TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  For questions specific to this document please e-mail Steven Conforti of the LIVING GREYHAWK Circle at scon40@aol.com.  
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  Official Listing of Deities for Use in the Campaign 
  Version 2.0 – March 2, 2005 
   
  Edited by Steven Conforti 
   
  Note: Version 2.1 will be released in a few days. 
  It will include additional deity descriptions not completed for this version, but it will 
  not contain any new rules content. 
  This version (2.0) is complete for the purposes of the March 1 Conversion. 
   
  Resources: Complete Divine by David Noonan; Deities and Demigods by TSR, Inc.; Deities and Demigods by Rich Redman, 
  Skip Williams, and James Wyatt; Demihuman Deities by Eric L. Boyd; Draconomicon by Andy Collins, Skip Williams, and 
  James Wyatt; Faiths and Pantheons by Eric L. Boyd and Erik Mona; Frostburn by Wolfgang Baur, James Jacobs, and George 
  Strayton; Glossography for the Guide to the World of Greyhawk by Gary Gygax; Libris Mortis by Andy Collins and Bruce R. 
  Cordell; Living Greyhawk Gazetteer by Gary Holian, Erik Mona, Sean K. Reynolds, and Frederick Weining; Monster 
  Mythology by TSR, Inc.; Races of Stone by David Noonan, Jesse Decker, and Michelle Lyons; Return to the Temple of 
  Elemental Evil by Monte Cook; The Scarlet Brotherhood by Sean Reynolds; Slavers by Sean K. Reynolds and Chris Pramas; 
  “Beings of Power: Four Gods of Greyhawk” in Dragon (April 2002) by David Noonan; “Blood of Heroes” in Living 
  Greyhawk Journal #3 (February 2001) by Sean K. Reynolds, Fred Weining, and Erik Mona; and “The Vault of the Drow: 
  Dark Elf Metropolis” in Living Greyhawk Journal #14 (August 2002) by Frederick Weining.  All of the descriptions of 
  deities in this product are excerpted from these resources. 
   
   
  Thanks to Beverly Eldred, Bryan Blumklotz, Christian Alipounarian, Dave Guerrieri, Derek Shubert, Greg Marks, Michael Maenza, 
  Rob Little, Tanis, and anyone else who helped enter deity descriptions for this document. 
   
  
  GENERAL NOTES 
  • 
  In the following notes, references to cleric/favored soul include any other divine spellcasting class or prestige class 
  which requires a specific deity, such as Black Flame Zealot, Church Inquisitor, Consecrated Harrier, 
  Contemplative, Divine Crusader, Divine Prankster, Pious Templar, Radiant Servant, Sacred Exorcist, Shining Blade, 
  Stormlord, and Temple Raider. 
  • 
  In the following notes, references to druid/paladin include any other divine spellcasting class or prestige class 
  which DOES NOT requires a specific deity, but for which the character has chosen to serve a specific deity, such as 
  Divine Oracle, Entropomancer, Holy Liberator, Hospitaler, Ranger, Sacred Fist, Seeker of the Misty Isle, and 
  Warpriest. It also includes Evangelists who choose to represent a specific deity. 
  • 
  A cleric/favored soul must serve a specific non-evil deity from this document, and PC clerics/favored souls may not 
  serve Wastri.  PCs other than cleric/favored soul do not have to worship a specific deity, and druids/paladins do not 
  need to serve a patron deity, but they may do so if they desire.  However, if a PC chooses to serve or worship a deity, 
  they must select from the ones in this document, and they may not select Wastri or an evil deity. 
  • 
  If you are a cleric/favored soul or a specific deity-serving druid/paladin, and you are reincarnated as a new race that 
  would not normally be permitted to serve your deity, you may continue to worship your deity and receive all the 
  benefits thereof.  This is an exception to the racial rules about eligibility to serve a deity. 
  • 
  A cleric/favored soul may not be neutral unless its deity’s alignment is also neutral. 
  • 
  A cleric/favored soul’s alignment must be within one step of its deity (either on the law-chaos axis or the good-evil 
  one, but not both). 
  • 
  A specific deity-serving druid/paladin’s alignment must be within one step of its deity (either on the law-chaos axis 
  or the good-evil one, but not both). 
  • 
  A cleric/favored soul or druid/paladin that grossly violates the code of conduct of its faith loses all spells and class 
  features in that class.  He cannot thereafter gain levels in that class nor regain spells and class features in that class 
  until he atones for his behavior (see the atonement spell, Player’s Handbook, page 201).  Contact your regional triad for 
  information on how to acquire atonement in your region. 
  • 
  If two alignments are listed for a deity, the first one is the deity’s alignment, and the second one (the one in 
  parentheses) is the most common variant alignment of the deity’s worshippers. 
  • 
  Favored weapon is the weapon most associated with the deity.  It is the weapon that defines the form of spells like 
  spiritual weapon and weapon of the deity and the requirements for prestige classes like Divine Crusader and Pious 
  Templar.  If two weapons are listed as favored (separated by an “or”), both weapons are considered the favored 
  weapons of the deity, and either one can be selected with regards to spells, feats, prestige classes, etc. that are based 
  on a favored weapon.  If the entry indicates any of a certain type of weapon, all weapons that meet that description 
  are considered the favored weapons of the deity, and any one of them can be selected with regards to spells, feats, 
  prestige classes, etc. that are based on a favored weapon.  There are no restrictions on the size of the favored weapon; 
  a cleric of Bleredd, for example, is using the favored weapon of her deity if she wields a Small warhammer, a 
  Medium warhammer, or any other sized warhammer.  A cleric or other worshipper is not required to wield a 
  weapon favored by its deity. 
  • 
  Other preferred weapons are any other weapons that the deity doesn’t favor, but does consider preferable for its 
  followers to use.  There are no restrictions on the size of the other preferred weapons; a cleric of Bleredd, for 
  example, is using the other preferred weapon of her deity if she wields a Small pick, a Medium pick, or any other 
  sized pick.  A cleric or other worshipper is not required to wield a weapon preferred by its deity. 
  • 
  An (m) in the entry for favored weapon(s) or other preferred weapons indicates a martial weapon. An (e) indicates 
  an exotic weapon.  If neither appears, the weapon is a simple weapon.  Any flail (m) indicates a flail, heavy flail, or 
  any other weapon that is both defined as a flail and as a martial weapon.  Any martial sword (m) indicates a short 
  sword, longsword, greatsword, falchion, scimitar, and rapier.  It also indicates any other weapon that is both defined 
  as a sword and as a martial weapon; thus a bastard sword wielded two-handed meets this definition.  Longbow 
  indicates both standard and composite varieties; shortbow indicates likewise. 
  
  GENERAL NOTES 
  • 
  Origin of worship is the racial source of the deity, if known.  Core worshippers are the races that comprise most of 
  the body of worshippers this deity has in the Flanaess.  If the deity lists “Others” for common worshippers, it means 
  this deity commonly accepts worshippers outside of the races listed for core worshippers.  If “Others” appears for 
  uncommon worshippers, it means this deity accepts worshippers outside of the races listed for core worshippers, 
  but usually only in certain regions of the Flanaess. 
  • 
  If “Others” is not listed for common or uncommon worshippers, this deity restricts its worshippers to the races 
  listed for core worshippers.  There are two exceptions to this rule.  First, any deity that lists Human or any of the 
  Human subraces (Baklunish, Suel, Flan, Oeridian, Touv, Olman) under core worshippers will accept any race as 
  worshippers; it is just fairly rare in most parts of the Flanaess (with the exception of deities with “Others” listed for 
  common or uncommon worshippers).  Second, any deity that lists Dragon under core worshippers will also accept 
  the following as worshippers: kobold sorcerers, characters with the Draconic Heritage feat, characters with the 
  Dragon Friend feat, and characters with the Dragon Thrall feat.  Since half-elves have the Elven Blood racial trait 
  and half-orcs have the Orc Blood racial trait, they qualify for worship of Elven and Orcish deities, respectively.  
  Some examples of how this rule is applied follow: 
  o 
  Semuanya lists lizardfolk as core worshippers and nothing for common and uncommon worshippers.  
  Only lizardfolk may worship Semuanya. 
  o 
  Bahamut lists dragons as core worshippers and others as uncommon worshippers.  Any race may worship 
  Bahamut. 
  o 
  Chronepsis lists dragons as core worshippers and nothing for common and uncommon worshippers.  
  Dragons, kobold sorcerers and characters with one of three feats (Draconic Heritage, Dragon Friend, 
  Dragon Thrall) may worship Chronepsis.  No other races may do so. 
  o 
  Corellon Larethian lists elves as core worshippers and nothing for common and uncommon worshippers.  
  Only elves and half-elves may worship Corellon Larethian. 
  o 
  Azor’alq lists Baklunish as core worshippers and nothing for common and uncommon worshippers.  Since 
  Baklunish is one of the Human subraces, any race may worship Azor’alq. 
  • 
  Domains listed are from the Player’s Handbook unless marked with an asterisk.  The marked ones are from Complete 
  Divine (CD – Celerity, Cold, Community, Competition, Creation, Domination, Dream, Force, Glory, Inquisition, 
  Liberation, Madness, Mind, Mysticism, Oracle, Pact, Pestilence, Purification, Summoner, and Weather), Complete 
  Warrior (CW – Courage, Nobility, and Tyranny), Draconomicon (Dr – Dragon and Greed), Frostburn (Fb – Cold and 
  Winter), Libris Mortis (LM – Hunger), Races of Destiny (RoD – City and Destiny), Races of the Wild (RotW – Sky), and 
  Sandstorm (Ss – Nobility, Summer, Repose,  and Rune).  All of these domains are selectable (as per the deity’s entry 
  and the class or prestige class offering the domain) at 1st level; domains are excluded from the 3rd level restriction on 
  non-Core book material described in the LGCS.  All of the domains mentioned in this document should be 
  considered Core access. 
  • 
  If a class or prestige class grants access to a specific domain, such as the Warpriest prestige class granting the bonus 
  domain of Glory or Domination, it does not need to appear on the deity’s list of domains granted.  However, if the 
  class or prestige class grants access to domains in general, such as the bonus domains granted by the Contemplative 
  prestige class, it must appear on the deity’s list of domains granted. 
  • 
  A cleric/favored soul or a specific deity-serving druid/paladin can abandon his chosen deity and takes up the faith 
  of another deity.  He is treated as if he has grossly violated the code of conduct of its faith, losing all spells and class 
  features in that class.  He cannot thereafter gain levels in that class nor regain spells and class features in that class 
  until he receives atonement from a cleric of his new faith (see the atonement spell, Player’s Handbook, page 201).  
  Contact your regional triad for information on how to acquire atonement in your region.  Once the PC has been 
  atoned, the new deity accepts the cleric/favored soul or a specific deity-serving druid/paladin into its church.  The 
  PC regains access to his spells and class features, may gain additional levels in the class in the future, and may 
  reselect his domains from the ones his new deity offers. 
  • 
  With regards to the March 1, 2005 conversion, PCs of deities who were significantly altered (multiple domains 
  shifted, significant restrictions added) from the previous version of this document may request permission to 
  change deities during conversion by contacting the regional triad for the PC’s home region.  If the triad agrees to 
  permit the change, the PC will still have to pay for an atonement spell as above. 
  • 
  As of the March 1, 2005 conversion, players of PCs who serve a specific deity are responsible for bringing a printout 
  of the page which describes their deity so that the DM can reference this page as necessary during play. 
  
  PRESTIGE CLASSES NOTES 
   
   
  Black Flame Zealot (Complete Divine): In Living Greyhawk, Black Flame Zealots are limited to worshippers of the 
  Elder Elemental Eye (fire aspect only), Huhueteotl, Joramy, Pyremius, and Surtr. 
  Divine Prankster (Races of Stone): In Living Greyhawk, Divine Pranksters of deities other than Garl Glittergold exist.  
  Gnome and human worshippers of Olidammara and Zagyg, elven worshippers of Erevan Ilesere, gnome worshippers of 
  Garl Glittergold and Baravar Cloakshadow, and halfling worshippers of Brandobaris are considered to have met the Race 
  and Special Requirements for this prestige class. 
  Radiant Servant of Pelor (Complete Divine): In Living Greyhawk, Radiant Servants of deities other than Pelor exist.  
  Characters with any of the following deities as their patron deity meet the Special Requirement of this prestige class: 
  Atroa, Azor’alq, Ehlonna, Hiatea, Iallanis, Lydia, Nola, Pelor, Pholtus, Phyton, and Skerrit.  If the deity isn’t Pelor, 
  substitute the deities name in the name of the prestige class; for example, Radiant Servant of Pholtus. 
  Shining Blade of Heironeous (Complete Divine): In Living Greyhawk, Shining “Blades” of deities other than 
  Heironeous exist.  The list below shows the variant names of this prestige class and the deities they apply to.  Characters 
  with any of the following deities as their patron deity meet the Special Requirement of this prestige class.  Shining 
  Maces, Hammers, and Clubs have the class features of shock blade, holy blade, and brilliant blade apply to bludgeoning 
  weapons instead of slashing and piercing weapons. 
  Shining Axe 
  Clangeddin Silverbeard, Garl Glittergold, and Heironeous 
  Shining Blade 
  Al’Akbar, Arvoreen, Azor’alq, Heironeous, Kundo, Mayaheine, Yondalla 
  Shining Club 
  St. Cuthbert 
  Shining Hammer 
  Fortubo, Gaerdal Ironhand, Jascar, Moradin, Stronmaus, Ulaa 
  Shining Mace 
  Berronar Truesilver, St. Cuthbert 
  Shining Pick 
  Bahamut 
   
  Stormlord (Complete Divine): In Living Greyhawk, Stormlords of deities other than Talos exist (as Talos is not even a 
  deity in Greyhawk).  Characters with any of the following deities as their patron deity meet the Patron Requirement of 
  this prestige class: Aerdrie Faenya, Hurakon, Osprem, Procan, Stronmaus, Tezcatlipoca (only as Apocatequil), Velnius, 
  and Vogan.  Characters with Osprem or Procan as their patron deity may use Weapon Focus (trident) in replace of 
  Weapon Focus (any spear or javelin) to meet that Feat Requirement of this prestige class; if they do so, all class features 
  of this prestige class that apply to spears also apply to tridents.  Stormlord is a Core prestige class in Living Greyhawk 
  (the LGCS incorrectly lists it as Restricted). 
  Temple Raider of Olidammara (Complete Divine): In Living Greyhawk, Temple Raiders of deities other than 
  Olidammara exist.  Characters who worship any of the following deities meet the worship portion of the Special 
  Requirement of this prestige class: Brandobaris, Erevan Ilesere, Kuroth, Lirr, Lydia, Norebo, Olidammara, Shargaas, 
  Vecna, Vergadain, Vhaeraun, and Zagyg.  If the deity isn’t Olidammara, substitute the deities name in the name of the 
  prestige class; for example, Temple Raider of Erevan Ilesere. 
  
   
  Name: Aasterinian 
  Gender: f 
  Rank: Demigod 
  Areas of Concern/Portfolio: Play, Invention, Pleasure, Learning 
  Titles: Messenger of Io 
  Holy Symbol: Grinning dragon's head 
  Alignment: CN 
  Origin of Worship: Dragon 
  Core Worshippers: Dragons 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Scimitar (m) or claw 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock scimitar or claw 
  Domains: Chaos, Dragon* (Dr), Luck, Travel, Trickery. 
  Special Notes:  
  Description: Aasterinian is a cheeky deity who enjoys learning through play, invention, and pleasure.  She is Io's 
  messenger, a Huge brass dragon who enjoys disturbing the status quo.  Aasterinian is flighty and quick-witted.  She 
  encourages her followers to think for themselves, rather than relying on the word of others.  The worst crime, in 
  Aasterinian's eyes, is not trusting in yourself and your own devices.  Aasterinian's clerics are typically wanderers who 
  travel in disguise or secrecy.  Temples to the goddess are rare in the extreme, though simple shrines dot the landscape - 
  quiet, hidden places where worshipers can rest peacefully on their travels.  Her followers enjoy friendly relations with 
  those of Garl Glittergold, Fharlanghn, Olidammara, and similar deities. 
   
  
   
  Name: Abbathor 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Greed 
  Titles: Great Master of Greed, Trove Lord, The Avaricious, Wyrm of Avarice 
  Holy Symbol: Jeweled dagger 
  Alignment: NE 
  Origin of Worship: Dwarf 
  Core Worshippers: Dwarves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen dagger 
  Domains: Evil, Greed* (Dr), Luck, Madness* (CD), Pact* (CD), Trickery. 
  Special Notes:  
  Description: Abbathor (ab-ah-thor) embodies the principle of greed which is the major weakness of the dwarven race.  
  He has an insatiable lust for treasur, especially gold.  He is tolerated by the other dwarven deities because he has sided 
  with them in epic battles of the past, but none trust him.  Berronar loathes his deceitfulness, and Dumathoin shields 
  treasures from him, to his fury.  He broods in his gold-lined cave, ever watchful for more treasures to consume.  
  Abbathor's omens to his followers are typically malevolent, such as the splitting apart of a gem, the tearing of a sack of 
  gold, or the despoiling of treasure.  "Gone to Abbathor" is a dwarven expression for lost treasures.  Abbathor always 
  appears as a very large dwarf in leather and furs, fat and piggy-eyes with a sallow skin.  Abbathor's clergy secretly opposes 
  those of Dumathoin and, to a lesser extent, Berronar.  They amass treasures and sacrifice them to Abbathor.  Clerics of 
  Abbathor are known as aetharnor (a dwarven word meaning "those consumed by greed"); they pray for spells at night.  
  Solar eclipses, volcanic eruptions, or any other natural phenomenon that blocks the light of the sun during the day are 
  causes for great religious celebrations among the aetharnor, who use the cover to hatch their larcenous schemes.  
  Abbathor teaches that "wealth was created for those dwarves crafty enough to capture it by any means possible.  Revel in 
  the possession of all wealth that shines or sparkles, for its pleasing form was meant to bring you pleasure.  Greed is good, 
  as it motivates the possession and holding of all that is precious." 
   
