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==Legacy== Though the body of Karsus turned to stone and resides in the High Forest, his spirit lingers in the [[Material Plane]]. No deity would touch his soul and take it to the afterlife. Unfortunately for Karsus, eternal torment encased in stone is not enough. Shortly after his followers began creating a city around the site of his statue, an old enemy [[lich]] called Wulgreth moved in and split Karsus soul into fragments, causing any attempt to free him to immediately fail. One fragment radiates ephemerally within the High Forest, creating a sphere of magical chaos known as the ''Dire Wood''. During the Time of Troubles the Avatar of [[Azuth]] came to the forest and created a magical ring around the wood preventing any further spread outwards, but otherwise leaving the site in its chaotic state. A second fragment exists bound to the petrified heart of Karsus itself, radiating a permanent ''emotion'' spell that overcomes any spell resistance, and brings feelings of intense sadness and powerlessness. The radius of this effect is variable, and likely related to the sphere of magical chaos caused by the first fragment. A third fragment of his soul is bound within a red-stone [[golem]] carved in the appearance of Karsus as he did in life, though the golem constantly bleeds from a gaping hole in its chest. The golem protects the site of Karsus' petrified body and attacks any intruders it encounters, but if the golem is ever destroyed it always reforms within 24 hours. ===Vestige=== The consciousness of Karsus can still be contacted and communicated with, existing as a [[Vestige]] in the in-between spaces of the planes. [[Binder]]s can summon a manifestation of Karsus, which takes the form of a bleeding red boulder ''(much like his petrified mortal form)'' which speaks in fountains of blood. When binding Karsus to themselves, unlike other vestiges his sign and influence on the host is subtle. He does not alter the appearance of the binder, rather he makes them bleed far more profusely from their injuries, though this is merely cosmetic and makes wounds look a lot worse than they are. Weak-minded binders who fail to assert dominance over his personality will find that they are overcome by his legendary arrogance, and are incapable of relating to others via Diplomacy checks and instead are ''required'' to either use lies or intimidation to get what they want. When bound to the essence of Karsus, the binder does become more naturally adept with magical items and auras. They can use magical items as if they were wizards and further increase the save DCs for every magic item that they use. They also can sense magic as if they were under a constant ''Detect Magic'' effect. Their strongest ability is probably the fact that they can ''Dispel Magic'' with a simple touch and can negate spells cast on creatures or items, or even temporarily suppress permanent effects. ===Shades=== Karsus not only triggered the death of Mystryl, but he also unwittingly destroyed his own nation of Netheril due to the momentary failure of magic causing all of its floating cities to drop out of the sky. Except for one; the '''City of Shade''' ''(properly called Thultanthar)'' which had passed into the [[Plane of Shadow]], so avoided the fate of all the others. In fact, the whole reason Thultantar passed into the realm of shadow was thanks to Karsus' own apprentice: '''Telamont Tanthul''' who had studied the planar sciences and had actually moved the city into the plane of shadow a few days before the casting of ''Karsus' Avatar'', but coincidentally became trapped there while magic in the Prime Material went to shit... inadvertently saving the last of the Empire, but also setting in motion a faction that would become villains in later editions. ===Karsites=== Although Karsus did not have any direct "successor" ''(with the possible exception of Telamont Tanthul)'' he did sire a lot of bastard children through various servants and slaves. These children were uniquely affected by the events of Karsus' Folly and would pass their inherited traits down through the generations, creating an entire sub-race of humans, but occasionally popping up at random whenever the bloodline of Karsus flows particularly strongly in the regular population. These children of Karsus are known as [[Karsite]]s. The "curse" ''(or blessing)'' of Karsus provides a [[Culexus|complete inability to cast spells, coupled with an innate resistance to magic and the ability to drain magical energies.]] Furthermore, spells that fail to affect them due to their resistance actually heal them instead. These Karsites appear typically human but can be identified by one pale eye and a white shock of hair. Though if they are not aware of their heritage, particularly if they were born from a random inheritance of Karsite genes, they may not even realize that they are different from their peers, since few commoners ever get exposed to magic in normal society. Karsites who are aware of their heritage may congregate into communities where the bloodline breeds true; these Karsites have discovered the legends of Karsus and the means to bind his vestige, creating the belief that Karsus is actually a god, albeit a nihilistic deity who does not grant any spells, but demands the eradication of arcane spellcasters as well as other religions, so that they can establish themselves as the ruling caste of humanity and install Karsus as the one-true-god. {{D&D5e-FR-Deities}}
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