Runeterra (5e Campaign Setting)
From D&D Wiki
|This has some sparse information, but large amounts of material are missing. Please help improve this.
What are the rating guidelines in more detail?
- 1 Setting
- 1.1 Cosmology
- 1.2 Entities
- 1.3 Geography
- 1.4 History
- 1.4.1 Ixtal
- 1.4.2 Blue Flame Islands
- 1.4.3 Demacia
- 1.4.4 Freljord
- 1.4.5 Guardian's Sea
- 1.4.6 Howling Marsh
- 1.4.7 Icathia
- 1.4.8 Ionia
- 1.4.9 Kalamanda
- 1.4.10 Kumungu
- 1.4.11 Lokfar
- 1.4.12 Marshes of Kaladoun
- 1.4.13 Mount Targon
- 1.4.14 Noxus
- 1.4.15 Piltover
- 1.4.16 Plague Jungles
- 1.4.17 Serpentine River
- 1.4.18 Shadow Isles
- 1.4.19 Shurima Desert
- 1.4.20 Yordle Land
- 1.4.21 Zaun
- 1.5 For DMs
This campaign takes place in the world where League of Legends and Legends of Runeterra exists (to see info about the world in this campaign setting, click this link ).
The Cosmology of this campaign setting is split into three natural major planes of existence that are currently known to the kind that live there. There is the main world, Runeterra. Another plane of existence being The Void. And another being the Spirit Realm. Each of these are described below.
Runeterra is not exactly a plane of existence so much as it's a planet of the Prime Material plane, but the campaign takes place on this world. The world of Runeterra has two main continents, Valoran (which contains Demacia, Noxus, and the Freljord), Shriuma (which holds the namesake country of Shurima, as well as Ixtal and the Targonian mountains).
Screaming into existence with the birth of the universe, the Void is a manifestation of the unknowable nothingness that lies beyond. It is a force of insatiable hunger, waiting through the eons until its masters, the mysterious Watchers, mark the final time of undoing.
To be a mortal touched by this power is to suffer an agonizing glimpse of eternal unreality, enough to shatter even the strongest mind. Denizens of the Void realm itself are construct-creatures, often of only limited sentience, but tasked with a singular purpose—to usher in total oblivion across Runeterra.
The Spirit Realm
In the spirit realm bizarre and magical places that defies logic, such as Bandle City, can be found. There time is meaningless and the natural laws of the material realm do not wholly apply. In DnD mechanics, this place is very similar to the Faewild, but with notable differences, mainly the presence of places like Bandle City and the Glade, and of the race known as the Yordles.
Runeterra is linked to an enchanted place in the spirit realm known as Bandle City. The pathways are rarely seen by mortals, for they only open under particular circumstances, or for those with the ability to read and interpret the language of the yordles.
This section is still in the making.
Runeterra has two known continents, Valoran and Shurima. The rest of Runeterra is believed to be ocean, but has. Runeterra's land has Ten Nations as of now:
- Piltover & Zaun
- The Shadow Isles
The history of Runeterra is vast and often undocumented, leaving a large portion of it unknown.
Renowned for its mastery of elemental magic, Ixtal was one of the first independent nations to join the Shuriman empire. In truth, Ixtali culture is much older—part of the great westward diaspora that gave rise to civilizations including the Buhru, magnificent Helia, and the ascetics of Targon—and it is likely they played a significant role in the creation of the first Ascended.
But the mages of Ixtal survived the Void, and later the Darkin, by distancing themselves from their neighbors, drawing the wilderness around them like a shield. While much had already been lost, they were committed to the preservation of what little remained…
Now, secluded deep in the jungle for thousands of years, the sophisticated arcology-city of Ixaocan remains mostly free of outside influence. Having witnessed from afar the ruination of the Blessed Isles and the Rune Wars that followed, the Ixtali view all the other factions of Runeterra as upstarts and pretenders, and use their powerful magic to keep any intruders at bay.
Blue Flame Islands
The culture of Blue Flame Islands is deeply tied to Bilgewater, the island's nation. Bilgewater, over the years, has become an important stop for trade ships traveling near the Blue Flame Islands. While this increased the nation's wealth and influence on Valoran, the trade routes also brought piracy, and the island's inhabitants found themselves caught in a frenzy of pillaging. Things have relatively settled down since those days. Many inhabitants now strive to unite under Bilgewater in order to make themselves into a strong and independent society. Bilgewater, over the years, has become a vital stop for trade ships traveling near the Blue Flame Island. While this increased the nation's wealth and influence over Valoran, it has also made the nation a major refuge for piracy, and the island itself a tempting target for pirate raids.
