These rules and guidelines are for the various species and groups of Original Characters that may exist in Runeterra. Non-Player Character's also follow these rules.
Creating a new canon race, just as with a character, is the primary responsibility of the creator. Asking for help from friends is not forbidden but when presenting it to the staff in charge, it must be in a complete state.
We need to know what you are. Details are key. Your character should not contradict Riot canon or Maelstrom lore.
Extra-planar humans must explain how and why they are on Valoran. The character in question does not necessarily have to have In-Character knowledge of the reason but the Admin team must know how they ended up on Runeterra.
New races of sentient beings must show why they are unknown by Runeterrans as a whole.
These guidelines exist to unify the basic traits of each race. If you are a member of one of the races listed below, all of these will apply to you unless otherwise stated.
INDEX:
CYBORGS DRAGONS GLADE MAGES HALF DRAGONS THE KINKOU MUTANTS PALADINS SHAPESHIFTERS SUMMONERS THE UNDEAD VAMPIRES VOID CREATURES YORDLES
Viktor represents the pinnacle of cyborg technology. Do not exceed this.
Cyborgs need to keep in mind the limitations of Runeterran technology. If you make the weaponry or capabilities of any other faction obsolete, you're probably out of line.
No telekinetically controlling separated limbs.
Being cyborg is enough of an enchantment. Don’t magically augment your limbs as well.
Dragons are an ancient race native to Runeterra. They are typically described as large, intelligent and innately-magical reptilian beasts. While they vary widely in color and build depending on location, there are some characteristics all dragons share:
Dragons are always lawful. They may be good, evil or neutral, but are invariably devoted to maintaining the sanctity of Runeterra, which means they fervently oppose the abuse of magic and typically consider the "lesser races" unworthy to wield it. They also frown upon human pollution, viewing the destruction of the environment as proof that the lesser races are foolish and wasteful. A Lawful Good dragon views humans children to be educated and guided. A Lawful Neutral dragon will not actively seek out the lesser races, but will not hesitate to retaliate if humans encroach upon his territories. A Lawful Evil dragon has no compassion for the lesser races and may even kill them on sight.
Dragons reach up to fifty feet in length and thirty feet in height, weighing as much as five elephants at full size.
Dragon lifespan averages two to five thousand years. The perspective and wisdom such age grants makes dragons insightful and premeditated, never impulsive. They are slow to anger--but woe be unto one who incurs a dragon's wrath, for the objects of their righteous rage are usually simply burnt to a crisp without warning.
Dragon diet consists of the meat of large animals (often mountain goats, cougars or stolen livestock from nearby human settlements) and of precious gems and metals.
Like any predator, dragons have exceptionally acute senses, which only increase with age. They have excellent depth perception and good peripheral vision, able to see twice as well as a human in daylight; they also have great night vision, and are able to see even when conditions have no light to offer, although in such darkness they cannot discern between colors.
Dragons are invariably reclusive. Sightings are rare. These ancient guardians of the world generally have no desire to mix and mingle with the foolish children of Runeterra. Towards each other, dragons are politely indifferent--save for once to twice a century, when they deign to mate.
Dragons reside in dens, usually in mountain ranges or coastal cliffs. They are very territorial and always live in solitude. Dragons do not frequently fight, but in may clash in territorial disputes.
Dragon dens are full of whatever artifacts, gems and treasures their inhabitant deems valuable. When they grow bored of a particular item, they may make a meal of it.
Dragons mate once to twice a century, laying an average of five eggs. Generally speaking, the strongest and first to hatch eat the unhatched eggs, meaning that only one or two dragons per litter survive the nest. After mating, dragons separate. Mother dragons retreat to their own caverns to nest by themselves, keeping their eggs hot with frequent treatments of streamed flame after a gestation period of six months. With proper heating, dragon eggs hatch within three months.
All dragons breathe fire. Dragon breath weapons can take four different forms: a cone burst, explosive and at temperatures high enough to melt flesh; a line stream, lesser in temperature but steady and directed; a direct stream, highly focused, shorter in duration but hot enough to melt metal; and a cloud of choking, vision obscuring smoke correlating in size with the dragon itself.
A dragon's deep ties to Runeterra mean that they are innately magical. Not only do their scales and auras give them natural magic resist, but they are some of the few beings capable of innately casting spells.
Draconic spell repertoire includes shape shifting into a single lesser-race form (though this form is only used as a last resort due to their distaste for humans) and various runic spells as are appropriate to the dragon's age and experience. (Admins will ascribe runic areas of expertise after careful assessment of your dragon's age, geographical territory and personality.)
