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The Saga of the Seven Swords (workshop)

Started by XXsiriusXX, March 09, 2008, 08:16:17 PM

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XXsiriusXX

[ic=The Saga of the Seven Swords]
[note=General] As you read through the various sections that have been posted into this thread you will notice that each has a varying amount of information. Even though the setting is now in version 1.1 there are still a lot of unconnected ideas and concepts that I am trying to work in. this is by no means a finished setting, and I doubt that it will ever be. But it is my goal to update this setting as much as I possibly can in coming weeks, and with any luck I will accomplish this. [/note]
The Saga of the Seven Swords is a series of science fantasy novels / series bible that I have been working off and on for the last year. I decided to adapt it into a campaign setting for two reasons, the first is that I wanted to test out concepts and ideas that I was planning to add to the universe. Seeing how well things mesh with one another and how well they added to the story. The second reason was that I wanted to create some level of balance to the world.

Originally, I began this project as an attempt in realism, which means that I removed a vast majority of what makes a fantasy setting/universe unique. Exotic races, dangerous creatures, and epic locations, were all dropped. As I wrote, I found my myself becoming more and more limited to what I could create or more importantly what I cold use in the setting. As you can guess, this became very stifling. So instead of going insane, I decided to change gears. My plan now is to add every idea that crosses my mind into the setting and once I have poured all of my creative energy into it begin to trim my ideas back into a more cohesive setting. Trimming the fat so to speak, keeping what works and makes the setting more interesting and removing what doesn't.

So here is to my plan working, Welcome to my sandbox!


Setting Themes

Free will vs. Destiny
Freedom vs. Repression
Order vs. Chaos

Influences

Battlestar Galactica (reimaged), Caprica,  Babylon 5, Star Trek: Deep Space Nine, Star Wars, Lord of the Rings, Forgotten Realms, Spelljammer, Dark Sun, Stargate, Baldur's Gate series, Neverwinter Nights series, Planescape, Dune, Final Fantasy series, The Elder Scrolls series, Exo-squad, Mass Effect, Arthurian legend, The Saga of Seven Suns; Greco/Roman, Hindu, Egyptian, Minoan, Mesopotamian, and Arabic Mythology.  

I welcome all commits and advice, but please post them in this thread here: http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?71385.last

[ic=The World of Irridan]
[note=Continents]The world of Irridan does have plate tectonics and continents.  Since the surface area is covered with mostly habitable land and the fact that the borders between continents are not clearly defined. More to the point that I have not defined them, I'm sure at some point I will switch the regions into continents, but this is how it is for now. [/note]
The world of Irridan is the fourth planet in the Cyrol star system. Its surface is dominated by land, broken only by vast mountain ranges, deep forests, and large saltwater seas. It is home to a vast amount of animal and planet life as well as myriad of human cultures. The planet is orbited by two moons Vantra and Quarn. Vantra is the smaller and closer of the two moons, when full is yellowish-white in color, completes its orbit in thirty days and has a retrograde orbit. Quarn, the larger and more distant of the two is bluish-white in color and completes its orbit every sixty-five days.

Map of Irridan
I am the worst mapmaker on earth. So below is more of a conceptual drawing of Irridan's regions and the nations that comprise them. While this map does not show geographic features it should at least provide an idea of where things are.



<place image here>




[ic=History: The War of the Swords]
[note=History]This is the 1.1 version of the background story for the setting. There is still a lot of work to be done with it and the next version is in the works. In the next version I am hoping to fill in/rework some of the plot holes[/note]
The War of the Swords was the most pivotal conflict in human history. It began when one of the last Uru, Cyrannus, decided that he no longer wished to remain idle observer like the rest of his kind. His dream was to reclaim Irridan for the few surviving Uru, restoring them to their rightful place as the dominate life form, with him as its leader. He gathered the last vestiges of his kind to his tower Tel'nilthanthor, on the island of Civerl located in the Shattered Sea. Once there, Cyrannus explained his dream to them, and unveiled them means by which he would accomplish them, a powerful magical item. The item, which would become know has the Heart of Cyrannus, has the ability to strip away a humans free will, making them a willing slave.

The other Uru scoffed at Cyrannus' idea and his item. They believed him to be a fool and ridiculed him. Humiliated, Cyrannus vowed that he would show them, vowed that he would achieve his dream. Cyrannus's declaration only made the Uru laugh, luckily for the human race one Uru wasn't laughing. Vandicurian was appalled by what he had heard and how the rest of his race was reacting. Not sure of what to do at the time, Vandicurian left Tel'nilthanthor, but vowed that he would stop Cyrannus if he tried to carry out his plan.

After his disastrous meeting with the rest of his kind, Cyrannus mounted his 'heart' to an ornate breastplate and headed off to the most powerful human nation of the time, the Avereen Empire. Disguising himself as human, Cyrannus passed through the gates of Aver, the Avereen capital city. As he walked her streets, touring the city that would be come the set of his new empire Cyrannus was unimpressed with what he saw. To him, humans were brutal, short lived creatures that didn't deserve to be the dominate life form to fill the void his people had left.  

Cyrannus slowly began enacting his plan, and the first target for his 'heart' was not the emperor, or his court, but their servants. Over a period of weeks Cyrannus converted dozens of servants from the lowliest stable boy to emperor's personal attendants. Robbing them of their free will and enslaving them to his. In their new state, the servants became Cyrannus's spies, funneling vast amounts of information about palace activities, personalities of the royal court, and habits of the emperor out of the palace and into his hands. With this information in hand, Cyrannus formulated his plan, his next step would be to convert he emperor and take control of the empire.

With his spies already in the palace, gaining access to the emperor was an easy task. One night as the emperor retired to his private chambers, Cyrannus was waiting for him, and before he could call for his guards his will was taken. With the Emperor now his willing slave, Cyrannus was effectively in control of the Empire. His power was not absolute; control of the emperor and a dozen servants was not a safe position to make the massive changes required to being his plan to fruition.

 any indication the he still required He decided that for the time being he would miatina the Emperor and his cort and rule from behinde the scenes

Vandicurian, still troubled by the rhetoric that he had heard months before, decided that he would return to Tel'nilthanthor to see if Cyrannus still intended to go through with his machinations, and if so dissuade him. Vandicurian discovered it deserted, without any indication where Cyrannus had gone or how he would enact his plan. Vandicurian became concerned. He knew that the rest of his kind would do nothing to stop Cyrannus and unchecked he could cause serious damage to the human race. Vandicurian knew that he needed to be stopped,  
<work on>
and installed himself as his chief advisor. Under this guise, Cyrannus 'encouraged' the Emperor to make drastic changes to the Empire. Cyrannus commanded that The Emperor, ever the obedient slave, did as he was told. moved the Empire to a war footing, weapons The Avereen legions quickly conquered several small nations lining their borders.
<work on>
In keeping with his vow, Vandicurian maintained a watchful eye upon the affairs of the human race, looking for any sign that Cyrannus was carrying out his machinations. When word reached him of the Avereen and their brutal conquest of their neighbors. At first  believing that Cyrannus was behind the Avereen aggression, Vandicurian Vandicurian had a feeling that Cyrannus was involved.    watched the Avereen Empire expand; at first he thought that
<work on>
Disguising himself as a human, Vandicurian traveled to the Avereen capital. For days he wondered the city, watching the pattern of its citizens and listening to the gossip of its taverns. The Two Uru met. Vandicurian tried to convince Cyrannus to give up his ambition. In turn, Cyrannus tried to lure Vandicurian into joining him. Both refused. The laws that governed the Uru race prevented either one from harming the other and the two men parted company forever. As he was leaving Vandicuran saw the power of Cyrannus heart, knowing that no human nation could match it, he created a plan.

Returning to the war swept lands; Vandicurian met an honorable and just lord of a small kingdom. Seeing great potential in him, Vandicurian told the lord to gather six of his finest warriors and meet him in the ruins of an Uru city. There he would give him and his warriors the power to defeat the darkness that was consuming their world. The lord agreed and Vandicurain departed.

The lord and his warriors traveled to the city of the Uru where Vandicurian gave each of them a unique sword imbued with great magical powers. He told them that the swords were the only hope for stopping the war and defeating the true evil behind it. With swords in hand, the warriors were able to turn the tide of war and push the Avereen back to their own lands, but a final battle loomed on the horizon.

During the battle the sword bearers, as they had become known, encountered Cyrannus. The two sides fought fiercely, and in the end it required all seven sword bearers to slay the Uru titian. With the death of Cyrannus, the hatred that consumed the Avereen disappeared and the war ended. The sword bearers returned home with Cyrannus heart as their prize. Coming to congratulate them, Vandicurian discovered troubling events beginning to unfold. The power of Cyrannus' heart began to corrupt the sword bearers. Vandicurian realized that if nothing was done the sword bearers would turn on each other and bring devastation to the realms of man.

Vandicurian knew that the heart of Cyrannus could not be destroyed, so he devised that it should be forever sealed away. With his great knowledge he constructed an impenetrable vault for the heart to be kept in. summoning the sword bearers to him, he placed the heart into the vault. Then using the seven swords as keys, he sealed the vault forever. The swords, or the key blades as they are now known, were returned to the sword bearers to protect. The sword bearers went on to forge a great empire and the Avereen returned to their own lands to rebuild theirs. Vandicurian, knowing that his time had passed, build a ship and sailed off into the sunset, never to be seen again.  

