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Literature
LOL Champion Concept: Ictinus (REWORKED)
Name: Ictinus, the Imposing Commandant
Role: Juggernaut/Fighter
Secondary: Tank
Male, Human
Residence: Ictinus is from Noxus.
Related Champions: Darius, Swain, Katarina, Talon, Leblanc, Sion 
Health: 595.34 (+93.25)
Attack Damage: 58.45 (+4.5)
Health Regen: 8.923 (+0.78)
Attack Speed: 0.628 (+2.25%)
Mana: 295.2 (+39.8)
Armor: 27.74 (+3.6)
Mana Regen: 7.065 (+0.54)
Magic Resist: 32.1 (+1.25)
Range: 175 (Melee)
Movement Speed: 340
Passive: Intimidating Presence
When Ictinus attacks an enemy champion with a skill, he "Intimidates" them, reducing their damage-output against him (And ONLY him) by 1.25% for the next 4 seconds, (1.5%/1.75%/2%, increases with levels of Ult) stacking up to 4 times at max with each successive skill hit. Upon the fifth strike, the enemy champion is "Terrified" for 1.5 seconds, and the damage reduction is doubled. However, he cannot reapply "Intim
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Literature
LOL Champion Concept: Morgenstern
Name: Morgenstern, The Grey Lasher
Role: Fighter
Secondary: Tank
Male, Human
Appearance: Morgenstern has neck-length grey hair and grey eyes. He wears a brown haori-styled coat with a gold and red waistband around his stomach, with brown pants and reddish-brown boots on his feet. He wields a long red whip with a custom-insert for setting balls on the end.
Residence: Morgenstern is from Demacia.
Related Champions: Garen, Lux, Katarina, Talon
Health: 587.3 (+89)
Attack Damage: 58.455 (+4.2)
Health Regen: 8.2975 (+0.75)
Attack Speed: 0.641 (+3%)
Mana: 308.3 (+38)
Armor: 25.827 (+3.6)
Mana Regen: 6.875 (+0.6)
Magic Resist: 31.575 (+1.25)
Range: 350/Pseudo-Ranged, similar to Thresh
Movement Speed: 340
Passive: Interchangeable Ball
Morgenstern can switch-out the ball/tip on the end of his whip with numerous differing ones, adding certain effects to his abilities, giving him great
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Literature
LOL Champion Concept: Milludea
Name: Milludea, The Blade of the Nightshades
Role: Assassin
Secondary: Fighter
Female, Human
Appearance: Milludea has long black hair and dark blue eyes. She wears a black training-bra on top, leaving her midriff exposed. She also has long, black tight pants (Akin to Yoga pants) and wears black slip-on shoes. She wields a Wakizashi that bleeds a black substance from its edge.
Residence: Milludea hails from Ionia.
Enemies: Shen, Akali, Kennen, Zed
Health: 578 (+89)
Attack Damage: 59 (+2.4)
Health Regen: 7.68 (+0.62)
Attack Speed: 0.630 (+2.7%)
Mana: 388 (+34)
Armor: 24.77 (+3.1)
Mana Regen: 7.47 (+0.54)
Magic Resist: 30 (+1.15)
Range: Melee
Movement Speed: 340
Kit: Her kit is inspired by the shadowy, inky darkness used by the Fable 3 antagonist "The Crawler" and the enemies and effects associated with him.
Passive: Nightshade Blood
Being a member of the Nightshades, Milludea
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Literature
LOL Champion Concept: Dairun
Name: Dairun, The Nomadic Reaver
(His name is pronounced Day-Rune)
Role: Fighter
Secondary: Tank
Male, Human
Appearance: He is about 5-feet, 9 inches tall, has average length black-hair, masculine, but not unattractive-looking face with brown-eyes. He wears a white nomad-like shirt, with a red cloth over his mouth and nose, and black traveler's pants with brown sandals on his feet. Dairun wields a double-bladed Eku/Swallow weapon (Similar in appearance to the weapons of the character "Serge" from "Chrono Cross".)
Residence: Dairun is from Shurima.
Health: 579 (+53)      
Attack Damage: 54 (+2.6)
Health Regen: 3.460 (+0.7)    
Attack Speed: 0.703 (+2.0%)
Mana: N/A 
Armor: 29 (+2.1)
Mana Regen: N/A
Magic Resist: 30 (+1.4)
Range: Melee      
Movement Speed: 345
His abilities are all cool-down based and have no Mana-costs.
Passive: Sandrage
Dairun wields the weapon of an ancient Shuriman hero-warrior, known as the Scorpio. It is imbued with the
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Literature
LOL Champion Concept: Maereo
Name: Maereo, Mourner of the Mist
Role: Support
Secondary: Mage
Female, Undead-Human
Residence: Maereo hails from the Shadow Isles (Formerly known as the Blessed Isles)
Friends: Yorick, Kalista
Enemies: Mordekaiser, Karthus, Hecarim, Thresh
Health: 523 (+87)      
Attack Damage: 51 (+2.5)
Health Regen: 5.340 (+0.35)     
Attack Speed: 0.635 (+1.0%)
Mana: 340 (+55)     
Armor: 26 (+2)
Mana Regen: 6.600 (+ 0.25)  
Magic Resist: 26 (+2)
Range: Ranged
Movement Speed: 335
Passive: Shade-Sisterhood
As the former leader of a group of holy-nuns, Maereo can call the corrupted spirits of her fellows to the battlefield, called "Shades", who aid her in battle. The shades come forward to empower Maereo's spells. (20 second cool-down, reduced statically by 2 seconds for each rank of her ult)
Q-When used on an enemy: A Shade travels with t
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Literature
LOL Champion Concept: Verrat
Name: Verrat , The Deceitful Deadeye
Role: Marksman
Secondary: None
Male, Human
Appearance: He is about 5-feet, 11-inches tall, has average length blonde-hair, masculine, rough-looking face. He wears a rust brown Captains-Jacket, with a dark blue shirt underneath. He wears dark blue pants and black boots on his feet.
Residence: Verrat is from Bilgewater.
Friends: Graves, Twisted Fate, Miss Fortune
Rivals: Gangplank, Viktor
Health: 523 (+83)      
Attack Damage: 54 (+3.2)
Health Regen: 5.340 (+0.35)    
Attack Speed: 0.690 (+1.5%)
Mana: 320 (+45)    
Armor: 28 (+1.7)
Mana Regen: 7.435 (+ 0.34)  
Magic Resist: 27 (+1.2)
Range: Ranged   
Movement Speed: 330
Passive: Zaun Experimental Trans-formative-Upgradable Rifle
Verrat purloined this weapon from the College of Techmaturgy in Zaun, and has claimed it as his own, and uses it
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Literature
LOL Champion Concept: Ictinus
Name: Ictinus, The Imposing Commandant
(Pronounced "Ick" then "Tin" and finally, "Us")
Kit: His kit is inspired by the idea of an imposing, intimidating army-commander who expects loyalty from all under his command.
Role: Fighter
Secondary: Tank
Male, Human
Residence: Ictinus hails from Noxus.
Friends: Darius, Swain
Rivals: Riven, Leblanc
Health: 590 (+67)      Attack Damage: 54(+2.2)
Health Regen: 9.590 (+0.35)     Attack Speed: 0.630 (+1.5%)
Mana: 278 (+ 45.3)     Armor: 34 (+2)
Mana Regen: 7.435 (+ 0.34)  Magic Resist: 35 (+1.8)
Range: Melee   Movement Speed: 330
Passive: Intimidating Presence
Ictinus "intimidates" enemy Champions when he successfully hits them with one of his skills. Champions hit have a stack of "Intimidating Presence" applied onto them when hit by one of his ski
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Literature
LOL Champ Concept: Freya
Name: Freya, the Forgotten Princess
Role: Mage
Secondary: N/A
Friends: None
Rivals: Mordekaiser, Azir
Passive: The Bloody Rose
Freya's passive is named after the symbol of her forgotten kingdom, the Bloody Rose. Freya's spells cause a cursed rose-bloom to appear over their target. Each successful spell after the initial one causes the blossom to open more and more. When the rose blossom opens fully (After 5 successive spells),  it violently explodes, causing the afflicted unit to take increased damage from the spell and shoot out up to 6 cursed black thorns that damage nearby units (Prioritizes Champions) for 30-300 (Scales with level) magic damage. Units struck by multiple thorns take diminished damage beyond the first. (The target afflicted with the curse CANNOT be struck by the thorns, as they are already taking boosted damage from the spell that procs the effect.)
Q: Rose-Blast
Freya summons a spectral rose at the target location. After a brief delay, it explodes, dealing magi
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Literature
LOL Champion Concept: Aria (REWORKED)
Name: Aria Luminas ,The Glyph Sorceress
Role: Mage
Secondary: None
Residence: Aria was originally from Demacia, but has been exiled and now travels the land freely with Jeffery, her friend (and hinted lover).
Female, Human
Friends: Jeffery
Rivals: Lux, Fiora, Syndra
Appearance: She is about 5-Foot 9-Inches tall, slim, attractive figure, fair white skin, beautiful face, night-blue eyes, long, free-flowing, dark-blue hair, appears to be in her early to mid 20‘s. Four coloured glyph seals (red, green, blue and white, respectively) shine with energy as they appear tattooed/emblazoned upon her back. One is on the centre of her back, with one on the back of each of her shoulders and the fourth is located on the back of her neck.
Classic Skin: Wears a long, dark blue dress with a plunging back, allowing her Glyph seals to be seen, light blue
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Jeffery Concept Look by chrisredre5 Jeffery Concept Look :iconchrisredre5:chrisredre5 0 0
Literature
LOL Champion Concept:Jeffery (REWORKED)
Name: Jeffery, The Ebony Blademaster
Role: Fighter/ Juggernaut
Secondary: Tank
Male, Human
Residence: Jeffery was originally from Demacia, but has been exiled and now travels the land freely with Aria, his friend (and hinted lover).
Friends: Aria
Rivals: Garen, Jarvan IV
Appearance: He is about 6-Foot 1 Inches tall, slim build, fair white skin, attractive but masculine face, aqua blue eyes, messy, average-length auburn brown hair, appears to be in his early to mid 20‘s.
Classic Skin:Wears a long, dark grey coat, (similar to Organization XIII Coat but unzipped, open and no hood) greenish-blue armored shirt underneath the coat, dark reddish-brown armored pants, and light brown strap-on boots. Wields a long, black Zwei-hander. (A German sword
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Literature
League of Legends Champion Concept: Kival
Name: Kival, the Archon of Steel
(His name is pronounced "Ki" as in "Kite", "Val" as in "Vulture")
Role: Fighter/Tank
Male, Human
Residence: Kival is originally from the city of Piltover, but does not live there and travels Valoran as he pleases.
Friends/Rivals: Jayce, Vi, Caitlyn
Enemies: Jinx, Ekko, Viktor
Appearance: He is about 5-Foot 9-Inches tall, toned and fit body (but not ridiculously muscular) with Caucasian-white skin. Neck-length silver/white hair with golden-yellow eyes, masculine face with a scar running diagonally across his face, starting at his right eyebrow and stopping at his left cheekbone. Wields a long-bladed Falchion-type of sword with a custom-added cutlass hand-guard.
Classic Skin: Wears a long deep-blue overcoat (Akin to a cowboy duster-coat) with a silver chest-plate shirt underneath, dark blue denim-like pants, with black plated
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Literature
League of Legends Champion Concept: Mariana
Name:Mariana,The Lance Maiden
Role: Fighter
Female, Human
Residence:Mariana is from the City-State of Noxus.
Friends: Riven, Katarina
Rivals/Enemies: Leblanc
Appearance: She is about 5-Foot 5-Inches tall, an attractive, developed figure with fair white skin (but not overly developed/voluptuous like some of the other female champions) shoulder-length black hair with olive-green eyes, beautiful face, appears to be in her early to mid 20's. Wields a long silver pole-arm weapon. (Similar in appearance to Serge's weapon from Chrono Cross.)
Classic Skin: Wears a cedar-brown shirt, with two small chrome-grey shoulder pauldrons, one on each arm, white hand-bandage wrappings around the palms of her hands, tanned leather pants and raven-black battle boots.
Atlantean Mariana: Wears a helmet designed to resemble a great white shark's head, along with a tight, wet-suit-like armor colored grey and white, like a great white shark. Both of the ends of her pole-arm are pronged, like a trident.
Crimson
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Literature
Ambrose: Character-Specific Taunts
Ambrose: Character-Specific Taunts
Aatrox
Your appearance matches your vile heart, creature.
Ahri
(Enemy)The face of an angel, with the heart of a demon.
(Ally)Your foxy craftiness has corrupted you.

