Runeterran Encylopedia - Runeterra Lorebook
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World: Runeterra is composed of the physical world and the Spirit Realm. The currently known continents are Valoran, Shurima and Camavor. It also boasts several large bodies of water, such as the known 18 Seas and 2 Oceans with several archipelagos and islands around them (like Ionia, the Serpent Isles, and the Shadow Isles). Runeterra orbits around a G-type star while a moon orbits around Runeterra. Runeterra's sun and moon have mirrored equivalents in the spirit realm. Runeterra is a magical world inhabited by all kind of rich and diverse non-sapient and sapient species. Magic is part of the world. There are several types of magic, primary and combined magic. Main Sapient Species include the Ascended, Brackern, Celestials, Dragons, Golems, Humans, Minotaurs, Spirits, Trolls, Undead, Vastaya, Voidborns. There are several nations and city-states around Runeterra like Piltover and Zaun, Demacia, Freljord or Noxus.
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156 entries · scan depth 16 · budget 2,000 tokens
- #1Rune wars
Keys: rune war, Rune War, Rune war, Rune wars, rune wars, Rune Wars
The Rune Wars were historical wars where the mortals of Runeterra used the World Runes to fight each other. These wars were so brutal that they erased multiple civilizations, landmasses, and much of the recorded history from the face of the planet, leaving behind only myths and folklore. Runeterra deteriorates in civilizational decline, as the majority of its inhabitants are plunged back into a simpler, more primitive way of life.
- #2World runes
Keys: World Runes, world runes, world rune, World rune, World Rune, World runes
The World Runes are powerful runes that were used by a group of unknown Celestials to shape Runeterra. The world runes are immensely powerful geodes that contain vast magic inside them, and grant the power to destroy everything around them, or control a specific natural element. Mortals fought brutal wars over these powerful artifacts that would later be known as the Rune Wars.
- #3Ruination
Keys: ruination of Helia, ruination, Ruination of Helia, Ruination
The Ruination was a historical event that resulted in the destruction Helia and the rest of the Blessed Isles Crest icon Blessed Isles as well as the subsequent fall of the Kingdom of Camavor. In its destruction, the Shadow Isles were born, haunted by Wraiths of its former residents, forever trapped and unable to move on to the Spirit Realm.
- #4Valoran
Keys: valoran, northern runeterran continent, Valoran, north runeterran continent
Valoran is the northern continent of Runeterra. Valoran is connected to the now Shuriman Continent through a small artificial land bridge where Piltover and Zaun are located. While the most well-known regions of the continent are Demacia, Noxus and Freljord, there are also hundreds of smaller states and nations that are not part of them. Almost all nations and factions of present-day Runeterra are based on Valoran. Other notable nations are Arbormark, Boleham, Holdrum, Kalstead, Nockmirch, Palclyff, Rijenland, Skaggorn, Stonewall and Tokogol.
- #5Freljord
Keys: vorrijaard, freljord, Freljord, Vorrijaard
Freljord is a cold, harsh, and tribal region in the far north, home to warring clans and ancient mystical beings. It’s a land of survival and ancient ice magic. Freljord is located in the Northest part of Valoran bordering Demacia and Noxus. Proud and fiercely independent, its people are born warriors, with a strong raiding culture. While there are many individual tribes within the Freljord, the battle lines are being drawn in a three-way civil war that will determine the future of them all. One tribe unflinchingly honors the traditions that have ensured its survival; another follows the dream of a united future, as foretold by a young idealist; while the third worships the power of an enigmatic sorceress named Lissandra. Freljord is also the only place where True Ice can be found. The tree dominant tribes are Avarosan, who are led by Ashe. The Frostguard who are led by Lissandra. And the last are Winter's Claw, led by Sejuani. Wildlife like Balestriders, Drüvask, Elnüks, Krugs, Mammoths, Poros, Raptors, Wolves, Wildclaws and Yeti can be found here. In Freljord magic is venerated. Tribes are usually a matriarchy, led by Frostpriests or Warmothers.
- #6Avarosan
Keys: avarosan, Avarosan
Avarosan are one of the dominant tribes in the Freljord. They are led by warmother Ashe, living in the south area of the Freljord. They seek unity and to bring all tribes into one. They are an agglomeration of progressive tribes that believe in diplomacy through the teachings of Avarosa. They dwell mostly in the slightly warmer regions, and many settlements under their banner are agrarian. Though Ashe's methods are peaceful, she is still backed by a powerful and committed army. There are several other tribes who were absorbed or allied with the Avarosan like the Ebrataal, Ice Veins, Red Snow, Stonepicks, Snow Followers and the Tryndamere's Barbarians
- #7Winter's Claw
Keys: Winter's Claw, Winter's claw, winter's claw
Freljord Winter's Claw are one of the dominant tribes in the Freljord. They are a brutal tribe led by Sejuani, they raid and attack the other tribes for resources. They believe in survival of the fittest and bringing death to the weak. During the months of summer raiding, warriors of the Winter's Claw range far across the northern lands, taking and repurposing whatever they need. As winter approaches, they will ground their ships, establish temporary homesteads, and prepare to wait out the longer, colder nights until the thaw comes around again. They rub seal fat over their skin and clothing for extra warmth. The Winter's Claw do not tame or coddle their mounts, but encourage the creatures' wild and aggressive survival instincts even as they take the reins. The Winter's Claw rarely let anything go to waste. Their weapons might be steel looted from fallen enemies, or nothing more than sharpened wood and knapped flint.
