A sickly beacon, a Shepherd's soul

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Within the obscuring darkness of night, it's hard to connect sound to action and reaction, as...
Beckoning star
Location
universe
Within the obscuring darkness of night, it's hard to connect sound to action and reaction, as gravel crunches quietly beneath your feet. Each stride forward is guided by a combination of torchlight and basic intuition, but it's a necessary measure in your opinion. The ominous glow of the moon taunts you from behind grey clouds, unwilling to guide you down this trail despite your unsure gait. Perhaps it's a sign that even nature is against this outing, wary of the dangers you seek to entice?

Your gloved hands clench tightly against the handle of your lantern as well as your fabric sack, a clear indication of your refusal to waiver. You need to do this, for reasons unknown yet nevertheless compelling for it. In your minds eye, a star of light burns with a flickering found only in fire, as though somehow living. It's presence pulses, expanding inside your mind like a rotten pustule - Yet for all of it's ugliness, you can't help but draw it close to your heart - As this feeling, this dear, incomprehensible, driving feeling is precious to you as a symptom of it's greater mystery. Nothing more real or incredible has ever existed, nor will ever exist - You know this to be an unshakeable fact.

You may lie to yourself or others that you seek through this thing power (though truly, power is on offer to those who pursue it), but the correct answer is far more sinister than that. A desire to know, one that outstrips mere fear to the point that it has gained a secondary fear all of it's own. How could a thing exist that's so interesting that it pushes you beyond reason and common sense? How could it still compel you despite this obvious knowledge of your folly?

You take a moment to shake yourself, but come face to face with your destination instead. Well, not your true distention, but you hadn't decided on that yet anyway. You're instead met with the outline of a signpost, one hidden among the fog and poor lighting, only barely visible to your eyes.

You know what this means, and thus feel a surge of fresh relief and renewed purpose; On the ground must lie hidden a fork in the road, one that leads to a number of locations that each suit your purposes nicely. You had set out to sacrifice an animal after all, something that ironically served as a mere taster of future exploits, even now.

Letting your sack of long-exhausted and unresponsive poultry rest on the floor for a moment, you decide to travel towards...

[ ] The lighthouse - Nobody mans the place at night once it's lit, and so you should be able to make use of it's enclosed rooms and proximity to the sea. Who knows, you might even be able to utilise it's signal fire, just in case your summoning goes wrong?
[ ] The forest - The place is even more devoid of human life than the lighthouse is, and with the added tree cover you should be perfectly alone at all times. Still, that doesn't account for the wildlife you might encounter there.
[ ] the road to town - Whatever location you decide upon using there, it will likely be within a few minutes travel from civilisation, and more importantly rescue. If things go badly, it might be useful to have backup in the form of your fellow humans, though is that worth it in return for extra chance of discovery?

Correcting the position of your oversized coat with a rough shoulder shrug, you return to your previous fumbling in the dark, trying your best to navigate the winding road ahead of you. In front, you carry your dimly lit metal lantern in one hand, and behind you dangle your sack of pacified chicken, careful not to bump it too often. The difficulty you'd faced in acquiring said animal had been unexpectedly exhausting, and so you wouldn't want to kill it prematurely.

After all, it would be a shame to have your first ever summoning go wrong, somehow.
 
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Introduction
Welcome to the quest!

In this thread, we will be following the life of a person blessed with knowledge regarding the summoning of extra-dimensional entities, as they try their best to uncover the mysteries of their huge, terrifying world.

The player goal is simple - Try your best to influence the summoning process, such that you aren't mulched by whatever random ass creatures pop out on your end, whilst attempting to utilise your creations so as to have a better chance of surviving.

When encountering a new creature, treat them with caution or outright fear and you may survive where you would otherwise face certain death - However, bear in mind that in order to gain progress, you must take advantage of whatever small benefits they provide and balance the risk/rewards intelligently.

Due to the nature of the summoning system, not even i will know what might show up out of the blue.

Good luck!
 
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Summoning rules and table
Summoning rules:

Summon a creature by sacrificing some blood, an animal, or a human. Sacrificing freshly spilled blood will summon a creature that has one aspect, Sacrificing an animal will summon a creature with two aspects, and sacrificing a human will summon a creature that has three aspects.

The PC starts with three cancels for incoming summons, however new cancels will have to be earned.

When summoning, the GM will roll dice once on each table preceding the aspect table, and then roll a number of times on that table corresponding to their sacrifice type. These collected results will be combined together into one creature that is summoned in front of the PC.

Summoned creatures will spawn directly above the location of the sacrificed entity.

