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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.

More stories

  1. Tristana

    Tristana

    Like most yordles, Tristana was always fascinated by the world beyond Bandle City. She traveled far and wide, full of wonder and enthusiasm for the varied places, people, and creatures she encountered. Using the hidden pathways that only yordles know, she explored the length and breadth of the material realm, remaining mostly unseen.

    She witnessed such breathtaking sights as ice trolls migrating across the floes of the far north beneath kaleidoscopic auroras. She marveled as warships blasted each other to pieces in naval battles that churned the seas. She watched, awestruck, as great armies marched with unity and precision—incredibly strange concepts to a yordle!—across the endless sands to the south.

    But Tristana’s carefree, wandering ways changed the day she witnessed the destruction of a bandlewood. These places are steeped in the magic of the gateways they grow around, giving yordles a safe haven from the world. Tristana, dozing in the dappled sunshine, was shaken awake as the trees around her began to burn and topple. A warband of armored marauders rampaged through the woodland with fire and axes, led by a sorcerer wreathed in dark energy.

    Tristana hid in horror. The sorcerer focused his power upon the portal at the heart of the bandlewood, speaking one final utterance. Her ears still ringing with pain, Tristana watched the gateway collapse, never to be opened again. The ripples of that destruction were felt in Bandle City itself, causing great despair among the yordles.

    Tristana had never experienced anything like the pain of this loss, or the guilt she felt for not acting. Never again would she allow such a terrible thing to happen. In that moment, she dedicated herself to become the guardian of all bandlewoods, and her fellow yordles.

    Tristana had often marveled at how mortals protected the things that were dear to them. While she couldn’t comprehend their reasons to guard shiny metals, or walls of stone, she respected their methods, and decided to emulate them. Other yordles watched with curiosity as she took to marching around the borders of Bandle City stern-faced, and watching out for danger. She started calling her food “rations”, and set herself strict times for rest and relaxation.

    But something was missing. In her travels, she had seen many powerful inventions, including the black powder cannons of Bilgewater. Inspired by them, she collected enough precious metal discs to commission a gun suited to her diminutive size.

    With a wry smile, she named it Boomer.

    Since then,Tristana has defended the bandlewoods from innumerable threats. In the jungles of the Serpent Isles, she intervened in a clash between the local Buhru people and treasure hunters from Valoran that was getting too close to a hidden portal, sending them all running for their lives after she leapt into their midst, Boomer roaring. And in the burning deserts at the edge of Shurima, she destroyed a Void-horror after it began consuming a secret bandlewood oasis, killing it with an explosive bomb down the gullet.

    Tristana has become something of a legend in Bandle City, and recently, a number of yordles have started to imitate her, trying—and mostly failing—to copy her disciplined ways. Some have even had weapons mimicking Boomer constructed for them by the scrappy inventor Rumble, who is always seeking to win Tristana’s approval. While Tristana finds this all rather embarrassing, she has come to the conclusion that if they are going to defend the pathways to Bandle City, they had better do it properly. As such, she has started training these new recruits, and they have adopted a new moniker—the Bandle Gunners.

    Nevertheless, Tristana can often be found out in the wilds on patrol by herself—simultaneously protecting the bandlewoods and also getting away from her new, and rather annoying, trainees.

  2. From the Journal of Professor Cecil B. Heimerdinger

    From the Journal of Professor Cecil B. Heimerdinger

    10.14

    09:15

    Current meteorological conditions in Bandle City seem optimal. Atmospheric pressure is ideal for today's experiments!

    Running a fifth trial for my Tridyminiumobulator this afternoon. Some fine tuning is required; singed my mustache. Need to adjust the energy throughput.

    16:00

    Tridyminiumobulator is still not maintaining intended proper energy efficiency! Necessary to run more numbers. In the meantime, I have found something else that's very intriguing.

    While returning home after today's tests, I passed a gaggle of young yordles throwing a spherical projectile at each other. It's a simple enough concept: throw the object at someone, catch it, throw it at another yordle, repeat. But yordle miscalculations result in several errors! They throw with inconsistent accuracy and force, and the ''ball'' (as they refer to it) is frequently dropped... There are many ways for this process to be improved. According to my calculations, and after collecting data from the participants, if the pitching was consistent in both speed and arc there would be a 44.57% increase to fun! I need to ponder this for the evening.