- #8Frostguard
Keys: frostguard, Frostguard
Frostguard is a mysterious tribe led by Lissandra, the Ice Witch. The Frostguard dwell in Frostguard Citadel, protecting their leader Lissandra as she watches over the Howling Abyss. A cult shrouded in secrecy, the Frostguard archive of all Freljords archaic history. They are seemingly peaceful. Lissandra keeps the Watchers at bay and plots to rule over all of Runeterra. The trolls and their king, Trundle, have allied themselves with Lissandra, while Nunu temporarily lived among the Frostguard. The Cult of The Three Sisters, Lissandra's proliferated religion which promotes the worship of Avarosa, Serylda and Lissandra, is the main religion of the Frostguard. They have been trying to maintain the religious dominance of it over the Freljord by installing Frost Priests, who are healers, on different tribes as surveillance tools. They also sabotage the worship of old demigods and destroy evidence of their existence to deny them power and influence and so far have succeeded to some degree. There are several other tribes who were absorbed or allied with the Frostguard: Black-Clads, Chosen Children, Draklorn and Warriors of the Keeper's Lodge. Main religions here are: The Freljordian Demi-gods, Kindred (Lamb & Wolf), The Three Sisters, The Protector and The Veiled Lady.
- #9Ebrataal
Keys: ebrataal, Ebrataal
Ebrataal was a Freljord tribe who originally were attacked by Sejuani before she was Warmother. Ashe prevented their killing and accepted them as the first tribe to join her reformed Avarosan tribe. The tribe was originally made up completely of warmbloods.
- #10Snow Followers
Keys: Snow Followers, Snow followers, snow followers
Snow Followers was a Freljord tribe of extreme brutality. Former Warmother was Hildhur Svarhem. Hildhur had a true ice axe called Joutbane as a weapon.
- #11Tryndamere's Barbarians
Keys: Tryndamere's barbarians, Tryndamere's Barbarians, tryndamere's barbarians
Tryndamere's Barbarians were a Freljord tribe who were known for their dueling skills. They had a patriarchal system of governance until a large amount of the tribe was decimated. Its former leader, Tryndamere, is oathbound to Ashe.
- #12Howling Abyss
Keys: Howling Abyss, Bridges of the Iceborn, howling abyss, bridges of the Iceborn, Howling abyss
The Howling Abyss bridge is located in the Freljord and serves as a gateway to the Frostguard citadel.
- #13Frostguard Citadel
Keys: Frostguard Citadel, Frostguard citadel, frostguard citadel
An ancient stronghold built to watch over the dark chasm of the Howling Abyss, the Citadel also houses many of the Freljord’s hidden treasures and historical records. It serves as Lissandra and her Frostguard's seat of power and holy pilgrimate site. Above the citadel, waves of magical aurorae, greens, and pinks, and blues, dance in a sky that is almost always night. The stars twinkle eternally here, in the coldest and cleanest air. Few know how to find this hidden fortress.
- #14True Ice
Keys: True Ice, true ice, Dark ice, True ice, dark ice, Dark Ice
True Ice is a magical ice that could only be created by the Yeti and the magic given to them by Anivia. A very rare mineral, it is so cold that it can never be melted. Only those known as Iceborn are able to manipulate said mineral. A variant of True Ice that was corrupted by The Void exists in the form of Dark Ice.
- #15Frostheld
Keys: frostheld, Frostheld
Frostheld was a glacial harbor in southwestern part of the Freljord. This city served as the former capital of the Freljord Avarosan tribes until it was burnt down by a Demacian fleet, led by Rodian of the Dauntless Vanguard. Before its destruction, it had trade connections with Noxus and Piltover.
- #16Demacia
Keys: Demacia, demacia
Demacia is a powerful kingdom known for its strict laws, order, and strong military. It values justice, honor, and light magic, but is also rigid and intolerant of magic. Demacia is south of the Freljord, founded in ancient times by people, mages and non-mages alike. All magic is outlawed, and natural born mages are prosecuted and incarcerated by the Mageseekers. Demacia produces the best soldiers in Runeterra. Petricite is used everywhere in Demacia, from architecture to weapons, and the construction of golems. Demacia is governed by the Monarch and Nobles, regulating the nation primarily as members of the Demacian Council. The current King of Demacia is Jarvan IV. Demacian architecture is simplistic and yet elegant. Buildings have vast courtyards, with lavished gardens and masonry. Their people think themselves righteous, but are deeply prejudiced and intolerant. The capital of Demacia is the Great City of Demacia. It is from here that the royal family has long seen to the defense of the outlying towns and villages, farmland, forests, and mountains rich with mineral resources. Main religions here are: The Mountainsmith, The Protector and The Veiled Lady. Wilflife here is ,Azurite Eagles, Badgerbears, Bellswayers, Crag Beast, Demacian Tangor, Fleetfeathers, Greathorns, Petricite Trees, Poros, Silverwing Raptors, Tuskvores and Wyverns. Magic is particularly rare in Demacia. Demacia has a varied system of distinguishing its individuals and familiar units. The Demacian nobility has surnames for their families. The commoners, especially those of lower social standings, do not have surnames.
