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===Gendwar Argrim===
===Gendwar Argrim===
'''Gendwar Argrim''' is the [[Dwarf (Dungeons & Dragons)|dwarven]] hero-god of Fatalism and Obsession. His symbol is a waraxe bearing the dwarven rune for destruction.
[[Gendwar Argrim]]

The Doomed Dwarf's appearance is said to be unremarkable except for his sandy blond hair and beard. His dwarven waraxe, ''Forgotten Hope''', screams every time a community of dwarves is attacked. He is in many ways the picture of a dwarven stereotype: dour, taciturn, and focused on the destruction of evil humanoids above all else.

Gendwar acheived hero-deity status thanks to the patronage of [[Clanggedin Silverbeard]], god of war and battle.

Gendwar preaches nothing less than utter destruction of the enemies of the dwarven race. Honor, glory, wealth, and love are all meaningless in the face of this crusade. His followers expect fully to one day die in battle, but strive to take a thousand foes with them to the grave.

It is against the creed of the faith to retain more than 1,000 gp of wealth unless it is being saved to purchase better armaments.

Gendwar's clerics seek out and destroy evil humanoids and [[Giant (Dungeons & Dragons)|giants]], particularly (though not exclusively) if they threaten dwarven settlements. These clerics help train warriors in tactics, search for new enemies and their weaknesses, and help fortify the stronghold against attacks.

As a young dwarf, Gendwar Argrim was traveling to another clan to begin his apprenticeship as a silversmith when his birth clan was wiped out by an invasion of giants and [[orc]]s. Because of the great distance he had traveled, he did not find out about the tragedy for a year. When the news finally came, he abandoned his apprenticeship and swore to keep no wealth and take no wife until every foe of dwarvenkind was slain. Although he fully expected to die long before his Quixotic quest was complete, instead he found immortality under the patronage of the god Clanggedin, after a quest in which he slew a divinely-descended fire giant and her minions.

===Geshtai===
===Geshtai===
[[Geshtai]]
[[Geshtai]]

Revision as of 03:14, 21 September 2009

This is a list of deities from the Greyhawk campaign setting for the Dungeons & Dragons fantasy role-playing game.

Template:CompactTOC2

A

Al'Akbar

Al'Akbar

Allitur

Allitur

Atroa

Atroa

Azor'alq

Azor'alq

B

Beltar

Beltar is the Suel goddess of Malice, Caves, and Pits. Her holy symbol is a set of opened fangs poised to bite.

Although often depicted as a haglike human female, Beltar is known to also appear as a beholder, red dragon, or marilith. Some regard the later form as a likely cause of rumors of the existence of a Suloise snake-cult.

Beltar was formerly a goddess of earth and mines, but was supplanted by other Suel gods until her only worshipers were nonhuman slaves. It is perhaps for this reason that Jascar is one of her greatest enemies.

Beltar will often take mates in her various forms, but few survive, as she eats them afterward, as well as any young born from such a union.

Beltar's followers are encouraged to mine and explore caverns for riches and foes to kill. Her worshippers are mostly savage humans and evil nonhumans. She encourages her faithful to join together in great armies and ally themselves with beholders, demons, red dragons, liches, and other powerful creatures.

Beltar is worshipped in the Bone March, the Pomarj, Stonehold, and even in Erelhei-Cinlu. Some regard her marilith form as evidence that she is the Suloise snake-goddess worshipped in the Vale of the Lamia and the Isle of Serpents.

Beltar's priests preach hatred of one's enemies, rather than fear. They are expected to take positions of leadership in their tribes, or to form their own. The priesthood makes examples of the weak-willed and traitors. They usually fight with their natural weapons, cesti, or spiked gauntlets. Devoted priests, within a year of their deaths, often rise from the grave as undead, often to return to their original tribes.

Services to Beltar are usually held in caves or points of low ground, and often involve sacrifice of sentient beings.

Beory

Beory

Berei

Berei

Berna

Berna is the Touv goddess of passion and forgiveness. Formerly, she was the goddess of hatred and vendettas, but she got better. Her symbol is a red metal heart, preferably red gold.

Berna is depicted as a Touv woman wearing the skin of a jungle cat. A red-gold heart shines from her chest.

