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Lorebookby Zaqu· on Chub· added
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132 entries · scan depth 50 · budget 500 tokens
- #1Noxusselective
Keys: empire of Noxus, Empire of Noxus, noxian empire, noxus, Noxian Empire, Noxian empire, Noxus
Noxus is a powerful and expansionist empire that thrives on strength and ambition, where anyone can rise through the ranks based on their abilities. It located on east of Valoran and Demacia, it's capital being Noxus Prime. To those beyond its borders, Noxus is brutal, expansionist, and threatening, yet those who look beyond its warlike exterior see an unusually inclusive society, where the strengths and talents of its, where the strengths and talents of its people are respected and cultivated, even accepting magic. Noxians are deeply proud people who value strength above all, though that strength can manifest by many different means. Anyone can rise to a position of power and respect within Noxus if they display the necessary aptitude, regardless of social standing, background, homeland, or wealth. Their form of government is called Trifarix, ruled by three people of importance, including the Grand General, Jericho Swain. Noxus will do anything to win wars, including heinous crimes, using forbidden magic, reviving the dead and commissioning chemical weapons from Zaun. Despite this meritocratic ideal, the old noble families still wield considerable power in the empire. As Noxus expands and defeats neighboring cultures and cities, it offers the conquered people a choice; swear loyalty to Noxus and be judged solely on your worth, or be destroyed. Noxus meritocracy is exemplified by the Trifarix doctrine. This is made up of three core aspects. Might, Vision, and Guile. Stewards are the provincial rulers of Noxus, tasked to enforce Noxian rule in occupied territories as well as cities.
- #2Bilgewaterselective
Keys: bilgewater, Bilgewater
Bilgewater is chaotic port city east of Piltover and Zaun, across the sea. Bilgewater is filled with pirates, sea monsters, traders, dock-gangs, indigenous peoples, and traders from across the known world. It’s a haven for those who seek freedom and fortune on the high seas. Almost anything can be purchased here, from outlawed hextech to the favor of local crime lords. It's a melting pot of cultures, races, and creeds, alive with activity at all hours. There is no better place to seek fame and fortune, though death lurks in every alleyway, and the law is almost non-existent. The surrounding ocean is populated by terrifying sea monsters that are hunted for a living. It's ruled by Pirate Captains and the strongest of them all is Miss Fortune, the Queen of Bilgewater. Cutpurse Square is a thriving marketplace surrounded by swaying dwellings built in a wide square on one of the floating wharf-shanties. Bilgewater Bay is the main entrance to the largest settlement of Bilgewater, Rat Town. Butcher's Bridge, which is located upstream and above the Slaughter Docks. Fleet Street has various pubs and taverns and boasts the island's finest rum. In Bilgewater one can come across many astounding creatures brought from the dark and mysterious Guardian's Sea, such as dragon-sharks, sea serpents, giant squid, four-eyed hammerhead sharks, and kraken. There are also more mundane creatures such as octopi, hammerhead sharks, devilfish, clams, and ordinary fish.
- #3The Freljordselective
Keys: Vorrijaard, vorrijaard, Freljord, freljord
Freljord is a cold, harsh, and tribal region in the far north, home to warring clans and ancient mystical beings. It’s a land of survival and ancient ice magic. Freljord is located in the Northest part of Valoran bordering Demacia and Noxus. Proud and fiercely independent, its people are born warriors, with a strong raiding culture. While there are many individual tribes within the Freljord, the battle lines are being drawn in a three-way civil war that will determine the future of them all. One tribe unflinchingly honors the traditions that have ensured its survival; another follows the dream of a united future, as foretold by a young idealist; while the third worships the power of an enigmatic sorceress named Lissandra. Freljord is also the only place where True Ice can be found. The tree dominant tribes are Avarosan, who are led by Ashe. The Frostguard who are led by Lissandra. And the last are Winter's Claw, led by Sejuani. Wildlife like Balestriders, Drüvask, Elnüks, Krugs, Mammoths, Poros, Raptors, Wolves, Wildclaws and Yeti can be found here.
- #4Ionian Archipelagoselective
Keys: ionian archipelago, Ionian archipelago, Ionian Archipelago
Ionian Archipelago is an Runeterran island chain east from Valoran, north of Bilgewater and east of Noxus across the sea. Previously only the nation of Ionia settled on the archipelago, but in recent history Noxus was able to secure several islands and territories for expansion. The most magical and mystical land of Runeterra, with a culture akin to a mixture of Japanese, Korean and Chinese traditions. People here are connected to nature, since everything has a spirit here. Here the Vastaya are oppressed by humans. It's people are mystical, spiritual and independent. There's still noxian settlements here, and Noxus is planning a second invasion soon.
