The factions of Kalundra
Kalundra is a magical and diverse world, and the factions in Summoners reflect this diversity. Whether fire, water, earth, air, or corruption— each faction's appearance, play style, and background are unique.
Tungolheim: The frost mark (Water)
Endless coniferous forests and snow-capped peaks characterize the landscape of Tungolheim's icy expanses. The short summers can only interrupt the cold winters for a short time, and in particularly cold years, the frost can keep the land in its firm grip throughout. And yet, there are villages and towns throughout the Frostmark that have existed for thousands of years. Wild animals are also found in large numbers in the forests and plains of Tungolheim, including huge herds of deer that serve as food not only for humans but also for fog wolves and frost bears that roam the forests in search of prey.
This abundance of life is made possible by an enormous network of hot springs that burst from the ground throughout Tungolheim, snatching their surroundings from the grip of the cold. They feed rivers, thaw the frozen ground, and in the mist-shrouded areas that surround them, countless plants grow that serve as food for humans and animals alike. The inhabitants of Tungolheim learned early on to harness the powers of these springs. Their water provides food, warms homes, and protects the inhabitants of Frostmark from the icy climate of their homeland.
When the great crystal shattered and the magical maelstrom brought death and destruction throughout Kalundra, Tungolheim was also severely affected. For generations, the mages of Frostmark had placed powerful rune stones throughout the land to protect against disasters and enemies.
Shael-ra: The Fire Plane (Fire)
Volcanic mountain ranges, ash-covered plains, and a scorching sun—the Fire Plains of Shael-ra are undoubtedly among the most inhospitable regions of Kalundra, and even after the Cataclysm, nothing has changed. Only creatures that are extremely well adapted can survive here, and to humans, the vast plains seem almost uninhabitable – yet hardly any land hides its treasures more thoroughly than Shael-ra. Throughout the Fire Plains and even in some areas of the mountains, one encounters deep gorges whose walls often drop almost vertically. At the bottom of these enormous chasms lie comparatively cool valleys, and all too often the little water in the Firelands collects here, transforming these areas into fertile oases. Hidden in these valleys lies the kingdom of Shael-ra, an ancient and secretive civilization whose buildings are often carved directly into the rock faces of the oasis valleys. Larger complexes sometimes extend for miles into the rocks, and there are even rumors of hidden passages connecting the valley cities. Only the wealthiest noble families can afford to cultivate part of the precious valley land and build palaces in the open air, but those who are granted such a privilege are only too happy to adorn the flat roofs of their terraced estates with sprawling gardens. Although each valley enjoys a certain degree of autonomy and is usually ruled by one or more noble families, all valleys are subject to the royal court of Adera-shael. The mighty gorge is one of the few that extends deep into the volcanic mountains and is undoubtedly the largest settlement in the entire Fire Plain. In some places, it is so deep that light must be directed into the depths with mirrors, and its southernmost foothills come so close to the sacred mountain Korarat that they are repeatedly traversed by small lava flows. This is where the great magic school of the Temple of Flame is located, which every aspiring fire mage must attend for one year in their lifetime. Under certain circumstances, they can also train their skills in the smaller temples of the other valleys, but only the sacred rituals and trials at Korarat make them a full-fledged emissary of the Temple of Flame. In battle, the servants of the Fire Plane are among the most dangerous opponents a summoner can face. Their devastating spells channel the unbridled fury of blazing flames, and the creatures that stand by their side are swift and deadly.
Yolcathan: The Earthlands (Earth)
Deep within lush green jungles lies the land of Yolcathan. Mighty temple cities and cave settlements dug deep into the ground serve as home to the inhabitants of the Earthlands, and nowhere else is one as close to the soul of Kalundra as here. Before the world broke apart, magic was more present here than in almost any other land, and magically powered stone constructs were a common sight in the cities of Yolcathan. For the arcane priest-kings and their subordinates, the land on which they stood and into which they dug their cities was deeply sacred, and they drew their magic from the very foundations of the earth. When the Cataclysm struck Kalundra, this deep connection to their homeland enabled the mage-priests of Yolcathan to avert the worst damage from their three great cities. Thanks to their stabilizing magic, they managed to hold together one of the largest shards of all, guarded at three corners by the great temple cities of Chimala, Tenokeli, and Huaca Itza. The vast plain between the cities is almost completely covered by dense jungle, where countless animal species and many magical creations of the ancient empire have survived. Artistic guardian statues and mighty elemental beings roam the forests, nourished by the ancient energies of the earth itself. Although large parts of Yolcathan survived the catastrophe of the Great Collapse, numerous fortresses, temples, and cave settlements were torn into the void, especially at the borders of the Earthlands. These places still harbor countless artifacts of ancient power, and the summoners of Yolcathan are constantly searching for these relics of their old empire.
