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Pantheons in the World of Greyhawk

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The Gods of Oerth (the world of Greyhawk) are here organized into several pantheons, each with their own conflicts and philosophies. (Especially influential deities are noted in CAPITALS; spacing in the lists signifies associations).

Background: Enlightened humanity on Oerth dwells in the region known as the 'Flana-ess', eastern half of the great Oerik continent, named after the native Flan tribesmen. (Central in this area lies the city of Greyhawk - famous, but of no great social or economic significance). Four broad groupings of deities exist here, originating respectively with the main human races: the Flannae natives; the Oeridian and Suel (Suloise) invaders/settlers who came east a thousand years ago; and the insular Baklunish of the northwest. There has been much racial intermingling over that time, and political changes, which have affected the pantheons of gods. Thus, most nations consist of one primary human racial type mixed to a greater or lesser degree with one or two others – and the local deities will reflect that. Nations normally follow the main pantheon of their primary racial stock, but incorporating a few deities (usually the major ones) of any significant secondary strain, and perhaps one of a tertiary or minor racial type. Also, one or two deities suited to local ethical/economic conditions will be represented, as well as ubiquitous gods not completely incompatible with the others. Similar principles apply with non-human deities if any such populations are present. (See the Footnotes for details).

OERIDIAN

FLANNAE

Civilized SUEL

Barbarian SUEL

BAKLUNISH

NEW GODS

OTHERS



GODS OF THE OERIDIANS

THE VELAERI (Oerid Agricultural gods)

Procan

OC

Oceans, Seas, Salt

CN

M

G


VELNIUS

O

Sky, Weather

N(G)

M

L


Atroa

O

Spring, East Wind

NG

F

L


Sotillion

OC

Summer, South Wind, Ease

CG(N)

F

L


Wenta

OC

Autumn, West Wind, Harvest

CG

F

L


Telchia (Telchur)

OC

Winter, North Wind, Cold

CN

F(m)

L









ERYTHNUL

OC

Hate, Envy, Malice, Panic

CE(N)

M

L

The Oeridians were the most successful of the invaders, establishing themselves throughout all lands of the Flanaess - and with them came their religion and gods.

Long ago before the rise of the Suloise, the Oeridians lived in a land by the Dramidj ocean where they were a simple fisherfolk. There they worshipped Procan lord of the seas and prayed to Velnius to grant them good weather and good crops. Zilchus was once the god of their kings, who offered sacrifices to him to ensure the prosperity of their rule, but he has that role no longer.

The Baklunish-Suloise Wars forced the Oeridians to migrate eastward into the Flanaess. They were driven from their seaside homes by the Wars and were forced to take a land route to eastern Flanaess and the Sheldomar Valley. As a result the worship of Procan declined in favour of Velnius, Lord of the Sky, and his seasonal wives.

Velnius, is the Lord of Weather and at the beginning of each season he takes a new bride: Atroa, the Lady of Spring; Sotillion, the Lady of Summer; Wenta, the Lady of Autumn; and Telchia, the Lady of Winter. At the end of each of the four great festivals of the year, clerics lead the people in enacting the marriage of Velnius to his bride of the season. Sacrifices and offerings made to the bride ensure the village prosperity throughout the upcoming season.

Erythnul was the lord of Slaughter - and ravager of kingdoms and enemy of Zilchus. His comings were feared by kings for he worked to cause the fall of their kingdoms. But when the Oeridian kings turned away from Zilchus to Rao (see Gods of the Flannae, below), Erythnul became the Lord of Hate, the destroyer of peace. Still their enemy, Erythnul acted to bring about war and destroy the newly settled lands of the Oeridians.

Zilchus worship declined as the old ways failed in the trying times of the migrations. As the years passed the kings and chiefs of the Oeridians ceased their sacrifices to Zilchus choosing to make their offerings to Velnius or more commonly Rao of the Flannae. Rao grew popular as his clerics preached peace among Oeridian and Flan; a peace that the kings and chiefs needed to build their new lands (see later).

