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Kassadin

Kassadin started life as a lowly offcast, walking the harsh sands of the Great Sai alongside merchant caravans to draw predators away from their more valuable goods. He survived many of these treks across the desert, and began to serve less as bait, and more as a guide.

The foreign tongues that sought his talents, “Kas sai a dyn?” or “whom does the desert know?” often slurred their Shuriman, and so he became fondly known as Kassadin in the back alleys and markets of Bel’zhun. He spent many years exploring the ancient ruins of his homeland, making his employers exceedingly wealthy, but it wasn’t until a dig near Zirima that he found a treasure of his own—he fell in love with a woman from one of the desert tribes.

With his wife and newborn daughter, Kassadin settled in a small village in the rocky canyons to the south. He was on the road often, his work sometimes requiring him to accompany particularly valuable relics to some faraway sponsor. But, no matter where his travels took him, Kassadin would always return with exciting tales from the world beyond.

Journeying home from distant Piltover, Kassadin and his fellow caravaneers were watering their beasts at an oasis when they encountered the first terrified survivors stumbling out of the desert. They spoke of the disaster that had claimed their homes, as if the maw of the underworld itself had opened up to devour them. They had barely escaped with their lives.

Fearing for his own family’s safety, Kassadin left the others behind, riding hard, driving his mount almost to exhaustion. When he finally reached the place where his village had once stood, he found only shifting sand and rubble. He clawed at the debris until his hands bled, screaming out his wife and daughter’s names, though no answer came. Days later, Kassadin’s companions caught up to him, now just a broken and empty man weeping beneath the scorching sun.

They dragged him back to Zirima, but Kassadin would go no further. For years, he tried to drown his grief, reduced to little more than a vagrant… until word reached town of “the Prophet.”

Whispers of unspeakable horrors that dwelt beneath the earth, and of sacrifices made in their name, chilled Kassadin to the bone. He knew well the legends of old Icathia, and the fate that befell that accursed place—if the Void had been deliberately drawn toward Shurima once more, then it had likely been the death of his entire village, and countless more besides. He also knew there were few, if any, who could stand against it.

In that moment, Kassadin swore that he would avenge his wife and daughter, by destroying this insidious Prophet, and the source of his abyssal power. He was a man who had made his living by finding safe paths through the most dangerous places, and resolved to arm himself with the most arcane and esoteric weapons ever known in Valoran, fused with Zaunite ingenuity, and blessed by Ionian spirit-healers. He called in every favor he could, from scholars of antiquities to common smugglers, for their help in… acquiring what he sought. Many called him a madman, believing this the last time they would ever see their old friend alive—Kassadin merely thanked them for their concern, and bid them farewell. He would face the Void alone.

Last of all, he stole the infamous Nether Blade of Horok, the sword that had slain a thousand deceivers in the latter days of the empire. He could feel the cold pull of oblivion in its edge, but no longer had any regard for his own mortality, and nothing of his old life left to lose.

Disguised in the robes of a pilgrim, more than a decade since he had last set foot anywhere near that desolate land, Kassadin made his way into Icathia. He would go where no man was ever meant to walk.

He would have his vengeance, even if it killed him.

More stories

  1. Feast of the Prophet

    Feast of the Prophet

    Jared Rosen

    Meir follows a crowd of cultists out of the prophet’s tent city, and down into a low valley at the edge of the desert. He is unsure if this was the right decision; beyond the outcropping of rock where tonight’s sermon will be held is a… he’s not sure how to describe it other than hole, descending deep beneath the Shuriman sands and into an emptiness that is both growing and alive.

    Throughout the day, these cultists throw livestock into the hole. They throw each other into the hole. Sometimes they throw themselves into the hole.

    And, from what Meir is told, the hole responds by growing steadily larger, so more cultists can throw more animals and more people down into it, and it can keep growing, and the awful pattern can repeat itself until the hole is so large that something big falls in. A city, maybe.

    “Like Nashramae,” he mutters—though even if the entire state toppled in, ports and all, it would barely graze the sides.

    He caught a glimpse of the hole earlier. It’s too big to be real, and yet...

    No one knows this is here, thinks Meir, but he’s smart enough to keep this to himself.

    He cannot risk these people turning on him, although he uses the word ‘people’ lightly. Some of them have a deep lavender glint behind the eyes that seems to spread over their faces in veiny, twisting patterns, and they mutter constantly about Icathia... or something called the Void.

    He cannot go back home. He’s not even sure if his home still exists. Yet he cannot flee anywhere but further south, where the land turns grey and things named after old storybook monsters squirm across the rocks.

    Meir must keep running. If he stops, Noxus will find him—and because he struck an officer, they will kill him.

    “Have you come to see the prophet?” one man asks him, as the crowds shuffle into an open area similar to a theater stage. His skin shifts sickeningly beneath a tattered cloak. Meir sees some of the man’s teeth moving inside his mouth.

    “Yes,” Meir replies, knowing the cultists won’t let him through without hearing one of their sermons.

    The man laughs. “You are new! New to the nameless city, like many others. Some seek the prophet. Others seek nothing. It is all the same.” He motions to his face, which glows faintly in the night air. “Do not be worried, my friend. Soon, soon, you will understand. The prophet will show you.”