  
   
  Name: Aerdrie Faenya 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Air, Weather, Avians, Rain, Fertility 
  Titles: The Winged Mother, Lady of Air and Wind, She of the Azure Plumage, Bringer of Rain and Storms 
  Holy Symbol: Cloud with bird silhouette 
  Alignment: CG 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 frost quarterstaff 
  Domains: Air, Animal, Chaos, Good, Liberation* (CD), Sky* (RotW), Weather* (CD). 
  Special Notes: Divine spellcasters must sleep outdoors except during winter or times of bad weather; repeated failure to 
  do so is considered a gross violation of the code of conduct.  They also suffer a -1 penalty to initiative checks, attack rolls, 
  and saving throws in confined spaces, including most underground areas. 
  Description: Aerdrie Faenya (air-dree fain-yuh) is the elven goddess of air and weather.  The goddess takes her delight 
  in the freedom of the skies, the music of wind instruments, and (sometimes) fairly severe and violent thunderstorms.  
  She rarely grants omens to her followers, but if they come they arrive as whispering winds.  Aerdrie appears as a tall, 
  slim elven female with sky-bluse skin, feathered hair and eyebrows, and large wings.  Her feathers seem to constantly 
  change colors (blue, green, yellow, and white).  The lower half of her body from hips down vanishes into a swirling mist, 
  so she seems never to touch the ground.  Exploration and mantaining good relations with avian races are a prime duty 
  for her clergy.  Development of musical skills on wind instruments and acquiring magical aids to flight are also 
  considered important goals.  Her clerics pray for their spells at dawn, when the first hint of a breeze often drifts across 
  the land.  The vernal and autumnal equinoxes are holy days.  Aerdrie teaches that "the ever-changing reaches of the sky 
  are the greatest gift of the Winged Mother.  Take flight into her windswept embrace, and gambol amid the clouds.  
  Honor those who dwell in the sky and cherish the birds dancing on Aerdrie's tresses. Change is beautiful and chaos 
  births new life.  Ascend, soar, glide, dive, and ascend again and relish the freedom that the Winged Mother bequeaths." 
   
  
   
  Name: Al'Akbar 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Guardianship, Faithfulness, Dignity, Duty 
  Titles: High Cleric, Restorer of Righteousness 
  Holy Symbol: An image of the Cup and Talisman (eight-pointed star) of Al'Akbar 
  Alignment: LG 
  Origin of Worship: Baklunish 
  Core Worshippers: Baklunish 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Falchion (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending falchion 
  Domains: Community* (CD), Good, Healing, Law, Protection. 
  Special Notes:  
  Description: Al'Akbar (ahl AHK-bar) first came to prominence in the days following the Invoked Devastation, when he 
  was called by the gods of the Paynims to restore the Baklunish people to the path of righteousness and dignity.  In 
  earnest of this mission, he was given the fabled Cup and the star-shaped Talisman that now bear his name.  He taught 
  that true religion must include proper devotion to the gods, protection of the community, and guidance of the faithful.  
  Eventually, he caused his own mosque to be constructed and allowed his followers to call upon his name in their 
  prayers, soon thereafter ascending to take his place among the gods, although he remains a demigod out of respect for 
  the rest of the pantheon.  His symbol is an image of the Cup and Talisman artifcats.  "Be a vesel of kindness and emblem 
  of devotion, for the righteous man is both steadfast and merciful.  Be not as the untutored infidel, but rather heed your 
  superiors, and submit to their wisdom and guidance.  Let the faithful strive always to nurture the seed of Good in the soil 
  of Law, that by doing so they are received into the Garden of Al'Akbar."  The faith of Al'Akbar domiantes the Baklunish 
  culture with its sense of community and propriety.  They teach Ancient Baklunish as the language of poetry and 
  learning; they are generally well disposed toward other faiths that use the classical language in their liturgy.  Two 
  historical branches of this faith exist.  The Followers of the Exalted Faith recognize the supremacy of the holy caliph 
  (the ruler of Ekbir); they are masters of rhetoric and diplomacy, with high regard for academic achievement.  Follwer of 
  the the True Faith defer to the authority of the grand mufti of the Yatils, taking a more fundamental approach to religion 
  that emphasizes hard work, plain speech, and obedience.  More obscure divisions exist among the Paynim dervishes.  
  Clerics of the Exalted Faith usually bear the title of qadi, and tend toward LG or NG.  Clerics of the True Faith are called 
  mullahs, and strongly favor LN.  Both types hold office as ministers, judges, scholars, and teachers in civil government, 
  while also serving as healers, advisers, and guardians for the military.  Adventuring clerics are tolerant of infidels, 
  though they are still expected to uphold the ideals of the faith.  The wandering clergy may travel to any land in search of 
  the Cup and Talisman of Al'Akbar.  Ritual prayers may be made at dawn and dusk. 
   
  
   
  Name: Allitur 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Ethics, Propriety 
  Titles:  
  Holy Symbol: A pair of clasped hands 
  Alignment: LG (LN) 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming spear 
  Domains: Community* (CD), Good, Inquisition* (CD), Knowledge, Law, Purification* (CD). 
  Special Notes:  
  Description: Allitur (AH-lih-toor) is an old Flan god, representing the need the maintain traditions, laws, and ethical 
  behaviors between tribes and generations of people.  Often considered the younger brother of Rao, he maintains close 
  ties with all of his pantheon and often acts as a liaison to other pantheons because of his gift of divine diplomacy; it is 
  this interaction that has gained him some awareness beyond the Flan people in this century.  He rides an untiring horse 
  named Keph; his symbol is a pair of clasped hands.  "The people should understand and respect their cultural traditions, 
  else breakdown of society should result."  Allitur insists on the performance of traditional rituals, and most of Flan 
  customs about home and family be traced to his teaching.  He also introduced the concept of laws and punishment to 
  the Flan, and his name is invoked at trials, diplomatic meetings, and other official situations where fairness is expected 
  from a bargaining partner.  Allitur’s clerics arbitrate disputes, carry messages between tribes ande nation, act as legal 
  advisers or judges when needed, scribe laws and other documents for the common folk, travel to teach the proper 
  traditions to children and heathens.  They also have a martial aspect because of their role as enactors of punishments for 
  criminals, violators of taboos, and oathbreakers.  Allitur’s worshipers are expected to comply with clerics when they 
  serve this function.  These roles carry them far into hostile lands where their belief comes into conflict with heretics and 
  uncivilized. 
   
  
   
  Name: Annam 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Giants, Magic, Knowledge, Fertility, Philosophy 
  Titles: The Prime, The Progenitor of Worlds, The Creator 
  Holy Symbol: Two hands with wrists together and hands pointing down 
  Alignment: N 
  Origin of Worship: Giant 
  Core Worshippers: Giants 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Unarmed strike 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 improved unarmed strike, defending 
  Domains: Creation* (CD), Force* (CD), Knowledge, Magic, Plant, Sun. 
  Special Notes:  
  Description: Annam is the fertile progenitor of worlds.  Annam has a conflicted nature that proves to be his undoing.  
  On the one hand, he is an all-knowing god of learning, philosophy, and deep meditations; Annam is omniscient, but he 
  chooses not to know certain things, in his wisdom.  But, against this vastly cerebal nature, one must set Annam's 
  instinctual, even lustful nature.  He is not a god for whom contemplations hold endless attraction.  Annam is fertile and 
  vigorous, and he makes a considerable number of mistakes when governed by his insticts.  Thus his son, Stronmaus, 
  makes him proud and contented, but his other sons have been distinctly less of a blessing to him.  Annam has largely 
  retreated from events on the Material Plane, grown weary of having to watch countless worlds and conflicts; he has few 
  followers or clerics.  Only events that will affect the course of history for an entire world (like the Rain of Colorless Fire) 
  are sufficient to attract his attention.  Annam does not grant visions or omens, save once in the lifetime of each cleric.  
  Annam appears as a giant of truly staggering size - white-haired, wearing a robe of midnight blue. 
   
  
   
  Name: Arvoreen 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Protection, Vigilance, War 
  Titles: The Defender, The Vigilant Guardian, The Wary Sword 
  Holy Symbol: Two swords 
  Alignment: LG 
  Origin of Worship: Halfling 
  Core Worshippers: Halflings 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) or short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending longsword or short sword 
  Domains: Courage* (CW), Good, Law, Nobility* (CW, Ss), Protection, Purification* (CD), War. 
  Special Notes:  
  Description:  
   
  
   
  Name: Atroa 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Spring, East Wind, Renewal 
  Titles: The Sad Maiden 
  Holy Symbol: A heart with an air glyph 
  Alignment: NG 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Sling 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance sling 
  Domains: Air, Good, Plant, Sun, Travel. 
  Special Notes:  
  Description: Atroa (ah-TROH-ah) is one of the five Oeridian wind and agricultural deities fathered by Procan.  
  Depicted as a fresh-faced blonde woman with an eagle perched on her shoulder, she once loved the gold Kurell but was 
  spurned by him for her sister Sotillion.  She oversees the blessings of spring, including the opening of hearts to new 
  prospects and the body to new horizons.  Her sling Windstorm can strike the most distant foe, and her spherical glass 
  talisman Readying’s Dawn can melt ice within her line of sight.  She is closest to her divine family and is indifferent to 
  most other gods except Fharlanghn.  Her holy symbol is a heart with an air-glyph within.  "Spring is the time that the 
  world awakens from her slumber by the invigorating breath of the east wind.  Spring brings new life and love to the 
  world, renews old friendships, and pulls on the heartstrings of lovers, poets, and travelers.  It is a time for old things to 
  be repaired, old feuds to be buried, and old biases to be discarded.  Like the dawn, it presages great things to come; look 
  to them with an open mind and heart so that they may be enjoyed to the fullest."  Clerics of Atroa are optimistic, willing 
  to try new things; and rarely settle in one place for more than a year.  They are forgiving and proud to turn foes into 
  friends.  They love returning to past friends and lovers almost as much as they relish any opportunity to travel and see 
  new places.  They enjoy exploring strange places, especially if they haven’t traveled in a while. 
   
  
   
  Name: Azor'alq 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Light, Purity, Courage, Strength 
  Titles: Son of Light, Banisher of Darkness 
  Holy Symbol: An armed man standing atop a stone summit 
  Alignment: NG 
  Origin of Worship: Baklunish 
  Core Worshippers: Baklunish 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Scimitar (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming scimitar 
  Domains: Good, Sun, War. 
  Special Notes:  
  Description: Valiant Azor’alq (Ah-zor-ALK), triumphant champion of the First Dynasty emperors, has been venerated 
  as a hero by the Baklunish people for more than 3,000 years.  He is first mentioned in the mythic tale of Hegira in which 
  he defended the royal family from the minions of Darkness that assailed them in the flight from their defiled homeland 
  across the desolate western mountains.  Poets still sing of his courage and strength in battle, naming him the Banisher of 
  Darkness.  Philosophers and mystics esteem his purity and call him the Son of Light.  The entrance to his great sanctum 
  is said to be found at the highest peak among the Dramidj Ocean island-pinnacles that bear his name.  He dwells within 
  that sanction with his ancient paladins, the Thousand Immortals. Azor’alq appears as a tall, handsome warrior, dark of 
  skin, clad in a coat of fine mail and a helm topped with peacock feathers.  He wields a long curved sword known as 
  Faruk.  His symbol is an armed man standing atop a stone summit. "Strength grows in the light of courage.  The bright 
  sword of Azor’alq, once drawn, may be sheathed again only in victory.  A true leader is the first to join in battle, and the 
  last to seek rest.  The flame of truth must be tended with good thoughts, good words, and good deeds, so that the purity 
  of its light may dispel the tyranny of darkness." Azor’alq finds his strongest following among young warriors, but anyone 
  in need of steady courage might call upon him.  His adherence to good is unwavering, therefore he does not seek to 
  restore the fallen or convert the evil, for he has no mercy to offer them. Among the Paynim, the clergy of Azor’alq is 
  hereditary; they claim that the legacy of their cult goes back to the earliest days of the Baklunish empire.  They often 
  serve as war-leaders, and are always in the forefront of battle.  In the settled lands clerics of Azor’alq are most often found 
  in closed communities, where they are sometimes mistaken for fire worshippers.  His few remaining paladins seek to 
  emulate the legendary Thousand Immortals by destroying creatures of Darkness (typically fiends and undead).  Some 
  even make a quest to the Pinnacles of Azor’alq, when they feel they have grown sufficiently in knowledge and strength 
  to overcome the challenges that their master has set for them there. 
   
  
   
  Name: Baervan Wildwanderer 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Forests, Nature, Travel 
  Titles: The Masked Leaf, The Forest Gnome, Father of Fish and Fungus 
  Holy Symbol: Raccoon's face 
  Alignment: NG 
  Origin of Worship: Gnome 
  Core Worshippers: Gnomes 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance spear 
  Domains: Animal, Celerity* (CD), Good, Plant, Travel, Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Bahamut 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Good Dragons, Wind, Wisdom 
  Titles: The Platinum Dragon, King of the Good Dragons, Lord of the North Wind 
  Holy Symbol: Star above a milky nebula 
  Alignment: LG 
  Origin of Worship: Dragon 
  Core Worshippers: Dragons 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Heavy pick (m) or bite 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 frost heavy pick or bite 
  Domains: Air, Cold* (CD, Fb), Dragon* (Dr), Good, Law, Luck, Protection. 
  Special Notes: Clerics/Favored Souls are restricted to one of two alignments: LG or NG. 
  Description: Bahamut (bah-hahm-ut), revered by good dragons (especially gold, silver and brass), is stern and 
  disapproving of evil, but kind and helpful to the downtrodden and dispossessed. Other dragons, even evil ones (except 
  perhaps his archrival Tiamat), respect Bahamut for his wisdom and power.  He teaches his followers to strive against evil 
  wherever they can, and to help others become strong enough to resist evil by themselves. He appears as a long, sinuous 
  dragon with platinum scales and catlike eyes of shifting colors.  Bahamut's few nondragon clerics learn the Platinum 
  Dragon's teachings at the foot of a dragon, usually an older gold or silver dragon in humanoid form. The relationship is 
  one of teacher and student, with the duo typically traveling to see the effects of injustice and cruelty firsthand. 
  Wherever honest folk struggle under the yoke of oppression, Bahamut's followers are found, striving to protect the 
  righteous from evil. Sometimes worshipers of Bahamut wear their affiliation proudly, charging into battle with the 
  Platinum Dragon as their standard, just as often, however, the worshipers work undercover and behind the scenes. 
  Common missions include rescuing a village from a rapacious warlord, breaking up a cabal of foul necromancers, or 
  riding at the vanguard of an army that assaults the gates of Hell itself. Many of Bahamut's proverbs take the form "To 
  [action] is [assessment]". For example, "To oversleep is folly," or "To smite evil is laudable." Temples to Bahamut are 
  almost all shrines within the current or former lairs of dragons. They're good places to go to ask about ancient lore or get 
  something translated from Draconic - but they're often in remote, forbidding places. When your fellow worshipers are 
  all dragons, you needn’t bother with elaborate temple defenses. Bahamut's worshipers often celebrate believers who 
  enter some new stage in their life: starting a business venture, becoming a soldier, getting married, and so forth.  
  Bahamut is served by seven great gold wyrms that often accompany him.  Clerics of Bahamut, be they dragons, half-
  dragons, or other beings attracted to Bahamut's philosophy, strive to take constant but subtle action on behalf of good, 
  intervening wherever they are needed, but trying to do as little harm as possible in the process.  Many gold, silver, and 
  brass dragons maintain simple shrines to Bahamut in their lairs, usually nothing more elaborate than Bahamut's symbol 
  scribed on a wall.  Bahamut's chief foe is Tiamat, and this enmity is reflected in their worshipers.  His allies include 
  Heironeous, Moradin, Yondalla, and other LG deities. 
   
  
   
  Name: Bahgtru 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Strength, Stupidity 
  Titles: The Strong, The Leg Breaker, The Son of Gruumsh 
  Holy Symbol: Broken thigh bone 
  Alignment: CE 
  Origin of Worship: Orc 
  Core Worshippers: Orcs 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spiked gauntlet 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen spiked gauntlet 
  Domains: Chaos, Competition* (CD), Courage* (CW), Destruction, Evil, Strength. 
  Special Notes:  
  Description:  
   
  
   
  Name: Baravar Cloakshadow 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Illusions, Protection, Deception, Hatred of Goblinoids 
  Titles: The Sly One, Master of Illusion, Lord in Disguise, Bane of Goblinkin 
  Holy Symbol: Cloak and dagger 
  Alignment: NG 
  Origin of Worship: Gnome 
  Core Worshippers: Gnomes 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending dagger 
  Domains: Good, Magic, Mind* (CD), Protection, Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Bargrivyek 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Cooperation, Territory 
  Titles:  
  Holy Symbol: White-tipped flail 
  Alignment: NE 
  Origin of Worship: Goblinoid 
  Core Worshippers: Goblins 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Any flail (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending heavy flail 
  Domains: Community* (CD), Evil, Knowledge, Protection, Travel. 
  Special Notes:  
  Description:  
   
  
   
  Name: Beltar 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Malice, Caves, Pits 
  Titles:  
  Holy Symbol: A set of monstrous fangs, closing to bite 
  Alignment: CE (CN) 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Claws of Beltar (unarmed strike or spiked gauntlet) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 improved unarmed strike or spiked gauntlet, mighty cleaving 
  Domains: Chaos, Earth, Evil, Mysticism* (CD), Summoner* (CD), War. 
  Special Notes:  
  Description: The haglike goddess Beltar (BEL-tar), one of the stranger Suel deities, known to appear as a beholder, red 
  dragon, or marilith demon (the likely cause of Suloise snake-cult rumors).  She was once a goddess of mines and earth, 
  but was supplanted by others in her pantheon and finally relegated to worship by nonhuman slaves.  She hates most 
  everything, even other gods.  Her holy symbol is a set of monstrous fangs closing to bite.  She takes many mates in her 
  various forms, but she is known to eat them afterward, as well as her own young. "Mine and explore caves in pursuit of 
  foes and riches.  Fear is not acceptable in the face of adversity, and only hatred is allowed for those who stand in your 
  way."  Primarily worshiped by evil nonhumans and savage humans, Beltar pushes her followers to band together into 
  armies and ally with more powerful creatures, such as red dragons, beholders, demons, or greater undead.  They must 
  wage war on hated foes. Clerics of Beltar are expected to take positions of leadership in their tribes; those who cannot do 
  so are cast out to find heathen tribes to convert or new enemies to fight.  They inspire hatred in others and make 
  examples of traitors or the weak-willed.  Worship services involve sacrifices and are conducted in caves or points of low 
  ground.  Devoted clerics rise from the grave as undead within a year of their deaths, usually returning to aid their 
  original tribe and show proof of the goddess’ power. Ceremonial garb includes black or dark grey cloaks or robes. 
   
