Transcript of RuneScape Lore Marathon - from RuneFest 2017

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Part I[edit | edit source]

An Overview of the gods[edit | edit source]

Armadyl[edit | edit source]

  • Mod Raven: To the gods of RuneScape, we're starting with... Armadyl! So...
  • (Audience cheers.)

Philosophy[edit | edit source]

  • Mod Raven: Yes! Right, so Armadyl, his philosophy is that he fundamentally wants to promote peace through mutual trust and understanding. This is the most important point of Armadyl, because everything kind of refers back to this point. So everything <blank>. Justice, it goes back to sort of peace and understanding, even his whole kind of "not backing down from a fight" goes back to peace and understanding 'cause you can't have peace and understanding if people think they can just walk all over you. This is why he always finishes a fight he starts and he wants to protect his people because, again, all of this goes back to peace and understanding through trust. No, peace through trust and understanding. I'm trying to rush through this because I've taken too long previously.

Origin[edit | edit source]

  • Mod Raven: So, Armadyl's origins. Obviously, he came from the aviansie world of Abbinah. And he ascended by a method that we're too mean to tell you about just yet. However, one thing we want to point out is when he first ascended he was a tier 5 god. So he was a lower tier than he is now. This is because there are some people making false assumptions about the Staff of Armadyl and the unknown artefact being used at the same time, which isn't quite true. After he ascended - after his immediate first ascension - he unified the aviansie people. This is not like a unification in terms of all being identical or doing the exact same thing. What he did was he found a number of warring tribes and he brought them together so they wouldn't murder one another, which is, you know, a pretty good feat in and of itself. It wasn't entirely bloodless, I know we've implied that he went: "No, I will just talk it'll be nice and happy and clappy and everyone will be friends". But that's not quite true. He then discovered the Staff of Armadyl, that is how he ascended to tier 4, but he wasn't before. So there should hopefully be some questions you should be asking.

Whereabouts[edit | edit source]

  • Mod Raven: So, where is Armadyl now? So, he is unsurprising recovering from Sliske's Endgame. More than some of the other gods, Armadyl was hit by Sliske's Endgame. He was hit by the idea of becoming mortal briefly, even though it wasn't real mortality, it was a kind of depowering thing. And he's looking at it and going: "I missed that, I missed being mortal, I missed this ability to connect with my fellow people" and he kind of craves it. Not saying there's any chance of getting it back, but this is where he is now. He's also looking to try, he's back to try to save his people, he's remembered the bad things he's done, and the loss he had before and he now wants to completely reverse that, which is why he's looking at moving the aviansie to Tarddiad, where he thinks there can be a good kind of mix. This is not going staggeringly well because there are huge cultural issues to overcome. The elves are, as we all know, quite isolationist and the idea of sort of giving up their homeworld to another race, even a race that seems relatively peaceful is really not agreeing terribly well with them. And the aviansie, of course, the idea of coming to a world full of, I mean, shape-shifting horrible monsters is not terribly fun, but they're working on it. This is where they are now. I will move on very quickly to Saradomin with Stu.
  • (Mod Raven hands the remote to Mod Stu.)

Saradomin[edit | edit source]

  • (Audience boos.)
  • Mod Stu: Yeah, get it out of your system. <blank> It's all good.

Philosophy[edit | edit source]

  • Mod Stu: Saradomin is known as the god of order, but his followers have also glorified him as the god of wisdom, enlightenment and benevolence. Saradomin is a frustrated sheriff in a lawless frontier town. His goal, his duty, is to protect his people and their home by any means necessary. He sees this as a heavy burden, but he strives to maintain order and ensure prosperity. It has been a long and weary battle. He has had to make difficult choices with regretful outcomes and lived forever with the consequences. Saradomin has made sacrifices. There is blood on his hands and countless have died in his name, yet he must continue to hold back the tide of darkness or Gielinor will be destroyed by jealous, lawless gods.

Origin[edit | edit source]

  • Mod Stu: Saradomin is one of the oldest lesser gods. He is much older than Guthix and was active long before the First Age. Before his ascension, Saradomin was a citizen of Teragard, the human homeworld. He was a justiciar<?>, a peacekeeper who upheld the laws of the land and enforced them. His fight against crime took its toll on himself and his family. Nonetheless, Saradomin risked his life each day to preserve order and protect the innocent. In pursuit of one such criminal, Saradomin discovered an artefact, a golden serpent, that seemed to call out to him. It could sense in Saradomin his yearning for a better world. The crown granted him the power to tear apart the criminal underworld of Teragard that once seemed insurmountable. With the power of this crown, he was able to root out the corruption at the heart of Teragard's government. As his power grew, Saradomin united disparate nations and brought peace to Teragard. Later, he distributed his authority to twelve magisters, each mandated to improve humanity in line with Saradomin's philosophy. His people prospered and Teragard entered a glorious age of enlightenment. Confident that his world, his home, was in safe hands, Saradomin turned his attention to other worlds in need of guidance and order.
  • (Mod Stu hands the remote to Mod Chaose.)

Zamorak[edit | edit source]

  • Mod Chaoe: Forget that. Let's forget that blue guy, yeah? This big old red guy. This is Zamorak, the Mahjarrat god.

Philosophy[edit | edit source]

  • Mod Chaoe: And his philosophy is one of chaos. He's all about uprooting stability, making people overcome hardships, improving themselves, improving society by taking on challenges. You could say necessity is the mother of invention, it's a famous phrase. Let's take a look at some real world examples. We have the magnetron, this was used and built for radars, this was used for warfare. But ultimately, it's the reason we have microwave ovens. Warfare here has resulted in something good for people. The same with the jet engine, the jet engine was used for warplanes originally and now we have commercial travel and we can go on holiday. <blank> side of the globe, if you like. So that's pretty good, right? So this kind of philosophy, how would you interpret it? Of course, we were advancing society, advancing technology, advancing science. Everything's getting better 'cause people are having to overcome hardships. But the weak don't survive. Is that a moral choice you can keep up with? Are you happy to take that choice? And the other point that chaos equals evil, some people have taken this, taken the chaotic kind of philosophy and used to justify their own evil deeds. People who are against Zamorak or <blank> opposing factions have used this as propaganda to say "This guy is a bad guy, you can't be doing this". It's not always good. Again, there's good sides and bad sides. So, some examples of this in action. We have the rebellion against Zaros. The empire was growing stale, everything was getting super super easy for everybody, just living in the golden city of Senntisten. So he rebelled against Zaros with his armies in a war against them after he ascended to godhood. And basically ended the complacency of the empire. Moving on from that, he took the <blank> Avernic slave race, raised them up from a pitiful <blank> frankly. Roused them, taught them to overthrow their captors, their enslavers, destroyed them, became a much hardlier race through this philosophy. Again, the Mahjarrat, in Children of Mah, doomed to this eventual slow decay and death, took it to Mah, sacrificed his own wings from a blast from Zaros in order to defend his people and give them the courage to continue.

Whereabouts[edit | edit source]

  • Mod Chaoe: So, where are we now with Zamorak? He's chilling in Daemonheim. He's pretty happy down there with his allies, musing about what he might do next. He's been on a bit of a rollercoaster recently with the Battle of Lumbridge, losing that fight, losing much of his power, again gaining it back with the heist for the Stone of Jas. And again in Children of Mah taking the hit. Been up and down quite a bit. But he's always looking up for the opportunity, he's up for the challenge. And the next thing <blank> is in the horizon. <blank> be straight on that.
  • (Mod Chaose hands the remote to Mod Jack.)

Zaros[edit | edit source]

  • Mod Jack: I don't know why we're even talking about these other gods. Let's get to the good bit: Zaros!
  • (Audience cheers.)
  • Mod Jack: Zaros!
  • (Audience cheers further.)
  • Mod Jack: Ay, that's good. But really, what can we say about Zaros that we haven't already said? Only mystery is a huge part of his identity, his origins, his objectives. So what can we say? What we can say about Zaros is that he's someone who's desperate to escape his past, but ultimately been consumed by it because Zaros was created as a toy by his mother; created as a plaything just to amuse her. He was a being who was absolutely controlled and this was unacceptable to him. He didn't want to be controlled, and so he left. But he ended up becoming his mother because all he can do is control. All he can do is control others and he has no real problem with that.
  • (Mod Jack pauses.)
  • Mod Jack: Right, that's it.
  • (Mod Jack laughs.)

Armies of the Third Age[edit | edit source]

  • Mod Jack: Something else we've been thinking about recently is, a hugely important part of our history is the God Wars. We know about it, we've got a whole dungeon about it, but we really haven't thought very much about it. And so, to look at who Saradomin and Zamorak are now we have to look at who they were in the past. And so we've been looking at particularly the critical confrontations that took place towards the end of the Third Ages when Saradominists pushed the Zamorakians back into Forinthry. So I'm gonna have a look at a battle between a Third Age Saradominist army and a Third Age Zamorakian army, which I can illustrate for you using this blank slide here.

Scouts[edit | edit source]

  • (A small blue square appears at the top of the slide, labelled Prodromoi. A larger red square appears at the bottom, labelled Speculatores.)
  • Mod Jack: So as you see the forces <blank> to the battlefield. What we have first are the scouts meeting each other, we have the Saradominist scouts, the Prodromoi, and the Zamorakian scouts, the Speculatores, are scouting each other out. These are both fast flying forces, looking for enemy forces, scouting around. And this also starts to illustrate very important differences between the armies of Saradomin and Zamorak. So the Saradominist scouts are always Icyene. Saradomin believes very strongly that each race has strengths and weaknesses that he knows what they are, and that they should do as they're told. Zamorak, by comparison, will let anyone do anything as long as they're capable of it. He's very much about opportunity. So in the Zamorakian scouts, anyone who's fast, anyone who can fly, anyone who's got good observational skills, be it a human, demon, vampyre, can serve as one of his scouts. The Prodromoi hold a special place in Saradominist society in the Third Age, because they're the folk heroes of the Saradominist people. They're legendary for arriving, finding out some monsters attacking the town or there's some terrible bandit chieftain or something, saving the town and being lauded for their heroism. So these aren't necessarily true stories but they're what the Saradominist believe.

Languages[edit | edit source]

  • Mod Jack: The other thing you can see here is the language that they're using, so the Saradominists of the Third Age and of the Second Age aren't human culture, though there's a lot of humans in the empire, in Saradomin's empire, they are speaking Icyene language 'cause Saradomin rejected human culture and adopted Icyene culture. And so we represent that in RuneScape with Greek, so there's a very strong Greek influence to the Saradominists. The Zamorakians, by comparison, all speak in Latin, and some people say "But why are Zamorakians speaking Latin? Wasn't that the language of the Zarosian empire?" But it was the language of the demons, it was the language the Mahjarrat learned. Zamorak doesn't care about inventing a new language when he's already got one, so they're still speaking the same language that the Zarosians did.

Line forces[edit | edit source]

  • (A thick, large blue rectangle appears on the left side of the slide, labelled Phalanx. Five smaller red rectangles appear on the right side, labelled Milites.)
  • Mod Jack: The next thing that arrived on the battlefield are the line forces of each army. So on the Saradominist side, we have a huge mass of shield and spear and human infantry. Again, Saradomin thinks that each race is only good for one thing, and what he thinks that humans are good for are standing in a line and getting in everyone's way.
  • (Audience laughs.)
  • Mod Jack: So the job of the Phalanx is to dominate the battlefield to stand there completely immobile, prevent the enemy battle line from accomplishing anything, while in Saradomin's eyes the more important races get the job done. Zamorak, by comparison, has a very heavily disciplined and drilled force of expert soldiers called the Milites. They're sometimes referred to as legionaries, but technically every Zamorakian is sort of a legionary and these are Milites. Now, you may think disciplined and drilled forces for the god of chaos, that's a bit strange. But Zamorak isn't the god of disorganisation, he's the god of strife and of accomplishing things through strife and what Zamorak found in his thousands of years of leading Zaros's armies on the battlefield is that drilling and disciplined organization are what get the job done and so that's what Zamorak does because he'll do whatever it takes to get the job done. So Zamorak's armies are some of the most disciplined forces and so you'll see rather than being arranged into one large mass of troops that's immobile and impossible to maneuver on the battlefield, his forces are arranged into much smaller units that are capable of independent manoeuvring and complex tactics on the battlefield. They're also, again, although there are a lot of humans, you'll find demons there, you'll find vampyres there, anyone who wants to serve on the line can do so.

Ranged forces[edit | edit source]

  • (Eight scattered small blue rectangles appear behind the Phalanx, labelled Pyrophoroi. Two thin rectangles appear behind the Milites, labelled Sagitarii.)
  • Mod Jack: Next we've got ranged forces. They need to be supported by ranged forces. So, on the Saradominist side, you've got the few remaining dwarves, so by this point in the Third Age most of the dwarves are either dead or underground and hiding. The few remaining dwarves who are still loyal and actively serving Saradomin are of course the... mind's gone blank... Imcando! Who are building huge war machines, that's what they loved doing. But they do have a good attitude to health and safety, so their war machines aren't your typical giant steampunk war machine. They worked, they worked reliably, and though Saradomin would prefer they built huge fire throwers, cannons, that sort of thing, every single one is a little bit different but every single one works very reliably, and so they're positioned carefully behind the Phalanx, where nothing can get to them, so they can bombard the enemy positions with fire and rocks and whatever else they can think of. By comparison, the Zamorakians using much more conventional archers, again, mostly humans there, you might find a few Mahjarrat in there casting spells but their job is to provide ranged fire support for the line infantry.

Skirmishes[edit | edit source]

  • (Five thin blue rectangles appear in front of the Phalanx, labelled Sphendonitai. A large, thick red rectangle appears in front of the Milites, labelled Foederati.)
  • Mod Jack: Every army needs skirmishes in the front. If the two armies just confronted each other then they need something to disrupt the enemy formation and try to get an advantage on the battlefield before the two lines clash. So the Saradominists are using humans, probably poorly armed humans, who are using slings which aren't a particularly effective weapon on the battlefield but they don't really get any choice in what they do 'cause Saradomin tells them that's what they're gonna do. The Zamorakians, by comparison, at this point in the Third Age, they've been pushed back so far into Forinthry, they've lost all the resources of the empire, they're really start to lose troops so they've taken to using necromancy. So what they use as skirmishes is just a huge mass of undisciplined zombies which they can then just push forward into the enemy line hoping to consume as many of their resources as possible before the real forces arrive. The other thing thing that they've been doing with necromancy is that they've been using a higher and higher proportion of wights in their infantry forces. So Zamorak doesn't like using wights because they're not that independent thinkers and they tend to lower morale of all of the soldiers around them but as they've taken more and more casualties he's had no choice and so the proportion of wights has risen from one in ten to two in ten and so on.

