Deities Species in Dierde | World Anvil

Deities

A deity was a divine being of great power.    
Operas, like the gods they so often portray, are a mystery to me. They are a mystery wrapped in an enigma swallowed by contradiction and covered by a silken shroud of dark chocolate and best served with hot milk before a nap.
— Giogioni Wyvernspur
    Most deities, particularly those that were of intermediate ranks, controlled some aspect of mortal affairs, referred to as the god's portfolio. True gods were called Estelar and differed from the Dawn Titans (Primordials).   All deities were either elevated to their positions by Lord AO (the overseer) or were approved by Lord AO to be worshiped in the Realms, in the case of interloper deities. No divine power found a permanent faith and power base without his approval, though there were cases of short-term quasi-divine beings who gathered faith from worshipers without being deities. The most noted example of this was the various fiendish cults that had arisen. In at least two cases, the worship from these cults had provided enough power or filled a niche that was not otherwise filled, and the Fiends in question had become deities in their own right. Both Gargauth and the Minotaur deity Baphomet became deities by building on the power foundation of a fiendish cult.   Worshipers were necessary for the continued existence and powers of most deities. The numbers and fervor of a god's worshipers determined in large part the power of the deity. Deities without worshipers or who were fading in popularity, faded in power, and in extreme cases could even die from neglect.    

Types of Deity

  Deities could be divided into categories, either by rank, origin, or by Living and Dead.  

Types by Rank

  Deities were ranked in increasing divine power from the so-called quasi deity up to overdeity. The two factors to determine the strength of a deity were numbers and the devotion of its followers. So it was possible for deities with a small follower base to have a higher standing, when the said followers consisted of fanatics.  
Quasi-deity
A quasi-deity, or hero deity, was a creature with divine characteristics, such as immortality. Children of real deities were generally quasi-deities. It was possible for mortal true dragons to become quasi-deities by becoming and fully developing their capabilities as a Dragon Ascendant. Unlike normal quasi-deities, who couldn't grant spells to their worshipers, these dragons could do so after the worshiper in question formally swore loyalty to the Dragon.   A powerful being of divine origin that had potential to acquire true godhood. Types of quasi-deities were demigods, titans, and vestiges. Examples of quasi-deities were Bane, Bhaal, and Myrkul.  
Demigod
A demigod was, contrary to its name, not a half-god but a full deity, though the weakest of these and only capable of the most basic abilities of a god, which were still of superhuman nature. They generally represented one aspect of mortal life and had hundreds, or even thousands, of followers and were capable of granting spells.  
Lesser deity
A lesser deity was more powerful than demigods and had more abilities. They generally had thousands, if not tens of thousands, of followers.   A deity that was embodied in The Planes, from the Material Plane to the Abyss, etc. Examples of lesser deities were Lurue, Sekolah, Lolth, and Auril.  
Intermediate deity
An intermediate deity was more powerful than lesser ones and had more abilities. They generally had over 100,000 followers.  
Greater deity
A greater deity was more powerful than intermediate ones and had more abilities. They generally had millions of followers. A deity that was beyond the understanding of mortals, almost always did not directly interfere in mortal affairs, and could not be summoned.  
Overdeity
An overdeity was, as the name suggests, over everything, including mortals' abilities to understand them. They didn't react in any way to anything a mortal could do, and they didn't grant spells. They generally had no followers, if mortals knew of their existence at all. Ao fit such a description.  

Types by Origin

Native deities
The native deities of Faerûn were those whose worship arose during the Creation of Abeir-Toril, or shortly after, and who were only worshiped there. In general, the native deities were worshiped by the native races of Abeir-Toril, those that arose from the Primordial chaos at Ao's Creation of Realmspace. Humans, dragons, LIzardfolk, nagas, Yuan-ti, locathah, doppelgangers, and the fey races were the most common worshipers of native deities.  
Interloper deities
Humans, elves, and other creatures had made their way onto the face of Abeir-Toril over the millennia. Many of them brought their own divine patrons with them. Those gods who served portfolios where no native Faerûnian power exists seemed to almost automatically achieve divine status. Those whose portfolios conflicted with an existing deity were either absorbed into the existing deity, or may have contested for the power of their worshipers. In the last case, it would be a "winner take all" type of event, or the loser would have to accept a smaller portfolio and a subservient position within the pantheon.   The gods of the dwarves, elves, illithids, halflings, and gnomes followed their respective peoples into Abeir-Toril. Later, the gods of the orcs and other Goblinoid races did the same, following and supporting their worshipers.   Types by Living Status Deities could be categorized by their Living status: alive or Dead. This category held because a Dead deity wasn't necessarily unable to influence the world.  
Dead Deities
 
“I shall never know my maker for they are so long Dead there are none that know where they have gone. What is a god when there is no one to think of them?'”    
— Metastakixx
    Deities, while immortal, were capable of dying. Conflict with other deities, conflict with great mortal heroes, and neglect were the most common causes of a divine demise, though it was also possible for a god to lapse into apathy, drift into Sleep on the Astral Plane, and eventually perish. Ulutiu was a prime example of this last possibility.   Though a deity could die, at least a part of them would always remain. There were instances of worshipers of these deities tapping into these remnants to wield divine magic. Dead deities also had the potential to be resurrected if they maintained some kind of physical or metaphysical presence and a significant base of worshipers. For example, Garagos was thought to have revived himself in this way.  

Abilities

  Deities had a number of native and learned skills just like any other sentient creature. Such abilities grew in potency as a deity grew in divine power, yet they were in no way omnipotent, though superhumanly powerful and skilled in a chosen area and those related to it. For example, it wasn't the case that just because Mystra was a greater deity, that she was also a master huntress like Malar, the lesser deity of hunting, or a genius merchant like Waukeen, the demigoddess of trade. Mystra's abilities started and ended with magical abilities and those related to magic.   A prime example of how divine status wasn't always the determining factor between deities was the fight between Vhaeraun and Selvetarm during the Silence of Lolth. Vhaeraun, the lesser Drow deity of thievery, tried to kill the comatose Lolth, which Selvetarm, the Drow demigod of battle prowess, tried to hinder, leading to an open frontal battle between the two. This competition of battle prowess ended with Vhaeraun, the god with the second largest following among the Drow faiths, being driven off, effectively with Selvetarm's, whose church was so small to the point of practical nonexistence, victory.  

Special Abilities

Deities of a higher rank gained increasing magical powers, both in terms of strength and potency.  

