Entrusted by the dying Orlon with the Hammer of Demacia, the yordle Poppy spends centuries searching for a hero worthy of wielding it, unaware that she is the protector Demacia already needs.
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Entrusted by the dying Orlon with the Hammer of Demacia, the yordle Poppy spends centuries searching for a hero worthy of wielding it, unaware that she is the protector Demacia already needs.
Locke, the Ashen Exorcist from League of Legends.
Pandemonium: What We Face, an official League of Legends video with Vayne.
Locke: The Ashen Exorcist from League of Legends.
A nail-slinging exorcist versed in forbidden rites, Corvin Locke is the progeny of Demacian occultists. Born into lies and hypocrisy, he learned young that demons aren’t the cause of humanity’s darkness, but the consequence. Now, Locke tears through every soul, exposing its darkness, intent on making the world a more honest place… one exorcism at a time.
Locke Champion Spotlight from League of Legends.
Locke's champion cinematic, in which the Demacian demon hunter known as the Ashen Exorcist confronts a Vayne possessed by a demonic entity, banishes the demons, and pulls her back to herself — hinting at a shared past between the two hunters.
Eternal Aspects Diana & Leona — featuring Diana and Leona from League of Legends.
Pandemonium: What We Fear, an official League of Legends video with Vayne.
For Demacia: Winged Protector l Motion Comic – League of Legends — featuring Jarvan IV and Shyvana from League of Legends.
For Demacia: For the Fallen l Motion Comic – League of Legends — featuring Garen from League of Legends.
A League of Legends motion comic staging the state funeral of Xin Zhao, the Seneschal of Demacia, where King Jarvan III delivers the eulogy and Sona performs a sung lamentation, all recounted by the Ionian outsider Yunara of the Kinkou.
For Demacia: Spearhead l Motion Comic – League of Legends — featuring Jarvan IV, Xin Zhao and Yunara from League of Legends.
Shyvana Champion Spotlight — featuring Shyvana from League of Legends.
Shyvana addresses her brood-mother Yvva in this champion update trailer, rejecting the elder dragon's legacy of destruction and declaring her own path — forged through courage found alongside Jarvan IV and Demacia.
Norra, the Portal Mistress, is an esteemed magician and keeper of the most enviable library in Bandle City. She weaves colorful threads of memory into her crafty realm-hopping portals, proving that magic lies in even the most ordinary of trinkets. Ever the curious yordle, she was accidentally transported to a far-flung realm when she explored the Book of Threshold’s mysterious final chapter. Now Norra must summon every ounce of wit within her to find a way home—where her faithful cat, Yuumi, waits patiently, and the kettle is always warm.
Carving Bays — concept art from Culture of Bilgewater
The shifting tides of the desert has been known to carve paths through bare rock, tumbling over the cliff faces in massive sandfalls. Traditionally, Shurimans toss beloved objects into the sands as gifts to the Ascended. As a result, such falls are often lucrative spots for treasure hunters.
Freljordian Home — concept art from Concept Art
Village Market — concept art from Environments of Ionia
Demacia Raptors — concept art from Demacian Raptors
Yordles do not necessarily control their glamour, and may understand it in a variety of ways. The revered inventor Heimerdinger, for example, crafted unique technological devices for himself and Ziggs, to help them blend into Piltovan society.
In less enlightened parts of the world, a yordle’s appearance could seem frightening or unnatural to mortals. Fortunately, they are adept at blending in, and often protected by a kind of supernatural glamour—subconsciously fading from the viewer’s notice, or being masked as a less remarkable individual.
While there are portals whose positions can shift over time, there are many that stay rooted in a single location. The magic of the spirit realm occasionally ebbs back and forth around such places—known as bandlewoods—and affects the local flora and fauna in strange, unpredictable ways.
Certain pathways can only be opened with a series of specific gestures, often defined by peculiar symbols inscribed nearby. This particular portal opens to a deep cavern, when the low tide reveals a pattern of runic circles, filling the indentations with sea water.
Runeterra is linked to an enchanted place in the spirit realm known as Bandle City. The pathways are rarely seen by mortals, for they only open under particular circumstances, or for those with the ability to read and interpret the language of the yordles.
Fascinated by the relationships they observe among the mortals of Runeterra, the gregarious yordles tend to form deep and lasting connections with one another—and for the folk of Bandle City, there is no greater bond than the family you choose for yourself.
Long before the yordles called Bandle City home, there was only a tree. No one knows why, or when, but it grew to fill the space behind reality, unfurling its branches into the Spirit Realm until it had no clear beginning or end—it simply was, and had always been.
Over the centuries, many mortals from the world above have answered the Void’s call, or been dragged down against their will. There are those among them—few and far between—who have survived the encounter... though not a single one of them returned <i>unchanged.</i>
Some legends suggest that, when they first emerge into the Runeterran air, the Voidborn are generally pale, fibrous and flexible. As they age, sections of their form harden into a darker, shell-like chitin, which can become strong enough to turn aside almost any weapon.
Though it has bred many of them, no two horrors of the Void are exactly the same. Their otherworldly forms are as varied as they are terrifying—yet all are driven by an insatiable hunger, with the eerie pulsing of their hearts driving them relentlessly onward.
One of the few known ways to combat the Void is to starve it. With no organic or magical sustenance nearby, the Void’s material growth will slow, until it eventually falls into a dormant state.
On the outskirts of Icathia lies the Rupture—evidence of the Void itself bursting forth from deep beneath the ground, in an age now lost to history. Though the bold and the curious alike have often sought to learn more, only the most foolhardy explorer would ever dare venture into the dark spaces beneath.
A great and terrible battle was fought against the Void before the walls of ancient Icathia. In the aftermath, the lands all around the damned city became deserted wastes, and its very existence was struck from the maps of Shurima. It was hoped, perhaps foolishly, that the horrors unleashed there would eventually be forgotten...
