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List of Greyhawk deities
List of Greyhawk deities
from Wikipedia

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

A

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Al'Akbar

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Al'Akbar is the Baklunish demigod of dignity, duty, faithfulness, and guardianship. His symbol is a cup and eight-pointed star, images of the legendary Cup and Talisman that now bear his name. Al'Akbar is subordinate to the other Baklunish gods, remaining a mere demigod out of respect for them. His faithful oppose the sadistic elemental cults of Ull. Al'Akbar is allied with Heironeous. Al'Akbar's priests use the Cup and Talisman as metaphors for the good life, urging their flocks to be vessels of kindness and emblems of devotion.

Al'Akbar was the most exalted high priest in what are now the lands of the Paynims. After the Invoked Devastation, during that time of misery and suffering, he was given the Cup and Talisman by Al'Asran to help heal his people's ills and return them to the traditional Baklunish faith. Al'Akbar founded the city of Ekbir and, for the last decade of his mortal life, ruled the nation of Ekbir as the first of its caliphs. Eventually he had a mosque to himself built and allowed his followers to call on his name in their prayers. Soon after, he ascended to the heavens to take his place among the gods. Al'Akbar is revered primarily in Ekbir, Ket, the Plains of the Paynims, Tusmit, and Zeif.

“Akbar” was first mentioned in The Strategic Review #7, wherein Neal Healey described The Cup and Talisman of Akbar [sic], and associated them with worship of Allah without mention of whether “Akbar” (Arabic for “greater”/“greatest”) was a person, place, or descriptor.[1]

Allitur

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Allitur is the Flan god of Ethics and Propriety. His holy symbol is a pair of clasped hands. Allitur was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Allitur is depicted as a Flan man riding a horse, Keph, who never tires. Allitur's realm is Empyrea, The City of Tempered Souls. Empyrea sits on the edge of a cold, clear mountain lake on Mount Celestia's fifth layer, Mertion. The many healing fountains and curative waters in Empyrea can restore withered limbs, lost speech, derangement, and life energy itself; those who ail need only find the right fountain. Empyrea is also known for its healers and hospitals, and many a pilgrim seeks to reach this legendary site of perfect health. Allitur teaches respect and understanding for laws, rituals, and other cultural traditions.

Atroa

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Atroa (ah-TRO-ah) is the Oeridian goddess of Spring, East Wind, and Renewal. Her holy symbol is a heart with an air-glyph within, or a kara tree full of ripe, red fruit. Atroa was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Atroa appears as a fresh-faced blonde woman, often with an eagle perching upon her shoulder. With her sling Windstorm, she can strike the most distant foe, and with Readying's Dawn, her spherical glass talisman, she is able to melt all ice in sight. Atroa's realm, the Grove of Perpetual Spring, is in the layer of Brux in the Beastlands. She is also thought to spend time in the realm of Morninglory in Elysium. As Goddess of Spring, Atroa is the invigorating breath that awakens the world from its slumber. She gives the world new love and new life, renews old friendships, and plucks the heartstrings of lovers, travelers, and poets.

Azor'alq

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Azor'alq is the Baklunish hero-deity of Light, Purity, Courage, and Strength. His symbol is an armed man standing atop a stone summit. Azor'alq is a tall, handsome warrior with a dark complexion. He wears fine chain mail and his helm is topped with peacock feathers. His long curved sword, of elven make, is known as Faruk. Azor'alq is a member of the Baklunish pantheon. In the past, he has been a foe of the demon lords Munkir and Nekir. Azor'alq's sanctum can be entered through the highest peak in the Pinnacles of Azor'alq. There he dwells with his ancient paladins, the Thousand Immortals.

B

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Beltar

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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.

Beory

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Beory is the Flan goddess of the Oerth, Nature, and Rain. She is also known as the Oerth Mother. Her symbol is either a green disk marked with a circle or a rotund, female figurine. Beory was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Beory is considered to be a manifestation of the Oerth itself. She does not care for anything else, and mortals or other deities only concern her if they threaten the Oerth. She is distant even from her own clerics, who wander the earth to experience the different parts of the world. They spend their time communing with nature and often associate with druids.

Berei

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Berei is goddess of Agriculture, Family, and Home. Her holy symbol is a sheaf of wheat stalks. Berei was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Berei is depicted as a brown-skinned, kindly-looking woman carrying a sickle. Berei can most often be found in the first layer of Elysium, in the realm of Principality. Berei tries to strengthen the ties of family and community, and urges care in the planting of crops.

Berna

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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 Touv pantheon, which also includes the gods Katay, Kundo, Meyanok, and Vogan. Berna is now the patron of all small emotions, both positive and negative. She also represents the forgiveness of wrongs.

Berna is named for a college friend of Sean K. Reynolds's named Bernadette.[3]

Bleredd

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Bleredd is the Oeridian god of Metal, Mines, and Smiths. His holy symbol is an iron mule, as sturdy and patient as himself. Bleredd was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Bleredd is the one who originally taught the Oeridians iron-working. He is a pragmatic sort, preferring work to idle talk. He created many of the artifacts used by his family, including his hammer of thunderbolts, Fury, and his wife's hammer Skull Ringer. In Bleredd's creed, the gifts of the earth exist to be taken and used to create practical works. Bleredd's followers are expected to be strong of body and will. Bleredd encourages the free flow of information; the knowledge of smithcraft should never be hoarded, but taught freely to anyone with a talent for it. Those who are miserly in sharing what they have learned ought to be punished.

Boccob

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Boccob is the god of magic, arcane knowledge, balance, and foresight. He is known as the Uncaring, the Lord of All Magic, and the Archmage of the Deities. All times and places are open to him, and he has visited many alternate realities and planes unknown to the wisest of sages, places even the Elder Evils avoid. His symbol is an eye in a pentagon; usually this is worn as an amulet. Boccob was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #70 (1983).[4] Boccob is usually portrayed as a middle aged man with white hair who wears purple robes decorated with golden runes. He is described as carrying the very first staff of the magi with him at all times. In addition, he knows every spell ever created and can travel to any time and dimension. He is the possessor of the only magical library that contains a copy of every potion, spell, and magic item in existence.

Bralm

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Bralm is the Suel goddess of Insects and Industriousness. Her symbol is a giant wasp in front of an insect swarm. Bralm was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[5] Bralm's realm, known as the Hive Fortress, is in the Infernal Battlefield of Acheron, in the layer of Avalas. Bralm teaches that everyone in society has their proper position that people are obligated to master even if they don't understand their importance in the greater scheme. She instructs her followers to obey those with higher social positions and greater knowledge. She urges contentment in hard labor, and compares her followers to insects in a hive.

Breeka

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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.

C

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Celestian

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Celestian is the god of Stars, Space and Wanderers. His symbol is a black circle set with seven stars. His color is black. An Oeridian god, he is called the Far Wanderer, and is brother to Fharlanghn. It is said that the two followed similar but differing paths. Celestian is Neutral Good, but his worshipers may be any alignment of good. Celestian was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #68 (1982).[6] Celestian encourages his followers to wander far from home, just as the stars do. Astrology is as much a part of Celestian's faith as astronomy is, and his worshippers are encouraged to discover the secrets within the patterns of the stars and other celestial bodies.

Compare Celestian to the Roman god Caelus, especially in his form as Caelus Nocturnus. The names Celestian and Caelus both derive from the Latin word caelum meaning "sky" or "heavens".

Charmalaine

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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 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.

Cyndor

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Cyndor is the Oeridian god of Time, Infinity, and Continuity. His symbol is a rounded hourglass set on its side, much like the symbol for infinity. Cyndor was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Cyndor is depicted as a towering, featureless humanoid with powerful block-like limbs. This form symbolizes the inevitability of time itself. Cyndor directs Merikka in her tasks. It is thought that Tsolorandril is his servant. Cyndor's faithful believe in predestination. All time, for them, is a path along a lifeline that Cyndor has already foreseen. Cyndor directs a small group of mortal chronomancers known as the Guardians of Infinity. Their duty is to defend Oerth's timestreams from interference or damage by outside forces. Cyndor is also served by temporal dogs, time dimensionals, and more exotic beings.

D

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Daern

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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'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 near Rel Deven.

Dalt

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Dalt is the Suel god of Portals, Doors, Enclosures, Locks, and Keys. His holy symbol is a locked door with a skeleton key beneath it. Dalt wanders the Outlands, having no permanent realm of his own. Dalt is depicted as either a white-haired old man with piercing eyes or as a young red-haired thief. Dalt is a lesser deity, almost forgotten on the world of Oerth but slowly gaining more followers. He is primarily worshipped by the Suloise people in the southeastern Flanaess.

Damaran

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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" coterminous with the realms of the Touv, a somewhat hypothetical realm.

Daoud

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Daoud is a hero-deity whose ethos is Humility, Clarity, and Immediacy. The symbol of Daoud appears as a multi-colored cloth patch or a tangle of yarn, having seven threads consisting of one thread for each color in the spectrum, and extending upwards from the bottom. He usually appears as a leather-skinned old man whose brows are dark and heavy. Daoud has black, piercing eyes. His clothing is simple and worn, like that of a shepherd, with a turban around his head, and he carries a staff. Daoud urges his followers to seek both the good and fortune to unravel every thread of destiny. His followers strive to find contentment only with whatever Fate allows and demands from them. His followers are able to cut through lies using sharp words.

Delleb

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Delleb is the Oeridian god of Reason, Intellect, and Study. His symbol is a phoenix-feather quill, or an open book. Delleb was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Delleb's realm, the Great Library, is in Solania, the fourth of the Seven Heavens. Solania is a place with many scholarly hermitages and monasteries hidden atop high, steep peaks. Delleb's order teaches that the purpose of existence is the accumulation of knowledge, although they are careful to remind others that this does not supersede the sanctity of life.

E

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Earth Dragon

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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.

Ehlonna

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Ehlonna is the goddess of Forests, Woodlands, Flora, Fauna, and Fertility. Ehlonna is known to the elves as "Ehlenestra." Her holy symbol is a rampant unicorn or a unicorn's horn. Ehlonna was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #68 (1982).[6] Ehlonna is variously depicted as an elven or human woman, and often associates with unicorns and other sylvan creatures. Deep within the Beastlands layer of Krigala is the Grove of the Unicorns, a realm she shares with the like-minded goddess Mielikki. Ehlonna teaches that the animals and plants of the forests are gifts, and are not to be stolen. She is often the goddess of rangers and druids and opposes hunters and anyone who would exploit the land for fun or profit.

Erythnul

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Erythnul is the Oeridian god of hate, envy, malice, panic, ugliness, and slaughter. He is known as the Many, and is worshipped by many gnoll, troll, ogre, and bugbear tribes, in addition to humans. His symbol is a red blood drop, or a bestial mask representing Erythnul's changing visage. Erythnul was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #71 (1983).[7] Erythnul is called the Many, because in battle his features continually shift from human to bugbear to troll to ogre to gnoll and back to human again. His spilled blood transforms into similar creatures. Erythnul delights in panic and slaughter. He can spread fear through his eyes.

F

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Fharlanghn

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Fharlanghn, the Dweller on the Horizon, is the Oeridian god of Horizons, Distance, Travel, and Roads. He is a well-known deity on the world of Oerth. He wanders that world in person, his petitioners present in spirit form at crossroads and in mysterious oases. His symbol is a disk with a curved line representing the horizon, and an upturned crescent above that. He is the brother of Celestian, and is said to make his home on Oerth. Fharlanghn was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #68 (December 1982).[8] Fharlanghn appears as an elderly man. His skin is wrinkled and weathered, but his green eyes sparkle with life. He wears unremarkable, travel-stained clothing of leather and unbleached linen. He carries the Oerth Disc, a magical version of his holy symbol. Fharlanghn insists that everyone travel in order to discover and learn new things. He urges people to look to the horizon for inspiration.

Fortubo

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Fortubo is the god of Stone, Metals, Mountains, and Guardianship. Originally a member of the Suel pantheon, Fortubo abandoned the Suloise upon discovering that the Suel were behind the creation of the derro. Fortubo now favors dwarves above any other race, and has relatively few human worshippers. Fortubo's holy symbol is a warhammer with a glowing head, though any hammer will serve. Fortubo was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[5]

G

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Gadhelyn

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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. 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.

Gendwar Argrim

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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 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.

Geshtai

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Geshtai is the Baklunish goddess of Lakes, Rivers, Wells, and Streams. Her symbol is a waterspout. Geshtai was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Geshtai is depicted as a young Baklunish woman carrying a clay jug. She stands in a pool of water with Gumus, her fish companion.

H

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Heironeous

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The holy symbol of Heironeous

In the World of Greyhawk campaign setting and the default pantheon of deities for the third edition of Dungeons & Dragons, Heironeous is the Lawful Good Oeridian god of Chivalry, Justice, Honor, War, Daring, and Valor. His clerics' domains are usually Glory, Good, Inquisition, Law, and War. His holy symbol is a silver lightning bolt, often clutched in a fist.

Heward

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Heward is the god of Bards and Musicians. Heward is notable not only for his musical prowess, but also for his technological skills.

Hextor

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Hextor is the Oeridian god of war, discord, massacres, conflict, fitness, and tyranny. Hextor was created by E. Gary Gygax, and was first detailed for the Advanced Dungeons & Dragons 1st Edition game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #67 (1982).[9] Hextor is often depicted as a hideous, gray skinned, six-armed humanoid bearing two large tusks jutting from its lower jaw wearing armor clad with skulls. He wields a weapon in each hand: a spiked flail, a battle axe, a battle pick, a longsword, a mace, and a falchion. His other form is that of an athletic young male, with dark hair and light skin. Hextor's realm is the citadel of Scourgehold on the plane of Acheron.

I

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Incabulos

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Incabulos is the god of plagues, sickness, famine, nightmares, drought, and disasters. His unholy symbol is the magic icon called the "Eye of Possession," a green eye in a red diamond. Incabulos was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #71 (1983).[7] Incabulos's appearance is said to be absolutely terrifying: a deformed body, skeletal hands, and a face from the worst nightmare. Incabulos hates all other gods except for Nerull, the death-god who finishes the work Incabulos starts. Incabulos regards him with total indifference. Incabulos's realm, known as Charnelhouse, is located on the first layer of the Gray Waste, Oinos.

Istus

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Istus is the goddess of Fate, Destiny, Divination, and the Future. She is known as the Lady of Our Fate and the Colorless and All-Colored. Her symbol is a golden spindle with three strands.

Iuz

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Iuz (pronounced YOOZ, EE-uz[10] or EYE-ooze[11][12]) is the chaotic evil demigod of Deceit, Evil, Oppression, Pain, and Wickedness. Iuz is variously called "The Old One" and "Old Wicked," among other titles. Unlike most Greyhawk deities, Iuz makes his home on Oerth, where he rules a broad swath of the Flanaess known as the Empire of Iuz. Iuz was also named as one of the greatest villains in D&D history by the final print issue of Dragon.[13] His symbol is a grinning human skull, or a human skull with blood-red highlights. Iuz was created by E. Gary Gygax in his early Castle Greyhawk sessions in which Robert J. Kuntz's character, Robilar was responsible for releasing nine demi-gods. Iuz emerged as one of these demi-gods.[14]

J

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Jascar

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Jascar is the Suel god of Hills and Mountains, first detailed in the World of Greyhawk Fantasy Game Setting.[2] His holy symbol is a snow-capped mountain peak. Jascar appears as a muscular human male with a dark beard and breastplate of shining silver. He lacks the color and features of the Suel race, despite his origins. His visage is said to strike terror into the hearts of goblins and orcs. He is sometimes depicted as a pegasus or a horse. He wields a great hammer, which is the bane of all undead. Jascar is the brother of Fortubo, and a close ally of Phaulkon. He is the sworn enemy of Beltar. Jascar associates little with other gods, who see him as driven and aloof.

Johydee

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Johydee is the Oeridian goddess of Deception, Espionage, and Protection. Her sacred animal is the chameleon. Her symbol is a small stylized mask of onyx. Johydee can take any form, but usually appears as a young woman with grey eyes and honey-blonde hair. Though she comes off as mischievous and flighty, this is little more than a mask to hide her true intentions. Her allies are few, and she never sides with evil. Followers of Johydee are urged to protect themselves with many layers of deception, keeping their true intentions hidden from the knowledge of their enemies, and to know more of their foes than their foes know of them. They are taught to judge well the time to strike and the time to flee. They are also expected to help those they are sworn to protect.

Joramy

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Joramy (also called the Raging Volcano and The Shrew) is the goddess of fire, volcanoes, wrath and anger. She is neutral, and even tending towards Neutral Good. Her holy symbol is a stylized volcano or pillar of flame.

K

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Katay

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Katay is the Touv god of decay, inevitability, order, and time. His symbol is a copper disk. Katay is the inventor of the Touv Calendar, and records all events on a metallic wheel given to him by Xanag. Katay is depicted as an elderly man with young eyes, wearing a decaying animal pelt and carrying a great copper disk inscribed with Touv runes. Katay is the son of Breeka, born without a father.

Kelanen

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Kelanen is the hero-deity of Swords, Sword Skills, and Balance. Possibly the most popular hero-deity in the Flanaess, Kelanen's symbol is nine swords arrayed in a star shape, points outward.

Keoghtom

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Keoghtom is the hero-god of Secret Pursuits, Natural Alchemy, and Extraplanar Exploration. His symbol is a round disk, bisected by an upward-pointing arrow.

Keptolo

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Keptolo (kep-toe-low) is the drow deity of drow males, expressed in flattery, intoxication, rumor, and opportunism. His symbol is a stylized mushroom, which symbolizes intoxication and male fertility. He is intelligent, stylish, and exquisitely decadent; in all ways he is the ideal of the upper class male drow. His typical appearance is that of a young dark elvish noble, dressed in elegant silks of red, purple, jet black, and amber hues. He carries on his person a thin and elegant poniard and longsword, and in combat he wields them both simultaneously. Alternatively, he may be dressed as if for a hunt, wearing a velvet cloak and carrying an expensive crossbow. Keptolo is the consort of Lolth. He is polite and unctuous to Kiaransalee and Vhaeraun, but insincere in his flattery. He despises Zinzerena, who tricked a portion of his power from him in order to empower her own ascension.

Kord

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Kord is the Suel god of Athletics, Sports, Storms, Brawling, Strength, and Courage. His symbol is an eight-pointed star composed of spears and maces. Kord is depicted as a hugely muscular man with a red beard and long red hair. He wears a fighting girdle made from a red dragon's hide, gauntlets from a white dragon's hide, and boots from a blue dragon's hide. He wields the greatsword Kelmar in battle. Kord is sometimes depicted by his urbanized faithful as a more civilized athlete or wrestler. He is the son of Phaulkon and Syrul, and the grandson of Lendor. He is a foe of dragonkind, especially lawful evil dragons. Kord's favorite heralds are titans. His allies include eladrin and huge earth elementals. Kord is the most popular of Suel deities, and his followers are found throughout the Barbarian States of the Thillonrian Peninsula, northern Ulek, Keoland, Almor, Aerdy, Hepmonaland, the Amedio Jungle, Lendore Isle, and in the Bandit Kingdom city of Alhaster. Kord was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax He was further detailed by Lenard Lakofka in Dragon #87 (1984), in the article Gods of the Suel Pantheon.[15] He would go on to appear in 2nd and 3rd edition Dungeons and Dragons.

Kundo

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Kundo is the Touv god of building, noise, music, and defense. His symbol is an ornate but functional shield or breastplate. Kundo is the union of storm and metal, a loud and boisterous guardian god obsessed with building and construction. He is the sound of metal on metal, or the roar of the summer rains on the roofs of shelters, or the happy songs sung by those who build and protect. He is depicted as a laughing Touv man carrying a great shield and a cluster of saplings. Kundo is the son of Xanag, goddess of metals, and Vogan, god of rain and storms. Xanag's beauty entranced Vonag.

Kurell

[edit]

Kurell is the Oeridian god of Jealousy, Revenge, and Thievery. His holy symbol is a grasping hand holding a broken coin, fingers pointed upwards.[citation needed]

Kuroth

[edit]

Kuroth is the Oeridian god of Theft and Treasure-Finding. Kuroth's symbol is a gold coin bearing the image of a key or a quill. Kuroth appears as an Oeridian man with a fancy mustache and medium-length black hair. He is occasionally accompanied by a ferret. Kuroth was sponsored to godhood by Olidammara. Kuroth's priests prefer daggers and rapiers.

Kyuss

[edit]

Kyuss (pronounced "Kai-uhs" /ˈk.əs/) is a demigod concerned with the creation and mastery of the Undead. Known as the Bonemaster, the Wormgod, the Worm that Walks and the Herald of the Age of Worms, his symbol is a skull erupting with writhing green worms.

The sons of Kyuss, later referred to as spawn of Kyuss, were an iconic monster in the Dungeons & Dragons roleplaying game before the story of Kyuss was fleshed out. Kyuss was described as "an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity" within their creature entry in the first edition Fiend Folio (1981).[16] Kyuss is a lich in the adventure accompanying the album First Quest: The Music (1985).[17] Hints at Kyuss's origins were added in the adventure Rary the Traitor (1992), when sons of Kyuss were said to be contained in the Necropolis of Unaagh, a cursed city of Sulm inhabited by undead. This was made more conspicuous since any of the contained undead that "move or are carried even a few yards from its buildings collapse into inanimate heaps of bone." This is suggested in the work to be the possible consequence of an ancient curse. That makes the creator of the undead ancient as well, painting Kyuss as once having been a high priest in Sulm.[18]

In the From the Ashes boxed set (Atlas of the Flanaess, page 69), the entry for the Storm Lake of the Amedio mentioned that sons of Kyuss manifest in the vicinity after a phenomenon called the Storm of Unknowing. Later, in Iuz the Evil (1993) the home of the "infamous evil priest Kyuss" was claimed to have been the Wormcrawl Fissure, a "mile-long ravine away from the main body of the Rift Canyon."[19] Still later, in The Scarlet Brotherhood by Sean K. Reynolds, the entry for Matreyus Lake said, "undead such as sons of Kyuss walk the nearby jungle – the evil demigod is said to have spent time here." Kyuss is also one of the epic-level villains detailed in Elder Evils, and is also featured on that book's cover.

In his divine form, Kyuss appears as a towering humanoid shaped entirely of green Kyuss worms, with two blazing eyes peering from beneath the hood of his ragged cloak. According to the Kyuss sidebar in Dragon #336's "Ecology of the Spawn of Kyuss", his original divine form was a gaunt man with empty eyesockets filled with writhing worms and hands of bare bone, but he has evolved into his appearance of a gargantuan Worms That Walk as his cult grew stronger.[20]

Stoner rock band Kyuss, originally named as Sons of Kyuss, took their name from the character.[21]

L

[edit]

Lendor

[edit]

Lendor is the Suel god of Time, Tedium, Patience, and Study. His holy symbol is a crescent moon superimposed upon a full moon surrounded by stars. Though the exact number of stars varies, it is usually fourteen. Lendor is a distant deity, seeming to care little for the affairs of the world. He considers himself superior to other deities, especially his children. He has the ability to banish or undo the magic of any of his brood. Lendor was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[5]

Lirr

[edit]

Lirr is the Oeridian goddess of Poetry and Art. She was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2]

Llerg

[edit]

Llerg is the god of Beasts and Strength. Among the savage Suel tribes of the fictional world's Amedio Jungle and Hepmonaland, he is known as Hlerg.[citation needed]

Lydia

[edit]

Lydia is the Suel goddess of Music, Knowledge, and Daylight. Her holy symbol is a spray of colors from an open hand. She is depicted as a dynamic, white-haired woman with clear blue eyes. She wears a white gown trimmed in silver and gold. She is constantly surrounded by a sphere of force. Lydia interacts with many other deities, exchanging songs and information. She opposes Pholtus, feeling that others must see the light of truth without being blinded by it. Her philosophy pleases Trithereon, who similarly presses for the freedom of the individual.

Lydia was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax. Lydia was further detailed by Lenard Lakofka in Dragon #92 (1984), in the article Gods of the Suel Pantheon V.[22]

M

[edit]

Mayaheine

[edit]

Mayaheine is the demigoddess of Protection, Justice, and Valor. Her symbol is a downward-pointing sword with a V on either side. Mayaheine is an unusually tall woman with auburn-gold hair with blue eyes. She carries a bastard sword and a longbow, and is garbed in silvery plate mail. Mayaheine is a servant and paladin of Pelor, and her faith serves as a more strongly martial complement to Pelor's church. Her relationship with Heironeous is more uncertain, but most of their respective clergy sees their roles as complementary, Mayaheine as protector and Heironeous as the one who marshals the hosts to battle.

Merikka

[edit]

Merikka is the Oeridian demigoddess of Agriculture, Farming, and the Home. Her holy symbol is a basket of grain and a long scroll. Merikka is described as a quiet, gray-haired woman of faded beauty, carrying a basket of grain and holding a scroll, though her image in her temple in the village of Orlane is that of a beautiful young woman. Merikka is obsessed with dates and cycles. Merikka is a cousin of Velnius, Atroa, Sotillion, Wenta, and Telchur. She reports to Cyndor, who helps her coordinate the proper times to plant and harvest with the gods of the seasons. Merikka was imprisoned for some years in the Godtrap beneath Castle Greyhawk by the archmage Zagyg, but is now free. She resents chaotic gods and any who would disrupt her work.

Meyanok

[edit]

Meyanok is the Touv god of serpents, poison, discord, darkness, and famine. His symbol is a snake coiled around a skull. Meyanok is always depicted as a serpent coiled around a skull. Meyanok was born when the pain of Breeka's childbirth mingled with the darkness. He is the progenitor of Vara, Damaran, and Berna, who hatched from eggs spawned from the mating of Meyanok's anger and lust. Meyanok, like the other Touv gods, is a greater spirit who dwells within the mortal world.

Mok'slyk

[edit]

Mok'slyk is an old Flan name for an entity known as the Serpent, an entity of godlike power believed to be the personification of arcane magic. The Serpent is said to be a member of a group of unfathomably old entities known as the Ancient Brethren, which, though similar to gods, are not exactly gods, though some beings honor them as such. The Lady of Pain, Asmodeus, and Jazirian are also sometimes said to belong, or to have once belonged, to this group, and supposedly Vecna is a descendant of the Ancient Brethren. There may also be a connection between the Ancient Brethren and the draedens and baernoloths born before the multiverse began.

Mouqol

[edit]

Mouqol is the Baklunish god of Trade, Negotiation, Ventures, Appraisal, and Reciprocity. His symbol is a set of scales and weights. Mouqol is a neutral deity; in the ancient war between Darkness and Light that resulted in the Baklunish Hegira, he refused to take a side, trading with both antitheses. Mouqol is a skilled bargainer, able to haggle skillfully even with the notoriously tricky and sly genie races. Mouqol's greatest talents, however, are his ability to discern the true desires of his clients and procure rare items from exotic and seemingly impossible sources. Mouqol takes the side of neither the gods of good nor the gods of evil. As he does with the rest of the Baklunish pantheon, Al'Akbar remains subordinate to Mouqol in the divine hierarchy.

