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Anivia

Anivia is an ancient Freljordian demi-god who represents the eternal cycle of life, death, and rebirth, intrinsically associated with the changing seasons. To those who venerate her, she is the elemental soul of the Freljord—a symbol of hope, and a sacred catalyst of change.

Stories passed down through the ages often tell of how she rewards those who are kind and humble. On the rare occasion a mortal glimpses her—or at least claims to—she is described as a noble spirit-bird of ice, with glittering wings that span the heavens, and a piercing cry that can be heard over even the fiercest storm.

The songs of the nomadic Notai tribe tell how Anivia’s birth first brought snow into the world. When she burst from her giant egg of ice, tiny pieces of it were hurled into the sky, and it has fallen as snow ever since. And, according to the sagas of the Mourncrow tribe, the frigid winds that scour the Freljord originate from the first beats of her wings.

Indeed, the full power of winter is Anivia’s to command, and to those who seek to desecrate her homeland, she is a bitter foe. When roused to anger, she can cleave fortresses and mountains, and her screech can summon blizzards cold enough to shatter steel.

One of the most enduring and respected beliefs is that Anivia’s greatest gift to the Freljord was the creation of True Ice. Infused with elemental magic, this unmelting substance is pure and potent, and the greatest seers and ice-mages have long strived to use shards of True Ice to amplify their might, while weapons that have even a tiny sliver forged into them are deadly beyond belief.

When mortals first arrived in the Freljord, Anivia welcomed them. Seeing that they could not withstand the cold, she guided them to secluded valleys where they could shelter, become established, and slowly harden themselves against the elements. She nurtured and watched over them for those first precarious centuries—and they, in turn, worshipped her.

Anivia hoped that these newly arrived tribes would remain unified in defending the Freljord from outsiders… but slowly, infighting and blood-feuds became all too common, making an invasion inevitable. According to legend, a greedy southern king marched his warriors up through the mountains, seeking to claim dominion over the northlands and shackle their wild magic for himself. So enraged was Anivia at the outsiders’ hubris and disrespect that she blasted them with a snowstorm that lasted a century and a day. Scattered standing stones can still be seen on the Scouring Plain, which the locals claim are all that remain of that ancient army.

Other tales include the Avarosan legend of Ulla Shatter-Spear, an Iceborn warmother who was favored by Anivia for saving a young hawk from a rimefang wolf. Across her lifetime, the Cryophoenix protected Ulla from harm, and when she finally fell in battle, having witnessed almost a hundred winters, it is said that Anivia welcomed her with wings spread wide.

If all these legends are true, then Anivia must have witnessed the rise and fall of countless mortal civilizations. While there are still some dwindling remnants of those earlier times, most have long been forgotten, and buried beneath millennia of ice.

But death cannot touch Anivia herself. The sagas speak of how she has been struck down and slain a handful of times throughout history, though she is always reborn—for as long as the Freljord exists, her soul is immortal. While it may be hundreds or even thousands of years before she rises again, each rebirth coincides with the dawning of a new era. Thus, her appearance, while regarded as a wondrous blessing, is often the harbinger of something terrible on the horizon.

Once, it is said, she sacrificed herself against a march of towering Balestriders. Anvia knew she could not slay these colossal creatures, and so she plunged into the ice beneath their feet, shattering her own body in order to entomb them.

Recently, some claim Anivia has hatched from the egg once more, and that she has appeared before the new leader of the Avarosans—the Warmother Ashe. In her, perhaps Anivia sees one who may be able to finally reunite the Freljord.

Yet if the Cryophoenix has indeed returned, as more and more shamans and spirit walkers proclaim, then it must be asked: what great threat has she come to face?

More stories

  1. Volibear

    Volibear

    To some, he is the Thunder’s Roar, the Greatstorm, or Valhir. To others, he is Ruin, the Thousand-Pierced Bear, or He Who Stands. But to most of the tribes who still hold to the old ways, he is known as the Volibear.

    Destruction, strength, and the storm made manifest, the Volibear represents the unstoppable power and fury of the Freljord itself. It was the Volibear and his demi-god kin who formed the land they called Vorrijaard long before the arrival of the mortal races. The sagas tell how he created the Five Fjords with one mighty swipe of his claws, and how his epic battle with the savage magma-serpent, Rhond, formed countless valleys and ravines. When the Volibear finally felled the beast, its blood became the first river in the Freljord, and its colossal corpse formed the Wyrmback Mountains.

    In the days of the first tribes, wild magic ran rampant. The Volibear was venerated and worshipped by all, for they needed his indomitable strength to survive. Great wars were waged, and the Volibear took to the field alongside his followers, clad in rune-inscribed armor made by his brother Ornn, demi-god of the forge. At the time, the brothers’ bond was strong—they often fought at each other’s side, even though Ornn never had quite the same lust for battle. The Volibear reveled in hard-fought victories, and as ever more blood offerings were made to him, his power swelled.

    In time, the Volibear and his kin drifted apart, each focusing on their own pursuits. Even so, there was no true division between them… until new ideas began to usurp the old beliefs.

    Three sisters rose to power, seeking to control and impose order on the Freljord, and the demi-gods could not agree on how to proceed. A few, like Anivia, seemed inclined to work with the sisters, while the Volibear and the Iron Boar wanted to destroy them. Others would have been content to ignore them completely, since these feeble creatures would eventually die like all before them.

    The Volibear looked to the most animalistic and savage of his followers, known as the Ursine. With them, he would defeat the three sisters. In preparation, he sought out Ornn to arm his warriors for battle.

    But Ornn refused. He did not approve of the Ursine’s savage ways, and a terrible fight erupted between the two demi-gods. In the aftermath, the Volibear cursed his brother’s name, and cast off his rune-inscribed armor. He would fight from then on with just tooth, and claw, and might, and thunder. Far from being lessened, the Volibear found his full power was now unleashed.

    With newfound rage, he confronted one of the mortal sisters who sought to steal the power of the demi-gods for herself. Before her entire army, he struck her down, blinding her—but he was unable to stop what she had already set in motion.

    As the centuries rolled by, and despite the Volibear’s resistance, tribes began to venerate and worship the Three Sisters instead.

    Many of the more ancient practices were forgotten. He saw tribes cowering behind stone walls rather than face the rawness of nature. He saw fields being tilled, and farmers herding cattle rather than hunting. He bellowed in fury to see great rivers dammed rather than be allowed to roar free. This was not his Freljord. The change had happened slowly—glacially—but the Volibear finally came to realize that the tribes had been cut off from the wild spirit of the land, making them frail, compliant, and soft. These weaklings had no reverence for the old ways, or old gods.