Elendis: The Wind Realm (Air)
Hardly any other realm was as severely affected by the Kalundra Cataclysm as the windswept deserts of Elendis. The inhabitants of the arid plains had lived in small nomadic groups for generations, and larger cities existed only in the few oases. Although the magic of the air was a constant and powerful companion to the desert people, large academies or even arcane priest-kings such as those in Yolcathan were nowhere to be found here. The air mages of Elendis had always been powerful loners, and so when the collapse came, they found it difficult to mount a coordinated defense. All over the windy plains, small groups or even individual mages fought against the storm, but in the end, they were unable to hold their empire together. The vast desert plain shattered into several small fragments, but instead of scattering in all directions and bringing about the final end of the kingdom of Elendis, the fragments were held together by the combined magic of the wind mages. When the magical storm subsided, a vast group of floating islands had formed, some only a few meters apart, while others were barely visible from their neighboring islands. Over the following centuries, the mages of Elendis succeeded in connecting the floating islands with bridges and portals, and little by little, a coherent empire emerged again, with a wide sky between the individual fragments. Birds and flying creatures of all kinds flit between the fragments, and the wind still whips across the plains. Despite all these achievements, the once vast empire has shrunk due to breaking debris, and the survivors have moved closer together. Larger cities with ornate palaces have sprung up on many islands, and wind mages are gathering more and more regularly in large academies. Many nomadic tribes of the old empire have joined the cities on their islands, and the viziers who rule there together form the great island council.
Corruption: The Curse of Gar'Kaeroch (Corruption)
The warlock Gar'Kaeroch was one of the greatest magicians of his generation, and he traveled to worlds that no mortal had ever seen before him. With nothing tying him to his homeland, his travels took him further and further into the void, and soon he reached places that even today are known to hardly any other magician. But one day, his path led him to a place that would have been better left undiscovered... Where Gar'Kaeroch ultimately met his doom is no longer known, but what he discovered has been painfully experienced by all too many worlds. The exact nature of the corruption remains a mystery even to the wisest scholars, but through lengthy and dangerous studies, it has been deciphered at least a little. All of the Corrupted that mortal races have encountered thus far were once members of other, sometimes completely harmless races that were forever changed by tiny parasites and extremely potent poisons. Those infected lose all memories of their former lives and have only one goal: to bring their own curse upon as many mortals as possible. The Corrupted make no distinction between humanoids and animals—almost every living creature is a worthwhile prey for them. In battle, the warriors of the Corrupted are absolutely terrifying opponents, ranking among the most powerful warriors of all. Potent poisons further expand their deadly arsenal, and even victorious opponents often fall victim to the smallest wounds days after the battle. But even a leader of the corrupted must know the weaknesses of his slaves. The warriors of corruption are not particularly fast, and even though the memories of their former lives have been erased, the tiny remnants of the unfortunate host creatures repeatedly rebel against their subjugation, making it difficult for the summoner to control his creatures.
Alisandia: The Eternal Grove (Life)
Mighty trees, dense undergrowth, and an almost immeasurable variety of animals and plants make Alisandia a true haven of life. The vast forest area has always been a secluded place full of secrets, and apart from the numerous animals, only the Alisar people lived here for a long time. The mysterious animal creatures roamed the forest in loose tribes and lived off hunting and everything else that nature had to offer. They hid from strangers in the thickets of the forest, and only those who came dangerously close to their hunting grounds occasionally encountered their warning arrows. It was not until late that humans managed to gain a foothold here, and most early settlements were limited to areas on the edge of the forest. It took generations before the first humans finally reached the heart of the forest, where they discovered the clearing of Tanmur, an ancient tree imbued with a mysterious intelligence. Under Tanmur's wise guidance, the humans soon succeeded in settling the entire forest, and the life mages known as the Keepers were his loyal servants. It was also Tanmur who saved Alisandia from destruction at the time of the cataclysm through his selfless sacrifice, ensuring that the eternal grove continues to exist today, almost intact. Only a few fragments remain of the former glory of the mighty tree, but these have since roamed the eternal grove as silent guardians, always ready to defend it against all dangers. Since that fateful day, the people of Alisandia have been led solely by the Keepers. Their healing magic and understanding of the needs of humans and nature make them ideal guardians of the eternal grove. Until the arrival of the mysterious blight in the north of the eternal grove, the people of Alisandria mostly kept to themselves, but the direct threat to their homeland has since driven more and more guardians into the distance. Only they know what they are looking for there, but wherever they go, they carry the blessings and life of Alisandria with them and spread the eternal green of their forest. Although the Keepers value life above all else and want to preserve it at all costs if possible, they are a force to be reckoned with in battle. Many of their creatures are based on the plants of Alisandria, which gives them various advantages in combat. For one thing, they can accelerate their natural growth to gain enormous strength, and they are also able to heal even serious wounds in a very short time. In addition to their plant servants, the Keepers can also call upon some of the forest's wild animal creatures for help, including the deadly sickle mantis and the majestic shimmer dragon. Some life summoners have also formed an alliance with the Alisar and can call upon their warriors, who are trained in ranged combat, during battle. The magic of the Keepers serves primarily to protect and strengthen their subordinates, but the land itself is also subject to them and can be manipulated in various ways. The longer the battle with a Keeper lasts, the harder it becomes for his opponents to defend themselves against hordes of rampant plants and fully grown tree creatures, especially when these are also protected by the healing powers of the dryads and the totems of their master.
