Aetheral

Summoner Tribes

Sep 23rd, 2017
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  1. The History of Summons and Summon Archetypes
  2.  
  3. A rather ancient yet still unsolved mystery of Cord, is how summons came to be. The most commonly accepted theory is that the original few summons and the power sources of several Ancients came from one of the lands beyond Cord. But the matter has rarely been pressed to a conclusion.
  4.  
  5. So, to this day where Summons came from is a mystery, especially since a good deal of them resemble lifeforms and species found on Cord as well. Lenient, kind or sometimes even foolish Summoners through the years, have decided to release some of their Summons.
  6.  
  7. The grateful and understanding portion of these Summons have shared snippets of their pasts. While the mystery of their origins is still unsolved, portions of the tales of many summons and summon tribes have been brought to light.
  8.  
  9. Summons tend to gather into groups or organizations as well, with particular abilities. As a result, these were often given a singular name. These groups or archetypes, or tribes (call them what you wish) support one another and generally have a specific strategy, as well as of course, their gimmick.
  10.  
  11. * The (held) note next to a group name means that they are used by a npc. Most of their members can be normally found, although certain summons which only exist as a single entity, generally powerful aces of an archetype, are one of a kind, and held by the npc.
  12.  
  13. --------------------------------------------------------------------------------------
  14.  
  15. Tribes:
  16.  
  17. Combat Magus:
  18.  
  19. Gimmick: Caster-Warrior Dual Summons whose abilities emulate Equipment gems. They also inherit the Warrior trait, meaning they often come in duos, and rarely in trios or single pieces.
  20.  
  21. The self reliant Combat Magi, are an ancient order who has perfected both the way of the body, and the mind. They ride in battle in large numbers, and are proficient at close and long range. Their main weakness is their fragility, but their ranks are easily replenished by more, battle ready Combat Magi. A popular choice among those who want to get into using tribes as a mechanism.
  22.  
  23. Dust (held)
  24.  
  25. Gimmick: Their Necro Summons can be necro summoned twice. They also generally possess abilities to destroy their own members.
  26.  
  27. Summons from a forgotten land, the Dust clan are legendary warriors brought back by the mystical powers of the Lady of Dust. She guides them into battle, to defend their land first and foremost, from outside dangers, such as the Network, the Calamities and the Abyss Machines. They may be outnumbered, but they have never surrendered, fighting for their land even as it became a desolate desert, and everything turned to dust.
  28.  
  29. Machinfusion
  30.  
  31. Gimmick: These powerful armored suits can infuse multiple summons into a single base, compared to the usual 1. They can go up to infusing six Summons into a single Base, creating an incredibly powerful Gear Infusion.
  32.  
  33. These warriors of justice have never rested in the fact of evil. With their superior, advanced weaponry as well as their unyielding armor, but most importantly the power of their heroic spirits, they have eradicated every evil they have encountered. These mechanical heroes will not cease their quest, until the world finally knows peace, freed from all evil.
  34.  
  35. Bell Warrior
  36.  
  37. Gimmick: Heroes of considerable power, who possess the ability to infuse themselves with Spells of any type, instead of Summons, giving them new powers related to the spell type absorbed. To make up for this however, their Rally is oft weak.
  38.  
  39. Warriors serving the legendary Bell Dragon, working hard to dispel the evil influence that creeps on the recently departed and those about to die, and seeks to corrupt their being. However, trapped in a distant dark world, they face the danger of the Primordial Mechanism, as well as the Beyondragons, on top of their true enemies. But much like their master, the more desperate things seem, the more can the Bell Warriors shine through.
  40.  
  41.  
  42. Spirit Four (held)
  43.  
  44. Gimmick: Their Resonance Summons each have the ability to possess an enemy summon, shifting it's control and modifying it, giving it additional attributes and abilities. Have a lot of fours.
  45.  
  46. Four Spirit summons, that make four Resonance Spirit Summons, with resonance level four, and four spells to pull it all off. The Spirit Four once haunted a great castle, and forced all the inhabitants to flee, or suffer. A mysterious voice from the darkest portions of the castle, sings to them, speaking of ancient treachery and spite, that brought the Spirit Four into existence and brought their wrath upon the castle.
  47.  
  48. Deepredator (held)
  49.  
  50. Gimmick: Deepredators are generally Beast-Aquatic double types, who have the ability to Hide. Hidden Summons cannot be perceived, but still remain in the field. Control spells that do not need targeting to use, cannot be used on Hidden Summons.
