Master Summoners
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Lore written by Wolfwood of the Sundering
Brought to life by Raile of the Sundering
Retail Lore Edit
Announced February 2013
When part of the Empyrean race was freed from their portal space prison and brought back to these lands, they brought back a fragmented knowledge of Geomancy. The Arcanum has taken this knowledge and has formed a magical system to summon creatures that will serve their creators in battle. With this new Summoning skill, players can call forth short-lived minions to aid them in their battles across Dereth.
- Turbine Article: Summoning Skill
Expanded Lore Edit
First Wave released April 2024
More waves on the horizon for 2025
Genesis Edit
In the aftermath of their release from a portal space prison, the Empyreans brought back their fragmented knowledge of Geomancy, an ancient art of summoning. This knowledge, once a guarded secret of their race, allowed Adventurers to call forth creatures of Dereth to aid them in battle.
The Arcanum has taken this knowledge and has formed a magical system. Over time, a select few Adventurers transcended the teachings of the Arcanum mentors, mastering the summoning arts to an unprecedented degree. Beyond the foundational paths of Necromancer, Primalist, and Naturalist, these prodigious individuals forged new domains of mastery, becoming legends in their own right. Their abilities rivaled, and in some cases, surpassed those of the Empyreans themselves marking a new era in the annals of Dereth where Adventurer’s will and arcane knowledge intertwined to redefine the possible.
Each Master's tale of acquiring their creatures' essence is unique, weaving a rich tapestry of alliances formed through bravery, cunning, profound bonds to even cruelty and subjugation. These stories describe the extraordinary journey of each individual and how their experience lead into becoming a Master of their own path, showcasing their unparalleled force they beckon to battle.
The Summoner’s Convergence Edit
One by one, each of these summoners, upon ascending to mastery of their unique summoning class, experienced a stirring within—an awakening of instinct. It wasn’t a call to action or discovery, but a quiet beckoning, impossible to ignore. This awakening compelled them to walk, not with urgency or aimlessness, but with an unshakable trust that guided their steps. There were no maps to follow, no guides to consult, yet each stride carried a sense of purpose, as if directed by something beyond their understanding.
Where they arrived was no accident. The places they found were steeped in arcane energy, alive with a resonance that seemed to vibrate in harmony with their very souls. Here, their abilities felt heightened, their connection to the creatures they summoned deeper and more profound. It was as though the air itself responded to their presence, bending subtly to their will. Each breath felt richer, more purposeful, as if drawn from the heart of the arcane itself.
And there, in these places of power, they found others. Brought together not by chance, but by the shared threads of their stories and the nature of the creatures they summoned. It was a convergence, unplanned yet inevitable, where mastery and instinct had led them to meet.
They shared their tales with one another—their trials, tribulations, and triumphs. Finally, they revealed their summons. Each Master Summoner marveled at the abilities and creatures of the others. There was a shared sense of accomplishment and respect, though harmony was not guaranteed. In one group, one summoner openly despised another. Yet, even their disdain did not prevent them from coexisting within the shared space, bound by the unique energy of the location and their common purpose.
Each group, in time, came to name themselves. The names reflected their stories, their summons, and the bond—whether tenuous or strong—that formed between them. Four locations, four groups of three, each defined by their shared journey and the creatures they commanded.
Tales and Names Revealed Edit
Scattered across the remote reaches of Dereth stand ancient Empyrean Lighthouses, relics of an era long past. Some believe they were built by the Yalaini to aid in navigation, their light serving as a guide across the treacherous seas and uncharted lands. Their true purpose, however, remains shrouded in mystery, their origins whispered about in tales passed down through generations.
Every Master Summoner found themselves drawn to one of these places of power. Of the ten known lighthouses, three became the focal points for the Convergence, with three summoners arriving at each. These lighthouses, standing resolute against time and weather, seemed to resonate with the summoners—their arcane energy amplifying the summoners’ abilities and connecting them to the creatures they commanded in ways they had never experienced before.
Yet, not all Master Summoners arrived at a lighthouse. The last group of three found themselves at the Pit of Heretics—a ziggurat shrouded in mystery and dread. This ancient structure, its history lost to time, looms large in both legend and shadow. At its peak lies a pit, a vertiginous descent with no apparent exit, where a brood of Sclavus waits to tear apart anything unfortunate enough to fall or be cast into its depths. Some say the Pit was created by the Falatacot to sacrifice Followers of the Light, while others whisper of its ties to Grael. No one knows the truth.
For these summoners, the Pit of Heretics resonated with a sinister energy, as though the structure itself was alive and aware of their presence. Here, their Convergence unfolded, marked by shadows and power, binding them to one another in ways neither fully understood nor trusted.
For the Summoners who arrived at Lolita Lighthouse, Wildheart, Garrick, and Syrithis, the name befitting their group became The Untamed. The Summoners that arrived at Ithaenc Lighthouse—Ryuji, Galvorn, and Valeria—chose a name that spoke to the experience of their journeys: The Fellowship. To the Summoners that arrived at the Western Aerlinthe Lighthouse—Sariyah, Gorathen, and Zirek—they simply named their group what they were: The Mancers. And for the Master Summoners who arrived not at a lighthouse, but at the Pit of Heretics: Alyndra, Epheron, and The Third. They called themselves The Eclipsed.
The Untamed Edit
Lotila Lighthouse 79.2N, 76.8W
- Garrick the Hive Mind (Also Paradox-touched Valley Tent)
- Wildheart the Beastmaster
- Syrithis the Genecrafter
The Fellowship Edit
Ithaenc Lighthouse 81.8S, 88.2E
- Valeria the Royal Commander (Also Direlands Gear Knight Resistance Camp)
- Ryuji the Pact
- Galvorn the Brawler
The Mancers Edit
Western Aerlinthe Lighthouse 84.4N, 45.7E
- Kaelen the Sharkmancer
- Gorathen the Dracomancer
- Zirek the Shadowmancer
The Eclipsed Edit
The Pit of Heretics 88.0S, 55.0W
- Alyndra the Dreamweaver (Also City of Neftet)
- Epheron the Enthraller
- The Third