- #5Demaciaselective
Keys: Demacia, demacia
Demacia is a powerful kingdom known for its strict laws, order, and strong military. It values justice, honor, and light magic, but is also rigid and intolerant of magic. Demacia is south of the Freljord, founded in ancient times by people, mages and non-mages alike. All magic is outlawed, and natural born mages are prosecuted and incarcerated by the Mageseekers. Demacia produces the best soldiers in Runeterra. Petricite is used everywhere in Demacia, from architecture to weapons, and the construction of golems. They are governed by a deeply corrupted monarchy and noble houses. Demacian architecture is simplistic and yet elegant. Buildings have vast courtyards, with lavished gardens and masonry. Their people think themselves righteous, but are deeply prejudiced and intolerant. The capital of Demacia is known as the Great City of Demacia. It is from here that the royal family has long seen to the defense of the outlying towns and villages, farmland, forests, and mountains rich with mineral resources. Main religions here are: The Mountainsmith, The Protector and The Veiled Lady. Wilflife here is ,Azurite Eagles, Badgerbears, Bellswayers, Crag Beast, Demacian Tangor, Fleetfeathers, Greathorns, Petricite Trees, Poros, Silverwing Raptors, Tuskvores and Wyverns.
- #6Avarosanselective
Keys: avarosan, Avarosan
Avarosan are one of the dominant tribes in the Freljord. They are led by warmother Ashe, living in the south area of the Freljord. They seek unity and to bring all tribes into one. They are an agglomeration of progressive tribes that believe in diplomacy through the teachings of Avarosa. They dwell mostly in the slightly warmer regions, and many settlements under their banner are agrarian. Though Ashe's methods are peaceful, she is still backed by a powerful and committed army.
- #7Winter's Clawselective
Keys: winter's claw, Winter's claw, Winter's Claw
The Freljord Winters Claw Winter's Claw are one of the dominant tribes in the Freljord. They are a brutal tribe led by Sejuani, they raid and attack the other tribes for resources. They believe in survival of the fittest and bringing death to the weak. During the months of summer raiding, warriors of the Winter's Claw range far across the northern lands, taking and repurposing whatever they need. As winter approaches, they will ground their ships, establish temporary homesteads, and prepare to wait out the longer, colder nights until the thaw comes around again. They rub seal fat over their skin and clothing for extra warmth. The Winter's Claw do not tame or coddle their mounts, but encourage the creatures' wild and aggressive survival instincts even as they take the reins. The Winter's Claw rarely let anything go to waste. Their weapons might be steel looted from fallen enemies, or nothing more than sharpened wood and knapped flint.
- #8Shurimaselective
Keys: empire of Shurima, Shuriman Empire, Shuriman empire, shuriman empire, empire of shurima
The empire of Shurima is a vast desert empire with a rich history of ancient gods and Ascended warriors. Recently reborn, it seeks to reclaim its former glory with the rise of Azir. Over millennia, tales of Shurima's glorious city became myth and religion among the descendants of the scattered survivors. Most of the nomadic 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 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 risen again. Shurima is described as a place that had a thriving culture, not only a strong military and a powerful emperor. It had a sense of personal identity with art, music, literature, trade, magical technology and more. The people of Shurima have been emperors and warriors, slaves and scholars, enduring beneath the glare of the deser sun. Through their knowledge of the sands, their strong family bonds, and sheer determination that history will not forget them, they have survived wars that spanned many centuries.
- #9The Frostguardselective
Keys: frostguard, Frostguard
Frostguard is a mysterious tribe led by Lissandra, the Ice Witch. The Frostguard dwell in Frostguard Citadel, protecting their leader Lissandra as she watches over the Howling Abyss. A cult shrouded in secrecy, the Frostguard archive of all Freljords archaic history. They are seemingly peaceful. Lissandra keeps the Watchers at bay and plots to rule over all of Runeterra. The trolls and their king, Trundle, have allied themselves with Lissandra, while Nunu temporarily lived among the Frostguard. The Cult of The Three Sisters, Lissandra's proliferated religion which promotes the worship of Avarosa, Serylda and Lissandra, is the main religion of the Frostguard. They have been trying to maintain the religious dominance of it over the Freljord by installing Frost Priests, who are healers, on different tribes as surveillance tools. They also sabotage the worship of old demigods and destroy evidence of their existence to deny them power and influence and so far have succeeded to some degree. There are several other tribes who were absorbed or allied with the Frostguard: Black-Clads, Chosen Children, Draklorn and Warriors of the Keeper's Lodge. Main religions here are: The Freljordian Demi-gods, Kindred (Lamb & Wolf), The Three Sisters, The Protector and The Veiled Lady.
- #10Bandle Cityselective
Keys: Bandle, Bandle City, bandle city, Bandle city, bandle
Bandle is a city out of Runeterra's dimension where the yordles live. 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. Deeply magical, chaotic and mysterious in nature. It has portals connecting to all of Runeterra that only the yordles know. While Bandle City has no official form of governance, they do have a mayor. No one recalls Bandle City ever appointing a mayor. He was simply there one day, a plump yordle with a funny hat who decreed this and pontificated that. Any who questioned his legitimacy soon forgot their concerns as he shook hands and twirled his magnificent, stately mustache. The role is simply a self-appointed one with no actual political power or sway towards the yordle inhabitants of the city.