Summoning tables:

1. Unknown land insect
2. Unknown flying insect
3. Unknown land animal
4. Unknown flying animal
5. Unknown sea creature
6. Unknown foetus
7. Unknown fungus
8. Unknown Plant
9. Organ
10. Tendril/tentacle mass
11. Humanoid
12. Smooth geometric shape
13. Chunk of material
14. Sheet of material
15. Weapon
16. Furniture/appliance
17. Armour
18. Machine
19. Doll
20. Dust pile
(Foetus develops into the concept of its selected aspects, without a set shape.)
1. Mouse sized
2. Small dog sized
3. Housecat sized
4. Normal dog sized
5. Large dog sized
6. Human sized
7. Horse sized
8. Elephant sized
1. Bone
2. Flesh
3. Coloured flesh
4. Transparent flesh
5. Rubbery flesh
6. Corpse-like flesh
7. Bleeding flesh
8. Skin
9. Coherent jelly
10. Glowing liquid
11. Metallic liquid
12. Coloured liquid
13. Bio-sludge
14. Unknown wood
15. Unknown stone
16. Unknown metal
17. Coloured crystal
18. Glowing crystal
19. Fabric
20. Paper
1. Blind
2. Inactive
3. Dead
4. Hungry
5. Malevolent
6. Intelligent
7. Prideful
8. Insane
9. Sneaky
10. Empathetic
11. Slow
12. Obedient
(Unless the creature has gained the existence 'Intelligent', it will have basic animal levels of intelligence, acting more out of instinct than any overarching plan.)
(Unless this creature has the existence 'dead' or 'inactive' it will move around and actively do things that its existence motivates it towards)
1. Poison touch – This creature applies an unknown poison onto all who make skin contact with it. This poison kills the victim painfully within a few hours' time.
2. Poison tears – This creature secretes a small amount of poison from its body at a steady rate. Biological entities who touch this poison die painfully within a few hours' time.
3. Paralytic touch – All who touch this creature immediately fall under a powerful paralytic affect, which knocks them out for a period of three weeks and cannot be resisted.
4. Hallucinogenic aura (Passive) – Anyone within ten feet of the creature is instantly affected by a strong hallucinogen, which increases in strength as distance decreases. At the range of one inch, the victim will enter a coma that lasts for one week and cannot be resisted.
5. Diseased skin – A single touch from this creature will grant a biological entity one random, undiscovered disease. Such diseases are always very deadly and produce various disgusting symptoms such as boils or internal bleeding. Infected entities will die in the timespan of 24 hours and are incredibly infective.
6. Physically invulnerable – Any kind of physical attack will leave no damage upon this creature, though they're still vulnerable to damage via spiritual means.
7. Permanently Intangible – This creature will phase through any physical object that it comes into contact with, this effect lasts until the creature is killed.
8. Intangibility activation – This creature can choose to become intangible and subsequently phase through solid matter, this effect and be activated and de-activated on a whim.
9. Dimensional traveling – This creature can slip from this dimension into other ones, and vice versa. This process is instant and allows it to explore the multiverse by traveling from one dimension to another, repeatedly, however their location stays the same within whatever dimension they travel to.
10. Unquenchable blaze – This creature spawns into existence already on fire, with flames that are impossible to put out. Whilst they do not spread and grow larger upon surfaces they're already attached to, touching the fames will have them latch onto the new object. These flames are incredibly painful and will never go out, staying in place for eternity
11. Soul fire manipulation – This creature is able to start fires upon any solid surface within a range of ten metres. These fames are special, in that they consume both flammable matter and the souls of all entities in contact with it.
12. Regenerative – This creature will heal wounds at a rate of three centimetres of material per second.
13. Regenerative adaptation – This creature regenerates from damage at a rate of one material centimetre per second but will become immune to that same damage type in only a minute's time.
14. Rapid growth – This creature will constantly grow larger at a rate of one metre per minute. As their size increases, their durability and other physical properties will improve by a similar amount.
15. Eldritch knowledge (Passive) – Passages of eldritch information in an unknown language are plastered onto the surface of this creature, unlocking strange and insightful truths for all who manage to decipher them. As translated information is read and understood, it vanishes to be replaced by new sentences and paragraphs.
16. Insanity aura (Passive) – All who stand within ten feet of this creature slowly grow more insane, at an incredibly slow rate. It takes three months for symptoms to truly become noticeable, and mental deterioration can become slowed if exposure to this creature is limited.
17. Mental link – Individuals within a five-foot distance from this creature gain a permanent mental link with it, allowing both parties to communicate to a limited capacity. After a week of such communication and explicit verbal consent, this creature gains full physical control of the involved entity.
18. Rapid self-replication – For every second of this creature's exitance, an identical copy of it is expelled from its body.
19. Self-replication – For every hour of this creature's exitance, an identical copy of it is expelled from its body.
20. All seeing – This creature has an understanding of everything that happens on planet earth and beyond, but it will rarely focus on more than its immediate surroundings.
21. Dimensional body (Passive) – This creature's body becomes a hologram hiding a doorway into its own personal pocket dimension. It can affect this dimension to become personalised to it's taste, and only dies when the dimension is collapsed.
22. Void communication – This creature can send messages through dimensions to any creature it knows about and allow them to reply, letting it to hold conversations that happen instantaneously even with entities that wouldn't usually be able to keep up.
23. Idea creation – Information that is physically transcribed onto this creature has a chance of becoming true, as long as the possibility is there for it to happen in the first place.
24. Close range teleportation – This creature can instantaneously teleport to locations within line of sight of it's body, limited to a rage of ten metres.
25. Long range teleportation – This creature can teleport to any location or dimensional place that it has visited before, or any place in line of sight of its body with no distance limit.
26. Portal body (Passive) – It's apparent body is in fact a hologram hiding a portal which leads to another location in space also covered in a hologram. These holograms and portals are able to exist inside of each other, and both operate as though guided by the same intelligence. This creature can only be killed if it's portal body collapses.
27. Portal formation – This creature can form floating human-sized portals that lead to locations which it knows about and has been to before.
28. Yawning abyss – This creature is capable of sucking large amounts of physical matter into it's body at a range of ten metres, destroying it instantly and increasing the range by a tiny amount for every metre square of it is absorbed.
