So, you’re standing in Varrock square, looking at some suspicious guards, and wondering why on earth you can't just walk into the shiny new kingdom of Varlamore yet. It’s because of Children of the Sun OSRS. This isn't your typical long-winded Grandmaster quest with a thousand requirements and a boss that’ll wipe your bank. Honestly? It’s basically a vibe check. A short, punchy introduction to the Shining Kingdom that feels more like a detective noir than a high-fantasy epic. If you haven't done it, you’re missing out on the biggest landmass expansion Old School RuneScape has seen in years.
Getting started is easy.
Find Noah or Alina in Varrock. They’re hanging out near the fountain, looking a bit out of place. Most players just spacebar through the dialogue, but if you actually read it, you’ll realize there’s a massive cultural shift happening in Gielinor. The emissaries from Varlamore are here, and they aren't exactly getting the warmest welcome from the local Varrockian bureaucracy.
Why the Children of the Sun OSRS Quest Matters More Than You Think
Don't let the "Novice" difficulty fool you. While the quest itself takes maybe ten to fifteen minutes if you’re focused, it is the literal gatekeeper to the Civitas illa Fortis. Without completing this, you aren't getting on that bird. You aren't seeing the Colosseum. You aren't touching the Hunter Guild.
The plot centers on a small conspiracy. Someone is trying to mess with the Varlamore delegation. You’ve got to tail some suspicious guards, and let's be real—the OSRS "tailing" mechanic has always been a bit janky. You remember the Ratcatchers quest? Yeah, everyone hated that. Thankfully, Jagex learned their lesson here. The stealth section in Children of the Sun OSRS is forgiving. You just need to hide behind crates and walls while the guards move through the back alleys of Varrock. If you get caught, you don't lose much progress, which is a massive relief for anyone with high ping.
Breaking Down the Stealth Section
Basically, you’re looking for a group of people called the "Twilight Emissaries." They aren't exactly subtle. Once you find them meeting in a dark corner of the city, the pieces start falling into place. You’ll find out that not everyone in the world is happy about the gates of Varlamore swinging open.
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Here is the thing about the "guards" you're following:
- They move in a very specific pattern.
- You can't get too close or they "reset" you.
- The best spots to hide are the corners of the houses near the Varrock east bank area.
Once you overhear the conversation, you head back to the Prince. It’s a classic "hero saves the day" moment, but with a much lower barrier to entry. This was a deliberate choice by the OSRS development team. Mod Ed and the narrative crew wanted Varlamore to be accessible. They didn't want to gate a massive piece of new content behind a 200-hour grind. It’s smart. It brings the community together.
Navigating the Requirements and Rewards
You don't need much. That’s the beauty of it. Unlike the Elf questline or the DT2 requirements that make you want to pull your hair out, this is clean.
Requirements:
Actually, there are none. No skill requirements. No quest prerequisites. You just need to be a member.
Rewards:
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- 1 Quest Point. (Every bit counts toward that Cape).
- Access to Varlamore. This is the big one.
- A New Transport Option. You get to use the Quetzal transport system, which is basically the cool version of Spirit Trees.
Most people finish the quest and immediately run to the flight station. I get it. The lure of the Perilous Moons and the new thieving methods is strong. But take a second to appreciate the world-building. The lore of the Sun and the Moon, the conflict between the Ralos and Ranul faiths—it all starts right here in Varrock.
Common Pitfalls Players Hit
Even though it’s a Novice quest, I've seen people get stuck. Usually, it's during the part where you have to identify the "suspicious" person in the crowd. You’re looking for someone who doesn't fit the vibe of a regular Varrock citizen. Look for the colorful clothing. Look for the NPCs that aren't walking the standard paths.
Another thing? Don't bring a full inventory of gear. You don't need it. There’s no combat. If you show up in full Torva, you're just going to look silly while you're crouching behind a wooden crate. Wear your weight-reducing gear like Graceful, or just go naked. It makes no difference to the NPCs, but it'll save your run energy.
Some players complain that the quest is "too short." I disagree. In a game where some quests take four hours and require a PhD in boss mechanics, having a punchy, 10-minute lore drop is a breath of fresh air. It feels human. It feels like a genuine introduction rather than a chore.
The Cultural Impact on Old School RuneScape
Varlamore changed the game. Before Children of the Sun OSRS, the map felt a bit... lopsided. Zeah was this massive island to the west that felt disconnected from the mainland. By starting this quest in Varrock—the literal heart of the F2P and P2P experience—Jagex bridged that gap. It makes the world feel interconnected.
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When you finish the quest, you get to witness the departure of the delegation. It’s a cool cinematic moment. You realize you’re part of a bigger story. The "Children of the Sun" aren't just some random NPCs; they are a precursor to an entire civilization that has been isolated for ages.
What to do the second you finish
Once the quest is done, you’re going to find yourself in the Civitas illa Fortis. It’s overwhelming. The music is incredible—huge shoutout to the audio team for the brass-heavy, "sunny" themes.
I’d recommend hitting these spots first:
- The Fortis Colosseum: Even if you aren't ready to fight, just go look at it. It’s the highest-level challenge in the area.
- The Bazaar: If you like thieving, the Wealthy Citizens here are a top-tier way to train without clicking a knight for six hours straight.
- The Hunter Guild: It’s located in the forest to the west. Best Hunter content in the game, hands down.
Final Thoughts on the Experience
Children of the Sun OSRS is a masterclass in how to open a new expansion. It doesn't overstay its welcome. It gives you a clear goal, a bit of intrigue, and a massive reward at the end. It reminds me of the old-school quests from 2005 where the world felt mysterious and full of possibilities.
If you’re a returning player who hasn't logged in since the Varlamore update, make this your first priority. It’s the key that unlocks a third of the current relevant end-game content. Plus, the dialogue is actually funny. Jagex hasn't lost their touch when it comes to British humor and subtle puns.
Next Steps for Your Account
First, head to Varrock Square and look for the Varlamore banners. Complete the dialogue with Noah to trigger the guard-tailing sequence. Once you've finished the quest, immediately head to the rooftop of the building near the east gate to board the Quetzal. Your first destination should be the Civitas illa Fortis central plaza to unlock the permanent teleport. From there, head south to the Hunter Guild to start your rumors—it's the most efficient way to see the new map while actually progressing your stats.