Ambrose
(Ally) An honorable man I would consider an Ally.
(Enemy) Fitting that I should be the one to bring about my own reckoning.

All Ninja Champions
Hide in whatever shadows you wish, my blade will find you.
Not even Ninjas can escape their reckoning!

Ashe
(Ally)Your heart is true, but your means need more effort.
(Enemy)You can see the reckoning of your homeland, and seek to stifle its blow.

Azir
(Ally)Not even an Emperor avoids his reckoning.
(Enemy)The Crusaders can aid Shurima's return, Sand-Emperor.

Brand
Your reckoning is at hand, fire demon!
Braum
Sometimes, the best defense is a good offense, Braum.
Caitlyn
You ought to call on the Crusaders for help in your city, Sheriff.
Cassiopeia
(Ally)Beauty? All I see
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Literature
League of Legends Champion Concept: Ambrose
Name:Ambrose, The Peerless Crusader
Role: Fighter
Secondary: Tank
Male, Human
Residence: Is a member of the "Crusaders", a group of mercenary knights with numerous bases throughout Valoran.
Friends: None
Rivals: None
Appearance: He is about 5-Foot 10-inches tall, rugged, masculine figure, white skin, masculine face, green-eyes, blond hair done into a shoulder-length ponytail (Think like Edgar Rene Figaro from FF6), appears to be in his mid to late 20's.
Classic Skin: Wears a browned with age-golden armor plated shirt, with matching bracer-gloves and armored shoulder pauldrons. He wears a pair of matching-colored pants with armored plating on the fronts of them, and brown war greaves.
Silver Order Ambrose: Wears a silver/chrome set of England Knights-armor, with a matching color to his sword. His blond hair is shoulder-length and free-flowing, somewhat similar in appearance to Siegfried from Soulcalibur.
Doom-Shade Ambrose: Wears a set of jet-black armor lined with small,
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Literature
Jeffery and Aria: Extra Quotes/Etc.
So the idea behind the “Black-heart Jeffery” and “Fallen Aria” skins is that they would be Legendary/Ultimate Skins, if the characters were ever made into real playable characters. It’s partially alluded to in their Lores, referring to Jeffery’s possibility of corruption by his black blade, and Aria’s possible fate as a reincarnated evil. Thus, they would have new lines, effects, and actions associated with those skins. There would also be response lines from one to another when they meet in-game, depending on who is using one of those skins. This applies to a mirror-match as well.
Jeffery’s responses
This applies for any skin of Jeffery’s except for “Black-heart Jeffery”.
Responses to players using the “Fallen Aria” Skin
Seeing them for the first time
I failed you, Aria. Forgive me.
You’re nothing more than Aria’s shadow.
I’ll set you free from your pain.
If he slays Aria players using the
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Favourites

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Activity


Name: Ictinus, the Imposing Commandant

Role: Juggernaut/Fighter
Secondary: Tank

Male, Human

Residence: Ictinus is from Noxus.

Related Champions: Darius, Swain, Katarina, Talon, Leblanc, Sion 

Health: 595.34 (+93.25)
Attack Damage: 58.45 (+4.5)
Health Regen: 8.923 (+0.78)
Attack Speed: 0.628 (+2.25%)
Mana: 295.2 (+39.8)
Armor: 27.74 (+3.6)
Mana Regen: 7.065 (+0.54)
Magic Resist: 32.1 (+1.25)
Range: 175 (Melee)
Movement Speed: 340

Passive: Intimidating Presence
When Ictinus attacks an enemy champion with a skill, he "Intimidates" them, reducing their damage-output against him (And ONLY him) by 1.25% for the next 4 seconds, (1.5%/1.75%/2%, increases with levels of Ult) stacking up to 4 times at max with each successive skill hit. Upon the fifth strike, the enemy champion is "Terrified" for 1.5 seconds, and the damage reduction is doubled. However, he cannot reapply "Intimidating Presence" for 9 seconds after the effect has worn off.
Attacking/"Intimidating" a new champion removes the effect on the original target.

Q: Disciplinary Action (Three Actives) (Range: 300 in a straight line; For Sword-Active, 425 in a half-circle; For Axe Active, 675 in a cone for third and final active) (MP Cost: 20/30/40/50/60 MP) (Cool-Down: 18/16/14/12/10 Seconds)
First Active: Ictinus stabs with his sword in the target direction, dealing physical damage to all units struck in a straight line.
Second Active: He then swings with his axe, dealing physical damage in a half-circle radius in the target direction.
Third Active: He then heaves both weapons down with force, dealing physical damage in a cone-shaped radius in the target direction.
(He has a 4-second window to recast for each active, recasts cost HALF the first active)

W: Court-Martial (Range: 600) (MP Cost: 50 MP) (Cool-Down: 10/9/8/7/6 Seconds)
Active: Ictinus drags his weapons along the ground behind him for a maximum 2-second period, and then swings them in an upward X-shaped attack in the direction he is facing when the wind-up is over, damaging units struck.  Enemies hit suffer a slowing effect called "Scorch Marks" for a few seconds afterward, increasing with how long he waited before swinging.
(Ictinus can move freely during the wind-up period, but cannot change the direction he swings in once that is over. The ability can be recast to unleash the attack early.)

E: Flanking Maneuver (Range: 550) (MP Cost: 80/70/60/50/40 MP) (Cool-Down: 25/22/19/16/13 Seconds)
Active: Ictinus leaps into the air, doing a forward somersault. Using the momentum, he brings both his weapons down in a crash at the target area, creating a shockwave that deals physical damage to units and briefly displacing them for 0.5 seconds.

R: No Quarter (Range: 425) (MP Cost: 100 MP) (Cool-Down: 120/105/90 Seconds)
Passive: The blows of this attack deal an additional 25%/37.5%/50% to champions suffering from the cool-down portion of "Intimidating Presence".
Active: Upon activation, Ictinus unsheathes his weapons and unleashes two powerful blows, one right after the other, with his sword and axe, dealing great damage to the target unit.

Lore


Ictinus is a proud man of Noxus, a no-nonsense general who suffers no weaklings in his troop. Ictinus refused to take any part of the events regarding the succession of former Grand General Darkwill, only saying he would stand behind whomever was chosen. Thus, when Swain proved victorious, Ictinus quickly took to his new Grand General, and grimly marched throughout the armies of Noxus, weeding out any fools who refused to rise up to support their new leader.