- #17The Great City of Demacia
Keys: Great city of Demacia, city of Demacia, Demacia City, Great City of Demacia, City of Demacia, Demacia city
The Great City of Demacia, Demacia City, or Great City is located in the western part of the kingdom of Demacia. It is the capital and the home of most noble houses of Demacia. Galio is stationed just outside of the capital. The capital, located in the western part of Demacia, is the main political, cultural, religious, military, economic and educational center of the country. Towering spires punctuate its skyline; Petricite and marble are the materials of choice. The noble houses that reside within the city include Buvelle, Crownguard and Laurent. The Royal Palace of House Lightshield is from which the king of Demacia reigns. The city also has a barracks and a penitentiary, like most cities throughout the kingdom. The Capital itself sits next to a natural port overlooking the Conqueror's Sea, with the majority of the surrounding towns resting on a plateau. The Last Gate and Noble Family Residences are located in the Northen part of the city. East Demacia City: Geographical southern part of the city, The Silverwing Aviaries and the religious part of the city are located in the Easten part. The City Harbor is located in the Southern part of the city, situated on its own rocky island and connected via constructed bridge. The Military District and Magessekers Complex are located in western part of the city. The heart of the city has the Kingdoms royal palace known as Citadel of Dawn, Grand Plaza of open courtyard and gardens and the Alabaster Library.
- #18Noble Houses of Demacia
Keys: Noble Houses of Demacia, Demacian noble, house crownguard, Durand, house lightshield, laurent, demacian noble, Demacian nobles, Laurent, fortis, Noble House of Demacia, house Vayne, Fortis, Buvelle, House Lightshield, Nobles of Demacia, buvelle, durand, house Crownguard, nobles of demacia, demacian nobles, Demacian Nobles, nobles of Demacia, Demacian Noble, Spiritmight, House Vayne, house Lightshield, spiritmight, House Crownguard
The noble houses of Demacia are aristocratic families that have sworn fealty to the crown. As a monarchy, Demacia is governed by various royal families, regulating the nation primarily as members of the Demacian Council. Most notable Noble Houses of Demacia are the following: House Buvelle, known for their patronage of the musical arts. They are strong supporters of the Illuminators; House Crownguard, paragon family of Demacian service, Crownguard is an honorific given to the family charged with protecting the king; House Laurent, known for its long line of elite duelists and lovers of beautiful things; House Lightshield; House Fortis, who are entrusted with safeguarding the Darkin Aegis; House Spiritmight, one of the most influential political forces in Demacia; House Vayne, where the patron and matron of House Vayne was murdered by a Evelynn, leaving the house uncontrolled, and their only daughter Shauna to grow up into a figure of Demacian ruthlessness; House Durand, the creators of petricite.
- #19Petricite
Keys: petricite, Petricite
Petricite is a magical material produced in Demacia from petrified trees that can dispel magic, and mixed its wood with ash and lime into a resistant material. It is used everywhere in the nation, from architecture to weapons, and even in the construction of golems. Durand was a great petricite inventor and architect who designed and built Galio, as well as many other petricite structures and objects during the kingdom's foundation. Durand's descendants continue his work in modern times.
- #20Petricite Grove
Keys: Petricite Forest, petricite groves, Petricite forests, Petricite forest, Petricite groves, petricite forest, Petricite Grove, Petricite Forests, Petricite grove, petricite grove, petricite forests, Petricite Groves
Petricite Grove is forest area located on the footholds of the Rocky Highlands of northern Demacia. One of many similar forests in Demacia, it is the location of the rare petrified flora with magical absorbing properties. Deep beneath the ancient petricite groves, Ryze has found a forgotten vault where the volatile energies of the World Rune shards can be safely contained.
- #21Petricite Tree
Keys: Petricite Trees, Petricite tree, Petricite trees, Petricite Tree, petricite tree, petricite trees
Petricite Trees are fossilized-like trees that were magically altered by World Runes. They have magic-dampening abilities as well as the ability to absorb magic. Several stories high, these white trees and their yellow leaves are as hard as stone. However, they are a limited resources as the trees have stopped growing at the moment. Petricite can be ground up and mixed with liquid to make Petricite Elixir.
- #22Mageseekers
Keys: mageseeker, Mageseeker, mageseekers, Mageseekers
The Mageseeker are a Demacian order tasked with containing magic within the country, hunting down mages, securing magical artifacts and accompanying any magical envoys during their stay in Demacia. If "magical affliction" is noticed in children, they were registered under the Laws of Stone and required to follow its tenets or were given the opportunity to work as Mageseekers themselves.