In the abyssal darkness, deep underground, it is believed that the first great Void creatures to walk the surface of Runeterra now lie, dormant and unseen. If that is true, then they have waited patiently through the millennia, and it must surely now be time for them to rise once more.
The current occupants of the high seat of the Yun Tal were blessed with ten daughters—respectfully referred to by many as “the Yunalai”. Having the benefit of generations of inherited mastery, it is little surprise that all of them were ready to face the Vidalion at prodigiously young ages.
The most trusted Yun Tal may be designated as the prefects of outlying villages and settlements beyond Ixaocan, such as Ohmka, Xolen, or Paretha. Their duties include the resolution of local disputes, testing potential aspirants, and generally ensuring that the Ixtali people have as little interaction with outsiders as possible...
For countless generations, Ixtal’s secrets have been preserved by their most gifted and wise elementalists. There are no formal criteria for admission to the Yun Tal, though aspirants can expect to be tested to the very limit of their abilities, and any approval must be unanimous among those present.
Protected by magic and solitude, Ixtal needs no armies. The closest thing they have to professional soldiers are the path wardens of Ixaocan, who endlessly patrol the lines of power between arcologies, and are much respected for it.
Upon acceptance into the ruling Yun Tal caste, an initiate will have their own magic woven around them by the Vidalion, creating shimmering garments that respond to the needs of the wearer. This confirms the status of a true elemental master, who will lead and teach others in turn.
Within the cardinal arcology of Ixaocan is a grand chamber, deliberately positioned at the very center of Ixtal... and indeed the whole of Runeterra, as far as the Ixtali are concerned. Above this chamber hangs the Vidalion, an ancient artifact that can weave magic into material form.
To the people of Ixtal, the world is merely a vast confluence of material forces, which they alone are capable of mastering. Each and every permutation of elemental magic—from the most simple to the most complex—is governed by a numbered Axiom, held almost sacred by the arcology that teaches it.
Curiously, the abandoned ruins scattered throughout Ixtal are home to a surprising number of dragons. These terrifying creatures have not fought alongside mortals since the last days of Shurima’s war against the Void—now, for the most part, they seem content just to be left alone.
The further one travels from the cardinal arcology, the more specialized and prestigious the masteries become. High in the mountains, the mages of this relatively small arcology combine their understandings of fire, rock, and magnetism to draw precious metals from the earth, crafting them into exquisite shapes with the merest gesture.
The arcologies are connected by intersecting lines of power, and each represents a specific form or discipline of elemental magic. The largest are home to tens of thousands of Ixtali practitioners, with a social hierarchy based on the length of time spent in study, furthering their progression toward ultimate mastery.
In truth, Ixtal is not the uninhabited wilderness many imagine. Far from prying eyes and greedy hands, the sprawling arcologies of Ixaocan remain safely hidden by the deepest rainforests. The cardinal arcology, seat of the ruling Yun Tal caste, has stood since before the ancient Shurimans raised their first Sun Disc.
Very little is known of Ixtal’s history by those outside its borders. Indeed, over the years, countless expeditions—from Noxus, Bilgewater, and more recently the Piltover Explorers Guild—have delved into the jungle in search of arcane treasures or new territorial claims... only to vanish without a trace.
Famous for the trilling cry it emits before swooping for a kill, the predatory bolor moves in long, gliding leaps along thermal currents with aerodynamic feathered limbs, and loves to prey on stray tamu.
Flocks of tamu are raised by the Rakkor. Their lush coats are sheared twice yearly, and woven into warm clothing and other textiles.
Ibik are rare, solitary herbivores from the lower plains of Targon, where their sweet, fatty milk is considered a delicacy. During its annual hibernation, an ibik’s rough, slate-colored skin can help disguise it amongst the boulders, and they often end up completely covered by the winter snowfall.
The various species native to Targon are uniquely primed to survive under the coldest weather conditions, with thick layers of fat and wooly furs to insulate from bitter winds and snow. Cloven hooves provide support on steep slopes and narrow footholds, while hooked claws easily latch onto ice.
Conversely, Lunari weapons tend to be elegant and easily concealed, sometimes crafted from iridescent moonstone.
Solari weaponsmiths craft ornate gilded blades to reflect the divine light of the sun, and these are almost always carried prominently and visibly outside a holy warrior’s armor.
Solari priests keep an even more watchful eye on the heavens, using astrolabes to predict future events by measuring the movement of specific celestial bodies.
Astronomers and astromancers across Targon meticulously track the sun, moon, and stars, hoping to reveal the will of the Aspects and hasten their coming to this world.
Holding fragrant incense and the extracts of certain rare herbs and plants, these stone-carved offering bowls are used frequently in religious rites.
Even young children of the Rakkor are trained to use hooks and picks, which are essential for survival in the mountains.
During their migrations, the tribes of Targon try to carry as few material objects as possible. Tethered pulley systems are used to transport essential belongings up and down the steep slopes, while heavier tools and equipment are stored in shelters around the mountain, and repaired or remade as needed.
Though it will do nothing to bring back the countless Lunari slain by Solari over the years, it seems the balance of power in Targon may be shifting, as rumors abound that the Aspect of the Moon has taken mortal form once more...
Branded by the Solari as heretics, the Lunari worship the silvery light of the moon. They practice their beliefs in secret, hiding from those who seek to rid Targon of their influence forever—even though some claim that, long ago, the two groups lived in peace, worshipping the heavens as one people.
In the sacred Sunward Temple, the worthiest warriors among the Rakkor seek a place in the Ra’Horak, the elite militant order of the Solari priesthood. This particular shrine was constructed to align with major recurring celestial events, each one framed perfectly by a carefully placed aperture.
The entrance to this Solari temple on the eastern slopes of Mount Targon is carved from gold-veined marble. During times of strife, a priest or scribe might meditate in an outer sanctum for weeks without food or water, subsisting merely on the divine sustenance provided to them by the sun.