Cavalry[edit | edit source]

  • (Three blue horizontal rectangles appear below the Saradominist army, labelled Toxotai, Hippokon and Kataphractoi, respectively. Three red horizontal rectangles appear below the Zamorakian army, labelled Clibinarii, Auxilia and Praeventores, respectively.)
  • Mod Jack: Both forces are also supported by cavalry. Now, cavalry on the Saradominist side are exclusively centaurs. Early in the Second Age, when Saradomin was first conquering Gielinor, he split his forces, not only were they racially segregated by unit, they were racially segregated by army. So he had centaur armies, he had human armies, he had Icyene armies, he had dwarven armies and they didn't mix together. As the Second Age progressed, he lost to Zaros. As the Third Age progressed and became a huge rumble, he adapted his tactics. He started to integrate the races in to form the type of army you see here. But originally, the centaur armies were comprised primarily of mobile archers, they were devastating, circling, firing in the back, keeping their distance, destroying their opponents without any chance to reach them. And so, archery became a very highly important, honorable skill in the centaur culture. But once they became integrated in with the rest of the Saradomin forces, Icyene are so much better at that role because they can fly and many of them can cast spells. That actually central archery became far less important, but the one thing centaurs could still do that Icyene weren't anywhere near as good at was being very very heavy shock cavalry, so the pride of the centaur forces, now the Kataphractoi, who are extremely heavily armoured centaurs covered from head to foot in plate armour who just <blank> straight at the strongest part of the enemy line and trying to break it. And that's now become the pride of centaur culture, these bulking strength, they're not even that good at archery anymore and some of the centaurs are a bit disgusted by that. By comparison, on the Zamorakian side, we've got light and heavy cavalry, the Clibinarii and Auxilia. Auxilia are ranged archers, anything that can move mobile, and fire... Again, Zamorak doesn't care who you are, only what you can do. So he's interested in humans, on hornless unicorns, he's interested in demons that can keep a fast running pace. He's interested in anything that can keep up. So the Auxilia are the light ones who fire. The Clibinarii are heavily armoured shock cavalry, again, although nowhere near as heavy as the Kataphractoi, they're more interested in circling the enemy formation and charging it in the rear. And then final <blank> sort of qualifies as cavalry for the Zamorakians are the Praeventores which are large groups of things like hellhounds, like Virii, any sort of large uncontrolled beast. Those aren't really a unit, they can't fulfill the battlefield discipline Zamorak requires, but they're very useful after the battle's over, when the enemy line has been broken and they're all fleeing for their lives, they'll unleash their hellhounds and the hounds will round them down as killers, as many of them as possible to stop them escaping.

Flight units[edit | edit source]

  • (Three blue squares appear above the Saradominist army, labelled Psiloi, Optimatoi and Hetairoi, respectively. A medium red square appears above the Zamorakian army, labelled Alarii.)
  • Mod Jack: Then the final type are the flying creatures. The Saradomin's in particular have a lot of Icyene. Now, there are three interesting types of Icyene that would take place in a typical Saradominist army. The Psiloi are like the closest thing the Icyene have to two-line infantry. They're lightly armoured, flying skirmishes, they'll use spells or ranged weapons to harass their target from a distance, keep as high as possible, try to keep the sun behind them, devastate the enemy with no chance to respond, preferably. The other two types are an unusual Icyene <blank> type because they're melee troops and Icyene aren't particularly effective in melee because they're not massively more capable than non-flying opponents and they have to give up their advantage of flying to get there. But there are two quite different elite units of Icyene knights here, the Hetairoi are the Icyene nobility who originally assisted Saradomin in his conquest of the Icyene homeworld. So all of those who were initially loyal to Saradomin were elevated to knighthood and nobility and some of those noble families are still around now, and many of them are hundreds or thousands of years old. They're some of the most experienced melee fighters on Gielinor. They're probably anywhere up to, only the Mahjarrat probably are older and most of the Mahjarrat aren't experienced melee fighters so these are some of the most expert melee fighters on the planet, but each and every one of them values their own life far more heavily than they value the outcome of the battle, so they're considered extremely unreliable forces because they will run at the first sign of trouble, so they're only ever commited where their impact would immediately win the engagement without any great risk to themselves. By comparison, the Optimatoi are a similar unit of Icyene knights, who are nowhere near as old or politically powerful, and they're the descendants of the knights who initially accompanied Saradomin in his conquest of Gielinor. And they're by comparison to the Hetaeroi, fanatically loyal, always committing straight to the heart of the battle and getting in there and taking horrendous casualties and as such they're constantly having to be replenished from the ranks of the Psiloi. The Zamorakians, by comparison, have the... again, anything that can fly could be in his flying units. They could be Alarii. They don't have enough reliable ranged creatures. You get the occasional Mahjarrat on some flying creature or some kind of vampyre who will cast spells, but anything that can fly can be in Zamorak's flying units and their job primarily is to cover against the enemy fliers. They're the only thing that Zamorakians have that can get up into the air to kill the Icyene in close combat before they bombard the troops <blank>. I don't know who's gonna win, but based on how historically it turned out it seems likely that it was Saradomin.
  • (Mod Jack hands the remote to Mod Raven.)

10 minute Q&A session on above subjects[edit | edit source]

  • Mod Raven: I get called. So. We're having a quick mint-thing Q&A on the gods specifically, 'cause I'm sure loads of people have specific questions about the gods. So we've got about 10 minutes now, any questions you have about the gods or the Third Age army set-ups. And then we'll move on to the next section. So if you've got any questions, raise your hand and one of our lovely assistants will bring you a microphone.
  • (Pause.)
  • Attendee #1: Okay, regarding the redacted-aspect Armadyl years: is that what broke Abbinah?
    • Mod Raven: No.
    • Attendee #1: Okay then.
    • (Mod Raven laughs.)
    • Mod Raven: Not exactly.
  • Attendee #2: Okay, so obviously, at the moment, you're working on a... over here luv.
    • Mod Raven: Ah.
    • Attendee #2: You're working on a canon replay of Sliske's Endgame where we can get Armadyl's feather.
    • Mod Raven: Aha.
    • Attendee #2: Do you see any technical nuisance to that in the future or do you see it as just, I can well, <blank>
    • Mod Raven: There are, there's sort of easter eggs, story things, that it will be theoretically be used <blank>. I know several people who are Armadylean supporters - Hey, guys - really want to have the feather for playing it through the nice way with Armadyl. But the feather isn't a symbol of that. The feather is a symbol of his hopelessness, loss, and feeling of failure at the time. It was a very nice piece of writing by Mod Osborne, but I'm not particularly keen on changing. But the feather might be used in the future. It will be a story minor thing.
  • Attendee #3: You mentioned that Saradomin was in pursuit of a criminal when he discovered the crown artefact. Who was that criminal? And are we getting any lore on Saradomin's role on Teragard?
    • Mod Stu: So, in terms of the identity of that criminal specifically, it hasn't been established, and honestly, it's not terribly important. It was pretty much a <blank> thug who happened to encounter that particular item and happened <blank> there's parts of a larger treasure trove. So it just instinctly happened to fall on his hands, but within the larger story it's not a particularly important character.
    • Mod Jack: Surely, it's gonna turn out to be Sliske.
    • Mod Stu: Obviously.
    • (Mod Raven laughs.)
    • Mod Stu: Spoilers.
  • Attendee #4: Okay, so, the Staff of Armadyl.
    • Mod Raven: The Staff of Armadyl, yeah.
    • Attendee #4: Did <blank> find it on Abbinah or Gielinor?
    • Mod Raven: Neither.
    • Attendee #4: Okay, that makes it way more complicated.
    • (Mod Raven laughs.)
  • Attendee #5: Is Zamorak and Khazard doing some type of family counseling now?
    • (Everyone laughs.)
    • Mod Raven: What was that?
    • Attendee #5: Is Zamorak and Khazard doing some type of family counseling?
    • Mod Jack: Yes, Sliske is the counselor.
    • (Everyone laughs.)
    • Mod Chaose: I would love to see that kind of set-up. Like, who would be there to counsel both a god and his Mahjarrat son?
    • Mod Jack: Lucien from Gower Quest. He'll do that.
    • (Everyone laughs.)
    • Mod Chaose: Lucien from Gower Quest.
    • Mod Jack: He'd say: "Just chill, guys".
    • Mod Chaose: I mean, that's true.
    • Mod Raven: I mean, if you're gonna go with that, <blank> Marimbo is probably the <blank> "Like guys, get together, have a party, have some booze".
    • Mod Jack: Let's write that quest.
    • Mod Raven: <blank> should write that quest, yeah sure.
    • Mod Chaose: We can have Gower Quest Guthix, right? He can play the part of the <blank> ghost in the...
    • Mod Jack: Yeah.
    • (Mod Raven laughs.)
  • Attendee #6: Hello. Obviously, Armadyl would consider it, but any of the other gods considered giving up their divinity, their immortality and return to who they were before?
    • Mod Raven: I don't think any of the other gods are willing to make that stand. Saradomin wouldn't want to...
    • Mod Stu: Well, I mean, he's experienced mortality recently in Sliske's Endgame, and he found it quite a harrowing experience.
    • (Mod Raven laughs.)
    • Mod Raven: And Zamorak experienced it both in Sliske's Endgame and in Children of Mah, sort of. Yeah, I don't think any of them would want to. I think only Armadyl is the one who misses that kind of humanity, I think. Well, not humanity.
    • Mod Jack: I mean, an important part of the question... Well, sorry.
    • (Mod Jack gestures for Mod Chaose to talk.)
    • Mod Chaose: Potentially, Guthix might have got there by the end of that...
    • Mod Raven: Guthix, yeah.
    • Mod Chaose: By the end of While Guthix Sleeps.
    • Mod Raven: Guthix is dead.
    • Mod Chaose: Quite happily lost his godhood, and just returned to whatever <blank>.
    • Mod Raven: Yeah.
    • Mod Jack: What makes Armadyl stand out is, he's the only one who doesn't necessarily think that he deserves it.
    • Mod Raven: That is, yes.
    • Mod Jack: And all the other are absolutely confident they deserve it.
    • Mod Raven: Yes.
    • Mod Stu: I'd say that probably a primal<?> motivation for Guthix in going to sleep frequently was that he wanted let go of that mantle of responsibility and just get away from it all.
  • Attendee #7: Hi, I've got a bit of a two-parter about the Elder Artefacts.
    • Mod Raven: Okay.
    • Attendee #7: First off, why are they so small when they're being used by gods that are the size of an entire continent? Why are they so tiny? They're basically human-sized.
    • Mod Stu: I'd like to take this one because it's an easy one. It will adjust its size to the person who's wearing it. So, yeah, it might've originally been worn on the head of an immense Elder God at one stage. When Saradomin wears the crown, it changes size to fit his head. Simple as that.
    • Attendee #7: Alright, thank you. And then, I'd like to ask, are we ever gonna find out exactly how the Elder Gods used the artefacts to create the current revision? Like, are we ever gonna see them use, for example, the Staff of Armadyl, in a cutscene from the past or something, to build something.
    • Mod Raven: I'm not sure we'd go so far as showing a cutscene of the Elder Gods building reality, because that's, I mean, that's quite a high graphics budget that I'm not sure we can reach.
    • (Everyone laughs.)
    • Mod Raven: And it's one of those things... It almost works better with the implication. It's one of those things that if you show, it immediately loses its magesty. So I think, I don't necessarily think we need <blank>.
    • Mod Jack: We couldn't possibly do justice graphically to the concept<?>.
    • Mod Raven: That's very true.
    • Mod Chaose: There's almost certainly nobody who would've been able to witness it anyway.
    • Mod Raven: That's also true.
    • Mod Chaose: To be able to retell<?> the story.
    • Mod Stu: Although the way that they used them isn't necessarily the way that they're being used now. I mean, I used the example of being a crown on Elder God's head, but it's more likely it was a ring at that point. <blank> scaled differently to their <blank>.
    • Mod Jack: Everyone knows the way you use the Staff of Armadyl is just ram it into people.
    • (Mod Chaose laughs.)
    • Mod Stu: I mean we called the Elder Sword a sword, but it was most likely more like a knife on a toolbelt used for slicing off elements of matter, that kind of thing. And <blank> abstract use, that was quite hard to represent to mere mortals like us. <blank>
    • Mod Chaose: Quite a lot of the names are relative to races who've seen them and might compare them to something else they've seen themselves.
    • Mod Jack: Yeah.
    • Mod Chaose: The Staff of Armadyl almost certainly wouldn't have been used as a staff by the Elder Gods.
  • Attendee #8: Alright, I have a question. We've seen Brassica Prime a couple of times and he obviously has some sort of influence. Do the other gods want them get themselves involved with him, and what would be their opinion of him... or it?
    • Mod Raven: I wrote some dialogue with the other gods about Brassica Prime for Endgame. Most of them just dismiss him. They think he's silly. Only a couple of them have worked out that actually, if Brassica's not been... if he's not just ridiculous, if he's not just silly, then he's actually quite skilled, he's got quite a lot of information. If you think about it, he claims all vegetables are his minions, and there are plants everywhere in RuneScape. They are in all of the kings' <blank>. All of the gods have nearby. If knowledge is power, like you should fear Brassica.
    • Mod Jack: I think the slightly more meta answer is that a serious quest about Brassica Prime, that seriously examines his motivations and his interactions with the rest of the world would be missing the point of Brassica Prime <blank>.
    • Mod Raven: I don't think we would ever really take Brassica Prime properly seriously.
    • Mod Jack: He's in a slightly hazy place in canon. Like, he definitely exists but we're probably not gonna do serious Brassica Prime storytelling.
    • Mod Raven: No, I think Brassica is, he's like Marimbo, the only stories you'd really tell would be kind of light-hearted, comical things. I don't think it's right for us to do a deep, gritty dark story about Brassica Prime, as funny as that could be.
    • Mod Chaose: For such a joke character, I think a quest about him would be incredibly boring.
    • (Mods laugh.)
    • Mod Stu: Brassica has an edge though, I mean, unlike pretty much all the other gods were ejected from Gielinor <blank>, he stuck around. He had a chance to have his leaves to the ground as a <blank> and then take on all information of what's going on around him. Much better informed <blank>
    • Mod Raven: He got past the Edicts somehow 'cause Guthix actually went: Why?
    • Mod Jack: I think it's because the Edicts were maybe using life runes.
    • (Mod Raven laughs.)
    • Mod Jack: And Brassica Prime is the god of life runes.
    • Mod Raven: This is not canon.
    • (Mods laugh.)
    • Mod Jack: It's Brassica Prime, you know it's...
    • (Mods laugh.)
  • Attendee #9: Okay, so, I don't remember hearing Obi'Sooth referred to as a he or a she, so which one is it?
    • Mod Raven: Obi'Sooth is male.
    • Attendee #9: Obi'Sooth is male, okay, thank you, perfect.
  • Attendee #10: As the player character, can we trust Zaros?
    • Mod Raven: Can you...?
    • Attendee #10: Trust him.
    • Mod Raven: Trust Zaros?
    • Attendee #10: Player character <blank>
    • Mod Raven: I mean, that's a question for you as the player character. Do you trust Zaros? Has he always been there for you, always been on your side? Or is he playing you like a puppet? Only you can answer that. I mean, we could, but it's not as fun.
    • (Audience laughs.)
    • Mod Jack: You can certainly trust Zaros to be the god of absolute control. He wants to control everything. I mean he's got that one.
    • Mod Chaose: But, you know, he might buy you a beer in a bar.
    • Mod Jack: Yeah. No, he'd send Azzanadra to do that.
    • Mod Chaose: That is true.
    • Mod Raven: Cool, if we don't have any more questions, I'll move us on... Oh, one more.
  • Attendee #11: Okay, I don't know if this would be completely god-based, but what's happened with the Godless and Tuska? Have they just gone and had one big massive party after Vorago's...
    • Mod Raven: Oh, what's happened with the Godless? They're off kind of doing their own thing. I don't want to... Anyone got any ideas of what the Godless are up to at the moment?
    • Attendee #12: (Inaudible) They're hiding in the general population. They've all put shirts on.
    • (Mods laugh.)
    • Mod Raven: They have awkward shirts on. They feel horrific about it.
    • Mod Chaose: If you've missed that and what they said: "They're hiding in the general population. They've all put shirts on".
    • Mod Raven: Yeah. Yes, they are doing stuff in the background, we do have plans for them, but we have not had a chance to bring those plans <blank> into any kind of Godless quest yet. So it's something we'd save for later.
    • Mod Jack: The Godless exist primarily to resist the gods.
    • Mod Raven: That's true.
    • Mod Jack: So if the gods aren't doing something bad at the moment, then the Godless are "Oh, everything seems to be fine. They're all busy with Sliske so let's just get on with our lives".
    • Mod Raven: So they might, now that Sliske's dealt with, they might prop up again.
    • Mod Chaose: Particularly with how damaging World Events 1 and 2 were, they were quite happy to go "Let's put a stop to this". Now nothing's really happening so they <blank>?
  • Mod Raven: Okay, cool. Right. So I'm gonna move straight back in. I'm gonna hand over to Mod Stu for his section on RuneScape cosmology.
  • (Mod Raven hands the remote to Mod Stu.)