THE GODS OF COMMERCE


ZILCHUS

OC

Power, Prestige, Influence

LN

M

G









Fharlanghn

OC

Horizons, Distance, Travel

N(G)

M

L


Celestian

OC

Stars, Space, Wanderers

N(G)

M

L









Kurell

O

Jealousy, Revenge, Thievery

CN

M

L









Rudd

OC

Chance, Good Luck, Skills

CN(G)

F

d

As the migrations slowed down, trade and commerce arose between the Oeridian tribes and between the Oeridians and the Flannae. Many merchants became rich with the coming of commerce. These newly rich merchants sought to emulate the manner of the ancient Oeridian nobility by offering sacrifices to Zilchus. As the years passed Zilchus came to symbolize the new prosperity and became the god of money and commerce, not kings. When the Great Kingdom extended it's sway over the Flanaess it's merchants followed and many became wealthy and powerful nobles of the Great Kingdom. The church of Zilchus spread throughout the Flannaess and many merchants of other lands also came to worship him.

Those merchants who organize the trade caravans, the mercantylers, make their offerings to Fharlanghn, to protect them on their journey, and also to his brother Celestian, to aid them in finding their destination. All merchants make offerings to Kurell (via his agents, the Thieves Guilds) to avert his (and their) attentions. Rudd, ever-smiling adventuress, is protege of Olidammara. Since her recent escape from Zagyg's magical prison in Castle Greyhawk she has become a popular patron for adventurers; and many merchants make offerings to her as the 'Lady of Luck', for good fortune in their business ventures (sometimes in preference to Kurell).

THE UNITED CHURCH


HEIRONEOUS

OC

Chivalry, Honour, Justice, Valour

LG

M

L









HEXTOR

OC

War, Discord, Massacre

LE

M

L









PHOLTUS

OC

Light, Resolution, Law

LG(N)

M

L









Delleb

O

Reason, Intellect

LG

M

L

In 0 AC the King of the Aerdi was crowned OverKing of the Great Kingdom and at the coronation the formal unification of four gods into one church was proclaimed: Pholtus of the Blinding Light, Delleb the Sage and the divine brothers Heironeous the Protector and Hextor the Conqueror.

Each of these four powers served served Zilchus when the Oeridians were still by the shores of the Dramidj. During the migration each suffered decline as the chiefs and kings turned away from Zilchus to Velnius or Rao. But as the migrations slowed each of these powers started to rise again when the found that their advice and service were still useful. As each church survived and grew to prosper again they each still remember their common origins together.

Pholtus was, under Zilchus, the patron of the king's law and justice. Delleb was patron of reason and intellect and he was worshipped by those in pursuit of higher knowledge. Hextor was the weapon striking at the king's enemies and his brother Heironeous was the shield defending the homelands from all foes.

The United Church had it's origins in the rise of the Kingdom of the Aerdi. As Aerdi grew more powerful it's kings started wars of conquest. The priests of Rao condemned this and censured Aerdi's Kings. Soon the kings of Aerdi turned to the worship of Hextor and Heironeous and made their offerings to the brother warriors to protect and aid them. As the Aerdi grew in power and size, the kings of Aerdi found the skills of the church of Pholtus and the knowledge of the church of Delleb useful in governing their kingdom. Finally when the king of Aerdi was crowned as the OverKing of the Great Kingdom, the four churchs formalized their relations between themselves and the new OverKing by joining together as the United Church. Together they established common churches and a common hierarchy.

As the Great Kingdom became the most powerful nation in Flanaess, the United Church became the most powerful church in the Flanaess. Many newly-made nobles in the lands of the Great Kingdom worshipped in the United Church. Soon the United Church had it's own lands: The Pale, Almor and Medegia.

The United Church defended the sancity of the Great Kingdom. The church aided those Overkings that enhanced and overthrew those who didn't. But as the Great Kingdom grew larger, the nobles of the kingdom began to fight among each other for the throne. The nobles learned how to play the four orders of the United Church off each other and gain what they wanted. Soon the United Church became just another tool in the hands of those who lusted after the throne.

In 213, the OverKing used followers of Hextor to launch a invasion of northern Keoland. The then leaders of the other three faiths thought the Great Kingdom needed instead to consolidate it's current lands, and censured the followers of Hextor. But the Hextori ignored this church censure and were even rewarded with their own lands, given by the Overking. This started a conflict between the OverKing, supported by the followers of Hextor, and the other three branches of the United Church. This schism never healed and for over three hundred years the United Church has been united in name only. Especially bitter conflicts are fought against each other by the followers of Heironeous and Hextor, whenever they meet but notably in wars between Nyrond and the Great Kingdom, on each side respectively; the followers of Pholtus tried to hold influence in the newly-independent western provinces but gradually lost out to St.Cuthbert; the followers of Delleb simply withdrew into their monasteries.