While nearly all Rakkor worship the sun, those who completely devote their lives to it are known as the Solari. As the dominant religious sect on Mount Targon, they believe the sun is the source of all life—all other light sources are false, and a threat to the future of their people. Disciples are guided in the strictures of their faith by temple priests, who preach that if the sun was ever to fade, the world would be swallowed by darkness. Accordingly, the Solari stand ready to fight any who would extinguish its holy light.
The Rakkor do not seek war with others, but nonetheless maintain highly skilled militias among all the tribes and outlying settlements. It is said to be almost impossible to surprise a Rakkor force in battle on their own lands.
The Rakkor have endured the trials of their mountainous homeland for millennia, and often make such a life look relatively easy. In truth, they are always vigilant against danger, from above or below.
A name thought to mean “the Tribe of the Last Sun”, the Rakkor tribes boast many skilled artisans, craftspeople, and merchants—however, they tend to value a simple life of humility and prayer to the heavens.
Generations of the Rakkor have chiseled markets, homes, bridges, and ceremonial chambers using the existing shapes of the rock to guide them. Protected from snowfall and storms, such dwellings can be surprisingly comfortable... though never extravagant.
In the rare event that a mortal reaches Targon’s peak, the heavens open before them in a dazzling display of cosmic aurorae. Few ever bear witness to that radiant sight, far above the cloudline and beneath the glittering stars, where it is said that timeless, godlike beings dwell in a wondrous city of gold and silver.
However, the most dangerous thing about Mount Targon is not the incredible altitude, but the way in which it challenges the very character of each climber. The Rakkor regard the ascent as a trial of an aspirant’s spirit, as the inevitable solitude becomes unendurable and they suffer maddening, distracting visions of other times, places, and personal regrets.
Climbers sometimes think to start out in groups, to assist one another on the way—since when one is exhausted or hurt, there is no hope of rescue from below. The bodies of the dead do not tend to decay at such heights, but seem to gradually meld with the rock, becoming twisted into the circular patterns and ridges of the mountain.
Unforgiving to even the most adept climbers, the upper reaches of Mount Targon are plagued by frigid winds, arctic storms, and frequent avalanches. The thin air makes every breath laborious and painful, and those who survive the climb often describe countless bitter nights spent sheltering from the unrelenting cold.
Leaving the bonds of Runeterra far behind, some climbers say Mount Targon seems to expand and contract beneath them, as if the rock itself were alive. This has always made it impossible to map any reliable path to the summit—each climb is different, with some taking many months, and others apparently only a single day.
In a sacred farewell ceremony before climbing the mountain, those beginning their ascent are celebrated. This day marks the moment when the fate of their souls is placed into the hands of Targon. Most will likely never be seen again.
While many Rakkor are content merely to live out their days on the lower reaches of Mount Targon, pilgrims from lands near and far may find themselves drawn here, joining the seasonal migration... and the bravest or most foolhardy may even dare the perilous climb to the mountain’s peak.
The skies around Mount Targon shimmer with celestial majesty—the radiance of sun and moon alike, fiery comets streaking the darkness, and constellations of stars that can be seen from nowhere else on Runeterra. The Rakkor have long held all of these to be Aspects of great and unknowable stellar beings, powerful and ancient on a scale beyond mortal imagining.Indeed, once every few generations, one of these Aspects may descend from the mountain within the body of a climber they have deemed worthy. Such an occurrence is the stuff of legend, and it is likely that these divine creatures shaped the destiny of the world in ages past.
Among the tallest peaks, bitter winds and perilous snows overcome the seasons, creating an everlasting winter. This unnatural landscape is perilous to any stray wanderers, with plants and animals becoming rare sights indeed.
Some Rakkor now believe these otherworldly shapes were once part of a great map, depicting unknown realms beyond the heavens. Others say the markings warn of terrible war that will one day ravage the entire world, setting brother against brother. Despite such wild speculation, the true origin and purpose of these patterns remains a mystery to all.
For the shepherds leading their flocks to graze on the mountain slopes, it is sometimes easy to overlook the strange patterns that seem to flow outward through the rock from Mount Targon. To the ancient Targonians, these patterns were proof that the mountain itself was forged by divine intelligences.
In the low-lying valleys, the Rakkor can easily hunt and forage, grow crops, and tend their herds. During spring and summer in particular, the local flora and fauna are known to thrive even at higher altitudes.
The oldest paths through the mountains are marked by ancient gateways of glittering metal, the largest of which have come to mark the end of each phase of the Rakkor’s migration. They celebrate the moment they cross each threshold, before continuing under the sun's bright path.
For the Rakkor who choose to dwell closest to Mount Targon, life is an unending pilgrimage—following the sun as the seasons change, they migrate between the solstices to remain in its heavenly light all year round.
Targon is a sprawling, mountainous region, whose people are both resourceful and devout. For thousands of years, the migratory Rakkor tribes have chiseled markets, seasonal homes, and ceremonial chambers into the very mountains themselves.
Citizens of the Blessed Isles — concept art from The Blessed Isles
Library Interior — concept art from The Blessed Isles
Blessed Isles Bridge — concept art from The Blessed Isles
Architectural Puzzles — concept art from The Blessed Isles
Hidden from Outsiders — concept art from The Blessed Isles
The Blessed Isles — concept art from The Blessed Isles
Fertile Lands — concept art from The Blessed Isles
Thresh — concept art from Entities of the Shadow Isles
While weaker spirits may only be able to manifest during a Harrowing, more powerful entities can always do so, sometimes even venturing beyond the Shadow Isles.
Hecarim — concept art from Entities of the Shadow Isles
Eternal Death — concept art from Entities of the Shadow Isles
Any mortal who sets foot upon the Shadow Isles will attract the spirits of the fallen.
The Soul Shepherd seeks to keep weaker spirits safe from predatory specters.
The Widow of Forgotten Songs was a collector of birds who tried to free them when disaster struck. She now wanders aimlessly, listening for the songs she can no longer recall.