29. Restorative touch (Passive) – Upon touching this creature, every type of physical and mental damage within the affected individual is instantly healed.
30. Replicative touch (Passive) – Upon touching this creature's body, the affected individual transforms into an identical copy of this creature in the timespan of one second.
31. Overmind aura – This creature gains instant mind control over everyone stationed within a ten-metre sphere of its location.
32. Hovering (Passive) – This creature hovers in place, able to travel through the air at a constant speed of four miles per hour.
33. Unrestricted flight – This creature is able to travel through space unaided by anything but its own flight, capable of traveling at speeds greater than light itself.
34. Life creation – This creature is able to spawn entirely new creatures on a whim, each of them unique and owning their own distinctive aspects. This can be done once per day.
35. Minion creation – This creature can spawn new entities which are the same as it whilst only possessing one of its aspects. This can be done repeatedly, but the process takes one minute to complete.
36. Blood manipulation – This creature is capable of telekinetically manipulating all blood that's within an aura of ten metres, with extreme precision, speed and strength.
37. Artefact creation – This creature has the knowledge and power required to spawn artefacts of immense strength into the world, usually doing so when it needs to solve a problem or situation that may threaten it.
38. Eldritch technology – This creature has the knowledge required to create wonderous and futuristic technology, striving to do so as soon as physically possible.
39. Flesh manipulation – This creature utilises telekinetic abilities in order to rip apart, recombine, stitch together, recreate and better utilise living flesh, often in order to improve existing beings.
40. Spatial warping – This creature can manipulate the spatial dimensions of areas within one mile of itself, receiving a perfect understanding of those surroundings as a bonus.
41. Gravity manipulation – This creature can increase, decrease, rotate and expertly fine-tune gravity to almost limitless proportions in a mile-wide area around itself.
42. Rapid self-mutation – This creature's body, shape and material make-up constantly changes in random ways such that it builds off of itself, becoming a cancerous amalgam of unconventional growths.
43. Mutating touch – Any entity touches the surface of this creature will have their flesh warped and mutated into bizarre and ugly formations. This happens so rapidly as to kill the affected almost immediately, if they're human.
44. Mutation aura (Passive) – Within a sphere of ten feet around the creature, all entities rapidly mutate until they're unrecognisable as their original selves, eventually culminating in death.
45. Rapid adaptive regeneration – This creature adapts to incoming damage so quickly that it's not usually injured enough to lose mass, however when it does that damage heals near instantly. Not even a supernova can kill this creature before it regenerates and becomes immune to the damage.
46. Flesh manipulating touch – Upon touching a living entity, this creature can manipulate their existence and reshape them into desired forms
47. Aspect mutating aura – Any living thing within an aura of ten metres has one of its aspects changed per minute of exposure, selecting a new one randomly.
48. Aspect granting – This creature is able to provide random aspects to each individual that it touches, though this only occurs once for every affected entity.
49. Aspect immunity aura – Every entity situated within ten feet of this creature is provided immunity to the direct effects of all external aspects, though this does not extend to any other aspects that're owned by this creature.
50. Chemical secretions (Passive) – This creature constantly spews unknown chemicals of various descriptions, each of them useful and dangerous in their own ways.
51. Mind flaying – This creature is capable of reaching into the soul of an unprotected entity and completely eviscerating their mind, siphoning out the leftover energy as food. This effect is not limited by distance, only knowledge of the creature's existence and an awareness of their location in space.
52. Impossible visage (Passive) – Anyone who looks at this creature's body is instantly driven insane, though this effect diminishes with distance. One miles' distance causes dizziness and headaches, whilst two miles is only faint unease.
53. Environmental enhancement (Passive) – This creature has a mile-wide aura that constantly increases the complexity and viciousness of all nearby wildlife, mutating them by a large amount for every hour of exposure.
54. Obelisk (Passive) – This creature cannot move, but as a result it cannot be moved. Neither physical or non-physical measures can budge this creatures position in relation to the earth.
55. Insight aura – Coming within five feet of this creature grants the observer whispers of knowledge, which very slowly increases their intelligence whilst eroding their sanity. It takes a year of exposure to completely lose their grip on reality, and every month until then their level of intelligence doubles.
56. Madman's elixir (Passive) – the creature constantly releases a chemical secretion that rapidly boosts your level of intelligence when consumed, in return for both a decaying level of sanity and a dependence on the substance.
57. Blood of boundless power (Passive) – Contained inside this creature is a refilling liquid that greatly boosts an entity's combat potential upon consumption. Overindulgence in this substance will morph one into an identical clone of this creature, however.
58. Spectral limbs (Passive) – This creature is capable of utilising ghostly appendages that kill instantly, via their own limbs (If they have them in the first place) and harvesting of these items will immediately allow one to wield them as weaponry.
59. Enhanced body – This creature is faster, stronger and more intelligent than they would be without this aspect, enabling a stationary creature to move like a human being and a regular one to act ten times more effectively.
60. Acid breath – If this creature has a mouth, it will constantly expel a cloud of vaporous acid that eats away at everything it touches at an incredible rate.
61. Unreality aura – This creature is shrouded by an area of space that eats away at the fabric of all realities, extending to ten feet in all directions relative to itself.
62. Soul hunger – When this creature attacks, it devours the opponent's soul on contact with their body, killing the instantly.
63. Soul fortress (Passive) – In a ten-metre-wide aura around this creature, an intangible forcefield projection protects both its own soul and the souls of all nearby entities.
64. Plant aura (Passive) – In a ten-metre aura around this creature, mundane plants and vines grow at a rate of one metre per hour.
65. Friendliness – This creature is fundamentally friendly to it's core to such an extent that it becomes a universal constant, and cannot be prevented as long as it lives, even whilst it's under mind control or insane.
66. Healing aura (Passive) – An entity that enters a sphere of five feet around this creature will have its physical wounds slowly healed, lasting a day at most even for the worst damages possible.
67. Healing secretions (Passive) – This creature constantly secretes a miniscule amount of liquid, properties of which include instant rejuvenation, healed soul and removal of physical injuries.
