League RP

Runeterra

Factions/Nations




Demacia

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Short Description
Along the western coast of Valoran, the human nation of Demacia shines as the continent's paragon of virtue amongst all the other human settlements. The residents are always striving to sharpen their bodies and minds in the pursuit of absolute justice.


Notable Locations
Demacian Capital


The largest city in the Kingdom, the capital is the main political, cultural, religious, military, economic and educational center of the country. Demacia is a shining beacon of hope for humanity, and as such the nation and its Capital are the visual representations of this concept. There is a clean and pristine feel and look to its cities. Towering spires litter the skyline of the city. White stone and marble are the materials of choice in the construction of Demacian buildings. Majestic flags fly high along the parapets of the city. The city walls virtually gleam with power and nobility. The noble houses that reside within the city are the Buvelle, Crownguard, Laurent and Vayne. The Royal Palace of House Lightshield is the place from which The King of Demacia reigns from. The city also has a barracks and a penitentiary. The Capital itself sits next to a natural port overlooking the Conqueror's Sea, with the majority of the other towns resting on a plateau. The College of Magic is the main center for magical learning within the Kingdom and produced many skilled mages.



Demacian Rural Towns


Rural towns of Demacia are used for agricultural purposes. The people live much simpler lives there than in the capital and are generally and are of lower standings than the capital's nobility.



Golden Crossing


The Golden crossing is a small cross north from Serpentine Rivers confluences.



Culture
The people of Demacia are driven by their common cause to disseminate benevolence and order for the betterment of all beings throughout Valoran. They view malice and selfishness as a disease which should be expunged from the psyche of humankind. Those who come to Demacia and choose to settle within its borders are expected to share the ideals and virtues of its citizenry. Those who seek personal gain at the expense of others quickly find themselves ostracized… or worse.


Life in Demacia is not one of placid utopian dreams. Since the Demacian people pride themselves as the moral vanguards of Valoran, they adopt seemingly draconian measures to ensure that their moral code remains the only code by which one may live within the country. 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.


Government
Demacia 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 current King of Demacia, Jarvan III (a.k.a. Jarvan Lightshield the Third), works earnestly with the Demacian Council to ensure that the sanctity of the city-state remains pure and true. Since the rule of Jarvan I, there has never been an attempted coup or rebellion of any kind in Demacia. The king serves not only as the political leader of the country, but also as the commander-in-chief of its military.


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.


Known Noble Houses


House Buvelle


-Lestara Buvelle notably adopted famed musician Sona into the family.


House Crownguard


-A paragon family of Demacian service. Both Garen and Lux hail from here.


House Laurent


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


House Lightshield


-House of King Jarvan III and his son, Jarvan Lightshield IV. They have been the royal family of Demacia for centuries.


House Spiritmight


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


House Vayne


-The famously tragic murder of her family left the controversial figure Shauna Vayne with the family fortune which she invests in her vengeful crusade against evil creatures and dark magic.


Military
The 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.


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.


As an indoctrination tool, the Demacian military utilizes The Measured Tread, a handbook which outlines the nations 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.”


Notable branches of the military include the Dauntless Vanguard and the Demacian Elite Guard.
Notable Persons


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Noxus

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Short Description
The human nation of Noxus is in many ways the moral antithesis of Demacia; it is a country where the physically and mentally strong acquire power through any means, regardless of the consequences to their fellow citizens.
Notable Locations
Noxian Capital


The largest city in the Empire, the capital is the main political, cultural, religious, military, economic and educational center of the country. The whole city was build into mountain, with the Main Palace, housing the Grand General's quarters, located at its peak. Towering spires litter the skyline of the city. Many noble houses are located in the capital, such as the Du Couteau. While nowhere near clean and pristine in appearance as Demacia's capital, the city is the visual representation of the Empire's might, power, and strength. The city has many war memorials that honor the courageous dead. Noxian Bleak Academy is the main center for the empire's techmaturgical research and has close relations with Zaun's College of Techmaturgy. The city is also the head quarters of the infamous Black Rose organization.



Ivory Ward District The Ivory Ward itself is one of the oldest and most wealthy districts in Noxuses capital. Its marketplace was the center of a serious riot following the death of Boram Darkwill. The compromised marketplace remains under investigation by Noxian authorities, and residents of the Ivory Ward have drastically increased their security.



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, mainly its Grand General, once more.



The Fleshling Arena Noxus was renowned for a spectacle called The Fleshing. It was 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, would increase. 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.
Culture
The citizenry of Noxus generally stands behind the principle that "only the strong survive", regarding the qualities of benevolence and compassion as signs of weakness. Strength begets strength, at least as far as the humans of Noxus are concerned. This seeming cruelty, however, is not an indicator of chaos. As is naturally and necessarily the case with humankind, Noxus is an orderly country, where rules protect the citizenry from harm… at least from their peers. In Noxus, however, those with power are clearly protected by the law more than those without it.


Where other human settlements tend to welcome non-humans into their midst, Noxians are decidedly xenophobic. Non-humans are, at best, made to feel unwelcome within the borders of this nation. There are exceptions to this, but only after the non-humans in question have proven themselves to be either useful or feared (or both). Human visitors and immigrants to Noxus are made to feel only slightly better, again proving themselves only by either demonstrating competence or inspiring terror in their enemies.


The Empire of Noxus is a nation that resembles its inhabitants – dark and sinister. The foundation of the Capital was built into a granite mountain, and a fair portion of the city lies underground. Structures are built on top of and into the mountain itself. A tremendous man-made moat, filled with a witches' brew of foul and putrid liquids, circumnavigates the city; the moat serves as a powerful means of cutting off access to Noxus through all but a few key points, which are heavily guarded. At the top of the granite mountain resides the headquarters of the Noxian High Command; the mountain itself vaguely resembles a demonic skull from a distance. Beyond the huge city walls lie the Noxian denizens that are too poor (or not lucky enough) to live inside. The subterranean city level of the Noxian Capital is almost as large as the top level, with numerous shops, taverns, and residences comprising the seedy underbelly of the notorious nation. Noxus contains the largest network of dungeons anywhere on Runeterra, with numerous Noxian nobles claiming ownership over the various labyrinthine passages and subterranean rooms.
Government
The ruling political organization of Noxus is called the Noxian High Command, and it acts as the head of the military. In Noxus, the military controls every aspect of the political landscape; there is no separation between the warfare and politics. The eternally youthful-looking leader of the High Command, General Boram Darkwill, had ruled Noxus for countless years. General Darkwill had far exceeded his average lifespan as a human; it is rumored that he was kept alive through necromantic magic. Such a conclusion would seem to make sense, especially when considering that he had ruled the Noxian High Command since before the time of King Jarvan I of Demacia. His seemingly endless hunger for power and conquest has driven Noxus to be the nightmarish threat to its neighbors that it is today.