Under auspices of the mother church in Rauxes some of the followers of Hextor went west, in 513, to dominate the humanoids northeast of Furyondy and regain that kingdom for the OverKing. After the fall of Bone March to humanoids in 563, the mother church tried to order the withdrawal of the forces cooperating with the humanoids northeast of Furyondy to return, but with urging of Incabulos they refused and established the Horned Society.

NOTE: In the Great Kingdom one ways to tell the origins of a noble is whether he is adherent of Zilchus or a god of the United Church. Aerdi nobles that worship Zilchus usually inherited their title and fortune from a successful merchant ancestor and often have money invested in commerce; while Aerdi nobles following any branch of the United Church are usually descended from the original warrior nobles of the Aerdi and have their wealth in land and horses.



GODS OF THE FLANNAE


PELOR

FC

Sun, Strength, Light, Healing

NG

M

G


Beory

FC

Oerth Mother, Nature, Rain

N

F

G


Berei

FC

Home, Family, Agriculture

NG

F

L


RAO

FC/O

Peace, Reason, Serenity

LG

M

G


Allitur

FC

Ethics, Propriety

LG(N)

M

L


Zodal

FC

Mercy, Hope, Benevolence

NG

M

L


OBAD-HAI

FC

Nature, Wildlands, Freedom

N

M

L


NERULL

FC

Death, Darkness, Underworld

NE

M

G

The Flannae are the original inhabitants of Flanaess. Their culture stressed harmony with nature and the values of the warrior (much like the Celts). The major deities of the Flan pantheon, before the migrations, were: Pelor, his wife Beory, Obad-hai and Nerull. Rao at this time was the minor power of peace. Nerull, the dark lord of the Underworld, continually tried to destroy Pelor and take Beory for his own wife. The Flan religion consisted of a series of seasonal festivals led by the Druids. The religion had it's dark side: on the last day of Needfest, shortest day of the year, thirteen first-born children were selected as sacrifice to Nerull to appease his hunger and release the world from his cold grip.

When the migrations started many Flan communities were hard hit by the Oeridian and Suloise invaders, and many were driven back to the few areas they hold today (Tenh and other lands near the Griff Mtns, and parts of Geoff & Sterich west of Keoland). Those who remained became assimilated with the Oeridian settlers, and many Flan customs were thus adopted into the local Oeridian cultures.

The clerics of Rao became popular among the Oeridian kings and chiefs, who saw the worship of Rao as a chance to secure peace for their realms from the chaos of the migrations. Rao soon became a major power and beloved by many of the Oeridians. Rao elevated two Oeridians, Allitur and Zodal, to serve as examples of what the chieftains and kings may achieve in peace. This adoption of Rao by Oeridians caused the decline of Zilchus as the old god of their kings.

Naturally, the benevolent Pelor (known as Sol to the ancient Oeridians, Al'Asran to the Bakluni) is much-beloved by the common folk. It is said that 'his light shines on other worlds', and he is worshipped there also. However, in the Flanaess, his worship is bound together with the other deities of the Flan pantheon as a whole.

One Flan custom the Oeridians did not accept was the Needfest sacrifice. Appalled at this yuletide infanticide, the Oeridian kings banned it and forced the Flannae to end the practice. By the end of the migrations the Needfest sacrifice was no more in any of the previously Flan-held lands. This greatly angered Nerull, however, who forcibly begat a half-human, half-demon son Iuz, to whom he gave power and lands to wage war on the Flannae and Oeridians ever after.



GODS OF THE SULOISE

The migrations from their destroyed homeland separated the Suel peoples into several groups, and their gods have adapted to suit their needs in each area. Wee Jas is quite commonly revered throughout the Flanaess, though paired with Lendor only in the rare cases noted; Suel-descended barbarians of the frozen northeast take brawny Kord as leader of the gods, called the Jmarva; whereas in more civilized lands Phaulkon has inherited the right to rule. So different versions of the pantheon exist, though several of the same gods appear in each.

GODS OF ANCIENT SUEL


Lendor

S

Time, Tedium

LN

M

G


WEE JAS

S

Magic, Death

LN

F

G

The Suloise were the holders of the greatest empire Oerth has ever seen. This empire lasted until the Invoked Devastation, when the Baklunish Mages called down the Rain of Colourless Fire which turned it to the Sea of Dust. During the time of the empire the Suloise primarily worshipped two powers: Lendor and Wee Jas.