    Anger and determination rumbled within him. He vowed to tear down all evidence of civilization and return the Freljord to its ancient state as a true wilderness. The people would become strong once more. He would again be honored and feared by all.

    As the call of the Volibear reverberates across the mountains and plains of the north, more and more Freljordians are responding. Slowly, the old ways are being remembered and re-embraced, and his strength grows with each new follower.

    A reckoning of blood awaits… and the Volibear is rushing toward it.

  2. Aurora

    Aurora

    Most mortals live and die knowing only a single plane of reality—the material realm. However, this view reflects just half of existence. Running parallel is the spirit realm, invisible to many and just as vibrant and full of life. Yet deep in the frozen tundra of the Freljord, there is a vastaya who lives in a blended world of her own...

    Aurora was born in the secluded village of Aamu, home to the Bryni tribe, and spent her youth playing with critters no one else could see while exploring a world no one else could appreciate. Though she was happy, she felt isolated from the rest of Aamu. Even her parents didn’t understand her, believing Aurora’s “friends” were merely imaginary.

    The only Bryni who wholeheartedly embraced Aurora was her great aunt Havu, who always entertained her stories, fostered her passions, and encouraged her to celebrate her individuality. So Aurora learned to be herself and revel in her own company.

    As Aurora grew older, she realized something: Her invisible friends were not imaginary, but spirits. The beautiful, vibrant world she lived in was completely unique, for only her eyes could pierce through the veil between the realm of mortals and spirits.

    She meticulously documented this intertwined world, studying Aamu's spirits in hopes of helping others understand the realms as she saw them.

    Over time, more and more spirits appeared in Aamu, including ones who felt… different. Lost and wild, they had become "wayward" when the balance between realms was disturbed by mortal affairs. But after investigating this phenomenon, Aurora discovered she could help these spirits return home by getting to the root of their pain.

    This was difficult work, but in it, Aurora found her life's purpose.

    She knew that continuing her research meant she had to explore the world outside of Aamu. Though the idea of change made her nervous, the prospect of expanding her knowledge inspired Aurora to leave her home behind.

    It was during her travels that she encountered a wayward spirit who took the form of a monstrous, twisted elk. He was feral and afraid, lashing out with bloodstained antlers. Aurora was determined to calm him down, and though it took time, she earned his trust. But this spirit was unlike the others—with every attempt to help him, Aurora failed. Undeterred, she convinced the afflicted elk to travel with her, using her powers to tuck him away in the spirit realm as she worked to unravel his mystery.

    Having come across a number of spirit walkers as she traversed the Freljord, Aurora sought their advice, believing their ability to channel spirits may shed some light on what plagued her wayward companion. However, they too were at a loss, suggesting she find Udyr, the tundra’s most powerful spirit walker.

    Udyr needed just one look to recognize the immense power of Aurora's spirit friend, but the fearsome elk was too lost to commune with. Instead, he encouraged her to ask the demigods for answers.

    Aurora decided to first search for the Great Ram, Ornn. She traveled far through ice and snow to study the artifacts of his followers, the Hearthblood, hoping to learn where they had worshiped him. Only through her persistent research was she at last able to discern the location of Hearth-Home—but where once stood a grand settlement was nothing but ruin and rubble.

    Aurora knew this was not as it appeared. Using her ability to open a doorway between realms, she stepped inside and was met with the great hall of Ornn's forge, alive with roaring fire.

    Ornn was not receptive to his new visitor—but in time, he realized that she, like him, valued solitude and quiet. As he grew to trust her, Ornn finally shared the name of Aurora’s companion: Haestryr. One of Ornn's siblings, Hestrelk, as he was once commonly called, was originally a powerful demigod, but with the waning worship of the Old Gods, many demigods had lost their identities and become distorted shadows of who they once were.

    This revelation about her wayward friend brought Aurora one step closer to helping him find his way home, but there was still a long journey ahead of her.

    From Ornn, she learned about Ysjarn, the cryophoenix who guides and protects the land while enduring an eternal cycle of birth, life, and death. And, though painful, Ornn also spoke of his brother Valhir, whose relentless storm rages against the Freljord in his desperation to quench the Vorrijaard's bloodlust with the rains of war.

    Believing these demigods hold the key to Hestrelk’s recovery, Aurora has left Hearth-Home and now traverses through the material and spirit realms of her frozen homeland in unwavering pursuit of their knowledge.

  3. The Dream Thief

    The Dream Thief

    Matt Dunn

    The Ice Witch does not sleep in her citadel. She sleeps anywhere, and everywhere, and nowhere. Sometimes all at once.

    The cavernous place where she now chooses to lay her body down for a few hours could hold a thousand fortresses. A veritable sea of True Ice stretches from underground horizon to underground horizon. They are not the horizons of the tumultuous world above, but closer—much closer—to an entirely different kind of madness.

    She visits this place often, and always by herself, but she is never alone.

    Some called them monsters. Some called them gods. Regardless, the vast shadows that slumber beneath the icy blanket can only dream. Lissandra checks in dutifully. Makes sure their bedding is comfortable.

    The Watchers must not awaken.

    She lost her eyes long ago, so it is her mind that traces their sleeping forms. What she sees has always chilled her beyond the concerns of flesh and bone, so that she no longer shivers at the touch of ice against her skin.

    When she is down here, her blindness is a blessing. It is horror enough to feel their presence. To walk in their dreams. To know what it is they desire for this world.

    And so, she must keep them dreaming.

    One of them has begun to stir. Lissandra sensed it with the last new moon, hoping against hope that it would settle itself once more—but now its abyssal intelligence squirms against the others, growing ever more restless.

    She removes her helm. Her ceremonial robes fall around her ankles, and she pads out across the frozen emptiness beyond.

    Lissandra splays her fingers across the ice. Her hair hangs over her face, hiding the lines of age, and the scarred ruin of her empty eyes. She learned long ago the secret ways to walk in dreams, to traverse the impossible distances of this harsh land in moments, back and forth a hundred times before each new dawn. Sometimes, she forgets where her physical body is.

    Her mind drifts down, now, through the barrier. She muses briefly at the thickness of the True Ice. To place the entire burden of faith upon glass is pure folly, and yet there is no other choice.

    On the other side, the Watcher is all teeth and darkness and chittering, frustrated anticipation.

    It is bigger than a mountain. Is it one of the small ones? Lissandra hopes so. She has never dared probe the defenses of the largest—the ones that seem able to devour gravity and time itself, eaters of not only worlds, but entire planes of reality. They make her feel very small and insignificant, like a single mote of frost in a blizzard.

