Summarizing Bios for my Rewritten Champions (Part 1)
There's a lot, so I'm putting it all under a cut.))
Aatrox
An ancient and enigmatic entity who has helped to turn the tides of countless battles across Runeterra's history. He and the other Darkin are actually creations of the Aspects of Targon, embodying all the "impure" traits they deemed were unbecoming of divinity. Aatrox himself was split off from Pantheon, and represents the horror and cruelty of war.
Twitch
A lab rat who escaped containment and now claims rulership of Zaun's sewers. Twitch was subjected to an experimental chemical meant to increase strength and intelligence, but his transformation far surpassed his captors' expectations. His proportions and brain both steadily became more and more humanoid until he managed to break out and flee into the underground waterways. Now, Twitch bides his time, hoping to one day overthrow the surface world and the humans he sees as the architects of his torment.
Shaco
A demonic jester who brings suffering through merriment. Shaco preys upon those overcome with sorrow and despair, offering respite from their misery. His games often start out innocent, but quickly devolve into horrendous acts of murder and destruction. Those who fall under his spell are unable to realize the full weight of their deeds until Shaco abandons them to deal with the aftermath, laughing maniacally as they themselves become the butt of his twisted jokes.
Varus
An Ionian warrior who made a pact with Paalas, a Darkin who was split off from the Aspect of Justice. Varus once protected the temple where Paalas's bow was sealed, but when Noxians invaded his home, Varus was forced to make a choice between his duty and his family. Upon finding the corpses of his husband and son, Varus swore revenge, taking up the accursed weapon he was meant to safeguard. He knows it's only a matter of time before the Darkin consumes his mind and body completely, but before that happens, Varus will hunt down everyone he deems responsible for the tragedy that befell his home and family.
Shyvana
A strange hybrid of human and draconic blood. Shyvana belonged to a clan of dragon-worshipers who sought to actually become dragons, and infused themselves with the blood of their so-called 'deities' in an effort to achieve this. Many failed, but the young Shyvana proved to be one of their few successful experiments. The dragon Yvva learned of this and sought to destroy these half-breeds, viewing them all as abominations. Shyvana alone escaped, and lived in hiding within Demacia for many years. When Yvva finally tracked her down, Shyvana confronted the fire dragon with the aid of Prince Jarvan IV, and narrowly emerged victorious. Now, she faithfully serves the kingdom, despite the fear and prejudice many harbor toward her...
Warwick
A former mercenary turned into a monster by inhuman experimentation. Warwick once lent his skills to the highest bidder, not caring who he hurt as long as he got paid. That all changed when he witnessed the devastation of Ionian villages during Noxus's invasion of the island. Warwick attempted to turn on Noxian forces, only to be captured and eventually handed over to the mad scientist Singed, who had become fascinated with the chimeric beings known as Vastaya. Warwick became one of many test subjects in Singed's attempt to recreate these fascinating beings, infused with Vastayan blood and augmented with strange devices. Eventually, though, Warwick managed to escape confined. He now prowls the streets of Zaun, clinging desperately to his humanity while animalistic urges threaten to consume him...
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I’ve said before, on many occasions, that the Darkin are a plotline Riot clearly didn’t initially know what they were doing with. They were just stand-ins for demons before demons really became a thing in Runeterra, with old Aatrox being the only lead we had as to what their deal was... And then they were aliens. Now they’re fallen demigods. Also there used to only be five, but now there are over a dozen of them.
While I’ll admit that I like some aspects of the current Darkin canon, it really only serves to help bolster Shurima’s storyline, and I don’t even think that was necessary. We could have easily had a civil war between the Ascended that ended in Twilight of the Gods WITHOUT having Twilight then go “yeah now let’s imprison the rest in their weapons because I guess we can only do the Moonfall ritual once.”
And the thing is, I do think there’s a way to tie the two together, but not so heavily that the Darkin are no longer allowed to be their own thing. I’ve talked about this at length in both my Aatrox and Varus videos, but I really do think that the Darkin would have been better as JUST demonic weapons that possess their hosts; this would not only work better for the existing Darkin characters, but it would also allow them to tie into other existing storylines more naturally. I mean, Yone’s got a demonic sword that’s trying to possess him, but that’s TOTALLY different from the Darkin weapons, guys.
So, once again, I’d like to present to you a new and refined version of the Darkin Saga.
Lore
None recall the true origins of the Darkin. Some say they are the first weapons ever forged, so tainted by ages of battle that they developed a bloodlust all their own. Others claim they are powerful demons, feared by the gods themselves and bound in inanimate forms. Still others claim they are an ancient race not born of Runeterra, magically imprisoned within their own weapons for crimes long-forgotten.
Whatever the truth, one thing is certain: the Darkin harbor an insatiable appetite for chaos and destruction. They offer power to any that dare to wield them, but corrupt the user’s mind and body in exchange. Scattered and hidden across Runeterra, many believed that the twisted influence of the Darkin would never threaten the world again, and most have forgotten these ancient weapons even exist... But one has remained free, biding its time for the perfect opportunity to unleash its fellows and wreak havoc on the world once more.
Fundamental Changes
-The Darkin are no longer all fallen Ascended.
-The Darkin have never held any loyalty or allegiance to any individual or faction.
-Darkin grow more powerful by consuming the blood of those they have slain, allowing them to enlarge and even alter their forms further.
-Fearing the potential of what the Darkin could become, the Aspects of Targon once rallied together in an effort to hunt down and confine these deadly weapons across Runeterra.
