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FAITHS 8d AVATARS Byjulia Martin with Eric L. Boyd Contents Powers of the Realms .™ 2 Worship in the Realms 2 Worship and Divine Power ,..;',.. 3 Spheres of Godly Influence 4 Spheres of Influence Map 3 Divine Immigrants 4 The Birth of Powers 4 The Death of P o w e r s . Multispheric Powers, or Is Tiamat Dead or Not? 14| The Time of Troubles 15 Being Dead 15 Back From the Dead 15 Divine Abilities 15 Ao, the Over-Power 15 All FORGOTTEN REALMS' Setting Deities 16 Greater Powers 16 Intermediate Powers 16 Lesser Powers 17 Demipowers 17 Avatars 17 Members of the Clergy 18 Priests and Deities 19 Nonhuman Clergy, Priests, and Followers 20 Running Realms Powers 20 Format of Deity Entries 20 Extended Calculated THACOs Table 22 Extended Priest Spell Progression Table 22 Extended Wizard Spell Progression Table 22 Extended Bard Spell Progression Table 22 Faerunian Pantheon 23 Akadi 23 Amaunator 27 Ao 30 Auril 30 Azuth 34 Bane 36 Beshaba 42 Bhaal 44 Chauntea 47 Cync 51 Deneir 54 Eldath 57 Gond 62 Grumbar 66 Helm 68 Ibrandul 71 Ilmater 75 Istishia 78 Iyachtu Xvim 82 Kelemvor 84 Kossuth 88 Lathander 90 Leira 93 Lliira 96 Loviatar .....100 Malar 105 Mask 109 Mielikki 112 Milil 116 Moander 119 Myrkul 124 Mystra 128 Oghma 131 Selune 134 Shar 138 Shaundakul 142 Silvanus 145 Sune 149 Talona 152 Talos 155 Tempus Torm Tymora Tyr Umberlee Waukeen 176 Appendix 1: Priest Classes 182 Default Class Characteristics 182 Expanded Priest Experience Levels Table 182 Racial Class Limitations and Level Restrictions 183 Racial Class and Level Limits Table 183 Kit Usage 183 Spheres of Access 183 Religion-Specific Spells and Spheres 183 Sphere Corrections 18 5 Paladins and Rangers 183 Cleric 183 Crusader 184 Druid 184 Monk 185 Mystic 186 Brewing Potions and Ointments 186 Candle Magic 187 Shaman 187 Shaman Spirit Powers 188 Shaman Spirit Progression Table 188 Calling Spirits 189 Appendix 2: Spell Index 190 Credits Design: Julia Martin with Eric L. Boyd Additional Design: Ed Greenwood, L. Richard Baker HI, and David Wise Design Assistance: Kate Grubb Project Coordinator: Thomas M. Reid Cover Art: Alan Pollack New Priest Color Plates: Victotia Lisi Priest Color Plates: Ned Dameron Interior Illustration: Earl Geier New Deity Symbols: Earl Geier Deity Symbols: Paula M. Holz Color Cartography: Dennis Kauth Interior Page Layout Design: Dee Barnett Interior Page Layout Art: Red Hughes Typesetting: Ttacey L. Isler Production: Shan Ren and Terry Craig Special thanks to Ed Greenwood, Eric L. Boyd, Brion Babula, and Robert L. Nichols for reviewing this manuscript. For Moonlion, for being so very patient. ADVANCED DUNGEONS 6* DRAGONS, AD&D, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, RAVENLOFT, and GREYHAWK are registered ttademarks owned by TSR, Inc. ARCANE AGE, ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, PLAYER'S OPTION, PLANESCAPE and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. ©1996 TSR, Inc All rights reserved Printed in U.S.A. Random House and its affiliate companies have worldwide distribution fights in the book trade tor English language products of TSR, Inc. Distributed to the book and hobby trade m the United Kingdom by TSR, Ltd. Distributed in the toy and hobby trade by regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduc- tion or other unauthorized use of the material or artwork printed herein is prohibited without the ex- press written permission of TSR. Inc 9516XXX1501 TSR, Inc. 201 Sheridan Springs Rd. Lake Geneva WI53147 U.S.A. ISBN 0-7869-0384-8 TSR Ltd. 120 Church End Cherry Hinton Cambridge, CB1 3LB United Kingdom Sample file

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Page 1: FAITHS & AVATARS - watermark.drivethrustuff.comwatermark.drivethrustuff.com/pdf_previews/17569-sample.pdf · n the Forgotten Realms, ... of the Underdark, Dwarves' Deep, Elves of

FAITHS 8d AVATARSByjulia Martin with Eric L. Boyd

ContentsPowers of the Realms .™ 2

Worship in the Realms 2Worship and Divine Power ,..;',.. 3Spheres of Godly Influence 4

Spheres of Influence Map 3Divine Immigrants 4The Birth of Powers 4The Death of P o w e r s .