    The evening stars, black and yawning and somehow closer than before, wink ominously above the crowd’s makeshift lanterns. Beyond this light there is the desert. Beyond that is the hole.

    And on the other side of the hole? Freedom. Meir can almost taste it.

    Shurima is being swallowed up from three sides: in the north, Noxus spreads along the coast like a cancer, claiming everything from vast city-states to farming settlements of a dozen souls. In the ancient capital, the long-dead, now supposedly-living-again Emperor Azir is said to prepare for an inevitable war. And in the southeast... well…

    This is the southeast. These people are eating it.

    There has to be something beyond the hole. Down along the grey, lifeless coast, at the southernmost tip of the Icathian peninsula. A smuggler’s port, or maybe a stopoff for fishing ships from Bilgewater? Meir could catch a boat, start over again in the Serpent Isles, and then—

    “Stop thinking,” threatens the broken-faced man. Meir looks up and sees a dozen pairs of shattered, glowing eyes looking back at him. “Your thoughts are loud. Be silent.”

    The man points to the outcropping, now the pulpit of an emaciated figure.

    “Malzahar has come.”

    The prophet is covered in scarves and cloaks crudely marked with the symbols of old Icathia. His feet are bare; his hands seemingly frozen in a rigormortis grip, as though he were trying to fend off some kind of monstrous creature. His face is obscured by a long violet wrap, and his head...

    Meir feels something like a drill being driven into his brain. He had looked for maybe a half-second into the prophet’s face, and seen within his forehead something... shifting? No, that can’t be right. Malzahar's entire skull was thin, fleshy webbing, with something... horrible inside. A light within a light, pulsating outward. Spreading. Hungry.

    “My children,” says Malzahar, though his voice is not a voice at all. It’s a projection inside of Meir’s thoughts, an extension of the prophet's un-light that is slick, glistening, and wrong.

    Meir has to get out of here, but he can’t run. The cultists are packed in too tightly, and he’d never make it around the great hole before they caught him, and tossed him down.

    “Tonight is a night of confession.”

    Now it’s too late. Malzahar sees Meir; Meir is not sure how, but amid the crowd of hundreds the prophet’s gaze rips through him, holding his body in place. Meir cannot even let out a whimper.

    “Ah, a newcomer,” says Malzahar. “Then let this be your awakening.”

    There are flashes within Meir’s mind. An enormous shape, looming behind the prophet and filling the entire night sky. Buildings... or something like buildings, but inverted and crooked beneath a vast, unnatural ocean. Thousands of voracious creatures swimming in schools so large they block even the dappled light from the not-sun, creating their own currents in the not-water.

    And... a name...

    A name that dances across the grooves of his brain like an acrobat, elusive but on the edge of realization.

    “Believers,” Malzahar continues. “I have always told you that the end is certain. The Void will come, and wash away the world and all its miseries. And with it, each and every one of you.”

    Meir’s mind is ripping itself apart. Thoughts snap in and out so quickly he can barely track what he’s experiencing. Wings. Spiders the size of wolves. A figure floating beneath Shurima, a confrontation. He sees Noxus consumed by an impossible wave of creatures, the Immortal Bastion cracking grotesquely before falling into their mass. Ice breaking, things tumbling upwards and out.

    He sees Malzahar again, shadowed by a shape too large, why is it so large, why is she—

    ...She?

    “But we are all changed by our experiences, are we not? I watched my parents die in Amakra. Waste away to illness. Yet they are not gone. Their memories serve a purpose, and the imprint they left on me made me what I am, and what I am made you.”

    The shape looms larger. It’s not physical, no, but Meir’s mind holds desperately onto anything it can, something to anchor itself and escape the prophet’s suffocating weight.

    “The Void has tasted these memories. And it wants more.”

    The cultists throw their arms upwards, and the stars wink closer than ever before. Meir must hold on. Freedom is just beyond the chasm, he tries to think.

    But the words drain from his mind.

    Before him, before them all, is Malzahar. There is nothing else.

    “The Void has embraced a new form. A new... possibility. I once saw the world end in the absence of light and darkness, the totality of nothing. And that was wrong. So tonight, to you, to all my children, I confess—the Void has spoken. And now, beneath her sea of lavender, she wants. You, your memories, your experiences, existence. She wants everything.”

    Meir only begins to run when the ground gives way under his feet. The chasm’s sudden expansion swallows them all—the tent city, the cultists, everything—as Malzahar floats above, watching them all pour down into the throbbing, animated nothing.

    “And,” the prophet concludes, “she will have it.”

    Some of the cultists freeze midair, darkly luminous corals bursting from their skin before they are sucked into the undulating walls of the hole. More are torn limb from limb by fast moving schools of strange, iridescent fish. Others loose a scream before vanishing completely, as though suddenly erased.

    Meir’s memories, like the stars above, wink out one by one as he falls faster and faster. The Noxian invasion, his hand striking an officer, his family, his friends, his childhood, his dreams. He drifts down beneath the lavender sea, past strange, inverted buildings jutting awkwardly from the light-dappled nothingness beyond the Void’s hideous living sky, and he catches a glimpse of something massive on the verge of being born.

    As his memories fade, the shape seems to move, responding to this new source of sustenance—growing stronger as Meir, the cultists, the animals, the tents, as they all fade away, erased utterly from the gentle shores of reality, repurposed into something terrible and new.

