Fifth Age

The Fifth Age, also known as the "Age of Men" or the "Age of Humans", is the current age of RuneScape. The Fifth Age is currently in its 169th year, and has remained this way since the introduction of the game.

The Fifth Age has thus far been a time of amazing strides for the human race, granting many humans dominance throughout central Gielinor largely due to the discovery of runes at the end of the Fourth Age. Positive advances in humanity's lifestyle include military, technological, theological, philosophical, political, and economic strides. The Fifth Age, as a result, has been referred to by some as the "Age of Humans".

= Overview =

At the end of the Fourth Age, a Fremennik seer discovered what would come to be known as "rune essence" in the desolate mountains east of the Fremennik Province. This rune essence, after its discovery, was proven to grant the human race the ability to use magic, a trait lost some time in the Second Age.

These runes soon spread throughout the untamed wildlands of Misthalin, Asgarnia, and Kandarin. With these runes, humans were capable of defending themselves from many of the dangerous races that occupied desirable regions of fertile land and feasible shelter. The human race, now able to considerably advance its strength for the first time since the God Wars, soon gained supremacy throughout central Gielinor. In the far reaches of the world, though, humans would still remain somewhat insignificant, never gaining a foothold beyond the central kingdoms.

The Fifth Age has been a time of revolution, mostly revolving around the religion of Saradomin. Prior to the Fifth Age, Saradominist thought was a well-known religion and philosophy, but nonetheless not overly more widespread than that of Zamorakianism or Guthixian worship. With these runes, however, the human nations devout to Saradomin were able to gain supremacy, sparking massive changes in the theological secular lives of many.

The early Fifth Age was dominated by expansion. Under King Raddallin, the nation of Asgarnia and its capital city of Falador were founded. Meanwhile, the ancient line of Misthalanian kings continued to expand Varrock and its feudal townships into an agricultural hub of activity. Kandarin, under varying leadership, expanded to meet Asgarnia's border and essentially unite the three nations into one massive human realm.

Despite the unstable nature of the early Fifth Age, it was a time of great prosperity. Saradominist philosophy, which had already begun to grow even as the elves ruled during the Fourth Age, would grow to the point that religion was by far the most important aspect of day-to-day life for most humans. Saradomin's wisdom would go unquestioned for years as the Church of Saradomin gained footholds in many governments, controlling the flow of knowledge and ideas in more settled regions. As the standard of living grew, so did the literacy of the regions, sparking the spread of literature both historical and entertaining. Many of these writings were the work of Saradominist philosophers and cultural theologists, sparking an age of religious revolution.

As humanity's influence continued to brush against races such as the gnomes, dwarves, and countless others, so to did the influence of the Church. As literacy became more common, so too did humanity's interest in early time periods grow. This perhaps can be seen most clearly in the Varrock Museum, which became a hub of cultural activity in the year 19. The Church of Saradomin, worried that some historical events and ideas could contradict the teachings of Saradominist religion, began to more strictly control the spread of information, as well as further oppress other religions, particularly that of Zamorak. This meant that many true historical texts and artifacts were lost.

Humanity's dependence on runes and the magic they provided naturally created a vast interest in the subject. As wizards began to become more common, so too did strides in the science of magic. The art developed beyond simple combat, eventually becoming an integral part of society's day-to-day living. Despite mixed opposition from more traditional individuals, magic would continue to advance under the study of wizards in places such as the Wizards' Tower and Mage Training Arena.

For 70 years, human thought and living would be revolutionized and advanced at an unprecedented rate, creating a series of kingdoms larger than any Gielinor had seen in more than 12,000 years. The dependence of the kingdoms on runestones, though, would prove to be a tower without a stable foundation when, in the Year 70, Zamorakians burned the Wizards' Tower, taking with it the secret of runecrafting and the contents of the Tower's library.

For almost a hundred years after this, humans would continue to prosper despite the thinning supply of surviving runes. Culture and science would advance now that thought of expansion had diminished. Eager to prepare for the eventual loss of the runestones, alchemists and scientists would attempt to advance life in different ways, inventing more conventional means of managing society. As scientists found more mechanical workings in the world's order, society would lose some dependence on the modern teachings of Saradomin, which tought that the world's workings were understood by only him. The Church of Saradomin would lose considerable footing as the concept of self-importance grew. Secular thought, though ever-growing, would never fully overtake the Church of Saradomin, which would continue to hold power rivaling that of many central governments. Outside ideas, such as those of the resurfaced civilizations of Keldagrim, Dorgesh-Kaan, and TzHaar, would also take a tole on traditional values and philosophies.