  51.  
  52. Ancient creatures whose only instinct is to hunt their prey until it is completely dismantled. These animalistic beasts masterfully hide their presence while patiently awaiting for their prey to make a single misstep, at which point they emerge in full. Once the Deepredators attack, there if often nothing left behind of whatever poor soul they chose to mark as their prey.
  53.  
  54.  
  55.  
  56. Tower
  57.  
  58. Gimmick: The Tower tribe possesses Structure Gems, which are gems that specifically summon a structure, counting as a summon, not a spell. They are made exclusively of powerful Structures, and terrain manipulation spells.
  59.  
  60. Creations of a talented yet eccentric artisan who shunned conventional manned security to her workshop, and instead relied on the ingenuity of it's build, multiple traps, as well as automated defenses. The danger of the animated structures is surely something to watch out for, but most meet their end at the hands of the labyrinthine architecture, and the many hidden mechanisms.
  61.  
  62. Salamages
  63.  
  64. Gimmick: A Caster archetype who can be normally summoned, or Ignited instead, being casted as spells. This significantly reduces their recharge time, after which they face the choice between Spell or Summon.
  65.  
  66. The ancient art of Salamancy was lost to the eons, until this tribe of brave magi emerged from the heart of their volcanic home bearing it's secrets. The Salamages have all become one with the essence of fire itself, seeking to emulate their legendary masters, the Meteor Soul summons. By becoming one with the magic, their bodies may yet be reborn from the flame.
  67.  
  68. Errant Elf
  69.  
  70. Gimmick: Their Warrior summons are always single pieces, stronger than average and their Beast summons can be ridden by them into battle. Ridden Beasts, never go Berserk.
  71.  
  72. An ancient gathering of noble elves, who tamed and rode great beasts, and were no strangers to the concept of chivalry. Having firmed a fellowship, they all ride out seeking adventure and glory, as well as the love of beautiful maidens. However, leaving their castle unattended, the elven king and his defenseless subjects, fell prey to a dark, ghostly presence, beckoned forth by a mysterious voice from the darkness.
  73.  
  74. Machinabyss (Held)
  75.  
  76. Gimmick: They rely on summoning Monster-Gear dual type summons. Their Dual Types are actually stored inside gems, and their user can chose which Dual type is brought forth each time.
  77.  
  78. Rising from a deep, dark rift, the Abyss Machines were once eldritch beasts, of great power and intellect, who were sealed and forgotten. The King of Worms, visited the Abyss dwellers, and offered them a deal. It took decades of work, but one day the rift's darkness soared up, carrying the old monsters, updated with mechanical parts and weaponry. The Abyss Machines consumed everything in their paths, taking whatever they attacked in a vortex of darkness, and leaving nothing behind.
  79.  
  80. Fiend
  81.  
  82. Gimmick: Different the creatures that Dual type with Monsters, gaining the ability to power up the traits of their original summon type by fulfilling their Sacrifice, and destroying an enemy summon of the same level.
  83.  
  84. Used by the infamous Infernal King in his crusade against the Ancients. He amassed many summons and sook to make them very powerful, as he tried on to battle the mighty ones on his own. He failed, and was struck down, yet even at death's door, he stood defiant. His brave nature, inspired many lesser imitators to try and live up to his legend, yet to this day, none have been worthy of the King's legacy.
  85.  
  86. Phantom Arms (held)
  87.  
  88. Gimmick: Made purely of Equipment spells. Unlike most Equipments, these have specifications and cannot be cast on any Summon. Besides this, they often come with a maintenance cost.
  89.  
  90. A number of ancient and powerful weapons, belonging to a cursed hero. Imbued with the glory of the hero's adventure, each of his armor pieces and weapons, is inhabited by the memory of their old owner, and seek it's resemblance in any potential wielders. And should the wielder be a close enough match, the Armaments will reveal their true power to them. It is said that if someone should unlock the full power, of all the Armaments, they would become invincible.
  91.  
  92. Chosen
  93.  
  94. Gimmick: The Chosen's purpose is to essentially support twelve other Tribes, and serve as a counter to the Network, directly, with their supported members countering the tribes assisting the Network.
  95.  