Part II[edit | edit source]

The Cosmology of RuneScape[edit | edit source]

  • Mod Stu: So, the cosmology of RuneScape. The multiverse. The universe of RuneScape, as we know, was created by the Elder Gods, of which in this revision there are four.

The Planar Gallery[edit | edit source]

  • (A slide titled The Planar Gallery appears. On the right side, it shows a vertical ellipse, with its perimeter labelled "Periphery". Within it, there are five columns of hexagons stacked together, each column being 4, 5, 6, 5 and 4 hexagons long, respectively, and each hexagon representing a plane of the multiverse. The space between the hexagons is labelled as "Abyss". The outside of the Periphery is labelled "Void".)
  • Mod Stu: So, looking at a broader scale, here's an approximation diagram - it's not to scale - of the planar gallery. Think of it as an art gallery, where each of the portraits in the gallery is a plane, a finite space which can contain one or more planets, star systems, constellations... The space between those planes is known as the Abyss. 'Cause as we know, in order to teleport, you teleport through the Abyss, even when teleporting within a plane itself, so you'll teleport into the Abyss, slide around very very fast and pop back again into that plane. Then, outside of the Abyss, we have the Void, endless emptiness, which inexplicably also contains void pests. Then, between the Abyss and the Void, we have the Periphery, a membrane separating the two. It is the Periphery that Guthix pierced with the Elder Sword and caused void pests to be able to enter our reality. Now, I must confess it's a very very small font on this, I can't quite read it. So, after that, within we have the incorporeal planes. So, in addition to those planes that are more material and tangible, we also have planes such as the Shadow Realm, which is sort of like a spine running through most of the planes, not necessarily all of them, as a coterminous plane, occupies roughly the same space but it's like a shadow version, a mirror version of that, that could have various changes to it. In a similar sort of way that you have the Spirit Realm in the Wilderness, which is similar but it's a more ghostly version and some things are opposite. And then, also, multiple planes can have afterlives attached to them. Whichever living being that has some sense of self-awareness was... The first one that died on the world is the one who'd become the Death of that world and... fairies, other people who die into the afterlife of that plane.

The Lower Planes[edit | edit source]

  • (A slide titled The Lower Planes appears. On the left, Freneskae is labelled as an ancient world and assigned the element of Balance. Infernus, Vampyrium and Leng are labelled as dark worlds and assigned the elements of Smoke, Blood and Ice, respectively. On the right, there is a table with three columns and six rows. The middle column contains three cells, with the second cell spanning four rows and filled with an image of the multiverse. The three bottom cells contain Infernus, Freneskae and Vampyrium, respectively.)
  • Mod Stu: So, after looking at the broader sense of planes, now we can start drilling down into the details. So, we start with the lower planes. Right at the very bottom, we have Freneskae. This is the Gielinor of the previous revision. So, this is where the Elder Gods, after they had achieved their perfect world, the one that's the most luscious - lush with anima - this is where they laid their eggs, consuming the anima of that world in order to give life to the next generation of themselves. And there are several other worlds nearby in the lower planes which are husks of dead worlds, but there seem to be some traces of magic from the previous revision on these worlds, and that's where we get ancient magicks. So, smoke, blood, ice and to some extent, shadow. Shadow seems to be something that is occurring from one reality to the next from the previous revision. So there are traces there and if you are familiar from the lore journals from Nex: Angel of Death, that also goes into detail about how Zaros acquired that power of smoke, blood and ice from those planets: Infernus, Vampyrium and Leng.

The Elemental Planes[edit | edit source]

  • (A slide titled The Elemental Planes appears. This contains the same table as before, but the cells with the lower planes have been blanked. In the first column, in the fifth row, the cell contains Muspell, representing the element of Lava. In the third column, in the first row, the cell contains Yu'biusk, representing the element of Mud. In the same column, in the second row, the cell contains Abbinah, representing the element of Smoke. On the left side of the slide, the elemental runes are grouped by Elemental, containing Earth, Water, Fire and Air, and Combination, containing Mist, Dust, Mud, Smoke, Steam and Lava. From the Elemental group, Earth is assigned the Triangle shape, the Elder God Bik (aligned to alteration) and the root chakra. Water is assigned the Diamond shape, the Elder God Wen (aligned to inversion) and the sacral chakra. Fire is assigned the Pentagon shape, the Elder God Ful (aligned to constancy) and the solar chakra. Air is assigned the Hexagon shape, the Elder God Jas (aligned to progression) and the heart chakra. From the Combination group, Mist is a combination of Air and Water, so it is also a combination of Jas and Wen. Dust is a combination of Air and Earth, and also Jas and Bik. Mud is a combination of Earth and Water, and also Bik and Wen. Smoke is a combination of Air and Fire, and also Jas and Ful. Steam is a combination of Fire and Water, and also Ful and Wen. Lava is a combination of Fire and Earth, and also Ful and Bik.)
  • Mod Stu: Then advancing up through the planes, we have planes aligned to the elements. Now the Elder Gods, in their infancy, were more akin to elemental titans, if you can compare that to like Greek mythology. So each of them embodied a certain element. Now, normally, the elements of earth, water, earth of fire you might consider them to be in careful balance. But, it turns out, that with the Elder Gods, there seems to be a power structure to them. As we see with the eggs of the Elder Gods in the Elder Halls of Freneskae, there is a pattern on each of the eggs that indicates their power level. So Jas is the strongest due to having a hexagonal six-sided shape. Bik is the weakest, having a triangle. Now, the goal of the Elder Gods is to create a world that provides a vast amount of anima, that is a perfect creation so that it can feed the next generation and they can perpetuate themselves as a species by consuming all the life in that reality in a continuous cycle. And in the process of doing that, they not only need to perfect their skills in creating these worlds but also improve themselves. It's a way that they can evolve their talents, their physicality, their mentality, even their spirituality, becoming higher beings, capable of creating more complex words. So, initially, they took elements of what they could understand. Those poor<?> elements of earth, water, air and fire. You can't do very much with those but you can iterate on them to some extent. And they managed to collaborate and come up with the combination worlds, and these created the framework that could be used to create more advanced worlds, creating things like the atmosphere, the <blank>, those components that are necessary to <blank>. Could compare it to, on our periodic table, the runes themselves become ever more complex. So you start with like hydrogen and helium, as they iterate on these they create more complex worlds, more complex elements, they start getting carbon, and you can have carbon-based life, and as you know, carbon-based life is delicious. So, they have the combination runes, and we <blank> have a couple examples of combination worlds here, such as Muspell, where the Muspah come from, as a lava world. Abbinah, as a smoke world, which is quite an interesting one. You think it might be dust - a combination of air and earth - but it's smoke, some association with ancient magick to put your brain <blank> future. And, Yu'biusk as a mud world.

The Catalytic Planes[edit | edit source]

  • Mod Stu: Now we advance up into the catalytic planes, and you've got a rather interesting image there in the middle, associating the Elder Gods physicality with the chakra. Now, if you're not familiar with chakras, the general idea is that there are parts of the body that are energy centers and they flow up to the body from your most core physicality of earth, that's about survival and fear and day-to-day living and your physical needs.
  • (A slide titled The Catalytic Planes appears. It has the previous table, with all cells blank except the catalytic planes, which are: in the first column, in the first cell: Ocularis, aligned to Body; in the second cell: Kethsi, aligned to Mind; in the third cell: Teragard, aligned to Law; in the fourth cell: Hallow, aligned to Astral. In the third column, in the third cell: Tarddiad, aligned to Soul; in the fourth cell: Naragun, aligned to Nature. On the left, the Primordial runes are Body, aligned to the root chakra and Bik plus unknown; Law, aligned to the sacral chakra and Wen plus unknown; Chaos, aligned to the solar chakra plus Ful and unknown; Mind, aligned to the heart chakra and Jas plus unknown. The Higher (material) runes are Nature, aligned to the root chakra and Bik plus unknown; Death, aligned to the sacral chakra and Wen plus unknown; Blood, aligned to the solar chakra and Ful plus unknown. The Trascendent (ethereal) runes are Astral, aligned to the throat chakra and Jas plus Wen plus unknown; Cosmic, aligned to the brow chakra and Jas plus Ful plus unknown; Soul, aligned to the crown chakra and Jas plus Bik plus unknown.)
  • Mod Stu: Progressing up to the... so that's the root chakra. Moving on to the sacral chakra which is associated with water and <blank> your pleasure and your guilts about that pleasure, also associated with water and the flow of life and so progressing up through these different elements of the body, trying to achieve something of a higher spirituality, a consciousness of thought. And there's a similar sort of alignments to the runes of RuneScape. So, the runic magic becomes ever more complex and dealing with elements that are associated with certain worlds. So we see for example that they created body worlds, of which we have an actual spoiler for stalker content in the future. The stalker homeworld of Ocularis. We know that Teragard is associated with law quite heavily, so that's another one. And we've got a little more information about that later on, <blank> to the Icyene but also, Hallow is associated with the astral plane, and so we're progressing all the way up through these to more advanced runes, where then Bik started working with the forces of nature and created things that involved a lot of plant life, <blank> managed to create the fairies, for example. If you read the Memorial to Guthix, there's some interesting background stories to fairies and their origins, that also align to this. And so they... Collaborating and trying to create ever more complex worlds. And it seems like there was a certain revelation, particularly for Jas, in finding a means to transcendence, of focusing less on the material and more on the ethereal, and in collaboration with the others, managing to achieve transcendent worlds associated with astral, cosmic and finally soul runes, soul being the ultimate thing, soul being about anima, being delicious.

The Balance Plane[edit | edit source]

  • Mod Stu: Which brings us to the balance plane, the ultimate culmination of all these different runic magics. Gielinor, the perfect world, a harmonious balance of these elements. As also with the Stone of Jas was used to create blankets<?> and essentially this where you have the access points to all these other realities of rune magic through the rune altars. They are like conduits that draw energy of that particular alignment of rune into this world, where they can be combined to create different kinds of magic. Now, the way that we aligned these runes through human magic is more of a kind of a <blank> wizardry where it's quite mentally focused, that's why runes like mind runes and air runes are lower on this order than might be perceived by the Elder Gods, 'cause it being a mentally focused structured wizardry. That's what they can perceive, that's what they can grasp more easily. And then, as you progress through your Runecrafting, as it were, then you can access more complex runes but in a slightly different order. So, on Gielinor, we have the rune altars, we have the Runespan and we also have the Spirit Plane.
  • (A slide titled The Balance Plane appears. It shows the previous table, with all cells blank except the top middle one, containing Gielinor and Zanaris. In the cosmology image, different runes are stacked on top of each other. From the bottom to the top: Earth, Water, Fire, Air, Mind, Law, Chaos, Body, Nature, Death, Blood, Astral, Cosmic, Soul.)

RuneScape - The Movie[edit | edit source]

  • Mod Raven: So, RuneScape the Movie and why it never happened. I'm gonna preface this by... this was Mod Osborne's section but he sadly couldn't make it so I apologise in advance for his jokes.
  • (Audience laughs.)
  • Mod Raven: So, we were approached a couple of times regarding a RuneScape movie. Some actual of code<?> big name companies came to Jagex and said: "Hey, we've seen your game, it sounds amazing, we wanna make a film", and we went: "Oh, let's talk". We even got so far as to ask players who they would vote for or who they would want to see to play the Wise Old Man in RuneScape the Movie, although this slide has been deleted, thankfully. It has. So there was a slide regarding Hulk Hogan and Sean Connery.
  • (Audience laughs.)
  • Mod Raven: Where, as the top two choices, and Dave's hilarious humour was to swap them around, and of course none of us would know this. So, when we were looking at the sort of style of film, we looked at the films that were sort of current at the time, and they were films like Thor. So Thor's a big action movie, it's impressive, there's lots of shiny graphics, but it has the comedy at its core, as well. And we were looking <blank> "Thor is amazing, Thor really works". But we spoke to Mod Mark and Mod Mark went: "Mmmmh... not really", and pitched us more towards something like The Princess Bride, to more like Stardust. So the comedy and that sort of whimsy is much more at its core and much more at the sort of focus <blank>. Which is what we were in talks about going forward. So we thought: "Which storylines are we gonna do? Which storylines, given the wealth of quests, the wealth of things in RuneScape, what storylines could we possibly do?". And of course, the most immediately obvious one was Ritual of the Mahjarrat. This whole thing would be these ancient beings, shapeshifters, magic, a villain that was just obvious and evil and a great sort of screen presence. And we were looking at that and going: "Well, we could do Ritual of the Mahjarrat but bring in more characters, bring in a wider range of things". And we were looking at a... Not just the people involved in the quest, but bringing in Zanik, bringing in the Wise Old Man <blank>, all these big-named characters that weren't originally<?> but would've worked as part of the storyline to really move it forward. But unfortunately, the kind of market in videogame movies sort of dropped out. I don't know if any of you noticed, but after, what was it...
  • Mod Chaose: (Inaudible) Resident Evil.
  • Mod Raven: Sorry?
  • Mod Chaose: (Inaudible) Resident Evil.
  • Mod Raven: After kind of Resident Evil - you can blame them, it's not our fault <blank> - the market in sort of videogame movies kind of vanished, and a lot of the sort of talks, sort of ebbed away. Except relatively recently, we started talking with a Chinese movie company, a movie company who's best known for best making horror movies. Not horror, monster, but yeah horror movies, this sort of monster-style horror movies. We were talking to them about what we could do, about... They were really interested in RuneScape and the quest that really sort of tickled them, bizarrely, is the cave goblin series. And the idea behind this was that you would be watching from the cave goblin point of view. The quest would follow Zanik as the protagonist starting off in this cave goblin world and then, slowly, rising to the surface of this world and encountering these strange, quite frightening creatures, that's right. We would be the monsters. Humans would be the monsters.
  • (Audience claps.)
  • Mod Raven: Yeah. I'm not sure what's happening with that one, I think that one's gone quiet as well, but you never know. Yeah, that's all I have on that. Unfortunately, Dave isn't here so I don't have all the expert bits.

