Chapter 15 · Rewards
Darkin Weapons
The greater the glory, the greater the fall can be. Champions once loved by their homeland, the Darkin reached the Shurimans’ highest grace, went through the Ascension, and became powerful beings imbued with fantastic traits granted by the Sun Disc. However, after a long period of shadow over Shurima with their Emperor gone, these Ascended united and decided to seize power, turning into tyrants.
No longer wrapped in glory, but in dread and tyranny, they came to be called Darkin. What became known as “the Darkin Wars” was a bloody, horror-filled period largely responsible for the scattering of the Shurimans. During that time they ruled with an iron fist, often clashing against one another and making the people pay the price.
Salvation came from the stars, or so it’s said. Zoe, the Aspect of Twilight, brought humans the secret they needed to rid themselves of these tyrants with divine powers: through magic, it was possible to imprison them in their weapons, and so the Darkin Weapons were born.
Only three Darkin are known in Runeterra’s most recent days: Aatrox, Varus and Rhaast, though many more may exist across the world, waiting to be awakened. The rules below are meant for building Darkin Weapons and should be used with caution; as a rule, these magic weapons tend to unbalance the power curve.
Creating a Darkin Weapon
Every Darkin weapon is by nature a cursed item that requires attunement to grant any bonus; from the moment you attune to the weapon, you can no longer drop it. A Darkin weapon attuned in its normal state of dominance grants a hit and damage bonus based on its Awakening.
In appearance, a Darkin weapon always differs from an ordinary weapon, and to experts they always have something different about them compared to a normal magic weapon. In its dormant aspect, it carries only a few picturesque traits that suggest at least a predilection for a frightening look. In its awakened state, they are clearly distinct, sharing common traits that evoke an organic reality, with eyes and mouths as their main features.
A Darkin weapon’s bearer also gains traits in their own appearance that vary according to their integration with the weapon; when the weapon’s dominance is greater, these traits evoke the Darkin’s original form, while when the bearer is the one dominating, the traits reflect their glory as one of the Ascended.
Darkin weapons can be created the same way as an intelligent magic item, but with the following changes, in addition to 2 Major Traits and up to 4 Minor Traits, always being treated as legendary weapons (and never firearms):
Alignment
Every Darkin weapon has an evil alignment; you can choose between lawful, neutral, or chaotic.
Major Traits
Every Darkin weapon has two Major Traits.
Enhancement: The bearer receives an enhancement they qualify for. You can select this trait multiple times.
Hypnotic Speech: The bearer can speak to non-hostile creatures; they make a saving throw against (8 + the bearer’s proficiency bonus + the bearer’s Charisma modifier). On a failure, they become charmed by the character for one day, becoming immune to this effect for 24 hours after it ends. If a creature succeeds on its saving throw, it doesn’t become charmed and is immune for 24 hours. Usable once per long rest.
Additional Runic Burst: The bearer gains an additional Runic Burst, which can only be active and enhanced according to the character’s level. You can select this trait multiple times.
Shapechanger: The bearer magically polymorphs into a humanoid or beast that has a Challenge Rating no higher than 1/4 (rounded up) of their character level. They return to their true form if they fall unconscious. Any equipment they are wearing or carrying is absorbed or supported by the new form (the bearer’s choice). In a new form, the bearer retains their alignment, hit points, Hit Dice, ability to speak, skills, resistances, and Intelligence, Wisdom, and Charisma scores. Their statistics, capabilities, and attacks are replaced by those of the new form, except for any class features, multiattacks, and legendary actions of that form.
Additional Runic Pulse: The bearer gains an additional Runic Pulse, which can only be active according to the character’s level. You can select this trait multiple times.
Saving Throw: The bearer gains proficiency in one of the following saving throws: Intelligence or Charisma.
Flight: The bearer (if they have wings) gains the ability to fly at a speed equal to twice their walking speed.
Additional Runic Vortex: The bearer gains an additional Runic Vortex, which can only be active and enhanced according to the character’s level. You can select this trait multiple times.
Minor Traits
Darkin weapons have up to four Minor Traits:
Amphibious: The bearer can breathe underwater for up to 10 minutes. If this trait is chosen a second time, the bearer can breathe underwater indefinitely.
Desert Walk: The bearer can move across desert surfaces without needing to make an ability check. Difficult terrain made of sand costs no extra movement.
Climb: The bearer gains a climbing speed equal to their walking speed.
Additional Runic Spark: The bearer gains an additional Runic Spark, which can only be active and enhanced according to the character’s level. You can select this trait more than once.
Additional Runic Flow: The bearer gains an additional Runic Flow, which can only be active and enhanced according to the character’s level. You can select this trait more than once.
Language: The bearer learns a new language. You can select this trait multiple times.
Condition Immunity: Choose one from Frightened, Charmed, Exhaustion, or Paralyzed; the bearer gains immunity to the chosen condition. You can select this trait more than once.
Swim: The bearer gains a swimming speed equal to their walking speed.
