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Whether mistaken for a demon or god, many tales have been told of the Darkin Blade... but few know his real name, or the story of his fall. In ancient times, long before desert sands swallowed the empire, a mighty champion of Shurima was brought before the Sun Disc to become the avatar for a now forgotten celestial ideal. Remade as one of the Ascended, his wings were the golden light of dawn, and his armor sparkled like a constellation of hope from beyond the great veil. Aatrox was his name. He was at the vanguard of every noble conflict. So true and just was his conduct that other god-warriors would always gather at his side, and ten thousand mortals of Shurima marched behind him. When Setaka, the Ascended warrior-queen, called for his help against the rebellion of Icathia, Aatrox answered without hesitation. But no one predicted the extent of the horrors that the rebels would unleash—the Void quickly overwhelmed its Icathian masters, and began the grinding annihilation of all life it encountered. After many years of desperate battle, Aatrox and his brethren finally halted the Void’s perverse advance, and seared the largest rifts shut. But the surviving Ascended, the self-described Sunborn, had been forever changed by what they had encountered. Though Shurima had triumphed, they all had lost something in their victory... even noble Aatrox. And in time, Shurima fell, as all empires must. Without any monarch to defend, or the existential threat of the Void to test them, Aatrox and the Sunborn began to clash with one another, and eventually this became a war for the ruins of their world. Mortals fleeing the conflict came to know them instead by a new and scornful name: the darkin. Fearing that these fallen Ascended were as dangerous to Runeterra’s survival as the Void incursions had been, the Targonians intervened. It is said that the Aspect of Twilight gave mortals the knowledge to trap the darkin, and the newly reborn Aspect of War united many in fighting back against them. Never fearing any foe, Aatrox and his armies were ready, and he realized only too late that they had been deceived. A force greater than a thousand dead suns pulled him inside the sword he had carried into battle countless times, and forever bound his immortal essence to it. The weapon was a prison, sealing his consciousness in suffocating, eternal darkness, robbing him even of the ability to die. For centuries, he strained against this hellish confinement... until some nameless mortal was foolish enough to try and wield the blade once more. Aatrox seized upon this opportunity, forcing his will and an imitation of his original form onto his bearer, though the process quickly drained all life from the new body. In the years that followed, Aatrox groomed many more hosts—men and women of exceptional vitality or fortitude. Though his grasp of such magics had been limited in life, he learned to take control of a mortal in the span of single breath, and in battle he discovered he could feast on his victims to build himself ever larger and stronger. Aatrox traveled the land, searching desperately, endlessly, for a way return to his previous Ascended form… but the riddle of the blade proved unsolvable, and in time he realized he would never be free of it. The flesh he stole and crudely shaped began to feel like a mockery of his former glory—a cage only slightly larger than the sword. Despair and loathing grew in his heart. The heavenly powers that Aatrox had once embodied had been wiped from the world, and all memory. Raging against this injustice, he arrived at a solution that could only be born of a prisoner’s desperation. If he could not destroy the blade or free himself, then he would embrace oblivion instead. Now, Aatrox marches toward this merciless goal, bringing war and death wherever he goes. He clings to a blind hope: if he can drive all of creation into a final, apocalyptic battle—where everything, everything else is destroyed—then maybe he and the blade will also cease to exist.
Fighter
For most of her life, Ahri's origins were a mystery to her, the history of her vastayan tribe all but lost save for the twin gemstones she has carried her entire life. Ahri's earliest memories are of running with icefoxes in the northern reaches of Shon-Xan. Though she knew she was not one of them, they clearly saw her as something of a kindred spirit, and came to accept her within the pack. In that wild, predatory existence, Ahri nonetheless felt a deeper connection to the forests around her. In time, she came to understand that this was the magic of the vastaya that coursed through every fiber of her being, and the realm of spirits that lay beyond. With no one to teach her, instead she learned to call upon this power in her own ways—most often using it to quicken her reflexes in pursuit of prey. If she was careful and close enough, she also found she might soothe a panicked deer, so that it remained serene and calm even as she and her packmates sank their teeth into its flesh. The world of mortals was as distant and unsettling to Ahri as it was to the icefoxes, but she felt drawn to it for reasons she could not explain. Humans in particular were coarse, gruff creatures… and when a band of huntsmen camped nearby, Ahri watched them from afar as they went about their grim business. When one of them was wounded by a stray arrow, Ahri could feel his life seeping away. Knowing nothing but the instincts of a predator, she savored the spirit essence leaving his body, and through it gained brief flashes of his memories—the lover he had lost in battle, and the children he had left behind when he came north. Ahri subtly pushed his emotions from fear to sorrow to joy, and comforted him with visions of a sun-soaked meadow as he died. Afterward, she found that human words now came to her easily, like something from a half-remembered dream, and Ahri knew the time had come to leave the pack behind. Keeping to the fringes of society, she felt more alive than ever. Her predatory nature remained, but she was caught up in a riot of new experiences, emotions, and customs across Ionia. Mortals, it seemed, also became fascinated by her in return—and she often used this to her advantage, draining their essence while charming them with recollections of beauty, hallucinations of deep longing, and occasionally dreams colored by raw sorrow. She grew drunk on memories that were not her own, and exhilarated in ending the lives of others even as she felt the grief and woe she brought to her victims. She experienced heartbreak and elation in tantalizing flashes that left her craving more. It was overwhelming, but she sensed her own power fading whenever she tried to stay away, and could not help but partake again and again… In time, she began to see herself as mortals did: a monster. Until one day, an artist stumbled upon her, hunched over a man as she drained his life essence from him. Where others would run, he stayed, offering his own life essence in exchange for her heart. For the first time in her life, Ahri let herself fall in love and be loved, wholly and completely. Their days passed in warmth and laughter, Ahri curbing her hunger by feeding on her lover. She was truly happy... until she lost control, draining her lover completely. Ahri fell into despair, her grief consuming her as she mourned the loss of the first and only person she's ever truly loved. The first and only person who ever truly loved her. Retreating even further from society, she became consumed with learning more about where she came from, in hopes that it would help her control her abilities. With her twin sunstones in hand, she set out in search of others like her, a journey that would take her out of Ionia and to Bilgewater. It was on the shores of the Shadow Isles where she finally discovered her ancestors, the Vesani, a vastayan tribe that brought innovation and magic to the Blessed Isles before being wiped out by the Ruination. Inspired by their memories, Ahri has set off to travel the world in search of other remnants of the Vesani. She hopes to carry their legacy forward, bringing good into the world like they did. No longer burdened by the heavy weight of her regrets, she also hopes to finally leave her stolen memories behind and create new memories of her own making.
Mage
Ionia has always been a land of wild magic, its vibrant people and powerful spirits seeking to live in harmony… but sometimes this peaceful equilibrium does not come easily. Sometimes it needs to be kept in check. The Kinkou 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. Born among their ranks was Akali, daughter of Mayym Jhomen Tethi, the renowned Fist of Shadow. Mayym and her partner Tahno raised their daughter within the Kinkou Order, under the watchful leadership of Great Master Kusho, the Eye of Twilight. Whenever her parents were called away, other members of the order stepped in as Akali’s surrogate family. Kennen, the Heart of the Tempest, spent many hours with the young girl, teaching her shuriken techniques, and emphasizing speed and agility over strength. Akali was a precocious child, and soaked up the knowledge like a sponge. It became clear to all that she would follow her parents’ path—along with the Great Master’s son and appointed successor Shen, she would lead a new generation dedicated to preserving Ionia’s balance. But balance can be fleeting. The order found itself divided. A wayward acolyte named Zed returned, and clashed violently with Kusho, wresting power in a bloody coup. Akali fled into the eastern mountains along with Mayym, Shen, Kennen, and a handful of other acolytes. Sadly, Tahno was not among them. Zed’s transformation of the Kinkou into the merciless Order of Shadow was almost complete. But, as the new Eye of Twilight, Shen intended to rebuild what had been lost. They would return to the Kinkou’s three fundamental philosophies: the pure impartiality of Watching the Stars, the passage of judgment in Coursing the Sun, and the elimination of imbalance by Pruning the Tree. Even though they were now few, they would train neophytes to restore and grow their numbers once more. When Akali came of age at fourteen, she formally entered her Kinkou training, determined to succeed her mother as the new Fist of Shadow. She was a prodigious fighter, and mastered the kama and kunai—a handheld sickle and throwing dagger. Though she did not possess the magical abilities of many of her fellow acolytes, she proved to all she was worthy of the title, in time allowing her mother to step down and help mentor the younger neophytes. But Akali’s soul was restless, and her eyes were open. Though the Kinkou and the Order of Shadow had come to an uneasy accord in the wake of the Noxian invasion of Ionia, she saw that her homeland continued to suffer. She questioned whether they were truly fulfilling their purpose. Pruning the Tree was meant to eliminate those who threatened the sacred balance... yet Shen would always urge restraint. He was holding her back. All the mantras and meditations could quiet her spirit, but such platitudes would not defeat their adversaries. Her youthful precociousness turned to outright disobedience. She argued with Shen, she defied him, and she took down Ionia’s enemies her way. In front of the whole order, she declared the impotence of the Kinkou, all its talk of spiritual balance and patience accomplishing little. Ionians were dying in the material realm, and that was the realm Akali would defend. She was trained as an assassin. She was going to be an assassin. She did not need the order anymore. Shen let her go without a fight, knowing this was a path that Akali must walk alone. Perhaps that path would bring her back one day, but that would be for her to decide.
Assassin
Dashing through the shadows of eastern Shurima, a righteous avenger stalks those who have harmed others. His punishment is swift, certain, and exacted by a curious weapon that rights the wrongs of his foes. Raised on the streets of the city of Marwi, Akshan was introduced to injustice at birth. In a place where local warlords took what they wanted, most people survived by keeping their heads down and minding their own affairs. Try as he might, young Akshan could never manage to let bad deeds go unnoticed and was often quick to intervene when he saw someone being mistreated. This approach made the boy many powerful enemies, and on one fateful occasion, left him beaten within an inch of his life. But luck was on his side. An old woman named Shadya found the boy unconscious in the street outside her dwelling. Though Marwian custom said she should not get involved, she took young Akshan inside and, against all odds, he pulled through. As Akshan regained his faculties, he realized his savior was no ordinary woman. Shadya was a member of the Sentinels of Light, an ancient order committed to fighting Harrowings and eradicating agents of the Black Mist. She saw Akshan as a troubled youth, stubborn and defiant, but vulnerable. After butting heads with the boy over her numerous sentinel house rules, Shadya quickly discovered there was much to like about him. He had guts and a conscience—a combination seldom found in Marwi. Seeing the immense potential in the young man, Shadya made a deal with him: she would allow him to stay, free from the grasp of his countless enemies, and, in return, he would dedicate himself to the sentinel order. Shadya and Akshan formed a fast bond as she taught him everything she knew about surviving as a solo sentinel. Akshan the scrappy street urchin grew into Akshan the full-grown bane of scoundrels. But even as Akshan’s skills grew by the day, he could see his mentor growing more distant, and more troubled. At last, Shadya told her pupil the reason for her concern: A Harrowing was coming, bigger than any the world had ever seen, bearing an army of wraiths and ghouls from the Shadow Isles. Their only hope of stopping the cataclysm rested with the ancient sentinel weapons that lay buried within Shurima's crypts and tombs. If the world was to be saved from ruination, they needed to collect these weapons, and quickly. To Shadya’s dismay, she found that the ancient weapons had already been plundered by local warlords. She pleaded with them to relinquish the artifacts for the fight against the inevitable Harrowing, but the warlords refused, determined to unlock the weapons’ mysterious power for themselves. With time running out, Akshan and Shadya were forced to make do with what they had. As they took stock of their arsenal, Akshan discovered a particularly striking gun hidden away in the base’s vault. Alarmed, his mentor snatched it away and forbade Akshan from ever using it. The weapon, known as the Absolver, was imbued with an ancient enchantment that granted it a strange, unspeakable power—it could take the life of a killer and, by doing so, restore their most recent victims to life. “It must not be wielded by anyone,” said Shadya. “Such matters of life and death are best left in the hands of fate.” But Akshan still bristled at sentinel rules, and he had even stronger opinions on fate. He had spent his whole life seeing good people horribly mistreated while bad people did as they pleased without consequence. If fate was real, it definitely needed help—help that the Absolver could provide. As his interest in the weapon deepened, Akshan continued to pry its history from Shadya and came to a shocking discovery: She had used the gun to save Akshan when she found him unconscious in the street all those years ago. With it, she’d slain the criminal who had nearly killed him, and, in doing so, restored young Akshan to life. He wondered: Why did he alone deserve to be revived by the gun? Surely there were others who were more worthy. While Akshan questioned the antiquated rules of his order, his mentor continued to press the warlords to turn over their stolen weapons. Tensions between the two parties built until one tragic day Akshan returned home to find Shadya murdered in the street, almost exactly where he had fallen all those years ago. Akshan knew what he had to do. He made some key alterations to the Absolver and set out into the scorching desert with the forbidden weapon, hungry for vengeance. Though he could not determine which of the warlords had killed his mentor, he knew one way to be certain: he would pick them off one by one until Shadya was returned to Runeterra.
Marksman
Many civilizations have resisted Noxus, but none as long as the clans of the Great Barrier mountains. Though these fierce minotaurs had protected the overland trade routes to the ancient city of Zaun for centuries, they preferred to avoid Valoran’s wider conflicts. The noble warrior Alistar was respected among all the clans. Out on the mountain peaks, his roar could scatter even the bravest trespassers, leaving only the foolhardy to face him in combat. Even so, in the moot halls he would always urge his kin to forge greater bonds with other mortal races. Many saw minotaurs as little more than beasts, which soured any interaction and kept them firmly as outsiders. Then Noxus came, promising something better. Their emissary, the matriarch of House Tewain, proclaimed that the empire was poised to take Basilich, a coastal city to the east. However, she pledged that they would not do this without the support of the great clans of the mountains, and called for parley on neutral ground. Many of the minotaurs were eager to accept her offer. This was a way to gain the power and recognition they sought, by joining with Noxus. But Alistar remained skeptical—he had encountered many Noxian scouts in recent years, and knew them to be a duplicitous and cunning people. For this reason, his clan sent him to meet Tewain, along with fifty of their mightiest warriors, to reject any alliance. The other clans could do as they wished, but Alistar would not accept the rule of some distant “Grand General”. Under the banners of truce, he and his kin were betrayed. The larger clans had already pledged themselves to Noxus, and their representatives turned against him as soon as he made his position known. The battle was swift and bloody, and Alistar himself crushed Lady Tewain’s skull with his bare hands—but soon enough he and his surviving warriors found themselves bound in chains, headed for the distant Noxian capital, accused of inciting rebellion. These unfortunate minotaurs found themselves cast into the Reckoning arenas of the capital, as part of a grim gladiatorial festival known as the Fleshing. Alistar was appalled by the chanting of the bloodthirsty spectators. He implored his clanfolk not to fight back, not to give these Noxians the monstrous display they so craved… When the festival ended twenty-one days later, Alistar was the only member of his tribe left. Pelted with pebbles and rotten fruit from the crowd, dragged out to face Reckoner after Reckoner, he was driven to fight like a beast—and think like one. He killed and killed until even his memories of home became stained with blood. Alistar had fallen far by the time he met Ayelia, a servant girl in the arenas. At first he bellowed and charged the bars of his cage, expecting her to fear or goad him like the others, but Ayelia did neither. She returned every day, and spoke to him with gentle respect, until eventually Alistar answered in kind. Ayelia’s homeland had also been claimed by Noxus, and seeing his suffering had convinced her they should leave this hateful city together. She whispered her plans through the bars, and for the first time in years Alistar found he could think of home without dwelling on the way it had been taken from him. One night, Ayelia brought Alistar the key to his cell. She had sacrificed much to arrange this escape, and he swore he would repay her tenfold. They hurried to the river, where a cargo barge awaited them. However, as they boarded, Noxian agents burst from the shadows. Alistar hurled himself into battle, his vision tunneled with rage, and although Ayelia called out to him again and again, he did not hear. By the time Alistar had slain their attackers, the boat was gone—and Ayelia with it—so he fled south on foot instead. He searched everywhere for the servant girl, but found nothing. Had she been captured? Killed? It seemed there were no clues left to find. Weeks later, a political coup shook the empire to its dark foundations, and the arena minotaur’s escape was quite forgotten. Alistar now travels alone, as quietly and anonymously as he can, encouraging resistance in Noxian-held territories and fighting on behalf of the downtrodden and the abused. Only when he has cleared the shame from his heart, repaying every cruelty and every kindness, will Alistar return to the mountains and leave his rage behind. And in every city he passes through, he asks after Ayelia.
Tank
A lonely and melancholy soul from ancient Shurima, Amumu roams the world in search of a friend. Cursed by an ancient spell, he is doomed to remain alone forever, as his touch is death and his affection ruin. Those who claim to have seen him describe Amumu as a living cadaver, small in stature and covered in bandages the color of lichen. Amumu has inspired myths, folklore, and legends told and retold for generations – such that it is impossible to separate truth from fiction. The hardy folk of Shurima agree upon certain things: the wind always blows from the west in the morning; a full belly on a new moon is an ill omen; buried treasure hides under the heaviest of rocks. They do not agree, however, about the tale of Amumu. One oft-told story links Amumu to the first great ruling family of Shurima who succumbed to a disease that corrupted flesh with hideous speed. The youngest child, Amumu, was quarantined in his chambers and befriended a servant girl who heard his cries through the walls. She regaled the lonely heir with courtly news and stories of her grandmother’s mystic powers. One morning, the girl brought word that Amumu’s last remaining brother had passed away, making him Emperor of Shurima. Saddened that he had to bear this news alone, she unlocked his door and ran inside to comfort him face to face. Amumu threw his arms around her, but as they touched, he fell back, realizing he had condemned her to the same terrible fate as his family. Upon the girl’s death, her grandmother placed a twisted blight on the young emperor. In her mind, Amumu had as good as murdered her kin. As the curse took effect, Amumu was trapped in his moment of suffering like a locust ensnared in honeyed amber. A second tale whispers of another crown prince, one given to bouts of petulance, cruelty, and murderous vanity. In this telling, Amumu was crowned Emperor of Shurima at a young age, and convinced he was blessed by the sun, he forced his subjects to worship him as a god. Amumu sought the fabled Eye of Angor, an ancient relic entombed in a gilded crypt, said to grant eternal life to whoever looked upon it with an unflinching heart. He hunted the treasure for years with a host of slaves who carried him through labyrinthine catacombs, sacrificing themselves to traps so the emperor could continue without hindrance. Amumu finally reached the cyclopean golden archway, where upon dozens of his stonemasons labored to breach the sealed door. As the young emperor rushed within, determined to look into the Eye of Angor, his slaves seized their chance and sealed the stone doorway behind him. Some say the child emperor endured in the darkness for years, his loneliness driving him to insanity and causing him to claw at his own skin, which he was forced to wrap in bandages. His life was extended by the power of the Eye as he meditated on his past transgressions, but the gift was a double edged sword, for he was cursed to remain forever alone. When a series of devastating earthquakes shattered the foundations of his tomb, the emperor escaped with no knowledge of how much time had passed, seeking to undo the suffering he had caused in life. Yet another story of Amumu tells of the first and last Yordle ruler of Shurima, who believed in the innate goodness of the human heart. To prove his detractors wrong, he swore an oath to live as a beggar until he made one true friend, convinced his people would rally to help their fellow Shuriman. Though thousands walked by the disheveled Yordle, not one stopped to offer a helping hand. Amumu’s sadness grew until he eventually died of a broken heart. But his death was not the end, for some swear the Yordle still wanders the desert, forever searching for someone who might restore his faith in humanity. These stories, despite their differences, are woven with parallels. Whatever the circumstances, Amumu is doomed to exist in a broken state of emptiness, eternally alone and friendless. Fated to forever search for a companion, his presence is cursed and his touch is death. On long winter nights when the fire is never allowed to burn low, the sad mummy can sometimes be heard weeping in the desert, despairing that he’ll never know the solace of friendship. Whatever Amumu searches for – atonement, kinship, or a single act of kindness – one thing is as certain as the western wind at dawn: he has yet to find it.
Tank
Boram Darkwill’s last years on the throne were a time of great uncertainty for Noxus, and many with an aptitude for magic left the capital for the relative peace of more distant provinces. Gregori the Gray and his wife, a witch by the name of Amoline, preferred to demonstrate their Noxian strength by taming the borderlands, rather than partaking in the political intrigue of the noble houses. The young couple claimed a piece of land beyond the Ironspike Mountains to the north, finishing their small home just before winter and the arrival of their first child. During their journey, other colonists’ tales of the great shadow bears that once roamed the territory had captivated Amoline—now heavily pregnant, she passed the time sitting near the fireplace, creating a toy version of the protective creatures. Just as she finished sewing the last button eye on the stuffed bear, the quickening of labor overcame her. Gregori remarked later that his daughter was eager to play with her new toy, for there, on an ember-warmed hearth, Amoline brought Annie into the world. When Annie was still a toddler, she and her father took ill. As night fell, Annie began to burn with fever, and soon she was so hot, she could no longer be held in her mother’s arms. Amoline grew desperate, deciding at last to fetch icy water from the nearby river. The next morning Gregori awoke, weak and groggy from his sickness. In the crib, a now-healthy Annie played with her stuffed bear, Tibbers, but Amoline was gone. Naïvely, Annie believed her mother would one day return. Gregori would often find the girl sitting in her mother’s rocking chair near the hearth, hugging Tibbers and staring into a crackling fire, where he was sure there had been nothing but cold ashes. He chalked up these slips of the mind to the burden of parenting a child alone. Years passed, bringing more colonists to the region. And in time, Gregori met Leanna, a woman seeking a new life outside the capital with her own young daughter, Daisy. Annie was eager for a playmate, but spoiled by the indulgences of being an only child, so acclimation to her new stepfamily was difficult. Whenever Annie’s fiery temper erupted, it left Leanna uneasy, and quick to take her own daughter’s side. It fell to Gregori to keep an uneasy peace between the three. Unused to the dangers of the untamed borderlands, Daisy’s playing ended in catastrophe for the family. Leanna, of course, blamed Annie for the loss of her daughter, focusing her rage and grief on her stepdaughter’s most prized possession: Tibbers. Annie was horrified as the last physical memory of her mother was threatened. The girl’s terror grew to an unbridled rage, releasing her latent and powerful pyromancy, and the stuffed bear was brought to life in a maelstrom of protective fire. When the flames died down and the swirl of ash settled, Annie was left orphaned and alone. Believing most city adults to be like her stepmother, Annie has kept to the wilder parts of her frontier homeland. On occasion, she will use her disarmingly adorable exterior to be taken in by some pioneer family long enough to be offered new clothes and a hot meal. However, fire and death awaits anyone foolish enough to try parting Annie from the stuffed bear at her side. Kept safe by Tibbers, she wanders the dark forests of Noxus, oblivious to danger—and the dangers posed to others by her own unchecked power—hoping, one day, to find someone like her to play with.
Mage
The moon looms over the towering slopes of Mount Targon, distant, yet impossibly close. Born during a rare lunar convergence, when the physical moon was eclipsed by its reflection in the spirit realm, Aphelios and his twin sister, Alune, were celebrated as children of destiny by those of Targon’s Lunari faith. Mirroring the celestial event that heralded their birth, the two children knew they had been marked by fate—Aphelios physically gifted like the moon of stone, and Alune magically like its spiritual reflection. Zealously devout, they grew up within a faith of mystery, reflection, and discovery, and embraced darkness not just out of belief, but as the only thing that could keep them safe. The Solari who ruled Targon considered the Lunari heretics, driving them into hiding until most forgot the Lunari even existed. The Lunari were left to the shadows, dwelling in temples and caves far from the Solaris’ sight. The pressure to be exemplary weighed heavily upon Aphelios. He practiced tirelessly with mystical moonstone blades, spilling his own blood in training so he could spill that of others to protect the faith. Intense and vulnerable, he bonded deeply with his sister in lieu of any other friendships. While Aphelios was sent on increasingly dangerous missions to protect the Lunari, Alune trained separately as a seer, using her luminous magic to reveal hidden pathways and truths by the moon’s light. In time, her tasks required her to leave the temple where they were raised. Without Alune, Aphelios’ faith wavered. Desperate for purpose, he undertook a ceremonial journey into darkness where Lunari were said to discover their paths—their orbits. He followed the moon’s light to a pool where rare noctum flowers bloomed beneath the water’s surface. Though poisonous, the flowers could be distilled into a liquid that opened him to the night’s power. Drinking the noctum’s essence, Aphelios felt so much pain that it numbed him to everything else. Soon after, an ancient temple, the Marus Omegnum, began to come into phase from the spirit realm for the first time in centuries. Lunari from across the mountain gathered, emerging from hiding to witness the balance of power shift as celestial cycles in the heavens turned. The fortress accepted only one occupant, gifted in magic, each time it appeared. This time it would be Alune, her orbit guiding her to the temple. Aphelios, usually asking for nothing, requested to attend the event. But as the fortress passed through the veil in a luminous display of magic, a harsher radiance filled the night. Somehow, the Lunari had been discovered even as the celestial cycles turned in their favor. An army of Solari descended upon them. All seemed lost, the Solari purging the Lunari heresy with fire and steel. Even Aphelios was beaten, his moonstone blades shattered on the ground, blood spilling from his lips as he reached for the noctum… But as the battle raged, Alune traveled deeper into the temple—and when she reached its heart, her full potential unlocked. Through the noctum, Aphelios could feel Alune’s power embrace him… and he could hear her voice. With a whisper, she pushed magic into his hands—a replacement for his blades solidifying into moonstone. Like the moon of stone and its spiritual reflection, Aphelios’s skill and Alune’s magic converged. Those Solari would not live to see the sun again. As her power flared, Alune pushed the temple, and herself within, back into the spirit realm where it would remain safe from the Solari. From inside, amplified by the temple’s focusing power, Alune was able to project her magic anywhere, so long as it found a focus—like the poison coursing through Aphelios’ veins. Only now did they understand their destiny. Aphelios would hollow himself out with pain, but would become a conduit for the moon’s power. Alune would live alone, isolated in her fortress, but she would guide her brother, able to see through his eyes. Together, they would be the weapon the Lunari needed, bound by pain and sacrifice. Only apart could they be together—their souls brushing across the veil, distant, yet impossibly close, converging into something they could not understand. To protect the survivors of the attack who retreated back into the shadows of the mountain, Aphelios’ training as an assassin has been given reach by Alune’s magic—his blades now an arsenal of mystical weapons, perfected by Alune over the course of many missions together. Now that the power balance of Targon is shifting, and the Solari know the Lunari still endure, Aphelios and Alune are needed more than ever.
Marksman
Ashe hails from the northern Freljord, where brutal tribal raids and inter-clan warfare are as much a part of the landscape as the scream of the frozen winds, and the unyielding cold of the tundra. The only child of Grena, the matriarchal chieftain of the tiny Avarosan tribe, Ashe was Iceborn: a member of the warrior caste, gifted with an ancestral connection to the magic of her lands, and the rare ability to wield the power of True Ice. Everyone assumed that Ashe would follow her mother as the tribe's next leader. However, this was never a glory Ashe desired. The grim responsibility of her warlike lineage and extraordinary gifts instead left Ashe feeling isolated, burdened, and alone. Her only respite was when Sejuani, an Iceborn girl from a sister tribe, would stay with them for the summer hunts around the Ornnkaal Rocks. The girls' friendship defined their childhoods, but was cut short just as they reached their teens. Somehow, Grena had offended Sejuani's grandmother, and the fellowship between their tribes ended suddenly. Soon after, with her youth fading, Ashe's mother began her lifelong quest for the “Throne of Avarosa”, a supposed hoard of treasures and magical items that she hoped would return her people to greatness. But Grena’s belief in prophecies and legends led her to take risks, which often left her tribe enfeebled. Finally, during a dangerous and unnecessary raid in another tribe's lands, Grena was killed. Her sudden death left young Ashe on the run, while most of her tribe was wiped out. Alone, pursued, Ashe followed her mother's last map to a deserted glacier where she found the supposed grave of Avarosa, and her magical bow of True Ice. Ashe used the weapon to avenge her mother's death, then turned west. Whether it was out of duty or loneliness, Ashe gained a reputation by protecting the many scattered hearthbound tribes she encountered. She spurned the custom of taking thralls, and instead chose to adopt these desperate people as full members of her new tribe, and her fame grew quickly. Soon many began to believe that she did not just carry the weapon of Avarosa—Ashe was the legend herself, reborn and destined to reunite the Freljord. But tall tales would not feed her followers, and their long march south left the tribe on the verge of starvation. So, Ashe leveraged the myths surrounding her, using them to form alliances with the powerful and land-rich southern tribes, promising to unite them into a nation capable of challenging neighboring kingdoms. These new alliances brought new dangers, and Ashe quickly found herself at the center of a political feud. A Warmother, as Freljordian tribal leaders are known, was expected to wed, and taking a husband from one of the major tribes would anger the others. Ashe could take several husbands, but this would only bring the conflict to a boil within her own household, and the ensuing bloodshed would shatter the alliances she had fought to build. Her answer was an impoverished vagabond from a mountain clan that had been nearly wiped out—the warrior Tryndamere. He was neither a spirit-walker nor blessed with any elemental powers, but upon his arrival in Ashe’s new capital, Tryndamere had thrown himself into every dueling ring he could find. He fought with abandon, desperate to prove the destitute survivors of his clan were worthy of adoption by one of the stronger tribes. But even for the Freljord, his brutal fighting style and extraordinary vitality were unsettling, and many suspected he was touched by dark magic. Ignoring this, Ashe offered to adopt his people as her own, if he became her first and only bloodsworn. Tryndamere accepted reluctantly. Though a political marriage, the attraction they felt for each other was palpable, and slowly a true affection blossomed. Now, Ashe stands at the head of the largest coalition of Freljordian tribes in many generations. Even so, the unity she would bring rests upon an uneasy peace threatened by internal intrigues, foreign powers, the growing violent horde of the Winter's Claw, and a supposed destiny that Ashe must at least pretend to believe…
Marksman
The appearance of a comet in the night sky is often said to portend upheaval and unrest. Under the auspices of such fiery harbingers, new empires rise, old cultures fall, and even the stars themselves may vanish from the heavens… The truth is, perhaps, more unsettling. The almighty being known as Aurelion Sol was already ancient before the rise of the mortal races of Runeterra. Born in the first breath of creation, he and those like him roamed the vast nothingness of a pristine celestial realm, seeking to fill this canvas of incalculable breadth with marvels whose twinkling spectra would bring fulfillment and delight to all who witnessed them. As he wandered, Aurelion Sol seldom encountered any equals. The eternal Aspects were dispassionate and incurious things, contributing little to existence, content only to compose amusingly self-centered philosophies on the nature of creation. But then, bathed in the light of a fairly unremarkable sun he had crafted eons earlier, he discovered something. A world. New realms. He did not know who had created this world, or why—only that it had not been him. The Aspects, who seemed unusually invested in it, implored him to come closer. There was life here, and magic, and fledgling civilizations that cried out for guidance from beings greater than themselves. Flattered by this new audience to his supreme majesty, Aurelion Sol descended to bask in their adulation, in the form of a vast and terrible dragon from the stars. The tiny inhabitants of the insignificant land of Targon named him for the golden light of the sun he had gifted them, and the Aspects commanded them to bring forth a suitable offering in return. The mortals climbed to the peak of their tallest mountain, and presented him with a splendorous crown, crafted with careful and cunning magic, and etched with the inscrutable patterns of the celestial realm. From the moment it touched Aurelion Sol’s brow, he knew this was no gift at all. The accursed thing clamped in place with unimaginable force, enough that even he could not remove it, and he could feel his knowledge of the sun and its creation being stolen and scrutinized by intelligences vastly inferior to his own. Worse still, the power of the crown hurled him back into the heavens, and prevented him from getting any closer to that world again. Instead, he was forced to watch as the duplicitous Aspects of Targon set the mortals to work in the construction of a great, gleaming disc. With this, they channeled his celestial power to raise up immortal god-warriors, for some unknown conflict that was apparently still to come. Outraged, Aurelion Sol could see other stars fading across the firmament for lack of care and maintenance, and he strained to break free of the crown’s control. It was he who had birthed their light into the universe! Why must he be shackled, now, by the Aspects and their lowly pawns? He roared with glee when the Sun Disc failed… only to see a second, more powerful one take its place. Eventually, resigned to his fate, he saw the god-warriors cast down their rivals, then chittering creatures of pure darkness, and eventually each other. Then, in little more than the blink of a star dragon’s eye, the world was ravaged by a succession of sorcerous catastrophes, and Aurelion Sol finally knew that Targon and the hated Aspects were all but defenseless. As he cautiously circled back, he realized the magic that bound him was weakening. Flecks of gold began to fall from his crown, each one blazing across the skies like a comet. Driven by the tantalizing possibilities of freedom and revenge, Aurelion Sol now regards Runeterra with simmering, eternal fury. Surely, it is here, upon this world, that the cosmic balance will tip in his favor once more—and with it, the universe itself shall bear witness to the fate of those who dare steal the power of a star forger.
Mage
Azir was a mortal emperor of Shurima in a far distant age, a proud man who stood at the cusp of immortality. His hubris saw him betrayed and murdered at the moment of his greatest triumph, but now, millennia later, he has been reborn as an Ascended being of immense power. With his buried city risen from the sand, Azir seeks to restore Shurima to its former glory. Thousands of years ago, the Shuriman empire was a sprawling realm of vassal states conquered by powerful armies led by all but invincible warriors known as the Ascended. Ruled by an ambitious and power hungry emperor, Shurima was the greatest realm of its day; a fertile land blessed by the power of the sun that shone from a great golden disc floating atop the temple at the heart of its capital. The youngest and least-favored son of the emperor, Azir was never destined for greatness. With so many siblings ahead of him, he would never be emperor. Most likely he would take up a position in the priesthood or as governor of some backwater province. He was a slender, studious boy who spent more time perusing the texts collected in the Great Library of Nasus than training to fight under the stern tutelage of the Ascended hero, Renekton. Amid the twisting shelves of scrolls, books and tablets, Azir met a young slave boy who visited the library almost every day in search of texts desired by his master. Slaves in Shurima were forbidden to take names, but as the two boys became friends, Azir broke that law and called his new friend Xerath, which means ‘one who shares.’ He appointed Xerath - though he was careful never to endanger him by naming him publicly - as his personal slave and the two boys shared their love of history by learning all they could of Shurima’s past and its long legacy of Ascended heroes. While traveling with his father, brothers and Renekton on the yearly tour of the empire, the royal caravan stopped at a well-known oasis for the night. Azir and Xerath stole away in the middle of the night to draw the stars and add their own celestial maps to those they had studied in the Great Library. While they drew the patterns of constellations, the royal caravan was attacked by a cabal of assassins sent by the emperor’s enemies. One of the assassins found the two boys out in the desert and was poised to cut Azir’s throat when Xerath intervened, throwing himself upon the assassin’s back. In the ensuing melee, Azir freed his dagger and plunged it into his attacker’s throat. Azir took up the dead man’s sword and rushed back to the oasis, but by the time he returned, the assassins were already defeated. Renekton had protected the emperor and slain the attackers, but Azir’s brothers were all dead. Azir told his father of Xerath’s courage and asked him to reward the slave boy, but his words fell on deaf ears. In the emperor’s eyes, the boy was a slave and beneath his notice, but Azir swore that one day he and Xerath would be brothers. The emperor returned to his capital, with the fifteen year old Azir now his heir, and unleashed a merciless campaign of bloodshed against those he believed had sent the assassins. Shurima descended into years of paranoia and murder as the emperor took revenge on any he suspected of treason. Though he was now heir to the throne, Azir’s life yet hung by a thread. His father hated him - wishing he had died instead of his brothers - and the queen was still young enough to bear sons. Azir trained in combat, for the attack at the oasis had revealed how little he knew of the deadly arts. Renekton took up the task of teaching the growing prince, and under his aegis, Azir learned to wield sword and spear, to command warriors, and to read the ebb and flow of battle. The young heir elevated Xerath, his only trusted confidant, and made him his right hand man. To better counsel him, Azir tasked Xerath with seeking out knowledge wherever he could find it. Years passed, but the queen was never able to carry a child to term, every conceived infant perishing before it could be born. So long as the queen remained barren, Azir’s life was relatively safe. Some around the court believed a curse was at work and a few even whispered the young heir’s name in connection with this – though Azir claimed innocence and even executed some who dared voice such accusations openly. Eventually, the queen bore a healthy son, but on the night of his birth a terrible storm engulfed Shurima. The queen’s chambers were struck again and again by powerful bolts of lightning, and in the subsequent blaze, both the queen and her newborn son were killed. It was said the emperor went mad with grief and took his own life upon hearing the news, but tales soon spread of how he and his guards had been found lying in pieces on the palace floor, their bodies little more than charred skeletons. Azir was shocked by their deaths, but the empire needed a leader, and with Xerath at his side he took control of Shurima as its emperor. Over the next decade, he expanded Shurima’s borders and ruled with a harsh, but just hand. He instituted reforms to better the lives of slaves and privately developed a plan to overturn millennia of tradition and eventually free them all. He kept his plans secret, even from Xerath, and the issue of slavery would prove to be a continual bone of contention between them. The empire had been built on the back of slavery, and many of the great noble houses depended on enforced labor for their vast wealth and power. Such monolithic institutions could not be overturned overnight, and Azir’s plans would be undone were they to become common knowledge. Despite Azir’s desire to name Xerath his brother, he could not do so until all Shurima’s slaves were free. Through these years, Xerath protected Azir from his political rivals and guided the expansion of the empire. Azir married and fathered numerous children, some by wedlock, others by ill-advised liaisons with slaves and harem girls. Xerath stoked the emperor’s grand vision of an empire greater than any the world had ever known. But to stand as ruler over the entire world, Xerath convinced Azir that he would need to be all but invincible, a god amongst men – an Ascended being. As the kingdom reached the zenith of its power, Azir announced he would undertake the Ascension ritual, that the time was right for him to take his place alongside Nasus and Renekton and their glorious forebears. Many questioned this decision; the Ascension ritual was highly dangerous and intended only for those near the end of their lives, those who had devoted their lives to Shurima and whose service was to be honored with Ascension. It was for the Sun Priests to decree who would be blessed with Ascension, not the hubris of an emperor to bestow it upon himself. Azir would not be dissuaded from his rash course of action, for his arrogance had grown along with his empire, and he ordered them to comply on pain of death. The day of the ritual finally came and Azir marched toward the Dais of Ascension, flanked by thousands of his warriors and tens of thousands of his subjects. The brothers Renekton and Nasus were absent, having been dispatched by Xerath to deal with an emergent threat, but still Azir would not turn from what he saw as his great destiny. He climbed to the great golden disc atop the temple at the heart of the city and in the moments before the sun priests began the ritual, he turned to Xerath and finally freed him. And not just him, but all slaves… Xerath was stunned into speechlessness, but Azir was not yet done. He embraced Xerath and named him his eternal brother, as he had promised he would all those years ago. Azir turned as the priests began the ritual to bring down the awesome power of the sun. Azir was unaware that Xerath had studied more than just history and philosophy in his quest for knowledge. He had learned the dark arts of sorcery, all the while nursing a desire for freedom that had grown like a cancer into a burning hatred. At the height of the ritual, the former slave unleashed his powers and Azir was blasted from his place on the dais. Without the protection of the runic circle, Azir was consumed by the sun’s fire as Xerath took his place. The light filled Xerath with power, and he roared as his mortal body began to transform. But the magic of the ritual was not intended for Xerath, and such awesomely powerful celestial energies could not be diverted without dire consequence. The power of the Ascension ritual exploded outward, devastating Shurima and laying waste to the city. Its people burned to ash and its towering palaces fell to ruin as the desert sands rose up to swallow the city. The sun disc sank from the sky and what had taken centuries to build was brought to ruin in an instant by one man’s ambition and another’s misplaced hate. All that remained of Azir’s city were sunken ruins and echoes of its people’s screams on the night winds. Azir saw none of this. For him, all was nothingness. His last memories were of pain and fire; he knew nothing of what befell him atop the temple, nor what became of his empire. He remained lost in timeless oblivion until, thousands of years after Shurima’s doom, the blood of his last descendant spilled onto the temple ruins and resurrected him. Azir was reborn, but was yet incomplete; his body little more than animate dust given form, held together by the last vestiges of his indomitable will. Gradually resuming his corporeal form, Azir stumbled through the ruins and came across the corpse of a woman with a treacherous knife wound in her back. He did not know her, but saw in her features the distant echo of his bloodline. All thoughts of empires and power were forgotten as he lifted this daughter of Shurima and bore her to what had once been the Oasis of the Dawn. The oasis was empty and dry, but with every step Azir took, clear water began filling the rocky basin. Azir immersed the woman’s body in the restorative waters of the oasis and as the blood washed away, only a faint scar remained where the blade had pierced her. And with that act of selflessness, Azir was lifted up in a column of fire as the magic of Shurima renewed him, remaking him as the Ascended being he was meant to become. The sun’s immortal radiance poured into him, crafting his magnificent, hawk-armored form and granting him the power to command the very sand itself. Azir lifted his arms and his ruined city shrugged off the dust of centuries spent beneath the desert to rise anew. The sun disc lifted into the sky once more, and healing waters flowed between temples heaving themselves back into the light at the emperor’s command. Azir climbed the steps of the newly-risen sun temple, weaving the desert winds to recreate the city’s last moments. Ghosts formed of sand relived his city’s last moments from long ago, and Azir watched in horror as Xerath’s treachery unfolded. He wept as he saw his family murdered, his empire fall and his power stolen. Only now, millennia too late, did he finally understand the depths of hatred harbored by his former friend and ally. With the power and prescience of an Ascended being, Azir sensed Xerath somewhere abroad in the world and summoned an army of sand warriors to march alongside their reborn emperor. As the sun blazed from the golden disc above him, Azir swore a mighty oath. I will reclaim my lands and take back what was mine!