Berna is the third child of the serpent god Meyanok, transformed by the power of Xanag from a spirit of hate to one of passion. Her older siblings are Vara and Damaran. Her grandmother is Breeka and her great-grandmother is the sun goddess Nola, who was awakened by the creator god Uvot.

She is a member of the the Touv pantheon, which also includes the gods Katay, Kundo, Meyanok, and Vogan.

The members of the Touv pantheon are spirits that dwell physically on the continent of Hepmonaland, home of the Touv people, rather than in the Outer Planes, according to the Scarlet Brotherhood FAQ originally found on Wizards of the Coast's website.

Berna is now the patron of all small emotions, both positive and negative. She also represents the forgiveness of wrongs.

Berna's clerics and shamans are in tune with the emotions of their people. They help lovers find acceptance, work with artists to help them reach their potential, and raise morale during times of disaster and war. They help counsel victims and preach acceptance of new friendships rather than nursing old wounds.

After the pain of birthing the god Katay, the goddess Breeka collapsed in exhaustion, quickly falling asleep. Yet the pain would not leave her, and from the darkness of night and the pain of childbirth was born Meyanok, the diseased serpent. Meyanok festered with hatred and rejection, because of all the first spirits, he was the only one not born under the light of Nola, the sun. Meyanok's frustrated lust mated with his simmering rage, and from this strange coupling three eggs were produced. The first egg hatched to reveal Vara, goddess of fear. From the second egg hatched Damaran, god of vermin, and from the third egg hatched Berna, the goddess of hatred and vengeance.

Meyanok sent his young forth to corrupt the elder gods. The misdeeds of Vara and Damaran will be discussed in their individual entries, but Berna was sent to torment Xanag, the goddess of metals and beauty. However, when confronted with the loveliness of her great-grandmother's second daughter, she paused with amazement. Berna realized that even she, the personification of all hatred, could not hate so beautiful a creature, and she threw herself at Xanag's feet, offering to kill herself to atone for her unworthy emotions. Xanag took pity on her strange grand-niece, and gave her a heart made from red gold. This heart transformed Berna from a spirit of dark passion to one that represented all powerful emotions, as well as the emotion of forgiveness. This enabled Berna to finally forgive herself.

Berna is named for a college friend of Sean K. Reynolds's named Bernadette.[1]

Bleredd

Bleredd

Boccob

Bralm

Bralm

Breeka

Breeka is the Touv goddess of Living Things. Her holy symbol is a headdress of wooden beads and animal teeth.

Breeka is the manifestation of all aspects of nature, both helpful and harmful (unlike her grandfather Uvot, who represents only nature's bounty). Breeka is, by turns, helpful, indifferent, and harmful. She is troubled by the nightmares given to her by Vara. She is depicted as a middle-aged Touv woman with dark green skin and worry lines on her face.

Breeka is the daughter of Nola, goddess of the sun, and Vogan, the god of weather and rain, and from this mixture of rain and sunlight was born all the world's plants and animals. She is the mother of Katay, who has no father. Her birthing pains mingled with the darkness to create Meyanok, the god of evil. While sleeping, she vomited forth the nightmares inspired in her by her granddaughter Vara to create the living things that bring fear and danger to the night.

According to Sean K. Reynolds' "Scarlet Brotherhood FAQ," the Touv gods are spirits who dwell on Oerth itself rather than on other planes of existence.

Breeka's clergy believe they owe duties both to their people and to the natural world, which they must keep in balance. If land must be cleared for farming or cattle, they warn animals away, transplant important vegetation, or direct the humans to a less vulnerable site.

Breeka's clerics and shamans are distant and brooding. Their favored weapon is the quarterstaff, but they may also wield the atl-atl, dagger, short sword, and spear. They may wear any nonmetal armor.

C

Celestian

Celestian

Charmalaine

Charmalaine (TCHAR-mah-lain) is the halfling hero-goddess of Keen Senses and Narrow Escapes. She gained her nickname "the Lucky Ghost" from her ability to leave her body to scout ahead in spirit-form. In this form, she is believed to warn halfling adventurers of impending danger. Her holy symbol is a burning boot-print.

Charmalaine is a young halfling woman with alert eyes, black oiled leather armor, and boots coated in mud. She carries a mace called Fair Warning and is usually seen with Xaphan, her ferret familiar. She is energetic, spontaneous, and fearless.