In more recent times, the Noxian government was in a transition state. General Boram Darkwill was assassinated, and Noxian High Command was in the process of selecting the next Grand General. There was a power struggle between the different Generals, and political squabbles between their supporters had broken out across the empire.


Finally, by defeating challenger Keiran Darkwill, Jericho Swain assumed the position of Grand General of Noxus. He was able to overcome the odds of the duel with his cunning and quick wits. With the support of his allies, namely Darius, he seized the highest position in Noxus.
Military
Military service in Noxus is compulsory for a period of six years, with all of its citizens retained as active reservists until their golden years. The Noxian High Command reserves the right to draft any of its citizens, regardless of age, into military service in times of dire need. Active Noxian military personnel are afforded a higher level of citizenship in Noxian society, and it is not uncommon for most citizens to remain active in the military for ten or more years. There is seldom a lack of work in the Noxian military, even with the forced quasi-peace that exists between Noxus and their eternal rivals, the Demacians.
Notable Persons


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Piltover

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Short Description
Piltover, also known as the City of Progress, is the leading center of ecologically-minded techmaturgical research on Valoran. The city's great academies and their contributions to science are known across the land, rivaled only by the eccentric colleges found in Zaun. A coastal nation, the denizens of Piltover are utilizing the liquids and gases emitting from the nearest marsh as a viable source of energy in order to power the city.
Notable Locations
Ezreal's House One of the cities most famous residence, the house houses a large assortment of artifacts found by the explorer himself. One of such artifacts are from an ancient, unknown being



Heimerdinger's Laboratory The main lab of the famous Yordle inventor, Cecil B. Heimerdinger's many inventions have been imagined, created, and tested in this work environment. The laboratory contains various power conducts, transformers, Tesla Coils, a testing area, and a work station housing a large super computer.



Jayce's Laboratory The main lab of the cities famous guardian, Jayce's lab is the place where he himself made his famous Mercury Hammer, which was later used against Viktor.



Piltover Customs Desiring a more suitable location to construct his techmaturgical vehicles, Heimerdinger built a new expanded workshop outside his Yordle Academy. The workshop, called Piltover Customs, has gone off to become the most successful transportation customization and modification enterprise on Runeterra.


The co-owner and chief mechanic, Corki, enjoys tinkering with all the hextech gizmos that are regularly brought to him. He and the company provides a tour for the shop by special request only cause why not?



Piltover Police Department The Main organization tasked in keeping the peace in the city, Piltover Police Departement is one of Runeterras most modernized law enforcements, being able to deal with techmaturgical crimes.



Piltover's Treasury Piltover's treasury is located at the heart of the city. While also housing vaults, it is also the cities main Bank. Clockwork Vault is one of the treasuries most impenetrable vaults, only cracked by the infamous Twisted Fate and Graves It treasury itself has also been recently been attacked by criminals such as Jinx, Evelynn, and Twitch.



Piltover City Zoo The Piltover City Zoo houses a large assortment of flora and fauna from across Runeterra. Such animals are rhinos and Plague Jungles' monkeys. It has been recently vandalized by Jinx.



Reveck's House Reveck's house is the previous residence of Corin Reveck, the cities infamous techmaturgical inventor. It is here where he constructed the robot known as Orianna, after the tragic loss of his daughter.



Yordle Academy of Science & Progress There is a significant yordle population that resides in Piltover. Heimerdinger, had an allure to science that he could not resist, and wanted to make his mark on the City of Progress. Before leaving Bandle City he gathered like-minded Yordles to join him in his quest to Piltover, thus forming the backbone of the now famous Yordle Academy of Science & Progress. Since then, his academy has become one of the leading institutions in all of Valoran. It has pioneered many new scientific achievements, delving deeper and deeper into the field of techmaturgy. The more interesting contraptions Heimerdinger and his colleagues have put together are on permanent display at the academy, with tours being granted nearly every day of the week. Its library houses one of the largest assortment of books found on Valoran.
Culture
The individuals who travel to and wish to reside in Piltover have a seemingly unquenchable thirst for knowledge. This pursuit can lead them across a variety of academic fields, be it techmaturgy, medicine, archaeology, etc. The city's researchers clearly take great pleasure exploring and expanding their scientific inquiries. However, many of them have now turned their attention to the current state of conflict on Valoran. Seeing what they consider an unacceptable situation, the scientists and denizens of the City of Progress have come together to work collectively in order to rectify the problems plaguing the continent. They firmly believe that science is the key to saving Runeterra.


Another reason Piltover is referred to as the City of Progress is due to its low crime rate. This hasn't always been the case; brigands and thieves, like Jinx, of all sorts used to find the city-state an ideal mark for plunder, primarily due to the valuable resources it imports to fuel its techmaturgical research. Some even theorize that it would have fallen long ago to the chaos of organized crime if not for Caitlyn. At a young age Caitlyn discovered that she possessed a natural gift for investigation. She also found that she was one of the sharpest shots in the city. Caitlyn gained notoriety as she was singlehandedly defeating crime in Piltover. Jayce, later became Piltover's Sentinel after he singlehandedly destroyed the lab of the Zaunite scientist, Viktor.


