The World Runeterra
#6 written by Administrator Do Jul 26, 2018 11:28 am
Runeterra is a magical world divided into several landmasses. A larger continent, where the countries :freljord:
Dimensional portals allow entering this magical world from outside. Known dimensions are the Spirit Realm, containing :bandle:
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.
⇨ GO TO RUNETERRA (INTERACTIVE MAP)
Re: The World Runeterra
#7 written by Administrator Do Jul 26, 2018 12:21 pm
The Freljord is a harsh and unforgiving place—where the people are born warriors, who must persevere against all odds.
Proud and fiercely independent, the tribes of the Freljord are often considered wild, rugged, and “uncivilized” by their neighbors across Valoran, who do not know the ancient traditions that shaped them. Many thousands of years ago, the alliance between the sisters Avarosa, Serylda, and Lissandra was shattered in a war that unknowingly threatened all of Runeterra, plunging the northern lands into chaos, and near-constant winter. Now, only those truly exceptional mortals who seem immune to the ravages of fire or ice seem destined, or able, to lead.
Despite the best efforts of the Frostguard, myths and legends still endure of the old gods, the enigmatic yetis, and restless spirit walker shamans. The raiders of the Winter’s Claw range further with each passing year, harrying the borders of Demacia to the south, and the frontiers of Noxus to the east. Finally, seeking a more peaceful future, the fractious independent tribes and clans have begun to offer their allegiance to Ashe, young queen of the Avarosans.
Even so, the portents are grim. War is surely returning to the Freljord, and none can hope to escape it.
⇨ GO TO Freljord
Governance: tribal matriarchy
Attitude towards magic: venerate
Level of technology: low
General environment: icy trundra
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 materials.
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.
Tools: 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.
True Ice: True Ice is a natural phenomenon that exists only in the coldest depths of the Freljord. A magical matter so cold it can never melt under normal circumstances. Melting of true ice is extremely rare without powerful fire magic. True ice can be, cut, shaped and sculpted-- but not easily and few have the skills and tools to do the work anymore. Master smiths, those few men that are favored by Ornn, have managed to craft this strange substance into powerful weapons and armor. Only Iceborn warriors can stand its freezing touch, and may wield it in battle. It serves as a powerful multiplier for their power. Non-Iceborn may die from the contact with True Ice.
Dark Ice: The malevolent power of the Watchers and the abyssal realm from which they come has seeped into the True Ice around them, resulting in the creation of Dark Ice. Inky-veined and heavy with elemental power, for the average Freljordians it is known to have better healing and regeneration powers. A person wielding it can even give warmbloods around them better stamina and strength, closer to that of an Iceborn. Though foul beyond mortal description, the ice carries great cultural value for those who know its origin.
Wyrdin Stones: Type of burial ground made by ancient Iceborn of the Freljord. Numerous wyrdin burial grounds are scattered across the land, one of which is located near the Howling Abyss at the sight of an ancient battle where numerous Iceborn lost their lives protecting the world from an all-devouring evil.
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, spiritwalkers, 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 southbound).
- Tribes:
- 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 spiritwalkers, 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.
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.
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.
Ionia: Freljord an Ionia have connections dating back to Ivern the Cruel who stumbled on the westerns shores of Ionia in search of power to defeat the Three Sisters. During the Noxian invasion of Ionia, people like Udyr aided the Ionians of Hirana and Shojin. Both regions have frequent enough trade for characters like Taliyah to be able to travel to Freljord from the Ionian islands.
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.
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.
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.
- More Locations:
- 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.
Re: The World Runeterra
#8 written by Administrator Do Jul 26, 2018 12:22 pm
A strong, lawful kingdom with a prestigious military history, Demacia’s people have always valued the ideals of justice, honor, and duty most highly, and are fiercely proud of their cultural heritage. But in spite of these lofty principles, this largely self-sufficient nation has grown more insular and isolationist in recent centuries.
Now, Demacia is a kingdom in turmoil.
The capital, the Great City of Demacia, was founded as a refuge from sorcery after the nightmare of the Rune Wars, and built upon the riddle of petricite—a peculiar white stone that dampens magical energy. It is from here that the royal family has long seen to the defense of the outlying towns and villages, farmland, forests, and mountains rich with mineral resources.
However, following the sudden death of King Jarvan III, the other noble families have not yet approved the succession of his sole heir, young Prince Jarvan, to the throne.
Those who dwell beyond the heavily guarded borders are increasingly viewed with suspicion, and many former allies have begun to look elsewhere for protection, in these uncertain times. Some dare to whisper that the golden age of Demacia has passed, and unless its people are willing to adapt to a changing world—something many believe they are simply incapable of doing—the kingdom’s decline may be inevitable.
And all the petricite in the land will not protect Demacia from itself.
⇨ GO TO Demacia
Governance: feudal monarchy
Attitude towards magic: deny
Level of technologie: medium
General environment: fertile countryside
Crime in any form is harshly punished: there are no misdemeanors within Demacia. Some detractors of Demacia (who criticize far from the reaches of the nation) claim this as proof of its inherent hypocrisy. Demacians counter this argument by pointing out that their justice system incorporates benevolence and mitigation into its verdicts. No one is punished without fair and just consideration of the circumstances involved. While others may continue to criticize the harshness of Demacian law, the Demacians stand by their convictions.
Architecture: Demacian architecture is inspired by the Winged Sisters, mainly by The Protector, and is defined by its simplistic and yet elegant design. Buildings have vast courtyards, with lavished gardens and masonry. Other wealthier buildings have massive interiors, with sculptures seemingly part of the building's foundation. Large petricite living trees are cut down, mixed with limestone to create a strong construction material. Most buildings are reinforced by petricite. The magic-nullifying substance is used as a tool while strengthening the structure, is primarily used to ward off any magic from the area where the building is located in.
Winged Protection: Wings and feathers are almost as common in Demacian art and architecture as swords and shields. While they recall the aspirational ideals of freedom and transcendence, they also highlight the kingdom's connections to the Silverwing raptors, some of the most impressive hunters found anywhere in Valoran.
Clothing: Demacian clothing uses the nations iconic blue, white and gold colours. Mostly inspired by The Protector and its simplistic, elegant, and conservative architecture and the smoothness of petricite.