Charmalaine's apotheosis was co-sponsored by Fharlanghn and Brandobaris.

Charmalaine preaches vigilance and attention to one's environment. Her followers are urged to hone their reflexes, to be quick on their feet, to enjoy exploration but also safety. They are taught that too many material things can be too much weight.

Charmalaine's holy text reads like an adventurer's journal, telling of an escape from a red dragon, a newly freed demoness, a sahuagin army, and too many traps to count.

Charmalaine's clerics are nearly always adventurers, monster-hunters, military scouts, or members of other risky professions. Her adventuring priests are thrill-seekers. Their preferred weapon is the light mace.

Cyndor

Cyndor

D

Daern

Daern is the Oeridian hero-deity of defenses and fortifications. Daern's holy symbol is a shield hanging from a parapet. She is often associated with griffins.

Daern is depicted as a black-haired Oeridian woman with a plain face and strong blue eyes.

Daern's apotheosis was sponsored by Delleb. She is allied with Heironeous.

Daern's priests often advise military leaders on proper placement and construction of fortifications, castles, and keeps. Her priests are valued among rulers who wish to establish stronger borders. The priesthood favors the shortspear.

In her mortal life, Daern was responsible for the construction of a number of famous fortifications, including Castle Blazebane in Almor and Tarthax (currently known as Goldbolt) near Rel Deven. Some sources in the Great Kingdom imply that she was involved in the construction of the Imperial Palace at Rauxes, though this event occurred some time after her death (some time after the Battle of a Fortnight's Length in -110 CY), so few take this claim seriously. The Tower of Daern in Irongate was based on her plans.

Daern's Instant Fortress is a magic item that appears as a small metal cube. When its command word is spoken, the cube grows into a 30-foot tall tower instantly.

Dalt

Dalt

Damaran

Damaran is the Touv god of vermin and other creeping things, as well as the flight-instinct essential to survival. His symbol is ribbons of black metal.

Damaran is the vermin that scuttles. He is depicted as a strong Touv man with a skulking look about him, accompanied by rats and insects.

Damaran obeys his father, Meyanok, unquestioningly, and is easily bullied into service by his older sister Vara. He often flees when confronted by enemies of any strength.

The Touv gods inhabit the "spirit world" coincident with the realms of the Touv, a somewhat hypothetical realm.

The chief commandment of Damaran is to survive no matter what, to find food no matter how strange or disgusting the environment, to thrive where nothing should be expected to live, and to run away when necessary.

Damaran's clerics serve their communities in times of famine, and often lead reclusive tribes hidden in the deepest jungles. They can call hordes of vermin on those who anger them, or if ordered to do so by those they serve. Their favored weapon is the javelin; they can also be seen wielding the atl-atl, club, dagger, short bow, and staff. They wear ribbons of black metal on their arms, neck, and legs.

Damaran hatched from one of three eggs laid by Meyanok after that god's lust mated with his own anger. Damaran was sent forth by his father to infest the home of Kundo with crawling and biting things, but he fled when confronted.

Daoud

Daoud is the hero-deity of Humility, Clarity, and Immediacy. His symbol is a multi-colored patch of cloth or tangle of yarn, with seven threads, one of each color of the spectrum, extending from the bottom.

Daoud is depicted as an old man with leathery skin and heavy, dark brows. His eyes are black and piercing. He wears the simple, worn clothing of a shepherd, a turban wrapped around his head and a staff in his hands.

Daoud was a priest of Istus.

When Daoud was stripped of his wealth, he decided that the Four Feet of the Dragon which define Baklunish society - piety, honor, generosity, and devotion to family - were mere ostentation. In their place he proposed four superior virtues: honesty, humility, piety, and endurance. He called this new philosophy the Path of the Seeker.

Daoud's followers are urged to seek out both good fortune and bad in order to unravel the threads of destiny. They strive to be content with what Fate allows and demands of them, no more and no less. They cut lies with sharp words.

Clerics of Daoud, known as Daoudahs, live in voluntary poverty, abandoning rank and title. They are known for their brutal honesty and contempt for claims based on mere social position. Despite their humble lives, they manipulate the strings of Fate, bringing down the mighty and uplifting the humble, scattering whole tribes in their inscrutable ways.