The most powerful specters retained much of their personality and desires even after the Ruination, becoming predatory spirits who may stalk the weak and vulnerable for all eternity.
Many of the humble scribes and archivists of the Blessed Isles perished at their lecterns, unaware of the disaster that had just befallen them. This lost soul now feverishly scratches descriptions of its torment on an endlessly unraveling parchment.
Helia, the capital of the Blessed Isles, was located on the coast. As a result, many parts of the city were flooded after the Ruination.
Library Keep — concept art from Visions of the Shadow Isles
The Library — concept art from Visions of the Shadow Isles
The crater that was once a grand gallery of ancient artifacts at the heart of the Shadow Isles — concept art from Visions of the Shadow Isles
The Hall of Conjunction, through which all seekers must pass — concept art from Visions of the Shadow Isles
The sundered Vaults of Arcana, a confluence of dark magic — concept art from Visions of the Shadow Isles
The Celestial Vault, unlocked by the revelations of the Lunatropic Demisphere — concept art from Visions of the Shadow Isles
The Athenaeum of Light, wherein the litanies of the Sentinels are graven on wall and floor — concept art from Visions of the Shadow Isles
The Radiance of Alignments begins the journey to enlightenment — concept art from Visions of the Shadow Isles
The most skilled monster hunters know the old ways are often the best. Following the traditions of the Serpent Isles, these cunning traps and vicious hooks are each crafted for luring and slaying specific creatures, and such implements will be passed down from generation to generation.
Cannons — concept art from Culture of Bilgewater
Miss Fortune's Blunderbuss — concept art from Culture of Bilgewater
Weapons — concept art from Culture of Bilgewater
In Bilgewater, the dead are not buried - they are given back to the ocean. The port's graveyards consist of innumerable floating buoys, below which are sunk the corpses of the dead. The wealthy are interred within expensive submerged caskets below lavish bobbing tombstones, while the poor are often tied en masse to old anchors beneath waterlogged barrels.
The closest you can get to laws and government in Bilgewater is the bounty board. Written on it are the names of the most wanted criminals of Bilgewater, ranked by how much would be paid for their heads. It is said that the reaver king Gangplank regularly added a silver serpent to his own bounty, as an open challenge to the entire city.
Slaughter Docks — concept art from Culture of Bilgewater
Sea Beasts — concept art from Culture of Bilgewater
It is unknown whether the sea monsters around Bilgewater inspired the beliefs in the Mother Serpent, or vice versa, nonetheless leviathans have become a staple in Bilgewater’s varied cultures.
Slaughter Sheds — concept art from Culture of Bilgewater
Bilgewater’s shores are protected by the horns that when blown disorient the waves through the waters to disguise Bilgewater’s location from the sea monsters.
Harpoon Mistress — concept art from People of Bilgewater
A fixture of every floating graveyard, these grim sailors ferry the dead out to their final resting place.
One of the most important roles on a hunting crew is the harpooner, who hooks and slays the beasts, and entire crews will be built around a veteran who can teach others a thing or two along the way. Many harpooners are marksmen, or particularly fearless freedivers... but few survive long enough for their reputation to become widely known
Bilgewater is home to serpent-hunters, dock gangs, and smugglers from across the known world. For those fleeing justice, debt, or persecution, Bilgewater can be a place of new beginnings, for no one on these twisted streets cares about your past.
Central to Buhru culture is Nagakabouros—god of life, growth, and perpetual motion. Also known as the Mother Serpent, the Great Kraken, or the Bearded Lady, she is commonly depicted as an enormous, monstrous head with many spiraling tentacles.
While much of Valoran knows the archipelago as the Blue Flame Isles, to the indigenous people of Buhru they have only ever been the Serpent Isles. Buhru’s ancient culture is highly respected, reflected, and sometimes imitated in the daily life of Bilgewater—including traditional medicine, and monster hunting techniques.
Buhru Temple — concept art from Visions of Bilgewater
There is a commonly accepted truth in Bilgewater: the higher you climb, the less likely you are to drown. Those with money in their pocket will frequent the uptown taverns, enjoying fine drinks and merry conversation—even though, in a day or two, they will be back down at the wharf, wrangling a crew for their next dismal voyage.
From MacGregan’s Killhouse to the renowned outfits at Bloodharbor, slaughter docks operate day and night to turn death into profit. Only the most successful captains can ever hope to run their own dock, so most are forced to haggle for the best deal before their prize begins to rot in the water.
Sea monster attacks are a constant threat around Bilgewater, but over the years myriad lucrative industries have grown out of hunting and harvesting the massive creatures. Vessels haul them back to port, to be rendered down into meat, oils, hides, armored scales—even bones and teeth—for sale at the thriving dockside markets.
Various settlements within the greater city have been built upon the remains of a far older civilization. Long abandoned temples have been converted into homes and places of business, with scaffold walkways leading from one establishment to another.
Bilgewater’s lowliest inhabitants dwell in a labyrinth of meandering canals and hidden inlets, with no separation between the homes they build and the sea where they ply their trade. Indeed, traversing perilous waters is not just an occupational hazard, but part of daily life.
Lacking natural resources for construction, much of Bilgewater has been built up with whatever people can bring, find, or steal—be it repurposed masonry, or even the broken hulls of the ships they traveled in.
Looming over the main harbor is Butcher’s Bridge, an ancient stone overpass built into the cliffs, connecting the bustling piers with the notorious slums beyond. Some still use it to access the Temple of Nagakabouros, but most now gather here to fight duels or exchange their illicit wares.
Surrounded by treacherous straits and towering cliffs, Bilgewater Bay is as dangerous as those who call it home. Visitors are often seduced by seemingly limitless opportunity, and become permanent residents—realizing that the longer they stay, the more they can exploit others for power and wealth.
Some shurimans choose to live their nomadic existence atop giant, slow-moving creatures known as dormun. Protected by large chitinous plates, dormun evolved to survive the perpetual drought and harsh conditions of Shurima. The dormun-riders clean the creature and hunt any airborne pests who venture near, while the dormun uses unknown senses to located hidden reservoirs of water.
