

Silver Marches: A confederation of humans, dwarves, and elves, with the city of Silverymoon at its heart.Savage Frontier: The rugged frontier of the north that attracted farmsteaders and others that chose to live off the land.

Frozenfar: The frigid north that contained the Ten Towns of Icewind Dale, the Spine of the World and the Sea of Moving Ice.High Forest: A traditional home of the elves.It was a mostly untamed region that lay between the large Anauroch desert in the east and the expansive Sea of Swords in the west, north of the High Moor. The continent included the following geographic and political regions:Ī region of wilderness, difficult winter weather, orc hordes, and barbarian tribes, this region was generally referred to as "The North", which also contained most of the " Sword Coast North". South of the continent, separated by the Great Sea, was the sub-tropical land of Zakhara. To the east, Faerûn was bordered by a vast region of steppes from Kara-Tur, and in the north were massive glaciers ( Pelvuria and Reghed) and tundra. Next in significance was the Shaar, a broad region of grasslands in the south that, together with the Lake of Steam, separated the area around the inland sea from the coastal nations at the southern edge of the continent. This was an irregular inland sea that kept the interior lands fertile, connected the west and east regions of Faerûn and served as a major trade route for many of the bordering nations. Besides the exterior coastline to the west and south, the most dominant feature on the continent was the Sea of Fallen Stars. So if you can actually MANAGE to destroy that avatar in some way you'll kill the god.The continent included terrain that was as varied as any other. They'd be just as strong as their stat block says they are, but without the multiple avatar thing that non demigods get. But this is because the Time of Troubles was set in 1358 DR, which is when 1st Edition is set, while 3.5 is set in 1372 DR.īut its actually not that difficult to adapt that info if you really want to run a Time of Trouble's game in 3.5. So to answer your question, I don't believe there have been any rules for the Time of Troubles written for 3.5. During the Time of Troubles only the last point was still relevant. But this is primarily due to their nature of being outer planar, having multiple avatars one would have to hunt down, and them just being really bloody tough. The second part is not a hard rule, but rather "Anything other than a demipower is too powerful for most mortals to kill" thing. Godsbane was Mask in sword form (evidently an avatar form of Mask). Bhaal was killed by Cyric using die sword Godshane at Boareskyr Bridge. However, during the Time of Troubles, the general rule that only a deity can kill anything other than a demipower was not violated. While the death of an avatar did not mean the death of the power (Bane and Bhaal, at least, went through multiple avatars in succession before finally dying), powers could only maintain themselves in one avatar form and could not connect with their homes and power bases in the Outer Planes (if they had them). Since the powers of the Realms were forced to stake so much on their avatars, these avatars were acutely vulnerable. During the Time of Troubles, the powers of the Realms were forced to either place all of their divine power in one mortal avatar or, if they exist on multiple planes, were forced to create avatars upon whose existence their entire future divine connections to the Realms were staked. The Time of Troubles was an exception to many of the normal rules for how deities work in the Realms.

Its best to reference the ADnD 1st Edition book Faiths and Avatars for the Forgotten Realm's Campaign setting. Has there been any material for 3.5e that shows the mechanics of this? Alternatively, is there any homebrew template? Or did the possessed mortals simply get Divine Rank 0 slapped on them? During the Time of Troubles () in the Forgotten Realms, the gods were forced to possess mortal bodies in the realms.
