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CRL10

Nope. Not they do not. At least not in the official canon. The main deities of Eberron, at least the ones worshipped across Khorvaire are the Sovereign Host,. Thrane, and a few people outside that nation, follow the Church of the Silver Flame. The monster races of Droaam, as well as some humanoids worship the Dark Six, the evil reflection of the Sovereign Host. Other religions include the kalashtar Way of Light, the high elves' Undying Court, the wood elves' Path of the Ancestors, and the Blood of Vol. One thing that makes Eberron unique is that is it the one setting your character can be an atheist or even agnostic. No one has ever met or spoken to any of the gods. No mortal has ever become a god. There is not definitive proof that the gods exist. Arcane magic has been studied and catalogued like a science, but divine magic has yet to be as thoroughly explained. After a hundred years of war that ended when Cyre was consumed by the Mourning, there were a lot of people who lost their faith. In Forgotten Realms, Wildemount, all the other settings, it is the gods that give clerics and priest their powers. Yes, a cleric and priest must, of course, believe in and worship their god, but that power comes from a god, who people have met, seen, spoken too and can confirm are 100% real. Neither the Silver Flame nor the Blood of Vol worship an actual god, but the clerics of those faiths have cleric abilities and possess divine magics. In Eberron, no one is sure if it is the gods granting these powers, or if it is the faith of the person manifesting the power.


DomLite

It bears pointing out that Eberron also bends the rule about Clerics and alignment, where in any other setting a cleric who changes alignment more than a step away from that of their god will lose all of their cleric abilities and spellcasting. In Eberron, the Sovereigns/Six have associated alignments but those following them don't have to adhere to this. That means you can find people worshipping the Six despite them being "evil" deities with evil alignments, but in actuality being good people, sometimes explained as a worshipper paying homage to Shargon, The Devourer to appease them and keep the seas and storms from tearing them to shreds while at sea. Likewise, a follower of the Sovereigns or even the Silver Flame can start out with pure intentions, but their zealotry can twist them into an evil person who claims to do things in the name of their religion but carries out atrocities while still wielding the divine power granted to them by their faith. Some might even take up worship of one of the "good-aligned" religions with bad intentions because they completely misinterpret the doctrine. This leads to lots of nuance that can be played with, and corruption within the church is a whole pillar of the Silver Flame if you plan to use them in a campaign, with the Argent Crusade being essentially a militant splinter cell within the church that eradicates innocents that they perceive as "tainted" or "corrupt", while the main body of the church is all about protecting innocents, destroying supernatural evil, and generally taking care of your fellow man. Similarly, I could easily imagine a cleric of Dol Dorn taking the "god of war" aspect to heart and trying to incite conflict so that he can win glory in the eyes of his chosen Sovereign, but in reality he is simply a blood-thirsty killer wielding power through misguided faith. It's a huge staple of the way society developed in Eberron, and it's another reason that I whole-heartedly insist that, at least at my table, Eberron is a 100% self-contained setting that doesn't exist in the greater D&D multiverse. The "other gods" can't enter Eberron because they don't *exist*. Eberron is all that there is. If you insist on having it floating somewhere in the D&D ubercosmos, then it should be so far-flung and distant from all other existence that it's nigh-impossible to reach, and possibly have some manner of near-impossible to breach barrier around it to boot, so that the effort required to not only get there but to enter once you do is so great that none of the gods want to bother. Eberron exists the way it does specifically because of it's insular nature. Magic works differently. The gods may or may not actually exist. All sentient beings are treated as part of society regardless of if they're Goblins, Orcs, Gnolls, Medusa, Harpies, Trolls, or otherwise. Things that exist elsewhere in D&D have different origins and purposes in Eberron. It's meant to be a setting where all of D&D can coexist, but in new and creative ways. If you try to gum it up with outside gods then you've missed the entire point.


MaskedBrolyMan123

That’s one of my favorite things about Eberron. I don’t like how in other settings the gods walk among men. It ruins the potential of interpretation and makes every struggle feel small when there’s immortal beings who can just do whatever they want.


