text,label "Anivia is an ancient Freljordian demi-god who represents the eternal cycle of life, death, and rebirth, intrinsically associated with the changing seasons. To those who venerate her, she is the elemental soul of the Freljord—a symbol of hope, and a sacred catalyst of change. Stories passed down through the ages often tell of how she rewards those who are kind and humble. On the rare occasion a mortal glimpses her—or at least claims to—she is described as a noble spirit-bird of ice, with glittering wings that span the heavens, and a piercing cry that can be heard over even the fiercest storm. The songs of the nomadic Notai tribe tell how Anivia’s birth first brought snow into the world. When she burst from her giant egg of ice, tiny pieces of it were hurled into the sky, and it has fallen as snow ever since. And, according to the sagas of the Mourncrow tribe, the frigid winds that scour the Freljord originate from the first beats of her wings. Indeed, the full power of winter is Anivia’s to command, and to those who seek to desecrate her homeland, she is a bitter foe. When roused to anger, she can cleave fortresses and mountains, and her screech can summon blizzards cold enough to shatter steel. One of the most enduring and respected beliefs is that Anivia’s greatest gift to the Freljord was the creation of True Ice. Infused with elemental magic, this unmelting substance is pure and potent, and the greatest seers and ice-mages have long strived to use shards of True Ice to amplify their might, while weapons that have even a tiny sliver forged into them are deadly beyond belief. When mortals first arrived in the Freljord, Anivia welcomed them. Seeing that they could not withstand the cold, she guided them to secluded valleys where they could shelter, become established, and slowly harden themselves against the elements. She nurtured and watched over them for those first precarious centuries—and they, in turn, worshipped her. Anivia hoped that these newly arrived tribes would remain unified in defending the Freljord from outsiders… but slowly, infighting and blood-feuds became all too common, making an invasion inevitable. According to legend, a greedy southern king marched his warriors up through the mountains, seeking to claim dominion over the northlands and shackle their wild magic for himself. So enraged was Anivia at the outsiders’ hubris and disrespect that she blasted them with a snowstorm that lasted a century and a day. Scattered standing stones can still be seen on the Scouring Plain, which the locals claim are all that remain of that ancient army. Other tales include the Avarosan legend of Ulla Shatter-Spear, an Iceborn warmother who was favored by Anivia for saving a young hawk from a rimefang wolf. Across her lifetime, the Cryophoenix protected Ulla from harm, and when she finally fell in battle, having witnessed almost a hundred winters, it is said that Anivia welcomed her with wings spread wide. If all these legends are true, then Anivia must have witnessed the rise and fall of countless mortal civilizations. While there are still some dwindling remnants of those earlier times, most have long been forgotten, and buried beneath millennia of ice. But death cannot touch Anivia herself. The sagas speak of how she has been struck down and slain a handful of times throughout history, though she is always reborn—for as long as the Freljord exists, her soul is immortal. While it may be hundreds or even thousands of years before she rises again, each rebirth coincides with the dawning of a new era. Thus, her appearance, while regarded as a wondrous blessing, is often the harbinger of something terrible on the horizon. Once, it is said, she sacrificed herself against a march of towering Balestriders. Anvia knew she could not slay these colossal creatures, and so she plunged into the ice beneath their feet, shattering her own body in order to entomb them. Recently, some claim Anivia has hatched from the egg once more, and that she has appeared before the new leader of the Avarosans—the Warmother Ashe. In her, perhaps Anivia sees one who may be able to finally reunite the Freljord. Yet if the Cryophoenix has indeed returned, as more and more shamans and spirit walkers proclaim, then it must be asked: what great threat has she come to face?",Mage "Clan Ferros understands sacrifice. Most of the family’s wealth came through harvesting a rare crystal from the brackern, a creature native to Shurima. These hex-crystals—or “first crystals”—contained power normally only wielded by those born with innate magical ability. After Camille’s great-great aunt lost an arm during an early expedition, her sacrifice inspired the Ferros family motto: “For family, will I give.” The brackern were a limited resource, and Camille's family had to augment the crystals they’d accumulated. Utilizing shadow investments in chemtech and runic alchemy, they developed less powerful, but easier to make, synthetic hex-crystals. Yet there were consequences—synthetic crystal manufacturing has long been rumored to heavily contribute to the Zaun Gray. Furthermore, it was only through espionage, intimidation, and murder that Clan Ferros held its monopoly on this priceless commodity, and ensured its uninterrupted production in Zaun, maintaining the family’s place in Piltover’s illustrious Bluewind Court. As the eldest surviving child of Clan Ferros’ masters, Camille received every educational advantage. She had exceptional tutors, learning to speak several foreign languages and play the cellovinna at a concert-master level. Camille also learned to read and write Ancient Shuriman while assisting her father on digs in the Odyn Valley. Traditionally, one of the younger children would become their family's principal intelligencer, working with the clan master to secure their family’s success by any means necessary. However, Camille's younger brother, Stevan, had a weak constitution, and so Camille took his place. He jealously watched her embrace her additional training, and she became quite adept in combat, reconnaissance, and interrogation. When Camille was twenty-five, augmented Zaunite thugs attacked her and her father, intent on stealing lucrative trade secrets. Camille’s father succumbed to his wounds, and in anguish, her mother died soon after. Stevan became clan master, and he doubled the clan’s research in human hextech augmentation, eager to prove himself as a strong leader. After a year of mourning, Stevan oversaw the induction of Hakim Naderi—a promising young crystallographer from the Shuriman coastal city of Bel'zhun—as the family’s lead artificer. Camille requested hextech augmentation from Hakim to push her beyond her human limitations. Hakim was instantly enamored with her, and they bonded over the preparations and late night stories of Shurima… and eventually, Camille returned Hakim's feelings. Their affair grew reckless, as they knew the surgery would conclude their time together. Hakim would move onto other projects, and Camille would once again be fully committed to the principal intelligencer’s duties. More than that, Hakim worried that in carving away Camille's heart, he might remove her humanity. Days before Camille's operation, Hakim proposed marriage and begged her to run away with him. For the first time in her life, Camille was torn. Stevan had no such conflict, as he needed Camille to execute his vision. When he learned of the secret proposal, he devised a plan—the next time Camille and Hakim were together, Stevan set himself up to be attacked. When she saw her brother bruised and bloodied, Camille recognized what could happen when her attention was divided. Hakim pleaded with Camille, but she wouldn’t listen. For family, she would give. She ended her relationship with Hakim, insisting her surgery go forward. He was the only one who could safely perform the operation, and so he excised Camille’s heart and replaced it with hextech—then resigned. When she awoke, the lab she and Hakim had shared was abandoned. Camille focused on her work. She took on further refinements, including bladed legs, grapple-spindled hips, and other, minor hex-augmentations, leading some to wonder how much of the woman was left. And as Clan Ferros amassed more power and wealth, Camille’s missions became darker and more deadly. Thanks to her hextech heart, she did not age—but the years were not so kind to her brother. Yet even as Stevan's body grew more frail, his iron grip on the clan remained. Eventually, Camille uncovered the depth of Stevan's betrayal, and realized his machinations were no longer in the family’s best interests. In that moment, she discarded the last sentiment she felt toward her brother. After installing her favorite grand-niece as clan master, Camille now runs the family's public affairs as well as its more shady operations. As a solver of… difficult problems, she embraces her more-than-human transformation and the cutting judgment it affords her—but a strange, mournful keening in her hextech heart may yet prove a troubling portent. Regardless, Camille refuses to sit idle, and gains invigoration from well-executed industrial espionage, a fresh-brewed cup of tea, and long walks in the Gray.",Fighter "Diana did not belong on Mount Targon. A group of Solari hunters discovered her swaddled between her frost-claimed parents—strangers to this land, who had clearly traveled a long way. The hunters brought her to their temple, dedicated her, and raised her as a member of the Tribes of the Last Sun, known to many as the Rakkor. Like all of the Solari faith, she underwent rigorous physical and religious training. However, unlike others, Diana was determined to understand why the Solari act the way they do, and the reasoning behind their beliefs. She spent her evenings digging through the libraries, devouring texts with only pale moonlight to read by. Paradoxically, this pursuit provided more questions than answers, and her teachers’ aphoristic replies did little to sate her inquisitive mind. When Diana began to notice tomes had whole chapters torn from them, and all references to the moon seemed missing, the teachers assigned harsh punishments, intending to exhaust her into devotion. Likewise, her fellow acolytes distanced themselves from her and her questioning. There was one shining beacon in these years of confused, frustrated isolation: Leona. The most devout of Diana’s peers, they often found themselves in impassioned debate. Though one never swayed the other in their long and frequent conversations, they developed a close friendship. Then, one glorious night, Diana discovered a hidden alcove deep within the mountain. Moonlight spilled against its walls, revealing imagery of the sun, of soldiers armored in gold alongside silver-clad warriors, and matching imagery of the moon, atop Targon’s greatest peek. Delighted, Diana raced to share this clear message with Leona—the sun and moon were not enemies after all! Leona did not react with joy. She urged Diana to put this heresy from her mind entirely, warning of the punishments that may befall her if she were to voice such thoughts to others. Diana had never seen her serious friend quite so grave. Frustration gnawed at her. She had reached the end of the Solari’s knowledge, yet not even Leona would take this new discovery into account. What were the Solari hiding? Increasingly, Diana felt certain there was only one place she could go for answers: the top of Mount Targon. The climb tested her in every way imaginable, and time seemed to stand still as she scaled the peak. To survive, she focused her thoughts on her lone companion, and the answers that would make the Solari better, more whole. The summit greeted her with the brightest, fullest moon she’d ever seen. After a rapturous moment, a pillar of moonlight slammed into her and she felt a presence taking hold of her, sharing glimpses of the past, and of another Rakkor faith called the Lunari. Diana realized this presence could only be one of the legendary Aspects… and she had been chosen as its host. When the light dissipated, her mind was again her own. Diana found herself clad in armor, holding a crescent blade, and hair once dark hair now gleaming silver. She turned to find she was not alone—Leona stood at her side, similarly bedecked in shining, golden battleplate, a sunbreak-bright shield and sword in her hands. Diana was overjoyed to share in this revelatory moment with her friend, but Leona thought only of returning to the Solari. Diana begged her not to, desperate that they face this new future together. But Leona refused, and their disagreement quickly turned into a titanic battle, erupting with moonlight and sunfire. Fearful of losing herself to the Aspect’s power, Diana ultimately fled down the mountain. But, vindicated in her search, she felt more certain than ever that she had been right to question the Solari’s teachings. It was time to confront them, and show the error of their ways. Pushing past their Ra’Horak guardians, Diana burst into the chambers of the high priests. They listened with mounting horror as she told of what she had learned of the Lunari… and then they denounced her as a heretic, a blasphemer, and a peddler of false gods. Rage filled Diana, amplified by the Aspect within, and she embraced it in a terrible burst of moonlight. Startled, she fled the temple, leaving a trail of death in her wake. Now, driven by half-remembered visions and glimpses of ancient knowledge, Diana clings to the only truths she knows for certain—that the Lunari and the Solari need not be foes, and that there is a greater purpose for her than to be a Solari acolyte of Mount Targon. And though that destiny remains unclear, Diana will seek it out, whatever the cost.",Fighter "Even as an orphan on the streets of Basilich, Draven was headstrong and full of bravado, frequently getting into vicious brawls with older street children and shady underworld thugs. While supremely confident in his own ability—some would say overconfident—it is unlikely he would have survived childhood had it not been for his older brother, Darius, who invariably finished the fights Draven started. When Basilich fell to the warhosts of Noxus, the brothers came to the attention of a captain named Cyrus, after Draven made an ill-considered attempt on his life. Impressed with their fighting spirit, Cyrus allowed them to join the Noxian ranks. For years, the brothers fought as part of Cyrus’ warhost—yet while Darius took to this life easily, Draven grew steadily more bored. His martial skill was beyond question, but the daily drudgery of soldiering felt like too much effort for too little reward… and not enough personal glory. Darius inevitably rose to command his own warband, and Draven joined him. However, if he thought that would be easier, or a way to achieve greater individual recognition, he was sorely disappointed. Some say Draven chose to leave Darius’ command. Some say he was forced out. Either way, his skills were highly sought after as a champion and duelist, and he was enticed to join a succession of warbands during the occupation of Ionia, before ending up with a fairly respectable contract in the Reckoning pits. For centuries, the gladiatorial Reckoners had performed a vital role in Noxus—punishing criminals and settling disputes between the noble houses—and Draven was determined to receive the riches, adoration, and renown he felt he deserved. However, with long, protracted wars on many fronts, the spectacle was beginning to lose its appeal for the common citizen. As the attention of the crowds drifted, Draven fell into a slump, spending more and more time in the seedier drinking halls and gambling dens of the capital. He was washed-up and broke when the former general Jericho Swain found him. Swain had a plan to reclaim Noxus’ lost glory, and needed Draven’s help to achieve it. Perhaps Swain only enlisted him as a way to ensure his brother Darius’ support after the fact. Regardless, Draven proved integral to Swain’s plan—to depose the Grand General himself, Boram Darkwill. Standing triumphant with Swain, Draven smiled for the first time in months as the cheers of the Noxian people washed over him. But duty called. In the days and weeks following this unprecedented coup, many among the noble elite refused to honor Swain’s succession, so they were sentenced to death in the arena. One condemned man escaped his handlers ahead of his execution. Operating on pure instinct—as was ever his wont—Draven leapt from the high balcony and hurled a pair of axes at the fleeing man, cutting him down in a heartbeat. After a moment of stunned silence, the crowd roared their approval. Draven retrieved his axes, spinning them high in the air, playing to his new fans, and savoring their rapturous applause. Thus Draven became the Glorious Executioner, turning routine bouts into grand spectacles that drew ever larger crowds. Soon enough, an enterprising (and diminutive) promoter, tired of paying to house, feed, and train Reckoners only for them to die in front of dwindling audiences, approached Draven with an idea. What if the drama of the classic pit fights could be combined with Draven’s natural showmanship? The Reckoners quickly became entertainers as much as combatants, each with their own carefully constructed backstory, fighting style, and flamboyant personality. The fights were often bloody—this was still Noxus after all—but far less often ended in death. The rivalries, trash-talking, and intrigue between the best-known Reckoners became the stuff of legend throughout the empire, but none were talked about more than Draven. For a time he lived the high life, receiving invitations to a never-ending stream of parties and banquets, mixing with the wealthy and influential of Swain’s new Noxus. He even reconciled with Darius, and would occasionally still march out with the warhosts, defeating enemy champions and generals in single combat. Nevertheless, Draven has started to grow restless once again. He has all that he could have ever imagined, and more, but now dreams of the day when the whole world knows his name.",Marksman "The Lady Elise was born centuries ago to House Kythera, one of the oldest bloodlines of Noxus, and swiftly learned the power of beauty to influence the weak. When she came of age, she entertained the courtship of Berholdt, heir to House Zaavan. Their union was opposed by many, since it would strengthen Kythera at Zaavan’s expense—but Elise worked hard to beguile her intended husband, and manipulated her detractors to secure a betrothal. Unbeknown to her, this political marriage had been planned for many years by shadowy forces working behind the scenes throughout the empire, with Berholdt Zaavan a mere pawn in a much larger game. Even so, it was an unexpected twist that Elise should dominate him so completely, and while he remained the face of his house, it was clear who was in charge. As time passed, his resentment grew. One evening, over a typically frosty dinner, Berholdt revealed he had poisoned her wine, and demanded Elise withdraw from society and allow him to take up the reins of power. Knowing he would have the antidote about his person, Elise played the role of a remorseful wife, weeping and begging her husband’s forgiveness. Just as it seemed he might be convinced, she snatched up a knife and plunged it into his heart. Even with the antidote, Elise was bedridden for weeks… and it was then that the Pale Woman approached her. The enigmatic mistress of “the Black Rose” spoke of a secret society where hidden knowledge and sorcery were shared among those who could be trusted, and