68. Efficiency aura (Passive) – All entities within one mile of this creature passively carry out their duties with increased efficiency and capability.
69. Eldritch influence – The presence of this creature within ten feet of an entities location allows them to remove one aspect from a creature in their line of sight.
70. Mark of beyond (Passive) – This creature hosts an unusual symbol that when copied down and artificially replicated, boosts the effectiveness of both objects and people it's hosted by.
71. Tome of truth (Passive) – Regardless of this creature's shape, aspect or material, it now exists as an eldritch tome of knowledge. Its writings are instantly translatable and hold deep secrets regarding the nature of eldritch and unreal beings.
72. Extreme pain – This creature is permanently in an incredible amount of painful torment, the strength of which is enough to drive people insane if they ever establish a mental link.
73. Aspect amplification (Passive) – Every other aspect owned by this creature is massively increased in strength and utility, to the point that small auras encompass the earth and weak effects become impossible to overcome.
74. Root establishment – At the location of its creation, this creature spawns root-like offshoots that connect to the earth and expand by one metre per hour. All auras and body-based effects also increase in size in proportion to the root growth.
75. Expansive body (Passive) – Despite existing as a certain size, this creature's inner body is almost infinitely large to the point that their flesh takes up the space of a universe. This affects nothing else than the amount of material it contains, failing to change its weight or gravitational signature.
76. Concept embodiment – This creature attains a deity-like status based around it's shape and material, gaining abilities that best relate to them. Due to it's status as a concept, it has no body and instead affects the world by introducing entities and existences which resonate well with its' concept type.
77. Parasitism – This creature is capable of somehow moulding onto, bonding with or forcefully entering another entities' body when touched, subsisting off of their energy and consuming their mass at a slow rate.
78. Rapid breeding – After consuming dead or living flesh, this creature can produce offspring which are physically identical to it despite lacking any other aspect besides 'rapid breeding.'
79. Incessant droning (Passive) – Noise assaults the mind of all who stand within one mile of this creature, reducing their sanity over time and giving them nightmares.
80. Monstrous metamorphosis – This creature is able to transform into a more dangerous and larger version of it's previous form.
81. Apparitions (Passive) – Ghostlike forms of this creature will show up around anyone within ten metres of it, slowly wearing away at their sanity.
82. Corona of destruction – In an aura of two miles around this creature, explosions will periodically vaporise all physical matter with a frequency of one per five minutes.
83. Land in flux – When this creature is spawned, the land in it's vicinity is slowly transformed into a wasteland of magical energies which twist reality into a bizarre mirror of it's earlier self. Nothing biological can survive within three miles of this zone, and it spreads at a rate of one mile per day.
84. Magical knowledge – This creature contains vast amounts of knowledge regarding magic and warping of reality. It is both able to use magical spells and research how to make now ones.
85. Wizard's scripture (Passive) – If this creature stays within proximity of blank paper for a day or more, it will spontaneously develop passages of magical information and spell instructions.
86. Insane spell creation – This creature will automatically create and use spells that would normally require hundreds of years to complete. These spells are so powerful and expansive that they create effects which are apocalyptic in nature.
87. Necromancer – This creature will automatically re-animate any corpse within a range of one mile from it's position. These corpses are almost impossible to kill and are telepathically controlled by the creature.
88. Necromancer's notes – This creature is able to research necromantic concepts and passively produce information which is captured by all spiritually infused paper within ten metres of it.
89. Eldritch being – This creature exists separately from all other dimensions and interacts with the world via a disposable avatar. It automatically gains the aspects 'impossible visage', 'dimensional traveling' and 'void communication' in addition to its pre-existing aspects. In order to kill this creature, you must locate and then destroy its true body.
90. Lichdom – Upon creation, this creature is automatically bound to a nearby small object and inserts their soul into it as a phylactery. Their previous body then becomes undead and they gain the ability to cast powerful spells from it, however destruction of the phylactery will kill it. If there is no appropriately sized object nearby upon spawning, the creature will automatically die.
91. Power aura – Elevates entities within five feet of it to an extreme level of physical power, vastly increasing strength, speed and regenerative ability as long as they are in range.
92. Soul king aura – This creature maintains an aura that extends for ten feet, all entities who enter that aura for a combined timeframe of one week will transform into a soul king. This provides them an immunity to soul-based attacks and the ability to inflict soul damage alongside their regular physical damage.
93. Soul blender – This creature maintains an aura of pale energy that stretches for a total of ten feet in all directions and instantly destroys the soul of any entity that enters.
94. Flight granting (Passive) – Any entity who touches this creature is provided the ability to fly, with a maximum seed of 600 miles per hour and the defensive enhancements required to survive it.
95. Intelligence enhancement – Any entity who touches this creature gins an instant and massive boost to their intelligence, alongside a slight reduction to potential sanity degrading effects.
96. Mind shielding juice – This creature produces a steady supply of liquid which when consumed by an entity will prevent all future sanity degradation. However, this effect wares off after one week and if consumed too regularly will develop a dependence on the substance.
97. Incredible taste (Passive) – The material of this creature is enhanced in such a way as to produce an irresistible taste for all biological entities, however it will also form an irresistible addiction if consumed regularly for more than a week.
98. Invisibility (Passive) – This creature is invisible from the perspective of all other entities, and this effect can not be removed no matter what.
99. Slicing skin – Whenever this creature touches another entity, its body will disintegrate their flesh instantaneously, allowing them to cut them apart by merely nudging them. This aspect does not affect the environment, instead influencing living things only.
100. None
(Unless the aspect is labelled 'passive', it will de-activate upon death of the creature.)
(In order to stop a creature's passive effects from persisting, you must completely destroy every inch of their body such that not even a hint of their previous existence remains.)
 
