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Zyra

Zyra’s memory is long, and runs as deep as the roots of the earth. Her kind was young when the Rune Wars raged, when mortal armies fought one another for the very keys of creation.

Hidden in the jungles south of Kumungu, somewhere between the great rivers that divide eastern Shurima, lay the fabled Gardens of Zyr. Elemental magics had turned the soil there in strange and unpredictable ways, giving rise to fierce, carnivorous plants that preyed upon any creature that strayed within reach. They infested and they devoured, caring nothing for the squabbles of mortals, content merely to coil their vines through the forests and swamplands. In their own way, they were all Zyra… and nourishment was plentiful, even in the midst of war.

A small company of soldiers, their allegiance long since lost to time, advanced through those lands in search of some now-forgotten prize. They were led by an ambitious sorceress—but they were far from home, bound to succumb to the noxious fumes and spores of that accursed place.

The denizens of the Gardens set upon them, spined tendrils lashing through armor and flesh with sadistic ease. Though they fought valiantly, the warriors knew they could not hold out long, and turned to their sorceress to save them. Gathering her powers, she wrought a mighty blast. The air burned with runic symbols, casting their eerie light even as the thorny overgrowth closed in.

In that very instant, a rogue spark ignited the gases of the swamp, and the resulting magical explosion obliterated every living thing for miles around. Of the scattered survivors of the Rune Wars, none would ever know what fate had befallen the Gardens of Zyr.

Centuries passed. The land where the battle had been fought lay empty and lifeless above ground… but in the depths, something stirred. Long had the energies that were unleashed there settled, and curdled, nourished by the fallout. A seedpod bulged, pulsing with unnatural life, until a creature clawed its way free, gasping and confused.

It beheld a broken and changed world, brimming with new vitality and new ideas. Its mind was a puzzle of conflicting memories, drawn from the loamy earth and forced into its fledgling consciousness. It could recall the warmth of the sun, the taste of rain, words of power, and the agony of a hundred mortal deaths.

It—she—called herself Zyra, without quite understanding why.

As she ventured out into the wildlands beyond her birthplace, Zyra knew she was different from other creatures she encountered. Mortals were fearful and unpleasant things, while more ethereal entities tended to be capricious, or arrogant. None of them seemed to respect the realms they inhabited, despoiling everything with their mere presence, and that filled Zyra with rage and contempt. Almost unbidden, new life sprang up in her footsteps—voracious plant forms that changed and evolved beneath her gaze, hurling poisonous barbs or sprouting fresh tendrils at an alarming rate.

Unrooted and free to wander, Zyra and her deadly progeny feed, and grow, strangling all other life from the world. She has blighted farmland, overrun entire settlements, and crushed those warriors brave or foolish enough to confront her, always leaving a menagerie of botanical horrors in her wake.

As the rivers of Shurima begin to run anew, strange flora has been sighted on their banks, spreading slowly westward with each passing season. Whether pulled from the earth or purged by fire, the growth does not seem to be slowing…

More stories

  1. 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.

  2. LeBlanc

    LeBlanc

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

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

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

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

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

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

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

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

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

    The Black Rose has yet to truly bloom.

  3. With Hell Before Them

    With Hell Before Them

    Jared Rosen

    June 7th, 1868

    The caravan has delivered me unto Dust.

    It is a listless and dead-eyed town, as likely to be swallowed by the desert as any other two-street this far south of the rail line. I recall it was once something quite spectacular back in the days of the Great Expansion, but now there is little left save a filth-encrusted saloon and a handful of sunken homesteads. The people’s faces are weighed down by a certain heaviness—they look to me for some measure of salvation, but I am not a true angel, and I cannot answer their prayers.

    I am unsure how long this place might weather the dark of the frontier, or if it will be here to greet me when I return. Regardless, I must press on.

    My own goal is east, shadowed by sandstone arches and miles of open backcountry. No man in his right mind would settle in these lands, as dangerously hostile as it is even for the well-prepared, and the quarry I seek is leagues beyond simple bandits or stick-up gangs. To that end, a killer travels with me. Paid half upfront, and half when the deed is done.

    He is a towering hulk of a creature, filled with that selfsame darkness endemic to his kind. I can almost feel the heat of his blood boiling within that blackened heart, but he is the quality of man this venture requires. No doubt. No hesitation. Only raw power and instinct. Thus the manhunter Darius has joined me in this, our ride into the lonely spines of the Black Canyon.

    It is in the depths of that bleak place that we will hunt the devil, and kill him.