kept from those who could not. In truth, the Pale Woman did not care who controlled each of the noble houses, as long as they were sworn to her. Since Elise had killed the thrall Berholdt, she would have to prove her own value, or a more suitable replacement would be found. Seeing a path to greater power, Elise took to the cabal like few before her. She met often with the most prominent members, trading influence and thwarting her rivals in a complex web of tangled schemes. With the wealth of two houses, there were not many who could oppose her, and she became even more adept at persuading others to do her bidding. Eventually, she learned of an object that held great significance for the Black Rose—the skull of an ancient warlord known as Sahn-Uzal, rumored to have been hidden long ago in the Shadow Isles. Keen to gain the Pale Woman’s favor, Elise found a desperate, debt-ridden captain willing to bear her and a handful of devotees to the cursed city of Helia. They came ashore on a beach of ashen sand, and were tormented by spiteful wraiths as they searched in vain for the lost vault. But Elise found something she had not anticipated. A creature of the long-forgotten past had made its home in the lightless depths beneath the city. This bloated, chitinous monster was the spider-god Vilemaw, and it erupted from the darkness to devour the intruders, before sinking its fangs into Elise’s shoulder. She fell, howling and convulsing as the venom wrought terrible changes upon her body. Her spine rippled with undulant motion, and arachnoid legs pushed out from her flesh. Finally, breathless with the agony of transformation, Elise turned to find her new master looming above her. An unspoken understanding passed between them in that moment, and she scuttled back to the beach, untroubled by the Isles’ spirits as she weaved in and out of the twisted treeline. Some weeks later, when her ship arrived back at the Noxian capital in the dead of night, Elise had regained her human form… though she was the only living thing left aboard. Though no evidence was ever found of the warlord’s skull, the Pale Woman saw Elise’s dangerous new gift for what it was—a means to come and go safely between Noxus and the Shadow Isles. An accord was struck, wherein the Black Rose would provide Elise with endless unwitting sacrifices to offer up to the spider-god, and in return she would recover any artifacts of power she could from those benighted, forbidding shores. Elise once again took up residence in the neglected halls of House Zaavan, carefully cultivating a reputation as a seductive yet unreachable recluse. Few have ever guessed her true nature, yet fanciful rumors abound—wild tales of her ageless beauty, and a terrifying, voracious creature said to lair in the bowels of her dilapidated, dust-wreathed palace. Though centuries have passed, whenever Elise feels the summons of her god, she returns to the land of the Black Mist with a hapless suitor in tow, or some other easily swayed soul. And none who accompany her ever return.",Mage "Before the ice had given the Freljord its name, there existed a land brimming with wonder—that is, if one could see the world through the eyes of Gnar. A young yordle with boundless energy, Gnar and others like him lived openly among the hardy tribes of the northlands. Though barely big enough to leave footprints in the snow, his temper rivaled that of beasts ten times his size, and he would erupt with a babble of curses the moment anything went amiss. For this reason, he felt more kinship with the greater and wiser creatures, who kept their distance from mortals. To Gnar, they looked like overgrown, white-furred yordles… and that was good enough for him. While the tribes foraged across the tundra, gathering wild berries and tasty moss, Gnar collected more essential items, like rocks, pebbles, and the muddy remains of dead birds. His greatest treasure was the jawbone of a drüvask. When he tugged it from the cold earth, he squealed with glee and flung it as far as he could. It landed two hops away. Thrilled by this early success, Gnar carried his “boomerang” wherever he went. The world would try its best to offer him new delights—shiny lint, sweet nectar, round things—but none could match the pure joy he felt in throwing and catching his cherished weapon. He now considered himself a hunter, and trailed herds of wild beasts that paid him no mind. But even he could sense change coming to the land. The sky seemed darker. The winds felt colder. The mortal tribes who had once foraged together, now appeared to hunt each other… The big white yordles would know what to do. Gnar would go to them. Using all of his hunting skill, he tracked them into the snow-capped peaks of a vast mountain range, much farther than he had ever wandered before. As he approached unseen, he also saw more mortals than he could count. This was exciting, but no one else seemed too happy about it. Then the ground shook, and split apart. For the first time in Gnar’s life, it seemed as though everyone else was throwing tantrums. The mortals yelled. The big yordles roared. But the monster’s arrival silenced them all. Heaving itself up from the newly opened abyss, it bore huge horns, whipping tentacles, and a single eye, burning with strange light that made the fur on Gnar’s back crawl. While some mortals fled at the sight, he began to feel an odd pain in his chest—it was like the thought of losing his boomerang, or never being hugged again. This horrible thing wanted to hurt his new friends. And this made him angry. In that moment, Gnar truly raged. All he could see was the monster. In a flash, he was in the air, leaping toward it. In one paw, he grasped a snowball… or so he thought. In fact, it was a boulder plucked from the mountainside, for Gnar had grown as large as the big white yordles. He would send this monster back where it came from, by walloping its face! But the blow never landed. Gnar felt a chill colder than any winter, one that seemed to turn the air itself into ice—truly, this elemental magic froze him in place, biting through his shaggy fur. Everything, including the monster, became quiet. The yordle’s strength and anger melted away. A deep tiredness crept into his limbs, and he fell softly asleep. Gnar napped for a long time. When he finally awoke, he shook the frost from his shoulders, breathing heavily. Everyone else was gone. With no monsters to fight and no friends to protect, he felt very small and alone again. The land was very different, too. There was snow everywhere, blanketing everything as far as his wide eyes could see. Still, he let out a happy yelp when he saw his beloved boomerang lying beside him, and scurried away to find something to hunt. Even now, Gnar has no grasp of what took place that fateful day, nor how he escaped. He simply marvels at the world before him, with so many oddities to collect and places to explore.",Fighter "A brilliant yet eccentric yordle scientist, Professor Cecil B. Heimerdinger is lauded as one of the most innovative minds and esteemed inventors Piltover has ever seen. Relentless in his work to the point of neurotic obsession, he is fascinated by mysteries that have confounded his contemporaries for decades, and thrives on answering the universe’s most impenetrable questions. Though his theories often appear opaque and esoteric, Heimerdinger believes knowledge should be shared, and is devoted to teaching all who desire it. ",Mage "Illaoi’s powerful physique is dwarfed only by her indomitable faith. As the prophet of the Great Kraken, she uses a huge, golden idol to rip her foes’ spirits from their bodies and shatter their perception of reality. All who challenge the “Truth Bearer of Nagakabouros” soon discover Illaoi never battles alone - the god of the Serpent Isles fights by her side. All who encounter Illaoi are struck by her presence. An intense woman, the priestess is fully committed to the experience of living. She takes what she wants, destroys what she hates, and revels in everything she loves. However, to truly know Illaoi you must understand the religion she has devoted her life to. Nagakabouros, the deity of her faith, is usually depicted as an enormous serpent head with tentacles spiraling around it in endless motion, with no beginning and no end. Also called The Mother Serpent, The Great Kraken, or even The Bearded Lady, Nagakabouros is the Serpent Isles’ god of life, ocean storms, and motion. (The literal translation of its name is “the unending monster that drives the sea and sky.”) Central to the religion’s theology are three tenets: every spirit was born to serve the universe; desire was built into every living being by the universe; the universe only moves toward its destiny when living creatures chase their desires. Lesser priestesses are tasked with maintaining temples, calling holy serpents, and teaching people the ways of Nagakabouros. As the religion’s Truth Bearer, Illaoi’s role is to serve the god directly by unblocking the flow of the universe. To this end, she has two sacred responsibilities. The first duty of a Truth Bearer is to be the spearhead in the war against undeath. Having fallen outside of the normal flow of the universe, the undead are considered an abomination against Nagakabouros. While it is the responsibility of every priestess of the Kraken to protect the indigenous population from the Harrowing, a Truth Bearer directly engages its most powerful spirits and drives the Black Mist back. Second, Illaoi is tasked with seeking out individuals of great potential and challenging them with the Test of Nagakabouros. This task is the burden Illaoi’s title reflects. With her massive, holy relic, The Eye of God, the Truth Bearer strips the subject’s spirit from their body then forces them to stand against her to prove their worth. She does this knowing those who fail will be completely annihilated, for the great Kraken has no tolerance for cowardice, doubt, or restraint. But destruction is never the goal. Survivors of the ordeal are forever changed and often find the will to pursue their true destiny. Though Illaoi is the most powerful and respected Truth Bearer in a hundred generations, it is where she has broken the traditions of her faith that speaks the most about her. Having completed her training as a Truth Bearer, and at the height of her power, Illaoi left the golden temples of Buhru for the squalor of nearby Bilgewater. The pirate city is the only place foreigners are permitted on the Serpent Isles, viewed as a fetid gutter by Illaoi’s people. Previous Truth Bearers ignored the city and viewed the arriving foreigners as little better than untouchables. Illaoi broke with tradition when she chose to protect residents of Bilgewater from the Harrowing, or even more controversially when she decided that some of its residents had souls worthy of the great test. Despite this, only a handful of temples have been opened in the city, and very few paylangi (islander slang for residents of mainlander descent) have ever been permitted inside. Regardless, it is Illaoi who has brought the widespread awareness of the Mother Serpent to Bilgewater, and it is her indomitable spirit that has brought her religion into favor there. Rumors persist that Bilgewater’s most bloodthirsty and infamous pirate had his heart broken by the towering priestess. To anyone who has ever met her, this is no surprise. Illaoi’s rough manner belies subtle intelligence, strength, and a magnetic confidence. Many seek Illaoi’s favor and welcome her to Bilgewater... yet everyone fears being tested by the Kraken’s Prophet. “There can be no rest. We are the motion.” —From The Twenty Wisdoms of Nagakabouros",Fighter "Soon after King Jarvan III’s coronation, he addressed the people of Demacia. Even though there were still many foes beyond the borders of their proud kingdom, several of the noble families had begun to feud with one another, some even raising private militias to seek the favor of their new king. This would not stand. Jarvan would not allow such dangerous rivalries to develop, and declared his intention to end the feuding by marriage. His bride, the Lady Catherine, was much beloved by the people—and courtly gossip had long held that the two shared some secret fondness for one another. The bells of the Great City rang for a day and a night in celebration, and by year’s end came the announcement that the royal couple were expecting their first son. But all joy was forgotten when Catherine died in childbirth. The infant, named for his father’s line, was declared heir apparent to the throne of Demacia. Torn between grief and elation, Jarvan III swore never to take another wife, and that all his hopes and dreams for the kingdom’s future would live on in his son. With no memory of his mother, the young prince Jarvan was raised at court, groomed and guarded every moment of his life. The king insisted that he receive the finest Demacian education, learning from an early age the moral value of charity, the solemn burden of duty, and the honor of a life spent in service to one’s people. As he grew, he was also introduced to the history and politics of Valoran by his father’s seneschal, Xin Zhao. Hailing from distant Ionia, this loyal protector taught the prince about the world’s more spiritual philosophies, as well as the myriad arts of war. During his military training, Prince Jarvan found himself facing a brash youth of the Crownguard family named Garen. The two were of similar age, and became a quick pair—Jarvan admired Garen’s sheer determination and fortitude, and Garen looked up to the prince’s tactical instincts. When Jarvan came of age, his father rewarded him with the honorary rank of general. While it was not necessarily expected that the heir to the throne would take to the field of battle, Jarvan was determined to prove himself, with or without the king’s blessing. The lands beyond the Argent Mountains had long been contested by the empire of Noxus, creating an almost lawless frontier where foreign reavers and warring tribes threatened many of Demacia’s allies. The prince pledged to bring stability back to the region. His great grandfather had been slain by a foul Noxian brute many years ago, in the first clashes between their nations in the south. Now, that insult would finally be answered. Jarvan’s armies won victory after victory… but the carnage he witnessed in the outlying towns troubled him deeply. When word came that the Gates of Mourning had fallen, he resolved to drive onward into Noxian territory, against the advice of his lieutenants. Inevitably, with the battalions spread so thin, Jarvan was encircled and defeated by Noxian warbands before he even reached Trevale. Refusing to surrender, the prince and a handful of other survivors fled into the forests, only to be hounded for days by enemy scouts. Eventually, pierced through his side by an arrow, Jarvan collapsed into the shade of a fallen tree, where he drifted in and out of consciousness. He was devastated. He had failed his family, his kingdom, and his brothers-in-arms. Doubtless he would have died there, alone, were it not for Shyvana. This strange, violet-skinned woman somehow carried Jarvan all the way back to Demacia, to the old castle at Wrenwall, where she proved herself a kind and worthy companion during his days of healing. At first taken aback by her outlandish appearance, the garrison commander could not deny that she had done a great service to the throne in saving Jarvan’s life. Unfortunately, Shyvana was herself being pursued—by the monstrous elemental dragon Yvva. When the castle’s watchmen spotted the beast on the horizon, Jarvan saw a chance to redeem himself. As Shyvana prepared to meet the beast in the skies in her half-dragon form, the prince limped from his bed to marshal the garrison, and reinforce the walls. He took up his lance, and swore that they would return to the Great City with the head of Yvva, or not at all. The battle was swift and deadly. When his men were driven in fear from their posts, it was Jarvan who rallied them. When they were wounded, it was Jarvan who directed healers to their aid. The fell creature was slain by Shyvana, but it was the prince’s leadership that had held the line. In that moment, Jarvan saw the true strength of the Demacian people—standing together as one in defense of their homeland, no matter their differences or misgivings. He promised Shyvana that she would always have a place among his guard, if she so chose. With the dragon’s skull in tow, Jarvan journeyed to his father’s court in triumph, Shyvana at his side. Though the king was overcome with emotion at his son’s return, some of the gathered nobles quietly questioned the wisdom of allowing such a creature to stand with the prince… let alone serve as one of his protectors. Even so, Jarvan resumed his position within the military, also playing a key role in stately matters beyond the defense of the realm. With his friend Garen now Sword-Captain of the elite Dauntless Vanguard, and Shyvana and the Wrenwall veterans training other border garrisons, the prince felt assured that Demacia could answer any emergent threat. But the kingdom itself was changing. The Mageseeker order had gained support among the noble families, leading to widespread imprisonment of anyone in Demacia possessing magical talents. Fear of persecution quickly gave way to resentment, and finally rebellion. When mages attacked the Great City, Jarvan was distraught to discover that his father, the king, had been killed. Although the prince’s political stance toward mages has hardened significantly since then, he has yet to fully allay concerns over his suitability to rule. As such, he has taken the counsel of many prominent nobles—including Garen’s aunt, High Marshal Tianna Crownguard—and pledged to heed their wisdom and experience in the days ahead. For he must examine his own conscience and allegiances carefully if he is ever to come into his inheritance, and be crowned King Jarvan IV of Demacia.",Tank "Saijax Cail-Rynx Icath’un grew up in Icathia, a satrapy of the Shuriman empire. Ever since he was a boy, his father told him of when their home was a proud, independent nation, before it was ground under the heel of Shuriman oppression. He told him of the Kohari, heroes who protected Icathia and its Mage King. The Mage King had resisted Shurima’s conquest, but when he died in battle, his Kohari protectors followed him, committing ritual suicide. The Shuriman emperor displayed the Kohari’s decaying bodies for all to see, and the Mage King himself was impaled above the city gates, his bones left to molder. Saijax’s father had witnessed this cruel act, and over time he passed down to his son the burning resentment that was growing in every Icathian heart. Even so, Saijax committed himself to the study of arms, learning from Shurima’s weapons masters as well as his own clan’s elders. After many centuries of Shuriman rule, a massive earthquake struck the coastal province of Saabera. The destruction revealed something hidden deep beneath the earth, something dark and of great power—perhaps strong enough even to overcome Shurima’s god-like Ascended warriors. Saijax was entrusted with protecting the Icathian mages who encountered this discovery… which the guards just barely contained with brazier-staves that blazed with conjured elemental fire. Disturbed, he escorted the mages to the governing council so they could tell of what they’d learned. They called this power the Void. Immediately the council recognized its potential, but Saijax saw the doom the Void portended. As a master