    She focuses on the great and terrible creature before her.

    Its dream becomes hers.

    Another Lissandra waits for her there, in the dreamscape. This ageless being towers behind a black sun, the strands of her hair floating into the heavens, her eyes whole, crystal-blue, and shining all with the celestial energies of the world’s final dawn.

    She is beautiful. She is a goddess. She is struggling to press the sun down below the horizon.

    The fiery black orb fights back, trying to rise again. It burns the goddess’ fingers.

    She sees long un-shadows falling over mountains blanketed with frozen ashes. This land is a mockery of the Freljord, devoid of all life and magic…

    Life. Life is the key. The living souls of the Freljord, this icy land that Lissandra once offered in sacrifice to the beasts below. She leads the stirring Watcher away from its own dark thoughts, as gently as she can, and tries to soothe it with the dreams of others.




    The tribe is split across three camps. It is this way because the Iceborn warmother decrees it so. To hedge against an assassin’s blade, she says, so that none will know in which tent she slumbers.

    Glacier underfoot, stars overhead, the priest marks his observations on a fold of cured elnük skin by candlelight, upon an icy outcropping. His hand is steady and bold. He must send his notes each night to the Frostguard Citadel.

    He wonders, does power mask paranoia? Does—

    He sees his breath, and knows that he is not alone. Shame constricts his throat. Dutifully, he reaches for a strip of cloth to honor Lissandra, greatest of the Three. After all the oaths he spoke, only her gaze could ever bring such a chill to his heart.

    “Do not bind your eyes,” she says, emerging from the night’s shadow. Her voice is steady and cold.

    “Forgive me,” he says. “I am late. My reports are—”

    “It is not your words I seek. You are dreaming. I need you to listen. Listen to the ice.”

    The Frost Priest’s eyes widen at what he hears. The ice hungers.

    No. Not the ice. Something… beneath it?

    “What does it mean?” he asks, but Lissandra is gone.

    The priest awakens. He ruminates on the dream. He pledged to serve, freeze, and bleed blindly. He reaches for the strip of cloth, and binds his eyes.

    Before dawn breaks, he is miles away from the warmother and her three camps.

    And Lissandra drifts away into another’s dream.




    Seven ice-hawks take flight across a blue sky, scattering the frost from their feathers. The dismal fang of a mountain looms over a beach of rounded gray stones, descending into the shallows of the sea.

    The little girl—no one remembers her name but her—walks alone.

    She picks up a crab. It’s black, with square eyes swiveling atop its head. She holds it carefully, its legs tickling the palm of her hand.

    She looks up to see a chunk of ice floating in the dark water, carried to land on near-frozen tides. It bumps onto the rocky shore and begins to melt. Inch by inch, it shrinks away to reveal the form of a woman curled in a cradle of ice, a thing born of winter.

    The girl drops the crab.

    Lissandra arises from the breaking waves like a—

    “WITCH!” the girl shrieks. A gale of ice and snow and searing cold bursts from her mouth.

    The witch vanishes, and only the little girl crying a blizzard remains.

    She wakes with a start beside a dying fire, surrounded by other sleeping children. They are the ones orphaned upon the Freljord’s reddening snow. A stern-looking woman watches over them, an axe strapped to her back. They all know she would die for them.

    An ember pops from the hearth, landing in the shabby furs at the girl’s feet.

    She touches it with her finger. It freezes solid in an instant.

    Already walking into another dream, Lissandra knows to watch this child. She is Iceborn. Perhaps a new weapon for the war to come.

    Or a new enemy.




    High up in the mountains, it is not the deep cold that has laid this poor traveler low.

    It is his own ignorance.

    He hunches in a shallow cave. He hums because he can no longer sing the songs of his youth to comfort himself. He cannot bear to inhale the icy air. His beard, white with frost and frozen snot, makes it painful to open his lips, now blue and cracked. He cannot feel his legs, nor his hands. He no longer shivers. He is too far gone.

    He has surrendered. The freeze will take his heart, and then it will be over.

    It’s not the end he desired. But he feels warm. Free.

    “To the fair lands! To the sunshine!” The lyrics slide dully around his brain. Instead of snow and ice, he sees green pastures. He can feel the summer breeze in his hair.

    Lissandra approaches the man from the back of the shallow cave. She can see the death in his fingers and toes, spreading slowly. He will not awaken again. This will be his final dream.

    She places a hand on his shoulder. No one should have to be alone in their final moments.

    “Your people are waiting for you, friend,” she whispers. “Lay down in the long grass. I will watch over you while you rest.”

    He looks up at her. He smiles, and nods. He looks younger.

    Then he closes his eyes, and drifts away.

    Lissandra remains on the edge of his dream, until the dream is no more.




    War cries and death screams drag Lissandra south. She can smell blood and fire on the wind, and the sharp tang of angry steel. Grass grows here, where the thaw happens. It is not a sunny pasture, but it is the closest thing that most tribes of the Freljord will ever know.

    The dream spins, and distorts. Her knees feel like they will buckle, if that would have any meaning. She steadies herself against the upright timbers of a burning hut.

    The flames do nothing. They are not real.

    A shadow falls over her.

    “Long have I waited for this day, witch!”

    Surprisingly, it is one of the Avarosans—a great red-haired brute, his neck bulging with strained arteries. He hefts a notched sword over his head. The bloodlust is plain in his eyes, as he imagines victories he will never see in his lifetime.

    Nonetheless, he is ready to deliver the final, cleaving blow to his sworn enemy.

    Lissandra has lost count of how many times she has died in someone else’s dream. Each time, a piece of her drifts away, never to return.

    No. Not again. Not this time.

    Great claws of ice close around her to form a shield, entombing her. The warrior’s blade does not even chip the surface. He staggers back, roaring defiantly as he—

    Let him awaken, and believe himself the hero who drove off the Ice Witch. It was only a dream. The Avarosan tribes will fall… just like the treacherous harridan from whom they took their name.

    And Lissandra has more pressing concerns.




    The eye of the storm is most ferocious in the Freljord.

    The gale roars. Lightning flashes. Even snowflakes can draw blood.

    Lissandra finds the spirit walker channeling this elemental fury. His trance is much like a dream—a bridge between worlds. The storm is a prayer, a direct line to the Ursine’s demi-god master.

    Lissandra would spit. That hateful creature is one of the few memories she could not purge from the Freljord, no matter how hard she tried.

