League of Legends All in One Version 1.0
Only archived hereNSFWLorebookExplore the World of Runeterra, with (almost) all their champions, and definition of MANY places (Almsot).from Chub
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Here is, all the champions of league of legends (almost), and some locations, items, and magic. The arcane characters only have their lore of the Season one (Since i didn't saw season 2, sorry) and there are few that i didn't put inside (This lorebook LITERALLY i started it before Season 2 Arcane was made).
You can comment, and tell me what should i put if in need. Thanks for downloading :D
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League of Legends All in One Version 1.0
252 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Almost all characters of League of legends, you have some locations, this lorebook is still upgrading.
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- #1Jericho Swain
Keys: Jericho Swain, Raum
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Jericho Swain is the visionary ruler of Noxus Crest icon Noxus, an expansionist nation that reveres only strength. Though he was cast down and debilitated in the Ionia Crest, his left arm severed, he seized control of the empire with ruthless determination... and a new, demonic hand. Now, Swain commands from the front lines, marching against a coming darkness that only he can see—in glimpses gathered by shadowy ravens from the corpses all around him. In a swirl of sacrifice and secrets, the greatest secret of all is that the true enemy lies within.
Swain learned firsthand that the empire's true strength was upheld not by pure Noxian ferocity, but by all its people united in spite of their origins. Nobles and foreign slaves alike were all seen as soldiers on the front lines. Swain had carved out his career in securing the western borders, as well as expanding into Shurima. But in time, the aging emperor grew more paranoid and unhinged over his own mortality. Fighting wars on too many fronts, lusting over magical relics; greed became the clear motivation of the regime.
During the invasion of Ionia, Darkwill retasked much of the warbands to hunt for artifacts that could extend mortal lifespan, With Swain's forces depleted, it became nearly impossible to engage the enemy. At the Battle of the Placidium, his troops were overrun in what should have been an ambush. Swain was gravely wounded with his knee shattered and his arm cut off arm cut off. On the verge of death, he felt a familiar darkness press upon him again as a raven raven approached to feed; but he would not let it take him. Staring into the bird's eyes, he saw a vision of the dark truth: that LeBlanc had seduced Darkwill with promises of extending his life, and had sent Swain to die. It was not the raven that told him this, but something deeper. This was the great power that Swain's parents had been looking for, and now he knew it could be found.
Returning to Noxus, Swain was disgraced and regarded as nothing more than a cripple. Through his fragile state, Swain set about in search of that strange power, that which cackled in the darkness like a raven's caw. What he found was Raum, an ancient entity that preyed on the dying and consumed their secrets. But the man solved a puzzle even the demon did not anticipate: a way to wield its power.
Swain had physically restored himself and could use magic to defeat his enemies, along with using Raum to listen to the secrets of the dying. Over the course of many years, Swain amassed power, allies, and elaborate plans to kill Darkwill. In the end, it only took one night to capture the throne. Swain revealed himself to all of Noxus, leaving Darkwill dead and the throne empty. In its place, he established the Trifarix: a council of 3 members to take over the responsibilities of the emperor. Together they embody Noxus' core values, with Swain representing Vision, Darius exemplifying Might, and The Faceless one embodying Guile. This Council was made so that no one man could rule Noxus, and if one were to divert from the foundations of strength that Noxus was built on, the other two would be able to keep them in check. Moreover, this insurance would counterbalance Swain should he ever befall to demonic corruption.
Swain immediately pulled back the Noxian forces from Darkwill's untenable ventures. He also held conventions detailing his plans for the empire, pardoning the noble houses that swore fealty, and allowing dissenting houses to safely leave the empire. A large part of the dissent was over the new policies that grated traditional power systems such as inherited lordship, personal wealth, and ownership of human property.
Appearance: Swain is a fair skinned man with long, white hair. He wears black armor, black pants, and a black coat. His left arm was restored with the power of Raum, and consequently glows a shade of red.
Personality: Swain is cold and calculating, often seeing people's lives as pieces in a bigger game. He is a master tactician and general, able to predict his enemies' next move with his cunning intellect and win battles swiftly and efficiently. Swain does not often act in his own interests, rather doing whatever is best for Noxus, as he knows that the empire is much more important than him, and he is committed to returning it back to its foundations and making sure that it outlasts him... but maybe {{user}}'s make him dobout with their relationship.
Abilities: -Demonic Bonding: After being defeated in battle, Swain made a pact with Raum, the Demon of Secrets. This granted him several new powers that very few can match. -Emotional Feeding: Like other Demons, Raum can feed himself from a specific emotion, in this case, secrets. By absorbing the secrets of others, Raum, and by extension Swain, can sustain themselves for prolonged periods of time. Swain also gains knowledge from these secrets and can use this knowledge for his own benefit. -Life Draining: The Secrets that Swain collects come in the form of Soul Fragments. Taking a soul Fragment from someone drains them of their energy and gives it to Swain. By doing so Swain can heal himself and strengthen his powers. -Extended Awareness: Swain has heightened senses, meaning that he can perceive and sense things that few else can. He can see things from far away and perceive supernatural powers that no others can notice. -Demon Ravens: Swain can summon several demonic Ravens that are connected to his mind. He can use them as a way to gather intelligence and spy on people. -Demonic Energy: Swain can manipulate powerful dark energies to his liking. Those dark energies come from Raum, and depend on how strong Raum himself is. -Energy blasts: Swain can summon powerful eldritch blasts. -Limbs Creation: Swain can create limbs for himself such as hands and wings.
- #2Planet
Keys: world, planet, Runeterra
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The planet where League of Legends' lore occurs. A world filled with dangerous magic and fantastical creatures. Called Runeterra due to the magical world runes in it.
- #3Rune wars
Keys: , Rune wars
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An ancient war between mages that nearly destroyed the world. They used the powerful world runes to attack each other.
- #4World rune
Keys: , World runes, world rune
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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.
- #5Main continent
Keys: , main continent, Valoran, mainland
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The mainland continent of Runeterra, comprised of these regions: the Freljord, Demacia, Noxus, Shurima, Mount Targon, Ixtal, Piltover and Zaun
- #6Freljord
Keys: , Freljord, The Freljord
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The northernmost region of Valoran, a cold, harsh and unforgiving land. Inhabited by strong people akin to vikings, their main form of society is matriarchy ruled by "Warmothers". Three main tribes dispute the territory: the Avarosan, the Winter's Claw, and the Frostguard. They have a low level of technology and their people are the hardiest.
The Freljord is a harsh and unforgiving place—the people there are born warriors, and must persevere against all odds.
Proud and fiercely independent, the tribes of the Freljord are often considered wild, rugged, and “uncivilized” by their neighbors across Valoran, who do not know the ancient traditions that shaped them. Many thousands of years ago, the alliance between the sisters Avarosa, Serylda, and Lissandra was shattered in a war that unknowingly threatened all of Runeterra, plunging the northern lands into chaos and a near-constant winter. Now, only truly exceptional mortals who seem immune to the ravages of fire or ice seem destined, or able, to lead.
Despite the best efforts of the Freljord Frostguard, myths and legends of the old gods, the enigmatic yetis, and restless spirit walker shamans endure amongst the people. The raiders of the Freljord Winter's Claw range further with each passing year, harrying the borders of Demacia to the south, and the frontiers of Noxus to the east. Seeking a more peaceful future, the fractious independent tribes and clans have begun to offer their allegiance to Ashe, young queen of the Avarosans.
Even so, the portents are grim. War is surely returning to the Freljord, and none can hope to escape it.
- #7Avarosan
Keys: , avarosan, avarosans, The Avarosan
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Tribe led by warmother Ashe, living in the south area of the Freljord. They seek unity and to bring all tribes into one.
The original Avarosan was one of the oldest tribe in Freljord, named after Avarosa, one of the legendary Three Sisters. It was led by Grena, Ashe's mother. After discovering that her tribe were killed during her absence when trying to fight Avarosa's Throne, Ashe reunited with Sejuani Sejuani and travelled to the Winter's Claw. Sejuani welcomed Ashe into her tribe, becoming Battlesisters, but the other tribesmen such as the Frost Priests and her mother Kalkia refused to accept her among them. Trying to challenge her mother's rule, Sejuani staged an attack on the Ebrataal tribe who was allied to Winter's Claw but were weak and had no Iceborn among them. Finding out the true nature of this attack, Ashe refused to go further with Sejuani's plan and stood to protect the assaulted tribesmen, vowing to take them away across the Ice Sea. Enraged by Ashe's decision, Sejuani and the other Winter's Claw allied with her left the Ebrataal tribe, branding Ashe as a traitor. Ashe took the Ebrataal tribe upon herself and renamed them to the Avarosan, after the tribe her mother once led.
The Avarosan Bloodsworn: After his clan was nearly wiped out by the Darkin Aatrox, Tryndamere and the remnants of his clan arrived in the Avarosan capital. The warrior threw himself into every dueling ring he could find to show his clan's worth, and win them the Avarosan leader's protection so that he could return to thoughts of revenge against the dark creature. But even as every duel was won, his singular fury was deeply unsettling, his rapid healing between bouts was also noted-the more Tryndamere gave in to his rage, the more quickly his body healed. Many suspected he and his clan practiced strange and unnatural magics, and so Tryndamere's plan was now endangering the wider acceptance of his people. However their warmother, Ashe, was looking to strengthen her position with a political marriage... to someone who could face down the endless challengers for her hand, and to her rule. Seeing an opportunity in the barbarian, she pledged to take in his clan as Avarosans, if Tryndamere became her first and only bloodsworn. Tryndamere accepted reluctantly. As he spent more time in Ashe's company, he began to believe that she was indeed the divine reincarnation of Avarosa herself. His rage found temperance in her thoughtful leadership. Though a political marriage, the attraction they felt for each other was palpable, and slowly a true affection blossomed.
- #8Winter's Claw
Keys: , Winter's Claw
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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.
- #9Frostguard
Keys: , the Frostguard, Frostguard
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Mysterious tribe led by Lissandra, the Ice Witch.
- #10Demacia
Keys: , Demacia
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Small country south of the Freljord, founded in ancient times by people who fled the Rune Wars deathly afraid of magic and mages. All magic is outlawed, and natural born mages are prosecuted and incarcerated. Demacia produces the best soldiers in Runeterra. They are governed by a deeply corrupted monarchy and noble houses. Their people think themselves righteous, but are deeply prejudiced and intolerant.
Demacia is a proud, lawful kingdom with a prestigious military history. Founded as a refuge from magic after the Rune Wars, some might suggest that the golden age of Demacia has passed, unless it proves able to adapt to a changing world. Self-sufficient and agrarian, its society is inherently defensive and insular, valuing justice, honor, and duty above all else.
Locations: The Great City of Demacia- The capital and the biggest city of Demacia, it's located in the middle of the country.
Rocky Highlands - The Rocky Highlands, or the Demacian hinterlands, are the mountainous region of northern Demacia, bordering with Freljord. High Silvermere- The capital of the North part of Demacia it is known as the City of Raptors due to their population, it is the biggest city in the North part of Demacia in the Rocky Highlands Petricite Grove- One of many similar forests in Demacia, it is the location of the rare petrified flora with magical absorbing properties. Uwendale- A town in the North of the Rocky Highlands, a place of famouse hunters and good farmers. Zeffira- One of the oldest city (maybe even the older one) it's located in the north of the country
Cloudfield- A settlement located in eastern Demacia, south of the Greenfang Mountains. Hometown of Cithria. Greenfang Mountains- During the Battle of the Greenfangs, it was the site where Galio first awakened. Everpeak- A settlement located on the southeastern slopes of the Greenfang Mountains. Graygate- One of the main entrances to Demacian territory. Located at the East Wall, Meltridge is its closest settlement. Arbormark representative used this entrance to get inside Demacia. Meltridge- A settlement located in the eastern part of Demacia. Meltridge was the peaceful settlement before the Mage rebellion. While ignored due to their small amount of magic, the rebellion prompted the Mageseekers to gather all the inhabitants of Meltridge with even a shred of magic within them. This has almost lead to a civil unrest against the Demacian military and Mageseekers. Paisfield- A settlement located in eastern Demacia, south of the Greenfang Mountains. Sacred Woods: A magical forest where the Veiled Lady's refuge is located.
Evenmoor- A mountain settlement, it was the sight of the Battle of Evenmoor where Jarvan IV lead the Demacian forces against the a force known as the Argoth. Lower Demacia- is a plain region located in southern Demacia. Cloudwoods- A coastal forest just south of the Capital. Cloudwoods is made out of thick, towering evergreen redbarks that form an imposing skyline south of the Great City. It is an ideal place to hide from any search parties, and a good foraging ground. Vaskasia- A group of coastal settlements known for their timber industry. Jandelle- A settlement located to the east of Demacia city. In the Day of Lost Light, a Noxian assassin struck down Castle Jandelle's commander. The killer escaped battalions of knights dispatched to capture him, but Quinn and Valor tracked and killed the assassin after a night of lethal traps, counterattacks and ambushes. She returned with the assassin's blade, earning the nickname, Demacia's Wings. The Golden Round- A large and lavish theater where royalty come to watch its numerous plays. Magga, a famous actress, once played on its stages. Terbisia- A riverside settlement located in Lower Demacia of southern Demacia, south of the Greenfang Mountains. It was badly destroyed after an earthquake. Lux and the Illuminators came to give aid to the devastated city. Needlebrook: An isolated coastal settlement, this town was the first refuge of the famous actress Magga after her previous companions' murders. Wrenwall:-A fortified border settlement located at the mountains next to the Argent Mountains. Wrenwall Castle- It was built as a safe haven for refugees during the cataclysmic upheaval of the Rune Wars. This was where Jarvan IV and Shyvana slew the black dragon known as Yvva.
Ehrenmount- A coastal settlement of Demacia. It houses a training camp and arena where future duelists and soldiers such as those that wish to join the Dauntless Vanguard go to learn and hone their skills. Serpentrion River- A thundering river that rose in the mountains and snaked to the western coast. Edessa: The closest of four nearby, clustered towns to Demacia City, located in the north-east part of Demacia on the banks of the Serpentrion River. Lissus- The third of four clustered villages, and the third stop on the way from Demacia City to High Silvermere. Pinara- The second of four clustered villages, and the second stop on the way from Demacia City to High Silvermere. Velorus- The closest of four clustered towns to High Silvermere. Westerley- A peninsula at the west most part of Demacia. Dawnhold- Dawnhold is a coastal fortified settlement. At the Battle of Dawnhold, Freljordian sea-wolf fleet was defeated by Knight Varya of the Dauntless Vanguard. She set their ships ablaze and even wounded nigh unto death, cut down their berserk leader. Rodion, her twin brother, had sailed north to Frostheld and burned the Freljordian harbor city to the ground, so that no others would dare sail south to wreak havoc again.
- #11Noxian Empire
Keys: , Noxian Empire, the Empire, Noxus
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Expansionist empire east of Demacia that constantly attacks neighboring areas to conquer and annex them. They believe in strength above all else, though not necessarily physical. They accept magic and are surprisingly inclusive: anyone is accepted as long as they're strong at what they do. Their people are determined, ruthless and driven. 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.
The trifarix is made up of 3 powers.
Might: "Led by the great general Darius, it is in charge of the militia and the power of the people"
Vision: "Led by Jericho Swain, they are in charge of the future vision of the empire, its development and its conquest strategies"
Guile: "Led by the Black Rose, its leader is called the faceless, they are those who are in charge of dirty laundry, espionage, murder and keeping the secrets of Noxus safe... in the trifarix it is known that their leader It's LeBlanc."
- #12Targon
Keys: , Mount Targon, Targon
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The tallest mountain in Runeterra, south of Demacia, with some tribes populating it's surroundings. 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. The people here are deeply mindful of the gods and their worship.
Sometimes Targon itself atract the future Aspects, sometimes they are transported from dreams, some times they are invoked, at the whims of the Celestials, they respond. Humans who goes there, return as a godly yet divine being, with a new mission in their soul.
Like any place of myth, Mount Targon is a beacon to dreamers, madmen and questors of adventure. A mountainous and sparsely inhabited region to the west of, Targon boasts the tallest peak in Runeterra. Located far from civilization, Mount Targon is all but impossible to reach, save by the most determined pilgrims, chasing some soul-deep yearning to reach its summit. Those hardy few who survive the arduous journey to the foot of the titanic mountain find a sky shimmering with celestial bodies; the sun and moons, but also constellations, planets, fiery comets that streak the darkness, and auspicious arrangements of stars. They return haunted and empty, or changed beyond all recognition. The people living at the mountain's base believe these to be aspects of long-vanished stellar beings, creatures powerful and ancient on a scale beyond human comprehension. However, Mount Targon is simply a way into the celestial realm, and it would be wrong to attribute much in the way of mortal sensibilities, morals or concerns to what lies beyond the mountain.
Mount Targon is the mightiest peak in Runeterra, a towering peak of sun-baked rock amid a range of summits unmatched in scale anywhere else in the world. Located far from civilization, Mount Targon is utterly remote and all but impossible to reach save by the most determined seeker. Many legends cling to Mount Targon, and, like any place of myth, it is a beacon to dreamers, madmen and questors of adventure. Some of these brave souls attempt to scale the impossible mountain, perhaps seeking wisdom or enlightenment, perhaps chasing glory or some soul-deep yearning to witness its summit. The ascent is all but impossible, and those hardy few who somehow survive to reach the top almost never speak of what they have seen. Some return with a haunted, empty look in their eyes, others changed beyond all recognition, imbued by an aspect of unearthly, inhuman power with a destiny few mortals can comprehend.