Daoud was once the philosopher-pasha of Tusmit, a wealthy and well-respected man in his youth. In middle age, however, he lost everything, reduced to begging on the streets far from his homeland. He became a mendicant priest of Istus and contemplated the harshness of Fate before arriving at his radical new philosophy.

Iggwilv plundered the wealth of his legendary Vault (surely a relic of his more prosperous days) in Lopolla in the third century of the Common Year calendar, apparently making off with his Wondrous Lanthorn at that time.

Daoud is associated with Daoud's Wondrous Lanthorn, a creation of gold, gems, and crystals fueled by precious jewels. The Lanthorn curses its owner with possessiveness and paranoia.

Daoud appeared in the name of the Wondrous Lanthorn artifact in the adventure The Lost Caverns of Tsojcanth by Gary Gygax. The name is the Arabic cognate of "David."

Delleb

Delleb

E

Earth Dragon

The Earth Dragon is a Flan spirit of earth, weather, and hidden treasures. It is the spirit of Mount Drachenkopf in the Pomarj. Its symbol is a coiled dragon.

The Earth Dragon may manifest as a mottled serpent or a gargantuan dragon formed of variegated stone laced with precious ores. It may also manifest as an earthquake to indicate its displeasure.

The Cult of the Earth Dragon is opposed by the Silent Ones.

The Earth Dragon is said to live in a large underground lair beneath Mount Drachenkopf avoided by subterranean races. Especially faithful worshippers are brought to their deity's presence to bask in the Earth Dragon's glory.

The Earth Dragon is the great provider and the spirit of the earth. Those who worship it and obey it are promised protection. The Earth Dragon is said to know all the secrets of the land, favoring its chosen with power and knowledge. To please their god, the faithful must worship, sacrifice, and spread the faith to others.

Only 30% of the Earth Dragon's worshippers are human. The others are members of evil humanoid races such as orcs, gnolls, goblins, hobgoblins, and ogres. Each congregation is served by several shamans and a witch doctor.

Because any activity involving earth, stone, and the underground is pleasing to the Earth Dragon, the cult is equally popular among farmers, miners, and masons. Warriors focus on the god's destructive side.

The derro know and respect the Earth Dragon, and do not enter its realm without performing ritual sacrifices.

Priests of the Earth Dragon wear brown robes embroidered with gold thread and gems. During ceremonies, they wear the bronzed and magically shrunken skulls of young dragons on their heads (Earth Dragon Helms). In battle they favor scalemail and shields bearing their god's coiled dragon symbol. Adventuring priests wear practical garb appropriate for forays into mines and mountains.

The greatest temple of the Earth Dragon is a complex beneath Mount Drachenkopf. It is built into the side of the mountain, most of it hidden underground. There, a shaft of unknown depth is used to drop sacrifices into the realm of their god. For years, this was the only temple to the god, but Turrosh Mak's forces have established many shrines and small temples to the Earth Dragon throughout the Pomarj and the Wild Coast. New temples are always partly subterranean, their altars underground. Savage humanoid tribes in the Pomarj often have crude shrines to the Earth Dragon in caves. Larger temples have lately received egg-shaped rocks from the Earth Dragon, with instructions to "protect my young."

The holy day of the Earth Dragon is Earthday, when the faithful go to the temples of the god. Important sacrifices are made in the third week of each month. The Earth Dragon is also honored in Growfest, when hundreds of humans are sacrificed at the Drachenkopf Temple.

This is a ceremonial suit of scalemail, the personal armor of the high priest of the Earth Dragon Cult. It is rumored to have been made from the scales of the Earth Dragon itself; these scales vary from black to brown to gold in color. The coiled symbol on the armor can be enchanted to become a symbol of persuasion, and can cast a mass suggestion spell once per day. If a nonbeliever touches the armor, the ground trembles. The first time someone dons the armor, the Earth Dragon sucks the wearer into the ground to judge the creature's worthiness. Those who fail are eaten.

A 9th level priest of the Earth Dragon must slay a young, good dragon and bring its skull to a temple dedicated to the Earth Dragon or to Mount Drachenkopf itself. The skulls are diminished, bronzed, and crafted into ceremonial items called Earth Dragon Helms. The larger the dragon slain, the more prestigious the priest's new position. Each helm has slightly different powers, usually including an immunity to magical fear and a breath weapon effect appropriate to the type of dragon used.