Ictinus is a man whose presence can be felt by both enemy and ally alike. To the soldiers he commands, he is a beacon of strength to look up to and try to emulate, while to his foes, his mere presence strikes fear into their hearts and can quickly cause them to break ranks and flee before him. Ictinus only lets the strongest into his personally-commanded troop of the Noxian armies, and any who seek to join must engage him in open combat. If they can survive long enough, they are allowed to join, and Ictinus will immediately take to disciplining them into a warrior the Noxian people can be proud of. Those who have managed to enter his powerful group (And survived his brutal training long enough to tell the tale) have complete loyalty in him, and suffer no detractors to live in their presence. Some have even said that Ictinus would make a good Grand General himself, but Ictinus does not care for political power, he merely seeks to ensure that the strongest, and only the strongest are in the armies of Noxus.

"A soldier true to the spirit of Noxus must be molded through the discipline of their commander."

Quotes


Selection
The Commandant has arrived.

At match start-up
Time to weed out the weaklings.
They will obey their Commandant.

Movement
Firm and Immovable.
There'll be no squabbles.
Follow your Orders.
Weed out the whelps.
The weak have no place in my squads.
Strength AND Stability.
Kick out the cowards.
Only the strong have a place in my troop.
Let's see if it's worth my time.
A single presence can change a lot of tides.
Noxus has no use for cowards.

Attacking
Prove you're worthy of my command.
Be strong, or be crushed.
Dent me, if you can.
Fight or flee, it makes no difference.
You're a bold one.
Get out of my path, or be crushed under it.
Can they withstand me?
Fear me or Revere me.
Noxus needs firm fighters, not fearful fools.
Out of my way, coward!

Using Disciplinary Action
Move, weakling!
Here it comes!
Quake with fear!

Using Court-Martial
I don't take kindly to cowardice!
Desertion means Death!
Insubordination will NOT be tolerated!

Using Flanking Maneuver
Take this!
This'll learn ya!
Insolent whelp!

Using No Quarter
(Snarling Shout)
Crumble!
No Quarter!

Joke
Ictinus sits down on the ground, and starts doodling in the dirt, using the bottom of his axe's handle as a drawing device. He draws a stick-figure version of himself standing triumphant on-top a pile of bodies. He then stands up, laughing at his doodle. He then rubs it out with his foot and resumes his normal pose.
Let's see... a little bit here... a tad there, and... perfect!
(Hums to himself as he draws.) And there! No painter could do better!
(Hums to himself as he draws.) Maybe if I had an actual canvas, it would look more inspiring.

Taunt
Ictinus sets his two weapons on the ground, and then cracks his knuckles and then loosens himself up, and picks up his weapons to resume his normal pose.
Time for some disciplinary action.
Troublemakers are treated as enemy combatants.
Let's whip you into shape, whelp.

Taunting near an enemy Riven
Riven, a spirit of weakness grasps you.
I can help you regain that faith you've lost, Riven.
Running like you are only proves your cowardice, Riven.

Taunting near an enemy Leblanc
Deceptive tactics are a sign of weakness.
The Black Rose has no future in the Noxus of tomorrow.
Leblanc, you're no strong leader for those weaklings in the Black Rose to look towards.

Taunting near an allied Darius
Let us show them the strength of Noxus, Darius.

Taunting near an enemy Garen
You coddle the weak with your pursuit of Justice, fool.
Demacia, the nation of blow-hards.

Taunting near an enemy Jarvan IV
Let's whip the little prince-ling into shape, shall we?
Time for your discipline, royal brat.

Dance
Ictinus sets down his two weapons and starts doing the "Circle-floor shuffle" as seen and exemplified by Donald O' Connor in the "Make 'Em Laugh" song from "Singin' In the Rain".

Laugh
Ictinus laughs.

Recall Animation
Ictinus sets his sword on the ground alongside his leg and then wipes his axe's blade off with his hand, before laying it along his shoulder and laughing.

Death
Ictinus drops his two weapons while standing still for a moment, before teetering back and forth, and then falling backwards onto his back.

Name: Morgenstern, The Grey Lasher

Role: Fighter
Secondary: Tank

Male, Human

Appearance: Morgenstern has neck-length grey hair and grey eyes. He wears a brown haori-styled coat with a gold and red waistband around his stomach, with brown pants and reddish-brown boots on his feet. He wields a long red whip with a custom-insert for setting balls on the end.

Residence: Morgenstern is from Demacia.

Related Champions: Garen, Lux, Katarina, Talon

Health: 587.3 (+89)
Attack Damage: 58.455 (+4.2)
Health Regen: 8.2975 (+0.75)
Attack Speed: 0.641 (+3%)
Mana: 308.3 (+38)
Armor: 25.827 (+3.6)
Mana Regen: 6.875 (+0.6)
Magic Resist: 31.575 (+1.25)
Range: 350/Pseudo-Ranged, similar to Thresh
Movement Speed: 340

Passive: Interchangeable Ball
Morgenstern can switch-out the ball/tip on the end of his whip with numerous differing ones, adding certain effects to his abilities, giving him great versatility in how his abilities affect his enemies. They are found in the in-game store, and can be purchased for an appropriate amount of Gold according to it's effects, with the purchased ball/tip replacing the one currently in use. However, he can switch them out once every 5 to 2 minutes, and can only have ONE in use at a time, they do not stack or combine. (This is shown via the timer on the passive itself once a new ball/tip is purchased. It scales down with each rank of his Ult.) He CAN change them out before the timer runs out, but it will cost him an extra 200 Gold each time.

Metal Ball- Freely available at any time in the game. This is what Morgenstern starts every game with by default, and adds no additional effects to his abilities, but increases his attack speed by 20%.

Steel Ball-Costs 450 Gold. Adds 10% to Morgenstern's overall AD, but adds no additional effects to any of his abilities.

Platinum Ball- Costs 900 Gold. Adds 20% to Morgenstern's overall AD, but adds no additional effects to any of his abilities.

Spiked Ball- Costs 1000 Gold. Adds no additional AD or AP, but adds the following effects to his abilities:
Q: Spike Puncture- Causes units to take additional damage-over-time from the second active, based upon 10% of Morgenstern's Max AD.
W: Spikes shoot up around the edges of the targeted area of the ability, damaging units they strike. (Deals reduced damage to units already struck by the main ability)
E: Extends the range of the ability by 100.
R: Units on the edge are slashed by the spikes on the ball, taking damage-over-time after the main damage is dealt.

Renewal Ball- Costs 1000 Gold. Adds no additional AD or AP, but adds the following effects to his abilities:
Q: Flail Siphon- Morgenstern is healed for 5% of his missing health for each unit struck by the second active, maximum of 30% heal.
W: Each unit killed by the ability reduces the cool-down by 0.5 seconds.
E: Revitalizing Spin- The MP cost is refunded by 5% for each unit hit, up to 50% of the MP cost.
R: Morgenstern is granted CC immunity during use, but the total time of channeling, and thus damage, is reduced by 1/2, to 3 seconds.

Heavy Ball- Costs 1200 Gold. Adds no additional AD or AP, but adds the following effects to his abilities:
Q: Weigh Down- The unit tethered is slowed by an additional 20%.
W: Dizzying Crash- The Ball itself slams down at the end of the radius of the ability. Units inside it's 200-range radius are stunned for 1 second.
E: Weighty Spin- Non-champion units struck by this are knocked back a small distance.
R: Units struck by the outer portion of the ability are stunned for 0.5 seconds (Cannot happen multiple times to the same target).

Sorcerer's Ball- Costs 1200 Gold. Adds no additional AD or AP, but adds the following effects to his abilities:
Q: Magic Extension: The range that Morgenstern can cast the tether is increased by 200.
W: Long Reach- The MP cost is doubled, but the range is increased by 300.
E: Scorching Spin- Units struck are burnt, dealing light damage-over-time to them after the initial strike.
R: The range is extended by 100, but damage dealt is cut by 1/4th.

King's Ball- Costs 2400 Gold. Adds 30% to Morgenstern's overall AD, but adds no additional effects to his abilities.

Q: Red Tether/Red Lash (Two Actives) (Range: 800; Range to cast ability- 900; Maximum Range of tether before it breaks) (MP Cost: 35/40/45/50/55 MP) (Cool-Down: 18/16/14/12/10 Seconds)
First Active: Morgenstern sends out a tendril that stops at the first target hit. The target is dealt light physical damage and tethered to Morgenstern's whip for the next 5 seconds. While they are tethered, both Morgenstern and his target can move freely (Albeit at a much slower pace for the target), and Red Tether becomes Red Lash. If Morgenstern or his target stray too far away the tether breaks and the ability is forced on cool-down.
Second Active: Morgenstern violently pulls the tethered whip off the target, causing it to flail about wildly, dealing physical damage to it and units around it, with an additional effect based upon the "Interchangeable Ball" Morgenstern currently has equipped.

W: Crackdown (Range:600) (MP Cost: 70 MP) (Cool-Down: 10/9.5/9/8.5/8 Seconds)
Active: Morgenstern slams down his whip in a straight line in the target direction, dealing physical damage to units in the radius, with an additional effect based upon the "Interchangeable Ball" Morgenstern currently has equipped.

E: Whip-Saw (Range:400) (MP Cost: 80 MP) (Cool-Down: 12/11/10/9/8 Seconds)
Active: Morgenstern flails his whip around himself, dealing physical damage to units around him, with an additional effect based upon the "Interchangeable Ball" Morgenstern currently has equipped.

R: Final Whiplash (Range: 900) (MP Cost: 100 MP) (Cool-Down: 120/105/90 Seconds)
Active: Morgenstern fully extends his whip and starts channeling for the next 6 seconds, spinning constantly in place as he does (In a manner similar to the "Ultimate Light" Attack seen in "Castlevania: Lords of Shadow") dealing physical damage to all units in range. Units closer to the edge of the attack rather than closer to Morgenstern himself, will take more damage as they will be battered by the current ball Morgenstern has, with an additional effect based upon the "Interchangeable Ball" Morgenstern currently has equipped.