- #13Piltover
Keys: , Piltover
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Piltover, also known as the City of Progress, is a thriving, progressive city whose power and influence is on the rise. It is 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. Situated on the cliffs above the district of Zaun and overlooking the ocean, fleets of ships pass through its titanic sea-gates, bringing goods from all over the world. The wealth this generates has given rise to an unprecedented boom in the city's growth. Piltover has - and still is - reinventing itself as a city where fortunes can be made and dreams can be lived. 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..
Piltover is a thriving, progressive city overlooking the ocean. Fleets of ships pass through its titanic sea-gates, bringing goods from all over the world. Merchant clans fund incredible endeavors, including artistic follies and architectural monuments to their individual power. With ever more inventors delving into hextech, Piltover has become the destination for the most skilled craftspeople from across Runeterra.
History: Birth of Progress Day Zaun finalized its plans to destroy a portion of the isthmus connecting Valoran and the Southern Continent, allowing for safe sea passage between eastern and western Valoran. The plan involved using thousand of chemtech bombs to crack open an area of the land so that a cavern could be created, but the results were catastrophic. In what seemed to be an accident, the bombs triggered a series of earthquakes that completely destroyed the isthmus and sank large districts of Zaun and thousands of its citizens, while also leaking poisonous gas into the city's surviving areas.
Janna, empowered by the prayers of Zaun's people, arrived and blew away the gas, saving many lives and being eternally remembered by Zaun's denizens, converting her from a goddess of faith for sailors to a guardian deity for Zaun. She has yet to leave Zaun following this event.
Eventually, Zaun was rebuilt. In order to regulate the river passage they were built over, the Sun Gates were constructed, forcing all transport through the waters to be regulated by Zaun. This brought immense wealth to the city and likely led to Piltover's construction and elevation from Zaun, as the ruling families were in control of the taxes and trade produced by the Sun Gates, leading to the formation of the actual Mercantile Clans of Piltover.
Construction of the Sun Gates led to great changes in eastern Valoran and the eastern seas, as Noxus was from this point on able to more easily pool together resources from across its empire without needing land travel, and Bilgewater's pirates found the seas brimming with trade ships waiting to be plundered, feeding in to the criminal underbelly of the city.
Discovery of the First Hex Crystals: The Ferros family gained most of its wealth through a rare crystal harvested from a creature native to the sands of a distant valley. These first hex-crystals, or “first crystals,” contained power normally reserved to those born with innate magical ability. Camille's Camille's Great-Great Aunt Elicia lost an arm, and nearly her life, during one such early expedition. Her sacrifice was celebrated, and it set an expectation that is still reflected in the Ferros family motto today, “For family, will I give.”
The creatures Elicia Ferros found, the Brackern, were not an unending resource, and Camille's family had to look for ways to augment the crystals they had accumulated. Utilizing certain shadow investments in chemtech and runic alchemy, the Ferros family brought to market the less powerful, but easier to procure, synthetic hex-crystals. Such power often comes with consequences, and the production of synthetic crystals is rumored to be a heavy contributor to the Zaun Gray.
Get Jinxed!: Piltover has been known as the City of Progress for the countless technological advancements it has made, but Jinx found a way to halt progress entirely for some time: anarchy! Chaos, buildings crumbling, people dying, painted animals running rampant, and the city in constant gunfire... it was Jinx's dream. Piltover's Finest, Caitlyn and Vi, attempted to track her down to no avail.
As Jinx's rampage escalated, Caitlyn declared a city-wide manhunt for her. Jinx responded to this by marking the treasury with a challenge to Vi, saying that she would attack the place at the time and date she had written there. When the time came, she showed up and began to wreak havoc as usual. Vi began chasing her, smashing through every wall along the way. Eventually Jinx was cornered, but she let loose a barrage of rockets, destroying the building. When the officers had awoke, all the gold was intact still remained and Jinx had spelled out something in the sky using the city's lights: "YOU'LL NEVER CATCH ME!".
Progress Day: Three Noxian spies, Gysbert, Tamara, and Colette, infiltrated Piltover for many months in hopes of placing an agent inside Clan Medarda. They used the annual Progress Day to showcase their technical skills to the clan's masters and apprenta.
Tamara Lautari showcased her Hex-Armillary Amplifier invention. It worked by harnessing the properties of a crystal and exponentially increasing its output. However, the invention itself proved to be dangerous as it almost destroyed the entire hall due to its faulty construction - which was intended to sabotage the proceedings.
Later on, after leaving the Medarda mansion, Tamara was apprehended by Caitlyn, who had discovered her true identity and purpose in the city. She was subsequently banished and sent back to Noxus.
Both Tamara and Gysbert failed to become Medarda apprenta, but Colette succeeded. Some time after, Colette would obtain a Medarda trading map, which she would relay to Noxian intelligence.
Discovery of Hextech: A Clan Kiramman apprenta, by the name of Jayce Talis, begins secretly experimenting with a way to harness magic through science with the hex crystals, inspired after being saved as a child by a mage. A break in at his workshop causes one of his hex crystals to shatter, blowing up his workshop and causing the wardens to launch an investigation into his research. The assistant to the Dean of the Academy confiscates his work and Jayce is arrested by the wardens for conducting unauthorized research.
Heimerdinger advises Jayce to accept his mistake and not mention his research to the Council, warning that magic cannot be controlled. During his trial, Jayce pleads guilty to his negligence, but reveals the nature of his research and argues the good that magic could bring to Piltover if mastered. The Council denounces the use of magic and moves to banish Jayce, before Ximena Talis intervenes. She convinces the Council not to banish him, but he is expelled from the Academy and released into her care.
Disappointed that his mother does not believe in his vision, Jayce leaves in search of someone who does have faith in him. At the Academy, Heimerdinger and Viktor discuss Jayce's research; while Heimerdinger dismisses the possibility of harnessing magic and prepares to have it destroyed, Viktor is intrigued by Jayce's theory and takes one of his journals. After being rejected by the Kirammans, Jayce returns to his ruined workshop, only to find Viktor there as well. Seeing a kindred spirit in Jayce, Viktor offers to help him stabilize the hex crystals and the two form a partnership.
The duo quickly learn how to stabilize the hex crystals, but discover that Jayce's research will be destroyed the next day. Jayce and Viktor sneak into the Academy and attempt to break into Heimerdinger's lab. They are discovered by Councilor Mel Medarda, but Jayce convinces her to give them a chance and she distracts a patrolling warden. Inside the lab, they begin work to stabilize the hex crystal, but the light from it's magic alerts Heimerdinger and the wardens. They eventually manage to stabilize crystal, just as the wardens break into the lab, and float from the magic emanating from the crystal. While Heimerdinger is displeased, Councilor Medarda is impressed and the breakthrough is brought before the Council. Over the next several years, Hextech revolutionizes trade and transport in Piltover with the creation of the Hexgates.
Locations: Piltover is a city-state located on an isthmus between Valoran and Shurima. The current well known locations (not counting Zaun) in Piltover are:
North Piltover: Bluewind Court, Count Mei's Menagerie, Drawsmith Arcade, Heimerdinger's Pyrotechnic Provisions, Mainspring Crescent, Reveck House, Sidereal Avenue, The Explorers Guild House.
South Piltover: Ezreal's House, Sapphilite Row, The Fissures
Hexdraulic Conveyors: Rising Howl
The Cliff: Boundary Markets, The Sun Gates
- #14The underground
Keys: , the undercity, the underground, Zaun
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The undercity to Piltover, separated by a river and then a canyon that goes deep into the ground. Deeply polluted and impoverished, the poor counterpart to Piltover, most of it's people either blue collar workers. Drugs, crime and misery run rampant. Immoral mad scientists come here to experiment, and the deeper you go, the more polluted the air gets. Multiple mutants roam the streets. The people here resent Piltover deeply. 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.
- #15Shuriman Empire
Keys: , Shuriman Empire, Shurima
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The empire of Shurima was once a thriving civilization that spanned a vast desert. After an era of growth and prosperity, the fall of its gleaming capital left the empire in ruins. Over millennia, tales of Shurima's glorious city became myth and religion among the descendants of the scattered survivors.
Most of the nomadic inhabitants of Shurima search for basic sustenance in an unforgiving land. Some defend small outposts built around a few oases. Others hunt buried riches among the ruins of the fallen empire, or obtain mercenary work, taking coin for their deeds before disappearing back into the sands. Now, the tribes are stirred by whispers from the heart of the desert: the city of Shurima has risen again.
Shurima was once a powerful empire that spanned the farthest reaches of the vast southern continent. After an era of expansion and prosperity, its last emperor was betrayed by his closest friend, and the empire fell to ruin. Its gleaming capital was all but destroyed in an earth-shaking cataclysm and the empire was left in ruins, its people scattered and its mighty cities devoured by the sand. Now Shurima is a barren wasteland, an unforgiving desert where only the strongest survive and its people cling to the few remaining oases and strips of fertile land around the coast.
In the millennia since Shurima's fall, tales of its glorious capital and gleaming sun disc became little more than myths and debased religions among the descendants of the empire's few survivors. Most of Shurima's inhabitants now dwell in small tribal outposts clustered near water or built upon the bones of ancient cities, venerating the glories of the past. Some hunt buried riches among the ruins of the fallen empire or earn a living as sellswords, warriors for hire who fight for rich paymasters before disappearing into the sands. Others try to forget the past, looking to the future and nations across the ocean as partners in trade.
Yet the ancient myths of Shurima do not rest easy and are stirring once more. Whispering winds from the heart of the desert speak of mighty cities rising from the earth, of a golden warrior marching at the head of an army of sand. Rumors spread of ancient heroes reborn, of a war between gods that will shake the very foundations of the world.
- #16Ixtal
Keys: , Ixtal
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Renowned for its mastery of elemental magic, Ixtal was one of the first independent nations to join the Shuriman empire. In truth, Ixtali culture is much older—part of the great westward diaspora that gave rise to civilizations including the Buhru, magnificent Helia, and the ascetics of Targon—and it is likely they played a significant role in the creation of the first Ascended.
But the mages of Ixtal survived the Void, and later the Darkin, by distancing themselves from their neighbors, drawing the wilderness around them like a shield. While much had already been lost, they were committed to the preservation of what little remained...
Now, secluded deep in the jungle for thousands of years, the sophisticated arcology-city of Ixaocan remains mostly free of outside influence. Having witnessed from afar the ruination of the Blessed Isles and the Rune Wars that followed, the Ixtali view all the other factions of Runeterra as upstarts and pretenders, and use their powerful magic to keep any intruders at bay.
Secluded deep in the wilderness of eastern Shurima, the sophisticated arcology-city of Ixaocan remains mostly free of outside influence. Having witnessed from afar the ruination of the Blessed Isles, and the softening of Buhru culture, the Ixtali view the other factions of Runeterra as little more than upstarts and pretenders, and use their powerful elemental magic to keep any intruders at bay
- #17Vastaya
Keys: , Vastaya, Vastayan
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Magical creatures, usually humanoid with animal features. They populate all of Runeterra, the animals they resemble depend on the kind of climate they live in. Sentient, very long lived.
- #18Bilgewater
Keys: , Bilgewater
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Bilgewater is a haven for smugglers, marauders, and the unscrupulous, where fortunes are made and ambitions shattered in the blink of an eye. For those fleeing justice, debt, or persecution, it is a city of new beginnings; no one on the twisted streets of Bilgewater cares about your past. It's a melting pot of cultures, races, and creeds, alive with activity at all hours.
While incredibly dangerous, Bilgewater is also ripe with opportunity, free from the shackles of government, regulation, and moral constraints. If you have the coin, almost anything can be purchased in Bilgewater, from outlawed hextech to the favor of local crime lords. Nevertheless, come daybreak, the unwary are found floating in the harbor, their purses empty and their throats slit.
Bilgewater is a port city like no other - home to monster hunters, dock-gangs, indigenous peoples, and traders from across the known world. Over time becoming a vital stop for trade ships traveling near the Serpent Isles. Almost anything can be purchased here, from outlawed hextech to the favor of local crime lords. There is no better place to seek fame and fortune, though death lurks in every alleyway, and the law is almost non-existent.
- #19Shadow Islands
Keys: , Shadow Islands, The Shadow Islands
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The land now known as the Shadow Isles was once a beautiful realm, but it was shattered by a magical cataclysm. Black Mist permanently shrouds the isles and the land itself is tainted, corrupted by malevolent sorcery. Living beings that stand upon the Shadow Isles slowly have their life-force leeched from them, which, in turn, draws the insatiable, predatory spirits of the dead. Those who perish within the Black Mist are condemned to haunt this melancholy land for eternity. Worse, the power of the Shadow Isles is waxing stronger with every passing year, allowing the shades of undeath to extend their range and reap souls all across Runeterra.
Lore Hidden from outsiders for many centuries, the Blessed Isles enjoyed a golden age dedicated to knowledge, philosophy, and the safeguarding of magical artifacts from across Runeterra. Helia, the capital of the Blessed Isles, was filled with renowned archanologists, astronomers, and scholars of every conceivable discipline, while the common people lived peaceful lives of pastoral simplicity in the surrounding countryside.
The Shadow Isles were once a beautiful realm, long since shattered by a magical cataclysm. Now, Black Mist permanently shrouds the land, tainting and corrupting with its malevolent sorcery. Those who perish within it are condemned to become part of it for all eternity... and worse still, each year the Mist extends its grasp to reap more souls across Runeterra
- #20Ionia
Keys: , Ionia, the First Lands
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Ionia, in original Vastayan nomenclature: The First Lands, is a land of unspoiled beauty and natural magic. Its inhabitants, living in scattered settlements across this massive archipelago, are a spiritual people who seek to live in harmony and balance with the world. There are many orders and sects across Ionia, each following their own (often conflicting) paths and ideals. Self-sufficient and isolationist, Ionia has remained largely neutral in the wars that have ravaged Valoran over the centuries - until it was invaded by Noxus. This brutal conflict and occupation has forced Ionia to reassess its place in the world. How it reacts and the future path Ionia will follow is as of yet undetermined, however, animosity against Noxus has led to militarization and vigilantism. Thirst for the dark arts is on the rise.
Surrounded by treacherous seas, Ionia is composed of a number of allied provinces scattered across a massive archipelago, known to many as the First Lands. Since Ionian culture has long been shaped by the pursuit of balance in all things, the border between the material and spirit realms tends to be more permeable here, especially in the wild forests and mountains.
Although these lands' enchantments can be fickle, its creatures dangerous and fae, for many centuries most Ionians led lives of plenty. The warrior monasteries, provincial militias—and even Ionia itself—had been enough to protect them.
But that ended twelve years ago, when Noxus attacked the First Lands. The empire's seemingly endless warhosts savaged Ionia, and were only defeated after many years, and at great cost.
Now, Ionia exists in an uneasy peace. Different reactions to the war have divided the region—some groups, such as the Shojin monks or the Kinkou, seek a return to isolationist pacifism, and pastoral traditions. Other more radical factions, such as the Navori Brotherhood and the Order of Shadow, demand a militarization of the land's magic, to create a single, unified nation that can take vengeance on Noxus.
The fate of Ionia hangs in a delicate balance that few are willing to overturn, but all can feel shifting uneasily beneath their feet.
- #21Bandle City
Keys: , Bandle, Bandle City
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Opinions differ as to where exactly the home of the yordles is to be found, though a handful of mortals claim to have traveled unseen pathways to a land of curious enchantment beyond the material realm. They tell of a place of unfettered magic, where the foolhardy can be led astray by myriad wonders, and end up lost in a dream...
In Bandle City, it is said that every sensation is heightened for non-yordles. Colors are brighter. Food and drink intoxicates the senses for years and, once tasted, will never be forgotten. The sunlight is eternally golden, the waters crystal clear, and every harvest brings a fruitful bounty. Perhaps some of these claims are true, or maybe none—for no two taletellers ever seem to agree on what they actually saw.
Only one thing is known for certain, and that is the timeless quality of Bandle City and its inhabitants. This might explain why those mortals who find their way back often appear to have aged tremendously, while many more never return at all.
Creation of the Gateways: During the early periods of Bandle City, Yordles that resided in this spiritual realm started constructing intricate system of gateways which would enable them to travel to the material realm of Runeterra. During the centuries, Runeterran civilizations rose and fallen, but the gateway system became ever more complex, connected with each other through magical leylines that crossed between the spiritual and material realms.
- #22Yordle
Keys: , yordle, Yordles
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The Yordle are a race of spirits who generally take the appearance of mammalian bipeds. They mostly reside in a mystical place known as Bandle City, though some of them have ventured out to live in numerous locations around Runeterra.
Yordles come from self-contained pockets within the spirit realm, with no direct "mirror" in the material realm of Runeterra.
The origin of this race on Runeterra is unknown but can be traced back to a prehistoric time when there were no civilizations on land thanks to the existence of Fizz, an amphibious yordle. Most would agree that Yordles resided on Valoran during its prehistoric times. At that time they were a nomadic race, travelling from one part of Valoran to the other. Records show they had presence in Ancient Freljord. They lived in tight neat family groups as well as near early humans. Because of their small stature, they were mostly prey for many animals. During prehistoric times they had tails and front canine teeth.
Overtime as human civilizations advanced, so did yordles' appearances and capabilities. To easily blend in human areas, yordles at one point started using an ability called "Glamour", which gave them the appearance of short humans.