Dragons are capable of both speech and telepathic communication. Though they cannot directly read minds, they can sense the surface motives of those around them. As an ancient and innately magical race, they can understand any tongue known to mortals.
Due to their natural runic affinity, their sheer size and natural power, most beings will be hard pressed to defeat a Dragon in a one-on-one engagement, even champions.
Pixies are the key to Glade magic. Without them, no Runeterran has access to this magic. They need to be protected and cared for by the host once the bond is complete. To break this bond is to damage your spirit and lose access to the Glade magic.
Pixie’s crave attention of all kinds, and thus will seek out hosts who also wish to explore and meet new people.
The pixie is the one who holds all the energy for your magics, and as such they will tire, and you can feel when the Pixie has used their energy up. Glade beings have no place on Runeterra, and as such need to visit the Glade regularly to prevent fatigue. The portal is nearby Bandle City, but has a tendency to drift. This will not harm a Glade magician, as their pixie will always know how to get home.
Time in the Glade is proportional to power. Lulu has spent centuries in the Glade. Realize time is weird in the Glade, so minutes there might be days here or hours there may be seconds here.
Glade magic fights order. As a Glade Mage, it is your duty to fight all forms of order as they ruin your fun. However, you must fight order in a fun (in your opinion) way.
Glade Mages are mentally strong, but emotionally unstable, so they befriend and unfriend in moments. They also lack focus and foresight. Host will be mentally unstable post joining.This may result in a reduction to pain. Glade Mages must be of a chaotic alignment and not be evil at binding. (Nothing stops this character from becoming evil after bonding to a fae.)
Glade mages don’t use formal training, they use experience and the urge to change. Imagination fuels your powers. You are impaired by sanity. Such change into reality is abhorrent to a sane person. As new mages, you are weak, but weak in powerful magic. The council will balance on a need to need basis.
We are currently not accepting or approving submissions for Half-Dragon characters unless under special circumstances. Please message an administrator if you have any queries.
Half-Dragons are stronger and more durable than most humans, but much weaker than dragons.
They are capable of a simple burst of fire breath and a transformation into a Wyvern-like creature.
They are capable of gliding if they have somewhere to launch themselves from.
Most half Dragons will be Chaotic in nature, as they have a troubled childhood.
Dragons will tend to attack them regularly and likely cause the deaths of many family members, friends, or even acquaintances.
Half-Dragons lack the runic magic that a fully fledged dragon possesses.
Half-dragons are considered to be an abomination by dragonkind. As the result of a union between a dragon and a lesser being, they are considered a direct insult and will be killed on sight by any dragon with whom they come into contact.
The order functions as three sects who each have goals given to them. Each sect is led by a champion. Each Sect is made up of clans who seek to further the goals of their sect.
Agents of Twilight is the sect that finds imbalance. They are judges and spies before assassins and executors. This is led by Shen. As an agent of Twilight, you are generally Neutral as you should have no bias in your judgements.
Agents of the Tempest is the sect that is in charge of maintaining communications between Agent of the Shadow and the Agents of Twilight. This sect is led by Kennen. As roamers and loners, the Chaotic alignment general suits you best.
Agents of the Shadow (not to be confused with Zed's Order of Shadows) are the executioners of the Kinkou. They seek to right the imbalance by any means necessary. This is led by Akali. As the martial hand of the Kinkou, you are the most disciplined and thus more likely than not to be Lawful.
Paladins normally have the divine backing them up in some way, which does not fit our canon in a relatively godless world. Thus we have created rules for how Paladins function on Runeterra. In our canon, they are more akin to a Rune-Knight or something similar.
As a Paladin, there is a rune that resonates with your being and triggers your latent runic power. This is not the same as a mage like Annie or summoners, who are arcane in nature and are taught. Paladins are more driven by their emotions and willpower and naturally have this power, although training does benefit them. This usually results in a code of conduct and a general mission. For example, a Noxian Paladin who is Lawful Good might make it his mission to clean up Noxus, defend the weak and what not.
As one with natural affinity with runic magic, the League does not endorse your talents and if you become noticeable, they will try to hunt you down and eventually catch you.
There is one rule that is very important. Contact Victus or the Council after your calling is set in stone and we will give you your rune. Besides that, we have no special rules on abilities or alignments.
Please note that Paladins are an intensive creation, and thus will take time and patience.