    10.15

    05:20

    Eureka! I've devised a solution.

    I've invented an automated ball pitcher. Current name: H-28G. It employs a consistent speed and trajectory, ensuring that the recipient will always be able to catch the ball. It redirects itself to the nearest yordle (if there is more than one in the vicinity) ensuring everyone has a turn. I'll take it to the young yordles today and demonstrate my invention.

    Also: spilled toxic acid on my shoes this morning. Bothersome.

    10:30

    Tested the automated pitcher today. It did not go as planned. The young ones were excited enough about my invention, but, when the machine was turned on, it was far too powerful! Even at its lowest setting it completely knocked a yordle off his feet. Clearly, I overestimated the velocity behind their throws... I'll return soon to make adjustments.

    But my priority, for now, is the Tridyminiumobulator; I must fix its complications before lunch. Once it's in good shape, I'll need to test it somewhere else. Bandle City is proving insufficient for field research.

    10.16

    15:55

    Apparently, there's a giant in town. A highly annoying anomaly. The noise outside is disturbing my research!

    Must check fish tank today. They've been strangely quiet...

    10.17

    10:40

    I have heard that many yordles have been injured due to the giant-related disturbance. If this doesn't stop soon, intervention will be necessary! I hope H-28G is still intact. I would lose a lot of time if it has to be rebuilt.

    16:30

    Everything is quiet again. It seems that the giant came to his senses and ran off. I need to gather H-28G tomorrow, once I've finished with more pressing matters. I've almost perfected the Tridyminiumobulator!

    10.18

    08:30

    Today has been quite eventful already. I was surprised by a knock at my door. It seemed like the entire city was standing in front of my house. Normally, when a crowd has gathered, it's because they have some petty grievance about my work. But this time, they were celebrating!

    Astonishingly, it seems one of the young yordles took advantage of the H-28G prototype I had left behind amidst the giant tomfoolery. He proved to be innovative, and repurposed the invention into a makeshift turret. It's powerful enough to scare off a giant - imagine that! What an ingenious little fellow.

    I wish I could employ his like-minded encephalon in the near future - I have big plans and his assistance could be valuable - but he'd have to leave Bandle City. The scope of my plans necessitates a more expansive testing ground.

    Runeterra should suffice!

  3. Halfway Between the Stars and Earth

    Halfway Between the Stars and Earth

    Katie Chironis

    It was a perfectly good night for a cup of tea. Chilly, certainly, but clear—as crisp a night as frigid Mount Targon ever got, really. Soraka was expecting a visitor. The snow in the stone kettle had already begun to melt over the hearth at the center of her little yurt; as it grew warmer, the room was suffused with the smell of dried tea leaves and sparse mountain herbs.

    She crossed the room, passing the shelf she’d built herself along the back wall. Like the rest of her home, it was ever-so-slightly crooked. As far as mortal skills went, carpentry was not her strong suit. But she had built it because she loved the keepsakes on the shelf: a willow-wreath from Omikayalan, a tiny golden acorn from a dear friend in Bandle City, and oldest of all, surely older than anything mortal, was a stone dog from the old days of Nashramae. She owed that city another visit. She hadn’t been back in centuries, and she had a fondness for its people.

    But she was shaken from her reverie as the commotion started outside. Shouting. Barking. Precisely on time.

    In the darkness a pack of wolves surrounded a huddled lump in the snow. She strode out into the night, drawing her shoulders back, her head high. The moon was out and appeared slightly too large, as it often seemed to on Targon. Her home, nestled partway up the peak, was framed to the east by craggy flats, and to the west by a sheer drop into the mist far below. A constant frigid wind battered everything westward. It wasn’t uncommon for wild creatures to be battered on their way across the flats, too… but it was rare that they found prey.

    The wolves turned to snarl at her, half-illuminated in the yellow light from the yurt’s windows. Meanwhile, the lump rolled over. It was a girl. Frightened eyes stared back at Soraka, a wooden spear clutched between two shaking hands. Only one thing brought people to this remote cliffside on the approach to the Holy Mount. But they were never this young.

