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===Second Sundering===
 
===Second Sundering===
In the wake of the [[Second Sundering]], a number of deities made their return.<ref name="SCAG-21">{{Cite book/Sword Coast Adventurer's Guide|21}}</ref>
+
In the wake of the [[Second Sundering]], a number of deities made their return.<ref name="SCAG-21">{{Cite book/Sword Coast Adventurer's Guide|21}}</ref> [[Drasek Riven]] put on the mantle of Mask.<ref name="TG-6085-6089">{{Cite digital book/The Godborn/Kindle|6085-6089}}</ref> The formerly racial deities left the Faerûnian pantheon for their racial ones.<ref name="SCAG-21-24">{{Cite book/Sword Coast Adventurer's Guide|21-24}}</ref>
   
 
==Members==
 
==Members==
  +
;[[Amaunator]]:Amaunator was the [[deity|god]] of the sun. He was prayed to for desirable weather, but was also the object of worship when keeping laws and oath was the matter at hand for he was viewed as a strict deity to whom the rule of law was very important.<ref name="SCAG-21, 24">{{Cite book/Sword Coast Adventurer's Guide|21, 24}}</ref>
  +
;[[Asmodeus]]:Asmodeus was the god of indulgence. Belief lived from the fact that when mortals did not follow their patron deity's edicts, they had a longer time to wait on the [[Fugue Plane]] or might stay there for eternity. People prayed to him to be provided entertainment during the waiting time or cover their transgressions up so they had a chance to leave the Fugue Plane.<ref name="SCAG-21, 24-25">{{Cite book/Sword Coast Adventurer's Guide|21, 24-25}}</ref>
  +
;[[Auril]]:Auril was the goddess of winter. Her worship was done in cold regions in the hope of her making winter easier to live through.<ref name="SCAG-21, 25">{{Cite book/Sword Coast Adventurer's Guide|21, 25}}</ref>
  +
;[[Azuth]]:Azuth was the god of [[wizard]]ry. He was the god of the practice of [[magic]] but not of magic itself. Worship of him was done when wizardry was practiced in some way like scribing scrolls, memorizing spells, and so on.<ref name="SCAG-21, 25-26">{{Cite book/Sword Coast Adventurer's Guide|21, 25-26}}</ref>
 
{{Sectstub}}
 
{{Sectstub}}
 
===References===
 
===References===

Revision as of 15:52, 29 October 2018

The Faerûnian pantheon was the most worshiped pantheon on Faerûn, a continent on Toril.[1]

Organization

Membership

The Faerûnian pantheon was a pantheon of deities. Pantheons were a group of deities who were worshiped by people who shared one characteristic, for example sharing the same cultural or racial background.[2] In the Faerûnian pantheon's case the believers' shared characteristic was a geographic one, people who lived in those parts of the continent Faerûn where other pantheons did not hold sway were the believers.[3]

Hierarchy

The Circle of Greater Powers were the ones who led the pantheon. The leadership was a loose matter and was more of administrative nature. Apart from this, there was little hierarchy in the Faerûnian pantheon[4] except for the one the gods created among themselves. A unique trait of the Faerûnian pantheon was that deities with similar portfolios clustered in a hierarchic relationship.[1] The reason they did this, or to be more precise the reason why the highest deity did not just kill the lower-raking ones and assumed their place, was surmised to be either a bargain where the lower-ranking deity helped the higher-ranking one at increasing its influence in return of protection or blackmail where the higher-ranking one bullied the lower-ranking ones for divine energy and servitude. It was assumed that the exact nature of such arrangements varied with the personalities of the involved deities.[5]

Activities

The Faerûnian pantheon was a very fractious one that fought among themselves and had no overarching goal. When it expanded its physical sphere of influence, it usually did so at the expense of other pantheons.[4]

The aforementioned Circle of Greater Powers regulated the deities according to the rules as set by Ao, the overgod of Toril to whom all pantheons worshiped on Toril were subject to. However, this the leaders rarely if ever met to do their jobs and even when they did their reaction time was very long, not because they needed a lot of time to think, but due to internal strife.[6]

