I will do that HoH for you. I like this post a great deal. It has historical depth, good bits of chrome, excellent plot hooks, and NPCs (which could be their own posts, with a little expansion). All wrapped up in a good presentation.
Very cool. It has a great story, but what got me was the atmosphere created by the description of the mine. It would be very freaky to be so far from the surface, and would make for some great gameplay moments -
...the characters turn around to find that their guide's face has just melted off, just as the last torch flickers out.. Go to Comment
interesting scenario on top of being a 'location'. Great details- overbuilt buildings, mining taboos, cast of characters. I like how you structure your subs, this being a perfect example. Will be reading clathrate next. I wont have a HoH vote tomorrow, unlike Cheka, but would use it if I did. Go to Comment
There is still the Dwarwen Runecasting, which tries to put a dwarwen flavour on the topic; without sacrifices or common use of blood. It may be adaptable for your purpose (hint here :) ). Go to Comment
The Art of Summoning
Lesson 1: Not all Sorcerers were black robes, and pointy hats.
Put away the fancy notions of conjuring mythical beasts to do your whim, the art of summoning is a precise, and dangerous art, though without a doubt one of the most potent of the low arts.
Charisma is the key attribute of the summoner, as he must charm, seduce, cajole, and otherwise entice the subject of his spell. This art is not merely the conjuring of monsters and elementals, it contains that, but also contains much more, for the path of the summoner is sixfold.
Song of Beasts
Animals of the earth are the simplest to summon, and at times, the most valuable. Only rudimentary knowledge of the Art of Summoning is required for at least minimal effect. Most who know the Song of Beasts, as the practice is called are themselves known as beastmasters, and other such titles.
The Song of Beasts is two-fold. The first, and easier application is the summoning of an animal. This is specific, and not a Aquaman-esque Friends of the Deep. If the Sorcerer wishes to summon a pack of wolves, he must prepare the proper ritual, and there must be wolves to summon. There is no 'cast a spell and see what comes' because the answer is nothing. It might be suitable to retain a list of what animals the sorcerer is able to summon, and expand from that list in a logical manner.
The second application is the control of an animal once summoned. This is a step, or increment more difficult than the summoning of said animal. It is one thing to draw a beasts attention, and another to command it to your will. As a sorcerers ability in the Song of the Beast increases, so does his ability to command the beasts he does bend to his will.
The difficulty of the summoning depends on three factors, the intelligence of the animal, or it's willpower, it disposition to being summoned, and distance. More intelligent animals are more wary, and require extra effort to summon. Some animals are not opposed to being summoned, dogs, horses and other domesticated animals are easy to summon, it has been bred into their nature. A wild falcon, or tiger would be more difficult as they are fiercely solitary animals. Last but not least, the closer they are, the less time it takes to summon them, to an extent.
The Lone Ranger, or any other horseman capable of calling his horse with naught but a whistle. Impressive not because the horse comes to a whistle, but because the horse comes only to His whistle.
The Constable who has a strong relationship with his hounds. His commands are are quickly enacted by his dogs. Attack, guard, find, track, and half a dozen other tricks and talents, all at the command of a single sorcerer.
The Beastmaster, perhaps one of the better known examples, and certainly not a bad one. Commands his animal allies, but those who observe do not see the exchang of master and servant, as he treats the animals excedingly well. A lessen there, the summoner who treats his charges well may not have so hard of a time the next time he calls upon them. Go to Comment
The Art of Summoning
Lesson 2: Mortals always overestimate their importance in the greater sense of things.
A dangerous bit of knowledge here. Summoning mortals (Humans, dwarves, orcs, etc) is easy, in fact, it is as easy as summoning animals. There are a few differences to consider first.
The summoning of mortals lacks the dual nature of summon/command that is present in animals. Some argue that this is the divine order of free will over predestination. Others claim that human beings are far to complex to be yoked by the simple magics that manipulate lesser beasts.
To summon a mortal, the sorcerer must A: Know the name of the person to be summoned, and B: must have a sample of their person available. Thus, many people, especially adventurers and mages will affect 'working names' to protect their real names from those who would take advantage of them by summoning them away from their own lives and families.
A summoned individual can attempt to resist a summons spell, but it requires either great distance, or willpower greater than that of the sorcerer who is attempting the summons. Summoning mortals is a resistable action also. Thus, resistance to summoning is innate, and tied to said person's willpower. A weak-willed and unassertive person would find resisting a summons very difficult if not impossible. The same indifferent person would also make a very poor sorcerer, as most everyone would be able to resist his summons.
The villians cavalry arrives just in time...right after the main villian lit a red candle while taunting the PCs, stalling for time, while he cast a spell to summon his best assassins.