    Lightning strikes the shaman multiple times. A toothy maw stretches his jawline. Fingernails blacken into claws. It is neither man nor bear, but something else entirely. All its life will be much like a dream. No sleep. No joy. Only the storm. Lissandra edges closer, looking for anything she can use in the roiling madness.

    Then the shaman’s frightful gaze snaps to her, and she finds herself face to face with an avatar of the Volibear himself.

    Without thought, Lissandra lashes out with cleaving spikes of True Ice pulled from the earth around them. She tries to snare the creature’s limbs, to slow it for even just—

    Dark blood stains the snow. Thunder rolls around the distant peaks. The twisted shaman falls to his knees, his body torn between the shape of what he was, and what he might have become. It is a kindness, really, for his mind is still mostly his own.

    Other eyes shine out from the storm. These shapechangers are not the threat they once were. They are a battle for another time.

    For now, their delirium will serve well enough.




    Lissandra warily circles the Watcher beneath the ice. She can see her own tiny body on the surface above them—her pale, corpse-like flesh is almost as white as freshly driven snow.

    The beast is barely aware of her presence. It is like some monstrous, mewling newborn.

    In the dreams of the Watchers, there is nothing.

    And more nothing. And more nothing. A horizon of nothing, framed by mountains of nothing. Above all that nothing? A sky of nothing, with dense clouds of nothing.

    In the face of all of that nothing, Lissandra fights to remain… something.

    The abyss yawns around her. She watches the black sun devour her avatar, but no matter how much it pulls into its maw, there is always more for it to eat.

    She screams, and explodes into dark fractals that divide into billions of Lissandras—every one of them screaming. Against all the nothing, the sound is barely even a whisper, and yet even that is enough to rattle the dream to its very foundations…

    Her barely conscious body traces glyphs on the surface of the True Ice barrier. It is an old spell, born of a fire now long extinguished. She scrawls in spasms and convulsions. Her movements are desperate, jerking, clumsy.

    Only a shred of her spirit remains in her body.

    And then, in a rush, most of her returns. She vomits watery bile onto the ice, and curls up as it freezes around her.

    Below, the writhing shadow sleeps again. It dreams of eating her for a little while longer, and that dream buys it the only measure of peace its kind ever seem to desire.

    Peace. It is something Lissandra never experiences. Not anymore.

    She dresses herself, and returns to ascend the worn steps. The Frostguard await her leadership and guidance. She will find no peace in this life.

    That is a small price to pay, to keep the beasts slumbering.

    Dreaming.

    Gnawing.




    Blistering winds lash the orphaned Iceborn’s cheeks almost bloody. Her nose went numb an hour ago—or was it two? It doesn’t matter. Nothing matters, because whenever she closes her eyes, she sees the witch.

    Silhouetted against the never-setting sun, the woman rides a beast of ice, bone, and dark magic, and dazzles in a gown of freshly-fallen snow. The horned helm that covers her eyes gives the impression of her head rising out into the stars.

    Parched black lips part to offer horrific prophecies.

    “Reathe, I see you.”

    The Ice Witch has never failed to make a dramatic entrance into Reathe’s dreams.

    “The darkness grins,” she continues, “and says to me ‘Ice and lies make desperate tools’. I implore my hand to curl into a fist! To pluck out the ever-watchful eye! To impale it upon a spike of ice! Before the wind howls its song only to the widening abyss…”

    Reathe’s eyelashes have frozen shut. Now, it hurts to tear them apart. But she must. The longer they’re stuck together, the harder it will be to break them open.

    She cries out, and feels hot blood trickle down her cheek. She fogs a piece of ice with her breath, and rubs it until she can see her reflection. The split in the corner of her eyelid is not too bad.

    But in that reflection, she sees she is not alone in her sheltered cave.

    An emaciated man shivers at the entrance, with early morning light casting its blue tint over his face. Then Reathe realizes this is no fanciful illusion. The man’s skin is blue, and translucent. His movements are haggard and stiff, as though he’s trying to reawaken his failing joints.

    “It’s cold,” said the haggardly man. “I knew this as I lay dying.”

    Reathe skitters backward on her palms and heels, away from him. “I have no food,” she calls out, hating the fear in her own voice. “Little shelter. There is nothing for you to take from me.”

    The man tilts his head.

    “I am of no hunger. No shelter shields me. I saw this cave, and you… as her frost clouded my eyes. Our paths are like rivers meeting. I knew this as I lay dying.”

    “Died often, have you?”

    “Just the once was enough.”

    “You…” Reathe hesitates, unsure of herself in that moment. “You saw the witch, too?”

    “No. But I hear the witch in my veins… in every moment, with every beat of my once-still heart.”

    He holds out his blackened hand to her.

    “There are others, little Iceborn. Others we must meet. And there are many miles to tread in each other’s company.”

    “And you knew all this as you lay dying?”

    “Death reveals much, little Iceborn.”

    Reathe stands slowly. Warily. “Who are you?” she asks.

    “I am no one anymore. I am but a passenger in my own body. My name is frozen over. But you may call me… Shamble, and I shall call you…?”

    “Reathe, of the Narrow-Foot Clan.”

    “Then come, Reathe, Iceborn of Narrow-Foot. The others are near.”

    She does not move. “And who are they?”




    The spires of the Frostguard Citadel rise from the frozen landscape. Waves of magical aurorae—greens, and pinks, and blues—dance in a sky that is almost always night. The stars twinkle eternally here, in the coldest and cleanest air.

    Few know how to find this hidden fortress. There are many in this world who would raise an army, and raze it to the ground. Those who do find the citadel rarely leave on their own terms.

    Even so, five weary figures trudge down from the rocky mountain pass, through the hidden wound in the very fabric of the Freljord.

    They seek the Ice Witch. Like so many others through the centuries, they each met Lissandra in their dreams… but now they each feel something else, deep inside.

    Something beneath the ice. Something dark, and empty.

    Hungry.

    Gnawing.

  4. Gragas

    Gragas

    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.
  5. A Death Knot

    A Death Knot

    Odin Austin Shafer

    Sejuani slammed the axe into the tree’s trunk. It had taken her five hits to fell it, and hacking down a dozen trees had winded her. Iceborn were strongest in the cold, and the southern heat was sapping her strength.

    Her weary reavers cheered. Though only a hundred strong, their roar echoed off the hills.

    The time for stealth had passed. The southerners had gathered an army of many thousands and were less than a half-day behind. On the surrounding hilltops, enemy scouts watched.

    The main body of Sejuani’s forces were in the far north occupied by the summer: fatting herds, fishing, and hunting. She had scattered small war parties along the Demacian border to destroy towns, burn crops, and wreck keeps. Hoping, when winter came, her full horde could smash through these weakened lands and raid further south.

