Madness on the Moonsea
Gods of Faerun
The Gods of Faerun
This is just a brief introduction to some of the more prominent gods of the Forgotten Realms, and the list or the information in it is by no means comprehensive. The gods of Faerun have a tendency to disappear, reappear, kill each other and spontaneously reincarnate. They are often worshipped in different ways under different names by different groups in different regions. The gods have human foibles, dramatic personalities, rich histories and mythologies, and frequently select mortal ‘Chosen Ones,’ manifest corporeal Aspects, and incarnate as Avatars.
The people of Faerun are predominantly polytheistic, generally acknowledging the full existence of the pantheon below but frequently engaging in holy wars and pogroms over relative deific superiority and proper methods worship. Most people have a favourite deity or two, but rarely fixate to the exclusion of others. For example, the average Faerunian will pray to Chauntea for healthy children and bountiful crops, then make an offering to Umberlee before setting off to sea, beseech Beshaba to curse a hated enemy and beg Tempus to spare them when conscripted into one of the regions endless wars.
This list does not include the more obscure gods, those that are dead but still active in some respect, the more specialist or regional lesser deities, the innumerable demigods or the dizzying array of demon lords, archangels, powerful fey, primordials or lovecraftian horrors from beyond the cosmos that cavort and interfere with the lands and peoples of Faerun.
Amaunator: reincarnated deity of the sun who wills it to burn and keeps its course in the sky; he is the timekeeper of the gods and his faith is rigid, stern and heavily laden with ritual and tradition.
Drakhariel: aka He Who Shall Not Be Named, the supreme overlord of the Nine Hells, and ancient beast that has recently regained its long lost and misappropriated godhood by consuming a fellow deity body and soul. He reigns over greed, treachery and the lust for power at any cost. Drakhariel is worshipped in secret cults of the black hearted and desperate.
Bane: the one time mortal who rose to godhood and became the lord of tyranny and hatred, the Black Hand is one of the most powerful and feared gods of Faerun. His rivalry with former friend from mortal days, Cyric, is the stuff of legend. Bane’s church is a ruthless military order that violently grinds out all weakness and compassion from its followers and all it touches.
Chauntea: the mother goddess of Faerun, she is the essence of life that causes flowers to bloom, crops to flourish and life to exist. Her’s is a gentle and ancient faith organised around the seasons and natural cycles.
Corellon: the benevolent but fickle power whose blood begot the elven race, he is the incarnation of those glorious and mysterious people. Corellon is worshipped through song, dance and the creation and defence of beauty.
Cyric: the mad god of strife, murder and trickery was once a mortal and gained divinity with Bane. The other gods entombed him alive in his own domain for his murder of the goddess of magic, which has done nothing to reduce his insanity or evil. Cyric the Mad has no organised faith, but the cries of the suffering and acts of terror and destruction are what give him strength.
Ghaunadar: That Which Watches is an alien monstrosity that is the epitome of slime, ooze and the abominable. Madmen beseech this monster for power, and some receive twisted boons. His temples are maddening and eerie places built by inhuman hands.
Gruumsh: once thought to be an exclusively orcish god, Gruumsh is now an overlord of all that savage race and master of storms and conquest, having also recently consumed a number of minor bestial gods. His faith is attended by legions of cannibalistic shamans; its purpose is to bring down civilisation and turn the world into a screeching vortex of blood and fire.
Kelemvor: the dispassionate and distant god of the dead, he passes judgement on the recently departed as they travel to the afterlife. His faith is an orderly and monastic one, it keeps thorough records of every life it touches and sees to the proper funeral rights for all.
Lolth: The Spider Queen, in ancient times, was the lover of Corellon, but she fell to spite and corruption and was banished to the darkness beneath the earth. Those elves that were damned with here are called the Drow. Her faith is the tyrannical regime of matriarchs that dominates Drow civilisation.
Moradin: god of the forge and father of the dwarves, Moradin is the master of industry, he values loyalty and courage above all else. His faith lives through the grand cathedrals of dwarven cities, and through the epic oral history of his children, recording all the great deeds of the Stout Folk for time immemorial.
Mystra: the Goddess of Magic and Lady of Mysteries, her third and most recent death has done little to dampen the fervour of her worshippers, who believe her third and most recent resurrection is well under way. Her body is the Weave; the interface through which mortals may call forth magical power into the material realm.
Oghma: The Binder of What is Known is the keeper of all knowledge and the inspiration for all ideas, be they good or ill. His faith is the art of the pen and his priests are those who hold knowledge to be most precious in the world.