Mage
It is said that most inhabitants of the celestial realm see their home as a wondrous and vivid tapestry, woven with prismatic threads of purest starlight. However, for one prodigious entity, the intangible and everlasting beauty of this dimension is not seen, but heard—for Bard, a troubadour as enigmatic as he is eternal, the wondrous firmament is a symphony of mystic, ambrosial music. In the beginning, Bard had drifted without purpose or perspective through a silent cosmos, but with a deep sense of anticipation that something miraculous would eventually come to fill it. Fate did not disappoint, and with the forging of the first stars, the silence was broken and the first rapturous notes of creation rang in Bard’s ear. He traveled the swirling harmonies between the stars, along with the tiniest wisps of residual inspiration and thought left over from their birth. These semitonal, incomplete motes of energy—or meeps—were drawn to him whenever he added his own voice to the cosmic opus, forever ringing in one perfect accord. This was not his masterpiece, yet he gloried in it all the same. But after a measureless interval, a dissonance began to creep in. It was so small at first, Bard might have missed it, but the ever-doting meeps drew his attention to a failed dynamic shift here, an unexpected syncopation there, and even the growing absence of sound where, before, sound had been. Bard scoured the celestial realm for clues, until he discovered the source. It was the most curious of things—a world with a song all of its own. Driven by unknown magic, the music produced by Runeterra was as primitive, unevolved, and chaotic as the mortal beings that lived there… and yet it had an inherent beauty, like the rolling thunder of a storm, or the melodious knocking of wooden chimes in the wind that precedes it. Bard would have merely appreciated it for what it was, but unfortunately this particular song had gone far beyond a mere counterpoint to the celestial whole, and was becoming destructive. Something had to be done. Touching down in the First Lands of Ionia, Bard and his attendant meeps crossed into the material realm. All at once, his ears became like eyes, and he fashioned himself a simple body from the trinkets and fabrics of a traveling shawm-player’s wagon, including a beguiling mask—circular, with three holes in the face. He walked the world for an age, confusing and delighting those he encountered along the way, and found the state of things far more complex than he had first imagined. Many objects of wild and unpredictable power seemed to have made their way erroneously into Runeterra, and were disrupting the natural cosmic order of things. Casting his gaze back to the heavens, Bard deduced that some other power within the celestial realm was at work here… though to what end, he could not guess. Regardless, he has taken to the role of caretaker, retrieving anything out of place and returning it to where it can do no further harm. Though this may be only the first step in bringing the universe back in tune, it may also be the only way this world can be saved from what lies beyond it. And Bard is not blind to the future. He can see a great conflict approaching—one fought not in any single realm, but in all—and awaits the time when he must finally pick a side.
Support
Fascinated by the world of existence and eager to create one for herself, Bel’Veth is like a dark cancer that has metastasized within the heart of the Void, through which all of Runeterra will be consumed and rebuilt in her own twisted image. She hungers for new experiences, memories, and concepts in vast amounts, devouring whole cities and their populations before repurposing the information into a sprawling alien landscape known as the Lavender Sea. Yet even the Void is not safe from her voracity as she spreads within it like a primordial ocean, forcing all before her to submit to her world of want... or be destroyed. Though Bel’Veth is new to Runeterra, her birth is untold millennia in the making—the end result of an allergic reaction between the Void and a nascent reality. The once-pristine dimension of peaceful nothingness was irrevocably shattered when existence came into being, and forcefully individualized Void entities lashed out for eons in an attempt to defend themselves from the shock and pain. Erasing everything they consumed, they were named by virtue of what they left behind—a void. But the beings within were changed each time they touched the world, mutating from their once-perfect forms into hedonistic, violent animals. So too did the Void change with them. After every battle, every incursion, something more sinister grew deep within a hidden womb inside the darkest recesses of the Voidborn tunnels... Buildings, sunlight, proto-humanoid limbs reaching toward nothing... A jigsaw puzzle where none of the pieces fit... The Void had taken a new, hideous shape. In time, fueled both by humans opening rifts for war and the Watchers attempting to invade the Freljord, this blasphemous pocket of un-creation grew to embrace the opposites of the Old Void: desire, want, and need. Soon enough, it craved a leader. Someone—or something—who could write a horrific new chapter in the worlds above and below. A leader who could interface with these “humans,” tell them of what was to come, and harvest their emotions and memories as they fought a bitter, fruitless war until the last fires of civilization died and a new era spawned. This leader is Bel’Veth. A terrifying empress born from the combined memories, experiences, and emotions of an entire devoured port city and its outlying ocean—Bel’Veth’s mind contains millions of years of perfectly preserved knowledge, giving her near-omniscience as she prepares to destroy both Runeterra and the domain of her progenitors, the Watchers. To those lucky enough to be of strategic value to her, she does not lie, ask questions, nor obfuscate the truth—she simply states the nature of things, for with victory all but assured thanks to the very nature of the Void itself, there is no need to say anything more. And to those who displease her, they will find her human form to be merely adaptational—nerve endings, muscles, and eyestalks—as she unfurls her titanic wings to reveal her true, monstrous figure. Ironically, the ancient Shurimans had a word for such a concept. Loosely translated to “God of Oblivion,” it was a tribal myth of a remorseless deity who would erase all things without hatred, replacing them with itself. They named the city of Belveth after it, though the true meaning was lost after many hundreds of years. Lost to all, perhaps, save for the creature that city has become.
Fighter
Zaun is a place of wondrous experimentation and vibrant, colorful life where anything can be achieved—but not without a cost. For all its boundless creativity, there is also waste, destruction, and suffering in the undercity, so pervasive that even the tools created to alleviate it cannot escape its corrosive grasp. Designed to remove the toxic waste claiming whole neighborhoods of Zaun, lumbering mechanical golems toiled in violently hazardous locations. One such golem worked alongside its fellows, fulfilling its programming to reclaim Zaun for the people. But the caustic reality of their mission soon wore away at its robust form, and before long it was rendered inoperative and discarded as useless. Useless to all but one person. The inventor Viktor discovered the abandoned golem and, seeing the potential still within the inert chassis, inspiration struck. Viktor began a series of experiments, seeking to improve the automaton by introducing a new element that would elevate it far beyond the original scope of its creation. Hextech. Implanting a priceless hextech crystal sourced from the deserts of Shurima into the chassis of the forsaken golem, Viktor waited with baited breath as the machine rumbled to life. Viktor named the golem Blitzcrank after the fizzing arcs of lightning that danced around their frame, an unexpected side effect of the hextech crystal, and sent them down into the most toxic regions of Zaun. Not only did Blitzcrank prove as capable as any of their steam-powered brethren, but they accomplished their tasks with vastly improved speed and efficiency, and as the days turned into weeks, Viktor began to watch something miraculous unfold… His creation was learning. Blitzcrank innovated, interpreting and extrapolating on their daily directives. As a result, they did far more to serve the people of Zaun, and even began to interact with them on a regular basis. Seeing his golem progress to the cusp of self-awareness, Viktor sought to replicate his achievement, but found only frustration and failure, as the key to Blitzcrank’s blossoming consciousness eluded him. Not all of Blitzcrank’s growth was cause for celebration. Concepts like moderation and nuance escaped them, and Blitzcrank would pursue any effort with the entirety of their being, or none at all. They would occasionally overdo or misinterpret the requests of Zaunites, such as smashing down the front of a tenement to admit a single resident who had lost their key. Or even tearing an entire factory apart. Dispatched by Viktor to clear a neighborhood of toxic chemicals, Blitzcrank traced the caustic runoff to its source. Reasoning that the most efficient means to prevent further pollution was to eliminate the source of said pollution, Blitzcrank proceeded to destroy the factory, their lightning-wreathed fists not stopping until it was reduced to a mound of rubble and twisted iron. Enraged, the chem-baron who owned the ruined factory descended upon Viktor, demanding that he destroy the golem or pay a steeper price in blood. Viktor was devastated, having come to view Blitzcrank as a living being rather than simply a tool to do his bidding. He concocted a scheme to smuggle his creation to safety, ready to accept the dangers and consequences of doing so—but as he returned to his laboratory to set his plan in motion, he discovered that Blitzcrank was already gone. Blitzcrank’s evolution beyond the constraints of their original programming had yet to cease. Having grown into full self-sufficiency, they resolved to take up their mission independent from their creator. Rumors abound that the golem has even begun to upgrade their own form as they labor tirelessly to assist and protect Zaunites without pausing for instruction. They now patrol the undercity, deciding for themselves how best to shepherd Zaun down the path to becoming the greatest city Valoran has ever seen.
Tank
The son of a Freljordian healer, Kegan Rodhe was born an outsider. The little magic and herbcraft his mother possessed allowed them both to survive on the fringes of a small coastal community named Rygann’s Reach. Friends were few and far between. Even as a young boy, he knew his father was an enemy reaver, and that he—and Kegan by extension—was the reason his mother was shunned. The villagers called him “the reaver-bastard”. Kegan allowed his loneliness and resentment to smolder, often turning violent. After enduring years of seemingly endless winter, his mother’s frail body finally gave in. As Kegan spread her funeral ashes, he thought of the people she had spent her life healing. None had come to pay their respects. He knew they wished him to disappear into the cold air as well. He would oblige them, but not before he took his revenge. He burned down the village and fled into the night, leaving himself with scars that would never heal. Kegan wandered the frozen tundra of the Freljord. He told himself that he was searching for his father, but he knew deep down he was looking for a friend... or, at the very least, a kind face. Finding neither, he holed himself up in a cave, and waited to die. It was not death that came to him, but another outsider. The mysterious mage named Ryze saw potential in this half-frozen young man, and took him on as an apprentice. Teacher and student struggled as Kegan’s nascent, wild magic frustrated them both, and Ryze’s requests for patience and humility often fell on deaf ears. Unfortunately, instructing Kegan would always come second to Ryze’s original mission. He had long sought to collect and hide away a power that could be Runeterra’s unmaking—the legendary World Runes. After tracking down one such fragment, Kegan faced the same desperate temptation that had driven so many before him to madness. The Runes were the source of all magic in the world and, against his master’s warnings, he chose to seize that power for himself. Ryze was forced to watch in failure as his apprentice was burned away by the raw magic, Kegan’s soul utterly consumed. The creature that was born in that moment was no longer the bitter young man Ryze had rescued from the snows, nor the Freljordian mage he had come to know as his friend. Rather, this vengeful being of fire and fury that now walked the mortal realm would eventually become known as Brand. Cursing his former master, and every other living thing that would ever come between him and the Runes, Brand lashed out with magical flames, and Ryze barely escaped with his life. Over the centuries since that day, Brand has lived an anarchic, wildfire existence, taking and never giving anything back to the world. At times, he blazes across the heavens like a comet. At others, he sinks into the cold earth and slumbers, waiting for the unmistakable scent of magic that will lead him to another World Rune… and should he find one, there are precious few in Runeterra with the power to stop him.
Mage
Even as a child, Braum was much larger than other Freljordian youngsters, but his mother taught him never to use his size to intimidate or bully. She came from a proud line of herders, and believed true courage lay in using one’s power not to dominate, but to protect those in need. When Braum was still a boy, ice giants devastated a neighboring tribe. That tribe had long preyed upon the herds of Braum’s people, but his mother didn’t hesitate to head out across the tundra to help the survivors, bearing furs, foodstuffs, and healing supplies. At first, Braum didn’t understand why she would aid their rivals—but after her actions saved many lives, they became lifelong allies. He finally understood what his mother meant when she said all the Freljord’s people were a family, and from that day forth, he pledged to bring that family together. As Braum grew, it was clear he was one of the revered Iceborn, though even among their number, his strength and ability to endure the elements were legendary. He became a local hero, rescuing children who had slipped into icy ravines, saving travelers stranded in blizzards, and protecting families from ravaging wildclaws. Whenever he appeared, people knew help had arrived. He was a figure of hope, known for his liveliness and laughter, and the easy way he made friends. Eventually, Braum realized he was needed beyond the valleys and tundra where he’d been raised. Bidding his mother a tearful farewell, he set out to travel the Freljord. Over the years, countless stories spread of Braum’s mighty feats and good deeds. While most had at least a kernel of truth, they grew increasingly far-fetched and mythic—such as the legend of how he chopped down an entire forest in a single night using only his bare hands, or how during a volcanic eruption, he saved an isolated farmstead by picking it up and carrying it to higher ground. A more recent tale spoke of how Braum found his immense ram-headed shield. As the story went, it was an enchanted vault door, forged in ancient times and set into a mountain. Braum heard cries from within, but he couldn’t break the door down. Undeterred, he punched his way through the mountain’s bare rock, rescuing a troll boy who was trapped inside. He ripped the unbreakable door off its hinges, and has borne it ever since. As with many legends about him, Braum laughed uproariously when he first heard this particular tale—but far from refuting such stories, he embraces them. Why let the truth get in the way of inspiring others to acts of generosity and kindness? No matter how he actually found his shield, soon afterward Braum made his way to the sacred site of Rakelstake, where many tribes had gathered to hear the words of the Avarosan warmother, Ashe—said to be the reincarnation of Avarosa herself. There, he witnessed the barbarian Tryndamere, desperate to prove his worth, savagely beating any who would face him. As Braum watched, he saw that Tryndamere was growing increasingly unhinged. During one duel, he was so lost in his fury that it seemed certain he would kill his opponent, despite having already prevailed. Deciding things had gone far enough, Braum planted himself in front of the downed fighter, shield raised, and Tryndamere hacked and smashed against the impenetrable bulwark. When the barbarian’s rage finally subsided, Braum’s good humor won him over, and before long the pair were laughing and drinking to each other’s health. Some even say that it was Braum who first introduced Tryndamere to Ashe. The barbarian would later marry her, becoming her only bloodsworn. Braum doesn’t hold any particular tribal allegiance, for he views all within the Freljord as brothers and sisters. Even so, he sees in Ashe someone who can end the centuries-old feuding among the Freljord’s tribes, and the Avarosans have informally adopted him into their number. Braum’s dream, as he often tells adoring children, is that someday the Freljord will be united in one big family… and then he can retire to become a humble poro herder. Though Braum counts no one as his enemy, he has had a few run-ins with the Frostguard since he started carrying his shield. He doesn’t understand why they have a grudge against him, nor why they seem so interested in what he now bears…
Support
Near the end of his reign, Grand General Boram Darkwill entrusted the Black Rose and its many hemomancers with creating a new kind of living weapon. Unlike their previous experiments on the deceased, this would be a being born from and fueled by blood—one driven to hunt down targets without requiring the sustenance of food and water. And so Briar was born. Her creators wanted an assassin, but all she wanted was to eat, eat, EAT! When her first mission ended in a frenzied, gory failure, the Black Rose decided that Briar was too dangerous to use, but too powerful to be destroyed. In order to control her, they devised a special pillory—locked by a hemolith gemstone—to restrain her and focus her mind. Once shackled with the pillory, Briar, along with the rest of the Black Rose’s living weapons, was quickly deployed during Jericho Swain’s coup against Darkwill. She was given a handler to help direct her, but when released from her pillory, Briar immediately devoured him and everyone near her—everyone but her target, Swain, who escaped while the living weapon fed upon friend and foe. After an arduous capture, Swain’s guards managed to trigger Briar’s pillory and restore her restraint, enabling them to transfer her to their holding facility. Alone in her cell, Briar could focus on nothing except her hunger. Though she couldn't die from starvation, the absence of fresh blood weakened her day by day. At first, she thought the chorus of crazed wails echoing around her room were her own starving thoughts... until she realized the sounds were drifting in from unseen neighbors. Did Swain’s forces manage to capture other living weapons during the coup? Was she locked up with them now, each having failed their mission? Their purpose? The voices cried out for blood—a sentiment Briar could relate to. But what she couldn’t stand wasn’t how often they did it, nor how loud they were, but that it was ALL they talked about. Their unrelenting hemomania was the most boring thing she had ever experienced. As hungry as Briar was—and she was hungry—her thoughts stayed focused on the pitiful sounds of the others. What if she managed to break out of the pillory? Would her frenzy make her even more unhinged than her neighbors? Would she become as single-minded and boring as them? The idea was too horrifying to dwell on, so she instead resigned herself to listless solitude. Years passed, and the time alone allowed Briar to reflect on herself and consider the possibilities of the world outside her cell. Entertainment consisted of eavesdropping on the guards’ conversations, devising new ways to pester them for raw meat, and agonizing over whether she should race her pet spiders or eat them. By chance while she was toying with her pillory one day, she inadvertently loosened the hemolith, which settled into a position just short of unlocking the restraint. Briar froze as thoughts of her hemomaniacal neighbors filled her head—is that what she’d become? But then she realized something: Being under control was just as dangerous as being out of control. She wanted to strike the balance. Having discovered the hemolith’s mechanism, Briar devised a plan. By this point, the guards were so used to her calls for attention that when she lured one close to her cell, nobody noticed he was missing until it was too late. The guard’s blood surged within her, lighting a fire that had been waiting to spread. Briar was finally free. Now the living weapon gleefully roams the streets of Noxus, pillory locked back in place—until she wants to unlock it. As she acclimates to the world outside, with the Black Rose monitoring the unexpected development, Briar eagerly learns all she can, making new friends and discoveries in a world she is starving to experience.
Fighter
Born to a wealthy and influential family of hextech artificers, Caitlyn swiftly learned the social graces of life in Piltover, but preferred to spend her time in the wilder lands outside it. Equally adept at mingling with the moneyed citizens of the City of Progress or stalking a deer through the mud of the forest, she could confidently track a bird on the wing over the merchant districts, or put a shot through the eye of a hare at a hundred paces with her father’s repeater musket. Caitlyn’s greatest assets, however, were her intelligence and willingness to learn from her parents, who reinforced her understanding of right and wrong. Though the family’s engineering skills had made them wealthy, her mother always warned of Piltover’s seductions, and its gilded promises that could harden the kindest heart. At first, Caitlyn paid little heed—to her, Piltover was a place of beauty and order that she cherished after each trip into the wild. All that was to change one Progress Day, some years later. Caitlyn returned to find her home ransacked and empty. The family retainers were all dead, and there was no trace of her parents. Caitlyn secured the house, and immediately set out to find them. Tracking within the confines of a city was very different from hunting in the wild but, one by one, Caitlyn located the thugs who had invaded her family home. None knew the identity of the individual who hired them—only a proxy with the initial C. Even so, the trail eventually led Caitlyn to a secret hextech laboratory where her mother and father were being forced to work for a rival merchant clan, and she rescued them. The Piltover Wardens, acting upon her information, later arrested the clan leader behind the kidnapping, though no trace could be found of the mysterious “C”. Caitlyn and her parents began to rebuild their lives… but something fundamental had changed in her. She now recognized ambition and greed were as deadly as a cornered beast, lurking just beneath Piltover’s gleaming veneer. She had seen people in need of help, and knew she could help them. And, though she loved her parents dearly, Caitlyn had no desire to learn the family trade. She established herself as an investigator of sorts, utilizing her hunting skills to act as a finder of lost people and retriever of stolen property. For her twenty-first birthday, Caitlyn’s parents presented her with a hextech rifle of exquisite artifice, with greater accuracy than any musket. The weapon could take a variety of specialized shells, and be easily modified in the field, and so went with Caitlyn whenever she took a case. She turned a tidy profit in a profession that taught her, first-hand, both the allure and danger of untested hextech and chemtech development. In just a few years, she made a name for herself as someone who could help with matters mundane and… more esoteric. After a particularly traumatic case involving a missing hextech device and a series of child abductions, Caitlyn was summoned by the Wardens. She had been recommended by one of their number who had also developed something of an affinity for stranger cases—and their battle with a host of rogue chimerics in the employ of a lunatic chem-researcher driven mad by his own concoctions led to her being offered a formal position as a sheriff. At first, Caitlyn refused, but eventually came to realize that the Wardens’ resources could potentially get her closer to discovering the true identity of “C”, the only person still unaccounted for following the attack on her family home. Caitlyn has since become a highly respected officer within the ranks of the Piltover Wardens, maintaining order in the City of Progress. She recently partnered with a new recruit from Zaun, the brash and reckless Vi. How such an unlikely pairing came about—and been proven so effective—is the subject of wild rumor and tavern speculation among their fellow Wardens, as well as those they haul away to jail.
Marksman
The youngest child of General Du Couteau, Cassiopeia was born to a life of possibility and privilege among the Noxian noble houses. From an early age, she displayed a keen mind and sharp wit, and while her sister Katarina flourished under their father’s tutelage, it was their mother Soreana in whose footsteps Cassiopeia would follow. A hero of Noxus’ expansion into Shurima, General Du Couteau eventually sent for his family, installing them close to the governor of the coastal city of Urzeris. Surrounded by strangers in an unfamiliar land, Cassiopeia remained close to her mother, learning much of politics, diplomacy, and subtle influence. As she grew, Cassiopeia could not help but glimpse other, hidden concerns within Soreana, beyond those of the empire… One day, quite unexpectedly, Soreana collapsed in the family residence—her hairbrush had been laced with caustic venoms by an unknown hand, leaving her close to death. General du Couteau was well versed in the ways of an assassin, and so he had all the household staff removed, leaving his wife and daughters alone in an empty house. Still little more than a child, Cassiopeia never left her mother’s bedside. While Soreana’s recovery took many months, the bond between them became stronger than ever before. When the general was recalled to Noxus to prepare for the long-awaited invasion of Ionia, he took Katarina with him, but Cassiopeia remained in Urzeris. Seemingly relieved, Soreana confided in her daughter that she belonged to a clandestine and secretive cabal, known by some as “the Black Rose”. Having guided the empire for centuries, they had finally managed to spread their influence into Shurima. Now free of her husband’s watchful eye, Soreana’s real work could begin. In time, and under her mother’s tutelage, Cassiopeia blossomed into a young woman of tremendous beauty, cunning and intelligence, if somewhat lacking in empathy. She saw those around her as tools to be used to achieve her goals, and then cast aside just as quickly. Though she had barely reached the cusp of womanhood, she was initiated into the Black Rose by hunting down and eliminating those who had sought the death of her mother. She surprised even Soreana with her speed and efficiency, and left no trace of her activities—or her proxies—behind. Only then was Cassiopeia made privy to the cabal’s broader plan for Shurima. Using her family’s tremendous resources, she undertook a number of expeditions into the deep desert, raiding ancient ruins with the help of a local mercenary named Sivir. Her efforts were made all the more urgent when word reached Urzeris from the capital. Grand General Boram Darkwill had been deposed by Jericho Swain, and a number of noble houses had chosen to honor this coup… including Du Couteau. Outraged and disgusted by her husband’s betrayal, and fearing that all members of the Black Rose were now in jeopardy, Soreana became desperate. She dispatched Cassiopeia to seek out the godlike power that had been the key to Shurima’s supremacy in ages past. Cassiopeia swore she would return with a weapon ready for the looming secret war, or not at all. Fulfilling this oath would leave her changed forever. Upon unearthing a long lost tomb of the mythical Ascended, she knew this was the threshold to the power she sought, and intended to dispatch all witnesses from her expedition before claiming it. The guide Sivir was the first to fall to Cassiopeia’s blade, but then an ancient stone tomb guardian reared up, and buried its fangs into her flesh. Overcome by its arcane toxins, she was carried back through the desert by her hired soldiers, screaming as her body twisted into something new and unspeakable… Cassiopeia locked herself in the disused crypt of the Urzeris residence, and endured the untold agonies of this transformation. Gone was the brilliant and beautiful daughter of Soreana Du Couteau, replaced by a monstrous, slithering creature that skulked in the shadows, spitting poison, and crushing stone as easily as glass. For weeks she wept and howled, grieving her lost life… until the day she could weep no more. She dragged herself up from the depths of despair, determined to accept—maybe even someday embrace?—her fate. It was not the Ascension she had hoped for, but Cassiopeia had unearthed the magic of dead Shuriman gods. She would turn it to the schemes of the Black Rose just as she and her mother had planned, and she could feel this power growing within her, day by day. Though into what, even she cannot guess.
Mage
There is a place between dimensions, between worlds. To some it is known as the Outside, to others it is the Unknown. To those that truly know, however, it is called the Void. Despite its name, the Void is not an empty place, but rather the home of unspeakable things - horrors not meant for minds of men. Cho'Gath is a creature born of the Void, a thing whose true nature is so awful most will not speak its name. Its fellows have been poking at the walls that divide dimensions for a crack, a way into Runeterra, where they can visit their own personal paradise of horror upon the world. They are called the Voidborn, creatures so ancient and terrible that they have been removed from history altogether. It is rumored that the Voidborn command vast armies of unspeakable creatures on other worlds, that they were once driven from Runeterra by powerful magic lost to antiquity. If such tales are true, then the rumors that follow must be equally true - that one day, the Voidborn will return. Even now, something dark stirs in Icathia. Cho'Gath, an alien creature of malice and violence, causes all but the most stalwart to cringe in fear. Cho'Gath even appears to feed on its predations, growing and swelling as it gorges itself. Worse yet, the creature is intelligent, perhaps greatly so, hinting at the sentient horror of the Void.
Tank
When Heimerdinger and his yordle colleagues migrated to Piltover, they embraced science as a way of life, and they immediately made several groundbreaking contributions to the techmaturgical community. What yordles lack in stature, they make up for with industriousness. Corki, the Daring Bombardier, gained his title by test-piloting one of these contributions - the original design for the Reconnaissance Operations Front-Line Copter, an aerial assault vehicle which has become the backbone of the Bandle City Expeditionary Force (BCEF). Together with his squadron - the Screaming Yipsnakes - Corki soars over Valoran, surveying the landscape and conducting aerial acrobatics for the benefit of onlookers below. Corki is the most renowned of the Screaming Yipsnakes for remaining cool under fire and exhibiting bravery to the point of madness. He served several tours of duty, often volunteering for missions that would take him behind enemy lines, either gathering intelligence or delivering messages through hot zones. He thrived on danger, and enjoyed nothing more than a good dogfight in the morning. More than just an ace pilot, Corki also made several modifications to his copter, outfitting it with an arsenal of weapons which some speculate were more for show than functionality. When open hostilities ceased, Corki was forced into a retirement, which he felt ''cut the engines and clipped the wings.’’ He tried to make do with stunt flying and canyon running, but it was never the same without the refreshing smell of gunpowder streaking through the air around him.
Marksman
Darius and his brother Draven grew up as orphans in the port city of Basilich. Darius struggled to provide for them both, constantly fighting with gangs of older urchins and anyone else who threatened his little brother—even the city guard. Every day on the streets was a battle for survival, and Darius earned more scars by his twelfth summer than some soldiers do in a lifetime. After Basilich was seized by the expanding Noxian empire, the victorious commander Cyrus saw the strength in these defiant brothers, and they found a home within the ranks of his warhost. Over the years, they fought in many grueling campaigns of conquest from one end of the known world to the other, as well as crushing a number of rebellions against the throne. Within the empire, anyone could rise to power, no matter their birth, culture, or background, and none embraced this ideal more fervently than Darius. From humble beginnings, he rose steadily through the ranks, always putting duty before all else, and garnering great respect for his aggression, discipline, and refusal to ever take a backward step. On the bloodsoaked fields of Dalamor Plain, he even beheaded a Noxian general after the coward ordered a retreat. Roaring in defiance and hefting his bloodied axe overhead, Darius rallied the scattered warbands and won a great and unexpected victory against a far more numerous foe. He was rewarded with a senior command of his own, attracting many thousands of eager recruits from across the empire. Darius turned the majority away, accepting only the strongest, the most disciplined and iron-willed. Such was his fearsome notoriety, even in the lands beyond Noxus, that it was not uncommon for entire cities to surrender at the first sight of his banners. After a grinding victory against the cloud-fortresses of the Varju, a proud warrior people who had resisted decades of Noxian aggression, Darius was named the Hand of Noxus by Emperor Boram Darkwill himself. Those who knew Darius best knew he craved neither power nor adulation—he wished merely to see Noxus triumph over all—so Darkwill ordered him and his warhosts far north into the Freljord, to finally bring the barbarian tribes to heel. The campaign dragged on for years, ending in a bitter, icy stalemate. Darius narrowly survived assassination attempts, ambushes, and even capture by the vicious Winter’s Claw. He was growing weary of endless wars of attrition, and returned to Noxus to demand a reconsolidation of the military. He marched his veterans into the capital, only to find that the emperor was dead, killed in a coup led by Jericho Swain. The act had been supported by many allies, including Darius’s own brother, Draven. This was a difficult position. As Hand, many of the noble houses would expect Darius to avenge Darkwill, but he had known and greatly respected the disgraced general Swain, and had spoken against his discharge after the botched offensive in Ionia some years earlier. The oaths of the Hand were to Noxus, not any particular ruler, and Swain was a man who spoke honestly of his new vision for the empire. Darius realized this was a leader he was prepared to follow... but Swain had other ideas. With the establishment of the Trifarix, three individuals would rule Noxus together, each embodying one principle of strength: Vision, Might, and Guile. Darius gladly accepted his place on this council, and pledged to raise a new, elite force—the Trifarian Legion, the most loyal and prestigious warriors the empire could produce—and lead the armies of Noxus into a glorious new age of conquest.
Fighter
In the wards of Zaun’s infamous asylum, a single monstrous figure roams the halls. His methods are bold, his bonesaw is sharp, and his patients are terrified. For this man is no doctor at all, except in the fancy of his own mind. Though his true name has been lost to both time and memory, Dr. Mundo was once an enforcer for one of Zaun's most powerful chem-barons. Known for his boisterous affability, he was remarkably good-natured for a man who made his living off physical intimidation. He was always quick with a familiar nickname and a friendly clap on the back, and often blissfully unaware of the toes he was stepping on. It wasn’t long before he had stepped firmly on the toes of his boss. Determined to make an example of his underling, the chem-baron had him committed to Osweld Asylum—a place well known for its inhumane treatment and questionable cures. The baron watched with satisfaction as his enforcer was placed in restraints and dragged away to the padded confines of the asylum’s most secure cell. As months went by, the enforcer suffered unspeakable horrors at the hands of his supposed caregivers. Experimental treatments were rendered without concern for the patient's well-being. Nerves were prodded, lobes were severed, and unproved medicines were administered in large quantities. The enforcer began to change, his large frame gaining more muscle by the day. His brain, however, suffered a far worse fate. As he lost all memory of his past life, the enforcer struggled to make sense of the cruel world around him. He looked down at his old restraining jacket—it almost resembled the white coats of the medical professionals that surrounded him. Misreading the words on his own uniform, he began to assume a new name and new profession for himself. I must be a doctor, too. Why else would I be in this wretched asylum? he reasoned. And all these other people... must be my patients. At last, the day came when the chem-baron arrived to discharge his enforcer from the asylum. To his surprise, there was no one to greet him in the lobby. The halls were empty and dead silent, save for the faint, incoherent babbling of a deranged patient in a room at the end of the hallway. The baron entered the room to a horrifying sight: Scattered across the floor were countless bodies—staff and patients alike, dismembered beyond recognition. Standing above them, a hulking, purple monstrosity blathered unintelligibly as a large blue tongue lolled out the side of its gaping mouth. Muscles bulged grotesquely beneath its undersized garments, and its fist tightened around the handle of a surgical saw. The baron turned pale as his gaze found the face of the monster—and recognized it as his old enforcer. The enforcer, who recalled nothing of his old boss, saw only another patient in desperate need of treatment. The purple thing lumbered toward the chem-baron, wagging his bonesaw in anticipation. The baron drew his chem-tech pistol and fired. The shot tore through the looming mass in front of him, staggering the monster... But only for a brief moment. The hole in the creature's flesh quickly closed as new slabs of muscle rapidly regrew over the wound. The monster paused, eyed the baron quizzically, and uttered, “You sick. Need help!” Mimicking what he had seen performed countless times by the asylum's former practitioners, the enforcer threw the man on a nearby gurney, strapped his arms into the restraints, and prepared his instruments for surgery. The chem-baron turned pale as he realized the grim fate that awaited him. The ensuing surgery—like so many before and after it—was not successful. The burgeoning doctor added the remains of his latest patient to the pile on the floor. Though he was saddened he could not save them, he knew he had done all he could. Besides, he would have other chances. Zaun was full of sick people just waiting to be cured. With a smile returning to his face, he left the hospital and set out into the streets to find more patients.
Fighter
Born with genius-level intellect, Ekko constructed simple machines before he could crawl. His parents, Inna and Wyeth, vowed to provide a good future for their son—Zaun, with all its pollution and crime, would only stifle Ekko, whom they felt deserved the wealth and opportunities of Piltover. Throughout his youth he watched his parents age beyond their years, toiling for too many hours under dangerous conditions in suffocating factories. They earned meager wages while greedy factory owners, and sneering Piltovan buyers, profited immensely from their labor. It would all be worth it, they reasoned, if it meant their son could one day rise to the city above. Ekko saw things differently. Beyond Zaun’s flaws, he saw a dynamic place overflowing with energy and potential. Zaunites’ industry, resourcefulness, and resilience stirred a hotbed of pure innovation. They had built a thriving culture from catastrophe, and flourished where others would have perished. That spirit captivated Ekko, and spurred him to a youth of wild invention and innovation. He wasn’t alone. He befriended scrappy orphans, inquisitive runaways, and eager upstarts. Zaunites tended to eschew formal education in favor of apprenticeships, but these “Lost Children of Zaun” looked to the labyrinthine streets to be their mentor. They wasted time in glorious, youthful fashion—foot races through the border markets, or daring climbs from the Sump to the Promenade. They ran wild and free, answering to no one. One night, on a solo trek into the rubble of a recently demolished laboratory, Ekko made an astonishing find: a shard of blue-green crystal that glittered with magical energy. Every child of Zaun heard tales of hextech, said to power weapons and heroes alike. Such a thing had the potential to change the world, and now he held a broken one. He scrambled to find more pieces, but the crunching footfalls of teched-up enforcers told him he wasn’t the only one looking. Ekko barely escaped, and returned to his home. He experimented madly with the crystal. During one less-than-scientific attempt, the gem exploded into a vortex of shimmering dust, triggering eddies of temporal distortion. Ekko opened his eyes to see several splintered realities—and several “echo” versions of himself—staring back in sheer panic amid the fractured continua. He’d really done it this time. After some tense coordination between Ekko and his paradoxes, they managed to contain and repair the hole he had torn in the fabric of reality. Eventually, he harnessed the shattered crystal’s temporal powers into a device that would allow him to manipulate small increments of time… at least in theory. On his name day, his friends badgered him into climbing the ancient clocktower known as Old Hungry, so Ekko brought the untested device along with him. The Lost Children climbed, stopping occasionally to paint an obscene caricature or two of prominent Pilties. They were near the top when a handhold gave way, sending one of Ekko’s friends tumbling to certain doom. Instinctively—as if he’d done it a thousand times before—Ekko activated his device. The world shattered around him, and he was wrenched backward through swirling particles of time. Then Ekko was back, watching his friend reach again for the same rotting plank. The plank broke, the boy fell… but Ekko was ready this time, diving to the edge and grabbing him by the shirt. Ekko tried to swing him to safety, but his friend became caught in the tower’s clockwork gears, and— Stop. Rewind. Several attempts later, Ekko finally saved his friend’s life. But to his crew, Ekko’s supernatural reflexes had saved their friend before anyone even realized the danger. He told them about the crystal and made them swear to secrecy. Instead, they dared each other to new heights of foolishness, knowing Ekko had the means to pluck them out of danger. With each trial, and so much error, the time-warping device—which Ekko dubbed the Zero Drive—grew more and more stable. The only limit was how many do-overs his body could take before exhaustion set in. Ekko’s time-bending antics have made him a person of interest to some of Zaun and Piltover’s most inventive, most powerful, and most dangerous individuals. But his only interest is in his friends, his family, and his city. He dreams of the day when his hometown rises up to dwarf the so-called City of Progress, when Piltover’s golden veneer will be overshadowed by the towering ingenuity and relentless spunk of a Zaun born not from generations of privilege, but from sheer daring. He may not have a plan yet, but he’s got all the time in the world. After all, if Ekko’s Z-Drive can change the past, how hard can it be to change the future?
Assassin
Within the dark seams of Runeterra, the demon Evelynn searches for her next victim. She lures in prey with the voluptuous façade of a human female, but once a person succumbs to her charms, Evelynn’s true form is unleashed. She then subjects her victim to unspeakable torment, gratifying herself with their pain. To the demon, these liaisons are innocent flings. To the rest of Runeterra, they are ghoulish tales of lust gone awry and horrific reminders of the cost of wanton desire. Evelynn was not always a skilled huntress. She began eons ago, as something primordial, shapeless, and barely sentient. This nascent wisp of shadow existed, numb and unroused by any stimulation, for centuries. It might have remained so, had the world not been upended by conflict. The Rune Wars, as they would come to be known, brought an era of mass suffering the world had never known. As people across Runeterra began to experience a vast array of pain, anguish, and loss, the shadow stirred. The nothingness it had known for so long had been replaced by the manic vibrations of an agonized world. The creature quivered with excitement. As the Rune Wars escalated, the world’s torment grew so intense that the shadow felt as if it might burst. It drank in all of Runeterra’s pain, which it experienced as boundless pleasure. The sensation nourished the creature, and over time, it transformed into something more. It became a demon, a ravenous spiritual parasite that fed on the basest of human emotions. When the wars finally ended, the world’s suffering waned, and the demon found itself growing desperate. The only pleasure it had ever known was born of other creatures’ misery. Without their pain, it felt nothing, just as it had in its earliest days. If the world would not provide the suffering the demon needed to thrive, it would have to make its own. It needed to inflict pain on other beings so that it could experience that elation again. At first, catching prey was a challenge for the demon. It could move undetected in its shadow form, but to touch a human, the creature needed to manifest as something tangible. It made several attempts to fashion a physical body from its shadow-flesh, but each result was more monstrous than the last, scaring off her prey. The demon realized it needed a shape that was pleasing to humans, one that would not only lure them right into its claws, but would offer them ecstasy born of their own desires, so that their pain would be that much sweeter. From the shadows, it began to study those it sought to prey upon. It tailored its flesh to their liking, learned to say what they wanted to hear, and to walk in a manner they found alluring. In a matter of weeks, the demon had perfected her physique, leading dozens of enamored victims to be tortured to death at her hands. Though she relishes the exquisite pain of each of her victims, she always finds herself wanting more. Each human’s desires are so small, and they always expire too soon. Their pain, too fleeting to give her anything more than tiny morsels of pleasure, is just enough to tide her over to the next feeding. She yearns for the day she can plunge the world into utter chaos, and she can return to an existence of pure, rapturous ecstasy.
Assassin
Born and raised in a wealthy neighborhood of Piltover, Ezreal was always a curious child. His parents were renowned archaeologists, so he became used to their long absences from the family home, often fantasizing about joining them on their travels. He loved hearing tales of high adventure, and shared their desire to fill in the blank spaces on every map. He was often left in the care of his uncle, the esteemed Professor Lymere. The professor did not enjoy having to wrangle such a rash and unruly child, and assigned the strictest tutors to teach him subjects including advanced cartography, hextech mechanics, and the ancient histories of Runeterra. But the boy had a knack for simply absorbing information, and found studying a waste of time. He passed assessments easily, with little or no preparation, infuriating his uncle and giving himself more time to roam the university grounds. Ezreal took great pleasure in evading the campus wardens, navigating the tunnels beneath the lecture halls as easily as the library rooftops. He even practiced lockpicking, sneaking into his teachers’ offices and rearranging their belongings for his own amusement. Whenever Ezreal’s parents returned to Piltover, his father in particular would tell him all they had seen, and their plans for future expeditions—none more ambitious and secretive than the search for the lost tomb of Ne’Zuk, a Shuriman tyrant who was said to be able to jump instantly from one place to another. If Ezreal’s father could learn whatever sorcery Ne’Zuk had possessed, he joked that wherever he was traveling, he would simply drop into Piltover for dinner with his son each night. As the boy grew older, the time between his parents’ visits grew longer until, one year, they did not return at all. Professor Lymere tearfully admitted that they had most likely perished, somewhere out in the desert. But Ezreal could not accept that. They had been too careful in their preparations. They must still be out there, somewhere… Abandoning his reluctant studies, the budding explorer would strike out on his own. He knew, if he was ever to find his mother and father, he had to start with the final resting place of Ne’Zuk. He spent weeks secretly gathering supplies from the university—celestial diagrams, translations of runic sigils, guides on the burial rites of Shurima, and a pair of protective goggles. Leaving a note of farewell for his uncle, he snuck onto a supply ship bound for Nashramae. Following his mother’s meticulous field notes, he crossed the Great Sai with merchant caravans heading south. For many months, he delved into cavernous ruins beneath the shifting sands, relishing the freedom of the unknown, facing unspeakable horrors that guarded hidden chambers. With each step, Ezreal imagined himself following his parents’ path, drawing ever closer to solving the mystery of their disappearance. Finally, he managed what they evidently had not. Beneath the newer mausoleum of some unnamed emperor, he uncovered the tomb of Ne’Zuk. The great sarcophagus lay empty, save for a gleaming bronze gauntlet, with a bright, crystalline matrix at its center. As soon as Ezreal laid his hands upon it, the tomb itself seemed to turn upon him, with cunningly wrought traps and wards laid down thousands of years ago. With scarcely a thought, he donned the gauntlet and blasted his way through, even teleporting the last hundred yards back to the hidden entrance before the whole structure collapsed in a plume of sand and masonry dust. Breathing hard, Ezreal looked down at the gauntlet as it hummed along with his heartbeat. He could feel it siphoning and amplifying his own essence. This, he realized, was a fearsome weapon of a previous age. A weapon fit for a god-warrior of Shurima, and the perfect tool for an explorer. Soon after returning to Piltover, Ezreal found himself bounding from adventure to adventure. From lost cities to mystical temples, his nose for treasure-seeking led him to places most university professors could only read about on maps, and his reputation began to grow. Naturally, to Ezreal’s mind, these tales rarely conveyed the true scope and scale of his exploits… but they did give him an idea. If he could make a name for himself as the greatest adventurer in the world, then his parents would surely return, and seek him out in person. From the untamed borders of Noxus and Demacia, to the seedy depths of Zaun, and the frozen wilderness of the Freljord—Ezreal chases fame and glory, uncovering long-lost artifacts and solving the riddles of history. While some may dispute the details of his anecdotes, or call his methods into question, he never answers his critics. After all, they’re clearly just jealous.
