Arn wrote:Currently, Paladins cannot choose Eldath, but they should be able to, according to FR lore.
There has been at least one paladin of Eldath in canon FR lore. See Forgotten Realms Campaign Setting, page 228 (last paragraph there):
That should be enough, but to respond to people who say Eldathyns are supposed to be peaceful and pacifist:
Yes, you are right. But Eldath still permits violence in self-defense or the defense of others, even for her clerics. See Faiths and Avatars, page 59:
Her monks can be "deadly" when defending themselves or others, as seen in Faiths and Avatars, page 60:
And, finally, Eldath's dogma explicitly permits violence in self-defense. See Faiths and Pantheons, page 93:
So I would say a paladin of Eldath can definitely resort to violence in self-defense. Not that they would have to, but they COULD.
This is actually perfectly in line with the Paladin ethos, which says a Paladin avoids killing whenever possible. See The Complete Paladin's Handbook, page 26:
TL;DR: Please let Paladins choose Eldath as their patron deity. Pls.

You really should not skew the lore of that source book by cutting out a piece of a paragraph and leaving out the rest?
Your pacifist view on the Paladin from the Complete Paladins Handbook is utterly false, when the entire paragraph amounts to saying this:
Lawful Good Alignment
Every paladin must be lawful good. The moment he abandons the conditions of this
alignment is the moment he stops being a paladin. At the heart of a lawful good alignment is the belief in a system of laws that promotes the welfare of all members of a society, ensures their safety, and guarantees justice. So long as the laws are just and applied fairly to all people, it doesn't matter to the paladin whether they originate from a democracy or a dictator.
Though all lawful good systems adhere to the same general principles, specific laws may be different. One society may allow a wife to have two husbands, another may enforce strict monogamy. Gambling may be tolerated in one system, forbidden in another. A paladin respects the laws of other lawful good cultures and will not seek to impose his own values on their citizens.
However, a paladin will not honor a law that runs contrary to his alignment. A government
may believe that unregulated gambling provides a harmless diversion, but a paladin may
determine that the policy has resulted in devastating poverty and despair. In the paladin's mind, the government is guilty of a lawless act by promoting an exploitative and destructive enterprise.
In response, the paladin may encourage citizens to refrain from gambling, or he may work to
change the law. Particularly abhorrent practices, such as slavery and torture, may force the paladin to take direct action. It doesn't matter if these practices are culturally acceptable or sanctioned by well meaning officials. The paladin's sense of justice compels him to intervene and alleviate as much suffering as he can. Note, though, that time constraints, inadequate resources, and other commitments may limit his involvement. While a paladin might wish for a cultural revolution in a society that tolerates cannibalism, he may have to content himself with rescuing a few victims before circumstances force him to leave the area.
When will a paladin take a life? A paladin kills whenever necessary to promote the greater
good, or to protect himself, his companions, or anyone whom he's vowed to defend. In times of war, he strikes down the enemies of his ruler or church. He does not interfere with a legal
execution, so long as the punishment fits the crime. Otherwise, a paladin avoids killing whenever possible. He does not kill a person who is merely suspected of a crime, nor does a paladin necessarily kill someone he perceives to be a threat unless he has tangible evidence or certain knowledge of evildoing. He never kills for treasure or personal gain. He never knowingly kills a lawful good being.
Though paladins believe in the sanctity of innocent life, most kill animals and other nonaligned creatures in certain situations. A paladin may kill animals for food. He will kill a monster that endangers humans, even if the monster is motivated by instinct, not evil. While some paladins hunting for sport, others may hunt to sharpen their combat and tracking skills.
That is the full section without taking one paragraph out of context, and instead what it actually says is what a Paladin will kill for and what he will not kill for.
There is also another section in The Complete Paladins Handbook which says the Paladin is a warrior who views war as a noble enterprise in which to further the cause of good:
Valor
A paladin demonstrates unyielding courage in the face of adversity. No danger is too great
to prevent him from fulfilling a promise or completing a mission. His commitment is stronger than his fear of pain, hardship, or even death. A paladin's valor is particularly evident on the battlefield. He regards war as a noble enterprise, and combat as an opportunity to glorify the institution he represents. A paladin attacks an enemy without hesitation, continuing to fight until the enemy withdraws or is defeated. Whenever possible, a paladin chooses the most formidable enemy-a powerful monster, a giant, a dragon, or the leader of an army-as his primary opponent. In general, a paladin prefers melee to missile combat, so he can engage his opponent face to face.
Examples:
• A moment ago, Sir Geffen and his companions were riding peacefully through ashaded valley when they were ambushed by a brutish hill giant. The giant snatched young Fredrin from his horse and is now waving him in the air like a trophy.
"I claim this youth as my slave!'' thunders the giant. "If you want him back, send
your best man to fight!''
Without hesitation, Sir Geffen rides forward.
• Locked in battle with an army of ogres, Sir Geffen's party is suffering mounting
casualties. "Withdraw!'' shouts Bordu, a friend of Geffen. "We will regroup and fight
another day!''
Sir Geffen's companions scramble from the battlefield, but Geffen lingers behind.
"Come with us!'' cries Bordu. "You can't win!''
"Perhaps not,'' says Geffen, steeling himself for a phalanx of charging ogres. "But I
shall cover your withdrawal as long as I can.''
At the DM's discretion, a paladin can withdraw with honor if outnumbered by more than 2:1
in hit dice. If the paladin belongs to an elite organization, the DM might allow the paladin to
withdraw if he faces odds of more than 3:1. If the player suspects such a situation exists, he may ask the DM whether a withdrawal with honor is possible. With the DM's permission, the
paladin may withdraw without violating his ethos.
You cannot take something out of context like this and suggest that the lore from The Complete Paladin's Handbook promotes pacifism when it clearly does not.