what if suo cries in a big loud kid way and that's how everyone is reminded he's still young

#dc comics#dc#batman#tim drake#dick grayson#bruce wayne#batfam#batfamily#dc fanart




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what if suo cries in a big loud kid way and that's how everyone is reminded he's still young
the Shuriman Continent
Shurima is a desolate and dangerous land, even after Azir’s rise. Scattered across the sands are cities and towns that spring up around the few fertile deltas around the coast and larger towns where the oases still bubble up with water. There are ruins of ancient cities that the people build upon, newer cities that rose with the Citadel, and a few unnamed villages and roaming tribes that live a nomadic existence through the land.
Aurma - This island was once known as Qualinn, but was renamed when taken over by a Magyett named Arathmae. She has almost single-handedly made the island a hot-spot for selling “rare” Shuriman fish roe to wealthy northerners. Previously, fish eggs were a peasant’s meal, but through careful lies, she’s spun a web claiming rarity, so the price has skyrocketed.
Kalamanda - Translates roughly into “the Crystal Scar”. This was the first City to succumb to Noxian takeover, due to it’s location over a huge vein of gold and crystals. The city is flanked by a mysterious ring of mountains made of violet crystal, and the locals warn not to dig too deep, not that the warnings are paid any mind.
Nerimazeth - the Ascended Xerath has taken over this town that was originally built for the Kthaon’s personal trading. He instead uses Nerimazeth as his “Capital”, opposite to Azir’s.
Nashamrae - Nashamrae has been Shurima’s main exporter of silks and dyes for centuries. Most of the weaver tribes (especially Tharidae) work closely with Nashamrae to sell their wares elsewhere for a bigger profit. Nashamrae is the richest and largest of the Trade Cities, and hosts a Bazaar known throughout all of the Continents.
Urzeris - The city is built along the coastline, but is surrounded by miles of Shuriman Salt Flats. The city itself is decievingly homely, but its inhabitants are some of the richest in Shurima.
Gereshni - Another city taken over by Noxus, Gereshni is known for Azirite, a glassblowing technique that turns the glass red with flecks of gold. The city is held by ‘Steward’ Ta’Fik, who was once a Magya. Rumor has it that he may have sold out his city for the money to avoid having his city razed to the ground, but he also funnels that money to the Suns of Bel’Zhun.
Bel’Zhun - A large trade city located at the Northern part of Shurima, it is currently controlled by Noxus. The city has a large rebel insurgence against the Noxian rule, known as the Suns of Bel'zhun. Bel’Zhun often hosts foreign visitors, and these visitors are often targets of attack by the Suns.
Kumangra - Kumangra lies at the Great Divide Canal that separates Shuriman territory from Piltovian territory. Kumangrans have intermixed with northerners for much longer than other Shurimans, so their skin is much paler here. They are widely known for their Song-Market District and the feathers they sell. The market is said to be constantly filled with the sound of chimes.
Mudtown - This was a collaborative city of Shuriman sailors and Bilgewater natives. The two factions built the tradeport together to foster routes that weren’t as strictly controlled as Piltover and Noxus. Mudtown is known to Shurimans as a great place to catch Black Market goods.
the Hanjinn Marihanni Camp - the Tribe of Crimson is led by Yah'Met Najjar, a man placed into power by Sivir after she murdered their last leader. He has a hard time keeping his men in check, because they were once enemies with the Albuul, but Sivir keeps Yah’Met as a pawn and to keep trade lines to the north open through the east.
Zuretta - Zuretta rose from the dead with Azir’ ascension, and was quickly taken over by a woman calling herself Hierophant Hadiya Nejem. She claims to be the descendant of Setaka, the original owner of the Chalicar. She has built the city in her tastes, and constantly hold parades there in her own honor. Hadiya’s claims are unsubstantiated, but she maintains that the Chalicar should be given to her whenever it is found.
