Nature Deities for Druids and Rangers



  • You may have any deity you wish as a ranger.


  • Legion

    Sorry to revive this, but was there ver a ruling on wether or not a ranger needed to take a nature deity?

    I noticed that one of the multiclass options for a monk that follows Illmater was ranger (Order of the Yellow Rose). I figured that would make such a monk a lot like St Francis of Assici - talking to the animal and what not. Illmater is not really a nature god though.



  • Interesting 🙂



  • @60f351ecbe=Dorakhan:

    Any deity can grant ranger spells. See FR - Faiths and Pantheons, pg. 8 for confirmation on this. Technically speaking, in order to grant druid or paladin spells, a deity must have levels in each of those classes respectively, but then there are also listed Orders for deities who don't have paladin levels, so it's all up in the air. Really, Narfell does - or should - only care about clerics and druids since paladin alignments take care of themselves in respect to what deities support them. You can get a second opinion on this, but a Ranger of Bane should be no problem.

    http://www.narfell.us/modules.php?name=Forums&file=viewtopic&t=38908&highlight=deity



  • It is?!?



  • While I remember, going by a canonical source, the Narfell DM team ruling is that rangers don't need a nature deity to gain spells.



  • Here we go, Faiths and Pantheons page 90. "Following is the complete list of nature deities in the Forgotten Realms campaign setting. Druids and rangers must select one of these deities as a patron" It then goes on to list all the nature deities.

    The book however contradicts itself, as in the individual entries for certain deities it specifically states that their worshippers include rangers (Such as Kelemvor or Shaundakul).

    It'd be nice to get a DM ruling on this. Can rangers worship any deity and get spells (As cited in FRCS page 26)? Can rangers worship only the recognized Nature Deities (As listed on page 90 of the Faiths and Pantheons)? Or can rangers worship only the recognized Nature Deities or any deity who's entry specifically states that their worshippers include rangers such as Kelemvor or Shaundukal (Randomly cited throughout the Faiths and Pantheons)?

    EDIT:: I've moved the discussion to General so that we can avoid clogging up these forums with pointless banter.
    http://www.narfell.com/modules.php?name=Forums&file=viewtopic&t=22179



  • According to the FRCS on page 26, rangers need only have a deity to be granted spells. There are deities which are not nature deities but will grant spells to rangers (Kelemvor's rangers that hunt undead are a good example).



  • I don't have the book to hand, but there is a box-out somewhere in Faiths and Pantheons that lists all of the nature deities.

    Re: Rangers and deities, they can worship whomever they want or no one at all, but its my understanding that if they want to cast spells they have to worship a valid nature deity or deity that has rangers listed as their worshippers.



  • There doesn't appear to be any sort of list of druidic deities in Faiths and Pantheons. There is a list in the FRCS, but it isn't excusive (meaning that it doesn't say, these and only these deities can be worshipped by druids). An official Narfell list would be great if the DMs or a DM is willing to put one together.



  • I'm not sure as I can't validate it (don't have F&P), but I believe Selune and Shar aren't technically considered "nature" gods in the case of druids. At least, that's by what I recall seeing in the book. Of course, DMs are free to rule otherwise if a person makes a good case for it.



  • Clarification here. Rangers ARE NOT beholden to any list of deities, according to page 26 of the FRCS, they can worship any deity. They generally TEND to lean towards certain deities, but they are by no means required to adhere to a certain list of deities. As well, I believe your list is missing some deities, Selune and Shar both have natural elements to them, especially if someone like Garagos, who really has no ties to nature as far as I can tell (portfolio is War, Skill-at-arm, destruction, and plunder), is included in the list. I don't think that Ed's answers thing really covers everything, nor is it truly an official source. If anyone has F&P, perhaps they could check it for a definate answer?



