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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.

More stories

  1. A Well-Earned Tip

    A Well-Earned Tip

    Laura Michet

    Up in the mountains that separate Demacia from the Freljord, there aren’t a lot of jobs that pay coin. Some pay in furs, or in loaves of frost-hard bread... But Aegil’s baby sister was born sickly. The family needed coin to keep her well-fed, and to buy her medicine.

    So Aegil’s father cut a deal with Aegil’s uncle, Jasper. Aegil would become a servant in Jasper’s inn at the mountain pass, selling ale to passing traders.

    “Work hard, all right?” Aegil’s mother told him. “For your sister.”




    One night, a season after Aegil started working for Jasper, a whole crowd of customers arrived just as the inn was closing. It was strange for travelers to arrive so late after nightfall in the winter.

    Jasper peered out the window. “I don’t know them,” he said, tugging nervously on his wild black beard.

    The door slammed open and a crowd of shaggy-haired men thumped inside, shaking the snow from their boots and cloaks. They parted ranks, and an old fellow with a velvet-trimmed cloak approached the bar.

    “Good evening,” he said with a Great City accent. “Our business associate is arriving in a few minutes. What’s on offer?”

    Uncle Jasper pointed numbly at the drink list hanging behind the bar. There were twelve brews there—an impressive selection for this part of the Demacian hinterlands. But one by one, the guards all ordered the absolute cheapest: Forsyn’s Red. Aegil had never tasted any other beer, but even he knew it wasn’t good stuff. That’s why it was so cheap.

    Aegil hurried into the back room where the kegs were kept to pour their ale. As the skunky beverage foamed into the cups, he wondered how much these guests would tip. Would he get one big tip from the leader, or eleven small tips, one from each? His heart raced.

    Then Aegil heard a heavy step on the path outside. The door creaked open... and the next step made the tavern floorboards groan.

    Aegil wheeled the drink cart out into the main room. The newcomer was the absolute biggest man he’d ever seen. His head scraped the ceiling beams. His limbs were pure muscle, as thick as tree trunks, and his face was covered in a bristly red beard. The grisly scars criss-crossing his vast sides looked like he’d really lived through the gruesome battles Jasper’s drunken patrons liked to brag about.

    The velvet-clad man raised his hand toward the stranger. “Gragas, I presume?” he called.

    Gragas didn’t answer. His eyes were fixed on the drinks list hanging behind the bar.

    “You are Gragas? The brewer?” the merchant repeated impatiently.

    Gragas turned his huge shoulders and gave the little old man a red-faced glare. With a voice so loud it reminded Aegil of an old god speaking from below the snowpack, the newcomer growled, “I’m buyin’ a drink.”

    The air in the room felt like it does when a thunderstorm gathers overhead. Aegil began handing out the ales. His hands were shaking.

    “What’s that ‘Karsten-Flower’ stuff?” Gragas asked Jasper, pointing at the list. “What flower’s that?”

    “That’s just the brewer’s name,” Jasper said. “It ain’t got flowers in it. Sorry.”

    “Hmmm,” Gragas rumbled.

    Aegil handed out the final drink to the old merchant, then stood patiently, waiting for his tip... but the merchant ignored him. His glinting gaze was fixed on the huge newcomer—like a fox’s eyes before the pounce.

    “I’ll take... the Sungold Porter,” Gragas announced. “That’s a precious one, I’ve heard.” Jasper scurried into the back to pour it, and Gragas thumped over to the table to sit down. “Now, what d’ya have for me?” he asked.

    The old merchant started digging around in his huge coat. “I heard you’re in the market for Shuriman goods,” he said. “Floodplain grains. Cactus blooms.”

    “I’m... innerested,” Gragas said.

    The merchant noticed Aegil standing there. “Shoo, boy,” he said.

    Aegil froze. No tip?

    “I said shoo,” the merchant snapped. All the guards laughed.

    Tears starting at the corners of his eyes, Aegil hurried into the keg room behind the bar. Jasper was pacing back there, tugging nervously at his beard.

    “Damn that man,” Jasper seethed. “The Sungold Porter? I don’t have any!

    “We ran out?”

    “We never had it! I can’t afford to stock any of those rare ales. They’re on offer to impress people. Almost nobody orders them—they’re too expensive! And when they do, I just mix some stuff together! Nobody can tell!”