This oil was developed by the Earth Dragon Cult for some of its rituals, although it has since been found effective in combat as well. The recipe is a secret jealously guarded by the priesthood. It comes in small vials that shatter when thrown, producing a cloud of noxious gas. Those who fail to save fall asleep, suffering strange and vivid dreams. Priests of the Earth Dragon claim to commune with their god as they sleep, though others report terrible nightmares.

The Earth Dragon is an ancient deity dating back to an era in the Flanaess when spirits of nature were worshipped as gods. In the early days, the Earth Dragon was but one of the many spirits worshiped by the primitive people of the Pomarj. In the Drachensgrab Hills, those tribes that propitiated the Earth Dragon prospered, while those who did not perished due to avalanches and earthquakes.

When newer gods of Oerth appeared to supplant primitive spirit-worship, a few spirits stubbornly remained in the new era. The Earth Dragon was one of these. Every new culture that colonized the Pomarj had to deal with it, adding it to their pantheons and propitiating it when they crossed its territory.

During the Great Migrations a band of wicked Suloise slaughtered a tribe of Flan in the Drachensgrab Hills. In retribution, their gods transformed the Suloise into stone, creating the Twisted Forest. Although it is not certain the Earth Dragon was responsible for this, it has been the most significant power in the Drachensgrabs since time immemorial, and it would be strange if the Flan tribe in question did not worship it.

In the mid-400s CY, a young baron called Erkin journeyed alone to Mount Drachenkopf to make a pact with the deity. In exchange for worship and sacrifices from the baron's people, the Earth Dragon aided Erkin's conquests. Within five years, Erkin had claimed all the Drachensgrab Hills and named himself king. His brother Bretwalda and all of his descendants honored the pact. In 574 CY, King Rodric of Suderham was assassinated by Stalman Klim, the High Priest of the Earth Dragon, who claimed the city in the name of the Slave Lords. When Turrosh Mak conquered the Pomarj, he spread the worship of the Earth Dragon as well.

The Earth Dragon was originally mentioned in the Scourge of the Slave Lords series of modules.

Ehlonna

Erythnul

F

Fharlanghn

Fharlanghn

Fortubo

Fortubo

G

Gadhelyn

Gadhelyn the Archer (Gad-THEL-en) is the elven hero-god of Independence, Outlawry, Feasting, and Hunting. His symbol is a leaf-shaped arrowhead.

Gadhelyn is a very old figure in elven myth, once a part of the Fey Mysteries but now largely forgotten except among the grugach. He is depicted as an elf with sharp features, long yellow hair, and vivid green eyes. He wears rough clothing of fur and hide, of colors to match the season.

As an elven hero-god, Gadhelyn is technically a member of the Seldarine, though it is not clear if he maintains relationships with others in the pantheon, even Fenmarel Mestarine, who is a patron of elven outlaws and grugach. One or two Knights of Luna are thought to be sympathetic to Gadhelyn and his cause, but otherwise few in the Grand Court of Celene favor him.

Followers of Gadhelyn are urged to find pleasure throughout the year, rejoicing in Low Summer, making merry in Summer, feasting in Autumn, and finding time to dream in Winter. Gadhelyn sees no value in social caste or family lineage, as some other elves do, recognizing only individual merit. To him, titles such as knight or queen are meaningless, which does not please the Grand Court of Celene. Those who travel to the wild forest are expected to bring a gift for Gadhelyn, but if he is not pleased by this token he will simply take what he believes he is owed. Hunters are expected to kill in one shot; those who leave their prey wounded deserve to become the hunted themselves.

Gadhelyn is still a potent hero among the grugach. Sylvan elves and even a few half-elves and humans revere him and participate in his rites. Followers of Gadhelyn prey on the wealthy who dare to cross their woodlands, but they are not truly dangerous unless attacked, or if their forests are despoiled.

The Lord of the Wildwood has many druids in his service, but few of them are part of the hierarchy of the Old Faith. The favored weapon of Gadhelyn's clerics is the longbow.

Gendwar Argrim

Gendwar Argrim is the dwarven hero-god of Fatalism and Obsession. His symbol is a waraxe bearing the dwarven rune for destruction.

The Doomed Dwarf's appearance is said to be unremarkable except for his sandy blond hair and beard. His dwarven waraxe, Forgotten Hope', screams every time a community of dwarves is attacked. He is in many ways the picture of a dwarven stereotype: dour, taciturn, and focused on the destruction of evil humanoids above all else.