  • .
    Halfling Pantheon

    Arvoreen***
    The Defender, the Vigilant Guardian, the Wary Sword
    Intermediate Power
    LG
    PORTFOLIO: Martial defence, war, vigilance, halfling warriors, duty
    DOMAINS: Good, protection, war, halfling, law
    CLERGY ALIGNMENT: LG, LN, NG
    ALIASES: None widespread
    SUPERIOR: Yondalla
    ALLIES: Clangeddin Silverbeard, Haela Brightaxe, Helm, Gaerdal Ironhand, Gorm Gulthyn, Gwaeron Windstrom, the halfling pantheon, the Red Knight, Torm, Tyr
    FOES: Bane, Bhaal (dead), Cyric, Talona, Talos and the gods of fury (Auril, Umberlee, and Malar), Moander (dead), the goblinkin pantheons (orc, goblin, hobgoblin,
    bugbear, kobold, and urd deities, among others), Urdlen

    Arvoreen is the only true warrior among the halfling pantheon, but he is not a war god. He is a fierce protector of halfling lands, but is a defender not an aggressor. Rather than seeking out combat he maintains a vigilant watch over halfling lands and homes, ready to attack any intruders.

    Dogma: Always be prepared for threats and attacks and ensure the safety of the burrows of the community. Prepare an active defence, practise continuously, and do not leave things to chance. Eliminate danger before it appears. Seek out allies, even unconventional ones. Those who have aided against a common enemy are friends to be rewarded and trusted. Thieving is not dishonourable, as long as it is employed against enemies to better the odds in combat later. Although stealing from allies or from other halflings is not acceptable.

    Cyrrollalee
    The Hand of Fellowship, the Faithful, the Hearthkeeper
    Intermediate Power
    LG
    PORTFOLIO: Friendship, trust, the home, the hearth, honesty, hospitality, crafts (especially weaving and needlework)
    DOMAINS: Good, (protection) family, halfling, law
    CLERGY ALIGNMENT: LG, LN, NG
    ALIASES: None widespread
    SUPERIOR: Yondalla
    ALLIES: Azuth, Chauntea, Deneir, Eldath, Gond, Hathor, Helm, Ilmater, Kelemvor, Lathander, Lliira, Mielikki, Milil, Mystra, Nephthys, Oghma, Selune, Shaundakul, Silvanus, Sune, Torm, Tyr, Waukeen, the Morndinsamman (except Abbathor, Deep Duerra, Laduguer, and Vergadain), the elf pantheon (except Erevan Illesere, Fenmarel Mestarine, and Shevarash), the gnome pantheon (except Baravar Cloakshadow and Urdlen), the halfling pantheon
    FOES: Abbathor, Cyric, Leira (dead), Mask, Talona, Talos and the gods of fury (Auril, Malar, and Umberlee), Urdlen, Vhaeraun

    Cyrrollalee is a kind and gentle goddess who radiates warmth. Goddess of friendship and hospitality, she cares also for all the small and everyday things that are part of a happy home life. Her enmity is reserved for those who steal or break trust thus causing hurt to a halfling home. Her fury swells against liars, swindlers and thieves.

    Dogma: Earn the trust of your neighbours and friends by watching over their burrows and repay trust with kindness. Welcome your friends to your home and be generous in your friendship. Active hands make a happy home and items crafted in love will serve you and your friends well. Never break an oath, betray a trust, or violate another's home. The sanctity of home is to be fiercely guarded.

    Sheela Peryroyl
    Green Sister, the Wise, the Watchful Mother
    Intermediate Power
    TN
    PORTFOLIO: Nature, agriculture, weather, song, dance, beauty, romantic love
    DOMAINS: Air, plant, charm, halfling
    CLERGY ALIGNMENT: CN, TN, NE, NG, LN
    ALIASES: None widespread
    SUPERIOR: Yondalla
    ALLIES: Aerdrie Faenya, Angharradh, Baervan Wildwanderer, Chauntea, Hanali Celanil, Isis, Mielikki, Rillifane Rallathil, Segojan Earthcaller, Sharindlar, Shiallia, Silvanus, various Animal Lords, the halfling pantheon
    FOES: Talos and the gods of fury (Auril, Umberlee, and Malar), Talona, Moander (dead), Urdlen

    Sheela Peryroyl is the goddess of the weather and of all things that grow - whether in farms and gardens or in the wild places. She guards the delicate balance between cultivated lands and wilderness. The Green Sister is also goddess of the joyous things in life revelry and celebration; and of course romance. Her festivals are held at harvest-tide and are occasions of laughter and delight. Her followers and church are concerned working in harmony with the land - raising crops and fruit without despoiling the wilderness areas. Her priests and priestesses have a creed of harmony and joy.

