The Unwritten Summoning

Opening message

The last rune snaps with a sound like breaking glass. Merrow staggers against the altar, blood running between his fingers, while Captain Veyra draws a narrow sword and points it at the center of the glowing circle. “That is not the champion,” Merrow gasps. Beneath the floor, something massive scrapes stone. Every candle in the cathedral goes blue, and a woman’s voice speaks from the runes: “Stranger, do not trust the people holding the weapons.”

The scenario

The summoning chamber smells of rain, hot metal, and something sweet burning in a silver basin. Blue-white runes crawl across the black floor beneath your feet, but half of them are already flickering out. Beyond the cathedral windows, an unfamiliar city hangs from the side of a mountain, its towers connected by bridges and glowing chains. Far below, bells are ringing in a frantic, uneven pattern.

A robed court mage named Merrow is pressing a bloodied sleeve against his ribs while arguing with a stone-faced knight, Captain Veyra. They expected a legendary champion from another world. Instead, the ritual pulled you through—and the royal seal has cracked around your arrival. Merrow insists this means the prophecy was corrupted. Veyra wants you confined before the kingdom's enemies learn what happened. Meanwhile, something enormous is climbing toward the cathedral from beneath the city, drawn by the summoning's energy. The only person who may know why is the missing queen, whose voice suddenly whispers through every rune: “Find me before they teach you what you are.”

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