  
   
  Name: Beory 
  Gender: f 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Oerth, Nature, Rain 
  Titles: Oerth Mother 
  Holy Symbol: Green disk marked with a circle or a rotund woman figurine 
  Alignment: N (NG) 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Club 
  Other Preferred Weapons: druid weapons 
  Weapon of the Deity Spell: +1 defending club 
  Domains: Animal, Creation* (CD), Earth, Plant, Water, Weather* (CD). 
  Special Notes:  
  Description: Beory (bay-OH-ree) is usually considered a manifestation of the will of Oerth itself.  Little concerns her 
  except the actual fate and prosperity of the entire world, and she is a very distant goddess, even from her clerics.  Named 
  by the Flan, Beory’s name is known throughout the Flanaess.  Beory has little time or interest for most other divine 
  beings, even those of similar interests, or her connection to the Oerth consumes most of her attention.  Her symbol is 
  either a green disk marked with a circle or a rotund woman figurine. "The Oerth is a wellspring of all life.  Whether on 
  the surface, below the waves, or underground, all life is part of Beory.  She inspires every living thing to grow, nurtures 
  them with blessed rain, and calls them to herself when it is time to die.  Disasters that cause widespread destruction are 
  agony to her.  The actions of individuals are of no consequence unless they threaten the Oerth." Clerics of Beory are 
  contemplative and spend their time communing with nature.  They often associate with druids.  Then they gather, they 
  defer to the wisest and oldest.  As they try to see the greater picture, they tend to be slow to act, but when they do act it is 
  direct and focused on the solution.  They wander to feel the different sensations of the Oerth, and use their power to 
  relieve the Oerth’s pains where it has been wounded. 
   
  
   
  Name: Berei 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Home, Family, Agriculture 
  Titles: Hearth Mother 
  Holy Symbol: A sheaf of wheat stalks 
  Alignment: NG 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Sickle 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending sickle 
  Domains: Community* (CD), Creation* (CD), Good, Plant, Protection. 
  Special Notes:  
  Description: Berei (BEAR-ay) is possibly a splinter cult of Beory that has taken on an anthropomorphic persona.  Berei 
  is the live-giving soil and the strong stone that is the foundation of a safe home.  She is shown as a strong backed woman 
  of brown skin and kind demeanor, and her holy symbol is a sheaf of wheat stalks.  As the goddess of home and family, 
  she blesses weddings, gives fertility, protects the household and its members, guides the hands of those who till the soil, 
  and teaches ways to care for the land.  Beory is the only deity that concerns her. "The family is the strongest tie between 
  individuals, and one must learn to support and depend upon one's family to survive.  A community is a form of large 
  family, and when another family is in need it is the duty of the community to provide for them.  The birth of a new child 
  in a time of plenty is a great blessing and an opportunity to resolve differences and restore frayed connections within 
  the family.  Care must be taken with every planting so that life can begin there again next year." Clerics of Berei tend to 
  stay close to the families, serve as advisers and protectors, advise farmers on crops, and restore barren land.  Some of her 
  clerics choose to wander, planting seeds, looking for exotic crops, and carrying news between communities.  They often 
  adopt they traveling companions as family members, and consider these bonds as sacred as those of blood relatives. 
   
  
   
  Name: Berna 
  Gender: f 
  Rank: Demigod 
  Areas of Concern/Portfolio: Passion, Forgiveness 
  Titles:  
  Holy Symbol: A red gold heart 
  Alignment: CN (N) 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Club 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending club 
  Domains: Chaos, Courage* (CW), Healing, Protection. 
  Special Notes:  
  Description: Berna is the third child of Meyanok the serpent-god and originally a power of dark emotions and 
  unrelenting vengeance (formerly a demigoddess of hatred and vendettas).  Sent to kill or corrupt Xanag, she instead was 
  awed by the goddess’s beauty, and with help was transformed into a less malevolent aspect of herself.  She now is the 
  patron of all strong emotions, both positive and negative, as well as the forgiving of wrongs.  She is depicted as a Touv 
  woman wearing the skin of a jungle cat, with a bright red-gold heart shining from her chest. The priests of Berna are in 
  tune with the emotions of the people.  They help young couples in love find acceptance, work with artists to realize their 
  visions and raise morale during times of strife.  They also soothe the wounds of victims and preach acceptance of new 
  friendships over remembrance of old wrongs. Ceremonial garb includes a red metal heart, preferably red gold, worn on 
  the breast. 
   
  
   
  Name: Berronar Truesilver 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Safety, Truth, Home, Healing 
  Titles: The Revered Mother, Matron of Home and Hearth 
  Holy Symbol: Two silver rings 
  Alignment: LG 
  Origin of Worship: Dwarf 
  Core Worshippers: Dwarves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Heavy mace 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending heavy mace 
  Domains: Community* (CD), Good, Healing, Inquisition* (CD), Law, Protection, Purification* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Bleredd 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Metal, Mines, Smiths 
  Titles: The Iron Mule 
  Holy Symbol: An iron mule 
  Alignment: N 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians and Dwarves and Gnomes 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Warhammer (m) 
  Other Preferred Weapons: Any pick (m) 
  Weapon of the Deity Spell: +1 thundering warhammer 
  Domains: Creation* (CD), Earth, Fire, Strength. 
  Special Notes:  
  Description: Bleredd (BLAIR-ed) is known throughout the Flanaess.  He taught iron-working to the Oeridians and his 
  worship has spread throughout the Flanaess.  He cares little for talk, preferring to work in his shop and fashion metal 
  works of art; he created many of the weapons his godly family uses, including that of his wife, Ulaa.  His hammer Fury is 
  thought to be the inspiration for the first hammers of thunderbolts forged by humans.  Occasionally he accepts small 
  groups of students and unlocks the gift of mastering metal in them.  His holy symbol is an iron mule, reflecting his 
  patience and endurance. "The earth's gifts are there for the taking, and creating a perfect suit of armor or flawless 
  weapon is a goal to which all war-crafters should aspire.  Mining and smithy-work is not for the weak, so those who 
  worship Bleredd should be strong in mind and body, for a weak will forges a weak weapon.  Anyone with the talent for 
  this craft should be taught it, and those who keep secret more efficient or effective ways of finding or working metal will 
  be punished." Bleredd’s clerics explore caverns for good ore, hammer out iron for the pleasure of creating and search out 
  sources of meteoric iron, mithral, and adamantine.  They also travel to find new students, teach the smith-crafts, and 
  develop better ways of doing their work. 
   
  
   
  Name: Blibdoolpoolp 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Kuo-toa, Darkness, Insanity, Revenge 
  Titles: The Sea Mother, The Whip of Whips 
  Holy Symbol: Lobster head and black pearl 
  Alignment: CE 
  Origin of Worship: Kuo-Toa 
  Core Worshippers: Kuo-Toa 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Pincer staff (e) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock pincer staff 
  Domains: Chaos, Destruction, Evil, Madness* (CD), Mysticism* (CD), Oracle* (CD), Water. 
  Special Notes:  
  Description:  
   
  
   
  Name: Boccob 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Magic, Arcane Knowledge, Foresight, Balance 
  Titles: The Uncaring, Lord of All Magic, Archmage of the Deities 
  Holy Symbol: Eye balanced on a pedestal inside a pentagon 
  Alignment: N 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 spell storing quarterstaff 
  Domains: Force* (CD), Knowledge, Magic, Mind* (CD), Oracle* (CD), Rune* (Ss), Trickery. 
  Special Notes: Divine spellcasters must adamantly oppose any attempt to destroy a magic item or any magical place.  
  Repeated failure to do so is a gross violation of the code of conduct. 
  Description: Boccob (BOK-kob) is known throughout the Flanaess, oversees the maintenance of magic’s existence on 
  Oerth, and is interested in the creation of new magic items and spells (he is said to have a copy of every magic item made 
  by mortals).  He see that Oerth’s magic is declining and will eventually fade away; he combats this effect and suspects 
  that Tharizdun is responsible.  He is distant from all other gods save his servant Zagyg.  Shown in purple robes with 
  shimmering runes of gold, Boccob carries the first staff of the magi; an eye within a pentagram is his symbol. "Seek 
  balance above good, evil, law, or chaos.  Fight to push back the encroachment of good just as you would the oppression 
  of evil.  Magic is the most important thing on Oerth, and it must be preserved so that the balance can be preserved." 
  Churches are protected from outside interference, and those within devote most of the time to research, particularly 
  prophecies, which they guard carefully lest they fall into the wrong hands.  In lands where the forces of Law, Chaos, 
  Good, or Evil grow too strong, churches of Boccob are built to balance those forces. Clerics of Boccob create and study 
  magic and divine the future.  They leave their churches to root out rumors of lost magic items or spells, or to defend a 
  magical place or item from destruction.  Most clerics of Boccob are neutral, as extremism in ethos is frowned upon; they 
  must maintain the balance between all alignments. Boccob's clerics are alert for signs of magical aptitude among 
  youngsters, and they offer education to any youth they deem worthy of the privilege, whether noble or commoner. 
  Clerics of Boccob almost always learn their prayers and sacraments in a classroom at a major temple-college. Anything 
  that involves powerful magic involves the followers of Boccob. Creating or destroying artifacts, uncovering new kinds of 
  magic, and traveling the Outer Planes are all common quests. A follower of Boccob might rescue a sorcerer captured by 
  bugbears, brave a ruin to retrieve an ancient spellbook, or break up a cult of ur-priests seeking to cut off magic power to 
  all but themselves. Prayers to Boccob have remarkably florid language. One common one begins, "Hail and 1 greet you, 
  Boccob, Master of Magic, All-Seeing, All-Potent Revealer of Mysteries Beyond Compare. Whose Perspicacity knows no 
  boundaries, most puissant protector of the eldritch realms, both known and unknown..." Boccob favors tall, round 
  towers for his temples. Almost all have colleges for the study of both divine and arcane magic, and visitors are as likely to 
  meet wizards as clerics inside. Most Boccob temples provide magic item identification and a number of divinations to 
  the public. Boccob's followers celebrate powerful magic in all its forms, performing ceremonies when a magic item is 
  made or a new spell discovered. Many high-level followers make pilgrimages to other planes to see magic in action.  
  Boccob's clerics favor purple garments with gold trim; many are cleric/wizards or cleric/sorcerers.  Most remain aloof 
  from worldly affairs and devote themselves to magical research and to formulating prophecies.  They share their 
  knowledge of the future only sparingly, lest someone get the upper hand and upset the balance.  Boccob's clergy actively 
  create magic items.  Most of Boccob's clerics keep busy rooting out bits of magical lore, recovering lost magical items, 
  and investigating mysteries.  They adamantly oppose any attempt to destroy a magic item or any magical place.  Boccob's 
  temples are usually located in urban areas.  They are always well fortified to withstand outside interference, and they 
  house extensive libraries.  Most are also well equipped with various scrying devices and defenses.  Visitors to a temple of 
  Boccob usually get a cool greeting at best and are never truly welcomed unless they have some unusual magic item to 
  offer for examination or money to spend on spells, magic items, or information. 
  
   
  Name: Bralm 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Insects, Industriousness 
  Titles: The Flying Queen, The Hive Goddess, The Toiling Lady 
  Holy Symbol: A giant wasp in front of an insect swarm 
  Alignment: N (LN) 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending quarterstaff 
  Domains: Animal, Community* (CD), Law, Pact* (CD), Strength. 
  Special Notes: Divine spellcasters cannot cast spells with the fire descriptor; they are not restricted, however, from 
  casting a spell that has been modified by an item or feat (like Energy Substitution) so that its fire descriptor is 
  completely changed to another descriptor. 
  Description: Bralm (BRAHLM) is depicted as a middle-aged woman with dark blonde hair, sometimes with insect 
  wings. She is friendly with rest of the Suel pantheon but has no close allies there because she judges others on ability, 
  not age or status. Trithereon has earned her enmity because of his individualism, and fiery deities like Pyremius and 
  Joramy are avoided because of her dislike of that element. Her symbol is a giant wasp in front of an insect swarm. 
  "Everyone has a place in a society, and you must master your role even if you don't understand how it is important. 
  Those who know more or are in superior positions must be obeyed; you can learn much by observing those around you. 
  Work hard and be satisfied with your work. Hive insects follow this path, with some members sacrificing themselves for 
  the betterment of the entire hive." Some splinter churches elevate insects as creatures to be worshiped and keep giant 
  insects as guards or pets. Bralm's clerics act as overseers for complex tasks involving large numbers of people: military 
  captains, farm overseers, mine controllers, slave drivers, and so on. They intercede to prevent destruction of crops by 
  insects and are not above getting their hands dirty to get something done. They enjoy leading groups for the sake of 
  imposing order on a group of independent-minded people. Their prayer times are twilight and dawn.  Temples to Bralm 
  are large convoluted affairs spread over a wide area.  They rarely have interior doors (instead of locked passageways, 
  guards are posted) and clergy of all levels and status may enter any part of the temple except personal quarters, which are 
  normally very sparse.  Built of rough stone, wood, mud, and other common materials, Bralm's temples are easy to repair 
  if damage.  The walls and rooms are arranged in repeating patterns that tend to confuse visitors.  Bralm's worshippers are 
  called Bralmi.  The hottest day of Goodmonth is the holiest day of the year; clerics anoint themselves with sacred 
  perfumes, build strange structures out of mud and sticks, and release small swarms of captured bees and wasps that cling 
  to the scented worshippers but do not sting. Ceremonial garb includes brown or yellow robes, speckled with insect 
  designs and embroidered in gold, green, and black thread.  Jewelry of gold, green, and black metal is very common.  
  During all ceremonies, the high priest wears a heavy gold pectoral with delicate crystal wings sprouting from the back.  
  Adventuring clerics wear simple clothing of neutral colors, with a long shirt or jerkin of brown or yellow decorated with 
  insect symbols. 
   
  
   
  Name: Brandobaris 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Stealth, Thieves, Adventuring 
  Titles: Master of Stealth, Misadventure, The Trickster, The Irrepressible Scamp, The Friendly Rapscallion 
  Holy Symbol: Halfling's footprint 
  Alignment: N 
  Origin of Worship: Halfling 
  Core Worshippers: Halflings 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) or dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending short sword or dagger 
  Domains: Celerity* (CD), Luck, Travel, Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Breeka 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Living Things 
  Titles:  
  Holy Symbol: Headdress of wooden beads and animal teeth 
  Alignment: N 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons: druid weapons 
  Weapon of the Deity Spell: +1 defending quarterstaff 
  Domains: Air, Animal, Earth, Plant, Water. 
  Special Notes:  
  Description: Breeka is the daughter of Nola and Vogan - the mixture of rain and sunlight with the earth, producing the 
  animals and plants of the world.  Unlike Uvot, who represents the rewards the land gives, Breeka manifests all aspects of 
  nature, helpful, indifferent, and harmful.  She is a troubled goddess, beset by nightmares, accidental parent to an evil god 
  and many terrible monsters.  She is depicted as a middle-aged Touv woman with dark green skin and many worry lines 
  on her face. Breeka’s priests are distant, brooding types, reflecting on their duties to the Touv people and to the natural 
  world.  If a settlement must clear land for farming or for cattle, the priest of Breeka warns the animals away, transplants 
  important vegetation, or directs the humans to a site that will cause the least amount of disruption. Ceremonial garb 
  includes a headdress of wooden beads and animal teeth. 
   
  
   
  Name: Callarduran Smoothhands 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Svirfneblin, Protection, Earth, Mining, Secrecy 
  Titles: Deep Brother, Master of Stone, Lord of Deepearth, The Deep Gnome 
  Holy Symbol: Gold ring with star symbol 
  Alignment: N 
  Origin of Worship: Gnome 
  Core Worshippers: Svirfneblin 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Greataxe (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 throwing greataxe 
  Domains: Community* (CD), Earth, Healing, Protection, Summoner* (CD). 
  Special Notes:  
  Description: The patron deity of the svirfneblin, Callarduran Smoothhands teaches his followers the best way to be safe 
  is to dig deep into the earth and tell no one what you've found.  Because larger communities of drow, mind flayers, and 
  goblinoids often threaten svirfneblin communities, such secrecy is an effective survival strategy.  Callarduran 
  Smoothhands is as important to the svirfneblin as Garl Glittergold is to the other subraces of gnomes.  Accordingly, 
  most adolescent svirfneblins with an interest in religious matters wind up in Callarduran's priesthood.  Callarduran's 
  quests almost always involve an element of subtefuge.  He often sends adventurers in magical disguise to infiltrate 
  societies inimical to the svirfneblin, such as drow cities or mind flayer temples.  Callarduran has an extensive liturgy of 
  prayers, but they all share one common element:  they're whispered, not spoken aloud.  Callarduran's temples often 
  feature echo chambers and other acoustical tricks that magnify sound of whispered prayers to him.  In the larger 
  temples, the whispered chants of an entire congregation can be as deafening as a shout.  Callarduran has a number of 
  protective rites that promise protection against the svirfneblin's many enemies.  In svirfneblin communities, his clerics 
  also handle birth, marriage, and funeral rites. 
   