of weaponry, he knew the danger of using a weapon they could neither fully understand nor safely harness. He regretted that he didn’t kill the mages as they rode from Saabera. He would regret it even more in the days to come. Confident that the Void could defeat their Shuriman overlords, the council crowned a new Mage King. The Kohari were rebuilt, with Saijax among the first to join their ranks. They triumphed in early engagements, and Saijax even killed one of the vaunted Ascended in battle, watching with pride as its corpse was paraded around the liberated city of Bai-Zhek. When the Ascended Host approached Icathia, Saijax and his brethren assembled on the front lines. As the two armies churned the earth beneath them into crimson loam, Icathia’s mages and priests deemed the time had come to unleash the Void. Ruin swept over the land, as Icathians, Shurimans, and even Ascended were unraveled from existence. The city’s walls collapsed as the Void swallowed thousands into cold, silent oblivion. In moments, Icathia was lost. Saijax rode to the ruined crater where the Void had been summoned, determined to fall upon his sword like the Kohari of old. But before he could take his life, he saw among the devastation a discarded brazier-stave that he recognized from Saabera—it still blazed with elemental fire that harmed the Void. This flame kindled a spark in Saijax’s heart. He took up the stave and left behind the ruins of his homeland, tending to this “last light of Icathia”, and the hope it represented. Grieving and ashamed, Saijax Cail-Rynx Kohari Icath’un forsook his old name, and from that day was known only as Jax. He became a wanderer, traveling across the known world and to places beyond any map. As he bore the elemental fire, Jax’s life extended beyond even the expectations of his long-lived people. Yet the farther he went from Icathia, the lower the flame burned, until it threatened to gutter out once and for all. Jax understood with grim resolution that he couldn’t run from his past. He had a duty to return, and fight. The advance of the Void had been halted by the last surviving Ascended, but its singular threat endured. For centuries since, Jax has roamed, a vagabond warrior searching for those strong enough to rebuild the Kohari. Though he has fought countless times against beings of great skill, courage, and power, none have yet convinced him that they can march against the coming darkness. The fall of Icathia has plagued Jax with doubt, but one thing remains certain: when the final battle comes, Jax will stand against the Void. Even if he has to face it alone.",Fighter "While most look at Jinx and see only a mad woman wielding an array of dangerous weapons, a few remember her as a relatively innocent girl from Zaun—a tinkerer with big ideas who never quite fit in. No one knows for certain what happened to turn that sweet young child into a wildcard, infamous for her wanton acts of destruction. But once Jinx exploded onto the scene in Piltover, her unique talent for sowing anarchy instantly became the stuff of legend. Jinx first gained notoriety through her anonymous “pranks” on the citizens of Piltover… particularly those with connections to the wealthy merchant clans. These pranks ranged from the moderately annoying to the criminally dangerous. She blocked streets on Progress Day, with a stampede of exotic animals freed from Count Mei’s menagerie. She disrupted trade for weeks when she lined the city’s iconic bridges with adorably destructive flame chompers. Once, she even managed to move every street sign in town to new and utterly confusing locations. Though this unknown troublemaker’s targets seemed random, and her motivation nothing more than pure chaos, her actions always served to bring the city’s orderly bustle to a screeching halt. Naturally, the wardens attributed some of her crimes to chem-punk gangs from the undercity. Having others get credit for her manic schemes didn’t sit well with Jinx, and so she made sure to make her presence known at every future crime scene. Rumors soon circulated of the mysterious, blue-haired Zaunite girl carrying chemtech explosives, a shark-mouthed rocket launcher, and a repeater gun. Still, the authorities dismissed these reports as preposterous. After all, how could a lowly street punk possibly obtain such lethal ordnance? Jinx’s bombastic spree seemed endless, with the wardens’ attempts to catch the culprit thwarted at every turn. She began tagging her works of destruction with vivid graffiti, and other taunting messages directed at the city sheriff’s newest ally in the fight against crime, Enforcer Vi. Jinx’s reputation grew, leaving the people of Zaun divided as to whether she was a hero for sticking it to the arrogant Pilties, or a dangerous lunatic for escalating existing tensions between their two cities. After months of ever-increasing carnage, Jinx unveiled her biggest plan yet. In her trademark electric pink, Jinx daubed the walls of the Ecliptic Vaults—one of Piltover’s most secure treasuries—with a very unflattering caricature of Enforcer Vi, and the details of her own intention to rob the stores within. An uneasy sense of anticipation settled on Piltover and Zaun leading up to the promised date of the heist. Many doubted even Jinx would have the guts to show up and risk almost certain capture. When the day arrived, Vi, Sheriff Caitlyn, and the wardens prepared a trap for Jinx outside the treasury. But Jinx had already smuggled herself inside by way of an oversized coin crate that had been delivered days before. When Vi heard pandemonium erupt from inside the structure, she knew the wardens had been outclassed once again. She burst into the treasury, and the ensuing confrontation left the Ecliptic Vaults a smoldering ruin, and the merry mischief maker Jinx nowhere to be found. Jinx remains at large to this day, and is a constant thorn in Piltover’s side. Her schemes have inspired copycat crimes among the chem-punks, as well as numerous satirical plays lampooning the incompetence of the wardens, and even a smattering of new colloquialisms throughout both cities—though no one has yet had the courage to call Enforcer Vi “Pretty-in-Pink” to her face. Jinx’s ultimate endgame, and her obvious obsession with Vi, both remain a mystery, but one thing is certain: her crimes are continuing and growing in sheer audacity.",Marksman "In life, Kalista was a proud general, niece to the king of an empire that none now recall. She lived by a strict code of honor, serving the throne with utmost loyalty. The king had many enemies, and when they sent an assassin to slay him, it was Kalista’s vigilance that averted disaster. But in saving the king, she damned the one he loved most—the assassin’s deflected blade was envenomed, and sliced the arm of the queen. The greatest priests and surgeons were summoned, but none could draw the poison from her body. Wracked with grief, the king dispatched Kalista in search of a cure, with Hecarim of the Iron Order taking her place at his side. Kalista traveled far, consulting learned scholars, hermits and mystics… but to no avail. Finally, she learned of a place protected from the outside world by shimmering pale mists, whose inhabitants were rumored to know the secrets of eternal life. She set sail on one last voyage of hope, to the almost legendary Blessed Isles. The guardians of the capital city Helia saw the purity of Kalista’s intent, and parted the mists to allow her safe passage. She begged them to heal the queen, and after much consideration, the masters of the city agreed. Time was of the essence. While the queen yet breathed, there was hope for her in the fabled Waters of Life. Kalista was given a talisman that would allow her to return to Helia unaided, but was warned against sharing this knowledge with any other. However, by the time Kalista reached the shores of her homeland, the queen was already dead. The king had descended into madness, locking himself in his tower with the queen’s festering corpse. When he learned of Kalista’s return, he demanded to know what she had found. With a heavy heart, for she had never before failed him, she admitted that the cure she had found would be of no use. The king would not believe this, and condemned Kalista as a traitor to the crown. It was Hecarim who persuaded her to lead them to the Blessed Isles, where her uncle could hear the truth of it from the masters themselves. Then, perhaps, he would find peace—even if only in accepting that the queen was gone, and allowing her to be laid to rest. Hesitantly, Kalista agreed. And so the king set out with a flotilla of his fastest ships, and cried out in joy as the glittering city of Helia was revealed to him. However, they were met by the stern masters, who would not allow them to pass. Death, they insisted, was final. To cheat it would be to break the natural order of the world. The king flew into a fevered rage, and commanded Kalista to slay any who opposed them. She refused, and called on Hecarim to stand with her… but instead he drove his spear through her armored back. The Iron Order joined him in this treachery, piercing Kalista’s body a dozen times more as she fell. A brutal melee erupted, with those devoted to Kalista fighting desperately against Hecarim’s knights, but their numbers were too few. As Kalista’s life faded, and she watched her warriors die, swearing vengeance with her final breath… When next Kalista opened her eyes, they were filled with the dark power of unnatural magic. She had no idea what had transpired, but the city of Helia had been transformed into a twisted mockery of its former beauty—indeed, the entirety of the Blessed Isles was now a place of shadow and darkness, filled with howling spirits trapped for all eternity in the nightmare of undeath. Though she tried to cling to those fragmented memories of Hecarim’s monstrous betrayal, they have slowly faded in all the centuries since, and all that now remains is a thirst for revenge burning in Kalista’s ruined chest. She has become a specter, a figure of macabre folklore, often invoked by those who have suffered similar treacheries. These wretched spirits are subsumed into hers, to pay the ultimate price—becoming one with the Spear of Vengeance.",Marksman "Born to one of the most respected noble families of Noxus, Katarina Du Couteau found herself elevated above others from an early age. While her younger sister Cassiopeia took after their politically brilliant mother, Katarina was very much her father’s daughter, and the wily General Du Couteau pushed her to learn the way of the blade; to cut away the empire’s enemies not with reckless brutality, but deadly precision. He was a harsh teacher with many pupils, and notoriously difficult to impress. So it was that Katarina’s childhood—if it can be called such—had little room for kindness or rest. She spent every waking moment honing herself into the ultimate weapon, testing her endurance, her dexterity, her tolerance for pain. She stole poisons from the city’s least reputable apothecaries, testing their efficacy in tiny increments upon herself, gradually building her resistance even as she catalogued their effects. She scaled the tallest towers in the dead of night, unseen by anyone. She yearned to do her part for Noxus. She yearned for the opportunity to demonstrate her hidden strengths in service of the empire, and the throne. Her first mark came straight from her father, camped with his warbands on the eve of one of the military’s innumerable westward invasions… She was to assassinate a line officer of the opposing army, a low-born wretch by the name of Demetrius. Katarina was livid. She hadn’t trained her entire life to have her talents wasted on some dungheel barely skilled enough to swing a sword! He simply wouldn’t do. Instead of her assigned target, Katarina stole into the enemy camp and slit the enemy commander’s throat as he slept. It was a flawless execution. It would bring a swift victory, and glory to Noxus. It would make her father proud. At dawn, his face daubed with ashes, the vengeful hero Demetrius led a berzerk charge into her father’s encampment. Dozens of Noxian soldiers were slaughtered, along with the general’s personal retinue. Katarina’s father himself barely escaped with his life. He was furious beyond words, refusing even to look his daughter in the eye. She had shamed him, and their family name. The greatest assassins do not seek recognition or glory, he reminded her. They do not expect to occupy a place of honor at their master’s right hand. Overwhelmed, Katarina struck out into the wilderness, alone. She would complete her original mission. Demetrius would pay with his life. Even so, her mind swam. Could she ever forgive herself? How had she been so foolish? She was so distracted, she didn’t see her attacker until he had nearly taken her eye out. For Katarina’s failure, General Du Couteau had sent another of his protégés after her; a nameless whelp dragged up from one of the lesser assassins’ guilds. But even with blood streaming down her face, the years of rigorous training kicked in, and her blades were in her hands in an instant. Six hours later, she tossed Demetrius’s severed head at her father’s feet. She told the general she had considered taking his head instead, but eventually decided—as much as she hated to admit it—that he had done the right thing in ordering her death. She had failed. Not just as an assassin, or as a daughter, but as a Noxian. And failure must have its consequences. She ran her fingers along the raw, deep gash over her left eye, and thought of the price others had paid for her arrogance. She knew she had lost her father’s favor, and could never regain it. He would raise others in her place, simply to spite her. Still, she vowed to redeem herself, no matter the cost—to rededicate her talents to the empire, and to become the sinister weapon she always intended to be.",Assassin "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.",Fighter "A riotous domain of constant transformation, Bandle City was no place for a yordle like Kennen. Searching for harmony and balance, he ventured out from the spirit realm millennia ago. He explored the material realm with boundless curiosity, traveling great distances in a heartbeat. But he was drawn in particular to Ionia. In the First Lands, he witnessed ancient wars that none now remember, and a land struggling to rebuild afterward. Kennen grew fascinated by a people seeking balance for themselves and their home. Over time, he returned to Bandle City less and less, choosing to remain in Ionia, where yordles were respected as creatures of the spirit realm. Though he did not age as beings of the material realm did, Kennen embraced mortals, studying them for generations. He admired how, despite their fragile lives, they were diligent protectors of the sacred balance. Even so, there were threats to the tranquility of Ionia. Malevolent entities of the spirit realm traversed the land with ill intent. Kennen battled these disturbances alone for years, enjoying the fun each challenge brought, but in the end he understood he was doing little to address why the incursions were happening: imbalance. He discovered a fledgling order whose members actively pursued balance between the realms—who, after careful observation, would judge what needed to be done to restore it. They called themselves the Kinkou. Kennen was intrigued by the order, led by a distant Eye of Twilight and a vindictive Fist of Shadow. He realized that the Kinkou’s leadership required another aspect. A consensus builder, one who would prevent the warlike Fist from domineering over the introspective Eye, and likewise keep the Eye’s tireless observation from paralyzing the Fist. As a creature of both the spirit and material realms, Kennen proposed that he was uniquely suited to be an arbiter. The order accepted Kennen’s wisdom, and he became the Kinkou’s first Heart of the Tempest. As part of the new triumvirate with the Eye of Twilight and the Fist of Shadow, Kennen passed judgment on how best to preserve balance, and his affability and diplomacy kept the Kinkou in harmony. Moreover, Kennen noticed that a rift had grown between the order and the people around them, as judgments were carried out swiftly, mysteriously, and without chance for appeal. Again, the yordle realized he could fill a need for the Kinkou. With his fantastic speed and compassion, he was the ideal representative to communicate the judgments of the order to those affected by them. He’d seen how the Kinkou distanced themselves from the people, wearing masks over their faces, and took care to remove his to connect with those he sought to protect. Yet there was another side to Kennen, a far more serious aspect as Heart of the Tempest. Charged with Coursing the Sun, he addressed challenges to the Kinkou’s judgments, and not always with words. For sometimes, the cost of balance was the blood of the offender—and Kennen’s shuriken and summoned maelstroms were quite capable of silencing all dissent. There have been many threats to the Kinkou over the centuries, but none as grave as the Noxian invasion and its aftermath. When Noxus invaded the First Lands, Kennen opposed joining the resistance, even as the war threatened to tear the Kinkou apart. In their darkest hour, after a coup led by a former acolyte named Zed, the yordle guided the order while the new Eye of Twilight, Shen, struggled to lead. Kennen urged the Fist of Shadow, Mayym, to look to her daughter Akali, whom he’d trained since childhood, and see her as a successor. But even he couldn’t find the words to stop Akali from eventually leaving the Kinkou, frustrated at the order’s failure to act against Ionia’s enemies. Recent events have tested Kennen, a new age of disruption and violence that has thrown Ionia into chaos. Come what may, he will protect the fractured Kinkou Order, fighting alongside Shen to defend the balance of the First Lands. Do not let Kennen’s diminutive appearance fool you—for the heart of the tempest is its calmest part, but when it turns its eye upon you, its force is never more than a moment behind.",Mage "When the prophet Malzahar was reborn in Icathia, he was led there by an ominous voice which thereafter anchored itself to his psyche. From within, this voice bestowed upon him terrible purpose, and though Malzahar was no longer tormented by its call, the voice did not cease its unrelenting summons. This baleful beacon's gentle flicker - now fastened to Runeterra - drew forth a putrid beast that ambled across a threshold it did not understand, widening a fissure between the spaces which were never meant to meet. There amongst the haunting ruins of Icathia, Kog'Maw manifested in Valoran with unsettling curiosity. The spark which led him to Runeterra teased him still, urging him gently towards Malzahar. It also encouraged him to familiarize himself with his new environment, to the stark horror of everything he encountered on his journey. The enchanting colors and aromas of Runeterra intoxicated Kog'Maw, and he explored the fruits of the strange world the only way he knew how: by devouring them. At first he sampled only the wild flora and fauna he happened across. As he traversed the parched Tempest Flats, however, he came upon a tribe of nomads. Seemingly unhampered by conventional rules of physics, Kog'Maw consumed every nomad and any obstacles they put in his way, amounting to many times his own mass and volume. The most composed of his victims may have had time to wonder if this was due to the caustic enzymes which stung the ground as they dripped from his