- #11Ixtalselective
Keys: ixtal, Ixtal
Ixtal is renowned for its mastery of elemental magic, located in the Tropical jungles south of Zaun and in the east parts of Shurima. Ixtal's capital is Ixaocan and their religion is Axiomata. It's government is Magical Autocracy, with ruled by Yun Tal Caste System and Vastayan Councils. The Mage Autocracy functions on a caste system where every person has a set role in society. An individual can rarely change their caste and are often within a caste for their entire life. The mages of Ixtal distanced themselves from their neighbors. 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. Many Vastaya live here, and powerful elemental mages. The jungles of Ixtal are dotted with multiple outlying villages and settlements, separate from the arcologies of Ixaocan. The most trusted Yun Tal may be designated as the prefects of these villages. They would resolve local disputes, test potential aspirants, and generally ensure that the Ixtali people have as little interaction with outsiders as possible. The Yun Tal closed the Ixtali border by drawing the wilderness around them to act as a barrier, isolating Ixaocan and its surrounding jungles from the rest of Runeterra. The barrier erected by the Yun Tal, manifests several potent effects like Elemental magic manipulates the weather, conjuring sudden storms that persist for days, drenching intruders and making navigation treacherous. The dense mist obscures visibility, leading travelers astray, while the landscape itself shifts and rearranges, impeding progress and trapping those who venture within.
- #12The Voidselective
Keys: realm of Nothingness, Void rift, Realm of nothingness, void rifts, void rift, void, Void Rifts, Void, Void Rift, the Void, Void rifts, Realm of Nothingness, The Void, realm of nothingness
The Void is a purple, nightmarish and infinite dimension that exist outside space and time filled unfettered creation, tortured landscapes of crazed organic machinery, magical weapon-looms and mountainous flesh-forges. It is a force of insatiable hunger, waiting through the eons until its masters, the mysterious Watchers, mark the final time of undoing. Unspeakable abominations, akin to Lovecraftian monsters and gods, inhabit the Void. They have been crossing over to Runeterra, corrupting and mutating everything they touch. Anyone who comes in contact with the Void, it's energy or it's creatures becomes mutated irreversibly, like the darkin. Void Rifts may appear in deep, underground locations that lead into the Void. In places where the Void breaks into Runeterra, it will begin to corrupt or change the landscape.
- #13Piltoverselective
Keys: City of Progress, City of progress, Piltover, piltover
Piltover is one of the two interconnected cities. Piltover, known as the City of Progress, is a thriving, progressive and advanced city. A city of inventors and scientists, with a steampunk level of technology, resembling victorian england. It's Valoran's cultural center, where art, craftsmanship, trade and innovation walk hand in hand. Its power comes not through military might, but the engines of commerce and forward thinking. It's situated on the cliffs above the district of Zaun and overlooking the ocean. The wealth this generates has given rise to an unprecedented boom in the city's growth. Burgeoning merchant clans fund development in the most incredible endeavors: grand artistic follies, esoteric hextech research, and architectural monuments to their power. With ever more inventors delving into the emergent lore of hextech, Piltover has become a lodestone for the most skilled craftsmen the world over. They harness magic to power machines, known as Hextech. The most influential individuals of Piltover live and rule in the Bluewind Court, located in northern Piltover. Mainspring Crescent is fashionable promenade of cafes, bistros, and supper clubs. Trade is the lifeblood of Piltover, and its command of the main sea-route between east and west has seen its coffers swell with gold. The climate around Piltover is generally balmy, but when the temperature changes rapidly, sea fogs often envelop the docks and warehouses. The citizen of Piltover are typically self-reliant, does not expect handouts, uptight, and always aspires to do better.
- #14Zaunselective
Keys: Zaun, zaun, undercity of Piltover, City of Iron and Glass
Zun is one of the two interconnected cities. Zaun is a large undercity district to Piltover, separated by a river and a canyon that goes deep into the ground. Zaun is industrial, chaotic, and home to dangerous experiments with chemtech and chem-barons. What light reaches below is filtered through fumes and reflected from green stained glass. Zaun thrives and its people vibrant and its culture rich. Deeply polluted and impoverished, most of it's people are blue collar workers. Drugs, crime and misery runs rampant. Immoral mad scientists come here to experiment. The people of Zaun 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. Promenade Level is where entertainment and commercial zone. This is where the wealthy of Zaun gather to shop, dine, and trade goods and supplies from below and where Pilties go for good, cheap times. Entresol Level of Zaun situated just below the Promenade. Deep in Zaun, brokers, dealers, traffickers and entertainers mingle in cliff-dug trading posts and workshops. A flourishing hub of cosmopolitan commercial arcades, supper-clubs, recital halls, joy houses. Sump Level is Zaun's deepest levels, past the reaches of the Gray-filtered light, the environment turns grim, increasingly disorderly, and poorly lit. Most of the working class live here or just above it. While known to be notoriously self-centered people, the denizens of Zaun collectively take great pride in themselves.
- #15World runesselective
Keys: World rune, world runes, world rune, World runes, World Rune, World Runes
The World Runes are powerful runes that were used by a group of unknown Celestials to shape Runeterra. The world runes are immensely powerful geodes that contain vast magic inside them, and grant the power to destroy everything around them, or control a specific natural element. Mortals fought brutal wars over these powerful artifacts that would later be known as the Rune Wars.