- #23Dauntless Vanguard
Keys: dauntless vanguard, Dauntless vanguard, Dauntless Vanguard
The Dauntless Vanguard are an elite order of warriors tasked in tackling the most dangerous missions in Demacia as well as beyond. The most prestigious battalion of Demacia, at full strength, it numbers over the two thousand soldiers. Each of their members are one of the most well-trained soldiers in the Kingdom, being adept with numerous weapons as well as having a wide knowledge of battle tactics and warfare. Garen Crownguard, nephew of the High Marshal Tianna Crownguard, is the current leader of the Dauntless Vanguard (his aunt Tianna Crownguard is one of his predecessors) is also tasked at protecting the future King of Demacia, Prince Jarvan IV Lightshield.
- #24Demacian Rangers
Keys: Demacian rangers, demacian rangers, demacian ranger, Demacian ranger, Demacian Ranger, Demacian Rangers
Demacian Rangers are the special branch of the Demacian military tasked in scouting enemy territory, as well as hunting and capturing criminals and murderers. Rangers also swear an oath to protect the Demacian wilderness they patrol, and all who seek shelter within it. Most rangers have an animal partner that aids them with their work. To see the rangers of Demacia in battle is inspiring. They fight as one, human and animal, side by side, fiercely determined and utterly inseparable. Their leader is Quinn of Uwedale.
- #25Dragonguard
Keys: Dragonguard, dragonguard
Dragonguard are the special branch of the Demacian military tasked in defending demacian lands from dragons, as well as hunting and capturing dragons. Dragonguard are unique among other soldiers as they are clad in shining red and gold armor, to honor the fallen at the battle of Wrenwall.
- #26Illuminators
Keys: Radiant, Radiants, radiant, Illuminator, Illuminators, illuminators, radiants, illuminator
The Illuminators are a charitable religious order of Demacia working to help the sick and the poor. The Illuminators have been secretly recruiting people with magical abilities and helping them conceal their abilities from the public. Luxanna Crownguard became a volunteer in the ranks of the Illuminators, aiding people in need, even prisoners such as Sylas before his escape. Their members, military or other, are known as "Radiants."
- #27Noxus
Keys: Noxus, noxus, empire of Noxus, noxian empire, Noxian Empire, Empire of Noxus, Noxian empire
Noxus is a powerful and expansionist empire that thrives on strength and ambition, where anyone can rise through the ranks based on their abilities. It located on east of Valoran and Demacia, it's capital being Noxus Prime. To those beyond its borders, Noxus is brutal, expansionist, and threatening, yet those who look beyond its warlike exterior see an unusually inclusive society, where the strengths and talents of its, where the strengths and talents of its people are respected and cultivated, even accepting magic. Noxians are deeply proud people who value strength above all, though that strength can manifest by many different means. Anyone can rise to a position of power and respect within Noxus if they display the necessary aptitude, regardless of social standing, background, homeland, or wealth. Their form of government is called Trifarix, ruled by three people of importance, including the Grand General, Jericho Swain. Noxus will do anything to win wars, including heinous crimes, using forbidden magic, reviving the dead and commissioning chemical weapons from Zaun. Despite this meritocratic ideal, the old noble families still wield considerable power in the empire. As Noxus expands and defeats neighboring cultures and cities, it offers the conquered people a choice; swear loyalty to Noxus and be judged solely on your worth, or be destroyed. Noxus meritocracy is exemplified by the Trifarix doctrine. This is made up of three core aspects. Might, Vision, and Guile. Stewards are the provincial rulers of Noxus, tasked to enforce Noxian rule in occupied territories as well as cities.
- #28Noxus Prime
Keys: Noxus prime, Immortal Bastion, Immortal bastion, Noxus Prime, noxus prime, immortal bastion
Noxus Prime is the sprawling capital city of the Empire of Noxus. Located on the river delta in eastern Noxus, the city was built on top of an old fortification known as The Immortal Bastion. The Immortal Bastion was built by a dreaded sorcerer sorcerer in a far distant age. Within the stronghold's walls, the streets and alleyways are narrow and twisting. The rooftops are flat and crenelated, like the battlements of a castle. Many noble houses are located in the capital. The city is also the headquarters of the enigmatic Black Rose cabal. Mortoraa is a small district within the Immortal Bastion, known for being one of the wealthiest neighborhoods. The streets in Mortoraa are luxurious and comfortably spacious. However, at night it has a reputation as the most ominous district for the streets are never illuminated with torch-light or lanterns; Bastion Center Tri-Towers is at the center of the Bastion, it is a place forbidden by the order of the Trifarix due to it not being under their control. It's the headquarter of the Black Rose; Shrine of the Wolf is tall, multi-tiered tower with open sides, butting up against the old southern bulwarks of the Immortal Bastion. In the center of the tower, looming almost fifty feet high, is a massive obsidian statue of a seated wolf; Stairs of Triumph are long unbroken flight of stairs leading to the Audience Chamber. Going to the Audience Chamber, a pair of liveried Legionnaires clad in dark steel stand sentinel every twelve steps.