    June 9th, 1868

    It has been two days since we left the town of Dust, and Darius has scarcely spoken a word. His is a grim and unclouded resolve, fueled by some swirling anger clutched deep within his breast. He reminds me strongly of my creators in the east, but moreso of his forebears—men who years ago stormed the gardens of paradise, and slew the things within.

    That is the great irony of this endeavor. A machine made in the image of the lost angels and a killer descended from killers, contracted to destroy the very product of mankind’s gravest sin. I am sure my companion is amused.

    We ride against the wind, following the scent of brimstone ash, burning hoofprints, and brushlands singed by hellfire. Here the land goes on for a thousand leagues and a thousand more, an endless, open pastiche of dirt, grass, and wild lavender that meets the sky at its middle and continues on into forever. It is a blessed country; I have explored much of it in the time since my birth, and will explore more in the decades and centuries to come, should this shell of a body hold out for that long.

    Sadly, the secrets of my creation were long ago lost; I stand the first and last of the artificial angels, fueled by the very blood of the old choirs. Their whispers still reach my ears, but the gods are dead and their attendants lay scattered across the frontier, words shorn of all power or consequence, until they, too, vanish completely from the world. That is why I keep this journal: so that those who remain when the old has been lost might not forget us, and know, at least, our story.

    In time my own earthly form will rust and the being within will return to wherever the souls of angels are wont to go, perhaps a long way from here, and I sometimes wonder if, when my days come to an end, I will ever again look upon this land of such agonizing beauty.




    June 11th, 1868

    We smelled the ranch before we saw it. A two-story farmhouse and horse stable, both rendered down to black, ashen ruins. These are the unmistakable signs of the devil we hunt: trails marked with smoldering hoofprints and the incinerated bodies of animals and people, scattered about as if some sadistic giant had tossed them through the air before finally delivering them unto oblivion. Each creature’s burnt face twisted upward in horror and fear as they stared into the flames of some distant, devouring hell.

    Damn these devils! Foreign horrors all, escaped from their prison of smoke and darkness. Some may have made this place their home; famously the great cattle-skulled stalker of the old world, prowling about this land since the time of the ancient progenitor deities. But the rest dwelt for eons within the bowels of the underworld, torturing the souls of the condemned and delivering pain upon the spirits of wicked and broken men. Then heaven fell in that first, great continental land rush, and paradise was lost to humanity for all of time.

    Human souls, compromised as they were, had nowhere left to go but the great grinning maw of the pit.

    Yet even hell could not hold all the wailing masses of mankind, and it burst open in a furious upwelling of flames and hatred—the devils finally rushing forth to join their cousins, the long-maligned demons. Those bestial creatures masquerading as snake-oil salesman, carnival barkers, and traveling undertakers, whose preference for plotting cruel and ironic downfalls of the desperate married happily with the newly expanded threat of hellfire and death.

    Now heaven is empty, and hell has overflown, and these poor mortal souls can do fair little to save themselves from a damnation of their own making.

    Still, Darius seems unmoved by the destruction that so often marks our path. He speaks of his obligation to me and to the success of our venture, yet wonders aloud what a mechanical angel might gain from fighting the long-concluded battle between good and evil. He does not seem ill at ease by my presence, nor does he expect the miracles of the angels to lighten his inner darkness. He seems rather unmoved by almost everything, save the fight ahead and the reward for his victory.

    I trust the man, despite my misgivings about humanity. It is a feeling born of pragmatism, and I suspect he trusts me in kind.

    I sometimes watch him in the dim hours when we camp for the evening, his eyes always drawn to the glittering coals within the firelight. Searching, perhaps, for something I cannot see.




    June 14th, 1868

    We have reached the mouth of the Black Canyon, after many days of tracking the black hoofprints of the devil’s dread riders. Darius’ horse refuses to move ahead, and so I will leave my own mount, Virtue, behind, and the two of us will continue on foot. In the end it could work to our advantage. The beasts will not spook this way, and cannot alert our target.

    The manhunter carries with him a mighty hatchet, upon its hilt countless notches for countless claimed bounties. A man devoid of emotion is a man incorruptible by fear or weakness, unlike the marshals and their untoward aggression to anything less than human. His eyes are consumed with violent intent, always alert for the slightest sound or movement, even when there is nothing on the horizon—used to, as any seasoned killer is, the unpredictability of supernatural assailants.

    The winds are soft, and no sound carries save the crunch of pebbles beneath our feet. Darius asks why a devil would make his home here. I tell him that for a devil, the only better place is hell itself.

    We stand amid the bones of a god, slain by men not so long ago.

