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Prayer to a Crumbling Shrine

Rayla Heide

Rin stubbed his toe on a root and stumbled, catching himself before he lost his balance. A few paces in front of him, his great aunt looked back.

“Need my old bones to slow down for you? Ho ha!” she chuckled.

“No,” he murmured to his shoes. His great aunt Peria was snow-haired and stooped with age, though she was still a few inches taller than Rin. He wished he could be as tall as his horrible brother—he would have towered over both of them if he was there.

Rin had never been in this part of the woods before. The pine trees grew closer together, so much that the light of the noonday sun had diminished to a glimmer amongst the shadows.

Aunt Peria stopped ahead. At first, he thought she stood in front of a mossy boulder, but as he caught up he saw the remains of a stone figure, eroded by time. Rin fiddled with the rocks in his pocket.

“Aha! Do you know who this is?” asked Aunt Peria.

“Uh, some old noble from the city?” said Rin.

“Oh no!” said Aunt Peria cheerfully. “To many, she was no more than shadow and myth. A figure known as the Veiled One.”

Aunt Peria lifted her lantern up toward the figure. The statue’s left arm was missing from the shoulder, but her right palm was open, as if inviting them forward. Upon her head was what must have once been a delicate stone shroud, now coated in vines. Feathered stubs rose from her shoulders, broken and weathered. Rin could see that part of her face had crumbled garishly, and he shivered. The unbroken half of her face was not much better—her remaining eye was marked with stains, and her expression was spiteful, as if she was about to spit out sour milk.

“Don’t like her?” Aunt Peria said, amused. “You are not the only one. She is not the most beloved. But she knows all about revenge.”

Rin’s eyes widened. He thought he’d been so careful.

“Yes, yes, I heard the rocks clacking around your pocket,” said Aunt Peria. “I know you’re planning to get back at your brother. He didn’t mean to hurt you, you know.”

“He hit me in the eye with the blunt of his axe!” Rin cried. “What do you think he meant to do? Shouldn’t he be the one who gets a lesson?”

“He was showing you where to chop wood. You know he would never hurt you on purpose,” said Aunt Peria.

“He deserves his own black eye!”

“And if you gave him one, what lesson do you think he would learn from that, hmm?”

Rin did not think Aunt Peria would much like his response, so he stayed silent.

“No answer? A story, then,” said Aunt Peria. “Now, listen!”

Rin sat himself down in front of the statue. With a sigh, he leaned his head against his hand.

“Long ago, in the deepest, darkest woods, where the trees grew together so tightly no sign of the sky or stars was visible, the Veiled One lived, far away from any settlement. Though few spoke with her, it was believed that she was older than dawn, sharper and wiser than any in the land. Those with disputes they could not solve themselves would come to her for final judgment, to seek wisdom, absolution—and occasionally, punishment. But they did so with caution, for it was also known that her lessons could be severe.

“One day, a Cleric and his Pupil entered the woods to find the Veiled One, for the Pupil had erred. The Pupil had acted in anger against his elder, striking him with a censer. Smouldering incense had scarred the Cleric’s face with a grotesque burn. The Pupil knew he done wrong and wanted to repent.

“The two had journeyed a day and a night before they found the Veiled One.

“They entered a cavern illuminated by candles. Water dripped from the ceiling, and strange potions lined the walls. It stank of gravesoil and moss. Dozens of raven-black feathers littered the floor.

“A figure silently emerged from the shadows to meet them—the Veiled One. A black shroud hid most of her features from sight, but her eerily violet eyes shone through. Her feet were bare on the cold stone floor. As the Pupil told his tale, she gazed at him with an unbroken stare.

“‘I see that your actions were no accident,’ spoke the Veiled One at last. Her voice, though rarely heard, was barbed like a thornbush. ‘You acted with purpose and certainty. And yet, now you feel much pain at having hurt your master.’

“‘Aye, I wish to atone for my sins so that I may rid myself of this guilt,’ he said.

“‘Guilt can teach many things to a heart humbled by intent. Why did you strike your master?’ she asked.

“‘It was an act of anger. I was wrong,’ said the Pupil.

“‘Perhaps. What caused your anger?’ asked the Veiled One.

“The Pupil looked to his Cleric, and cast his eyes down.

“‘In my foolishness, I sought to end his lesson to another student,’ said the Pupil.

“‘And what was that lesson?’

“Before the Pupil could answer, the Cleric interrupted.

“‘My students require instruction in myriad ways,’ he said. ‘I teach them manners, patience, and restraint. If I must, I will use the lash. I do not enjoy it—these lessons are my sacred duty.’

“The Veiled One peered at the Cleric. Behind the shroud, her eyes seemed to bore into him.

“‘But you do enjoy them,’ she said.

“‘I beg—’

“‘Tell me, scarred master, are your lessons truly for the good of your students? Or do you punish them to relish their suffering?’ said the Veiled One.

“‘No,’ the Pupil interrupted. ‘He can’t have, he cares about us—’

“The Cleric raised his hand and struck the boy.

“‘I don’t need your lying breath to defend me,’ spat the Cleric, his scarred face vivid with anger.

“The Veiled One opened her palm and chained the Cleric to her with dark fire. The bindings glimmered with immaterial violet light, but the Cleric could not break them as he struggled.

“‘You came to me for another’s punishment,’ she hissed. ‘But you ignore your own sins. Your sick pride swells as they come back to you, Cleric. Since you refuse to look yourself, I will make you feel the pain you caused.’

“Through the chains that bound them, the Veiled One forced him to endure all the shame, suffering, and loneliness he had inflicted on his pupils. For an instant, the Cleric’s heart stopped, as a great weight he had never known constricted his very soul. He fell to his knees, fixed in place by bitter torment, as shadowed flames licked his flesh.

