This timeline briefly chronicles, in rough chronological order, the history of the multiverse and its inhabitants, most prominently Gielinor. Six distinct ages are known, which span roughly 12,000 years and begin with the discovery of Gielinor by the god Guthix - the events before that are also documented where possible, but an exact time cannot be given.

Please note that, for practical reasons, the descriptions given here are very brief. As such, it is recommended to visit the articles listed in the last column for more detailed documentation.

The First Age, or the Age of Creation, was the dawn of Gielinor. It began when Guthix discovered Gielinor, the last, perfect creation of the Elder Gods. Overwhelmed by its beauty, he created portals to bring peaceful races that could live in balance with themselves and the world. The First Age was roughly 4,000 years long and ended when Guthix descended into his first slumber.

The Second Age was the dawn of empires in Gielinor and saw the arrival of many gods, in search of power, territory, followers, or a place to live. Those races that were created or brought to Gielinor in the First Age now began to create nomadic settlements, travelling as the hunt and climate dictated. At the same time, it was also an era of great strides, seeing massive kingdoms that have not been rivalled since. The Second Age lasted roughly 2,000 years.

The Third Age, more often known as the God Wars, were a time of constant war and turmoil. Lasting roughly 4,000 years long, the God Wars saw the reshaping of Gielinor. The gods, still able to directly interact with the world, caused destruction that had not been seen before or since - initially to defeat Zamorak, though the war soon escalated to a millennia-long hellhole of massive battle which lead to millions if not billions of casualties, god and mortal, extinction of races, destruction of cities and even outright annihilation of entire civilisations. Little survived the Wars, leaving details of the period sketchy at best.

The Fourth Age, the first to pass with no direct divine interaction, saw the surviving races beginning to recuperate from the God Wars and flourish amongst the world. Many kingdoms were founded during this age and humans became the dominant race on Gielinor.

The very short Fifth Age was a time of amazing strides for the human race, granting many humans dominance throughout central Gielinor largely due to the discovery of runecrafting at the end of the Fourth Age, earning it its title of Age of Man. Positive advances in humanity's lifestyle included military, technological, theological, philosophical, political, and economic strides. The final year of the age was arguably the most dramatic one in history, with numerous important events taking place. The age abruptly ended with the death of Guthix.

Event Year(s) Brief description Image Main articles

Battle of Ardougne 7 The Mahjarrat Hazeel and Khazard, who had established a large territory north and east of the Tree Gnome Village, meet increasing resistance from local humans. As such, the former takes measures by storing a powerful spell to revive him in case of defeat in his stronghold. Not long after, peasants led by a man named Carnillean assault Hazeel's stronghold and defeat him. Unable to kill him, they manage to put him into a state of torpor before his body is taken away by his cult. Carnillean takes the stronghold as his own mansion and the city of Ardougne is built in the area. Meanwhile, Khazard continues to expand his army around his Fight Arena.[80][81] Ardougne

Battle of Ardougne

Hazeel

Construction of Mage Training Arena 9 Increases in rune production lead to wider availability of magic, which in turn lead to an increase in magical injuries. The Wizards' Tower decides to build an arena between Varrock and Al Kharid where wizards can practise more dangerous forms of magic under the protection of rune guardians, animated golems, when one of their head wizards suffers an accident.[83] Wizards' Tower

Mage Training Arena

Rediscovery of astronomy 12 The plans of Scorpius are rediscovered and used to construct a large telescope in an old observatory south of Ardougne, which is subsequently renovated.[84] Soon, however, local goblins begin causing havoc, running amok in tunnels beneath the observatory and taking the surrounding area for themselves. Scorpius

Observatory

Astronomy

Construction of Varrock Sewers 17 - 20 In the year 17, King Botolph, the monarch of Varrock at the time, commissions the construction of a sewer system for Varrock Palace. However, the plans change several times during its construction, and by the time of the sewers' completion in the year 20 they extend beneath the entire city. The excavations of the tunnels required work of hundreds of miners and saw many complications, such as groups of moss giants and deadly red spiders attacking.[85] King Botolph