    It was only fifty years prior that the deities who did not retreat into the Far West were hunted mercilessly by the government, gunned down by federal marshals and broken apart by skinners, tanners, and scavengers. The god’s colossal bones, too big for even these greedy men to lift, were left here—the rock quickly forming around them into what cartographers have deemed a canyon, though a canyon it is not.

    Darius laughs, and the sound carries across the limestone walls and down into the open belly of the earth. Twisting and contorting, rolling across great slabs of rock as they collapse in upon one another, his voice terminates into whispers and then into nothing—and at this, the manhunter smiles.

    How long do you think it took those men to kill a god? he asks me. Before I can answer, he shoulders his weapon, a new hunger apparent upon his face, and marches down the trail, his pace faster than ever before.




    June 15th, 1868

    Darius is beginning to worry me.

    I took the manhunter on for his ruthlessness, but something about this place is awakening the coiled serpent deep within his heart, and now it has given way to even darker intention. He walks with purpose, the hilt of his axe gripped tightly in his hands. When he looks at me now, I no longer see a companion, but a challenger—a man who would split the world in two if only he could muster the strength. What he sees within me is a road to that power, barely holding himself back as the sky falls away and the air grows warm and still.

    He mutters in the night about demons and devils, and what their bargains could offer.

    Demons give you what you want, he likes to say. Devils give you what you need.




    June ?, 1868

    The true nature of the Black Canyon reveals itself the further down we journey. Whispers from within my blood grow muted within its vast stone walls, their jagged spines ripping into the rapidly vanishing sky. Dirt and dust have given way to ghostly vegetation—fields of odd white flowers contained within valleys that should not exist, ringed by mountains that defy geologic time. Night and day seem interchangeable with each passing hour, but still we move deeper into the bowels of the rock, and deeper still into the lair of the devil.

    Darius grins, now and again, asking of gods and monsters, angels and demons. His questions are fueled by odd tics; he glances behind us as though someone might be there, batting at his ears as if an insect is buzzing about. I watch him carefully as we camp each night. His wild eyes glow as they stare into the burning coals, reflecting embers as they dance upward into the still air, and he interrogates me about the god who died here and how exactly it was slain.

    Occasionally, as he sleeps, I will spot the grinning silhouette of an outsider watching us from some distance away. Though those strange gamblers would never test the patience of an angel, I know why they have come, sensing within this killer some vicious longing for an intractable bargain.

    Darius is becoming a threat. But the devil is so close now—I can sense it, this thing we must slay… and no living creature can destroy one alone. Surely once the deed is done my charge will regain his proper senses, and perhaps the cloud over this place will finally lift itself forever.

    I have prepared myself in the event that Darius turns on me. We need each other alive until we strike into the monster’s lair, but after…

    Well, perhaps this man will find himself dead at the bottom of the world.

    Or, if fate demands it, all three of us will.




    ???

    I wonder if I will remember my death.

    The thought haunts me, at times. I remember my birth quite well—the sensation of being pulled from someplace very far from here, and awakening surrounded by the creaking and clattering of old machines. I was a miracle, I was told. Built from some archaic plan found in a great, silver city, and filled with the essence of the things that had lived there but now do not. Their whispers began to touch my ears, then, and I knew how painful it was to be the first and the last of something I could only half recall.

    Yet I know when I die I will remember the devil Hecarim, his skull burning within the canyon’s otherworldly darkness.

    My companion had regained himself after we reached the bottom of the crevasse, where the still air broke into a calm wind, and the deep unease that had dogged us thus far seemed to finally dissipate. We found ourselves standing before the mouth of a great opening in the rock, its entrance blasted jet-black as small fires flickered across the ground, and we knew our quarry was finally within reach. The hateful riders, that roving pack of demonic horsemen that seemed to follow Hecarim everywhere, would surely meet us inside. Weapons at the ready, we entered the cave to find—

    Nothing.

    A dark tunnel lay before us, but the riders did not make their presence known. How long had we prepared? How long had we been down here? It was difficult to say. We followed the path for a time, into the gloom, into the heat of that furnace, lit only by the glow of crackling ash that lined the edges of the cave floor. Far ahead was some sort of clearing, some opening on the other side of the canyon wall, and in it the flickering red-yellow tongues of fire that were the telltale signs of a devil awaiting his audience.

    For while we had hunted the devil, he had hunted us in turn. That was and always has been the nature of the creatures. Devils are the great kings of hell, and they demand an audience with the pomp and circumstance of any old world nobility or government man from the eastern territories. Demons may lie, and trick, and deceive. They may give mortals the things they want, and extract their prices once the terrible weight of their gifts is finally appreciated. But a devil is never caught unaware, and is always prepared to give its pursuers exactly the thing they need.