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Experimentation rules
Experimentation rules:

Upon access to a target-able creature, it's possible to experiment upon them via a combination of surgery and sacrifice. Through this it's possible to alter the subject's existing characteristics or add entirely new ones to them. However, in order to pull this off you must have access to their body for a period of two or more hours without distraction.

In order to affect their aspects, you must complete a ritual above them corresponding to how much you would like change or add onto them. For example, it's possible to re-roll two of their aspects at once by sacrificing an animal above them, or change only one of them by spilling blood onto the subject. Adding aspects to existing creatures is carried out in a similar manner, in that you perform a ritual sacrifice above them corresponding to how many aspect you would like to add onto them.

Similarly to aspect experimentation, it's possible to alter the shape or existence of an object, and even add entirely new varieties to an existing creature by performing surgery. As long as it's possible to damage the creature with whatever tools you're using for the job, it's possible for you to alter either one shape or one existence into another version, or even add new such characteristics to their old ones.

When taking part in surgery, you can only alter one characteristic of the creature during the time-span of that two hour-long experimentation.
 
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[X] The lighthouse - Nobody mans the place at night once it's lit, and so you should be able to make use of it's enclosed rooms and proximity to the sea. Who knows, you might even be able to utilise it's signal fire, just in case your summoning goes wrong?

I'm kind of unsure what this is but it looks kinda cool, if super strange.
 