Time passed on, The key blades disappeared and the stories of Cyrannus became myth, but some believe that the heart still exists and have begun to search for the mythical key blades to claim its power
[/ic]
[ic=Currency]
[note=currency] Originally, I was trying to get away from the standard copper, silver, gold system used in most fantasy settings. While members here suggested a few options, I decided that I would just keep the traditional system, but with one stipulation. I really wanted to remove the amount of inflation that one finds in the system. Anyone who has played D&D knows what I am talking about. I really want to make copper and silver more of a functional form on currency. Any suggestions are always welcome!
[/note]
The most common currency used by the majority of the cultures on the world of Irridan takes the form of measured weights gold, silver, or copper in rectangular shapes. Governments cast their official seal into the currency that they produce and it is not uncommon for an individual to have currency caste from multiple nations. The names of, dimensions (Length X Width X Depth) and amounts are listed below.  

Common Currency[/i]
As the name suggests, the entries listed below are the most widely circulated units of currency used by adventurers and merchants alike.  

Bit
A Bit is the smallest form of currency used and takes the shape of a square coin, consisting of 1 oz of gold, silver, or copper.
1 Bit = 1/5 of a Slip, 1/10 of a Strip, 1/50 of a Brick, or 1/100 of a Bar.

Slip
A Slip is a 1 ½' X ¼' X ¼' inch rectangle consisting of 5 oz of gold, silver, or copper.
1 Slip = 5 Bits, ½ a Strip, 1/10 of a Brick, 1/20 of a Bar.
[note=Bit Conversion]
1 Gold Bit = 10 Silver Bits = 100 Copper Bits
[/note]
Strip
A Strip is a 3' X ¼' X ¼' inch rectangle consisting of 10 oz of gold, silver, or copper.
1 Strip = 10 Bits, 2 Slips, 1/5 of a Brick, 1/10 of a Bar.

Lesser Used Currency[/i]
The entries below are really only used in mass transactions done by governments and large trading organizations.  

Brick
A Brick is a 3' X 2' X ½' inch rectangle consisting of 50 oz of gold, silver, or copper.
1 Brick = 50 Bits, 10 Slips, 5 Strips, ½ of Bar.

Bar
A Bar is a 6' X 4'X 1' inch rectangle consisting of 100 oz of gold, silver, or copper.
1 Bar = 100 Bits, 20 Slips, 10 Strips, 2 Bricks.
[/ic]
[ic=Time keeping]
I am still working on the current year.
[note=calendar] I am going to come back to this section at some point in the future and rework the names of months 11 '" 16. Plus I also think I should come up with something better for the days of the week.[/note]
Calendar
The Irridonian year is comprised of 16 months each containing 32 days (512 days). The list below shows the months in their chronological order and the season they are in.

[th]
Month
[/th][th]
Season
[/th][/tr]
[tr][td] Monna [/td][td]winter[/td][/tr]
[tr][td] Dis [/td][td]winter[/td][/tr]
[tr][td] Triss [/td][td]end of winter '" start of spring[/td][/tr]
[tr][td] Quada [/td][td]spring[/td][/tr]
[tr][td] Pentos [/td][td]spring[/td][/tr]
[tr][td] Hexos [/td][td]spring[/td][/tr]
[tr][td] Hepta [/td][td]end of spring '" start of summer[/td][/tr]
[tr][td] Octo [/td][td]summer[/td][/tr]
[tr][td] Nona [/td][td]summer[/td][/tr]
[tr][td] Deca [/td][td]summer[/td][/tr]
[tr][td] Hendec [/td][td]end of summer '" start of fall[/td][/tr]
[tr][td] Dodec [/td][td]fall[/td][/tr]
[tr][td] Tridec [/td][td]fall[/td][/tr]
[tr][td] Tetrad [/td][td]fall[/td][/tr]
[tr][td] Pentad [/td][td]end of fall '" Start of winter[/td][/tr]
[tr][td] Hexad [/td][td]winter[/td][/tr]
[/table]

Days of the Week
The Irridonian week is comprised of eight, twenty-six hour days. Below you will find chronological order of the days.
First day
Second day
Third day
Fourth day
Fifth day
Sixth day
Seventh day
Eighth day
Time
60 seconds in a minute
60 minutes in an hour
26 hours in a day (13 hours of day/13 hours of night)

[/ic]
[ic=Zodiac]
[note]I would like the Zodiac to be a game feature where characters gain something for the sign which they are born under. The only problem is that I don't want to copy elder scrolls. Which the concepts below are somewhat replicating. I am still trying to create something unique and that fits with the setting as a whole. I really don't know what will come of this but Irridan does have a zodiac so the information is below.[/note]
[th]Sign[/th][th]Time of Year[/th]
Dagon '" The Dragon Monna 17th '" Dis 16th
Minos '" The Bull Dis 17th '" Triss 16th
Typhon - Triss 17th '" Quada 16th
Argo '" The Stag Quada 17th '" Pentos 16th
Zu '" The Winged Lion Pentos 17th '" Hexos 16th
Sarph Hexos 17th '" Hepta 16th
Naga '" The Serpent Hepta 17th '" Octo 16th
Amarok '"The Hound Octo 17th '" Nona 16th
Iara - Nona 17th '" Deca 16th
Strix - Deca 17th '" Hendec 16th
Vanana - Hendec 17th '" Dodec 16th
??? Dodec 17th '" Tridec 16th
??? Tridec 17th '" Tetrad 16th
??? Tetrad 17th '" Pentad 16th
??? Pentad 17th '" Hexad 16th
??? Hexad 17th '" Monna 16th

Waxing, Zenith, and Waning
Each of Irridan's sixteen zodiac periods is broken down into three phases: waxing, zenith, and waning.

[table=% die]
[tr][td]01-40:[/td][td]Waxing[/td][/tr]
[tr][td]41-60:[/td][td]Zenith[/td][/tr]
[tr][td]61-00:[/td][td]Waning[/td][/tr]
[/table]

[/ic]
[ic=Magic/Artifice]
[ic=Magic]
[note=Magic] I know this doesn't make much sense right now, I have to rewrite it. What I am trying to create here is a more scientific version of magic.[/note]
What magic is
The arcane force, more commonly known as magic, is the fundamental force of the universe; the source from which all others spring. Manipulating the arcane force allows one to temporality alter the laws of nature in a specific area. While invisible to the naked eye, the arcane force manifests itself physically as an uncountable number of ethereal tendrils. The tendrils permeate all things. When properly trained a mage can see and manipulate tendrils to produce a desired effect.
[note=Spellcasting]System wise, I think that I am going to allow players to cast as many spells as they want per day. This goes in line with the concept that I have outlined above, where the wizard is using his knowledge to affect an outside force and not drawing on personal energy to use magic. To counter balance this I am going to require that the caster make a spellcrafting check before he casts any spell. The more powerful or intricate the spell the higher the DC required for a successful casting. [/note]
Spellcasting
In order for a wizard to cast a spell he/she must have a focused mind and the ability to use their arms. Without these two factors a spell can not be cast. While casting a spell a wizard manipulates a single or in some cases multiple tendrils to produce a desired effect. Each spell requires a tendril to be manipulated in a unique way. For example, in order for a wizard to cast a fire spell, he must twist single tendril and then stretch the twisted section out. While an ice spell requires the wizard to double loop two tendrils together. All spells of a particular type (fire, ice, shadow, etc) begin with the same basic manipulation which is then expanded upon. Subtle variations in a tendrils manipulation account for scalable factors in a spell such as area of effect, shape, and range.

Unique forms of spellcasting

Summoning
[note=Summoning]
While the system is no where near finalized, I do have a few points that I know that I am going to incorporate. The first is that a caster is only able to select one type of elemental to summon. The second is that each elemental will have its own skill path. The third is that each elemental will have unique abilities. I will say now that some minor powers that the elementals have may be similar. I don't think that it can be avoided.

For example, a minor power common to both water and air elementals would allow them to possibly pass through the cracks in a door/masonry/excreta. This is do to the inherent natures of the element of which they are composed, but you can see the point I'm trying to make.
[/note]
Summoning is an ancient and powerful form of spell casting that is highly misunderstood. Most non-summoners believe that the summoned creatures are unintelligent beings formed from the weave, that act at the behest of the caster. In a sense this is true, but there is far more to the caster/creature relationship. The summoned creatures are not unintelligent beings drawn from the weave or from another plane of reality, but are in fact a manifestation of the casters own will brought forth into a physical form.

The caster manipulates the tendrils of the weave to create a vessel of elemental matter into which he transfers his will. The casters will reacts with the vessel, raping that matter around itself like a protective armor. Physically the armor is roughly humanoid in shape and composed entirely from that element imbuing with incredible powers (the powers are unique to the type of element that it is composed of). This form is known as an elemental. The caster as full control over the elemental, he can see thoughts its eyes, interact with objects, and engage in combat.