    The wolves lunged for Soraka in unison, and she heard the stars cry out in her defense. Sparks trickled from her fingertips as she rained golden fire down on the pack. The slam of impacts sent most of the wolves skittering back with primal fear, but one of them was left behind, its hindquarters crushed beneath the weight of the dying embers. It moaned and rasped, struggling. She saw the remainder of the pack disappearing over the icy barrens, abandoning their fellow to his fate.

    Soraka shook her head and instantly knelt in the singed snow, her hands already outstretched. She couldn’t bear to feel the poor thing’s pain. It tugged at her. As she laid her hands along its bloodied back haunches, it snarled, digging its teeth into her arm. Ouch. Mortality had its drawbacks.

    “Stop!” the girl cried. “It… It’ll kill you!”

    Soraka felt her face melting into a smile. “I’m not afraid of wolves,” she replied, as light spread down her arms and into the wolf’s mangled body. “Besides,” she added, “Targon belongs to him as much as to me.”

    The creature’s flesh began to knit back together, the crushed bones becoming whole once more, like clay taking proper shape in an artisan’s hands. But the magic burned as it left her. She closed her eyes and lost herself in the pain for a moment.

    When she opened them, the wolf had retreated. Only the girl remained. Her eyes flicked upwards, tracing the line of Soraka’s horn, and Soraka already knew what she was thinking.

    “Are you… one of those things?”

    “One of what?”

    “Demons. I’ve heard…”

    Soraka laughed. But before she could respond, the girl sagged weakly, the spear tip dropping. It was only then, her mind clearing, that Soraka finally felt the enormity of the girl’s own pain. Her arms were black all the way to the elbows. Her fingers were frozen to the spear, the flesh swollen red above that. Frostbite like this… she’d be dead soon.

    When she laid her hands upon the girl’s arms, the girl flinched, and Soraka was worried. Humans were curious creatures when it came to healing. Their minds were intricate. It had to be a mutual agreement—they had to want to heal. Sometimes she’d get the tendrils of her magic deep into a wound and find that the mind pushed her right back out again.

    But not here. The girl was too tired, all vestiges of her energy spent getting her this far up the mountain. Soraka flooded the dead flesh with all the power she could give, pushing through the pain. Coils of emerald light wound their way up the girl’s arms. The spear dropped to the ground. As Soraka worked, she watched the skin fade through black, red and purple to its proper dusky color. There. That should do it.

    “Do I seem like a demon to you?” Soraka asked. Her gold eyes glimmered in the darkness.

    The girl was silent. After a moment, Soraka pressed her. “You’re making the summit climb. Why?”

    But the girl just looked away, ashamed, rubbing her newly-restored arms. “My family,” she blurted, shaking her head. “We… We Rakkor—we’re warriors. And my mother, she’s the strongest of all. You don’t know what it’s like to be the only one who can’t fight. To be…” she bit her lip, struggling to find the word. “Weak.”

    Soraka swept a hand out towards the dirt path the girl had followed, the one which led all the way to Targon’s base. “You came this far, and still you think yourself weak?”

    “I won’t be soon,” the girl replied, her hands balling into fists now. “Not when I reach the summit. I’ll walk off the final peak and right into the sky, just like the old stories. And then—then they’ll be forced to accept that I’m strong. No one made of the stars could ever be brought low.”

    “If only that were true,” Soraka said, flashing a too-sharp grin.

    She scarcely caught the girl’s face breaking out into stunned amazement as she turned, walking to the edge of the path. Above them the stars spread out against the inky sky, brighter than they were anywhere else in the world. They sang songs only she could hear. This was home to her. It hadn’t always been. But it was the home she’d made.

    “Come,” Soraka beckoned. And she raised her hand, trailing her fingers across the heavens. As she did, she knit the clouds and mist into shapes which wound their way against the moon and became faces the girl would no doubt have recognized from stories. A young woman with pale hair. Her counterpart, a woman whose face burned as brightly as the sun. And a warrior with a spear not unlike the girl’s own.

    “All of these mortals ascended to the peak. But they had chosen that path with all their soul.” She turned to the girl and spoke slowly, taking no delight in her words. “You have not truly chosen the mountain. And Targon will not choose you. You would walk to your death. Don’t do this.”

    The girl turned away. She was silent a long time.

    “Where, then?” she said at last, her voice rough. “I can’t go home. I can’t go back to them. Where else would I go?”