[X] The lighthouse - Nobody mans the place at night once it's lit, and so you should be able to make use of it's enclosed rooms and proximity to the sea. Who knows, you might even be able to utilise it's signal fire, just in case your summoning goes wrong?
 
Rumbling star
[X] The lighthouse - Nobody mans the place at night once it's lit, and so you should be able to make use of it's enclosed rooms and proximity to the sea. Who knows, you might even be able to utilise it's signal fire, just in case your summoning goes wrong?

The route you follow begins to incline almost immediately, loose shingle intermingling with clumps of earth and stone. It's surface is lumpy but you dig in your feet, guided only by your sense of balance and a determination to continue. Heavy boots that had been a last second choice of attire now proved their worth, biting into the hidden slope only barely.

Brisk winds buffet your coat, an unexpected change from the climate of before, a transition so swift that it had taken you off guard at first. It alarms you for a second that you must fight both wind and blindness to reach your destination, but you had travelled this path before - Was this not a suitable trial to mark such an eventful occasion?

Your mind begins to thrum in tandem with the howling gale, beckoned by the promise of release. It provides a strong, almost metallic taste that reminds you of victory, and with that sensation warming your tongue you continue onward.

And there it is, a shadow of black against even darker shadow, barely catching the light of it's own orange hearth. It's a tiny thing, this pillar stationed off into the distance. Jutting out of the land like some stalactite of man's design, it nevertheless dwarfs you even at it's base. For it sits upon a rough and craggy hill, the dimensions of which are lost to the night like everything else that rests so far away.

With gusto, you hunker down and cut your way through an invisible barrier, forcing your way past natures wrath and scaling the inclining pathway that leads to this lighthouse. For every minute of labour you seem to make solid progress, and despite your small frame threatening to drift away under it's assault, you brave the winds in their entirety.

And now here you stand! Lone shepherd, cresting the precipice of sodden rock to behold a gigantic structure, magnificence amplified by layers of dark stone. You'd set foot here before, during the day, but on this night of all nights it is reborn before your eyes, taking on the essence of mankind's battle against the world. It shouts into the storm, guiding lost souls despite the opposition of god!

Behind it, a sheer cliff-face challenges the might of the ocean, braving a bombardment of icy water near constantly. From your vantage point you behold an inky sea of roiling waves, crashing intermittently against each other and the very winds themselves, clouds of sea spray marking those engagements.

It's all you can do to blink back those ice cold daggers and face the storm head on, refusing to be bowed by something so mundane as the ocean. Nay, the waves should be bowing to you!

Yet, you are left to decide on where you might enact your sacrifice to the cosmos. It takes you but a moment of hesitation before you puff up your chest, a manic grin facing upwards towards the elements in anticipation. You will...

[ ] Use the lighthouse's basement - You'd noticed the trapdoor beforehand and pestered your father about it's use. Apparently, the old building had owned a cellar but run out of use for it, leaving the entrance unlocked due to it's emptiness.
[ ] Sacrifice it upon the cliff's edge - There's a perfectly flat rock clearing here that's large enough to summon off of, and what better place to do so than amid the tumultuous elements!
[ ] Summon next to the signal fire - It's easy to get to the lighthouse's top floor, and whilst this interior section is somewhat cramped for your tastes, it's protected for the most part from the elements. Perhaps that bonfire might be of some use?
 
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[X] Summon next to the signal fire - It's easy to get to the lighthouse's top floor, and whilst this interior section is somewhat cramped for your tastes, it's protected for the most part from the elements. Perhaps that bonfire might be of some use?
 
[X] Summon next to the signal fire - It's easy to get to the lighthouse's top floor, and whilst this interior section is somewhat cramped for your tastes, it's protected for the most part from the elements. Perhaps that bonfire might be of some use?

I mean that's why we went to the Lighthouse in the first place right?
 
[X] Summon next to the signal fire - It's easy to get to the lighthouse's top floor, and whilst this interior section is somewhat cramped for your tastes, it's protected for the most part from the elements. Perhaps that bonfire might be of some use?
 
[X] Summon next to the signal fire - It's easy to get to the lighthouse's top floor, and whilst this interior section is somewhat cramped for your tastes, it's protected for the most part from the elements. Perhaps that bonfire might be of some use?
 
[X] Summon next to the signal fire - It's easy to get to the lighthouse's top floor, and whilst this interior section is somewhat cramped for your tastes, it's protected for the most part from the elements. Perhaps that bonfire might be of some use?

I was going to go for the basement but so be it, badnwagon! I mean, we could run and lock the basement in a worst case scenario...
 
Excited star
[X] Summon next to the signal fire - It's easy to get to the lighthouse's top floor, and whilst this interior section is somewhat cramped for your tastes, it's protected for the most part from the elements. Perhaps that bonfire might be of some use?

