Osira, the Overlord

Critdizzle·7/1/2018, 6:10:35 AM·1 votes·1,203 views

Hey guys! I've noticed that while many of the new/reworked champions are... less than wholesome, there isn't just a 100% villain(aside from maybe Urgot). So, here's an idea for a champion to become a huge threat to Runterra! Let's start with their name and looks.

Osira is a very tall woman; above a man's average height, but not as tall as a very tall man. Her skin has a glowing deep tan. Osira's eyes are a green like the leaves of a silent forest, and her hair is loose, feathery curls of dark charcoal grey down to just above her shoulders. Her cheekbones are high, somewhere between exotic and predatory; her face is overall heart-shaped, and while it has hard angles it's in the way of a gemstone, and not a craggy rock. Though Osira has a well-balanced hourglass figure, her proportions are just so that her height is the main focus of her silhouette. Osira wears a polished golden bandeu/bustier top engraved with curving designs around the edges; from this comes a sort of chain-mail tube top of a more subdued cloudy silver. She also wears a wide leather belt with an ornate buckle, and a majestic green wrap-around skirt that comes to just below her knees that is embroidered with gold thread. Under the skirt Osira wears simple and rich black leggings, and heavy but not bulky ornate golden boots. Over all this she wears a dashing and striking green sash/cape that goes over one shoulder and flutters out behind her; on the other arm is The Gauntlet, which is in the same style as her boots and has a large gem cabochon on the back of the hand. On her head Osira wears The Crown, which looks like an upside-down Shuriam emblem. Since most people associate beauty with Goodness, it's important for Osira to be as Good Looking as possible with these elements, so her Villainy is Maximized.

HER STORY: Osira is the daughter of a Demacian farmer and a dancer from a Shuriman caravan. Her parents were very loving and in love, and did their best to share their cultures and way of life with her. She learned of caring for animals, and of Demacians being brave; she learned of Shurima's old magic, and of many wonders and mysteries waiting in the desert.

As Osira grew, she could see that other Demacians were suspicious of her father, and how he would sometimes don Shuriman clothes if her mother was with them, or hide his ring if going alone. When asked, he told Osira that Demacians didn't trust magical things and people and kept them away. Osira asked him what was magical about her mother, and her father smiled and said her heart. Osira remembered these things as she grew, and wondered how she could show people that magic was good and for adventures.

Osira always believed in magic like a child, even when she was a tween. She had grown to love traveling with her mother more and more, and so when her family left for the desert one day to trade with Shuriman peoples, she was very excited- she could feel something was going to change. When the Fire Nation attac- Along the trip, the dry heat of the desert began to get more and more humid, and the wind fiercer. Osira's mother told them there was a storm coming in. So, they set up their shelter, and waited. When the sky was very dark it finally began to rain. The sheep were huddled in the shelter with them, and when there was a loud crack of thunder, one of them bleated and ran out of the shelter. Osira followed it, not hearing hear parents calling her because of more thunder. It was hard to see the sheep because of the rain, and so suddenly both it and Osira stumbled over a tall dune and began to roll down. They were both hurt some, and Osira cuddled with the sheep as she was soaked by all the rain coming down from the clouds and off the dune.

Osira cried for a while, until she suddenly felt the rain stop. She looked up, and there was a young adult man standing nearby who was totally dry. This shocked Osira deeply: she knew right away he had magic. He stayed with her until the storm passed, and Osira talked to him about being separated from her parents. He agreed to help her find them, but when they had gotten their bearings and walked the short distance back, the storm shelter was gone. The young man saw tracks off in the distance, and after following them the found they were sheep tracks- but, eventually, the tracks split up and wandered all over. Osira cried, and the young man helped her find her way back to her farm.

It was super tough, but Osira worked on the farm and took care of its animals by herself for a while. When she went into Demacia to sell her baskets and farm food, she would stay longer, trying to learn more about magic by seeming like a good Demacian. She found out about the dark magic of Noxus, and the magics of the Yordles and of Ionia and the Freljord, and of the Shadow Isles and the old Rune Wars; in the same way, she also learned from Shurimans about magic, about the old Ascended and Icathia and the Voidborn, and of an enigmatic figure they called the Rainmaker. Osira could see how many people feared magic, and how they looked to things to help protect them from it. As Osira matured, she began to see this fear in other places, too: in poor people, in those without armies to defend them, and in bigoted folk who disliked change... and Osira began to dislike this fear, and the pain it caused, because she had seen strength in ordinary people, like her parents.

Osira heard of the many explorers and thrill-seekers who went deep into the desert looking for treasure. She knew many of these places herself, having been by them with her mother and father. So she began to explore them too on her Shurima trading trips, straying away from the caravans at night and digging into the ruins. She found many things, most of them small trinkets; of the fancy and interesting things, she found The Gauntlet, The Crown, and the ritual book. She wound up selling many of the small trinkets, but she kept the other things. She could tell they had magic in them, as they filled her with a feeling like when she met the young man who was dry during the terrible desert storm. In her spare time at her farm Osira studied her artifacts, learning of their power and how to use them.