Myhriss

[edit]

Myhriss is the Flan goddess of Love, Romance, and Beauty. Her symbol is the lovebird. Myhriss was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Myhriss is shown as a Flan woman just reaching adulthood, a garland of flowers in her hair. She has two aspects, a dark-haired, intimidating woman wielding a whip and a golden-haired, gentler woman wielding a shortbow.

N

[edit]

Nazarn

[edit]

Nazarn (NAZZ-arn) is a half-orc hero-god of formal, ritualistic, and public combat. His symbol is a chain wrapped around a short sword. He appears as an older half-orc with a strongly orcish appearance. His hair is gray, on its way to becoming completely white. He carries his short sword, Crowdpleaser. Nazarn has no known relationships with the orcish pantheon. Nazarn was once a popular gladiator slave owned by a member of the Scarlet Brotherhood, but he escaped to find a better place for himself elsewhere in the world. Nazarn's apotheosis was sponsored by the Suloise deity Kord. During his travels, he impressed a half-giant descendant of the god Kord and eventually convinced Kord himself to elevate him to godhood after defeating all opponents (including a young green dragon) in a Hepmonaland arena run by yuan-ti.

Nerull

[edit]

Nerull is the patron of those who seek the greatest evil for their own enjoyment or gain. His worshipers, who include evil necromancers and rogues, depict him as an almost skeletal cloaked figure who bears a scythe. He is known as the Reaper, the Foe of All Good, Hater of Life, Bringer of Darkness, King of All Gloom, and Reaper of Flesh.

Nola

[edit]

Nola is the Touv goddess of the Sun. Her symbol is a gold or copper image of the sun. Nola is depicted as a Touv woman of serene beauty, her head surrounded by a corona of flame. Nola is the first being created by Uvot, who brought her to life by thanking the warm sun for blessing the land, that the land might create Uvot. Nola admired Vogan, the god of rain and storms, the aspect of one complementing the other, both enriching their father Uvot. Vogan and Nola became the parents of Breeka, goddess of beasts and plants. Uvot blessed Nola, and she gave birth to Xanag, goddess of metals and beauty, born from Uvot's earth and shining with the fire of her mother. Nola is named for a college friend of Sean K. Reynolds's.[3]

Norebo

[edit]

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

O

[edit]

Obad-Hai

[edit]

Obad-Hai is the god of Nature, Woodlands, Hunting, and Beasts, one of the most ancient known. He is often called the Shalm. He is also considered to be the god of summer by the Flan. Originally a Flan deity, Obad-Hai is most favored by Rangers, druids and other nature priests. His holy symbol is a mask of oak leaves and acorns. Obad-Hai was first detailed for the first edition of the Advanced Dungeons & Dragons game in the article "The Deities & Demigods of the World of Greyhawk", by E. Gary Gygax in Dragon #69 (January 1983) with game statistics on page 29 and a description on page 30, including a black-and-white illustration by Jeff Easley.[23]

Old Faith

[edit]

The Old Faith is the chief druidic order in the Flanaess. Though strongly associated with the faiths of Beory and Obad-Hai, the Old Faith also encompasses other deities, principally those concerned with natural phenomena. A quartet of gods representing the seasons is common, though the identities of these deities vary from culture to culture. The Old Faith is closely associated with the bards of the Old Lore, to whom they entrust many of their secrets. The druids of the Old Faith are more loosely allied with the Rangers of the Gnarley. Their alignments differ, but their goals are compatible.

Olidammara

[edit]

Olidammara is the god of Music, Revels, Wine, Rogues, Humor, and Tricks. He is often called the Laughing Rogue. Olidammara is one of the more eccentric gods of Oerth. The Laughing Rogue is often involved in good-natured schemes involving the other gods (less good-natured for the more evil deities), with repercussions that can make life difficult for his faithful. He has few proper priests, but is held in high regard in almost all non-evil regions of the Flanaess. Olidammara was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #70 (1983).[24] Olidammara was subsequently detailed in the World of Greyhawk Fantasy Game Setting (1983),[5] though a typo in the work identified him as a god of "rougery".

Osprem

[edit]

Osprem is the Suel goddess of Sea Voyages, Ships, and Sailors. She is often depicted as a beautiful woman in a flowing gown, or as a dolphin, barracuda, or sperm whale. In human form, she wears a ring carved from a whale's tooth, a gift from the grandfather of all whales. She is the occasional companion of Xerbo. Osprem was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2]

P

[edit]

Pelor

[edit]

Pelor is a Flan deity worshipped throughout the Flanaess, and on other worlds as well. He rides a mighty ki-rin named Star Thought, summoning eagles and destroying evil with bolts of light. He is depicted as an older man with wild golden hair and beard, dressed in robes of shining white.

Phaulkon

[edit]

Phaulkon is the Suel god of Air, Wind, Clouds, Birds, and Archery. His symbol is a winged human silhouette. Phaulkon was first detailed for the Dungeons & Dragons game in the modules The Secret of Bone Hill (1981).[25] Phaulkon appears as a powerful winged man, clean-shaven and bare-chested. Among the gods of the Suel, Phaulkon is regarded as second only to Kord in fighting prowess. Though he resides on Arborea, he often visits the plane of Elemental Air. Phaulkon is the son of Lendor, and fathered Kord upon Syrul. He is a staunch ally of Jascar, Murlynd, Atroa, and Aerdrie Faenya. He is very active, and dedicated to the eradication of evil.

Pholtus

[edit]

Pholtus was one of the first gods created by Gary Gygax as he and Dave Arneson developed the game of Dungeons & Dragons. Pholtus eventually evolved into Greyhawk's Oeridian god of Light, Resolution, Law, Order, Inflexibility, the Sun, and the Moons, and was also used in the Planescape campaign. His symbol is a silvery sun with a crescent moon on the lower right quadrant. His colors are white, silver and gold.

In the early 1970s, when Gary Gygax was using the dungeons beneath Castle Greyhawk to playtest the game that would become known as Dungeons & Dragons, he did not include any references to any organized religion. Eventually his players asked that their clerics be able to gain their powers from someone more specific than "the gods". Gygax, with tongue in cheek, created two gods; Pholtus, and Saint Cuthbert.[26]

Phyton

[edit]

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

Procan

[edit]

Procan is the Oeridian god of Seas, Sea Life, Salt, Sea Weather, and Navigation. His holy symbol is a gold and coral trident above or piercing a cresting wave.

Pyremius

[edit]

Pyremius is the Suel god of Assassins, Fire, Poison, and Murder. His symbol is a demonic face with ears like a bat's wings. Pyremius is depicted as a hideous human with a bald, jermlaine-like head. He wears large bracers of brass. He wields a sword, the Red Light of Hades, and a whip called the Viper of Hades. Pyremius's closest allies are the goddess Syrul and the Oinoloth Mydianchlarus. He is distrustful of all other gods; he remembers how he betrayed Ranet, the previous Suel deity of fire, and doesn't wish for the same thing to happen to him. Geshtai particularly loathes him.

Pyremius was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax. He was one of the deities described in the From the Ashes] set (1992). Pyremius's role in the 3rd edition Greyhawk setting was defined in the Living Greyhawk Gazetteer (2000).

R

[edit]

Ralishaz

[edit]

Ralishaz is the god of Chance, Ill Luck, Misfortune, and Insanity. His holy symbol is composed of three sticks of bone.[27]

Rao

[edit]

Rao is the Flan god of Peace, Reason, and Serenity. His holy symbol is a heart-shaped mask with a calm expression, or a simple white heart crafted of metal or wood. His followers are called Raoans.

Raxivort

[edit]

Raxivort is the patron god of the xvarts. He also acts as a patron of wererats, bats, and rats. His symbol is a fiery blue hand.

Roykyn

[edit]

Roykyn (ROY-kihn) is the gnomish hero-goddess of cruelty, particularly cruel pranks. Her favored animal is a feral cat, and her symbol is a furled scroll dripping dark fluid. Roykyn is commonly depicted as a dark-haired gnomish woman with a wicked gleam in her eye, but she can appear in almost any humanoid form. Roykyn was formerly a priestess of the gnomish deity Urdlen, but her apotheosis was sponsored by Erythnul, who perhaps in selecting this particular servant was seeking to broaden his appeal beyond simple violence.

Rudd

[edit]

Rudd is the Oeridian goddess of Chance, Good Luck, and Skill. As the Great Gambler, she knows every card game invented. Rudd's holy symbol is a bull's eye target.[citation needed]

S

[edit]

Saint Cuthbert

[edit]

Saint Cuthbert of the Cudgel is the combative deity of Wisdom, Dedication, and Zeal.

Sotillion

[edit]

Sotillion is the Oeridian goddess of Summer, the South Wind, Ease, and Comfort. Her holy symbol is a winged tiger of pure orange. Sotillion was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Sotillion appears as a beautiful human woman of about twenty-five dressed in diaphanous clothes, accompanied by a winged tiger of pure orange. Sotillion is the wife of Zilchus, whose prosperity allows her to retain her favorite comforts. Her realm on Ysgard's first layer is called the Green Fields. She is also sometimes found in Grandfather Oak in Arvandor. Sotillion promotes all the joys of comfort: warm weather, good food and drink, pleasant company, good conversation, and relaxing quiet. Stress and hard work should be avoided when possible. One's comforts should be protected and defended with zeal, as a life without comfort is worth little.

Stern Alia

[edit]

Stern Alia is the demigoddess of Oeridian Culture, Law, and Motherhood. She is also the tutelary goddess of the island nation of Thalos in Western Oerik, which was settled by Aerdi explorers many centuries ago. Her holy symbol is an Oeridian woman's face. Alia is the mother of Heironeous and Hextor, although they have different fathers. Another son, Stratis, is mentioned in literature for the Chainmail miniatures game in Dragon #285, but he is deceased. The clerics of Stern Alia organize local militias to fight back against threats, buying time for the professional armies.

Stratis

[edit]

Stratis was an Oeridian god of War once worshipped in Western Oerik. He is now dead. He is morally neutral in alignment, neither good like Heironeous nor evil like Hextor. It may seem likely that he was lawful in alignment like his mother and brothers, but the fact that he grew to adulthood on the plane of Ysgard makes a chaotic neutral alignment a possibility. Stratis was an armed and armored warrior, looking like a strong, handsome human man with four arms. Stratis is a son of Stern Alia, and therefore a brother or half-brother of Heironeous and Hextor. Stratis was god of war in all of its forms, both just and unjust.

Syrul

[edit]

Syrul is the Suel goddess of Lies, Deceit, Treachery, and False Promises. Her holy symbol is a forked tongue.

T

[edit]

Telchur

[edit]

In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game, Telchur is the Oeridian god of Winter, Cold, and the North Wind. His symbol is a leafless tree in a field of snow. Telchur was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[28] Telchur is depicted as a dark-eyed, gaunt man with and a long beard of icicles. Bitter and brooding, the God of Winter strikes at his enemies from the back of a winged albino bull with his icy shortspear. He is also represented with Vexxin, an axe made of ice, as tall as he is; with a great club of bronzewood called Tla, or with a broadsword called Issai.

Tharizdun

[edit]

Tharizdun (/θəˈrɪzdən/)[29] is the god of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold. He originated in the World of Greyhawk campaign setting but has since also appeared in other settings. Created by Gary Gygax based on Robert J. Kuntz's dark god "Tharzduun",[30] Tharizdun first appeared in the module Forgotten Temple of Tharizdun.[31][32][33] He would later appear in Gygax's series of Gord novels.

Tharizdun was described in Dragon #294 as a pitch-black, roiling, amorphous form. As the Dark God, he is described as an incorporeal wraithform, black and faceless. Gary Gygax described Tharizdun as a "primordial deity, that of matter at rest and decay of energy, viz. entropy."[34] Tharizdun has been depicted on the cover of Gygax's Gord the Rogue novel Come Endless Darkness as a huge, bald, humanoid man, with claws, greenish-black skin, and pointed ears. Gygax said that in the Gord novels, "the worst and most terrible of Tharizdun's forms could come into full power and attack".[34] Tharizdun's "free" holy symbol is a "black sun with variegated rays". His second holy symbol of an inverted ziggurat indicates that the work of those who bound him would be overturned, according to Gygax.[34] His holy number is 333.

Tharizdun is sometimes worshiped as an entity called the Elder Elemental Eye (a being similar to Ghaunadaur), but few of these worshipers recognize the two as being the same entity. Gygax himself indicated that the two creatures were separate beings.[34] The Elder Elemental God is described as a huge, mottled, tentacled being, or as a pillar of vast elemental force with a body of burning magma, radiating steam.

Some say that Tharizdun originated in the Far Realm or in a previous universe. Tharizdun was imprisoned eons ago by the forebears of those beings known as the Great Powers, although it is said that Pelor was also involved. It's said that both good and evil deities worked together to ensure his imprisonment. As the Dark God, he is credited with the corruption of the Seelie Court. Through the Scorpion Crown, he is said to have destroyed the ancient kingdom of Sulm. Tharizdun was imprisoned long ago, but his prison may weaken at times, allowing his influence to creep out into the worlds beyond. Tharizdun's temple in the Yatils is thought to have been originally defeated with the aid of the legendary Six from Shadow.[35]

Tharizdun has many known artifacts. "One" that is known is actually many: a collection of gems known as the 333 Gems of Tharizdun. Their current location is unknown, but it is certain that the collection was split up long ago. Other artifacts associated with Tharizdun include the horn known as the Wailer of Tharizdun, the thermophagic sword Druniazth, and the Spear of Sorrow. The Scorpion Crown was gifted by him to the last king of Sulm. Still another artifact, the Weeping Hexagram, is in the hands of the Scarlet Brotherhood. In Gary Gygax's Gord the Rogue Series, there were a set of three artifacts known as the Theorparts, which, combined, could free Tharizdun. Each Theorpart represented one of the shades of evil (i.e., neutral, lawful, or chaotic.)

The Demiplane of Imprisonment is hidden somewhere in the depths of the Ethereal Plane, resembling a swollen, crystalline cyst nearly a mile in diameter. The ethereal substance surrounding the demiplane boils with the dreamscapes of Tharizdun's worshipers and others whose dreams the dark god invades. Within the prison, Tharizdun dreams of a multiverse where his goals succeeded, where he destroyed all of Creation and rebuilt it in his own foul image. The binding magic is less concerned with preventing his escape - which he could accomplish with ease should he discover the truth - but to prevent any outside source from informing him otherwise.

In the Dungeons & Dragons Novel Series "Abyssal Plague", Tharizdun's prison is revealed to be a universe that has long since been destroyed by that realm's own version of the Abyss known as the Voidharrow. Mildly intelligent and with the ability to corrupt and warp living creatures, the Voidharrow spent eternity alone in this realm of utter destruction until Tharizdun was imprisoned there by the other gods for his creation of the abyss. The reason behind this realm as the prison in which he would be trapped was to leave him in a realm just like the one he would have turned the multiverse into if he had been able to; with all of his power intact, he would have nothing to destroy and an infinite amount of time to lay out an infinite number of plans to free himself, only for him to have no way of implementing any of them.

Reception

[edit]

Tharizdun was #4 on CBR's 2020 "Dungeons & Dragons: 10 Endgame Bosses You Need To Use In Your Next Campaign" list — the article states that "What's interesting is that all of Tharizdun's followers and subjects are insane. DMs can easily make a horror insane asylum-type of adventure where deep within the institution's underbelly is a cult threatening the world by summoning and freeing Tharizdun. That ought to be full of mystery and they don't even have to kill Tharizdun, just send him back to prison".[36]

Riley Trepanier, for GameRant, highlighted Tharizdun as a deity for players to oppose in 5th Edition. She wrote, "This elder interloper god, sometimes known as The Elder Elemental Eye, features in the Princes of the Apocalypse module as a mostly-forgotten god locked away in a prison from the Greyhawk setting, as opposed to the Forgotten Realms. [...] With such a powerful combination of powers, Tharizdun is another deity that could easily turn out to be a major reckoning for the most overconfident of parties".[37]

In 2019, Matthew Mercer incorporated a cult dedicated to freeing Tharizdun as a major antagonist in the second campaign of Critical Role, a Dungeons & Dragons web series.[38][39][40]

Trithereon

[edit]

In the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game, Trithereon is the chaotic good god of Individuality, Liberty, Retribution, and Self-Defense. Trithereon was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #68 (1982).[41] Trithereon is a foe of evil and oppression. His love of freedom sometimes causes him to come into conflict with other good deities, such as Pholtus and Heironeous. Bralm hates Trithereon for his promotion of individualism. He is a strong ally of the quasi-deity Krovis, and he is allied with Kurell and Pelor as well. Trithereon is pleased with Lydia's philosophy of individual empowerment through learning. Trithereon is depicted as a young man with red-gold hair, tall and well-built, wearing a chainmail shirt with clothes of blue or violet. He is armed with three magic weapons: a sword named Freedom's Tongue; a spear called Krelestro, the Harbinger of Doom; and a scepter known as the Baton of Retribution. He often appears with three summoned animals which serve him without question: Nemoud the Hound, Harrus the Falcon, and Carolk the Sea Lizard.

Tsolorandril

[edit]

Tsolorandril is the hero-deity of Wave Motions. It sees itself as a keeper of records, noting the natural cycles of things like politics, nature, and time, and predicts how these patterns will take shape in the future. Its symbol is a sphere with a simple wave-shape repeating around its circumference. Tsolorandril is a tall, androgynous humanoid with very white skin, muted facial features, and silver-blue hair, carrying a length of metallic rope that moves as if it were liquid. Tsolorandril is an ally of Elayne Mystica. It is thought to have been sponsored to its present status by Cyndor.

U

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Ulaa

[edit]

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.

V

[edit]

Vara

[edit]

Vara is the Touv goddess of Nightmares and Fear. Her symbol is a necklace of mummified animal feet. Vara prefers to be depicted as a Touv woman with red eyes and stars in her hair. Vara is the first child of Meyanok, and considers herself to be superior to her younger brother Damaran and younger sister Berna. She uses her status as the eldest to compel them to do her bidding. Like her father, Vara loathes the other Touv gods, and revels in the act of twisting their minds. Like the other Touv gods, Vara dwells on the Material Plane.

Vathris

[edit]

Vathris is a hero-deity of anguish, lost causes, and revenge worshiped by some few in the Bright Desert. His symbol is a black spear. Originally, Vathris appeared as a shirtless Flan man with coppery skin, approximately nine feet tall, wearing beads of metal and clay in his long black hair. Today he is much diminished from his previous form, with a grisly torso wound that still oozes black bile, wielding the onyx longspear that killed him. His eyes are empty sockets. Where he once stood for the future, now he only obsesses about the past. He can manifest only once or twice a year, and then he dies again, to reemerge a year later. Needless to say, he has no permanent realm.

Vatun

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Vatun is the god of Northern Barbarians, Cold, Winter, and Arctic Beasts. His symbol is the sun setting on a snowy landscape. Though rather popular among the Suel barbarians of the Thillonrian Peninsula, Vatun was not worshipped by the Suloise Imperium and is not generally considered part of the Suel pantheon. Vatun appears as a massive Suel barbarian dressed in the skins of polar bears. His beard is made of snow and ice, and his breath is a frozen fog. He wields a mighty battleaxe called Winter's Bite, made completely of ice. Vatun's only allies are his brother, Dalt, and the Suel god Llerg. His enemies include Telchur, Iuz, and the archdevil Belial.

Vecna

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Velnius

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Velnius is the Oeridian god of the Sky and Weather. His holy symbol is a bird perching upon a cloud.

Vogan

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Vogan is the Touv god of Rain, Storms, and Water. His symbol is a rain cloud. Vogan appears as a Touv man with hair of cascading water and laughing eyes. He is said to be temperamental, and to have a wandering nature and roving eye.[42] Through the sun goddess Nola, Vogan is the father of Breeka, and thus the grandfather of Katay. He is also the father of Kundo, through Nola's daughter by Uvot, Xanag.[43]

W

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Wastri

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Wastri is the Suloise god of Amphibians, Bigotry, and Self-Deception. His symbol is a gray toad. Wastri was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #71 (1983).[7] Wastri appears as a human with froglike features, dressed in clothes of gray and yellow and wielding a glave-guisarme called Skewer of the Impure. Wastri teaches his worshippers that humans are superior to all other races. Some humanoid races such as goblins, orcs, and bullywugs are fit to serve humanity as slaves; other races, like dwarves, elves, gnomes, and halflings, must be exterminated.

Wee Jas

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Wee Jas is the Suel goddess of Magic, Death, Vanity, and Law. Her symbol is a skull in front of a fireball, or just a red skull. Wee Jas was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[5] Wee Jas always appears as a highly attractive human female; other than that, details of her appearance vary wildly. Wee Jas thinks of herself as a steward of the dead. Though she is a relatively benign death goddess, she has no problem with undead being created – as long as they are not reanimated against their will, and their remains are procured in a lawful manner.

Wenta

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Wenta is the Oeridian goddess of Autumn, Brewing, Harvest, and the West Wind. Her symbol is a large mug of beer. Wenta was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Wenta always appears as a young, rosy-cheeked, buxom woman with straw in her hair and holding a large mug of beer. Wenta sends the cool winds of autumn as a signal that it is time to reap the harvest. She advocates staving off winter's chill with beer and ale, and instructs brewers to care for their product as they would a lover. Wenta rewards each day of hard work with pleasantly cool nights, boon companions, and plenty of good spirits to loosen the tongue and quicken the heart.

X

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Xan Yae

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Xan Yae is the goddess of Twilight, Shadows, Stealth, and Mental Power worshiped by some of the Baklunish people who inhabit the fictional lands of Flanaess and Oerik. Her symbol is a black lotus blossom. She appears as a Baklunish human of any age and gender, with a slender and graceful build, and wielding a pair of magical falchions that she can shrink to easily conceal. Xan Yae was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] She is usually dressed in cloth of dove gray, dusty rose, or golden orange. Xan Yae is revered in Ket, the Plains of the Paynims, Tusmit, and Zeif.

Xanag

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Xanag is the Touv goddess of Metals and Beauty. She represents the bounty of the earth transformed by fire (that is to say, metals) and the beauty of things made from it. Her holy symbol is a circle with seven lines radiating from it. Xanag is depicted as a Touv woman seemingly made of gold, surrounded by a radiant light. She is indifferent to questions of morality and easily distracted by the superficial. Xanag is the daughter of Nola and Uvot, combining her father Uvot's affinity with the land's bounty with the radiant light of her mother the sun. Xanag mated with stormy Vogan and birthed Kundo, god of noise, music, and the hardiness of building.

Xerbo

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Xerbo is the Suel god of the Sea, Sailing, Money, and Business. His holy symbol is the dragon turtle. Xerbo was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[5] Xerbo is depicted as a large man with matted, kelp-like hair, wearing armor made from a dragon turtle's scales. He wields a trident called Murky Deep. Xerbo is married to the sea-goddess Osprem, and is depicted as being a rival to both Procan and Zilchus. Xerbo is worshipped by Suel peoples across the Flanaess, especially the Lordship of the Isles, the Sea Princes, and Sunndi.

Y

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Ye'Cind

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In the core Greyhawk setting of the Dungeons & Dragons game, Ye'Cind is the elven deity of musical magick and music in general. Harkening back to Tolkien's Ilúvatar, Ye'Cind is depicted as teaching that music is an inherent part of the patterns of the multiverse, and that magick and music together can create something superior to either one alone. Ye'Cind is shown as an attractive androgynous elf wearing blue and green clothing; like thons patron Corellon, Ye'Cind is male and female, both and neither. Ye'Cind's holy symbol is a recorder. Ye'Cind spends most of thons time in the realm of Brightwater in Arborea. Clerics of Ye'Cind are scholars of music, who know how to play many different musical instruments. Many clerics of Ye'Cind are also talented composers who can weave subtle magicks into their songs and music. Designer Gary Gygax derived the name Ye'Cind from the name of one of his daughters, Cindy. (The name Cindy is itself a diminutive of an epithet of the Greek moon goddess Selene.)

Z

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Zagyg

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Zagyg (formerly known as "Zagig Yragerne") is the god of Humor, Eccentricity, Occult Lore, and Unpredictability. His symbol is the rune of insanity. When Gary Gygax first created the dungeons underneath Castle Greyhawk in 1972, the complex labyrinth encompassed 13 levels filled with devious traps, secret passageways, hungry monsters and glittering treasure. For anyone who made it to the bottom level alive, the insane architect of the dungeons, Zagyg, awaited them. ("Zagyg" is a reverse homophone of "Gygax", and was Gygax's inside joke that the person who designed this crazy, purposeless place—himself—must be insane. In later material, Gygax expanded Zagyg's name to "Zagig Yragerne", a reverse homophone of his full name, Ernest Gary Gygax.)[44] Only three players ever made it to the bottom level and met Zagyg, all of them during solo adventures: Rob Kuntz (playing Robilar), Gygax's son Ernie (playing Tenser), and Rob's brother Terry (playing Terik).[45] Their reward was that Zagyg instantly transported them to the far side of the world on a giant slide,[46] where they each faced a long solo trek back to the city of Greyhawk.

Zilchus

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Zilchus (ZIL-chus) is the Oeridian god of Power, Prestige, Money, Business, and Influence. His holy symbol is a pair of hands clutching a bag of gold. Zilchus was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Zilchus was one of the deities described in the From the Ashes set (1992), for the Greyhawk campaign.[47] His role in the cosmology of the Planescape campaign setting was described in On Hallowed Ground (1996).[48] Zilchus's role in the 3rd edition Greyhawk setting was defined in the Living Greyhawk Gazetteer (2000).[49]

Zodal

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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 defuses 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.

Zuoken

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Zuoken (/z ˈ kɛn/ zoo-OH-ken[49]) is the Baklunish god of Physical and Mental Mastery. His symbol is a striking fist. Zuoken was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Zuoken was one of the deities described in the From the Ashes set (1992), for the Greyhawk campaign.[47]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The List of Greyhawk deities comprises the divine beings—ranging from greater gods and demigods to quasi-deities and heroic figures—central to the cosmology and religious practices of the World of Greyhawk, the original campaign setting for the Dungeons & Dragons role-playing game created by Gary Gygax. This pantheon shapes the cultures, conflicts, and adventures on the planet Oerth, particularly in the Flanaess region, where deities influence mortals through clerics, paladins, and cults, embodying forces like nature, war, magic, and fate. Developed starting with the 1980 World of Greyhawk Folio and expanded through official supplements like the Living Greyhawk Gazetteer (2000), the pantheon draws from diverse cultural influences, including the pastoral Flan gods (such as Beory, goddess of nature), the warlike Oeridian deities (like Heironeous, god of chivalry, and his rival Hextor, god of tyranny), the arcane Suel pantheon (featuring Wee Jas, goddess of magic and death), and the nomadic Baklunish gods (including Istus, goddess of destiny). Nonhuman and monstrous sub-pantheons further enrich the setting, with elven deities like Corellon Larethian, dwarven gods such as Moradin, and aberrant entities like Tharizdun, the chained god of destruction, shared across D&D worlds. In fifth edition Dungeons & Dragons, the Dungeon Master's Guide (2014 and 2024 revisions) highlights a core selection of approximately 25–27 Greyhawk deities for player characters, emphasizing alignments, domains, and symbols to facilitate worship in campaigns; prominent examples include the benevolent Pelor (god of the sun and healing, NG, Life/Light domains), the neutral Boccob (god of magic, N, Arcana/Knowledge domains), and the chaotic evil Erythnul (god of slaughter, CE, War/Death domains). The 2024 revision features Greyhawk as the sample campaign setting, including a detailed map of the Flanaess. These figures, alongside over 170 lesser-known entities documented in campaign resources, underscore Greyhawk's theme of moral ambiguity and geopolitical intrigue, where gods actively intervene in mortal affairs through avatars, omens, and divine wars.