Lake Imalli - Known to outsiders as “Shurima’s Only Lake”, Lake Imalli is the only lake that has never dried up in the dry seasons. During the wet seasons, it’s known to expand to twice (or sometimes thrice) its original size.
the Wastes - Also known as the Sea of Dunes, this expanse of thousands of miles of sand is home to a vast amount of Shurima’s lost ruins and tombs. The most famous of these ruins, the Astrologer’s Tower, marks the end of the Wastes.
the Palace of Ten Thousand Pillars - Also known as Azir’s Citadel, this was the original capital of Shurima before the Ancient Empire fell. It is characterized by the oasis that survives beneath the stone and the giant Sun Disk that floats above the city. It has completely rebuilt itself, and many Shurimans have flocked to the city to live in it. Some do this to avoid raids by the tribes or by Noxus, others to try and worm their way into Azir’s graces for their own benefit. The city has blossomed into the biggest in Shurima in merely a matter of weeks. From the Citadel flows Shurima’s largest river: the Mother of Life.
the Kthaon’s Camp - Known additionally as the Tribe of Gold, Kthaons are the most brutal of the four Shuriman Warrior Tribes. They ransack cities and kidnap or kill those who refuse to bow. They were a natural fit to work under Xerath. They are led by Dihn-Ali Rahal, who is one of Sivir’s enemies. Luckily, Neither Xerath or Dihn-Ali have figured out about her ancestry.
Tharidae - The semi-nomadic tribe known as Tharidae is known for weaving. It’s a highly kept secret just how they have bred their sheep to produce such fine wool for linens. The Tharidae tribe is home to Taliyah, the mage who saved the city of Vekaura from destruction.
Ruins of Icathia - Icathia itself is considered mythical by most, though those who believe it once existed were certain that the sands had long since devoured whatever remained. The Ruins are located over a stretch of mountains, but no mortal dares to tread there. Those who have come back changed, and rumors swirling about the child prophet-prodigy Malzahar going missing after going over the mountains is enough to keep people away.
the Albuul Sheffra’s Camp - The camp of the Albuul Sheffra, led by Sivir Kassaf, is situated in the Nīlēpūla Oasis that branches off from the Mother of Life. Also known as the Tribe of Cobalt, the Tribe has a near iron grip on the Spices that grow in the thicker, jungle-like parts of the Oasis that extends all the way to Shurima’s southern coast.
Kenethet - A small trading city on the edge of the Sai, Kenethet is the hub of trade for those who can’t afford to travel to the more luxurious trade cities in Northern Shurima. The city has sustained many attacks by the Xer’Sai, and therefore the city is constantly in a state of disrepair.
Vekaura - Vekaura was once a pop-up city that bustled with life under a Heirophant. It was recently nearly destroyed by a brawl between two Ascendeds. The people of Vekaura are rebuilding their city with help from the Emperor himself.
Kiilash Homelands - This expanse of jungle-like territory belongs to a tribe of lion-like vastayans, led by Rengar. Most shurimans have a grand misunderstanding of the Kiilash, and believe them to be descendants of an Ascended. the Kiilash don’t care to correct them because it keeps the humans out of their way.
Sai Kahleek - This expanse of Shurima is crawling with tunnels of Xer’Sai, led by their queen, Rek’Sai. This is the only stretch of the desert that is completely uninhabited by man. Those who dare cross themselves rarely make it to the other side. There is, however, a system of Bell-Riders (Elujrav’i) and Sand-Walkers (Saih'kharash'i) who make the dangerous living of helping people cross Sai Kahleek.
the Sharihed Iibra Camp - The Sharihed Iibra, or the Tribe of Emerald, are the oldest and longest-surviving tribe in the land. They trade heavily with Bilgewater for weapons and booze which they then sell off at higher prices. They are led by Ahrib'dad Halabi. They have an uneasy alliance with the Albuul Sheffra for trade reasons.
Ezbet - Ezbet was the only part of Shurima that was untouched by the destruction of the Ancient Empire long ago. The small island prospered, and continues to make their trade-good like they were centuries ago. They pride themselves on being “untouched by time” in their crafts, and are known for their Horseradish.
Uristanji - This city was once the capital of another smaller empire that was taken over by Shurima in Ancient Times, but the city was resurrected along with Azir. Uristanji boasts a giant temple to all of the fallen Ascendeds that they can research, complete with carefully painted replicated statues of them. The scholars of Uristanji make money by leading “tours” into the ruins for knowledge, which is more realistically unpaid labor.