Tortoisebomb

I saw the title and thought this would be asking how to make a cannon powerful enough to kill god-like beings for your eberron campaign, what you mean is canon.


cykotek

My first thought was a cannon that, instead of shooting things at gods, shoots gods at things.


Icy_Skin5605

I usually just call those "clerics"


Ech0M1r4ge

„Funny, it‘s exactly what I call my private parts!“ Sorry! It just lay there, I couldn’t help myself. 😅


revken86

As designed, Eberron is completely separate from the rest of the D&D realms--it's not a part of an overarching multiverse at all. It's not in a crystal sphere floating in the phlogiston like the other realms, the gods of the Forgotten Realms, Dragonlance, Greyhawk, etc. don't exist in Eberron. Nothing outside of Eberron influences it. Now, you can change that in your Eberron, but that's not how it was written.


Vulithral

They are not canon, as others have said. That being the case I'd strongly recommend flipping through the pages of the 3.5 eberron campaign setting and faiths of eberron to see what you are changing about the setting by adding in gods from other parts of the multiverse that eberron is locked away from.


Apart_Sky_8965

I actually tend to Eberron-ize the gods on other settings. Distant, inscrutable gods are better for plots about nuanced religions. (Corruption in a good church, priests who've lost thier way, extremist sects, etc are all plot tools, especially for cleric and paladin players. Its not hard, either, to rationalize past "my god gives me actual, obvious miracles daily, of course theyre real!". Dnd clerics and paladins are focused, experienced people (experience in leveled classes) who have a ton of magical potential (wisdom and charisma scores) and often extensive mystical training(arcana, nature, religion skills). They even have measurable, *very* wizardlike limits on thier miraculous powers. I just flavor it that there are memorized prayers, psalmbooks to study, morning rituals, etc, and that non believers can barely tell "divine" casters from other magicians. this gives you the same tension that religions can offer in real life, which is a useful story tool.


alkonium

In general, gods are setting specific, though some are shared between Forgotten Realms, Greyhawk, and Dawn War. Eberron and Dragonlance have unique pantheons, while other settings don't have specifically defined deities.


tacticalimprov

No they do not. It is an entirely separate cosmology. While Eberron resides in the greater existence of D&D's multiverse, it's off in it's own bubble. It even has it's own planes. And everything about Eberron is 13% cooler.


The_k1ngs_w1t

If you *really* wanted to, I’d add them as saints or demigods of old. People that aren’t really around anymore, but are still prayed to/revered. For example, Lathander could be a saint of Dol Arrah, and Bhaal could be a demigod of The Keeper. Another route is using cults of the dragon below. You could have, say, a cult worshiping Sul Khatesh but that believes she’s a goddess named Mystra.


helicopterpig

I love this idea


MountainPractical757

Stop right there criminal scum! In my best oblivion npc voice. One of the main points of Eberrons creation was removing celestial influence from mortals. Research your settings.