Tactics

As mentioned above, the Faerûnian pantheon was a single-sphere pantheon. The reason why gods deliberately concentrated their work on one single world at the exclusion of others was that this way they could shut out deities from other worlds entering and infringing on their home turf.[7]

Base of Operations

The Faerûnian pantheon had—as it was normal for single-sphere pantheons— no base of operations. The members held their divine realms where it suited them most.[8] The closest to a base of operations the pantheon owned was Cynosure, a pavillon on a demiplane, where the Circle of the Greater Powers met.[4]

Relationships

As mentioned above, the Faerûnian pantheon was subject to Ao and tried to execute his rule of Balance.[6]

As mentioned above, single-sphere pantheons were good at defending themselves from infringement from potential external rivals. This came at the cost of interplanar unimportance, Toril's deities were, as deities who were worshiped only on a backwater plane like Toril, unimportant deities on the interplanar political landscape. However, the rate at which their importance grew was equal to that of the most vibrant of pantheons. That said, the Faerûnian pantheon ever becoming an important force on the interplanar landscape was considered unlikely at best.[8]

The Faerûnian pantheon as a whole had special relationships with the Chultan pantheon. The pact between the two was quite simple, Ubtao would look out for Dendar while the Faerûnian pantheon would leave Ubtao's turf alone for this service.[9]

History

The Faerûnian pantheon was created out of the merging of at least four pantheons, the Coramshite pantheon, the Jhaamdathan pantheon, the Netherese pantheon, and the Talfiric pantheon. These pantheons were all geographically divided human pantheons.[10] In ancient times, human pantheons were loosely geographically divided because the humans' population density and area was such that they did not border each other.[11] Over time, the human cultures and borders intermingled with each other and their pantheons intermingled too. When this happened, deities of similar portfolios had to fight each other for supremacy to get rid of the other one. Over time, the pantheons merged together and the Faerûnian pantheon was born. For example, Garagos and Tempus, both war gods of the Netherese and Talfiric pantheon respectively, fought each other and the former lost.[10] It was not clear when exactly the various pantheons merged into the Faerûnian pantheon. Various gods entered and dropped out of the pantheon.

For example, Jergal split his portfolio among three mortals, Bane, the new god of strife, Bhaal, the new god of murder, and the Myrkul, the new god death,[12] the last whom Jergal served.[13] Other mortals who arose to godhood were Azuth, who needed to fight over his position with Savras,[14] Gwaeron Windstrom, the Red Knight, Torm, and Uthgar.[15]

As mentioned above, the Farûnian pantheon was a single-sphere pantheon. Gods formed such with the objective of shutting out other world's deities from Toril. That said, various deities managed to sneak into the pantheon of Toril and the number of such deities was expected to increase. That world was a favored destination of foreign deities who were losing influence for one or the other reason. Examples included Oghma and Silvanus from the Celtic pantheon, Tyr from the Norse pantheon, and Loviatar and Mielikki from the Finnish pantheon, all entering the Faerûnian pantheon to cling to life and/or some degree of influence.[16] Another example was Tyche from the Greek pantheon who split in two deities Beshaba and Tymora over the course of the Dawn Cataclysm.[17]

Era of Upheaval

Time of Troubles

The gods, not only of the Faerûnian pantheon but all of them, were cruel creatures who exploited mortals while not pursuing their duties on levels that horrified Ao, who was losing his patience with them because of it. The last straw was the theft of the Tablets of Fate at the hand of Bane and Myrkul,[18] two deities of the Faerûnian pantheon.[19] The Time of Troubles was started by Ao as a response.[18] During that time, Toril's deities had to possess mortals or walk in avatar form on the world.[20]

During that time, a deity's avatar's death could mean the death of the deity. Among the deities who died were Bane, Bhaal, Myrkul, Mystra, and Torm, the last one was reinstalled, the first three's positions were overtaken by Cyric, and Mystra's was overtaken by Midnight. Other deities who arose over the course of the Time of Troubles were Iyachtu Xvim[21] and Finder Wyvernspur by killing an avatar of Moander.[22] Shar killed two deities, Ibrandul and Eshowdow. The latter had potential to become important for the Shadow Giant was a member of the Chultan pantheon and Shar making inroads into that pantheon was an action that did potential harm to the agreement between the Faerûnian pantheon and the Chultan one.[23]

