Ish'm - King of the Summoners
Played by - GM Ty (Tytus)
Ish'm is the king of the Summoner's Faction. He has hard lines that guide his face, but is of a handsome and well-put-together stock. He is often donned in gold armor - made of material rougher than any beast's hide, yet almost as light as lithium. He is quiet and stern, and commands respect unto his followers, in which he justly gives back to them - there are few who do not return it. He is a strong leader; both loved by his people, and feared by his adversaries. As one of the men who started the Summoner's Faction, he is a master at the craft: his Naming skills precede only Disciples of Urius, and the list of summons that may heed his call is limitless. He is said to have two pact summons. One of which is the creature always at is side, the other of which is possibly a myth.
The castle of Ish'm is located at the top of a large mountain, with its towers piercing high into the stratosphere. Protruding majestically from the top of the castle is a large pillar with a gargantuan statue of a stone dragon atop it: there is a rumor that this is not at all a statue, but Ish'm's second pact summon.
On each of his fingers are said to be rings crafted from the Disciples of Urius - giving him True Names of things lesser men should not have.
He is engaged to a peasant.
The castle of Ish'm is located at the top of a large mountain, with its towers piercing high into the stratosphere. Protruding majestically from the top of the castle is a large pillar with a gargantuan statue of a stone dragon atop it: there is a rumor that this is not at all a statue, but Ish'm's second pact summon.
On each of his fingers are said to be rings crafted from the Disciples of Urius - giving him True Names of things lesser men should not have.
He is engaged to a peasant.
The Dragonkin: Together we will keep the balance.
Weakness exists everywhere. Goblins cannot handle the light, witches can't stand the taste of fire and holy water, and dragons have weak spots somewhere on their body, always. And you, men - each of you have a weakness, as well. One of the heart.
- Ish'm, King of Summoners
The Eastern Province:
The Faction of Summoners is located to the east of Alencia. The people there are known as Dragonkin, based on the theory of all summons and animals being under the kinship of dragons in some form or shape - even humans. They are isolationists - while they welcome newcomers wholeheartedly (as long as they share their customs), they do not bother with the other countries too much. They have declared themselves a province of neutrality, as far as military and political happenings are concerned. Economically, they trade willingly, and are not afraid to sell their own materials - especially considering the high demand of their alchemical works. However, they consider their teachings and magic sacred, and anyone who teaches or trades their craft is subject to excommunication or public execution. Apprenticing outsiders does not fall under this law, however. They do not care for the feud between the Templars and Keepers, believing them to be petty. "Only Urius might judge us, in the end." They say.
The Eastern Province is an exotic climate: the Dragonkin hate weather that is not an extreme, as a result of living in a place where the four seasons change every two months, rather than three. With summer comes high temperatures soaring past the normal extremes in other regions of the world; with winter comes temperatures so low that the only way to keep warm is through magic (here the snowfall often ranges from four to fourteen feet). The other two seasons are much the same. This makes the Eastern Province extremely hard to adapt to for outsiders. The Shrine of Urius is located at the heart of the province, smack-center in the middle. The capital city is built into a mountain, with Ish'm's castle at its top in the belief that the higher you are, the closer you are to Urius. The mountain is rather small however, and most of the province is actually beautiful flatland and forests.
Initiation into the Forsaken:
The Forsaken only recruit Dragonkin whose strength is at least on par with their own, and who will remain loyal through any and all hardships; here, betrayal is the biggest crime. While Beastmasters exist under the Templars/Mage-Hunters, and even Keepers may form a pact with a wandering spirit, the initiation begins by sending the summoner (at the age of thirteen) partly into the Otherworld; the Otherworld being a place where both Demons and Fae creatures gather, only accessible by a ritual of the Summoners. This allows the Summoner to find a pact creature that is both powerful and loyal - as only those who get along with the summoner dare leave the Otherworld for Alencia. Once in this other realm, the only way to bring back your pact creature is by proving yourself to them: this is done by however the creature wishes, whether by riddles or battles, or finding an item . Those who do not come back successfully, or have never attempted the ritual, are shunned. Those who don't survive - for it is often fatal- are honored and their name carved into the wall of Ish'm's castle. The initiation does not end after the Summoner is brought back with their pact creature, however.
After the two are safely returned, they are given two days of rest. Once that is complete, they are set out on a journey with their pact creature. They must survive in the wild (all cities reject entry) until they learn the True Name of their pact creature: for this is when a true bond is reached, and when you and the creature have equal power over one another. Even if the True Name is learned early, the Summoner may not return for six months: the initiation is also meant to teach survival skills. Many outsiders view this initiation as brutal and wrong, but even those who undergo it do not see it that way. Strength is one of the most important things to the Forsaken - by completing this initiation, they are officially men and may join the fight under Ish'm's banner. It is where they prove themselves.
Tenets of the Forsaken:
1. Dragonkin are just that: kin. - Betrayal, treason, thievery: any act of aggression toward your fellow kin is an act of aggression to us all. Such matters are the concern of the two parties (so long as it is not a major crime): if it cannot be settled by the two, they will fight for their case. Major crimes are punishable by whatever means Ish'm decrees.