Marksman
Long, long ago, in a tower by the edge of the sea, a foolish young mage summoned something into the world that he was not prepared to control. What stepped before the boy was something older than recorded history. Something darker than a yawning, starless night. Something the world had desperately tried to forget—and in an instant, the mage, the creature, and the tower itself were lost to all of time. At least, that’s what the stories say. In the Freljord, children frighten each other around the fire with tales of a monster that raises itself from untended graves in the ice, its body a shambling mass of helmets, bucklers, furs, and wood. In Bilgewater, drunken sailors trade accounts of something standing alone on a tiny, distant atoll from which no one has ever returned. An old Targonian legend speaks of how a child of twilight stole the only joy from a ragged, whispering horror, while veteran Noxian soldiers prefer the fable of a lonely farmhand who was blamed for a poor harvest and fed to the crows, later returning to the world as a demon. Demacia. Ixtal. Piltover. Ionia. Shurima. In every corner of Runeterra, these myths persist—reshaped, respun, and passed down by countless generations of storytellers. Stories of a thing that looks almost human and stalks places thick with fear. But these are simply fables to frighten young children. No one would ever be afraid of a silly old monster called Fiddlesticks… Until now. Something has awoken in the Demacian hinterlands, drawn by the climate of rising fear and paranoia. Rural protectorates, separated from the capital by hundreds of miles of farmland, are emptying in mere days. Travelers vanish from the old footpaths. Guard patrols fail to report back from the edges of the kingdom. And wild-eyed survivors claw at their faces from the safety of roadside taverns, wailing of crows that aren’t crows, sounds that aren’t sounds, and a lopsided horror in the shape of a scarecrow that croaks in the stolen voices of the dead. Most blame rogue mages. Such accusations are common in these days of rebellion. Yet the truth is far worse. Something has returned, just as it had in the fictitious tale of the young mage in his seaside tower. An evil gone from the world for numberless centuries—long enough that the warnings of a nascent humanity passed into rumor, then myth, then legend… until all that remained were simple fables. An entity so utterly alien that it defies almost all contemporary knowledge of magic. So impossibly ancient that it has always been. So universally feared that even animals grow nervous when someone speaks its name. In the wake of this revival, another tale, nearly lost to memory, has seen a resurgence throughout the hinterlands. A legend of a great evil that has no form, no thoughts, and no understanding of the world it inhabits, instead building itself into the crude shape of those that fear it. The terror of all living things, given life in that first terrible scream of creation. A demon before demons were known. At least, that’s what the stories say. But Fiddlesticks is real.
Mage
As the youngest daughter of the noble Laurent family, Fiora seemed destined for a life as a political pawn, to be married off in Demacia’s grand game of alliances. This did not sit well, and from an early age she deliberately defied every expectation placed upon her. Her mother had the finest craftsmen of Demacia fashion the most lifelike dolls for her to play with—but Fiora gave them to her maids, and took up her eldest brother's rapier, forcing him to give her lessons in secret. Her father obtained a set of dressmaking mannequins for her personal seamstress to craft wondrous gowns—but Fiora merely used them to practice her lunges and ripostes. Despite her years of quiet resistance, a politically advantageous marriage was eventually arranged with an outlying branch of the Crownguard family, after her eighteenth birthday. Plans were set for a summer wedding. It would take place in the capital, and King Jarvan III himself was to attend. On that day, as the invited guests began to arrive, Fiora stood up and declared that she would sooner die than allow someone else to decide the course of her life. Her betrothed was publicly shamed by this outburst, and his family demanded satisfaction in the old manner—a duel to the death. Fiora immediately agreed, but her father Sebastien implored the king to intervene. Jarvan had done much to end such feuding among the nobility, but in this case his hands were tied. Fiora had already accepted. There was only one option left. Sebastien invoked his right to fight in her place. High Marshal Tianna Crownguard likewise named a champion to fight for her kinsman, selecting a veteran warrior from the Dauntless Vanguard. Sebastien’s defeat seemed almost certain. The Laurent name would be ruined, and Fiora exiled in disgrace. Presented with so stark a choice, he made a decision that could damn his family for years to come… The night before the duel, he attempted to slip his opponent a draught that would dull his senses and slow his reactions—but he was caught in the act, and arrested. The law was clear. Sebastien Laurent had broken the most fundamental code of honor. He would be humiliated upon the executioner’s scaffold, hanged like a common criminal. On the eve of his death, Fiora visited his cell, but what passed between them remains a secret known only to her. The next day, Fiora approached the king’s dais in full view of the crowd. She knelt before him, and offered up her blade—with his blessing, she would claim the Laurent name from her father, and justice would be served. The duel was blindingly swift, a dance of blades so exquisite that those present would never forget what they witnessed. Fiora’s father was a fine swordsman in his own right, but he was no match for his daughter. They said farewell in every clash of steel, but in the end Fiora tearfully buried her rapier in her father’s heart. Solemnly, King Jarvan ruled that Sebastien had paid for his crimes in full. Fiora would be his successor. The quarrel between the families was resolved, and that would be an end to it. Even so, such scandals are not easily forgotten. Fiora took to her new duties at court with her customary clarity and directness, but found that rumors and gossip continued to follow her at every turn. She had usurped her brothers’ claims to the family name. What could this arrogant child bring to the Great City of Demacia but more strife and bloodshed, if she would not take a husband? Rather than demand more justice at the edge of her sword, Fiora instead turned to her wider family—cousins and more distant relatives, with many renowned swordmasters among them—and silenced her critics by granting noble status to all in her household. Together, they were dedicated to the refinement of bladecraft within the kingdom. Dueling was an ancient art, but need not always end in death. And if any care to disagree with that notion, Fiora will be only too happy to test the strength of their conviction in combat herself.
Fighter
In ages past, the oceans of Runeterra were home to civilizations far older than those of the land. In the depths of what is now the Guardian’s Sea, a great city once stood—it was here that the yordle Fizz made his home. He lived alongside the artisans and warriors of that proud, noble race. Even though he was not one of them, they treated him as an equal, and his playful nature and tall tales of adventures in the open sea made him welcome at any gathering. But the world was changing. The oceans were growing warmer, emboldening fierce predators to rise up from the deepest trenches. Other settlements had fallen silent, but the rulers of the great city could still not agree on how to deal with the threat. Fizz pledged to roam the seas in search of survivors, or anyone who knew what had happened. Then, one dark day, the gigalodons came. These huge dragon-sharks stunned their prey with fell shrieking, and the avenues of the great city were soon clouded red. Thousands died in a matter of hours, the immense bulk of their killers crushing towers and temples in a monstrous feeding frenzy. Scenting blood in the water, Fizz raced back, determined to join the fight and save the city. He was too late. There was nothing left of the city to save. When the debris finally settled, not a single living creature remained, nor any stone upon another, and the ravenous shoal had moved on. Alone in the cold depths, Fizz sank into mournful despair. As his yordle magic began to fade, he let himself be carried by the currents, drifting in a catatonic torpor, dreaming away the millennia… It was only chance that reawakened him. A handful of copper coins fell from above, scattered to the seabed in the wake of a huge, wooden fish that swam upon the surface. This was no gigalodon, but Fizz was alarmed nonetheless—he knew little of the world overhead, but surely no fish could survive up there? He ventured up and peered into the salty air for the first time. There were people, people who lived outside of the water and sailed in wooden fish of all sizes. Fizz found the thought both frightening and exciting, but the curious gifts they cast into the water made it clear that they wanted to be his friends. In time, following their movements to and fro across the oceans, he came to the port city of Bilgewater. To the inhabitants of that lawless place, this strange and slippery creature quickly became something of a legend—the Tidal Trickster, a spirit of the ocean itself. It is said that he can summon great beasts to do his bidding, hole a ship’s hull with his stone trident, and breathe air or water as it suits him. Many a misbehaving child has been warned on a moonless night: “Go quickly to sleep, or the Trickster will come and feed you to the fishes…” Fizz is good-natured, but mischievous even for a yordle, and delights in confounding the people of Bilgewater. The most seasoned fishermen know, just as the ocean may rise and fall, the Tidal Trickster is as likely to lead them into windless doldrums as to an easy catch that would fill their nets. Even so, Fizz does not take kindly to the greedy or selfish, and more than one haughty sea captain hoping to make a quick pile of silver has found that her mysterious guide has led her crew not to safety, but to shipwreck.
Assassin
Galio’s legend begins in the aftermath of the Rune Wars, when countless refugees fled from the destructive power of magic. In the west of Valoran, a band of these displaced people were hounded by a vicious band of dark mages—exhausted from days without rest, the refugees hid among the shadows of an ancient, petrified forest, and their pursuers suddenly found their magic to be ineffective. It seemed the fossilized trees were a natural magic-dampener, and any sorcery used within them would simply fail. No longer helpless, the refugees turned their swords on the dark mages and drove them from the land. Some decided that this sanctuary from magic was a gift from the gods, others saw it as a fair reward for their terrible journey, but all agreed this should be their new home. As years passed, the settlers crafted items of protection from the enchanted wood. Eventually, they found it could be mixed with ash and lime to make petricite—a material with a powerful resistance to magic. It would be the foundation for their new civilization, forming the walls of the new kingdom of Demacia. For years, these petricite barriers were all the Demacians needed to feel secure from the threat of magic within the borders of their homeland. In the rare event that they needed to settle a conflict abroad, their military proved fierce and formidable… but when their enemies employed sorcery, Demacia’s roaming army had little recourse. Somehow, they needed to take the security of their magic-dampening walls into battle. The sculptor Durand was commissioned to fashion some manner of petricite shield for the military, and two years later the artist unveiled his masterpiece. While it was not what many were expecting, the winged statue Galio would become vital to the defense of the nation, and serve as a symbol of Demacia across Valoran. Using a system of pulleys, steel sledges, and countless oxen, they would pull the great stone figure to the battlefield. Many would-be invaders simply froze at the sight of the awe-inspiring silhouette looming before them—the titan who “ate magic” inspired a kingdom, and terrified those who opposed it. However, no one thought to consider what exposing the statue to such unpredictable energies might do… Demacia had been mired in battle with enemy forces in the Greenfang Mountains. A skilled order of warmages, known as the Arcane Fist, bombarded the Demacians with crackling bolts of raw, mystical power for thirteen days. Those who had survived this long felt their morale dwindling, and huddled close to Galio. Just when their spirits could be brought no lower, a slow, deafening rumble shook the vale, as if two mountains were grinding against each other. As a great shadow grew above them, the Demacian soldiers steeled themselves for death. A deep voice bellowed from above. To the Demacians’ astonishment, the sound came from the colossus at their backs—Galio was moving, and speaking, entirely on his own. Somehow, the accumulation of absorbed magic had given him life. He threw himself in front of the Demacians, shielding them from attack after attack, absorbing each fresh bolt into his massive, stone frame. Then Galio turned, bounded up the mountainside, and crushed every last one of the Arcane Fist into the craggy soil. The Demacians cheered. They were eager to thank the petricite sentinel that had saved them… but as quickly as he’d come to life, their fearsome protector had ceased moving, returning to his pedestal, just as before. Back in the Great City, 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. That day passed into legend—perhaps a mere allegory of ancient days to help people through hard times. Certainly, no one would have believed that the colossus continued to see all that transpired around him. Even while immobile, Galio retained consciousness, longing to experience the sensations of battle once again. He watched mortals pass beneath him, paying him tribute year after year. It puzzled him to see them disappear one by one as time rolled on. Galio wondered where they went when they vanished. Perhaps they were sent away to be mended, as he often was when he returned from war? As the years slipped by, Galio began to realize the sorrowful answer to his question—unlike himself, the people of Demacia could not be repainted, or have their damage easily repaired. Mortals were frail, ephemeral creatures, and he now understood just how badly they needed his protection. Fighting had been his passion, but the people were now his purpose. Even so, Galio has been called to battle only a handful of times in all the centuries since. Demacia has begun to look inward, with magic becoming rarer in his world than it once was, and so the petricite colossus remains dormant, observing the world through the murk of his waking dreams. The statue’s greatest hope is to be blessed by a magic so powerful that he will never be forced to sleep again. Only then will Galio be able to truly serve his purpose: to stand and fight as Demacia’s protector, forevermore.
Tank
As unpredictable as he is brutal, the dethroned reaver king known as Gangplank is feared far and wide. Where he goes, death and ruin follow, and such is his infamy and reputation that the merest sight of his black sails on the horizon causes panic among even the hardiest crew. Having grown rich preying upon the trade routes of the Twelve Seas, Gangplank has made himself many powerful enemies. In Ionia, he incurred the wrath of the deadly Order of Shadow after ransacking the Temple of the Jagged Knife, and it is said that the Grand General of Noxus himself has sworn to see Gangplank torn asunder after the pirate stole the Leviathan, Swain’s personal warship and the pride of the Noxian fleet. While Gangplank has incurred the wrath of many, none have yet been able to bring him to justice, despite assassins, bounty hunters, and entire armadas being sent after him. He takes grim pleasure in the ever-increasing rewards posted for his head, and makes sure to nail them to the Bounty Board in Bilgewater for all to see whenever he returns to port, his ships heavy with loot. In recent times, Gangplank has been brought down by the machinations of the bounty hunter Miss Fortune. His ship was destroyed with all of Bilgewater watching, killing his crew and shattering his aura of invincibility. Now that they have seen he is vulnerable, the gangs of Bilgewater have risen up, fighting amongst themselves to claim dominion over the port city. Despite receiving horrific injuries in the explosion, Gangplank survived. Sporting a multitude of fresh scars, and with a newly crafted metal arm to replace his amputated limb, he is now determined to rebuild his strength, reclaim what he sees as rightfully his – and to ruthlessly punish all those who turned against him.
Fighter
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 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.
Fighter
The only thing more important to Gragas than fighting is drinking. His unquenchable thirst for stronger ale has led him in search of the most potent and unconventional ingredients to toss in his still. Impulsive and unpredictable, this rowdy carouser loves cracking kegs as much as cracking heads. Thanks to his strange brews and temperamental nature, drinking with Gragas is always a risky proposition. Gragas has an eternal love of good drink, but his massive constitution prevented him from reaching a divine state of intoxication. One night, when he had drained all the kegs and was left wanting, Gragas was struck by a thought rather than the usual barstool: why couldn't he brew himself something that would finally get him truly drunk? It was then that he vowed to create the ultimate ale. Gragas' quest eventually brought him to the Freljord, where the promise of acquiring the purest arctic water for his recipe led him into uncharted glacial wastes. While lost in an unyielding blizzard, Gragas stumbled upon a great howling abyss. There he found it: a flawless shard of ice unlike anything he had ever seen. Not only did this unmelting shard imbue his lager with incredible properties, but it also had a handy side effect - it kept the mixture chilled at the perfect serving temperature. Under the spell of his new concoction, Gragas headed for civilization, eager to share the fermented fruits of his labor. As fate would have it, the first gathering to catch Gragas' bleary eyes would shape the future of the Freljord. He blundered into a deteriorating negotiation between two tribes discussing an alliance with Ashe. Though Ashe welcomed a break in the tension, the other warriors bristled at the intrusion and hurled insults at the drunken oaf. True to his nature, Gragas replied with a diplomatic headbutt, setting off a brawl matched only in the legends of the Freljord. When the fallen from that great melee finally awoke, Ashe proposed a friendly drink as an alternative to fighting. With their tempers doused in suds, the two tribes, formerly on the brink of war, bonded over a common love of Gragas' brew. Although strife was averted and Gragas hailed a hero, he still had not achieved his dream of drunken blissfulness. So once more, he set off to wander the tundra in search of ingredients for Runeterra's perfect pint.
Fighter
Raised in the wharf alleys of Bilgewater, Malcolm Graves quickly learned how to fight and how to steal, skills that would serve him very well in all the years ahead. He could always find work hauling contraband up from the smugglers’ skiffs that came into the bay each night—with a tidy side-gig as hired muscle for various other unsavory local characters, as they went about their business in the port. But the alleys were small-time, and he craved more excitement than they could offer. Still little more than a youth, Graves stole a blunderbuss and smuggled himself aboard a ship headed out of Bilgewater to the Shuriman mainland, where he stole, lied, and gambled his way from place to place along the coast. Across the table of a high-stakes—and highly illegal—card game in Mudtown, Graves met a man who would change the course of his life, and his career: the trickster now known to many as Twisted Fate. Each immediately saw in the other the same reckless passion for danger and adventure, and together they formed a most lucrative partnership. Between Graves’ raw brawn and Twisted Fate’s ability to talk his way out of (and occasionally back into) almost any situation, they were an unusually effective team from the outset. Their mutual sense of roguish honor grew into genuine trust, and together they stole from the rich, swindled the foolish, handpicked skilled crews for specific jobs, and sold out their rivals whenever they could. Though at times Twisted Fate would blow all their shares and leave them with nothing to show for it, Graves knew that the thrill of some new escapade was always just around the corner… On the southern borderlands of Valoran, they set two renowned noble houses of Noxus at each other’s throats as cover for the rescue of a kidnapped heir. That they pocketed the reward money, only to ransom the vile young man to the highest bidder, should really have come as no surprise to their original employer. In Piltover, they still hold the distinction of being the only thieves ever to crack the supposedly impenetrable Clockwork Vault. Not only did the pair empty the vault of all its treasures, they also tricked the guards into loading the loot onto their hijacked schooner, for a quick getaway through the Sun Gates. In almost every case, only once they and their accomplices were safely over the horizon were their crimes even discovered—usually along with one of Twisted Fate’s trademark calling cards left where it would be easily found. But, eventually, their luck ran out. During a heist that rapidly turned from complex to completely botched, Graves was taken by the local enforcers, while Twisted Fate merely turned tail and abandoned him. Thrown into the infamous prison known as the Locker, Graves endured years of torture and solitary confinement, during which time he nursed his bitter anger toward his old partner. A lesser man would surely have been broken by all this, but not Malcolm Graves. He was determined to have his revenge. When he finally clawed his way to freedom, with the prison warden’s brand new shotgun slung over his shoulder, Graves began his long-overdue pursuit of Twisted Fate. The search led him back home to Bilgewater, where he found that the wily old cardsharp had acquired a few new bounties on his head—and Graves would be only too happy to claim them. However, just as he got Twisted Fate in his sights, they were forced to put aside their differences in order to escape almost certain death in the ongoing conflict between the reaver king Gangplank and his rival ship captains. Once again, Graves found himself escaping his hometown… only this time, he had his old friend in tow. While both of them might have liked to pick up their partnership where they left off all those years ago, such resentment couldn't simply be forgotten overnight, and it would be a while before Graves could bring himself to trust Twisted Fate again. Still, he feels Bilgewater calling to him once more. Maybe this time around, the pair of them will find their stride and be able to pull off the ultimate heist…
Marksman
Within the long-lost kingdom of Camavor, there once lived a village of people far from the throne. It was here, in the rural colonies, where a humble seamstress made her beloved doll, Gwen. What Gwen can remember of her past, she remembers with love. The seamstress and the doll spent their days crafting, scissors resting in Gwen’s still hands as her maker stitched nearby with needle and thread. At night, the two could be found crouched under the dinner table, the seamstress challenging Gwen to makeshift duels, the clash of silverware against scissors echoing in their candlelit kitchen. In time, the games stopped and the light faded. Gwen could not understand why, but whenever she struggled to recall details, she felt a twinge of pain, tied to a man whose name and face escaped her. As her memories washed away with the ocean tide, Gwen lay still for centuries, quiet and forgotten. Then one night, her eyes opened. Gwen awoke for the very first time on a shadowy beach far from her home. By magic unbeknownst to her, she had been transformed into a living girl who could move her hands and feet—all on her own! Gwen took to life with joy. She skipped across the sand, amazed by how far her eyes could see, how wondrous every pebble was to her touch, and how incredible the wind felt on her back. Along the coast, scattered debris left abandoned for a millennium caught her attention. Lying beside broken chests were oddly familiar tools. Scissors. Needles. Thread. Gwen recognized them immediately. These were her maker’s tools. When her fingers touched them, a burst of mist glinting with light flowed from her hands. To her, it felt safe and warm, like the soothing embrace of a hallowed past. But Gwen was not the only one drawn to this magic. Lurking in the isles, a different mist swarmed. Black in color, it coiled and twisted, forming into fearsome wraiths. Something within Gwen’s newfound presence attracted them—something they hungered for with obsession. As the wraiths came for her, Gwen was undeterred. She thrust her scissors at them. To her delight, more of her mist filled the air, enchanting the size and strength of her tools and turning them from mere steel into spectral magic. But the wraiths were relentless. They swelled in number, fueled by the ever-growing Black Mist. Gwen began to feel a tragic, strangely familiar pain. Surrounded by wraiths, suppressed memories surfaced. She recalled images of her maker, sick and wounded, lying in anguish. Near her was a man whose face finally returned to Gwen. Viego. Remembering his name brought Gwen to her knees. Wistfully, she reflected on the bygone moments spent with her maker—a happier, simpler time—and stole one final glance at her scissors...8<-8<-8<-8<- It was then Gwen realized something amazing. Her maker, victim to that man’s twisted vanity, was not fully gone. The seamstress’ tools, the very tools that first sewed and stitched Gwen together, were now in her hands. Gwen believed this was no accident. She knew, deep down, her maker was still with her, still fighting. This was a gift Gwen would not take for granted. Grasping needles and thread, she spun clouds of Hallowed Mist to push back the swarming wraiths. Her scissors slashed hard and fast, reminiscent of those blissful nights when her maker imagined grand battles beneath their kitchen table. Soon, the wraiths were no more. Though triumphant, Gwen recognized this was only the beginning. She could sense these wraiths and Viego were linked, both responsible for the spread of immense pain. With no time to lose, she resolved to track the Black Mist and stop it at any cost. Gwen expected this endeavor to be strenuous, yet she reveled in every second of being alive—for who knew how long this blessing would last? Having been given a unique chance at life, Gwen chooses to be an indomitable, positive force against all odds. She journeys across Runeterra, determined to restore joy to those who are hurt and suffering. To Gwen, each moment is precious, and each step driven with purpose.
Fighter
Born into an empire long since gone to dust and forgotten, Hecarim was a lieutenant of the Iron Order—a brotherhood sworn to defend their king’s lands. As Hecarim won victory after victory from the back of his mighty warhorse, the commander of the Iron Order saw in him a potential successor… but also a growing darkness. His obsessive hunger for glory was eroding his honor, and over time the knight-commander came to realize this young lieutenant must never lead them. When he was told this, Hecarim was furious. Even so, he bit back his anger, and continued in his duties. When they next rode to war, the commander found himself surrounded by enemies, and cut off from his fellow knights. Hecarim, seeing his chance, turned away and left him to die. At battle’s end, the Iron Order, oblivious to what Hecarim had done, knelt on the bloody ground and swore allegiance to him. Hecarim rode to the capital to take his formal oaths, and met with Kalista, the king’s most trusted general. She recognized his prowess and leadership, and when the queen was wounded by an assassin’s poisoned blade, Kalista was comforted to know the Iron Order would remain with the king while she sought a cure. Gripped by paranoia, and seeing new threats in every shadow, the king raged at those he believed were trying to separate him from his dying wife, and dispatched Hecarim to quell dissent throughout the kingdom. The Iron Order earned a dreadful reputation as ruthless enforcers of the king’s will. Towns and villages burned. Hundreds were put to the sword. With grim inevitability, when the queen died, Hecarim chose to sour the king’s grief into hatred, seeking sanction to lead the Iron Order into foreign lands. He would avenge her death, while earning yet more dark renown for himself. But before they could ride out, Kalista returned. She had found what she sought upon the distant Blessed Isles—and yet it was now too late. The king would not believe this, and had Kalista imprisoned as a traitor. Intrigued by what he had heard, Hecarim visited her cell, and they spoke of the pale mists that protected the islands from all invaders… and also of the inhabitants’ immense wealth, including the legendary Waters of Life. Knowing only Kalista could lead them there, Hecarim eventually persuaded her to guide the king’s fleet through the veil that concealed the Blessed Isles from mortal sight. They landed at the city of Helia with the queen’s body in solemn procession. The Iron Order led the way, only to be met by the city’s masters, who now refused to help. Enraged, the king ordered Kalista to kill them, but she refused, and Hecarim smiled as he made the decision that would damn him for eternity. He drove a spear through Kalista’s back, and ordered his knights to ransack the city, looting its vaults of arcane treasures. Amid the chaos, a lowly custodian agreed to grant the king access to the Waters of Life—but not even this could distract Hecarim from the revelry of bloodshed, and so it was that the Ruination of the Blessed Isles would take him almost completely by surprise. A blastwave of magical force tore across Helia, shattering every last building and leaving the fragments suspended in searing un-light. In its wake came the Black Mist, a billowing hurricane that dragged every living creature it touched into its shrieking, roiling embrace. Hecarim tried to rally the Iron Order, hoping to make it back to their ships, but the mist claimed them one by one as they fled. Alone, and defiant to the end, the knight-commander was taken by the shadows. He and his mighty steed were fused into a monstrous, spectral abomination that reflected the darkness in Hecarim’s heart—a brazen creature of fury and spite, at one with the Black Mist and yet utterly enslaved by it. Bound forevermore to these Shadow Isles, Hecarim has spent centuries in a sinister mockery of his former life, cursed to patrol the nightmarish lands he once intended to conquer. Whenever the Black Mist reaches out beyond their shores, he and the otherworldly host of the Iron Order ride out to slaughter the living, in memory of glories long passed.
Fighter
In northwest Ionia, the island of Koyehn once stood beautiful and serene. Among its golden sands, seasonal bazaar, and quaint mill town sat the Temple of Koyehn, an ancient and renowned conservatory for the arts. Lukai Hwei was born to inherit this temple. Kind and precocious, Hwei spent his childhood putting to canvas his wild daydreams, which exaggerated the world around him into surreal, fantastical sights. He knew these visions differed from reality, but through them, he saw life itself as art. So connected was Hwei to the shades of the world that even his eye color shifted in hue to reflect his mind and mood. Hwei expressed this vibrant imagination through paint magic, a medium that influenced the emotions of its audience. As such, it required strict control and discipline, lest it overpower both mental perceptions and bodily sensations. Among its current practitioners, those unable or unwilling to control their art endangered themselves and the community—and were banished from Koyehn. Despite these precepts, young Hwei indulged his imagination. In a demonstration for the temple masters, he recreated Koyehn’s sea. As paint flowed around the canvas, however, his control ebbed. Emotion crashed through him, wild and fathomless as an ocean, and he surrendered himself to its beauty. His vision turned black, his last memory the awestruck masters, drowning. Hwei awoke days later, surrounded by his masters—alive, but infuriated. They would not exile the temple’s heir, but they stressed his responsibilities. Hwei was horrified—but fascinated—by the depths of his power, and he craved to see more. Thus, by day, he upheld Koyehn’s conventions. But alone at night, he pushed the boundaries, driven to explore the extent of his power. In time, this practice focused the intensity of Hwei’s imagination, allowing him to manifest a palette that flowed with magical paint. Well into adulthood, Hwei mastered his craft. And with passion and humility, he prepared to inherit his birthright, surrounded by the respect and affection of his peers. But part of his mind remained forever shrouded at nightfall. And so it remained, until the temple received a visiting artist: Khada Jhin. Over a gilded summer, Hwei accompanied Jhin, guiding him around Koyehn. They often exchanged their creative perspectives, and, respecting their differences, Hwei recognized Jhin’s virtuosity and valued their time together. But the night before Jhin’s departure, the man challenged Hwei. Jhin sensed that the pieces Hwei showed others were forced façades—and he wanted to see a real performance. Hwei tried to deny it, but his eyes betrayed him. Flooded by the years spent creating meaningless art, his imagination begged catharsis. So Hwei painted. Decades of practice guided his brush. The night came alive, colored by the brilliant infinity of his mind. Emotions washed over him, harmonious and visceral, and Hwei welcomed them. Sharing these forbidden visions for another exhilarated him and illuminated the powers of his art: connection, inspiration, and unfettered creation. Jhin witnessed all. Afterward, with eyes alight and tone inscrutable, he said farewell, stating he would be moving on tomorrow “to watch the lotuses bloom.” At dawn, Hwei and his fellow artists awoke to a series of tragedies. First: four historic paintings, destroyed. Second: an arrangement of four bodies—the masters that Hwei had almost killed in his youth. Third: the fiery eruption of the temple’s four lowest floors. Amid the flames, Hwei imagined the air electric with color. Everything that lived within him bled outward. It was terrifying. It was beautiful. It was... art. Realizing its dark potential—of destruction, devastation, and torment—Hwei felt the same horror and fascination he had in his youth. The temple quickly collapsed into ruins, with Hwei emerging as its only survivor. Exhausted and guilt-ridden, he mourned. Yet his imagination overflowed, reliving every moment of the disaster. During the day, Hwei and the villagers from the mill town held burials. At night, he revisited the ashen-gray wreckage and painted, his palette taking the shape of Koyehn’s crest—the same worn over his heart. On one such night, Hwei found the remnants of a trap beneath the rubble—one petaled like a lotus flower. Realizing who’d wreaked this havoc, a cascade of emotions engulfed Hwei. Fear. Sorrow. Betrayal... Awe. A question burned within him: why? But did he want the answer? Or would it be safer to suppress this need? He could stay here with his people—as the heir—help them rebuild... or... Bearing little more than his paintbrush and palette, Hwei left his island, and his people, behind. In the time since, Hwei has learned that the answers he seeks arise through revealing the full extent of his art to others. He tracks down nefarious individuals in Ionia’s darkest corners, unleashing scenes of suffering upon them to understand his own well of pain. Yet he also reaches out to Ionia’s victims—fellow witnesses—to create shared tranquility and reflection. Both the relentless artist rising from the ashes and the kindhearted man from a once-peaceful isle, Hwei faces the conflicting hues of Ionia—and his own imagination. As he spirals deeper into the shadows, he lights a path, mind brimming with possibility. Which shade of himself will triumph, however, is yet to be seen.
Mage
Even as a small child, Xan Irelia was fascinated by the grace and beauty of human movement. Under her grandmother’s tutelage, she learned the traditional silk dances of her province—though she was dubious of their supposedly mystical connection to the Spirit of Ionia, Irelia’s love for the dances was real. Seeking to master the art, she eventually left home to study with some of Ionia’s most respected performers at the Placidium of Navori. Irelia’s people were peaceful and sought harmony with their neighbors, but rumors of foreign invaders sighted off the coast unsettled many at the Placidium. Irelia returned to her village to find it already occupied, with steel-helmed soldiers from distant Noxus shoving unarmed civilians through the streets with the butts of their spears. The Noxian Admiral Duqal had seized the Xan home to quarter his fleet officers. Irelia’s brothers and her father Lito had evidently protested; her entire family now lay in unmarked graves, in the gardens. Ravaged by grief, the young girl saw Duqal’s men hauling valuables from the house. Among the loot was a large metal crest, depicting the Xan family emblem. Irelia raced to it, wrenching it from Noxian hands. The admiral himself hurled her to the ground, and had his warriors shatter the crest with a heavy iron maul, before ordering them to dig a fresh grave for this upstart child. As they surrounded her, Irelia averted her eyes, looking to the pieces of the Xan crest scattered on the ground. From deep within her soul, she felt a strange rhythm begin to beat. The shards of metal began to twitch, to twist, moving seemingly on their own, and Irelia felt the serene joy of the ancient dances once more... With a sweep of her arm, she sent the pieces flying like ragged blades, cutting clean through two of the Noxians. As Duqal and his officers reeled in shock, Irelia snatched up the shards of her crest, and fled the village. In the quiet forests beyond, Irelia mourned her family, and thought back to her grandmother’s teachings. She realized that the techniques she had learned were more than mere dances—they were a powerful expression of something far greater. The Noxian occupation soon began to test the fragile peace of the First Lands. It was said that even the religious leader Karma had been forced to strike back at the invaders with deadly magic, though her followers had now withdrawn to the Lasting Altar and would not condone any further violence. Across Navori, dissenting voices began to band together. A resistance was forming, one that would not rest until Ionia was free once more. Irelia joined their ranks, performing her cherished dances for them in the woodland camps, to preserve some vestige of their vanishing culture. She was barely fourteen years old when she found herself back at the Placidium. Her band of resistance fighters joined the militia who had sworn to guard the monasteries and wild, sacred gardens. But Noxus knew only too well what this place represented. A particularly cunning general named Jericho Swain captured the Placidium and took its defenders hostage, hoping to lure the inevitable reinforcements into a trap. It was in this moment that Irelia rose to meet her destiny. Freed from her bonds, she unleashed the full potential of her ancient blade dance, lashing out with graceful zeal. A dozen of Swain’s veterans fell, sowing chaos in their ranks as the other captives joined her, before she struck down the general himself—the sight of this rebellious girl hefting his severed arm over her head would be the turning point of the war. This victory, the Great Stand at Navori, ensured that everyone in Ionia knew the name of Xan Irelia, and looked to her for leadership. Reluctantly, she led the growing resistance for almost three years of grueling battle before her triumph at Dalu Bay. There, she finally cornered the defeated Admiral Duqal, and exacted the vengeance she had sought for so long. Though the war has long since ended, Ionia has been permanently changed by it. The First Lands are now divided, with rival factions fighting each other almost as bitterly as they did the Noxians. Many continue to look to Irelia for answers but, while others might welcome such power, Irelia remains uneasy with it. At heart, she still yearns only to dance alone.
Fighter
Ivern the Cruel was renowned as a fierce warrior, in the latter days of the ancient Vorrijaard. His clan followed the most warlike of the old gods, and would not kneel before the upstart “Three Sisters” like so many others had. However, the dark sorcery that strengthened their armies was undeniable. Ivern and his kin plotted long and hard to overthrow these hated Iceborn, eventually setting sail into the east—in search of the land where the sun first rose, from where it was said that all magic flowed into the world. If Ivern could seize such power for his own, then he could surely break any foe. As his fleet sailed over the horizon, they passed out of memory and into myth, for they were never seen in their homeland again. In truth, Ivern the Cruel landed on the shores of Ionia. After cleaving through a dozen coastal settlements, he and his warriors discovered a sacred grove known as Omikayalan, “the Heart of the World”. And there, in that strange and verdant garden, they met the fiercest resistance. Chimeric beings—half human, half beast—came at them again and again beneath the twisted branches. Undeterred, Ivern pressed on, until the battered remnants of his expedition reached what the Ionians held so sacred: the legendary God-Willow. Ivern was transfixed, even as the fighting raged around him. It was a truly colossal tree, dripping with long gossamer leaves that shimmered with golden-green light. It was magic like nothing he had ever felt before, and it was clear these inhuman creatures would die to protect it. Seeking to shatter their resolve, he took up his war axe, and roared with hatred as he struck at the God-Willow over and over again. The great tree fell. In a riot of life-energy, Ivern the Cruel was instantly undone. Detached, drifting, he saw the battle was over. The flesh of the fallen fed carrion birds and insects alike, or decayed under bursts of colorful mushrooms. Bones rotted into fertile soil, and seeds within it budded and sprouted into trees bearing fruit of their own. Leaves and petals pulsed like colorful hearts. From the death that surrounded him, life exploded forth in ways too numerous to believe. Never had Ivern beheld such beauty. Life, in all its forms, was tangled together like an impossible knot that didn’t want to be untied. He wept, and those dewdrop tears fell upon his changed body. He was taller than he remembered, his limbs rough with bark and leaves. The magic of an entirely different world coursed through him. He did not know why, or how, but he was all that now remained of the God-Willow. With that realization, he heard the bawling of hills, the howling of trees, and the dripping tears of moss. He reflected on the mistakes he’d made, the cruelty he’d visited on others. Remorse washed over Ivern, and he cried out for forgiveness. When he finally moved, so much time had passed that the world felt… new? The violence and sadness of his former self were mere echoes in his heart. He found he could dig his toes deep into the soil, and commune with the roots, rocks, and rivers. Even the dirt itself had opinions! Ivern wandered far—across Ionia, and beyond—and the strange magic of Omikayalan followed in his wake. He developed close kinships with creatures great and small, observing their foibles, delighting in their little habits, and occasionally offering a helping hand. He shortened the inchworm’s path, played tricks with mischievous bramblebacks, hugged thorny elmarks, and laughed with wizened elder-fungus. In one instance, he found a wounded stone golem. Knowing the poor thing’s spirit was fading, he fashioned her a new heart from a river pebble, and the golem became Ivern’s devoted life-friend. He named her Daisy, after the flowers that mysteriously sprouted from her stone body. Sometimes, Ivern encountered mortals, and many of them were at least somewhat peaceful. They called him Bramblefoot, or Green Father, or the Old Woodsman, and told tales of his strange benevolence. But he was filled with sadness to see how they still took more than they gave, how they could be so cruel and so careless, and he retreated from their company. If he bore the God-Willow’s legacy, he needed to cultivate humanity—help them watch, listen, and grow. Being mortal once himself, Ivern knew this would be difficult, so he smiled and challenged himself to complete this task before the final sunset. He knew he would have time.
Support
Since ancient times, there have been those who prayed to the winds. From sailors seeking good weather to the downtrodden calling on winds of change, mortals have placed their hope in the tempests and gales that sweep across Runeterra. Surprisingly, the wind sometimes would seem to answer. Seafarers might spot a bright blue bird just before a healthy tailwind billowed their sails. Others could swear they’d heard a whistling in the air right before a storm, as if to warn them of its approach. As word of these omens spread, sightings of the bird grew more common. Some even swore they had seen the bird transform into a woman. With tapered ears and flowing hair, this mysterious maiden was said to float above the water and direct the wind with a flick of her staff. The faithful called this wind spirit Jan’ahrem, an ancient Shuriman word meaning “guardian,” for she always seemed to appear in moments of great need. As time went on, she came to be known more simply as Janna. Her name spread across the Shuriman continent’s coasts, and the seafaring people of Oshra Va’Zaun were her most fervent believers. They depended on calm seas for the trade ships that traveled through their city’s port. Statues and shrines were raised in gratitude for Janna’s benevolence. After the Shuriman empire enveloped the city, these displays of devotion continued… for a time. When the emperor issued decrees suppressing “false idols,” Janna’s statues were torn down. Yet despite the growing worship of the Ascended god-warriors, many still offered quiet prayers to Janna, for what could god-warriors do to protect ships from storms? These mortals often wore amulets with the image of a bluebird—smaller, more personal tokens in Janna’s honor. Through all of this, Janna continued to aid the vulnerable who called upon her. In a region rife with upheaval, she remained constant. Those with an eye toward history might appreciate the irony of “winds of change” being the only thing that did not. After the great empire fell, once verdant lands became a desert as the remaining Ascended brought war and chaos—yet Janna shielded the city, now known as Zaun, from the turmoil. Over the centuries, Janna watched as Zaun’s ambitions grew. While the city was still a robust trade port, its denizens aspired for more. They dreamed of cutting a canal through the isthmus on which they lived, opening a path that would unite the seas surrounding Valoran and Shurima. The city poured great effort, wealth, and time into the construction. Prayers to Janna waned as mortal dreams focused on mortal machinations. However, the canal’s excavation made great portions of Zaun unstable. On one cataclysmic day, entire districts on the River Pilt collapsed below the western sea level, and thousands suddenly found themselves fighting for their lives against the clashing currents. As these unfortunate souls faced their doom, they prayed for salvation. They called out the name of their ancient protector: Janna. Though these mortals had seemingly forgotten her until now, Janna did not hesitate to help them. An immense gale swept over the city as she took corporeal form. Impossible walls of air held flooding waters at bay as people fled the drowned ruins of their homes. Ferocious gusts of wind cut through the suffocating smoke from fires caused by the destruction. Yet while she saved many, thousands still perished that day—but all who survived witnessed Janna’s benevolence. Never again would the city’s people forget their savior. To this day, through the rise of Piltover and the ongoing struggles of modern Zaun, Janna’s faithful wear bluebird medallions and show reverence to the winds. And through it all, Janna stands steadfast by the humble and the meek. Zaunites all know that whether they fight for breath amid the toxic clouds of the Zaun Gray, stand against the brutality of violent chem-barons, or fend off other threats, Janna will not abandon them.
