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Graves

Raised in the wharf alleys of Bilgewater, Malcolm Graves quickly learned how to fight and how to steal, skills that would serve him very well in all the years ahead. He could always find work hauling contraband up from the smugglers’ skiffs that came into the bay each night—with a tidy side-gig as hired muscle for various other unsavory local characters, as they went about their business in the port.

But the alleys were small-time, and he craved more excitement than they could offer. Still little more than a youth, Graves stole a blunderbuss and smuggled himself aboard a ship headed out of Bilgewater to the Shuriman mainland, where he stole, lied, and gambled his way from place to place along the coast.

Across the table of a high-stakes—and highly illegal—card game in Mudtown, Graves met a man who would change the course of his life, and his career: the trickster now known to many as Twisted Fate.

Each immediately saw in the other the same reckless passion for danger and adventure, and together they formed a most lucrative partnership. Between Graves’ raw brawn and Twisted Fate’s ability to talk his way out of (and occasionally back into) almost any situation, they were an unusually effective team from the outset. Their mutual sense of roguish honor grew into genuine trust, and together they stole from the rich, swindled the foolish, handpicked skilled crews for specific jobs, and sold out their rivals whenever they could.

Though at times Twisted Fate would blow all their shares and leave them with nothing to show for it, Graves knew that the thrill of some new escapade was always just around the corner…

On the southern borderlands of Valoran, they set two renowned noble houses of Noxus at each other’s throats as cover for the rescue of a kidnapped heir. That they pocketed the reward money, only to ransom the vile young man to the highest bidder, should really have come as no surprise to their original employer. In Piltover, they still hold the distinction of being the only thieves ever to crack the supposedly impenetrable Clockwork Vault. Not only did the pair empty the vault of all its treasures, they also tricked the guards into loading the loot onto their hijacked schooner, for a quick getaway through the Sun Gates.

In almost every case, only once they and their accomplices were safely over the horizon were their crimes even discovered—usually along with one of Twisted Fate’s trademark calling cards left where it would be easily found.

But, eventually, their luck ran out.

During a heist that rapidly turned from complex to completely botched, Graves was taken by the local enforcers, while Twisted Fate merely turned tail and abandoned him.

Thrown into the infamous prison known as the Locker, Graves endured years of torture and solitary confinement, during which time he nursed his bitter anger toward his old partner. A lesser man would surely have been broken by all this, but not Malcolm Graves. He was determined to have his revenge.

When he finally clawed his way to freedom, with the prison warden’s brand new shotgun slung over his shoulder, Graves began his long-overdue pursuit of Twisted Fate.

The search led him back home to Bilgewater, where he found that the wily old cardsharp had acquired a few new bounties on his head—and Graves would be only too happy to claim them. However, just as he got Twisted Fate in his sights, they were forced to put aside their differences in order to escape almost certain death in the ongoing conflict between the reaver king Gangplank and his rival ship captains.

Once again, Graves found himself escaping his hometown… only this time, he had his old friend in tow. While both of them might have liked to pick up their partnership where they left off all those years ago, such resentment couldn't simply be forgotten overnight, and it would be a while before Graves could bring himself to trust Twisted Fate again.

Still, he feels Bilgewater calling to him once more. Maybe this time around, the pair of them will find their stride and be able to pull off the ultimate heist…

More stories

  1. Twisted Fate

    Twisted Fate

    Born to the nomadic river folk of the Serpentine Delta, the boy Tobias Felix quickly learned what it was to be an outsider. Tolerated for the exotic goods they peddled, but shunned for their strange traditions, his people found only short welcomes wherever they berthed their colorful river barques. His elders would shrug, and say this was just the way of the world… but the obvious prejudice always stuck in Tobias’ craw.

    He found his true calling in the gambling tents, between games of chance and skill like Mortwheel and Stabberscotch, when he first picked up a deck of playing cards. Many years earlier, his superstitious grandfather had shown him how to read omens in the shuffle and cut, while his aunt had later taught him how to read all an opponent’s tells. Between the two, Tobias took to the high-stakes game of Krakenhand like an old master. He could almost feel each card’s place in the deck, and follow their movements through each successive hand. He was often accused of cheating, but it was difficult for anyone to explain exactly how.

    Finally, one night, a group of men who’d lost their fortunes to young Tobias returned in the dead of night to settle the score. They came bearing cudgels and, emboldened by cheap rotgut, went from tent to tent in their search for him, beating down any of the river folk who got in their way. Fearing for his life, Tobias turned and fled into the darkness.

    When dawn came, the lad sheepishly crept back to find his people breaking down the camp. No one would look him in the eye. He had thought only of himself, and left others to face the consequences of his actions.

    Though he begged and pleaded with them all, Tobias was exiled for what he had done. With his whole world falling apart around him, he watched helplessly as the barques left, leaving him alone on the riverbank with nothing but his grandfather’s worn deck of cards clutched in his hands.

    He grew to manhood as a drifter, trawling the gambling halls of every settlement he came to, using his preternatural skill to earn enough coin to survive. That Tobias was able to relieve the boastful, the arrogant, and the cruel of their cash was just an added bonus—though he was always careful to let his marks win at least a few hands, here and there.

    Across one table, he met a deplorable fellow named Malcolm Graves.

    Each recognizing a kindred soul, Tobias and Graves quickly joined forces, and the two of them spent years running various… dubious endeavors across the northeastern coastal towns, and beyond. With every con, swindle, and heist, Tobias felt the pull of the cards growing stronger, and he knew it was more than mere gambler’s luck that guided him. His people had always waved away concerns over primitive magic and “cartomancy”, but now Tobias began to seek out ever more dangerous means to bend the cards to his will.

    That search ended badly when a particularly daring heist went wrong. The exact details of that night remain shrouded in mystery, for neither of them likes to speak of it—but Graves was taken alive, while Tobias and their other accomplices ran free.

    Though he tried to break Graves out, he failed. Instead, seeking to begin again, he returned his birth name to the river’s waters, and took another: Twisted Fate.

    After that, Twisted Fate continued to ply his criminal trade in the high parlors and low dens of every city he visited, though without his partner to help him, he tended to find himself cornered far more often. Indeed, he was imprisoned with great fanfare too many times to count, yet no cell ever seemed able to hold him for long; Twisted Fate was always gone with morning’s light, leaving only a mocking calling card to confirm he had ever been there at all.

    In the port of Bilgewater, Twisted Fate and Graves finally had their day of reckoning. They were forced to put aside their differences after being caught up in a power struggle between the ship captains who ran the place—but following the death of the reaver king Gangplank, the pair managed a swift reconciliation before shoving off and making for distant Piltover.

    All in all, Twisted Fate is glad to have his old friend back, even if it might take another job or two—or ten—to restore their once easy partnership.

  2. The Boys and Bombolini

    The Boys and Bombolini

    Jared Rosen

    There existed, among the multitude of disgusting Bilgewater shipping warehouses filled with rusted knives and arms-length carnivorous rats, one Bilgewater shipping warehouse devoid of such things. Owned by a Piltovan arms dealer whose relative was recently murdered (and skinned and stuffed into a dockside horror house), it was primarily used to ship large quantities of high explosives—both powder and hex—to various enemies of peace across the continent. Most notably, the Noxians in Ionia, the Noxians in Shurima, the Noxians in Demacia, and, very occasionally, the Noxians in Noxus—the latter having recently sent a letter threatening to murder “the cheap bastard who was gouging them with their bomb prices.”

    Said Piltovan owner-slash-bastard, deciding it was no longer safe to be the consigliere of colonial evil, therefore employed a group of heavily armed Azure Way mercenaries to guard his warehouse while simultaneously hiring a different group of heavily armed mercenaries to steal the entire hoard from under the first group’s noses. A great sum of coin was spent insuring this hoard so that in the event of a colossal chain explosion during a violent, hypothetical gunfight, the owner would walk away an ever-so-slightly wealthier arms dealer. A forward-thinking business decision, considering his heist crew consisted of notorious con artist Twisted Fate, and notorious bath-avoider Malcolm Graves.

    Collateral damage was intended.




    “What the blue hells is this? Some kinda setup?” Malcolm Graves correctly guessed from behind a second-floor catwalk, his large, meaty body only barely concealed by a double-wide pillar. Gunfire rained upward all around him, chewing away thick pieces of his cover and punching holes into nearby shipping containers—many of which displayed prominent illustrations of a frowning cartoon man being blown apart.

