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#its a little complicated for Runeterra
tigerkirby215 · 2 years
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5e Taliyah, the Stoneweaver build (League of Legends)
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(Artwork by Evan “Somnicidal” Monteiro. Made for Riot Games.)
Taliyah rework let’s gooooo!
Taliyah has always been a character I was kinda scared to try. She just seemed way too complicated; one of those “tryhard onetrick” champs that’s only played by dedicated mains or Challenger players like Aphelios and Rell... This is the point where I make a side mention that I play Aphelios and Rell.
But her mini-rework has peaked my interest, and much to my surprise no one (coff Doran’s & Dragons lol) have tried their hand at making Taliyah yet. So it’s about time I took a crack at an earth-bender, hm?
GOALS
Throw another rock! - We need to throw a lot of rocks. Man if only there was a way to throw a bunch high damage magical rocks at once.
Never dismiss what's beneath your feet - Uprooting the ground beneath your foes feet is a good way to trip them up and deal some heavy damage!
You can run from a landslide; I prefer to ride it! - The only thing more efficient then a big wall is being able to ride that big wall into the middle of the fray!
RACE
I would love to make Taliyah an Earth Genasi, but for one she’s a human and for two earth genasi sucks. So we’re going to make her a Variant Human with +1 to your Charisma and Constitution (but feel free to put any of those +1s in your uneven stats if you roll for them), proficiency with the Perception skill to see dangers coming up on the sands, and whatever language you like. (But Primordial works well as a stone weaver!)
For your feat we’re actually going to change it up a little and take the Crusher feat. This isn’t a feat I talk about much: it gives you +1 to your Constitution but more importantly if you hit someone with Bludgeoning damage you can move them up to 5 feet in a direction of your choice. Additionally if you happen to crit with your Bludgeoning damage, all your allies have advantage to hit them until the start of your next turn!
ABILITY SCORES
15; CHARISMA - Charisma is both force of personality and magical ability, both of which we’ll need!
14; DEXTERITY - To surf along the rocks we’ll need to be light on our feet!
13; CONSTITUTION - You need to be sturdy to survive in Shurima, and by that I mean we don’t need the other stats much.
12; WISDOM - Earth-weaving is about knowing the earth and its surroundings.
10; STRENGTH - You need Strength to lift up big rocks, even if it’s with magic.
8; INTELLIGENCE - You’re more naturally-taught instead of school-taught, which is to say we need everything else more.
Feel free to put the +1s from your race / feat into any stat you happen to roll an uneven, if you decide to roll for stats. Also grabbing Moderately Armored if / when you can isn’t the worst idea but this build is rather feat starved.
BACKGROUND
When you travel around for long enough to meet the wandering Ronin himself you must be some sort of Outlander. You gain proficiency with Athletics and Survival as well as a musical instrument of your choice (ask your DM if you can perhaps swap this for Weaver’s Tools? Idk) and a language of your choice.
You picked up the Way of the Wanderer from your mentor, which is good for orienting yourself with the land and finding food and water for you and your friends!
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(Artwork by SixMoreVodka Studios. Made for Legends of Runeterra by Riot Games. I don’t exactly have a lot of artwork of Taliyah to work with.)
THE BUILD
LEVEL 1 - SORCERER 1
Starting off as a Sorcerer for... yup; saving throws. But proficiency with Persuasion and Insight never hurt anyone. You’re probably wondering what Sorcerous Origin we’ll be going with since Stone Sorcerer is still UA (and doesn’t fit Taliyah well): well truth be told there isn’t really any Sorcerer that makes sense so I’m going to be grabbing good ol’ Aberrant Mind for more Psionic Spells as well as Telepathic Speech to keep to team-chat.
You know Mind Sliver innately, which yeah is a bit weird for Taliyah but it’s a good spell so I won’t look a gift horse in the mouth. You can also add more Divination or Enchantment spells to your spells known, which basically means you’re going to be the resident Detect Magic monkey. And I mean... Hex is always a good spell to have.
You also get 4 more cantrips and 2 regular spells. For your cantrips Mending and Mold Earth are kinda mandatory, Mage Hand will let you manipulate earth to grab objects from afar, and uhh... well Light is helpful. I’d love to take Magic Stone if only for the meme value but we’ll be getting something far better than any Sorcerer cantrip next level, so keeping to Mind Sliver is good enough for now.
The main reason we’re going into Sorcerer first (other than saving throws) is to get an early form of your E with Earth Tremor. Although yes Shield is rather necessary for Survival as a d6 hit die class early on.
LEVEL 2 - WARLOCK 1
Isn’t it hilarious that Genie Warlock is the literal only Earth elemental caster we currently have, since the Dao Genie Kind will give you the ability to do Bludgeoning damage with any of your attack rolls thank to Genie’s Vessel. In addition to Genie’s Wrath you also get Bottled Respite for a small, safe place to Short Rest. You may say that this doesn’t fit Taliyah but I think if you reflavor it as a small rock hovel for you to chill in underground it makes perfect sense, and as a DM I’d gladly allow your Genie’s Vessel to be your stone cloak!
You may be asking why we took the Crusher feat at level 1: Genie’s Wrath allows you to apply Bludgeoning damage to any attack roll you make once per turn, which means you can push people around with Crusher every turn regardless of what you cast! As long as it’s an Attack Roll, Crusher will work! This will have some great synergy with other parts of your kit later on but for now you can shove your foes around a bit during combat by hitting them with heavy stones!
Other than that you get Pact Magic for 2 cantrips and 2 leveled spells from the Warlock list, as well as Pact slots that come back on a Short Rest. Eldritch Blast isn’t quite throwing rocks but it’s the best you’re going to get for multiple blasts of ranged damage, and Prestidigitation will let you do all sorts of minor stoneweaving tricks. As far as leveled spells go there really isn’t much I want from 1st level of Warlock, so grab whatever you think will be useful until you get 2nd level Warlock spells.
And to top it off: you get proficiency with Light Armor! Despite Mage Armor making sense for Taliyah you genuinely don’t have the spells known / invocations to spare, so I’m going to suggest leather under the context that it’s “good enough.”
LEVEL 3 - WARLOCK 2
Second level Warlocks get Eldritch Invocations like Agonizing Blast to agonize your blasts, and Repelling Blast to push your foes around with a Seismic Shove!
Again: I don’t have any 1st level spells to recommend, so I just suggest waiting for those 2nd level spells.
LEVEL 4 - ROGUE 1
But we’re going to very quickly dip into Rogue first. Currently this just means proficiency with a new skill (take whatever you want from the Rogue list really, but maybe you should have Stealth proficiency idk) and Expertise in two of your skills: I’m going to recommend Perception and Survival but again you can take whatever you think makes sense for Taliyah.
You also get Thieves’ Cant and Sneak Attack but I will tell you right now: you likely won’t use either of them much.
LEVEL 5 - ROGUE 2
The real reason for the Rogue dip is to get Cunning Action, which is how I’m going to flavor Taliyah’s Rock Surfing passive. Use your Bonus Action to Dash or Disengage (or Hide) as you dance along the rocks!
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(Artwork by SixMoreVodka Studios. Made for Legends of Runeterra by Riot Games.)
LEVEL 6 - SORCERER 2
Taking a quick value Sorcerer level for two reasons. Firstly Font of Magic will let you turn your spare Warlock spell slots into Sorcery points which can then be refunded later in the day for more 1st level spell slots (currently.) Secondly I want the big Catapult rock from Taliyah’s mini-rework!
LEVEL 7 - WARLOCK 3
3rd level Warlocks get their Pact Boon and truth be told none of them particularly fit Taliyah or impact or build, so I’m actually going to suggest Pact of the Talisman to weave gifts for your friends! Of course pick what you think will be useful (can’t go wrong with a familiar I guess) but Talisman arguably fits the best.
More importantly however you can learn 2nd level spells like Shatter (to split some rocks), Earthbind (which isn’t the greatest of spells but fits Taliyah), Misty Step (for Flash), and most importantly from the Dao Genie list: Spike Growth! You now finally have Unraveled Earth in the form of Spike Growth which (in combination with Crusher and Repelling Blast) unlocks a rather disgusting cheese-grater combo with Seismic Shove. Repelling Blast lets you push a foe 10 feet back and Crusher lets you move a foe 5 feet in any direction; Spike Growth will do 2d4 damage to a foe for every 5 feet they move on the warped ground.
Are you starting to see the picture? By pushing an enemy 15 feet along your Unraveled Earth you’re doing 6d4 damage with no save! And since Repelling Blast has unlimited uses per turn you can activate it with both your Eldritch Blasts for even more shoving and even more free damage. That isn’t even mentioning the Difficult Terrain you make, meaning that every time you shove your enemies back it’s all the harder for them to approach you. Perhaps the only downside of this combo is that it doesn’t scale too well with your spell slots, but throughout all stages of the game this bread-and-butter combo should be your main source of DPS for most fights.
LEVEL 8 - WARLOCK 4
It’s about time to get our first Ability Score Improvement, and seeing that Charisma controls basically everything we do currently increasing that by 2 should be a top priority.
You can also learn another Warlock cantrip like Minor Illusion to make shapes with the stones to fool your foes. As for leveled spells I’d suggest waiting for...