    To Aegil, this seemed like stealing. “You should tell the big man,” he said.

    Jasper laughed. “Why? It doesn’t hurt anyone. I have a business to run, boy! One glass of the porter is a week of earnings here at the inn.” Jasper squared his shoulders. “He won’t be able to tell.”

    Jasper snatched a massive stein off one of the hooks on the wall and started filling it at the Forsyn’s tap... then Eigen Ale... then Karsten-Flower.

    As that murky mixture foamed toward the brim, Aegil realized he’d have to deliver Gragas the concocted drink. Cold washed over him like a night wind over the snow. When Jasper thunked the stein into his outstretched hands, he almost fell over.

    “Keep a straight face!” Jasper ordered.

    Aegil thought of his sister. He thought of money clinking in his palm. Then he tottered forward across the empty floor of the inn, struggling to hold the stein aloft.

    Gragas’ booming voice filled the room. “...The recipe I’m working on has a very spicy taste already. I need somethin’ to balance it out.”

    As Aegil approached the table, the merchant leaned forward. “So. We arrive at the real business.”

    “Yeah,” Gragas grunted. “The real business.”

    The merchant reached inside his coat and drew out a palm-sized lockbox covered in gold and glinting jewels.

    The shining box was absolutely the most valuable thing Aegil had ever seen in his life—it was probably worth ten lifetimes of Jasper’s smelly ale. Standing near it felt like standing beside the sun.

    “Azir’s Tears,” the merchant said. “Ancient heirloom spice. Ground from tomb-herbs found only in the ruins of the Sun Disc. The Sun Emperors used it to season their mead.”

    “Really...” Gragas said.

    “When I heard about your quest—the greatest ale ever brewed! Well, I immediately sought out the Tears. The trades I had to make! The spice is worth a fortune, but I knew you’d be good for it.”

    Gragas nodded slowly, thinking. Aegil suddenly realized that if anyone was going to be able to notice a substitute drink it would be a master brewer on a quest to make the perfect beer. He reached for the stein, thinking frantically of an excuse—

    But he was too slow. Gragas noticed Aegil, and the beer sitting at his elbow. “Thanks, boy,” he said, and grabbed the stein himself.

    He drank deep—and immediately, Aegil saw his bushy eyebrows furrow. His nostril twitched. His bearded lip curled into a hint of a grimace. His gaze traveled across the room... and fixed on Jasper.

    Aegil felt like he was going to melt. He knows we’re tricking him!

    But the master brewer did not shout out his displeasure. Instead, Gragas held his hand out for the jeweled box.

    “So lemme see,” he said. “Show me your perfect spices.”

    The merchant handed it over. Gragas lifted the lid of the lockbox and sniffed.

    And again, his nostril twitched. That sensitive sense of smell had found another flavor that troubled it.

    Aegil felt his heart stop. They’re tricking him too. It’s a FAKE!

    One forgery was forgivable. Two? Over the same pint? Not as much. Gragas glanced at Aegil—just for a moment.

    It was warning enough. Aegil dove away from the table like a snow hare leaping for the safety of the treeline.

    Then Gragas stood. He flipped the table as he rose, and simultaneously, each one of the guards produced jagged hatchets from beneath their cloaks.

    Gragas just took out his fists.

    Aegil saw only bits of the ensuing fight. He saw the merchant flee toward the bar... then Gragas followed with huge strides. There was a sound like an explosion. Jasper gave a high-pitched scream and skittered straight out the front door. Then the kegs all rolled across the floor toward the guards, a thundering avalanche spraying ale and foam in every direction. It flattened them—all but one, who hid behind a table, then popped up, ready to throw his axe—

    But Gragas grunted, a barrel flew across the room, and the guard simply vanished. So did half of the back wall. Aegil heard the guard’s tiny scream disappear down the mountainside.

    Aegil crawled out from under a table to see Gragas pouring the grey, dusty contents of the shiny lockbox onto the groaning merchant at his feet.

    “Mummy dust,” he growled. “Have some respect!”

    Then he caught sight of Aegil. His wild brows narrowed. “Boy,” he called. His booming voice made shards of broken glass tremble on the floor. “Come here!”

