The Lore is a Mess and I'll Fix it Here
The link to the forum thread: http://forums.na.leagueoflegends.com/board/showthread.php?t=4839983
There will be no real tl;dr here, so be prepared for a massive wall of text.
Step 0) Re-establish the League
The League of Legends needs to be a thing for the current lore, the old lore and this proposal. Many champions, if left unchecked, would wipe the world of all life (most notably, Cho'gath, Brand, Vel'koz and whatever that darkness in Fizz/Naut's story was). The League in the prior format gave champions reasons for fighting, be it as simple as wanting information, being attention seekers, or patriotism. Whether or not it became hard for coming up with reasons to get them to fight, it explained why we fought.
Step 1) Scrap all of the lore as we know it, barring core character relations
As it stands, both the current lore and pre 'League does not exist' lore is convoluted as all hell. at this point, the best way would be to simply scrap everything we have, leaving only bare bones details, such as the relationship between certain characters have with each other and their factions (Malz vs Kassadin, Draven and Darius being brothers, the war of the Freljord sisters, etc.). This allows you to come up with ways to fit them into the story, which leads us to...
Step 2) Make the League of Legends take place after most, or all of the Champions have ceased to be
Many people who get invested in the Lore tend to forget the second part of the title. This is indeed a League, but it is one for LEGENDS. The best way to justify the summoners and how they can control beings o great power and pride, would be if they summoned their spirits. They are literally bringing legends to life for the purpose of combat in this fantastical League.
Step 3) Establish a new, fleshed out timeline.
With this proposed idea of the League taking place long after a majority of the current roster has left, the main thing to do is to set a timeline in place, with a series of events. These events can lead into major champion releases, skin releases and explain certain things about the game, without needing to retcon anyone's motivations, character or existence (more than the changes proposed do). The best way to go about this, would be to divide the history of Runeterra into various ages.
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We will call the era that the League of Legends was established in, the Current Age, and have the history span 20, 000+ years in the past.
Age of Origin: Where ancient elemental being begin to form in the land. This age has the origin of magic (Xerath), Fire (Brand), Water, Earth (Malphite) and other such champions that may exist in the future. At this point in time, they were incredibly powerless, so nothing in this age would actually be relevent beyond flavor and explaining the basic settings of the world. The exception to this would be the Chronokeeper. Ends 15, 000 years or so before the Current Age.
Prehistoric Age: Little records of this age exist beyond scientific guesses. However, from fossils, paintings and the once 'Living Fossil' (Gnar), one can assume that the world was a terrifying place to live in. This age will contain champion that fit the themes of primal power, such as Gnar, or bringing in other such archetypes to the game (Club using cavemen, dinosaurs, ancient bugs/fish, etc.). Era lasted from around 15, 000 BCA (Before Current Age) to around 9, 500 BCA.
Mythic Age: Where the elemental beings such as Brand, Xerath and Malphite take form. Humans establish the first civilizations in the Freljord and Shurima desert. This era will see beings tied to the root of the Shuriman Empire (Azir/Nasus/Renekton) and those tied to the Iceborn (Lissandra and any other Iceborn). Major events in this era are the fall of the Watchers and Iceborn, as well as the destruction of the Shuriman Empire. Lasts from around 9, 500 BCA to 4, 000 BCA
Magic Age: Yordles attain sapience and we see humans wander the world in search of knowledge. The Freljord's society falls in this age and is divided into a tribal system. Secrets of the world begin to be discovered, from the monsters in the depths of the ocean, to the mysteries in the shifting sands of Shurima (Skarner and his race-- his race will be returned and be an important aspect in future ages), to the mysterious race of 'Darkin.' This age contains the first reference to the Black Rose and 'LeBlanc.' Sometime in this age, purple lights are seen in the distance and all that remains is scorched land and smoldering clothes of a human (Vel'koz invades Runeterra for the first time). Lasts from 4, 000 BCA to 3, 500 BCA.
