the cloud- blood tithes and, when refused, began to gather his forces
swaddled skies is to know Morytania is doomed to labour to invade. The invasion, however, did not go as Drakan
beneath Drakan’s brutal yoke for eternity. planned.

Despite his own undoubted strength and power, Drakan Desperate for aid, the people of Phasmatys turned to the
keeps a number of guards close, as well as his two siblings— mage, Necrovarus. After agreeing to assist the townsfolk,
Vanescula, his sister, and Ranis, his brother—to ensure his Necrovarus began to work on the Ectofuntus while he had
safety… and their continuing loyalty. As a result, the castle the inhabitants of the port to begin digging somewhere to
is almost impossible to enter. Vampyres, werewolves, and the north of their home. After mere hours of excavating
even darker things circle it at all times and hunker within the dank soil of Phasmatys, the townsfolk found a pool
its gates, slavering for flesh. Vanstrom Klause—Drakan’s of glowing green ooze, on top of which the townsfolk
most brutal follower—is also often in attendance, making constructed a temple. They placed the Ectofuntus at
the place a nest of villainy almost unmatched in Gielinor. the centre of this temple and constructed a fountain
spouting the ectoplasm but, in doing so, it also disgorged
What Drakan plans within the walls of his keep, few are an unearthly power, a power which surrounded the town
certain. It might be a new war, waged against the lands and inured it from the depredations of the vampyre horde.
of the living. It might be some grotesque new means of But that’s not all it did…
exploiting the broken and battered populace who suffer
beneath his rule still. Whatever the truth, adventurers Over time, the true cost of their deal with Necrovarus
prepared to strike back against Drakan would be wise to became evident. When the inhabitants died, they remained
avoid his castle until they are truly ready to strike. Drakan tied to the place, unable to move on as their spirits were
is without mercy, and that’s if you even manage to draw forever tied to the town which they had sought to protect.
near to him. Only when it became clear that this condition infected
every single one of the residents of Port Phasmatys did the
horror of Necrovarus’s trap become clear—he’d condemned
the entire town to a half-life—but he’d also ensured they
were never to be troubled by the vampyres again. What
blood is to be leeched from a ghost, after all?
Reaching Morytania
Since then, the town has languished in this twilight state,
Since the rise of the Seven Priestly Warriors in the Fourth Age, who repelled Drakan’s caught between extinction and immortality and unable
endless hordes and blessed the river Salve making it impossible for the cursed to escape. Despite this, some still journey to the Port. The
creatures of Morytania to cross, entering that cursed land has been virtually Ectofuntus’ power is quite the lure to those determined
impossible. There are only a few routes into the nation, and none are easy to find. to discover the secrets of life and death, and anything
Perhaps the most obscure is concealed in the mausoleum beneath the Paterdomus— capable of repelling vampyres is considered valuable to
the citadel forever guarding against further incursions from Morytania into Misthalin. those forced to dwell in Morytania. As a result, adventurers
There are a select few lodestones also providing a way into the gloom occluded often journey to the damned place, making their way
kingdom, but it is never easy to make your way there. It can be even harder to furtively through the slowly decaying town, surrounded
make your way out. by the spirits of the dead.

These spirits are seldom hostile, nor are they friendly,


however. Those visitors identified as living are forced to
make some form of offering to the Ectofuntus, though
none are entirely sure why—simply that it seems the spirits
must compel any who enter to carry out this strange ritual.
Freeing Phasmatys from the terrible trap Necrovarus
designed for them would be an act of greatest heroism—
though how it is to be achieved, none yet know.

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40 Welcome To Gielinor
Canifis for this is the vampyres failure to appreciate they exist at
all, and so don’t charge blood tithes. You can’t get blood
One of the settlements built by the Misthalin expansion from a non-existent stone, after all.
into Morytania, Canifis is built on the site where the ancient
fortress of Kharyrll once stood. The area in and around the Choosing to live in such a fashion comes with a significant
modern settlement is, as a result, steeped in blood and cost in Morytania, however. There is little in the way of
misery. Whether it was some psychic echo of the suffering resources to repair the buildings which are rapidly falling
once experienced on the site that led to the construction into hopeless decay. Food is hard to find and, when it can
of Canifis there is unknown—I’ve certainly read much be acquired, is generally of low quality. The inhabitants
speculation from members of the Wizards’ Tower in this frequently struggle to feed themselves, a situation
direction, though nothing conclusive. compounded by the widespread belief the town is abandoned.
There is little to be found or gained by visiting Burgh de Rott,
Some opine that Canifis was built by people already cursed and yet it desperately needs aid. They need adventurers
with lycanthropy—or werewolfism—when they founded willing and capable enough to challenge Drakan, to buy
Canifis. Others state they were afflicted with the curse the town time to restore itself, and to perhaps make the
upon entering Morytania, just as the citizens of Port freedom it clings to worth something.
Phasmatys were once living, breathing people but were
gradually turned into ghosts. Darkmeyer

Whatever the truth, lycanthropy is now rampant The capital city of Morytania is as dark and gloom-ridden
throughout the town—almost every resident is infected, as the rest of the unfortunate nation surrounding it.
becoming werewolves whenever threatened or harmed. Once it was the seat of a wise and beneficent monarch—
Of course, like all places within the limits of Morytania, the glorious Queen Efaritay who tended the nation of
Canifis must pay its tithes to Drakan—though they prefer to Hallowvale, as it was then called, with the same care
do so in the form of captured humans rather than decanted and attention she cultivated the plants and herbs she so
blood. This has gained the town the reputation as one of adored. Indeed, Darkmeyer still contains the evidence of
the most detested in all of Morytania; turning over living her arboretum—the Blisterwood tree. The Blisterwood is
humans is considered the most grotesque and detestable loathed by vampyres, who seem susceptible to some sort
of all sins, for all know what agony awaits them in the grip of power it possesses.
of the vampyres.
The fact such a tree resides in Count Drakan’s capital is
As a result, while Canifis is a well-appointed town with an said to cause the vampyre lord no little degree of pain.
inn, a tavern, and a successful tannery, it is also shunned by Drakan, and his legion of servants, have tried to destroy
most. After all, who wishes to be pursued by werewolves the Blisterwood, of course. An endless array of inventive
before being captured and given to Lord Drakan’s forces methods sought to extirpate the tree from the heart of the
as a tax payment? This reputation has come in handy, I’ve city, and all failed. It remains there still, a lure to those who
been told, for the Myreque, who use the fact most humans would slay vampyres, but a particularly dangerous lure.
carefully avoid Canifis as an ideal cover for their activities.
There are a number of sympathetic citizens within Canifis Darkmeyer was founded by Drakan, or so the patchy
who assist in the organisation’s covert actions. Anyone history of the city implies. I am unable to ascertain
seeking to make contact with the Myreque at Canifis does whether or not this is truly the case, or whether ‘founded’
so under great risk, but it is possible to make your way into means Drakan took it from Queen Efaritay and the people
the town should you be undaunted by the threat of bloody of Hallowvale when the vampyres claimed the land for
maws and throats raw with howling… their own. Whatever the truth might be, Darkmeyer is now
the domain of vampyres, entirely. The vyrewatch patrol
Burgh de Rott the skies and streets, and the siblings of Lord Drakan
control the city. I have heard tell of treachery and cruel
Surrounded by threats on all sides Burgh de Rott politicking in the corridors of Darkmeyer’s palaces, of a
nevertheless remains the only free human settlement plot by Vanescula to usurp their brother. Some say the plot
in Morytania. Most of the inhabitants are those who’ve was thwarted, others that civil war rages through the city
escaped from other towns, villages, and communities even now. I would be grateful to know the truth of what
where the ruling figures are vampyres—or other creatures happened, should any brave adventurer be prepared to find
in the thrall of Drakan. In Burgh de Rott, the residents might out and return to tell me…
at least they live with a semblance of freedom still, rather
than being treated solely as cattle. Admittedly, the reason
Welcome To Gielinor 41
41
Meiyerditch

Almost a second capital city, a sister to Darkmeyer,


Meiyerditch is amongst the largest cities in Gielinor. And
easily its most squalid. Where Varrock and Prifddinas
remain architectural marvels, their citizens wandering
freely through streets lined with well-tended shopfronts,
where graceful towers spur upwards toward the sky, and
where heavy gates exist to keep danger out not hold
citizens in. All of this is reversed in Meiyerditch...

Here, the majority of Morytania’s human population live,


trapped by the vast walls the vampyres constructed upon
Drakan’s assumption of control over former Hallowvale.
Life within the precincts of Meiyerditch is a bleak one; a
sentence to suffering, to be used as a source of blood for
vampyres, to a constant struggle to forage enough food.
Of course, even in the midst of such darkness, there is
Mort’ton some hope.

A small village, in a literal backwater of the great Mort The Myreque (a resistance group dedicated to the
Myre swamp, Mort’ton was once a funerary centre for overthrow of vampyre rule in Morytania) constantly seek to
the entire region. The network of caves on the edges find ways of striking back at their oppressors, undermining
of the village provided the perfect burial places for the their operations and their desperate need for more blood.
dead of Hallowvale, and Mort’ton prospered as a result. There is also the possibility of escape, of clambering over
This changed, so I am told, as a result of the foul mists the walls, or of managing to find the tunnel leading out of
rising from the Sanguinesti regions of Morytania, and Meiyerditch and into the daeyalt mines running through
sweeping through the rest of the nation. Exposure to the earth nearby. As the vampyre numbers grow, and blood
these pestilential vapours began to work changes on becomes ever more needed, so too do conditions in the
the inhabitants of Mort’ton; their skin changed colour, gigantic slum of Meiyerditch worsen. Adventurers are
their ability to use language faded, and they became ‘the needed there perhaps more than anywhere else in Gielinor!
afflicted’. So most refer to them now, I’m told, though I’ve
very deliberately ensured I’ve never had to verify these Mort Myre Swamp
stories at first hand. This affliction might, after all, be
spread by means other than just flying vapours. It is said Riddled with the spectral remnants of those unfortunates
there is no true cure to the affliction, though many seek to who entered the vast swamp and starved to death, Mort
create a serum or other such restorative with the aim of Myre is deadly to those who stumble into it unprepared.
bringing Mort’ton back to life…so to speak. Indeed, even to those well fortified and ready for the
trackless reaches of water, mud, reeds, and grime, the
Haunted Woods place can prove lethal. There are few places to shelter, the
climate is humid and damp, and the wildlife is less than
It is rumoured the Haunted Woods provide a location friendly. And that’s without the ghasts flitting through
for much of the politicking and machinations of both the mist; angry, deadly spectres of the many victims of
the Myreque, and the Drakans. Indeed, from what I can the swamp, ghasts are among the most dreadful of the
establish, I am unsure if the Haunted Wood is truly ‘haunted’ many forms of undeath. Not only do they seek to rip flesh
in any genuine, spectral sense. It seems, in the main, to and tear the souls of their victims, but all food in their
be inhabited by various snails and some of the more feral vicinity rots leaving their victims with no way to restore
types of vampyre. Now, of course, it may be my researches themselves to wellness. Despite these many, many dangers,
are simply inaccurate or merely confused. It nevertheless Mort Myre Swamp is the most direct route between Burgh
seems to be the case that those seeking to make contact de Rott and Canifis, leading to many risking the journey—
with the Myreque, or perhaps make a clandestine deal with and needing the assistance of the well-prepared and well-
one of the Drakans grown tired of Lowerniel’s dominance, armed adventurer to make their way through alive. There’s
should head to the Haunted Woods. They remain dangerous good money to be made for those prepared to serve as
but filled with possibilities. protection for those making the trek.

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42 Welcome To Gielinor
The
Fremennik
Province
& Islands

Possessing a culture centred around martial values, honour,


and glory, the Fremennik inhabit a large area of Gielinor
known as the Fremennik Province, as well as three large
islands off the northern coastline of the great kingdoms.
The first encounter most of the central kingdoms of Gielinor
had with the Fremennik was a brutal one. Throughout the
early years of the Fifth Age, in outrage at the casual use
of runestones and magic by the mainlanders, regular
invasions of furious, nomadic and sea-faring barbarians
made the coastlines of the north highly dangerous. Great
cities were conquered and smashed, as the Fremennik
rampaged across the continent. After years of such raiding,
the Fremennik were eventually brought to terms. Since
then, the Fremennik Province and the islands have become
trade partners for the kingdoms of the mainland—the
Fremennik even retain some settlements in Asgarnia and
elsewhere, retaining their culture but becoming ever closer
to what some regard as civilization.

Welcome To Gielinor 43
43
Fremennik Isles constant battle for them, and warring against the elements,
and against the land itself, is a key aspect of this. Defeating
A cluster of rocky outcrops spearing up through the the earth in order to force it to render up crops as tribute
tempestuous northern seas, the Fremennik Isles are is just one of the ways in which waging war becomes a
harsh and unwelcoming places; just as their inhabitants focus for all Fremennik behaviour. Fishing and hunting,
would have them. Only the Fremennik would choose to two of the Fremennik’s main industries—at least within
reside in such harsh and unforgiving conditions and, as in the Province—are discussed and conceptualised, again, as
acknowledgement of this fact, the Fremennik are the only a form of duelling. Whether it’s against the sea, or against
people to ever do so. While there are a number of different the creatures in the forest, glory can still be eked from the
islands under the control of the Fremennik, the two most mundane of tasks. This approach is one of the means
largest and most populous are Jatizso, and Neitiznot. Both by which the Fremennik continue to thrive, despite the
towns were founded when a pair of princeling brothers inhospitable nature of their homeland. They produce far
were dismissed from the capital city of the Fremennik more than might be expected of a people so relentlessly
province—Rellekka—by their father, in an effort to force entrapped by the conditions they dwell in. So much so, they
them to mature. soon spread out from the Fremennik Province to take over
a series of nearby islands.
Jatizso is a formidably defended location, especially its
great hall, where King Gjuki Sorvott IV rules from, aided by Miscellania
his chancellor, Thorkel Silkbeard. King Sorvott is not widely
liked, and his heavy taxation of the people of Jatizso merely The furthest north of the islands the Fremennik claimed for
increases the disfavour in which he’s held. The island itself themselves, Miscellania is so named by those who dwell
is renowned for its plentiful mineral resources and its in the so-called civilised nations of Gielinor as something
appalling weather—so appalling that even the redoubtable of a jest, mocking its size and irrelevance. Despite this,
Fremennik spirit is somewhat daunted by it. the island is well populated and a growing community of
Fremennik call it home.
Accessible via a bridge from Jatizso is the sister-island
of Neitiznot. While Jatizso is well fortified, with a guard The island is, however, currently without any form of
tower and well-built walls, Neitiznot takes this further. governance, meaning there is a higher than usual degree
It is literally a military encampment, which is entirely of feuding between the families making their life there.
necessary, for the town is beset on its northern frontier
by ice trolls who launch frequent raids on the settlement.
Adventurers are always needed to man the walls, and to
stand beside the Neitiznot Honour Guard—the men and
women prepared to protect the inhabitants of the town
from the relentless hunger of the ice trolls.

The Fremennik Province

Originally nomads, the Fremennik spent much of their early


history—at least those bits recorded—as nomads, passing
across the land now known as the Fremennik Province.
The tribes constituting the Fremennik were carefully in
tune with the land, moving on before resources became
exhausted. Eventually, the Fremennik began to settle and
farm, establishing the town of Rellekka. Over time, the
other Fremennik tribes began to settle too, creating new
towns and villages across the extent of the province. This
was, at least initially, the extent of Fremennik influence—
the tribes were content to battle amongst themselves,
avenging ancient slights, and perpetuating blood feuds
spanning generations.

The climate of the province is extremely harsh, cold,


and forbidding. This is, reputedly, precisely the way the
Fremennik culture requires it to be—life is a matter of

44
44 Welcome To Gielinor
The importance placed on honour and dignity among the somewhat by the emergence of problems with Miscellania.
Fremennik makes any insult a risky enterprise for both Both islands issue routine declarations of the perfidy of the
the issuer and the recipient, requiring it to be addressed other, accusing them of stealing different items—though
properly, else there should be a loss of face. I have heard the reason for such larceny is unclear. Sigrid attempts to
tales of a King Vargas waiting to ascend the throne, though preserve the stability of her city and keep her people calm
these must be mere rumour as they also insist he is a Yeti. while the threat of a tribal war grows ever nearer.
Ludicrous, surely?
Those with a cool temper, and an ability to detect the truth
While such a lack of central authority causes problems, it amidst old rivalries and tribal gossip, may find themselves
also offers opportunities for those prepared to undergo the with lucrative employment on the twin islands.
trials and tasks expected of Fremennik leaders. Where the
previous leader of the tribes dwelling on Miscellania now Lunar Isle
is, I have heard nothing reliable, but such disappearances
are not uncommon in a culture prizing war so highly— A crescent of rock, nestled in the ocean, Lunar Isle is a
especially given the ongoing troubles between Miscellania remote place but plays an important role in the culture
and its neighbour, Etceteria. and politics of the Fremennik—namely, by being home to
the Moon Clan with whom the Fremennik have been at war
Etceteria for many many years.

Ruled over by Queen Sigrid, Etceteria is a large and The Moon Clan are an unusual people; they possess
impressive city, at least by Fremennik standards. While immense magical power, a potency they’re born with, and
it doesn’t challenge Falador or Varrock in terms of scale or are able to shape and manipulate dreams. Oneiromancy—
grandeur, it’s a well-constructed place with a number of the magic of dreams—is a skill possessed by almost all
shops, reliable fishing spots, and a reliably fertile expanse members of the Moon Clan, rendering them a true threat
of pasture. to the Fremennik clans.

Under Queen Sigrid’s able rule, the city has prospered While their numbers might be small when compared to the
and remains one of the most stable and thriving of thousands of Fremennik, their innate magical capacities
the Fremennik settlements. This has been dampened make them a threat to be reckoned with.

Welcome To Gielinor 45
45
46
46 Welcome To Gielinor
The
Wilderness

The Wilderness—the name is almost description enough; a Now, the Wilderness is home only to criminals, roving
wasteland covering much of north-eastern Gielinor. Little bands of monsters always on the hunt for prey, and
grows there, and the little that does is coarse and scarcely worse. Dragons soar above the Wilderness, content in the
edible. The water is tainted, even the air tastes of old blood knowledge that, without the organised military resistance
and old bitterness. In the distant past, the wilderness was available to kingdoms like Kandarin, there is almost
an expanse of rich and fertile land. It was once the domain nothing below more deadly than them.
of Zaros, who conquered it and settled it, building huge
cities as part of his fledgling empire. The land was named For the protection of the neighbouring kingdoms, the
Forinthry, and for centuries it flourished…until the onset Wilderness is surrounded by a vast wall—demarcating the
of the God Wars. As the forces of Zamorak raged across the boundaries of civilisation. Those crossing the wall do so
land, the great cities of Forinthry fell one by one, burned by knowing the brutal, unyielding place they enter. In the
the magic and fury of the invading armies. One by one, each Wilderness, you must be prepared to fight at all times,
of Forinthry’s major metropolises fell—save for Ghorrock, always carrying a blade or ready to cast a spell—each
though, the city soon became so cold as to be uninhabitable. second counts towards your chances of survival. But, for
those adventurers prepared to venture into that land of
As the God Wars raged, Forinthry’s scars grew ever deeper, blasted earth, there is much to find—and much in need
and ever more permanent. Even after Guthix finally brought of doing.
the wars to their end and introduced the Edicts of Guthix
to prevent the gods from directly interacting with the While most of the inhabitants of the Wilderness are
world again, it became clear the place was beyond saving. monsters, forced to subsist here, far from the tender
It remains a permanent testament to the savagery of the prey of the central kingdoms to the south, the forbidding
God Wars and of all that was lost as a consequence. reputation of the place also makes it an attractive spot for
Zamorakians to set up encampments, slowly developing
Today, the Wilderness is usually avoided by all those who their plots against the lands from which they find
wish to avoid quick and painful deaths. Its reputation themselves driven. Bandits and dark warriors stalk the
is a dark one, and even the youngest child can whisper wasteland, making occasional forays into the lands beyond
tales of the fates of fools, drawn by the lure of lost wealth the wall to raid and pillage, or to kidnap those they consider
concealed within the Wilderness. Such stories are repeated vital to their plans. Many experts in magical lore, or the
everywhere, drawing adventurers, treasure hunters, and history of the arcane, vanish from their homes, with their
many others to the desolate expanse. Very few return, and kidnapper’s tracks leading into the Wilderness.
none do so unscathed.
None are entirely sure what truly occurs in the Wilderness
It is not solely those seeking wealth or glory who try to beyond violence, but it is just possible there truly is ancient
tame the Wilderness; numerous attempts at recolonisation treasure to be found for those prepared to withstand the
have been launched down the centuries. Some even dangers of the place. It’s also possible some dark plot
appeared to be working for a time, with one city being waxes in the ruins of a forsaken nation. Is anyone brave
constructed on top of the ruins of Dareeyak—one of enough to find out?
Forinthry’s great cities. It lasted only a few scant years
before it was swallowed up by the ravaged land.

Welcome To Gielinor 47
47
48
48 Welcome To Gielinor
The World
Beyond

Gielinor extends well beyond the borders of the great


central kingdoms. While Falador might like to believe itself
the centre of all things, and while Ardougne might believe
one need never leave its precincts to experience the whole
world, Gielinor is much bigger, and stranger, and more
miraculous than that. The lands I touch on in this section
I have yet to visit (indeed, very few persons known to me
personally, or by reputation, have ventured so far) but they
intrigue any who value knowledge and culture as dearly
as I. Should any putative adventurers reading this work
reach Karamja, or the Wushanko Isles, I look forward to
hearing your stories. Until then, may the little I’ve been
able to discover be of aid to you!

Welcome To Gielinor 49
49
Varlamore

Despite my most assiduous efforts, I am as yet unable


to source any true, verifiable, first-hand accounts of
Varlamore. There are several, apparently trustworthy,
surveys of the kingdom, and a few claiming to relate its
history in detail but I can find nothing written by anyone
who has actually visited the place. The nation itself is
part of the continent far to the west of where I sit now
writing this. It is said the land is an ancient one, and bears
many examples of the architecture of the ‘old ones’, that
strange, almost forgotten civilisation of which we know
so little. It is also said the citizens of Varlamore are devout
worshippers of the sun god, Ralos. Though whether this is
alongside worship of other deities, I cannot say.

There are a few uncontested facts about Varlamore, or as


it is often referred to, the Shining Kingdom. The first of
these is their ruler—Queen Zyanyi Arkan. An impressive,
regal woman who often wears military garb, and is always
accompanied by a snake draped around her shoulders,
Queen Zyanyi left a marked impression on the populace
of Great Kourend; not least because of the assassination
of their king while she was visiting. Of course, such an
Karamja action is not unexpected with regards to the regents of
Varlamore and the royal family of Great Kourend. The
Likely the largest island in the whole of Gielinor, Karamja second thing everyone knows about Varlamore is the
remains deeply mysterious. It’s reputation as a home for infamous poisoning of the Kourendi royal family by the
the dread Jogres has kept it even more isolated from the then-emperor of Varlamore, Emperor Imafore. No one
mainland than its geography. Jogres, a particularly vicious knows what provoked such a heinous action, and Emperor
kind of ogre, were responsible for subjecting the island’s Imafore refused to explain or justify his actions, even when
populace to vicious raids. Many islanders were offered up they inevitably led to war.
to Bandos as sacrifice. For many years, it was believed the
islanders themselves engaged in such brutal practices, but From the little authentic information I’ve been able to
greater contact with Karamja in recent years has revealed compile so far, Varlamore seems to be a large, diverse
the folly of such ideas. realm. Despite this, only four parts of the place can
be reliably named. These are the Avium Savannah, the
The docks and plentiful fishing around Karamja have drawn in Civitas illa Fortis (the capital of the realm, and the seat
many travellers to Musa Point, the most easily accessible of of Queen Zyanyi), Proudspire, and Tempestus. Beyond
the ports on the island. Despite this improved communication knowing that the Avium Savannah is an extensive, flat
between the mainland and the island, there is still little plain, inhabited by a number of different species including
known about the place—much of what is mentioned seems dwarves, I am unable to furnish the reader with much in
speculative. There are tales of a city called Mor Ul Rek, the the way of details on these places. It is said Civitas illa
only entrance being a small cave inside an active volcano— Fortis is a truly beautiful city, though most of the claims
easily missed by any unaware of its existence. about its magnificence bear the hallmarks of storyteller
embellishment. There are precious few details on what
Much of the rest of the island is dense jungle, making Proudspire, or the Proudspire, might be, save for a scant
exploration difficult—especially for those unused to the reference in the salacious tome Imafore’s Betrayal. While it
conditions. Building strong bonds with the Karamjans is is certainly an entertaining read, it cannot be truly trusted
vital for anyone hoping to discover the secrets rumoured to as history, let alone as geography or cultural insight!
lie in the island’s interior. Claims of ancient knowledge, of
lost lore relating to the doings of the gods, and also of clues I remain hopeful an explorer or other stalwart soul might
to the great threats facing Gielinor in the future are said undertake an expedition to Varlamore soon, and return
to await discovery. Without the cooperation and good-will with more data for those, like myself, so keen to learn more
of the Karamjans, there is no hope of finding any of those. of this ancient and fascinating place.

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50 Welcome To Gielinor
Great Kourend Wushanko Isles

Beyond the western ocean lies Great Kourend. Ruled over Even more mysterious than storied Varlamore, the Wushanko Isles are cloaked in rumour and
by a council, the nation is a republic divided between speculation. As I attempt to avoid such things, save where those rumours seem to have some
five great houses. These houses relentlessly politic and basis in fact, I will detail on those things I can verify:
conspire against one another, sending forth agents and
assassins from their home cities. Each possesses such a
base of operations—Arceuus, Hosidius, Port Piscarilius,
Lovakengj, and Shayzien—and from these they spin plots
and machinations to try and secure power. The Wushanko Isles possess astounding craftspeople, particularly when it comes to
the creation and manufacture of puzzles, toys, and other items of miniature perfection.
As a result of the God Wars, Kourend’s founders were
driven from their homes. They embarked on the perilous
sea voyage, hoping to find somewhere as yet untouched The ghosts now dwelling in Port Phasmatys once traded with the isles, and Necrovarus—
by the conflict, and eventually made their way to the the current ruler of the port—is said to be born on one of the islands.
western continent where they began to build. While
initially founded with a hereditary monarchy, King
Rada III was overthrown and the nation has found itself The Wushanko Isles utilise a very different alphabet from those common to the kingdoms
switching between republics and monarchies while war of Gielinor. I do not know for certain whether this means they possess a different
and tribulation engulf the country. language or languages too, though it seems very likely.

The isolation Great Kourend existed in for much of the


last millennia resulted in a culture vastly different from A number of terrifying creatures encountered by adventurers in recent times are reputed
any of the central Gielinorian kingdoms. Their religious to come from the Wushanko Isles, though how true this is remains open to speculation.
traditions, while clearly Saradomnist in character, are
hugely divergent from what is considered ‘orthodoxy’ here,
as are their celebrations and festivals. Ashihama is the only island name I’ve been able to confirm; it is said to form part of a
group of islands known as ‘the Pincers’.
Even reaching the nation is a difficult and enervating task,
unless one can find an adequate method of teleportation.
Few ships make the risky trip across the northern seas, but
there is much there an adventurer might find in the way of
gainful employment. The great houses always seek out new I hope to learn more of the Wushanko Isles soon. Learning more of such cultures and places is
operatives for their next move against their rivals—accruing always a worthy act, and as ever, I encourage any reader with such knowledge to contact me.
the favour of a house is a dangerous but lucrative goal. The money is good, and I’ll even credit you. Though in small letters, likely.

Welcome To Gielinor 51
51
The Gods
of Gielinor

There are many gods worshipped throughout Gielinor,


and many others whose names are long forgotten. The
marks left by the gods on the world are plain for all to
see—the ruins of the God Wars can be discerned still on the
landscape and the Wilderness (see page 47) is a constant
reminder of the power these beings wield—power sufficient
to crack the land in half, should they be moved to do so.

Fortunately, the Edicts of Guthix prevent such events from


occurring again…for as long as they remain in place. While
the gods can no longer wander the earth and interact
with mortals directly, they still wield great influence in
the world—their followers routinely carrying out actions
in accordance with the wishes and plans of their chosen
deity. As such, I feel it necessary to include some details
of the deities themselves.

Scholars typically divide the gods, or beings who are


sufficiently god-like as to be their equivalents, into one
of three categories—Elder Gods, Gods, and Demigods.
I’ve maintained this tradition, though some may find it
disorienting to know of gods we scarcely remember but
who once loomed, omnipotent, above creation itself.

52
52 Welcome To Gielinor
What Were the God Wars?

While I do not wish to become too ensnared in the deep history of Gielinor—I intend
to write a treatise on the subject in the not too distant future—the God Wars merit
some greater mention. So much of the world we now occupy was shaped by those
cataclysmic events, after all.

The God Wars began with the supposed murder of Zaros, at the hands of his own
general, the Mahjarrat Zamorak, who then led an invasion at the head of a vast army
of demons. The Mahjarrat are a species of powerfully magical creatures, blessed
with an extended lifespan and a vast intelligence, Zamorak saw himself as an equal
to the god he served.

The death of Zaros led to a brutal civil war within his empire. A loyalist faction, led
by Azzanadra, Zaros’s high priest sought to protect Zaros’ legacy, and to prevent
the ascent of Zamorak. Zamorak’s faction, quite naturally, sought the opposite. The
relentless civil war weakened the empire enough to allow neighbouring gods such
as Saradomin, Armadyl and Bandos, to take advantage of the anarchy, seeking to
assert their own claims to land, worshippers, and power.

This was a period of terrible warfare and suffering. While the Second Age had involved
conflict, for the most part the expansion of the empire was so one-sided there was
little extended bloodshed. In the Third Age, however, the forces arrayed against one
another were far more equal and wars raged for decades or even centuries, causing
unimaginable death and destruction. As the slaughter finally began to abate, Saradomin
was ascendant and Zamorak sought any means to turn the tide. Trapped in Forinthry he
used an artefact known as the Stone of Jas to destroy his enemies, wiping out almost
all living things in the province as he did so.

This apocalyptic event woke Guthix from his eight-thousand-year slumber. The god
who had first brought intelligent life to Gielinor looked at the state of the paradise
he had left behind and was horrified. Stirred by anger and disappointment, he
worked a great magic, the Edicts—likely the most powerful spell ever cast—to eject
all gods from the world and prevent them ever re-entering. This done, he returned
to sleep, not wishing to fill the consequent power vacuum.

It is for this reason the gods are absent from the world, physically. Once they walked
among us, talked with mortals as we talk with each other. Now, we can communicate
with them only through prayer. It is likely best this way.

Welcome To Gielinor 53
53
Elder Gods Gods

These ancient beings are the primordial font of creation, These are the familiar deities, those to whom temples can
the beings who moulded the universe itself. Or at least, be found in cities across the world, and whose shrines
so claim certain ancient texts. Little is known about receive votive offerings. Or at least, in the main cities they
them, save that there were five. Some sources do speak do. Most of their names are likely already known, but I
more deeply about the nature of the Elder Gods—and the append them here anyway, along with a few details of their
conditions under which they might one day return—but nature and that of their followers.
these are extremely obscure, and theological speculation
is no one’s idea of a good time. Armadyl
Understood to be the god of justice, and law, Armadyl
is largely absent from Gielinor now. Few remember him,
fewer still worship him, though many artefacts dedicated
to the god still remain. It is from fragments such as these,
and a few extant references in ancient accounts of the God
The Church of Saradomin
Wars, we glean what little we know. Armadyl is typically
depicted as avian in some respects, and the protector and
From Paterdomus, to the huge number of small chapels, shrines, and monasteries wielder of justice. Most of his followers were killed in the
across Gielinor; the organisations’ reach is unparalleled, as is its wealth. It counts the great conflicts between the gods.
Knights of Falador as among its most devoted followers, ensuring it also possesses a
means of protecting itself should it need to. After all, any such powerful organisation
possesses enemies. Bandos
The great war god, and the focus of worship for goblins,
Saradominism is, at its core, an austere religion. Most Saradominists only recognise trolls, ogres and other such creatures, Bandos was a terror
the existence of three gods: Saradomin—of course; Zamorak—the great adversary; of the God Wars, prepared to fight anyone and anything
and Guthix—though most Saradominist theologians do not accept Guthix as the chief for the joy of battle. His worshippers still build altars to
shaper of Gielinor’s landscape. Indeed, much of Saradominist belief is…somewhat him, and cleave to their belief in the Chosen Commander;
one-sided. As one might expect, it tends to characterise Saradomin’s behaviour, in the warrior, elected by Bandos, to lead his people in one
the great events of the gods, as being beyond reproach. enormous war to conquer the world.

In the Saradominist tradition, it was Saradomin’s mercy which allowed Zamorak


to live. Of course, other traditions posit radically different interpretations of these Elidinis
ancient events—it is always best to assume there’s no objective truth in any history Goddess of the Elid river, Elidinis is associated with birth,
of Gielinor, and so, you should reconstruct the past based on what seems most motherhood, and fecundity. She’s also the mother of
plausible from the available evidence. Nevertheless, it is certainly true Saradomin’s Icthlarin and Amascut, two demigods.
mercy and goodness are considered a key element of his character by most of his
followers and are promoted as such by his Church. The most compelling illustration
of these virtues is the mercy shown to Zamorak. Guthix
The most powerful of the gods of Gielinor—or at least
Of course, the notion Saradomin is a ‘good’ god is a theologically fraught one. so the sources claim—Guthix is the god of balance, of
Saradomin is the god of order. Such things should not always be confused with judicious action, and of dedication to the preservation
goodness. While it is the case most who follow Saradomin devoutly do seek to of harmony in the world. It was Guthix who ended the
aid and protect those in need, some use the god’s embodiment of the principles of God Wars before they destroyed the world entirely. He’s
order to curtail the freedoms of others, or mistake the tenets of the law for those worshipped by many different species; especially humans,
of justice. Like all religions, the fact it is run by people means there is always the elves, and gnomes. Those who dedicate themselves to
possibility for corruption. Guthix typically become druids, working with and within
nature to ensure its harmonious balance is preserved.

Ralos
A sun god, seldom worshipped in the western continent of
Gielinor, but elevated above all others in Varlamore, Ralos
is said to have been created in a great explosion of light,
long before the world began. Beyond this, little is known
save he is supposedly the brother of Ranul, the moon god.

54
54 Welcome To Gielinor
Ranul Demigods
Even less is known about Ranul than about his brother. Death
The few stories detailing the nature of Ranul speak of him Beings of awesome power, but who retain their mortality
emerging from the darkness of night, being born from the and are able to walk the earth without breaking the Few meet with Death and
darkness he then illuminates. Some of his worshippers hold Edicts of Guthix are rare, though they can be found. This return to speak of their
to the notion that death is the only truly significant act of life, distinction between gods and demi-gods is one I, myself, experience. After all,
save for birth. How faithful this is to the god, I cannot say. have drawn. Many might disagree with the category, but this is, in many ways, his
I felt it useful to distinguish between those beings who central purpose. Those
cannot manifest in the world as a result of the Edicts, and few who have managed
Saradomin those who can. While Icthlarin and Amascut may dislike the to return from beyond
A god of order and wisdom, Saradomin’s presence is felt in prefix ‘demi’, I feel it conveys what it must for my readers. speak of an office in
almost all human settlements in Gielinor. While many think of I touch on these two, briefly: which Death waits—of
the deity as, in some sense, a god of ‘good’, the truth is much Death possessing the
more complex. Order is, as many philosophers point out, Amascut patience of a teacher and
always antithetical to the freedom of chaos, and Saradomin’s Associated with destruction, Amascut is also known as the willingness to explain
purpose is not always as benevolent as some might believe. ‘the devourer’. A demi-goddess of immense power, she is the situation which the
Nevertheless, his role as a protector of the faithful is beyond rightfully feared and her appearance is dreaded throughout recently released soul
doubt, and ensures he is the most popular god in Gielinor the Kharidian desert. Where Icthlarin offers aid to the dead, finds themselves in. It
today. His church is certainly the most dominant religious Amascut offers only oblivion; she seeks to consume souls is believed Death was
organisation throughout the many regions of the world—and before they reach their destination. the first person to die
I shall devote some time to detailing it opposite. on Gielinor’s surface
and, upon doing so, was
Icthlarin transformed into the
Seren The jackal-headed demi-god of the underworld, Icthlarin Grim Reaper form he
Seren was the second of the gods to set foot on Gielinor and is occasionally sighted in the Kharidian desert, where his now wears. I will only
is closely associated with the elves, known as their patron. passing is considered an omen of sudden and imminent say, we are fortunate to
She’s a crystalline being who presides over the growth of living change. He is the son of Tumeken and Elidinis, and the have such a kindly death,
things, and over the preservation of peace. While few outside of brother of Amascut. He treats with Death often, and no matter how terrifying
the elves dedicate their worship to Seren, she is recognised the two are something like friends. Icthlarin is, to use a his appearance might be.
as a powerful and benevolent force in Gielinor’s pantheon. technical term for a moment, a psychopomp. He guides
the dead into the afterlife, seeking to help them avoid the
attentions of Amascut.
Tumeken
Predominantly worshipped by the peoples of the Kharidian
Desert, Tumeken is the god of the sun and the ruling
patriarch of the pantheon associated with Menaphos. He
is also the husband of Elidinis.

Zamorak
The god of chaos and, many will tell you, evil itself.
Zamorak’s role as the apparent killer of Zaros and the
inciter of the God Wars ensured his reputation was always
to be a dark one. His followers’ particularly pronounced
lust for power—especially that displayed by Zamorakian
wizards—sealed this relationship with infamy. Zamorak
is also more complicated than he might initially appear.

Zaros
Very few now remember the name of Zaros, but it was
his death that ignited the God Wars. Zamorak, his trusted
lieutenant, rose up against him and murdered him (or, at
least, that’s what the records we have insist), Zaros was
associated with control, and with the fixings of fate.
Welcome To Gielinor 55
55
Runes
Runes

Air Rune Used to cast air missiles and one of the four basic elemental runes.
Blood Rune Used to cast high-level missile spells (Wind, Water, Earth and Fire Wave).
Body Rune Used to cast low-level curse spells, alongside spells such as Weaken and
Enfeeble affecting the body.
Mysterious things, the runes are steeped in the power of
magic. They enable those with only the merest traces of Chaos Rune Used to cast low-level missile spells (Wind, Water, Earth and Fire Bolt) as well
magical potency to cast spells usually beyond all but the as Crumble Undead.
most highly trained of wizards. Cosmic Rune Used for item enchanting spells (jewellery, crossbow bolts, and orbs).
Death Rune Used to cast medium-level missile spells (Wind, Water, Earth and Fire Blast).
Over centuries of careful study and research, the art of
runecrafting became established, enabling those with Earth Rune Used to cast earth missiles and one of the four basic elemental runes.
sufficient skill to combine existing runes into new forms, Fire Rune Used to cast fire missiles and one of the four basic elemental runes.
which enables them to unlock new magic and new powers. Law Rune Used to cast teleportation spells.
Mind Rune Used to cast basic missile spells (Wind, Water, Earth and Fire Strike) alongside
There are a great many runes, each with its own capacities—
confusion and telepathic spells.
all possessing deep magical capabilities. I append a list
opposite. Nature Rune Used for transmutation spells and changing the nature of the earth itself
Soul Rune Used to cast high-level curse spells and in teleport spells.
Water Rune Used to cast water missiles and one of the four basic elemental runes.
Wrath Rune Used to cast very high-level missile spells (Wind, Water, Earth and Fire Surge).

56
56
There is, of course, much I’ve been forced to leave out, for the sake of brevity,
but some guide to the historical forces forging our current world state was,
I felt, quite necessary.

There are many other places to visit in this vast world of ours, many creatures to
encounter, and fascinating people to meet. Gielinor is a place teeming with life,
with magic, and with danger. My guide can only hope to scratch the surface—but
to those who discover more of the world, I implore you, make sure to take notes
and bring them to the Varrock Library. I pay good gold for such things!

I hope my guide, brief as it is, has aided and pleased you. Tread carefully, friends.

Reldo

Welcome To Gielinor 57
57
Chapter II

Creating Your
Character
You’ve had a glimpse of everything Gielinor has to offer, so now it’s time to begin
readying yourself to venture into the world and make yourself a legend! Building
your character is the first, and most important, step in doing exactly that!

Your character is how you interact with the world. Just like in the original games,
you need to make yourself an adventurer, to act for you in the story being told. It’s
not you talking to the Wise Old Man—it’s your character. It’s not you taking up arms
to defeat the bandit raids on the nearby village—it’s your character.

Who your character is—how they appear, feel, and act—is up to you. You’re in control
of what you want your character to be, but they’re going to need a set of rules and
abilities in order to determine what they’re good at doing, and how they respond to
the challenges Gielinor is sure to put them through. So, let’s get to building them!

That’s what this chapter shows you how to do; it’s a tool-kit for creating your own,
unique inhabitant of Gielinor, and readying them for the quests ahead of them. So,
what’s the next step?

Let’s start off with the basics.

58
59
The Basics Your character is more than just numbers, though. As you
move through the steps of character creation, you’ll build
Just like in the original computer games, your character in out their background, and discover more about who they
RuneScape Kingdoms: The Roleplaying Game is defined by are, and what makes them an adventurer. A character in
a series of different statistics. The most important of these RuneScape Kingdoms is never just a grab-bag of statistics—
are Attributes and Skills. they’re people with ambitions, flaws, and qualities
elevating them above those around them. Let’s begin!

Character Generation Tips


Attributes

The qualities underpinning your character. They’re I — Character Concept


your core capabilities. They tell you how strong
you are, for example. There are three Attributes— What’s your character’s name? Where did
you’ll use one Attribute in every test you make. they come from? Why are they adventuring?
These are important questions for making your
character feel real, making them come alive at
the tabletop, and are an excellent place to start
when creating your character.
Skills

Areas of expertise you’ve gained over time. They’re


things you’ve learned to do, like smithing. You II — Determine Your Starting Attribute
aren’t innately good at blacksmithing. It’s a learned
talent. There are 21 Skills, each covering certain Are you extremely strong but none too wise?
specific areas of knowledge. You’ll use one Skill in Nimble but a little less adept when it comes
every test. You can’t be good at everything—at least to problem solving? This will show in your
initially—so choose what you want to be good at Attributes, which you’ll set at this point, either
and build a character appropriately. randomly rolling them or by assigning points as
you see fit.

III — Pick Your Background


These two values define how good your character is at
something—showing you where your character’s strengths What did you do before you decided to search the
lie, and the areas they need to spend some time grinding world for treasure and danger? Where does your
in if they are going to achieve total mastery. expertise lie? Your background indicates this,
giving you a package of Skill points, and enabling
Over the course of your adventures in Gielinor, you’ll be you to quickly get ready for adventuring. You can
able to improve your scores in both Skills and Attributes, select multiple backgrounds, depending on how
reflecting you honing your abilities as you grow in advanced you want your character to be at the
experience and knowledge. start of the game.

