Azuth
Cleric Alignments: LE, LG, LN
Azuth: The High One, Patron of Mages, Lord of Spells (Lesser Deity)
Symbol: Human left hand pointing upward outlined in blue fire.
Home
Plane: Dweomerheart
Alignment: Lawful Neutral
Portfolio: Wizards, Mages, Spellcasters in general, Monks (Shining Hand)
Worshipers: Philosophers,
Sages, Sorcerers, Wizards Cleric Alignments: LE, LG, LN
Domains:
Illusion, Knowledge, Magic, Law, Spell
Favored Weapon: "The Old Staff"
(quarterstaff)
zut(ah-zooth) concerns himself with the advancement and preservation
of the magical arts. Worshiped by all manner of spellcasters (and
wizards in particular), the crafty deity has long acted as an advisor to
the sitting deity of raw magic; he and Mystra share an amicable
relationship akin to that of a tutor and his favored student. Other
deities find him crotchety, not understanding his dry wit or ceaseless
dedication to collecting magical knowledge. Azuth most often appears as
a white-bearded man wearing elaborate, antique clothing and wielding the
powerful, gem- topped Old Staff. Among the most blessed of Azuth's
terrestrial servants are the Favored, thought to be a cadre of slain
human wizards resurrected by the Lord of Spells himself but which are in
fact magical constructs of his subconscious mind. The favored further
the development and channeling of the Weave through written formulas, a
process Azuthans view as the apogee of human scientific achievement.
Possessing uncanny abilities such as telekinesis and flight, these
paragons of magical power deliver important messages to the flock and
herald new developments in magical sciences. Azuth has struggled
desperately since the Time of Troubles to reconcile the old Mystra with
the new, and with the resulting difference in the Weave that blankets
Toril. Though the deity does not know it, the Favored -- mental
manifestations of this struggle - - are tearing his church apart and may
cost the Lord of Spells, and his worship significantly.
Despite the
ecclesiastical turmoil within, many outsiders view Azuth's religion as
tradition-bound. To them, it adapts to the times at a glacial pace,
concerning itself overmuch with abstract arcane debates while remaining
blind to the problems that beset the land. Since so many of Azuth's
followers take a neutral stance on matters of morality, the church often
comes under criticism by the more proactive cults of Mystra. Clerics of
Azuth pray for their spells at dusk. Whenever a mage ascends to the rank
of Magister, Azuth's church celebrates a holiday. His clerics recognize
few other holidays of note, though liturgical readings at meal times
play an important role in honoring the Lord of Spells. Texts composed by
famous wizards make up the bulk of the church's canon. Clerics of Azuth
commonly multiclass as arcane devotees or wizards.
HISTORY/RELATIONSHIPS: As a mortal, Azuth coveted power, researching
the arcane lore of a dozen fallen empires in an effort to further his
magical study. His dedication eventually led to his being installed as
the first magister, a position created specifically by Mystra to
recognize her most promising mortal pupil. Azuth then sought to carve a
piece of the deity Savra's divinity and bind it to himself -- an
experiment that ultimately failed. This led to a series of battles with
Savras, ending with the deity's imprisonment in a staff. With the help
of Mystra, who had become his lover, Azuth finally ascended to divine
status. Savras (now freed from his imprisonment) grudgingly serves Azuth,
as does the generally untrustworthy Velsharoon.
DOGMA: Reason is the best way to approach magic, and magic can be
examined and reduced to its component parts through study and
meditation. Maintain calm and use caution in your spellcasting and magic
use to avoid making mistakes that even magic cannot undo. Use the art
wisely, and always be mindful of when it is best not to use magic. Teach
the wielding of magic and dispense learning throughout Faerun that the
use and knowledge of magic may spread. Live and teach the idea that with
magical power comes grave responsibility. Learn every new spell you
discover and make a copy for the temple library. Do not hoard your
knowledge, and encourage creativity in magic in all ways and at all
times. |
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