The Races of RuneScape[edit | edit source]

  • Mod Raven: But moving on, we're now gonna talk about the races of RuneScape. So these are all the little lesser explored species and I'll immediately start by handing it back to Stu again.
  • (Mod Raven hands the remote to Mod Stu.)

The Icyene[edit | edit source]

  • Mod Stu: So, the Icyene. The Icyene are a race of long-lived beings that Saradomin brought to Gielinor during the Second Age. The Icyene founded Hallowvale in Gielinor, which we know is Morytania. Hallow is the name of the Icyene homeworld. It is a beautiful world and most of its surface is covered in ocean. Along its equator, there is a flotilla<?> of isolated tropical islands and <blank>. The Icyene refer to these occupied islands as the Hallowed Isles. The water of Hallow is a vibrant blue but it is highly acidic. The sea bears very little life and sailing and swimming and fishing simply aren't practical. A single rotation of the planet Hallow takes an entire year and the night is directly hazardous. The Icyene prefer constant light and perpetual summer. Here they can grow verdant crops on the sun-facing islands. The <blank> Icyene therefore are migratory<?>. As their settlements fall to the creeping darkness of a year-long night, flocks of Icyene abandon their homes and fly across the oceans to settle, once more, in structures that have lain empty for an entire winter. The Icyene are also known to clip the wings of their wrongdoers as punishment. This <blank> the shunned Icyene into darkness, to survive the winter alone. In Icyenic culture, this is not considered barbaric but a long-honoured tradition. When Saradomin settled on Hallow, he constructed an artificial island that automatically follows the sun. This was his gift to the Icyene: a more comfortable home for them. This floating fortress, the capital city of Hallow, is called New Domina. It is named in memory of the settlement where Saradomin was born. Icyene have an extremely long lifespan but a very low birth rate. Their military contribution to the God Wars has greatly diminished their numbers and the vast majority of the remaining Icyene now congregate in the city of New Domina. When Guthix banished the gods to<?> Gielinor at the end of the Third Age, Saradomin returned to New Domina, to help the Icyene recover from their losses during the God Wars.
  • (Mod Stu hands the remote to Mod Raven.)

The Ilujanka[edit | edit source]

  • Mod Raven: Okay. So now I'm now gonna go onto a race that has a <blank> place in my heart - what little of my heart there is - which is the Ilujanka, A.K.A. the dragon riders. So, the Ilujanka are native to the planet of Iaia. Iaia is a colourful world of cold-blooded creatures. There is no mammalian life on Iaia. The plane is surrounded by dust and debris which is why they can't see the stars. They do have a sun, some people were confused about this, I wanted to clarify, it's not a frozen world, they have a sun, it's all fine. And the Ilujanka themselves they work with the creatures on their world, they have a very kind of symbiotic relationship. This is most notable in the gurhs, they also have various other races that they work with, they help tend. And they're an agrarian people, but most importantly I think is the fact that the Ilujanka are a dying people. There used to be many tribes, but now only a single village stands. Their entire civilisation and culture is just disappearing away, fading away into nothingness.

The Olun'dai[edit | edit source]

  • Mod Raven: This is kind of partially enforced by what they call the Olun'dai. So, the Olun'dai is the religion of the Ilujanka. It's a religion in a kind of very vague sense, it's more a collection of sort of superstitions, it's very very fatalistic. Every Ilujankan, everyone on Iaia who follows the Olun'dai believes there is a place and purpose for them in the world. The world is greater than the individual, everything else, the whole, the collection, is more important than just them. And more importantly, suffering is part of this desire. Like, if you are suffering, that is not inherently a bad thing, that means that you are working through it and you must work through your suffering, you most continue through it because that is your place. This is important because as part of Olun'dai, the Ilujanka, unlike other races, do not consider themselves to be the most important species on the planet. Like other races, most sentient races go: "I am sentient, therefore I am the best. I'm the most important", but the Ilujanka don't think like this. The Ilujanka think they have a place, they have a purpose, and the other races, the other species in the planet do as well. So, they accept they're a dying species and they're working to preserve the world for the other creatures, the other species, so the gurhs, and the various other things that live on the world. Superstition is incredibly important to the Ilujanka, they have lots of really weird superstitions and all of this comes from this belief, the Olun'dai, because they observe things and go: "Well, this is how life must be, this is how I must work, because I've seen it happen before". So we have things like: "Don't sleep against the red-leaved trees", which is a ridiculous superstition. There's no... The trees aren't poisonous and sort of that, but one Ilujankan once had something bad happen to them when they did, thus therefore the Olun'dai has said that you must never sleep against these trees. And "You must only drink tea from your left hand, never your right hand" because someone once did this and burned their mouth or something like this. The Olun'dai has told them: "This is how the world works, you must conform<?>, must do it this way", and so they have lots of really strange, really silly superstitions which have affected a huge part of their culture.

Life on Iaia now[edit | edit source]

  • Mod Raven: So, life on Iaia now. Like, we've established they're a dying race, so it's a very sort of somber existence. They have had only one new child in a decade. Only one, which is horrific, if you think about it, so they know that they are dying. They've seen it, they've seen their numbers dwindling, and they've, y'know, they've kind of accepted his. And because of the Olun'dai they're not trying to save themselves. If any of you have played One of a Kind, you'll remember at the end, like, Sharrigan tries to talk Hannibus out of this thing of helping because he has his place, he has his Olun'dai, has to come back with his people and die. Like, that's what the Ilujanka are doing: they're dying, so he should be part of that. So what they're doing is, they're creating monuments to themselves, they're creating things for other races, to see, for other people to come and see, to remember who the Ilujanka were. It's a very peaceful world, it's a very peaceful set-up because they've now kind of embraced death, they've embraced their fading away and they've become almost zen-like in this spirituality. They've accepted it and that is very calming for them, it's a very relaxed place to be if you're happy dying. So that's the Ilujanka, I wanna pass you on to Phil to talk about ourgs and raurgs and fayrgs...

Ourgs, Raurgs and Fayrgs[edit | edit source]

  • Mod Chaose: So, something happened recently. The tod of war, Bandos, happened to die. But before that, we have some other creatures beneath him which also happened to die. Barring the ourgs, of which there are a few left.

Genetic Engineering[edit | edit source]

  • Mod Chaose: So, of course we know that Bandos was big on genetic engineering. He needs his armies, he needs all these dudes to follow him and do his bidding. So goblins, ogres, orks, trolls hobgoblins, I could keep going on... We know about these guys, these guys were just churned out and bred and bred and bred. These guys are numerous, huge in power altogether, and most importantly they're blindly obedient. They'll do exactly what you tell them to do. Go off and die in battle, go tackle those guys, you're probably are gonna die but do it anyway. "Fine, whatever, cool". So, what's missing? We have fayrgs and raurgs, we have examples of these beings existing, because we have their bones in at the ogre<?> burial grounds.

Ourgs[edit | edit source]

  • Mod Chaose: But importantly, before that, we have the ourgs. A couple of examples we've seen: General Graardor, he's huge, he's massive, he's powerful, he's one of the legendary guardians and generals of the God Wars Dungeon, under the Bandos faction. And again, we've got Zarador. This was Bandos's right hand man in the Bird and the Beast. And the effective de facto leader after Bandos died in The Mighty Fall. So, like many of the other Bandosian races, that I just previously described, these guys are huge, powerful, bulky, they're built to last, they're not gonna die immediately, but as a result, it takes a lot of resources to make these guys and breed them out and make sure they're trained up adequately. So, they're actually quite small in number and as a result they've kind of diminished and diminished as time's gone on. These guys are great as leaders and battle commanders. Bandos, importantly, despite being a god and the god of war, can't be at all places at all times, so these guys are leading huge battles, <blank> fronts all over the place.

Raurgs[edit | edit source]

  • Mod Chaose: Moving on, we have raurgs. Why these guys be?<?> These guys are support roles, so these are your scouts, these are your pre-emptive assassins, and your messengers. Not everybody has to run into battle and die or be an immediate leader. These guys would check out the battle beforehand and see if they can do anything to kind of make it easier to begin with. It could be going out, "Oh, there's one of their leaders who just happens to be lying in their tent", so, kill him. Cool, nice, now their entire battle squadron is completely muted<?>. Can just run in and run them over. Again, message delivery. Something bad could be really happening and the ourg who's commanding this battle has no idea. These guys come in, tell him, he reconstructs his plan. Cool, we're all golden again. What can these guys look like? They're lanky, thin, they're built for speed, they can camouflage well, hide in the grass, just lie down super flat, or up against the tree, he's looking around. These guys have a hunched posture, they're kind of almost quadrupeds, so they'd be running along on four legs, just be so fast, get in there, get out, do their job.

Fayrgs[edit | edit source]

  • Mod Chaose: Moving on, we have fayrgs. So, these guys are kind of like lieutenants, mini-commanders, beneath the ourgs. They're kind of micromanaging the battle, the ourgs make the big decisions, the big plans. But these guys kind of are: "Alright, this section of the battle, we need to do this, something of this", so on and so on. If there's a crisis, something terrible happens <blank>, maybe there's an earthquake that's just gone off and half the troops have just fallen down a well. They're there to sort it out. And they don't have to bother the ourgs, necessarily. Again, what these guys could look like, these guys need to be quick so they can <blank> and sort things out but they also don't wanna be killed 'cause they're kind of almost important to the battle, these aren't your goblins so that you just send <blank> down. So, they've got quite big bony platings <blank> shield themselves and get out of there and other guys can come in and take that <blank> down. They've got this huge gaping maw as well so they <blank> shout orders across the entire battlefield, it might be like a mile long battlefield and the guy in the end, he can still hear his orders, which is great 'cause that's exactly what they need to do. They need to tell them how to behave and what to do in battle. These guys are fairly big as well, so if you imagine an ork and an ourg... Somewhere in between that. Maybe it's like seven eight or...

Where are they now?[edit | edit source]

  • Mod Chaose: So now we're gonna move on to: Where are they now? A catch up with where everyone's at after Sliske's Endgame. That's for you...
  • (Mod Chaose hands the remote to Mod Jack.)
  • Mod Jack: Oh yeah.

The Mahjarrat[edit | edit source]

  • Mod Jack: The Mahjarrat! Everyone's favourite. Well, my favourite. I hope they're your favourite. Last seen in their favourite formation standing in a semi-circle around a landmark.
  • (Audience laughs.)

Azzanadra[edit | edit source]

  • Mod Jack: Azzanadra. Zaros's biggest fan. He'll follow him until he loves him. Azzanadra, with the obvious exception of Zamorak, now obviously the most powerful of the Mahjarrat, but with the recent influx of how they got at the end of Children of Mah, now starts to feel himself approaching godhood, and really isn't comfortable with that because that's blasphemy. Azzanadra is not a god, Azzanadra is a priest, and he's really not sure what he makes of that. He's also, he's very much losing touch with his mortality, he's becoming distant. He's not the friendly happy chap he was before and he's not entirely happy about that either. But he's trying to put that aside and he's off in the Abyss looking for ancient evil to face.

Khazard[edit | edit source]

  • Mod Jack: Khazard, General Khazard, general in name only, really. With the recent revelation of the identity of his father now has a new mentor and role model, someone with thousands of years of military experience who can perhaps teach him to be the leader that he aspires to be.

Kharshai[edit | edit source]

  • Mod Jack: Kharshai, despite the recent events he's still uninterested in the conflict between the gods and he's given up on Gielinor. What's happening here isn't gonna help him and so he's returned to the lower planes, he's started trying to piece things together, figure out what the point of everything is, and he's very much following in the footsteps in Zaros, almost coincidentally, who himself left Freneskae and went out into the universe and tried to figure things out.

Enakhra[edit | edit source]

  • Mod Jack: Enakhra. She's obviously still heavily devoted to Zamorak, but she's <blank> things in a slightly different way. She thinks it'd be really cool to have wings.
  • (Audience laughs.)

Akthanakos[edit | edit source]

  • Mod Jack: And of course, Akthanakos. Akthanakos, who finds himself standing in the desert, wondering where it all went wrong. He remembers being a leader, he remembers being respected, he remembers even being worshipped, and he's wondering: "Could that happen again? Who could I find that could do that for me?".

Bilrach[edit | edit source]

  • Mod Jack: Bilrach. As far as Bilrach's concerned, the God Wars never ended. I mean, there was a very long pause in the middle there, but he was diligently working, trying to get Zamorak back. And now Zamorak's back, now he has a another resource: he has portals to alien worlds full of monsters that can serve as <blank> for armies for Zamorak. He's got plenty to <blank> himself. Eh.
  • (Audience laughs and says no.)

Hazeel[edit | edit source]

  • Mod Jack: Hazeel. Hazeel, turns out, he's from a different race completely. Well, sort of, a different subrace of Children of Mah. What does that mean, why does he have horns? He's really not sure.

Zamorak[edit | edit source]

  • Mod Jack: And of course, the last one we're talking about is Zamorak himself. I mean, we've talked about Zamorak as a god, but what about Zamorak as a Mahjarrat? I mean, what he discovered in Children of Mah was that these are his people, these are all that are left of his people and he still cares deeply for them, even the ones that are so disloyal to him that they will fight against him, he still cares about. So that's what he's gonna be moving on with now.