As part of your character creation, you’ll determine these


numbers, giving you the basis for your character. The IV — Finishing Steps
numbers might go up or down over time, but they’re always
a measure of your character’s talents and capabilities, and Work out Life Points, Equipment, and ties to any
the values to add to your dice rolls when attempting to other characters you’re about to go adventuring
carry out a task. with, and you’re done!

60 Creating Your Character


Character Concept 2d6 Result Area of Gielinor

Gielinor is a world of remarkable people, fantastic creatures, 2 Non-Human Regions (e.g. Tirannwn)
and earth-shattering events. If you’re going to take your 3 Great Kourend
place amongst such legends, you need to have a clear idea of 4 Varlamore
who or what your character is going to be. What makes them
5 Kharidian Desert
special? What makes you excited to play them?
6 Kandarin
This is what your character concept is about. Decide the 7 Asgarnia
kind of character you want to play, and how you want them 8 Misthalin
to be perceived in Gielinor. Start with an image. Think about 9 Morytania
how they look in your mind’s eye, about what other people
might think upon first seeing them. 10 Fremennik Province & Isles
11 Karamja
Your character is going to change as you play them, of 12 Wushanko Isles
course, and you’ll likely find out more about them as you
undertake difficult and dangerous quests, and roleplay You can learn more about the locations across Gielinor in
their experiences, but having this rough template to guide Chapter I: Welcome to Gielinor, and use that information
you as you build them is always useful. to determine which city or specific area you might be from.
If you’re born in Kandarin, for example, were you born
Characters in RuneScape Kingdoms: The Roleplaying in East Ardougne, or in the restful Seers’ Village? These
Game are humans, as in the original games, but that only factors are for you to decide, as is the degree to which your
constitutes one very small part of who they are. Try and homeland influences you. Are you a patriot, constantly
begin to get an idea of who your character is—what’s evangelising the qualities of your homeland? Or are you
important to them, what makes them angry or scared? Get faintly ashamed of your home’s bloody past? Either can
a few of these details fixed and you’re off to a great start. make for a fascinating character. Alternatively, you might
not care about your homeland at all; perhaps you’ve never
When you’ve got an idea of who your character is, it’s time seen much of it, trapped in your studies!
to get to some other key details. To start with… where are
you from? Naming Your Character

Where Are You From? Your character’s name is, obviously, very important. You
don’t really need us to tell you why. It’s best to get some
The first step is deciding where you come from in Gielinor. idea of the kind of campaign your GM wants to run before
This changes nothing about your character—you won’t gain you pick it, though. If they’re planning something serious
any bonuses or have any penalties for being from Asgarnia and dramatic, your funny name might not quite fit in!
over Misthalin—but it does give you an idea of where a
character might feel most at home, and gives the GM an
idea of what kind of quests might most easily embroil your
character.

You can either roll on the following table or choose the


kingdom you feel makes most sense for your character to
be from. Or you can simply not choose at all and have your
character’s past be a mystery to themselves.

Creating Your Character 61


61
Catalyst 2d6 Roll Catalyst

As a final stage, before you begin determining your 2 You were accused of a crime you may or may not have committed and needed
character’s statistics, it’s useful to know why they’ve to make yourself scarce.
chosen to begin adventuring in the first place. What 3 Even as a child, you felt yourself chosen. You knew you possessed some destiny,
dragged you from your life before and plunged you into the
and now, you seek to find it.
world of desperation and danger you now inhabit? What
drove you out from a life of comfort, or at least stability, 4 A vision—perhaps of death, perhaps of something worse—has haunted you
into the wild lands of the world? your entire life. It drove you into a life of adventuring, in search of answers
to its meaning.
Whatever it was that gave you that push is called your 5 You spent your entire life hating your small village, determined to get out and
‘Catalyst’, and it’s useful for more than just building out how
you perceive your character. It can also be used to give you see the world.
a reroll on a failed test, once per game session. 6 Something was stolen from you. Something you valued more than comfort,
more even than life. You’ll get it back, by any means.
7 Your village was destroyed—by trolls, or ogres, or passing armies. You’ve
nothing left to keep you in place.
When you fail a test, if you can explain to the
GM how your Catalyst gives you the fortitude 8 You received a letter. A letter telling you of a great fortune waiting for you, out
to try again, digging within yourself and using in the world, somewhere. Who sent it? Why? And how to find this fortune?
this important memory of what marks you out 9 You were called on. Called by a god, to serve them and to spread their word.
as different to grant you a chance to succeed
Which god called upon you? And to what end?
where previously you failed. It might make all
the difference. 10 Sheer boredom. You wanted to travel, to see the world, and there’s no better
time to start.
You can create your own catalyst, suited for your 11 You want to return laden with gold to the village you’re from, claim the hand
character, or you can generate one randomly by of your beloved, and shut everyone up who doubted you. That’s the dream.
rolling on the table opposite.
Just got to make it real!
12 There’s a lot of hardship out in the world; you’ve experienced some and seen
more. You want to help make life better for people, and you can only do that
by going out into the world and changing things!

62 Creating Your Character


Motivations 2d6 Roll Motivation

So, we know what made you an adventurer, but what is 2 Peace. Whether it’s peace from the questions in your head, or from the forces
it that keeps you going when everything turns against hunting you, all you seek is peace. But you know how hard that can be to
you? When the rain and the storm threaten to quench your acquire.
campfire, and the monsters in the shadows draw so close
3 Freedom draws you forwards—freedom from debt, or from servitude, maybe
you can smell the rankness of their breath, why don’t you
just head home and hang up your sword? Your motivation from your past? Whatever it is, you’ll do whatever you must to achieve it.
is the thing that ensures you never give in. 4 Loot. Money. Gain. Whatever people want to call it, that’s what keeps you going.
It’s all about the gold.
5 Helping people. You want to improve the world, however you can. You never
As with your Catalyst, your Motivation provides stop trying to make things better.
you with an edge in gameplay. Once per session, 6 A mighty doom marks you, and until you find it and face it, you know you’ll
you can restore lost Life Points, equal to your never be able to rest.
highest Attribute score, by narrating how you 7 There’s power to be had in this world. It’s waiting to be taken, and if you just
draw on this to push through pain and struggle.
stopped adventuring, someone else would claim it instead. You’re not having
that.
8 To find a family, or a home, something to call your own. You’re unsure how to get
it, but you’ll continue to try, no matter what you must overcome in the process.
9 Knowledge is what you’ve always craved. You’ll place yourself in any form of
danger, no matter how severe, if there’s something to be learned.
10 You want to make the world better. To aid the poor, the sick, the desperate, in
whatever way you can.
11 Being a part of a group of friends. You want to be a member of a party of
adventurers, and you’re hopeful you might just get your chance.
12 You want to be a hero. To be written of in songs, poems, and history books.
You want statues raised to you, and cities named in your honour. It’s a grand
ambition; can you fulfil it?

Creating Your Character 63


63
Attributes Random Allocation

Attributes are broken Each Attribute has a minimum score of 1, and a maximum You may roll two d4s and one d6, allocating
down into the following score of 8. When you first build your character, your scores each dice result to an Attribute.
areas: will be between 1 and 6, but you’ll be able to improve these
scores as you explore and adventure through the land. You may reroll both d4 or one d6 but
Strength
must accept second result.
Attributes dictate your underlying characteristics and will
How physically strong be an indication of how you might approach situations. If your total Attributes score is 5 or less,
you are. Strength It’s also possible, should you possess a sufficiently high you may reroll all your dice.
measures how much you Attribute score, that you won’t need to make a test to do
can lift, how easily you certain things. Should you have a Strength Attribute score
could knock down a door, of 8, for example, the GM might decide you don’t need to
or carry a load of ore make a test to break down the dungeon door, but that you You might roll and get the result of double 1s
from a mine. can do it automatically. on your d4s and a 5 on your d6. At this point,
you would likely choose to reroll both d4 to try
Determining Your Attributes for better results. You do so and get a 1 and a 4,
Agility
leaving you with 1, 4, and 5 to assign. You decide
There are two ways to determine your score in each that Strength is the least important Attribute so
How dextrous and Attribute: point allocation or randomly. you chose to go with a 1 in Strength, 4 in Intellect,
skilful you are. Agility and 5 in Agility. You’ll be good at ranged combat
measures how good you Point Allocation in a fight, but might want to avoid direct hand-
are at moving swiftly and to-hand combat!
quietly, manipulating You have 8 points to distribute between
complex items with your your Attributes.
hands, or clambering
up a wall. You must have a minimum of 1 point Skills
in every Attribute.
Skills represent the broad areas of knowledge and training
Intellect
You may assign the rest of the points your character can become expert in over the course of
as you see fit. their travels.
How you create solutions
to problems facing you. The descriptions below give an overview of how each Skill
Intellect measures how might function in play, but these shouldn’t be considered
perceptive you are, You might for example put 6 points into Agility hard limits on how you can use them. For example, your
how well you interpret and only 1 point in your other Attributes, deciding Crafting Skill could be used to make a fine pickaxe, or it
information, and you want your character to be extremely might be used to determine how to pick a lock—as you
how quickly you can effective in combat but not much good at understand how such objects function through making
determine solutions. anything else. Alternatively, you might opt to them yourself. Your Smithing Skill might assist you in
be an all-rounder, going with 3 in Strength, 2 in identifying who made a particular helm, as you’ve studied
Agility, and 3 in Intellect. their work or know where they must have trained, just as
much as it might allow you to forge a helm yourself.

Each Skill has a minimum score of 1 and a maximum score


of 10. When you first build your character, your Skills will
have a score between 1 and 6, but you can improve these
over time. Initially, you’ll start out specialising in a few
Skills, but with enough work (and enough game time) you
can master all of them!

64 Creating Your Character


Skill Functions Skill Functions

Archaeology How skilled you are at excavating ancient relics & artefacts. Magic How skilled you are at casting spells.
What you might know of ancient Gielinorian history. How much you know about the use and history of magic.
How you can identify the origin and nature of a relic. How well you can detect and identify the magic used by others.

Attack How skilled you are when using melee weapons against a foe. Mining How skilled you are at excavating ore from the earth.
How quickly you can detect an enemy’s weakness. How much you know and understand about these metals.
How well you construct an intricate battle plan. How accurately you can find and identify a productive mine.

Cooking How good you are at turning raw materials into edible food stuff. Prayer How skilled you are when invoking the aid of the gods.
How good you are at inventing new recipes. How much you know about the religions of Gielinor.
How successfully you can improvise meals out in the wilds. How easily you can converse with a cleric or priest.

Crafting How skilled you are at creating items from raw materials. Ranged How skilled you are when using ranged weapons against a foe.
Your ability to appraise the origin and value of crafted items. How accurately you can gauge the distance of something.
Your ability to determine methods for crafting such items. How easily you repair or judge the quality of a ranged weapon.

Defence How skilled you are at defending yourself against attacks. Runecrafting How good you are at creating runes for use.
How you recognise if an attack is incoming. How well you can extract rune essence to turn into runestones.
How you determine what kind of attacks an opponent might use. How powerful the runestones you manufacture can be.

Dungeoneering How skilled you are at exploring dark, underground places. Slayer How good you are at killing the most dangerous creatures.
How easily you can spot and disarm traps. How accurately you can identify the spoor of deadly beasts.
How well you can find the right path through a dungeon. How widely known you are for your skills as a slayer.

Farming How good you are at growing crops. Smithing How skilled you are at forging armour and items from metal.
How accurately you can assess the weather and conditions. How well you can identify high quality metal items & weapons.
How well you can tend and rear animals. How well you can determine the best method of forging new items.

Fishing How skilled you are at catching fish. Summoning How good you are at calling up magical creatures.
How good you are at identifying fish and other sea life. How sound your grasp of the theory behind summoning is.
How accurately you can identify areas fish might be abundant. How strong the beings you can summon are.

Fletching How skilled you are at manufacturing ammunition. Thieving How skilled you are at taking things that don’t belong to you.
How you identify the methods to create new ammunition. How good you are at slipping past guards.
How you identify and trace types of ammunition to their crafter. How smoothly you can pick a lock.

Herblore How skilled you are at finding and identifying herbs. Woodcutting How good you are at chopping down trees.
How good you are at harvesting and preserving herbs. How well you can prepare chopped wood into usable timber.
How skilled you are at brewing potions from harvested herbs. How well you can identify different varieties of tree & wood.

Hunter How good you are at tracking wild creatures.


How skilled you are at bringing hunted animals down.
How successfully you can make, set and bait traps and snares.

Creating Your Character 65


65
Optional Rule:
Free Character Building

If you want to build your character without the


restrictions of a background, you can do that! We
included backgrounds as a way of giving your
character a place in Gielinor and a past for you
to draw on when beginning your adventures. But
if you want to choose for yourself, you can. Use
the following rules and create your character as
you choose!

You have 31 Skill points


to assign as you choose.

You must have a minimum of


1 point in the every Skill.

You then have an additional


10 points to assign as you choose.

Backgrounds

As every story has a beginning, each hero has a life before


they set out on their adventures. To reflect this, a player
character’s background provides a package of Skills they’ve
acquired through their lives up until the point they begin
exploring dungeons and seeking mythical treasure. You can
choose a background or you can roll on the table below to
select one at random.

Every Skill starts with 1 point in it automatically. The Skill


points you get from your backgrounds increase this by
the specified amount. So if you gain 2 points in Farming
from your background, you increase your score from 1 to 3.

Each background comes with:

A short description of the type of


work the profession usually entails.

A package of 10 Skill points divided between


three Skills derived from the background.

66 Creating Your Character


If you are randomly selecting your backgrounds, roll one d6 11 Scribe
to get your first digit and another d6 to get your second digit. Starting
You have developed your literary skills to the point that Strong
d66 Roll Background you are able to copy down the thoughts of the living and
comprehend the writings of the long dead. This ability has Depending on the type
11 Scribe led to you studying and absorbing knowledge from across of game you wish to play,
12 Apothecary Gielinor which few can claim any true understanding of. By your GM might ask
13 Merchant candlelight, you preserve the wishes of the powerful, the you to roll for or
loves and losses of the common folk, and write legends in choose more than one
14 Guild Apprentice (Wizard)
stone for posterity. Skill package. Some
15 Guild Apprentice (Runecrafting) approximate guidelines
16 Artisan Skill Rank are provided below:
21 Cutpurse Magic 3
22 Philosopher Herblore 3
To start a game as an
23 Enforcer Prayer 2
average person, then
24 Farmer Runecrafting 2 select one Skill package.
25 Blacksmith
26 Miner 12 Apothecary
To start the game as an
31 Wanderer
You honed your craft, brewing and refining alchemical adventurer with a little
32 Essence Miner and herbal remedies for the world’s ills. You have had to bit of experience under
33 Travelling Healer cultivate some of the rarer ingredients yourself, leading their belt, select two
34 Soldier you to learn the best methods for farming them. Sadly, it Skill packages.
is not an exact science and you have had to endure the foul
35 Squire
taste and effects of mixtures that were too strong or too
36 Apprentice Slayer weak. Now, you want to bring your hard-earned skills to To start the game as
41 Criminal the aid of those people who need them. And to find some a competent rugged
42 Hireling help perfecting a few recipes, of course. adventurer already,
43 Fisher select three or more
Skill Rank Skill packages.
44 Rat Catcher Farming 2
45 Vagabond Cooking 2
46 Forester Herblore 4
51 Initiate Woodcutting 2
52 Monk
53 Druid 13 Merchant
54 Ranger
55 Assassin Money makes the world go around or, rather, commerce
keeps civilisation spinning. As a merchant, you may travel
56 Sage
to take the abundance of one region to another where it
61 Summoner is a rare delicacy. In any case, you have had to learn the
62 Raider overlapping knowledge of both your wares, and what they
63 Pirate can be exchanged for. You’re also something of an expert in
64 Bandit places where you can find things to sell—even if it means
venturing into dangerous locations to do so.
65 Bodyguard
66 Explorer Skill Rank
Dungeoneering 3
Cooking 2
Crafting 3
Runecrafting 2

Creating Your Character 67


67
14 Guild Apprentice (Wizard) 21 Cutpurse

You have continued or started your journey in Slitting open a coin purse and taking what falls out is a
understanding the power of magic. The path is a long very useful, albeit specialised, skill. You were taught how
one. From sleepless nights poring over ancient tomes to to do it, how to pick a pocket, pick a lock… the basic skills
studying the use of runestones and examining the means all thieves need if they’re going to make a living. But now
by which they can be made. Of course, now’s the time to those skills might just prove the best means of finding fame,
head out into the world, to put what you’ve learned into fortune, and a little atonement for all those stolen goods.
practice…and maybe discover more. Who knows what you
will be able to accomplish in a few more years? Skill Rank
Dungeoneering 2
Skill Rank
Ranged 2
Magic 4
Prayer 2
Runecrafting 3
Thieving 4
Summoning 3

15 Guild Apprentice (Runecrafting) 22 Philosopher

You have taken the first tentative steps towards There are many great mysteries and even more formidable
understanding the true power and mystery of runestones. minds that have set themselves to answering them. You
Through study and practical experience of the stones have set about becoming one of those minds. From the
creation you have begun to further your knowledge of divine nature of prayer to the forgotten mysteries of magic,
these remarkable creations possess, how to extract rune you study the great questions of the cosmos, seeking to
essence, and how to turn this magical energy into a form gather knowledge and turn it into answers. Venturing forth
the well trained can utilise. But it’s all very well knowing into the world, you hope to find even more questions.
the theory—now you want to do it for real. And the way to
do that is get out there! Skill Rank
Archaeology 3
Skill Rank
Prayer 3
Crafting 2
Summoning 4
Mining 2
Runecrafting 4
Smithing 2

16 Artisan 23 Enforcer

You know how to craft, to create, to build, and shape. You You were the muscle for a gang or a thieves’ guild. It wasn’t
can find the raw materials you need, and you turn them pretty, and it didn’t make you feel good about yourself, but
into something new and beautiful. Or at least, useful. it paid well enough. For a time. And it taught you some
Whether you worked as a joiner, or a potter, as an artist or useful skills, even if they’re not the kind of skills you want
a carpenter, you dedicated time and effort into developing to boast about. Now, you’re looking to make something of
your talent and inclinations to make beautiful things. yourself, make yourself a hero, but do those old habits risk
dragging you down?
Skill Rank
Crafting 5 Skill Rank
Mining 2 Attack 2
Woodcutting 3 Fletching 2
Hunter 2
Ranged 2
Thievery 2

68 Creating Your Character


24 Farmer 31 Wanderer

It might not be glamorous, but farming is what keeps You’ve never had a true home. Always on the road, roaming,
the great regions of Gielinor fed. You worked in the fields, trying to find somewhere to settle and call yours, but never
sowing and plowing, or tending to the animals. You know finding one. Instead, you gained something else; a sense of
when to plant the seeds, and when to harvest them. You resilience, and the abilities to ensure you didn’t just survive. You
understand the rhythms of the year; the brightness of thrived. Now, you’re ready to make yourself a place of your own,
spring, the heat on the back of your neck during summer, with brave and noble companions by your side. You may have to
the swing of the scythe during autumn, and huddling by wander a little longer, but now you do so with true purpose.
the fire during winter. But you wanted more, and now
you’re going out into the world to find it. Skill Rank
Attack 2
Skill Rank
Defence 2
Cooking 2
Fletching 2
Farming 5
Slayer 2
Woodcutting 3
Woodcutting 2

25 Blacksmith 32 Essence Miner

You have developed your skills at the forge enough so You learned the art of digging out the rune essence,
that you can make almost anything, given the time and readying it for conversion into magical runestones. It’s
materials, of course. It is hot and unforgiving work, but an arduous and difficult job, but it’s one always valued by
the skills have alternative uses when you are away from those around you; it’s the way magic manifests itself in the
the forge. The strength and precision of striking the anvil is world, and you understand it. Or at least, you had begun to,
equally as useful when striking a goblin. Though the goblin before you left for a life of adventure!
moves more than the anvil…until you’ve hit it, at least.
Skill Rank
Skill Rank Crafting 2
Crafting 3 Mining 3
Defence 2 Runecrafting 5
Smithing 5

26 Miner 33 Travelling Healer

You have spent enough time below ground tunnelling Welcomed everywhere, healers are always needed, and
through clay, stone, dirt, and the cold earth that when you always valued. You trained in many different ways of curing
look up and see the sky again it is a surprise. You know your the sick. Applying the right herbs worked, as did brewing
way around in the dark, the feel of different stones beneath the right potions, drawing on the right runestones, and, on
your fingers, and the sound you get before a cave-in. You can occasion, speaking to the right god. Now, you intend to take
dig-up the finest quality ores as a result of all this experience these abilities to the aid of the whole of Gielinor.
though, and that’s a skill the world always needs!
Skill Rank
Skill Rank Crafting 2
Archaeology 3 Herblore 3
Dungeoneering 2 Magic 3
Mining 5 Prayer 2

Creating Your Character 69


69
34 Soldier 41 Criminal

It is good work if you can find it, but it’s always dangerous, Technically, you’re only a criminal if you get caught. Or at
and the long-term prospects aren’t the best. You served in least that’s what you’ve told yourself. You fell in with a
the military of one kingdom or region or another. Possibly thieves’ guild or, at least, a gang of some sort. There, you
you served in more than one. Recruiters don’t tend to be too learned something of the ‘procedure’ as they liked to call it—
picky, after all. You trained with weapons, and you got used the procedure by which other peoples’ stuff miraculously
to the bad haircuts and the long marches. This prepared ended up in your pockets. They’d just give it to you, after
you well for life as a wandering adventurer—though at least you pointed out what a lovely shop they had and how sad it
you can choose your own haircuts now. would be if it spontaneously combusted. But now, you want
out of that life. Can you ever really be free of it?
Skill Rank
Attack 3 Skill Rank
Defence 2 Defence 2
Ranged 3 Ranged 3
Slayer 2 Thieving 5

35 Squire 42 Hireling

You were learning to be a knight. Perhaps you were an There’s always work for someone who knows how to hold
apprentice to the Knights of Falador, hoping to follow in the a sword and isn’t afraid to use it. It’s not regular work, but
footsteps of Sir Amik and other heroes; perhaps it was one it can be found wherever you go. Merchant needs someone
of the knightly orders of Misthalin or elsewhere. You learned to guard them as they cross from Asgarnia to Misthalin?
swordcraft, how to take care of your armour, and the tenets You can do it. Someone needed goblins cleared out of their
of chivalry: to protect the weak, and to devote yourself to backyard? You took the job. But, these kinds of petty jobs
the will of the divine. But you need to experience the world started to feel insufficient. You wanted to do more, and now
before you can truly call yourself a knight—that’s the next step. you’re looking for the opportunity.

Skill Rank Skill Rank


Attack 2 Attack 2
Dungeoneering 2 Defence 2
Defence 2 Dungeoneering 3
Prayer 2 Fletching 3
Ranged 2

36 Apprentice Slayer 43 Fisher

There are always creatures preying upon those who wander Fishing for a living is never an easy life. The sea is rarely
too far into the woods or deserts alone. More so than other consistently kind, and the number of fish you manage to
trades, there are many aspiring monster hunters but very bring in each day fluctuates, so you’re never sure how
few actual practitioners. You have spent time under the much money you might be trying to eke out when the tides
tutelage of a renowned monster hunter or have succeeded are against you, or the storms keep you at home. But you
where so many hopefuls failed and died—confronting a got good at it, while never forgetting everything else you
dangerous creature and surviving. It’s a career path you dreamed of doing with your life—and now you’re going to
think you might stick with. head out into the world, but it doesn’t mean you’re going
to forget what you learned from the sea.
Skill Rank
Attack 2 Skill Rank
Fletching 2 Cooking 2
Ranged 3 Fishing 5
Slayer 3 Hunting 3

70 Creating Your Character


44 Rat Catcher 51 Initiate

Someone has to do it. Every city has rats. Skulking through You have begun the various trials of becoming a priest or a
the sewers, eating whatever they can get and gnawing cleric. Your faith in the ways of your chosen god led to you
through whatever they can’t eat. Someone has to deal with joining the church, or some institution of learning with the
them. So, for a while at least, it was you. You learned the art aim of spending your life in the service of the god. But then
of hunting down rodents in cramped, smelly tunnels—and you decided your devotion to the divine was best exemplified
learned about dealing with other, bigger things than rats by being out in the world, practicing your belief, rather than
too, when needed. It might not be a glamorous profession, within the more formal atmosphere of an institution.
but it’s equipped you for life as an adventurer well enough.
Skill Rank
Skill Rank Herblore 2
Cooking 2 Magic 3
Defence 3 Prayer 3
Hunting 3 Summoning 2
Slayer 2

45 Vagabond 52 Monk

You wandered from place to place, never quite finding a You have sought an inner understanding of yourself, and
home. Never quite wanting to find one. There were always in doing so, you began to understand the world around
fish in the water, wood to turn into fires, and money lying you. You spent time amidst the holy people, whether in
unused in people’s purses for when winter draws in. You the temples of Saradomin or the groves of Seren, imbibing
learned a surprising amount about the world, about the knowledge of the wise. You tried to take yourself out
surviving on your own, out there in the wild. Now you of the world, to dedicate yourself entirely to the ways of
want to put it to some use. the devoted, but something called you back. What was it?

Skill Rank Skill Rank


Cooking 2 Farming 3
Fishing 2 Magic 2
Hunter 2 Prayer 5
Thieving 2
Woodcutting 2

46 Forester 53 Druid

You lived beyond the limits of town and village. Out in You gained much from living in tune with the many
the woods, among the trees and the beasts. Made your creatures and beasts of the wilds, dwelling amidst the
living supplying wood and timber to the many people who Druids of Taverley. You have gained insight to the ebb and
needed it and didn’t want to pick up an axe themselves. You flow of the world, discerning the patterns of the wild, and
know your way around a few other important crafts too—in become aware of the laws governing nature. You’re skilled
fact, you reckon you can survive just about anywhere. And in the art of survival as a result, able to draw energy from
adventuring might be the best way of putting that belief the land, and find sustenance where others would see only
to the test. barren earth. Vital skills for an adventurer.

Skill Rank Skill Rank


Crafting 3 Herblore 5
Fletching 2 Hunting 2
Woodcutting 5 Summoning 3

Creating Your Character 71


71
54 Ranger 61 Summoner

You have acted as guide to those who fear the mysteries of From a young age, you knew there was a world beyond. You
the wilds, scaring off wolves and bandits alike. You have could sense the presence of things waiting for you, waiting
learned the unseen tracks through the wild. The calls of to be called. And you knew you wanted to meet them. So,
various creatures, some of whom can be summoned when you studied, and learned, and trained to seek out the means
you are in need. When to fight and when to wait is a skill to call up those beings and bring them forth. You’ve not
that you have not only learned, but had to understand. You mastered the art yet, but you will one day—you’re certain of it.
may not have delved into a dungeon alone, but you have
led others to the entrance. Skill Rank
Archaeology 3
Skill Rank
Magic 2
Fletching 2
Summoning 5
Hunting 5
Ranged 3

55 Assassin 62 Raider

You were taken in by killers, of some sort or another. Perhaps Treasure. It’s what you like, and what you search for. It’s
elegant, black-clad creatures of the shadow, sniping their not always the easiest to find. You delve into the dark and
intended victims and vanishing into the night, or perhaps the lost places of the world, looking for things to make you rich.
kind of thug who grabs a victim in the alley and drives a knife Or, at least, that’s the general idea. It’s not precisely the
into their throat before fleeing into the market. Whatever most moral of jobs all the time, but the breadth of things
the nature of the people who taught you, you learned some you know is amazing, and…well, if you didn’t go in and find
valuable skills. Now, you want to use those skills for good. these relics, someone else would have. It’s a public service
More or less. you’re doing, really.

Skill Rank Skill Rank


Attack 3 Archaeology 5
Defence 2 Attack 3
Hunter 2 Mining 2
Ranged 3

56 Sage 63 Pirate

You know things. You’re wise like that. And the small village You set to sea with the idea of finding gold, friendship, and
you lived in started turning to you for answers, for insight, infamy. What you got was scurvy, and not quite enough
for help. Over time, you gained a reputation for being right money to buy yourself a hammock. So, you’ve returned to
more often than you were wrong, and you’ve learned some shore and, now, you’re going to make your fortune on dry
secrets—how to take care of the land, how to invoke the land. Well, that’s the plan anyway.
gods, how to predict what the weather will be like. But now
you want to put those skills to helping others, to helping Skill Rank
the whole of Gielinor. Attack 3
Defence 2
Skill Rank
Fishing 3
Farming 2
Thieving 2
Herblore 2
Magic 3
Prayer 3

72 Creating Your Character


64 Bandit

You were one of a gang of bandits, taking from those who


couldn’t defend themselves. Raiding towns, sometimes.
Capturing merchant caravans. Whatever was available. But
you grew tired of the guilt staining your soul. Now you want
to help, to redeem yourself. To give back.

Skill Rank
Attack 2
Defence 2
Dungeoneering 2
Ranged 2
Thieving 2

65 Bodyguard

Protecting people comes naturally to you. So, you turned


it into a job. Looking after the wealthy, the famous—in
fact, anyone who’d pay you. But it was unfulfilling; you
saw people who really needed your aid in Gielinor. Not
those who merely feared reprisals for their selfishness or
cruelty. So, you’re going to be the bodyguard those people
need. It’s a worthy goal.

Skill Rank
Attack 2
Defence 4
Hunting 2
Smithing 2

66 Explorer

You wanted to see what was beyond the next hill, what
was contained in the caves beneath the earth, who it was
dwelling on the other side of the ocean. Seeking out new
things, new people, new places. It’s always driven you, and
now you can make it something more than an avocation.
Now, you can make it your life.

Skill Rank
Archaeology 3
Dungeoneering 2
Fishing 3
Smithing 2

Creating Your Character 73


73
Final Steps Equipment

You’ve developed your character concept. You’ve allocated Finding the right equipment to give your character the
Attributes. You’ve assigned your Skills and chosen your best chance of succeeding in the various perilous quests
backgrounds. Now for the final steps: working out your confronting them is a major focus of RuneScape Kingdoms:
Life Points, assigning your equipment to the desired slot, The Roleplaying Game, but you can only carry so much
and then getting ready for adventure! with you. You need to choose carefully what you keep and
what you discard.
Size
Equipment is kept in slots. There are active slots—
You’re a human, which means you’re of Medium size. Not equipment you are wearing or have in your hand ready to
an especially exciting fact to record on your character use—and inactive slots—equipment stowed in your pockets
sheet, but an important one—you’ll be facing creatures or backpack which you’d need to retrieve to use.
much bigger (and smaller), so knowing your relative size
is important. For more on size, and how it impacts combat, You have 6 active slots, broken down in the following ways:
see Chapter III: Core Rules.

Life Points
One head armour slot
A measurement of how much damage you can take before
dropping dead, your Life Points will go up and down during One body armour slot
your adventures. Healing spells can restore them, and
being hit by a goblin’s sword decreases them.
One cape armour slot
Your Life Points are always equal to the sum of your
Attributes + Skill points. This means every time you gain
a new Skill point or Attribute point, you also gain an One legs armour slot
additional Life point.
One (optional) arm armour slot
Your starting Life Points are equal to the sum of your starting or weapon slot
Attributes + Skill points, and so should be somewhere around
37, depending on how many backgrounds you take.
One weapon slot

You have 28 inactive slots—this is your inventory, and you


Resources, Runestones, Ammunition, and Slots can keep anything in here you’re not using. Whether it’s
cooked food to eat and restore Life Points, or ammunition
Each different type of runestone, ammunition, and type of resource requires its own for your ranged weapons, these are kept here. When not in
slot—you can keep as much ammunition of one type, or as many runes of one type, combat, you can take an item from your inventory at any
as you like in an individual slot. For each other type of resource, however, you can time. During combat, this works a little differently. See
keep a maximum of 3 in an individual slot. Chapter III: Core Rules for more details on this.

For example, if you catch a herring while fishing, you assign it to a slot. Up to two You get to choose your starting equipment from one of
additional herring you catch can be kept in the same slot as the first herring. If, the packages below—choose the one best suited for the
however, you then caught an anchovy, you’d need to assign it to a separate slot. kind of character you want to play. If, for instance, you
chose the Soldier background and intend your character
to be hugely dangerous in close combat, choose the Melee
Combat Equipment package. Alternatively, if you want to
focus on non-combat Skills, you should choose the Skiller
Equipment package. Of course, as you adventure across
Gielinor, you’ll acquire and craft your own equipment,
allowing you to tailor your gear as you see fit—this is just
something to get you started.

74 Creating Your Character


Melee Combat Package Improving Your Character

Sword As you progress through your adventures in Gielinor, your character improves in their Skills,
Helm becoming stronger and better equipped to deal with the growing dangers and complex challenges
Shield they must face. Fortunately, it’s extremely easy to improve your character—in fact, you’ll get the
chance to do so almost every single session.
Platebody

Ranged Combat Package


Improving your Skills isn’t a swift process but it happens regularly. During each play
Shortbow session, make a note or a check mark next to any Skill you used—successfully or
20 Arrows not—during that session. At the end of the session, you may increase one of these
Dagger Skills by one point. You can never increase a Skill past a score of 10.
Chaps
Coif Whenever a Skill reaches 5 points, you may increase an Attribute by one point. You
can never increase an Attribute past a score of 8. You cannot increase an Attribute
Magic Package in this fashion during character creation—that is, if you choose a background giving
you 5 points in a Skill, or if you assign 5 points to a Skill as part of a free build, you do
Staff not gain an Attribute increase. You must increase your Skills during a game session
2 x Mind Runestone to achieve an Attribute increase.
2 x Air Runestone
2 x Earth Runestone
2 x Water Runestone For example, let’s say your character has been on a quest requiring them to utilise the following
Boots Skills during a game session—Fishing, Woodcutting, and Crafting. The character has 3 points in
Armoured Shirt Fishing, 4 in Woodcutting, and 1 in Crafting. At the end of the game session, you can increase one
of the Skills used during the game session by a single point.

Skiller Package You decide to increase the character’s Woodcutting Skill. This takes the Skill from 4 points to 5,
enabling you to also increase an Attribute of your choice. You decide to increase your character’s
Hammer Intellect score from 2 points to 3, leaving you well on your way to success in Gielinor!
Chisel
Fishing Rod
Axe
Boots
Armoured shirt

All equipment above is starter equipment, and is therefore


made from Bronze. Please see Chapter V: Crafting &
Equipment for more about each item.

Creating Your Character 75


75
Chapter III

Core Rules
The core rules of RuneScape Kingdoms: The Roleplaying Game are designed to be
quick and easy to learn, while providing players and gamemasters with the tools to
create exciting encounters, dramatic stories, and the means to perform any action
they wish. A roleplaying game is really only limited by the imagination of those
playing in it; these rules are intentionally flexible as a result, enabling players to
pursue their various goals in an authentically RuneScape fashion. There are a few
principles to bear in mind when reading these rules:

They are player-facing. This means all dice rolls are made by the players on behalf
of their characters. The GM doesn’t need to make any rolls, which enables them to
concentrate on the narrative being created at the table.

The rules presented here aren’t exhaustive. They haven’t been designed to cover
every conceivable situation. Instead, they’ve been designed to be malleable, and
easy to quickly adapt to suit the GM’s requirements.

In short, you might call this approach ‘rulings, not rules.’ The mechanics below are to
offer GMs a framework for their games, a basis for deciding how to resolve certain
situations at the table. They aren’t the Edicts of Guthix! Use them as you need, and
when you need, to make your game flow as you see fit.

76
77
The Test Rolling A Triple

The core mechanic of RuneScape Kingdoms: The Roleplaying If a player is exceptionally fortunate (or unfortunate) and
Game is the test. You make a test when trying to achieve rolls a triple, something remarkable happens!
something where the outcome isn’t obvious. When making
a test, you will nearly always combine an Attribute and a If the character is successful in the test they are making
Skill score. and rolls a triple, they succeed with aplomb.

A test can be anything from climbing a wall, to crafting


a helm from a silver ingot, to battling Elvarg. To make a
test, you roll 3d6, aiming to roll under the combined total If you are attacking an enemy, succeed and roll
number of the appropriate Attribute and Skill score. a triple; you double the total damage inflicted to
their enemy (pre-armour soak).
For instance, if you were attempting to cast a spell, you’d
take your Intellect Attribute, and add your Magic Skill to it. If you are attempting a Skill test to gain resources,
This becomes your Target Number (TN). You’d then roll 3d6 succeed and roll a triple; you gain double the
and if the total on the 3 dice is equal to or lower than your resources you would have gained.
TN, you’ve succeeded. If your total exceeds this TN then
you’ve failed, and the GM will determine the consequences. If you are attempting to win over an NPC, succeed
and roll a triple; that person is hugely enthusiastic
In certain circumstances—usually when fighting an about your ideas.
opponent—external elements might increase or decrease
your TN, but the means of making the test is always the same.

Alternatively, if you fail the test and roll a triple, you not
only fail but something bad happens.
Example of play: Making a Test

Jamie: Okay, I’ve got all the raw materials I need


to make my bronze helm! If you are trying to attack an enemy, you not only
miss but you might drop your weapon.
GM: Fantastic! Okay, so you need to make a Skill
test to see if you manage to make it, If you are attempting a Skill test, you gain the one
resource you always gain as a result of making
Jamie: Right…so I’ve got my 3d6… the test, but you break the tools you are using—
your fishing rod snaps, perhaps.
GM: Brilliant. And you need to add together your
Intellect Attribute, and your Smithing Skill to If you are attempting to win over an NPC, that
work out the target number. person disagrees with you, and storms off angrily.

Jamie: Okay, so my Intellect is 3, and my Smithing


is 5. So 8. I’m not great at smithing.
Advantage & Disadvantage
GM: Not yet, no, but this might help you get
better! So, roll your 3d6, add them up, and tell There may be times when the circumstances governing a
us what you get. test are particularly in your favour or, alternatively, when
things are truly stacked against you. In game terms, this
Jamie: So…that’s a 2, a 4, and another 2. is referred to as making a test ‘with advantage’ when
things are going your way, or ‘with disadvantage’ when
GM: So that’s an 8! You’ve done it! the opposite is true.

Jamie: Just! In either case, you roll a test as normal except you roll with
4 dice, instead of the normal three.

78
Assisting Required
Equipment
If you are making a test with advantage, you use the Helping out companions is part of what being an
three lowest results on the dice to form your total. adventurer—a hero—is all about. If a character opts to Certain Skills might
help another character with a test, they must describe necessitate certain
If you are making a test with disadvantage, you to the GM how they are doing this. That is, what is the equipment—for example,
select the three highest results to form your total. character doing to make the test easier? Are they using Fishing requires a fishing
their greater knowledge of an aspect of Herblore to advise rod. If a character is
on the best ingredients for a potion? Or offering actual attempting to perform
physical assistance in knocking down a door? a Skill without the
The GM determines when advantage and disadvantage requisite equipment, the
apply, but it should typically be obvious. For example, if If the GM is satisfied with how the assistance is being GM can either determine
a character is attempting to pick a lock to break into a provided, the character making the test may do so at it’s impossible—Mining
treasure vault, they’d typically roll Intellect or Agility and advantage. without a pick for
Thieving as a standard test. If, however, they were doing example—or extremely
so knowing there are no guards in the area, the lock is a Gaining Resources difficult. If the GM
touch rusty, and with bright light shining down on them; decides a Skill can be
they’d make the test with advantage. Alternatively, if they One of the most common tests you’ll be making is to gain attempted without
were trying to pick the lock as the guards raced to answer resources, whether it’s fishing in a lake or mining in the certain equipment, then
an alarm, the lock was new and state of the art, and the depths of the earth. When trying to gain resources, you the test should be made
area was wreathed in magical darkness; they’d make the always gain one resource—even if you fail the test. However, at disadvantage. For
test at disadvantage. by succeeding on the test, you might be able to gain more. example, Fishing by
stabbing with a sword
You can only ever roll 4 dice for a test—so advantage and When making a resource test, you combine an Attribute and into the water isn’t the
disadvantage can’t stack, irrespective of how beneficial or Skill, as usual, to determine your TN. The GM determines most effective method of
problematic the circumstances might be. the Attribute in discussion with the player, again as usual, catching something, but
and the Skill should be obvious. For instance, if you’re it might work with a bit
Combining Attributes mining for ore, you use the Mining Skill. You then roll 3d6 of luck!
& Skills and, should you succeed on the test, you gain additional
resources equal to the difference between the total rolled
While most actions would seem to have a clear on your dice and your TN.
combination of Attribute and Skill to form a TN, others
are less clear. It’s the GM’s decision which Attribute and For example, May wants to gain some fish. They combine
Skill a character can use, but characters can suggest their their Agility Attribute of 5 and their Fishing Skill of 7 to get
preferred combination and explain why they believe a TN of 12. They then roll their 3d6 and get a 2, a 4, and a 3
such a combination is appropriate. For instance, while for a total of 9. They gain 1 fish resource, automatically, for
picking a lock might usually be a combination of Agility making the test, and then an additional 3 fish resources,
+ Thieving, your GM might allow a character to use their equal to the difference between the total rolled on 3d6,
Intellect + Thieving instead, representing the character’s and their TN.
understanding of how locks are constructed, rather than
their naturally dextrous use of tools. You can only attempt to gain resources in an area that
resource might plausibly be found, and only if the GM
Skills can also be used in a more figurative and creative informs you the resource is there. You can’t go fishing in
manner, on occasion. For example, there is no swimming the middle of the Kharidian desert, for example.
Skill, but if a character is aiming to swim extremely quickly
to catch up with a rowing boat, the character might use
the Strength Attribute + the Attack Skill. This represents
them figuratively attacking the water as they swim as
fast as possible. Alternatively, if the character is treading
water after being washed overboard, they might use
Strength + Defence as they attempt to keep themselves
afloat, representing them conserving their energy and
waiting to be saved.