Lendor is known to us as the Lord of Time and Tedium, but to the Suloise he was their supreme power who ordained their empire. As he ordered the heavens the Suloise ordered their empire to his ideals of hard-work, perseverance, law and order.

Wee Jas was Lendor's wife/daughter. Those who studied higher knowledge and magic held her as their patron. She was also the judge of whether a Suloise's dedication to the empire was sufficient enough to merit entrance to heaven (if it wasn't, then the person would be reincarnated to serve the empire again).

Those Suloise who survived the Rain of Colourless Fire left their land in a great migration and settled throughout the Flannaess. In many lands they were absorbed into the Oeridian population, but in the Lendor Isles, Scarlet Brotherhood and the Thillonrian Peninsula the Suloise survived and prospered.

The orginal worship of Lendor and Wee Jas survived in two places: the Lendor Isles and the Scarlet Brotherhood.

The Scarlet Brotherhood are the last surviving remnant of the orginal Suloise empire. Their goal is the restoration of the Suloise empire. For hundreds of years they laboured in secrecy on the plateau south of Kro Trelep. In 573, with the Great Kingdom appearing to be in it's final decline, the Scarlet Brotherhood took over the plateau and surrounding lands and proclaimed the restoration of the Suloise Empire.

The Lendor Isles on the other hand was settled primarily of Suloise commoners. When they finally established their lands in the Lendor Isles they continued the practices their ancestors followed of worshipping Lendor and Wee Jas. This worship has evolved over the centuries, changing dedication to the empire into dedication to one's community.

Elsewhere, though Lendor is largely forgotten, modified worship of Wee Jas continues across many lands in her role as Steward of the Dead. Relatively benign, she does not oppose creation of undead, if the subject is willing, but insists the remains are obtained in a lawful manner. Her Jasidin followers may thus act as grave-keepers as well as litigants, judges, magical scholars and librarians.

THE OCCIDENTALI (Civilized Suel Gods)


PHAULKON

S

Air, Winds, Clouds

CG

M

L


Jascar

S

Hills, Mountains

LG

M

L


Osprem

S

Sea voyages, Ships, Sailors

LN

F

L


Xerbo

S

Sea, Water Travel, Money

N

M

L


Phyton

S

Beauty, Nature, Farming

CG

M

L


Lydia

SC

Music, Knowledge, Daylight

NG

F

L


Bralm

SC

Insects, Industriousness

N(L)

F

L









KORD

S

Athletics, Sports, Brawling

CG

M

I


Llerg

S

Beasts, Strength

CN

M

L


NOREBO

S

Luck, Gambling, Risk

CN

M

L









Syrul

S

Deceit, False Promises, Lies

NE

F

L


Pyremius

S

Fire, Poison, Murder

NE

M

L


Beltar

S

Malice, Pits, Deep Caves

CE(N)

F

L

The most civilized Suel migrants, such as the Rhola and Neheli clans who settled the Sheldomar valley region, believed the lawful rule of Lendor passed to his son Phaulkon at the fall of the Suloise Empire. Lendor retired, but Wee Jas remained as Steward of the Dead, and most others acknowledged Phaulkon as their king. Though there have been conflicts stirred-up by unruly chaotics, particularly Kord, against the lawful rule of Phaulkon (whose respect for individuality forgives them).

The pantheon is thus rather loose, with some deities keeping separate from their kin, notably the anti-social Beltar and Pyremius, and the suspicious Syrul.

THE JMARVA (Barbarian Suel Gods)


Vatun

S

Winter, Cold, Bravery

CN

M

L (G)


KORD

S

Athletics, Sports, Brawling

CG

M

G


Llerg

S

Beasts, Strength

CN

M

L


Bralm

SC

Insects, Industriousness

N(L)

F

L


Lydia

SC

Music, Knowledge, Daylight

NG

F

L


Phaulkon

S

Air, Winds, Clouds

CG

M

L


Phyton

S

Beauty, Nature

CG

M

L


Xerbo

S

Sea, Water Travel, Money

N

M

L









NOREBO

S

Luck, Gambling, Risk

CN

M

L









BELTAR

S

Malice, Pits, Deep Caves

CE(N)

F

L


Pyremius

S

Fire, Poison, Murder

NE

M

L


Syrul

S

Deceit, False Promises, Lies

NE

F

L

The Suloise-descended barbarians of the Thillonrian peninsula had a radical religious conversion from the lawful worship of Lendor to the chaotic worship of Kord. These exiled tribes endured the most difficult migration of all Suel folk and found land only in the cold, windswept mountains and fjords of the Thillonrian peninsula.