Multispheric Powers, or Is Tiamat Dead or Not? 14|The Time of Troubles 15Being Dead 15Back From the Dead 15

Divine Abilities 15Ao, the Over-Power 15All FORGOTTEN REALMS' Setting Deities 16Greater Powers 16Intermediate Powers 16Lesser Powers 17Demipowers 17

Avatars 17Members of the Clergy 18

Priests and Deities 19Nonhuman Clergy, Priests, and Followers 20

Running Realms Powers 20Format of Deity Entries 20

Extended Calculated THACOs Table 22Extended Priest Spell Progression Table 22Extended Wizard Spell Progression Table 22Extended Bard Spell Progression Table 22

Faerunian Pantheon 23Akadi 23Amaunator 27Ao 30Auril 30Azuth 34Bane 36Beshaba 42Bhaal 44Chauntea 47Cync 51Deneir 54Eldath 57Gond 62Grumbar 66Helm 68Ibrandul 71Ilmater 75Istishia 78Iyachtu Xvim 82Kelemvor 84Kossuth 88Lathander 90Leira 93Lliira 96Loviatar .....100Malar 105Mask 109Mielikki 112Milil 116Moander 119Myrkul 124Mystra 128Oghma 131Selune 134Shar 138Shaundakul 142Silvanus 145Sune 149Talona 152Talos 155

TempusTormTymoraTyrUmberleeWaukeen 176

Appendix 1: Priest Classes 182Default Class Characteristics 182

Expanded Priest Experience Levels Table 182Racial Class Limitations and Level Restrictions 183

Racial Class and Level Limits Table 183Kit Usage 183Spheres of Access 183

Religion-Specific Spells and Spheres 183Sphere Corrections 18 5Paladins and Rangers 183

Cleric 183Crusader 184Druid 184Monk 185Mystic 186

Brewing Potions and Ointments 186Candle Magic 187

Shaman 187Shaman Spirit Powers 188

Shaman Spirit Progression Table 188Calling Spirits 189

Appendix 2: Spell Index 190

CreditsDesign: Julia Martin with Eric L. BoydAdditional Design: Ed Greenwood, L. Richard Baker HI, and David WiseDesign Assistance: Kate GrubbProject Coordinator: Thomas M. ReidCover Art: Alan PollackNew Priest Color Plates: Victotia LisiPriest Color Plates: Ned DameronInterior Illustration: Earl GeierNew Deity Symbols: Earl GeierDeity Symbols: Paula M. HolzColor Cartography: Dennis KauthInterior Page Layout Design: Dee BarnettInterior Page Layout Art: Red HughesTypesetting: Ttacey L. IslerProduction: Shan Ren and Terry Craig

Special thanks to Ed Greenwood, Eric L. Boyd, Brion Babula, andRobert L. Nichols for reviewing this manuscript.

For Moonlion, for being so very patient.

ADVANCED DUNGEONS 6* DRAGONS, AD&D, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUSCOMPENDIUM, RAVENLOFT, and GREYHAWK are registered ttademarks owned by TSR, Inc. ARCANEAGE, ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, PLAYER'S OPTION, PLANESCAPE and the TSRlogo are trademarks owned by TSR, Inc.All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned byTSR, Inc.©1996 TSR, Inc All rights reserved Printed in U.S.A.Random House and its affiliate companies have worldwide distribution fights in the book trade torEnglish language products of TSR, Inc.Distributed to the book and hobby trade m the United Kingdom by TSR, Ltd.Distributed in the toy and hobby trade by regional distributors.This material is protected under the copyright laws of the United States of America. Any reproduc-tion or other unauthorized use of the material or artwork printed herein is prohibited without the ex-press written permission of TSR. Inc

9516XXX1501

TSR, Inc.201 Sheridan Springs Rd.

