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The World Runeterra

#6 written by Administrator Do Jul 26, 2018 11:28 am
RuneterraLocations and Nations
Runeterra is a magical world divided into several landmasses. A larger continent, where the countries  :freljord: Freljord,  :demacia: Demacia and  :noxus: Noxus and some minor areas are located is called  :runeterra: Valoran. South of it is the smaller continent  :runeterra: Shurima, consisting of the country  :shurima: Shurima,  :ixtal: Ixtal and  :targon: Targon. Between the two continents is the twin city, consisting of  :piltover: Piltover situated on the top and the undercity of  :zaun: Zaun below. The northeastern continent is called  :ionia: Ionia, on which lies scattered settlements each following their paths and ideals. Southeast are two more archipelagos the  :bilgewater: Serpent Isles, giving nest to the infamous port city of  :bilgewater: Bilgewater, and the second achipelago of the :shadowisle: Shadow Isles, all of which are located in the Guardian's Sea. To the west of Shurima extends the Conquerer's Sea, which contains some unknown regions. This area is only a small part of the entire landmass, but so far it is the known world.

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

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

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



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




Biomes...


Table of Content

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Re: The World Runeterra

#7 written by Administrator Do Jul 26, 2018 12:21 pm
The FreljordHarsh Frozen Lands
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





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

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

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



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

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

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

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

All of this ultimately is because mothers and children are considered the most important elements in that society, especially magically gifted ones. A person future and the future of their clan is unlikely to be determined by owning a castle or farmlands, but it is very likely that having few more children (especially those who are Iceborn, 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:



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

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

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



PoliticsNoxus: During the last years of Darkwill empire,  Darius lead a campaign on the Freljord, however, around the same time the campaign started, Sejuani became the new Warmother of the Winter's Claw, she absorbed other tribes and attracted many powerful, often magical, warriors from all around the Freljord to join her tribe. This newfound force was able to fight off Noxian might which lead the the campaign to drag on for years, ending in a bitter, icy stalemate. Darius narrowly survived assassination attempts, ambushes, and even capture by the vicious Winter’s Claw. He was growing weary of endless wars of attrition, and returned to Noxus to demand a reconsolidation of the military. Now, years later, with a new government established in Noxus, Darius marches to retake the Winterspike road built during the first campaign and faced the Winter's Claw once again. The current state of this campaign is unknown. Other tribes known to have fought noxians are Tryndamere's old clan and the Red Snows, both of which joined the Avarosans tribes.

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.



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

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


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

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


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

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

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

More Locations:
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Re: The World Runeterra

#8 written by Administrator Do Jul 26, 2018 12:22 pm
DemaciaProud Military Kingdom
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



CultureFrom the natural sanctuary of western Valoran an ambitious new nation was built, where all were welcome, regardless of station or background, so long as they contributed to the good of the whole. Yet despite the country's noble beginnings the ideals of Demacia has twisted over the centuries, they're still driven by a common cause to disseminate benevolence and order for the betterment of their country. While priding themselves as the moral vanguards of Valoran, with their strength, courage and unity. But have adopted seemingly draconian measures to ensure that their moral code remains the only code by which one may live and prosper within the kingdom.

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:
"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.”




People of DemaciaMagic is particularly rare in Demacia and in the wake of how the country was formed, its people have been raised on folk tales about dark mages and powerful magic that had almost destroyed the world. Naturally, they have become suspicious of its power in all forms. Where this fear in destructive magic has even extended to distrust in foreign people, which has flourished an insular nation that refuses to be inclusive with the rest of the world. The Laws of Stone dictate that any citizen or foreigner accepted inside the walls of Demacia if a mage is not allowed to use their magical abilities.

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:



GovernmentDemacia is a constitutional monarchy, where the King of Demacia serves as the head of state and an elected council serves as the legislative body. While the king is a strong ruler, he is kept in check at least partially by the Demacian Council. The former King of Demacia, Jarvan III (Jarvan Lightshield the Third), worked earnestly with the Demacian Council to ensure that the sanctity of the kingdom remained pure and true. A king serves not only as the political leader of the country, but also as the commander-in-chief of its military.

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:

Magistrates: Numerous territories controlled by the Kingdom are known as the Protectorates, each governed by a local Magistrate.