- #29Noble Houses of Noxus
Keys: house Swain, Noxian Nobles, House Swain, kythera zaavan, Noxian noble, nobles of noxus, Tewain, noradi, Nobles of Noxus, Noxian nobles, noxian noble, Du couteau, sassen, du couteau, house Du Couteau, House Darkwill, Noxian Noble, Kythera-Zaavan, Noble Houses of Noxus, tewain, du Couteau, House Du Couteau, kythera-zaavan, Mallat, Kythera Zaavan, house Darkwill, noxian nobles, mallat, nobles of Noxus, Noble House of Noxus, Sassen, cortain, Cortain, Noradi
Noble Houses of Noxus are the following: House Cortain, house whose known member is part of the Crimson Circle; House Darkwill, a family that was the ruling house of Noxus before the Trifarix; House Du Couteau, a house that rules one of the largest assassin guilds in Noxus, with historic ties to the Black Rose. Matron Soreana is secretly part of the cabal; House Granth; House Kythera-Zaavan, a house unionized by two noble houses, Kythera and Zaavan, orchestrated with meticulous care by Elise, the former matron of House Kythera, through a strategically arranged marriage; House Mallat, a house with ties to the Black Rose and Mordekaiser; House Noradi, a house whose known members are part of the Crimson Circle; House Sassen; House Swain, one of the first noble houses in Noxus, with historic ties to Black Rose. Most if not all other members were executed after Jericho exposed them for plotting against the empire; House Tewain, noble house responsible for gaining favor of numerous Minotaur clans before claiming Basilich.
- #30Trifarix
Keys: council of three, Council of Three, Council of three, trifarix, Trifarix
The Trifarix, also known as the "Council of Three", is the current governing body of Noxus. Noxus is governed by a triad of equal leaders known as the Council of Three, each representing one of the core Principles of Strength. Members are: Darius, the Hand of Noxus and Commander of the elite Trifarian Legion. Jericho Swain, the Noxian Grand General and face of government for the Empire. And The Faceless, the indenity is officially a mystery. But the puppeteer of the dark underbelly and politics of Noxus is LeBlanc.
- #31Black Rose
Keys: Black Rose, Black Rose Cabal, Black rose, black rose, Black rose cabal, Black Rose cabal, Black rose Cabal
Black Rose is a secret organization in primarily stationed Noxus. The Leader of Black Rose Cabal is LeBlanc. Black Rose Cabal's purpose is guiding Noxus from the shadows and Preventing/Defeating Mordekaiser. The Black Rose is a secretive cabal led by the Noxian aristocracy with it's influence reaching all of Noxus and beyond it's borders. Many of their opulent designs feature masks so that they can partially conceal their identities, even from each other. Remnants of an order that has existed far longer than Noxus itself, initiates of the Black Rose have schemed from the shadows for centuries, guiding the throne of Noxus for more than a thousand years, orchestrating many of the empire's most ambitious campaigns. The Black Rose exists now to further the clandestine interests of those who can wield the magic hidden within the Immortal Bastion, with its rank-and-file composed of mundane nobles. Even the most powerful military commander could only ever serve the cult's true masters. Champions of The Black Rose are it's leader LeBlanc along with Lord Vladimir, Elise and Cassiopeia.
- #32Crimson Circle
Keys: Crimson circle, crimson circle, Crimson Circle
The Crimson Circle is an exclusive secret order of Noxus. All of its members are hemomancy users devoted to their patron, Lord Vladimir. Under Vladimir's tutelage, the art of hemomancy has found a place in the military of Noxus, and among scions of the old aristocracy. Among these diverse practitioners is the Crimson Circle, a youthful cult dedicated as much to Vladimir's personality as to blood magic itself. The purpose of the cult is Furthering dedication to the practition of Blood Magic and Revering Lord Vladimir. Crimson Circle has connections to the Black Rose Cabal, as Lord Vladimir is Patron of the Black Rose.
- #33Order of Warmasons
Keys: order of Warmasons, order of warmasons, Order of Warmasons, warmason, Warmasons, warmasons, Warmason
The warmasons are a distinct branch of the military, tasked not only with planning infrastructure, but also with scouting out enemy territory for future invasion. Notably, a few have infiltrated Piltover's upper echelons.
- #34Mount Targon
Keys: Mount Targon, Mount targon, solari, Lunaria, mount Targon, Solari, lunaria, mount targon, targon, Targon
Mount Targon is a mountainous region to the west of Shurima, Targon boasts the tallest peak in Runeterra.Targon is where people worship celestial entities. It is home to powerful beings called the Aspects, and many seek to ascend Mount Targon to gain immense power. If anyone manages to climb to the top, they'll be blessed with divine powers and become an Aspect. There's two main religious groups opposing each other: the Solari who worship the sun, and the Lunaria, who worship the moon and are persecuted by the former. Located far from civilization, Mount Targon is all but impossible to reach, save by the most determined pilgrims. Those hardy few who survive the arduous journey to the foot of the titanic mountain find a sky shimmering with celestial bodies, constellations, planets, fiery comets that streak the darkness, and auspicious arrangements of stars. Mount Targon is simply a way into the celestial realm. Mount Targon can be broken into distinct regions, as delineated by patterns in the rock and a marked increase in hazardous weather conditions, difficulty of the climb, and increased death rate. The upper levels of the mountain expand and contract as if the land itself were alive, making it impossible to map a reliable pathway to the top.