Though Piltover produces an abundant amount of techmaturgical marvels, the city's denizens strive to be as environmentally friendly as possible. They are constantly developing new and improved methods for renewable energy.
Government
Piltover has a very empathic and progressive governing body. It is indicated that the citizens of Piltover collectively elect their representatives, who are referred to as statesmen. In order to improve the city-state's social and environmental well-being, statesmen constantly strive to implement their nation's rapid scientific innovations. Piltover is also one among Valoran's least militarized city-states, and also one of its most trusting.
Organizations
With the goal of using their combined knowledge to give aid to others as quickly as possible, the city's officials created multiple search and rescue teams that can be mobilized across Valoran at a moment's notice. The teams, referred to collectively as the Piltover Patrol, serve to assist anyone in dire need. Each member is highly trained to handle different levels of emergencies. When searching for missing individuals the rescuers deploy the Piltover Rescue Bot, a recent prototype created by the famed inventor Heimerdinger, to hover over and scan large areas of land. Should an individual be found severely sick or injured, the rescue teams are capable of swiftly transporting them back to Piltover. The individual is then treated as a patient by the city-state's top medical staff and is cared for around the clock. There are also Sentry Bots patrolling the city streets, insuring constant safety of residence, though they have proven to be no match against the criminal known as Jinx.
Notable Persons


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Zaun

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Short Description
Zaun, also known as the City of Privileges, is a city-state both supported and ruined by unchecked industry, mercantilism, and magic run amok. The pollution from the countless factories and laboratories is constantly spewed into the environment. The urban heart of the city-state is often choked with smog that blocks the morning sun and drains the sky of its pastels. Visitors have called the sky the "Zaun Gray", and describe staring up at it akin to seeing the beginnings of a cosmic disturbance. As polluted as Zaun is above-ground, its subterranean levels are far worse. All of Zaun's runoff waste pools together in its sewers, mixing together into toxic and mysterious concoctions.
Notable Locations
College of Techmaturgy The Cities best known institution of learning and prime location for techmaturgical research for the new and unexperienced. It also has cultural ties with Noxian's Bleak Academy.



Dr.Mundo's Laboratory The main research location of Doctor Edmundo, where he altered his body through chemical means.



Priggs Industries Priggs Industries are is large industrial complex of Dr. Priggs. It houses a large amount of warehouses and factories. It was later revealed that the complex house underground holding facilities and slave labor camps which has since ruined the reputation of the Industry.



Sump Works Sump Works, and Sector 90TZ located in it, are one of many locations in Zaun. It is here where Twitch was spotted after his mutational transformation.



The Slums The Slums of Zaun are one of the most densely populated and polluted locations in Valoran. Large pipes flowing with industrial waste are placed around its buildings. Many of its residence are main source of labor for Zauns factories. The Memorial Wall is a place where residence of The Slums give homage to those they had lost.



Viktor's Laboratory The main research location of Viktor, the cities infamous robotics and cybernetics inventor. It has recently been trashed by Piltover's Jayce after Viktor stole an energy crystal from him and used it for his experiments.



Zaun's Sewers Zaun's sewers are the where all the cities toxic waste ends up and is tossed into the sea. Many creatures such as rats live in this underground area, some of which had mutated from the toxic waste, such as Twitch.
Culture
While known to be a notoriously self-centered people by other nations, the denizens of Zaun collectively take great pride in themselves and their city. To them, their right to do as they please is what makes Zaun the freest city-state onRuneterra. As a result the streets of Zaun are a constant hive of activity. Shopkeepers with a variety of eccentric items can be found at every corner of the city, with the dark and seedy alleys overflowing with ambitious individuals willing to give their all for a profit. It's also said that corporate rivalry is the very spirit of competition that defines Zaun as a city-state. Nevertheless, both espionage and sabotage are considered common practices when doing business with Zaunites.


The citizens of Piltover that encountered Jinx said "she described the street fashions of Zaun in her dress."
Government
The city's governing body, the liberal Council of Zaun, are extremely lenient with their restrictions. This has allowed their researchers and inventors the leeway to push the bounds of their experiments at an accelerated rate, for better or worse. Some say the city-state is run more like a corporate business with no restraints rather than a society of law and order. Zaun’s Chief Executive, Chairman Magnus Dunderson, is said to have had a relatively long reign.
Notable Persons


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Ionia

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Short Description
Ionia is a naturally beautiful island nation full of ancient trees, tall mountains and tranquil rivers. The entire landscape is covered with large patches of forests teeming with life.
Notable Locations
Astral Grove Astral Grove is Soraka's place of origin and previous home before her fall. It is directly linked to Ionia through a portal.



Bard Mountain Bard Mountain is the location of the Floating Villages which housed an incredibly powerful Celestial artifact and was the first recent location from which Bard came to intervene in mortal affairs.



Celestial Fortress Celestial Fortress is the floating castle of Syndra, currently somewhere above Ionia.



Galrin Galrin is an island in southern-most Ionia.



Hirana Monastery Hirana Monastery is a place of which monks are renowned for self-control, located somewhere in the northeast regions.



Ionian Capital City


The Ionian capital city, located in the southwestern part of Ionia, northwest of Navori. The Lotus Garden, a sacred place mainly used as an area for meditation, is found in the Capital City.



Kinkou Monastery Kinkou Monastery is the home to an ancient warrior-clan, on the northwestern island.



Master Yi's Village The birthplace of Master Yi and The Art if Wuju, it has since been destroyed during the Noxian Invasion of Ionia.



Navori Navori is a region located in the southern Ionian mainland.



Placidium The Placidium, one of Ionia’s most iconic structures, it is located in the heart of the nation atop one of its largest nexuses. This building is home to the School of Transcendentalism, an organization dedicated to raising Runeterra’s populace to the greatest spiritual heights possible. The school is most noted for having Soraka as part of its governing board of regents. Beings from all across Runeterra flock to the school, seeking the secrets of spiritual enlightenment. Many of Ionia’s most successful diplomats have spent at least some time studying at the School of Transcendentalism. The Serene Garden, the garden in which the Great Tree grows and the main area for events, and the Shojin Monastery, the place of repentance, are found inside the Placidium.



Shon-Xan Shon-Xan is a region located east of Navori.



Temple of Pallas The Temple of Pallas is located somewhere in the southern regions.



Temple of the Jagged Knife The Temple of the Jagged Knife is controlled by Zed's Order of the Shadows. It has been previously ransacked by Gangplank and his pirate crew.
Culture
The island nation of Ionia is a haven for beings who seek spiritual evolution and enlightenment. While populated primarily by humans, some yordles and beings of unique origin also make Ionia their home. There are many spiritual centers and schools of enlightenment in Ionia, each one working in harmony with one another to find the answers to life’s mystical questions. Why are we here? Who are we? What does life truly mean? Such pursuits leave little time for thoughts of imperialism; the Ionians are extremely peaceful by nature.