The Endless Plain — concept art from Ryze: The Burning Lands
The Lost — concept art from Ryze: The Burning Lands
Hardy beasts of burden common across Shurima, skallashi are ideally suited to the harsh desert environment. Notoriously bad-tempered, they are nevertheless treated with great reverence, their hides often painted with sacred symbols of protection, and their horns hung with totems and charms. To own one is often considered a sign of considerable prosperity.
Low Class City Dwellers — concept art from Life in Shurima
Upper Class City Dwellers — concept art from Life in Shurima
These massive creatures traverse the desert in cyclical patterns, feeding on the bugs and other small creatures most desert beasts ignore. Scavengers will often memorize the predictable paths these creatures take, and jump onto their backs to ride as far as they wish.
Shurima's scavengers live by looting food, valuables, and trade goods. Mostly, they venture into the ruins of abandoned, sand-wrecked cities. Scavengers are prime targets for raiders when moving on foot, so will often ride sandswimmers to avoid ambush.
Dormun-riders use claw grips to traverse the complex series of ropes that connect the mobile village's dwellings. Once a rider becomes too old or infirm to “run the ropes”, they are lowered to the ground to live out the rest of their days as a land-dweller.
These nomadic raiders are known for their agility, using hardened bone-braces and polearms to vault towards their victims at terrifying speeds.
The raiders of Shurima survive not through trade, but through violence. These bands of marauders often attempt to blend into the environment in order to lure unsuspecting travelers into traps before killing them, taking their belongings, and (in very rare cases) eating them.
This remote pass takes its name from the disorienting whistling that results when the wind blows hard enough through the hollow rock structures. Many unwary travelers have found themselves at the mercy of the deafened marauders who prowl the valley by night.
The shifting tides of the desert has been known to carve paths through bare rock, tumbling over the cliff faces in massive sandfalls. Traditionally, Shurimans toss beloved objects into the sands as gifts to the Ascended. As a result, such falls are often lucrative spots for treasure hunters.
Marrowmark Market — concept art from Visions of Shurima
The Daughter of Setaka, Ascended Hierophant of Zuretta — concept art from Visions of Shurima
The ruins of Shurima, its once grand palaces and citadels cast to ruin — concept art from Visions of Shurima
Shurima’s people return to their ancestral home. — concept art from Visions of Shurima
Shurima, risen from the sands to bathe in the sun’s light once more — concept art from Visions of Shurima
The sands recede, and Shurima is reborn. — concept art from Visions of Shurima
The rebuilt sun disc over the streets of Nashramae — concept art from Visions of Shurima
True Ice occurs naturally and never melts, although it is extremely rare. Only Iceborn warriors can stand its freezing touch, and may wield it in battle.
The blades and bows used by the tribes are fashioned from wood, steel, and bone, and in the rarest cases may also incorporate True Ice.
Freljordian Home — concept art from Concept Art
People of the Tribes — concept art from Concept Art
Vaults of the Iceborn beneath Frosthorn Peak — concept art from Visions of the Freljord
Warded gateway to the Howling Abyss — concept art from Visions of the Freljord
The frozen caverns of the Howling Abyss — concept art from Visions of the Freljord
The Ice-locked harbor of Glaserport, with its chained wolfships — concept art from Visions of the Freljord
The pilgrim site of Rakelstake — concept art from Visions of the Freljord
The ruined Fortress of the Iceborn — concept art from Visions of the Freljord
Frostguard Citadel — concept art from Visions of the Freljord
Sometimes, the frozen sea routes take longer than usual to open up again. Impatient raiders may sacrifice a ship or two to build harnesses for their beasts of burden, dragging the rest to open water in an attempt to outpace their less enterprising rivals.
Whenever conditions in and around the frozen seas permit it, the most skilled divers are sent beneath the waves in search of prey. They rub seal fat over their skin and clothing for extra warmth, and may take an extra lungful of air down with them in reclaimed swim bladders.
In spite of its harsh and unforgiving climate, the Freljord is home to a wide variety of fantastical fauna, particularly suited to life there. The Winter’s Claw do not tame or coddle their mounts, but encourage the creatures’ wild and aggressive survival instincts even as they take the reins.
The Winter’s Claw rarely let anything go to waste. Their weapons might be steel looted from fallen enemies, or nothing more than sharpened wood and knapped flint. Thick fabrics and animal pelts give protection against the cold—adorned with the bones, tusks, and horns of their most prized kills.
During the months of summer raiding, warriors of the Winter’s Claw range far across the northern lands, taking and repurposing whatever they need. As winter approaches, they will ground their ships, establish temporary homesteads, and prepare to wait out the longer, colder nights until the thaw comes around again.
Death stalks the Freljord in a thousand guises—with fangs, blades, numbing frostbite, and bitter starvation. To survive is to fight every death, crush every threat, steal every advantage, and each new dawn brings a choice to the Winter’s Claw: do whatever it takes to survive, or die.
These sleek daggers of frozen granite, over a hundred feet in length, are weapons of last resort when a Watcher stirs from its slumber. The Frostguard have not needed to drop even a single stone in many centuries... but they stand ready to do so, whenever the alarm is raised.
Warriors of the Keeper’s Lodge diligently patrol the locations of some of the largest known Watchers, or at least those closest to the icy surface. This particular beast is known as “the Pierce-Eye”, ever since it was skewered with titanic Mortis Stones dropped from the fortress high above.
At key points throughout the Howling Abyss, gigantic spiked barricades of stone and iron were set into the walls by the Frostguard, many thousands of years ago. One day, when the Watchers reawaken, these meager defenses may buy some precious time for those above to prepare for the final battle.
As the highest tier of the priesthood—answering only to the Ice Witch herself—Draklorn are among the most zealous and learned of all Frostguard. Some of them rarely set foot outside the Citadel’s walls, and they are no doubt privy to secrets that would never be entrusted to the lower ranks.