The Dragonkin[edit | edit source]

  • Mod Raven: So now on to the other big players. Following the Mahjarrat, is of course, the dragonkin!
  • (Audience boos and claps.)
  • Mod Raven: That's worthy of applause <blank>. So, the Stone of Jas - spoilers - has exploded. It is gone, the thing tethering the dragonkin to all the pain and suffering has gone "boom". But what does this mean? It means <blank>. Is the curse broken? That's a question there one should be asking. Are the dragonkin now free? Or are there some... Are they still connected to it even though it's in pieces? Has it had its particular effect on Kerapac? I mean, Kerapac is the one who's channeled all this energy, all that stuff went through him and he was connected, like absolutely, to the Stone of Jas, to the tether connecting all of the dragonkin. He was the focus for that. What impact has that had on him? Because it almost certainly has. An important thing to note about the dragonkin is that they're not gone. This is not the end of their story. They have not resolved this and walked away going: "Oh, we did this one thing, goodbye".
  • (Audience laughs.)
  • Mod Raven: They're still about. Kerapac continues his experiments. He is a scientist at his core and he continues to experiment in dubiously ethical ways. But he has a new focus. It's no longer about the Stone. It's about something else. What could that thing be? We're too mean to tell you. The Dactyl are now swarming to Kerapac. He has achieved the unthinkable, the impossible. They always sort of followed him before, but now they have seen, like he has achieved this miracle and they're all kind of swarming to him going: "Mighty Kerapac".
  • (Mod Raven does a gesture to appear kneeling.)
  • Mod Raven: And the Necrosyrtes are still about. And they have an entirely new plan. So, there are important things to note about the dragonkin. Firstly, they're still dying out. They are still unable to reproduce. So, even without all the other problems, they still can't reproduce. They still have huge problems. And with those things in mind, remember, the dragonkin were dangerous when tied to the Stone. They were really quite dangerous. They took out some big dangerous players. Now they're not tied to the Stone, how much more dangerous are they now? How much greater threat have I become? That they've become. Not I become. That's weird.
  • (Audience laughs.)
  • Mod Raven: I'm a dragonkin. Sorry guys!
  • (Mod Raven motions to leave.)
  • Mod Raven: So the dragonkin story is far from over. Oh, how did that slide get there?
  • (Audience cheers and claps.)

Open forum Q&A[edit | edit source]