Lake GenevaWI53147

U.S.A.

ISBN 0-7869-0384-8

TSR Ltd.120 Church EndCherry HintonCambridge, CB1 3LBUnited Kingdom

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Page 2: FAITHS & AVATARS - watermark.drivethrustuff.comwatermark.drivethrustuff.com/pdf_previews/17569-sample.pdf · n the Forgotten Realms, ... of the Underdark, Dwarves' Deep, Elves of

POWERS OF THE REALMS

n the Forgotten Realms, the gods and goddesses of the Realms are referred to as powers. This usageis followed throughout Faiths & Avatars. The revised FORGOTTEN REALMS* Campaign Setting boxcategorizes all the Realms' powers as greater powers, intermediate powers, lesser powers, dead pow-ers, quasi-powers, over-powers, nonhuman powers, and alien powers. Faiths & Avatars dispenseswith the quasi-power category and places all powers previously ranked as quasi-powers somewhere

within the categories of greater, intermediate, lesser, and demipowers. (The functions of demipowersare described here, but the demipowers themselves will be dealt with in another work.) Dead powersalso are rated within this system according to their former statuses. The function of the over-power, Ao,is described within this introductory chapter, but a brief discussion of Ao as a power and his cult is alsoincluded in the Faerunian Pantheon chapter.

The nonhuman powers of the Realms—the elf, dwarf, gnome, halfling, drow, ore, and other nonhu-man pantheons—are not dealt with in Faiths & Avatars. For information on those deities and their spe-cialty priesthoods, consult Monster Mythology, Drow of the Underdark, Dwarves' Deep, Elves of Evermeet,Giantcraft, the Draconomicon and other FORGOTTEN REALMS setting products, as well as the numerousPLANESCAPE® campaign setting products detailing the different planes of existence in the AD&D8 game.(Future sourcebooks on the deities of the Realms will deal with these popular nonhuman powers.)

The alien powers present a problem in that many deities now considered "native" Faerunian powerswere once alien powers. They traveled to the Realms through many transdimensional migrations thathave occurred on Abeir-Toril over the millennia. The powers dealt with in Faiths & Avatars are thosethat are worshiped in Faerun, the region of Abeir-Toril that is generally considered to encompass every-thing from Evermeet in the northwest and the jungles of Chult in the southwest to the lands of theShining South in the south and the Great Glacier in the north and to be bordered by Kara-Tur in theeast and Zakhara in the far southeast. The pantheons of Maztica, Zakhara, and Kara-Tur are not cov-ered in this work, and though Chult and Mulhorand are generally considered to be part of Faerun, theirpantheons are significantly different from that of the bulk of Faerun and are not described in this work(though they may be detailed in future accessories of this type)

Worship in the RealmsThe religions of the Forgotten Realms are not monotheistic. They are polytheistic. This is difficult formany role-playing game players to understand, as most real-world nonoriental religions of the modernera are monotheistic. In polytheistic religions, multiple deities are worshiped, usually in groups calledpantheons (meaning all the gods of a people). In the Realms, the religion of Mulhorand involves theworship of a family of deities. The religion practiced over most of Faerun involves the worship of a col-lection of powers who are not generally related by blood. The religion practiced in Chult is the worshipof but two deities and a collection of ancestral, place, and animal spirits, along with a regard for theforce of nature. The philosophy of the Shining Lands of Durpat, Var the Golden, and Estagund sees allthings in the world as connected and part of a single creation spirit, the Adama or the One; all themany powers of the Realms are different aspects of the One, and consequently the Shining Lands aresome of the most religiously tolerant in the Realms, with literally all deities being reverenced here (al-though the Faerunian pantheon holds the Shining Lands within its sphere of influence—see below).All of these religions involve the worship of multiple powers within a pantheon, although not neces-sarily multiple pantheons. This is the normal state of affairs in the Realms.Thus, in abstract it is really ridiculous to think of one deity of the Realms becoming angry at a wor-shiper just for worshiping another deity. What matters to a particular Realms power is not that a fol-lower worships someone else—most everyone in the Realms worships several someone elses—butrather which other powers are venerated and which are appeased, and how serious a person's offeringsand worship are to other deities. Some pantheons even do not care if their worshipers also veneratedeities from other pantheons.