Many of these Suloise turned away from the worship of Wee Jas and Lendor to the worship of the darker powers of the Oeridians and Flannae, but most often they only trusted themselves and their swords. Soon many started to organize into clans, then tribes, for mutual protection. These barbarian Suel tribes briefly united under their god Vatun, 'Great God of the North', but when he was unfairly defeated and imprisoned by Telchur (the Oeridian winter-god) all unity ended.

For the next hundred years Suloise fought among each other for land and power in Rhizia (the name the Suloise gave for the Thillonrian peninsula). About 300 BC many skalds started spreading tales of Kord and the Jmarva and how Kord welcomed all warriors who died in battle to his hall in Gladsheim. Many of the Rhizians flocked to worship of Kord and the Jmarva; Llerg, Bralm, Lydia, Phaulkon, Phyton and Xerbo and by 200 BC practically all the Rhizians worshipped an aspect of the Jmarva.

The mountain backbone of Rhizia was the Corusk mountains and underneath the Corusks was an extensive underearth. The ruler of this realm, according to Rhizian tales, was the dark lady of the underearth, Beltar. Beltar and her minions Syrul and Pyremius first drove out Fortubo (the Suel Miner god, see below) and then warred constantly against the Jmarva for domination of the surface lands too. Many Rhizian tales are woven from the exploits of Rhizian heroes against Beltar.



BAKLUNISH GODS (Faiths of the Arabian West)


ISTUS

B

Fate, Destiny

N

F

G









Geshtai

BC

Lakes, Rivers, Wells

N

F

L









Xan Yae

BC

Twilight, Shadows, Stealth

N

F

L









Zuoken

BC

Physical and Mental Mastery

N

M

d









(Spirits)

B

Tiger, Wolf (etcetera)

*

*

*

The Baklunish religion revolves around the acceptance of fate, that no man may escape his fate. Fate is personified by the Baklunish as the goddess Istus, the lady of destiny and fate. This focus on Istus causes many Baklunish to be fatalistic about life. Many travellers will attest that most common phrase among Baklunish folks is "It is the will of Istus". This fatalism often causes the Baklunish to take more risks and to be more militant than other cultures in the Flanaess.

Istus became the dominant religion of the Baklunish after the Invoked Devastation. The destruction that was caused, and the struggle to rebuild against the magical chaos that persisted after the Invoked Devastation caused the Baklunish to embrace Istus.

Many of the Baklunish do not actively pursue worship or service of Istus, because they view her as a callous and uncaring goddess. This tends to make the Baklunish appear not particularly religious to outsiders. However anyone born in Baklunish culture is always concerned with his fate and will work to ensure his fortune. Truly, to one born in Baklunish lands, no one escapes the will of Istus.

One of the other effects of Istus's influence on Baklunish society is the flourishing of scholarly arts. Those who study the scholarly arts and the ways of magic are in great demand. The rulers and merchants come to them seeking knowledge of what future that Istus has for them.

Istus does have clerics and 80% of these are female. Society in Baklunish lands is traditionally male dominated. This stems from the earliest days and was a part of Baklunish culture even before the Invoked Devastation. Women are regulated to a lower social class than their male counterparts and are given less rights. However Istus would accept any into her service and many women joined. Service to Istus became even more popular among women when it was discovered that Istus treated all who served equally and many women were in positions of power. Men feared Istus for her power over their fates and thus followed the dictates of her priests (even if they were women).

Istus is not the only power worshipped in Baklunish society; others found favour by men desiring to gain some measure of control over their fates.

Zuoken is a demi-power who preaches that if one controls his body and mind, then he will gain control over his fate. The followers of Zuoken are called the Followers of the Way. The Followers of the Way made their appearance about 200 years ago in Baklunish Society. They developed methods and techniques that lead to the development of the unarmed martial arts. Also there are rumours that their disipline of the mind is becoming so great that they are able to affect the world and others with the power of their mind alone.

Xan Yae is an older minor power from one thousand years ago (the time of the Invoked Devastation). The followers of Xan Ye believe that all men are predestined by fate. But, unlike followers of Istus, she preaches that the only way to deal with fate is to laugh at her face and take as much of life as one can. Xan Yae is the patron of thieves throughout Baklunish Society.