Demacian armor and weapons are made out of Demacian steel, sometimes referred to as silver steel or rune-steel. This perfected alloy of steel is highly regarded across Runeterra. It is rumored that Demacian armorers quench the metal with petricite in blessed waters, to offer protection from magic in battle.
Sunsteel: Metal from which Jarvan IV's armor and Garen's sword are made.
Bluesteel: Metal from which Garen's armor is made.
Mageseeker Masks: Mageseekers wear half masks in order to signify they are acting under official capacity on behalf of the throne of Demacia and not under their normal social or military roles. However they are not ashamed of what they must do in order to keep Demacia safe from unchecked magic so they have no reason to conceal their identities.
Precious Gems: Some primal elemental magic made its way into early Demacian hands in the form of precious gems. These were fashioned into jewelry such as pendants brooches and even crowns.
Tools: The design ethos of Demacia is elegant, yet minimalist and austere. Its weapons, just like its armor, are not overly ornate. In the past, objects of warding or focus for magical power were often disguised in various ways, to avoid the attention of the Mageseekers. In time, the true purpose of these objects may even have been forgotten, since they were handed down as innocuous family heirlooms, such as canes, staves, or scepters.
Petricite: A magic-absorbing material used in the Demacian military, it is also utilized in architecture and tools for its white, elegant appearance. The early settlers of Demacia encountered petrified forests that could absorb magic. Combining lime, ash and the fossilized bark from ancient trees, they created a resistant material called Petricite. With this innovation, the white walls of Demacia were established and eventually a mobile petricite colossus named Galio. However, Petricite is not indestructible and is not infallible. When magic is not nullified properly by the stone it can cause it to flake and torque in unnatural shapes. The magic absorbed by Petricite can lay dormant for years, and was recently used by Sylas during his revolt. The Mageseekers use a Petricite elixir to quell tremendous magic in its mid-risk prisoners.
Tellstones: A variant of Tellstones called "King's Gambit" is played in Demacia Crest icon Demacia. It is named after a Demacian King Santon the Great. King Santon of Demacia avoided civil war with a game of Tellstones, saving thousands of lives. Despite the game's popularity across Runeterra, no one seems to know where Tellstones originated. There is a variant of Tellstones played by the Dauntless Vanguard Crest icon Dauntless Vanguard and they use it to settle disputes within the ranks.
Literature: A few known books from Demacia.
Canticle of the Winged Sisters: The Canticle is an epic poem retelling the story of the winged sisters Kayle and Morgana. The original scripture is held in the Crownguard family library in High Silvermere.
Manuscript of Durand: The ancient manuscript of Durand stores the collective work of one of Demacia's most respected engineers and crafters. It has detailed blueprints on how to create numerous Petricite infused tools, objects, and buildings, as well as sketches of animals and demons such as Raum, a demon of secrets.
Mageseeker Handbook: The Mageseeker handbook is the main guide that all mageseekers must abide by. Some of the text inside the book goes as followed:
"Long ago, the wild magicks of the Rune Wars brought all Runeterra to its knees. Thus, our order was created to protect our kingdom by ridding it of magic, whether abroad or within."
"Arcane items have undeniable intrigue. But these objects of power are best left to the capable hands of our experts, and away from the well-meaning ignorance of our citizens."
"Your petricite Graymark is your primary safeguard against magic, a symbol of our responsibilities, and a reminder to others of our authority. Honor it above all else."
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:"Arcane items have undeniable intrigue. But these objects of power are best left to the capable hands of our experts, and away from the well-meaning ignorance of our citizens."
"Your petricite Graymark is your primary safeguard against magic, a symbol of our responsibilities, and a reminder to others of our authority. Honor it above all else."
"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.”
"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.”
The nation hides an ever-growing mage population by removing magical individuals from public society. Those discovered with the "affliction of magic" are either expelled from Demacia, turned to the Kingdom’s Mageseekers, or the Illuminators, secret orders tasked with guarding Demacia of magic. The unfortunate ones such as rebel mages are placed in secured Petricite prisons specially designed to nullify the magical abilities of its prisoners. Some mages were able to break out from prison after realizing Petricites true capabilities such as Sylas of Dregbourne. These rebels have started a Mage Revolution to topple the tyrannical anti-mage government. Due to stricter actions against even the least magically gifted, many families and communities have also risen up against the nations archaic laws and regulations.
Noble Houses: As 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.
- List of Royalty:
- 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.
Buvelle: A family known for their patronage of the musical arts.
Since the rule of Jarvan I, there has not been an attempted coup or rebellion of any kind in Demacia. That changed when a mage known as Sylas of Dregbourne started his revolution right after his prison escape which may have led to the death of Jarvan III. The current and only person next in line for the throne is Jarvan IV, soon to be King Jarvan Lightshield the Fourth.
- Members of the High Council:
- Tianna Crownguard - High Marshall
? Crownguard - Head Mageseeker
...
Magistrates: Numerous territories controlled by the Kingdom are known as the Protectorates, each governed by a local Magistrate.
- List of Magistrates:
- Giselle - Magistrate of Fossbarrow; her sone was saved from Nocturnes possession by Garen and Lux
Demacia's army is often outnumbered, but is arguably the most elite, well-trained army in Runeterra. The resolve of Demacia's military is alternately celebrated or despised, but always respected. Their "zero tolerance" moral code is strictly upheld by civilians and soldiers alike. In combat, this means Demacian troops may not make excuses, flee, or surrender by example. Thousands of great heroes have risen and fallen on the bloody battlefields between Demacia and its preeminent rival, Noxus.
The smallest formation of Demacian soldiers is called a Shield. The warriors in each Shield are armed and armored almost identically. Battalions are composed of differently armed companies of Shields, and will often have units of specialists seconded to their command element, such as scouts, raptor riders, or duelists. The most prestigious battalion is undoubtedly the Dauntless Vanguard. At full strength, it numbers over the two thousand soldiers. Currently, it is led by Garen, nephew of the High Marshal Tianna Crownguard.
Crown of Stone: The Crown of Stone is a ceremony that demands a dishonored soldier ascend Mount Targon. Known to all as a death sentence, few mortals have survived the climb. It was traditionally used by the dishonored to simply flee Demacia and make a new life in exile.
- Ranks:
- High Marshal: Highest known rank bellow the ruling King.
General: A leader of an army.
Commander: A person in authority over a body of troops or a military operation.
