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The World Runeterra

#6 written by Administrator on Thu Jul 26, 2018 11:28 am
RuneterraLocations and Nations

Runeterra is a magical world divided into several landmasses. A larger continent, where the areas are Freljord, Demacia and Noxus and some minor areas are located is called Valoran. South of it is the smaller continent Shurima, consisting of the country Shurima and Targon. Between the two continents is the twin city, consisting of Pilotover situated on the top and the undercity of Zaun below. The northeastern continent is called Ionia, on which lies scattered settlements each following their own paths and ideals. Southeast are two more archipelagos the Serpent Isles, giving nest to the infamous port city of Bilgewater, and the Shadow Isles, all of which are in the Guardian's Sea. To the west extends the Conquerer's Sea, which contains some unknown regions. This known area is about a 6th of the entire planet.

Dimensional portals allow entering this magical world from outside. Known dimensions are the Spirit realm, containing Bandle City from which come the Yordle, the celestial realm, from which several celestial beings originate and the Void, from which come the Voidborn and the Watchers.

The planet revolves around a G-type star (also known as a yellow dwarf or sun) while a natural satellite moon rotates around the planet, which makes day/night an season cycles similar to Earth.

This is a very detailed guide to all countries. To make your life easier, it is enough for the first to skim the country descriptions roughly. Then deal with the countries that are relevant to you.



Tectonical PlatesThere is one underneath Freljord and the North Pole which is heading south, bumping into the one for Demacia and Noxus creating that massive mountain range all along the southern Freljord border. The demacian-noxian plate extends as far south as the coast. There is a Shuriman plate, which is heading south, away from the demacian-noxian plate, resulting in an ever-deepening ocean trench. This plate is mostly rotating anti-clockwise. Next up, is the western-ionian plate - because Ionia is two plates. The western-ionian plate is moving away from the demacian-noxian plate,  with another ocean trench between the two. The western-ionian plate is moving towards the eastern-ionian plate, creating that mountain range that acts as a spine all the way down Ionia.  It's the cause of volcanoes, etc. and is why there are more islands appearing at the southernmost tip of Ionia.  Follow it down, and you reach the Shadow Isles - where three plates are interacting. (The Shadow Isles are, in lore, referred to as a volcanic island chain).  This also means that Bilgewater is on a three-plate-intersection point, but it's relatively calm there.




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Re: The World Runeterra

#7 written by Administrator on Thu Jul 26, 2018 12:21 pm
FreljordHarsh Frozen Lands
The Freljord is a harsh and unforgiving land. Proud and fiercely independent, its people are born warriors, with a strong raiding culture. While there are many individual tribes within the Freljord, the battle lines are being drawn in a three-way civil war that will determine the future for them all. One tribe unflinchingly honors the traditions that have ensured its survival; another follows the dream of a united future, as foretold by a young idealist; while the third worships the power of an enigmatic sorceress.
⇨ GO TO Freljord


Governance: tribal matriarchy
Attitude towards magic: venerate
Level of technology: low
General environment: icy trundra



CultureThe Freljordians are an ever-divided people. Tribes fighting for dominance for what little resources they can find. Throughout the nation's history, the only known instance of its people uniting was at the time of the "Three Sisters" known as Avarosa, Serylda, and Lissandra. During that time, the three sisters were empowered by Watcher magic to become near immortal. With the Watchers defeated, most of Freljords history was rewritten, the truth kept secret by the Frostguard and their nearly immortal ruler. However, some truths lingered on for millennia as legends and tales, passed down by storytellers and bards.

While the nation is comprised of numerous tribes, the largest among these are the Avarosan, the Winter's Claw, and the Frostguard. The tribes are ruled by the three respective Matriarchs: Ashe, the Frost Archer;  Sejuani, Fury of the North; and  Lissandra, the Ice Witch.

Architecture: If there was a word that would best describe Freljordian architecture, it would be enduring. Freljordian houses are built to withstand harsh winters. Most tribal homes have roofs that connect directly with the ground. From simple huts to lavish longhouses, modern Freljordian architecture uses a variety of wood and stone material.

Clothing: Freljordian clothing is mostly made to withstand the harsh environments of the land. Warriors are mostly clad in armor and leather, other bare-chested to show off their hardiness to the cold. Freljordian tattoos are designed simplistic geometric patterns and mostly worn by warriors as a symbol of strength. All Freljordians wear some level of fur or insulated fabric. Iceborn and their descendants are able to withstand lower temperatures so some of them can be seen wearing very little or no insulating fabrics.

Tribal Weaponry & True Ice: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. 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.

Lost Tales: Unlike a handful of other deities worshiped throughout Runeterra's different cultures, the Freljordian gods are physical real beings that manifest as spiritual animals and each were conceived from some transcendental force that bonds them together like siblings. However, most of these divine spirits have faded into obscurity over the eons, as the Freljord has dissolved into warring factions and tribal splinters.

Where some legends are still being shared, those stories have been misinterpreted far beyond any recollected truth and many times have fellow Freljordians engaged in brutal conflict over their religious conjecture, from drunken bar brawls to merciless wars. Now the only demi-gods to be remembered have been those few who still actively interact with their worshipers.

Tribe Structures: Freljord has a very different view of relationships than the rest of Runeterra. This is mostly due to several reasons: a matriarchal society; a historically migratory and often outright nomadic culture; the existence of healing magic (which reduces infant and mother deaths during birth); dangerous climates; starvation; tribal warfare; and extremely horrific creatures could attack at any time.

Instead of being a contract about land and property, the Freljordians live under contracts of obligation and family membership. The oath someone gives is a statement of fealty to the safety of the person they oathbound under and most importantly their children.

In exchange for this pledge, a freljordian and their family are now a part of that extended network. The oath is also a very public declaration of duty and complicated politically. Because depending on freljordians rank they may have many overlapping commitments, which relate to their social rank within the extended tribe.

For example, a great male warrior might be Oathbound to the tribal chief (a warmother) whom he has no children with, but she might take that man's mate's and his mother's oath as her sisters, thus their children are now under the tribal chief's protection too. However, in that case, his loyalty would be expected to be the warmother and the warmother's children's first. It's possible the warmother might directly adopt this man's children too in order to more directly honor his importance to her clan.

All of this ultimately is because mothers and children are considered the most important elements in that society, especially magically gifted ones. A person future and the future of their clan is unlikely to be determined by owning a castle or farmlands, but it is very likely that having few more children (especially those who are Iceborn, skinwalkers, or other) will make potential warriors/defenders allied with them.

Masculinity then also reflects these themes. Braum being a prime example. His reputation as a protector of his tribe is more important than who he has defeated in battle or what he has conquered, and this makes him extremely desirable and extremely well respected.

On the woman's side, it would be nearly unthinkable and scandalous for a high ranking woman to have intimate intercourse with someone outside of one of her oathbound (which is not to say they have intimate intercourse with all of their oathbound).


People of the FreljordThere are many tribes in Freljord with all kinds of tradition, sizes and philosophies. The three biggest and known ones are:

Avarosa: Led by Ashe, the Avarosan are an agglomeration of progressive tribes that believe in diplomacy through the teachings of Avarosa. They dwell mostly in the slightly warmer regions, and many settlements under their banner are agrarian.
Tribes, associated with the Avarosan are:
Ebrataal: Originally attacked by Sejuani before she was Warmother. Ashe prevented their killing and accepted them as the first tribe to join her reformed Avarosan tribe. The tribe was originally made up completely of warmbloods.
Ice Veins: Only information about them is that they are now a part of Ashe's tribe.
Red Snow: Coastal tribe to the south-east. This tribe defeated Noxian warbands.
Stonepicks: Formerly lived in the southern mountains.
Snow Followers: Tribe of extreme brutality. Former Warmother was Hildhur Svarhem. Hildhur had a true ice axe called Joutbane as a weapon.
Tryndamere's Tribe: They were known for their duelling skills. The had a patriarchal system of governance until a large amount of the tribe was decimated. Its former leader,  Tryndamere is oathbound to Ashe.

Winter’s Claw: Warlike and traditionalist, the Winter’s Claw are led by Sejuani, gathering food and supplies from the high plains, forests, and northern waterways during the summer. In winter months, they survive by raiding southwards over the ice-covered seas.
Other clans associated with the Winter's Claw:
Stone Tooth: Absorbed by the Winter's Claw by battle.

Frostguard: The Frostguard is a cult shrouded in secrecy. They live among the ancient ruins to the far north, protecting their leader Lissandra as she watches over the Howling Abyss. Even so, missionaries and healers from the cult are common throughout the Freljord and get accepted into all kinds of tribes to infiltrated and control them if necessary.
Other clans associated with the Frostguard:
Black-Clads: A order of priests and shaman, often assigned to regional villages as sources of social and religious authority.
Chosen Children: Their war chief was Helmgar Cragheart before being killed by Sigvar Half-Quiver. Current state unknown, presumably decimated.
Draklorn: High ranking frost priests, often assigned to regional villages as sources of social and religious authority.

-----------------

The Ursine:  Or The Lost Ones, dwell in the north most parts of the Freljord. Entirely consisted of Spirit Walkers, the Ursine are human shapeshifters who serve the Great Spirit of the Bear known as Volibear. Volibears servants are entirely devoted to their master's will and cause. While some retain their human appearance, most permanently shapeshift into grotesque approximations of wild animals and other types of monsters. The tribe has existed for as long as humans settled the Freljord, ever feared and respected by the inhabitants of the land. While humans and Iceborn alike have not been able to defeat this tribe, the Winter's Claw Sejuani and Udyr have been able to form a temporary alliance with the Ursine to fight other larger tribes such as the Avarosan and Frostguard. Only a few beings are able to match Volibears might, such as the Great Spirit of the Ram known as Ornn.