As she became an adult, Osira saw even more fear around her, and it became irritating. She now saw it as a kind of weakness. Knowing what she could do and what it seemed Valoran needed, she set out to free Runterra from fear and weakness. With every conflict, Osira's resolve and power grew. She has crushed legions, razed farmlands, toppled towers, and sunk fleets; she has become wealthy by extorting kings and warlords, dragging terrible prices from deep within them. Now, fully grown into the power The Gauntlet and The Crown command, she seeks out Runeterra's greatest threats to eliminate them and dominate the world uncontested.

IN-GAME/PEDIA BIO: Born to loving parents, from a young age Osira found the world's problems and their solutions in the ordinary. She first encountered them in the fear of magic, which she herself briefly felt during a terrible storm that separated her from her parents in Shurima's desert. As she tended her parent's Demacian farm by herself, she grew determined to not let these fears rule her world, and, during covert departures from Shuriman caravans, found the tools she needed in the desert ruins.

Armed with a magic not seen since the days of ancient Shurima, Osira stands against all nations and people of Runeterra, teaching them courage in the very hardest way possible. She seeks to wring every last drop of fear from them, until she holds a pure and brave world in the palm of her infamous Gauntlet of the Sun.

STATS: Health: 510 – 1950 Attack Damage: 54 – 106 Health Regen: 7 – 17.5 Attack Speed: 0.625 (+ 0 – 23.1%) Mana: 435 – 875 Armor: 21 – 82 Mana Regen: 6.75 – 15.3 Magic Resist: 30 – 38.5 Range: 550 Movement Speed: 330

KIT: Passive: Solar Well Osira stores the mana costs(actual cost, being affected by things like Tear of the Goddess) of her spells in her Solar Well whenever she damages a target; her spells have additional effects when the Well is 50% and 85% full. After being out of combat for eight seconds, the Solar Well empties and Osira regains mana equal to 15(+5% AP)% of the mana in the well over 8 seconds.

Q: Power Sweep Osira thrusts the Gauntlet of the Sun forwards, pushing enemy minions and monsters to the end of the target area and dealing 40/75/110/145/180(+60% AP) magic damage and knocking enemies in the target area back 250 units. Enemy champions hit by the thrust are pushed laterally out of the area. With the Solar Well 50% full it deals an additional 5/10/15/20/25(+2/4/6/8/10% AP) magic damage; at 85% full the target area is slightly enlarged and the knockback increased. ((Range: up to 600, Thrust Width: 75/100, Target Area Diameter: 400/450, Target Area Radius: 200/225, Knockback Increase: 50, Mana Cost: 70/75/80/85/90, Cooldown: 18/16.5/15/13.5/12 seconds))

W: Reach of Fear Osira stores up a Terror Nexus every 20 seconds(affected by cooldown reduction) and also gains one on champion takedowns. Osira can store up to three at a time, and can have up to 3/3/4/4/5 active at a time. Terror Nexuses last up to 30 seconds, and are Stealthed after being placed. When activated by an enemy champion stepping on it, after 1.5 seconds(a heartbeat increases in volume & pace over this time) the triggering enemy is Terrified for 1/1.1/1.15/1.2/1.25 seconds and has their speed increased by 10% AP percent while terrified. ((Range: 675, Terror Nexus Radius: 75/100 with Solar Well 85% full, Duration with Solar Well 50% full: 30+1.1/1.2/1.3/1.4/1.5% AP seconds, Mana Cost: 50/52.5/55/57.5/60, Placement Cooldown: 2 seconds))

E: Titan's Grasp Osira reaches out with the Gauntlet of the Sun's power, channeling and rooting the enemy in the center of the target area for up to 2/2.25/2.5/2.75/3 seconds and dealing 3.3/3.6/4.2/4.8/5.5(+1% AP)% of the target's current health(max health with Solar Well 85% full) in magic damage per second while channeling. Enemies outside the center are pushed outside of it and slowed by 45%(and 30/47.5/65/82.5/100+40% AP magic damage with Solar Well 50% full) for 1 second, the slow decreasing over the duration. ((Range: up to 550, Inner Radius: 100, Total Radius: 275, Mana Cost: 80/87.5/95/102.5/110, Cooldown: 12 seconds))

R: Clarity of Undoing Osira channels the Gauntlet of the Sun's full might for up to three seconds, and at the end of the channel Osira snaps her fingers, enemies inside the area crumbling away and taking 150-300/275-550/400-800(+50/75/100% AP) magic damage a second for two seconds. With the Solar Well 50% full Osira becomes slowed by 20% but can move while channeling, and at 85% full the maximum damage increases by 100/150/200 +2.5/5/7.5% of the Solar Well's mana. ((Radius: 550/625/700, Mana Cost: 150, Cooldown: 180/150/120 seconds))

QUOTES: Osira has a low soprano voice that is surprisingly soft and just husky and breathy enough to work past your defenses.