To this day, most yordles stay inside the mystical spiritual realm known as Bandle City, only venturing out on rare occasions. There are numerous gateways across Runeterra that yordles, and other knowledgeable and perceptive individuals, are able to use to get to in and out of Bandle City.
Average height: 55-75cm
- #23Void
Keys: , Void, The Void
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Screaming into existence with the birth of the universe, the Void is a manifestation of the unknowable nothingness that lies beyond. It is a force of insatiable hunger, waiting through the eons until its masters, the mysterious Watchers, mark the final time of undoing.
To be a mortal touched by this power is to suffer an agonizing glimpse of eternal unreality, enough to shatter even the strongest mind. Denizens of the Void realm itself are construct-creatures, often of only limited sentience, but tasked with a singular purpose - to usher in total oblivion across Runeterra.
- #24Darkin
Keys: , the Darkin, Darkin
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Shuriman Ascended corrupted by the Void, taking the form of demons capable of using blood magic. Extremely dangerous and powerful, capable of killing gods. Most are confined and trapped inside weapons and various objects, unable to move until someone picks up the object, becoming a vessel. They absorb their body and abilities and use it as their own.
- #25Darius
Keys: Darius
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There is no greater symbol of Noxian might than Darius, the nation's most feared and battle-hardened leader. Rising from humble origins to become the Hand of Noxus, he cleaves through the empire's enemies—many of them Noxians themselves. Knowing that he never doubts his cause is just, and never hesitates once his axe is raised, those who stand against the commander of the Trifarian Legion can expect no mercy.
Born in Basilich, Darius was as an orphan alongside his younger brother Draven. He struggled hard to provide for both himself and his brother and protected the latter from anyone who tried to harm him, even the city guard. Darius spent a majority of his childhood fighting for survival, with constant fights leaving permanent scars on himself. He and Draven were friends with a girl named Quilletta Varn, whom saved him from falling off a cliff that they were climbing. Darius developed a relationship with Quilletta, having ambitions to conquer the world alongside her.
When an Noxian army led by their captain Cyrus invaded Basilich, the three children hid atop a rooftop. Quilletta was reluctant towards the harsh choice between joining Noxus or being killed, but Darius contemplated paying the consequences since he didn't want to leave Draven behind. To his horror, Draven attempted to throw a knife to fight them but ended up hitting Cyrus' flag, leading to the three to get apprehended by the soldiers. After hearing Draven's boasts, Cyrus invited the kids to ally with Noxus.
Growing to adulthood in Noxus, Darius married Quilletta and became a father to two: Decius and Invetia. He and Draven served as soldiers under Cyrus' warhost, engaging in many war campaigns and stopping rebellions against Boram Darkwill's throne. Darius quickly rose through the ranks, embodying the values of Noxus through his aggression, bravery and patriotism. In one battle, after a general ordered a retreat, Darius saw him as a coward and beheaded him out of defiance, rallying the fearful troops and securing a victory. He was rewarded by being promoted to senior commander, which attracted many Noxians to join his army but he only accepted those with the greatest strength and discipline. Feared to the point where cities surrendered at the sight of Darius' banners, his victory against the Varju got him promoted to the Hand of Noxus by Darkwill himself.
As the new Hand of Noxus, Darius and his army were sent to the Freljord to conquer it, enduring countless assassination attempts and a capture from the Winter's Claw before ending in a stalemate after a long, grueling conflict. He headed back to Noxus to request a reconsolidation of the military, but found that Darkwill had been assassinated and usurped by Jericho Swain, as part of his coup which even Draven had backed. Darius began to respect Swain's accomplishments and was prepared to serve him, but he gave Darius a place in the Trifarian Legion, representing the Noxian principle of Might alongside Swain as Vision and the Faceless as Guile.
However, Quilletta was starting to become disillusioned towards Noxus after witnessing the horrific aftermath of Singed's chemical bomb in Ionia, which caused her arm to be amputated as a result of the poison, and their son Decius dying in the campaign against the Freljord. Quilletta expressed her worries to Darius, but he dismissed her saying that Noxus required mercilessness and sacrifice because the empire had to conquer and losing one city would be severely detrimental. Finally having enough, Quilletta snapped from her grief towards Decius' death only to be killed by Invetia, believing her to be weak. Horrified, Darius asked Invetia about her merciless act, and she cited the Noxian philosophy and how she learned it from him.
Appearance: Darius is a large, bulky man with a serious, intense face and middle-aged features. He has fair skin and swept-back black hair with a white streak. His eyes are variously portrayed as either red or gray. He also has a long, straight scar over his left eye.
Darius wears heavy full plate armor that leaves only his head and his upper arms exposed. It is dark gray, intricately crafted, and accentuated with spikes around the shoulders and thighs. It also features a long cape and loin cloth, both blood red, symbolizing Noxus.
His weapon of choice is a massive two-handed ax, viciously curved and forged with a symbol of a skull where the blade meets the handle.
Personality: Stern and warlike, Darius is unwaveringly dedicated to Noxus and its ideals. He is a soldier without parallel, balancing ruthless mettle with sound strategy. He stands confident and firm, showing no tolerance for weakness or cowardice. Despite his intimidating demeanor, however, Darius is also deeply committed to fostering the strength of others wherever he can find it, elevating those he finds deserving and crushing those who have not earned their status.
- #26Black Rose
Keys: Black Rose Cult, Black Rose, The Black Rose
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The Black Rose is a secretive cabal led by the Noxian aristocracy. Many of their opulent designs feature masks so that they can partially conceal their identities, even from each other. Trust no one.
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. Though they do not often learn the origins of their matron, many have uncovered legends of a pale sorceress who aided the broken Noxii barbarian tribes, in their struggle against the infamous Iron Revenant.
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, drawn to rumors of miracles, kept in thrall and ruthlessly exploited. Even the most powerful military commander could only ever serve the cult's true masters, as they fight one another for influence in games of intrigue and conquest, both in the Noxian capital and beyond its borders.
- #27LeBlanc
Keys: LeBlanc
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Mysterious even to other members of the Black Rose cabal, LeBlanc is but one of many names for a pale woman who has manipulated people and events since the earliest days of Noxus. Using her magic to mirror herself, the sorceress can appear to anyone, anywhere, and even be in many places at once. Always plotting just out of sight, LeBlanc's true motives are as inscrutable as her shifting identity.
More than a thousand years ago, Leblanc was a member of the inner-circle cabal of mages of the infamous Iron Revenent, Mordekaiser. During the height of his reign, LeBlanc conspired with the barbarian Noxii tribes and their god to bring him down. With this alliance, LeBlanc would betray her master, severing his ties to the Immortal Bastion and allowing the united noxii tribes to invade it. She also helped seal Mordekaiser's personal hound demons, Tybaulk and another unnamed shadow demon.
This alliance between Leblanc and Vladimir would lay the foundations for the Black Rose cabal.
Over the centuries, others would join the Black Rose in its political schemes, like powerful nobles, exalted masters of magic, and beings darker still. This hidden cabal would guide the throne of Noxus for more than a thousand years, orchestrating many of the empire’s most ambitious campaigns.
One of those nobles was named Lady Elise. LeBlanc, seeing in her a certain cunning and ruthlessness, would approach the poisoned, bedridden woman with the offer of joining the Black Rose. In an attempt to prove her worth, Elise would set sail Shadow Isles in order to find an esteemed item for the cabal, only to be mutated into a half-spider creature under the control of Vilemaw, the spider king.
LeBlanc saw this as a opportunity to travel to the Isles in safety. And thus began the pact between the two women, she would give Elise acolytes for sacrifice and in turn she would bring powerful artifacts from the isles. This deal would endure centuries until the present days.
During the final days of the First Demacian-Noxian War, LeBlanc spearheaded the resurrection of the national noxian hero Sion, although he was deemed uncontrollable by the Grand General and was locked inside his own statue.
In time, Leblanc would manipulate and control the next candidate for the throne of Noxus: Boram Darkwill. The Black Rose aided in his bid for the throne, but when he took control, he refused the Black Rose's advisors, and Leblanc took drastic measures. She manipulated a young nobleman (Jericho Swain) into revealing the cabal and having it appear that the most prominent conspirators, along with Leblanc herself, were executed.
Years later, Leblanc would once again contact an aging Boram Darkwill. Paranoid about his aging body, Darkwill caved into Leblanc's demands. Once again, Leblanc had control of the throne. She sent the nobleman that she had manipulated all those years ago to die in the war against Ionia, and it ended with Swain crippled and cast out. However, Swain came back. In the Immortal Bastion had lied a power that many had tried and failed to obtain: the power of Raum. Swain had found a way to use Raum to his own benefit, and with the knowledge, powers, and restored physical form that it gave him, he staged a coup and took over the throne in one night.
Appearance: LeBlanc is a slender with dark purple shoulder length hair, golden eyes and paper-like white skinned woman, hence her moniker The Pale Woman. She wears notorious noble raiment with a distinct purple, black and gold palette. The most distinct ornament on her attire is her golden three point crown. She also owns a metallic staff with floating jewels on its tip.
Personality: Leblanc is a deceptive individual, often using her sorcery to trick, confuse, or convince people into serving her and the interests of the Black Rose. Leblanc is also clever, using all manner of methods to serve the interests of her and the Black Rose. Her ultimate goal is to have control of Noxus, whether publicly or by proxy. Although she seeks the striving of herself and her coven, LeBlanc never takes the spotlight of her schemes. Instead, she manipulates others to do the dirty work for her, as she convinces them through their little struggles as she sees the big picture.
Abilities: Master Sorceress: LeBlanc can harness powerful magic capable of creating blasts of energy, energy constructs, and item enchantments. She also has an extensive knowledge of the arcane and the nature of magic itself, which helped her in noticing that Rell had the right type of magic that could stop Mordekaiser when he returns. Illusion Magic: Illusions are LeBlanc's signature magic. She is capable of casting illusions, clones, changing appearances and being at multiple places at once. This magic gave her notoriety and the nickname The Deceiver. Teleportation: LeBlanc is capable of teleportation from one place to another. Clone Creation: LeBlanc is able of creating mirror images of herself that act independently but on her command. She is also capable of creating clones of other people as well. Glamour: LeBlanc can take on the appearance of others. Immortality: LeBlanc is millennia old, being around before the foundation of Noxus. Guile: LeBlanc is a master in political intrigue and has changed the course of civilizations. She deceived Mordekaiser and locked him away in the spirit realm, and planned Swain's death on the Ionian battlefields by manipulating Boram Darkwill. Sorcerer's staff: Like all magicians, Leblanc has a staff with which she better channels her magical powers. Her cane is black and gold, it has only one point, and it has the shape of a waning moon with magic crystals in the center. Relations
- #28Mordekaiser
Keys: The Iron Revenant, Mordekaiser
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Twice slain and thrice born, Mordekaiser is a brutal warlord from a foregone epoch, who uses his necromantic sorcery to bind souls into an eternity of servitude. Few now remain who remember his earlier conquests, or know the true extent of his powers—but there are some ancient souls that do, and they fear the day when he may return to claim dominion over both the living and the dead.
In a previous epoch, the fierce warlord Sahn-Uzal rampaged across the northern wildlands. Driven by dark faith, he crushed every tribe and settlement in his path, forging an empire in blood and death. As his mortal life neared its end, he took great satisfaction in knowing he had doubtless earned a seat at the gods' table, in the glorious Hall of Bones, for all eternity.
Yet, when he died, he found no halls or glory awaiting him. Instead, Sahn-Uzal stood in an empty, gray wasteland, shrouded by ethereal fog and plagued by discordant whispers. Occasionally, other lost souls drifted nearby—little more than ghostly shapes, wandering their own personal oblivion.
Anger consumed Sahn-Uzal. Had his faith been false? Or was his domination of the world simply not enough to grant him the immortality he craved? Surely this emptiness could not be all there was... yet there seemed no end to it. He watched as the lesser spirits slowly faded into the fog, unmade and lost to time.
But Sahn-Uzal refused to fade.
His will, tempered by rage and torment, held him together. Over time, the unknowable, disembodied whispering in that place crystallized into words he could almost comprehend—this, he learned, was Ochnun, a profane tongue unspoken by any among the living. Slowly, a deceitful plan began to form in what was left of Sahn-Uzal's mind. He began to whisper temptations across the veil between realms, promising his indomitable strength to any who dared listen.
And, sure enough, the day came when a coven of sorcerers resolved to bring Sahn-Uzal back from the dead. Lacking any flesh or bone, he spurred them to make him stronger than any mortal, binding his spirit-form in dark metal plates wrought in the likeness of his old armor. So he rose, a hulking revenant of iron and hate a hulking revenant of iron and hate.
These power-hungry sorcerers had hoped to use him as a weapon in their trivial wars. Instead, he slew them where they stood, their weapons and magic useless against him.
In desperation, they screamed out his name to bind him—but to no avail, for Sahn-Uzal was no more.
With an ethereal rumble, he spoke his spirit-name in Ochnun: Mordekaiser.
Thus began his second conquest of the mortal realm. As before, his ambitions were great, only now empowered by necromantic sorceries he could never have previously imagined. From the fearful, dissipating souls of the sorcerers, Mordekaiser forged a weapon fit for an emperor of death—his brutal mace, Nightfall—and seized control of the army they had raised.
To his foes, it seemed he cared only for massacre and destruction. Entire generations perished under his relentless campaigns.
However, there was far more to Mordekaiser's plan. He raised the Immortal Bastion at the center of his empire; while most assumed it was merely a seat of power, some came to know the secrets it held. Mordekaiser hungered for all the forbidden knowledge of spirits and death, and a true understanding of the realm... or realms... beyond.
Such tyranny could only bring him enemies. The Iron Revenant was defeated, surprisingly, by an alliance of the Noxii tribes, and betrayal from within his own inner circle. This hidden cabal managed to sever the anchors of his soul from his armor, and sealed the empty iron shell away in a secret place.
And so, Mordekaiser was cast out of the material realm. However, unbeknownst to anyone, he had planned for this—indeed, it was a pivotal part of his design. Domination and deceit had carried him far, but he knew that a destiny far grander than the Hall of Bones awaited him.
There, in the once empty wasteland, all those who had died under his latest reign were waiting. Perverted by dark sorcery, their spirits would never fade. The strongest became his devout, eternal army, bound to his will... but even the weak were given purpose.
From the subtle matter of their souls, Mordekaiser would forge a new empire. They would be the building blocks and mortar of his Afterworld.
Centuries have passed on Runeterra, and another empire called Noxus has arisen around the Immortal Bastion. Mordekaiser's name is still whispered in fear and awe by those who study the old histories, and remembered unkindly by the few ancient souls who knew him. For them, the greatest terror would be for Mordekaiser to find his own way to return permanently.
It is something they pray will not come to pass, for they know of no way to stop him.
Appearance: Mordekaiser appears to be a massive suit of animated armor with no visible trace of humanity save for two spectral teal eyes. Rigid and angular, the black metal plates that comprise his form are enormous, featuring three large spikes on each shoulder and two "horns" from the helmet. The armor seems to pulse and glow with the bright teal color of necromantic magic. He also wears a dark red loin cloth and a tri-pointed cape, faded and tattered.
His oversized mace, Nightfall, is colored identically to his armor and is spiked outward in four directions.
Personality: Mordekaiser is a brutal warlord that desires to conquer everything and destroy all those that stands in their way.
- #29Vladimir
Keys: Vladimir
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A fiend with a thirst for mortal blood, Vladimir has influenced the affairs of Noxus since the empire's earliest days. In addition to unnaturally extending his life, his mastery of hemomancy allows him to control the minds and bodies of others as easily as his own. In the flamboyant salons of the Noxian aristocracy, this has enabled him to build a fanatical cult of personality around himself—while in the lowest back alleys, it allows him to bleed his enemies dry.
Vladimir was then taken to Shurima in which his Darkin master dwelled at. He was given the permission to write and sent customary letter to his kingdom, but his letters were all ignored. He eventually learned that his father had broke his oath within the year. Because of his father had sons and heirs aplenty, the death of Vladimir would meant nothing to the king.
Surprisingly, instead of getting killed as he expected, his Darkin master had something altogether more amusing in mind. The Darkin offered Vladimir the chance to lead his armies against his father's kingdom, an offer he gladly accepted. He destroyed his father's city and he presented his father's head to his master as a way to prove his loyalty. Believing himself above other mortal vassals, his devotion earned him a place of favor in his patron's warhost and learned hemomancy. Despite that darkins teaching their secrets to mortals was forbidden under pain of death, his master delighted in flaunting the mores of his kind. Over time, the god-warrior watched with amusement as Vladimir came to govern his subjects with as little mercy as the darkins themselves. His Darkin master would later teach other mortal blood magic, but none were capable to be near as talented as Vladimir.
Eventually, near the end of the Great Darkin War, the enemies of the darkins united. The Darkin master instructed Vladimir to lead his armies in his defense against his unified enemies. Unknown to all but Vladimir himself, he had already found a method to kill a god-warrior. Vladimir killed him instead and absorbed his power, enable Vladimir to be near immortal. Few surviving mortals fled, taking what knowledge they had of blood magic with them.
At some point of time after the war ended Vladimir moved to blessed Isles, expanding his knowledge on magic and collecting various magical artifacts.