In the deepest halls of the Frostguard Citadel, Lissandra spends most of her waking hours in this grand, vaulted audience chamber. It is from here that she delivers her chilling sermons, hears the reports of her priests... and passes judgment on the fate of heretics among the tribes they serve.
Integral Exo-philtrator — concept art from Tools of Zaun
Chemtech — concept art from Tools of Zaun
Reusable Esophilters — concept art from Tools of Zaun
Hex Carbine — concept art from Tools of Zaun
Sump-gas Nebulizer — concept art from Tools of Zaun
Chem-jack — concept art from Chem-Barons
Baron Petrok Grime — concept art from Chem-Barons
Takeda has made no secret of his disdain for his fellow chem-barons. Claiming lineage from an exiled caste of warriors from a distant land, he has plans far beyond his own territories and interests.
Once a lowly lieutenant, Spindlow murdered his boss and took over his empire. Armed with a pair of shock-batons, he is a ruthless killer who sees murder and mayhem as tools of the trade.
A loose alliance of convenience exists between Zaun's powerful Chem-Barons, powerful individuals who each control an area of the city. It is they and their thugs who keep Zaun from descending into chaos.
A chem-baron with many business interests in Piltover, Lenare deals mainly in research into golem technology. Her ravaged body was dying, so she had her head transplanted to a hextech-powered replacement. She visits Piltover regularly for fluid baths, and blood/oil transfusions.
Horticultural Merchant — concept art from People of Zaun
Sump-Breather with Gray-helm — concept art from People of Zaun
Sump-scrapper — concept art from People of Zaun
Vigilnaut — concept art from People of Zaun
Assassins for Hire — concept art from People of Zaun
Promenade Couriers — concept art from People of Zaun
Shimmer Trafficker — concept art from People of Zaun
Promenade Resident — concept art from People of Zaun
Chemtech Researcher — concept art from People of Zaun
Though the majority of troublemaking gangs form in the lower reaches of Zaun, their members come from every level of the city, and Piltover too.
Mechanician — concept art from People of Zaun
Sumpsnipe — concept art from People of Zaun
Most of Zaun's structures are crafted from lattice ironwork, either forged in the many seething foundries or wrought from scavenged material discarded from above. Though there is brutal functionality to the bolts-and-rivets of Zaun's structures, its inhabitants still manage to craft breathtaking wonders that pierce the smog and reach for the sky.
Public Hexdraulic Descender — concept art from Zaun's Depths
Private Hexdraulic Descender — concept art from Zaun's Depths
The upper reaches of Zaun exist alongside the lower districts of Piltover, though the differing architecture means the two could never be confused. This is where the wealthy of Zaun gather to shop, dine, and trade goods and supplies from below.
Entresol Level — concept art from Zaun's Depths
Sump Level — concept art from Zaun's Depths
Vibrant life teems in Zaun’s depths — concept art from Visions of Zaun
Boundary Markets thrive where Piltover and Zaun meet — concept art from Visions of Zaun
Breather Station, entrance to Shimmer Bar below — concept art from Visions of Zaun
Backstreet hextech deals — concept art from Visions of Zaun
Tower of the College of Techmaturgy rising into Piltover — concept art from Visions of Zaun
A former apprentice of Corvin Reveck, Vaido works on numerous projects at once, but stabilizing the energy outputs of his renowned Atlas Gauntlets is at the top of his list of priorities.
The Wardens are the men and women tasked with maintaining the rule of law in Piltover. The organization is funded by trade taxes and 'voluntary' contributions from the mercantile clans, outfitting the Wardens with uniforms and equipment. Many of these donations take the form of unique hextech, such as specialized weaponry or other devices.
The current master of Clan Medarda, Jago commands immense respect and power throughout Piltover. With the revenue generated by his father's piston patents, Jago is funding research into using hextech to speed the opening and closing of the Sun Gates.
The cosmopolitan nature of Piltover makes its inhabitants as varied as their city, but there remains a particular character to its people. A citizen of Piltover is typically self-reliant, does not expect handouts, and always aspires to do better. They are averse to meddling from outsiders, and see an open and free market as essential to the city’s continued prosperity. Fashions quickly rise and fall in the salons of Piltover, and while most tastes tend toward formal and functional, there are those who push the boundaries of good taste and common sense with their overly elaborate displays of wealth.
Used for transporting sealed messages between the Commercia Halls, a tangled network of vacuum pipers threads the city, allowing extremely rapid communication across Piltover.
Hextech Guns — concept art from Hextech
A light source on the richest streets in Piltover, these lights pierce the darkness (and rising Zaun Gray) with ease.
The mercantile clans of Piltover each have their own unique sigil to identify their homes, workshops, shipments, warehouses, inventions, brands and places of business. Each sigil bears many meanings and interpretations; some obvious, some less so.
Disc-Runner — concept art from Hextech
Hextech is the newly emergent fusion of magic and technology used to create exquisite artifacts that can be wielded by anyone, not just those few with a natural aptitude for the arcane. It harnesses the magical power contained within extremely rare crystals, and its power is limited only by the imagination of their users. It is capable of amazing feats, from powering machinery to creating beams of light capable of cutting the strongest steel. The process of crafting hextech is a closely guarded secret, and no two artificers work to the same methodology. As such, each item of hextech is a unique artifact of rare beauty, a bespoke creation that will likely have taken years to craft
The first attempt to capture crystalline power in portable form was the Hexahedral Configuration, with shards cut from the Odyn Valley.
Originally manufactured for the Piltover Wardens, the designs for this hex-powered weapon have since been locked away as being too dangerous.
Piltover Artifice — concept art from Hextech
Exceedingly rare and powerful hextech augments that considerably boost the wearer's strength and dexterity. Continued usage has resulted in skeletal damage to the wearer, but this has not halted demand for such items.
The power of the hex-coils in this bow make its bolts so powerful that they can punch through cold forged iron.