    “Seems that way,” Twisted Fate replied, crouched nearby as he flipped a playing card over in his fingers. With each turn, its hues shifted from blue, to red, to gold—though when he got especially nervous, he couldn’t get the order right. This was a problem, considering the red ones caused large flaming explosions, the gold ones caused large glittering explosions, and the blue ones were not really that useful right now.

    “Why aren’t you doing anything, ya jackass? I can’t even take a shot!” yelled Graves, his finger twitching over the trigger of his human-sized shotgun. He didn’t mind being shot at as long as he could return the favor.

    “They’re set up behind a crate of gunpowder,” Fate snapped back, motioning around the room that was stacked floor to ceiling with volatile dry-pack explosives. “Unless you want to go down like the Dead Pool, we might need to figure out a plan B.”

    “I don’t wanna do that!” whinged Graves, not specifying whether he meant dying or thinking. “This sucks! Why do we always gotta pick the weird jobs?”

    “Because they pay the best,” replied Fate, perhaps more nonchalantly than the moment called for. “Ain’t a reflection on us.”

    “Huh. Makes sense when you say it like that.” Graves pondered their predicament, wondering if his smoke bombs would cause the pair to immediately die by igniting some stray black powder on the warehouse floor, or if they’d die half a second later when one of the blinded fish-men accidentally fired his gun into a crate of dynamite. The second option sounded good. Really good. Really, really good.

    “I’ve got a really, really, really good plan!” Graves announced, confidently holding out a live grenade. He glanced at the tiny frowning cartoon man on the boxes in front of him. “Don’t judge me,” he told him.

    “What are you doin’?” Fate protested, his eyes widening in horror as Graves’ arm arced back for the throw. In his mind, he saw the two of them disintegrating along with a good portion of the Slaughter Docks—or at least Graves disintegrating, which would be inconvenient at best. “Malcolm, what are you doin’?

    “Wait!” boomed a voice from below. “Do not throw that!”

    Graves, somewhat disheartened by the order, but equally grateful the gunfire had suddenly ebbed, lowered his smoke bomb. Fate, who in a state of panic had forgotten the color of the card he held, gripped a red one, which would have accidentally killed everyone if he’d mistakenly activated it to try and escape the warehouse.

    The partners locked eyes for a moment, looked at their respective explosives, then back at each other.

    “Mine was better,” gloated Graves. “Safer.”

    The voice from below, now near hysterical, busied itself commanding the other mercenaries to stop firing wildly into a warehouse stuffed with bombs, specifically lambasting someone named Kouign who “should know better after last time.” The gunmen grumbled in turn. Or burbled, or blubbed, depending on the size and configuration of their prominently fishy heads.

    As the unseen voice in charge moved about, Fate leaned over to Graves, pointing at his interior coat pocket. “You still got that blue card I gave you?” he whispered.

    “What, the one from the Sentinels? Yeah, I still got it,” Graves answered at a normal volume.

    Quiet. Now what say we pop that sucker and get out of here? These guys are distracted. They’ll never know we left.”

    “Nuh-uh, you already told me what all this is worth. You think I’m just gonna leave a score that big on the table? I got a mouth to feed: mine.”

    “We shoulda died at least a hundred times already. Now’s the chance to cut our losses.”

    “I’ll never die, because I’m the handsome protagonist. Everyone knows that.”

    “Everyone knows squat. One stray bullet, and we’re all portraits at a funeral.”

    “Your funeral, maybe. I beat Viego. That makes me the male lead.”

    “The male lead? I am so tired of this damn story!” yelled Fate, immediately attracting the attention of everybody in the room.

    “See? That’s your fault. Real deuteragonist behavior,” Graves gloated, about forty percent sure he used the word “deuteragonist” right.

    Everyone collectively hesitated, each glancing around nervously as the realization of where they were and what, exactly, they had gotten themselves into began to sink in. Yet neither the pair of bumblers nor the rank and file Azure Way castoffs had the authority to end this standoff... Or really any standoff, as immediate and violent escalation is a rich Bilgewater tradition.

    The tall hammerhead-shark man with a menacing harpoon gun and no shirt was also unable to end this standoff, but he did not know it yet. His name was Bombolini, and the two things he knew best were how to project an understated elegance for a creature of his stature, and how to know exactly what to say to command a room.

    “What are you doing, you buncha ding dongs?” he shouted toward the catwalk. “You tryna vaporize half of Bilgewater? What kind of heist crew brings live ammunition to a powder job?”

    Malcolm Graves and Twisted Fate both (unwisely) poked their heads out from their cover, each looking into a different monocular eye of their newfound opponent. His steely gaze, his muscular figure, his mean-looking weapon that was clearly intended to skewer sea serpents. A second of recognition passed. Two seconds. And then, for some reason, three.

    “Bombolini?” Graves asked.

    “Malcolm?” Bombolini asked back. “Malcolm Graves? Is that you? Are... Are you robbing me?”

    Graves let out a sigh of relief, relaxing his shoulders. This wasn’t just any dumb fish. This was a dumb fish friend.

    “I’m not robbing you. I’m robbing the guy who hired you,” Graves explained. “I think he hired us, too. Which makes what we’re doin’ up here morally sound.”

    Us?”

    “Hey, Bombolini,” Fate waved. “I’m robbing you, too.”

    “Wha—” protested Bombolini. “Now wait a damn minute! You two blew me up! You blew me up on my own ship! We were partners, and you double-crossed me for the worst score this city has ever seen!”

    “It wasn’t the worst,” retorted Graves.

    “One jewel,” Fate corrected. “Ended up being glass.”

    “Nah, that’s not right,” Graves said. “Had to be more.”

    But it wasn’t.

    Many years prior, Bombolini had been the unappreciated third member of the Graves & Fate crime duo back when they pulled small jobs for bad pay, and their posters were somewhat... unfortunately worded.

    “Two men who will do anything (and we mean anything) to anybody (and we mean anybody) for the right price (any price),” the leaflets used to say, which, in addition to Bombolini’s complete erasure from the group, led to a number of rather avoidable miscommunications with prospective clientele. And thanks to Bilgewater’s rich tradition of violent escalation, these mishaps tended to end in bloodshed or minor dock explosions—ironically drawing enough attention to the upstart criminals that they became a popular mercenary outfit.

    The leaflets remained unchanged for years, which made a young Bombolini deeply bitter. He eventually used his portion of the group’s earnings to buy a modest schooner, retire from criminality, and start a solo wreck-diving operation in the Blue Flame Isles that paid much better than robbery and coincidentally did not bill itself as some sort of pirate flesh carnival in bar flyers.

    Also coincidentally, success tends to draw eyes, and two of those eyes eventually hired Malcolm Graves and Twisted Fate to rob their former companion at a dive site near a Buhru ruin. Lacking any moral fiber whatsoever, the pair immediately accepted. The robbery instantly led to a small oil fire, then a large oil fire, then bloodshed followed by a minor schooner explosion. All the treasure sank with the ship... save, of course, for a single piece of sea glass.

    Bombolini was assumed dead, the client was furious, and nobody got paid. All in all, it was one of the duo’s more successful heists.

    “Didn’t you die?” asked Fate. “I’m pretty sure you died.”

    Bombolini tilted his head, unable to see any part of himself thanks to the wide setting of his predatory eyes—though the attempt was quite valiant. “Does it look like I’m dead?”

    “I dunno,” replied Graves. “Maybe.”

    “Are we going to kill them, boss?” asked a fishman impatiently, this one a spotter resembling a large, bipedal goby.

    “I second Goby,” said his partner, a hunched-over humanoid pistol shrimp with a rather impressive long gun. “You said these guys double-crossed you before, right? What’s their deal?”

    Bombolini blinked, his walnut-sized brain chugging along as he attempted to remember what exactly their deal had been. After a few decades, one tends to forget the intricacies of their archnemeses.

    Graves. Fate. Graves... but also... Fate. What is their deal?

    Eureka.

    He had arrived at something interesting. Something he could use. Something that would turn the entire confrontation on its head.

    “They’re together,” he guessed confidently.

    A pause.

    “We know that,” replied Goby.