Civic Age: Four world powers are formed and nomadic lifestyles cease. Noxus, Demacia, Bandle and the island kingdom of Ohmbra. The kingdoms of Noxus and Demacia initially do not interact, but certain events cause them to become hostile. In this era, Azir attempts to restore his empire, but somewhere along the way, a darkness invades the mind of one of his most trusted guards, Renekton, driving him mad and slaying his former liege. This era sees the first 'Hero,' where a desert wanderer slays Renekton before his fury can slay the Curator of the Sands and spread to the rest of Runeterra. Lasts from 3, 500 BCA to 2, 900 BCA
The First Runic Age: The First Runic Age can be known as one of Runeterra's darkest points, where magic had reached the point of damaging the world. This era saw a strange Darkness overcom the Ohmbra Kingdom and reducing it to ruin. It is said that the corpses and spirits of the royal family and their trusted retainers still roam the land, searching for a way to undo this curse (The Current Shadow Isle champs, sans Elise). Purple lights and scorched earth return to the history of Runeterra in this age. A powerful magician writes a scroll with his knowledge, said to be capable of ending the world if it falls into the wrong hands (Ryze). The abuse of magic also leads to the creation of The Glade and grants various animal-like creatures sapience. This overuse of magic also stains the land and corrupts the Earth Elemental, Malphite and drives him mad, causing destruction across Runterra with his rampages. No one in this era could stop him. Lasts from about 2, 900 BCA to 1, 900 BCA
The Age of Heroes: Magic has ruined the land and continues to do so. One legendary paladin, with gem-encrusted equipment (Taric) gathers forces with several other warriors to heal the world of this corruption at the cost of his own life. His allies go on to form a civilization on the largest mountain in Runeterra, form a civilization on eastern isles to teach his art of swordplay (Master Yi) and gather the remaining users of magic and form the independent city of Icathia. Malphite enters a slumber upon his defeat, from which the body never awakens. Lasts from 1, 900 BCA to 1, 800 BCA.
Age of Expansion: Noxus and Demacia seek to expand their influence and become cities. Bandle establishes relations with them but lose their status as a kingdom due to inferior forces. From this point on, they are known as Bandle City. Freljord makes contact with the other nations and establishes trade. Nothing of note beyond this happens in the era. Lasts from 1, 800 BCA to 1, 700 BCA.
Age of Discovery: The majority of scientific progress in Runeterra begins in this age. Eager to expand further, Noxus and Demacia create colonies in new parts of the world, forming Zaun and Piltover respectively. The neutral city of Bilgewater is formed by the oceans and they make contact with Ionia, establishing trade. in addition, other lands such as the Plague Jungles are discovered. This boom also reveals the mystery of some ancient being of Shurima who bore magical equipment, appearing to be twice the size of any man. Explorers discover a strange door in the Freljord, which no force can so much as scratch, as well as several magical weapons that appear to be made of Ice that may never melt or break, calling it True Ice. Lasts ffrom 1, 700 BCA to 900 BCA
The Second Runic Age: The rapid expansion towards the end of the Age of Discovery encroaches on Icathia. Something goes wrong in Icathia and the land is lost, sucking everyone into what witnesses called a 'Purple Void of Horror.' This event would shape the future of the world. Once again, the cities all began to research magic in such ways that it would awaken and drive the Fire Elemental Brand mad. The Glade bgins to expand and people enter it to never return. Large amounts of dangerous game is hunted by an unknown predator, but left mutilated. Lats 900 BCA to 700 BCA
The Second Heroic Age: With many evils being formed and rising, heroes from across Runeterra begin to form. This can be called the most 'Romantic Era of Runeterra.' (This is where champions who seem like something from Lord of the rings are found). Also, an armadillo gains sapience and immortality in this era, because. (Rammus) 700 BCA to 400 BCA
Declining Age: Magic begins to weaken in the world and spell casters begin to vanish. It is said that once magic users would be born by the handful, but now the families that once fostered powerful magic users are powerless. Ironically, one of the strongest magicians in history was born in this era, said to be capable of bending space to his will. Fortunately, despite his power, he was rather incompetent at using it effectively, oten being defeated in embarrassing ways (Veigar). Lasts from 400 BCA to 300 BCA.