Basic Abilities

A deity grew in its mastery of its skills with increased divine rank, and from demigod status upwards, learned to rapidly conduct actions that had something to do with its portfolio. The number and complexity of these actions increased with its rank. In the 14th century DR, once they were a lesser deity, a deity's skills stopped fluctuating and once intermediate were always conducted at its maximum capabilities, not only their skills but at everything they did.  

Physical Attacks and Defences

With increasing rank, it became more and more difficult to hit a deity with a physical attack, and even when hit, deities were resistant to attacks made by weapons that weren't enchanted with, from mortal perspective, exceedingly strong magic. Their own attacks increased in accuracy and ignored the Resistance against creatures, whose resistances were keyed to a creature's philosophical orientation against the deity.  

Defenses Against Magic

With increasing rank, spells had a decreasing likelihood to Work against them, and even if they did, they were less and less likely to Work because a deity's physical resilience, reflexes, and strength of will increased with its rank. They also gained an increasing Resistance against fire and gained outright immunities against some effects, though these immunities were generally ineffective against higher standing gods.   In the 14th century DR, deities of specific ranks had specific immunities. A quasi-deity was immune to effects that forced alteration of its physical form, tried to sap vitality, temporarily or permanently decrease its physical and mental capabilities, or addled their minds. From demigod and onwards, deities gained additional immunities against Harm from acid, cold and electricity. These immunities were effective (no matter what the enemy) against various physical disabling effects and sources such as poison, diseases, Sleep, stunning and paralysis, disintegration, and magical effects that could kill them if not for the immunity. A lesser deity was also immune to any magic that was directed at binding or imprisoning it.  

Movement

A deity generally moved fast. They could move through the earth, could swim and also climb but not necessarily Fly. Once at demigod status, they could use greater Teleport as often as they wanted and once at lesser status they added Plane Shift to their abilities.  

Magical Abilities

A deity was capable of granting divine spells and special abilities called domain abilities, once they were at demigod status. When they could grant spells, they could cast domain spells as often as they wanted at increased strength, use the abilities associated with these domains with increased frequency and strength and, given they had sufficient training as a cleric themselves, they could cast clerical spells with great flexibility. Demigods, and those who were stronger, could turn one of their favored animals into their familiars. Greater deities could cast all their spells at maximum strength at no cost and without fluctuation in their effectiveness. All deities could create magic items that were associated with their portfolio, just by being able to cast the magic associated with the item in question. This process was more efficient when they also had the theoretic knowledge to create the item in question. Truly unique to deities were their auras and a set of abilities called salient divine abilities. Their auras could be used to Cause Fear and awe among mortals, bolster the resolve of their mortal allies and crush the resolve of their enemies.  

Senses and Communication

A deity's ability to sense things extended to a length counted in miles from demigod status and upwards. But probably their most dangerous ability was the one to sense things without being in a place. This ability to sense remote things functioned by centring their sense around something dedicated to them, a shrine or other sites or a follower of the spying deity. This ability could be used only a limited number of time, and deities could use this ability to block the senses of lower ranking deities or to send omens and telepathic messages to their followers.[   Creating an avatar was, as useful as it was, risky because it stunted the deity's ability to sense remotely as long as the avatar existed with heavier limitations as more avatars were made. Their portfolio gave true deities—demigods and upwards—the ability to sense whatever happened on Toril concerning their portfolio, though with some limitations. A demigod was only able to sense it when a thousand or more were somehow associated with the event, a lesser deity when five hundred or more, intermediate and greater deities sensed every event regardless of scale. A lesser and intermediate deity was able to continuously sense an event a number of weeks in the past, greater deities could actually sense future happenings.  

Divine Realm

A deity had some kind of place it called its own, where it was at its strongest and had some control over it. They could fill the place with sensory environmental impressions, sound, smells and so on, a lesser deity even with sounds that held a meaning. Intermediate deities and upwards were capable of creating buildings and alterations to the landscape by will alone. Even more profound ability to change started with lesser deity status. A lesser deity could manipulate its realm's ties to the Astral Plane and could bar or limit magical travel inside it. From intermediate status onwards, a deity could strengthen or weaken certain magic of its choosing while greater deities could even change gravity and time.  

Pantheons

   
The way Fizban explained it, gods from one world aren't supposed to let gods from another world Harm each other, whether they're good or evil. It's against the rules. It could start a war between the gods from Krynn and the gods from Toril. If it really was Sirrion helping Lathander to drain the power from Tymora and Beshaba, Fizban was going to have to step in and make him stop. But since it wasn't a god from Krynn, Fizban didn't have to get involved. He didn't want to get into an argument with Lathander if he could help it.
— Emilo Haversack
    A pantheon was a grouping of deities, often with overlapping worshipers. All of them were based on races or cultures, usually with strong geographic ties. Lord AO ensured that no two deities in the same pantheon could claim the same portfolio.   Human Pantheons Of all the races, humans had the most pantheons, although many of those vanished or were combined with the larger Faerûnian pantheon. Some, however, remained distinct, such as the Mulhorandi Pantheon and the Chultan pantheon. Additionally, the Maztican pantheon,[38] the Zakharan pantheon, and the Celestial Empire of Kara-Tur, all remained distinct by virtue of geographic separation. Vanished Human pantheons included the Talfiric pantheon, the Netherese pantheon, which was worshiped by the middle and lower classes of Netheril; the Jhaamdathan pantheon, from what would later be called the Vilhon Reach and the Dragon Coast; the Coramshite pantheon, based in ancient Coramsham (which became Calimshan and the Untheric pantheon, which was of similar source as the Mulhorandi Pantheon, but lost all but two of its members during the Time of Troubles.  

Faerûnian

The Faerûnian pantheon was the primary Human pantheon that was venerated across Faerûn. It was composed primarily of native deities, and was the result of millennia of cultural blending of various other pantheons to bring out a moderately unified whole. There were remnants of other Human pantheons that had been combined into a single pantheon as their source cultures blended, merged, and conquered one another. Only two of the old Untheric deities survived, Assuran (as Hoar), and Tiamat; the others died during or before the Time of Troubles.   The Talfiric pantheon was worshiped in contemporary of Netheril, and was the source of at least Garagos, who lost in the clash with Tempus and was reduced to demigod status. The Netherese pantheon itself claimed the worship of the lower and middle classes of Netheril, and the survivors of the Netherese pantheon were perhaps the most numerous of the survivors of the gods of old, boasting Jannath (later known as Chauntea), Targus (now known as Garagos), Mystryl (whose power lived on in Mystra), Selûne, Shar, Kozah (who became known as Talos), and Tyche (who split during the Dawn Cataclysm and became Tymora and Beshaba).  