List of Magistrates:




MilitaryThe Demacian military is one of the strongest in all of Valoran, and until recently it was the only force capable of holding back the hunger of the military machine that is Noxus. Noxus has been the sworn enemy of Demacia since both settlements were founded hundreds of years ago. Their conflict is, at its core, a moral one. With such a night-and-day division of moral philosophy between Demacia and Noxus, it is not hard to see why Demacia views its military requirements as a vital necessity for survival. Every Demacian citizen is required to serve in its military for no less than three years. Even after this time, most Demacians remain on active status in the nations military reserve.

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:

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.


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

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

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

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


Locations

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




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

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

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

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


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

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#9 written by Administrator Do Jul 26, 2018 12:23 pm
NoxusBrutal Expansion Empire
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



CultureNoxians respect strength above all things, and the only way to remain strong is to be constantly tested. They relish the opportunity to compete with one another, since to not be challenged is to grow weak, and even those at the peak of power must always seek new ways to challenge themselves... or they will not remain in power for long. It is not just physical or martial strength that Noxians admire - those who demonstrate expertise in politics, craftsmanship, trade, and magic all help to create a stronger Noxus.

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.



Militaristic SocietyAnyone can prosper in Noxus, no matter their background, so long as they have the strength of will, and the drive to succeed. The warlord Darius is a perfect example of this, rising from nothing to become one of the empire’s most powerful leaders. Despite this meritocratic ideal, the old noble families still wield considerable power at the heart of the empire, and some fear that the greatest threat to Noxus comes not from its enemies, but from within.

As Noxus expands and defeats neighboring cultures and cities, it offers the conquered people a choice; swear loyalty to Noxus and be judged solely on your worth, or be destroyed. This is not subterfuge or any kind of ruse; the Noxians are as good as their word, and many who have embraced their conquerors' way of life find their prospects greatly improved. But those who refuse to bend the knee are crushed without mercy.

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:


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.



GovernmentNoxus meritocracy is exemplified by the Trifarix doctrine, otherwise known as the "Principles of Strength". This is made up of three core aspects. Might, Vision, and Guile. Each citizen must strive to embody all three as an ideal for prosperity, and if they are weak in one it could falter the empire.

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:



MilitaryThe armies of Noxus appear to be little more than barbarous hosts of individual warbands, but this belies the discipline and sophistication required to make such a formation viable. The success of Noxian armies is undeniable, and their very diversity is testament to their effectiveness. Conquered peoples that swear loyalty to Noxus become part of its armies and add their unique strengths to the empire’s war efforts. Thus, regimentation and uniformity are anathema to the Noxian way of life, and each warband is celebrated for the many and varied methods of war it brings to bear.

The Ranks:


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.



PoliticsFreljord: Noxus has been pushing into the Freljord for decades, while the Freljord Winters Claw Winter's Claw in particular are always raiding south. When the Hand of Noxus and his warhosts marched into the Freljord during Darkwill's empire, they found themselves in a war of attrition against a Winter's Claw under Sejuani's leadership. This war eventually ended with a Noxian retreat, but new Noxian advances can be seen recently on the battlefields of this war. Some of the Freljord Avarosan Avarosan tribes are also known to have fought Noxian advance.

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.



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


Audiance Chamber: An old cavernous throne room, large enough to house over a thousand petitioners. While Boram Darkwill once perched on the throne, the Trifarix who now lead Noxus sits at a simple marble table at the foot of the throne’s raised platform to discuss the future of Noxus and hear petitions from leaders of its regions.

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.


Bel'Zhun: Coastal OutpostLocated in northern Shurima, this outpost has previously been controlled by Hagyos Valif and Hazir Ima'Sai but is currently led by a Noxian steward named Dorrik. The city has had a large rebel insurgency against Noxian rule. Known as the Suns of Bel'Zhun, they frequently trade weapons with Clan Medarda of Piltover. The plates and wool of the native Hwatis, goatlike creatures with bony casques on their heads, are prized for felting and insulation.