In order to maintain the summons the caster must maintain complete concentration on it, this prevents him from taking any action other the concentrating on the summons, leaving him open to attack. If attacked, the caster takes damage and risks the chance to lose the summons. If the summons is lost, the caster is temporally stunned as his will is transferred back to his own body. After the transfer is complete, the caster is returned to normal and is able to take normal actions.

Channeling
[note=Channeling]
This section may be somewhat difficult to follow without the background information on the Averreen Pantheon, but I wanted to place it here because it is a type of magic/spellcasting. I do plan on making a copy of this information and placing it in the religion section. Please let me know if it is too vague.

I am still trying to work in a way to have this system provide for a type of demon pact/barging. Something a long the lines of 'give me more control of your mind when we are joined and I'll give you powers that you can use when we are not'.  

Any suggestions would be appreciated.
[/note]
Channeling magic allows the character to call forth and become one with an avatar of the Drala'fee, the fallen deities of the Avereen Pantheon. In this new form the character gains access to unique powers and abilities. Unfortunately there is a cost with this power; while in the avatar form, the characters mind merges with that of the Drala'fee. This causes the character to lose part of his free will and take on the personality traits of the fallen god.

In order for a character to call forth an avatar he must obtain that avatars focus. An avatar focus is a crystal that acts as a conduit between the channeler and the fallen deity. To act as a focus the crystal has to be attuned to the Drala'fees' God Stone. The process of attuning a focus varies from God Stone to God Stone; most require that a ritual be performed. Others require that the character perform a task, such as obtaining the focusing crystal from a well protected shrine; while some Drala'fee are more esoteric in their requirements.

Simply obtaining the focus does not allow the character to call forth the Drala'fee's avatar. A permanent connection between the channeler and the focusing gem must be made. A character must bond the gem to his flesh and by extension his soul. Once the connection has been made, the character can use his will to draw the power of the Drala'fee to him and channel the avatar into being.  

As the channeler wills the avatar into being, the avatar focus crystal begins to glow, drawing arcane tendrils around him. The tendrils coalesce around the channeler forming into a spectral from avatar of the fallen god. The channeler can still be seen bestows incredible powers and abilities for a short period of time. The summoner, for the most part is in control of the avatar, but does take on personality aspects of the deity. In some rare cases the will of the avatar has been able to over power that of the summoners, in these instances the avatar acts of its own accord.

Types of Unique Magic Items
[note=Spell Sphere]Spheres are this settings magic scrolls.[/note]
Spell Sphere [/i]
A Spell Sphere is a specially crafted orb of crystal or glass that stores a single magical spell. To cast the spell the user simply needs to break the sphere releasing the magical energy within.

Crafting and Use
Crafting a spell sphere is a delicate process. A wizard begins the process by casting a spell to create an arcane bubble. The arcane bubble is a large 3' x 3' sphere composed entirely of the arcane force. In a sense, the wizard creates a micro-arcane force with in the bubble. The tendrils' within the bubble connect only to the spheres inner wall, while the outer wall in connected to the local arcane force. The tendrils on either side of the bubble can be manipulated independently of each other.

The wizard then manipulates the tendrils within the bubble to the proper shape to produce the desired effect. Since the tendrils on the interior of the bubble are connected to only the bubble the spell is not immediately cast. Instead the bubble holds the spell in stasis. The wizard then manipulates the tendrils on the outside of the sphere to compress its diameter to three inches. As the sphere compresses, its outer wall crystallizes taking on a solid state, which gives it texture resembling clear glass. In this state the sphere is strong enough to maintain its shape, but weak enough to be crushed by a human hand.

When the wizard wishes to cast the spell within the sphere he simple needs to crush it. This can be done by hand or by being thrown against a hard surface. Once the outer wall is crushed the sphere rapidly decompresses and bursts, which releases the tendrils within. The tendrils join with the natural arcane force and the spell is cast.

Identifying Spell Spheres
When a Spell Sphere is in its solid state the user can clearly see the shape of the tendrils within. Since each spell has a unique shape, anyone with basic knowledge of magic can identify the type of spell contained within, but to fully understand all aspects of the spell, such as area of effect, range, and power level, requires the expertise of a spell caster.
[/ic]
[ic=Artifice]
Artifice essentially a form of magical technology, it allows for the creation of arcane powered items that duplicate the effects of true magic one. While artifice items duplicate their true magic counterparts, they no where near as powerful. What they lack in power they make up for in cost. An artifice item cost considerably less than a true magic item. The reason for the low cost is due to the fact that artifice items require an external power source to power the magic effect. Without this power source the artifice item is no deferent then a regular item. The power for artifice items comes from a device known as a magi-core.

Artifice Basics

Tetracite
Tetracite is a naturally occurring; incredibly fast growing, quartz-like crystal that is deep blue in color. Tetracite has a very unique property It can be found almost anywhere on Irridan, but the crystal with the highest quality is found in desert regions.

Crystal Quality

Low Quality CrystalsHigh Quality CrystalsExcellent Quality Crystals
Low Quality
Low Quality Crystals provide only enough energy to power ½ the artifice abilities.  
 
High Quality Crystals
High Quality Crystals are the standard crystal used in artifice items.
 
Excellent Quality Crystals
Excellent Quality Crystals provide an abundance of energy, all artifice abilities powered by are increased by 1 ½ times.

The crafting process is very similar to gem making, the only difference is that Tetracite is cut into cylinders of varying size. Then one end is caped with non-conductive material and is used to handle the crystal after it is attuned. As for the attuning process, it is a simple matter of Wizard or Artificer manipulating the tendrils that radiate out from the crystal into a single one. This action transforms the tendrils into a conduit for energy from the Arcane force, the crystal then radiates that energy outwards. Once the Tetracite's tendrils are manipulated in this fashion it can never be undone.

[note=Magi-cores] I am currently in the air about the crystals used for Magi-cores. I am not sure if I want to have a single type of crystal, (i.e. tetracite) or allow the use of a verity of crystals each of which provides different types of abilities along with power generation ability (i.e. a magi-core built with a ruby would add fire resistance or fire like abilities). In information below is written for a single type of base crystal. [/note]

Magi-cores
The Magi-core is a fundamental component of all artifice. They are the means by which all artifice items gain the magical energy to power their abilities. Magi-cores are crafted from a deep blue crystal, known as Tetracite which, when properly attuned, draws energy directly from the arcane force and channels that energy into whatever device they are attached to. The amount of energy that a Magi-core can draw/channel is depended upon the size of the crystal and its quality.  In most cases, Magi-cores are not unique to the item they are created for. They can be used interchangeably with any artifice item for which they fit.

Items that are powered by Magi-cores draw energy in at a steady, controlled rate. The energy is then distributed throughout the item at the same rate. This causes no damage to the crystalline structure of Magi-core, allowing it to provide an unlimited amount of power indefinitely. There is one exception to this rule, Magi-cores used in Pulse Weapons come under a great deal of stress when performing their function. This degrades the Magi-cores crystalline structure and will eventually lead to the cores failure.

Magi-core sizes
Magi-cores are broken down into three main categories: Personal, xxxxxxxx, and xxxxxxx.

[note=Runes]I'm not sure how I am going to handle runes. Currently, I am just using them as circuits, moving energy across the item. At the same time I have another concept of having Runes be far more complex, working more like programs or bestowing abilities on the items that they are etched upon. For example, there is a rune for protection and another for fire, and by adding the two together would bestow protection from fire on an item.[/note]
Runes
Runes are the means by which an artifice item gains its unique abilities. A Rune is a physical representation of an arcane tendril manipulation, more commonly known as a spell. Like a spell, each rune is unique to the ability that it bestows. Unlike spells; which can have scalable factors such as area, range, and level of damage, Runes do not. They bestow the most basic ability to the item to which they are inscribed upon. For example, an artifice weapon inscribed with a fire rune would imbue it with 5 fire damage.  

are the artifice equivalent of circuitry and like Magi-cores, are required for artifice items to function. Runes provide a pathway for the energy provided by a magi-core to permeate the artifice item. When energy is passing through a Rune it glows with a pale blue light and when touched, will not conduct the energy outside of the item.
 
Sigil
A sigil is a connecter that allows runes to work in cooperation with one another. They do this by passing the energy from the magi-core to one or more runes simultaneously. An item can have only on sigil placed upon it. For example, there is a rune for protection and another for fire, and by adding the two together would bestow protection from fire on an item  

Types of Artifice
[note=Types of Artifice]When I started to create this setting I knew that I wanted to add more sci-fi elements to it.
[/note]
Pulse Weapons
Having been introduced a century ago pulse weapons resemble flint lock weapons in shape and design, but not in function. Instead of using a spark to ignite gunpowder which in turn produces the force to fire a bullet, pulse weapons draw energy from a small magi-core built into the handle. When fully charged, the weapon, fires a single pulse of pure energy. Pulses completely negate armor, and in some circumstance are capable of passing through multiple targets.

Pulse weapons do share one other characteristic with their flintlock counter parts, a low firing rate. The weapon discharges the Magi-core so completely that it takes a minute for it to gain a substantial enough charge that is suitable for firing.