    “No, they’re together,” Bombolini repeated, even more confidently. “I knew they’d end up with each other. Graves always had the worst taste in men, and Fate is the worst man I’ve ever met. It all makes sense!”

    Goby shrugged. Shrimp sighed and turned back toward the pair of thieves above, adjusting the sight on his gun as he wondered why, exactly, he’d agreed to any of this in the first place.

    Up on the catwalk, however, the mood was decidedly different.

    “He thinks we’re together,” whispered Fate. “Like, together-together. A couple. Romantically.”

    “I know what ‘together’ means, Tobias,” Graves whispered back, now decidedly more discreet than before. “But how do we use it? What’s the play? And why was he so mean?”

    Fate stroked his chin with his free hand, flipping the errant red card into a gold card as he turned the question over in his head. The chance of everyone dying in a colossal fireball was still higher than he liked, but with Bombolini and his men off guard, now was the time for bold action. He needed something big. Something dumb. Something that would turn the entire confrontation on its head. He needed...

    “I cannot believe you got us into this mess again!” Fate shouted, pointing an accusatory finger at Graves while making sure most of his body remained hidden from the sniper. “This is just like you, never thinking before you show up! You’re too big, you have no finesse, and you packed hex-shots and grenades for a powder job! My ma was right, we shouldn’t have stayed together!”

    Graves was taken aback for several reasons. The first of which is that he had never met Fate’s mother, and, up until this point, had not been sure she even existed. The second was that Fate had not explained the plan to him and was now making jabs at Graves’ rugged burliness and masterful heist preparation—both of which made him a statuesque prince among thieves.

    “Hey, what are you sayin’? You’re the one always goin’ on about how you’re so clever, and yet here we are, pullin’ another garbage job where you’re gonna die and I gotta save you! If it were up to me, we’d be doin’ easy jobs, like individual murders and light-to-heavy extortion!”

    “Yeah, because you have no vision!” Fate continued, emphasizing the word “vision” while winking prominently.

    Graves did not register this right away, and continued to bluster about his partner’s many shortcomings.

    “That’s why we always fight,” Fate winked again. This one broke through.

    Down below, Bombolini was ecstatic among an otherwise bored or confused crew.

    When one is double-crossed by an old friend, their emotional chemistry is irreversibly altered. It makes them paranoid, delusional, and most importantly, occasionally taken with intricate revenge fantasies.

    Bombolini embodied all of this. He often liked to entertain one of these fantasies wherein his two most hated enemies had an immediate falling out in front of his steely shark eyes. This falling out would take place in some sort of room or vessel with a heavy explosive payload that would, at the apex of the argument, burst into flames and detonate, killing them both as the smoke spelled out “We’re sorry, Bombolini.” Then everyone would cheer, and he would be given a crown and a sash. Possibly a scepter.

    It was a very intricate fantasy.

    What was not part of the fantasy was being hit squarely in the chest by a well-aimed gold card and flying out of the shipping door into the sea.

    “Now!” said Fate, dashing out from his cover and into an adjoining office as he splashed the bare walls with gold cards wherever the explosives weren’t stacked high enough to ignite. Each card burst with a dazzling spray of golden filament, temporarily stunning Bombolini’s mercenaries who then immediately began firing in all directions.

    As Graves followed Fate through the suite and into the guts of the larger warehouse, a stray bullet buried itself in the crate Goby and Shrimp were using for cover, and the two fish-men froze. With bullets whizzing through the air, Goby looked at Shrimp, and Shrimp looked at Goby. What felt like an eternity passed between them.

    “I think we’re sa—” said Goby, exploding.

    The first blast rocked the entire structure as Fate and Graves stumbled along a flimsy metal suspension bridge over far more crates of black powder than their client had originally described.

    “That’s not good,” said Fate with a glance below.

    “It really isn’t,” replied Graves. “I know we was doing a bit, but on a personal and professional level, I am not happy with you right now.”

    “You’re never happy with me, anyway! We gotta move!” exclaimed Fate as several armed mercenaries looked up from the gloom, suddenly noticing the two distinctly non-fishlike criminals above them.

    Graves, now more emotionally wounded than he wanted to let on, tossed a smoke grenade over the side of the catwalk, enveloping the first floor in a thick cloud of caustic fog. “That’s usually fun, but my heart’s just not in it right now,” he explained over the sound of dry-heaving mercenaries.

    “Why are you being such a big baby? You’re a grown man!” shouted Fate, attempting to move the action along as stray shots rang out across the powder storage floor.

    “Stop calling me a big baby! You’re always taking shots at my size. I’m the muscle that saves the day every time you get your goose cooked. You’re ungrateful as hell, Fate!”

    “I’m ungrateful? I’m not the one who disappeared for months to go fight some Camavor ghost prince, then rolled back into town one night like he owned the place.”

    “He was a ghost king, and you’re lucky I fought him or we’d all be ghosts! You’d be a ghost, I’d be a ghost. Everyone would be a ghost!”

    “You weren’t even there! You think I don’t read Shauna’s letters? Graves, I’m a con man, you can’t trick me. They left you outside while scissors doll and the shirtless wonder saved the day.”

    “That ain’t how it went down, Fate,” said Graves darkly. “That’s just the story. We don’t talk about what really happened.”

    “Oh, please! Your delusions of grandeur were annoying decades before you became Valoran’s number-one hero.”

    “Is this still a fake fight or are we having a real fight? Because if it’s a real fight, I will punch that stupid hat through your mouth.”

    “I think it’s a real fight! And you know what else? You do stink, and you don’t think things through, and live grenades were not the best call here!”

    “Yeah, well, this is why we stopped working together the first damn time! Because you think you’re better than me, and you think you’re better than this!”

    “And what if I am?” yelled Fate, only realizing what he’d said after he had said it.

    From the burning, rupturing front of the warehouse, Bombolini’s surviving mercenaries poured through the service door and onto the catwalk, its bolts decoupling from the walls under their combined weight. Many of the gunmen were badly singed and filled with a roiling anger fit to match their newfound crispiness.

    “We can fight later, dammit! Get yer behind out that door!” Graves commanded as he and Fate dropped their argument and made a run for the exit with a rapidly sinking catwalk buckling underfoot.

    Six strides from the doorway, another blast tore upward from the powder floor, consuming the Azure Way mercenaries in a pillar of raging flame as the crates beneath them began to blow one by one. The smoke from Graves’ grenade, a highly flammable mix of stinging, blinding, and stinking components deployed for tactical measures, immediately caught fire—something Graves did not account for, despite his supplier telling him several dozen times that the smoke was flammable. This, of course, ignited and exploded even more crates of black powder, launching both the slick card-sharp and the daring bath-avoider through a crumbling brick wall, down one floor, and into a grimy foyer—also filled wall-to-wall with explosives.

    Among their heists, it still counted as one of the more successful ones.

    “Ugh,” groaned Graves. “That sucked.”

    Fate fumbled above his head to make sure his hat was still there, and only when he confirmed its safety did he hold his screaming ribs. “Yeah, it did.”

    “Tobias, if we don’t make it out of this... I just wanna say one thing.”

    “What is it, friend?” smiled Fate.

    “I hope you die first,” Graves cough-laughed.

    “Aw, shucks, that’s sweet.”

    The warehouse shook again as debris and chunks of roof smacked hard against the floor, smoke poured through the gaping second-story hole in the wall, and flames licked tightly packed boxes of hexplosives—these emblazoned with a different frowning cartoon man in the process of blowing up.

    “Did no one notice how wildly unsafe this was?” asked Graves, hobbling toward what appeared to be a service exit.

    “It’s Bilgewater, Malcolm. Nobody notices anything.”

    “Nobody... except for me!” said a familiar, if slightly raspier, voice.

    Bombolini, now sporting a thick purple bruise in the center of his torso, stepped theatrically before the duo, his harpoon gun primed as his large, sharky shape stood between Bilgewater’s most-noticed mercenaries and the only way out. Graves caught sight of a damp, shark-shaped spot on the dock outside. Bombolini had likely been hiding there, waiting minutes for this reveal.

    “Gods, not this donut again,” Fate muttered.