  96. At the dawn of the great battle, twelve great warriors rose from the ranks of the tribes that opposed the Network. These Chosen warriors, were greeted by the sight of a bright white star, basking them in light, and giving them their great mission. To protect the world, from the darkness of the Network. To that end the twelve rebellious, free tribes, joined the legendary twelve warriors, into one final bid against the dark forces of the Network.
  97.  
  98. Curse Arms
  99.  
  100. Gimmick: They are Equipment spells, which also function as Bases for Infusion Summoning. They transform whatever they are infused with into hosts of their cursed power, bringing forth their much stronger Infusion members.
  101.  
  102. Ancient weapons of old heroes who were scorned and betrayed by common folk, and thus grew to become resentful spirits, inhabiting their old weapons. The wicked will of the heroes will take over anyone who wishes to wield the Curse Arms, and despite their great power, nobody can wield them. Instead, they are the ones who wield or wear the hapless victims.
  103.  
  104. Oceanic
  105.  
  106. Gimmick: Come with a spell that affects the terrain it is cast on to make it aquatic. Can recharge it in case it is destroyed, as well as protect it. Gain numerous benefits not just in raw power, from it's presence.
  107.  
  108. Warriors from underneath the seas, beasts, mages and all sorts of entities, that gathered to an ancient ruin far into the bottom of the ocean and made it their home, through hard work and many difficulties. They fought many long wars over their new home and it's secrets, and in the end triumphed, even over the might of the Network itself. They live a peaceful life, but if the need arises, they will defend it.
  109.  
  110. Meteor Soul
  111.  
  112. Gimmick: Possess a variety of Summoning Meteor spells, which have a delayed strike, and when striking, transform the Spell gem into a Summon temporarily. Upon dismissal, they revert back to spell form.
  113.  
  114. An archetype consisting of ancient flaming beasts, that sublimated their existence through the Meteor Soul Art. They only appear to protect the world from harm, descending from the skies wreathed in blazing flames, when beckoned by masters of the fiery arts, and reascend once more, when their bodies are destroyed. Hearing the call of the Salamages, the Meteor Soul masters begun their descent, one by one.
  115.  
  116. Aboragon/Aboran Dragons (held)
  117.  
  118. Gimmick: All Aboragons possess a form of negating Traits, sometimes including their own, whenever there are more of them around (similar to the Hero type). They can also subvert Traits, for even more harmful effects, but are overall less resilient.
  119.  
  120. The tower of Abora often communed with other dimensions. Using this power, they summoned great Dragons, which were unfortunately, of the bestial variety. Thus, the mages provided them with sigils of pure magic, increasing their magical potential and intellect. The enlightened dragons were grateful and chose to protect the wizards of Abora, for the rest of their lives, choosing to be sealed within gems, and show themselves only to the worthy champions.
  121.  
  122. Frozen Keepers (held)
  123.  
  124. Gimmick: Whenever a Frozen Keeper would dismiss a summon, it freezes it in stasis instead. If a spell or ability would free the summon, it doesn't return to the gem but it is instead fully healed, and remains in the arena.
  125.  
  126. Warriors and sorcerers of the North who keep an ancient and terrible power from falling into the wrong hands. They ceaselessly try to fight off intruders without killing them. Their enemies, are most often greedy necromancers believing that what the Keepers guard will grant them power over death. The Keepers have in turn developed powers to help them deal with the dark art of necromancy, stopping the process of creating undead in it's tracks with their freezing powers.
  127.  
  128. Astralchemist (held)
  129.  
  130. Gimmick: All Astralchemists also summon a Star structure with them, which they can manipulate with their abilities, guiding it to move, or use any special abilities it may have, as well as support it through various means.
  131.  
  132. A group of magi who sook to understand the greatest mysteries of the cosmos, and stumbled around the knowledge of how stars are born. Using their magical prowess they deal with the most dangerous forces of the universe as they try to create their own mini-stars. When they gather during events of astronomical significance, they bring their projects together to form constellations. Their work, while incredibly risky yields unquestionably beautiful results.
  133.  
  134. Starcture/Constructure (held)
  135.  
  136. Gimmick: They are structures can perform Resonance Summoning, with Starctures coming together to form Constructures. If a Starcture is dismissed, they can be brought back by an Astralchemist.
  137.  
  138. The products of the Astralchemists works, the Starctures are miniature star-like constructs. The magic in them allows the Starctures to resonate with one another. When the resonance is mutual, a bond is formed, allowing them to come together and form a larger Constructure, composed of multiple Starctures. The Constructures are the pinnacle of the Astralchemists work.