LEVEL 9 - WARLOCK 5
5th level Warlocks get another Eldritch Invocation, and sure you could take something like Tomb of Levistus for a Zhonya's Hourglass in case of emergency, but I’m going to double down on Seismic Shove with Grasp of Hadar. Yes this means more moving foes along Unraveled Earth: depending on your DM (who’s probably going to be pissed with your cheese-grater strats by now) you can hypothetically move a foe 10 feet forward before moving them 15 feet back for a grand total of 10d4 damage with no save. Just hope that your DM isn’t ticked enough to start permabanning Taliyah.
If you don’t want to be a prick with a cheese grater you can also grab Meld into Stone to ride along the walls of the jungle, and Create Food and Water. Because you know what’s fun? One party member completely negating the need for food. But it’s okay because the food tastes bland and unappealing.
LEVEL 10 - WARLOCK 6
6th level Genie Warlocks have an Elemental Gift: for one you now resist Bludgeoning damage, which is pretty good considering that Bludgeoning damage is one of the three most common damage types.
More importantly however you can give yourself a 30 foot flying speed (with a hover!) for 10 minutes! I’d consider this a very advanced version of rock surfing, which is to say “you get this ability from Genie Warlock so don’t look a gift horse in the mouth.”
And finally I’d recommend grabbing Counterspell for no particular reason other than “we don’t need any other spells on this list and it’s a good spell to have.” Block some incoming damage with a stone wall or break a foe’s concentration by kicking up dust in their eyes: flavor is free and flavor is great!
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(Artwork by u/QT0ri on Reddit.)
LEVEL 11 - SORCERER 3
Finally going back to Sorcerer to be able to cast some of your lower leveled spells, and for Metamagic. Use your Sorcery points on Quickened Spell to throw another rock, or Heightened Spell to give enemies disadvantage on saving throws against your spells, of which you will have a lot of saving throw spells.
Speaking of spells: for a start take See Invisibility and Locate Object as your Psionic Spells. Sure there are probably more useful options (such as Hold Person and Tasha’s Mind Whip) but these are the ones I could most easily justify as stoneweaver spells. And also take Maximilian’s Earthen Grasp as probably the quintessential low-level earth manipulation spell. Yeah I realize I’m saying “low level spells” when you’re total level 11, but that’s the nature of multiclassing as a beginner stoneweaver.
LEVEL 12 - SORCERER 4
4th level Sorcerers get another Ability Score Increase which means we can finally max out Charisma, so that even if our spells aren’t the most spectacular they’ll still pack a punch!
You can also learn another cantrip like Shocking Grasp to give yourself some defense in melee range. (Yes it’s not stone based, but you gotta work with what you’ve got in a pinch.) As far as spells known go there are some good ones at 1st level, but I’m going to suggest waiting until you can learn...
LEVEL 13 - SORCERER 5
3rd level spells like Erupting Earth to (again) perform a Seismic Shove on your foes! I’m also going to suggest Tidal Wave, which yes isn’t inherently stone-based but you could reflavor it as an avalanche on your foes.
Sending is actually a pretty nice spell to have from the Aberrant Mind list, but there isn’t much else that really makes sense except for... Clairvoyance, I guess? Put some wards down at a distance and accept that I had to take some form of Sorcerer and Aberrant Mind was the best one on offer.
And finally Tasha gave you Magical Guidance, allowing you to spend Sorcery points to reroll failed ability checks.
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(Artwork by 백업 on Tumblr)
LEVEL 14 - SORCERER 6
Granted it wasn’t really for Psionic Sorcery. Being able to cast your Psionic Spells with Sorcery points (without any components) is nice but most of the spells I opted for from Psionic Spells are utility based.
The main reason I went for Aberrant Mind quite honestly is that every other Sorcerer gets level 6 abilities that don’t fit Taliyah. If you’re either never going to hit level 14 or don’t mind some weird abilities I could suggest Clockwork Soul (getting Aid is just that good, although more Transmutation spells are nice) or Storm Sorcery (the mobility when casting spells fit Taliyah well but Storm Guide completely didn’t fit.) I also considered Draconic Bloodline just for the innate AC if you want a stronger character at the lower levels.
At least you get Psychic Defenses for resistance to Psychic damage and advantage against Charms and Fears, as well as Sleet Storm for another area control spell to fight casters and keep enemies at bay by shoving them aside!
LEVEL 15 - WARLOCK 7
Back to Warlock you can now grab another Eldritch Invocation like Tomb of Levistus, because now’s a good time to get Zhonya's. Why yes I am taking invocations from lower levels because that was the main reason for the Warlock multiclass in the first place.
And hey look at that: Stone Shape! If you want to slowly make a wall of stone this is the spell for you!
LEVEL 16 - WARLOCK 8
We got another Ability Score Improvement, and we’ve been sitting on an uneven Constitution score for awhile now. Sure you could take Skill Expert (or like, Durable I guess) but Chef fits Taliyah’s flavor personality and offers up some fun roleplay. Increase your Constitution by 1, share good food with your friends during Short Rests to let them heal an extra d8 when using hit die, and make snacks for your friends to give them some temporary hitpoints in a pinch!
Oh and you can grab Dimension Door in a pinch to teleport back to base, or anywhere else you can surf to. And you can even bring a friend!
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(Artwork by Jean “Curing” Go. Made for Riot Games.)
LEVEL 17 - WARLOCK 9
9th level Warlocks get another Eldritch Invocation, and what if I unironically suggested Otherworldly Leap? Okay jokes aside (since you can fly) feel free to grab any Invocation you think will be useful. Or like, just grab Eldritch Mind I guess for advantage on your Concentration checks.
And finally you get Wall of Stone! About time eh? Do exactly what it says on the tin and make a wall of stone in a variety of ways to surf along and block your foes!
LEVEL 18 - WARLOCK 10
10th level Genie Warlocks can weave a safe place for their friends to stay thanks to Sanctuary Vessel! You know that Genie’s Vessel that you could go inside? Well now you can bring your friends! Sure the most flavorful way to handle this would be to dig yourself a hole to keep your vessel in while your party rests, but by total level 18 there’s a lot of neat tactics you can take with a Bag of Holding the party can hide inside. As long as someone can send you on your way you can easily sneak around wherever you want.
Well that’s enough of me nerding about Genie Warlock. Did you expect more spells known? Nope you only get cantrips. And I suppose there’s no harm in  Chill Touch by this level for some Grievous Wounds.
If you want you can replace some of your old spells known with new 4th or 5th level spells. Counterspell and Create Food and Water (and maybe Shatter too, now that you can get Fireball as a Sorcerer) could be replaced with Creation, Hold Monster, or Synaptic Static. Teleportation Circle could also be a fun spell, given that you’re level 18.
LEVEL 19 - SORCERER 7
Taking our last few levels in Sorcerer for more Sorcery points, although Evard’s Black Tentacles is certainly a good spell to have if you reflavor it to stone magic. Summon Aberration is a little harder to reflavor however so I’d suggest Raulothim's Psychic Lance instead for an actual damage option from your Psionic Spells.
And finally you can grab a spell like Storm Sphere, because it does Bludgeoning damage! But jokes aside the amount of stone spells at this level are few and far between, so you’ll have to settle to reflavoring Storm Sphere as a storm of rocks. Or just use Evard’s Black Tentacles instead because that’s a really strong spell.
LEVEL 20 - SORCERER 8
Our final level is the 8th level of Sorcerer, mostly to increase your maximum number of Sorcery points and spell slots. This does mean you get one last Ability Score Improvement and by level 20? You can take whatever you think will be good for your character. Similarly you can take just about any spell at this level, as long as it makes you happy.
FINAL BUILD
PROS
You're not a problem, you're a learning opportunity - Mixing Sorcerer and Warlock is always a potent combo for spell slot melting and Sorcery point shenanigans. Your lower level Warlock spells are still good even at high levels, making casting them with your Sorcerer spell slots a good tradeoff!
Problems should be broken up into little pieces - Remember the Spike Growth cheese grater strats from early levels? Yeah pushing foes around will always be a useful asset, especially when you can shove them into all manner of dangerous AoEs and keep them at bay by uprooting the earth beneath their feet!
This world is a tapestry of our own making - Even when not ripping apart dungeons at their seams you still have more than enough power, with quickfire damaging spells and even a good amount of utility magics and good skill checks to help outside of combat. 23 passive Perception is always nice!
CONS
If I stumble, I have the earth to catch me - In the pursuit of rock surfing we miss out on the potential investment in Medium armor, or just more Dexterity. Cunning Action is useful yes but at higher levels there’s simply better things to be using your Bonus Action on.
My father always said I was a shepherd's nightmare - Your party members might not appreciate all the Difficult Terrain you’re creating. You don’t exactly play nice with melee allies and depending on the arena you’re in they might end up sitting out while you dance along the rocks.
That may have gotten away from me - It did kinda take us awhile to get Stone Wall, huhn? If you want Taliyah’s abilities first and a flexible character second perhaps rushing through Warlock levels would’ve been the better idea.
But remember that "True learning is just a stone's throw away." Every mistake is a chance for a new opportunity, and everyone you meet has a thousand stories to tell. So don’t be afraid to mess up, and have those around you catch you when you fall! Build a world for you and your friends to experience together! Or maybe just focus on living in the world your DM created.
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(Artwork by SixMoreVodka Studios. Made for Legends of Runeterra by Riot Games.)