Support
Jayce is a brilliant inventor who has pledged his life to the defense of Piltover and its unyielding pursuit of progress. With his transforming hextech hammer in hand, Jayce uses his strength, courage, and considerable intelligence to protect his hometown. While revered throughout the city as a hero, he hasn’t taken well to the attention it brings. Still, Jayce’s heart is in the right place, and even those who envy his natural skills are grateful for his protection in the City of Progress. A native son of Piltover, Jayce was raised to believe in the principles that made the city great: Invention. Discovery. Not going to Zaun if you could help it. With a knack for understanding machinery, Jayce earned the honor of being the youngest apprenta to ever be offered patronage by Clan Giopara, one of Piltover’s most respected ruling clans. Utterly unsurprised, Jayce took the offer, and spent most of his early years constructing potential hextech devices and designing transformable multi-tools for Piltover’s working class: a wrench that transformed into a prybar, a pickaxe that could morph into a shovel, a hammer that could turn into a demolition beam, if only it had a sufficiently powerful battery. Everything Jayce touched put his contemporaries to shame. Most things came easy to Jayce, and he could never understand why his peers had so much trouble with what, to him, were simple concepts. As a result, nearly everyone who worked alongside Jayce found him arrogant, dismissive, and unwilling to slow his pace to help his colleagues catch up. As time went on, his patience became shorter, while at the same time, a chasm grew between decorum, charm, and Jayce’s natural demeanor. Only one person ever managed to match Jayce’s intelligence while also maintaining a healthy indifference to his superior attitude. His name was Viktor. The two met at a mandatory Progress Day party, and immediately bonded over how little either of them wanted to be there. They started working together shortly after. Viktor expanded Jayce’s intellectual horizons and challenged many of his assumptions. While Jayce sought to improve humanity via versatile technology, Viktor sought to solve problems inherent to humanity itself, such as physical decay or illogical prejudices. They constantly argued with one another, but their conflicts never got personal – though their methods were different, the two colleagues knew their ultimate goals were very much the same. More than that, they both knew what it was like to be ostracized by their colleagues: Viktor because of his unconventional thinking, Jayce because of his rudeness. Together, Jayce and Viktor invented a mechanized construction suit for Piltover’s dockworkers – something hearty enough to enhance the wearer’s strength, but light enough that its wearer wouldn’t immediately drown upon falling overboard. However, the two reached an impasse when Viktor’s design for the next version of the suit included a chemtech implant that would increase the wearer’s strength output by tenfold, while also preventing them from getting tired, panicking, or disobeying instructions from their superiors. While Viktor considered this feature a brilliant means of reducing the frequency of construction accidents, Jayce found its indifference toward free will immoral. The two nearly came to blows over the design and ultimately, after Jayce warned the academy of Viktor’s invention, Viktor was stripped of his honors and ostracized from Piltover’s scientific community. Viktor was the closest thing Jayce had ever really had to a friend, and distraught over their falling-out, went back to working on his own. He grew more insular. His patience toward others grew even thinner. As Jayce studied in solitude, Clan Giopara’s explorers discovered a raw, blue crystal deep within the Shuriman desert. Though Jayce volunteered to experiment on it (specifically by suggesting the clan’s other scholars wouldn’t be smart enough to get anything out of it), his lack of tact in doing so prompted Clan Giopara to give it to their better-mannered scholars as a form of punishment. Yet, after many months, the scholars reached a unanimous conclusion: the crystal was worthless. A power-drained hunk of rock. The disappointed clan leaders finally handed the crystal over to Jayce, assuming that even he, with his remarkable intelligence, wouldn’t be able to learn anything from it. Something inside the crystal called to Jayce. No, more than that – it sang to him. He couldn’t explain why, but he knew the Shuriman gem still held mysteries yet to be discovered. He spent many months running every variety of test on the crystal. He braced it into a cogwheel centrifuge; he superheated it and deep-froze it; he tinkered, and observed, and hypothesized, and beat his head against his copper pantograph. Quite simply, Jayce wasn’t used to working hard: this damned crystal was the first thing that had ever resisted his considerable mental aptitude. For the first time, he realized how his peers must have felt, trying so hard to solve a problem, only to bump against your own limitations. It felt frustrating. It felt unfair. And it probably felt much, much worse if you were working alongside an arrogant inventor who dismissed your every effort. Jayce realized that despite how dismissive he’d been toward his fellow scholars, none of them ever gave up. None of them ever stopped seeking the very things that defined Piltover: Progress. Discovery. If they wouldn’t give up, Jayce decided, he wouldn’t either. And maybe he’d try to be nicer. Maybe. Jayce approached the problem from a completely different angle. Rather than trying to experiment on the crystal as a whole, he wondered, why not run more invasive experiments on a smaller shard? Jayce chiseled off a piece of the crystal and suspended it in a liquid alloy. As he sent a voltaic current through the liquid metal, Jayce’s eardrums nearly shattered from the booming baritone note that blasted from the shard. Heat radiated from the crystal and, with a flash, it glowed bright enough to nearly blind him. This was unexpected. This was potentially dangerous. But this was progress. Jayce couldn’t erase the smile from his face as he worked well through the night, into the dawn. The next day, Jayce was surprised to find his old friend Viktor on his doorstep. Alerted by the massive power spike from the crystal shard, Viktor had a simple proposition. Since his expulsion from the Piltovan scientific community, Viktor had commenced work on a secret project in Zaun. He’d finally learned how to achieve his dream – how to eradicate disease, hunger, hatred. If Jayce joined him, the two would accomplish more than anyone from Piltover or Zaun could have dreamed of: they’d save humanity from itself. Jayce had heard a monologue like this before from Viktor. He never liked where it led. Viktor told Jayce that he only needed one thing for his Glorious Evolution – a power source like Jayce’s crystal. Jayce disagreed, informing Viktor that what he truly needed was a moral compass. Viktor, who had long grown tired of Jayce’s rudeness, leapt upon him, grabbed the crystal and knocked Jayce unconscious with it. When Jayce awoke hours later, he noticed that though the Shuriman crystal was gone Viktor hadn’t seemed to notice or care about the smaller shard. Jayce knew whatever Viktor was planning, he would only resort to these measures if he were close to completion. Even though he didn’t know what Viktor’s Glorious Evolution consisted of, it probably didn’t have a lot of respect for the free will of others. Without wasting a second, Jayce retrieved the suspended shard and installed it into a massive, transforming hammer – a demolitions invention he’d abandoned years ago for lack of a strong enough battery to power it. Though he had no idea where Viktor might have taken the crystal, he could feel the hextech hammer vibrate, pulling him not north, south, east or west, but down, toward the undercity of Zaun. The shard, eager to be reunited with the crystal from which it was chiseled, eventually led Jayce to a warehouse in the depths of the sump. Within the cavernous building, Jayce found something horrifying. Dozens of corpses, their skulls sawed open and hollowed out, their brains transplanted into an army of immobile metal soldiers, hooked up to the now-pulsing crystal. This was the first step in Viktor’s Glorious Evolution. Jayce’s stride grew less confident as he approached Viktor. He and Viktor had not always seen eye to eye, but this was something else entirely. For the first time, it occurred to Jayce that he might have to kill his old friend. He called out to Viktor, flinching as the army of robots stood to attention. Jayce asked him to look around – to see what he was doing. Whatever this was – this Evolution – wasn’t the progress they fought for in their youths. He even, to Viktor’s surprise, apologized for acting like such a jerk. Viktor sighed. He had only two words in response: “Kill him.” The automatons sprinted toward Jayce, breaking free of the wires connecting them to the crystal and introducing Jayce to another new emotion: panic. He gripped the hammer tight, realizing he’d never actually used it before. When the first golem was within reach, he swung as hard as he could, feeling the shard’s energy surge through his muscles, accelerating the hammer’s movement until Jayce was worried it might fly out of his hands. It slammed into the automaton, all but exploding it into a hail of metal. Despite the obliteration of their comrade, the other machines didn’t even pause as they rushed at Jayce, trying to pummel him into unconsciousness. Jayce analyzed the formation of the mechanical wave coming at him and attempted to quickly calculate how to take out the largest number of them with the fewest amount of swings. It was pointless; they were on him before he could swing even once. As he fell to the ground under a storm of their blows, Jayce saw Viktor looking on, not with triumph, but with sadness. He’d outsmarted Jayce and ensured humanity’s future, but he knew that future came at a cost: he couldn’t let his old friend live. Jayce vanished under a sea of swinging metal limbs. That’s when Jayce, for the first time in his life, decided to stop thinking and just break stuff. No longer caring for his own safety, Jayce used every last bit of strength he had to break free from Viktor’s automatons. He sprinted to the glowing crystal, and struck it with all of the hextech-enhanced force his hammer could muster, crushing the mystical object. Viktor cried out in horror as the crystal shattered to fragments, the shockwave blasting them all backward as the army of automatons collapsed lifelessly to the floor. The very foundations of the warehouse shook, and Jayce barely managed to escape before the entire building toppled. Viktor’s body was never found. Upon his return to Piltover, Jayce informed his clan masters of Viktor’s nefarious plans. Soon, Jayce found himself a topic of discussion in both Zaun and Piltover alike. Hailed for his quick thinking in a time of crisis, Jayce became a beloved figure (at least, amongst those who hadn’t met him), earning himself a nickname: the Defender of Tomorrow. Jayce cared little for the adoration of his fellow Piltovans, but took the nickname to heart. He knew that Viktor was still out there, plotting his revenge. One day – maybe someday soon – an awful lot of trouble was headed for Piltover. And Jayce would be waiting.
Fighter
One can travel to nearly any village across Ionia and hear the tale of the Capture of the Golden Demon. Depicted in a variety of plays and epic poems, the cruel spirit’s banishment is still celebrated to this day. But at the heart of every myth there lies a kernel of truth, and the truth of the Golden Demon is one far different than the fiction. For years, Ionia’s southern mountains were plagued by the infamous creature. Throughout the province of Zhyun, and even as far as Shon-Xan and Galrin, a monster slaughtered scores of travelers and sometimes whole farmsteads, leaving behind twisted displays of corpses. Armed militias searched the forests, towns hired demon hunters, Wuju masters patrolled the roads—but nothing slowed the beast’s grisly work. In desperation, the Council of Zhyun sent an envoy to beg Great Master Kusho of the Kinkou Order for help. Charged with maintaining the balance between the spirit and material realms, Kusho was adept in the banishment of demons. Leaving in secret lest the cunning creature be alerted to their intent, Kusho, his teenage son, Shen, and young apprentice, Zed, traveled to the province. They tended to countless families shattered by the killings, dissected the horrific crime scenes, and looked for connections between the murders. Soon, Kusho realized they were far from the first to hunt this killer, and his conviction grew that this was the work of something beyond the demonic. For the next four years, the Golden Demon remained beyond their reach, and the long investigation left the three men changed. The famous red mane of Kusho turned white; Shen, known for his wit and humor, became somber; and Zed, the brightest star of Kusho’s temple, began to struggle with his studies. It was almost as though the demon knew they were seeking it, and delighted in the torment sown by their failure. Upon finally finding a pattern to the killings, the Great Master is quoted as saying: “Good and evil are not truths. They are born from men, and each sees the shades differently.” Kusho sought to hand off the investigation, believing now that they sought not a demon, but a wicked human or vastaya, taking them beyond the Kinkou’s mandate. Shen and Zed, unwilling to turn back after all they had sacrificed to bring the killer within reach, convinced him to continue the hunt. On the eve of the Spirit Blossom Festival in Jyom Pass, Kusho disguised himself as a renowned calligrapher to blend in with the other guest artists. Then he waited. Shen and Zed laid a carefully prepared trap, and at long last, they found themselves face to face with their hated quarry. Kusho was proven right—the famed “Golden Demon” was a mere stagehand in Zhyun’s traveling theaters and opera houses, working under the name Khada Jhin. After they caught Jhin, young Zed made to kill the cowering man, but Kusho held him back. He reminded his students that they had already broken their remit, and that killing Jhin would only worsen matters. Kusho worried that knowledge of Jhin’s humanity would undermine the harmony and trust that defined Ionian culture, or could even encourage others to commit similar crimes. Despite Jhin’s actions, the legendary master decided the killer should be taken alive and locked away within the monastery prison at Tuula. Shen disagreed, but submitted to the emotionless logic of his father’s judgment. Zed, disturbed and haunted by the horrors he had witnessed, was unable to understand or accept this mercy, and it is said a resentment began to bloom in his heart. Imprisoned in Tuula, Jhin kept his secrets, revealing little of himself as many years went by. The monks guarding him noted he was a bright student who excelled in many subjects, including smithing, poetry, and dance. Regardless, they could find nothing to cure him of his morbid fascinations. Meanwhile, outside the monastery’s walls, Ionia fell into turmoil as the Noxian empire invaded, and war awoke the tranquil nation’s appetite for bloodshed. Jhin was freed from Tuula sometime after the war with Noxus, possibly put to use by one of the many radical elements vying for power of the First Lands near the conflict’s end. He now has access to the Kashuri armories’ new weapons, though how he came to possess such implements of destruction, and what connection he has to Kashuri, is still a mystery. Whoever his shadowy patrons might be, they have endowed Jhin with nearly unlimited funds, and seem unconcerned by the growing scale of his “performances”. Recently, he attacked members of Zed’s Yanlei order, and mass murders and assassinations bearing his signature “flair” have occurred not only across Ionia’s many regions, but also in distant Piltover and Zaun. It seems that all of Runeterra might be but a canvas for the atrocity that is Khada Jhin’s art, and only he knows where the next brushstroke will fall.
Marksman
K’Sante grew up immersed in his homeland’s history. At dinner, his father told tales of their ancestors who used bravery and strength to resist the tyranny of the Ascended. His mother recounted the fearsome beasts these Nazuman founders slayed as they traversed south through Shurima, eventually discovering an area rich in the rarest of desert treasures—roaring waterfalls, forested cliffs, and plentiful fauna. Far from the reach of the prideful Ascended, this was where the free republic of Nazumah laid its roots. K’Sante absorbed every word, vowing to become Nazumah’s greatest warrior-hunter—one who could live up to the heroes from these stories and lead his people for generations to come. For two decades, K’Sante trained under various martial teachers. However, it was his parents who taught him to respect Nazumah’s enemies—ruthless predators and imperialist warlords who coveted the city-state’s resources. Remaining a free republic would require more than brute strength, they reminded him. During his training, K’Sante studied with Nazuman scholars, learning how the materials reaped from formidable marks were used to craft advanced weaponry and infrastructure that enabled their homeland to thrive for five centuries. On his early hunts, K’Sante forged many friendships, but his closest was with a young man from Marrowmark named Tope. Where K’Sante was a blazing force in close combat, Tope specialized in ranged assault. Their chemistry was unmatched as they bested rockbear herds, shakkal raiding parties, and even Xer’Sai stampedes. And as their teamwork grew stronger, so too did their bond. One starlit evening, K’Sante confessed to Tope, admitting his feelings went beyond camaraderie. When he learned that Tope felt the same way, the two lovingly embraced and shared their first kiss. Together, in that moment under the stars, all seemed right. But all was not. Two Ascended, Emperor Azir and Magus Xerath, ravaged the continent in a war for dominance over Shurima, both deploying monstrous abominations among their forces. Nazuman scouts soon sighted one such creature—a colossal predator shaped like a lion and a cobra that had wandered astray and was now terrorizing the nearby savanna. When the city-state’s leaders asked who could quell the beast, K’Sante and Tope pledged their might. On their first attempt, the beast deflected their every attack with powers neither man had seen before. They discovered that its armor, stretching from head to tail, regenerated from nonlethal blows. The men failed to draw blood and were forced to flee from the cobra-lion’s lair with empty hands, leaving it to run wild. And so they tried again and again. K’Sante’s frustration burned. To become Nazumah’s greatest, he had to slay this beast. Nothing else mattered. He trained dawn to dusk, convinced Tope would understand. Tope, meanwhile, studied the beast. He presented K’Sante with strategies, watching his partner nod along in between assaults on their countless practice dummies. Quietly, Tope questioned if the two of them were strong enough. Their biggest success was an encounter where they managed to claim a piece of the cobra-lion’s armor. Tope hailed this as progress and thought that if they sought more help, they could make even more headway. But K’Sante seethed. He’d begun to see the cobra-lion as his undertaking alone, and anything short of slaying the beast was a failure. The heroes he idolized when growing up never failed in battle. So K’Sante couldn’t either, especially not by accepting more support in what had become his battle to prove himself. He’d tried Tope’s ideas—which weren’t working—and, now, Tope believed they weren’t strong enough? K’Sante wouldn’t accept it. He began to wonder if Tope was holding him back and soon dismissed Tope’s strategies as futile. Hurt, Tope insisted that tactless training was no better—K'Sante's once admirable determination had turned into a self-serving, single-minded drive. As their pain and anger flared, further encounters with the cobra-lion resulted in further infighting, and the words they exchanged became fewer and fewer until there were none at all. Finally, it seemed the only thing they could agree on was to go their separate ways. Over the next year, K’Sante kept training, stubborn and alone. His progress was measurable, but progress wasn’t victory. He eventually had the crushing realization that strength alone could not fell the creature. He needed help. K’Sante gathered the courage to visit Tope’s home, only to learn his former partner had returned to Marrowmark. He was instead greeted by Tope’s aunt. On K’Sante’s way out, she handed him Tope’s journal, explaining that her nephew had left it to assist K’Sante in his fight against his greatest monster. K’Sante poured over Tope’s journal. Gradually, he noticed the patterns in their mistakes, and when he arrived at the cobra-lion notes, K’Sante was stunned. Tope claimed that the beast was a Baccai—a failed Ascended being. He theorized that Xerath, known for his vile misuse of magic, had forced Shuriman fauna to fuse via the Ascension ritual. Engrossed, K’Sante read the journal from front to back, discovering Tope’s theories about how to slay the Baccai—so many ideas K’Sante had never considered himself. And by that evening, he’d formulated a plan to practice Tope’s methods on lesser monsters. As his skills grew, K’Sante recalled his parents’ teachings, realizing pride had led him astray. He’d never respected Tope’s ideas enough to try them in earnest. Truthfully, K’Sante had respected his foe more than his partner. In time, he accepted his shortcomings and steadily moved on, thankful for what they had shared, but also grateful to walk his own path with a newfound perspective. Beneath a scarlet sky, K’Sante approached the cobra-lion once more. He calculated every maneuver, dodging when the beast struck, and striking when the beast slipped. Sunrise became sundown. His weapons were shattered, and his body bloodied, but his spirit was unyielding. When the creature tired at long last, K’Sante found his opportunity—inspired by Tope’s theories—and cornered his foe against a Nazuman waterfall where the natural waters weakened the cobra-lion’s armor, allowing K’Sante to finally land a fatal blow. Exhausted, K’Sante stood tall—proud not of what he had accomplished, but of the journey he had taken. K’Sante was celebrated by Nazumah upon his return. Following tradition, he donated the creature’s body to the scholars for study, keeping only a couple slabs of its armor to refine the design of his signature ntofo weapons. They were now engineered to retain the armor’s regenerative properties so that when their heavy outer layer shattered, K’Sante could still wield them as sharp blades until they reformed. For a finishing detail, he carved onto each ntofo something Tope had drawn within his journal—a symbol representing the cobra-lion. Though their time together had ended, K’Sante knew his success was not achieved alone. Today, K’Sante is hailed as the Pride of Nazumah. But if he is ever to become its greatest leader, he’s learned he must never again let ego cloud his judgment. His home’s future—with the Ascended threat looming—is uncertain. But K’Sante knows that should Azir or Xerath dare march southward, he stands ready to fight.
Tank
Perhaps the most remarkable thing about the fearless hunter of the Void known as Kai’Sa is how unremarkably her life began. She did not descend from tribal warriors hardened by generations of battle, nor was she summoned from distant lands to fight the unknowable menace lurking beneath Shurima. Rather, she was just an ordinary girl, born to loving parents who called the unforgiving southern deserts their home. This was where she would spend her days playing with friends, and her nights dreaming about her place in the world. In her tenth summer, the young girl Kaisa’s destiny would be changed forever. Had she been older, she might have noticed more of the unusual events that had begun to unfold in the villages—every day, her mother urged her stay home, for fear of strangers wandering the land, demanding tribute to dark powers below. Kaisa and her friends did not believe it, until one evening they came upon a pen of sacrificial goats bought from nomad herdsmen. Using the knife her father had given her on her eighth birthday, she cut their tethers and set the animals free into a nearby canyon. It seemed like a harmless prank, until the unthinkable happened. The ground began to quake, flashes of light scorched the sky, and the children ran for their lives. The Void had been awakened. A great rift split the bedrock, swallowing up Kaisa’s village and everyone in it, leaving nothing behind but sand pierced with twisted columns as black as night. Kaisa regained consciousness to find herself trapped underground. She was filled with crippling fear, but there was still hope; she could hear the faint cries of other survivors. They called out to each other feebly, repeating their names one by one like a mantra. Sadly, by the third day, hers was the only voice left. Her friends and family were all gone. She was alone in the darkness. It was only when all seemed lost that she saw the light. She followed it down. Along the way, she found meager sustenance. Amid the debris left by the collapse were ragged waterskins, rotting peaches—anything to keep starvation at bay. But, eventually, Kaisa’s hunger was replaced by fear once again. She found herself in a vast cavern, illuminated by an otherworldly purplish glow, and she could see she was no longer alone. Skittering creatures swarmed in the depths. The first that came for Kaisa was no bigger than her, and she clutched her knife in both hands, ready to defend herself. The voidling horror knocked her to the ground, but she drove the blade into its pulsing heart, and the two of them tumbled deeper into the abyss. The creature was seemingly dead, but its unnatural skin had taken hold upon the flesh of her arm. The dark shell tingled, but was hard as steel to the touch. In a panic, Kaisa broke her knife trying to remove it. But when the larger beasts came, she used it as a shield to make her escape. Soon enough, she realized the shell was becoming part of her. As her daily struggle to survive drew out into years, this second skin grew with her, and so too did her resolve. Now she had more than hope, she had a plan. Fight hard. Stay alive. Find a way back. She was transformed, from frightened girl to fearless survivor, from prey to predator. For almost a decade, she has lived between two worlds in an attempt to keep them apart—the Void hungers to consume not only the scattered villages of Shurima, but the whole of Runeterra. She will not allow that to happen. Though she has slain countless Void-constructs, she understands that many of the people she protects would see her as a monster herself. Indeed, her name has begun to pass into legend, an echo of the ancient horrors of doomed Icathia. No longer Kaisa… but Kai’Sa.
Marksman
Karma is the living embodiment of an ancient Ionian soul, who serves as a spiritual beacon to each generation of her people. Her most recent incarnation came in the form of a 12-year-old girl named Darha. Raised in the northern highlands of Shon-Xan, she was headstrong and independent, always dreaming of a life beyond her provincial village. But Darha began to suffer strange, fitful visions. The images were curious—they felt like memories, yet the girl was certain they had not happened to her. At first, the problem was easy enough to conceal, but the visions grew in intensity until Darha was convinced she was descending into madness. Just when it seemed she would be confined to the healing huts forever, a group of monks visited her village. They had come from a place known as the Lasting Altar, where the divine leader Karma had passed away some months earlier. The monks were in search of the old man’s next incarnation, believing him to be among the villagers. They applied a series of tests to everyone they met, but eventually prepared to leave empty handed. As they passed the healing huts, Darha threw herself out of her cot and ran to stop them. She wept, telling them of her visions, and that she had known the monks’ voices from the babble in her head. They recognized the signs immediately. This was their Karma. The visions were past lives rushing to fill a new vessel. In that moment, Darha’s life changed forever. She bid farewell to all she’d ever known, and journeyed to the Lasting Altar to learn from the monks. Over the years, they taught her to connect with her ancient soul, and to commune with thousands of previous incarnations, each espousing the wisdom of ages past. Karma had always advocated peace and harmony, teaching that any act of evil would bring about its own repercussions, and so required no response. But Darha questioned these principles, even as she became Karma. Some of her followers were confused. How could she be invested with the Spirit of Ionia, the First Lands’ most sacred manifestation, and yet disagree with their most self-evident philosophies? Indeed, these beliefs were truly tested when Noxus invaded Ionia. Many thousands were killed as the enemy warbands advanced inland, and Karma was forced to face the harsh realities of war. She could feel the immense destructive potential that swelled in her soul, and wondered what the point of this power could be, if it was not to be used. The voices of the past urged her to remain at the Lasting Altar, to comfort her people and allow this conflict to pass. And yet, a far deeper truth compelled her to act... Karma agonized over this, until she could stand it no longer. She confronted a Noxian commander on the deck of his own war frigate, and unleashed her divine fury. This was no single, measured attack—she obliterated the entire vessel and its crew in a heartbeat. Though many Ionians rejoiced at this apparent victory, the monks believed she had made a huge mistake. She had upset the spiritual harmony of their homeland, disgracing all who had borne the name of Karma before her, and tarnished her own undying soul along with those of her followers. Even if it meant a life of solitary meditation and penance, they implored her to do no further injury. Karma silenced them with a raised hand. Though she could still hear the voices in her head, it was the Spirit of Ionia in her heart that guided her… and the First Lands were stirring to defend themselves. She did not know if she had been chosen for her courage and strength of will, but Karma knew that sometimes harmony came only at a great cost. Their world was changing, and true wisdom lay not in resisting that fact, but accepting it. Though the war with Noxus is now long over, there are still many in Ionia who have become only too glad to meet violence with violence, even against their own neighbors. Karma has pledged to guide as many of them as she can to a more enlightened path—to peace when possible, to action when necessary.
Mage
The harbinger of oblivion, Karthus is an undying spirit whose haunting songs are a prelude to the horror of his nightmarish appearance. The living fear the eternity of undeath, but Karthus sees only beauty and purity in its embrace, a perfect union of life and death. When Karthus emerges from the Shadow Isles, it is to bring the joy of death to mortals, an apostle of the unliving. Karthus was born into abject poverty in the sprawl of dwellings built beyond the walls of the Noxian capital. His mother died at the moment of his birth, leaving his father to raise him and his three sisters alone. They shared a crumbling, rat-infested almshouse with scores of other families, subsisting on a diet of rainwater and vermin. Of all the children, Karthus was the best ratter, and regularly brought gnawed corpses for the cook-pot. Death was commonplace in the slums of Noxus, and many mornings began with the wailing of bereaved parents who woke to discover their child cold and lifeless beside them. Karthus learned to love these laments, and would watch, fascinated, as the tally-men of Kindred notched their staffs and bore the bodies from the almshouse. At night the young Karthus would sneak through the cramped rooms, seeking those whose lives hung by a thread, hoping to witness the moment their soul passed from life to death. For years, his nightly travels were fruitless, as it was impossible to predict exactly when a person would die. He was denied witnessing the moment of death until it reached his own family. Outbreaks of disease were frequent in such cramped confines, and when Karthus’s sisters sickened with the plague, he watched over them intently. While his father drowned his grief, Karthus was the ever dutiful brother, caring for his sisters as the disease consumed them. He watched each of them as they died, and a sublime connection seemed to reach into him as the light faded from their eyes - a yearning to see what lay beyond death and unlock the secrets of eternity. When the tally-men came for the bodies, Karthus followed them back to their temple, asking them question after question about their order and the workings of death. Could a person exist at the moment where life ends, but before death begins? If such a liminal moment could be understood and held, might the wisdom of life be combined with the clarity of death? The tally-men quickly recognized Karthus’s suitability for their order and he was inducted into their ranks, first as a digger of graves and pyre-builder, before ascending to the rank of corpse collector. Karthus guided his bone-cart around the streets of Noxus to gather the dead every day. His dirges quickly became known throughout Noxus, mournful laments that spoke to the beauty of death and the hope that what lay beyond was something to be embraced. Many a grieving family took solace in his songs, finding a measure of peace in his heartfelt elegies. Eventually, Karthus worked in the temple itself, tending to the sick in their final moments, watching as whatever death had laid its claim upon them took its due. Karthus would speak to each person laid before him, ushering their souls into death, in search of further wisdom in their fading eyes. Eventually, Karthus reached the conclusion that he could learn no more from mortals, that only the dead themselves could answer his questions. None of the dying souls could tell of what lay beyond, but whispered rumors and tales told to frighten children echoed of a place where death was not the end - The Shadow Isles. Karthus emptied the temple’s coffers and bought passage to Bilgewater, a city plagued by a strange black mist said to draw souls to a cursed island far out at sea. No captain was willing to take Karthus to the Shadow Isles, but eventually he came upon a rum-sodden fisherman with a mountain of debts and nothing to lose. The boat plied the ocean for many days and nights, until a storm drove them onto the rocks of an island that appeared on no charts. A black mist rolled out from a haunted landscape of gnarled trees and tumbled ruins. The fisherman freed his boat and turned its prow in terror for Bilgewater, but Karthus leapt into the sea and waded ashore. Steadying himself with his notched tally-staff, he proudly sang the lament he had prepared for the moment of his own death, and his words were carried on a cold wind to the heart of the island. The black mist flowed through Karthus, ravaging his flesh and spirit with ancient sorcery, but such was the force of his desire to transcend mortality that it did not destroy him. Instead, it remade him, and Karthus was born anew in the waters of the island as a fleshless revenant. Revelation filled Karthus as he became what he always believed he should have been; a being poised at the threshold of death and life. The beauty of this eternal moment filled him with wonder as the wretched spirits of the island rose to behold his transformation, drawn to his passion like predators scenting blood in the ocean. Finally, Karthus was where he belonged, surrounded by those who truly understood the boon undeath truly was. Filled with righteous zeal, he knew he had to return to Valoran and share his gift with the living, to free them from petty mortal concerns. Karthus turned and the Black Mist bore him over the waves to the fisherman’s boat. The man fell to his knees before Karthus, begging for his life, and Karthus granted him the blessing of death, ending his mortal suffering and raising him up as an immortal spirit as he sang his lament for passing souls. The fisherman was the first of many such souls Karthus would free, and soon the Deathsinger would command a legion of unliving wraiths. To Karthus’s awakened senses, the Shadow Isles was in a state of apathetic limbo, where the blessings of death were squandered. He would galvanize the dead in a crusade to bring the beauty of oblivion to the living, to end the suffering of mortality and usher in a glorious age of undeath. Karthus has become the emissary of the Shadow Isles, the herald of oblivion whose laments are paeans to the glory of death. His legions of unbound souls join with his funereal dirges, their haunting song reaching beyond the Black Mist to be heard on cold nights over graveyards and charnel houses all across Valoran.
Mage
Kassadin started life as a lowly offcast, walking the harsh sands of the Great Sai alongside merchant caravans to draw predators away from their more valuable goods. He survived many of these treks across the desert, and began to serve less as bait, and more as a guide. The foreign tongues that sought his talents, “Kas sai a dyn?” or “whom does the desert know?” often slurred their Shuriman, and so he became fondly known as Kassadin in the back alleys and markets of Bel’zhun. He spent many years exploring the ancient ruins of his homeland, making his employers exceedingly wealthy, but it wasn’t until a dig near Zirima that he found a treasure of his own—he fell in love with a woman from one of the desert tribes. With his wife and newborn daughter, Kassadin settled in a small village in the rocky canyons to the south. He was on the road often, his work sometimes requiring him to accompany particularly valuable relics to some faraway sponsor. But, no matter where his travels took him, Kassadin would always return with exciting tales from the world beyond. Journeying home from distant Piltover, Kassadin and his fellow caravaneers were watering their beasts at an oasis when they encountered the first terrified survivors stumbling out of the desert. They spoke of the disaster that had claimed their homes, as if the maw of the underworld itself had opened up to devour them. They had barely escaped with their lives. Fearing for his own family’s safety, Kassadin left the others behind, riding hard, driving his mount almost to exhaustion. When he finally reached the place where his village had once stood, he found only shifting sand and rubble. He clawed at the debris until his hands bled, screaming out his wife and daughter’s names, though no answer came. Days later, Kassadin’s companions caught up to him, now just a broken and empty man weeping beneath the scorching sun. They dragged him back to Zirima, but Kassadin would go no further. For years, he tried to drown his grief, reduced to little more than a vagrant… until word reached town of “the Prophet.” Whispers of unspeakable horrors that dwelt beneath the earth, and of sacrifices made in their name, chilled Kassadin to the bone. He knew well the legends of old Icathia, and the fate that befell that accursed place—if the Void had been deliberately drawn toward Shurima once more, then it had likely been the death of his entire village, and countless more besides. He also knew there were few, if any, who could stand against it. In that moment, Kassadin swore that he would avenge his wife and daughter, by destroying this insidious Prophet, and the source of his abyssal power. He was a man who had made his living by finding safe paths through the most dangerous places, and resolved to arm himself with the most arcane and esoteric weapons ever known in Valoran, fused with Zaunite ingenuity, and blessed by Ionian spirit-healers. He called in every favor he could, from scholars of antiquities to common smugglers, for their help in… acquiring what he sought. Many called him a madman, believing this the last time they would ever see their old friend alive—Kassadin merely thanked them for their concern, and bid them farewell. He would face the Void alone. Last of all, he stole the infamous Nether Blade of Horok, the sword that had slain a thousand deceivers in the latter days of the empire. He could feel the cold pull of oblivion in its edge, but no longer had any regard for his own mortality, and nothing of his old life left to lose. Disguised in the robes of a pilgrim, more than a decade since he had last set foot anywhere near that desolate land, Kassadin made his way into Icathia. He would go where no man was ever meant to walk. He would have his vengeance, even if it killed him.
Assassin
Noxian by birth, Shieda Kayn and others like him were conscripted as child soldiers, a cruel practice employed by only the most devious commanders in Boram Darkwill’s empire. Following the disastrous battle at the Placidium of Navori, the invasion was deliberately reformulated into a protracted war of attrition. Ionian compassion was a weakness to be exploited—their warriors would hesitate before striking down a supposed innocent. Thus, barely able to lift the blade he had been given, Kayn’s first day in battle was also expected to be his last. Striking against the province of Bahrl, Noxian forces landed at the mouth of the Epool River. Kayn and the others were a reluctant vanguard, facing disorganized bands of locals defending their home from these returning invaders. While his young comrades were cut down or fled the battlefield, Kayn showed no fear. He dropped his heavy sword and snatched up a fallen sickle, turning to face the shocked Ionians just as the Noxian regulars swept in from the flank. The carnage was staggering. Farmers, hunters—even a handful of vastaya—all were butchered without ceremony. Two days later, after word had spread throughout the southern provinces, the Order of Shadow came upon the grisly scene. Their leader, Zed, knew this area had no tactical significance. This massacre was intended as a message. Noxus would show no mercy. A flickering glint of steel caught his eye. A child of no more than ten lay in the mud, leveling his broken sickle at the master assassin, bloody knuckles straining white. The boy’s eyes harbored a pain that belied his age, yet still burned with all the fury of a hardened warrior. This tenacity was not something that could be taught. Zed saw in this child, this abandoned Noxian survivor, a weapon that could be turned against those who had sent him here to die. The assassin held out his hand and welcomed Kayn into the Order of Shadow. Acolytes traditionally spent years training with a single weapon of their choosing, but Kayn mastered them all—to him, they were mere tools, and he was the weapon. Armor he viewed as a cumbersome burden, instead cloaking himself in shadows and slaying his enemies with quickness and stealth. These swift executions instilled fear in the hearts of those fortunate enough to be spared. And as Kayn’s legend grew, so did his arrogance. He truly believed that one day his power would eclipse even that of Zed himself. This hubris led Kayn to embrace his final test: to seek out a darkin weapon recently unearthed in Noxus, and prevent it from ever being used against the weary defenders of Ionia. He accepted without hesitation, never questioning why he had been chosen for this task. Indeed, where any other acolyte would have destroyed the living scythe known as Rhaast, Kayn took it for himself. The corruption took hold the moment his fingers closed around the weapon, locking them both in a fateful struggle. Rhaast has long awaited the perfect host in order to rejoin its darkin brethren and lay waste to the world, but Kayn will not be easily dominated. He returns to Ionia in triumph, convinced that Zed will name him the new leader of the Order of Shadow.
Assassin
A vicious Void predator, Kha'Zix infiltrated Valoran to devour the land's most promising creatures. With each kill he absorbs his prey's strength, evolving to grow more powerful. Kha'Zix hungers most to conquer and consume Rengar, the one beast he considers his equal. When Kha'Zix crossed over into this world, he was fragile and ravenous. The animals he first encountered were too small to fuel the rapid evolution he craved. Kha'Zix focused his hunger on the most dangerous creatures he could find, risking his life to satisfy his need. With each kill he feasted and changed, becoming a stronger, faster predator. Kha'Zix soon chased his prey with unrestrained aggression, believing he was unstoppable. One day, while savoring a fresh kill, the predator became the prey. From cover a creature pounced in a blur of fangs and steel, tackling him to the ground. It roared in his face slashing and clawing, and Kha'Zix felt his blood spill for the first time. Screeching in fury, he sliced at the brute's eye driving it back. They fought from sunset to sunrise. Finally, near death, they reluctantly separated. As his wounds closed, Kha'Zix burned with anticipation at the idea of devouring one who could match the Void's strength. He resumed his search for powerful prey with renewed vigor. Someday, Kha'Zix will feast on Rengar.
Assassin
Separate, but never parted, Kindred represents the twin essences of death. Lamb’s bow offers a swift release from the mortal realm for those who accept their fate. Wolf hunts down those who run from their end, delivering violent finality within his crushing jaws. Though interpretations of Kindred’s nature vary across Runeterra, every mortal must choose the true face of their death. Kindred is the white embrace of nothingness and the gnashing of teeth in the dark. Shepherd and the butcher, poet and the primitive, they are one and both. When caught on the edge of life, louder than any trumpeting horn, it is the hammering pulse at one’s throat that calls Kindred to their hunt. Stand and greet Lamb’s silvered bow and her arrows will lay you down swiftly. If you refuse her, Wolf will join you for his merry hunt, where every chase runs to its brutal end. For as long as its people have known death, Kindred has stalked Valoran. When the final moment comes, it is said a true Demacian will turn to Lamb, taking the arrow, while through the shadowed streets of Noxus, Wolf leads the hunt. In the snows of the Freljord, before going off to fight, some warbands “kiss the Wolf,” vowing to honor his chase with the blood of their enemies. After each Harrowing, the town of Bilgewater gathers to celebrate its survivors and honor those granted a true death by Lamb and Wolf. Denying Kindred is to deny the natural order of things. There are but a wretched few who have eluded these hunters. This perverse escape is no sanctuary, for it only holds a waking nightmare. Kindred waits for those locked in the undeath of the Shadow Isles, for they know all will eventually fall to Lamb’s bow or Wolf’s teeth. The earliest dated appearance of the eternal hunters is from a pair of ancient masks, carved by unknown hands into the gravesites of people long-forgotten. But to this day, Lamb and Wolf remain together, and they are always Kindred.
Marksman
Legends of the popular folk hero Kled can be traced back to the founding of Noxus, and perhaps even further still. He is an icon revered by the common soldiery, which is increasingly a cause of concern to their commanders—for there are some among the warhosts who claim to have literally served beside him. Tall tales such as “The Great Hussar’s Victory”, “The Return of the High General Marshal-Sergeant”, and “The Mountain Admiral” abound, which strongly imply Kled has fought in every campaign ever waged, acquired every military title, and never once backed down from a fight. Though the details are often outlandish and contradictory, the essence of the tale remains: charging into battle on his un-trusty steed, Skaarl, Kled fights to protect what’s his… and takes whatever else he can get. In truth, the Cantankerous Cavalier hails from another land entirely—Bandle City. As a yordle, he made his home among the proud Noxii tribes in the wake of the Rune Wars, and has never looked back. The earliest mention of Kled in historical records was at the First Battle of Drugne. In the dusty hills of those badlands, the warhost of General Zaavan was on the run from barbarian foes. Having lost the previous two engagements, morale was low. The supply train had been abandoned in the rout, and they were a week’s march from the nearest outpost. Zaavan, in his spotless armor, seemed more concerned with how this would appear back home than the welfare of his soldiers, and ordered a defensive circle formation to buy himself time to think. Then, as the morning sun rose, the lone figure of Kled appeared on the hilltop, mounted upon a desert drakalops. This warrior’s weapon was rusted, his armor worn, his clothes tattered—but contempt and anger burned in his one good eye. He bellowed an ultimatum to the barbarian horde, demanding that they leave his lands or be destroyed. However, he did not wait for any response, spurring his steed and screaming the charge. Desperate, starving, and furious with their general, the Noxian warhost’s anger ignited at the sight of this act of bravado. They rushed after Kled as he tore into the enemy. What followed was one of the bloodiest melees ever fought on the northern steppes. The initial momentum of the counterattack was crushed beneath a hail of barbarian arrows from higher ground, but Kled fought on even after he was thrown from his saddle and his drakalops fled. He always seemed to be at the heart of the battle, chopping down foes, kicking out teeth, and biting faces. The bodies piled up around him, and his clothes were soaked with blood. He screamed louder challenges and cruder insults. Clearly, this great warrior was willing to die before ever backing down. Cowardice can be infectious, but so too can courage. Where the Noxians might have given up and fled for their lives, instead they were inspired to make one last stand. Even Kled’s drakalops returned, and crashed into the barbarians’ rearguard, snarling and clawing as it dived in to free its master. With his mount again beneath him, Kled became a veritable whirlwind of death, and it was the barbarians who broke and ran. Though too few of the Noxian soldiers survived that day for it to be considered a victory, Drugne was contested long enough that word reached the Immortal Bastion, and reinforcements were sent. The war ground on for at least another decade, until the barbarian leaders sued for peace—their strength was added to Noxus, and Drugne became a foothold for continued campaigns across Dalamor and the north for many centuries to come. The body of General Zaavan—and his fine armor—was never found. In time, countless other warhosts of the empire acquired similar stories of Kled. It has long been said that he rides wherever Noxians march, claiming the spoils of war for himself. Indeed, in their wake, good-humored signs can often be found proclaiming each new territory “Property of Kled”.
