Summoning

## **Introduction**

Summoning is a form of magic that sprouted after the fall of the Gods, having been suppressed by the now-fallen divine deities of Azura. Summoning allows its users, known as summoners, to tap into one of the seven known realms of the Aether and fabricate a transit for creatures and objects to travel from one realm to the other. The magic itself is immensely draining in terms of its vitor use and will fail a summoner if they haven’t honed their skills following the tier they attempt to summon from. All the realms are divergent from each other, resulting in creatures and objects from contrasting realms being dissimilar from each other. Realms, due to their disparate circumstances, may have extraordinarily powerful elements to utilize, whilst others may not have ample value in the summons they have to offer. Summons pass through a one-way transit when a summoner fabricates a connection between realms, making a summoner **incapable of entering a realm that isn’t theirs**, alongside being incapable of sending objects foreign to a realm through said transit.

## **Attunement / Vitae**

Attunement - also known as Vitae - is the process in which, through rigorous mental and physical training, a person is able to begin to ‘tune’ themselves to a reality, and exact their will upon it. It is the fundamental process for a non-summoner to become a summoner. It does not happen immediately. Due to its nature, it cannot be done by anyone under the age of 18, as they do not yet require the maturity to become a summoner. People looking to become a summoner often will have an easier time gaining their magic when in areas that are very conducive to their realm; i.e; it's easier to attune to Sheol near a Volcano, or Oiram on a ship. After attuning to a certain part of the realm you chose, you are permanently a practitioner of that realm, and that only.

## **Vitor**

Vitor is the resource that all Summoner pull on to cast their summons. Although there is no corporeal form of vitor, it is the energy and power that you use in order to exert the realm's will onto reality. As a Summoner learns to exert their will better, and empowers themselves further through expertise and dedication to the usage of their magic, their vitor pool will grow exponentially until the point of becoming an Oracle. The total vitor pool of the Summoner is determined by their intelligence, willpower, mental health, and physical health.

Using Summoning unlike the Mystic Arts, conduits power from an external realm, not muscle or fat and thus not deteriorating physical ability. It is of note that Summoners, cannot exercise their invocations in excess in a close span of time.

Another comment of note, is that any sort plating restricts the flow of vitor. Chainmail does not restrict the flow of vitor in relation to Summoning vitor, however loopholing will be moderated, such as doubling chainmail hauberks, shirts, chausses, et cetera to achieve an arbitrary additional layer of protection,

## **Summoning Progression**

Summoners, unlike their thaumaturgical predecessors, - who would progress by appeasing a higher deity through the execution of their orders or the enforcement of ideals - progress in a form similar to that of mancy and runecasting, favoring regular and innovative use of one's summoning, as well as a better understanding of their abilities through practice and experience in one’s magical art.

In Summoning, there are **four** stepping stones to becoming the strongest a regular being can be. The ones requiring approval will be **highlighted with bold**. These are set to serve as a guideline for properly roleplaying a summoner character, though an **Apprentice level does not require approval**. *However, anything beyond that requires approval.*

*PUBLIC*

* *Apprentice*

Apprentices are the lowest level acquirable by anyone who wishes to become a Summoner. They are usually really weak, barely able to summon anything other than one specific aspect of their chosen realm into theirs. They are sometimes seen taking classes with higher-level Summoners, though some prefer to learn about their realm's characteristics by themselves, the apprentice label coming from this.

*SINGLE MOD APPLICATION*

* ***Expert***

Expert is the next acquirable level after Apprentices. They have learnt the basics about their realm's characteristics and how it functions. They have learned to use their summoned spells within multiple and different instances, making them formidable magic users with great creativity.

*STAFF VOTE*

* ***Master***

Master is the next acquirable level after Expert. Experts who have learnt the pros. and cons. of their Summoning Realm, and have got great experience on their field and the elements of their realm. They sometimes take apprentices under their wing, as they wish to let the next generation of Summoners about the wonders of their realm.

*STAFF VOTE*

* ***Oracle***

Oracle is the next - and final - acquirable level after Master. They find their mind fulfilled with all possible knowledge from their chosen Summoning Realm, as they are alive representations of these alien places and their culture. They are usually fanatics of anything related to their Summoning Realm, sometimes becoming masters of *Masters*.

## **Summoning Realms**

In Azura, the powers of Summoning are divided into multiple **realms**. *Summoners* adhere to one specific realm, not being able to control two at once.

Each *Summoning Realm* represents a different culture or aspect of their realm's natural components, such as Sheol, as most of its summons pertain to fire-related objects, due to the realm being located in a wasteland of volcanoes.

* ***Realm of Sephra***
* ***Realm of Vadakel***
* ***Realm of Oiram***
* ***Realm of Eldingar***
* ***Realm of Thulan***
* ***Realm of Mikräg***
* ***Realm of Sheol***

### Expecifications

* There are *2 Apprentice summons* for each realm.
* There are *4 Expert summons* for each realm.
* There are *3 Master summons* for each realm.
* There are *4 Oracle summons* for each realm.