Selune: The Moon Maiden is the embodiment of the moon, and her children are the stars. She is ancient and benevolent goddess whose faith is tended to by sisterhoods of witches both hidden in the wild and in great shining temples.
Shar: the dark sister of Selune, Shar is the mistress of lies, secrets and the power of darkness, the conflict of these sisters is said to have birthed the beginnings of the world. Her faithful gather in secret cabals to bend the world to their will through lies and corruption.
Silvanus: although an angry and vengeful god of the wild, Silvanus teaches his followers that life is precious, and that the sanctity of the natural world is paramount. His faith is a free spirited one that often comes into violent conflict with ‘civilisation.’
Sune: the Lady of Love is a paragon of love and kindness who strives to spread such virtues across the dark and harsh lands of Faerun. Her faithful are wandering healers of the body and the soul, bringing comfort to the suffering and hope to the broken.
Tempus: The Foe Hammer is the god of war, and possibly the most powerful and widely worshipped power of Faerun. His faith is a glorious and brash militant church that seeks to bless all souls with a good death on the field of battle, and to remember the fallen in the songs of the fest hall.
Torm: The Loyal Fury, the Paladin God, is the stern pinnacle of holy justice, truth and order. His typical adherent is a questing knight, and his churches are the monastic chapter houses from which these knights ride forth to bring death and ruin to the impure.
Angharradh: the trinary goddess and queen of eternal Arvandor at Corellon’s side, her aspects are the whimsical Winged Mother, the romantic Heart of Gold and the ephemeral Daughter of the Night Skies.
Auril: the Lady of Frost is the dark side of winter and the frigid reaches of the world. Her faith is her tool through which she seeks to freeze the world and end is endless clamour and upheaval.
Bahamut: the Platinum Dragon is a paragon of virtue and father of dragons, embodying their power and wisdom, and teaching it to mortals.
Berronar Truesilver: the supreme matriarch of the dwarves and wife of Moradin, she is the dwarven goddess of hearth and home who brings healing and solace to the battered and weary Stout Folk.
Beshaba: Lady Doom is the source of misfortune and ill luck in Faerun, her worship consists largely of prayers and offerings to divert her attention from the worshippers grasp for victory.
Garl Glittergold: a trickster god and father of the gnomes, his domain is good humoured trickery and the art of invention.
Gond: a distant relative of Garl and Moradin, Gond is the master of engineering and magical technology. His temple is the workshop and the forge, his worship is the fine work that issues forth from them.
Ilmater: the Crying God, the Martyred One seeks to take the suffering of Faerun onto himself to allow the broken world to grow again. His faith is strong and widespread, teaching its adherents tolerance and self sacrifice for the promise of eternal paradise in the hereafter.
Loviatar: the Lady of Pain seeks to undo the work of Ilmater, she is sadism and masochism made manifest and her worship is a screaming, cackling, bloody nightmare.
Mielikki: is the Forest Queen and the brighter, more benevolent counterpart of Silvanus. She is the dancer in the glade and the beauty of the forest in bloom; both she and her followers defend this precious world from harm with their lives.
Sheela Peryroyl: the Green Sister is the mother goddess of the halfling race. She is the home and hearth, the quiet comfort and simple pleasures of a good life, the appreciation and promotion of these things is her worship.
Sseth: the ancient and insidious lord of serpents and all that slither is quite literally a venomous god. He has few non-monstrous worshippers, but those that call him master have an unhealthy obsession with poison and traps.
Talona: the Mother of All Plagues is the creator of disease and degeneration, the spiteful creature that brought decrepitude and weakness to old age. Much like Beshaba, her worship is a plea or trick to stave off her particular wrath.
Tiamat: the Mother of Dragons is creature of avarice and arrogance, hateful of mortals that are not her willing slaves.
Tymora: Lady Luck is the twin sister of Beshaba and is the font of good fortune in the world. She is a favourite of gamblers, chancers and rogues, and many small habits and rituals are performed to attract her favour.
Umberlee: the Bitch Queen is the unpredictable wrath of the ocean and the mother of the nightmares that dwell within it. Sailors make offerings to her before voyages and during storms, and blood sacrifice in her name is common among costal settlements.
Waukeen: the goddess of wealth and commerce was popular in brighter days now forgotten. The few successful international merchant consortiums in existence all maintain lavish and gaudy shrines to the Merchants Friend.