The massive power drain and subsequent recharge wakens the Magi-cores crystalline structure. Over time, the structure degrades to a point where it can no longer maintain the energy coursing through it. At this point the crystal disintegrates releasing a surge of energy which is safely channeled through the weapon, greatly enhancing (doubling the damage) of the cores final pulse. A Magi-core used in a Pulse Weapon will last for 200 hundred shots.

Sky Ships
Sky ships, while still relatively low in number, play an important role in trade, travel and warfare. Sky ships are not wooden ships that are held aloft by  blimp like gas bags or by magical enchantments on the hull. There are constructed of metal and use various pieces of other types of artifice to function, such as gravity rings for lift and propulsion and Pulse cannons for defense.  Sky Ships have a maximum elevation of 10,000 feet and a speed of 40 Knots.

Gravity Rings
Gravity rings are an interregnal component in Sky ship construction. The rings provide the ships lift and propulsion systems. They do this by repulsing gravities pull on the ship. A single ring is sufficient to lift a small one person craft, while larger ships require multiple.
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Please do not post in this thread. Post all comments in the discussion thread located here:
17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16


XXsiriusXX

[ic=S3 System]
The Saga of the Seven Swords will be using the work in progress that is the S3 system. Currently, the S3 system is, for the lack of a better term a mess. There is a lot of work being done with it and by a lot of work I mean massive changes to it. Its first incarnation, which can be found in the link below, is basically a heavily modified d20/D&D based system. But the more I work on the setting, the more I find that the system does not mesh well with it, hence the changes.

As you read most of the posts you will find there are references to 'exclusive skills' or reference back to the system itself. Just ignore them. If there is something that doesn't quite make sense or seems out of place, again just ignore it. Unless it is plot/setting related, it might be an over site on my part.

A rough outline of the original S3 system can be found here. S3 System
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[ic=Races]
While the Saga of the Seven Swords is a human centric campaign setting, the world of Irridan is not. The planet is home to two unique humanoid races; Human, and Uru.

[ic=Humans]
Humans of this setting are humans. They gain no abilities bonuses based on sub-type or culture. They do however gain additional skills that are dependent upon the culture that they are from.

The Eight Tribes of Man (Human variation)
The Eight Tribes of Man represent various types of humans that exist with on the world of Irridan. Characters do not gain any ability modifiers or special abilities based on the tribe they select. The tribes are to help flush of the characters physical appearance. The list below provides the tribes name, the region where they originated from, and their real world equivalent.  
[note=Tribes]It is not my intent to be racist, but please let me know if this section is.[/note]
Tribe Name
Original Area[/b]
Equivalent
SariThe people of the NorthEuropean
ReloraThe people of the SavannaAfrican
Venerri The people of the Shattered SeaMediterranean
Issnerri The people of the SouthMiddle Eastern
HyyaoThe people of the MountainsAsian
SaniThe people of the Coral SeaPacific Islander
ObiThe people of the PlateauIndian
TachenThe people of the PlainsNative American
Culture
In this setting, culture replaces the traditional race template. A character may select a culture to better help define his character. Each culture bestows additional skills upon the characters that come from them. These new skills are unique to the culture and progress in the same fashion as normal skills. The character is by no means obligated to advance his cultural skills.
[note=Culture]Once the S3 system is finalized the mechanics of the culture section will be completed. Currently I am still creating the nations listed below, once I am finished I will add the information below.[/note]
Trill [/i]
Under Construction
Vaerdar [/i]
Under Construction
Eursian [/i]
Under Construction
Roshin [/i]
Under Construction
Taszin [/i]
Under Construction
Issal [/i]
Under Construction
Drell [/i]
Under Construction
Aver [/i]
Under Construction
Tyrian [/i]
Under Construction
Lysian [/i]
Under Construction
Serra [/i]
Under Construction
Rhos[/i]
Under Construction
Orlease[/i]
Under Construction
Tipherian[/i]
Under Construction

Templates
[note=Templates]Currently there are no mechanics for the templates described below; once the S3 system is competed I will update this section.

[/note]
Templates are another way for a player to further customize their character. Unlike cultures, which characters may select at creation, a template requires more effort. In order for a character to acquire a template he/she may need to meet a series of requirements, find a teacher, or complete a quest. The requirements are dependent upon the type of template that the character wishes to acquire.

Lich
A lich is a spell caster who seeks to defy death by magical means. In order to accomplish this feat a spell caster must bind their souls in magical receptacles called phylacteries. Once the process is complete the liches body slowly begins to decay until it resembles an emaciated version of its former self. With their souls bound to material focuses, they can never truly die. If its body is destroyed, a lich can simply generate a new one. The only way truly to destroy a lich is first to destroy its phylactery, thereby removing its anchor to the material world, and then to destroy its physical form.

Requirements:
Under Construction

Abilities:
Under Construction

Chloren
A Chloren is an individual who has chosen to be bonded to a pod from the rare Talac tree (see Unique Flora and Fauna of Irridan). Bonding with a Talac pod is a dangerous process and most who attempt this feat die in the first few moments. If successful, the Talac symbiote begins to fundamentally change its host into a unique life form that is both plant and animal. The transformation endows the host with remarkable powers, but at a cost. The Talac symbiote will eventually consume its host body, transforming it into a new Talac tree.

Requirements:
Must be exposed to a pod from the rare Talac tree and survive the initial bonding.

Abilities:
Inherited knowledge: While it is true that the end result of the Talac symbiote does consume the host body it does persevere its conshoness and memories, passing them    
the host is not completely lost

While the end of the th
 
Slowed aging: The transformation from a human to a new Talac tree is a slow process. The unique properties that result from the bonding of

Woodland Stride: A Chloren may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Photosynthesis: Unlike a normal human, a Chloren has no need to eat or drink. He receives nourishment directly from the sun. So long as he is exposed to sunlight for at least two hours per day he will stay healthy. An overcast or cloudy day is sufficient to nourish a Chloren. If he is not exposed to sunlight everyday the Chloren begins to grow weaker. After three days of non-exposure the Chloren enters a state of suspended animation. He is unable to take any actions of any kind, including defending himself. The Chloren remains in this condition until he is exposed to eight hours of sunlight, at which point he returns to his weakened condition. A second eight hour day is required to return the Chloren to normal health.

A Chloren satisfies his thirst by submersing a part of his body in any pool or puddle of fresh water for ten minutes every other day. Exposure to rain or soaking his feet in a bucket will also suffice. If the Chloren does not absorb water every other day he begins to dry out. His body becomes brittle, slowing his movement and his ability to defend himself. As well as increasing the amount of damage the he takes from fire and slashing weapons. The Chloren remains in this condition until he can spend two hours absorbing water.

Rooting: A Chloren can accelerate healing by a process known as rooting. He may attempt a rooting once a week. To use this ability the Chloren must bury his feet in soil capable of supporting life up to his ankles. He must stand stationary for one hour, if he is disturbed in anyway the rooting fails and the Chloren may try the next week. If uninterrupted, tiny roots spring from his feet and bury themselves into the ground, absorbing nutrients from the soil. At the end of the rooting period the roots withdraw and the Chloren wounds heal.

Languages

Alphabets

The Avereen Alphabet
image here
The Avereen Alphabet is the most widely used alphabet on Irridan. It consists of twenty-six letters  
 
Alphabet 2
image here

Alphabet 3
image here

Alphabet 4
image here

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[ic=Uru]
Long before the race of man moved beyond the use of stone tools and a fear of fire, the world of Irridan was dominated by the powerful and enigmatic Uru. They created an empire that spanned the length and breath of the world. For millennia, the Uru's rule of Irridan was absolute, but darkness loomed on the horizon. A catastrophe befell the Uru and within a century of it, only a handful was left.

Physical description
Uru are humanoids that appear much like humans, except with distinctive black or brown spots visible from the top of the head, down each side of the face and neck, and down across the shoulders and the sides of the chest, thighs, and legs to their feet. They stand anywhere from five and a half, to six feet tall with eye colors that range from green to violet.

Almost nothing is known about Uru internal physiology, but it is believed that it is vastly different than that of an ordinary human. These differences are believed to be the factor that accounts for the Uru's extremely long life span. Barring injury or disease Uru are effetely immortal.

Role in the setting
The Uru are the catalyst for several major events that have taken place on the world of Irridan and in the Saga of the Seven Swords. The race and their civilization are meant to be used as plot points or story elements. They are not meant to be playing characters. The time of the Uru has past; Irridan now belongs to the Human race.
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Please do not post in this thread. Post all comments in the discussion thread located here:


XXsiriusXX

[ic=The Southern Reach]
[ic=The Nation of Issilmar]
Issilmar is a theocratic nation ruled by the masked council, whose members are comprised of the heads of each of the major churches.
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[ic=The Kingdom of Eursara]
[note=Kingdom?]Can it still be called a monarchy if the king has been deposed and is now ruled by a despot?[/note]
The Eursian Kingdom is a powerful monarchy located in the region known as the Southern Reach. Its capital, Eursara, is famously known as The City of Swords do to its connection with the fabled Seven Swords and it founding by the aforementioned swords bearers, most notably Rellian Velsacar, the cities first king. The Kingdoms power does not come through military might or from control of powerful magic, but through its vast economic control of which it has no equal.