Geshtei was one of the myriad powers that the Baklunish worshipped before the Invoked Devastation. Geshtei is the only such power to survive the coming of Istus to the homelands. These powers were associated with places and elemental forces. Geshtei is the patron of Lakes, Rivers, and Wells, and his clerics protect oasis wells, local lakes, and rivers from those who wish to possess or pollute them. Geshtei survived because much of the southern Baklunish lands are in areas where there is very little water. To this day Baklunish caravan masters and the Paynim nomads give thanks to Geshtei when they reach an Oasis.

The Tiger and Wolf Nomads revere other spirits of the old Baklunish that survived. The shamans among the nomads protect the tribe from the spirits and try to enlist their aid when the tribe needs help. During their migration the shamans of the Tiger Nomads made a great sacrifice to the spirit of the Tigers to protect their people for all times. The shamans of Wolf Nomads also performed a great sacrifice, but to the spirit of the Wolves. Today both tribes greatly honour their guardian spirit.



NEW GODS

THE UNCARING GOD


Boccob / Al'Azrad

C

Magic, Arcane Knowledge

N

M

G


Zagyg

C

Occult Studies, Insanity

CN(G)

M

d

Boccob (known to the Baklunish as Al'Azrad, a servant of Istus) became known around 100 CY at the height of the Great Kingdom. The cosmopolitan society that existed then had many secret societies delving in all aspects of magic and knowledge, both dark and good. The earliest societies existed by 25 CY and many were founded by 50 CY.

By 100 CY many secret societies accumulated enough knowledge about each other that it became obvious that a previously unknown power was aiding all of them. The various societies became frantic at the knowledge that someone or something was manipulating them all. So in 108 CY many secret societies met in convocation to discover who this power was. There, Boccob revealed himself. What transpired is not generally known, but it was at this convocation that the formal organization of the various Wizard Guilds existing today throughout Flanaess was established.

Zagyg the Mad Arch-Mage was ruler of the City of Greyhawk in the middle of the fourth century and was one of the most successful Greyhawk rulers. He was also the foremost mages of his day and also one of the most eccentric people ever seen in Flanaess.

His accession to divinity came soon after his imprisonment of Iuz in 363. Since then his appeared several times as an agent of Boccob wherever great threats to mages arose. Despite his ascent to divinity Zagyg is still noted for his eccentric behaviour.

THE CIRCLE OF JOY


Lirr

C

Prose, Poetry, Art

CG

F

L


Myhriss

C

Love, Beauty

NG

F

L


Olidammara

C

Music, Revelry, Roguery, Wine

CN

M

L

These three powers rose to prominence during the 100's during the height of the Great Kingdom. They spread from city to city in the Great Kingdom to become the universal patron of their respective arts.

Lirr: She is the lady of prose, poetry, and art. She is the patron of thespians throughout Flanaess. Her favour guarantees a great play, poem, painting, or prose.

Myhriss: She is the lady of love and beauty, she the patron of courtesans throughout Flanaess. Note: Courtesans are not your average brothel ladies. They are considered as private entertainers and called on to perform in a variety of arts. Use Geishas as a model for these courtesans but with a more western slant.

Olidammara: He is the lord of Music, and Revelry, he is patron of Harpers throughout Flanaess. He is the 'Laughing Rogue', known for tricks and jokes.

The three churches work together to help all member of the arts. They build hostels, provide training, food, locate patrons, etc. Note: These hostels are found everywhere in Flanaess. Any thespian, harper, or artist, may find shelter, food, and some contacts at these hostels. You don't have to be formally guilded but the clerics know when they are being taken advantage of. When that happens the jesters are called in.

DEFENDERS OF ARBOREA


EHLONNA

C

Forests, Flowers, Meadows

NG

F

L


Trithereon

C

Individuality, Liberty

CG

M

L

Trithereon and Ehlonna appeared in the 3rd Century during the withdrawal of the Great Kingdom from western Flanaess. At that time the lands around the Gnarly Forest, Verbobonc, Dyvers, and the Wild Coast, suffered greatly from the attacks of humanoids from the Lortmil mountains. These attacks started when the humanoids found that newly formed kingdoms could not resist them as well as the legions of the Great Kingdom had.