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79
How Long Does It Crafting Combat
Take & How Many
Times Can I Do It?
When using resources to craft new items and equipment, Occasionally (or frequently, depending on the kind of
There isn’t a fixed time you make a Crafting test. As usual, the GM will tell you the character you are) you may be forced to battle anything
required for harvesting a Attribute you are using (most commonly Intellect), and the from angry trolls to even angrier gods. The core rules of
resource, or crafting an appropriate Skill. combat are extremely simple. You select an appropriate
item. We want the game Attribute and Skill.
to be flexible enough As with all Skill tests, you add your Attribute and Skill value
for the GM to hand wave together to get your TN. You then roll 3d6, and if your score Time In Combat
things away, and to is equal to or less than your TN, you’ve been successful
ensure some characters and crafted your object. You then remove all appropriate Usually game time is flexible, and the GM gets to determine
don’t have to spend their resources from your inventory—these have been used up how much focus is placed on an individual moment—
whole time tending a in the process of crafting your new item. typically, moments of high drama are discussed in detail,
field where their seeds with multiple tests called for, while walking long distances
are turning into crops, If the total rolled on the 3d6 exceeds your TN, then you’ve can be quickly skipped over in a few sentences.
while others get to do failed, and do not gain the new item. You remove one
cooler stuff. Instead, resource of your choice from your inventory to represent In combat, however, it’s important to track who is doing
we encourage GMs the material spoiled during the failed crafting. what, and in what order. For this reason, time in combat is
to scale things to suit broken down into ‘turns’ and ‘rounds’.
their story—sometimes, Social Interactions
something might only
take a few moments to Social interactions are a big part of any roleplaying game,
be harvested or crafted and in RuneScape Kingdoms: The Roleplaying Game is most Turn
(if a quest depends upon certainly true. Social interactions work in the same manner
A turn is a character or enemy’s individual turn at
acquiring it, for example). as any test, with a few minor differences.
carrying out their actions.
Sometimes, it might take
until the end of a session. There is no specific Skill used to determine how well a social
interaction works with an NPC or, on very rare occasions, Round
with another player character. Instead, social interactions
A round is completed when every character or
By the same token, we are governed through a combination of GM’s judgement,
enemy participating in a combat has taken their
haven’t placed a hard actual talking, and use of the appropriate Attribute + Skill
individual turn.
limit on how many times to find your TN.
a character can attempt
to make a farming,
crafting, or fishing test.
It’s up to the GM. However, While it won’t often be important, a round is imagined to
we recommend allowing For example, if you are attempting to discern whether last somewhere between five and ten seconds.
a character to make a someone is actually an expert in the nature of
check once during open runestones, you should make your test using Intellect In RuneScape Kingdoms: The Roleplaying Game, abilities
play or quest play, and + Runecrafting. are measured in turns, so the actual duration of an ability
if they fail, trying again in game time shouldn’t often matter.
during downtime. Alternatively, if you’re attempting to intimidate
The GM might also allow someone, you would use Strength + Attack as you Actions
a character to attempt loom over your target and try to impress upon them
another crafting the danger you pose. During combat, each character and enemy can make two
or harvesting test by actions on their individual turn.
having them sacrifice If you’re going to try and deceive someone, or determine
a certain quantity of a if they are lying, you’d use Intellect + Thieving. A list of common actions is below; actions can be carried
different resource. out twice, unless otherwise specified (certain spells might
take two actions to cast, for example).

80
Action Effect Alternative
Action Order
Move You can move to anywhere Rules

considered within ‘Near’ range Depending on how you


as one move action. If you use prefer your combats to
go, you might want to
the move action twice, you can
switch up who attacks
move to somewhere considered and when in your combat!
at ‘Far’ range. We’ve got two alternative
Melee Attack You make an attack with a melee approaches for you:
weapon.
One character goes first
Ranged Attack You make an attack with a ranged (determined by the party),
weapon. then the GM chooses a Dual Wielding
Cast Spell You perform a magical attack or monster to make their
turn, then a second If you equip two weapons instead of a weapon and a
cast a spell or prayer on yourself shield, you can attack with both as part of the same
character goes, then
or an ally. action. You can only use each weapon once for the
the GM chooses another
Equip an Item You retrieve an item from your monster, and so on until purposes of these twin attacks, and the second attack
backpack, and ready it for use. all the characters and all is always made at disadvantage.
Consume a Potion You drink the contents of a potion the monsters have had
their go. Remember each
flask or similar consumable.
character and monster Attacking
Skill Action You perform a Skill action, like only has one turn.
picking a lock. When making an attack test, you determine a TN from
either Strength + Attack, or Agility + Attack depending on
These aren’t the only actions you can perform. If there’s the type of weapon you’re using or the means in which a
something else you want to do, discuss it with the GM Each character rolls 2d6 character is attempting to use it—this can be discussed
and see if it’s reasonable to perform in a single action, or and adds their Armour with the GM. While the GM can specify the Attribute you
whether it takes a whole turn or even multiple turns. Value to it. This is their use, when making a melee attack you MUST use your
Initiative score. The GM Attack Skill, and when making an attack at distance, you
Action Order does the same for each MUST use your Ranged Skill.
monster, determining
Who goes first in combat? their Initiative Value. As with all Skill tests, you roll 3d6 and compare it to the TN.
Starting with the
The characters always act first in combat, deciding character or monster If you roll equal to your TN, you’ve succeeded and deal the
between them who wants to act and in what order. Once with the highest Initiative weapon’s Base Damage to your enemy,
all the characters have acted, the monsters go in an order score, each character
of the GM’s choosing. or monster takes their If you roll under your TN by one, you’re able to deliver your
turn, working down the weapon’s special ability, if it has one
The only alternative to this is if the GM determines the Initiative scores until all
characters are ambushed. If this is the case then, for the have acted. You can then If you roll under your TN by more than one, you deliver your
first round, the monsters act first in any order of the GM’s start again at the top of weapon’s special ability and additional damage equal to the
choosing and then the characters act. However, from the the Initiative scores, or amount you rolled under your TN. So, if your TN was 13 and
start of the second round, the normal order resumes and roll new Initiative scores you rolled 10, you’d deal your weapon’s Base Damage, plus
the characters act first from then on. each round until the its special effect, and 3 additional damage.
combat is complete.
You reduce this total damage by your enemy’s Armour
Value to determine the actual damage inflicted. The amount
it is reduced by is known as Armour Soak. For example,
if your weapon dealt a Base Damage of 4, and you were
fighting a goblin with an armour of 1, the Goblin’s armour
would soak 1 point, to give you a total damage of 3. The
goblin takes 3 damage.

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81
Defending Sizes

When defending against attacks, you’ll do exactly the Not every monster is of the same size, especially in a world
same, only this time you’ll be attempting to dodge or as strange and diverse as Gielinor. As noted in Chapter II:
block your enemy’s blow. You combine an Attribute Creating Your Character, humans are medium sized. But
and your Defence Skill to give you your TN, depending creatures like dragons are most certainly bigger than that,
on how you’re attempting to do this. For example, you and a goblin is usually quite a bit smaller. Depending on the
might try and swiftly evade a goblin’s sword aimed at your size of the creature, you may get a bonus to your Attack
guts—in which case you’d combine Agility with Defence. Modifier (AM) and/or a reduction to your Defence Modifier
Alternatively, you might be trying to trick your enemy into (DM) reflecting the vast size and vast strength of certain
wearing themselves out by letting them slash away at you, creatures you encounter.
as you remain immovable. In this case, you might combine
Strength and Defence. Creature Size AM DM

You roll 3d6 and, if your total on 3d6 is equal to or lower Tiny (e.g. an imp) -1 +2
than your TN, you’ve succeeded. Your armour reduces (or Small (e.g. a goblin) +0 +0
soaks) the damage received from your opponent’s attack Medium (e.g. a human) +0 +0
by its Defence value. It also reduces additional damage,
Large (e.g. a troll) +1 -1
equal to the amount you rolled under your TN. So, if your
TN was 15 and you rolled 10, you’d reduce the damage you Giant (e.g. a giant) +2 -1
took from an enemy’s attack by the Defence Value of your Colossal (e.g. a dragon) +4 -3
armour, plus an additional 5 points.
Ranges
Some armour has special effects, as certain weapons do.
These are triggered by rolling under your TN by a certain In combat, sometimes it’s important to measure distances.
amount. Unless otherwise noted, you gain the special effect RuneScape Kingdoms: The Roleplaying Game is designed to
AND the additional damage reduction when you roll under keep these things fairly abstract and easy to keep track of.
the TN, not just one of the options. As a result, things are always in one of the three ranges:
Near, Far, Distant.
If you fail the test, you take full damage from the enemy’s
attack and any special effects it has take place.
Near

Optional Rules: Combat Position Something close-by. It’s within reach if you stretch
and can be struck with a melee weapon. Anything
Where you are, relative to your enemy, is extremely important in battle. Letting near to you is in melee range, and if you’re near to
an enemy flank you can be disastrous, but managing to make your way behind an anything, you’re in its melee range.
enemy and deliver a vicious blow can enable you to deliver death far more effectively.
Far
If you are using miniatures, you can use those to gauge your relative position.
Something beyond your reach, but clearly visible.
Depending on where you are when you attack an enemy, you may gain modifiers This is the default distance for a ranged weapon
to your TN. The following are a basis for this, though the GM may decide to change or spell attack. Anything far from you is in ranged
these modifiers. weapon or spell attack distance, and if you’re far
from anything, you’re within its range.
If you flank an enemy—attacking them from an exposed side
—you increase your TN by 1 and add 1 to your Base Damage. Distant

If you attack an enemy from behind, you increase Something too far away to be discerned clearly.
your TN by 2 and add 2 to your Base Damage. This is the default distance for anything beyond
the distance of a typical ranged weapon or spell
If you outnumber an enemy—you and one or more allies gang up on a single enemy attack. Some special weapons might able to strike
—you both increase your TN by 1, and add 1 to your Base Damage. things that are Distant.

82
Some ranged weapons are effective at both Near and Far different—and a spell. Each weapon or spell indicates the
range, while some are less useful when used too close to type of damage it will inflict, and each type of armour or
a target. Such weapons make attacks at Near range with other protection identifies the type of damage it is strong
disadvantage. or weak against.

Melee and ranged weapons deal one of three types of


damage, detailed below.
Optional Rules: Cover
Damage Effect
Terrain on the battlefield can provide characters
and monsters with places to hide, or to grab their Stab Damage Weapons dealing stab damage
breath during a tense combat. Cover provides pierce through skin and armour;
additional bonuses to Defence, making it easier daggers, swords, rapiers, and
for characters to resist taking damage.
other blades suited for thrusting
The Defence bonus a piece of cover grants deal stab damage. Most arrows
is determined by how much of a character or also deal stab damage.
enemy it covers. For simplicity, these are divided Crush Damage Weapons dealing crush damage
into three types: partial, half, and full. If the break bones and smash through
amount of cover a character is behind is less
than that defined as ‘partial’, they do not count armour; warhammers, maces,
as having cover. and other heavy blunt weapons
deal crush damage.
Partial Cover Slash Damage Weapons dealing slash damage
carve open flesh with ease;
The character or enemy is covered to some
degree. Roughly a third of their body is obscured. longswords, scimitars, and other
They gain +1 Defence to their Defence Skill, while blades designed for broad strokes
remaining in this cover. deal slash damage. Most bolts,
such as those used by crossbows,
Half Cover
also deal slash damage.
The character or enemy is well covered. Roughly
a half or slightly more of their body is obscured. There are other varieties of damage, for example the
They gain +2 Defence to their Defence Skill, while specific elemental damages inflicted by magic spells. You
remaining in this cover. can find more information about spell damage types in
Chapter IV: Magic, Prayer, & Summoning.
Full Cover

The character or enemy is completely covered. All


of their body is obscured, with perhaps only a few
inches of their head visible if that. They gain +3 to
their Defence Skill, while remaining in this cover.

Damage & Special Effects

Weapons and spells deal different kinds of damage, and are


effective against different types of enemy. Some monsters
are particularly resistant to magic damage, for example,
but weak when slashed with a blade or hit with a hammer.
The same is true of using a ranged weapon—depending
on the ammunition used, the type of damage inflicted is

83
83
Healing Damage

Damage can be healed via eating food, magic, healing


potions or medicine, or by resting (as detailed below).
When you are healed, you restore Life Points equal to the
amount determined by the spell or healing method. These
Life Points are restored immediately.

Resting and Regeneration

Your Life Points (and other point pools, like Prayer Points
and Summoning Points; see Chapter IV: Magic, Prayer, &
Summoning) regenerate over time, as long as you’re resting.
Resting requires a character to be somewhere safe, and
warm—staying in an inn might be one such example, or
beside a campfire surrounded by guards. If a character
is able to spend up to 8 hours of uninterrupted rest, all
their lost Life Points are restored. Characters may only
rest once per day, though they do not all have to rest at
the same time.

Weapon Qualities

Damage isn’t the only thing weapons inflict. Characters and


monsters can also be afflicted by certain special qualities.
These can be adverse conditions making lives that bit more
difficult; or boosts, aiding you in a fight. Usually, these
kinds of effect are time-limited, but sometimes they can
only be removed via certain spells or potions. When you
suffer a condition like this, you’ll be told its duration or if
it requires removal via other means. More detail on these
qualities is detailed in Chapter V: Crafting & Equipment.

84
Oh Dear, You Are Dead!

When a character is reduced to 0 Life Points, they are dead.


But it’s not quite as simple as that.

Dead characters wake up in the office of Death (for more


on him, see Chapter I: Welcome to Gielinor) himself. While
being admonished by Death for their carelessness, the
character must roll on the following table, and pay the
following price for their resurrection.

They must pay the indicated price, and then they may then
rejoin their fellow characters. If they died in a battle which
is still ongoing, they may instead choose to roll twice on
the table, accepting both results, and re-join the battle.
Alternatively, they may instead choose to wait until the
battle is ended before re-joining.

2d6 Result Death’s Prize

2 Give up all your items and reduce your


starting Life Points by 2, until the start
of the next game session.
3 Give up 5 pieces of equipment.
4 Lose either 200 coins or 2 items from
your inventory.
5 Give up 1 piece of equipment.
6 Reduce your starting Life Points
by 10 points, until the start of the
next game session.
7 Give up one piece of armour, and
1 weapon.
8 Give up all your money.
9 Reduce a Skill by 3 points, until the
start of the next game session.
10 Reduce your Attack or Defence skill
by 2 points until the start of the next
game session.
11 Lose 5 items from your inventory.
12 Nothing! This one’s on the house.
There are no penalties.

85
85
Travelling 2D6 Result Travel Danger

Things are a long way off in Gielinor. Or at least some of 2 Ambush! The characters are attacked by some vicious creatures—the
them are. Travelling from Varrock to Falador might not GM determines which. The characters didn’t see this coming, and so act
seem a big deal if you’ve got the right runestones, but if second in this combat.
you can’t teleport, then you’re going to need to do things
3 I know this place! One of the characters has been here before and knows
the old-fashioned way—on foot.
what to expect. If you do not like the result of your next travel danger roll,
Travelling has a very simple set of rules, designed to pose you may reroll it. You must accept the second result.
potential challenges to characters as they move through 4 Delays! Whether it’s the rain or badly maintained roads, something is
the world. slowing you down. You must succeed at one additional travel test.
Once the characters have decided where it is they wish 5 Ouch! A character stumbles and cuts themselves. They suffer five Life
to travel, the GM can determine whether it is a Short, a Points damage and begin the next combat as though surprised, meaning
Medium, or a Long Journey. During a journey, the characters they must go after the monsters have acted.
must make a certain number of Skill tests, as specified below. 6 Nothing… this time you got lucky. You might not next time…
These are known as travel tests. A different character must
7 Attacked! The characters are attacked by some vicious creatures—- the GM
make each test. Typically, the test will be Intellect + Hunting,
however characters may argue for others—the GM should should determine what you’ve angered with your presence!
allow this if it seems plausible, as usual. 8 Lost! Making your way across a piece of rough terrain, you suddenly
realise you’ve lost something important. All characters must discard one
Length of Travel Tests
Journey Required
piece of equipment in an active slot.
9 A merchant! A wandering merchant asks to accompany you—the GM
Short 2 should determine what they have to sell. If you allow them to accompany
Medium 4 you, they’ll sell you them at a 10% discount
Long 6 10 Ambush! The characters are attacked by some vicious creatures—the GM
Characters may choose to make camp between travel tests, determines which.
if they wish, so long as they succeeded on the previous test. 11 Nothing… this time you got lucky. You might not next time.
If they failed the previous test they cannot rest—the land is 12 A shortcut! Entirely fortuitously, you’ve stumbled on a shortcut. You may
too dangerous, and they must keep moving to find shelter. reduce the total number of travel tests you need to make by one.

Each time characters fail a travel test, roll 2d6 and consult
the table on the right, resolving the results.

86
Anatomy of a Session

A session of RuneScape Kingdoms: The Roleplaying Game is broken down into


several stages. Each stage represents a different type of play, and a different
focus for the characters.

For much of the session, characters are in open play.

This is the presumed default for the game, with characters freely going
about their business, talking to one another, visiting locations, and
deciding what it is they wish to do.

Should characters opt to go on an adventure, the game enters quest play.

In this stage, the characters are actively engaged in pursuing a quest,


seeking to identify key items, important characters, and fulfil the
quest’s goals. Quest play can span multiple sessions, depending on the
length and complexity of the quest.

Towards the end of a game session, or once a quest is completed, the game
moves into downtime.

This is a period of time distinct from open play and quest play,
characters are able to increase the level of one of the Skills they’ve
utilised during quest play or open play by one point. For example,
camping or resting would be considered downtime.

During downtime, characters can also choose to train in an activity


to increase the level of one additional Skill by training or carrying out
some form of associated activity (for example, fishing or cooking).

To do this, the character must narrate a short scene explaining what their
character does during their downtime. This can be narrated in first or
third person and can be as lengthy or detailed as the character wishes.

Once this scene is narrated, the character makes a test against the
Skill most appropriate to the task (so, if the character is going fishing,
they’d use the Fishing Skill). If they fail the test, they can raise the
used Skill by one point. This represents the character learning from
their mistakes and improving.

Once downtime is complete, characters either then resume quest play or open
play depending on the circumstances of the game.

87
87
Chapter IV

Magic, Prayers,
& Summoning
One of the most powerful forces in Gielinor, magic provides its wielders with
astonishing power. Able to draw on the power of the elements, to call up wind and
fire at will, magic-users are rightly feared for their power. The following chapter
details the rules for magic, how it is cast, and the different kinds of spells available.

There are three kinds of supernatural power available in RuneScape Kingdoms: The
Roleplaying Game. Each functions differently and provides different benefits to
those who wield it. These are:

Magic: Drawing power from runestones, magic is typically used for


offensive spells and teleporting across the regions of the world.

Prayers: Seeking aid from the gods, prayer is most often


associated with buffs for the user and their allies.

Summoning: Calling up familiars from the natural world, summoning


is an extremely useful and powerful form of magic.

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89
Casting a Spell Spell Types

Casting spells is a test made using the character’s Intellect There are different types of magic spells, as one might
Attribute and their Magic Skill. As with all tests, you roll expect. The type of a spell gives you a clear idea of when
3d6, aiming to roll under the TN formed by adding the it is most likely to be useful.
appropriate Attribute and Skill. If you roll under your TN,
then you’ve succeeded, and the spell is cast. You apply the There are three main types of spells:
effects of the spell as described in its write-up.
Spell
Of course, you also need a rune to cast a spell. Depending
on the level of the rune you’re using, you may gain a bonus Combat These spells typically deal damage or
to your Magic Skill when using it. Each spell description provide a special effect, temporarily.
below contains the rune cost of a spell. Runes can be found Utility These spells typically assist a character
throughout Gielinor or they can be crafted by characters.
in performing specific tasks, such as
More information on Runecrafting can be found later in
this chapter. enchanting.
Teleport These spells typically enable a character
Success to transport themselves or others long
distances, instantaneously.
If a spell is successfully cast, the runes used to cast them
are expended and should be removed from your inventory.
Runes used to cast spells can be expended directly from Spell Damage Type
your inventory; they do not need to be in an active slot.
The type of damage inflicted by a spell is linked to the
Failure element it represents. Some enemies might be resistant
to certain types of spell damage, but weak to others, and
If you roll over your TN, then the spell fails. You do not cast vice versa.
the spell, but you do not expend your rune. You can keep
it in your inventory and attempt to cast the spell again The spell damage types are as follows:
next turn.
Damage

Air A compressed blast or a sudden whirlwind,


air damage can buffet or knock down even
the strongest of enemies. Air spells are
among the first combat spells characters
are likely to encounter.
Water A torrential downpour, or a spout of
seafoam, water damage can dampen even
the doughtiest of resistance. Water spells
are capable of inflicting damage, and fear,
on opponents.
Earth A sprouting pinnacle of rock or a pile of
damp soil cascading down, earth damage
can smother and choke any foe. Earth
spells can deal terrible damage and
reshape the world itself.
Fire A raging inferno, or a carefully controlled
fireball, fire damage is amongst the most
feared of magical effects. Fire spells are the
deadliest of spells, and the hardest to master.

90 Magic, Prayers & Summoning


Special Effects

While most spells are used in combat, this isn’t true of all of
them. Some enable you to enchant your equipment, or teleport
huge distances in the blink of an eye. While most spells with
special effects have the nature of the effect explained, some
use key words. These key words are known as ‘qualities’ and
many of them apply to weapons as well as spells.

With spells, special effects are triggered in one of two ways:

If the spell deals damage

then the special effect is only triggered by rolling


under the TN as part of a magic test. Simply equalling
your TN is not enough to trigger a special effect. In
that case, the spell deals damage and nothing else.

If the spell does not deal damage

then the special effect is triggered by rolling equal to


or under the TN as part of a magic test.

A list of these special effects are listed below:

Effects

Bleed X On a successful hit, the target continues to take X points of damage at the start of
each of turn until specified, or until an appropriate action is taken.
Freeze X On a successful hit, the target cannot take the move action on their next turn, and
take X points of damage at the start of their next turn.
Incendiary X On a successful hit, the target is set on fire, and suffers an additional 3 points of
damage at the start of X turns, or until an appropriate action is taken.
Knockdown On a successful hit, the target is knocked down. The next melee or ranged attack
against them has advantage. Creatures of more than one size category larger than
the caster cannot be knocked down by this effect.
Pin X On a successful hit, this spell pins the target in place for X turns. The target cannot
use their move action for the duration of the pin effect.
Puncture X On a successful hit, this spell ignores X amount of armour soak.
Spread X On a successful hit, this spell does damage to its initial target and to X additional
targets within near range.
Stun X On a successful hit, the target is stunned for X turns. Defending against attacks
made by the target are made at advantage until specified, or until an appropriate
action is taken.

Magic, Prayers & Summoning 91


91
Crafting Runes Rune Essence

While it’s always possible to find, buy, or take runes, the Detailed below are the three different kinds of Essence available in the game. The Essence table
most reliable method of acquiring them is to make them for below indicates the types of Essence that can be mined and then turned into runestones using
yourself—using the Runecrafting Skill. Of course, getting hold the Runecrafting Skill.
of intensely magical creations with the ability to unleash the
power of the elements isn’t easy. It’s a three-step process: The table contains the following information:

• Essence Type: There are several different • Locations: Where Essence can be found.
types of Essence; different runestones • Cost: How much gold it costs to purchase
I require different varieties. Essence. Essence can be sold for half of its
• Special Equipment: Mining for Essence cost.
The first step is to acquire the material, Essence, requires certain items; these are listed here.
via mining it using the Mining Skill.
Essence Type Special Equipment Locations Cost

II Rune Essence Pickaxe Essence Mine 10


Pure Essence Pickaxe Essence Mine 30
This Essence can then be turned into a resource, Dark Essence Pickaxe Essence Mine 50
runestones of different types, using the
Runecrafting Skill.

III

Once you have a Runestone, you can combine


it with other runestones in order to cast spells.

92 Magic, Prayers & Summoning


Runestones Runic Altars

Once enough Essence has been acquired, it can be converted into runestones, ready for casting Crafting Runes requires a character to be at the appropriate
spells. Spells require different combinations and numbers of runestones to cast, so collecting runic altar. These ancient sites of magical power are hard to
Essence and transforming it into runestones is an essential process. Runecrafting is vital if you find, contained within sprawling, mysterious ruins. There are
want to be able to keep foes at bay with fire, water, air, and earth! two types of altar, Elemental (dedicated to the production
of Elemental Runes) and Catalytic (dedicated to those Runes
Each runestone requires Essence to create, though which type varies from rune to rune. associated with the concepts of existence itself).
Runecrafting works in the same way as any other Crafting or Smithing Skill test, with the
character forming a TN by combining an Attribute with the Runecrafting Skill. If you roll beneath The Runic Altars can be found in the areas indicated below—
the TN, you succeed and create the runestone. Your Essence is consumed as a result and removed though the dangers you might need to confront to reach
from your inventory, replaced by the corresponding runestones. If you fail the test, you retain the altars themselves are not so easily bypassed…
the Essence in its entirety.
Rune Type Runic Altar Location
The table below lists the kind of runestones you can craft. It contains the following information:
Air South of Falador
• Runestone type Astral Located on a crescent island, in the
• TN Modifier: Some runes are more complex to craft than others. Depending on how difficult north-west of Gielinor
or simple a rune is to create, you might have to adjust your TN by the number indicated here.
Blood Within the dread laboratories of
• Essence Needed: The type and amount of Essence required to craft the rune.
• Cost: The price paid to buy a rune of this type. Runes can be sold for half of their cost. Meiyerditch
Body Between Ice Mountain and the
Runestone Type TN Modifier Essence needed Cost Barbarian Village
Air 1 1 Rune Essence 10 Chaos Found out in the Wilderness
Astral 1 Pure Essence 50 Cosmic Believed to be found in the lost city
Blood -1 1 Dark Essence 70 of Zanaris
Body 1 Rune Essence 35 Death In an ancient and forgotten temple,
Chaos 1 Pure Essence 45 somewhere in the west of Ardougne
Cosmic 1 Pure Essence 40 Earth North-east of Al-Kharid
Death -1 1 Dark Essence 65 Fire Between Ice Mountain and the
Earth 1 1 Rune Essence 25 Goblin Village
Fire 1 1 Rune Essence 30 Law On an island to the south-west of
Law 1 Pure Essence 60 Taverley
Mind 1 1 Rune Essence 15 Mind Near to Lumbridge
Nature 1 Pure Essence 55 Nature A village, somewhere in Karamja
Soul -1 1 Dark Essence 75 Soul Found in Great Kourend
Water 1 1 Rune Essence 20 Water North-east of Varrock
Wrath -1 1 Pure Essence 80 Wrath South of Yanille

Magic, Prayers & Summoning 93


93
Prayers

In most ways, casting a prayer works identically to casting


a spell. You roll 3d6, aiming to roll under a TN formed by
adding your Intellect Attribute score, and your Prayer
Skill score. If you roll under the score, you are successful,
and your prayer works as indicated in its description (see
below). If you roll above your TN, then the prayer fails and
doesn’t work.

Prayers cannot stack. A character cannot benefit from the


effects of more than one prayer at a time.

Unlike casting a magic spell, however, a prayer does not


require runestones to work. Instead, you have a pool of
Prayer Points. Each prayer has a corresponding Prayer
Point cost. You determine your pool size by multiplying
your Prayer score by three. So, if you have a Prayer score
of 2, you have 6 Prayer Points. The maximum number of
Prayer Points you can have is 30.

Success

When you cast a prayer, if it is successfully cast you deduct


the full cost of the prayer from your Prayer Points pool.

Failure

If you are unsuccessful and the prayer is not cast, you


deduct one point from your Prayer Points pool.

Prayer Types

There is only one type of prayer; the blessing. It provides


a boost to the caster’s, or a friendly character’s, stats or
condition. For a full list of prayers, see page 102.

Restoring Prayer Points

As with Life Points, lost Prayer Points can be restored by


enjoying an uninterrupted eight-hour rest. At the end of
such a rest, all lost Prayer Points are restored.

94 Magic, Prayers & Summoning


Summoning Familiar Name TN Modifier Points Cost

While the results of Summoning are very different from Bronze Minotaur 22
those of either casting a magic spell or uttering a prayer, Fire Titan -2 45
the process is very similar. As with the other two forms of Obsidian Golem -1 40
magic, you roll 3d6 against a TN formed from your Intellect
Spirit Jelly 35
Attribute + Summoning Skill. If you roll under the TN, you
succeed and your familiar will appear. If you roll over this Spirit Scorpion 10
TN, you have failed, and you do not summon a familiar. Spirit Terrorbird 30
Spirit War Pig +1 5
As with Prayer, rather than using runestones to power Spirit Wolf +2 3
Summoning, you have a pool of Summoning Points. Each
summoning has a corresponding Summoning Point Steel Titan -3 50
cost. You determine your pool size by multiplying your Void Spinner 15
Summoning score by five. So, if you have a Summoning
score of 4, you have 20 Summoning Points. The maximum
number of Summoning Points you can have is 50.

Success

Your familiar appears, and you deduct the full cost of the
summoning from your Summoning Points pool. You can
now command your familiar to act. If you command it to
attack an enemy, you first roll on the appropriate action
table in Chapter 7: Friends & Foes to see what attack the
familiar performs, and then make the appropriate test
using your Magic Skill + Intellect attribute to form your TN.’

Failure

You are unsuccessful, the summoning does not take place,


and you deduct one point from your Summoning Points pool.

Familiars

For a list of familiars you can summon, see opposite. Their


full statistics can be found in Chapter VII: Friends & Foes.

The familiars table contains the following information:

• Familiar Name
• TN Modifier: Some familiars are harder to summon than
others, and some are easier. Depending on the type of
familiar, you might have to adjust your TN by the number
indicated here.
How Long Does a Familiar Stay?
• Points Cost: How many Summoning Points it costs to call
this familiar.
Once summoned, familiars remain by the side of the character who called them up
Restoring Summoning Points for either the duration of a combat, however long it lasts, or until it has completed
one task for the character, so long as that task is something the familiar could
As with Life and Prayer Points, lost Summoning Points can conceivably carry out and wouldn’t take more than one day. This should be discussed
be restored by enjoying an uninterrupted eight-hour rest. At and determined with the GM, to ensure the task chosen is appropriate and the time
the end of such a rest, all lost Summoning Points are restored. taken is reasonable.

Magic, Prayers & Summoning 95


95
Spells Claws of Guthix Type Combat

Below are detailed all of the magic spells available in Gleaming claws spout from the earth like tendrils,
RuneScape Kingdoms: The Roleplaying Game, ready for ensnaring your foe.
mages and dabblers in the occult to do some real damage
on the battlefield. Or to just make it much easier to travel
to Falador without all of that walking. Cost 4-Air, 1-Fire, 2-Blood + Guthix staff
Range Distant – one target
Each spell comes with its own profile, listing the following Damage 14 earth damage
information.
Effect The next melee attack made against the target
of this spell is made with advantage.
• Spell Name
• Spell Type: Is it a combat, utility, or teleport spell?
• Spell Description: What the spell looks like when it is
successfully cast. Confuse Type Utility
• Spell Cost: Number of runestones required to cast this
spell, and of what type. You hurl a collection of purple stars at the enemy, baffling
• Spell Range: Distance that this spell reaches, and how and disorienting them.
many targets it can affect.
• Spell Damage: How much damage does this spell inflict,
and of what type. Cost 2-Earth, 3-Water, 1-Body
• Spell Effect: Any special effects or qualities that are Range Near – one target
applied when the spell is successfully cast. Damage N/A
Effect The damage inflicted by the target on a
successful attack is reduced by 5 points for
1d4 turns.

Bind Type Utility Crumble Undead Type Combat

A green light rises from your hands, before a red circle Raising your hands, a percussive blast of air strikes the
opens beneath your enemy’s feet and iron-coloured rings undead as they shamble toward you.
bind them.

Cost 3-Earth, 3-Water, 2-Nature, Cost 2-Air, 2-Earth, 1-Chaos


Range Near – one target Range Near – two targets or Far – one target
Damage N/A Damage 10 earth damage (undead only)
Effect The target is pinned in place for 1d4+1 turns Effect Puncture 4 (undead only)
and cannot move.

Charge Type Utility Curse Type Utility

With a clap of your hands, sorcerous energy spears into Purple rings emanate from you, surrounding your enemy
your chest imbuing you with power. and turning fortune against them.

Cost 3-Air, 3-Fire, 3-Blood Cost 3-Earth, 2-Water, 1-Body


Range Near – one target (self) Range Near – one target
Damage N/A Damage N/A
Effect All your combat spells gain the Puncture 4 Effect The target’s armour soak is reduced by 3 for
quality for 1d3 turns. 1d4 turns.

96 Magic, Prayers & Summoning


Earth Blast Type Combat Earth Wave Type Combat

The power of the earth erupts from your fingers, battering Rising at your command, the earth does what you tell it to.
the enemy as they seek to escape. It hits your enemy in the face.

Cost 3-Air, 4-Earth, 1-Death Cost 5-Air, 7-Earth, 1-Blood


Range Far – one target Range Far – one target
Damage 13 earth damage Damage 17 earth damage
Effect Stun 1 Effect N/A

Earth Bolt Type Combat Enchant Crossbow Bolt - Bleed Type Utility

The earth rises and forms itself into a ball in your hands, A glowing star expands around the crossbow bolts, as you
primed to cast at your foes. weave magic into them.

Cost 2-Air, 3-Earth, 1-Chaos Cost 2-Earth, 1-Cosmic + 10 Crossbow Bolts


Range Far – one target Range Near – one target
Damage 8 earth damage Damage N/A
Effect N/A Effect Up to 10 crossbow bolts of any type gain the
Bleed 3 quality.

Earth Strike Type Combat Enchant Crossbow Bolt - Stun Type Utility

You call the earth to your hands and hurl a ball of it at the A glowing star expands around the crossbow bolts, as you
enemy. weave magic into them.

Cost 1-Air, 2-Earth, 1-Mind Cost 1-Earth, 1-Water, 1-Cosmic + 10 Crossbow Bolts
Range Far – one target Range Near – one target
Damage 4 earth damage Damage N/A
Effect N/A Effect Up to 10 crossbow bolts of any type gain the
Stun 3 quality.

Earth Surge Type Combat Enchant Crossbow Bolt - Puncture Type Utility

A bolus of earth and stone forms itself between your A glowing star expands around the crossbow bolts, as you
hands, turning and writhing as if alive, before you send it weave magic into them.
streaking towards your enemy.

Cost 7-Air, 10-Earth, 1-Wrath Cost 2-Water, 1-Cosmic + 10 Crossbow Bolts


Range Far – one target Range Near – one target (self)
Damage 19 earth damage Damage N/A
Effect Knockdown, Pin 2 Effect Up to 10 crossbow bolts of any type gain the
Puncture 3 quality.

Magic, Prayers & Summoning 97


97
Enfeeble Type Utility Fire Strike Type Combat

A constellation of purple stars swarm over the enemy, A bulb of fire forms in your hands and then streaks towards
draining them of their will to continue the battle. the enemy.

Cost 8-Earth, 8-Water, 1-Soul Cost 2-Air, 3-Fire, 1-Mind


Range Near – one target Range Far – one target
Damage N/A Damage 5 fire damage
Effect The target may only take one action on their Effect N/A
next turn.

Entangle Type Utility Fire Surge Type Combat

Bands of serpent-green swathe the limbs of your foe, Flames spew before your fingers, sucking in air from your
making movement almost impossible. surroundings, becoming hotter and brighter. And then you
turn them on your foe.

Cost 5-Earth, 5 -Water, 4-Nature Cost 7-Air, 10-Fire, 1-Wrath


Range Near – one target Range Far – one target
Damage N/A Damage 20 fire damage
Effect The target is pinned for 1d6+1 turns. Effect Spread 2, Incendiary 3

Fire Blast Type Combat Fire Wave Type Combat

Raw flames run up into your hands and are then thrust Flames sweep from your fingers and scorch your chosen
outwards, singeing the target’s eyebrows off…and worse. enemy.

Cost 4-Air, 5-Fire, 1-Death Cost 5-Air, 7-Fire, 1-Blood


Range Far – one target Range Far – one target
Damage 14 fire damage Damage 18 fire damage
Effect Incendiary 1 Effect Incendiary 2

Fire Bolt Type Combat Flames of Zamorak Type Combat

An ember-red sphere forms in your hands, and then you Flames leap from the earth, surrounding and engulfing
throw it in your enemy’s face. your enemy.

Cost 3-Air, 4-Fire, 1-Chaos Cost 1-Air, 4-Fire, 2-Blood


Range Far – one target Range Distant – one target
Damage 9 fire damage Damage 13 fire damage
Effect Incendiary 1 Effect Incendiary 2

98 Magic, Prayers & Summoning


Saradomin Strike Type Combat Telekinetic Grab Type Utility

The air splits open, as lightning spits from the sky in answer Focusing your mind, you are able to lift and transport
to your call. objects remotely.

Cost 4-Air, 2-Fire, 2-Blood Cost 1-Air, 1 -Law


Range Distant – one target Range Far – one target
Damage 6 water damage & 6 fire damage Damage N/A
Effect Stun 2 Effect One chosen inanimate object within range
can be picked up and moved around or
transported to the caster. This only allows
basic movement; the object can’t be used in
any complex fashion.
Snare Type Utility
For example, should you use the spell on a
Tight bonds of magical force surround the enemy, holding
sword, it can be picked up, but it can’t be used
them in place even as they struggle.
to attack, or damage, an enemy.

Cost 4-Earth, 4-Water, 3-Nature


Range Far – one target
Damage N/A Teleport Type Teleport
Effect The target is pinned for 1d6+2 rounds.
Drawing a circle around you, you wait a few moments.
Maybe pull a book out. Just when you think nothing’s going
to happen, a series of glowing rings of power emerge from
the earth, taking you where you want to go.
Stun Type Utility
Cost 1-Air, 1-Mind, 1-Earth, 1 -Body, 1-Cosmic, 1-Water,
White stars flutter from your fingers like doves, 1-Fire, 1-Law
surrounding the enemy and leaving them reeling. Range Near – up to six targets
Damage N/A
Cost 12-Earth, 12-Water, 1-Soul Effect Up to 6 characters, including the caster, can
Range Near – one target be teleported to any major city or town in
any region, provided they have previously
Damage N/A visited that place before.
Effect The target is stunned for 1d3+1 turns.

Tele Block Type Teleport Vulnerability Type Combat

A purple orb opens up above your enemy, enfolding them Purple light encircles the enemy, enervating them and
in its light for a moment before fading. leaving them open to attack.

Cost 5-Earth, 5-Water, 1-Soul


Cost 1-Chaos, 1-Death, 1-Law Range Near – one target
Range Far – one target Damage N/A
Damage N/A Effect The target’s armour soak is reduced by 5.
Effect The target is unable to use any teleport spells
or powers for 1d4+1 turns.

Magic, Prayers & Summoning 99


99
Water Blast Type Combat Water Wave Type Combat

A water orb strikes your foe, cascading upwards as it hits Water bursts forth from your fingers, arcing toward the
them. foe and deluging them.

Cost 3-Air, 3-Water, 1-Death Cost 5-Air, 7-Water, 1-Blood


Range Far – one target Range Far – one target
Damage 12 water damage Damage 16 water damage
Effect Spread 1 Effect N/A

Water Bolt Type Combat Weaken Type Combat

An orb of water forms in your hands and is then hurled at A host of white stars burst from your hand and surround
the enemy. the enemy, draining them of strength.

Cost 2 -Air, 2 -Water, 1-Chaos Cost 2-Earth, 1-Water, 1-Body


Range Far – one target Range Near – one target
Damage 7 water damage Damage N/A
Effect N/A Effect All friendly creatures gain +2 Defence against
attacks made by the target for 1d4 turns.

Water Strike Type Combat Wind Blast Type Combat

A globule of water forms in your hands, expanding rapidly. A surge of wind strikes the foe, threatening to blow them
You hurl it at the enemy. away (sort of).

Cost 1 -Air, 1-Water, 1-Mind Cost 3-Air, 1-Death


Range Far – one target Range Far – one target
Damage 3 water damage Damage 10 air damage
Effect N/A Effect Knockdown

Water Surge Type Combat Wind Bolt Type Combat

Boiling and churning as if in the grip of a tempest, you hurl Silvery winds coalesce at your command, and you throw
a cascade of water at the foe. them at the enemy.

Cost 7-Air, 10-Water, 1-Wrath Cost 2-Air, 1-Chaos


Range Far – one target Range Far – one target
Damage 19 water damage Damage 6 air damage
Effect Stun 2 Effect N/A

100 Magic, Prayers & Summoning


Wind Strike Type Combat

A projectile of magical air erupts from your fingertips and


buffets the enemy.

Cost 1-Air, 1-Mind


Range Far – one target
Damage 2 air damage
Effect N/A

Wind Surge Type Combat

A tornado swirls between your outspread palms, before


whipping through the air towards the enemy.

Cost 7-Air, 1-Wrath


Range Far – one target
Damage 18 air damage
Effect Spread 2

Wind Wave Type Combat

The wind surges forth at your command, striking and


injuring its target.

Cost 5-Air, 1-Blood


Range Far – one target
Damage 15 air damage
Effect N/A

Magic, Prayers & Summoning 101


101
Prayers Improved Reflexes

No So you’re calling upon the powers of the gods—and they’ve Cost 5 points
Description? decided to answer! Prayers grant benefits to those who Range Near – self or one target
utter them, or to their allies, strengthening them against Effect The target increases their Attack score by +4
Prayers don’t physically the dangers and the darkness at large in Gielinor. for 1d4 turns.
manifest themselves in
the same way as spells. Remember though! Prayers don’t stack. A character cannot
They’re private things, benefit from the effects of more than one prayer at a time. Incredible Reflexes
between the caster and Listed below are the available prayers in RuneScape
their god. As a result, Kingdoms: The Roleplaying Game. Cost 8 points
they don’t have any Range Near – self or one target
description—but if you Each prayer has a profile, containing the following information: Effect The target increases their Attack score by +6
want to introduce some for 1d4+1 turns.
into your games, do so! • Prayer Name
• Prayer Cost: Number of Prayer Points needed to cast this
prayer. Mystic Lore
• Prayer Range: Distance that this prayer reach, and how
many targets can it effect. Cost 10 points
• Prayer Effect: Prayers grant buffs, and what kind of buff, Range Near – self or one target
and how long it lasts are detailed here. Effect The target increases their Magic score by +4
and their Defence by +4 for 1d3 turns.

Augury Mystic Might

Cost 15 points Cost 12 points


Range Near – self or one target Range Near – self or one target
Effect The target increases their Magic score by +8, Effect The target increases their Magic score by +6
their Intellect by +8, and their Defence by +8 and their Defence by +6 for 1d3 turns.
for 1d3 turns.

Burst of Strength Mystic Will

Cost 3 points Cost 5 points


Range Near – self or one target Range Near – self or one target
Effect The target increases their Strength score by Effect The target increases their Magic score by +2
+2 for 1d3 turns. and their Defence by +2 for 1d4 turns.

Eagle Eye Piety

Cost 8 points Cost 15 points


Range Near – self or one target Range Near – self or one target
Effect The target increases their Ranged score by +6 Effect The target increases their Attack score by +8,
for 1d4+1 turns. their Strength by +8, and their Defence by +8
for 1d3 turns.

Hawk Eye Protect from Magic

Cost 5 points Cost 10 points


Range Near – self or one target Range Near – self or one target
Effect The target increases their Ranged score by +4 Effect The target gains +5 armour soak against any
for 1d4 turns. magical attacks for 1d3 turns.

102 Magic, Prayers & Summoning


Protect from Melee Rigour

Cost 10 points Cost 15 points


Range Near – self or one target Range Near – self or one target
Effect The target gains +5 armour soak against any Effect The target increases their Ranged score by +8,
melee weapon attacks for 1d3 turns. their Agility by +8, and their Defence by +8
for 1d3 turns.