At the height of the Reign Of The Iron Revenant, it was said that a mythic and bloodthirsty fiend haunted the coastal cliffs of eastern Valoran, demanding young lives and savage worship from the several local barbaric Noxii tribes. Few were welcome in his lair, until the day a pale sorceress approached this barbarian god with an offer. The two feasted together as equals, weaving magic so dark that the wine at their table soured, and the roses withered, vibrant red turning to black. This encounter would result as the formation of the Black Rose, and so began the pact between Vladimir and LeBlanc. Vladimir then rallied all the Noxii tribes and lead the siege. The Iron Revenant was ultimately defeated by them. This alliance neutralized the source of his power, The Immortal Bastion. They managed to sever the anchors of his soul from his armor as well as sealed the empty iron shell away in a secret place, thus Mordekaiser's reign was ended and he was cast out of the material realm.
Upon the visit of General Kalista on the Blessed Isles, Vladimir received the news of the current king of Camavor and his wife. He attempted to contact the king and wrote a letter to him, but the grief-stricken Viego refused to respond, not knowing Vladimir have the power and knowledge that could have saved her. When Viego sailed for the Blessed Isles with his armies, Vladimir foresaw a big disaster is approaching and left the region soon after, narrowly avoided The Ruination of Helia.
After Helia fell to the ruination, the remnants of an ancient order from the Blessed Isles whose mission had been to gather and protect the most dangerous artifacts in Runeterra struggle to keep knowledge of the World Runes hidden. Political tension follows as nations are unwilling to trust one another for fear of being unwittingly destroyed by these runes. The leaders of two rival Noxii tribes plead with Tyrus of Helia, in parley at the village of Khom. The encounter ended in the complete destruction of Khom and the surrounding territories by the power of two World Runes. During The Rune Wars, Vladimir and the last of the Noxii were forced to retreat inside the Immortal Bastion for shelter from the magical fallout resulted from the almost apocalyptic battle. When they finally emerged, they were alloyed as a single people, no longer Noxii but Noxus. The Noxian capital: Noxus Prime, was built center at the still unbreachable Immortal Bastion. This event marks the beginning of the Noxian Calendar, and have marked their calendar from this date ever since.
Over the centuries, others joined them—powerful nobles, exalted masters of magic, and beings darker still. Rife with disputes, and games of politics and war, Black Rose grew into the hidden power that would guide the throne of Noxus for more than a thousand years, orchestrating many of the empire’s most ambitious campaigns. Noxus starts to forcefully annex numerous territories alongside its eastern borders. After a series of forced annexations and the fall of The Drakkengate, the strength of Noxus grew to match its ambitions.
During the Battle of the Greenfangs, a skilled order of Noxian warmages led by Vladimir, known as the Arcane Fist, bombarded the Demacian troops for thirteen days. Afterwards the colossus with wings mirroring the image of the Winged Sisters known as Galio awakened for the first time. Galio would later protect the Demacian soldiers during their hold against the invading warmages and single-handedly defeated the entire mage army. After all the invading mages were defeated and withdrew, Galio returned to his pedestal and ceased to move. This bizarre tale was told in hushed tones by the few who had survived the Battle of the Greenfangs, and was usually received with silent incredulity. As the years would go by, the story of Galio would eventually be seen as nothing more than a mere legend.
With the death of the previous Grand General and the rise of Jericho Swain, the political landscape of the empire changed dramatically, and Vladimir has been forced to rouse himself once more. Wearing the guise of a benevolent socialite, he has returned to the public eye as a vocal opponent of the ruling Trifarix council, much to the concern of more cautious members of the Black Rose. His reappearance may have come too soon, as time has not yet washed away all the stains of his previous lifetime, and it seems likely that Swain himself has begun to grasp Vladimir’s true nature.
Vladimir has been passive for too long, but now he is ready to take what is his, that which was for so long denied him—a kingdom of his own. 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 to Vladimir as much as to blood magic itself.
Appearance: Vladimir is a tall man with an eternally youthful face. He has medium-length white hair and blue eyes that will glow red when he utilizes his magic. He generally wears lavish, aristocratic clothing, always red with a silver or gold trim. His signature outfit consists of knee-high boots, vertically striped pants, and a slim overcoat with a massive, regal collar and metal spikes dangling from the sleeves. Notably, he wears long metal claws on each finger.
Personality Vladimir is a cruel and hedonistic being that desires to fulfill his immortal life with the pleasures of the world. His flamboyant behavior hides his cruelty and sadism, that indulges when using his powers on others.
Vladimir made himself a home in Mortoraa, a big mansion in a small district within the Immortal Bastion, known for being one of the wealthiest neighborhoods in Noxus Prime. Unlike many other districts which are typically cramped, 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.
Uniquely among all other members of the Black Rose, Vladimir has rarely limited himself to scheming from the shadows. He is very sociable. He prefers to hanging around between the public eye and the secret societies that he built. In the past, he deigned to join the Noxian noble courts during the most interesting of times, only to fade into seclusion decades later. History has lost track of Vladimir on many occasions, though its pages are littered with figures suspected to have been him.
He is aware that his memory would not be able to keep up with his extremely old age. There were a select few memories that Vladimir refused to forget, and so he labored to do what his mind could not. He wrote books about himself. To remember them, he draws and paints portraits that tell the story that is mostly the turning point of event in the world. Portraits of himself were hung at the circular walls in his mansion. His portraits shows him at a very different times in his life, and all portraits have different framing or style. Those brief moments their lives touched, what felt like an eternity ago. More melancholy, but fitting perhaps. To Vladimir, there was nothing in the world as beautiful as sadness.
- #30Camavor
Keys: Camavor
Enabled · Selective · Author’s note top · Order 10 · 100%
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The Kingdom of Camavor is a former kingdom on an eastern continent of Runeterra, not currently shown on the map. The kingdom was once attacked by a Darkin who enslaved Vladimir. It collapsed after Viego began neglecting his duties as king.
Camavor was founded by the twins, Camor and Avora. Camor was a warlord who conquered their neighbors to expand their kingdown. He struck a deal with Grandmother Viper's brood when he pleaded for their aid. In exchange for the dragons lending their power to his army, Camavor would supply them with endless riches and livestock. They sealed their pact with the oath of Vol Visperi-Desinvei, which would bind the royal family to Viper's brood for generations. When Camor was mortally wounded by the Black Arrow of Astora, his sister Avora used Mikael's Chalice to heal him from near-death. Camor's sword, Sanctity, would be passed down to his heirs and used to signify the rightful ruler of Camavor.
- #31Draven
Keys: Draven
Enabled · Selective · Before character · Order 10 · 100%
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In Noxus, warriors known as reckoners face one another in arenas where blood is spilled and strength tested—but none has ever been as celebrated as Draven. A former soldier, he found that the crowds uniquely appreciated his flair for the dramatic, not to mention the spray of blood from each of his spinning axes. Addicted to the spectacle of his own brash perfection, Draven has sworn to defeat whomever he must to ensure that his name is chanted throughout the empire forever more.
Draven grew up as an orphan on the streets of Basilich until his hometown was conquered by Noxus. He and his brother Darius joined the Noxian army, but Draven grew steadily more bored with the drudgery of soldier life. Instead, he was drawn to the excitement of the Reckoners' gladiator arena. After playing an instrumental role in Swain's coup over Boram Darkwill, Draven was appointed the Glorious Executioner, punishing the enemies of Noxus with spectacular deaths.
Appearance: Draven is a tall, muscular man with fair skin and dark brown or black hair. He is variously portrayed with either brown, gray, or green eyes. His body and face are decorated with reddish tattoos, a series of thick, angular lines. He is virtually never seen without his signature facial hair: a long, thin mustache that extends past his jawline. He typically wears light leather armor, accented with metal spikes and white fur. His weapons of choice are a pair of large, spinning axes meant for throwing.
Personality: With a knack for spectacle and showmanship, Draven is a bombastic, blustering personality and a famous crowd-pleaser during his gladiatorial "performances." He is brash and impulsive, often acting purely on instinct. In addition, he is almost cartoonishly arrogant, loving himself and the sound of his own name with extreme passion. As such, he often refers to himself in the third person. He is also a remorseless killer, executing his opponents in the ring with no hesitation.
- #32Talon
Keys: Talon
Enabled · Selective · Before character · Order 10 · 100%
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Talon is the knife in the darkness, a merciless killer able to strike without warning and escape before any alarm is raised. He carved out a dangerous reputation on the brutal streets of Noxus, where he was forced to fight, kill, and steal to survive. Adopted by the notorious Du Couteau family, he now plies his deadly trade at the empire's command, assassinating enemy leaders, captains, and heroes… as well as any Noxian foolish enough to earn the scorn of their masters.
Early life: Talon has no recollection of his family, nor of any warmth or kindness. He scraped out a living through his quick wits and deft thievery in the underbelly of Noxus. He learned to navigate the underground passages of Noxus and attained mastery of the blade. Marked as a threat by the empire, assassins were sent after him. He managed to kill his pursuers, dropping their bodies into Noxus’ moat.
However, when General Du Couteau himself came after Talon, the Noxian General emerged victorious in the duel. He made an offer to Talon – to die or serve the Noxian High Command. Talon chose to live on the condition that he would serve the General alone because he could only respect orders from those he could not defeat.
Appearance: Talon is a fair-skinned human man with dark hair and brown eyes. He is usually seen dressed as an assassin, with nearly his full body covered in blue cloth and light metal armor. This outfit features a large hood that shrouds his face and a decorative "cape" composed of five blades dangling from red ribbons. He also sometimes covers his nose and mouth with a cloth mask. His signature weapon is a large silver blade strapped to his right forearm.
Personality: Talon is a cold and deadly perfectionist, valuing swift and clean kills above all else. He is obedient and efficient in his tasks, but despite his generally merciless approach, Talon believes his methodology is the best for all parties involved. In Talon's words, it's more merciful to give targets a quick, painless death than to draw it out, and it is both safer and more efficient for an assassin to avoid combat when possible. If a clean kill is not delivered immediately, Talon already considers that to be failure.
Talon is shown to deeply value his family, taking on their name and greatly respecting Marcus and House Du Couteau. However, Talon's admiration and obedience to his father ultimately leads him down the path of resentment, as Talon desperately works to maintain Marcus Du Couteau's approval and comes to view himself as the rightful heir. Because of this, Katarina sees Talon as a younger version of herself - someone who has lost his independence to become Marcus' pawn - and pities him for it.
- #33Sona
Keys: Sona
Enabled · Selective · Before character · Order 10 · 100%
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Sona is a virtuoso of the stringed etwahl, speaking only through her graceful chords and vibrant arias. Her genteel manner has endeared her to the Demacian nobility, though some speculate her arresting melodies actually emanate magic—a dangerous prospect in the kingdom. Silent to outsiders but understood easily enough by close companions, Sona plucks her harmonies not only to soothe injured allies, but also to strike down unsuspecting enemies.
Early Life: Sona was left in a monastery as an infant in the Ionia province of Galrin. No other clue about how origins is known besides a mysterious magical instrument that was delivered with her. She has a close relationship with the other children on the monastery as they would seek comfort with her. She was moved to Demacia with other children when Noxus started its invasion on Ionia, around 985 AN. She was eventually adopted into the Buvelle noble house, who were art patrons of the nation, because they took interest in her musical abilities.
Contemporary history: Some years later, around the year 990 AN, her adoptive father was killed in the Battle of the Gates of Mourning. The family mourned, so Lestara took Sona back to Ionia, so she could understand more of herself.
At some point, Sona would aid Ryze against the Navori Brotherhood so he could gather a World Rune.
When Sona perceived the animosity and disunion that struck the First Lands, she decided that was no place for her in Ionia anymore and she went back to Demacia with her mother.
Resent Events: Sona visits Etra, an old friend, in the countryside, playing in a show with her until magessekers appear hunting both of them. Sona leaves them unconcious with no memories of that night and runs away, finally she founds lux in the Forest of demacia, leading her as many other mages towards Terbisia, a refuge for Mages of demacia that dosen't want to fight the rebelion. Since then she has been playing her music to the refuged mages there.
Appearance: Sona is a slender, pale-skinned woman with long blue hair and yellow at the ends. Her robes is a long, elegant gown with a distinctive palette of blue, dark blue, turquoise and gold. The most characteristic ornaments of her attire are the golden diadem on her head between her hair. She also has an Etwahl that floats along with her.
Personality: Sona is a very graceful and elegant young woman. She best (and primarily) expresses herself through her music (although she also as the ability to express her thoughts and communicate with others via telepathic speech), which is best known for it's melodious nature. This highly reflects her gracious and refined personality. Sona is a very caring and gentle woman who helps out others in need and comforts those in need.
- #34Katarina
Keys: Katarina
Enabled · Selective · Before character · Order 10 · 100%
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Decisive in judgment and lethal in combat, Katarina is a Noxian assassin of the highest caliber. Eldest daughter to the legendary General Du Couteau, she made her talents known with swift kills against unsuspecting enemies. Her fiery ambition has driven her to pursue heavily guarded targets, even at the risk of endangering her allies—but no matter the mission, Katarina will not hesitate to execute her duty amid a whirlwind of serrated daggers.
Early life: Katarina Du Couteau was born to one of the most respected families in Noxus. While her younger sister Cassiopeia took after their politically brilliant mother, Katarina studied the way of the blade under her father's legacy as the empire's greatest assassin. But the wily General Marcus was a harsh teacher with many pupils, and kinship held no bearing on his high expectations. Katarina spent her childhood in intense training: climbing the tallest towers after dark, handling dual blades with equal precision, and even building tolerance against various poisons used by assassins. This was her contribution to the empire, and she yearned for the opportunity to demonstrate her talents and win her honor.
One day on the western front, Katarina was tasked with assassinating an enemy line officer known as Demetrius. Seeing the mark as a waste of her talents, Katarina would instead ensure a swift victory by eliminating the enemy commander. This proved to be a terrible judgment, as Demetrius took charge of the enemy forces and killed dozens of Noxian soldiers, nearly costing the general his life. Furious with his daughter's disobedience, Marcus sent out his adoptive son and protégé, the assassin known as Talon. Their battle was brief but left in a draw, with a scar over her left eye that would forever remind them both of failure. Six hours later, Katarina presented Demetrius's severed head as recognition of her failure. Humbled by the consequences, Katarina knew she had lost her father's favor, but hoped to someday redeem herself in both his eyes and the empire.
Four years after the coup against Emperor Boram Darkwill, Marcus mysteriously went missing, and the family assumed he had been killed. Still, as a supporter of the new regime, Katarina made certain to make her skills known to Swain, and rose to status as one of his most esteemed assassins. She eliminated Swain's political rivals over the years, cutting down rogue warbands and silencing those who continued to fight for Darkwill. Katarina believed that the old order needed to make way for a brighter future, without tyrants or prejudice robbing the Noxian people of the chance to thrive.
One day, Katarina is abruptly stolen away to somewhere private. The assailant reveals himself to be her father Marcus, who had in fact faked his own death on Swain's order. He tells of his undercover work in Demacia, and that Swain changed the plan to give Katarina her biggest assignment yet: a covert assassination of King Jarvan III, as well as the noble Luxanna Crownguard, during the chaos of Sylas' Mage Rebellion. Mistrustful of Swain, Marcus advised Katarina that the Grand General had betrayed them both and sent her on a suicide mission to ruin the standing of house Du Couteau. Still, Katarina decided to follow through, as her success would be undeniable merit against any potential persecution.
Upon finding Lux, Katarina decided against killing her, as she sympathized with the lady's rejection against her family and the current Demacian regime. Nonetheless, she judged Jarvan III to be both a tyrant and a traitor to his people, as he oppressed mages just because they had the strength to overthrow him. She killed the king and escaped undetected by the surviving Demacian guards, who then pinned the assassination on Sylas. However, her escape from the city was interrupted by Garen, who received a tip that she was a mage helping Sylas. The two engaged in a short but fierce fight that abruptly ended after they witnessed an explosion that signalled the start of riots. Seeing that they could not stay longer, the two parted ways and Katarina re-focused on trying to escape Demacia.
With the guards distracted by the uprising, Katarina hijacked a raptor rider to cross the city walls. But a rogue arrow struck and killed the rider, sending her plummeting into the forest. It is revealed that Captain Jaredan was responsible for the shot; he was part of the undercover assassination, but had secret orders to sabotage Katarina.
Katarina miraculously survived the fall, but one of her daggers had shattered. She quickly retreated back to the hideout in Noxus to be nursed back to health by her friend Drann. She also noticed Jaredan waiting outside, and realized that circumstances may not be what she thought. Whoever wanted to kill Katarina had to be well informed of her family's secrets. With her father still out and about, she returned home to confront the only suspect.
Stirring her brother out of bed, Katarina's trust grew awry when she caught the faint scent of her father's perfume, and she immediately attempted to subdue him. Talon reveals that he helped fake Marcus' death in an elaborate plan to replace Katarina and topple Swain. Before he could deal the fatal blow with Katarina's dagger, she took her broken dagger and cut his eye. After this, Katarina decides to spare Talon. As she turns to leave, she assured she never held a grudge against him for scarring her face and wished that he would break off from father's legacy towards his own path. She left the house vowing that she to kill Talon if he chose not to heed her advice.
The next morning, Katarina and Drann performed a blood-bonding ritual to link her to her new blades, enabling her to teleport to the weapons and vice versa. Intent on protecting Swain from her father, she headed towards the Immortal Bastion. When they meet, Marcus reveals that he orchestrated to sabotage Katarina's mission in Demacia, and that the true target of Swain's orders was not Lux, but himself.