2. Keep the balance. - Petty quarrels are not your concern. Most things are not your business. However, know that Urius is watching, and let him be your guidance and discretion.
3. Honor. - Honor and strength are the most important traits to us. If you die honorably, then you have done all we've asked of you in this world, as well as all Urius has asked of you in his. However, if your death is a disgrace, you will not reach Valhalla - we cannot honor you if our Lord Urius cannot.
4. Names - Just as we hold power over beings with their True Names, so too do your names hold weight here. Us Dragonkin respect those with a more powerful family history than ours: 'tis the way of the land. However, it does not mean we hold disrespect for a house either: there are always chances to bring your name up in the world. You are only held in contempt if you are a no-name: a person of no house, whether they were banished or any other reason.
- Ish'm, King of Summoners
The Eastern Province:
The Faction of Summoners is located to the east of Alencia. The people there are known as Dragonkin, based on the theory of all summons and animals being under the kinship of dragons in some form or shape - even humans. They are isolationists - while they welcome newcomers wholeheartedly (as long as they share their customs), they do not bother with the other countries too much. They have declared themselves a province of neutrality, as far as military and political happenings are concerned. Economically, they trade willingly, and are not afraid to sell their own materials - especially considering the high demand of their alchemical works. However, they consider their teachings and magic sacred, and anyone who teaches or trades their craft is subject to excommunication or public execution. Apprenticing outsiders does not fall under this law, however. They do not care for the feud between the Templars and Keepers, believing them to be petty. "Only Urius might judge us, in the end." They say.
The Eastern Province is an exotic climate: the Dragonkin hate weather that is not an extreme, as a result of living in a place where the four seasons change every two months, rather than three. With summer comes high temperatures soaring past the normal extremes in other regions of the world; with winter comes temperatures so low that the only way to keep warm is through magic (here the snowfall often ranges from four to fourteen feet). The other two seasons are much the same. This makes the Eastern Province extremely hard to adapt to for outsiders. The Shrine of Urius is located at the heart of the province, smack-center in the middle. The capital city is built into a mountain, with Ish'm's castle at its top in the belief that the higher you are, the closer you are to Urius. The mountain is rather small however, and most of the province is actually beautiful flatland and forests.
Initiation into the Forsaken:
The Forsaken only recruit Dragonkin whose strength is at least on par with their own, and who will remain loyal through any and all hardships; here, betrayal is the biggest crime. While Beastmasters exist under the Templars/Mage-Hunters, and even Keepers may form a pact with a wandering spirit, the initiation begins by sending the summoner (at the age of thirteen) partly into the Otherworld; the Otherworld being a place where both Demons and Fae creatures gather, only accessible by a ritual of the Summoners. This allows the Summoner to find a pact creature that is both powerful and loyal - as only those who get along with the summoner dare leave the Otherworld for Alencia. Once in this other realm, the only way to bring back your pact creature is by proving yourself to them: this is done by however the creature wishes, whether by riddles or battles, or finding an item . Those who do not come back successfully, or have never attempted the ritual, are shunned. Those who don't survive - for it is often fatal- are honored and their name carved into the wall of Ish'm's castle. The initiation does not end after the Summoner is brought back with their pact creature, however.
After the two are safely returned, they are given two days of rest. Once that is complete, they are set out on a journey with their pact creature. They must survive in the wild (all cities reject entry) until they learn the True Name of their pact creature: for this is when a true bond is reached, and when you and the creature have equal power over one another. Even if the True Name is learned early, the Summoner may not return for six months: the initiation is also meant to teach survival skills. Many outsiders view this initiation as brutal and wrong, but even those who undergo it do not see it that way. Strength is one of the most important things to the Forsaken - by completing this initiation, they are officially men and may join the fight under Ish'm's banner. It is where they prove themselves.
Tenets of the Forsaken:
1. Dragonkin are just that: kin. - Betrayal, treason, thievery: any act of aggression toward your fellow kin is an act of aggression to us all. Such matters are the concern of the two parties (so long as it is not a major crime): if it cannot be settled by the two, they will fight for their case. Major crimes are punishable by whatever means Ish'm decrees.
2. Keep the balance. - Petty quarrels are not your concern. Most things are not your business. However, know that Urius is watching, and let him be your guidance and discretion.
3. Honor. - Honor and strength are the most important traits to us. If you die honorably, then you have done all we've asked of you in this world, as well as all Urius has asked of you in his. However, if your death is a disgrace, you will not reach Valhalla - we cannot honor you if our Lord Urius cannot.
4. Names - Just as we hold power over beings with their True Names, so too do your names hold weight here. Us Dragonkin respect those with a more powerful family history than ours: 'tis the way of the land. However, it does not mean we hold disrespect for a house either: there are always chances to bring your name up in the world. You are only held in contempt if you are a no-name: a person of no house, whether they were banished or any other reason.