Ehlonna “Of the Forests” gave sanctuary to all those who fled to her refuges, and a home for those who lost their own. She appeared sheltering people who were driven from their lands by lords of the Great Kingdom. When humanoids attacked, Ehlonna provided shelter to those forced to flee from them. (Elves know her as Ehlenestra and to them she appears differently, as a fair-haired richly-clothed princess).

Trithereon, “The Summoner”, appeared as the new nations' defender, striking out to free the people from oppression, and taking vengeance on their oppressors. In early days, the followers of Trithereon struck against those lords who sought to carve petty baronies from the remnants of the Great Kingdom. When the humanoids of the Lortmils and other wild lands also began attacks, the followers of Trithereon fought against them as well, including Sir Tolwar of Kendra.

Together with their clerics, they fought back at the humanoids for over two hundred years until fifty years ago. Then, at the battle of Emridy Meadows, they and their allies shattered the humanoid hordes of Elemental Evil. Today their clerics keep a watchful eye on the Pomarj and other borderlands, guarding against more humanoid incursions.

SAINT CUTHBERT


St. CUTHBERT

C

Wisdom, Dedication, Zeal

LG(N)

M

L

Cuthbert was a man, born in Ferrond (as Furyondy was known as under the Great Kingdom) in 232. He became a cleric of Pholtus when he was young man. When Furyondy revolted in 250, the west Flanaess was engulfed in war. Cuthbert went west to recover some artifacts for the church of Pholtus, but instead got caught up in defending the young kingdom of Furyondy from turmoils of the time.

Cuthbert rose in the councils of the kingdom, he was a man who was respected throughout Furyondy. In 280, Iuz killed the King of Furyondy and started to invade the kingdom. Cuthbert rallied Furyondy and in 281 faced Iuz in single combat. With mighty blows of his cudgel Cuthbert wounded Iuz and caused him and his army to flee. But the wounds Cuthbert took in battle proved to be deadly and he died.

In the succeeding years Furyondy honored his memory and people found that his name could grant power. By 300 the church of St Cuthbert was established and had spread throughout the central and western Flanaess. In the beginning the followers of St. Cuthbert was a sect in the church of Pholtus. By 350, the followers of St Cuthbert outnumbered all the other sects of Pholtus in the western and central Flanaess.

In 400 the followers of St Cuthbert broke away from the church of Pholtus. They were disgusted with the involvement of the mother church in politics and so resolved to build a new church around the teachings of St Cuthbert. The King of Furyondy supported the new church and granted it lands in what is now known as Veluna.

During the Little War the Church of St Cuthbert was in the forefront of the defence of the Kingdom of Furyondy. In gratitude the King granted the entire land of Veluna to the church.

GODS OF THE EVIL EMPIRE OF IUZ


INCABULOS

C

Evil, Plagues, Nightmares

NE

M

G









Iuz

FC

Oppression, Deceit, Pain

CE

M

d

When the Oeridian kings banned the Flann custom of Needfest human-child sacrifices, the god Nerull was greatly angered. In vengeance he begat a demonic cambion son, called Iuz (contrary to rumour, not the son of Orcus) and set him up as a power with his own lands to wage war against the Flannae and the Oeridians.

Iuz was a threat in the early years of his existence, but the rise of the Great Kingdom limited his power to his own borders. But by 350's much of the western Flanaess was in chaos as the Great Kingdom withdrew eastward. Taking advantage of the young Kingdom of Furyondy's wars with Keoland, Iuz released his armies. Soon his forces were on the shores of the Nyr Dyv, threatening to cross the Velverdyva and take the city of Greyhawk. Zagyg of Greyhawk organized a force and marched to Dorakaa. In 363 Zagyg defeated Iuz in magical combat and imprisoned him in the catacombs beneath Castle Greyhawk. It would be over 200 years before Iuz was freed from this imprisonment.

While Iuz was in Zagyg's prison, rulership of the lands of Iuz (now also known as Iuz, the name of their former ruler) collapsed in an orgy of bloodshed. After thirty years of infighting between factions of various daemons and evil godlings, followers of Incabulos, the Evil One, finally took power in Dorakaa and ruled the land.

Throughout the next 200 years Incabulos priests maintained a slender grip on power in the land of Iuz. This was their divine master's choice, Incabulos preferring the instability which fostered the evil plagues, sickness, famine, drought and other nightmarish disasters in which he delights. Normally forced into secrecy for fear of persecution, in the lands of Iuz clerics of Incabulos could now openly raise Temples of the Evilsent from which to spread his blight and woes across the world.