-Twilight is not the one that sealed the Darkin this time (though Myisha is still responsible for the death of the Ascended Host in Nerimazeth.) It was primarily the Aspect of Justice, Mihira, who imprisoned the Darkin as punishment for the many lives they stole during the Rune Wars.
-The Darkin Saga, as before, follows the Shadow Kayn timeline in which he triumphs over Rhaast, inadvertently allowing Xolaani to corrupt Jun.
-Aatrox, Xolaani and Varus/Paallas travel the world seeking to free and rally the other Darkin to their respective causes. Aatrox wishes to wage war against the gods, Xolaani wants to enslave all Runeterra to her will, and Varus/Paallas simply seek retribution for their suffering.
-Aatrox’s faction consists of: Horaazi, Anaaka, and Taarosh.
-Xolaani’s faction consists of: Baal, Ibaaros, and Stryaatu
-Varus’s faction consists of: Praa, Joraal and Naafiri(?)
-The three factions eventually convene at Targon to fulfill their respective agendas.
-Xolaani arrives with an army of possessed thralls, Varus with a band of warriors committed to helping him stop the Darkin, and Aatrox with a hoard of bersekers infused with his own bloodlust.
-With three Aspects missing (Atreus in the Celestial realm, Diana in Ionia and Zoe who-knows-where), it falls to Taric, Leona and Kayle to defend Targon.
-Taric and Leona devote themselves to protecting as many as they can, while Kayle leads an army of Celestial spirits to battle against the Darkin threat.
-Kayle calls forth the spirit of her mother to aid her, but to her horror, Mihira’s essence is bound and consumed by Xolaani, transforming her into the Aspect’s Bane.
-In desperation, Kayle sends a messenger to the only remaining ally she can think to call: Ryze.
-Ryze answers the call, though upon witnessing the destruction before him, he ponders whether or not Runeterra is worth saving, and whether or not it’s a fool’s errand to try. He contemplates some of the greatest tragedies of Runeterra’s history: the Void War, the Fall of Shurima, The Reign of Mordekaiser, the Ruination, and the betrayal of his own teacher, Tyrus. Ryze ponders if he should intervene, as well as whether or not he has any right to.
-Witnessing a band of mere mortals take up arms against the Darkin, however, Ryze has an epiphany: that these tragic moments throughout Runeterra’s history are, in fact, mere moments in history. Trials that the people of Runeterra have overcome. Time again the people of this world have braved impossible odds to protect what is dear to them, and they have always rebuilt after every disaster.
-Ultimately, Ryze agrees to summon World Rune fragments from his scroll. With them, he manages to destroy nearly every Darkin on the battlefield.
-Only three Darkin now remain in existence: Aatrox, Varus/Paallas, and Naafiri.
-Should Rhaast triumph over Kayn, he takes Xolaani’s power for himself. This results in most of the other Darkin not being freed as quickly and the Darkin Saga being delayed.
Revamped characters
Aatrox
Name meaning: “Ender of worlds.”
A blade with a heart that beats for bloodshed, Aatrox revels the brutality of the battlefield. The only Darkin to escape confinement at the hands of the Aspects, Aatrox has lurked in the shadows of history, turning the tides of war in some of Runeterra’s most significant conflicts. Its current wielder is a former member of the Ascended Host, who took up the cursed sword in desperation to fight back the Void. Though some lingering traces of the mighty god-warrior still remain, his name is all but forgotten to time, and he now fights for but one purpose: to wage war against the very gods that imprisoned the Darkin, even if it means the end of the world itself.
*Bonus note: maybe Aatrox’s host was the original wielder of the Infinity Edge?
Rhaast
Name meaning: “Obedience through fear.”
A wicked scythe with an equally wicked sense of humor. Rhaast revels in carnage, instilling terror into mortals. In the distant past, some say this Darkin even inspired a cult of worshipers. The scythe was initially hidden deep below ground in eastern Valoran, until Noxian soldiers found it through one of their expansions. Before they could take the scythe back to the capital, though, the escort was ambushed by The Order of Shadow and the scythe stolen by Kayn. Kayn and Rhaast now fight for control of one body, each seeking to claim the other’s power as their own.
Paallas
Name meaning: “To forsake mercy.”
A malicious bow burning with contempt for all life on Runeterra. Though the Darkin had lent their strength to mortal races for untold ages, they were repaid with imprisonment. Paallas desires nothing but revenge, and now has the opportunity to claim it through its current wielder: an Ionian archer named Varus. Varus, however, harbors a burning vengeance of his own, and a will strong enough to keep the bow’s corruption at bay... For now. Both parties know that Varus is running on borrowed time, but the archer is determined to avenge is lover and son, Kai and Theshan, both of whom perished during the Noxian Invasion.
*In the Shadow Kayn timeline, Varus witnesses several other Darkin running amok and laying waste to the Noxian countryside. Seeing their cruelty firsthand, Varus begins to fully comprehend the evil these weapons represent, and realizes that his family wouldn’t want him to succumb either. He also comes to resent the Darkin, realizing they’re technically responsible for his families’ deaths as well, and vows to use Paallas’s own power against its kind. Realizing that one Darkin against many puts the odds against them, though, Varus reluctantly manages to sway Praa and Naafari to his cause, using Paallas’s memories to deduce that they’re the most likely potential allies.
Xolaani
Name meaning: “Crusher of wills.”
A pair of bloodletters imbued with twisted ambition. Xolaani is different from the other Darkin in that they seek to bring an end to all conflict. They have learned how to fragment their own essence and imbue it into several hosts at once, creating a sort of hivemind in the process; through this technique, Xolaani hopes to one day transform all of Runeterra’s inhabitants into their thralls, including the very gods that imprisoned them so long ago...