A pantheon that stopped working as one because of the Time of Troubles was the Untheric pantheon. Its surviving members, Hoar and Tiamat, signed up with the Faerûnian one.[10] The end of the Untheric pantheon had another effect too for Unther's territory was up for the taking by either the Faerûnian or Mulhorandi pantheon. Both pantheons' stance regarding the matter could be summed up as "stand by and watch",[11] but the smaller Mulhorandi one feared to be swallowed up by the bigger one.[24]

Another presumed effect of the Avatar Crisis was that the gods of the Faerûnian pantheon started to look out for other sources of faith outside of Toril to become more powerful.[1]

Interim Years

The troublesome time for the Faerûnian pantheon did not end with the Time of Troubles. Cyric tried to increase his power. He killed Leira for that goal and ordered the writing of the Cyrinishad, a book that made the reader belief that Cyric was the greatest person in existence, and completed it. He read it himself and fell into a delusional hubris. In the wake of his madness, he lost the portfolio of death to Kelemvor and that of tyranny to Iyachu Xvim.[25] Cyric later came back to his senses[26] in 1371 DR.[27]

In 1368 DR, Velsharoon became a deity[13] and in 1372 DR, Bane returned by killing his son Xvim.[28]

In 1374 DR, Daelegoth Orndeir cast Amaunator's eternal sun and with it heralded the transformation of Lathander to Amuanator.[29] In the same year, Mask handed his power and life over to Shar.[30]

In 1384 DR, Tyr killed Helm over the misunderstnading that the latter wanted an adulterous relationship with his wife Tymora.[31] in 1385 DR, Tyr abdicated[32] and died fighting a demon horde.[33]

In 1385 DR, Cyric murdered Mystra and with it the Spellplague happened. On the divine side, Savras died with Dweomerheart,[31] Azuth fell into the Nine Hells and was eaten by Asmodeus who became then became a deity.[34] Deneir built himself and the Metatext into the Weave or what remained of it and ceased to exist.[35]

Post-Spellplague

After the Spellplague, various formerly racial deities made inroads into the Faerûnian pantheon and various racial deities turned out to be Faerûnian deities' aspects ad vice versa.

Examples of gods who had aspects in the form of racial deities were Akadi, actually a primordial, turned out to be Aerdrie Faenya, or Sune, as Hanali Celanil.[36] A reverse example was Talos who turned out to be Gruumsh, the orcish head deity.[37]

Members of racial pantheons who made inroads into the Faerûnian one were Corellon, Ghaunadaur, Gruumsh, Lolth, and Moradin.[38]

Lolth tried to become the deity of magic in 1480 DR.[39] She failed and Mystra returned to power.[40]

Second Sundering

In the wake of the Second Sundering, a number of deities made their return.[41] Drasek Riven put on the mantle of Mask.[42] The formerly racial deities left the Faerûnian pantheon for their racial ones.[43]

Members

Amaunator
Amaunator was the god of the sun. He was prayed to for desirable weather, but was also the object of worship when keeping laws and oath was the matter at hand for he was viewed as a strict deity to whom the rule of law was very important.[44]
Asmodeus
Asmodeus was the god of indulgence. Belief lived from the fact that when mortals did not follow their patron deity's edicts, they had a longer time to wait on the Fugue Plane or might stay there for eternity. People prayed to him to be provided entertainment during the waiting time or cover their transgressions up so they had a chance to leave the Fugue Plane.[45]
Auril
Auril was the goddess of winter. Her worship was done in cold regions in the hope of her making winter easier to live through.[46]
Azuth
Azuth was the god of wizardry. He was the god of the practice of magic but not of magic itself. Worship of him was done when wizardry was practiced in some way like scribing scrolls, memorizing spells, and so on.[47]
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References