The Ionians dedicate their lives to pursuing spiritual enlightenment instead of conflict; what kind of enlightenment is up to the individual. The mystics of Ionia delve into many mysteries, pioneering the very depths of spirituality. While many of them devote themselves to the pursuit of peace and light, there are those who walk different paths. Some pursue the beauty of perpetual sorrow, some the excitement of darkness, some the vitality of the primal. Most Ionians find violence distasteful and try not to resort to using it when resolving issues. That does not mean, however, that they are helpless or unable to defend themselves.


Diplomacy is an art in Ionia, and Ionian diplomats are revered by its citizens. Ionian courts are known all across Valoran as paradigms of fairness and neutrality. Ionian adjudicators are some of the most sought-after political individuals from all the nations.


Ionia is a place visually marked by numerous gardens and temples. Nature preserves and parks fill the Ionian countryside. A serene aesthetic dominates the landscape, even at its harbor and in its industrial sectors. Buildings are constructed with the goal of preserving the environment as much as possible. All of Ionia’s structures are ornately decorated, especially the temples. Magic is used liberally in the city, though only for peaceful purposes. Several of the nations largest nexuses have been shaped into prominent temples and houses of communal contemplation.
Government
Ionia has one of the most unusual governmental structures in all of Runeterra. This is partially because of its neutral political stance, and also because people in Ionia have generally eschewed conflict in favor of their unending quest for enlightenment. The power and wisdom of those who are considered blessed or enlightened, such as Soraka, are taken into account with a great amount of respect.


The lack of military involvement has prevented Ionia from needing a single defined leader such as the other nations have. Instead, Ionia is divided into provinces which are each represented by an Elder. To determine who becomes an Elder, a competition called "The Distinction" is held every five years. This competition has several trials which test its candidates across a wide array of skills. Schools in each region send their finest adepts – men and women who have trained their bodies and minds in the path to enlightenment – to represent them in the Distinction. The prevailing Elders from each region then gather at the Convergence of Elders thrice annually or whenever any Elder calls for an emergency assembly. Duchess Karma resides among them. Amazingly, there has never been a recorded power struggle within this system, but this is generally thought to be due to the Trial of Humility, one of the most critical and revered tests in the Distinction.
Organizations
The Ionians have created some of the most remarkable martial art forms on all of Runeterra – a manifestation of their pursuit of enlightenment. Several of which are listed below:


The Art of Hiten The Art of Hiten is a blade style developed by the famed swordsman Master Lito. His art was a highly-guarded secret, but it was said that swords would breathe in his grasp. When Master Lito died, his daughter Irelia, inherited the Hiten style. Irelia has since taken the art form to new heights as she is capable of telekinetically commanding multiple blades. The weapons dance around her fluidly, effortlessly cutting down opponents within her vicinity.



The Art of Wuju The Art of Wuju are principles founded on obtaining absolute spiritual awareness of one's self and one's enemy. Master Yi, the keeper of this ancient art, descended from one of the few tribes dedicated to the preservation of Wuju. Due to the massacre of his kin, Master Yi is now one of the last Wuju practitioners. He has pledged to keep the Wuju style alive by teaching the art form to other individuals, such as Wukong.



The Hirana Monastery The Hirana Monastery is home to many monks who have delved to the deepest depths of spirituality. Their adepts are some of the most devout proponents of personal harmony within one's self. Though the monks deplore violence, they are not defenseless as they are skilled enough to turn and redirect an opponent's strikes. In an act of selflessness, the monks took in Udyr and taught him how to harness and control his animalistic fury... most of the time.



The Kinkou Order The Kinkou Order exists as an ancient clan originating in the Ionian Isles dedicated to the preservation of balance. Order, chaos, light, darkness – all things must exist in perfect harmony for such is the way of the universe. The Order employs a triumvirate of shadow warriors to uphold its causes in the world. The three shadow warriors Shen, Kennen, and Akali are each entrusted with one of three sacred duties: Watching the Stars, Coursing the Sun, and Pruning the Tree. The order, however, has since fallen before the new Order of the Shadow.



The Order of the Shadow The Order of the Shadow is a new clan that has dedicated themselves to learning the forbidden art of the shadows and killing anyone who refuses to learn. Their leader, Zed, was the first to learn the technique again after 200 years. By using the art of the shadows, they were able to bring down the ancient order of the Kinkou and have since used their lands as their own training grounds.



The Shojin Monastery The Shojin Monastery is home to peaceful monks that have long practiced the martial arts of inner healing. Through meditation the monks are capable of rejuvenating from injuries at a heightened rate. Some of these priests can also display acts of incredible willpower, such as suffering through agonizing amounts of pain for weeks without crying out. Lee Sin resides within the monastery, having journeyed there years ago in hopes of obtaining atonement for past mistakes.



The Temple of Pallas The Pallas Temple Guardian was a solitary role given only to the most exceptional Ionian warriors. Serving as the temple's warden, the Guardian would keep watch over the Pit of Pallas, an ancient pit of corruption so vile that many feared it could envelop the island in darkness. Sadly, the reclusive position no longer exists. The last Guardian, Varus, allowed himself to be consumed by the Pit's black flames, obtaining more power for his vengeance against Noxus.
Notable Persons


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Freljord

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Short Description
The Freljord (pronounced "Freil-yord") is a thunderous region located in the northern part of Valoran. The Avarosan tribe have formed The Kingdom of Freljord and are the main governing body of this land. It is currently in a civil war with the Winter's Claw and Frostguard tribes.


Freljord is an unforgiving place. A mountainous land covered in snow and ice, it is home to many vicious ice storms. Travel, especially in the winter, can be very dangerous. The elements often claim even those who have spent their entire lives there. Only one storm exceeds the ones found in Freljord: the Gelid Vortex - a swirling, icy maelstrom which circles the northern hemisphere of Runeterra.
Notable Locations
Avarosan Iceflow Glacier The Avarosn Iceflow Glacier is located somewhere beside the Gelid Vortex in the Ironspike Mountains.