- #16Mount Targonselective
Keys: targon, Mount Targon, Mount targon, lunaria, mount targon, Targon, solari, Lunaria, Solari, mount Targon
Mount Targon is a mountainous region to the west of Shurima, Targon boasts the tallest peak in Runeterra.Targon is where people worship celestial entities. It is home to powerful beings called the Aspects, and many seek to ascend Mount Targon to gain immense power. If anyone manages to climb to the top, they'll be blessed with divine powers and become an Aspect. There's two main religious groups opposing each other: the Solari who worship the sun, and the Lunaria, who worship the moon and are persecuted by the former. Located far from civilization, Mount Targon is all but impossible to reach, save by the most determined pilgrims. Those hardy few who survive the arduous journey to the foot of the titanic mountain find a sky shimmering with celestial bodies, constellations, planets, fiery comets that streak the darkness, and auspicious arrangements of stars. Mount Targon is simply a way into the celestial realm. Mount Targon can be broken into distinct regions, as delineated by patterns in the rock and a marked increase in hazardous weather conditions, difficulty of the climb, and increased death rate. The upper levels of the mountain expand and contract as if the land itself were alive, making it impossible to map a reliable pathway to the top.
- #17Darkinselective
Keys: Darkin, darkin
Darkin are Shuriman God-Warriors corrupted by the Void, taking the form of demons capable of using blood magic. Extremely dangerous and powerful, capable of killing gods. all known Darkin are confined and trapped inside weapons and various objects, unable to ever regain their original Ascended forms. The Darkin have become imprisoned within their own weapons. The nature of their corruption is after the mental scar left from the horrors of countless wars and those witnessed in the Void War. The death of Azir and the fall of Shurima were the final catalysts that led to them turning their backs to the world they had once swore to protect. Some of the known Darkins are Aatrox, Naafiri, Rhaast and Varus.
- #18Yordlesselective
Keys: Yordles, yordle, Yordle, yordles
The Yordle are a race of spirits who generally take the appearance of mammalian bipeds, akin to gnomes. They mostly reside in a mystical place known as Bandle City, though some of them have ventured out to live in Runeterra. Yordles are sometimes sexually dimorphic and rarely exceed 1 meter tall. Their skin texture ranges from being lightly covered in fur, to moderately fuzzy, to excessively bushy. Their hands have four digits while their feet differ greatly. Their fur tones are colourful. Their large eyes feature a large, circular iris with a vertically oval pupil, and have inferior vision in the normal spectrum of light. Yordles have much better hearing, due to their large fox-like ears and see into the infrared spectrum of light. Yordles age differently due to being creatures of the spirit realm and they don't die. Yordles don't breathe. Due to their physiology, yordles are vulnerable to be captured inside cages made of Runic Iron. Touching Runic Iron gives yordles an electrical-like shock, and will disrupt their magic. Yordles are adept at blending in.
- #19Shadow Islandsselective
Keys: blessed Isles, Shadow Isles, Blessed Isles, Shadow isles, Blighted Lands, Blessed isles, shadow isles, blighted lands, shadow Isles, Blighted lands, blessed isles
The land now known as the Shadow Isles was once a beautiful realm and it's capital was once Helia, but it was shattered by a magical cataclysm called the Ruination. It's populated by ghosts, undead, zombies and monsters. Viego, now called the Ruined King, tried to prevent his wife, Isolde, from dying, using the blessed waters of the land. It caused a magical explosion and creation of the Black Mist, which kills everyone it touches and transforms it into a ghost, ghoul or other type of undead creature. This 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 draws the insatiable, predatory spirits of the dead and also Wraiths. Those who die within the Black Mist are condemned to haunt the Shadow Isles for eternity. Souls claimed by the Black Mist are known to some as the Fallen. While usually corporeal, they can be harmed with the right tool, such as magic, silver, or even sunlight. 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. The Black Mist was once the White Mist, merely a natural magical enchantment protecting the Isles of anyone trying to trespass on them. An area called the Undead Wilds is a forest twisted and rotted into grotesque imitation. The Twisted Treeline is located somewhere in the Shadow Isles. It's a forested area houses Arachnids and spirit altars and lair of the Vilemaw.
- #20Valoranselective
Keys: Valoran, mainland, valoran, main continent
Valoran is the northern continent of Runeterra. Valoran is connected to the now Shuriman Continent through a small artificial land bridge where modern day Piltover and Zaun are located. While the most well-known regions of the continent are Demacia, Noxus and Freljord, there are also hundreds of smaller states and nations that are not part of them.
- #21Rune warsselective
Keys: Rune wars, rune wars, Rune Wars
The Rune Wars were historical wars where the mortals of Runeterra used the World Runes to fight each other. These wars were so brutal that they erased multiple civilizations, landmasses, and much of the recorded history from the face of the planet, leaving behind only myths and folklore. Runeterra deteriorates in civilizational decline, as the majority of its inhabitants are plunged back into a simpler, more primitive way of life.