Mulhorandi

 
Members of the Mulhorandi Pantheon.
The Mulhorandi Pantheon was a group of interloper deities that followed their people when the wizards of the ancient Imaskari Empire brought legions of slaves through gates from another world. At first, the gods could not reach their worshipers directly, and were compelled to create manifestations to contain a portion of their divine power.   Those manifestations walked among their mortal followers, guiding, protecting, or dominating according to their natures until the Time of Troubles. After that perilous time, the ancient barriers that had separated them from their true divine essences were dissolved, and the Mulhorandi Pantheon left their manifestations behind as powerful mortal servants and took up their natural divine positions.   The worship of the Mulhorandi Pantheon at one time covered Mulhorand, Thay, Semphar, and what is now the Raurin desert. During the Era of Upheaval, they began struggling to hold onto Mulhorand itself, with their worship waning in Thay and Semphar. They tried striving to convert the followers of the collapsed Untheric pantheon but couldn't survive the Spellplague, disappearing without a trace when the divine realms were forced to rearrange themselves. However, they returned to Toril during the Second Sundering.  
Chultan
The people of the Chultan Peninsula historically developed three main forms of religion and as a whole, prior to the late 15th century DR. Unlike more rigid worship in other regions, Chultans and Tabaxi tended to worship Ubtao, the Nine Trickster Gods of Chult, or the jungle itself. All threes forms of worship could often peacefully coexist in a single tribe or temple. Which was expected, considering the jungle and nature trickster spirits were Ubtao's aspects Eshowdow was a dark demigod of destruction and fever who opposed the worshipers of Ubtao, he however was killed in the 1370s DR and his portfolio and persona was adopted by Shar. Ubtao's powers receded in Chult, following the Spellplague and his withdrawal forced humans of the region adopt other faiths. By the late 15th century DR, Waukeen became popular in Port Nyanzaru, while Gond, Savras, Sune, and Tymora established minor shrines and temples.  

Demihuman and Monstrous Pantheons

  Asmodeus, a fiend who achieved godhood.   Beyond the many Human pantheons, various other races had their own pantheons of gods and goddesses. These included the Seldarine, pantheon of the elves, and the drows' Dark Seldarine. The dwarves worshiped the Morndinsamman, the gnomes favored the Lords of The Golden Hills, and the halflings named their pantheon of deities Yondalla's Children. The orcs had their own unnamed pantheon, while the Giants had the Ordning. The pantheon of the dragons was among the most ancient pantheons. And finally, the good-aligned races of Serôs worshiped a loose pantheon called the Asathalfinare, which was led by the elven god Deep Sashelas.  
Other Monstrous Faiths
Monsters tended not to want to worship the deities of the more civilized races. Many monsters had their own gods, whose portfolios consisted of dominion over the creatures that worship them, such as the Kobold god, Kurtulmak. Some species however, had a whole pantheon of gods, such as the Yuan-ti pantheon (that had actually been secretly subsumed by Set).  
Fiend Worship
Some Fiends had gained enough mortal followers on Faerûn to achieve a divine portfolio. Most of these Fiends were demons from the Abyss, such as Yeenoghu (a demon prince) and Baphomet (one of the demon lords), while devils, such as Gargauth, had also managed to ascend. Asmodeus even ascended to join the Faerûnian pantheon when he stole the divinity of Azuth.     For a complete List of Deities  
  Ao the Overgod
Human pantheons
Major Faerûnian deities
Azuth BaneChaunteaCyricGondHelmIlmaterKelemvorKossuthLathanderLolthMalarMaskMielikkiMystraOghmaSelûneSharShaundakulSilvanusSuneTalosTempusTormTymoraTyrUmberleeUthgarWaukeen  
Other Faerûnian deities
AkadiAurilBeshabaDeneirEldath • Finder • GaragosGargauthGrumbarGwaeron WindstromHoarIstishiaJergalLliiraLoviatarLurueMililNobanion • Red Knight • SavrasSharessShialliaSiamorpheTalonaTiamatUbtaoUlutiuValkurVelsharoon  
Kara-Turan pantheon
Ai Ch'ing • Chan Cheng • Ch'en Hsiang • Chih Shih • Fa Kuan • Hsing Yong • Kwan Ying • Mad Monkey • Nung Chiang • Shu Chia • The Celestial Emperor  
Maztican pantheon
Azul • Eha • Kiltzi • Maztica • Nula • Plutoq • Qotal • Tezca • Watil • Zaltec  
Mulhorandi Pantheon
Anhur • Geb • Hathor • Horus-Re • Isis • Nephthys • Osiris • Sebek • Set • Thoth  
Zakharan pantheon
Bala • Hajama • Hakiyah • Haku • Jarmik • Jauhar • Jisan • Kor • Lost One • Najm • Ragarra • Selan • Shajar • Thasmudyan • Vataqatal • Zann  
Demihuman and humanoid pantheons
Drow pantheon Eilistraee • Ghaunadaur • KiaransaleeLolth • Selvetarm • Vhaeraun  
Dwarven pantheon
Abbathor • Berronar Truesilver • Clangeddin Silverbeard • Deep Duerra • Dugmaren Brightmantle • Dumathoin • Gorm Gulthyn • Haela Brightaxe • Laduguer • Marthammor Duin • Moradin • Sharindlar • Thard Harr • Vergadain  
Elven pantheon
Aerdrie Faenya • Angharradh • Corellon Larethian • Deep Sashelas • Erevan Ilesere • Fenmarel Mestarine • Hanali Celanil • Labelas Enoreth • Rillifane Rallathil • Sehanine Moonbow • Shevarash • Solonor Thelandira  
Gnome pantheon
Baervan Wildwanderer • Baravar Cloakshadow • Callarduran Smoothhands • Flandal Steelskin • Gaerdal Ironhand • Garl Glittergold • Segojan Earthcaller • Urdlen  
Halfling pantheon
Arvoreen • Brandobaris • Cyrrollalee • Sheela PeryroylUrogalanYondalla  
Orc pantheon
Bahgtru • Gruumsh • Ilneval • Luthic • Shargaas • Yurtrus  

Monster pantheons

Draconic pantheon
Asgorath • Astilabor • Bahamut • Garyx • Hlal • Kereska • Lendys • Null • Tamara • TaskTiamat • Zorquan  
Giant pantheon
Grolantor • Hiatea • Iallanis • Memnor • Othea • Skoraeus Stonebones • Stronmaus  
Other monster deities
Baphomet • Blibdoolpoolp • Eadro • Faceless God • Kar'r'rga • Kurtulmak • Merrshaulk • Persana • Ramenos • Trishina • Vaprak  