    “And yet, it is!” Bombolini exclaimed, stifling a cough. “Do you know what I thought when I saw you two after all these years? After all that time, all that—”

    “Not interested,” said Graves, pointing his massive shotgun at a container of explosives directly next to the shark-man. Graves pulled the trigger, the gun fired, and everything went up in smoke.




    Several hundred arm spans from the rupturing warehouse once filled with far too many explosives to actually steal, Malcolm Graves and Twisted Fate suddenly appeared in the air a length and a half above a quaint little fishing pier... along with some residual smoke and flame, as Fate’s teleportation timing had not been perfect. The two crashed onto the ground with Graves’ gun landing squarely on his stomach. The sound he made was a bit like “uhbloof,” though it could have been any number of other expletives.

    “Those blue cards sure are useful,” Fate bragged from flat on his newly injured back, dusting off his hat with the arm that wasn’t cradling his possibly broken ribs. It had been a long day.

    “Yeah, but they’re never useful in the beginning,” wheezed Graves, a little toasty and bruised, but otherwise none the worse for wear. “We should use them before a gunfight breaks out. For stealing and whatnot.”

    “That takes the artistry out of it. You don’t build a name for yourself by sticking to the shadows—you have to give the people a show!” Fate replied as the warehouse’s frame sagged in the distance and flames erupted furiously from still-unexploded payloads. He theatrically twirled his hand a bit, as if to underline the point.

    “Fair,” said Graves, unconvinced.

    The pair sat up in their blackened clothes, watching everything explode and then explode some more. It was almost romantic. If one considered that sort of thing romantic. Which, interestingly enough, they did.

    “So, uh... what now?” Fate said, breaking the silence as quickly as possible. “Double-cross our dirty client? Dig a grave for whatever’s left of Bombolini?”

    Graves chuckled. “Oh, we’re definitely doing that first thing. Nobody tries to blow me up without me blowing them up. As for Bombolini... I’d bet good money the shark is still out there. He’s like me. Too dumb to explode.”

    “My friend, you’re the most brilliant dummy I ever did meet,” smiled Fate. “You’ll never explode. And I mean that sincerely.”

    “Damn right,” puffed Graves. “Though, now that we’ve had it out... you and I need to have a conversation.”

    “Right,” Fate sighed. He was tired of looking for ways to avoid apologizing, and all the adrenaline made him feel better about breaking his cardinal rule of never doing it for any reason.

    He still wouldn’t say the word “sorry,” though. That was a bridge too far.

    “Malcolm, I did not mean to imply that I was better than you. When we dissolved the business—”

    “Stop, stop, stop,” said Graves, laying his shotgun behind himself as he dangled his legs over the water. “I already hate this. Apology accepted—next round’s on you.”

    “Good man,” replied Fate thankfully, gazing across the sea as the sun began to set.

    Graves looked over at his partner to add another quip, but noticed, perhaps for the first time, that there was a certain angularity to Tobias’ features that he had thus far failed to appreciate. A strong jaw, a shockingly unbroken nose, a bold choice in semi-fashionable hats. He was an objectively terrible person, but maybe the right kind of terrible for...

    Uh-oh, he thought.

    Malcolm Graves, now much older, only somewhat wiser, but infinitely more worldly, measured his next words more carefully than most things he did or said on any given day. Which was especially surprising to him, since navigating the complex relationship between two criminal masterminds such as themselves was not really his strong suit, nor had he ever given it much thought. He wondered... Why worry so much about Tobias’ opinion of him? It wasn’t like it mattered. They had their roles, after all, and—

    “Malcolm,” Fate interrupted. “Do you have a concussion?”

    “It’s possible,” Graves sighed, but not in a sad or tired way. More of a concussed way.

    “Alright, let me look,” said the very injured Fate, brushing Graves’ hair aside as he looked for signs of a bruise. “We both know you’re a durable fella, but neither of us is invincible.”

    “Not like Bombolini,” said Graves, confused by the welling excitement over Fate playing with his hair.

    “I am legitimately dumbfounded by that,” Fate offered. “I remember that boat heist. Our old friend was caught in the middle of a deeply vicious detonation.”

    “Deserved it, though. I do not have terrible taste in men. I have good taste in terrible men, and there is absolutely a difference.”

    Fate finished inspecting his partner’s head, which didn’t exactly produce any new information, as he didn’t know what a concussion was supposed to look like. He gazed at Graves’ rugged features as the setting sun danced across his boyishly unkempt hair, and then considered all of those words together in a sentence, and then immediately recoiled at the complete thought. “Your taste isn’t terrible, Malcolm. It’s catastrophic.”

    “Catastrophic?” Graves fired back. “Name one example. You can’t.”

    “The Northman,” Fate said almost instantly. “The trader with the cockroach tattoo. That Buhru cultist—”

    “Not a cultist.”

    “Tried to sacrifice us both, but sure, not a cultist. The whale guy. The octopus guy. The second whale guy.”

    “Orca.”

    “An orca is a kind of whale. The monk. The vastaya. The Noxian.”

    Graves winced. “Alright, he was bad.”

    “A Noxian, Malcolm. From Noxus. People talked about that one.”

    “More racist than I would have preferred in a man, in hindsight,” Graves allowed. “But it ain’t like you’re bringing home the greatest lovers in history. You ain’t that slick.”

    “Excuse me, I am very slick,” Fate protested. “No matter the size, shape, make, or model, none can resist the charms of Tobias Felix. I have conned hundreds—nay, thousands—of dew-eyed tourists across the whole of this vast and gullible land.”

    “Not this one,” laughed Graves, a little too forcefully. “Or, uh... you know.”

    “Y... yes, of course, I am aware,” Fate responded, not making eye contact as he fiddled with his hat.

    The two sat in silence for a while. Or relative silence, considering the towering flames and brutal detonations and screaming and shouting in the distance.

    “Sweet Tommy Kench, look at that sucker burn,” said Graves, still dangling his legs off the pier like the world’s grungiest adult child. “Tobias, I’ve been thinking. And don’t get me wrong, I do love a crime or twenty, and you’ll be there for literally all of them—”

    “What about Shauna? Or that lady with the laughing jar?” asked Fate with a tinge of poorly concealed jealousy, despite Graves having been gay for the better part of four decades.

    Vayne,” Graves corrected, more deliberately than was necessary for such a normal and casual conversation between platonic business associates, “is a good friend. But she’ll only help if we’re killing monsters. And for the love of all that’s sacred, never call her ‘Shauna.’ She will break your neck by looking at it. As for the other one... I don’t even want to deal with that right now.”

    “She’s scary,” said Fate. “Never seen clothes like that before. So many hands.”

    “She’s very scary,” Graves agreed. “I’m afraid she’s gonna kick me through a wall or something.

    “Point is, I’m meeting new people. I’m seeing the world. Piltover. The Shadow Isles. I saw Camavor, Tobias. I’m expanding my horizons. I might even want to expand ‘em more. Hear Ixtal’s opening up. Could be good money out there... you know... if you wanted to come along for the ride.”

    He rustled through his coat, producing a familiar blue playing card. “In which case, I probably wouldn’t need this anymore. Since you’d be around.”

    Fate chuckled. “Why don’t you hold onto that for now? Think of it as... a souvenir.”

    Graves grinned, slipping it back into his pocket. “I do like the sound of that.”

    The partners smiled foolishly at this, each imagining various swashbuckling criminal misadventures while sitting at an awkward physical distance apart.

    “But, you know, as, uh... partners,” Graves specified.

    “Yes, obviously. Partners. In crime,” Fate added.

    “Nothing else.”

    “Nope.”

    “Nada.”

    “No sir.”

    They concluded this exchange with a simultaneous fake cough. Graves looked unblinking at the water, and Fate looked at the underside of his hat. Far off in the distance, the warehouse burned and burned.

    It was, all in all, one of their better heists.

     

  3. LeBlanc

    LeBlanc

    Matron of the Black Rose, LeBlanc’s identity is as intangible as the whispers that describe her, as ephemeral as the illusions that give her shape. Perhaps it is unknown even to herself, after so many centuries of mimicry and deception…

    Remnants of an order that has existed far longer than Noxus itself, initiates of the Black Rose have schemed from the shadows for centuries, drawing the rich and powerful to their ranks. Though they do not often learn the origins of their matron, many have uncovered legends of a pale sorceress who aided the broken barbarian tribes, in their struggle against the infamous Iron Revenant subjugating lands already ravaged by the darkin. Even today, his name is whispered in fear: Mordekaiser.