  
   
  Name: Camazotz [also known as Zotzilaha or Zotz] 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Bats, Vampires (as Zotzilaha), the Underworld (as Zotzilaha) 
  Titles:  
  Holy Symbol: Bat 
  Alignment: CE (NE) 
  Origin of Worship: Olman 
  Core Worshippers: Olman 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Javelin 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance javelin 
  Domains: Animal, Chaos, Destruction, Evil, Pestilence* (CD), Protection. 
  Special Notes:  
  Description: Camazotz (or "Zotz") is the Olman god of bats and horrible things that fly at night.  He is always shown as 
  a huge bat surrounded by a cloud of normal bats.  Like many Olman gods, he has a dual aspect - the ravenous monster 
  that spreads plague and sickness as well as the benign fliers that eat crop-destroying insects.  It is possible that Camazotz 
  gained popularity (or notoriety) due to the ancient bat-people that used to live in Hepmonaland. The priests of Camazotz 
  delight in terrifying and intimidating others, although they also help relieve the people from blights of insects.  They are 
  not above kidnapping and sacrificing political enemies under the cover of darkness. Ceremonial garb includes a black 
  leather helm decorated with animal teeth.  In parts of the Amedio Jungle, his worship includes an aspect of vampirism 
  and the underworld; there he is known as Zotzilaha. 
   
  
   
  Name: Celestian 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Stars, Space, Wanderers 
  Titles: The Far Wanderer 
  Holy Symbol: Jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, and diamond 
  Alignment: N (NG) 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance spear 
  Domains: Destiny* (RoD), Knowledge, Oracle* (CD), Protection, Travel. 
  Special Notes:  
  Description: Celestian (seh-LES-tee-an) is a benign Oeridian god. The brother of Fharlanghn (his only close ally), he 
  chose the distances of the stars and planes rather than Oerth. He appears as a middle-aged man of completely black 
  coloration, always wearing his symbol: piece of jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, 
  and diamond. He has few ardent worshipers on Oerth, but counts among his following the many strange beings that 
  live in and above the starry night. "The distant stars are an inspiration to travel; be encouraged to wander far from home, 
  just as the stars do. The stars are eternal and are pleased to be a guide for both legs of a journey. The stars may reveal their 
  secrets if you study them." The clerics are divided into seven orders of ascending knowledge and power, bearing no 
  special titles other than the number of their order; each order's holy symbol differs in which gem is placed at the center. 
  Most of Celestian's clerics are scholars, astronomers and planar explorers, with a few sailors. They search the world, sky, 
  and planes for artifacts of the stars fragments of meteorites, and lore relating to the stars, space, or the planes. Many of 
  his clerics make a pilgrimage to a holy site in the Barrier Peaks. Celestian is a favored deity of good-aligned members of 
  evil nonhuman races; while their eyes are unable to toler¬ate daylight, they find acceptance and hope in the light of the 
  stars. 
   
  
   
  Name: Charmalaine 
  Gender: f 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Keen Senses and Narrow Escapes 
  Titles: The Lucky Ghost 
  Holy Symbol: A burning bootprint 
  Alignment: N 
  Origin of Worship: Halfling 
  Core Worshippers: Halflings, Others 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Heavy mace 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending heavy mace 
  Domains: Luck, Protection. 
  Special Notes:  
  Description: Charmalaine (TCHAR-mah-lain) is a young halfling goddess concerned with awareness of her 
  environment and the ability to react to its hazards.  Sponsored by Fharlanghn and Brandobaris (halfling god of 
  adventurers and thieving), she is an energetic and spontaneous person, unafraid of danger, for she expects to be able to 
  detect it when it approaches and evade it before it brings her harm.  The holy text of her faith reads like an adventurer’s 
  diary, detailing her escapes from an army of sahuagin, a newly-released demoness, hundreds of magical traps, and even 
  the lair of an ancient red dragon.  Charmalaine is depicted as a young halfling with bright eyes, black oiled leather 
  armor, and muddy boots.  She carries the light mace First Warning and is usually accompanied by her ferret familiar, 
  Xaphan.  Her holy symbol is a burning bootprint.  She is called the Lucky Ghost because of her ability to send her spirit 
  out of her body to scout ahead safely, and is said to warn halfling adventurers of impending danger while in her 
  incorporeal form. "Be attuned to your surroundings at all times, for the one who is off-guard is the one who gets caught.  
  Hone your reflexes until your body reacts before your mind has time to make you pause, for a moment’s hesitation can 
  cost you your life.  Be quick on your feet, and don’t get weighed down with too many material things, as they make you 
  slow.  Enjoy the ability to explore, and revel in the times you are safe, for soon enough you’re going to put yourself in 
  danger in the hopes of getting the big catch." Charmalaine’s clerics are almost always adventurers, but some find work in 
  other risky professions such as monster-catching, military scouting, and guarding public officials.  Her adventuring 
  clerics are thrill-seekers, for the danger and the rewards it brings.  Some join specific quests to experience new things 
  and have interesting tales to tell. 
   
  
   
  Name: Chitza-Atlan 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Centaurs, Guarding the Underworld, the Dead 
  Titles: The Guardian of the Gateway to the Underworld 
  Holy Symbol: A mummified centaur 
  Alignment: LE 
  Origin of Worship: Olman 
  Core Worshippers: Olman and Centaurs 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 ghost touch spear 
  Domains: Evil, Law, Pestilence* (CD), Protection, Repose* (Ss). 
  Special Notes:  
  Description:  
   
  
   
  Name: Chronepsis 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Fate, Death, Judgment 
  Titles: The Silent, The Watcher 
  Holy Symbol: An unblinking draconic eye 
  Alignment: N 
  Origin of Worship: Dragon 
  Core Worshippers: Dragons 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Scythe (m) or claw 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 ghost touch scythe or claw 
  Domains: Destiny* (RoD), Dragon* (Dr), Knowledge, Repose* (Ss). 
  Special Notes:  
  Description: Chronepsis is neutral - silent, unconcerned, and dispassionate.  He is the draconic deity of fate, death, and 
  judgment.  His form is colorless and without luster, marking him as an outsider to the struggles between the chromatic 
  and metallic dragons.  Chronepsis is a passionless observer of the world.  He passes judgment on all dragons when they 
  die, deciding where in the afterlife their souls should go.  Chronepsis is uninterested in justice; he merely observes what 
  is and is not.  He is also singularly uninvolved in the activites of the living, and strives to remain so.  It is said that only a 
  cataclysm of world-shaking proportions would rouse Chronepsis from disinterest.  Chronepsis has very few active 
  worshippers and even fewer clerics, since most dragons don't possess the balanced outlook to avoid interfering in the 
  events they observe.  The followers of Chronepsis count other faiths neither as allies nor enemies.  Of the other deities, 
  only Boccob the Uncaring shares a similar outlook, but neither deity cares enough to forge an alliance. 
   
  
   
  Name: Clangeddin Silverbeard 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Battle, War 
  Titles: Father of Battle, Lord of the Twin Axes, The Giantkiller, The Goblinbane, The Wyrmslayer, The Rock of Battle 
  Holy Symbol: Two crossed battle axes 
  Alignment: LG 
  Origin of Worship: Dwarf 
  Core Worshippers: Dwarves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Battleaxe (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 bane (giants) battleaxe 
  Domains: Competition* (CD), Courage* (CW), Good, Inquisition* (CD), Law, Strength, War. 
  Special Notes:  
  Description:  
   
  
   
  Name: Corellon Larethian 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Elves, Magic, Music, Arts & Crafts, War 
  Titles: Creator of the Elves, The Protector, First of the Seldarine, Protector and Preserver of Life, Ruler of All Elves 
  Holy Symbol: Silver crescent moon 
  Alignment: CG 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen longsword 
  Domains: Celerity* (CD), Chaos, Community* (CD), Good, Liberation* (CD), Magic, Protection, War. 
  Special Notes:  
  Description: CorelIon Larethian (core-eh-lon lah-reth-ee-yen) usually appears as an androgynous elf clad in a sky-blue 
  cloak and armed with a longbow and longsword (named Sahandrian, made from a star).  He also wears a large circular 
  amulet that bears his crescent moon symbol.  He has a lithe and swift look about him, and his movements are both swift 
  and graceful.  Gruumsh, the deity of orcs, is his nemesis, and it is because of Corellon's battle prowess that Gruumsh is 
  called One-Eye.  Because elves are so long-lived, CorelIon's clerics can afford to spend years observing potential recruits 
  before initiating them into the mysteries of the faith. Once a new cleric-to-he gets an invitation to join the clergy, he 
  spends much time in meditation, quiet academic study, and artistic endeavors. Corellon wants to protect the elven 
  people from harm, naturally. Beyond that, he wants to return to the elves the lost artistic masterpieces of their heritage, 
  and he tries to thwart the drow at every opportunity. Corellon's followers find themselves protecting villages from gnoll 
  incursions, stealing into evil temples to recover ancient elven tomes of lore, and destroying underground fortresses full 
  of vampiric drow clerics. Corellon's prayers are always in Elvish. They often begin. "Hei-Corollon shar-shelevu," which 
  means "CorelIon, may your grace grant,.." In an elven city, the temple to Corellon Larethian is often an alabaster wonder 
  of minarets and parapets. In smaller communities, the temple often takes the form of a massive treehouse hundreds of 
  feet above the forest floor. Most temples are eager to aid traveling elves in any way they can-and other races as well if 
  they're fighting the hated drove. Corellon's rites are integrated with elven society. celebrating births, honoring deceased 
  believers, and blessing marriages. Before a battle, believers often recite a Litany of the Arrows.  Correlon's clergy often 
  wear blue cloaks.  Prayer time for clerics is at night, preferably when the moon is highest in the sky.  Most of his holy 
  days are tied to astronomical events and only occur every few years.  Correlon teaches that "the elves are sculptors and 
  wardens of magic's endless mysteries.  Bring forth the beauty that envelops and let the spirit gambol unfettered.  Seek 
  out new experiences and new ways.  Ward against those that would destroy what they cannot create.  Commune with 
  the natural and mystical world.  Be ever vigilant against the return of the banished darkness, and be strong in heart 
  against the corruption of the Spider Queen." 
   
  
   
  Name: Cyndor 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Time, Infinity, Continuity 
  Titles: Keeper of Infinity, the Illimitable One 
  Holy Symbol: A rounded hourglass of white and black set on its side 
  Alignment: LN 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Sling 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance sling 
  Domains: Destiny* (RoD), Law, Oracle* (CD), Protection, Rune* (Ss), Travel. 
  Special Notes:  
  Description: Cyndor (SIN-dohr) has three duties: meditate upon how manipulating time-space alters the uni¬verse, 
  record the actions of every creature on Oerth in his Perpetual Libram, and guard the time-stream from powerful beings 
  that might alter it to their advantage. This Oeridian god endorses the concept of predestination, although his 
  perspective differs from that of Istus or even his sometime ally (and superior) Lender. He is shown as a towering man-
  form with no features and blocklike limbs of terrible strength, representing the unknowable and inevitable advance of 
  time. His symbol is a rounded hourglass of black and white set on its side, much like the symbol for infinity. "Time is 
  not a static thing, but rather something liquid that stretches from the forgotten past to the present and into the distant 
  future. Events of the past cause events in the pres¬ent, which have consequences that last far beyond the life¬times of 
  their progenitors. There is no need to worry about the choices one makes in life, for all actions are determined and your 
  fate is set based upon those choices. Augury is useful only as a moral balm to allow realization and accept¬ance of one's 
  place in the stream of life." Clerics of Cyndor converge near sites of pending importance or disruptions in the time-flow. 
  They study old lore to plot the course of history and learn the future, and many work as advisers or seers. They debunk 
  charlatan fortune-tellers and other false prophets. They travel with people whom they perceive will have interesting 
  futures. 
   
  
   
  Name: Cyrrollalee 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Friendship, Trust, Home 
  Titles: The Hand of Fellowship, The Faithful, The Hearthkeeper 
  Holy Symbol: Open door 
  Alignment: LG 
  Origin of Worship: Halfling 
  Core Worshippers: Halflings 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Club 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending club 
  Domains: Community* (CD), Good, Healing, Inquisition* (CD), Law, Pact* (CD), Protection. 
  Special Notes:  
  Description:  
   
  
   
  Name: Daern 
  Gender: f 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Defense, Fortifications 
  Titles: The Unshakeable 
  Holy Symbol: A shield hanging from a parapet 
  Alignment: LN 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Shortspear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending shortspear 
  Domains: Earth, Law, Protection. 
  Special Notes:  
  Description: Daern (DAY-ern) is a minor goddess best known for the magical instant fortresses that bear her name.  As 
  a mortal, Daern was responsible for building several famous fortifications, such as Tarthax (now known as Goldbolt) 
  near Rel Deven and Castle Blazebane in Almor.  Certain tomes found thoughout the Great Kingdom suggest that she 
  may have played a role in the construction of the Imperial Palace at Rauxes, though this would have involved a visit to 
  the Prime long after she was thought to have perished - shortly after the Battle of a Fortnight’s Length. Daern appears as 
  a plain-faced Oeridian woman with dark hair and strong blue eyes.  She is often associated with griffons, and her holy 
  symbol is a shield hanging from a parapet. While fools believe that a good offense is the best defense, few have the 
  strength or skill to make that true.  Knowing yourself and your allies is necessary to plan an adequate defense.  Make the 
  most of your surroundings, for in any battle you should know your environment better than your enemy.  A single 
  shield can stop a hundred swords, while a foot of stone can break a thousand.  Those who fight from behind a wall guard 
  themselves and the helpless, and they draw strength from the stones upon which they stand. Daern’s clerics advise 
  military leaders on the placement and construction of castles, fortresses, and towers, and teach defensive strategies to 
  commoners living in areas frequented by monsters or war.  They adventure in order to study defensive structures of all 
  sorts, and to acquire funds to build their own tower or castle.  Her clerics are valued by rulers wishing to establish 
  stronger borders, and many encourage retired adventurers of this faith to settle in their lands. 
   
  
   
  Name: Dalt 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Portals, Doors, Enclosures, Locks, Keys 
  Titles:  
  Holy Symbol: A locked door with a skeleton key under it 
  Alignment: CG 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock dagger 
  Domains: Chaos, Good, Liberation* (CD), Protection, Travel, Trickery. 
  Special Notes:  
  Description: Dalt (DAHLT) was forgotten for many years while he sought to free his brother Vatun; he is once again 
  recognized as a god, although still primarily venerated by the Suloise people in the southeast. He talks with other gods 
  of the Flanaess (except Telchur) in order to solicit help in his quest. Dalt is shown as an old man with wild white hair 
  and piercing eyes or as a red-haired young thief. His symbol is a locked door with a skeleton key under it. "Confront 
  obstacles from different angles until a solution presents itself." Dalt is constantly trying to build a better mousetrap 
  while being the better mouse. His name is used to bless fortresses, prisons, and chests of valuables, as well as the 
  construction of new homes. His churches tend to be a mix of clerics who lock things and those who open them, each 
  side seeing the need for the other. Clerics of Dalt are much like their god, tinkering in workshops, building locks and 
  traps, then turning around and trying to figure a way to undo their own work. They teach their building skills to 
  carpenters, masons, and locksmiths, while training aspiring thieves and spies in the locksmith arts, although they only 
  choose those who would use their talents for the greater good. They firmly believe in guarding valu¬ables from those 
  who would use them for selfish ends, and liberating goods from those who don't deserve to own them. They like to 
  wander about cities and dungeons, looking for situations that would challenge their skills. Ceremonial garb includes a 
  black jerkin and fine black leather gloves. 
   
  
   
  Name: Damaran 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Vermin, Cowardice 
  Titles:  
  Holy Symbol: Ribbons of black metal 
  Alignment: NE (N) 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Javelin 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance javelin 
  Domains: Animal, Evil, Pestilence* (CD), Travel. 
  Special Notes:  
  Description: Damaran is the god of vermin and other creeping things, as well as the flight-instinct necessary to 
  survival.  He unquestioningly obeys his father Meyanok and is easily browbeaten into obedience by his older sister Vara, 
  although he often runs away when confronted by enemies.  Damaran is shown as a strong Touv man with a skulking 
  look about him, often accompanied by rats and insects. The priests of Damaran are survivors - they know how to find 
  food in the strangest and most disgusting places, and thrive where no one could be expected to live.  They serve their 
  communities in times of famine, and often lead the reclusive tribes hidden in the deepest jungles.  They call hordes of 
  vermin on those who anger them. Ceremonial garb includes ribbons of black metal on the arms, neck, and legs. 
   
  
   
  Name: Daoud 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Humility, Clarity, Immediacy 
  Titles: The Mendicant, Unraveller of Deceptions 
  Holy Symbol: A multi-colored patch of cloth or tangle of yarn, with seven threads depending from the bottom, one for 
  each distinct color of the spectrum 
  Alignment: N 
  Origin of Worship: Baklunish 
  Core Worshippers: Baklunish 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending quarterstaff 
  Domains: Magic, Travel. 
  Special Notes: Divine spellcasters are expected to abandon all claims to wealth and social status.  This means that they 
  cannot accept any titles or benefits that improve their social status, and they cannot pay for or accept any lifestyle above 
  adventurer’s standard; repeated violations of these restrictions is considered a gross violation of the code of conduct.  A 
  divine spellcaster of Daoud should strive to exemplify their deity’s teachings on abandoning wealth and greed.  
  Whenever they have 1,000 gp or less in non-item wealth (the value in the Final GP Total box on their last AR), they 
  receive a +1 sacred bonus to all Charisma and Wisdom-based skill checks.  If they have more than 1,000 gp (plus 500 gp 
  per character level) in non-item wealth, they receive a -1 sacred penalty to such checks instead.  This penalty can be 
  avoided by designating some of the non-item wealth beyond the 1,000 gp plus 500 gp per character level limit as being 
  used towards a future purchase (or Magic Item Creation) of an item the divine spellcaster already has access to purchase 
  (or craft).  List the amount being dedicated to an item purchase (or Magic Item Creation) in the notes section; that gold 
  can no longer be used for anything other than the future purchase (or Magic Item Creation) of that item (or on NPC 
  spellcasting of spells that cure hp damage, remove a condition/curse, or bring an individual back from the dead, if, and 
  only if, the spellcasting can not be paid for otherwise).  If the remaining non-item wealth left is at or below the limit, the 
  penalty no longer applies. 
  Description: Daoud (dah-OOD) began life as the son of a noble Baklunish family of great wealth who were exemplars 
  of those virtues known as the Four Feet of the Dragon (honor, family, generosity, and piety).  In his early life he found 
  prosperity and acclaim, until he became the philosopher-pasha of Tusmit.  Yet, in his middle years, he was reduced to 
  beggary, stripped of all titles and treasures by the callous hand of fate.  Where once he had been celebrated, now he was 
  despised.  Exiled from his homeland, he lived as a mendicant priest of Istus and contemplated the harshness of his 
  mistress. As he regarded his drastic change in fortune, Daoud realized that the Four Feet of the Dragon represented a 
  vulgar philosophy.  He saw piety as mere affectation and obsession with honor as arrogance, while generosity and 
  devotion to family were little more than matters of social hygiene.  In place of these superficial values he put honesty, 
  humility, poverty and endurance, and called this philosophy the Path of the Seeker. Daoud appears as an old man with 
  leathery skin and dark, heavy brows, beneath which shine piercing black eyes.  He most often wears the simple clothing 
  of a mountain shepherd, with a well-worn turban on his head and a heavy staff in his hand.  His symbol is a multi-
  colored patch of cloth or tangle of yarn, with seven threads depending from the bottom - one for each distinct color of 
  the spectrum. "Seek the boundaries of fortune, good and bad, for there the threads of destiny are exposed.  Never desire 
  more than fate provides and never accept less than fate demands.  A fabric of lies must be cut with sharp words." Clerics 
  of Daoud abandon all claims to wealth and social status.  Often brutally honest, they have no respect for position.  So 
  long as they accept their own fate and follow the path their founder walked before them, they are able to affect the 
  situation of those they encounter.  The mighty have been made weak, the downtrodden have been exalted, destinies 
  have been altered, and whole tribes have been scattered by a humble Daoudah’s tug at the strands of fate. 
   