It is also rather silly to think of a particular temple having a congregation that is exclusive only to it,except in special cases. The folk of the Realms worship in many places, and they worship the powersboth by venerating them and by placating them. If a person has a high regard for knowledge or is asinger or bard in most of Faerun, she or he worships Oghma. But if that same person is planning anocean voyage in winter, she or he also worships Auril and Umberlee by placating them with offeringsto persuade them to allow the trip to proceed safely.

Most folk have a handful of powers that they regularly venerate, only appeasing an unpleasantpower when they are entering or engaged in a situation where that deity holds sway. Most people in theRealms also eventually settle on a sort of patron deity who they are most comfortable venerating andwho they hold in the greatest reverence. A person's patron deity is the power that eventually escortsthat person's spirit trom the Fugue Plain, the place where spirits go right after people die, to its afterlifeas a petitioner in the Outer Planes in the realm (or at least the plane) of its patron deity. (Those who

2 • POWERS OPTHL REALMS

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.—i yCelestial Bureaucracy

of Kara-Tur

DisputedI Territory on Spheres of Godly Influence

firmly deny any faith or have only given lip service most of their lives andnever ttuly believed are known as the Faithless aftet death. They ateformed into a living wall around the City of Strife—Kelemvor, the new lordof the dead, may soon tename it—in the tealm of the dead in Oinos in theGray Waste and left thete until they dissolve. The unearthly gteenish moldthat holds the wall together eventually destroys them. The False, those whointentionally betrayed a faith they believed in and to which they made apersonal commitment, are relegated to eternal punishment in the City ofSttife aftet their case is ruled upon by Kelemvor in the Crystal Spire(Kelemvor's abode in the City of Strife).

Some folk of Faerun choose to devote their lives to a particular god.Most often these people are priests; others belong to other classes, such aspaladins or mages. These folk are expected to be loyal to their faith becauseof the commitment they have personally sworn to a power, although theymay respect the faiths of other deities who their deity serves or is allied to.

Worship and Divine PowerThe powers of the FORGOTTEN REALMS setting are divided into differentcategories: greater, lesser, intermediate, and demipower The ranking (andrelative power) of a deity in the Realms is determined by the numbet anddevotion of a power's followers. Without worship, powers wither, decliningin deific rank and ability, and can even perish.

Exactly how much worship and how many followers it takes for powersto rise (or sink) within the ranks is unknown. It is evident that some sortof divine formula for the rating of deific ability has been enacted by Ao,but he has never revealed it even to the powets themselves. The divinemechanism for powers to rise and fall in rank operates smoothly and with-out anyone to control it. It accounts fot the worship of followers devotedto only one deity and the more casual worship of the average inhabitant ofthe Realms of several or many powers. It may be influenced temporarily bythe use of powerful worship ceremonies or artifacts (such as the ceremony

that allowed lyachtu Xvim to suddenly rise from demipower to lesserpower), but such "spiking" of the system must be reinfotced by stable,long-tetm worship or the quickly gained power leaches away within a fewmonths or a year. The mechanism is totally transparent to mortals, andwhile the powers can guess roughly how it works, they cannot discern itsprecise nature or its quirks so as to exploit any divine loopholes.

With the powers in competition for worship, scholarly folk have occa-sionally wondered why strong deities do not simply kill the weaker ones,thus thinning the field of competition, and why any deity would chooseto serve another. Learned and philosophical priests and monks have de-veloped a theory that explains this. Weaker deities sometimes servedeities higher than they ate in tank because the stronger powers havepromised to protect them from the divine predations of other deities. Inexchange, the weaker deities provide more hands for the greater power touse toward its ends. Often, especially among evil deities, thete seems tobe an almost extortionistic aspect to this relationship. Perhaps, scholarsspeculate, weaker powers sometimes pay some amount of their divinepower to sttonger powers to strengthen this arrangement, or perhapsstronger powers who are receiving a lot of worship threaten to "squeezeout" weaker powers or outright destroy them if the weaket deities do notswear to serve them and provide a tithe of divine power. If this is ttue, itwould seem to provide an explanation as to why powers whose portfoliosseem to overlap tend toward this arrangement. Presumably only similardivine energy can be shared or passed on willingly from power to power.The hierarchies of the gods of fury, with Talos ruling over Auril, Malar,and Umberlee; many of the gods of nature, with Silvanus ranking over El-dath and Mielikki; the gods of justice and duty, with Tyr leading Ilmaterand Torm; and the gods of bardic knowledge, with Oghma leading Deneir,Lliira, and Milil, are revealed as pragmatic and possibly less than benevo-lent when viewed in the light of this theory. Presumably the beneficent orextortionistic qualities of such arrangements are established by the moralinclinations of the powers involved.