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noxianwilled · 1 year
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Please tell me more about Kat's hair, I love her little Rapunzel vanity project
send me a topic to write a meta about my muse on
— @necroarchy
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THANKS FOR GIVING ME AN EXCUSE
so. i think katarina always had long hair, though not really to the extreme she keeps it nowadays. as a child, it was probably around shoulder length, and likely kept that way as her parents' decision, as is usually the case with children (and would be all more likely for one who's nobility).
i see her as an unruly child around mostly everyone who wasn't her dad, and i think with what we know from canon (trained from early childhood, climbing and stealing poison and running around with knives even when her dad wasn't around), it'd easily get messy. i think when she was younger, she'd have kept it bound - not only because it's more practical, but i always liked to think as a way to emulate her father, too, as I used to imagine him also wearing his hair long. (canon now sort of contradicts it with marcus' appearance, but i can still go with saying it was different when he was younger. anyway.)
her hair was one of those things about herself she'd have loved because it was like her father's. and we all know how her relationship with her dad turned out, but I think this is also one of the first things about herself that had been deeply associated with marcus that she manages to make her own. because, alongside her scar, it's pretty much her trademark.
the sinister blade is easily recognizable by her vivid red hair. and while marcus always followed the principle of more traditional rogues, to remain unseen and stick to the shadows, that's not how katarina operates. she can do stealth missions, she can do assassinations without letting anyone identify her (she did that when killing the king of one of runeterra's most well defended cities), but the truth is she likes challenge and recognition. she never indulges in it at the expense of the empire, but she certainly does if it suits the mission.
so. her vanity shows in that, too - in taking pride in recognition, in wanting to be recognized. and this may seem like a long detour but it's connected to why i think she keeps her hair that long. it's a recognizable feature, but it's also something that demands skill for her to fight with hair that long and keep it loose and it never getting in her way or being successfully used against her. in many ways, it's showing off - she is an exhibitionist like that.
and when it comes to the simpler reasons, I think initially, as a teenager, it'd have been a bit of rebellion for the sake of it, a desire to go against what would have been enforced. I think that's a big part of why she doesn't wear it bound (and would particularly not do anything remotely similar to what her parents may have wanted or preferred), but also why she let it grow to such a dramatic length, despite her line of work.
ultimately there's also the beauty part of it. it's not the only thing about her appearance she takes care of, but it's the one she's more careful with. she likes the long hair. it makes her feel beautiful. she likes taking care of it. it's not important, not really, but for once she gets to indulge in something that's for her purely because she wants it. let it not be said she learned nothing from her mother - she knows presentation has its importance, and that good looks can go a long way on many situations.
so. I think there are several things behind why she wears her hair like that, but honestly it's not that complicated. it's vanity. she's a show off. she knows people recognize her by her hair, she knows the proof of skill that it is not letting it get in the way, and also it's beautiful and she likes being beautiful.
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first-only · 1 year
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i'll probably regret asking since league of legends is known to be Not Good™ but now i'm curious. how is light and darkness treated in league of legends lore? (i've seen arcane but apart from that i know nothing)
(referring to this post and my tags on it)
ok so to answer this first a glimpse into what even "league of legends lore" is, as in the material principle of it. Best part of the entire ordeal is that literally nobody cares about league lore. The dudebros playing dont even know it, it has no active fandom (in the definition of tumblr/ao3 of 'fandom'), there's little cancelling, barely analysis, it's free. Which is great!! bc the authors took this to mean they can do literally whatever they want without scrutiny (or w very little of it) from either side. And they did good, oh did they do good. There's been gay characters since the beginning. There are /so many/ now. There's a trans character! She is referenced as such in-game and her bio tells her writing process and decisions! there's no drama over that! bc nobody knows despite all that lol. And im actually grateful for league's natural toxic defense systems because even the boom of arcane did not get the toxic fandom culture into scrutinizing and nitpicking. in short, there's like 5 of us who care abt this shit.
now the way league lore is conveyed is infinitely better than any other franchise with similar storytelling (looking at u overwatch). it's compact, the company actually puts it all in one official place, there's no word-of-god-ing whats canon is clear. side projects are easily referenced and accessible. did you know one of the trailers for the card game in the same universe kinda gives a hint as to the future of one of the main arcane charas? you could go look at it! (or ask for a link/explanation id be happy to). now, the way we learn about the universe beyound the explicitly shared things about regions and factions (and oh lord there's /so many/ of those - arcane was set in its specific regions because they were underdeveloped before!! imagine how the others are); is through the characters themselves and their personal lore. everyone has at least one (and usually many more + videos and stuff) short stories that explain their origin, connection to other characters, strives and moral dilemmas and relation to their faction and/or region. so we get to learn from a first-person account and. well. there's 162 characters to date. yeh that's /a lot of lore/.
And there's more!! The skins in the game, and especially the skin lines (ie skins for different champions with the same theme) are /canon/. Well, they're AU, in the sense of "what if this character was from this other faction/region/nation instead?" or "what if X had happened in this universe instead?" but the lore behind them is solid and applicable. So from all this we have learned a few things about the universe:
-The world they live in, Runeterra, is technically a "planet", but the universe itself is /definitely/ not like ours. It's not the kind of space we see in our physics and studies. It's a magical world! It's filled with beasts and mythological concepts, not hard mathematics and logic. Which is to say the 'void' of space is, in fact, a place for magical creatures to live! It's alive! it's livable, no concept of oxygen, it's travellable (with the right technology and/or magic to get there). The stars are little creatures that sometimes get lost or weak and 'fall' to Runeterra! there's a whole ass faction devoted to helping them grow and get back up. There's space dragons and 'gods' (which is a complicated concept in this universe but to abbreviate here lets call them that) that /create/ those lil guys!
Look at them!
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those lil beasties ARE the stars! being shepherded! The darkness of the night sky is alive! its full of tiny creatures and scary space dragons and adventure and benevolent or mischievous celestials! (girl with the horn is one of them!)
-There /is/ a concept of the actual Void, which is a different... spacetime? Sure let's go with that. It's all consuming, the threat to all living beings, on Runeterra and beyound. It's looking to eat and consume everything, ever expanding. Some characters dont believe it even exists (its kinda on a cooldown, waking up atm); others devote their lives and turn into villains to protect the world from it. The kicker? Not only is it /alive/ itself, made of undulating flesh, but all its monsters and messengers are grabbing hands looking to grapple and drown the world as we know it inside of themselves. It's True Darkness, alive and breathing and looking to Consume.
-the concept of light is a little bit different. it's treated as good and righteous by some factions and characters, as blinding by others. the biggest fans of it, as it were, are however the nation that looks to purge everything unclean and magical, to subdue mages and any expression of things non-physical. their battlecries are 'for the light' (which is often called out by other charas as /magical itself/ ironically lol), as they slaughter and purge the lives they deem unnecessary, leaving the emptiness magic leaves behind it as a remnant. ofc this isnt as clear cut a moral lesson - the lore loves its ambiguity. an angel splits in two (simplifying lol) to 'righteous justice' (=light, punishment, purging) and 'compassionate justice' (=dark, support, helping humans with what they need so they would be kinder). the star shepherding region itself is split in sun and moon warriors. protectors of supposed invasions, shields of the light that let nothing in. and nighttime secretive warriors who do what they can to improve the lives of the little guys, who want to fill the sky and the earth with (moon)light - reflected and thus gentler, subtler, /fuller/. and the leaders of these factions are lesbian lovers who were sisters in the old lore 👀
and honestly thats not even my fav part of league lore lol. the political intrigue, characters seemingly crafted to suit me personally. there's ninja-likes who move in smoke and darkness to preserve peace, opposed by light-shining spirit walkers who seek complacency, control, subjugation! you know i never thought /too/ much abt the whole way it treats lightness vs darkness apart from the more obvious space and void faction, but damn the more i dig into it, the more obvious it is this seems like an intentional thing. there's a shining sun emperor and his servants literally made of light(ning), who created creatures called Darkin in their hubris, and who are being opposed by underground factions clad in black. damn.
(for the record league lore got a rewritten some years ago - before, the game was actually canon and the characters were competing to win the League of Legends in-lore for an ultimate price. since, the writers have decided that the characters tell stories that cannot be contained in those limits, and have turned the game into just a backdrop [it and most other games in the same universe] for the bigger story they're telling in the background. i did grumble abt the decision at the time, but now i see that it's taking a very interesting path and i love following it)
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infinite-xerath · 3 years
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Runeterra Retcons 6: Shyvana
I’ll be honest: before doing the research to write this script, even I had no idea how complicated the history of Shyvana’s character was. Counting her current lore state, Shyvana has had no less than five different bios over the course of her existence, putting her in the same league as Warwick in terms of retcons. While I personally think that her current lore state is relatively fine as-is, there are definitely some aspects of her story that could use a little polishing up.
As always, though, we need to first take a look at Shyvana’s history in League and see what the core of her character concept is. With that established, we can try and build a more solid foundation for Runeterra’s resident half-dragon. So, without further ado, let’s see how she was originally envisioned in her very first bio.
Alright, so, Shyvana is a straight up human-dragon hybrid, conceived through… Well, the traditional means. I do think it’s interesting to note that this is actually the first mention of Celestial Dragons we get in the lore. Apparently, the concept for Aurelion Sol goes back all the way to the early days, though I doubt Celestial Dragons were anything like what we know them as today. Hard to say, given that this was the only mention of that entire subspecies in the old lore.