    Darius sneered, his eyes lit with the glimmer of so many burning coals, and I knew he had found whatever he saw within the heart of the fire.

    We emerged into a barren outcropping of molten stone and searing heat, ringed by a tower of flame that seemed to climb the very walls of the canyon itself. In its center was Hecarim, his body that of a great black stallion and the monstrous torso of a man, wearing the face of a skinless, burning horse skull. From it jutted a single wicked horn, cloaked in thick smoke, and he spoke with the voice of a mountain slowly tearing itself open:

    Why have you come?

    My companion said nothing. The question was not meant for him to hear, but for me, since his answer had already been given. Perhaps in his sleep, in the recesses in his own dark dreams, or whispered in the echoes of rocks and dust as they crunched beneath our feet in this long journey down. Power, he had said. I must have power. And he turned as if to answer for me, raising his axe high above his head, the weapon glowing with some bedeviled, red-hot flame, that he might bring it crashing down upon me.

    Two arrows I did fire into his heart, and two arrows struck true. Darius fell to earth before his pact could be sealed: the power to slay everything before him, given at any cost.

    Without a word, the manhunter was dead… or so I believed.

    As I drew another arrow against the devil, Darius rose once more, his face twisted into a hateful grin, his axe glowing with the newly gifted powers of hell. And through the flames behind him rode the host of demonic horsemen. Hecarim’s trap had been sprung.

    Through the tunnel I fled, up the winding paths of the Black Canyon toward my steed and open prairie. Pursued by the legions of hell, and the blackened heart of that wicked, brutal man. For monsters are drawn to such power, changed by it, made into a force that in time will burn the continent and everything in it to dust.

    I ride for the border town of Angel’s Perch. There is a man there, a slayer of devils and an ally of those who once called the frontier home, who can rally the wild soul of such chaotic rabble against the threats allied against them. Perhaps they would not fight for the fate of mankind, who have cast us all into damnation with their lot. But they may yet fight for themselves.

    If you have found this journal, I ask that you join us. Our forces muster at the edge of the world. There is precious little time.

    Hell is coming. We must rise as one, or lose the west forever.

  4. Evelynn

    Evelynn

    Within the dark seams of Runeterra, the demon Evelynn searches for her next victim. She lures in prey with the voluptuous façade of a human female, but once a person succumbs to her charms, Evelynn’s true form is unleashed. She then subjects her victim to unspeakable torment, gratifying herself with their pain. To the demon, these liaisons are innocent flings. To the rest of Runeterra, they are ghoulish tales of lust gone awry and horrific reminders of the cost of wanton desire.

    Evelynn was not always a skilled huntress. She began eons ago, as something primordial, shapeless, and barely sentient. This nascent wisp of shadow existed, numb and unroused by any stimulation, for centuries. It might have remained so, had the world not been upended by conflict. The Rune Wars, as they would come to be known, brought an era of mass suffering the world had never known.

    As people across Runeterra began to experience a vast array of pain, anguish, and loss, the shadow stirred. The nothingness it had known for so long had been replaced by the manic vibrations of an agonized world. The creature quivered with excitement.

    As the Rune Wars escalated, the world’s torment grew so intense that the shadow felt as if it might burst. It drank in all of Runeterra’s pain, which it experienced as boundless pleasure. The sensation nourished the creature, and over time, it transformed into something more. It became a demon, a ravenous spiritual parasite that fed on the basest of human emotions.

    When the wars finally ended, the world’s suffering waned, and the demon found itself growing desperate. The only pleasure it had ever known was born of other creatures’ misery. Without their pain, it felt nothing, just as it had in its earliest days.

    If the world would not provide the suffering the demon needed to thrive, it would have to make its own. It needed to inflict pain on other beings so that it could experience that elation again.

    At first, catching prey was a challenge for the demon. It could move undetected in its shadow form, but to touch a human, the creature needed to manifest as something tangible. It made several attempts to fashion a physical body from its shadow-flesh, but each result was more monstrous than the last, scaring off her prey.

    The demon realized it needed a shape that was pleasing to humans, one that would not only lure them right into its claws, but would offer them ecstasy born of their own desires, so that their pain would be that much sweeter.

    From the shadows, it began to study those it sought to prey upon. It tailored its flesh to their liking, learned to say what they wanted to hear, and to walk in a manner they found alluring.

    In a matter of weeks, the demon had perfected her physique, leading dozens of enamored victims to be tortured to death at her hands. Though she relishes the exquisite pain of each of her victims, she always finds herself wanting more. Each human’s desires are so small, and they always expire too soon. Their pain, too fleeting to give her anything more than tiny morsels of pleasure, is just enough to tide her over to the next feeding.