Protect from Missiles Rock Skin

Cost 10 points Cost 5 points


Range Near – self or one target Range Near – self or one target
Effect The target gains +5 armour soak against any Effect The target increases their Defence score by +4
ranged weapon attacks for 1d3 turns. for 1d4 turns.

Protect Item Sharp Eye

Cost 5 points Cost 3 points


Range Near – self or one target Range Near – self or one target
Effect If the target dies within 10 rounds of casting Effect The target increases their Ranged score by +2
this spell, they lose 2 fewer items when next dead for 1d3 turns.
(page 81) should they be required to lose items.

Rapid Heal Steel Skin

Cost 5 points Cost 8 points


Range Near – self or one target Range Near – self or one target
Effect The target restores 5 Life Points instantly. Effect The target increases their Defence score by
+6 for 1d3 turns.

Redemption Superhuman Strength

Cost 12 points Cost 5 points


Range Near – self or one target Range Near – self or one target
Effect The target restores 15 Life Points instantly. Effect The target increases their Strength score by
+4 for 1d3 turns.

Retribution Thick Skin

Cost 12 points Cost 2 points


Range Near – self or one target Range Near – self or one target
Effect The target is imbued with holy power. Effect The target increases their Defence score by
+2 for 1d3 turns.
If the target is killed at any point between the
casting of the spell and the end of the next
combat, every enemy creature within Near Ultimate Strength
range of the target suffers damage equal to
Cost 8 points
the character’s remaining Prayer Points.
Range Near – self or one target
Effect The target increases their Strength score by
+6 for 1d3 turns.

Magic, Prayers & Summoning 103


103
Chapter V

Crafting
& Equipment
Crafting new equipment is one of the most important aspects of RuneScape
Kingdoms: The Roleplaying Game. By finding new raw materials, you can create new
resources, and using these resources you can craft new equipment. New equipment
is vital to continue your progress through the game—defeating a dragon with only a
bronze shortsword is a lot harder than defeating one with an adamant longsword!

This chapter covers the raw materials you can acquire, the resources you can turn these
into, and the different types of weapons, armour, and equipment you can create using
these resources. For clarity, here’s a brief glossary of the terms used in the chapter:

Raw materials (sometimes just referred to as materials): These are the base
elements you need to acquire in order to craft any form of item.

Resources: These are refined raw materials, ready to be either consumed (like food)
or turned into weapons, armour, or equipment (like metal bars).

Equipment: Gear worn by and used by characters to acquire materials,


and to craft resources and equipment.

Weapons: A type of equipment used to inflict damage on enemies.

Armour: A type of equipment used to reduce damage inflicted by enemies.

104
105
Gaining Raw Materials must roll under that TN on 3d6, as with any Skill test. For
example, if you were attempting to convert copper ore and
Required One of the most common tests you’ll be making is to gain tin ore into a bronze bar, you’d make an Agility + Smithing
Equipment materials, whether it’s fishing in a lake or mining in the test, or a Strength + Smithing test.
depths of the earth.
Certain skills might Crafting
necessitate certain
equipment—for example, When using materials or resources to craft new items
fishing requires a fishing When trying to gain materials, you always gain and equipment, you make an appropriate Skill test. As
rod. If a character is one material—even if you fail the test. However, by usual, the GM will tell you the Attribute you are using
attempting to perform succeeding on the test, you might be able to gain more. (most commonly Intellect), and the appropriate Skill.
a Skill without the Usually, the Crafting Skill will be used but if you’re making
requisite equipment, the something from metal, then you’d use Smithing instead,
GM can either determine or if you’re making something using plants or herbs, you’d
it’s impossible—mining When making test to gain materials, you combine an use Herblore. The GM is the final arbiter of the appropriate
without a pick for Attribute and Skill as usual, to determine your TN. The GM Skill, though the players should always feel free to make
example—or extremely determines the Attribute in discussion with the player a case for their preferred Skill.
difficult. If the GM and the Skill should be obvious. For instance, if you’re
decides a Skill can be mining for ore, you use the Mining Skill. You then roll 3d6 As with all Skill tests, you add your Attribute and Skill score
attempted without and, should you succeed on the test, you gain additional together to determine your TN. You then roll 3d6, and if
certain equipment, then materials equal to the difference between the total rolled your score is equal to or less than your TN, you’ve been
the test should be made on your dice and your TN. successful and crafted your object. You then remove all
at disadvantage. For appropriate materials or resources from your inventory—
example, fishing by For example, May wants to gain some fish. They combine these have been used up in the process of crafting your
stabbing with a sword their Agility Attribute of 5, and their Fishing Skill of 7 to new item.
into the water isn’t the get a TN of 12. They then roll their 3d6 and get a 2, a 4, and
most effective method of a 3, for a total of 9. They gain 1 fish material automatically If the total rolled on the 3d6 exceeds your TN, then you’ve
catching something, but for making the test, and then an additional 3 fish materials, failed, and do not gain the new item. You remove one
it might work with a bit equal to the difference between the total rolled on 3d6 material or resource used during the crafting to represent
of luck! and their TN. the spoiled material.

You can only attempt to gain materials in an area that Raw Materials
material might plausibly be found, and if the GM informs
you the material is there. You can’t go fishing in the middle For each different type of Raw Material, the table specifies:
of the Kharidian desert, for example.
• Material Name
Material Conversions
• Type of Material: Different types of raw materials,
Different materials are required to craft different items, and including fish, wood, ore, and stone.
sometimes it will be necessary to convert a raw material
into a bar, or equivalent, before it can be used to craft • Equipment Required: Equipment needed in order to
something. For example, to craft a steel shortsword, you acquire that particular raw material.
need a steel bar—you can’t mine steel bars. You need to
mine iron ore and coal, and then combine these with the • Locations: The places where the raw material can be acquired.
Smithing Skill to craft a steel bar.
• Cost: How much gold it costs to buy the materials. Materials
The same is true for other materials. For example, raw can be sold for half of their cost.
ingredients such as fish cannot be simply eaten. They must
be cooked to turn them into food. Only when they are food
can they be consumed to regain Life Points.

There are material conversion tables below describing how


many of each raw material is required to create a bar, or
equivalent, consumable resource. To convert materials, you
use an appropriate Attribute + Skill to determine a TN and

106 Crafting & Equipment


Fish

Name Type Equipment Required Location Cost

Anchovies Fish Net Sea 8


Cod Fish Net Sea 12
Crayfish Fish Net River 4
Herring Fish Fishing Rod Sea 6
Lobster Fish Net Sea 18
Salmon Fish Fishing Rod River 14
Sardine Fish Net Sea 4
Shrimp Fish Fishing Rod Sea 2
Swordfish Fish Harpoon Sea 20
Trout Fish Net River 10
Tuna Fish Harpoon Sea 16

Upon killing one of these creatures, any character with an empty vial can use it to collect water.

Meat

Name Type Equipment Required Location Cost

Bear Raw Meat/Skin Bow & Arrow Woods 20


Bird Raw Meat/Feathers Bow & Arrow N/A 10
Chicken Raw Meat/Feathers Bow & Arrow Farms/Fields 10
Cow Raw Meat/Skin Bow & Arrow Farms/Fields 15
Rabbit Raw Meat/Skin Bow & Arrow Fields 8
Rat Raw Meat/Skin Bow & Arrow Sewers 2
Snail Raw Meat Bow & Arrow Forests 4
Toad’s Legs Raw Meat Bow & Arrow Rivers/Sewers 4
Yak Raw Meat/Skin Bow & Arrow Mountains 15
Upon killing one of these creatures, any character with an empty vial can use it to collect the animal’s blood.

Minerals

Name Type Equipment Required Location Cost

Adamantite Ore Pickaxe Mine 42


Clay Mineral Pickaxe Mine 2
Coal Ore Pickaxe Mine 18
Copper Ore Pickaxe Mine 5
Gold Ore Pickaxe Mine 30
Iron Ore Pickaxe Mine 12
Mithril Ore Pickaxe Mine 36
Runite Ore Pickaxe Mine 48
Sand Mineral Spade Mine/Beach 2
Silver Ore Pickaxe Mine 24
Tin Ore Pickaxe Mine 8

Crafting & Equipment 107


107
Wood

Name Type Equipment Required Location Cost

Magic Logs Wood Greataxe Forest 36


Maple Logs Wood Greataxe Forest 18
Oak Logs Wood Handaxe Forest 8
Redwood Logs Wood Greataxe Forest 48
Willow Logs Wood Handaxe Forest 12
Wood Logs Wood Handaxe Forest 5
Yew Logs Wood Greataxe Forest 24

Seeds

Name Type Equipment Required Location Cost

Cabbage Seed Pitchfork Farm 5


Flax Seed Pitchfork Farm 4
Garlic Seed Pitchfork Farm 2
Onion Seed Pitchfork Farm 4
Potato Seed Pitchfork Farm 2
Strawberry Seed Pitchfork Farm 8
Sweetcorn Seed Pitchfork Farm 6
Tomato Seed Pitchfork Farm 5
Watermelon Seed Pitchfork Farm 8

Produce

Name Type Equipment Required Location Cost

Cabbage Produce Spade Farm 8


Flax Produce Spade Farm 5
Garlic Produce Spade Farm 4
Onion Produce Spade Farm 6
Potato Produce Spade Farm 4
Strawberry Produce Spade Farm 10
Sweetcorn Produce Spade Farm 8
Tomato Produce Spade Farm 8
Watermelon Produce Spade Farm 10

108 Crafting & Equipment


Herbs & Fruit

Name Type Equipment Required Location Cost

Avantoe Herb Sickle Fields/Forest 12


Cadantine Herb Sickle Fields/Forest 18
Guam Leaf Herb Sickle Fields/Forest 4
Harralander Herb Sickle Fields/Forest 6
Jangerberries Fruit Sickle Fields/Forest 12
Kwuarm Herb Sickle Fields/Forest 16
Ranarr Weed Herb Sickle Fields/Forest 8
Snape Grass Herb Sickle Fields/Forest 6
Star Flower Herb Sickle Fields/Forest 4
Tarromin Herb Sickle Fields/Forest 6
Toadflax Herb Sickle Fields/Forest 8
Torstol Herb Sickle Fields/Forest 20

Material to Resource Conversion

For each different form of Resource, the table • Materials Needed: To create a resource, at • Uses/Effects: The things resources can be used for, if
specifies: least one raw material is needed. This lists the they are predominantly useful for crafting (like bars
individual materials and quantities required. or bars of metal) or their effects, if predominantly
consumed for some benefit (like food).
• Equipment Needed: To convert certain materials
into resources, special equipment might be • Cost: How much gold it costs to buy the resources.
required. If so, this is listed here. Resources can be sold for half of their cost.

Resource

Name Type Materials Needed Equipment Needed Uses/Effects Cost

Adamant Bar Metal 1 Adamantite Ore, 6 Coal Hammer Crafting Adamant equipment 100
Bronze Bar Metal 1 Copper Ore, 1 Tin Ore Hammer Crafting Bronze equipment 30
Clay Mineral 1 Clay (Raw) N/A Make Pots 10
Glass Glass 1 Sand Spade, Clay Pot Make Vials 10
Iron Bar Metal 1 Iron Ore Hammer Crafting Iron equipment 40
Mithril Bar Metal 1 Mithril Ore, 4 Coal Hammer Crafting Mithril equipment 80
Runite Bar Metal 1 Runite Ore, 8 Coal Hammer Crafting Rune equipment 120
Silver Dust Metal 1 Silver Hammer Potions 30
Steel Bar Metal 1 Iron Ore, 1 Coal Hammer Crafting Steel equipment 60

Crafting & Equipment 109


109
Food

Name Type Materials Needed Equipment Needed Uses/Effects Cost

Anchovy (Cooked) Food 1 Anchovy Pot Heals 1 Life Point 10


Bear (Cooked) Food 1 Bear Meat Pot Heals 1 Life Point 25
Beef (Cooked) Food 1 Cow Meat Pot Heals 2 Life Points 25
Bird (Cooked) Food 1 Bird Meat Pot Heals 1 Life Point 10
Cabbage (Cooked) Food 1 Cabbage Pot Heals 1 Life Point 10
Chicken (Cooked) Food 1 Chicken Meat Pot Heals 2 Life Points 12
Cod (Cooked) Food 1 Cod Pot Heals 2 Life Points 14
Crayfish (Cooked) Food 1 Crayfish Pot Heals 1 Life Point 6
Fish Pie (Cooked) Food 1 Potato, 1 Onion, 1 Cod Pot Heals 6 Life Points + Cure 1 Special Effect 18
Herring (Cooked) Food 1 Herring Pot Heals 2 Life Points 10
Lobster (Cooked) Food 1 Lobster Pot Heals 3 Life Points + Cure 1 Special Effect 24
Onion (Cooked) Food 1 Onion Pot Heals 1 Life Point 5
Potato (Cooked) Food 1 Potato Pot Heals 1 Life Point 5
Rabbit (Cooked) Food 1 Rabbit Pot Heals 1 Life Point 10
Rat (Cooked) Food 1 Rat Meat Pot Heals 1 Life Point 5
Salmon (Cooked) Food 1 Salmon Pot Heals 2 Life Points 20
Sardine (Cooked) Food 1 Sardine Pot Heals 1 Life Point 5
Shrimp (Cooked) Food 1 Shrimp Pot Heals 1 Life Point 5
Snail (Cooked) Food 1 Snail Pot Heals 1 Life Point 8
Stew (Cooked) Food 1 Potato,1 Cabbage, 1 Raw Meat Pot Heals 5 Life Points + Cure 1 Special Effect 16
Strawberry (Cooked) Food 1 Strawberry Pot Heals 1 Life Point 12
Sweetcorn (Cooked) Food 1 Sweetcorn Pot Heals 1 Life Point 12
Swordfish (Cooked) Food 1 Swordfish Pot Heals 3 Life Points + Cure 1 Special Effect 16
Tomato (Cooked) Food 1 Tomato Pot Heals 1 Life Point 10
Trout (Cooked) Food 1 Trout Pot Heals 2 Life Points 10
Tuna (Cooked) Food 1 Tuna Pot Heals 3 Life Points + Cure 1 Special Effect 12
Tuna Baked Potato (Cooked) Food 1 Potato, 1 Tuna Pot Heals 1 Life Point 18
Watermelon (Cooked) Food 1 Watermelon Pot Heals 2 Life Points 14
Yak (Cooked) Food 1 Yak Meat Pot Heals 2 Life Points 12

110 Crafting & Equipment


Potions

Name Type Materials Needed Equipment Needed Uses/Effects Cost

Agility Potion Potion Vial of Water, 1 Toad’s Legs Vial Increases Agility score 30
by +3 for 1d6+1 turns
Antipoison Potion Vial of Water, 1 Marrentill Vial Cures the Poisoned special effect 22
Attack Potion Potion Vial of Water, 1 Guam Leaf Vial Increases Attack score 20
by +3 for 1d6+1 turns
Bastion Potion Potion Vial of Blood, 1 Cadantine Vial Increases Ranged score 34
by +3 for 1d6+1 turns and Defence
score by +3 for 1d6+1 turns
Battlemage Potion Potion Vial of Blood, 1 Cadantine, Vial Increases Magic score 34
1 Potato by +3 for 1d6+1 turns and Defence
score by +3 for 1d6+1 turns
Defence Potion Potion Vial of Water, 1 Ranarr Weed Vial Increases Defence score 30
by +3 for 1d6+1 turns
Fishing Potion Potion Vial of Water, 1 Anchovy Vial Increases Fishing score 24
by +2 for 1d6+1 turns
Guthix Balance Potion Garlic, 1 Silver Dust Vial Grants +4 damage on all attacks 28
made against vampyres
for 1d6+1 turns
Guthix Rest Tea Potion Vial of Hot Water, 1 Guam Leaf, Vial Cures the Poisoned special effect 26
1 Harralander and restores 5 Life Points
Hunter Potion Potion Vial of Water, 1 Avantoe Vial Increases Hunter score 24
by +3 for 1d6+1 turns
Magic Essence Potion Vial of Water, 1 Star Flower Vial Increases Magic score 26
by +3 for 1d6+1 turns
Prayer Potion Potion Vial Of Water, 1 Snape Grass Vial Restores 25% of expended 30
Prayer Points
Saradomin Brew Potion Vial of Water, 1 Toadflax Vial Increases Defence score 36
by +4 for 1d6+1 turns and restores
10 Life Points, but reduces Attack
score by -2 for 1d6+1 turns
Strength Potion Potion Vial of Water, 1 Tarromin Vial Increases Strength score 24
by +3 for 1d6+1 turns
Weapon Poison Potion Vial of Water, 1 Kwuarm Vial Grants any weapon it’s poured on 28
the Poison 3 quality for 1d8+1 turns
Zamorak Brew Potion Vial of Water, Vial Increases Strength score 34
1 Jangerberries, 1 Torstol by +3 for 1d6+1 turns, and Attack
score by +3 for 1d6+1 turns

Crafting & Equipment 111


111
Melee Weapons Crafting Table

Crafting weaponry is perhaps the most reliable way of getting hold of it; you • Weapon Name
might be able to pick it off the bodies of the dead, but how good can it be if
you killed them while they were using it? • Modifier to TN: Some weapons are more difficult to craft and some are much
easier. This modifier is added, or subtracted, from the TN formed from the
The table below contains the following information related to crafting: character’s TN.

• Bars Required: The minimum number of bars required to smith the weapon—for
example, if crafting a Rune Handaxe, how many Rune Bars do you need?

• Additional Resources: Are there any additional resources needed to make


this weapon? They’re listed here.

Name Modifier to TN Bars Required Additional Resources

Adze / Handaxe / Hatchet 1 Metal Bar (Appropriate type)


Battleaxe -1 2 Metal Bars (Appropriate type) 1 Log (appropriate type)
Blackjack / Club / Sceptre 1 Metal Bar (Appropriate type)
Cane -1 1 Metal Bar (Appropriate type)
Ceremonial Sword -2 2 Metal Bars (Appropriate type)
Claws -1 1 Metal Bar (Appropriate type)
Dagger +2 1 Metal Bar (Appropriate type)
Flail 2 Metal Bars (Appropriate type)
Glaive Spear -1 3 Metal Bars (Appropriate type) 1 Log (appropriate type)
Greataxe -2 3 Metal Bars (Appropriate type)
Greatsword / Two-Handed Sword -2 3 Metal Bars (Appropriate type)
Halberd -1 2 Metal Bars (Appropriate type)
Hasta 1 Metal Bar (Appropriate type)
Khopesh / Scimitar -1 2 Metal Bars (Appropriate type)
Lance -1 3 Metal Bars (Appropriate type)
Longsword -1 3 Metal Bars (Appropriate type)
Mace +1 2 Metal Bars (Appropriate type)
Machete 1 Metal Bar (Appropriate type)
Maul +2 2 Metal Bars (Appropriate type)
Pickaxe +1 1 Metal Bar (Appropriate type) 1 Log (appropriate type)
Pitchfork 2 Metal Bars (Appropriate type)
Rapier 1 Metal Bar (Appropriate type)
Scythe +1 2 Metal Bars (Appropriate type) 1 Log (appropriate type)
Short Sword +1 1 Metal Bar (Appropriate type)
Sickle 1 Metal Bar (Appropriate type)
Spear +1 1 Metal Bar (Appropriate type) 1 Log (appropriate type)
Staff 1 Metal Bar (Appropriate type) 1 Runestone, 1 Log (appropriate type)
Stake 1 Metal Bar (Appropriate type) 1 Log (appropriate type)
Warhammer -1 2 Metal Bars (Appropriate type)
Whip -1 1 Metal Bar (Appropriate type) 1 Flax, 1 Animal Skin (any type)

112 Crafting & Equipment


Ranged Weapons Crafting Table

Ranged weapons are crafted in the same way as melee weapons, but the • Weapon Name
primary material in their manufacture is wood rather than metal. As a result,
the following table contains similar, but slightly different information: • Modifier to TN: Some ranged weapons are more difficult to craft and some
are much easier. This modifier is added, or subtracted, from the TN formed
from the character’s TN.

• Wood Needed: The minimum number of logs, of each type, required to fletch
the weapon—for example, if crafting a Longbow, how many wood logs do
you need?

• Additional Resources: Are there any additional resources needed to make


this weapon? They’re listed here.

Name Modifier to TN Wood Needed Additional Resources

Adamant Crossbow -2 1 Yew Log 1 Flax, 1 Adamant Bar


Crossbow -1 1 Wood Log 1 Flax, 1 Bronze Bar
Crossbow (Light) +1 1 Wood Log 1 Flax, 1 Bronze Bar
Dart 1 Log (appropriate type) 1 Metal Bar (appropriate type)
Iron Crossbow -1 1 Oak Log 1 Flax, 1 Iron Bar
Longbow -1 1 Wood Log 1 Flax
Mithril Crossbow -1 1 Maple Log 1 Flax, 1 Mithril Bar
Oak Longbow -1 1 Oak Log 1 Flax
Oak Shortbow 1 Oak Log 1 Flax
Rune Crossbow -2 1 Magic Log 1 Flax,1 Runite Bar
Shortbow +2 1 Wood Log 1 Flax
Sling +2 N/A 1 Animal Skin (any type)
Steel Crossbow -1 1 Willow Log 1 Flax, 1 Steel Bar
Willow Longbow -1 1 Willow Log 1 Flax
Willow Shortbow 1 Willow Log 1 Flax
Yew Longbow -1 1 Yew Log 1 Flax
Yew Shortbow 1 Yew Log 1 Flax

But Which Wood?! Metal Used Wood Required

Some weapons require wood in order to craft Adamant Yew Log


them—but which wood? This depends on the type Bronze Wood Log
of metal being used for the weapon in question. Iron Oak Log
The following table indicates the wood required,
Mithril Maple Log
depending on the kind of metal being used for
the weapon. Steel Willow Log
Runite Magic Log

Crafting & Equipment 113


113
Ammunition Crafting Table

The table contains the following information pertinent to the crafting of • Ammunition Name
ammunition:
• Ammunition Type: Is the ammunition an arrow for use with a bow, or a dart
for use with a crossbow?

• Modifier to TN: Some ammunition is more complex to craft and some are
much easier. This modifier is added, or subtracted, from the TN formed from
When fletching arrows, each combination of resource makes ten the character’s TN.
arrows or ten darts—so if you make Bronze Arrows using 1 Bronze
Bar and 1 Wood Log, you fletch 10 Bronze Arrows. • Bars Required: The minimum number of bars required when fletching the arrows—
for example, if crafting a Mithril Arrow, how many mithril bars do you need?

• Additional Resources: Wood is vital when manufacturing arrows and darts.


Which kind and how much of it you need to make ammunition is listed here.

Name Type Modifier to TN Bars Required Additional Resources

Adamant Arrow Arrow -1 1 Metal Bar (Appropriate type) 1 Yew Log


Adamant Dart Dart -1 1 Metal Bar (Appropriate type) 1 Yew Log
Bronze Arrow Arrow 1 Metal Bar (Appropriate type) 1 Wood Log
Bronze Dart Dart 1 Metal Bar (Appropriate type) 1 Wood Log
Iron Arrow Arrow 1 Metal Bar (Appropriate type) 1 Oak Log
Iron Dart Dart 1 Metal Bar (Appropriate type) 1 Oak Log
Mithril Arrow Arrow 1 Metal Bar (Appropriate type) 1 Maple Log
Mithril Dart Dart 1 Metal Bar (Appropriate type) 1 Maple Log
Rune Arrow Arrow -1 1 Metal Bar (Appropriate type) 1 Magic Log
Rune Dart Dart -1 1 Metal Bar (Appropriate type) 1 Magic Log
Steel Arrow Arrow 1 Metal Bar (Appropriate type) 1 Willow Log
Steel Dart Dart 1 Metal Bar (Appropriate type) 1 Willow Log

114 Crafting & Equipment


Armour Crafting Table

As with the weapon crafting table, the following table gives the crafting • Armour Name
requirements for armour. It contains the following information:
• Modifier to TN: Some armour is more complex to craft and some are much
easier. This modifier is added, or subtracted, from the TN formed from the
character’s TN.

• Bars Required: The minimum number of bars required to smith or craft the
armour—for example, if crafting a pair of Iron Boots, you’ll need 1 Iron Bar.
For Rune Boots, you’d need 1 Rune Bar.

• Additional Resources: Are there any additional resources needed to make


this armour? They’re listed here.

Name Type Modifier to TN Bars Required Additional Resources

Armoured Shirt Body +1 1 Metal Bar (Appropriate type) 1 Animal Skin (any type)
Boots Legs +1 1 Metal Bar (Appropriate type) 1 Animal Skin (any type)
Buckler Arm +1 2 Metal Bars (Appropriate type)
Chainbody Body -1 4 Metal Bars (Appropriate type)
Chaps/Platelegs Legs 2 Metal Bars (Appropriate type) 1 Animal Skin (any type)
Cowl/Hood/Coif Head 1 Metal Bar (Appropriate type) 1 Animal Skin (any type)
Gloves Arm 1 Metal Bar (Appropriate type) 1 Animal Skin (any type)
Helm Head 2 Metal Bars (Appropriate type)
Kiteshield Arm -1 3 Metal Bars (Appropriate type)
Platebody Body -1 6 Metal Bars (Appropriate type)
Shield Arm -2 2 Metal Bars (Appropriate type)
Square Shield Arm +1 2 Metal Bars (Appropriate type)
Vambraces Arm 2 Metal Bars (Appropriate type) 1 Animal Skin (any type)

Crafting & Equipment 115


115
Equipment

Equipment is a specific type of item used to acquire raw materials, or to turn • Equipment Name
them into resources. Some equipment can be used as a weapon, but mostly
it’s used for functional tasks related to crafting or harvesting. Below is a list of • Required Materials: Name and quantity for materials and resources required
equipment characters can craft. Some of these items can be used as weaponry to craft equipment
and have their weapon profiles listed below.
• Uses/Effects: Common uses for the equipment.
The table below specifies the following information:
• Cost: How much gold it costs to buy the equipment. Equipment can be sold
for half of its cost.

Equipment Name Required Materials Uses/Effects Cost

Cup 1 Clay Drinking liquids 5


Fishing Net 2 String Catching fish 30
Fishing Rod 1 Wood, 1 String Catching fish 20
Hammer 1 Wood, 1 Iron Bar Smithing and crafting items 25
Harpoon 1 Wood, 1 Iron Bar Catching fish 50
Machete See Melee Crafting Table Hacking through trees or jungle See Melee Crafting Table
Pickaxe See Melee Crafting Table Excavating mines See Melee Crafting Table
Pitchfork 1 Wood, 1 Iron Preparing ground for planting seeds 30
Pot 1 Clay Cooking raw food 5
Scythe See Melee Crafting Table Harvesting crops See Melee Crafting Table
Sickle See Melee Crafting Table Harvesting crops See Melee Crafting Table
Spade 1 Wood, 1 Iron Bar Planting seeds, Digging up vegetables 30
String 1 Flax Crafting other items, including bows & fishing rods 5
Vial 1 Glass Containing liquids – especially water 10

Equipment Versus Weapons

Some equipment can be used quite effectively


as weapons (the scythe, and the sickle, and the
machete for example). If a piece of equipment can
be used as a weapon in this way, its damage is listed
in the following weapons section. The list above
indicates how it can be used as equipment.

116 Crafting & Equipment


Weapons Simple Vs
Martial Weapons
When exploring Gielinor, characters are going to face
dangerous creatures, brutal beasts, and conniving You might notice some
cutthroats—it’s a perilous place! Defending yourself weapons are classed
requires weaponry, and a lot of it. The following is a list of as ‘simple’ and some
different weapons which can be found, or crafted, during are classed as ‘martial’.
a game session. These classifications
mean more than just
Each melee weapon has two entries—the first is a table ‘less cool’ and ‘more cool’.
entry, detailing its base damage, and special effects should Martial weapons are
a character roll sufficiently beneath their TN to trigger one. harder to use and require
The second entry is a description of the weapon, and how considerable training
it can be used. and experience to really
utilise to their fullest.
Each table featuring melee weapons contains the following
information: Simple Weapons can be
used by any character.
• Melee Weapon Name & Type

• Damage Entries: Damage varies depending on the type Martial Weapons can only
of resource it’s made from. be used by characters
with an Attack score of 5
• Special Effects: Any special effects triggered by rolling or more, if they’re a melee
sufficiently beneath the TN will be listed. weapon, or a Ranged
score of 5 or more if they
• Cost: How much gold it costs to buy the weaponry. are a ranged weapon.
Weapons can be sold for half of their cost. (With melee
weaponry, cost works slightly differently. There is an
additional cost ‘per step’ for each new metal type.) Ammunition
Types & Ranged
Each table featuring ranged weapon is very similar, though Weapons
with a key difference:
There are three types
• Ranged Weapon Name & Type of ammunition: arrows,
bolts, and darts.
• Range: The range at which the weapon can be used—if
a weapon is less effective if used at Near range, this is Shortbows, longbows,
noted here. A * against a range means that weapon makes and any bow fired by
any attack at Near range at disadvantage manually pulling back the
string, use arrows.
• Damage Entries: Damage varies depending on the type of
ammunition used. Some bows cannot use ammunition of
one type or another. If this is the case, there is no damage Crossbows, or bows
entry listed. with an automated firing
mechanism, utilise bolts.
• Special Effects: Any special effects triggered by rolling
sufficiently beneath the TN will be listed.
Darts are thrown
• Cost: How much gold it costs to buy the weaponry. weapons, though
Weapons can be sold for half of their cost. sometimes used with
other weapons.

Crafting & Equipment 117


117
Special Effects

As noted previously, certain weapons (and ammunitions)


possess special effects, which trigger if a character rolls
sufficiently beneath their TN.

These special effects are detailed below. Not all of these


effects are already present on a weapon, but some can be
added through potions or magical effects.

When an effect lists X in its description, this refers to a


number specified in the individual weapon entry.

A list of these special effects are listed below.

Effects

Bleed X On a successful hit, the target continues to take X point of damage at the start of
each of turn until specified, or until an appropriate action is taken.
Boost X When employed in an active slot, this weapon grants a +X bonus to a specified Skill.
Freeze On a successful hit, the target cannot take the move action on their next turn, and
take X points of damage at the start of their next turn.
Incendiary X On a successful hit, the target is set on fire, and suffers an additional 3 points of
damage at the start of X turns, or until an appropriate action is taken.
Knockdown X On a successful hit, the target is knocked down. The next melee or ranged attack
against them has advantage. Creatures of more than one size category larger than
the wielder of the weapon cannot be knocked down by this effect.
Parry X On a successful hit, the character may choose to convert up to X points of damage
into additional armour soak against damage taken next turn.
Pin X On a successful hit, this weapon pins the target in place for X turns. The target
cannot use their move action for the duration of the pin effect.
Poison X On a successful hit, this weapon poisons the target, dealing X point of damage
directly to the target’s Life Points for 1d3 turns.
Puncture X On a successful hit, this weapon ignores X amount of armour soak.
Reach This weapon can make melee attacks against targets at Far range, rather than
only Near.
Rejuvenation X On a successful hit, the character can reduce the damage inflicted to the target by
X and regain that many Life Points.
Special Target X On a successful hit, against X type of target, the weapon inflicts double damage pre-
armour soak.
Spread X On a successful hit, this weapon does damage to its initial target and to X additional
targets within Near range.
Stun X On a successful hit, the target is stunned for X turns. Defending against attacks
made by the target are made at advantage until specified, or until an appropriate
action is taken.
Swift On a successful hit, the character may make a second attack at disadvantage.

118 Crafting & Equipment


Simple Melee Weapons

Simple melee weapons are often based on farming or crafting tools. They’re comparatively simple to use, requiring no special training or capabilities. They’re
also, usually, easy to disguise or explain away as they have practical functions.

An unarmed melee attack inflicts 1 crushing damage.

Name Bronze Iron Steel Mithril Adamant Rune Cost

Adze / Handaxe / 3 slashing 4 slashing 4 slashing + Bleed 1 4 slashing + Bleed 2 5 slashing + Bleed 2 6 slashing + Bleed 2 20 base
Hatchet +10 per step
Blackjack / Club / 2 crushing 3 crushing 3 crushing + Stun 4 crushing + Stun 5 crushing + Stun 6 crushing + Stun 10 base
Sceptre + 5 per step
Cane N/A N/A N/A N/A 8 crushing 10 crushing 30 base
+ Knockdown + Knockdown + 10 per step
Dagger 2 stabbing 3 stabbing 4 stabbing 5 stabbing 7 stabbing 8 stabbing 40 +10 per step
Hasta 3 stabbing 4 stabbing 5 stabbing 6 stabbing 8 stabbing 10 stabbing 50 + 15 per step
+ Puncture 1 + Puncture 2
Mace 3 crushing 4 crushing 6 crushing 7 crushing 10 crushing 12 crushing 60 + 20 per step
+ Knockdown + Knockdown + Knockdown
Pickaxe 4 stabbing 5 stabbing 6 stabbing 7 stabbing 8 stabbing 8 stabbing 25 + 15 per step
+ Bleed 1
Pitchfork 2 stabbing 3 stabbing 4 stabbing 5 stabbing + Pin 1 6 stabbing + Pin 2 8 stabbing + Pin 3 20 + 5 per step
Sickle 2 slashing 3 slashing 4 slashing 5 slashing + Parry 1 6 slashing + Parry 1 6 slashing + Parry 2 20 + 5 per step
Spear 4 stabbing 5 stabbing 6 stabbing 6 stabbing 8 stabbing 10 stabbing 50 + 15 per step
+ Bleed 1 + Bleed 1 + Bleed 2
Staff 3 crushing 4 crushing 5 crushing + Stun 6 crushing 7 crushing 8 crushing 25 + 10 per step
+ 1 Boost (Magic) + 1 Boost (Magic) + 2 Boost (Magic)
Stake 2 stabbing 4 stabbing 5 stabbing 6 stabbing 8 stabbing 10 stabbing 35 + 15 per step
+ Special Target + Special Target + Special Target + Special Target + Special Target + Special Target
Vampyre Vampyre Vampyre Vampyre Vampyre Vampyre

Crafting & Equipment 119


119
Martial Melee Weapons

Martial melee weapons are tools of war. Their purpose is specifically to maim and kill. They usually require a certain level of experience or training to use, and
it gives them a major advantage in close combat: a sword or halberd outperforms a dagger, all other factors being equal.

Name Bronze Iron Steel

Battleaxe 5 slashing 6 slashing 8 slashing+ Knockdown


Ceremonial Sword 5 slashing 6 slashing 8 slashing + Puncture 1
Claws 4 slashing 5 slashing 6 slashing
Flail 5 crushing 7 crushing 9 crushing
Glaive Spear 6 stabbing 8 stabbing 10 stabbing + Reach
Greataxe 6 slashing 8 slashing + Stun 10 slashing + Stun
Greatsword 6 stabbing 8 stabbing + Puncture 2 10 stabbing + Puncture 2
Halberd 5 slashing 7 slashing 9 slashing + Reach
Khopesh / Scimitar 3 slashing 4 slashing 5 slashing + Parry 1
Lance 6 stabbing 8 stabbing 10 stabbing
Longsword 5 slashing 7 slashing 9 slashing + Bleed 1
Machete 2 slashing 3 slashing 4 slashing
Maul 6 crushing 8 crushing 10 crushing
Rapier 4 stabbing 6 stabbing 8 stabbing + Swift
Scythe 3 slashing 4 slashing 5 slashing
Short sword 4 stabbing 6 stabbing 8 stabbing
Warhammer 5 crushing 7 crushing 9 crushing
Whip 4 slashing 5 slashing 6 slashing + Spread 1

Simple Ranged Weapons

Name Range Bronze Iron Steel

Crossbow (Light) Far 3 stabbing N/A N/A


Dart Far 2 stabbing 3 stabbing 3 stabbing
Shortbow Far 3 stabbing N/A N/A
Oak Shortbow Far 3 stabbing 4 stabbing 5 stabbing
Willow Shortbow Far 3 stabbing 4 stabbing 5 stabbing
Yew Shortbow Far 3 stabbing 4 stabbing 5 stabbing
Sling Far 2 crushing 3 crushing 4 crushing

120 Crafting & Equipment


While the raw damage inflicted by a ranged weapon is determined by the material it is
Ranged Weapons
& Ammunition made of, the special qualities unlocked by rolling sufficiently under the TN is determined
by the type of ammunition, as determined below.

Mithril Adamant Rune Cost

10 slashing+ Knockdown 14 slashing + Knockdown 16 slashing + Knockdown 50 + 15 step


10 slashing + Puncture 1 12 slashing + Puncture 2 14 slashing + Puncture 2 80 + 20 per step
8 slashing + Bleed 1 9 slashing + Bleed 1 10 slashing + Bleed 2 60 + 30 per step
11 crushing + Spread 1 13 crushing + Spread 2 15 crushing + Spread 2 75 + 30 per step
12 stabbing + Reach 13 stabbing + Reach 14 stabbing + Reach 85 + 30 per step
12 slashing + Stun 14 slashing + Stun 16 slashing + Stun 100 + 40 per step
12 stabbing + Puncture 3 14 stabbing + Puncture 4 16 stabbing + Puncture 4 100 + 40 per step
11 slashing + Reach 13 slashing + Reach 15 slashing + Reach 90 + 30 per step
7 slashing + Parry 1 8 slashing + Parry 2 10 slashing + Parry 2 80 + 20 per step
12 stabbing + Spread 1 14 stabbing + Spread 1 16 stabbing + Spread 2 100 + 30 per step
11 slashing + Bleed 1 13 slashing + Bleed 2 15 slashing + Bleed 2 90 + 30 per step
5 slashing 6 slashing 8 slashing 20 + 10 per step
12 crushing + Pin 14 crushing + Pin 16 crushing + Pin 65 + 20 per step
10 stabbing + Swift 12 stabbing + Swift 14 stabbing + Swift 80 + 20 per step
6 slashing 7 slashing + Parry 1 8 slashing + Parry 2 35 + 15 per step
10 stabbing 12 stabbing 14 stabbing 50 + 20 per step
11 crushing + Knockdown 13 crushing + Knockdown 15 crushing + Knockdown 80 + 30 per step
7 slashing + Spread 2 8 slashing + Spread 2 9 slashing + Spread 3 40 + 20 per step

Mithril Adamant Rune Cost

N/A N/A N/A 20


4 stabbing 4 stabbing 5 stabbing 5
N/A N/A N/A 30
N/A N/A N/A 40
6 stabbing N/A N/A 60
6 stabbing 6 stabbing + Bleed 1 7 stabbing + Bleed 2 80
5 crushing 6 crushing 6 crushing + Knockdown 16

Crafting & Equipment 121


121
Martial Ranged Weapons

Name Range Bronze Iron Steel

Longbow Distant* 4 stabbing N/A N/A


Oak Longbow Distant* 4 stabbing 5 stabbing N/A
Willow Longbow Distant* 4 stabbing 5 stabbing 6 stabbing
Yew Longbow Distant* 5 stabbing 6 stabbing 7 stabbing
Crossbow Far 5 stabbing 6 stabbing N/A
Adamant Crossbow Distant* 6 stabbing 7 stabbing 8 stabbing
Iron Crossbow Far 5 stabbing 6 stabbing 7 stabbing
Steel Crossbow Distant* 5 stabbing 6 stabbing 7 stabbing
Mithril Crossbow Distant* 6 stabbing 7 stabbing 8 stabbing
Rune Crossbow Distant* 8 stabbing 9 stabbing 10 stabbing

Unique Weapons

Not all weapons can be so easily crafted. Some must be won • Weapon Name & Type
in battle, or reclaimed from the clutches of evil wizards in
the dankest and most disgusting of dungeons. Such unique • Damage Entries: How much damage does the weapon
weapons frequently feature in quests to defeat great evil, deal on a successful hit.
whether as reward or as a requirement to defeat them.
• Special Effects: Any special effects triggered by rolling
The weapons detailed below cannot be crafted. They must sufficiently beneath the TN will be listed as part of the
be either found, bequeathed to the characters, bought, damage profile.
or else retrieved after killing a certain monster. Yes, they
are difficult to acquire. They should be. These are the kind • Cost: How much gold it costs to buy the weapon. Weapons
of weapons capable of destroying demons, dealing with can be sold for half their purchase cost.
dragons, and making gods think twice before they get
involved with you.

While the weapons can’t be crafted, some of them can


be adapted or upgraded—though even then, they require Note: Unlike normal ranged weapons, unique
extremely specific parts to upgrade them, and these need ranged weapons deal the same damage with any
to be found too. These upgrade parts are listed in their own variety of appropriate ammunition. For example,
separate table beneath the unique weapons, along with the the Magic Shortbow always deals 14 stabbing
rules for upgrading a weapon. damage no matter what kind of arrow it uses—but it
must always use arrows. It can’t use bolts, or darts.
As the weapons can’t be crafted, the table for both unique
melee and unique ranged weapons is slightly different. The
table specifies the following: bolts, or darts.

122 Crafting & Equipment


Mithril Adamant Rune Cost

N/A N/A N/A 40


N/A N/A N/A 60
8 stabbing N/A N/A 80
8 stabbing 10 stabbing 12 stabbing 120
N/A N/A N/A 40
9 stabbing 10 stabbing 12 stabbing 200
8 stabbing N/A N/A 80
8 stabbing 9 stabbing 10 stabbing + Knockdown 120
9 stabbing 10 stabbing 12 stabbing 160
11 stabbing 12 stabbing 14 stabbing 250

Unique Melee Weapons

Name & Type Entries & Effect Cost

Abyssal Whip 15 slashing damage + Reach 1. Abyssal Whip drains an enemy of energy. 400
On their next successful attack against a character, they only deal half damage
Armadyl Godsword 24 slashing damage, Armadyl Godsword adds + 2 to Attack when equipped 500
Bandos Godsword 20 slashing damage + Stun, Bandos Godsword adds +2 to Attack when equipped 500
Dragon Scimitar 18 slashing damage + Puncture 2, Dragon Scimitar adds +2 Magic when equipped, 450
Godsword Blade N/A – the Godsword Blade cannot be used until a hilt has been added to it. 500
See Upgrading the Godsword Blade on page 124.
Saradomin Godsword 16 slashing damage + Swift. Saradomin Godsword adds +2 to Attack when equipped. 500
Whenever the Saradomin Godsword deals damage, the character
wielding it can regain 2 Life Points.
Silverlight 8 slashing damage + Parry 2. Silverlight does double damage to any demonic enemy. 160
Zamorak Godsword 18 slashing damage + Pin 2, Zamorak Godsword adds +2 to Attack when equipped 500

Unique Ranged Weapons

Name & Type Entries & Effect Range Cost

Armadyl Crossbow 18 stabbing + Piercing 2, Armadyl Bow adds +2 Ranged when equipped. 2 350
A character with the Armadyl Bow equipped can deal extra damage (to a maximum of 5)
by spending Prayer Points on a 1:1 basis (e.g. spending 2 Prayer Points to
deal 2 additional damage).
Crystal Bow 16 stabbing + Piercing 2, Crystal Bow adds +2 Ranged when equipped 2 300
Dorgeshuun Crossbow 12 stabbing damage + Bleed 1, Dorgeshuun Crossbow can be used one-handed 2 250
Magic Shortbow 14 stabbing damage + Swift, Magic Shortbow adds +1 Magic when equipped 3 300

Crafting & Equipment 123


123
Upgrading the Godsword Blade

The Godsword Blade can be upgraded, through the addition The table below details the following:
of different parts. These parts are listed below. Just like
unique weapons, they cannot be crafted, they can only be • Adaptation Name
found, taken, or given to the characters.
• Adaptation Use: What the adaptation does if added to
To upgrade the Godsword Blade, a character must succeed a weapon.
on an Intellect + Crafting test. Should they succeed, their
weapon is adapted. Should they fail, they must discard • Difficulty Modifier: If the adaptation is particularly
the upgrade part. complex to affix to a weapon, how it affects the Skill test
is detailed here.
The original weapon continues to function as normal,
though they must find a new adaptation part, should they • Adaptation Cost: How much it costs to buy this adaptation.
wish to try again. Adaptations can be sold for half their purchase cost.