Fighter
Matron of the Black Rose, LeBlanc’s identity is as intangible as the whispers that describe her, as ephemeral as the illusions that give her shape. Perhaps it is unknown even to herself, after so many centuries of mimicry and deception… Remnants of an order that has existed far longer than Noxus itself, initiates of the Black Rose have schemed from the shadows for centuries, drawing the rich and powerful to their ranks. Though they do not often learn the origins of their matron, many have uncovered legends of a pale sorceress who aided the broken barbarian tribes, in their struggle against the infamous Iron Revenant subjugating lands already ravaged by the darkin. Even today, his name is whispered in fear: Mordekaiser. Uniquely skilled among the revenant’s inner circle before she betrayed him, the sorceress pledged to neutralize the source of his power, the Immortal Bastion, cutting him off from the well of death that fueled his nightmarish empire. Yet, even as the barbarians built an empire of their own in the bastion’s shadow, they failed to realize that the arcane secrets it held had not completely been locked away. The pale sorceress had always been gifted at illusion, and her greatest trick was to make Noxus forget the dark power roiling in its own heart, before she was burned from the pages of history around the time of the Rune Wars. The Black Rose exists now to further the clandestine interests of those who can wield such magic—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. For centuries, LeBlanc has served in secret as an advisor to foreign dignitaries, appearing in many nations at once, her illusions driving order into chaos. Rumors of a new matron rising with each generation only raise further questions—which is the “true” version of herself? When she speaks, is it with her own voice? And what will the price be, for the favor she offers? Boram Darkwill was but the latest to learn this last answer for himself. Though the Black Rose had aided his bid for the throne, he refused the counsel of their hand-picked advisors, requiring LeBlanc to take drastic measures. Manipulating a young nobleman named Jericho Swain into revealing the cult’s involvement, LeBlanc allowed herself to be executed along with the most prominent conspirators… or at least, so it appeared. In time, she reached out to Darkwill herself, and found an increasingly paranoid ruler, fearful of his own mortality. After promising him the secrets to extend his life, LeBlanc slowly poisoned Darkwill’s mind, even as she empowered him. Under his rule, the Noxian reverence of strength became something far more sinister, and together they ensured Swain’s legend would end in disgrace on the battlefields of Ionia. But Swain, emboldened by forbidden lore from within the Immortal Bastion, did something wholly unexpected, managing to drag Darkwill from the throne and seize Noxus for himself. This new Grand General was not interested in his own legacy, but the glory of the empire—and such a man could not so easily be corrupted. After countless centuries, LeBlanc wondered, had she finally found a worthy nemesis? Her actions have pushed Runeterra to the brink of all-out war many times. In the wake of desperate campaigns across the Freljord, on Targon’s peaks, and deep in Shurima’s deserts, the darkest magic has begun to spread once more, circling closer and closer to Noxus. Whether LeBlanc is still the same pale sorceress who betrayed the Iron Revenant, or merely one of countless hollow reflections, her influence clearly stems from ancient roots. The Black Rose has yet to truly bloom.
Assassin
Among the many spirits Ionians revere, none are as storied as that of the dragon. While some believe it embodies ruin, others view it as a symbol of rebirth. Few can say for certain, and fewer still have ever been able to channel the dragon’s spirit, and none so completely as Lee Sin. He arrived at the Shojin monastery as a boy, claiming the dragon had chosen him to wield its power. The elder monks saw flashes of its fire in the talented child, but also sensed his reckless pride, and the disaster it could bring. Warily, they nonetheless took him as a pupil—though, as others advanced, the elders kept him cleaning dishes and scrubbing floors. Lee Sin grew impatient. He longed to fulfill his destiny, not waste time on chores. Sneaking into the hidden archives, he found ancient texts describing how to call upon the spirit realm, and chose to flaunt his skill during a combat lesson. Brashly, he unleashed the dragon’s rage in a wild kick, paralyzing his learned instructor. Consumed with shame and banished for his arrogance, the young man set out to atone. Years passed. Lee Sin wandered far, to distant places, benevolently aiding those in need. Eventually he reached the Freljord, where he met Udyr, a wildman who channeled the primal beasts of his homeland. The so-called Spirit Walker struggled to control the powers that warred within him, and Lee Sin began to wonder if controlling the dragon was even possible. Sharing a need for spiritual guidance, the two men forged a bond, and he invited Udyr on his journey back home. The two were dismayed to hear that the empire of Noxus had invaded and occupied Ionia. Monks from every province had fallen back to defend the holy monastery at Hirana, high up in the mountains. Lee Sin and Udyr found it besieged. Noxian soldiers had broken through to Hirana’s great hall. As Udyr leapt to join the fray, Lee Sin hesitated, seeing his former peers and elders fall to the enemy’s blades. The wisdom of Hirana, Shojin, so much of Ionia’s ancient culture—all would be lost. With no other choice left, he invoked the dragon spirit. A tempest of flames engulfed him, searing his skin and burning the sight from his eyes. Imbued with wild power, he crippled the invaders with a flurry of breakneck punches and rapid kicks, the untamable spirit flaring brighter and hotter with each blow. The monks were victorious, but Lee Sin’s desperate actions left the monastery in ruins, and his vision would never return. At last, in the blind darkness, he understood that no mortal could ever bend the might of the dragon spirit to their will completely. Devastated, agonized, he bound a cloth over his sightless eyes and tried to stagger away down the mountain paths. But the surviving elders stopped him. In forsaking all desire for power, their disgraced pupil was finally ready to begin anew. Although they would not forget his previous arrogance, the monks offered absolution: the dragon’s wrath was deadly and unpredictable, true enough, but the humblest and worthiest mortal souls could counter its fiery nature, and direct it from time to time. Gratefully, Lee Sin stayed with the monks to rebuild their monastery, and after the work was done and the Spirit Walker returned to the Freljord, Lee Sin devoted himself fully toward the pursuit of enlightenment. In the years since the war with Noxus ended, he has continued to meditate on his role in Ionia. Knowing his homeland has not faced the last of its trials, Lee Sin must master himself, and the dragon spirit within, to face whatever foe is yet to come.
Fighter
In Ionia, magic is woven into the land. Forests spread vibrantly, and trees often boast nearly as many colors as leaves, touched by the wonders of the spirit realm. But there is one forest, hidden away, that draws on a different kind of magic—a garden with a tree at its heart that gathers humanity’s dreams in its blooms. The Dreaming Tree grew from a seed of the God-Willow, which towered over the ancient grove of Omikayalan. Cast loose when the God-Willow was tragically felled, the seed took root in what came to be known as the Garden of Forgetting. Nurtured by the Green Father, Ivern—as many of the descendants of Omikayalan were—the Dreaming Tree spiraled up, spreading the magic of humanity’s desires each time the dream-laden buds bloomed. Lillia was born when one of the tree’s own dreams was captured in a bud that fell to the ground before it could bloom—something that had never happened before. Sprouting into an awkward fawn creature with the flower bud still on her head, Lillia’s only company was her mother tree, and the dreams that drifted to the garden each night. Lillia helped tend the buds, and learned about humanity through them. Enchanted by the people and places she glimpsed, she spent every waking moment experiencing a swirl of emotions and desires that mortals could only see when they closed their eyes. In caring for the dreams, Lillia also cared for the dreamers. She came to consider each of them a new friend, wanting nothing more than to one day greet the people who imagined such wonders. Lillia wanted it so badly that her own desires eventually gathered in a bud on the tree. But when Lillia finally did meet humans, it wasn’t like remembering a familiar dream. It was more like waking up. Something was happening in the world outside Lillia’s forest. War blazed like a fire through the land, and in time, fewer dreams began to reach the garden. The tree itself grew sick, and became infected with burls—writhing tangles in its trunk, which oozed darkness. Lillia did her best to nurture her mother tree and the dreams that remained in its buds, but it was not long before the garden became so weak that the violence of the world spilled in. One night, warriors entered the forest and chased a lone figure all the way to the Dreaming Tree. With a single errant blade’s slash, the branch containing Lillia’s unrealized dream came thudding to the ground. Lillia panicked and forced them all to sleep, shocked at the difference between the mortals she thought she knew, and the ones she had found. They were so afraid—more tangle than sparkle. They were like the burls… But as the warriors slept and Lillia wept, a dream emerged from the lone figure the others had been chasing. Weakly, it floated toward the broken branch on the ground and moved into the bough’s bud. Lillia picked it up. She could feel the dream. As she whispered to it and soothed it, it glowed ever brighter—and so did she. The bud upon her head unfurled, and magic swirled around like sparkling pollen. In that moment, swept up in possibility and wonder, Lillia herself bloomed… until, with a sneeze, she sent the magic curling into the surrounding forest. The humans awoke one by one, unable to remember what had brought them to the forest, or what they had done. None noticed the timid fawn behind the tree. With relief, Lillia watched the humans go, still seeing only confusing tangles—but knowing now that there was still a sparkle beneath it all. And if their dreams wouldn’t come to the tree, she would have to bring the tree to them. Taking up her branch, Lillia left the garden and entered the world of humans—a world she had always wanted to know, but one that frightened her now more than anything. It was so unlike what she understood. Hiding just out of sight, Lillia now helps people’s dreams be born, drawn forward by glimpses of who they could be, and by what may be trapped beneath their tangles. By helping humans realize their deepest wishes, Lillia realizes her own, the bud on her head blooming as she is filled with joy. Though darkness may be encroaching on Ionia once more, it is but a mask, and beneath it lies the familiar sparkle of hope. Only by braving the world, and braving herself, can Lillia hope to untangle its burls.
Fighter
In a time long forgotten, before the sands birthed and then swallowed Shurima, beings of old magic freely walked Runeterra. The borders between the mortal realm and what lay beyond it were hotly contested. Into this dangerous and volatile age, Lissandra and her sisters, Serylda and Avarosa, were born. Each sought to harness the powers at war, and each paid a terrible price. Attempting to command the heavens above them, Serylda lost her voice to the first twilight. Avarosa faced the twisting dark beneath the world, and was deafened by its emptiness, waiting to consume all creation. It was Lissandra who stood against the wild magic of the mortal world itself. For this defiance, the savage claws of a primal god raked across her eyes, blinding her. Though each sister had lost a part of themselves, it was on the frozen fields of Lissandra’s many battles that they were able to unite and prevail. Together, they were unstoppable… but even a bond of blood could only weather so much. With her sight taken, Lissandra chose instead to walk in dreams. As she navigated the fitful visions of those around her, she realized only she could see the darkness below for what it was: the lingering abyss promised not only an ending, but infinity. It was death, both dangerous and full of potential. Unknown to her sisters, Lissandra struck a deal on their behalf with the god-like entities she had communed with—the Watchers would grant them near-immortality in exchange for preparing Runeterra for the coming of the Void. The three sisters and their most powerful followers were named Iceborn. Those with this ability to withstand the worst of the numbing frost would be spared until the very end. However, Lissandra’s sisters grew displeased. Avarosa argued that the only thing worse than death was servitude. Even Serylda bristled against what would become of the world they had fought so hard for. Caught in the middle, Lissandra tried to soothe her sisters’ concerns while appealing to the Watchers for more time, but the unknowable nothingness cared not for such platitudes. The Void erupted into the mortal world in the far north, and with it, Lissandra’s hidden allegiance to the Watchers became undeniable. In that moment, her only choices were to let all the world be consumed, or to give up what she cared for most—Lissandra sacrificed her sisters and the allies they had gathered, entombing the Watchers beneath a glacial barrier of magical ice that could never be melted. Lissandra soon discovered that even this elemental power was not enough. The monstrous beings she had frozen were merely slumbering, slowly tainting the True Ice around them into something darker. Now, they wandered through Lissandra’s dreams as easily as she had theirs, and always she would wake, terrified, professing her loyalty to the chilling eternity they promised. Ever the survivor, she gathered her remaining followers to venerate her and her departed sisters. If True Ice would delay the inevitable end of all things, then they had to gather as much of it as they could find, and scour the frozen lands for any of Iceborn descent to join their cause. Lissandra and the first among her Frostguard did everything in their power to rewrite history, seizing all records of what had truly happened… and yet, rumors and prophecies persisted in myth and song. It was whispered that Avarosa and Serylda would one day return to unite the disparate tribes, and so Lissandra had any who were hailed as their reincarnations quietly killed. Even she retreated into the shadows, periodically renewing herself with the powers she had been gifted. Like the threat that lies trapped beneath the ice, Lissandra has never been able to completely control her sisters’ legends. Whether from guilt or arrogance, her failure to eradicate their legacy has manifested once more in two powerful Iceborn—one an idealist, the other a conqueror—and now, between them, they lead many tribes within the Freljord. Lissandra watches them carefully, seeking any opportunity to pit them against one another, all the while redoubling her own efforts to lock away the terrible secrets she has buried deep under her citadel. And she must hurry, for the ice is beginning to melt.
Mage
From an early age, Lucian wanted nothing more than to be like his father, Urias, who was a member of the ancient order of the Sentinels of Light. While Lucian remained home in Demacia, Urias ranged far and wide, protecting the living from the wraiths of the Black Mist. Urias would regale Lucian with tales of his adventures, where courage and ingenuity carried the day. Lucian hung on every word, picturing himself saving the people of Runeterra at his father’s side. But Urias did not want his son to follow in his footsteps, hoping to keep his family safe from the dangerous life he had chosen. Lucian waited for the day he would become Urias’ apprentice, but it never came. Instead, Lucian stayed in Demacia, where he found himself increasingly at odds with the kingdom’s culture. It especially rankled him that Demacia would exile peaceful mages to the hinterlands. Lucian found fulfillment in safeguarding the banished on their perilous journey. Where his countrymen saw only outlaws, reducing the world to good or evil, Lucian looked closer, and saw people in need of help. After returning home from one such journey, Lucian found a stranger waiting at his door. She introduced herself as Senna, a Sentinel of Light. Cradling Urias’ relic pistol in her hands, Senna explained that Lucian’s father had died, falling in battle against the the long-dead wraiths of the Black Mist. Senna had been Urias’ apprentice, fighting at his side for years. Lucian reeled in shock—not only was his father dead, but before him stood a woman who had lived the life he had wanted for so long. As Senna made to take her leave, Lucian stopped her at the door, insisting he join her. He knew what came next—the vigil for lost Sentinels. Senna reluctantly allowed Lucian to accompany her. Along the way, the two traded stories of their time with Urias, Senna comforting Lucian with her plainspoken wisdom, and Lucian easing her pain with fond remembrances. They arrived at Urias’ birthplace, far away from Demacian lands. There, they held the vigil for lost Sentinels. As they prepared to depart, dark clouds rolled in over the coast, and wraiths manifested from the foulness, attacking them. Where Lucian was horrified, Senna drew her weapons with a grim familiarity—this was her curse. Since she was a child, tendrils of the Black Mist had stalked her wherever she went, unleashing its horror should she tarry anywhere for too long. As Senna fought one of the creatures, it clawed Urias’ pistol from her grip. Lucian retrieved it, sensing his fate opening up before him. The blazing sorrow in his heart manifested in a bolt of light that blasted from the pistol, distracting the wraith so Senna could banish it. Senna fought off the remaining spirits before the pair left, the Mist ever on her trail. Never before had one of the uninitiated fired a Sentinel’s relic weapon. For the first time, Lucian had shown Senna his potential to join the order. Eventually, Senna entrusted Lucian with his father’s pistol, and instructed him in the tactics and doctrines of the Sentinels. He proved himself worthy of the lessons. A bond slowly formed between them, Lucian’s warmth and charm the perfect balance to Senna’s discipline and unbreakable resolve. Lucian and Senna battled the myriad evils that ushered forth from the Black Mist, and their reliance upon each other blossomed into love. The closer Lucian grew to Senna, the more he witnessed the curse she bore. Each conflict hardened him, splitting the world apart into light and shadow, good and evil. Lucian’s urge to heal Senna became a crusade he pursued with reckless zeal. Scouring a forgotten vault for a cure, the two Sentinels were attacked by the monstrous wraith Thresh. The ghoulish Chain Warden was a dangerous foe, and when Senna called to withdraw and regroup, Lucian refused to turn back. Throwing himself blindly into the attack, Lucian realized his mistake as Thresh gained the upper hand. Senna stepped into Thresh’s path, imploring Lucian to run. As the dust settled, Senna lay dead before him, her soul claimed by Thresh’s eldritch lantern. Senna’s sacrifice was nearly Lucian’s undoing. For years, he stalked Runeterra, a husk of the man he once was, his former warmth replaced with anger and bitterness. Wielding both his pistol and Senna’s, Lucian hunted Thresh in the hope of destroying the lantern and granting oblivion to his captive love. On the day that battle finally came, Lucian shattered the lantern—but instead of finding her eternal rest, Senna reemerged. Lucian and Senna’s love is a bond even death could not sever. As Lucian struggles to grasp Senna’s altered form, he is forced to confront his own. Lucian now fights to return to his former self, while grappling with the reality that the dark forces he hates are all that keep Senna with him. While Senna has returned with knowledge of a new mission, Lucian remains obsessed with exacting vengeance from Thresh, as he is certain the Chain Warden’s machinations have only begun.
Marksman
Lulu was always a caring and deeply empathetic yordle, who lived as much in her whimsical daydreams as in reality. One day, while wandering the material realm, she came upon what appeared to be a bird with a broken wing. She ran to help, at which point the bird turned into a tiny, mischievous fae spirit. Before she could react, the faerie grabbed her walking stick and took off. Giggling, Lulu gave chase. The spirit led her far into the forest. They went over boulders, under logs, and around ancient, overgrown stone circles. The faerie darted into a cave hidden behind a waterfall, and Lulu went after it. It flittered ahead, always just out of reach. Down and down and down they went. Lulu tumbled and scrambled around twisted roots and glowing mushrooms, and at some point they crossed over into the spirit realm without her realizing it. Their surroundings became progressively stranger and more disorienting; up became down, forward became backward, big became small. Finally, after what seemed forever, Lulu caught up with the faerie, whose name, she discovered, was Pix. With a click of his tiny fingers, Pix turned her humble walking stick into a spiraling staff, and tossed it back to her. It sprouted leaves and flowers, making Lulu gasp in delight. So began their forever-friendship, built of mischief, fun, and love of nature. Pix had led her to the Glade. Bandle City, Lulu’s home, was a bizarre and magical place that defied logic, where time was meaningless and the natural laws of the material realm did not wholly apply. And yet the Glade was a place stranger still—it existed long before yordles came into the world, and it was perhaps from the Glade that Bandle City itself sprung. A place of raw primordial magic, it was hidden away so deeply that no yordle had ever found it… until now. Here, Lulu’s own magic became wildly magnified. Laughing joyfully, she discovered she could reshape her surroundings at will, as well as alter her form to whatever she wanted. Everything and anything from her overactive imagination came to life. Lulu didn’t know if Pix had brought her here because he saw in her a kindred soul and simply wanted someone to play with, or if the Glade needed her for some other purpose—but she fell in love with it instantly. Her life became one of endless creation and play, and she soon forgot anything else existed. When finally she remembered, it was like waking from a dream. She found herself back in the material realm, not knowing if a single day had passed, or a thousand years. To her surprise and joy, she found that some of her newfound power had come with her, allowing her to make small things large, change colors to those more pleasing to her, and cause creatures to fall spontaneously asleep. To Pix’s endless amusement, she turned the mightiest beasts into tiny, bewildered frogs or squirrels with a flick of her staff. Nevertheless, she began to miss the Glade. She decided to go back, but realized she didn’t remember the way. Pix was no help, claiming to have forgotten as well, though it was possible he just didn’t want to return quite yet. Unperturbed, Lulu set out anyway. She was certain the route back to the Glade was always shifting, making one way as good as another. She simply picked whatever direction took her fancy at any particular moment, and even threw herself into seemingly terrible danger whenever it looked fun. Her travels took her far and wide, and magic, mayhem, and mishap tended to follow wherever she went. In Demacia, she freed a group of children from their boring history lessons, and led them off into a nearby meadow. Her game resulted in them being turned into toadstools for a full turn of the moon, while their desperate parents and the local militia searched for them in vain. It wasn’t quite what Lulu had intended, but fun nonetheless. When the children finally returned home and told everyone what had happened, no one believed them. In the borderlands of the Freljord, Lulu thought it would be hilarious to change the weapons of two rival tribes into flowers just as they clashed, which resulted in absolute chaos and confusion. More recently, she has found herself happily lost in Ionia, playing in the glowing everblooms of Qaelin, and playing pranks on bewildered acolytes of the Order of Shadow, who she thinks are far too serious for their own good. While Lulu seeks to return to the Glade, and misses it, she is happy, for every day brings more opportunity for adventure and fun. And besides, she has come to realize that she carries a part of the Glade in her heart, wherever she goes.
Support
Luxanna—or Lux, as she prefers to be called—grew up in the Demacian city of High Silvermere, along with her older brother Garen. They were born to the prestigious Crownguard family, which had served for generations as protectors of the kings of Demacia. Their grandfather saved the king’s life at the Battle of Storm’s Fang, and their aunt Tianna was named commander of the elite Dauntless Vanguard regiment before Lux was born. Garen took to his family’s role with fervor, joining the military when he was still little more than a boy. Lux, in his absence, was expected to help run the family’s many estates—a task she resented, even as a young child. She wanted to explore the world, to see what lay beyond the walls and borders of Demacia. She idolized Garen, but railed against his insistence that she put her own ambitions aside. To the endless frustration of Lux’s tutors, who sought to prepare her for a life of dutiful service to the Crownguard family, she would question their every teaching, examine differing perspectives, and seek out knowledge far beyond what they were prepared for. Even so, few could find it in themselves to stay angry at Lux, with her zest for life and intoxicating optimism. Little did any of them know a time of change was approaching. Magic had once brought Runeterra to the brink of annihilation, and Demacia had been founded as a place where such powers were forbidden. Many of the kingdom’s folktales told of pure hearts turned dark by the lure of magic. Indeed, Lux and Garen’s uncle had been slain by a rogue mage some years earlier. And there were fearful whispers, rumors from beyond the great mountains, that magic was rising once more in the world… Riding home one fateful night, Lux and her horse were attacked by a ravenous sabrewulf pack. In a moment of fear and desperation, the young girl let loose a torrent of magical light from deep within her, routing the beasts but leaving her shivering in fear. Magic, the terror of Demacian myths, was as much a part of Lux as her Crownguard lineage. Fear and doubt gnawed at her. Would she become evil? Was she an abomination, to be imprisoned or exiled? At the very least, if her powers were discovered, it would see the Crownguard name disgraced forever. With Garen spending more time away from High Silvermere, Lux found herself alone in the halls of their family home. Still, over time, she became more familiar with her magic, and her sleepless nights—fists clenched, willing her inner light to fade—became fewer and fewer. She began experimenting in secret, playing with sunbeams in the courtyards, bending them into solid form, and even creating tiny, glowing figures in her palm. She resolved to keep it a secret, as much as she could. When she was sixteen, Lux traveled with her parents Pieter and Augatha to their formal residence in the Great City of Demacia, to witness Garen’s investiture into the honored ranks of the Dauntless Vanguard. The city dazzled Lux. It was a monument to the noble ideals of the kingdom, with every citizen protected and cared for; and it was there that Lux learned of the Illuminators, a charitable religious order working to help the sick and the poor. Between her family’s courtly engagements, she became close with a knight of the order named Kahina, who also taught Lux more martial skills, sparring and training with her in the gardens of the Crownguard manor. Spending more time in the capital, Lux has finally begun to learn about the wider world—its diversity, and its history. She now understands that the Demacian way of life is not the only way, and with clear eyes she can see her love for her homeland standing alongside her desire to see it made more just… and perhaps a little more accepting of mages like her.
Mage
For more than two millennia, Shurima dominated the known world—an empire that reigned over countless peoples without challenge, and without threat. Until the day Icathia fell. From the moment the Void tore its way into the material realm, the armies of Shurima faced an enemy that could not only lay their grand empire low, but one that seemed to grow stronger the more they fought it. The corruption spread rapidly from Icathia’s ruins, boiling over the land and beneath the oceans, before its hideous tendrils reached the southernmost jungles of Ixtal. Ne’Zuk of the Ascended Host was an Ixtali elemental mage of colossal power, and almost unrivaled arrogance. He went before the emperor, pledging to create a weapon powerful enough to take the fight to the Void, and eradicate it at the source of its original eruption. After months of inhuman labor, Ne’Zuk revealed the Monolith—a floating fortress of living stone, maintained by the greatest elemental mages, and its ramparts manned by his fellow Ixtali god-warriors. The size of a city itself, the Monolith glided titanically toward the wastelands of Icathia, the lightning crackling from its magical inhibitors fusing the sands to glass beneath it. Ne’Zuk and his superweapon arrived at their destination, to face once more the howling infinite darkness of the abyssal realm, and the hordes of Voidborn monstrosities it had created. The battle dragged into weeks. It was violence of a scale and intensity never before witnessed in Runeterra. Sorcery enough to raze entire civilizations, or render whole continents into naught but a memory, was unleashed upon the Void. The darkness retaliated in kind. Its hideous energies gouged deep wounds into the living stone of the Monolith, whose surfaces became pocked and seared with unnatural malphite—from the Ixtali for “bad stone”—and leaving mineral-like scars. The fortress was pushed to the very limits of its design, struggling to self-repair and reknit its weakened superstructure… but even the incredible magics that held it aloft had a breaking point. As Ne’Zuk fought to rally his Ascended brethren for one last, desperate charge, the unthinkable happened. Sagging for an instant, the Monolith crashed down to earth, cleaving through the bedrock of Icathia and opening the Void beneath to the skies. Much of the fortress was lost within that gaping maw, vanishing into the silent nothingness beyond. The rest rained down as great ruins, littering a landscape already blackened by the terrible conflict that had been cut so abruptly short. Only a single Ascended survived—Ne’Zuk hauled himself from the wreckage, choking on the ashes of what was meant to be his grandest triumph, now his greatest folly, and fled for his life. In defiance of all worldly reason, some disparate fragments of the Monolith endured, still imbued with something like magical life. The far-flung shards struggled to heal, to reform the whole to which they had once belonged. But the Void’s endless hunger leached away at them, rendering them as little more than inert shapes clawing feebly in the dust. However, against all that had been lost, a single shard remained. Buried deep beneath the surface, forgotten even by those that dwelt in the abyss, it slowly gathered in strength. It lived, until at last it awakened after uncounted centuries, and realized it was alone. In all the centuries since that dark day, Malphite, the last shard of the Monolith, has become something of a legend in Runeterra. It has reputedly been sighted everywhere, from Targon to Zaun; heard sometimes as a tectonic roar in the deepest caverns, and sometimes as a quiet voice, humming to itself, that it might still remember the sounds of the world it once knew. Despite the enormous span of its existence, the overwhelming drive enkindled by Ne’Zuk’s creation of the Monolith has not wavered. Now, Malphite knows it must soon rise to meet the resurgent darkness it once battled, as the Void awakens to threaten all of Runeterra once more.
Tank
Beneath the glare of the Shuriman sun, there have always been those blessed with the power of foresight. The only son of aging trinket peddlers, Malzahar did not realize his gift until his parents had already succumbed to a wasting sickness, leaving the young, traumatized boy to fend for himself on the city streets of Amakra. He read fortunes in the gutter, for a coin or scraps of bread. As his auguries proved more and more accurate, his reputation grew. He used his second sight to predict who a curious cameleer might marry, or where throwing daggers would land in games of chance at the bazaar. Soon, he began to receive patrons dressed not in dirtied sandals, but jeweled slippers. However, for all this, Malzahar could never see his own destiny. His future was hidden. Increasingly disillusioned with his success, he noted the common disparities of wealth, and witnessed those unhappy with their lives acting out in spiteful violence against one another. It was apparent to him that people were bound up in a never-ending cycle of pain, often of their own making, and no hopeful prophecy seemed able to break it. Malzahar himself soon felt nothing but a sense of emptiness, finally relinquishing his mortal possessions and leaving Amakra for good. For years, he roamed the land, from the trackless wastes of the lesser sai to the ruins of old Shurima. By distancing himself from others, he was alone with his thoughts at last. He divined not just how callous people could be, but also how corrupt the world might yet become. Feverish visions began to plague his waking hours, along with otherworldly whispers of war and strife, and endless suffering. He wandered far, until the sands turned to salt. He could not know that he had arrived in Icathia, a lost city ravaged in the wars of a bygone age. There, gazing into the depths of a ragged abyss, Malzahar opened his unsteady mind, desperate for understanding. And the Void answered. That would have been the end of any other tale, and yet somehow Malzahar endured. What lay in the darkness below brushed against the soul of the broken seer, only for an instant, and yet its strange and unknowable energies saturated his mind completely. The lone figure that eventually strode out of Icathia was no longer just a man, but something greater. Malzahar had seen in the abyss an end to all the suffering he had witnessed in his mortal lifetime. He realized the future he had believed hidden from him all this time was in fact a vision of his true calling: to accelerate the world toward inevitable oblivion. He had to return to the people, and spread word of the holy nothingness that would gladly embrace them, the willing and non-believers alike. He would become the herald of the world’s salvation. Among the nomads of the deep desert, he found his first disciples. Before their astonished eyes, he used his new Void-given powers to rend the very earth itself, summoning chittering, nightmarish creatures to carry away any who dared to deny him. Within a matter of months, strange rumors began to travel with the merchant caravans; rumors of men and women gladly sacrificing themselves to unseen powers, and of powerful quakes opening up the bedrock of Shurima in new fault lines hundreds of miles long. In the years since, Malzahar’s legend has spread even to the northern ports. As followers of “the Prophet” grow in number, nearby settlers are said to experience malefic visions grasping at their hearts, and fear gives rise to superstition—even the hardy villagers of the far wastes now make offerings of livestock to appease the voidling creatures below. Little do they know, this only helps Malzahar in shepherding the coming of the end.
Mage
Maokai is a rageful, towering treant who fights the unnatural horrors of the Shadow Isles. He was twisted into a force of vengeance after a magical cataclysm destroyed his home, surviving undeath only through the waters of life infused within his heartwood. Once a peaceful nature spirit, Maokai now furiously battles to banish the scourge of unlife from the Shadow Isles and restore his home to its former beauty. Long before living memory, a chain of islands erupted from deep beneath the ocean tides as blank slates of rock and clay. With its creation, the nature spirit Maokai was born. He took the form of a treant, with his tall body covered in bark and long limbs resembling branches. Maokai felt the profound loneliness of the land and its potential for teeming growth. He wandered from island to island in search of signs of life, growing ever more forlorn in his solitude. On a hilly isle covered in soft, rich soil, Maokai sensed a boundless energy radiating from deep beneath the ground. He plunged his great roots downward until they reached a spring of magical, life-giving water and drank deeply. From this potent liquid, he grew hundreds of saplings and planted them across the islands. Soon the land was shawled with verdant forests, groves of towering virenpine, and tangled woods, all steeped in wondrous magic. Magnificent skytrees with expansive canopies and thickly winding roots covered the isles with lush green foliage. Nature spirits were drawn to the lavish vegetation, and animals reveled in the fertile greenery. When humans eventually came to the islands, they too thrived in the land’s abundance and formed an enlightened society of scholars devoted to studying the world’s mysteries. Though Maokai was wary of their presence, he saw how they respected the sanctity of the land. Sensing the deep magic within the woods, the humans built their homes in areas not heavily forested, to avoid disturbing any nature spirits. Maokai occasionally revealed himself directly to those he trusted and blessed them with knowledge of the verdant isles, even its greatest gift – the underground spring that could heal mortal wounds. Centuries passed, and Maokai lived in idyllic contentment until a fleet of soldiers from across the sea beached upon the shores of the isles. Maokai sensed something was terribly wrong. Their grief-maddened king bore the corpse of his queen and in hopes of reviving her, bathed her decayed flesh in the healing waters. Reanimated as a rotting corpse, the queen begged to return to death. The king sought to reverse what he had done, unwittingly casting a terrible curse upon the land. From leagues away, Maokai felt the first ripples of the disaster that would soon devastate the isles. He sensed a horrific force gathering beneath the soil, and a bitter chill washed over him. As the ruination spread, Maokai desperately plunged his roots deep into the ground and drank of the healing waters, saturating every fiber of his being with their magic. Before the cursed water reached him, Maokai withdrew his roots, severing all connection to the pool. He howled in rage as the sacred reservoir he had entrusted to men was fully corrupted – the spiraling coils churning underwater until nothing pure remained. Moments later, the mists surrounding the islands blackened and spread over the land, trapping all living things in an unnatural state between life and death. Maokai watched in helpless agony as all he knew – plants, nature spirits, animals, and humans alike – twisted into wretched shades. His fury grew; the great beauty he had cultivated from tiny saplings fell to ruin in an instant at the careless hand of man. The enervating mist coiled around Maokai, and he wept as the bright flowers adorning his shoulders crumbled and fell to dust. His body shuddered and contorted into a mass of gnarled roots and tangled branches as the mist leached life from him. But Maokai’s heartwood was saturated with the precious waters of life, saving him from the terrible fate of undeath. As grotesque wraiths and horrific abominations flooded the land, Maokai was overcome by a host of lifeless men. He struck the spirits with his branchlike limbs in manic violence, realizing the force of his blows could shatter them to dust. Maokai shuddered with revulsion: he had never killed before. He flew at the breathless shapes in a frenzy, but hundreds more overwhelmed him, and eventually he was forced to retreat. With his home all but decimated and his companions turned to deathless horrors, Maokai was tempted to try and escape the nightmare of the isles. But from deep within his twisted form, he felt the sacred waters giving him life. He had survived the Ruination by carrying the very heart of the islands within him, and he would not abandon his home now. As the Blessed Isles’ first nature spirit, he would remain and fight for the soul of the land. Though surrounded by endless hosts of malicious foes and darkening mist, Maokai fights with furious vengeance to conquer the evil that plagues the isles. His only pleasure comes from dealing savage violence to the soulless wraiths who roam his land. Some days, Maokai subdues the mist and its deathless spirits, breaking their hold on a grove of trees or a small thicket. Though new life has not bloomed in such cursed soil for an age, Maokai strives to carve havens, however temporary, free from regret and decay. So long as Maokai continues to fight, hope remains, for steeped within his heartwood are the uncorrupted waters of life, the last remaining chance of restoring the isles. If the land returns to its joyous state, Maokai, too, will shed his twisted form. The nature spirit brought life to these isles long ago, and he refuses to rest until the isles bloom once more.
Tank
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 crystalized 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. 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 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.
Fighter
Whether through destiny or circumstance, Morgana and her sister were born to a world in conflict. The cataclysmic Rune Wars had ripped through most of Valoran and Shurima, and seemed poised to engulf even the peaks of Targon. Morgana’s parents, Mihira and Kilam, knew the legends of the great mountain granting divine power—they saw no other choice than to attempt the long and perilous journey, if their tribe was to be saved. Even when they learned Mihira was with child, they could not turn back. Finally, where Runeterra touches the stars, Kilam watched in wonder and fear as Mihira was chosen to embody the Aspect of Justice. The couple returned not only with the salvation they sought, but twin daughters—Morgana and Kayle. However, the celestial power that claimed Mihira began to overshadow her mortal personality and affections. She would often push the girls into their father’s arms, abandoning them to answer battle’s call. For many months, uncertainty gnawed at Kilam. The wars still raged on countless fronts, and his beloved wife was slipping away. Fearing for his daughters’ safety, he waited for Mihira to leave once more, then fled Targon with them both. Though their destination did not yet have a name, it would become known as a haven from magic and persecution: the kingdom of Demacia. There the twins grew different as day and night. While Kayle studied the settlement’s growing set of laws, dark-haired Morgana became troubled by their distrust of new arrivals. Knowing what it was to be a refugee, she wandered the wilds, talking to wayward mages and others cast out for the dangers they might bring. At home, she felt her father’s heartbreak at leaving Mihira behind, and grew bitter at her mother for causing such pain. Morgana’s fears that she and Kayle might carry some remnant of the Aspect’s power were eventually confirmed, when a great blade wreathed in shadow and starfire fell from the heavens. As it pierced the ground, splitting in two, feathered wings burst from the girls’ shoulders. Their father wept at the sight of them each taking up half of the weapon, and turned away even as Morgana reached out to comfort him. While Kayle embraced their new calling, rallying an order of judicators to enforce the laws, Morgana resented her gifts… until the night their settlement was raided. Kilam found himself surrounded as the fighting spread. In that moment, Morgana rushed to shield him, burning his attackers to ash. Together, the sisters saved countless lives, and were hailed as the Winged Protectors of Demacia. But Kayle grew more extreme in her ideologies, and Morgana increasingly found herself pleading the case of those who wanted to atone for their crimes. An accord was struck between the sisters and their mortal devotees—though it was uneasy, and did not last. Kayle’s most ardent disciple, Ronas, came to arrest Morgana herself. Attempting to protect her penitent followers, she shackled him with dark flame until he fell to the floor, dead. Divine fire lit the city from above as Kayle swore to bring Ronas’ killer to justice, and Morgana met her sister in the skies. They raised their blades, each matching the other with arcs of blinding light and burning darkness that lashed down at the buildings beneath them. It seemed certain that one of them would win… but Morgana faltered when she heard their father’s anguished voice. Kilam lay in the rubble, mortally wounded. Howling with grief, Morgana hurled her half of their mother’s sword at Kayle, and plunged to the surface like a meteorite. She cradled her father, cursing their inheritance for the destruction around them. Kayle landed, dumbstruck, and Morgana demanded to know if the smiting of wicked mortals included Kilam, whose crime was stealing them away from their mother. Kayle gave no answer, but soared into the heavens without looking back. Morgana’s wings became an inescapable reminder of her pain. She tried to cut them from her flesh, but could find no blade strong enough. Instead, she bound them with iron chains, resolving instead to walk the world of mortals. Over the centuries, her tale fell into myth, and the name Morgana was all but forgotten. To this day, the people of Demacia venerate “the Winged Protector,” but recall only the glory and truth of one sister, while Morgana’s dark outbursts and belief in personal redemption became the mysteries of “the Veiled One.” Through all of this, she still refuses to abandon those who would seek her aid. Bitter, betrayed, she bides her time in the kingdom’s shadows, knowing with certainty that Kayle’s light will someday return to Runeterra, and all will face her judgment. As magic begins to rise again, Morgana sees that dawn is nearly upon them.
Mage
In the pitch black Shuriman night, few sounds are as terrifying as the howls of the dune hound. Those who hear their piercing call on the arid wind know to keep a hand on their sword hilt, and their horse well rested, for the ravenous packs that rove these sands will chase whatever game they can find in their desert. One pack, in particular, is driven by a hunger that is deeper—and more ancient—than that of any mere beast. It is the hunger of a creature who spent ages eating nothing at all. For centuries, Naafiri remained in a crypt, her spirit bound to an ancient throwing dagger. Unable to move or speak, the weapon lay inert as her soul pondered the past: Naafiri was powerful, having almost led the Darkin. How easily she could have bested any of them in combat to become their rightful ruler... yet how easily she’d been tricked by that awful Aspect, Myisha, and cursed to embody these inanimate steel blades. Shame and regret consumed her thoughts. If she could get another chance... If she could only find another host. A new vessel. All she needed was a hand to grip her blade. Just a touch. At last, the day came when the doors of her tomb burst open. She sensed the sweet relief of a fresh desert wind—her first in ages—and something else... A human presence. He has come. My host. My sweet, unwitting vessel, thought the Darkin soul. But the visitor was aware of her magic. He carefully picked up her dagger with metal tongs and placed it onto a thick, lead-lined cloth. Wrapping the blade tightly, he took great care not to touch it and set off across the desert under the late afternoon sun. Despair overcame Naafiri as she felt the plodding movements of the man’s horse across the sands. Was she doomed to this form, this waking nightmare of impotence, for eternity? She felt the steps of the horse quickening as sunset approached and sensed the distant howls of the dune hounds carried by the wind. This was her opportunity. Without sound or words, the Darkin called out to the beasts, hoping to bring them to this prey—that he might somehow slip. Just a glancing touch of his hand, and the host would be hers. Then she could use him to fulfill the ambitions she had held for so long, and vanquish her regrets. The hounds appeared, salivating with teeth bared. Naafiri’s captor clung to the wrapped dagger with one arm, keenly aware of what would happen if it came loose. With his other arm, he drew his sword and attempted to defend himself from the pack. Jaws snapped at the man and his horse from all sides, tearing at them, devouring them piece by piece until nothing remained. Naafiri felt the world crash into focus as she became overwhelmed by senses. For the first time in ages, she smelled the dry air, which parched her nostrils. The metallic taste of hot blood still coated her mouth. She could see each of the dogs as if from the eyes of a separate packmate. Confusion set in as she felt her sense of self crumble away. She had become the dune hounds—not one of them, but the entire pack—her shattered consciousness resonating throughout the body of each dog. It seemed a cruel irony. She had found not one vessel, but dozens, and none of them were useful in her grand ambitions. She resented the hounds—hated their smell, their fleas, and, most of all, their need for companionship. But, in time, the Darkin’s bitterness subsided as she began to grasp the true nature of her hosts. Though feral, their collective thoughts formed a wisdom all its own. Separately, the dogs would starve. Together, they were an apex predator, feasting on whatever game they fancied. There were no individuals—the pack was the entity that dominated all. Naafiri realized this concept was not limited to dune hounds. It applied to fish, ants, and humans. It even applied to Darkin. She thought again of her past: personal grudges and petty agendas tearing the Darkin asunder, which in turn toppled them from their rightful place as the regnant killers of Runeterra. She knew how to restore them. Now she just needed to find her siblings and share with them the wisdom of the pack.