  
   
  Name: Deep Sashelas 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Aquatic Elves, Oceans, Knowledge, Beauty, Water Magic 
  Titles: Lord of the Undersea, The Dolphin Prince, The Knowledgeable One, Sailor's Friend, The Creator 
  Holy Symbol: Dolphin 
  Alignment: CG 
  Origin of Worship: Elf 
  Core Worshippers: Aquatic Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Trident (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: trident of fish command 
  Domains: Animal, Chaos, Creation* (CD), Earth, Good, Protection, Water. 
  Special Notes:  
  Description:  
   
  
   
  Name: Delleb 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Reason, Intellect, Study 
  Titles: The Scholar, The Scribe 
  Holy Symbol: A large white book 
  Alignment: LG 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dart 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 returning dart 
  Domains: Good, Knowledge, Law, Magic, Mind* (CD), Oracle* (CD), Rune* (Ss). 
  Special Notes:  
  Description: Delleb (DEL-leb) is an Oeridian god depicted as a noble scribe or well-dressed gray-haired man with a 
  large white book (his holy symbol). Although he prefers debate to combat, he used his phoenix-feather quill as a dart to 
  fend off a young and murderous Hextor. He is interested in any sort of useful or interesting lore, but dislikes fiction or 
  overly ver¬bose language. He is friendly to all others but those who are evil or oppose knowledge. It is rumored that 
  Delleb sponsored Daern, hero-goddess of defenses and fortifications, to her present position. "The accumulation of 
  knowledge is the purpose of existence. What cannot be learned from others may be discovered in books, and when 
  books fail the truly studious will turn to experimentation. An hour studying is an hour well spent. Allowing emotion to 
  cloud your judgment risks danger. The ignorant and inexperienced should be educated." Delleb's clerics ask questions of 
  strangers, listen to bard's tales with a grain of salt, pore over old books, and study lost languages in the hopes of 
  uncovering valuable forgotten knowledge. They use their knowledge to help others, whether designing a more efficient 
  stove for a farmer or planning a great bridge for a city; they may not have the skill to build such things, but they know 
  how to design them. They travel to study recently unearthed tomes, converse with ancient learned people, and 
  adventure to explore old places of lost writings. 
   
  
   
  Name: Diirinka 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Derro, Magic, Knowledge, Cruelty 
  Titles: The Great Savant, The Cruel Master, The Deep Lich 
  Holy Symbol: Spiral of gray, black, and white 
  Alignment: CE 
  Origin of Worship: Dwarf 
  Core Worshippers: Derro 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: dagger of venom 
  Domains: Chaos, Domination* (CD), Dream* (CD), Evil, Madness* (CD), Magic, Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Doresain 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Necromancy, Ghouls 
  Titles: King of the Ghouls 
  Holy Symbol: Ghoul skull 
  Alignment: CE 
  Origin of Worship: Ghoul 
  Core Worshippers: Ghouls 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Scimitar (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 ghost touch scimitar 
  Domains: Chaos, Death, Evil, Hunger* (LM), Pestilence* (CD). 
  Special Notes:  
  Description: The insatiably hungry Doresain appeals to all creatures whose hunger can never be appeased.  The deity 
  looks like an especially thin and wasted ghoul.  He has eyes ablaze with a sickly green ghoul-light, and his feet are 
  hooflike.  In contrast with Doresain's wasted body, he wears an elegant white cloak of supple man-flesh over pale leather 
  armor studded with tiny skulls.  Ghouls are the primary worshippers of Doresain, and his symbol is a ghoul skull.  
  Though the King of Ghouls is a powerful entity himself and controls his own layer of the Abyss, he was once a vassal of 
  Orcus.  Later, Yeenoghu's gnoll host invaded, and the King of Ghouls was forced to swear loyalty and pay homage to 
  Yeenoghu.  Yeenoghu subsequently lost control of the King's layer, and more recently, Yeenoghu lost the ability to 
  control the King.  The King of Ghouls teaches to exist is to eat.  A fully experienced existence requires the consumption 
  of prey, preferably sentient.  Flesh for sacrifice is dear to the King.  When life is quenched under tearing teeth and 
  quivering lips, the eater can finally feel true happiness, at least for a time.  Doresain sometimes makes an appearance 
  when incautious necromancers meddle with the Negative Energy Plane.  Taking such meddling as an invitation, the 
  King appears and forcibly converts all those present to ghouls, often thereby creating new worshippers for himself.  
  While many ghouls are ignorant and godless, those that find religion invariably discover the King of the Ghouls.  All 
  ghouls pay homage to the King.  Ghoul lore harkens back to a land sacred to the ghouls called the White Kingdom.  
  Though ghouls bound to the mortal plane sometimes create lesser versions of what they believe the White Kingdom to 
  be, it is accepted that the true incarnation of the White Kingdom can be found on the layer of the Abyss where the King 
  rules.  Each gluttonous act of consumption is, in its way, a prayer to Doresain, even if the eater doesn't know it.  Temples 
  to the King are found only underground.  Small shrines can sometimes be found in underground mausoleums or at the 
  catacomb's center, but fully functional temples are erected only in the deepest subterranean realms, surrounded by a 
  community of ghouls the size of a small city (at least).  Sharing the sweet flesh of a victim among several ghouls is 
  informally called "passing it around the horn," and serves as a common rite in rememberance of Doresain. 
   
  
   
  Name: Dugmaren Brightmantle 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Scholarship, Discovery, Invention 
  Titles: The Gleam in the Eye, The Wandering Tinker, The Errant Explorer 
  Holy Symbol: Open book 
  Alignment: CG (NG) 
  Origin of Worship: Dwarf 
  Core Worshippers: Dwarves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 spell storing short sword 
  Domains: Chaos, Good, Knowledge, Magic, Mind* (CD), Oracle* (CD), Rune* (Ss). 
  Special Notes:  
  Description:  
   
  
   
  Name: Dumathoin 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Mining, Exploration 
  Titles: Keeper of Secrets Under the Mountain, The Silent Keeper, The Mountain Shield 
  Holy Symbol: Gem inside a mountain 
  Alignment: N 
  Origin of Worship: Dwarf 
  Core Worshippers: Dwarves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Warhammer (m) or any pick (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 throwing warhammer or heavy pick 
  Domains: Community* (CD), Earth, Knowledge, Oracle* (CD), Protection. 
  Special Notes:  
  Description:  
   
  
   
  Name: Eadro 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Locathahs, Merfolk 
  Titles: The Water of Life, The Bather of Gills 
  Holy Symbol: A spiral 
  Alignment: N 
  Origin of Worship: Locathah and Merfolk 
  Core Worshippers: Locathah and Merfolk 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 frost spear 
  Domains: Animal, Community* (CD), Protection, Summoner* (CD), Water. 
  Special Notes:  
  Description:  
   
  
   
  Name: Earth Dragon 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Earth, Weather, Hidden Treasures 
  Titles: Wyrm of the Hills, Earth Lord, Serpent of Stone 
  Holy Symbol: A coiled dragon 
  Alignment: LE 
  Origin of Worship: Unknown 
  Core Worshippers: Humans and Evil Humanoids 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Heavy pick (m) or light pick (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen heavy pick or light pick 
  Domains: Earth, Evil, Law, Protection, Weather* (CD). 
  Special Notes:  
  Description: The Earth Dragon is an ancient deity of the Flanaess, a remnant of an era when spirits of nature were 
  worshipped as gods.  Unlike most of the gods of Greyhawk, the Earth Dragon is not a part of a sophisticated theology.  It 
  is just the spirit of Mount Drachenkopf, although it long ago spread its influence to all of the Drachensgrab Hills.  
  Worship of the Earth Dragon is limited to a relatively small geographic area where its power is strongest.  Its 
  relationship to its worshippers hearkens back to a simpler time.  In return for obeisance and sacrifice, the Earth Dragon 
  protects its worshippers from harm and makes them prosperous.  But it can also be an angry god, and it destroys as easily 
  as it creates.  The Earth Dragon's domain is beneath Mount Drachenkopf.  Legend says it lives in an expansive 
  underground lair avoided by all the subterranean races.  The temple of Mount Drachenkopf has a shaft of unknown 
  depth that is used to drop sacrifices down into the god's realm.  The magic of the shaft transports victims safely to its lair, 
  where the god devours them.  The Earth Dragon most commonly manifests its power as an avalanche to indicate the 
  god's displeasure.  It also may cause avalanches, rains of stone, and rarely, volcanic eruptions.  The Earth Dragon may 
  manifest itself as a mottled serprent or a gargantuan dragon formed of varigated stone laces with precious ores.  The 
  forces of Turrosh Mak have built many shrines and small temples throughout the Pomarj and the southern Wild Coast.  
  "The Earth Dragon provides.  The great god is the spirit of the earth, and those who worship and obey it will be 
  protected.  The Earth Dragon knows all the secrets of the land, and favors its chosen with knowledge and power.  Those 
  who worship, sacrifice, and spread the faith please the god."  Worship is offered in the temples each Earthday, and 
  important sacrifices are made in the third weel of each month.  Originally the Earth Dragon had no particular festival, 
  bu now it is honored during the week of Growfest.  Since the rise of Turrosh Mak, Growfest has featured human 
  sacrifices by the hundreds at the Drachenkopf Temple.  The derro know and respect the Earth Dragon.  Priests of the 
  Earth Dragon wear brown robes embroidered with cloth of gold and gemstones.  During ceremonies, they wear the 
  bronzed skulls of young dragons on their heads. 
   
  
   
  Name: Ehlonna [Ehlenestra to elves] 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Forests, Woodlands, Flora & Fauna, Fertility 
  Titles: of the Forests, Goddess of the Woodlands 
  Holy Symbol: A rearing unicorn 
  Alignment: NG 
  Origin of Worship: Unknown 
  Core Worshippers: Humans and Elves 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Longbow (m) or longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 frost longbow or longsword 
  Domains: Animal, Celerity* (CD), Good, Plant, Purification* (CD), Sun. 
  Special Notes:  
  Description: Ehlonna (eh-LOHN-nah) is a very old goddess. She combats those who would harm or despoil the forest 
  of its resources and beauty. Shown as either a dark-haired human woman or a golden-haired elf maid (in which form she 
  is known to many as Ehlenestra), she is served by Novelee, a planetar whose heart is so pure it makes unicorns weep. 
  She has a hostile rivalry with Obad-Hai, but is friendly with the elven gods and most good-aligned deities. Her symbol is 
  the unicorn. "The woodlands are a beautiful place full of life. The secrets of the forests should be learned and taught so 
  that people can live in harmony with nature. Those who would harm or exploit the woodlands must be driven out or 
  destroyed. The plants and animals of the forest are things that nature gives as gifts, not things to be stolen." Most of 
  Ehlonna's clergy are female, whether human, elven, or fey. They live in the forests, are friendly with rangers and druids, 
  and watch for encroaching nonhumans, hunters, and loggers. They educate those who wish to live in harmony with the 
  forest, just as the animals do. They are gentle in their first warning to those who would harm the forest and ruthless in 
  stopping those who persist. They travel to spread their teachings or to protect a forest in danger. Clerics of Ehlonna are 
  often trained one-on-one by higher-level clerics, and the forest is the classroom. Even a low-level cleric can identify a 
  tree by its leaf and a bird by its song. Anything that threatens the health and growth of the forest is anathema to 
  Ehlonna's followers. They root out goblin warhands hiding in the woods, stop raging forest fires. and defeat evil 
  blighters who twist the forest to their evil ends. A typical prayer to Ehlonna first references two positive aspects of the 
  forest. For example, a sunset prayer might start with "Golden leaves/And tall trees/Shelter us this night." Almost every 
  temple to Ehlonna is a camouflaged lodge deep in the forest. They're good places to find healing and rangers who can 
  track evil interlopers in the forest or guide visitors safely through the woods. Ehlonna's ceremonies take place in the 
  forest when possible. Most cover various aspects of fertility, and children figure prominently in many.  Ehlonna's clerics 
  usually choose servicable attire of forest green. 
   
  
   
  Name: Elder Elemental Eye [aspect of Tharizdun] 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Elemental Evil 
  Titles:  
  Holy Symbol: A black metal equilateral triangle, point down, with an inverted Y within it 
  Alignment: NE 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen dagger 
  Domains: Air, Chaos, Earth, Evil, Fire, Madness* (CD), Water. 
  Special Notes: Clerics of the Elder Elemental Eye must choose one of the four elemental domains (air, earth, fire, 
  water) as one of their domains and may not choose more than one of them. 
  Description: The Elder Elemental Eye is an aspect of Tharizdun.  It was created to mask the cult from the forces of good 
  and to draw in new worshipers who might be afraid to serve Tharizdun directly.  Clerics of the Elder Elemental Eye 
  typically wear ochre-colored robes and carry or wear a symbol, a black triangle with an inverted Y-shape inscribed 
  within it).  Some times the robes are altered to reflect which element the specific cleric is aligned with (air, earth, fire, 
  water). 
   
  
   
  Name: Erevan Ilesere 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Mischief, Change, Rogues 
  Titles: The Trickster, The Chameleon, The Green Changeling, The Ever-shifting Shapechanger, The Fey Jester, The Jack 
  of the Seelie Court 
  Holy Symbol: Nova star with asymmetrical rays 
  Alignment: CN 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock short sword 
  Domains: Celerity* (CD), Chaos, Domination* (CD), Luck, Madness* (CD), Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Erythnul 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Hate, Envy, Malice, Panic, Ugliness, Slaughter 
  Titles: The Many 
  Holy Symbol: A red blood drop or a half-demon, half-boar mask 
  Alignment: CE (CN) 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Heavy mace 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving heavy mace 
  Domains: Chaos, Evil, Greed* (Dr), Madness* (CD), Mysticism* (CD), Trickery, War. 
  Special Notes:  
  Description: Erythnul (eh-RITH-nul) is the undisciplined counterpart to Hextor, possibly predating him and losing 
  worshipers to his ordered and intelligent rival. This Oeridian god is a terrible sight to behold, with ruddy skin, red 
  garments, a brutally strong build, and a great stone mace that is pierced to cause a fear-inducing shriek when he swings 
  it. His title comes from his appearance in battle, as his features change between human, gnoll, bugbear, ogre, and troll, 
  and his spilled blood becomes an allied creature of like type. His symbol is a red blood drop or a hideous mask. "Destroy 
  anyone who would take what is yours away from you. Covet that which you do not own. Blessed is he who can take 
  something from a rival. Maim those you cannot destroy, and cause fear in the hearts that you cannot maim. Bloodshed 
  for its own sake is reason enough, and if you can shed the blood of a hated enemy, so much the better. When Erythnul's 
  gift of blood rage comes upon you, be sure to use it well." Any site where great bloodshed has occurred is considered a 
  holy place by the church. Erythnul's clerics are cruel, sadistic, and hateful. They foment rebellion, murder, and riots in 
  civilized areas, lead troops of bandits, raiders, or nonhumans, and commit murder when they grow bored. They deface 
  beautiful things and disfigure attractive people for fun. They aren't above betraying their own allies to suit their own 
  motives or protect their own hides. They travel to bring ugliness and strife to pleasant places or to escape those that 
  would persecute them. Clerics of Erythnul get most of their training in large temples (where they'll witness live sacrifice 
  after live sacrifice) or in the army (where they'll witness the horrors of war). A higher-level cleric looks over a number of 
  novice clerics, trying to frighten them into rejecting the path they've chosen. Those who don't flinch after repeated tests 
  become Erythnul's new clerics. Anything that creates mass slaughter or mass hysteria pleases Erythnul, so his followers 
  might finish off the dying on a battlefield, make sure a shaky cease-fire falls apart, or simply pillage the countryside, 
  killing or maiming everyone they find. Erythul favors simple rhyming chants-and the gorier the subject matter, the 
  better. "First we slay and then we flay!' From skin to bone, you beg and moan!" Erythnul raises massive altars quickly at 
  battlefields, where their followers slaughter in the name of their god. If the tides of war take them elsewhere, they may 
  abandon their altars, leaving the area unhallowed, desecrated, and a prime lair for other evil creatures. For obvious 
  reasons, Erythnul's rites are generally sacrificial. Captured soldiers from a previous battle are often sacrificed at dawn 
  before combat starts in a "Bloody Howl" ceremony that inspires Ervthnul's followers to greater slaughters.  Erythnul's 
  clerics favor rust red or bloodstained garments. 
   