Baal
Name meaning: “Binding of vessels.”
An ancient staff imbued with powerful forbidden magic. In an ironic twist of fate, this same magic played a key role in imprisoning the other Darkin. It was only after Baal’s own imprisonment that the Darkin Staff learned the meaning of guilt, and has since vowed to aid its fellows in whatever way possible should the opportunity arise. That opportunity may come soon than expected as the flora of the Bandlewood is slowly tainted by Baal’s essence...
Ibaaros
Name meaning: “Glory through killing.”
A vicious harpoon once used to slay many legendary beasts. Among the Darkin, Ibaaros possessed what some might call a sense of pride, having been wielded by many powerful champions and heroes across the ages. Its final hunt, however, saw the harpoon lost deep beneath the waves. Though the Aspects surely presumed Ibaaros lost to time, it was there, in the depths, that the Darkin encountered something even more vile than its own kind: an abomination from a place darker than the abyss. When Ibaaros next emerged, it had fused into something entirely new, wielding the might of both Darkin and Void.
Joraal
Name meaning: “Solitude in eternity.”
Most Darkin offer their host the strength to slay their foes, but Joraal offers a very different form of power: a nigh-unbreakable defense. The Darkin Aegis has withstood blows from gods and demons alike, enduring the strain of attacks that even its host body cannot. Among the Darkin, Joraal has taken on more hosts than any other across history, and each one leaves fragments of memories forever embedded into the aegis. It times, these memories surface and swirl together, which has begun to affect even the Darkin’s own mind and personality...
Anaaka
Name meaning: “Yearning for violence.”
There are few even among the Darkin as eager for battle as Anaaka. The Darkin Spear charges blindly forward, ever-seeking its next adversary. Anaaka gives no thought or care for those it slays, desiring only the thrill of a good fight, even if each foe is soon to be forgotten. Perhaps what Anaaka truly seeks is an opponent that can quell its own insatiable appetite for battle...
Praa
Name meaning: “Emptiness of life.”
Equal parts elegant and deadly, Praa revels in making each battle a dance; a performance through which it can display its own lethal beauty. Every movement is made with killing intent, every strike aiming for a vital spot on the foe’s body. There must be no wasted movement, no imperfections in Praa’s performance. Alas, mortals are imperfect creatures, and so Praa has never quite found an ideal vessel among them. Perhaps being imprisoned in the spirit realm was a blessing in disguise, then; surely a more worthy host awaited the Darkin Fan there than in any Runeterran nation...
Horaazi
Name meaning: “Seeking forbidden knowledge.”
Horaazi represents a truth that both Aspects and Darkin are loath to admit: that perhaps gods, demons and mortals are not so different at their core. After all, is all life not born of the same stardust? Do all creatures not originate from that first wellspring of creation? Horaazi knows well this truth, as well as many others; the Lodestone offers knowledge, not power, to any mortal that would seek it... Yet for all its wisdom, Horaazi harbors a deep hatred for the one who would see an end to wisdom and those that would seek it: Xolaani.
Stryaatu
Name meaning: “Wailing in agony.”
The Darkin are often regarded as tools of war; deadly weapons or instruments meant to turn the tides of battle. But not all conflicts are won on the battlefield. Not all war songs are loud and imposing. Stryaatu offers a simpler solution: rather than slay your enemies, turn them to your cause. Let your emotions manifest as melody. Place your heart’s desires into the strings... Give yourself over to the harp, and the harp shall instill your hatred and bloodlust into the enemy. Watch as kings and generals turn upon each other with every note you play. That is the power of music: the power of Stryaatu.
Taarosh
Name meaning: “Fighting until death.”
The Blessed Isles seemed the perfect place to seal a Darkin weapon; who better to resist such temptation than those who could expel their darkest urges? However, the monks of the Isles never foresaw the day a grief-stricken king would arrive on their shores and unleash centuries of evil in an instant. As the Ruination swept through the land and corrupted everything it touched, Taarrosh stirred, its power amplified by the Black Mist. It didn’t take long to find a worthy vessel: a corrupted rider once belonging to the Iron Order. While Hecarim would lead his unending crusade against the world of light, Taarosh knows a greater conflict awaits: one that will shake the very heavens...
Eons ago, five relics imbued with primal runes manifested at the far reaches of the cosmos. They drifted through the vast expanse of space, drawn together by forces beyond human understanding. Finally, with the runes met, they crashed down on a barren planet that had yet to produce even a trace of life.
The runes' energy filled the planet, imbuing it with all manner of arcane powers. The site where the runes crashed became a great mountain that soared into the heavens, and the runes themselves were scattered around Runeterra. They have since been the source of miracles and calamities along; the keys to this worlds salvation or its destruction...
The World Runes
The Crimson Rune
This rune embodies the primal element of Heat. Blazing infernos. Light and warmth. The birth of stars. Passion and emotion. The Crimson Rune is thought to be the most volatile of them all, but even an instrument of destruction be bring renewal...
The Azure Rune
This rune embodies the primal element of Energy. Flowing waters. Ice and mist. The surging of mana. Knowledge and understanding. The Azure Rune is said to bring enlightenment, but perhaps that is simply the arrogance of those who believe themselves in control...
The Golden Rune
The rune embodies the primal element of Order. Rigid earth. Metals and gems. The harmony of music. Stability and peace. The Golden Rune is thought by some to be a holy relic, though what is divinity but what one makes of it?