gaping mouth, although such musings were abruptly concluded. Even this feeding frenzy did nothing to satiate Kog'Maw's appetite. His swathe of destruction continues still as he is inexorably drawn towards Malzahar. What happens when he finds him is anyone's guess.",Marksman "Among the Rakkor tribes that dwell upon Mount Targon, the sun is sacred, and none venerate it more than the Solari. Children are raised from birth to honor it, and even to shed blood for it, until its Aspect returns, heralding a grave threat they all must face. Leona was one such child. She took to the Solari faith as naturally as breathing, finding solace and warmth within its rigid structure. This manifested through her rapid achievement of excellence, her peers envious of her capability, willpower, and devotion. None doubted she would one day become one of the Ra’Horak, the holy warriors of the Solari. Though Leona flourished, she could not help but see her masters struggle with their most exasperating student, an orphan named Diana. Her curiosity was welcomed at first, but soon the teachers began to perceive Diana’s questions as challenging the Solari ways. Leona watched Diana suffer punishment and isolation—but where others saw insolence, she saw a lost soul devoted to a search for meaning. Leona found her purpose in the Solari teachings, and resolved to share it with Diana as even the most dutiful teachers forsook her. The two would debate late into the night, with Leona hoping to persuade Diana that everything she could ever want was there in the faith, waiting for her to accept it. Though she failed to win Diana over, Leona did find a friend. One night, Diana confided a secret to Leona. She spoke of discovering a hidden alcove in the mountain, an ancient place where the walls were etched with depictions of strange symbols and forgotten societies. When Diana mentioned climbing the summit of Mount Targon to learn more, Leona urged her to stop. Seeking to protect her from the ire of the other Solari, Leona made Diana promise to abandon this search. Reluctantly, Diana agreed. Time passed, and the two never spoke of Diana’s discovery again. Leona believed her friend had finally come to her senses. Her belief was shattered late one night, when she glimpsed Diana slipping out of the temple. While her first instinct was to tell the elders, Leona thought instead of protecting her friend, wresting her back from the edge. Resolved, Leona set off after Diana… To the summit of Mount Targon. The ascent was a trial unlike any Leona had ever endured, straining every fiber of her being to its limit, and beyond. Her training, willpower, and concern for Diana was all that drove her on. The unblinking eyes of bodies frozen into the mountain's slopes watched her climb, their own journeys forever incomplete, but not even they could deter her. After what seemed an eternity—and much to her own amazement—Leona reached the peak. Exhausted, she beheld an uncanny landscape, and found Diana engulfed in a coruscating column of silver light. Leona saw her friend’s silhouette writhing in agony, the air rippling with her screams. Horrified, Leona rushed to her aid, when a golden radiance slashed down from the heavens to envelop her. The sensation was indescribable, but rather than incinerating Leona, the illumination coursed into her, suffusing her with incredible power. She clung to her consciousness, fighting the current seeking to sear away her very being. Ultimately, her indomitable will triumphed—and with that control came understanding. Leona was forever changed, imbued by the Aspect of the Sun. Destiny had selected her, and it was her duty to protect the Solari in the times to come. It was then that Leona saw Diana, clad in gleaming silver war-plate, a strange reflection of the golden armor she discovered herself now wearing. Diana begged Leona to join her, to seek out answers the Solari could not offer. Leona demanded they return home, and present themselves for the priests’ judgment. Neither conceded, and they finally felt the weight of the weapons in their hands. Their combat was swift, a blistering clash between sun and moon, ending with Diana’s crescent blade at Leona’s throat. But, rather than delivering the killing blow, Diana fled. Devastated, Leona descended Targon and hurried to her elders. When she arrived, she found slaughter. Many Solari priests and their Ra’Horak guardians were dead, seemingly slain by Diana’s hand. The survivors were awed by the presence of two Aspects now in their midst, and Leona was committed to helping them navigate this new reality—the guiding light to her people, just as the sun had always been. She has sworn to find Diana, to preserve the dominance of the Solari... but also to help her old friend control the Moon Aspect’s power before it destroys her.",Tank "In Ionia’s central province of Bahrl, a mountain settlement once stood, hidden away in its serene beauty. Here, in the village of Wuju, the boy Yi grew up learning the ways of the sword, chasing a dream that later turned to tragedy. Like most children, he admired those who wore silk robes and carried blades with poems to their name. His parents being swordsmiths, Yi made a strong impression on the local warriors who frequented their workshop. He spent his mornings in the garden, sparring with his mother, and his nights reciting poetry to his father by candlelight. When it came time for Yi to study under Wuju’s masters, his parents could not have been prouder. Carrying his talent and discipline over to his training, he surpassed every expectation. Soon, the whole village knew of the “Young Master” Yi. Still, the humble student wondered about the rest of Ionia. From atop the tallest pagodas, he spotted faraway towns no one else ever mentioned, but when he sought to journey down the mountain with blade in hand, his mentors forbade him. Wuju was founded by those believing their swordsmanship to be too precious to share, too sacred to draw blood—so for centuries, it flourished in isolation, with no outsiders knowing its true nature. All this changed the day Yi saw vast plumes of smoke rising above the distant towns. Noxian warbands had invaded from the coast, conquering settlement after settlement in waves that washed the provinces red. Choosing the people of Ionia over Wuju’s hallowed tradition, Yi ventured down to help defend the First Lands. To astonished eyes, he swept across the front lines in a blur, routing the enemy with blinding swordplay never before seen by outsiders. Word of the one-man army spread far and wide, like mist in the mountains. Inspired by his courage, even his fellow disciples joined the fight, and together they journeyed to Navori where the greater war was raging. The Noxian commanders saw in Wuju a threat that could not be ignored. They scouted the origin of these peerless warriors, and elected to strike at their home without mercy. In a single night, the entire village was destroyed, its people and culture obliterated by chemical fire that no steel could hold back. After the war finally ended, Yi returned as the only surviving disciple, to find nothing but ruins. The very magic of the land had been defiled, and everyone he had known and loved was no more. Slain in spirit, if not in body, Yi became the attack’s final casualty. With no other practitioners of Wuju left alive, he realized the title of master was his to bear alone. Grief-stricken, he chose seclusion, training obsessively to bury the guilt of his survival, but the wisdom of bygone masters seemed to fade with the haze of time. He began to doubt if one man could preserve an entire heritage… until he encountered the least expected of individuals. A curious, monkey-like vastaya challenged him to a duel. Reluctantly, Master Yi entertained the creature’s demands, defeating him with ease. But the vastaya refused to give up, returning day after day with increasingly clever tricks that forced Yi to react and improvise. For the first time in years, Yi felt the spirit of Wuju once more. The two clashed for weeks, until the bruised stranger finally knelt on the ground and introduced himself as Kong, of the Shimon tribe. He begged to learn from Yi, who saw in this reckless but determined fighter the makings of a new disciple. Through teaching, Yi found his purpose restored. He would pass on the ways of Wuju, and gifted his pupil an enchanted staff and an honorific as a sign of this vow—from that day onward, Kong was known as Wukong. Together, they now travel the First Lands, as Yi seeks to honor the legacy of his lost home, allowing him to fully embody the “master” in his name.",Assassin "Milio's story began generations ago with his grandmother, Lupé, and her twin sister, Luné—two elemental masters who wove their respective earth and fire axioms together to overcome the Vidalion’s trials and join the Yun Tal. But after Luné was caught plotting against the Yun Tal, both sisters were convicted of her crime and punished as twins. Lupé was banished to the farthest reaches of Ixtal and Luné all but vanished, taking with her the last of Lupé's trust. By the time Milio was born, his family had done all they could to make the best of their new lives. He knew only love and laughter, and to him, life in the village was paradise—what more could they ever need? When Milio was old enough, Lupé tried to teach her grandson the axiomata. Where the rest of her family had failed her, Milio showed promise and took to the elements naturally, but struggled to grasp the rules and rigidity of the discipline. Disappointed, Lupé gave up hope, abandoning Milio's teachings. Milio, however, continued to learn on his own. Away from the guidance of his grandmother, he abandoned the restrictions she had tried to impose on him. Studying nature itself, he intuited his own set of rules and eventually mastered fire—the one axiom his grandmother wouldn't teach him. But something bothered Milio about fire. Did it have to be so destructive, especially when he saw the potential for it to do more? The answer revealed itself one night while Milio was chasing the glow of summer fireflies. They led him to one of the village’s hunters who was injured and unable to move. Milio tried to keep her stable with his fire axiom, but it wasn't enough. Knowing the village healer was too far, he tried desperately to adapt the axiom into a force that could heal. As he placed his hands on the hunter's stomach to support her wound, he felt a flicker of warmth.. It was so familiar and soothing, like he was touching her soul. Her inner flame. Then Milio began to feel that same flame within himself. He could feel it within the trees, within the leaves—as if each part of the jungle was coming to life like a cozy bonfire. Focusing all of his energy into that feeling, he used what nature had taught him to manifest that fire. What emerged was a creature—small and timid with wide, friendly eyes. Milio placed it on the hunter's wound and felt the creature—his inner flame—heal her from the inside out. That night, he’d discovered an entirely new axiom, which he affectionately named “soothing fire.” Milio ran home to show his family what he'd done. Before their eyes, he manifested another soothing flame that danced happily in the palm of his hand—his ""fuemigo""—and his family celebrated. Grandmother Lupé, however, was unsettled by this achievement. Seeing Milio’s mastery of the axiomata at such a young age, Lupé knew that her grandson had done what the rest of her family failed to do. With his abilities, he could finally end their exile and restore them to their rightful place among Ixtal's ruling caste. However, she was troubled by his fascination with fire and how his burgeoning skills went against the traditional teachings of the axiomata. Despite this, Lupé threw everything into her last chance at redemption. Milio became her sole focus as she nurtured and shaped his abilities, preparing him to leave home, travel to Ixaocan, and finally free her from the burden of her sister's failures. Milio felt this weight upon his shoulders, and the thought of leaving home on his own terrified him. But because Milio loved his family more than anything, he would find the courage if it meant ensuring their happiness. In preparation for the journey, he and his grandmother fashioned a special backpack that Milio called his ""furnasita,"" inside of which he could keep his ever-burning fuemigo. Then, with a heavy heart and a wide smile, Milio—at only twelve years old—left his village behind, outfitted with only his trusty furnasita and some new clothes made by his family. He traveled the entirety of Ixtal, forging his way through the jungle, camping underneath the stars, and making friends along the way, all while sending frequent letters home that detailed his exciting adventures. After a long journey, Milio finally made it to Ixaocan, where he's since begun his training to challenge the Vidalion. ""The boy with the soothing flames"" has caught the eye of more than a few—including Luné, currently imprisoned beneath the city and biding her time. Even Milio notices the whispering that accompanies him around the city, but his focus is on joining the Yun Tal and making his family proud.",Support "Like most who rise to notoriety in the twisting, salt-crusted labyrinth of Bilgewater, Sarah Fortune has no shortage of blood on her hands… Beloved daughter of the renowned gun-dame Abigale Fortune, Sarah spent much of her happy childhood in the forge of their island settlement just off the coast—learning to file wheel locks, set trigger pulls, and even cast batches of custom pistol shot. Her mother’s skill in crafting firearms was legendary, and her bespoke handguns were to be found in the collections of many a wealthy merchant captain. But oft-times, they were coveted by those with more meager means, and darker hearts. One such individual was an up-and-coming Bilgewater reaver, known to his crew as Gangplank. Cocksure and certain of his power, he demanded a pair of Fortune pistols the like of which no other man could hope to possess. A reluctant deal was struck, and a year later to the day, Gangplank returned. With no intention of paying for the work, he had masked his face with a grimy scarf. He was there to take the guns by force. Abigale had crafted two masterpieces, twin hand cannons of exquisite workmanship and pinpoint lethality—indeed, she declared, too fine for the likes of him. She could see the brutish thug that Gangplank had become. Enraged, he seized the pistols and gunned her down with her own creations before turning them on her husband, and young Sarah too. Then, out of nothing but spite, he set the workshop ablaze and smashed both pistols on the cobblestones, to wipe the Fortune legacy from the face of Runeterra completely. Sarah awoke to agony. Her wounds were grave, but she managed to crawl from the burning ruins with the remains of the two pistols clutched to her chest. In time, her body healed, but waking nightmares and night terrors would torment her for many years to come. Even so, she endured. She was determined to have vengeance. She rebuilt her mother’s pistols, and learned all she could of the masked murderer who had since declared himself the new reaver king of Bilgewater, and forced even the most influential ship captains to honor his claim. No matter. When Sarah faced him again, she would be ready. Taking a ship to Bilgewater Bay, she killed her first man within minutes of setting foot on the crooked timbers of the quayside—a drunken pirate with a gallon of Myron’s Dark in his belly, and a price on his head. Sarah dragged his corpse to the bounty board officials, before tearing off a dozen more warrants and heading off into the city. Within a week, every one of them was settled, and those with the misfortune to be hunted by Sarah were either dead or in chains. She quickly earned a reputation in the taverns and gambling dens, becoming known only as “Miss Fortune”. Gangplank would never see her coming. What was one more bounty hunter on the streets of his city? In the years that followed, tales of Miss Fortune’s exploits spread far and wide, each more fanciful than the last. She drowned the leader of the Silk-Knife Corsairs in a barrel of her own stolen rum. She took the Syren from a captain who learned the hard way what it meant to slip a hand where it wasn’t wanted. She tracked the insane Doxy-Ripper to his lair in the belly of a half-dismembered leviathan down on the slaughter docks, and shot him in the back as he fled. In spite of all this, Gangplank was far too powerful to confront openly, with the fierce Jagged Hooks crew always at his side—but Miss Fortune knew just killing him would never be enough. Only his abject humiliation, and the burning to ash of all he had stolen, would satisfy the girl who had died on the floor of her mother’s workshop. And so, little by little, she began to surround herself with a small but loyal cadre of allies that would eventually help her lay her demons to rest. Miss Fortune risked everything to make her move against Gangplank. Plots within plots saw his ship, the Dead Pool, blown to flaming wreckage in the harbor, and the tyrannical reaver king overthrown. Best of all, everyone in Bilgewater saw him fall. It was everything Sarah could have hoped for, exactly as she’d planned. And it was over in moments. With Gangplank gone, the other rival captains quickly descended into fighting amongst themselves for control of the city. What little semblance of law there had been was gone in an instant, with countless innocent civilians caught between the warring crews. Reluctantly, Miss Fortune stepped up—as captain of the Syren, and backed by her own people, she brokered an uneasy truce that has somehow held to this day. But little is ever really permanent in the port city, and Captain Fortune still finds herself having to impose her own brand of order on every reaver, ganglord, and distant threat that comes her way. The real battle for Bilgewater has only just begun.",Marksman "Far, far from the harsh deserts of the Great Sai, over savanna plains and mountain steppes, lie the great jungles on the border of Ixtal and Shurima. Swathed in mystery, they are home to wild, fantastical beasts, and dense forests blooming with life. But while there is overwhelming beauty to be found there, danger and death lurk nearby in equal measure. No one knows how Nidalee—in the form of a cub—came to be alone in the heart of the jungle, but it was her cries echoing through the trees that captured the attention of the jungle's fiercest cats: the pakaa. A mother, roaming with her cubs, approached Nidalee. Perhaps it was her scent, or a mother’s intuition, that led the great cat to accept this strange kit without hesitation, half-leading, half-dragging her back to their den. Nidalee was raised in the company of the pakaa, who treated her as one of their own—a creature of the jungle. She grew up playing alongside the other cubs, learning to hunt with tooth and claw and to stalk the jungles for her prey. She grew into her role as a member of the pack and as a capable huntress. Even so, at times Nidalee began to lose control of her own body. Without warning, her paws would change to strange hairless hands and feet, her sharp fangs to blunted teeth. Occasionally she would stumble from the den, delirious with fever, her body caught in a state of half-transformation as she followed the hazy silhouettes of two strange figures—they whispered after her, their voices jumbled but sweet. They brought Nidalee a sense of comfort and warmth, even though her feline family had taught her to be wary of