    She yearns for the day she can plunge the world into utter chaos, and she can return to an existence of pure, rapturous ecstasy.

  5. Nocturne

    Nocturne

    While all magic can be dangerous and unpredictable, there are some forms or disciplines that even the most skilled mages and sorcerers will shun, and with good reason. For centuries, the practice of “shadow magic” was all but forbidden across Runeterra, for fear of reawakening the horrors it once unleashed upon the world.

    The greatest of those horrors has a name, and its name is Nocturne.

    Towards the end of the Rune Wars, desperate for victory, cabals of warrior-mages sought any advantage they could find over their foes. Although no record names the first of them to cast off their flesh and enter the spirit realm, it is known that they came to stalk one another not only on the battlefield, but in landscapes shaped by their own subconscious thoughts and emotions. Unconstrained by the laws of physical reality, they fought in ways that more mundane minds could scarcely comprehend, even conjuring subtle, etheric assassins to do their bidding. Shadow mages seemed particularly skilled at such things—and so it was, for a time, that they came to dominate the spirit realm, casting it into twilight.

    The thoughts of mortals everywhere were touched by this darkness. It sapped their morale and infected their dreams, with nameless fears hounding them day and night, driving some to commit ever more horrendous acts against their own kin.

    No one can say for certain whether all this suffering created Nocturne from nothing, or if it merely corrupted a lesser assassin-construct into something more willful and deadly, but the shadowy creature that resulted was one of insubstantial form and fathomless dread. Nocturne understood nothing of kindness, honor, or nobility—it was terror made manifest, with none of the restraint necessary to control itself.

    This demonic creature howled within the spirit realm, and set upon those foolish, errant mages who had given it life, thrashing in desperation for an end to its own suffering. It was in pain, and that pain made it cruel, but it quickly acquired a taste for mortal fear. Time has little meaning in that other place, but Nocturne dragged out each and every pursuit for as long as possible, savoring the prey’s anguish before cutting their life’s silvery thread in an instant. Soon enough, there were none left who dared to enter Nocturne’s domain.

    Would the outcome of the Rune Wars have been different if the demon had not played its part beyond the veil? It is difficult to say for certain, but afterwards, what little remained of the lore of shadow magic was hidden away, and its practice carried the sentence of death in many lands.

    Trapped in the spirit realm, and with precious few intruders to sustain it, Nocturne began to starve. The only thing close to the delectable feasts of fear it had once tasted was when mortal minds unknowingly drifted through the ether in the hours of sleep. Drawn on currents of magic to where the two realms divide—and where peaceful dreams can easily become night terrors—Nocturne found a way to manifest itself into the waking world.

    Existing now as a shade, eyes burning with cold light, Nocturne has become a sinister reflection of the most primal fears of the many peoples of Runeterra. From the bustling cities to the desolate plains, from the mightiest king to the lowliest peasant, the demon is drawn to any weakness of spirit it can twist into mortal terror, and everlasting darkness.

  6. Kayle

    Kayle

    As the Rune Wars raged, Mount Targon stood as a beacon against the oncoming darkness—Kayle and her twin sister Morgana were born beneath that light. Their parents, Mihira and Kilam, began the perilous climb in search of the power to save their tribe from destruction.

    Even when Mihira learned she was with child, she pushed onward. At the mountain’s summit, she was chosen as a divine vessel for the Aspect of Justice, wielding a sword that blazed with a fire brighter than the sun.

    Not long after, the twins were born. Kayle, the elder by a breath, was as bright as Morgana was dark.

    But Mihira had become a fearsome warrior, far greater than any mortal. Kilam began to fear her new divinity, and the sorcerous enemies that were drawn to her light. He resolved to take the girls out of harm’s way, journeying across the Conqueror’s Sea to a settlement where the land itself was said to offer protection against magic.

    In their new homeland, Kilam raised the twins, their temperaments growing more different with each passing day. Kayle was precocious, often arguing with the settlement’s leaders about their rules—she had no real memory of her mother’s powers, but knew the laws were meant to keep them all safe. Her father rarely spoke of such things, but Kayle was certain Mihira had saved them by ending the Rune Wars on some distant battlefield.

    When the twins were teenagers, a streak of flame split the sky. A sword smoldering with celestial fire struck the ground between Kayle and her sister, breaking in two—Kilam was distraught when he recognized the blade as Mihira’s.