But, enough beating around the bush. As a whole, I think this bio is fine, all things considered. It leaves a lot of unanswered questions, sure, but it’s a decent basis to build her character off of. Most importantly, this bio establishes Shyvana’s connection to Jarvan IV: something that has remained consistent through every iteration of her character. While Warwick’s ties to Soraka were constantly fluctuating and eventually severed in his recent bio, Shyvana’s relationship to the Demacian prince is something all her future incarnations would carry over. Speaking of, let’s check out her second bio and see how her first retcon was handled.
So, Shyvana’s no longer Celestial in nature, which is probably for the best given that her element was always aligned more with fire than space. What’s more, it’s now established that half-dragons like her are hated by both humans and dragon-kind. Also, apparently most, if not all dragons can shape-shift now. Frankly, there are still a few mysteries left by this bio, such as who killed Shyvana’s father and what even happened to her mother. Still, it’s not awful, though Riot apparently decided that they wanted to give her a more active role rather than just being saved by Prince Jarvan. Thus, do we receive her third bio.
Alright, so once again, no real mention of Shyvana’s mother, and her father’s identity is still kinda vague. By this point, another recurring theme of Shyvana’s story should be evident: tragedy. Riot seems quite insistent on giving her the whole dead parent trope for her backstory, yet that’s never REALLY brought up in her character besides a single voice line: “By the blood of my father, I will end them!” Once again, we know nothing beyond the fact that her father was a dragon and her mother was inhuman. It might also be worth noting that no mention of shape-shifting is present in this version of the story, so… Take that how you will.
Still, I like this story because it helps to better establish a bond between Shyvana and J4, having them fight together to bring down a mutual enemy. This, in turn, turns the initial concept of Jarvan merely saving her out of pity to a relationship born of mutual respect. This was Shyvana’s backstory when I started playing League, and so this is the version of the character that I grew most familiar with. Still, Riot would retcon her again after the 2015 reboot, leaving us with her fourth bio. Buckle in folks, because this one is the longest by a landslide and there’s a LOT to go over here.
Phew! OK, that was a LOT to take in. Frankly, you could make an entire analysis about this version of the lore alone, but let’s just go over some of the major talking points, shall we? For the first time, Shyvana is no longer the offspring of a human and a dragon, but rather the result of a human using magic on a dragon egg. The reason for this direction is most likely because dragons in Runeterra can no longer shapeshift, so they needed to find a new way to justify her existence.
Once again, we touch upon the Vastaya Problem, where we have an entire race of half-human creatures that Shyvana could have easily been slotted into. Would the existence of dragon vastaya really be that much of a stretch, Riot? Well, I already harped on about that quite a bit with Warwick, so let’s just move on, shall we?
The fourth version of Shyvana’s bio is the first time in which her mother actually takes a prominent role: that of an antagonist. Yvva is actually pretty compelling as a villain, antagonizing Shyvana all her life while her father tries to protect her. The one major issue I have with this is that, if Shyvana’s dad knew about Demacia and that its petricite could conceal his daughter, why did he not think to bring Shyvana there sooner? I suppose he needed to train her to control her power first, but could the petricite not have also helped with that? Oh well. That’s a bit of a nitpick in the grand scheme of things, I admit.
The other major change here is that now the dynamic between Jarvan and Shyvana has been changed once again. Now, SHE is the one saving HIM, a complete reverse of the original story. While I don’t exactly have a problem with this, I do think Jarvan agreeing to help her fight Yvva comes off as a bit abrupt, and the Demacian soldiers seemed a bit too ready to accept her into their home. I mean, yes, she saved their prince, but fear of magic is rooted DEEP into their society. This is the same nation that would rather let entire fields succumb to disease and rot than rely on mages to sustain the crops.
While there are some other small issues I could nitpick about, I honestly think that the way they handle Jarvan and Shyvana’s team-up is the biggest by far. For a little context: Jarvan’s whole backstory is one of repentance. He gets cocky and tries to retake some land from the control of Noxus without the sanction of the king, and his recklessness and inexperience wind up getting his men killed and himself gravely injured. This is what leads to him being found and saved by Shyvana.
Though Shyvana’s bio would be rewritten one more time, the way in which she and Jarvan meet and team up to take on Yvva remains more-or-less the same. Frankly, I’m not a big fan of this. I like the idea in concept, but the fact is that Yvva isn’t really Jarvan’s antagonist. She is a threat to Demacia and Jarvan does redeem himself by helping to bring her down at Wrenwall, but it feels more like he’s just jumping in to help Shyvana deal with HER problem out of gratitude.
That being said, this is an analysis about SHYVANA’S character, so let’s take a look at her fifth and final bio to determine her current lore state, shall we?
Alright, so I’ll be honest: I think this might be the worst version of her story so-far. To begin with, it’s not even really clear WHY Shyvana is the way she is. At least the previous version of the lore made it clear that a human mage tampering with the egg is the reason why Shyvana became a half-dragon, but in this story, the baby mutates just because of his proximity? Even then, that may not even be the cause. “Whether it was the act of removing it from the nest, or the last moon of autumn giving way to winter, something had changed.” So, yeah, it’s even really clear what caused Shyvana to take on human qualities.
Also, can we just acknowledge another bizarre line from this bio? “From an early age, she was able to shift her form into something monstrous, akin to the half-dragons of ancient myth.” So, hold on, there have been half-dragons before Shyvana? This is something that’s occurred in the past? Can we get some elaboration on this? No? We’re just going to ignore that. Alright then. Moving on.
This version of the bio tries to reintroduce the tragedy of Shyvana losing her father, but it’s honestly handled a lot less gracefully here, in my opinion. He’s just a random human mage that decided to raise her out of pity, and his death is kind of pathetic, honestly. In the previous lore, Shyvana’s dragon father gave his life defending her, whereas this nameless mage is just killed unceremoniously in Yvva’s rampage. Even his burial feels rushed and anticlimactic.
As for Jarvan’s introduction this time, well… My prior thoughts still stand. Shyvana’s lore has always been connected to his, but I truly believe their relationship was handled best in the third version of the lore, where they had a mutual enemy to bring down. Hell, he doesn’t really even do much in the showdown against Yvva other than have his soldiers fire arrows. It all feels like a hyper-condensed version of Shyvana’s fourth bio, which is understandable given how long it was, but a story like this kind of needs to be properly fleshed out if we’re meant to actually CARE about the individual story beats.
 So, with all that said and established, let’s get into the meat of this one, shall we? Without further ado, I present to you all: my reinterpretation of Shyvana’s backstory. Please, enjoy.
Among the many breeds of dragon that inhabit Runeterra, few command as much fear and respect as the rare elemental drakes. Though they command the primal magics of the world itself, elemental drakes are be reclusive creatures, typically lashing out only when their territory is disturbed. For this reason, the lands near Nockmirch remained untouched by mortal settlements for centuries, as all knew the name of the beast who ruled them: Yvva, the fire drake.
For years, Yvva inspired tales of terror and reverence alike, feasting on travelers and traders who dared to intrude upon her lands. Even her mate, Urgrin, feared Yvva’s power and fiery temper. Unbeknownst to Yvva, Urgrin was no ordinary dragon: in truth, he was a member of an ancient vastayan tribe with the power to take on draconic form. As his kind dwindled in number, what few of Urgrin’s people remained scattered to the winds, with Urgrin himself maintaining his draconic form constantly in the hopes of finding a strong partner.
At first, Urgrin believed himself fortunate to partner with an elemental drake, but as their clutch of eggs began to hatch, he felt himself growing increasingly worried. Only one of these younglings bore Yvva’s primal fire, meaning that the rest would likely be discarded or eaten. When the final egg hatched, Urgrin was shocked to find not a dragon youngling, but a girl with purple skin and horns. He’d not thought it possible, but this child was vastayan just as he was, and her birth would expose Urgrin’s secret to Yvva.
Fearing for both his life and girl’s, Urgrin fled the under the cover of night. Resuming his vastayan form for the first time in decades, Urgrin took shelter in the northern mountains, hoping that the cold of the Freljord would deter Yvva’s pursuit. There, he raised his daughter in secret, naming her Shyvana out of his lingering respect for her mother.
For a time, Shyvana and Urgrin lived in relative solitude. Urgrin taught Shyvana all about her vastayan heritage, but as she grew, it became apparent that Shyvana had inherited something from her mother as well: the primal elemental magic of a fire drake. Urgrin spent years teaching Shyvana how to harness her rage, hoping to keep his daughter from succumbing to the same fiery temperament as her mother. Though this training seemed effective at first, Shyvana’s power only grew with time. This power, in-turn, became a beacon, luring Yvva to the far north in pursuit of her stolen child and traitorous mate.
One day, as Shyvana was returning from a hunt, she was shocked to find her house ablaze. Two great dragons clashed in the skies above, one of whom she instantly recognized as her father. Shyvana tried to join the fight, only for Yvva to turn her wrath on the half-blood child. Urgrin shielded Shyvana from his mother’s fury, astonishing even Yvva with his strength. Even so, Urgrin was clearly losing the fight, and so he bid Shyvana to flee south to a land called Demacia, where petricite walls could dampen her magic and shield her from Yvva’s wrath. Begrudgingly, Shyvana did as told, trekking through the mountains as her father gave his life on her behalf.