The Violet Rune
This rune embodies the primal element of Mystery. Shifting chaos. Shadows and secrets. The expanse of space. Dreams and memories. The Violet Rune is said to open the gateway into the unknown, but does that lead to understanding or madness?
The Verdant Rune
This rune embodies the primal element of Life. Vibrant souls. Abundant flora. Vitality and spirits. The passage of time. Death and rebirth. The Verdant Rune is believed to be the progenitor of all life on Runeterra, and some believe that it will one day take back what it gave...
I love Shurima's storyline. Despite all my initial resentment for it during the Great Retcon, I've come to grow deeply attached to this region, its characters, and its history. Compared to the Shadow Isles, I think it's one of the best-handled narratives in all of League of Legends lore.
In spite of that, I still have a couple issues. Primary among them is that certain parts of the Shuriman storyline feel extremely disconnected or like they have massive gaps missing. This is most evident in the two-part trailer for Azir's release, in which the second trailer just seems to sort of... Forget the antagonists?
Like, where are Xerath, Renekton, and Cassiopeia while Azir is getting revived? Are they still in the tomb? Have they made it back up to the surface? Does Cassiopeia ever even interact with the mad demigods she set free? And what is Xerath's initial reaction to seeing the city he destroyed ages ago suddenly revived? Evidently he doesn't think to investigate it because Azir's shortstory reveals that he doesn't know anything that happened around his death until he basically uses the sands to Moody Blues his final moments and reveal Xerath's betrayal. In short: at no point are we led to believe that Azir and Xerath have even MET in their Ascended forms yet.
There's also just the permeation of Riot's bad habits that things happen "because magic." Cassiopeia was bitten by a big stone snake and its venom turned her into a snake lady with poison powers... Rather than just killing her, I guess. Azir was revived because Sivir conveniently bled onto the spot he died centuries ago, and he Ascended because a conveniently beam of sunlight struck him from somewhere underground (this is supposed to be proof of his 'worthiness' to Ascended but Xerath's story makes it explicitly clear that this is BS.)
So yeah, without further ado, here are some of the changes I'd make to Shurima. Nothing as drastic as my previous ones, but hopefully you'll all still enjoy.
Fundamental Changes
-Members of the Shuriman royal line have trace amounts of Celestial magic in their veins.
-The Chalicar is a weapon passed down through the royal line since the empire's founding. Legends say it hails from the heavens and possesses a hidden power, though none have been able to wield it to its full extent for ages.
-Setaka was a member of the royal family who came closer than any other to unlocking the Chalicar's hidden potential. It is for that reason she was chosen to Ascend and lead the Ascended Host during her time.
-Azir never planned to release all the slaves. He does, however, free Xerath right before attempting to Ascend.
Azir: "Xerath, you have a been a true friend and brother to me, and now, my final act as a mortal is to at last uphold my promise to you. I know that you shall continue to faithfully serve me, once I emerge from the sacred light."
Xerath: "...No, Azir. I shall not serve you, nor anyone else, any longer!"
-Rather than incinerate Azir, Xerath instead casts a curse to imprison the emperor in stone just he starts to Ascend (Cassiopeia can later get this ability from him.)
-Xerath draws all the power of the Sun Disc into himself as before, causing a violent explosion that destroys the capital.
-Nasus, Renekton and Xerath fight for a time before they resort to using the sarcophagus to try and trap him.
-As before, the resulting power gap causes members of the Ascended host to turn on one-another and war for control of Shurima. This conflict rages for over a hundred years before the Aspects conspire to intervene.
-The war was just fueled by lingering grudges and greed; there was no influence from the Void or hemomancy.
-The Chalicar, a weapon with the power to store Celestial energy, is used to kill every member of the Ascended Host save for Nasus and Renekton by draining the solar magic from them, rather than blasting them with moonlight.
-The Chalicar is returned to Setaka's tomb until it is found by Sivir, who is able to harness the Celestial magics within thanks to the traces of royal blood within her.
-The Tomb of the Emperors is sealed with a powerful enchantment, which ancient writing claims can only be undone by royal blood. Surprisingly, the seal seems to react to Sivir's presence.
-Cassiopeia stabs Sivir and attempts to open the tomb using her blood, rather than the Chalicar.
-The Guardian Serpent springs to life and fills the chamber with poison mist. In desperation, Cassiopeia continues onward, hoping to escape the poison by taking shelter in the tomb, which does indeed open for Sivir's blood. In doing this, she inadvertently sets free Xerath and Renekton (as well as the energy zombies that Xerath apparently made while he was stuck in there.)
-Cassiopeia was transformed into a Baccai via Xerath's magic. His power mixing with the poison in her veins is what caused her to take on a serpentine form.
-Sivir flees the chaos, seeking the Oasis of the Dawn said to be hidden beneath the capital in the hopes of healing her wounds.
-Sivir bathes in the water and her wounds heal. Before she can leave, though, Sivir notices a strange stone figure nearby bearing an expression of pain. For reasons she can't explain, Sivir feels an odd sense of kinship with him, and pulls the figure into the Oasis of the Dawn.
-Sivir is not a direct descendant of Azir, but Setaka (who had children before Ascending.) Royal blood still binds her to him, though.
-Azir is freed from his petrifying curse, and he and Sivir take some time to catch up and explain the situation to one-another.
-Once Azir learns that Xerath is free and the Ascended Host are no longer alive to face him, the emperor resolves to stand against his old friend. Sivir is convinced, albeit reluctantly, to help Azir Ascend using the Chalicar.