Other known tribes are:
Broken Tooth: Enemies of the Avarosan. They can read the star constellations and can navigate them. The map that led Ashe to the legendary true ice bow was theirs before it got stolen by the Avarosan. It is unknown what the final fate of this tribe was.
Ice Children: This is a mountain tribe from north Freljord, known for their extreme rivalry with the Avarosan. They welcome the frost priests and are seemingly venerating the faith of The Three Sisters. The Ice Children are rich in animals and have a giant herd of Elnüks.
Mourncrow: They battled Sigvar in the Valley of Spines. State unknown, presumably killed by Sigvar and the Frostguard.
Notai: Previously Nunu's tribe, the Notai were a nomadic tribe that travelled across the Freljord, settling at a given place until the coming of winter when they would migrate to warmer southern lands. Choosing a non-violent lifestyle, the tribes' culture revolved around gathering tales and myths from different corners of the Freljord. The tribe had a deep veneration for the Demi-God Anivia, finding solace and guidance from her teachings. The current state of the tribe is unknown, however, Nunu's caravan group was decimated by a surprise Frostguard attack, due to the Notai harbouring ancient secrets of the land that Lissandra wants to keep a secret.
Tusk Crow: This tribe attacked a Frostguard caravan guarded by Sigvar, after which they were mostly slaughtered.
Vargkin: Enemies of the Winter's Claw. The current state is unknown.


GovernmentThe Freljord is mostly structured in a non-hereditary matriarchal fashion. Tribes are led by a warmother; ranks under her may include the following: bloodkin, steelskins, claw leaders, sisters (a rank), icewalkers, thralls, champions (several husbands who are the toughest in the tribe), allied shamans, lost tribe relatives, related clans, and more.

Regular barbarian tribes have various systems and customs different from the main structure. Tryndamere's tribe, for example, is patriarchal.

Freljord has become a land of endless conflict since the time of the Three Sisters. Tribal leaders fight for resources, alliances, and territories.


PoliticsNoxus: Freljordians, especially "barbarian" populations, have ill will towards Noxus. Noxus is working to sow dissent within the Freljord, holding it back from ever truly challenging Noxus as a nation.

Demacia: Demacia and the people that now makeup Freljord have had a history of conflict, albeit nowhere near as grievous as the conflict between Noxus and the northern barbarian tribes. Both Ashe and Tryndamere have been highly critical of Demacia’s neutrality during Noxus’ Barbarian Pacification Campaigns. In fact, Demacia had been quite protective of its territory, turning away refugees during the campaign’s more bloody episodes. Likewise, Demacia’s northern homesteads were often targeted by barbarian raiding parties, to the point where a member of the Dauntless Vanguard, named Rodian, led an expedition that succeeded in burning down the city of Frostheld. Both governments have a great deal of diplomatic work ahead of them before they can bridge the gap that spans decades of distrust.

Bilgewater: At least some inhabitants in Bilgewater are of Freljordian descent, and occasionally one finds inverted Freljordian longships against the carved cliff faces. Freljordian fishermen constantly trade with the nation.


Locations
Howling Abyss: Ancient Bridge and GatewayIt serves as the massive chasm prison of the Watchers. There are numerous bridges spanning the abyss, such as the Bridge of Sorrows, Bridge of Shadow, and Bridge of the Lost. At its lower ends True Ice and its variants, Dark Ice can be found. The Hall of the Nine, located there and constructed by the Yeti, serves as the protective barrier that seals the Watchers. Every year, several Frostguard climbs down its icy walls to get to the Hall of the Nine in order to inspect the barriers state. The Howling Abyss was the location of the last battle that sealed the Watchers several millennia ago.

The Frostguard Citadel: An ancient stronghold built to watch over the dark chasm of the Howling Abyss, the Citadel also houses many of the Freljord’s hidden treasures and historical records. It is home to the Frostguard tribe. The Frostguard Citadel is where Lissandra and her Frostguard keep Freljord's artifacts, treasures and records of its history. This is where Nunu found out about the yeti later named Willump. It is only accessible by the Bridge of Sorrows above the Howling Abyss.


Rakelstake: Sacred CityLocated in south Freljords, Rakelstake was once a village where the Tribe of the Ice Dervish lived. Now it serves as a pilgrimage site for the Avarosans. A statue of Avarosa guards the entrance to the pilgrimage site. This is where Ashe and Tryndamere were oathbound.

Statue of Avarosa: Despite Ashe’s obvious discomfort with being the presumed reincarnation of Avarosa, she has allowed her followers to honor her by making pilgrimages to the sacred site of Rakelstake.


Glaserport: Harbor SettlementA settlement located on the Lokfar peninsula in western Freljord. Glaserport has an ice locked harbor where Freljordians chain their wolfships during the harsh winters, the natural harbor providing shelter from ice and snow. The majority of those wolf-ships are in the possession of the Winter's Claw. Lokfar is also the home of Olaf.

Valar's Hollow: Traders SettlementFor countless generations, merchants and traders would gather here throughout the winter months, before venturing into the icy north.

Rygann's Reach: Cursed RuinsRumored to have been cursed by an evil mage and her son, the settlement that once stood here was burned to the ground many centuries ago. It was the home of Kegan Rhode, better known as Brand.

Frostheld: Glacial Harbor City Situated within a glacial harbour in south-west Freljord, this city served as the former capital of the Avarosan tribes until it was burnt down by a Demacian fleet, led by Rodian of the Dauntless Vanguard.

Naljaäg: Cursed Village A simple milling settlement beneath a waterfall. Its original name has been lost to stone.

Vathcaer: Avarosan Settlement Village where Ashe grew up, controlled by her mother Grena.

Village if the Ice Children: Farming Village Settlement of herders and warriors, rivals of the Avarosan tribe.

Yeti's Vigil: Ancient Ruin Ruins of the lost yeti civilization. Where dreams swirl in snow, an unlikely friendship was born.

Foundling Village: Frostguard Settlement In the shadow of their great Citadel, the Frostguard shelter children orphaned by the cold.

Lokfar: Icy Tundra A region close to Glaserport, known for it's viking-like tribes.

Ridgeback Mountains: Mountain Range Vast mountain range that stretch across the entire northern half of the Freljord. East peaks of the Ridgeback Mountains is the Frosthorn Peak, which connects the Frostguard Citadel with the rest of the Freljord.

Fortress of the Iceborn: Ancient Ruins The ruined Fortress of the Iceborn houses a great vault full of ancient artifacts and fallen warriors. Underneath are the Vaults of the Iceborn located.

Ghulfrost: Ancient Ruins Located on top of the ice cliffs of the Ridgeback Mountains, Ghulfrost is an unmarked cairn in the snow. After travelling unforgiving ice cliffs for days, Ashe reached the edge of her mother's maps: Ghulfrost. Though Grena expected to find Avarosa's Throne, a hall and hoard of treasure, Ashe found merely an unmarked cairn in the snow… only to discover a legendary bow made entirely of True Ice buried in the rocks.

Ornnkaal Rocks: Sacred Site A coastal pilgrimage site visited by Sejuani and Ashe's tribes during the summers of their youth, with plentiful fishing and many fields for grazing animals.

Quchar: Hearthbound Village Home of the Ebrataal, a magic-less community who were the first to follow Ashe as the leader of the Avarosan tribe.

Yadulsk: Coastal Settlement Winter's Claw village where Sejuani's mother Kalkia temporarily settled the tribe during her rule. Traditionally, Winter's Claw tribes relocate every winter, rebuilding their villages out of their ships and scavenged materials.

Ursine Lands: Lands to the North  It is a land that can be found just above northern Freljord, being separated from the rest of Valoran by the Ice Sea. This is where the demigod Volibear has staked out territory via his followers, the Ursine. It is probably located at or near the North Pole of Runeterra.
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Re: The World Runeterra

#8 written by Administrator on Thu Jul 26, 2018 12:22 pm
DemaciaProud Military Kingdom
Demacia is a strong, lawful society with a prestigious military history. It values the ideals of justice, honour and duty highly, and its people are fiercely proud. Demacia is a self-sufficient, agrarian society, with abundant, fertile farmland, dense forests that are logged for lumber, and mountains rich with mineral resources. It is inherently defensive and insular, partly in response to frequent attacks from barbarians, raiders and expansionist civilizations. Some suggest that the golden age of Demacia has passed and unless it is able to adapt to a changing world – something many believe it is simply incapable of doing – that its decline is inevitable. Nevertheless, Demacia remains one of the dominant powers in Valoran, and boasts the most elite, well-trained army in all of Runeterra.
⇨ GO TO Demacia


Governance: feudal monarchy
Attitude towards magic: deny
Level of technologie: medium
General environment: fertile countryside



Culture

Demacia Steel:

Petricide:



People of Demacia & AristrocatyAs a monarchy, Demacia is governed by various royal families, regulating the nation primarily as members of the Demacian Council. While many of the Noble Houses have ruled for generations, they are treated as any other citizen under the nation’s strict laws and are not exempt from them. They may even be treated more harshly under the law as they are meant to serve as shining examples of how Demacian citizens should conduct themselves, publicly and privately.

Lightshield: They have been the royal family of Demacia continuously for the last three generations.

Spiritmight: One of the most influential political forces in Demacia. Notably, the prince's deceased mother Lady Lightshield, formerly Lady Catherine Spiritmight, belong to this family.

Crownguard: A paragon family of Demacian service. Crownguard is an honorific given to the family charged with protecting the king.

Laurent: A family known for its long line of elite duelists. It is currently headed by Fiora Laurent after she caught her father cheating before a duel and fought him for control over the House.

Vayne: One of the few noble houses of the capital. The patron and matron of House Vayne were murdered by a fabled horned woman leaving the house uncontrolled and their only daughter Shauna Vayne, a figure of Demacian ruthlessness, and sought to bring the house back to power in a few years.

Buvelle: A family known for their patronage of the musical arts.


Government


Military


The Measured Tread: As an indoctrination tool, the Demacian military utilizes The Measured Tread, a handbook which outlines the nation's ideology. Quotes from the book include:

"Death is inevitable; one can only avoid defeat."
"To fight for justice in the name of Demacia."
"Victory for our allies, defeat for our enemies, and justice for all."
"When Demacians march forth, ridding Valoran of the evils of selfishness and greed under the pristine banner of justice, we know who we are and what we fight for, unapologetically."
"In our eternal forward march, we must stomp out evil all across Valoran wherever it may grow. Leave no stone unturned: the roots of one ignored weed will inevitably corrupt the whole of the garden.”

