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- Red Post Collection: Behavioral Systems: September 2020 Update, Quick LoL Thoughts, TFT: Fates Pass & More
- 8/28 PBE Update: Early 10.19 content - Samira, the Desert Rose, New Skins, and more!
- Samira, the Desert Rose | Champion Trailer
- Champion & Skin Sale: Week of August 31st
- PsyOps - OPERATION: SONGBIRD Trailer & Skins Theme
- Free Champion Rotation, Week of September 1st
- 10.18 Server Maintenance
- Samira Abilities Rundown & Prestige True Damage Yasuo Preview
- PBE Preview: PsyOps Part 2 & Championship
- Patch 10.18 & TFT Notes
- 9/1 PBE Update: Samira, PsyOps, Championship, Prestige True Damage Yasuo & Much More
Table of Contents
Universe Update
The Universe has been updated! New bios and a new story have been released:"In the city of Amakra, on the eastern edge of the Great Sai, Samira and her parents made a living as street performers. They dazzled, beguiled, and awed onlookers, which thrilled Samira, but worried her parents. Despite the fun their daughter had, they wished she could enjoy a more stable life.
But wishes are as fickle as the desert rain.
On the eve of Samira’s fourteenth birthday, armed strangers swarmed Amakra. Hidden among the rafters of her home, Samira watched as the strangers invoked the name of an ancient magus and seized innocent villagers. Many people were slain before her eyes.
Samira did not cry. She did not scream. Instead, she seethed in anger—not at the killers, but at herself for hiding. She had never felt crippled by fear before, even when she attempted the most daring stunts. In that moment, Samira hated herself, and vowed never to feel so scared and helpless again.
Though wounded, Samira and her parents escaped to Bel’zhun, a port city under Noxian rule, with a handful of others. To the Amakrans, Noxus provided a safe haven. To Samira, Noxus opened a door.
While other refugees found comfort in living quietly, Samira was determined to reclaim her courage. She took to the streets alone since her parents, weary and injured, could not.
Performing was no longer a job—it was her stage to be fearless. She outdid herself with every stunt, even when no one bothered to look. But it was still not enough to support her family.
That was when Samira stumbled upon a call to join a Noxian warband. Drawn to the excitement and the financial resources it would provide, she enlisted.
Her physical prowess amazed her peers. Deft with a blade and sharp with her aim, Samira reveled in her raw athleticism, excelling in combat… but faltering in discipline.
After two years of training, her recklessness frustrated her commanding officers, save for one: Captain Indari. A former saboteur, Indari valued Samira’s fearlessness and offered her a position in her private warband—a specialized unit charged with missions that were deemed too perilous for standard military personnel. Hungry for the dangers it promised, Samira agreed without hesitation.
She fully embraced Noxian culture, finding her own strength and style amid life-and-death shootouts and breathtaking sword fights. In her free time, Samira regaled her family with stories of her tattoos, each representing only her most unforgettable feats. To her, what mattered most was challenging herself to turn danger into thrill, and thriving off the constant risk that made her feel truly alive.
On orders from the capital, Indari’s unit found themselves on the Rokrund Plains, sent to crush a secessionist uprising. As the warband located the enemy stronghold and approached the rebel leader, the fortress exploded. Samira dove headfirst into the chaos as the structure collapsed, permanently injuring her right eye. Feeling neither scared nor helpless, she wasted no time in recovering Indari, who had sustained a more serious injury—the captain could no longer move her legs. Indari, frustrated at her failure as their leader, disbanded the unit upon the return of its survivors.
Discharged, and with no other opportunities rousing her interest, Samira drifted back home to Bel’zhun—but it was no longer a lifestyle she could endure.
Samira returned to the Noxian capital and located Indari. She believed her former captain understood her craving for challenges in ways nobody else could, and wanted to make use of Indari’s connections in the military and noble houses. She proposed they team up again in a new partnership, where Indari could operate behind the scenes to find Samira high-stakes mercenary work.
Reluctantly, Indari agreed, but it left her former protégé alone with no field support…
And Samira couldn’t have been happier. She eagerly undertook missions meant for entire warbands—and thrived.
Her daredevil reputation spread far and wide. From beating a chem-baron in hand-to-hand combat, to being the lone survivor of a Bilgewater raid, Samira completed every job no matter the odds. With Indari’s support, even the Noxian high command accepted her, recognizing there was no one better suited to take on their most perilous missions.
Now, Samira shows no signs of slowing down. She can be found scaling mountain cliffs one day, and arm-wrestling outlaws in crowded taverns the next. But wherever she may be, one thing is certain: Samira never fails to find her next big thrill."