  1. 1.0 1.1 1.2 Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 168. ISBN 0-7869-0430-5.
  2. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), pp. 37, 160, 168. ISBN 0-7869-0430-5.
  3. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 3–4. ISBN 978-0786903849.
  4. 4.0 4.1 4.2 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 23. ISBN 978-0786903849.
  5. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 3. ISBN 978-0786903849.
  6. 6.0 6.1 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 15, 23. ISBN 978-0786903849.
  7. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 38. ISBN 0-7869-0430-5.
  8. 8.0 8.1 Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), pp. 37, 168–171, 181. ISBN 0-7869-0430-5. Cite error: Invalid <ref> tag; name "OHG-37, 168-171, 181" defined multiple times with different content
  9. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 80. ISBN 978-0786906574.
  10. 10.0 10.1 10.2 Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), pp. 4–5. ISBN 0-7869-2759-3.
  11. 11.0 11.1 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 4. ISBN 978-0786903849.
  12. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 37. ISBN 978-0786903849.
  13. 13.0 13.1 Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 32. ISBN 978-0786906574.
  14. Sean K. Reynolds, Duane Maxwell, Angel McCoy (August 2001). Magic of Faerûn. (Wizards of the Coast), pp. 5–6. ISBN 0-7869-1964-7.
  15. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), pp. 74, 85, 98, 104. ISBN 0-7869-2759-3.
  16. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), pp. 38, 168. ISBN 0-7869-0430-5.
  17. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 42. ISBN 978-0786903849.
  18. 18.0 18.1 Troy Denning (July 2003). Waterdeep. (Wizards of the Coast). ISBN 0-7869-3111-6.
  19. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), pp. 36, 124. ISBN 0-7869-2759-3.
  20. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 15. ISBN 978-0786903849.
  21. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 36, 82, 128, 163. ISBN 978-0786903849.
  22. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 94. ISBN 0-7869-2759-3.
  23. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), pp. 58, 109. ISBN 0-7869-2759-3.
  24. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 5. ISBN 0-7869-2759-3.
  25. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 51, 93. ISBN 978-0786903849.
  26. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 20. ISBN 0-7869-2759-3.
  27. Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 151. ISBN 978-0-7869-4731-7.
  28. Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 15. ISBN 0-7869-2759-3.
  29. Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), pp. 60–61. ISBN 0-7869-3910-9.
  30. Paul S. Kemp (December 2008). Shadowrealm. (Wizards of the Coast), p. 332. ISBN 978-0786948639.
  31. 31.0 31.1 Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 159. ISBN 978-0-7869-4731-7.
  32. Thomas M. Reid (January 14. 2010). The Crystal Mountain (Kindle ed.). (Wizards of the Coast), locs. 3449–3458. ASIN B0034DGPK4.
  33. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 77. ISBN 978-0-7869-4924-3.
  34. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 73. ISBN 978-0-7869-4924-3.
  35. R.A. Salvatore (July 6. 2010). The Ghost King (Kindle ed.). (Wizards of the Coast), locs. 2343–2350. ASIN 078695499X.
  36. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 130. ISBN 978-0-7869-4924-3.
  37. Logan Bonner (August, 2009). “Domains in Eberron and the Forgotten Realms”. In Chris Youngs ed. Dragon #378 (Wizards of the Coast), pp. 36–37.
  38. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), pp. 73–75. ISBN 978-0-7869-4924-3.
  39. Brian R. James, Eric Menge (August 2012). Menzoberranzan: City of Intrigue. (Wizards of the Coast), p. 13. ISBN 978-0786960361.
  40. Shawn Merwin, Steve Townshend and James Wyatt (August 2012). War of Everlasting Darkness. (Wizards of the Coast), p. ?.
  41. Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), p. 21. ISBN 978-0-7869-6580-9.
  42. Paul S. Kemp (October 1, 2013). The Godborn (Kindle ed.). (Wizards of the Coast), locs. 6085–6089. ISBN 0786963735.
  43. Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), pp. 21–24. ISBN 978-0-7869-6580-9.
  44. Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), pp. 21, 24. ISBN 978-0-7869-6580-9.
  45. Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), pp. 21, 24–25. ISBN 978-0-7869-6580-9.
  46. Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), pp. 21, 25. ISBN 978-0-7869-6580-9.
  47. Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), pp. 21, 25–26. ISBN 978-0-7869-6580-9.