Name Adaptation Use Modifier Cost

Armadyl Hilt Turns the Godsword Blade into Armadyl Godsword -1 200
Bandos Hilt Turns the Godsword Blade into Bandos Godsword -1 200
Saradomin Hilt Turns the Godsword Blade into Saradomin Godsword -1 200
Zamorak Hilt Turns the Godsword Blade into Zamorak Godsword -1 200

124 Crafting & Equipment


Armour

Protecting yourself from the deadly attacks of the enemy


is vital if you’re going to survive exploring the dungeons of
Gielinor. Simply put, armour keeps people alive. It ranges
from light, flexible leather to sturdy plate mail, and magic and
alchemy make even stranger combinations possible. Some
armour is simple and functional, some is highly decorated.

Armour works cumulatively, with each piece contributing


to the amount damage is reduced by. If a character wears
an armoured shirt with an armour soak value of 1, and a
pair of vambraces with an armour soak value of 2, then
they reduce all incoming damage by 3 points. Each piece
of armour takes up one slot.

There is an additional material which armour can be


manufactured from, though weaponry cannot. This
material is dragonhide—taken, unsurprisingly, from the
skins of dead dragons! Just as there are different types
of dragons, there are different varieties of dragonhide.
In the table below, you’ll find the armour’s soak value,
and whether or not it has a special quality. If it does
have a special quality, what kind depends on the type of
dragonhide. This is detailed in a second table, below.

The following table specifies the following information:

• Armour Name & Type

• Values: The metal the armour is made from, and its


associated armour soak value, and any special qualities
the armour might possess.

• Cost: How much it costs, in gold, to buy the weaponry


from a market or similar, and how much it can be sold
for. (With armour, cost works slightly differently. There
is an additional cost ‘per step’ for each new metal type.)

Effects Dragonhide Qualities

Block X Before making an action in combat, a character can declare they’re Blocking. Type Armour Quality
Their armour soak is increased by X for that turn, but they cannot make any
Black Magic Resilience
attack actions.
Blue Water Resilience
Heavy The armour takes up an additional active slot when used, and when stored.
Green Earth Resilience
Resilient XY This armour grants an additional X points of armour soak against Y attacks.
Red Fire Resilience
Retaliate X This armour deals X damage if the enemy misses an attack, made at near range.
Steadfast The character is immune to the Knockdown debuff.

Crafting & Equipment 125


125
Armour Defence Values & Qualities

Name Bronze Iron Steel Mithril

Armoured Shirt 1 1 2 2
Boots 1 1 1 2
Buckler 1 1 1 1
Chainbody 2 2 4 4
Chaps/Platelegs 1 1 1 1
Cowl/Hood/Coif 1 1 1 2 Resilient, 1 Ranged
Gloves 1 1 1 2 + Resilient, 1 Crushing
Helm 1 1 2 2 + Resilient, 1 Magic
Kiteshield 2 2 4 4 + Steadfast
Platebody 5 + Heavy 5 + Heavy 6 + Heavy 6
Shield 1 1 2 + Block 2 2 + Block 2
Square Shield 2 2 3 + Block 2 3 + Block 2
Vambraces 1 2 2 + Resilient, 1 Stabbing 2 + Resilient, 2 Stabbing

Unique Armour

There are as many unique sets of armour to be found in Gielinor as there are The unique armour table contains the following information:
weapons. Indeed, if you want to stand for long against some of the truly
dangerous beings to be found in Gielinor, you’re going to need an effective • Armour Name
shield far more than you’ll need a fancy sword.
• Values: The unique armour’s soak value, and any special qualities the armour
Just as with the unique weapons, these protective items can’t be crafted. They might possess.
can found, bought, bequeathed, or taken from vanquished monsters, but they
cannot be crafted from resources. They can, however, be upgraded. Upgrades • Upgrades: Can the armour be upgraded? If so, what can it become?
are detailed below the unique armour items.
• Cost: How much does the unique armour cost to buy? Armour can be sold
for half its purchase price.

Name Values Cost

Anti-Dragon Shield 2 + Resilient 8 Fire 150


Dragonfire Shield 3 + Resilient 10 Fire 250
Justiciar Chestguard 3 + Block 5 150
Neitiznot Faceguard 2 + Resilient 4 Attack 180
Spined Boots 1 90
Spined Chaps 2 140
Spined Gloves 1 80
Spined Helm 1 100
Spined body 3 + Retaliate 2 180

126 Crafting & Equipment


Dragonhide Adamant Rune Cost

2 +Resilient, 1 Fire 3 3 50 + 20 per step


1 + Resilient, 1 Fire 2 2 30 + 15 per step
N/A 1 1 20 + 10 per step
N/A 5 5 160 + 40 per step
2 1 1 20 + 10 per step
N/A 2 + Resilient, 2 Ranged 2 + Resilient, 2 Ranged 40 + 20 per step
1 + Resilient, 1 Crushing 2 + Resilient, 2 Crushing 2 + Resilient, 2 Crushing 40 + 20 per step
N/A 2 + Resilient, 2 Magic 3 + Resilient, 2 Magic 120 + 40 per step
N/A 5 + Steadfast 5 + Steadfast 80 + 30 per step
N/A 8 + Heavy 8 + Heavy 140 + 40 per step
2 2 + Block 4 2 + Block 4 60 + 20 per step
N/A 4 + Block 3 4 + Block 3 80 + 30 per step
2 3 + Resilient, 2 Stabbing 3 + Resilient, 3 Stabbing 30 + 20 per step

Crafting & Equipment 127


127
Capes

Glorious flowing robes, each granting a specific benefit, capes are a means of marking your
progression in the game. What they aren’t, however, is easy to come by. Capes cannot be
crafted. They are awarded for achieving a specific in-game quest (killing a boss, for example),
or accomplishing a specific goal (reaching 10 in Herblore, perhaps). Each cape has a different
benefit, detailed in the table below, alongside the reasons its awarded. There is more guidance
on awarding capes in Chapter VI: Gaming in Gielinor.

To gain the benefit from a cape, it MUST be equipped in an active


equipment slot. A cape’s benefits are never passive.

You can only wear one cape at a time.

Only one player can ever possess each cape; they are unique.
The first person to reach a goal, gains the cape!

Name Effect Awarded For

Black Cape You gain +1 armour soak against slashing damage Awarded for killing a thief trying to rob you
Blue Cape You gain +1 armour soak against crushing damage Awarded for capturing an NPC trying to run from you in a quest
Cape of Skulls You gain +5 Life Points, but lose all items upon death Awarded for recovering a great treasure
Eagle Cape You gain the ability to move an additional two distance Awarded for defeating a flying monster
Fire Cape You gain +5 armour soak against fire damage Awarded for defeating TzTok-Jad
Green Cape You gain +1 armour soak against stabbing damage Awarded for baking and selling a cake
Guthix Cape You gain +1 to Herblore Awarded for defeating a Druid
Inferno Cape You gain +1 armour soak against magic damage Awarded for defeating TzKal-Zuk
Saradomin Cape You gain +1 to Intellect Awarded for defeating a White Knight
Victor’s Cape You gain +1 to Attack Awarded for winning a battle where your character is
the final member of the party still standing.
Zamorak Cape You gain +1 to Magic Awarded for defeating a Dark Wizard

128
Capes of Accomplishment

Name Effect Awarded For

Agility Cape You gain +1 to Defence Awarded for reaching 8 in Agility


Attack Cape You gain +1 to base damage of weapon in active slot Awarded for reaching 10 in Attack
Cooking Cape You gain +1 to Life Points restored by food made while wearing the cape Awarded for reaching 10 in Cooking
Crafting Cape All items made while wearing the Crafting cape can be sold for an Awarded for reaching 10 in Crafting
additional 10% more
Defence Cape You gain +1 to armour soak Awarded for reaching 10 in Defence
Farming Cape You gain one additional material or resource whenever farming Awarded for reaching 10 in Farming
Fishing Cape You gain one additional fish whenever fishing Awarded for reaching 10 in Fishing
Fletching Cape Any arrows made while wearing the Fletching cape Awarded for reaching 10 in Fletching
deal +1 additional damage
Herblore Cape You gain one additional herb whenever collecting herbs Awarded for reaching 10 in Herblore
Hunter Cape You gain one additional material or resource whenever hunting Awarded for reaching 10 in Hunter
Intellect Cape You gain advantage on one interpersonal test, per game session Awarded for reaching 8 in Intellect
Magic Cape You gain +1 to base damage of any spells your cast Awarded for reaching 10 in Magic
Mining Cape You gain one additional material or resource when mining Awarded for reaching 10 in Mining
Music Cape The lead designer and writer of this game will high five you, Awarded for writing a truly awesome
should you ever meet. Bring a character sheet or proof of RuneScape song
song with you!
Prayer Cape Your prayers restore +1 Life Point Awarded for reaching 10 in Prayer
Quest Point Cape You gain one free clue or hint from the GM whenever on a quest Awarded for completing a quest the
GM considers ‘epic’
Ranged Cape You gain +1 base damage to your ranged attacks Awarded for reaching 10 in Ranged
Runecraft Cape You gain one additional Rune whenever runecrafting Awarded for reaching 10 in Runecraft
Slayer Cape Your chance of acquiring a dropped item increases by 1:6 Awarded for reaching 10 in Slayer
(so if an item is usually a 3:6 chance, it becomes a 4:6 chance )
Smithing Cape You gain one additional resource whenever smithing Awarded for reaching 10 in Smithing
Strength Cape You gain one additional slot in your inventory Awarded for reaching 8 in Strength
Thieving Cape You gain one additional resource or item whenever thieving something Awarded for reaching 10 in Thieving
Woodcutting Cape You gain one additional resource whenever woodcutting Awarded for reaching 10 in Woodcutting

129
129
Weapon Descriptions Dagger

Not quite certain which weapon you want to use? The The dagger’s a classic and versatile weapon. Excellent for
following descriptions provide an overview of the weapon self-defence, ideal for assassination, and useful both up
and insight into how it might be used in combat—offering close and at a distance. It’s a miracle anyone ever leaves
a little guidance for those indecisive adventurers who just home without one. Daggers vary a great deal in length and
can’t choose between a longsword and a greatsword! breadth, some deliberately made easy to conceal while
others are grand and ornate as any piece of jewellery.
They’re a quick, efficient solution to the problem of an
enemy’s continuing existence, but they’re rarely a warrior’s
first choice to fight a truly dangerous, monstrous foe.

Adze / Handaxe / Hatchet Hasta / Javelin

Whatever name is attached to it, there’s a certain tool used Hasta or javelins are short spears suitable for hand-to-
for chopping wood that’s also very effective at chopping up hand fighting or throwing. They’re also occasionally used
the bodies of one’s enemies. While there are certainly more by fishermen to skewer flatfish and other river-dwelling
deadly versions of the classic axe, most of them designed beasts. Too short to be used two-handed, they lack the
specifically for combat, this household tool’s an excellent versatility of a classic spear, but they’re light enough that
weapon of last resort—or a first weapon for a farmhand just they can be thrown much further. Because they’re so often
starting out on their career to heroism. After all, axes are thrown, it’s customary to carry javelins in bundles of six or
cheaper than swords and a lot more versatile. more so the wielder is not too easily disarmed.

Blackjack / Club / Sceptre Mace

Unlike most simple weapons, the blackjack or club has no A mace is a solid metal ball attached to a metal rod or shaft.
use other than a weapon. A club is the simplest and most It’s not a farm implement or hunting weapon. The mace
basic weapon available, really only a step up from grabbing a was never intended for anything other than injuring and
broken branch and whacking at someone with it. It’s a classic killing. It’s easy to use though. And probably easy to clean.
for a reason though: it’s an admirably effective skull cracking In Gielinor, they’re traditionally weapons of holy people
tool. The blackjack’s often a club by another name, but it can and members of the clergy. They’re also weapons with an
also refer to a leather tube tightly packed with sand, clay, ancient pedigree, with some even sold by archaeologists
metal filings or other flexible but dense substance. As they’re (with very lax approaches to conservation).
concealable, light, and easy to deliver a non-lethal blow with,
blackjacks are known as thieves’ weapons and carrying them
in public may raise unwanted suspicion.

Cane Pickaxe

Smaller than a quarterstaff and much lighter, canes— A repurposed miner’s tool, a pickaxe is admirably suited to
known in different parts of Gielinor as batons, bastons, or shucking open metal armour and gouging directly into the
hanbō—are light, flexible wooden sticks about three feet meaty bits of the person wearing it. It’s genuinely multipurpose:
in length. Because they’re so light, their effectiveness is it’s just as useful for mining ore as it is for wielding against
driven as much by speed and precision as by the wielder’s villains come to steal one’s treasure, so it’s probably a good
strength. The word ‘cane’ might initially bring to mind the first project for a warrior learning to collect and craft their own
slender sticks used to guide the steps of those who have materials. Although they seem like a simple weapon, there’s
difficulty walking (and its certainly true that some cane plenty of room to decorate and personalise the haft and the
users are quite capable of wielding their walking sticks as head of a pickaxe. Runes look particularly good, shining against
weapons), but in some regions their use is associated with the metal. Somewhat predictably, proud soldiers in dwarven
skilled, trained, martial artists. armies often wield war picks as their chosen weapons.

130 Crafting & Equipment


Pitchfork Stake

This farmer’s tool isn’t a great weapon by any stretch of A stake is a short piece of wood, sharpened to a ferocious
the imagination, but it does the job in a pinch, and a fighter point. They’re used to puncture the unbeating hearts of the
with a pitchfork is objectively better off than one with no undead, and very little else. In most circumstances, a dagger
weapon at all. An angry mob with pitchforks and torches does the same job as a stake a lot more conveniently and
aren’t foes to discount either. The long shaft is useful for reliably—and daggers have hilts, meaning they don’t get
keeping an enemy at bay, and sometimes that’s the most lodged in the chest of one’s enemy on the first strike and
important thing, especially if you’re a farmer facing a leave a fighter unarmed. No, stakes really are a specialised
trained, dangerous foe or a monster much stronger than vampyre hunting weapon, but if one happens to be at hand
you are. it will serve as an improvised weapon against anything that
would prefer not to be stabbed or impaled—which describes
just about every living creature, and several unliving ones.

Sickle

Associated with witches and druids, the sickle is primarily


a farmer’s tool. This curved blade on a short handle is used
for reaping grain and harvesting plants for livestock. Their
use in gathering herbs is the source of their link to witches,
herbalists, and other magic users with close ties to the
natural world. In truth, while a sharp enough sickle can
draw blood or even slash a throat, they’re not ideal for
combat and are rarely a first choice of weapon. Those who
do wield them as weapons tend to ensure both outer and
inner edges are kept wickedly sharp.

Spear

Spears are ancient weapons with a venerable history. From


early efforts to attach sharp, polished rocks to wooden
shafts to contemporary versions with sharp, steel heads
they’re easy to learn to use and highly versatile. A spear
can be held in one hand, allowing the wielder to carry a
shield in their off-hand, wielded two-handed for extra
damage, or thrown from a relatively short range to stop
attackers in their tracks. Spears are also very easy to repair
and replace. At a minimum, a sharpened stick does the job
of a spear.

Staff

The staff, or quarterstaff, varies from a stout walking stick


to the gnarled, ornamented staves carried by wizards and
other spellcasters. It’s extremely easy to pass a staff off as
just a walking stick, making it an excellent choice when
weapons are likely to be confiscated. A staff can be wielded
in one or both hands, and skilled martial artists can turn
them into a blur of motion that terminates in cracked bones
and split skulls.

Crafting & Equipment 131


131
Martial Melee Descriptions Claws

Martial melee weapons are tools of war. Their purpose is A ‘claw’ is the informal name for a metal guantlet whose
specifically to maim and kill. They usually require a certain finger coverings terminate in pointed blades. They can
level of experience or training to use. slash open skin like paper, and assassins and other quick,
deadly fighters use them to cut throats and gouge eyes.
As well as the pain they can cause, claws make it easy for
a brave fighter to grab an opponent’s weapon and deflect
a blow.

Battleaxe Flail

A battleaxe is a slightly modified version of the traditional Flails connect a metal ball like the head of a mace to a short
woodcutter’s handaxe. It’s a touch larger and heavier, metal pole via a length of chain. Allies are advised to stand
and designed to be swung in either one or two hands. well clear as the whirling ball of death cuts through the air.
Some versions have only one, front facing head; others This need for caution and space may be why flails aren’t a
incorporate an additional sharp edge or point for use on popular or commonly seen weapon throughout Gielinor.
the backswing. Although flails are traditionally solid balls, other variants
exist that add spikes or barbs to the surface or replace the
It is said by Zamorak’s worshippers that the god of ball with a curved blade like a sickle. Verac the Defiled, one
destruction’s favourite weapon is his own battleaxe, of the undead Barrow Brothers, famously wielded a spiked
bloodied and buried deep in a foe’s skull. That’s enough of flail, and the Ivandis Flail, custom made for the slaying of
a reason for many of his worshippers to wield battleaxes vampyres, used an emerald-enhanced blade.
themselves. The not-so-humble battleaxe also holds the
distinction of being the only weapon to have two entire
shops dedicated to it: Brian’s Battleaxe Bazaar in Port Sarim,
and Bob’s Brilliant Axes in Lumbridge.

Ceremonial Sword Glaive Spear

Forged from a single ingot, as a test of true smithing skill, Sometimes simply called a glaive, this polearm features
ceremonial swords are uncommon but highly prized by a strong shaft and a long, single-edged blade mounted
those who possess them. While effective in battle, they at the top. In different regions of Gielinor, it’s also known
are more often seen as testimony to the skill of the wielder, as a naginata, guandao, and a host of other names. Like
whether with the sword itself or the blacksmith’s hammer other polearms, it’s designed to extend the user’s reach,
remains to be seen. Think of it like a cape, but with a much keeping an opponent too far away to use their own weapon.
sharper edge. It functions best when the wielder has room to move, but
its long shaft makes it just as useful for corridor fighting
or other battles where fighters are pressed close to their
allies. Even so, it’s a rarely used weapon, once associated
with the fabled Death Lotus group of fighters, who have
since vanished from Gielinor—or disappeared back into
the shadows.

132 Crafting & Equipment


Greataxe Halberd

The greataxe is the final evolution of the axe. A massive A halberd, sometimes colloquially referred to as a hally, is
blade—or multiple blades, for the truly discerning axe a polearm with a shaft taller than the average human, with
aficionado—supported on a stout wooden haft, the greataxe an axe mounted at the top. While it’s heavy and needs two
strikes fear into the heart of almost any foe. Associated hands for even the strongest person to wield, the reach of
with berserkers and other mighty warriors, a greataxe its haft provides a significant advantage in close quarters
leaves a trail of dead in its wake. fighting. Not only can it keep an opponent at bay, but it can
be used from the second rank of a fight, when the wielder’s
Balmung, once owned by Queen Sigrid of Etceteria might positioned behind an ally with a less… extensive… weapon.
be the finest example of the mighty battleaxe in all Gielinor. Having someone between the wielder and their enemies is
Soaked in the blood of the dagannoth sea monsters, especially beneficial considering these mighty two-handed
Balmung freed the Fremennik people from the threat of polearms preclude the use of a shield.
these dagger-mouthed menaces.

Greatsword / Two-handed Sword Khopesh / Scimitar

These mighty blades, whatever name they’re known by, are Where the common short sword has a straight blade,
terrifying to behold in action, but possessed of a certain the class of swords including the khopesh, scimitar, and
deadly grace. Greatswords and two-handed swords are cutlass sport a blade curved to varying degrees. While the
the most common names given to these death-dealers, short sword is a stabbing weapon, these curved swords
but godswords are the most impressive of their ilk, spoken favour fleet-footed fighting styles, with clever footwork
of in tones of longing by many an up-and-coming fighter. performed by highly agile warriors. It’s no coincidence
that notable proponents of these styles include pirates able
There are only four known godswords in existence, each of to keep their balance on the rolling deck of a ship at sea.
them made from the rare and precious element aetherium.
Each one of them—created by and consecrated to Armadyl, While they’re intended to be used as a solo or main
Bandos, Saradomin, and Zamorak—has a long and fabled weapon, this type of sword is light enough to be used in
history in the God Wars. However, just because no others the wielder’s off-hand, either as part of a matched pair of
have ever existed until now, doesn’t mean none could ever weapons or alongside another type of blade.
be created.

Crafting & Equipment 133


133
Lance Maul

Lances are designed for use from atop a noble steed (or The maul is the grisly lovechild of a hammer and a rock.
any steed at all, really). When the wielder’s mounted, they It’s sized up, optimised for battle, and weighted to kill. It’s
work as intended: aim, charge, and unseat or possibly one of the most powerful weapons in Gielinor, for someone
impale. Most lances in Gielinor are made specifically with the know-how to wield it, and though it might draw
for use while riding a dragon. They’re consequently so fewer admiring gasps than a greatsword it’s just as deadly.
large they can pierce a dragon’s thick scales and cause
considerable damage. While that may make a lance sound Although mauls are a relatively uncommon sight in
like an ideal weapon in any circumstance, they’re clumsy Gielinor, some truly awe-inspiring examples exist, from
and hard to use on foot. When not mounted, lance attacks the obsidian maul TzHaar-Ket-Om to the spiked and double
have disadvantage when the target is within five feet. In headed Torag’s Hammer, and even the oversized (even for a
addition, they must be used two-handed when on foot, maul) Barrelchest Anchor which does indeed have an entire
though they only need one hand for a mounted combatant. anchor as its head.

Longsword Rapier

The double edged, straight bladed longsword comes in The rapier is a true swashbuckler’s weapon. A long, slender,
almost as many styles, and under as many names, as flexible blade attached to a basket hilt, they’re fast, light,
there are other weapons in the world. Used by soldiers, and elegant, ideal weapons for the poised and perfectly
monster slayers, treasure hunters, brave explorers, and balanced fighter who’s light on their feet. Some might call
mercenary fighters; it’s the workhorse of the world of it a pirate’s sword, but it’s as likely to be found in the hand
blades. Some versions, like the katana, are designed for a of a dashing aristocrat.
two-handed grip, while others are made for a one-handed
hold. All variants of the longsword, whatever name they’re Rapiers are traditionally used either with a buckler or
known by and whatever principles guided their design, dagger in one’s other hand. Alternatively, it’s perfectly
are versatile enough to be used in either a one-handed or permissible to keep one hand free for swinging from ropes
two-handed grip. (or chandeliers, as circumstance and personal preference
dictate).

Machete Scythe

A heavy-bladed, long knife designed for clearing vegetation A long, curved blade on a tall wooden handle, the scythe
in the most densely overgrown wilderness. It’s any sensible is a farming implement, used for reaping wheat and other
explorer’s weapon of choice for dealing with evil trees and crops. It’s better known, though, as the symbol of death,
similar natural hazards and the machete also does a fine job the reaper of souls (aka the Grim Reaper, aka Death). Death
in combat. However, while it doesn’t take an expert to hack is one of the few people who can consistently use a scythe
away plant matter with a machete, only a skilled warrior as a weapon: it’s a big, ungainly blade on a stick, and it’s
can turn it into a deadly weapon. designed for cutting grass, not meat. It certainly does make
an impression though, especially teamed with a swirling
It’s easiest to pick up a machete in frontier outposts near black cloak and some dark leather armour.
untamed wilderness; they’re unpopular elsewhere.

134 Crafting & Equipment


Short Sword

Short, broad, straight bladed swords designed primarily


for stabbing are common weapons, found all over Gielinor.
They’re known by a variety of names: wakizashi, and
others. They’re used in armies, by guards, and by lone
adventurers who prioritise speed and accuracy over doling
out the greatest possible damage. Unlike larger swords
with longer hilts and more grip, short swords are always
used one handed, so they’re commonly used alongside a
shield, off-setting their comparatively low damage with
better protection. They’re versatile and fairly simple to
craft, so they’re widely available wherever weapons are
made and sold.

Warhammer

The warhammer is, as the name implies, a common hammer


adapted as a weapon of war. It’s solid, large, and mounted
on a shaft that can be wielded with one hand, allowing the
user to wear a shield alongside it, or two-handed for extra
momentum and greater damage on impact. The dwarves
of Keldagrim have a great love of warhammers and make
a variety of styles which they sell both to members of their
community and to outsiders.

Whip

Learning to use a whip as a weapon of war takes both an


extended period of training, and a real commitment to style.
Even then, it’s not a particularly effective one. The major
benefits are that the whip requires very little strength to
wield and keeps the wielder further than arm’s length from
their opponent.

Crafting & Equipment 135


135
Simple Ranged Descriptions Sling

Like their close-quarters cousins, simple ranged weapons The sling is about the simplest ranged weapon it’s possible
are easy to use, either because they are, as the name to make: it’s a leather strap, used to catapult a rock at an
suggests, simple—like darts—or compact and easy to hold enemy. While it doesn’t compare to the damage dealt by
and use, like the shortbow and light crossbow. Weapons more powerful ranged weapons, it can still pack a punch.
commonly used by wizards and other spellcasters also fall Slings are considered an archaic weapon in most of Gielinor,
into this category. but there are still regions with plenty of devoted slingshot
aficionados who’ll expound at length about their uses and
advantages.

Crossbow, Light Martial Ranged Descriptions

Crossbows are the original point and shoot weapon. They’re Martial ranged weapons are the province of skilled archers,
impressively easy to use: load, aim, and fire. They have sharpshooters and other professionals. They require talent,
an admirable range, too, accurate up to eighty feet. The a sharp eye, and in some cases years of training. Martial
major problem with crossbows is that loading them is slow. ranged weapons include firearms. They’re not produced or
Still, there’s a lot to be said for reliability if you’re not a sold in every region of Gielinor, but when they’re available
trained archer looking to fire five shots in five seconds, and they offer a major advantage on the field of battle.
a bolt or two from a crossbow will bring down most normal
beasts a shooter might be hunting. As easy as they are to
use, crossbows are relatively tricky to make, requiring
a degree of mechanical and engineering knowledge that
takes training and dedication to master.

Dart Crossbow

Darts, on their own, aren’t terribly dangerous. They’re small, The standard crossbow is among the best means of
concealable, and light enough to carry in large quantities, introducing a sharp projectile into an enemy’s face with
but they are at best a nuisance. They’re a convenient a bit more force than a light crossbow. Its intricate
distraction. Darts really come into their own when coated mechanisms take considerable skill to craft, but very little
in poison that stuns the victim, renders them unconscious, to use making them attractive for poorly trained guards
or even kills them. The best poisons are expensive, but and bandits throughout Gielinor.
worth it, and even the cheapest can leave a victim reeling
and nauseous for long enough for the shooter’s allies to
end their lives in close combat.

Shortbow Longbow

Shortbows are weapons for hunting birds and other game. Longbows are large and heavy, and designed to fire an
Their size makes them manageable and easy to use—at least arrow with enough force to puncture the toughest armour
compared to longbows, designed for battle—and in many from the far side of a battlefield. An archer armed with a
places, especially rural communities, youths are brought longbow is a formidable foe, the more so because they’ve
up with a basic knowledge of how to string, aim, and fire a surely undergone significant martial training to be
shortbow. Shortbows are as easy to make as they are to use, equipped with one. Longbow archers are often specialists.
with just a basic knowledge of fletching, and making basic Enchanted arrows, or those made with special materials,
arrows is simple too. When those arrows can be made of any take the longbow up an extra notch in effectiveness.
metal or precious stone that a crossbow bolt can and are
exactly the same ammunition used in a longbow, anyone
would be hard-pressed to say a shortbow is an inferior weapon.

136 Crafting & Equipment


Crafting & Equipment 137
137
Unique Melee Weapons Godswords

Some weapons are much more than brute tools of violence. During the God Wars, weapons of vast power were forged
Some possess history, possess a character, possess vast and fought over. Stories have been told of a deep dungeon
and terrifying power. There are not many of these weapons, under an ancient disused temple where forces loyal to
even in a world as filled with magic as Gielinor. The melee each god came to blows over a powerful blade forged by
weapons below are unique; they exist on their own, each a master aviansie inventor. Hilts, each bearing the symbol
stroke delivered against the foe adding further lustre to of the god to which they belonged, were forged to wield
their legend. Finding them is not easy, and only a true hero the immense power contained in the blade. Some say the
(or a true villain) is able to claim one, and wield it with the godswords obtainable today derive from fragments of that
skill required. Perhaps you might be one such hero? original blade. Each possesses a unique and terrible power,
capable of slaughtering even the most deadly of opponents.
Abyssal Whip The individual powers are detailed below.

Drawn forth from the abyss itself, and wreathed in the


dark energies of that strange place, the Abyssal Whip was
Saradomin Godsword
fashioned from the spine of a demon. Whomever it strikes
feels their energy leeched from them, a fragment of their
being stripped away at each lash. It drains the life from When the wielder strikes the foe, they are
even the most robust of foes in increments, killing them able to draw upon the power of Saradomin to
even as the whip leaves stripes across their flesh. heal themselves. Even in matters of violence,
Saradomin seeks balance.
Dragon Scimitar
Zamorak Godsword
Imbued with the strength—and viciousness—of a dragon,
the Dragon Scimitar is amongst the most feared of weapons. Unleashes the power of ice in a vicious attack,
While without the history of Silverlight, or the Godswords, freezing its victim in place, leaving them helpless.
its ability to rend flesh and cleave through the stoutest of
armours make it no less deadly, and the glinting red hue Bandos Godsword
of the blade is enough to send weak-nerved foes fleeing.
Like the god whose symbol this mighty weapon
bears, the Bandos Godsword exists to inflict brutal
damage on those it is turned against.

Armadyl Godsword

A weapon created to issue judgement on the


enemies of its wielder, the blade of Armadyl
produces a deadly whirlwind of steel in the
hands of a skilled user.

Silverlight

The sword possessed by the legendary hero, Wally,


Silverlight is lethal against even the most powerful of
demons. Forged at some point during the Fifth Age, it is said
the sword was imbued with power by Guthix himself, to
combat Delrith in particular. Celebrated in song, recorded
in history books, Silverlight is among the most famous
weapons in all of Gielinor.

138 Crafting & Equipment


Unique Ranged Weapons

Just as there are unique melee weapons to be found in


Gielinor, so there are unique ranged weapons. These bow
strings thrum with their own legend, the arrowheads
glint, lethal, even as they wait to be fired. Only the most
practiced of archers are capable of making these weapons
their own, but those who do soon become as mythologised
as their weapons.

Armadyl Crossbow

Created to serve the god Armadyl, this crossbow was once


wielded by Commander Zilyana, a general in the army of
Saradomin. The bow was not hers to use, however, and, as
such, it betrayed her in a fierce and deadly battle. Those
who use it must ensure they are worthy of it.

Crystal Bow

Crystal bows can only be sung into being, by elves touched


with the wisdom of their patron goddess, and such talent
is rare. Even rarer still is a bow then personally blessed by
the goddess, Seren. Such bows are as aesthetically perfect
in form as they are coldly lethal in function, and those who
wield them do so without mercy.

Dorgeshuun Crossbow

Faster, and far more efficient, than most other ranged


weapons of its type, the Dorgeshuun Crossbow is
difficult to locate. It seems only to be found in mines near
Lumbridge—and even then, it can require a significant
degree of effort to locate, and no little danger.

Magic Shortbow

It’s a shortbow. But with magic. Magic makes things better.


Everyone knows that.

Crafting & Equipment 139


139
Chapter VI

Quests &
Consequences
So, You Want to Be a Hero?

We couldn’t blame you. Gielinor needs its heroes, after all. What ship floats without
a crew? What game table is complete without friends? What story is complete
without a storyteller?

That’s where you come in. You’re going to be the hero. A hero to your friends, by
taking the reins and running them through the story. You’re going to keep the world
running. You’ll interpret the rules and make fair judgements. You’re going to make
sure that everyone at the table–yourself included–has fun.

It’s a lot. But we’re not about to leave you alone. We’re here to give you what you
need to make running the game easier. We know that Gielinor is a busy world with
many places to visit and quests to discover, and this chapter is all about giving you
the tools to make the most of it!

Within the pages of this chapter, you will find the knowledge you need to bring
your RuneScape Kingdoms game to life. We’ll discuss the kind of quests you’ll find in
Gielinor and look at how you can bring them to life on your tabletop. We’ll dive into
the tone of the game, to give you an idea of not just what might happen, but how
to balance the special blend of in-depth story and occasional, surprising humour.

We’ll also give you guidance for making your own quests that should fit comfortably
into the world. We’ll give you resources to not only make your own campaigns, but
to even fill them with NPCs that will make your quests rich and immersive, along
with guides to building out exciting and fulfilling campaigns, and how to capture
an authentic RuneScape experience!

Gielinor needs you. All you have to do is accept the quest: to be the GM.

140
141
GM Principles
What Does a GM do?

Let Your Players Guide The Story We touched on this question briefly in the introduction. But,
as the Game Master (or GM), you are the engine running
Every story needs an ending, but an ending feeling rushed or forced is never the game. You’re Jagex’s servers, and their dev teams, and
enjoyable. Instead, think of the quests you send characters on as a beginning and Lore Council. You’re the whole of Gielinor and everyone in it.
an end. Precisely how those two elements are connected can be as loose as you
like; you might set the characters a series of intermediate goals—different things Sounds pretty daunting, right? To some extent it is. Being
they need to collect before the next section of the quest begins, perhaps—but you a GM isn’t always easy. You do a lot of different jobs and
can also just find out what happens as you play. You can trust your instincts as a remember a lot of different rules. But we’ve tried to make it
GM, deploying challenges as your players overcome a previous obstacle, and letting easy for you to run. This book might feel like it’s crammed
their actions dictate what happens next. Improvise; you’ll be amazed at the strange with instructions, but it’s very deliberately designed to be
corners of Gielinor you discover, and the exciting games you’ll have. easy to create new rules on the fly.

Remember: rulings, not rules. If you forget a rule, make one


up! If there’s no rule to suit a situation, use the flexibility
Cheer Your Players On of the system to your advantage and create your own.
Running RuneScape Kingdoms: The Roleplaying Game is
Want your characters to be successful, to enjoy exciting adventurous careers, to more about keeping things fun, enjoying yourself, and
change the face of Gielinor. This isn’t saying you shouldn’t challenge them, and ensuring the game is exciting than being a rules repository.
occasionally they shouldn’t be at genuine risk of death, but allow them to be cool,
to try amazing things, and to execute crazy plans. Let them be awesome! There’s also no hard and fast laws you need to abide by
as a GM. Much of it is about being willing to improvise,
to work with your players to make their characters feel
authentically heroic. A lot of it is about trusting your
Think About Tone instincts about what makes a good story, about what feels
fair, and about what is going to entertain and engage the
Gielinor is a multifaceted world, which can be used to tell a great many kinds of people at your table. So, while there’s not one fixed way to
stories. It’s also a world with a great variance in tone. You can flip between tones be a good GM, there are a set of guiding principles opposite
over the course of a campaign; you can mix light-hearted and deeply serious or you you might find useful to bear in mind.
can go from a quest to bake a pie to fighting a demigod. The important thing is to be
consistent within an individual adventure. Don’t start something with big stakes, Canon & Fidelity
and then make it a joke. Don’t invalidate your own stories!
You might be the world’s biggest RuneScape fan, or this
might be your first time visiting Gielinor. Either way, you’re
probably aware the game is pretty venerable at this point.
It’s Not All About Fighting There’s a lot of lore you might feel the need to catch up on.
And we get it. That’s why there’s the Guide to Gielinor right
One of the most wonderful things about RuneScape is its focus on a multiplicity of at the front of this book; knowing the world you’re going to
narratives; it’s not just about who has the biggest sword. It can also be about who be gaming in is important, especially as the GM. Even more
has the best fishing net, or who knows most about herbs. Don’t lose sight of this important if you’re running the game for people who really
fact. Use it to make your games different from other tabletop roleplaying games, to know and love RuneScape.
capture the distinctive feel of the RuneScape experience!
But remember this is your game. It’s not Steamforged’s.
It’s not even Jagex’s. When it’s at your table, Gielinor is
your world, and it works as you need it to. What’s true
in this Gielinor is entirely up to you. That’s not to say you
have to change anything. But you can if you want to. You
can discard things you don’t like and add in things you do.

And if you want to look something up, there’s a lot of


great resources out there, most notably the two official
RuneScape wikis found opposite.

142 Quests & Consequences


Running a Game Towards the end of a game session, or once a quest is Official
RuneScape Wikis
completed, the game moves into downtime.
If this is your first roleplaying game as GM, it might be
useful to have some idea of how a session should go. This
game is built around making it as easy as possible for the
GM to concentrate on actually running the game, creating This is a period of time distinct from open play
fun quests, and responding to the actions of the characters. and quest play, characters are able to increase
That’s your main task as a GM. While you’ll construct a the level of one of the Skills they’ve utilised
quest, or series of quests, to draw characters into an during quest play or open play by one point.
adventure, how they respond and react to the adventure For example, camping or resting would be
is up to them—you can never predict what a character is considered downtime.
going to do in any given situation—and rather than spend Old School RuneScape
your time guessing at the myriad possible ways a character During downtime, characters can also choose
might address a problem, just see what happens! to train in an activity to increase the level of
one additional Skill by training or carrying out
For ease and clarity, we’re repeating the ‘Anatomy of a some form of associated activity (for example,
Session’ section from Chapter III: Core Rules below, in order fishing or cooking). To do this, the character
to discuss it in a little more detail and explain how to use must narrate a short scene explaining what their
it in your games. character does during their downtime. This can
be narrated in first or third person and can be
Anatomy of a Session as lengthy or detailed as the character wishes.

A session of RuneScape Kingdoms: The Roleplaying Game Once this scene is narrated, the character
is broken down into several stages. Each stage represents makes a test against the Skill most appropriate RuneScape 3 Wiki
a different type of play, and a different focus for the to the task (so, if the character is going fishing,
characters. they’d use the Fishing Skill). If they fail the test,
they can raise the used Skill by one point. This
For much of the session, characters are in open play. represents the character learning from their
mistakes and improving.

This is the presumed default for the game, with


characters freely going about their business,
talking to one another, visiting locations, and
deciding what it is they wish to do.

Should characters opt to go on an adventure, the game


enters quest play.

In this stage, the characters are actively engaged


in pursuing a quest, seeking to identify key items,
important characters, and fulfil the quest’s goals.
Quest play can span multiple sessions, depending
on the length and complexity of the quest.

Quests & Consequences 143


143
Why Breakdown Play Like This? Tone & Feel

When you’re running a game, this kind of structure might feel unnecessary or even an obstacle Defining the right tone and feel for a game of RuneScape
to the kind of game you’re playing. If that’s the case, then ignore it for that session. This structure isn’t the easiest of things. The franchise is over twenty-
ensures adventurers get a chance to develop both statistically, and as characters. If you’re years old at this point. It’s been through many changes,
finding it difficult to build adventures featuring good opportunities for characters to do things grown bigger and varied over its existence, and Gielinor is
other than directly engage with the quests, the session breakdown is a really effective means of filled with activities, quests, miniquests, and wit. Capturing
ensuring you preserve time for these important elements of character development. It also gives all of this at the tabletop probably isn’t possible or, even,
you, the GM, the language for moving the game forward, and in the direction you want it to go. desirable. Instead, we recommend thinking about which
Gielinor you and your table want to play in.
Not every session needs to follow the structure above; it isn’t a prescriptive model for how you
must run your games, but a helpful guide for how you can run them, and how structuring a What do we mean? Well, in very broad terms, there’s four
session enables you to get the most out of your games. different versions of RuneScape your games could closely
resemble. Each of these is taking place in recognisably the
It might not always be appropriate or necessary to have a downtime scene, if you’re building same world, but they can feel very different. You might want
towards a big climax and a session ends on a cliff-hanger, then the downtime scene might dissolve your game to just emulate one of the RuneScapes detailed
the tension in a way you, as the GM, don’t want. Alternatively, it might be the perfect way to wind below. Or you might want to take bits from each. Your game
down—with the characters flashing back to a downtime activity completed previously—and just might begin as one type, and then turn into another. It’s entirely
giving players a chance to calm down. Speaking about player well-being… up to you—just remember the principle above: be consistent
within a quest, or risk really irritating your players!

The Classic Fantasy


Comfort & Safety At The Tabletop
This might be considered the default RuneScape mode.
Roleplaying games are meant to be fun. Indeed, that’s the most important thing Gielinor is a world of medieval-ish fantasy. The world is
about them. And keeping things fun means people need to be comfortable, to feel divided into regions with their own kings, internal politics
safe when they’re playing, where they’re playing, and about the topics being touched and the risk of external attacks constitute the broader
on during play. threats. But most of your time is spent exploring dark,
hidden corners for treasure, or fulfilling quests to take
We recommend a full and frank conversation about appropriate material before down monsters bedevilling villages, or finding lost family
you begin any campaign. Be honest with the players about what your expectations members who wandered into the wrong cave.
are for the game and let them tell you theirs. Of course, you don’t need to tell
them precisely what twists are going to happen, or the nature of the villains they The classic fantasy approach is about exploration, battle,
might need to confront, but you can assure them you won’t be touching on any and a gradual ascent to hero status. Characters start as
uncomfortable content. novice adventurers; they’re down on their luck, maybe, and
decide to take some risks in order to make a better life for
If you are going to be touching on uncomfortable content, then be open about what themselves. Or maybe they get caught up in events without
it is. Make sure your players know what they’re going into, and make sure they are meaning to? Perhaps trolls attack and they need to take up
happy about it. Consent is key here. arms to protect their village and then realise they’re better
at this than the job they currently do.
For more on roleplaying safely, and tools you can use to keep your games fun for
everyone, we recommend the use of Consent in Gaming, a free product published Players will instinctually understand the classic fantasy
by Monte Cook Games, and available here: tone; it’s unavoidable in pop culture, it’s deeply embedded
into RuneScape, and it’s common in many other tabletop
https://www.drivethrurpg.com/product/288535/Consent-in-Gaming roleplaying games. This is the perfect tone to aim for, at
least initially. You can always borrow elements from
We also recommend the use of the X-card, a roleplaying safety tool designed by John elsewhere to change things up, should you feel the need to.
Stavropoulos. You can find more about it here:
The Grand Epic
http://tinyurl.com/x-card-rpg
Gielinor is a complex world with a vast history. We may
Now, if your table doesn’t need these kinds of safety tools, that’s great. Get adventuring! never know the true age of the eldest beings in existence.
But taking the time to respect your players, and ensuring that everyone around the The very beginnings of known history, the Time of the Elder
table is feeling safe and secure about the game they’re playing, is always worth doing. Gods, begins with the destruction of the previous universe
and the birth of this known one.

