Harlock said:
Well, what do you want then? I explaned why I thought it was a good thing. We agree to disagree, that's fine with me. We do not see eye to eye on why that is good. For me, the pantheon works as is and quite well. To me it isn't flat, because it is a subjective thing. I didn't think you were sowing dissent, and I doubt anyone here thinks you are. Let's try a new approach...
I only refer to the GH and FR pantheons because I assume people are generally familiar with them. Most D&D pantheons I've seen have a LG god of paladins, a LE god of tyrants, a CN god of trickery, a LN "judge", a NG healer, and so on... and the SL gods are exactly that.
I don't like these archetypes anywhere, certainly not in GH and FR. But... GH and FR have other gods too, more interesting and 'developed' gods.
Harlock said:
Instead of us telling you why we like it and why it works for us, why don't you try telling us what it is you want? You keep referring to WotC pantheon gods, but to be honest, I've never played any of those settings for an appreciable amount of time, so do not mind if they are similar... simply because I am ignorant of that fact for the most part. What kind of texture would you like to see woven into the tapestry of the SL pantheon?
That's a good question. Here's a link to Sean Reynolds'
Deities of the Faithful:
http://www.montecook.com/arch_stuff32.html
While these aren't 'perfect' in any way, they are more creative than most I've seen. Examples:
Enoran is the god of death. He's interesting, though, because he's an *elven* god of death -- he's seldom even acknowledged, since elves are only rarely able to accept their own mortality after centuries of life.
Korven is the god of protection and defense. He's a halfling god, but otherwise typical as a "paladin god". More interesting than what he is now is what he was: the high priest of Jarvor, until Jarvor was slain defending his people. Korven ascended to take his place. Few realize, though, that even Jarvor was not the original... he, too, was high priest of a slain god. It gives him a sombre background that develops as characters (as well as players) learn his story.
Kurzana is an excellent example of deities growing and changing. Once a goddess of caves, she is now the goddess of buildings and construction. (Also, the faith considers killing spiders bad luck -- an interesting point of flavor to be explored later, perhaps, but not a major issue.)
Thoin is a great example of alignment rifts within a faith. While the main body of worshippers passively protect dwarvenkind from its agressors, there are groups within the faith that are proactive, even to the point of genocide... some go so far as to claim that even gnomes and humans must be driven from the underground.
Valkon is a nature deity, but is lawful where most are N or CN. Vogg is a destroyer, but simply because he has trouble understanding (and caring, for that matter) that he's causing problems for others. Shehaane, goddess of mists, is so moon-aligned that her moods swing violently -- sometimes so far that she apologizes for her lapses...
Each one has a personality and depth, as though they are real. They've developed, they've changed, their worshippers have major dogmatic issues to work out. They add to a setting instead of fading into the background.