-Azir undergoes a modified Rite of Ascension, using Celestial power stored within the Chalicar. Because it contains the power of the Ascended Host slain in Nerimazeth, Azir is able to draw on their collective strength to rebuild the capital.
-Azir's magic allows him to conjure soldiers and weapons of the Ascended Host from the sand; this includes the Ascended themselves, but they lack the same strength and autonomy they once did in life.
-By this point, Xerath, Renekton and Cassiopeia have long-since left the tomb. Xerath promises Renekton vengeance against Nasus, and Cassiopeia even greater power in exchange for her loyalty.
-The War for Shurima begins anew as Xerath and Azir both seek to amass power and influence across the continent, waiting for the day they might meet face-to-face once again.
Continuing to develop my headcanons for World Runes, I wanted to indulge in just a little bit of powerscaling.
Each World Rune is broken up into five Runeshards. Having a singular Runeshard of any color/alignment can give a person power enough to face down an entire army on their own. It's even possible for someone to absorb a Runeshard into themselves, turning into a living elemental of that alignment. (In my version of the canon, Brand absorbed a Crimson Runeshard and Ivern absorbed a Verdant Runeshard.) Such individuals are sometimes called Shardbearers.
Needless to say, the more Runeshards one has in their possession, the further their power grows. Though it has never been done, acquiring all five shards of a singular color/alignment could give someone power rivaling Celestial beings.
That said, the World Runes are not the only method to achieve god-like power. Spirits and demons, with enough time and energy gathered from mortal hearts, can achieve borderline deific status as well. Spirit-gods can generally be considered stronger than a Shardbearer, though if they take on a mortal host, that person will probably be about on-par with one.
Then of course, there's the Rite of Ascension, which aims to transform mortals into god-warriors. The Ascended are generally about on-par with a Shardbearer in terms of strength, with Xerath and Azir being outliers as they each possess might equivalent to multiple Ascended.
Lastly, you have a few outliers. Viego absorbed the collective negative emotions stored within the Prison Lantern, which gives him might equivalent to a Shardbearer. Rell was imbued with the combined magical energy of several ferromancers, putting her just below a Shardbearer in terms of strength.
There is one notable benefit that Shardbearers have over everyone else, however: a direct connection to the primordial elements that all magic stems from, and thus a greater degree of authority/control. For example, if Viego were to go up against someone wielding a Verdant Runeshard, they may be able to overwrite his control over others' souls, to an extent. Xerath, likewise, would find that an Azure Shardbearer could absorb some of his energy.
Anyways, if I had to give a rough higherarchy, it would go something like this:
Celestials and Runebearers > Spirit Gods > Ascended/Shardbearers/God-hosts ≥ Outliers
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So one of the biggest issues in League's official canon is how many Champions tend to overlap their base concepts, and Viego and Mordekaiser are no exceptions. Both are undead tyrants with near-limitless power to corrupt and transform souls to do their bidding. They're pretty different in terms of personality and presentation, sure, but there's still a lot of overlap between their powersets.
Thus, I decided to try and better differentiate them.
It's been stated multiple times that in my version of the story, the Black Mist is not simply some vague necromantic power; it is pure negativity made manifest. For a brief refresher: the monks of the Blessed Isles would perform a ritual literally siphon the darkness out of sinners, leaving their worst criminals without the capacity for hatred, envy, greed or any other intense feeling that would drive them to evil acts.
That darkness was sealed within a magical lantern, slowly coalescing for centuries. When Viego opened that lantern, he became a vessel for the darkness, and unleashed it upon the isles as the Black Mist. Those whom the Black Mist touches have their worst desires and inner thoughts brought to the forefront, and amplified to the point that it can physically warp someone into a manifestations of their worst selves. In truth, it can be argued whether or not the Black Mist even truly turns someone undead, but it DOES enhance the worst aspects of someone's soul while burying or even crushing the goodness within them.
Mordekaiser, by contrast, using his understanding of True Names to enslave the spirits of the deceased. If the soul is a manifestation of the self and represents someone's identity, Mordekaiser effectively erases a person's identity to bind them to his will. His undead minions are stripped of their memories, their ideals, everything they were in life until they are little more than nameless specters bound in iron restraints.
To summarize: Viego turns you into the worst version of yourself, while Mordekaiser erases your sense of self altogether.))
Spirits exist all across Runeterra. None truly know where or how these mysterious entities are born. Many believe them to be nothing more than superstition. However, in some parts of the world, spirits are more than mere legend; they are the embodiment of an entire culture.
Spirits are, in essence, beings without form or identity. They begin with no shape and no name, simply drifting through the material plane with most beings unaware of their existence. Their power is often limited to a few subtle acts, like stirring a breeze, causing a spark or helping a lone flower bloom.
Sometimes, though, a spirit may find itself the object of worship. Stories have power, and mortals are superstitious beings. As they create myths to explain the natural world around them and the otherwise inexplicable occurrences caused by incorporeal beings, the spirits responsible gain strength. In time, they come to embody the very stories they helped to inspire.
In short, spirits are blank canvases, and legends are paint wielded by unwitting mortals. From these two concepts, a god is born...
Notable Spirit Gods
Ornn
A powerful flame spirit of the Freljord, embodied by the visage of a ram. Ornn is hailed as the patron deity of smithing. His flames are said to embody the forge and the hearth. Alas, after the death of his followers many years ago, Ornn has entered into a deep isolation, and his power is not what it once was...
Valhiir/Volibear
A powerful lightning spirit of the freljord, embodied by the visage of a bear. Valhiir is hailed by some as a patron deity of the hunt, while his alter-ego Volibear is a savage god of the wild. This duality makes him respected in some regions of the north, but feared in others.