Varrock Sewers

Attack of Delrith 19 A very powerful demon, Delrith, attacks Varrock after being summoned by a cult of dark wizards, but before he can inflict any significant damage, he is met by the hero Wally Bach, who was a miner in the sewers. Using the demon-slaying sword Silverlight and a special chant noted in a tome of demonology, Wally banishes Delrith back to the Infernal Dimensions.[85][86] Delrith

Wally

Silverlight

Invention of gnome gliders 20 Based on his father, Oaknock's, models, the gnome engineer Yewnock invents a new method of air transportation: gnome gliders. Using two wings with a large surface area to build a high air resistance, the gliders are successfully tested by Captain Ninto and Daerkin, amongst others, to carry a gnome safely to various locations kilometres away from the Grand Tree.[89] Soon, military gliders are also built for the gnomish army's usage. Gnome glider

Yewnock

Founding of Kandarin 101 Three years after the Great Battle,[102] the two friends make drastic changes in Ardougne: one, likely the Saradominist, goes on to become the first King of the Ardignas line and most likely officially founds Kandarin, while the other, likely the Zamorakian, founds the Ardougne Market to promote trade. This brings Ardougne, which had been ruled by the Carnilleans until then,[80] into a new era as capital of a kingdom. The Carnilleans remained in Ardougne as noblemen. Ardougne Market

Ardignas

Kandarin

Reign of Mad Narras Mid-Fifth Age After his death, the founder of Kandarin is succeeded by his son Narras. Soon, however, Narras' reign turns sour when he invents a game called Hangman, which involves the guessing of a word by guessing its letters. However, if the word is not guessed after a certain amount of turns, one of the players, the 'hangman', is actually hanged, to the shock of the Ardougnese people. After Narras' fairly short reign, his son Ulthas, noted to be a far kinder man than his father, becomes king. Although the game of Hangman continues to be played, it is done without actually executing people.[103] King Narras Ardignas

Hangman

Al Kharid - Menaphos War Mid-Fifth Age The emirate of Al Kharid on the northern fringes of the Kharidian Desert and the southern polis of Menaphos engage in a bloody war due to political differences. After an unknown amount of time, the Emir of Al Kharid and the Pharaoh of Menaphos establish a shaky peace treaty for the best of both powers. Nevertheless, tensions between the two remain high and Menaphos is looking to take over Al Kharid.[104] Al Kharid

Menaphos

Rise of the "Plague" in West Ardougne 136 - 169 West Ardougne is taken over by King Lathas in the absence of its rightful ruler, his brother King Tyras. King Lathas built a wall around West Ardougne, quarantining the city, claiming that there is a contagious plague there that needed to be contained. Armies of disguised Iorwerth elves, mourners, infiltrate West Ardougne and patrol the city, forbidding entrance as well as exit, to allow them to dig to the Temple of Light undisturbed. The Iorwerth elves captured human slaves from within the city, falsely claiming that they had fallen ill to the plague, to aid in the digging to the entrance of the Temple of Light, which they aimed to corrupt and harness the death energy within in an attempt to raise the Dark Lord. An estimated half of the city's population is taken away by the Mourners.[107] King Lathas

Lord Iorwerth

West Ardougne

Mourner

Temple of Light

Dark Lord

Expansion of A.R.M.S. 138 - 163 The recently founded military organisation A.R.M.S. mobilises its armies and endeavours on nautical campaigns in the Southern Sea, led by the young Lord Marshal Brogan. In 138, a group of elves, in desperate need, attempted to loot the A.R.M.S. camp and were caught in the act. Seeing an opportunity and understanding the desperation behind the elves' actions, Brogan offers them the choice: to join his organisation and make significantly more money than they would have looted, or to leave; the elves choose to join, as mages. Four years later, Brogan makes a deal with Shuddergob, the leader of a group of goblins living on an island in the sea and they join A.R.M.S. as well, as ranged fighters, receiving 20% of it profits. Finally, in 163, a dwarf ambassador from Keldagrim makes a contract with Brogan, allowing young Black Guard recruits to train on the various missions, joining as melee warriors.[108] Lord Marshal Brogan