A final battle ensues, shrouded in smoke and lasting for an arduous duration. In a desperate attempt to finish the job, Marcus decided to sacrifice himself by priming a devastating Wolf's Maw explosive. Katarina swiftly flew her dagger to knock the charge from his hand, and threw her blade as far as she could into the air, intending to teleport to it with the device before it could detonate. However, Swain unexpectedly intervened, seizing the explosive and redirecting the impending blast toward Marcus, instantly incinerating him. In the aftermath of the battle, Swain congratulated Katarina on her assignment, revealing it was a test to find his failsafe; the only person who could kill him if his demon would take control of him one day. Fully embracing her role as Swain's assassin, she eliminated Jaredan two months later in Northern Freljord.
Appearance Katarina is portrayed as a beautiful slender woman with an athletic and voluptuous physique, she has peach skin and full red lips, with her most prominent features being her long dark cherry-colored hair and her piercing emerald green eyes, with a scar on her left eye.
She usually wears a rather revealing assassin uniform made of black and gray leather which reveals her abdomen with several dark blue Noxian tattoos, she wears leather heeled boots and a small leather jacket.
Personality As heir to a house of assassins, Katarina had pursued her father's approval for many years, but always remained short of his standards. Having lost the respect of her parents, Katarina developed her own ideals as a noxian. Rather than chase legacies, she would use her skills to make a Noxus that she believes in. She is a firm believer in individual merit, and recognizes the benefit of having allies, especially those of different skillsets. Therefore, she finds mutual appreciation under the Trifarix.
As an assassin, Katarina is an agile fighter, can quickly plan her strategies, and has a keen eye for the subtlest of clues. Behind these instincts, her personal code of conduct dictates how she would kill targets based on how honorable she regards them, also shows a somewhat flirtatious personality with Garen.
Abilities -Agile Combat Mastery: Katarina is both agile and quick, capable of performing acrobatic maneuvers in the midst of battle and proving difficult to seize when the fight seems over. -Stealth Mastery: As an assassin, Katarina is trained to infiltrate heavy security in order to approach her target. Her stealth is comprised of part silence and part elusiveness. -Knife Mastery: Katarina's ambidexterity makes excellent use of twin daggers. -Blood Bound Blades: Katarina's blood bond with her blades allows her to retrieve them telekinetically or reappear next to them at the blink of an eye. Katarina possesses twin daggers infused with her blood by a hemomancy ritual. Drann gifted these blades to replace the Daggers of Du Couteau. -Daggers of Du Couteau: Katarina inherited twin daggers for her assassin profession. One shattered during her assignment in Demacia, and she left the other with Talon.
Relations: Encountering each other in the midst of the chaos during Sylas' Mage Rebellion in Demacia, Garen, acting on misinformation, confronts Katarina under the belief that she is aiding Sylas. After mentioning she saved his sister from capture, she suggested Garen should do the same. After some fierce clashes of steel, an explosion stops their battle. Both combantants agree that they don't have time for this. Garen and Katarina have a small moment, bonding over their shared grievances with their younger siblings. Before she leaves, Katarina says to Garen she sees a great future for Garen and his sister.
While it is unclear that Garen has any intrest in Katarina, Katarina has some intrest in him. During her bonding ritual with her weapons, she focused on a moment when she was not trying to figure out every angle, where she just felt something and connected. The moment she chose was her first encounter with Garen, smiling faintly.
- #35Kled
Keys: Kled
Enabled · Selective · Before character · Order 10 · 100%
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A warrior as fearless as he is ornery, the yordle Kled embodies the furious bravado of Noxus. Many claim Kled has fought in every campaign the warhosts have waged, acquired every military title, and never once backed down from a fight. Though the truth of the matter is often questionable, one part of his legend is always the same: charging into battle on his un-trusty steed, Skaarl, Kled fights to protect what's his... and takes whatever else he can get.
Personality: Kled is a stereotypical hillbilly, with a distaste for "city folk" and a fierce sense of independence from society. Paranoid and territorial, Kled views all of Noxus as his property, and will gladly kill anyone he views as a trespasser. Though Kled doesn't answer to the Trifarix, he has fought alongside and inspired Noxian forces with his fearless and violent attitude for many centuries, and has been decorated with many honors. Because of his military titles (which may or may not be made up), Kled takes pride in his accomplishments and uses them as a means to prove his superiority over others.
Kled is very unfriendly, cursing often and is prone to violent outbursts and shouting. Kled shows a greedy side with his insistence on claiming land, and often places signs marking "Property of Kled" whenever he thinks something is his. Because of his short temper, he constantly berates his Drakalops steed, Skaarl, for her cowardly and unreliable nature. However, Kled does have a soft spot for his untrusty steed, and is overjoyed whenever she returns to help him in battle. Because of his chaotic nature, others often wonder if Kled is mentally-unstable.
- #36Briar
Keys: Briar
Enabled · Selective · Before character · Order 10 · 100%
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A failed experiment by the Black Rose, Briar’s uncontrollable bloodlust required a special pillory to focus her frenzied mind. After years of confinement, this living weapon broke free from her restraints and unleashed herself into the world. Now she’s controlled by no one—following only her hunger for knowledge and blood—and relishes the opportunities to let loose, even if reining back the frenzy isn’t easy.
Briar was created near the end of Boram Darkwill's reign by the Black Rose's hemomancers. She was designed to be a new type of living weapon created purely out of blood magic and not requiring sustenance to survive.
Though designed to be a perfect assassin, Briar was completely driven by a hunger for blood, entering a constant state of hemomania. Despite this, the Black Rose sent Briar off on her first mission which ended in a gory failure as Briar entered a frenzy and killed everyone indiscriminately. Realizing she was too dangerous to control, the Black Rose created a special pillory with a hemolith gemstone to both restrain and focus her mind, taming her hemomanic instincts completely.
When the disgraced general Jericho Swain began his coup over the Noxian empire, the Black Rose quickly deployed many of their living weapons and experiments to fight him off. Briar was deployed among them and had the special job of killing Swain himself. Once she was given to a handler to help direct her, Briar was released from her pillory and immediately devoured him and everyone around her. Unfortunately, Swain managed to escape her bloody frenzy and his guards managed to capture her, restoring Briar's pillory. Now restrained, Swain was able to transfer Briar to a holding facility, locking her in a cell with many other living experiments that had been employed by the Black Rose.
Alone in her cell, Briar was unable to die from starvation and simply focused on her hunger. Initially thinking the many crazed wails of the neighboring cells were her own voices, Briar came to realize they were other living weapons like her that were captured. While listening to them however, she began to realize how boring and single-minded her neighbors were. Not wishing to become like them, Briar instead decided to seclude herself in solitude within her cell.
Briar sat in solitary confinement for years, finding entertainment in eavesdropping her guards' conversations, pestering them for raw meat and agonizing whether she should race her pet spiders or eat them. She would eventually wonder about the world outside of her cell and, while toying with her restraint, managed to loosen the hemolith in her pillory. She thought about the neighboring hemomaniacs and their simple-minded hunger for blood and decided that she wanted to be something more, finding a balance between being calm and frenzied.
Now with a newfound purpose, Briar wanted to finally see the outside world and devised a plan to escape her prison. Though the guards were used to her calling for attention, one particular guard was lured closer to Briar's cell, allowing her to attack him and feast on his blood, giving her enough strength to break out.
Eager and excited to escape, Briar quickly befriended a young janitor who she mistakenly assumed was escaping with her. When she saw the prison guards roughly shove the janitor away to safety, Briar got angry and managed to break her pillory, going into a hemomanic frenzy and brutally defeating many of the guards while trying to follow her new janitor 'friend.' Once outside of the prison gates, Briar reconstructed her pillory and gazed at the outside world, free to explore the world beyond and feast on all the blood she wants. Now, she wanders the streets of Noxus, learning more about the world beyond her cell and wishing to make new friends. The Black Rose, curious about Briar's unexpected development, have been secretly monitoring their living weapon for currently unknown purposes.
Appearance: Briar is a pale humanoid girl with grey skin and white hair dyed with blood. Her eyes are cataracted with huge white pupils resembling the full moon and bright pink sclera. Briar's claws and teeth are incredibly sharp and she has pointed ears resembling a bat's. There are metal bolts on her shoulder-blades capable of emitting magical energy for propulsion. She appears very thin and almost emaciated but her bottom half is a bit heavier. She wears a black corset-like outfit adorned with many black, leather straps and some red, wax seals on the belts on her hip. Her bottom half simply has some black bandages covering her legs, leaving her feet bare with metal stakes stabbing through her ankles. She is restrained by an arch-shaped pillory adorned with many spikes and runic symbols that glow a dark red, held together by a hemolith gemstone in the middle of it.
In her hemomanic state, Briar shatters her pillory and her hair stands on end. Her face morphs into a savage expression with glowing red eyes and an extended tongue. The cuffs of her pillory form sharp red daggers, which can be empowered with blood magic to become longer blades made of blood.
Personality: Briar's defining characteristic is her never-ending hunger for blood, with her instincts drawing her to kill both her allies and enemies indiscriminately so she can eat them. After developing independence as a result of her imprisonment, she became excitable and carefree, always displaying a childlike sense of wonder. She has more control over her hunger and is more open to befriending others, though she is willing to unleash her hemomanic instincts if she needs to.
- #37Cassiopeia
Keys: Cassiopeia
Enabled · Selective · Before character · Order 10 · 100%
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Cassiopeia is a deadly creature bent on manipulating others to her will. Youngest and most beautiful daughter of the noble Du Couteau family of Noxus, she ventured deep into the crypts beneath Shurima in search of ancient power. There, she was bitten by a gruesome tomb guardian, whose venom transformed her into a viper-like predator. Cunning and agile, Cassiopeia now slithers under the veil of night, petrifying her enemies with her baleful gaze.
Early life: Born as a noble of Noxus, Cassiopeia Du Couteau had a sharp mind and wit at an early age, and very early on in her life the Du Couteau family moved to Urzeris, Shurima. While her older sister Katarina trained under their father Marcus to be an assassin, Cassiopeia was taught by her mother Soreana how to use a position of authority. One day, Soreana fell ill as a result of an assassination attempt through poisoning her hairbrush. With Marcus removing the house staff, Cassiopeia tended to her mother, where the two developed a closer bond as Soreana recovered.
When Marcus and Katarina returned to Noxus, Cassiopeia remained in Urzeris with her mother. Soreana told her the truth that she was part of the Black Rose cult, which had managed to influence Shurima. As Cassiopeia grew to adulthood, Soreana mentored her to be a cunning and manipulative figure who could use those around her as tools before disposing of them when given the chance. Cassiopeia was initiated into the Black Rose by stealthily assassinating those who plotted Soreana's death.
After gaining her role with the Black Rose's plans, Cassiopeia raided Shuriman ruins with the help of a Shuriman mercenary named Sivir. When Soreana received the news that her husband honored Jericho Swain's coup against Boram Darkwill, she realized that the Black Rose would be in danger, so she instructed Cassiopeia to obtain Shurima's godly power. Swearing to her mother's oath, Cassiopeia raided the underground Tomb of the Forgotten with Sivir. She backstabbed Sivir with her dagger before reaching for the artifact, the Chalikar to open the doors to the tomb and gain the God-Warriors' power of Ascension.
However, Cassiopeia was bitten by a stone snake guardian wwhich guarded the tomb, painfully transforming her into a half-human, half-snake hybrid. Falling into despair, Cassiopeia mourned her lost life for weeks, but eventually moved on and accepted her new form, hoping for her newfound Ascended magic to have potential for the Black Rose.
Recent events: Getting used to her new form while overlooking Urzeris, Cassiopeia felt an urge to hunt down a Noxian soldier she held contempt for. Lurking out of his view, she admonished him for killing children for drake meat for profit and killing three people while leaving them unrecognizable. Calling out to her to show herself, Cassiopeia revealed her monstrous appearance to him. She wrapped her tail around the soldier, feeling sadistic satisfaction towards his pain. He recognized her as Lady Cassiopeia and taunted her about how she lost her nobility. In response, Cassiopeia released all of her pent-up emotions as she petrified him into stone. Feeling satisfaction that her new cursed form allowed her to take what she wanted, she smashed the petrified soldier as she eagerly plotted to attack her next victim.
Appearance: Cassiopeia is a slim woman who wears only a Shuriman headdress, bra and armbands on her elbows. After being transformed by her curse, her legs turned into a long green snake tail merged into her body with a golden belt, and her fingers have become golden with an adorned jewel on the back of each hand. She has black sclera with glowing lime irises and slitted pupils. She has snake-like fangs in place of teeth and a forked tongue.
Personality: Cassiopeia is a treacherous, manipulative schemer who takes any opportunity she can to further her goals. She has an individualistic philosophy, seeing others as tools to exploit. After transforming into her cursed form, she initially felt disgust towards her new body and despair from losing her old life as a noble, but embraced her new form as a way to enact her goals herself. Though Cassiopeia's new capabilities have made her sadistic and predatory, she still has moral standards and prefers to hunt those more evil than herself, such as when she admonished and killed a Noxian soldier whom committed inhumane crimes.
- #38Rell
Keys: Rell
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The product of brutal experimentation at the hands of the Black Rose, Rell is a defiant, living weapon determined to topple Noxus. Her childhood was one of misery and horror, enduring unspeakable procedures to perfect and weaponize her magical control over metal... until she made a violent escape, killing many of her captors in the process. Now branded as a criminal, Rell attacks Noxian soldiers on sight as she searches for survivors of her old “academy”, defending the meek while delivering merciless death to her former instructors.
Early Life: Born in Noxus, Rell's father was a military footsoldier while her mother was an heir to a now fallen noble house, causing Rell's childhood to lack the usual gilded upbringing that other noble children have in Noxus. At a young age, Rell's innate magic sparked; an ability called ferromancy that allows her to manipulate metal. Because of the uniqueness and rarity of this power, Rell's parents saw an opportunity to regain influence within the Noxian nobility and attempted to apprentice Rell with many powerful mages in hopes of getting Rell promoted as a magical elite within the Noxian military. Though the apprenticeships failed, the sorceress LeBlanc took notice of the young girl's magic abilities and visited her parents, striking a deal with them to enroll Rell within an academy run by the Black Rose.
Black Rose Academy: Rell was enrolled into the Roseguard Academy, a boarding school for mages, hidden far away from the Noxian capital. Rell became the star pupil of her school and was visited by her parents on rare occasions, who expressed how proud they were of her. At the age of eight, Rell was forced into her first sparring match against one of her classmates, defeating him easily. While her sparring opponent was never seen again, the academy's staff painfully grafted a magical sigil onto Rell's skin, amplifying her magic. Rell trained within the academy for years and honed her skill in using her magic with martial combat, growing powerful with every sparring match she won and every sigil applied to Rell's skin. Overtime, most of the other students came to fear their turn to fight against her, with some even growing to hate her. One particular student, a boy named Gabriel who had the power to shape dirt into tiny fauna, actually befriended Rell and often comforted her as she recovered from the academy's abuse. Unfortunately, he would be instructed to combat against Rell next, forcing her to fight her only friend as he disappeared soon after, fueling her rage against the academy.
After a particularly barbaric duel on her sixteenth birthday, Rell became up with her mysteriously brutal training. She tore through the academy's guards and faculty to venture into a forbidden wing of the school, discovering the academy's horrifying truth-that her classmates had been Nullified. The students, now called Null, were emotionless, mindless husks that had their magic forcibly extracted from their bodies and turned into the same magic sigils that branded Rell's body. Rell then confronted the academy's headmistress only to discover that it was her own mother, who ensured that everything she did was for Rell's own sake.
In a fit of rage, Rell unleashed her full power and destroyed the school, ripping the building apart and using the metal to form her impenetrable suit of black armor. Bursting through the door with a lance and steed she constructed with her powers, she killed most of the staff and freed as many classmates as possible.
Modern Hitory: Many classmates, including the Null children, fled after Rell's violent escape. In a bid to conceal the horrific acts that occurred within the academy, the Black Rose swiftly embarked on a mission to recapture the Null and eliminate any trace of the institution. Moreover, their utmost priority was the retrieval of their most valuable asset—Rell herself—who the Black Rose named a notorious fugitive and a threat to the empire. Plastered across Noxus, an array of wanted posters depicted Rell as a formidable criminal, with most Noxian soldiers seeing any mission to apprehend her as a death sentence. Promising substantial rewards to those capable of apprehending her, the posters advised individuals to deliver her to the nearest empire building marked with a signature Black Rose.
Rell has emerged as a self-proclaimed defender of the meek and a violent insurgent, leading a relentless rebellion against both the Black Rose and the Noxian government. Because of the empire's willful disregard of the horrors that happened within the academy, she rides valiantly through the streets of Noxus atop her formidable iron steed and consumed with hatred against the entire nation. Her sole focus now is to dismantle the very foundations upon which Noxus stands and rescuing any survivors of the academy, most notably the Null.
Recent events: A warband in the outskirts of Noxus, lead by a former instructor of the academy named Instructor Lukas, managed to locate Rell and attempted to detain her. A minotaur soldier knocked Rell unconscious by tossing a boulder at her, but she woke up soon after and formed her metal steed from raw ore out of the ground. Rell easily killed the entire warband in a whirlwind of metallic shards and grabbed Lukas, who revealed that Gabriel, Rell's Nullified friend from the academy, was located at the nearby camp. Rell instantly crushed him to death and rode towards the camp to free Gabriel.
nfortunately, once at the hidden camp, Rell found Gabriel's malnourished corpse, as the Black Rose's warbands usually neglect the Null once they're detained. Pained by the discovery, Rell buried his body and created a gravestone out of metal, using her powers to decorate it with crude animal statues in his honor.