Sword-Captain: A person in command of a group of elite troops. Sometimes used interchangeably with Captain on land.
Officer: A higher-ranked member of the military.
Shield-Sergeant: A rank of non-commissioned officer. Sometimes used interchangeably with Sergeant.
Proctor-Corporal: A ranked member of the military. Sometimes used interchangeably with Corporal.
Drill-Master: A title given to main drill instructors for future soldiers.
Soldier: Regular infantry of the military.
War-Chef: A military chef in charge of feeding armies.
Navy: Demacian collection of warships and trade ships.
Admiral: Leader of a naval fleet.
Captain: A person in command of a ship.
Seneschal: Title of a personal bodyguard and advisor to the royal family.
Guard-Captain: A person in charge of a Guard group.
Guard: Enforcers or guardians of a city, town, village, place, or individuals.
Ranger-Knight: An elite title given to rangers.
Raptor-Knight: An elite title given to knights trained to ride Silverwinged Raptors.
Knight: A person awarded a non-hereditary title by the sovereign in recognition of merit or service.
Senior Adept: A title given to senior lord seeker members of the Mageseeker order.
Adept: A title given to members of the Mageseeker order.
Radiant: A title given to members of the Illuminator order.
Dauntless Vanguard: The Dauntless Vanguard are an elite order of warriors tasked in tackling the most dangerous missions in Demacia as well as beyond. Each of their members are one of the most well-trained soldiers in the Kingdom, being adept with numerous weapons as well as having a wide knowledge of battle tactics and warfare. Garen Crownguard is the current leader of the Dauntless Vanguard (previously it was his aunt, Tianna Crownguard) is also tasked at protecting the future King of Demacia, Prince Jarvan IV Lightshield.
Demacian Raptors: Rrare 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 title of a Raptor-Knight comes with great honor.
Demacian Elite Guard: A Branch of the military specifically tasked at protecting the royal ruling family such as the King and its heir.
Demacian Rangers: Demacian Rangers are the special branch of the Demacian military tasked in scouting enemy territory, as well as hunting and capturing criminals and murderers. Rangers also swear an oath to protect the Demacian wilderness they patrol, and all who seek shelter within it. Most rangers have an animal partner that aids them with their work. To see the rangers of Demacia in battle is inspiring. They fight as one, human and animal, side by side, fiercely determined and utterly inseparable.
Mageseekers: The Mageseekers are an order whose primary task is to locate and secure any magical individual in the country. They are also tasked at accompanying any envoys outside of Demacia who are known to have magical abilities during their stay in the kingdom. If "magical affliction" is noticed in children, they would be taken away from their families and ether locked up or given the opportunity to work as Mageseekers themselves. Sylas was once a Mageseeker, being convinced by his parents to give himself up to the order. His magical talents were proven useful in tracking down and securing numerous mages until the young mage eventually rebelled against the order and decided to protect and fight for his fellow mages. Currently, the Mageseekers are also tasked at rounding up or killing any rebel mage as well as apprehending their leader Sylas. The Mageseekers wear half masks to signify they are working in an official capacity on behalf of the throne but are not ashamed of keeping Demacia safe from unchecked magic thus they have no reason to fully conceal their identities. The Mageseekers would prefer mages to renounce magic, so Demacia can still benefit from their talents but those who are recalcitrant and ignorant to the danger they can pose will still be persecuted.
Illuminators: The Illuminators are a charitable religious order of Demacia working to help the sick and the poor. The Illuminators have been secretly recruiting people with magical abilities and helping them conceal their abilities from the public. Luxanna Crownguard became a volunteer in the ranks of the Illuminators, aiding people in need, even prisoners such as Sylas before his escape.
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.
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.
- More Locations:
- Edessa: 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: The second of four clustered villages, and the second stop on the way from Demacia City to High Silvermere.
Lissus: The third of four clustered villages, and the third stop on the way from Demacia City to High Silvermere.
Velorus: The closest of four clustered towns to High Silvermere.
Fossbarrow: 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: 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: 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: 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.
Dawnhold: Dawnhold is a coastal fortified settlement on the western peninsula of Westerley. At the Battle of Dawnhold, Freljordian sea-wolf fleet was defeated by Knight Varya of the Dauntless Vanguard Crest icon Dauntless Vanguard. She set their ships ablaze and even wounded nigh unto death, cut down their berserk leader. Rodion, her twin brother, had sailed north to Frostheld and burned the Freljordian harbor city to the ground, so that no others would dare sail south to wreak havoc again.
Ehrenmount: A coastal settlement of Demacia. It houses a training camp and arena where future duelists and soldiers such as those that wish to join the Dauntless Vanguard go to learn and hone their skills.
Terbisia: A riverside settlement located in Lower Demacia of southern Demacia, south of the Greenfang Mountains. It was badly destroyed after an earthquake. Lux and the Illuminators came to give aid to the devastated city.
Evenmoor: A mountain settlement, it was the sight of the Battle of Evenmoor where Jarvan IV lead the Demacian forces against the force known as the Argoth.
Vaskasia: A group of coastal settlements known for their timber industry. Located next to a coastal forest just south of the Capita named Cloudwoods. Cloudwoods is made out of thick, towering evergreen redbarks that form an imposing skyline south of the Great City. It is an ideal place to hide from any search parties, and a good foraging ground.
Cloudfield: A settlement located in eastern Demacia, south of the Greenfang Mountains. Hometown of Cithria.
Meltridge: A settlement located in the eastern part of Demacia. Meltridge was the peaceful settlement before the Mage rebellion. While ignored due to their small amount of magic, the rebellion prompted the Mageseekers to gather all the inhabitants of Meltridge with even a shred of magic within them. This has almost lead to a civil unrest against the Demacian military and Mageseekers.
Re: The World Runeterra
#9 written by Administrator Do Jul 26, 2018 12:23 pm
Noxus is a powerful empire with a fearsome reputation. To those beyond its borders, it is brutal, expansionist, and threatening, yet those who look past its warlike exterior see an unusually inclusive society, where the strengths and talents of its people are respected and cultivated.
The Noxii were once fierce barbarian tribes, until they stormed the ancient city that now lies at the heart of their domain. Under threat from all sides, they aggressively took the fight to their enemies, pushing their borders outward with each passing year. This struggle for survival has made modern Noxians a deeply proud people who value strength above all—though that strength can manifest in many different forms.
