So let's talk about Deities that aren't the "Main Eight"
LevelUp/A5e introduces a CR 10 monster called "Forgotten God". These entities are powerful Celestial outsiders that use Divine Weapons, Stunning Gazes, and their own Divine Wrath. They've got some Legendary Actions each round to make them more of a danger during combat when they're solo, and there are different example gods that, largely, just trade out appearance and spellcasting functions.
To show that their power is "Broken" part of what they do is "Flawed Spellcasting". On their turn they attempt to cast one of two spells and roll a d6. On a 1, 2, or 3 the spell visibly fails but the Forgotten God's action is not expended, allowing them to instead do other things with their turn. (A mechanic that I think would be super interesting for different spellcasters, by the way!).
I think this is a fantastic template to use for the many deities of various locales and cultures and ideas that fell during the War of Transgression. While I'd like to keep the numbers fairly low, overall, by limiting the specific 'Domain' of a given god, I think this could work well to seed the world with unique entities that can have cults and plots centered around them.
I'm going to be dividing Deities into 3 groups. True Gods, Fallen Gods, and Demigods.
True Gods: Are the Eight Divines. They're basically untouchable by player characters, but could be the source of an Epic-Level encounter or the goal of a campaign that reaches very high levels. Challenge Rating 15-20+ monsters, essentially.
Fallen Gods: Are those who were defeated during the War of Transgression. They'll use the Forgotten Gods template but be given different aspects, such as spellcasting or physical descriptions. They might have permanent scars or disfigurements from the war itself, but none of them are going to look "Human" or anything like it. They should probably play pretty heavily into the idea of strange and terrible existential beings and Lovecraftian Horror. Challenge Rating 9-15 monsters, essentially.
Demigods: Are lesser beings that are still "Divine" in Nature. Named Angels, Named Devils, Powerful Elementals, things of that nature. They're not going to be big legendary monsters with power coming out of their nose, but certainly be strong enough to mop the floor with common folks. Things like Elementals or Fey, or Minor Demons and Devils. Challenge Rating 4-10 monsters, essentially.
You might notice that there's some overlap between different tiers of Deity. This is intentional. It means that the bounds between one kind of God and another are a bit Blurred, while there's a definite sense of "Range" where the gods of a particular level exist.
You'll also notice that this means there are "Gods" at most level ranges attainable by players. This is -also- intentional. The term "God" in Sword and Sorcery doesn't mean the same thing it does in modern theology. It's meant to be a more flexible term for powerful entities that one may or may not Worship, and through that worship or control be rewarded in some manner or another. Take Yag-Kosha, for example:
The reason the story is called Tower of the Elephant (And why the Pilot species in Alien is a giant elephant-helmet wearing creature) is this God-Thing that Yara the Sorcerer met in the time before the Cataclysm that sank Atlantis and began the Hyborian Age. Yog-Kasha relates to Conan his trip to Earth across the Stars and how he taught Yara magic when he reached Earth before the sorcerer blinded him, weakened him, and chained him up in the tower so he could continue to use his power.
Conan kills Yag-Kosha and cuts out his heart to drip blood over the giant ruby in the picture, there, and places the gem in Yara's bedchamber as he sleeps. Inside the Gem, Yag-Kosha is restored with all of his limbs and his four wings and he drags the Sorcerer into the gemstone to fight him.
This example, one of the earliest of the Conan Tales and without question one of the most famous, establishes some core things:
1) "Gods" in Conan are not omniscient and omnipresent by default. Crom could be (If he even exists), but not all are.
2) They're often flawed beings that can be weakened, blinded, and trapped by mortals.
3) They can be killed by a simple Cimmerian with a Sword.
4) Even dead, they continue on in new manners.
This gives us a -ton- of leeway in what is or isn't a God for game-design and storytelling purposes. Forget 3e's Deities and Demigods using the Epic Level Handbook rules to be level 40+ characters. Sword and Sorcery can be contained in 10 to 20 levels and still have the Epic storytelling because it's the narrative role of Gods that makes them powerful, not just their Stat Blocks.
I'll be referencing monsters from other works, here, for combat functionality, but given time and resources I'd stat them out fully in a manner similar to the creature described below.