    Kayle eagerly snatched up one half of the weapon, feathered wings springing forth from her shoulders, and Morgana cautiously followed her example. In that moment, Kayle felt more connected to her mother than ever, certain that this was a sign she was alive and wanted her daughters to follow the same path as her.

    The people of the settlement believed the girls had been blessed by the stars, destined to protect the fledgling nation of Demacia from outsiders. These winged protectors became symbols of light and truth, and were revered by all. Kayle fought in many battles, flying at the head of the growing militia and imbuing the weapons of the worthy with her own sanctified fire… but in time, her pursuit of justice began to consume her. Seeing threats within and without, she founded a judicator order to enforce the law, and hunted down rebels and reavers with equal fervor.

    But there was one person she softened her judgment toward. To the dismay of her followers, Kayle allowed Morgana to rehabilitate wrongdoers who appeared humble enough to admit their guilt. Kayle’s protege, Ronas, was the most disapproving of all—he swore to do what Kayle would not, and attempted to imprison Morgana.

    Kayle returned to find the people rioting, and Ronas dead. Consumed by rage, she looked down upon the city, and summoned her divine fire to cleanse the city of its sins.

    Morgana flew up to meet her, raising her blade. If Kayle was to purge the darkness she saw in mortal hearts, she would have to start with her own sister. The two battled across the heavens, each matching the other’s terrible blows and striking the buildings beneath them to rubble.

    Abruptly, the fight was halted by their father’s anguished cry.

    Kayle watched Kilam die in her sister’s arms, a senseless victim of the violence that had overtaken the city that day. Then she held the two halves of their mother’s sword in her hands, and vowed she would never again let mortal emotions rule her. As she leapt back into the sky, soaring high above the clouds, she felt she could almost see Mount Targon beyond the horizon, its formidable peak bathed red by the setting sun.

    There she would seek perfect, celestial clarity. There she would stand at her mother’s side, and fulfill her legacy to the Aspect of Justice.

    Though she has been absent from Demacia for many centuries, Kayle’s legend has inspired much of the kingdom’s culture and law. Grand statues and icons of the Winged Protector give strength to the heart of every warrior who marches to illuminate the night, and banish all shadows from their land.

    In times of strife and chaos, there are many who cling to the hope that Kayle might eventually return… and others who pray that such a day will never come.

  7. Irelia

    Irelia

    Even as a small child, Xan Irelia was fascinated by the grace and beauty of human movement. Under her grandmother’s tutelage, she learned the traditional silk dances of her province—though she was dubious of their supposedly mystical connection to the Spirit of Ionia, Irelia’s love for the dances was real. Seeking to master the art, she eventually left home to study with some of Ionia’s most respected performers at the Placidium of Navori.

    Irelia’s people were peaceful and sought harmony with their neighbors, but rumors of foreign invaders sighted off the coast unsettled many at the Placidium. Irelia returned to her village to find it already occupied, with steel-helmed soldiers from distant Noxus shoving unarmed civilians through the streets with the butts of their spears. The Noxian Admiral Duqal had seized the Xan home to quarter his fleet officers.

    Irelia’s brothers and her father Lito had evidently protested; her entire family now lay in unmarked graves, in the gardens.

    Ravaged by grief, the young girl saw Duqal’s men hauling valuables from the house. Among the loot was a large metal crest, depicting the Xan family emblem. Irelia raced to it, wrenching it from Noxian hands. The admiral himself hurled her to the ground, and had his warriors shatter the crest with a heavy iron maul, before ordering them to dig a fresh grave for this upstart child.

    As they surrounded her, Irelia averted her eyes, looking to the pieces of the Xan crest scattered on the ground. From deep within her soul, she felt a strange rhythm begin to beat. The shards of metal began to twitch, to twist, moving seemingly on their own, and Irelia felt the serene joy of the ancient dances once more...

    With a sweep of her arm, she sent the pieces flying like ragged blades, cutting clean through two of the Noxians. As Duqal and his officers reeled in shock, Irelia snatched up the shards of her crest, and fled the village.

    In the quiet forests beyond, Irelia mourned her family, and thought back to her grandmother’s teachings. She realized that the techniques she had learned were more than mere dances—they were a powerful expression of something far greater.

    The Noxian occupation soon began to test the fragile peace of the First Lands. It was said that even the religious leader Karma had been forced to strike back at the invaders with deadly magic, though her followers had now withdrawn to the Lasting Altar and would not condone any further violence. Across Navori, dissenting voices began to band together. A resistance was forming, one that would not rest until Ionia was free once more. Irelia joined their ranks, performing her cherished dances for them in the woodland camps, to preserve some vestige of their vanishing culture.