((We are not accepting Original Characters of this tier.))
High Council of Equity Members
The High Council of Equity represent the most magically competent of all summoners, as well as the group in charge of leading the entire Institute of War. All current HCoE members have been part of the Council from the creation of League itself. They possess a strong moral code and want to see the world repaired from its broken state, though they of course have their own goals wants and needs.
Kiersta Mandrake and Vessaria Kolminye are the currently standing members of the Council, possessed of both intellect, strong character, magical power, and incredible control. Reginald Ashram and Heywan Relivash are past members of the High Council, though the former has gone missing and the latter was removed from his position for his involvement in the Kalamanda incident.
Tier 2
Diamond Summoners
Diamond-ranked Summoners are the best of the best, the cream of the Summoning crop. They tend to be very skilled in their chosen magical areas of practice, having been at it the longest and very likely to have the most talent. They tend to hold true to the ideals of the Institute and are humanitarians, seeking to heal the world’s ailments, the scars remaining from the Rune Wars of the past.
All Diamond Summoners have several years of experience as a Summoner, as well as the required four years attendance of the Arcanum Majoris. They may choose to take up a position as a teacher within the Arcanum Majoris if they so wish. Many of them do just that, for the betterment of the next generation of Summoners.
Stewards
The Stewards are tasked with the upkeep of the Institute of War itself, making sure the organization itself is in proper working order. They are chiefly responsible for the menial tasks that must be done, ranging from anything to mail delivery to public addresses. Their selection process is done by currently existing members of the group itself, headed by their Senior Steward. All Stewards possess insightful minds, determination, drive, patience and adaptability, traits necessary for the constantly shifting responsibilities of their job.
Stewards are selected for their skill not necessarily with magic but with management. While they may not be any stronger magically than a Gold-ranked Summoner, they are very frequently given far more responsibility because of their position as a Steward. It is not impossible for them to have magical strength that outstrips the position, because of their generally motivated, capable demeanor.
Tier 3
Platinum and Gold Summoners
Gold and Platinum-ranked Summoners are strong magically and well-respected within the Institute, having been promoted either on the merits of their magical strength or their work in the Institute’s many other interests. They are skilled humanitarians, historians and negotiators, and in some cases, all of the above.
It is likely for a Gold or Platinum Summoner to have been with the Institute for upwards of five years in addition to their schooling in the Arcanum Majoris, though sometimes it can happen slightly quicker, if the individual is motivated and talented enough.
Artificers
An Artificer is a Summoner in charge of the upkeep, creation, researching and cataloging of the various magical artifacts that come under the control of the Institute of War. While they are required to take the same four years of schooling that the rest of the Summoners of the Institute, but have to also take an additional two years for the intricacies of caring for and creating potentially volatile magical artifacts.
They are usually less magically powerful than a typical summoner but they tend to have access unique magical artifacts of their own creation. This affords them a different kind of power, as they tend to care more about their artifacts than raw magical strength.
Tier 4
Silver and Bronze Summoners
The Bronze and Silver Summoners of the League make up the entry level of the Institute, where every Summoner begins their work in earnest. Their goals and motivations are the most varied. Magically, they are capable but not particularly potent, due to the varied nature of their learning when in the Arcanum Majoris. They are capable of summoning a champion to the Fields of Justice, as any ranked Summoner, but are the least skilled at the practice.
Silver-ranked Summoners tend to be more magical adept but as with the rest of the Institute of War, their advancement could have come from their non-magical work.
Tier 5
Junior Summoners
The Junior Summoner is still engaged in their training at the Arcanum Majoris and could have the skill of an initiate fresh to enroll in the academy or someone at the end of their fourth year and about to become a Bronze Summoner. They are magically weak, their summoning skills and summoner spells are only weakly trained and their magical flexibility with these skills tend to be limited at best. Anyone with the funding to attend the Arcanum Majoris may do so, graduating from the Arcanum Majoris it is expected for them to join the Institute immediately, as the Arcanum Majoris is tied completely to the Institute itself.
((We are not accepting Original Characters of this tier.))
High Undead
Raise by The Ruined King himself, such as Champions Hecarim and Thresh, are arguably the strongest form of undead. Their abilities have a vast range all depending on the soul. They have spirit-fire or ethereal flames instead of a physical body of flesh, decayed or otherwise.
True Undead
Such as Yorick equal power as a high undead, yet their powers come from other sources. Usually look like a corpse though their forms are drastically altered by the magics that have raised them.