LevelUp/A5e introduces a CR 10 monster called "Forgotten God". These entities are powerful Celestial outsiders that use Divine Weapons, Stunning Gazes, and their own Divine Wrath. They've got some Legendary Actions each round to make them more of a danger during combat when they're solo, and there are different example gods that, largely, just trade out appearance and spellcasting functions.
To show that their power is "Broken" part of what they do is "Flawed Spellcasting". On their turn they attempt to cast one of two spells and roll a d6. On a 1, 2, or 3 the spell visibly fails but the Forgotten God's action is not expended, allowing them to instead do other things with their turn. (A mechanic that I think would be super interesting for different spellcasters, by the way!).
I think this is a fantastic template to use for the many deities of various locales and cultures and ideas that fell during the War of Transgression. While I'd like to keep the numbers fairly low, overall, by limiting the specific 'Domain' of a given god, I think this could work well to seed the world with unique entities that can have cults and plots centered around them.
I'm going to be dividing Deities into 3 groups. True Gods, Fallen Gods, and Demigods.
True Gods: Are the Eight Divines. They're basically untouchable by player characters, but could be the source of an Epic-Level encounter or the goal of a campaign that reaches very high levels. Challenge Rating 15-20+ monsters, essentially.
Fallen Gods: Are those who were defeated during the War of Transgression. They'll use the Forgotten Gods template but be given different aspects, such as spellcasting or physical descriptions. They might have permanent scars or disfigurements from the war itself, but none of them are going to look "Human" or anything like it. They should probably play pretty heavily into the idea of strange and terrible existential beings and Lovecraftian Horror. Challenge Rating 9-15 monsters, essentially.
Demigods: Are lesser beings that are still "Divine" in Nature. Named Angels, Named Devils, Powerful Elementals, things of that nature. They're not going to be big legendary monsters with power coming out of their nose, but certainly be strong enough to mop the floor with common folks. Things like Elementals or Fey, or Minor Demons and Devils. Challenge Rating 4-10 monsters, essentially.
You might notice that there's some overlap between different tiers of Deity. This is intentional. It means that the bounds between one kind of God and another are a bit Blurred, while there's a definite sense of "Range" where the gods of a particular level exist.
You'll also notice that this means there are "Gods" at most level ranges attainable by players. This is -also- intentional. The term "God" in Sword and Sorcery doesn't mean the same thing it does in modern theology. It's meant to be a more flexible term for powerful entities that one may or may not Worship, and through that worship or control be rewarded in some manner or another. Take Yag-Kosha, for example:
The reason the story is called Tower of the Elephant (And why the Pilot species in Alien is a giant elephant-helmet wearing creature) is this God-Thing that Yara the Sorcerer met in the time before the Cataclysm that sank Atlantis and began the Hyborian Age. Yog-Kasha relates to Conan his trip to Earth across the Stars and how he taught Yara magic when he reached Earth before the sorcerer blinded him, weakened him, and chained him up in the tower so he could continue to use his power.
Conan kills Yag-Kosha and cuts out his heart to drip blood over the giant ruby in the picture, there, and places the gem in Yara's bedchamber as he sleeps. Inside the Gem, Yag-Kosha is restored with all of his limbs and his four wings and he drags the Sorcerer into the gemstone to fight him.
This example, one of the earliest of the Conan Tales and without question one of the most famous, establishes some core things:
1) "Gods" in Conan are not omniscient and omnipresent by default. Crom could be (If he even exists), but not all are.
2) They're often flawed beings that can be weakened, blinded, and trapped by mortals.
3) They can be killed by a simple Cimmerian with a Sword.
4) Even dead, they continue on in new manners.
This gives us a -ton- of leeway in what is or isn't a God for game-design and storytelling purposes. Forget 3e's Deities and Demigods using the Epic Level Handbook rules to be level 40+ characters. Sword and Sorcery can be contained in 10 to 20 levels and still have the Epic storytelling because it's the narrative role of Gods that makes them powerful, not just their Stat Blocks.
I'll be referencing monsters from other works, here, for combat functionality, but given time and resources I'd stat them out fully in a manner similar to the creature described below.