    She was barely fourteen years old when she found herself back at the Placidium. Her band of resistance fighters joined the militia who had sworn to guard the monasteries and wild, sacred gardens.

    But Noxus knew only too well what this place represented. A particularly cunning general named Jericho Swain captured the Placidium and took its defenders hostage, hoping to lure the inevitable reinforcements into a trap.

    It was in this moment that Irelia rose to meet her destiny. Freed from her bonds, she unleashed the full potential of her ancient blade dance, lashing out with graceful zeal. A dozen of Swain’s veterans fell, sowing chaos in their ranks as the other captives joined her, before she struck down the general himself—the sight of this rebellious girl hefting his severed arm over her head would be the turning point of the war.

    This victory, the Great Stand at Navori, ensured that everyone in Ionia knew the name of Xan Irelia, and looked to her for leadership. Reluctantly, she led the growing resistance for almost three years of grueling battle before her triumph at Dalu Bay. There, she finally cornered the defeated Admiral Duqal, and exacted the vengeance she had sought for so long.

    Though the war has long since ended, Ionia has been permanently changed by it. The First Lands are now divided, with rival factions fighting each other almost as bitterly as they did the Noxians. Many continue to look to Irelia for answers but, while others might welcome such power, Irelia remains uneasy with it.

    At heart, she still yearns only to dance alone.

  8. Kled

    Kled

    Legends of the popular folk hero Kled can be traced back to the founding of Noxus, and perhaps even further still. He is an icon revered by the common soldiery, which is increasingly a cause of concern to their commanders—for there are some among the warhosts who claim to have literally served beside him.

    Tall tales such as “The Great Hussar’s Victory”, “The Return of the High General Marshal-Sergeant”, and “The Mountain Admiral” abound, which strongly imply Kled has fought in every campaign ever waged, acquired every military title, and never once backed down from a fight. Though the details are often outlandish and contradictory, the essence of the tale remains: charging into battle on his un-trusty steed, Skaarl, Kled fights to protect what’s his… and takes whatever else he can get.

    In truth, the Cantankerous Cavalier hails from another land entirely—Bandle City. As a yordle, he made his home among the proud Noxii tribes in the wake of the Rune Wars, and has never looked back.

    The earliest mention of Kled in historical records was at the First Battle of Drugne. In the dusty hills of those badlands, the warhost of General Zaavan was on the run from barbarian foes. Having lost the previous two engagements, morale was low. The supply train had been abandoned in the rout, and they were a week’s march from the nearest outpost. Zaavan, in his spotless armor, seemed more concerned with how this would appear back home than the welfare of his soldiers, and ordered a defensive circle formation to buy himself time to think.

    Then, as the morning sun rose, the lone figure of Kled appeared on the hilltop, mounted upon a desert drakalops. This warrior’s weapon was rusted, his armor worn, his clothes tattered—but contempt and anger burned in his one good eye.

    He bellowed an ultimatum to the barbarian horde, demanding that they leave his lands or be destroyed. However, he did not wait for any response, spurring his steed and screaming the charge. Desperate, starving, and furious with their general, the Noxian warhost’s anger ignited at the sight of this act of bravado. They rushed after Kled as he tore into the enemy.

    What followed was one of the bloodiest melees ever fought on the northern steppes. The initial momentum of the counterattack was crushed beneath a hail of barbarian arrows from higher ground, but Kled fought on even after he was thrown from his saddle and his drakalops fled. He always seemed to be at the heart of the battle, chopping down foes, kicking out teeth, and biting faces. The bodies piled up around him, and his clothes were soaked with blood. He screamed louder challenges and cruder insults. Clearly, this great warrior was willing to die before ever backing down.

    Cowardice can be infectious, but so too can courage. Where the Noxians might have given up and fled for their lives, instead they were inspired to make one last stand.

    Even Kled’s drakalops returned, and crashed into the barbarians’ rearguard, snarling and clawing as it dived in to free its master. With his mount again beneath him, Kled became a veritable whirlwind of death, and it was the barbarians who broke and ran.

    Though too few of the Noxian soldiers survived that day for it to be considered a victory, Drugne was contested long enough that word reached the Immortal Bastion, and reinforcements were sent. The war ground on for at least another decade, until the barbarian leaders sued for peace—their strength was added to Noxus, and Drugne became a foothold for continued campaigns across Dalamor and the north for many centuries to come.

    The body of General Zaavan—and his fine armor—was never found.

    In time, countless other warhosts of the empire acquired similar stories of Kled. It has long been said that he rides wherever Noxians march, claiming the spoils of war for himself. Indeed, in their wake, good-humored signs can often be found proclaiming each new territory “Property of Kled”.