  139.  
  140. Amplimech
  141.  
  142. Gimmick: Gear summons that can fulfill Resonance Summoning requirements for their stronger members partially by level and partially by type (e.g for a level 5 Gear requiring 4 resonants could be 2 level 5's and 2 Gears).
  143.  
  144. Parts of an ancient mechanism that separated and developed a will of their own, as per the design of the master unit. They resonate with one another despite their shape, function or power, and after becoming more powerful will seek to reform into the original mechanism once more, by resonating between one another, and then each Resonance will further unite, until they all become one.
  145.  
  146. Network (held)
  147.  
  148. Gimmick: Each summon transforms the ground around their summoning spot into a dark area, called Network Territory. While on these dark areas, Network summons gain advantages or their enemies are disadvantaged.
  149.  
  150. Servants of a powerful dark force, the Network are generally dark themed creatures of multiple types. They subjugated multiple tribes and assimilated them into their structure. The Network opts to realize the grand design of their master, yet they are largely unaware of it's specifics. They seek not to kill but to convert, thus a lot of their members bear parts of the aesthetics of other tribes, from which they originated from.
  151.  
  152. Druid (held)
  153.  
  154. Gimmick: Most Druid summons have the ability to temporarily transform, changing their type and this is followed by a level increase or gaining abilities or anything else that's advantageous.
  155.  
  156. The protectors of a vast forested land, the Druids stood firm against the invasion of many dark forces. They held off the hordes of warriors possessed by cursed weapons, the malicious will of the ever spreading Network, and even the Pyraiders attempt at burning down the forests. However, with the ever increasing power of their enemies, the Druids tried finding a new way to gain power, by traveling to lands beyond their forests, and seeking to unlock their secrets.
  157.  
  158. Reaper (held)
  159.  
  160. Gimmick: Spirit type Summons who should the conditions be fulfilled, can shift between the normal ethereal state of Spirits, to a material form, and shou,d they be fulfilled again, go back to spirit form. They have different abilities, in each form.
  161.  
  162. The servants of the embodiment of death, Reapers handle the passage of souls to the afterlife. Whenever someone attempts to gain immortality, or tries to violate the cycle of life and death, they immediately spring to action, appearing as in true form, terrifying monsters that claim the lives of those who tamper with the boundaries of life and death.
  163.  
  164. Darkmour
  165.  
  166. Gimmick: Living suits of armor, normally Warrior type. Union Summoning is immediately available with them, they switch to Necro type at the moment this happens, making it a Necro-Union, and they remove the silence penalty on dismissal.
  167.  
  168. The invention of an ancient wizard, who shaped armor after legendary creatures of the past. Wearing them, will immediately invoke their spirit, granting the users even more, power than from simply wearing the (admittedly powerful) enchanted armor. The spirits of the terribly powerful but also gentle summons, protect the wearer's in the case something should happen to them as well.
  169.  
  170. Royal (held)
  171.  
  172. Gimmick: Royals can perform Royal Summoning. By permanently disabling (for that battle) a single summon they can bring about their level 4 and 5 summons. With two, they can bring about levels 6 and 7.
  173.  
  174. The servants and family of an ancient king, who shut himself in his tower once his queen died. His negligence lead to the kingdom being taken by internal turmoil and conflict. At this moment, the dark presence of the Network struck, claiming many for itself. Other dark forces rose as well, in the form of voices within the castle, bringing with it corrupt spirits. With the Royals having to depart their ancient kingdom however, the old king witnessed a vision of his long gone wife, disproving of his neglectful behavior. The vision stirred his soul, and brought a spark of hope to the Royals.
  175.  
  176. Dark Lord
  177.  
  178. Gimmick: Monster types that can be infused, and only fulfill their Sacrifice through Infusion. Each has specific types of Summons it can expect for Infusion and the end result is defined by the base Dark Lord.
  179.  
  180. Warriors of darkness, selected by a mysterious force. Since ancient time, this shady figure has manipulated great warriors and figures of multiple kingdoms, until it gained power over their will and guided them towards a dark path. The change of times bothers it and it's servants little, as even the might Network is but a passing danger to it, or even worse a potential tool to use.
  181.  
  182. Dark Flame
  183.  
  184. Gimmick: They all possess the ability to summon another one of their own once dismissed, and bestow it with an ability or boon. Through multiple dismissals and summonings, the Dark Flame opt to produce a mighty juggernaut with many abilities.