Dead deities

Amaunator • Auppenser • Bhaal • Chronos • Elikarashae • Gilgeam • Ibrandul • Iyachtu Xvim • Kiputytto • Leira • Moander • Murdane • Myrkul • Ramman • Re • Relkath of the Infinite Branches • Tchazzar • Tyche • Zinzerena  
 

The Divine Dominions of Toril, circa 1479 DR

The entire cosmology of Toril was transformed during the Spellplague, the World Tree was uprooted and the divine dominions began to float in the Astral Sea. The Fiendish planes scattered as well, and the Elemental planes collapsed into the Elemental Chaos. Some dominions suffered or were destroyed, some prospered, and others merged as the deities that called them home united against the devastating upheaval.   Ao the Overgod  

The Astral Sea

 
Arvandor
Corellon Larethian & his exarchs Deep Sashelas • Erevan Ilesere • Fenmarel Mestarine • Labelas Enoreth • Shevarash • Solonor Thelandira • Angharradh • Garl Glittergold & his exarchs Baervan Wildwanderer • Baravar Cloakshadow • Callarduran Smoothhands  
Banehold
Bane & his exarchs Abbathor • Fzoul ChembrylHoar • Hruggek • MaglubiyetLoviatarTiamat  
Celestia
TormIlmaterBahamut  
The Deep Wilds
Silvanus & his exarch MalarAurilMielikki & her exarch ShialliaUmberlee  
The Demonweb Pits
Lolth  
The Dismal Caverns
Ghaunadaur  
Dwarfhome
Moradin & his exarchs Clangeddin Silverbeard • Dugmaren Brightmantle • Marthammor Duin • Thard Harr • Vergadain • Berronar Truesilver  
Eternal Sun
Amaunator & his exarch SiamorpheWaukeen  
The Fugue Plane Kelemvor & his exarch Jergal  
Gates of the Moon
SelûneSune & her exarchs LliiraSharessTymora  
Green Fields
ChaunteaSheela Peryroyl & and her exarchs Arvoreen • Brandobaris • Cyrrollalee  
House of Knowledge
Oghma & his exarch MililGond  
The Nine Hells
Asmodeus & the archdevils  
Nishrek
Gruumsh & his exarchs Bahgtru • Obould • Shargaas • Vaprak • Luthic  
The Supreme Throne
Cyric (imprisoned)  
Towers of Night
Shar • Sseth • Talona • Zehir  
Warrior's Rest
Tempus & his exarchs Garagos • Red Knight • UthgarValkurBeshaba  
The Elemental Chaos
AkadiGrumbarKossuthIstishia Annam All-Father • Memnor • Grolantor • Skoraeus Stonebones • Surtr • Thrym  

Past deities

Subsumed Deities
Lathander to AmaunatorTalos to Gruumsh • Aerdrie Faenya to Akadi • Hanali Celanil to Sune • Sehanine Moonbow to SelûneYondalla to Chauntea  
Missing Deities
Even the most learned scholars can only speculate on what has become of the following deities since the Spellplague. Some may have been aspects of other deities and have since been subsumed, others may have been transplanted to Abeir, others still may be in hiding and have yet to make their planned return. DeneirEldath • Finder • ShaundakulGargauthGwaeron WindstromLurueNobanionUbtaoUlutiu • Rillifane Rallathil • Urogalan • Dumathoin • Sharindlar • Flandal Steelskin • Gaerdal Ironhand • Segojan Earthcaller • Urdlen • Ilneval • Yurtrus  
Dead Deities
Recent: Azuth • Eilistraee • HelmMaskMystraSavrasTyrVelsharoon • Deep Duerra • Gorm Gulthyn • Haela Brightaxe • Laduguer • Kiaransalee • Selvetarm • Vhaeraun Ancient: Auppenser • Bhaal • Elikarashae • Gilgeam • Ibrandul • Iyachtu Xvim • Kiputytto • Leira • Moander • Murdane • Myrkul • Ramman • Re • Relkath of the Infinite Branches • Tchazzar • Tyche • Zinzerena    
    Yondalla's Children The Halfling pantheon Arvoreen • Brandobaris • Cyrrollalee • Sheela PeryroylTymoraUrogalanYondalla  

Gods of Your World

Appendix B of the Player's Handbook presents a number of pantheons (loose groupings of deities not united by a single doctrine or philosophy) for use in your game, including the gods of established D&D worlds and fantasy-historical pantheons. You can adopt one of these pantheons for your campaign, or pick and choose deities and ideas from them as you please. See "A Sample Pantheon" in this section for an example. As far as the game's rules are concerned, it doesn't matter if your world has hundreds of deities or a church devoted to a single god. In rules terms, clerics choose domains, not deities, so your world can associate domains with deities in any way you choose.  

Loose Pantheons

Most D&D worlds have a loose pantheon of gods. A multitude of deities rule the various aspects of existence, variously cooperating with and competing against one another to administer the affairs of the universe. People gather in public shrines to worship gods of life and wisdom, or meet in hidden places to venerate gods of deception or destruction. Each deity in a pantheon has a portfolio and is responsible for advancing that portfolio. In the Greyhawk setting, Heironeous is a god of valor who calls clerics and paladins to his service and encourages them to spread the ideals of honorable warfare, chivalry, and justice in society. Even in the midst of his everlasting war with his brother Hextor, god of war and tyranny, Heironeous promotes his own portfolio: war fought nobly and in the cause of justice.   People in most D&D worlds are polytheistic, honoring deities of their own and acknowledging pantheons of other cultures. Individuals pay homage to various gods, regardless of alignment. In the Forgotten Realms, a person might propitiate Umberlee before setting out to sea, join a communal feast to celebrate Chauntea at harvest time, and pray to Malar before going hunting.   Some individuals feel a calling to a particular deity's service and claim that god as a patron. Particularly devoted individuals become priests by setting up a shrine or helping to staff a holy site. Much more rarely, those who feel such a calling become clerics or paladins invested with the responsibility of true divine power.   Shrines and temples serve as community gathering points for religious rites and festivals. Priests at such sites relate stories of the gods, teach the ethics of their patron deities, offer advice and blessings, perform religious rites, and provide training in activities their deities favor. Cities and large towns can host several temples dedicated to individual gods important to the community, while smaller settlements might have a single shrine devoted to any gods the locals revere.   To quickly build a pantheon for your world, create a single god for each of the eight domains available to clerics: Death, Knowledge, Life, Light, Nature, Tempest, Trickery, and War. You can invent names and personalities for these deities, or borrow deities from other pantheons. This approach gives you a small pantheon that covers the most significant aspects of existence, and it's easy enough to extrapolate other areas of life each deity controls. The god of Knowledge, for example, might also be patron of magic and prophecy, while the god of Light could be the Sun god and the god of time.  