    A man once named Meir closes his eyes, emptied of all things.

    He touches the bottom of the Void.

    And then he is gone.

  2. Cassiopeia

    Cassiopeia

    The youngest child of General Du Couteau, Cassiopeia was born to a life of possibility and privilege among the Noxian noble houses. From an early age, she displayed a keen mind and sharp wit, and while her sister Katarina flourished under their father’s tutelage, it was their mother Soreana in whose footsteps Cassiopeia would follow.

    A hero of Noxus’ expansion into Shurima, General Du Couteau eventually sent for his family, installing them close to the governor of the coastal city of Urzeris. Surrounded by strangers in an unfamiliar land, Cassiopeia remained close to her mother, learning much of politics, diplomacy, and subtle influence. As she grew, Cassiopeia could not help but glimpse other, hidden concerns within Soreana, beyond those of the empire…

    One day, quite unexpectedly, Soreana collapsed in the family residence—her hairbrush had been laced with caustic venoms by an unknown hand, leaving her close to death. General du Couteau was well versed in the ways of an assassin, and so he had all the household staff removed, leaving his wife and daughters alone in an empty house.

    Still little more than a child, Cassiopeia never left her mother’s bedside. While Soreana’s recovery took many months, the bond between them became stronger than ever before.

    When the general was recalled to Noxus to prepare for the long-awaited invasion of Ionia, he took Katarina with him, but Cassiopeia remained in Urzeris. Seemingly relieved, Soreana confided in her daughter that she belonged to a clandestine and secretive cabal, known by some as “the Black Rose”. Having guided the empire for centuries, they had finally managed to spread their influence into Shurima.

    Now free of her husband’s watchful eye, Soreana’s real work could begin.

    In time, and under her mother’s tutelage, Cassiopeia blossomed into a young woman of tremendous beauty, cunning and intelligence, if somewhat lacking in empathy. She saw those around her as tools to be used to achieve her goals, and then cast aside just as quickly.

    Though she had barely reached the cusp of womanhood, she was initiated into the Black Rose by hunting down and eliminating those who had sought the death of her mother. She surprised even Soreana with her speed and efficiency, and left no trace of her activities—or her proxies—behind. Only then was Cassiopeia made privy to the cabal’s broader plan for Shurima. Using her family’s tremendous resources, she undertook a number of expeditions into the deep desert, raiding ancient ruins with the help of a local mercenary named Sivir.

    Her efforts were made all the more urgent when word reached Urzeris from the capital. Grand General Boram Darkwill had been deposed by Jericho Swain, and a number of noble houses had chosen to honor this coup… including Du Couteau.

    Outraged and disgusted by her husband’s betrayal, and fearing that all members of the Black Rose were now in jeopardy, Soreana became desperate. She dispatched Cassiopeia to seek out the godlike power that had been the key to Shurima’s supremacy in ages past. Cassiopeia swore she would return with a weapon ready for the looming secret war, or not at all.

    Fulfilling this oath would leave her changed forever. Upon unearthing a long lost tomb of the mythical Ascended, she knew this was the threshold to the power she sought, and intended to dispatch all witnesses from her expedition before claiming it. The guide Sivir was the first to fall to Cassiopeia’s blade, but then an ancient stone tomb guardian reared up, and buried its fangs into her flesh.

    Overcome by its arcane toxins, she was carried back through the desert by her hired soldiers, screaming as her body twisted into something new and unspeakable…

    Cassiopeia locked herself in the disused crypt of the Urzeris residence, and endured the untold agonies of this transformation. Gone was the brilliant and beautiful daughter of Soreana Du Couteau, replaced by a monstrous, slithering creature that skulked in the shadows, spitting poison, and crushing stone as easily as glass.

    For weeks she wept and howled, grieving her lost life… until the day she could weep no more. She dragged herself up from the depths of despair, determined to accept—maybe even someday embrace?—her fate. It was not the Ascension she had hoped for, but Cassiopeia had unearthed the magic of dead Shuriman gods. She would turn it to the schemes of the Black Rose just as she and her mother had planned, and she could feel this power growing within her, day by day.

    Though into what, even she cannot guess.

  3. Jax

    Jax

    Saijax Cail-Rynx Icath’un grew up in Icathia, a satrapy of the Shuriman empire. Ever since he was a boy, his father told him of when their home was a proud, independent nation, before it was ground under the heel of Shuriman oppression. He told him of the Kohari, heroes who protected Icathia and its Mage King. The Mage King had resisted Shurima’s conquest, but when he died in battle, his Kohari protectors followed him, committing ritual suicide. The Shuriman emperor displayed the Kohari’s decaying bodies for all to see, and the Mage King himself was impaled above the city gates, his bones left to molder.

    Saijax’s father had witnessed this cruel act, and over time he passed down to his son the burning resentment that was growing in every Icathian heart. Even so, Saijax committed himself to the study of arms, learning from Shurima’s weapons masters as well as his own clan’s elders.

    After many centuries of Shuriman rule, a massive earthquake struck the coastal province of Saabera. The destruction revealed something hidden deep beneath the earth, something dark and of great power—perhaps strong enough even to overcome Shurima’s god-like Ascended warriors. Saijax was entrusted with protecting the Icathian mages who encountered this discovery… which the guards just barely contained with brazier-staves that blazed with conjured elemental fire. Disturbed, he escorted the mages to the governing council so they could tell of what they’d learned.