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Spheres of Godly InfluenceThe powers active on Abeir-Toril have broken the surface of the world upinto different areas over which they have spheres of influence. Different pan-theon groups, for want of a better term, have dominion over different areas ofthe globe. As can be seen on the Spheres of Influence (found earlier in thischapter) map, the Maztican pantheon rules Maztica, the Zakharan pantheonhas dominion over Zakhara, the Celestial Bureaucracy of Kara-Tur rulesKara-Tur, the Faerunian pantheon has dominion over the majority of Faerun,and the Chultan pantheon holds sway in Chult. The Mulhorandi pantheonholds ultimate power in Mulhorand and Murghom and holds equal powerwith the Faerunian pantheon in Unther (a land that has undergone the mostvolatile recent divine restructuring), Chessenta, and the desert of Raurin.

A pantheon holds ultimate sway within its own sphere of influence (if itis uncontested). Priests from other pantheons may cross into its sphere ofinfluence, receive spells, and remain relatively unnoticed and unmolestedby the deities whose sphere of influence they are in provided they do not at-tempt to convert the inhabitants of the region, set up a temple, or engage ina holy war. Any of these last activities provokes a pantheon to act in itsown self-interest. At this point, most powers have their priesthoods orknightly/military orders take action to eject the foreign influence (mostgood and neutral deities) or expunge it (most evil powers).

Disputes between pantheons and even between members of a particularpantheon are usually settled by meetings of the Circle of Powers in the Pavil-ion of Cynosure on a demiplane floating somewhere in the Ethereal Plane,which is held as neutral ground by all powers active in the Realms and pro-vides an open forum for all parties involved in a dispute. A fundamental prin-ciple upheld by all pantheons active in the Realms is the essential sover-eignty of a pantheon within its sphere of influence and, consequently, itsright to act when threatened by agents of another sphere of influence.

The Faerunian and Mulhorandi pantheons hold codominion over Un-ther, Chessenta, and the desert of Raurin at the moment. It is yet to be seenwho will gain ultimate sovereignty in Unther, as until recently its bordersdefined the sphere of influence of the now-defunct Untheric pantheon. Atthe moment, the two pantheons remain distantly cordial with each otherand are taking a "wait-and-see" attitude toward the situation. The sleepingpowers of Mulhorand, so long content to remain within its ancient borders,have been roused by the Godswar to a more active role and are trying forthe first time in centuries to actually gain more worshipers. The Faerunianpantheon is the more vigorous one at the moment in acquiring new wor-shipers in Unther, but the Mulhorandi pantheon has a substantial estab-lished base of the faithful since Ishtar, superficially a power of Unther, wasactually an alias under which Isis, a Mulhorandi power, worked for cen-turies in Unther.

Divine ImmigrantsWhen Abeir-Toril was young, the human deities of the Realms were not soformal about their spheres of influence because their worshipers were not socrowded together on the sphere of Toril as to likely ever encounter one an-other. For a long time, a human pantheon would simply stake out a claim ona continent or large geographic area uncontested. Entire human pantheonsor subsets of pantheons from other crystal spheres found homes on the conti-nents of Toril in this way. They did not worry about other human pantheonswith deities who claimed similar portfolios living a whole continent away.

Eventually, though, pantheons started to see intermixture between theirworshipers as various groups wandered across the face of Toril, and theybegan to worry about how to deal with the threat to their power base thatsuch immigrations caused. As a solution to this, they agreed on the forma-tion of the spheres of influence discussed above. Within these spheres of in-fluence, while more than one deity may have similar portfolios, no morethan one of such parallel powers can ascend in deific stature to a higherrank than demipower.