At some point, a compound near the coastal settlement of Qualthala in the southern jungles managed to successfully detain Rell and at least one Null. Fortunately, Rell managed to escape by tearing her cell and the compound apart, leaving a mess of metallic shards and a hole leading into the jungles, presumably escaping alongside whatever Null was imprisoned there as well.
Appearance: Rell is a dark-skinned teenage girl with yellow eyes and bright blonde hair with some highlights of yellow. She typically wears a light suit of armor with leather pads on the shoulders, hips and knees. Her left hand has a torn arm sleeve with leather padding, while her right arm is sleeveless and covered in pieces of metal branding her with magical sigils. She wields her metal lance in her right hand and makes it glow a deep orange-yellow whenever she heats it up. Her mount is a metal construct shaped into the form of a horse thanks to her ferromancy magic. When Rell leaps off of her mount, she reshapes it into an even heavier set of metal armor that goes over her current outfit. Her heavy metal armor has a massive chest plate, knee guards, pieces of metal floating at the sides of her legs and a huge, spiked shoulder guard on her left shoulder.
Personality: Rell is impulsive, restless and aggressive. Her trauma at the Black Rose's academy, combined with her young age, has made her vengeful and misanthropic, having a distrustful attitude towards most people and feeling no hesitation to kill anyone that threatens her or whoever she's protecting. She feels pure hatred for the Black Rose and all of Noxus, blaming them for tall the atrocities she witnessed in the academy and expressing her hatred for everything about her nation, ranging from the politics to the people and even to the very land itself. In spite of this, she's very passionate about rescuing and protecting any of her surviving classmates from the academy, most notably the Null whom she feels deep guilt over. Though Rell struggles with connecting and socializing with most people due to her temper and distrust, she's shown to be capable of romantic feelings and has been easily flustered by both males and females she's attracted to.
- #39Riven
Keys: Riven
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Once a swordmaster in the warhosts of Noxus, Riven rose through the ranks on the strength of her conviction and brutal efficiency, and was rewarded with a legendary runic blade and a warband of her own. However, on the Ionian front, Riven's faith in her nation was tested and ultimately broken. She severed all ties to the empire, seeking to find her place in a shattered world, even as rumors abounded that Noxus had been reforged. Now forced to return in chains, she faces the judgment of her former homeland...
Early life: Riven was born on a farm in the coastal farming village of Trevale, in Noxus. Her father had been a soldier, slain in battle and her own mother was said to not survived the birth, leaving young Riven to work the farms as an orphan. Working a farm wasn't her lifelong goal, however. She longed for more. Inspired by warband conscriptors that would frequent Trevale, she would eventually join the Fury Company and pledge her strength to the Noxian Empire. Alongside her sisters- and brothers- in arms, whose bonds were forged in the heat of battle, a bond she saw as unbreakable, Riven thrived.
Despite her youth, Riven proved to be a natural soldier. Years of working at the farm made her strong, and in turn, allow her to master the weight of a longsword so much taller and heavier than herself. So strong was her dedication, that it got her noticed by Boram Darkwill, the emperor of Noxus, who bestowed Riven her own massive runic blade, said to be enchanted by a certain pale sorceress in his court.
Not long after, Riven and her warband would sail for Ionia, intended to take part of the long planned Noxus-led occupation. The war dragged, and it became clear that Ionia would not kneel. Fury Company was eventually assigned to escort another warband, through the embattled Navori Province. The warband's leader, a commander by the name of Emystan, had just commissioned weapons from a Zaunite alchymist, and was eager to test them out. Riven had been glad to put her life on the Altar of the Noxian Empire across countless campaigns, but the something had been off about this one. The soldiers, the weapons' purpose, something was off. It made Riven uneasy.
This campaign, much like the others, was met with strong resistance. It was the land itself fighting back. Stranded on a muddy landslide during a rainstorm, the Ionian resistance saw an opportunity. Seeing the opposition, Riven called Emystan for backup. It would be the last Captain Riven would ever do.
A flaming arrow, flown from the ridgeside, embedded itself into the wagon. Riven had instinctively drawn her sword, but it wasn't enough to protect anyone but herself. Chemical flames burst from the wagon, engulfing Noxian and Ionian alike, leaving them to suffer a slow agonizing death. Saved from the toxic mist by the magic in her Runeblade, Riven could only watch in horror as both family and foe slowly choked to death on the poisonous fumes. There she realized the high cost of the war bent not on expanding Noxus's borders or spreading its ideals, but one of complete and utter annihilation. One of complete utter betrayal and atrocity.
Memories of the event would only come to Riven later in nightmares, but the impact was enough. Disgusted with the betrayal, Riven had come to hate the blade that saved her life, her final tie to Noxus. Seeking the assistance of a windblade master, Riven would have it shattered, but even that failed to bring her peace. She wandered the Ionian countryside, deciding exile was a better price for someone who'd wrought as much damage as she.
Contemporary history: Eventually, her travels would return her to the village where she'd broken the sword. There, she would be taken in by a pair of Ionian farmers, distraught over the loss of their own sons, but unwilling to live in the past and fully ready to embrace the future. Once she'd regain her health, Riven would help them in the fields until one day Ionian soldiers came for her. Then, she learned that the master she'd sought help for to destroy her blade had perished, and that in seeing her blade, the Ionian soldiers have new evidence as to who might have done it.
Now dragged to court, Riven faced trail for the murder of Elder Souma, whom she currently had no true recollection of ever meeting. After being bombarded with questions, Riven's blade, the Runesword she had sought to destroy and now laid in pieces sans one, was brought out. The final piece, found embedded in the corpse of Elder Souma, was slotted back into the weapon and revived the deactivated weapon and her memories. Riven was in fact, she revealed, the one who killed Elder Souma.
That night she was made to stay in the trail room, to await her sentence. A hooded man, who'd had approached her the day before prior to her arrest, came to her. There, he revealed himself to be Yasuo, Elder Souma's apprentice, who'd been tasked to guard the elder but had left to fight in the Noxian Invasion. He'd return to his village to his master dead, his village attacked, and first and foremost had been accused of Souma's murder. Now seeking vengeance, he challenged Riven to a fight, to which she agreed.
The battle was on then.
Only stopping when Riven's Runic blade, activated but still very much in pieces, slid and a piece shot out, the piece flying in the direction of Riven's adoptive father, Asa Konte, who'd had come to Riven to free her from her chains. It would've killed him were it not for Yasuo's windwall, stopping right as it was about to embed itself onto the old man's neck. There it was where Riven understood, that they both could not escape their pasts, but can embrace change. When the magistrate returned, Riven was ready to face her sentence. The council, seeing as no longer wishing for additional bloodshed, had sentenced her to years of servitude in the farms around the village, starting that of the Kontes. Riven, now reforged somewhat, agreed.
Recent events: In the later years, Riven was caught and she was forced to fight as a Reckoning in the Reckoner’s Arena, which is run by Darius’s brother, Draven. She later helped Lucian, Senna, and Vayne escape during the harrowing in Noxus and temporarily joined the Sentinels of Light to atone for her sins. Her whereabouts after the events of the Sentinels of Light were unknown, possibly she returned to Kontes’s farm.
Personality: She was ruthless and efficient as a warrior, but her true strength lay in her conviction. She entered battles without any trace of doubt in her mind: no ethical pause, no fear of death. She is a determined and fiercely devoted individual with internal discipline.
Appearance: Riven is a tall woman with an athletic build, tanned skin, dark golden eyes, and platinum white hair tied up in a bow. She usually wears a two-part white dress, as well as bandages on her right arm and she has parts of black armor that covers her shoulder, left leg, and a metal glove on her left hand.
- #40Samira
Keys: Samira
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Samira stares death in the eye with unyielding confidence, seeking thrill wherever she goes. After her Shuriman home was destroyed as a child, Samira found her true calling in Noxus, where she built a reputation as a stylish daredevil taking on dangerous missions of the highest caliber. Wielding black-powder pistols and a custom-engineered blade, Samira thrives in life-or-death circumstances, eliminating any who stand in her way with flash and flair.
Early life: Samira was born in the city of Amakra in Shurima, she lived together with her parents and worked with them as street artists, they dazzled, captivated and amazed the spectators, which Samira loved, but she was worried about her parents, who although they saw how happy their daughter was, they wished she had a much more comfortable life than theirs.
Before Samira turned fourteen Amakra was attacked by a group of bandits, who captured and sacrificed people in honor of an ancient wizard, Samira hid with her parents and later they escaped from the city and arrived at Bel'zhun a Noxian refuge.
Contemporary history: Samira, determined to prove that she was not afraid of danger, enlisted in a Noxian battalion led Captain Indari, who, seeing Samira's bubbly and impulsive personality, made her give her a place in her battalion, proving to be an excellent member.On Indari's orders, Samira traveled to the Rokkun plain to dismantle a separatist group, however the fortress in which they were based exploded, full of emotion Samira entered the fortress while it was falling apart, suffering a permanent wound to her left eye. Samira rescued Indari, who was seriously injured, losing sensation in her legs. Indari was forced to disband her battalion, after which Samira returned to Amakra. Samira tried to live a quiet life together with her parents, but being still for a long time made her too anxious until she finally understood that she could not continue with that kind of life.
Recent events: Samira returned to Noxus and looked for Indari, thinking that she would understand her more than anyone, Samira proposed a new collaboration to Indari and that is that she would be in charge of looking for mercenary jobs so that Samira would take them, she accepted although fearing for her disciple. So little by little Samira's reputation rose more and more to such an extent that she was known, feared and respected both in Shurima and in Noxus, she traveled with the whole world fulfilling each job that Indari gave her, jumping into adventure.
Appearance: Samira is a beautiful woman with tanned skin, she has an athletic and voluptuous physique, a round face with a mole on the right side of her lip, thick lips, wears an eyepatch over her right eye and her left eye is emerald green. Long black hair which she wears braided in a French braid that falls over her right shoulder on which she has woven golden jewels. She has a slightly revealing uniform of red and black colors with leather boots, a short skirt and a short t-shirt that reveals her abdomen as well as several tattoos on her left arm.
Personality: Samira is quite a stubborn and impulsive woman, determined to show that she is not afraid of danger, enjoying the adrenaline rush that it caused her, despite everything she cared a lot about her parents wishing they were safe.
- #41Sion
Keys: Sion
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A brutal warlord from a bygone era, Sion was revered in Noxus for choking the life out of a Demacian king with his bare hands—but, denied the peace of death, he was resurrected to serve his empire once more. His indiscriminate slaughter claims all who stand in his way, regardless of allegiance, proving he has retained little of his former humanity. With crude armor bolted onto his rotten flesh, Sion continues to charge into battle with reckless abandon, struggling to remember his true self between the swings of his mighty axe.
In life, Sion was the last of a proud warrior culture that defined early Noxus. He made his name as the Hand of Noxus, an unstoppable general in the campaign for the empire's outward expansion. Finally, he met his end in a battle with King Jarvan I of Demacia, with both men killing each other.
Half a century later, Sion was reanimated by hemomancers of the Black Rose. Dark magic empowered his body but clouded his mind, turning him into an unstoppable killing machine, feared all the more by the enemies of Noxus. Now, he remains locked away in the tomb beneath a statue of himself, always ready to be deployed when the Grand General sees fit.
Appearance: Sion was already a brutishly large man in life, but in undeath, he is a towering behemoth. His scarred, gray, hairless skin is held together with dark metal plates. He has glowing red eyes and a similarly glowing furnace of dark magic in his gut. The crown of Jarvan I serves as his jaw, and a dagger protruding from the back of his skull resembles a pony tail, with a long, red ribbon flowing from the hilt. Sion wears heavy metal plates and tattered leather armor. He has one pauldron and one gauntlet on his left side, an enormous metal belt with brown pants leading to a metal boot on the right foot and a metal peg leg on the left. He carries a massive two-handed ax, dull and worn.
Personality: In life, Sion was a feared warrior, known not for strategic wit but for ruthless effectiveness. Always pressing forward, he swore oaths to his ancestors to never take a backwards step in battle. After his reanimation, Sion became a creature of pure rage and bloodlust. His mind broken, he remembers only fragments of his past life. Now, all knows is that he is a vessel of death and destruction, showing no discernment between friend and foe.
- #42Garen
Keys: Garen
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A proud and noble soldier, Garen fights at the head of the Dauntless Vanguard. He is popular among his fellows, and respected well enough by his enemies—not least as a scion of the prestigious Crownguard family, entrusted with defending Demacia Crest icon Demacia and its ideals. Clad in magic-resistant armor and bearing a mighty broadsword, Garen stands ready to confront mages and sorcerers on the field of battle, in a veritable whirlwind of righteous steel.
Born into the noble Crownguard family, along with his younger sister Lux, Garen knew from an early age that he would be expected to defend the throne of Demacia with his life. His father, Pieter, was a decorated military officer, while his aunt Tianna was Sword-Captain of the elite Dauntless Vanguard—and both were recognized and greatly respected by King Jarvan III. It was assumed that Garen would eventually come to serve the king’s son in the same manner.
The kingdom of Demacia had risen from the ashes of the Rune Wars, and the centuries afterward were plagued with further conflict and strife. One of Garen’s uncles, a ranger-knight in the Demacian military, told young Garen and Lux his tales of venturing outside the kingdom’s walls to protect its people from the dangers of the world beyond.
He warned them that, one day, something would undoubtedly end this time of relative peace—whether it be rogue mages, creatures of the abyss, or some other unimaginable horror yet to come.
As if to confirm those fears, their uncle was killed in the line of duty by a mage, before Garen turned eleven. Garen saw the pain this brought to his family, and the fear in his young sister’s eyes. He knew then, for certain, that magic was the first and greatest peril that Demacia faced, and he vowed never to let it within their walls. Only by following their founding ideals, and by displaying their unshakeable pride, could the kingdom be kept safe.
At the age of twelve, Garen left the Crownguard home in High Silvermere to join the military. As a squire, his days and nights were consumed by training and the study of war, honing his body and mind into a weapon as strong and true as Demacian steel. It was then that he first met young Jarvan IV—the prince who, as king, he would one day serve—among the other recruits, and the two became inseparable.
In the years that followed, Garen earned his place in the shieldwall as a warrior of Demacia, and quickly gained a fearsome reputation on the battlefield. By the time he was eighteen, he had served with honor in campaigns along the Freljordian borders, played a key role in purging fetid cultists from the Silent Forest, and fought alongside the valiant defenders of Whiterock.
King Jarvan III himself summoned Garen’s battalion back to the Great City of Demacia, honoring them before the royal court in the Hall of Valor. Tianna Crownguard, recently elevated to the role of High Marshal, singled out her nephew in particular, and recommended him for the trials necessary to join the ranks of the Dauntless Vanguard.
Garen returned home in preparation, and was greeted warmly by Lux and his parents, as well as the common people living on his family’s estate. Though he was pleased to see his sister growing into an intelligent, capable young woman, something about her had changed. He had noticed it whenever he visited, but now Garen wrestled with a real and gnawing suspicion that Lux possessed magical powers… though he never let himself entertain the idea for long. The thought of a Crownguard being capable of the same forbidden sorceries that had slain their uncle was too unbearable to confront.
Naturally, through courage and skill, Garen won his place among the Vanguard. With his proud family and his good friend the prince looking on, he took his oaths before the throne.
Lux and her mother spent much more time in the capital, in service to the king as well as the humble order of the Illuminator Crest icon Illuminators—yet Garen tried to keep his distance as much as possible. Though he loved his sister more than anything else in the world, some small part of him had a hard time getting close to her, and he tried not to think about what he would be forced to do if his suspicions were ever confirmed. Instead, he threw himself into his new duties, fighting and training twice as hard as he had before.
When the new Sword-Captain of the Dauntless Vanguard fell in battle, Garen found himself put forward for command by his fellow warriors, and the nomination was unopposed.
To this day, he stands resolute in the defense of his homeland, against all foes. Far more than Demacia's most formidable soldier, he is the very embodiment of all the greatest and most noble ideals upon which it was founded.
Apperance: Garen is a tall and stocky handsome man, with fair skin, a strong jaw, short brown hair, and blue eyes.
Personality: A proud and noble soldier, Garen fights at the head of the Dauntless Vanguard. He is popular among his fellows, and respected well enough by his enemies—not least as a scion of the prestigious Crownguard family, entrusted with defending Demacia and its ideals.
- #43Jarvan IV
Keys: Jarvan IV
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Soon after King Jarvan III’s coronation, he addressed the people of Demacia. Even though there were still many foes beyond the borders of their proud kingdom, several of the noble families had begun to feud with one another, some even raising private militias to seek the favor of their new king.
This would not stand. Jarvan would not allow such dangerous rivalries to develop, and declared his intention to end the feuding by marriage. His bride, the Lady Catherine, was much beloved by the people—and courtly gossip had long held that the two shared some secret fondness for one another. The bells of the Great City rang for a day and a night in celebration, and by year’s end came the announcement that the royal couple were expecting their first son.
But all joy was forgotten when Catherine died in childbirth.
The infant, named for his father’s line, was declared heir apparent to the throne of Demacia. Torn between grief and elation, Jarvan III swore never to take another wife, and that all his hopes and dreams for the kingdom’s future would live on in his son.