    They called this power the Void.

    Immediately the council recognized its potential, but Saijax saw the doom the Void portended. As a master of weaponry, he knew the danger of using a weapon they could neither fully understand nor safely harness. He regretted that he didn’t kill the mages as they rode from Saabera. He would regret it even more in the days to come.

    Confident that the Void could defeat their Shuriman overlords, the council crowned a new Mage King. The Kohari were rebuilt, with Saijax among the first to join their ranks. They triumphed in early engagements, and Saijax even killed one of the vaunted Ascended in battle, watching with pride as its corpse was paraded around the liberated city of Bai-Zhek.

    When the Ascended Host approached Icathia, Saijax and his brethren assembled on the front lines. As the two armies churned the earth beneath them into crimson loam, Icathia’s mages and priests deemed the time had come to unleash the Void.

    Ruin swept over the land, as Icathians, Shurimans, and even Ascended were unraveled from existence. The city’s walls collapsed as the Void swallowed thousands into cold, silent oblivion.

    In moments, Icathia was lost.

    Saijax rode to the ruined crater where the Void had been summoned, determined to fall upon his sword like the Kohari of old. But before he could take his life, he saw among the devastation a discarded brazier-stave that he recognized from Saabera—it still blazed with elemental fire that harmed the Void. This flame kindled a spark in Saijax’s heart. He took up the stave and left behind the ruins of his homeland, tending to this “last light of Icathia”, and the hope it represented.

    Grieving and ashamed, Saijax Cail-Rynx Kohari Icath’un forsook his old name, and from that day was known only as Jax.

    He became a wanderer, traveling across the known world and to places beyond any map. As he bore the elemental fire, Jax’s life extended beyond even the expectations of his long-lived people. Yet the farther he went from Icathia, the lower the flame burned, until it threatened to gutter out once and for all. Jax understood with grim resolution that he couldn’t run from his past. He had a duty to return, and fight. The advance of the Void had been halted by the last surviving Ascended, but its singular threat endured.

    For centuries since, Jax has roamed, a vagabond warrior searching for those strong enough to rebuild the Kohari. Though he has fought countless times against beings of great skill, courage, and power, none have yet convinced him that they can march against the coming darkness. The fall of Icathia has plagued Jax with doubt, but one thing remains certain: when the final battle comes, Jax will stand against the Void.

    Even if he has to face it alone.

  4. Cho'Gath

    Cho'Gath

    There is a place between dimensions, between worlds. To some it is known as the Outside, to others it is the Unknown. To those that truly know, however, it is called the Void. Despite its name, the Void is not an empty place, but rather the home of unspeakable things - horrors not meant for minds of men. Cho'Gath is a creature born of the Void, a thing whose true nature is so awful most will not speak its name. Its fellows have been poking at the walls that divide dimensions for a crack, a way into Runeterra, where they can visit their own personal paradise of horror upon the world. They are called the Voidborn, creatures so ancient and terrible that they have been removed from history altogether. It is rumored that the Voidborn command vast armies of unspeakable creatures on other worlds, that they were once driven from Runeterra by powerful magic lost to antiquity.

    If such tales are true, then the rumors that follow must be equally true - that one day, the Voidborn will return. Even now, something dark stirs in Icathia. Cho'Gath, an alien creature of malice and violence, causes all but the most stalwart to cringe in fear. Cho'Gath even appears to feed on its predations, growing and swelling as it gorges itself. Worse yet, the creature is intelligent, perhaps greatly so, hinting at the sentient horror of the Void.

  5. Vel'Koz

    Vel'Koz

    To truly understand the horror that is Vel’Koz, one must first know of the Watchers, and how they were blinded to the mortal realm.

    Beyond the material plane, outside and somehow below it, lies the unknowable abyss. It is the realm of the Void, where no mortal or immortal creature may ever walk. It is not necessary to know how such a place ever came to be, nor why—only that it did. The Void is eternal. The Void consumes all.

    In that place, in the cold, endless dark, all is equal and empty. For timeless eons, there was purity in that fact. There was peace, if such a term could have any meaning there.

    Then, something changed. Not in the Void realm, but elsewhere. It was existence, it was... something, where before there had been nothing, and its mere presence scraped against the vast, cold, formless entities that drifted in the blackness. Before this, they had not even been fully aware of their own sentience, and yet now they knew that they could not tolerate the presence of this other place; this other-realm of mercurial, overwhelming creation.

    The entities watched. They scrutinized.

    And soon enough, the Watchers found themselves being scrutinized in return. The tiny, mortal minds that reached out to them were insignificant, little more than fleeting motes of light at the very edges of the abyss. Yet, in them, the Watchers saw a chance to invade the material realm, to destroy it, to silence the intolerable pulsing of reality beyond the Void.

    The boldest of them tore open the veil and hurled themselves upward, only to be horribly disoriented by the sudden shift between the abyss and the corporeal, linear nature of reality. In an instant, there was time, and heat, and pain...

    Then there was only cold. The way was shut, and dozens of the Watchers were trapped in the liminal space between two realms, frozen in the moment of transition.

    Those that remained in the Void recoiled. They had no concept of what had happened, yet they knew they had been betrayed.