Freljordian Cities and Territories
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Dal’Rhew - Translates into ‘Frostheld’, and known to non-freljordi as Castle Avarosa. Dal’Rhew is located somewhere within the Avarosan Iceflow Glacier and it serves as the ‘Capital’ of the Avarosan Tribe.
Der’Cadyrn - Translates into ‘Sturdy Oak’, this is the log-cabin homestead that surrounds Dal’Rhew. The homestead is build into the mountain the castle is situated upon. This serves as both a strategic location in terms of attack, and a commerce one.
Ubh’Oigr - Translates into ‘Ice Talon’, this is the dwelling of the great ice phoenix Anivia. She is the guardian of the Freljord, and thought to perhaps be the inspiration of the Freljordian religion.
Ymlad'wrn - Translates into ‘Bloodied Fist’, This is the name of Tryndamere’s Grand Hall in the Barbarian Lands to the Far North. One of his trusted warriors currently holds the territory there, and Ymlad'wrn will serve as a home for the King and Queen should Dal’Rhew ever fall.
Rakjlstk - Translates into ‘The Singing Mountain’ and known to non-freljordi as Rakkelstake, Rakjlstk is a central city of the Freljord. It serves as a giant trading hub and political meeting grounds for Freljordians and non-freljordi alike. It is considered to be a sacred meeting place, so no warmongering or fighting is allowed in it’s halls. For all purposes, Raklstk serves as Freljord’s “capital” to the outside world.
Ysgithr Baedd - Translates into ‘Boar’s Tusk’, This is a newly established stronghold by Sejuani and her Winter’s Claw warriors. It is named after the mounts that her calvary soldier ride, herself included. The stronghold itself is surrounded by a high wall of sharpened tree-trunk spikes, as they do not hold high ground to prevent from attack. Nevertheless, this stronghold is a formidable one and has not fallen to any attack nor blizzard yet.
Twr Ilygad - Translates into ‘City of the Eye’, This ancient city built of True Ice is the capital of the Frostguard’s tribe. The Citadel, known only to non-freljordi by tales from other Freljordians, lies in a high tower above the city walls. Within it, Princess Lissandra lives, and rules from above her subjects.
Lok’Far - Translates into ‘Mighty Wave Breaker’, this is one of the few places known by it’s real name to outsiders, if only for it’s simplicity to say aloud. The Lok’Farian peoples live mainly on a peninsula located north of Sejuani’s tundra territory, but they also have homes and influnece across several smaller islands that line the coast. The Lok’Farians come from Barbarian blood, but they chose the sea much earlier than the rest of their distant cousins.
Habwr’Gwyd - Translates into ‘Glass Harbor’ and known to seafaring traders as Glaserport, This is a seaside settlement to the north that borders Barbarian Lands and the peninsula of Lok’Far. Many of the ships there are built by both peoples, and the heads of those ships are often carved into serpents, wolves, or bears.
Brig’Rhelwyd - Known as ‘Gelid Mountain’ to even those of Freljordian descent, this towering summit is home to the elusive Ursine race. They live along the sides of the mountains, but no human nor ursine dare to go higher than halfway up and be subjected to the dangerous and mystical ice vortex that envelops the summit.
Ogofyl - This city’s translation was lost to Freljordians long ago. This is the territory in which the Ice Trolls of the Freljord make their home. The race is currently rules by Trundle.
thinking about the trio being sacrificial in different ways. sakura isn't worth anything so he can sacrifice himself so everyone else can be safe. nirei can't do anything else so sacrificing himself is a way to be useful. suo can shoulder it all himself so he can handle being a sacrifice.
suo doesn't even comfort himself. sakura sleeps as a little ball, unconsciously self soothing at night. but suo sleeps straight, doesn't move, perfect. not even in sleep he lets himself need something
i miss suo. started reading a fanfic from suo's pov and immediately had to stop cause i miss him so bad
if we're talking about reinforcements I would like it to be hiragi or tsubaki. or even better kaji. haven't seen anyone bring up kaji
I think nirei has been feeling useless again which is why he didn't say much during the class 1 meeting, so when they see suo, I want nirei to be like sorry everyone, I'm going first. I need a rematch