Champ Select: It is time for the age of heroes to end! Champ Ban: You just proved me right.

Starting A Game: Just because we're allies, that doesn't mean we're friends. Pay close attention: this is how you end a war. Who is worthy?! ((global)) I sense their determination... good. It's much easier to break fools who feel no fear.

In general, Osira has a very high number of quotes, with a least one specific taunt for each champion, and almost as many when killing a champion. She won't hesitate to use words as a weapon, getting as cheap and cruel and merciless as possible(even speaking Bard's chiming language); even when using a joking tone, there is a sharp barb and hidden devastation waiting to be uncovered in her words. Most of her quotes towards other champions are intended to break them, or to chastise them for their willful ignorance of true courage. It may be revealed in some of her personal quotes that, to a certain degree, Osira relies on The Crown for insights into the hearts and histories of other champions. But, above all else, there is a total absence of frustration with any lack of progress on her part, Osira having instead having an unbreakable will and determination.

Laugh: Her first laugh is full of wild and threatening elation, her second is a dry chuckle, and her third is a wheezing chortle with a snort at the end.

DANCE: Osira's dance is her conducting her log in theme with The Gauntlet(and related to her quotes, she would have a few searing ones she tosses out when dancing after a kill).

LOG-IN SCREEN MUSIC: Her theme starts out with a quiet octave chord on the strings, with sparse, sharp clusters of notes and bow slides representing insects crawling. With a loud crash, the percussion makes its entrance, a didgeridoo giving a throaty roar as the music takes on an unsettling and primal aspect, and the strings and then horns introduce the eight note main motif. After an eerie octave chord and didgeridoo break, the percussion storms back in at full speed, with rhythms of frantic running and a heartbeat dominating the section, a more desperate and pleading version of the motif playing support. Then the percussion drops into an accent emphasis sort of rhythm as the strings and horns elevate the main motif to terrifying heights- THIS is Osira.

FRIENDS/ALLIES/RIVALS/ENEMIES Rivals: Swain, Syndra. Syndra was the one to initiate her rivalry with Osira, viewing Osira's daunting power and campaign in Ionia as infringing on her territory; Osira has delicately tried to maneuver Syndra around, seeing her as useful in her long-term goals. Osira refuses any diplomatic talks with Syndra, preferring for the Ionians to see themselves as helpless pawns in a struggle between two mighty oppressors; Syndra has tapped into her competitive side, and has performed reckless acts of unprecedented destruction to command Ionia's and Osira's attention.

Osira's rivalry with Swain came about as a mutual realization that sooner or later direct conflict between the two would be inevitable. While she is brusque and standoffish with Syndra, Osira is surprisingly formal with Swain, despite each being aware that their meetings are nothing more than rearranging their circumstances to make it seem to the public as if some sort of bargain has been reached. Though the wisps have been faint, Osira has glimpsed Swain's intentions with The Crown, and is content to trade meaningless maneuvers with him for now.

Enemies: Everyone else. The whole of Runeterra harbors a stinging and bitter hatred for Osira, none of them realizing her true goal. From Shurima to Bilgewater to the Freljord, she holds a terror and oppression over the common folk not seen since the days of the Darkin War. Many champions are eager to face her, either to avenge earlier disappointments against her, or to lift the shadow of fear from their people.

Her conflicts with the Targonians and Kindred are particularly fierce. The power of The Gauntlet and The Crown and much of the magic of The Ritual Book have been absorbed and repurposed by Osira, who has proven to be bafflingly resilient against the hosts of the Aspects; Kindred is kept busy hurrying all over Valoran even as she tries to prevent Osira from usurping her position. Seeing them as the last roadblocks to her control of Runeterra, Osira is especially fervent in her assaults on the domains of the Targonian Aspects and Kindred, wanting to move from being above to being beyond.

1 Comments

Derehvus7/1/2018, 7:06:30 PM1 votes

I think the infatuation with this champion requires refinement. Expand on the lore of these Shuriman artifacts she's found. So far I am getting Sivir has love child with Syndra . There Are a lot of details missing from her story that i feel require some serious expansion. Read more of the lore so that Osira can truly come to life. I see some conflicting aspects that must be mulled over and addressed. What is it you want from this champion? What is her cause/calling. I see a Piltovian Elegance being drowned in a Noxian mud puddle, while soaking up of savagery of a a Freljord marauder. you had stated that Syndra initiated the rivalry, how so? I can see potential, but perhaps steering her in a slightly different direction storywise would be a good decision. I admire a rival for syndra, but leaving Azir out of the equation seems almost lazy. I need descriptions of the powerful artifacts she found, what in fact do they do? I quite appreciate a female villain, Ursula the Seawitch was one of my biggest role-model/ Influences growing up. Polish this gem, I need to see every facet.