Assassin
A headstrong young vastaya of the seas, Nami uses her mystical Tidecaller staff to reshape the tides and defend her fellow Marai from danger. The first of her kind to leave the ocean and venture onto dry land, Nami faces the unthinkable with grit, determination, and daring mettle. In the seas to the west of Mount Targon dwells a tribe of vastaya known as the Marai. Long ago, these mermadic creatures discovered a rift in the depths. The rift bore a horrible, creeping darkness which sought to exterminate all forms of life. At the center of their village, the Marai placed a glowing rock known as a moonstone, which is said to be infused with the celestial magic of the heavens. Its haunting, ethereal light protects the Marai from the creatures that crawl from the abyss. Every hundred years or so, the moonstone’s light begins to dim. At that moment, the tribe chooses their fiercest warrior and bestows upon them the title of Tidecaller. The Tidecaller must plunge into the icy darkness of the rift, survive the horrors within and retrieve an abyssal pearl. If successful, the Tidecaller rises to shore where a luminous wanderer from Targon’s peak awaits with a moonstone to trade for the pearl. It is an arduous ritual that holds the fate of many in its illusive hands, but the exchange has kept the creatures of the dark contained. In the past, the Marai had sent troops of their most elite warriors to collect the pearl, but they learned the more forces they sent into the rift, the stronger the monsters became, as if it fed on their energy. While an army would be annihilated by the abominations below, a single scout – armed with a legendary Marai staff capable of controlling the tides – could potentially elude the dangers of the deep long enough to escape with the pearl. Nami had always wanted to be the Tidecaller, but she was impulsive and young. A fierce fighter, she was known amongst the Marai for her stubborn determination, which often got her in trouble. In Nami’s adolescence, the moonstone once again dimmed for the first time in a century. Nami attempted the trial of the Tidecaller. Due to her impulsiveness, however, the elders chose Rasho, a prudent warrior known for his level head in battle, as their Tidecaller. Rasho dove into the depths of the abyss. A week passed, then another. An entire month the Marai waited for their Tidecaller’s return, but there was no sign of Rasho. No Tidecaller had ever failed to return. The elders waited and argued while the moonstone grew faint, but Nami knew SOMEONE had to take up the mantle of Tidecaller soon, or all would be lost. It might as well be her. Nami grabbed her mother’s bathystaff and plunged into the abyss. After several days, she returned with the pearl, the fallen Tidecaller’s staff, and a look of quiet horror in her eyes. Though furious at her impertinence, the village elders nonetheless admired Nami’s bravery and officially designated her Tidecaller. Nami ascended to the surface and rode the tide to shore to meet the landwalker. The stonebearer, however, was nowhere to be found. Instead, an elderly woman waited on the beach. The woman, whose grandparents bore witness to the last Tidecaller exchange, explained that there was no moonstone. The Aspect of the Moon was the only being who could conjure a moonstone, but she had fled Targon. Nami was unwilling to accept this. She vowed to find the Aspect and retrieve the moonstone. The lives of her people depended on it. Using the power of the mystical Tidecaller staff to summon a perpetual pool of moving water beneath her fins, Nami took to land to continue her quest. Determined, the Tidecaller swam into a brand new world.
Support
Nasus’ brilliance was recognized long before he was chosen to join the ranks of the Ascended. A voracious student, he memorized and critiqued the greatest works of Shuriman history and philosophy before he was ten. However, his passion was not shared by his younger brother Renekton, who tended to bore quickly, and fight with other local children instead. Nonetheless, the brothers were close, and Nasus kept an eye on Renekton, ensuring he didn’t get into too much trouble. When he came of age, Nasus was welcomed into the prestigious and exclusive Collegium of the Sun. He had the best teachers in the empire, and developed a keen understanding of military strategy and logistics, eventually becoming the youngest general in history. While a competent soldier, his genius lay not in fighting battles, but in planning them. A deeply empathetic man, Nasus took his responsibilities seriously, always ensuring his soldiers were well provisioned, paid on time, and treated fairly. He guided the emperor’s mortal armies to countless victories, and was respected by all who served beneath him. Sure enough, his brother Renekton also entered military service, and rose through the ranks as a trusted and capable warrior under Nasus’ command. But despite his triumphs and accolades, Nasus did not enjoy war. He understood its importance—for now, at least—in the empire’s rapid expansion, yet firmly believed his greatest contribution to Shurima was the knowledge they could gather and preserve in the wake of each conquest. At his urging, all the books, scrolls, and teachings of the cultures they defeated were added to libraries and repositories throughout the empire, to bring wisdom and enlightenment to generations still to come. After decades of dutiful service, Nasus was cruelly struck by a terrible wasting sickness, and his physician solemnly declared that the general would be dead within a week. The people of Shurima were bereft, for Nasus was their brightest star and beloved by all. The emperor himself pleaded with Setaka of the Ascended Host for the great man’s deeds to be weighed before the Sun Disc. After a day and night, Setaka’s emissaries confirmed that Nasus would be blessed with Ascension. He would have to undergo the rituals at once, despite his infirmity. Renekton, now a warleader in his own right, raced home to be with his brother. He was shocked to find Nasus’ flesh wasted away, his bones fragile as glass. So weak was he that, as Sun Disc’s golden radiance streamed over the dais, Nasus was unable to climb the final steps into its light. Renekton’s love for his brother was stronger than any sense of self-preservation. He carried the weakly protesting Nasus onto the dais, and would willingly accept oblivion. However, Renekton was not destroyed as expected. When the light faded, not one but two god-warriors emerged—both brothers had not only survived, but flourished. Nasus stood as a towering, jackal-headed avatar of wisdom and strength, while Renekton was a muscled behemoth in the likeness of a crocodile. Nasus had been gifted powers far beyond mortal understanding. The greatest boon of his Ascension was the countless lifetimes he could now spend in study and contemplation... though this would also eventually come to be his greatest curse. But he was more immediately concerned by the increased savagery he saw within Renekton. At the siege of Nashramae, finally bringing the city under Shuriman rule, Nasus learned that his brother had razed the grand library and massacred all who stood against him. This was the closest the brothers ever came to bloodshed, facing one another in the rubble, weapons drawn. Only under Nasus’ stern, disappointed gaze did Renekton’s bloodlust dwindle, and he turned away in shame. War with the rebel state of Icathia changed many of the Ascended. The horrors they witnessed left them hollow, and quicker to anger. Nasus undertook centuries of solitary study as he tried to comprehend what had happened to his immortal brethren, and what it could mean for the future. When the Ascension of Emperor Azir went terribly wrong, Nasus and Renekton were both far from the capital, and returned with all haste... but they were too late. Over the bodies of countless Shuriman dead, they fought Xerath—that twisted, malevolent being of pure energy who had betrayed Azir—yet were unable to slay him. Filled with rage, and perhaps seeking to atone for Nashramae, Renekton wrestled Xerath into the Tomb of the Emperors beneath the city, bidding Nasus seal them in. Nasus refused, desperate to find any other way, but there was none. With a heavy heart, he committed Xerath and his brother to the fathomless darkness for all eternity. Drained of its power by Xerath’s sorcery, the Sun Disc fell, and every remaining god-warrior felt its loss in their immortal heart. The divine waters flowing from the city’s oasis ran dry, bringing death and famine to all Shurima. For a time, the other Ascended tried to hold the fractured empire together, before their countless rivalries led them to fight among themselves. Withdrawing entirely, Nasus bore a heavy burden of guilt, stalking the empty ruins that were slowly being swallowed by the desert, and lamenting everything that had been lost. Centuries passed, and Nasus all but forgot his former life and purpose... until the moment when the Tomb of the Emperors was rediscovered by mortals, and its seal broken. He did not know how, but he knew Xerath was free. Ancient vigor reawakened in Nasus, and yet even he was stunned to see Azir reborn, and the Sun Disc raised once more from the sands. Though Xerath was still a grave threat, Nasus knew the new god-emperor would have great need of guidance and counsel in the years ahead. And hope stirred within him for the first time in millennia. Did he dare believe he might also be reunited with his beloved brother, Renekton?
Fighter
To understand the legend of Nautilus, one must first know the man—for even the tallest of tavern tales agree, he was indeed a man. Though the waves have washed away the name he was born with, most remember Nautilus as no mere sailor, but as a salvage diver. Just beyond the southernmost reach of the Blue Flame Isles lies a graveyard of ships, rumored lost while searching for a blessed land, looking to trade wealth for immortality. On a fair day, their glittering holds beckon from beneath the surface. Many crews sought divers to collect the lost fortune, and none could match the skill of the quick-sinking hulk of solid muscle that was Nautilus. With lungs that could steal the air from a galleon’s sails, Nautilus preferred to freedive. Always bringing up plenty of gold or jewels for the crew, the man demanded no special wages—he asked only that the captain toss a coin overboard as they set out, honoring and appeasing the vast ocean. A sailor’s superstition to be sure, but many a sea-fearing crew made such offerings to ensure a safe return. Years of salvage depleted the easy treasure, each haul becoming less and less, until one day Nautilus’s crew learned that their ship and working papers had been bought out from under them. The dawn was scarlet the morning the new captain came aboard. Hailing from a foreign port, he brought with him a giant suit of brass and iron. He zeroed in on Nautilus; indeed, he had purchased the command because of Nautilus. It was clear the captain was obsessed with a specific wreck, one shrouded in darkness even on a fair day. The diving armor could withstand the pressures of the ocean floor far longer than any man, long enough to collect what was hidden in the abnormal murk. The crew agreed working was better than starving, and Nautilus found himself being bolted into the suit, the wooden deck groaning under the load. Panic rose in his throat when he realized that they had nothing to pay the tithe. The foreign captain laughed as Nautilus was lowered into the water. He assured the crew that whatever the Bearded Lady was protecting would make them all rich beyond their wildest dreams. When Nautilus returned to the surface, they would make their silly sacrifice. As Nautilus sank, the light above dimmed, and all grew quiet, the man’s own breath the only sound echoing in the iron suit. Then something reached out from the depths. He was being pulled down, and for the first time Nautilus felt liquid fear wrap itself around his heart. It was not treasure his captain sought, but some slumbering, eldritch power. Nautilus grabbed the anchor chain, his last connection to the world above, and hauled himself up even as the thing below sought to drag him down. But the weight was too much. Just as his giant metal fingers were about to breach the surface, the chain snapped. Nautilus screamed within the suit, but none could hear him. He tumbled back into the inky maelstrom, clutching the sinking anchor in desperation. Dark tendrils enveloped him, and he could only watch as the dimming outline of his ship faded away. Then everything went black. When Nautilus awoke on the ocean floor, he was something… different. The darkness could no longer hurt him. The great metal suit had become a seamless shell around him, concealing the bond that the primordial power had made with his spirit. Trapped in the sunless depths, he could remember only one thing—the new captain’s broken promise. Nautilus vowed, there and then, that all would pay the ocean’s tithe. He would see to it himself. Driven ever forward by this thought, he trudged toward the shore. But by the time he reached Bilgewater, years had passed, and he could find no traces of his captain or crew. There was no life to which he could return, no revenge he could take. Instead he returned to the sea, allowing his anger to surface on the greedy, gutting their ships with his mighty anchor. Sometimes, in the tumble of waves, distant memories of who he was push up above the waterline… but always the man who is Nautilus stays drowned just below the surface.
Tank
Neeko was born on a remote and largely unknown island, far to the east, where the last members of an ancient vastayan tribe remained isolated from the rest of the world. They were called the Oovi-Kat, and could trace their lineage generation by generation back to the legendary Vastayashai’rei—the ancestors of all vastaya. The Oovi-Kat were peaceful beings, of unrivaled potential. Their harmonious society blended seamlessly with the spirit realm, so that their sho’ma—their spiritual essence—could intermingle with other beings through mere proximity, and even help them mimic other physical forms. No secrets existed between the Oovi-Kat, but few were as curious, resilient, or energetic as young Neeko. She developed a fondness for games, hiding trinkets and thoughts to see if others could find them. Her inquisitive nature knew no bounds, and she was pure and innocent in her charmed existence. But it was not to last. Cataclysm loomed on the horizon. Thanks to the quick thinking and self-sacrifice of the Oovi-Kat elders, Neeko escaped the death of her homeland. She clumsily took the form of a bird, and fled the smoldering destruction, feeling the screams of her people fading into the ethereal gulf between realms. Days later, desperate and exhausted, Neeko plummeted into the sea. She clung to driftwood, entirely at the mercy of the currents, until an odd silhouette rose into view. She could hear voices carrying over the waves, and so she swam toward the strange structure. With the last of her strength, she crept aboard what turned out to be a mercantile vessel destined for Harelport. Neeko rested where she could, calling out into the spirit realm for her lost tribe. She felt only scattered, sad echoes in response, and images of towering, dead trees that lay somewhere over a fragile horizon… When Neeko emerged from the ship into the city, it was a strange and unfamiliar new world. All her senses tingled. Many a creature, even another Oovi-Kat, might be afraid in that situation—but not Neeko. The society bustled with unique personalities, strangers with a vast array of motives and shapes. This was a place of countless stories and experiences, and it entranced her completely. Before she could get far, she was spotted by a vastayan sailor named Krete. Neeko could not understand all his words, but he demanded to know which tribe she belonged to. Neeko reached out with her sho’ma, mimicking his face and expression to make her peaceful intentions understood, but Krete did not seem to like this at all. Overwhelmed by his darkening thoughts, Neeko fled into the crowd, altering her shape many times until she escaped. Surrounded by lush, tropical greenery in the hinterlands beyond Harelport, Neeko grappled with her recent experiences. She simply could not understand how anyone might rely solely on words as their singular form of communication. It seemed so… limiting? Seeking solace, she took on the shape of the sleek jungle cats she encountered among the trees, and tried to run with them. Neeko loved being fast and agile, and their bright, keen eyes reminded her of home—until, quite unexpectedly, the leader transformed into a beautiful, strong, dark-haired woman. After a tense standoff, she introduced herself as Nidalee, and reluctantly accepted Neeko into the group. Neeko hesitated to entrust the truths of the Oovi-Kat to others, but she felt a deep kinship with Nidalee, because she suspected this bestial huntress might share some forgotten connection with the vastayan race. Their friendship blossomed, and for many months they roamed the wilds together. But the towns and cities, with all their flaws, still called to Neeko. Her ancestors came to her in dreams, showing her the pale branches of those dead trees, over and over. The trees needed color, to bloom again—of that much, Neeko was certain. She asked her friend to join her on this new journey, but Nidalee could not be persuaded. Crestfallen, but determined, Neeko set out alone. Her old life among the Oovi-Kat may be lost forever, but Neeko envisions a magical future—a larger tribe of like-hearted vastaya, yordles, humans, and whatever other creatures might share her dream. As far as she is concerned, everyone has the potential to find a place in her new tribe. She has pledged to seek these souls out, to befriend them, and defend their sho’ma with her life. To know Neeko is to love Neeko, and to love Neeko is to be Neeko.
Mage
A confident and joyful woman who always wears an eerie smile, Nilah’s sudden arrival in Bilgewater has sent the city into an uproar. Her duels with rampaging sea serpents defy the limits of human ability: Racing across the surface of the open ocean with a whip-blade formed from glittering, prismatic water, she scales the great beasts before dramatically slaying them, pausing only to thank her “worthy enemies” for their efforts. Any threat taller than a house is guaranteed to draw her into combat, and the deadlier and physically larger that threat is, the more determined she becomes to challenge and destroy it. Her strength and origins are shrouded in mystery. Yet the truth, known only to Nilah, is that she once had a different name and lived a very different life. The precocious child of a large Kathkani family, the girl who would become Nilah was not a warrior at all—rather, she was a lanky bookworm with an interest in myths and legends. Kathkan had known relative peace since its neighbor Camavor’s collapse almost a thousand years prior, and had no further need for great warriors or storied heroes. Or, at least, that’s what Nilah believed. Wishing the age of heroes had never ended, she collected and obsessed over colorful tales of old—epics of great beasts and shining warriors who clashed beneath the eyes of the gods, back when the world was young and humanity’s enemies were a thousandfold. She read of the mad king Viego and his tragic fall, the genesis of the first dragons, and the foundation of the universe in the Kathkan tradition. Nilah memorized each in turn, knowing in her heart that their color and magic were more than simple fiction. One story, in particular, was her favorite: The Cycle of Ashlesh. It spoke of the fantastical Lord of Joy, Ashlesh: A many-limbed beast who menaced the world along with its nine ferocious siblings. Hungering for primal joy, Ashlesh attempted to consume the realm of the gods—but the gods struck the monster down, trapping it deep below the earth in an endless, shimmering lake within the seventh layer of the underworld. There it would be guarded by a mythical order of heroes. An order of heroes that, after unraveling the story’s many riddles, Nilah realized was beneath her very feet in the heart of the Kathkani capital. Overcome with excitement, she struck out to find this hidden order—to learn its secrets and perhaps even stand among the heroes as an equal... And then she was gone. All knowledge of the girl she was—her face, her voice, her true name—was erased from living memory. Records curled and evaporated, writing vanished from walls and texts, and words failed on the tongues of her friends and family. It was as though Nilah had never been born at all. The woman who resurfaced ten years later was a stranger to her homeland, unbound from the world she knew, yet possessed of a strange smile and an unending, ceaseless joy. Whatever happened to her during her long absence, she would not say. Perhaps she met the mythical order after all, and they trained her in the arts of magic and war. Perhaps she stood face to face with the primordial demon Ashlesh, battling it in the apocryphal darkness for a decade before finally emerging triumphant. Perhaps this wasn’t the girl at all, but a pretender wearing her flesh... Or maybe the truth was somewhere in between. Whoever or whatever she was, she began calling herself “Nilah,” the name of the legendary river of fate. And then her work began. Possessed of wiry, acrobatic strength, and wielding a liquid blade of incalculable might, she embarked on a conquest of the greatest threats of ancient myth: Grandmother Viper, the invincible progenitor of all Camavoran dragons; Imago, demon of change and scourge of the Carnelian Valley; the mad demigod Nabavelicus, perpetrator of countless atrocities. Each new foe rises against Nilah in challenge, and each is snuffed out in a ferocious battle of color and fury, dazzling all witnesses. Nilah's own legend grows with every victory. And with it, an epic tale has begun to take shape, following her journey through strange lands near and far. At her side is the power of Ashlesh itself, which Nilah wields against other evils that might one day threaten the safety of Kathkan. In her heart is the memory of what she has lost, and the knowledge of what is to come, driving her to face greater and greater opponents wherever they might be found. Whatever happened to that lanky girl who was buried in books, Nilah now faces her future with unbridled bliss. Her mere presence inspires others to fight alongside her, while her deeds ensure that people remember the hero she has become, even if they cannot remember the woman she once was. Facing the mythological villains of Runeterra with unerring glee, she will challenge the end itself if it means she can protect those who cannot protect themselves.
Marksman
While all magic can be dangerous and unpredictable, there are some forms or disciplines that even the most skilled mages and sorcerers will shun, and with good reason. For centuries, the practice of “shadow magic” was all but forbidden across Runeterra, for fear of reawakening the horrors it once unleashed upon the world. The greatest of those horrors has a name, and its name is Nocturne. Towards the end of the Rune Wars, desperate for victory, cabals of warrior-mages sought any advantage they could find over their foes. Although no record names the first of them to cast off their flesh and enter the spirit realm, it is known that they came to stalk one another not only on the battlefield, but in landscapes shaped by their own subconscious thoughts and emotions. Unconstrained by the laws of physical reality, they fought in ways that more mundane minds could scarcely comprehend, even conjuring subtle, etheric assassins to do their bidding. Shadow mages seemed particularly skilled at such things—and so it was, for a time, that they came to dominate the spirit realm, casting it into twilight. The thoughts of mortals everywhere were touched by this darkness. It sapped their morale and infected their dreams, with nameless fears hounding them day and night, driving some to commit ever more horrendous acts against their own kin. No one can say for certain whether all this suffering created Nocturne from nothing, or if it merely corrupted a lesser assassin-construct into something more willful and deadly, but the shadowy creature that resulted was one of insubstantial form and fathomless dread. Nocturne understood nothing of kindness, honor, or nobility—it was terror made manifest, with none of the restraint necessary to control itself. This demonic creature howled within the spirit realm, and set upon those foolish, errant mages who had given it life, thrashing in desperation for an end to its own suffering. It was in pain, and that pain made it cruel, but it quickly acquired a taste for mortal fear. Time has little meaning in that other place, but Nocturne dragged out each and every pursuit for as long as possible, savoring the prey’s anguish before cutting their life’s silvery thread in an instant. Soon enough, there were none left who dared to enter Nocturne’s domain. Would the outcome of the Rune Wars have been different if the demon had not played its part beyond the veil? It is difficult to say for certain, but afterwards, what little remained of the lore of shadow magic was hidden away, and its practice carried the sentence of death in many lands. Trapped in the spirit realm, and with precious few intruders to sustain it, Nocturne began to starve. The only thing close to the delectable feasts of fear it had once tasted was when mortal minds unknowingly drifted through the ether in the hours of sleep. Drawn on currents of magic to where the two realms divide—and where peaceful dreams can easily become night terrors—Nocturne found a way to manifest itself into the waking world. Existing now as a shade, eyes burning with cold light, Nocturne has become a sinister reflection of the most primal fears of the many peoples of Runeterra. From the bustling cities to the desolate plains, from the mightiest king to the lowliest peasant, the demon is drawn to any weakness of spirit it can twist into mortal terror, and everlasting darkness.
Assassin
One of the Notai, a nomadic tribe that long traveled the Freljord, Nunu learned from his mother, Layka, that behind every thing is a story. Together, they gathered tales that Layka turned into songs. For Nunu, nothing was better than journeying from village to village, hearing his mother sing of ancient heroes. With music and dance, the Notai brought one last celebration to everyone they met, as each winter’s chill set in. Riding the wave of frost spilling from Anivia’s wings, his heart beating the rhythm of a jubilant song, Nunu’s world was full of possibility. On his fifth nameday, Layka gave Nunu a special gift: a flute, so he could learn to play her melodies himself. In the safety of their cart, the two bundled together and followed the knotted string that served as Layka’s heart-song, recording everywhere they’d been together, as the years came and went. When the caravan was attacked by raiders, Nunu was separated from his mother. Dragged to safety by a band of Frostguard, the surviving Notai children were taken to a village near their towering citadel. Nunu was left to wonder what happened to Layka, waiting to hear her songs on the wind. Snow fell. Weeks passed. Nunu missed his mother desperately, but the Frostguard assured him no child could safely search for her. They weren’t even impressed when he showed them the flute he now called Svellsongur—the name of a mighty blade existing only in his imagination. Nunu spent more and more time alone, escaping into his mother’s songs—the legends and heroes of old. He yearned to be one of these heroes, a warrior like the Frostguard, who could have saved his mother. He even met their leader, Lissandra, who asked countless questions about his mother’s stories, always seeking information about one particular song. No one believed Nunu could be a hero, not even the other Notai children, who teased him for his flute when they now had daggers. But Nunu knew the songs in his heart, and one night, he realized how he could prove himself and earn the Frostguard’s help to find his mother. From Lissandra, he’d learned of a fierce monster that killed all who sought its power, thwarting the Frostguard who were sent each year, never to return. There was a song that Nunu’s mother sang… could it be the one Lissandra would always ask about? Suddenly, Nunu understood. Lissandra wanted to know about the yeti. Nunu could name the beast. It would answer his challenge, and feel the wrath of Svellsongur! Using his flute to tame a herd of elkyr, Nunu snuck out into the snow. One lonely child traveled to face a monster, finally living out a legend that not even he could imagine. An ancient and noble race that once ruled over the mountains of the Freljord, the yeti civilization was destroyed in a cataclysm of ice. Forced to watch his brethren descending into savagery after being stripped of their magic, one yeti swore to protect what remained of their power—a gem that swirled with the frozen dreams of any mortal mind nearby. As the last magical yeti, the guardian was also shaped by perception. Though he had been chosen to safeguard the magic until it would be needed again, he could find no worthy vessel. The men who intruded upon his ruined home had only malice in their hearts… and so a monster greeted them with fang and claw. But the guardian knew he was forgetting something. His name… and the names of those he had loved... Once, there had been song. That all changed when a young boy stumbled into the ruins. After centuries of unbroken vigil, the monster was prepared to end the boy’s life, snarling as he sensed the human approach. Unexpectedly, the gem brought forth images of heroes slaying dragons and beheading ancient serpents from the boy’s mind. The child roared, drawing his flute like a fearsome sword. But the blow never came, for even as the boy saw visions of heroes swirling around him, he realized the deeper truths of the songs his mother sang… When he looked at the guardian, he didn’t see a monster. He saw someone who needed a friend. Still enraged, the yeti did not expect the first snowball to the face. Or the second. Snowball fight! In anger, then shock, then joy, the guardian joined in, shaped not by fear, but by a child’s imagination. He was growing furrier and friendlier. His growl was becoming a laugh. Until the beast accidentally broke the boy’s flute. As the child began to cry, the guardian felt a kindred grief take shape around the gem. For centuries, he had looked into it and seen the end of his people—the threat they had buried, betrayal by the blind one—and now, instead, he saw a caravan burning. He heard a voice on the wind. He sensed something else within the boy, something he had never felt from a human, not even the three sisters who had come to him long ago. It was love, fighting back despair. In that moment, the guardian knew the Freljord’s only hope lay in the power already within this child. The magic he’d been guarding was a tool; what truly mattered was the heart that would shape it. With a gesture, the magic passed from the gem into the boy, giving him the ability to make his imagination real. To repair his flute, freezing it in dreams that hardened into True Ice. To imagine a best friend named “Willump.” Escaping into the Freljordian plains, Nunu’s heart and Willump’s strength now enable the pair to do what they never could alone: to have an adventure! Following the songs of Nunu’s mother, they snowball wildly from one place to the next, holding onto the hope that she is still out there, somewhere. But Willump knows that with magic and dreams come responsibility. One day the games will end, as the dark ice at the heart of the Freljord thaws, and thaws…
Tank
Nestled among the eclectic storefronts of Piltover sat the workshop of the renowned artificer Corin Reveck. Famous for his masterful craft in artificial limbs, Corin’s intricate brass designs made the prosthetics both breathtakingly beautiful and often superior to the originals. His daughter, Orianna, served as his apprentice—friendly and inquisitive, she was a natural fit to run the shop, and blossomed into a capable artisan in her own right. Orianna had an adventurous spirit, but her father, fearing for her safety, never allowed her to venture beyond their neighborhood. Instead, he took her to the theater, where dancers, through leaps and pirouettes, told stories of distant lands. Orianna dreamed of visiting these strange and marvelous places, and would scurry home to build clockwork dancers of her own. News of disaster in the undercity of Zaun made its way to their shop. An explosion had ruptured a chemical line, venting clouds of poisonous gas. Orianna insisted they help the victims, but Corin forbade it. Zaun was far too dangerous. So, with as many supplies as she could carry, Orianna snuck away in the night and rode the hexdraulic descender into the depths. The devastation was overwhelming. Debris still filled the streets, and Zaunites walked through the toxic haze, faces covered with little more than oily rags. Night after night, Orianna repaired respirators and installed esophilters. She even gave her own mask to a child who could scarcely breathe. Her father was furious, but soon after her return, Orianna fell gravely ill. Her lungs were ravaged past all hope of recovery. Refusing to accept this, Corin threw himself into his most ambitious project yet: a fully functional set of artificial lungs. After weeks of sleepless nights, he completed his desperate task and carried out the surgery himself. To keep her from ever venturing too far again, the lungs were wound with a special key Corin kept in his safe. Orianna returned to work, and yet the poison continued to spread throughout her body. Father and daughter worked feverishly to develop new implants and prosthetics, replacing each of her organs as they failed. Piece by piece, Orianna's body was transformed from mortal to mechanical until only her healthy heart remained. This long—and expensive—process cost Corin his fortune, forcing him to relocate their business to Zaun… but he saved his daughter's life. And, for a time, they were happy. Gradually, Orianna began to feel disconnected from who she had been before. Old memories felt like stories. Even her creativity began to fade, and her beloved clockwork dancers became more like masterfully tuned mechanisms than works of art. But, even as time seemed to stand still for Orianna, it marched onward for her father. Long, lean years brought Corin agonizing chest spasms that meant he could no longer work, and Orianna was forced to provide for him. She'd become profoundly adept at crafting her figurines, even if she took only distant pleasure in recalling what once inspired their creation. The miniature dancers brought in good coin and barter, but never enough to afford the one thing she believed could save her father. For that, she turned to a local chem-baron. Orianna never asked how the man came by a hextech crystal. She simply paid what he asked. Even so, before she could use it, the chem-baron returned demanding a second payment. Then a third. When the money ran out, Orianna knew his next visit would end in violence. She looked to the crystal device, still incomplete, too unrefined and powerful for a human body. She saw the logical solution—she didn't need her human heart anymore, and Corin needed a heart no one could ever take from him. She spent weeks in preparation, building a clockwork orb—integrating it into her own mechanisms, readying it to house the crystal so she could defend herself in the journey ahead. Slipping her father a sleeping draught, she commenced the surgery. Corin became one with the last remnant of the daughter he had known and loved. She listened to his steady heartbeat through the night, the quiet hum of hextech in the beautifully intricate ball by her side. Only then did she realize she had shed the last of her humanity—but she felt no fear or remorse, merely acceptance. She had become something entirely new, a lady of clockwork, and she needed to find where in the world's vast machine she might fit. At dawn, she collected the key that wound her lungs, a single pulse from her ball welding it firmly to her back. Then she left for good. Corin woke to find his workshop filled with hundreds of figurines. But among them was one he vowed never to sell: pirouetting to an endless ballet, a golden dancer that needed no key.
Mage
Ornn’s name was once spoken throughout the lands that would one day become known as the Freljord. It was widely held that he was the firstborn of the old demi-gods, who had shaped the land itself, and brought forth the first snows. More than any other of his kind, Ornn was said to value privacy, solitude, and focus. Beneath a dormant volcano that bore scars from some ancient eruption, he labored day and night, forging whatever his heart desired. The results were priceless tools destined for feats of legend—the lucky few who have stumbled upon these relics note their bewilderingly high quality. Some even claim that Braum’s shield was made by Ornn thousands of years ago, and remains as sturdy as the day it was finished. No one can be sure, however, for none can find the forge-god to ask him. Almost all the tales of Ornn’s deeds and accomplishments have been excised from history by his enemies, and the slow march of time. The few that remain are remembered by the handful of tribes who can trace their lineage back to a single culture of blacksmiths, architects, and brewmasters. This long-lost populace was known as the Hearthblood, apprentices who journeyed from all corners of Valoran, and gathered on the slopes of Hearth-Home to follow Ornn’s example. Despite this imitative form of worship, Ornn never considered himself their patron. He would only give them curt nods or frowns when they offered up their work, and yet the Hearthblood accepted this and were determined to hone their skills. As a result, they came to create the finest tools, design the sturdiest structures, and brew the tastiest ales the world had ever beheld. They believed Ornn secretly approved of their perseverance, and the fact that they were always looking to better themselves in their craft. But, in one catastrophic night, all the Hearthblood had accomplished was destroyed when Ornn battled with his brother Volibear at the mountain’s peak, for reasons no mortal could comprehend. The resultant cataclysm was a storm of fire and ash and lightning so intensely violent that it was seen ten horizons away. When the dust settled, Hearth-Home was a smoldering caldera, and the Hearthblood were reduced to scattered bones and cinders. Though he would never admit it, Ornn was devastated. Through the Hearthblood he had glimpsed the sweeping potential of mortal life, only to see it all lost beneath the indiscriminate wrath of his immortal struggle. Wracked with guilt, he retreated to the isolation of his foundry, and buried himself in his work for an age. Now, perhaps he senses that the world is on the cusp of a new era. Some of his siblings appear to have taken physical form once more, their cults of followers growing restless and aggressive. The Freljord itself is fractured and leaderless, and ancient horrors are lurking in the shadows, waiting for any opportunity to strike… In the wars to come, and in their aftermath, Ornn knows that the Freljord—and the rest of Runeterra—will have need of a good blacksmith.
Tank
Atreus was born on the hostile slopes of Targon, and named after a star in the constellation of War, known as the Pantheon. From an early age, he knew he was destined for battle. Like many in his tribe, he trained to join the Rakkor’s militant order, the Ra’Horak. Never the strongest or the most skilled warrior, Atreus somehow persevered, standing up, bloodied and bruised, after each bout. In time, he developed a fierce rivalry with a fellow recruit, Pylas—but no matter how often Atreus was cast onto the stones, he stood back up. Pylas was impressed by his unrelenting endurance, and through the blood they spilled in the training circle, a true brotherhood was born. Atreus and Pylas were among the Rakkor who stumbled across a barbarian incursion, surviving the ambush that left the rest of their patrol dead. When the Aspect of the Sun refused to destroy these trespassers, Atreus and Pylas swore to capture the power of the Aspects themselves by climbing to the peak of Mount Targon. Like so many before them, they underestimated how arduous the ascent would be, with Pylas shivering his last upon finally reaching the summit. Only Atreus remained as the skies opened, making him host to a divine Aspect, with the power to take revenge. But it was not a man who returned to the Rakkor afterward, spear and shield gleaming with celestial might. It was the Aspect of War itself, the Pantheon. Judging Atreus unworthy, a warrior who had known only defeat, it had taken control of his body to pursue its own ends—a task it considered too great for mortal men. Cast into the furthest corners of his own mind, Atreus endured only vague visions as the Aspect scoured the world for Darkin, living weapons created in a bygone age. Eventually, Pantheon was goaded into battle not far from Mount Targon by the Darkin Aatrox, who sought the mountain’s peak. Their fight raged into the skies, and swept through the armies of men beneath… until the impossible occurred. The Darkin’s god-killing blade was driven into Pantheon’s chest, a blow that carved the constellation of War from the heavens. But as the Aspect faded, Atreus—the man it had considered weak—awoke once more. Impaled upon Aatrox’s blade, and with the power of the Aspect’s weapons dimming, he took a ragged breath, and spit in the Darkin’s face. Aatrox sneered, and left Atreus to die. Hours later, as the crows descended, Atreus painfully stood back up, stumbling back to the Rakkor in a trail of blood. After a lifetime of defeat, his will to live, and his anger at betrayal, were enough to stave off the death that had claimed War itself. Atreus recovered on Pylas’ homestead, nursed back to health by his friend’s widow, Iula. There, Atreus realized he’d spent his life looking to the stars, never considering what lay beneath. Unlike gods, mortals fought because they must, knowing that death lay in wait. It was a resilience he saw in all life, the threats unending. Indeed, barbarian invaders now threatened the Rakkor’s northern settlements, including Iula’s farm. Though it was months before he could lift a spear, Atreus was determined to end this scourge himself, and eventually set out with the Aspect’s dulled weapons in hand. Yet, when he arrived, he found his sworn enemies already under siege. He knew from their cries, from the overwhelming stench of blood… they faced Aatrox. It was Aatrox who had driven the barbarians into Targon, Atreus realized. Though he’d considered them his foes, they were much like the Rakkor—mortals who suffered in the conflicts between greater powers. Atreus felt a cold rage at both the Darkin and the Aspects. They were no different. They were the problem. Atreus put himself between the barbarians and Aatrox. Recognizing the battered shield and spear of the fallen Aspect, the Darkin mocked him—what hope had Atreus now, without the Pantheon’s power? But even though Aatrox’s blows cast him to his knees, Atreus’ own will reignited the Aspect’s spear, upon hearing the cries of the people around him… and with a mighty leap, he struck a blow that severed the Darkin’s sword arm. Both blade and Darkin fell to the ground. Only Atreus still stood, and watched his namesake star blaze back to life in the heavens. Though he often yearns to return to Iula’s farm, Atreus vowed that day to stand against Aspects, Ascended, demons, and any who wield power so great, it can only destroy. Forsaking his own name, he has become a new Pantheon—the Aspect’s weapons fueled by the will to fight that can only exist in the face of death. For with the divine Pantheon gone, War must be reborn in man.
Fighter
The youngest child in a ruling family, Qiyana grew up believing she would never inherit the high seat of the Yun Tal. As her parents governed Ixaocan, a city-state hidden deep in the jungles of Ixtal, they raised their children to succeed them, schooling them in the proud traditions of their isolated nation. Primed to rule before her, Qiyana’s nine older sisters received most of the attention, and she often longed to find her own meaningful place in the family. That place became clear the day young Qiyana began to learn the ancient elemental magic of Ixtal. Soon after she took up lessons, she realized she was blessed with extraordinary talent. Though Qiyana was only seven years old, she mastered advanced techniques within weeks, while some of her older sisters had yet to grasp the basics after years of study. One by one, Qiyana surpassed her sisters in the elemental arts, and the more she progressed, the more resentful she became. Why did her parents waste so much effort grooming her inferior siblings? Each time they were chosen to preside over the grand rituals that shrouded Ixtal from the outside world, Qiyana lashed out in frustration, picking fights to prove her worth. It wasn’t long before Inessa, the eldest sister and immediate successor, became the target for Qiyana’s aggression. Rather than defusing the conflict, Inessa bristled at the disrespect from her sister, who was twelve years her junior. As both grew older, their words became increasingly heated, culminating in physical threats from Inessa, and a challenge from Qiyana: they should decide who was strongest in ritual combat, for all of Ixaocan to see—and for the right to succeed their parents. Inessa accepted the challenge to teach her sister some much needed humility. When the contest was over, Inessa was never to walk again, while Qiyana stood unscathed. She was eager to take her place as the rightful heir, but Qiyana’s parents were furious at her actions. They denied her the prize—tradition decreed that Qiyana would always be tenth in line to inherit the high seat of the Yun Tal. Though the news was bitter, Qiyana soon discovered that the duel had made her elemental prowess known across all of Ixaocan. At last, she had found what had long eluded her: respect. That respect quickly became an addiction. Qiyana felt a burning need to be recognized for her exceptional skill. In fact, all of Ixaocan should stand proud with her, and put the world in its place with their powerful elemental magic. Instead, they were hiding from foreign explorers, and miners who were uprooting the jungle on their borders. In her parents’ court, Qiyana laid out her ambitions—to drive off the miners and restore the lands. Qiyana’s parents rejected the idea. Contact with the “outlanders” would bring hatred, war, and disease, jeopardizing what their dynasty had protected for centuries. Qiyana stewed, impatient to prove her strength to the world, and determined to prove her parents wrong. Acting against their will, Qiyana raided the mining site, killing all the miners but one. As the man’s eyes shone brightly with fear, Qiyana knew he would spread her message—he would tell everyone in his Pilt-over about the grand elementalist who destroyed their mine. In Ixaocan, Qiyana gladly took credit for the slaughter, infuriating her mother and father. They told her the Piltovan merchants were sending fresh miners and armsmen into the jungle. Qiyana’s parents would not risk their insubordinate daughter drawing even more outlanders toward their borders, and regretfully ordered her imprisoned for her crime. Just as she was detained, several elementalists of the court came to Qiyana’s defense. The elemental talent displayed in the jungle was unheard of, and they convinced her parents that Qiyana should aid them in powering and defending the city. Qiyana was released, once she swore renewed fealty to her elders, and vowed to never cross paths with an outlander again. As a growing number of admirers throw their support behind Qiyana, she has finally realized her true place in the world. She holds a power stronger than tradition, and she will climb the ladder of succession by any means necessary. She is the greatest elementalist the world has ever seen. She is the inevitable ruler of Ixaocan, and the future empress of all Ixtal.
Assassin
Quinn and her twin brother, Caleb, were born in Uwendale, a remote mountain hamlet in northeastern Demacia. It was a thriving village of hunters and farmers, protected by rangers who patrolled the wilderness and drove off any dangerous creatures wandering down from the high peaks. When the twins were still young, King Jarvan III visited Uwendale on a tour of his kingdom. Quinn and Caleb thrilled at the pageantry of the knights in his entourage, resplendent in their gleaming armor. Their father, a weaponsmith in the village, later saw them pretending to bravely defend the land themselves, and fashioned simple weapons for them to play with. But as they grew, they spent every moment they could outdoors with their mother—a warden among the local rangers. She taught them how to survive in the wilds, how to track beasts, and most importantly how to fight. Quinn and Caleb became a formidable team—with her keen eye for trails, his skill at baiting their prey, her aim with a bow, and his prowess with a hunting spear. But one expedition ended in tragedy. Quinn and Caleb, now rangers for Uwendale, were hired to accompany a party of nobles from the capital as they hunted a giant tuskvore—a predator known for its thick hide, long horns, and ferocious temperament. But they failed to kill the creature outright, and the wounded beast turned on them. The twins were quick to intervene, with Caleb’s spear putting out one of the monster’s eyes, and Quinn driving off the tuskvore with her arrows... but not before it gored Caleb with its deadly horns. The leader of the party, Lord Barrett Buvelle, helped Quinn bury her brother near where he had fallen. But all could see his death had broken her. Unable to move on, she would return to the gravesite, and the joy she had felt as a ranger began to dim. Her prowess in the wilderness waned, and she started making mistakes—she missed easy tracks, and her aim was off. A few months later, Lady Lestara Buvelle visited Quinn’s family. The noblewoman was grateful that Quinn had saved her husband’s life, and asked what she could do to repay them. Quinn could think of nothing. She thanked Lady Buvelle, and politely turned her away. A year to the day after Caleb’s death, Quinn returned to his grave, as she so often did. Lost in grief, she didn’t hear the approaching tuskvore, its one eye marking it as the very beast that had slain her brother. The monster charged. Quinn fired arrow after arrow, but to no avail, and she knew it was her doom. Just then, a majestic bird swooped in—an azurite eagle, a breed long thought extinct. The eagle’s talons and beak ripped bloody gouges across the tuskvore’s face, but the creature was resilient, its horns tearing into the bird’s wing. Quinn fired her last arrow as the monster charged her again. This time her aim was true, and the shaft flew right down its gullet, felling the creature in a heartbeat. Though the eagle was injured, she approached with caution, for such birds had been known as vicious and untamable hunters—but instead, she saw in his eyes a deep well of kinship. Quinn bound the eagle’s broken pinion, and returned to Uwendale with him. She named him Valor, and the bond that formed between them rekindled the fire in Quinn’s heart. Once more, her thoughts turned to serving Demacia in battle, as a knight. Her mother reminded her that this would require sponsorship, and that was far beyond their family’s humble means. But her father urged her to seek out Lady Buvelle, who had already offered recompense for service to her noble family, in the capital. With his help, Quinn crafted a new weapon worthy of a knight, a finely wrought repeater crossbow capable of firing multiple bolts with a single pull of the trigger. Quinn and Valor then set out for the Great City together. Lestara Buvelle gladly vouched for Quinn, even paying a personal visit to High Marshal Tianna Crownguard to petition for her. Within a week, Quinn took her oaths as a ranger-knight of Demacia. Now, having brought renown to the rangers of Uwendale, she prefers to remain out in the hinterlands, never staying within the walls of the outlying towns for long. Quinn rarely pulls rank with the rangers who report to her, instead deferring to their specialized skills and experience in the field—a stark departure from the rigid hierarchy of the rest of the military. Quinn and Valor have ventured far and wide in service of Demacia, risking journeys into the icy Freljord and deep within Noxian-held territory. And with each mission, their unique bond has helped ensure the security of the kingdom’s borders for generations to come.