    And so, they adapted.

    Reaching into the material realm, the Watchers took from the crude matter that comprised it, shaping, corrupting and imbuing it with consciousness. These constructs were the first of the Voidborn, and would be their masters’ eyes and ears, sent forth into the nightmare of existence to watch, listen, and learn.

    Among them, one stands apart. As perhaps the oldest surviving Voidborn, certainly existing the longest outside of the abyss, he has been known by countless names to those unfortunate enough to encounter him. Thousands of years before Icathia unleashed the Void in battle, the primitive cultures of Shurima feared the devil Vel’Koz, who crept forth from the underworld to steal the dreams of wiser men. Though his name has no literal translation in the modern tongue, it equates roughly as “to understand by unmaking.”

    His insatiable hunger for knowledge has led Vel’Koz across the world, to its highest peaks and darkest depths. Cunning and methodical, he has quietly watched entire civilizations rise, stagnate and decay, spent centuries combing the ocean floor for its secrets, even scrying the movements of the stars in the heavens above him.

    He carries all of this knowledge back to the great rifts in the fabric of Runeterra—so that the Watchers might know what he knows—and will annihilate, without hesitation, any mortal who stands in his path.

    For the Void is eternal, and it will consume us all.

  6. Rammus

    Rammus

    Idolized by many, dismissed by some, mystifying to all, the curious being, Rammus, is an enigma. Protected by a spiked shell, Rammus inspires increasingly disparate theories on his origin wherever he goes - from demigod, to sacred oracle, to a mere beast transformed by magic. Whatever the truth may be, Rammus keeps his own counsel and stops for no one as he roams the desert.

    Some believe Rammus is an Ascended being, an ancient god amongst men who rolls to Shurima’s aid as an armored guardian in its times of need. Superstitious folk swear he is a harbinger of change, appearing when the land is on the verge of a great shift in power. Others speculate he is the last of a dying species that roamed the land before the Rune Wars sundered the desert with uncontrolled magic.

    With so many rumors of great power, magic, and mystery surrounding him, Rammus compels many Shurimans to seek his wisdom. Soothsayers, priests, and deranged lunatics alike claim to know where Rammus dwells, but the Armordillo has proved elusive. Despite this, proof of his presence predates living memory, with crumbling mosaics depicting his image on the most ancient walls of Shuriman ruins. His likeness adorns colossal stone monuments made in the early days of Ascension, leading some to believe he is no less than an immortal demigod. Skeptics often point to a simpler explanation: that Rammus is just one of many such creatures.

    It is said that he appears only to worthy pilgrims in great need of his aid, and those blessed by his presence experience great turning points. After the Armordillo rescued the heir to a vast kingdom from a terrible fire, the man renounced his position to become a goat farmer. An elderly mason was inspired by a profound, yet brief conversation with Rammus, and constructed an enormous marketplace which became the bustling heart of Nashramae.

    Knowing Rammus’s guidance can pave an enlightened path, devout believers perform elaborate rituals designed to attract the favor of their deity. Disciples of the cult devoted to Rammus demonstrate their unwavering faith in a yearly ceremony by imitating his famous roll and somersaulting through the city in droves. Every year, thousands of Shurimans trek through the most treacherous and remote corners of the desert on a quest to find Rammus, for many teachings indicate he will answer a single question of those he finds deserving, if they are able to find him. Knowing his enthusiasm for desert treats, the pilgrims arm themselves with offerings thought to attract his blessing, packing their mules with flasks of sweet goat’s milk, chests filled with colonies of ants sealed in wax, and jars of honeycombs. Many never return from the deep desert, and fewer still with stories of the demigod, though travelers describe waking to find their packs mysteriously emptied of all edible provisions.

    Whether he is truly a wise oracle, Ascended deity, or a mighty beast, Rammus is known for his miraculous feats of endurance. He entered the impenetrable Fortress of Siram, an imposing bastion designed by a crazed sorcerer. The structure was said to contain untold magical horrors - fearsome beasts mutated beyond recognition, corridors wreathed in flames, impenetrable tunnels guarded by shadow demons. Not an hour had passed when the enormous fortress collapsed in a plume of dust, and Rammus was seen rolling away. None knew why Rammus entered the darkened gate, nor what secrets he learned within the basalt walls of the fortress. In the year of the great flood he crossed the vast lake of Imalli in just two days, and dug many miles deep to destroy a giant anthill and kill its queen, whose daughters had devastated the nearby farmland.

    Sometimes he appears as a benevolent hero. When invading Noxian warbands attacked a Northern Shuriman settlement, disparate tribes banded together to defend the territory beneath the Temple of the Ascended. They were no match for the invaders in size or skill, and the battle was all but lost when Rammus entered the fray. Each side was so shocked to see the elusive creature that fighting halted completely as they watched him roll between them. As Rammus passed the towering temple, the foundations of the building shook, and enormous stone blocks toppled onto the invading army, crushing many of its warriors. Now outnumbered, the army retreated to elated cheers from the Shurimans. While many swear Rammus saved the town out of love for Shurima, others argue he was merely defending the territory in which his favorite cactus flowers grew. At least one tribesman claims Rammus was simply sleeprolling and had no intention of taking down a temple.