Frostguard Citadel The Frostguard Citadel is where Lissandra and her Frostguard keep Freljord's artifacts, treasures and records of its history. The Beast cells are where Nunu found Willump and freed him. It is separated from the mainland by the Howling Abyss and is only reachable by a bridge that spans between the two sides.



Gelid Vortex The Gelid Vortex is a powerful, unceasing storm located north of Freljord, surrounded by mountains.



Howling Abyss The Howling Abyss serves as the divide between the mainland and the glacial that contains the Frostguard Citadel. A bridge above it serves as the main entrance to the Frostguard Citadel. It is also a landmark where the Iceborn overthrew their oppressors.



Ironspike Mountains The Ironspike Mountains are a large mountain range that stretches in a half circle, from just north of Noxus to Freljord at its northernmost point. It is also the location where Anivia has made her home.



Rakelstake Rakelstake was once a village where the Tribe of the Ice Dervish lived. Now it serves as the capital of Freljord. A statue of Avarosa guards the entrance to the city. The cities inhabitants live in the rocky and icy wall around the royal palace which is at the center of a giant frozen lake. The Royal palace made of True Ice is at the heart of the city and is where Asheand Tryndamere proclaimed the formation of the Kingdom of Freljord.



Ursine Village The Ursine Village can be found just below the Gelid Vortex's mountains. It is the main settlement of the sentient bear like race from which Volibear comes from.



Lokfar A peninsula where berserkers such as Olaf lived. It is located north of Sejuani's territory.
Culture
The Freljordians were once a divided people known as Iceborn(a race once thought to be extinct) with "The War of the Three Sisters" having left the denizens splintered for generations. The region was divided and dominated between three nomad tribes: The Tribe of the Frost Archer, The Tribe of the Ice Dervish and The Tribe of the Winter's Claw, now known as The Avarosan, The Frostguard, and The Winter's Claw respectively. Over the years the tribes would have occasional skirmishes with one another, though the reasons for why they continued fighting had been long forgotten by most. The tribes are ruled by the three Princesses: Ashe, Sejuani, and Lissandra.
Government
Freljord has become a land of endless conflict since the "War of the Three Sisters" broke out. Even though Freljord already has a sovereign, tribal leaders still fight for it bringing with them their tribes. The tribes are stated below:


Avarosan The Avarosan are those whom are loyal to Queen Ashe. While others war, Ashe works day and night to establish a single alliance throughout the Freljord. Though her methods are peaceful, she is still backed by a powerful and committed army. Anivia, Braum, Gragas, Nunu &Willump, and Tryndamere, are few of her allies.



Winter's Claw The Winter's Claw tribe is led by the ferocious Sejuani. Sejuani wishes to conquer the Freljord through absolute strength. In her eyes, the Freljord is a place where only the strong deserve to prosper. As she raids, her warriors allow the stalwart to live under her banner while they pillage the weaker tribes, leaving them without the means to sustain themselves. Once her work is done, only the mighty will be left in the Freljord. Olaf, Volibear, and Udyr have all sided with her.



Frostguard The Frostguard dwell hidden beneath an eternal winter, deep in the ruins of the ancient Freljord. The Frostguard obey their leader; Lissandra. Concealed from the world in the far North of Freljord, the Frostguard archive of all Freljords archaic history. Though seemingly peaceful, the truth of the Frostguard's allegiance is far more disturbed. The world had forgotten the terrible enemy that ruled the Freljord long ago and was cast into the depths of the Howling Abyss following a long and brutal battle. And now, whilst the ignorant sleep, Lissandra plots to return her masters to their former glory. The trolls and their king,Trundle, have allied themselves with her.
Notable Persons


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Shurima

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Short Description
The Shurima Desert (commonly known as Shurima) is an arid territory in the southern half of the continent. Many men have gone mad beneath the glare of the Shurima sun. It is also the location of the newly resurrected Shuriman Empire, a vast civilization that bloomed millennia ago. It shares borders with Demacia and Noxus.


A thousand years ago, the glorious empire of Shurima shone like a second sun across the desert. After a flawed Ascension ritual, the gleaming capital city was reduced to ruins, swallowed by the sands forever or so it would seem.


But an oft-repeated legend stirs in the desert of Shurima. The swirling sands carry rumors of the ancient emperor, Azir, somehow returned.
Notable Locations
The Capital An oasis in the desert, it fell to ruins after Xerath's flawed Ascension. It has risen once again with the resurrection of Shurima's long lost emperor, Azir. 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 most 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 Imperial Palace, Grand Temple 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 advance irrigation system of its time, seemingly unsurpassed until modern times. Floating gardens decorated with palms and other flora protected its many terraces from the burning sun.



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 most the privileged beings of Shurima's past harnessed the powers of the Sun Disc and became Ascended beings/Ascendants. It was also the center location of Ancient Shurima's destruction and its modern rise from the grave. The circle is accessible with the Stairs of Ascension and The Emperor’s Way, the most important road within the city.



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. The bloodline of the entire city, it the city's main source of fresh water. The water is fused 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 has almost all dried up until the newly resurrected Azir brought a dying Sivir to the now magical pool. The waters' powers healed her fatal wounds. This act of selflessness from Azir made him worthy of ascension which ultimately revived his broken city.



Shurima Wastes The fallen empire has littered the dunes with ruins. A mysterious creature can be found wandering the the desert. Skarner defends the entrance to a realm deep beneath the Shuriman wastes; what he protects no one knows. Buried tombs also hold ancient secrets; Amumu rose from such a tomb; in another Ezreal claimed an Ascendant artifact of incredible mystical power.



Bel'Zhun A settlement at the edge of Shurima, bordering with the Empire of Noxus.



Sai Sai is the harsh, southern desert defined by rolling plains of sand, sharp stones and eerie silence. Located between the end of the desert and the Capital, it is for the most part, completely uninhabited besides the Xer'Sai and their queen Rek'Sai, whom has single-handedly claimed vast parts of the desert. Traders and armed caravans will go hundreds of miles out of their way to avoid her territory, though cunning bandits have been known to lure the unwary into her killing grounds.
Wildlife
Many strange beasts and wonderful creatures roam around the lands, a few are mentioned below.