Demacian Raptors:


PoliticsFreljord: Demacia and the people of the Freljord have had a history of conflict, albeit nowhere near as grievous as the conflict between Noxus and the northern barbarian tribes. Both Ashe and Tryndamere were highly critical of Demacia's neutrality during Noxus' Barbarian Pacification Campaigns. In fact, Demacia was quite protective of its territory, turning away refugees during the campaign's more bloody episodes. Likewise, Demacia's northern homesteads were often targeted by barbarian raiding parties - that is, until a force led by Rodian of the Dauntless Vanguard retaliated and burned down the city of Frostheld. Both governments have a great deal of diplomatic work ahead of them before they can bridge the gap that spans decades of distrust.

Noxus: Noxian hostilities towards Demacia, and vice versa, run deep. Having fought at least two wars with each other, the two nations are political, military and ideological rivals and see each other as a threat. The death of King Jarvan I Lightshield at the hands of Sion, a General of Noxus, is celebrated as a national event in Noxus. Tensions between the two nations have not changed and will likely not change until one of the two factions gives up.

Piltover: Piltover and Demacia may have their differences, but the two nations are on relatively friendly terms. Scientists from the City of Progress are usually welcomed inside Demacia. However, should the scientists wish to perform experiments there, they must first get clearance from Demacian officials.

Mount Targon: Demacia has had a long reverence for Mount Targon itself. It is unknown to what extent is the relationships between Demacia and the Mount Targon tribes, only that Demacia has a ceremony known as the "Crown of Stone" that demands a dishonoured soldier to ascend Mount Targon. One of the only known soldiers that survived this ceremony to become an Ascended is Taric. Both Kayle and Morgana, daughters of the Aspect of Justice who fled from Mount Targon with their father and have left a historical and cultural mark upon the nation since its inception.


Locations

Great City of Demacia: Seat of Power for the Noble HousesThe largest city in the Kingdom. The capital, located in the western part of Demacia, is the main political, cultural, religious, military, economic and educational center of the country. Demacia sees itself as a shining beacon of hope for humanity, and as such, the nation and its Capital are the visual representations of this concept. Towering spires punctuate its skyline; Petricite (a pale, magic-resistant stone) and marble are the materials of choice. The noble houses that reside within the city include Buvelle, Crownguard and Laurent. The Royal Palace of House Lightshield is from which the king of Demacia reigns. The city also has a barracks and a penitentiary, like most cities throughout the kingdom. The Capital itself sits next to a natural port overlooking the Conqueror's Sea, with the majority of the surrounding towns resting on a plateau.




Citadel of Dawn: King Jarvan III resides in the Citadel of Dawn, an imperial palace adorned by mighty walls and lofty towers. Its majestic design signifies the splendor of the ruling Lightshield Dynasty.

Grand Plaza: At the heart of the Great City of Demacia is the Grand Plaza. The wide, open space welcomes mass crowds gathered to applaud those honoured by the crown.

Hall of Valor: The throne of Demacia resides in the Hall of Valor. Here, the deeds of the noble and mighty are honoured beneath the radiance of marble and sunlight.

Temple of the Lightbringer: The Temple is situated in the royal palace grounds of the Citadel of Dawn.


High Silvermere: City of Raptors It is a large city in the rocky highlands of northern Demacia. It is known as the City of Raptors, due to its large native population of silverwing raptors. The original Crownguard family mansion is located in High Silvermere, at the foot of Knight's Rock.

Edessa: Plateau of Four Cities The closest of four nearby, clustered towns to Demacia City, located in the north-east part of Demacia on the banks of the Serpentrion River.

Pinara: Plateau of Four Cities The second of four clustered villages, and the second stop on the way from Demacia City to High Silvermere.

Lissus: Plateau of Four Cities The third of four clustered villages, and the third stop on the way from Demacia City to High Silvermere.

Velorus: Plateau of Four Cities The closest of four clustered towns to High Silvermere.

Fossbarrow: Haunted Town Located in the far north of Demacia, bordering with the Freljord. The town is named after the Demacian hero Fossian Crownguard, whose tomb is near the town itself. It was the site of a horrific incident between the Dauntless Vanguard and an unknown nightmarish shade that threatened the town. The town occupies the banks of the Serpentrion, a thundering river that rose in the mountains and snaked to the western coast. The town’s walls of polished granite follow the line of the hills, and the buildings within are wrought from stone, seasoned timber and bottle-green roof tiles. The tower of a Lightbringer temple is located in the eastern part of town. The current Magistrate of Fossbarrow is Lady Giselle.

Uwendale: Farming Town A remote mountain hamlet in the northeastern hinterlands of Demacia, Uwendale was the birthplace of Quinn and her brother Caleb. It is a thriving town of hunters and farmers, protected by mountain rangers expert in intercepting and killing any monsters that come down from the high peaks to hunt. The nearby towns harbour wyverns, rabid wolves, and bandits, though these foes were once thwarted by an unknown hero.

Castle Wrenwall: Black Dragon's End Castle Wrenwall was built in the Argent Mountains as a safe haven for refugees during the cataclysmic upheaval of the Rune Wars. This was where Jarvan IV and Shyvana slew the black dragon known as Yvva.

Jandelle: A settlement located to the east of Demacia city. In the Day of Lost Light, a Noxian assassin struck down Castle Jandelle’s commander. The killer escaped battalions of knights dispatched to capture him, but Quinn and Valor tracked and killed the assassin after a night of lethal traps, counterattacks and ambushes. She returned with the assassin’s blade, earning the nickname, Demacia’s Wings.

Needlebrook: Town of Magga Isolated from most Demacian settlements by the Argent Mountains, this town was the first refuge of the famous actress Magga after her previous companions' murders.
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Re: The World Runeterra

#9 written by Administrator on Thu Jul 26, 2018 12:23 pm
NoxusBrutal Expansion Empire
Noxus is a powerful empire with a fearsome reputation. To those beyond its borders, Noxus is brutal, expansionist and threatening, yet those who look beyond its warlike exterior see an unusually inclusive society, where the strengths and talents of its people are respected and cultivated. Its people were once a fierce reaver culture until they stormed the ancient city that now lies at the heart of their empire. Under threat from all sides, they aggressively took the fight to their enemies, pushing their borders outward with every passing year. This struggle for survival has made the Noxians a deeply proud people who value strength above all, though that strength can manifest by many different means. Anyone can rise to a position of power and respect within Noxus if they display the necessary aptitude, regardless of social standing, background, homeland, or wealth.
⇨ GO TO Noxus


Governance: expansionist empire
Attitude towards magic: weaponize
Level of technology: medium
General environment: inhospitable steppes



Kultur
Architektur: Noxianische Städte sind geprägt von imposanten Bauwerken, beengenden Straßen, mit Zinnen versehenen Häusern, steilen Mauern und riesigen Toren. Die Städte der Noxianer betonen die Stärke und Vorherrschaft des Reiches, und verfügen über hervorragende Abwehranlagen – einem Gegner, der versucht eine noxianische Stadt mit Gewalt einzunehmen, blüht an jeder Ecke heftigster Widerstand, denn jedes noch so bescheidene Haus ist gebaut wie eine Festung.

Noxtoraa:  Obald eine Stadt gewaltsam eingenommen wurde, oder Noxus ihre Treue schwört, machen sich die Kriegsmaurer von Noxus sofort an die Arbeit und drücken dem neu erworbenen Gebiet ihren Stempel auf. Tore aus schwarzem Stein, gewonnen aus den Steinbrüchen in den Bergen um die Hauptstadt herum, werden auf jeder Zugangsstrasse der Stadt errichtet. Diese in ganz Valoran als Noxtoraa (Tor nach Noxus in Ur-Noxianisch) bekannten Bauten lassen in den ankommenden Reisenden keinen Zweifel offen, wer hier die Macht ausübt.

Zweikämpfe: "Die Zerfleischung" ist ein Gladiatorwettbewerb mit einer grausamen Regel: Jedes Mal, wenn ein Kämpfer einen Kampf gewann, erhöhte sich die Anzahl der Gegner (in der Regel Kriegsgefangene), gegen die er im nächsten Kampf gleichzeitig kämpfen musste. Dies bedeutete in der Regel den Tod eines jeden Wettkämpfers, aber dafür mit einem unvergleichlichen Ruhm.




Regierung
Die Noxus-Meritokratie wird durch die Trifarix-Doktrin veranschaulicht, die auch als "Prinzipien der Stärke" bekannt ist. Dies besteht aus drei Kernaspekten. Macht, Vision und List. Jeder Bürger muss sich bemühen, alle drei als ein Ideal für Wohlstand zu verkörpern, und wenn sie in einem schwach sind, könnte es das Reich ins Wanken bringen.

Noxus wurde einst vom Willen fehlbarer Kaiser regiert, vor allem Boram Darkwill. Folglich wird Noxus nicht mehr von einem Individuum regiert, sondern von einer Dreiergruppe von gleichwertigen Führern, bekannt als der Rat der Drei, die jeweils eines der Kernprinzipien der Stärke repräsentieren. Diese Reorganisation der Rechtsprechung wurde von Jericho Swain unmittelbar nach seinem erfolgreichen Aufstand gegen das vorherige Regime eingeführt. Seine Philosophie war, dass eine einzelne Person Noxus durch Inkompetenz, Verrücktheit oder Korruption verderben kann. Jetzt wird es immer noch zwei andere geben, die einen Schurken zur Rechenschaft ziehen, um sicherzustellen, dass niemand Noxus ohne Gegenstimmen regieren kann.

Jericho Swain, the Grand General
Das Hauptgesicht der Regierung für das Imperium und Repräsentant für das Prinzip der Vision.
Darius, Hand of Noxus
Kommandant der elitären Trifarian-Legion und Vertreter des Prinzips der Macht.
???
Ein Geheimnis. Es passt zu den Zwecken des Individuums, dass das Prinzip der List darstellt, dass die Identität unbekannt bleibt.