Proficiency: The bearer gains proficiency with one skill (that they aren’t already proficient in) of their choice. You can select this trait more than once.
Speed: The bearer’s walking speed increases by 10 feet. You can select this trait more than once.
Sight: The first time you choose this trait, the bearer gains 60 feet of darkvision; the second time, they gain 15 feet of blindsight.
Communication
Darkin weapons can speak, read, and understand Ancient Shuriman and the languages of their dominated bearers. Additionally, they can communicate telepathically with any character carrying or wielding them.
Darkin Names
Feminine: A’at, Aahset, Aamunet, Aaneksi, Aatet, Baaketamon, Intaakaes, Joba, Kermaanub, Maaia, Meritaamen, Nebetah, Qalhata, Taakhat, Tarset, Taaweret
Masculine: Aahmose, Akhom, Amaasis, Amenemhet, Aanen, Baanefre, Hekaaib, Horwedjaa, Huya, Kaagemni, Kawaab, Kenamon, Kewaap, Khaafra, Masahaarta, Nebaamun, Nebetkaa, Pakhom, Paawah, Paawero, Raamose, Saabaf, Shabaaka, Thaaneni
Darkin Awakening
Every Darkin weapon was once an intelligent being. Imprisoned in the weapons with which they wrought massacres and tyranny, these creatures remained conscious, though some were completely locked away in arcane vaults, others buried at terrifying depths, causing them to fall into a state of dormancy. Others still remained active, regularly switching wielders or even fully dominating a bearer.
When found, Darkin weapons can be either Dormant, resembling regular magic items, or Awakened. The process of domination begins the moment the weapon is first attuned, and always starts from zero with each new bearer.
Dormant
Finding a Darkin weapon at all is already extremely rare, but depending on where they are found, they may be Dormant: weapons that were abandoned or trapped for a long time, causing the Darkin within to enter a state of suspended animation until something draws it out. In that case, when the weapon begins to be used, it starts the Awakening Process.
Awakening Process
When found Dormant, a Darkin weapon initially has no personality, and its visual appearance doesn’t differ much from a regular magic weapon. However, once it begins to be used in battle, it starts the Awakening Process, feeding on the blood of enemies.
The dormancy state varies as follows: each point of damage it deals accumulates until it reaches the dormancy threshold, which can range between 100 and 300 points (Master’s discretion), depending on how long it remained dormant.
Awakened
Awakened Darkin weapons already carry the Darkin’s original consciousness, made manifest. They already have more power, a more distinctive appearance, and can communicate with their user. The Darkin’s personality is the major differentiating factor here: while some may be bloodthirsty, direct, and open about what they truly are, others may be more strategic and cunning, feigning benevolence.
Dominance
Every Darkin weapon has Dominance Points, starting at 0 when awakened. When the bearer takes damage equal to half their maximum hit points in a single attack, or is forcibly knocked unconscious, they must make a Wisdom saving throw against the weapon’s dominance. The DC of this saving throw is 10 + the Dominance Points, which can be either positive or negative.
| Dominance Points | Trait | Alignment |
|---|---|---|
| 8 | Possessed by the Darkin | CE |
| 6 | The weapon gains +4 to its ability scores | NE |
| 4 | The bearer has disadvantage on Domination saving throws; the weapon can increase or decrease its damage based on the Darkin's interests (adding or subtracting half the damage dealt) | LE |
| 2 | The weapon gains +2 to its ability scores | - |
| 0 | Normalcy | - |
| -2 | The bearer has advantage on the first attack or deals +2 additional damage, bearer's choice | - |
| -4 | The bearer has advantage on Domination saving throws | - |
| -6 | The bearer gains +4 on Domination saving throws | - |
| -8 | Subjugation of the Darkin | - |
| 10 | Seeking the Creator: the item seeks its creator and wants to understand why it was made. |
Dominance Points change according to the following results on the Darkin Weapon’s Dominance saving throw:
| Result | Dominance |
|---|---|
| Natural 20 | -2 |
| Success | -1 |
| Failure | +1 |
| Natural 1 | +2 |
Subjugated
When the bearer takes control, the Darkin weapon doesn’t fall into complete inactivity, but it is under the bearer’s dominance, with its evil traits and personality suppressed, becoming something like a servant. This way, the bearer can draw out almost the full potential of the Darkin weapon.
Possession
Attuning to a Darkin weapon means entering a struggle against an ancient, evil entity. This struggle happens at all times, and the Darkin is always waiting for the chance to dominate and fully manifest, freeing itself from its prison. When the Darkin takes control of its bearer, the character becomes an evil-aligned NPC.
During the weapon’s Dominance over the bearer, the character becomes an NPC, with general actions controlled by the Master; once the weapon possesses its bearer, it controls the player, attempting to eliminate all of the bearer’s allies unless they swear loyalty to the Darkin.
Truce
After the Awakening, the Dominance Process begins, which inevitably leads either to Possession by the weapon or to its Subjugation. However, before full control is achieved by either side, there are temporary victories, in which the bearer dominates or is dominated by the Darkin weapon for a reduced time.