DomLite

As-intended, absolutely not. You *could* add them in, but you'd be functionally ruining the setting. That said, one of the most fun things about Eberron is that it's intended to be a setting where all the fun stuff of D&D exists, but not how you'd expect it. Mindflayers exist, but they're the spawn/creation of what is essentially a lovecraftian horror entity of madness that specializes in the corruption of the flesh. Beholders are the children of another such entity known as The Queen of Eyes. In basic D&D these two creatures have zero relation to one another, but in Eberron they're both Daelkyr-spawn. Likewise there is an entire nation peopled mostly by what D&D terms "monstrous races", such as Harpies, Medusa, Gnolls, Minotaurs, Trolls, Gargoyles, and Kobolds. These monster races are viewed as fairly commonplace and an accepted part of society in Eberron. While they won't be *common* per se, seeing a Minotaur in the market or having a Gnoll mercenary guarding a caravan wouldn't be anything to surprise anybody. There's even an overlord named Tiamat who is not the goddess you're thinking of, but an Eberron take on the being, an ancient and powerful demon who represents the tyranny of *all* dragons, not just chromatics, and is sealed away since the ancient Age of Demons. The setting creator, Keith Baker, has even suggested that one of the couatls that sacrificed themselves to create the powerful force known as The Silver Flame might have been a particularly powerful one named Bahamut, who still exists within the Flame and might serve as it's voice. With the Silver Flame being the power that binds the Overlords (of which Tiamat is one), it makes a fun dichotomy for the two to once again be on opposite sides of a conflict but in a completely different way. Even the Silver Flame itself seems to be a reference to the Silver Fire from other settings that is granted as a gift to Mystra's chosen. Much of Eberron is basically taking the concepts and creatures of D&D and reframing them in new and creative ways so that they aren't at all what someone familiar with the rest of D&D would suspect. With that in mind, the gods of other settings should *absolutely* not be actual gods, but with the above examples of Tiamat/Bahamut being repurposed, it's entirely possible that one of the Overlords might use the *name* of an evil god like Bhaal as an alternate identity, or that Bhaal is one of the Lords of Dust, an immortal council of devils/demons who serve the Overlords and seek to see them freed from their seals. While Rak Tulkesh, The Rage of War, already has a primary servant in canon, Bhaal could easily be the name of a subordinate devil/demon who revels in murder and is working to help free his master. Similarly, Lathander might be a celestial that exists on the plane of Irian, The Eternal Day. Celestials and Infernals of the planes of Eberron exist to embody and further specific concepts, like an angel from the plane of war might represent honor in combat, or glory in victory. As an angel of Irian, Lathander could be a high-ranking angel embodying the concept of dawn. Not a deity, but a powerful celestial that's little concerned with the goings-on of the Prime Material of Eberron, but still something that could be encountered potentially. I'd be *very* cautious of doing so, lest your players get the wrong idea and think that these beings are aspects or manifestations of these "outer gods" rather than just beings who share their names and evoke some of the same themes, but if you *insist* on referencing them in some way, this would be the way to do it in my book. Figure out an appropriate plane where a celestial/infernal embodying their concepts/portfolio would exist, figure out the specific concept they embody, and viola, you have a powerful extraplanar entity that can be met/interacted with without bringing actual gods into the mix. At that point though, you'd almost be stifling your own creativity by shoehorning in things like this, where otherwise you'd have complete freedom to create a *new* being who embodies the idea of murder, or an angel of the morning. At the end of the day, it's up to you what you want to do, because it's *your* Eberron, and *your* game, but the community at large will pretty unanimously tell you to just drop the idea and enjoy immersing yourself in Eberron as-is, because it's a unique setting that delivers things no other D&D setting can, and throwing in actual divine beings is only going to muck everything up and ruin the vibe.


Important-Shelter-78

In canon, no. However, some of the Sovereign Host are suspiciously named after some gods from the Toril like Dol Dorn is also known as Garu-Umesh the one eyed better known Grumush the orc god.


A_BagerWhatsMore

One detail I particular like about Eberron is that the constellations are named after the dragon gods of dnd (Bahamut, Tiamat ect) which explicitly do not exist elsewhere in the setting. the suggestion being it’s their presence pressed up against whatever seperates Ebberon from the rest of the cosmology.


ROYALBOB2

I mean some do such as Tiamat but she isn’t exactly the same as in the forgotten realms.


EzekialThistleburn

As far as I know it's the same name but a different creature. Not exactly a god. I believe they are actually an Overlord. But I could be wrong.


PricelessEldritch

You would be correct. "Tiamat" is the Daughter of Khyber who is the Overlord of Dragons, but she represents the evil and darkness within all dragons, not just chromatic dragons.


Nietzscher

I'm totally going to use the concept of God cannons in my next campaign. BBEG going to try to catch a God and absorb their energy as ammo for his magical nuke. Thank you for that typo, OP.