Altes Blut
Patrizierfamilie: Edle Hausfamilien, die seit den ersten Mauern bestanden, wurden um Noxus herum errichtet. Sie führen ein privilegiertes Leben. Die Adelshäuser spielen eine Schlüsselrolle in der Politik. Sie glaubten, dass ihr stolzes Erbe die größte Stärke der Nation sei. Doch viele hungerten nach größerem Einfluss und planten gegen Darkwill mit einer geheimen Kabale, die durch nichts anderes als das Symbol einer schwarzen Rose vereint war. Alte Adelsfamilien haben noch immer eine beträchtliche Macht im Herzen des Reiches. Eine der bekannteren, noblen Familien aus der Katarina, Cassiopeia und Talon stammen sind die Du Couteau. Kythera ist ein ebenso altes Geschlecht, aus dem Elise stammt und später in die Familie Zaavan einheiratete. Das vierte, noch ebenso alte Haus ist Swain.

Black Rose: Reste einer geheimen Kabalenordnung, die viel länger existiert als Noxus selbst. Eingeweihte der Schwarzen Rose haben seit Jahrhunderten aus dem Schatten geplagt, um auf jede erdenkliche Weise Macht zu erlangen, indem sie die Reichen und Mächtigen anziehen; Magier, Adlige und Politiker in ihren Reihen.

Sie mischen sich in die dunkleren Kräfte von Magie, Manipulation, Ermordung und Täuschung und teilen verborgenes Wissen und Geheimnisse, um ihre Einflussbereiche und persönliche Macht zu erweitern.
Bereiche innerhalb der Domäne der Black Rose sind diskret durch ein schwarzes Rosensiegel gekennzeichnet, das auf schattierte Torbögen geätzt ist.

Nur eine Elite lernt die "Ursprünge" ihrer Matrone kennen, obwohl viele Legenden über eine blasse Zauberin, die den gebrochenen Barbarenstämmen geholfen hat, in ihrem Kampf gegen den berüchtigten Eisernen Wiedergänger aufgedeckt haben.

Die Schwarze Rose existiert jetzt, um die heimlichen Interessen jener zu fördern, die Magie ausüben können - mit ihrer Basis, die aus weltlichen Adligen besteht, die zu Gerüchten von Wundern herangezogen werden, die in der Knute und rücksichtslos ausgebeutet werden. Selbst der mächtigste militärische Befehlshaber konnte den wahren Meistern des Kults nur dann dienen, wenn sie sich in Intrigen und Eroberungen sowohl in der noxischen Hauptstadt als auch über ihre Grenzen hinweg gegenseitig beeinflussen.

Headsman: Ein Headsman zu sein ist eine große Ehre. Denn sie sind Schiedsrichter mit der Pflicht, in ihrem Heimatland eine starke Sicherheit zu bewahren. Die Anführer werden in der Regel vom Anführer von Noxus gewählt und erhalten direkte Anweisungen, um das Imperium auf innere und äußere Bedrohungen aufmerksam zu machen. Wo sie freie Hand haben, öffentliche Hinrichtungen auf diejenigen durchzuführen, die sie für fehlbar halten, und Schwäche wie eine Schande für die Nation behandeln. Niemand war gefürchteter als der äußerste Urgot.

Reckoners: In Noxus stehen sich Gladiatoren, die als Reckoners bekannt sind, in bösartigen Arenen gegenüber, in denen Blut vergossen wird und die Stärke getestet wird - aber niemand wurde jemals so gefeiert wie Draven.

Tallyman: Ein Ordenvon Menschen, die sich der Pflege von Kranken und Sterbenden verschrieben haben. Wenn ein Mitglied die Eignung eines Menschen für seinen Auftrag erkennt, werden sie in seine Reihen aufgenommen, zuerst als Gräber- und Scheiterhaufengräber, bevor er in den Rang eines Leichensammlers aufsteigt. Die Werkzeuge, die sie benutzen, schließen mit Eisen umrandete Radleichenwagen und ein Messer ein, um Todesspuren auf einem Personal zu schneiden.


Militär
Die Armeen von Noxus scheinen auf den ersten Blick nicht mehr als Ansammlungen von barbarischen Kriegstrupps zu sein, doch dies täuscht über die Disziplin und die Raffinesse hinweg, die notwendig ist, um eine solche Formation überhaupt aufzustellen. Der Erfolg der noxianischen Armeen ist unbestreitbar und ihre Vielfalt ist selbst der größte Beweis ihrer Effektivität. Die besiegten Völker, die Noxus ihre Treue schwören, werden zu Teilen ihrer Armee und ihre individuellen Stärken helfen bei den Kriegszügen des Imperiums. Deshalb sind Regeln und ein gemeinsames Erscheinungsbild der noxianischen Kriegsphilosophie zuwider. Jeder Kriegstrupp wird für seine vielen und unterschiedlichen Kampfmethoden, die er zum gemeinsamen Erfolg beisteuert, gefeiert.

Noxus verfügt über eine der größten Armeen der bekannten Welt, die sich aus Elitetruppen wie der Trifarianischen Legion, sowie hunderter einzelner und örtlicher Kriegstrupps zusammensetzt. Jeder Kriegstrupp wird von seinem eigenen Häuptling, Marschall und Hauptmann angeführt, und verfügt über seine eigene einzigartige Kultur, Hierarchie und bevorzugte Kriegsstrategie. Jeder von ihnen erfüllt als Teil einer viel größeren Kriegswehr eine spezifische Rolle und agiert – entsprechend seiner Fähigkeiten – beispielsweise als Aufmischertrupp an der Front, schwere Infanterie, Späher, Assassinengruppe oder Kavallerie.
Militärdienst ist in Noxus generell für alle seine Einwohner für sechs Jahre Pflicht. Danach werden sie als aktive Reservisten bis in ihre "goldenen Jahre" behalten. Das noxische Oberkommando behält sich das Recht vor, jeden seiner Bürger zu zwingen, unabhängig vom Alter, in den Militärdienst zu ziehen, sollte es nötig sein. Es gibt selten einen Mangel an Arbeit im noxischen Militär, sogar in den Zwangsfriedenszeiten, die zwischen Noxus und ihrem ewigen Rivalen Demacia existiert.

Aufbau des Militärs
Navy: Noxus Sammlung von Kriegsschiffen und Handelsschiffen. Der Anführer ist ein Admiral.
Legion: Ein großes Kollektiv von Warhosts, meist organisiert, um eine große Region zu erobern. Sie wird von einem Commander angeführt.
Warhorst: Eine organisierte Gruppe von Warbands, um kleine Regionen und Stadtstaaten zu erobern oder rivalisierende Armeen zu bekämpfen. Innerhalb einer Legion werden Warhosts gleichzeitig verschiedene Regionen angreifen, um die Kontrolle über eine große Region effektiver zu übernehmen. Wird von einem General angeführt.
Warband: Einzelne, lokalisierte Einheiten der Armee von Noxus. Gewöhnlich von Bürgern eroberten Territoriums organisiert, werden diese Einheiten von ihren eigenen Häuptlingen, Marschällen und Hauptleuten angeführt. Jeder Kriegshaufen ist einzigartig, mit seiner eigenen Kultur, Hierarchie und bevorzugten Art des Krieges. Sie erfüllen bestimmte Rollen als Teil eines viel größeren Kriegshäuptlings, der vielleicht als Frontstoßtruppen, schwere Infanterie, Kundschafter, Attentäter oder Kavallerie kämpft - was auch immer ihren Fähigkeiten am besten entspricht. Ein Captain ist der Anführer eines Warbands. Ein Captain könnte ein Häuptling, Gouverneur oder Marshall sein, abhängig von der Region.
Warmasons: Ein eindeutiger noxischer militärischer Zweig von einfallsreichen Spähern, Ingenieuren und Kriegern, die den Bau von Straßen, Brücken und Befestigungen vor, während und nach einem Krieg planen. Der erste Hinweis auf die Expansion von Noxen sind ein oder zwei Warmasons, die feindliches Territorium für mögliche Invasionsrouten aufspüren, normalerweise verdeckt. Sie spähen voraus und sind dafür verantwortlich, das detaillierte Layout des feindlichen Territoriums zu kartografieren, feindliches Vertrauen zu gewinnen, feindliche Stärken und Schwächen zu identifizieren.

The First Legion: Eine der ältesten und größten Truppen, die seit der Gründung Noxus existert. Ihr Anführer ist Kled.

Trifarian Legion: Der elitärste, renommierteste und kampferprobteste Militärtrupp des noxianischen Reiches ist „die Legion“, die von keinem Geringeren als Darius selbst angeführt wird. Sie sind nicht nur die besten Soldaten in Noxus, sondern auch die loyalsten und dem Imperium und seinen Anführern treu ergeben. Ihre Rüstung ist schwer und zweckmäßig, und weist oft drei Einbuchtungen auf, die in die Brustplatte gehämmert sind und das Trifarix repräsentieren – die drei Prinzipien der Stärke. Außerdem nennt Großgeneral Swain so den Herrscherrat, den er ins Leben gerufen hat.
Selbst die Ränge innerhalb der Trifarianischen Legion sind alles andere als einheitlich. In Noxus werden die angeborenen Talente und Besonderheiten eines Kriegers gefördert, anstatt ihn dazu zu zwingen, einer bestimmten Kriegsstrategie zu folgen. Dies wird in allen Aspekten des noxianischen Lebens deutlich – sie versuchen stets, die Stärken und Talente eines Individuums zu entdecken und dann einen Weg zu finden, um sie zur Stärkung des Reiches zu nutzen.

Xamari Redblades: Die Stämme der Xamari sind für ihre Kunstfertigkeit mit langen Klingen bekannt, die aus mit Blut abgeschrecktem Stahl geschmiedet werden. Die Schwertmeister der Xamari legen Schweigegelübde ab und werden oft zum Fluch feindlicher Kommandanten, da sie Leibwächtern und Beschützern mit Leichtigkeit ausweichen können.

Order of Warmasons: Die Warmasons sind ein separater Zweig des Militärs. Aufgabe ist es, nicht nur die Infrastruktur zu planen, sondern auch feindliches Gebiet für zukünftige Invasionen auszuspionieren. Insbesondere haben sich einige in Piltover eingedrungen.

Bloodrunners: Ein besonderer Platoon von Blutmagiern, die hakenförmige Klingen tragen.