    Uniquely skilled among the revenant’s inner circle before she betrayed him, the sorceress pledged to neutralize the source of his power, the Immortal Bastion, cutting him off from the well of death that fueled his nightmarish empire. Yet, even as the barbarians built an empire of their own in the bastion’s shadow, they failed to realize that the arcane secrets it held had not completely been locked away. The pale sorceress had always been gifted at illusion, and her greatest trick was to make Noxus forget the dark power roiling in its own heart, before she was burned from the pages of history around the time of the Rune Wars.

    The Black Rose exists now to further the clandestine interests of those who can wield such magic—with its rank-and-file composed of mundane nobles, drawn to rumors of miracles, kept in thrall and ruthlessly exploited. Even the most powerful military commander could only ever serve the cult’s true masters, as they fight one another for influence in games of intrigue and conquest, both in the Noxian capital and beyond its borders.

    For centuries, LeBlanc has served in secret as an advisor to foreign dignitaries, appearing in many nations at once, her illusions driving order into chaos. Rumors of a new matron rising with each generation only raise further questions—which is the “true” version of herself? When she speaks, is it with her own voice? And what will the price be, for the favor she offers?

    Boram Darkwill was but the latest to learn this last answer for himself. Though the Black Rose had aided his bid for the throne, he refused the counsel of their hand-picked advisors, requiring LeBlanc to take drastic measures. Manipulating a young nobleman named Jericho Swain into revealing the cult’s involvement, LeBlanc allowed herself to be executed along with the most prominent conspirators… or at least, so it appeared. In time, she reached out to Darkwill herself, and found an increasingly paranoid ruler, fearful of his own mortality.

    After promising him the secrets to extend his life, LeBlanc slowly poisoned Darkwill’s mind, even as she empowered him. Under his rule, the Noxian reverence of strength became something far more sinister, and together they ensured Swain’s legend would end in disgrace on the battlefields of Ionia.

    But Swain, emboldened by forbidden lore from within the Immortal Bastion, did something wholly unexpected, managing to drag Darkwill from the throne and seize Noxus for himself. This new Grand General was not interested in his own legacy, but the glory of the empire—and such a man could not so easily be corrupted. After countless centuries, LeBlanc wondered, had she finally found a worthy nemesis?

    Her actions have pushed Runeterra to the brink of all-out war many times. In the wake of desperate campaigns across the Freljord, on Targon’s peaks, and deep in Shurima’s deserts, the darkest magic has begun to spread once more, circling closer and closer to Noxus. Whether LeBlanc is still the same pale sorceress who betrayed the Iron Revenant, or merely one of countless hollow reflections, her influence clearly stems from ancient roots.

    The Black Rose has yet to truly bloom.

  4. Master Yi

    Master Yi

    In Ionia’s central province of Bahrl, a mountain settlement once stood, hidden away in its serene beauty. Here, in the village of Wuju, the boy Yi grew up learning the ways of the sword, chasing a dream that later turned to tragedy.

    Like most children, he admired those who wore silk robes and carried blades with poems to their name. His parents being swordsmiths, Yi made a strong impression on the local warriors who frequented their workshop. He spent his mornings in the garden, sparring with his mother, and his nights reciting poetry to his father by candlelight. When it came time for Yi to study under Wuju’s masters, his parents could not have been prouder.

    Carrying his talent and discipline over to his training, he surpassed every expectation. Soon, the whole village knew of the “Young Master” Yi.

    Still, the humble student wondered about the rest of Ionia. From atop the tallest pagodas, he spotted faraway towns no one else ever mentioned, but when he sought to journey down the mountain with blade in hand, his mentors forbade him. Wuju was founded by those believing their swordsmanship to be too precious to share, too sacred to draw blood—so for centuries, it flourished in isolation, with no outsiders knowing its true nature.

    All this changed the day Yi saw vast plumes of smoke rising above the distant towns. Noxian warbands had invaded from the coast, conquering settlement after settlement in waves that washed the provinces red. Choosing the people of Ionia over Wuju’s hallowed tradition, Yi ventured down to help defend the First Lands. To astonished eyes, he swept across the front lines in a blur, routing the enemy with blinding swordplay never before seen by outsiders.

    Word of the one-man army spread far and wide, like mist in the mountains. Inspired by his courage, even his fellow disciples joined the fight, and together they journeyed to Navori where the greater war was raging.

    The Noxian commanders saw in Wuju a threat that could not be ignored. They scouted the origin of these peerless warriors, and elected to strike at their home without mercy. In a single night, the entire village was destroyed, its people and culture obliterated by chemical fire that no steel could hold back.

    After the war finally ended, Yi returned as the only surviving disciple, to find nothing but ruins. The very magic of the land had been defiled, and everyone he had known and loved was no more. Slain in spirit, if not in body, Yi became the attack’s final casualty. With no other practitioners of Wuju left alive, he realized the title of master was his to bear alone.

    Grief-stricken, he chose seclusion, training obsessively to bury the guilt of his survival, but the wisdom of bygone masters seemed to fade with the haze of time. He began to doubt if one man could preserve an entire heritage… until he encountered the least expected of individuals.

    A curious, monkey-like vastaya challenged him to a duel. Reluctantly, Master Yi entertained the creature’s demands, defeating him with ease. But the vastaya refused to give up, returning day after day with increasingly clever tricks that forced Yi to react and improvise. For the first time in years, Yi felt the spirit of Wuju once more.

    The two clashed for weeks, until the bruised stranger finally knelt on the ground and introduced himself as Kong, of the Shimon tribe. He begged to learn from Yi, who saw in this reckless but determined fighter the makings of a new disciple. Through teaching, Yi found his purpose restored. He would pass on the ways of Wuju, and gifted his pupil an enchanted staff and an honorific as a sign of this vow—from that day onward, Kong was known as Wukong.

    Together, they now travel the First Lands, as Yi seeks to honor the legacy of his lost home, allowing him to fully embody the “master” in his name.

  5. Rakan

    Rakan

    The Lhotlan vastaya once lived on the ancient, mystical borders of Ionia’s deep forests, on the eastern island of Qaelin. It was a place where magic was breathed like air, and time had little meaning. To these chimeric creatures, the lands of mortals were an unforgiving desert, virtually devoid of magic—and over the centuries, that desert only grew, encroaching on the vastaya’s territories.

    Rakan was born into a tribe in decline, yet he never gave up hope.

    Like his brethren, Rakan watched as human settlements continued to expand, damming the flow of Ionia’s wild, chaotic magic for their own safety. Many tribes sent emissaries to negotiate with them, securing treaties to protect the mystical energy the vastaya needed to thrive. Yet over and over again, these promises were broken.

    Disillusioned, most vastaya became increasingly isolationist as they clung to their remaining lands. But young Rakan advocated a different path. The battle-dancer believed that mortals could be convinced to let wild magic run free if they could only appreciate its beauty, and he boasted that he was the one to make them see it. For this, he was labeled mu’takl—distrusted as a human sympathizer, and collaborator.

    Rakan left the Lhotlan tribe, determined to spread the song of his people across Ionia. He was an entertaining rogue, a welcome performer at any tavern or village carnival, but over the years he realized that was all he was to mortals—no matter how many dances and songs he performed, no matter how much he enthralled the crowds, he merely provided diversion to drunken revelers.

    Rakan grew restless, finding himself without purpose... until he had a chance encounter with Xayah, a fellow Lhotlan, at the harvest festival in Vlonqo.

    Seeing her in the crowd, Rakan sang one of his old songs, entrancing the entire town with his gleaming plumage. Though countless human and vastayan women had fallen for him in the past, this violet raven seemed immune to his charms, though not uninterested.

    How could she see him and yet choose not to follow him? It was a puzzle with no easy answer.

    Intrigued, the battle-dancer approached Xayah and asked after the welfare of their tribe. When she told him that the Lhotlan had lost the last of their lands, Rakan howled with rage. This finally seemed to impress Xayah, and she assured him that there was still hope: she was part of something greater, a rebellion of sorts, to take back what the vastaya had lost. Not just for the Lhotlan, but for all tribes.