  • Mod Raven: So, now we open up the floor to you guys. Until they kick us out, we're willing to answer any lore-based questions on any subjects. We'll try and do what we can to answer it. Just raise your hands one of our lovely assistants will grab you. Hopefully, if he's not hiding, we might even have some questions from YouTube. I don't know where he is.
  • Attendee #13: Hi. So, how does Dimension of Disaster fit into the cosmology?
    • Mod Stu: Wow, that's complicated. Okay, so, basically you would have... So, if you go back to larger planar map at the beginning, you'd have alternate versions of that planar map into potentially infinite versions of that reality. Realities where maybe Mah survived, and there are a greater number of them, or maybe there's only one. There could only one Elder God that consumed the power of all the others, all sort of iterations could occur and that would in turn affect the planar cosmology of that multiverse.
  • Attendee #14: What sort of culture shock would Vindicta have meeting the remnants of her race and her father?
    • Mod Raven: She'd have a horrific culture shock. I mean, you look at Vindicta, she's full of rage - hence her name - and hatred and she's a warrior to her core. She slaughters things.
    • (Mod Raven laughs.)
    • Mod Raven: And she'd go to Iaia and she'd go: "They are all sitting around, 'kay. Well, isn't it lovely that we're dying? Isn't it lovely? Tea, lovely? Only from my left hand?".
    • (Audience laughs.)
    • Mod Raven: It would be... She would be absolutely shocked. Oh, I think it'd be lovely to see. Would she accept this? Would she go amongst her people and go: "Oh, this is who I am. I'm home. I can lay behind this armour and this big scary dragon that tries to murder people", or does she go: "You guys! You... Look at you! I can see what you are all like. I know what you can do. I do it. Here, wear this armour. Stab things, join me!"
    • (Audience laughs.)
    • Mod Raven: It's an interesting question.
  • Attendee #15: Hello, I'm just curious about the inspiration behind the Elder Gods. So, for instance, Jas is the matron, Wen is the corpse<?>. There's gonna be an extension of the true goddess? <blank>
    • Mod Stu: That's a potential interpretation, yeah. I mean, they were all born at the same time, so they wouldn't necessarily have aged physically, differently, but they certainly would've taken on different roles in the process of creating different planets. <blank> necessarily endeavouring to channel but that's certainly an interesting concept and maybe it occurred in an entirely different multiverse.
    • Mod Chaose: So, relatively important to the point you raised, about them each being on a different power level. This is a result of previous revisions and how they've evolved over the course of their species' progression, I guess? And again, just... They're experimenting, it's... Their entire life is effectively a great big sandbox puzzle trying to work out how best to make the best world to again, reproduce and advance the species.
    • Mod Stu: But there's a new desperation in this particular revision and that's Jas has had to destroy her own egg. She no longer has any means of perpetuating herself into the next revision. This is her last chance to create the best <blank> that possibly can and maintain the rest of them. So, the stakes are certainly higher and, of course, they've lost one of their number.
    • Mod Raven: Yeah.
  • Attendee #16: Hi. You said that the Muspah are... Well, we know that the Muspah are the creations from Mah's nightmares, but you said that the Muspah come from Muspell.
    • Mod Stu: Yes, I do apologise, I meant Auspah. I keep getting those two mixed up.
    • (Mods laugh.)
    • Mod Jack: A beautifully named planet.
    • Mod Stu: Yeah.
    • Mod Raven: Yeah.
    • Mod Stu: Yeah. Auspah come from Muspah.
    • Mod Chaose: <blank> from Muspell.
    • Mod Raven: Muspell, yeah.
    • Mod Stu: Yeah.
    • Mod Jack: It sounds like Muspell when you say it in certain accents.
    • Mod Chaose: Yeah.
    • Mod Stu: Yeah, yeah.
  • Attendee #17: You mentioned the blood planes in the lower planes, and <blank> in the higher planes again. So, does this mean this is a reiteration and where are smoke and fume in this kind of world then?
    • Mod Stu: Yeah, there's a very interesting overlap there. So, it seems like while there is a greater kind of magic that was discovered through the ancient magic of previous revisions, there are also runes that aren't necessarily used in that magic, through smoke <blank>. So, what's very likely happened in that situation was that they probably reverse-engineered that ancient magic to some extent and went back to those lower planes and to try to work out how they worked and harnessed some of that latent power as a way of creating worlds more built around blood and life and the coursing<?> of the energy. So, there are, I mean, that's... Planar cosmology, we only see a few examples of those worlds. Some... There are some worlds within... of a particular runic element we've not even heard of yet, that may... are still to be discovered or indeed that might've been completely taken apart and are now just... <blank> just floating in the Abyss.
  • Attendee #18: I have two questions, if I may. What you showed on the cosmic... on the cosmology that you have the various planes, the Periphery and the Void. Why are there revisions in the first place, then, if the Elder Gods could theoretically just move out into the Void?
    • Mod Stu: Well, the Void is, places <blank> worlds. So, if you think of each of those planes is like a canvas upon which they have practiced creating worlds. That's their art form and they created one piece of art off for another up to a certain finite space and that's how far the Abyss extends within that multiverse. So the Void is where... everything they didn't touch. It's just the emptiness, the potential space where planes could've been created.
    • Mod Chaose: The Void is also incredibly empty whereas... through revision there's a lot of recycling so that they're redeconstructing<?> old worlds, throwing away bits they don't need and using useful bits to create the new planets.
  • Attendee #18: Okay. And my second question is: The hinted-at sixth Elder God that Zaros referred to as this incorporeal, not quite there in the same sense as the other Elder Gods, is there anything from that?
    • Mod Stu: It's a very interesting question. Do any of you wanna take that?
    • Mod Jack: I think we can't really say anything, can we?
    • Mod Raven: Yeah, I don't think we can really say anything about that. I mean, the hints weren't accidental. That's about as much as we can say. Sorry.
    • Mod Chaose: We have a plan, at the very least.
    • Mod Raven: We do have a plan.
    • Mod Jack: We do have a plan.
  • Attendee #19: Hi, everyone. I was thinking... In the first revision, how many Elder Gods were there? I mean, we know that some have been lost in the... Since then, but how many were there originally?
    • Mod Jack: I think that's another... We wouldn't wanna answer that question, because...
    • Mod Chaose: Like Kerapac, how far back would you go? That's a very chicken-and-egg question.
    • Mod Raven: Yeah
    • Mod Jack: We don't even necessarily know there is such a thing as a first revision.
    • Mod Raven: No...
    • Mod Chaose: No.
    • Mod Raven: It's that kind of...
    • Mod Jack: What if it goes back infinitely?
    • Mod Raven: So, we've talked about the notion of <blank> Elder Gods things, really. We've tried. So, a lot of it isn't largely relevant to how the game works, let's be honest. It's that sort of knowledge that goes really, really, really, really, really, really, really far back and is never ever going to be a thing in the present<?> game. We've discussed it. We've had arguments...
    • Mod Chaose: Aha.
    • Mod Raven: ...about what it means, what reasons <blank> So, we have certain ideas but there's nothing <blank> comfortable <blank> is canon right now.
    • Mod Chaose: I think we would <blank> to even delve into the last revision, nevermind anything before that.
    • Mod Jack: Yeah.
    • Mod Raven: Yeah.
    • Mod Jack: Yeah.
    • Mod Raven: 'Cause that kind of... It's interesting, but it's not important for how the game or the story thing<?> works fundamentally at this level.
    • Mod Jack: We could talk a lot about...
    • Mod Raven: Oh, yes.
    • Mod Jack: ...ancient, ancient history, but then the things that we then <blank> reveal would then spoil the ongoing story...
    • Mod Raven: Exactly.
    • Mod Jack: ...of the Elder Gods. So, we can't just sort of say everything.
    • Mod Stu: But the sheer <blank> of the Elder Gods and the vast amount of energy they need in order to sustain themselves, at such an advanced race, implies there probably weren't that many of them as initially. We're probably not talking vast, millions of them, giant armies of them, 'cause, well, the world simply couldn't... The universe couldn't sustain that. There wouldn't be enough energy to maintain them.
    • Mod Raven: Yeah.
  • Attendee #20: What would have happened if we never defeated Tuska? And can we go to a dimension of that? <blank> where we didn't defeat Tuska?
    • Mod Jack: That sounds like an alternate dimension <blank> road trips <blank I think.
    • (Mods laugh.)
    • Mod Jack: I think that's a perfect place to get the road trip quest in. Yeah, road trip.
    • Mod Stu: Conceptually speaking, it's possible. It's a matter of assigning resource to that, I guess.
    • Mod Raven: So, I don't think any of us were directly involved with Tuska?
    • (Mods deny.)
    • Mod Raven: <blank> I know that... So, there was a plan <blank> basically obliterated huge chunks of Gielinor. So, obviously, we wouldn't just have turned the game off.
    • (Audience laughs.)
    • Mod Raven: Tuska wouldn't have gone: "Nyeeeeeh... HOMP!".
    • (Mod Raven gestures with his arm, possibly imitating Tuska eating Gielinor.)
    • Mod Raven: And then would've: "Bye, guys!", and gone home. That would've been an extremely bad plan. But we would've changed some of how the game stuff <blank> so there would've been damage to major cities, there'd have been probably new quest lines of death, destruction, "Oh, isn't life miserable? <blank> my hand to my forehead", that kind of thing. But we wouldn't have just obliterated everything. We wouldn't have removed 90 percent of the content of the game. We'd have tweaked around things of the game. <blank> you could do all the quests, you could do... We wouldn't remove large chunks of content. We would fundamentally have changed the sort of visual face of <blank>.
    • Mod Chaose: It certainly wouldn't have been like an <blank> either. Mazcab is the prime example that you can physically see, where Tuska's come down, done her... not done her <blank> that's the opposite <blank>
    • (Mod Raven laughs.)
    • Mod Chaose: Consumed huge amounts of anima, and the planet has had to try and recover of its own accord and through things like the not anima <blank> anima guardians and the goebies, and so on and so on. This would've been like a gradual decay, and so on and so on.
    • Mod Raven: Yeah.
    • Mod Chaose: Are we sure the races of Gielinor would've fought back against Tuska even if she did land?
    • Mod Raven: Well, it might've... There were... 'Cause we discussed vague things <blank> like it' might've woken the Elder Gods up early. Because <blank>: "Excusez-moi?". Slap!
    • (Mod Raven gestures to slap. Audience laughs.)
    • Mod Raven: And we just had to...
    • Mod Jack: Tuska wasn't expecting that.
    • Mod Raven: She wasn't... She wouldn't be expecting... no, no. And it would've advanced the story in a very different way.
    • Mod Jack: One thing would be... If we're comparing sort of the effect that Tuska would have had on our game world versus a potential alternate universe which I think we probably wouldn't do that quest but if we did, we could be much more apocalyptic...
    • Mod Raven: Oh, yeah.
    • Mod Jack: ...because we don't have to worry about how much damage was done to the integrity of the game world.
    • Mod Raven: We could just obliterate everything...
    • Mod Jack: Yeah, just...
    • Mod Raven: ...like, dark skies, everything on fire...
    • Mod Jack: ...We can just wipe out <blank> without no trouble, just get rid of it. Yeah I like that alternate universe.
    • Mod Chaose: Tuska would probably stick around <blank> moved on from Mazcab to find something nicer. When you've got the perfect world, full of the best anima...
    • Mod Raven: Yeah.
    • Mod Chaose: ...that's there to sustain the Elder Gods, probably gonna stick around.
    • Mod Jack: I've got the film for that Chinese monster company.
    • (Everyone laughs.)
    • Mod Jack: It's Tuska versus Loarnab.
    • Mod Raven: Nooo...
    • Mod Jack: Tuska versus Mecha-Loarnab.
    • Mod Raven: Mecha-Loarnab! Why do we have you on the Lore Council, again?
    • (Mod Jack laughs.)
    • Mod Raven: I was gonna say space Tuska but... <blank>
    • Mod Jack: This is gold! This is solid gold!
    • (Mod Raven laughs.)
    • Mod Raven: Yeah.
    • Mod Stu: Next question, please.
  • Attendee #21: Hi. How many orks are left after Fairy Tale part three and The Mighty Fall?
    • Mod Chaose: So, orks are also probably pretty small in number now. There is an influx as a result of the unfreezing of the God Wars Dungeon. There's a huge army there underneath... underneath? Beneath, rather, in terms of that. But beyond that, there's sort of disparate tribe, really, all over the place, in the same way that ourgs would've been sort of hiding away looking for a greater leader, I guess. That's not to say that there's not loads more off-world, say...
    • Mod Jack: There's probably more on Yu'biusk.
    • Mod Chaose: Yes, particularly after Mighty Fall.
    • Mod Jack: Yeah.
    • Mod Raven: Yeah.
    • Mod Jack: A lot of them would've gone from Gielinor to Yu'biusk.
    • Mod Chaose: For sure.
    • Mod Jack: To follow whoever the new leader was.
    • Mod Chaose: Whether they'll survive there on the... on that <blank> planet <blank> another avenue to explore, really.
    • Mod Jack: I think orks are a race we don't really make much use of and if we needed to I think we could produce a source of them.
    • Mod Chaose: Absolutely and we've <blank> said that orks are readily available within Bandos's breeding programs so it wouldn't be a problem to sort of bring them back in <blank> whereas as ourgs are pretty much...
    • Mod Jack: Ourgs are rare, yeah.
    • Mod Chaose: ...doomed to extinction.
  • Attendee #22: Hi. Have the... Returning to the Elder Gods for a moment. Have the Elder Gods elected to require rejuvenation and lay eggs and, in a sense, be reborn?
    • Mod Raven: That's a good, yeah... Have they chosen to?
    • Mod Jack: But, I mean, that's a very deep question about their identity and as I imagine them, no, definitely not.
    • Mod Raven: No, it's more instinctuous part of their nature. But there's nothing saying... So, this goes back to that kind of previous revision thing which is... everything they've done is incorporated, they've changed, they've evolved, they've improved. It could've been that in one of the early revisions, that maybe they went: "Huh, hmmm, maybe if we lay eggs and do this...", so that's what one <blank> going back thing is.
    • Mod Stu: <blank> It might've even been a survival strategy. Maybe at that time, this was the only way <blank> species and as we see with like, the TzHaar, when they returned back to a form of reproduction outside of the Elder Kiln, they start laying eggs. That's seems to be genetically, some of <blank> structually passed down through the Kiln and as <blank> some of the elements of Ful's nature. That they also acquired that ability to reproduce through eggs. <blank> that could be re-awoken when they had no other means of perpetuating themselves.
    • Mod Raven: But as it stands, the current versions are more instinctual, they follow a very sort of specific pattern of how they work, which is partially what makes them kind of frightening.
    • Mod Chaose: They certainly don't think on the same kind of wavelength that you and I would or any other sort of sentient race within the RuneScape universe. There... yeah.
  • Attendee #23: I know it's been asked to death. Every year it needs to be asked again: Are we going to either get any news about Abbinah or are we going to get some, you know, first-hand accounts about how life is there? Like, get more aviansies in game.
    • Mod Raven: This is the <blank> Rite of Passage question.
    • (Audience laughs.)
    • Mod Stu: The bane of your life.
    • Mod Raven: Sorry? It is the bane of my life. I mean...
    • Mod Chaose: You just delayed it by another two years.
    • Mod Raven: You have.
    • (Mods laugh.)
    • Mod Raven: It's now not due until 2074, I believe the Twitter account said last. No, it's... So with unfinished business, Rite of Passage is on our radar quite strongly. Again, it's one of those things we would consider unfinished business. I'm not gonna say when we would release it. I certainly want to release it as soon as humanly as possible, but I'm not necessarily the person in charge of the schedule. So, it will happen when it happens, which I'm not promising <blank> at the time. With regards to aviansie, I'm doing a TAPP project at the mome- well, not exactly at the moment, but I'm getting back to it shortly, which I'm hoping to address some of that and I hope <blank> bring some of the... sort of the aviansie, Armadylean lore in, but it will be in a relatively <blank> TAPP project <blank> it won't be this awe-inspiring quest. It will be something small and compact and simple.
    • Mod Jack: There's a big distinction for us between aviansie lore, which is very cheap to produce for us, and Abbinah, which is like the most expensive thing we can imagine.
    • Mod Raven: Abbinah is really quite expensive because it's all these different floating islands and things. We have some technology to make randomised floating islands. But that, even though we've got <blank> technology isn't exactly a simple ask. It's quite a big project. I'm with you. I'm constantly going: "Hey guys, guys, we <blank> thought about <blank> next, Rite of Passage? Rite of Passage? Rite of Passage?"
    • Mod Jack: But, if you can help it, you really don't want to do like budget Abbinah.
    • Mod Raven: No, I need... I want it to be...
    • Mod Jack: That's just for the sake of getting out, and you don't wanna do that.
    • Mod Raven: Yeah, yeah, yeah. I want to do it justice... Ironically, 'cause Armadyl... <blank>
  • Attendee #24: Okay. Last time we saw it, it was stuck in Sliske's guts. So, is the Siphon lost in the depths of the Heart or did someone get hold of it?
    • Mod Raven: So, I'm not going to specifically answer that question but I am going to point out, that you had the Staff, blacked out a bit, and then you didn't have the Staff. That might not be entirely, you know, an accident. There may be some deliberate purpose behind that but I'll not say what it is 'cause I'm horrible.
    • Mod Jack: It must have been... Wahisietel.
    • (Audience laughs.)
    • Mod Raven: Wahisietel! It wasn't Wahisietel...
    • Mod Chaose: All along!
    • Mod Raven: ...necessarily.
    • (Mod Raven laughs.)
    • Mod Raven: But yeah, it's not been forgotten. It wasn't a mistake or a bug, but I'm not gonna say where it is.
    • (Mod Raven laughs.)
  • Attendee #25: Okay. So, in regards to the... Over here. Hello.
  • Mod Raven: Hello!
  • Attendee #25: So, in regards to the Shadow Realm: Is that something that's been deliberately created or is that something that just naturally occurs. So outside of <blank>
    • Mod Raven: Oohh...
    • Mod Stu: <blank> talk about the Shadow Realm.
    • Mod Raven: Oh, this...
    • Mod Jack: Yeah, we're not supposed to talk about the Shadow Realm.
    • Mod Stu: And we've said too much.
    • Mod Jack: Yeah, no... Those are mysteries which shall be revealed at a later date.
    • Mod Raven: Yes! Strokey beard time! Strokey beard... Yeah. Next question.
    • (Mods laugh.)
  • Attendee #26: Sorry, do you mind if I ask two questions, just? Are there any plans currently to expand on the lore from the RuneScape novels?
    • Mod Raven: Ooh... I don't think we have any immediate plans to expand on the lore from the novels directly. We occasionally bring them in, but the novels are not stuff that we've, like, designed and worked and <blank>. They don't immediately fit with our plans, so they're not something we're immediately planning on using. We might reference them but we're not gonna try to cause<?> story behind them, if you see what I mean.
    • Mod Chaose: I think, what we've said is... We'll try our best not to contradict them but if we do, the game world take precedence.
    • Mod Raven: Yes.
    • Mod Stu: And if something fits naturally, then we'll make use of it, like Kara-Meir appearing at the Battle of Lumbridge, for example, how we made use of the Wyrd during River of Blood. So, we...