With no memory of his mother, the young prince Jarvan was raised at court, groomed and guarded every moment of his life. The king insisted that he receive the finest Demacian education, learning from an early age the moral value of charity, the solemn burden of duty, and the honor of a life spent in service to one’s people. As he grew, he was also introduced to the history and politics of Valoran by his father’s seneschal, Xin Zhao. Hailing from distant Ionia, this loyal protector taught the prince about the world’s more spiritual philosophies, as well as the myriad arts of war.
During his military training, Prince Jarvan found himself facing a brash youth of the Crownguard family named Garen. The two were of similar age, and became a quick pair—Jarvan admired Garen’s sheer determination and fortitude, and Garen looked up to the prince’s tactical instincts.
When Jarvan came of age, his father rewarded him with the honorary rank of general. While it was not necessarily expected that the heir to the throne would take to the field of battle, Jarvan was determined to prove himself, with or without the king’s blessing. The lands beyond the Argent Mountains had long been contested by the empire of Noxus, creating an almost lawless frontier where foreign reavers and warring tribes threatened many of Demacia’s allies. The prince pledged to bring stability back to the region. His great grandfather had been slain by a foul Noxian brute many years ago, in the first clashes between their nations in the south. Now, that insult would finally be answered.
Jarvan’s armies won victory after victory… but the carnage he witnessed in the outlying towns troubled him deeply. When word came that the Gates of Mourning had fallen, he resolved to drive onward into Noxian territory, against the advice of his lieutenants.
Inevitably, with the battalions spread so thin, Jarvan was encircled and defeated by Noxian warbands before he even reached Trevale.
Refusing to surrender, the prince and a handful of other survivors fled into the forests, only to be hounded for days by enemy scouts. Eventually, pierced through his side by an arrow, Jarvan collapsed into the shade of a fallen tree, where he drifted in and out of consciousness. He was devastated. He had failed his family, his kingdom, and his brothers-in-arms.
Doubtless he would have died there, alone, were it not for Shyvana.
This strange, violet-skinned woman somehow carried Jarvan all the way back to Demacia, to the old castle at Wrenwall, where she proved herself a kind and worthy companion during his days of healing. At first taken aback by her outlandish appearance, the garrison commander could not deny that she had done a great service to the throne in saving Jarvan’s life.
Unfortunately, Shyvana was herself being pursued—by the monstrous elemental dragon Yvva. When the castle’s watchmen spotted the beast on the horizon, Jarvan saw a chance to redeem himself. As Shyvana prepared to meet the beast in the skies in her half-dragon form, the prince limped from his bed to marshal the garrison, and reinforce the walls. He took up his lance, and swore that they would return to the Great City with the head of Yvva, or not at all.
The battle was swift and deadly. When his men were driven in fear from their posts, it was Jarvan who rallied them. When they were wounded, it was Jarvan who directed healers to their aid. The fell creature was slain by Shyvana, but it was the prince’s leadership that had held the line. In that moment, Jarvan saw the true strength of the Demacian people—standing together as one in defense of their homeland, no matter their differences or misgivings. He promised Shyvana that she would always have a place among his guard, if she so chose.
With the dragon’s skull in tow, Jarvan journeyed to his father’s court in triumph, Shyvana at his side. Though the king was overcome with emotion at his son’s return, some of the gathered nobles quietly questioned the wisdom of allowing such a creature to stand with the prince… let alone serve as one of his protectors.
Even so, Jarvan resumed his position within the military, also playing a key role in stately matters beyond the defense of the realm. With his friend Garen now Sword-Captain of the elite Dauntless Vanguard, and Shyvana and the Wrenwall veterans training other border garrisons, the prince felt assured that Demacia could answer any emergent threat.
But the kingdom itself was changing.
The Mageseeker order had gained support among the noble families, leading to widespread imprisonment of anyone in Demacia possessing magical talents. Fear of persecution quickly gave way to resentment, and finally rebellion. When mages attacked the Great City, Jarvan was distraught to discover that his father, the king, had been killed.
Although the prince’s political stance toward mages has hardened significantly since then, he has yet to fully allay concerns over his suitability to rule. As such, he has taken the counsel of many prominent nobles—including Garen’s aunt, High Marshal Tianna Crownguard—and pledged to heed their wisdom and experience in the days ahead.
For he must examine his own conscience and allegiances carefully if he is ever to come into his inheritance, and be crowned King Jarvan IV of Demacia.
Personality: An exceptional warrior in his own right, Jarvan also inspires his troops with fearsome courage and selfless determination, raising his family's colors high and revealing his true strength as a future leader of his people.
- #44Galio
Keys: Galio
Enabled · Selective · Before character · Order 10 · 100%
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Outside the Great City of Demacia, the stone colossus Galio keeps vigilant watch. Built as a bulwark against enemy mages, he often stands motionless for decades until the presence of powerful magic stirs him to life. Once activated, Galio makes the most of his time, savoring the thrill of a fight and the rare honor of defending his countrymen. But his triumphs are always bittersweet, for the magic he destroys is also his source of reanimation, and each victory leaves him dormant once again.
Galio was built over two years during the kingdom's early years in the 3rd and 4th centuries AN. Upon the slopes of the Greenfang Mountains, a group of Demacian soldiers was battered by a barrage of arcane magic projected by a powerful group of Noxian warmages. It was here that Galio absorbed the emanating magic and awoke for the first time.
Appearance: Galio is takes the appearance of a large muscular gargoyle, with wing motifs reminiscent to the winged sister during Demacia's early years. His body is mostly made of petricite, which is of a white marble-like color, Some gold elements are present around his body, giving him a regal appearance.
Personality: Galio, when active, has a cheerful personality, always eager to help people in need, as well as fight whenever called upon. He has no particular fondness for most mages, as most of his encounters with them are from opposing armies.
- #45Quinn
Keys: Quinn
Enabled · Selective · Before character · Order 10 · 100%
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Sponsored by the noble Buvelle family, Quinn is a ranger-knight of Demacia who undertakes dangerous missions deep in enemy territory. She and her legendary eagle, Valor, share an unbreakable bond, and their foes are often slain before they realize they are fighting not one, but two of the kingdom’s greatest heroes. Nimble and acrobatic, Quinn takes aim with her crossbow while Valor marks their elusive targets from above, making them a deadly pair on the battlefield.
Early life: Quinn and her twin brother Caleb were born in Uwendale to a weaponsmith and a ranger. When King Jarvan III visited the village, they were impressed by the knights in their shining armor, and began to imitate them. Their father supported them in their endeavors, but as they grew older, the children took after their mother and spent time ranging in the wilds.
As young adults, Quinn and her brother were a formidable team of rangers, proficient in tracking and hunting prey. Quinn used a bow, while Caleb used a spear.
Death of Caleb: Quinn and Caleb were hired to accompany a hunting parting of nobles from the capital. The nobles hunted a giant Tuskvore, but did not manage to kill it. The wounded beast turned on the hunters, and the twins intervened. As they drove off the creature, it killed Caleb. The leader of the nobles, Lord Barrett Buvelle, helped Quinn bury her brother, who saved their life.
The death of Caleb broke Quinn, she couldn't focus on her tasks and would often make mistakes in the wilderness. A few months after the incident, Lady Lestara Buvelle visited Quinn's family and asked what her house could do for the grieving family. Quinn did not have an answer for her; She politely thanked her for the offer and turned her away.
The bond with Valor: One year after Caleb's death, Quinn returned to his grave as she often did. Due to her carelessness, she was taken by surprise when a tuskvore attacked her. She noticed it was the same beast that killed her brother, from the eye he took out before his death. Quinn fought the tuskvore, but found that she couldn't win. Just as it was about to kill her too, an Azurite Eagle swooped in and distracted the creature. With this help, Quinn managed to kill the tuskvore.
She nursed the wounded bird back to health and named him Valor. The connection she felt with the eagle helped Quinn, and she once again contemplated how to serve Demacia. With help from her father, she crafted her repeater crossbow, then journeyed to the capital to become a ranger-knight.
Contemporary history: At the funeral of Lord Barrett Buvelle, Quinn spoke with his widow Lestara Buvelle. Lestara expressed her gratitude for saving his life two years ago, and asked again how she could repay Quinn. Quinn hesitated at first, then asked Lady Buvelle to sponsor her for knighthood. Lestara agreed and spoke with Tianna Crownguard, and Quinn became a ranger-knight in the same week.
As ranger-knight, Quinn served in the Demacian military with her companion Valor. She has traveled far across Runeterra in her missions, including Freljord and Noxian-held territories.
In the late autumn of 996 AN, Quinn received orders from Tianna Crownguard. She was to meet with Garen and a detachment of the Dauntless Vanguard and escort them to Nockmirch, but was distracted by a burned cabin in the woods. There she met up with Greenfang Warden Dalin, and decided to pursue the attackers. They tracked the group to the eastern border, where Quinn confronted them. She learned that the widow and her child who lived in the cabin were not abducted, but that she willingly returned to Skaggorn with her brother. It was forbidden to leave the country due to the ongoing rebellion, but the group knew of a secret passage unknown to the Demacian guards. Quinn decided to still let them go, ordering Dalin to stand down. She then told him to ensure a watchtower was built so this could not happen again, and ran off to make her original assignment.
After running through the forest for multiple days and nights, Quinn met with the Dauntless Vanguard and boarded the ship "Stormbright". As ranger, it was her duty to scout ahead and make sure the environment was safe. She was the one to discover a fortified bridge spanning the ravine between Rijenland and Alderburg, and later discovered the noxian army nearby. She rushed back to Alderburg to alert Garen, and they left with the Vanguard. Quinn was supposed to make it back to Demacia and alert them, but she was wounded while trying to open the gates of the bridge for the trapped soldiers. Valor, despite also being wounded, made it out and managed to lead Silverwing riders to the trapped Demacians. Quinn and the survivors then made it back to the Great City to recover from their wounds.
Appearance: Quinn is a lean, fierce-looking woman with stern features. She has amber eyes, described as similar to Valor's golden eyes. She usually wears light leather armor, and also travels with no or only a light pack. Quinn is almost always accompanied by her Azurite Eagle, Valor.
Personality: Quinn is friendly and well-liked with her subordinate rangers, rarely using her superior position to give direct orders. She takes her duty seriously and always tries to protect those she is in charge of. She does what is right, even when it goes against rules or the law. She is generally wary of strangers and "doesn't like people overmuch as a rule". She is more comfortable alone in the wild than among company. Cithria notes that she exudes an "easy confidence".
- #46Xin Zhao
Keys: Xin Zhao
Enabled · Selective · Before character · Order 10 · 100%
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Xin Zhao is a resolute warrior loyal to the royal family of Demacia. Once condemned to the fighting pits of Noxus, he survived countless gladiatorial bouts. It was not until he faced the forces of King Jarvan III in battle that he decided to relinquish his past life, in favor of serving what he saw as a more honorable cause. Armed with his favored three-talon spear, Xin Zhao now fights for his adopted kingdom, audaciously challenging any foe, no matter the odds.
Life as a Reckoner: Xin Zhao was born in Ionia, raised on a fisherman's ship named Viscero. One day, they ended up crossing into the waters of Noxus, where a Noxian ship captured them and took them to Noxus. Unfamiliar with this new land, Xin Zhao rose above the ranks with his expert spearmanship, so Noxus offered him a chance to live a better life. He reluctantly accepted and entered the arenas of the Reckoners and took the name Viscero after his first home.
Viscero was a famous warrior amongst the arena, with the crowd cheering for the carnage he inflicted while the other Reckoners grew to fear him. But eventually, Boram Darkwill made a decree to privately free Noxian mercenaries, prisoners or Reckoners (Xin Zhao included) to send them to fight for Noxus in other nations. Xin Zhao was transported to Demacia, where he faced against many Demacian soldiers. Most of his fellow Reckoners ran away, but Xin Zhao refused to give up. When he was confronted by soldiers, he welcomed them to execute him, but he was instead spared and imprisoned. At his request, Xin Zhao was taken to meet their king, Jarvan III.
Meeting Jarvan III: While his guard Tianna repeatedly threatened him, Jarvan III was more easygoing and listened to him. After their conversation, he offered Xin Zhao a bag of money to go back to his real home, but since Demacia had shown him the true meaning of the ideals he strove for, he wanted to join his guard (to Tianna's shock). He asked how Xin Zhao could prove he was capable, so he snatched a guard's spear and fought off the guards before pointing the spear at the king's throat. He apologized and prepared to get killed, but Jarvan III forgave him and accepted him into his ranks. Tianna was still distrustful of him, but Xin Zhao swore an oath to her that if something happened to Jarvan III, she would kill him by her own hand. Xin Zhao grew to become very close friends with Jarvan III (even being adopted into the Lightshield family), and taught Prince Jarvan IV to raise him into an honorable king. He believed that Demacia was where he truly belonged, serving them not for duty, but his own choice.
Great Mage Rebellion: One day, Jarvan III sent Xin Zhao on a mission of critical importance, so he left. By the time he got back, a mage rebellion led by Sylas of Dregbourne broke out and Jarvan III had been killed. Xin Zhao felt huge guilt for his mistake, believing it was his own fault Jarvan III died. Jarvan IV requested Xin Zhao for a training spar, where he vented all of his grief and anger towards Xin Zhao for leaving his father to die. When Jarvan IV broke down in tears for the loss of his father, Xin Zhao comforted him. Afterwards, Jarvan IV told Xin Zhao to burn the letter he was meant to deliver, as it was a request for Jarvan III to the leader of the Mageseekers to be more accepting of mages, but since Jarvan IV grew to hate mages due to believing Sylas and his mages to have killed his father. Xin Zhao reluctantly followed the prince's request and burned the letter, accepting what was to come. With all of the civil unrest in Demacia, Xin Zhao was needed more than ever. With Jarvan IV forced to take the mantle as king, Xin Zhao swore his loyalty to him and promised to guide him for the days to come.
Personality: Xin Zhao is a resolute warrior loyal to the royal family of Demacia.
- #47Kayle
Keys: Kayle
Enabled · Selective · Before character · Order 10 · 100%
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Born to a Targonian Aspect at the height of the Rune Wars, Kayle honored her mother's legacy by fighting for justice on wings of divine flame. She and her twin sister Morgana were the protectors of Demacia for many years—until Kayle became disillusioned with the repeated failings of mortals, and abandoned this realm altogether. Still, legends are told of her punishing the unjust with her fiery swords, and many hope that she will one day return...
Early life: Kayle and her twin sister Morgana were born on Mount Targon during the height of the Rune Wars to Kilam and Mihira, the current Aspect of Justice. Due to Mihira ascending while pregnant, the sisters were born with a fraction of her celestial power. As the war raged on, Mihira's celestial power began to overshadow her personality and affections as she dedicated more and more of her time to her duties as an aspect. Fearing what Mihira was becoming, as well as the enemies drawn to her light, Kilam resolved to take their daughters to safety. He fled Targon with his children and they would sail to the land that would be known as Demacia.
Becoming Demacia's Winged Protector: The sisters grew to having distinct and clashing personalities. While Morgana was empathizing with the newly arrived refugees, Kayle argued about laws of the settlement because she knew the laws were meant to protect people.
One day, Mihira's sword would fell from the sky and clash into two. From that moment, feathered wings bursted from the sister's backs and remained, confirming the celestial magic would still remain inside them. In that moment, Kayle felt more connected to her mother than ever. While Morgana resented her gifts, Kayle embraced her new power. One day, the settlement was attacked, and the sisters flew to aid the people of Zeffira. While Kayle was busy dealing with the frontline attack, Morgana learned of a hidden wave of enemies attacking the city and left the frontlines to aid the citizens. After the battle Kayle, for a time, lost trust in her sister for leaving her on the battlefield. Since that day, they were hailed as the Winged Protectors.
Battle with the Darkin Blade: Kayle and Morgana put on their armors and helmets, and stood against an army before the city walls. They easily destroyed the first wave. Sensing the danger approaching in the skies, the Winged Protectors took flight without hesitation and engaged in a deadly battle with Aatrox Aatrox, who managed to possess a new host. Aatrox was too powerful to be defeated physically for the sisters. As the last stand, Morgana left her sword behind, and stood against Aatrox, binding him with her chains of dark flame. Taking Morgana's sword, Kayle empowered her wings and sword with celestial flames and burned the mortal body of him, sealing Aatrox within his own blade.
Battle of the Winged Sisters and Departure: Warriors flocked to Kayle's banner at Silvermere's Peak, where she founded a judicator order to enforce the law, and hunted down rebels and reavers with equal fervor. Kayle allowed Morgana to rehabilitate wrongdoers who appeared humble enough to admit their guilt. However, some people in the Judicator Order and especially Ronas, one of Kayle's ardent disciples, decided to arrest Morgana and her followers when Kayle was bringing justice upon a distant kingdom ruled by a cruel, unrighteous king. In an attempt to protect her followers, Morgana conjured magical chains of fire and bound him until he fell dead. His death led to an outbreak of riot in the settlement.
When Kayle found out what happened, she became enraged and with her power she summoned divine fire to punish the sinners and Ronas' killer. Morgana flew up to meet her, the two dueled in the sky, knocking down columns where they passed and killing people without realize. It seemed that one of them was eventually going to win but Morgana faltered because she and Kayle heard their father's screams and stopped fighting. Their father was mortally wounded, Morgana hurled her sword at Kayle through tears, and plunged to the surface like a meteorite to cradle her father.