outsiders. And with good cause. It was at the height of the summer rains when she first encountered the Kiilash. These vastayan hunters ranged into the forests every season in search of prestigious kills and trophies to show their prowess. Nidalee's mother tried to chase them away, but fell, wounded by their blades and spears. But before the Kiilash could finish the aging wildcat, Nidalee lunged from the undergrowth, howling with grief and rage. As she tore into them with razor sharp claws and fangs, they rounded on her with even stronger weapons. But something had changed. She felt the spirit of another heritage, long forgotten, rise up within her. Transforming from pakaa to something resembling a human, she grabbed a hunter's lunging weapons with cat-like reflexes and nimble fingers and turned it upon her enemies. The Kiilash growled and hissed at this sight, and to her surprise Nidalee found she understood some of their speech. They cursed her, invoking the name of their Vastayashai'rei ancestors as they retreated from the fight, empty-handed. Hurling the spear aside, Nidalee held her dying mother close. Her siblings approached, wary of her new form but comforted by her familiar scent. With the passing of their mother they came to accept this shapechanger as their new leader—from that day forth, she vowed to defend her adopted home against any who would seek to plunder it. Over time, she learned to better control her powers, eventually shifting between both forms with ease. She also became more adept with her new form, learning to take advantage of her surroundings while building traps and weapons unknown to the pakaa, crafting healing salves from honeyfruit, and utilizing seeds and flowers to protect and illuminate her territory. And in the back of her mind, she wondered whether she was the only one of the pakaa who could change their shape. Perhaps it was a yearning to find others of her kind that led her to the chameleon-like wanderer Neeko, and the two became inseparable for a time. Nidalee delighted in mentoring her inquisitive new companion, and they reveled in exploring the jungle's numerous wonders together, before Neeko eventually departed to follow her own destiny beyond Shurima's shores. Even now, the dense forests remain the last truly untamed wilderness in the known world, and something of an enigma even to Nidalee. Still, in rare, quiet moments, the huntress finds herself dwelling on her own origins—and her encounter with the Kiilash—and whether she will learn the truth behind any of it…",Assassin "Most men would say that death is a thing to be feared; none of those men would be Olaf. The Berserker lives only for the roar of a battle cry and the clash of steel. Spurred on by his hunger for glory and the looming curse of a forgettable death, Olaf throws himself into every fight with reckless abandon. Surrendering to the bloodlust deep within his being, Olaf is only truly alive when grappling with the jaws of death. The coastal peninsula of Lokfar is among the most brutal places in the Freljord. There, rage is the only fire to warm frozen bones, blood is the only liquid that flows freely, and there is no worse fate than to grow old, frail, and forgotten. Olaf was a warrior of Lokfar with no shortage of glories and no hesitation to share them. While boasting one evening with his clansmen over the burning embers of a razed village, one of the elder warriors grew tired of Olaf's bluster. The old fighter goaded Olaf to read the omens and see if Olaf's fortunes matched his gloating. Emboldened by the challenge, Olaf mocked the aged raider's envy and tossed the knuckle bones of a long-dead beast to predict the heights of glory he'd achieve in death. All mirth left the gathering as the clansmen read the portents: the bones spoke of a long life and a quiet passing. Infuriated, Olaf stormed into the night determined to prove the prediction false by finding and slaughtering Lokfar's feared frost serpent. The monster had consumed thousands, man and ship alike, in its long lifetime and to die in battle with it would be a fitting end for any warrior. As Olaf hurled himself into the blackness of its maw, he fell deeper into the blackness of his mind. When the shock of freezing water roused him from the dark, there was only the butchered carcass of the beast afloat beside him. Thwarted but not defeated, Olaf set out to hunt down every legendary creature with claws and fangs, hoping that the next battle would be his last. Each time he charged headlong toward his coveted death, only to be spared by the frenzy that washed over him while on its brink. Olaf concluded that no mere beast could grant him a warrior's death. His solution was to take on the most fearsome tribe in the Freljord: the Winter's Claw. Sejuani appeared amused by Olaf's challenge to her warband, but his audacity would earn him no mercy. She ordered the charge and sent scores of her warriors to overwhelm Olaf. One by one, they fell until he lost himself in the bloodlust once again, effortlessly cutting a path to the leader of the Winter's Claw. The clash between Olaf and Sejuani rocked the glaciers with its force, and though he seemed unstoppable, Sejuani battled the berserker to a standstill. As they stood deadlocked, Sejuani's glare penetrated Olaf's berserker haze in a way no weapon ever could. His frenzy abated long enough for her to make him an offer: Sejuani swore that she would find Olaf his glorious death if he would lend his axe to her campaign of conquest. In that moment, Olaf vowed he would carve his legacy into the Freljord itself.",Fighter "Runeterra has no shortage of valiant champions, but few are as tenacious as Poppy. Bearing a hammer twice the length of her body, this determined yordle has spent untold years searching for the “Hero of Demacia,” a fabled warrior said to be the rightful wielder of her weapon. As legend describes it, this hero is the only person who can unlock the full power of the hammer and lead Demacia to true greatness. Though Poppy has searched the furthest corners of the kingdom for this legendary fighter, her quest has proven fruitless. Each time she has attempted to pass the hammer on to a potential hero, the results have been disastrous, often ending in the warrior’s death. Most people would have abandoned the task long ago, but most people do not possess the pluck and resolve of this indomitable heroine. Poppy was once a very different yordle. For as long as she could remember, she had been in search of a purpose. Feeling alienated by the chaotic whimsy of other yordles, she preferred to soak up stability and structure where she could find it. This drive brought her to the human settlements of western Valoran, where she gazed in wonder at the caravans striping the countryside in an endless file. Many of the people there looked tattered and weary, but they stumbled on in pursuit of some ephemeral better life that might lie just beyond the horizon. One day, however, a different sort of caravan passed through. Unlike the other travelers, these people seemed to move with purpose. They all awoke at the exact same time each morning, roused by the sound of a watchman’s horn. They took their meals together every day at the same hour, always finishing within a few minutes. They set up their camps and took them down with remarkable efficiency. While yordles used their innate magic to fashion extraordinary things, these humans achieved equally astounding feats through coordination and discipline. They acted in concert like the cogs of a gear, becoming something much larger and stronger than any single person could ever be. To Poppy, that was more marvelous than all the magic in the world. As Poppy watched the camp from the safety of her hiding place, her eyes caught the gleam of armor emerging from a tent. It was the group’s commanding officer, wearing a brigandine of gleaming steel plates, each piece overlapping, each an integral part of the whole. The man’s name was Orlon, and his presence seemed to stir the souls of everyone there. If someone became discouraged, he was there to remind them of why they pressed on. If someone collapsed from exhaustion, he inspired them to get up. It reminded Poppy of certain yordle charms, though again, without magic. Poppy crept in for a closer look. She found herself following this shining commander, as if drawn to him by fate itself. She observed Orlon as he led his soldiers in training exercises. He was not a large fellow, yet he swung his massive battle hammer with surprising alacrity. At night, Poppy listened intently to his hushed discussions with the elders of the camp. She heard them making plans to pull up stakes and head west to build a permanent settlement. Poppy’s mind was overwhelmed with questions. Where was Orlon going? Where did he come from? How did he assemble this meticulous band of travelers, and was there a place for a yordle in it? At that moment, she made the most important decision in her life: For the first time ever, she would reveal herself to a human, as this was the first time she’d ever felt a connection with one. The introduction was a jarring one, with Orlon having just as many questions for Poppy as she had for him, but the two soon became inseparable. He became a mentor to her, and she a devotee to his cause. In the training grounds, Poppy was an invaluable sparring partner–the only member of Orlon’s battalion who was unafraid to strike him. She was never obsequious, questioning his decisions with an almost childlike innocence, as though she didn’t know she was supposed to meekly follow orders. She accompanied him to the site of the new settlement–an ambitious new nation called Demacia, where all were welcome, regardless of station or background, so long as they contributed to the good of the whole. Orlon became a beloved figure throughout the kingdom. Though few had actually seen him wield his hammer, he always bore it on his back, and the weapon quickly became a revered icon for the fledgling nation. People whispered that it had the power to level mountains and tear the earth itself asunder. Orlon passed the hammer to Poppy on his deathbed, and with it, his hope of an enduring kingdom. It was only then that Orlon told her the story of his weapon’s creation, and how it was never truly intended for his hands. He explained to Poppy that the hammer was meant to go to the Hero of Demacia–the only one who could keep Demacia whole. As her friend drew his last breath, Poppy swore to him that she would find this hero and place the weapon in his hands. But what Poppy possesses in resolve, she lacks in ego, as it never even occurred to her that she might be the hero Orlon described.",Tank "As a youth, Pyke started out like many in Bilgewater: on the slaughter docks. All day, every day, monstrous creatures of the deep were hauled in for rendering in the butcheries that lined the waterfront. He found employment in a district known as Bloodharbor, as even the tide itself was not strong enough to wash away the red slick that ran constantly down its wooden slips. He became well acquainted with the trade—both the gruesome work and meager paychecks. Over and over, Pyke watched heavy purses of gold being handed to captains and crews in exchange for the daunting carcasses that he and his fellows would hack into salable chunks. He became hungry for more than a few copper sprats in his pocket, and managed to talk his way onto a ship’s crew. Few individuals dared to hunt in the traditional Serpent Isles manner: launching themselves at their targets to secure tow-hooks with their bare hands, and beginning to butcher the creatures while they yet lived. Fearless and highly skilled in this regard, Pyke soon cut a name for himself as the best harpooner a golden kraken could buy. He knew meat was worth pennies compared to certain organs from the larger, more dangerous beasts… organs that needed to be harvested fresh. Depending on the difficulty of the hunt, each sea monster commanded its own price, and the most desired by Bilgewater traders was the jaull-fish. From its razor-toothed maw, priceless sacs of sapphilite were coveted across Runeterra for various sorcerous distillations, and a small flask of the glowing blue oil could pay for a ship and its crew ten times over. But it was while hunting with an untested captain that Pyke learned where a life of blood and guts would land him. Days into their journey, a huge jaull-fish breached, opening its maw wide to reveal rows of sapphilite sacs. Several harpoon lines secured the beast, and though it was far bigger and older than any he had encountered before, Pyke leapt into its mouth without hesitation. As he set about his work, a deep vibration began to stir in the creature’s cavernous gullet. Roiling bubbles broke the ocean’s surface, and an entire pod of jaulls began to push against the tethered ship’s hull. The captain lost his nerve, and cut Pyke’s lifeline. The last thing the doomed harpooner saw before the beast’s jaws snapped shut was the look of horror on his crewmates’ faces, as they watched him being swallowed alive. But this was not the end for Pyke. In the deepest fathoms of the unknowable ocean, crushed by the titanic pressure, and still firmly trapped within the jaull’s mouth, he opened his eyes once more. There were blue lights everywhere, thousands of them, seemingly watching him. Tremulous echoes of something ancient and mysterious filled his brain, crushing his mind, showing him visions of all he had lost whilst others grew fat. A new hunger overtook Pyke, one for vengeance and retribution. He would fill the depths with the corpses of those who had wronged him. Back in Bilgewater, no one thought much of the killings at first—for so dangerous a place, the occasional red tide was nothing new. But weeks became months, and a pattern began to emerge. Captains from many ships were found carved up and left out for the dawn. Bar-room patrons whispered it was a supernatural killer, wronged at sea, gutting his way through the crew manifest of some damned ship called the Terror. Once a mark of respect and celebrity, the question “You a captain?” became a cause for alarm. Soon it was the caulkers, too, and the first mates, merchant officers, bankers… indeed, anyone associated with the bloody business of the slaughter docks. A new name went up on the bounty boards: a thousand krakens for the infamous Bloodharbor Ripper. Driven by memories twisted by the deep, Pyke has succeeded where many have failed—striking fear into the hearts of unscrupulous businessmen, killers, and seafaring scoundrels alike, even though no one can find any mention of a ship named the Terror ever docking in Bilgewater. A city that prides itself on hunting monsters now finds a monster hunting them, and Pyke has no intention of stopping.",Support "Built on perpetual conflict, Noxus has never had a shortage of war orphans. Her father lost to an unnamed battle and her mother to the girl’s own stubborn birth, Riven was raised on a farm run by the empire on the rocky hillsides of Trevale. Physical strength and ferocious will kept the children alive and working on the hard scrap of land, but Riven hungered for more than simply bread on the table. She watched conscriptors from regional warbands visiting the farms, year after year, and in them, she saw a chance at the life she dreamed of. When she finally pledged the empire her strength, she knew Noxus would embrace her as the daughter she longed to be. Riven proved a natural soldier. Young as she was, her years of hard labor allowed her to quickly master the weight of a longsword taller than herself. Her new family was forged in the heat of battle, and Riven saw her bond to her brothers- and sisters-in-arms as unbreakable. So exceptional was her dedication to the empire, that Boram Darkwill himself recognized her with a runic blade of dark metal, enchanted by a pale sorceress within his court. The weapon was heavier than a kite shield and nearly as broad—perfectly suited to Riven’s tastes. Not long after, the warhosts set sail for Ionia as part of the long-planned Noxian invasion. As this new war dragged on, it became clear that Ionia would not kneel. Riven’s unit was assigned to escort another warband making its way through the embattled province of Navori. The warband’s leader, Emystan, had employed a Zaunite alchymist, eager to test a new kind of weapon. Across countless campaigns, Riven would gladly have given her life for Noxus, but now she saw something awry in these other soldiers—something that made her deeply uncomfortable. The fragile amphorae they carried on their wagons had no purpose on any battlefield she could imagine... The two warbands met increasingly fierce resistance, as if even the land itself sought to defy them. During a heavy rain storm, with mud pouring down the hillsides, Riven and her warriors were stranded with their deadly cargo—and it was then that the Ionian fighters revealed themselves. Seeing the danger, Riven called to Emystan for support. The only answer she received was a flaming arrow, fired out from the ridgeline, and Riven understood this was no longer a war to expand the borders of Noxus. It was to be a complete annihilation of the enemy, no matter the cost. The wagon was hit straight on. Instinctively, Riven drew her sword, but it was too late to protect anyone but herself. Chemical fire burst from the ruptured containers, and screams filled the night—both Ionian and Noxian falling victim to an agonizing, gruesome death. Shielded from the scorching, poisonous mists by the magic of her blade, she bore unwilling witness to scenes of horror and betrayal that would haunt her forever. For Riven, memories of the hours that followed come only in fragments, and nightmares. She bound her wounds. She mourned the dead. But, most of all, she came to hate the sword that saved her life. The words carved into its surface mocked her, reminding her of all she had lost. She would find a way to break it, severing her last tie to Noxus, before the dawn. But when the blade was finally shattered, still she found no peace. Stripped of the faith and conviction that had bolstered her entire life, Riven chose to exile herself, wandering Ionia’s battle-scarred landscape. When she finally returned to the village where she had broken the sword, it was revealed that her self-destructive needs had cost the life of their most revered elder... and yet Ionia embraced her with forgiveness. Noxus was not nearly so merciful. Although the empire had long since withdrawn from the First Lands, it had not forgotten about Riven, or her runic blade. After fighting fiercely against those sent to bring her to justice, she refused to let any more Ionian blood be shed on her account, and surrendered herself to the charges of desertion leveled against her. As she returns to Noxus in chains, Riven remains haunted. Though Darkwill is no more, and the empire is rumored to have evolved, she is uncertain what will become of her, or whether she will ever be made whole again.",Fighter "Senna’s journey to become a Sentinel of Light started with darkness. It started with the Black Mist… Senna first encountered the Mist at an early age, when wreckage from a distant Harrowing washed onto the shores of her home island. The Black Mist within the wreckage awakened upon contact with life. She and her village survived the ensuing storm of souls, thanks to the intervention of a nearby Sentinel… but in the wake of the attack, the Mist was still mysteriously drawn to Senna. She was cursed, marked by the Mist so its horrors pursued her endlessly, the darkness drawn to her like