Uh…not allowing things just because there aren’t specifically rules for them is actually explicitly against the rules. Saying “Yes” is actually right in there.
I'm not saying you should not allow it. But the moment you need to invent rules you have a House Rule. No problem with an House Rule. You should only be honest about it: Yeah the rules are unclear about that, this is how I rule it.
So you could say: The rules say you should make houserules when needed,
but its still an House Rule.
Wardens are given very broad powers in how they pursue their duties. Morgan tried to kill Harry (albeit indirectly) and got off without much of any punishment at all. He had backing, but so will others doing this sort of thing. Violating free will IS against a Law of Magic…and while it’s technically a grey area doing it to non-humans, it’s up to the individual Warden how to deal with grey areas.
Thats Harrys (an law-breaking Wizard!) perspective talking here.
If Wardens could kill non-law violating Wizards without repercussions, only because they dont like his attitude...
Then some Warden would do that and we would have an Civil War within the White Council. They cant have unlimited power, otherwise every powerhungry would be Warlock would try to get into the outfit.
Well, the Ward Hounds aren’t mistreated, and that’s a false comparison anyway.
Well you brought the mistreadment of Golems on the table. And its all in the eye of the beholder...
I bet those golems dont have an 38,5 hour work week. They dont get paid. Must fight to the dead...
It’s like bringing up attacking Listens-to-Wind as an example of why attacking any Wizard is suicide. The Senior Council are rather obviously people you should tread lightly around.
Its dangerous, you dont do it if there isnt a clear law violation.
So the Senior Council is out of reach for the Wardens.
How about some random 400 years old Wizard, who is not on the senior Council?
(And who dont have the modern view of what is an abuse and what is normal.)
Also, BTW, it’s Ancient Mai, not Martha Liberty who does the hounds.
Yeah, got them confused.
Here another try of an Summoning Character, this one with more justification for the social side of Summoning and Binding.
High Aspect:
Mortal General for the War Department of the Chinese Hell as described in this booksTrouble: Stupid Orders
Other Aspects: Demons under my Command
Marked by Power
-1
Item of Power: Scepter of Command (Spear) +2
Human Form +1
(when using the Item, the Gerneral shows full body (glowing) Tatoos which proclaim his allegiance to the War Department)
Ritual: Summoning and Binding -2
Refinement x 2 -2 (4 Extra Focus Item Slots = 6 Item Slots) +5 Complexity +1 Controll
-------------
Total
-1 Refresh
Refinement
-1 (2 Focus Item Slots converted into 4 Enchanted Item Slots)
Physical Immunity (only against Mortal Magic)
-3
Supernatural Recovery -4
Catch: Wood +3
-------------
Total
-1 Refresh
Lawbreaker First (multiple times)
-2
Total Refresh Cost of Char. -9
Summoned Item Crafter:-3 Thaumaturgy +1 Item Crafting Power (Focus Items +2 Wards Complexity)
-21 Refinement
+6 Item Frequency,
+5 Item Power,
+5 Wards Complexity
+4 Wards Controll, +4 Transformation Complexity
+3 Transformation Controll, +3 Divination Complexity
+2 Divination Controll, +2 Summoning Complexity, +2 Summoning Controll, +2 Conjuration Complexity
+1 Conjuration Controll, +1 Transportation Complexity, +1 Transportaion Controll, +1 Veils Complexity
-2 Inhuman Strenght
-2 Inhuman Thoughness
-2 Inhuman Recovery
+3 Catch: Wood
Skills:
Superb +5: Lore, Resourcess
Great +4: Discipline, Conviction
The General orders his Magic Items by this Demon (and his Home is warded by this Demon).
Tai Chi clothes of hellish Protection (Block +10 or Armor +5 / 7 uses per session).
Silk gloves of Sudden painfull Death (to hit with Guns, Damage +8 / 9 uses per session).
Kukri of Dimensional Rending (opens door into the NeverNever +6 effect / 11 uses per session).
Facemask of Skulking (Veil +8 / 9 uses per session)
Bodyguard/Guide in the NeverNever-4 Supernatural Speed
-2 Supernatural Strenght
-4 Supernatural Recovery
+3 Catch: Wood
-8 Physical Immunity
Catch +2: Taoistic holy relicts
-1 Claws
-1 Flesh Mask
Skills:
Superb +5: Lore, Awareness
Great +4: Fists, Endurance