    Rakan was thunderstruck. Here was a chance for him to redeem his people, a cause he was willing to die for. He implored Xayah to let him accompany her, and she agreed—as long as he carried his weight.

    And, as Xayah would soon learn, Rakan’s dances were as impressive in battle as they were on stage. He called himself the greatest battle-dancer in Lhotlan history, a boast that none could refute. His grand entrances and dazzling acrobatics distracted and befuddled enemies, before Xayah felled them with her razor-sharp quills. In any dangerous situation, they fought together with uncanny harmony.

    During their travels, Rakan became fascinated by how Xayah interacted with the world. She seemed always prepared, aloof, and focused... whereas he was absent-minded, affable, and lacking seriousness. Although Rakan would often forget her carefully laid plans, he made up for it with his ability to read the emotions of others, using charisma and insight to persuade them. The two vastaya were so different, and yet they achieved great feats, each one’s strengths complementing the other’s weaknesses.

    Soon enough, Rakan couldn’t imagine life without Xayah, and it was clear that she felt the same for him. The pair pledged themselves to each other in the midst of a raucous tavern brawl.

    Yet they did not see eye to eye in all things. Where she viewed the world as black and white, with mortals always the enemy, he had more compassion, and believed some of them were redeemable. Despite this difference, Rakan was certain that his and Xayah’s love for each other would bear them through the storms that lay ahead.

    Through Xayah, Rakan has found purpose. Inspired by his partner’s singular drive, Rakan has made her crusade his own, and together they will fight to reclaim the First Lands for the vastaya.

  6. Seraphine

    Seraphine

    In Piltover, where anyone’s dream can become everyone’s progress, a star is born.

    As a child, Seraphine always loved music, especially her father’s lullabies. The songs were beautiful, but sad. He’d brought them up to Piltover as he and Seraphine’s mother—two lifelong Zaunites—sought a better life in the City of Progress.

    Leaning out the window of their hexcoustics workshop, where broken sound tech was made to play again, Seraphine sang along with the streets. The shanties of the Sun Gates, the whistling of apprentices, even the melody of conversation—in a bustling city like Piltover, she was never alone.

    Over time, Seraphine realized she could sense songs too private, too personal, for any ordinary person to hear. And as she grew, so did the intensity of her gifts. She heard every person’s soul, loving or cruel—turning the streets she’d once loved into an overwhelming cacophony of conflicting desires. How could she make sense of the voices if none of them harmonized? Some days, she hid shivering in a corner, hands over her ears, unable to hear herself above the chaos.

    Seraphine’s parents had left everything behind so she could be born in Piltover; they couldn’t bear seeing her struggle. Scraping together their savings to purchase a shard of a rare hextech crystal, they crafted a device that dampened her magical hearing. For the first time in years, there was silence.

    Within that quiet, though, Seraphine heard something—someone. The crystal had a consciousness, born of brackern blood. Though hard to hear, and harder to comprehend, the voice was kind. In a hymn of distant deserts and ancient conflicts of ancestors, a thousand years of history sang in unison.

    Seraphine, awed, asked for guidance. Overwhelmed by the yearnings around her, she worried she may have no song of her own. What if she was merely the voices of others?

    “We are all forged through others’ voices,” the presence sang back.

    And slowly, she learned to manage the noise. The voice rarely spoke clearly, but Seraphine felt its influence as it helped her understand how to resonate with a crowd, to sing with them, using her dampener less each day. The first time she performed in front of an audience, testing her skills, she was nervous beyond words. But she kept singing, and the crowds swelled. Soon, the biggest venues in Piltover had Seraphine’s fans spilling into the streets. Still, something was missing—in the crowds, and in herself. She resolved to seek perspective in the city her parents had worked so hard to leave: Zaun.

    The first time she rode the clanging lift down, Seraphine felt somehow at home but still a stranger. In Zaun, she heard refrains of resilience and ambition much like above, yet with a thrum of freedom that was all their own. But as she spent more time below, she also sensed pain. Fear of the chem-barons who controlled every opportunity. Hatred of the spoiled, arrogant Pilties above. There was so much discord. She began to perform, and listened to these new crowds, their hearts singing their struggles. The two cities were divided by more than simple misunderstanding. She wanted to mend, to unite. But she kept hearing the same refrain: “It’s not that simple in Zaun.”

    Eventually, Piltover started to feel less like home.

    Her hextech crystal had sung an elegy of what hatred left unchecked could accomplish. Seraphine couldn’t let that happen to the cities she loved. Persuading her parents to help, she dismantled her dampener, and together, they gave the crystal a new home in its opposite—a platform that would amplify her gifts, not repress them, allowing her to hear others in all their complexity. Seraphine hoped the crystal’s voice would be among them. She rode this platform down as a stage of sorts, stepping out onto the Entresol between Piltover and Zaun. As the crowds gathered and the lights dazzled, she heard citizens from both worlds, mingled together to hear her.

    This was a new song. Not just understanding—unity.

    It wasn’t perfect. It might never be. But her voice mattered. And so, Seraphine realized, maybe she could help others find their voice, too.

    Seraphine has become the premier star in both Piltover and Zaun. Empowered by her gifts and her hextech, she amplifies the voices of all with a fresh force of optimism, because to her, everyone deserves to be heard—especially those who are struggling. They inspire her, and she will do her best to inspire them in return.

  7. Double Down

    Double Down

    All eyes in Fortune's Glory were on Twisted Fate. He felt the gambling hall's many patrons regarding him with a mixture of envy, vicarious excitement, and spiteful longing for him to lose everything on the turn of the last card.

    Beyond the avarice common to dens of chance, Twisted Fate felt a singular purpose at work here, a noose being slowly drawn around his neck. The cards were twitching in agitation, warning him of danger. He knew he should fold and get out before whoever was hunting him sprang their trap, but the opportunity to make a pauper of the man across the table was too enticing to forego.

    He grinned at his opponent, a greedy merchant whose fortune was built on the whipped backs of enslaved miners. The man's robes were expensive: Freljord furs, hand-tooled leather, and Bilgewater sea charms. Every finger boasted a ring of blood gold worth more than most men would see in a lifetime. Aromatic smoke drifted from clay pipes to hang over the fortune in coin, jewelry, and deeds lying between them like a pirate's treasure horde.

    Twisted Fate nodded toward the merchant.

    “I do believe it's your call, Master Henmar.”

    “I am aware of the rules, river rat,” said Henmar, as Twisted Fate ran his tattooed fingers in a repeating spiral pattern on the backs of his cards. “And do not think any of your fancy sleight of hand is going to distract me into making an error of judgment.”

    “Distract you?” said Twisted Fate, exuding laconic confidence in every gesture. “I declare, I would never stoop to such a low and dishonorable ruse.”

    “No? Then why is it your eyes keep darting from the table?” said Henmar. “Listen closely, I have negotiated with the best of them, and I know the tell of a desperate man when I see it.”

    Twisted Fate gave a sly grin, swapping the cards between his hands and theatrically doffing his wide-brimmed hat.

    “You're sharp, sir. I can see that,” he said, sweeping his gaze across the gathered crowd. The usual collection of hangers-on; men and women hoping that whoever won might be generous to those nearby. The cards trembled as Twisted Fate's eyes fell upon certain individuals and he felt his mouth fill with the rancid flavor of sour milk. He’d long learned to trust that reaction as a sign of imminent bedlam.

    There. A man with an eye patch and a flame-haired woman. They were almost certainly armed and well aware of his slippery nature. Did he know them? Probably not. Were they working for Henmar, protecting his assets? Unlikely. A man like Henmar would make it obvious who he'd brought. Bounty hunters then. The cards were growing ever more alarmed in Twisted Fate's hands. He slipped them together and placed them flat on the table.

    “You have a look that tells me you know you have already lost,” said Henmar with the tone of a man who believes everyone to be his inferior.

    “Then what say we make this a little more interesting, sir?” replied Twisted Fate, spreading the cards in a fan and watching as the hunters eased closer. “Care to double down?”

    “Are you able to cover that much?” asked Henmar suspiciously.

    “Easily,” said Twisted Fate, locking his gaze with the merchant and lifting a heavy pouch of coins from the voluminous pockets of his long coat. “Can you?”