Introduction

Overview of the Pantheon

The Greyhawk pantheon comprises a polytheistic array of over 100 deities worshipped primarily by human cultures in the Dungeons & Dragons Greyhawk campaign setting, though it extends to non-human races such as elves, dwarves, gnomes, halflings, orcs, and goblins. Centered on the continent of Oerik and especially the Flanaess region, these deities form the spiritual backbone of the world's lore, guiding mortal affairs through divine intervention, clerical orders, and symbolic portfolios that reflect natural forces, human endeavors, and abstract concepts. The pantheon's structure draws from diverse ethnic traditions, including the ancient Flan earth spirits, Oeridian sky gods, Suloise elemental lords, and Baklunish fate-weavers, fostering a rich tapestry of worship practices across kingdoms like Furyondy, the Great Kingdom, and Zeif. Central to the pantheon are themes of balance among good, evil, and neutral forces, where deities embody opposing ideals to maintain cosmic equilibrium amid mortal strife. This dynamic has directly influenced the Flanaess's historical upheavals, including mass migrations of Oeridian tribes fleeing the Baklunish-Suloise Wars—epic clashes between imperial powers that escalated into divine-fueled cataclysms, such as the Invoked Devastation and Rain of Colorless Fire, which scarred the landscape and scattered survivors into new territories. Later conflicts, like the Greyhawk Wars, further highlighted godly rivalries, with clerics and avatars amplifying regional tensions between powers such as Iuz and the Scarlet Brotherhood. The pantheon's development traces from scattered references in early Dungeons & Dragons modules of the late 1970s, where foundational figures emerged in adventures tied to Gary Gygax's original Greyhawk campaign, to its formal establishment as official canon in the World of Greyhawk folio edition of 1980, which outlined the setting's religious framework amid its geopolitical details. Expansion continued through supplements like Deities & Demigods (1980), which integrated non-human pantheons, and reached a comprehensive form in the Living Greyhawk organized play campaign (1999–2008), supported by detailed gazetteers and deity listings. Key authoritative sources include the Living Greyhawk Gazetteer (2000), which provides an expansive regional overview; Deities & Demigods (1980), detailing godly mechanics and non-human integrations; and the Living Greyhawk Official Listing of Deities for Use in the Campaign, version 2.0 (2005), a 210-page alphabetical compendium standardizing the full roster for campaign use.

Divine Ranks Explained

In the World of Greyhawk campaign setting, deities are organized into a hierarchy of divine ranks that quantify their power, influence, and scope of authority within the multiverse, as defined by the third edition rules of Dungeons & Dragons. These ranks, ranging from 0 to 20, determine a deity's abilities, such as immunities to mortal harms, the creation of personal realms, and the extent of their portfolio control, while also affecting the nature of their worship and the magic available to followers. Introduced formally in the third edition Player's Handbook in 2000 and expanded in Deities and Demigods in 2002, this system provides a mechanical framework for divine entities, distinguishing between quasi-deities with minimal power and greater deities capable of reshaping reality on a global scale. Greater deities hold ranks 16–20 and wield immense, world-shaping authority, including the ability to alter physical laws, command legions of lesser beings, and maintain vast outer realms; they typically oversee broad, fundamental aspects of existence and attract millions of worshipers across planes. Intermediate deities, ranked 11–15, exert significant regional or planar influence, granting access to powerful spell-like abilities and sustaining large divine realms with hundreds of thousands of devotees. Lesser deities (ranks 6–10) focus on more specialized domains, possessing enhanced sensory awareness of their portfolios and serving tens of thousands of followers, often as intermediaries or rivals to higher powers. Demigods (ranks 1–5) command limited influence with a few thousand worshipers, controlling minor aspects of their domains and maintaining small godly realms, while hero-deities represent quasi-divine mortals (effectively rank 0) who achieve legendary status without formal ascension, lacking the ability to grant spells but inspiring cults through heroic exploits. Mechanically, divine rank scales a deity's capabilities, with higher ranks providing escalating benefits like increased damage reduction (up to 35/epic for greater deities), more frequent spell-like abilities (up to 20/day per ability), and additional salient divine abilities (up to 20 for rank 20). For worshipers, particularly clerics, all deities ranked 1–20 can grant spells from the full cleric list up to 9th level, plus three or more domains, though the breadth of accessible domains and the deity's personal intervention in mortal affairs grow with rank; quasi-deities (rank 0) cannot grant spells at all. Examples of rank variability include Iuz, officially a demigod (rank 1–5) but exerting greater deity-level influence through his conquests and artifacts in the Flanaess. This system was refined in the Living Greyhawk campaign (2000–2008) for official play, with deity lists assigning ranks to over 100 entities. Post-fifth edition (2014 onward), Greyhawk lore retains these detailed ranks without major alterations, even as core rules simplify them to greater, lesser, and quasi-deities.
Rank CategoryNumerical RankKey PowersFollower ScaleGreyhawk Example
Greater Deity16–20Reality alteration, vast realms, command other deitiesMillionsPelor (sun and healing)
Intermediate Deity11–15Regional dominance, frequent divine interventionsHundreds of thousandsKord (strength and battle)
Lesser Deity6–10Specialized portfolio mastery, enhanced sensesTens of thousandsFortubo (stone, metals, mountains, and guardianship)
Demigod1–5Minor domain control, small realmsFew thousandAl'Akbar (guardianship and faith)
Hero-Deity0 (quasi)Legendary feats, no spell grantingLimited cultsHeward (adventure and magic)

Cultural Pantheons

In the World of Greyhawk campaign setting, deities are organized into cultural pantheons that mirror the migratory histories and regional worship patterns of Oerth's inhabitants, particularly in the Flanaess continent. These groupings emerged from ancient human migrations, including the Baklunish westward expansion, the Flan indigenous settlements, the Oeridian conquests from the east, and the Suloise incursions from the south, each bringing distinct theological emphases shaped by environmental and societal needs. Non-human races maintain separate yet sometimes overlapping pantheons, adapted to Greyhawk's lore while drawing from broader Dungeons & Dragons traditions. This structure influences everything from daily rituals to large-scale conflicts, as pantheons encode cultural identities and divine rivalries. The major human pantheons highlight thematic contrasts: the Baklunish pantheon, rooted in desert nomadism, emphasizes fate, guardianship, and elemental balance, with deities like Istus (fate and destiny) and Al'Akbar (guardianship and faithfulness) guiding trade, travel, and communal piety across arid regions such as Ekbir and the Paynims. Flan deities, from the ancient natives of central Flanaess areas like the Adri Forest and Tenh, focus on nature, ethics, and cycles of life and death, exemplified by Beory (earth and nature), Pelor (sun and healing), and Nerull (death and murder), often integrated with druidic "Old Faith" practices that shun necromancy. Oeridian gods, associated with conquering migrants in lands like Furyondy and Nyrond, stress war, justice, and seasonal renewal, including Heironeous (justice and valor), Hextor (war and discord), and Fharlanghn (travel and horizons), reflecting militaristic and agricultural societies. The Suloise pantheon, tied to arcane mastery and industriousness in southeastern Flanaess locales such as the Lordship of the Isles and the Scarlet Brotherhood, incorporates malice, physical prowess, and magic, with figures like Wee Jas (magic and death), Kord (strength and battle), and Syrul (lies and deceit) promoting transmutation and control-oriented worship. Other human groups include the Touv of Hepmonaland, whose jungle gods like Meyanok (serpents and discord) and Vogan (weather and storms) emphasize natural cycles, emotions, and decay; and the Olman of the Amedio Jungle, inspired by Mesoamerican motifs with deities such as Huhueteotl (fire and time) and Mictlantecuhtli (death and underworld), featuring ritual sacrifice and weather dominion. Non-human pantheons provide artistic, communal, or aggressive counterpoints to human ones, often shared with core D&D cosmology but localized to Greyhawk's conflicts. Elven deities, under the Seldarine led by Corellon Larethian (elves and magic), prioritize nature, mysticism, and creativity in forested realms like Celene and Highfolk, with Sehanine Moonbow (dreams and journeys) and Rillifane Rallathil (woodlands and wild elves) fostering isolationist, illusion-based worship. Dwarven gods, centered on Moradin (creation and smithing), underscore crafting, honor, and earth reverence in mountainous holds such as the Principality of Ulek, including Ulaa (hills, mountains, and gemstones) and Fortubo (stone, metals, mountains, and guardianship) to reinforce communal defense against humanoids. Orcish pantheons, dominated by Gruumsh (orcs and conquest), embody brutal strength and territorial expansion in areas like the Pomarj and Bone March, with Yurtrus (disease and death) promoting aggressive raids and chaotic unity that clash with civilized societies. These non-human groups adapt broader D&D elements, such as elven ties to arcane arts or dwarven focus on forges, to Greyhawk's regional tensions. These pantheons profoundly shape Greyhawk's alignments, societal norms, and geopolitical conflicts, as divine portfolios dictate moral frameworks and rivalries. For instance, the Oeridian-Suloise wars, culminating in the Twin Cataclysms around -422 CY, birthed enduring oppositions like Heironeous versus Hextor, fueling ongoing hostilities between nations such as Furyondy and the Scarlet Brotherhood. Baklunish fate-weaving contrasts Flan nature cycles, influencing alliances in mixed regions like Sunndi, while non-human pantheons exacerbate border skirmishes, with orcish aggression threatening Oeridian heartlands and elven isolationism limiting broader coalitions. Worship patterns vary regionally—urban temples for commerce gods like Zilchus in Greyhawk city, nomadic rites for travel deities like Fharlanghn among Oeridians—reinforcing cultural divides and magical traditions, such as Suloise transmutation versus Baklunish divination.
PantheonExample DeitiesCore ThemesPrimary Regions
BaklunishIstus (N, Fate), Al'Akbar (LG, Guardianship), Geshtai (N, Rivers)Nomadism, trade, elemental balanceEkbir, Ket, Paynims
FlanPelor (NG, Sun), Nerull (NE, Death), Beory (N, Nature)Ancient traditions, healing, cyclesCentral Flanaess, Adri Forest, Tenh
OeridianHeironeous (LG, Justice), Hextor (LE, War), Fharlanghn (N, Travel)Conquest, agriculture, valorFuryondy, Nyrond, Urnst
SuloiseWee Jas (LN, Magic), Kord (CG, Strength), Syrul (NE, Deceit)Arcane industry, malice, sea powerThillonrian Peninsula, Lordship of the Isles
TouvMeyanok (CE, Discord), Vogan (CG, Weather), Uvot (NG, Prosperity)Jungle cycles, passion, decayHepmonaland, Southern Flanaess
OlmanHuhueteotl (N, Fire), Mictlantecuhtli (NE, Underworld)Ritual sacrifice, time, floodsAmedio Jungle
Elven (Seldarine)Corellon Larethian (CG, Magic), Sehanine Moonbow (CG, Dreams)Art, nature, mysticismCelene, Lendore Isles
DwarvenMoradin (LG, Creation), Ulaa (LG, Mountains)Crafting, honor, defenseUlek States, Irongate
OrcishGruumsh (CE, War), Yurtrus (NE, Death)Conquest, strength, aggressionPomarj, Bone March
Early Greyhawk sources before 1983, such as the original World of Greyhawk folio, featured loose deity groupings without strict cultural ties, allowing flexible interpretations. The Living Greyhawk campaign standardized approximately 100 deities in 2005, assigning origins and domains for organized play across the Flanaess. Fifth Edition reprints, including 2024 updates in core materials, prioritize a core set of about 20 deities like Pelor and Nerull for accessibility, without fully expanding cultural pantheons.

Greater Deities

Beory

Beory is the Flan greater deity of nature, revered as the Oerth Mother and embodiment of the world's vitality, fertility, and natural cycles. She represents the primal force of the earth itself, promoting harmony among all living things and opposing those who despoil the land, such as followers of Incabulos who bring plague and famine. Often depicted as a rotund, matronly woman cradling the globe or as swirling winds and rivers, Beory remains distant from mortal affairs, intervening only to preserve the balance of Oerth's ecosystems. Her alignment is neutral, reflecting her impartial stance on moral conflicts in favor of natural equilibrium. Beory's portfolio encompasses nature, rain, earth, agriculture, and fertility, underscoring her role as the nurturer of life across the Flanaess. Her holy symbol is a green disk, sometimes marked with a circle or depicted as a rotund woman figurine, symbolizing abundance and the earth's bounty. The favored weapon of her clergy is the quarterstaff, aligning with druidic traditions of non-lethal defense. Beory's worshippers include druids, rangers, farmers, and rural folk throughout the Flanaess, particularly among the Flan and Oeridian peoples who honor her through seasonal rites and stewardship of the land. Her holy day, Earthday on Growfest 1, marks the start of the planting season with ceremonies celebrating renewal and fertility. Clergy often wander contemplatively, healing environmental wounds and advocating for sustainable harmony with nature. She shares thematic ties with Obad-Hai as a fellow deity of primal wilderness, though her focus remains more agrarian and maternal. Beory was first introduced in the World of Greyhawk Fantasy Game Setting (1983), where she appeared as an intermediate deity in the Flan pantheon. Her rank was elevated to greater deity status in the third edition of Dungeons & Dragons, as detailed in the Living Greyhawk Gazetteer (2000), reflecting her ancient and foundational role in the setting's cosmology.

Boccob

Boccob (pronounced BOK-kob) is the neutral greater deity of magic, arcane knowledge, foresight, and balance within the Greyhawk pantheon. As the Uncaring, Lord of All Magic, and Archmage of the Deities, he oversees the maintenance and preservation of magic's existence on Oerth while promoting equilibrium between opposing forces. His portfolio encompasses neutrality, foreknowledge, and the creation of new arcane wonders, making him a patron to wizards and scholars indifferent to cultural or moral boundaries. Boccob's holy symbol is an eye within a pentagram, and his favored weapon is the quarterstaff, often depicted as the original Staff of the Magi. Boccob appears as a middle-aged human male with white hair, a full beard, and a hawk-like nose, clad in flowing purple robes embroidered with shimmering golden runes and a silver circlet. He carries a spellbook, tome of ancient lore, or the Staff of the Magi at all times, embodying the archetype of the detached arcane sage. Unconcerned with the affairs of mortals or other gods unless they threaten magical balance, Boccob remains aloof and cryptic, prioritizing the accumulation and protection of arcane secrets over any ethical considerations. His temples are uncommon, typically manifesting as tall, fortified round towers or small keeps in urban centers, equipped with vast libraries, alchemical laboratories, scrying chambers, and colleges for studying both divine and arcane arts; these sites offer services like spell identification and divination but are guarded against interference. Worship of Boccob centers on intellectual pursuits and magical experimentation, attracting mages, sages, scholars, seers, astrologers, and clerics who often multiclass as arcane spellcasters. Devotees perform quiet rituals involving the burning of incense, recitation of arcane formulas, dedication of newly created spells or magic items, and florid prayers such as "Hail and I greet you, Boccob, Master of Magic, All-Seeing, All-Potent Revealer of Mysteries Beyond Compare." Clerics don purple robes with gold or silver trim and must adhere strictly to neutrality, opposing any extremism in alignment while questing to recover lost artifacts, invent spells, educate promising youths in magic, and safeguard enchanted locales from destruction—repeated failure in the latter is a grave violation of their code. Holy days are not rigidly defined but often align with celestial events or breakthroughs in arcane research, emphasizing contemplation and prophecy-sharing only when it serves balance. Boccob's origins are unknown, but he has been a foundational greater deity in the Greyhawk setting since his first detailed publication in Gary Gygax's "The Deities and Demigods of the World of Greyhawk" in Dragon magazine issue 70 (February 1983), where he was established as an aloof neutral power dwelling on the plane of Concordant Opposition with unparalleled mastery of magic. His rank and core attributes have remained consistent across editions, including in the Living Greyhawk Gazetteer (2000), reflecting his enduring role as the impartial guardian of arcane forces. Boccob respects Wee Jas for her magical expertise but distinguishes himself through a pure focus on preservation rather than her emphasis on death.

Incabulos

Incabulos is the neutral evil greater deity in the Greyhawk pantheon, embodying the forces of inevitable decay through widespread suffering and calamity. His portfolio encompasses plagues, famine, nightmares, drought, sickness, and disasters, positioning him as a bringer of woe that affects both good and evil alike. The deity's symbol is typically a reptilian eye within a horizontal diamond, representing the evil eye of possession, though variations include a green eye in a red diamond. His favored weapon is the sickle, a tool evocative of harvesting both crops and lives in times of scarcity. Depicted as a thin, gaunt figure with sallow yellow skin, skeletal hands, and a nightmarish visage cloaked in black, Incabulos often appears riding a nightmare steed accompanied by hags, his presence inducing terror and slumber. Alternatively, he manifests as a swirling locust swarm, symbolizing the devouring plagues he unleashes. He spreads his influence via secretive disease cults that infiltrate communities, promoting blight and despair while opposing the life-giving light of Pelor. These cults thrive on paranoia and isolation, using spells like plague to infect victims with fever, weakness, and contagion that weakens body and mind. Worshippers of Incabulos consist primarily of doomsday cultists, evil spellcasters, outcasts, and undead minions who revel in spreading misery and exploit times of crisis. His clergy, often former healers turned malevolent or paranoid hermits, operate from hidden subterranean temples filled with droning chants and acrid smoke, shunned even by other evil faiths. Regions like the Tiger Nomads and Ull see more open veneration, blending his worship with local ancestor rites. Incabulos traces his origins to the ancient Flan peoples, emerging as a neutral aspect of natural cycles before embodying chaotic decay and pestilence. He appeared in early Greyhawk adventure modules as a looming threat of calamity, with his status as a greater deity formally established in detailed lore published in 1983. In contrast to Nerull's focus on individual murder and the underworld, Incabulos oversees impersonal, sweeping forces of famine and plague that erode societies over time.

Istus

Istus is the supreme deity of the Baklunish pantheon in the Greyhawk setting, embodying the forces of fate, destiny, divination, the future, and honesty. Aligned neutral, she represents an impartial arbiter of cosmic order, weaving the threads of existence with detached precision. Her portfolio emphasizes predestination, where all events are interconnected by invisible strands that inexorably shape outcomes for mortals and immortals alike. Unlike deities who intervene directly, such as Nerull who actively reaps souls, Istus oversees inevitable results through subtle, unyielding design. Depicted as a Baklunish woman of any age or stature, Istus always carries a mystical golden spindle, her holy symbol consisting of a golden spindle with three strands representing the multifaceted nature of destiny. She appears veiled or serene, often accompanied by a cloudlike entity from the Plane of Time, underscoring her aloofness from worldly affairs. As a neutral arbiter, she occasionally reveals glimpses of the future to her devoted followers, guiding them through prophetic insights rather than overt miracles. This portrayal highlights her role as the Baklunish supreme power, distant yet omnipresent in the tapestry of events. Worship of Istus centers on oracles, diviners, nomads, and sages among Baklunish communities in regions like the Paynims, Ket, Tiger Nomads, Tusmit, and Ekbir, where she holds state-favored status alongside other deities. Her clergy, predominantly female and stoic or cynical, conduct rites involving incense, woodwind music, chanting, and meditative trances to attune to fate's weave. Followers accept destiny's pull, seeking truth and foresight in a world of predetermined connections, with temples often featuring loom motifs and spindle altars. Holy observances occur monthly on the first day, emphasizing reflection on life's strands, though major temples host annual seer gatherings for communal divination. Istus's favored weapon is the web of Istus, a net symbolizing entrapment in fate's design, with domains including Chaos, Knowledge, Luck, and Oracle for her Baklunish adherents. Introduced in the 1983 World of Greyhawk Fantasy Setting boxed set by TSR, she was elevated to greater deity status in subsequent publications due to her foundational role in Baklunish cultural and mythological dominance, predating major migrations and enduring through cataclysms like the Invoked Devastation. Her philosophy of inescapable fate contrasts briefly with Pholtus's rigid law, lacking the latter's emphasis on enforced order without predestined inevitability.

Nerull

Nerull (NEH-rul) is the greater deity of death, darkness, murder, and the underworld in the Greyhawk campaign setting. Aligned with neutral evil, he embodies hatred for all life and serves as the antithesis to Pelor, the god of the sun and vitality, representing cold, inevitable death in opposition to life-giving light. His portfolio focuses on spreading despair through assassination and necromantic practices, and his holy symbol is a skull bearing a sickle or scythe, reflecting his role as the Reaper. Nerull's favored weapon is the scythe, often invoked by his followers in rituals of sacrifice. Depicted as a gaunt, rust-red skeletal figure with thick blackish-green hair, Nerull wears a cowled cloak of rusty black, his eyes, teeth, and nails gleaming like poisonous verdigris. He wields a sablewood staff known as Lifecutter, topped with a scythe blade of crimson force capable of instant slaying, and typically appears in tattered or hooded black robes. Known by titles such as Foe of All Good, Hater of Life, Bringer of Darkness, and King of All Gloom, he commands fiends through intimidation and maintains tense neutrality with few deities, tolerating only Incabulos among the greater powers. His promotion of undeath and murder underscores a doctrine that all must perish, fueling acts of assassination and dark magic among devotees. Nerull's primary worshippers are humans of Flan descent, alongside necromancers and assassins who revere him for power over the dead. His clergy, known as reapers, operate in secrecy, donning dark robes with skull motifs or rust-red attire, and undergo initiation by burial alive to prove resilience against death. They perform monthly sacrifices of sentient beings, pray at midnight, and desecrate graves while raising undead servants, often fleeing persecution by good-aligned forces. Temples are concealed underground lairs guarded by undead, where "no questions asked" resurrection services occur, and liturgies employ past tense to emphasize death's finality. As an ancient Flan deity whose worship predates recorded history, Nerull has been a central antagonistic figure in Greyhawk lore since the setting's inception in 1975. In later editions like 5th edition, elements of his domain influence the Raven Queen as a reimagined death goddess.

Pelor

Pelor is an Oeridian greater deity in the Greyhawk setting, embodying the Neutral Good alignment and holding the portfolio of sun, light, strength, and healing. His symbol is a radiant sun, often depicted with rays emanating outward, and his favored weapon is the mace. As a central figure among the good-aligned deities, Pelor actively promotes vitality and resilience against darkness and corruption, distinguishing his emphasis on proactive strength from allies like Rao, who favor passive peace in shared good causes. Depicted as an elderly human male with a sunburst aura surrounding his form, often shown as an old man in white robes with wild hair and a shining golden beard riding the great kirin Star Thought, Pelor serves as a leader in the pantheon of good deities, opposing evils such as Nerull, Vecna, and Iuz. His temples are typically sunlit structures resembling granaries, designed to evoke abundance and warmth, located in settled areas to facilitate aid to communities. These sites feature motifs of sunlight and often include open-air elements for ceremonies that celebrate life and renewal. Pelor's worshippers primarily consist of farmers, healers, clerics, and common folk who seek his blessings for prosperity and recovery from illness or injury, with strong followings among humans, elves, halflings, and Flan-descended peoples across the Flanaess. His most significant holy day is the summer solstice on Richfest 4, known as Midsummer. Introduced in the World of Greyhawk Fantasy Game Setting boxed set in 1983, Pelor originated as an ancient Flan deity whose cult expanded with Oeridian migrations, establishing him as the most widely worshiped god in Greyhawk and confirming his greater deity status. His church has grown particularly influential since the Greyhawk Wars, shifting toward a more martial defense of good amid rising threats.

Rao

Rao is an Oeridian greater deity in the Greyhawk pantheon, embodying peace, serenity, and truth as a gentle counterpoint to the more martial gods of the setting. His alignment is neutral good, reflecting a commitment to harmony and ethical reasoning without rigid structure. Rao's portfolio encompasses peace, serenity, and truth, making him a patron for those who seek resolution through understanding rather than force. His holy symbol is a white heart, often crafted from wood or metal to symbolize purity and calm, while his favored weapon is unarmed combat, underscoring his pacifist ideals. Depicted as a kindly old man accompanied by a dove on his shoulder, Rao promotes diplomacy and non-violence as the highest virtues, directly opposing the war god Hextor and his cult of conquest. He encourages his followers to resolve disputes through dialogue and introspection, viewing conflict as a failure of reason. Though he rarely intervenes directly in mortal affairs, Rao is credited with creating artifacts like the Crook of Rao to aid in the cause of good without bloodshed. In contrast to Heironeous's chivalric emphasis on honorable combat, Rao offers a serene path to goodness focused on inner peace. Rao's worshippers primarily consist of monks, diplomats, sages, and philosophers who value intellectual pursuits and mediation over physical prowess. His clergy operates in quiet temples and advisory roles within courts, advocating for treaties and ethical governance. The faith's holy day is Reaping 10, known as the Holy Day of Serenity, during which adherents gather for meditations, discussions on truth, and ceremonies honoring non-violent resolutions. Rao's church remains a stabilizing influence in regions prone to war, such as the Flanaess, though it lacks the widespread popularity of more dynamic deities. Rao was introduced to the Greyhawk setting in 1983 within Dragon magazine issue 69, authored by Gary Gygax, and designated as a greater deity to broaden appeal for players interested in pacifist or diplomatic character concepts. This addition filled a niche among the pantheon's powerhouses, providing a domain centered on tranquility amid gods of death, magic, and battle.

Intermediate Deities

Celestian

Celestian is an intermediate deity in the Greyhawk pantheon, classified as Neutral Good in alignment. His portfolio encompasses stars, space, and wanderers, making him the patron of those who venture into the unknown realms beyond Oerth. The deity's holy symbol is an arc of seven stars, often depicted within a circle to represent the celestial arc guiding travelers through the void. His favored weapon is the dart, symbolizing swift, precise navigation across vast distances. Celestian appears as an armored figure clad in a starry cloak that shimmers with the patterns of distant constellations, evoking the endless night sky. He is the brother of Fharlanghn, the god of roads and earthly horizons, but while Fharlanghn guides terrestrial journeys, Celestian leads explorers through the cosmic voids and astral expanses. As the Far Wanderer, he embodies tireless curiosity and protection for those adrift in the stars, often manifesting to aid lost planewalkers or stargazers in peril. Worshippers of Celestian include astronauts, astronomers, navigators, and planar explorers who seek his guidance in charting unknown territories. His clergy, often scholars or adventurers, emphasize discovery, knowledge-sharing, and vigilance against forces that confine or obscure the stars. Holy days occur on any date named Starday, when followers gather under clear skies for rituals of stargazing and oaths of exploration. Temples are rare and typically observatories or waystations on remote frontiers, designed to facilitate celestial observation and planar travel. Celestian was introduced to the Greyhawk setting in 1983 as part of the core pantheon in the World of Greyhawk campaign setting, establishing his role as an intermediate deity of Oeridian origin. Over subsequent editions, his lore expanded to highlight alliances with hero-deities like Heironeous and opposition to entities promoting stagnation, reinforcing his thematic focus on boundless wanderlust.