After a long, hard trek, Shyvana finally reached the land her father spoke of: Demacia, a kingdom made of petricite. She quickly found herself an outcast, forced to hide from the magic-fearing humans that lived inside petricite walls. And yet, just as her father said, those same walls served to dim her power and hide Shyvana from her mother’s fury. Even still, Yvva would not relent so easily.
For years, Yvva scorched Demacian settlements near the border in search of her daughter, forcing the Shyvana to remain constantly on the move. Hunted by her mother and persecuted by the people around her, Shyvana found herself utterly alone in the world. Finally, after years of dogged pursuit, Shyvana had had enough. Embracing her inner fire, Shyvana took flight on blazing wings and ascended the mountains near Nockmirch, where she found Yvva waiting for her.
The two drakes clashed for hours, primal flame against primal flame. Their battle charred the nearby plains and melted stone, yet for all her ferocity, Shyvana was ultimately no match for her mother’s fury. Yvva sent her daughter plummeting into a nearby river, content to leave her half-breed daughter to drown. As Yvva fled, however, Shyvana dragged herself out of the water, reverting back to her humanoid form as she gasped for breath. Battered and beaten, Shyvana wandered blindly for days, knowing full-well that her mother would likely come for her again soon.
Eventually, Shyvana encountered a young man in charred armor at the base of the Argent Mountains, who himself looked to be barely clinging to life. She learned that this man, too, had sought to challenge Yvva and lost. His soldiers had sacrificed themselves on his behalf, leaving the young man stranded and alone. Sensing an unusual kinship with this stranger, Shyvana offered to bring him to the nearest Demacian settlement, and to her surprise, the stranger agreed. Even after revealing herself to be Yvva’s daughter, the stranger bore her no hostility.
The people of Cloudfield were not so inviting. At first, many were terrified of Shyvana, and yet their fear turned to elation when they realized who her companion was. This man, she learned, was none-other than the prince of Demacia himself: Jarvan IV. Seeking to end Yvva’s reign of terror on his kingdom’s borders, the prince had set out with a handful of elite soldiers, only to return to home in shame and defeat. For coming to his aid, the people of Cloudfield begrudgingly allowed Shyvana to remain amongst them to heal her wounds while the prince .
Though grateful for their hospitality, Shyvana knew her presence would only draw Yvva to her sooner or later. As she made to depart, Shyvana was approached by Jarvan once again, this time with a proposition: alone, they had failed to defeat the fire drake, but together they may stand a chance.
Jarvan and Shyvana traveled to the fortress of Wrenwall, where they began to develop a plan. Jarvan would organize his troops and set traps in place for Yvva, while Shyvana flew ahead to garner her mother’s attention. Though reluctant to place her faith in these mere humans, Shyvana understood that this would be her final chance to avenge her father. Sure enough, when Shyvana neared Nockmirch once more, Yvva’s furious cry shook the heavens themselves as she began her pursuit.
Once again, the fire drakes clashed, but this time Shyvana wasn’t planning to defeat her mother with raw force. Instead, she led Yvva closer and closer to the fortress of Wrenwall, where Jarvan and his soldiers were waiting. Believing her daughter’s retreat an act of cowardice, Yvva was taken totally off-guard by the volley of petricite bolts launched from the fortress’s ballista. As the bolts tore into her scales, Yvva felt her power weakening, and Shyvana was quick to capitalize on this. Once again, their battle was intense, yet Shyvana now had the upperhand as Jarvan himself led a new battalion into the fray.
Even weakened, Yvva fought hard until her last breath. She tore at her daughter’s scales and devoured Demacian soldiers, yet in the end, the fire drake was outnumbered and outmatched. Shyvana sank her teeth into her mother’s neck while Jarvan plunged a spear deep into her forehead. In that moment, the flames of Yvva finally flickered out, and the soldiers of Wrenwall cheered in triumph.
In the aftermath of the battle, Jarvan approached Shyvana once again, this time with another proposition: in exchange for her loyalty, he would offer her a place among Demacia’s elite. Awed and humbled by the prince’s might and valor, Shyvana knelt and swore her loyalty on the spot. Though many still harbor doubts about the half-dragon, she serves her prince with undying devotion and respect. Shyvana’s fire burns for Demacia and Demacia alone, and those who threaten her new home are to learn that even a half-dragon’s fury is not to be trifled with.
Alright, so, the biggest and most notable change from the get-go: I made Shyvana vastayan rather than human. I understand that this might seem a bit controversial to some, but it doesn’t really contradict or change anything. Shyvana is simply called the half-dragon; there’s never any mention of what her other half actually is.
Ideally, I would have liked to keep her half-human as well, but since Riot clearly wants to remove the concept of dragon-human intercourse to produce an offspring naturally, the only option that remains is the contrived method of “it happens because a human was near the egg.” Like, that’s the same sort of logic as Rengar becoming anthropomorphic because he was raised by a human hunter as a cub. It’s just silly, if we’re being honest, and the human “father” in Shyvana’s last two bios has been such a non-entity that they don’t really even bother to give him a name.
So yes, I’m making Shyana half-vastayan, not unlike Sett in a way. Again, I get why some might take issue with this, but I feel like that’s a much easier and simpler route to go with. Of course, the other big change would mean rewriting a bit of Jarvan’s story as well, though that’s kind of inevitable; the two are so closely intwined that changing one story kind of has to impact the other.
Now, I don’t think J4’s current bio is bad enough to warrant a full rewrite, but as I stated before: I think his story would work a lot better if he also had a personal reason to fight Yvva in the first place. I think that having him lose soldiers to her rather than some random Noxians fits more thematically and gives him more reason to team up with Shyvana. I also wanted to give him a bigger role to play in bring Yvva down, to further emphasize that she’s an opponent Jarvan and Shyvana could only defeat by working together.
Overall, Shyvana’s current lore state isn’t the worst I’ve seen, but it could definitely do with some improvements. I hope you all enjoyed my take on her character, as this was possibly the lengthiest retcon to write. As always, though, feel free to share your thoughts down below, and I’ll see you all next time!
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ladybuvelle · 5 years
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Ora: Good or Evil?
Ora is arguably the Odyssey universe’s greatest resource. In a way it’s a lot like mana/magic in the regular League of Legends mainverse; it’s present in most all living things (but in different quantities and qualities) and can have various effects on Runeterra’s environment depending on how plentiful, corrupt, or absent it is. Some people have even found ways to manufacture ways to use mana (or magic) through hexcores/crystals, and these can be used to power things or enhance people’s abilities. Ora is very similar in that way.
What differs in Odyssey though is what seems to be the distribution and collecting of ora. Ora is a presented in a physical form as a liquid blob of glowing gold. It’s not some nebulous abstract invisible concept, but something that can be seen and touched and - of course - absorbed into one’s body or collected in a tank like oil. It can crystallize (which is what miners look for), though what causes that is unknown. Pressure, perhaps?
The other thing that’s unique to ora is it’s implied spiritual quality. Ora, being something you can physically touch, gather, and make part of yourself, may also have its own collective consciousness - but this is also unclear. I suspect it may act similarly to the Lifestream from Final Fantasy 7; which oddly enough shares many themes with ora (ex. ‘mako eyes’, as people who absorb large quantities of ora have golden eyes, being used as a power source but may also be negatively effecting the environment, can be used to modify people’s bodies, etc). Ora, mainly coming from living things, could possibly be - to put it crudely - “soul juice”. It could very well be the soup from which all life springs up, and all life eventually returns to it. Liquid stardust.
That said, it could be possible that some memories remain in the soup from many billions, trillions of lives that have birthed from it and returned to it. Or failing that it has a collective consciousness and god-like omniscience but no autonomy of its own.
I mention this mainly because I think it’s fair to assume ora has no moral alignment of its own, but could possibly be effected by whomever absorbs it.
Sona is said to have terrible visions shown to her through her special empathy with ora. She saw the coming of Rhaast and tried to intercept the alien weapon, but Rhaast’s influence reached too far too quickly and only stopped once Kayn claimed him. Sona’s interactions with ora are, overall, seemingly benevolent in that it warned her about the sudden invasion of something alien to their universe.
But on the other hand, Kayn is also gathering ora and sharing its power with Rhaast. It certainly doesn’t reject him or the alien entity in any way and he has free control of it. But that’s not too surprising. What does come off as a little surprising is Zed. Zed absorbed a massive amount of ora after killing the megafauna he was supposed to protect (so that the Demaxians couldn’t get it), and afterward “ascended” into a demi-god like being that refers to himself as “we”.
This contributes to my theory that ora may be a collective consciousness, but I also suspect its energy may be heavily influenced by the true nature of its wielder. Zed, even though he grew and trained as a Templar and was extremely dedicated to passing the most difficult of their trials, in the end made a selfish decision to take power for himself rather than let anyone else have it. 
Or it’s not as complicated as all that at all and ora is just ora. The person using it is left to decide what to do with its power, and what they make of it is what they make of it. Some may take deeper meaning, or some may not. It’s hard to say. Zed’s personal god complex may just be his own crazed euphoria after having absorbed more ora than a person should be able to hold, and after feeling such a rush maybe he feels the Templar way was a lie all along (or trying to deny him this “rightful power”).
Sona’s own affinity for ora is said to be unique. She can communicate with it in a fashion and it shows her visions. She’s also apparently able to manipulate the ora in other creatures - which is somehow connected to their moods/attitudes (she’s able to calm down rampaging space squids). That makes sense as a parallel to what she can do in mainverse with her music, so it’s still neither a good nor evil thing on its own.