Lore

Short Lore
A son of Demacian nobility, the grey-maned one known as Morgenstern uses his specially-made red whip to extend the reach of Demacia's justice to all. Equipped with a number of intriguing interchangeable balls to vary his approach to match any situation he requires, he is a paragon figure like his fellow Garen and Jarvan IV, to the people of Demacia and upholders of Justice everywhere. Known as the "Grey Paladin" to those who idolize him, and the "Grey Lasher" to his foes, he executes every action he takes with excellence and efficiency.

Long Lore

When training for combat as a youth, the young, blonde-haired Demacian noble named Morgenstern Richter was never drawn to the traditional swords, lances and other common weaponry the Demacian Military used. He desired a weapon that would allow him versatility in combat, allow him to use his vast imagination to concoct ways to attack his that opponents might not expect. One day, he watched his mother discipline a lax servant by whipping them. This got Morgenstern's young mind thinking about the possibilities of a whip as a weapon in combat. It was certainly unorthodox, and if he learned how to use it well, he could create ways of attacking that would satisfy his desires for a versatile weapon.

So, after prodding his father greatly on the matter, Morgenstern was allowed to bring a whip commonly used to discipline lazy servants or unwilling beasts-of-burden into the training area. His instructor was confused, but after some explanation from Morgenstern's father, allowed Morgenstern to proceed. The first lessons were hard, as Morgenstern had to learn how to use the whip first before he could even come up with any combat-worthy maneuvers or strategies. Countless backlashes from the whip, hitting himself with it, or other mistakes were all Morgenstern initially got out of training; But, as he became more used to it, he began to concoct methods to strike or flail his whip about in ways his instructor did not expect.  To add even more ideas, Morgenstern tied a metal ball to the end of the whip, giving it more force. He let his imagination run wild as the training sessions continued, and he continuously thought up new ways, some even as spur-of-the-moment ideas that popped into his head, tying new or unexpected objects to the end of the whip, and even switching them out mid-combat.

The final training session ended with Morgenstern ripping his instructor's practice sword from his grasp, and then flinging it into the air, ending his maneuver by shattering it with the metal ball on the end of his whip. He left the training room a master of his self-devised weapon. Using his family's great fortune, he was able to commission a specially-made whip, with a number of add-ons that he personally designed or commisioned, based around the objects he used in his training sessions. He would keep the add-ons not currently in use in a pouch he would keep on his person at all times, to let him get to them quickly if needed. Morgenstern entered the military and quickly proved his worth. His unorthodox weapon, although questioned at first, helped to formulate his legend; Thus earning him respect along the lines of Garen and other Demacian heroes. He was called the Golden Paladin, because of his often gold-colored clothes and his shoulder-length blond hair that whipped about in the wind like his weapon.

But, being a noble has its troubles. A common one of which being a target of assassins and other ne'er-do-wells. Morgenstern's father was a man of great standing in both the military and governmental branches of Demacia, having won a number of great victories both on the battlefield and in the council rooms. He held great sway on many decisions, and this influence he had made him and his family a threat for those of lesser rank that were power-hungry. They knew that they could not oust him of his seat in the council room, and the family had too clean of a record to bring them down through cultural blemishes. So they knew they had to resort to more shadowy means. Happenstances of slowly increasing danger began to occur to the members of House Richter. A loose bolt on a carriage wheel, leaving a part or other important event to find one's horse dead or stolen, or other events of suspicion. Slowly but surely, the events came closer and closer to home, and Morgenstern's father grew more and more uneasy, until each member of the family was accompanied by a small detachment of Demacian soldiers for their own protection during outings. This seemed to lessen the occurrences, but the true reckoning would happen during one night.

House Richter's End

A veritable army of assassins had descended upon the mansion of House Richter. Morgenstern himself fought with his whip and slew any opponent that came his way alongside the house-guards. Then, he came across a foe so formidable that even Garen had only fought her to a standstill.

"The Sinister Blade..." He thought to himself.

The red-haired woman simply smiled as she, Morgenstern and the house-guard eyed one another, waiting to see who would make the first move. Finally, the soldiers grew tired of the standstill, and rushed the female assassin, while Morgenstern stayed back. Simply tossing a dagger into the air, she caught the weapon and spun as the group of soldiers reared back to strike, slicing each man's throat with perfect efficiency. Not one of them survived her deadly spin. Presumably hoping to catch him off-guard, she tossed another at Morgenstern, who deflected it with ease and retaliated with a crack of his whip in her direction.

Katarina chuckled as she dodged his attack, and the two prowled about, wondering who would strike next. 

She then vanished, and reappeared behind him, bashing him with the blunt end of her dagger, hoping to dizzy him long enough for a stab or other fatal strike. Morgenstern simply rolled away, righted himself and countered with a strike on her hand with the metal ball on his whip, knocking her other weapon out of her hand, and before she could grab them, swung his whip around and shattered them with a precise strike with the metal ball. Katarina grunted in frustration, but then smiled when she noticed something.

She quipped, "Not half bad. But not good enough."

A blade suddenly pierced Morgenstern's chest. Blood flowed from his mouth as he looked behind him. Talon's shrouded person was what greeted his rapidly fading sight before he fell to his knees, grasping his chest in pain when Talon removed the weapon from the now gaping hole in it. Talon walked up to Katarina.

She asks, "Is that the last of them?" Talon nods silently, and the two leave Morgenstern to his fate. Morgenstern blacked out as both rage and pain seethed within him.

Eventually, his eyes opened again, to the sight of Garen and Lux, along with a detachment of Demacian soldiers inside a medical tent. He opened his mouth to try and speak, but no words came. Healers worked to stabilize his condition, and he switched between consciousness and unconsciousness throughout the whole ordeal there and in the hospital he was taken to. The process took months, and the magics used to heal his wounds turned his blond hair to grey, possibly as a token of the fortunes of his house and family. Finally, he grew stable enough to allow visitors. Garen entered, and sat next to his fellow warrior and brother-in-arms.

Morgernstern asked, "Were there any other survivors?"

Garen shook his head no, looking at the ground shamefully.

Garen replied, "We got word, and organized as fast as we could, but still came too late. We were fortunate to find you when we did. Any longer, and you would have joined them in death." 

Morgenstern simply nodded, accepting the outcome. The members of House Richter had served their nation honorably and proudly, and he could take solace in the fact that they died fighting for Justice, the death all true Demacians dream of. Graen looked up and said, "I suppose the title 'Golden Paladin' doesn't quite fit anymore, with that grey hair now." Morgenstern simply chuckled.

He replied, "The 'Grey Paladin' doesn't sound like a bad replacement, though."

Garen nodded, and left his friend to recuperate in peace. Morgenstern looked in the corner, seeing his weapon on the ground, with his pouch of attachments alongside it. He would regain his full strength, and reaffirm his title.

"A lesser man would seek Vengeance. I seek Justice."

Quotes

Selection
I come to give the Stripes of Justice!

Upon Starting a Game
The Grey Paladin has arrived.
No rift can stop Justice.
Time to whip them into shape.


Movement
Forward, always forward.
Onward, with courage.
Grey Paladin, Grey Lasher, call me what you will.
For Justice, to my dying breath.
Vengeance is the succor of criminals.
I will not stoop to such a despicable level.
Vengeance is not my course. Justice is.
Imagination is an asset.
My weapon may be strange, but I am not.
Justice can also be by whipping.
No criminal escapes their stripes.
Our strength, is found in our Justice.
We will prove our righteousness, by our actions.

Attacking
Bear your stripes!
A Lash for you!
They will not escape their stripes!
A strike for Justice!
Expunge the scourge!
I will give them their just reward.
Now you receive your stripes!
No criminal escapes Justice.
You brought this upon yourself!

Using Red Tether
Halt!
Not another move!
Stop right there!

Using Red Lash
Lash About!
Flail!
Give them their stripes!


Using Crackdown
Rraugh!
Lay them low!
Crash Down!

Using Whip-Saw
A spin for Justice!
Round About!
Spin!

Using Final Whiplash
For Justice!
The Final Lash!

Joke
Morgenstern starts jump-roping with his whip. He starts getting faster, and faster, until he trips and falls on his bottom. He stands up, rubbing it.
Let's see if I can break my record of 1000 jumps! Whoops! *Groans* Apparently not...
Jump-roping's a good way to keep in shape. Ack! For the most part...
Oh, this is nothing, you shoulda seen what my sister could do. Oops! *Groans*

Taunt
Morgenstern whirls his whip above his head, cracks it and then holds it taunt.
My stripes will hide your dishonors.
A Lash for every wrongdoing.
For every crime, a strike.

Taunting an enemy Katarina
If you think I am after revenge, you are wrong.
Time for a rematch.
I'll shatter every one of your daggers this time.

Taunting an enemy Talon
This time you won't catch me from behind.
No shadow can hide you from Justice.
Your stripes are LONG overdue.

Dance
Morgenstern starts doing Lasso Rope tricks with his whip.

Death
Morgenstern reels back from the force of the killing blow, and then looks forward while dropping his whip. He falls to his knees and then falls on his face.
To my dying breath, Justice...
*Breathes heavily*, then silence.
*Grunts in painful reaction*, For Demacia...

Character Relations

Garen and Lux Crownguard: Being a member of another noble house, Morgenstern enjoyed good relations with Garen and Lux in their youth and growing up. As adults and warriors in the service of their nation, their friendships have deepened as they pursue the cause of Justice.