    Soraka smiled. “The world is vast. Your paths are many. I can help, if you let me.”

    The images in the moon had faded.

    Soraka motioned to the cheerful yellow yurt nestled among the rocks nearby. “But first, better come on inside and get warm. No sense in starting back until dawn comes. Besides, I’ve got a kettle on. Perfectly good night for a cup of tea.”

  4. 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.”

  5. 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.

  6. Akshan

    Akshan

    Dashing through the shadows of eastern Shurima, a righteous avenger stalks those who have harmed others. His punishment is swift, certain, and exacted by a curious weapon that rights the wrongs of his foes.

    Raised on the streets of the city of Marwi, Akshan was introduced to injustice at birth. In a place where local warlords took what they wanted, most people survived by keeping their heads down and minding their own affairs. Try as he might, young Akshan could never manage to let bad deeds go unnoticed and was often quick to intervene when he saw someone being mistreated. This approach made the boy many powerful enemies, and on one fateful occasion, left him beaten within an inch of his life.

    But luck was on his side. An old woman named Shadya found the boy unconscious in the street outside her dwelling. Though Marwian custom said she should not get involved, she took young Akshan inside and, against all odds, he pulled through.

    As Akshan regained his faculties, he realized his savior was no ordinary woman. Shadya was a member of the Sentinels of Light, an ancient order committed to fighting Harrowings and eradicating agents of the Black Mist. She saw Akshan as a troubled youth, stubborn and defiant, but vulnerable. After butting heads with the boy over her numerous sentinel house rules, Shadya quickly discovered there was much to like about him. He had guts and a conscience—a combination seldom found in Marwi. Seeing the immense potential in the young man, Shadya made a deal with him: she would allow him to stay, free from the grasp of his countless enemies, and, in return, he would dedicate himself to the sentinel order.

    Shadya and Akshan formed a fast bond as she taught him everything she knew about surviving as a solo sentinel. Akshan the scrappy street urchin grew into Akshan the full-grown bane of scoundrels. But even as Akshan’s skills grew by the day, he could see his mentor growing more distant, and more troubled.

    At last, Shadya told her pupil the reason for her concern: A Harrowing was coming, bigger than any the world had ever seen, bearing an army of wraiths and ghouls from the Shadow Isles. Their only hope of stopping the cataclysm rested with the ancient sentinel weapons that lay buried within Shurima's crypts and tombs. If the world was to be saved from ruination, they needed to collect these weapons, and quickly.

    To Shadya’s dismay, she found that the ancient weapons had already been plundered by local warlords. She pleaded with them to relinquish the artifacts for the fight against the inevitable Harrowing, but the warlords refused, determined to unlock the weapons’ mysterious power for themselves.

    With time running out, Akshan and Shadya were forced to make do with what they had. As they took stock of their arsenal, Akshan discovered a particularly striking gun hidden away in the base’s vault. Alarmed, his mentor snatched it away and forbade Akshan from ever using it. The weapon, known as the Absolver, was imbued with an ancient enchantment that granted it a strange, unspeakable power—it could take the life of a killer and, by doing so, restore their most recent victims to life.

    “It must not be wielded by anyone,” said Shadya. “Such matters of life and death are best left in the hands of fate.”

    But Akshan still bristled at sentinel rules, and he had even stronger opinions on fate. He had spent his whole life seeing good people horribly mistreated while bad people did as they pleased without consequence. If fate was real, it definitely needed help—help that the Absolver could provide.

    As his interest in the weapon deepened, Akshan continued to pry its history from Shadya and came to a shocking discovery: She had used the gun to save Akshan when she found him unconscious in the street all those years ago. With it, she’d slain the criminal who had nearly killed him, and, in doing so, restored young Akshan to life. He wondered: Why did he alone deserve to be revived by the gun? Surely there were others who were more worthy.

    While Akshan questioned the antiquated rules of his order, his mentor continued to press the warlords to turn over their stolen weapons. Tensions between the two parties built until one tragic day Akshan returned home to find Shadya murdered in the street, almost exactly where he had fallen all those years ago.

    Akshan knew what he had to do. He made some key alterations to the Absolver and set out into the scorching desert with the forbidden weapon, hungry for vengeance. Though he could not determine which of the warlords had killed his mentor, he knew one way to be certain: he would pick them off one by one until Shadya was returned to Runeterra.