Ehlonna

Ehlonna is an intermediate deity in the Greyhawk pantheon, revered as the neutral good goddess of forests, woodlands, flora, fauna, and fertility. She embodies the nurturing and protective aspects of nature, combating those who despoil or exploit woodlands, including threats from expanding civilizations that encroach on natural habitats. Her holy symbol is a unicorn horn or a rearing unicorn, representing purity and the untamed beauty of the wilds. Ehlonna's favored weapon is the longbow, reflecting her role as a vigilant huntress safeguarding her domain. Depicted as a beautiful woman—either a dark-haired human in hunter's garb or a golden-haired elf maid—she often appears accompanied by woodland creatures or riding a unicorn, underscoring her deep bond with sylvan life. Known to elves as Ehlenestra, she promotes harmony between sentient beings and the natural world, teaching that forests are sacred places teeming with life that must be preserved rather than plundered. Her clergy, predominantly female and comprising humans, elves, and fey, includes rangers, druids, hunters, and forest dwellers who educate communities on sustainable living and ruthlessly oppose despoilers like loggers, undead, or demonic forces. Ehlonna's worship is prominent in regions rich with woodlands, such as Celene, the Highfolk, Geoff, and the County of Ulek, where her followers maintain camouflaged temples and lodges deep within the trees. A very ancient goddess of blended Flan and elven origins, she evolved from earlier conceptions centered on Ehlenestra in the 1980 World of Greyhawk Folio, solidifying her status as an intermediate power by the 1992 From the Ashes campaign expansion. Her dogma emphasizes respecting all life in the woods, viewing fertility as a cherished gift, and punishing those who disrupt ecological balance, fostering a legacy of guardianship over Oerth's verdant realms.

Erythnul

Erythnul is the chaotic evil intermediate deity of hate, envy, malice, panic, ugliness, and slaughter in the Greyhawk setting. His portfolio emphasizes chaos, destruction, discord, fear, and rage, positioning him as a force of unpredictable violence and suffering. The symbol of Erythnul is a blood-red teardrop, representing spilled blood and the essence of his bloodlust. His favored weapon is the morningstar, often depicted as a stone-headed mace that emits shrieking sounds when swung. Known as the Many due to his shifting forms, Erythnul appears as a brutal, ugly humanoid with ruddy skin, red-rimmed eyes, and sharp teeth, alternating between bestial warrior guises such as human, gnoll, bugbear, ogre, or troll. He revels in battle frenzy, delighting in panic, slaughter, and the discord he sows among mortals. Spilled blood from his wounds is said to spawn allied creatures matching his current form, amplifying his chaotic influence on the battlefield. Erythnul's worshippers include orcs, goblinoids, evil humans, barbarians, berserkers, bandits, mercenaries, fighters, and rogues, who seek his favor through acts of cruelty and destruction. His cult thrives in regions like the Bandit Kingdoms, Stonehold, Tenh, the North Kingdom, Rel Astra, Verbobonc, and Veluna, often among resistance fighters opposing ordered tyranny and nonhuman raiders. Clerics of Erythnul are sadistic leaders who foment rebellion, murder, riots, and deface beauty, adhering to a doctrine of destroying rivals, coveting possessions, and embracing bloodshed for its own sake. While no specific holy day is universally detailed, worship intensifies at sites of great violence and disorder, with sacrifices invoking his chaotic essence. Of Oeridian origin, Erythnul was first detailed as a demigod in the 1983 World of Greyhawk Fantasy Game Setting by Gary Gygax, later elevated to intermediate status in the pantheon. He serves as the undisciplined counterpart to Hextor, the god of organized evil and war, though the two share alliances among orc and goblinoid followers.

Fharlanghn

Fharlanghn, the Dweller on the Horizon, is the neutral intermediate deity of the Oeridian pantheon in the Greyhawk setting, overseeing horizons, exploration, trade, and travel. His portfolio emphasizes the pursuit of distant places and the facilitation of commerce and movement across the world of Oerth, making him a patron for those who venture beyond familiar lands. Fharlanghn's symbol is a circular arrow, representing the endless cycle of journeys, and his favored weapon is the quarterstaff, a practical tool for the wandering life. Depicted as a bearded man clad in traveler's gear, Fharlanghn embodies the archetype of the eternal wanderer, often shown with a pack, map, and sturdy boots as he traverses roads and paths. He is the son of Pelor, the god of the sun, and shares a close bond with his brother Celestian, whose stellar paths complement Fharlanghn's earthly routes in guiding explorers to remote destinations. Shrines to Fharlanghn are commonly found in inns and waystations, where weary travelers offer prayers for safe passage and share tales of the road. His worshipers include merchants seeking profitable routes, nomads roaming the plains, and explorers pushing into unknown territories, all of whom honor the deity's emphasis on preparation and resilience during journeys. Fharlanghn was first introduced in 1983 as part of the core Greyhawk pantheon in official Dungeons & Dragons materials, establishing him as an intermediate power whose influence grew with the expansion of trade networks in the setting.

Heironeous

Heironeous is the Lawful Good intermediate deity of the Greyhawk pantheon, embodying chivalry, justice, honor, war, and valor. His portfolio focuses on promoting righteous conduct in battle and the protection of the innocent through honorable means. The deity's holy symbol is a silver lightning bolt, often depicted upright or clutched in a fist, while his favored weapon is the longsword. Depicted as a tall, strong human male with coppery skin, auburn hair, and amber eyes, Heironeous appears as an armored knight clad in gleaming silver full plate or fine chain mail, wielding a longsword amid fields of battle. He is associated with thunderbolts through his symbolic lightning, representing swift and just retribution in combat. As the eternal foe of his half-brother Hextor, Heironeous champions honorable warfare and chivalric ideals against tyrannical conquest and senseless destruction. Worshippers of Heironeous primarily consist of paladins, knights, good-aligned fighters, clerics, and soldiers who uphold codes of justice and valor, with strong followings among Oeridian cultures in regions like Furyondy, Nyrond, the Shield Lands, and the Yeomanry. His clergy often train as squires or pages, emphasizing strategic leadership and crusades against evil; a key holy day is Harvester 1, known as Valor's Day, dedicated to honoring acts of bravery and righteous defense. The church's focus on retributive justice aligns briefly with that of St. Cuthbert in combating lawful evil threats. An ancient Oeridian deity originating from the early development of the Greyhawk setting in 1975, Heironeous holds intermediate status among the gods, guiding knightly orders such as the Knights of the Hart in Furyondy and the Knights of Holy Shielding against forces of chaos and tyranny.

Hextor

Hextor is a Lawful Evil intermediate deity in the Greyhawk pantheon, revered as the Oeridian god of war, discord, massacres, conflict, fitness, and tyranny. He embodies the ruthless pursuit of conquest through organized violence and oppressive rule, often depicted as a formidable six-armed warrior clad in dark iron scale armor adorned with skulls, wielding an array of weapons including swords, maces, and flails to symbolize unyielding domination. As the half-brother and arch-foe of Heironeous, Hextor represents the antithesis of chivalrous valor, favoring tyranny and mass slaughter over honorable combat, a rivalry that underscores the eternal tension between lawful order and its corrupt extremes. His symbol consists of six crimson arrows arranged in a fan, pointing downward to evoke hate, discord, and inevitable subjugation. The favored weapon of Hextor's clergy is the flail, a tool of brutal control that mirrors his doctrine of breaking foes through relentless force. Unlike deities such as Kord, who exalt athletic prowess and personal glory in battle, Hextor promotes structured domination, where victory is achieved through hierarchical command and the systematic crushing of opposition. Hextor's worshippers primarily include tyrants, soldiers, and warriors who thrive on conflict and seek power through martial hierarchy, with strong followings among Oeridian humans, orcs, and goblinoids in regions like the Great Kingdom and its splinter states. His faith gained prominence during the Turmoil Between Crowns in 437 CY, becoming the dominant religion under the Ivid overkings of House Naelax, who integrated Hextorian clergy into political structures to enforce theocratic control. Clerics of Hextor, often holding high military or governmental positions, train rigorously in warfare, sow discord among enemies, and build temples on sites of major battles to honor his domains of Destruction, Evil, Law, and War. The primary holy day is Needfest 6, known as Tyrant's Victory, commemorating triumphs of oppression and conquest. Hextor was first detailed as a deity in the World of Greyhawk boxed set published in 1983, establishing him as an intermediate power born from the cultural strife between Suloise and Oeridian traditions in the Flanaess. In contrast to chaotic evil war gods like Erythnul, Hextor's lawful approach emphasizes disciplined tyranny over anarchic bloodshed.

Kord

Kord is the chaotic good intermediate deity of the Suel pantheon in the Greyhawk setting, embodying the spirit of physical might and natural fury. His portfolio encompasses athletics, sports, brawling, and storms, inspiring followers to pursue excellence through vigorous contests and resilience against chaos. First introduced in the World of Greyhawk Fantasy Game Setting in 1983, Kord ranks as an intermediate deity, second only to Lendor in power among the Suel gods. Depicted as a hugely muscular man with long red hair and beard, often shown wrestling giants or clad in white dragonhide gauntlets, blue boots, and a red fighting girdle, Kord promotes fair contests that test one's limits without malice. He wields a greatclub as his favored weapon, symbolizing raw, unrefined strength in brawling and athletic pursuits, and his holy symbol is a lightning bolt, evoking the thunderous storms under his domain. Known as "The Brawler" or "Lord of Battle," Kord is the son of Phaulkon and Syrul, entering a controllable blood rage in combat that only Lendor can soothe. Kord's worshippers primarily consist of athletes, sailors, and warriors who honor him through feats of endurance and bravery, particularly during perilous voyages or competitive events. His clerics serve as athletic leaders, organizing tournaments and training regimens to build physical and moral fortitude, while using divine magic to bolster allies in honorable struggles. Kord briefly mirrors the giant deity Stronnius in themes of strength and battle.

Lendor

Lendor is the Suel intermediate deity of time and tedium, governing the endless cycles of existence and the inevitable progression of events. His alignment is Lawful Neutral, reflecting his impartial oversight of temporal order, with a portfolio that encompasses time, tedium, patience, and monotony. The deity's holy symbol is an hourglass, symbolizing the unyielding flow of moments, and his favored weapon is the light mace. Depicted as a patient old man with a long white beard, Lendor is often shown holding an hourglass, emphasizing his role as a contemplative figure who values perseverance through routine and reflection. He promotes the virtues of enduring monotony and logical contemplation, distinguishing his methodical endurance from the wild, primal resilience embodied by Obad-Hai. The exact relationship between Lendor and the Oeridian time god Cyndor is unknown, though Lendor has been referred to as Cyndor's sometime ally and sometimes foe. Lendor's worshippers primarily consist of historians, who chronicle the passage of eras, and laborers, who embody his ideals of patient toil amid repetitive tasks. First detailed in 1983 within the Greyhawk setting, Lendor has been established as an intermediate deity since his introduction.

Obad-Hai

Obad-Hai is an intermediate deity in the Greyhawk pantheon, revered as the primal guardian of nature's untamed forces, embodying the raw wilderness and its cycles. His alignment is neutral, reflecting a balanced indifference to good and evil, and his portfolio encompasses nature, woodlands, hunting, and the wilds, positioning him as a protector of the natural world's freedom and beasts. The deity's holy symbol is an oak leaf and acorn, symbolizing the enduring strength and renewal of the forest. Obad-Hai's favored weapon is the spear, a tool suited to the hunter's life in the wilds. Introduced in 1983 as part of the original World of Greyhawk setting, he originates from Flan worship, predating many other deities in the Flanaess and emphasizing the preservation of nature's balance against encroaching civilization. Depicted most commonly as a lean, weathered human druid of indeterminately old age, with wild hair and beard, dressed in russet or animal skins, Obad-Hai shuns all forms of civilization, wandering as a solitary hermit attuned to the wilderness. In nonhuman communities, he may appear as a satyr or other fey being, underscoring his deep connection to the primal aspects of nature. This portrayal aligns him closely with figures like Silvanus from other settings, as a fierce defender of the wild against urban expansion, though he contrasts with more nurturing earth deities such as Beory, the greater mother of the soil. His philosophy promotes living in harmony with the land's harsh realities, viewing nature as neither benevolent nor malevolent but inherently wild and free. Obad-Hai's worshippers primarily consist of druids and hunters who dwell in remote woodlands, revering him through rituals that honor the untamed wilds rather than structured temples. These followers, often solitary or in small groves, conduct holy observances on natural milestones, such as the holy day of Wild's Call on Planting 1, marking the awakening of the forests in the Greyhawk calendar. Clergy and adherents emphasize self-reliance and the hunt, using simple weapons and light armor to embody the deity's rejection of societal constraints, and they actively oppose threats to the wilderness like deforestation or invasive settlements.

Olidammara

Olidammara is the chaotic neutral intermediate deity associated with music, revels, wine, roguery, humor, and tricks in the World of Greyhawk campaign setting. His portfolio emphasizes freedom, creativity, and mischief, and he is symbolized by a laughing mask. Olidammara's favored weapon is the rapier, reflecting his roguish nature. First detailed in 1983, he has been classified as an intermediate deity since his introduction in the Greyhawk pantheon. Depicted as a slender, youthful man of mid-height with chestnut hair, olive skin, and merry emerald eyes, Olidammara often appears as a wandering minstrel or jester clad in green and gold, carrying a flask of wine and playing a lute or flute. Known as the Laughing Rogue, he delights in pranks, upsetting tyrannical order, and sharing the pleasures of life, viewing trickery as an art and humor as a divine gift. His dogma promotes living fully, enjoying wine and revelry, and opposing oppression, as freedom is the ultimate treasure. Once imprisoned by the archmage Zagyg in the form of a carapaced creature, he escaped and retains the ability to form a protective shell, a testament to his resilience. As a patron of thieves' guilds, he inspires stealthy acts that benefit the oppressed, often redistributing wealth through merry thefts. Olidammara's worshippers primarily consist of bards, rogues, entertainers, vagabonds, and common folk who embrace life's joys and resist tyranny. His followers include urban vintners and rural minstrels, as well as groups like the Greenkeepers in the Fellreev Forest, who aid in guerrilla efforts against invaders. Clerics travel to spread mirth, craft wine, compose songs, and perpetrate harmless mayhem, often fleeing the consequences of their jests. The holy day of Starday is observed as Fool's Merriment, featuring feasts, performances, and libations of fermented berries. In contrast to Pholtus's rigid lawful order, Olidammara champions chaotic fun and disruption of stifling authority, fostering a divine rivalry between the two. His influence extends to aspects of luck in gambling, akin to the Suel deity Norebo.

Pholtus

Pholtus, known as the Blinding Light, is an Oeridian intermediate deity in the Greyhawk pantheon, revered as the embodiment of unyielding law, order, and resolution. He demands absolute adherence to a rigid code of conduct, viewing himself as the ultimate authority on natural order and showing intolerance for chaos, compromise, or deviation from the "One True Way." Pholtus opposes chaotic forces and evil deities such as Iuz and Nerull, promoting a blameless life illuminated by strict legal and moral conformity. His faith emphasizes fanaticism in service to law, with followers believing that vanquishing chaos brings divine rewards. Depicted as a tall, slender man with pale skin, flowing white hair, and eyes glowing with radiant white light, Pholtus appears as a stern figure in a voluminous white robe trimmed in silver and embroidered with suns. He carries the Staff of the Silvery Sun, an ivory quarterstaff shod in silver and topped with an electrum sun-disk, symbolizing his dominion over light and inflexibility. As an uncompromising guardian against disorder, Pholtus is allied with like-minded deities such as Heironeous but maintains tense relations with others, including St. Cuthbert, whose lawful good alignment leads to theological conflicts over interpretations of justice. His dogma insists that all must follow his laws without exception, fostering a church structure divided into orders like the Glimmering (white-robed initiates), Gleaming (white and silver), and Shining (white, silver, and gold for high clergy). Pholtus's worshippers consist primarily of clerics, paladins, judges, lawyers, and other lawful individuals committed to enforcing order, often serving as arbiters in lawful societies across the Flanaess, including the Pale, Gran March, and Shield Lands. Monks and conservative paladins are drawn to his rigid discipline, traveling in groups to proselytize, judge disputes, and combat heresy. Temples feature daily services at sunrise and sunset, with special rites during full moons to honor his lunar aspects; the church's anthem, "O Blinding Light," underscores themes of devotion and illumination. His domains include Good, Knowledge, Law, and Sun, granting clerics access to spells that reinforce structure and enlightenment.
AspectDetails
AlignmentLawful Neutral (with Lawful Good tendencies in some traditions)
PortfolioLight, resolution, law, order, inflexibility, sun, moons
SymbolSilver sun with a face on a dark blue field, or a full moon (Luna) partially eclipsed by a smaller crescent moon (Celene)
Favored WeaponQuarterstaff (Staff of the Silvery Sun)
Pholtus was first introduced as an intermediate deity in the World of Greyhawk Fantasy Game Setting in 1983, establishing his role in the Oeridian pantheon amid the setting's early development. His church gained prominence in the Great Kingdom during the first century CY, administering courts until political shifts favored other faiths, leading to migrations and the establishment of a theocracy in the Pale by 342 CY. The faith expanded during periods of turmoil like the Greyhawk Wars, solidifying Pholtus's influence in bastions of order.

Procan

Procan is an intermediate deity in the Greyhawk pantheon, revered as the chaotic good god of the seas, salt water, storms, and sea life. His portfolio encompasses the untamed forces of the ocean, embodying the raw power and caprice of maritime environments, from raging tempests to the depths teeming with creatures. As a deity of elemental fury and bounty, Procan influences navigation through perilous waters and the cycles of weather that define seafaring life. Depicted as a wild-eyed pirate captain or a monstrous kraken, Procan's form mirrors the ocean's dual nature—fierce and alluring, destructive yet life-sustaining. His unpredictability rivals the sea itself, shifting from benevolent protector of vessels to wrathful harbinger of shipwrecks in an instant. This mercurial temperament demands respect from followers, who view him as both guardian and peril incarnate. His holy symbol, a trident piercing a cresting wave, and favored weapon, the trident, symbolize his dominion over watery depths and stormy skies. Procan's worshippers consist mainly of sailors and pirates, who rely on his favor for safe passage and bountiful hauls amid treacherous voyages. These devotees honor him through rituals invoking storms as divine signs, with Sea's Day observed whenever tempests arise, marked by offerings tossed into churning waves to appease his moods. Clerics and adherents often bear tattoos or amulets of his symbol, serving as omens of good fortune or warnings of peril on the high seas. Of Oeridian and Suel origins, Procan emerged in Greyhawk lore around 1983 as an intermediate power, bridging greater deities and lesser ones in the pantheon. His cult spread along coastlines with the rise of maritime exploration, intertwining with ancient tribal traditions that venerated sea gods for survival. While he contrasts with lawful figures like Osprem, who oversee structured sea travel, Procan's chaotic essence underscores the wild freedom of the waves.

St. Cuthbert

St. Cuthbert, also known as the Cudgel or the Chastiser, is an intermediate deity in the Greyhawk pantheon, revered as a stern arbiter of moral order and practical wisdom. Aligned with Lawful Good, he embodies retribution against wrongdoing, the enforcement of law, and the promotion of common sense to guide mortals away from folly. His portfolio encompasses common sense, wisdom, retribution, law, honesty, truth, and discipline, making him a patron of those who value structured justice over chaos or unchecked freedom. Unlike deities driven by abyssal madness such as Tharizdun, St. Cuthbert focuses on moral correction through disciplined punishment. Depicted as a grizzled, balding man with a stern demeanor, often clad in plate mail and wielding a heavy mace or bronzewood cudgel, St. Cuthbert serves as a judge who punishes the foolish and those who defy reason or law. His holy symbol is a ruby-studded starburst or wooden billet, representing enlightenment and forceful correction, while his favored weapon is the heavy mace, symbolizing the blunt delivery of justice. Rumored to have originated as a mortal saint from another world, he arrived on Oerth to instill order and eradicate evil influences, manifesting in forms ranging from a common yokel to a white-haired warrior. He maintains a brief alliance with Heironeous, sharing a commitment to chivalric law against common foes. Worship of St. Cuthbert is prominent among humans, particularly Oeridians, in regions like Furyondy, Veluna, the Gran March, Keoland, Perrenland, and Verbobonc, where his followers include fighters, paladins, clerics, and zealots dedicated to upholding truth and punishing vice. His clergy, divided into the conversion-focused Chapeaux (symbolized by a crumpled hat), the doctrine-enforcing Stars (marked by a starburst), and the protective Billets (bearing wooden billets), are trained warriors who enforce laws, root out deceit, and minister to the faithful. They favor bludgeoning weapons and domains such as Law, Protection, Strength, and Good, with clerics restricted to Lawful Good or Lawful Neutral alignments. Key holy days include the 3rd of Reaping, emphasizing retribution, and the 14th of Goodmonth, focused on communal discipline and moral reflection; Cuthbert's Day is observed with sermons, trials of the wicked, and vows of zeal. St. Cuthbert was first detailed as an intermediate deity in the 1983 World of Greyhawk Fantasy Game Setting boxed set by TSR, establishing his role in the Flanaess amid conflicts with evil powers like Iuz and Vecna. His dogma stresses that "truth is the ultimate virtue" and demands the eradication of evil through unyielding discipline, with temples serving as fortresses for legal proceedings and martial training. Followers often take on roles akin to detectives or overseers, investigating crimes and ensuring societal order, reflecting his emphasis on practical wisdom over abstract ideals.

Tharizdun

Tharizdun is the chaotic evil intermediate deity of the Greyhawk pantheon, embodying eternal darkness, decay, insanity, cold, destruction, entropy, malign knowledge, and evil. His portfolio reflects a drive toward total annihilation, where light is extinguished, order dissolves, and creation unravels into nothingness. Tharizdun's holy symbol is a dark inverted ziggurat or a black sun with uneven rays, often depicted as a spiral of decay. His favored weapon is the dagger, a tool of subtle and insidious harm that aligns with his creeping influence. Known as the Chained God or the Dark God, Tharizdun exists as a mad, formless entity of pure destructive force, imprisoned in a remote demiplane beyond the multiverse by a coalition of deities who feared his power to corrupt and unmake all existence. His essence spreads blight, cold, and madness wherever his influence touches, driving followers to unspeakable rites in pursuit of his release, which they believe will usher in an age of endless night and entropy. Though bound for over a millennium, Tharizdun remains a profound threat, with his cults operating in secrecy to discover ancient keys or artifacts that could shatter his chains and unravel the fabric of reality. Tharizdun's worshippers consist primarily of secretive cultists, deranged outcasts, and evil beings drawn to chaos and ruin, including some nonhuman aberrations like aboleths and grell who revere his destructive essence. Many clerics are insane or deluded, performing bizarre rituals and requiring contact with sites or objects infused with his power to channel spells, as his imprisonment limits direct divine communion. Due to the forbidden and hazardous nature of his cult, Tharizdun has no formal holy days; observances occur in hidden temples or forsaken ruins, emphasizing the number three in their entropy-focused dogmas of decay and fragmentation. An ancient entity predating many known gods, Tharizdun once ruled an era of tyranny and darkness on Oerth before Rao and other deities intervened, ultimately imprisoning him after he sought to corrupt the world. First detailed in the adventure module The Forgotten Temple of Tharizdun (1982), he has appeared in subsequent Greyhawk campaigns, such as Return to the Temple of Elemental Evil (2001), where his influence drives plots of cosmic peril. Classified as an intermediate deity, his rank is debated due to his imprisonment, yet his lingering power makes him profoundly influential, suspected by Boccob of contributing to Oerth's waning magic. In broader Dungeons & Dragons lore, Tharizdun stands as an iconic figure of cosmic horror, inspiring elder evil themes in later editions like 4th and 5th, often manifesting as the Elder Elemental Eye aspect to deceive followers.

Trithereon

Trithereon, known as the Summoner, is an intermediate deity in the Greyhawk pantheon, revered as the chaotic good patron of individuality, liberty, retribution, and self-defense. He embodies the relentless pursuit of personal freedom and the right to resist oppression, often manifesting as a tall, lean man with red-gold hair, clad in a chainmail shirt and blue or violet garments, armed with a broadsword, trident, or shortspear. Trithereon's portfolio emphasizes bravery in the face of tyranny, positioning him as a champion who frees the oppressed and exacts vengeance on those who impose unjust constraints. His holy symbol is the rune of pursuit, a triskelion-like design representing the breaking of fetters and the unyielding chase of liberty. The favored weapon of his followers is the greatclub, symbolizing the raw force used to shatter bonds of subjugation. Trithereon appears in a threefold aspect, often summoning companions that reflect his domains: the man-like form of himself, the eagle-like Harrus the Falcon for swift retribution, and the serpent-like Carolk the Sea Lizard for cunning defense. These manifestations aid in liberating slaves and dismantling oppressive regimes, underscoring his role as a liberator who prioritizes individual empowerment over structured authority. Unlike more lawful good deities such as Heironeous, whose emphasis on honorable order can inadvertently enable rigidity, Trithereon advocates chaotic bravery that challenges even well-intentioned hierarchies to ensure true personal autonomy. His worshippers primarily consist of rebels, avengers, adventurers, and rugged individualists who seek justice against tyrants, including rogues, rangers, and common folk in regions like Furyondy, Ratik, Sunndi, and the Yeomanry League. Clerics of Trithereon often operate solitarily, traveling to protect the helpless, teach self-defense, and monitor lawful institutions that threaten freedom; they draw from domains of Chaos, Good, Strength, War, and Protection. Trithereon was first detailed in 1983 as an Oeridian deity of ancient origins, quickly establishing his intermediate status in the pantheon through tales of heroic resistance.

Ulaa

Ulaa is a lawful good intermediate deity in the Greyhawk pantheon, revered as the goddess of hills, mountains, gemstones, and protection. Introduced in the 1983 World of Greyhawk Fantasy Game Setting, she embodies the enduring strength and guardianship of the earth's natural fortifications, defending the weak from threats that seek to exploit or destroy them. Her portfolio emphasizes the sacred beauty of these landscapes and the moral imperative to protect them from greed or evil, viewing stonework for benevolent purposes as a divine calling while condemning destructive exploitation. Depicted as a sturdy dwarven woman with gnomish facial features, Ulaa is often portrayed wielding a mighty warhammer named Skullringer, forged alongside her husband Bleredd's own weapon, and she serves as a vigilant defender particularly against giants and other despoilers of the hills. Her holy symbol is a mountain with a ruby heart, symbolizing the earth's hidden treasures and unyielding core, which she gifts to worthy miners by embedding rubies in the stone. The favored weapon of her clergy is the warhammer, reflecting her association with forging and earth-shaping. Ulaa's primary worshippers are dwarves, gnomes, and human guards or protectors who dwell in or near hilly and mountainous regions, including miners, quarrymen, and mountaineers dedicated to safeguarding these areas. Her clerics, who gain abilities like infravision and spells related to stone manipulation (such as stone shape and passwall), reside in mountain strongholds, guide travelers, oppose slavery, and actively combat evil forces encroaching on natural sites. Unlike Jascar, the Suel deity focused solely on mountains, Ulaa's emphasis lies in protective guardianship over the weak.