dying moth to living flame. She could never know when it would strike next—but worse was when it didn’t come, and Senna had to imagine what awaited in every shadow. The Sentinel who saved Senna, a brusque veteran named Urias, did not understand why the Mist was drawn to a solitary girl—but he knew if she was going to survive, she had to learn to fight back. And so, Senna joined Urias in the Sentinels of Light, a sacred order that could be traced back to the Blessed Isles, where the Black Mist originated. She proved to be a deadly enemy of darkness, mastering the relic-stone pistol Urias gave her, learning to channel her soul into light. Yet even as Senna grew comfortable working with Urias, relying on him for gruff guidance, she learned to keep others at gun’s length. If she allowed them to get too close, they would only be hurt when the Mist came again. Senna could never stay in one place for long, something she and Urias learned when those who offered them shelter inevitably found themselves under siege. After even Urias was slain, Senna wasn’t sure if she could let anyone get close again. Reluctantly, Senna sought out Urias’ family in Demacia, to tell them of his fate. There, she met his son, Lucian, who would not relent until Senna allowed him to join Urias’ parting vigil. From the very first moment she found herself flustered, wondering if her walls were enough to keep out someone so stubborn, full of humor and love. It became clear over time that Lucian’s place was with the Sentinels, as Senna’s partner, and Senna as his. The more they served together, the deeper their bond became, and Senna realized that the value of her walls wasn’t what she kept out, but who she let in. Yet as Lucian’s love for Senna grew, so did his desire to save her from her curse. In time, it became his only focus, the light in his eyes passing into his gun—making Senna wary that Lucian would only see sorrow where there was love. It was while researching a cure that Senna and Lucian came into conflict with the sadistic wraith Thresh. So close to answering mysteries about the Ruination and Senna’s curse, Lucian refused to turn back… Thresh’s chains whipped toward Senna as she stood between the wraith and her husband. More painful than the scythe was seeing the look of anguish on Lucian’s face. With her last breath, Senna screamed for Lucian to run. But as Senna felt the deathblow and knew she had lost, she realized there was a glimmer of hope. Her whole life, the Mist had haunted her—she didn’t need to fear it anymore. She could ride it into the darkness of Thresh’s lantern, and see what was inside. Her curse had become her only chance for salvation. While Lucian spent years seeking to grant his beloved peace, Senna explored her spectral prison. She learned that life had been the origin of her curse. Its spark shone brighter within her than in anyone else—she’d been infected with it when she first encountered the wreckage that brought the Harrowing. There, she’d been touched by a powerful, lingering soul, given its unnatural life… It was life that the Black Mist could never let go. She could use this force to pull the Mist into herself, empowering her to sever its hold over others in the lantern. Among the souls she freed were Sentinels who possessed lost knowledge of the Ruination’s origins, of her curse… and the love that created it. When Lucian drove his broken pistol into the lantern, intending to end the torture of the souls within, Senna was waiting. She escaped, shrouded in Mist she’d drawn from other souls. She was dead, but also alive, thanks to her curse, wielding a relic-stone cannon that could channel darkness along with light, forged from the weapons of fallen Sentinels. No longer running from the Mist, Senna now understands the suffering of the souls within. Though it is painful, she draws their Mist into herself, liberating them, and blasting darkness with darkness. Embracing her death every time she transforms into a wraith, she becomes like those she fought, only to be reborn again thanks to the life infecting her. Though Senna and Lucian’s love survived even death, now they face the consequences of her rebirth. Senna knows what they have to do next, a secret gleaned within the lantern. Find the Ruined King, and stop him at any cost…",Support "Though now a powerful player in Ionia’s flourishing criminal underworld, Sett had humble origins. Born from an Ionian vastaya and a Noxian human, the “half-beast” child was an outcast from the start. His birth appalled his mother’s vastayan community, which expelled the family for violating its tribal norms. The humans of Ionia were no more accepting of the taboo union, though Sett’s father’s infamy as a local pitfighter usually kept them from voicing their disapproval. What little security the family enjoyed vanished the day Sett’s father disappeared. All of a sudden, those who had bitten their tongues at the sight of young Sett felt free to express their contempt. The boy was bewildered, wondering where his father had gone, and why trouble suddenly seemed to be following him. Sett grew up quickly, becoming calloused in the face of the taunts and threats he endured, and before long, he began using his fists to silence the insults. When news of his fights reached his mother, she made him swear not to go near the Noxian pits where his father had fought. But the more Sett fought, the more he thought of his father. Longing to find the man he only vaguely remembered, Sett snuck away to the pit late one night, after his mother had gone to bed. Immediately, he was enthralled by the spectacle. Scores of Noxian soldiers, fresh to the shores of Ionia, roared with bloodlust from the stands around him. Down in the center of the arena, fighters from all backgrounds and martial disciplines clashed in gruesome duels with a variety of weapons—the winners handsomely paid in Noxian coin. When the event was over, Sett inquired about his father, and learned a hard truth: his father had bought out his contract and left to tour more profitable pits abroad. He had deserted his family, to seek fortune on the other side of the world. Burning with rage, Sett asked the arena’s matchmaker for a fight, hoping that somehow his father would return from his tour—and be the opponent standing across the pit from him. The matchmaker assigned the boy a fight on the next card, figuring he would be easy fodder for one of his star combatants. Sett would prove him wrong. From the moment he threw his first punch, “The Beast-Boy Bastard” was a pit-fighting sensation. Though Sett had no formal martial arts training, his primal strength and ferocity more than compensated, and he leveled his more technically sound opponents like a battering ram. Never abandoning hope that he might one day fight his father, he soon became the undisputed “King of the Pit”, with a swollen coffer of prize money—and a trail of broken opponents—to his name. Night after night, Sett brought money and comforts to his mother, always lying about how he had acquired them. It warmed his calloused heart to see her so proud of his success, no longer forced to toil at menial jobs. Still, Sett couldn’t help but feel he could do better. Being the King of the Pit was good, but being the person who owned the pit… that was where the real money was. Late one night, after defending his title in front of a record-breaking crowd, Sett presented his new demands to the Noxian matchmaker and his cronies. He suggested they grant him control of the arena and its revenue. When they refused, Sett barred the doors. Minutes later, the doors re-opened, and the Noxians emerged, badly maimed, with a message on their bloodied lips: the half-beast was the new boss. With the promoters out of the picture, Sett took control of the pit he once fought in. Ionians, who had only recently been conditioned for war, flocked to the arena, paying to satisfy an urge they only now knew they possessed. Sett took full advantage of their newfound bloodlust, accumulating wealth and power beyond his wildest boyhood dreams, as he transformed the pit into the hub of an underground empire of gambling and vice. The half-beast who reigned supreme in the pit now runs his illicit enterprises with the same iron fist. Any time someone challenges his authority, he personally reminds them where they stand. Every punch Sett throws is a blow to his old life of poverty and ostracism, and he intends to make sure that old life stays down.",Fighter "Most would say that death isn't funny. It isn't, unless you're Shaco - then it's hysterical. He is Valoran's first fully functioning homicidal comic; he jests until someone dies, and then he laughs. The figure that has come to be known as the Demon Jester is an enigma. No one fully agrees from whence he came, and Shaco never offers any details on his own. A popular belief is that Shaco is not of Runeterra - that he is a thing from a dark and twisted world. Still others believe that he is the demonic manifestation of humanity's dark urges and therefore cannot be reasoned with. The most plausible belief is that Shaco is an assassin for hire, left to his own lunatic devices until his services are needed. Shaco certainly has proven himself to be a cunning individual, evading authorities at every turn who might seek him for questioning for some horrendous, law-breaking atrocity. While such scuttlebutt might reassure the native inhabitants of Valoran, it seems unimaginable that such a malevolent figure is allowed to remain at large. Whatever the truth of his history might be, Shaco is a terrifying, elusive figure most often seen where madness can openly reign.",Assassin "The twisted, unfathomable madman known across Runeterra as Singed began his life as an ordinary man in Piltover. As a child, he displayed a prodigious intellect and a boundless sense of curiosity. The principles and interactions of the natural world fascinated him, eventually leading him to pursue a scholarship at the prestigious University of Piltover. It did not take long for his brilliance to be recognized. Singed’s research into the natural sciences was impressive—groundbreaking even—but he found that Piltover’s attention had been stolen away ever since the discovery of hextech, and the opportunities the hybrid of magic and technology presented. Singed found himself on the outside looking in, seeing magic as a crutch leaned upon by those who were either incapable of understanding how the world worked, or simply didn’t care enough to find out. He became a vocal critic of what he saw as a new and ignorant fad within the university. Singed instead delved into the chemical potential of alchemy, and despite the boon his intellect garnered for the field, his efforts earned him little more than the ridicule of his fellow academics. Before long, his funding had dried up, and he was forced out of the university, and out of Piltover. Singed had no choice but to begin a new life—in Zaun. In the undercity, life was cheap, and the demand for innovation high. Singed was quickly able to find work in the emergent chemtech industries, lending his skills and relentless drive for a variety of increasingly unscrupulous clients. His experiments, often of questionable ethicality, cast a wide net: augmenting humans, animals, and even fusions of the two, among countless other endeavours. Nonetheless, he pushed his new field forward at an incredibly rapid pace, but often at the expense of his own health. Understanding better than anyone the chemical needs of a living body, he engineered stimulants that could keep him alert and working for weeks at a time, before he would collapse, shivering and feeble, and sleep for days on end. Singed’s obsessive, tireless efforts as an alchymist meant he found no shortage of patrons and clients, eventually including even the warmasons of Noxus. The gossip was rampant across both Piltover and Zaun that the empire and their Grand General were on the verge of bankruptcy from paying Piltover’s extortionate tithes for military passage to the campaigns in northern Shurima, and soon they might be looking elsewhere for new, less expensive conquests. So long as they paid his fees, Singed didn’t care. After years of smaller, off-and-on projects, Singed was approached by a Noxian military commander named Emystan, who contracted the alchymist to help her break the bitter stalemate of the war in Ionia. She needed a new kind of weapon from him, the like of which no one had ever seen before… and she could make him a wealthy man indeed. Putting aside all other concerns, Singed poured all of his intellect, knowledge, and experience into the synthesis of this new weapon. The result of his efforts was an alchemical fire that was unstable, volatile, and utterly horrifying. When it was finally unleashed in Ionia against the enemies of Noxus, it burned hot enough to fracture stone, and tainted the earth around it with dense, metallic poisons so completely that almost nothing would grow there. Even Emystan’s own allies were appalled, though not quite enough to name her and Singed as war criminals. Now, without any restraint for capital, materials, or even subjects to experiment upon, Singed nonetheless feels the weight of years upon him. His most recent work has taken a decidedly more biological angle, and of a far more dramatic scope. A recent exercise in the melding of animal, man, and machine left his laboratories in ruins, his face held together with filthy bandages, and his subject freely prowling the streets of Zaun, yet Singed remains undeterred. He has already mastered the destruction of flesh, and thus now has turned to the preservation and transformation of it… and perhaps even the possibility that life need not end with an inescapable death.",Tank "Long before the rise of Shurima’s great empire, the remote northwestern valleys were home to an age-old race known as the brackern. These noble creatures were quite unlike any other. While individually they may have seemed primitive and aggressive, their arachnoid bodies held a wondrous secret—they existed as custodians of a truly ancient gestalt consciousness, perhaps one of the very oldest in Runeterra. Each brackern was host to a single magical crystal, which retained their memories, their hopes and dreams, and everything that made them who they were. After the body’s death, the core of the crystal was buried with great reverence in the deepest valleys. There they waited for new, younger brackern to inherit them, and take up the mantle of all those who had come before. So it was, through the eternal harmony of their crystals’ song, the brackern had all but achieved immortality. The one who would become known as Skarner heard his crystal calling to him from somewhere beneath the earth. Day and night, he burrowed in a methodical pattern that covered the entire valley with intricate spirals, until his claws finally closed around a crystal larger than any he had seen before. Its surface was cracked and dull, yet the dim glow within it pulsed in response to his presence, and its song enveloped him. When Skarner emerged once more, the crystal was fused with his body, and he was one with all his kin in a wordless meeting of countless minds. He could feel the magic of the material realm all around him—a deep connection to the world, like a low constant hum that resonated through every facet of his being. Mortals, such as they were, knew and respected the brackern… but also feared them. They would sometimes leave offerings at the entrances to the valleys, which they named things like “the Crystal Scar” in their imperfect, fleshy languages. Over time, though, their focus began to turn toward conflict and conquest, and the brackern resolved to hibernate until this danger was passed. Even if the mortal races wiped each other from existence, it would amount to little more than a single, somber note in the crystals’ unending song. And so, the brackern slept. Then, without warning, the song became a scream. Skarner was jolted awake as explosions tore through the brackern’s hiding place. The land had become parched and barren, but mortals persisted—they came armed with fire and metal, delving down beneath the surface to hack the living crystals from his sleeping kin. Skarner erupted from the sand in a frenzy. He killed many of the murderous thieves, and the rest fled in terror, leaving him to revive his dormant companions. But those brackern whose crystalline forms had been damaged died moments after they woke, and most of the others could not be roused at all, so deep was the trauma to their collective psyche. He stumbled through the valleys in mourning, He was certain that, even if the magic of the crystals still endured, it would quickly fade in the hands of mortals. Yet, as the sun broke over the horizon many weeks later, Skarner heard the faintest of echoes calling out in his mind. These were not the soaring harmonies he had known before, but a terrified, urgent keening, imploring him to act. He hesitated for just a moment, knowing that if he went in search of his stolen kin, then those who still lay beneath the sands would be defenseless… But as the cries died away, he knew he had no other choice, and strode out eastward into the desert. Though Skarner’s search is lonely, he sometimes hears the cold, disembodied song of a lost crystal drawing nearer, only to fade once more. It is a feeling that brings hope and anguish in equal measure, and he focuses his sorrow into unshakable determination, knowing that the survival of the brackern race is all that matters.",Fighter "An age ago, when time itself was young, the inhabitants of the celestial realm regarded the fledgling races of Runeterra with growing concern. These creatures deviated wildly, unpredictably, and dangerously from the great designs intended for them by those above. The guidance and fates that had been woven into the night sky often went unseen—or worse, were misinterpreted by their simple mortal minds, leading to chaos, uncertainty, and suffering. No longer able to merely watch, one celestial being chose to descend to the mortal realm, determined to untangle the knots in the tapestry of the world. This child of the stars took on a form of flesh and blood, and though the powerful magic coursing through her veins burned this new body from the inside out, she knew her suffering meant little if she could help to heal all that was broken and incomplete. And so Soraka came to be, and set upon her journey to soothe the mortals she encountered. Even so, she quickly learned the capacity for cruelty that the peoples of Runeterra possessed. Whether on the battlefields of inescapable conflicts, in the seedy underbellies of sprawling cities, or on the frontiers of the untamed wilderness beyond them, there seemed to be no end to the fighting, betrayal, and suffering Soraka witnessed. She watched, helpless, as mortals ignorantly broke the threads of destiny they could have woven together. Their lives were too short, she reasoned. They were simply unable to see the greater patterns, now lost. But as Soraka lived among them, as one of them, trying to repair what little of the damage she could… something incredible and wholly unforeseen happened. From the snarls and tangles and knots, the messy breaks in the great patterns, Soraka noticed a new, unintended design emerging—intertwined, and of a staggering complexity. Unintended and wild, the mortals were forging new and unknown futures for themselves. From the celestial realm above, it had seemed like pure chaos; but with her new perspective, and blessed by the stars to stand against the erosion of