Progressive Age: With magic waning from the world's people, Noxus and Demacia research new ways to wage war with each other. This results in the creation of steam and hextechology at the hands of Piltover and Zaun. Lasts from 300 BCA to 150 BCA
Wild Age: The boom of technology caused Zaun and Piltover to become countries within themselves. Technology progresses and so does crime. Lasts 150 BCA to 90 BCA
Machine Age: Hextech has almost completely replaced steam with a few exceptions. Technology continues to advance and a certain man develops the first Robot as a final example of Steam power (Blitzcrank and Viktor). Said creator, fueled by his desire of perfection transforms himself and the deceased body of the daughter of his coworker into a machine in an attempt to rid them of weaknesses (Orianna). Fueled by his desire to progress, he tries to convert the world into machines to save them from their weaknesses, only to be stopped by a brilliant, handsome and (allegedly) charismatic scientist (Jayce). Piltover also faces a dark era with a terrorist blowing up the city (Jinx/Vi/Cait lore stuff) and Zaun develops the first bio-weapon (Zac). Lasts from 90 BCA to 60 BCA.
Warring Age: Due to the machinations of a certain elemental, magic has been slowly returning to the land. With the power of technology and magic at their hands, Noxus and Demacia enter a war that lasts for 50 years (a majority of the champions come from this age). Lasts from 60 BCA to 10 BCA.
Shadow/Void Age: On one end of the world, The Ohmbra Isles, now known as the Shadow Isles begin to move, spreading darkness across Runeterra. On the other, purple lights which have been reported throughout history have begun to appear and strange creatures exit and spill into the world-- many of which are incredibly hostile to all life as we know it. A single hero finds the archives of the world and speaks to the keeper of time. Here, he learns from the Chronokeeper about powerful magic and devises the ability to summon heroes to combat the shadows. As this war is going on, two men adopt the powers of the invading world and attempt fight on opposing sides (Kassadin and Malzahr). Ultimately, one wins and the Void's threat apparently vanishes. Lasts from 10 BCA to Year 0
Current Era: The Hero of Shadows establishes the Institute of War and forces the nations to hold any political dispute in this war. Summoning Magic is commonplace in this era, but only the greatest may become official Institute Summoners, calling upon the spirits of history and myth, while also calling power to the living fossils (such as Gnar) and living Legends (Zilean, Rammus, etc.) to do battle. Runeterra enters an age of peace.
SUMMARY OF THAT MASSIVE WALL SUMMARY OF THAT MASSIVE WALL SUMMARY OF THAT MASSIVE WALL
The League of Legends functions as it did in the old Lore-- a way for nations to settle disputes. However by making it summon people from Runeterra's history, there is no need to force them to join the lore and it allows Riot to go crazy with the creation of new characters. It also allows lore events to happen without retconning anything that has been established in the new Lore (they are historical reenactments to an extent). But most importantly, this lore allows Riot to come up with complete stories to characters, instead of leaving the people they create half done (old champions), completed but with no room for expansion (old trundle) or stuck in a state of not ever ending (Kha'zix/Rengar and Malz/Kass).
What I posted was a VERY VERY loose idea and I actually cut it down to 1/10 of my actual thoughts. furthermore, the sole concept of 'Champions are past heroes' is the important part.
Step 4) Monetize this
The common thing GD says for why Riot doesn't care, is that there is no money to be had here. On the contrary, a good lore would in fact increase their money by a lot. Take this for example. You go to the bookstore and are looking for a decent fantasy novel, or comic. Then you see one for League of Legends, a game you are interested in/a fan of/obsessed with. you buy it. Boom, there is the money. At almost 100M players, there has to be money involved here that surpasses the production cost.
Second, lore events could even give Riot ideas for skin releases (ie. Noxus High Command Swain) and even balance choices (more things like the ionia/Noxus War). It gets people wanting to play the game, participate in events and it even earns Riot money without needing to spend a **** ton of resources beyond initial work. For example, reskin the maps to fit the various regions and then after that you can host a bunch of lore events. And don't give me the BS of 'making new maps is hard,' when there is a person who DOES RESKINS IN THEIR SPARE TIME.
In summary, lore needs to be redone from the ground up. If the right actions are taken, Riot can not only satisfy their playerbase, but also make money off of writing their world and fleshing out certain things, while also greatly increasing the possibility of new potential champions.
and
, the one that kills the other the most wins the war of the void determining how the void impacts the story.
, Justicar
). Riot could have multiple timelines showing how these champions would have been and how they could have changed the story.