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moonlight-vigil · 6 years
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Steel Legion/Bioforge DariLux AU
So @definitelynotscott showed interest in the setting for my upcoming DariLux fanfic based on Darius' Bioforge and Lux's Steel Legion skin, and I'm happy to provide!
It's fairly simple, essentially everyone is born at a later point in the universes timeline when the Void has rapidly progressed in subduing most of Runeterra and forced unlikely allegiances seated in megacities. Piltover and Zaun have politically united as the megacity Metroica, and Demacia and Noxus have reluctantly formed Deus around the Immortal Bastion.
At the heart of their alliance is a conflict based on both sides scared of losing their own culture - Demacia because they were forced to 'move in' with Noxus, and Noxus because they feel invaded by the Demacians trying to make themselves at home and preserve their own traditions in foreign surroundings.
The Crownguards are traditionalists and raise their children the same way, and Lux and Garen deal differently with that. Garen does what he can to satisfy his parents' ambitions, especially in his career, but the mutual attraction between him and Katarina is definitely there, and it makes him struggle. I won't spoiler too much beyond here! ;>
Lux has that certain freedom of being the younger sibling, and of course her curiosity and sneakiness help her walk her own path despite the morals she's being raised on (although the family atmosphere isn't particularly warm). Those start to be tested by the infatuation of her best friend Ezreal (native to Metroica, but doing a sort of exchange student thing) with their physical instructor at the Steel Legion, Taric.
On the Steel Legion, in a way it's the elite defense force for any sort of foreign issues, primarily against the Void, of course, but they're also present at any diplomatic events between Deus and other alliances as well as major inner political ones. The regular inner political affairs are managed by the police, which at times work very closely with the Steel Legion, which is Garen's place of employment. His parents chose it for him as a way of utilizing his strengths for political influence, but hardly respect the Legion in its own rights (as it is too inclusive, ergo Noxian), and thus were initially against Lux joining it, but couldn't really stop her from doing it anyway.
Darius is a Bioforged, a supersoldier augmented through Zaunite technology, back when that was still a thing. The technology grants their users superhuman strength and durability via an artificial second blood system, including a pump like a second heart, filled with something called 'elixir': that green stuff in the splash art. Unfortunately, it evaporates a little as long as the Bioforged is alive, but is vital to their basic bodily functions. That's one of the reasons the technology was forbidden (ethical concerns were uttered and laws seen through especially ex-Demacian politicians), and as a result of that, the official production of elixir was stopped. Darius, once high ranking in the Noxian military, now operates as an undercover wild card of Swain's among other elite Bioforge and is supplied with elixir, for the time being.
I hope that does it as much as setting! Turned out more complicated than I thought, haha... But yeah I hope it got you a little hyped and that I can live up to the stuff I've imagined up until now! Thank you for asking ~
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yi-dashi-a · 7 years
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//Woa! Only a day between my rambling drabbles? This is the fastest turnaround in the Yi parent’s drabble series yet pfft (if only because it has already been written for weeks now)
  If you ever wanted to know how an art of ageless, respected, skilled enough for one non master and his non master students to wipe out a fair chunk of Noxians got nuked off the face of Runeterra in one fell swoop, then this is the initial incident for the decline of Wuju. I mean, you could technically go back as far as Wuju Master Alpha Strikes to Birds, but yeah.
  You might as well call this series, ‘Yi’s Dad has a Bad Time’ at this point
As much as she had once romanticised the idea of racing through Shon-Xan’s untameable wilds on a horse, she felt as if she’d never get upon horseback again after their journey. Chao drove the beast hard, so hard that she had complained at first for the sake of its hooves and her rear. He said nothing to such accusations however, so intently focused on getting home he was. Getting to his home. Never did she think she’d ever see the mystical origin of an iconic martial art.
You need to be prepared for anything… The man offered within during their travels, I don’t expect this to go well, but… It’s going to save me either way. Hopefully it will be done quickly, and you may venture home before you’re missed too much.
To that she didn’t respond, though he didn’t seem to take silence as well as she.
I’m sorry… You mean so much to me, Huan. This means so much to me. I don’t think I can ever repay this debt. Especially not after how I handled this...
Just be calm… She thought more to herself, but he took it in his own heart with deep, focused breaths.
The days of rough travel went by, though the nights were better spent in each other’s company. Not as they had in the evening when this whole situation erupted. Instead, she took in all in with a smile and with carefully chosen topics. They talked, almost for long enough for the sun to set and rise. They talked about things not just dire or saddening. For the first time since he’d first materialised in her room claiming to be a ghost, she felt as if they were having proper conversations.
Not that it was the best circumstances, but she’d take the little comforts where she’d find them. This was all stupidly ridiculous on her part anyway, but who was to say love was ever smart?
Eventually mountain paths gave way to rolling hills, and atop a certain one the pair could stare out to the back face of a grand training hall. Her scholarly eyes immediately dated the place to long before her own school, which was a fantastical notion in of itself. Every tale he’d told of the place had been true. At the very least it lent credence to all his wild stories. With her arms wrapped around him however, she felt the Wuju Master’s form tense, and he slowed the horse down to barely a trot.
“Be ready for anything…” He repeated as he had one hundred times, “We’re finally here.”
“I’m ready, Chao.”
“I… wish I was.”
As they travelled down the barely trodden path to his home, she watched as wary souls stopped in their strides when they passed. The travellers and village folk said nothing, merely staring upon the pair in such a way that she almost wanted to bury her face into Chao’s back. But if she’d decided anything, it was that she’d need to assert herself in this world no matter how eerie the atmosphere became.
The road followed the side of the storied temple and its courtyard walls, adding to the already mounting tension on the air. It appeared as a stark, unchanging monolith the closer they drew to the place. It watched them both, fully aware of its complicity in the terrors that had brought her here. Yet before they could completely round the bend for the village to open up before them...
A sharp whine, and a flash, and then instantly a man materialised up the road. She didn’t even have time to comprehend the nature of his magic, so her eyes pulled apart his physicality. He was short, yet he was by no means unimposing. Even at distance she felt as if she could feel his overbearing nature. His beard was long, as was to be expected, and his hair framed his face despite being loosely tied.
“Wuchao.” He bellowed.
“Master…” The man on horseback whispered, losing another few inches of himself within her hold.
“You dare to trounce back here on your horse?” The older, yet seemingly still so young Wuju practitioner started in paced steps towards them. If there was anything she could do, she didn’t know it as he continued to shout, “What reason do I have to let you enter this place?”
“This place is my right.” Chao yelled back, finding his voice from somewhere, “You cannot bar me from leaving just as much as you cannot bar me from entering. I shall come and go as I please.”
“You have no rights!” The head of school spat back, “Your defiance just makes me despise that I let you leave at all.”
“Chao…” She managed to mumble, her concern bubbling forth, “Is it going to be alright? Will you need help?”
“Just trust me. I want to handle something myself, for once.” He responded as he led the horse to stand perpendicular to the approaching man. The silvery flash of a ringed dao caught her eye as she finally faced the man in some measure, and she’d like to think that her judgemental stare upon him was what stopped him in his strides.
“Who… is this?” Chao’s father seemed to crumple in his posture a time, having to squint so he could consider Huan in her entirety, “Answer me.”
“She…” He swallowed, a weakness that focused the other’s attention again as he tossed his massive expanse of ponytail over his shoulder, “… is my wife-to-be. I am to marry this woman. I have stolen her away to be my wife. All who hear me will know this to be true. I have chosen my wife! By rite, she is mine.” And even if he asserted himself boldly, he still pulled his voice back to mumble at her within, Sorry.
I understand, Chao…
Then there was nothing. No spluttering or bluster from the father, and nothing but defiance from the son. As she observed the man below them consider Chao’s words with the growing presence of fury about his from, she almost felt as if tinnitus began to ring in her ears. The sound grew however, cementing itself in her consciousness and affirming her of one thing.
Mana was growing on the air. She knew not it’s form, but she wouldn’t have to guess long.
Once again she observed the feat of magic so completely beyond anything she’d seen in her academic career. Even if you blinked you wouldn’t miss it, for it was defined by blinding yellow light and a sound that reeked of some sort of spell. Once again, she couldn’t digest the ability before the horse they had rode for so long made a pained whinny. Chao could do nothing to reign it in as it kicked up once, and then so quickly began to fall out from under them.
“Hold me!” Chao called out, but she was more than ahead of him. Clutching to him without even room for him to breathe, she didn’t even feel it when Chao repeated the same feats as his father to escape the falling animal. It was as if she was without thought, form, or feelings for just a moment, and then next she became aware of herself she was leaning on the man as he braced himself by his falling mount. Panicked, she drew her tense gaze upon their animal. The poor thing lay struggling, its throat sliced perfectly longways to let it bleed upon the dirt.
“Wuchao!” The animal murderer roared again, and Huan yelped when Chao elbowed her away to whip a pristinely shined gemstone jian from his boots. The clash of the two-handed greatsword and the more reasonably sized blade seemed to spark between the weapons and ignite a fire in both of them. And they’d do it over and over, clashing and clashing, faster than she could even see from the dusty ground.
Chao had so often downplayed his swordsmanship, but at first he held his own as squarely as she could comprehend. Every movement was fluid and graceful, even if he danced deathly with his own father. His weapon, however, seemed inadequate against the heft of ringed sword, and his balance was challenged with every parry and strike. He was losing posture and determination so quickly. Even she could see this. It was but seconds of a conflict, yet he already looked to be tiring.