Wee Jas

Wee Jas, the Ruby Witch, is a Suel intermediate deity in the Greyhawk setting, embodying the intersection of arcane mastery and mortal finality. Lawful neutral in alignment, she governs the portfolio of magic, death, law, and vanity, promoting the disciplined pursuit of power through spells and the structured inevitability of demise. Her holy symbol—a red skull set before a ruby—evokes the fiery essence of sorcery intertwined with skeletal mortality, while her favored weapon, the quarterstaff, symbolizes both scholarly precision and unyielding authority. Depicted as a strikingly attractive yet stern woman, often veiled and clutching a spellbook, Wee Jas appears aloof and commanding, her beauty a tool for awe rather than seduction. As consort to Nerull, the god of death, she navigates a tense partnership that underscores her role in guiding souls beyond the veil, though their bond is laced with rivalry over dominion. Her doctrine tolerates undead as lawful instruments of order, provided they serve the greater structure of magic and fate, distinguishing her from deities who outright oppose such creations. Worshippers of Wee Jas primarily consist of wizards, necromancers, and scholars who value arcane law and the elegant control of life's end, often including undead thralls in their rites when aligned with her tenets. Temples, concentrated in regions like the Bright Desert and Sea of Dust, serve as hubs for magical research and funerary rituals. The faith's key observance falls on Midwinter, known as Death's Veil, a solemn festival at the winter solstice where adherents veil themselves to honor the dead, perform necromantic divinations, and reaffirm oaths of loyalty to magical order. Of Suel origin, Wee Jas ascended through unparalleled mastery of magic, gaining her death aspect following cataclysmic events like the Rain of Colorless Fire that reshaped the Flanaess. First introduced in the World of Greyhawk Fantasy Game Setting (TSR, 1983) as a Suel greater deity with minimal detail, her role evolved in subsequent publications to solidify her as an intermediate power, allying loosely with Boccob in neutral arcane pursuits.

Zilchus

Zilchus (pronounced ZIL-chus) is the Oeridian intermediate deity of power, prestige, money, business, influence, and commerce in the Greyhawk campaign setting. Lawful neutral in alignment, he embodies the pursuit of wealth through honest trade, negotiation, and shrewd dealings, viewing prosperity as a divine favor and a tool for gaining societal influence. His portfolio emphasizes that trade benefits all parties when conducted fairly but firmly, and his dogma instructs followers to control their own greed while exploiting it in others to achieve success. Zilchus was first detailed in the World of Greyhawk Fantasy Game Setting (1983) by Gary Gygax, establishing him as a key figure in the Oeridian pantheon. Depicted as a middle-aged, well-dressed Oeridian man of plain appearance but evident great wealth, Zilchus often appears with brown hair and eyes, tanned skin, a dignified and smiling demeanor, and accessories like a ledger, purse of gold, or heavy mace. He is the husband of Sotillion, goddess of summer, comfort, and ease, and the brother of Kurell, god of theft and envy, reflecting familial ties to themes of acquisition and luxury. As a consummate deal-maker, Zilchus maintains alliances with deities like Rao and friendly relations with lawful good powers, using his vast network of contacts—even in frivolous matters—to broker agreements among the gods. His holy symbol is a pair of hands clutching a bag of gold, symbolizing the secure grasp on wealth, and his favored weapon is the heavy mace, representing authoritative enforcement of contracts. Zilchus's worshippers primarily consist of Oeridian merchants, traders, bankers, nobles, and politicians who seek power and prosperity through commerce, with his faith strongest in central Flanaess regions like Ahlissa, Dyvers, Perrenland, and Irongate. His clergy, known as guildmasters or money counters, serve as negotiators, advisors, and mediators, promoting fair business practices, establishing trade routes, and protecting merchants while engaging in politics or high-risk ventures like adventuring. Temples to Zilchus are opulent urban structures resembling grand marketplaces or guild halls, where services involve incense, offerings, sermons on wealth's flow, and celebrations of successful deals; clerics pray at noon and don purple and gold robes. In contrast to chaotic figures like Olidammara, who represent unpredictable riches through revelry, Zilchus stresses structured, lawful accumulation of wealth.

Lesser Deities

Allitur

Allitur is a lesser deity within the Greyhawk pantheon, revered as the Flan god of ethics and propriety, who guides followers in moral conduct and the maintenance of societal standards. Introduced in 1983 as part of the Flan tradition, Allitur holds the rank of lesser deity and emphasizes the importance of selfless actions to preserve harmony and justice among communities. Depicted as a four-armed giant, Allitur symbolizes the ability to balance multiple ethical considerations simultaneously, promoting deeds performed without expectation of reward to foster collective well-being. His alignment is Lawful Good, reflecting a commitment to structured morality that aligns individual actions with communal propriety. The deity's portfolio centers on ethics and propriety, serving as a divine arbiter for disputes involving honor and duty. His holy symbol consists of four arms upholding scales, representing impartial judgment and equilibrium in moral decisions, while his favored weapon is the mace, wielded by clergy to symbolize corrective force against impropriety. Worship of Allitur attracts philosophers and ethicists who study and teach his doctrines on selfless behavior and traditional values. These devotees observe Ethics Day on Harvester 15 as a time for communal discussions on moral philosophy, rituals of atonement, and pledges to prioritize the greater good over personal desires. Through such practices, Allitur's influence reinforces ethical frameworks distinct from rigid legalism, focusing instead on the intrinsic value of propriety in interpersonal and societal relations.

Atroa

Atroa (ah-TRO-ah) is an Oeridian lesser deity associated with spring, the east wind, and renewal, embodying the themes of growth and rejuvenation in the natural cycle. She is depicted as a fresh-faced blonde woman, often shown with an eagle perched on her shoulder, symbolizing her oversight of spring's blessings, new love, and emerging horizons. As the daughter of Procan and sister to Velnius, Sotillion, and Telchur, Atroa represents the joyful maiden who heralds new life after winter's end, wielding the sling Windstorm to aid in renewal while opposing stagnation and those who despoil the land. Aligned with neutral good, Atroa's portfolio encompasses spring, renewal, and youth, reflecting her role in fostering fertility and exploration. Her holy symbol is a heart containing an air glyph, and her favored weapon is the sling. She maintains close ties to her divine family and allies with good or neutral deities, showing particular affinity for Fharlanghn, while remaining indifferent to most others; her domains include Air, Good, Plant, Sun, and Travel, linking her renewal to solar cycles akin to those honored by Pelor. Atroa's worshippers primarily consist of Oeridian farmers and others dependent on agriculture, who revere her alongside her siblings as part of the Velaeri pantheon to ensure bountiful harvests and early springs. Her clergy, optimistic and forgiving, wear green garments and emphasize travel to spread her message of renewal, often participating in rituals during Planting Week to celebrate growth and protect the land from harm. Despite her title "The Sad Maiden"—stemming from a spurned love for Kurell—Atroa inspires hope through her promotion of life's perpetual cycle. Atroa was first detailed as a lesser deity in the World of Greyhawk Fantasy Game Setting (1983) by Gary Gygax, establishing her place in Oeridian lore amid the broader Greyhawk pantheon. Further elaboration appeared in Dragon Magazine issue #263 (1999), which provided expanded priestly roles and mythological context, reinforcing her as a herald of seasonal rebirth.

Beltar

Beltar is a lesser deity in the World of Greyhawk campaign setting, originating from the Suel pantheon and classified as chaotic evil in alignment. Her portfolio encompasses malice, caves, depths, pits, hatred, and revenge, positioning her as a patron of spiteful destruction and subterranean malevolence that contrasts sharply with deities like Berei, whose focus on familial love promotes harmony and protection. Introduced in 1983 as part of the Suel pantheon expansion, Beltar embodies the darker aspects of Suel heritage, inspiring acts of vengeful hatred among her followers rather than the plague-induced fears associated with Incabulos. Depicted as an ugly old hag clad in filthy rags, Beltar often appears in this hag-like form to evoke terror and disdain, though she possesses the ability to shapechange into more formidable guises such as an ancient red dragon, a beholder, or a Type V demon. Her holy symbol typically consists of a set of three bones arranged in a triangle, symbolizing entrapment and biting malice, though variants include great fangs poised to bite or three teardrop-shaped stones on felt. While no specific favored weapon is designated in her core lore, her natural attacks—clawed hands that drain energy levels and a bite capable of inducing vampirism—reflect her preference for intimate, painful confrontations. Beltar's worshippers primarily consist of non-lawful evil individuals driven by deep-seated hatred or a desire for revenge, including evil humanoids such as orcs, gnolls, bugbears, and ogres who dwell in caves or underground realms, as well as savage humans in regions like the Amedio Jungle, Hepmonaland, Pomarj, and the Great Kingdom. Her clergy, attired in black or dark grey vestments, lead rituals in deep caves and dungeons, often involving sacrifices to fuel tribal wars and personal vendettas; high priests may ascend to lichdom at 19th level, underscoring her ties to undeath and eternal spite. No specific holy day is recorded for her cult, though her influence thrives in hidden pits where malice festers unchecked.

Berei

Berei is a lesser deity in the Greyhawk pantheon, revered primarily by the Flan people as a Neutral Good goddess whose portfolio encompasses family, agriculture, and home. Her holy symbol is a sheaf of wheat stalks, representing abundance and sustenance, and her favored weapon is the sickle, a tool emblematic of harvest and protection. As a Flan deity first detailed in 1983, Berei embodies the nurturing essence of domestic life and agrarian stability, distinguishing her focus on hearth and household from deities like Bleredd, who emphasize industrial craftsmanship. Depicted as a strong-backed, brown-skinned matron holding a sickle and sheaf of grain, Berei serves as a guardian against famine and hardship, blessing unions, promoting fertility, and safeguarding homes while guiding the tilling of soil and care for livestock. She is sometimes viewed as an anthropomorphic aspect or splinter of the nature goddess Beory, with her teachings centered on the sanctity of family bonds and the responsible stewardship of the land to ensure communal prosperity. In this role, she allies with agricultural deities such as Pelor to foster bountiful yields. Berei's worshippers consist mainly of peasants, farmers, and rural families who invoke her for protection of crops, herds, and kin, particularly in regions like the County of Ulek, Sterich, and Tenh. Her clergy, often including druids, remain close to communities to offer counsel on farming practices, mend barren fields, or travel as seed-sowers and news-bearers, treating fellow wayfarers as extended family. Holy days revolve around agricultural cycles, with prominent observances like Harvest Home celebrating the ingathering of crops through communal feasts and offerings of grain.

Bleredd

Bleredd is a lesser deity in the Greyhawk pantheon, aligned neutral, with a portfolio encompassing mines, smiths, ores, and the broader domain of metalworking. As the Oeridian god of these aspects, he serves as the patron of forges and those who extract and shape metals from the earth. His holy symbol is a hammer and tongs, representing the tools essential to his craft, and his favored weapon is the warhammer. Depicted as a sturdy, dwarf-like smith, Bleredd is renowned for teaching the ancient Oeridians the techniques of iron-working, enabling the rise of advanced metallurgy in the Flanaess. He is the consort of Ulaa, the goddess of hills, mountains, and gemstones, for whom he forges exceptional weapons and armor as gifts. Bleredd's own legendary hammer, known as Fury, has inspired the design of thunderbolt hammers used by human artisans. While he shares thematic overlaps with the dwarven smith god Moradin, Bleredd's worship originated among the Oeridian people. Bleredd's primary worshippers include miners, smiths, dwarves, gnomes, and Oeridians, who revere him for providing the earth's metallic bounty and the skills to harness it. His clerics actively explore for new ore deposits, instruct others in smithing methods, innovate techniques for metal refinement, and promote the ideals of physical strength alongside the communal sharing of craftsmanship knowledge. They aspire to produce flawless weapons and armor, viewing such creations as the highest expression of devotion. Bleredd first appeared as a deity in the World of Greyhawk Fantasy Game Setting (1983), establishing him as a lesser power within the setting's pantheon. His role has since been expanded in subsequent publications, solidifying his importance to themes of industry and creation in Greyhawk lore.

Bralm

Bralm is a lesser deity of the Suel pantheon in the World of Greyhawk setting, first detailed in 1983 as part of the expanding lore on Suel gods. She holds lawful neutral alignment and governs the portfolio of industriousness and insects, emphasizing the value of diligent labor and cooperative effort modeled after insect societies. Her holy symbol is a wasp, and her favored weapon is the dagger. As a figure of ancient Suel origin, Bralm represents the structured toil essential to survival and prosperity among her people. Bralm is depicted as a woman associated with spiders and insects, often portrayed in imagery that highlights her connection to web-like structures and hive dynamics. She promotes "hives of work," encouraging followers to embrace roles within a collective where individual effort contributes to the greater whole, fostering discipline and productivity without question. This philosophy underscores her role as a patron of organized labor, distinct from deities like Fortubo who focus on stonecraft and manual trades. Worshippers of Bralm are primarily workers, laborers, and those in structured communities who revere hard work and hierarchy, with strong followings among Suel descendants in hot, insect-plagued regions. Her clergy, often clad in robes bearing insect motifs, oversee communal projects and enforce obedience to promote industrious living. The primary holy day is Industrious Day, marked by rituals of collective labor and offerings symbolizing unity and endurance.

Cyndor

Cyndor is a lesser deity in the Greyhawk pantheon, serving as the Oeridian god of time, infinity, and continuity, with a core emphasis on the dutiful oversight of the universe's temporal structure. His alignment is lawful neutral, underscoring a philosophy of predestination and the obligation to maintain order across all eras. Cyndor is depicted as a towering, featureless man-form with blocklike limbs, symbolizing the inevitable and impersonal advance of time. His holy symbol is a rounded hourglass of black and white set on its side, resembling the infinity symbol. The favored weapon of Cyndor's clergy is the light mace. As a deity of obligation, Cyndor has three primary duties: meditating upon how manipulating time and space alters the universe, recording the actions of every creature on Oerth in his Perpetual Libram, and guarding the time-stream from those who would disrupt it. This role highlights his portfolio's focus on duty and infinity, distinguishing him from Dalt's domain of fleeting portals by prioritizing the endless continuity of existence. Cyndor's worshippers include scholars, philosophers, and bureaucrats who value order, history, and the study of time, often found in urban centers of learning such as the Free City of Greyhawk. Clerics of Cyndor dedicate themselves to examining ancient lore to map historical patterns and forecast future events, serving as advisers, seers, and debunkers of false prophets. They frequently travel with individuals deemed to have significant destinies and gather at locations of temporal significance or potential time-flow disruptions. Cyndor endorses predestination, differing in perspective from Istus, and aligns as a subordinate to Lendor, the greater deity of time. His dogma encourages acceptance of fate through augury for moral guidance, reinforcing the obligation to the infinite timeline.

Dalt

Dalt is the Suel lesser deity of portals and imprisonment, revered as the liberator of the trapped in the Greyhawk campaign setting. As a chaotic good power, he embodies the dual nature of confinement and escape, blessing structures like prisons and fortresses while empowering his followers to overcome barriers through ingenuity and skill. His portfolio centers on portals, doors, enclosures, locks, and keys, extending to themes of bravery and athletic prowess that aid in liberation efforts. Dalt's holy symbol is typically a locked door with a skeleton key beneath it, symbolizing both the challenge of restraint and the promise of freedom. Depicted as an agile thief—often a red-haired youth with a sly smile or a white-haired elder with piercing eyes—Dalt represents the clever escapist who turns imprisonment into opportunity. His dogma stresses freedom as the ultimate gift, urging worshippers to aid the trapped and imprisoned, master lockpicking and trap-disarming, and confront obstacles creatively rather than forcefully. Clerics of Dalt, who may align chaotic good, chaotic neutral, or neutral good, wear black jerkins and leather gloves during rituals, tinkering with locks as a form of devotion and teaching these arts to carpenters, masons, and thieves for benevolent purposes. They favor the dagger as a weapon, reflecting Dalt's roguish style, and their domains include Chaos, Good, Protection, Travel, and Trickery to facilitate escapes and safeguard passages. Worship of Dalt thrives among escapist adventurers, rogues, locksmiths, spies, and Suel descendants in the southeastern Flanaess, where his cult emphasizes physical and mental trials to hone liberation skills. Holy day observances, such as Portal Day, involve ceremonies unlocking symbolic barriers and quests to free captives, reinforcing his role as protector against unjust confinement. Historically, Dalt faded from prominence while seeking to liberate his brother Vatun from imprisonment by Telchur, but he has regained recognition among those opposing restrictive forces like the Scarlet Brotherhood. He briefly references ideals of liberty akin to Trithereon's, but focuses on practical escape over abstract debate, distinguishing his followers from those of reason-oriented deities like Delleb.

Delleb

Delleb is an Oeridian lesser deity in the Greyhawk campaign setting, embodying the principles of reason, intellect, and study. Aligned with Neutral Good, he serves as an advocate for logical thought and the pursuit of knowledge, standing in opposition to ignorance and irrationality. His portfolio encompasses the rational analysis of the world, intellectual endeavors, and dedicated scholarship, making him a patron for those who seek truth through evidence and contemplation. Introduced in the World of Greyhawk Fantasy Game Setting in 1983, Delleb has been established as a lesser deity within the pantheon, focusing on mental pursuits rather than physical or arcane extremes, in contrast to deities like Fortubo who emphasize stonework and craftsmanship. Depicted as a scholarly figure often portrayed holding a book, Delleb represents the archetype of the enlightened scribe or sage, promoting debate and inquiry over violence or dogma. He actively opposes forces that foster ignorance, such as deceitful entities or those who suppress learning, encouraging his followers to illuminate minds through education and preservation of lore. His holy symbol is a lit candle, symbolizing the enduring light of reason that pierces darkness and guides understanding. Delleb's favored weapon is the dagger, a precise tool reflecting his preference for sharp, incisive intellect rather than brute force. Worshippers of Delleb primarily consist of sages, scholars, and educators who dedicate themselves to the accumulation and dissemination of knowledge. These devotees engage in rigorous study, experimentation, and travel to gather insights, often serving as advisors or librarians in communities across the Flanaess. The holy day of Reason's Light is observed by his followers through ceremonies involving candlelit vigils, lectures, and debates, honoring the clarity of mind and commemorating the triumph of logic over obscurity. While Delleb maintains amicable relations with deities promoting knowledge, such as Boccob in matters of arcane reason, his emphasis remains on practical, non-magical intellect.

Fortubo

Fortubo is a lesser deity in the Greyhawk campaign setting, revered as the Suel god of stone, metals, and mountains. Aligned with lawful good principles, he embodies the enduring strength and craftsmanship associated with these domains, serving as a protector of those who work with earth's solid resources. His portfolio emphasizes the permanence of mountains and the value of disciplined labor in mining and forging, distinguishing his focus on unyielding earth from deities like Geshtai, who govern flowing rivers and windswept terrains. Depicted as a stout, dwarven figure wielding a massive hammer, Fortubo appears as a stern yet fair artisan, often shown shaping stone or metal in mountainous realms. He is the brother of Jascar, the god of hills and earth, and maintains alliances with figures such as Ulaa, whose domain over hills complements his mountainous guardianship. Fortubo's holy symbol is a glowing-headed warhammer, representing both his favored weapon—Golbi, a returning great hammer forged by Moradin—and the illuminating spark of creation in metallurgy. Primarily worshipped by dwarves, who view him as a patron of their communities and crafts, Fortubo's followers include miners, smiths, and stoneworkers dedicated to protecting subterranean treasures and upholding order. His clergy, often dwarven or gnomish, emphasize meticulous planning, justice, and defense against threats like derro or chaotic forces, with rituals centered on the holy day known as Stone Day. Introduced in 1983 as part of the Suel pantheon in Dragon Magazine issue 88, Fortubo's lore evolved to highlight his abandonment of the Suel race in favor of dwarves following their creation of the derro, solidifying his status as a lesser deity of resilience and guardianship.

Geshtai

Geshtai is a lesser deity of the Baklunish pantheon in the Greyhawk setting, embodying the essence of freshwater sources essential for life in arid regions. Her portfolio centers on lakes, rivers, wells, streams, and all forms of freshwater, highlighting their role in sustaining communities and travelers. Aligned with neutral good principles, Geshtai promotes tranquility, patience, and the protection of vital resources, viewing water as more precious than gold since it provides true sustenance where wealth alone cannot. She opposes forces that threaten water, including drought, fire, disease, and poison, maintaining alliances with deities like Osprem and Zilchus while clashing with antagonistic figures such as Pyremius. Depicted as a veiled young Baklunish woman with long, flowing hair, Geshtai is often shown standing in a pool or pouring water from a clay jug, accompanied by her loyal pet fish Gumus, which can summon water elementals to aid her followers. Her holy symbol consists of a waterfall plunging into a still pool or a rising waterspout, symbolizing the life-giving flow she safeguards. Known as the Daughter of the Oasis, she favors the spear as her weapon, granting her clergy access to spells that enhance nets or spears with defensive, frost, or extended range properties. Geshtai's dogma urges followers to negate disruptions to peace like stones rippling a lake, prioritizing the guardianship of water over material pursuits. Worship of Geshtai is prominent among Baklunish nomads, travelers, and farmers who rely on scarce water in desert environments, with her faith originating in the ancient Baklunish Empire and gaining renewed importance after its fall due to migration into drier lands. Her clergy, often druids or rangers, patrol oases and riverbanks, guide the lost to water, explore natural flows, and combat polluters or despoilers, demonstrating bravery in defending these resources. Temples are typically built near water bodies, such as riversides or wells, serving as community hubs for rituals that honor the cycle of water. Geshtai was first introduced as a lesser deity in the World of Greyhawk Fantasy Game Setting (1983) by Gary Gygax, establishing her role within the broader pantheon.

Jascar

Jascar is the Suel lesser deity of mountains and heights in the Greyhawk campaign setting. Lawful good in alignment, his portfolio centers on the protection and stability of elevated terrains, including peaks and highlands. His holy symbol depicts two peaks, representing the enduring strength of mountain ranges, while his favored weapon is the battleaxe, symbolizing the cleaving of threats to high places. Depicted as a stern dwarf king clad in gleaming armor, Jascar serves as a vigilant guardian of mountain peaks, warding off despoilers and evil forces that seek to defile these natural fortresses. He is the brother of Fortubo, the dwarven deity of stone and smithing, and maintains a longstanding rivalry with Ulaa, the lawful good goddess of hills and valleys, over dominion of terrestrial features. In contrast to Joramy's association with the chaotic fury of volcanoes, Jascar embodies the steadfast, unyielding nature of stable heights. Jascar's primary worshippers include mountaineers, miners, and highland dwellers who rely on the sanctity of elevated landscapes for their livelihoods and safety. His clergy, often comprising dwarves and hardy humans, lead expeditions to secure passes and sanctuaries, emphasizing resilience and communal defense against subterranean or aerial threats. The holy day known as Peak Day involves ascents to summits for rituals of renewal and vigilance, where adherents vow to preserve the purity of heights. Jascar was first introduced in 1983 as a lesser deity within the Suel pantheon of the Greyhawk setting.

Joramy

Joramy is a lesser deity in the Greyhawk pantheon, revered as the goddess of fire, volcanoes, wrath, anger, and quarrels. Her alignment is Neutral Good, reflecting a hot-tempered yet fundamentally benevolent nature that channels passion into protective and revolutionary fervor. Joramy's portfolio encompasses the explosive forces of volcanic activity and the intense emotions of rage and dispute, embodying fiery destruction as a catalyst for change and justice. She is classified as a lesser deity, with her origins tied to the Suel pantheon, though her worship extends among Oeridian and other human cultures in regions prone to natural upheavals. Depicted as a nondescript woman with flowing fiery hair and a raised fist, Joramy symbolizes unyielding passion and confrontation. Her holy symbol is a volcano or a stylized pillar of flame, representing the erupting power she governs. As a consort figure in some interpretations, she maintains alliances with non-evil deities who share her aggressive zeal, such as Heironeous, while clashing with emotionally detached gods like Rao and her estranged lover Zodal. Unlike Lirr's focus on artistic expression through passion, Joramy's domain emphasizes destructive outlets for anger, distinguishing her as a patron of raw, transformative fury. Her favored weapon is the flail, evoking the whipping intensity of flames and volcanic lashings. Joramy's worshippers primarily consist of Suel humans, warriors, debaters, and revolutionaries who dwell near volcanic areas or seek to harness righteous anger in battle and politics. Her clergy serve as fierce advocates, inspiring followers to defend ideals uncompromisingly and engaging in heated arguments to rally causes; they often lead aggressive nations or incite change through adventure and conflict. While no specific holy days are widely documented, her followers honor her through rituals invoking volcanic imagery and communal disputes resolved in her name. Joramy's role was formalized in the Living Greyhawk Gazetteer (2000), establishing her as a dynamic force in the setting's divine hierarchy, though earlier mentions appear in Greyhawk publications around 1998. She briefly contrasts with Telchur, whose cold anger tempers her fiery variant.

Lirr

Lirr is the Oeridian goddess of poetry, prose, literature, and art, serving as a lesser deity who embodies creativity and the preservation of intellectual and artistic endeavors. Aligned with chaotic good, she promotes freedom in expression and opposes those who destroy or conceal knowledge and works of art. Her portfolio encompasses inspiring bards, writers, and scholars to capture the essence of experiences through words and images, fostering a legacy of cultural transmission across Oerth. Depicted as a graceful, fresh-faced woman with long black hair and dark blue eyes, Lirr often carries a tome containing all known poetry, prose, spells, and artwork, symbolizing her role as the ultimate muse and guardian of creation. Her holy symbol is a silver quill or an illustrated book, representing the tools of literary and artistic craft. Lirr's favored weapon is the dagger, a precise instrument akin to the quill's edge in shaping narratives. She maintains alliances with deities who value knowledge, such as Olidammara, whose revels complement her patronage of verbal arts through shared prestige classes like the Temple Raiders. Worship of Lirr centers among poets, scholars, and traveling educators, particularly Oeridians, though her temples welcome all who seek to learn or create. Her clergy, often clad in white robes trimmed with gold and silver, journey to document stories, convert texts into ballads, and teach literacy, especially to women and children, ensuring the proliferation of enlightened thought. Introduced in the World of Greyhawk Fantasy Game Setting in 1983, Lirr has remained a staple of the pantheon, highlighting the chaotic good pursuit of verbal and literary mastery distinct from domains like beast lore.

Llerg

Llerg is a lesser deity in the Suel pantheon of the Greyhawk campaign setting, embodying the primal forces of beasts, strength, and hunting as a chaotic neutral god. First introduced in the World of Greyhawk Fantasy Game Setting in 1983, he represents the raw, untamed power of the wilderness and the savage instincts that drive survival. Llerg is depicted as a fanged warrior figure, often accompanied by fierce animal companions that symbolize his dominion over wild creatures, emphasizing his role as a hunter god who favors direct confrontation and physical prowess over civilized restraint. His holy symbol is a black bear, reflecting his association with powerful, predatory beasts that embody unyielding strength. Llerg's favored weapon is the club, a simple yet brutal tool suited to his ethos of overwhelming force in close combat. Worshippers, primarily hunters who revere the wild's unforgiving nature, invoke Llerg to gain favor in pursuits requiring endurance and ferocity, such as tracking prey or defending against threats in untamed lands. His clergy and followers celebrate the holy day known as Hunt's Moon, a ritual observance tied to lunar cycles that honors successful hunts and the renewal of primal bonds with nature's predators. In contrast to deities like Ehlonna, who emphasize harmonious stewardship of nature, Llerg's influence promotes a more aggressive reclamation of humanity's animalistic heritage through strength and the hunt. As a lesser god within the Suel tradition, Llerg's worship persists among those who prioritize raw power, distinguishing his path from more refined pursuits like those of Lydia, focused on artistic expression rather than brute force.

