Song of the Saurials: The Finders Stone Trilogy, Book 3 (Finers Stone Trilogy)

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By dismantling the stone and using the para-elemental ice at its core, Finder was able to slay Moander's real body in Tarterus, and claim its godly essence for his own. Moander's portfolio of rot and corruption, however, remained unclaimed by the bard. In doing this, Finder freed the Saurials, one of whom—"Dragonbait"—was traveling with Alias at the time, who had been enslaved by Moander. Finder immediately gained the worship of this stranded race excepting Dragonbait who followed Tyr , as their own deities remained on the world they left behind, he was also pardoned by the Harpers due to his bravery, and his name and songs were restored to the Realms [ vague ].

Still a fledgling power, Finder started to develop a base of worshipers at the urging of his first priestess, the Saurial Copperbloom. To do so, he manifested himself to a young bard named Joel , posing as the elderly priest Jedidiah, who espoused the wonders of Finder's vision. Joel later became close friends with Finder, as well as his first human cleric, from the time they spent together searching for an artifact, the Hand of Bane. Finder is tolerated by most of the good pantheon, his closest ally is Tymora , who sponsored his rise to godhood, and it is believed, as his old patron deity, helped him permanently slay Moander.

He is jokingly referred to as the god of reckless fools, which Tymora may appreciate and which is somewhat apt, considering Finder's behavior, he has also been known to fraternize with greater powers who are allies of Tymora, although as a free spirit, Finder prefers to spend his time away from stronger deities.

Finder is too new a deity to have any implacable foes or long-term allies, but Milil , whilst feeling somewhat threatened by him, hopes to guide Finder to a more benign outlook. Oghma is also wary of Finder, but cultists of Moander, sponsored by Lolth , seek his destruction, and deities such as Tiamat , Set , and Sebek wish to gain his patronage of the saurials, whilst deities such as Talona , Gargauth , and Yurtrus seek to steal Moander's unclaimed but guarded portfolio for themselves.

Finder's closest relationship is the one he has with his priest, Joel the Rebel Bard. Despite being lost to the Wyvernspur family's lore, he continues to watch over the descendants of his brother. Fantasy Fantasy is a genre of speculative fiction set in a fictional universe inspired by real world myth and folklore. Its roots are in oral traditions, which became literature and drama.

From the twentieth century it has expanded further into various media, including film, graphic novels and video games. Fantasy is distinguished from the genres of science fiction and horror by the absence of scientific or macabre themes though these genres overlap.

In popular culture, the fantasy genre is predominantly of the medievalist form. In its broadest sense, fantasy consists of works by many writers, artists and musicians from ancient myths and legends to many recent and popular works. Most fantasy uses other supernatural elements as a main plot element, theme, or setting. Magic and magical creatures are common in many of these worlds. An identifying trait of fantasy is the author's reliance on imagination to create narrative elements that do not have to rely on history or nature to be coherent; this differs from realistic fiction in that realistic fiction has to attend to the history and natural laws of reality, where fantasy does not.

An author applies his or her imagination to come up with characters and settings that are impossible in reality. Many fantasy authors use real-world mythology as inspiration. For instance, a narrative that takes place in an imagined town in the northeastern United States could be considered realistic fiction as long as the plot and characters are consistent with the history of a region and the natural characteristics that someone, to the northeastern United States expects.

Fantasy has been compared to science fiction and horror because they are the major categories of speculative fiction. Fantasy is distinguished from science fiction by the plausibility of the narrative elements.

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A science fiction narrative is unlikely, though possible through logical scientific or technological extrapolation , where fantasy narratives do not need to be scientifically possible. Authors have to rely on the readers' suspension of disbelief, an acceptance of the unbelievable or impossible for the sake of enjoyment, in order to write effective fantasies. Despite both genres' heavy reliance on the supernatural and horror are distinguishable. Horror evokes fear through the protagonists' weaknesses or inability to deal with the antagonists.

Elements of the supernatural and the fantastic were a part of literature from its beginning.