    • Mod Raven: Jerrod.
    • Mod Stu: Yeah.
  • Attendee #26: Are there any plans to use Sally from the Idle Adventures game?
    • Mod Raven: There are no plans, I believe.
    • Mod Stu: I think it might be <blank> 'Cause it was created by another company. I'm not sure if we actually have the rights to it. <blank>
    • Mod Raven: I'm not sure of this. I don't think there are any current plans to, I believe.
    • Mod Jack: Yeah, yes. I think there is a plan to specifically not, if you see what I mean? And that may be a legal thing, I'm not sure.
    • Mod Raven: I wouldn't expect it at this point in time. It's probably the fairest way to <blank>
  • Attendee #27: Alright, so, I'm aware that it might be difficult for you to answer this question seriously but I just wanted you to confirm if my thought process was correct. So, anima is delicious, it's what the Elder Gods are seeking. Brassica Prime claims to be the god of deliciousness...
  • (Everyone laughs.)
  • Attendee #27: ...so, therefore, does it not mean that the Elder Gods seek Brassica Prime?
    • (Everyone laughs and claps.)
    • Attendee #27: Okay, I just... Thank you all for confirming that for me I just wanted to make sure I was right.
    • Mod Raven: I think it's a subtle difference in what you term deliciousness. I was gonna use the term nutritious but that's also Brassica Prime.
    • (Audience laughs.)
    • Mod Raven: I'm not entirely convi- I mean...
    • Mod Jack: If you try to piece together the complex web of lore that we're weaving here, if you remember back... You also said that carbon-based lifeforms were delicious. So, maybe Brassica Prime is a carbon-based lifeform.
    • Mod Raven: Yeah. I wouldn't assume that Brassica Prime is a core part of our Elder God storyline. How's that?
    • (Audience and Mod Raven laugh.)
    • Mod Chaose: Wait till you see the Cabbage of Jas.
    • Mod Raven: The Cabbage of... It's the Cabbage of a Thousand Truths.
    • Mod Stu: I really like this idea that Brassica Prime is the culmination of their great work.
    • (Mods laugh.)
    • Mod Raven: It is... Thus everything they have done, this perfect Gielinor, creates a cabbage.
    • Mod Jack: It's not actually Gielinor, it's all... it's actually Brassica Prime and they've laid really tiny eggs on it.
    • Mod Chaose: All those hints about the sixth Elder God...
    • Mod Raven: It's Brassica Prime! It isn't Brassica Prime. Oh... Well, well done for asking that question. That's a good question.
  • Attendee #28: Hello, so I have two somewhat related questions. First of all, would you be willing to reveal the identity of the new marshal of the Guardians of Armadyl? Seeing that Idria was killed in Ritual of the Mahjarrat, which was a while ago.
    • Mod Raven: My... So, this is subject to change, key important thing. I have a new character for it, that was planned for Rite of Passage, which is a character called Cheveeyra. I won't say much more than that, because, again, this is subject to change. Like, if there's a more <blank> we'll replace it. But at the moment, in my headcanon, it's a character called Cheveeyra.
  • Attendee #28: So, this next one is... it's a little... it's tangentially related. So, we know that the Guardians of Armadyl had residence within the Temple of Ikov. Guarding the Temple of Ikov was someone <blank> called Fire Warrior of Lesarkus and Lesarkus himself was a magister of Teragard, so, what... Was Ikov a magister as well, or did he have any sort of... Is there no relation whatsoever, just...
    • Mod Raven: Ikov was not a magister. It's not a sort of direct relation, it's a bit of a troll thing on our part. It's the Fire Warrior of Lesarkus is a particular thing that I can't really discuss too much without going into deep Teragardian lore. I've written a massive document for all the people who worked<?>, but I don't <blank> how much we can say. But it's not... It's sort of tangentially linked. It's not a direct clear path, if that makes sense.
    • Attendee #28: Okay, thank you.
  • Attendee #29: Hi. Hi, I... Okay, so, two questions: one serious, one slightly silly. Best ones. In the player-owned house, in your study, if you build the highest orrery, you get two planets, one's Gielinor with Zanaris, and <blank> another planet with two moons. Which one is it? And they're rotating around the same sun, so they gotta be on the same plane.
    • Mod Chaose: We discussed this <blank> this particular Q&A, didn't we? And we <blank> just said: "Troll".
    • (Mods laugh.)
    • Attendee #29: Is it gonna be <blank> deleted in Construction rework?
    • Mod Jack: That, that... The orrery predates the cosmology that we're trying to build, which I realise is a slightly unsatisfying answer. It may or may not exist. It may or may not have an identity.
    • Mod Stu: I mean, people have come up with a variety of different theories to explain the world. Some people think the world is flat. <blank> We could also be wrong about that. Then, you know, you've got, like, the Observatory Quest, which has shown all these constellations that happened to align perfectly to the Zodiac in our world. That doesn't quite make an awful lot of sense. So, people have come with different theories over time. Not all of them are right.
    • Attendee #29: So, it's been the <blank>
    • Mod Stu: Say again?
    • Attendee #29: It's been <blank>, basically.
    • Mod Stu: Yeah.
    • Attendee #29: Yeah. So, okay...
    • Mod Stu: I mean, it could also be a very interesting planet within that plane. We just haven't <blank>
    • Attendee #29: Is it the sixth Elder God?
    • (Mods laugh.)
    • Mod Jack: And his two little buddies.
    • (Mods laugh.)
    • Mod Stu: I mean, if we have an opportunity to make the orrery make sense in the process of evolving the story in the future, we'll certainly <blank> to do so. It's currently not significant.
  • Attendee #29: And the next one. Mahjarrat ate food, but they regurgitated it later. Gods were once actual fully functioning mammals - kind of - so, do gods poop?
    • (Mods laugh.)
    • Mod Stu: Well, even the player doesn't poop. Or at least, if he's going to, <blank> do it while you're offline, 'cause there are no toilets. What's the question again?
    • Mod Chaose: Do the gods poop?
    • Mod Raven: Do gods defecate?
    • Mod Stu: Do gods poop? They physically evolved in a lot of ways that they're no longer the race that they used to be, so, I guess, certain attributes may no longer apply.
    • Mod Raven: I think, I mean, gods have the ability to do a variety of miracles. Theoretically, they could choose to maybe, maybe, maybe use their godly power to produce divine defecation.
    • (Audience laughs.)
    • Mod Raven: Maybe if Armadyl wants to, you know, have a go at Zamorak, he can swoop down, let one go on a Zamorakian statue.
    • (Audience laughs.)
    • Mod Jack: On his car. Curse you, Armadyl!
    • (Mods Jack and Raven raise the a fist up, imitating being angry.)
    • Mod Chaose: <blank> got poo in his eyes.
    • (Mods laugh.)
    • Mod Jack: Yeah, they can poo if they want to.
    • Mod Stu: Yeah, they can poo if they want to.
    • Mod Raven: They're gods, of course they can if they want to.
    • Mod Stu: And who's gonna stop them? <blank>
    • Mod Jack: Yeah, exactly. They're going to war over it.
    • (Mod Raven laughs.)
    • Mod Chaose: <blank> in my fortress!
    • Mod Jack: Only Saradomin may poop on the soil of Gielinor!
    • (Mods laugh.)
    • Mod Jack: All other gods must cease.
    • Mod Raven: Is this the cause of the original God Wars?
    • Mod Jack: That must be it.
    • Mod Raven: That's what it was.
    • Mod Stu: I think we've found the level<?>.
    • (Mod Raven laughs.)
    • Mod Raven: Right, yeah.
  • Attendee #30: Going back to Teragard real quick. How did the Fremennik fit in here? Were they part of the house system that split off and were brought to Gielinor or were they completely different planet people?
    • Mod Raven: So, you have to take into account the timescale of what's been happening with Teragard and what happened with Saradomin. Like, we've established Saradomin is an old, old, old, old, old, old, old, old, old god and he originally was back on Teragard and probably a bit before, when they discovered the Schism and could travel through worlds. They- He would send people out to colonise other places. The Fremennik are one of these early colonies, because Saradomin would've gone: "Off you go. Do this. Yes!" and then he got bored of them and forgot about them. And so, they would've adapted, formed their own society in this... The Fremennik society grew strong. If you look at Fremennik society it has a lot to do with survival, that kind of thing, so it would've been a strong society to survive. And so, they maintained those cultures, they maintained those traditions. That's where they come from, but they weren't originally part of the caste system, although there will be elements of their culture they will probably still retain from Teragard.
    • Mod Chaose: Modern Fremennik almost certainly don't have any of the traits...
    • Mod Raven: Yes.
    • Mod Chaose: ...of the Teragardian <blank>
    • Mod Raven: None at all.
    • Mod Chaose: They probably don't...
    • Mod Raven: Apart from <blank>
    • Mod Chaose: ...even remember that they came from Teragard.
  • Attendee #31: So, why is Khazard, an all-powerful Mahjarrat in a stalemate battle against a bunch of gnomes?
    • (Mods laugh.)
    • Mod Jack: 'Cause he's never had good mentoring. Yeah, and now he can just wipe them all out. There, now we don't have to do a gnome finale.
    • (Mods laugh.)
    • Mod Jack: Yes!
    • Mod Raven: Just kill all gnomes. I mean this... I approve of this.
    • Mod Jack: Or maybe that IS the gnome finale. Khazard just kills them all.
    • Mod Chaose: I mean, <blank> fighting himself <blank> an army of humans and again, he's just leading them.
    • Mod Raven: Yeah.
    • Mod Chaose: Willy nilly. Maybe if he went to war the gnomes on his own, he may be able to do it.
    • (Mods laugh.)
  • Attendee #32: Seriously, what is up with Wahisietel? What's he actually doing now? Please tell us.
    • Mod Jack: Wahisietel?
    • Attendee #32: Yeah, I can't pronounce it.
    • Mod Jack: Well, Wahisietel's... kind of unhappy that everyone keeps ignoring him.
    • (Mods laugh.)
    • Mod Stu: He doesn't get enough <blank>
    • Mod Jack: He d-Yes. I think Wahisietel is probably unhappy about that, he's not the fanatically loyal one like Azzanadra is and maybe he's feeling a little bit unwanted and ignored and perhaps questioning.
    • Mod Chaose: He's the middle child really, isn't he?
    • (Mod Raven laughs.)
    • Mod Jack: He is, yes. Zaros hasn't done much to earn his loyalty recently.
  • Attendee #33: Where has the eastern border of the Zarosian Empire had been? So, was it Canifis or where the Slayer Tower now is? Or was it further to the east?
    • Mod Jack: I think it was... Sorry, do you...
    • Mod Chaose: It's likely to be the Salve, I guess? 'Cause we've talked about Hallowvale being Saradominist territory, at least...
    • Mod Jack: I would think it was probably somewhere east of the Salve...
    • Mod Chaose: Possibly, yeah.
    • Mod Jack: ...because the Zarosians would've started to push in that direction.
    • Mod Chaose: I specifically talked about the area around what is now Mort'ton, would've been definitely Saradominists. Further north of that potentially in your...
    • Mod Jack: It was probably an ongoing border...
    • Mod Raven: Yeah, yeah.
    • Mod Chaose: Absolutely.
    • Mod Raven: Back and forth, back and forth, yeah.
    • Mod Jack: Yeah.
    • Mod Chaose: In fact, we have Viggora in the Slayer Tower, 'cause that's certainly Zarosian.
    • Mod Jack: Yeah, yeah. <blank> Somewhere he...
    • Mod Chaose: There's probably shifting border somewhere in between where kinda this is now.
    • Mod Jack: He chose to build a really stupid monument there.
    • (Mod Raven laughs.)
    • Mod Chaose: Yeah, absolutely.
    • Mod Jack: It can't have been that in danger.
  • Attendee #34: Is it possible that a perfect world doesn't get created? And if so, what happens then?
    • Mod Chaose: The Elder Gods would probably die out, I guess.
    • Mod Raven: And the universe with them, most likely.
    • Mod Chaose: Yeah.
    • Mod Jack: I mean, I guess the question would be "why wasn't it created?" and the answer would either be the Elder Gods somehow disappeared before creating it or they never learned how to do so and... If they're so flawed that they can't even create that world, either they would also not be able to lay their eggs or they would lay their eggs anyway not realising it wasn't imperfect-wasn't perfect and...
    • Mod Raven: Maybe <blank> You could've had like, more of the sort of Mah kind of thing, of imperfect world, imperfect thing, so they would maybe become twisted and mad and different <blank> the old kind of nightmarish version, yeah.
    • Mod Stu: There's a paradox with the more complex they become, the more energy they need to sustain themselves. So, they may be able to survive in a simpler form with less energy.
    • Mod Chaose: If they found some way to self-sustain without having to keep re-developing or whatever again... But as you said, probably in a more primitive form then.
    • Mod Jack: But if you apply that logic backwards, what if that happened in the previous revision? What if that's what went wrong?
    • Mod Chaose: Maybe.
    • Mod Stu: I guess the best world that they can create in a revision represents the greatest strength that they can attain themselves and pass on to the next generation and if they failed to do that, then they're losing ground the previous revisions have managed to achieve.
    • Mod Jack: So maybe perfect is relative.
    • Mod Chaose: Perfect is a <blank>
    • Mod Jack: The best they can do is all they can do.
    • Mod Stu: I mean, this is perfect because this is the best they've managed to achieve in this revision and they can most likely do much better than that next revision. They'll always be pursuing a greater perfection. What they have isn't actually necessarily good enough as yet.
  • Attendee #35: So, there's a large group of us here who are curious as to when Saradomin can expect to receive his punishment for killing the cabbages in Edgeville in Death of Chivalry.
    • Mod Stu: Punishment?
    • (Mod Raven laughs.)
    • Attendee #35: Brassica Prime bringing down the thunder <blank>
    • Mod Stu: I mean, can't we just live and let live? I mean, I've given you the opportunity to replant their dead cabbage field and all goes away, and you've managed to rewrite history for yourselves, you know, let's just move on.
    • Mod Chaose: Just quickly, could I ask how many cabbages you've eaten?
    • (Mod Raven laughs.)
    • Mod Stu: Who's the real cabbage murderer in here?
    • (Mod Raven laughs.)
  • Attendee #36: Okay, so two related questions. First of all, Vindicta is in Zaros's entourage in Endgame, alongside Azzanadra and Char. So, <blank>. There. So, does she have any specific purpose mandated by Zaros? Or is she just there as a sort of bodyguard?
    • Mod Raven: She's largely there in Endgame as a bodyguard. I mean, she's pretty badass, and she's there to go: "Oh, you are the minions. Come on, I'll beat you up" and she's very short, but she packs a punch. And yeah, she was there basically a bodyguard. I mean, we did want to have a bit more dialogue with her but we had an enormous cast of characters and by this point, Translation are already going: "Stop it, stop it", 'cause we had... I think it was fifty thousand words by the end of it, which is like a novel-length amount of words and they were just going: "No more, no more".
    • Mod Jack: Like, "Why have you written fifty scenes and the players can only see five of them?" <blank>
    • (Mods laugh.)
    • Attendee #36: Okay, second question. Char. What's the ramifications of Endgame for her, seeing as her role, assigned by Zaros, was to just keep an eye on Sliske and he's no longer in play as far as everyone's concerned?
    • Mod Jack: <blank> Nex: Angel of Death. She may go live with Nex. They can just hang out. Make marshmellows. On Char. <blank>, yeah.
  • Attendee #37: So, another question about the cabbage. Basically, at the beginning of Endgame, Brassica Prime says: <blank> "When you reach the Cabbage of Truth it'll be tasteless <blank>" and when we reach the end of Endgame, the Stone of Jas has exploded. So, does Brassica Prime see the future?
    • (Mods laugh.)
    • Mod Stu: He certainly thinks he can see the future.
    • Mod Raven: He would tell you he knows all things. But deliciousness flows everywhere and therefore he gets all time <blank> as wel, for time is very tasty. But canonically, no... He's a magic cabbage, he can't see the future. He certainly thinks he can and he'll tell you all that, you know, he knows how the world truly is. Remember, he talks about giant space cabbages coming to destroy you all. Takes what he says with a grain of...
    • Mod Jack: I thought I tied up all these Brassica Prime questions in Gower Quest.
    • (Mods laugh.)
    • Mod Jack: When Paul said: "No, there's no Brassica Prime, what are you talking about?"
    • (Mod Raven laughs.)
    • Mod Stu: You can't kill the cabbage. The giant space cabbages will come for you.
    • Mod Jack: Ugh! I tried, I tried so hard!
    • Mod Raven: Nope!
    • Mod Chaose: <blank> space cabbages.
    • (Mod Raven laughs.)
  • Attendee #38: Yes. So, we learned that in the Fifth Age, most people were Saradominist and I wondered, with the gods returning now in the Sixth Age, how is the distribution of religion among the different gods and how many people can we expect to follow the different religions?
    • Mod Jack: Is that in the Sixth Age?
    • Attendee #38: Yes.
    • Mod Jack: I think they're largely still Saradominist. I think the... since the start of the God Wars... I mean Zamorak appeared, got beaten, hid in a cave, went on a bank heist. Zaros is keeping to himself. Armadyl isn't actively trying to convert anyone at the moment. So, I think the human race is certainly largely still Saradominist.
    • Mod Stu: People, particularly Saradominists, are fairly resistant to change. If things seem fairly stable and safe, they're probably likely to maintain the lifestyle that they're accustomed to. Of course, <blank> better understanding of other gods being up there and other philosophies. Maybe they've been talking to some of those emissaries that have been hanging around. They may have been looking at other philosophies.
    • Mod Chaose: The Fifth Age is particularly stable, I think, compared to the rest of history. The Fourth Age is very much a case of do what you can to survive and humans came out on top. The Third Age was just warfare throughout and the Second Age again, very <blank>.
    • Mod Jack: Yeah. I think if Zamorak had won the Battle of Lumbridge, I think maybe it'd be different and he would've started to try to con- while Saradomin was hiding, he would've started trying to convert people. But no one's really had an opportunity yet.
  • Mod Raven: Right, I've got a couple of questions from YouTube. "Any update on the Karamjan god?", Anyone want to take that?
    • Mod Stu: <blank> I think.
    • (Mods laugh.)
    • Mod Jack: We've certainly discussed it. Again, it's... We've never had the opportunity to expand on <blank> lore. But we know who he is, and we can't tell you who he is. Or what he's doing. And so on and so on.
    • Mod Raven: Yeah, it's a kind of, yeah, we ignored your question but we can't really do much about it.
  • Mod Raven: Oh, question to Mod Stu: "Are there any further plans to mix the Camelot and Temple Knights lore as planned some time ago?"
    • Mod Stu: That was something that I proposed as an idea I quite liked at the time. I got fairly mixed responses to it from players. And also, it's just pitching the idea of maybe the people in Camelot are actually a front for a Temple Knight base. Maybe that's where the Temple Knights headquarters was. That's the general idea. No plans to implement that, given that I had mixed response from players about it, I probably would be <blank> anyway
  • Mod Raven: Are there anymore from the field? Oh.
  • Attendee #39: So, the World Guardian is currently living in the Sixth Age, but we're still able to do Fifth Age quests, basically at a whim. I mean, I am personally planning to get my <blank> and Divination cape and then do The World Wakes just for comedic effect. But is there an actual in-game explanation other than "Well, we're just remembering everything as it was" to why this is happening, why we can do Fifth Age quests or...?
    • Mod Raven: I mean, that is the explanation. Fifth Age...
    • Mod Jack: It's a flashback.
    • Mod Raven: ...It's a flashback.
    • Mod Chaose: <blank> there is a canonical timeline and you're just playing out of order.
    • Mod Raven: Yeah. I mean we could theoretically say: "Well, no, we'll knock you off from various skills and cosmetics based on where you were" but that seems almost mean and doesn't really add much to it. It's just the Fifth Age quests will only use stuff from Fifth Age times. They won't use Divination, for example.