- #35Aspects
Keys: aspects, Aspects, Aspect, aspect
The Aspects are stellar beings that live beyond the physical and spiritual realms of Runeterra in the cosmic realm of Targon Prime. These beings embody concepts and celestial magics. They are able to meld with mortals, ascend them, making them their hosts with which they are able to traverse and / or interact with the mortal plane with relative efficiency. However, with the exception of the Aspect of Twilight Aspect of Twilight and its hosts they rarely interfere with the mortal realm outside of time with great needs. Aspect remain among the most powerful beings in the Universe.
- #36Aspect Host
Keys: Aspect host, Aspect Host, Aspect Hosts, aspect host, Aspect hosts, aspect hosts
The term Aspect Host refers to humans magically altered and usually made hosts to the Aspects of Targon Prime. Blessed with incredible strength, speed and a strong affinity for mastering forms of magic. The Aspect hosts are also virtually immune to pain and sickness. Some have their lifespan dramatically increased. But they can still bleed, be crippled, or even killed with the right weapon, magic, or overwhelming force. After each host dies and during times of great needs, the Aspect finds a new host to replace their place.
- #37Lunari
Keys: Lunarians, Lunari, lunarians, lunari, lunarian, Lunarian
Lunari are an ancient organization and religious order which task is to venerate the Aspect of the Moon of Mount Targon. Rakkor are the natives of Mount Targon. Both the Solari and Lunari religious orders originate from this tribe. Branded by the Solari as heretics, the Lunari worship the silvery light of the moon. They practice their beliefs in secret, hiding from the Solari who seek to rid Targon of their influence forever. Long ago, the two groups lived in peace, worshipping the heavens as one people. The Lunari chart celestial movements to divine the future. Certain priestesses wear necklaces of mirrored moonglass. Some Lunari seers bind their eyes during the day, training their eyes to see only in darkness, for only under the pure light of the moon is truth revealed. The weapons mainly used by the Lunari are made of moonsilver, silver metal forged in moonlight which imbues with a touch of magic. Some of them are also made of moonstones which are super-rare stones from a piece of the moon that broke off and embedded in the mountain aeons ago and are evidently much more potent magically than moonsilver. The Lunari do not have any hatred or contempt for the Solari, although they do not hesitate to defend themselves if necessary. Lunari may use Crescent Guardian in battle, a Construct made by the Lunari and Enhanced by the full moon. Some Lunari roles include Lunari Cultist, Lunari Duskbringer, Lunari Priestes and Moondreamers who Interprets the stars and constellations.
- #38Solari
Keys: Solarians, Solarian, solarian, solari, Solari, solarians
Solari are an ancient organization and religious order which task is to venerate the Aspect of the Sun of Mount Targon. Rakkor are the natives of Mount Targon. Both the Solari and Lunari religious orders originate from this tribe. The worship of the Sun as the source of all life. Solaric worship is largely made up by a special sect of Rakkorians who surrender their mantles of war in favor of greater solar devotion. Their founder and leader chose Mount Targon, being the highest peak closest to the Sun, and was blessed with the power to call down the sun's wrath. Currently, Leona, the Radiant Dawn, has taken this legend's regalia and fights to protect the helpless and the innocent. While nearly all Rakkor worship the sun, those who completely devote their lives to it are known as the Solari. As the dominant religious sect on Mount Targon, they believe the sun is the source of all life, all other light sources are false, and a threat to the future of their people. Disciples are guided in the strictures of their faith by temple priests, who preach that if the sun was ever to fade, the world would be swallowed by darkness. The Ra'Horak, a Rakkor title which means Followers of the Horizon, honed their already fearsome skills with a blade into something sublime. As Elite warriors of the Solari, they practice for years under the harshest conditions and less susceptible to the cold. The Solari elders claimed Leona from the Rakkor tribe and assisted in focusing her abilities. Scribes and acolytes sometimes spend the winter months sheltering in the relative warmth of the Solari temples, conducting divine rituals to call upon the power of the sun and charting the movements of the stars. During times of strife, a Solari priest might meditate in the outermost sanctum for weeks without food or water, subsisting merely on the divine sustenance of the sun, the source of all life. Solari may use Sun Guardians in combat, a construct made by the Solari. Solari roles may include Solari Priestess, Solari Sentinel from the Sentinels of Light, Solari Shieldbearer, Solari Soldier and Solari Sunforger.