    Scarmaiden Kjelk approached Sejuani. Like the rest of the raiders, she rode a drüvask, a boar-like creature larger than any ox.

    “Warmother, enemies gather on the other side of the river!” Kjelk said, bringing her monstrous mount to a stop.

    “Show me,” Sejuani replied, leaping onto her own drüvask, Bristle. He was twice the size of his peers and as wide as a mammoth.

    Together they rode down the hillside, passing warriors lashing the logs into rafts. She followed Kjelk along the riverfront until sweat dampened their mounts’ backs.

    Downstream of a waterfall, just three hundred paces across the river, Demacian skirmishers were exiting the forest that had hidden them and climbing down the bare rocks. It was an advanced flanking force of a few hundred archers and spearmen. They spotted the two Freljordian women on their drüvasks, but continued on their path.

    Svaag!” Sejuani spat at the flowing water in front of her. In winter, bogs, lakes, and rivers like this one became frozen highways for her fast-moving warbands.

    A horn sounded, and Sejuani needed no scout to tell her that the main force of the enemy army had arrived. She turned and could see their armor glimmering on the hilltops behind them. The Demacians’ plan was clear.

    If her warband tried to cross the river on rafts, the enemy skirmishers would rain missiles onto them, cutting her numbers in half. Then, using the high ground just beyond the riverbank, the spearmen would be able to hold her survivors long enough for the main force to catch up and overwhelm them.

    Bitter and raging, Sejuani kicked Bristle onward and the giant beast ran, crashing through underbrush and shallows back to where the rafts waited.

    Most of the warriors had already spotted the enemy forces and were preparing to flee along the river’s edge. A fear had gripped them—not of battle, but of the trap the southlanders had sprung.

    “The enemy will send riders to block off any escape along the riverside. We cannot stand against the army coming down from the hills. We must cross. Now,” Sejuani commanded.

    Sejuani took a small piece of wood wrapped in leather, no larger than her thumb, and slipped it into her mouth. Then she uncoiled her great flail, Winter’s Wrath. Each link of the weapon’s chain was as large as a man’s hand. At the chain’s end hung a massive shard of True Ice, the largest most had ever seen. Misty vapor rose from its magical cold.

    Sejuani clamped her teeth down on the leather-wrapped stick to resist the pain of the weapon’s magic. For wielding True Ice always had a cost. Its cold frosted her arm, sending her into agony. Her eyes watered and tears froze like diamonds on her cheek. Yet all her warriors saw was a grimace of certainty and rage. She swung the weapon around her before crashing it into the water.

    A bridge of ice formed, but—as she had expected—it immediately broke apart in the warmer currents. It could not hold her war party.

    A few arrows began to fall from the other side of the river, archers testing their range. Few reached land, but she could hear the southerners’ jeers.

    Sejuani set Winter’s Wrath back, spat out the stick, and removed her helmet. Then she unwrapped the wolf-gut twine on her wrist. Seeing this simple act, her men roared in approval.

    A barking chant began. The warriors, no longer afraid, knew now they were witnessing something special. Sejuani was making the most sacred oath of her people.

    She would tie a death knot.

    She uncoiled her braids and deftly ran the wolf-gut through her hair. She wondered how many times she had taken a death oath. A dozen? More than any warrior known. Eventually she would fall or fail. Would it be today?

    Arrows began to hit the shore around her as she bound the knot. A few of her warriors fired bolts back at the enemy, but the wind was against them.

    “I am Sejuani, Warmother of the Winter’s Claw! I am the Winter’s Wrath! I am the Flail of the Northern Winds!” she cried as she tied the last triangular knot into her hair. “Even in death, I will hold the riverbank until you safely cross. This is my oath! I see the Wolf. And my fate… is tied!”

    Her warriors cheered, voices growing hoarse as they tried to hold the sound longer. Many had eyes wet with emotion, for Sejuani had sworn to save their lives, even at the cost of her own.

    She did not need to give them any further orders. They readied their weapons and climbed onto rafts. They would cross as quickly as they could—and perhaps they might arrive in time to save her.

    Sejuani placed the leather-wrapped stick back between her teeth. She ran her fingers through the wiry hair on Bristle’s neck, who needed no oath or words to understand her intent. He grunted and turned to face the water.

    Again she grabbed Winter’s Wrath and swung it. Exhausted, in pain, and sweating in the heat, Sejuani brought it down onto the water…

    A bridge of ice formed as Bristle charged. The ice cracked and tilted, but her steed somehow ran true.

    Arrows fell; not the few exploratory shots from before, but a black rain. Sejuani held her shield high, though a few still stabbed her shoulders and thighs. Dozens pierced Bristle’s hide.

    Then, barely halfway across the river, the bridge collapsed, and they were in the water.

    Bristle struggled. Desperately, he tried to hold them above the surface. Still the arrows fell. The distant shore was gone. All Sejuani could see was a rain of black bolts and the water red from Bristle’s blood.

    The great beast was screaming—with a sound like a thunderstorm and a baby wailing. Bristle sputtered. Without thinking, Sejuani leaned over, protecting his torso with her own. Her shield covered his face to ease the mount’s suffering.

    It was then she thought, Perhaps our death comes today.

    Suddenly, Bristle found his footing in the shallows. Instead of drowning, the great beast made huge splashing strides onto the riverbank.

    Sejuani stood in her saddle and swung her flail in front of her, releasing an explosion of ice. The blast cut apart a dozen unarmored archers. Bristle gored and trampled another two. The others ran from her, back uphill, seeking cover behind the spearmen who formed a shield wall to block her next attack. More missiles would rain down and the spearmen would charge her in mass momentarily, but Sejuani grinned, knowing the archers had lost their opportunity.

    She looked back to see her own warriors crossing, unharried by the barrage she had just weathered. Sejuani still did not know if she would survive this day, but she had not failed her oath or her people…

    And that is what mattered.

  6. From the Journal of Professor Cecil B. Heimerdinger

    From the Journal of Professor Cecil B. Heimerdinger

    10.14

    09:15

    Current meteorological conditions in Bandle City seem optimal. Atmospheric pressure is ideal for today's experiments!

    Running a fifth trial for my Tridyminiumobulator this afternoon. Some fine tuning is required; singed my mustache. Need to adjust the energy throughput.

    16:00

    Tridyminiumobulator is still not maintaining intended proper energy efficiency! Necessary to run more numbers. In the meantime, I have found something else that's very intriguing.