  7. Karthus

    Karthus

    The harbinger of oblivion, Karthus is an undying specter whose haunting songs are a prelude to the horror of his nightmarish appearance. The living fear the eternity of undeath, but Karthus sees only beauty and purity in its embrace, a perfect union of life and death. When Karthus emerges from the Shadow Isles, it is to bring the joy of death to mortals, an apostle of the unliving.

    Karthus was born into abject poverty in the sprawl of dwellings built beyond the walls of the Noxian capital. His mother died at the moment of his birth, leaving his father to raise him and his three sisters alone. They shared a crumbling, rat-infested almshouse with scores of other families, subsisting on a diet of rainwater and vermin. Of all the children, Karthus was the best ratter, and regularly brought gnawed corpses for the cook-pot.

    Death was commonplace in the slums of Noxus, and many mornings began with the wailing of bereaved parents who woke to discover their child cold and lifeless beside them. Karthus learned to love these laments, and would watch, fascinated, as the tally-men of Kindred notched their staffs and bore the bodies from the almshouse. At night the young Karthus would sneak through the cramped rooms, seeking those whose lives hung by a thread, hoping to witness the moment their soul passed from life to death. For years, his nightly travels were fruitless, as it was impossible to predict exactly when a person would die. He was denied witnessing the moment of death until it reached his own family.

    Outbreaks of disease were frequent in such cramped confines, and when Karthus’s sisters sickened with the plague, he watched over them intently. While his father drowned his grief, Karthus was the ever dutiful brother, caring for his sisters as the disease consumed them. He watched each of them as they died, and a sublime connection seemed to reach into him as the light faded from their eyes - a yearning to see what lay beyond death and unlock the secrets of eternity. When the tally-men came for the bodies, Karthus followed them back to their temple, asking them question after question about their order and the workings of death. Could a person exist at the moment where life ends, but before death begins? If such a liminal moment could be understood and held, might the wisdom of life be combined with the clarity of death?

    The tally-men quickly recognized Karthus’s suitability for their order and he was inducted into their ranks, first as a digger of graves and pyre-builder, before ascending to the rank of corpse collector. Karthus guided his bone-cart around the streets of Noxus to gather the dead every day. His dirges quickly became known throughout Noxus, mournful laments that spoke to the beauty of death and the hope that what lay beyond was something to be embraced. Many a grieving family took solace in his songs, finding a measure of peace in his heartfelt elegies. Eventually, Karthus worked in the temple itself, tending to the sick in their final moments, watching as whatever death had laid its claim upon them took its due. Karthus would speak to each person laid before him, ushering their souls into death, in search of further wisdom in their fading eyes.

    Eventually, Karthus reached the conclusion that he could learn no more from mortals, that only the dead themselves could answer his questions. None of the dying souls could tell of what lay beyond, but whispered rumors and tales told to frighten children echoed of a place where death was not the end - The Shadow Isles.

    Karthus emptied the temple’s coffers and bought passage to Bilgewater, a city plagued by a strange black mist said to draw souls to a cursed island far out at sea. No captain was willing to take Karthus to the Shadow Isles, but eventually he came upon a rum-sodden fisherman with a mountain of debts and nothing to lose. The boat plied the ocean for many days and nights, until a storm drove them onto the rocks of an island that appeared on no charts. A black mist rolled out from a haunted landscape of gnarled trees and tumbled ruins. The fisherman freed his boat and turned its prow in terror for Bilgewater, but Karthus leapt into the sea and waded ashore. Steadying himself with his notched tally-staff, he proudly sang the lament he had prepared for the moment of his own death, and his words were carried on a cold wind to the heart of the island.

    The black mist flowed through Karthus, ravaging his flesh and spirit with ancient sorcery, but such was the force of his desire to transcend mortality that it did not destroy him. Instead, it remade him, and Karthus was born anew in the waters of the island as a fleshless revenant.

    Revelation filled Karthus as he became what he always believed he should have been; a being poised at the threshold of death and life. The beauty of this eternal moment filled him with wonder as the wretched spirits of the island rose to behold his transformation, drawn to his passion like predators scenting blood in the ocean. Finally, Karthus was where he belonged, surrounded by those who truly understood the boon undeath truly was. Filled with righteous zeal, he knew he had to return to Valoran and share his gift with the living, to free them from petty mortal concerns.