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Genres of romantic and fantasy literature existed in ancient Egypt ; the Tales of the Court of King Khufu , preserved in the Westcar Papyrus and was written in the middle of the second half of the eighteenth century BC, preserves a mixture of stories with elements of historical fiction and satire. Egyptian funerary texts preserve mythological tales, the most significant of which are the myths of Osiris and his son Horus. Folk tales with fantastic elements intended for adults were a major genre of ancient Greek literature. The comedies of Aristophanes are filled with fantastic elements his play The Birds, in which an Athenian man builds a city in the clouds with the birds and challenges Zeus's authority.

Ovid's Metamorphoses and Apuleius's The Golden Ass are both works that influenced the development of the fantasy genre by taking mythic elements and weaving them into personal accounts. Both works involve complex narratives in which humans beings are transformed into animals or inanimate objects. Platonic teachings and early Christian theology are major influences on the modern fantasy genre. Plato used allegories to convey many of his teachings, early Christian writers interpreted both the Old and New Testaments as employing parables to relay spiritual truths; this ability to find meaning in a story, not true became the foundation that allowed the modern fantasy genre to develop.

The most well known fiction from the Islamic world was The Book of One Thousand and One Nights , a compilation of many ancient and medieval folk tales. Various characters from this epic have become cultural icons in Western culture, such as Aladdin and Ali Baba. Hindu mythology was an evolution of the earlier Vedic mythology and had many more fantastical stories and characters in the Indian epics; the Panchatantra , for example, used various animal fables and magical tales to illustrate the central Indian principles of political science.

Chinese traditions have been influential in the vein of fantasy known as Chinoiserie , including such writers as Ernest Bramah and Barry Hughart. Beowulf is among the best known of the Nordic tales in the English speaking world, has had deep influence on the fantasy genre. Norse mythology, as found in the Elder Edda and the Younger Edda , includes such figures as Odin and his fellow Aesir , dwarves , elves and giants; these elements have been directly imported into various fantasy works. The separate folklore of Ireland and Scotland has sometimes been us.

Ed Greenwood Ed Greenwood is a Canadian-born fantasy writer and the original creator of the Forgotten Realms game world.

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Ed Greenwood grew up in the upscale Toronto suburb of Don Mills , he began writing stories about the Forgotten Realms starting in the mid s. Greenwood conceived of the Forgotten Realms as one world in a " multiverse " of parallel worlds which includes the Earth, he imagined such worlds as being the source of humanity's legends.

Greenwood soon became a regular player, he used the Realms as a setting for his campaigns, which centered around the fictional locales of Waterdeep and Shadowdale , locations that would figure prominently in his writing. According to Greenwood, his players' thirst for detail pushed him to further develop the Forgotten Realms setting: "They want it to seem real, work on'honest jobs' and personal activities, until the whole thing into far more than a casual campaign.

Personal life

He wrote voluminous entries to Dragon magazine, using the Realms as a setting for his descriptions of magic items and spells. According to Greenwood, Grubb asked him "Do you just make this stuff up as you go, or do you have a huge campaign world? Greenwood agreed to work on the project, began to prepare his Forgotten Realms material for official publication, he sent TSR a few dozen cardboard boxes stuffed with pencil notes and maps, sold all rights to the Realms for a token fee.

The following year, Greenwood used this material as a basis for writing the Forgotten Realms Campaign Set along with coauthor Jeff Grubb. He retained the rights to his fictional universe and went on to write numerous Forgotten Realms novels. Many of these center around the wizard Elminster , whom Greenwood has portrayed at conventions and gaming events. Greenwood feels his work on the Realms that he likes best are "those products that impart some of the richness and color of the Realms, such as the novel I wrote with Jeff Grubb, Cormyr , he found that it has been easy to keep his enthusiasm for the Realms over the years, as so many people care about it, ask him questions about the world's lore, share with him what they have done.

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He has stated that the Forgotten Realms, as run by him in his own games, is more "dark" and edgy than it is in sanctioned, published works. Greenwood has been contributing editor and creative editor of Dragon magazine. Greenwood has published over two hundred articles in Dragon Magazine and Polyhedron Newszine , is a lifetime charter member of the Role Playing Game Association network, has been Gen Con Game Fair guest of honor many times.

Greenwood has written over thirty-five novels for TSR, written, co-written, or contributed to over two hundred books and game products from other publishers. Greenwood's Castlemourn setting was published by Margaret Weis Productions , he is co-creator of the Mornmist fantasy setting. He has contributed to most Forgotten Realms gaming accessories, authored many more—including the detailed Volo's Guide series—and continues to DM his own campaign, he writes regular Realmslore columns for the Wizards of the Coast website.