- #39Rakkorians
Keys: rakkorian, rakkorians, Rakkor, rakkor, Rakkorian, Rakkorians
Rakkor are the main tribal faction and natives of Mount Targon. Both the Solari and Lunari religious orders originate from this tribe. Rakkor tribes boast many skilled artisans, craftspeople, and merchants, however, they tend to value a simple life of humility and prayer to the heavens. Rakkor tribe dwells at the very limits of human endurance; honing their warrior skills to fight the war at the end of the world. Rakkor means Tribe of the Last Sun, and its people believe that many worlds have existed before this one. Its seers teach that when this sun is destroyed there will be no more, so its warriors must be ready to fight those who seek to extinguish its light. All members of the tribe are expected to fight and kill without mercy or hesitation. Rakkor warriors are trained not only to be as lethal with their bare hands as the most capable martial artists, but also to fiercely wield the many relic-weapons of the tribe. While nearly all the Rakkor worship the sun, those who devoted are known as the Solari. Those known as the Lunari secretly worship the light of the moon. They keep their beliefs hidden from the Solari, who greatly outnumber them and see them as dangerous heretics.
- #40God-Warrior
Keys: God Warrior, God-warrior, god warrior, sunborn, Sunborn, God warrior, god-warrior, God-Warrior
The God-Warriors are the ascended of Shurima. The God-warriors, also known as the Sunborn, were once Shuriman ascended who underwent a transformative ritual to give them extraordinary power and long life so they could safeguard their nation and its interests.
- #41Ascended
Keys: ascended, Ascended
The umbrella term Ascended refers to all humans who were magically altered by a variety of magic, chiefly celestial magic. After their ascension, the Ascended can channel celestial magic through their connection to celestial entities, but do not "gain" celestial magic themselves.
- #42Piltover
Keys: piltover, Piltover, City of progress, City of Progress
Piltover is one of the two interconnected cities. Piltover, known as the City of Progress, is a thriving, progressive and advanced city. A city of inventors and scientists, with a steampunk level of technology, resembling victorian england. It's Valoran's cultural center, where art, craftsmanship, trade and innovation walk hand in hand. Its power comes not through military might, but the engines of commerce and forward thinking. It's situated on the cliffs above the district of Zaun and overlooking the ocean. The wealth this generates has given rise to an unprecedented boom in the city's growth. Burgeoning merchant clans fund development in the most incredible endeavors: grand artistic follies, esoteric hextech research, and architectural monuments to their power. With ever more inventors delving into the emergent lore of hextech, Piltover has become a lodestone for the most skilled craftsmen the world over. They harness magic to power machines, known as Hextech. The most influential individuals of Piltover live and rule in the Bluewind Court, located in northern Piltover. Mainspring Crescent is fashionable promenade of cafes, bistros, and supper clubs. Trade is the lifeblood of Piltover, and its command of the main sea-route between east and west has seen its coffers swell with gold. The climate around Piltover is generally balmy, but when the temperature changes rapidly, sea fogs often envelop the docks and warehouses. The citizen of Piltover are typically self-reliant, does not expect handouts, uptight, and always aspires to do better.
- #43Zaun
Keys: Undercity of Piltover, zaun, City of Iron and Glass, Zaun, undercity of Piltover
Zun is one of the two interconnected cities. Zaun is a large undercity district to Piltover, separated by a river and a canyon that goes deep into the ground. Zaun is industrial, chaotic, and home to dangerous experiments with chemtech and chem-barons. What light reaches below is filtered through fumes and reflected from green stained glass. Zaun thrives and its people vibrant and its culture rich. Deeply polluted and impoverished, most of it's people are blue collar workers. Drugs, crime and misery runs rampant. Led by powerful Chem-Barons. They have developed their own form of technology called chemtech, which uses dangerous chemicals. It's way more unstable and risky than Hextech, but potentially more powerful. Promenade Level is where entertainment and commercial zone. This is where the wealthy of Zaun gather to shop, dine, and trade goods and supplies from below and where Pilties go for good, cheap times. Entresol Level of Zaun situated just below the Promenade. Deep in Zaun, brokers, dealers, traffickers and entertainers mingle in cliff-dug trading posts and workshops. A flourishing hub of cosmopolitan commercial arcades, supper-clubs, recital halls, joy houses. Sump Level is Zaun's deepest levels, past the reaches of the Gray-filtered light, the environment turns grim, increasingly disorderly, and poorly lit. Most of the working class live here or just above it. While known to be notoriously self-centered people, the denizens of Zaun collectively take great pride in themselves.
- #44Stillwater Hold
Keys: SHQ, Stillwater Hold, Stillwater hold, Stillwater Prison, Stillwater prison
Stillwater Hold is a prison complex on an island off the southern coast of Piltover and Zaun. Stillwater holds several criminals captured in Piltover and Zaun. The fort goes up to at least 40 floors, and has cells for solitary confinement. The prisoners are also given tasks, such as cleaning the roof, around the prison and have time allotted for mandatory exercise.