    Henmar licked his lips and snapped his fingers. A flunky behind the merchant handed him a matching bag of coins. The patrons of Fortune's Glory gave a collective moan as it was added to the gold heaped in the middle of the table. Wars had been waged for less coin than was at stake here.

    “You first,” said Henmar.

    “Always,” agreed Twisted Fate, flipping over his cards as the bounty hunters made their move.

    The man with the eye patch lunged at him with a capture collar. The woman shouted his name and drew a matching pair of pistols.

    Twisted Fate kicked the underside of the table, spinning it into the air in a shower of coins, cards, and parchment. The pistols fired with deafening roars, blasting fist-sized holes in the table. The capture collar snapped closed, but when the smoke cleared and the screams stopped, Twisted Fate was nowhere to be found.

    Henmar rose to his feet, his face twisted in outrage as he searched in vain for his opponent. He looked down at the broken pieces of the table and the color drained from his face.

    “Where is the money?” he yelled. “Where is my money?”

    Five cards fluttered face-up to the floor of Fortune's Glory.

    A winning hand.

  8. Jinx

    Jinx

    While most look at Jinx and see only a mad woman wielding an array of dangerous weapons, a few remember her as a relatively innocent girl from Zaun—a tinkerer with big ideas who never quite fit in. No one knows for certain what happened to turn that sweet young child into a wildcard, infamous for her wanton acts of destruction. But once Jinx exploded onto the scene in Piltover, her unique talent for sowing anarchy instantly became the stuff of legend.

    Jinx first gained notoriety through her anonymous “pranks” on the citizens of Piltover… particularly those with connections to the wealthy merchant clans. These pranks ranged from the moderately annoying to the criminally dangerous. She blocked streets on Progress Day, with a stampede of exotic animals freed from Count Mei’s menagerie. She disrupted trade for weeks when she lined the city’s iconic bridges with adorably destructive flame chompers. Once, she even managed to move every street sign in town to new and utterly confusing locations.

    Though this unknown troublemaker’s targets seemed random, and her motivation nothing more than pure chaos, her actions always served to bring the city’s orderly bustle to a screeching halt.

    Naturally, the wardens attributed some of her crimes to chem-punk gangs from the undercity. Having others get credit for her manic schemes didn’t sit well with Jinx, and so she made sure to make her presence known at every future crime scene. Rumors soon circulated of the mysterious, blue-haired Zaunite girl carrying chemtech explosives, a shark-mouthed rocket launcher, and a repeater gun. Still, the authorities dismissed these reports as preposterous. After all, how could a lowly street punk possibly obtain such lethal ordnance?

    Jinx’s bombastic spree seemed endless, with the wardens’ attempts to catch the culprit thwarted at every turn. She began tagging her works of destruction with vivid graffiti, and other taunting messages directed at the city sheriff’s newest ally in the fight against crime, Enforcer Vi.

    Jinx’s reputation grew, leaving the people of Zaun divided as to whether she was a hero for sticking it to the arrogant Pilties, or a dangerous lunatic for escalating existing tensions between their two cities.

    After months of ever-increasing carnage, Jinx unveiled her biggest plan yet. In her trademark electric pink, Jinx daubed the walls of the Ecliptic Vaults—one of Piltover’s most secure treasuries—with a very unflattering caricature of Enforcer Vi, and the details of her own intention to rob the stores within.

    An uneasy sense of anticipation settled on Piltover and Zaun leading up to the promised date of the heist. Many doubted even Jinx would have the guts to show up and risk almost certain capture.

    When the day arrived, Vi, Sheriff Caitlyn, and the wardens prepared a trap for Jinx outside the treasury. But Jinx had already smuggled herself inside by way of an oversized coin crate that had been delivered days before. When Vi heard pandemonium erupt from inside the structure, she knew the wardens had been outclassed once again. She burst into the treasury, and the ensuing confrontation left the Ecliptic Vaults a smoldering ruin, and the merry mischief maker Jinx nowhere to be found.

    Jinx remains at large to this day, and is a constant thorn in Piltover’s side. Her schemes have inspired copycat crimes among the chem-punks, as well as numerous satirical plays lampooning the incompetence of the wardens, and even a smattering of new colloquialisms throughout both cities—though no one has yet had the courage to call Enforcer Vi “Pretty-in-Pink” to her face.

    Jinx’s ultimate endgame, and her obvious obsession with Vi, both remain a mystery, but one thing is certain: her crimes are continuing and growing in sheer audacity.

  9. Vi

    Vi

    Vi remembers little of her childhood in Zaun, and what she does remember, she wishes she didn’t. Running with the sump-snipe gangs, she quickly learned to use her wits, as well as her fists, to survive. Everyone who encountered Vi knew she could talk—or punch—her way out of trouble. More often than not, she chose the latter.

    None of the old-timers from her youth could tell her anything of her parents. Most assumed they had died in one of the industrial accidents that were, sadly, all too common in the undercity. Though she had ended up in the crumbling Hope House orphanage, a notoriously mad sump-scrapper claimed to have found her adrift in a bassinet large enough for two in the ruins of a collapsed chem-lab. In the end, Vi figured some things were best left unknown.

    With her wild pink hair, she became a distinctive sight on the streets of Zaun—hightailing from angry shopkeepers in the boundary markets, swaggering through the colorful bazaars of the Black Lanes, or hitching rides up into Piltover aboard the hexdraulic conveyors. Wherever there was a scrape to be gotten into or a scam to be run, Vi was in the thick of it, though she never stole from those that couldn’t cover the loss… and never hurt those that didn’t deserve it.

    As she got older, the capers of childhood became more audacious and daring, and Vi formed a gang of her own. Brash and quick to anger, she still relied on her fists a little too much, and was rarely without a black eye or split lip.

    She found a mentor in the owner of a bar on the edge of the Lanes, who tempered some of her more self-destructive tendencies. He tried to reinforce her moral code, and showed her how to fight with discipline, as well as teaching her ways to better direct her simmering anger.

    In time, Vi earned a reputation as someone who got things done, no questions asked.

    Listening to the chatter of the Zaunite miners who frequented the bar, she came to learn when big deals were being made, and how payments were to be delivered. To a chem-baron, this was chump change—but to her and her friends, it would be a fortune. She planned a heist, but knew it would require extra bodies to pull off, so Vi reluctantly brought a rival gang, the Factorywood Fiends, in on her score.

    Everything was going fine, until the leader of the Fiends killed the mine owner with a pair of oversized pulverizer gauntlets, and trapped the rest of the workers in the tunnels. Even as both gangs fled with the loot, Vi knew she could not leave these innocent people to die. She snatched up the gauntlets, the wrist mechanisms clamping down painfully on her arms, but she endured the agony long enough to smash open a path to free the miners.

    The following day, Vi paid a visit to the Factorywood Fiends. Still wearing the powered gauntlets, she took on the entire gang, administering a beating so legendary that it is still spoken of in the Lanes to this day.

    Vi eventually disappeared from Zaun during a time of great upheaval, when tensions with Piltover were running high. Rumors circulated between the gangs that she had been killed in a huge explosion in the heart of the undercity, or that she had turned her back on her friends and struck out for distant lands. The truth, however, finally came to light when Old Hungry’s Scars—a vicious gang whose murder sprees had spread topside—were brought down by a respected sheriff of Piltover and her new ally… Vi.

    The former gang leader was now in the employ of the Wardens, and she had replaced the chem-powered pulverizer gauntlets with a pair of brand new hextech Atlas prototypes.

    No one yet knows the exact reason why or how Vi came to be working alongside Caitlyn—but given the anarchic nature of the crime wave now sweeping Piltover, speculation runs rife that it might involve a certain blue-haired hellion from Zaun…

  10. The Spirit of Copperwood Glade

    The Spirit of Copperwood Glade

    Jared Rosen

    It is common in these dark days to speak of the Elderwood with some deference, as both the young and old know it as a place of great danger, filled with tricks and traps laid by the last true children of the wilds.

    Yet this was not always the case, and in the bygone age before the gods fell these fair folk did mingle with a wide-eyed humankind, both for good and ill. Tales of those misadventures exist even to this day―perhaps the last surviving stories of a more innocent time, captured and passed down so those who come after us will remember the magic that has been lost to witchery and shadow.