“‘Stop, please stop!’ the student cried. ‘Please, punish me in his place. He has suffered enough!’

“‘You defend him, even now,’ said the Veiled One. ‘The wretch has much to learn ere death's mercy lays claim. He alone must feel the pain he caused so he may never hurt another. You came here seeking understanding—its burden is now yours to bear.’

“The Pupil did not show his face at his cloister for many days. But when hunger and fatigue overcame him, he finally forgot his fear of his master’s lash. Upon his return, he found the Cleric a different man. Where his elder had been cruel and uncaring, he was patient and gentle. For though the burn on his face had not yet healed, the Veiled One’s lesson had cut far deeper.”

Aunt Peria set her lantern at the base of the statue. Half her stone-gray face was lost to darkness, with flickering shadows running down her shroud like tears.

“Be careful, Rin, when wishing for punishment. Can you teach a lesson that will make your brother a better person? Even if he did hit you on purpose, there is no sense in you punishing him selfishly.”

Rin felt the rocks in his pocket.

“I guess my brother did say he was sorry. After I fell down from getting hit in the eye,” he said. He begrudgingly dropped the rocks to the forest floor.

“Wonderful! Let us give thanks to the Veiled One.”

Aunt Peria opened her lantern and blew the candle out.

“Remember—revenge is an act of pride, but teaching is selfless,” she said. “In case you forget, I’ll be watching you! Ha! And the Veiled One might be, too!”

Rin watched the smoke curl and unfold around the statue’s empty stone eye, shrouding the figure in shadow. When he looked back, Aunt Peria had set off through the trees, back toward the village. Rin hurried to catch up.

More stories

  1. Morgana

    Morgana

    Whether through destiny or circumstance, Morgana and her sister were born to a world in conflict. The cataclysmic Rune Wars had ripped through most of Valoran and Shurima, and seemed poised to engulf even the peaks of Targon. Morgana’s parents, Mihira and Kilam, knew the legends of the great mountain granting divine power—they saw no other choice than to attempt the long and perilous journey, if their tribe was to be saved.

    Even when they learned Mihira was with child, they could not turn back. Finally, where Runeterra touches the stars, Kilam watched in wonder and fear as Mihira was chosen to embody the Aspect of Justice.

    The couple returned not only with the salvation they sought, but twin daughters—Morgana and Kayle. However, the celestial power that claimed Mihira began to overshadow her mortal personality and affections. She would often push the girls into their father’s arms, abandoning them to answer battle’s call.

    For many months, uncertainty gnawed at Kilam. The wars still raged on countless fronts, and his beloved wife was slipping away. Fearing for his daughters’ safety, he waited for Mihira to leave once more, then fled Targon with them both.

    Though their destination did not yet have a name, it would become known as a haven from magic and persecution: the kingdom of Demacia.

    There the twins grew different as day and night. While Kayle studied the settlement’s growing set of laws, dark-haired Morgana became troubled by their distrust of new arrivals. Knowing what it was to be a refugee, she wandered the wilds, talking to wayward mages and others cast out for the dangers they might bring. At home, she felt her father’s heartbreak at leaving Mihira behind, and grew bitter at her mother for causing such pain.

    Morgana’s fears that she and Kayle might carry some remnant of the Aspect’s power were eventually confirmed, when a great blade wreathed in shadow and starfire fell from the heavens. As it pierced the ground, splitting in two, feathered wings burst from the girls’ shoulders. Their father wept at the sight of them each taking up half of the weapon, and turned away even as Morgana reached out to comfort him.

    While Kayle embraced their new calling, rallying an order of judicators to enforce the laws, Morgana resented her gifts… until the night their settlement was raided. Kilam found himself surrounded as the fighting spread. In that moment, Morgana rushed to shield him, burning his attackers to ash. Together, the sisters saved countless lives, and were hailed as the Winged Protectors of Demacia.

    But Kayle grew more extreme in her ideologies, and Morgana increasingly found herself pleading the case of those who wanted to atone for their crimes. An accord was struck between the sisters and their mortal devotees—though it was uneasy, and did not last. Kayle’s most ardent disciple, Ronas, came to arrest Morgana herself. Attempting to protect her penitent followers, she shackled him with dark flame until he fell to the floor, dead.

    Divine fire lit the city from above as Kayle swore to bring Ronas’ killer to justice, and Morgana met her sister in the skies.

    They raised their blades, each matching the other with arcs of blinding light and burning darkness that lashed down at the buildings beneath them. It seemed certain that one of them would win… but Morgana faltered when she heard their father’s anguished voice. Kilam lay in the rubble, mortally wounded. Howling with grief, Morgana hurled her half of their mother’s sword at Kayle, and plunged to the surface like a meteorite.

    She cradled her father, cursing their inheritance for the destruction around them. Kayle landed, dumbstruck, and Morgana demanded to know if the smiting of wicked mortals included Kilam, whose crime was stealing them away from their mother. Kayle gave no answer, but soared into the heavens without looking back.

    Morgana’s wings became an inescapable reminder of her pain. She tried to cut them from her flesh, but could find no blade strong enough. Instead, she bound them with iron chains, resolving instead to walk the world of mortals.

    Over the centuries, her tale fell into myth, and the name Morgana was all but forgotten. To this day, the people of Demacia venerate “the Winged Protector,” but recall only the glory and truth of one sister, while Morgana’s dark outbursts and belief in personal redemption became the mysteries of “the Veiled One.”

    Through all of this, she still refuses to abandon those who would seek her aid. Bitter, betrayed, she bides her time in the kingdom’s shadows, knowing with certainty that Kayle’s light will someday return to Runeterra, and all will face her judgment.

