Professional Documents
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Runescape Kingdoms:
The Roleplaying Game 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
11
CONTENTS
22
CONTENTS
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.
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.
6
6 Introduction
Where Next?
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:
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!
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.
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.
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
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
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.
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18 Welcome To Gielinor
Burthorpe
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.
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.
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.
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22 Welcome To Gielinor
Welcome To Gielinor 23
23
Kandarin
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.
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
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30 Welcome To Gielinor
A Note to Readers
Arandar
Tyras Camp
Lletya
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.
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.
Ruins of Uzer
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.
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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
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
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.
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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
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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.
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48 Welcome To Gielinor
The World
Beyond
Welcome To Gielinor 49
49
Varlamore
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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.
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51
The Gods
of Gielinor
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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.
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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.
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.
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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
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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).
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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?
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!
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.
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!
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?
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.
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.
Backgrounds
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
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
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
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
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
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.
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
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?
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.
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.
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
Skill Rank
Attack 2
Defence 2
Dungeoneering 2
Ranged 2
Thieving 2
65 Bodyguard
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
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
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.
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
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
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.
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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.
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: Just! In either case, you roll a test as normal except you roll with
4 dice, instead of the normal three.
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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).
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Action Effect Alternative
Action Order
Move You can move to anywhere Rules
81
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.
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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.
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83
Healing Damage
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
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Oh Dear, You Are Dead!
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.
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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
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.
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.
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.
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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:
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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
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.
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.
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
III
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
Success
Failure
Prayer Types
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
Familiars
• 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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).
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.
Upon killing one of these creatures, any character with an empty vial can use it to collect water.
Meat
Minerals
Seeds
Produce
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
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
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 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?
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?
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?
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.
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)
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.
• 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.
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.
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.
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
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.
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.
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
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
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.
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
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.
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.
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.
Only one player can ever possess each cape; they are unique.
The first person to reach a goal, gains the cape!
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
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.
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.
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.
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
Spear
Staff
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.
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.
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.
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.
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.
Warhammer
Whip
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.
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.
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.
Armadyl Godsword
Silverlight
Armadyl Crossbow
Crystal Bow
Dorgeshuun Crossbow
Magic Shortbow
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.
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.
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!
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.
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:
• 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!
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
Specials Drops
Basilisks suffer double damage 80 coins
from any crush-based attacks. Mithril Kiteshield (3:6)
4 Water Runes
D3 Actions
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
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.
Chaos Elemental Movement 2 Size Colossal Armour Value 5 Life Points 138
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.
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.
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.
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.
Specials Drops
Goblins deal +1 additional 5 coins
damage for every other goblin Bronze Spear (5:6)
within Near range.
D2 Actions
Specials Drops
Armoured Goblins deal +1 12 coins
additional damage for every Steel Chainbody (2:6)
other goblin within Near range.
D2 Actions
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.
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.
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.
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.
Specials Drops
N/A N/A
D2 Actions
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
Specials
N/A
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?
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.
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.
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.
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
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
Armour
Effect
Body Armour Arm/Weapon
Armour Value Damage
Armour Value
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.
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.
• 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.
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