    While returning home after today's tests, I passed a gaggle of young yordles throwing a spherical projectile at each other. It's a simple enough concept: throw the object at someone, catch it, throw it at another yordle, repeat. But yordle miscalculations result in several errors! They throw with inconsistent accuracy and force, and the ''ball'' (as they refer to it) is frequently dropped... There are many ways for this process to be improved. According to my calculations, and after collecting data from the participants, if the pitching was consistent in both speed and arc there would be a 44.57% increase to fun! I need to ponder this for the evening.

    10.15

    05:20

    Eureka! I've devised a solution.

    I've invented an automated ball pitcher. Current name: H-28G. It employs a consistent speed and trajectory, ensuring that the recipient will always be able to catch the ball. It redirects itself to the nearest yordle (if there is more than one in the vicinity) ensuring everyone has a turn. I'll take it to the young yordles today and demonstrate my invention.

    Also: spilled toxic acid on my shoes this morning. Bothersome.

    10:30

    Tested the automated pitcher today. It did not go as planned. The young ones were excited enough about my invention, but, when the machine was turned on, it was far too powerful! Even at its lowest setting it completely knocked a yordle off his feet. Clearly, I overestimated the velocity behind their throws... I'll return soon to make adjustments.

    But my priority, for now, is the Tridyminiumobulator; I must fix its complications before lunch. Once it's in good shape, I'll need to test it somewhere else. Bandle City is proving insufficient for field research.

    10.16

    15:55

    Apparently, there's a giant in town. A highly annoying anomaly. The noise outside is disturbing my research!

    Must check fish tank today. They've been strangely quiet...

    10.17

    10:40

    I have heard that many yordles have been injured due to the giant-related disturbance. If this doesn't stop soon, intervention will be necessary! I hope H-28G is still intact. I would lose a lot of time if it has to be rebuilt.

    16:30

    Everything is quiet again. It seems that the giant came to his senses and ran off. I need to gather H-28G tomorrow, once I've finished with more pressing matters. I've almost perfected the Tridyminiumobulator!

    10.18

    08:30

    Today has been quite eventful already. I was surprised by a knock at my door. It seemed like the entire city was standing in front of my house. Normally, when a crowd has gathered, it's because they have some petty grievance about my work. But this time, they were celebrating!

    Astonishingly, it seems one of the young yordles took advantage of the H-28G prototype I had left behind amidst the giant tomfoolery. He proved to be innovative, and repurposed the invention into a makeshift turret. It's powerful enough to scare off a giant - imagine that! What an ingenious little fellow.

    I wish I could employ his like-minded encephalon in the near future - I have big plans and his assistance could be valuable - but he'd have to leave Bandle City. The scope of my plans necessitates a more expansive testing ground.

    Runeterra should suffice!

  7. Hero of the Frost Moon

    Hero of the Frost Moon

    Matt Dunn

    A hero is anyone who answers the call to do what must be done.

    They sacrifice so much because of a singular truth: this fragile world requires protection.

    This means everything to Lissandra, who rarely rests, especially not on nights like tonight, when stars align in strange ways. The round apex of her private sanctum features many rune-inscribed windows to harness the powers from various celestial syzygies.

    Thousands of dark, coffin-like ice formations protrude from the snow-carpeted ground. They rise like great black teeth, jutting up from the depths below, poised to devour the sky. She knows exactly how far down these boulders descend, where their roots terminate, and their purpose.

    Lissandra strolls through this unique structure. Under this alignment of the Frost Moon and the Cold Star, she sees more without eyes than anyone who has ever dared set foot in this sacred space. Although it is quiet as a tomb, she hears what no one else can—the voices of the half-dreaming and half-dead trapped within each crystalline monolith.

    An ancient troll-king says nothing. Its deep-set eyes scream with malice as it tracks her path. When she passes out of sight, the troll-king’s growl shakes its black ice keep.

    Lissandra counts thirteen steps from the troll-king to her knight in rusty armor. Tonight, he speaks first.

    “Kill the Ice Witch!” he says. His eyes half-lidded, his grim face stoic. His teeth are broken from decades of gnashing.

    But his refrain catches on, as Lissandra winds through the forest of midnight ice.

    Kill the Ice Witch,” becomes a rousing chorus, with voices from across the world, all suspended in stasis, reliving the moment they killed said Ice Witch.

    As for the Ice Witch herself, she finds it beautiful when such a diverse crowd rallies behind a single course of action. Their tortured nightmares lull others to sleep. Tonight, though, one voice is peculiarly silent.

    Lissandra weaves her way through the crevasses between crystals, toward one of the most exotic heroes in her collection. Silence breeds mysteries, and she loves coaxing secrets from unspeaking lips... She feels a shift in temperature, an aura of warmth.

    She is not alone. Someone uninvited walks her menagerie. Her footfalls are whispers on the snow as she follows the trail of warmth.

    “Frozen tongues have no place here,” Lissandra says.

    “Release my sister, witch!” a voice, gruff and husky, cries out.

    Lissandra turns toward this unseen threat. Up, is all she has to think for blade-like shards of ice to erupt from the ground, blocking the intruder’s path. She hears wind gush from the infiltrator’s lungs. Then the soft thud of the fall.

    “Demands without a greeting make for ill-mannered guests.”

    The would-be interloper finds a shred of courage, then her voice.

    “M-My sister is Hara from the Caravanserai of Gilded Scarabs. She dreamt of eight hundred years of ice unless she slew the Prophetess of Frost.” The girl mustered some defiance. “Release my sister, witch, and I shall spare your life.”

    Lissandra finds no need to waste good breaths on a pitiful laugh.

    “Ah, you seek a bargain, then.”

    Lissandra runs her bony fingers across the surface of Hara’s casing and listens to the voice trapped within. The guest’s name dances on Hara’s tongue, and now on Lissandra’s as well.

    “You ignored your sister’s command, Marjen. You abandoned the caravanserai.”

    Marjen recoils from hearing her name on the Ice Witch’s tongue.

    “How do you—”

    “We are similar. I too deplore the pleas of unwise sisters.”

    “Release her now, or I will end you.”

    Marjen brandishes a blade that warms the bitter cold. It reeks of familiar and particularly hard-headed magic. Forged by an older spirit whose name Lissandra erased from the Freljord’s memory.

    “Consider the Ice Witch’s offer. I shall relieve you of that warm dagger, and in return, reunite you with your dear sister Hara.”

    The alignment of the Frost Moon with the Cold Star completes itself. Lissandra cannot see the shimmering pale blue light descending on the grotto. She wonders how it looks to this woman, born in the Great Sai.

    Marjen nods in agreement.