A Sample Pantheon

The pantheon of the Dawn War is an example of a pantheon assembled from mostly preexisting elements to suit the needs of a particular campaign. This is the default pantheon in the fourth edition Player's Handbook (2008). The pantheon is summarized in the Dawn War Deities table.   This pantheon draws in several nonhuman deities and establishes them as universal gods. These gods include Bahamut, Corellon, Gruumsh, Lolth, Moradin, Sehanine, and Tiamat. Humans worship Moradin and Corellon as gods of their respective portfolios, rather than as racial deities. The pantheon also includes the archdevil Asmodeus as god of domination and tyranny.   Several of the gods are drawn from other pantheons, sometimes with new names for the gods. Bane comes from the Forgotten Realms. From Greyhawk come Kord, Pelor, Tharizdun, and Vecna. From the Greek pantheon come Athena (renamed Erathis) and Tyche (renamed Avandra), though both are altered. Set (renamed Zehir) comes from the Egyptian pantheon. The Raven Queen is akin to the Norse pantheon's Hel and Greyhawk's Wee Jas. That leaves three gods created from scratch: Ioun, Melora, and Torog.  

Dawn War Deities

Deity Alignment Suggested Domains Symbol
Asmodeus, god of tyranny LE Trickery Three triangles in tight formation
Avandra, goddess of change and luck CG Trickery Three stacked wavy lines
Bahamut, god of justice and nobility LG Life, War Dragon's head, in profile, facing left
Bane, god of war and conquest LE War Claw with three talons pointing down
Corellon, god of magic and the arts CG Light Eight-pointed star
Erathis, goddess of civilization and invention LN Knowledge Upper half of a clockwork gear
Gruumsh, god of destruction CE Tempest, War Triangular eye with bony protrusions
Ioun, goddess of knowledge N Knowledge Crook shaped like a stylized eye
Kord, god of strength and storms CN Tempest Sword with a Lightning Bolt cross guard
Lolth, goddess of spiders and lies CE Trickery Eight-pointed star with a Web motif
Melora, goddess of wilderness and the sea N Nature, Tempest Wavelike swirl
Moradin, god of Creation LG Knowledge, War Flaming anvil
Pelor, god of the Sun and agriculture NG Life, Light Circle with six outwardly radiating points
Raven Queen, goddess of death LN Life, Death Raven's head, in profile, facing left
Sehanine, goddess of the moon CG Trickery Crescent moon
Tharizdun, god of madness CE Trickery Jagged counter-clockwise spiral
Tiamat, goddess of wealth, greed, and vengeance LE Trickery, War Five-pointed star with curved points
Torog, god of the Underdark NE Death T attached to a circular shackle
Vecna, god of evil secrets NE Death, Knowledge Partially shattered one-eyed skull
Zehir, god of Darkness and poison CE Trickery, Death Snake in the shape of a dagger
 

Other Religious Systems

In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered on two opposing deities or forces), mystery cults (involving personal devotion to a single deity, usually as part of a pantheon system), animistic religions (revering the spirits inherent in nature), or even forces and philosophies that don't center on deities.  

Tight Pantheons

In contrast to a loose pantheon, a tight pantheon focuses on a single religion whose teachings and edicts embrace a small group of deities. Followers of a tight pantheon might favor one of its member deities over another, but they respect all the deities and honor them with sacrifices and prayer as appropriate.   The key trait to a tight pantheon is that its worshipers embrace a single ethos or dogma that includes all the deities. The gods of the tight pantheon Work as one to protect and guide their followers. You can think of a tight pantheon as similar to a family. One or two deities who Lead the pantheon serve as parent figures, with the rest serving as patrons of important aspects of the culture that worships the pantheon. A single temple honors all members of the pantheon.   Most tight pantheons have one or more aberrant gods-deities whose worship isn't sanctioned by the priests of the pantheon as a whole. These are usually evil deities and enemies of the pantheon, such as the Greek Titans. These deities have cults of their own, attracting social outcasts and villains to their worship.   These cults resemble mystery cults, their members strictly devoted to their single god, though even members of aberrant cults pay lip service in the temples of the tight pantheon.   The Norse deities serve as an example of a tight pantheon. Odin is the pantheon's leader and father figure. Deities such as Thor, Tyr, and Freya embody important aspects of Norse culture. Meanwhile, Loki and his devotees lurk in the shadows, sometimes aiding the other deities, and sometimes working against them with the pantheon's enemies.  

Mystery Cults

A mystery cult is a secretive religious organization based on a ritual of initiation, in which the initiate is mystically identified with a god, or a handful of related gods. Mystery cults are intensely personal, concerned with the initiate's relationship with the divine.   Sometimes a mystery cult is a type of worship within a pantheon. It acknowledges the myths and rituals of the pantheon, but presents its own myths and rites as primary. For instance, a secretive order of monks might immerse themselves in a mystical relationship to a god who is part of a broadly worshiped pantheon.   A mystery cult emphasizes the history of its god, which is symbolically reenacted in its initiation ritual. The foundation myth of a mystery cult is usually simple and often involves a god's death and rising, or a journey to the underworld and a return. Mystery cults often revere Sun and moon deities and agricultural deities—gods whose portfolios reflect the cycles of nature.   The cult's ritual of initiation follows the pattern of its foundation myth. Neophytes retrace the god's footsteps in order to share the god's ultimate fate. In the case of dying and rising gods, the symbolic death of the initiate represents the idea of death to the old life and rebirth into a transformed existence. Initiates are born into a new life, remaining in the world of mortal affairs but feeling elevated to a higher sphere. The initiate is promised a place in the god's realm after death, but also experiences new meaning in life.  