By 169, few knew of the dwindling rune supply, without which hostile races would be able to overtake the human nations with relative ease. The wizards, though, almost a hundred years of study, would finally rediscover the secret to runecrafting, once more securing human supremacy in central Gielinor.

= Major events with approximate dates =

Humans discover rune essence (Year 1)
The Fifth Age was started when humans stumbled across something of great importance (located somewhere in the depths of the Wilderness). The man who discovered it lead a group of curious humans who studied this thing, which lead to the more widespread use of Magic. This eventually lead to the construction of the first Wizard's Tower south of Draynor Village and other magical buildings such as the mages guild, training arena (year 9) and the watchtower.

Rise of Kandarin (Year 7)
According to the Varrock Museum, Saradominists led by the Carnillean Family decided to remove evil influences from the area now known as Ardougne. They would eventually rise and create Kandarin, the largest nation in the world. One of Zamorak's chief agents, Hazeel, was probably sealed away during this.

Troubles with the Kinshra (Year 8)
King Raddalin, the King of Asgarnia, helped the Kinshra to build a large fortress in the North of his land. It turned out however, that they and the White Knights were bitter rivals and Asgarnia has been on the verge of Civil war since.

Mage Training Arena(Year 9)
Increases in rune production lead to wider availibility of Magic, which in turn lead to an increase in Magical injuries. A tragic accident involving a famous Wizard eventually lead to the construction of the Mage Training Arena.

Rediscovery of Telescope plans(Year 12)
Plans for a telescope created by Scorpius in the early Fourth age were rediscovered, allowing construction of one and a renovation of the observatory in a ruined Forth age town in southwest Kandarin.

Construction of Varrock Sewers (Years 17 - 20)
In the year 17, King Botolph, the monarch of Varrock at the time, ordered construction on a sewer system for Varrock Palace. However, the plans changed several times during its construction, and by the sewer's completion in the year 20 it extended beneath the entire city.

Attack of Delrith (Year 20)
A demon, Delrith attacked Varrock, but was defeated by the hero Wally, using Silverlight. Delrith was recently defeated once again.

Defeat of Northern Morytania (Year 23)
Vampyres took control over Northern Morytania once again. Humans in one village transformed into Werewolves, but it is unknown how this happened. Castle Fenkenstrain's inhabitants managed to stand up against the influence of vampyres.

The mad King of Kandarin (Date unsure)
After the death of the founder of Kandarin, the kingdom was ruled by his successor, King Narras. Narras, however, was not the great ruler that his father was. Within a short period of his succession, it had become common knowledge that he was insane. One account tells that he used to make his subjects play hangman to improve their literacy, the games he organised involved the hanging of real people, possibly those who were not convicted of any crime. Narras is believed to have ruled at some point between the years 40 and 120. When he died, he was succeeded by King Ulthas.

The Runecrafting Crusades (Years 42 - 62)
During this time barbarians of the north felt that the creation of runes should be left to the gods. In an attempt to make this happen barbarians launched a brutal campaign across northern Kandarin and Asgarnia.

These barbarians had sympathizers from the kingdom of Misthalin, and, during the year 47, they destroyed the Mage Training Arena.

By year 62 the barbarians' forces were wavering, and so they settled in the Barbarian Village with the intention of re-grouping and continuing their mission.

Destruction of Imcando Dwarves (Approximately Year 60-70)
The thriving tribe of Imcando Dwarves were nearly rendered extinct during the assorted Barbarian invasions. Survivors are scattered throughout Asgarnia, a handful living on Asgarnia's southern peninsula.

Burning of the first Wizards Tower (Year 70)
After the discovery of magic a wizards tower was created on an island off of Draynor Village. Both mages from Saradomin and Zamorak alike studied in peace there for a time, until the Zamorak mages, who sought complete control, burnt the tower destroying countless irreplaceable tomes. After the burning, public outrage followed in Varrock which eventually lead to the discovery of the Dagon'hai's plans in the Tunnel of Chaos. Secrets of runecrafting were forgotten to most humans for nearly a century. The Moon Clan, however, retained runecrafting skills, although they used Lunar Magicks instead of standard magic.

Creation of the Tunnel of Chaos (Year 70)
During the year 70, the Dagon'hai, a group of Zamorakian followers, erected a Saradomin statue outside the eastern walls of Varrock. This statue hid the Tunnel of Chaos, which was to be used for a ceremony to create an Incarnation of Zamorak's will. However, a lone watchman discovered their plans, and, after the recent burning of the First Wizard's Tower, both citizens and Saradominists alike quickly thereafter chased them from the city, killing two of the four Dagon'hai Elders. The third Elder stayed behind to defend the tunnel, whilst the fourth fled deeper with his followers. The Tunnel of Chaos remains to this day.