Fury Company: Eine Warband, deren Captain einst Riven, the Exile war.



Politik
Freljord: In neuerer Zeit wurde die Barbaren-Beruhigungskampagne der Noxianer gestoppt, als sich die Barbaren mit Freljord verbündeten. Das Imperium bemüht sich, in Freljord zunehmend separatistische Ideen zu entwickeln, die es davon abhalten, es als Nation wirklich herauszufordern.

Demacia: Die noxische Feindseligkeiten gegenüber Demacia führt weit zurück in die Nationengeschichte. Nachdem sie mindestens zwei Kriege miteinander geführt haben, sind die beiden Nationen politische, militärische und ideologische Rivalen und sehen den anderen als Bedrohung. Der Tod von König Jarvan I. Lightshield in den Händen von Sion, einem General von Noxus, wird als nationales Ereignis im Imperium gefeiert. Die Spannungen zwischen den beiden Nationen haben sich nicht geändert und werden sich wahrscheinlich nicht ändern, bis eine der beiden Fraktionen aufgibt.

Ionia: Vor weniger als einem Jahrzehnt haben die Mächte von Noxus ihren Blick auf den friedlichen Kontinent Ionia gerichtet. Mit Gerüchten von reichlich Magie, die endlos aus den Ländern fließt, überzeugten viele Noxianer, sich der Eroberung zu widmen, die Reichtümer jenseits ihrer kühnsten Träume sucht. Doch für den Imperator Boram Darkwill erstrebte die Unsterblichkeit vor allem die Aufgabe der Legionen, nach solchen Dingen zu suchen, wo sie auch immer erhalten werden könnten, und diejenigen zu vernichten, die sich ihnen in den Weg stellten. In kurzer Zeit würde die Anwesenheit von Noxen zunehmen und sich gewalttätig entwickeln und schließlich zu einem umfassenden Krieg werden. Im Verlauf der Invasion wurden die Dinge zu einer hitzigen Schlacht, wie sie die Noxianer niemals erlebt hatten, denn die Ionier kämpften trotzig, ebenso das Land selbst. Erschöpft und beinahe besiegt, würde der Krieg schließlich enden und die noxischen Armeen von Ionia abgezogen werden. Das Ende der Invasion war jedoch kein Ende des Konflikts, obwohl der Krieg kalt wurde. Noxus besetzen immer noch kleine Landstriche und sie wollen behalten, was Sie haben.
Ionia war zwar in der Lage, die noxische Invasion zu stoppen, doch Noxus hat derzeit die Kontrolle über die drei wohlhabensten Provinzen von Ionia - Galrin, Navori und Shon-Xan.

Piltover: Als stärkste Nation in Runeterra verlässt sich Noxus stark auf die grausame Handelsroute von Piltover zur Kontrolle seiner riesigen Länder im nördlichen und südlichen Teil von Valoran. Aufgrund der Bedeutung des Ortes haben viele noxische Schattenagenten alle Ebenen von Piltovers Gesellschaft infiltriert, um das Imperium auf eine mögliche zukünftige Invasion der Stadt vorzubereiten.

Zhaun: Noxus führt ein freundschaftliches Verhältnis mit dem Stadtstaat Zhaun. Söldner der Stadt wurden auch während der noxischen Invasion in Ionia eigesetzt. Durch die Gewässer Zauns hat Noxus uneingeschränkten Zugang zu der anderen Seite der Welt.

Shurima: Aufgrund der Abwesenheit einer zentralisierten Regierung oder der Aufrechterhaltung der Autorität war Shurima seit Jahrhunderten ein unzivilisiertes Land. Aus diesem Grund haben sich eine Reihe von Häfen und Städten im Norden von Shurima freiwillig dem Imperium angeschlossen. Da die Ureinwohner dieser Siedlungen in relativer Ruhe leben, sehen sie den Austausch von Handel als einen Preis, der für den militärischen Schutz vor Plünderern zu zahlen ist.

Shurima wurde schnell ein beliebter Ort für noxische Plünderer und Wilderer, da die ungezähmten Wüsten ein weiteres Land der Möglichkeiten darstellen. Azir, der letzte Kaiser von Shurima, hat die alte Hauptstadt wiederbelebt und es zu seiner Aufgabe gemacht, das alte Wüstenimperium wieder auferstehen zu lassen. Die Zeit wird nur darüber Auskunft geben, welche politischen Beziehungen Shurima und Noxus in dieser neuen Landschaft haben werden.

Bilgewater: Dank Gangplanks Plünderung gegen noxische Kriegsflotten sind Bilgewasser und Noxus miteinander in einer schwierigen Beziehung. Allerdings werden Bilgewater Piraten gelegentlich das noxische Militär unterstützen, sollten sie das Unternehmen profitabel sehen. Obwohl die noxischen Militärkampagnen schließlich gestoppt wurden, ist Katarina, eine Hauptstütze in Bilgewaters Fleet Street. Sie kann oft gesehen werden, wie sie ihren Kopf in die Kneipen und Tavernen stößt, auf der Suche nach Seefahrern auf ihr Glück, indem sie all jenen, die unter ihrem Kommando segeln wollen, einen gleichmäßigen Teil der Beute anbietet. Irgendwann gelang es der Salzwasser-Geisel, den Leviathan, Swains persönliches Kriegsschiff, zu stehlen und die persönliche Feindschaft von Noxus 'Großem General zu erlangen. Nach dem Sturz von Gangplank hat sich das Verhältnis wieder etwas gebessert, es ist dennoch schwierig.


Ortschaften

Noxus Prime: Sprawling Capital of NoxusDie Hauptstadt von Noxus. In dieser Stadt war es nicht ungewöhnlich, bewaffnete Banden aus dem ganzen Reich zu sehen. Die Straßen und Gassen von Noxus sind eng und verwinkelt, um jede angreifende Kraft, die die äußere Verteidigung der Stadt durchdringen konnte, zu ersticken und zu vereiteln. Die Dächer waren flach und mit Zinnen versehen, wie die Zinnen einer Burg, und erlaubten allen darüber stehenden Soldaten, jeden Feind unter ihnen zu beherrschen. Das alte Noxus blieb ein ehrfurchtsgebietender Ort, aber die Bauten jenseits der Festungsmauern wucherten weiter und veränderten sich, als immer mehr unterschiedliche Bewohner des Reiches in die Stadt einwanderten, angezogen von ihrem Reichtum und Glanz.
⇨ GO TO Noxus Prime



Immortal Bastion:Situated in the heartlands of what would later become their empire, the Immortal Bastion was the first citadel to fall to the Noxian tribes. Said to have been built by a dread sorcerer in a far distant age, the Noxians made the captured city their capital and it has remained so to this day. In the centuries since then, as Noxian armies conquer ever more territories, the city has sprawled far beyond its battle-scarred walls. Old Noxus retains its forbidding character, but the structures beyond its fortifications grow ever more varied as the diverse people of the empire are drawn to the capital by the lure of wealth and glory.

Audiance Chamber: Der alte höhlenartige Thronsaal, groß genug, um über tausend Bittsteller aufzunehmen. Die Trifarix sitzen an einem einfachen Marmortisch am Fuß der erhöhten Plattform des Throns, um über die Zukunft von Noxus zu diskutieren und Petitionen von Führern ihrer Regionen zu hören.

Stairs of Triumph: Eine lange, ununterbrochene Treppe, die zur Audienzkammer führte, bewachte alle zwölf Schritte eines Legionärspaares.

Shrine of the Wolf: Ein hoher, mehrstöckiger Turm mit offenen Seiten, der sich gegen die alten südlichen Bollwerke der Unsterblichen Bastion stemmt. Jede Ebene des Turms wird von drei Säulen aus dunklem Stein getragen. In der Mitte des Turmes, fast fünfzehn Meter hoch, war eine massive Obsidianstatue eines sitzenden Wolfes.

Sion's Memorial: Dieses Denkmal und Grabmal ist Sion gewidmet, einem noxischen Kriegshelden, der als der Mörder des demacianischen Königs Jarvan I. gefeiert wurde. Er wurde später verwendet, um die wiederauferstandene Form von Sion zu enthalten, bevor Swain es mit Hilfe der Schwarzen Rose geschafft hatte kontrolliere über ihn mit Jarvan IV.'s Blut zu erhalten. Der gegenwärtige Zustand dieses Denkmals ist unbekannt, ebenso wie die Zukunft. Zur Zeit steht es leer.




Ivory Ward District: Die Ivory Ward selbst ist eines der ältesten und wohlhabendsten Viertel in der noxischen Hauptstadt. Sein Marktplatz war das Zentrum eines ernsthaften Aufstandes nach dem Tod von Boram Darkwill.

Slums: Die Zersiedelung von Wohnungen, die jenseits der von den Kämpfen zerstörten Mauern der noxischen Hauptstadt errichtet wurden, wo viele Menschen in bitterster Armut und Tod leben, ist an der Tagesordnung. Tallymen von Kindred graben oft ihre Stäbe und nackten Körper aus den Armenhäusern.