Divine Rank

The divine beings of the multiverse are often categorized according to their cosmic power. Some gods are worshiped on multiple worlds and have a different rank on each world, depending on their influence there.   Greater deities are beyond mortal understanding. They can't be summoned, and they are almost always removed from direct involvement in mortal affairs. On very rare occasions they manifest avatars similar to lesser deities, but slaying a greater god's avatar has no effect on the god itself.   Lesser deities are embodied somewhere in The Planes. Some lesser deities live in the Material Plane, as does the unicorn-goddess Lurue of the Forgotten Realms and the titanic shark-god Sekolah revered by the Sahuagin. Others live on the Outer Planes, as Lolth does in the Abyss. Such deities can be encountered by mortals.   Quasi-deities have a divine origin, but they don't hear or answer prayers, grant spells to clerics, or control aspects of mortal life. They are still immensely powerful beings, and in theory they could ascend to godhood if they amassed enough worshipers. Quasi-deities fall into three subcategories: demigods, titans, and vestiges.   Demigods are born from the union of a deity and a mortal being. They have some divine attributes, but their mortal parentage makes them the weakest quasi-deities.   Titans are the divine creations of deities. They might be birthed from the union of two deities, manufactured on a divine forge, born from the blood spilled by a god, or otherwise brought about through divine will or substance.   Vestiges are deities who have lost nearly all their worshipers and are considered Dead, from a mortal perspective. Esoteric rituals can sometimes contact these beings and draw on their latent power.  

Monotheism

Monotheistic religions revere only one deity, and in some cases, deny the existence of any other deity. If you introduce a monotheistic religion into your campaign, you need to decide whether other gods exist. Even if they don't, other religions can exist side by side with the monotheistic religion. If these religions have clerics with spellcasting ability, their spells might be powered by the one true deity, by lesser spirits who aren't deities (possibly including powerful Aberrations, Celestials, fey, Fiends, or elementals), or simply by their faith.   The deity of a monotheistic religion has an extensive portfolio and is portrayed as the creator of everything, in control of everything, and concerned with every aspect of existence. Thus, a worshiper of this god offers prayers and sacrifices to the same god regardless of what aspect of life is in need of divine assistance. Whether marching into war, setting off on a journey, or hoping to win someone's affections, the worshiper prays to the same god.   Some monotheistic religions describe different aspects of their deity. A single god appears in different aspects as the Creator and the Destroyer, and the clerics of that god focus on one aspect or the other, determining their domain access and possibly even their alignment on that basis. A cleric who venerates the Destroyer aspect chooses the Tempest or War domain, while one who worships a Creator aspect chooses the Life or Nature domains. In some monotheistic religions, clerics group themselves into distinct religious orders to differentiate clerics who choose different domains.  

Dualism

A dualistic religion views the world as the stage for a conflict between two diametrically opposed deities or divine forces. Most often, the opposed forces are good and evil, or opposed deities representing those forces. In some pantheons, the forces or deities of law and chaos are the fundamental opposites in a dualistic system. Life and death, Light and Darkness, matter and spirit, body and mind, health and illness, purity and defilement, positive energy and negative energy-the D&D universe is full of polar opposites that could serve as the foundation for a dualistic religion. Whatever the terms in which the dualism is expressed, half of the pair is usually believed to be good-beneficial, desirable, or holy-while the other half is considered bad, if not explicitly evil. If the fundamental conflict in a religion is expressed as the opposition between matter and spirit, the followers of that religion believe that one of the two (usually matter) is evil and the other (spirit) is good, and so seek to liberate their spirits from this material world and its evils through asceticism and contemplation.   Rare dualistic systems believe that the two opposing forces must remain in balance, always pulling away from each other but remaining bound together in creative tension.   In a cosmology defined by an eternal conflict between good and evil, mortals are expected to take sides. The majority of those who follow a dualistic religion worship the deity or force identified as good. Worshipers of the good deity trust themselves to that god's power to protect them from the evil deity's minions. Because the evil deity in such a religion is usually the source of everything that is detrimental to existence, only the perverse and depraved worship this god. Monsters and Fiends serve it, as do certain secretive cults. The myths of a dualistic religion usually predict that the good deity will triumph in an apocalyptic battle, but the forces of evil believe that the outcome of that battle isn't predetermined and Work to promote their deity's victory.   Deities in a dualistic system maintain large portfolios. All aspects of existence reflect the dualistic struggle, and therefore all things can fall on one side or the other of the conflict. Agriculture, mercy, the sky, medicine, and poetry reside in the portfolio of the good deity, and famine, hatred, disease, and war belong to the evil deity.  

Animism

Animism is the belief that spirits inhabit every part of the natural world. In an animistic worldview, everything has a spirit, from the grandest mountain to the lowliest Rock, from the great ocean to a babbling brook, from the Sun and moon to a fighter's ancestral sword. All these objects, and the spirits that inhabit them, are sentient, though some are more aware, alert, and intelligent than others. The most powerful spirits might even be considered deities. All are worthy of respect if not veneration.   Animists don't typically pay allegiance to one spirit over the others. Instead, they offer prayers and sacrifices to different spirits at different times, as appropriate to the situation. A pious character might make daily prayers and offerings to ancestor spirits and the spirits of the house, regular petitions to important spirits such as the Seven Fortunes of Good Luck, occasional sacrifices of incense to location spirits such as the spirit of a forest, and sporadic prayers to a host of other spirits as well.   An animistic religion is very tolerant. Most spirits don't care to whom a character also offers sacrifices, as long as they receive the sacrifices and respect they are due. As new religions spread through animist lands, those religions typically win adherents but not converts. People incorporate new spirits and deities into their prayers without displacing the old ones. Contemplatives and scholars adopt complex philosophical systems and practices without changing their belief in and respect for the spirits they already venerate.   Animism functions as a large tight pantheon. Animist clerics serve the pantheon as a whole, and so can choose any domain, representing a favorite spirit for that cleric.  

Forces and Philosophies

Not all divine powers need to be derived from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they gain magical power from that conviction. In other campaigns, impersonal forces of nature or magic replace the gods by granting power to mortals attuned to them. Just as druids and rangers can gain their spell ability from the force of nature rather than from a specific nature deity, some clerics devote themselves to ideals rather than to a god. Paladins might serve a philosophy of justice and chivalry rather than a specific deity.   Forces and philosophies aren't worshiped; they aren't beings that can hear and respond to prayers or accept sacrifices. Devotion to a philosophy or a force isn't necessarily exclusive of service to a deity. A person can be devoted to the philosophy of good and offer worship to various good deities, or revere the force of nature and also pay homage to the gods of nature, who might be seen as personal manifestations of an impersonal force. In a world that includes deities with demonstrable power (through their clerics), it's unusual for a philosophy to deny the existence of deities, although a common philosophical belief states that the deities are more like mortals than they would have mortals believe. According to such philosophies, the gods aren't truly immortal (just very long-lived), and mortals can attain divinity. In fact, ascending to godhood is the ultimate goal of some philosophies.   The power of a philosophy stems from the belief that mortals invest in it. A philosophy that only one person believes in isn't strong enough to bestow magical power on that person.  