    • Mod Chaose: Generally, on the whole, I think if you play everything through in order of release is probably the best way to go about it, if you go in terms of story.
    • Mod Jack: Yeah, if you wanna make sure the story absolutely make sense then release order is the easiest way to do that.
    • Mod Stu: Also, I should be releasing something soon.
    • Mod Jack: <blank> Sorry.
    • Mod Stu: I tweeted out something a while ago <blank> splitting up the quests by age so there's a choice in the quest journal where it more clearly indicates which ones are Fifth Age, which ones are Sixth Age, which ones it just really doesn't matter, so hopefully that'll help for some clarity as well as also adding in more suggested quest requirements to some Sixth Age quests to clarify that so like for Missing Presumed, Death, listing <blank> The World Wakes, things we really encourage you to play before that one to fully understand the story.
    • Mod Chaose: Just a side point to what I said before, there are a couple of exceptions like the vampyre finale <blank> recently. If you saw RuneScape Reveals earlier, the pirate finale, which is coming.
    • (Audience and mods cheer and clap.)
  • Mod Raven: Cool. One for you, I think, and possibly you as well. "Can you tell us anything about what Hallowvale was like during the Second and Third Age?"
    • Mod Jack: <blank> mess in the Third Age.
    • Mod Raven: Well, yeah.
    • Mod Jack: We were trying to piece together the timeline of that. It's very confusing...
    • Mod Raven: It is, yeah.
    • Mod Jack: ...because the vampyres went into Hallowvale and messed it up. Meanwhile, Zamorak was being pushed back into Forinthry. So, the vampyres must've been like: "Nah, we're not gonna help".
    • Mod Chaose: I think we ended up saying, like, it kind of... The Zamorakians' territory kind of split off...
    • Mod Jack: Yeah.
    • Mod Chaose: ...so they were kinda being put back into Forinthry and all the vampyres were just kind of cut off. But they defended themselves well enough to establish themselves after the God Wars finished.
    • Mod Jack: Yeah. But possibly Drakan just betrayed Zamorak...
    • Mod Chaose: Yeah.
    • Mod Jack: ...and refused to support him.
    • Mod Chaose: It's not to say that all vampyres stuck there because we've seen examples like God Wars Dungeon at the very end of the Third Age still has a vampyre presence.
    • Mod Jack: Yeah.
  • Mod Raven: Cool. I have a quest- a few questions here regarding Xau-Tak. "Did Sliske really found out who or what is Xau-Tak is? In Kindred Spirits's book he had no idea about it but in Endgame he seems quite knowledgeable". He doesn't know... I don't know why I'm talking to you guys. He doesn't know specifically who or what Xau-Tak is. He has done a bit more study since previous books. But no, he doesn't have like, complete in-depth knowledge or anything. Any more questions from the room? There we go.
  • Attendee #40: Hello, may I ask... Do we know anything about Tuska, like how many commanders, generals he has?
    • Mod Raven: Sorry?
    • Attendee #40: Do you know Tuska?
    • Mod Raven: Tuska?
    • Attendee #40: Yeah. Do you know any commanders and generals he has?
    • Mod Raven: Umm...
    • Mod Jack: <blank>
    • Mod Chaose: So, Tuska's ju- Tuska's army generally is kind of self-built.
    • Mod Raven: Yeah, it's not really... I mean, Tuska is a beast <blank>
    • Mod Chaose: It's more an <blank> of Tuska <blank> "Wow, let's follow that guy".
    • Mod Raven: Tuska's not really strategic, it's... kind of goes...
    • (Mod Raven gestures his hand to imitate Tuska eating.)
    • Mod Chaose: So yeah, it's the Airut commanders that are really running their army sending their harbingers forwards to kind of get- prepare a world for Tuska to come in and devour it and then move on, and so on and so on. So, it's kind of a self-managing one rather than... Tuska doesn't really care about...
  • Mod Raven: Oh, this one for you. "Do female Icyene all have two pairs of wings? Zilyana, Efaritay, seem to, but Garlandia doesn't seem to have low wings <blank> under her clothing.
    • Mod Stu: It's remarkable how <blank>. Feel free to chip in if either of you know something I don't. But as far as I know, the wings are entirely... the lower set of wings are entirely cosmetic. Like, we have blonde hair, red hair, freckles, whatever... It's a genetic variation within Icyene, it doesn't represent anything in their culture.
    • Mod Raven: There was a discussion about there being sort of noble tiers of Icyene that I know we've had this conversation but I don't think... It's not officially canon.
    • Mod Stu: Yeah. But not necessarily attached to their physiology.
    • Mod Jack: I wouldn't... It's not necessarily that there are sort of two different, like, subspecies of Icyene, but perhaps like, perhaps it's a highly regarded physical trait, or it tends to <blank> within royal bloodlines. But not necessarily an indication of subraces or anything like that.
    • Mod Stu: I don't think we've actively tried to align it to their culture particularly strongly. I think it may... often it's just a case of certain concept artists draw them with the lower wings, other ones don't.
    • Mod Chaose: Maybe they fall off... I'm... Wow... It's like going bald, I've gone bald. Maybe...
    • Mod Jack: Really?
    • Mod Chaose: ...some <blank> just lose their wings. Yeah.
    • Mod Jack: That must be awful.
    • Mod Chaose: It's awful, yeah. One day you might realise and...
    • Mod Jack: Yes. I hope I never have to experience that.
  • Attendee #40: Going all the way back to Temple of Senntisten. The Frostenhorn. What or who made it? And how did the Mahjarrat get a hold of it to put it in Ghorrock?
    • Mod Raven: Senntisten's probably your area of expertise.
    • Mod Jack: Sorry, I couldn't hear all of that.
    • Attendee #40: In the quest, the Temple of Senntisten, you retrieved the Frostenhorn for Azzanadra. What or who made it? And how did the Mahjarrat get a hold of it to put it in Ghorrock?
    • Mod Jack: I don't think we know, do we?
    • Mod Chaose: <blank> specifically <blank> I'm gonna say it's a demonic <blank>. Someone brought from Infernus, one of the <blank> in the castle.
    • Mod Jack: On Infernus, a <blank> would be terrifying. <blank> "What the hell is this?"
  • Attendee #41: Hi, couple of questions here. Are we gonna have a dragokin tie in quest for Mining and Smithing?
    • Mod Raven: Are we gonna have a dragonkin...?
    • Attendee #41: Tie in quest.
    • Mod Raven: Buying?
    • Attendee #41: Tie in.
    • Mod Raven: A tie in quest.
    • Attendee #41: Yeah.
    • Mod Raven: I'm sorry.
    • Mod Jack: Not specifically, no. I mean, the rework is big and complicated enough as it is without tying into a quest as well. As to... I assume you mean, are we gonna be trying to explain where this all came from that, dragon armour, that sort of thing. For the rework, I would expect to do that. If we were gonna do that, we would do that for lore but that's not to say there couldn't be, like, cross-references in later dragonkin content, but we wouldn't limit one by the other.
  • Attendee #41: Also, are we gonna visit the Ilujankan homeworld?
    • Mod Raven: Sorry?
    • Attendee #41: Are we gonna visit Iaia?
    • Mod Raven: What about Iaia? Sorry.
    • Attendee #41: Are we gonna visit it?
    • Mod Raven: Are we going to visit it?
    • Attendee #41: Yeah.
    • Mod Raven: I would very much like to. Maybe.
    • Mod Jack: Kind of same rules as Abbinah, right? Like...
    • Mod Raven: Yeah, it's one of those... It's a double world so it's the kind of...
    • Mod Jack: Iaia is less exotic than Abbinah, so...
    • Mod Raven: Yeah, we could show a smaller part.
    • Mod Jack: The answer to that question sort of depends on, would you be happy if visiting Iaia was sort of... remade a little section of grassland and said "this is Iaia". If that's great, then we can do that really easily. If you wanna see the full majesty of the planet, then that's quite a lot harder.
    • Mod Chaose: It's a similar situation we've had with...
    • Mod Stu: Tarddiad?
    • Mod Chaose: ...Tarddiad and Freneskae and various...
    • Mod Jack: And Yu'biusk.
    • Mod Chaose: Yu'biusk is another example, so...
    • Mod Jack: If you let us know that that's an unfulfilling way to visit a planet, then we won't do that.
    • Mod Chaose: There's plenty of other worlds we could do exactly the same <blank> We've listed them off and some of them aren't <blank> developed at all. Just been, like, mentioned and... We've gone into a bit of it today with your cosmology talk, but, again, there's a lot more work to do I think there on that.
    • Mod Raven: Yeah...
  • Mod Raven: Okay, I have a question from YouTube. "What is the nature of the Primordial Realm?" It's one fair...
    • Mod Stu: I don't even remember what that is, I'm sorry.
    • Mod Chaose: So, this is sacred clay?
    • Mod Raven: Yeah.
    • Mod Stu: Oh, okay. So... Yeah, I guess, there's <blank> that may be another term for the Abyss, because the Abyss is where the... where the Elder Gods, when they take apart a material that they don't need anymore for worlds and they essentially discard it in the Abyss and that sacred clay is what's used in the minigame.
    • Mod Jack: It could perhaps, what's referred to as the Primordial Realm, could perhaps be a specific part of the Abyss <blank> what we call the Abyss in-game. It's a specific place <blank> perhaps it's just a <blank> discarded ball of clay and they think it's a realm but it's actually just a random bit of detritus.
  • Mod Raven: Someone has a question here which is "What made the first Elder Gods?" which again goes back to that question of... that we've had that previously, that's the... It's too far back to be <blank>
    • Mod Jack: I think that question in particular is one we would never want to answer that because it completely <blank> the whole concept <blank> "Oh yeah, the Elder Gods were made by the Elder Elder Gods".
    • Mod Raven: Yeah. "Who made the Elder Elder Gods?"
    • Mod Jack: Where are the Elder Elder Gods?
    • Mod Raven: <blank> really ancient quite old gods. Let's not, let's stop there...
  • Mod Raven: Do we have any questions? Yeah, hello.
  • Attendee #42: So, we know that from gnomish quest lines that many of the machinery in and out of Arposandra was made by gnomish and elvish devices and magic and... I was just wondering if Invention is going to be tied into the Arposandra <blank> quest, because we were promised a gnome and an elf tech trees but we never actually got them and... I think it could be a good opportunity to introduce them.
    • Mod Raven: The problem is that the gnomes are a Fifth Age quest series, so the <blank> is they wouldn't, probably wouldn't tie in Invention unless we move the gnome series to a <blank> gnome finale to a Sixth Age series, but that end is in the kind of... <blank> even more confusing, that kind of...
    • Mod Jack: I mean, I'm certainly in favour of doing that but again, that's really a community question, like...
    • Mod Raven: It's a community question of like, would you be okay for the sake of bringing Invention into - and I'm not promising Invention is part of any gnome series - but if us doing that... Would that be fine, would you be happy with the... Crossing that Fifth Age-Sixth Age boundary?
    • Mod Stu: Which <blank> global
    • Mod Raven: Would you rather it be Fifth Age finale or a Sixth Age finale slash <blank> reboot?
    • Mod Stu: Sounds like a good thing to poll.
    • Mod Raven: Well, yeah.
    • Mod Chaose: <blank> necessarily has to tie into the Invention skill itself either. Obviously, these contraptions and machines been built before any kind of divine energy Invention which is largely what we've been building the Invention skill from.
    • Mod Jack: I'd say we... Whether or not we do a gnome tech tree more depends on if we can find uses for it in the Invention skill. We've... Invention doesn't do very well when we sort of say "yeah, we're just gonna put content in it, it's gotta do something, we don't know what". So, unless we can find a strong mechanical bases for that, we probably wouldn't do that. Or until... We wouldn't do that until we could find a hole for it.
    • Mod Chaose: If we found a <blank> that we could thematically tie into it someday we could definitely do that, but again, that's based on <blank> there
    • Attendee #42: It could be just rewards, not necessarily skipping into the Sixth Age, and just... I thought it would be kind of relevant to the theme of the city and the machinery we already know exists there. Thank you.
    • Mod Chaose: Could be something as simple as blueprints. "I remember back when I finished that quest line? Maybe I could do something with that".
    • Mod Jack: We could do it like it's a Fifth Age quest that then has a sort of Sixth Age miniquest touch to it, where you just go to a guy and learn something and you're: "Ah, yeah, ten years ago". "One year ago". <blank>
  • Mod Raven: Do we have any more quest- there we go.
  • Attendee #43: So, speaking of unfinished quests, with the theme of each energy dealing with a certain rune, are we ever gonna have any callbacks to Elemental Workshop?
    • Mod Raven: Ooh... Maybe.
    • Mod Jack: I think there's an extent to which we want Elemental Workshop to kind of be its own thing, because the name has such specific expectations.
    • Mod Stu: I can't <blank> tying into the Elder Gods storyline. It's about how those elements are used in the modern day <blank> particular experimentation with elemental magic.
    • Mod Chaose: It's also very self-contained in the... These are puzzle quests and it all kind of resolves around... revolves around discovering this one character and each time you do another quest you learn more and more about this dude and how he's been experimenting, rather than the grander scale of the entire game. It's very self-contained in that laboratory.
  • Mod Raven: So, I'm just looking through questions here. Do we have any...? Oh.
  • Attendee #44: Are there any plans for another World Event?
    • Mod Raven: Oh... Um... Not immediately, no. World Events are quite a big piece of work for a short-term content and they haven't historically resonated as well as we maybe would like, so there are currently no plans.
    • Mod Jack: It made the storytelling incredibly confusing.
    • Mod Raven: They really did.
    • Mod Chaose: They don't quite have the same effect that, say, holiday events have.
    • Mod Raven: Yeah.
    • Mod Chaose: You can go on a holiday event and if you finish it or you don't finish it doesn't really matter. And it's a similar kind of thing with World Events is that they're there for a while and once they're gone, you've missed it.
    • Mod Raven: If we were to do World Events, we'd probably be something... We'do something... We'd probably distance it from the core story and do it about... We could do like a big event, like a big kind of holiday event kind of thing across the game world but I don't think we'd... We wouldn't tie it into the Elder Gods storyline <blank>
    • Mod Jack: The limits of time-limited events that we run are sort of... Sort of doing that and we're intentionally avoiding them being major story points <blank>
    • Mod Chaose: Like Birth by Fire <blank> example, like we introduced something to where your tastebuds but ultimately doesn't really have a major effect.
  • Mod Raven: So, I'm just... the YouTube questions appear to be about <blank> invasions which doesn't appear to be terribly relevant, so I'll turn to you guys again.
  • Attendee #45: Are there going to be any references to Xau-Tak in the pirate finale?
    • Mod Raven: Are there going to be any references to Xau-Tak in the pirate finale? Um... I couldn't possibly say...
    • Mod Jack: No, no, there definitely aren't.
    • Mod Chaose: What's a Xau-Tak?
    • Mod Raven: I don't know, what's a Xau-Tak? <blank>
  • Attendee #46: Sorry. The way that I've... sorry. <blank> The way that I think has been done with the gods ever since they were introduced up to this point is they're no longer quite the one-dimensional characters <blank> Whereas Zamorak was seen as evil, chaotic is now seen as sympathetic. More to the backgrounds, Saradomin not necessarily good, he's got a bit of a dark side, same as Zaros who was often quite seen as very very popular for a lot of players with the release of Sliske's Endgame, Children of Mah, there's a background to them that makes you think a little bit twice about the characters which is quite good and the question that I'm asking is: What's happening in terms of more further development on the gods themselves as characters?
    • Mod Chaose: We were talking about this recently when we... In that we don't really have any more strong villains. Specially since <blank> Bandos died. Bandos was just a bad <blank> like he had his reasons and he was trying <blank> "this is me, this is what I'm doing". But he's still a bad guy, whereas <blank> falls sympathetic some characters and others. We've lost some of that "Here's a guy to be opposed". Whether we kind of swing them back a little bit is another question, but again, it's a fine balance in <blank>
    • Mod Stu: There's also an aspect of where we're focusing as a company. So, right now, I'm focused on unfinished business, resolving particularly the Fifth Age quests of the past and trying to bring it up to a point where <blank> move on to the Sixth, so inevitably that means that we put less priority towards the god quests for the moment.
  • Mod Raven: So, we've only got time for about two more questions. They're booting us out, so choose wisely.
  • Attendee #47: I have a question. What is the words shown on the Zaros godsword?
    • Mod Chaose: <blank> I've never questioned that.
    • Mod Jack: No, I don't actually know.
    • Mod Raven: Yeah, I'm afraid none of us know.
    • (Mod Raven laughs.)
    • Mod Chaose: If you can find the same alphabet, you could probably work it out.
    • Mod Raven: Yeah.
  • Mod Raven: I think we can probably add another question in because <blank>
  • Attendee #48: Is there any news about Daemonheim or Floor 61 or any kind of <blank> like that?
    • Mod Raven: We've... There's been some discussion internally. It's not forgotten, there's a number of plans that people have, thoughts that people have. It's... trying to work out what the right way to do it is, there are things that we could do, like we could just do another floor... but that would be kind of boring. So, we're looking at like, other things that we could maybe do <blank>
    • Attendee #48: <blank> chance of more sagas or things like that?
    • Mod Raven: That is one of the options. We've looked at it, we've also considered things like a sort of narrative raid dungeon structure and none of this is guaranteed this is just <blank> it's in a brainstormy stage, people are talking <blank>
    • Mod Jack: We've... Actually, one of the biggest problems of doing Floor 61 was always... Would it have a 120 Dungeoneering requirement?
    • Mod Raven: Well, yeah. There's...
    • Mod Jack: And four years ago, that was sort of... Can we really do that? And now, actually there's enough people with 120 Dungeoneering that that doesn't sound insane as a piece of content anymore. So actually, it's changed a little bit.
    • Mod Chaose: It's definitely in the unfinished business list, but we haven't got anything solid for it yet.
  • Mod Raven: Probably do one more question <blank> Anyone? <blank>
    • Mod Jack: Oh, we've nearly exhausted them!
    • Mod Stu: Yes, victory!
  • Attendee #49: At what point should we expect the next, kind of Elder God quest, like in the next six months, or in the next year or when?
    • Mod Raven: Um... That's a tricky one, it's... <blank> we immediately under that kind of control <blank> It's on our radar, it's a thing we know players want, it's things that we're discussing. I couldn't give you a timeline, I'm sorry.
    • Mod Jack: I think one thing is that... After Endgame, we feel like we went a bit too much, too epic, like all of the quests in the Endgame series were attempting to be the biggest, coolest post-apocalyptic quest.
    • Mod Chaose: Super serious in terms of...
    • Mod Jack: And we think maybe we wanna dial back a little bit for a while 'cause if we just go straight on to "Oh, there's Elder Gods killing everyone and all the towns are on fire" <blank> can we just have a bit of a break maybe for a little bit? So...
    • Mod Raven: It's not forgotten, but yeah...
    • Mod Jack: And you're likely to see non-Elder God quests before apocalyptic Elder God quests.
  • Mod Raven: Okay, I think that's it. We will be around if you do have any more burning questions, but don't feel like you can shout them at us. Just come and find us and ask us. We'll probably <blank> around the stage like we normally do. But hopefully you've all had fun.
    • Mod Jack: Cheers!
    • Mod Chaose: Thank you!
    • (Audience claps)