This economic control is due in large part to the Sirius Trading Company making the city it base of operations. This control is further strengthened by the fact that Eursara is now ruled by the company's owner Jonas Sirius who, twenty years ago, deposed the cities rightful king Xander II and installing himself as Regent. Sirius is unable to clam the title of King do to the fact that he does not possess the sword Cinnafir, the cities symbol of kingship and that Xander's only son and heir remains in hiding. It is widely believed that the heir is only weighting for the right time to return to Eursara and claim his birth right.

It is well known that most of the Great Dukes, the highest level of Eursara aristocracy and the rulers of the kingdoms provinces, oppose Sirius politically but do not speak out against him for fear of their of losing their own territories or far worse their lives. The Dukes fear is well placed, after naming himself Regent, Sirius took control of the Kings royal guard and fashioned them into a ruthless and efficient secret police force known as the Praetor. The Praetor, whose loyalty to Sirius is unquestionable, put down any descent and ensures that Jonas's will is enforced.

The common people of Eursara, while not totally comfortable with the lost of the royal line have been placated by the greater economic prosperity and the lavish civic spending that has come with the new régime. For now, the common people support Sirius. Support for Sirius can also be found amongst the ranks of the Arcane Host, the city's magic guild.

The Provinces
[note=provinces] I am going to have to do some more work on this section. To me it seems a little contrived. Also I may need to separate this section into provincial history and provincial function [/note]
The Kingdom of Eursara is comprised of nine provinces each of which ranges in size and importance. The provinces are the domains of the Great Houses and their leaders the Grand Dukes. During the War of The Swords the provinces were small kingdoms that were in a constant state of warfare with one another. Even as the threat of Cyrannus and his Avereen legions loomed on the horizon, the provinces could not see beyond their petty blood feuds and hatred for one another. It wasn't until Rellian Velsacar, the future king, and his fellow knights arrived. Rellian was able to unite the warring factions, turn the tide of the war, and form a fledging kingdom.

The early days of the kingdom where not without peril, shortly after its creation, the old feuds began to reemerge. It looked is if the kingdom was ready to tear itself apart. in order to keep his kingdom together, Rellian gathered his nobles together, hoping that if he could sit them down together he would be able to work out their problems peacefully. After days of talks, the situation did not improve. Rellian, infuriated by the lack of progress, decide that is was time to force a solution.  

Rellian purposed The Pax. The Pax is a series of laws that laid down the foundation of the modern kingdom. It established the provincial boundaries, the powers and responsibilities of both the nobility and the king, and how the nobility interact with one another. The Pax states that the King is the sole authoritative force within the kingdom, the nobility serve at his will. It is his responsibility to ensure the security of the kingdom, as well as the sovereignty of his noble's lands, and to protect them from any hostile action, foreign or domestic.

In return for this protection, the nobles are to administer their lands in his name and enforce his will. To ensure that the king is able to perform his duties, the nobles, as a whole, are only allowed to maintain a military force equal to one-half the kings. Any noble who breaks The Pax, forfeits his title, his lands, and his life.

[spoiler=Eursara Titles of Nobility]
Eursara titles of nobility (in order of power)
The nobility in Eursara is hierarchical in nature with each lower level owing fealty to the title above them. All titles are granted by the title above their own and must be approved by the king. The title of Knight can only be granted by the King. However the Regent, in order to further solidify his power, has begun to give out titles without regard to the traditional system described above. This has alienated the established nobility. Unfortunately not to the point of open revolt, but enough that established nobility spurn the new nobility any way that they can.

Duke
The title of Duke is given to the heads of the Great Houses who in turn control entire provinces.  

Earl
The title of Earl is given to the ruler of a region within a province.

Lord
The title of Lord is given to the ruler of a district within a region.

Baron
The title of the Baron is given to the mayor of a town within a district.

Knight
The Knight is the lowest level of the nobility and a title that is given most often to generals or to individuals that the king deems worthy. The title may or may not include an estate.
[/spoiler]
The Nine Provinces

Ilan

Antua
 
???

Dyfed

???

Ilous

Kestra

Kes

???

Religion

The Kingdom does not have a state religion or prescribe to a single belief system. A variety of religions can be found actively practicing with in her borderers. Worship of the Issilmarian Pantheon is by far the most dominate. Also northern Fateism and Makerism have become quite popular. Even a small number of Triad zealots have been seen trying to convert the population.

Organizations

[ic=The Praetor]

The Praetor is a military order that acts as the personal guard of the Regent Johann Sirius and as a secret police force that enforces his will.
[/ic]
[ic=The Arcane Host]

The Arcane Host is Eursara's resident mages guild. They are not as influential or as powerful as other guilds of their kind, but they do command a great deal of respect from the common people of Eursara.
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[ic=The Great Houses of Eursara]

The Great Houses of Eursara are the most powerful families that comprise the upper echelons of the nobility. In most cases, each house can trace their lineages back to the original families that were united by Rellian Velsacar during the War of the Swords.  Each family controls one of the eight provinces and administrates it in the name of the king.

[spoiler=House Tanzel]
House Tanzel is the currently deposed royal family, the only surviving member of which Alden, is heir to the throne and is currently in hiding.    
[/spoiler]
[spoiler=House Elin]
Under construction  
 [/spoiler]
[spoiler=House Sirius]
Under construction  
[/spoiler]
[spoiler=House Ander]
Under construction  
[/spoiler]
[spoiler=House Scoro]
Under construction  
 [/spoiler]
[spoiler=House Xile]
Under construction  
 [/spoiler]
[spoiler=House Tran]
Under construction  
 [/spoiler]
[spoiler=House Drake]
Under construction  
 [/spoiler]
[spoiler=House Drax]
Under construction  
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[ic=The Nation of Rhos]
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[ic=The Kingdom of Orlan]
The kingdom of Orlan is an arcane monarchy ruled by an extremely powerful spellcaster known as the mage king. The mage kings most powerful servants are the Magsters, spellcasters who mix magic with  physical combat.
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[ic=The Nation of Tiphera ]
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[ic=Regional Organizations]
[ic=The Storm Riders]
Until 5 years ago, no one had ever heard of the Storm Riders or their charismatic captain Benjamin Flynn. That all changed when the Storm Riders began raiding Sirius trading convoys. Of the vast number of sky pirates that operated in the world today, none is more famous or successful as the Storm riders. The storm riders are known for their daring and innovative tactics, and oddly enough for their honor and charitable natures.

Knowing that their ship could not carry the vast amount of goods that sit in a trading ships cargo hold, The Storm Riders take the most valuable cargo for themselves and give the rest to the closest town or village.

The Organization

Headquarters: The Maelstrom (Sky Ship)
Members: 50 to 100 Crewmen.
Hierarchy: Strict
Leader: Captain Benjamin Flynn
Religion: Various
Secrecy: Low
Symbol: None

Hierarchy

The hierarchy of the Maelstrom is exactly the same as that of a sailing ship. At the top sits Captain Flynn, whose word is absolute law. Underneath the captain is his first mate Kendal Saroc. Kendal runs the day to day operations of the ship and oversees the ships engineer, the master of arms, and the navigator/pilot. The ships engineer and his men, maintain the ships flying system, hull, and armor. The ships master of arms maintains the all of the ships weaponry and is responsible for making sure that the crew is trained in combat. The ships navigator / pilot is responsible for plotting the ships course and flying the ship. At the bottom is the ships regular crew, none of which has a rank, and are treated equally

[spoiler=Shares of Loot]
The following is a list of how shares are divided on the Maelstrom:

Captain Flynn receives 20% of the total booty
First mate Saroc receives 15% of the total booty
The ships engineer, master of arms, and navigator/pilot each receive 5% of the total booty
The general crew receives 1 share of the remaining 50%
[/spoiler]

Motivation and Goals

The motivation and goals of the Storm Riders are often unclear; most believe that the Storm Riders are typical sky pirates, attacking cargo ships and merchant vessels to plunder the cargo. While the Storm Riders do participate in this activity, their methods are vastly different. For instance, they are the only known sky pirate group that gives full quarter to those who surrender to them. Also, they are known for only attacking the sky ships of the Sirius Trading Company. Most believe that Flynn as personal vendetta against the Sirius Family, but for what reason this vendetta exists is still a mystery

Recruiting

When Captain Flynn began his career as a Sky pirate he gathered a crew of 20 loyal men. As time grew on, Flynn knew that he would need additional crew, but finding people he could trust would be difficult. Flynn instituted a vouching system, where by each of the crewmen Flynn already trusted could vouch for a person that they would like to add to the crew. The Voucher would be personally responsible for the new member of the crews' actions and would also suffer the consequences of those actions. This system has maintained the loyalty that Flynn is looking for, while at the same time keeps discipline down as the crew police themselves.

Enemies

The only two true enemies of the Storm Riders are The Sirius Trading Company and the House Sirius of Eursara.