time, Soraka now beheld an almost perfect beauty. Just as mortals had the deepest capacity for cruelty, so too did they possess infinite potential for kindness, and inspiration to rival anything among the stars. Soraka realized her place was not to repair or replicate the celestial pattern. While a part of her craved the fixed, comforting destinies of the stars, she knew in her heart that static fates could not contain the unbridled, dynamic potential of mortality. And so her work took on renewed vigor, driven to unlock the untapped possibilities of all she met. Soraka sought now to inspire and guide rather than shepherd, to see what unblazed trails each mortal would discover for themselves in their brief, radiant moment. Over the millennia, legends of the Starchild have filtered through all the lands of Runeterra. Some tribes of the Freljord still speak of a far wanderer, a horned healer who soothed the icy bite of the most brutal winters. In the depths beneath Zaun, rumors float of a lilac skinned medic who would purify weary lungs from the ravages of the alchemical Gray. In troubled Ionia, the oldest myths of the Vastayashai’rei recall a seer who communed with the stars themselves, and called upon their light both to heal the wounded and scorch those who would do further harm to the First Lands. Currently, Soraka calls the westernmost peaks of Targon her home. She watches over an isolated tribe of vastaya, teaching them her healing ways, and tending quietly to her own needs—though what brings her so close to the great mountain, or how long she will stay, only Soraka knows. Many times, she has watched entire civilizations dance close to the brink of destruction, and she has learned that she cannot save those who do not wish it, nor force them to see what they will not. All the same, Soraka is determined never to stop trying.",Support "As a young child of Navori, Syndra was prone to distraction. She would often get lost in the magical beauty of a pond eclipsed in shadow, or a trail of sugarbeetles climbing the wall. Whenever her chores at home went unfinished, she was scolded harshly by her mother for her lack of focus. Syndra was even blamed when the milk soured, or when any other minor misfortunes befell the family. Her older brother, Evard, teased her more than anyone. Syndra often fled to her favorite hiding spot—the ghost-willow, a tree sacred to the people of her village. Alone, she would whisper to the tree for hours, seeking solace. Unbeknownst to her, one warm evening, Evard and his friends followed her in secret. They snickered at her childish tears. Her shame and rage grew as she tried to ignore their insults, until one of them threw a clump of dirt at her head. Syndra could no longer control her emotions. All her anger erupted from deep within her, in the form of darkly shining magical orbs, heavy with the weight of her anguish. This powerful ability had been dormant until now. It flared with volatile strength, the orbs like pearls of negativity that leached the spirit magic from the world around her, draining the ghost-willow of its life essence. Evard and his friends backed away in horror as the ancient tree twisted, its bark withering to a tarry black. Deprived of the ghost-willow, the villagers grew concerned that their connection to the Spirit of Ionia had been severed, and Syndra’s family was to blame. Forced to move on in search of a new home, all had become fearful of her magic. After months of travel, they reached the coast and encountered a hermit-priest named Konigen. He spoke of his home on the island of Fae’lor, where he taught those who wished to learn to control their wild magic, and Syndra’s family could see no other option—perhaps he could succeed where they had not. Young Syndra climbed the steps to a cliffside temple, crafted long ago from dark stone, and overlooking the sea. Though she missed her old life, she tried to embrace her teacher’s wisdom, and put all her effort into tempering her emotions. However, Syndra grew frustrated as, instead of gaining more control, over the years her magic seemed to weaken. Konigen now locked himself away each morning, meditating in solitude rather than teaching her anything new, and so she confronted him. His teeth gritted with exhaustion, he confessed that he was deliberately dampening her power, for her own safety. Such negativity had a strange, unpredictable effect on reality, and Syndra had grown far beyond his ability as a mentor. She felt more betrayed than she ever had before. Konigen tried to calm her, which only fueled her anger… and in that moment, his focus was lost. The foundations of the temple shook. The morning light seemed to pale. Syndra rose from the floor, as her frustrations surged within her. She snatched dark orbs from the air, and cast them through her mentor’s body, forcing him to feel all of her bitter outrage as he died. The ceiling gave way, rubble raining down, burying the sacred gardens in dust. Syndra turned her powers against what was left of the temple, sending shockwaves throughout Fae’lor, and draining raw magic from the island itself. Never had such negative energy been so concentrated in one place, and it was the Spirit of Ionia that swelled to counter it. The bedrock opened up beneath Syndra, dragging her down to a cavern deep underground—roots pulled her into a pool of living water to suppress her powers, and trap her in a magical slumber. Syndra dreamed for what seemed an eternity. Most of the world forgot she had ever existed. War with the Noxian empire divided the people of Ionia, and Syndra was eventually awakened by those who had once stood guard over Fae’lor. Some came to kill her, while others hoped she would aid them against Noxus, but she unleashed chaos upon them all. She refused to be a pawn in someone else’s game. Ripping apart the walls of the fortress that had been built on top of her island prison, Syndra raised the greatest tower into the skies to carry her far away. She would not be controlled. Not ever again.",Mage "Teemo is a legend among his yordle brothers and sisters in Bandle City. As far as yordles are concerned, there is something just slightly off about him. While Teemo enjoys the companionship of other yordles, he also insists on frequent solo missions in the ongoing defense of Bandle City. Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him. Even as a young recruit, the drill instructors and other trainees found it a little disconcerting that, while Teemo was normally charming and kind, he turned deadly serious and highly efficient the minute combat exercises began. Teemo's superiors quickly steered him toward the Scouts of the Mothership, which is one of Bandle City's most distinguished Special Forces unit alongside the Megling Commandos. While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of Kumungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow member of Bandle City's Special Forces. Teemo is a pint-sized foe that many have come to fear and whose small size belies his fearsome resolve.",Marksman "Urgot always believed he was worthy. As a headsman, an executioner of the weak, he was a living embodiment of the Noxian ideal that strength should rule, making it a reality with every swing of his axe. His pride swelled as the bodies piled ever higher behind him, and his intimidating presence kept countless warbands in line. Even so, a single word was all it took to seal his fate. Sent to distant Zaun to eliminate a supposed conspiracy against the ruler of Noxus, Urgot realized too late the mission was a setup, removing him from the capital even as the usurper Swain seized control of it. Surrounded by agents of the chem-barons, and enraged that everything he believed was a lie, Urgot was dragged down into the chemtech mines beneath Zaun. He was defeated. He was enslaved. He was not worthy after all. He endured the mine’s hellish conditions in grim silence, waiting for death. In the Dredge, death came in many forms… The mine’s warden, Baron Voss, would sometimes offer freedom in return for a prisoner’s tortured confession—granting it with the edge of her blade. From the screams that echoed through the tunnels, Urgot learned about the wonders of Zaun. There was something special about the city, something marvelous and evident even in the secrets that spilled from slit throats. Urgot didn’t know what it was until he was finally brought before Voss, fearing that she would break him. But as the baron’s blade cut into his flesh, Urgot realized that his body was already wracked with agony, far beyond anything Voss could inflict. The Dredge had made him stronger than he’d ever been as a headsman. Pain was Zaun’s secret. His laughter drove Voss back to the surface, and a reign of anarchy began in the depths. Seizing control of the prison, Urgot reveled in new trials of survival. He found the parts of his body that were weakest, and replaced them with scavenged machinery, technology created by those who would die without it—necessity being the mother of pain. The guards could no longer enter the areas Urgot had carved out of Voss’ grasp. The prisoners themselves were more afraid of their new master than they were of her. Many even grew to hold a fanatical respect for Urgot, as they were forced to hear his feverish sermons on the nature of power, his grip tightening around the necks of those who would not listen. Only when a Noxian agent arrived in the Dredge was Urgot finally forced to confront his own past. Though the spy recognized him and sought his aid in escaping, Urgot beat him mercilessly, and hurled his broken body into the darkness. It was not strength that ruled Noxus, Urgot now realized, but men… and men were weak. There should be no rulers, no lies, nothing to interfere with the pure chaos of survival. Starting a riot that ignited a chemtech vein within the mine, Urgot shook the city above, and cracked the prison open in an explosion that rivaled the birth of Zaun itself. Many prisoners died, with thousands fleeing into the Sump—but the worthy, as ever, survived. From that day, Urgot’s reign of terror only grew. A hideous fusion of industrial machinery and Noxian brutality, he slaughtered chem-barons and their lackeys one by one, gathering a following among Zaun’s downtrodden masses. He was said to be a new savior, one who would lift the boot of the oppressor from the neck of every common Zaunite. However, his actions did not make such distinctions, as Urgot tested the worthiness of the meek and the powerful alike. To any who found themselves spared in his deadly trials, his message was clear: he was not there to lead, but to survive. If others were worthy, they would survive, too. When Urgot finally struck at representatives of the Piltovan merchant clans, the Wardens were forced to intervene, hauling him in chains to a fortified prison cell—though this merely seemed to confirm “the Dreadnought” as a legend among the gangers, the sump-snipes, and the forgotten. For Piltover is not the first to shackle Urgot, and one must wonder if any cage can ever hope to hold him for long…",Fighter "The herald of a new age of technology, Viktor has devoted his life to the advancement of humankind. An idealist who seeks to lift people to a new level of understanding, he believes that only by embracing a glorious evolution of technology can humanity’s full potential be realized. With a body augmented by steel and science, Viktor is zealous in his pursuit of this bright future. Viktor was born in Zaun on the borders of the Entresol level, and, encouraged by his artisan parents, discovered a passion for invention and building. He devoted every waking minute to his studies, hating to interrupt his work even to eat or sleep. Even worse was having to rapidly relocate if there was a nearby chemical spill, accidental detonation or incoming chem-cloud. Abandoning his work, even for a short time, was anathema to Viktor. In a bid to impose a level of order and certainty on his world, Viktor researched Zaun’s many accidents and came to realize that almost all of them were the result of human error, not mechanical failure. He offered his services to the local businesses, developing inventions that made them far safer working environments. Most turned him away, but one - the Fredersen Chem-forge - took a chance on this earnest young man. Viktor’s inventions in automation reduced the number of accidents in the forge to zero within a month. Soon, other establishments sought his work and Viktor’s designs became common in Zaun, improving production with every innovation that removed human error from a process. Eventually, at the age of nineteen, he was surprised to be offered a place in Zaun’s prestigious Academy of Techmaturgy. But Viktor’s work had attracted the eye of Professor Stanwick of Piltover, who convinced him to leave Zaun and travel to Piltover’s academy instead. There, he could work in the most advanced laboratories and gain access to all the resources the City of Progress could offer. Thrilled to be singled out, Viktor accepted his offer and took up residence in Piltover, where he refined his craft and sought to perfect his theorems in ways that would benefit everyone. Viktor worked with Piltover’s best and brightest; including an insufferable genius named Jayce. The two were equally matched in intellect, but where Viktor was methodical, logical and thorough, Jayce was flamboyant and arrogant. The two worked together frequently, but never truly became friends. Often, the two would butt heads over their perceptions of intuition vs logic in the process of invention, but a level of mutual respect developed as each saw the flawed brilliance in the other. In the midst of his studies in Piltover, a major chem-spill devastated entire districts of Zaun, and Viktor returned home to offer his help in the rescue efforts. By grafting a sophisticated series of cognitive loops upon existing automata-technology, he crafted a custom-built golem, Blitzcrank, to help in the clean-up. Blitzcrank was instrumental in saving scores of lives and appeared to develop a level of sentience beyond anything Viktor had envisioned. Even with the spill contained, Viktor remained in Zaun to help those afflicted by the released toxins. With the golem’s help, he attempted to use his techmaturgical brilliance to save those whose lives had been blighted by the spill. Their attempt was ultimately unsuccessful in preventing more deaths, and the two parted ways. Though Viktor was distraught at the loss of life in Zaun, the work taught him a great deal about the merging of human anatomy with technology and how mortal anatomy could be enhanced with technology. When Viktor returned to Piltover, weeks later, it was to find that Professor Stanwick had held a symposium on Blitzcrank and presented Viktor’s researches as his own. Viktor lodged formal complaints with the masters of the college, but his impassioned claim that he had designed Blitzcrank fell on deaf ears. He turned to Jayce to verify his claims, but his fellow student refused to speak up, further widening the rift between them, and the matter was decided in Professor Stanwick’s favor. Bitter, but resigned, Viktor returned to his studies, knowing that his ultimate goal of making people’s lives better and enhancing humanity was more important than one stolen project and a bruised ego. He continued to excel, finding ever new ways to eliminate human error and weakness from his work, a facet of his researches that came to dominate his thinking. He saw human involvement in any part of a process as a grossly inefficient aberration - a view that put him at odds with a great many of his fellow students and professors, who saw the very things Viktor sought to remove as the source of human ingenuity and creativity. This came to a head during a reluctant collaboration with Jayce to improve the diving suits used to keep Piltover’s docks clear of underwater debris and lingering chemical waste. Viktor and Jayce’s enhanced suits allowed the wearer to go deeper, remain underwater for longer, and lift heavier weights. But many wearers claimed they saw phantom corpse lights in the depths or suffered from chem-induced hallucinations. When divers experienced such symptoms, they panicked and often got themselves or their fellow divers killed. Viktor saw the problem was not technical, but with the wearer’s nerves unraveling in the inky depths. He devised a chem-shunt helm that allowed an operator on the surface to bypass the wearer’s fear response and, effectively, control the diver. A heated discussion between Viktor and Jayce on free will and mental enslavement turned bitter - almost violent - and the two vowed never to work together again. Jayce reported the incident to the college masters, and Viktor was censured for violating basic human dignity - though, in his eyes, his work would have saved many lives. He was expelled from the college, and retreated to his old laboratory in Zaun, disgusted by the narrow-minded perceptions of Piltover’s inhabitants. Alone in the depths, Viktor sank into a deep depression, enduring a traumatic period of introspection for many weeks. He wrestled with the ethical dilemma he now faced, finding that, once again, human emotion and weakness had stood in his way. He had been trying to help, to enhance people beyond their natural capabilities to avoid error and save lives. Revelation came when he realized that he too had succumbed to such emotions, allowing his naive belief that good intentions could overcome ingrained prejudice to blind him to human failings. Viktor knew he could not expect others to follow where he did not go first, so, in secret, he operated on himself to remove those parts of his flesh and psyche that relied upon or were inhibited by emotion. When the surgery was done, almost no trace of the young man who had traveled to Piltover remained. He had supplanted the majority of his anatomy with mechanical augmentations, but his personality had also changed. His idealistic hope to better society was refined into an obsession with what he called the Glorious Evolution. Viktor now saw himself as the pioneer of Valoran's future - an idealized dream where man would renounce flesh in favor of superior hextech augmentations. This would free humanity from fatal errors and suffering, though Viktor knew it was a task that would not be completed easily or quickly. He threw himself into this great work with a vengeance. He used technological augmentations to help rebuild Zaunites injured in accidents, perfected breathing mechanisms, and worked tirelessly to reduce human inefficiency by decoupling physicality from emotion. His work saved hundreds of lives, yet seeking Viktor’s help could be dangerous, as his solutions often brought unexpected consequences. But if you were desperate, Viktor was the man you went to. Some in Zaun, hearing fragments of his philosophy and seeing the successes of his work, saw him as a messianic figure. Viktor couldn’t care less for them, viewing their quasi-religious cult as an aberration; yet another reason to eliminate emotional foibles and the belief in that which could not be empirically proven. After a toxic event in the Sump saw hundreds of men and women in the Factorywood transformed into rabid psychotics, Viktor was forced to use a powerful soporific to sedate the victims and bring them back to his labs to try and undo the damage. The toxins had begun to eat away portions of their brains, but Viktor was able to slow the degenerative process by opening up their craniums and employing machinery to slowly filter their bloodstreams of poison. The technology