Xer'Sai Creatures from the Void that plague the southern deserts. They are the size of big dogs on average, but can be smaller and much bigger. Rek'Sai by far the biggest and the most dangerous of the species. Xer’sai burst from their small burrows and savage anything nearby, at the detriment of desert caravans. Once dead, the Xer'sai decompose at an abnormally rapid rate and become inedible.



Outerbeasts Beside the Xer'Sai other creatures from the Void, referred to as "outerbeasts", can be found in the desert.



Eka'Sul Desert goats that travel in herds.



Ralsiji Large and aggressive minotaur-like creatures. They are humpbacked quadrupeds with long limbs and thick horns.



Shuriman camels This breed of camels are used by Caravans as transportation.
Culture
The current inhabitants of Shurima's desert are mainly descended from the survivors of the fall of Shurima's empire. The origin of their culture reaches back to Azir's time. During those times, slavery was a common thing in the Empire. It was so common that the entire Empire was dependent of slaves as a working force. One of the former slaves, Xerath, tried to seek revenge for position, which inadvertently caused the Empires downfall. Ironically, his plan was implemented right after Azir emancipated all slaves in the empire. After the fall of Ancient Shurima, the society has evolved as they eke out an existence in their harsh environment of the desert. Commonly the nomads, such as Sivir, practice tomb robbing and mercenary service. The people are also known to produce seers blessed with foresight. Malzahar was born with such abilities.


The southern desert is plagued by Xer'Sai, vicious monsters originating from the void. To scout from attacks by Xer'Sai caravans can employ Elujrav'i', or "bell riders". They can also employ "Saih'kharash'i", or "sand walkers". These are poor locals who travels with the caravan, but can quickly be outrun in case of an attack by the Xer'Sai, at which point they serve as unfortunate decoys while their employers escape.


In ancient times the Sun Disc produced heroes called Ascendants in times of direst threat. These beings were merely considered legends until the long, fallen emperor returned.
Government
Shurima currently has no centralized government, being most regions are controlled by local leaders due to the isolation between settlements. In ancient times all regions were governed by feudal lords that answered to the Emperor of Shurima, who was located at the Capital. Azir proclaimed himself Emperor again after his resurrection and intends to unify the nation again.
Military
Shurima 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.
Notable Persons


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Bilgewater

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Short Description
The Bilgewater Union (commonly referred to as Bilgewater) is an island nation of the Blue Flame Islands, which are located in the southeastern coast of Valoran.


Bilgewater, over the years, has become a vital stop for trade ships traveling near the Blue Flame Island. While this increased the nation's wealth and influence over Valoran, it has also made the nation a major refuge for piracy, and the island itself a tempting target for pirate raids. Rum is the nations major export, which is made in the various pubs and taverns down the Fleet Street. Before sailing into the port, onlookers can see the image of a white skull on the large rock behind the city.
Notable Locations
Butcher's Bridge Once an ancient stone bridge leading to a temple entrance, it's been kept up haphazardly and primarily serves now as a connection between the slaughter docks and one of Bilgewater's slums.



Gangplank's Warehouse Gangplank's warehouse is situated at the end of the pier, guarded on three sides by sharks and razorfish-infested waters and on the fourth by the vicious Jagged Hooks dock gang. His warehouse is full of loot and spoils from every corner of the world. In the aftermath of the destruction of the Dead Pool, Gangplank’s spoils-filled warehouses have been plundered, and those who followed the dread pirate have forfeited their allegiance.



The Grey Harbour The Grey Harbor was once an eastern port for Bilgewater. Many fishing vessels would dock here after their journey to the Guardian's Sea But 4 years ago, during the The Harrowing, The Wild Hunt lead by Hecarim lays waste to the port. The location remains uninhabited to this day.



Isle of Buhru On the isle of Buhru, one of the isles of the Bilgewater island chain, battle isn't considered a test of strength but of will.



Port Mourn Port Mourn was located at the eastern part of the southern Island of Bilgewater. 32 years ago during The Battle of Port Mourn, the revenant Mordekaiser lead the Harrowing on a night of slaughter. The location remains uninhabited to this day and some say that specters haunt its empty streets.



Smuggler's Cove Located at the north-eastern part of Bilgewater, its primary purpose was for stashing pirating goods. No inhabitants have been spotted near the location after the last Harrowing.



Slaughter Docks Slaughter Docks are located in Rat Town, beneath Butcher's Bridge. After a successful sea monster hunt, the slaughter fleets return to the slaughter docks to render the massive creatures down to meat, bones, and armored hides inside enormous sheds. A lucrative trade in glands, organs, and secretions harvested from the serpents thrives in Bilgewater. Slaughter fleets leave port at sunset every night to hunt mighty sea monsters. As rivals represented by unique symbols and traditions, many of the fleets constantly fight among themselves for dominance. The sea around the Slaughter-docks is often darkened by the blood of slain sea monsters. The chum draws sharks and other predators into the many harbors, stirring up a violent froth.



Southern Beacon The Southern Beacon was an old structure used by ship captains to guide them away from rough shores. After the Harrowing battle that occurred at the location some 9 years ago, the Southern Beacon was destroyed.



Rat Town West Bay is the main entrance to the largest settlement of Bilgewater, Rat Town. Butcher's Bridge, which is located upstream and above the Slaughter Docks, acts as a gate to the inner parts of the city as well as the bridge to the Temple of The Mother Serpent, one of the largest and most important structures of Bilgewater's previous native inhabitants. Because of the cities mixed cultural heritage, location boast a large variety of architectural designs. From inverted Freljordian logships against the carved cliff-faces to the structures and carvings of the indigenous population. Fleet Street has various pubs and taverns and boasts the nations finest Rum, such as The Brazen Hydra which patrons could be heard all the way to Diver’s Bluff. Freeman's Aerie, The Syren, and The Dead Pool are also notable locations of the city.



The Dead Pool Anchored near the Slaughter Docks, the enormous, three-masted behemoth, Gangplank’s flagship was one of the most infamous vessels in Runeterra. Inherited after his ruthless patricide, the Dead Pool was as much a reminder of the dread captain’s power as it was the physical manifestation of it. When Gangplank’s ship returned to port, laden with loot from his latest piracy or high-seas victory, it first berthed near the Slaughter-docks to deposit new riches in the captain’s warehouse. It has since been destroyed had his remains are scatter all across the Slaughter Dock and White Wharf sea bed.