Exclusive Skill

Under construction

[spoiler=Character Profiles]
Here are character Bios for important members of the Strom Riders
[spoiler=Captain Benjamin Flynn]Under Construction [/spoiler]
[spoiler=First Mate Kendal Saroc] Under Construction [/spoiler]
[/spoiler]
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[ic=The Sirius Trading Company]
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Please do not post in this thread. Post all comments in the discussion thread located here:

XXsiriusXX

[ic=The Arcane States]
[ic=The Nation of Trillith]
The city of Trillith is home to the only magecrocy on Irridan and is located on the northern edge of the Iliththeen forest. It is known as the City of Mages do the high number of arcane practitioners that inhabit the city as well as the immeasurable amount of esoteric knowledge contained with in its walls. Trillith is dominated by three arcane societies, the noble Prydonians, the capitalistic Thallians, and the enigmatic Arkallians. For centuries the three factions have shared an uneasy alliance with one another, which has lead to joint control of the city
 
Unfortunately tensions between factions has been on the rise since the Prydonains created the Arcanum, a device that allows them to create powerful magical items without expelling any of there own personal energy. This has given the Prydonains massive advantage over the other two factions which they have not waited in exerting their power over the other two factions. Slowly more and more of Trillith is coming under Prydonian control and a time will come when the other two factions will either have to submit or fight back.

Government

Religion

Organizations

[ic=Prydonians ]

The Order of Prydos, or Prydonians as they are more commonly called, is known for a tradition of being honorable and just. This tradition is a personal reflection of the orders founder, Prydos. Prydos had two main beliefs that he instilled into all of his students, which over tmie became the core principles of his order.  to the  the first was that knowledge was the ultimate weapon that the strong should protect the weak and thurst for knowlage

The Organization

Headquarters: The Citadel
Members: 4,000 mages,
Hierarchy: Strict
Leader: The Prydonian Council; Archmages Alistair Deveraux, Enzo Jaseric, Jelena Koss and Fredrick Gantz.
Religion: Various
Secrecy: minimal
Symbol: under construction

Hierarchy

At the top of the hierarchy sits the Prydonian Council, a quartet of the orders most powerful and influential mages. The Council has total control of the order, enacting and enforcing its laws and running its day to day operations. Appointment to the Council is for life.
Just under the Council are the Grandmasters, who are the heads of the various schools of magic that the order teaches. The Grandmasters are responsible for creating implementing the curriculum for their particular school. The Grandmasters also serve as the pool from which the prospects of the Prydonian Council are drawn from, as well as the voting body to elect them.
Underneath the Grandmasters sit the School Masters which consist of three levels, low, mid, and high. Each indicative to the level of training one receives from them; low for basic magic, mid for mid ranged magic, and high for advance magic.
The last level is that of the student. Students are treated with respect and in addition to their studies they are assigned various duties around the Citadel

Recruiting

The Prydonians open their doors to all who wish to learn magic. The perspective is given a series of tests to discover their magical aptitude. If a perspective student is found to have the necessary ability for magic, they are admitted and begin training. If they do not have enough magical aptitude, they are given the option to join The Guardians. If that is not an option that they wish to proceed with, then the Prydonians have no option but to wish them the best of luck in their travels

The Arcanum

The Arcanum is an extremely powerful magical device that has become the cornerstone of Prydonian power. The Arcanum allows for the creation of magical items without the need for a wizard to expend any of his own personal energy in said items creation. The Arcanum draws its power from raw magical energy and transmits it to specially created items. These items, known as quasimagical items, use that energy to power the enchantments that have been placed upon them.
While this makes item creation a cheap and easy process, it doesn't come without a drawback, range. For a quasimagical item to function it must be with in range of the Arcanum. When outside the Arcanum's effective area'š quasimagical devices ceased to function, they do however retain and properties that are native to them (i.e. a sword is still a sword and can be used as such).

[spoiler=Exclusive Skill: Craft quasimagical item]
Under Construction
[/spoiler]

[spoiler=Character Profiles]
Here are character Bios for important members of the Order of Prydos
[spoiler= Alistair Deveraux] Under Construction [/spoiler]
[spoiler= Alyssa Deveraux] Under Construction [/spoiler]
[/spoiler]

The Guardians

The Guardians are a sub-group within the order of Prydos and act as personal bodyguards for the mages.

The Organization

Headquarters: The Citadel
Members: 5,500
Hierarchy: Loose
Leader: None
Religion: Various
Secrecy: Minimal
Symbol: Under construction

Hierarchy

When it comes to the Guardians, there is no real hierarchy. Each guardian considers his fellow man an equal.

Motivation and Goals

The motivation for a guardian is simple; protect your charge by any means necessary.

Recruiting

Most who join are either commoners looking for a better life and a sense of purpose, or individuals who attempted to become mages and did not have the aptitude for it.

[spoiler=Exclusive Skill:]
Under Construction
[/spoiler]
[spoiler=Character Profiles] Here are characters Bios for important members of The Guardians.
[spoiler=Maxwell 'Max' Deveraux]Under Construction [/spoiler]
[/spoiler]
[/ic]
[ic= Thallians]

The Order of Thallin, or Thallians as they are more commonly called, are known for a tradition of being greedy and efficient. This tradition is a personal reflection of the orders founder, Thallin Kale.

The Organization

Headquarters: Thallins' Tower
Members: 2,100
Hierarchy: Loose
Leader: under construction
Religion: Various
Secrecy: Medium
Symbol: under construction

Hierarchy

The Thallians are governed by the Jazerit, a council of eight member wizards who have proven a mastery of the arcane and an ability to generate vast sums of money for the order (and for themselves). The Jazerit appoint all positions, and control the lion's share of the orders wealth. Underneath the Jazerit are the orders general mages who split their time between gathering personal wealth, curing favor with the Jaerit, and training their apprentices.

Recruiting/Training

The Thallians open their doors to anyone who wishes to join them. Like many other arcane orders the Thallians use the apprentice model when it comes to training new members. A senior member of the order will take the new apprentice and have he/she sign an indentured servant contract. The apprentice agrees to serve the master for five years and in return he will be trained in the magical arts. After which the apprentice becomes a full member of the order and may take an apprentice of their own.

[spoiler=Exclusive Skill:]
Under Construction
[/spoiler]
[spoiler=Character Profiles] Under Construction[/spoiler]
[/ic]
[ic= Arkallians ]

The Order of Arkallea, or Arkallians as they are more commonly called, are known for a tradition of being extremely beautiful and secretive. This tradition is a personal reflection of the orders founder, Arkallea.

The Organization

Headquarters: The Halls of Purple Glass
Members: 2,000 (all Female)
Hierarchy: Strict
Leader: Grand Matron Selina Traoun
Religion: Various
Secrecy: High
Symbol: under construction

Hierarchy

Being a highly secretive, very little of the actual organizational structure is known outside the group. The only two titles that any outsiders hear are sister and matron, but the organizational structure is far more complex. At the top sits the Grand Matron, who has absolute control over ever mage in the order, as well as the pleasure slaves, and the golems that protect The Halls of Purple Glass. Underneath the Grand Matron sits the Matron Mothers who are the heads of the heads of the various departments within the order. The departments include: training, recruitment, security, and operations. Underneath the Matron Mothers are the Matrons, who act like lieutenants carrying out the Matron Mothers will. Underneath the matrons are the orders general mages, who use the title of sister to refer to one another. Lastly, underneath the general mages are acolytes. Not really a level within the hierarchy, are the pleasure slaves. Pleasure slaves have no real reasonability outside of pleasuring a mage whenever she demands it.

Motivation and Goals

The motivation and goals for the Arkallians is a mystery, and it is that mystery that causes much of the wild speculations about them. Some believe that the Arkallians are experimenting on the cities population, looking for the key to eternal youth. While others believe that the Arkallians secretly kidnap people to sell as salves in Roshon None of the clams have ever been confirmed.

Recruiting

The most common way that the Arkallians add members to their ranks is through adoption. Once a year the Arkallians send matrons to orphanages in Trillith and the small towns in the surrounding countryside, adopting all the female children they can find. It is also at this time that families that are unable to support their children have been known to offer up their daughters to the order, knowing that they will gain a better life then the one they can provide for them. The children are then brought back to The Halls of Purple Glass and begin their training in the ways of magic. More rarely do female mages from other orders and nations come to join the Arkallians and it is not unheard of that the Arkallians have children with their pleasure slaves. The Female children are brought into the order while the male children are either made into pleasure slaves for cast out into the streets.
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[ic=The Order of the Emerald Flame]

The Order of the Emerald Flame is a collection of intelligent and skilled mages, whose power is only matched by their extreme arrogance and greed. Operating from secret chapterhouses, the order furthers its goals by blackmail, intimidation and brute force

The order began as a group of disgruntled Thallian mages (see Trillith city page for more information) looking for an opportunity to over throw that organizations leadership and install themselves. Their attempt coup failed and they were driven from the city of Trillith and into the Vandenberg Mountains.

Once there, the newly outcaste mages discovered an ancient Uru structure. The outcasts transformed the ruin up as a statuary to hide from their former comrades and as a new base of operations. Inside the ruin the outcasts discovered Uru texts that detailed an unknown fount of arcane lore about fire magic.