    Cautiously, Aegil approached. He thought of his sister. He wondered whether he could run faster than a thrown barrel.

    “Tell the innkeep to go lighter on the Forsyn’s next time,” Gragas said.

    Then Aegil saw the lockbox in the master brewer’s outstretched hand. A huge smile parted that bushy red beard.

    “Yer tip.”

  2. Lulu

    Lulu

    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.

  3. Talon

    Talon

    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.

  4. Unbound

    Unbound

    This was the moment.

    The singular moment that had cost him so much, that had taken a lifetime of planning. A corrupt empire and its strutting princeling would be struck down under the blankly idiotic sun symbol they both so trusted. The key to immortality, jealously guarded and miserly offered, would be his alone, stolen in front of the entire world. A singular moment of perfect vengeance that would finally free the slave known as Xerath.

    Though his master's helm revealed no human expression, and knowing that the lovingly etched metal could not respond in kind, Xerath smiled up at the soulless hawk's face just the same, his joy genuine. A life spent in servitude, first for a mad emperor and now a vain one, endless manipulations for and against the throne, a near-damning quest for barely remembered knowledge that almost consumed him – all of it led to this grotesque masquerade of Ascension.

    The very word when spoken aloud was an assault: We will Ascend, while you are chained to the broken stone as the sands of time swallow you all. No. Not anymore, and never again. The chosen golden lords will not be taken into the sun’s embrace and made gods. A slave will do this; a simple slave, a boy who once had the misfortune to save a noble child from the sands.

    And for this sin, Xerath had been punished with a horrible, maddening promise: Freedom. Unobtainable. Forbidden. Should the thought even dart through a slave’s mind, it would be punished by death, as the Ascended could gaze past flesh and bone, deep into one’s very soul, to see its dim traitorous glow. And yet, there it was, spoken by the young princeling he dragged from the embrace of the mercurial mother-desert. Azir, the Golden Sun, vowed that he would free his savior and new friend.

    A promise unkept to this day. The words of a grateful child, innocently oblivious to the impact they would have. How could Azir upend thousands of years of rule? How could he fight tradition, his father, his destiny?

    In the end, the young emperor would lose it all by not honoring his word.

    And so, Xerath was elevated and educated, eventually becoming Azir's trusted right hand – but never a free man. The soured promise ate into what he was, and what he could have been. Denied a small, simple thing, the right to live his life, Xerath decided to take everything, all of the things denied to him, all of the things he deserved: the empire, Ascension, and the absolute purest form of freedom possible.

    With each step taken toward the offensively grandiose Dais of Ascension, positioned respectfully behind his emperor and flanked by the inept sentinels who supposedly protected Shurima, Xerath felt an unknown lightness he was genuinely shocked by. Was this joy? Does vengeance bring joy? The impact was almost physical.

    At that very moment, the overwrought suit of golden armor that was his tormentor abruptly halted. And turned. And walked toward Xerath.

    Could he know? How could he possibly know? This spoiled, self-obsessed boy? This righteous, falsely benevolent emperor whose hands were just as bloody as Xerath's own? Even if he did, there was no staying the killing blow that was already in motion.

    Xerath had planned for every contingency. He had bribed, killed, out-maneuvered, and plotted for decades – he even tricked the monstrous brothers Nasus and Renekton into staying away from the event – but he had not planned for this...

    The Emperor of Shurima, the Golden Sun, Beloved of Mother Desert, soon to be Ascended, took off his helmet, revealed his proud brow and smiling eyes, and turned to his oldest and most trusted friend. He spoke about the love of brothers, the love of friends, of hard fights won and others lost, of family, of future, and finally... of freedom.

    At these words, the guards flanked Xerath, moving in, weapons drawn.

    So the princeling did know. Had Xerath's plans had been undone?

    But the fools in armor were saluting. There was no menace to them, they were honoring him. They were congratulating him.

    On his freedom.

    His hated master had just freed him – he had freed them all. No Shuriman would ever wear chains again. Azir's last act as a human was to unfetter his people.

    The foundation-shuddering roar of the assembled masses drowned out any response Xerath could have had. Azir donned his helmet and strode out onto the Dais, his attendants preparing him for the godhood that would never come.

    Xerath stood in the shadow of the monolithic Sun Disc, knowing that an empire-destroying doom was but seconds away.