  
   
  Name: Falazure 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Energy Draining, Undeath, Decay, Exhaustion 
  Titles: The Night Dragon 
  Holy Symbol: Draconic skull 
  Alignment: NE 
  Origin of Worship: Dragon 
  Core Worshippers: Dragons 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Scimitar (m) or claw 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 ghost touch scimitar or claw 
  Domains: Death, Destruction, Dragon* (Dr), Evil, Pestilence* (CD). 
  Special Notes:  
  Description: The terrifying Night Dragon, Falazure, is the lord of energy draining, undeath, decay, and exhaustion.  
  Some claim he has a decaying skeletal form, but others believe that he looks like a decrepit black dragon whose flesh is 
  pulled tight over his bones.  Falazure teaches that even a dragon's long life span need not be the limit to a dragon's 
  existence.  Beyond the world of the living is another realm, one of undeath eternal.  It is generally accepted that Falazure 
  created (or had a hand in the creation of) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly 
  dragons.  Among the draconic gods, perhaps only Bahamut and Tiamat have more nondragon worshipers than Falazure.  
  Many necromancers of all races revere the Night Dragon, as well as intelligent undead such as liches and, especially, 
  dracoliches.  Temples to Falazure are always deep beneath the earth, cloaked in darkness and far from the sun and fresh 
  air of the surface world.  The followers of Falazure count all members of good-aligned faiths as their enemies.  The may 
  occasionally ally with Nerull, but such instances are rare. 
   
  
   
  Name: Fenmarel Mestarine 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Wild Elves, Outcasts, Scapegoats, Isolation 
  Titles: The Lone Wolf 
  Holy Symbol: Pair of elven eyes in darkness 
  Alignment: CN (CG) 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: dagger of venom 
  Domains: Animal, Chaos, Plant, Travel, Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Fharlanghn 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Horizons, Distance, Travel, Roads 
  Titles: The Dweller on the Horizon 
  Holy Symbol: Wooden disk bearing a curved line with an upturned crescent above 
  Alignment: N (NG) 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending quarterstaff 
  Domains: Celerity* (CD), Luck, Protection, Travel, Weather* (CD). 
  Special Notes:  
  Description: Fharlanghn (far-LAHNG-un) is shown as a seem¬ingly old man with leathery, wrinkled skin and young-
  seeming bright green eyes. Brother of the Oeridian god Celestian, he is on amiable terms with nonevil earth gods and 
  several nature gods, and is sometimes tied to Atroa. His symbol is a wooden disc carved with the curved line of the 
  horizon, and he carries a magical version of this symbol called the Oerth Disc. He is the patron of those who walk or ride 
  long distances (including travelers in tunnels, and as such is praised by those who must use mountain passes or travel 
  the Underdark). "People need to move about and see new things. Be open to travel, as the world may change overnight 
  and you may be in need of a new home or perspective. Look to the horizon for inspiration - the far end of the world has 
  new peoples, new cultures, new magic, and new roads to walk." The church is comprised of wandering clerics (who 
  favor green and minister to those on the roads) and settled clerics (who favor brown and are usually older clerics whose 
  wandering days are behind them). Clerics of Fharlanghn are encouraged to travel the world and see new things. They 
  bless caravans, explore exotic lands, scout for armies, and record lore on distant places and people. Because they learn 
  many languages and cultures, they act as translators and diplomats. Many aid in constructing of roadways and bridges, 
  and a pair of shoes made by one of his clerics is held to last longer than any other. "The road is the best teacher," say the 
  worshipers of Fharlanghn. A higher-level cleric takes a half-dozen or so recruits on a long journey, where they'll help 
  fellow travelers, see the wider world, and take part in any number of misadventures. The only way to flunk out of 
  Fharlanghn's training is to ask when the journey will be over-those faithful to Fharlanghn know that the journey never 
  ends. Any quest involving long journeys can involve Fharlanghn as well. His followers often guard caravans, explore 
  mysterious islands, and maintain a series of portals between worlds. Fharlanghn teaches through short anecdotes, many 
  of which feature a wise old man traveling with a foolish young man. There are more than a hundred stories that involve 
  the two of them crossing a river, for example. Fharlanghn doesn't have many large temples, but wayside shrines to him 
  are common. At major crossroads and port cities, shrines to Fharlanghn provide fast horses and sturdy sailing ships. 
  Because his followers are often on the move, Fharlanghn's rites are often short and to the point. Many Fharlanghn 
  worshipers rely on the ceremonies of allied deities for such things as marriages and funerals. 
   
  
   
  Name: Flandal Steelskin 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Mining, Smithing, Fitness 
  Titles: Master of Metal, Lord of Smiths, The Armorer, The Weaponsmith, The Great Steelsmith, The Pyromancer 
  Holy Symbol: Flaming hammer 
  Alignment: NG 
  Origin of Worship: Gnome 
  Core Worshippers: Gnomes 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Warhammer (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 throwing warhammer 
  Domains: Creation* (CD), Earth, Fire, Good, Oracle* (CD), Strength. 
  Special Notes:  
  Description:  
   
  
   
  Name: Fortubo 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Stone, Metals, Mountains, Guardianship 
  Titles:  
  Holy Symbol: A glowing headed hammer 
  Alignment: LG (LN) 
  Origin of Worship: Suel 
  Core Worshippers: Dwarves 
  Common Worshippers:  
  Uncommon Worshippers: Suel 
  Favored Weapon(s): Warhammer (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 throwing warhammer 
  Domains: Community* (CD), Earth, Good, Law, Mysticism* (CD), Protection. 
  Special Notes:  
  Description: Fortubo (for-TOO-boh) was once a Suel god but withdrew his support from nearly all his human followers 
  in favor of dwarves when he found that the Suel were responsible for the creation of the evil derro. He is friendly with 
  the gods of the dwarven pantheon but avoids all other gods except his brother Jascar. Fortubo is the sworn enemy of the 
  derro and their patron deity Diirinka.  His holy symbol is a glowing-headed hammer, and his personal weapon is a great 
  hammer named Golbi that returns to his hand when thrown and is said to be a gift from the dwarf god Moradin. He is 
  shown as a small bearded Suel man who resembles a dwarf. "Focus on your tasks. Do not allow yourself to be distracted 
  by other careers or concerns outside of protecting the com¬munity. Feel your kinship with the stone and do not cut it 
  more than what your community needs. Commit no theft, murder, or evil, for they will shackle the dwarven people 
  more strongly than any chains." Fortubo protects dwarven communities and welcomes clerics of either sex, especially 
  married couples. Fortubo's clerics plan defenses to the smallest detail and are more than willing to shoulder more than 
  their share of the responsibility if they feel anyone else involved is incapable of pulling their weight. They search for 
  ores and goblins, which they feel harm the earth with their pointless tunneling. Any hammer will serve as a holy 
  symbol. Married pairs of clerics are said to be especially blessed by Fortubo and their children are born with exceptional 
  insight and endurance. 
   
  
   
  Name: Gadhelyn 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Independence, Outlawry, Feasting, Hunting 
  Titles: The Archer, Lord of the Wildwood 
  Holy Symbol: A leaf-shaped arrowhead 
  Alignment: CN 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longbow (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance longbow 
  Domains: Animal, Chaos, Plant. 
  Special Notes:  
  Description: Gadhelyn (Gad-THEL-en) the Archer is an old name in elven mythology.  Once part of the traditional Fey 
  Mysteries, he is now largely forgotten by the elf-kindreds, save among the grugach.  To these wild elves of the Flanaess 
  he remains a potent and heroic figure appearing as a sharp-featured elf with long, yellow hair and bright green eyes.  He 
  is attired in rough garb of hide and fur, the color of which varies according to the season.  His symbol is a leaf-shaped 
  arrowhead. Gadhelyn is the ideal of the noble outlaw, with a court of unruly but loyal subjects.  He recognizes no value 
  in family lineage, but admires only individual skill and merit.  He delights in discomfiting the high-born, but is known 
  to show generosity to those in genuine need - if the mood strikes him.  One or two Knights of Luna are thought to be 
  sympathetic to the Lord of the Wildwood, but otherwise he finds little favor among the members of the Grand Court of 
  Celene. "Rejoice in the springtime, make merry in the summer, feast in the autumn, and dream in winter’s shadow.  At 
  the court of the Lord of the Wildwood, knights are knaves and the rude are royal.  Let all who would enter the forest 
  bring a gift to the Lord of the Wildwood; but beware, if it is not pleasing, he shall take what he will in its stead.  When 
  the first arrow strikes the heart, it is a noble wound; when a second must be shot, it is fitting that the hunter should 
  become the hunted." Gadhelyn has many druids in his service, though very few of them participate in the hierarchy of 
  the Old Faith.  His worshippers are most commonly grugach, but also include a number of wood elves, and even a few 
  half-elves and humans revere him and participate in his festivals.  His followers are the bane of wealthy travelers in the 
  woodlands, but they are truly dangerous only if attacked, or if their forests are despoiled. 
   
  
   
  Name: Gaerdal Ironhand 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Protection, Vigilence, Combat 
  Titles: The Stern, The Shield of the Golden Hills 
  Holy Symbol: Iron band 
  Alignment: LG 
  Origin of Worship: Gnome 
  Core Worshippers: Gnomes 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Warhammer (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending warhammer 
  Domains: Courage* (CW), Good, Law, Nobility* (CW, Ss), Protection, War. 
  Special Notes:  
  Description:  
   
  
   
  Name: Gaknulak 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Protection, Stealth, Trickery, Traps 
  Titles:  
  Holy Symbol: Cauldron with whirling ellipses 
  Alignment: LE 
  Origin of Worship: Kobold 
  Core Worshippers: Kobolds 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Battleaxe (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 spell storing battleaxe 
  Domains: Dream* (CD), Evil, Law, Protection, Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Garl Glittergold 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Gnomes, Protection, Humor, Wit, Gemcutting, Jewelrymaking, Illusion 
  Titles: The Prankster, The Joker, The Watchful Protector, The Priceless Gem, The Sparkling Wit 
  Holy Symbol: Nugget of gold 
  Alignment: NG 
  Origin of Worship: Gnome 
  Core Worshippers: Gnomes 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Greataxe (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 throwing greataxe 
  Domains: Community* (CD), Creation* (CD), Earth, Good, Liberation* (CD), Protection, Trickery. 
  Special Notes:  
  Description: Garl Glittergold (garl gliht-er-gold) appears as a handsome, golden-skinned gnome with glittering 
  gemstones for eyes.  He is well dressed, usually in a silk jacket with long tails and silk hose.  He always wears a lot of gold 
  jewelry and accoutrements.  He is renowned for the jokes and pranks he pulls on other deities, though not all his 
  victims laugh off his jests.  Garl once collapsed the cavern of the kobold god Kurtulmak; since then, the two deities are 
  sworn enemies.  Most of Garl Glittergold's rituals involve the whole community, so his clerics have plenty of 
  opportunities to recruit those who show a particular combination of duty to community and mischievous humor. An 
  older cleric typically teaches three or four students by example, explaining Garl Glittergold's ways as he attends to the 
  needs of the gnomes in his care. Followers of Garl Glittergold find themselves guarding the welfare of gnome 
  communities, delving deep for gems, and fighting the goblinoid enemies of the race. Typical quests include battling a 
  tribe of kobold raiders, pulling a good-natured prank on an arrogant human king, and seeking the long-lost Ebondark 
  Gem Mine on the Elemental Plane of Earth. Many of Garl Glittergold's prayers are performed call-and-response style, 
  with the leader posing a riddle and everyone answering it in Unison. "Glittergold asks: What is our joy?/To delve for 
  treasures and guard our hearth." Garl Glittergold's temples take the form of unassuming, often magically hidden shrines 
  and chapels. Many are underground. The temple clergy are usually eager to help a traveling gnome any way they can. 
  The ceremonies of Garl Glittergold are flashy affairs full of illusion and mystery, often attracting curious gnomes from 
  miles around. Most rites extol the gnome virtues of cleverness and craftsmanship-blessing a masterwork item, a new 
  gem mine, or the top students in a school are common.  Garl promotes a doctrine of practicality tempered with humor.  
  Ignorance and complacency are dangerous, warns Garl, and he urges his people to explore not only the world around 
  them but new ways of doing things.  Garl also emphasizes brains over brawn.  Garl's clerics favor gold jewelry, like their 
  patron. 
   
  
   
  Name: Gendwar Argrim 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Fatalism and Obsession 
  Titles: The Doomed Dwarf 
  Holy Symbol: A waraxe bearing the dwarven rune for destruction 
  Alignment: LN 
  Origin of Worship: Dwarf 
  Core Worshippers: Dwarves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dwarven waraxe (e) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 vicious dwarven waraxe 
  Domains: Destruction, Law, War. 
  Special Notes: A divine spellcaster of Gendwar Argrim should strive to exemplify their deity’s teachings on abandoning 
  wealth and greed.  Whenever they have 1,000 gp or less in non-item wealth (the value in the Final GP Total box on their 
  last AR), they receive a +1 sacred bonus to all Charisma and Wisdom-based skill checks.  If they have more than 1,000 gp 
  (plus 500 gp per character level) in non-item wealth, they receive a -1 sacred penalty to such checks instead.  This 
  penalty can be avoided by designating some of the non-item wealth beyond the 1,000 gp plus 500 gp per character level 
  limit as being used towards a future purchase (or Magic Item Creation) of an item the divine spellcaster already has 
  access to purchase (or craft).  List the amount being dedicated to an item purchase (or Magic Item Creation) in the notes 
  section; that gold can no longer be used for anything other than the future purchase (or Magic Item Creation) of that 
  item (or on NPC spellcasting of spells that cure hp damage, remove a condition/curse, or bring an individual back from 
  the dead, if, and only if, the spellcasting can not be paid for otherwise).  If the remaining non-item wealth left is at or 
  below the limit, the penalty no longer applies. 
  Description: Young Gendwar Argrim (GEND-war AHR-grihm) was traveling to his apprenticeship in another clan 
  when his home clan was wiped out by an invasion of orcs and giants.  Because of the distance between the clans, he 
  didn’t find out about it for a year.  When he did hear the news, he abandoned his apprenticeship as a silversmith and 
  swore to keep no wealth and take no wife until every foe of dwarvenkind was slain.  Fully expecting to be slain long 
  before he had a chance to complete his goal, Gendwar instead experienced remarkable success and eventually achieved 
  godhood (after a quest in which he slew a divine-descended fire giant and her minions) with the help of Clanggedin 
  Silverbeard, dwarven god of war and battle.  Gendwar is the epitome of the stereotypical dwarf: dour, taciturn, and 
  focused on the destruction of evil humanoids.  His appearance is unremarkable except for his sandy blonde hair and 
  beard.  His dwarven waraxe, Forgotten Hope, screams every time a dwarven community is attacked.  His symbol is a 
  waraxe bearing the dwarven rune for destruction. "The only hope the dwarven race has to survive is if its enemies are 
  utterly destroyed.  Focus on their destruction.  They breed faster than the True Folk and spawn ten times our numbers 
  within one dwarven generation.  Honor, glory, wealth, and love are all meaningless and trivial while the future of the 
  dwarves is at stake.  Focus on their salvation.  Commit yourself to the task of destroying the enemies of the dwarves, and 
  expect to die in battle, but make your death cost a thousand enemies their own.  If the dwarves survive only in song and 
  legend, ours will be an empty legacy." Gendwar’s clerics seek out and destroy evil humanoids, preferably those that 
  threaten dwarven settlements.  They train warriors in the best tactics against traditional dwarven foes, search for 
  vulnerabilities in new enemies, and fortify dwarven clans against attacks.  They adventure to unearth pockets of 
  dwarven enemies and to discover dwarven weapons and artifacts useful in their fight. 
   
  
   
  Name: Geshtai 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Lakes, Rivers, Wells, Streams 
  Titles: Daughter of the Oasis 
  Holy Symbol: A waterspout 
  Alignment: N 
  Origin of Worship: Baklunish 
  Core Worshippers: Baklunish 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 frost spear 
  Domains: Plant, Travel, Water, Weather* (CD). 
  Special Notes:  
  Description: Geshtai (GESH-tie) is depicted as a young Baklunish woman standing in a pool of water, often holding a 
  clay water jug.  Her pet fish, Gumus, summons water creatures to fill her.  Revered today by nomads, travelers, and 
  farmers in Baklunish lands, her temperament is moderate, and she treats all others with care and patience.  She dislikes 
  fiery gods and proponents of disease and poison, especialy Pyremius.  Her symbol is a waterspout.  "Tranquility is a 
  benign state, and it should take an extreme act to disrupt it for more than a moment.  When such a disruption comes, 
  turn its force back upon itself to negate it, like the stone that breaks the surface of a lake only to be covered and lost.  
  Water, like tranquility, is hard to find but necessary to vitality.  Water is more previous than gold, for a thirsty man gets 
  no sustenance from his wealth."  Clerics of Geshtai act as guardians of valuable waters, whether lakes, streams, oases, or 
  hidden wells, making sure that they are available to all and not claimed or destroyed by any one group of people.  They 
  patrol parched areas of land where travelers often become lost and guide them to safety and water.  Some explore the 
  length of a river or stream, learning the unique traits of the entire flow.  They seek out those who use destructive magic 
  upon natural reserves of water, as well as those who would harm people by contaminating water with disease or poison. 
   