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. Those who are able to wield magic are held in particularly high esteem, and are actively sought out in order that their special talents may be honed and best harnessed for the benefit of the empire.
But in spite of this meritocratic ideal, the old noble houses still wield considerable power… and some fear that the greatest threat to Noxus comes not from its enemies, but from within.
⇨ GO TO Noxus
Governance: expansionist empire
Attitude towards magic: weaponize
Level of technology: medium
General environment: inhospitable steppes
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.
Architecture: Noxian cities are characterized by imposing structures, claustrophobic streets, crenellated buildings, steep-sloped walls, and immense gateways. They 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 humble home is built like a fortress.
Almshouse: They are dwellings built originally by the Tallymen for poor people to live in.
Berms: A berm is a war fortication used by warmasons, an artificial earthen ridge built as a defense against artillery fire.
Catacombs: Catacombs are underground passageways beneath Noxus. They may or may not be meeting locations for the Black Rose.
Crenellated Roofs: Indented battlements of roofs that overhang the lower floors, used for shooting arrows or firing missiles through. They are part of the reason why most Noxian-built homes and buildings are highly defensible.
Noxtoraa: Whether a city is taken by force or willingly swears fealty to Noxus, its warmasons immediately set to work in stamping the empire’s authority upon the newly acquired territory. Gateways of dark stone quarried from the mountains surrounding the capital are raised on every road leading to the city. Known throughout Valoran as Noxtoraa (gateway to Noxus in Ur-Nox), these towering structures leave approaching travellers in no doubt as to who holds the reins of power.
Clothing: Noxian clothing is brutalist as its architecture. Function is more important than form, With sharp simplistic lines and angles, the most common colours are grey, red, and black. Nobles would have more lavish outfits, while warriors would wear simple clothing easily worn under armor.
Dark Steel: is made from Ironspike mountain ore, used in the forging of armor. All the best plate in Noxus is made from dark steel.
Livery: Livery is a uniform, or insignia adorning, denoting a the status/rank of an individual and what group they are associated with.
Tools: 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.
Black-Powder: 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.
Calendar: With territories spread across Runeterra, the empire of Noxus has united and assimilated countless smaller nations over the course of centuries. Aside from its obvious military strength and stable, central governance, Noxus takes great pride in "bringing the calendar" to every corner of the globe. But to be Noxian is to subscribe to their notion of world's history, which begins long before the Rune Wars that gave rise to the empire. Since many historical records were lost in those dark times, the precise details of anything earlier are likely based on conjecture, or popular myth. → READ THE CALENDAR
Magic: 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.
Noxian Weaponry: Swords, axes, heavy axe-headed halberds, spears, daggers, war hammers, gauntlets, bows, glaives crossbows, shields and armor in vast quantities for distribution to the warhosts.
Technology: Noxus developed some decent technology, primarily in the sector of military and war.
Ballista: The ballista is a type of catapult-crossbow used to fire large spears.
Citybreaker: A massive siege weapon that's able to fling large boulders at or across city walls. Its spiked wheels and front cutters enable this vehicle to traverse most terrains. It also doubles as a mobile tank, its metal armor protecting the drivers inside.
The Leviathan: The personal flagship of Jericho Swain, the Leviathan is brilliant example of Noxian engineering. As large as a small settlement, it is able to transport an entire army of soldiers and siege weapons. Powered by the same coal furnaces Citybreakers are designed with, The Leviathan is one of the fastest ships on Runeterra. The ships thick metal hull protects it from most enemy weaponry while also displaying Noxian brutalist design aesthetics. It is currently unknown if the Leviathan is in control of Noxus again, as it was previously taken over by Gangplank and his pirate crew.
War-Barques: Large, heavily armored, animal-drawn war vehicle, usually pulled by a basilisk.
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.
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.
Noble Houses: These noble houses have existed since the first walls were raised around Noxus, and lead lives of privilege as they play a key role in politics. They believed that their proud heritage was the nation’s greatest strength, but many hungered for greater influence, plotting against Boram Darkwill with a secret cabal united by nothing more than the symbol of a black rose. Old noble families still wield considerable power at the heart of the empire.
- List of Royalty:
- Darkwill: Former rulling house of Noxus, before Jericho's coup and the installing of The Trifarix. Known members are Boram and Keiran.
Granth: A house that remained loyal to Darkwill during the revolution, it's most notorious members were stripped of their possessions and two of it's members were later killed in attempts of revenge, one of those attempts being linked to LeBlanc's schemings.
DuCouteau: A house of assassins and spies. Its previous patron was instrumental in establishing The Trifarix while its matron was a member of The Black Rose. Known members are Katarina and Cassiopeia, as well as their parents Soreana and Marcus.
Swain: The noble house largely instrumental for establishing The Trifarix.
Tewain: The noble house responsible for gaining favor of numerous Minotaur clans before claiming Basilich. Its matron was killed by Alistar OriginalSquare Alistar, who rejected the alliance.
Kythera & Zaaven: Two houses that merged with a carefully planned marriage by Elise, its current matron.
The Black Rose: The Black Rose, led by LeBlanc, is what remains of a secret cabal that has existed far longer than Noxus itself. Initiates of the Black Rose have schemed from the shadows for centuries, looking to gain power in any way they can, drawing the rich and powerful - mages, nobles, and politicians alike - to their ranks.
They dabble in the darker powers of magic, manipulation, assassination and deception and share hidden knowledge and secrets, in order to grow their areas of influence and power.Areas within the Black Rose’s domain are discreetly marked by their sigil, etched onto shadowed archways.
Only an elite few learn the “origins” of their matron, though many have uncovered legends of a pale sorceress who aided the broken barbarian tribes, in their struggle against the infamous Iron Revenant.
The Black Rose exists now to further the clandestine interests of those who can wield magic — with its rank-and-file composed of mundane nobles, drawn to rumors of miracles, kept in thrall and ruthlessly exploited. Even the most powerful military commander could only ever serve the cult’s true masters, as they fight one another for influence in games of intrigue and conquest, both in the Noxian capital and beyond its borders.
Crimson Circle: Under Vladimir’s tutelage, the art of hemomancy has found a place in the military of Noxus, and among scions of the old aristocracy. Among these diverse practitioners is the Crimson Circle, a youthful cult dedicated as much to Vladimir’s personality as to blood magic itself.
