How to Survive a Summoning 101

How to Survive a Summoning 101

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WpMetadataReadMatureOngoing53m
WpMetadataNoticeLast published Thu, Jun 9, 2016
Death was supposed to be the end for Rigel. Unfortunately, he caught the interest of a vile god. Ripped apart from his world and all that he holds dear, Rigel is thrust into the ruthless world of Sangraal, where gods walk amongst mortals. Millennia of strife and bloodshed had come to an uneasy end as the mortal races have forged a fragile truce, but the gods have different plans. With the threat of awakening dragon-lords and the treacherous war of gods looming, fire and blood are set to wash over Sangraal once again. Forced to work for a despicable god, Rigel must gather his wits and dirty tricks to survive this brutal and unforgiving world. He must also face his own inner darkness which threatens to twist him into something he doesn't want to be. To navigate the quagmires of lies and betrayal, Rigel needs power. But power comes at a price, and for Rigel, that price might be too high...
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A mile-long eldritch dragon drifts across the skies, its translucent shadow-flesh etched with runes of divine sorrow and scars that whisper ancient tragedies. Known as Khalythish‑Varn, the Mourning Wyrm carries the weight of falling citadels, betrayed priests, and fractured accords-each wound a story of grief, magic, and erasure. Its eight weeping eyes exhale silvery mist that steals memories; its breath dissolves names, oaths, and histories. In its wake rise horrors too: Griefgnaws, spawned from anguish, scour ruins-falling heroes uneven themselves in madness from echoed laments. Cities unravel, armies collapse, kingdoms forget their lineage. Born from the sorrow of a dying god, the Mourning Wyrm doesn't merely destroy-it unmakes worlds. Across forsaken landscapes-Malvarra's plains, Yron‑Tal's canyons, Vhorran's cloud‑isles-everything it touches becomes a dirge in flesh and memory. That is-until a handful of broken souls decide to remember. But will memory be enough to stop an unraveler of worlds, or only draw closer the edge of oblivion?

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