|“||"Gods do not need followers. Followers need gods."|
The Spirit Gods are a race of powerful spirits who represent whole cultures, ideas and civilizations. Their strength depends on the amount of people worshipping them. They exist in multiple locations and have multiple depictions depending on where they are worshipped.
- 1 Lore
- 2 History
- 3 Physiology
- 4 Media
- 5 See Also
- 6 References
Spirit God Champions
Other Spirit Gods
-  Some believe that this goddess is a Kraken-adjacent creature that roams the depths of the seas around Bilgewater. Even the Buhru, the ones who worship this goddess, don't know nor care about her species. is the spirit of life, growth and motion, her race has been confirmed to be a Spirit God.
- potentially encountered on her journey when searching for Avarosa's Throne.
- wields a door made by .
- worships the Spirit God .
- was a worshiper of the most warlike Freljordian Spirit-Gods, including .
- was fascinated by the tally-men as a child in Noxus.
- had encounters with the Spirit-Gods of the Freljord in the distant past, attempting to control their wild magic and being blinded by the . She currently has a bitter conflict with the Spirit-Gods in her attempt to deify the Three Sisters.
- tribe, the Notai, were followers of .
- Darkin as their god in physical form. tribe prayed to a Freljordian Spirit-God named "The Iron Boar". They once mistook the
- had encountered the worshipers and is capable of communing and taking the form of the many Spirit-Gods of the Freljord.
The most ancient stories about the Spirit Gods tell that they participated in the very creation of Runeterra. According to Freljordian tales, would battle the earth itself and form the mountainous regions of the Freljord. After accidently setting his first home ablaze, he built the legendary Hearth-Home inside a mountain to prevent it from burning. His new home however was to hot. So he dug a trench to the sea, and the Seal Sister allowed cold waters to rush through the trench and cool the Hearth-Home. Great plumes of steam rose up. It took three days for the mountain to cool enough for . In that time, the ocean that fed the river dipped several inches. So much steam had risen from the waters that the perpetual blue sky was mottled with darkening gray clouds. As these new puffy forms gathered and cooled, they grew heavier and heavier until they burst with snow. It snowed for a hundred years, being the primary reason why the land later called the Freljord is covered in snow to this day. Later would give fire to humans.
The Blue Bird of Oshra Va'Zaun
The seafaring people of the port city of Oshra Va'Zaun were depended on calm seas for the trade ships that traveled through. Statues and shrines were raised in gratitude of their goddess, , a great wind spirit, who guarded the people of Oshra Va'Zaun from foul weather at sea. Even after the Shuriman empire enveloped the city, these displays of devotion continued for a time.
Only when the emperor of Shurima issued decrees suppressing “false idols”, were statues torn down and worship of her forbidden. Despite the growing worship of the God-Warriors, many still offered quiet prayers to , as only she could protect their ships from thunderous storms.
After the fall of Shurima, once verdant lands became a desert as the remaining God-Warriors brought war and chaos. , unbeknownst to the city, now known as Zaun, shielded them from the turmoil. As the city's ambition grew, however, humans became more focused on opening a canal that would unite the seas surrounding Valoran and Shurima. Because of this, prayers for diminshed and so, her power waned.
On one cataclysmic day, entire districts on the River Pilt collapsed below the western sea level, caused by the canal's excavation making great portions of Zaun unstable. Thousands of Zaunites suddenly found themselves fighting for their lives against the clashing currents. As they faced their doom, they called out to .
The physical appearance of spirit gods can take different forms (which may exist simultaneously) depending on the culture of the local inhabitants across Runeterra. Each form however does still connect to the same source energy.
Unlike common spirits, who embody things like water and trees, Spirit Gods embody ideas created around the environment across multiple civilizations. Stories about them are used to explain certain natural phenomena, as the snowfall of Freljord or safe passage through thunderstorms by a seafaring civilization.
They harbor immense power that dependent on their followers. So, they will disappear if their followers are killed or stopped believing in them.
Because the inhabitants of Freljord mostly consist of tribal nomads, a lot of their Spirit Gods are depicted as primal, anthropomorphic animals. Each one of them represents one or multiple phenomena or ideas. depicts, for example, the Storm and the Wilds while depicts the Forge and the Hearth. Currently there are seven known Freljordian demi-gods.
- The Iron Boar
- The Seal Sister
- The Two-Headed Raven
- The Clever Lynx
During the time of the Three Sisters, some demi-gods, like humans completely, since they would eventually die like all before them. Later on, due to efforts, the demigods were slowly forgotten and faded away for thousands of years until recently as a time of great changes is coming., were willing to work with humans to unite the land. Others, like and the Iron Boar, were hostile to humans, believing that the gods should rule the Freljord. Most however ignore
Representations of Death
Death visits all who perish within Runeterra, though they are most at home in spaces between the end of life and the afterlife, where they may serve as guides to the hereafter.
The realm of death is built from the beliefs of Runeterrans, its landscape shifts across different cultures according to their beliefs. For many, the flow of air and water signify the inexorable movement of time and mortality.
The Mask Mother
The 2 Mask Mother is said to be a primordial being who incepted the notion of gods of death on Runeterra, being a creator of these figures rather than a god of death. The story is purposely left with some ambiguity.
As death is a common thing among all humans,is worshipped the most, although in different manners depending again on the culture that worships them. The one consistency seen insofar is their dual nature - they are represented by two beings, often a more anthropomorphic Lamb, equipped with her bow, and a Wolf, equipped with only his teeth and a more incorporeal form. Lamb represents a swift and painless death, while Wolf represents a painful hunt, a chase, fighting until the end towards an inevitable end.
When the final moment comes, it is said a true Demacian will turn to the Lamb, taking the arrow, while through the shadowed streets of Noxus, Wolf leads the hunt. In the snows of the Freljord, before going off to fight, some warbands “kiss the Wolf,” vowing to honor his chase with the blood of their enemies. After each Harrowing, the towns of Bilgewater gather to celebrate their survivors and honor those granted a true death at the hands of the Kindred. Meanwhile, in Ionian tradition, Kindred, also known as , are interpreted as a child and her beastly companion, endlessly playing games with one another until they are called to perform their duties.
In Spirit Bonds, it is implied certain parts of the Grey Man are still wandering somewhere in the spirit realm.
Other lesser known representations
- 2 Fading Icon was conceived as a Shuriman god of death who was known to the Baccai, that they slowly began to forget when they were cursed with (what is functionally) immortality.
- 3 Soulspinner was conceived as a representation of death for house.
7 The Etherfiend is a representation of a second death - being forgotten. Representations (like the Spirit Gods) can't die, but they can be forgotten, and when they are, they're taken beyond by the Etherfiend. This is why the 2 Fading Icon is desperate to be remembered, and why it's terrified of the Etherfiend. In Finishing Soates, it is revealed once the are forgotten, and will kill each other, while the Etherfiend will take away what's left.
- A Good Death
- Deep Breath
- Silence for the Damned
- A Good Day
- The Dream Thief
- The Lost Tales of Ornn
- The Path, An Ionian Myth
- The Path to Hearth-Home
- The Voice from the Hearth