Headsman: To be a Headsman is a great honor. Headsmen are arbiters tasked with the sworn duty to maintain a strong security within their homeland. They are usually chosen by the leader of Noxus and receive direct orders to seek out internal and foreign threats to the empire, where they have free reign to conduct public executions upon those they deem fallible, treating weakness like a blight upon the nation. None was more dreaded than the extremest, Urgot - until his downfall.
Tallymen: An order dedicated to taking care of the sick and dying. When a member recognizes someone’s suitability for their order they are inducted into their ranks, first as a digger of graves, then a pyre-builder, and finally corpse collector. The tools they use include iron-wheeled corpse carts, and a single knife for cutting death marks on a staff.
Reckoners: In Noxus, gladiator warriors known as Reckoners face one another in vicious arenas where blood is spilled and strength is tested- but none has ever been so celebrated as Draven Some reckoners are adored for their charisma. Others, for their swift technique. Not all Reckoners have joined the arenas for glory or money. Sometimes criminals or militaries low on the hierarchy who disrespected their superior's orders are sentenced to battle until death in the arenas.
The arenas also have savage beasts bought from beastmasters.
The Trifarix: Noxus was once ruled by the will of fallible emperors, the last being Boram Darkwill. Since Swain's rise to power, Noxus is no longer governed by an individual but instead a triad of equal leaders known as the Council of Three, each representing one of the core Principles of Strength. According to Swain's reasoning, while a single person could doom Noxus through incompetence, madness, or corruption, a group of three would always have two others to hold any rogue third member accountable, ensuring that no individual can rule Noxus unopposed.
Jericho Swain, the Noxian Grand General: PRINCIPLE OF VISION: Main face of government for the Empire. Overthrew the previous ruling House of Darkwill.
Darius, the Hand of Noxus: PRINCIPLE OF MIGHT: Commander of the elite Trifarian Legion.
The Faceless: PRINCIPLE OF GUILE: Identity is officially a mystery. Rumored to puppeteer the dark underbelly and politics of Noxus. Unknown status to outsiders suits the Trifarix's and the Faceless' purposes: sowing fear, suspicion, and unease among the enemies of Noxus allows the Faceless to walk more freely among those who might have their guard up.
Stewards: They are the provincial rulers of Noxus. They are tasked to enforce Noxian rule in occupied territories as well as cities outside the capital.
- List of Stewards:
- Algor Nimchi: Current Steward of The Drakengate.
Alyssa Roshka Gloriana val-Lokan: Current Steward of The Delverhold after she usurped her father for Noxus.
Amenesce: Current Steward of Vindor.
Arron: Current Steward of Ironwater.
Colm Onren: Current Steward of Kimir. First Noxian Steward of Kimir.
Thomark: Former Steward of Kilgrove.
Dauvin: Current Steward of Kilgrove.
Dorrik: Current Steward of Shuriman Bel'zhun. Has frequent issues with the "Suns of Bel'Zhun" rebels.
Ema: Former Steward of Krexor.
Herrbel: Former Steward of Krexor.
Liliann: Former Steward of Krexor.
Lisabetya: Current Steward of Krexor.
Eranolaj Smik: Current Steward of Trannit.
Hovri IV: Current Steward of Bloodcliffs.
Ieon: Current Steward of Fallgren.
Katye: Current Steward of Rokrund.
Invetia Varn: Current Steward of Basilich after she killed her rebelling mother Quilleta at the Battle of Basilich.
Quilleta Varn: Former Steward of Basilich after she was killed by her daughter Invetia at the Battle of Basilich.
Ta'Fik: Previously a Hagya of Shuriman Tereshni; They are currently allied with Noxus and the Steward of occupied Tereshni.
Zikka Taum'Vin: Previously a Hagyos of Shuriman Urzeris; They are currently allied with Noxus and the Steward of occupied Urzeris.
- The Ranks:
- Navy: Noxus' collection of warships and trade ships.
Admiral: Leader of a naval fleet.
LegionA large collective of warhosts, usually organized to stage the conquest of a large region.
Commander: Leader of a legion.
Lord Commander: Leader with a distinguished title.
Warhost: An organized group of warbands, assembled to conquer small regions and city-states or combat rival armies. Within a legion, warhosts will be assigned to simultaneously attack different regions in order to take control of a large region more effectively.
General: Leader of a warhost.
Warband: Individual, localized units of Noxus’ army. Usually organized by citizens of conquered territory, these units are 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.
Captain: Leader of a warband, often a chieftain, governor, or marshal.
Warmasons: A distinct military branch of resourceful scouts, engineers, and warriors who design and oversee the construction of roads, bridges and fortifications before, during and after a conflict. The first indication of Noxian expansion is one or two warmasons scouting enemy territory for possible invasion routes, usually undercover. They scout ahead and are responsible for mapping the detailed layout of enemy territory, gaining enemy trust, and identifying enemy strengths and weaknesses.
Trifarian Legion: The most elite and loyal legion in modern Noxus. Lead by Darius, it takes a ruthlessly discerning eye to select those worthy enough to become part of the Trifarian Legion, but they can sort the sheep from the wolves a mile away. The Legion spread the empire's reach with every beat of their drums.
Not exclusively made from Noxian born citizens, everyone can join the Trifarian Legion if they prove themselves. Deep in Zaun's Sump, young Benn Farron was labelled a menace. In the ranks of Noxus he was embraced.
The First Legion: Among the original legions from Noxus's long history. Lead by Kled.
Xamari Redblades: Renowned for their skill with long blades of blood-quenched steel. Xamari swordmasters take vows of silence, becoming the bane of enemy commanders as they evade bodyguards and life-wards with ease.
Bloodrunners: A special platoon of blood mages, carrying hooked blades.
Fury Company: Riven's company of soldiers.
Order of Warmasons: The warmasons are a distinct branch of the military, tasked not only with planning infrastructure, but also with scouting out enemy territory for future invasion. Notably, a few have infiltrated Piltover's upper echelons.
Demacia: 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.
Ionia: Over a decade ago, Boram Darkwill set his sights upon the peaceful archipelago of Ionia. Rumors spread of abundant magic flowing from the land, convincing many Noxians to indulge in the conquest, seeking riches beyond their wildest dreams. But Darkwill desired immortality above all, tasking legions to search for anything relevant wherever it could possibly be obtained and annihilating those who stood in their way. In short time the presence of Noxians would increase and turn violent, eventually becoming a full-scale war.