Gendwar acheived hero-deity status thanks to the patronage of Clanggedin Silverbeard, god of war and battle.

Gendwar preaches nothing less than utter destruction of the enemies of the dwarven race. Honor, glory, wealth, and love are all meaningless in the face of this crusade. His followers expect fully to one day die in battle, but strive to take a thousand foes with them to the grave.

It is against the creed of the faith to retain more than 1,000 gp of wealth unless it is being saved to purchase better armaments.

Gendwar's clerics seek out and destroy evil humanoids and giants, particularly (though not exclusively) if they threaten dwarven settlements. These clerics help train warriors in tactics, search for new enemies and their weaknesses, and help fortify the stronghold against attacks.

As a young dwarf, Gendwar Argrim was traveling to another clan to begin his apprenticeship as a silversmith when his birth clan was wiped out by an invasion of giants and orcs. Because of the great distance he had traveled, he did not find out about the tragedy for a year. When the news finally came, he abandoned his apprenticeship and swore to keep no wealth and take no wife until every foe of dwarvenkind was slain. Although he fully expected to die long before his Quixotic quest was complete, instead he found immortality under the patronage of the god Clanggedin, after a quest in which he slew a divinely-descended fire giant and her minions.

Geshtai

Geshtai

H

Heironeous

Heward

Heward

Hextor

I

Incabulos

Incabulos

Istus

Istus

Iuz

J

Johydee

Johydee

Joramy

Joramy

K

Katay

Katay

Kelanen

Kelanen

Keoghtom

Keoghtom

Keptolo

Keptolo

Kord

Kundo

Kundo (Greyhawk)

Kurell

Kurell

Kuroth

Kuroth

Kyuss

L

Lendor

Lendor

Lirr

Lirr (Greyhawk)

Llerg

Llerg

Lydia

Lydia (Greyhawk)

M

Mayaheine

Mayaheine

Merikka

Merikka

Meyanok

Meyanok

Mok'slyk

Mok'slyk

Mouqol

Mouqol

Myhriss

Myhriss

N

Nazarn

Nazarn

Nerull

Nola

Nola (Greyhawk)

Norebo

Norebo is the Suel god of Luck, Gambling, and Risks. His symbol is a pair of eight-sided dice.

Norebo is depicted as a human male of average height, features, and build. He can assume the forms of animals, and often does so when wishing to remain hidden. Norebo is known for his love of dice games, and his willingness to bet on nearly anything.

Norebo has been paired with nearly all of the Suel goddesses, but for the past thousand years he has been the lover of Wee Jas. Norebo harbors a strong dislike for Ralishaz, who he feels gives gambling and risk-taking a bad name. Kurell is terribly jealous of Norebo for being more popular among rogues than he is. Norebo is allied with Rudd.

Norebo is one of the most popular Suel gods, perhaps second only to Kord. His symbol is a pair of eight-sided dice.

Priests of Norebo often work part-time as dealers and the like in their churches. Their favored weapon is the dagger. They are known to make wagers on nearly anything, and enjoy taunting the followers of such rigid deities as Pholtus, Saint Cuthbert, and Allitur.

Temples to Norebo, often called "Churches of the Big Gamble," are found throughout the Barbarian States, as well as in large cities throughout the Flanaess. A church to Norebo was once located on Lendore Isle near Restenford, but its status is uncertain since most humans were expelled from the island a few years ago.

Donations to the churches are most often in the form of lost bets, as the churches usually double as gambling houses. Those wishing to ward off thieves and assassins will often donate to the local Church of the Big Gamble.

O

Obad-Hai

Obad-Hai

Old Faith

Old Faith

Olidammara

Osprem

Osprem

P

Pelor

Phaulkon

Phaulkon

Pholtus

Pholtus

Phyton

Phyton is the Suel god of Nature, Beauty, and Farming. Phyton's symbol is a scimitar in front of an oak tree.

Phyton is most often depicted as a tall, handsome man, slender and youthful-looking, though he can appear as any creature of the forest.

Phyton was once like most other nature deities, but now represents man's dominance over nature, which pits him and his followers against druids, other nature gods, and others who would protect the wild from mankind's depredations. For this reason, he is a foe of Obad-Hai. Wee Jas also bears Phyton great enmity, for his dominion over beauty.