    Karthus turned and the Black Mist bore him over the waves to the fisherman’s boat. The man fell to his knees before Karthus, begging for his life, and Karthus granted him the blessing of death, ending his mortal suffering and raising him up as an immortal spirit as he sang his lament for passing souls. The fisherman was the first of many such souls Karthus would free, and soon the Deathsinger would command a legion of unliving wraiths. To Karthus’s awakened senses, the Shadow Isles was in a state of apathetic limbo, where the blessings of death were squandered. He would galvanize the dead in a crusade to bring the beauty of oblivion to the living, to end the suffering of mortality and usher in a glorious age of undeath.

    Karthus has become the emissary of the Shadow Isles, the herald of oblivion whose laments are paeans to the glory of death. His legions of unbound souls join with his funereal dirges, their haunting song reaching beyond the Black Mist to be heard on cold nights over graveyards and charnel houses all across Valoran.

  8. Anivia

    Anivia

    Anivia is an ancient Freljordian demi-god who represents the eternal cycle of life, death, and rebirth, intrinsically associated with the changing seasons. To those who venerate her, she is the elemental soul of the Freljord—a symbol of hope, and a sacred catalyst of change.

    Stories passed down through the ages often tell of how she rewards those who are kind and humble. On the rare occasion a mortal glimpses her—or at least claims to—she is described as a noble spirit-bird of ice, with glittering wings that span the heavens, and a piercing cry that can be heard over even the fiercest storm.

    The songs of the nomadic Notai tribe tell how Anivia’s birth first brought snow into the world. When she burst from her giant egg of ice, tiny pieces of it were hurled into the sky, and it has fallen as snow ever since. And, according to the sagas of the Mourncrow tribe, the frigid winds that scour the Freljord originate from the first beats of her wings.

    Indeed, the full power of winter is Anivia’s to command, and to those who seek to desecrate her homeland, she is a bitter foe. When roused to anger, she can cleave fortresses and mountains, and her screech can summon blizzards cold enough to shatter steel.

    One of the most enduring and respected beliefs is that Anivia’s greatest gift to the Freljord was the creation of True Ice. Infused with elemental magic, this unmelting substance is pure and potent, and the greatest seers and ice-mages have long strived to use shards of True Ice to amplify their might, while weapons that have even a tiny sliver forged into them are deadly beyond belief.

    When mortals first arrived in the Freljord, Anivia welcomed them. Seeing that they could not withstand the cold, she guided them to secluded valleys where they could shelter, become established, and slowly harden themselves against the elements. She nurtured and watched over them for those first precarious centuries—and they, in turn, worshipped her.

    Anivia hoped that these newly arrived tribes would remain unified in defending the Freljord from outsiders… but slowly, infighting and blood-feuds became all too common, making an invasion inevitable. According to legend, a greedy southern king marched his warriors up through the mountains, seeking to claim dominion over the northlands and shackle their wild magic for himself. So enraged was Anivia at the outsiders’ hubris and disrespect that she blasted them with a snowstorm that lasted a century and a day. Scattered standing stones can still be seen on the Scouring Plain, which the locals claim are all that remain of that ancient army.

    Other tales include the Avarosan legend of Ulla Shatter-Spear, an Iceborn warmother who was favored by Anivia for saving a young hawk from a rimefang wolf. Across her lifetime, the Cryophoenix protected Ulla from harm, and when she finally fell in battle, having witnessed almost a hundred winters, it is said that Anivia welcomed her with wings spread wide.

    If all these legends are true, then Anivia must have witnessed the rise and fall of countless mortal civilizations. While there are still some dwindling remnants of those earlier times, most have long been forgotten, and buried beneath millennia of ice.

    But death cannot touch Anivia herself. The sagas speak of how she has been struck down and slain a handful of times throughout history, though she is always reborn—for as long as the Freljord exists, her soul is immortal. While it may be hundreds or even thousands of years before she rises again, each rebirth coincides with the dawning of a new era. Thus, her appearance, while regarded as a wondrous blessing, is often the harbinger of something terrible on the horizon.