Over the course of the invasion things became an uphill battle, the likes of which Noxians had never experienced. As the Ionians fought in defiance, so did the land itself. Exhausted and nearly defeated, the war would eventually end with Swain's ascension to power and most Noxian armies were withdrawn from Ionia. Noxus still occupies a small amount of territory in Ionia, and intends to defend the little it has.
Piltover: As the most expansive nation on Runeterra, Noxus heavily relies on the crucial port of Piltover to connect its land in Valoran and its territory in northern Shurima. Due to the neutral city's strategic location, many Noxian shadow agents have infiltrated all levels of Piltover's society in order to prepare the empire for a possible future invasion. Going to war with Piltover would be exceptionally dumb. Noxus could no doubt win, just through sheer force of numbers... but then they would be enemies of everyone else who trades with/through that city. So it's easier just to pay the fees, and keep everyone sweet. War is expensive. Piltover knows about the potential invasion of Noxus, so they sell weapons for expensive prices.
Noxus now controls land routes that can bypass Piltover entirely - but less efficiently. They have a significant presence in the sea between Valoran and Shurima... so they no longer rely on Piltover as much.
Zaun: Despite their plans to invade Piltover, Noxus has a friendly relationship with the undercity of Zaun. Mercenaries from Zaun were recruited by Noxus during the invasion of Ionia, the most terrifying being Singed OriginalSquare Singed and his biological weaponry. The brand of mass death and destruction the madman unleashed remains a festering scar on Ionian history.
Shurima: Due to the absence of any centralized government or authority on the continent, Shurima has been disorganized for centuries. Because of this, a number of previously independent ports and cities in northern Shurima have voluntarily assimilated into Noxus. The original inhabitants of these settlements live in relative peace, seeing trade taxes to Noxus as a price worth paying for military protection from raiders.
Shurima quickly became a favorite location for Noxian plunderers and poachers, as the untamed deserts represent yet another land of opportunity. People like Cassiopeia would risk everything to seek out wealth and power in this unforgiving land. Noxians usually hire local guides and mercenaries such as Sivir for their grave plunders.
Azir, the last Emperor of Shurima, has now resurrected the ancient capital and made it his mission to rebuild the old desert empire as well. Time will only tell as to what political relations Shurima and Noxus will have in this new landscape.
Bilgewater: Thanks to Gangplank's marauding against Noxian warfleets, Bilgewater and Noxus are on shaky terms with one another. At some point, Gangplank managed to steal the Leviathan, Swain's personal warship, earning the personal enmity of Noxus's Grand General. After Gangplank's fall from power, it is unknown if relations between Bilgewater and Noxus have improved. Bilgerat pirates on occasion will assist the Noxian military, should they see the endeavor profitable.
Stairs of Triumph: A long unbroken flight of stairs leading to the Audience Chamber. Going to the Audience Chamber, a pair of liveried Legionnaires clad in dark steel stand sentinel every twelve steps.
Shrine of the Wolf: A tall, multi-tiered tower with open sides, butting up against the old southern bulwarks of the Immortal Bastion. Each level of the tower is held aloft by three pillars of dark stone. In the center of the tower, looming almost fifty feet high, is a massive obsidian statue of a seated wolf.
Sion's Memorial: This memorial and tomb is dedicated to Sion, a Noxian war hero celebrated as the killer of the Demacian king Jarvan I. It was later used to contain the resurrected form of Sion before Swain, with the aid of the Black Rose, was successfully able to control him by the use of Jarvan IV's blood. The current state of this memorial is unknown, though the former man once housed in it unwillingly serves Noxus once more.
Mortoraa: Translated into Iron Gate, is a small district within the Immortal Bastion, known for being one of the wealthiest neighborhoods as well as home to the mysterious socialite, Vladimir. Unlike many other districts which are typically cramped, the streets in Mortoraa are luxurious and comfortably spacious. However, at night it has a reputation as the most ominous district for the streets is never illuminated with torch-light or lanterns.
Slums: The sprawl of dwellings built beyond the battle-scarred walls of the Noxian capital where many people live in abject poverty and death is commonplace. Tallymen of Kindred often notch their staffs and bare bodies from the almshouses.
The Fleshing Arena: Noxus has been renowned for a festival called The Fleshing, though it is unknown if this still continues. It is a gladiatorial event with a cruel twist: as a fighter wins their matches, the number of opponents they fight simultaneously, generally other prisoners of war, increases. This meant eventual death for every contender, though also unparalleled glory. Both Xin Zhao and Alistar are survivors of the spectacle, with Xin Zhao holding the record for defeating the most opponents.
- More Locations:
- Basilich: Port City Located on the eastern coast of Valoran is the port city Basilich, which was integrated into the Noxian Empire 32 years ago after the city's elders submitted to Captain Cyrus and his army. Nowadays Basilich has been among a few cities that have attempted to rebel from the hold of Noxus. Most recently when the city's steward Quilletta Varn lost her faith in the Empire and sparked a revolution for independence. For acts of defiance, the city was besieged personally by the Hand of Noxus - Darius, who was also raised on the streets of Basilich as an orphan. The ongoing rebellion ended after the steward was murdered and replaced by Quilleta's second-in-command and daughter, Invetia Varn. The city is well known for its paintings made out of cobwebs.
Iron Pinnacle: A small settlement located between Ruug and Khworez.
Ruug: A little village in the very north of Noxus, located at the coast.
Drugne: An isolated town north of the Dalmor Plains and southeast of the Ironspike Mountains. Located at the northern edge of Noxus, many travellers have lost their lives in this unforgiving wasteland. Due to the dusty climate and perhaps also the presence of a certain murderous yordle and his mythic drakalops, most Noxians avoid travelling through the area, with its only populated settlement for hundreds of miles being the village of Drugne.
Delverhold: Between Noxus and the cold tundra of the Freljord lies Delverhold: A fortress settled at the foot of the Ironspike Mountains where it has prospered from the wealth of gold and iron ore quarried from the mountains. It was originally a kingdom of its own independence, that is until the empire of Noxus encroached about eighty-seven years ago. In fear of annihilation, the Delverhold king relinquished his authority and swore loyalty to the foreign emperor. Now its people work endlessly to supply Noxus with armor and weapons crafted with the iron they mine; and in turn, are never drafted to fight for the empire.