    As magic begins to rise again, Morgana sees that dawn is nearly upon them.

  2. Lux

    Lux

    Luxanna—or Lux, as she prefers to be called—grew up in the Demacian city of High Silvermere, along with her older brother Garen. They were born to the prestigious Crownguard family, which had served for generations as protectors of the kings of Demacia. Their grandfather saved the king’s life at the Battle of Storm’s Fang, and their aunt Tianna was named commander of the elite Dauntless Vanguard regiment before Lux was born.

    Garen took to his family’s role with fervor, joining the military when he was still little more than a boy. Lux, in his absence, was expected to help run the family’s many estates—a task she resented, even as a young child. She wanted to explore the world, to see what lay beyond the walls and borders of Demacia. She idolized Garen, but railed against his insistence that she put her own ambitions aside.

    To the endless frustration of Lux’s tutors, who sought to prepare her for a life of dutiful service to the Crownguard family, she would question their every teaching, examine differing perspectives, and seek out knowledge far beyond what they were prepared for. Even so, few could find it in themselves to stay angry at Lux, with her zest for life and intoxicating optimism.

    Little did any of them know a time of change was approaching. Magic had once brought Runeterra to the brink of annihilation, and Demacia had been founded as a place where such powers were forbidden. Many of the kingdom’s folktales told of pure hearts turned dark by the lure of magic. Indeed, Lux and Garen’s uncle had been slain by a rogue mage some years earlier.

    And there were fearful whispers, rumors from beyond the great mountains, that magic was rising once more in the world…

    Riding home one fateful night, Lux and her horse were attacked by a ravenous sabrewulf pack. In a moment of fear and desperation, the young girl let loose a torrent of magical light from deep within her, routing the beasts but leaving her shivering in fear. Magic, the terror of Demacian myths, was as much a part of Lux as her Crownguard lineage.

    Fear and doubt gnawed at her. Would she become evil? Was she an abomination, to be imprisoned or exiled? At the very least, if her powers were discovered, it would see the Crownguard name disgraced forever.

    With Garen spending more time away from High Silvermere, Lux found herself alone in the halls of their family home. Still, over time, she became more familiar with her magic, and her sleepless nights—fists clenched, willing her inner light to fade—became fewer and fewer. She began experimenting in secret, playing with sunbeams in the courtyards, bending them into solid form, and even creating tiny, glowing figures in her palm. She resolved to keep it a secret, as much as she could.

    When she was sixteen, Lux traveled with her parents Pieter and Augatha to their formal residence in the Great City of Demacia, to witness Garen’s investiture into the honored ranks of the Dauntless Vanguard.

    The city dazzled Lux. It was a monument to the noble ideals of the kingdom, with every citizen protected and cared for; and it was there that Lux learned of the Illuminators, a charitable religious order working to help the sick and the poor. Between her family’s courtly engagements, she became close with a knight of the order named Kahina, who also taught Lux more martial skills, sparring and training with her in the gardens of the Crownguard manor.

    Spending more time in the capital, Lux has finally begun to learn about the wider world—its diversity, and its history. She now understands that the Demacian way of life is not the only way, and with clear eyes she can see her love for her homeland standing alongside her desire to see it made more just… and perhaps a little more accepting of mages like her.

  3. Camille

    Camille

    Clan Ferros understands sacrifice.

    Most of the family’s wealth came through harvesting a rare crystal from the brackern, a creature native to Shurima. These hex-crystals—or “first crystals”—contained power normally only wielded by those born with innate magical ability. After Camille’s great-great aunt lost an arm during an early expedition, her sacrifice inspired the Ferros family motto: “For family, will I give.”

    The brackern were a limited resource, and Camille's family had to augment the crystals they’d accumulated. Utilizing shadow investments in chemtech and runic alchemy, they developed less powerful, but easier to make, synthetic hex-crystals.

    Yet there were consequences—synthetic crystal manufacturing has long been rumored to heavily contribute to the Zaun Gray. Furthermore, it was only through espionage, intimidation, and murder that Clan Ferros held its monopoly on this priceless commodity, and ensured its uninterrupted production in Zaun, maintaining the family’s place in Piltover’s illustrious Bluewind Court.

    As the eldest surviving child of Clan Ferros’ masters, Camille received every educational advantage. She had exceptional tutors, learning to speak several foreign languages and play the cellovinna at a concert-master level. Camille also learned to read and write Ancient Shuriman while assisting her father on digs in the Odyn Valley.

    Traditionally, one of the younger children would become their family's principal intelligencer, working with the clan master to secure their family’s success by any means necessary. However, Camille's younger brother, Stevan, had a weak constitution, and so Camille took his place. He jealously watched her embrace her additional training, and she became quite adept in combat, reconnaissance, and interrogation.

    When Camille was twenty-five, augmented Zaunite thugs attacked her and her father, intent on stealing lucrative trade secrets. Camille’s father succumbed to his wounds, and in anguish, her mother died soon after. Stevan became clan master, and he doubled the clan’s research in human hextech augmentation, eager to prove himself as a strong leader.

    After a year of mourning, Stevan oversaw the induction of Hakim Naderi—a promising young crystallographer from the Shuriman coastal city of Bel'zhun—as the family’s lead artificer.

    Camille requested hextech augmentation from Hakim to push her beyond her human limitations. Hakim was instantly enamored with her, and they bonded over the preparations and late night stories of Shurima… and eventually, Camille returned Hakim's feelings. Their affair grew reckless, as they knew the surgery would conclude their time together. Hakim would move onto other projects, and Camille would once again be fully committed to the principal intelligencer’s duties. More than that, Hakim worried that in carving away Camille's heart, he might remove her humanity.