  9. 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.

  10. Skarner

    Skarner

    All Ixtali grow up hearing the name Skarner, the ancient protector of Ixtal—the brackern who shaped the earth itself and built the first arcologies. His visage is painted in reliefs and immortalized in the annals of Ixtal's history, a myth still honored and revered.

    But deep beneath the cardinal arcology of Ixaocan is the chamber where Skarner dwells. There, he listens to the vibrations of the earth above him. Listens... and waits.

    Skarner's myth began millennia ago. Born to the brackern clan Ọ̀pal-hin, he was a progeny of the legendary broodmother Nixalẹ. While the other bracklings in his brood left the safety of Nixalẹ's back, Skarner chose to linger, his unease and curiosity driving him to study her power and wisdom.

    Observation soon evolved into ingenuity. Unlike his broodmates, Skarner honed the brackern's innate control of earth and perfected the art of reading underground vibrational patterns, allowing him to sense and decipher far-away movements.

    When Skarner was older, it was through these vibrations that he detected a dramatic shift in the continent, marked by the arrival of settlers from the east. Clan Ọ̀pal-hin did not trust these newcomers, but Skarner's curiosity could not be suppressed. He needed to know what made them tick.

    He surveyed these "Ixtali" people. They were born, they toiled, they died—there one second, and gone the next. However, through his observations, Skarner saw that they used what limited time they had to build, create, and invent. Their existence fascinated him... until he discovered just how fragile they truly were.

    When a nearby rockslide threatened to destroy the burgeoning Ixtali settlement, Skarner, wanting to preserve the subjects of his observation, intervened. Emerging from the jungle, he towered over the people and used his physical strength and command of the earth to pulverize the rockslide before it could touch the village. As the dust cleared, the Ixtali gazed upon their savior in awestruck reverence and gratitude.

    Within Skarner, a protectiveness began to stir. These fragile beings could not survive without him.

    He no longer observed the Ixtali from afar, and as he became more involved with them, Skarner spent less time with his clan. The humans became his permanent project, and their nation, his new home.

    The relationship he formed with the early Ixtali was one of exchange: the Ixtali shared their culture and history, and Skarner used his earthen prowess to help build the cardinal arcology of Ixaocan where the planet's lines of power connected.

    But Skarner's greatest contribution was as a founding member of the civilization’s ruling caste. Combining Ixtal's scientific mindset with the collectivist culture of the brackern, the Yun Tal’s goal was to lead its people into a bright future.

    And so it was through Skarner's protection that Ixtal flourished.

    Outside of Ixtal, the Shuriman Empire extended its reach, and Skarner watched as Ascended stormed the continent. His belief in the resourcefulness of mortals was shattered as he saw the darker side of humanity: corruption, driven by a lust for power.

    Skarner could sense the building tension in Shurima. He was vocal about his distrust, but when the Shuriman Empire invited Ixtal to form an alliance, the Yun Tal eagerly accepted.

    With the Icathian rebellion, he was vindicated—but at the cost of many lives. By the time the Shuriman Empire collapsed and Ixtal regained its independence, Skarner had nothing but disgust left for the world outside their jungle—a wasteland of pain and suffering.

    A wasteland made even worse by the Rune Wars.

    Witnessing such destruction, Skarner finally convinced the Yun Tal to withdraw from the world, shielding their lands with magic and lies to hide themselves away.

    But his faith in the Yun Tal was shaken. Where they'd failed to keep the Ixtali safe, Skarner would not.

    Now knowing that only he could protect Ixtal, Skarner constructed himself an underground chamber below Ixaocan, designed to amplify the vibrational threads across the continent. Every thrum spoke of another threat to Ixtal's safety, but he could also hear the steady noise of Ixtal above him—proof that, through his sovereignty, the city continued to survive.

    There, he listened... and waited.

    Deep beneath the dark earth, his paranoia festered until, over time, vigilance gave way to seclusion, and he ceased leaving his chamber altogether. To the Ixtali above ground, Skarner slowly faded from memory into myth, his presence known only by the Yun Tal who traveled underground to confer with him about Ixtal's future.

    Now, as new generations of elemental masters join the Yun Tal, discussions have begun about the possibility of rejoining the world once more. Skarner hears these whispers, which spur his paranoia, as he knows that opening the door will invite pain, suffering, and death like it did generations ago.

    The only one Skarner can trust is himself, and he'll do anything it takes to protect Ixtal and its people.

    Even if that means becoming the root of their destruction, himself.

Related Champions

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