Anivia
A powerful ice spirit of the Freljord, embodied by the visage of the phoenix. Anivia is revered by many Freljordians as a goddess of life and rebirth. She is also regarded by many as the land's guardian against outside threats, though she slumbers every summer...
The Iron Boar
A powerful earth spirit of the Freljord, embodied by the visage of the boar. The Iron Boar is believed to have once been a patron deity of war to the Freljorians, but its name and visage have been all but lost to time. In the present day, however, a group of spirit walkers have begun to reawaken the ancient god from its long-dormant shrine...
Rhond
A powerful flame spirit of the Freljord, embodied by the visage of a serpent. Rhond was worshiped long ago, though little is known about his actual role. The legends say that he battled against Valhiir and was ultimately defeated. Thus, people remember the Magma Serpent only as a mighty foe slain by a mightier god...
Janna
A powerful wind spirit residing along the isthmus between Valoran and Shurima. She was revered long ago by the people of Oshra Vazaun as a goddess of trade and fair winds, but her worship fell into decline after Shurima conquered the land... However, modern-day Zaunites have begun to revitalize Janna's religion. Due to conflicting portrayals, she can take on many different forms...
Skarner
A powerful land spirit residing in Ixtal, taking the guise of a giant scorpion. Skarner is the nation's guardian deity, and regarded by the Ixtali as a god of wisdom. His power safeguards the capital and the surrounding villages, keeping the region safe from outside influence. Protecting Ixtal is his only concern, even at the cost of keeping it isolated from the rest of the world...
Vilemaw
A powerful spirit of darkness revered primarily in Noxus, embodied by the visage of a spider. Vilemaw was once worshiped by the Noxii tribes of old under a different name, though its worship ceased after Sahn Uzal conquered its followers. Centuries later, however, the spider god has seen a resurgence thanks to Elise, who offers the beast sacrifices in exchange for power and longevity.
Nagakabouros
A powerful water spirit revered throughout Bilgewater and the Serpent Isles. She is regarded as a goddess of life and motion, and her following is still extremely active and strong. She manifests primarily as ethereal tentacles, though her true visage is said to be both much grander and far more terrifying...
Karma
A powerful spirit of nature revered in Ionia. Though Karma's true form is often depicted as a jade dragon, it acts primarily through human hosts and the landscape itself. Though usually seen as a benevolent guardian, Karma possesses an inner darkness that manifests whenever there is a significant imbalance in the realms...
The Targonian Celestials
Targon hosts a wide array of deities, representing the heavenly bodies and aspects of the universe. They are, frankly, a topic deserving of their own list/post, but the important thing to note is that they are among the oldest and most powerful gods on Runeterra.
It's no secret that Riot Games, specifically the corporate entities at the top, have been horrible about the handling of their own IP and fictional universe. Since the Great Retcon that happened nearly a decade ago, myself and other creatives in the League community have taken it upon ourselves to do what they seemingly refuse to.
TBSkyen, Nickyboi and other such creators have put to voice our issues perfectly: that for a company as massively successful as Riot Games, it is difficult to fathom how and why they cannot do in the course of ten years what independent, passionate fans can do in their spare time. I have gone out of my why to create new backstories for characters that have no place in the current lore out of spite. Artists have redesigned Champions whose visuals are woefully behind. And to top it all off, Riot clearly has no consistent vision for where they even want to take things.
Right now they're allegedly trying to make sure the game universe fits with Arcane: something that fundamentally does not and cannot work due to the variety of discrepancies between both properties. They discontinued Riot Forge because they weren't able to instantly dominate the indie market with like four games (big surprise) and actively butcher existing characters and lore for the sake of selling skins.
And that's what it ultimately boils down to. The higher-ups do not care about the world of Runeterra, at least not as much as the Esports scene and the shills who will spend ungodly amounts of money on cosmetics. They leave characters and storylines to rot for years on end unless they're marketable or profitable enough to bother with. Even then, it feels like they can never truly stay consistent.
Perhaps this arrogant of me to say, but as far as I'm concerned, the world of Runeterra belongs to us: the fans who are dedicated enough to remain passionate about a world Riot has no interest in. This is by no means a knock against the artists and writers that Riot employs... But the corporate entity holding this world hostage has, in my opinion, no real right to call themselves the owners of these stories and characters that they intentionally leave neglected and abandoned.
Ever since the Rise of the Sentinels event, I have been forging my OWN canon out of a mix of passion and spite. I know not everyone agrees with all the changes I've made, and that's fine. As far as I'm concerned, those people are more than free to develop their own versions of the lore. The point is that, as things stand, I genuinely don't know if Riot's version is ever truly going to be complete. Even then, there are aspects of the existing canon that I just don't like for some reason or another.
Below is what I call the Gold Continuity: a summary of my alterations to the League mythos or headcanons that I've created to fill in the gaps that Riot left behind. So, without further ado...
Regions and Plotpoints
Yordles
-Yordles have indefinite lifespans, but they are NOT immortal. They can be killed and harmed.
-Yordles survive by adapting to their surroundings. A yordle who spends enough time among other races will eventually come to mimic their behaviors.
-Yordles are not cryptids, nor do they have glamour, but they are rarer in some regions than others.
Vastaya
-Vastaya are chimeric beings that resulted in humans mingling with an ancient race of shapeshifters called the Vastaya-Sharei. They are not immortal, nor can they shapeshift (except for the Oovikat), but they do have slightly longer lifespans than humans.