Mobilising Armies

Elvarg annihilates Crandor 139 The Isle of Crandor, containing a thriving community with advanced technology and studies in magic, nautics and other subjects, is home to many adventurers, one of whom goes too far and descends down the island's dormant volcano. He accidentally wakes the green dragon Elvarg, who incinerates the adventurer before leaving her lair and laying waste to the entire island, destroying one of the most advanced civilisations at the time. Some refugees manage to leave Crandor via fishing boats, setting up a camp in Rimmington, but the dragon follows them and burns down the camp. Out of all Crandorians, the only survivors are a trio of wizards who use magic to escape: Thalzar, Lozar, and Melzar.[109] They split up the only surviving map of Crandor to make sure Elvarg would never be disturbed again. Melzar's piece is hidden in a castle he later inhabits, going mad in his attempts to resurrect his fallen brethren with the aid of a demon, Lozar keeps her piece with her in Lumbridge, and Thalzar takes his secret to the grave. Thirty years later, an adventurer retrieves the map pieces, travels to Crandor and manages to slay Elvarg in her lair. Elvarg

Crandor

Thalzar

Lozar

Melzar

Manipulation of Scabarites Mid-Fifth Age A high priest of Scabaras is tricked by Amascut into believing she is Scabaras, resulting in the priest's descent into the Devourer's influence. Scabarites rediscover the long-forgotten ruins of Ullek, where they start to reside and fill with traps. From there, they become a formidable threat resulting in an eventual attack to Sophanem by digging tunnels to the city on Amascut's orders. Amascut

High Priest of Scabaras

Scabarites

Kinshra raids 155 The brutal and merciless Kinshra commander Sulla leads several raids of Asgarnian villages, most notably those on Ice Mountain. His invasions cause the deaths of many villagers and dwarven colony members alike. At least one raid leads to the near-complete extermination of a particular village, with only the infant Kara-Meir escaping to be eventually raised by the local dwarves.[116] Commander Sulla

Kinshra

Moia infiltrates Daemonheim 168 After nearly five centuries of searching, the now aged Moia discovers Bilrach's immense dungeon complex beneath Daemonheim and infiltrates his ranks by stealing the minds of several people within, in addition to killing Yudura in a duel, a necrolord aspiring to overthrow Bilrach. She eventually encounters him in the deepest part and he reveals his discovery of new portal magic, which serves as a large power source and a substitute for rejuvenation, even for Moia. The two of them travel to the Rift and meet Zamorak - Moia becomes the god's pupil and general, while Bilrach is not seen anymore. Moia

Bilrach

Daemonheim

Zamorak

Lumbridge goblin attacks 169 Local goblins launch an invasion on the part of Lumbridge located east of the River Lum. They succeed in destroying several homes, such as that of Lachtopher, and even pummel Lozar, one of the survivors of the annihilation of Crandor, to death. Duke Horacio's guardsmen react by attacking the goblins and arresting some. Although the attack is warded off, goblins remain in East Lumbridge in large groups. Battle of East Lumbridge

Goblins

Occupation of Paterdomus 169 A group of Zamorakian monks orchestrate a blitz attack on Temple Paterdomus and kill the Saradominist priests inside, preventing the news from reaching Misthalin. One monk, Drezel, is imprisoned on the top floor, near the coffin of a powerful vampyre, and at least two manage to escape to Morytania. The Zamorakians destroy the interior of the temple in an attempt to remove traces of Saradominism. The precise reason for their attack remains unknown. Paterdomus