Although a human deity, he currently dwells with the Seldarine in Arvandor, though he also has a realm in Ysgard.

Phyton's priests believe that man can always improve on the design of nature, be it clearing forests for agriculture, cutting roads through mountains, building dams, draining swamps, redirecting rivers, culling ugly or harmful plants, or domesticating animals. They protect farming communities and look for ways to best use the land to man's advantage. Each often chooses a region to oversee, usually one day's walk in diameter.

Followers and temples of Phyton can be found in Geoff, the Gran March, Highfolk, the Pale, Ratik, the Duchy and Principality of Ulek, the Urnst States, and among the humans of Celene.

Procan

Procan

Pyremius

Pyremius

R

Ralishaz

Ralishaz

Rao

Rao (Greyhawk)

Raxivort

Raxivort

Roykyn

Roykyn

Rudd

Rudd is the Oeridian goddess of Chance, Good Luck, and Skill. As the Great Gambler, she knows every card game invented. Rudd avoids completely cerebral games like Dragonchess, finding them too easy. Though she has an outer planar realm - the House of Cards in Ysgard's first layer - she is often found wandering the Flanaess, searching for games of chance and skill. Rudd's holy symbol is a bull's eye target.

Rudd is depicted as an athletic, trim, Oeridian woman (though with some obvious Suel blood) garbed in form-fitting clothing with a long cloak of blue. She is young and invariably smiling. She has short black hair. She wields a rapier named Keleshe, a stiletto, and shortbow.

Rudd is on good terms with her mentor, Olidammara, and Norebo (said by some to be her father), but opposes Iuz, Zagyg, and Ralishaz. She doesn't get along well with Istus, as she has a big problem with the idea of predestination.

Rudd's faith has become very popular since the 570's CY, particularly with adventurers.

Rudd's priests advocate "making" their own luck by relying chiefly on their skills, yet they'll never rule out the long shot. Her clerics don't abide cheaters, but teach secretly that cheating is acceptable if you don't get caught, as successfully cheating can also be a skill. They engage in games of chance that allow them to hone their skills, and often working in gambling houses. They can also be found in archery and fencing schools. They adventure for the thrill of it, and enjoy beating the odds. Clergy of Rudd wear bright clothing in the latest fashion.

The largest of Rudd's shrines, in the Crossed Blades Gambling Hall, is located in the city of Peacekeep on the southern border of Bissel. The priests run the hall, while her shrine lies in the outermost of the hall's chambers.

Rudd's mortal birthday is celebrated on the 10th day of Planting. This is not an official holiday of the church, but her clerics in Bissel often recognize it as such.

One legend has it that on her eighteenth birthday, Rudd successfully fended off an entire battalion of bugbears using only a cake and a spoon. A food fight is held in honor of this event every Planting 10 in Bissel.

Rudd was born in -400 CY, supposedly in what is now Bissel; she was a mortal woman who was sponsored to godhood by Olidammara. In 505 CY, Rudd was one of the nine demigods of opposing alignments captured by Zagig Yragerne in his own bid for godhood. Rudd eventually escaped with the aid of Olidammara, but not before her mentor himself was briefly captured by the archmage.

S

Saint Cuthbert

Sotillion

Sotillion

Stern Alia

Stern Alia

Stratis

Stratis

Syrul

Syrul

T

Telchur

Telchur

Tharizdun

Trithereon

Trithereon

Tsolorandril

Tsolorandril

U

Ulaa

Ulaa is the goddess of Hills, Mountains, and Gemstones. Her holy symbol is a mountain with a ruby heart; she places rubies in the earth as gifts to miners, who do her husband's work.

Ulaa is depicted as a dwarven woman with gnomish facial features. She wields a mighty hammer called Skullringer.

Ulaa is the wife of Bleredd, and an ally of Beory.

Ulaa's realm in the Outlands is called the Iron Hills. She also spends time in the Seven Heavens. Her husband is said to dwell with the gnomish gods in Bytopia.

Ulaa is worshipped by humans, dwarves, gnomes, and other benevolent races who dwell in hills and mountains. She is well-known in the Ulek States, especially in the Principality of Ulek. Non-humans who worship Ulaa often integrate her into their own pantheons.