Bel'Zhun: Coastal OutpostEine Reihe Häfen und Städte im nördlichen Shurima haben sich freiwillig dem Imperium angeschlossen. Die ursprünglichen Einwohner dieser Siedlungen leben in relativem Frieden mit ihren noxianischen Nachbarn, da sie im Gegenzug für den Tausch von Nahrungsmitteln und Handelsprivilegien militärischen Schutz vor Räubern erhalten.
Frühere Herrscher der Stadt waren Hagyos Valif und Hazir Ima'Sai. Sein derzeitiger Herrscher ist ein Noxian Steward, bekannt als Dorrik. Die beiden versuchen immer wieder einen großen Rebellenaufstand gegen den noxischen Herrscher zu erzeugen. Bekannt als die Suns von Bel'Zhun handeln sie häufig Waffen mit Medarda-Clan aus Piltover. Bel'Zhun's Hwatis Wolle sind zum Filzen und Isolieren geschätzt.
⇨ GO TO Bel'Zhun


Basilich: Port CityAn der Ostküste von Valoran liegt die Hafenstadt Basilich. Diese wurde vor einem Vierteljahrhundert in das Noxus-Imperium integriert, nachdem sich seine Ältesten dem damaligen Hauptmann Cyrus und seiner Armee unterwarfen. Heutzutage gehört Basilich zu den wenigen Städten, die versucht haben, aus dem Noxus-Besitz zu rebellieren. Zuletzt, als der Stadtverwalter Quilletta Varn ihren Glauben an das Imperium verlor und eine Revolution für die Unabhängigkeit auslöste. Für Beleidigungen wurde die Stadt von der Trifarischen Legion und ihrem Anführer Darius belagert, der ebenfalls als Waise auf den Straßen von Basilich aufwuchs. Die andauernde Rebellion endete, nachdem Quilletta ermordet und durch ihren zweiten Kommandanten, Invetia Varn, ersetzt wurde. Die Stadt ist bekannt für ihre Bilder aus Spinnweben.
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Bloodcliffs: Port CityErbaut in den Klippen in der Nähe einer Mündung. Bloodcliff ist Nachbarn mit der unsterblichen Bastion und Basilich an der Ostküste von Valoran. Der derzeitige Führer der Stadt ist Steward Hovri IV. Eine ihrer Haupthandelsquellen sind grobe Sorten, die für die Gründung von Rasenflächen und die Bodenfundamente verwendet werden, auf denen Gebäude errichtet werden.
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Delverhold: Iron FortressAuf den Ironspike Mountains im Norden von Valoran liegt die Festung Delverhold. Eine Herrschaft, die von dem Reichtum an Gold und Eisenerz profitiert, der unter den Bergen abgebaut wurde. Ursprünglich ein Königreich seiner eigenen Unabhängigkeit, das heißt bis das Reich von Noxus vor ein paar Jahrhunderten eingriff. Aus Angst vor der Vernichtung gab der Delverhold-König seine Autorität auf und schwor Loyalität gegenüber dem fremden Kaiser. Jetzt arbeiten seine Leute endlos, um Noxus mit Rüstungen und Waffen zu versorgen, die aus dem Eisen stammen, das sie besitzen.
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Drakkengate: Habor to Ionia An der Ostküste von Valoran liegt Drakkengate, geleitet von Steward Algor Nimchi. Seit der Draken-Kampagne unter der Führung von Kled hatte er die Kontrolle über Noxus. Zu den bekanntesten Handelsgütern zählen die feinen Schlammpackungen sowie beliebte Verfälschungsmittel, sowie Pfirsichschnecken, Perlmuttpulver, Nirpooti-Schalen, Freljördische Getreide-Milch, Honigfrucht-Samen und Ionische Silber-Trester.
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Fallgren: State IslandDie Inselstadt Fallgren befindet sich vor der Ostküste von Valoran und wird seit der Schlacht von Fallgren von Noxus kontrolliert, in der Kled zu einem entscheidenden Sieg führte. Zur Zeit wird die Stadt Steward Jeon regiert. Viele Rohre, die in Zaun verwendet wurden, wurden hier von Hedicila Elastica hergestellt.
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Glorft: Port CityGegründet an der Südküste von Valoran. Diese Stadt steht unter der Kontrolle von Noxus seit dem Angriff auf Glorft, angeführt von Kled.
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Ironwater:Peninsula CityDer Ort liegt am äußersten Ende einer Halbinsel im Südosten von Valoran, angrenzend an Grannit. Ironwater wird derzeit von Steward Arron regiert. Sein bekanntestes Handelsgut ist Rübenwein.
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Kilgrove:River CityIm Süden von Valoran, an der Mündung einer Flusses gelegen, ist Steward Dauvin derzeitiger Anführer. Davor war es Steward Thomark. Sein bekanntestes Handelsgut ist Kilgrovian Cloud Cheddar.
⇨ GO TO Kilgrove


Krexor:Bay CityÖstlich des Stadtstaates Piltover an der Spitze einer Bucht gelegen, ist Krexor eine unabhängige Siedlung, die von noxianisch ausgerichteten Nachbarn umgeben ist. Es wird von Steward Lisabetya (davor Liliann Ema Herrbel) regiert. Die Stadt ist bekannt für ihre Minotauren-Schmiede.
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Qualthala: River CityDer Ort liegt weiter landeinwärts von den südlichen Küsten von Valoran. Diese Stadt ist derzeit von Noxus kontrolliert seit der Belagerung von Qualthala, angeführt von Kled.
⇨ GO TO Qualthala


Rokrund: Habor CityDiese Ortschaft liegt auf der Rokrund-Ebene in den südlichen Regionen von Valoran und neben Qualthala. Rokrund wird derzeit von Steward Katye regiert. Sein bekanntestes Handelsgut ist das Gemüse, das als Napas bekannt ist.
⇨ GO TO Rokrund


Tereshni: Noxian OutpostEs befindet sich im nördlichen Teil von Shurima und wird derzeit von Noxus kontrolliert. Vorheriger Shuriman und aktueller noxischer Herrscher der Stadt ist Steward Ta'Fik. Das bekannteste Handelsgut der Stadt ist Shuriman Azirite (Blutglas), benannt nach dem heutigen Shurimankaiser Azir.
⇨ GO TO Tereshni


Trannit: Peninsula CityDiese Ortschaft liegt am äußersten Ende einer Halbinsel im Südosten von Valoran, in der Nähe von Ironwater. Trannit wird derzeit von Steward Eranolaj Smik regiert. Sein bekanntestes Handelsgut ist getrockneter Bolbo-Fisch, der zu einem Gericht verarbeitet werden kann, das als Boop Bolbo-Head-Suppe bekannt ist.
⇨ GO TO Trannit


Trevale: Noxian OutpostTrevale ist eine von vielen Regionen mit felsigen Hügeln und Hochebenen im Westen, nahe Demacia. Die Region ist besetzt mit verschiedenen Dörfern und Bauernhöfen, die versuchen, die raue Landschaft zu überleben. Heimatstadt von Riven, the Exile.
⇨ GO TO Trevale


Urzeris: Noxian OutpostGelegen an der Nordküste von Shurima, ist es derzeit vom Kaiserreich besetzt. Sein derzeitiger Herrscher ist Steward Vin. Sein bekanntestes Handelsgut ist das Urzeris-Salz.
⇨ GO TO Urzeris


Vindor: Stallion's CradleSie liegt südlich von Basilich und westlich der Fallgren-Inseln und wird derzeit von Steward Amenesce verwaltet. Die Stadt ist bekannt für ihre leichte Vindoran Pferderasse, die für die Wüste gezüchtet wurde. Die Noxian Dark Riders sollen nur Rassen aus diesem Gebiet reiten. Andere ähnliche Pferderassen, die hier gefunden werden, sind Destriers und Coursers.
⇨ GO TO Vindor


Weitere Orte: ⇨ GO TO Drekan, Drugne, Fae'lor, Iron Pinnacle, Khworez, Ruug, Stonewall

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Re: The World Runeterra

#11 written by Administrator on Thu Jul 26, 2018 1:26 pm
IoniaThe First Lands
Ionia is a land of unspoiled beauty and natural magic. Its inhabitants, living in scattered settlements across this massive island continent, are a spiritual people who seek to live in harmony and balance with the world. There are many orders and sects across Ionia, each following their own (often conflicting) paths and ideals. Self-sufficient and isolationist, Ionia has remained largely neutral in the wars that have ravaged Valoran over the centuries – until it was invaded by Noxus. This brutal conflict and occupation has forced Ionia to reassess its place in the world. How it reacts and the future path Ionia will follow is as yet undetermined, but will be of great importance to Runeterra.
⇨ GO TO Ionia


Governance: regional provinces
Attitude towards magic: harmonize
Level of technology: low
General environment: magical (varied)



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Re: The World Runeterra

#12 written by Administrator on Thu Jul 26, 2018 1:27 pm
PiltoverThriving Coastal City
Piltover is a thriving, progressive city whose power and influence is on the rise. It is Valoran’s cultural center, where art, craftsmanship, trade and innovation walk hand in hand. Its power comes not through military might, but the engines of commerce and forward thinking. Situated on the cliffs above the district of Zaun and overlooking the ocean, fleets of ships pass through its titanic sea-gates, bringing goods from all over the world. The wealth this generates has given rise to an unprecedented boom in the city’s growth. Piltover has - and still is - reinventing itself as a city where fortunes can be made and dreams can be lived . Burgeoning merchant clans fund development in the most incredible endeavors: grand artistic follies, esoteric hextech research, and architectural monuments to their power. With ever more inventors delving into the emergent lore of hextech, Piltover has become a lodestone for the most skilled craftsmen the world over.
⇨ GO TO Piltover


Governance: aristocratic oligarchy
Attitude towards magic: commodity
Level of technology: high
General environment: coastal metropolis



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Re: The World Runeterra

#13 written by Administrator on Thu Jul 26, 2018 1:28 pm
ZaunPolluted Undercity
Zaun is a large, undercity district, lying in the deep canyons and valleys threading Piltover. What light reaches below is filtered through fumes leaking from the tangles of corroded pipework and reflected from the stained glass of its industrial architecture. Zaun and Piltover were once united, but are now separate, yet symbiotic societies. Though it exists in perpetual smogged twilight, Zaun thrives, its people vibrant and its culture rich. Piltover’s wealth has allowed Zaun to develop in tandem; a dark mirror of the city above. Many of the goods coming to Piltover find their way into Zaun’s black markets, and hextech inventors who find the restrictions placed upon them in the city above too restrictive often find their dangerous researches welcomed in Zaun. Unfettered development of volatile technologies and reckless industry has rendered whole swathes of Zaun polluted and dangerous. Streams of toxic runoff stagnate in the city’s lower reaches, but even here people find a way to exist and prosper.
⇨ GO TO Zaun


Governance: industrial oligarchy
Attitude towards magic: exploit
Level of technology: high
General environment: urbanized (toxic)



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Re: The World Runeterra

#14 written by Administrator on Thu Jul 26, 2018 1:29 pm
ShurimaFallen Desert Empire
The empire of Shurima was once a thriving civilization that spanned a vast desert. After an era of growth and prosperity, the fall of its gleaming capital left the empire in ruins. Over millennia, tales of Shurima’s glorious city became myth and religion among the descendants of the scattered survivors.

