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Gonna add some additional examples to Ascalaphus's, because his post is really, really good.
First off: do gods monopolize their responsibilities/portfolios?If there's a Sun God, is he responsible for making the sun shine? In that case it'd be weird to have a separate sun gods. Especially in settings where the gods actively made the world, it'd be weird to have multiple gods credited for making the same world-spanning thing. (But see Order of the Stick's backstory for an example of how it can be done well.)
As a variant, maybe the Sun exists without any god claiming responsibility, but there are still gods associated with the sun, granting Sun domain powers, because they live in a palace in the sky. In that case you can have multiple Sun gods without difficulty.
To give more credence, maybe Ra's power makes the sun shine and Apollo's job is to cart it across the sky?
The Order of the Stick example is where the gods have monopolized their portfolios, but their portfolios are super specific. (Which is why it is done well.) For example, Nurgel is the God of Death, but Hel is the Goddess of Death with specific regards to dwarves, so if a dwarf dies its not under Nurgel's portfolio, but Hel's.
One god, many faces?It could be that Helios the Sun God is known as Tonatiuh, Belenus and Ra by different cultures in your game world. They don't have to have identical Domain sets, but sprinkling in some intrigueing similarities (holy symbols, overlap in Domains, favored weapons, ceremonies) will help clue players in.
Not all gods need to be aspects of one another though. You can certainly have two different "culture hero" deities who taught the secrets of agriculture to their chosen people.
This option works best if you have smaller, unsophisticated cultures that rarely interact; basically how our real-world societies began. It doesn't work as well in a world like Golarion, where people and knowledge are very migratory.
Unfinished lists of godsGods can be abstract things that came from elsewhere, or they can be mortals who ascended. You could have people revering their Ancestors, with each clan having different Domains depending on family history. In that case you don't need a complete list of all ancestor-domain sets beforehand, but you probably should figure them out for the most famous and powerful clans.
The Golarion Shoanti revere animal totems that each have different domains associated. In that case it's fair to have dozens of gods, for each animal known. But some (lion, eagle) will probably be considered more important. If a player wants to have a different animal as totem though, you can agree on domains that make sense ("let's give Fox the Trickery domain, and..."), or someone could start out with a domain and figure...
This is likely the route that Vuldra will take as well. Such gods probably don't have much personality or influence either: you're going to have small-scale stories and legends, but "mask" gods aren't going to be saving the world from destruction. Their legends will be centered around their interactions with themselves and mortals and those who worship such gods do so in order to gain the positive qualities they seek from such an entity, such as worshiping the fox god for guile or the lion god for bravery.