Jarvan IV: Morgenstern acknowledges Jarvan IV as his prince and future liege, and thus enjoys a good relationship with him.
LOL Champion Concept: Morgenstern
Here's Morgenstern, the next guy in my line of LOL CHamp Ideas. This one's a return to my common character/champion type: Fighter/Tank. His passive and lore are a little lengthy, so I don't blame you if you feel confused when you read them. Give me a comment if you are, and I'll try to explain it to the best of my ability.
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Name: Milludea, The Blade of the Nightshades

Role: Assassin
Secondary: Fighter

Female, Human

Appearance: Milludea has long black hair and dark blue eyes. She wears a black training-bra on top, leaving her midriff exposed. She also has long, black tight pants (Akin to Yoga pants) and wears black slip-on shoes. She wields a Wakizashi that bleeds a black substance from its edge.

Residence: Milludea hails from Ionia.

Enemies: Shen, Akali, Kennen, Zed

Health: 578 (+89)
Attack Damage: 59 (+2.4)
Health Regen: 7.68 (+0.62)
Attack Speed: 0.630 (+2.7%)
Mana: 388 (+34)
Armor: 24.77 (+3.1)
Mana Regen: 7.47 (+0.54)
Magic Resist: 30 (+1.15)
Range: Melee
Movement Speed: 340

Kit: Her kit is inspired by the shadowy, inky darkness used by the Fable 3 antagonist "The Crawler" and the enemies and effects associated with him.

Passive: Nightshade Blood
Being a member of the Nightshades, Milludea has made a pact with the dark spiritual forces her order deals with. This has tainted her weapons, causing them to 'bleed' liquid-like darkness that enhances her power. (Shown in the form of a shadowy creature that hovers over the afflicted target, which is Milludea's 'other half', or the dark spirit she made the pact with.)
Milludea's abilities 'infect' enemy champions with this liquid-like darkness, for 5 seconds, called "Nightshade Blood". This enlivens her, causing her to move faster towards that unit. She is briefly "Ghosted" and gains 20/25/30/35 MS towards the infected Champion.

If she hits them with a basic attack during the time of their 'infection', the darkness explodes within them, causing them to take an additional 5%/7%/9%/11% magic damage based on the unit's max health. The unit then cannot be 'infected' again for another 9/8/7/6 seconds. (Scales down with Ult.)

Q: Shadowcleave (Range:600) (MP Cost: 45/50/55/60/65) (Cool-Down: 10/9/8/7/6 Seconds)
Active: Milludea slashes in a wide cone-shaped arc in front of her, damaging units struck.
Passive: Shadow Siphon- Milludea is refunded 10% of the MP cost for each unit struck, for a maximum of 50% refund in one strike.

W: Corruption Slice (Range: N/A, since it boosts the next AA) (MP Cost:40) (Cool-Down: 6 Seconds- 1 Second if "Nightshade Blood" is procced)
Active: Milludea empowers her next basic attack to deal boosted damage. Hitting an enemy afflicted with "Nightshade Blood" greatly reduces the cool-down of this ability.

E: Blacksink (Range:650) (MP Cost:50/55/60/65/70) (Cool-Down: 15/14/13/12/11 Seconds)
Active: Milludea creates a patch of black quicksand at the target area for a few seconds. The first unit that walks into it is snared for a time, and Milludea gains the ability to blink to that target and attack, dealing increased damage.

R: Consummate Ruination (Range: 550) (MP Cost: 100) (Cool-Down: 100/80/60 Seconds)
Active: Milludea designates a target, and is temporarily possessed by the Nightshade she has made a pact with, which causes her to dash and attack wildly and mindlessly on the target (In a manner similar to Riku's "Dark Aura" attack from the Kingdom Hearts Games), dealing great damage, before coming crashing down above them, creating a final damaging shock-wave that affects enemy units around the target.

Lore

(This lore is told from the viewpoint of Zed, the Master of Shadows.)

It seems like after I slew that weak fool Kusho and eliminated his order of imbeciles, every force in Ionia has combined to undo me. First, Shen and his so-called 'allies' saved some of those weaklings, next the Golden Demon escapes his imprisonment; Now, a force that was once just considered a children's tale begins to make itself known.

Not too long after that fool adopted me and began to train me, he told us young ninjas tales of the group of people known as the "Nightshades".  They were supposedly a group of secret, elusive warriors like we ninja, but there was a stark difference.

These warriors would make pacts with evil dark spirits in exchange for power. The spirits would grant it to them, and then during a crucial time, betray the person and steal their soul and body. The spirit would then use their ill-gotten physical form to trick others into joining their dark ways. I never believed these bedtime stories, considering them to just be tales to scare the weak-minded from the ways of the Shadows. Kusho stated that the Kinkou of long-past days were forced to eliminate this group of dark warriors to preserve the balance, and that they would never rise again.

He was wrong. Not even Kusho himself believed that Nightshades really existed, and that their ways are far darker than even my order of ninjas could be. But they do exist, and they are starting to show themselves. My first taste of their corporeality came during a search for evidence on the Golden Demon.

I had just come across what I assumed to be one of Khada Jhin's 'victims', and was searching them and the area around for clues. I recognized them as an important figure in the Kashuri Armories. Then as I saw blood drop from the victim's wounds, it was of a blackened hue, and was malleable like clay, and bubbled like it was boiling hot, even though when I touched it, it was as cold as ice. I recalled it as a trademark of victims of Nightshade attacks, but I dismissed it as simply the effect of time on the body's natural fluids combined with the magic of that murderer's weaponry. Then, an acolyte of mine brings a weapon to me. It was no doubt the sword that the victim used to defend himself, to no avail. The same substance was dripping from it, and it wilted the flowers beneath it as it fell off the blade and to the ground. With two items of proof, I could not internally deny the possibility of a connection. Then, a third and more sudden proof made itself apparent. The body began to convulse, and I and my acolytes quickly retreated as it exploded violently, spraying the forest meadow around it with that black substance, quickly draining its beauty with its deathly decay. The body itself was gone, with no trace that it had ever been there to begin with.

I looked at the spray of this disgusting spectacle, and although my students did not notice it, I saw a connection. The way the fluids fell, formed a message in the ancient Ionian language:

"Ninjas are not the only ones who can use the shadows; Nor are masked murderers the only ones who can create art."

The message, and the substance it was composed of, faded away, leaving only the decayed foliage around it as the reminder that it had even existed.

A second encounter was when a group of my students were attacked by an unknown figure. Shrouded in black, this person wielded a blade that seemed to 'bleed' a black substance, so they reported. I arrived, and found the bodies of my students who had not survived were bleeding that same black substance. They exploded in a manner similar to the first victim I saw, and they formed another message:

"Not in even the darkest shadows, can the ninjas hide; Nightshades devour those who intrude on their domain. For the Nightshades remember, and will repay the wrongs."

I cannot bring this information to Shen. I already detest having to work with him to try and stop that murderer; this would only make things even worse. The only ones who can stop shadowy fighters like these Nightshades are those who also fights in the shadows.

Quotes

Selection
The Nightshades Rise.

Movement
Not a trace.
Become the shadow.
Ninja? No, I am a Nightshade.
The pact sustains me.
Corrupt and vanish.
My other half awaits you...
Darkness is my shroud, and my sword.
Nightshades don't 'exist'...
Do not mistake me for those masked shams.
Only WE know the true power of the shadows!
I am only the first of many...
How does darkness 'feel'? It feels good.
Time to awaken Ionia in darkness...
Ionia... will be ours.
The ninjas will be repaid.
Kinkou, Order of Shadows, they all will die.


Attacking
Decay from our blood.
My 'friend' wants to meet you.
Oblige me, and disappear.
Appeal for your life, I dare you.
I return you to darkness.
Back to the black from whence you came.
Do not fear. Darkness welcomes all...
Time to corrupt you.
Let's play with our prey.
It enlivens me so to see you scared.
Ninjas strike. Nightshades devour!
My 'other half' will love to see you.
We will repay in kind!
Cruelty for Cruelty!

Using Shadowcleave
Slash!
Devour!
Assault!

Using Corruption Slice
How will it feel?
Taste my power.
A gift from my 'other half'.

Using Blacksink
Halt!
Not another move.
Blink and you'll miss me.

Using Consummate Ruination
(Corrupted Voice) MY TURN!
*Corrupted Scream*
(Corrupted Voice) APPEASE ME!

Joke
Milludea's 'other half' pops up behind Milludea and puts its 'hands' over her eyes. Milludea thrashes about, trying to get free, but the creature holds on, and Milludea gives up. The creature laughs and then vanishes.

Taunt
Milludea stabs her sword into the ground, and the area around her temporarily decays as a pool of the black substance forms around her. Her 'other half' pops up out of the center of it and roars in the direction she is facing. She crosses her arms in a confident manner, and then pulls her weapon out of the ground, with the substance quickly fading away and the creature vanishes.
Time for our return.
The Nightshades will not be denied.
We have resurfaced, to retake what is rightfully ours.

Taunting near an Enemy Shen
Your nightmares have only just begun.
Prepare to join your father in the darkness.
You only delayed the deaths of the remainder of your order.

Taunting near an Enemy Zed
Pretender. You know not the true power of the shadows.
A pale imitation of what a Nightshade initiate can do.
(Mocking Tone) Your 'knowledge' of the shadows amuses me so.

Taunting near an Enemy Akali
A shroud as poor as that shouldn't fool anyone.
A user of Twin Disciplines, and a master of neither.
You make me laugh, Akali.