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#11 written by Administrator Do Jul 26, 2018 1:26 pm
IoniaThe First Lands
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)





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Government



Politics



Locations
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Re: The World Runeterra

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


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





Culture


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Government



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


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





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Locations
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#14 written by Administrator Do Jul 26, 2018 1:29 pm
ShurimaFallen Desert Empire
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





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

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

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



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

Scavengers: Shurima's scavengers live by looting food, valuables, and trade goods. Mostly, they venture into the ruins of abandoned, sand-wrecked cities. Scavengers are prime targets for raiders when moving on foot, 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.





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



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



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

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

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

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

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



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

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

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

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

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

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

The Emperor’s Way:

The Palace of Ten Thousand Pillars:

Temple of the Sun:


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


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

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

Zoantha Cascade: River of SandsThe shifting tides of the desert has been known to carve paths through bare rock, tumbling over the cliff faces in massive sandfalls. Traditionally, Shurimans toss beloved objects into the sands as gifts to the Ascended. As a result, such falls are often lucrative spots for treasure hunters.

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




More Locations:
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Re: The World Runeterra

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


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





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Re: The World Runeterra

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

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

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


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



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Re: The World Runeterra

#17 written by Administrator Do Jul 26, 2018 1:32 pm
BilgewaterLawless Port City
Nestled away in the Blue Flame Isles archipelago, Bilgewater is a port city like no other—home to serpent hunters, dock gangs, and smugglers from across the known world. Here, fortunes are made and ambitions shattered in the blink of an eye. For those fleeing justice, debt, or persecution, Bilgewater can be a place of new beginnings, for no one on these twisted streets cares about your past. Even so, with each new dawn, careless travellers can always be found floating in the harbor, their purses empty and their throats slit…

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

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





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Re: The World Runeterra

#18 written by Administrator Do Jul 26, 2018 2:30 pm
Shadow IslesLands Shrouded by the Black Mist
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.
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Governance: none
Attitude towards magic: suffer
Level of technology: low
General environment: cursed archipelago



Characters from the Shadow Isle are currently not playable.



The Blessed Isles


Denizens of the Shadow Isles & The Black MistThe most powerful specters retained much of their personality and desires even after the Ruination, becoming predatory spirits who may stalk the weak and vulnerable for all eternity.


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

While weaker spirits may only be able to manifest during a Harrowing, more powerful entities can always do so, sometimes even venturing beyond the Shadow Isles.

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

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

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

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

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





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

A great and terrible battle was fought against the Void before the walls of ancient Icathia. In the aftermath, the lands all around the damned city became deserted wastes, and its very existence was struck from the maps of Shurima. It was hoped, perhaps foolishly, that the horrors unleashed there would eventually be forgotten.



Environment of the VoidOver the centuries, many mortals from the world above have answered the Void’s call, or been dragged down against their will. There are those among them—few and far between—who have survived the encounter... though not a single one of them returned unchanged.



Locations: Void RiftsIn the abyssal darkness, deep underground, it is believed that the first great Void creatures to walk the surface of Runeterra now lie, dormant and unseen. If that is true, then they have waited patiently through the millennia, and it must surely now be time for them to rise once more.

Icathia: The RuptureA great and terrible battle was fought against the Void before the walls of ancient Icathia. In the aftermath, the lands all around the damned city became deserted wastes, and its very existence was struck from the maps of Shurima. It was hoped, perhaps foolishly, that the horrors unleashed there would eventually be forgotten…
On the outskirts of Icathia lies the Rupture—evidence of the Void itself bursting forth from deep beneath the ground, in an age now lost to history. Though the bold and the curious alike have often sought to learn more, only the most foolhardy explorer would ever dare venture into the dark spaces beneath.

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

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

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

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

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

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


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



CultureClothing: Bandle City residents wear a variety of different garments, armor, and accessories. Due to many Yordles leaving Bandle City, those that return sport clothing from common to the Runeterran cultures they were the longest part of. Those who do not travel outside of Bandle City wear clothing similar to mage robes, with giant hats adorning their heads.

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.



Gateways
Runeterra is linked to an enchanted place in the spirit realm known as Bandle City. The pathways are rarely seen by mortals, for they only open under particular circumstances, or for those with the ability to read and interpret the language of the yordles. Certain portals can only be opened with a series of specific gestures, often defined by peculiar symbols inscribed nearby.
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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Re: The World Runeterra

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