The purpose of this lore guide is to consolidate information across 2e and 3e sources on the nature of deities, worship, and the function of religion in Forgotten Realms (specifically within the region of Faerûn) to assist with roleplay. This guide draws on lore across Faiths and Avatars, Powers and Pantheons, Demihuman Deities, Faiths and Pantheons, Magic of Faerûn, Forgotten Realms Campaign Setting 3.5, and Champions of Valor. Some text is directly drawn from these sources, while others are edited slightly to fit coherently with other sources (and where there are some small contradictions, typically due to mechanical changes between 2e and 3e), or to fit in with the server.
Summary on faiths:
- What the deities are doing is abstract and beyond mortal comprehension. However, it is clear that they take an active interest in the world, channeling power through their representative divine servants. During the Time of Troubles, deities walked the very ground as mortals, their existence is non-deniable.
- Faerûn is polytheistic, and faith shapes the culture and conduct of nearly every society in the Forgotten Realms.
- Most human societies are usually tolerant of many faiths (with some notable exceptions, like certain faiths being outlawed). Conflict regarding faith is more common amongst the clergy and military arms of faiths than amongst common folk.
- Societies stay close to their pantheon. Mulhorandi people revere the mulhorand pantheon, elves/drow/dwarves/halflings/gnomes stay close to their own racial pantheons. As always, exceptions may apply.
- Nonhuman societies may be far less tolerant to other faiths outside their own pantheon or society. Elves fight a bitter war against the followers of the dark Seldarine (with the exception of Eilistraee), drow societies usually only permit the worship of Lolth and Selvetarm. Cities like the drow city Eryndlyn, which is divided by the three faiths of Lolth, Ghaunadaur and Vhaeraun, are divided by conflict between the faiths.
- Conflict within a faith (between sects and clergy members) is an important part of divine RP, just as conflict between faiths is.
- Deities and faith are mysterious; and rituals and rites of deities vary across the cultures and geography of Faerûn. Each deity's entry is a helpful 'snapshot' guide, but does not cover all intricacies.
- People without divine classes pray to many different deities depending on where they live and the activities they are undertaking.
- Almost all people have a patron deity (who they primarily venerate), and those without will be judged by Kelemvor after their death, making it impossible to return to life after judgement.
- People choose a patron that reflects their ambitions and self-image and their own values.
- Divine classes must have a patron deity, whose dogma they must uphold, and they typically will only pray to a few other deities allied with their patron deity.
- People may change their patron deity; this is a more complicated process for those with divine classes.
- Divine classes may ‘Fall From Grace’ if no longer upholding their deity’s dogma.
- Those who worship pantheons foreign to the Western Heartlands (e.g., the Mulhorandi pantheon) must be careful not to proselytise or establish temples in the region, as they will risk being exiled or killed. The same goes for racial pantheons in another race’s home (e.g., an elf seeking to establish a temple for Corellon in human lands such as Baldur’s Gate; or a human proselytising for Sune in Doron Amar).