White Wharf Located near the Slaughter Docks Bilgewater’s White Wharf had earned its name thanks to the layer of bird waste covering it from end to end, which was only to be expected at a resting place for the dead. In Bilgewater, the dead are not buried, but given back to the ocean. A grave of the sunken dead hung suspended in the cold depths, marked by hundreds of bobbing grave-buoys. Some of the graves of poor residence have merely name posts, tied en masse to old anchors beneath waterlogged barrels. The wealthy residence have elaborate tombs with lavish bobbing tombstones with carvings resembling rearing krakens or buxom sea wenches, interred within expensive submerged caskets below. The Boatman ferries the bodies of the departed to the various graveyards scattered about the straits surrounding the city.
Wildlife
In Bilgewater one can come across many astounding creatures brought from the dark and mysterious Guardian's Sea, such as: Dragon-Sharks, Sea Serpents, Giant Squid, Four-eyed Shark Creature and Kraken.There are also more mundane creatures inhabiting the sea, coastlines and docks such as: octopi, hammerhead sharks, devilfish, clams and fish.The land and coastal areas house an large assortment of astounding creatures. There are also more mundane creatures inhabiting the coastlines and docks such as seagulls. Various monsters from across Runeterra are shipped through the black market, trained extensively and sold as living commodities for entertainment, industrial use or simply as loyal underlings. The illegal trade is especially prevalent in a pirate haven such as Bilgewater. As is the principle in the black market trade, those who pay more Golden Krakens undoubtedly get better monsters than those who pay less.


Wharf Rat Wharf Rats a terrifying blend of shark and rat commonly found on the docks of Bilgewater. These creatures are larger than dogs and are known to prey upon drunks and lone fishermen on moonless nights. They often travel in packs, and are easily capable of biting a man's leg off.



Scuttler Crab Scuttler Crab or Rift Scuttler lives in the fresh waters of Valoran and can be found near the docks of Bilgewater and in Summoner's Rift. They are small green-shelled crustaceans with 3 pairs of legs and one pair of front claws. They sometimes bury themselves into the muck of the river to avoid predators and are known to either avoid or flee from dangers. To confer peaceful resolution (Hence the elusive pacifist nickname) to the force that subdues it, it will grant them them a boon: a persistent field around it that grants vision and magical speed to the aggressor and its allies.



Hammerhead Sharks They are a ocean dwelling species of sharks native to the Guardian's Sea and Bilgewater. Their brown hide is rough, almost scale like. They head is in the shape of a hammer with two pairs of eyes and also have five fins for movement.



Giant Squids Giant Squids are a deep-ocean dwelling species of squid native to the Guardian's Sea. They tend to be the size of a house, although some are said to grow even bigger, and can sometimes attack smaller ships. They are also usually hunted for either food or sport, the latter of which is just as dangerous as the former.



Krakens Krakens are large serpent/octopi-like species that have been sighted in the Guardian's Sea. They possess a set of tentacles and five eyes, two pairs and one large one at the center of the forehead. The mythos behind this species is so well known on the Blue Flame Islands and that many structures in honor of this species were constructed by the original denizens of Bilgewater. Their image has been used for the currency of Bilgewater, know as Krakens Golden Krakens.



Sea Serpent Sea Serpents are a large species of ocean dwelling serpents native to the Guardian's Sea. They presents on the sea is so well known be the denizens of Bilgewater that their nations crest and Silver Serpents currency is a Sea Serpent. They can also be summoned by serpent callers. One account from the Harrowing records the might of these creatures, having halted the progress of the Black Mist before it reached Bilgewater, though the beast was slain in the process.
Culture



The native inhabitants of Bilgewater are rugged seafaring folk and many, naturally, are also pirates. While some vessels are kept protected within safe waters, their nation has little jurisdiction over what occurs in the open seas. Sailors intrepid enough to venture out there are free to decide their own fate and fortune. Many Bilgewater pirates also sail to other nations and are known for their raids on settlements. The port-cities are the home to Gangplank. He arose to represent his nation, though his true motives, as he is a pirate, are questionable. Gangplank and Miss Fortune, often bicker over their nation's future direction. Both strove to unite the people of Bilgewater in order to turn them into a strong and independent society.


One of the oldest and fiercest dock gangs in Bilgewater, the Jagged Hooks swear undying allegiance to Gangplank. They take their name from the wickedly curved tools many of them use while hunting sea monsters.


Bilgewater is a relatively lawless nation, particularly in the pirate-run slums. The majority of the Islanders denizens carry a variety of weapons, which range from cutlasses to pistols, in order to protect themselves at all times. Traditionally, the Bilgewater warriors coat their weapons with the remains of their drinks the night before a battle or raid. This has the effect of increasing the pain of wounds caused and often spreads diseases such as gangrene, inhibiting their enemies' ability to fight back. Many of their larger ironclad ships are also outfitted with multiple cannons that can strike targets over long distances.


Bilgewater lacks natural building resources, forcing its inhabitants to scrounge whatever they can. It's common to see remnants of ships from as far as Ionia, Demacia, and the Freljord incorporated into the architecture.


Massive sea monsters are a constant threat in the waters around Bilgewater and over the centuries, a trade industry has grown out of hunting and harvesting them. The nature of the beasts attraction to the islands is unknown, but their impact cannot be denied. Seeing behemoths rise from the deep is just part of a normal day for grizzled veterans of the criminal haven. As a result, sea monster iconography can be seen all over the nations structures and other everyday objects as part and parcel of Bilgewater’s unique appearance.