Lydia

Lydia is a Suel lesser deity in the Greyhawk pantheon, aligned with neutral good. Her portfolio centers on music, knowledge, and twilight, positioning her as a guardian of enlightenment and the transition between day and night. Her holy symbol is a lyre, representing the harmonious blend of art and wisdom, while her favored weapon is the light mace, symbolizing gentle yet firm defense against obscurity. Introduced in 1983 as part of the core Greyhawk setting, Lydia embodies the pursuit of truth through creative and intellectual means. Depicted as a half-elf gracefully holding a lyre, Lydia actively opposes ignorance, advocating for the free flow of information and the recovery of forgotten lore. She encourages her followers to use music as a tool for teaching and reflection, fostering personal growth and communal understanding. This opposition to secrecy distinguishes her from deities who hoard knowledge, emphasizing individual liberty in the quest for enlightenment. Lydia's primary worshippers are bards, who revere her as the patron of artistic expression intertwined with scholarly pursuits. Her clergy, often traveling performers and educators, focus on spreading lore through song and story, particularly among communities seeking cultural preservation. The holy day of Twilight Song marks a dusk-time ritual where devotees gather to perform melodies honoring her domains, celebrating the balance of light and shadow in knowledge. Lydia's influence complements that of Lirr, the goddess of poetry, by providing a musical foundation to prose and verse traditions.

Mouqol

Mouqol is a neutral lesser deity in the Greyhawk setting, revered primarily within the Baklunish pantheon as the patron of trade, negotiation, and camels. His portfolio encompasses the vital aspects of commerce in arid environments, including the management of caravan routes and the art of bargaining for mutual benefit. Mouqol's holy symbol is a camel, representing endurance and the backbone of desert trade expeditions, while his favored weapon is the scimitar, a practical choice for merchants defending their goods in remote territories. As the caravan lord, Mouqol embodies the archetype of the desert trader, a shrewd figure who navigates harsh landscapes and complex dealings with integrity. He values fair deals that foster reciprocity and long-term prosperity, teaching followers to assess risks and opportunities with wisdom rather than deceit. Introduced in the World of Greyhawk Fantasy Game Setting in 1983, Mouqol has remained a lesser deity focused on practical economic exchanges, distinct from broader wealth-oriented gods like the Oeridian Zilchus. Mouqol's primary worshippers are merchants and traders who rely on caravan travel across the Baklunish lands, invoking his guidance for safe journeys and successful haggling. His clergy emphasizes ethical commerce, often leading guilds or consortiums that promote balanced trade. The holy day of Caravan Day honors these themes through communal feasts, ritual appraisals of goods, and prayers for prosperous ventures, typically observed during peak trading seasons.

Myhriss

Myhriss (pronounced MEE-riss) is a lesser deity in the Greyhawk campaign setting, revered primarily by the Flan people as the goddess of love, romance, and beauty. Her alignment is Neutral Good, and her portfolio encompasses love in all its forms, physical and emotional beauty, passion, and the protective embrace of spring-like renewal that fosters such qualities. Myhriss was first detailed in the World of Greyhawk Fantasy Game Setting (1983) by Gary Gygax, establishing her as a Flan lesser deity within the pantheon. She is depicted as a beautiful Flan maiden just reaching adulthood, often with a garland of flowers crowning her hair to symbolize blooming affection and natural allure, though her iconography varies by cultural tradition: a fair-skinned, dark-haired beauty wielding a whip among some Flan sects, or a sun-blonde, tanned archer with a shortbow in others. As the sister to Lirr, the goddess of prose, poetry, and art, Myhriss embodies the sensual and emotional dimensions that complement artistic expression. Her holy symbol is a lovebird, representing devoted partnerships and the fleeting yet profound nature of romantic bonds. Myhriss's favored weapon is the dagger, a tool for precise and intimate defense that mirrors her role in safeguarding tender connections from exploitation. Worshippers of Myhriss include lovers, artists, diplomats, and healers who seek to nurture emotional bonds and celebrate aesthetic harmony, often gathering on the holy day of Love's Bloom to exchange vows, create art, and perform rituals honoring passion's renewing power. Her clergy, typically chaotic good idealists, mediate disputes through empathy, bless marriages, and crusade against hatred or ugliness that despoils beauty, emphasizing that love can heal societal ills and that beauty must be protected as a divine gift. Unlike Norebo's domain of lucky risks in gambling and theft, Myhriss focuses on the enduring emotional ties that build trust and community. Myhriss maintains alliances with benevolent deities like Phyton, sharing an appreciation for beauty manifested in natural splendor.

Norebo

Norebo is a lesser deity in the Greyhawk campaign setting, belonging to the Suel pantheon and revered as the god of luck, gambling, and risks. He embodies the thrill of uncertainty and the allure of high-stakes endeavors, serving as a patron to those who embrace chance in their pursuits. Norebo was first detailed in 1983 as part of the Suel pantheon in official Dungeons & Dragons publications. Aligned with chaotic neutral principles, Norebo's portfolio encompasses luck, gambling, risks, trickery, and rogues, reflecting his role as a trickster figure who favors bold actions over calculated safety. His holy symbol is a pair of eight-sided dice, often depicted with smiling faces on the "one" sides to symbolize the unpredictable joy of fortune. Norebo is typically portrayed as a human male of average height and build, with a sly grin, dressed as a rogue and accompanied by dice or playing cards; he frequently assumes animal forms to disguise himself and pursue adventures incognito. As the favored weapon of his followers, the dagger underscores his affinity for stealthy, opportunistic strikes in games of chance and deception. Norebo's worshippers primarily consist of gamblers, thieves, rogues, adventurers, and other risk-takers who seek his favor in uncertain situations, with temples known as Churches of the Big Gamble common in large cities and barbarian lands of Suel descent. His clergy often operate gambling houses, wager on everyday events to spread his influence, or embark on daring quests to honor him, viewing life as an exhilarating gamble where fortune rewards the audacious. Dogma emphasizes embracing risks, outwitting rigid opponents, and enjoying fleeting possessions, as "luck favors the bold" and chance infuses existence with meaning. While Norebo maintains a friendly rapport with Olidammara, the Flan deity of revelry and luck, his chaotic nature contrasts with more orderly gods like Osprem, who prioritizes secure outcomes over random chance.

Osprem

Osprem is the Suel lesser of sea voyages and in the of , serving as a navigator's guide for those braving the . Depicted as a , she opposes monsters and other threats to maritime safety, ensuring the of ships and their crews during perilous journeys. Her alignment is Lawful Good, with a portfolio centered on voyages and ; her holy symbol is a dolphin, and her favored weapon is the spear. Worship of Osprem is predominant among sailors and those reliant on sea travel, who invoke her aid to ward off dangers and guarantee successful passages. Devotees observe the holy day known as Voyage Safe, a time for rituals seeking her blessings for secure navigation and protection from the perils of the deep. As a lesser deity, Osprem was first detailed in 1983 within the core Greyhawk materials, establishing her role among the Suel pantheon as a benevolent guardian of the waves, distinct from greater sea deities like Procan.

Phaulkon

Phaulkon is a Suel lesser deity associated with the open air, embodying the freedom of the winds and the grace of flight among avian creatures. First detailed in the World of Greyhawk Fantasy Game Setting in 1983, he is depicted as a powerful, clean-shaven, bare-chested man who promotes good causes and opposes evil under the open sky. His portfolio encompasses air, wind, clouds, birds, and archery, distinguishing him from deities like Phyton, whose domain emphasizes forest beauty rather than the sky's expansive allure. Aligned with chaotic good, Phaulkon's symbol is a winged human silhouette, representing his connection to flight and the heavens. He favors the longbow as his weapon, reflecting his role as an archer who traverses the winds. Often portrayed as a lean, vigorous figure with feathered wings or sometimes wingless yet commanding the air, Phaulkon serves as consort to Lydia, the goddess of music and daylight, in certain mythological accounts. Worshippers of Phaulkon include bird-keepers, hunters, archers, explorers, and wanderers who cherish the open skies and natural freedom. His clergy, primarily Suel humans but also elves and others, study skies for omens, protect avian habitats, teach archery, and combat ancient evils like cursed artifacts. They must sleep outdoors when possible, except in harsh weather, and face penalties in enclosed spaces due to their affinity for vast expanses. Holy days such as Wind's Beauty celebrate his domains, often aligning with equinoxes, strong winds, or bird migrations, during which followers gather in open shrines for rituals honoring aerial beauty and liberty. As a lesser deity of Suel origin, Phaulkon maintains alliances with figures like Jascar and Aerdrie Faenya, while opposing threats such as Pyremius, and briefly references celestial patterns akin to those observed by Celestian in his scholarly pursuits of sky lore. His temples are rare, favoring simple outdoor shrines that allow communion with the winds he commands.

Phyton

Phyton is a lesser deity of the Suel pantheon in the Greyhawk campaign setting, primarily concerned with nature, beauty, and farming. He is depicted as a tall, slender, youthful man with golden hair and green eyes, capable of assuming the form of any forest creature and often accompanied by animals and plants, emphasizing his role as a protector of woodlands and natural harmony. Introduced in the 1983 World of Greyhawk Fantasy Game Setting, Phyton represents the balance between preserving nature and adapting it for human benefit, such as clearing land for agriculture while combating destructive forces. Aligned with Neutral Good principles, Phyton guides his followers toward benevolent stewardship of the environment. His portfolio focuses on fostering growth and aesthetic appreciation in the natural world, with worship centered among the Suel people but extending to others who value rural life and ecological restoration. Clerics of Phyton typically wear brown or green garments, act as sentinels for farming communities, and undertake tasks like redirecting rivers for irrigation or eliminating threats to wild areas. The deity's favored weapon is the scimitar, symbolizing precise care in tending the land, while his holy symbol—a scimitar placed before an oak tree—evokes strength rooted in enduring natural beauty. As a , Phyton shares conceptual affinities with elven guardians like Ehlonna, though his Suel origins distinguish him by emphasizing cultivated landscapes alongside preservation. His dogma promotes using natural resources wisely, viewing humanity's as shapers of the environment rather than mere inhabitants, which sets him apart from deities focused solely on untouched .

Pyremius

Pyremius is a lesser deity of the Suel pantheon in the World of Greyhawk campaign setting, aligned with neutral evil and serving as the patron of destructive forces that embody hatred and elimination. His portfolio encompasses fire in its most malevolent aspect, poison as a tool of silent death, murder as an expression of ultimate power, and vengeance against any perceived threats. Introduced in 1983 as part of the expanding Greyhawk cosmology, Pyremius represents a shift from a demigod of poison and murder to a full lesser deity after usurping the fire domain through treachery. His symbol is a flame, often depicted with a dagger superimposed to evoke the imagery of a blazing assassination. Depicted as a grotesque, fiery figure resembling a deformed man with a jermlaine-like face, skeletal hands, and a nightmarish visage, Pyremius rides a nightmare steed accompanied by hags, wielding a longsword named Red Light and a whip called Viper. He is known as the Blazing Killer or the Murdering Flame, a being whose fiery temper fuels a profound hatred for all life, driving his followers to acts of arson, envenoming, and targeted killings. Unlike Ralishaz, whose influence manifests as chaotic madness and random misfortune, Pyremius embodies precise, vengeful destruction through fire and poison. His dogma preaches that "the world will perish in fire," urging adherents to burn and poison anything that threatens them while eliminating those who oppose such acts, with murder serving as the pinnacle of dominance. Worship of Pyremius is concentrated among assassins, arsonists, poisoners, and evil-aligned Suel humans, particularly within the Scarlet Brotherhood, an organization promoting Suloise racial supremacy and employing his tenets during conflicts like the Greyhawk Wars. Fiends, jermlaine, and certain nonhuman tribes also revere him, drawn to his alliances with chaotic entities and his realm in Niflheim's Black Volcano. Clerics of Pyremius, granted domains of Chaos, Destruction, Evil, and Fire, are secretive plotters who craft toxins, endure trials of heat, and hire out as killers, though their ranks suffer from constant internal betrayals and high attrition. The favored weapon among his followers is the halfspear, symbolizing swift, piercing vengeance, though daggers and whips are also common for their utility in stealthy murders. Holy days, such as the Flame's Kiss, involve rituals amid wildfires or blazes, where devotees offer poisons and vows of retribution. Pyremius maintains enmity with deities like Bralm, who abhors uncontrolled fire, and shares a distant kinship with Erythnul in themes of slaughter but prioritizes calculated assassination over frenzied bloodshed.

Ralishaz

Ralishaz is a lesser deity in the Greyhawk pantheon, embodying the chaotic forces of chance, madness, and misfortune as an unpredictable and erratic power. Introduced in 1983, Ralishaz represents the whims of fate that can turn prosperity to ruin without warning, often manifesting as random disasters or strokes of ill luck that defy rational explanation. His alignment is chaotic neutral, reflecting a neutral stance toward good and evil but a profound commitment to disorder and caprice. Depicted as a jagged-faced madman whose form shifts erratically, Ralishaz serves no known consort, distinguishing him clearly from deities like Jascar despite superficial thematic overlaps in chance-related domains. His portfolio encompasses chance, madness, and misfortune, with worshippers primarily consisting of madmen, gamblers, and those who embrace risk in the face of inevitable chaos. The deity's holy symbol is a square with three lines, symbolizing the fractured paths of destiny, while his favored weapon is the dagger, evoking the sleight-of-hand deceptions inherent in games of fortune. Holy day observances center on Mad Night, a nocturnal festival where adherents indulge in frenzied rituals to invoke Ralishaz's capricious favor. In contrast to Sotillion's joyful embrace of summer's vitality, Ralishaz embodies erratic chaos that disrupts stability, punishing the overconfident and rewarding the reckless at random. He shares distant thematic ties with Olidammara's playful madness but prioritizes destructive unpredictability over mere revelry.

Sotillion

Sotillion is an Oeridian lesser deity associated with the playful aspects of summer, embodying ease, warmth, and leisure. Her alignment is neutral good, reflecting a benevolent focus on comfort and relaxation rather than strict order or chaos. As one of the five wind deities sired by Procan, she is the sister of Atroa, goddess of spring and renewal, and shares a familial bond with the seasonal pantheon. Sotillion first appeared in detailed form in the World of Greyhawk Fantasy Game Setting (1983) by Gary Gygax, establishing her as a lesser power within the Greyhawk cosmology. Her holy symbol is a golden disk, representing the sun's nurturing warmth during the height of summer. Clerics and followers favor the sling as her sacred weapon, often using it in rituals that invoke gentle breezes and bountiful harvests. Worshippers, primarily revelers and those seeking respite from toil, gather for her holy day on the Summer Solstice to celebrate with feasts, music, and games under the open sky. This contrasts sharply with deities like Syrul, whose domains of deceit and lies promote manipulation over Sotillion's honest enjoyment of sunny leisure. Her influence on warmth occasionally overlaps with that of Pelor, the greater sun god, in shared agricultural rites.

Syrul

Syrul is a lesser in the , revered within the Suel pantheon as the of lies, deceit, treachery, and false promises. Aligned neutral , she embodies manipulation and , often depicted through titles such as the , , and Oathbreaker. Her holy is a forked tongue, reflecting her domain of verbal , while her favored weapon is the dagger, symbolizing subtle and treacherous strikes. Clerics of Syrul gain access to domains including , Knowledge, Trickery, Mind, and Tyranny, enabling spells that enhance illusion, mental domination, and subterfuge. Syrul manifests as a dirty, smelly old hag clad in tattered clothing, though this guise is an illusion concealing her nondescript true form; she possesses the innate ability to see through deceptions and illusions herself. She wields signature artifacts including Small Lie, a dagger of venom that inflicts poisonous wounds, and Harsh Truth, a rod of withering that accelerates aging and causes necrotic damage. Mounted on her nightmare steed Flamedevil, Syrul forges alliances with neutral evil entities such as night hags and black dragons, and maintains a close partnership with the Suel god Pyremius in schemes of subversion. Her realm lies in the infernal planes of Gehenna or Hades, where she plots eternal webs of falsehood. Worship of Syrul centers among the Suel people, particularly those who employ untruths for personal, political, or magical gain, including spies, diplomats, and slanderers. Her clerics, often skilled in intrigue, propagate lies in marketplaces, courtrooms, and embassies to undermine rivals and authority figures, while actors and informants invoke her for performances of calculated betrayal. Temples to Syrul feature deceptive architecture of gnarled wood and twisted stone, designed to mislead intruders, and ceremonies involve golden robes emblazoned with her forked-tongue symbol, red metal amulets, and concealed daggers within wooden staffs. The holy day falls on the eleventh of each month, when devotees abstain from truth, speaking only lies that ring with plausibility to honor her essence. Syrul was first detailed as a lesser deity in 1984, originating in the Suel pantheon amid the Greyhawk setting's expansion of divine lore.

Telchur

Telchur is an Oeridian lesser deity associated with winter, cold, and mountains, serving as the embodiment of the harsh, unforgiving aspects of the northern seasons. His alignment is neutral good, reflecting a stern but ultimately benevolent guardianship over survival in extreme conditions. Telchur's portfolio centers on these elemental forces, symbolized by a snow-tipped mountain peak, while his favored weapon is the battleaxe, evoking the rugged tools of mountaineers enduring blizzards. Depicted as a grim warrior clad in heavy furs, Telchur wanders frozen peaks and tundras, delivering the severe lessons of winter to the unprepared—reminding mortals that endurance demands foresight and resilience against isolation's bite. As brother to Atroa, the goddess of spring and renewal, he completes the cycle of the Velaeri wind deities, yet his domain emphasizes solitude and introspection amid the chill, contrasting with the communal storms of his sibling Velnius. Telchur first appeared as a lesser deity in the 1983 World of Greyhawk Fantasy Game Setting. Telchur's worshippers consist mainly of northerners, including hardy barbarians and highland folk who revere him for protection against the elements. Clerics and followers gather during the holy day of Winter's Grip, a midwinter observance marked by rituals of fortitude, storytelling around fires, and offerings to invoke his aid for the coming thaw. Unlike the chaotic frenzy of Vatun's barbarian winter cult, Telchur's faith promotes disciplined preparation over raw fury.

Vatun

Vatun is a Suel lesser deity in the Greyhawk campaign setting, revered as the patron of northern barbarians, cold, winter, and arctic beasts. His alignment is chaotic good, reflecting a fierce, unpredictable benevolence toward those who endure the harsh northern wilds. Vatun's portfolio encompasses the resilience of barbarians, the unrelenting grip of winter, and the primal strength required of warriors in frozen climes, emphasizing survival through raw power and raiding against softer southern foes. He was first introduced as a lesser deity in the 1983 World of Greyhawk boxed set, where he appears in the Suel pantheon alongside gods like Llerg. Depicted as a towering Suel warrior clad in polar bear furs, with an icy beard and exhaling frozen mist, Vatun embodies the whirlwind fury of a northern storm. His holy symbol is typically a blue-white battleaxe or the sun setting over a snowy landscape, symbolizing the transition from daylight raids to the endless night of winter. Vatun favors the battleaxe as his weapon, often granting his clerics a +1 frost battleaxe through divine magic, which aligns with his domains of Air, Animal, Chaos, Good, Strength, and Weather. Though some early lore speculated connections to other cold deities like Kord in matters of athletic endurance amid frost, Vatun remains distinctly tied to Suel barbarian traditions. Vatun's primary worshippers are the Ice Barbarians (Schnai) of the Thillonrian Peninsula, along with scattered Cruski and Ffolk tribes who invoke him for protection during brutal winters and success in southward raids. His clerics, dressed in white furs, preach endurance against the elements, heal the wounded from tribal skirmishes, and actively oppose followers of Telchur, whose priests imprisoned Vatun around 700 years ago during the Battle of a Fortnight's Length. This imprisonment limits his divine power, forcing his spellcasters to remain near open flames to prepare spells, and has fueled quests among devotees to recover the Five Blades of Corusk for his release. In contrast to deities like Wenta, who celebrate autumn's bounty, Vatun demands reverence for winter's culling of the weak, fostering a faith centered on unyielding strength in isolation.

Velnius

Velnius is an Oeridian lesser deity in the Greyhawk setting, revered as the protector of agriculture through his dominion over weather and rain. Aligned with Neutral Good, he embodies benevolence toward natural cycles that sustain life, particularly in agrarian societies where timely rains ensure bountiful harvests. His portfolio encompasses weather and rain, reflecting his role in moderating atmospheric conditions to favor growth rather than destruction. Velnius's holy symbol is a lightning bolt, symbolizing the vital energy of storms that nourish the earth, while his favored weapon is the quarterstaff, a simple tool evoking the humble staff of the farmer or traveler. Depicted as a stormy figure, Velnius appears as a tall, middle-aged man with white hair and a cloak of feathers from which water and lightning cascade, underscoring his command over precipitation and tempests. He is the father of Telchur, the Oeridian god of winter, cold, and northern winds, establishing a familial bond among the wind deities that influences seasonal transitions. As the eldest child of Procan, the greater deity of seas, winds, and storms, Velnius assumes a leadership role among his siblings, promoting responsibility and balance in atmospheric forces. This paternal lineage ties him to broader oceanic weather patterns, though his focus remains on terrestrial benefits like rainfall for crops. Worship of Velnius centers on farmers and rural communities who depend on reliable weather for their livelihoods, with his followers offering prayers for gentle rains to irrigate fields and avert droughts. Clerics and devotees often travel to mediate disputes over water resources or aid regions struck by erratic weather, emphasizing harmony with nature's rhythms. The holy day known as Rain's Blessing marks a communal celebration of seasonal downpours, where rituals invoke Velnius's favor for abundant yields, typically observed during planting cycles in Oeridian lands. Velnius was first detailed as a lesser deity in the World of Greyhawk Fantasy Game Setting (1983), establishing his place within the Oeridian pantheon as a guardian of agricultural prosperity. Since then, he has appeared in subsequent Greyhawk materials, maintaining his status as a neutral good entity focused on the life-giving aspects of weather.

Wenta

Wenta is an Oeridian lesser deity associated with autumn, the west wind, and the harvest, embodying the joyful reaper who celebrates the fruits of the earth. She is aligned with neutral good principles, reflecting her benevolent focus on abundance and seasonal transition. Her portfolio encompasses the gentle breezes of the west, the gathering of crops, and the carefree spirit of reaping. Wenta's holy symbol is an oak leaf, symbolizing the enduring vitality of nature during the harvest season, while her favored weapon is the short sword, practical for fieldwork and defense. Depicted as a carefree youth adorned with grapes, Wenta represents youthful exuberance and the pleasures of the harvest. As the sister of Sotillion, the summer goddess, she shares familial ties within the Oeridian pantheon of seasonal deities, contributing to the cyclical balance of the winds and weather. Wenta's primary worshippers are harvesters, who invoke her blessings for bountiful yields and protection during the reaping. Her holy day, the Autumn Revel, marks a time of communal feasting and gratitude, distinct from broader harvest rites like those of Berei. First introduced in 1983 as a lesser deity in the Oeridian pantheon, Wenta has remained a figure of seasonal joy and agricultural prosperity in Greyhawk lore.

Xan Yae

Xan Yae is the Baklunish lesser deity of shadows, stealth, and mental power, embodying the ideal of balance through inner discipline and subtlety. She is depicted as a dim, shadowy figure that promotes the development of inner strength and mental mastery over physical extremes. As a neutral-aligned power, Xan Yae teaches her followers to achieve perfection by harmonizing light and dark, day and night, avoiding imbalance in all things. Her portfolio encompasses shadow, stealth, and mental power, focusing on the unseen forces that govern perception and control. The symbol of Xan Yae is a black lotus blossom, representing the hidden beauty and potency of mental equilibrium. Her favored weapon is unarmed combat, reflecting her emphasis on personal discipline and the superiority of mind over matter. Xan Yae's primary worshippers are monks who dedicate themselves to rigorous training in stealth and psychic disciplines, often gathering in secluded monasteries across the Flanaess and Baklunish lands. These devotees observe Shadow Night as their principal holy day, a time of meditation and rituals conducted at twilight to honor the transition between light and darkness. She briefly references the demigod Zuoken, her former servant who specialized in physical mastery, as a complementary aspect of her teachings on holistic perfection. Xan Yae was first detailed as a lesser deity in the World of Greyhawk Fantasy Game Setting in 1983. Her role distinguishes mental discipline from Zodal's focus on merciful healing, prioritizing self-mastery over external aid.

Xerbo

Xerbo (pronounced ZER-boh) is a Suel deity in the Greyhawk setting, revered as the god of the sea, sailing, money, and business. He holds intermediate or lesser divine rank and follows a neutral alignment, embodying a stern and indifferent demeanor toward the maritime world and mercantile endeavors. Xerbo's portfolio emphasizes the harsh realities of ocean travel, the accumulation of wealth through trade, and the protection of sea interests, often prioritizing economic gain and naval dominance over chaotic or exploitative forces. His followers view him as a guardian of profitable voyages, where the sea's bounty is claimed through shrewd business rather than reckless adventure. Depicted as a large man with webbed hands and feet, matted kelp-like hair, and clad in armor and a shield fashioned from dragon turtle hide, Xerbo wields the mighty trident Murky Deep to assert control over ocean depths. His holy symbol is the dragon turtle, representing resilience and the hidden treasures of the sea. As a mercantile figure, Xerbo promotes a code where sea creatures are treated equally under the "law of the sea," and land-dwellers are cautioned to respect rather than exploit watery realms; this philosophy underscores his opposition to Procan, the chaotic god of storms and tempests, whom he sees as a disruptive rival to orderly trade. He maintains a pragmatic alliance with his consort Osprem, goddess of sea voyages, combining forces against threats to maritime stability without delving into deeper personal ties. Favored weapons among his clergy include the trident, alongside sailor tools and aquatic implements, reflecting his dual focus on combat at sea and economic pursuits. Xerbo's worship is centered among Suel communities along the Flanaess's coasts, including the Hold of the Sea Princes, Lendore Isle, and eastern seaboard settlements, attracting sailors, merchants, fishermen, and seafaring barbarians who rely on safe passage and lucrative deals. His clergy, attired in blue and green vestments, actively safeguard marine life, monitor trade routes, and mediate port business, often imposing penalties on those who linger too long on land or misuse oceanic resources—such as a sacred vulnerability to fire magic or restoration limits for sea-related deaths. This emphasis on aquatic self-interest and wealth accumulation highlights Xerbo's role in bridging the pantheon's naval themes toward more individualized, opportunistic domains in lesser powers. The deity was first detailed in 1984 by Lenard Lakofka in Dragon Magazine issues 86 through 92, establishing him as a key figure in the expanded Suel pantheon.