    “You are smarter than almost everyone here.” Lissandra’s blue lips stretch into a crooked smile.

    Kill the witch!” Hara screams from inside her own dark prison. Marjen’s heart beats out of time.

    And her arm follows through. The blade arcs through the cold air. It plunges into Lissandra’s chest.

    “You listened to your sister...”

    Lissandra slumps to her knees, then topples over. Silently falling snow shrouds her body.

    Marjen turns to Hara, encased in cracked ice. Its surface runs slick with brackish meltwater. Dark water pools on the white snow. Whatever magic that held her ebbs.

    “Remember when mother taught us to sand-dance? Follow the heat with the soles of your feet. Follow the heat, Hara. Follow me.”

    The cracks widen in Hara’s prison as she struggles to break free. Finally, the edifice crumbles and there she is, kneeling by Marjen’s side in an inky puddle. Relief sweeps both their faces as they embrace.

    “We did it,” Marjen says. “The caravanserai is safe. There is no eight-hundred-year freeze coming.”

    Hara pulls closer, and whispers in Marjen’s ear.

    Sisters who listen...” Instead of Hara’s voice, she hears the cold, calm voice of the Ice Witch. “...are the easiest to trick.

    Marjen breaks their embrace. Hara’s eyes widen at the words pouring out of her mouth. Her lips mouth a single word.

    Run.

    Only Marjen can’t. Her fur-lined leather boots have iced over, freezing her to the ground. Black ice crawls up their legs.

    “I-I killed...” She looks to Lissandra’s body, but sees only virgin snow. That’s when she sees the blade still in her hand.

    The realization dawns on Marjen.

    “I never threw the knife.”

    A flash of chalk-white catches her attention. She looks up to the rune-inscribed window above. Where there should be a Frost Moon over a Cold Star, a pair of dark blue lips stretch into a mocking grin.

    “Sisters,” Lissandra whispers to the two women inside their frozen tombs, “inseparable, devoted, but still so utterly foolish...”

    Marjen and Hara, their arms wrapped around each other in a sisterly embrace that turns to terror. They lock eyes as the dark ice entombs their faces.

    Lissandra admires her latest acquisition. “I found it more convenient to lose mine.”

    Where a single rock of black ice once stood, two now stand, joined together at the base. Sisters perpetually reunited—Marjen and Hara from the Great Sai, their bond stronger than the distance between tundra and desert. A reunion so powerful, Lissandra tastes the satisfaction of the feasting monsters below. The illusions cast by the dreams of the sisters, projected through ice, will keep the beasts slumbering a little while longer.

    How exhausting this work is, lulling monsters to sleep.

    Tonight, Lissandra too may rest. For the hero protects this fragile world just a little bit longer.

  8. Nunu & Willump

    Nunu & Willump

    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. Though he was dragged to safety by the surviving Notai, he was left to wonder what had happened to Layka, waiting to hear her songs on the wind…

    Snow fell. Weeks passed.

    Nunu missed his mother desperately, but the Notai 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, perhaps even a great 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 he 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 persuade the others to help to find his mother.

    From the tribe’s fearful whispers, he’d learned of a fierce monster that killed all who sought its power, thwarting the local hunters who were sent each year, never to return. There was a song that Nunu’s mother sang… one that he now couldn’t seem to stop singing to himself.

    Suddenly, Nunu understood what he had to do. He 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…

  9. A Walk with the Voices

    A Walk with the Voices

    Michael Luo

    Far above, Udyr heard the cries of an eagle riding the gale. Its voice was strong, confident, but not close enough to get in the way of his own thoughts. It was a relief to feel this human.

    The voices were never silent, but Udyr knew not to be ungrateful. Even a moment’s reprieve was rare.

    I can hear myself breathe… for now, at least.

    Today, he walked alone. He hiked up the mountain slopes, a chill wind following him, carrying away his lingering memory of Ionia’s ethereal beauty with every gust. The monks at Hirana had offered him a parting gift a few moons past when he left their lands—a riddle intended to guide him on his path to mastering his spiritual powers.

    Below winter’s peak

    Nature’s pure life essence flows

    Now transformed to glass

    It read more beautifully in their tongue than his own, but it had not taken him long to solve. After spending months traveling with the blind monk, Udyr had learned to decipher the meaning behind Ionian speech.

    Reaching the precipitous eastern slopes of Winterspike, Udyr paused to gaze out at the lake before him, frozen in all its majesty. At the edges of the lake laid the bones and corpses of wild beasts, as well as those of dead shamans and priests who had come to this place, months, years, and lifetimes before him.

    Udyr stood still, his chest bare, eyes closed, bracing against the brisk morning air.

    This land was my home…

    He looked down at his reflection on the ice. It showed the face of a man, ragged and worn from his travels.

    My rest ends. I hear them coming.

    The ice stirred. A crack at first, as Udyr saw his image splinter into disparate pieces. Soon, entire slabs broke off, drifting apart. Udyr waited, respectfully.

    The frigid water bubbled. Slowly to begin with, and then rapidly all at once. Steam rose from the surface, filling the air with heat.

    Udyr took in a quiet breath, his shoulders rising, to ready himself.

    Out of the mist leapt an ice-formed beast, carved by the land’s magic and birthed from the lake. The ground trembled as it took a thundering step toward Udyr.

    Udyr looked up at the wild spirit towering above him, three times his height.

    The murmurs started low, soft—leaves falling on fresh snow. Yet quickly, they grew.

    Bitter. Restless.

    There they are.

    Grunts turned into snarls, mutters into barks, one swallowing another. Their rage seized his mind, shattering his every thought. At first, the voices competed for dominance—elnüks, drüvasks, and others. Udyr had heard these voices within himself many times. Soon, they joined together, into the shape he had most feared.

    The ravenous tiger.

    “Spirit walker. Step closer,” it growled. “Raise your voice and show us why you have returned.”

    Udyr only just mustered the strength to stifle a gasp. His knees buckled under the weight of the noise in his head. His hands shot toward the soil to steady his body. Straining his neck, he glared up at the savage creature, not willing to answer.

    The voices rose at the sight of Udyr’s inaction, with the tiger roaring above the rest.

    “You do not deserve to call the Freljord home. You are weak.”

    Udyr braced himself as the spirit rammed its head into him, shards of its icy body cutting into his skin. Tumbling far across the ground, Udyr landed against hard rock.

    I must not give in.

    Regaining his balance, he wiped the blood off his face and forced his hands into fists. He punched his knuckles into the frosty ground, and the throbbing in his arms overtook him. Veins pulsated from his hands to his shoulders. Getting back to his feet, Udyr readied himself to deflect another blow.