With this new found knowledge, the outcasts renamed themselves The Order of the Emerald Flame and have ever was chased back to there new

The Organization

Headquarters: The Grand Chapter House
Members:  around 6,000 active members world wide.
Hierarchy: Loose
Leader: Unknown
Religion Various
Secrecy Medium
Symbol: the symbol for the Order of the Emerald Flame is a green sphere wreathed in a mixture of green, yellow, and white flame.

Hierarchy

Each chapter house is its own entity, but for the most part they do share the same hierarchy. At the top of the hierarchy sits the chapters' archmage known as the Ignis. The Ignus has absolute command over every member of his chapter house. The Ignis also has a membership in the Orders over all leadership body known as the circle. Directly underneath the Ignis is his company of mage captains known as the Terith. The Terith are responsible for overseeing the various departments with in the order. The most common departments to be found with in the order are security, intelligence, operations, recruitment / training, and accounting. There are usually 4 to 8 Terith per chapter house. Each Terith has four lieutenants known as Corrit. Corrit are responsible for the day to day operations of the department to which they belong to. Underneath the Corrit are the general members of the order known as Janith. Janith are the orders workforce. Sitting at the bottom are acolytes, who are treated little better then slaves.

Motivation and Goals

There are two main motivations for the Order of the Emerald Flame, money and power.

Recruiting

Most perspective members are given highly dangerous tasks to prove their intelligence, level of power, and cunning. If the perspective can accomplish the task in a fashion that impresses the order, then that candidate is given the opportunity to take the trial of fire. The trial of fire is a highly secretive ritual that all members of the order have endured. Members only describe the trial as intense ordeal that they never wish to experience again.

Allies

The Order has no true allies; most find the thought of having any type of contact with them to be repulsive.

Enemies

It is easy to sum up the enemies of the Order of the Emerald Flame, everyone. No one really trusts them. The Thallian mages of Trillith have an especially great hatred of the Emerald Flame and usually kill and suspected members when ever they can.
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XXsiriusXX

[ic=The Flat Lands]
[ic=The Nation of Vaeduarius]
The city of Vaerdarius is located on the southern coast of the Xenzara sea. It is known as the City of the Faithful do to the fact that it is the center of power for the Vaerdar pantheon known as the Triad. The city is ruled by the Currea, an authoritative and theocratic regime which has come under the belief that its people have become corrupted by values and beliefs of other religions. In order to counteract this perceived corruption they have instated an inquisition and commissioned Theoc Cyrus Redmane as its Grand Inquisitor.
Redmane and his fellow Inquisitors have spent the last five years brutality purging anything that does not fall with in the doctrine of the triad faith. Their quest has taken them beyond the walls of their city and into the surrounding territories. Most believe that it is only a matter of time before Redmane sets his eye to the rest of the world.

Government
[note=Theoc] Theoc is a religious/governmental title used by the upper echelon of the Vaerdarian priesthood. The title is given to those priests who make up the Currea.
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Religion
[ic=Inquisition]
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[ic The Order of the ]
The order of the Triad is a military organization that is universally feared by commoner and priest alike. They havea reputation for being nearly unstoppable in battle and
[note=Paladins]
Vaerdarian Paladins differ from the traditional mold. They are fanatical holy warriors whose religious zeal is matched only by their ferocity in battle.  In the heat of battle Paladins lose themselves in their fervor and enter a trance like state. In this state, a Paladin gains incredible strength, endurance, and resistance to pain.
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Please do not post in this thread. Post all comments in the discussion thread located here:

XXsiriusXX

[ic=The Desert Lands]
[ic=The Nation of Kesiea]
Kesiea is a class based society that is stratified by clan and then by family. Males typically shaver their heads and display two tattoos, one for their family and the other for their clan.

Dueling is very common and highly ritualized. It consists of two parties fighting with spears, to use any other weapon is looked down upon and thought of as cowardly.

The government consists of a council of the various clans leaders.

The spear is the traditional weapon and everyone is trained in its use. it is the warriors primary weapon in combat It is thought of
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[ic=The Roshon Empire]
The Roshon Empire is currently the largest empire on Irridan and is located  
The Syanic desert is a harsh wasteland filled with endless tracks of sand and blasted by intense heat. Running throught the center of the deaster is the ordos river, which years floods bring life to what would be a lifeless waste land. The river plays in an important role in commerce trade and
Tetracite Crystal
[note=Tetracite Crystal] as per the Magi-core note above, I was thinking that Tetracite, or whatever I decide to rename it is going to be the crystal that all Magi-cores will be crafted from. Again this still all depends on what decision I make about Magi-cores. But, for now I will write this section out as if they are.[/note]
Roshon's most abounded resource and the foundation of its wealth, Tetracite is the primary crystal used in the construction of Magi-cores.  Tetracite is a quartz-like crystal of deep blue color found in massive veins underneath the sands Synac desert. Mining th crystal is a dangerous task,
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XXsiriusXX

[ic=The Heartlands]
[ic=The Avereen Republic]
A thousand years ago Avereen was a powerful empire that encompassed the entire Heartlands region of Irridan.  
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[ic=The City-state of Tanzingard]
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[ic=Cult of Cyrannus]
In the annuls of history there are very few organizations that are truly despised by all cultures. One such group is The Cult of Cyrannus. The Cult earned their place by commenting one of the greatest atrocities in human history, The Massacre of Tazenguard (see Tazenguard section for more explanation).

After the creation of the Heart of Cyrannus, its creator began to use its power to influence the minds of those around him, in an effort to insure their loyalty. The Hearts power worked to well, turning its victims into fanatical followers. So strong was their belief in Cyrannus that the victims began to worship him as a god, a belief that he encouraged. As time passed on the cult grew in importance, becoming the enforcers of their masters will and heralds of his new religion.

Even after the fall of Cyrannus and the death squads send to hunt them down, the cult has survived into the modern age and continued to prosper. The only reason for this is the fact that cult members keep there membership well hidden. Members have learned how to hide so well, that most people that the cult died out centuries ago.

The organization

Headquarters: Unknown
Members: Unknown
Hierarchy: Loose
Leader: Unknown
Religion: Cyrannusisum
Secrecy: Extremely High
Symbol: The symbol for the Cult of Cyrannus is an equilateral triangle, with three smaller equilateral triangles connected at the angles.

Hierarchy

Unknown

Motivation and Goals

The motivation and goals of the Cult are simple; seek out the key blades so that they may reclaim the Heart of Cyrannus. The Cult believes by reclaiming Cyrannus' heart they may be able to resurrect their fallen god and be with him once again.

Recruiting

Unknown

Allies

None; the cult does not directly seek help from other originations. The cult prefers to use others as tools and discard them when they are no longer of use.

Enemies

Most outside the city state of Averic have forgotten about the cult of Cyrannus, and those that do remember have little interest that the cult is still in existence. It is a different story with in the walls of Averic, the cult reminds the Avereen of the dark times in their history, and of how easily they were corrupted. The Cult is forbidden within the walls of the city and any territory that the Avereen control. Cult membership is considered a capital crime punishable by death.
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XXsiriusXX

[ic=The Heartlands]
[ic=The Avereen Republic]
A thousand years ago Avereen was a powerful empire that encompassed the entire Heartlands region of Irridan.  
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[ic=The City-state of Tanzingard]
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[ic=The Nation of Issilmar]
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[ic=The Storm Riders]
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[ic=The Mistlands]
[ic=The Nation of Undrell]
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[ic=The Nation of Trillith]
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[ic=The Frostfall]
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XXsiriusXX

[ic=Religion]
[note=Religion]This section was written when I was still using 3.5 D&D as my RP system. So everything reads as if it is still using that system. When I complete the S3 system I will come back and rework this section.[/note]
The world of Irridan is home to an almost uncountable number of religions, cults, and belief systems. Some thoroughly entrenched into several cultures, while others practiced by a handful of people. The nature of the gods is a matter of contention, do they or do they not exist? If the do exist, why do they not interact directly with their followers? For that matter do they care about their followers? These are all questions that the people of Irridan ask themselves everyday.

Most of the population truly believes that the gods do exist and that they watch over their followers. They believe that if they pray and follow the tenets of their particular faith that they will be rewarded with an eternal after-life. Others are not so pious. Some only believe in the power of the religion and how the religion can help them accomplish their own personal goals. A Small percentage of the population doesn't believe in the gods or the power of their artifacts. They believe that the gods are fictions and that their artifacts are not of divine origin. They believe that the artifacts are extremely powerful magical items, most likely of Uru designs, which are being used by their religions to control their followers.

Deific Artifacts [/b]

Deific Artifacts are extremely powerful magical items and have a significant connection to the deity/religion to which they belong. While the existence of the gods may be in question by some, the power of their artifacts is not. Each of the major pantheons of Irridan maintains a varied number of these items. It should be noted that not all of the deific artifacts come in the form of a physical item; some are more exotic, such as the God Stones of the Avereen Pantheon or Silver Oracle of Fateist religion.  

In the sections below you will find information on the largest religions currently practice.