    Too late, friend. Too late, brother. Far too late for us all.

  5. Kindred

    Kindred

    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.

  6. Tryndamere

    Tryndamere

    Tryndamere came into the world knowing only the harshness of survival, for the frozen steppes where his clan made their home never truly thawed. Though they praised all the Freljord’s old gods, as well as the Cult of the Three, they prayed most often to a spirit-deity known to ravage the tundra—a hearty and unkillable tusklord. Since the raw materials required for armor were scarce, the clan instead put its resources toward the forging of great blades, inspired by their god’s ivory canines.

    The stamina and dueling prowess of Tryndamere’s people became legendary. They were able to fend off other raiding tribes, slay the great beasts of the mountains, and repel Noxians encroaching to the south. Tryndamere himself grew to be a brash and formidable warrior, but it wasn’t until a particularly cruel midwinter night that his strength was truly tested. An unusual storm swept in from the east, bringing with it an icy darkness, and a towering, horned figure silhouetted against the full moon.

    Some in the clan knelt, believing that their boar-god stood among them. This creature dripped with ancient magic, true enough, but he was not of the Freljord… and those that knelt were the first to die.

    Tryndamere looked on in horror. He could feel unhinged brutality rising in his heart at the sight of the invader’s cruel, living sword. Whether taken by bloodlust or some other madness, Tryndamere raised his own blade, and let out a defiant roar.

    The dark figure swatted him aside like an insect.

    Tryndamere lay surrounded by the dead, in snow soaked almost black with blood. He drew what he thought would be his last breaths as the creature approached and spoke. Tryndamere tried to hold onto the strange, archaic words, but as his life force slipped away, it was the thing’s laughter that burned itself into the young warrior’s memory.

    For Tryndamere did not die that night. He was revived by a rage unlike anything he had ever experienced. He looked to the eastern horizon, intent on avenging not only the destruction of his clan, but the desecration of his own martial pride.

    However, retribution was not what the steppes offered him. There were survivors, and they would not be long for this world if Tryndamere could not find others to shelter them. There were Noxians to the south, Frostguard to the north, and the dark figure had come from the east. To the west, it was said that some tribes were gathering before the supposed reincarnation of Avarosa—once, he might have dismissed such fanciful rumors, but now he knew this was his only recourse.

    Tryndamere and the remnants of his people arrived in the valley as little more than beggars. The young warrior was determined to show his clan’s worth, and win them the Avarosan leader’s protection so that he could return to thoughts of revenge. Brandishing his tusked sword, he did what came naturally, and challenged others to duels. Holding the image of the dark figure and its echoing laughter in his mind, Tryndamere quickly bested anyone who stepped forward.

    His singular fury was deeply unsettling to the Avarosans. The northern warriors, too, noted his rapid healing between bouts—unlike the Iceborn that walked among them, the more Tryndamere gave in to his rage, the more quickly his body healed. Many suspected he and his clan practiced strange and unnatural magics, and so Tryndamere’s plan to prove his worth was now endangering the wider acceptance of his people.

    But not all of the Avarosans had turned against him. Their warmother, Ashe, was looking to strengthen her position with a political marriage… to someone who could face down the endless challengers for her hand, and to her rule. Seeing an opportunity in the handsome barbarian, she pledged to take in his clan as Avarosans, if Tryndamere became her first and only bloodsworn.

    As he spent more time in Ashe’s company, he began to believe what others had whispered—that she was indeed the divine reincarnation of Avarosa herself. His rage found temperance in her thoughtful leadership, and a genuine affection grew between them.

    Even so, serving as Ashe’s champion, Tryndamere now looks to an uncertain future. The barbarian king can see war brewing all too clearly on the Freljord’s horizon, yet he still thirsts for his own, personal vengeance, and begins to wonder if his predestined fate might not be at his queen’s side after all…

  7. Ezreal

    Ezreal

    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.

  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. Brand

    Brand

    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.

  10. The Princeling’s Lament

    The Princeling’s Lament

    Scrape the bench of sunless moss,
    And harken to this tale of loss.
    A princess lies below the soil,
    A king’s pride and joy, a beauty divine.
    Now food for worms, her flesh to dine.
    Skin once fair, now left to spoil.