  
   
  Name: Grankhul 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Hunting, Senses, Surprise, Stealth 
  Titles:  
  Holy Symbol: Ever-open eyes in darkness 
  Alignment: CE 
  Origin of Worship: Goblinoid 
  Core Worshippers: Bugbears 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen longsword 
  Domains: Celerity* (CD), Chaos, Evil, Knowledge, Travel, Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Great Mother 
  Gender: f 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Beholders, Fertility, Tyranny 
  Titles:  
  Holy Symbol: Egg with an eye 
  Alignment: CE 
  Origin of Worship: Beholder 
  Core Worshippers: Beholders 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Bite 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 bite, keen 
  Domains: Chaos, Death, Evil, Mysticism* (CD), Protection, Strength, Summoner* (CD), Tyranny* (CW). 
  Special Notes:  
  Description:  
   
  
   
  Name: Grolantor 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Hill Giants, Ettins, Ogres, Hunting, Combat 
  Titles:  
  Holy Symbol: Spiked club 
  Alignment: CE 
  Origin of Worship: Giant 
  Core Worshippers: Hill Giants and Ettins and Ogres 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Club 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving club 
  Domains: Chaos, Competition* (CD), Death, Earth, Evil, Madness* (CD), Mysticism* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Gruumsh 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Orcs, War, Territory 
  Titles: One-Eye, He-Who-Never-Sleeps, He-Who-Watches 
  Holy Symbol: Empty eyesocket 
  Alignment: CE 
  Origin of Worship: Orc 
  Core Worshippers: Orcs 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 returning spear 
  Domains: Chaos, Destruction, Domination* (CD), Evil, Mysticism* (CD), Strength, Tyranny* (CW), War. 
  Special Notes: Divine spellcasters often pluck out their left eye as a sign of devotion. 
  Description: Gruumsh (groomsh) appears as a hulking orc in black full plate armor.  He has one unblinking central 
  eye.  He harbors a special hatred for Corellon Larethian (who took his other eye), Moradin, and their followers.  Most 
  orc warbands have a cleric of Gruumsh attached to them, and sometimes she'll "adopt" a soldier, passing on the 
  teachings of Gruumsh while the army is on the march. At some point, generally during a major battle, the student-
  soldier graduates by casting his first spell. Followers of Gruumsh feel they have a duty to direct and organize the natural 
  proclivity of orcs for warfare. They'll hunt down elves in their forest homes, encourage tribal chieftains to sack human 
  cities, and act as emissaries to the goblinoid tribes that often join their great hordes. Every single known prayer to 
  Gruumsh begins with "Kharg-hark," the Orcish word for "revenge," even if the prayer is not related to vengeance. 
  Gruumslis temples are essentially military camps with as many fighters and barbarians as clerics. The largest temples 
  feature gladiatorial arenas where wagering is common and the best gladiators can earn great treasure. The most famous 
  rite in Gruumsh-worship is the Ritual of the Poles. After a battle, ores mark their new territory by pounding longspears 
  into the ground at the boundary, point up. Placed on each spear-point is the head of a fallen toe.  Gruumsh demands that 
  his followers be strong, that they cull the weak from their numbers, and that they take all the territory that Gruumsh 
  thinks is rightfully theirs (which is almost everything).  He tolerates no sign of friendliness from his people.  Unceasing 
  warfare is his creed, though Gruumsh does not object to simple colonization if that can be arranged.  Gruumsh dislikes 
  everything that is not an orc or of orcish make, and he is particular spiteful to elves and dwarves.  Gruumsh's clerics 
  usually wear fighting gear. 
   
  
   
  Name: Hanali Celanil 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Love, Romance, Beauty, Fine Arts, Artists 
  Titles: The Heart of Gold, Winsome Rose, Archer of Love, Kiss of Romance, Lady Goldheart 
  Holy Symbol: Heart of gold 
  Alignment: CG 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending dagger 
  Domains: Chaos, Community* (CD), Domination* (CD), Good, Magic, Nobility* (CW, Ss), Protection. 
  Special Notes:  
  Description:  
   
  
   
  Name: Heironeous 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Chivalry, Justice, Honor, War, Daring, Valor 
  Titles: The Invincible, The Valorous Knight, The Archpaladin 
  Holy Symbol: Fist holding a silver lightning bolt 
  Alignment: LG 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Battleaxe (m) or longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock battleaxe or longsword 
  Domains: Courage* (CW), Glory* (CD), Good, Inquisition* (CD), Law, Nobility* (CW, Ss), War. 
  Special Notes:  
  Description: Heironeous (hi-ROE-nee-us) is the Oeridian battlefield champion of all that is right and good. He wages 
  war against evil of all sorts, especially his half-brother and nemesis, Hextor. He is tall, with coppery skin, auburn hair, 
  and amber eyes, and wears fine chain. At his birth, Heironeous' skin was imbued with a secret solution called meersalm 
  that protects him from all but the most powerful weapons. His symbol is a silver lightning bolt. His allies are other gods 
  who fight evil, and his foes are those who encourage evil or suffering. Known for his great magic battleaxe, he recently 
  has been promoting usage of the longsword in order to appeal to common soldiers as well as paladins and leaders. "The 
  world is a dangerous place that poses a never-ending series of challenges to those who fight for justice and protec¬tion 
  of the weak and innocent. One must act honorably at all times, and uphold the virtues of justice and chivalry in word 
  and deed. Danger must be faced with certainty and calm, and glory is the reward for defeating evil, while virtue is the 
  reward for upholding the tenets of Heironeous." Heironeous' church is very militaristic, championing causes and 
  crusading to eliminate evils. His clerics travel the world, fighting evil as dictated by their church commanders. Older 
  clerics work as judges, strategists, and military instructors. Many of the most powerful clerics of Heironeous have 
  themselves embalmed alive with meersalm to gain its protective benefits, although some have not survived the process. 
  Many of Heironeous's clerics begin their training as pages to a cleric or paladin of Heironeous, absorbing the code of 
  chivalry as they see it lived before their very eyes. Pages that show promise become squires. then full-fledged clerics. The 
  traditional chivalric quests are the bread and butter of a follower of Heironeous. They joust against the mysterious Black 
  Knight, rescue the princess from the dragon, and lead the vanguard of a shining army of good. Many of Heironeous's 
  teachings are collected in a series of numbered analects, which worshipers are fond of quoting: "The 34th Analect states, 
  'Never die easy; strive always for a valorous end.'" A typical temple to Heironeous looks like a fortified castle. Most 
  feature a large, grassy area where knights can joust and soldiers can drill. Most temples provide healing arid other 
  spellcasting for those fighting the forces of evil. Heironeous's followers are eager to recognize bravery, chivalry, and 
  other battlefield virtues in a ceremony that culminates in a medal or other decoration given from the clergy to a warrior-
  sometimes posthumously.  The religious hierarchy of Heironeous is organized like a military order.  It has clear chain of 
  command, lines of supply, and well-stocked armories. 
   
  
   
  Name: Heward 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Bards, Musicians 
  Titles:  
  Holy Symbol: Any musical instrument 
  Alignment: NG 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons: dagger 
  Weapon of the Deity Spell: +1 defending quarterstaff 
  Domains: Good, Knowledge, Travel. 
  Special Notes:  
  Description: Heward is of indeterminate age - appearing both young and old at the same time.  He is athletic and 
  strong, quick and lively.  Although his pate is bald, Heward has a luxurious moustache and small beard of sandy-brown.  
  His forehead is wrinkled but his cheeks are rosy and fresh.  Heward always wears shabby garb or finery which is old and 
  out of fashion (thus actually creating a style all his own and quite remarkable).  Although distinctive, Heward has the 
  power to be quite unnoticeable when he so desires, simply by willing it, so no magic aura betrays this anonymity. 
  Because of his non-aggressive philosophy, Heward seldom carries any major weapons.  Similarly, Heward is 
  uncomfortable with protective devices, although he does employ a special herbal mix which improves his armor class. 
  In addition to his magical powers, Heward is able to employ any standard musical instrument to enhance his bard skill.  
  Heward understands the arcane art of technology, and is particularly adept with mechanical items of this nature.  His 
  domicile is reputed to have many devices of this occult nature: engines, clockworks, etc.  Heward dislikes 
  incomprehensible things, however.  The devices, as well as golem-machines, are reputed to serve in many capacities in 
  Heward’s bizarre stronghold. The domicile of Heward is non-descript on the exterior.  It extends into many extra-
  dimensional spaces, so its interior actually contains all manner of rooms and spaces - from cramped lofts to a grand 
  auditorium with a great organum, including open gardens and spacious parks.  This domicile is a nexus which touches 
  parallel worlds, many planes, and the dimension of time. Heward will always have various pitch pipes and tuning forks 
  with him.  The powers of these instruments are basically twofold: one will provide defensive magical effects, the other is 
  for movement to other planes. 
   
  
   
  Name: Hextor 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: War, Discord, Massacres, Conflict, Fitness, Tyranny 
  Titles: Scourge of Battle, Champion of Evil, Herald of Hell 
  Holy Symbol: Fist holding six red arrows facing downward in a fan 
  Alignment: LE 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Any flail (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving flail 
  Domains: Competition* (CD), Destruction, Domination* (CD), Evil, Law, Tyranny* (CW), War. 
  Special Notes:  
  Description: Hextor (HEKS-tor) is the arch-foe of Heironeous, his brother and fellow Oeridian war god. He seeks to 
  conquer or destroy any that oppose him. He is depicted as a handsome man with dark hair and light skin when shown as 
  a god who rules through strength, but takes the visage of a gray-skinned, horrible six-armed being when shown in his 
  more violent aspect. He uses a different weapon in each arm and wears iron scale armor with many skull decorations. 
  His icon is the Symbol of Hate and Discord, six red arrows facing downward in a fan. "The world is a dark and bloody 
  place where the strong rule the weak, and power is the only reward. It is often necessary to be cruel and merciless in the 
  pursuit of ones goals, and achieving those goals can have harsh consequences. Order must be forged out of chaos and 
  law out of anarchy. The forces of tyranny must be obeyed and dissenters must be oppressed or destroyed." Most of 
  Hextor's temples are built on the sites of great battles where many were slaughtered. Hextor's clerics constantly train 
  themselves in the arts of war, for they plan or lead attacks on rebels and do-gooders. Many serve petty or powerful 
  leaders, and others still have achieved significant political positions of their own, particularly in the former Great 
  Kingdom. Individuals and small groups strike out from established churches to sow dissent in enemy lands, bringing 
  down foreign nations from within so that the arms of Hextor may conquer. Hextor's religion is organized in military 
  style, so "superior officers" put wou Id-be clerics through rigorous, harsh training. Only those strong enough to put up 
  with months of abuse become clerics of Hextor. Not surprisingly, they're eager to turn the tables and establish 
  dominance over others. Hextor's followers are obsessed with having "lessers" under their heel. They establish 
  themselves as the state religion wherever they can, join the crusades of despotic conquerors, and force local lords to 
  kneel before them. Worshipers of Hextor generally express concepts as laws, such as "The slave shall not contradict the 
  master, for such is the Law of Hextor., They also exclaim, "He will be obeyed!" a lot. Hextor's followers build their 
  fortress-temples at mountain passes, river crossings, and other sites of strategic importance. They often have massive 
  forges where they build weapons and armor for those aiding the cause of tyranny. The hierarchical structure of Hextor-
  worship lends itself to a number of rites that honor relationships between two unequal partners, such as master-slave or 
  officer-soldier.  Hextor's sect is not as secretive as other dark religions.  Temples of Hextor operate openly in many cities, 
  and clerics wear black clothing adorned with skulls or gray faces. 
   
  
   
  Name: Hiatea 
  Gender: f 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Giants, Females, Nature, Agriculture, Hunting, Childbirth 
  Titles:  
  Holy Symbol: Flaming spear 
  Alignment: NG 
  Origin of Worship: Giant 
  Core Worshippers: Giants 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance spear 
  Domains: Animal, Community* (CD), Fire, Good, Plant, Sun, Weather* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Hruggek 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Bugbears, Violence, Combat 
  Titles: The Decapitator, The Master of Ambush 
  Holy Symbol: Morningstar 
  Alignment: CE 
  Origin of Worship: Goblinoid 
  Core Worshippers: Bugbears 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Morningstar 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving morningstar 
  Domains: Chaos, Evil, Knowledge, Magic, Mysticism* (CD), Strength, Tyranny* (CW). 
  Special Notes:  
  Description:  
   
  
   
  Name: Huhueteotl 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Fire, Motion of Time 
  Titles:  
  Holy Symbol: Demonic reptilian head 
  Alignment: CE 
  Origin of Worship: Olman 
  Core Worshippers: Olman 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Javelin 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming javelin 
  Domains: Celerity* (CD), Chaos, Destiny* (RoD), Destruction, Evil, Fire, Mysticism* (CD). 
  Special Notes:  
  Description: This fearsome-looking god embodies the flow of time and the evil and destructive aspects of fire.  He is 
  always shown as a fire-shrouded, armor-clad humanoid with a demonic reptilian head.  He demands many sacrifices 
  from his followers and does not hesitate to punish them with bolts of flame when he is displeased. The priests of the 
  Olman fire-god are warlike, hot-tempered, and inclined to act rather than wait.  They excel in rousing violent emotions 
  in soldiers and usually receive positions in the military for this reason.  Ceremonial garb includes a headdress of red 
  metal and red gems. 
   
  
   
  Name: Hurakon 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Floods, Unrestrained Fury 
  Titles: God of the Flood 
  Holy Symbol: Floodwaters 
  Alignment: CN 
  Origin of Worship: Olman 
  Core Worshippers: Olman 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 thundering spear 
  Domains: Chaos, Destruction, Water, Weather* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Iallanis 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Good Giants, Love, Mercy, Beauty 
  Titles:  
  Holy Symbol: Garland of flowers 
  Alignment: NG 
  Origin of Worship: Giant 
  Core Worshippers: Good Giants 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Unarmed strike 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 improved unarmed strike, defending 
  Domains: Community* (CD), Good, Healing, Strength, Sun. 
  Special Notes:  
  Description:  
   
  
   
  Name: Ilneval 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Warfare, Leadership 
  Titles: The Horde Leader, The War Maker, The Lieutenant of Gruumsh 
  Holy Symbol: Bloodied longsword 
  Alignment: NE 
  Origin of Worship: Orc 
  Core Worshippers: Orcs 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving longsword 
  Domains: Courage* (CW), Destruction, Evil, Mysticism* (CD), War. 
  Special Notes:  
  Description:  
   
  
   
  Name: Ilsensine 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Mind Flayers, Illithids, Mental Dominion, Magic 
  Titles:  
  Holy Symbol: Glowing green brain 
  Alignment: LE 
  Origin of Worship: Mind Flayer 
  Core Worshippers: Mind Flayers 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Unarmed strike or tentacle 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending unarmed strike or tentacle 
  Domains: Domination* (CD), Dream* (CD), Evil, Knowledge, Law, Magic, Mind* (CD), Tyranny* (CW). 
  Special Notes:  
  Description:  
   
  
   
  Name: Incabulos 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Plagues, Sickness, Famine, Nightmares, Drought, Disasters 
  Titles: The Black Rider 
  Holy Symbol: The magic icon for the eye of possession 
  Alignment: NE 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 ghost touch quarterstaff 
  Domains: Death, Destruction, Dream* (CD), Evil, Hunger* (LM), Madness* (CD), Pestilence* (CD). 
  Special Notes:  
  Description: Incabulos (in-CAB-yoo-lohs) is a dread power feared by mortals, fiends, and (it is said) even some gods. 
  The bringer of disease and blights is a terrifying figure - deformed body, skeletal hands, nightmarish visage, and garbed 
  in a black robe lined with orange and green. He rides a nightmare and is accompanied by hags. He causes a nightmarish 
  slumber in any who meet his eyes, and his great staff causes seeping wounds and withers flesh with a touch. His symbol 
  is the magic icon for the eye of possession. Incabulos hates all other gods, although he is indifferent to Nerull, who 
  completes the work Incabulos starts. "The suffering of the world is meat and bread to Incabulos. Sickness, famine, and 
  other curses bring him power. Some feel that the Black Rider can be warded off or appeased by prayers; but this only 
  delays the inevitable. The world of dreams is his battleground, and he wages war against minds just as he rots bodies." 
  Clerics of Incabulos are secretive and paranoid. Justifiably fearing persecution by good and evil folk, they rarely reveal 
  themselves for what they are except in times of great despair when they can fan the emotions of the suffering. Greater 
  clerics use threats and this state of fear to encourage junior members to maintain secrecy. They enjoy torturing others, 
  inflicting disease, and spreading blight. They travel to find new locations or people to infect, escape those who would 
  destroy them, or find strange lands where exotic diseases can be found. 
   
  
   
  Name: Io 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Dragonkind 
  Titles: The Concordant Dragon, The Great Eternal Wheel, Swallower of Shades, The Ninefold Dragon, Creator of 
  Dragonkind 
  Holy Symbol: A multi-colored metallic disk 
  Alignment: N 
  Origin of Worship: Dragon 
  Core Worshippers: Dragons 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Scimitar (m) or claw 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 spell storing scimitar or claw 
  Domains: Dragon* (Dr), Knowledge, Magic, Strength, Travel. 
  Special Notes:  
  Description: Io the Ninefold Dragon is neutral, for encompasses all alignments within his aspects.  He can (and does) 
  appear as any dragon type, from the small pseudodraon to the largest great wyrm.  Io cares only for his "children," the 
  dragons, and their continues existence in the world.  In some cases, this means taking the side of the dragon against 
  other races.  In other situations, Io may actually help nondragons fight against a dragon who would otherwise jeopardize 
  the ongoing survivability of the species as a whole.  He prefers to remain uninvolved in conflicts between dragons, 
  though if such a conflict threatens to escalate he may step in (either personally or by dispatching Aasterinian or some 
  other servitor).  Io has even fewer cleric or shrines than most of the other draconic deities, since his outlook is so broad 
  and all-encompassing.  Still, even the most devoted cleric of Bahamut, Tiamat, or any other dragon deity pays at least a 
  modicum of homage to the Ninefold Dragon.   He also occasionally find clerics or adepts among the reptilian races, such 
  as kobolds and troglodytes.  Io counts no other faiths as his enemies, knowing the value of neutrality in outlook.  Even 
  those of greatly varying alignment can find common cause under the banner of the Ninefold Dragon. 
   
