The Story of Kindred
Two Halves of the Same End
Kindred is never spoken of as one being, because it isn’t one. Lamb and Wolf are bound together, inseparable, and between them they cover every way a mortal in Runeterra might meet their end. Lamb’s bow is the gentler half of the pair, offering a quick release to those who have made peace with dying. Wolf is what comes for the ones who haven’t, the ones who run, who refuse, who fight the inevitable long after there is any point left in it. His jaws close whatever distance Lamb’s arrows were meant to spare them.
Which face of Kindred a person encounters seems to depend less on Kindred itself and more on the mortal in question. Interpretations of what that actually means vary widely across the region, but the underlying rule does not change: everyone eventually chooses, whether they mean to or not, which half of Kindred they truly belong to.
Hunts That Never Finish
Kindred’s kit is built around marking prey and following through on it. The passive, Mark of the Kindred, lets it flag specific targets to Hunt, and completing enough of these marks permanently strengthens its basic abilities, with every fourth one also extending its attack range. Dance of Arrows lets Lamb tumble away while loosing up to three shots at once. Wolf’s Frenzy has him savaging everything nearby while Lamb quietly stacks charges from moving and attacking, cashing them in for a burst of healing once fully charged. Mounting Dread slows a target with a careful shot, and if Lamb lands two more hits on that same enemy, Wolf finishes the sequence with a pounce. Lamb’s Respite, the ultimate, does the opposite of everything else in the kit: for its duration, nothing in the area can die at all, a pause the pair rarely grants anyone, and never for very long.
GalleryKindred Art