Her clerics protect mountains from those who would enter for the sake of greed or evil, and instruct miners and quarrymen with timelost rituals they claim have been handed down from a civilization extinct more than 10,000 years.

Worship sevices to Ulaa include rhythmic hammering on stone, chanted hymns, and displays of gemstones and minerals.

V

Vara

Vara (Greyhawk)

Vathris

Vathris

Vatun

Vatun

Vecna

Velnius

Velnius

Vogan

Vogan (Greyhawk)

W

Wastri

Wastri

Wee Jas

Wenta

Wenta

X

Xan Yae

Xan Yae

Xanag

Xanag

Xerbo

Xerbo

Y

Ye'Cind

Ye'Cind is the elven demigod of Music and Magical Songs. He spends most of his time in the realm of Brightwater in Arborea. His holy symbol is a recorder.

Ye'Cind is shown as an attractive elf wearing blue and green clothing. Like his patron Corellon, he is male and female, both and neither.

Ye'Cind's allies include Olidammara, Lydia, and the good deities of the Seldarine. He opposes gods who represent evil magic.

Ye'Cind teaches that music is an inherent part of the patterns of the multiverse, and that magic and music together can create something superior to either one alone.

Ye'Cind's clerics are scholars of music, who know how to play many different musical instruments. Many clerics are also talented composers who can weave subtle magics into their songs and music.

During his mortal life, Ye'Cind - skilled wizard and master bard - traveled, compiling and creating songs and ballads to tell the history of his beloved land. In time he became a bard of great renown, his notes inspiring romance in lovers and bringing laughter to the lips of weeping children. During a visit to one small kingdom, he witnessed the brutal slaying of a king, but he could not identify the assailant. Ye'Cind vanished during the night, determined to create an object that would reveal important truths. Two decades later he returned to the same kingdom for the same festival, and played before the new king with his Recorder. The years seemed to melt away as all in the crowd beheld a vision of their monarch, bloody knife in his hand, standing over the fresh corpse of his own brother. Ye'Cind smiled as the murderer was dragged away by his guards.

In time, Ye'Cind became so renowned that he was called before the Seldarine, the fraternity of elven gods, to perform at the court of the great god Corellon Larethian. That night he could do no wrong; his performance was absolutely flawless. Corellon was so moved that he transformed the minstrel, making him as androgynous and perfect as the gods themselves, a newly minted demigod.

Ye'Cind created the Recorder of Ye'Cind.

Ye'Cind is named for Cindy, one of Gary Gygax's daughters.

Z

Zagyg

Zilchus

Zilchus

Zodal

Zodal is the Flan god of mercy, hope, and benevolence. His holy symbol is a man's hand partially wrapped in gray cloth.

Zodal is depicted as man dressed in simple gray robes with large, careworn hands. He encourages compassion in situations where vengeance and anger might be easier, and diffuses the negative emotions of all around him.

Zodal is a servant of Rao and Joramy's estranged lover. He is allied with Heironeous and Pelor. He considers even the most hateful gods to be his friends, believing that with his encouragement they might change their ways.

Zodal's realm in Elysium, Morninglory, is shared with the gods of several other pantheons (and sometimes Atroa). Morninglory is tinted with the colors of dawn - rubies, crimsons, yellows, and pinks. Sleep and similar spells do not function within Zodal's domain, but creatures who rest here find themselves refreshed in half the normal time, and gain a temporary wisdom bonus. There are said to be one-way portals in this realm leading to realms of darkness and evil, through which the powers here hope to bring hope and goodness.

Kindness and mercy is the sole cure for evil, in Zodal's philosophy, and that these traits can turn even the most evil from their path. Zodal urges that one retain faith and hope despite adversity and trouble. Zodal will guide those who would be pulled into pain, anger, and despair. Zodal teaches that the individual is capable of mastering their feelings and acting only on their positive ones, setting an example for others.

Zodal is worshipped in Perrenland, Tenh, and elsewhere.

Zodal's clerics live simply, using their abilities to help people in need and alleviate their pain. They often visit battlefields in order to minister to the wounded and attempt to convince the combatants to make things right and stop committing atrocities. They adventure to show what hope and mercy can do in the right hands, to rescue artifacts of good, and to destroy artifacts of evil.

Zuoken

Zuoken

References