Kimir: A Noxian mining city in northern Valoran. The city is currently led by Steward Colm Onren and is the leading exporter of Noxian granite in the north. Kimir's oldest quarry was unequaled in the north. It was nestled between a trio of high foothills, the inverted ziggurat slowing biting into their height. From a certain hill, one could see the mountains to the east, the forests to the north, and the city's walls just a short trek southwest. Soapstone, alabaster, clay, limestone, slate and granite can be found in these quarries.
Morrin: A Noxian town located in northern Valoran. Close to Kimir, their neighbors flowers were highly coveted by Morrin.
Urtis: A northern frontier settlement of Noxus. It was previously its own independent kingdom until its king was killed by Darius.
Khworez: Khworez is a settlement on the coast of eastern Noxus.
Bloodcliffs: Built into the cliffs near an estuary, Bloodcliff neighbors the Immortal Bastion and Basilich on the eastern coast of Valoran. The city's current leader is Steward Hovri IV. One of its main sources of trade are rough grades, which are used for establishing foundations of buildings.
Drakkengate: Located on the eastern coast of Valoran, the city's current leader is Steward Algor Nimchi. It has been in control of Noxus ever since the Draken campaign, lead by Kled. Its most well-known export is its fine mudpacks (for bricks perhaps), though unfortunately its products seem to be tainted by adulterants: peach slugs, nacre powder, Nirpooti skins, Freljordian grain milk, Honeyfruit seeds, and Ionian silver pomace.
Drekan: The closest settlement to The Immortal Bastion.
Khom: A village where Ryze was born, this village was completely obliterated during the Rune Wars.
Argent Mountains: A vast mountain range located in the southwestern part of Valoran. Noxus controls a small portion of the mountain range on its south-eastern and south-western parts. Its coastline has Noxian conquered settlements of Glorft, Kilgrove, Trevale. The mountain range borders close to the Varju mountains on the east and the Gates of Mourning on the west.
Gates of Mourning: They are located in the southwestern tip Noxus and central Valoran. They were used to guard the neighboring lands from Noxian invasion before their recent fall. They are also located west of Hvardis. The Gates are the location of the first battles between Demacia and Noxus. In modern times it was retaken by the Trifarian Legion.
Glorft: Located south of the Argent Mountains on the coast. It is unknown if this city is under control of Noxus but it was the location for the Assault on Glorft, led by Kled.
Hvardis: A city that was located at the edge of the Argent Mountains near the Gates of Mourning. It has since been decimated by Sion as ordered by Swain to discourage and further rebellion from conquered settlements.
Kilgrove: Located south of the Argent Mountains on the coast, Kilgrove is currently led by Steward Dauvin, who seems to have replaced his predecessor Thomark quite recently. Its primary export is Kilgrovian cloudcedar.
Trevale: A farming village on the western edge of Noxian territory. Kled was part of the initial Noxian party that sacked the village. Riven was born and raised here.
Fallgren: One of two islands located off the coast of Basilich, the island city of Fallgren has been under control by Noxus ever since the Battle of Fallgren, purportedly spearheaded by Kled. Presently the city is governed by Steward Jeon. Many tubes used in Zaun have been made here by Hedicila Elastica.
The Great Barrier: A large mountain range stretching at the edge of southeastern Valoran. It was once the sight of many battles and scattered ruins of cities and other settlements destroyed during the Rune Wars. The Minotaurs originate from this mountain range.
Ironwater: Located on the coast of the Guardian's Sea and east of Trannit, Ironwater is currently governed by steward Arron. Its primary export is beet wine.
Krexor: Located east of Piltover, it is governed by Steward Lisabetya, the latest in a long list of governors. The city is known for its Minotaur smiths.
Trannit: Located on the coast of the Guardian's Sea and west of Ironwater, Trannit is currently governed by steward Eranolaj Smik. It primarily exports dried Bolbo fish, which can be made into a local delicacy - boiled Bolbo-head soup.
Vindor: Located south of Basilich and west of the Fallgren islands, it is currently governed by Steward Amenesce. The city is well known for its Light Vindoran horse breed, bred for desert use. The Noxian Dark Riders are said to specifically only ride breeds from this area.
Varju Mountains: A small mountain range bordering the Argent Mountains.
Rokrund Plain: The Plains are located at the footholds of the Vajru Mountains.
Qualthala: The site of the Siege of Qualthala, led by Kled.
Rokrund: Located on the Rokrund Plains in southern Valoran, and neighbor to Qualthala. Rokrund is currently governed by steward Katye. Its primary export is the naap, a type of twisting root vegetable.
Stonewall: A small village at the coast, close to Rokrund and Qualthala.
Bahrl: An island in the central part of the chain, south of the main island of Ionia. The villages of Tevasa and Wuju are located here, as is the Epool River, where Zed found Kayn. It is the sight of the first Noxian uses of Zaunite bioweapons. To this day Noxus controls the lower half of the island province.
Fae'lor: A small island to the west of the main island of Ionia. It is the location of the Dael'eh Ahira, the Dreaming Pool, which previously imprisoned Syndra. Its famous monastery school was converted into a Noxian fort during the invasion. The island has since been stripped bare by Syndra's power, and the fort ripped free of its foundations.
Navori: Located on Ionia, the province of Navori spans the western half of Ionia and is home to various villages, prestigious schools, sacred magical gardens, and the iconic Placidium of Navori. Noxus controls the southwestern edge of the province.
Tereshni: This Shuriman port city is currently controlled by Noxus and led by Steward Ta'Fik. The city's best-known export is Shuriman Azirite (aka blood glass), named after the current Shuriman Emperor, Azir.
Urzeris: Located on the northern coast of Shurima, this port city is currently occupied by Noxus, and its current governor is Steward Zikka Taum'Vin. Its most well-known trade good is Urzeris Salt. Marcus Du Couteau with his family was stationed close to the governor of Uzeris before his assassination. Both Katarina and Cassiopeia lived here during their younger years.
