Fun new inspiration Keystone Rune idea.
So following the guide lines:
Traits of inspiration:
Non direct damage or tankiness Allows some degree of rule breaking, more so than other trees Can include kiss/curse effects Tends to offer adaptability more than raw power Traits of keystones:
The most powerful runes Tactically relevant - they'll have some impact on how you play moment to moment and can be optimized more than other runes. You're rewarded for continuing to think about them a fair bit post champ select. Some other runes by contrast are more an optimization choice in champ select you don't need to put though into much once the game's started. They can modify a champion's playstyle somewhat, they shouldn't dictate it however. They should be applicable to at least a moderate number of champions (not too niche), while at the same time not be extremely attractive to everyone. You only get one, so there's a really high opportunity cost to them. That means they can have some very game influencing stuff, like being able to swap Summoner Spells, because you've giving up a lot of other power for them. Being able to go from Exhaust/Ignite early to Flash/TP late's strong, giving up the equivalent of Fervor or Thunderlord's however's a pretty meaningful price in combat power to pay.
Ghost familiar (or some way better and more creative name): You lose the ability to use trinkets, in turn you gain a little familiar/buddy that is controlled by using the trinket button. the little familiar can only go a set distance away from the user and reveals a small radius of vision around the familiar at all times.
It could also have a special interaction with it as well to detract from just placing it in a bush indefinitely like: If used on a tower, the familiar will nullify (the next) one tower hit but will then go on cooldown for maybe 60 seconds in order to recharge; or double clicking on the trinket button will make the familiar let out a small aoe around it which applies the control ward effect to any surrounding wards for 2 seconds but does not allow the wards to be attacked.
It could be upgraded by purchasing either the blue trinket or upgraded red trinket once available for added affects. for examples: blue trinket doubles distance familiar can go and red trinket applies a very small grounded effect under it while not moving.
additionally, when your champ dies, you then take over the familiar and can move around the set distance from body while gray screened to scout around and supply a very small amount of help for team once dead.
I personally feel that this fits the Inspiration line quite well. It doesnt offer direct damage or tankiness, it is definitely a rule breaker, has a kiss/curse effect (get buddy, but lose all trinket powers), and offers much adaptability along with it.
I feel like adding this would be great for the game because everyone loves little buddies following them around (shout out to ghost wolf<3) and it also allows some fun interactiveness even after death which redemption currently is the only interactable thing like that (ignoring short after death passives). With this keystone it can completely modify someones playstyle while also not dictating too much.
It is a great trade off because vision offers such a big power budget and with this keystone you'll have to trade off a good amount of vision for tactical playstyle with the little buddy that you can move around and then interact with when dead.