    Whatever the truth, stories of Rammus are treasured by the people of Shurima. Any Shuriman child can list a dozen theories on the question of his origin, half of which they likely invented on the spot. Tales of the Armordillo have only increased with the rise of Ancient Shurima, as they did just before its fall, giving way to a belief that his presence heralds darker times to come.

    But how can such a benevolent, epicurean soul herald an age of destruction?

  7. Renekton

    Renekton

    Renekton was born to fight. From a young age, it was obvious he had no fear, regularly brawling with much older children. It was usually his pride that led to these confrontations—Renekton was unable to back down, or let any insult pass. While his older brother, Nasus, disapproved of his street-fighting, Renekton relished it.

    Nasus eventually left to join the prestigious Collegium of the Sun, and Renekton’s skirmishes became more serious. Fearing his brother’s violent nature would see him imprisoned or in an early grave, Nasus helped him enlist in the Shuriman army. Officially, Renekton was too young, but Nasus made sure this was conveniently overlooked.

    The discipline of military life was a blessing. Renekton fought in numerous wars of conquest to expand the empire—his ferocity and toughness were still evident, but his honor and bravery became renowned. Nasus, now a celebrated general and tactician, would often say that he planned many great battles, but it was Renekton who won them.

    Indeed, after saving the isolated city of Zuretta, Renekton was made a captain by the emperor himself, and named Gatekeeper of Shurima. Outnumbered ten to one, he and a small contingent had faced the enemy in the remote, rocky passes to the south, to buy time for the city to be evacuated. It was a battle none had expected Renekton to survive, let alone win... yet he held out long enough for a relief force led by Nasus to arrive, and the invading forces were routed.

    Through decades of service, Renekton’s reputation came to rival even the god-warriors of the Ascended Host, his presence on the battlefield an inspiration to those fighting alongside him, and terrifying to his foes. Still, he was a grizzled and battle-scarred veteran of middling years when word reached him that his brother was close to death.

    He raced back to the capital to find Nasus a pale shadow of his former self, having been struck down by a debilitating wasting malady. The sickness was incurable.

    Nevertheless, the general’s greatness was recognized by one and all. Beyond his military acumen, Nasus had curated the empire’s great libraries, and compiled or translated many of the finest literary works of antiquity. Such a man could not be allowed to pass, and it was decreed that he was worthy of Ascension.

    The whole city gathered in witness, but Nasus no longer had the strength to climb onto the dais before the Sun Disc. Without thought for his own safety, Renekton lifted his brother in his arms, and climbed the final steps, fully expecting to be obliterated in the process. He was just a warrior, after all, and he knew Shurima would need Nasus in the years to come.

    However, Renekton was not destroyed. Beneath the blinding radiance of the Sun Disc, both brothers were raised up and remade, and when the light faded, two mighty god-warriors stood before the crowds—Nasus in his lean, jackal-headed body, and Renekton as an immense reptile. The jackal was often regarded as the most clever and cunning of beasts, and the fearless aggression of the crocodile fit Renekton perfectly.

    Renekton had been a mighty hero before, but now he possessed power beyond mortal understanding. He led Shurima’s armies to many bloody victories, neither giving nor expecting any mercy. His legend spread far beyond the borders of the empire, and it was his enemies that knew him as “the Butcher of the Sands”, a title he embraced.

    But there were some—Nasus among them—who came to believe that a portion of Renekton’s humanity had been lost in his transformation. He seemed crueler, taking ever greater pleasure in the spilling of blood, and there were whispers of many battlefield atrocities. Nevertheless, he remained a staunch defender of Shurima, faithfully serving a succession of emperors, even through the rebellion of Icathia and the horrifying war that followed.

    Some years later, it was decided that the young emperor Azir would join the ranks of the Ascended Host, and become the immortal ruler his people deserved.

    The results were catastrophic.

    Renekton and Nasus were each more than a day’s journey from the capital when it happened, and they arrived to find the glorious city in ruins. The Sun Disc was failing, drained of all its power. At the center of the carnage, they found the emperor’s treacherous magus, Xerath—now a malevolent being of pure energy.

    The brothers fought hard, but knowing that they could not destroy Xerath, Renekton finally wrestled him into the Tomb of the Emperors beneath the city, and bade his brother seal them inside. Knowing there was no other way, Nasus reluctantly did as his brother ordered.

    Xerath and Renekton continued their battle. For uncounted centuries they stalked one another through the lightless depths, as the once-great civilization of Shurima turned to dust in the world above. Xerath taunted his adversary, whispering poison in Renekton’s ear, and gradually, his viperous words began to take hold. He convinced Renekton that Nasus, jealous of his success, had leapt at the chance to be rid of him, and enjoy immortality alone.

    Piece by piece, Renekton’s sanity cracked. Xerath drove a wedge into these cracks, twisting his perception of what was real and what was imagined. When the Tomb of the Emperors was finally opened by greedy mortal scavengers, Renekton roared his fury and thundered out into the desert, sniffing the air for his brother’s scent.

    But Shurima has changed much in his absence. The Ascended Host is no more, leaving the people scattered and leaderless, for the most part. Though he cares little for such things, Renekton has attracted followers among the most fierce and bloodthirsty of the desert raiders... even if he cannot always tell friend from foe in his frequent, deranged frenzies.