Taunting near an Enemy Kennen
I see nothing of interest with you, begone.
(Laughs) They must be desperate to have trained one of your kind!
Afraid, little Yordle? You are right to be.

Dance
Milludea's 'other half' appears, and the two come together and start to dance a typical classic Waltz-type of dance.

Death
Milludea falls to her knees, breathing heavily. She then falls to her side and becomes motionless. Her 'other half' circles around her, and then creates a pool of the liquid-like darkness which her body sinks into and disappears.
My turn... to fade...
(Heavy Breathing, then silence)
I'll... see you again...

Character Relations

Zed: Milludea detests Zed, thinking his Order of Shadows is an affront to the Nightshades and that his powers are just a pale imitation of what the Nightshades can do.

Shen: Being the new "Eye of Twilight", he represents the group that nearly destroyed the Nightshades of the past. Now that they have gained sufficient strength, Milludea and the other Nightshades plan to destroy what remains of the order of Kinkou ninjas.

Akali: Because she is a member of the Kinkou Order, she is an enemy of Milludea, same as Shen and Zed.

Kennen: She thinks that Kennen is laughable, and that the Kinkou Order must surely be on its last legs if it now trains Yordles as ninja.
LOL Champion Concept: Milludea
So here's Milludea, the next character in my line of Champ Concepts, and my first attempt at an Assassin-type character. (Or as Riot now likes to call them as of Patch 6.22, Slayers.)
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Name: Dairun, The Nomadic Reaver
(His name is pronounced Day-Rune)

Role: Fighter
Secondary: Tank

Male, Human

Appearance: He is about 5-feet, 9 inches tall, has average length black-hair, masculine, but not unattractive-looking face with brown-eyes. He wears a white nomad-like shirt, with a red cloth over his mouth and nose, and black traveler's pants with brown sandals on his feet. Dairun wields a double-bladed Eku/Swallow weapon (Similar in appearance to the weapons of the character "Serge" from "Chrono Cross".)

Residence: Dairun is from Shurima.

Health: 579 (+53)      
Attack Damage: 54 (+2.6)
Health Regen: 3.460 (+0.7)    
Attack Speed: 0.703 (+2.0%)
Mana: N/A 
Armor: 29 (+2.1)
Mana Regen: N/A
Magic Resist: 30 (+1.4)
Range: Melee      
Movement Speed: 345

His abilities are all cool-down based and have no Mana-costs.

Passive: Sandrage
Dairun wields the weapon of an ancient Shuriman hero-warrior, known as the Scorpio. It is imbued with the natural magicks of the sands of Shurima. These magicks can be awakened and used when the weapon is in combat.

Above Dairun's head, a hollowed-out representation of his weapon appears when Dairun is considered to be "in-combat". (Which is when he is taking damage, receiving damage, using abilities, etc.) The hollow slowly fills up with power as the weapon awakens while "in-combat". Successfully hitting an enemy champion with one of Dairun's basic abilities (His Q, W, and E) will also channel a small portion of power into the representation above his head. (These boosts diminish in power with each successive champion struck.) The gathered power remains in the representation when Dairun exits combat, but after a grace period of about 5 to 6 seconds, it starts to slowly bleed-out the power it has gained until it is empty again and fades away.

When the hollow is completely filled, "Sandrage" is enabled. "Sandrage" turns Dairun's abilities into empowered versions of themselves for the next 7/8/9/10 uses. Using one of these eats away 1/7th, 1/8th, 1/9th and 1/10th of the built-up power in the weapon-representation above Dairun's head. (These scales change with each rank of his Ult.) However, using the empowered Ult instantly depletes ALL the gathered power, no matter how much was left when it was initiated.

Once the weapon-representation is emptied, the passive goes on cool-down for the next 15 seconds. (Reduced statically by 3 seconds for each rank of his Ult, going to 12, 9 and finally 6 at max-rank.)

Q: Duo-Swipe/Double Scathe (Two Actives) (Range: 500 -Size of damaging area-of-effect of each slash; 1000- Equal to the distance of the two dashes) (MP Cost: N/A) (Cool-Down: 10/9/8/7/6 Seconds)
First Active: Dairun dashes in the target direction, slashing wildly with each end of his weapon as he goes along. Units struck are moderately damaged. Units hit by the slashes beyond the first are dealt reduced damage.
Second Active: Dairun repeats the process in whatever new direction the cursor points him.
"Sandrage" Bonus: The size of the area-of-effect for each slash is increased by 250, and the damage is boosted by 50%.

W: Sandblast/Sandsplosion (Range: 400- Size of damaging area-of-effect; 800- Range of Dairun to throw the explosive) (MP Cost: N/A) (Cool-Down: 13 Seconds)
Active: Dairun throws a sandbag rigged with an explosive at the target area. It explodes after a brief delay, lightly damaging and slowing units struck. The slow lingers for a few seconds afterward.
Passive: Dairun is granted a damage-absorbing shield equal to 8%/9%/10%/11%/12% of his max health for the next 4 seconds if he is inside the radius of the explosion, called "Sandguard".
"Sandrage" Bonus: The size of the area-of-effect is increased by 200, and the power of the damage and slow are increased by 33%.

E: Stonesurge/Stonecharge (Range: 770) (MP Cost: N/A) (Cool-Down: 13/12/11/10/9 Seconds)
Active: Dairun stabs the ground and a surge of hard sandstone rushes forward in a straight line in the direction of the cursor, moderately damaging units it strikes along the way.
"Sandrage" Bonus: The size of the area-of-effect is increased by 230, and displaces/knocks aside units struck.

R: Surging Stab/Scorpio's Finality (Range: 500) (MP Cost: N/A) (Cool-Down: 100/90/80 Seconds)
Active: Dairun rushes forward and stabs the target champion with Scorpio, dealing 50% of the great damage of the ult, briefly stunning them as he does. He then rips the weapon upward-and-outward violently, dealing the remaining 50% damage.
"Sandrage" Bonus: The damage of the ability is boosted by 10% for each remaining count of "Sandrage" still unused by the time this ability is initiated.

Lore

Dairun is a nomad of the world of Runeterra, never staying in one country or area for very long. He travels throughout the world, aiding all in need of his assistance, as part of his self-given mission to do so, as repentance for his failure to aid his own clan in their most dire circumstance. He wields the powers of the sands of the Shuriman desert, thanks to the ancient weapon he was deemed worthy of wielding.

Dairun was born into a simple family that was part of a much larger clan of people located in the deserts of Shurima. This clan had been given a mission by the Ascended being Nasus to defend the tomb of an ancient Shuriman hero who had long ascended before even his (Nasus's) time. Before his ascension, the hero prophesied that another warrior would arise in the future to wield his famous weapon, the double-bladed Eku/Swallow he called "Scorpio", which was to be kept in the tomb till that day.

Dairun was a good child, learning his father's combat lessons well and was a good and apt pupil for his mother, who taught him the lessons that would later form his moral compass for years to come. His elder sister and he were good to one another, despite his playful pranks on her alongside his fellow boys of the clan. Eventually, Dairun's aptitude for
combat caught the eye of the elder of their clan. After much study and deliberation regarding the matter, the elder declared Dairun to be the successor-warrior that the ancient hero had foretold. This announcement pleased his family greatly, and they waited with eagerness for Dairun's 18th year of age to come, for when he would be officially declared a man and warrior. He received special training and teaching leading up to that day, turning the once humble and simple boy, into an adolescent of pride and hubris.

When Dairun turned 18, the clan celebrated with much pomp and circumstance. At the apex of the celebration, the doors to the tomb were opened, to see if Dairun would be able to pull the weapon from its ancient resting place as a final test of worthiness. Dairun entered the tomb, knowing the stares of a thousand friends and family members were upon him. He descended into the depths of the ancient warrior's final resting place, and eventually reached the heart of the tomb, where the weapon sat, stabbed in a now dilapidated and falling-apart pedestal above the hero's sarcophagus. His heart beating with both anticipation and fear, Dairun grasped the hilt of the ancient weapon. He attempted to pull it loose from its resting place. The weapon resisted at first, and Dairun feared this meant he was NOT the warrior that was foretold. But, the weapon then gave way, coming free as simply as pulling a leaf from a tree branch. A sense of relief ran through Dairun's whole being as he looked at the weapon in silent admiration. He emerged from the tomb and hoisted the weapon up high, reveling in the cheers of his family and clan-members as he smiled with pride.

Over the next 2 years, Dairun's skill (and pride) increased immensely as he trained with the weapon in self-induced travels of the Shuriman deserts. He would travel to the homes of other clans of the desert, aiding them with brigands, marauders, hunting and other tasks, always taking in and enjoying the admiration he won for these acts. Each time he returned to his own clan, he was more prideful and arrogant than before. This worried Dairun's family, especially his father as he knew that Dairun would be the head-of-the-family next if anything should happen to him. Dairun's father requested that Dairun go on a pilgrimage of solitude to the clan elder, in hopes that the time away from others would teach Dairun humility. The clan elder agreed, having noticed Dairun's increasingly unlikable behavior. Dairun was sent out on this pilgrimage, cursing his clan members angrily under his breath as he left. Before he did, however, his elder sister gave him a special sandstone that she had enchanted with magic. This sandstone would glow certain colors to indicate the status of the clan while he was on this pilgrimage. The two colors she told him to pay particular attention to were White and Red. White indicated the family and clan was having good fortune, and Red indicated danger and a need for him to return, if the situation required it. Dairun accepted the gift, and left on his journey.