"The great carpet crash" (Year 76)
In the year 76, the Sultan of Al-Kharid was killed in a flying carpet crash. The carpets were outlawed for over 90 years following his death. Using this obscure piece of evidence, we can deduce that the ruler of Al-Kharid changed from the Sultan to the Emir between the years 76 and 168.

Winter of 114 (year 114/115)
An abnoramlly long and cold winter hit central Gielinor, damaging the economies of Misthalin and Asgarnia, and destroying agriculture.

Arrival of King Arthur (Year 132)
King Arthur and his Knights arrive in RuneScape from "Britain". King Ulthas saw them as good men so he gave them a mansion in his kingdom to set up a new Camelot. Lord Sinclair, the previous owner of the land, agreed that their need was greater than his, and agreed to move himself and his family to a smaller residance in the North. Legend says that one day King Arthur will return to Britain.

Dividing of Ardougne (Year 136)
During this year the leader of Kandarin, King Ulthas, dies of a hunting accident. When the brothers cannot come to an agreement over who controls Kandarin, they divide Ardougne in half each taking a part to be their capital.

Elvarg invades Crandor (Year 139)
Main Article: Crandor

During this year, Crandor was a thriving community, with many Crandorians being in the Champion's Guild. One of the adventurers goes too far, and descends down the volcano thus waking the dragon known as Elvarg. 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 the people, there were only 3 survivors: a trio of Wizards who used magic to escape. The wizards were Thalzar, Lozar, and Melzar. They split up the only surviving map of Crandor. Melzar's piece was hidden in a castle, Lozar kept her piece with her, and Thalzar took his secret to the grave.

Theft of the Shield of Arrav (Year 143)
The Phoenix gang, an organised crime syndicate in Varrock, stole the Shield of Arrav from the Varrock museum. Some of the Gang members split to form the Black Arm Gang. The gangs have a fight, and the shield of Arrav is broken, each gang taking half.

Assault of Varrock (Year 154)
During this year, the Mahjarrat Lucien launches an assault on Varrock. The attack is fended off thanks to the various runestones available to the defenders of the city.

End of Nomads (Year 155)
In this year the last group of Nomads that roamed the northern lands settled permanently after their chieftain's daughter was abducted. It would be discovered fourteen years later that she was murdered by The Kendal.

Illness of King Vallance (Year 162-163)
King Vallance, king of Asgarnia, gradually falls ill and leaves the running of the Kingdom to Sir Amik Varze, leader of the White Knights.

Outlawing of the Kinshra(Year 163)
The white knights take full control of Asgarnia and immediately outlaw the Kinshra. They have a major battle in the forest near Ice Mountain, but neither side takes a victory, and they retreat to their respective fortresses.

Betrayal at Falador (Year 164)
The plot of the book Betrayal at Falador takes place.

King Tyras leaves West Ardougne (Year 168)
King Tyras leaves Ardougne to venture into Tirannwn. West Ardougne is taken control by King Lathas and "mourners".

The Present (Year 169)
(These events take place approximately in chronological order. Some of those events are caused by player's actions)


 * Abandoned settlement known as Ghost Town is renovated and renamed Edgeville.
 * Agrith-Naar, disguised as a human, leads the resummoning of Delrith, but since still being very weak by the traveling between other dimensions, Delrith is quickly banished. Agrith-Naar manages to escape.
 * Goblin raiders kill the Mage Lozar and take her possessions.
 * Lord Sinclair is murdered by his own children plotting against him to reclaim the Camelot castle.
 * Secrets of runecrafting become widely known again. Supplies of runestones restore quickly.
 * Upper temple of Paterdomus was overtaken by monks of Zamorak.
 * Agrith-Naar reveals his true form. This time he is narrowly stopped by an adventurer who manages to slay him.
 * A group of Wizards rebuild the Mage Training Arena and reanimate the guardians.
 * Cave goblins make the first contact over thousands of years with humans.
 * Tectonic activity thaws combatants in God Wars Dungeon, continuing one of the last battles of the God Wars.
 * The Dagon'hai launched a failed attempt to seize the throne of Misthalin. Their leader, Surok Magis, escapes to the Chaos Tunnels, and, following being thwarted again, escapes to an unknown location.
 * Humans discover time travel using an Enchanted key
 * Varrock is besieged by undead army for the third time, this time lead by Zemouregal again. Siege is quickly ended.
 * Lucien claims the Stone of Jas and gathers allies (such as the Mahjarrat) to overthrow Zamorak. Tensions between the Crux Eqal and the Mahjarrat rise.
 * The Dragonkin are returning to Gielinor.