    And while there are moments when he resembles the proud, honorable hero of the past, most often Renekton is little more than a devolved, hate-maddened beast, driven on by the thirst for blood and vengeance.

  8. Malzahar

    Malzahar

    Beneath the glare of the Shuriman sun, there have always been those blessed with the power of foresight. The only son of aging trinket peddlers, Malzahar did not realize his gift until his parents had already succumbed to a wasting sickness, leaving the young, traumatized boy to fend for himself on the city streets of Amakra. He read fortunes in the gutter, for a coin or scraps of bread.

    As his auguries proved more and more accurate, his reputation grew. He used his second sight to predict who a curious cameleer might marry, or where throwing daggers would land in games of chance at the bazaar. Soon, he began to receive patrons dressed not in dirtied sandals, but jeweled slippers.

    However, for all this, Malzahar could never see his own destiny. His future was hidden.

    Increasingly disillusioned with his success, he noted the common disparities of wealth, and witnessed those unhappy with their lives acting out in spiteful violence against one another. It was apparent to him that people were bound up in a never-ending cycle of pain, often of their own making, and no hopeful prophecy seemed able to break it. Malzahar himself soon felt nothing but a sense of emptiness, finally relinquishing his mortal possessions and leaving Amakra for good.

    For years, he roamed the land, from the trackless wastes of the lesser sai to the ruins of old Shurima. By distancing himself from others, he was alone with his thoughts at last. He divined not just how callous people could be, but also how corrupt the world might yet become. Feverish visions began to plague his waking hours, along with otherworldly whispers of war and strife, and endless suffering.

    He wandered far, until the sands turned to salt. He could not know that he had arrived in Icathia, a lost city ravaged in the wars of a bygone age. There, gazing into the depths of a ragged abyss, Malzahar opened his unsteady mind, desperate for understanding.

    And the Void answered.

    That would have been the end of any other tale, and yet somehow Malzahar endured. What lay in the darkness below brushed against the soul of the broken seer, only for an instant, and yet its strange and unknowable energies saturated his mind completely.

    The lone figure that eventually strode out of Icathia was no longer just a man, but something greater. Malzahar had seen in the abyss an end to all the suffering he had witnessed in his mortal lifetime. He realized the future he had believed hidden from him all this time was in fact a vision of his true calling: to accelerate the world toward inevitable oblivion. He had to return to the people, and spread word of the holy nothingness that would gladly embrace them, the willing and non-believers alike. He would become the herald of the world’s salvation.

    Among the nomads of the deep desert, he found his first disciples. Before their astonished eyes, he used his new Void-given powers to rend the very earth itself, summoning chittering, nightmarish creatures to carry away any who dared to deny him. Within a matter of months, strange rumors began to travel with the merchant caravans; rumors of men and women gladly sacrificing themselves to unseen powers, and of powerful quakes opening up the bedrock of Shurima in new fault lines hundreds of miles long.

    In the years since, Malzahar’s legend has spread even to the northern ports. As followers of “the Prophet” grow in number, nearby settlers are said to experience malefic visions grasping at their hearts, and fear gives rise to superstition—even the hardy villagers of the far wastes now make offerings of livestock to appease the voidling creatures below.

    Little do they know, this only helps Malzahar in shepherding the coming of the end.

  9. Zilean

    Zilean

    Icathia, most desolate and cursed of lands, was not always so. Theirs was a rich and diverse civilization, ruled by benevolent Axamuk, last of the Mage Kings of old. As the Shuriman empire expanded across the continent, Axamuk’s calls for peaceful coexistence were ignored, and his armies destroyed by the god-warriors of the Ascended Host.

    Though humbled by this defeat, many Icathians saw an opportunity for mutual advancement. Accepting an offer of autonomous satrapy, they installed a governing council of distinguished mages, philosophers, and lawmakers to oversee the transition of power.

    After almost nine centuries of imperial rule, a young man named Zilean joined the council’s ranks. He was an elemental mage with a prodigious understanding of physical reality, who had studied under the greatest minds of the age—from the great Yun of Ixtal, to the astromancers of Faraj, and countless others besides.

    There was one component of the material realm that few had ever truly grasped, but Zilean was determined to master.

    Time.

    Time was the one inescapable constant, in all things. Even the mighty god-warriors were not immune to its passage… though they were revered above all others in Shuriman culture.

    As part of the political establishment, Zilean now saw more clearly the smoldering discontent among the citizens of Icathia. While their land was home to some of the most heroic leaders and revolutionary thinkers in the empire, not one had ever been deemed worthy of Ascension. Again and again, the council submitted petitions to the distant emperor, yet access to the Sun Disc was denied, without explanation. For all they gave, it seemed Icathians would never be seen as equals.

    Zilean’s own resentment grew, yet he was worried by open talk of secession among his peers. He was a patriot through and through, but in the face of the Ascended Host, any rebellion could only end in calamity for his people. Seeking a diplomatic solution, he went as an envoy to neighboring Kahleek, Kalduga, and Ixtal. He had made many allies in his lifetime, and he implored them to stand with Icathia.

    Each time, the answer was the same. They would not defy Shurima. If Zilean’s people wanted to, they would do so alone.

    Returning home, he was shocked to find the council had decided to crown a new Mage King. Breathlessly, joyously, they told Zilean of the ancient and forbidden power they had discovered—a power so great, it would all but guarantee Icathia’s victory.