Most of the nomadic inhabitants of Shurima search for basic sustenance in an unforgiving land. Some defend small outposts built around a few oases. Others hunt buried riches among the ruins of the fallen empire, or obtain mercenary work, taking coin for their deeds before disappearing back into the sands. Now, the tribes are stirred by whispers from the heart of the desert: the city of Shurima has risen again.
⇨ GO TO Shurima


Governance: divine empire
Attitude towards magic: covet
Level of technology: unknown
General environment: arid desert




CultureShurima is described as a place that had a thriving culture, not only a strong military and a powerful emperor. It had a sense of personal identity with art, music, literature, trade, magical technology and more.

Clothing: The general styles of clothing tend to differ depending on the era and social status. Regular lower class city dwellers tend to wear simple practical garments for the harsh desert lifestyle. The upper class city dwellers tend to wear loose flowing clothing with a lot of decorative gold jewelry on the feet, hands, head, or torso. Sun Disk symbols were and still are a prevalent motif in Shuriman clothing; common colors include gold, white, red, and emerald green.

Currency: While the nation takes and uses all kinds of currency from all corners of Runeterra, it also mints its own currency. The main currency of Shurima is called Securi.


People of ShurimaThere are numerous tribes scattered across the Shurima wastes, all of various notoriety. Some we only know by name include the Barbae tribe, Kthaon tribe, Laaji tribe, Nasaaj tribe, Yesheje tribe, Zagayah tribe, etc.

Scavengers: 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: 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. 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.

Raiders: 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 travellers into traps before killing them, taking their belongings, and (in very rare cases) eating them.

Shakkal: These nomadic raiders are known for their agility, using hardened bone-braces and polearms to vault towards their victims at terrifying speeds.




GovernmentShurima currently has no centralized government; most regions are controlled by local leaders due to the isolation of many settlements. While the Shuriman Empire reigned, all regions were governed by feudal lords who answered to the Emperor of Shurima in the capital. Omah Azir intends to reunify Shurima after his resurrection. His motivation to bring the golden light of Shurima to other nations as he truly believes that Shurima was the height of civilization, and could only continue to grow more wonderful. However, Xerath proclaimed himself Emperor as well, with Nerimazeth being his capital.


MilitaryShurima had a standing army before it fell. There were at least 10,000 elite warriors that guarded the emperor. When Azir returned he summoned a vast army at his command. The soldiers, though made in the image of their predecessors, are constructs of sand and are not sentient.


PoliticsNoxus: A number of otherwise independent ports and cities in northern Shurima have voluntarily assimilated into Noxus. The original inhabitants of these settlements live in relative peace, seeing Noxian trade taxes as a price worth paying for military protection from raiders. By hiring Shuriman scavengers for a pittance and selling the artifacts they found to the occupying Noxians, some unscrupulous merchants grew very rich, very fast.
Azir has now resurrected the ancient capital and has made his mission to revive the old Empire as well. Time will only tell as to what political relations Shurima and Noxus will have in this new political landscape.

Piltover: Shuriman, mostly northern coastal cities, often trade with Piltovers wealthy clans. Clan Medarda had trade connections across multiple political connections with Shuriman city rulers across the clans' history. Clan Ferros was the first Piltover clan to harvest brackern crystals for the creation of Hextech devices.

Zaun: During ancient times Zaun, or Kha'zhun, was an important trading port of the Empire. During the millennia and centuries after the Empires fall it slowly distanced itself politically and socially from the rest of Shurima. However, Zaunites still follow some of their old Shuriman beliefs such as the worship of Janna, an old wind spirit originating from Shurima.

Mount Targon: Since its inception Shurima has had deep political and social ties with both Mount Targon and celestial Targon itself. The knowledge of how to create the first Ascended, the blueprints on how to create the Sun Disc, and the means to revert ascension, was given by Targonians.

During the Darkin War, Targonian Aspects aided Shurimans in both defeating and imprisoning the warring darkin.


LocationsShurima is an arid territory that covers most of the southern continent, also called Shurima. Many men have gone mad beneath the glare of the Shuriman sun, the source of the power of the Ascended.. It is also the location of the newly resurrected Shuriman Empire, a vast civilization that bloomed millennia ago and is now rising again. A few of the cities on its northern coast are Noxian territory.

Shuriman Capital: City of the SunAn oasis in the desert, it fell to ruins after Azir's failed Ascension, but has risen again since the emperor was revived by Sivir's blood. In its prime, it was the center of Shuriman society. Because of its immense importance as the center of trade and culture of the empire, many cultural, educational centers and markets bringing goods from all over the Empire sprung up. It also housed special burial grounds for the most influential of its citizens, such as The Tomb of the Emperors. The city is divided by ringed districts and city levels. The city's wealthiest citizens lived in the top rings of the city, while middle and lower classes (with slaves) lived mostly in settlements built on the rocky cliff sides of the outer and lower rings. The Palace of Ten Thousand Pillars, Scholar's Palace, Temple of the Sun and Oasis of the Dawn are located at the center of the city. The most important road in the city was the Emperor’s Way. The city was built around the ancient Sun Disc that floats above The Circle of Ascension and the city itself. The city also had the most advanced irrigation system of its time, seemingly unsurpassed until recently. Floating gardens decorated with palms and other flora protected its many terraces from the burning sun.

The Great Sun Disc: Fashioned under the guidance of the Targonians, the great Sun Disc brought the favour of divine, celestial powers to Shurima. Once it was complete, it is said the waters of life flowed through the canyons surrounding the city, bringing life to the desert. For eons, the sun worshippers of Shurima owed their society's prosperity to the incredible power of the sun. Thanks to the prodigious disk that hovered above the capital city, ancient Shurimans could wield raw celestial magic to make their land more bountiful. The Sun Disc was the center of all Shuriman culture; it permeated every aspect, from religion to icons to dress and so on.

Circle of Ascension: Located at the very center of the city, above the Grand Temple, Oasis of the Dawn and the Imperial Place, The Circle of Ascension is the main focal point from which the privileged and accomplished harnessed the powers of the Sun Disc and became Ascended beings. It was also the epicenter of Ancient Shurima's destruction and its modern rise from the grave. The circle is accessible via the Stairs of Ascension and the Emperor’s Way.

Tomb of the Emperors: Deep in the capital city lies the Tomb of the Emperors. For the last millennium, it has acted as the makeshift prison of Xerath and Renekton. It is guarded by the statue of a huge serpent. When the tomb opened the serpent came to life, impaling  Cassiopeia on its fangs, its venom transforming her into a terrifying half-snake creature.

Oasis of the Dawn: Described as the Mother of Life, the oasis is located near The Tomb of the Emperors and was the city's main source of fresh water. The water is infused with unknown magical properties and has immense healing powers. It is said that any edge dipped into this pool will stay sharper and strike truer than any other sword. It had almost all dried up until the newly resurrected Azir brought a dying Sivir to what little remained. The waters' powers healed her fatal wounds. This act of selflessness from Azir made him worthy of Ascension, which ultimately revived his broken city.

The Emperor’s Way:

The Palace of Ten Thousand Pillars:

Temple of the Sun:


Nashramae: Port CityShuriman port famed for its silk, Sun Disc replica, and festival celebrating Rammus. The people of Nashramae are devoted to preserving the ways of the past, celebrating their ancestors and the Ascended. Much of the architecture of Nashramae withstood the great fall, but decades of exposure to the elements has weathered these ancient Shuriman structures. Though some younger inhabitants wish to tear down and rebuild, the elders feel this would be an insult to the heritage and bloodlines from which they came. The prize of the city is the ornate, non-magical, replica of the Sun Disc, built to honor Shurima's fallen and as a statement of hope that the sun might one day bless them again.

Nerimazeth: Burned Ruins of a Traitor In a time before the Sun Empire rose to prominence, the old city of Nerimazeth was the capital of Shurima. It was here that Sun Worshipers made the first iteration of a Sun Disc. Due to unspecified reasons, this was unsuccessful and the city became a vassal state enslaved to the rising Empire which had accomplished the Ascension ritual. It wasn't until Azir's death, that spurred surviving Ascended warriors to seek revenge for the collapse of their glorious empire. Enraged with spite the Ascended massacred Nerimazeth's inhabitants and burned the city that produced Xerath, the very slave who assassinated their emperor.

Zirima: Merchant CampMerchant camp where traders and explorers often gather before venturing into the Great Sai.

Marrowmark: Trader SettlementErected in the ribcage of some long-dead desert behemoth, it is said that anything under the sun can be found in the bazaars of Marrowmark… for the right price.

City of Gardens: Scorched RuinsThis once thriving, beautiful city was destroyed during the apocalyptic Rune Wars. It is said that the entire population was annihilated in one terrible night, the city utterly leveled… and all that remains now lies in ruin.

Zoantha Cascade: River of SandsThe 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.

Valley of the Song: Home of Raiders and ShakkalsThis remote pass takes its name from the disorienting whistling that results when the wind blows hard enough through the hollow rock structures. Many unwary travellers have found themselves at the mercy of the deafened marauders who prowl the valley by night.

Zuretta: City of a Hypocrite

Endless Plain: Burning SandsStretching out for hundreds of miles, the Endless Plain is a desolate wasteland that has claimed countless lives over the centuries. Few who attempt to cross it are ever seen again—if the relentless, burning heat and lack of water doesn’t kill them, the predators and savage raiders that emerge under the cover of darkness likely will.

Kalamanda: Home of the Brackern The closest city to the Crystal Scar, situated on the northwestern coast of Shurima. The city's primary exports are gold and sing-stones (or sun-stones).

The Great Sai: Shuriman Wastes The biggest desert in Shurima, which reaches from the west coast to the eastern border of the country and from the northern coast to the rivers which part the country.