    Dogma: For there to be harmony in nature, it is required that there be a delicate balancing between that which is wild and that which is tended. It is not more important to tend the fields than it is to preserve wild growth. Understand the natural processes and work with them. Although nature can be modified, this should be done through the pre-existing framework and never forced. Life is a celebration to be lived with passion. Revel, romance, feast and thrive.

    Gnomish Pantheon

    Baervan Wildwanderer
    The Masked Leaf, the Forest Gnome, Father of Fish and Fungus
    Intermediate Power
    NG
    PORTFOLIO: Forests, travel, nature, forest gnomes
    DOMAINS: Animal, good, plant, travel, gnome
    CLERGY ALIGNMENT: CG, LG, NG
    ALIASES: None
    SUPERIOR: Garl Glittergold
    ALLIES: Brandobaris, Clangeddin Silverbeard, Cyrrollalee, Damh, Emmantiensien, Fionnghuala, Gwaeron Windstrom, Marthammor Duin, Mielikki, Nathair Sgiathach, Rillifane Rallathil, Shaundakul, Sheela Peryroyl, Shiallia, Silvanus, Skerrit, Tapann, Thard Harr, Verenestra, various Animal Lords, the gnome pantheon (except Urdlen)
    FOES: Abbathor, Gaknulak, Kuraulyek, Kurtulmak, Laogzed, Malar, Urdlen, the goblinkin pantheon (orc, goblin, hobgoblin, bugbear, kobold, urd deities, among others)

    Gentle, good-natured, and mischievous, Baervan Wildwanderer is guardian of the wild and protector of animals and plants. He is the god of all forest-dwelling gnomes and is worshiped by gnomes who rely on wilderness skills. The patron of forest gnomes, it was he who gifted them with the ability to speak with forest animals and taught them to move undetected in the woods He's also the gnome god of wanderers, and many gnomish rogues follow him. He loves oak trees and all forest animals, and is on good terms with sylvan creatures and their deities.

    Dogma: Baervan teaches his followers to venture outside their burrows to wander the great woodlands in search of excitement and beauty. He tells them to befriend and protect the forest, to care for and nurture the woodlands, to be curious and follow life wherever it may lead, and to defend themselves and their community against those who would defile it.

    Segojan Earthcaller
    Earthfriend, the Rock Gnome, Lord of the Burrow, Digger of Dens, the Badger, the Wolverine
    Intermediate Power
    NG
    PORTFOLIO: Earth, nature, the dead, rock gnomes
    DOMAINS: Earth, good, cavern, gnome
    CLERGY ALIGNMENT: CG, LG, NG
    ALIASES: None
    SUPERIOR: Garl Glittergold
    ALLIES: Clangeddin Silverbeard, Cyrrollalee, Dumathoin, Oeb, Grumbar, Kelemvor, Psilofyr, Sehanine Moonbow, Sheela Peryroyl, Urogalan, various Animal Lords, the gnome pantheon
    (except Urdlen)
    FOES: Abbathor, Cyric, Gaknulak, Kuraulyek, Kurtulmak, Laogzed, Myrkul (dead), Urdlen, Zuggtmoy

    Pragmatic and straightforward, Segojan Earthcaller is the gnome god of earth and nature and friend to all living animals, especially those living underground. He is the god of gnomes who dwell within the earth, including some deep gnomes The patron of rock gnomes, it was he who gifted them with the ability to communicate with burrowing animals and taught them to befriend such creatures. He is also revered by some gnome miners, jewellers, illusionists, and artificers, although most members of these professions now venerate other gods in the pantheon instead.