Walking up to the lighthouse is the work of just a moment, glistening stone reflecting the lighthouse's shine back onto the door. As you approach, it's easy to make out the entrances' merger into wooden supports, i-beam scaffolding looming ominously like an exposed rib-cage - It's almost as though the building is alive, imbued with energy by the lively winds that batter it.

Standing so tall, you feel the structure lean forwards towards you menacingly, it's shadow encompassing all that's not revealed by your meagre candlelight. It lends an ominous tone to this outing, more so than the atmosphere that's subtly hounded you until now. Almost like the world is threatening you to stop, like some bandit and his gang surrounding you in a back-alley.

You give it no heed, in too far to stop now. Pushing open the unlocked door with a loud and gratingly creaky groan, you are forced to struggle against it's unwieldy weight - Almost as though it's leaning against you, as opposed to the reverse. Still, after a few seconds of effort you budge it inwards by a mere foot or so, just wide enough for you to squeeze through the gap.

Inside, your surroundings are close-by enough to be lit up adequately by your tiny lantern, allowing you to get a good reading of it's dimensions; A rectangular hallway hewn from large stone blocks, stretching into the darkness and wide enough to fit a carriage. The floorboards may consist of wooden planks, but they're solid and well-constructed enough to stay firmly resisting, even as you stomp out mud from beneath your leather boots. Whilst the open air had been cold enough to demand multiple layers, this hallway seems almost sweltering in comparison - You're tempted for a moment to remove your baggy coat, but decide to forgo immediate comfort in the name of potential protection.

Satisfied with the location, you stride forward with slightly more confidence and encounter the beginnings of a stairway, emerging from the dark as though materialising out of a void, gradually formed by a circular orb of light. Its' steps, just like the surrounding structure, are all formed out of flat rectangular stone bricks.

You proceed to scale that staircase, finding it spiral upwards and require you to take slightly larger steps than you'd expected due to it's narrowness. Thanks to your youth, it's enough to tire you ever so slightly but you push onward regardless, your prize almost at hand.

And after almost a minute or so of gruelling progress you arrive, rising into a tiny room surrounded on all sides by windows (And one similarly glass door), and incredibly hot temperature. Like with the staircase, you'd underestimated just how difficult the place would be to work with, it's length and width barely measuring ten feet on all sides. However, you're happy to see a medium-sized fireplace burning steadily at the centre of the room, as well as the balcony that ringed the circular building just outside of the windows. Leaning upon the metal cup thing that houses the flame, you also notice a metal tool of some description, almost like a weird industrial fork. Maybe you could use it in some way?

The uncomfortable heat of the room seems to do battle with the occasional winds that sought to enter through the chimney, beaten back by rising currents of air. In fact, the atmosphere had already become so stifling as to make you sweat, and you bring your lantern-wielding hand up to wipe some off of your forehead.

Yet, you stand up straight, body energised by relief and anticipation. This is it, time to enact your sacrifice and begin walking down the path of a summoner for the cosmos!

With trembling fingers, you place down your lantern and extract a kitchen knife from out of the holster on your thigh, it's large size almost too big for you to grip within unwieldy gloved fingers.

---

How do you carry out this summoning ritual?

(Please go into detail with regards to what you do, such as what you will be holding, whether you keep on your coat, what method of sacrifice you will use, where in the room you will be standing and anything else you feel necessary to include)

[ ] Write in.
 
Alright, let's give it a try...

[X] Prepare a ritual circle, leave your light source on the ground bellow, and make sure to have everything ready before you start, like a clear path to run and your clothes on, for it needed, better safe than sorry. Start with your blood, make a small cut in your palm and leave the blood in the blade, before using your pre-prepared cloth around your hand, throwing the blood from the blade to the circle while doing the necessary incantations (I'm not sure what is trully needed). See the waking, and if it in any way seems dangerous, start by throwing more blood, to try and change this thing you called.

So, not perfect, probably will need more materials and knowledge before we can do much better, though... I guess it's a start. People?
 
Alright, let's give it a try...

[X] Prepare a ritual circle, leave your light source on the ground bellow, and make sure to have everything ready before you start, like a clear path to run and your clothes on, for it needed, better safe than sorry. Start with your blood, make a small cut in your palm and leave the blood in the blade, before using your pre-prepared cloth around your hand, throwing the blood from the blade to the circle while doing the necessary incantations (I'm not sure what is trully needed). See the waking, and if it in any way seems dangerous, start by throwing more blood, to try and change this thing you called.

So, not perfect, probably will need more materials and knowledge before we can do much better, though... I guess it's a start. People?

By the way, the correct method of making a sacrifice does not involve a ritual circle or anything - Just the spilling of blood or killing of an entity with the intention of summoning. A creature will be spawned on the location of your sacrifice, so there's no need to prepare anything. Cancelling the spawned creature can be done immediately with just a thought.