available to him wasn’t up to the task, and Viktor knew many people were going to die unless he found a way to greatly enhance his purgative machinery. As he fought to save these people, he detected a surge in hextech energy from Piltover and saw immediately that this could give him the power he needed. He followed the powerful energy surge to its source. Jayce’s lab. Viktor demanded Jayce hand over the source of this power, a pulsing crystal from the Shuriman desert. But his former colleague refused, leaving Viktor no option but to take it by force. He returned to Zaun and hooked the strange crystal to his machinery, readying a steam golem host for each afflicted person in case their body gave out under the stress of the procedure. Empowered by the new crystal, Viktor’s machines went to work and, gradually, the damage from the toxins began to reverse. His work would save these people - in a manner of speaking - and had Viktor retained more than a fragment of his humanity, he might have celebrated. As it was, the barest hint of a smile was all he allowed himself. Before the process could complete, a vengeful Jayce burst in and started smashing the laboratory with an energized hammer. Knowing an arrogant fool like Jayce would never listen to reason, Viktor ordered the automatons to kill Jayce. The battle was ferocious, and only ended when Jayce shattered the crystal Viktor had taken, bringing the entire warehouse down in an avalanche of steel and stone, thus ending the existence of those Viktor was trying to save. And for this, Jayce returned to Piltover, feted as a hero. Viktor escaped the destruction of the laboratory, and returned to his mission of bettering humanity by ridding it of its destructive emotional impulses. In Viktor’s mind, Jayce’s impetuous attack only proved the truth of his cause and strengthened his desire to unburden humanity of the failings of flesh. Viktor did send chem-augmented thugs to raid Jayce’s laboratory not long afterward. This was - Viktor told himself - not for revenge, but to learn if there were any more shards of the Shuriman crystal he could use for the advancement of mankind. The raid was unsuccessful, however, and Viktor thought no more of Jayce. Instead, he intensified his efforts to find ways in which humanity could be shepherded beyond their emotional weaknesses and brought into a new, more reasoned stage of their evolution. Such researches sometimes transgress the boundaries of what would be considered ethical in Piltover (and Zaun), but they are all necessary steps in bringing about Viktor’s Glorious Evolution.",Mage "To some, he is the Thunder’s Roar, the Greatstorm, or Valhir. To others, he is Ruin, the Thousand-Pierced Bear, or He Who Stands. But to most of the tribes who still hold to the old ways, he is known as the Volibear. Destruction, strength, and the storm made manifest, the Volibear represents the unstoppable power and fury of the Freljord itself. It was the Volibear and his demi-god kin who formed the land they called Vorrijaard long before the arrival of the mortal races. The sagas tell how he created the Five Fjords with one mighty swipe of his claws, and how his epic battle with the savage magma-serpent, Rhond, formed countless valleys and ravines. When the Volibear finally felled the beast, its blood became the first river in the Freljord, and its colossal corpse formed the Wyrmback Mountains. In the days of the first tribes, wild magic ran rampant. The Volibear was venerated and worshipped by all, for they needed his indomitable strength to survive. Great wars were waged, and the Volibear took to the field alongside his followers, clad in rune-inscribed armor made by his brother Ornn, demi-god of the forge. At the time, the brothers’ bond was strong—they often fought at each other’s side, even though Ornn never had quite the same lust for battle. The Volibear reveled in hard-fought victories, and as ever more blood offerings were made to him, his power swelled. In time, the Volibear and his kin drifted apart, each focusing on their own pursuits. Even so, there was no true division between them… until new ideas began to usurp the old beliefs. Three sisters rose to power, seeking to control and impose order on the Freljord, and the demi-gods could not agree on how to proceed. A few, like Anivia, seemed inclined to work with the sisters, while the Volibear and the Iron Boar wanted to destroy them. Others would have been content to ignore them completely, since these feeble creatures would eventually die like all before them. The Volibear looked to the most animalistic and savage of his followers, known as the Ursine. With them, he would defeat the three sisters. In preparation, he sought out Ornn to arm his warriors for battle. But Ornn refused. He did not approve of the Ursine’s savage ways, and a terrible fight erupted between the two demi-gods. In the aftermath, the Volibear cursed his brother’s name, and cast off his rune-inscribed armor. He would fight from then on with just tooth, and claw, and might, and thunder. Far from being lessened, the Volibear found his full power was now unleashed. With newfound rage, he confronted one of the mortal sisters who sought to steal the power of the demi-gods for herself. Before her entire army, he struck her down, blinding her—but he was unable to stop what she had already set in motion. As the centuries rolled by, and despite the Volibear’s resistance, tribes began to venerate and worship the Three Sisters instead. Many of the more ancient practices were forgotten. He saw tribes cowering behind stone walls rather than face the rawness of nature. He saw fields being tilled, and farmers herding cattle rather than hunting. He bellowed in fury to see great rivers dammed rather than be allowed to roar free. This was not his Freljord. The change had happened slowly—glacially—but the Volibear finally came to realize that the tribes had been cut off from the wild spirit of the land, making them frail, compliant, and soft. These weaklings had no reverence for the old ways, or old gods. Anger and determination rumbled within him. He vowed to tear down all evidence of civilization and return the Freljord to its ancient state as a true wilderness. The people would become strong once more. He would again be honored and feared by all. As the call of the Volibear reverberates across the mountains and plains of the north, more and more Freljordians are responding. Slowly, the old ways are being remembered and re-embraced, and his strength grows with each new follower. A reckoning of blood awaits… and the Volibear is rushing toward it.",Fighter "Xerath is an Ascended Magus of ancient Shurima, a being of arcane energy writhing in the broken shards of a magical sarcophagus. For millennia, he was trapped beneath the desert sands, but the rise of Shurima freed him from his ancient prison. Driven insane with power, he now seeks to take what he believes is rightfully his and replace the upstart civilizations of the world with one fashioned in his image. The boy who would eventually be called Xerath was born a nameless slave in Shurima thousands of years ago. He was the son of captured scholars, with only the prospect of endless servitude ahead. His mother taught him letters and numbers, while his father told him tales from history in the hopes that such skills might allow him a better life. The boy vowed he would not end up bent-backed and whipped like every other slave. When the boy’s father was crippled during the excavations for the foundations of a monument to the Emperor’s favorite horse, he was left to die at the site of the accident. Fearing her son would suffer a similar fate, the boy’s mother begged an esteemed tomb architect to take him on as an apprentice. Though at first reluctant, the architect was impressed with the boy’s eye for detail and innate understanding of mathematics and language, and accepted. The boy never saw his mother again. He was a swift learner and his master dispatched him on errands to the Great Library of Nasus to retrieve specific texts and plans on an almost daily basis. On one trip, the boy met Azir, the least-favored son of the emperor. Azir was struggling to read a difficult passage in an ancient text, and, despite knowing that to talk to royalty was to invite death, the boy paused to help the young prince with its complex grammar. In that moment, a tentative friendship was established, and over the coming months that friendship only grew stronger. Though slaves were forbidden names, Azir gave one to the boy. He named him Xerath, which means ‘one who shares,’ though that name was only ever spoken between the two boys. Azir saw to it that Xerath was appointed to his household’s slaves, and made him his personal attendant. Their shared love of knowledge saw them devour texts from the library and become as close as brothers. Xerath was Azir’s constant companion, learning all he could from this new proximity to culture, power and knowledge, finally daring to dream that Azir might one day free him. On the annual tour of the emperor’s dominion, assassins struck the royal caravan as it spent the night at a well-known oasis. Xerath saved Azir from an assassin’s blade, but Azir’s brothers were all slain, leaving the young prince a heartbeat away from Shurima’s throne. As a slave, Xerath could expect no reward for his deed, but Azir promised that one day they would be as brothers. In the wake of the assassination attempt, Shurima endured years of horror and fear of the emperor’s retribution. Xerath knew enough of history and the workings of the Shuriman court to understand that Azir’s life hung by the slenderest of threads. That he was heir to the throne meant nothing, for the emperor hated Azir for living while his more beloved sons had died. Of more immediate danger, the emperor’s wife was still young enough to bear other children, and thus far she had borne many healthy sons. The odds were good that she would produce another male heir for her husband, and as soon as she did, Azir’s life was forfeit. Though Azir was a scholar at heart, Xerath persuaded him that to survive, he must also learn to fight. This Azir did, and in return the young heir elevated Xerath, insisting he continue his education. Both youths excelled, and Xerath proved to be an exceptionally gifted pupil, one who took to the pursuit of knowledge with gusto. Xerath became Azir’s confidant and right hand man, a position unheard of for a mere slave. This position gave him great - and some said, undue - influence over the young prince, who came to rely on Xerath’s judgement more each day. Xerath bent his every effort into seeking out knowledge wherever he could find it, no matter the cost, no matter its source. He unlocked long-sealed libraries, delved into forgotten vaults and consulted with mystics entombed deep beneath the sands; all to further his knowledge and ambition, both of which grew with unchecked rapidity. Whenever the whispers around court that spoke of his delving into unsavory places grew too loud to ignore, he would find cunning means to silence them. That Azir never mentioned these whispers was, to Xerath, tacit approval of how he was keeping his emperor safe. Years passed, and Xerath took ever darker steps to keep the emperor’s wife from carrying a child to term, using his nascent magical abilities to corrupt every infant in the womb. Without rivals to the throne, Azir would be safe. When rumors of a curse arose, Xerath ensured they were never spoken again, and oft-times those who had voiced such suspicions vanished without trace. By now, Xerath’s desire to escape his roots as a slave had become a burning ambition to achieve power of his own, though he justified every murderous act by telling himself he was doing it to keep his friend alive. Despite Xerath’s best efforts to thwart the queen’s midwives, a new prince of Shurima was brought into the world, but on the night of his birth, Xerath used his growing magical powers to summon the elemental spirits of the deep desert and craft a terrible storm. Xerath brought bolt after bolt of lightning down upon the queen’s chambers, reducing it to burning rubble and killing the queen and her newborn son. The emperor rushed to his queen’s chambers, only to be confronted by Xerath, his hands ablaze with arcane power. The emperor’s guards attacked, but Xerath burned them and the emperor to cindered skeletons. Xerath ensured that the mages of a conquered territory were blamed for these deaths, and Azir’s first act upon taking the throne was to lead a brutal campaign of retribution against its people. Azir was crowned emperor of Shurima with Xerath at his side, the boy who had once been a nameless slave. Xerath had long dreamed of this moment, and expected Azir to end slavery in Shurima before finally naming him brother. Azir did none of these things, continuing to expand his empire’s borders and deflecting Xerath’s overtures regarding the end of slavery. To Xerath, this was further proof of Shurima’s moral bankruptcy, and he raged at Azir’s breaking of his promise. Azir’s face was thunderous as he reminded Xerath that he was a slave and should remember his place. Something once noble died in Xerath that day, but he bowed in supplication, outwardly accepting Azir’s decision. As Azir continued his campaigns of conquest, Xerath remained at his side, but his every action was carefully designed to increase his influence over a realm he now planned to take for himself. To steal an empire was no small thing, and Xerath knew he needed more power. The famous legend of Renekton’s Ascension revealed that a mortal did not have to be chosen by the Sun Priests, that anyone could rise up. So Xerath plotted to steal the power of Ascension. No slave could ever stand upon the sun disc, so Xerath fed the Emperor’s vanity, inflating his ego and filling his head with impossible visions of a world-spanning empire. But such a dream would only be possible if Azir could Ascend as the greatest heroes of Shurima had before. In time Xerath’s perseverance paid off, and Azir announced he would undertake the Ascension ritual, that he had earned the right to stand alongside Nasus and Renekton as an Ascended being. The Sun Priests protested, but such was Azir’s hubris that he ordered them to comply on pain of torture and death. The Day of Ascension arrived and Azir marched toward the Dais of Ascension with Xerath at his side. Nasus and Renekton were absent from the day’s events, for Xerath had arranged a distraction for them by weakening the seal on a magical sarcophagus containing a beast of living fire. When that creature finally broke its bindings, Renekton and Nasus were the only warriors capable of defeating it. Thus Xerath had stripped Azir of the only two beings who might save him from what was to come. Azir stood beneath the sun disc and in the final moment before the priests began the ritual, events took a turn Xerath had not anticipated. The emperor turned to Xerath and told him that he was now a free man. He and all Shurima’s slaves were now released from their bonds of servitude. He embraced Xerath before naming him his eternal brother. Xerath was stunned. He had been given everything he desired, but the success of his plans hinged upon Azir’s death and nothing was going to dissuade him from acting. Too many pieces were in motion and Xerath had already sacrificed too much to turn back now – no matter how much that part of him wanted to. The emperor’s words pierced the bitterness enclosing Xerath’s heart, but came decades too late. Unaware of his peril, Azir turned as the priests began the ritual and brought down the awesome power of the sun. With a roar of anger and grief combined, Xerath blasted Azir from his place on the dais, watching through tears as his former friend burned to ash. Xerath took Azir’s place and the light of the sun filled him, reshaping his flesh into that of an Ascended being. But the power of the ritual was not his to take, and the consequences of his betrayal of Azir were devastating. The unbound power of the sun all but destroyed Shurima, sundering its temples and bringing ruination upon the city. Azir’s people were consumed in a terrifying conflagration as the desert rose up to claim the city. The sun disc fell and an empire built by generations of emperors was undone in a single day. Even as the city burned, Xerath held the sun priests in the grip of his magic, preventing them from ending the ritual. The energies filling him were immense, alloying with his dark sorcery to create a being of incredible power. As he drew ever more of the sun’s power into his body, his mortal flesh was consumed and remade as a glowing vortex of arcane power. With Xerath’s treachery revealed, Renekton and Nasus rushed to the epicenter of the magical storm destroying the city. They bore with them the magical sarcophagus that had imprisoned the spirit of eternal fire. The Ascended brothers fought their way to the Dais of Ascension just as Xerath fell from the deadly radiance engulfing the city. Before the newly-Ascended Magus could react, they hurled his crackling body within the sarcophagus and sealed it once more with blessed chains and powerful sigils of binding. But it was not enough. Xerath’s power had been great as a mortal, and that power - combined with the gift of Ascension - made him all but invincible. He shattered the sarcophagus, though its shards and chains remained bound to him. Renekton and Nasus hurled themselves at Xerath, but such was his newfound strength that he fought them both to a standstill. The battle raged throughout the collapsing city, destroying what had not already sunk beneath the sands. The brothers were able to drag Xerath toward the Tomb of Emperors, the greatest mausoleum of Shurima, a vault whose locks and wards were impossible to break and which answered only to the blood of emperors. Renekton wrestled Xerath within and called upon Nasus to seal the vault behind them. Nasus did so with heavy heart, knowing it was the only way to prevent Xerath’s escape. Renekton and Xerath fell into eternal darkness, and there they remained, locked in an endless battle as the once-great civilization of Shurima collapsed. Uncounted centuries passed and, in time, even Renekton’s mighty strength waned, leaving him vulnerable to Xerath’s influence. With poisoned lies and illusions, Xerath twisted Renekton’s mind, filling him with misplaced bitterness toward Nasus, the faithless brother who had - in Xerath’s fictive narrative - abandoned him so long ago. When the Tomb of Emperors was finally discovered beneath the desert and broken open by Sivir and Cassiopeia, both Xerath and Renekton were freed in an explosion of sand and rubble. Sensing his brother still lived, Renekton charged from the ruins, his distorted mind leaving him little better than a savage beast. After an age lost to legend, Shurima was reborn, and as it rose majestically from the desert, Xerath felt another soul return to life beneath the sand, one he had thought long dead. Azir was also newly resurrected as one of the Ascended, and Xerath knew there could be no peace for either of them while the other yet lived. Xerath sought the heart of the desert to regain his strength and understand how the world had changed in the millennia since his imprisonment. His stolen power grew with every passing moment, and he beheld a world ripe for conquest, a world brimming with mortals ready to worship at the feet of a new and terrible god. Yet for all his newfound power, however far he has come from that nameless slave boy, a part of Xerath knows he is still in chains.",Mage