    Days before Camille's operation, Hakim proposed marriage and begged her to run away with him. For the first time in her life, Camille was torn.

    Stevan had no such conflict, as he needed Camille to execute his vision. When he learned of the secret proposal, he devised a plan—the next time Camille and Hakim were together, Stevan set himself up to be attacked. When she saw her brother bruised and bloodied, Camille recognized what could happen when her attention was divided.

    Hakim pleaded with Camille, but she wouldn’t listen. For family, she would give. She ended her relationship with Hakim, insisting her surgery go forward.

    He was the only one who could safely perform the operation, and so he excised Camille’s heart and replaced it with hextech—then resigned. When she awoke, the lab she and Hakim had shared was abandoned.

    Camille focused on her work. She took on further refinements, including bladed legs, grapple-spindled hips, and other, minor hex-augmentations, leading some to wonder how much of the woman was left. And as Clan Ferros amassed more power and wealth, Camille’s missions became darker and more deadly.

    Thanks to her hextech heart, she did not age—but the years were not so kind to her brother. Yet even as Stevan's body grew more frail, his iron grip on the clan remained.

    Eventually, Camille uncovered the depth of Stevan's betrayal, and realized his machinations were no longer in the family’s best interests. In that moment, she discarded the last sentiment she felt toward her brother.

    After installing her favorite grand-niece as clan master, Camille now runs the family's public affairs as well as its more shady operations. As a solver of… difficult problems, she embraces her more-than-human transformation and the cutting judgment it affords her—but a strange, mournful keening in her hextech heart may yet prove a troubling portent.

    Regardless, Camille refuses to sit idle, and gains invigoration from well-executed industrial espionage, a fresh-brewed cup of tea, and long walks in the Gray.

  4. Twisted Fate

    Twisted Fate

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

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

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

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

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

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

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

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

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

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

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

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

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

  5. Aurora

    Aurora

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  6. Garen

    Garen

    Born into the noble Crownguard family, along with his younger sister Lux, Garen knew from an early age that he would be expected to defend the throne of Demacia with his life. His father, Pieter, was a decorated military officer, while his aunt Tianna was Sword-Captain of the elite Dauntless Vanguard—and both were recognized and greatly respected by King Jarvan III. It was assumed that Garen would eventually come to serve the king’s son in the same manner.

    The kingdom of Demacia had risen from the ashes of the Rune Wars, and the centuries afterward were plagued with further conflict and strife. One of Garen’s uncles, a ranger-knight in the Demacian military, told young Garen and Lux his tales of venturing outside the kingdom’s walls to protect its people from the dangers of the world beyond.

    He warned them that, one day, something would undoubtedly end this time of relative peace—whether it be rogue mages, creatures of the abyss, or some other unimaginable horror yet to come.

    As if to confirm those fears, their uncle was killed in the line of duty by a mage, before Garen turned eleven. Garen saw the pain this brought to his family, and the fear in his young sister’s eyes. He knew then, for certain, that magic was the first and greatest peril that Demacia faced, and he vowed never to let it within their walls. Only by following their founding ideals, and by displaying their unshakeable pride, could the kingdom be kept safe.

    At the age of twelve, Garen left the Crownguard home in High Silvermere to join the military. As a squire, his days and nights were consumed by training and the study of war, honing his body and mind into a weapon as strong and true as Demacian steel. It was then that he first met young Jarvan IV—the prince who, as king, he would one day serve—among the other recruits, and the two became inseparable.

    In the years that followed, Garen earned his place in the shieldwall as a warrior of Demacia, and quickly gained a fearsome reputation on the battlefield. By the time he was eighteen, he had served with honor in campaigns along the Freljordian borders, played a key role in purging fetid cultists from the Silent Forest, and fought alongside the valiant defenders of Whiterock.

    King Jarvan III himself summoned Garen’s battalion back to the Great City of Demacia, honoring them before the royal court in the Hall of Valor. Tianna Crownguard, recently elevated to the role of High Marshal, singled out her nephew in particular, and recommended him for the trials necessary to join the ranks of the Dauntless Vanguard.

    Garen returned home in preparation, and was greeted warmly by Lux and his parents, as well as the common people living on his family’s estate. Though he was pleased to see his sister growing into an intelligent, capable young woman, something about her had changed. He had noticed it whenever he visited, but now Garen wrestled with a real and gnawing suspicion that Lux possessed magical powers… though he never let himself entertain the idea for long. The thought of a Crownguard being capable of the same forbidden sorceries that had slain their uncle was too unbearable to confront.

    Naturally, through courage and skill, Garen won his place among the Vanguard. With his proud family and his good friend the prince looking on, he took his oaths before the throne.

    Lux and her mother spent much more time in the capital, in service to the king as well as the humble order of the Illuminators—yet Garen tried to keep his distance as much as possible. Though he loved his sister more than anything else in the world, some small part of him had a hard time getting close to her, and he tried not to think about what he would be forced to do if his suspicions were ever confirmed. Instead, he threw himself into his new duties, fighting and training twice as hard as he had before.

    When the new Sword-Captain of the Dauntless Vanguard fell in battle, Garen found himself put forward for command by his fellow warriors, and the nomination was unopposed.

    To this day, he stands resolute in the defense of his homeland, against all foes. Far more than Demacia's most formidable soldier, he is the very embodiment of all the greatest and most noble ideals upon which it was founded.

  7. Last Light

    Last Light

    The earthquake had struck Terbisia at dawn, the earth bucking like an unbroken colt and splitting apart in gaping fissures. Lux rode Starfire through the toppled ruin of the defensive barbican, the thirty-foot high walls of sun-bleached stone looking like Noxian siege engines had bombarded them for weeks. She guided her horse carefully between fallen blocks of masonry, heading to where a makeshift infirmary had been set up within a blue and white market pavilion.

