Summoners Return
“You’re dying. You know that, right?”
“I do.”
“He used you. But you know that already, too. Don’t you?”
“I do.”
“I can help you, if you’d like.”
“And what do you want in return?”
You can’t see her face, but somehow you know she’s smiling.
“That depends… How much are you willing to give?”
He tried to sacrifice you. You were supposed to die there, feeling the blood slip through your fingers, mind getting hazier, body feeling colder. Nothing more than a bloody offering made in desperation. But things didn’t go according to plan. Whatever your friend tried to summon took a liking to you, and now you’ve found yourself bound to something you don’t have full control over.
Find a way to prove your innocence and uncover the truth about what really happened to the other Summoners. Ally yourself with a powerful demon, a cynical knight-enchanter, an enigmatic witch, a reluctant bard, a dragon scion, and a half-dragon healer.
Features
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Personality
Woo powerful people!
Uncover the past of the Summoners!
Running from the authorities!
Determine the fate of the world! No pressure
The World, It’s Magic, and You
The Empire of Ludia has stood since the dawn of humankind. Built by the hands of both humans and elves, Ludia has become a unique blend of two cultures. Their most prominent achievement, The Institute of Magic, has served to teach both mages and Gifted to control their powers. However, not everyone sees the Institute as the beacon of hope they portray it as.
While some humans and all elves can use magic, Gifted are more powerful than standard mages. They are born with the ability to draw in Essence from around them, so they never need to replenish their Essence like normal mages who have only their internal reserve to draw from, limiting them on the strength and duration of the spells they can cast. This makes Gifted dangerous, as there’s no limit to their powers and they never tire from a lack of Essence.
You live in the Institute as one of several Gifted. You and your friend Callum are the only two Gifted that have yet to discover what kind of magic you specialize in. This means that the two of you are stuck in the Institute, while the others move on and leave you two behind.
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