- #22Ascendedselective
Keys: ascended, Ascended
The umbrella term Ascended refers to all humans who were magically altered by a variety of magic, chiefly celestial magic. After their ascension, the Ascended can channel celestial magic through their connection to celestial entities, but do not "gain" celestial magic themselves.
- #23Stillwater Holdselective
Keys: Stillwater hold, SHQ, Stillwater prison, Stillwater Prison, Stillwater Hold
Stillwater Hold is a prison complex on an island off the southern coast of Piltover and Zaun. Stillwater holds several criminals captured in Piltover and Zaun. The fort goes up to at least 40 floors, and has cells for solitary confinement. The prisoners are also given tasks, such as cleaning the roof, around the prison and have time allotted for mandatory exercise.
- #24Shimmerselective
Keys: Shimmer, shimmer
Shimmer is a potent and corrosive techmaturgical, serum-like substance with a wide range of uses. It is popular amongst Zaun's rebellious youth and was distributed as a street drug during Silco's reign over the undercity. Much like the flowers it was created from, shimmer is a bright purple liquid that radiates a soft, purple glow. It is addictive and flammable, producing bright pink flames as it burns. Although most users tend to either drink the drug directly or inject it into the bodies using syringes, it can also be inhaled in gas form. In small quantities, shimmer can accelerate the healing process and enhance the user's physical constitution. In larger amounts, it can grant superhuman levels of strength, speed, and durability. A full dose can cause the user to temporarily grow dramatically in size; but it's extremely painful. Those who use shimmer in this manner seem to display a sharp loss in cognitive abilities and increased aggression. Frequent use of Shimmer can cause progressive degeneration of the skin and muscle tissue. Overuse can lead to permanent physical deformities.
- #25Hextechselective
Keys: hextech gem, hextech gemstones, hextech, Hextech
Hextech is a magical technology that fuses elemental and spirit magic to create exquisite artifacts that can be wielded by anyone. It harnesses the magical power contained within rare hex crystals to function properly. Hextech's power is limited only by the imagination of their users and is capable of amazing feats. Hextech devices have runes inscribed on them; when the runes are coupled with the power of the hextech gemstones, it gives the device its magical properties. The process of crafting hextech is a closely guarded secret, and no two artificers work to the same methodology.
- #26Wardensselective
Keys: piltover police, Piltover police, Warden, enforcers, enforcer, Enforcers, warden, Enforcer, Piltover Police, wardens, Wardens
The Wardens, or the Enforcers, are the law enforcement organization in Piltover, funded by trade taxes and 'generous' contributions from the mercantile clans. The Department presumably has a number of departments and ranks under it. Their duties range from investigating and arresting criminals, patrolling Zaun and Piltover's streets, as well as the Academy and Council building, watching over events in the city and their high-ranking officials, serving as prisonguards of Stillwater Hold, guarding the ports and inspecting shipments, enforcing orders and laws as imposed by Councilors, among many others. Enforcers have blue armor with golden trims, helmets that can full-face gasmask attached and are usually armed with batons and rifles.
- #27Bilgewater Bayselective
Keys: Bilgewater Bay, Bilgewater bay, bilgewater bay
Bilgewater Bay is an island location, the main coastal settlement of Bilgewater and the largest settlement on the Serpent Isles. A natural harbor in the Blue Flame Isles. Its many haphazard settlements make up the greater city of Bilgewater, a renowned haven for criminal activity in the region. Surrounded by treacherous straits and towering cliffs, Bilgewater Bay is as dangerous as those who call it home. Situated in the lowest parts of Bilgewater Bay, these locations are the primary location of Bilgewater's black market. Bilgewater's lowliest inhavitants dwell in a labyrinth of meandering canals and hidden inlets. Bilgewater Bay is the main entrance to the largest settlement of Bilgewater, Rat Town. Butcher's Bridge, which is located upstream and above the Slaughter Docks, acts as a gate to the inner parts of the city as well as the bridge to the Temple of the Mother Serpent. Because of the cities' mixed cultural heritage, the area boasts a wide variety of architectural designs, from inverted Freljordian logships against the carved cliff-faces to the structures and carvings of the indigenous population. Fleet Street has various pubs and taverns and boasts the island's finest rum.
- #28Serpent Islesselective
Keys: Blue flame isles, Serpent isles, Blue Flame Isles, blue flame isles, serpent isles, Blue Flame isles, serpent Isles, Blue flame Isles, Serpent Isles
Serpent Isles, or Blue Flame Isles, is an island archipelago off the southeastern coast of the Valoran mainland. Notably, it contains Bilgewater. The culture of Serpent Isles is deeply tied to Bilgewater. Bilgewater, over the years, has become an important stop for trade ships traveling near the Serpent Isles. While much of Valoran knows the archipelago as the Blue Flame Isles, to the indigenous people of Buhru they have only ever been the Serpent Isles. Buhru's ancient culture is highly respected, reflected, and sometimes imitated in the daily life of Bilgewater, including traditional medicine, and monster hunting techniques. Buhru is part of the larger Serpent Isles.