    The spirit roared once more. “The strong fight! Instead, you stifle your voice and cower!”

    The spirit charged headfirst. Udyr tried dodging out of the way, but his foe was quicker and stronger. As he rolled to the side, the tiger swiped his leg with its claws, spraying the spirit walker’s blood across the frosted ground.

    Udyr knelt on one knee in pain. He felt his own anger building, but still he held back.

    I must not give in.

    The spirit loomed closer, letting out a feral cry before pouncing toward Udyr. Realizing he could not dodge in time, he crossed his arms before him and clenched his fists. Magical energy surrounded him, blocking the tiger spirit’s lethal blow.

    The spirit slid backward. After regaining its footing, it grinned through its fangs. Its icy body crackled with vicious energy, splintering the bones of its past victims beneath its feet. Death was all this place knew.

    Udyr knelt on both knees now, his head down, his body pounding with pain while the spirit paced around him. He felt the ground shake with its every step.

    This is not the way.

    He gritted his teeth, their points drawing blood from his lips as he felt the ground tremble once more.

    The voices boomed. “The weak… are prey!”

    Udyr looked up, seeing the spirit charge toward him, its eyes lusting for blood—so wide he could see himself staring back, with the same lust for violence.

    I must embrace who I am.

    Golden flames erupted from Udyr’s skin like wildfire, the anger coursing through his body matching the fury of the tiger spirit before him.

    “Finally, the prey has decided to fight!”

    Udyr roared as he rushed straight at the tiger spirit. Vaulting onto the beast’s leg, he climbed its craggy surface, smashing his bleeding hands into whatever piece of ice he could to pull himself upward. The creature shook, the sharp edges of its body piercing the spirit walker’s skin. Udyr screamed, relishing in his might. At last, his wrath matched the fire in his foe, as the two reveled in their savage violence.

    With a brutal lunge, he reached the spirit’s back, trails of his blood dripping down its sides. Spirit energy surged through him, a force strong enough to drown out any pain. The voices of wild beasts clamored unchecked in his mind—the bitter cries of those consumed by the tiger, and his own unbridled anger—merging as one.

    “I am no prey!”

    Udyr brought his fists down in a flurry of explosive blows, creating a web of cracks running down the creature’s body. He clawed and slashed with abandon, tearing away at his foe. Howling in pure rage, he threw back his head and sank his fangs deep into the spirit’s neck.

    He expected the spirit to tumble over, its body to break apart, giant lumps of ice disappearing to dust.

    But it was already gone, along with its voices. Had they shrieked? Had they cried?

    High above, he heard the eagle call.

    Focus. Calm.

    Udyr fell and staggered onto solid ground. Breathing heavily, he lay next to the lake, and watched the last of his enemy vanish. Suddenly, he heard another rumbling and stumbled to his feet. The lake, as if celebrating his victory, began to thaw. Piece by piece, the remaining ice melted, raising the water level to wash over the cold, hard land.

    Remembering the ritual he had repeated countless times at Hirana, Udyr limped forth. Cupping his hands, he splashed cool water across his head, shoulders, and back, rinsing his wounds clean. Then, gently, he took a drink.

    He stared at his reflection, seeing a man looking back. Wounded, tested, alive.

    I am who I am.

    Udyr heard only the sound of flowing water—and yet, he did not smile.

    But this fight is far from over.

  10. Trundle

    Trundle

    Trolls are, for the most part, hulking and brutish creatures, found in many of Runeterra’s least hospitable environments. Though not invulnerable, they are blessed with a hardy constitution and the ability to heal more quickly than other mortal races—especially the feeble humans. This means they can endure extremes of climate and scarce resources merely by out-surviving their rivals, and this is the most likely reason some of the largest known tribes still call the mountains of the Freljord home.

    Trundle was whelped in a filthy cave, along with a brood of fifteen brothers and sisters. Times were particularly hard, so that only seven of them grew strong enough to join the ranks of their chieftain’s warband… and only three remained after their first winter of raiding.

    As the warband feasted, the chieftain spoke of his intention to circle back and raid the same lands again. All would fear them. It would get easier every time.

    Frowning, Trundle stood up, and said this plan was no good. The people they had crushed had nothing left for the tribe to take—they should return next winter when the granaries were full again, and the livestock grown big enough to make more than a single mouthful.

    Many of the other trolls did not like this at all. They ground their teeth and thumped the sides of their heads, trying to comprehend what Trundle was suggesting. Was he a coward? Had the cold got into his brain and turned it to slush? The chieftain beat Trundle with a rock, and threw him away down the mountainside. Fools had no place in his warband.

    Trundle wandered far, for he knew he would not be welcome anywhere nearby. He avoided other troll tribes scattered across the tundra, and was careful to keep his distance from the feral yetis that roamed the highlands. By night, he gazed up at the stars and remembered all the stories he had been told as a pup—legends of Grubgrack the Wise, and other ancient troll kings, who followed the old gods and were gifted powerful weapons as symbols of their right to rule the world.

    Eventually, Trundle came to a great crack in the ground. While he was glad to be out of the wind, he soon found himself lost in a maze of twisted, howling canyons that seemed to sink deeper beneath the Freljord than the mountains rose above it.

    And at the very bottom of that abyss, he met the Ice Witch.

    She waited for him on a shimmering, frozen lake, surrounded by little human warriors skinned in furs and metal. Trundle was not daunted by any of this; but the Ice Witch wanted to know how he had found his way here, into the very heart of her domain, and how he was able to walk upon her lake.

    Trundle looked down. The ice beneath his feet was darker than the night sky, far overhead. It made his brain want to squirm around inside his skull.

    The Ice Witch told him he was special—something called “Iceborn”, which meant he should stay there with her. But Trundle did not want this, and told her how he had been cast out by the chieftain, and that he wanted to find a great weapon and become a troll king like Grubgrack and all the others. To his surprise, the Ice Witch agreed, and handed him a mighty club of ice called Boneshiver. With this, he could become king of all trolls, and form a great alliance with her human tribe.

    He eagerly agreed, and began the long journey home.

    When Trundle arrived, the chieftain laughed in his face… until Trundle bashed him over the head with Boneshiver. In an instant, the old troll was frozen solid by the club’s icy magic, and a second blow shattered his body into tiny pieces.

    Awed by Trundle’s newfound strength, the rest of the warband listened to his tale of the Ice Witch, and the alliance she had promised. Trundle was smart. Trundle had been chosen to wield great power. Trundle would be their king.

    And with Trundle leading the charge, the time of the trolls is surely coming.

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