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Maokai

Maokai is a rageful, towering treant who fights the unnatural horrors of the Shadow Isles. He was twisted into a force of vengeance after a magical cataclysm destroyed his home, surviving undeath only through the waters of life infused within his heartwood. Once a peaceful nature spirit, Maokai now furiously battles to banish the scourge of unlife from the Shadow Isles and restore his home to its former beauty.

Long before living memory, a chain of islands erupted from deep beneath the ocean tides as blank slates of rock and clay. With its creation, the nature spirit Maokai was born. He took the form of a treant, with his tall body covered in bark and long limbs resembling branches. Maokai felt the profound loneliness of the land and its potential for teeming growth. He wandered from island to island in search of signs of life, growing ever more forlorn in his solitude.

On a hilly isle covered in soft, rich soil, Maokai sensed a boundless energy radiating from deep beneath the ground. He plunged his great roots downward until they reached a spring of magical, life-giving water and drank deeply. From this potent liquid, he grew hundreds of saplings and planted them across the islands.

Soon the land was shawled with verdant forests, groves of towering virenpine, and tangled woods, all steeped in wondrous magic. Magnificent skytrees with expansive canopies and thickly winding roots covered the isles with lush green foliage. Nature spirits were drawn to the lavish vegetation, and animals reveled in the fertile greenery.

When humans eventually came to the islands, they too thrived in the land’s abundance and formed an enlightened society of scholars devoted to studying the world’s mysteries. Though Maokai was wary of their presence, he saw how they respected the sanctity of the land. Sensing the deep magic within the woods, the humans built their homes in areas not heavily forested, to avoid disturbing any nature spirits. Maokai occasionally revealed himself directly to those he trusted and blessed them with knowledge of the verdant isles, even its greatest gift – the underground spring that could heal mortal wounds.

Centuries passed, and Maokai lived in idyllic contentment until a fleet of soldiers from across the sea beached upon the shores of the isles. Maokai sensed something was terribly wrong. Their grief-maddened king bore the corpse of his queen and in hopes of reviving her, bathed her decayed flesh in the healing waters. Reanimated as a rotting corpse, the queen begged to return to death. The king sought to reverse what he had done, unwittingly casting a terrible curse upon the land.

From leagues away, Maokai felt the first ripples of the disaster that would soon devastate the isles. He sensed a horrific force gathering beneath the soil, and a bitter chill washed over him.

As the ruination spread, Maokai desperately plunged his roots deep into the ground and drank of the healing waters, saturating every fiber of his being with their magic. Before the cursed water reached him, Maokai withdrew his roots, severing all connection to the pool. He howled in rage as the sacred reservoir he had entrusted to men was fully corrupted – the spiraling coils churning underwater until nothing pure remained.

Moments later, the mists surrounding the islands blackened and spread over the land, trapping all living things in an unnatural state between life and death. Maokai watched in helpless agony as all he knew – plants, nature spirits, animals, and humans alike – twisted into wretched shades. His fury grew; the great beauty he had cultivated from tiny saplings fell to ruin in an instant at the careless hand of man.

The enervating mist coiled around Maokai, and he wept as the bright flowers adorning his shoulders crumbled and fell to dust. His body shuddered and contorted into a mass of gnarled roots and tangled branches as the mist leached life from him. But Maokai’s heartwood was saturated with the precious waters of life, saving him from the terrible fate of undeath.

As grotesque wraiths and horrific abominations flooded the land, Maokai was overcome by a host of lifeless men. He struck the spirits with his branchlike limbs in manic violence, realizing the force of his blows could shatter them to dust. Maokai shuddered with revulsion: he had never killed before. He flew at the breathless shapes in a frenzy, but hundreds more overwhelmed him, and eventually he was forced to retreat.

With his home all but decimated and his companions turned to deathless horrors, Maokai was tempted to try and escape the nightmare of the isles. But from deep within his twisted form, he felt the sacred waters giving him life. He had survived the Ruination by carrying the very heart of the islands within him, and he would not abandon his home now. As the Blessed Isles’ first nature spirit, he would remain and fight for the soul of the land.

Though surrounded by endless hosts of malicious foes and darkening mist, Maokai fights with furious vengeance to conquer the evil that plagues the isles. His only pleasure comes from dealing savage violence to the soulless wraiths who roam his land.

Some days, Maokai subdues the mist and its deathless spirits, breaking their hold on a grove of trees or a small thicket. Though new life has not bloomed in such cursed soil for an age, Maokai strives to carve havens, however temporary, free from regret and decay.

So long as Maokai continues to fight, hope remains, for steeped within his heartwood are the uncorrupted waters of life, the last remaining chance of restoring the isles. If the land returns to its joyous state, Maokai, too, will shed his twisted form. The nature spirit brought life to these isles long ago, and he refuses to rest until the isles bloom once more.

More stories

  1. Hecarim

    Hecarim

    Born into an empire long since gone to dust and forgotten, Hecarim was a lieutenant of the Iron Order—a brotherhood sworn to defend their king’s lands.

    As Hecarim won victory after victory from the back of his mighty warhorse, the commander of the Iron Order saw in him a potential successor… but also a growing darkness. His obsessive hunger for glory was eroding his honor, and over time the knight-commander came to realize this young lieutenant must never lead them.

    When he was told this, Hecarim was furious. Even so, he bit back his anger, and continued in his duties.

    When they next rode to war, the commander found himself surrounded by enemies, and cut off from his fellow knights. Hecarim, seeing his chance, turned away and left him to die. At battle’s end, the Iron Order, oblivious to what Hecarim had done, knelt on the bloody ground and swore allegiance to him.

    Hecarim rode to the capital to take his formal oaths, and met with Kalista, the king’s most trusted general. She recognized his prowess and leadership, and when the queen was wounded by an assassin’s poisoned blade, Kalista was comforted to know the Iron Order would remain with the king while she sought a cure.

    Gripped by paranoia, and seeing new threats in every shadow, the king raged at those he believed were trying to separate him from his dying wife, and dispatched Hecarim to quell dissent throughout the kingdom. The Iron Order earned a dreadful reputation as ruthless enforcers of the king’s will. Towns and villages burned. Hundreds were put to the sword.

    With grim inevitability, when the queen died, Hecarim chose to sour the king’s grief into hatred, seeking sanction to lead the Iron Order into foreign lands. He would avenge her death, while earning yet more dark renown for himself.

    But before they could ride out, Kalista returned. She had found what she sought upon the distant Blessed Isles—and yet it was now too late. The king would not believe this, and had Kalista imprisoned as a traitor. Intrigued by what he had heard, Hecarim visited her cell, and they spoke of the pale mists that protected the islands from all invaders… and also of the inhabitants’ immense wealth, including the legendary Waters of Life.

    Knowing only Kalista could lead them there, Hecarim eventually persuaded her to guide the king’s fleet through the veil that concealed the Blessed Isles from mortal sight.

    They landed at the city of Helia with the queen’s body in solemn procession. The Iron Order led the way, only to be met by the city’s masters, who now refused to help. Enraged, the king ordered Kalista to kill them, but she refused, and Hecarim smiled as he made the decision that would damn him for eternity. He drove a spear through Kalista’s back, and ordered his knights to ransack the city, looting its vaults of arcane treasures.

    Amid the chaos, a lowly custodian agreed to grant the king access to the Waters of Life—but not even this could distract Hecarim from the revelry of bloodshed, and so it was that the Ruination of the Blessed Isles would take him almost completely by surprise.

    A blastwave of magical force tore across Helia, shattering every last building and leaving the fragments suspended in searing un-light. In its wake came the Black Mist, a billowing hurricane that dragged every living creature it touched into its shrieking, roiling embrace. Hecarim tried to rally the Iron Order, hoping to make it back to their ships, but the mist claimed them one by one as they fled.

    Alone, and defiant to the end, the knight-commander was taken by the shadows. He and his mighty steed were fused into a monstrous, spectral abomination that reflected the darkness in Hecarim’s heart—a brazen creature of fury and spite, at one with the Black Mist and yet utterly enslaved by it.

    Bound forevermore to these Shadow Isles, Hecarim has spent centuries in a sinister mockery of his former life, cursed to patrol the nightmarish lands he once intended to conquer. Whenever the Black Mist reaches out beyond their shores, he and the otherworldly host of the Iron Order ride out to slaughter the living, in memory of glories long passed.

  2. Nightbloom

    Nightbloom

    Rayla Heide

    The chill wind whips through cracks in my bark with a hollow whistling sound. I shiver. My limbs have long forgotten the warmth of summer.

    The towering shapes around me fracture and fall in the gale. The lives within died long ago; now they are my silent companions. Their brittle trunks remain only as empty husks, rough gray sketches of the lush forest that once bloomed here.

    A spirit weaves between the trees in front of me, pale and spectral against the night air. A knot tightens in my bark. Normally I would lash my roots through its heart, but today I hold still, trying not to alert the wraith to my presence. I am tired of resisting. That I exist at all is an act of defiance against the curse plaguing these lands.

    Its moonlike eyes are vacant. There is nothing alive and vulnerable to fuel its cold bitterness on this isle of death, nothing to be hunted or consumed. The spirit slips between the trees, leaving me to my solitude.

    I look across the forest of shadows and my branches waver. My gaze catches – a tiny flame of red growing amid the endless gray. Nestled in a mound of black dirt, the smallest flower bud pushes up from the ground, its petals so bright they burn my eyes.

    It is a nightbloom. Long ago, they carpeted the floor of the Blessed Isles, blossoming on the evening of the summer solstice. By morning the flowers wilted, leaving only blackened petals, not to be seen again until the following year. But for one night, they illuminated the forest with blazing crimson, as if the very ground were aflame.

    I look around and, for a fleeting moment, hope that if one flower exists there might be others. But there is only the somber gray of these dead isles.

    My boughs creak as I take a shaky step forward. I approach the bloom, transfixed, crushing ashen leaves to dust underfoot. My colossal frame towers over its delicate shape. I lean down until my face is inches above the sweet-scented petals. The potent groundwater within my heartwood stirs, awakening in recognition. Life.

    The flower’s neck is tilted as if curious. Deep vermillion veins spread across each petal, and its pale green stem is coated with hundreds of silvery, velvet-soft hairs. I could spend eternity basking in its every facet.

    Every moment it grows and shifts in subtle ways; its stem pushing ever higher while its petals slowly unfurl. I am enchanted by each movement, however minute. I watch as the bloom spreads to reveal the filaments extending from within, its heady scent flooding my mind with color. For a moment I forget the cold, the hollow wind, and my own bitterness.

    A pale light flickers and I flinch. A glowing shape approaches. My bark tingles. Nothing from these bloodless woods is an ally.

    The cursed spirit is returning, attracted to the lure of movement. Life is not so still as death.

    I flex my limbs in fury, no longer eluding violence. I welcome it.

    For one night, a living thing will exist on these barren isles unmarred by corrupt forces.

    The spirit glides toward us. She was once human, but is now translucent and bone-white. Her blank expression grows ravenous as she sees the blood-red blossom.

    The specter races toward the flower and tries to inhale its fragile life. Before the bloom withers into a lifeless shade, I fling my limbs forward and lash them about the spirit’s legs. She screeches, recoiling as if burned, and I roar. The groundwater within me is anathema to such unnatural beings.

    She twists and breaks free of my grasp. I hoist my roots and smash them to the ground. The impact splits the barren topsoil and sends shockwaves through the earth. The reverberations strike the wraith and she reels in agony. I laugh bitterly. As she stirs, I sling my limbs through her form and she dissolves.

    Dusky mist rises from the ground, accompanied by a foul stench. As the wind moans, dozens of spirits materialize before me, their garish faces gaping silently at the scene before them. The nightbloom and I grow before the wall of shadows. I will not let them destroy this one pure thing amongst so much darkness.

    I throw all my rage into my blows, driving them back with furious strength. I cannot destroy every spirit on the isles, but I can hold them off for a time. A wraith tries to dart past me. I howl as I lift my roots to pierce its heart, and it dissipates into mist.

    My strength is draining with so many spirits nearby, but I refuse to concede.

    The flower grows brightly beneath the moonlight, oblivious to this battle for its very existence. A single crimson petal falls from its perfect blossom like a drop of blood. The lifecycle of the bloom is near its end, bringing death, and with it, respite. But I do not crave it. I feel I could cleanse the entire island of its scourge in my fury.

    The cursed mist has risen above the treeline and swirls in great clouds. An endless host of spirits pours from the fog, mouths agape with ghoulish hunger. I rise to my greatest height and slam my limbs into the ravenous spirits, shattering one after another into dust. Still, more come.

    I howl as I stir the air into a crudely twisting spiral, and nourish the storm with my wrath until it expands in a tempestuous whirlwind. I revel in the chaos as the maelstrom surges in a frenzied circle around me and the flower. It blasts the spirits violently back beyond the trees. From within this nightmare, I have carved a sanctuary where life can grow.

    I turn to the flower. We are silent together at the eye of the storm, still amidst the madness. A second fiery petal falls from the nightbloom, then another. My energy drains into the maelstrom, but I do not falter and the tempest rages on. With each passing moment, the blossom droops further until it faces the ground. It is perfect in its slow, natural decay. I cannot look away as it gradually loses its crown of flaming petals and wilts completely.

    It is dead.

    I lower my branches and the maelstrom quiets. Above me, the sky is slate gray - as bright as it ever gets in this grim place. The gloom of the mist encroaches once more and the spirits return. Their faces are blank, no longer sensing the illicit life of the nightbloom, no longer anticipating the joy of a fresh kill.

    They retreat into the hollow woods. I whip my roots through a specter as it passes me, scattering its essence into the fading mist. The others edge farther away from me as they return to their gloom.

    Though the land appears unchanged, these isles are not the same gray wasteland they were yesterday. The waters of life stir within me and the soil beneath my roots is fertile again.

    Though its petals decay into dust, the luminous nightbloom burns fire-bright in my mind, igniting my fury. Just as these islands were born of burning rock, I will cleanse them of their pestilence in a flaming blaze.

    I follow the trailing spirits as they slip between hollow trees.

    They will pay for their wickedness.

  3. Yorick

    Yorick

    The last survivor of a long-forgotten religious order, Yorick is both blessed and cursed with power over the dead. Trapped on the Shadow Isles, his only companions are the rotting corpses and shrieking spirits that he gathers to him. Yorick’s monstrous actions belie his noble purpose: to free his home from the curse of the Ruination.

    Even as a child, Yorick’s life was never normal. Raised in a fishing village at the very edge of the Blessed Isles, he always struggled to find acceptance. While most children his age were playing hide-and-seek, young Yorick was making friends of a different kind—the spirits of the recently deceased.

    At first, Yorick was terrified of his ability to see and hear the dead. Whenever someone in the village passed away, Yorick would lie awake all night, waiting for the chilling cry of a new visitor. He could not understand why they chose to haunt him, and why his parents believed the spirits to be nothing more than nightmares.

    In time, he came to realize the souls were not there to harm him. They were simply lost and needed help finding their way to the beyond. Since only Yorick was able to see these spirits, he took it upon himself to be their guide, escorting them to whatever awaited in eternity.

    The task was bittersweet. Yorick found that he enjoyed the company of ghosts, but each one he brought to rest meant saying farewell to another friend. To the dead, he was a savior, but to the living, he was a pariah. The villagers only saw a disturbed little boy who spoke to people who weren’t there.

    Tales of Yorick’s visions soon spread beyond his village, and drew the attention of a small order of monks who dwelled at the heart of the Blessed Isles. Its envoys traveled to Yorick’s island, believing he could become an asset to their faith.

    Yorick agreed to journey to their monastery, and there, he learned the ways of the Brethren of the Dusk and the true significance of their trappings. Every monk carried a spade as a symbol of their duty to conduct proper burial rites, which ensured souls would not lose their way. And each brother wore a vial of water drawn from the Blessed Isles’ sacred spring. These Tears of Life represented the monks’ duty to heal the living.

    Yet, no matter how he tried, Yorick could never gain the acceptance of the other monks. To them, he was tangible proof of things that should only be known through faith. They resented his power to easily perceive what they themselves had struggled their entire lives to understand. Shunned by his brothers, Yorick found himself alone again.

    One morning, as he tended to his duties in the cemetery, Yorick was interrupted by the sight of a pitch-black cloud roiling across the surface of the Blessed Isles, devouring everything in its path. Yorick tried to run, but the cloud quickly enveloped him and plunged him into shadow.

    All around Yorick, living things began to writhe and contort, corrupted by the foul magic in the Black Mist. People, animals, even plants began to transform into vile, ghoulish mockeries of their former selves. Whispers emanated from the turbulent air around him, and his brothers began ripping the vials of healing water from their necks, as if the objects were causing them great anguish. A moment later, Yorick watched in abject horror as the monks’ souls were ripped from their bodies, leaving cold, pale corpses behind.

    Among the quieting screams of his brethren, Yorick alone could hear voices within the mist.

    “Remove it. Join us. We will become one.”

    He felt his fingers grasping for the vial at his neck. Mustering all his resolve, Yorick forced his hands away from his throat and commanded the howling souls to stop. The Black Mist writhed violently, and darkness overtook him.

    When Yorick awoke, the winds had calmed, and the once-fertile lands had transformed into the grotesque hellscape of the Shadow Isles. Isolated tendrils of the Black Mist clung to him, trying to overtake the one living thing not yet corrupted. As the Mist wrapped itself around him, Yorick saw it suddenly recoil from the vial at his neck. Yorick clutched the blessed water, realizing it was all that kept him alive.

    In the days that followed, Yorick scoured the islands for survivors, but found only the twisted remnants of what once lived there. Everywhere he walked, he witnessed wretched spirits rising from the bodies of the dead.

    As he searched, Yorick slowly pieced together the events that led to the cataclysm: A king had arrived seeking to resurrect his queen, but instead, had doomed the Isles and everything on them.

    Yorick wished to find this “Ruined King” and undo the curse he had unleashed. But he felt powerless in the face of the seemingly endless death that surrounded him.

    Almost lost within his grief, Yorick began to speak to the spirits around him, attempting to find solace with them as he had as a child. Instead, as he communed with the Mist, corpses left their graves, guided by his voice. He realized the bodies he once laid to rest were now his to command.

    A glimmer of hope shone from the heart of his despair. To free the dead of the Shadow Isles, Yorick would wield their power and their strength.

    In order to end the curse, he would be forced to use it.

  4. Kalista

    Kalista

    In life, Kalista was a proud general, niece to the king of an empire that none now recall. She lived by a strict code of honor, serving the throne with utmost loyalty. The king had many enemies, and when they sent an assassin to slay him, it was Kalista’s vigilance that averted disaster.

    But in saving the king, she damned the one he loved most—the assassin’s deflected blade was envenomed, and sliced the arm of the queen. The greatest priests and surgeons were summoned, but none could draw the poison from her body. Wracked with grief, the king dispatched Kalista in search of a cure, with Hecarim of the Iron Order taking her place at his side.

    Kalista traveled far, consulting learned scholars, hermits and mystics… but to no avail. Finally, she learned of a place protected from the outside world by shimmering pale mists, whose inhabitants were rumored to know the secrets of eternal life. She set sail on one last voyage of hope, to the almost legendary Blessed Isles.

    The guardians of the capital city Helia saw the purity of Kalista’s intent, and parted the mists to allow her safe passage. She begged them to heal the queen, and after much consideration, the masters of the city agreed. Time was of the essence. While the queen yet breathed, there was hope for her in the fabled Waters of Life. Kalista was given a talisman that would allow her to return to Helia unaided, but was warned against sharing this knowledge with any other.

    However, by the time Kalista reached the shores of her homeland, the queen was already dead.

    The king had descended into madness, locking himself in his tower with the queen’s festering corpse. When he learned of Kalista’s return, he demanded to know what she had found. With a heavy heart, for she had never before failed him, she admitted that the cure she had found would be of no use. The king would not believe this, and condemned Kalista as a traitor to the crown.

    It was Hecarim who persuaded her to lead them to the Blessed Isles, where her uncle could hear the truth of it from the masters themselves. Then, perhaps, he would find peace—even if only in accepting that the queen was gone, and allowing her to be laid to rest. Hesitantly, Kalista agreed.

    And so the king set out with a flotilla of his fastest ships, and cried out in joy as the glittering city of Helia was revealed to him. However, they were met by the stern masters, who would not allow them to pass. Death, they insisted, was final. To cheat it would be to break the natural order of the world.

    The king flew into a fevered rage, and commanded Kalista to slay any who opposed them. She refused, and called on Hecarim to stand with her… but instead he drove his spear through her armored back.

    The Iron Order joined him in this treachery, piercing Kalista’s body a dozen times more as she fell. A brutal melee erupted, with those devoted to Kalista fighting desperately against Hecarim’s knights, but their numbers were too few. As Kalista’s life faded, and she watched her warriors die, swearing vengeance with her final breath…

    When next Kalista opened her eyes, they were filled with the dark power of unnatural magic. She had no idea what had transpired, but the city of Helia had been transformed into a twisted mockery of its former beauty—indeed, the entirety of the Blessed Isles was now a place of shadow and darkness, filled with howling spirits trapped for all eternity in the nightmare of undeath.

    Though she tried to cling to those fragmented memories of Hecarim’s monstrous betrayal, they have slowly faded in all the centuries since, and all that now remains is a thirst for revenge burning in Kalista’s ruined chest. She has become a specter, a figure of macabre folklore, often invoked by those who have suffered similar treacheries.

    These wretched spirits are subsumed into hers, to pay the ultimate price—becoming one with the Spear of Vengeance.

  5. Thresh

    Thresh

    The horrifying specter now known as Thresh was once a simple, if troubled, man. In an age history has all but forgotten, he was a lowly warden of an order devoted to the gathering and protection of arcane knowledge. This order was established on the Blessed Isles, which were hidden and protected from the outside world by magical pale mists.

    The masters of the order acknowledged Thresh’s long years of service, and tasked him with the custodianship of certain hidden vaults beneath the city of Helia. It was there that a vast, secret collection of dangerous artifacts was kept under lock and key. Incredibly strong-willed and methodical, Thresh was well suited to such work… but even then, his penchant for cruelty had been noted by his brethren. While it had not yet manifested in murderous ways—at least, none that could be proven—he was shunned by many.

    It became clear he had been given a job that kept him away from others, preventing him from gaining the recognition he felt he deserved. Solitary years in the darkness took their toll, and Thresh grew ever more bitter and jealous as he patrolled the long halls with his lantern-stave, and only his own resentful thoughts for company.

    His moment of opportunity came when the armies of a mad king managed to pierce the veiling mists, and arrived unbidden upon the shores of the Blessed Isles.

    Secretly, Thresh delighted in the slaughter that followed. The invading king was obsessed with resurrecting his dead queen—and Thresh willingly led him to the fabled Waters of Life.

    None but the most senior members of the order had ever been permitted to enter the hidden catacomb that housed the Waters. Now, with the king’s greatest warriors at his back, Thresh laughed as the guardians of that sacred place were cut down before him. Finally, he believed, he would get what he had long deserved.

    Only those who were there could say what truly occurred when the king lowered the lifeless corpse of his wife into the Waters, but the aftermath would shake the whole of Runeterra.

    A catastrophic blastwave of dark energy surged outward, engulfing Helia and spreading rapidly across the rest of the Blessed Isles, and the white mist that had once protected them turned black and predatory. Every living thing in its path perished in an instant, and yet their spirits could not move on, caught in a horrifying new existence somewhere between life and death. Thresh himself was among the first to be claimed… but while others screamed in anguish at their fate, he reveled in it.

    He arose from this cataclysm, this Ruination, as a spectral monstrosity, relishing the chance to torment others without fear of reprisal, and unfettered by the limits of mortality.

    Over the decades and centuries that followed, his supernatural appearance slowly changed to match the malice and cruelty that had always festered in his heart. To his amusement, Thresh came to realize most other spirits trapped within the Black Mist retained only fragments of their former selves—even the strongest of the foreign invaders, such as Hecarim or Ledros—while his power continued to grow.

    Driven by spite to prey upon those he perceives as lesser souls, Thresh’s favorite victims have always been those who will suffer the most from his attentions. No matter how strong their resolve, resilience, or faith, he strives to break them as slowly as possible, by learning their fears and weaknesses, and toying with them to the very end. Only when their lives lie in tatters, their loved ones taken from them, their sense of purpose lost and their last glimmer of hope snuffed out, do Thresh’s hooked chains finally drag them into his undying grasp.

    Even so, death brings no merciful release, for he tears out the souls of all he kills—imprisoning them within his accursed lantern, to be unwilling witnesses to his depredations for all eternity.

    Only a single soul has ever escaped him.

    Senna, one of the hated “Sentinels of Light”, died a futile death after facing Thresh in some forgotten eldritch vault. Her distraught husband, Lucian, then pursued the cruel spirit for years, becoming singularly obsessed with the hunt, letting his grief and rage consume him almost entirely. To Thresh, it was delectable.

    However, before he could finally claim Lucian’s soul, a vengeful blow split Thresh’s lantern open, and freed Senna from it.

    Intrigued by the obvious strength of their mortal bond, he has decided to allow them this small and insignificant victory, knowing all too well that the game of light and shadow they all play is still far from over…

  6. Syndra

    Syndra

    As a young child of Navori, Syndra was prone to distraction. She would often get lost in the magical beauty of a pond eclipsed in shadow, or a trail of sugarbeetles climbing the wall. Whenever her chores at home went unfinished, she was scolded harshly by her mother for her lack of focus. Syndra was even blamed when the milk soured, or when any other minor misfortunes befell the family.

    Her older brother, Evard, teased her more than anyone. Syndra often fled to her favorite hiding spot—the ghost-willow, a tree sacred to the people of her village. Alone, she would whisper to the tree for hours, seeking solace. Unbeknownst to her, one warm evening, Evard and his friends followed her in secret. They snickered at her childish tears. Her shame and rage grew as she tried to ignore their insults, until one of them threw a clump of dirt at her head.

    Syndra could no longer control her emotions. All her anger erupted from deep within her, in the form of darkly shining magical orbs, heavy with the weight of her anguish.

    This powerful ability had been dormant until now. It flared with volatile strength, the orbs like pearls of negativity that leached the spirit magic from the world around her, draining the ghost-willow of its life essence. Evard and his friends backed away in horror as the ancient tree twisted, its bark withering to a tarry black.

    Deprived of the ghost-willow, the villagers grew concerned that their connection to the Spirit of Ionia had been severed, and Syndra’s family was to blame. Forced to move on in search of a new home, all had become fearful of her magic.

    After months of travel, they reached the coast and encountered a hermit-priest named Konigen. He spoke of his home on the island of Fae’lor, where he taught those who wished to learn to control their wild magic, and Syndra’s family could see no other option—perhaps he could succeed where they had not. Young Syndra climbed the steps to a cliffside temple, crafted long ago from dark stone, and overlooking the sea. Though she missed her old life, she tried to embrace her teacher’s wisdom, and put all her effort into tempering her emotions.

    However, Syndra grew frustrated as, instead of gaining more control, over the years her magic seemed to weaken. Konigen now locked himself away each morning, meditating in solitude rather than teaching her anything new, and so she confronted him. His teeth gritted with exhaustion, he confessed that he was deliberately dampening her power, for her own safety. Such negativity had a strange, unpredictable effect on reality, and Syndra had grown far beyond his ability as a mentor.

    She felt more betrayed than she ever had before. Konigen tried to calm her, which only fueled her anger… and in that moment, his focus was lost.

    The foundations of the temple shook. The morning light seemed to pale. Syndra rose from the floor, as her frustrations surged within her. She snatched dark orbs from the air, and cast them through her mentor’s body, forcing him to feel all of her bitter outrage as he died.

    The ceiling gave way, rubble raining down, burying the sacred gardens in dust. Syndra turned her powers against what was left of the temple, sending shockwaves throughout Fae’lor, and draining raw magic from the island itself.

    Never had such negative energy been so concentrated in one place, and it was the Spirit of Ionia that swelled to counter it. The bedrock opened up beneath Syndra, dragging her down to a cavern deep underground—roots pulled her into a pool of living water to suppress her powers, and trap her in a magical slumber.

    Syndra dreamed for what seemed an eternity. Most of the world forgot she had ever existed.

    War with the Noxian empire divided the people of Ionia, and Syndra was eventually awakened by those who had once stood guard over Fae’lor. Some came to kill her, while others hoped she would aid them against Noxus, but she unleashed chaos upon them all. She refused to be a pawn in someone else’s game. Ripping apart the walls of the fortress that had been built on top of her island prison, Syndra raised the greatest tower into the skies to carry her far away.

    She would not be controlled. Not ever again.

  7. Last Rites

    Last Rites

    “Help… me,” begged the shipwrecked man.

    Yorick couldn’t say how long the survivor had been lying there, bones broken, bleeding into what remained of his wrecked sailing vessel. He had been moaning loudly, but his cries were drowned out by the multitude of wailing souls that haunted the isle. A maelstrom of spirits gathered around him, drawn to his flickering life force like a beacon, hungry to reap a fresh soul. The man’s eyes widened in horror.

    He was right to be scared. Yorick had seen what happened to lost spirits taken by the Black Mist, and this—this was warm flesh, a rarity in the Shadow Isles. It had been how long—a hundred years?—since Yorick had seen a living being? He could feel the Mist on his back quivering, eager to wrap this stranger in its cold embrace. But the sight of the man stirred something in Yorick he had long forgotten, and whatever it was would not allow him to surrender this life. The burly monk heaved the damaged man onto his shoulders and carried him back up the hill to his old monastery.

    Yorick studied the face of the injured man as he groaned in agonized protest with each step the monk took. Why did you come here, live one?

    After completing the climb, Yorick carried his guest through several corridors in the abbey, before coming to a stop in an old infirmary. He eased the shipwrecked man onto a massive stone table and began to check his vitals. Most of the man’s ribs were shattered, and one of his lungs had collapsed.

    “Why do you waste your time?” asked a chorus of voices, speaking in unison from the Mist on Yorick’s back.

    Yorick remained silent. He left the table and made his way to a heavy door in the rear of the infirmary. The door resisted as he pushed, his hand doing little but leaving a print in the thick layer of dust. He pressed his shoulder against the wood and heaved his entire weight into it.

    “So much effort for naught,” sneered the Mist. “Let us have him.”

    Again, Yorick answered it with contemptuous silence as he finally forced the door open. The heavy oak dragged across the stone tiles of the monastery floor, revealing a chamber full of scrolls, herbs, and poultices. For a moment, Yorick stared at the artifacts of his former life, struggling to remember how to use them. He picked up a few that looked familiar—bandages, yellow and brittle with age, and some ointment that had long turned to crust—and returned to the man atop the stone table.

    “Just leave him,” said the Mist. “He was ours the moment he came ashore.”

    “Quiet!” snapped Yorick.

    The man on the table was now gasping for breath. Knowing he had little time to save him, Yorick tried to bind his wounds, but the rotten bandages fell apart as quickly as he could apply them.

    As his breath grew more ragged, the man convulsed. He grabbed the monk’s arm in agonized desperation. Yorick knew there was only one thing that could save the man’s life. He uncorked the crystal vial at his neck, and considered the life-giving water it contained. There was precious little left. Yorick was unsure if it was enough to save the man, and even if it did…

    Yorick was forced to face the truth. In trying to save the man, he was just chasing the memory of his former life, when this cursed place was called the Blessed Isles. The souls in the Mist had taunted him, but they’d taunted him with the truth. This man was doomed, and if Yorick used the Tears of Life, he would be too. He closed the vial and let it rest against his neck.

    Stepping back from the table, Yorick watched the man’s chest rise and fall one last time. The Black Mist filled the room, spirits clawing out from it in anticipation. The Mist shivered eagerly, then ripped the dead man’s soul from his body. It uttered a faint, feeble cry before it was devoured by its new host.

    Yorick stood motionless in the room and uttered a barely remembered prayer. He looked at the soulless husk on the table, a bitter reminder of the task he had yet to complete. While the curse of the Ruination remained, anyone who came to these isles would suffer the same fate. He had to bring peace to these cursed islands, but after years of searching, all he had found were whispers about a ruined king.

    He needed answers.

    With a single motion of Yorick’s hand, a thin strand of Mist poured into the man’s body. A moment later, it rose from the table, barely sentient. But it could see, it could hear, and it could walk.

    “Help me,” said Yorick.

    The body shambled out the door of the infirmary, its sloughing footsteps echoing through the halls of the monastery. It continued out into the foul air of the cemetery, walking through the rows of emptied graves.

    Yorick watched as the corpse trudged toward the center of the isles until it disappeared into the Mist. Perhaps this one would return with the answer.

  8. She

    She

    Jared Rosen

    Each time Viego thought of her face, it looked a little different.

    Sometimes, the eyes were just too far apart, or too close together. Or her cheeks were a little too thin or a little too wide. Sometimes, her hands lacked the calluses of a seamstress, but other times, they were gnarled and thick from long days holding scissors and needles. She wore a gown some days, and others, a simple work frock, and on others still, she wore nothing at all. She was never the same, but always the same, never there, but always present. A ghost of the heart Viego no longer possessed, rent open when... when...

    Viego, on his shattered, blackened throne at the bottom of the world, slammed his king’s blade deeply into the rock beneath, cracking the obsidian and sending a brutal tremor across the entirety of the Shadow Isles.

    To his left lay a painting he could no longer bear to look at, for the fair Isolde’s countenance had been too perfect to lay eyes upon, too lovely to grant him any peace or respite. He had torn her away, leaving only the image of a foolish young king who had believed the world was kind centuries before, but who now was rightfully dead.

    Or if not dead, something else.

    Viego could not remember much of his old country that was not twisted by shadows or anguish. In his memories, he stepped out upon the sandstone streets and only saw Isolde before him. Every fresco on every wall contained her within a painted world that only he could touch, only he could see. Yet when he went to reach for her, the illusion broke away, and he was here, surrounded on all sides by the putrid waters that had stolen her all over again.

    Viego ripped his blade from the ground and stood, smashing its great heft into the floor and walls as he wailed. Then he was still for a long while, regarding the ancient painting from the old kingdom as if he had seen something new. Regarding himself as he was before the Isles had been swallowed up by darkness.

    “Viego,” he said. “So handsome. So young. What became of you, Viego? Where have you gone?” He dropped the painting to the floor, its frame cracking awkwardly as the canvas crumpled beneath it.

    “Where are you, Isolde?” said Viego. “Why won’t you come back to me?”

    But he already knew the answer.




    To most, the Black Mist is a plague, a vector for monstrous, life-sucking wraiths to assault the living and steal them away until the sun dies and the world crumbles into nothing.

    To Viego, it is his great, unending sadness, pouring ceaselessly from his broken heart. A testament to his love, of better days long gone by, and a cruel reminder of what was taken from him so long ago.

    It is this very Mist that scours the land, tendrils infecting everything with their grim power, draining the life from whatever they touch until all that remains glows with the soft, necrotic green of the Ruination. Yet this, too, has a purpose, for as Viego’s sadness ebbs and wanes, the Mist surges forward, searching as if drawn to something... something old, familiar, safe. The wraiths and spirits that travel within it do what they will, but the Mist itself, no—it grasps ceaselessly for her.

    Everything Viego does is for her.

    And now, it has found something, far from the shores of the Isles, far past the docks of Bilgewater and the coasts of Ionia. Something on the mainland, hidden within a modest city at the edge of a river. The object calls to Viego, screams for Viego, demands his attention at all costs. And though the people wail, though they run from the blanket of death that rolls softly across their homes and fields, though the wraiths shriek and the horrors stir to feed, Viego hears but one voice, and one voice alone.

    “Viego,” he imagines it says, for he cannot make out the words.




    The Ruined King bursts from the fog like a hungry shadow, tearing through the first guard he sees as he lifts his blade high above the ground. The man’s face contorts in pain as his body melts away and his spirit is absorbed into the Mist, but Viego barely pays him any attention before he brings his sword down upon the second. Everywhere around him, ghouls feast upon the living, tearing them apart as their souls are dragged away to join the king’s legions.

    Searing flesh sails through the air, arrows tumble across space, swords clatter, and warriors fall.

    It does not matter to Viego.

    He raises a single hand before the city’s great wall, and the Mist rushes forward, stones falling away as the structure becomes tainted with decay. Viego simply steps across the threshold, and suddenly, he is through. He cuts down two more men as he moves silently toward the source of the voice, then another. They mean nothing. None of them bear any weight, and not one matters at all. Their spirits simply rise behind him, to do as he wills.

    The ruler of this city now stands before him, a proud man protecting a treasure of some kind, Viego is sure. But as a fellow leader, as a skilled warrior, perhaps he would make a better vassal than hungry spirit.

    “Stop,” says Viego, raising a single hand once more. The Mist, the wraiths, the horrors, the fighting—everything seems to freeze on the Ruined King’s command.

    “Behind you is a treasure you could not fathom the importance of. I will see it returned to me, and in exchange, you will serve me personally.”

    The man seems to stumble over his words, grasping at something he cannot quite muster the courage to speak. But Viego gives him time, and slowly, the words form on his lips: “If I give you this treasure, will you spare the city?”

    The Ruined King seems disappointed. Whether he ponders an answer or reflects on the situation, this man will never know, as Viego suddenly appears above him, his great blade slicing down through the heart of this small, frightened warrior-king. His body slides harmlessly down the massive greatsword, as blackness spreads across his skin.

    Viego rips the door behind him open, and there, the treasure lies.

    An old, worn-down music box, a gift from Viego’s wedding day, whispering something he cannot quite hear. It seems possessed by grief, by boundless, immeasurable sorrow, but Viego simply holds it before his eyes, imagining the soft smile that will surely dance across Isolde’s face the day he sees her again.

    “What have they done to you, my love?” he coos, as the man he slaughtered slowly rises from the earth, ghostly greens and blues throbbing from between the cracks in his skin.

    “Do not worry,” he assures the music box. “I will find you. It is simply a matter of time.”

    And with that, Viego is gone, vanishing as wraiths devour the city.

  9. Vex

    Vex

    In the black heart of the Shadow Isles, a lone yordle trudges through the spectral fog, content in its murky misery. With an endless supply of malaise and a powerful shadow in tow, Vex shields herself from the pep and happiness of the outside world, and all of the irksome “normies” who occupy it.

    Growing up in Bandle City, Vex never felt she belonged. The whimsy and color of the yordle realm was cloying to her. Despite the best efforts of her parents, she never seemed to find her “yordle spirit” or any like-minded friends, and chose to spend most of her time sulking in her room.

    There, she found an unlikely soulmate in her own shadow. It was black (her favorite color), and it didn’t talk—the perfect companion for the sullen youth. She learned to entertain herself with the shadow, performing gloomy pantomimes for her own amusement.

    Alas, it was just a shadow, incapable of shielding Vex from the loathsome cheerfulness that surrounded her. Surely something more lay in store. Something darker. Something sad. Something just like her.

    That something arrived in the form of a Harrowing, thick clouds of Black Mist that billowed through Bandle City, stirring its residents to panic. While most yordles fought valiantly to beat back the Mist, Vex was intrigued by the foul miasma and began to follow it to its source.

    When she arrived in the Shadow Isles, Vex couldn’t believe her eyes. Vast tracts of land and sea, devoid of all life and color, stretched out before her. Here, she could finally sulk, unbothered by the laughter and merriment of others.

    As the days passed, Vex realized the Black Mist was having a strange effect on her. Her shadow had taken on a new ghostly persona—much more lively and expressive than its host—and her benign yordle magic had transformed into something far more sinister. Vex could now spread her misery far and wide.

    “Who made this wonderfully awful place?” she wondered.

    Her question was soon answered when the Ruined King, Viego, appeared in the Isles, seeking to spread his Mist to all corners of Runeterra. Upon meeting Vex, Viego realized the yordle had a unique ability to spread despair, making people more vulnerable to his Harrowing. Vex, in turn, was inspired by his vision for a world covered in Black Mist. The two became fast allies and set out to turn the entire world into a harrowed wasteland.

    Before Viego’s vision could be fully realized, Vex discovered his ulterior motive: to reclaim the soul of his dead queen Isolde, and reunite with her in matrimonial bliss. She shuddered in disgust, feeling betrayed that the man she had trusted to kill the world’s happiness had, in fact, been seeking it himself. Vex left Viego to be defeated by the Sentinels of Light, his dreams of a matrimonial reunion dashed upon the stones of the Camavoran wreckage. Alone once more, she watched in disappointment as the world returned to the bright, colorful place she had always hated. Finding a lasting melancholy was going to be tougher than she’d thought.

    She knew one last place she could go—a surefire way to achieve the misery she craved. She paid a visit to her parents in Bandle City, eager to show them who she had become and bask in their disapproval.

    The young yordle watched as her parents turned dumbstruck, still as tree stumps. Their expressions changed from shock, to denial, to reluctant acceptance.

    “Honey. We don’t understand... this,” said her mother, motioning with her finger at Vex’s entire being.

    “But we love you unconditionally,” said her father. “And if you’re happy, we’re happy for you.”

    Rolling her eyes, Vex released a loud, exasperated sigh. “You guys are the worst,” she moaned.

    She trudged out of her parents’ living room, anxious to return to the Shadow Isles where she could sulk undisturbed.

  10. Gwen

    Gwen

    Within the long-lost kingdom of Camavor, there once lived a village of people far from the throne. It was here, in the rural colonies, where a humble seamstress made her beloved doll, Gwen.

    What Gwen can remember of her past, she remembers with love. The seamstress and the doll spent their days crafting, scissors resting in Gwen’s still hands as her maker stitched nearby with needle and thread. At night, the two could be found crouched under the dinner table, the seamstress challenging Gwen to makeshift duels, the clash of silverware against scissors echoing in their candlelit kitchen.

    In time, the games stopped and the light faded. Gwen could not understand why, but whenever she struggled to recall details, she felt a twinge of pain, tied to a man whose name and face escaped her. As her memories washed away with the ocean tide, Gwen lay still for centuries, quiet and forgotten.

    Then one night, her eyes opened. Gwen awoke for the very first time on a shadowy beach far from her home. By magic unbeknownst to her, she had been transformed into a living girl who could move her hands and feet—all on her own!

    Gwen took to life with joy. She skipped across the sand, amazed by how far her eyes could see, how wondrous every pebble was to her touch, and how incredible the wind felt on her back. Along the coast, scattered debris left abandoned for a millennium caught her attention. Lying beside broken chests were oddly familiar tools.

    Scissors. Needles. Thread.

    Gwen recognized them immediately. These were her maker’s tools. When her fingers touched them, a burst of mist glinting with light flowed from her hands. To her, it felt safe and warm, like the soothing embrace of a hallowed past.

    But Gwen was not the only one drawn to this magic.

    Lurking in the isles, a different mist swarmed. Black in color, it coiled and twisted, forming into fearsome wraiths. Something within Gwen’s newfound presence attracted them—something they hungered for with obsession.

    As the wraiths came for her, Gwen was undeterred. She thrust her scissors at them. To her delight, more of her mist filled the air, enchanting the size and strength of her tools and turning them from mere steel into spectral magic.

    But the wraiths were relentless. They swelled in number, fueled by the ever-growing Black Mist. Gwen began to feel a tragic, strangely familiar pain. Surrounded by wraiths, suppressed memories surfaced. She recalled images of her maker, sick and wounded, lying in anguish. Near her was a man whose face finally returned to Gwen.

    Viego.

    Remembering his name brought Gwen to her knees. Wistfully, she reflected on the bygone moments spent with her maker—a happier, simpler time—and stole one final glance at her scissors...8<-8<-8<-8<-

    It was then Gwen realized something amazing. Her maker, victim to that man’s twisted vanity, was not fully gone. The seamstress’ tools, the very tools that first sewed and stitched Gwen together, were now in her hands. Gwen believed this was no accident. She knew, deep down, her maker was still with her, still fighting.

    This was a gift Gwen would not take for granted.

    Grasping needles and thread, she spun clouds of Hallowed Mist to push back the swarming wraiths. Her scissors slashed hard and fast, reminiscent of those blissful nights when her maker imagined grand battles beneath their kitchen table. Soon, the wraiths were no more.

    Though triumphant, Gwen recognized this was only the beginning. She could sense these wraiths and Viego were linked, both responsible for the spread of immense pain. With no time to lose, she resolved to track the Black Mist and stop it at any cost. Gwen expected this endeavor to be strenuous, yet she reveled in every second of being alive—for who knew how long this blessing would last?

    Having been given a unique chance at life, Gwen chooses to be an indomitable, positive force against all odds. She journeys across Runeterra, determined to restore joy to those who are hurt and suffering. To Gwen, each moment is precious, and each step driven with purpose.

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