[ic=The Avereen Pantheon]
[note=Summoning] While I am not currently planning on adding summoning magic in the traditional sense (i.e. D&D). I am working on incorporating elements from summoning depicted in Final Fantasy X with a mixture of Pact Magic found in Tome of Magic (D&D). [/note]
 
The Avereen Pantheon makes up the dominant religious practices in the Heartland region of Irridan. The pantheon is comprised of the surviving gods of a deific war. The victors, known collectively as the XXXXX, or Eternal Ones were responsible for preventing the return of the primal forces of Order and Chaos and the apocalypse that they would have brought. The defeated deities known as XXXXX, or Fallen Ones were striped of the majority of their divine essence and imprisoned by the Eternal Ones in massive indestructible crystals known as God Stones.

Mythology
In the beginning there was the eternal void and within its confines existed two beings of over whelming power. The first was the ever changing formless mass of Chaos and the other was the unchanging perfect form of Order. Each wished to shape the void in their own image and would let nothing stand in their way of accomplishing this feat. For countless ages the two over powers warred against one another, with each battle growing in intensity, with neither side gaining any ground.

Over time, both Chaos and Order realize the constant warfare was causing their divine essence grow weaker. Believing that the affliction was solely their own, both vowed that they would use what remained of their power in a last attempt to defeat the other. The two overpowers rushed at one another, colliding with tremendous force. In their weakened condition, the overpowers were unable to with stand the trauma, their physical forms shattered dispersing their divine essence throughout the void.    

The opposing essences mixed together and over time coalesced into the land, the sea, and the stars.

 from them sprang forth the land, sea, and the heavens.  , sun, and the stars.   Slowly the world grew, and the final remnants of both divine essences coalesce into dozens of lesser gods. For a time, the gods of old lived in peace with each other and their followers. but this peaces was not to last, the mood of the gods changed, as if something had taken control of them, bending them to their will. The wars began as god fought god and so did their followers.

As one god killed another he would absorb his divine essence and grow more powerful, some of the fallen gods followers would begin to worship his killer, or find a new god to worship. Over time the number gods dwindled, as did their followers, the remaining gods begin to hear the call, a voice inside there minds telling them to go to war, to kill their fellow gods, to become more powerful, to become something more powerful. The call was overwhelming, a driving force that they could not resist. It began with a single action, The quick strike that took the life of the first fallen god, Joranus. With his life extinguished his essence passed into his killer, Phaton, causing him to grow more powerful, and making the driving force of the call more powerful. As the gods power grew they began to understand what the call was. It was the overpowers looking for away to return to reconcile there divine essence and retake physical form. The gods new that if the over powers were to return they would have to give up their lives and the lives of all of their followers. This was an action that could not be allowed to happen. The gods devised a plan. They would strip their victims of almost all of their divine essences and then trap them to the world, ensuring their continued existence and that of the world.

God Stones
God Stones are the deific artifacts for the Avereen Pantheon. They are perfectly cut, prism shaped, crystals that measure twenty feet tall and five feet in diameter. Along the edges of each face, sit runes of an undecipherable language, that glow with a pale white light. At the core of the stone is the corporal from of the fallen god, which can be clearly seen through the crystals face. The fallen gods pose within the stone varies from deity to deity. Some look as if they are cowing in fear, others defiant, and a small few look completely serene.    

While the corporal form of the fallen deity is trapped within the stone, what is left of their divine essence is still active. However they can not interact with anything outside of their prison, unless they are called forth by a human who has been attuned to their particular god stone.

For a human to attune himself to a God Stone he must perform a ritual which he hopes to earn the favor the fallen god. While the specific requirements of the ritual vary from stone to stone, they all require the use of a gem. The type of gem again varies from stone to stone. If the ritual is done incorrectly the gem is destroyed and the summoner must begin again. If the ritual is done properly then the gem is converted into a focus.

In order for the focus to summon the fallen god it has been attuned to a permanent connection between the summoner and the gem must be made. A summoner must bond the gem to his flesh then and only then can the fallen god be summoned.  

As the fallen god is being summoned, the arcane tendrils around the summoner coalesce forming into an avatar of the fallen god. This process bestows incredible powers and abilities for a short period of time. The summoner, for the most part is in control of the avatar, but does take on personality aspects of the deity. In some rare cases the will of the avatar has been able to over power that of the summoners, in these instances the avatar acts of its own accord.  

At the end of the summoning period the avatar disperses and the summoner is returned to normal.


The XXXXXX (Eternal Ones)
 
Doshan [/b] (Doe-Shan)

Nasrin [/b] (Nas-rynn)

Na [/b] (NA)

Trios [/b] (Tree-ous)

Kasra [/b] (Kas-Ra)

The XXXXXX (Fallen Ones)

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[ic=The Issilmarian Pantheon]
[note=Masks?] I really haven't figured out what purpose the masks serve or the reason why the gods wear them. I just really like the concept of masked deities and the thought of their priests using masks during ceremonies. [/note]
Creation story
In the beginning there was the elemental void from which the primordials emerged. They fashioned themselves a realm of unparalleled beauty from which nothing would ever flux, nor wither, or changed its state. For a time, the primordials live in harmony with one another but the earth mother grew weary of her existence and left the divine realm in search of a new home, place that she could make her own. She traveled far from the divine realm and discovered a grey world with a single flower growing upon it. She stood upon its surface and stared at the flower, completely captivated by it presence. As she watched the flower as it began to wilt, horrified by the thought of losing the flower she poured her divine essence into it saving the flower. Knowing that the flower would not survive with out her, she decided to make this world her home and tend to it. she poured her essence into not just he flower but into her own creates such as trees, grass and plants. After a time she looked over her creation and she called her garden Irridan.

 upon it she poured her essence into it. as she did the world began to change. No longer was it gray but bloomed into a lush green world, completely covered with plants.

Another primordial, The Demon Bull, who had always coveted the Earth Mother discovered her green, life filled creation, he saw his opportunity to make the Earth Mother his own. The Demon Bull charged across the heaves wreathed in flame and arrived one the outskirts of the Earth Mothers garden. The bull called out to her and offered her a choice, she would either be his bride, or he would charge across her garden, consuming it in fire. Not wanting her creation to be destroyed, she agreed to his demands and became his wife. To him she bore six daughters whom he dismissed as useless and demanded that his wife bare him a son. As per the Demon bulls request she bore him twin sons.

The Earth Mother [/b]
The Earth Mother, The Lady of The Wood, The Great Goddess.
Symbol: A full white mask with no mouth and green scroll work around the edges and eyes.
Domains: Nature, Seasons, Life, Fertility, Growth, Harvest

The Earth Mother is the supreme deity of the Issilmarian Pantheon and the mother to all of its Gods. She concerns herself with the caretaking of natural aspects of Irridan and its people.

Physical Description: The Earth mother is depicted as a rotund woman of middle age with long flowing red hair and olive skin. Her face, when not covered by her mask, is rosy and kind with soft rounded features. She is garbed in long flowing robes that melted with the ground.

Lissa [/b] (Liss-a)
The Devine Consular, The Mistress of War
Symbol: A full mask that is open around the mouth, with sides that crest into wings, and gray scroll work around the edges and eyes.  
Domains: War, Wisdom, Strategy

Physical Description: Lissa is depicted as a tall athletic woman of no more then

Vantra [/b] (Van-Tra)
The Great Muse, The Lady of Coins, The Silver Mistress
Symbol: A half mask with fins that curve down from just under the eyes and Silver Scroll work around the edges and eyes.
Domains: Nobles, Cities, Music, Art, Culture, Commerce

Iss [/b] (ISS)
Mistress of the Animals, The Queen of Beasts
Symbol: A full mask with horns emerging from the top and brown scroll work around the edges and eyes.  
Domains: Animals

Nym [/b] (Ni-em)
The Raven Haired Lady, The Mistress of Love,
Symbol: A half mask with sides end in three points and red scroll work around the edges and eyes.
Domains: Love, Lust, Passion, Jealousy

Merran [/b] (Mer-Ran)
The Lady of Mists, The Queen of Storms, The Mistress of the Sea
Symbol: A full Mask with sides that more waves and blue scroll work around the edges and eyes.
Domains:  Sea, Water, Storms, Lighting, Travel

Serrea [/b] (Serr-A)
The Gray Lady, The Mistress of Death
Symbol: A full mask with no mouth and a weathered aged look to it and black scroll around the edges and eyes.
Domains: Death, The underworld,

Cyrol [/b] (Sigh-roll)
Lord of the Day, Keeper of the Sun
Symbol: A half mask with ends which form points near the chin and has yellow scroll work around the eyes and edges.  
Domains: Day, Light, The Sun, Protection

Quarn [/b] (Qw-arn)
Lord of the Night, Keeper of the Stars
Symbol: A half mask with two lines that descend from just below the eyes and has white scroll work covering the edges and eyes.
Domains: Night, Darkness, Protection

The Demon Bull [/b]
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[ic=The Vaerdarian Pantheon]
The Creator [/b]
The Preserver [/b]
The Destroyer [/b]
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[ic=Fateism]
Nona [/b] - spun the thread of life from her distaff onto her spindle.
Decima [/b]- measured the thread of life with her rod.
Morta [/b] - was the cutter of the thread of life. She chose the manner of a person's death.
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[ic=The Great Maker]
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Please do not post in this thread. Post all comments in the discussion thread located here: