Faerun - Trimming down the diety list

Elodan

Adventurer
I'm debating on cutting down the number of deities in my Realms campaign (I'm thinking that it'll be related to the Age of Worms somehow) to 20 - 30 human gods. Probably will keep the non-human gods as is.

Has anyone else culled the dieties, if so which ones did you keep; or which if it were up to you, which ones would stay and which ones would be absorbed by the survivors?

I'm only using the list of deities in the FRCS.

Thanks.
 

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I'd kill off Mystra. She's too scatter-brained and interventionist, while her portfolio could be eaten up by Azuth. Or better yet, let the Weave take care of itself. Maybe the next time the Weave is threatened the heroes can do something about it, instead of its nine plus chosen protectors.

A lot of the non-human deities (including some of the elven deities) have overlapping portfolios.
 

How's this for a reduction?

Good deities:

The Triad LG
Chauntea NG
Lathander NG
Mielikki NG
Selûne CG
Sune CG

Neutral deities:

Azuth LN
Helm LN
Gond N
Kossuth N
Oghma N
Silvanus N
Shaundakul CN
Tempus CN
Tyche CN

Evil deities:

Bane LE
Loviatar LE
Tiamat LE
Mask NE
Shar NE
Velsharoon NE
Auril CE
Malar CE
Talos CE
Umberlee CE

This is just a personal preference, I can basically do without the other gods. Portfolio of magic gets split up between Selûne, Azuth, and Shar. Velsharoon gets the dead and disease, Mask gets death, Bane gets strife back. Trade gets divided between Tyche and Shaundakul. Torm, Ilmater and Tyr merge to form perhaps the single most powerful church on Faerûn.
 

Or you could keep the Triad separated into their own individual deities. I noticed there's more neutral and evil gods than good ones. Not exactly balancing, IMO.
 

My suggestion: Just trim out a lot of the lesser deities, like the Red Knight and Finder Wyvernspur for example. And give the non-humans only one or two deities each. You could also do something interesting like make a couple of races monotheistic - what if the drow worship Lolth and only Lolth, or gnomes have only Garl Glittergold and believe all of the other deities in the Realms are false?

Oh, and if I were going to put the FR pantheons on a diet I'd dump the Mulhorandi Egyptian bunch altogether. I've always thought it seemed really awkward to have a real-world mythos shoehorned into this fantasy realm. :)
 

This is my list of deities for my Wilderlands campaign. Yes, I'm using Forgotten Realms deities. It is still lengthy, and you could trim this down even further if you like...


Elemental Gods
The four elemental gods are not widely worshipped. Most people only pay passing respect to these deities when the need serves them. For example, most miners will pay homage to Grumbar before entering a mine out of respect. Sailors will often tithe to Akadi and Istishia before a long passage to ensure that the seas are calm and the sails are full. Kossuth is less revered, but folks might utter small prayers for their fireplaces to glow with warmth during cold winter months.

• Akadi – Air (N)
• Istishia – Water (N)
• Kossuth – Fire (N)
• Grumbar – Earth (N)

Evil Gods
The evil gods in the world vary a great deal. Many are worshipped in isolation, so often naïve folks are led to believe that the worship of evil gods is in decline. Nothing could really be further from the truth. Evil is as present as it has always been. A few of the gods have a small, but contingent following. Often, these followers are found in pockets of isolation throughout the known world.

• Bane – Strife, hatred, tyranny (LE)
• Bhaal – Death (violent death) (LE)
• Auril – Cold, Winter (NE)
• Mask – Thieves, thievery, shadows (NE)
• Beshaba – Bad Luck, Misfortune, Accidents (CE)
• Cyric – Lies, intrigue, deception, illusion (CE)
• Talona – Disease, poison (CE)
• Talos – Storms, destruction, rebellion, conflagration (CE)

Neutral Gods
The neutral gods all maintain fairly active worship, and many of these gods are respected and revered by those who actively follow other gods. Often these gods maintain niche portfolios but for the most part their worship is active and large cities often maintain churches to many of these gods.

• Kelemvor – Death, the dead (LN)
• Gond – Artifice, craft, construction, smithwork (N)
• Oghma – Knowledge, news, inspiration (N)
• Silvanus – Wild nature, druids (N)
• Waukeen – Trade, money, wealth, merchants (N)
• Tempus – War, battle, warriors (CN)

Good Gods
The various good deities make up the prevalent forms of worship across the land. Even the smallest of towns is likely to have a single church devoted to one of these deities. While the worship of some good deities are more prevalent than others, all are respected throughout the land. Some people actively worship more than one deity, while others devote their lives to the pursuit of favor of a single god.

• Ilmater – Endurance, suffering, martyrdom, perseverance (LG)
• Tyr – Justice (LG)
• Chauntea – Agriculture, plants, farming (NG)
• Lathander – Spring, dawn, birth, renewal, creativity, youth, vitality, self-perfection (NG)
• Mielikki – Forests, forest creatures, rangers, dryads (NG)
• Milil – Poetry, literature, song, music (NG)
• Mystra – Magic, spells (NG)
• Lliira – Joy, happiness, dance, festivals, carefree celebration, contentment (CG)
• Selûne – Moon, stars, navigation, wanderers, travelers, seekers (CG)
• Sune – Beauty, love, passion (CG)
• Tymora – Good luck, fortune, victory, skill, adventurers and adventuring (CG)


Gods of other races
As gnomes, elves, dwarves, and halflings become more and more integrated into human society, they have adopted many of the more prevalent human gods where overlaps have existed. For example, gnomes who venerated Flandal Steelskin quickly adopted to the worship of Gond, whom they found very favorable. This didn’t happen deliberately, and it didn’t happen overnight. Many of these forgotten deities have ceased to have active worship in the lands for thousands of years. That’s not to say that in isolated villages these deities are not worshipped, but their power has waned to the point that they are no longer considered relevant outside of those communities in which they used to enjoy favor.

Dwarven Gods
It is said that the dwarven gods sprang from the earth and the stone. This association permeates dwarven mythology. Dwarves are a proud race, and tend to worship their own deities primarily. A few have taken to the worship of Gond and Grumbar, however.

• Berronar Truesilver – Safety, truth, home, healing, marriage, life, family (LG)
• Clangeddin Silverbeard – Battle, war, valor, bravery, honor (LG)
• Moradin – Dwarves, smithing, metalcraft, protection, stonework (LG)
• Dumathoin – Keeper of metals, secrets, ores, gems, minerals, mining, exploration (N)
• Vergadain – Wealth, luck, chance, trickery, negotiation (N)
• Laduguer – Gray dwarves (duergar) (LE)
• Abbathor – Greed (NE)

Elven Gods
The elven gods are collectively known as the Seldarine. These gods are independent beings but work closely with one another. The pantheons of the court of unseelie and seelie faerie creatures are closely tied to these deities, but are not considered part of it. Many of these elven deities are as old as the elven race itself, and predate history. Some elves who have found themselves close with humans have taken to adopting those deities more prevalent among humans. Chief among these popular elven deities are Lathandar, Milil, Mystra, and Selûne.

• Angharradh – Spring, fertility, planting, birth, defense, wisdom (CG)
• Corellon Larethian – Elven magic, music, arts, the elven race (CG)
• Deep Sashelas – Oceans, sea elves, creation, knowledge, water magic (CG)
• Hanali Celanil – Love, romance, beauty, fine art (CG)
• Solonor Thelandira – Archery, hunting, wilderness survival (CG)
• Fenmarel Mestarine – Feral elves, outcasts, scapegoats, isolation (CN)
• Shevarash – Hatred of the drow, vengeance, military crusades, loss, revenge (CN)

Gnome Gods
Most gnomes worship Garl Glittergold as their primary deity. Lesser deities in their pantheon cover specific areas of interest which appeal to gnomes, and the gnome way of life. Urdlen, an evil god is a formless, gender-neutral deity who serves as a warning to good gnome children. Despite the mythology of Urdlen, and his “folkloric” nature, he is a real deity, with real followers bent on evil ways.

• Garl Glittergold – Protection, humor, trickery, gem cutting, smithing, lapidary (LG)
• Baervan Wildwanderer – Forests, travel, nature, forest gnomes (NG)
• Baravar Cloakshadow – Illusions, deceptions, traps, wardings (NG)
• Callarduran Smoothands – Stone, the deep underground, mining (N) (svirfneblin)
• Urdlen – Greed, bloodlust, evil, hatred, impulses (CE)

Halfling Gods
More than any other demihuman race, halflings have maintained a strong cultural identity and as such have retained many of their gods. These gods have remained with the halflings for countless millennia probably due in part to their unique associations with that race. In addition, many halflings have also adopted the active worship of Tymora and Llirra.

• Arvoreen – Martial defense, war, vigilance, halfling warriors, duty (LG)
• Cyrrollalee – Friendship, trust, home, honesty, hospitality, crafts (LG)
• Yondalla – Protection, fertility, children, halflings, security, leadership, community (LG)
• Brandobaris – Stealth, thievery, adventuring, rogues (N)
• Sheela Peryroyl – Nature, agriculture, weather, song, dance, beauty, romantic love (N)

Drow Gods
Only the most wizened of sages know much about these reclusive elves. Drow are dark, unseelie fey that live deep underground. For the most part, they do not mettle in the affairs of humans. Occasionally there are rumors of such creatures on the surface world, but they are reclusive and remain in the shadows. Mortal Men know little of their gods.

• Eilistraee – Song, beauty, dance, moonlight (CG)
• Lolth – Spiders, evil, darkness, chaos, assassins, the drow race (CE)

Ancient Dead Gods
These gods are considered ancient and dead. However, the term “dead” is often very misleading. Despite the fact that these deities no longer have active, popular worship, pockets of individuals may still revere them for various reasons, hoping to gain favor and attraction where the god would otherwise be ignored. By and large, however, most people don’t know of these gods, and detailed information about them is often not available in wide form. Priests of these deities are almost non-existent and if they are able to cast spells, they probably are getting them from a similar deity who has taken over the pantheon for the fallen god in question.

• Torm – Duty, loyalty, obedience, paladins (LG)
• Gaerdal Ironhand – Vigilance, combat, martial defense (LG) (gnomish)
• Gorm Gulthyn – Guardian and protector of dwarves, defense, watchfulness, vigilance, duty (LG) (dwarven)
• Deneir – Glyphs, images, literature, literacy, cartography (NG)
• Eldath – Quiet places, springs, pools, stillness, peace, waterfalls (NG)
• Flandal Steelskin – Mining, physical fitness, smithing, metalworking (NG) (gnomish)
• Marthammor Duin – Guide and protector of dwarven adventurers, explorers, travelers (NG) (dwarven)
• Segojan Earthcaller – Earth, nature, the dead (NG) (gnomish – rock gnomes)
• Aerdrie Faenya – Air, weather, avians, rain, fertility, avariel elves (CG) (elven – avariel)
• Dugmaren Brightmantle – Scholarship, invention, discovery (CG) (dwarven)
• Haela Brightaxe – Luck in battle, love/joy of battle (CG) (dwarven)
• Labelas Enoreth – Time, longevity, history (CG) (elven)
• Rillifane Rallathil – Woodlands, nature, wild elves, druids (CG) (elven)
• Sehanine Moonbow – Mysticism, dreams, death, journeys, moon elves (CG) (elven – moon elves)
• Sharindlar – Healing, mercy, romantic love, fertility, dancing, the moon (CG) (dwarven)
• Thard Harr – Wild dwarves, jungles, hunting (CG) (dwarven – wild)

• Amaunator – Law, order, beauracracy (LN)
• Azuth – Wizards, mages, spellcasters (LN)
• Urogalan – Earth, death, protection of the dead (LN) (halflings)
• Helm – Guardians, protectors, protection (N)
• Erevan Ilesere – Mischief, change, rogues (CN) (elven)
• Ibrandul – Caverns, dungeons, the underdark (CN)
• Leira – Deception, illusion (CN)
• Shaundakul – Travel, exploration, traders, miners, caravans (CN)
• Tyche – Luck, fate (split into Beshaba and Tymora) (CN)

• Iyachtu Xvim – Tyranny, hatred (LE)
• Deep Duerra – psionics, duergar warriors, deurgar psions (LE) (dwarven - duergar)
• Loviatar – Pain, hurt, agony, torment, suffering, torture (LE)
• Myrkul – The dead, wasting, decay, corruption, parasites, old age (NE)
• Shar – Dark, night, loss, forgetfulness, secrets, caverns, dungeons (NE)
• Ghaunadaur – Oozes, slimes, jellies (CE) (drow)
• Kiaransalee – Undead, vengeance (CE) (drow)
• Malar – Hunters, beasts, monsters, blood, bloodlust, evil, lycanthropes, stalking (CE)
• Moander – Decay, rotting death, corruption, entropy (CE)
• Selvetarm – Drow warriors (CE) (drow)
• Umberlee – Oceans, currents, waves, sea winds (CE)
• Vhaeraun – Thievery, drow males, territory, evil activity on the surface world (CE) (drow)
 

Hell no! I left the list the same.

In fact, I use the 2E Forgotten Realms list for my 3E games. You know, the deities they seem to have forgotten are still in the realms like the Draconic Pantheon (no way in hell my dragons are going to serve puny human deities like Bane or Cyric) the Goblin Pantheon and others.

I like the aspect that Forgotten Realms has a rather "religious" tone to it. Makes it unique from all the other campaigns. Greyhawk has just as many deities, so the whole "too many deities" thing is not that bad, if you know how to work it right.

Not every deity has to be fully established in the Realms, some are small cults or their worshipers are seclusive, or they just don't bother making a presence in the Realms like the Faerunian deities do.

I added one deity to the Realms, in fact, Sardior the Ruby Dragon, deity of the gem dragons, knowledge, and psionics. Also, there's dead deities still being worshipped.

If you cull the deities from FR, it loses its appeal. At least to me. I like the fact that there's practically a "deity for everyone" sort of deal. Otherwise, realistically, the creatures in your world will developed their own deities to fill in the ones that are missing and you'll end up with increased deities in your games anyway. Why bother culling them?
 

Darth K'Trava said:
Or you could keep the Triad separated into their own individual deities. I noticed there's more neutral and evil gods than good ones. Not exactly balancing, IMO.
I prefer the world to a bit more gritty... heh heh heh.

Actually, in my games, I always use the full pantheon. There will be some culling in the future, because of the current campaign metaplot, but nothing as drastic as the list I suggested above.

There are a lot of redundant deities in FR, though. Gwaeron Windstrom, anyone? Siamorphe? Garagos? Hell, even Gargauth (who enroaches entirely too much on Bane's portfolio).
 

Like Razz, I do not see the need to really cull the list. Whenever I DM in the realms, there are usually maybe twelve or so gods featured prominently (the really major gods, about 4 for good, evil and neutral each). The rest are mainly cults, regional religions, upstart gods, declining gods, dead or half forgotten gods etc. The large list allows me to have a diety die here and there without really upsetting the whole pantheon too much.

It is usually pretty nice for the overall plot/storyline if somewhere along the way gods die. Sends a powerful message to the PC's about mortality without having to resort to a TPK....
 


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