The demigod Iuz was freed from his long imprisonment in 570. Upon return to his lands, Iuz had to contend with the followers of Incabulos and other daemons who had seized control. Iuz, 'The Old One', schemed and battled against Incabulos priests for the ruined city and it's lands until 572, when his plans finally defeated the enemy armies. Surviving priests of Incabulos were forced to flee, scattering across the entire Flanaess – suspiciously, a situation not displeasing to the Evil One. A few short years later (circa 576), 'Old Wicked' Iuz has now reorganized his land and forces and may be ready to march forth in conquest once again...

NOTE: Fearing possible plots to overthrow him by vengeful priests of Incabulos, Iuz is paranoid of spies and assassins even in his own capital city of Dorakaa.

THE MINER GODS


Ulaa

C

Hills, Mountains, Gemstones

LG

F

G


Bleredd

C

Metal, Mines, Smiths

CN

M

L









Fortubo

S

Stone, Metals, Mountains

LG(N)

M

L

The origins of Ulaa is shrouded in history. In the days during the migrations many villages near the mountain were open to be prey upon by evil forces emerging from the Underearth. In their most darkest hour those villages would be aided by Ulaa and the evil forces pushed back into the Underearth. To this day the aims of Ulaa and her clerics are mysterious. All that is known is that if a village is in peril from those who dwell in the Underearth, Ulaa will take an interest and aid the village.

With the coming of Ulaa a popular mythology grew about her and her heroes and one of the greatest, was the saga of her husband Blerred. Blerred was a human miner of great renown who fell in love with Ulaa. After a great quest to win her heart, Ulaa married Blerred. While Ulaa takes an interest in defeating the dwellers of the underearth, Bleredd takes an interest in protecting those who work the earth and its treasures. Almost every mine and smithy throughout the Flanaess has a shrine to Bleredd and a tale of him saving the local miners.

Originally a member of the Suel pantheon, as their god of mining and mountains, Fortubo abandoned the Suloise in disgust due to the machinations of Beltar the Dark Mother. Fortubo now favours dwarves above any other race, and has relatively few human worshippers. He is a close ally of Moradin and other good dwarven deities, and Heironeous considers him an ally. He is a particular foe of the evil underworld god Diirinka.



OTHER GODS OF SIGNIFICANCE

*

Dwarf Pantheon: Moradin, Berronar, Dumathoin, Clanggedin, Vergadain, Abbathor

*

Elf Pantheon: Corellon Larethian, ?

*

Yondalla

*

Garl Glittergold

*

Gruumsh

*

Vecna



Footnotes:

National racial stocks are given as, for example, “Keoland – SOf”, meaning: primarily Suel, admixed strongly with Oeridian, and a weak Flan strain.

Keoland is thus interpreted to have the Civilized Suel pantheon (headed by Phaulkon, with Wee Jas et al), plus the major Oerid gods (Velnius etc, and Zilchus) and the Flan deities fronted by Pelor, with Ehlonna revered by common folk in wooded border areas and normally Heironeous of the 'United' Church by the nobility.

The Hold of the Sea Princes, by contrast, has the same racial mix (SOf) but the nautical deities of the pantheon Osprem and Xerbo will certainly be much more prominent. With the nation's fractured political situation, the disruptively chaotic Kord is likely popular and the dubious local ethics also favour Norebo and Syrul (not Ehlonna or Heironeous/United Church). Perhaps the area's few Flan holy sites may even emphasize Nerull the Reaper more than benevolent Pelor...

The Principality of Ulek is noted as having “(SO)” human stock, meaning a thorough mixing of the Suel and Oerid races; however more than half the population there is actually dwarven (plus other diminutive demi-humans). The local ethos is Lawful/Good, so the nation's humans will favour the civilized Suel gods Jascar, Osprem, Wee Jas and perhaps Bralm (chaotic Phaulkon less so, though still revered as their ruler) with the peasantry following the Oeridian Velaeri under Velnius and calling on Zilchus as they vie for trade (with dwarven merchants of Vergadain). The Principality's nobility being dwarven, Moradin and his divine kin fill prominent roles, not Heironeous or any United Church deities. Some dwarves likely worship Fortubo, and humans/halflings of the forested borders Ehlonna and/or Yondalla.

(From original at http://home.earthlink.net/~wilderlands/greyhawkgods.html by Rob Conley, adapted by SJWells)

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