Humanoids and the Gods

When it comes to the gods, humans exhibit a far wider range of beliefs and institutions than other races do. In many D&D settings, orcs, elves, dwarves, goblins, and other Humanoids have tight pantheons. It is expected that an Orc will worship Gruumsh or one of a handful of subordinate deities. In comparison, humanity embraces a staggering variety of deities. Each Human culture might have its own array of gods.   In most D&D settings, there is no single god that can claim to have created humanity. Thus, the Human proclivity for building institutions extends to religion. A single charismatic prophet can convert an entire kingdom to the worship of a new god. With that prophet's death, the religion might wax or wane, or the prophet's followers might turn against one another and found several competing religions.   In comparison, religion in dwarven society is set in stone. The dwarves of the Forgotten Realms Identify Moradin as their creator. While individual dwarves might follow other gods, as a culture the dwarves are pledged to Moradin and the pantheon he leads. His teachings and magic are so thoroughly ingrained in dwarven culture that it would take a cataclysmic shift to replace him.   With that in mind, consider the role of the gods in your world and their ties to different humanoid races. Does each race have a creator god? How does that god shape that race's culture? Are other folk free of such divine ties and free to worship as they Wish? Has a race turned against the god that created it? Has a new race appeared, created by a god within the past few years? A deity might also have ties to a kingdom, noble line, or other cultural institution. With the death of the emperor, a new ruler might be selected by divine portents sent by the deity who protected the empire in its earliest days. In such a land, the worship of other gods might be outlawed or tightly controlled.   Finally, consider the difference between gods who are tied to specific humanoid races and gods with more diverse followers. Do the races with their own pantheons enjoy a place of privilege in your world, with their gods taking an active role in their affairs? Are the other races ignored by the gods, or are those races the deciding factor that can tilt the balance of power in favor of one god or another?  
— DMs Guide, p. 10

Related Organizations

Alignment

  Lawful Good
  • Amaterasu
  • Amaunator
  • Anubis
  • Arvoreen
  • Bahamut
  • Cyrrollalee
  • Girru
  • Gorm Gulthyn
  • Horus-Re
  • Ilmater
  • Gaerdal Ironhand
  • Jazirian
  • Koriel
  • Moradin
  • Nobanion
  • Osiris
  • Qotal
  • Shekinester
  • Shu (deity)
  • Clangeddin Silverbeard
  • Tefnut
  • Torm
  • Trishina
  • Berronar Truesilver
  • Tyr
  • Ushas
  • Yondalla

 
  Lawful Neutral
  • Amaunator
  • Anubis
  • Azuth
  • Darahl Firecloak
  • Enki
  • Helm
  • Hoar
  • Jergal
  • Kelemvor
  • Manannan Mac Lir
  • Marduk
  • Mystra
  • Null
  • Plutoq
  • Primus
  • Psilofyr
  • Ptah
  • Ramman
  • Raven Queen
  • Re
  • Red Knight
  • Savras
  • Siamorphe
  • Clangeddin Silverbeard
  • Ulutiu
  • Urogalan
  • Vandria Gilmadrith
  • Yama
 
 
  Lawful Evil
  • Asmodeus
  • Azul
  • Bahgtru
  • Bane
  • Bargrivyek
  • Bhaal
  • Deep Duerra
  • Gaknulak
  • Gargauth
  • Gilgeam
  • Hoar
  • Ilneval
  • Ilsensine
  • Inanna
  • Jergal
  • Kurtulmak
  • Laduguer
  • Lei Kung
  • Loviatar
  • Luthic
  • Maanzecorian
  • Nomog-Geaya
  • Null
  • P'kk
  • Ravanna
  • Sekolah
  • Set
  • Shekinester
  • Thasmudyan
  • Tiamat
  • Iyachtu Xvim
 
 
  Neutral Good
  • Alathrien Druanna
  • Celestian
  • Chauntea
  • Baravar Cloakshadow
  • Deneir
  • Marthammor Duin
  • Segojan Earthcaller
  • Eldath
  • Enlil
  • Fionnghuala
  • Goibhniu
  • Hathor
  • Hathor
  • Iallanis
  • Ilmater
  • Isis
  • Kikanuti
  • Kirith Sotheril
  • Lathander
  • Mielikki
  • Milil
  • Mystra (Midnight)
  • Odin
  • Persana
  • Rellavar Danuvien
  • Remnis
  • Seker
  • Shiallia
  • Skerrit
  • Flandal Steelskin
  • Stillsong
  • Stronmaus
  • Surminare
  • Syranita
  • Tamara
  • Tefnut
  • Tethrin Veraldé
  • Water Lion
  • Watil
  • Baervan Wildwanderer
  • Gwaeron Windstrom
 
 
  True Neutral
  • Akadi
  • Annam All-Father
  • Asgorath
  • Astilabor
  • Auppenser
  • Bes
  • Brandobaris
  • Caoimhin
  • Celestian
  • Daghdha
  • Dumathoin
  • Dunatis
  • Eadro
  • Essylliss
  • Evening Glory
  • Ferrix
  • Geb
  • Goibhniu
  • Gond
  • Grumbar
  • Haaashastaak
  • Ishtar
  • Istishia
  • Karsus
  • Ki (goddess)
  • Kossuth
  • Kukul
  • Lugh (deity)
  • Maztica (goddess)
  • Oghma
  • Sheela Peryroyl
  • Quorlinn
  • Ramman
  • Raven Queen
  • Remnis
  • Sardior
  • Semuanya
  • Silvanus
  • Skerrit
  • Skoraeus Stonebones
  • Callarduran Smoothhands
  • Tharmekhûl
  • Thautam
  • Thoth
  • Tyche
  • Ubtao
  • Untamo
  • Verenestra
  • Vergadain
  • Waukeen
  • Zorquan
 
 
  Neutral Evil
  • Abbathor
  • Abbathor
  • Apep
  • Apep
  • Auril
  • Auril
  • B
  • Blibdoolpoolp
  • Blibdoolpoolp
  • C
  • Chirasu
  • F
  • The Faceless God
  • I
  • Ilneval
  • Ilneval
  • K
  • Kalzareinad
  • Karontor
  • Kuraulyek
  • Kuraulyek
  • L
  • Luthic
  • Luthic
  • M
  • Mask
  • Mask
  • Memnor
  • Myrkul
  • Myrkul
  • N
  • Nergal (deity)
 