Reapers
A creation of The Ruined King, thus only he has the knowledge of how to raise one, fueled by a negative emotion they reap the souls of the living for their King, stealing souls from Death itself. Only able to be raised by The Ruined King.
Seraphim of Death
A creature that has been raised by a lich, their powers are seen as equal to reapers. They spread death and claim souls for Death.
Tier 2
Infused Undead
Creatures that have had undeath thrust upon them, powers vary greatly depending on their skills when they were alive.
Bound Undead
Raised by someone with power over death, the undead creature is usually limited in power, bound to those that raised them. Their features vary depending on the magic used to raise them.
Banshees
A type of infused undead, the souls of the tormented that are broken and twisted, their screams of anguish pierce the minds of the living and can deafen them. If a mortal doesn't protect themselves they can be driven insane by the screams. Able to be raised by anyone able to torture souls and give them form.
Phantom
Ethereal being that was raised through force of will of the Undead Leaders (normally without torture). Beings falling under this category are only corporeal for a short amount of time before and after they affect the corporeal world.
Behemoths
Great hulking beasts made from the remains of various creatures merged into huge monsters. Usually have bone plating over their large bodies. Able to be raised by anyone with enough power to do so. Controlling them and their twisted minds are another matter entirely, it takes a master of undeath to control more than one completely.
Tier 3
This tier of Undead are typically Non-Player Characters due to their limited scope. They exist in this list primarily for reference.
Ghosts
The souls of the dead that have neither been granted undeath or claimed by death. Usually unable to harm anything physically. May sometimes have powers that seem telepathic. Stronger ghosts are able to posses sentient creatures whose minds aren't strong enough to resist.
Simple Undead
An undead sentient being who has no great strengths gained from undeath.
Mindless Undead
Undead servants raised to do their masters bidding. They do as they are told without question by those who raised them and have power over them.
Direct exposure to the sun with turn exposed body parts to ash instantly.
Solari symbols repulse them.
Weak to silver and fire.
Vampires must feed at the same rate a human does. To go without blood is more dangerous for a vampire, resulting first in physical fatigue, mental instability, a return to feral instinct and finally death. These effects begin to manifest after three days.
After a feeding, a vampire will feel invigorated for several hours. A full drain will extend this effect to a full day.
Physically stronger and more agile than a human.
Powerful natural regeneration, though limbs cannot be regrown. Fire will prevent this.
Killed by to mortal damage to the brain or heart.
Perfect night vision, artificial light is no hindrance.
Three non-fatal feedings within a fortnight will transfer vampirism to the victim.
There is a difference between hereditary vampirism and transferred vampirism:
If successfully transformed by a vampire, the victim will receive an exact copy of his aggressor's powers.
The ensuing transformation takes place relatively quickly, over the course of a fortnight. The recipient will cease aging once the transformation is complete.
Born vampires grow and mature as other creatures do. It wouldn't make sense to give birth to a blood-feeding baby. Vampiric powers will manifest with puberty and reach full potential in the late teens to early twenties. Once this process has ended, their physical form will stop aging.
At adulthood, hereditary vampires and transferred vampires will have approximately the same power level, though individual capacity may still vary greatly.
Void Creatures are scrutinized more carefully by the Council than most other races.
Tier 1
((We are not accepting Original Characters of this tier.))
Voidlord
The Voidlord designation of Void Creature possesses power that defies understanding, capable of spelling the end of the world if it so wished. It is unclear what form they are known to take, if any, or if they possess weaknesses. Their strength seems unknown even to other creatures of the Void and their numbers are equally unknown.
Tier 2
((We are not accepting Original Characters of this tier.))
Alpha Voidlings
The Alpha Voidling in a pack is typically the largest, smartest and most singularly dangerous of the entire pack, ranging anywhere from the adult's size to being simply colossal. They are the brain behind a pack, answering only to the Voidlords themselves. It is their legacy that passes down to the larvae of a new generation with the help of a Broodmother. Their combat prowess alone is enough to do open battle with several champions of immense power alone.
Cho'Gath is an example of this designation of Void Creature. They can possess any number of evolutions, be they offensive, defensive and more, commonly having several of each category. Having one freed upon Runeterran soil is a catastrophe that requires an immediate response, if the land is to be saved, as they are not likely to travel without the assistance of their pack despite their formidable presence.