Saradominist Order of Paterdomus

Occupation of Paterdomus

Attack on Taverley 169 After being denied access to the secrets of summoning, the beastmaster Carn invades Taverley with a large group of wild animals and kidnaps Pikkupstix in the resulting chaos. He then retreats to Daemonheim where he forces the druid to teach him, after which he begins to amass an army of bandits, familiars and a hypnotised behemoth. However, Carn is pursued by Sir Owen, a knight present at the Taverley Incident, along with two of his acquaintances, Ariane and Ozan. The trio manage save Pikkupstix and fight and kill Carn. Taverley Incident

Carn

Delrith and Agrith Naar attack 169 150 years after being banished by Wally, Delrith is summoned to lay waste to Varrock once more, this time by the insane dark wizard Denath. However, the demon is narrowly defeated by an adventurer and Grüfeld Bach, Wally's descendant, and Denath flees to the Kharidian Desert, where he gains a substantial following. When other members of Bach's demon slaying organisation found out Denath's cult are planning to summon the demon Agrith Naar to Gielinor, they dispatch the adventurer to stop him. However, the ritual is performed and it is revealed Denath had been Agrith Naar trapped in a human form all the time. From the Infernal Dimensions he attacks the desert with sand storms, but is re-summoned and slain by the adventurer and their allies, including some cult members. Denath

Delrith

Agrith Naar

Bandos' attempted return 169 When Zanik died at the hands of H.A.M. during her infiltration of the organisation, the adventurer took her corpse to the Tears of Guthix, where Bandos resurrected her to be his "Chosen Commander", thus commencing his plan to return to Gielinor by working around the Edicts of Guthix and reclaiming the Dorgeshuun. After Zanik, the scientist Oldak and the adventurer learn of Yu'biusk's fate, the former opens a box placed there by Bandos, transporting her to Bandos' throne room. There, she finds a pendant and, oblivious to the fact the war god has stored most of his power in there, equips it before leaving the place through a portal. The pendant's power gradually takes over Zanik's mind and she eventually becomes Bandos' Chosen Commander, leading an army of goblins against Sigmund's splinter group, killing the former advisor in the process. However, the adventurer releases Zanik from Bandos' clutches and the pendant is found by the high priest Bighead, who puts it on and transforms into Bandos' avatar. The avatar breaks into Dorgesh-Kaan and leaves the god's ultimatum for the Dorgeshuun, to which the council, on Zanik's advice, responds by taking the fight to the god as an ultimate act of defiance. Using a crossbow with powers against divinity, Zanik and the adventurer face the avatar and defeat it before destroying the pendant, thus preventing Bandos' return and weakening him immensely. Zanik

Bandos

Pendant

Release of the Pest Queen 169 After learning about the legendary Valluta as being the only weapon able to stop the Pest Queen, Grayzag devises a plan to obtain it. After assuming a disguise, he makes an alliance with the Kinshra, lying to Lord Daquarius that he will supply them with a void leech, whose life-sapping goo could be used to subdue Falador. By manipulating Jessika, a gullible researcher working with the Void Knights, Grayzag obtains a leech and kills nearly everybody of the party sent to find it with the aid of a pest army. The Kinshra produce immense quantities of the goo in a special workshop and keep it in their storeroom as they slowly begin to inject them into Falador. The Void, Temple and White Knights stop the attack and trace it back to the Kinshra just when Daquarius discovers someone had stolen all the boxes with goo. The other factions arrive and manage to convince the reluctant Daquarius to join their alliance and stop the mastermind behind the plot, whom the knights discover to be Grayzag by going through the portal he had left. They confront him and defeat his pest army before witnessing him sapping the power of the Valluta, actually a Guardian of Guthix, and summoning the terrifying Pest Queen. The queen is defeated after a long and tough battle and Grayzag, whose mental state had collapsed to the point where he is babbling nonsense, is finally dealt with. Melville Grayzag

Knight Order Alliance of 169

Void Knights

Void Pests