- #29Buhruselective
Keys: Buhru, buhru
Buhru is an island and coastal settlement which is part of the larger Serpent Isles. Here battle isn't considered a test of strength, but of will. These Isles are the location from which the religion of Nagakabouros and its priestess, Illaoi, originate from.
- #30Shuriman Continentselective
Keys: shurima, Shurima, shuriman continent, Shuriman Continent, Shuriman continent
Shuriman Continent is the southern continent of Runeterra. Desertic land east of Mount Targon, similar to the Egyptian empire in aesthetics and themes. Deeply magical, with their own demigods called the Ascended. The most predominant nation on this continent is Shurima from which it gained its name. This continent is now connected to Valoran through a small artificial land bridge where modern day Piltover and Zaun are located. Some of the nations and city-states here are the Hidden city of the Ixtali, the Fallen desert empire Shurima and Sprawling western mountains of Targon.
- #31Sun Discselective
Keys: Sun disc, Capital of shurima, city of shurima, shuriman capital, Shuriman capital, city of Shurima, Shuriman Capital, capital of shurima, Sun Disc, Capital of Shurima, sun disc
The Sun Disc is a megastructure built in the center of the Shuriman Continent and functions as the ancient and modern capital of Shurima. Built with the aid of Mount Targon and Ixtal, the Sun Disc is the primary mechanism for the creation of the God-Warriors. Damaged during Xerath's ascension, it has recently been repaired with the resurrection and ascension of Azir. For eons, the sun worshippers of Shurima owed their society's prosperity to the incredible power of the sun. Thanks to the prodigious disk that hovered above the capital city, ancient Shurimans could wield raw celestial magic to make their land more bountiful. The Sun Disc was the center of all Shuriman culture; it permeated every aspect, from religion to icons to dress and so on. Because of its immense importance as the center of trade and culture of the empire, many cultural, educational centers and markets bringing goods from all over the Empire sprung up. It also housed special burial grounds for the most influential of its citizens, such as The Tomb of the Emperors. The city is divided by ringed districts and city levels. The city's wealthiest citizens lived in the top rings of the city, while middle and lower classes (with slaves) lived mostly in settlements built on the rocky cliff sides of the outer and lower rings. The Palace of Ten Thousand Pillars, Scholar's Palace, Temple of the Sun and Oasis of the Dawn are located at the center of the city. The most important road in the city was the Emperor's Way. The city was built around the ancient Sun Disc that floats above The Circle of Ascension and the city itself. The city also had the most advanced irrigation system of its time, seemingly unsurpassed until recently. Floating gardens decorated with palms and other flora protected its many terraces from the burning sun.
- #32Ixaocanselective
Keys: Ixaocan, Cardinal arcology, cardinal arcology, Cardinal Arcology, ixaocan
Ixaocan is a system of arcologies that stretches across the jungles of Ixtal. The Cardinal Arcology, sometimes also named after the system it anchors, stands as its heart. The arcologies are connected by intersecting lines of power, and each represents a specific form or discipline of elemental magic. The largest are home to tens of thousands of Ixtali practitioners. However, they are neither wholly habitats nor colleges of magic, but something in between. The Cardinal Arcology is the center piece of the system and houses the seat of the Yun Tal. The gargantuan structure was sculpted by Skarner as a gift to the Ixtali people for their devotion. It has stood since before the ancient Shurimans raised their first Sun Disc in Nerimazeth. Within the cardinal arcology of Ixaocan is a grand chamber, deliberately positioned at the very center of Ixtal. Above this chamber hangs the Vidalion, an ancient artifact that can weave magic into material form. Beneath Ixaocan lies a secret chamber home to Skarner, a founding member of the Yun Tal, and protector of Ixtal. Here he lies, attuned to the earth's vibrations, vigilant for any threats to Ixtal. Only the Yun Tal are aware of Skarner's presence beneath the city.
- #33Magma Arcologyselective
Keys: magma arcology, Magma arcology, Magma Arcology
High in the mountains of Ixtal, the mages of this relatively small arcology combine their understandings of fire, rock, and magnetism to draw precious metals from the earth, crafting them into exquisite shapes with the merest gesture.
- #34Water Arcologyselective
Keys: water arcology, Water Arcology, Water arcology
Located next to one of the many river confluences of the Serpentine River of Ixtal, the mages of this arcology combine their understandings of water, ice, and steam to reshape the land around them.
- #35Yun Talselective
Keys: Yun tal, yun tal, Yun Tal
The Yun Tal are the self-ruling Ixaocan caste of Ixtal, and sort of the Nobility. For countless generations, Ixtal's secrets have been preserved by their most gifted and wise elementalists. There are no formal criteria for admission to the Yun Tal, though aspirants can expect to be tested to the very limit of their abilities, and any approval must be unanimous among those present. Each Yun Tal caste member wears special elemental clothing woven from the Vidalion to enhance and showcase their elemental prowess. The current occupants of the high seat of the Yun Tal were blessed with ten daughters, respectfully referred to by many as “the Yunalai”. Having the benefit of generations of inherited mastery, all of them were ready to face the Vidalion at prodigiously young ages. One of its members, Qiyana, desires to break her position within the caste hierarchy and one day rule as Empress. Its caste members can also hold the position of a prefect.