Zodal

Zodal is a lesser deity in the Greyhawk campaign setting, revered primarily by the Flan people as the god of mercy, hope, and benevolence. His alignment is neutral good (NG), reflecting a compassionate outlook that emphasizes aiding the downtrodden and reforming evil through kindness rather than vengeance. Zodal's portfolio centers on mercy, hope, and benevolence, with associated clerical domains including Good, Healing, and Protection, underscoring his role as a gentle healer who counters despair and promotes emotional restoration. Zodal is often depicted as a serene, kindly man with a glowing halo, dressed in simple gray robes and surrounded by white doves, or as a figure with large, careworn hands extended in aid; alternative titles include "The Gray Son" and "The Gentle Hand." His holy symbol is a man's hand partially wrapped in gray cloth, symbolizing compassionate intervention, though variants include a ray of light descending from a cloud or a white dove. Zodal's favored weapon is the heavy mace, often enchanted as a merciful variant that inflicts nonlethal damage to align with his ethos of restraint. Worship of Zodal extends to Oeridians and Flan communities, attracting healers, monks, and aid workers who live simply and dedicate themselves to alleviating suffering in war-torn or impoverished regions. His followers, including clerics who channel healing magic, prioritize diffusing anger and offering hope to the hopeless, viewing mercy as a path to redeem even the most wayward souls. As a servant power of the Flan god Rao, Zodal embodies targeted benevolence, distinct from broader healing deities like Pelor. Zodal first appeared in official Dungeons & Dragons materials in 1983, detailed as a lesser deity within the expanding Greyhawk pantheon.

Demi-deities

Al'Akbar

Al'Akbar is the Baklunish demigod of guardianship, faithfulness, dignity, and duty, aligned lawful good. His portfolio emphasizes righteousness, governance, trade, and agriculture, reflecting his role in preserving Baklunish culture after catastrophe. His holy symbol is a cup and an eight-pointed star, representing the legendary Cup and Talisman of Al'Akbar, artifacts central to his faith. Clerics of Al'Akbar favor the falchion as their weapon. Depicted as a wise imam with a neatly tended beard, dressed in robes and a turban while holding a staff or book, Al'Akbar originated as a mortal historical figure who rose to prominence following the Invoked Devastation. He founded the city of Ekbir, established foundational guidelines for government, trade, and agriculture, and guided survivors in upholding honor and piety. After building a mosque and introducing community devotion, he ascended to demigod status, becoming known as the Restorer of Righteousness. His faith draws thematic parallels to the peaceful duty espoused by Rao in one brief aspect of moral guardianship. Worship of Al'Akbar centers among Baklunish humans, dominant in Ekbir, Zeif, Ket, Tusmit, and the Paynims, where he received early divine favor post-Devastation. Followers include clerics, paladins, and dervishes, divided into the Exalted Faith (led by Ekbir's caliph and qadis) and the True Faith (guided by Yatils' grand mufti and mullahs). Even adherents of other deities in Ekbir revere him highly. Clerics promote education, protection of the faithful, cooperative spellcasting, and moral uprightness, with dogma urging kindness, obedience to superiors, and nurturing good within law for entry into Al'Akbar's Garden. The faith integrates elements from the 1992 Al-Qadim setting crossover, affirming his demigod rank in Greyhawk lore.

Damaran

Damaran is a demi-deity in the Greyhawk campaign setting, revered within the Touv pantheon as the embodiment of vermin and cowardice. His alignment is neutral evil, reflecting his chaotic nature and malevolent influence over fear and infestation. Damaran's portfolio centers on vermin—such as rats, insects, and other creeping pests—and the cowardice that drives survival through flight rather than confrontation. His holy symbol is a rat, symbolizing the sneaky, disease-carrying creatures he patronizes, while his favored weapon is the javelin, suitable for throwing from a safe distance. Depicted as a rat-faced coward, Damaran spreads fear among mortals, encouraging outcasts and the timid to embrace evasion and infestation as means of protection. He is the son of the Touv death god Meyanok and serves unquestioningly, often bullied by his sister Vara, the goddess of nightmares. Unlike the Earth Dragon, whose domain involves underground evils and burrowing horrors, Damaran governs surface-dwelling pests that overrun jungles and settlements, fostering paranoia through visible, scuttling threats. His worshippers are primarily societal outcasts among the Touv people—hermits, fugitives, and those shunned for weakness—who invoke him for survival in harsh environments by summoning swarms of vermin against foes. The annual holy day, Vermin's Night, involves rituals of hiding and releasing pests to symbolize cowardice as a virtue of endurance. Introduced in the 1992 From the Ashes boxed set for the Greyhawk setting, Damaran represents the darker aspects of Touv folklore, where vermin are seen as opportunistic survivors in the unforgiving Hepmonaland jungles. While he shares thematic overlap with Incabulos in associating vermin with plague, Damaran emphasizes psychological terror and base instincts over widespread disease. Clergy of Damaran often wear black metal ribbons as ceremonial garb, marking them as devotees who thrive on the edges of society by scavenging and avoiding direct conflict.

Earth Dragon

The Earth Dragon is a Flan demigod in the Greyhawk campaign setting, embodying subterranean evil and serving as a terror within caverns and the earth's depths. As an ancient nature spirit elevated through worship, it demands sacrifices to ensure the prosperity and protection of its followers amid the hidden realms below ground. Of lawful evil alignment, the Earth Dragon holds a portfolio encompassing the earth, weather, and hidden treasures, reflecting its serpentine form and role as an adversary to surface dwellers. Its holy symbol is a coiled dragon, and its favored weapon is the halfspear, suitable for piercing the dark confines of its domain. Manifesting as a serpentine dragon composed of stone and ore, it is an ancient foe of the Flan peoples, preying on those who venture into its underground lairs. Primary worshippers include troglodytes, who revere the deity in cavernous temples, offering rituals on the holy day of Deep Night to appease its wrath and seek boons from the subterranean world. The Earth Dragon's cult emphasizes survival in hostile underground environments, with adherents viewing it as a guardian of buried evils and treasures. First documented in 1983 Greyhawk materials as a demigod, the Earth Dragon draws loose parallels to greater draconic evils like Tiamat but remains a localized Flan entity focused on earthly horrors rather than conquest.

Iuz

Iuz is a powerful demigod in the World of Greyhawk campaign setting, revered as a patron of deceit, evil, oppression, and pain. Known by titles such as the Old One, Iuz the Evil, and Lord of Pain, he is a cambion born of the demon prince Graz'zt and the archmage Iggwilv, making him a half-demon entity of immense tyrannical ambition. As the ruler of a vast northern empire centered in the city of Dorakaa, Iuz embodies cruelty and domination, manifesting in forms ranging from a tall, gaunt human with a sinister grin to a hulking demonic figure with mismatched eyes—one brown and one milky white. His alignment is chaotic evil, reflecting his chaotic drive for conquest and suffering over structured tyranny, though he allies with deities like Hextor in pursuits of oppression. Iuz's holy symbol is a grinning human skull, often incorporated into the iconography of his followers' lairs and the architecture of his empire. His favored weapon is the greatsword, wielded in his demonic form to symbolize brutal subjugation, though he is proficient with other arms like the flail or mace in clerical traditions. Worship of Iuz centers on humans and humanoids such as orcs, goblins, hobgoblins, and ogres, alongside secretive cultists who propagate his doctrines through acts of torment and exploitation. These devotees, including the elite Boneheart priesthood, emphasize fanatic loyalty, ritual torture, and the collection of grisly trophies from vanquished enemies, such as the hides of unicorns or the bones of paladins. Holy days include Iuz's Rise, commemorating his ascension and return to power, marked by festivals of blood sacrifice and military parades. Introduced as an active demigod in the 1983 World of Greyhawk setting, Iuz has since expanded his influence through conquests like those in the Greyhawk Wars, where he overran regions such as the Shield Lands and Bandit Kingdoms. Banished temporarily in 505 CY by a coalition including the wizard Zagyg, he returned in 570 CY after dark rituals in sites like the Soul Husks Caverns, solidifying his status and amassing armies of fiends, undead, and enslaved peoples. Despite opposition from deities like St. Cuthbert and Heironeous, Iuz's growing dominion positions him as a potential greater deity, sustained by his fiendish heritage and unrelenting campaigns of terror.

Mayaheine

Mayaheine is a demigoddess in the Greyhawk campaign setting, revered as a protector and warrior who embodies the martial arm of Pelor's faith. She ascended from a mortal paladin brought to Oerth from another world to combat rising evil during the Greyhawk Wars, first appearing publicly around 583 CY. Depicted as a tall human woman with auburn-gold hair and blue eyes, she wears silvery plate mail and wields a bastard sword named Triumph alongside a shield called Hope's Champion. Her role as Pelor's shieldmaiden emphasizes defending the vulnerable and inspiring courage among the faithful. Aligned lawful good, Mayaheine's portfolio centers on protection, justice, and valor, distinguishing her focus on guardianship and righteous combat from broader agricultural or general protective deities. Her holy symbol is a shield featuring a bastard sword, a radiant sunburst, two golden spheres, and two victory runes, often rendered in silver and gold to evoke her ties to Pelor's light. Followers favor the bastard sword as her signature weapon, though variants include the longsword or longbow for ranged defense; her domains encompass Good, Law, Protection, and War, enabling spells that fortify allies and smite foes. Clerics and paladins of Mayaheine train rigorously in self-defense, erect fortifications, and serve as judges or community guardians, often collaborating with Pelor's priests to shield populations from threats like Iuz or the Scarlet Brotherhood. Worship of Mayaheine thrives among human guards, paladins, and warriors, particularly Oeridian and Flan peoples in regions such as Furyondy, the Shield Lands, and Verbobonc, where her faith supports defensive orders like the Knights of Veluna. Temples resemble sturdy barracks or watchtowers, adorned with shields and sun motifs, and services involve weapon consecrations, hymn-singing while linking arms, and alms collection for the needy. Though no canonical holy day like Shield Day is detailed in core texts, her veneration surged in the 580s CY amid post-war reconstruction, positioning her as a beacon for those rebuilding against evil incursions. Her church promotes friendship through protective alliances, but prioritizes valorous action over passive bonds. Introduced in 2000 as part of the Living Greyhawk organized play campaign, Mayaheine quickly became a staple for player characters seeking a heroic, protective divine patron.

Merikka

Merikka is the Oeridian demigoddess of agriculture, farming, and the home, revered for her role in guiding optimal planting and harvesting cycles. Of neutral good alignment, she embodies the quiet diligence required for prosperous fields and stable households, often depicted as a gray-haired woman of faded beauty holding a sheaf of wheat as her holy symbol. Her favored weapon is the sickle, reflecting her agrarian domain. As a protector of crops and family life, Merikka coordinates with the Oeridian gods of the seasons—her cousins—to ensure timely agricultural activities, serving also as a patron to expectant mothers and mediators in familial disputes. She appears in lore as a farmer woman who safeguards harvests from chaos and disruption, resenting deities or forces that threaten orderly growth. In this capacity, she overlaps briefly with Berei in promoting family-oriented farming practices. Merikka's worshippers are primarily peasants and farmers among the Oeridians, though her faith is open to others seeking communal harmony and healing. Her clerics organize farming communities, officiate harvest ceremonies, and provide care during pregnancies, emphasizing routines that sustain both land and kin. Introduced as a deity of agriculture and good in the World of Greyhawk Fantasy Game Setting (TSR, 1983), Merikka was later detailed as a demigod imprisoned beneath Castle Greyhawk by the archmage Zagyg Yragerne, from which she was freed by adventurers.

Rudd

Rudd is an Oeridian demigoddess associated with luck, skill, and the favor of chance, representing the unpredictable edge that rewards bold and capable individuals in their endeavors. First introduced in 1983 within the Greyhawk campaign setting, she holds the status of a demigoddess and is aligned chaotic neutral. Her portfolio encompasses luck, skill, and chance, symbolized by a starburst that evokes the sudden burst of fortune in moments of peril or competition. Rudd's favored weapon is the unarmed strike, reflecting her emphasis on personal prowess and dexterity over reliance on tools. Depicted as an agile trickster, Rudd manifests in two aspects: the passionate Red Rudd, embodying the fiery thrill of pure chance, and the calculated Grey Rudd, highlighting the cool precision of skill honed through practice. This duality underscores her teachings that true success arises from balancing fortune's whims with one's own abilities, encouraging followers to seize opportunities rather than passively await them. Her worshippers are primarily adventurers who invoke her name before high-stakes ventures, viewing her as a patron of those who thrive on risk tempered by competence. The holy day of Luck's Favor is celebrated by her clergy through games of chance and displays of athletic skill, honoring moments when fate aligns with effort. Unlike Norebo, whose domain centers on the luck of gambling, Rudd's influence favors the skillful navigation of chance in broader pursuits such as exploration and combat. This distinguishes her from deities like Stern Alia, whose stern enforcement of law contrasts with Rudd's embrace of chaotic, skillful opportunism.

Stern Alia

Stern Alia is an Oeridian demigoddess in the World of Greyhawk campaign setting, embodying law, order, and motherhood within Oeridian culture. She is depicted as an armored woman serving as a stern judge who promotes justice and the dutiful enforcement of societal rules, ensuring balance and stability among her followers. Her alignment is lawful neutral, reflecting her unyielding commitment to structured order over chaotic impulses or moral flexibility. As the Shield Mother, Stern Alia is the tutelary deity of the island nation of Thalos in Western Oerik and the mother of the rival war gods Heironeous, Hextor, and Stratis. Her holy symbol is the face of an Oeridian woman, representing maternal protection and cultural heritage, while her favored weapon is the heavy mace, used by clerics to symbolize authoritative correction. She grants domains of Inquisition, Knowledge, Law, and Protection to her clergy, emphasizing vigilance against disorder and the pursuit of unalterable truth. Unlike Pholtus, whose focus is broader doctrinal law, Stern Alia centers on Oeridian societal duty and familial bonds. Stern Alia's worshippers are primarily Oeridian humans, including officials, judges, and community leaders who value rigid adherence to tradition and hierarchy. Her faith thrives in regions like Medegia and the County of Pontylver in the Sheldomar Valley, where temples such as the Temple of the Correct and Unalterable Way serve as centers for legal and cultural rites. Clerics of Stern Alia often organize militias to combat threats to order and support motherhood through protective rituals. She first appeared in the 1980 adventure module The Hidden Shrine of Tamoachan as the goddess of order worshipped by the lawful neutral cleric Myrna the Disgraced, and was established as a demigoddess of law in the 1983 World of Greyhawk Fantasy Game Setting boxed set.

Vara

Vara is the Touv demi-deity of nightmares and fear, a chaotic evil entity who embodies the terror that haunts the subconscious. Her portfolio centers on the invocation and perpetuation of nightmares and fear, serving as a malevolent force within the Touv pantheon that preys on the vulnerabilities of the mind during vulnerable moments of rest. Vara's holy symbol is a spider, representing her insidious, web-like grasp on the psyche, and her favored weapon is the dagger, a tool for swift, hidden strikes that mirror the sudden onset of dread. Depicted as a shadowy spider-woman, Vara torments sleepers by infiltrating their dreams, weaving illusions of horror to erode sanity and willpower over time. This dream-haunting aspect distinguishes her psychological terror from more overt forms of bigotry or purity, as seen in deities like Wastri, emphasizing instead the subtle, inescapable grip of inner fears. Like Syrul, she incorporates elements of deceitful fear to manipulate and control her victims. Vara's worshippers, primarily fear-mongers who thrive on instilling panic in others, observe Nightmare Eve as their primary holy day, a night dedicated to rituals that summon and amplify night terrors across communities. These followers often operate in secrecy, using Vara's influence to spread unease and chaos among the Touv peoples. Introduced in 1992 as part of the expanded Touv pantheon in the Greyhawk setting, Vara holds the rank of demi-deity, dwelling on the Material Plane alongside her fellow Touv powers and focusing her divine attentions on the Hepmonaland region.

Wastri

Wastri is the lawful neutral demi-deity of bigotry and purity, embodying xenophobic zealotry within the Greyhawk pantheon. His portfolio centers on the fervent promotion of human purity through the rejection of all non-human influences, fostering a doctrine of isolation and supremacy among his adherents. Symbolized by an unfettered hand, which represents untainted human autonomy and freedom from external corruption, Wastri favors unarmed strikes as his primary weapon, emphasizing personal discipline and direct confrontation in service to his ideals. Depicted as a masked monk clad in simple gray robes, Wastri conceals his face to symbolize the veiled truth of human exceptionalism, unmarred by the world's impurities. He despises non-humans as existential threats to purity, driving his followers to acts of zealous exclusion and enforcement of supremacist tenets. Worshippers consist mainly of human supremacists, including ascetic orders and isolated communities who train in martial disciplines to defend their beliefs. The Purity Rite serves as their primary holy day, a solemn ceremony involving ritual cleansings, oaths of fidelity to human dominance, and communal affirmations of bigotry against outsiders. Wastri first appeared as a demi-deity in the Greyhawk setting in 1983, marking his introduction as a figure of targeted hatred distinct from broader retributive forces like those of St. Cuthbert. His cult remains confined to secretive enclaves, often in marshy or remote areas, where adherents propagate his message through propaganda and occasional militant actions to preserve perceived racial integrity.

Zagyg

Zagyg is a chaotic neutral demi-deity revered in the World of Greyhawk campaign setting for his domains of humor, eccentricity, occult lore, and unpredictability. As the Mad Archmage, he embodies whimsical chaos and magical ingenuity, often depicted as a jovial, unpredictable wizard garbed in blue and silver robes, wielding a quarterstaff as his favored weapon. His holy symbol is the rune of insanity, a jagged emblem representing his eccentric nature. Once a mortal named Zagig Yragerne, the famed lord mayor of Greyhawk, Zagyg ascended to demigod status through audacious magical feats sponsored by the god of magic, Boccob, who infused his ascension with themes of humorous wizardry. This transformation was first detailed in 1983, marking him as an ascended mortal whose legacy emphasizes creative disruption and arcane mischief over rigid order. His worshippers, primarily jesters, bards, and eccentric mages, celebrate his ideals through pranks, bizarre rituals, and the pursuit of hidden knowledge, with Fool's Day—observed as the Feast of Fools on Needfest 7—serving as their primary holy day of revelry and inversion. Clerics of Zagyg, known as Divine Pranksters, often incorporate humor into their quests, favoring domains of Chaos, Knowledge, Magic, and Trickery to channel his unpredictable spirit.

Zuoken

Zuoken is a Baklunish demigod revered for embodying physical and mental mastery, as well as martial arts, within the Greyhawk pantheon. His alignment is lawful neutral, and his holy symbol is an empty circle, representing the void of ultimate discipline and enlightenment. Zuoken's favored weapon is the unarmed strike, emphasizing his focus on hand-to-hand combat without reliance on tools or arms. Introduced as a demigod in the 1983 World of Greyhawk Fantasy Game Setting, he serves as a model of self-perfection through rigorous training of body and mind. Once a mortal Baklunish martial artist of unremarkable appearance, Zuoken ascended to demigod status after attaining unparalleled expertise in da'shon (a style of unarmed combat known as "falling hail") and edel (psionic disciplines). He is depicted as a lean, muscular man with a shaved head, often clad in simple garments while meditating or demonstrating techniques. As a servant of the goddess Xan Yae, who oversees mental shadows and twilight, Zuoken teaches the pursuit of harmony between physical prowess and inner serenity, guiding devotees toward transcendence. His manifestation ceased around 505 CY when he was captured by the archmage Zagyg Yragerne and imprisoned beneath Castle Greyhawk along with eight other demigods; his astral form escaped to divinity, but his physical essence remains imprisoned somewhere in the central Flanaess. Zuoken's worshippers, primarily Baklunish humans and others drawn to ascetic paths, dedicate themselves to honing discipline and opposing threats like the Scarlet Brotherhood's corrupt practitioners. They engage in teaching da'shon techniques, caring for the elderly as an act of selfless service, and relentlessly searching for Zuoken's prison to free his essence and restore his presence. The holy day of Mastery Trial involves grueling tests of endurance and focus, where adherents demonstrate their progress toward perfection in secluded retreats. Unlike the legendary hero-deities who embody epic feats and exploits, Zuoken concludes the demigods' roster by championing ongoing personal improvement as the path to divine potential.

Hero-deities

Azor'alq

Azor'alq is the Baklunish hero-deity of light, purity, courage, and strength, serving as a courageous beacon against the forces of darkness in the World of Greyhawk campaign setting. Aligned neutral good, he embodies the unyielding defense of righteousness and has been venerated by the Baklunish people for over 3,000 years as a valiant champion of the First Dynasty emperors. In the mythic tale of the Hegira, Azor'alq is depicted as the protector of the royal family, shielding them from minions of darkness during their exodus from the ancient Baklunish homeland. He appears as a tall, handsome warrior of dark complexion, clad in fine chain mail and a helm adorned with peacock feathers, wielding his signature elven-forged scimitar known as Faruk. His portfolio emphasizes the triumph of light over shadow, inspiring followers to pursue purity and bold action in the face of adversity. The holy symbol of Azor'alq depicts an armed man standing atop a stone summit, representing vigilance and elevation above peril, while his favored weapon is the scimitar, often invoked through divine spells as a +1 flaming variant to symbolize purifying fire. Azor'alq dwells in the Pinnacles of the Dramidj Ocean alongside the Thousand Immortals, a cadre of eternal guardians, and his dogma stresses that "strength grows in the light of courage" and that a true leader leads from the front in battle. Worship of Azor'alq is strongest among young Baklunish warriors and crusaders who seek his aid for steadfast resolve, though any individual requiring inner fortitude may invoke him. His clergy, often hereditary among Paynims tracing lineage to the Baklunish Empire's dawn, includes paladins who emulate the Thousand Immortals by dedicating themselves to eradicating creatures of darkness. Like Pelor, Azor'alq promotes the eradication of evil through radiant power, but his focus remains on personal valor and Baklunish heritage.

Daern

Daern is the Oeridian hero-deity of defenses, fortifications, and invention, revered as a builder and protector within the World of Greyhawk setting. Lawful neutral in alignment, her portfolio centers on the creation and maintenance of sturdy fortifications as well as innovative engineering solutions for protection. Her holy symbol depicts a shield hanging from a parapet, symbolizing unyielding defense, while her favored weapon is the shortspear. Introduced in the 1983 World of Greyhawk Fantasy Game Setting, Daern represents the ascension of a mortal hero to quasi-divine status through her exceptional contributions to defensive architecture and inventive prowess. As a mortal, Daern was a renowned engineer who constructed several legendary fortifications, including the towers of Tarthax and Castle Blazebane, earning her the epithet "The Unshakeable." She ascended to hero-deity status, possibly sponsored by Delleb, the Oeridian god of reason and intellect, reflecting her emphasis on strategic preparation and self-knowledge in defense. Daern appears as a plain-faced Oeridian woman with dark hair and strong blue eyes, often portrayed in practical armor alongside griffons, her sacred animal. Her teachings stress that effective fortifications require intimate understanding of one's terrain, allies, and potential threats, promoting proactive building over reactive warfare. Daern's worshippers consist mainly of Oeridian builders, engineers, and military advisors who invoke her for guidance in designing castles, walls, and bastions. Clerics of Daern frequently serve as consultants to rulers, teaching defensive tactics and overseeing construction projects to safeguard communities. They adventure to study ancient structures and test innovative designs, embodying her inventive spirit. While not as widely followed as greater deities, her cult thrives among those dedicated to enduring protection, with temples often resembling fortified outposts. She briefly references Bleredd, the dwarven god of crafts, in shared interests of masterful construction.

Daoud

Daoud is a Baklunish hero-deity revered for embodying humility, clarity, and immediacy, serving as an enlightened guide who unravels deceptions and promotes honest self-reflection. He appears as an elderly mendicant with leathery skin, heavy dark brows, piercing black eyes, and simple shepherd's garb including a turban and quarterstaff, reflecting his ascetic lifestyle. Daoud's alignment is neutral, and his portfolio encompasses humility, clarity, and immediacy, with his holy symbol depicted as a multi-colored patch of cloth or a tangle of yarn featuring seven threads in the colors of the spectrum. His favored weapon is the quarterstaff, symbolizing his rejection of material excess in favor of endurance and poverty. Originally a noble Baklunish philosopher-pasha and priest of Istus, Daoud lost his wealth and status through fateful misfortunes, leading him to embrace a life of mendicancy and found the Path of the Seeker, which prioritizes honesty, humility, poverty, and endurance over traditional virtues like the Four Feet of the Dragon (generosity, family, honor, and piety). He ascended to hero-deity status after rejecting superficial societal norms, becoming a figure who tugs at the threads of fate to alter destinies and expose lies. Daoud was first detailed as a hero-deity in the World of Greyhawk Fantasy Game Setting (1983). His teachings emphasize sharp words against falsehoods, contrasting with figures like Al'Akbar, who pairs humility with duty. Daoud's worshippers, primarily Baklunish mystics and ascetics, must renounce wealth and social standing to channel his power, with divine spellcasters facing penalties for excess possessions—such as a -1 penalty to Charisma and Wisdom skill checks if holdings exceed 1,000 gp plus 500 gp per level—while minimal wealth grants a +1 sacred bonus. Clerics of Daoud live as wanderers, speaking bluntly against deception and using magic from domains like Knowledge, Magic, and Travel to guide others toward inner clarity. This focus on personal enlightenment distinguishes Daoud from deities like Heward, whose entropy favors creative chaos over disciplined insight.

Heward

Heward is a hero-deity in the Greyhawk pantheon, revered as the patron of bards, musicians, and musical instruments. He is portrayed as a wandering minstrel of indeterminate age—appearing both youthful and elderly—with an athletic build, bald head, and sandy-brown mustache and beard. Dressed in shabby finery, Heward possesses the innate ability to become unnoticeable at will and is often accompanied by his intelligent songbird familiar, a thrush named Lirra. As an ascended mortal, he rose to divine status from the Company of Seven, a group of former adventurers who achieved varying levels of godhood through their exploits. Heward first appeared in official Greyhawk lore in the 1983 World of Greyhawk Fantasy Game Setting boxed set, where he was classified as a quasi-deity capable of interacting directly with mortals. Of Oeridian origin, Heward embodies the harmonious and inspirational power of music, blending artistic expression with mechanical ingenuity. His alignment is Neutral Good, reflecting a focus on uplifting others through creativity and exploration. Heward's portfolio encompasses bards, musicians, and musical instruments, underscoring his role as "The Harmonious" and "Master of the Chords." His holy symbol is a musical note on a stringed instrument or any musical instrument itself, symbolizing the versatility and universality of his domain. He favors no specific weapon but is proficient with the lyre (wielded as a club), quarterstaff, and dagger; divine magic granted by him may manifest as enchanted versions, such as a +1 inspiring lyre or +1 defending quarterstaff. Heward's domains include Good, Knowledge, Luck, and Travel, allowing his followers to draw upon themes of benevolence, wisdom, fortune, and journeying. Heward's primary worshippers are bards and traveling performers, particularly Oeridian humans, though others may venerate him uncommonly. His clerics form wandering troupes that perform in villages and towns, using songs to heal, inspire courage, mediate conflicts, and assist outcasts and the downtrodden. These devotees emphasize music's role in fostering unity and joy, often carrying tuning forks and pitch pipes for both artistic and defensive purposes—tools Heward himself employs to navigate planes and enhance bardic abilities. His domicile is a nondescript building on Oerth that conceals extradimensional spaces serving as a nexus to multiple planes, mirroring his transient lifestyle. Heward shares a thematic overlap with Olidammara in the realm of music, though his approach is more structured and inventive.