144 Quests & Consequences


These times have seen the rise and fall of gods, the birth A More Lighthearted Gielinor
and death of races now long-gone, and the rise of humanity
as the dominant power of the world. Runecrafting brought Not every quest has to be all serious all the time, and
humanity to the forefront; with runic magic, the humans parody can be as subtle or as bold as you wish. RuneScape
achieved bigger and better accomplishments – with is famous for its sense of humour. For example, the
horrible, bloody wars as result. Guthixian herblore master’s name is Kaqemeex, confirmed
by the creators of the game to be pronounced “cake-mix.” Consent in Gaming
These grand, cosmic dramas make great material for your In the quest “Spirits of the Elid,” you encounter a nameless, by Monte Cook Games
RuneScape games. They give characters the chance to be blue-skinned genie described as “phenomenal cosmic
the greatest of all heroes. The people whose actions decide powers, itty-bitty living space”—a definite reference to
the fate of the universe. They get to battle ancient gods, Disney’s Aladdin.
talk with the spirits of forgotten heroes, and peer into the
cosmic void, or travel to new worlds. Real-world plays on words and groups are another staple
and may be easier to hide when playing around a table, as
Now, some players love this style of grand, universe- opposed to reading the text on the screen. For example,
defining game. Others find it difficult to relate to; a bit think of the iconic, satirical series of Penguin Quest
too remote from the classic fantasy fare of more typical adventures. Or the dark humour of the Pirate quests (if X-card
RuneScape. This kind of grand scale can be a great thing to you don’t nod in appreciation at the pun in the title of ‘A by John Stavropoulos
build to over the course of a campaign, a perfect capstone Clockwork Syringe’ then you might not have a soul…).
for a series of adventures beginning in a small town
like Lumbridge. Alternatively, you might want all your So, how much of this stuff do you want in your game?
adventures to be on this scale—if this is the case, the tone Some players love it, some players might find it distracts
of your game is going to be grandiose. Make sure you build from their ability to take the game seriously. It really
adventures to match! is very much dependent on personal, and individual,
preference. You can ignore it entirely, playing it straight,
The Mundane changing names or insisting on alternative pronunciations.
Kaqemeex pronounced as ‘Kah-Kay-Meeks’ is a fairly good
Part of what makes RuneScape so special is its willingness druid name.
to focus on the less glamorous aspects of the adventuring
life. Fishing for food. Chopping wood for fires. Making your Or you might go the other way, and really make your game
armour so you don’t get ripped to pieces in your first fight. funny. Make the quests weirder, and odder. Of course,
In some ways, these can be considered classic roleplaying that’s if your players enjoy that style of gaming.
activities—early tabletop roleplaying games often focused
on these kind of activities—and it might be your players Another option a GM might want to implement is a
really enjoy them. It does, after all, make a pleasant break “breather” quest, keeping most of the tone of the adventures
from slaughtering dragons and emoting over the novel’s serious, with one completely ridiculous quest or side-quest
worth of backstory each character possesses. thrown in. Alternately, you could use character down-time
between campaign adventures to send them on small,
RuneScape Kingdoms: The Roleplaying Game is deliberately lightweight quests.
designed to build these elements into the core, ongoing
structure of the game. This world is a living, breathing thing, and it is good to
help your players remember that light-hearted moments
If your players really respond to this kind of game, then and more innocent or irreverent quests exist and should
lean into it! Make your quests about crafting items, about be relished. They make for lasting memories, and a breath
gaining resources, about learning a trade, and improving of fresh air before diving back into serious adventures.
abilities. Your game doesn’t have to be about warring
kingdoms and magical dangers if you don’t want it to be! So, we’ve talked about the tone and style of the games
Now, that said, games where the sole focus is the more you can play in Gielinor, now to break down some of the
normative aspects of life could become boring. So, terminology we’ve been using and delve into the mechanics
introducing other threats and other potential avenues for of those stories. How do they work?
adventure is never a bad thing!

Quests & Consequences 145


145
I — Evolving Objectives

Most quests subdivide into smaller pieces; it is


very rare to find a quest that is a simple “go here
and the quest is done” or “kill 10 animals” or other
simple starters.

Just as there are many trainable Skills that


players hone, Gielinor is packed with people who
have honed their talents specifically. While basic
necessities are covered in each major settlement,
if you need something specific—some piece of
information, say, or a particular item—you will
need to travel to where that specialist is. These
locations are seldom easily accessible.

For example, in the iconic Dragon Slayer quest,


you start at the Champions’ Guild, but the only
Campaigns person who can make your legendary armour is
in another town entirely. Once you get there, the
Let’s start with campaigns. As mentioned in the introduction, quest to get the platebody shifts, and now you
campaigns are one of the most common ways of experiencing are on a quest to slay a dragon, with the rune
a tabletop roleplaying game. They are best thought of as an armour being the reward for your heroics.
extended series of quests, played out over weeks, months,
or even years by the same group. They ebb and flow, shift More importantly, as your quest unfolds, the
and change, but the characters remain the same. “slay the dragon” quest develops into many
smaller pieces and side-adventures. We’ll go into
Your experiences in the video game RuneScape or Old School this in the next part, “Clear Objectives.”
RuneScape can be thought of as a campaign—quests arise,
you become embroiled in complex plots, you overcome
terrible events and dangerous foes, but you’re doing it as
the same character. You grow, change, become stronger, and
the world changes with you—but you’re always recognisably II — Clear Objectives
you (though, admittedly, you do change outfits a lot…).
Even though main quests may become several
As with any story, there are myriad ways you might approach smaller ones, at no time are you ever lost as to
your campaign, depending on the kind of stories you want what you need to do. In Dragon Slayer, when
to tell, and the interests of your players and their characters. you return to the Guildmaster, he is forthcoming
about everything you will need to do to finish
The Quests of RuneScape your quest—to slay the dragon, you’ll need to
get to the island, for which you’ll need the three
RuneScape has a lot of quests. It’s a key way of exploring pieces of a very rare map and a ship. And then
the world and engaging with Gielinor. And this makes them once you’re there, you’ll need protection against
a very helpful model for your games. So, looking at the dragon’s breath.
quests they offer in-game, we can start to piece together
how they work. From the moment you leave Tutorial Island Even when the quest throws curve balls at you,
and step foot in Lumbridge, you are allowed to wander in the form of unexpected obstacles (for example,
and explore to your heart’s content, but it is up to you in Dragon Slayer, you must find an oracle who
to actively seek out quests. Of necessity, that supports a can then help you locate one of the lost pieces
proactive stance on behalf of the players that you might of the map), there is a feeling of importance to
not see in other adventures. each step. They incrementally build the world
out, adding new layers of detail
Here are some of our favourite features you can find in
RuneScape quests.

146 Quests & Consequences


III — Seeds Of World Lore V — Pertinent & Unique Rewards

Throughout your questing career, important Along with the standard and expected
NPC interactions hint at the world’s lore and the experience points, RuneScape rewards include
characters’ place in it. For example, in Dragon very targeted increases to Skills. Did you just
Slayer, after you’ve gotten the quest to slay the finish a battle-heavy quest? Expect to find extra
creature, you return to the Guildmaster to figure experience rewarded to Strength, Defence, or
out how to actually succeed. similar Skills. Each Skill you have is important,
and the idea that you get specifically rewarded
As he gives you the information, it carries the in the Skills you’ve used is both immersive and
extra weight of the world’s history, and solidifies motivating to players.
just why the quest was given in the first place.
The knowledge is given to help you understand But that’s not all! When you finish quests, you
why this task is so weighty and why you are unlock more than just Skill experience. You might
doing it. There is just enough information to give get access to new places, specialised knowledge,
you the flavour of the world’s history without and the ability to buy, create, or wield special
being a huge exposition dump. weapons or armour.

Looking again at the Dragon Slayer quest,


once the tasks are completed, you get a lovely,
congratulatory scroll explaining what the
IV — Specific Items For Specific Purposes quest has earned you: Skill experience, an Anti-
Dragon Shield (again, how cool is that?), the Rune
We really love that there is such a wide variety of Platebody that first set you onto this path, and
very specific, magical items with a set purpose. access to multiple locations. This includes the
Catspeak Amulets, Anti-Dragon Shields, and entirety of Crandor, the island that you have re-
similar options help to make the quests feel discovered and freed from the dragon’s wrath.
meaningful, and really puts a weight on the
importance of each enchanted item. Yes, you
can craft almost any item, but when you receive
a Crocspeak Amulet… well, that’s an artifact you
won’t soon forget.

Quests & Consequences 147


147
Building Your Own Quests

So, having now seen what the form and tone of the RuneScape world is, it’s time to get questing.
One option is to run your players through some of your all-time favourite quests. This can be a lot
of fun, as you can use the structure of the existing questline but innovate on it, changing some
key details to defeat player expectations, and keeping them on their toes while still drawing on
the group’s memories of awesome RuneScape experiences. But the real challenge—and, for many
GMs, the joy—comes from making your own.

Looking back into the earlier sections of this chapter, you can use the elements you’ve discovered
to create quests matching the tone and style of the game. You may want to keep things simple
at first, looking at a singular quest line. Full, world-spanning campaign adventures take more
planning so we’ll discuss campaign development below.

The key items for authentic, RuneScape-style quests are in the table below. Take each item one
by one, in whichever order works best for you.

It is advisable to keep a notebook, flow chart, or table with the notes you wish to hit in your
campaigns. There are many different styles of running a game and many different formats to
organise your quests. For now, something simpler may serve best, such as:

Key Item GM Notes

Evolving Quests Give players a couple of clear, and obvious routes to


follow. This makes them feel in control of their destiny,
but also provides threads for them to follow. They
won’t feel directionless, but they also won’t feel shorn
of options.
Clear Objectives Let your characters know precisely what they’re
looking to do. Start with a big, clear opening – identify
the themes and the difficulties the characters need
to overcome.
Seeds of World Lore Use your quests to make characters engage with,
and explore, the world. Do you want them to visit
somewhere particular? Place a key item or individual
in your quest there! Give out interesting titbits of world
lore as part of the elements of your quest, too.
Specific Items for Specific Purposes As part of emphasising the importance of each element
of a quest, tying an item to an aspect of the plot is a
great way to ensure characters focus on each part of
the story.
Pertinent and Unique Rewards Rewards for successfully completing a quest should be
good! It seems obvious, but is worth saying: make sure
characters have an incentive to participate in a quest!

148 Quests & Consequences


An example of quest-making

• Marion decides they want to make their own RuneScape quest. They • Another flash of inspiration sparks from there, but this time for the
start by considering what they want the main quest to be. They know odd quest item, the ferret whistle. Maybe Hazel is a romantic and
they want a multi-part (evolving) quest whose objective is clear. wants Phil to fall in love with her and ferry her away. She is not a good
speller however. Writing a note for the characters, the adventurers
• Marion really loved the “Spirits of the Elid” quest, where a confused now need to come back with a whistle for summoning a fesnyng of
genie hears that soul-collection is all the rage, but misunderstands ferrets, meant to ferret her away.
the word and begins collecting shoe soles. They want to include a
similar, silly challenge, but they don’t want that to be the main story. • Marion starts figuring out the order of the evolving quests. First, have
So, they now have at least one option: a cute side-quest based on a the adventurers meet Hazel. Hazel sends them out to get three items,
misheard word. making sure they know up front what the items are and where they
are going. Each ingredient is in a different locale, with a different
• For the main quest, Marion wants something different, but doesn’t challenge to overcome and with snips of world lore to make each
really know what that should be. They decide to roll on the random place meaningful. There is then the sidequest, with the characters
NPC table (see the Creating NPCs section, page 152) to see if anything seeking the Ferret Whistle
inspires them. They roll a 5, 13, 2, and 18. That gives them the results
of a person who is a cook, who is shy and avoids eye contact, who just Marion reviews the ideas they have so far:
wants to find true love, and a ferret whistle as the special quest item.

• A shy cook who just wants to find true love is a great starting point.
Marion wonders what this cook’s role is in the quest? Perhaps the cook
would be the quest giver? But what if this love-seeker is the villain? Key Item GM Notes
Or an accidental villain!
Evolving Quests Three mini-quests; each to find one of
• Maybe the cook is trying to brew up a love potion because they are too the three ingredients for the philter.
shy to meet people themselves. While Marion doesn’t want to make Clear Objectives Yes. The quest is for the herbs used to
the cook a stereotypical witch, they still want players to wonder so make the philter.
she names her Hazel. And since she is looking to brew a love potion (or
philter), obviously, the person she has her eye on must be named Phil. Seeds of World Lore In process; each of the ingredients will
have some lore.
• Marion gets a few flashes of inspiration: a gentleman seeking help Specific Items for Specific The Ferret Whistle – a sidequest item,
for the bad omens he’s been seeing lately. A sealed letter summoning Purposes based on Hazel’s poor spelling. This can
the adventurers to Hazel’s kitchens. A very timid conversation where
lead to all sorts of bizarre adventures
Hazel asks for some particular herbs and items.
later on, perhaps with a new NPC, the
• Marion reminds themselves that while searching for the ingredients, Ferret Queen!
there is an opportunity to lace in some history about the area. Maybe Pertinent and Unique The heroes can keep the ferret whistle
something to do with the only area the herbs will grow. They decide
Rewards and get a one-use potion to boost
Hazel will not be forthcoming about the fact that she is brewing a
love potion. bravery when they need it.

• There are two options Marion plays with: Having Hazel use the philter
to make someone love her, sealing her position as a villain. Or using
it to gain the bravery to ask a gentleman out (definitely more of the
accidental villain). Marion decides they like the twist of having the From here, Marion will figure out the first of the three ingredients and
love potion created, then having Hazel reveal that she was planning locations. As they do, they will continue updating their list to make sure
all along to use it on herself instead of anyone else! A villain fight with they are not leaving anything out. They are already hitting all the notes
a happy ending. The name of the quest hits them: Trouble Brewing! that they think will give this quest a decidedly RuneScape-like flavour!

Quests & Consequences 149


149
Classic RuneScape Dungeons

There are a good number of iconic dungeon crawls in


RuneScape and Old School RuneScape, ready for use. The
wikis for both games contain full dungeon maps, showing
you the paths your players can follow, and the foes to be
confronted in each of the dungeon’s rooms or chambers.
Not only are these dungeons ready for you, there’s also the
thrill your players get from entering a classic RuneScape
location and getting to experience it all over again, in a
whole new way.

This does put some pressure on you as the GM; you’re


competing against memories, and nostalgia might be a
potential impediment—after all, it’s not much fun for
anyone if you’re guiding players through the Karamja
Dungeon and keep being told ‘that’s not right’ or ‘that’s not
in the right place’.

There are numerous ways to handling such situations;


you can remind the player that this is your Gielinor, not
the version in the games, and that things won’t always be
the same. Adding new elements into an existing, known
Dungeons dungeon is a great way of challenging and surprising your
players while still keeping the thrill of recognition, and of
Quests are one classic form of RuneScape adventure, with being in Gielinor.
the other being dungeons. You need to venture into dungeons,
clearing them of their monsters, and bringing the hidden Other Classic Dungeons
treasures to light. Dungeons, in this game, are not simply
prison cells in castles. They’re more generally dangerous There are a lot of tabletop roleplaying games out there
places, usually underground (though not exclusively) and and a great many of them take place, at least partially, in
filled with creatures wanting to rip you apart. dungeons. This gives you a wealth of potential dungeon
designs, styles, and locations to choose from. You can
Dungeons are found throughout Gielinor, often beneath cities download maps, building them out to fit the requirements
in the sprawling sewer networks. Some are former mines and of your adventure. This gives you interestingly designed
some are mazes built by crazed mages to hide in. A couple dungeons—with all the things a good tabletop dungeon
might even qualify as actual dungeons. You know…you could needs—quickly and easily. It’s a great way to save time and
keep prisoners there and everything. it gives you the chance to concentrate on building the best
dungeon possible!
Exploring dungeons is an essential ingredient of a classic
fantasy gaming experience, and dungeons form a perfect Build Your Own
complement to the broader kind of quest discussed above.
While the goals might vary and shift depending on what the Perhaps the most fun method is constructing your own
characters choose to do, in a dungeon the goals are very dungeon from scratch. There are many different ways of
clear: get out alive with the stuff you were looking for. This doing this. We’ve got a few suggestions of how you do
makes them a great contrast; enabling you, as the GM, to precisely that!
keep things fresh and interesting, and to ensure your games
don’t become too much of the same thing. The first thing to decide is how big do you want your
dungeon to be? This is a key first step. A small dungeon
So, let’s look at the different ways you might bring dungeons can be no more than five rooms, but you can pack an awful
into your game—and the different varieties of dungeon you lot of great stuff into five rooms. If you’re going for a small
as the GM can use to make your games that little bit more dungeon, there are two great and easy methods for quickly
interesting. Or deadly. putting one together.

150 Quests & Consequences


Bigger Dungeons
Method I: Roll Some Dice!
If these more limited dungeon frameworks don’t feel
Get a sheet of paper and three to six d6. Roll the sufficiently epic for your needs, then keep building it out!
dice on the paper and, where they land, these Add more stuff, more challenges, more monsters, until it
become your rooms. Connect them with lines and does what you need it to. But there are some guidelines
you’ve got a basic dungeon layout. You can then worth bearing in mind when constructing a big dungeon:
vary this by changing up room sizes, building in
different corridor types, and you’re pretty much
good to go!
Make It Structurally Interesting
Make sure there are multiple levels and
multiple ways of entering each level, secret
passages and doors, alternate routes to any key
locations… Don’t just have one passage leading
Method Two: The Five Room Dungeon into a room leading into a passage. Part of what
makes a dungeon exciting is the uncertainty of
There are many ways to build a dungeon, but the topography; you can’t see far ahead of you. The
five room dungeon, created by Johnn Four, is an corridor twists away, the passage is wreathed in
established format in tabletop RPGs for a good darkness. So use this to your advantage.
reason. It provides a resilient architecture for any
adventure, it’s versatile enough to be constantly
changed-up and altered and still feel new. The five
room consists of the following key features: Ensure It’s Not All Combat
Fighting is dramatic and dangerous. Yes. We
A Guardian get it. But it shouldn’t be the only thing you do
An initial danger the characters need to in a dungeon. There should be traps, puzzles,
overcome as soon as they enter the dungeon. opportunities to think of a way out or around
rather than just one more roomful of mooks in
need of hitting with a sword.
A Puzzle Or Roleplaying Challenge
Something the characters need to overcome
by thought.
Make Sure The Dungeon Has A Point
Dungeon crawling is a fun activity, yes. But it
Traps Or A Reversal! shouldn’t just be about kicking doors down
This room presents a set-back to characters. and taking stuff—yes, it can be that if you
Something unexpected, something surprising, prefer but bear with us. If the dungeon offers
something unexpected. A trap is ideal. a narrative focus beyond the acquisition of loot,
it becomes that much more interesting, that bit
more mysterious, and that bit more worthy of
Big Battle exploration.
Well, come on. There has to be a good old-
fashioned fight somewhere in a dungeon, doesn’t
there? This goes here.
Don’t Be Afraid To Change Things Up
While dungeons with only one kind of monster—
Reward And/Or Plot Twist or variations on the same monster—might seem
Here’s where the characters get their treasure, more ecologically realistic…this is a fantasy
but it’s also where you can introduce world with magic and dragons. Don’t worry
something to throw them completely too much about realism and scientific accuracy.
off balance, and perhaps link to a bigger, Focus on fun!
ongoing plot!

Quests & Consequences 151


151
Creating NPCs

As a GM, the art of creation is yours. You are Maybe someone has the habit of saying
the director of the movie in which your players “please” twice, at the beginning and end of
are the protagonists. You are the breadth and requests. Maybe someone has sheltered as
depth of the world, in all its colours, sights, many stray animals as possible; the crazy cat
and sounds. You are the antagonists and allies lady trope comes from somewhere, after all.
that shape the heroes’ journeys.
Each person also has a general desire and
Sometimes, a GM needs a little help with drive, or motivation, and these might not be
figuring out ideas on the fly, or even getting in line with their profession. Maybe your local
ideas for adventures through random baker has always secretly dreamed of winning
inspiration. Any long-time GM can wistfully the town’s annual poetry contest. These needs
tell you the great improvisational trials of can be immediate or long-term, and both
needing to make believable NPCs, especially might require the help of an adventurer. The
when the players were expected to go in one NPC wanting to survive a mysterious illness
direction, and they inevitably didn’t. and the one wanting to conquer the evil noble
from the neighbouring town: both might hire
Everyone has some things that make them an adventurer.
special, some odd quirks that keep them
memorable in the eyes of others. Maybe it’s For those in need of a quick reference, a handy
something visual, like a style of clothing they chart for improvising, or a place to search for
prefer, a notable hair colour, or a physical random story ideas, look no further. Roll 3d6
trigger that catches your eye. Maybe it’s and reference the chart here. This will give you
something the character does, like a habit of an NPC’s profession, a special quirk that you
tapping their fingers when nervous, pacing can play off of, their motivations, and even
when they walk, or snorting when they laugh. a quest item that they might have, need, or
Quirks also extend to manners and habits. point your player characters towards.

Result Profession Quirk Desire Quest Item

3 Miner Reacts emotionally first Survive an illness A keychain with only one key
4 Smith Laughs very loudly Find true love Crocspeak amulet
5 Fletcher Fusses with their clothes Appease a god Anti-skeleton gauntlets
6 Fisher Restless fidgeter Win a competition Owl’s head helm
7 Cook Answers for other people before Find a long-lost friend or family An angry spirit trapped in a cat
they speak member
8 Woodsman Unique birthmark Find a cure to an ailment A sculpted ivory horn
9 Runecrafter Dreams of being a playwright Defeat a local evil A golden fleece
10 Dungeoneer Hypochondriac Atone for past wrongs A mysterious summoning wand
11 Herbalist / Druid Giggles when nervous Get revenge on someone A dagger in the shape of a raven wing
12 Thief Wears clothes that are one size Escape from a bad life situation Anti-Dragon Shield
too small
13 Monster Hunter / Slayer Wears a hat with a ridiculously Become a philanthropist / Turn over The staff of an old, still-living magician
oversized feather a new leaf
14 Farmer Constantly whistling Pursue justice A leather pouch of spice-storage
15 Baker Shy / Avoids eye contact Solve a mystery A puzzle ball
16 Builder Always snacking Find something lost Catspeak amulet
17 Hunter Constantly chilly Die a hero’s death A sacred sword
18 Priest Allergic to nuts Stop an event from happening The shield of a long-deceased knight

152 Quests & Consequences


Finding & Buying Stuff That doesn’t mean you can’t build a fun little auction
minigame for your characters if they visit the Grand
One of the most common, and important, variety of NPCs Exchange, of course (for more on the Grand Exchange’s
in RuneScape Kingdoms: The Roleplaying Game are traders. place in Gielinor, see Chapter I: Welcome to Gielinor). The
Whether they’re merchants, blacksmiths, wizards…meeting Grand Exchange Auction works as follows:
people, and buying things from them is going to happen
quite a bit as the characters explore Gielinor. The same is 1. Ask the characters to identify one item they want to
true for acquiring resources; what items does a merchant buy—it could even be a unique item, if you (the GM) feel
carry? Where can you find the kind of wood you require especially generous.
for crafting that item? These are important aspects of the
game and, as the GM, it’s your job to determine how you 2. Set a price; using the price specified in the equipment
want to approach these aspects of your Gielinor. We’ve section is totally okay!
outlined three possible methods below; use whichever
works best for you. 3. If more than one character wants the same item—well,
then they can all bid on it between them so long as
The Friendly Method you’re okay with it (if there’s going to be prolonged
disagreements as a result of one character losing out,
If your characters are looking for it, it’s there. It’s that we suggest not allowing player vs player bidding but
simple. If your characters need to find a lot of willow wood, it’s up to you).
suddenly the first forest they enter is filled with willow
trees just asking to be cut down and neatly divided into 4. If there’s no other characters wanting to bid, then we
logs. The same goes with merchants and other traders. need to create some competition. Roll a d3. The result is
Rather than you deciding what the traders have on them the number of other bidders your character is up against.
for sale, the characters tell you what they want to buy. It’s
quick and easy. Maybe too easy! 5. Roll a d6 for each additional bidder. This is the amount
they bid above the previous bid total. If you roll a 6, then
The Random Chance Approach roll an additional d6, adding the total together. Do this
each time you roll a 6, keeping a running total.
This leaves things to the whims of the dice. When
characters are looking for a specific resource or material, 6. Offer the character a chance to exceed the total the
or a particular weapon, or item, they roll the dice to see if bidding reaches. If they do so, then they win the auction
it’s there. Depending on the rarity of the item, they might and the item!
need only roll over a 1 on a d6 to find it. Alternatively, if it’s
something extremely difficult to find, like a Rune Greataxe The above approach doesn’t need to be implemented every
perhaps, then they might need to roll a 5 or a 6 to find it. time the characters want to buy an item from the Grand
Exchange. Sometimes, they should just get it, but if you’re
Fixed Item/Resource Lists feeling generous enough to allow them to discover a high-
powered weapon, but not so generous you don’t want them
This is the toughest option on you, as the GM. It requires you to appreciate the importance of their purchase, then it’s ideal.
to make a list of every different trader’s stock whenever
characters meet them. And decide what resources or materials
can be found in each location. It’s a lot of effort, but it does
mean you have greater control over the options you provide
the characters, and the choices you confront them with.

In RuneScape and Old School RuneScape, if players want to


buy something they tend to head to the Grand Exchange.
It’s a vast, central auction house where you can buy pretty
much anything you want or need, provided you’ve earned
enough gold. This is not the case in a tabletop game.
Here, what you can buy is more limited. In part, this is for
simplicity. There’s already a lot of tables in this book—a GM
shouldn’t need to build an extensive spreadsheet of items,
materials, resources, and availability options just to create
a fun tabletop experience.
Quests & Consequences 153
153
Awarding Capes

As all RuneScape fans know, capes are a big deal. They’re


rewards for putting in the work. For grinding your way to
the highest level in a Skill, for example. Or overcoming a
particularly nasty boss.

The table of capes given in Chapter V: Crafting & Equipment


each have a suggested achievement against them but don’t
be limited by this list. You’re the GM, you’re in control and
you know your game and players best. Expecting them to
max skills to gain a Cape of Accomplishment might suit the
campaign you’re running or you might only be able to get
together once a month and it feels punitive.

So, while each cape has been given an associated


achievement required to gain it, we’ve got a list of cape-
worthy things below should you decide it’s unlikely your
characters are going to have the chance to reach some of
the mandated milestones and want to mix things up. The
following are some alternative character achievements
you might choose to award a cape for:

Deliver the killing blow to a boss, during a battle

Rescue an NPC by putting their own life in danger

Resolve a situation without bloodshed,


when violence seemed inevitable

Behave particularly heroically, inspiring


beleaguered villagers to stand fast

Discover a unique weapon or armour set

Earn 500 gold

Craft one weapon in each metal (bronze,


iron, steel, mithril, adamantite, runite)

Basically, capes should be difficult to achieve, but far from


impossible. They should always feel just within reach—just
one more good game session, one more bit of good fortune
when rolling for drops away—but never too easy either! It’s
all about judgement, but you’re the GM. Trust your instincts;
you’ll make the right decision!

154 Quests & Consequences


Quests & Consequences 155
155
Chapter VII

Friends & Foes:


A Gielinor
Bestiary
The world of Gielinor is filled with strange and remarkable creatures. From the
impossible flying majesty of Dragons, to the savage ferocity of a Basilisk, adventurers
must be prepared to confront all manner of dangers as they seek fame, coins, and
incrementally better equipment. That’s what you sign up for when you pick up a
sword and start exploring dungeons.

This chapter contains a far from exhaustive collection of the inhabitants of Gielinor,
each with a short description and a full profile enabling you to fight them, and for
them to fight back! Of course, just because you can fight a monster doesn’t mean
you have to. Characters can talk with many of the creatures of Gielinor and try to
resolve difficulties without resorting to the sharp edges of weapons or the drawing
of bow strings but, if things get ugly, all the information you need is here!

156
157
Monster Profiles

Each creature or character (referred to as a monster) in this chapter has a profile containing the following information:

• Monster Name • Life Points: How much health the monster has, and how
• Size: How big the monster is. much damage it can take before being killed.
• Drops: Many monsters possess valuables which are • Special: Some monsters have special features. If so, these
collectable after killing them—these are listed here. are listed and explained here.
Some items aren’t dropped every time, but instead • Actions: The different actions the monster can take.
drop only occasionally. To find out whether the item is These are provided in a table with a differing number of
dropped, roll a d6 and compare it to the listed drop rates options, depending on the size and threat posed by the
in this section. These are listed as ratios. So, if the drop monster. The GM can use this to randomly determine the
rate is listed as 4:6, it means if you roll a 4 or lower on monster’s behaviour, or simply choose what they feel is
a 6 sided dice, you get the item. If you roll above 4, you most suitable for the situation.
don’t. Anything else, the monster didn’t have the item. • Move: The number of zones a monster can move in a single
If you encounter a group of the same kind of monsters, turn. Most monsters can move 2 zones—that is from Near
you may roll once for each member of the group, but they to Far—as their movement action. A move of 1 means a
will only ever drop one of the items per group. Any item monster can reach anywhere in its current zone in a single
without a ratio next to it is dropped every time, and by movement, but must use this twice to get any further than
every monster in a group. that. A movement of 3 means a monster can reach any
• Armour Value: How much damage the monster can soak zone in a single movement action—this is typically only
before its Life Points are reduced. the case for monsters who can fly. Y’know… like dragons.

Special Qualities

Some actions refer to a specific ‘quality’ a monster’s attack possesses, in the same way as a weapon or a spell does. The
effects of these qualities are listed below.

Effects

Bleed X On a successful hit, the target continues to take X point of damage at the start of
each of turn until specified, or until an appropriate action is taken.
Freeze X On a successful hit, the target cannot take the move action on their next turn, and
take X points of damage at the start of their next turn.
Incendiary X On a successful hit, the target is set on fire, and suffers an additional 3 points of
damage at the start of X turns, or until an appropriate action is taken.
Knockdown On a successful hit, the target is knocked down. The next melee or ranged attack
made against them has advantage.
Pin X On a successful hit, this spell pins the target in place for X turns. The target cannot
use their move action for the duration of the pin effect.
Poison X On a successful hit, this attack poisons the target, dealing X point of damage directly
to the target’s Life Points for 1d3 turns.
Puncture X On a successful hit, this spell ignores X amount of armour soak.
Spread X On a successful hit, this spell does damage to its initial target and to X additional
targets within near range.
Stun On a successful hit, the target is stunned. They make their next action at disadvantage.

Certain attacks have additional positive or negative modifiers. These stack with size modifiers.

158 Friends & Foes: A Gielinor Bestiary


People of
Gielinor

Friends & Foes: A Gielinor Bestiary 159


159
Barbarian Movement 2 Size Medium Armour Value 1 Life Points 18

A people for whom battle is a way of life, the Fremennik once Drops D3 Actions
swept through the regions of the north bringing death and 15 coins
destruction with them. Or at least, so goes the conventional Bronze Axe (2:6) 1 Smash. The Barbarian makes a melee attack against a single
histories. Nowadays, the Fremennik are considered distinct Chaos Rune (3:6) target within Near range. This deals 10 crushing damage on a
from Barbarians, although many Barbarians still consider failed Defence test.
themselves Fremennik. How the Fremennik feel is less clear. 2 Hack. The Barbarian makes a melee attack against a single target
Now, they tend to remain within their own communities, within Near range. This deals 10 crushing damage with the Bleed
preferring to trade and treat with their fellows rather than 2 quality on a failed Defence test.
split them with an axe, but it is no great effort to stir them to 3 Hew. The Barbarian makes a melee attack against a single target
violence. As the Fremennik saying goes: ‘you come to fight, ja?’ within Near range. This deals 12 crushing damage with the Bleed
2 quality on a failed Defence test.
Specials
Barbarians have +2 soak against any damage inflicted by
melee attacks.

Black Knight Movement 2 Size Medium Armour Value 4 Life Points 27

The Black Knights, or Kinshra, are an order of warriors Drops D4 Actions


dedicated to the worship of Zamorak and furthering 80 coins
their god’s goals in Gielinor. They are formidable enemies, 1 Iron Bar 1 For Zamorak. The Black Knight charges at one target in Far range
wielding their blades with devastating skill. Iron Sword (2:6) and makes an immediate melee attack. This deals 12 stabbing
damage with the Bleed 1 quality on a failed Defence test.
Specials 2 Blood Rage. The Black Knight makes a melee attack at one target
N/A in Near range. This deals 6 stabbing with damage with the Bleed
4 quality on a failed Defence test.
3 Zamorak’s Blessing. The Black Knight invokes the aid of Zamorak;
roll a d6. On a 1-3, the Black Knight restores 5 Life Points; on a 4-6,
the Black Knight restores 0 Life Points.
4 Black Knight’s Brutality. The Black Knight charges at one target
in Far range and makes an immediate melee attack. This deals 12
stabbing damage with the Bleed 3 quality on a failed Defence test.

Dark Wizard Movement 2 Size Medium Armour Value 0 Life Points 27

Summoners of demons, wielders of the darkest of magic, Drops D3 Actions


practitioners of the cruellest of arts, Dark Wizards utilise 30 coins
magic to pursue their own wicked agendas. Deadly to the Staff (3:6) 1 Water Strike. The Dark Wizard casts a spell at one target within
unprepared, their magic is always to be feared. Far distance. It deals 3 water damage on a failed Magic test.
2 Confuse. The Dark Wizard casts a spell at one target within Far
Specials distance. The target reduces all damage it inflicts when making
N/A any form of attack by 5, for 2 turns.
3 Weaken. The Dark Wizard casts a spell at one target within Far
distance. All attacks made against that target for the duration
of the next turn inflict +2 damage.

160 Friends & Foes: A Gielinor Bestiary


Druid Movement 2 Size Medium Armour Value 1 Life Points 23

Protectors of nature, of the land, and of the memory of Drops D3 Actions


Guthix whom they hold to be the creator of all things. 15 coins
Druids are slow to anger, but when roused are a deadly foe. 1 Earth Rune 1 Stab. The Druid makes a melee attack at one target within Near
range. This deals 6 stabbing damage on a failed Defence test.
Specials 2 Entangle. The Druid makes a magic attack at one target within Far
N/A range. The target is pinned for 1d6+1 turns on a failed Magic test.
3 Strength of Guthix. The Druid calls upon the aid of the earth. Roll a
d6; on a 1-3, nothing happens. On a 4-6, they restore 6 Life Points.

Gnome Movement 2 Size Medium Armour Value 1 Life Points 10

Immediately recognisable in their brown or green hoods, Drops D3 Actions


gnomes are found throughout Gielinor, particularly in 30 coins
their community within the Grand Tree. Usually, they’re Fire Rune (4:6) 1 Fire. The Gnome makes a ranged attack against one target at Far
a friendly, reasonable lot but that doesn’t mean they can’t range. This deals 10 stabbing damage with the Puncture 1 quality
be dangerous. And it doesn’t mean you aren’t going to be on a failed Defence test.
forced into combat with a gang of them on occasion. Be 2 Slash. The Gnome makes a melee attack against one target at
wary—those arrows can really hurt. Near range. This deals 6 slashing damage on a failed Defence test.
3 Fire Again. The Gnome makes a ranged attack against one target
Specials at Far range. This deals 12 stabbing damage with the Puncture 2
N/A quality on a failed Defence test.

Guard Movement 2 Size Medium Armour Value 1 Life Points 10

Standing on every door, usually saying a handful of phrases Drops D2 Actions


designed to put you off wanting to enter, Guards are found 12 coins
throughout Gielinor. And they’re nearly always the same. 1 Potato Seed 1 Hit ‘Em. The Guard makes a melee attack against a single target
1 Tomato Seed within Near range. This deals 5 crushing damage on a failed
Specials Defence test.
N/A 2 Grab Them. The Guard grabs the Nearest foe. This takes the form
of a melee attack against one target in Near range. This deals 0
damage with the Stun and Pinned qualities on a failed Defence test.

Friends & Foes: A Gielinor Bestiary 161


161
King Roald Movement 2 Size Medium Armour Value 2 Life Points 42

The ruler of Misthalin, King Roald is considered a good king Drops D4 Actions
by most, though he is also a well-trained warrior and should N/A
he ever become a foe, he is one to be feared. He possesses a 1 Sword Thrust. Roald makes a melee attack against one target
fine mind, and a sharp sword. With his wife, Ellamaria, behind within Near range. This inflicts 12 stabbing damage on a failed
him he provides a steady guide for the nation. Defence test.
2 Parry. Roald increases his armour value by +2 for the next two
Specials turns.
Each turn King Roald is in combat, the GM should roll a d6. 3 Kingly Presence. Roald’s majesty protects him. All attacks made
On a 1-3, four guards arrive to help him at the start of the against him for the next turn have disadvantage.
next turn. On a 4-6, nothing happens. King Roald can’t have 4 Sword Slash. Roald makes a melee attack against one target
more than eight guards helping him. within Near range. This inflicts 12 slashing damage on a failed
Defence test.

Melzar Movement 2 Size Medium Armour Value 2 Life Points 27

From within his maze, Melzar hides from the world. The Drops D4 Actions
destruction of Crandor by the infamous dragon, Elvarg, N/A
drove Melzar from his wits. He remains dangerous, but 1 Punch. Melzar makes a melee attack against one target within
his eccentricities render him as often a risk to himself as Near range. This inflicts 5 crushing damage on a failed Defence test.
to others. 2 Fire Strike. Melzar casts a spell at one target within Far range.
This inflicts 5 fire damage with the Incendiary 2 quality on a
Specials failed Magic test.
Melzar has +3 armour value against any magic spell. 3 Feel the Wrath of My Feet. Melzar makes a melee attack against
one target within Near range. This inflicts 7 crushing damage on
a failed Defence test.
4 …Cabbage? Melzar causes a cabbage to grow somewhere in Near
range. The cabbage can be collected and used for food.

Skraeling Movement 2 Size Medium Armour Value 2 Life Points 15

The guards found in Miscellania and Etceteria are more Drops D3 Actions
commonly called Skraelings. Clad in their distinctive helmets, 20 coins
they routinely greet passers-by with hard, inquisitive stares 1 Stab. The Skraeling thrusts out with their sword, making a melee
and commands to ‘take their hands off things!’ They’re also attack at one target within Near range. This deals 7 stabbing
reasonably handy with a blade, making them dangerous damage on a failed Defence test.
people to irritate… 2 Cut. The Skraeling slices at the foe, making a melee attack at
one target within Near range. This deals 7 slashing damage on
Specials a failed Defence test.
Any Thieving tests made within Near range of a Skraeling 3 Seize Them. The Skraeling grabs the nearest foe. This takes the
are made at -1. form of a melee attack against one target in Near range. This
deals 0 damage with the Stun and Pinned 2 qualities on a failed
Defence test.

162 Friends & Foes: A Gielinor Bestiary


Soldier Movement 2 Size Medium Armour Value 3 Life Points 14

The great regions of the world always need protecting. And Drops D3 Actions
they need the possibility of threat to ensure they don’t need 50 coins
protecting too often. That’s what standing armies are for. Steel Claws (1:6) 1 Stand Fast. The Soldier ducks behind their shield; they gain +3
And standing armies are full of soldiers. Well-trained, well- armour soak against all melee and ranged attacks until the start
equipped, and usually well-disciplined, soldiers can be a test of the next turn.
for any adventurer if underprepared. 2 Swords Forth. The Soldier makes a melee attack against a single
target within Near range. This deals 8 slashing damage on a
Specials failed Defence test.
If two or more soldiers are attacking the same target, each 3 And Stab. The Soldier makes a melee attack against a single target
of their attacks gains the Puncture 2 quality. within Near range. This deals 10 stabbing damage on a failed
Defence test.

Thief Movement 2 Size Medium Armour Value 1 Life Points 10

Known for their light-fingered qualities, thieves have a Drops D3 Actions


loose understanding of personal property and seem to 15 coins
enjoy acquiring the belongings of others. It’s a tough habit Bronze Helm (4:6) 1 Slash. The Thief makes a melee attack against a single target
to break once you’re into it, and it does tend to be profitable. Bronze Dagger (2:6) within Near range. This deals 6 slashing damage on a failed
Of course, it also makes enemies, so thieves are usually Defence test.
handy with a weapon too. Be careful. 2 I’ll Have That. The Thief steals d3 items from a single target within
Near range, if the character fails a Thieving test. These items are
Specials taken from the character’s inactive slots.
Any stolen items are dropped by the thief once killed. 3 Slash Again. The Thief makes a melee attack against a single
target within Near range. This deals 8 slashing damage on a
failed Defence test.

White Knight Movement 2 Size Medium Armour Value 4 Life Points 28

Based in Falador, the White Knights dedicate themselves Drops D4 Actions


to the worship of Saradomin, and to the protection of the 48 coins
weak. They can be found throughout Gielinor, seeking to 1 Iron Longsword (3:6) 1 By Saradomin. The White Knight makes a melee attack against
bring balance and justice to the world. 1 Water Rune (5:6) one target in Near range. This deals 8 stabbing damage with the
Puncture 2 quality.
Specials 2 Aid me. The White Knight invokes the aid of Saradomin. Roll a d6,
N/A on a 1-3, nothing happens. On a 4-6, the White Knight adds +3 to
their armour value for the next 2 turns.
3 Blade of Justice. The White Knight makes a melee attack against
one target in Near range. This deals 12 stabbing damage with the
Puncture 4 quality.
4 Shield the Weak. The White Knight adds +2 to the armour value
of a single ally within Near range.

Friends & Foes: A Gielinor Bestiary 163


163
Spirit Familiars

164 Friends & Foes: A Gielinor Bestiary


Bronze Minotaur Movement 2 Size Large Armour Value 2 Life Points 18

A huge, hulking beast, the Bronze Minotaur brings Drops D3 Actions


destruction to the foes of the summoner! N/A
1 Smash! The Bronze Minotaur makes a melee attack against one
Specials target within Near range. This deals 12 crushing damage.
N/A 2 Defiance! The Bronze Minotaur places itself in front of its
summoner. Any attacks directed at the summoner for the next
turn instead hit the Bronze Minotaur.
3 Bull Rush! The Bronze Minotaur charges towards one target at
Far range, and immediately makes a melee attack against them.
This deals 14 crushing damage with the Knockdown quality on a
successful Magic test.