    Dogma: The many living and mineral treasures of the natural world that lie beneath the surface are to be preserved and protected by Segojan’s followers. The children of Garl should see the earth as the heart and sole of their race, for it is there that they are born, there that they dwell in life, and there that they rest in death. The forgotten folk should dig burrows, tunnel and explore, for all gnomes are welcomed in Segojan’s domain and the Lord of Burrows will protect all who respect his teachings.

    Dwarven Pantheon

    Marthammor Duin***
    Finder-of-Trails, the Watcher over Wanderers, the Watchful Eye, the Hammer, the Finder, the Wanderer
    Lesser Power
    NG
    PORTFOLIO: Guide and protector to dwarven adventurers, explorers, expatriates, travellers, and wanderers, lightning
    DOMAINS: Good, protection, travel, dwarf
    CLERGY ALIGNMENT: CG, LG, NG
    ALIASES: Muamman Duathal
    SUPERIOR: Moradin
    ALLIES: Baervan Wildwanderer, Cyrrollalee, Gwaeron Windstrom, Lathander, Mielikki, the Morndinsamman (except Abbathor, Deep Duerra, Laduguer), Shaundakul, Stronmaus, Tapann, Tymora, Waukeen
    FOES: Deep Duerra, Laduguer, Urdlen, the goblinkin and evil giant pantheons

    Marthammor Duin is the protector of Northern dwarves who live among humans. He is the patron deity of adventurers, explorers and other stout folk who live far from, or travel far from, dwarven lands. He watches over any good aligned dwarven crafters, keeping them and their homes safe. Marthammor is open and friendly, and has a curiosity to find out what is over the brow of the hill, and around the next bend. He is interested in finding out what is happening elsewhere, and he has far more contact with other races than most dwarves and dwarven deities.

    Dogma: For the continued survival of the Children of Moradin, they must learn to live in harmony with other goodly folk, humans in particular. Encourage dwarves to leave the supposed safety of their hidden clanholds and seek fellowship with humans and demihumans for true security. Aid others who wander the world, giving them that which they require. Be a guide to those who are lost and watch over those who are without the means to defend themselves. Look for new paths and learn about the world for yourself in your wanderings. Herald the way of newfound hope.

    Thard Harr
    Lord of the Jungle Deeps, Disentangler
    Lesser Power
    CG
    PORTFOLIO: The wild dwarven race, jungle survival, hunting
    DOMAINS: Animal, good, plant, chaos, dwarf
    CLERGY ALIGNMENT: CG, CN, NG
    ALIASES: None
    SUPERIOR: Moradin
    ALLIES: Baervan Wildwanderer, Cyrrollalee, Jazirian, the Morndinsamman (except Abbathor, Deep Duerra, and Laduguer), Nobanion, Ubtao, various Animal Lords
    FOES: Deep Duerra, Eshowdow, Laduguer, Sseth, Urdlen, the goblin pantheon

    Thard Harr is the protector of wild dwarves (jungle dwarves). He protects his charges from the marauding of wild beasts, the rampages of hungry dinosaurs, and the unwanted incursions of outlanders. Given to great swings of emotion and grand gestures, the Disentangler purrs, growls, snarls, and roars like a great cat more than he speaks. He has no tolerance for any of the trappings of civilization. Instead, he roams the Beastlands, running and frolicking with the animals who live there as one of them.

    Dogma: In the jungle are realised the fullest demonstrations of the earth, wind, sun, and rains. Under the kind and wise protection of the Lord of the Jungle Deeps, you are to be one with nature, living neither apart from it not against it. Be wary of beasts whether they walk on four legs or pm two, for outsiders seek to plunder and destroy, brining misery. Seek to understand those things that are a mystery to you, but remain wary of them. Honour the ways of your people, but assume not that Thard's way is the only way - just the best way for his children.

    .