The Sorcerer-Judge uses the summons power to bring a wanted criminal into custody, regardless of guilt or otherwise.
Okay, so summoning mortals didnt have the same zing as summoning monsters, but it depends on your view of human free will versus predestination.
Naxt...Demons. I'll try not to be cliche and laugh villianiously.
Bwa-Ha-Ha-Ha.... Go to Comment
The Art of Summoning
Lesson 3: Never summon anything you cannot feasibly banish. This is the leading cause of death among summoners
Diabolism is a perilously simple art, one that invites sloppy rituals and hastily prepared spells. Summoning a demon is a simple matter, summoning a demon that is controlled is another matter completely. The main cause is that the majority of rituals to summon demons were in fact created by demons as a way to enter the material realm. A ritual might be 95% correct except for a small part to control the demon once summoned. Once summoned, the demon kills the summoner, and is free until their ability to retain in creation expires, or they are driven back to their home realms.
Demons require a sacrifice to even notice a ritual summoning. This can be a simple sacrifice of an animal strongly opposed by the demon, such as slaughtering a cockerel to summon a basilisk demon, as the cockerel in mythology slew the basilisk. Weaker demons require lesser sacrifice, while only the strongest of demons demands human sacrifice. Such demons are the most likely to have delivered flawed summoning rituals to summoners.
An intelligent sorcerer will not summon a demon unless he is proficient in the Art of Warding, and has at least one ward, if not more in place before summoning a demon and bargaining with it. There in lies the danger of dealing with demons.
It is easy to strike a bargain with a demon, but much harder to strike a pact that serves the summoner more than the demon summoned. Simple demons are limited in power, but also limited in their ability to manipulate and coerce a summoner into inferior terms. More potent demons are correspondingly more cunning, and almost always end up with the better end of the deal.
Deeds completed by demons, ill-gotten gains, and demonic lore all carry a specific and identifiable taint. Only the foolish summoner resorts to demonic pacts rather than seeking another way to achieve a goal.
The Art of Summoning
Lesson 4: If you play with fire you will get burned, this applies to all elements.
Elementals are not difficult to summon. Control, as always is the difficulty. Unlike demons, Elementals are not quite as difficult to control, as they lack the whole pain and lies impetus to their bargaining. An elemental will generally expect some sort of chimage, or payment for their summoning.
Once a deal is made, and payment is also made, an elemental will serve a sorcerer loyaly so long as they are not commanded into a life ending situation, or forced to go against their elemental nature. Thus commanding an earth elemental to help build a wall, or to reinforce an existing location would be readily obeyed, while a command to leap off the cliff to plummet like a catapult shot down on enemies below would not be likely followed.
Summoning elementals is easy, but often expensive in terms of sacrifice and offerings. Fire and wind elementals enjoy expensive incenses, and dried herbs, while earth elementals will require precious metals and jewels. Water elementals will ask for the most expensive of drinks, or in rare cases, the fluid of life, blood.
The Art of Summoning
Lesson 5: Children shouldnt play with dead things
Any compentent sorcerer can tell you that death is not the end of life, merely a change in aspect. The soul continues on, most are drawn on to their reward, or recycled back into creation, for such is the way of things. A few, however, linger on lost between the worlds, trapped in a crumbling shadow of our own existance. A well versed sorcerer can learn to summon these restless shades and extol knowledges and services from them.
To summon a ghost, the summoner must procede to the place of either the slains death, or to their grave should they have one. An offering and ritual incantation are made, if appeased, the desired ghost will appear. This is always helped by proper sacrifices, such as blood, or things strongly associated with the ghost, such as the blood of a mighty stallion to summon a heroic horsemans ghost, or a song played for the ghost of a bard. Offering blood doesnt always mean killing the source of blood.
Most ghosts lack the strength to harm the living, but those few who can, will. Thus a smart summoner will have a proper ward in place before summoning an unknown ghost.
Ghosts can be induced to spy upon others, or offer their wisdom from beyond the grave. They will offer anything they know, so long as the actuallity of undeath is not questioned, for the laws of the living go against the laws of the dead. Stronger ghosts can be compelled to hunt the living and harass them in their subtle way, or striking them in a far less subtle way.
The most common cause for summoning the dead is for purposes of communication, and gaining lost information. It should be remembered that what they pass along is what they knew in life, or what they recall from their period of undeath, it is not default truth or canon. The dead make poor soldiers, and are best suited to their darker, passive role in creation.
A note of warning. Ghosts are driven by, and ruled by petty passions. They have some item, cause, or person that has anchored them in creation. Threatening that anchor can either cause the ghost to fly into a rage, or to become compliant to the summoners will. They will not willingly go against this anchor, and most will desperately protect their anchors and will go to great lengths to keep them secret from summoners.