"Sona’s earliest memories are of the Ionian monastery where she was raised, in the province of Galrin. The monks, along with kindhearted volunteers from the local villages, took in any orphans or foundlings left at the front gates, and made sure that they would want for nothing.
As a young girl, Sona was considered shy and quiet, until it became apparent that she couldn’t speak at all. But she was unusually thoughtful and attentive, and the other children tended to seek her out whenever they needed comfort, their playful smiles quickly restored.
And Sona discovered other ways to express herself.
Unlike her playmates, she had one possession when she was first found—a curiously strung instrument, packed into a plain wooden case. None of the visiting musicians or teachers knew what it was… though that did not stop several of them from attempting to procure it for themselves, one way or another. Instead, Sona taught herself how to play it, and her simple, beautiful melodies moved even the most skeptical listener to tears of joy.
However, dark times were approaching. The foreign empire of Noxus had begun landing troops in the northern provinces, and the monks decided to evacuate their young charges to safety before the invasion reached Galrin. After their caretakers struck a deal with a Demacian trader, Sona and a handful of her friends found themselves bundled onto one of the last ships to escape before the Noxian blockade of Ionia’s western coast. She looked back in anguish, knowing that she would not be able to return for many years, if at all.
After months at sea, they arrived in Demacia—a strange, dour land where magic was widely distrusted. Their monks were called “Illuminators”, and they worshipped no gods or spirits, yet still placed great value on showing kindness to strangers and the needy.
So it was that Sona was taken in by the Buvelle family. Lord Barrett and his wife, Lestara, were prominent supporters of the Illuminator order, and renowned patrons of the arts in the Great City. Sona became like a sister to their daughter, Kahina, and Lestara in particular grew very attached to her. The Demacian language was often difficult to learn, but the Buvelles developed a personalized sign language that enabled Sona to communicate easily with her new family, and their friends.
Yet she yearned to express so much more. To show her appreciation to her adopted countrymen, she decided to use her gift to delight and soothe them, and returned to her music with renewed passion.
Soon, word spread of her virtuoso talents. Her performances captivated audiences, bringing them from sorrow to bliss, from righteous martial pride to almost exquisite peace… and Lestara became intrigued by the mysterious instrument that made this possible.
Delving deep into the libraries of the Illuminators, she came to believe it was one of the fabled etwahls—wondrous artifacts dating back thousands of years before Demacia’s founding, and now exceedingly rare in the world. If that were true, then this was an object of magic, and Sona’s preternatural connection to it was a dangerous gift indeed.
Lestara urged her to keep it secret, to avoid bringing unwanted attention from the Demacian mageseekers.
Sona obeyed, though she wondered how something that brought people peace could be seen as a threat.
Some years later, Lord Barrett Buvelle was slain fighting Noxus at the Gates of Mourning. When Kahina took up her father’s blade and military commission, the heartbroken Lestara decided the time had come for Sona to return to Ionia, and the two of them withdrew from all courtly engagements to make the journey together.
In the war’s aftermath, a great “restoration” was underway across the First Lands, but the people were much changed by what they had endured, and Sona realized there was no longer any place for her there. Saying farewell to Ionia once again, she went back to Demacia with Lestara.
Even so, her chosen homeland is not without its own problems. In the wake of King Jarvan III’s assassination, the mageseekers have gained significant power, and many innocent citizens are persecuted for any supposed connection to magic.
As a child of two wildly different cultures, Sona increasingly finds herself at odds with her family’s political allegiances. With etwahl in hand, her melodies now serve not only to provide comfort, but also to defend what she knows is right and just."
- One Last Show
- By Katie Chironis
"That old, familiar smell hit her first. Hay, strawberries, and sturdy wood. The courtyard of the Argentine Inn had a particular waft to it that brought the ache of memories long past: a hundred concerts, a thousand faces lit by lantern light, and—most painful of all—a time when things were simpler and happier in Demacia.
But these days, that version of her home country felt distant. Worlds away. When she first spotted her old friend Etra emerging from the doorway of the inn, her breath hitched—maybe this, too, was different. But Etra’s eyes went wide. She shrieked with joy, and as she ran forward to wrap Sona up in her arms, Sona breathed a little sigh of relief. Some things didn’t change after all."
Miscellaneous
- ICYMI, here's the VOD of the Riot/Airship Syndicate stream, talking about the upcoming boardgame Tellstones: Kings Gambit, and a few more details on Ruined King!
- They also showed off concept art of the Shadow Isles:
- A new K/DA Merch collection is now on the Riot Games merch store! Check out new jewelry in a collaboration with RockLove!
Other Games
Reminders
- While the Spirit Blossom Festival is now over, the Epilogue is available to view in the client and your tokens can be used until September 8th!
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