The Shadow Isles
-The Ruination happened because League's equivalent of Pandora's Box (which would later become Thresh's lantern) was opened and unleashed centuries' worth of evil energy to corrupt the Isles.
-The Black Mist is the accumulation of negativity in a person's soul, while the Hallowed Mist is positivity.
-Relicstone, AKA Lightstone, can be used to harness the positivity or negativity in a person's soul. It emits a golden yellow or ghastly green glow depending on the emotion fueling it.
-The Sentinels of Light were originally an order that used Lightstone weapons to combat malevolent spirits and criminals on the Blessed Isles. Members of this order fled with a supply of Lightstone in tow and remade themselves into an organization devoted to fighting the Black Mist.
-The Ruination did not happen all at once; rather, it took several hours for the Black Mist to completely corrupt the Isles. This allowed some Sentinels time to trap Viego in the vaults of Helia.
-The Harrowing is a period of time in which Viego's seal weakens and his power is able to freely extend across Runeterra.
The Darkin
-The Darkin are ancient, demonic weapons of unknown origin that corrupt the minds and bodies of their wielders.
-The Darkin harbor a deep hatred towards the Celestial gods of Targon for unknown reasons.
-Aatrox, the strongest of the Darkin, aims to lead his kin in a war that will destroy Targon.
Targon
-The Celestial gods of Targon are, in fact, powerful cosmic spirits that have become the embodiment of mortal beliefs regarding the workings of the universe.
-Targon once boasted a polytheistic religion that worshiped and respected all the Aspects. However, sects and cults devoted to individual gods rose up over time, dividing Targon's people.
-Aspects bond with mortal vessels to better enact their wills upon Runeterra, offering power and extended life in exchange for servitude. An Aspect can, however, completely overtake their mortal host and transform them if the host's will isn't strong enough.
-The death of an Aspect doesn't necessarily cause the destruction of celestial bodies, but it does have an impact on Runeterra itself; if an Aspect is killed, then its corresponding stars or moons will no longer be visible to the people of Runeterra.
-Aurelion Sol was once revered by a cult of dragon-worshipers on Mount Targon. They offered him praise and gifts whenever he deigned to descend upon their home. The god of war, Pantheon, saw the potential in Aurelion Sol as a weapon and enacted a scheme to enslave him. Aurelion's followers were tricked into forging a giant crown that bound him to Pantheon's will. Thus, the war god could call on the Star Forger as a weapon whenever he pleased.
-The Solari and Lunari once fought together to defend Runeterra from the Void. However, when the Lunari began to meddle with Void powers in an attempt to better understand this, they were deemed heretics. Though the reasons why have been lost, many sun-worshipers still regard the cult of the moon as heresy.
Shurima
-The Ascended waged war on each other after the empire's fall because of the power vacuum that Xerath created. This resulted in a period known as the Godly War.
-The entirety of the Ascended Host (save for Nasus and Renekton) died during Twilight of the Gods.
Characters
Twitch
Twitch was a rat captured and experimented on by human scientists. He was injected with an experimental drug meant to bolster his physical and mental abilities. After a time, the mutated rat escaped confinement and fled to the sewers. There, he began to build his own personal kingdom amidst the filth and refuge, ambushing anyone foolish enough to enter his territory without permission. Twitch hopes to one day overthrow the surface dwellers and claim revenge on them.
Kog'Maw
Kog'Maw is a doomsday weapon created by the Void. He builds energy within himself by consuming things, and releases that energy in a violent explosion when his body takes severe damage. Kog'Maw's purpose is to build enough energy that he can one day tear apart reality itself in a violent explosion, creating an opening for the Void to invade Runeterra once more.
Shaco
Shaco is a Demon of Delirium, who drives people mad with his twisted games. He appears before the sad and depressed to lure them in with his playful antics, only to leave them surrounded by bodies and covered in blood. Those who fall under Shaco's spell are completely unaware of the atrocities they commit until the Demon Jester has left their side.
Corki
Corki is the leader of a the Screaming Yipsnakes, who defend Bandle City from airborn threats. He pilots a special flying machine that he co-developed with Professor Heimerdinger in Piltover. Corki has grown a touch senile in recent years, but remains as skilled and devoted to his cause as ever.
Shyvana
Shyvana is the last descendant of an ancient tribe of dragon-worshipers from the Kumungu Jungle. Long ago, this tribe made offerings to element dragons in exchange for their blood; by consuming dragon blood, these people were able to become half-dragons. However, the dragon Yvva saw this as an affront, and single-handedly brought an end to the entire tribe... Or so she thought. Shyvana alone survived the onslaught and spent years wandering the world. Eventually, she arrived in Demacia, where she would unite with Prince Jarvan IV to bring an end to her tribe's killer.
Akshan
Akshan is a Shuriman rogue devoted to his own personal brand of justice. He steals from and even sometimes assassinates scoundrels who misuse their wealth and power while fighting for those of less-fortunate means. Some even say he carries an ancient relic capable of draining and restoring life essence, sacrificing one soul to resurrect another...
Zyra
Zyra is an ancient Ixtali witch possessed by a deadly carnivorous plant. The Zyr flowers once threatened to consume all of Kumungu, but their spread was halted by the mages of Ixaocan. A lone sorceress thought it wrong to exterminate an entire species, however, and saved a single Zyr sapling. That sapling, however, would go on to infect her and create the being now known as Zyra. Zyra now seeks to resume her plan of conquering the jungle and spreading her seeds to all living things, more dangerous than ever with a human intellect to bolster her wicked intent.
