Summon Spirits and Alliances

Mar 21, 2010 14:16

Unlike previous Tales of games, the Atlas summon spirits do not bind themselves to one summoner. They believe that pacts - though sacred in nature - can easily be broken, and they would rather not deal with the hassle of pacts. Instead, each summon spirit forms an alliance with a summoner.

How do alliances work? Each spirit has a different definition, but it all boils down to the same idea: the summon spirit and summoner are partners and equals in battle. If the summoner needs the summon spirit, then the spirit shall come and vice-versa. Summoners are required to return favors to summon spirits should they ever ask for it (and some really do ask for a lot, so be wary).

An alliance is not permanent. The summon spirit, in the end, reserves the right to break off their agreement [and vice-versa, though it's rare for a summoner to end his or her bond with a summon spirit]. Keep this in mind when your character decides to be a jerk; this just might cost them their special bond for the duration of the game.

(It is rare, but not unheard of, for a summoner to regain the trust of a Summon Spirit. Understand, though, that it may involve lots and lots of begging and atoning.)

How can a summoner form an alliance in the first place? The rituals are incredibly similar to Tales of Symphonia. The summoner (plus an optional party of one to three people) enters the summon spirit's resting place. In Atlas, they all live in temples of some sort, though in some cases, the temple may be hidden under caves or lakes.

Once they're in the temple, the summoner and his/her party must make their way to the altar and complete any trials that the summon spirit asks of them. After the trials are finished, then the summon spirit deems the summoner worthy (or unworthy, in which case the spirit will eject the party from the temple) for an alliance. If the summoner is unworthy, he or she must wait two weeks OOC before trying again; the second go around, the trials are slightly different to prevent a speedier run through of the temple.

The actual ritual varies from summoner to summoner and spirit to spirit, but the end result is always the same: the summoner receives a piece of jewelry to mark their alliance while the summon spirit gains a power boost.

In battle, summoning a summon spirit is pretty easy. Just be in overdrive (or suffer a lot of injuries) and say the chant that the summoner and spirit created together. The chant would normally be listed here, but the chant is actually unique to the summoner. Depending on the summoner or the spirit, the words are tweaked to suit the needs of the alliance.

In Summary:
- Summon Spirits do not bind themselves to one person and anyone they deem worthy/summoners from the actual series can summon them.
- Summon Spirits can and will break their alliances with people they dislike. The alliance can be mended, but after much effort and pleading on the summoner's part.
- To make an alliance, go to the summon spirit's temple and complete the trials he or she asks of the summoner and the party.
- Summoners receive a unique chant and jewelry after acquiring an alliance with a summon spirit.
- To summon a spirit in battle, be in overdrive (or suffer many injuries) to summon the spirit along with the chant.
- Outside of battle, no injuries are required, but the chant is still necessary.

Note: If you need the summon spirits, you will have to notify Saica-mod OOC, since she usually plays them. No exceptions, unfortunately, since summon spirits cannot be godmoded unless stated otherwise. These notes can be IMed to her, emailed to her, or left in comments to this post. Thanks!

Any questions, comments, or concerns? As always, please reply to this post and a mod will respond as soon as she can.

alliances, summon spirits

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