Whether by magic or ancient architectural design, Serpent Callers use hollowed out pillars to mimic the screams and screeches of the denizens of the deep, summoning them to the surface or chasing them away. One such serpent was called upon during one of the recent Harrowings to aid Bilgewater against the undying hoards onslaught.
Notable Persons


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Bandle City

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Short Description
The Yordle Land (commonly known as Bandle City) is the home of the yordle race and where dwells the vast majority of yordle society. It is located in the southeastern part of Valoran, behind the safety of the Sablestone Mountain range. Centuries before, the yordles were a nomadic race, traveling around the continent for many years. They eventually settled themselves within the Ruddynip Valley where modern day Bandle City is now located. While their society may seem like a simple rural community, the city itself holds a great deal of intrigue and mystery.
Government
Yordles have a very community-based government with various officials overseeing their own specific areas. The current leader of Bandle City is Mayor Dennison Jadefellow. Bandle City's governing body is the main representative of the yordle race outside The Yordle Land.
Military
What yordles lack in stature, they make up for with their armaments and their industriousness.


The Megling Commandos The Bandle Cities weapons brigade – the Megling Commandos – are something of a legend in Bandle City. They have a history that spans centuries, and they remain the oldest yordle military unit still in service. They are renowned for their courage and bravery, as well as their deadliness and ruthlessness, earning them a reputation as the most respected and feared of all warriors from the city-state. Legends of Megling, the valiant founder of the commandos, are, to this day, whispered throughout Valoran. It was these legends that drew Tristana, to join the yordle military as a part of the Megling Commandos.



The Scouts of the Mothership Within the Bandle Cities intelligence team – the Scouts of the Mothership – the yordleTeemo, is regarded to be the group's top recon specialist. However, to those who know of his true exploits, it is clear that Teemo is actually something else – the most unwaveringly unrepentant assassin of Bandle City. Whilst he enjoys the typical level of community and companionship inherent to all yordles, Teemo's feelings for his people are so immoderately strong that he ofttimes ventures out to seek out the foes of his city on his own. When he finds them, and, oh, does he find them, Teemo extinguishes their lives with a rare and particularly toxic ajunta poison he gathers personally from the nearby jungles of Kumungu. It is said that by those close to him that something switches off in Teemo when he sets to work laying his snares and traps, so that fleeting thoughts of the lives he ends do not burden him.



The Screaming Yipsnakes The aerial squadron – the Screaming Yipsnakes – utilized the Reconnaissance Operations Front-Line Copter, an air assault vehicle which has now come to replace the Light Operations Lander as the backbone of the Bandle City Expeditionary Force. Corki, was by far the most renowned of this highly active group. He and his squadron soared over the skies of Valoran, surveying the landscape and conducting breathtaking aerial acrobatics for the mesmerized onlookers below. In times of conflict, the squadron led daring missions which would loft them deep behind enemy lines, to both crystallize their intelligence of enemy formations and deliver needed messages through hot zones.
Notable Persons


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Mount Targon


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Short Description
Snowy slopes, cold winds, and scarce sources of food makes Mount Targon a harsh landscape for survival. The mountain can be seen all across Valoran, and many believe its peak to be the highest point on Runeterra.
Notable Locations
Mount Targon Upper Slopes The place where the Rakkor Tribe reside and train. It is located far above the clouds on Mount Targon.



[fieldest=Mount Targon Peaks]A location reserved for a special group of Rakkor who answer to a “higher” calling. This is where the members of the Solari tribe devote their lives to reverence of the sun.[/fieldset]


Lunari Temple An ancient, sealed temple, somewhere at Mount Targon. It is where the Lunari had once worshipped the moon before disappearing.
Organizations
The Rakkor Tribe Far above the clouds on Mount Targon resides a stalwart tribe of people known as the Rakkor who still revere combat and war as ultimate forms of art. They live and breathe only for battle. Each member of the tribe is bred to be a disciplined and vicious warrior, preferring to battle soldiers of either the Noxian or Demacian armies only when outnumbered at least ten to one. Rakkor warriors are trained not only to be as lethal with their bare hands as the most capable martial artists, but also to fiercely wield the many relic-weapons of the tribe. Such treasures have been handed down from generation to generation, and have harnessed the mystical nature of Runeterra in their very cores. These relic-weapons are among the most dangerous in existence. The stone-faced warrior ,Pantheon, is considered the paragon of his people.


Before the solstice of their 16th year, each member of the Rakkor tribe must participate in the Rite of Kor, a ceremony in which two Rakkor teens battle to the death for the right to bear a relic-weapon. It is a grisly event, though due to Targon’s limited food supply, a necessary one. Every child is trained and taught in preparation for their momentous battle. Should a participant refuse to fight, they are sentenced to death by the Rakkor leaders and are immediately executed. The name of the current Kor leader is Jagen.



The Solari Tribe Rather than a pursuit of war, Mount Targon’s peak is reserved for a special group of Rakkor who answer to a “higher” calling. Members of this group, called the Solari, retire their mantles of war, choosing instead to devote their lives to reverence of the sun. According to legend, the Solari were formed by a warrior who could call the raw might of the sun down upon his enemies in combat. He claimed Mount Targon’s summit, the point on Valoran closest to the sun, for his solar devotion, a tradition which generations of Solari have preserved to this day.


Though they maintain their reverence, no other warrior possessed the gifts of the founder – until Leona. The Solari elders claimed Leona from the Rakkor tribe and assisted in focusing her abilities. When she was ready, Leona donned the golden armor of the Solari and they bestowed upon her the sword and shield passed down from the ancient sun-warrior of legend.



The Lunari Tribe An ancient cult, who dedicate their lives in reverence to the moon. However, only one of them remains, which is Diana.
Notable Persons


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*Credits to lol.wikia.com for the info.


*Due to the lack of 'modernized' crests, a few factions/nations will be using old ones.
 
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Those are some beautiful graphics :)


I presume you copied Yuuki's borderless accordions? xD


The design gives me an idea to make a similarly styled interface for presenting information. You mind if I made a similar concept? The clean and simple design is really accentuated by the colorful shading.
 
Lexielai said:
Those are some beautiful graphics :)
Why, thank you.

Lexielai said:
I presume you copied Yuuki's borderless accordions? xD
Yes. I'm still not well-versed in Bbcode so I'm just going around looking for codes to modify.

Lexielai said:
The design gives me an idea to make a similarly styled interface for presenting information. You mind if I made a similar concept?
Nope. Feel free to use it. :)
 
Will this ever become a real rp, I would love to join it
 
Well just know I would certainly be in favor of joining ( or even helping if I can )
 

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