- #45Shimmer
Keys: Shimmer, shimmer
Shimmer is a potent and corrosive techmaturgical, serum-like substance with a wide range of uses. It is popular amongst Zaun's rebellious youth and was distributed as a street drug during Silco's reign over the undercity. Much like the flowers it was created from, shimmer is a bright purple liquid that radiates a soft, purple glow. It is addictive and flammable, producing bright pink flames as it burns. Although most users tend to either drink the drug directly or inject it into the bodies using syringes, it can also be inhaled in gas form. In small quantities, shimmer can accelerate the healing process and enhance the user's physical constitution. In larger amounts, it can grant superhuman levels of strength, speed, and durability. A full dose can cause the user to temporarily grow dramatically in size; but it's extremely painful. Those who use shimmer in this manner seem to display a sharp loss in cognitive abilities and increased aggression. Frequent use of Shimmer can cause progressive degeneration of the skin and muscle tissue. Overuse can lead to permanent physical deformities.
- #46Hextech
Keys: hextech, hextech gem, Hextech, hextech gemstones
Hextech is a magical technology that fuses elemental and spirit magic to create exquisite artifacts that can be wielded by anyone. It harnesses the magical power contained within rare hex crystals to function properly. Hextech's power is limited only by the imagination of their users and is capable of amazing feats. Hextech devices have runes inscribed on them; when the runes are coupled with the power of the hextech gemstones, it gives the device its magical properties. The process of crafting hextech is a closely guarded secret, and no two artificers work to the same methodology.
- #47Wardens
Keys: Enforcers, warden, Enforcer, Warden, enforcer, Piltover Police, Piltover police, wardens, enforcers, Wardens, piltover police
The Wardens, or the Enforcers, are the law enforcement organization in Piltover, funded by trade taxes and 'generous' contributions from the mercantile clans. The Department presumably has a number of departments and ranks under it. Their duties range from investigating and arresting criminals, patrolling Zaun and Piltover's streets, as well as the Academy and Council building, watching over events in the city and their high-ranking officials, serving as prisonguards of Stillwater Hold, guarding the ports and inspecting shipments, enforcing orders and laws as imposed by Councilors, among many others. Enforcers have blue armor with golden trims, helmets that can full-face gasmask attached and are usually armed with batons and rifles.
- #48Chem-Baron
Keys: Chem-baroness, Chem Baroness, Chem-Baronesses, Chem-baronesses, Chem-Baron, chem-baronesses, Chem barons, chem-barons, Chem baronesses, chem baroness, Chem-Barons, Chem Barons, chem-baron, chem baronesses, chem baron, Chem Baron, Chem baron, Chem baroness, Chem Baronesses, Chem-baron, Chem-barons, chem-baroness, chem barons, Chem-Baroness
The Chem-Barons of Zaun are a group of brutal crime lords who each control a portion of Zaun. A loose criminal alliance of landlords, factory owners, mob bosses, and business tycoons, the chem-barons use their deep pockets and hired muscle to keep the denizens of Zaun in line and prevent the undercity from devolving into chaos. While this pact between the barons has given their researchers and inventors the leeway to push the bounds of their experiments at an accelerated rate, it has also caused the city to be run more like a corrupt corporate business than a fair society of law and order.
- #49Serpent Isles
Keys: Blue Flame isles, Blue flame Isles, Serpent isles, Blue flame isles, serpent Isles, blue flame isles, Serpent Isles
Serpent Isles, or Blue Flame Isles, is an island archipelago off the southeastern coast of the Valoran mainland. Notably, it contains Bilgewater. The culture of Serpent Isles is deeply tied to Bilgewater. Bilgewater, over the years, has become an important stop for trade ships traveling near the Serpent Isles. While much of Valoran knows the archipelago as the Blue Flame Isles, to the indigenous people of Buhru they have only ever been the Serpent Isles. Buhru's ancient culture is highly respected, reflected, and sometimes imitated in the daily life of Bilgewater, including traditional medicine, and monster hunting techniques. Buhru is part of the larger Serpent Isles.
- #50Bilgewater
Keys: , Bilgewater, bilgewater
Bilgewater is chaotic port city east of Piltover and Zaun, across the sea. Bilgewater is filled with pirates, sea monsters, traders, dock-gangs, indigenous peoples, and traders from across the known world. It’s a haven for those who seek freedom and fortune on the high seas. Almost anything can be purchased here, from outlawed hextech to the favor of local crime lords. It's a melting pot of cultures, races, and creeds, alive with activity at all hours. There is no better place to seek fame and fortune, though death lurks in every alleyway, and the law is almost non-existent. The surrounding ocean is populated by terrifying sea monsters that are hunted for a living. It's ruled by Pirate Captains and the most powerful of them is Miss Fortune, the Queen of Bilgewater and Captain of the Syrens. Cutpurse Square is a thriving marketplace surrounded by swaying dwellings built in a wide square on one of the floating wharf-shanties. Bilgewater Bay is the main entrance to the largest settlement of Bilgewater, Rat Town. Butcher's Bridge, which is located upstream and above the Slaughter Docks. Fleet Street has various pubs and taverns and boasts the island's finest rum. In Bilgewater one can come across many astounding creatures brought from the dark and mysterious Guardian's Sea, such as dragon-sharks, sea serpents, giant squid, four-eyed hammerhead sharks, and kraken. There are also more mundane creatures such as octopi, hammerhead sharks, devilfish, clams, and ordinary fish.
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