The entrances to mercantile buildings are often incredibly elaborate. Even those dwellings that predate hextech have since been ornamented with elaborate details to further reinforce the impression that Piltover is a city drowning in gold.
Piltover's newer structures are graceful mixtures of polished marble, latticework bronze and shimmering glass that sit alongside older building of hewn stone and weathered timber. Fluted towers inlaid with gold and silver reach for the clear skies, as arching bridges span the chasms between the clifftops.
Bluewind Court — concept art from Visions of Piltover
Trade is the lifeblood of Piltover, and its command of the main sea-route between east and west has seen its coffers swell with gold. A consequence of this has been the rapid expansion of the Noxian empire, whose armies and supplies can now travel the length and breadth of Valoran with relative ease. It has also allowed Bilgewater to prosper as a haven for reavers who prey on ships traveling to and from Piltover.
Workshops — concept art from Visions of Piltover
Workshops of hextech researchers are magnificent examples of what a wealthy patron can do for an inventor.
The construction of these sea-gates made Piltover a hub of mercantile trade between Valoran and Shurima, bringing unimaginable wealth to the city's rulers.
The ancient city of Zaun was a northern Shuriman trading post, but it was the creation of Piltover’s sea-gates more than three thousand years later that brought even greater prosperity.
Sidereal Avenue, entrance to Piltover Treasury — concept art from Visions of Piltover
The Piltover Treasury — concept art from Visions of Piltover
The Ecliptic Vaults, Piltover’s most secure bank — concept art from Visions of Piltover
Zindelo’s Incognium Runeterra — concept art from Visions of Piltover
Item Merchant — concept art from People of Ionia
Rich Diversity — concept art from People of Ionia
Fruit Merchant — concept art from People of Ionia
The Kinkou are the self-appointed keepers of Ionia’s sacred balance. Their acolytes walk both Runeterra and the spirit realm, mediating conflicts between them and, when necessary, intervening by force. During the war with Noxus, the Kinkou Order was ousted from its ancient temple by the followers of Zed, himself a former acolyte.
Creating a Home — concept art from Environments of Ionia
Arches — concept art from Environments of Ionia
Lake of Lighted Lilies — concept art from Environments of Ionia
Dragon's Nest — concept art from Environments of Ionia
Forest Market — concept art from Environments of Ionia
Ionian Farm — concept art from Environments of Ionia
Coastal Region — concept art from Environments of Ionia
The Luonn-Kon — concept art from Environments of Ionia
The Rainbowed Canyons of Shi — concept art from Environments of Ionia
Market — concept art from Environments of Ionia
Village Market — concept art from Environments of Ionia
Cliffside Temples — concept art from Life in Ionia
Ionian Walkway — concept art from Life in Ionia
Home Interior — concept art from Life in Ionia
Vastaya — concept art from Life in Ionia
It was at the Placidium that the people of Ionia finally took up arms against their Noxian enemies. But the cost of that day’s victory was immense, and some now question if fighting back was the right decision, since the harmonious balance of their homeland may have been lost forever.
Situated at the heart of the continent, the Placidium is one of Ionia’s most sacred places. Many have journeyed here to study at renowned schools, or meditate in its wild, magical gardens. Undoubtedly, this was why it became such a tempting target for the invading armies of Noxus...
Ionian architecture is characterized by a sense of natural flow and grace, aspiring to reflect the ethereal beauty of the land. Grand, open spaces ensure that one is never fully divorced from what organically existed there before.
Though the birthplace of many specialized forms of martial arts, Ionia maintains no standing armies. Rather, the ways of battle are tied to differing philosophies, passed on with reverence and care. In the northeastern mountains, the monastery of Hirana has long been a sanctuary for those seeking to better understand their connection to the spirit realm.
It is certain Ionia has a much longer and richer history than any living soul could claim to know. Indeed, in the more remote mountain passes, the landscape is still littered with evidence of great wars from ages past—but instead of clearing the ruins, the Ionians choose to respect what remains, even if they no longer fully understand what it represents.
The people of Ionia’s many provinces have always seen themselves as part of the natural world, and adapted their ways to live alongside all manner of fantastical flora and fauna. To outsiders, such a close relationship may appear strange, but it is through this interdependence that both the land and its inhabitants have thrived for countless generations.
Magic suffuses every part of Ionia—its people, its history, and most of all the land itself. All aspects of life there hang in a balance, with still so much left to be discovered and explored. Those who call this vast continent home strive to find harmony among the diverse races and habitats, far older than most others on Runeterra.
Monstrous reptiles from the southern jungles, basilisks are fierce predators that can grow to gargantuan sizes. Young basilisks are prized riding beasts, and few can stand against their charge. After they become too large for a rider to control, they are put to use as beasts of burden, or sometimes as living battering rams to smash down the walls of besieged cities.
Warmasons are resourceful scouts, engineers, and warriors who design and oversee the construction of roads, bridges and fortifications. Often the first indication of Noxian expansion is not the sight of troops on the march, but a lone warmason scouting enemy territory for possible invasion routes.
Axe of Darius — concept art from Military
Noxian-forged weapons, tools, and implements tend to share the same severe aesthetic as can be seen in the empire's architecture and dress.
The forges of Noxus never cool, churning out swords, axes, and armor in vast quantities for distribution to the warhosts. The empire values function over form, their designs often incorporating additional uses, such as hooked handles to unhorse mounted enemies. In recent years, Noxus has begun to experiment with crude black powder weapons and chem-tech from Zaun, though the results are mixed—often as destructive to friend as they are to the enemy.
The most elite, respected, and battle-hardened military force within the Noxian empire, “the Legion” is led by Darius himself. They are not only the best soldiers in Noxus, but also the most loyal, utterly devoted to the empire and its leaders. Their armor is heavy and utilitarian, and often features three indentations hammered into their breastplates, representing the Trifarix—the three principles of strength, and the name given to Grand General Swain’s ruling council.