Sai Khaleek: Harsh Desert The Sai is a harsh, southern desert defined by rolling plains of sand, sharp stones and eerie silence. Located between the edge of the jungles and the capital, it is, for the most part, completely uninhabited besides the Xer'Sai Voidborn and their queen Rek'Sai, who have claimed vast swaths of the desert. Traders and armed caravans will go hundreds of miles out of their way to avoid her territory, though cunning bandits have been known to lure the unwary into her killing grounds.
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Re: The World Runeterra

#15 written by Administrator on Thu Jul 26, 2018 1:30 pm
TargonSprawling Western Mountain
Mount Targon is the mightiest peak in Runeterra, a towering peak of sun-baked rock amid a range of summits unmatched in scale anywhere else in the world. Located far from civilization, Mount Targon is utterly remote and all but impossible to reach save by the most determined seeker. Many legends cling to Mount Targon, and, like any place of myth, it is a beacon to dreamers, madmen and questors of adventure. Some of these brave souls attempt to scale the impossible mountain, perhaps seeking wisdom or enlightenment, perhaps chasing glory or some soul-deep yearning to witness its summit. The ascent is all but impossible, and those hardy few who somehow survive to reach the top almost never speak of what they have seen. Some return with a haunted, empty look in their eyes, others changed beyond all recognition, imbued by an Aspect of unearthly, inhuman power with a destiny few mortals can comprehend.
⇨ GO TO Targon


Governance: tribal theocracy
Attitude towards magic: aspire
Level of technology: low
General environment: harsh mountain



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Re: The World Runeterra

#16 written by Administrator on Thu Jul 26, 2018 1:31 pm
IxtalPerilous Eastern Jungles
Renowned for its mastery of elemental magic, Ixtal was one of the first independent nations to join the Shuriman empire. In truth, Ixtali culture is much older—part of the great westward diaspora that gave rise to civilizations including the Buhru, magnificent Helia, and the ascetics of Targon—and it is likely they played a significant role in the creation of the first Ascended.

But the mages of Ixtal survived the Void, and later the Darkin, by distancing themselves from their neighbors, drawing the wilderness around them like a shield. While much had already been lost, they were committed to the preservation of what little remained…

Now, secluded deep in the jungle for thousands of years, the sophisticated arcology-city of Ixaocan remains mostly free of outside influence. Having witnessed from afar the ruination of the Blessed Isles and the Rune Wars that followed, the Ixtali view all the other factions of Runeterra as upstarts and pretenders, and use their powerful magic to keep any intruders at bay.
⇨ GO TO Ixtal


Governance: magical autocracy
Attitude towards magic: control
Level of technology: unkown (alchemical)
General environment: tropical rainforest



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Re: The World Runeterra

#17 written by Administrator on Thu Jul 26, 2018 1:32 pm
BilgewaterLawless Port City
Nestled away in the Blue Flame Isles archipelago, Bilgewater is a port city like no other—home to serpent-hunters, dock gangs, and smugglers from across the known world. Here, fortunes are made and ambitions shattered in the blink of an eye. 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. Even so, with each new dawn, careless travellers can always be found floating in the harbor, their purses empty and their throats slit...

While incredibly dangerous, Bilgewater is ripe with opportunity, free from the shackles of formal government and trade regulation. If you have the coin, almost anything can be purchased here, from outlawed hextech to the favor of local crime lords.
⇨ GO TO Bilgewater


Governance: gang syndicates
Attitude towards magic: employ
Level of technology: medium
General environment: tropical archipelago



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PoliticsFreljord:

Noxus:

Ionia:

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Shadow Isle:

Bandle City:


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Re: The World Runeterra

#18 written by Administrator on Thu Jul 26, 2018 2:30 pm
Shadow IslesLands Shrouded by the Black Mist
The land now known as the Shadow Isles was once a beautiful realm, but it was shattered by a magical cataclysm. Black Mist permanently shrouds the isles and the land itself is tainted, corrupted by malevolent sorcery. Living beings that stand upon the Shadow Isles slowly have their life-force leeched from them, which, in turn, draws the insatiable, predatory spirits of the dead. Those who perish within the Black Mist are condemned to haunt this melancholy land for eternity. Worse, the power of the Shadow Isles is waxing stronger with every passing year, allowing the shades of undeath to extend their range and reap souls all across Runeterra.
⇨ GO TO Shadow Isles


Governance: none
Attitude towards magic: suffer
Level of technology: low
General environment: cursed archipelago



Characters from the Shadow Isle are currently not playable.



The Blessed Isles


Denizens of the Shadow Isles & The Black MistThe 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.


Politics The HorrowingAt times, the Black Mist reaches across the seas — and the spirits of the dead go with it. The harrowing strikes most frequently in Bilgewater. Those slain by the spirits during the Harrowing are damned, their souls dragged back to the Shadow Isles when the Black Mist retreats.

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.

Bilgewater: Bilgewater of the Blue Flame Isles is closer to the Shadow Isles than anywhere else, and the first to be enveloped by the yearly Harrowing.

Ixtal: Ixtali culture is part of a older great westward diaspora that gave the rise of civilizations such as the magnificent Helia of the Blessed Isles. No further substantial contact between each nations was re-established after the Ruination of the Isles.
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Re: The World Runeterra

#19 written by Administrator on Thu Jul 26, 2018 2:31 pm
The Void (Icathia)The Unknowable Nothingness
Screaming into existence with the birth of the universe, the Void is a manifestation of the unknowable nothingness that lies beyond. It is a force of insatiable hunger, waiting through the eons until its masters, the mysterious Watchers, mark the final time of undoing.

To be a mortal touched by this power is to suffer an agonizing glimpse of eternal unreality, enough to shatter even the strongest mind. Denizens of the Void realm itself are construct-creatures, often of only limited sentience, but tasked with a singular purpose—to usher in total oblivion across Runeterra.

Governance: none
Attitude towards magic: devour
Level of technology: unknown
General environment: unknown



Characters from The Void are currently not playable.


Where Icathia once stoodA rebellious vassal-state of ancient Shurima, Icathia is now a barren and forbidding wasteland. And yet, amid the ruins, unspeakable horrors of the Void are beginning to stir once more...

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.


Environment of the VoidOver 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 unchanged.


Locations: Void RiftsIn 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.

Icathia: The RuptureA 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…
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.

Shurima: Sai KhaleekAfter the fall of Icathia, Voidborn spread all across Shurima. Despite the sealing of The Rupture, countless smaller Void Rifts opened across the deserts of Shurima, most near Icathia itself. To this day the land is still littered with underground Void corrupted caves and tunnels. Below those, Malzahar the Prophet is opening even more Void rifts across Shurima, the opening of such rifts are said to cause powerful quakes opening up the bedrock of Shurima in new fault lines hundreds of miles long. They corrupt the underground of Shurima in the same way as the rifts mentioned above. Rek'Sai is building a Void rift in Sai'Kahleek.

Freljord: Howling AbyssOnly a few Void Rifts have ever sprung up in the Freljord, most at the time of Watchers first interactions with Runeterra. After their imprisonment, only a few areas remained Void corrupted. The Frostguard watch over the Watchers' prison. The Howling Abyss serves as the massive chasm prison of the Watchers. There are numerous bridges spanning the abyss, such as the Bridge of Sorrows, Bridge of Shadow, and Bridge of the Lost. At its lower ends True Ice and its variants, Dark Ice can be found. The Howling Abyss was the location of the last battle that sealed the Watchers several millennia ago.
Located deep below the Howling Abyss, it was constructed by the Yeti and serves as the protective barrier that seals the Watchers. Every year, several Frostguard climbs down its icy walls to get to the Hall of the Nine in order to inspect the barriers state.

Oceans: Marai TerritoryLong ago, the Marai discovered a rift in the depths. The rift bore horrible, creeping darkness which sought to exterminate all forms of life. The Marai were protected from the creatures coming from the rift by the Moonstone, a glowing rock said to be infused with celestial magic from the heavens, such stone was given to the Marai by a luminous wanderer from Targon's peak. In exchange for the moonstone, the wanderer asked for an Abyssal Pearl to protect her own tribe. The light of the Moonstone at the center of the Marai village made the Voidborn withdraw from the village, but every hundred years or so, the moonstone’s light begins to dim. At that moment, the tribe chooses their fiercest warrior and bestows upon them the title of Tidecaller, who must plunge into the icy darkness of the rift, survive the horrors within and retrieve an abyssal pearl. If successful, the Tidecaller rises to shore where a luminous wanderer from Targon’s peak awaits with a moonstone to trade for the pearl. This ritual has been keeping the Voidborn contained, but now that Nami, the most recent Tidecaller, wasn't able to find the Targonian wanderer, the fate of the Marai and the horrors in the depths remain unknown...
Numerous Void Rifts have sprung up in the depths of the Oceans and Seas of Runeterra.
Administrator
Administrator
Baron Nashor
The World Runeterra Honor_level_5mikktThe World Runeterra 768jea

Posts : 156
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Information
Race: Admin
Origin: Runeterra
Abilities: Banhammer
Baron Nashor

Re: The World Runeterra

#181 written by Administrator on Tue Jun 11, 2019 2:05 pm
Bandle CityMythical Land of Curious Enchantment
Opinions differ as to where exactly the home of the yordles is to be found, though a handful of mortals claim to have traveled unseen pathways to a land of curious enchantment beyond the material realm. They tell of a place of unfettered magic, where the foolhardy can be led astray by myriad wonders and end up lost in a dream, never to return at all…

In Bandle City, it is said that every sensation is heightened for non-yordles. Colors are brighter. Food and drink intoxicates the senses for years and, once tasted, will never be forgotten. The sunlight is eternally golden, the waters crystal clear, and every harvest brings a fruitful bounty. Perhaps some of these claims are true, or maybe none—for no two taletellers ever seem to agree on what they actually saw.

Only one thing is known for certain, and that is the timeless quality of Bandle City and its inhabitants. This might explain why those mortals who find their way back often appear to have aged tremendously, while many more never return at all.
⇨ GO TO Bandle City


Governance: none
Attitude towards magic: play
Level of technology: unknown
General environment: unknown


Portals
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. Certain portals can only be opened with a series of specific gestures, often defined by peculiar symbols inscribed nearby.
Some portals open to a deep cavern, when the low tide reveals a pattern of runic circles, filling the indentations with sea water.
Certain portals can only be opened with a series of specific gestures, often defined by peculiar symbols inscribed nearby.


Characters from Bandle City are currently not playable.
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Re: The World Runeterra

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