Thresh
Thresh was once a monk of the Blessed Isles, charged with safeguarding a lantern filled with the evils of humanity. Thresh began to grow resentful of this duty and the order, and extended exposure to the lantern began to corrupt his mind. Thresh longed to release the evils of the lantern, but was unable to as it could never be opened by those with impure intent. When Viego arrived, Thresh saw his opportunity and manipulated the king into opening the lantern, convincing the king that its power could revive Isolde.
Vex
Vex was a yordle serving in the Brotherhood of Dusk on the Blessed Isles. She was once a cheerful, upbeat spirit who excelled in soothing the souls of the departed. However, when the Ruination came, the evils of the lantern inverted her cheerful demeanor into one of nihilism and despair. Vex now seeks to spread gloom and misery wherever she goes, though her shadow reflects the once-kind soul that she still harbors deep inside her...
Viego
Viego was the king of Camavor, though he was never intended to inherit the throne. He spent much of his time and attention doting on his beloved wife, and fell to madness after her demise. He went to the Blessed Isles, birthplace of his Blade of Kings, in the hopes of finding a way to resurrect her. There, he was promised the power to do so by Thresh; all Viego needed to do was take the power stored within an ancient lantern. Viego became a vessel for the Black Mist, which snuffed out the last of the genuine good in his heart and turned him into the Ruined King.
Kalista
Kalista was once a royal guard of Camavor whose father was slain by insurgents in her youth. For this reason, Kalista grew up with a deep-seated hatred for traitors and rebels of all kinds. She believed that loyalty to the crown was absolute, even as Viego's actions slowly drove the country to ruin. Only when he ordered his soldiers to kill the monks of the Blessed Isles did Kalista realized that Viego himself had betrayed his country did she choose to stand against him and all his supporters. When the Black Mist swept over the Isles, Kalista was transformed in her dying moments, becoming a mindless agent of vengeance whose obsession with punishing betrayers has consumed her completely...
Vladimir
Viego's uncle and a formerly influential politician in Camavor. Vladimir sought to gain his nephew's favor by uncovering the secrets of blood magic so that he might resurrect Isolde; to that end, he traveled across the sea to the land of Noxus. There, he became exceedingly proficient in the art of hemomancy... Enough to be invited into the Black Rose. Upon learning of his homeland's fall to ruin, Vladimir accepted the offer and has spent centuries keeping himself young and influential through mastery of his craft.
Elise
Elise is the head of House Kythera: one of the oldest and most influential noble houses in Noxus. Unbeknownst to most, House Kythera reveres an archaic deity from the Noxii Tribes of old: the spider god, Vilemaw. In exchange for human sacrifices, descendants of House Kythera are granted power and lasting life by their deity. Elise has forged an alias with the Black Rose to ensure a steady supply of offerings for her deity, in exchange for using her power and influence to aid the Pale Lady...
Syndra
Syndra is the living antithesis of Karma, though she had, at one point, been the spirit's vessel. Syndra was chosen by Karma at an early age, and immediately took to the power she was granted by Ionia's ancient protector. In fact, her latent magical potential made her the most powerful incarnation of Karma anyone had ever seen. Though the monks of the Lasting Altar tried to teach her restraint, Syndra ignored them all, believing herself to be destined for greater things. Syndra's obsession for power ultimately led the monks to try and extract Karma by force, but rather than removing Syndra's magic entirely, it merely took on a dark and twisted form. Syndra was sealed deep below the Lasting Altar for decades, but now she is free and seeks to reclaim that which was taken from her.
Jarvan IV
The heir to Demacia's throne, Prince Jarvan IV was a prodigy warrior and seemed well-suited to the role of kingship. His skill and pride, however, led him to one day make the most foolish decision of his life. When world a powerful fire dragon ravaging the Demacian countryside reached his ears, Jarvan led a battalion of soldiers against the beast despite his father's orders not to do so. The result was the tragic death of every soldier under Jarvan's command, and his own shameful retreat into the forest. Jarvan would have died from his injuries were it not for Shyvana, who found him and eventually aided him in defeating the fire dragon Yvva for good.
Warwick
A vastayan warrior captured during the Noxian Invasion of Ionia. Though initially set to be brought back to Noxus for sport, the mad scientist Singed arranged for him to be brought to Zaun instead, as payment for the Mad Chemist's assistance in the war. There, Warwick was experimented on as Singed tried to uncover the chimeric properties of the vastaya, even forcibly augmenting his new experiment in a variety of ways. Eventually, though, Warwick managed to escape the lab. Though his mind has been broken by Singed's cruel experiments, a semblance of nobility still remains within Warwick, even as he prowls the undercity for prey...
Lillia
Lillia is dream spirit who once traveled the spirit realm to ward off nightmares. Despite her shy and timid nature, Lillia is quite effective in her task, keeping night terrors at bay with her mystical bough. After an encounter with a particularly fierce nightmare long ago, Lillia was forced to enter a state of dormancy for many years... But now, as dark dreams have begun to spread throughout Runeterra once again, Lillia has awakened to resume her duties and bring peaceful slumber to the mortals of the world.
Cassiopeia
Cassiopeia was transformed into a Baccai by Xerath when she released him from the tomb. Though she initially viewed this as a curse, Cassiopeia soon took to the myriad of powers she gained from the Magus's 'gift.' She now works alongside the Black Rose in Noxus to maintain a foothold in Bel'Zhun, keeping an eye on the Ascended on behalf of her new patron.
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And that's everything for now. This is Runeterra as I imagine it, completely unfettered by any requirements or existing canon. I may go back and add to this in the future, but for now I think that's plenty to chew on.