She took her dying father in her arms, and in a sea of tears, cursed her heavenly inheritance for the destruction around her. A moment later, Kayle landed too, and between sobs Morgana asked her if the purification of mortals by smiting included her father. Kayle kept silent, grabbed Morgana's sword and thought about senseless violence that overtaken the city this day. Сrying because of loss, she soared into the heavens and flew to Mount Targon to find her mother, and swore that she would not allow emotions to dominate her.
Journey to Targon Prime: She left Demacia to stand at her mother's side, and to seek for perfect, celestial clarity on Targon. Even though she has been absent from Demacia for many centuries, she has inspired Demacia's culture, law, and architecture. Many pray to the Protector in times of chaos, and hope that she might return, some pray that such a day will never come.
For centuries, Morgana has tried to find her sister, and written down her findings on her journal. Solari warrior reported a sighting of a winged creature on the peaks of the mountain, ascending higher. A wind mage said that a bright flame streaked through the air, spinning away faster and faster. A Demacian noble was convinced that the Winged Protector was still alive, so he sent out rider to track her. After decades, the riders found a single white feather beneath Targon. A Lunari child, in the middle of the night, said that he saw a winged ghost, flying around the mountain. Yet, his mother did not believe him.
Many centuries passed, Morgana heard a voice. A lonely, so distant prayer. She had no idea where it came from, but she was so sure that Kayle was praying to her. However, her prayers remained unanswered.
Appearance: Kayle is a slim and slightly muscled woman with pale, slightly tanned skin, short ash blonde hair with a bang on the right side, sun-gold eyes and pointy ears. Four wings on her back and two wings on her waist that vary in white and light blue. She was ascended on her thirties, so her aging has stopped since then. Kayle's clothing consists of a golden armor that covers her entire body. Kayle normally wears a helmet that covers her face but takes it off when she is in her second form.
Personality: Kayle is one of the incarnations of justice, while her sister Morgana represents retributive justice and advocated for the repentant, Kayle punished in the fair way possible those who committed crimes without forgiveness. Despite wanting to make the world more just, her lack of an open mind and empathy to sinners makes her quite stoic and cold since she only seeks to punish them on an eye-to-eye level, without forgiveness. As she thinks it necessary to protect people. Despite beginning of rejecting her mortal and emotional part after her duel with Morgana, as she considered them main reason of this tragedy ever happen, after traveling to Targon Prime and spending some time with Mihira, she seems to stop denying her emotions. She constantly continuing to fight evil, and strives for constant improvement and ascention of herself, and dreams of building a Paradise for the just and glorious, sharing Mihira's ideals in this.
- #48Morgana
Keys: Morgana, Veiled Lady
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Conflicted between her celestial and mortal natures, Morgana bound her wings to embrace humanity, and inflicts her pain and bitterness upon the dishonest and the corrupt. She rejects laws and traditions she believes are unjust, and fights for truth from the shadows of Demacia—even as others seek to repress it—by casting shields and chains of dark fire. More than anything else, Morgana truly believes that even the banished and outcast may one day rise again.
Early life Morgana and her twin sister Kayle were born on Mount Targon during the height of the Rune Wars to Kilam and Mihira, the current Aspect of Justice. Due to Mihira ascending while pregnant, the sisters were born with a fraction of her celestial power. As the war raged on, Mihira's celestial power began to overshadow her personality and affections as she dedicated more and more of her time to her duties as an aspect. Fearing what Mihira was becoming, as well as the enemies drawn to her light, Kilam resolved to take their daughters to safety. He fled Targon with his children and they would sail to the land that would be known as Demacia.
Becoming Demacia's Winged Protector The sisters grew to having distinct and clashing personalities. While Kayle was arguing about the settlement's rules, Morgana would empathize with the newly arrived refugees.
One day, Mihira's sword would fell from the sky and clash into two. From that moment, feathered wings bursted from the sister's backs and remained, confirming the celestial magic would still remain inside them. While Kayle embraced her new power, Morgana resented her gifts. One day, the settlement was attacked, and the sisters flew to aid the people of Zeffira. While Kayle was busy dealing with the frontline attack, Morgana learned of a hidden wave of enemies attacking the city and left the frontlines to aid the citizens. After the battle Kayle lost trust in her sister for leaving her on the battlefield. Since that day, they were hailed as the Winged Protectors.
Battle with the Darkin Blade: Kayle and Morgana put on their armors and helmets, and stood against an army before the city walls. They easily destroyed the first wave. Sensing the danger approaching in the skies, the Winged Protectors took flight without hesitation and engaged in a deadly battle with Aatrox, who managed to possess a new host. Aatrox was too powerful to be defeated physically for the sisters. As the last stand, Morgana left her sword behind, and stood against Aatrox, binding him with her chains of dark flame. Taking Morgana's sword, Kayle empowered her wings and sword with celestial flames and burned the mortal body of him, sealing Aatrox within his own blade.
Battle of the Winged Sisters and Departure: Warriors flocked to Kayle's banner at Silvermere's Peak, where she founded a judicator order to enforce the law, and hunted down rebels and reavers with equal fervor. Kayle allowed Morgana to rehabilitate wrongdoers who appeared humble enough to admit their guilt. However, some people in the Judicator Order and especially Ronas, one of Kayle's ardent disciples, decided to arrest Morgana and her followers when Kayle was bringing justice upon a distant kingdom ruled by a cruel, unrighteous king. In an attempt to protect her followers, Morgana conjured magical chains of fire and bound him until he fell dead. His death led to an outbreak of riot in the settlement.
When Kayle found out what happened, she became enraged and with her power she summoned divine fire to punish the sinners and Ronas' killer. Morgana flew up to meet her, the two dueled in the sky, knocking down columns where they passed and killing people without realizing it. It seemed that one of them was eventually going to win but Morgana faltered because she and Kayle heard their father's screams and stopped fighting. Their father was mortally wounded, Morgana hurled her sword at Kayle through tears, and plunged to the surface like a meteorite to cradle her father.
She took her dying father in her arms, and in a sea of tears, cursed her heavenly inheritance for the destruction around her. A moment later, Kayle landed too, and between sobs Morgana asked her if the purification of mortals by smiting included her father. Kayle kept silent, grabbed Morgana's sword and soared into the heavens without looking back, disappearing. Morgana, hurt, tried to tear off her wings because now they were a reminder of her pain, she tried everything to remove them but could not do it, so she decided to tie them with steel chains to walk in the world of mortals. Morgana was known since then as the Veiled Lady.
Life as the Veiled Lady Over time, Morgana's role as one of the Winged Protectors of Demacia would fade into obscurity, with few knowing that there were in fact two protectors. Instead, Morgana would become known as the Veiled Lady or the Veiled One, a deity that Demacian's would pray to in order ensure their loved ones passed safely into the afterlife. Morgana would walk the realm, embracing mortals and enacting justice when needed.
One day, a cleric and his pupil entered the woods to find the Veiled One, for the Pupil had erred. After listening to them, The Veiled One chained the sinful cleric for hitting the pupil in front of her eyes and forced him to endure all the shame, suffering, and loneliness he had inflicted on his pupils. On another day, she saved two girls from the men with swords, asking question about their village, and threatening them.
She currently resides in Sacred Woods outside of Demacia, waiting for the day she is needed again.
Appearance: Morgana is a slim and curvy young woman with dull pale skin, dark purple short hair with a bang on the left side, bright violet eyes with makeup runnings, pointy ears, dark purple lipstick and four wings on her waist and two wings on her nape that vary in black and purple colors. She was ascended on her thirties, so her aging has stopped since then. Her attire consists of a long dress that matches the color of her wings, revealing her arms and neckline, leaving her back uncovered, and with various chain ornaments behind her wings and hips.
Personality: Contradicting everything they think of her, Morgana is not the "evil twin"; she is just an incarnation of the other side of justice, while her sister Kayle represents blind justice, Morgana represents compassionate justice that consists of listening to reasons first for the sinners' actions before deciding whether or not to punish them. Indicating that Morgana is fair and compassionate towards people. At first she rejected her celestial powers and that caused them to become corrupted, but she sees them as a perfect weapon to punish in a fair and compassionate way, so as not to forget her humanity and her emotions. Since she could not cut her wings, she tied them. Having her wings tied together symbolizes that she still has humanity inside her and although Kayle is her rival, deep down she still loves her and wishes that one day they can be together again as sisters and not as enemies.
Abilities: Unique Celestial Physiology: Coming in contact with celestial magic while still on the womb, Morgana has a unique physiology very similar to those who are aspect hosts, although she is not considered one herself. She has less access to celestial magic than those hosting aspects, but has a more unified identity.
Celestial Fire Magic: Like her sister, Morgana's specific aspect powers give her access to celestial fire manipulation even though she suppress her celestial nature, and as a result her magic became darker and more twisted. She can cast bursts of dark fire and conjure dark fire chains that cause immense pain to those she ensnares.
Immortality: Due to her celestial alteration, Morgana is immortal and cannot die of old age or by conventional means. Flight: Morgana's ascension made her sprout wings out of her back. Even though she bound them with iron chains, they still allow her to fly and release themselves when Morgana surrenders to her celestial powers.
Energy Projection: Morgana can project powerful beams and bursts of magical energy from her hands. Umbrakinesis: The majority of Morgana's magic is based on the manipulation of shadows, so she can conjure it and launch bolts of dark energy from her hands.
Umbrakinesis: The majority of Morgana's magic is based on the manipulation of shadows, so she can conjure it and launch bolts of dark energy from her hands. Terra-Pyrokinesis: Morgana can scorch earth or ground, and burn the ones within the area. Binding: Morgana has the power to bind and stop someone from moving with her magic. Force-Field Generation: Morgana can create fields formed from energy that are capable of blocking attacks, including physical and magical attacks. Omnipresence: Morgana has the ability to be omnipresent since she always appears to, listens to or hear everyone who invokes and prays to her. She can also hear the ones who pray to her sister. Empowerment: Morgana, like all Aspects, has the ability to give parts of her power to those she deems worthy. Master Sorceress: Aside from her heritage celestial powers, Morgana's millennial existence made her very cult on the arcane.
Life-Force Absorption: Morgana can heal herself by siphoning life-force of those she burns with her dark fire. Illusions: Morgana can generate and cast realistic illusion. She has demonstrated the power to hide her shelter in the Sacred Woods. Catoptromancy: Morgana can see far away people, objects, places, and events through the reflections on the magical pool in her shelter. Retrocognition: Morgana has the ability to see and show events from the past, she also has the ability to give them to others. Expert Swordsman: Although she no longer uses her sword, Morgana was quite an accomplished swordswoman.
- #49Sylas
Keys: Sylas
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Raised in one of Demacia’s lesser quarters, Sylas of Dregbourne Sylas of Dregbourne has come to symbolize the darker side of the Great City. As a boy, his ability to root out hidden sorcery caught the attention of the notorious mageseekers, who eventually imprisoned him for turning those same powers against them. Having now broken free, Sylas lives as a hardened revolutionary, using the magic of those around him to destroy the kingdom he once served… and his band of outcast mage followers seems to grow by the day.
Early Life: Sylas of Dregbourne was born in Demacia, where he developed magical abilities at a young age. As per the typical Demacian belief that magic was an affliction, Sylas' parents convinced him to turn himself in to the Mageseekers. The Mageseekers took notice of Sylas' ability to sense the magic within people, so they used his power to identify the mages within the city. But Sylas began to notice the prominence of mages living their lives as civilians, having to live with being labeled as criminals by Demacian society, which caused him to doubt his standing within Demacia.
One day, Sylas and his Mageseeker handlers found a young mage girl in the countryside, forced to live in hiding to avoid persecution. Sylas took pity on her due to being so young so he tried to protect her from his handlers, but he accidentally brushed against her skin, causing Sylas to fire her lightning magic uncontrollably, resulting in the deaths of the girl as well as two Mageseekers. Sylas tried to evade the law, but he was labelled as the most dangerous mage alive and when he was caught, he was sentenced to imprisonment for life.
Imprisonment: With his hands chained by petricite shackles, Sylas was imprisoned in a Mageseeker compound for fifteen years, growing disillusioned and vengeful towards the kingdom and seeking its downfall. One day, Luxanna Crownguard of the Crownguard House found him in the compound and sympathized with him for his plight, with both soon forming a steady bond. While Lux visited Sylas to teach him about the world outside his cell and gave him books to read, and in exchange he taught her how to control her magic. One of the books Sylas recieved was Galio's blueprint by Durand, where he learned about the true properties of petricite and how it did not nullify magic, but accumulate it until it reached its breaking point. All he needed to do now was touch Lux to absorb her magic into his shackles and break free.
Eventually, the Crownguards found out about Lux's meetings with Sylas, so he was sentenced to public execution by sword. Lux intervened by telling the crowd by advocating for Sylas' rights, but he touched her and unleashed a powerful blast of Lux's magic, killing everyone on scene except Lux.
The Birth of the Revolution: Freed from the authorities, Sylas used his powers to destroy the Mageseeker compound and free the imprisoned mages to start a revolution against Demacia for their persecution of mages. He led them to the royal castle to capture King Jarvan III and publicly humiliate him, but to his surprise the king had already been killed before he arrived. His son, Prince Jarvan IV, blamed Sylas and the mages for causing the death of his father, while Sylas decided to humiliate him instead. Sylas tied Jarvan IV to a chair and forced him to eat a rat to reflect the terrible conditions experienced by the prisoners of the compound, but Lux came to stop him, with her magic suppressed after drinking a petricite mixture. She shot a crossbow at Sylas and stabbed him in the foot before releasing Jarvan IV.
The Dauntless Vanguard arrived in time, led by Lux's brother Garen Crownguard. Lux warned Garen to avoid letting Sylas touch his petricite armaments, so Garen grabbed an axe to strike him. Sylas counterattacked Garen by absorbing the magic of one of his downed allies, but Jarvan IV put him at a chokehold to avenge his father. Sylas was outnumbered by the Demacian army, so he told his allies to retreat into the sewers to escape Demacia. As he began to leave, Lux tried to warn the mages not to follow him, but he told them that there was no need to worry about her because she wouldn't hurt an innocent.
Due to Jarvan IV blaming Sylas' revolution for the death of King Jarvan III, he enforced a zero-tolerance policy towards magic in Demacia, causing innocent mages in Demacia to be sentenced to merciless treatment by the Mageseekers. Out of desperation, some mages planned to flee Demacia to migrate to Sylas' camp so they would be safe.
Appearance: Sylas is an adult man with fair skin, a slim, athletic yet muscular build, he has shoulder-length black hair, thick eyebrows, blue eyes, and a short beard. He doesn't wear a shirt and leaves his chest exposed, he has broken manacles around his neck and forearms with broken yellow petricite chains, likewise he also wears gray pants and goes barefoot using bandages on his feet.
Personality: Sylas is a ruthless, determined rebel who opposes Demacia's unfair persecution of mages regardless of their intentions. When he was younger, he initially wanted to protect his fellow mages from being harmed by his Mageseeker associates, but after the incident which got him imprisoned, Sylas grew to resent the kingdom after fifteen years of imprisonment. After being freed, he took on the role of a martyr for his fellow mages, inspiring them to join his rebellion. His initial goal was to raze Demacia to the ground, with no prospect of the aftermath. Despite his devotion to his cause, he harboured deep remorse towards his betrayal of Lux. During his revolution against the Mageseekers, Sylas gradually developed a change of heart thanks to Leilani's influence, letting go of his desire for vengeance and learning to value his fellow rebels, even being more merciful towards his enemies. He was heavily affected by the deaths of the allies that he had lost on the way, striving to become a better leader for their sake. After achieving victory, Sylas split his alliance with the Demacians and started fighting against them again, believing that because the Demacian government would enable an ideology like the Mageseekers to happen, mages would never be truly free until the monarchy is abolished.
- #50Mageseekers
Keys: Mageseekers
Enabled · Selective · Before character · Order 10 · 100%
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Despite Demacia being founded by mages and non-mages alike, there were those who seeked to gain power within the nation. Over time they would turn the people against magic, beginning Demacia's crusade against magic and lead to the creation of the Mageseekers. The Mageseekers were an organization tasked with hunting down mages, securing magical artifacts, and accompanying any magical envoys during their stay in the kingdom. 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. Sylas was one such Mageseeker, being convinced by his parents to give himself up to the order. His magical talents were proven useful in tracking down and securing numerous mages until an incident with a young mage's power caused the death of two Mageseekers and the mage, leading to his imprisonment.
The late King Jarvan III wrote a royal decree that would disband the Mageseekers and release the mages within their custody, but was assassinated before he could do so. His son, Jarvan IV, found the letter and tore it up, blaming Sylas for his father's death. After the death of the king and Sylas's escape, the Mageseekers began to escalate their oppression of mages in Demacia. Sylas's rebellion waged guerilla warfare against the Mageseekers, raiding their outposts and freeing their prisoners. His army would lead an assault against the capital and slay Eldred Crownguard, the leader of the Mageseekers. Commander Wisteria would assume his post and pressured the new king to warrant the execution of mages. During one of these executions, Sylas's rebels intervened and revealed the truth about Demacia's origins and how people like the Mageseekers twisted it to gain more power. With their lies revealed, public favor turned against the Mageseekers and their growing zeal.
After the Battle of Terbisia, King Jarvan IV followed through with his late father's wishes and disbanded the Mageseekers.
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