Along the western coast of Valoran, the human nation of Demacia shines as the continent's paragon of virtue amongst all the other human settlements. The residents are always striving to sharpen their bodies and minds in the pursuit of absolute justice. The people of Demacia are driven by their common cause to disseminate benevolence and order for the betterment of all beings throughout Valoran. They view malice and selfishness as a disease which should be expunged from the psyche of humankind. Those who come to Demacia and choose to settle within its borders are expected to share the ideals and virtues of its citizenry. Those who seek personal gain at the expense of others quickly find themselves ostracized… or worse.
Freljord is an unforgiving place. A mountainous land covered in snow and ice, it is home to many vicious ice storms. Travel, especially in the winter, can be very dangerous. The elements often claim even those who have spent their entire lives there. Only one storm exceeds the ones found in Freljord: the Gelid Vortex - a swirling, icy maelstrom which circles the northern hemisphere of Runeterra. The Freljordians were once a divided people known as Iceborn (a race once thought to be extinct) with "The War of the Three Sisters" having left the denizens splintered for generations. The region was divided and dominated between three nomad tribes: The Tribe of the Frost Archer, The Tribe of the Ice Dervish and The Tribe of the Winter's Claw, now known as The Avarosan, The Frostguard, and The Winter's Claw respectively. Over the years the tribes would have occasional skirmishes with one another, though the reasons for why they continued fighting had been long forgotten by most.
The Guardian's Sea is the ocean east of the Valoran continent. Ionia and the Blue Flame Islands can be found here. This sea is a haven for Pirates who pillage unsuspecting cargo boats. It is also possible that the Marai, ancient sea dwellers of the deep, come from here, including a peculiar race of aquatic Yordle.
Howling Marsh is a small region between Ironspike Mountains and source of Serpentine River. It is known that it is a place filled with undead, making it an inhospitable and unsuitable environment for living but not too dangerous for traveling through if one does not care to stay at all long.
A rebellious vassal-state of ancient Shurima, Icathia is now a barren and forbidding wasteland. And yet, amid the ruins, unspeakable horrors of the Void are beginning to stir once more…
Ionia is a naturally beautiful island nation full of ancient trees, tall mountains and tranquil rivers. The entire landscape is covered with large patches of forests teeming with life. The island nation of Ionia is a haven for beings who seek spiritual evolution and enlightenment. While populated primarily by humans, some yordles and beings of unique origin also make Ionia their home. There are many spiritual centers and schools of enlightenment in Ionia, each one working in harmony with one another to find the answers to life’s mystical questions. Why are we here? Who are we? What does life truly mean? Such pursuits leave little time for thoughts of imperialism; the Ionians are extremely peaceful by nature.
Kalamanda was once a sleepy non-descript village located near the northern entrance to Mogron Pass, only moderately known as a decent place to fish for Valoran trout and not much else. However, it became the centre of the Noxian-Demacian conflicts. Eventually, the disagreements escalated so much that a full scale war began. However, due to Zilean Zilean's (along with several League Summoners') magical temporal stasis, it was quickly stopped. However, the stasis caused the village to become magically unstable for decades. It was then that the village was taken over by the Institute of War and remade into a Field of Justice, the Crystal Scar.
There are few dwellers, let alone champions, residing in the blasted and dangerous lands that lie south of the Great Barrier. Much of that world still bears the scars of past Rune Wars, especially the mysterious Kumungu Jungle. There are long-forgotten treasures in these strange places which many risk life and limb to acquire.
An unforgiving barren tundra, Lokfar is a place where all creatures must vie bitterly for every resource. The coastal peninsula of Lokfar is among the most brutal places in the Freljord. There, rage is the only fire to warm frozen bones, blood is the only liquid that flows freely, and there is no worse fate than to grow old, frail, and forgotten. In the lands of Lokfar there exists a long tradition of soldiers unlike most others. Berserkers, as they call themselves, are warriors who channel fury from deep within their cores, unleashing pure and savage wrath upon their enemies.
Marshes of Kaladoun
The Marshes of Kaladoun are located south of the Serpentine River, between The Kingdom of Demacia and the Institute of War. While named after Kaladoun, it is separated from Kaladoun by the Kingdom of Demacia and falls within Institute territory.
Also known as Mount Gargantua. The people living here do not exactly make a nation but they're military skill is worthy enough to put them on this list. They are of a large clan, known as the Rokkar, who are unusually advanced in technology and forge bronze weapons and armor rather than donning furs and attacking with simple cudgels. Rokkar are persistent to be the most powerful warriors in Runeterra and, despite their small numbers, it's working out. A single Rokkar soldier can often challenge a group of ten Demacian or Noxian troops and win. They are not a force to be reckoned with lightly. But if a Rokkar is considered to be blessed by the sun, they are taken to live with the highest order of Rokkar, the Solari. Solari are worshipers of the sun at their finest and some can even use shards of it's power in combat.