 
  Chaotic Good
  • Agni
  • Agni
  • Alobal Lorfiril
  • Alobal Lorfiril
  • Angharradh
  • Angharradh
  • Anhur
  • Anhur
  • Apollo
  • Apollo
  • Araleth Letheranil
  • B
  • Balador
  • Haela Brightaxe
  • Haela Brightaxe
  • Dugmaren Brightmantle
  • Dugmaren Brightmantle
  • C
  • Hanali Celanil
  • Hanali Celanil
  • Corellon
  • Corellon
  • D
  • Daghdha
  • Daghdha
  • Deep Sashelas
  • Deep Sashelas
  • Diancastra
  • Marthammor Duin
  • Marthammor Duin
  • E
  • Eachthighern
  • Eachthighern
  • Eagle (spirit)
  • Eagle (spirit)
  • Eilistraee
  • Eilistraee
  • Elebrin Liothiel
  • Elebrin Liothiel
  • Emmantiensien
  • F
  • Aerdrie Faenya
  • Aerdrie Faenya
  • H
  • Haku
  • Haku
  • Thard Harr
  • Thard Harr
  • Hlal
  • Hlal
  • I
  • Sarula Iliene
  • K
  • Kiltzi
  • L
  • Labelas Enoreth
  • Labelas Enoreth
  • Lliira
  • Lliira
  • Lurue
  • Lurue
  • M
  • Melira Taralen
  • Monkey (Hu Sen)
  • Monkey (Hu Sen)
  • Sehanine Moonbow
  • Sehanine Moonbow
  • N
  • Nanna-Sin
  • Nephthys
  • Nephthys
  • O
  • Odin
  • Odin
  • R
  • Rillifane Rallathil
  • Rillifane Rallathil
  • S
  • Mythrien Sarath
  • Selûne
  • Selûne
  • Nathair Sgiathach
  • Sharess
  • Sharess
  • Sharindlar
  • Sharindlar
  • Shekinester
  • Shekinester
  • Soma
  • Stronmaus
  • Sune
  • Sune
  • T
  • Solonor Thelandira
  • Solonor Thelandira
  • Titania
  • Titania
  • Tymora
  • Tymora
  • U
  • Utu
  • Utu
  • V
  • Valkur
  • Valkur
  • Y
  • Yathaghera
  • Yathaghera
 
 
  Chaotic Neutral
  • Agni
  • Agni
  • Astilabor
  • Astilabor
  • B
  • Bes
  • Bes
  • E
  • Eha
  • G
  • Garagos
  • Garagos
  • H
  • Hanseath
  • Hanseath
  • Hlal
  • Hlal
  • I
  • Ibrandul
  • Ibrandul
  • Erevan Ilesere
  • Erevan Ilesere
  • K
  • Kar'r'rga
  • Kereska
  • L
  • Leira
  • Leira
  • Lugh (deity)
  • M
  • Manannan Mac Lir
  • Manannan Mac Lir
  • Fenmarel Mestarine
  • Fenmarel Mestarine
  • Tarsellis Meunniduin
  • Mystryl
  • Mystryl
  • N
  • Nula
  • Nula
  • P
  • Parrafaire
  • Poseidon
  • Poseidon
  • R
  • Ratri
  • S
  • Shaundakul
  • Shaundakul
  • Shevarash
  • Shevarash
  • Sqeulaiche
  • T
  • Tapann
  • Task
  • Tempus
  • Tempus
  • U
  • Uthgar
  • Uthgar
  • W
  • Finder Wyvernspur
  • Finder Wyvernspur
 
 
  Chaotic Evil
  • Apep
  • Apep
  • B
  • Bahgtru
  • Bahgtru
  • Baphomet
  • Baphomet
  • Beshaba
  • Beshaba
  • Blibdoolpoolp
  • Blibdoolpoolp
  • C
  • Cyric
  • Cyric
  • D
  • Demogorgon
  • Demogorgon
  • Diinkarazan
  • Diirinka
  • Doresain
  • Doresain
  • E
  • Eshowdow
  • Eshowdow
  • F
  • Fraz-Urb'luu
  • Fraz-Urb'luu
  • G
  • Garagos
  • Garagos
  • Garyx
  • Garyx
  • Ghaunadaur
  • Ghaunadaur
  • Gorellik
  • Gorellik
  • Grankhul
  • Great Mother
  • Great Mother
  • Grolantor
  • Grolantor
  • Gruumsh
  • Gruumsh
  • Gzemnid
  • H
  • Hruggek
  • Hruggek
  • I
  • Ilxendren
  • Ilxendren
  • K
  • Kali
  • Kali
  • Keptolo
  • Kiaransalee
  • Kiaransalee
  • Kil'lix
  • Kiputytto
  • Kostchtchie
  • Kostchtchie
  • Kozah
  • Kr'tx
  • L
  • Laogzed
  • Laogzed
  • Loki
  • Loki
  • Lolth
  • Lolth
  • Luthic
  • Luthic
  • M
  • Malar
  • Malar
  • Merrshaulk
  • Merrshaulk
  • Moander
  • Moander
  • O
  • Obould
  • Obould
  • Q
  • Queen of Air and Darkness
  • Queen of Air and Darkness
  • R
  • Ragarra
  • Ramenos
  • Ramenos
  • Raxivort
  • Raxivort
  • S
  • Sea Mother
  • Selvetarm
  • Selvetarm
  • Set
  • Set
  • Shargaas
  • Shargaas
  • Shekinester
  • Shekinester
  • Skiggaret
  • Sneel
  • Sseth
  • Sseth
  • T
  • Talona
  • Talona
  • Talos
  • Talos
  • Task
  • Tchazzar
  • Tchazzar
  • Tezca
  • Tiamat
  • Tiamat
  • U
  • Umberlee
  • Umberlee
  • Urdlen
  • Urdlen
  • V
  • Vaprak
  • Vaprak
  • Vhaeraun
  • Vhaeraun
  • Y
  • Yeenoghu
  • Yeenoghu
  • Z
  • Zaltec
  • Zaltec
  • Zinzerena
  • Zinzerena
 
 
 

Domain

  Air

 
  Animal

 
  Chaos

 
  Death

 
  Destruction

 
  Earth

 
  Evil

 
  Fire

 
  Good

 
  Healing

 
  Knowledge

 
  Law

 
  Luck

 
  Magic

 
  Plant

 
  Protection

 
  Strength

 
  Sun

 
  Time

 
  Travel

 
  Trickery

 
  War

 
  Water

 
   

Power

  Divine Rank

 
  Greater

 
  Intermediate

 
  Lesser

 
  Demipower