    A Princeling came, a suitor fair,
    To press his cause, to wed the heir.
    The marriage feast like none before
    was blighted by a deed most foul.
    A poisoned cup, the king did howl.
    To find a cure, the Princeling swore.

    His ship set sail, crossed ocean’s deep,
    With knights all pledged to end death’s sleep.
    Through tempests fierce and unknown miles,
    Drawn by wind from a land undying,
    The very storm its name seem’d sighing.
    A place men named the Shadow Isles.

    Like the hound abroad with bloody scent,
    Drawn ever on by forlorn lament,
    To a night-veiled isle on no man’s chart.
    No wind was heard, no bird nor beast,
    Only spirits summoned by death’s priest.
    Onward knights to this island’s heart!

    Through black-thorned trees on crooked path,
    A clash of steel, a cry of wrath.
    The Shadow of War wrought bitter defeat,
    The Princeling’s men were slain.
    He ran in fear; they died in vain,
    His love of life too bright, too sweet.

    Lost in darkest, haunted night,
    Pursued by spiteful wraith and wight.
    He chanced upon a moonlit field,
    And a ghastly monk assailed by the mist.
    “Aid me!” cried he, “With sword and fist!
    The spirits are cruel, their hearts unhealed.”

    “Here, all men are equal, all sins forgiven,
    But pride hath made this land corpse-riven.
    The dead we’ll fight, our lives as the prize.
    Shepherd them onward, and then come the dawn,
    Triumph will teach you secrets long gone,
    But vanquished, we fall and then rise.”

    They fought as brothers on cursed battleground,
    Atop the bones of scholars renowned
    ‘Gainst spirits in black, with hunger infernal.
    Dawn never came, but the battle was done.
    The monk and the Princeling had won!
    “Speak, fellow! Tell secrets of life eternal.”

    The monk told tales of a time forgotten
    An ancient queen, now dead and mulch-rotten.
    Of her king brought low by sorrow and woe,
    Who came to this isle to bring back her life,
    But damned the world to endless strife,
    Spirits of death and carrion crow.

    His magic unleashed a terrible scourge;
    Grim prelude to the Deathsinger’s dirge.
    Black mist rose up and doomed all to death.
    But spirits arose from every dead thing,
    Cursed to undeath by this grief-maddened king.
    He begged it all end with his very last breath.

    A land once blessed, was ripped asunder,
    Split with lightning and beaten by thunder.
    Phantoms now mutter in graves enshrined.
    And banshees throng its haunted streets,
    Shrieking their woes of black defeats,
    A boundless curse upon all mankind.

    The Princeling listened, all aghast,
    To hear this tale from the grim outcast.
    He spared this ancient king no boon,
    But tales of death and grim disaster;
    Unmask all, from slave to master.
    The Princeling’s lies laid bare by the moon.

    The goblet supped by his new wife,
    The Princeling poisoned to take her life.
    Her father’s wealth and crown he craved;
    No cure he wished, but existence deathless,
    No succor for his queen, forever breathless;
    His soul was dark, his mind depraved.

    And yet his bride had one last curse.
    A fatal spell of bitter verse.
    Justice sought with dying breath,
    Set the Spear of Vengeance on the hunt
    To punish him for such great affront
    And bring about his bloody death.

    The mist closed in and called his name,
    A huntress aglow in mist-wreathed flame.
    Her spears of light pierced his breast,
    A cold ground yawned wide and deep,
    The Princeling fell to blackest sleep,
    Never to wake from his victim’s bequest.

    Smothered in darkness, dying in pain,
    No crown for his brow, never to reign.
    Buried forever in earth’s dark womb,
    Heed the price of ambition’s dark call
    Be not ensnared by its artful thrall,
    The Princeling’s greed was his doom.

    A pallid light waxed cold and bright,
    Borne up through the earth, his soul took flight.
    No reprieve was this, but torment afresh,
    The Warden of Chains drawn by his scent.
    Dancing to the Deathsinger’s lament.
    “Your soul is mine,” said the beast called Thresh.

    So heed this fate and learn it well,
    Shun the Isles where the dead still dwell.
    Seek ye all the things to cherish,
    And pass the years in time well spent.
    A life full-lived, a soul content.
    And know you all are doomed to perish...

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