    The scale of the devastation was unlike anything Lux had seen before. Terbisia’s buildings were crafted from hard mountain granite and Demacian oak, raised high by communal strength. And almost all of them had been completely destroyed. Dust-covered men and women dug through the shattered ruins with picks and shovels, hoping to find survivors, but instead, dragged corpses from the debris. Entire streets had simply vanished into the many smoking chasms now dividing the town’s districts.

    Lux dismounted as she reached the pavilion, and pushed inside. She wasn’t a healer, but she could fetch and carry or simply sit with the wounded. She’d thought that seeing the scale of the devastation would prepare her for the suffering within the tent.

    She was wrong.

    Hundreds of survivors pulled from the wreckage lay on woolen blankets. Lux heard mothers and fathers crying for lost children, wives and husbands clinging to their dead loved ones, and, worst of all, bewildered, glassy-eyed orphans wandering lost and afraid. Lux saw a surgeon she recognized in a blood-stiffened apron washing his hands in a pewter bowl and made her way toward him.

    “Surgeon Alzar,” she said. “Tell me how I can help.”

    He turned, his eyes haunted and rheumy with tears. It took a moment for recognition to penetrate the fog of his grief.

    “Lady Crownguard,” said Alzar, giving a short bow.

    “Lux,” she said. “Please, what can I do?”

    The physician sighed and said, “Truly you are a blessing, my lady, but I would spare you the horror of what has happened here.”

    “Spare me nothing, Alzar,” snapped Lux. “I am Demacian, and Demacians help one another.”

    “Of course, forgive me, my lady,” said Alzar, taking a fatigued breath. “Your presence will be a boon to the wounded.”

    Alzar led her toward a young man lying stretched out on a low pallet bed near the back of the pavilion. Lux gasped to see the horror of his wounds. His body was broken, all but crushed by rubble, and his eyes were bound in bloody bandages. From his stoic refusal to show pain, she guessed he was a soldier.

    “He dug a family from the rubble of their collapsed home,” said Alzar. “He rescued them, but kept looking for survivors. There was a second quake, and another building fell to ruin on top of him. The rubble crushed his lungs, and shards of glass put out his eyes.”

    “How long does he have?” asked Lux, careful to keep her voice low.

    “Only the gods know, but his time is short,” said Alzar. “If you would stay at his side, it would ease his passing into the arms of the Veiled Lady.”

    Lux nodded and sat beside the dying man. She took his hand, feeling her heart break for him. Alzar smiled gratefully and turned back to helping those he could save.

    “It’s so dark,” said the man, waking at her touch. “Gods, I can’t see!”

    “Steady now, soldier. Tell me your name,” said Lux.

    “It’s Dothan,” he said, wheezing with the effort.

    “You’re named for the hero of Dawnhold?”

    “Aye. You know the story? It’s an old tally against the savages.”

    “Trust me, I know it well,” said Lux with a rueful smile. “My brother told it all the time when we were children. He always forced me to play the Freljordian corsairs while he played Dothan, defending the harbor single-handedly against the skinwalkers.”

    “I tried to be like him,” said the young man, his breathing labored and his voice growing faint. A rivulet of blood leaked from beneath the bandage like a red tear. “I tried to live up to my namesake.”

    Lux held his hand in both of hers.

    “You did,” she said. “Alzar told me what happened. You’re a true Demacian hero.”

    The lines on Dothan’s face eased a little, his breath rattling in his throat as his strength began to fail.

    “Why can’t I see?”

    “Your eyes,” said Lux slowly. “I’m so sorry.”

    “What... what’s wrong with them?”

    “Surgeon Alzar told me you have shards of glass in them.”

    The man drew in a sharp breath.

    “I’m dying,” he said. “I know that... but I should... have liked to behold the light of... Demacia... one last... time.”

    Lux felt the magic stir within her, but whispered the mantra taught to her by the Illuminators to keep it from rising too close to the surface. Over the years, she’d learned to better control her power, but sometimes, when her emotions ran close to the surface, it was hard to keep the energies contained. She looked around and, satisfied no one was watching, placed her fingertips on the bloody bandage covering Dothan’s eyes. Lux eased the numinous radiance of her magic down through the man’s skull to the undamaged parts of his eyes.

    “I can’t heal you,” she said, “but I can at least give you that.”

    He squeezed her hand, his mouth falling open in wonder as Demacia’s light shone within him.

    “It’s so beautiful...” he whispered.

  8. The Meaning in Misery

    The Meaning in Misery

    John O’Bryan

    It was midday on the island, and Vex was just emerging from her previous night’s sleep. The Black Mist that blanketed the Shadow Isles was especially thick today, creating an atmosphere of despondency that suited her perfectly.

    The grisly host of specters surrounding her released a chorus of blood-curdling shrieks and hisses, hoping she might be in the mood to engage them on this exceptionally dismal day.

    “You wanna play again?” Vex sighed. “Fine. I’ll do it. But someone else has to be the gravedigger this time.”

    From her back, Vex heard her shadow volunteering.

    “Shadow, if you’re gravedigger, that means I have to be gravedigger too.”

    Shadow looked at her with sad, hopeful eyes.

    “Whatever. Even though this is completely stupid, me and Shadow will be gravedigger. Everyone else, go die.”

    Covering its eyes with its hands, Shadow began to count to one hundred as the host of specters scattered to find hiding places in the rocks and ruins that dotted the island.

    Vex, her eyes uncovered, could see something peculiar bobbing through the haze in the distance. It looked like... a pair of pointy ears?

    “Small fry!” called a voice from just beneath the ears. “Are you here, yordling?”

    “Ohhhh no,” said Vex in dismay. “Tell me that’s not...”