    They told Zilean of the power of the Void.

    He looked to these reasoned, wise Icathians, but saw only madness in their eyes. As much as it grieved him, Zilean would rather his homeland’s revolution be crushed, than to let this abomination be set loose.

    Zilean’s worst fears proved true. Once unleashed in battle, the Void overwhelmed the mages attempting to control it, and Icathia was doomed.

    As he tried to escape the capital, the ground shook. Buildings toppled. Such horrors as had no place in this world or the next erupted from the depths, driving terrified citizens before them.

    They were trapped. Hundreds of thousands of innocents would die. In desperation, Zilean urged as many as he could to take refuge in his tower, and did the impossible.

    He removed the entire structure from time.

    Crashing to the cold floor, his power spent, Zilean looked at the frozen figures all around him. The Void was halted, but only within those walls—outside, where Icathia once stood, there was nothing.

    Zilean had spent decades trying to comprehend the mysteries of time and causality, and it seemed only he could move freely back and forth within the anomaly he had somehow created. These people had been saved, true enough. He just didn’t know how to undo what he had done to achieve it. Through deep meditations and esoteric devices of his own design, he began to divine the strands of past and present that led to this moment, gradually learning how to move back and forth along them, looking for a future where his efforts had already succeeded…

    It was there that he found the true threat: the end of everything. The great unmaking that awaits Runeterra.

    Effectively, Zilean now exists everywhere, and always has. Even so, he is only too aware of the consequences of trying to bring about change in the world and sparking other unexpected destinies—often conflicting, and almost always more dangerous. Perhaps if he can find a way to save his own people, then the greater disaster might also be averted.

    The only question is, what might he be willing to sacrifice along the way?

  10. Malphite

    Malphite

    For more than two millennia, Shurima dominated the known world—an empire that reigned over countless peoples without challenge, and without threat.

    Until the day Icathia fell.

    From the moment the Void tore its way into the material realm, the armies of Shurima faced an enemy that could not only lay their grand empire low, but one that seemed to grow stronger the more they fought it. The corruption spread rapidly from Icathia’s ruins, boiling over the land and beneath the oceans, before its hideous tendrils reached the southernmost jungles of Ixtal.

    Ne’Zuk of the Ascended Host was an Ixtali elemental mage of colossal power, and almost unrivaled arrogance. He went before the emperor, pledging to create a weapon powerful enough to take the fight to the Void, and eradicate it at the source of its original eruption.

    After months of inhuman labor, Ne’Zuk revealed the Monolith—a floating fortress of living stone, maintained by the greatest elemental mages, and its ramparts manned by his fellow Ixtali god-warriors. The size of a city itself, the Monolith glided titanically toward the wastelands of Icathia, the lightning crackling from its magical inhibitors fusing the sands to glass beneath it. Ne’Zuk and his superweapon arrived at their destination, to face once more the howling infinite darkness of the abyssal realm, and the hordes of Voidborn monstrosities it had created.

    The battle dragged into weeks. It was violence of a scale and intensity never before witnessed in Runeterra. Sorcery enough to raze entire civilizations, or render whole continents into naught but a memory, was unleashed upon the Void.

    The darkness retaliated in kind. Its hideous energies gouged deep wounds into the living stone of the Monolith, whose surfaces became pocked and seared with unnatural malphite—from the Ixtali for “bad stone”—and leaving mineral-like scars. The fortress was pushed to the very limits of its design, struggling to self-repair and reknit its weakened superstructure… but even the incredible magics that held it aloft had a breaking point.

    As Ne’Zuk fought to rally his Ascended brethren for one last, desperate charge, the unthinkable happened. Sagging for an instant, the Monolith crashed down to earth, cleaving through the bedrock of Icathia and opening the Void beneath to the skies.

    Much of the fortress was lost within that gaping maw, vanishing into the silent nothingness beyond. The rest rained down as great ruins, littering a landscape already blackened by the terrible conflict that had been cut so abruptly short. Only a single Ascended survived—Ne’Zuk hauled himself from the wreckage, choking on the ashes of what was meant to be his grandest triumph, now his greatest folly, and fled for his life.

    In defiance of all worldly reason, some disparate fragments of the Monolith endured, still imbued with something like magical life. The far-flung shards struggled to heal, to reform the whole to which they had once belonged. But the Void’s endless hunger leached away at them, rendering them as little more than inert shapes clawing feebly in the dust.

    However, against all that had been lost, a single shard remained.

    Buried deep beneath the surface, forgotten even by those that dwelt in the abyss, it slowly gathered in strength. It lived, until at last it awakened after uncounted centuries, and realized it was alone.

    In all the centuries since that dark day, Malphite, the last shard of the Monolith, has become something of a legend in Runeterra. It has reputedly been sighted everywhere, from Targon to Zaun; heard sometimes as a tectonic roar in the deepest caverns, and sometimes as a quiet voice, humming to itself, that it might still remember the sounds of the world it once knew.

    Despite the enormous span of its existence, the overwhelming drive enkindled by Ne’Zuk’s creation of the Monolith has not wavered. Now, Malphite knows it must soon rise to meet the resurgent darkness it once battled, as the Void awakens to threaten all of Runeterra once more.

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