    Once, it is said, she sacrificed herself against a march of towering Balestriders. Anvia knew she could not slay these colossal creatures, and so she plunged into the ice beneath their feet, shattering her own body in order to entomb them.

    Recently, some claim Anivia has hatched from the egg once more, and that she has appeared before the new leader of the Avarosans—the Warmother Ashe. In her, perhaps Anivia sees one who may be able to finally reunite the Freljord.

    Yet if the Cryophoenix has indeed returned, as more and more shamans and spirit walkers proclaim, then it must be asked: what great threat has she come to face?

  9. Tryndamere

    Tryndamere

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

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

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

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

    The dark figure swatted him aside like an insect.

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

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

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

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

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

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

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

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

  10. Urgot

    Urgot

    Urgot always believed he was worthy.

    As a headsman, an executioner of the weak, he was a living embodiment of the Noxian ideal that strength should rule, making it a reality with every swing of his axe. His pride swelled as the bodies piled ever higher behind him, and his intimidating presence kept countless warbands in line.

    Even so, a single word was all it took to seal his fate. Sent to distant Zaun to eliminate a supposed conspiracy against the ruler of Noxus, Urgot realized too late the mission was a setup, removing him from the capital even as the usurper Swain seized control of it. Surrounded by agents of the chem-barons, and enraged that everything he believed was a lie, Urgot was dragged down into the chemtech mines beneath Zaun. He was defeated. He was enslaved. He was not worthy after all. He endured the mine’s hellish conditions in grim silence, waiting for death.

    In the Dredge, death came in many forms…

    The mine’s warden, Baron Voss, would sometimes offer freedom in return for a prisoner’s tortured confession—granting it with the edge of her blade. From the screams that echoed through the tunnels, Urgot learned about the wonders of Zaun. There was something special about the city, something marvelous and evident even in the secrets that spilled from slit throats. Urgot didn’t know what it was until he was finally brought before Voss, fearing that she would break him.

    But as the baron’s blade cut into his flesh, Urgot realized that his body was already wracked with agony, far beyond anything Voss could inflict. The Dredge had made him stronger than he’d ever been as a headsman.

    Pain was Zaun’s secret. His laughter drove Voss back to the surface, and a reign of anarchy began in the depths.

    Seizing control of the prison, Urgot reveled in new trials of survival. He found the parts of his body that were weakest, and replaced them with scavenged machinery, technology created by those who would die without it—necessity being the mother of pain.

    The guards could no longer enter the areas Urgot had carved out of Voss’ grasp. The prisoners themselves were more afraid of their new master than they were of her. Many even grew to hold a fanatical respect for Urgot, as they were forced to hear his feverish sermons on the nature of power, his grip tightening around the necks of those who would not listen.

    Only when a Noxian agent arrived in the Dredge was Urgot finally forced to confront his own past. Though the spy recognized him and sought his aid in escaping, Urgot beat him mercilessly, and hurled his broken body into the darkness.

    It was not strength that ruled Noxus, Urgot now realized, but men… and men were weak. There should be no rulers, no lies, nothing to interfere with the pure chaos of survival. Starting a riot that ignited a chemtech vein within the mine, Urgot shook the city above, and cracked the prison open in an explosion that rivaled the birth of Zaun itself. Many prisoners died, with thousands fleeing into the Sump—but the worthy, as ever, survived.

    From that day, Urgot’s reign of terror only grew. A hideous fusion of industrial machinery and Noxian brutality, he slaughtered chem-barons and their lackeys one by one, gathering a following among Zaun’s downtrodden masses. He was said to be a new savior, one who would lift the boot of the oppressor from the neck of every common Zaunite.

    However, his actions did not make such distinctions, as Urgot tested the worthiness of the meek and the powerful alike. To any who found themselves spared in his deadly trials, his message was clear: he was not there to lead, but to survive. If others were worthy, they would survive, too.

    When Urgot finally struck at representatives of the Piltovan merchant clans, the Wardens were forced to intervene, hauling him in chains to a fortified prison cell—though this merely seemed to confirm “the Dreadnought” as a legend among the gangers, the sump-snipes, and the forgotten.

    For Piltover is not the first to shackle Urgot, and one must wonder if any cage can ever hope to hold him for long…

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