The human nation of Noxus is in many ways the moral antithesis of Demacia; it is a country where the physically and mentally strong acquire power through any means, regardless of the consequences to their fellow citizens. The citizenry of Noxus generally stands behind the principle that "only the strong survive", regarding the qualities of benevolence and compassion as signs of weakness. Strength begets strength, at least as far as the humans of Noxus are concerned. This seeming cruelty, however, is not an indicator of chaos. As is naturally and necessarily the case with humankind, Noxus is an orderly country, where rules protect the citizenry from harm… at least from their peers. In Noxus, however, those with power are clearly protected by the law more than those without it.
Piltover, also known as the City of Progress, is the leading center of ecologically-minded techmaturgical research on Valoran. The city's great academies and their contributions to science are known across the land, rivaled only by the eccentric colleges found in Zaun. A coastal nation, the denizens of Piltover are utilizing the liquids and gases emitting from the nearest marsh as a viable source of energy in order to power the city. For gameplay purposes, use Runeterra: Demacian (5e Race) statistics for the denizens of this city-state.
Ravaged by Rune Wars long past, the lands south of the Great Barrier are wrecked by chaotic magical storms, leaving the grasp of nature's rule tenuous at best. While abnormal flora or fauna are the norm rather than the exception in these ruined areas, none are more curious than the living organisms found in the Plague Jungles. There, uneven concentrations of magic and life would well up until they burst, resulting in evolution at an unprecedented rate.
The Serpentine River has no form of government, unless one would count a nomadic, gypsy-like folk that roam the river in their colorful barques and avoid combat at all costs. For gameplay purposes, use Runeterra: Demacian (5e Race) or Runeterra: Noxian (5e Race) statistics for the statistics of these folk.
Little is known about the mysterious Shadow Isles. An eternally thick, unnatural fog blankets the islands from the view of outsiders. It is thought that the islands are home to countless forms of undead, though no one seems eager to perform the exploration necessary to find out the truth.
A thousand years ago, the glorious empire of Shurima shone like a second sun across the desert. After a flawed Ascension ritual, the gleaming capital city was reduced to ruins, swallowed by the sands forever or so it would seem. But an oft-repeated legend stirs in the desert of Shurima. The swirling sands carry rumors of the ancient emperor Azir, somehow returned. The current inhabitants of Shurima's desert are mainly descended from the survivors of the fall of Shurima's empire. The origin of their culture reaches back to Azir's time. During those times, slavery was a common thing in the Empire. It was so common that the entire Empire was dependent of slaves as a working force. One of the former slaves, Xerath, tried to seek revenge for position, which inadvertently caused the Empires downfall. Ironically, his plan was implemented right after Azir emancipated all slaves in the empire. After the fall of Ancient Shurima, the society has evolved as they eke out an existence in their harsh environment of the desert. Commonly the nomads, such as Sivir, practice tomb robbing and mercenary service. The people are also known to produce seers blessed with foresight. Malzahar was born with such abilities.
The Yordle Land is the home of the yordle race and where dwells the vast majority of yordle society. It is located in the southeastern part of Valoran, behind the safety of the Sablestone Mountain range. Centuries before, the yordles were a nomadic race, traveling around the continent for many years. They eventually settled themselves within the Ruddynip Valley where modern day Bandle City is now located. While their society may seem like a simple rural community, the city itself holds a great deal of intrigue and mystery.
Zaun, also known as the City of Privileges, is a city-state both supported and ruined by unchecked industry, mercantilism, and magic run amok. The pollution from the countless factories and laboratories is constantly spewed into the environment. The urban heart of the city-state is often choked with smog that blocks the morning sun and drains the sky of its pastels. Visitors have called the sky the "Zaun Gray", and describe staring up at it akin to seeing the beginnings of a cosmic disturbance. As polluted as Zaun is above-ground, its subterranean levels are far worse. All of Zaun's runoff waste pools together in its sewers, mixing together into toxic and mysterious concoctions. For gameplay purposes, use Runeterra: Noxian (5e Race) statistics for this city-state's denizens.
Although all of the information here and in the links I provided are all you need to know to start a Runeterra campaign, I highly recommend you study up on some history of Runeterra via the League of Legends website. A link to League of Legends Champions and their lore is right here .
No races from the Player's Handbook are permitted in this campaign, instead, I have created homebrew races and provided links to them here.
The world of Runeterra is very different from other fantasy worlds. The only classes allowed from the Player's Handbook in this campaign are Cleric, Fighter, Paladin, Rogue, Sorcerer, Wizard, and Monk. The following links are provided to homebrew classes created for this campaign setting.
These are items, spells, and variant rules provided to add to this campaign setting.