Re: The World Runeterra
#11 written by Administrator Do Jul 26, 2018 1:26 pm
Surrounded by treacherous seas, Ionia is composed of a number of allied provinces scattered across a massive archipelago, known to many as the First Lands. Since Ionian culture has long been shaped by the pursuit of balance in all things, the border between the material and spirit realms tends to be more permeable here, especially in the wild forests and mountains.
Although these lands’ enchantments can be fickle, its creatures dangerous and fae, for many centuries most Ionians led lives of plenty. The warrior monasteries, provincial militias—and even Ionia itself—had been enough to protect them.
But that ended twelve years ago, when Noxus attacked the First Lands. The empire’s seemingly endless war hosts savaged Ionia, and were only defeated after many years, and at great cost.
Now, Ionia exists in an uneasy peace. Different reactions to the war have divided the region—some groups, such as the Shojin monks or the Kinkou, seek a return to isolationist pacifism, and pastoral traditions. Other more radical factions, such as the Navori Brotherhood and the Order of Shadow, demand a militarization of the land’s magic, to create a single, unified nation that can take vengeance on Noxus.
The fate of Ionia hangs in a delicate balance that few are willing to overturn, but all can feel shifting uneasily beneath their feet
⇨ GO TO Ionia
Governance: regional provinces
Attitude towards magic: harmonize
Level of technology: low
General environment: magical (varied)
Re: The World Runeterra
#12 written by Administrator Do Jul 26, 2018 1:27 pm
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
Re: The World Runeterra
#13 written by Administrator Do Jul 26, 2018 1:28 pm
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)
Re: The World Runeterra
#14 written by Administrator Do Jul 26, 2018 1:29 pm
The empire of Shurima was once a thriving civilization that spanned an entire continent. Forged in a bygone age by the mighty god-warriors of the Ascended Host, it united all the disparate peoples of the south, and enforced a lasting peace between them.
Few dared to rebel. Those that did, like the accursed nation of Icathia, were crushed without mercy.
However, after several thousand years of growth and prosperity, the failed Ascension of Shurima’s last emperor left the capital in ruins, and tales of the empire’s former glory became little more than myth. Now, most of the nomadic inhabitants of Shurima’s deserts eke out a meager existence from the unforgiving land. Some have built small outposts to defend the few oases, while others delve into long lost catacombs in search of the untold riches that must surely lay buried there. There are also those who live as mercenaries, taking coin for their service before disappearing back into the lawless wastelands.
Still, a handful dare to dream of a return to the old ways. Indeed, more recently the tribes have been stirred by whispers from the heart of the desert—that their emperor Azir has returned, to lead them into a new, wondrous age.
⇨ GO TO Shurima
Governance: divine empire
Attitude towards magic: covet
Level of technology: unknown
General environment: arid desert
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.
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, they will often ride sand swimmers 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.
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.
⇨ GO TO Shuriman Capital
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:
- More Locations:
- 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 Camp Merchant camp where traders and explorers often gather before venturing into the Great Sai.
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.
Endless Plain: Burning Sands Stretching 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.
Re: The World Runeterra
#15 written by Administrator Do Jul 26, 2018 1:30 pm
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
Re: The World Runeterra
#16 written by Administrator Do Jul 26, 2018 1:31 pm
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
Re: The World Runeterra
#17 written by Administrator Do Jul 26, 2018 1:32 pm
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.
With the recent removal of the last “reaver king” of Bilgewater, the city has entered a period of transition, while the most prominent captains try to agree on its future. But as long as there are seaworthy ships and crews to sail them, Bilgewater is likely to remain one of the most colorful and well-connected places in Runeterra.
⇨ GO TO Bilgewater
Governance: gang syndicates
Attitude towards magic: employ
Level of technology: medium
General environment: tropical archipelago
Re: The World Runeterra
#18 written by Administrator Do Jul 26, 2018 2:30 pm
This cursed land was once home to a noble, enlightened civilization, known to its allies and emissaries as the Blessed Isles. However, more than a thousand years ago, an unprecedented magical cataclysm left the barrier between the material and spirit realms in tatters, effectively merging the two… and dooming all living things in an instant.
Now, a malevolent Black Mist permanently shrouds the Isles, and the earth itself is tainted by dark sorcery. Mortals who dare to venture to these dismal shores will slowly have their life force stolen away from them, which in turn attracts the insatiable, restless spirits of the dead.
Those who perish within the Mist are condemned to haunt this nightmarish place for eternity—worse still, the power of the Shadow Isles appears to wax stronger with every passing year, allowing the most powerful specters to roam farther and farther across Runeterra.
⇨ GO TO Shadow Isles
Governance: none
Attitude towards magic: suffer
Level of technology: low
General environment: cursed archipelago
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.
Re: The World Runeterra
#19 written by Administrator Do Jul 26, 2018 2:31 pm
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.
⇨ GO TO The Void (Icathia)
Governance: none
Attitude towards magic: devour
Level of technology: unknown
General environment: unknown
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.
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.
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.
Numerous Void Rifts have sprung up in the depths of the Oceans and Seas of Runeterra.
Re: The World Runeterra
#181 written by Administrator Di Jun 11, 2019 2:05 pm
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
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. 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.
Book of Thresholds: The Book of Thresholds is a powerful sentient artifact from Bandle City which allows the user to instantly travel almost anywhere depicted in its pages via the yordle gateway system. Book of Thresholds was created by a yordle anthropologist long ago who wanted to study how yordle magic works and specifically how yordles travel between realms. It's been added to over the years by various enchantresses and sorcerers with marginalia and drawings.[2] Magical in nature, the book illustrates how to use gateways, where they are located, as well as the magical leylines that crossed the material and spirit realms. While primarily used for travel between Bandle City and Runeterra, its thousand of pages also have archived data for all the runeterran locations the gateway system was connected to (both past and present). Yuumi OriginalSquare Yuumi, its current holder, also keeps tracks of the best locations for catching fish around the Serpent Isles, as well as the unusual leyline patterns around the Void rift of Icathia in search for the books original owner, the Yordle Enchantress Norra. With this book, it is possible for anyone to easily access Bandle City or any location on Runeterra connected via gateway system without the meticulous process of opening a gateway. The user would simply specify where they want to go, then after the location was illustrated on the books pages the user would then dive into its glowing paper and arrive at their destination, joined a moment later by the book. The book was given sentience by one of its previous owners in order to protect itself from those who would use its powers for evil.
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 seawater.
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.
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