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The Saga of the Seven Swords 1.0

Started by XXsiriusXX, August 09, 2009, 11:25:18 AM

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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 in version 1.0 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, it is my goal to update this setting as much as I possible can in coming weeks.
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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.

Setting Themes

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

Tone

The Saga of the Seven Swords is being designed as an attempt in toned down fantasy. Which means that a vast majority of the monsters from the fantasy genre have been removed, leaving only two distinct humanoid species to fill the roles of protagonist and antagonist. The goal of the setting is to craft complex, unique, and interesting characters that interact genuinely with the world and with each other.

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, The Saga of Seven Suns, Final Fantasy series, The Elder Scrolls series, Exo-squad, Mass Effect, Arthurian legend ; Greco/Roman, Hindu, Egyptian, Minoan, Mesopotamian, and Arabic Mythology.  

I welcome all commits and advice, but please post them in this thread here: The Saga of The Seven Swords Discussion Thread

[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.




[ic=History: The War of the Swords]
Under Construction
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[ic=Currency]
[note=currency] I'm trying to get away from the standard copper, silver, gold system used in most fantasy settings, and yes, I do realize that the system detailed below is essentially the same as what I am trying to get away from. Any suggestions on how to adapt this would be greatly appreciated.
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The most common currency used by the majority of the cultures on the world of Irridan takes the form of measured weights gold 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.  
 
Bit
A Bit is the smallest form of currency used and takes the shape of a square coin, consisting of 1 oz of gold.
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.
1 Slip = 5 Bits, ½ a Strip, 1/10 of a Brick, 1/20 of a Bar.

Strip
A Strip is a 3' X ¼' X ¼' inch rectangle consisting of 10 oz of gold.
1 Strip = 10 Bits, 2 Slips, 1/5 of a Brick, 1/10 of a Bar.

Brick
A Brick is a 3' X 2' X ½' inch rectangle consisting of 50 oz of gold.
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.
1 Bar = 100 Bits, 20 Slips, 10 Strips, 2 Bricks.
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[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.

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

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)

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[ic=Zodiac]
Under Construction
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[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 overcome or break the laws of nature. 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 scaleable factors in a spell such as area of effect, shape, and range.

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.
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[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 items. 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 produce the magical 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

[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). [/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 magical 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.
[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 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.  

Types of Artifice

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.

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 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: The Saga of The Seven Swords Discussion Thread



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:
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
Under Construction  
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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: The Saga of The Seven Swords Discussion Thread





XXsiriusXX

[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 king and the title above them. All titles are granted by the king and must be approved by the title above them. 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.

Count
The title of Count 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.
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Please do not post in this thread. Post all comments in the discussion thread located here: The Saga of The Seven Swords Discussion Thread

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XXsiriusXX

[ic=The Nation of Trillith]
The Nation of Trillith is home to a magocracy and is located on the northern edge of the Iliththeen forest. Its capital, Tessera, 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 quickly and more important, cheaply, create powerful magical items. 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.
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Please do not post in this thread. Post all comments in the discussion thread located here: The Saga of The Seven Swords Discussion Thread

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 design, that 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 Artifacts are come in the form of items, some are more exotic, such as the God Stones of the Avereen Pantheon or Silver Oracle of Fateist faith.  

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 religions in the Heartland region of Irridan. The pantheon is comprised of the surviving gods of a deific war. The losing deities were striped of most of their divine essence and imprisoned in massive indestructible crystals known as God Stones.

God Stones
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.
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Please do not post in this thread. Post all comments in the discussion thread located here: The Saga of The Seven Swords Discussion Thread

XXsiriusXX

[th]Zodiac Name[/th][th]Dates[/th][th]Period[/th][th]Ability[/th]
[td rowspan='3']Dagon '" The Dragon[/td][td rowspan='3']Monna 17th '" Dis 16th[/td][td]Waxing[/td][td]Ability 1[/td][/tr]
[tr][td]Ability 2[/td][/tr]
[/table]