    The pointy ears continued bobbing toward her until, at last, the figure beneath them came into view. An older yordle stood before Vex, his arms splayed in excitement.

    “There you are, yordling!” he said.

    Vex’s eyes narrowed contemptuously at the familiar face. “Uncle Milty, what are you doing here?”

    “What do you mean? Can’t a grown yordle pay a visit to his small fry?” said Uncle Milty with unrelenting cheer.

    “Don’t call me that.”

    Vex noticed her spectral peers were beginning to emerge from their hiding places, curious about the new visitor.

    “I’m kinda busy,” Vex said to her uncle. “Can you just tell me what you want and get outta here?”

    Uncle Milty’s face melted, its stiff, resilient smile changing to a grave look of concern. “Very well. I won’t lie to you, small fry—it’s your parents.”

    Vex’s eyes rolled so hard they nearly fell from their sockets. “Ughhhhh, what about ‘em?”

    Why did Uncle Milty even care what her parents thought? He wasn't her real uncle, anyway.

    “They’d never tell you this, but... they’re worried sick about you!” said Uncle Milty. “You’re off living in some... drab stinkhole. Cavorting with ghosts. You have to come home.”

    “No. Absolutely not.”

    “Please, small fry.”

    “No.”

    “Just for a visit? Just to show them you’re okay.”

    “No.”

    “Just a quick one? Pop in and pop out.”

    “NO. Now get lost,” said Vex.

    Uncle Milty’s brow furrowed at her resistance. A moment later, his beaming smile returned, and a twinkle sparked in his eye.

    “Well, I can see there’s only one thing to do here…” said the old yordle. He wiggled his fingertips, moving his hands in an arc around his body. A large rainbow portal opened before him. “Let’s not tarry. Your parents are just about to sit down for tea. We can join them if we hurry!”

    Vex winced as Uncle Milty pulled her toward the magic gateway. Thinking quickly, she raised her hand, summoning a thick, black shadow at their feet, snuffing out the brightly colored portal. “If you think I’m walking through that thing, you’re even more clueless than I thought.”

    Uncle Milty raised one of his bushy eyebrows high in befuddlement. “But—small fry, look around you. This place is for... dead things.”

    “Duh. That’s why I’m here,” said Vex. “People suck. Yordles really suck. Colors make me wanna puke. And this place has none of those things.”

    Uncle Milty stammered, stunned by his niece’s words. Then realization began to wash over him, and the twinkle returned to his eye. “Ohhhh, I know what this is. You’ve been away from the Bandlewood for too long! You’ve lost your yordle spirit. All you need is a couple days back home, and you’ll be right as rose hips!”

    He wiggled his fingers, conjuring the rainbow portal once more.

    Vex felt the very bottom fall out of her soul as she realized her eternal plight: she was a yordle, would always be a yordle, and would forever be tormented by their undying enthusiasm.

    Unless...

    A thought popped into Vex’s mind. She nearly smiled as she realized it just might be the solution to this torture. She quickly suppressed the smile and summoned her true malaise, full strength, and gazed at the ground. “What’s the point, Uncle Milty?”

    “What’s the point of what, Vexy?”

    “All of it. Bandle City, yordles... life?” She looked up from the ground to see her uncle’s smile fading.

    “The point of life?” he asked. “Uhhhnnn... isn’t it...”

    Seeing her uncle at a loss for words, Vex eagerly answered the question for him. “I mean, we’re all just random wads of magic. Who we are, what we do, who our family is—we don’t decide any of it. We’re all just drifting by like dead leaves with no control over anything.”

    A strange look of determination came over Uncle Milty. “Oh, I don’t think that’s true. What about making people happy? We all have the ability to do that!”

    “I guess. But their happiness never really lasts, does it?”

    Vex could feel her words knock the wind out of Uncle Milty’s sails as his long, perky ears began to droop.

    “It’s like everything else in this world,” she continued. “Happiness, birds, trees, bugs… rainbows—they all fade away. I guess you could say that’s their purpose. They hang around for a few minutes, and then die. Just ask all these chumps here.”

    Vex motioned toward her spectral friends, who were poking their gruesome, withered faces out from their hiding spots. When she turned back to her uncle, she could barely see the edges of a frown forming on his lips.

    “I guess I never… thought of it quite that way,” said her uncle.

    Vex reached into her bottomless well of despair, hoping to drive the stake of misery deeper into his heart. “I know it’s a downer, but the whole point of life… is death.”

    “Death?” whimpered Uncle Milty.

    “Yeah. And the worst part of it all? Yordles don’t even get to do that. We just go on forever. Doomed to a stupid, magical, pointless existence.”

    Uncle Milty’s lip quivered. Tears that shimmered like diamonds trickled from his eyes. The rainbow portal behind him evaporated into the surrounding darkness.

    “That’s... so... awful,” he cried.

    “Right?” said Vex.

    Suddenly, Uncle Milty erupted in uncontrolled sobs. They came like thunder, scaring off even the ghastliest of the wraiths lingering nearby.

    As her uncle ran away crying, Vex breathed a deep sigh of relief, the burden of intrusive cheer no longer weighing on her tiny, slouching shoulders. “Okay,” she said, “you can all come out now.”

    One by one, her spectral comrades emerged from the rocks and ruins around her.

    “One more game,” said Vex. “And sure, why not—I’ll be the gravedigger.”

  9. K’Sante

    K’Sante

    K’Sante grew up immersed in his homeland’s history. At dinner, his father told tales of their ancestors who used bravery and strength to resist the tyranny of the Ascended. His mother recounted the fearsome beasts these Nazuman founders slayed as they traversed south through Shurima, eventually discovering an area rich in the rarest of desert treasures—roaring waterfalls, forested cliffs, and plentiful fauna. Far from the reach of the prideful Ascended, this was where the free republic of Nazumah laid its roots. K’Sante absorbed every word, vowing to become Nazumah’s greatest warrior-hunter—one who could live up to the heroes from these stories and lead his people for generations to come.