In addition to all these activities, Greenwood works as a library clerk and has edited over a dozen small press magazines; when not appearing at conventions, he lives in an old farmhouse in the countryside of Ontario. As of , Greenwood lived in applegrowing country on Lake Ontario , still working full-time at the North York Community Library, as he had since , continued to run his original Waterdeep campaign with the same core group he started with, albeit meeting only sporadically.

He has stated that it is important for people who do freelance writing for roleplaying games to be active as both players and as dungeon masters. Shandril's Saga Spellfire. This novel is the final book of the Finders Stone Trilogy. Original Cover Art by Clyde Caldwell. Set deity Set or Seth is a god of chaos, the desert, disorder and foreigners in ancient Egyptian religion.

Set had a positive role where he accompanies Ra on his solar boat to repel Apep , the serpent of Chaos. Set had a vital role as a reconciled combatant, he was lord of the red land. In the Osiris myth, the most important Egyptian myth, Set is portrayed as the usurper who killed and mutilated his own brother Osiris. Osiris's wife Isis reassembled his corpse and resurrected her dead husband long enough to conceive his son and heir Horus.

Horus sought revenge upon Set, the myths describe their conflicts. Set is the son of the Earth and Nut, the Sky, he fathered Anubis. In art, Set is depicted as an enigmatic creature referred to by Egyptologists as the Set animal , a beast resembling no known creature, although it could be seen as a composite of an aardvark , a donkey , a jackal , or a fennec fox; the animal has a curved snout, long rectangular ears, a thin forked tail and canine body, with sprouted fur tufts in an inverted arrow shape.

Some early Egyptologists proposed that it was a stylised representation of the giraffe , owing to the large flat-topped "horns" which correspond to a giraffe's ossicones ; the Egyptians themselves, made a distinction between the giraffe and the Set animal.


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During the Late Period , Set is depicted as a donkey or as having a donkey's head; the earliest representations of what might be the Set animal comes from a tomb dating to the Amratian culture of prehistoric Egypt , though this identification is uncertain. The head and the forked tail of the Set animal are present. A major element of Set's mythology was his conflict with his brother or nephew, for the throne of Egypt; the contest between them is violent but is described as a legal judgment before the Ennead , an assembled group of Egyptian deities, to decide who should inherit the kingship.

The judge in this trial may be Geb, who, as the father of Osiris and Set, held the throne before they did, or it may be the creator gods Ra or Atum , the originators of kingship.

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Song of the Saurials

Other deities take important roles: Thoth acts as a conciliator in the dispute or as an assistant to the divine judge, in "Contendings", Isis uses her cunning and magical power to aid her son; the rivalry of Horus and Set is portrayed in two contrasting ways. Both perspectives appear as early as the earliest source of the myth.

In some spells from these texts, Horus is the son of Osiris and nephew of Set, the murder of Osiris is the major impetus for the conflict; the other tradition depicts Set as brothers. This incongruity persists in many of the subsequent sources, where the two gods may be called brothers or uncle and nephew at different points in the same text. The divine struggle involves many episodes. In this account, Horus defeats Set and is supported by most of the other deities, yet the dispute drags on for eighty years because the judge, the creator god, favors Set.

In late ritual texts, the conflict is characterized as a great battle involving the two deities' assembled followers; the strife in the divine realm extends beyond the two combatants. At one point Isis attempts to harpoon Set as he is locked in combat with her son, but she strikes Horus instead, who cuts off her head in a fit of rage. Thoth replaces Isis's head with that of a cow. In a key episode in the conflict, Set sexually abuses Horus. Set's violation is meant to degrade his rival, but it involves homosexual desire, in keeping with one of Set's major characteristics, his forceful and indiscriminate sexuality.

In the earliest account of this episode, in a fragmentary Middle Kingdom papyrus , the sexual encounter begins when Set asks to have sex with Horus, who agrees on the condition that Set will give Horus some of his strength; the encounter puts Horus in danger, because in Egyptian tradition semen is a potent and dangerous substance, akin to poison.