  185.  
  186. Warriors from a distant province, who once served the primordial ruler of the Network. When said ruler begun his plan to assimilate all other tribes and factions, the Dark Flame were the first ones to rebel. And so, Inthar, ruler of the Network made an example out of them. With the Dark Flame scattered, the Network continued on it's path, unopposed for many years. And yet, in distant lands, members of the old tribe still live, the flames of rebellion having never been truly doused.
  187.  
  188. Celestial
  189.  
  190. Gimmick: Heroic Summons with the Rally-(Type) trait. It makes them activate it when the summons of that type, instead of fellow heroes, generally, are on the arena instead. A Rally-Caster activates the Rally in the presence of Caster's etc.
  191.  
  192. Warriors serving the foremost celestial authority, and spearheaded by her seven daughters. While they do not necessarily work well together their ability is meant to uplift others, into a new plateau of power. Despite the often seen as lackluster or simplistic trait, individually all Celestials are veritable powerhouses. Unquestionably so, after all, as their few Network affiliated members, are the pride of the entire organization, and the envy of others.
  193.  
  194. Shaman
  195.  
  196. Gimmick: A tribe of Caster type summons, who each can change the weather, affecting the whole arena and allowing them to ignore summoning conditions for elementals, of a certain type (depends on weather).
  197.  
  198. Magi who turned to the power of nature and begun harnessing it for their own goals. While recluse and mysterious, they are also noble protectors, who seek to maintain the balance of nature, that the constant war between the tribes seems to damage every time it escalates. And that happens often. In light of this, the Shamans too begin their quest, for peace and through it, balance.
  199.  
  200. Chaos Dragon
  201.  
  202. Gimmick: Chaos based Dragons, who can extend their stay if they dismiss an enemy. Are all level 7, with the exception of their leader, Valgorne, the Dreamkiller, an Ancient Summon.
  203.  
  204. The ancient race of Chaos Dragons, left their home world under the guidance of their leader Valgorne, who was betrayed by his brother's choice to side with the humans in the eternal conflict that had taken root there. They found an initially gentle, and dark place for themselves to live in yet the threat of war never left them alone, not even in this newfound home. Valgorne rode out receiving the support of Anishar, the apocryphal ancient of Chaos, and was followed by his kin.
  205.  
  206. Fantale
  207.  
  208. Gimmick: The Fantale Tactics, all have the effect of summoning a Fantale Summon. Fantale Summons all have the effect of instantly recharging a Fantale Tactic without revealing which to the opponent.
  209.  
  210. The Writer of the Chosen, came back to the past after witnessing the dark end of the world, by the hands of Inthar and his Network. She wrote a vivid tale of the events to come, disguising it as a lengthy, epic fairy tale. Many years after it's writing, the determination to provide a better future, that dwelled in the hearts of the Chosen and their allies, gave life to these characters, creating the Fantale tribe.
  211.  
  212. Vortexpirit
  213.  
  214. Gimmick: Elementals of a watery nature, low leveled but on top of their own, they also possess the Aquatic trait. They can summon a vortex which grows stronger the more Vortexpirits are on the arena.
  215.  
  216. Protectors of an ancient city, these spirits formed a mighty vortex to try and dissuade invaders. After years of defending the city, many of them have grew tired. Reluctantly, and slowly at first, they allowed others to visit the city. Once they did however, reports came of the city being infested with terrible monsters, predators of the deep, that preyed on everyone, the Deepredators. Sensing the power of these entities firsthand, the Vortexpirit moved to the deeps, bringing the fury of the vortex with them.
  217.  
  218. Resword
  219.  
  220. Gimmick: The Reswordsmen are Warrior summons, whose individual bodies can be used as separate entities for purposes of Resonance Summoning, leading to such things as bringing about a Resonance Summon out of a single previous summon.
  221.  
  222. The Resonant Swords, or Reswords for short, are a peaceful order who believe swordsmanship to be a genuine art. They forsake their names, and chose to live their lives in pursuit of the art of the Sword. Normally, they are unconcerned with worldly matters, content to continue their own recluse lifestyles. Yet, the threat of the Network has forced some of them to rise in defense of their brethren, and joining the Chosen.
  223.  
  224. Dynasty
  225.  
  226. Gimmick: Made of a few low level support Summons, and stronger Core Summons who can only use their abilities when their summoner cannot summon. Extremely difficult to use for the unskilled, but in the right hands, absolutely terrifying.
  227.  
  228. The chosen of an ancient Dynasty, these summons resemble the legendary warriors of old, all possessed of immense power, known to have shaken the whole world at it's peak. Even a single member of the old dynasty, is said to be worth an entire army, and then some. However, they do not mingle with the weak, and by default,
  229. punish those that try to bring them about without proper care and skill.
  230.  
  231. Mecharc
  232.  
  233. Gimmick: Core Type Gear Summons that have no abilities, but can absorb dismissed Summons (allied or enemy, depending on the Summon) and gain either all or some of their abilities.
  234.  
  235. The administrator class of a great war mechanism. Whereas the offensive and defensive systems lost sight of their origins, the administrators and the maintenance systems, didn't. And while the later sook to reunite themselves into one being once more, the administrators feared the loss of their newfound conscience and begun designing a new destiny for themselves and their brethren.
  236.  
  237. Justice Crusade
  238.  
  239. Gimmick: Heroic type Summons with the rare ability to heal their Core. Generally, this can happen only with certain summons and even then only once, with very few exceptions (that can heal the Core continuously, but in small amounts).
  240.  
  241. The Crusade was settled in the dark lands of a Grim World, full taint and the corruption of dark magic. Their task was daunting, but surrender was also not an option. Through determination and perseverance, they not only survived the harsh conditions of their surroundings, they also managed to build, at first a settlement, and following it a full blown city, a beacon or hope against the darkness.
  242.  
  243. Warlock
  244.  
  245. Gimmick: Summons that turn into Necro summons at the moment of dismissal, and once brought back, transform to Monster type, with their Sacrifice already fulfilled and active.
  246.  
  247. Mages who sook to commune with dark forces, and as a result became possessed. The dark entities are then unleashed into their true forms. The death of their host replenishes their power and desire for sacrifice, bringing about the peak of their power, allowing them to strike fear into the hearts of their enemies, and wreak havoc with abandon.
  248.  
  249. Beyondrake (held)
  250.  
  251. Gimmick: Dragons whose levels range between 2-4 and have their traits allow them slightly more time on the field, however their power drops quite a bit, to fit their level.
  252.  
  253. The smaller, younger servants of the venerable and powerful Beyondragons. One must not mistake their lesser forms for weakness or their nature for anything but the eldritch beasts they are. They come from a land beyond the fathomable, and they exist to oppose great and powerful creatures. Last anyone heard of them, they were marching into war against the Primordial Mechanism, seeking to dismantle it once and for all.
  254.  
  255. Beyondragon (held)
  256.  
  257. Gimmick: Resonance Dragons that can directly strike at the core, ignoring defenses. Their abilities often tend to be powerful, affecting the whole arena, but also spell-like in nature.
  258.  
  259. The rulers of the Beyond, the Beyondragons are ancient creatures, far too eldritch to be classified, and are given the title dragon only on basis of their power and nature. When the Primordial Mechanism entered the Beyond, the dragon rulers of the realm were the first to rise and challenge them to battle. After a long and grueling conflict, neither them, nor the mechanism were seen or heard of, for millennia. And then, they reappeared, sealed into gems.
  260.  
  261. Sacredrassil
  262.  
  263. Gimmick: Tree-like Beast Summons. Their berserk mode turns them into a tree-form that is a Structure. From this form they gain new abilities, but their movement becomes unfortunately limited.
  264.  
  265. The ancient tree at the center of the world, it was sealed in another dimension to prevent it's destruction by the Astreal. Fragments of it that leaked out and were imbued with Dream Force however, gained a will of their own and ventured out into a world, to seek answers for the imprisonment of their source-tree. The Sacredrassil will not stop until they know what they must.
  266.  
  267. Astreality and Astreal
  268.  
  269. Gimmick: Very potent spells which work well together. The Astreality also have a sub group, the Astreal. When an Astreality spell is cast, it has a long recharge time, and at that time the gem is filled with an Astreal summon. The dismissal of either the summon or the spell, immediately recharges the other.
  270.  
  271. The Star-people, who bestowed their secret knowledge to the Astralchemists. They populated the universe with stars, until they came to the world of the Summons, and discovered the original World Tree. They made a pact with the Sacredrassil, and they held onto it, when, sensing a great danger, they sealed the tree in another dimension. It is said that they are behind the creation of the Primordial Machine as well, and opposed the Beyondragons.
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