    For two decades, K’Sante trained under various martial teachers. However, it was his parents who taught him to respect Nazumah’s enemies—ruthless predators and imperialist warlords who coveted the city-state’s resources. Remaining a free republic would require more than brute strength, they reminded him. During his training, K’Sante studied with Nazuman scholars, learning how the materials reaped from formidable marks were used to craft advanced weaponry and infrastructure that enabled their homeland to thrive for five centuries.

    On his early hunts, K’Sante forged many friendships, but his closest was with a young man from Marrowmark named Tope. Where K’Sante was a blazing force in close combat, Tope specialized in ranged assault. Their chemistry was unmatched as they bested rockbear herds, shakkal raiding parties, and even Xer’Sai stampedes. And as their teamwork grew stronger, so too did their bond.

    One starlit evening, K’Sante confessed to Tope, admitting his feelings went beyond camaraderie. When he learned that Tope felt the same way, the two lovingly embraced and shared their first kiss. Together, in that moment under the stars, all seemed right.

    But all was not.

    Two Ascended, Emperor Azir and Magus Xerath, ravaged the continent in a war for dominance over Shurima, both deploying monstrous abominations among their forces. Nazuman scouts soon sighted one such creature—a colossal predator shaped like a lion and a cobra that had wandered astray and was now terrorizing the nearby savanna. When the city-state’s leaders asked who could quell the beast, K’Sante and Tope pledged their might.

    On their first attempt, the beast deflected their every attack with powers neither man had seen before. They discovered that its armor, stretching from head to tail, regenerated from nonlethal blows. The men failed to draw blood and were forced to flee from the cobra-lion’s lair with empty hands, leaving it to run wild.

    And so they tried again and again.

    K’Sante’s frustration burned. To become Nazumah’s greatest, he had to slay this beast. Nothing else mattered. He trained dawn to dusk, convinced Tope would understand.

    Tope, meanwhile, studied the beast. He presented K’Sante with strategies, watching his partner nod along in between assaults on their countless practice dummies. Quietly, Tope questioned if the two of them were strong enough.

    Their biggest success was an encounter where they managed to claim a piece of the cobra-lion’s armor. Tope hailed this as progress and thought that if they sought more help, they could make even more headway.

    But K’Sante seethed. He’d begun to see the cobra-lion as his undertaking alone, and anything short of slaying the beast was a failure. The heroes he idolized when growing up never failed in battle. So K’Sante couldn’t either, especially not by accepting more support in what had become his battle to prove himself. He’d tried Tope’s ideas—which weren’t working—and, now, Tope believed they weren’t strong enough? K’Sante wouldn’t accept it. He began to wonder if Tope was holding him back and soon dismissed Tope’s strategies as futile.

    Hurt, Tope insisted that tactless training was no better—K'Sante's once admirable determination had turned into a self-serving, single-minded drive.

    As their pain and anger flared, further encounters with the cobra-lion resulted in further infighting, and the words they exchanged became fewer and fewer until there were none at all. Finally, it seemed the only thing they could agree on was to go their separate ways.

    Over the next year, K’Sante kept training, stubborn and alone. His progress was measurable, but progress wasn’t victory. He eventually had the crushing realization that strength alone could not fell the creature. He needed help.

    K’Sante gathered the courage to visit Tope’s home, only to learn his former partner had returned to Marrowmark. He was instead greeted by Tope’s aunt. On K’Sante’s way out, she handed him Tope’s journal, explaining that her nephew had left it to assist K’Sante in his fight against his greatest monster.

    K’Sante poured over Tope’s journal. Gradually, he noticed the patterns in their mistakes, and when he arrived at the cobra-lion notes, K’Sante was stunned. Tope claimed that the beast was a Baccai—a failed Ascended being. He theorized that Xerath, known for his vile misuse of magic, had forced Shuriman fauna to fuse via the Ascension ritual. Engrossed, K’Sante read the journal from front to back, discovering Tope’s theories about how to slay the Baccai—so many ideas K’Sante had never considered himself. And by that evening, he’d formulated a plan to practice Tope’s methods on lesser monsters.

    As his skills grew, K’Sante recalled his parents’ teachings, realizing pride had led him astray. He’d never respected Tope’s ideas enough to try them in earnest. Truthfully, K’Sante had respected his foe more than his partner. In time, he accepted his shortcomings and steadily moved on, thankful for what they had shared, but also grateful to walk his own path with a newfound perspective.

    Beneath a scarlet sky, K’Sante approached the cobra-lion once more. He calculated every maneuver, dodging when the beast struck, and striking when the beast slipped. Sunrise became sundown. His weapons were shattered, and his body bloodied, but his spirit was unyielding. When the creature tired at long last, K’Sante found his opportunity—inspired by Tope’s theories—and cornered his foe against a Nazuman waterfall where the natural waters weakened the cobra-lion’s armor, allowing K’Sante to finally land a fatal blow.

    Exhausted, K’Sante stood tall—proud not of what he had accomplished, but of the journey he had taken.

    K’Sante was celebrated by Nazumah upon his return. Following tradition, he donated the creature’s body to the scholars for study, keeping only a couple slabs of its armor to refine the design of his signature ntofo weapons. They were now engineered to retain the armor’s regenerative properties so that when their heavy outer layer shattered, K’Sante could still wield them as sharp blades until they reformed. For a finishing detail, he carved onto each ntofo something Tope had drawn within his journal—a symbol representing the cobra-lion. Though their time together had ended, K’Sante knew his success was not achieved alone.