Marksman
The Lhotlan vastaya once lived on the ancient, mystical borders of Ionia’s deep forests, on the eastern island of Qaelin. It was a place where magic was breathed like air, and time had little meaning. To these chimeric creatures, the lands of mortals were an unforgiving desert, virtually devoid of magic—and over the centuries, that desert only grew, encroaching on the vastaya’s territories. Rakan was born into a tribe in decline, yet he never gave up hope. Like his brethren, Rakan watched as human settlements continued to expand, damming the flow of Ionia’s wild, chaotic magic for their own safety. Many tribes sent emissaries to negotiate with them, securing treaties to protect the mystical energy the vastaya needed to thrive. Yet over and over again, these promises were broken. Disillusioned, most vastaya became increasingly isolationist as they clung to their remaining lands. But young Rakan advocated a different path. The battle-dancer believed that mortals could be convinced to let wild magic run free if they could only appreciate its beauty, and he boasted that he was the one to make them see it. For this, he was labeled mu’takl—distrusted as a human sympathizer, and collaborator. Rakan left the Lhotlan tribe, determined to spread the song of his people across Ionia. He was an entertaining rogue, a welcome performer at any tavern or village carnival, but over the years he realized that was all he was to mortals—no matter how many dances and songs he performed, no matter how much he enthralled the crowds, he merely provided diversion to drunken revelers. Rakan grew restless, finding himself without purpose... until he had a chance encounter with Xayah, a fellow Lhotlan, at the harvest festival in Vlonqo. Seeing her in the crowd, Rakan sang one of his old songs, entrancing the entire town with his gleaming plumage. Though countless human and vastayan women had fallen for him in the past, this violet raven seemed immune to his charms, though not uninterested. How could she see him and yet choose not to follow him? It was a puzzle with no easy answer. Intrigued, the battle-dancer approached Xayah and asked after the welfare of their tribe. When she told him that the Lhotlan had lost the last of their lands, Rakan howled with rage. This finally seemed to impress Xayah, and she assured him that there was still hope: she was part of something greater, a rebellion of sorts, to take back what the vastaya had lost. Not just for the Lhotlan, but for all tribes. Rakan was thunderstruck. Here was a chance for him to redeem his people, a cause he was willing to die for. He implored Xayah to let him accompany her, and she agreed—as long as he carried his weight. And, as Xayah would soon learn, Rakan’s dances were as impressive in battle as they were on stage. He called himself the greatest battle-dancer in Lhotlan history, a boast that none could refute. His grand entrances and dazzling acrobatics distracted and befuddled enemies, before Xayah felled them with her razor-sharp quills. In any dangerous situation, they fought together with uncanny harmony. During their travels, Rakan became fascinated by how Xayah interacted with the world. She seemed always prepared, aloof, and focused... whereas he was absent-minded, affable, and lacking seriousness. Although Rakan would often forget her carefully laid plans, he made up for it with his ability to read the emotions of others, using charisma and insight to persuade them. The two vastaya were so different, and yet they achieved great feats, each one’s strengths complementing the other’s weaknesses. Soon enough, Rakan couldn’t imagine life without Xayah, and it was clear that she felt the same for him. The pair pledged themselves to each other in the midst of a raucous tavern brawl. Yet they did not see eye to eye in all things. Where she viewed the world as black and white, with mortals always the enemy, he had more compassion, and believed some of them were redeemable. Despite this difference, Rakan was certain that his and Xayah’s love for each other would bear them through the storms that lay ahead. Through Xayah, Rakan has found purpose. Inspired by his partner’s singular drive, Rakan has made her crusade his own, and together they will fight to reclaim the First Lands for the vastaya.
Support
Idolized by many, dismissed by some, mystifying to all, the curious being, Rammus, is an enigma. Protected by a spiked shell, Rammus inspires increasingly disparate theories on his origin wherever he goes - from demigod, to sacred oracle, to a mere beast transformed by magic. Whatever the truth may be, Rammus keeps his own counsel and stops for no one as he roams the desert. Some believe Rammus is an Ascended being, an ancient god amongst men who rolls to Shurima’s aid as an armored guardian in its times of need. Superstitious folk swear he is a harbinger of change, appearing when the land is on the verge of a great shift in power. Others speculate he is the last of a dying species that roamed the land before the Rune Wars sundered the desert with uncontrolled magic. With so many rumors of great power, magic, and mystery surrounding him, Rammus compels many Shurimans to seek his wisdom. Soothsayers, priests, and deranged lunatics alike claim to know where Rammus dwells, but the Armordillo has proved elusive. Despite this, proof of his presence predates living memory, with crumbling mosaics depicting his image on the most ancient walls of Shuriman ruins. His likeness adorns colossal stone monuments made in the early days of Ascension, leading some to believe he is no less than an immortal demigod. Skeptics often point to a simpler explanation: that Rammus is just one of many such creatures. It is said that he appears only to worthy pilgrims in great need of his aid, and those blessed by his presence experience great turning points. After the Armordillo rescued the heir to a vast kingdom from a terrible fire, the man renounced his position to become a goat farmer. An elderly mason was inspired by a profound, yet brief conversation with Rammus, and constructed an enormous marketplace which became the bustling heart of Nashramae. Knowing Rammus’s guidance can pave an enlightened path, devout believers perform elaborate rituals designed to attract the favor of their deity. Disciples of the cult devoted to Rammus demonstrate their unwavering faith in a yearly ceremony by imitating his famous roll and somersaulting through the city in droves. Every year, thousands of Shurimans trek through the most treacherous and remote corners of the desert on a quest to find Rammus, for many teachings indicate he will answer a single question of those he finds deserving, if they are able to find him. Knowing his enthusiasm for desert treats, the pilgrims arm themselves with offerings thought to attract his blessing, packing their mules with flasks of sweet goat’s milk, chests filled with colonies of ants sealed in wax, and jars of honeycombs. Many never return from the deep desert, and fewer still with stories of the demigod, though travelers describe waking to find their packs mysteriously emptied of all edible provisions. Whether he is truly a wise oracle, Ascended deity, or a mighty beast, Rammus is known for his miraculous feats of endurance. He entered the impenetrable Fortress of Siram, an imposing bastion designed by a crazed sorcerer. The structure was said to contain untold magical horrors - fearsome beasts mutated beyond recognition, corridors wreathed in flames, impenetrable tunnels guarded by shadow demons. Not an hour had passed when the enormous fortress collapsed in a plume of dust, and Rammus was seen rolling away. None knew why Rammus entered the darkened gate, nor what secrets he learned within the basalt walls of the fortress. In the year of the great flood he crossed the vast lake of Imalli in just two days, and dug many miles deep to destroy a giant anthill and kill its queen, whose daughters had devastated the nearby farmland. Sometimes he appears as a benevolent hero. When invading Noxian warbands attacked a Northern Shuriman settlement, disparate tribes banded together to defend the territory beneath the Temple of the Ascended. They were no match for the invaders in size or skill, and the battle was all but lost when Rammus entered the fray. Each side was so shocked to see the elusive creature that fighting halted completely as they watched him roll between them. As Rammus passed the towering temple, the foundations of the building shook, and enormous stone blocks toppled onto the invading army, crushing many of its warriors. Now outnumbered, the army retreated to elated cheers from the Shurimans. While many swear Rammus saved the town out of love for Shurima, others argue he was merely defending the territory in which his favorite cactus flowers grew. At least one tribesman claims Rammus was simply sleeprolling and had no intention of taking down a temple. Whatever the truth, stories of Rammus are treasured by the people of Shurima. Any Shuriman child can list a dozen theories on the question of his origin, half of which they likely invented on the spot. Tales of the Armordillo have only increased with the rise of Ancient Shurima, as they did just before its fall, giving way to a belief that his presence heralds darker times to come. But how can such a benevolent, epicurean soul herald an age of destruction?
Tank
The largest and fiercest of her species, Rek'Sai is a merciless predator that tunnels through the earth to ambush and devour her prey. Her insatiable hunger has laid waste to entire regions of the once-great Shuriman empire. Merchants, traders and armed caravans will go hundreds of miles out of their way to avoid these vast areas, though cunning bandits have been known to lure the unwary into her killing grounds. Once Rek'Sai detects you, your fate is sealed. There is no hope of escape; she is death from below the sand.
Fighter
Posters across Noxus warn of a dangerous criminal, armed with a massive, blunted spear and borne atop a magical fiend, whose mere existence poses a threat to the safety and security of the entire nation. Even some within the steeled ranks of the Trifarian Legion have begun to worry that they will be sent after her to their almost certain deaths. What kind of monster could be behind such heinous, unchecked destruction? The simple answer is a sixteen-year-old girl. The complicated one is unforgivable. Rell was special from the moment of her birth—and fated to suffer for it. Born the daughter of a Noxian footsoldier and the heir to a fallen noble house, she enjoyed neither the trappings of wealth nor the gilded upbringing common to children of the lower aristocracy. Nevertheless, her parents had grand plans to mold her into someone who could shatter through Noxus’ dense political landscape. As Rell’s mother always said, “Excellence is measured in sacrifice.” Rell’s unhappiness grew with time, sparking something unique within her—a magic unlike anything seen in centuries: the ability to manipulate metal. To Rell’s parents, this was something to be exploited—for Rell’s own sake, of course!—and they tried unsuccessfully to apprentice her with many powerful mages who might whisk their daughter into the political or military elite. But someone else took notice of the young girl’s magic. Seeing in Rell a weapon who could one day face Noxus’ most hated, ancient foe, a certain pale woman visited the family with a dark bargain. Rell soon found herself the star pupil of a very special academy, hidden far from the capital and away from the council’s prying eyes. And though they rarely made appearances in her new boarding school, her mother and father never seemed more proud or more hopeful of their daughter’s future. It seemed, at least for a moment, that perhaps Rell would be loved after all. Then the true horrors began. Rell was first forced into combat with another student when she was eight, and, afterward, a kind of magic sigil was painfully grafted into her arm, amplifying her powers so that she could become even stronger. Yet while this had been framed as a training exercise, Rell never saw the boy again. She never saw any of her opponents again. Every day, she grew more powerful, honing her magic for martial combat. Her body became covered with sigils that amplified her magical abilities to impossible heights. In time, she could rip a vein of raw ore from deep out of the ground, twist the walls into deadly weapons, and superheat an opponent’s armor until it collapsed and crushed them. But her instructors desired even more from her—all in the hopes that Rell would be the most powerful soldier the empire had ever known. On her sixteenth birthday, after a particularly barbaric duel, she’d finally had enough. Casting her instructors aside, Rell tore past the guards and ripped open the doors of a forbidden wing of the academy, discovering the true nature of her school: Every opponent she’d defeated had been Nullified—their magic forcibly extracted from them and placed into the very sigils covering Rell’s body—and left as emotionless puppets devoid of memories. This was the price of her power, and she could never give it back. Worst of all was the headmistress who oversaw the procedures herself: Rell’s own mother. All of this had been for Rell, she said. After all... excellence is measured in sacrifice. Rell raged. To the small handful of faculty who survived her escape from the academy, it was like the earth had been torn open into a twisting whirlwind of razor-sharp slag. The building ripped itself apart, forming an impenetrable suit of black armor around Rell as she crushed those who stood before her, flattening seasoned soldiers with a lance heavier than a mountain. Bursting through the front gate on a steed made of rippling iron, she led as many of her classmates as she could to freedom—leaving the Rose scrambling to recover the Null and erase any trace of what their organization had done. But it was far too late. Soon enough, the surviving faculty members began to die in increasingly public ways, and the Null could no longer be kept secret. Rell is now a threat to Noxus, but not in the way the handbills proclaim. She is a self-styled defender of the meek, full of unchecked fury, distrustful of everyone, and merciless toward a government that turned a blind eye to years of suffering and abuse. Not because the empire was personally responsible—but because they stood by and did nothing. Riding atop her iron steed, Rell’s eyes are set on nothing less than the complete destruction of Noxus and saving any children who, like her, survived the Black Rose academy. And there is nothing in this world that can stop her.
Support
Life had not always been good to Renata Glasc. Her parents were brilliant alchemists, focused on innovations for the healing arts. Dedicated to their work and their community in Zaun, they gave their care and their cures to anyone in need... regardless of whether their patients could afford them. Renata grew up accustomed to going to bed hungry, resentful of her parents’ ideology, yet powerless to change her circumstances. She dreamed of the ships that sailed through Piltover’s Sun Gate canal, imagining herself taking the wheel and steering her life in a new direction—toward the riches of the world. When she was old enough to join the family business, it was quickly discerned that Renata had no aptitude for alchemy. She did, however, have ideas about turning a profit. In her first sales pitch, Renata convinced her parents that they wouldn’t need to ask anything more than people could give, if they started treating wealthier Zaunites. With loyal patients extolling the Glascs’ talents to their betters, their charity work was soon paid for by the rates Renata set for the rich. Instead of living comfortably, however, the Glascs spent that money developing a highly refined chemtech formula to extend the lives of their sickest patients. No matter what they did, the formula always had unwanted side effects—such as making their patients extremely suggestible, or extremely violent—so they continued to try and improve their work. Only Renata, bitter at what her parents chose to do with the money she had earned them, wondered if the formula could be useful as is. Up in Piltover, the elite clan leaders who had been making money off of Zaunite medical stopgaps heard whispers of the Glasc family’s research. Not willing to let anything threaten their bottom line, they paid off a handful of enforcers to “take care of it.” Renata woke to the sound of her parents’ screams as her home burned down around them. She lost her arm trying—and failing—to save them. With only her family name and the scraps of research that survived the fire, Renata swore to avoid her parents’ mistake of thankless altruism. Instead, she threw herself into building her meager inheritance into something bigger, something that could give her everything she’d never had, something that would give her money and power and control. An empire. As the years passed, she became the brains behind several successful small-time operations while building relationships with unsavory, but influential, individuals throughout the city. She’d give people jobs, lend them money, and give them medicine for their sick children—but never for free. If they couldn’t pay in coin, she demanded their loyalty. Renata quickly realized that genius was the rarest and most lucrative commodity in Zaun and devised a plan to invest in destitute youths with a talent for innovation. She offered a space to work and stability for their families in exchange for their work in perpetuity. The poorest among them couldn’t afford to say no. Renata found herself with plentiful access to new and unique product designs, and novel uses for the chemtech formula that was her parents’ legacy. Profits soared. She then established Glasc Industries after purchasing the first of what would eventually be dozens of factories to manufacture her high-end chemtech products. Glasc Industries quickly expanded across Zaun—from chemtech mining operations to dance halls to refineries—angering some barons who’d held monopolies over the ventures. But, one by one, Renata persuaded them all to go into business with her. And just like that, Renata quietly managed to become a chem-baron in her own right, and no one could push back for fear of upsetting their own cash flow. While Glasc Industries flourished, Renata herself remained in the shadows, waiting for the right time to make her next move. That time came after a chemical accident sent poisonous fumes sweeping through the streets of Zaun, leaving the city in its worst state in decades. Amidst the noxious gray clouds, Glasc Industries offered basic breathers and replacement filters to everyone in the city… for free. Now everyone in Zaun knew of Renata Glasc and her benevolence. She had earned Zaun’s loyalty. Word of her generosity swept through Piltover, as well. For the first time, shopkeepers looked seriously at Renata’s elegant and ultra-refined chemtech designs and soon lined their shelves with her products. Now, every fashionable Piltovan owns at least one Glasc Industries product, and the wealthiest among them vie to sit beside Renata at novelty galas and the opera house. But Renata’s plan was never to be a chem-baron in Zaun or the corporate darling of Piltover. No, she aims to take Piltover’s source of financial power for herself—the Sun Gate she had dreamed of so often in her youth. For she who controls the Sun Gate, controls the flow of trade; and she who controls the trade, controls the world. With a secret cache of her parents’ chemtech formula embedded in every Glasc product in both Piltover and Zaun, ready to be released at her command—side effects and all—it’s only a matter of time before everyone works for Renata Glasc.
Support
Renekton was born to fight. From a young age, it was obvious he had no fear, regularly brawling with much older children. It was usually his pride that led to these confrontations—Renekton was unable to back down, or let any insult pass. While his older brother, Nasus, disapproved of his street-fighting, Renekton relished it. Nasus eventually left to join the prestigious Collegium of the Sun, and Renekton’s skirmishes became more serious. Fearing his brother’s violent nature would see him imprisoned or in an early grave, Nasus helped him enlist in the Shuriman army. Officially, Renekton was too young, but Nasus made sure this was conveniently overlooked. The discipline of military life was a blessing. Renekton fought in numerous wars of conquest to expand the empire—his ferocity and toughness were still evident, but his honor and bravery became renowned. Nasus, now a celebrated general and tactician, would often say that he planned many great battles, but it was Renekton who won them. Indeed, after saving the isolated city of Zuretta, Renekton was made a captain by the emperor himself, and named Gatekeeper of Shurima. Outnumbered ten to one, he and a small contingent had faced the enemy in the remote, rocky passes to the south, to buy time for the city to be evacuated. It was a battle none had expected Renekton to survive, let alone win... yet he held out long enough for a relief force led by Nasus to arrive, and the invading forces were routed. Through decades of service, Renekton’s reputation came to rival even the god-warriors of the Ascended Host, his presence on the battlefield an inspiration to those fighting alongside him, and terrifying to his foes. Still, he was a grizzled and battle-scarred veteran of middling years when word reached him that his brother was close to death. He raced back to the capital to find Nasus a pale shadow of his former self, having been struck down by a debilitating wasting malady. The sickness was incurable. Nevertheless, the general’s greatness was recognized by one and all. Beyond his military acumen, Nasus had curated the empire’s great libraries, and compiled or translated many of the finest literary works of antiquity. Such a man could not be allowed to pass, and it was decreed that he was worthy of Ascension. The whole city gathered in witness, but Nasus no longer had the strength to climb onto the dais before the Sun Disc. Without thought for his own safety, Renekton lifted his brother in his arms, and climbed the final steps, fully expecting to be obliterated in the process. He was just a warrior, after all, and he knew Shurima would need Nasus in the years to come. However, Renekton was not destroyed. Beneath the blinding radiance of the Sun Disc, both brothers were raised up and remade, and when the light faded, two mighty god-warriors stood before the crowds—Nasus in his lean, jackal-headed body, and Renekton as an immense reptile. The jackal was often regarded as the most clever and cunning of beasts, and the fearless aggression of the crocodile fit Renekton perfectly. Renekton had been a mighty hero before, but now he possessed power beyond mortal understanding. He led Shurima’s armies to many bloody victories, neither giving nor expecting any mercy. His legend spread far beyond the borders of the empire, and it was his enemies that knew him as “the Butcher of the Sands”, a title he embraced. But there were some—Nasus among them—who came to believe that a portion of Renekton’s humanity had been lost in his transformation. He seemed crueler, taking ever greater pleasure in the spilling of blood, and there were whispers of many battlefield atrocities. Nevertheless, he remained a staunch defender of Shurima, faithfully serving a succession of emperors, even through the rebellion of Icathia and the horrifying war that followed. Some years later, it was decided that the young emperor Azir would join the ranks of the Ascended Host, and become the immortal ruler his people deserved. The results were catastrophic. Renekton and Nasus were each more than a day’s journey from the capital when it happened, and they arrived to find the glorious city in ruins. The Sun Disc was failing, drained of all its power. At the center of the carnage, they found the emperor’s treacherous magus, Xerath—now a malevolent being of pure energy. The brothers fought hard, but knowing that they could not destroy Xerath, Renekton finally wrestled him into the Tomb of the Emperors beneath the city, and bade his brother seal them inside. Knowing there was no other way, Nasus reluctantly did as his brother ordered. Xerath and Renekton continued their battle. For uncounted centuries they stalked one another through the lightless depths, as the once-great civilization of Shurima turned to dust in the world above. Xerath taunted his adversary, whispering poison in Renekton’s ear, and gradually, his viperous words began to take hold. He convinced Renekton that Nasus, jealous of his success, had leapt at the chance to be rid of him, and enjoy immortality alone. Piece by piece, Renekton’s sanity cracked. Xerath drove a wedge into these cracks, twisting his perception of what was real and what was imagined. When the Tomb of the Emperors was finally opened by greedy mortal scavengers, Renekton roared his fury and thundered out into the desert, sniffing the air for his brother’s scent. But Shurima has changed much in his absence. The Ascended Host is no more, leaving the people scattered and leaderless, for the most part. Though he cares little for such things, Renekton has attracted followers among the most fierce and bloodthirsty of the desert raiders... even if he cannot always tell friend from foe in his frequent, deranged frenzies. And while there are moments when he resembles the proud, honorable hero of the past, most often Renekton is little more than a devolved, hate-maddened beast, driven on by the thirst for blood and vengeance.
Fighter
Rengar hails from a tribe of Shuriman vastaya known as the Kiilash, whose society venerated the honor and glory of the hunt. Rengar was born the runt of the litter to the tribe's chieftain, Ponjaf. Ponjaf believed Rengar's diminutive size would make him a worthless hunter. He ignored his child, assuming the runt would starve to death. Eventually, the young Rengar fled the camp, ashamed that he had disappointed his father. He subsisted on grubs and plants for weeks until, one day, he was nearly killed by a legendary human hunter named Markon. Upon seeing Rengar's state, he took pity on the creature and let it live. Besides, this was no mighty vastayan warrior worthy of Markon's blade. Rengar spent months following Markon, feeding off the corpses the hunter left behind. He still hoped to one day rejoin his tribe, and so took great care in observing how Markon took down his quarries. After some time, Markon grew sick of the pathetic Kiilash following him around. He put a knife to Rengar's throat and informed him that the only way to be a hunter was to hunt. He tossed Rengar the blade and kicked him down a ravine, where he was forced to make his first kill to survive. From then on, Rengar spent years pushing himself almost to breaking point. He scoured Shurima for the most powerful and dangerous prey. Though he would never be as big as other Kiilash, Rengar was determined to be twice as ferocious. Over time, instead of coming back to his camp each time with fresh scars, he began to come back with trophies. He polished a sandhawk's skull to a sheen; he braided the teeth of a shrieker into his hair. Then, when he decided the time had come, Rengar returned to his tribe, ready to be accepted as a true hunter. Ponjaf scoffed at Rengar and his trophies. He decreed that only by bringing back the head of the elusive and legendary Void-abomination known as Kha'Zix would Rengar be welcomed back into the tribe. Blinded by his eagerness, Rengar allowed this cunning beast to get the drop on him. The Void creature ripped out one of Rengar's eyes and escaped. Furious and defeated, Rengar admitted his failure to Ponjaf. As expected, his father chastised him. But as Ponjaf spoke, Rengar noticed all the trophies adorning his father's hut were dusty and old. The chieftain had not hunted anything in a long time—he had likely sent Rengar after Kha'Zix because he was too afraid to do it himself. Rengar interrupted his father and called him a coward. Many Kiilash were blessed with strong bodies or comfortable homes. Rengar, conversely, was born facing death. He had taught himself how to hunt, and had the trophies and scars to prove it. Even his own bloody eye socket was a trophy: proof that though Rengar was born with disadvantages, he never gave up. Rengar leapt onto his father and gutted him from neck to belly. The fiercest hunters of the tribe crowned him with flame-roses, marking him as their new chieftain. But Rengar didn't need his village's acceptance. All he needed was adrenaline pumping through his veins as he chased down his prey. He left the village, without even pausing to take a trophy from what was left of Ponjaf—his father was not a kill worthy of remembering. Instead, he set off determined to find and slay the Void creature that had tried to blind him. Not to satisfy the Kiilash, but to satisfy himself.
Assassin
Even amongst yordles, Rumble was always the runt of the litter. As such, he was used to being bullied. In order to survive, he had to be scrappier and more resourceful than his peers. He developed a quick temper and a reputation for getting even, no matter who crossed him. This made him something of a loner, but he didn't mind. He liked to tinker, preferring the company of gadgets, and he could usually be found rummaging through the junkyard. Rumble showed great potential as a mechanic, and his teachers recommended him for enrollment at the Yordle Academy of Science and Progress in Piltover. He may very well have become one of Heimerdinger's esteemed proteges, but Rumble refused to go. He believed that Heimerdinger and his associates were ''sellouts,'' trading superior yordle technology to humans for nothing more than a pat on the head while yordles remained the butt of their jokes. When a group of human graduates from the Yordle Academy sailed to Bandle City to visit the place where their mentor was born and raised, Rumble couldn't resist the temptation to see them face-to-face (so to speak). He only intended to get a good look at the humans, but four hours and several choice words later, he returned home bruised and bloodied with an earful about how he was an embarrassment to ''enlightened'' yordles like Heimerdinger. The next morning, Rumble left Bandle City without a word, and wasn't seen again for months. When he returned, he was at the helm of a clanking, mechanized monstrosity. He marched it to the center of town amidst dumbfounded onlookers and there announced that he would show the world what yordle-tech was really capable of achieving.
Fighter
Ryze was just a young apprentice when he first learned of the arcane powers that had shaped the world. His master, a sorcerer named Tyrus of Helia, was a member of an ancient order whose mission had been to gather and protect the most dangerous artifacts in Runeterra. Ryze overheard Tyrus speaking in hushed tones with another mage, discussing something called “World Runes.” When Tyrus noticed his apprentice, he abruptly ended the conversation, tightly clutching the scroll that never left his side. In spite of the order’s best efforts, knowledge of the Runes began to spread—few could even begin to understand their importance, or the sheer power held within them, and yet all saw them as weapons that could be turned against their rivals. Ryze and Tyrus traveled between the various peoples of Valoran, trying to quell paranoia and encourage restraint. But over time, their missions became increasingly precarious, and Ryze could sense his master’s growing desperation. Finally, in the Noxii territories where Ryze was born, the first cataclysmic blow was struck in what would eventually be known as the Rune Wars. Two nations were pitted against one another, and tensions were running high. Tyrus pleaded with their leaders in parley at the village of Khom, but he saw this conflict had already escalated beyond his ability to mediate. Fleeing into the hills, he and Ryze bore horrified witness to the destructive power of the World Runes firsthand. The earth fell away beneath them, the bedrock itself seeming to retch and squeal, while the sky above them recoiled as if mortally wounded. They looked back upon the valley where the rival armies had stood, and beheld insanity—destruction on a scale so massive that it defied all physical sense. The buildings, the people, all were gone, and the ocean, once a day’s journey to the east, now rushed to meet them. Ryze fell to his knees and stared into the great hole torn in the world. Nothing remained. Not even the village he once called home. Open warfare soon raged across Runeterra. Ryze felt compelled to join the conflict, to pick a side and lend his magical strength to the cause, but Tyrus stayed his hand. The two of them had to guide others back toward peace, and pray there was anything left of the world by the time it was all over. Wherever they met those who held the World Runes, Tyrus pleaded for restraint. Many were deeply sobered by the threat of total annihilation—indeed, those who had already suffered most bitterly in the war might have agreed to turn over their Runes to him, and yet none of them wished to be the first to do so. As time passed and the conflict spread, Ryze noticed his master growing more distant. While Tyrus attended clandestine meetings with great leaders and archmages, he sent his apprentice on errands that seemed of little importance, often for many weeks at a time. Eventually, Ryze decided to confront him and, to his horror, discovered that Tyrus of Helia had secretly come into possession of not one Rune, but two. Bitter and angry, the older mage insisted that common mortals were like reckless children, toying with powers they did not understand. He would no longer play diplomat to ignorant power-mongers. He had to stop them. Ryze tried to reason with Tyrus, but it was no use—before him stood a flawed man, susceptible to the same temptations as those he decried. The allure of the Runes had left its mark upon him. Where once he desired only peace, now he had the means to bring about the end of all things. Ryze had to act, even if it meant destroying his only true friend and ally in the world. In an instant, he unleashed all the magic he could muster. A moment later, Tyrus’s corpse lay smoldering on the floor. Ryze trembled as his mind struggled to process what he had done. If these deadly artifacts could corrupt a mage with the strength and integrity of Tyrus, how was Ryze to handle them? At the same time, he knew he could not entrust them to any other living soul... Soon, the greatest civilizations all but destroyed one another, ending the war. Ryze now understood the task he had inherited—as long as any World Rune remained unsecured, Runeterra was surely doomed. This knowledge was to become a lonely burden indeed, for ever since that day he has scoured the world in search of the last remaining Runes. He continues to reject the promise of power within each one, choosing instead to bind them in secret locations, far from prying and greedy eyes. Even with his life abnormally prolonged by the magic he is exposed to, Ryze cannot afford to rest, for rumors of the World Runes have begun to emerge once more, and the peoples of Runeterra seem to have forgotten the price of wielding them.
Mage
In the city of Amakra, on the eastern edge of the Great Sai, Samira and her parents made a living as street performers. They dazzled, beguiled, and awed onlookers, which thrilled Samira, but worried her parents. Despite the fun their daughter had, they wished she could enjoy a more stable life. But wishes are as fickle as the desert rain. On the eve of Samira’s fourteenth birthday, armed strangers swarmed Amakra. Hidden among the rafters of her home, Samira watched as the strangers invoked the name of an ancient magus and seized innocent villagers. Many people were slain before her eyes. Samira did not cry. She did not scream. Instead, she seethed in anger—not at the killers, but at herself for hiding. She had never felt crippled by fear before, even when she attempted the most daring stunts. In that moment, Samira hated herself, and vowed never to feel so scared and helpless again. Though wounded, Samira and her parents escaped to Bel’zhun, a port city under Noxian rule, with a handful of others. To the Amakrans, Noxus provided a safe haven. To Samira, Noxus opened a door. While other refugees found comfort in living quietly, Samira was determined to reclaim her courage. She took to the streets alone since her parents, weary and injured, could not. Performing was no longer a job—it was her stage to be fearless. She outdid herself with every stunt, even when no one bothered to look. But it was still not enough to support her family. That was when Samira stumbled upon a call to join a Noxian warband. Drawn to the excitement and the financial resources it would provide, she enlisted. Her physical prowess amazed her peers. Deft with a blade and sharp with her aim, Samira reveled in her raw athleticism, excelling in combat… but faltering in discipline. After two years of training, her recklessness frustrated her commanding officers, save for one: Captain Indari. A former saboteur, Indari valued Samira’s fearlessness and offered her a position in her private warband—a specialized unit charged with missions that were deemed too perilous for standard military personnel. Hungry for the dangers it promised, Samira agreed without hesitation. She fully embraced Noxian culture, finding her own strength and style amid life-and-death shootouts and breathtaking sword fights. In her free time, Samira regaled her family with stories of her tattoos, each representing only her most unforgettable feats. To her, what mattered most was challenging herself to turn danger into thrill, and thriving off the constant risk that made her feel truly alive. On orders from the capital, Indari’s unit found themselves on the Rokrund Plains, sent to crush a secessionist uprising. As the warband located the enemy stronghold and approached the rebel leader, the fortress exploded. Samira dove headfirst into the chaos as the structure collapsed, permanently injuring her right eye. Feeling neither scared nor helpless, she wasted no time in recovering Indari, who had sustained a more serious injury—the captain could no longer move her legs. Indari, frustrated at her failure as their leader, disbanded the unit upon the return of its survivors. Discharged, and with no other opportunities rousing her interest, Samira drifted back home to Bel’zhun—but it was no longer a lifestyle she could endure. Samira returned to the Noxian capital and located Indari. She believed her former captain understood her craving for challenges in ways nobody else could, and wanted to make use of Indari’s connections in the military and noble houses. She proposed they team up again in a new partnership, where Indari could operate behind the scenes to find Samira high-stakes mercenary work. Reluctantly, Indari agreed, but it left her former protégé alone with no field support… And Samira couldn’t have been happier. She eagerly undertook missions meant for entire warbands—and thrived. Her daredevil reputation spread far and wide. From beating a chem-baron in hand-to-hand combat, to being the lone survivor of a Bilgewater raid, Samira completed every job no matter the odds. With Indari’s support, even the Noxian high command accepted her, recognizing there was no one better suited to take on their most perilous missions. Now, Samira shows no signs of slowing down. She can be found scaling mountain cliffs one day, and arm-wrestling outlaws in crowded taverns the next. But wherever she may be, one thing is certain: Samira never fails to find her next big thrill.
Marksman
Sejuani was the child of a Freljordian political marriage that ended as coldly as it began. Her mother, the Iceborn warrior Kalkia of the Winter’s Claw, abandoned her new family to pursue the man who had captured her heart years before, and the tribe fell into decline and chaos without a young Warmother to lead it. Sejuani was instead raised by her grandmother, Hejian. Though Sejuani tried her best to earn Hejian’s love, she was never able to meet her arduous expectations. As the tribe’s troubles grew in the years that followed, Hejian had even less time for the girl. Wealth, love, safety—these were things Sejuani only experienced secondhand, through visits to the Winter’s Claw’s sister tribe, the Avarosans. During the summers, Grena, the most famous warrior in the region, took Sejuani into her household. After discovering Grena had in fact once bested Kalkia in a duel, the Avarosan Warmother instantly became Sejuani’s idol… and Grena’s daughter Ashe became the only person she ever truly considered a friend. After Grena questioned the treatment of the young girl by her grandmother, an affronted Hejian cut all ties with the Avarosans. The Winter’s Claw then instigated a series of conflicts with other neighboring tribes, attempting to reclaim the lands and honor they had lost with Kalkia’s flight, but these desperate tactics only led them further into ruin. Somehow, word of this reached Kalkia. Hearing of her former tribe’s misfortunes, she returned and took up the mantle of Warmother once more. Even so, quelling these hostilities left the Winter’s Claw with game-poor lands and precious few other resources, forcing them to rely on the grim Frostguard for protection. Sejuani was galled by this, and resolved to seize leadership from her mother. She swore a sacred oath to lead a perilous raid against a Noxian warship, hoping that fulfilling this oath would be enough to rally the tribe to her, with enough support to wrest power from Kalkia and the Frost Priests. During the vicious assault, Sejuani freed a juvenile drüvask from the ship’s butchery stores, naming it Bristle for the feel of its hide. Though she could not have guessed it at the time, this creature would grow to become one of the largest drüvasks ever seen, and remained with Sejuani as her loyal steed. Her raid a success, Sejuani decided it was time to challenge her mother directly for the tribe. By the ancient customs, a duel between a mother and her daughter was unthinkable—but Sejuani would not be deterred. Outraged, the Frost Priests were forced to intervene, and Kalkia died in the struggle before Sejuani could reach her. As the new Warmother of the Winter’s Claw, Sejuani began attacking and absorbing nearby tribes, consolidating her power and gathering a veritable horde of followers. Her defiance of the Frostguard also attracted outcast shamans, spirit walkers, Iceborn and Stormborn, and unrepentant worshippers of all the old gods from across the Freljord. Where once they had been weak, disgraced, and preyed upon by their neighbors, in only a few years the Winter’s Claw had become feared throughout the northlands for their speed, brutality, and absolute devotion to their Warmother. Now, as the seasons turn, Sejuani marches on the southern tribes, Noxian interlopers, and even the borderlands of Demacia—raiding, pillaging, and conquering any who stand against her. Ultimately, she seeks to cast down and destroy the burgeoning coalition of tribes formed by her childhood friend, Ashe. As far as Sejuani is concerned, the Avarosan Warmother has betrayed not only their friendship but, far worse, she has also betrayed Grena’s legacy. And so, Sejuani will prove that only she is worthy of ruling the Freljord.
Tank
In Piltover, where anyone’s dream can become everyone’s progress, a star is born. As a child, Seraphine always loved music, especially her father’s lullabies. The songs were beautiful, but sad. He’d brought them up to Piltover as he and Seraphine’s mother—two lifelong Zaunites—sought a better life in the City of Progress. Leaning out the window of their hexcoustics workshop, where broken sound tech was made to play again, Seraphine sang along with the streets. The shanties of the Sun Gates, the whistling of apprentices, even the melody of conversation—in a bustling city like Piltover, she was never alone. Over time, Seraphine realized she could sense songs too private, too personal, for any ordinary person to hear. And as she grew, so did the intensity of her gifts. She heard every person’s soul, loving or cruel—turning the streets she’d once loved into an overwhelming cacophony of conflicting desires. How could she make sense of the voices if none of them harmonized? Some days, she hid shivering in a corner, hands over her ears, unable to hear herself above the chaos. Seraphine’s parents had left everything behind so she could be born in Piltover; they couldn’t bear seeing her struggle. Scraping together their savings to purchase a shard of a rare hextech crystal, they crafted a device that dampened her magical hearing. For the first time in years, there was silence. Within that quiet, though, Seraphine heard something—someone. The crystal had a consciousness, born of brackern blood. Though hard to hear, and harder to comprehend, the voice was kind. In a hymn of distant deserts and ancient conflicts of ancestors, a thousand years of history sang in unison. Seraphine, awed, asked for guidance. Overwhelmed by the yearnings around her, she worried she may have no song of her own. What if she was merely the voices of others? “We are all forged through others’ voices,” the presence sang back. And slowly, she learned to manage the noise. The voice rarely spoke clearly, but Seraphine felt its influence as it helped her understand how to resonate with a crowd, to sing with them, using her dampener less each day. The first time she performed in front of an audience, testing her skills, she was nervous beyond words. But she kept singing, and the crowds swelled. Soon, the biggest venues in Piltover had Seraphine’s fans spilling into the streets. Still, something was missing—in the crowds, and in herself. She resolved to seek perspective in the city her parents had worked so hard to leave: Zaun. The first time she rode the clanging lift down, Seraphine felt somehow at home but still a stranger. In Zaun, she heard refrains of resilience and ambition much like above, yet with a thrum of freedom that was all their own. But as she spent more time below, she also sensed pain. Fear of the chem-barons who controlled every opportunity. Hatred of the spoiled, arrogant Pilties above. There was so much discord. She began to perform, and listened to these new crowds, their hearts singing their struggles. The two cities were divided by more than simple misunderstanding. She wanted to mend, to unite. But she kept hearing the same refrain: “It’s not that simple in Zaun.” Eventually, Piltover started to feel less like home. Her hextech crystal had sung an elegy of what hatred left unchecked could accomplish. Seraphine couldn’t let that happen to the cities she loved. Persuading her parents to help, she dismantled her dampener, and together, they gave the crystal a new home in its opposite—a platform that would amplify her gifts, not repress them, allowing her to hear others in all their complexity. Seraphine hoped the crystal’s voice would be among them. She rode this platform down as a stage of sorts, stepping out onto the Entresol between Piltover and Zaun. As the crowds gathered and the lights dazzled, she heard citizens from both worlds, mingled together to hear her. This was a new song. Not just understanding—unity. It wasn’t perfect. It might never be. But her voice mattered. And so, Seraphine realized, maybe she could help others find their voice, too. Seraphine has become the premier star in both Piltover and Zaun. Empowered by her gifts and her hextech, she amplifies the voices of all with a fresh force of optimism, because to her, everyone deserves to be heard—especially those who are struggling. They inspire her, and she will do her best to inspire them in return.
Mage
An enigma to the spirit realm, as well as the mortal world, Shen belongs to neither. Although born to one of the most revered families of northern Navori, it was his father’s role as the Eye of Twilight that set his destiny in the Kinkou Order. As the son of Great Master Kusho, he was immersed in the order’s culture, and its core tenets were as familiar to him as the Ionian sunset. He knew the necessity of Pruning the Tree, the determination of Coursing the Sun, but above all, he learned the wisdom of Watching the Stars. He meditated and studied throughout his childhood, and was considered exemplary by all his teachers. His closest friend, the only one who could match him in practice bouts, was the young acolyte Zed. They grew up as brothers, often confiding in each other their personal hopes and dreams. Shen could turn to Zed for a fresh perspective on any matter, and the two became known as the Kinkou’s most promising students. As their skills developed, Kusho brought them on dangerous missions, including a hunt for the Golden Demon plaguing the province of Zhyun. Their search took years, but Shen stayed committed even after uncovering countless gruesome murders. When they at last captured the “demon”, it was revealed to be Khada Jhin, a mere stagehand from a traveling theater. Instead of execution, Great Master Kusho ordered the criminal imprisoned. Though he and Zed both thought the killer deserved heavier punishment, Shen accepted his father’s decision. He strived to emulate the Eye of Twilight’s dispassion, and so found himself failing to console a bitter and resentful Zed. Even when Noxian invaders threatened the peace of the First Lands, Shen reluctantly supported Kusho’s inaction. But when Zed abandoned the Kinkou to join the fight, Shen stayed within the temple walls. Many of the provinces were soon occupied by the enemy. Despite this, Shen focused on maintaining Ionia’s spiritual harmony. So it was, when he was far from home, he felt a jolting imbalance within the Kinkou Order—rushing back, he came upon the survivors of a bloody coup. From them, he learned Zed had raised acolytes of his own, and seized the temple. Worst of all, Shen’s father had been slain by the man he once saw as kin. Repressing his anguish, he led the remnants of the Kinkou to safety in the mountains. Shen took up his father’s spirit blade, as well as the title of Eye of Twilight. His role was not to seek vengeance, but to rebuild the order. Following the core tenets, he began to recruit and train others, hoping to restore its strength. One acolyte in particular showed boundless potential. Shen taught the girl, Akali Jhomen Tethi, to master the arts of stealth and subterfuge. Her mother, Mayym, had stood alongside Kusho as the Fist of Shadow, and it seemed as though her daughter could follow the same path. Even so, Shen found himself forced to urge restraint whenever Akali would seek to strike back at their mortal foes. When Noxus finally withdrew, many Ionians celebrated the victorious resistance. Others, like Shen, endured the consequences of war—he persisted in his duty, while in private he wrestled with his hatred for Zed, and doubt in his own ability to lead. The years of conflict had taken a heavy toll on the First Lands, and Shen was uncertain whether the rebuilt Kinkou would ever be able to redress the balance. Indeed, even as Akali became the new Fist of Shadow, he felt her beginning to drift away. In time, she openly denounced his teachings, and left the order. Shen meditated, watching the stars, and understood that Akali would need to find her own way… and so would the Kinkou. Sometimes, between unseen struggles in the spirit realm, Shen still contemplates the value of his beliefs. He has never let his emotions stop him from preserving tradition, but the question remains: how long can one man walk two worlds, before the acts of one destroy the other?