Fire Titan Movement 2 Size Large Armour Value 2 Life Points 35

Living, writhing flame formed into a loosely humanoid Drops D3 Actions


shape, the Fire Titan makes all in its presence fearful. N/A
Because it can burn them alive. You get it. 1 Fire & Smoke. The Fire Titan makes a single ranged attack against
one target within Far range. It deals 15 fire damage on a successful
Specials Magic test.
The Fire Titan has 0 armour value against water damage. 2 Titan’s Constitution. On a successful Magic test, the Fire Titan increases
the Defence of one target within Near range by +3 for 1d3+1 turns.
3 Burn ‘Em Up. The Fire Titan makes a ranged attack against three
targets within Far range. Each attack requires a separate Magic
test and deals 12 fire damage with the Incendiary 2 quality should
it succeed.

Obsidian Golem Movement 2 Size Large Armour Value 5 Life Points 30

Formed from an assemblage of obsidian slabs, the Obsidian Drops D3 Actions


Golem is a mighty in defence and relentless in attack. N/A
1 Smash. The Obsidian Golem makes a melee attack against two
Specials opponents in Near range. Each attack deals 12 crushing damage
The Obsidian Golem grants +1 Defence to all allies in Near with the Knockdown quality on a successful Magic test.
range. 2 Volcanic Strength. The Obsidian Golem grants one ally in Near
range +5 Strength for 1d3+1 turns.
3 Stone Blow. The Obsidian Golem makes a melee attack against one
opponent in Near range. This attack deals 10 crushing damage.

Spirit Terrorbird Movement 3 Size Medium Armour Value 1 Life Points 22

A dreadful, curved beak, and clawed feet capable of punching Drops D2 Actions
through a kite shield with ease, the Spirit Terrorbird is a 48 coins
valuable companion, capable not just in combat but in 1 Iron Longsword (3:6) 1 Tireless Run. On a successful Magic test, the Spirit Terrorbird
carrying a burden, too. 1 Water Rune (5:6) restores 1d6+1 Life Points to one target within Near range.
2 Beak Attack. The Spirit Terrorbird makes a melee attack against
Specials one opponent in Near range. This attack deals 5 stabbing damage.
The Spirit Terrorbird can carry up to 10 items for a character,
as though their inventory had expanded by 10 slots.
Friends & Foes: A Gielinor Bestiary 165
165
Steel Titan Movement 2 Size Large Armour Value 4 Life Points 50

An enormous, vaguely anthropoid shape. Gleaming, even Drops D3 Actions


as it looms over those it’s been directed to attack, the N/A
Steel Titan is at once beautiful, and terrifying. Those able 1 Thunder Clap. The Steel Titan makes a magic attack against one
to summon the Steel Titan forth gain a formidable ally, target in Distant range. This deals 12 earth damage with the Pin
capable of destroying regiments of foes on its own. 2 quality.
2 Steel Throw. The Steel Titan makes a Ranged attack against
Specials one target in Far range. This deals 10 earth damage with the
The Steel Titan is immune to earth damage. Knockdown quality.
3 Steel Legends. The Steel Titan makes a melee attack against four
targets in Near range. Each attack deals 10 crushing damage
with the Stun quality.

Spirit Jelly Movement 2 Size Small Armour Value 0 Life Points 5

Almost transparent, quivering with the peculiar motion Drops D2 Actions


of cold fat, the Spirit Jelly is one of the stranger creatures N/A
summonable from the realms beyond. But it can also be 1 Dissolve. The Spirit Jelly makes a melee attack against one target
most deadly. in Near range. On a successful Magic test, This attack deals 14
crushing damage with the Pinned 2 and Stun qualities.
Specials 2 Oozing Defence. The Spirit Jelly surrounds the summoner,
The Spirit Jelly has +2 armour value against all melee granting them +5 to their armour value for the next round.
attacks.

Spirit Scorpion Movement 2 Size Small Armour Value 2 Life Points 15

Scuttling forth from the spirit realm, the Spirit Scorpion Drops D3 Actions
spits venom at the foes of its summoner. N/A
1 Pincer Snip! The Spirit Scorpion makes a melee attack against
Specials one target in Near range. This deals 10 stabbing damage on a
N/A successful Magic test.
2 Venom Shot! The Spirit Scorpion makes a ranged attack against
one target in Far range. This deals 12 stabbing damage with the
Poison 2 quality on a successful Magic test.
3 Tail Whip! The Spirit Scorpion makes a melee attack against one
target in Near ranged. This deals 8 stabbing damage with the
Puncture 2 quality on a successful Magic test.

166 Friends & Foes: A Gielinor Bestiary


Spirit War Pig Movement 2 Size Medium Armour Value 3 Life Points 12

Fitted with spiked black armour, the Spirit War Pig is a Drops D3 Actions
brutal beast capable of breaking through the stoutest of N/A
defences. 1 Charge! The Spirit War Pig charges towards one target at Far
range, and immediately makes a melee attack against them.
Specials This deals 8 crushing damage with the Knockdown quality on a
N/A successful Magic test.
2 With Great Bacon… The Spirit War Pig makes a melee attack
against one target in Near range. This deals 10 crushing damage
with the Knockdown quality on a successful Magic test.
3 Comes Great Power! The Spirit War Pig makes a melee attack
against one target in Near range. This deals 12 crushing damage
with the Knockdown quality on a successful Magic test.

Spirit Wolf Movement 3 Size Medium Armour Value 0 Life Points 6

Silver-white, and ferocious in defence of its summoner, the Drops D2 Actions


Spirit Wolf is a valuable ally. N/A
1 Bite! The Spirit Wolf makes a melee attack at one target within
Near range. This deals 4 stabbing damage on a successful Magic
attack.
Specials 2 Howl! The Spirit Wolf howls at one target within Near range. On a
N/A successful Magic test, this forces the target to immediately move
to Far range, away from the wolf.

Void Spinner Movement 2 Size Small Armour Value 0 Life Points 5

Emerging from the spirit world, the Void Spinner heals Drops D3 Actions
those around it, nourishing and sustaining them. N/A
1 Healing Touch. The Void Spinner restores 4 Life Points to one
Specials target within Near range.
N/A 2 Healing Aura. The Void Spinner restores 4 Life Points to up to
three targets within Near range on a successful Magic test.
3 Flail. The Void Spinner makes a melee attack at one target in Near
range. This deals 5 slashing damage on a successful Magic test.

Friends & Foes: A Gielinor Bestiary 167


167
Animals

168 Friends & Foes: A Gielinor Bestiary


Boar Movement 2 Size Medium Armour Value 3 Life Points 12

Ferocious in attack, with a thick leathery hide capable of Drops D3 Actions


turning aside the stoutest of blows, Boars are dangerous 5 coins
beasts. Found throughout the forests. 1 boar meat 1 Gore! The Boar charges at one character within Far range and makes
1 boar skin an immediate melee attack against them. This deals 8 stabbing
Specials damage with the Knockdown quality on a failed Defence test.
Boars have +2 armour soak against any ranged attacks. 2 Charge! The Boar charges at one character within Far range and
makes an immediate melee attack against them. This deals 0
damage with the Knockdown quality.
3 Bite! The Boar makes a melee attack against one character within
Near range. This deals 6 stabbing damage on a failed Defence test.

Bear Movement 2 Size Large Armour Value 2 Life Points 16

Vastly strong, Bears are terrifying opponents if angered. Drops D3 Actions


But usually, they prefer to be left alone. So unless you 8 coins
want a mauling, maybe give them a wide berth, okay 1 bear meat 1 Claws! The Bear makes a melee attack against one character
adventurers? This is good advice. 1 bear skin within Near range. This deals 7 crushing damage with Puncture
1 quality on a failed Defence test.
Specials 2 Bear Hug! The Bear makes a melee attack against one character
N/A within Near range. This deals 10 crushing damage with the Pinned
2 quality on a failed Defence test.
3 Smash! The Bear picks up a character within Near range and hurls
them away to Far range. This attack deals 2 crushing damage
with the Knockdown quality on a failed Defence test.

Chicken Movement 1 Size Tiny Armour Value 0 Life Points 2

This small white or brown bird scratches at the ground for Drops D2 Actions
seeds while regarding you with a dull, unintelligent, and 1 chicken meat
rather pathetic expression. It’s probably delicious if cooked 1 feather 1 Chicken Scratch. The Chicken scratches at the ground but does
right, though. nothing
2 Bawk! The Chicken attacks one character in Near range with its
Specials beak. This attack deals 2 stabbing damage on a failed +2 Defence
N/A test.

Cow Movement 2 Size Medium Armour Value 0 Life Points 4

Invaluable for milk, and for their delicious meat, cow hide Drops Actions
is also used in crafting many items. It’s a cow. You know 1 cow meat
what a cow is. 1 cow skin Moooove! The Cow makes a melee attack at one character within Near
range. It deals 4 crushing damage with the Knockdown quality on a
Specials failed Defence test.
N/A

Friends & Foes: A Gielinor Bestiary 169


169
Rat Movement 2 Size Tiny Armour Value 0 Life Points 2

Found virtually everywhere, Rats congregate in sewers or Drops D2 Actions


in the alleyways stuffed with grime and refuse. As a new 1 rat meat
adventurer, you’re going to spend a bit of time fighting Rats. 1 Scatter! Hitting the Rat becomes much harder as they scurry
It’s just the way of the world. Dangerous in large numbers, around. All Attack and ranged attack tests are made at -2 until
but honestly, if you’re in danger of being eaten by Rats, the start of the next round.
adventuring might not be the life for you. 2 Bite! The Rat makes a melee attack against one character in Near
range. This deals 3 points of stabbing damage.
Specials
Rats are immune to the Poison quality.

Spider Movement 2 Size Small Armour Value 0 Life Points 5

Eight-legged beasties with a tendency to congregate Drops D3 Actions


underground, or in the dark corridors of strange dungeons, 3 coins
Spiders pose a small but consistent threat to adventurers. 1 Bite! The Spider makes a melee attack at one character within
Of course, one Spider on its own doesn’t offer much in the Near range. This deals 4 stabbing damage on a failed Defence test.
way of a fight, but it’s easy to be overwhelmed, trapped 2 Web! The Spider makes a ranged attack at one character within
up in webbing, and dragged down by weight of numbers… Near range. This attack deals 0 damage with the Pin 2 quality on
a failed Defence test.
Specials 3 Lunge! The Spider makes a melee attack at one character within
N/A Near or Far range. If it attacks a character at Far range, it moves
to them immediately. This attack deals 5 stabbing damage with
the Poison 2 quality on a failed Defence test.

Unicorn Movement 3 Size Medium Armour Value 1 Life Points 14

Beautiful, yet formidable, the Unicorn haunts the forests of Drops D3 Actions
Gielinor. They aren’t intelligent creatures, and indeed, when Unicorn Horn (2:6)
riled, can be quite vicious, but they are truly glorious to 1 Impale! The Unicorn charges at one character within Far range
glimpse, amidst the beauty of woodland. and makes an immediate melee attack against them. This deals 6
stabbing damage with the Puncture 2 quality on a failed Defence
Specials test.
N/A 2 Parry! The Unicorn uses its horn to ward off an attack. The next
character attacking the unicorn does so with disadvantage.
3 Slash! The Unicorn slashes at one target at Near range with
its horn and makes a melee attack against them. This deals 8
slashing damage with the Puncture 2 quality on a failed Defence
test.

170 Friends & Foes: A Gielinor Bestiary


Monsters

Friends & Foes: A Gielinor Bestiary 171


171
Basilisks

Basilisk Movement 3 Size Medium


Armour Value 2 Life Points 23

Shaped something like a big cat, covered in dark green


scales, the Basilisk is a raging and nightmarish beast. Its
gaze is enough to cause its opponents to wilt before it, and
its tusks can tear through flesh with ease.

Specials Drops
Basilisks suffer double damage 80 coins
from any crush-based attacks. Mithril Kiteshield (3:6)
4 Water Runes

D3 Actions

1 Diminish. The Basilisk makes a magic attack


against a single target within Near range.
The target reduces their melee and ranged
Attack and Defence by -3, for 1d3+2 turns
on a failed Magic test. Should the character
have a mirrored shield, they make this test
with advantage.
2 Tusk Tear! The Basilisk makes a melee attack
against a single target within Near range.
This deals 10 stabbing damage on a failed
Defence test.
3 Crush! The Basilisk makes a melee attack
against a single target within Near range.
This deals 12 crushing damage with the
Puncture 2 quality on a failed Defence test.

172 Friends & Foes: A Gielinor Bestiary


Dragon Types
Dragons
There are many varieties of Dragon, each possessing
different qualities and natural weaponry. The
Dragon below is a Red Dragon, but you can easily
Huge flying lizards, able to raze whole villages to the ground convert it to one of the other types by changing the
via their breath alone, Dragons are amongst the most damage type and runes dropped, as detailed below:
dangerous beings in the whole of Gielinor.
Blue Dragon Water damage and runes
Some of them become legendary as individuals—like Elvarg
or Vorkath—but all are terrifying in their own right. Green Dragon Earth damage and runes

While some younger Dragons might be slain by inexperienced Black Dragon Poison damage and law runes
adventurers, the great beasts should only be approached by
the most powerful of warriors!

Baby Red Dragon Movement 2 Size Medium Armour Value 3 Life Points 43

Drops D4 Actions
250 coins
4 Fire Runes 1 Bite. The Dragon makes a melee attack against two targets in
Red Dragonhide Vambraces (2:6) Near range. This deals 6 stabbing damage on a failed Defence test.
Red Dragonhide Chaps (2:6) 2 Scorch ‘Em. The Dragon makes a ranged attack at three targets at
Red Dragonhide Gloves (2:6) Far range. This deals 4 fire damage with the Incendiary 1 quality
on a failed Defence test.
3 Wing Crush. The Dragon makes an attack against one target in
Specials Near range using its wings. This deals 8 crushing damage on a
N/A failed Defence test.
4 Cut ‘Em Up. The Dragon makes a melee attack with its claws
against two targets in Near range. This attack deals 10 slashing
damage on a failed Defence test.

Mature Red Dragon Movement 3 Size Colossal Armour Value 6 Life Points 120

Drops D6 Actions
1250 coins
20 Fire Runes 1 Bite. The Dragon makes a melee attack against two targets in Near
Dragonfire Shield (2:6) range. This deals 10 stabbing damage on a failed Defence test
Red Dragonhide Shield (3:6) 2 Incendiary Breath. The Dragon makes a ranged attack at three
Red Dragonhide Shirt (2:6) targets at Far or Distant range. This deals 10 fire damage with
the Incendiary 3 quality on a failed Defence test.
Specials 3 Wing Buffet. The Dragon makes a melee attack using its wings
N/A against three targets in Near range. This deals 10 crushing
damage and Knockdown on a failed Defence test.
4 Claw Swipe. The Dragon makes a melee attack with its claws
against two targets in Near range. This attack deal 12 slashing
damage with the Puncture 2 quality on a failed Defence test.
5 Napalm. The Dragon makes a ranged attack at three targets at Far
or Distant range. This deals 15 fire damage with the Incendiary 2
quality on a failed Defence test.
6 Crush. The Dragon makes an attack with its tail against two
targets in Near range. This attack deals 8 crushing damage with
the Bleed 2 quality on a failed Defence test.
Friends & Foes: A Gielinor Bestiary 173
173
Demons

Terrible in appearance, Demons emerge from Infernus


to plague the many regions of Gielinor. There are many
different kinds—though all bear certain features in
common; red-black colouring, faces like ravening beasts,
and a delight in inflicting pain.

174 Friends & Foes: A Gielinor Bestiary


Demon (Lesser) Movement 3 Size Medium Armour Value 3 Life Points 31

Drops D3 Actions
8 Fire Runes
Steel Axe (5:6) 1 Strike! The Lesser Demon makes a melee attack against a single
Rune Helm (1:6) target within Near range. This deals 8 stabbing damage on a
failed Defence test.
Specials 2 Orb of Darkness. The Lesser Demon makes a magic attack against
The Lesser Demon has +1 armour value against magic attacks. a single target within Far range. This deals 10 fire damage on a
failed Defence or Magic test.
3 Still Pretty Big. The Lesser Demon makes a ranged attack against
a single target within Far range. This deals 13 crushing damage
on a failed Defence test.

Demon (Greater) Movement 3 Size Colossal Armour Value 5 Life Points 123

Drops D6 Actions
Steel Battleaxe
Mithril Kiteshield (5:6) 1 Rend! The Greater Demon makes a melee attack against one
Rune Helm (5:6) target in Near range. This deals 12 stabbing damage on a failed
Defence test.
Specials 2 Life Drain. The Greater Demon makes a melee attack against one
The Greater Demon has +2 armour value against any magic attack. target in Near range. This deals 8 stabbing damage on a failed
Defence test. On a successful attack, the Greater Demon regains
8 Life Points.
3 Blood Rage. The Greater Demon makes a spell attack against
three targets within Near range. These deal 12 fire damage with
the Pin 1 quality on a failed Magic test.
4 Smash! The Greater Demon makes a melee attack against one
target in Near range. This deals 8 crushing damage on a failed
Defence test.
5 Shadow Orbs. The Greater Demon makes a spell attack against
two targets at Far range. These deal 10 fire damage on a failed
Magic or Defence test. .
6 Finishing Blow. The Greater Demon makes a melee attack against
one target in Near range. This deals 16 stabbing damage on a
failed Defence test, made at -2.

Imp Movement 3 Size Tiny Armour Value 1 Life Points 8

Diminutive things, flapping around and stabbing at Drops D2 Actions


anything they don’t like the look of, Imps are cruel nasty 20 Bronze Bolts
little beasts from one of the lower plane. As if to prove this, 1 chicken meat 1 Flap Away. The Imp immediately moves to Far range from any
they occasionally vanish in a puff of smoke. It’s exceedingly character attacking them.
annoying. 2 Stab. The Imp makes a melee attack against a single target at
Near range. This deals 6 stabbing damage on a failed Defence test.
Specials
Roll a d6 when the Imp is reduced to 50% of its starting Life
Points. On a 1-3, the Imp disappears. On a 4-6 it remains.

Friends & Foes: A Gielinor Bestiary 175


175
Elementals

Creatures formed from the raw stuff of their constituent


element; these beings are dreadful foes summoned by
those with substantial magical prowess. Usually, they’re
turned on the enemy.

Air Elemental Movement 2 Size Medium Armour Value 2 Life Points 16

Specials Drops D3 Actions


If the Air Elemental takes any air damage, it instead 40 coins
restores Life Points equivalent to the amount of damage 4 Air Runes 1 Air Blast. The Air Elemental makes a spell attack against one
it would have taken. target within Far range. This deals 10 air damage on a failed
Defence or Magic test.
2 Air Surge. The Air Elemental makes a spell attack against three
targets within Near range. This deals 5 air damage with the
Knockdown quality on a failed Defence or Magic test.
3 Reassemble. The Air Elemental vanishes and reappears
somewhere in Far range.

Chaos Elemental Movement 2 Size Colossal Armour Value 5 Life Points 138

A roiling mass of eldritch energy, the Chaos Elemental Drops D6 Actions


resembles a vast cloud from which obtrude six writhing 2000 coins
tentacles. A foul blight on reality itself, the Chaos Elemental 20 Chaos Runes 1 Chaotic Emission. The Chaos Elemental makes a magic attack
is a terrifying apparition from some other realm. Fighting Rune Kiteshield (4:6) against three targets in Far range. This deals 12 fire damage on
it is never a good idea. a failed Magic test.
2 Teleport. The Chaos Elemental makes a magic attack against two
Specials targets in Far or Distant range. This deals 5 water damage on a
N/A failed Magic test. Any character who takes damage from this
action is immediately teleported into Near range of the Chaos
Elemental.
3 Dark Matter. The Chaos Elemental makes a ranged attack against
two targets in Far range. This deals 14 stabbing damage on a
failed Defence test.
4 Yoink. The Chaos Elemental makes a magic attack against all
characters within any range. This deals 0 damage on a failed
Magic test. Any character who fails the Magic test must unequip
both items in their Hand slots.
5 Tentacle Thrash. The Chaos Elemental makes a melee attack
against two targets in Near range. This deals 16 crushing damage
on a failed Defence test.
6 Tail Whip. The Chaos Elemental makes an attack against two
targets in Near range, with its tail. This attack deals 8 crushing
damage with the Bleed 2 quality on a failed Defence test.

176 Friends & Foes: A Gielinor Bestiary


Fire Elemental Movement 2 Size Medium Armour Value 5 Life Points 25

Specials Drops D3 Actions


If the Fire Elemental takes any fire damage, it instead 40 coins
restores Life Points equivalent to the amount of damage 4 Fire Runes 1 Fire Wave. The Fire Elemental makes a spell attack against
it would have taken one target within Far range. This deals 16 fire damage with the
Incendiary 2 quality on a failed Defence or Magic test.
2 Fire Surge. The Fire Elemental makes a spell attack against three
targets within Near range. This deals 8 fire damage with the
Incendiary 2 and the Knockdown quality on a failed Defence or
Magic test.
3 Flame Wrath. The Fire Elemental makes a spell attack against
one target within Far range. This deals 12 fire damage with the
Incendiary 5 quality on a failed Magic test.

Water Elemental Movement 2 Size Medium Armour Value 3 Life Points 20

Specials Drops D3 Actions


If the Water Elemental takes any water damage, it instead 40 coins
restores Life Points equivalent to the amount of damage 4 Water Runes 1 Water Surge. The Water Elemental makes a spell attack against
it would have taken. one target within Far range. This deals 14 water damage on a
failed Defence or Magic test.
2 Water Blast. The Water Elemental makes a spell attack against
three targets within Near range. This deals 6 water damage with
the Stun quality on a failed Defence or Magic test.
3 Tidal Blow. The Water Elemental makes a melee attack against
one target within Near range. This inflicts 8 water damage with
the Pin 1 quality on a failed Defence test.

Earth Elemental Movement 2 Size Small Armour Value 4 Life Points 20

Specials Drops D3 Actions


If the Earth Elemental takes earth damage, it instead 40 coins
restores Life Points equivalent to the amount of damage 4 Earth Runes 1 Earth Blast. The Earth Elemental makes a spell attack against one
it would have taken. target within Far range. This deals 16 earth damage on a failed
Defence or Magic test.
2 Earth Rage. The Earth Elemental makes a melee attack against
three targets in Near range. These deal 10 earth damage on a
failed Defence test.
3 Submerge. The Earth Elemental makes a melee attack against
one target in Near range. It deals 5 earth damage with the Pin 4
quality and Bleed 2 quality on a failed Defence test.

Friends & Foes: A Gielinor Bestiary 177


177
Giants

Rowdy, brutal beings, Giants stalk the various regions of Gielinor, attacking any who irritate them. While they can smash the
most redoubtable of fighters into the ground with a well-timed swing of their club, they don’t seek to protect themselves
much. But that doesn’t matter if you’ve been broken in two.

Hill Giant Movement 2 Size Giant Armour Value 1 Life Points 28

Drops D3 Actions
50 coins
Iron Dagger (5:6) 1 Smash! The Hill Giant makes a melee attack against a single target
Iron Kiteshield (4:6) within Near range. This deals 8 crushing damage on a failed
Defence test.
Specials 2 Crash! The Hill Giant makes a melee attack against two targets in
N/A Near range. This deals 10 crushing damage on a failed Defence test.
3 Throw! The Hill Giant makes a ranged attack against one target in
Far range. This deals 10 crushing damage on a failed Defence test.

Fire Giant Movement 2 Size Giant Armour Value 3 Life Points 34

Drops D3 Actions
125 coins
5 Fire Runes 1 Burn! The Fire Giant makes a melee attack against a single target
Rune Scimitar (2:6) within Near range. This deals 10 fire damage on a failed Defence test.
2 Bash! The Fire Giant makes a melee attack against two targets
Specials in Near range. This deals 12 fire damage on a failed Defence test.
The Fire Giant suffers double damage from 3 Throw! The Fire Giant makes a ranged attack against one target in
any water-based attacks. Far range. This deals 12 fire damage with the Incendiary 2 quality
on a failed Defence test.

Ice Giant Movement 2 Size Giant Armour Value 4 Life Points 42

Drops D3 Actions
150 gold
5 Water Runes 1 Freeze! The Ice Giant makes a melee attack against a single
Mithril Mace (2:6) target within Near range. This deals 14 water damage on a failed
Defence test.
Specials 2 Crash! The Ice Giant makes a melee attack against two targets in
The Ice Giant suffers double damage from any Near range. This deals 14 water damage with the Freeze 2 quality
fire-based attacks. 3 on a failed Defence test.
Throw! The Ice Giant makes a ranged attack against one target
in Far range. This deals 14 water damage on a failed Defence test.

178 Friends & Foes: A Gielinor Bestiary


Goblins

A common sight throughout Gielinor, Goblins can be both


friend and foe, ally and deadly threat to an adventurer. It’s
usually best, as a result, to be wary around goblins.

Goblin Movement 2 Size Medium


Armour Value 1 Life Points 9

Specials Drops
Goblins deal +1 additional 5 coins
damage for every other goblin Bronze Spear (5:6)
within Near range.

D2 Actions

1 Spear Jab. The Goblin makes a melee attack


against one target within Near range. This
deals 6 stabbing damage with the Spread 1
quality on a failed Defence test.
2 Stab. The Goblin makes a melee attack against
one target within Near range. This deals 7
stabbing damage on a failed Defence test.

Armoured Movement 2 Size Medium


Goblin
Armour Value 3 Life Points 14

Specials Drops
Armoured Goblins deal +1 12 coins
additional damage for every Steel Chainbody (2:6)
other goblin within Near range.

D2 Actions

1 Spear Jab. The Armoured Goblin makes a


melee attack against one target within Near
range. This deals 7 stabbing damage with
the Spread 1 quality on a failed Defence test.
2 Stab. The Armoured Goblin makes a melee
attack against one target within Near range.
This deals 8 stabbing damage on a failed
Defence test.

Friends & Foes: A Gielinor Bestiary 179


179
Golems

Crafted from clay or other materials and bound to the will of their maker, Golems are automata. With their limbs created
from all manner of different substances, Golems are mighty in attack and resilient in defence.

Clay Golem Movement 2 Size Large Armour Value 8 Life Points 21

Drops D3 Actions
N/A
1 Smash. The Clay Golem makes a melee attack against one target in
Specials Near range. This deals 8 crushing damage on a failed Defence test.
The Clay Golem has -6 armour value against 2 Bash. The Clay Golem makes a melee attack against one target
stabbing damage. in Near range. This deals 8 crushing damage with the Spread 1
quality on a failed Defence test.
3 Crush. The Clay Golem makes a melee attack against one target
in Near range. This deals 5 crushing damage with the Knockdown
quality on a failed Defence test.

Sandstone Golem Movement 2 Size Large Armour Value 10 Life Points 30

Drops D3 Actions
N/A
1 Smash. The Sandstone Golem makes a melee attack against one
Specials target in Near range. This deals 12 slashing damage on a failed
The Sandstone Golem has -8 armour value Defence test.
against crushing damage. 2 Bash. The Sandstone Golem makes a melee attack against one
target in Near range. This deals 15 slashing damage with the
Spread 1 quality on a failed Defence test.
3 Crush. The Sandstone Golem makes a melee attack against one
target in Near range. This deals 8 slashing damage with the
Knockdown quality on a failed Defence test.

Granite Golem Movement 2 Size Giant Armour Value 10 Life Points 38

Drops D3 Actions
N/A
1 Smash. The Granite Golem makes a melee attack against one
Specials target in Near range. This deals 16 stabbing damage on a failed
The Granite Golem has -8 armour value Defence test.
against slashing damage. 2 Bash. The Granite Golem makes a melee attack against one target in
Near range. This deals 16 stabbing damage with the Bleed 3 quality
on a failed Defence test.
3 Crush. The Granite Golem makes a melee attack against one target
in Near range. This deals 10 stabbing damage with the Bleed 5
quality on a failed Defence test.

180 Friends & Foes: A Gielinor Bestiary


Ghosts

Spectres of the dead, unable to escape from the realm of


the living. Ghosts often long to be dispatched to the worlds
beyond. But, until they are dismissed though sword or
prayer, they linger on. They really need to move on.

Ghost Movement 2 Size Medium


Armour Value 1 Life Points 9

Specials Drops
N/A N/A

D2 Actions

1 Eek. All characters within Near range of the


Ghost must succeed on a Prayer or Magic test
or be unable to attack the Ghost this turn.
2 Chill Touch. The Ghost makes a melee attack
against one target within Near range. This
deals 8 ice damage with the Frozen 1 quality.

Friends & Foes: A Gielinor Bestiary 181


181
Jellies

Slippery, oozing creatures, usually in the form of a giant


cube, Jellies consume anything they interact with. Or at
least try to. Absorbing the creatures and objects in their
path, the acidic interior of the Jelly soon begins to consume
them until there is nothing left. More or less nothing,
anyway. For some reason, skeletons seems to hang around
for a long time, looking ominous.

182 Friends & Foes: A Gielinor Bestiary


Jelly Movement 1 Size Large Armour Value 2 Life Points 19

Almost entirely transparent, save for a faint grey hue, the Drops D3 Actions
Jelly is difficult to discern in the murky light of a dungeon— 30 coins
which is exactly the point. An organic trap, it feasts on Steel Axe (5:6) 1 Slurppp. The Jelly makes a melee attack against a single character
those insufficiently careful when sprinting along a dungeon in Near range. This deals 6 water damage on a failed Defence or
corridor. You’d be surprised how well it feeds as a result. Magic test.
2 Ploop. The Jelly makes a melee attack against two characters in
Specials Near range. This deals 7 water damage with the Puncture 1 quality
N/A on a failed Defence or Magic test.
3 Splash. The Jelly makes a melee attack against two characters in
Near range. This deals 8 water damage with the Pin 3 quality on
a failed Magic test.

Warped Jelly Movement 1 Size Large Armour Value 3 Life Points 28

Unlike its plainer cousin, the Warped Jelly is distinctively Drops D3 Actions
coloured. The striations of the Warped Jelly make it look, 60 coins
from a distance, something like a delicious cake. But don’t Adamant Longsword (3:6) 1 Purple Layer. The Warped Jelly makes a melee attack against a
try eating it. single character in Near range. This deals 8 water damage on a
failed Defence or Magic test.
Specials 2 Yellow Layer. The Warped Jelly makes a melee attack against two
N/A characters in Near range. This deals 9 water damage with the
Puncture 2 quality on a failed Magic test.
3 Splash. The Warped Jelly makes a melee attack against two
characters in Near range. This deals 11 water damage with the
Pin 3 quality on a failed Magic test.

Vitreous Jelly Movement 1 Size Large Armour Value 5 Life Points 36

A dusky green in colour, the Vitreous Jelly is the strongest Drops D3 Actions
and most voracious of its kind. 90 coins
Adamant Battleaxe (3:6) 1 Consume. The Vitreous Jelly makes a melee attack against a
Specials single character in Near range. This deals 12 water damage on a
N/A failed Magic test.
2 Feed the Jelly. The Vitreous Jelly makes a melee attack against
two characters in Near range. This deals 13 water damage with
the Puncture 2 quality on a failed Defence or Magic test.
3 Needs Cream. The Vitreous Jelly makes a melee attack against
two characters in Near range. This deals 14 water damage with
the Pin 3 quality on a failed Magic test.

Friends & Foes: A Gielinor Bestiary 183


183
Kalphites

Armoured, intelligent, and over-sized insects, the Kalphite


are a hive of scuttling death, and enough to give an
entomophobe a heart attack. Like many of their smaller
and less intelligent insect cousins, there are different
varieties of Kalphite. Each variety fulfils a different role in
service of the terrible Kalphite Queen (see Bosses section
page 199). Some dispatch workers to keep the queen well-
fed, others attack soldiers and guardians who draw too
near. Those who enter a Kalphite lair unwittingly seldom
emerge to tell the horrible tale.

184 Friends & Foes: A Gielinor Bestiary


Kalphite Worker Movement 2 Size Medium Armour Value 2 Life Points 12

The most diminutive of the Kalphite, workers do precisely Drops D2 Actions


as one might expect. They fetch, carry, and generally do 6 coins
the labour to ensure the hive continues to function. Doesn’t Chaos Rune (3:6) 1 Snip. The Kalphite Worker makes a melee attack against a single
mean they can’t give you a nasty bite. target within Near range. This deals 4 stabbing damage on a
failed Defence test.
Specials 2 Huddle. The Kalphite Worker curls up within its carapace. All
N/A attacks against for the rest of the round are made at -2.

Kalphite Soldier Movement 2 Size Medium Armour Value 4 Life Points 24

The soldiers patrol the labyrinthine passages of the Kalphite Drops D3 Actions
hive; they swarm over any threat to the community as 20 coins
a whole or the queen in particular, promising ruthless Steel Longsword (2:6) 1 Snap. The Kalphite Soldier makes a melee attack against a single
reprisal for any who wish harm to their ruler. Mithril Chainbody (2:6) target within Near range. This deals 8 crushing damage with the
Poison 2 quality on a failed Defence test.
Specials 2 Bite. The Kalphite Soldier makes a melee attack against a single
Kalphite Soldiers gain +1 armour value when there is a target within Near range. This deals 0 damage with the Poison 4
Kalphite Worker within Near range. quality on a failed Defence test.
3 Roller. The Kalphite Soldier moves immediately towards one target
at Far range and makes a melee attack against them. This deals
0 damage with the Knockdown quality on a failed Defence test.

Kalphite Guardian Movement 2 Size Medium Armour Value 5 Life Points 36

Bigger than even the soldiers, the Kalphite Guardians Drops D3 Actions
protect their queen directly. With their immediately 50 coins
distinctive beetle-like antlers, they charge at the enemy Mithril Axe (3:6) 1 Crush. The Kalphite Guardian makes a melee attack against a
sending them sprawling. Adamant Dagger (4:6) single target within Near range. This deals 10 crushing damage
with the Poison 3 quality on a failed Defence test.
Specials 2 Bite. The Kalphite Guardian makes a melee attack against a single
Kalphite Guardian deals +3 crushing damage when within target within Near range. This deals 11 stabbing damage with the
Far range of the Kalphite Queen. Poison 2 quality on a failed Defence test.
3 Roller. The Kalphite Guardian moves immediately towards one
target at Far range and makes a melee attack against them. This
deals 0 damage with the Stun quality on a failed Defence test.

Friends & Foes: A Gielinor Bestiary 185


185
Lizardmen Minotaurs

Scaled, stubborn, and deadly when roused to anger, the Half-man, half-bull, the Minotaur is a deadly opponent
lizards of the canyons are an isolated people and seldom capable of smashing its way through the most resilient
trouble outsiders. Should they be disturbed the reptilians of defences.
can become vicious, very quickly.

Lizardmen Movement 2 Size Medium Minotaur Movement 2 Size Large


Armour Value 2 Life Points 23 Armour Value 1 Life Points 18

Specials Drops Specials Drops


N/A 80 coins N/A 45 coins 27
Bronze Shortsword (3:6)
D3 Actions
D3 Actions
1 Slash. The Lizardman makes a melee attack
against a single target within Near range. 1 Minotaur Smash. The Minotaur moves
This deals 8 slashing damage on a failed towards one target at Far range and makes
Defence test. an immediate melee attack against that
2 Tail Whip. The Lizardman makes a melee target. This deals 12 crushing damage on
attack against a single target within Near failed Defence test.
range. This deals 0 damage with Knockdown 2 Minotaur Charge. The Minotaur moves
quality on a failed Defence test. towards two targets at Far range and
3 Bite. The Lizardman makes a melee attack immediately makes a melee attack against
against a single target within Near range. both. This deals 0 damage with the
This deals 6 stabbing damage with the Knockdown quality on a failed Defence test.
Poison quality on a failed Defence test. 3 Minotaur Slam. The Minotaur makes a melee
attack against one target at Near range.
This deals 9 crushing damage with the
Knockdown and Pin 2 qualities on a failed
Defence test.

186 Friends & Foes: A Gielinor Bestiary


Mummies

Wrapped in bandages, and bearing the ornate armour


they wore in life, Mummies guard the dungeons of the
Kharidian Desert. While their skills might have slowed in
the millennia since their internment, they can still hack
their way through the foe just like in the good old days.

Mummy Movement 1 Size Medium


Armour Value 2 Life Points 19

Specials Drops
The Mummy suffers double 250 coins
damage from any fire-based Rune Shield (2:6)
attacks or spells. Rune Staff (2:6)

D3 Actions

1 Ancient Sword. The Mummy makes a melee


attack against one target in Near range. This
deals 8 slashing damage on a failed Defence
test.
2 Means Business. The Mummy suddenly gains
pace. It can move 2 this turn, rather than one.
3 Cut. The Mummy makes a melee attack
against one target in Near range. This deals
10 slashing damage with the Bleed 1 quality
on a failed Defence test.

Friends & Foes: A Gielinor Bestiary 187


187
Skeletons

Shambling relics of a bygone age, animated Skeletons are found throughout the dungeons and tombs of Gielinor, enchanted
to protect the places where they died.

Skeleton Movement 2 Size Medium Armour Value 1 Life Points 13

Specials D2 Actions
Skeletons are at -1 armour value against
crushing damage. 1 Slash. The Skeleton makes a melee attack against a single target
within Near range. This deals 8 slashing damage on a failed
Drops Defence test.
12 coins 2 Stab. The Skeleton makes a ranged attack against a single target
Fire Rune (4:6) within Far range. This deals 8 stabbing damage on a failed
Defence test.

Skeleton Brute Movement 2 Size Medium Armour Value 3 Life Points 24

Ancient Barbarians, risen up once more to D2 Actions


bring chaos and bloodshed to the world,
Skeleton Brutes are formidable enemies. 1 Slash. The Skeleton Brute makes a melee attack against a single
target within Near range. This deals 10 slashing damage with the
Specials Puncture 2 quality on a failed Defence test.
Skeleton Brutes have -2 armour value against 2 Cleave. The Skeleton Brute makes a melee attack against a single
crushing damage. target within Near range. This deals 10 slashing damage with the
Spread 1 quality on a failed Defence test.
Drops
20 coins
Steel Greataxe (2:6)

Skeleton Warlord Movement 2 Size Medium Armour Value 5 Life Points 35

Resilient, vicious in battle, and dangerous D2 Actions


beyond measure, Skeleton Warlords continue
their ancient plans for conquest. 1 Slash. The Skeleton Warlord makes a melee attack against a
single target within Near range. This deals 14 slashing damage
Specials with the Bleed 2 quality on a failed Defence test.
Skeleton Warlords have -3 armour value 2 Cleave. The Skeleton Warlord makes a melee attack against a
against crushing damage. single target within Near range. This deals 15 slashing damage
with the Spread 2 quality on a failed Defence test.
Drops
80 coins
Rune Greataxe (2:6)

188 Friends & Foes: A Gielinor Bestiary


Trolls

Always hungry, always aggressive, and usually some kind of stupid, Trolls are found in virtually every area of Gielinor, and in
every kind of terrain. They are always dangerous to the unprepared, though they can always be bargained with. Trolls name
themselves after the first thing they ate—asking a Troll its name can be a good means of gleaning its character. If a Troll is called
‘Salmon’, they may be open to discussion. If they’re called ‘Pete the Fisherman’, the chances of a conversation are less good.

Mountain Troll Movement 2 Size Large Armour Value 2 Life Points 19

Specials D3 Actions
Mountain Trolls love Goutweed. If using
Goutweed to try and win a troll over, any 1 Eat ‘Em Up! The Mountain Troll makes a melee attack against a
social test is made with advantage. single target in Near range. This deals 6 crushing damage on a
failed Defence test.
Drops 2 Hit ‘Em! The Mountain Troll makes a melee attack against a single
40 coins target in Near range. This deals 8 crushing damage with the
Steel Helm (4:6) Pinned 1 quality on a failed Defence test.
Mithril Shield (1:6) 3 Regenerate. The Mountain Troll restores 5 Life Points.

Ice Troll Movement 2 Size Large Armour Value 3 Life Points 23

Specials D3 Actions
Ice Trolls suffer double damage from any fire-
based attacks. 1 Freeze ‘Em Up! The Ice Troll makes a melee attack against two
targets in Near range. This deals 8 water damage with the Freeze
Drops 2 quality on a failed Defence test.
50 coins 2 Whack ‘Em! The Ice Troll makes a melee attack against a single
Steel Platebody (3:6) target in Near range. This deals 10 crushing damage with the
Mithril Warhammer (1:6) Knockdown quality on a failed Defence test.
3 Regenerate. The Ice Troll restores 8 Life Points.

Sea Troll Movement 2 Size Large Armour Value 5 Life Points 48

Specials D3 Actions
N/A
1 High Tide! The Sea Troll makes a melee attack against two targets
Drops in Near range. This deals 10 water damage with the Puncture 2
40 coins quality on a failed Defence test.
Steel Helm (4:6) 2 Whack ‘Em! The Sea Troll makes a melee attack against three
Mithril Shield (1:6) targets in Near range. This deals 12 water damage with the
Knockdown quality on a failed Defence test.
3 Regenerate. The Sea Troll restores 10 Life Points.

Friends & Foes: A Gielinor Bestiary 189


189
TzHaar

Made from solid obsidian, the TzHaar (a word from their


own language meaning something like ‘sacred life’ or ‘holy
fire’) are a miraculous species. Intelligent, thoughtful, and
often friendly, the TzHaar look as though they might tear an
adventurer to pieces at any moment, but this isn’t the case.
The TzHaar hatch from stone eggs, incubated in molten lava.
Each egg is imprinted with the memories and experiences
of its parent as they gestate.

As each TzHaar ages, they became increasingly stone-like,


until eventually at the end of their long lives, they turn to
stone entirely. These precious highly compressed stones,
called TokKul, were used as currency when outsiders
brought the foreign concept of trade to their selfless
society. Divided into four different castes, each type of
TzHaar fulfils a different function throughout their life.

190 Friends & Foes: A Gielinor Bestiary


TzHaar-Ket Movement 2 Size Giant Armour Value 8 Life Points 56

Guardians and protectors, the TzHaar-Ket represent the Drops D2 Actions


most martial and dangerous form of the TzHaar. Their 240 coins
enormous height means they tower over even other TzHaar. 1 Crush! The TzHaar-Ket makes a melee attack against two targets
in Near range. This deals 16 crushing damage with Puncture 2 on
Specials a failed Defence test.
N/A 2 Smash! The TzHaar-Ket makes a melee attack against one target in
Near range. This deals 14 crushing damage on a failed Defence test.