“Chao!” She called out as a first instinct, yet her guttural scream might have been his undoing. Only so slightly, so slight that she almost didn’t notice, did he turn his head her way. The more experienced Bladesman took the inch and made it a mile. Her perception, her world of the last couple of days, crumbled into dust before her. Chao’s father ripped his blade diagonally upwards, and then the same motion mirrored itself as if his blade bent time in order to strike twice. In a flash of blue he near bisected his son up his front crossways. It would have sliced him into pieces if a second too late reaction hadn’t taken him backwards just enough.
And he looked at her. He was still in the process of looking to her when the blade tore through him. He was still looking to her when another one of those spells hit her ears, and a disgusting gagging left his throat. A throat near split in twain within a blink, the spray of red marred only by jade fire Chao somehow managed to conjure to the wound. He was bleeding more blood than she even thought he had in him, and it was all before they could lock eyes proper.
Yet still he locked eyes with her, his gaze pleading for something beyond anyone’s comprehension.
Without any trepidation, or consideration, she scrambled to her darling as he fell into a pile of pelts, squirming only to lay hands about his throat. She bundled him up into her knees, even if his bloody spurting and wild eyes seemed to communicate the pain that came with that. Though she wasn’t even of a mind to understand it, some strange green mana tried to knit his throat back up again before he lost himself to the injury. She still held his head to his shoulders as if he might lose it if she were to let go, regardless of his feats.
But before she could even think to do anything comforting, to talk to him or caress his bloodied face, something cold and sharp demanded her chin rise.
“Who are you?” The attacker snarled, “How dare you dishonour my name as you have, just in your very existence?”
She was numb. Fear, anger, confusion. Her arms felt like rubber around Chao’s shivering body, almost as if they too elastic to keep a hold of him. Her neck, however, wasn’t quite as flexible, and she definitely felt the bloodied blade nick her skin.
“I’m…” She began, but the pressure of the sword’s tip stopped her dead.
“It doesn’t matter.” For the first time, the father spoke in a voice not a scream. Standing there in his gold trimmed robes, with his bushy brow almost obscuring his eyes in shadows, he spoke in the most bassy, smooth condescension she had ever heard. He sounded like Chao. Sickeningly like him, “I am going to kill you, and I’ll feel no sympathy for your loss, woman. Whatever you’ve done to lead my student astray cannot be tolerated. I’ve lost a generation of time to this failure you coddle. May you marry each other in a bloody heap.”
It stirred up something within her, to hear such a threat with that voice. Though she’d like to say it robbed fear from her, she wouldn’t admit to being as strong of will as that. She wasn’t useless however. She hadn’t come here to die. She’d come to save a man from such a bastard. She couldn’t be killed so easily.
She was a mage. She’d trained years for this.
Before he could even attempt to plunge the blade into her throat, the rumble of mana began to course through her body. It flashed in her eyes like amber fireworks, ridding the deep brown from her irises. Though his reactions had been so keen against another swordsman, her attacker flinched as her long hair raced about her face in her fiery anguish. He wouldn’t get another chance to say anything. From nowhere seemingly his skin and clothes crumpled under invisible ropes, her telekinesis blinking in her vision like glistening twine in the sunlight. His arms, hands, legs, and chest. All of it felt the pressure of her mentalist’s might. She may not have been gifted with spoken telepathy, but her mind was stronger than any she’d ever challenged.
“My name is Shouhou Huan.” Her voice reverberated as if they were in some sort of hall, and her magic wrapped around him with enough force for something, somewhere, to crack in the man. Once again she heard the background noise of magic try to manifest in the Wuju Practitioner, but crippling pressure to his throat seemed to stop any incantation before it could fire, “And you are just as much of a monster as I was lead to believe. Striking down your own son, just because he won’t marry your chosen bride? How dare you?!”
She lifted his feet from the ground without even having to stand herself, just enough to hang him from a mana constructed noose. Within her magical binds he spluttered and fought for any freedom, but she didn’t relent. She wasn’t to be discarded. She could deal with this. Even if her reactions were woefully late, she thought for a moment when she heard Chao gurgle, she’d make up for it somehow, “What’s to say I don’t kill you instead, you bastard?” Tighter still, as tight as her skills would let her, and not even his cricking and cracking would have her relent, “Don’t try and take someone so important from me. In his flaws and all I love him! I’ll not stand for it. Not after I’ve come this far. Don’t even test me so! I’ll kill you.”
Tears erupted as she felt the weight of the man grow limp in her mind’s might, yet she was content to keep crushing him again and again. Her amber eyes burned through him as his gaze became distant, and her hair squirmed about her like deep brown tentacles all the more.
H… Huan. But a quiet voice broke her concentration, allowing the unconscious tyrant perhaps a moment to take a breath. She turned her head, and she couldn’t contain her wincing upon seeing how deeply Chao’s robes had been stained by his injuries. The sack of broken meat she’d been playing with crumpled to the floor then, without so much as a peep from it.
“Chao! I’m—“
--Don’t… kill him…
Her eyes were snuffed out like a candle, returning to their regular brown hue, and she crumpled upon the struggling Wuju Master. She clawed at his face with her free hand, yet his weight and his injuries ensured she would meet her forehead with his, and not his to hers.
“I’m sorry.” She cried, “Please be okay, Chao.”
He’s..?
“I don’t… I-I don’t…”
Blindfold him… Was Chao’s last instruction before his eyes began to roll, Just… Bind his eyes...
“Chao! Chao, don’t you dare.” But he was gone, despite her protests, “Chao please!” His breaths still bubbled red out his nose, but she could do nothing to rouse another peep from him, “Please… Someone help!”
It was amazing how quickly empowerment could fall into uselessness. In a frantic haze she managed to rip her eyes away from the dying man, and to her surprise she found a small gathering people. They were village folk with fear in their eyes, but that didn’t stop her from shrieking at them, “Please! For every Star in the Stars’ Damned Sky, please help me!”
Most did nothing to help. Most just backed off at her hysterics. At their defiance, all she mustered was a wail of sheer panic, clutching for every last inch of the man at her lap and caring not if she shared in his blood. Yet so blinded by the tears in her eyes, she did not see the steps of one man. She did not notice at first when he considered the barely moving body of the master of a mighty school, and she only caught his actions when he fastened a dirtied cloth to the limp head of the man. He curtly spoke before she could even cry gibberish at him, and she felt she’d never forget his bold booming,
“Pick Wuchao up if you can. Now. Just try and follow me. You may just be the best thing to happen to Wuju in over two centuries…”
While she was in no state to understand the gravity of his pronouncement, she headed his advice. Strength beyond her form heaved the man into her arms, and she stumbled her way towards the Wuju School.
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gaminghardware0 · 4 years
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The 2021 Core Set shows why Arena is the best way to learn Magic: The Gathering
As a veteran of digital card games, with plenty of experience in Hearthstone and Legends of Runeterra to name but two, Magic the Gathering: Arena is complicated. As I do with autobattlers, if I'm thinking about diving into a new card game, I put on an extra strong pot of coffee and get ready to hunker down for a day of learning, and losing.
Most card games I've played are based on universes that have already been established elsewhere, often in other games, but when it comes to Magic the Gathering: Arena, its self-contained lore can be a little intimidating. There's a lot to learn in Arena's mechanics, and combined with its dense, gothic aesthetic and lengthy text descriptions, it might feel a little overwhelming for new players.
So, how does the new 2021 Core Set fare? Wizards of the Coast has set itself the mammoth task of creating a set that's accessible to newcomers, but they'll have to learn the rules first, so let's put that kettle on.
View the full site
from https://www.pcgamesn.com/magic-the-gathering-arena/core-set-2021-impressions
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infinite-xerath · 3 years
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Runeterra Retcons 5: Janna
Ah Janna: a classic example of League’s older champion design philosophy. While discussing a character’s actual appearance isn’t really my forte, nor is it the point of this series, I do feel like it’s an important aspect to bring up regardless. See, in my honest opinion Janna’s current lore state following the 2015 retcon was actually handled pretty well.
The issue I and many others have is that her design doesn’t really match her lore like, at all. They’ve redesigned her a bit for Wild Rift by giving her more clothes, but that, in my opinion, doesn’t really resolve the larger issue at hand. Before we can delve too deep into the current state of Janna’s lore, however, let’s take a step back and examine how she began as a Champion, and see where things went from there.
Alright, so her first lore portrays her as a mage so in-tune with wind magic that she effectively elevated herself to a higher state of being. At the time, this could easily have put her on-par with mages like Syndra, Zilean and Xerath: other characters who achieved higher states of being through pure skill and mastery of their craft. Sure, her outfit still looked like generic female fantasy get-up #347, but she her archetype was clear enough: wind mage.
Janna’s original lore is… OK. It’s nothing groundbreaking, but it’s fine for what it is: she’s a street orphan who quite literally elevates herself through sheer talent, and now wants to use her new power to help others in need. This was, of course, from a time when the regions of Runeterra weren’t what we know today, and Zaun was apparently more about rampant magics than twisted science. Even still, Riot would go on to update her bio once Zaun became a more science-focus region.