* **Apprentices** get 2 Apprentice summons (2) (**2 TOTAL**)
* **Experts** get 2 Expert summons (2 + 2) (**4 TOTAL**)
* **Masters** get 1 other Expert summon and 1 Master summon (2 + 3 + 1) (**6 TOTAL**)
* **Oracles** get 1 other Master summon, 2 Oracle summons and 1 Custom Oracle summon(2 + 3 + 2 + 2 + 1) (**10 TOTAL**)
> · *Master Summoners* may choose to change their **1 master** slot into a custom spell
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> · *Oracle Summoners* can submit their own **Custom Oracle Spell** for staff voting.
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1. ***Summoning Spells*** that do **NOT** have an ***upgrade written*** on their description **will** **NOT get an upgrade.**
2. ***Summoning Spells*** that do **NOT** have a ***specified range*** for their ***beasts* will follow this guide:** **50 ft. for Apprentice, 100 ft. for Expert, 150 ft. for Master, and 200 ft. for Oracle.**
3. **A Summoner can only have a *certain amount of beasts summoned at the same time*:** **1 at Apprentice, 2 at Expert, 3 at Master, and 4 at Oracle.**
4. **Oracles can ONLY have *ONE Oracle-level beast summoned* at a time, for balance. This does not relate to any beasts summoned below the Oracle's level.**
5. **Pre-summoned beasts** are **unaffected by green fire or other vitor-dampening items** on the account that they are not inherently vitoric. E.g. Using green fire on a summoned creature will not cause it to disappear as it doesn't run on vitor, just like a normal animal.
6. Using Green Fire on a summoner **before** they summon a beast with a portal will prevent them from doing so, therefore, a beast **must already be summoned** to not be affected by green fire, ethir, etc; However, Green Fire can severe the vitor connection between the beast & the summoner if the green fire's fumes make contact with the summoner, making the summoned beast (respective to their level) disappear as they're sent back to their realm of origin.

## Realm Clauses

Azura is the realm where the summoners reside, and is the one that stands out when you look at the others. Normality, simplicity, an odd one out compared to the chaotic and themed realms beyond our vision. What the people know little about however is the reasons as to why.

The information has been lost, only held by perhaps a handful of people in the world that we know, though what really goes on is that each realm is under the influence of Clauses, a supernatural force, a law, that drives the world into their shapes through strings of fate, perhaps created by those who first forged these realms into existence millions of years ago, though the reality of this is lost to time

What the people of this world do understand however, is that behaving a certain way or following certain ideas can make one progress easier as a summoner than those who don’t, not saying it’s impossible to do so without strictly following the themes of the realms that the clauses have set in place, though it is certainly easier. To understand and be “part” of a realm that they have aligned to makes summoning from said realm easier.

**Realm of Sephra**

The Realm of Sephra is a realm of Purity and Beauty, and those who follow that theme find themselves easily aligned with the realm itself. Summoners aligned to this realm find it easier to progress and focus by maintaining one’s own purity, and eradicating evil, disease and the undead, the more the better. Summoners that seek to understand curses and the unnatural evil within Azura, such as the void, find themselves stronger than the day before.

**Realm of Vadakel**

The Realm of Vadakel is the realm of sickness, disease and pestilence. A direct opposite to Sephra, and naturally the summoners that align with the environment that Vadakel has find themselves a few steps further than before. Supporting the Undead, spreading disease, getting used to the sickly and plagued world around them, all these things define the most capable summoners from this realm.

**Realm of Oiram**

The Realm of Oiram is the realm of an eternal storm, raging seas, clashing waters, flashes of lightning. Often the realm of choosing under brave sailors of the sea, or those who respect the dangers and harshness of nature. Though Oiram might be beautiful beneath this violent and constant storm, Improving oneself and overcoming hardships is also one of the notable features of a great Oiram summoner.

**Realm of Eldingar**

The Realm of Eldingar is one of Knowledge, obtaining it, spreading it, keeping it when necessary. The summoners that align themselves with this realm find it a bit more simple to properly “adjust” to the right mindset. Any information is information, and they should judge for themselves if it's too dangerous for the public, or beneficial to society. Recovering lost artefacts and discovering the truth in various matters is also a good mindset to have.

**Realm of Thulan**

The Realm of Thulan is the realm of time and decay, understanding that everything must come to an end, and sending the undead to their graves to stop their clingings to life in our own realm. Those who make do with what time they have, be it long or little, and those who strive to learn to let go make themselves more suitable to progress in the realm of Thulan.

**Realm of Mikräg**

The Realm of Mikräg is the realm of war, perhaps the worst realm of all. Death and destruction that flow over the lands time and time again, Summoners who seek to reach their best potential in battle, those who survive through overwhelming odds. Those kinds of summoners are the ones that will reach the top in this realm.

**Realm of Sheol**

The Realm of Sheol is the realm of volcanic Nature. The hot flames and the bright lights that shine through the barren valleys and plains are the only things that are worth looking at… Sheol summoners that have unbroken resolve, inspire others and bring hope through terrible times find themselves improving without knowing why. Once they understand their own limits, and the destructiveness of their powers, they become those suitable for the very top.