    But let us not speak of sad things! Here is but one telling of those touched by the old forest, and the strange creatures living within it. For the Elderwood was once home to brave knights, gentle dryads, and odd spirits large and small, and some reside there still; perhaps, if you are lucky and pure of heart, you may one day even meet one yourself...




    Many years ago, in a kingdom to the south of the great Elderwood, there lived a good-natured husband and wife who worked as toymakers. They had a young daughter whose name was Rowan, as gentle and pleasant as a child could be, and together they lived quite happily making all manner of playthings from the wood of the forest.

    The toys fashioned by Rowan’s parents were greatly desired, even by members of the noble houses, and because of this they became wealthy and well-renowned. The toys were never damaged no matter how roughly children played, and never grew old no matter how much time had passed, and each was a work of art unique in everything but name, never to be made again―for this was the magic of the Elderwood, such as it was back then.

    It had been said that Rowan’s great-grandfather had once saved a fledgling spirit, and in return his family had been blessed for one-hundred-and-two years, so that they might harvest a single tree each year and from it make as many creations as they desired. No creature would harm him or his descendants, even the Great Guardian Hecarim, so long as his family never turned against the denizens of the forest, and not more than a single tree was taken on the first day of spring. They must also live away from the walls of the city, to signify the bond of spirit and man, and in return the Elderwood would extend its protection to their kin forevermore.

    Rowan’s family did respect the terms of this agreement for one-hundred-and-one years, and they were joyful for it.

    On the eve of the one-hundred-and-second year, a nobleman from a foreign land visited Rowan and her parents. His name was Brín, and he fancied himself a king, though in truth his lands were small and his influence was quite minor among the lords and ladies of the kingdoms. As such he was obsessed with baubles giving the appearance of wealth and status, and so mesmerized by these wooden toys that he decided he must have as many as he could, so that in his court they might be considered commonplace.

    “Honored toymaker,” he declared, “these treasures are priceless, and yet ye would sell them for such a pittance to the children of this land. Is it not more prudent to create them for a noble such as I? I could pay thee greatly, and fill thy coffers, so thy family may never want again.”

    But Rowan’s father refused, as the Elderwood provided all the family needed. “I do not wish to sell my wares for profit, though their fame has blessed me greatly. I strive only to honor my agreement with the great forest, as my father did, and his father before.”

    “Honored toymaker,” declared Brín, “thy fame is known throughout the lands, and yet ye would live among the edges of the untamed wilds. Craft these treasures in the name of my house, and I will build ye a great manse upon the riverbank, so ye might be the envy of all other men.”

    Again, Rowan’s father refused, as even when they could harvest the trees no further, his family would always have a place among the fair folk of the Elderwood. “I am sorry,” he said, “but ye may purchase any wares within these walls, and bring them back to thy court. They never age or wear, and I am sure that will suffice.”

    Now Brín did become furious. “If thou would’st reject such a generous offer, I will burn thy workshop to the ground. The Elderwood does not extend as far as my kingdom, and by the time its children come to thine aid thy life will be spent, and thy family slaughtered. I will take these treasures for my own, and that will be the end of it.”

    With this, Rowan’s father relented, and the lord Brín would return one month hence, to claim every toy crafted from the final gifted tree.

    “Father,” said Rowan, for she knew much despite her years, “what will we do? Though his lands are few, that man is a lord nonetheless, and might call upon a great many knights.”

    “True,” said Rowan’s father, “but in his hubris he disregards the spirits of the wood. Take warm clothes from thy mother, and a bindle of foodstuffs, and go to the place called Copperwood Glade. There, thy eyes will fall upon a great tree as hard as armor plate. Sleep softly at its base, and the spirit that blesses this house will appear in a dream to barter with ye. But beware, for it is not a kind spirit, but a violent one. If thy words are false, or thy offers unfair, or it senses darkness in thy heart, then it will cut thy soul away, and thy body will never wake.”

    And so Rowan did take warm clothes from her mother, and a bindle of food, and travel into the Elderwood, as her parents raced to carve toys for the lord Brín, in case her quest failed.




    Before long Rowan did stumble upon a quiet glade apart from the forest, at its center an ancient tree whose bark shone like polished copper. Around it were the bones of many people, their tattered belongings covered in deep, green moss. Rowan could not hear the birds or the streams of the whispers of the countless spirits in this place―only silence, as though not even the wind would dare disturb its countless secrets. She felt a great dread here, as though she were being watched, but despite her fear she unpacked her bindle, and buttoned up her warm coat, and rested herself against the base of the copperwood tree as her father had told her to do.

    Soon enough, she fell deeply asleep. The sun’s rays danced across her cheeks, and it seemed that these old bones strewn about were barely a bother anymore.

    She awoke in the dead of night, to the sound of a hymn.

    Now Rowan was brave and kind, but the words creaked and moaned like a beetle-filled log, and rustled like the branches of an old, dead willow, and soon enough her fear returned to her. Her father’s warning did echo in her ears, warning of a vicious thing, and so Rowan cried out, “Art thou the spirit of Copperwood Glade?”

    And for a while the hymn continued, as if to answer the question.

    Then the logs and the moss and the branches and the trees grew still, and the hymn ceased, and a strange, misshapen apparition did appear at the edges of the glade. Its arms hung low, and ended in sharpened blades, and its head turned unnaturally against its strange wooden body, and it looked at Rowan without expression.

    “Hwæt þú gewilnunge mædencild?” said the spirit, its voice creaking like rotten timber.

    But this was the old tongue, older by far even than Rowan’s great-grandfather, and she could not understand it.

    “Ah,” said the spirit, “it has been many years since thy ancestor lent me his aid. Forgive me, for time does not pass for us as it does for thee, and often I confuse the mortal tongues. I am called Nocturne, and I am the spirit you seek. What dost thou desire, child? I wish to hear thy words. But speak not falsely, or I will cut thy soul away, and thy body will rot in the glade with those others who have aimed to trick a creature such as I.”

    Yet the spirit did not draw closer, and Rowan’s fear would not subside.

    “O, Nocturne,” she said. “One-hundred-and-one years have passed since ye blessed my house, and this year will be the last. We have always honored thy will, and the will of the Elderwood, and from this we will never falter. But a lord named Brín now threatens us with death, and we entreat thee for protection.”

    “Ah,” said Nocturne, drawing closer. Rowan saw that he floated above the ground, and scraped his long blades across it as he went, and the bones beneath them were sliced clean in twain as though they were made from air. “I have heard of this Brín, and his lands to the west, where the air is warm and the forest thin. Should he slay thy family and steal thy treasures, I promise to take his life in return.”

    “O, Nocturne,” replied Rowan, “we are unlike spirits of the wood. We have but a single life, and when it is spent go from this world hence, and do not return. Couldst thou act against him now? Would that I could offer something to a spirit such as thee, in payment...”

    “Ah,” said Nocturne, drawing closer still. His hands trembled in excitement, and his blades clicked as they cut the stones and armor and paltry belongings scattered before him, and Rowan did feel within him a thirst for violence. “Perhaps if I had something fresh to eat, and something warm to wear, then I could make the journey westward.”

    And Rowan did give Nocturne her bindle of foodstuffs, and her warm clothes, despite his body of bark and blades.

    “Ah,” said Nocturne, rising up before Rowan, his carved face peering into her eyes. “But are thy words true? I wonder, what is the content of thy heart?”

    And he sank a blade deep inside her chest, and raised her body high above his head. Yet Rowan was silent, and resolute, for she knew her fate when she saw the bones scattered about Copperwood Glade, and had accepted it gladly.

    Nocturne then lowered Rowan, and placed her before him, and her wounds were healed. “Your words are spoken truly, and your offerings are given freely, and your heart is kind. You will not die upon this day. Go back to your home, and live your life, and the lord Brín will never trouble thee again.”

    And Rowan did thank the spirit, and when she awoke she returned to her home at the edge of the Elderwood, and her family went on to take the final tree and then lived happily for many generations until they became one with the forest, as was the agreement they had struck so many years before.




    As for Lord Brín, he and his knights were slain by a vicious spirit while they rested, and his kingdom fell into a dark slumber from which it never awakened. The Elderwood grew quickly towards these lands, and consumed them utterly within the year, with nary a soul escaping. One can still find their ruins in the place now known as Somberwood, where it is said the spirit Nocturne visits from time-to-time, to admire his handiwork.

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