TzHaar-Xil Movement 2 Size Giant Armour Value 6 Life Points 54

The hunters of the TzHaar, the TzHaar-Xil are the nimblest Drops D2 Actions
and quickest of their kind. They are also the most solitary 260 coins
of the TzHaar—they certainly never look friendly. 1 Thwack! The TzHaar-Xil makes a ranged attack at one target
within Far range. This deals 12 ranged damage with the Puncture
Specials 1 quality on a failed Defence test.
N/A 2 Smash! The TzHaar-Xil makes a melee attack against one target in
Near range. This deals 10 crushing damage on a failed Defence test.

TzHaar-Mej Movement 2 Size Giant Armour Value 8 Life Points 52

Guides and spiritual protectors of the TzHaar, the TzHaar- Drops D2 Actions
Mej shepard their people through ages of the earth and 300 coins
through the tribulations of Gielinor. They also possess 1 Cast Off! The TzHaar-Mej makes a spell attack against two targets
powerful magics and are more than capable of defending at Far range. This deals 16 fire damage with the Incendiary 2
themselves and their kin. quality on a failed Magic test.
2 Smash! The TzHaar-Mej makes a melee attack against one target in
Specials Near range. This deals 8 crushing damage on a failed Defence test.
N/A

TzHaar-Hur Movement 2 Size Giant Armour Value 5 Life Points 48

Skilled at crafting and manufacturing, the TzHaar-Hur are Drops D2 Actions


the smallest of their kind, but they can still deliver a hell 300 coins
of a punch to any who push them to violence. 1 Crush! The TzHaar-Hur makes a single melee attack against one
target in Near range. This deals 10 crushing damage on a failed
Specials Defence test.
N/A 2 Summon Aid! The TzHaar-Hur calls for aid from its larger and more
combative kin. Roll a d6, on a 1, a TzHaar-Xil comes to aid them.
On a 2-6, nothing happens.

Friends & Foes: A Gielinor Bestiary 191


191
Vampyres

The dread rulers of Morytania, Vampyres are among the


most ancient beings in Gielinor. They are hugely powerful
creatures, capable of transforming into different forms and
subjugating those weaker than themselves. Despite their
impressive powers, they are also bound by arcane rules,
being unable to cross the river Salve. They also don’t like
stakes through the heart, but who does?

As Vampyres age, their power waxes. They become stronger,


stranger, deadlier. Or at least, those trueborn Vampyres do.
Those who are born part of a Vampyre lineage continue to
mature in their might, remaining the aristocracy of their
people for centuries. Those turned into Vampyres do not
always remain urbane sophisticates. Some degenerate into
snarling, feral beasts. Others sprout wings, become the
dreaded Vyrewatch, the sound of their approach amongst
the most feared in Morytania. Some become the refined,
well-spoken nobles occasionally glimpsed in Darkmeyer.
What it is forcing these changes is unknown, as mysterious
as so much else about the creatures

192 Friends & Foes: A Gielinor Bestiary


Vampyre Juvinate Movement 2 Size Medium Armour Value 2 Life Points 28

Specials Drops D2 Actions


If any character possesses garlic in an active slot, the 100 coins
Vampyre Juvinate has -1 armour value. This does not stack. 1 Steel Longsword (3:6) 1 Bite. The Vampyre Juvinate makes a melee attack against one target
1 Mithril Shortsword (2:6) within Near range. This deals 6 stabbing damage with the Bleed 1
quality on a failed Defence test.
2 Drain. The Vampyre Juvinate makes a melee attack against one target
within Near range. This deals 8 stabbing damage on a failed Defence test.

Feral Vampyre Movement 2 Size Medium Armour Value 2 Life Points 28

Specials Drops D3 Actions


If any character possesses garlic in an active slot, a Feral 15 coins
Vampyre has -1 armour value. This does not stack. Death Rune 1 Bestial Swipe. The Feral Vampyre makes a melee attack against
1 Marentill Seed one target in Near range. This deals 6 stabbing damage with the
Bleed 2 quality on a failed Defence test.
2 Blood Feast. The Feral Vampyre makes a melee attack against
one target in Near range. This deal 8 stabbing damage on a failed
Defence test. The Feral Vampyre then restores 1d3 Life Points.
3 Animal Rage. The Feral Vampyre makes a melee attack against
two targets in near ranged. This deals 5 stabbing damage with
the Bleed 1 quality on a failed Defence test.

Vyrewatch Movement 3 Size Medium Armour Value 3 Life Points 28

Specials Drops D3 Actions


If any character possesses garlic in an active slot, a 100 coins
Vyrewatch has -1 armour value. This does not stack. Death Rune 1 Fly Away! The Vyrewatch moves from Near range to Distant range.
It cannot be attacked for this turn.
2 Sudden Descent! The Vyrewatch makes a melee attack against
one target in Far range. This deals 8 stabbing damage with the
Bleed 2 quality on a failed Defence test.
3 Wing Buffet. The Vyrewatch makes a melee attack against one
target in Near range. This deals 10 crushing damage with the
Knockdown quality on a failed Defence test.

Vampyre Noble Movement 2 Size Medium Armour Value 5 Life Points 38

Specials Drops D4 Actions


If any character possesses garlic in an active slot, a 150 coins
Vampyre Noble has -1 armour value. This does not stack. 1 Adamant Axe (3:6) 1 Change Form. The Vampyre Noble changes into a different form.
1 Mithril Battleaxe (2:6) Roll a d6: 1-2 Vapour (the Vampyre Noble can’t attack or take
damage); 3-4 Winged (the Vampyre Noble’s movement increases
to 3); 5-6: Pallid human (no difference).
2 Bite. The Vampyre Noble makes a melee attack against one target
within Near range. This deals 10 stabbing damage with the Bleed
2 quality on a failed Defence test.
3 Drain. The Vampyre Noble makes a melee attack against one
target within Near range. This deals 5 stabbing damage with the
Bleed 6 quality on a failed Defence test. The Vampyre Noble then
restores 1d3+1 Life Points.
4 Vampyre Seduction. The Vampyre Noble makes a magic attack
against a single target within Far range. On a failed Magic test,
the target is unable to attack the Vampyre Noble for 1d3 turns.
Friends & Foes: A Gielinor Bestiary 193
193
Werewolves Zombies

While Morytania is ruled over by Vampyres, many of its Shambling corpses, dragged from the realms of death by
population are afflicted by an entirely different condition— the magic of necromancy, Zombies seek the warmth of
lycanthropy. When the moon is full, or when driven to flesh to sate their hunger. Delicious.
anger, they become ravening humanoid wolf hybrids,
capable of tearing a victim to pieces in moments. They’re
lovely most of the time though. Honestly. Zombie Movement 1 Size Medium
Armour Value 0 Life Points 11

Werewolf Movement 2 Size Medium Specials Drops


Armour Value 2 Life Points 21 Zombies have +2 armour value 8 coins
against stabbing damage.
Specials Drops
N/A 70 coins D2 Actions
Steel Scimitar (4:6)
1 Chew. The Zombie makes an immediate
D3 Actions melee attack against one target in Near
range. This deals 5 stabbing damage with
1 Scratch! The Werewolf makes a melee attack the Poison 1 quality on a failed Defence test.
against one target within Near range. This 2 Moan. The Zombie does nothing, instead
deals 6 stabbing damage on a failed Defence standing still and moaning.
test.
2 Howl! The Werewolf raises its throat to the
moon, screaming. It restores 3 Life Points
to itself.
3 Bite! The Werewolf makes a melee attack
against one target within Near range. This
deals 9 stabbing damage with the Bleed 2
quality on a failed Defence test.

194 Friends & Foes: A Gielinor Bestiary


Bosses

Bigger, nastier, and much harder to kill, bosses are the


most dangerous beings in Gielinor. And not just in terms of
their physical and magical prowess—they can also be the
planners, the schemers, the machinators in the shadows
guiding the darkest of plots to their fruition. Who—and
whatever—they might be, they’re dangerous, threatening,
terrifying beings. And they make the perfect final battle
to wrap up a campaign or plot arc.

While there are many different types of bosses to be found in


Gielinor, what follows is a selection of the most recognisable
and iconic ready to be brought to your tabletop and killed
again—or used as a basis to build your own!

Friends & Foes: A Gielinor Bestiary 195


195
Count Draynor

A truly ancient, and truly malevolent, vampyre, Count Draynor arrived on Gielinor countless years ago. Considered something
of a coward by many of his kin, the Count was soon exiled, forced to leave his fellow vampyres in Morytania and instead
make a home for himself elsewhere. This led him to the small village he gave his name to, Draynor Village. For years, the
Count preyed on the inhabitants of the hamlet, sucking their blood whenever he chose, bringing all under his sway. In
battle, Count Draynor is equally ruthless. Taking him down is no easy task.

Count Draynor Movement 2 Size Medium Armour Value 6 Life Points 118

Drops D6 Actions
1500 coins
1 Drain Ya! Count Draynor makes a melee attack against one target
Specials in Near range. This deals 12 stabbing damage on a failed Defence
Count Draynor cannot be killed by ordinary test, and Count Draynor restores 6 Life Points to himself.
weapons. His health can be reduced by them, 2 Come Hither! Count Draynor makes a spell attack at a target in
but not below 5 Life Points. His final 5 Life Far range. This deals 0 damage on a failed Magic test, and the
Points can only be removed with the use of a target moves one range from Count Draynor and cannot attack
Stake of any variety. him for one round.
3 Bah! Count Draynor makes a melee attack against one target in
If any character possesses garlic in an active Near range. This deals 10 crushing damage with the Knockdown
slot, Count Draynor has -1 armour value. This quality on a failed Defence test.
does not stack. 4 Take This! Count Draynor makes a ranged attack against one
target in Far range. This deals 12 slashing damage on a failed
Defence test.
5 Blasted Fool! Count Draynor makes a melee attack against one
target in Near range. This deals 12 stabbing damage with the
Puncture 5 quality on a failed Defence test.
6 Life’s Blood! Count Draynor makes a melee attack against one
target in Near range. This deals 14 stabbing damage on a failed
Defence test, and Count Draynor restores 10 Life Points to himself.

196 Friends & Foes: A Gielinor Bestiary


Culinaromancer

A dark mage, who draws his power from food, the Culinaromancer was once a cook in Lumbridge Castle. This was all part of
his plan, utilising his access to rare and exotic ingredients to enhance his magical abilities. He was, eventually, sealed away by
the prescient Franizzard Van Lumbcook but he waits his chance to return and to enact his plan for dominion over all Gielinor.

Culinaromancer Movement 2 Size Medium Armour Value 6 Life Points 118

Drops D4 Actions
300 coins
1 Stew 1 Taste This. The Culinaromancer makes a melee attack at one
target in Near range. This deals 5 crushing damage with the
Specials Poison 1 quality on a failed Defence test.
N/A 2 Good Cooking. The Culinaromancer makes a magic attack at one
target in Near range. This deals 8 water damage with the Stun 1
quality on a failed Magic test.
3 Ladle to Face. The Culinaromancer makes a melee attack at one
target in Near range. This deals 8 slashing damage on a failed
Defence test.
4 The Power of Food. The Culinaromancer makes a Magic attack at
one target in Near range. This deals 10 water damage with the
Stun 2 quality on a failed Magic test.

Delrith

A demon drawn up from Infernus by the darkest of sorceries, Delrith appears somewhat underwhelming at first sight.
Indeed, it nearly resembles one of the lesser demons, don’t be fooled - Delrith is a little different.. Wilier, crueller, more
intelligent, he is often called upon by sorcerers dedicated to Zamorak, always prepared to make dark deals with those
seeking the demon’s aid.

Delrith Movement 2 Size Medium Armour Value 3 Life Points 50

Drops D4 Actions
600 coins
1 Devil Horns. Delrith makes a melee attack at one target within
Specials Near range. This deals 5 stabbing damage on a failed Defence test.
Delrith starts any combat surrounded by 2 Demon Grip. Delrith makes a melee attack at two targets within
1d6+2 Dark Wizards. Near range. This deals 6 stabbing damage with the Pin 2 quality
on a failed Defence test.
Delrith takes double damage from the 3 Abyssal Call. Delrith makes a magic attack at one target within
Silverlight sword. Near range. This deals 8 fire damage and the target immediately
moves to Near range with Delrith on a failed Magic test.
4 Chosen Target. Delrith makes a magic attack at one target within
Near range. This deals 0 damage, but all dark wizards in Far range
of Delrith concentrate all their attacks on the target for the next
turn, on a failed Magic test.
Friends & Foes: A Gielinor Bestiary 197
197
Elvarg

The great green dragon, Elvarg, is a monstrous, terrifying creature possessed of a malign intelligence and an overwhelming
lust for battle. While Elvarg slept for many years, leaving the world that much safer for her absence, she was accidentally
awakened by a Crandorian explorer. In vengeance for her sleep being disturbed, Elvarg levelled Crandor, and intends to
visit worse on the regions of the world.

Elvarg Movement 3 Size Colossal Armour Value 5 Life Points 97

Drops D6 Actions
1000 coins
20 Fire Runes 1 Breath of Death. Elvarg makes a ranged attack at three targets at
1 Rune Axe (3:6) Far or Distant range. This deals 8 fire damage with the Incendiary
1 Dragonfire Shield (5:6) 1 quality on a failed Defence test.
1 Dragonhide Armoured Shirt (4:6) 2 Tail Swipe. Elvarg makes a melee attack against two targets in
Near range. This attack deals 10 crushing damage on a failed
Specials Defence test.
N/A 3 Elvarg’s Wrath. Elvarg makes an attack against two targets in
Near range, with its claws. This attack deals 12 slashing damage
with the Bleed 2 quality on a failed Defence test.
4 Crandor’s Doom. Elvarg makes a ranged attack at three targets at
Far or Distant range. This deals 15 fire damage with the Incendiary
2 quality on a failed Defence test.
5 Elvarg’s Contempt. Elvarg makes an attack against three targets
in Near range, using its wings. This deals 8 crushing damage with
the Knockdown quality on a failed Defence test.
6 Smash and Burn. Elvarg makes an attack against two targets in
Near range, with its tail. This attack deals 8 crushing damage
with the Incendiary 2 quality on a failed Defence test.

198 Friends & Foes: A Gielinor Bestiary


Kalphite Queen

Enormous in size, frightful in aspect, the Kalphite Queen (KQ) is a horrific hybrid of beetle and scorpion. Protected at all
times by her faithful guardians, the Queen stalks the hive where her brood conceal themselves from the world. She’s a
horror, buried in the earth, ready to consume any who are unfortunate enough to stumble into her realm.

Kalphite Queen Movement 3 Size Colossal Armour Value 6 Life Points 118

Drops D6 Actions
1450 coins
30 Blood Runes 1 Snip Snip. The KQ makes a bite attack against three targets in
25 Mithril Arrows Near range. This deals 8 crushing damage on a failed Defence test.
5 Magic Logs 2 Nasty Barbs. The KQ makes a ranged attack against four targets
within Far range. This deals 7 stabbing damage with the Bleed 2
Specials quality on a failed Defence test.
The Kalphite Queen has +3 armour value against 3 Magic Blast. The KQ makes a magic attack against two targets
magic attacks. within Far range. This deals 8 earth damage with the Pin 2 quality
on a failed Magic test.
The Kalphite Queen has +2 armour value against 4 Help of the Hive. The KQ calls up 1d3+2 Kalphite Guardians to aid
ranged attacks. her. They arrive at Distant range at the start of KQ’s next turn.
5 Chitinous Chaos. The KQ attacks all characters in Near range. This
The Kalphite Queen starts any combat surrounded attack deals 5 crushing damage with the Knockdown quality on
by 1d6+2 Kalphite Guardians. a failed Defence test.
6 Magic Explosion. The KQ makes a magic attack against two
targets within Far range. This deals 10 earth damage on a failed
Magic test.

Friends & Foes: A Gielinor Bestiary 199


199
King Black Dragon

Ancient, enormously powerful, and long since grown weary of the endless procession of adventurers seeking to fight him
to the death (and the number of adventurers he’s had to kill as a result), King Black Dragon (or KBD) is among the most
powerful beings on Gielinor. Any who seek him out in the Wilderness must be prepared for the most fearsome of battles,
no matter how wracked with ennui King Black Dragon might be.

King Black Dragon Movement 3 Size Colossal Armour Value 8 Life Points 145

Drops D6 Actions
1500 coins
20 Fire Runes 1 Poison Bite. KBD makes a melee attack against two targets in
20 Air Runes Near range. This deals 16 stabbing damage with the Poison 5 on
1 Rune Helm a failed Defence test.
1 Adamant Longsword 2 Dragon Breath. KBD makes a ranged attack at four targets at Far
or Distant range. This deals 15 fire damage with the Incendiary 3
Specials quality on a failed Defence test.
N/A 3 Exhausted Swat. KBD makes a melee attack against four targets
in Near range. This deals 12 stabbing damage with the Freeze 2
on a failed Defence test.
4 Bloody Smash. KBD makes a melee attack against one target in
Near range. This deals 20 stabbing damage with the Bleed 2 on
a failed Defence test.
5 Fire Storm. KBD makes a ranged attack at four targets at Far or
Distant range. This deals 12 fire damage with the Incendiary 1
quality on a failed Defence test.
6 Venomous Devastation. KBD makes a melee attack against two
targets in Near range. This deals 12 stabbing damage with the
Poison 8 on a failed Defence test.

200 Friends & Foes: A Gielinor Bestiary


TzTok-Jad

A vast, red, juggernaut, TzTok-Jad is found within the caverns of the TzHaar, where the creature acts as a terrible guardian
for its inhabitants. The name TzTok-Jad translates, loosely, to ‘obsidian fire elemental’ though whether this means it was
created by the TzHaar, summoned by them, or simply discovered by them is uncertain. What is certain, however, is its
vast strength renders it a truly terrifying opponent. Those seeking to battle TzTok-Jad must be well prepared, else they be
broken in moments.

TzTok-Jad Movement 2 Size Giant Armour Value 8 Life Points 145

Drops D3 Actions
1606 coins
25 Fire Runes 1 Jad Bite.
25 Earth Runes Set-up: Tztok-Jad thrusts his head forward, picking out his target,
Rune Greataxe (4:6) fixing them with eyes lit by rutilant flame.
Rune Helm (4:6) Attack: TzTok-Jad makes a melee attack at one target in Near
Fire Cape range. This deals 20 stabbing damage with the Puncture 4 quality
on a failed Defence test.
Specials
At the start of any battle, TzTok-Jad is accompanied 2 Fire Ball.
by 1d6+1 Yt-HurKot Set-up: Rearing onto his hind legs, TzTok-Jad’s mouth lolls open,
revealing ranks of teeth, and a roiling mass of flame.
TzTok-Jad attacks in a unique fashion. All of Attack: TzTok-Jad makes a magic attack at three targets in Far
his attacks are devastating, but they are range. This deals 25 fire damage with the Incendiary 2 quality
ponderous and slow, each taking a turn to set- on a failed Magic test.
up. As a result, below is a d3 table, containing
the set-up for each attack—requiring a 3 Cave Shake.
turn—and then what form the attack takes. Set-up: Lifting his forelegs up, TzTok-Jad brings them down upon
The GM should detail the set-up as indicated the cave floor, sending reverberations shuddering through rock.
opposite, enabling characters to adapt their Attack: TzTok-Jad makes a melee attack against any character or
plans depending on the kind of attack about monster in Near range. This deals 25 damage with the Knockdown
to be delivered. quality on a failed Defence test.

Yt-HurKot Movement 2 Size Medium Armour Value 2 Life Points 19

Peculiar, serpentine creatures created (or so it Drops D2 Actions


seems) from stone, magma, and crystals, the Yt- 50 coins
HurKot sometimes appear to be monks wrapped 1 Punch. The Yt-HurKot makes a melee attack against one target in
in a hooded robe. Divested of these garments, their Near range. This deals 6 crushing damage on a failed Defence test.
full strangeness becomes apparent. They possess 2 Heal. The Yt-HurKot heals a single friendly target in Near range for
considerable healing powers but are equally capable 8 Life Points. The target must be of Giant size or larger. If there is
of dealing considerable damage if forced to it. no suitable target, the Yt-HurKot makes a punch action instead.

Specials
N/A

Friends & Foes: A Gielinor Bestiary 201


201
TzKal-Zuk

In the deep past, the being known as TzKal-Zuk was imprisoned deep in the earth, in the place known as the Inferno. He
was bound by mighty magic, and the arcane ward known as the Ancestral Glyph. And there he has waited. Waiting to be
released, waiting to be able to test his vast might against a worthy opponent. The TzHaar always seek adventurers capable
of besting the mighty TzKal-Zuk. Might you be capable of doing so?

TzKal-Zuk Movement 2 Size Colossal Armour Value 8 Life Points 165

Drops D6 Actions
5000 coins
30 Fire Runes 1 Devour. TzKal-Zuk makes a ranged attack against any character
30 Earth Runes not covered by the shield. This attack deals 35 crushing damage,
30 Air Runes on a failed Defence test.
1 Adamant Greataxe 2 Shield Move. The shield moves one range.
Inferno Cape 3 Destroy. TzKal-Zuk makes a magic attack against any character
not covered by the shield. This attack deals 40 fire damage, on
Specials a failed Magic test.
Until he is reduced to half his starting Life 4 Shield Move. The shield moves two range.
Points (83 Life Points), TzKal-Zuk cannot be 5 Rage. TzKal-Zuk makes a ranged attack against any character not
hurt by melee attacks. covered by the shield. This attack deals 45 stabbing damage, on
a failed Defence test.
A shield stands between the characters and 6 Shield Move. The shield moves one range.
TzKal-Zuk. This shield starts at Far range
and moves in range increments as detailed
below. Any characters NOT in the same range
category as the shield take damage from
TzKal-Zuk’s attacks.

202 Friends & Foes: A Gielinor Bestiary


Vorkath

A zombie blue dragon, created by the dragonkin scientist Zorgoth during the Dragonkin Conflicts, Vorkath was deemed
insufficiently aggressive for its creator’s plans. Usually Vorkath sleeps, peacefully rotting as it dreams. But any adventurer
who draws too close is in danger of waking the beast…and they are unlikely to find it lacking in aggression.

Vorkath Movement 3 Size Colossal Armour Value 7 Life Points 135

Drops D6 Actions
1450 coins
50 Chaos Runes 1 Savage Bite. Vorkath makes a melee attack against one target
Rune Longsword within Near range. This deals 14 stabbing damage with the Bleed
Rune Kiteshield 2 quality on a failed Defence test.
2 Breath of Destruction. Vorkath makes a ranged attack against
Specials two targets within Far range. This deals 16 fire damage with the
N/A Incendiary 2 quality on a failed Defence test.
3 Breath of Godlessness. Vorkath makes a spell attack against two
targets within Far range. This deals 14 fire damage on a failed
Magic test. Any character suffering damage from this attack
cannot cast a Prayer for 1d3 turns.
4 Breath of Poison. Vorkath makes a ranged attack against two
targets within Far range. This deals 12 fire damage with the
Poison 4 quality on a failed Defence test.
5 Fireball. Vorkath makes a ranged attack against three targets in
Near or Far range. This deals 15 fire damage on a failed Defence test.
6 Torn Apart. Vorkath makes a melee attack against two targets
within Near range. This deals 15 crushing damage with the
Puncture 2 quality on a failed Defence test.

Friends & Foes: A Gielinor Bestiary 203


203
204 Friends & Foes: A Gielinor Bestiary
The Barrows
Brothers

There were many great warriors and dreaded foes in the


God Wars. None more so than the Barrows Brothers. Six
warriors, each a skilled wielder of the sword and ferocious
combatant, led a great campaign into Morytania seeking
to free it from the grip of its vampyre overlords. Granted
miraculous powers by a mysterious stranger, they initially
triumphed, but the deeper they drew into Morytania, the
weaker they grew, until finally - they fell. Their army,
broken by the loss of their leaders, interred them in a
series of vast barrows before fleeing. The stranger, the
granter of the brothers’ remarkable powers, returned to
these barrows, conducting a strange and terrible ritual
atop them. The ritual bound the brothers to him as undead
barrow wights.

Friends & Foes: A Gielinor Bestiary 205


205
Ahrim the Blighted Movement 3 Size Medium Armour Value 3 Life Points 53

The oldest of the Barrows Brothers, Ahrim is distinctive for Drops D4 Actions
his robes and the ethereal staff he wields. 450 coins
1 Death Magic. Ahrim makes a magic attack against two targets in
Specials Near or Far range. This deals 8 earth damage on a failed Magic test.
Ahrim has -2 armour value against melee attacks. 2 Confuse. Ahrim makes a magic attack against two targets in Near
or Far range. This deals 5 water damage with the Stun 2 quality
on a failed Magic test.
3 Weaken. Ahrim makes a magic attack against two targets in Near
of Far range. This deals 8 fire damage on a failed Magic test. Any
character who suffers damage from this attack reduces their
Attack skill by -4 for 1d3 rounds.
4 Staff Smash. Ahrim makes a melee attack against one target in
Near range. This deals 8 crushing damage on a failed Defence test.

Dharok the Wretched Movement 2 Size Medium Armour Value 4 Life Points 57

The second oldest of the brothers, Dharok loved the press Drops D4 Actions
of the melee and the surge of combat more than any of 450 coins
his siblings. 1 Cry Havoc. Dharok makes a melee attack against three targets in
Near range. This deals 9 slashing damage on a failed Defence test.
Specials 2 Hack Attack. Dharok makes a melee attack against two targets in
Dharok has -2 armour value against magic attacks. Near range. This deals 8 slashing damage with the Bleed 2 quality
on a failed Defence test.
3 Sliced Open. Dharok makes a melee attack against two targets
in Near range. This attack deals 10 slashing damage with the
Puncture 4 quality.
4 Kiss My Axe. Dharok makes a melee attack against one target in
Near range. This deals 15 slashing damage on a failed Defence test.

Guthan the Infested Movement 2 Size Medium Armour Value 2 Life Points 38

Younger than Dharok and Ahrim, Guthan is the third of the Drops D4 Actions
Barrow Brothers, and wields his pole arms with terrible 450 coins
efficiency. 1 Warspear Smash. Guthan makes a melee attack against one
target in close or Far range. This deals 12 crushing damage on a
Specials failed Defence test.
Guthan has -1 armour value against ranged attacks. 2 Wild Swing. Guthan makes a melee attack against one target in
close or Far range. This deals 8 crushing damage with the Bleed
1 quality on a failed Defence test.
3 Wide Arc. Guthan makes a melee attack against one target
in close or Far range. This deals 9 crushing damage with the
Knockdown quality on a failed Defence test.
4 Halberd Stab. Guthan makes a melee attack against one target in
close or Far range. This deals 10 stabbing damage with the Bleed
1 quality on a failed Defence test.

206
Karil the Tainted Movement 2 Size Medium Armour Value 2 Life Points 47

Fourth of the Barrow Brothers, Karil is the expert with Drops D4 Actions
a bow in his hands. Death hasn’t changed his unerring 450 coins
accuracy. 1 Bow Hunting Skills. Karil makes a ranged attack against one
target in Far or Distant range. This deals 10 stabbing damage on
Specials a failed Defence test.
Karil has -1 armour value against magic attacks. 2 Bleed For Me. Karil makes a ranged attack against one target
in Far or Distant range. This deals 10 stabbing damage with the
Bleed 2 quality on a failed Defence test.
3 Through the Armour. Karil makes a ranged attack against one
target in Far or Distant range. This deals 10 stabbing damage
with the Puncture 2 quality on a failed Defence test.
4 Stay There. Karil makes a ranged attack against one target in Far
or Distant range. This deals 10 stabbing damage with the Pin 2
quality on a failed Defence test.

Torag the Corrupted Movement 2 Size Medium Armour Value 2 Life Points 41

Laden with the darkest of magic, Torag the Corrupted taints Drops D4 Actions
any he comes into contact with. 450 coins
1 Hammer Blow. Torag makes a melee attack against one target
Specials within Near range. This deals 8 crushing damage with the Poison
Torag has -1 armour value against magic attacks. 2 quality on a failed Defence test.
2 Feel the Pain. Torag makes a melee attack against one target
within Near range. This deals 10 crushing damage with the Poison
1 quality on a failed Defence test.
3 Coursing Venom. Torag makes a melee attack against one target
within Near range. This deals 8 crushing damage with the
Knockdown and Poison 4 qualities on a failed Defence test.
4 Stop. Hammer Time. Torag makes a melee attack against one
target within Near range. This deals 12 crushing damage with
the Pin 1 quality on a failed Defence test.

Verac the Defiled Movement 2 Size Medium Armour Value 2 Life Points 39

The youngest of the Barrows Brothers, Verac is especially Drops D4 Actions


skilled in the infliction of pain, ignoring armour and 450 coins
targeting the most vulnerable spots. 1 Flailing Blow. Verac makes a melee attack against one target
within Near range. This deals 10 crushing damage with the
Specials Puncture 2 quality on a failed Defence test.
Verac has -1 armour value against magic attacks. 2 Flailing Around. Verac makes a melee attack against two targets
in Near range. This deals 10 crushing damage with the Puncture
3 quality on a failed Defence test.
3 Stay Down. Verac makes a melee attack against two targets in
Near range. This deals 10 crushing damage with the Knockdown
and Pin 2 quality on a failed Defence test.
4 Flail Better. Verac makes a melee attack against two targets in
Near range. This deals 10 crushing damage with the Puncture 5
quality on a failed Defence test.

207
207
Index &
Character Sheet

208
209
Character Name Player Name

Catalyst Motivation

Background Skills

Archaeology Magic

Attack Mining

Cooking Prayer

Crafting Ranged

Defence Runecrafting

Dungeoneering Slayer

Farming Smithing
Life Points Strength Agility Intellect Fishing Summoning

Fletching Thieving

Herblore Woodcutting

Summoning Points Prayer Points Hunter

Armour

Head Armour Cape


Armour Value

Effect
Body Armour Arm/Weapon
Armour Value Damage

Armour Value

Leg Armour Weapon


Effect
Armour Value
Damage

210 Index & Character Sheet


Backpack

Index & Character Sheet 211


211
A Criminal 70 Ghost 181 Martial Ranged Weapons 122 Ruins of Uzer 37 TzHaar-Hur 191
Crossbow 136 Giants 178 Material Conversions 106 Rune Essence 92 TzHaar-Ket 191
Abyssal Whip 138 Crumble Undead 96 Glaive Spear 132 Material to Resource Conversion 109 Runes 56 TzHaar-Mej 191
Action Order 81 Crystal Bow 139 GM Principles 142 Mature Red Dragon 173 Rune Stones 93 TzHaar-Xil 191
Actions 80 Culinaromancer 197 Gnomes 161 Maul 134 Running a Game 143 TzKal-Zuk 202
Advantage 78 Curse 96 Gnome Stronghold 27 Meat 107 TzTok-Jad 201
Adze 130 Cutpurse 68 Goblin 179 Melee Combat Package 75 S
Agility 64 Goblins 179 Melee Weapons Crafting Tables 112 U
Ahrim the Blighted 206 D Goblin Village 21 Melzar 162 Sage 72
Air Elemental 176 Gods 54 Melzar’s Maze 21 Sandstone Golem 180 Ultimate Strength 103
Al Kharid 34 Dagger 130 Gods of Gielinor, The 52 Menaphos 35 Saradomin 55 Unicorn 170
Amascut 55 Damage 83, 90 Godsword 138 Merchant 67 Saradomin Godsword 138 Unique Armour 126
Ammunition Crafting Table 114 Darkmeyer 41 Golems 180 Merchant District 35 Saradomin Strike 99 Unique Melee Weapons 123
Animals 168 Dark Wizard 160 Granite Golem 180 Miner 69 Sceptre 130 Unique Ranged Weapons 123
Apothecary 67 Dark Wizard’s Tower 21 Greataxe 133 Minerals 107 Scimitar 133 Unique Weapons 122
Apprentice Slayer 70 Dart 136 Great Kourend 51 Minotaur 186 Scribe 67
Arandar 31 Death 55 Greatsword 133 Miscellania 44 Scythe 134 V
Ardougne 25 Defending 82 Guards 161 Misthalin 10 Sea Troll 189
Ardougne Zoo 25 Delrith 197 Guild Apprentice (Runecrafting) 68 Monk 71 Seeds 108 Vagabond 71
Aristarchus 36 Demigods 55 Guild Apprentice (Wizard) 68 Monsters 171 Seers’ Village 26 Vampyre Juvinate 193
Armadyl 54 Demon (Greater) 175 Gunnarsgrunn 22 Mort Myre Swamp 42 Seren 55 Vampyre Noble 193
Armadyl Crossbow 139 Demon (Lesser) 175 Guthan the Infested 206 Mort’ton 42 Servants’ Guild, The 25 Vampyres 192
Armadyl Godsword 138 Demons 174 Guthix 54 Morytania 39 Session 87, 143 Varlamore 50
Armour 125 Determining Your Attributes 64 Motivations 63 Sharp Eye 103 Varrock 12
Armour Crafting Table 115 Dharok the Wretched 206 H Mountain Troll 189 Shortbow 136 Varrock Library, The 13
Armour Defence 126 Digsite, The 15 Mummy 187 Short Sword 135 Varrock Museum, The 13
Armoured Goblin 179 Disadvantage 78 Halberd 133 Mystic Lore 102 Sickle 131 Varrock Sewers, The 13
Artisan 68 Dorgeshuun Crossbow 139 Handaxe 130 Mystic Might 102 Silvarea 14 Verac the Defiled 207
Asgarnia 17 Dragonhide Qualities 125 Hasta 130 Mystic Will 102 Silverlight 138 Vitreous Jelly 183
Assassin 72 Dragons 173 Hatchet 130 Simple Melee Weapons 119 Void Spinner 167
Assisting 79 Dragon Scimitar 138 Haunted Woods 42 N Simple Ranged Weapons 120 Vorkath 203
Attacking 81 Draynor 15 Hawk Eye 102 Size 74, 82 Vulnerability 99
Attributes 60, 64, 79 Druid 71, 161 Healing Damage 84 Naming Your Character 61 Skeleton 188 Vyrewatch 193
Augury 102 Duelling Pit, The 34 Hemenster 26 Necromancer Tower, The 26 Skeleton Brute 188
Dungeons 150 Het’s Oasis 34 Skeletons 188 W
B Hill Giant 178 O Skeleton Warlord 188
E Hireling 70 Skiller Package 75 Wanderer 69
Baby Red Dragon 173 Obsidian Golem 165 Skills 60, 64, 79 Warhammer 135
Backgrounds 66 Eagle Eye 102 I Skraeling 162 Warped Jelly 183
Bandit 73 Earth Blast 97 P Sling 136 Watchtower 29
Bandit Camp 36 Earth Bolt 97 Ice Giant 178 Snare 99 Water Blast 100
Bandos 54 Earth Elemental 177 Ice Mountain 22 Paterdomus 14 Social Interactions 80 Water Bolt 100
Bandos Godsword 138 Earth Strike 97 Ice Troll 189 People of Gielinor 159 Soldier 70 Water Elemental 177
Barbarian Village, The 22 Earth Surge 97 Icthlarin 55 Philosopher 68 Soldiers 163 Water Strike 100
Barbarians 160 Earth Wave 97 Imp 175 Pickaxe 130 Sophanem 37 Water Surge 100
Barrows Brothers, The 205 Edgeville 15 Imperial District 35 Piety 102 Spear 131 Water Wave 100
Basics, The 60 Elder Gods 54 Improved Reflexes 102 Pirate 72 Special Effects 83, 91, 118 Weaken 100
Basilisk 172 Elementals 176 Improving your Character 75 Piscatoris Fishing Colony 27 Spell 90 Weapon Qualities 84
Battleaxe 132 Elidinis 54 Incredible Reflexes 102 Pitchfork 131 Spell Damage Type 90 Weapons 117
Bear 169 Elvarg 198 Initiate 71 Pollnivneach 36 Spells 96 Werewolf 194
Bind 96 Enfeeble 98 Intellect 64 Port Phasmatys 40 Spell Types 90 What does a GM do? 142
Blackjack 130 Enforcer 68 Port Sarim 20 Spider 170 Where Are You From? 61
Black Knight 160 Entangle 98 J Potions 111 Spirit Familiars 164 Whip 135
Black Knights’ Fortress, The 22 Equipment 74, 79, 106, 116 Prayers 94, 102 Spirit Jelly 166 White Knights 163
Blacksmith 69 Essence Miner 69 Javelin 130 Prayer Types 94 Spirit Scorpion 166 White Wolf Mountain 26
Boar 169 Etceteria 45 Jellies 182 Produce 108 Spirit Terrorbird 165 Why Breakdown Play Like This? 144
Bodyguard 73 Explorer 73 Jelly 183 Protect from Magic 102 Spirit War Pig 167 Wilderness, The 47
Bosses 195 Protect from Melee 103 Spirit Wolf 167 Wind Blast 100
Bronze Minotaur 165 F K Protect from Missiles 103 Squire 70 Wind Bolt 100
Burgh de Rott 41 Protect Item 103 Staff 131 Wind Strike 101
Burst of Strength 102 Falador 18 Kalphite Guardian 185 Stake 131 Wind Surge 101
Burthorpe 19 Familiars 95 Kalphite Queen 199 Q Steel Skin 103 Wind Wave 101
Buying 153 Farmer 69 Kalphites 184 Steel Titan 166 Witchaven 27
Feel 144 Kalphite Soldier 185 Queen Ellamaria 12 Strength 64 Wood 108
C Feldip Hills 29 Kalphite Worker 185 Quests 146, 148 Stun 99 Wushanko Isles 51
Feral Vampyre 193 Kandarin 24 Summoner 72
Campaigns 146 Fidelity 142 Karamja 50 R Summoning 95 Y
Cane 130 Fight Arena 27 Karil the Tainted 207 Superhuman Strength 103
Canifis 41 Final Steps 74 Kharidian Desert 33 Raider 72 Yanille 28
Canon 142 Finding 153 Khopesh 133 Ralos 54 T Yt-HurKot 201
Capes 128, 154 Fire Blast 98 King Black Dragon 200 Ranged Combat Package 75
Casting a Spell 90 Fire Bolt 98 King Roald 12, 162 Ranged Weapons Crafting Tables 113 Taverley 20 Z
Castle Drakan 40 Fire Elemental 177 Ranger 72 Tele Block 99
Catalyst 62 Fire Giant 178 L Ranges 82 Telekinetic Grab 99 Zamorak 55
Catherby 26 Fire Strike 98 Ranul 54, 55 Teleport 99 Zamorak Godsword 138
Ceremonial Sword 132 Fire Surge 98 Lance 134 Rapid Heal 103 Test, The 78 Zaros 55
Chaos Elemental 176 Fire Titan 165 Life Points 74 Rapier 134 The Wise Old Man 15 Zombie 194
Character Concept 61 Fire Wave 98 Light Crossbow 136 Rat 170 Thick Skin 103
Charge 96 Fish 107 Lizardmen 186 Rat Catcher 71 Thief 163
Chicken 169 Fisher 70 Lletya 31 Raw Materials 106 Time in Combat 80
Church of Saradomin, The 54 Flail 132 Longbow 137 Redemption 103 Tirannwn 30
Claws 132 Flames of Zamorak 98 Longsword 134 Regeneration 84 Tone 144
Claws of Guthix 96 Food 110 Lumbridge 14 Resource 109 Torag the Corrupted 207
Clay Golem 180 Forester 71 Lunar Isle 45 Resting 84 Tower of Life, The 26
Club 130 Free Character Building 66 Restoring Prayer Points 94 Travelling 86
Combat 80 Fremennik Isles 44 M Restoring Summoning Points 95 Travelling Healer 69
Confuse 96 Fremennik Province, The 43, 44 Retribution 103 Tree Gnome Village 28
Count Draynor 196 Fruit 109 Mace 130 Rigour 103 Trolls 189
Cover 83 Machete 134 Rimmington 20 Tumeken 55
Cow 169 G Magic Carpets 36 Rock Skin 103 Turn 80
Crafting 80, 106 Magic Package 75 Rolling A Triple 78 Two-handed Sword 133
Crafting Runes 92 Gaining Raw Materials 106 Magic Shortbow 139 Round 80 Tyras Camp 31
Creating NPCs 152 Gaining Resources 79 Martial Melee Weapons 120 Ruins of Ullek 37 TzHaar 190

212 Index & Character Sheet


Notes

Index & Character Sheet 213


213
214
215
215
Versions 1.1

Copyright © Steamforged Games Ltd 2023. No part of this product may be reproduced without specific
permission. Steamforged Games is a trademark of Steamforged Games Ltd. Steamforged Games Ltd,
Osprey House, 217-227 Broadway, Salford, M50 2UE United Kingdom.
for customer support, contact https://support.steamforged.com.

Developed by Steamforged Games Ltd under license from Jagex Ltd. © 2023 Jagex Ltd. JAGEX ®, the “X” ® logo,
RuneScape ®, RuneScape Kingdoms ® and Old School RuneScape ® are registered and/or unregistered trade
marks of Jagex Ltd in the United Kingdom, United States, European Union and other countries.

216
Welcome to RuneScape Kingdoms:
The Roleplaying Game!

For over twenty years, millions of gamers have explored, crafted, and duelled their way across Gielinor.
Now, you can bring the thrill of iconic RuneScape and Old School RuneScape quests and lore to your
tabletop. All you’ll need is a handful of dice, a few friends, and some pencils and paper.

The legendary MMORPG


finally comes to your tabletop!

Designed from the ground up to evoke everything which makes RuneScape such a beloved gaming
experience, RuneScape Kingdoms: The Roleplaying Game is the ideal way for new or experienced
gamers to start bringing this iconic world to life in a whole new way.

This book contains everything


you need to get started:

• A comprehensive Guide to Gielinor — filled with classic RuneScape locations and lore for both
the new and the knowledgeable alike.
• Full character generation rules — build your new hero!
• Complete core rules — an elegant, simple 3d6 system; easy to learn for players and GMs alike!
• Magic, Prayer, and Summoning — a full guide to the mighty forces you can unleash on your enemies!
• Crafting & Equipment — fishing, mining, smithing…it’s all here!
• GM Advice — an array of tips and tricks for running games that feel like RuneScape brought to life!
• An extensive bestiary — iconic characters and NPCs, horrifying monsters, and bosses - all ready
to challenge players!

So, don your favourite cape, check your inventory’s got enough space for loot,
and get ready to max out your legend!

Copyright © Steamforged Games Ltd 2023. No part of this product may be reproduced without specific permission. Steamforged Games
is a trademark of Steamforged Games Ltd. Steamforged Games Ltd, Osprey House, 217-227 Broadway, Salford, M50 2UE United Kingdom.
for customer support, contact https://support.steamforged.com.

Developed by Steamforged Games Ltd under license from Jagex Ltd. © 2023 Jagex Ltd. JAGEX ®, the “X” ® logo, RuneScape ®,
RuneScape Kingdoms ® and Old School RuneScape ® are registered and/or unregistered trade marks of Jagex Ltd
in the United Kingdom, United States, European Union and other countries.

5 060453 697696

steamforged.com SFRSKRPG-001

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