For your vote to be legitimate, all i need you to add onto this is the location of your sacrifice in the room, in relation to the fire, balcony door and staircase. Thank you for voting. :)
 
[X] Plan lol why not it's writing practice.

You pause for a moment as a preternatural silence descends upon the room. In the quiet you feel a tension, as if two different forces rage a silent war around you. One supports you, an almost welcoming sensation. The other screams, at you, begging and sobbing. "Stop! Please! You don't know what will happen!". For a minute or more you stand there, caught between fear for what you are about to do and fear for what may be done to you if you don't. Then suddenly all stills and the forces cease. They probably weren't there. "How would they be?", you tell yourself. It's nonsense, just nerves.

Your mind returns to the task at hand and all that entails. With reverential blade raised you hack open your gift and deliver the sacrifice and Blood spills onto the earth by the signal while the fire flickers. Anticipation for something that returns. The wind, blowing quietly, seemingly out of nowhere begins to blast itself upon you as you stumble. You turn to face the source of the gale but it dissipates before your gaze. You briefly give thanks for keeping on your thick clothing when an eerie sensation causes your hairs to stand on end. "The ritual... the sacrifice!". You back away from the site of your ritual as you spin to face it. "Dear god..."



EDIT: Idk if this is right but it was fun to write something in this style and I tried to make it fit, to an extent at least.
 
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[X] Prepare a ritual circle, leave your light source on the ground bellow, and make sure to have everything ready before you start, like a clear path to run and your clothes on, for it needed, better safe than sorry. Start with your blood, make a small cut in your palm and leave the blood in the blade, before using your pre-prepared cloth around your hand, throwing the blood from the blade to the circle while doing the necessary incantations (I'm not sure what is trully needed). See the waking, and if it in any way seems dangerous, start by throwing more blood, to try and change this thing you called.
 
[X] Prepare a ritual circle, leave your light source on the ground bellow, and make sure to have everything ready before you start, like a clear path to run and your clothes on, for it needed, better safe than sorry. Start with your blood, make a small cut in your palm and leave the blood in the blade, before using your pre-prepared cloth around your hand, throwing the blood from the blade to the circle made on the other side of the ground, in relation to the exit, while doing the necessary incantations. See the waking, and if it in any way seems dangerous, start by throwing more blood, to try and change this thing you called.

I'll keep the circle for imagery :V Put the place as you asked.
 
Acting star
[X] Prepare a ritual circle, leave your light source on the ground bellow, and make sure to have everything ready before you start, like a clear path to run and your clothes on, for it needed, better safe than sorry. Start with your blood, make a small cut in your palm and leave the blood in the blade, before using your pre-prepared cloth around your hand, throwing the blood from the blade to the circle while doing the necessary incantations (I'm not sure what is trully needed). See the waking, and if it in any way seems dangerous, start by throwing more blood, to try and change this thing you called.

The makeshift circle that you create is roughshod and barely there, consisting of scraped dirt from your shoes and ash from the edge of the fire scraped into a complex and symmetrical pattern. Whilst you know that it's not needed, you feel it's fitting to make this event as grandiose as possible.

Nearby, the thick windows that face towards the ocean shake in their mounts, wind battering them harshly. The howling shriek of wind attempting to infiltrate through the chimney grows steadily louder, a chorus that adds n element of reality to a dreamlike and surreal event.

Deciding to leave your captured animal for later, you instead take off your glove to reveal your small, pale hand. Whilst the summoning of a stronger beast would be grand, the risks are too great for you to accept.

With a careful and surprisingly expert application of your knife, you slice your palm in just the right way to draw blood without loosing too much of it. What remains after your incision is swaddled in clothen bandages, the rest pooling on your knife like dew upon spring leaves. It sits there like reflective and glistening crimson metal, the illusion only broken by movement caused by accidental tremors.

Then, you flick it onto your ritual circle, the liquid speckling the ground a few feet in front of you.

Immediately, you feel a pull upon your chest and brain, like a suction that nevertheless leaves you unharmed. You liken the feeling to some great fleshy sucker, siphoning invisibly from your very essence. The sensation is strangely comforting and invigorating in an alien way, as though something great but adored had just interacted with you.

And then you feel it, the emergence of something new from out of the great beyond.

---

What do you decide to do?

[ ] Cancel the creature's approach.
[ ] Accept the creature with open arms.
[ ] Flee.
[ ] Write in.

Holy shit you guys were lucky. Also, ignore the second aspect roll, i miss-clicked.

---
matthew badger threw 1 20-faced dice. Reason: Shape Total: 19
19 19
matthew badger threw 1 8-faced dice. Reason: Size Total: 8
8 8
matthew badger threw 1 20-faced dice. Reason: Material Total: 11
11 11
matthew badger threw 1 12-faced dice. Reason: Existance Total: 3
3 3
matthew badger threw 2 100-faced dice. Reason: Aspect Total: 63
57 57 6 6
 
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