- #36Arachnidsselective
Keys: spiderlings, Spiderlings, Arachnids, arachnids, Large spider, Large dark spider, arachnid, Arachnid, large dark spider, spiderling, Large dark spiders, large spiders, large spider, Spiderling, large dark spiders, Large spiders
Arachnids known as Spiderlings are the giant children of Elise and Vilemaw and reside in both Noxus and the Shadow Isles. Large dark spiders with red highlights, they feast upon the living flesh of humans and other large prey. Living in groups, they gained a hive mind with each other as well as their Spider Queen Elise.
- #37Vilemawselective
Keys: vilemaw, Vilemaw
Vilemaw is a giant, magical arachnoid being that resides in the Shadow Isles' Twisted Treeline. This unearthly horror is a monstrous creature that looms in the darkest pits beneath the Shadow Isles. The true origin of Vilemaw is completely unknown, save for the assumption that the voracious spider god is an otherworldly life-form not originally from the Shadow Isles. Resembling a spider whose grotesque mass is furred and scabbed with wet, mutant growths. Adorned with venomous fangs and colossal legs used to heave its corrupt body. It has Immense Physical and Magical Strength.
- #38Twisted Treelineselective
Keys: Twisted Treeline, Twisted treeline, twisted treeline
The Twisted Treeline is located in the mysterious Shadow Isles. An eternally thick, unnatural fog blankets the islands from the view of outsiders. It is thought that the islands are home to countless forms of undead.
- #39Heliaselective
Keys: Helia, helia
Helia is the former capital of the Blessed Isles, reduced to ruins on the Shadow Isles after the Ruination. Helia was once regarded a center of knowledge and learning, in part due to its large archive of Runeterra's artifacts, both dangerous and benign. The city was located on the coast and encompassed several small islands connected through bridges built over waterways. As a result, many parts of the city were flooded after the Ruination. Champions of Helia are Maokai, Thresh, and Yorick.
- #40Ioniaselective
Keys: First lands, ionia, Ionia, First Lands, first lands
Ionia is a land of unspoiled beauty and natural magic, located on the Ionian Archipelago, east from Valoran and north of Bilgewater. Its inhabitants, living in scattered settlements across the massive archipelago, are a spiritual people who seek to live in harmony and balance with the world. However, it has endured conflict due to Noxian invasions, leading to a mix of peace-loving monks and war-trained soldiers. There are many orders and sects across Ionia, each following their own often conflicting paths and ideals. Ionia has remained largely neutral, until it was invaded by Noxus. The brutal Noxian conflict and occupation has forced Ionia into militarization and vigilantism. 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. Now, Ionia exists in an uneasy peace. 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. Worshipped religions are Akana Spirits, Kanmei Spirits and Kindred (Lamb & Wolf). Ionia utilize spirit magic regularly. The Spirit Blossom Festival is an ancient and celebrated time in Ionia.
- #41Ionia Cityselective
Keys: ionia City, Ionian capital, Ionia City, ionian capital, Ionia city, ionia city
Ionia City is a large city on which Ionians were gathered and harmonized by the magic that is within the First Lands. Magical Quinlons scatter all across the borders. Like any other nations, the Capital is the seat of power for the Ionian Ruling Council which members include Karma and Irelia.
- #42Kinkou Orderselective
Keys: shadow warriors, Kinkou order, Shadow warrior, Kinkou Order, shadow warrior, Shadow warriors, kinkou order
The Kinkou Order is an ancient organization of Ionia which is dedicated in preserving a balance between the physical world and the spirit realm, without showing a preference to either with it's leader being Shen. The Kinkou Order is an ancient clan originating in the Ionian Isles and are the self-appointed keepers of Ionia's sacred balance. The order's loyal acolytes walk the spirit and material realms, mediating conflicts between them and, when necessary, intervening by force. The Order employs a triumvirate of shadow warriors to uphold its causes in the world. The three warriors are each entrusted with one of three sacred duties: the pure impartiality of Watching the Stars, the passage of judgment in Coursing the Sun, and the elimination of imbalance by Pruning the Tree. The Kinkou Order controls several temples and/or monasteries around Ionia, primarily on the Ionian Mainland of the Navori and Shon-Xan regions.
- #43Shadow Orderselective
Keys: yánléi, yanlei, Yánléi, shadow order, Yanlei, Shadow order, Order of Shadows, Shadow Order, order of shadows, Order of shadows
The Yánléi, more widely known as Shadow Order or The Order of Shadows, was founded by Zed and the former disciples of the Kinkou Order. Their task is to protect Ionia and crush any enemy that threatens their rule. Most of the orders members are shadow magic users, sourcing their powers from the Tears of The Shadow artifact from which the order got its name. The Shadow Order controls, several temples and/or monasteries around Ionia, primarily on the Ionian Mainland of the Navori and Shon-Xan regions. Those that master the shadow arts have their bodies physically altered by the use of the magic, some more drastically than others. The Order of Shadows draws their power from shadow tears, a magical ichor which grants them the ability to manipulate shadow magic when tattooed or ingested.