Broodmother
Broodmothers can vary wildly in shape and size, some no larger than a typical adult Voidling while some can be as large as elephants and whales. Because of their primary purpose of birthing new spawn, they tend not to possess a particularly threatening arsenal of natural weaponry. Due to their size, age and intelligence however, they are still considerably dangerous and should not be engaged alone. They are known to have the ability to command their infantile children to defend them and because of their importance to the brood, they will be defended first and foremost by every member older member of the pack as well. Transport and combat are of secondary importance to the Broodmothers and it is unlikely they will ever see Runeterra, simply because of their importance.
Tier 3
Adult Pack Voidling
Typically as large as a horse if quadrupedal or a human if bipedal. Void Creatures of this designation are typically a salient threat to most humans, even some of the most prepared champions can be killed easily by Void Creatures of this designation. Unique evolutions and traits are present at this age, giving them a more unique presence in the pack they are in. This affords them unique skills and abilities. They are subservient only to the alpha of their pack and can be considered a very real threat to any but the most prepared of Runeterra's people, when in groups.
Kog'Maw is an example of this designation of Void Creature. Their natural weaponry have reached the peak of development and are extremely dangerous for it, taking the form of scything talons, rending claws, crushing limbs, dangerous biochemical sprays and more. In addition to offensive evolutions, adults are likely to have defensive bodily modifications as well, ranging anywhere from temporary invisibility to telekinetic shields to bladed carapaces. Any number these traits may be present in an adult Voidling, though only the strongest might have access to all of them upon their body. Specialization in evolution is common, however.
Solitary Predator Voidling
Adult Voidlings that become separated from their pack by some event are incredibly dangerous predators in their own right, typically more specialized and are markedly more autonomous both in combat and in their life. If they inhabit Runeterra, it is not uncommon for them to be considered the apex predator of the area, viciously capable of killing and surviving even in the harshest of locales.
Kha’Zix is an example of this designation of Void Creature and his adaptability is a very common trait of Solitary Predator Voidlings. They are always incredibly well adapted to their habitat, possessing specific evolutions to aid them in both surviving and hunting. Because of their nature, they look very different from one specimen to the next.
Tier 4
Teen Pack Voidling
Typically matched in size to domestic canine creatures from Runeterra, they are vicious and hungry. They follow their pack or leader and possess enough intellect to hunt like a wild animal. In great numbers they can present a significant threat to humanity but with enough preparation they can be overcome. Fighting alone against a human, they can present a threat but are easily defeated. They possess natural weapons, such as claws, fangs and bashing limbs.
Malzahar's Voidlings are an example of this designation of Void Creature. They lack specific developmental skills as of yet but are capable hunters and can utilize their natural weaponry effectively.
Tier 5
((This tier of Void Creature are typically Non-Player Characters due to their limited scope. They exist in this list primarily for reference.))
Larval Voidling
Weak and hungry, they will eat anything they can and are single-minded in this pursuit. It is not uncommon for them to resemble Runeterran vermin or insects, albeit with a distinct Void influence. Their combat prowess is minimal, but can pose a threat when encountered in great numbers.
.5~1 meter tall, colorful and with varying amounts of fur.
Weaker normal vision, but can see infrared and have superior hearing.
Highly dependent on language and creative thinking (typically seen in their tool making).
Yordles require far more social interaction with their own kind than humans do.
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Welcome to Maelstrom, Original Characters, Summoners and Champions alike. We are a divergent setting roleplay forum for the ever-popular MOBA by Riot, League of Legends. This means we are based in Riot canon, but your characters' actions can have a real, lasting impact on the world. Together, the Maelstrom community endeavors to bring the League of Legends setting and characters to life through collaborative storytelling and meaningful development. We welcome you along for the ride.
Hang out in a citystate, visit the Institute of War, explore the uncharted recesses of Runeterra. Whatever you decide, good luck, have fun and happy writing.
hello new skin yes. gonna work out some kinks but let me know what you guys think. it's not all that flashy but i didn't really like the tabs so the side bar is back. oh and the cbox has also made it's appearance. -rurin.
Maelstrom was created by Swain. Written content is copyrighted to their creators on this site. The skin is created by Wolf and mini-profile template by Kuroya of Gangnam Style. The board and thread remodel is by Kagney and has been heavily edited by Rurin. League of Legends is owned by Riot Games. Maelstrom does not claim ownership to any images used unless stated otherwise.
cbox
Chat box has been removed for the time being. Please contact me at Wyerden@gmail.com, or skype name DearCryophoenix with for any questions or concerns.