Shiroyan:
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Wenn die volle Macht Tungolheims auf das Schlachtfeld getragen wird, scheint die Luft selbst zu gefrieren. Ein erfahrener Eisbeschwörer kann auch die mächtigsten Kreaturen der Eisscherbe herbeirufen, und wer sich ihm im Kampf stellt, muss mit erbittertem Widerstand rechnen. Dieses Set enthält eine vollwertige Kampfgruppe der Eisfraktion. Sie stellt einen vollwertigen Startpunkt dar, und lässt sich ganz nach den Vorlieben des Spielers erweitern. Inhalt: 8 Miniaturen aus Resin 1x Eisbeschwörer 2x Eissalamander 2x Frostgolem 1x Eiskobra 1x Hagelbringer 1x Eiselementar 5 Eismarker aus gelasertem Acryl 8 Rundbases aus Plastik (30mm, 40mm und 50mm) Die Miniaturen sind unbemalt und müssen noch zusammengebaut werden
Ein erfahrener Feuerbeschwörer ist eine Macht, mit der man rechnen muss. Gewaltige Feuerelementare zerschmettern seine Gegner, während kleinere Kreaturen seine Augen und Ohren auf dem Schlachtfeld bilden. Dieses Set enthält eine vollwertige Kampfgruppe der Feuerfraktion. Sie stellt einen vollwertigen Startpunkt dar, und lässt sich ganz nach den Vorlieben des Spielers erweitern. Achtung: Die Rückseite des Covers zeigt das alte Beschwörermodell, das Set wird inzwischen mit dem neuen Feuerbeschwörer ausgeliefert. Inhalt: 8 Miniaturen aus Resin 1x Feuerbeschwörer (Modell 2022) 2x Gluthyäne 2x Ascheschreiter 1x Magmaechse 1x Lavarochen 1x Feuerelementar 5 Feuermarker aus gelasertem Acryl 8 Rundbases aus Plastik (30mm, 40mm und 50mm) Die Miniaturen sind unbemalt und müssen noch zusammengebaut werden
Contents: 8 resin models 1x Earth Summoner 2x Stone Panther 2x Earth Golem 1x Obsidian Stalker 1x Jaguar Construct 1x Earth Elemental 8 plastic bases (30mm, 40mm and 50mm) Models supplied unassembled and unpainted. Not suitable for children under 12 years.
Contents: 8 resin models 1x Air Summoner 2x Wind Bird 2x Servant of the Wind 1x Storm Djinn 1x Tempest Harbinger 1x Air Elemental 8 plastic bases (30mm, 40mm and 50mm) Models supplied unassembled and unpainted. Not suitable for children under 12 years. Pictures temporary and due to change.
Contents: 8 resin models 1x Corruptor (Summoner) 2x Corrupted One 2x Ifrit 1x Butcher 1x Plague Fairy 1x Moloch 8 plastic bases (30mm, 40mm and 50mm) Models supplied unassembled and unpainted. This is not a toy. Not suitable for children under 14 years.
Contents: 8 resin models 1x Keeper (Summoner) 2x Thicket Hunter 2x Tree Warden 1x Sickle Mantis 1x Spore Launcher 1x Fragment of Tanmur 8 plastic bases (30mm, 40mm and 50mm) Models supplied unassembled and unpainted. Not suitable for children under 12 years.
Contents: 8 resin models 1x Death Caster (Summoner) 2x Wandering Soul 2x Soulless 1x Essence Hunter 1x Lantern Carrier 1x Servant of Caducity 8 plastic bases (30mm, 40mm and 50mm) 6 acryllic Essence tokens Safety information:Models supplied unassembled and unpainted. This is not a toy. Not suitable for children under 14 years. Detailed safety information.