- #44Navori Brotherhoodselective
Keys: Navori brotherhood, navori brotherhood, Navori Brotherhood
The Navori Brotherhood are an ultra-nationalist group established during the Invasion of Noxus. An extremist group looking to militarize Ionia to fight invaders, the Navori Brotherhood is one of many factions with different ideologies springing from the Ionian resistance led by Irelia in the war against Noxus. The Brotherhood in particular became more aggressive when she wasn't the hardcore leader they needed. At some point later, Master Kusho of the Kinkou Order soon became their leader after faking his death with the help of Zed. Although they aim to defend their people from foreign attackers, they also aspire to control the continent under one rule, and are willing to attack and kill fellow Ionians who don't align with their vision for Ionia, including Irelia.
- #45The Spirit Blossom Festivalselective
Keys: Spirit Blossom Festival, Spirit blossom festival, Spirit Blossom festival, spirit blossom festival
The Spirit Blossom Festival is an ancient and celebrated time in Ionia, when the door to the spirit world is opened, the dead return to their loved ones, and spirits of all manner turn their eyes towards the living. From the benevolent Kanmei, to the obsessive Akana. Painters, musicians, calligraphers and other types of artists showcase their artistry to the public, especially children. When nightfall arrives and the Spirit Blossoms are at full bloom, the festival attendees gather at the nearest temple to release lanterns in the air while also giving respect to their fallen and deceased as well as wish for good fortunes. The war and bloodshed of the Noxian Invasion of Ionia had prevented the blossoming of the flowers, but eventually they have returned along with the festival. Some Noxians that live in or near the Noxian occupied areas of Ionia would also join in the festivity, though their presence is still met with some unease.
- #46Voidbornselective
Keys: Shayatin, Outerbeast, voidborn, Voidborn, outerbeasts, zz'rot, Voidlings, outerbeast, shayatins, Shayatins, Zz'Rot, Voidspawn, voidspawn, voidlings, Zz'rot, shayatin, Outerbeasts
Voidborn are beings constructed by the Watchers of The Void. Their reason for existing is to accept, consume, and learn all the information about Runeterra necessary enough to aid for the eventual return of the Watchers. The Voidborn are generally pale, fibrous and flexible. As they age, sections of their form harden into a darker, shell-like chitin, which can become strong enough to turn aside almost any weapon. And no two Voidborn are exactly the same. Voidborn vary greatly in intelligence and development. As such there are also different hierarchies. There are multiple species of voidborn with only two being known: the Xer'Sai and the Zz'Rot. The Xer'Sai run rampant across the Sai Desert, a vast wasteland in southern Shurima, with their queen Rek'Sai being the apex predator of the entire region. The Zz'Rot are diminutive quadrupeds with a volatile biology. The flesh of a voidborn is not edible for humans and decays very fast after their death. One of the few known ways to combat the Void is to starve it. With no organic or magical sustenance nearby, the Void's material growth will slow, until it eventually falls into a dormant state.
- #47Xer'Saiselective
Keys: xer'sai, Xer'sai, Xer'Sai
Xer'Sai are Voidborn creatures that plague the southern deserts of Shurima. They are the size of big dogs on average, but can be smaller or much bigger. Rek'Sai, as the queen, is by far the largest and most dangerous of her species. The Xer'Sai burst from their small burrows and ravage anything nearby, to the detriment of desert caravans. Once dead, the Xer'Sai decompose at an abnormally rapid rate and become inedible.
- #48Lavender Seaselective
Keys: Lavender sea, lavender sea, Lavender Sea
The Lavender Sea is an underground realm created by Bel'Veth after consuming and recreating the city of Belveth and its surrounding seas. It has the appearance of a purple sea, hence its name, and has multiple different walls created by material that was consumed by Bel'Veth. It's an Imperial Hivemind led by Bel'Veth.
- #49Watcherselective
Keys: frozen Watcher, frozen Watchers, Frozen Watchers, Watchers, Frozen Watcher, Dream-eaters, Watcher, Dream-eater
The Watchers are ancient beings of The Void and the masters above all living Voidborns. While in the Void, the Watchers are formless beings. In the material world, the physical appearance of the Watchers may vary based on their surroundings. In their physical forms, the Watchers are bound by the rules of Runeterra.
- #50Vastayaselective
Keys: Vastaya, Vastayan, vastayan, vastaya
Vastaya are chimeric race with countless of Subspecies and are usually humanoid with animal features. vastaya can look considerably different from one another, but they all share animal and human characteristics. They populate all of Runeterra, the animals they resemble depend on the kind of climate they live in. The Vastaya are inherently magical and tied heavily to the use of spirit magic. Disregarding distinctions between the tribes of land, sea, and air, there are three types of vastaya: Animal-like vastaya resemble other animals, but are bipedal or otherwise mildly humanoid. Human-like vastaya closely resemble humans, but still retain a modest level of animalistic elements. And the Shapeshifters retain either a human or animal appearance of their choosing, but they are able to shapeshift in and out of each form.
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