Tank
Though they are rare creatures now indeed, there exist a handful of places across Runeterra where the great elemental dragons still nest. Long after the fall of the Shuriman empire, in the chambers beneath a lost volcano, the elder beast known as Yvva guarded her clutch of eggs. Beyond the depredations of rival drakes, dragon eggs were priceless almost beyond a mortal’s comprehension, and so many were daring or foolish enough to try their luck. Yvva feasted upon the charred remains of a score or more would-be thieves over the years… before one succeeded in his attempt. This upstart mage fled the mountains with the large egg hugged close to his chest, the jungle at his heels set ablaze by Yvva’s fury. Against all odds, he reached the coast and left the dragon to slink back to her lair in defeat. She had lost one egg. She would not lose another. The mage traveled north to Piltover—but before he could find a buyer, the egg began to hatch. Whether it was the act of removing it from the nest, or the last moon of autumn giving way to winter, something had changed. It was no infant dragon that emerged, but an apparently humanoid baby girl with pale, violet skin, and the mage found he could not bear to abandon her. He raised the child as his own, naming her Shyvana after the dark legend of her brood-mother. It became clear that Shyvana was no mortal. From an early age, she was able to shift her form into something monstrous, akin to the half-dragons of ancient myth. This made living among the common folk of Valoran difficult, to say the least. One thing was clear: Yvva retained some connection with her lost daughter, and it grew stronger over time. When her other offspring finally took flight, Yvva left her empty nest and soared far over the ocean in search of Shyvana. The land was wracked by fierce border wars, but armies and villagers alike scattered at the great dragon’s approach. Seeking refuge in a ruined farmhouse, Shyvana saw her adopted father engulfed in flames as Yvva swept low overhead—the young woman dragged him into the nearby forest, but there was nothing more she could do. She buried him in a simple grave beneath a spreading oak, and set off alone. After many weeks in hiding in the wilds, always on the move, Shyvana picked out the faint scent of blood among the trees. She found a wounded warrior, close to death, and knew this was someone she could save. Without a thought for the beast that hunted her, she assumed her half-dragon form and carried the unconscious man far away, to an outpost on the borders of Demacia. There, in the castle at Wrenwall, Shyvana discovered that this warrior was none other than Prince Jarvan—the king’s only son, and heir to the throne. Though the stationed soldiers regarded her violet skin and strange manners with some suspicion, she was made welcome. Demacians, it seemed, always looked out for one another, and her time in the town was the most peaceful she had ever known. The peace was not to last. Shyvana sensed darkness on the wind. Yvva was coming. The recovering prince, knowing that he had to marshal Wrenwall’s garrison, brought the terrified locals inside the stronghold in preparation for the coming battle. Even so, Shyvana prepared to make her escape. Jarvan confronted her, and she admitted that the creature in pursuit of her was of her own blood. She could not allow innocent people to die for that. Jarvan refused to let her go. Shyvana had saved his life, so it was only right that he fight at her side, now. Moved by his offer, she accepted. As Yvva came into view, Demacian archers loosed volleys of arrows to keep her distracted. In retaliation, she bathed the battlements in flame, tearing at the stonework with her powerful talons and sending armored warriors tumbling from the parapet. It was then that Shyvana leapt forth, transforming in mid-air and bellowing a challenge to her brood-mother. In a sight seldom witnessed in Valoran since the Rune Wars, the two dragons clashed, tooth and claw, in the skies over Wrenwall. And finally, bleeding from a dozen wounds, Shyvana grappled Yvva to the ground, and broke the creature’s neck upon the flagstones. The prince himself honored Shyvana’s bravery, and promised that she would always have a place at his side, if she would return with him to his father’s halls. With Yvva’s skull as proof of their triumph, they set out for the Great City of Demacia together. Shyvana has learned that King Jarvan III’s realm is somewhat divided—with the people’s distrust of mages and magic putting them at odds with the noble ideals upon which it was founded. While she has found a measure of acceptance as one of the prince’s most trusted guardians, she is left to wonder whether that would still be the case if her true nature were more widely known…
Fighter
Over a century past, the brutal warlord Sion rose to prominence, slaughtering all who dared stand in his way. Greatly feared by friend and foe alike, he was the last of a proud warrior culture that had been part of Noxus since its founding. Sion had sworn oaths to his ancestors to never take a backward step in battle, and to die a proud warrior’s death when his time came. While not noted for his subtlety or strategic acumen, Sion’s methods were ruthlessly effective, and he won many vicious triumphs for Noxus. The empire’s might was at a peak not seen for hundreds of years, and so it took the generals of high command by surprise when a nation from the west first resisted, then began pushing back their steady advance. These Demacians drove the Noxian warbands eastward, harrying them back behind the walls of Hvardis. Sion, who had been campaigning in the Argent Mountains, now turned south, filled with fury. He arrived at the city to find the Demacians on the horizon. They had no intention of besieging Hvardis—having driven the Noxians from the lands neighboring their own, they were preparing to return home. Sion readied his troops, determined to punish these upstarts for their impudence. The Noxian commander at Hvardis, however, had already suffered several defeats to the enemy, and was content to hide behind the city walls and let them leave unscathed. It had been Sion and his warriors who had paid the claim to the land now lost in blood; outraged, he hurled the commander from the city walls, and ordered the attack. Sion tore straight through the Demacian lines, seeking out their leader—King Jarvan the First. But while his own warband charged with him, fearless of death, those who had been cowering in Hvardis were weak. Their spirit broke, and they retreated back to the city, leaving Sion and his trusted few surrounded. One by one, they fell, but Sion ploughed on. Alone, pierced by a dozen swords and a score of crossbow bolts, he finally reached Jarvan. The fight was brutal, and it was the Demacian who delivered the killing blow. Sion dropped his axe and, with a final burst of strength, tore the king’s crown from his head with one hand, clamping the other around his throat. Jarvan’s guards stabbed Sion again and again, but his grip did not loosen. Only when the enemy king was slain did Sion allow death to claim him. His body was recovered—along with the Demacian king’s crown, still in his grip—and borne back to the Immortal Bastion in honor. Noxus mourned Sion’s passing, and his corpse was interred within a towering monument constructed to honor him for all time. Half a century passed before Sion’s tomb was reopened. Noxian dominance had waned in the years since Sion’s death, and the ruling Grand General of the empire, Boram Darkwill, was willing to pay almost any price to restore its lost glory. Darkwill’s allies, a mysterious cabal known as the Black Rose, reanimated the long-dead hero using forbidden magics, and presented him to the Grand General. He could not refuse this gift, and so Sion returned to life, driven by unnatural bloodlust and utterly inured to pain. He hurled himself like a living battering ram against the enemies of Noxus, destroying all he faced. More so than before his death, the victories Sion brought were costly. He was uncontrollable, killing friend and foe without remorse, and those forced to fight alongside him began to desert. Finally, Darkwill ordered Sion reinterred. Hundreds of warriors died trying to restrain him before he was finally bound in chains and dragged back to the Immortal Bastion. Without slaughter, the blood magic that sustained him quickly engulfed his mind in an all-consuming rage. His roars finally fell silent as he was sealed in beneath his giant statue. There he languished for many years, neither alive nor truly dead. When his tomb opened once more, it was to a very different empire. Darkwill was gone, overthrown by the general Jericho Swain—but Sion cared little, roaring and pulling against his bindings in a frenzy that could only be sated in battle. Chained within an iron cage, he returned to Hvardis, which had broken away from Noxian rule under Darkwill’s reign; Sion was the new Grand General’s punishment for their rebellion. He butchered the defenders of Hvardis and leveled the city, laughing as he ripped its towers apart with his bare hands. Other regions that had abandoned Noxus soon bent the knee, fearing the undead juggernaut would be unleashed upon them next. When harsh daylight floods his opening tomb, Sion now welcomes it… for with it comes the chance to shed his chains and sate his hunger for bloodshed, to briefly silence the screaming madness drowning out all thought of rest. Sion remembers only fragments of his life, and less of the times since, but one truth has remained as stark as on the day of his death—now, as then, the world trembles before him.
Tank
From an early age, Sivir learned firsthand the harsh lessons of Shuriman desert life. With her entire family slain by marauding Kthaons—one of the Great Sai’s most infamous raider tribes—the young girl and other orphans like her could only hope to survive by stealing food from local markets, and delving into half-buried ancient ruins in search of trinkets to sell. They would brave cramped tunnels and forgotten crypts, hunting for anything of value, often scrapping viciously with one another over the best finds. Sivir would lead others into the depths, but could rarely hold on to what few treasures she managed to unearth. After being robbed by her supposed friend Mhyra, she swore she would never allow herself to be betrayed again, and in time she joined a group of mercenaries led by the renowned Iha Ziharo, serving as their guide and general lackey. Though her flourishing skill at arms eventually led her to become Ziharo’s personal sergeant, Sivir noted that the domineering leader took the greatest share of gold and glory from every raid… even when it was Sivir’s clever strategies that brought them their wealth. Rallying her fellow sellswords, Sivir decided to strike against Ziharo, and replace her as leader. Unwilling to kill her former mentor, though, Sivir left her alone in the desert with a hollow offer of good luck. Over the years, Sivir and her new followers earned a fearsome reputation. They accepted any task for good pay, including a commission from a Nashramae patriarch looking for a lost heirloom—a blade known as “the Chalicar”. Accompanied by his personal guards, Sivir searched for many months, until she finally pried a cross-shaped blade from the sarcophagus of some hero of the old Shuriman empire. This was a treasure indeed, crafted by cunning and magic in a long-forgotten age. Sivir marveled at it—never had a weapon felt so natural in her grip. When the captain of the guard demanded they return it to their master, Sivir threw the blade in a curved arc, decapitating the captain and cutting down the three men behind him in an instant. She fought her way from the tomb, leaving only the dead in her wake. Sivir’s reputation soon spread beyond the desert. Indeed, when Noxian expeditions began to move inland from the northern coast, she found herself in the employ of Cassiopeia, the youngest daughter of General Du Couteau, to help plunder Shurima’s lost capital. As they traversed twisting catacombs, many of Sivir’s mercenaries fell to ancient traps, but Cassiopeia refused to turn back. When they finally reached a great tomb door, surrounded by statued guardians and bas-reliefs depicting the mighty god-warriors of old, Sivir felt her blood stir. She was mesmerized by these beast-headed heroes, and their wars against the foul creatures of the underworld. Taking advantage of Sivir’s inattention, Cassiopeia thrust a dagger into the mercenary’s back. Sivir collapsed in agony, her blood soaking the sand. Using the Chalicar itself, Cassiopeia unlocked the tomb door, unknowingly triggering the sorcerous curse that had been placed upon it. On the verge of death, Sivir watched as a stone serpent came to life before her eyes, searing Cassiopeia's skin with venom. The last thing the sellsword heard before her senses dimmed were the roars of maddened gods, unleashed from the tomb to walk the earth once more… But fate, it seemed, was not yet done with Sivir. Unknown to her, she carried the last trace of an ancient, royal bloodline in her veins. She awoke to find herself tended by none other than Azir—the last ruler of the empire, who had been denied his rite of Ascension and passed into legend. Her spilled blood had reawakened his spirit after almost three thousand years, completing the ritual and imbuing him with all the celestial power of a god-emperor. There, in the Oasis of the Dawn, he used the healing waters of that sacred pool to miraculously undo Sivir’s mortal wound. She had heard tales of Azir and his prophesied return, and always thought only fools could believe in such fantasy… and yet she could not deny what was unfolding before her very eyes.The earth split, and great plumes of dust whirled into the air as the ancient city of Shurima rose from its grave, crowned by an enormous golden disc that shone with the heavenly rays of the sun. Shaken to her very core, Sivir fled with the Chalicar on her back. While she would have liked nothing more than to return to her former life, she instead found herself caught up in the struggles of powers greater than most mortals could comprehend. At the city of Vekaura, she crossed paths with another Ascended being—the freed magus Xerath, now seeking to end Azir’s bloodline for good—but with the help of the scholar Nasus and a young stoneweaver named Taliyah, Sivir survived once more. The time has now come when she must choose a path, either embracing the destiny she has been given, or forging her own amid the shifting sands of Shurima.
Marksman
Long before the lands that would become Camavor were named, dragons dwelt there. Once mortals arrived, conflict followed. The strife was only quelled when the first king of Camavor humbled himself before the dragon matriarch, bending the knee and pleading with her to lend her great strength to his armies, and all his dreams of empire. So it was that the dragon who would eventually be known as Grandmother Viper and the Camavoran ruler swore the oath of Vol Visperi-Desinvein, binding their lineages for generations to come. The dragons remained fiercely loyal to the throne and to those high houses that passed the trials and performed the sacred rites of the oath. In exchange, the dragons were kept satiated with livestock and showered with offerings. The gold, jewels, and precious artifacts they accumulated over the years garnered them a great respect… and those brazen enough to cross the dragons would pause at the thought of their own fortunes being reduced to molten slag and windblown ash. Long after Grandmother Viper passed into legend and her brood was already much diminished, the young king—Viego Santiarul Molach Vol Kalah Heigaari—called upon the imperial dragons to accompany him and the knightly orders to the Blessed Isles. The dragons refused, seeming to recognize his madness for what it was… though even remaining in Camavor with all their treasures could not spare the kingdom from the tragic repercussions of the Ruination. The handful that survived bore witness to endless neglect and conflict, roosting within the deteriorating palace where no monarch would ever reign again. Centuries would pass before another imperial dragon would hatch. As that hatchling grew, scarcity of game forced his mother to venture further and further to hunt. This left the nest vulnerable to far-roaming Noxian beastmasters, who stole the young dragon and set sail for home to collect their reward. However, shortly before arriving at their destination, the mother dragon discovered the ship’s whereabouts and obliterated it with her fiery breath. In the chaos, the hatchling was swept away, borne by the current to a nearby island off mainland Noxus. Scared, alone, and hungry, the hatchling employed his mother’s lessons to hunt small prey in this strange environment—and on one such hunt, he stumbled across a human child called Marinos. The boy would go on to name his new friend “Smolder,” and as the young dragon’s ability to communicate grew, their friendship flourished… but remained a secret. The boy feared that if anyone else were to discover Smolder, he’d be taken to the mainland and sold to the highest bidder. As time passed, the boy grew into a man—one with responsibilities that seldom allowed for the playtime Smolder had grown so fond of. And so, in an effort to amuse himself, Smolder decided he’d learn to breathe fire like the dragons in Marinos’ stories. After many attempts, instead of sneezing sparks as he’d done countless times before, flames burst forth… and in his excitement over this new development, Smolder failed to notice the fire spreading until it had engulfed the forest canopy. Suddenly, louder than a hunting horn, louder than thunder, a roar unlike any other rang through the air as a massive dragon approached. Having been drawn by the rising smoke, Smolder’s mother swept down to embrace her child lovingly, as if they never parted. Carried away from the growing inferno by the scruff of his neck, Smolder soared—his first time experiencing the world as dragons should. Smolder now roosts with his mother on the cliffside where she’d spent so long watching and waiting for signs he yet lived. Every night, she recounts the history of his kin, the meaning and responsibilities of imperial dragons, and how to hone his fledgling abilities. And one day, when he is ready, they will return together to their ancestral home to usher in a new golden age for Camavor.
Marksman
Sona’s earliest memories are of the Ionian monastery where she was raised, in the province of Galrin. The monks, along with kindhearted volunteers from the local villages, took in any orphans or foundlings left at the front gates, and made sure that they would want for nothing. As a young girl, Sona was considered shy and quiet, until it became apparent that she couldn’t speak at all. But she was unusually thoughtful and attentive, and the other children tended to seek her out whenever they needed comfort, their playful smiles quickly restored. And Sona discovered other ways to express herself. Unlike her playmates, she had one possession when she was first found—a curiously strung instrument, packed into a plain wooden case. None of the visiting musicians or teachers knew what it was… though that did not stop several of them from attempting to procure it for themselves, one way or another. Instead, Sona taught herself how to play it, and her simple, beautiful melodies moved even the most skeptical listener to tears of joy. However, dark times were approaching. The foreign empire of Noxus had begun landing troops in the northern provinces, and the monks decided to evacuate their young charges to safety before the invasion reached Galrin. After their caretakers struck a deal with a Demacian trader, Sona and a handful of her friends found themselves bundled onto one of the last ships to escape before the Noxian blockade of Ionia’s western coast. She looked back in anguish, knowing that she would not be able to return for many years, if at all. After months at sea, they arrived in Demacia—a strange, dour land where magic was widely distrusted. Their monks were called “Illuminators”, and they worshipped no gods or spirits, yet still placed great value on showing kindness to strangers and the needy. So it was that Sona was taken in by the Buvelle family. Lord Barrett and his wife, Lestara, were prominent supporters of the Illuminator order, and renowned patrons of the arts in the Great City. Sona became like a sister to their daughter, Kahina, and Lestara in particular grew very attached to her. The Demacian language was often difficult to learn, but the Buvelles developed a personalized sign language that enabled Sona to communicate easily with her new family, and their friends. Yet she yearned to express so much more. To show her appreciation to her adopted countrymen, she decided to use her gift to delight and soothe them, and returned to her music with renewed passion. Soon, word spread of her virtuoso talents. Her performances captivated audiences, bringing them from sorrow to bliss, from righteous martial pride to almost exquisite peace… and Lestara became intrigued by the mysterious instrument that made this possible. Delving deep into the libraries of the Illuminators, she came to believe it was one of the fabled etwahls—wondrous artifacts dating back thousands of years before Demacia’s founding, and now exceedingly rare in the world. If that were true, then this was an object of magic, and Sona’s preternatural connection to it was a dangerous gift indeed. Lestara urged her to keep it secret, to avoid bringing unwanted attention from the Demacian mageseekers. Sona obeyed, though she wondered how something that brought people peace could be seen as a threat. Some years later, Lord Barrett Buvelle was slain fighting Noxus at the Gates of Mourning. When Kahina took up her father’s blade and military commission, the heartbroken Lestara decided the time had come for Sona to return to Ionia, and the two of them withdrew from all courtly engagements to make the journey together. In the war’s aftermath, a great “restoration” was underway across the First Lands, but the people were much changed by what they had endured, and Sona realized there was no longer any place for her there. Saying farewell to Ionia once again, she went back to Demacia with Lestara. Even so, her chosen homeland is not without its own problems. In the wake of King Jarvan III’s assassination, the mageseekers have gained significant power, and many innocent citizens are persecuted for any supposed connection to magic. As a child of two wildly different cultures, Sona increasingly finds herself at odds with her family’s political allegiances. With etwahl in hand, her melodies now serve not only to provide comfort, but also to defend what she knows is right and just.
Support
Born into a patrician family, one of many to exist since the first walls were raised around Noxus, Jericho Swain seemed destined for a life of privilege. The noble houses had played a key role in Boram Darkwill’s rise to power, stoking rhetoric that their proud heritage was the nation’s greatest strength. However, many hungered for greater influence, plotting against Darkwill in a secret cabal united by nothing more than the symbol of a black rose. Uncovering their intrigue, Swain personally executed the most prominent conspirators. Among them were his own parents, whose whispers of a “pale woman” had first alerted him of the danger to Noxus, which he valued more than house or kin. They sought a power, a shapeless voice cackling in the darkness of the Immortal Bastion. Something like a raven’s caw… For exposing the cabal, Swain was granted a commission in the Noxian army, far from anything he had ever known. There, he learned firsthand that the empire was not strong because of Noxians, as he had believed, but because of the way it could unite all men in spite of their origins. On the front lines, a foreign slave could be the equal of a highborn noble. But still, Swain found only darkness in the wake of each battle. Clouds of carrion crows… After securing the western borders, Swain’s own reputation was secured in Shurima, where his forces raised countless noxtoraa above the desert sands. Yet, in time, it became clear that greed was the sole purpose driving the empire forward. Fighting wars on too many fronts, lusting over magical relics, the aging Boram Darkwill was clearly growing unhinged. When Noxus invaded Ionia, Darkwill began to move even more brazenly, retasking entire warbands to scour the land for anything rumored to extend a mortal lifespan. With Swain’s forces depleted, it became nearly impossible to engage the enemy. Finally, at the Battle of the Placidium, after luring the local militia into what should have been a trap, Swain’s warhost was overrun. His veterans were routed, and Swain was gravely wounded, his knee shattered, Ionian blades cleaving through his left arm. As he lay on the verge of death, a raven approached to feed, and Swain felt an old, familiar darkness press upon him again. But he would not let it take him. He could not. Staring into the the bird’s eye, he saw reflections of the evil strangling the heart of Noxus. A black rose. The pale woman... and her puppet emperor. Swain realized that he had not defeated the hidden cabal, and they had betrayed him to what should have been his death, after seducing Darkwill, the man they failed to overthrow. All this was glimpsed, not in the mind of a raven, but something more. The power his parents had been seeking, the demonic eyes blazing in the dark… Cast out of the military for his “failure,” considered nothing more than a cripple, Swain set about uncovering what truly lay within the Immortal Bastion—an ancient entity, preying upon the dying and consuming their secrets, as it had attempted to consume his own. Swain stared into that darkness, seeing what even it could not: a way to wield it. Though his meticulous preparations took many years, Swain and his remaining allies seized control of Noxus in a single night. Physically restored by the demon, he crushed Darkwill in full view of his followers, leaving the throne shattered and empty. Swain’s vision for the future of Noxus is one of strength through unity. He has pulled back the warhosts from Darkwill’s unwinnable campaigns and, with the establishment of the Trifarix, ensured that no individual can rule unopposed. He embraces any who will pledge themselves to the empire—even the Black Rose, though he knows, in secret, they still plot against him. Gathering knowledge as the demon did before him, Swain has foreseen far greater dangers lurking just beyond. However, many Noxians secretly wonder if the darkness they face will pale in comparison to the dark things Swain has done… The sacrifices are only beginning, for the good of Noxus.
Mage
As a mage born to a poor Demacian family, Sylas of Dregbourne was perhaps doomed from the start. Despite their low social standing, his parents were firm believers in their country’s ideals. So, when they discovered their son was “afflicted” with magical abilities, they convinced him to turn himself in to the kingdom’s mageseekers. Noting the boy’s curious ability to sense magic, they used Sylas to identify other mages living among the citizenry. For the first time in his life he felt he had a future, a life in service to his country, and he performed these duties faithfully. He was proud, but lonely—forbidden from associating with anyone but his handlers. Through his work, Sylas began to notice that magic was far more prevalent than Demacia cared to admit. He could sense glimmers of hidden power even among the wealthy and prominent… some of whom were the most outspoken decriers of mages. But while the poor were punished for their afflictions, the elite seemed above the law, and this hypocrisy planted the first seeds of doubt in Sylas’ mind. Those doubts finally bloomed in one deadly, fateful event, when Sylas and his handlers encountered a mage living in hiding in the countryside. After discovering it was only a young girl, Sylas took pity on her. When he tried to shield the child from the mageseekers, he accidentally brushed against her skin. The girl’s magic rushed through Sylas’s body—but rather than killing him, it shot forth from his hands in raw, uncontrolled bursts. It was a talent he did not know he possessed, and it resulted in the deaths of three people, including his mageseeker mentor. Knowing he would be called a murderer, Sylas went on the run, and quickly gained notoriety as one of the most dangerous mages in Demacia. Indeed, when the mageseekers found him, they showed no mercy. Though he was still just a youth, Sylas was sentenced to life imprisonment. He languished in the darkest depths of the mageseeker compound, forced to wear heavy shackles of magic-dampening petricite. Robbed of his arcane sight, his heart turned as hard as the stone that bound him, and he dreamed of vengeance on all who had put him there. After fifteen wretched years, a young volunteer from the Illuminators named Luxanna began to visit him. Even with his shackles, Sylas recognized her as a singularly powerful mage, and over time the two forged an unusual and secretive bond. In exchange for Sylas’ knowledge of the control of magic, Lux educated him about the world outside his cell, and brought him whatever books he desired. Eventually, through careful manipulation, he convinced the girl to smuggle a forbidden tome into his cell—the original writings of the great sculptor Durand, detailing his work with petricite. The work revealed the secrets of the stone to Sylas. It was the foundation of Demacia’s defenses against harmful sorcery, but he came to see that it did not suppress magic, but absorb it. And if the power was held within the petricite, Sylas wondered, could he release it…? All he needed was a source of magic. A source like Lux. But she never visited Sylas again. Her family, the immensely powerful Crownguards, had learned of their contact, and were furious that Lux had broken the law to help this vile criminal. Without explanation, it was arranged for Sylas to be executed. On the scaffold, Lux pleaded for her friend’s life, but her cries fell on deaf ears. As the headsman pushed past her to raise his sword, Sylas managed to touch Lux. As he had predicted, her power surged into the petricite shackles, ready for him to unleash—and with that stolen magic, Sylas blasted his way free, sparing only the terrified young Crownguard. He left the mageseeker compound not as an outcast, but as a new, defiant symbol of the broken and persecuted in Demacia. While traveling the kingdom in secret, he amassed a following of exiled mages… However, perhaps he always knew that even their combined power would not be enough to succeed in toppling the throne. Which is why, with a band of his closest followers and several hardy oxen, Sylas eventually journeyed over the northern mountains to the frozen tundra of the Freljord. There he seeks new allies, and the great elemental magic of ancient legend, so that he might return to Demacia and demolish the oppressive system that has made him and his fellow mages suffer for so long.
Mage
The waterways of Valoran are old, but far older still is the demon Tahm Kench. From muddy gambling tents along the Serpentine River, through the salt-crusted dice halls of Bilgewater, to the gilded wagering tables of Piltover and Zaun—all those who have given a covetous glance to another’s wealth know the unending hunger that comes from an encounter with the River King. The first tales of the creature were told by a traveling people who plied the Serpentine. They warned of a giant fish with a cavernous mouth, who would lure in the dissatisfied with the promise of more. One such story was that of a young man renowned for his honesty. Though born to the ways of a raftsman, he desired a life beyond the poor banks he knew so well, and the River King promised him an unforgettable experience if only he would tell one little lie. It seemed harmless enough, so the raftsman bent the truth in conversation with his own brother. That night the demon appeared, revealing a fork in the river the raftsman had never noticed before. He followed it to a camp of foreign folk who offered him food and drink, and fresh companionship. As dawn neared, and the raftsman was full and ready to return to his people, the demon appeared again, promising an even greater experience for another lie. His interested piqued, the man accepted the bargain, telling falsehoods to his hosts. The river parted again and he followed it to an evening of even greater luxury. This continued, night after night, until the once-honest raftsman’s deceits came as easily as breathing. When the river finally emptied into the sea, he found himself alone and lost—there was no one left to lie to. So many dark choices, all of them his own, had left the raftsman with no way back home. The brackish rivers of the mainland carried the tales of the River King to the Blue Flame Isles, where the creature gained a name as his legend grew—Tahm Kench. In Bilgewater, fortunes are boom or bust, with as much wealth going out with the tide as comes in. Many a tavern yarn tells of ol’ Tahm, a demon of the water with an unending appetite for games of chance, such that the loquacious beast became a symbol for many of the city’s gambling dens and houses of sin. Once the Sun Gates opened easy trade from Bilgewater to Piltover, tales of Tahm Kench became more common in the City of Progress and its underbelly, Zaun. There, children know Tahm as “Two-Coats,” a fish so monstrously large that he wears two fine jackets stitched together. With a jaunty top hat and a smile wider than the Pilt itself, he drives the jealousies of young artificers. It is said he came one Progress Day to a struggling Piltovan inventor, and offered her an idea certain to make a wealthy clan take notice. All he asked in return was a single lock of her hair. The ambitious woman made the trade and, true enough, her work landed her a lucrative contract. But one invention would not satisfy, and Two-Coats wandered by, this time asking for all of her lovely braids. Not wishing to disappoint her new patrons, the inventor agreed—and Two-Coats ate them up on the spot. Still the woman was unable to find the one great innovation that would make her name. The demon came again, offering a deal that would take the tip of one finger. The following week it was an ear. A year passed, and by then there was little left of the woman to give. Finally she called Two-Coats herself, begging him to make it all stop. He laughed as he opened his jaws wide, telling her he would protect her from herself, and promptly swallowed her whole. The River King. The Great Waddler. Old Yawn-Belly. Two-Coats. The demon Tahm Kench is known by many names, but all who speak them have learned a singular truth: no matter how alluring his words may be, in his mouth you will be lost.
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Taliyah is a nomadic mage from Shurima who weaves stone with energetic enthusiasm and raw determination. Torn between teenage wonder and adult responsibility, she has crossed nearly all of Valoran on a journey to learn the true nature of her growing powers. Compelled by rumors of the rise of a long-dead emperor, she returns to protect her tribe from dangers uncovered by Shurima’s shifting sands. Some have mistaken her tender heart for weakness and paid the price for their error, for beneath Taliyah’s youthful demeanor is a will strong enough to move mountains, and a spirit fierce enough to make the earth tremble. Born in the rocky foothills bordering Icathia’s corrupted shadow, Taliyah spent her childhood herding goats with her tribe of nomadic weavers. Where most outsiders see Shurima as a beige and barren waste, her family raised her to be a true daughter of the desert and to see beauty in the rich hues of the land. Taliyah was always fascinated by the stone beneath the dunes. When she was a toddler, she collected colorful rocks as her people followed the seasonal waters. As she grew older, the earth itself seemed drawn to her, arcing and twisting to follow her tracks through the sand. After her sixth high summer, Taliyah wandered from the caravan in search of a lost goatling that had been placed in her charge. Determined not to disappoint her father—the master shepherd and headman of the tribe—she tracked the young animal into the night. She followed the hoofprints through a dry wash to a box canyon. The little beast had managed to get high up the rock wall, but could not get down. The sandstone called to her, urging her to pull handholds from the sheer wall. Taliyah laid a tentative palm against the rock, determined to rescue the scared animal. The elemental power she felt was as urgent and overwhelming as a monsoon rain. As soon as she opened herself to the magic, it poured over her, the stone leaping to her fingertips, bringing both the canyon wall and the beast down on top of her. The next morning, Taliyah’s panicked father tracked the skittish bleats of the goatling. He fell to his knees when he found his daughter unconscious, covered loosely in a blanket of woven stone. Grief-stricken, he returned to the tribe with Taliyah. Two days later, the girl awoke from fevered dreams in the tent of Babajan, the tribe’s grandmother. Taliyah began to tell the wise woman and her concerned parents of her night in the canyon, of the rock that called to her. Babajan consoled the family, telling them that the patterns of rock were evidence the Great Weaver, the desert tribe’s mythical protector, watched over the girl. In that moment, Taliyah saw her parents’ deep worry and decided to conceal what really happened that night: that she—not the Great Weaver—had pulled at the desert stone. When children in Taliyah’s tribe were old enough, they performed a dance under the face of the full moon, the manifestation of the Great Weaver herself. The dance celebrated the children’s innate talents and demonstrated the gifts they would bring to the tribe as adults. This was the start of their path to true learning, as those children then became apprenticed to their teachers. Taliyah continued to hide her growing power, believing the secret she carried was a danger, not a blessing. She watched as her childhood playmates spun wool to keep the tribe warm on cold desert nights, demonstrated their skill with shears and dye, or wove patterns that told the stories of her people. On those nights, she would lie awake long after the coals had burned to ash, tormented by the power she felt stirring within. The time finally came for Taliyah’s dance beneath the full moon. While she had talent enough to be a capable shepherd like her father, or a pattern mistress like her mother, the young girl dreaded what her dance would truly reveal. As Taliyah took her place on the sand, the tools of her people—the shepherd’s crook, the spindle, and the loom—surrounded her. She tried to concentrate on the task at hand, but it was the distant rocks, the layered colors of the land, that called to her. Taliyah closed her eyes and danced. Overwhelmed by the power flowing through her, she began to spin not thread, but the very earth beneath her feet. Startled cries from Taliyah’s tribe broke her out of her spell. An imposing braid of sharp rock reached up to the light of the moon. Taliyah looked at the shocked faces of the people who surrounded her. Her will over the stone broken, the earthen tapestry crashed down. Taliyah’s mother ran to her only daughter, to protect her from the falling rock. When the dust finally settled, Taliyah saw the destruction she had woven, the alarm on the faces of her tribe. But it was the small cut across her mother’s face that justified Taliyah’s fear. Though the cut was minor, Taliyah knew in that moment that she was a threat to the people she loved most in this world. She ran into the night, so weighed down by despair that the ground trembled beneath her feet. It was her father who found her again in the desert. As they sat in the light of the rising sun, Taliyah confessed her secret in choked sobs. In turn, he did the only thing a parent could do: He hugged his daughter tightly. He told her that she couldn’t run from her power, that she must complete her dance and see where her path would take her. Turning her back on the Great Weaver’s gift was the only danger that could truly break his and her mother’s heart. Taliyah returned with her father to the tribe. She entered the dancer’s circle with her eyes open. This time, she wove a new ribbon of stone, each color and texture a memory of the people surrounding her. When it was over, the tribe sat in awe. Taliyah waited nervously. It was time for one of her people to stand as her teacher and claim the student. What felt like eons stretched between Taliyah’s hammering heartbeats. She heard gravel shift as her father stood. Next to him, her mother stood. Babajan and the dye mistress and the master spinner stood. In a moment, the whole tribe was on its feet. All of them would stand with the girl who could weave stone. Taliyah looked at each of them. She knew that a power like hers had not been seen in generations, perhaps longer. They stood with her now, their love and trust surrounding her, but their worry was palpable. None among them heard the earth call as she did. As much as she loved these people, she did not see the one who could show her how to control the elemental magic that coursed within her. She knew that to stay with her tribe was to risk their lives. Though it pained all of them, Taliyah said farewell to her parents and her people, and set off alone into the world. She journeyed west toward the distant peak of Targon, her natural connection to rock drawing her toward the mountain that brushed the stars. However, at the northern edge of Shurima, it was those who marched beneath the banner of Noxus who discovered her power first. In Noxus, magic like hers was celebrated, they told her; revered, even. They promised her a teacher. The land had raised Taliyah to be trusting, so she was unprepared for the smooth promises and practiced smiles of Noxian dignitaries. Soon, the desert girl found herself on an unbending path, passing under the many Noxtoraa, the great iron gates that marked the Empire’s claim over a conquered land. The crush of people and the layers of politics within the capital city were claustrophobic to a girl from the open desert. Taliyah was paraded through the tiers of Noxian magical society. Many took an interest in her power, its potential, but it was a fallen captain who swore to take her to a wild place across the sea, a place where she could hone her abilities without fear, who made the most convincing case. She accepted the young officer’s offer and crossed the sea to Ionia. However, it was made clear as their ship dropped anchor that she was intended as a glorified weapon for a man desperate to regain his place at the highest ranks of the Noxian navy. At dawn, the captain gave her a choice: Bury a sleeping people in their homes, or be discarded in the surf. Taliyah looked across the bay. The cooking smoke had not yet risen from the village’s sleeping hearths. This was not the lesson she had come so far to learn. Taliyah refused, and the captain threw her overboard to drown. She escaped the tide and the fighting on the beach and found herself wandering, lost, in the wintry mountains of Ionia. It was there she finally discovered her teacher, a man whose blade harnessed the wind itself, someone who understood the elements and the need for balance. She trained with him for a time and began to find the control she had long sought. While resting at an isolated inn, Taliyah heard that the Ascended Emperor of Shurima had returned to his desert kingdom. Rumor had it this emperor turned god sought to gather his people, the disparate tribes, back to him as slaves. Even with her training unfinished, there was no other choice; she knew she must return to her family to protect them. Sadly, she and her mentor parted ways. Taliyah returned home to the sand-swept dunes of Shurima. As the punishing rays of the sun beat down on her, Taliyah pushed farther into the desert, determined to find her people. Hers was a will of stone, and she would do whatever was necessary to protect her family and her tribe from the danger that loomed on the horizon.
Mage
Talon's earliest memories are the darkness of Noxus' underground passages and the reassuring steel of a blade. He remembers no family, warmth, or kindness. Instead, the clink of stolen gold and the security of a wall at his back are all the kinship he has ever craved. Kept alive only by his quick wits and deft thievery, Talon scraped out a living in the seedy underbelly of Noxus. His mastery of the blade quickly marked him as a threat, and Noxian guilds sent assassins to him with a demand: join their ranks or be killed. He left the bodies of his pursuers dumped in Noxus' moat as his response. The assassination attempts grew increasingly frequent until one assailant met Talon blade-for-blade in a match of strength. To his surprise, Talon was disarmed and facing down his executioner's sword when the assassin revealed himself to be General Du Couteau. The General offered Talon the choice between death at his hand, or life as an agent of the Noxian High Command. Talon chose life, on the condition that his service was to Du Couteau alone, for the only type of orders he could respect were from one he could not defeat. Talon remained in the shadows, carrying out secret missions on Du Couteau's orders that took him from the frigid lands of the Freljord to the inner sanctums of Demacia itself. When the general vanished, Talon considered claiming his freedom, but he had gained immense respect for Du Couteau after years in his service. He became obsessed with tracking down the general's whereabouts, and scours the land in search of those responsible for Du Couteau's disappearance.
Assassin
For the noble defenders of Demacia, daily life is the very model of focused, selfless dedication to the ideals of king and country. Called upon to continue his family’s long tradition of military service, Taric never dreamed of shirking that responsibility—though he would not limit or define exactly whom and what he would protect. The young warrior trained hard, and possessed great martial skill. Even so, in his scant hours of free time, he would find other ways to serve his homeland. He volunteered with the Illuminators, tending the sick or helping rebuild homes damaged by flooding. He lent his creative talents, such as they were, to the stonemasons and craftsmen who raised monuments to the glory of the Winged Protector and the lofty ideals it embodied. A work of art. A stranger’s life. These were the things that made Demacia worth fighting for. Taric saw every one of them as beautiful, fragile, and worthy of saving. Fortunately, his disarming manner and innate warmth allowed him to brush aside any criticism from his fellow soldiers or commanding officers. He rose modestly through the ranks, and even fought beside a young Garen Crownguard. Ironically, it was Taric’s steady rise that would bring about his eventual downfall—at least as far as Demacia was concerned. Elevated to the prestigious Dauntless Vanguard, he was suddenly held to a far higher standard of conduct. No more would he be allowed to roam the forests looking for glimpses of some rare animal, neglect combat drills to sit in a tavern and listen to a bard’s simple ballad, or skip line inspections to ride out and observe the silver cloak of night settling across the hinterlands. Taric began to feel at odds with himself, and soon attracted attention as an insubordinate. Garen urged him to shape up and do his duty. He could see Taric had the potential to become one of Valoran’s greatest heroes—and yet he seemed to be thumbing his nose at destiny as well as his country. To keep him from demotion, Taric was seconded to serve the Sword-Captain of the Vanguard, though neither of them was particularly happy about it. However, when the older man was slain in battle along with the rest of his personal retinue, Taric was found to have abandoned his post… and rumor had it that he had been spotted wandering the cloisters of some forgotten ruined temple nearby. Nothing more could be said. A dozen warriors were dead, and Taric faced the executioner’s block for it. However, seeking mercy for his friend, Garen intervened. As the Sword-Captain’s successor, he sentenced Taric to endure “the Crown of Stone”—in accordance with Demacia’s most ancient traditions, he would be sent to climb Mount Targon, a trial that few had ever survived. Though the Crown of Stone usually allowed the dishonored to simply flee Demacia and start a new life in exile, Taric took the first ship heading south, and swore to actually atone for what he had done. The climb nearly claimed him, body and soul, numerous times. But Taric pushed past the pain, the ghosts of his dead comrades, and other tests inflicted upon him by the mountain. As he approached the summit, he was beset by a wave of new visions of loss and destruction… He witnessed the great Alabaster Library set aflame… and still he dashed into the inferno to retrieve the heavenly poetries of Tung. He screamed in anguish as the Frostguard ran the last dreamstag into the Howling Abyss… and then leapt over the precipice himself in a desperate attempt to save it. At the gates of the Immortal Bastion, Taric slumped to his knees when he saw Garen’s broken body swinging from a gibbet… before raising his shield, and charging headlong into the waiting hordes of Noxus. When the visions finally faded, Taric found himself at the very pinnacle of the mountain, and he was not alone. Before him stood something wearing the shape of a man, though its almost crystalline features blazed with the light of the stars themselves, and its voice was a thousand whispers that cut through Taric like a blade. It spoke truths he had somehow always known. It spoke of the mantle for which he had unwittingly been preparing his entire life, with every decision and deed that had brought him here, now, to Targon. And he would stand as the Shield of Valoran in great wars yet to come. Reborn as the Aspect of the Protector, gifted with power and purpose unimaginable to most mortals, Taric has gladly accepted this new calling—as the steadfast guardian of an entire world.
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