Alright, so this version of Janna is still more-or-less the same as the first, but a little more fleshed out. The most notable change, of course, is the fact that she tends to ally more with Piltover rather than her home due to Zaun’s pollution and reliance on chemtech. Keep in mind that this was a time in which Zaun and Piltover were literally two completely separate cities, as opposed to different layers of the same one. In fact, it could be said that the reason for Janna’s current lore state is because Piltover and Zaun have been retconned into what they are today.
Now, let me clarify that I’ve got no real issue with how Piltover and Zaun are portrayed in the current lore state; in fact, I much prefer what Riot has done with those two regions and how both factions have their ups and downs. In the modern lore state of Runeterra, Piltover is directly responsible for nearly all of the pollution in Zaun, and both sides have their share of dubious science experiments going on. In fact, it’s because of this particular change that Riot chose to retcon Janna once again, and this is where things get complicated.
Before we delve too deep into that particular subject, let’s take a look at Janna’s third, and final lore state in League, shall we? In this bio, Janna is retconned into being a proper wind spirit, rather than a human who simply became a really powerful wind mage. As I’ve said before: I really don’t mind this retcon. It tells a lot about how spirits function in Runeterra and offers some interesting insight into the founding of Piltover and Zaun as a double-layered city.
That said, this was an excellent opportunity for Riot to give Janna a proper VGU and make her into a more spiritual-looking entity, yet they instead chose to keep as a generic fantasy babe with extremely revealing clothing. I mean, look at how the other spirits in Runeterra manifest: Anivia is a giant bird made of ice, Ornn is a big flaming anthropomorphic ram, and the Kindred appear as humanoid ram with a bow and ghostly flying wolf head! Yeah, sure, her Wild Rift design looks BETTER, but it still just makes her look like a typical fantasy elf rather than a literal embodiment of the wind.
There’s also the issue that Janna’s outfit in both incarnations doesn’t do anything to associate her with the region she’s supposed to be tied to: Zaun and Piltover. If anything, her white outfit with the gold trimmings makes her look DEMACIAN. It’s really just a simple case of her design contrasting her lore and character concept: she doesn’t look like a spirit, and she doesn’t look like she’s from Zaun. All of this could have been fixed with a simple VGU, but it seems like this is the design Riot wants to stick with, and thus it is the design we’re stuck with.
So, with all of that said, let’s get into the fixes, shall we? My mission for this rewrite is actually fairly simple: I’m going to give Janna a backstory that maintains her current status as a protective wind deity while ALSO giving a better justification for her appearance. So, without further ado, I give you: my take on the story of Janna. Enjoy.
For ages, mortals have put their faith in the winds. From sailors praying for a good breeze in their sails to children playing with kites, the people of Runeterra have long relied on the wind to bring change, good fortune, and prosperity. Of course, for many the idea that the wind can truly hear such prayers is nothing but a superstition. Those who truly open their ears, however, may hear the wind answer back.
The spirit that would come to be known as Janna began as little more than a small breeze, blowing aimlessly around the southern coasts of Valoran. Every now and then, sailors wishing for a fair breeze would find their requests mysteriously granted, even when the air seemed still only moments prior. Rumors spread, and sightings of a small blue bird appearing just before strong wind became frequent tales among traders. Over time, praying to the Wind Bird became a common ritual for all peoples of the coast, and none held this tradition more fervently than the seafaring folk of Oshra Va’Zaun.
For years, people prayed to the Wind Bird for guidance and protection, building statues and carving charms in her honor. Their belief empowered the spirit further, and it was through them she acquired the name Zephir, meaning “Guardian of Wind.” When uttered by foreign tongues, however, they frequently mispronounced her name as ‘Zephyr.’
Worship of Zephyr became commonplace, until the emperor of Shurima decreed that all “false idols” were to be discarded and the people place their faith only in the Ascended. The temples dedicated to Zephyr in Oshra Va’Zaun were torn down, and yet people continued to carry trinkets depicting her in secret, especially on voyages out to sea.
When the empire fell and Shurima was torn asunder by warring Ascended, the people of Oshra Va’Zaun, now referred to simply as Zaun, prayed to Zephyr for protection. Though her power was lesser than what it had once been, Zephyr nonetheless did all she good to drive back the armies of the Ascended with fierce gales and raging storms. As the war drew to a close, peace finally returned to the people of Zaun, and yet Zephyr was surprised to find her power weakening. In the war’s aftermath, the people of Zaun grew ambitions, wishing to make their city more than just a bustling trade port.
A canal was carved through the isthmus separating Valoran and Shurima, uniting two seas as one. This, in turn, brought peoples from all lands to Zaun in pursuit of greatness, and thus the prayers for fair winds were drowned out by desires of wealth, advancement, and expansion. Soon, Zephyr found herself reduced once more to a faint breeze, drifting aimlessly along the coasts as the world seemed to forget her… That is, until she heard her name spoken on the wind.
The culprit was a young woman named Janna, who had come to Zaun from the far-away kingdom of Demacia. Janna had grown up on tales of the ancient past, devoting her life to studying Valoran’s many myths and legends. Among them, Janna was particularly fascinated by stories of an ancient protector of winds, whose name had been all but lost to time. As the city of Zaun continued its expansion, widening the canal in the process, Janna continued her studies of this fabled guardian, and her fascination only deepened whenever the wind blew past her, as though a presence were calling out to her…
Then, the canal reached its completion, and a grand ceremony was held to celebrate the event. Thousands attended to watch the grand opening of the Sun Gate, yet what should have been a celebratory occasion turned to disaster. Construction of the canal left many areas of Zaun unstable, and the rumblings of the Sun Gate caused whole portions of the city to collapse and fall into the sea. Zephyr watched helplessly as hundreds of mortals fought uselessly against the clashing currents. Many cried out for help, though it was one cry in-particular that caught the spirit’s attention: it was Janna, calling out Zephyr’s name even as water filled her lungs.
In that moment, Janna felt herself being held aloft by a powerful gale. The air itself seemed to speak to her, telling Janna that her faith alone could rekindle the ancient guardian’s power and save the people from calamity. Putting her trust in the wind, Janna allowed Zephyr’s power to course through her, manifesting a staff to control the spirit’s power as her own. As others watched this miraculous display, their faith, too, began to return. Bolstered by their pleas, Janna and Zephyr summoned a massive gale to carry the people of Zaun to safety, before collapsing back into the sea from exhaustion.
Time moved on, and as the city of Piltover was built atop the remnants of Zaun, Janna’s miraculous deed that day also passed into legend. Even still, many continue to tell her story, and the faithful can be found wearing small bird-shaped pendants to honor the ancient spirit that protects Zaun. For those who struggle against the toxic fumes the Zaun Gray, wrestle with the tyranny of chembarons, or face any number of perils, it is commonplace to offer prayers to the wind.
Sometimes, if one truly believes, she may just answer back.
And there we have it. As you’ll notice, I kept much of the early lore the same, with one key exception: the spirit’s name. Now, Zephyr has always been a part of Janna’s character, even though it’s never explicitly referenced in her prior lore states. Zephyr was conceived to be Janna’s familiar: it’s that little bird you see in the background of her splash art. You know, the one that hovers around her in-game?
In her new lore, they try to say that Janna and Zephyr are one and the same; the bird is just a weaker manifestation of her power, though the art and game imply that she can manifest as the bird AND the woman at once? In her kit, Janna’s passive ability is still described as “Janna launching her elemental at a target,” as though the bird is still supposed to be her familiar. So, I decided: what if we kept the spirit as the bird, and made Janna herself human again?
Admittedly, I would have liked to flesh out this Demacian Janna more as a character, and I had a few versions of this bio in which that was the case, but I decided to stick to having the story of the spirit be forefront because I felt that would be closest to Riot’s current vision of the character. Even still, the one part of her current bio that DOES irk me a little is how suddenly the people of Zaun all collectively start praying to Janna to save them. I mean, no one had prayed to Janna for literal centuries, so why would that be the first thing they thing to do in a situation of peril? I felt it would make more sense to have her come back because of the ONE person who still somewhat believes in those ancient stories, rather than hundreds of people all at once.
Now, admittedly, this next part might be a bit controversial to some. Janna fusing with Zephyr might seem like a bit of a cop-out, but I’d like to remind you all that people playing host to spirits is hardly a new concept in League; we have Udyr, Lee Sin, and Illaoi, just to name a few.  I also think that it ties in well with the concept of Janna’s original lore, where she was a human that basically elevated herself into being an air elemental. Fusing with spirits to become semi-immortal entities isn’t even that much of a stretch either, thanks to Yone’s lore (though he might be a topic for a future episode.)
As for the conclusion of the story, well… I know it’s a little vague. What actually happened to Janna after she passed out? Where is she now? I decided to leave that up in the air (no pun intended) because I wanted to keep Janna in the same current lore state Riot has her in: an entity of the wind known mostly through myths and stories who might occasionally pop up if people pray hard enough. Plus, you could probably expand on that with her accompanying color story, though we’re not going to be touching on Deep Breath right now.
So, that’s Janna, the Storm’s Fury… Ugh, OK, let’s address that elephant in the room really quick. That is an AWFUL title for her. It sounds like something more befitting of Volibear, or maybe even Kennen. It’s certainly not a fantastic title for a benevolent deity known for showing kindness rather than fury. Maybe change it to something like The Gale’s Mercy or The Will of the Wind.
But alright, in all seriousness, that’s my take on Janna. As always, feel free to share your own thoughts, opinions, and comments down below.
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