As he traveled the vast dunes of the Shuriman Desert, the loneliness of it began to really set in. He had to fight alone to defend himself against the many dangerous creatures, raiders and marauders of his homeland, and realized he was not as powerful as he had built himself up to be in his mind. He rested near the entrance to what had once been called the 'Tomb of the Emperors" in the old and dilapidated capital city as he pondered these new revelations. He recalled the lessons on humility and kindness his mother had taught him. To aid others is a praiseworthy action, but the best reward for it is none at all. To give freely of one's own talents was reward enough. These retrospective thoughts were still in his mind as he laid down to sleep. As he slept, he at first dreamt of this much simpler past he had with her and his elder sister, but then it took a harsh turn as it was overshadowed with words he and his father had exchanged before he left. This turned his softening heart to hard stone once again as he recalled his feelings of anger. When he awoke, he took a passing glance at the stone his sister had given him. When he had gone to sleep, it was white. But now, it had turned blood Red! His family and clan needed him!

Dairun at first began packing up his things, but then his angry feelings resurfaced. He hesitated to return, because he knew if he did now, his father would pronounce him a failure. Proudly and stubbornly, he remained at the tomb in the ruined city until his feelings of worry could no longer allow him to. He returned with the greatest haste he had ever gone before to his clan's homestead. Upon arrival, he found nothing but a burnt and destroyed waste awaiting him. Tears of remorse and similar melancholy feelings filled him without mercy as he fell to his knees in despair. He eventually stood again, and made his way to his family's tent. There, laying on the ground, was his elder sister, while his mother and father's bodies were laying burnt outside. In her charred and blackened hand, she held a stone similar to the one that was in his pack. It was now pitch black, and in reflex he looked at his own. It was also black, indicating the magic that empowered it was now gone as the conjurer themselves (His elder sister) was dead. A desire for vengeance arose in Dairun as he looked upon a piece of robe that was clenched in his sister's other hand. It bore the insignia of Noxus.

He sat in silent contemplation after burying what he could of the dead. He eventually came to this conclusion.
"Those guilty will pay for their actions, and I will be the one to do it. They will reap what they have sown. But as I journey the world to find them, I will NOT turn away any innocent that will have need of my talents from this day forward."

Quotes

Selection
A nomad's trek never ends.

Movement
Ever onward.
Where will this path lead me?
My only companion is my blade.
The desert was vast, but this world is much more so.
No innocent left behind, no unguarded suffer.
I remember your lessons well, my family.
Anywhere... is a nomad's home.
The sands are always with me, thanks to Scorpio.
I shall surmount these Dunes same as the others.
Greenery has beauty, but the desert has it's own beauties too.
I am a Nomad of loneliness, but I won't always be.
My aid goes to those in need, not for those in wealth.
My nomadic journey ends when I find them.
Those guilty of my clan's slaughter await at the end of my journey, somewhere...


Upon activation of "Sandrage"
Scorpio awakes!
Let your full power flow, Scorpio!
Behold the fury of the sands!


Attacking
A desert grave awaits you.
The sands will claim them!
You will not enjoy this.
Never impede a Nomad!
Bereave them of life, Scorpio.
Cross a Nomad's path, and fall in it!
The sand in your hourglass of life is running out.
Another obstacle in my path, no more.
A nomad's fury awaits you!
Alas for you to impede a Nomad!
To think I must stain these natural beauties with your blood...
Oppose me at your own peril!
Your path ends at my blade!

Using Duo Swipe/Double Scathe
Ha!
Yah!
Ho!

I'll cleave you in two!
Slice and Carve!
*Bold Shout*

Using Sandblast/Sandsplosion
Got a surprise for you!
Catch!
It's a live one!

Using Stonesurge/Stonecharge
Move it!
Rockslide!
Slam 'em hard!

Using Surging Stab/Scorpio's Finality
Impale them, Scorpio!
Your end is at hand!
Your hourglass of life shatters!
Scatter to the sands!


Joke
Dairun lifts his weapon over his head, and starts spinning it around, like a helicopter blade. After a second or two, he starts floating higher and higher slowly, but his arms give out and he stops, dropping his weapon and falling back to the ground. He falls to his hands and knees as he tries to catch his breath. He then picks it up and assumes his normal position.
I could go higher if... my arms didn't give out. *Huff* *Puff*
I've gotten about 10 feet in the air doing this. But it's tiring!
Come on, get higher, get higher... Gah, my arms gave out...

Taunt
Dairun expertly spins his weapon around his limbs, and then heaves it up into the air. He catches it and points it straight forward. He then returns to his normal position.
Never cross a Nomad.
An outerbeast is more dangerous than you are.
I've met Ralsiji more intimidating than you are!

Taunting near an enemy Azir
You mock our land's history, pretender!
You're not an emperor, you're a sham!
I will not bow to a delusional fool.

Taunting near an enemy Xerath
Even you will not escape the retribution of the sands!
Scorpio can end even you.
A madman immortalized in energetic form is what you are.

Taunting near an enemy Renekton
A crocodile with a weapon? And I thought Yordles were weird.
Eh, never liked crocs anyway.
Never liked the taste of croc-meat, but a meal's a meal.

Taunting near an enemy Nasus
Coulda used your help with my clan, Dog.
Gave us a mission; didn't tell us how it would end, did ya?
I'd throw you a bone, but you're not a dog worth training.


Taunting an allied Taliyah
I've heard of you Stoneweavers... any good with cloth?
I need the rocks OUT of my boots, not in them, Taliyah.
My path is the journeyman's weave, girl.

Taunting an allied Sivir
That's the funniest-looking boomerang I've ever seen.
Does that weapon have any relation to Scorpio here?
Wouldn't happen to know any Noxian tomb-raiders, would you?

Dance
Dairun starts performing various dancing moves as exemplified by Mickey Mouse in the Disney Cartoon, "Mickey's Birthday Party" from 1942.

Death
The force of the killing blow causes Dairun to step backwards as Scorpio's handle breaks in half, with one side going to each hand. Dairun drops them to the ground as he wearily falls to his knees, then falls over onto his face on the ground after a moment.
*Heavy breathing, then silence*
The path ends...
I'm... not done yet...
LOL Champion Concept: Dairun
Here we go with Dairun, the next in my line of Champion Concepts for LOL/League of Legends. He'll be on the LOL Forums too, and once I've got him there, I'll hopefully remember to update this description with a link to it there too.
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Name: Maereo, Mourner of the Mist

Role: Support
Secondary: Mage

Female, Undead-Human

Residence: Maereo hails from the Shadow Isles (Formerly known as the Blessed Isles)

Friends: Yorick, Kalista
Enemies: Mordekaiser, Karthus, Hecarim, Thresh

Health: 523 (+87)      
Attack Damage: 51 (+2.5)
Health Regen: 5.340 (+0.35)     
Attack Speed: 0.635 (+1.0%)
Mana: 340 (+55)     
Armor: 26 (+2)
Mana Regen: 6.600 (+ 0.25)  
Magic Resist: 26 (+2)
Range: Ranged
Movement Speed: 335

Passive: Shade-Sisterhood
As the former leader of a group of holy-nuns, Maereo can call the corrupted spirits of her fellows to the battlefield, called "Shades", who aid her in battle. The shades come forward to empower Maereo's spells. (20 second cool-down, reduced statically by 2 seconds for each rank of her ult)
Q-When used on an enemy: A Shade travels with the cloud. Increases the damage of the spell by 10% (+1% for each 75 AP).
Q-When used on an ally: A Shade travels with the ally and adds a slight movement speed boost for a few seconds.
W- A Shade mimics Maereo's action after a brief delay. (Deals reduced damage if striking the same target as the initial spell.)
E- A Shade empowers the center-forward of the cone, fearing Champion-class units struck by that section. (And that section only)
R- A Shade screams alongside Maereo, causing a secondary blast that deals reduced damage.

Q: Banshee's Exhale (Range:700) (MP Cost:80) (Cool-Down: 20/19/18/17/16 Seconds)
Active: Maereo breathes a cloud of blue poisonous mist that travels straight forward in a line at a moderate speed, which passes through and affects all units in its path. Enemies who come in contact with it are damaged and briefly slowed. Allies who come in contact with it are slightly healed. The cool-down is reduced by 1 second for each unit hit along the way.
Passive: The power of the heal is boosted if Maereo herself comes in contact with the cloud as it travels.

W: Claws of Anguish (Range:400 -Size of Both Cone-shaped radii) (MP Cost:40/45/50/55/60) (Cool-Down: 10 Seconds)
Active: Maereo magically lengthens her nails and slashes in a "one-two" fashion, damaging units in the two cone-shaped radii she aims in. 

E: Reeling Cry (Range:500-Radius of the scream's area-of-effect; Range:290 -Maereo's range to use the scream) (MP Cost:60/65/70/75/80) (Cool-Down: 15/14/13/12/11 Seconds)
Active: Maereo lets out a Banshee scream, damaging units in the large cone-shaped radius and fearing non-champion units.

R: Mourn of the Damned (Range:650) (MP Cost:120) (Cool-Down:130/120/110 Seconds)
Active: After channeling for 1.25 seconds, Maereo unleashes an explosive cry of magic power, greatly damaging all in the radius around her.

Lore

Maereo was once a human being, capable of emotions other than consuming mourn and hatred, as well as other negative traits. She was once a resident of the Blessed Isles, before its corruption. She was the leader of a group of holy nuns that aided those having difficulty in accepting the passing of their loved ones to come to grips and move on. This allowed the spirit themselves to have rest, as sensing the emotions of their loved ones tethered them, causing them to stay in this world rather than moving on to the next. Now she is a Banshee, the only one of her sisterhood that still has a physical form, while the souls of her sisters writhe within her constantly, uttering words of hatred towards the living. She is consumed with regret at what her actions did to her sisters, while also feeling endless hatred towards those who corrupted and defiled her home. She is constantly torn between two viewpoints: Her own desire to save the members of her group, and any other poor souls afflicted by the evils of the Black Mist; and the constant whisperings of her corrupted sisters and their desire to cause more pain and suffering through it. However, the longer she continues her unnatural existence, the more she forgets her desire to free her home, and the more she gives in to the want to submit to the dark wants of her corrupted sisters and her own corrupted soul.

In the now long-forgotten halcyon-days of the Blessed Isles...

"Lady Maereo, I have a message for you. The general has returned, with her king in-tow."

Maereo turned her attention away from the natural beauties of her island-home to hear her sister's message. She silently motioned the woman to deliver the remainder of her message.

"Even now, he stands at the heart of the Citadel, making rash demands. The master has sent for us, hoping we might be able to aid this grief-stricken man in accepting the natural order of life and death."

Maereo stood, and her attendants stood with her. She looked them over silently, knowing each knew what she was going to say, and would not disagree with it.

"If the Hierarchy have sent for us, we must not deny their call. Let us go, and see if we may aid in assuaging this poor man's sorrows."

Her sisters nodded, and they proceeded forward towards the city at the heart of their island-nation. As they neared the white tower that acted as its center, a unholy black mist spilled forth from it, twisting and spinning like a spiral that meant certain death to all that encountered it. Before any of them could react, Maereo and the members of her sisterhood were engulfed by it, and felt the anguished cries of countless spirits wailing at them as it spiraled around them. In an effort to save her sisters, Maereo spoke the incantation for a powerful protection-spell, hastily planning to sacrifice her own soul in the process, but the unnatural magical energies around them corrupted the spell as it left her mouth. Rather than protecting her sisters, it forcibly tore their spirits from their body, and caused Maereo's own body to osmose them into her own being. Maereo's own cries of pain at this event were overshadowed by the banshee-like screams of her sisters. The amalgamation of all these souls altered Maereo's flesh, turning it the shade of blue that the many spirits of the Shadow Isles now wear with such pride. Her body writhed and convulsed involuntarily as changes began to make themselves apparent. Her finger-bones lengthened and sharpened, red with Maereo's own blood as they tore through the flesh. She coughed up blood from the pains she was feeling, and the blood took the shape of a blackish-blue smoke or mist that caused anything it passed by to wilt and die.

Finally, the pain overwhelmed her senses, and Maereo let out a cry that leveled a portion of the area around her as she fell to the ground.

When she came to, she was horrified at what greeted her sight. Where once was beauty and peace, was now terror and constant anguish. Her mind was suddenly assaulted by whisperings of numerous voices, voices whom she recognized. She looked around, trying to find where the voices were coming from.

"Sisters, where are you? I... I can hear you. You... need help. Where are you, so I may aid you?"

This inquiry was only answered by banshee-like screams which caused Maereo to grasp her head in pain. In so doing, she let out a cry of her own that somehow silenced the cries around her.

"She still overpowers us..."

"Then she still leads us..."

"But our purpose has changed..."

"Because of the pain caused to us, we will cause pain to others..."

"Yes..."

Maereo couldn't believe what she was hearing. Her own sisters and friends, desirous to inflict pain rather than stem its flow. And to her own supreme horror, she found herself agreeing with them! The pain in her head subsided, and she stood up, looking forward with her eyes glowing under her hood via an unnatural light. But suddenly, an unfathomable feeling of regret came over her, and she fell to her knees and gripped her no-longer beating heart in anguish. This was mixed with a hatred that burned as her eyes fell upon the now ruined and dilapidated tower. She would find those responsible for this, and she would inflict the pains of regret upon them with her new powers. Climbing back to her feet and silencing the voices and feelings within her through sheer force of will, Maereo stepped forward and disappeared into the Black Mist.

Quotes

Selection
I mourn for the coming suffering.

Movement
They will know my pain.
I give them suffering.
Grieve with us.
This is... This is not my desire!
Where are those responsible...
This sorrow... it's unbearable!
Join in our mournings.
*Grunts in pain* No... Be Still!
No ear can stop the cry of a Banshee.
The beauty of those days, I can hardly recall them...
Every day I remember that beautiful past less...


Attacking
Regret... that you crossed my path.
Shade-Sisters, obey my commands!
Now you will share our pain!
What you will have... is sorrow!
Writhe in grief!
Nothing compared to what awaits them...
Look, Sisters; A new plaything.
My sisters will enjoy toying with your spirit.

N-No... flee from me! Save yourself!
No! Not another victim!

Using Banshee's Exhale (Towards Enemies)
*Breathes and Exhales deeply*
A gift for you...
A respiration of death...
Go sister, and revel in their fear.
(When passive effect is added) 

Using Banshee's Exhale (Towards Allies)
Drink in of this energy.
A soothing breath for you.
It heals... if I desire it to.
(If Maereo comes in contact with the cloud)
Aid them, sister. (When passive effect is added)

Using Claws of Anguish
Raah!
Scar from my claws!
Show me your anguish!
Sister, follow my lead!
(When passive effect is added)

Using Reeling Cry
*Screams*
Reel in terror!
*Alternate Scream*
Away, Cowards!
(When passive effect is added)

Using Mourn of the Damned
*Starts softly weeping, and grows louder and angrier into a scream*
Now you will know... MY PAIN!
Weep... Weep as you die by my hand!
Let them know your rage, sister! (When passive effect is added)

Joke
Maereo reaches into her pocket and pulls out a makeup kit. A Shade-Sister appears, holding a mirror for her as she applies the makeup. The Shade-Sister then gives a thumbs-up to Maereo and vanishes. She is silent when by herself, but has a number of special interaction lines when near an allied Kalista or Yorick.

Joke Line near Kalista
Want some, Kalista? I'm sure it could help cover up those gaping wounds.
Vengeance must do wonders for your complexion. Perhaps I should try it sometime.
No dead man's going to date you with that angry look; let me help you pretty up!

Joke Line near Yorick
For a man, you pull off that shade of blue surprisingly well.
Always wanted to date a Gravedigger.
I think I'd be a much better date than that Maiden, you know.


Taunt
Maereo snarls as she stretches out her arms to the sky, pointing her sharpened fingers skyward. Two Shade-Sisters appear at her side (One on each), silently screaming in the direction she faces.
You face a sisterhood of nightmares!
Mourn... that you face an army of Banshees!
Let us end your grief... by ending your life!

Taunting near an enemy Mordekaiser
Usurper. You do not deserve the powers of the Black Mist!
My sisters and I will enjoy ripping your soul apart!
When I find your skull, I won't bury it; I'll crush it!

Taunting near an enemy Karthus
What an imbecile you are to give up Life for this nightmare.
Your words ring as hollow as your bones.
I give you YOUR Requiem, Karthus!

Taunting near an enemy Hecarim
An Abomination will end this day.
I'll rip you in half with my screams!
My sisters cry out, wanting to hear your pain. I will appease them.

Taunting near an enemy Thresh
How about a taste of your own medicine, Thresh?
My sisters and I will JAIL you, torturer.
We will cry with joy at your sufferings when we inflict them, jailer.


Dance
Maereo and a number of her Shade-Sisters form a line and start performing the typical "Show-Girl" dance, as exemplified by the characters in "Robin Hood: Men in Tights" during the "Men In Tights" song.

Laugh
Maereo laughs.

Recall Animation
Maereo falls to her knees and covers her face, and makes sounds as though she is weeping. But it turns slowly to an evil laugh as she looks skyward when the recall finishes.

Death
Maereo falls backward to the ground and writhes and convulses about as the souls of her sisters fly out of a gaping hole of light in her body in all directions. She then falls limp to the ground as the light goes dark, and her body remains like that till she revives.
*Screams of pain that slowly grow weaker, and eventually she goes silent*
Graaahh! No! We are not... finished...
Release... AT LAST, RELEASE!

Character Relations

Kalista: Maereo feels sympathy for Kalista, as she knows that Kalista did not wish to cause what happened to the Blessed Isles, and wants to try to aid her in keeping her own personality and not be entirely overcome by the desire to be a pursuer of Vengeance. she hopes by trying to help another, she can keep herself free-willed as well.

Yorick: As shown by some of her quotes and in her lore, Maereo is appalled and disgusted by what has become of her home and herself. So she takes solace in what Yorick is trying to do. She wishes she could aid him, but knows her powers would only hinder his efforts, and so works to stop those that attempt to hinder him instead.

Mordekaiser: She feels an inexplicable sense of disgust towards Mordekaiser, thinking him to be a usurper and an unworthy wielder of the powers of the Black Mist.

Karthus: Maereo is utterly appalled that someone would willingly give themselves over to undeath, so she obviously has no patience or favor for Karthus.

Hecarim: Maereo feels no trust towards Hecarim, and feels as though (As well she should, since it is mostly the case) he is somehow responsible for what happened to the Blessed Isles.

Thresh: As a former giver of comfort, she dislikes that Thresh takes such joy in inflicting pain. But, as shown in some of her quotes and her lore, she is slowly slipping to the dark corrupting influence of the Black Mist, and is starting to take joy in it as well.
LOL Champion Concept: Maereo
The next in my line of Champion Concepts: Maereo, the Mourner of the Mist. I did say in Verrat's profile that a Banshee-like character was my next attempted concept, and here it is! I plan to post this on the LOL Forums as well, and when I do, I'll try to remember to update this description to include a link to it.

Here's the link to the LOL Forum Post: boards.na.leagueoflegends.com/…
(Let me know if the link doesn't work.)
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chrisredre5
Jeffery
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