Even within the Trifarian Legion, there is little uniformity within the ranks. In Noxus, a warrior’s natural talents and specialities are embraced, rather than forcing them to conform to a certain way of waging war. This carries across into all aspects of Noxian life—they believe in discovering what you are good at, and then finding a way to utilize that to make the empire stronger.
Noxus has one of the largest armies in the known world, composed of elite troops such as the Trifarian Legion, as well as hundreds of individual, localized warbands. Led by their own chieftains, marshals, and captains, each warband is unique, with its own culture, hierarchy and favored way of war. They fulfill specific roles as part of a much larger warhost, perhaps fighting as frontline shock troops, heavy infantry, scouts, assassins or cavalry—whatever best suits their skills.
Noxians generally regard magic as another powerful tool in their arsenal. Those who are able to wield it are held in high esteem, and are actively sought out—even beyond the borders of Noxus—in order that their special talents may be honed and best harnessed for the benefit of the empire.
Drake-hounds are a species of wingless, wolf-sized carnivores that lair in the mountains to the north of the Noxian capital. They are vicious pack hunters, and much favored in Noxus as war-beasts, guard creatures, and expensive (albeit dangerous) pets. To own one or more drake-hounds is a visible symbol of wealth and power.
Anyone can prosper in Noxus, no matter their background, so long as they have the strength of will, and the drive to succeed. The warlord Darius is a perfect example of this, rising from nothing to become one of the empire’s most powerful leaders. Despite this meritocratic ideal, the old noble families still wield considerable power at the heart of the empire, and some fear that the greatest threat to Noxus comes not from its enemies, but from within.
As Noxus expands and defeats neighboring cultures and cities, it offers the conquered people a choice; swear loyalty to Noxus and be judged solely on your worth, or be destroyed. This is not subterfuge or any kind of ruse; the Noxians are as good as their word, and many who have embraced their conquerors' way of life find their prospects greatly improved. But those who refuse to bend the knee are crushed without mercy.
Noxian cities are characterized by imposing structures, claustrophobic streets, crenellated buildings, steep-sloped walls, and immense gateways. Their cities emphasize the strength and dominance of the empire, and are highly defensible—an enemy attempting to take a Noxian city by force can expect to be fought and resisted at every turn, for even the humblest home is built like a fortress.
Noxus is an aggressive and expansionist empire, always looking to widen its borders by conquering new lands. It does not always do so by violence—indeed, many are the nations that have taken the knee before the Grand General, seeing a chance for greater stability and security in joining the empire. Those who defy Noxus, however, are crushed without mercy.
Noxians respect strength above all things, and the only way to remain strong is to be constantly tested. They relish the opportunity to compete with one another, since to not be challenged is to grow weak, and even those at the peak of power must always seek new ways to challenge themselves... or they will not remain in power for long. It is not just physical or martial strength that Noxians admire—those who demonstrate expertise in politics, craftsmanship, trade, and magic all help to create a stronger Noxus.
A number of ports and cities in northern Shurima were voluntarily assimilated into the empire. The original inhabitants of these settlements live in relative peace with their Noxian counterparts, seeing the exchange of food and preferential trade as a price worth paying for military protection from raiders.
The Immortal Bastion, at the heart of Noxus, is far more ancient than the empire itself. It is said that it was constructed on the order of the dread revenant Mordekaiser, and parts of it have been razed and rebuilt over the centuries, such that there are layers to its streets, and some districts now lie below ground. Few dare walk these streets after dark without guards to protect them.
Line Warrior and Palace Guard — concept art from Demacian Army
Props — concept art from Demacian Army
Sometimes referred to as silver steel or rune-steel, this alloy is highly regarded across Runeterra. It is rumored that Demacian armorers quench the metal in blessed waters, to offer protection from magic in battle.
Demacia boasts a small but elite standing army. Its captains and generals lead from the front, and their warriors follow with unwavering discipline.
The design ethos of Demacia is elegant, yet minimalist and austere. Its armor and weapons are not overly ornate.
Demacia Elite Guard — concept art from Demacian Army
Prince Jarvan IV — concept art from Demacian Army
Rise to the Raptor Aerie — concept art from Demacian Raptors
Raptor Knight — concept art from Demacian Raptors
Raptor Wingspan — concept art from Demacian Raptors
Native to the high crags, raptors are voracious predators. Nevertheless, rare individuals have been known to forge such a bond with these creatures that the raptor may permit itself to be ridden. These riders serve in the Demacian military, scouting and harassing the enemy lines.
The Grand Plaza of Demacia City, where its rulers are appointed to roars of acclaim from the people — concept art from Visions of Demacia
The Temple of the Lightbringers — concept art from Visions of Demacia
The Hall of Valor, where fallen Demacian Warriors are remembered for their sacrifice — concept art from Visions of Demacia
The Citadel of Dawn, palace of Jarvan III — concept art from Visions of Demacia
High Silvermere, a city in the rocky highlands of Demacia’s north-west — concept art from Visions of Demacia
Old Friends, New Bloom featuring Camille, Jayce, Katarina, Lillia, Yasuo.
Chapter One Shadow and Fortune: Chapter One Blood on the Streets, Glory in Death, Down to the Bearded LadyThe Butcher Blades had hung the Jackdaw from a rusted marlinspike through his jawbone and left...
Portions of this text have been transcribed for legibility and edited for grammar by John O'Bryan. Portions of this text have been transcribed for legibility and edited for grammar by John O'Bryan. De...
A multi-part short story set in the aftermath of Noxus's invasion of Ionia, in which the exile Riven is tried for the death of the elder swordmaster Souma — the crime for which Yasuo was condemned. It reframes the tragedy binding both champions, revealing that Riven's shattered runic blade, not Yasuo, killed the elder.
Act 1 By Alison Hawkes, George Krstic, Anthony Reynolds Lenné, John O'Bryan The Rat Town slaughter docks; they smell as bad as their name suggests. Starring: Gangplank, Graves, Twisted Fate The Rat...