    Today, K’Sante is hailed as the Pride of Nazumah. But if he is ever to become its greatest leader, he’s learned he must never again let ego cloud his judgment. His home’s future—with the Ascended threat looming—is uncertain. But K’Sante knows that should Azir or Xerath dare march southward, he stands ready to fight.


  10. Jarvan IV

    Jarvan IV

    Soon after King Jarvan III’s coronation, he addressed the people of Demacia. Even though there were still many foes beyond the borders of their proud kingdom, several of the noble families had begun to feud with one another, some even raising private militias to seek the favor of their new king.

    This would not stand. Jarvan would not allow such dangerous rivalries to develop, and declared his intention to end the feuding by marriage. His bride, the Lady Catherine, was much beloved by the people—and courtly gossip had long held that the two shared some secret fondness for one another. The bells of the Great City rang for a day and a night in celebration, and by year’s end came the announcement that the royal couple were expecting their first son.

    But all joy was forgotten when Catherine died in childbirth.

    The infant, named for his father’s line, was declared heir apparent to the throne of Demacia. Torn between grief and elation, Jarvan III swore never to take another wife, and that all his hopes and dreams for the kingdom’s future would live on in his son.

    With no memory of his mother, the young prince Jarvan was raised at court, groomed and guarded every moment of his life. The king insisted that he receive the finest Demacian education, learning from an early age the moral value of charity, the solemn burden of duty, and the honor of a life spent in service to one’s people. As he grew, he was also introduced to the history and politics of Valoran by his father’s seneschal, Xin Zhao. Hailing from distant Ionia, this loyal protector taught the prince about the world’s more spiritual philosophies, as well as the myriad arts of war.

    During his military training, Prince Jarvan found himself facing a brash youth of the Crownguard family named Garen. The two were of similar age, and became a quick pair—Jarvan admired Garen’s sheer determination and fortitude, and Garen looked up to the prince’s tactical instincts.

    When Jarvan came of age, his father rewarded him with the honorary rank of general. While it was not necessarily expected that the heir to the throne would take to the field of battle, Jarvan was determined to prove himself, with or without the king’s blessing. The lands beyond the Argent Mountains had long been contested by the empire of Noxus, creating an almost lawless frontier where foreign reavers and warring tribes threatened many of Demacia’s allies. The prince pledged to bring stability back to the region. His great grandfather had been slain by a foul Noxian brute many years ago, in the first clashes between their nations in the south. Now, that insult would finally be answered.

    Jarvan’s armies won victory after victory… but the carnage he witnessed in the outlying towns troubled him deeply. When word came that the Gates of Mourning had fallen, he resolved to drive onward into Noxian territory, against the advice of his lieutenants.

    Inevitably, with the battalions spread so thin, Jarvan was encircled and defeated by Noxian warbands before he even reached Trevale.

    Refusing to surrender, the prince and a handful of other survivors fled into the forests, only to be hounded for days by enemy scouts. Eventually, pierced through his side by an arrow, Jarvan collapsed into the shade of a fallen tree, where he drifted in and out of consciousness. He was devastated. He had failed his family, his kingdom, and his brothers-in-arms.

    Doubtless he would have died there, alone, were it not for Shyvana.

    This strange, violet-skinned woman somehow carried Jarvan all the way back to Demacia, to the old castle at Wrenwall, where she proved herself a kind and worthy companion during his days of healing. At first taken aback by her outlandish appearance, the garrison commander could not deny that she had done a great service to the throne in saving Jarvan’s life.

    Unfortunately, Shyvana was herself being pursued—by the monstrous elemental dragon Yvva. When the castle’s watchmen spotted the beast on the horizon, Jarvan saw a chance to redeem himself. As Shyvana prepared to meet the beast in the skies in her half-dragon form, the prince limped from his bed to marshal the garrison, and reinforce the walls. He took up his lance, and swore that they would return to the Great City with the head of Yvva, or not at all.

    The battle was swift and deadly. When his men were driven in fear from their posts, it was Jarvan who rallied them. When they were wounded, it was Jarvan who directed healers to their aid. The fell creature was slain by Shyvana, but it was the prince’s leadership that had held the line. In that moment, Jarvan saw the true strength of the Demacian people—standing together as one in defense of their homeland, no matter their differences or misgivings. He promised Shyvana that she would always have a place among his guard, if she so chose.

    With the dragon’s skull in tow, Jarvan journeyed to his father’s court in triumph, Shyvana at his side. Though the king was overcome with emotion at his son’s return, some of the gathered nobles quietly questioned the wisdom of allowing such a creature to stand with the prince… let alone serve as one of his protectors.

    Even so, Jarvan resumed his position within the military, also playing a key role in stately matters beyond the defense of the realm. With his friend Garen now Sword-Captain of the elite Dauntless Vanguard, and Shyvana and the Wrenwall veterans training other border garrisons, the prince felt assured that Demacia could answer any emergent threat.

    But the kingdom itself was changing.

    The Mageseeker order had gained support among the noble families, leading to widespread imprisonment of anyone in Demacia possessing magical talents. Fear of persecution quickly gave way to resentment, and finally rebellion. When mages attacked the Great City, Jarvan was distraught to discover that his father, the king, had been killed.

    Although the prince’s political stance toward mages has hardened significantly since then, he has yet to fully allay concerns over his suitability to rule. As such, he has taken the counsel of many prominent nobles—including Garen’s aunt, High Marshal Tianna Crownguard—and pledged to heed their wisdom and experience in the days ahead.

    For he must examine his own conscience and allegiances carefully if he is ever to come into his inheritance, and be crowned King Jarvan IV of Demacia.

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