Sivir, the Battle Mistress

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"Coin may buy you skill for a day, but never loyalty."
~ Sivir

Sivir is a renowned fortune hunter and mercenary captain who plies her trade in the deserts of Shurima. Armed with her legendary jeweled crossblade, she has fought and won countless battles for those who can afford her exorbitant price. Known for her fearless resolve and endless ambition, she prides herself on recovering buried treasures from the perilous tombs of Shurima – for a generous bounty. With ancient forces stirring the very bones of Shurima, Sivir finds herself torn between conflicting destinies.

Sivir learned firsthand the harsh lessons of desert life when her entire family was killed by marauding Kthaons, one of Shurima's most feared raider tribes. In the weeks and months after the massacre, she survived by stealing food from local markets and exploring deserted ruins in search of trinkets to sell.

Most of the ruins had long since been picked clean by thieves, but Sivir excelled at unearthing treasures others had missed. With her keen eye and relentless determination, she exposed secret passageways, solved ancient puzzles to reveal hidden catacombs, and dodged perilous traps.

Occasionally, she persuaded other children to help her plunder tombs that would be impossible to loot alone. Armed with no more than coils of rope and candles, the malnourished waifs would descend into the cramped tunnels beneath the ruins in search of anything worth selling.

One day, Sivir and her compatriots ventured deep into a secret tomb she swore was filled with riches beyond imagining. After many hours of exploration, they finally discovered a hidden doorway, but were crushed to find nothing more than an empty chamber. Enraged at their wasted effort, Mhyra, Sivir's oldest companion, demanded she forfeit her role as leader. Sivir refused, and a vicious fight ensued. Mhyra was larger and stronger, and quickly overpowered Sivir before pushing her off a ledge. Hours later, Sivir awoke alone in the dark. Fighting back panic, she retraced her steps, blind and feeling her way slowly back to daylight. Once she returned to her lair, she found her traitorous friend had fled, taking everything Sivir owned with her.

Sivir swore she would never allow herself to be betrayed again. Determined to learn to defend herself, she joined a band of sellswords led by the legendary Iha Ziharo, serving as a weapon carrier, navigator, and dogsbody for the belligerent mercenaries.

For years, Sivir slept with a dagger tucked under her blanket. She placed no trust in Ziharo's warriors, knowing their only loyalty was to coin, but she strived to learn all she could. Sivir trained to fight, practicing with staunch determination and sparring against the younger sellswords daily.

Sivir's unwavering dedication and swift-growing skill caught the eye of Iha Ziharo herself, who took Sivir under her wing - an honor few received. Over the years, Sivir became a formidable warrior, and as Iha's sergeant, she fought against numerous armies, raiders and warring tribes. When the wars ended and the mercenaries struggled to find paying work, Sivir led expeditions into the ruins in search of Shurima's lost treasures.

Eventually, Sivir tired of living in Ziharo's shadow. The domineering leader took the greatest share of the gold, and all the glory - though it was Sivir's knowledge of Shuriman tombs that brought them much of their wealth. Worse, Ziharo refused to fight for warlords whose reputations for cruelty were at odds with her martial code of honor. But to Sivir, gold was gold, no matter how bloody the hands that paid it - morals played no part in the transaction.

Many of the mercenaries agreed with Sivir and plotted with her to replace Ziharo as leader. The night before their coup, Ziharo learned of the plan. Outraged, she struck first, planning to turn her blade on her former student as she slept. Sivir had expected such an attack, and defeated Ziharo in a vicious knife brawl. Nevertheless, she was surprised to find she couldn't kill her former mentor, remembering how Ziharo had taken her in when she was no more than a bitter girl with nothing to her name. Instead, she left Ziharo alone in the desert with a half-filled waterskin, a single coin and a hollow offer of good luck.

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