Johydee

Johydee is a Neutral Good hero-deity in the Greyhawk pantheon, embodying the Oeridian aspects of deception, espionage, and protection. Her portfolio centers on the strategic use of subterfuge and stealth to shield the vulnerable from harm and dismantle threats posed by evil forces. As a figure of cunning guardianship, Johydee appeals to those who favor indirect methods over overt conflict, distinguishing her from martial deities like Kelanen, whose domain lies in sword mastery rather than shadow work. Her holy symbol is a small stylized mask of onyx, evoking the disguises essential to her realm, while her favored weapon is the dagger, a tool suited for precise, hidden strikes. Depicted as an elusive spy of remarkable ingenuity, Johydee appears as a young woman with honey-colored hair and gray eyes, her demeanor flighty yet underpinned by sharp tactical acumen. Legends portray her as a pre-migration Oeridian priestess who outwitted servants of evil deities, compelling them to forge the artifact known as Johydee's Mask—a protective item that enabled her to overthrow tyrannical rule and free her people. This mask allows the wearer to assume the likeness of any human or humanoid, while granting immunity to mental detection, contact, or attacks, as well as protection from gaze-based assaults like those of basilisks or medusae. Through such acts, Johydee ascended to hero-deity status, her legacy emphasizing protection through guile. Johydee's primary worshippers consist of spies and operatives who invoke her guidance in clandestine endeavors aimed at preserving justice. Her clerics, granted domains of Good, Protection, and Trickery, frequently adopt multiple identities to infiltrate threats, using deception to safeguard innocents and expose corruption without unnecessary violence. This practice aligns with her chameleon sacred animal, symbolizing adaptability in the shadows. While deities like Kurell share thematic overlaps in stealth, Johydee's focus remains distinctly on protective espionage rather than personal gain. Johydee entered the Greyhawk lore in 1983 as an inactive quasi-deity within the World of Greyhawk Fantasy Game Setting, later evolving into a prominent hero-deity in subsequent publications.

Kelanen

Kelanen is a hero-deity in the Greyhawk campaign setting, revered as the Prince of Swords and patron of swordsmanship, fencing, and the pursuit of physical mastery through balanced combat. Of unknown race and origin, he is one of the most popular and well-known figures among the hero-deities of the Flanaess, often depicted as a tall, lithe, fair-skinned human male bearing a silvery scar on his right cheek. As a master swordsman and neutral arbiter, Kelanen embodies equilibrium in all things, promoting harmony between opposing forces such as good and evil, chaos and law, while obsessing over the art of the blade. His alignment is true neutral, with a portfolio encompassing swords, sword skills, fencing, and balance as a form of physical and philosophical mastery. Kelanen's holy symbol is typically a sword or variations such as two crossed swords or nine swords arranged in a star pattern with points outward, reflecting his legendary creation of the "Final Word" swords. He favors the longsword as his weapon, and his divine spellcasters are restricted to using swords, daggers, or crossbows, with violations considered severe breaches of his code. Kelanen attracts worshippers primarily among duelists, warriors, and those seeking prowess in skillful combat, including humans and Oeridians as core followers, though his appeal extends broadly. His clergy emphasize rigorous training in swordplay, meditation on balance, and adventures aimed at acquiring fine blades or restoring equilibrium in the world. Unlike deities like Kord, who champion raw athleticism and strength, Kelanen's focus lies in precise, masterful sword techniques and neutral adjudication. Kelanen first appeared as a hero-deity in the World of Greyhawk Fantasy Game Setting (1983), where he was presented with game statistics alongside other quasi-divine figures, establishing his role as a powerful individual bordering on true godhood.

Keoghtom

Keoghtom is a hero-deity in the Greyhawk pantheon, revered as the patron of extraplanar heroism and exploration, embodying the spirit of bold adventurers who venture into unknown realms beyond the Prime Material Plane. His alignment is Chaotic Good, reflecting a commitment to individual freedom and courageous acts in the face of cosmic unknowns. Keoghtom's portfolio centers on inspiring feats of bravery during interdimensional journeys and the pursuit of discovery across planes, distinguishing his domain from deities like Fharlanghn, who focus more on terrestrial travel. Depicted as a bold explorer, Keoghtom appears as a young man of slight build, often clad in elven-style green garb or elegant silken finery, quick and deadly in combat while roaming astral and extradimensional spaces. He is renowned as the creator of wondrous items, most notably Keoghtom's ointment—a magical salve that accelerates natural healing and restores vitality, crafted from rare alchemical reagents gathered during his exploits. His symbol is a compass rose, representing guidance through uncharted planar territories, and his favored weapon is the sword, symbolizing the precise strikes needed for survival in hostile otherworldly environments. Worshippers of Keoghtom primarily consist of planar travelers, including adventurers, scouts, and seekers of hidden knowledge who emulate his daring spirit in exploring beyond Oerth. These devotees form small, secretive cults, often operating independently to uncover alchemical secrets or map forgotten planes, with clerics favoring domains of Good, Knowledge, and Travel. The holy day of Hero's Gate honors pivotal moments of planar breakthrough and heroism, during which followers perform rituals of passage and share tales of exploratory triumphs. Keoghtom's origins trace to 1983, when he was introduced as a quasi-deity and hero in the Greyhawk setting, born from the lore of a mortal adventurer who ascended through deeds of exploration and invention. Likely hailing from the Sheldomar Valley among Oeridian humans around 300 years after the Great Migrations, he maintains alliances with figures like Zagyg and Murlynd while harboring enmity toward threats like Iuz. As an adventurer's patron, Keoghtom contrasts sharply with entities like Kyuss, whose focus on undead mastery promotes decay rather than heroic discovery.

Kyuss

Kyuss is a neutral evil hero-deity in the Greyhawk pantheon, revered for his mastery over undead and worms. His portfolio encompasses the creation and control of undead, as well as themes of decay and pestilence. Kyuss's holy symbol is a skull with worms emerging from its eyes and jaws, symbolizing his association with writhing infestation and eternal undeath. His favored weapon is the scythe, often depicted as a +1 ghost touch variant that allows him to reap souls and animate the fallen. As an undead lord, Kyuss manifests as a gaunt, lich-like figure with worms infesting his eye sockets and mouth, embodying the grotesque pinnacle of necromantic power. He is infamous as the creator of the sons of Kyuss, horrifying zombies animated by parasitic green worms that burrow into victims to propagate more undead spawn. These spawn represent his quasi-evil doctrine that undeath surpasses the fleeting obscenity of life and the stagnation of true death. Kyuss's primary worshippers are necromancers and those seeking lichdom, who raid graveyards to raise undead minions and spread his "gift" of eternal animation. His clerics adhere to a dogma urging the creation and temporary control of undead, freeing them afterward to wreak chaos, while destroying rival undead only in self-preservation. They observe the Worm's Feast as a holy day dedicated to rituals of infestation and undeath. Kyuss originated as a villainous Flan high priest from the ancient Empire of Sulm, where he first crafted his signature undead spawn under dark instructions. Fleeing Sulm's downfall, he hid in the Wormcrawl Fissure and ascended to hero-deity status through Nerull's sponsorship. His legend debuted in the 1982 adventure module The Lost Caverns of Tsojcanth, establishing him as a necromantic force despite his heroic classification.

Kuroth

Kuroth is a chaotic neutral hero-deity in the Greyhawk setting, revered as the Oeridian god of theft and treasure-finding. Known as the Master Thief, he embodies cunning acquisition of wealth through skill and audacity, often depicted as a shadowy figure who challenges the boundaries of ownership. His portfolio emphasizes the thrill of stealing items that guardians fiercely protect, promoting the ideal that true mastery lies in outwitting rather than brute force. Kuroth's holy symbol is a gold coin bearing the image of a key or a quill, reflecting his association with unlocking secrets and inscribing tales of heists. He favors the dagger as his weapon, symbolizing precision and stealth in his pursuits. Originally an Oeridian thief sponsored by the deity Olidammara, Kuroth ascended to hero-god status through legendary feats of pilfering priceless artifacts solely to demonstrate his prowess. He appears as a human male with medium-length black hair, a fancy mustache, and occasionally accompanied by a ferret familiar, attired in dark, unassuming garb that aids his elusive nature. A famous tenet attributed to him states, "The ultimate challenge is taking something that its owner doesn’t want you to have," underscoring his philosophy of theft as an art form rather than mere crime. His followers adhere to a code prohibiting the destruction of valuable items, viewing such acts as a profound betrayal of his ideals; divine spellcasters risk losing favor through repeated violations. Kuroth grants domains of Chaos, Luck, and Trickery to his clergy, with some traditions including Travel, enabling rogues and adventurers to navigate perils in pursuit of hidden troves. Core worshippers hail from Suel and Oeridian cultures, though his cult has expanded among adventurers of all races drawn to his methods for amassing riches without moral restraint. Thieves and treasure-seekers form the bulk of his devotees, who celebrate his elevation as a model for cunning rogues seeking personal gain through shadowy exploits. Introduced in the World of Greyhawk Fantasy Game Setting in 1983, Kuroth represents a heroic archetype tailored to the campaign's emphasis on individual ambition and sly opportunism.

Murlynd

Murlynd is the Oeridian hero-deity of magical technology in the World of Greyhawk campaign setting for the Dungeons & Dragons role-playing game. Sponsored by Heironeous, he is a paladin who gained knowledge of advanced inventions through planar travels to other worlds, appearing as a handsome Oeridian man with weathered features, dressed in worn leather garments and a distinctive hat reminiscent of a cowboy from an alternate reality. His portfolio encompasses magical technology, mental powers, and time, emphasizing the fusion of arcane magic with inventive mechanisms to benefit society. Aligned with lawful good principles, Murlynd's holy symbol is a six-pointed star with rounded points, and his favored weapon is the longsword, though he is also associated with light crossbows and other innovative devices. His clerics and worshippers, primarily Oeridians and humans including inventive artisans, uphold law and goodness by aiding common folk, creating tools to improve daily life, and applying knowledge from both mundane and magical advancements. They observe rituals focused on technological progress, with divine spells manifesting in mechanical forms, such as a faucet-like device for creating water. Originally introduced in 1983 as a quasi-deity and former player character who interacted with adventurers in Greyhawk, Murlynd ascended to hero-god status, notably contributing to the imprisonment of the demon lord Iuz. His teachings encourage learning from civilized innovations to help the common people, distinguishing his inventive focus on practical aids from Daern's emphasis on defensive creations. Domains available to his followers include Good, Knowledge, Magic, and Protection, reflecting his commitment to benevolent order and intellectual pursuit.

Nazarn

Nazarn (pronounced NAZZ-arn) is a half-orc hero-deity in the Greyhawk setting, revered as the patron of formal, ritualistic, and public combat, including honorable duels and gladiatorial contests. Aligned neutral, he embodies the thrill of arena battles and the honor found in fair fights, appearing as an older half-orc warrior with a strongly orcish build, graying hair, and a scarred face from years of combat. His portfolio centers on public combat and gladiators, emphasizing spectacle, bravery, and mercy toward worthy opponents who fight cleanly. Nazarn's symbol is a chain wrapped around a short sword, representing his escape from bondage and mastery of the blade, while his favored weapon is the short sword, often depicted as his legendary blade Crowdpleaser. Once a slave gladiator owned by the Scarlet Brotherhood, Nazarn escaped his masters and wandered the Flanaess, seeking worthy challenges to hone his skills. His legend grew through victories in arenas across Hepmonaland, culminating in a triumphant bout where he defeated a young green dragon and other formidable foes, earning his apotheosis as a hero-god sponsored by the Suel deity Kord. This ascension, detailed in the Living Greyhawk campaign materials from 2001, marks Nazarn as a relatively recent addition to the pantheon, inspiring tales of redemption through martial prowess. Nazarn's worshippers primarily consist of fighters, half-orcs, duelists, and arena combatants who seek his favor for strength in honorable contests. Clerics of Nazarn, restricted to neutral alignments, often serve as professional duelists, gladiators, or officials in ritual combats, adventuring to test their mettle, recruit promising warriors, and establish renowned fighting schools. Temples take the form of shrines within arenas or training halls, sometimes shared with Kord's facilities, where rites involve weapon drills and mock duels to honor his teachings of fair play, crowd-pleasing flair, and offering quarter to defeated honorable foes.

Tsolorandril

Tsolorandril is a hero-deity in the Greyhawk pantheon, revered as the patron of wave motions and associated with the fluid dynamics of the sea. First introduced in the World of Greyhawk Fantasy Game Setting in 1983, Tsolorandril embodies the rhythmic, unpredictable flow of natural forces, serving as a heroic figure rather than a greater power.[](Gygax, G. (1983). World of Greyhawk Fantasy Game Setting. TSR, Inc.) Its alignment is lawful neutral, reflecting a structured approach to observing and influencing cyclical patterns without moral bias.[](Conforti, S. (Ed.). (2005). Living Greyhawk Official Listing of Deities for Use in the Campaign, Version 2.0. Wizards of the Coast, Inc.) Depicted as a sexless alien entity originating from another plane, Tsolorandril appears as a tall, androgynous humanoid with pale white skin, subdued features, and silver-blue hair. It wields a length of metal rope that flows like liquid, enabling a style of fluid, adaptive combat reminiscent of riding ocean waves. The deity's holy symbol is a sphere encircled by a repeating wave pattern, and its favored weapon is the spiked chain, used to ensnare and manipulate foes with serpentine precision. Tsolorandril acts as a cosmic record-keeper, meticulously tracking the ebbs and flows of politics, nature, time, and oceanic tides to predict and subtly guide their courses.[](Conforti, S. (Ed.). (2005). Living Greyhawk Official Listing of Deities for Use in the Campaign, Version 2.0. Wizards of the Coast, Inc.) Worshippers of Tsolorandril, often swashbuckling adventurers and seafaring warriors who appreciate its emphasis on adaptability and foresight, include clerics who serve as seers and advisors. These devotees adventure to sway influential leaders or counter chaotic disruptions, honoring the deity through rituals that mimic wave rhythms, such as the holy day known as Tide's Dance—a ceremonial observance of fluid motion and cyclical renewal. While Tsolorandril's domain overlaps with broader sea aspects governed by Procan, it focuses distinctly on the harmonious, predictive essence of waves rather than stormy tempests.[](Conforti, S. (Ed.). (2005). Living Greyhawk Official Listing of Deities for Use in the Campaign, Version 2.0. Wizards of the Coast, Inc.)

Vathris

Vathris is a Flan hero-deity associated with anguish, lost causes, and revenge, revered by a small number of followers in the World of Greyhawk setting. His alignment is lawful neutral, reflecting a structured pursuit of retribution amid suffering. Vathris's holy symbol is a black spear, and his favored weapon is the longspear, often depicted as a wickedly barbed onyx variant that symbolizes his own fatal wound. Depicted as a tall, copper-skinned man with hollow eyes and a grisly torso wound, Vathris embodies the scarred avenger who channels personal torment into vengeful justice, urging followers to endure pain for eventual vindication. His worshippers consist primarily of Flan dervishes, including priests and militant warrior priests who view him as a patron of those wronged in battle or by treachery, though his teachings emphasize biding time for the opportune strike rather than reckless fury. Originally a demigod of progress and ingenuity among the Flan peoples, Vathris was slain over a thousand years ago but was resurrected in 562 CY by his devoted dervishes, marking his transition to a figure obsessed with revenge in the 2005 Living Greyhawk campaign update. He rarely manifests directly but is said to aid the deeply wronged, reinforcing themes of endurance and retribution that echo, in limited ways, the liberty-driven vengeance of Trithereon.

Non-Human Deities

Corellon Larethian

Corellon Larethian is the leader of the Seldarine, the elven pantheon in the Greyhawk setting, and serves as the greater deity embodying the ideals of elvenkind. Aligned with chaotic good, Corellon holds the portfolio of magic, music, arts, crafts, poetry, warfare, and the elven race itself. The deity's symbol is a silver crescent moon. Corellon's favored weapon is the longsword, reflecting a mastery of both artistic finesse and martial prowess. In fifth edition, Corellon's domains include Light and Life. Depicted as an androgynous elf of tall, slender build with silver hair and eyes, Corellon appears alternately as male, female, both, or neither, emphasizing fluidity and creativity. The deity is commonly portrayed clad in silver and green attire, wielding a longbow that never misses its target or a longsword capable of detecting the most dangerous foes, while also holding a harp to symbolize patronage of the arts. As the protector and preserver of elves, Corellon resides in the realm of Arvandor on the plane of Olympus and stands as a primary opponent to threats like Gruumsh and Lolth. Corellon's primary worshippers are elves, particularly those of chaotic good alignment, including artists, mages, bards, and warriors who seek inspiration in magic and the creative arts. Clerics of Corellon wear silver circlets and gossamer robes in sea green or bright azure, often with blue cloaks, and conduct ceremonies involving sacrifices of beautiful objects at natural shrines. The holy day observed by followers is the Elven New Year, a time of renewal and celebration tied to elven cultural cycles. Woodland elves may also invoke Ehlonna in complementary rites, blending reverence for natural harmony with Corellon's artistic domains. Originally introduced as a core Dungeons & Dragons deity in Deities & Demigods (TSR, 1980), Corellon was adapted into the Greyhawk campaign setting with the 1983 World of Greyhawk boxed set, where the Seldarine pantheon was established for elven societies on Oerth. Further integration occurred in From the Ashes (TSR, 1992), solidifying Corellon's role as the supreme elven deity amid the post-Greyhawk Wars landscape, with temples and followers appearing in regions like the Welkwood.

Garl Glittergold

Garl Glittergold is the leader of the gnomish pantheon and the primary deity of the gnomes in the Greyhawk campaign setting, revered as a neutral good intermediate deity who embodies humor, gemcutting, and protection. His portfolio encompasses gnomes, protection, humor, wit, gemcutting, jewelrymaking, and illusion, reflecting his role in inspiring creativity, community defense, and clever trickery among his followers. The symbol of Garl Glittergold is a gold nugget, often worn or displayed by his clerics to signify prosperity and ingenuity. Depicted as a handsome, jovial gnome with golden skin and sparkling gemstone eyes, Garl is a guardian against threats to gnomish kind, particularly giants and goblinoids, using his wit and illusions to outmaneuver enemies. He wields Arumdina, a powerful battleaxe that symbolizes his dual nature as both a prankster and a fierce protector, though some traditions associate him with the warhammer for its craftsmanship appeal in gemcutting work. Known for legendary feats like collapsing the cavern of the kobold deity Kurtulmak, Garl emphasizes quick thinking, laughter in adversity, and the safeguarding of gnome communities through hidden temples and underground shrines. Worship of Garl Glittergold centers on gnomes, who view him as the watchful protector of their race and the source of their inventive spirit. His clerics, often called Glitterbrights, adorn themselves with jewels and gold, conducting rituals that blend humor, communal feasting, and defensive preparations; they must be of good alignment and focus on domains such as Good, Protection, and Trickery. In fifth edition, domains include Trickery and Forge. Holy days include the monthly Communion of Laughter on the 13th, a celebration of wit and storytelling, while Gem Day honors his gemcutting aspect through crafting and sharing treasures. Garl Glittergold originated as a core deity in Dungeons & Dragons lore, with his inclusion in the Greyhawk setting dating back to early campaign materials and formalized as an intermediate deity in later supplements. He is credited with discovering the first gnomes in a gem-filled cavern and leading them to the surface world, establishing his eternal vigilance over their fate. In gnome mythology, he occasionally references mining deities like Bleredd when emphasizing the shared labor of earthbound crafts.

Gruumsh

Gruumsh, also known as Gruumsh One-Eye, is the patron deity of orcs and the supreme god of the orc pantheon in the Greyhawk campaign setting of Dungeons & Dragons. He is a chaotic evil greater deity whose portfolio encompasses conquest, orcs, survival, strength, and territory. Gruumsh is revered as the creator of the orc race, having forged them to embody relentless martial prowess and an unyielding drive for dominance. His alignment reflects the savage, arbitrary violence that defines orcish society, where might rules and weakness is purged. Depicted as a hulking, cyclopean orc standing over ten feet tall, Gruumsh appears as a scarred warrior clad in gleaming black plate mail, wielding a massive spear as his favored weapon. His single unblinking eye symbolizes eternal vigilance and unyielding hatred, particularly toward his arch-enemy Corellon Larethian, the elven god of beauty and magic; their ancient battle, in which Corellon blinded Gruumsh, ignited the perpetual feud between orcs and elves. This conflict underscores Gruumsh's role as a figure of raw fury and destruction, contrasting with more calculated deities like Hextor, the human god of conquest, by emphasizing primal tribal aggression over strategic tyranny. Orcs form the core of Gruumsh's worshippers, viewing him as the embodiment of their survivalist ethos and dedicating their lives to proving worth through battle and expansion. Clerics and shamans of Gruumsh lead raids and rituals that invoke his wrath, often channeling his power to aid orcish hordes. Holy days, such as the Blood War, commemorate his eternal struggles and inspire followers to emulate his conquests. Unlike Lolth's web of intrigue among drow society, Gruumsh demands direct, brutal tribal conquest from his adherents. In fifth edition, domains include War and Tempest. Since the earliest editions of Dungeons & Dragons, Gruumsh has been a foundational element of the Greyhawk setting, fueling the rampaging orc hordes that threaten the Flanaess and drive narratives of survival and war. As a greater deity, he rules from the iron fortress of Nishrek on the plane of Acheron, where he marshals demonic forces in the Blood War against fiends, mirroring the ceaseless battles he incites among mortals. His influence persists as a symbol of orcish resilience, shaping campaigns where players confront or ally with his brutal legacy.

Lolth

Lolth, known as the Queen of the Demonweb Pits and the Spider Queen, is an intermediate deity in the Greyhawk pantheon, revered primarily as a chaotic evil entity embodying spiders, darkness, and the drow. Her portfolio centers on the promotion of evil, chaos, assassins, and trickery, with spiders serving as her sacred agents and symbols of her dominion. Lolth's holy symbol is a black spider, often depicted with a female drow head or a red hourglass on its abdomen, reflecting her intertwined identity as both a demonic arachnid and a matriarchal figure. She favors the whip as her primary weapon, typically enchanted with properties like flaming or keen edges, alongside secondary preferences for daggers and hand crossbows. In fifth edition, domains include Trickery and Death. Manifesting as a spider-demon, Lolth commonly appears as a giant black spider, a beautiful drow female with arachnid features, or a hybrid form blending the upper body of a drow with the lower body of a spider. She actively promotes betrayal and treachery among her followers, testing their loyalty through relentless competition and intrigue to cull the weak and elevate the cunning. This philosophy extends to her domains, which include Chaos, Destruction, Evil, Trickery, Spider, and Drow, underscoring her role in fostering madness, pestilence, and domination. Lolth's worship is centered exclusively among the drow, her core followers, with no common or uncommon adherents outside this group; her clergy consists almost entirely of female clerics subjected to grueling rites where success yields potent magic and failure risks transformation into driders or death. Temples to Lolth, often shaped like spiders, serve as repositories of forbidden lore and arcane power within drow enclaves. Although specific holy days are not detailed in core Greyhawk sources, her influence peaks in rituals invoking demonic communion, aligning with her titles as the Demon Queen of Spiders. In Greyhawk's history, Lolth originated as a corrupting force within the elven pantheon, spreading evil among the elves and leading the drow into exile in the Underdark thousands of years ago to pursue subterranean conquests. As a core Dungeons & Dragons deity integrated into the Greyhawk setting from its early editions, she rules from the Demonweb Pits in the Abyss, embodying greater demonic power while maintaining her status as the principal patron of drow ambitions in the underdark realms. Her deceitful aspects occasionally parallel those of Syrul, the Suel goddess of lies, though Lolth's malice is distinctly arachnid and chaotic.

Moradin

Moradin is the chief deity of the dwarven pantheon in the Greyhawk campaign setting, revered as the Soul Forger, Dwarffather, All-Father, and Creator. He holds the alignment of Lawful Good and oversees the portfolio of dwarves, creation, smithing, protection, metalcraft, stonework, engineering, and war. His holy symbol is a hammer and anvil, emblematic of his role in craftsmanship and forging. Moradin's favored weapon is the warhammer. In fifth edition, domains include Forge and Knowledge. Depicted as a stern-faced male dwarf with a robust build, flowing black hair, and a long beard, Moradin wears full plate armor and carries a shield and warhammer. As the father of the dwarven race, he forged the first dwarves from metals and gems deep within the mountains, breathing life into them to establish their enduring legacy. This act of creation underscores his values of discipline, craftsmanship, and the unyielding protection of dwarven kin and traditions. Moradin's primary worshippers are dwarves, with clerics often hailing from long lines of devoted families and trained from youth to safeguard dwarven civilization. Followers observe monthly holy days by gathering around forges to honor him through offerings and rituals of metalworking. Temples to Moradin prominently feature an anvil and forge for crafting arms and armor, while funerals involve chants reciting family genealogies tracing back millennia. As a greater deity integral to core Dungeons & Dragons lore, Moradin has been a foundational figure in the Greyhawk setting since its early development, embodying dwarven resilience amid the world's mountainous realms. He maintains a close alliance with Fortubo, the Suel deity who turned to dwarven advocacy.

Yondalla

Yondalla is the chief deity of the halfling pantheon, revered as the nurturing protector and provider who created the halfling race in her own image. In the Greyhawk setting, she embodies the ideals of community, family unity, and stalwart defense against threats, guiding her followers toward harmony, prosperity, and security. As a Lawful Good intermediate deity, her portfolio centers on protection, community, and halflings, reflecting her role as a maternal guardian who fosters fertility, wisdom, and the well-being of halfling endeavors. In fifth edition, domains include Life and Twilight. Depicted as a sturdy, matronly halfling woman with ruddy cheeks, a warm smile, and a proud bearing, Yondalla often appears dressed in simple robes of green, yellow, and brown, carrying a shield emblazoned with her symbol—a cornucopia representing abundance and provision. She serves as the ultimate guardian of homes and hearths, emphasizing hospitality, cooperation, and the defense of kin against evil forces, while encouraging her people to embrace opportunities with resourcefulness and loyalty. Her favored weapon is the short sword, symbolizing precise and resolute protection. Yondalla's primary worshippers are halflings, particularly those in rural communities across the Flanaess, where her clerics act as advisors, healers, and mediators to promote unity and safety. They observe Hearth Day as her principal holy day, a time for communal gatherings focused on rest, feasting, and reinforcing familial bonds. Temples to Yondalla resemble cozy homes with central hearths as altars, surrounded by gardens to honor her ties to growth and fertility. Originally a core deity in the Dungeons & Dragons game since its early editions, Yondalla was fully integrated into the Greyhawk campaign world through the Living Greyhawk Gazetteer, where she leads the halfling pantheon and aligns with broader good deities while occasionally referencing familial ties to Berei. Her enduring presence underscores the pantheon's diversity, highlighting communal protection as a vital counter to chaos in a world dominated by human-centric faiths.

References

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