If a wave of transpheric immigration occurred (most often brought on bya gate opening), the mortals who emigrated to the Realms continued wor-shiping their old deities. If the Realms sphere of influence those people im-migrated to already had powers who possessed the same portfolios as theimmigrants' old powers, one of two things would normally happen: eitherthe worship of the immigrants would go to the already-established Realmspowers or the immigrant powers would cross to the new crystal sphere andbattle with the old Realms' deities for control of the contested portfolio. Inthe first case, the power now receiving new worship would eventually in-form his or her new clergy and worshipers of the appropriate changes tomake in their behavior, dress, or theology to accommodate the new crystal

4 • EOWERS OF THE REALMS

sphere they found themselves in In the second case t Jn ine struggle for •dominance ensued, and one power won (usually after a short and spectacu-lar battle, but sometimes after years of manipulation and divine intrigue).The loser either was banished from the Realms or was reduced to the levelof a demipower and lingered on. If, however, the Realms sphere of influ-ence in the crystal sphere the new immigrants moved to lacked any deitywith the portfolio of a deity worshiped by these immigrants, the immigrant *̂deity was free to cross over to this new crystal sphere and sphere of influ-ence uncontested, and in most cases did so. Such immigration-induced fluxwas common within the Faerunian pantheon, which had many waves ofimmigrants after the spheres of influence were formalized.

The Birth of PowersPowers can come into existence in a number of ways. In the Realms, al-though some powers are described as being the children of other powers,these births seem to be more a convenient way to describe the relationsh.ilamong deities than an actual method for new powers to come into exis-tence. At least, no power is believed to have ever directly given birth to an-other while mortals were in existence. One power, Tyche, split into twodeities, Beshaba and Tymora, and this occurrence has had precedent.When necessary, powers seem to be able to carve themselves into at leasttwo separate pieces, with at least one of the parts becoming an entirely dif-ferent being.

Long before the Time of Troubles, Ao evidently created some of thepowers of the Realms, as well as the crystal sphere of Realmspace. However,he left the Realms powers to change and evolve for millennia untold beforedeciding that he needed to readjust the balance of the Realms and set inmotion the events of the Time of Troubles.

During those millennia, the powers split themselves, gave birth, killedeach other, raised sufficiently powerful mortals to godhood, and welcomedwave upon wave of emigrant powers, brought by waves of mortal emigra-tion from other spheres, into their ranks. They were unchecked in theirproliferation and self-destruction. Only after the Time of Troubles did Aotake an active part in the generation of new powers, the resurrection ofdead Realms powers, and permission or denial of the emigration of multi-spheric powers into the Realms.

After the Time of Troubles, in order for a candidate for divinity to attaingodhood, Ao must give his consent. He does this either formally in a presen-tation ceremony carried out beyond the eyes of mortals or informally by al-lowing a being to become a deity in the Realms. Usually a mortal attempts tobecome a deity through the accumulation of power, the use of arcane rituals,the use of artifacts, the sponsorship of an already-established power, or somecombination of these. At some point in the process, Ao makes a decision. Ifthat decision is "no," the candidate does not become a deity.

Often in attempts to attain divine status through powerful rituals or theuse of artifacts, failure (in the form of a tacit "no" from Ao) results in themortal becoming a lich, being transformed into some other form of odd un-dead creature, or being totally destroyed. Usually if a divine power is in-volved in some sort of sponsorship of a candidate before Ao, a rejectionmeans that the mortal either continues on in life, hoping to overcomewhatever the cause of Ao's rejection was and to be given a second chance,or passes on into the afterlife to become a powerful servant of the sponsor-ing deity in the Outer Planes. Ao is never obliged to explain his decisions.

In game terms, in order to even attempt an ascent into godhood, a mor-tal in the FORGOTTEN REALMS setting should have achieved at least level25, have one attribute score of 21 or above, and have another attributescore of at least 19. She or he must then spend a great deal of time re-searching methods to attain divinity, come up with a plan for doing so, andconfront great peril in order to execute that plan. The plan must always in-volve at least two of these three things: the performance of a specially re-searched ceremony or spell of elaborate complexity, great cost, and greatpersonal danger; the use of an artifact; or the sponsorship of a deity.

If all of these conditions are met, the DM may, at his option, allow Ao tosmile upon the attempt and elect to invest the character with demipowerstatus. Characters granted such status become part of the culture's pan-theon. If they are player characters, they are removed from play and treatedas a demipower from that point on.

The Death of PowersPowers can die. They have done so numerous times in the history of theRealms. Dead powers have also returned from the dead numerous times inthe Realms. So how can a power die?

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Priest of Azuth Priest of Auril

Priest of KossuthMinister of Ao

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Priest of Akadi

Priest of Beshab Priest of Eldath

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