When the Darkin Weapon temporarily dominates its bearer, the Master takes control of the character for the next 1d4 + 8 days. During this time, that control can be reduced by random factors that cause the Darkin to lose its grip on its bearer.
In the case of a Truce, the bearer benefits from not needing to make any Dominance saving throw for the next 1d4 + 8 days, though this control can be lost if the bearer’s actions go against the character’s own principles.
Redeemed
This is the highest state a bearer can reach, and also the rarest of all. Instead of dominating the weapon or being dominated by it, the bearer and the Darkin enter communion, with the Darkin becoming aware of its actions and the mistakes that led it to be imprisoned in this form, beginning a search for redemption. It is a practically mythical state, since there is no known case of it ever having occurred.
Conflict
The weapon has a will of its own, shaped by its destructive and dominating purpose, always seeking a way to control its bearer. If the bearer acts in a way that opposes the weapon’s own conduct, it gives the Master grounds to demand a Dominance saving throw, whose DC is increased by the Darkin Weapon’s Charisma modifier — for example, when a righteous character behaves dishonorably or unjustly. On a success, though, the Dominance Points remain unchanged. On a failure, the weapon may make one of the following demands:
- The weapon demands that its bearer pursue the weapon’s goals over all other goals.
- The weapon demands that the bearer discard anything the weapon finds repugnant.
- The weapon demands to be given to someone else.
Additionally, truly “heroic” or self-sacrificing actions can also modify the Dominance Points.
Darkin Weapon Example
Maaia
Weapon (battleaxe), legendary (requires attunement: Strength 19 if awakened or 17 if dormant)
“Before becoming a Darkin, Maaia was a great Ascended warrior of the ancient Shuriman army, respected by all who saw her on a battlefield wielding her extremely unbalanced axe. Her weapon was something few could carry or even knew how to wield; its blade’s extremely high weight made attacks difficult to land — but not for Maaia. Her strength had no equal; she learned to handle the axe like no one else could.
During the great disaster of Icathia, her help was needed. She won many battles against the beings of the Void, but with every battle her mind grew a little more corrupted. Where her kindness and gentleness once stood, fury and contempt took root. She seized one of the fallen empire’s cities, ruling it with an iron fist; whoever opposed her had their fate sealed — death was a certainty.
Her arrogance and assumed superiority blinded her, keeping her from seeing the revolt her “people” were plotting. Many died in the battle to imprison her, but with the help of the Aspect of Twilight, they managed to contain her within her weapon.
The few survivors hid the once-admired axe in a tomb, behind so many obstacles that it would be impossible for anyone to wield it again. But the city fell into oblivion and was buried by the sands.
Some daring bounty hunters heard rumors of a city beneath the sands of the great desert. As they approached the tomb, they heard a call — something ancient and powerful. Maaia was calling them.
The first Shuriman who dared lift the axe had his mind possessed for a moment and killed some of his companions, but a young man from Ionia traveling with the group stabbed him in the back, taking the axe for himself.
Little is known of the whereabouts of Sora and Maaia, though some say an indomitable force was in Ionia during the Noxian invasion.”
Sentience. Maaia is a lawful evil sentient weapon with Intelligence 12, Wisdom 16, and Charisma 17. It has hearing and darkvision with a range of 60 feet. The weapon communicates telepathically with its bearer and can speak, read, and understand Ancient Shuriman, Shuriman, and Ionian. Maaia has a chaotic evil alignment.
Personality. Maaia’s purpose is to annihilate all fiends and voidborn, destroying anything that stands in her way. A conflict arises if her bearer fails to destroy a fiend or a voidborn creature. Maaia was once part of the great Shuriman army before the empire’s fall. Maaia also carries a secret shame. Centuries ago, a human named Selene wielded this weapon for a time. However, Selene was corrupted by the Void. Her will was strong enough to bend Maaia to her purposes, even going so far as to ally with creatures of the Void.
Major Traits
Enhancement: Athlete
Flight: The bearer, if they have wings, gains a flying speed equal to twice their walking speed. If the bearer has no wings, shadowy wings grow from their back instead, granting a flying speed equal to their walking speed.
Minor Traits
Additional Runic Spark: Trample
Condition Immunity: Frightened and Paralyzed
Proficiency: Intimidation
Truce The bearer who manages to temporarily dominate Maaia gains a +2 increase to their Constitution and Strength scores for 1d4 days plus the inverse of the dominance value, up to a maximum of 22.
Subjugated Once subjugated, Maaia grants its bearer shadowy wings that double their flying speed, a +3 increase to their Strength and Constitution scores, up to a maximum of 23, and the “Call of the Lady of Fury” Runic Burst.
Redeemed Once redeemed, the Axe grants its bearer shadowy wings that double their flying speed, a +5 increase to their Strength and Constitution scores, up to a maximum of 25, and the “Call of the Lady of Fury” Runic Burst.