  
   
  Name: Istus 
  Gender: f 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Fate, Destiny, Divination, Future, Honesty 
  Titles: Lady of Our Fate, The Colorless and All-Colored 
  Holy Symbol: Gold spindle 
  Alignment: N 
  Origin of Worship: Baklunish 
  Core Worshippers: Baklunish 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Web of Istus (net) (e) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance net 
  Domains: Celerity* (CD), Chaos, Destiny* (RoD), Knowledge, Law, Luck, Mind* (CD), Oracle* (CD). 
  Special Notes:  
  Description: Istus (IS-tus) is the most powerful of the Baklunish deities.  She appears as a Baklunish woman of any age 
  or stature, always carrying her mystical gold spindle (her holy symbol) with which she creates the strands of fate.  She is 
  aloof from all other gods, even those of her own pantheon, as she concerns herself solely with the fate of the universe 
  and its inhabitants.  Her occasional companion is a cloudlike being believed to be a prince from the Plane of Time.  
  "Everything is connected to every other by invisible strands that push and pull over time.  The choices a person makes 
  in life affect the pull of some strands, allowing one to alter fate in a small way, but some of these webs of fate have a 
  strong and inevitable pull that cannot be escaped.  The perceptive can come to understand these strands and watch them 
  to predict the future.  Accepting your destiny is the greatest service you can make to yourself, for dishonesty about your 
  role in the world leads to ruin and disaster."  Clerics of Istus have seen the extremes of fate, from innocents dying 
  horrible deaths and sadists controlling kingsoms to children recovering from mortal illness and despots felled by simple 
  accidents.  Because of this, most of her clerics are cynical or stoic, but some kinder individuals serve her because they 
  fell they were rewarded by fate.  They are called upon to make predicitions and divinations for important personage all 
  over the world. 
   
  
   
  Name: Iuz 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Deceit, Pain, Oppression, Evil 
  Titles: The Evil, The Old One 
  Holy Symbol: A grinning skull 
  Alignment: CE 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Greatsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving greatsword 
  Domains: Chaos, Evil, Mind* (CD), Trickery, Tyranny* (CW). 
  Special Notes:  
  Description: luz (EYE-ooze) is thought to be the cambion (half-fiend) son of the demon lord Graz'zt and the powerful 
  wizard Igglwilv. Appearing on Oerth as a shriveled old man or as a huge, demonic-looking being, luz has many fiendish 
  allies and impersonates other gods to fool mortals and increase his territory. He remains a great threat to the balance 
  despite setbacks since the Greyhawk Wars. His symbol is a grinning skull, and he holds a particular hatred for Zagyg, 
  Vecna, St. Cuthbert, and Greyhawk. "The weak must be exploited, tortured, and stripped of hope. The strong must be 
  constantly wary of betrayal by their underlings. Pain is power, and inflicting pain demonstrates power best. Crush those 
  beneath you. luz must be obeyed, and those who defy him will know absolute pain." luz's clerics inflict cruelty and 
  torture upon all who oppose them. luz tolerates no less than fanaticism and complete obedience. His clerics constantly 
  try to outdo each other in their acts of cruelty and evil. They show their superiority over all other beings by hunting for 
  trophies; rare finds such as unicorns or paladins are truly prized. The clerics create spells and magic items of terrible 
  power and evil nature, and travel the world to commit acts of evil and search out luz's enemies, luz is served directly by 
  the Boneheart - two tiers (Greater and Lesser) of six advisers each (clerics and wizards), and by the Boneshadow, six spies 
  and evildoers who roam the world.  Iuz builds grand temples to himself in his nation-state, but his churches elsewhere 
  are small and secret.  He maintains important sites for mass rituals, sacrifices, and other ill deeds in forbidding 
  wilderness terrain far from the eyes of good. 
   
  
   
  Name: Jascar 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Hills, Mountains 
  Titles:  
  Holy Symbol: A snow-capped mountian peak 
  Alignment: LG 
  Origin of Worship: Suel 
  Core Worshippers: Suel and Dwarves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Warhammer (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 ghost touch warhammer 
  Domains: Earth, Glory* (CD), Good, Law, Mysticism* (CD), Protection. 
  Special Notes:  
  Description: Jascar (JAS-kar) is the brother of Fortubo and dedicated foe of Beltar; his holy symbol is a snow-capped 
  mountain peak. With his dark beard and shining silver breastplate, Jascar doesn't resemble the Suel people that worship 
  him, but his visage strikes fear into orcs and goblins. He is sometimes shown as a great horse or Pegasus - two forms he 
  once took when fighting Beltar. He is often aided by Phaulkon in his efforts to advance the cause of good, and Jascar's 
  hammer is the bane of all undead. Other than Phaulkon and Fortubo, Jascar talks little with other gods and is often 
  perceived as driven and aloof.  "Hold no quarter for evil nonhumans like orcs and goblinoids, and equally hate those 
  who would make the beautiful hills and mountains ugly. Protect the hills and mountains from plundering by evil forces 
  and you will be rewarded with the treasures Jascar places under the earth for good folk to find."  The church teaches 
  common tactics used by evil nonhumans.  Jascar's clerics often lead cross-country and underground crusades against evil 
  nonhumans. They survey for precious metals, and advise miners on how to dig their tunnels safely and cause a minimal 
  amount of damage to the surrounding environment. Their single-mindedness often alienates them from others, but 
  their dependable nature means that an entire temple can be called upon in times of crisis; the network of the multi-
  racial Jascarian faith is strong as stone. Ceremonial garb includes earth-toned clothing with a white cloth headdress or 
  white metal cap.. 
   
  
   
  Name: Johydee 
  Gender: f 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Deception, Espionage, Protection 
  Titles: The Hidden Empress 
  Holy Symbol: A small mask of stylized onyx 
  Alignment: NG 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending short sword 
  Domains: Good, Mind* (CD), Trickery. 
  Special Notes:  
  Description: Before the Oeridians began their migration into the Flanaess, their race was scattered throughout much of 
  Western Oerik.  In the timelost centuries before the Suel and Baklunish empires initiated their terrible conflict, the 
  servants of evil deities held sway over the most prominent Oeridian nation.  In time, the wise priestess Johydee (JOY-
  dee) tricked them into creating a magical mask, which she used to overthrow their hold on her people.  While she 
  became a hero-goddess long ago, her sponsor is not known, nor is whom she worshipped in mortal life.  Johydee can 
  appear as anything she wishes, but she favors the form of a young woman with honey-colored hair and gray eyes.  She 
  appears flighty and mischievous, but this is a front that hides her true agenda.  She makes few allies and never sides with 
  those who serve evil.  Her sacred animal is the chameleon, and her holy symbol is a small mask of stylized onyx. "Never 
  let your enemies know your true intent, and casual allies should know little more.  Know more about your foes than 
  they know about themselves, and tell their secrets to those who would use that information against them.  Guard 
  yourself with layers of deception, for you cannot be harmed if you are not known to be an enemy.  Know when to strike 
  and when to flee, and always act to help those who know your true self or those you have sworn to protect." Johydee’s 
  clerics usually work as spies for persons of power, whether nobles, generals, prestigious merchants, or spellcasters.  They 
  enjoy situations in which they can pretend to be another person, and often have a different identity in each city they’ve 
  been to.  They adventure to discover useful information about evil persons of renown, thwart the actions of tyrants, or 
  humble those with too much pride or ambition.  Because they are skilled at deception, her clerics tend to treat all people 
  equally, regardless of apparent status. 
   
  
   
  Name: Joramy 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Fire, Volcanoes, Wrath, Anger, Quarrels 
  Titles: The Shrew, Maiden of Disputes, Mistress of Heat, The Furious Inferno, The Raging Volcano 
  Holy Symbol: A volcano 
  Alignment: N (NG) 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming quarterstaff 
  Domains: Competition* (CD), Destruction, Fire, War. 
  Special Notes:  
  Description: Joramy (JOR-um-ee) is a hot-temprered but generally good-natured goddess.  Shown as a nondescript 
  woman with fiery hair and one fist raised, Joramy argues for the sake of arguing, and uses emotional arguments when 
  rational ones fail.  She is on good terms with nonevil gods who enjoy their aggressive side, but disdains emotionally 
  distant beings such as Delleb, Rao, and her estranged lover Zodal. Her holy symbol is a volcano.  "The dance of a flame 
  and the twisting patterns of molten rock are the most beautiful sights in the world, representing fire's argument with 
  earth.  Let your passions burn as hot as these things, and never back down when you have the opportunity to convert 
  someone to your perspective.  Ideal and opinions are what forms and shapes a person, and not defending with all your 
  effort what you hold in your heart to be the truth is a betrayal to yourself and your ideals.  Any rival opinion is a 
  challenge - answer with the same fervor that you would a physical threat."  Clerics of Joramy make good political leaders 
  and revolutionaries.  They are willing to defend their ideals to the death and have a gift for inspiring others to do the 
  same.  Many work as diplomats for small but aggressive nations, where their tendency to escalate talks into heated 
  arguments makes their parent nation appear stronger than it is.  They go adventuring to find new people to argue with 
  and new causes to champion. 
   
  
   
  Name: Karontor 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Fomorians and other Misshapen Giants, Deformity, Hatred, Beasts 
  Titles:  
  Holy Symbol: Winter wolf’s head 
  Alignment: NE 
  Origin of Worship: Giant 
  Core Worshippers: Fomorians and other Misshapen Giants 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Club 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving club 
  Domains: Animal, Cold* (CD, Fb), Evil, Madness* (CD), Strength. 
  Special Notes:  
  Description:  
   
  
   
  Name: Katay 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Decay, Inevitability, Order, Time 
  Titles:  
  Holy Symbol: A copper disk 
  Alignment: LN 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 returning dagger 
  Domains: Destruction, Knowledge, Law, Oracle* (CD), Repose* (Ss), Rune* (Ss). 
  Special Notes:  
  Description: Born of Breeka without a father, Katay represents the relentless cycle of birth, rot, and death in his 
  mother’s realm, as well as the time that tugs on all living things.  He is the inventor of the Touv calendar, and records all 
  events upon the metallic wheel given to him by Xanag.  Katay is shown as an elderly man with youthful eyes, wearing a 
  decaying animal pelt and carrying a great copper disk inscribed with Touv runes. Katay’s priests are the record-keepers 
  of the Touv people, recording births, deaths, great events, and weather phenomena for later study.  They preside over 
  births and funerals, and uphold the laws of the people. Ceremonial garb includes old animal pelts and a copper disk on a 
  chain. 
   
  
   
  Name: Kelanen 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Swords, Sword Skills, Balance 
  Titles: The Prince of Swords 
  Holy Symbol: Nine swords in a star shape, points outward 
  Alignment: N 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Any martial sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen sword 
  Domains: Travel, War. 
  Special Notes: Divine spellcasters are not permitted to wield any sort of weapon that isn’t classified as a sword, dagger, 
  or crossbow.  Permitted weapons for divine spellcasters of Kelanen include the following weapons from the Player’s 
  Handbook: crossbows (hand, heavy, light, or repeating), daggers (dagger, kukri, punching dagger), and swords (bastard 
  sword, falchion, greatsword, longsword, rapier, scimitar, short sword, two-bladed sword).  Additional permitted weapons 
  include anything a PC has legal access to from a source other than the Player’s Handbook that is defined in that source 
  as a blade, sword, scimitar, dagger, or crossbow.  For example, the elven lightblades and thinblades (Races of the Wild) or 
  the khopesh and sapara (Arms & Equipment Guide).  Repeated use of weapons other than those permitted is considered 
  a gross violation of the code of conduct. 
  Description: Of unknown race and origin, Kelanen (KEL-a-nen) is probably the best-known and popular hero-deity in 
  the Flanaess.  He can appear in any humanoid form, although he is traditionally shown as a fair-skinned man with a 
  silvery scar on the right side of his face.  Quiet and determined, Kelanen is obsessed with swords of all types and with 
  preserving the balance between good, evil, chaos and law.  He has been known to work on the side of any of these 
  alignments in order to push the balance of power back toward the middle.  His myths say that he discovered the resting 
  place of three of the magical swords known as the Pillars of Heaven, and that he wrested the now-lost blade Fragarach 
  the Answerer from an alien god.  He created the legendary final word swords, from which his holy symbol (nine swords 
  in a star shape, points outward) is derived.  His cult is popular in the Hold of the Sea Princes, and among the humans of 
  the now Pomarj-controlled Wild Coast and neighboring lands. "Mastery of the sword is the path to mastery of the self.  
  Relentlessly practice your skills with all kinds of blades until you are competent with them all.  Eschew all extremes, for 
  only when you are in the center are you truly balanced and at your best.  Bring down those in power who carry too 
  strongly the taint of the Four Dooms: Chaos, Evil, Good, and Law, for Balance is the true ideal." Kelanen’s clerics spend 
  much of their time practicing with at least one kind of sword, and many study at martial academies all over the Flanaess 
  in order to master all styles of combat with their favorite blade.  They adventure as a means of acquiring wealth to get 
  more powerful and perfect weapons, and to restore the Balance.  Few of his clerics are of alignments other than neutral, 
  for such a paths are seen as intentional disregard for the teachings of Kelanen. 
   
  
   
  Name: Keoghtom 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Secret Pursuits, Natural Alchemy, Extraplanar Exploration 
  Titles: The Pulse of the Living Land 
  Holy Symbol: A round disk bisected by an arrow pointing upward 
  Alignment: NG 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons: shortbow (m) 
  Weapon of the Deity Spell: +1 defending short sword 
  Domains: Good, Knowledge, Travel. 
  Special Notes:  
  Description: Thought to have been born in the Sheldomar Valley some three hundred years after the Great Migrations, 
  the enigmatic man known as Keoghtom (KEO-tom) has traveled the whole of the Flanaess and now walks the 
  ephemeral boundaries and unending trails of the Outer Planes.  A jack of all trades who has mastered the arts of the 
  hunt, alchemy, and the mysterious Old Lore, Keoghtom seeks to unlock the secrets of the natural world in an attempt to 
  determine man’s role in the vastness of nature. In mortal life he learned about the Old Faith and the Faerie Mysteries, 
  even discovering the inner secrets of the Silent Ones, all without ever becoming fully indoctrinated by any of them.  His 
  travels eventually led him to the service and friendship of Fharlanghn, and into the famed company of adventurers led 
  by the mortal Zagig Yragerne.  After that being’s apotheosis, Keoghtom retreated to the Celadon Forest, and thence from 
  Oerth itself.  His quest, he realizes, is an eternal one, and thus Keoghtom seeks the everlasting life of a true god. 
  Keoghtom appears as a young man of slight build dressed in elven leathers or silken finery.  He seldom appears on the 
  Prime, preferring to stay true to the planar path on which he believes he will find enlightenment.  His symbol is a round 
  disk bisected by an arrow pointing upward. "There is a fundamental pattern to the natural world.  Train yourself to listen 
  to the clues of the raging river and the silent glade.  Follow the dewdrop trail of time and progress, and break the code of 
  the elements.  We are all of us a part of that code, and discovering our ultimate role is the greatest secret in the universe." 
  Keoghtom’s cult is small, though geographically and ideologically diverse.  Though the god himself dabbles in many 
  areas of study, he is most popular among alchemists, who tend to focus on pursuits their god would find mundane (such 
  as the transmogrification of lead to gold) rather than the more humanistic and natural aspects of his doctrine. 
   
  
   
  Name: Keptolo 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Drow Males, Flattery, Intoxication, Rumor, Opportunism 
  Titles: The Eager Consort 
  Holy Symbol: Stylized mushroom 
  Alignment: CE 
  Origin of Worship: Drow 
  Core Worshippers: Drow 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen longsword 
  Domains: Chaos, Domination* (CD), Evil, Knowledge, Travel. 
  Special Notes:  
  Description: Keptolo (kep-toe-low) is the drow male ideal: elegant, quick-witted, attentive, and eagerly debauched.  He 
  normally appears as a young nobleman dressed in well-tailored silks of red, purple, jet, and amber.  He is armed with a 
  thin but sturdy poinard and a filigreed longsword.  He affects a two-handed fighting style, using both weapons at once.  
  Otherwise he appears dressed for the hunt, velve-cloaked and armed with a magnificent crossbow.  His relationship 
  with other drow deities is one of insincere amnity, save for Zinzerena, whom he openly despises.  His symbol is a 
  stylized mushroom, which in drow culture is associated with both strong drink and fertility.  "Feed the vanity of your 
  mistress, and all her treasures shall be yours.  Be careful whom you offend, and keep an expendable companion nearby 
  to hold culpable for your crimes.  Gossip can be as deadly as the venom on an assassin's blade.  Use the poison of words 
  to destroy your rivals, that you may claim for yourself all they once presumed was theirs."  Shrines to Keptolo are found 
  throughout the underworld, for many male drow worship him as their patron, mostly due to his association with 
  drinking.  Tales of his sexual exploits are quite popular, and there are groups of performers who act them out for festivals 
  and private gatherings.  His greatest temple is in the drow city of Erelhei-Cinlu, but only his most attractive or wealthy 
  worshippers are permitted to participate in services there.  Clerics of Keptolo are found as advisors, critics, philosophers, 
  and politicians: essentially, any role that does not require actual work.  They seek to emulate their deity in all ways, and 
  as such number among the most handsome and charming of the drow race.  However, followers of Keptolo remain very 
  dangerous, for many of them are skilled dirksman, poisoners, or spies.  Utterly capricious and completely untrustworthy 
  (even by drow standards), worshippers of the Eager Consort are deferential to priestesses of Lolth and attentive to the 
  matrons of the powerful noble houses.  In other relationships, they are manipulative and abusive, particularly with 
  fellow clerics lower in the hierarchy. 
   
  
   
  Name: Khurgorbaeyag 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Goblins, Slavery, Oppression, Morale 
  Titles:  
  Holy Symbol: Red and yellow striped whip 
  Alignment: LE 
  Origin of Worship: Goblinoid 
  Core Worshippers: Goblins 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Whip (e) 
  Other Preferred Weapons: small bludgeoning weapons 
  Weapon of the Deity Spell: +1 keen whip 
  Domains: Domination* (CD), Evil, Inquisition* (CD), Law, Protection, Tyranny* (CW). 
  Special Notes:  
  Description:  
   
  
   
  Name: Kiaransali 
  Gender: f 
  Rank: Demigod 
  Areas of Concern/Portfolio: Drow, Slavery, Vengeance, Undeath 
  Titles: The Pitiless Dowager 
  Holy Symbol: Female drow hand wearing silver rings 
  Alignment: CE 
  Origin of Worship: Drow 
  Core Worshippers: Drow 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 ghost touch dagger 
  Domains: Chaos, Death, Evil, Madness* (CD), Pestilence* (CD). 
  Special Notes:  
  Description: Kiaransali (kee-uh-ran-sa-lee) is the divine sponsor of the drow slave trade in all its varied aspects.  She 
  appears as a sinuous drow female wearing only silver jewelry and black silk veils.  Her only obvious weapon is her 
  curved dagger, but her long, sharp fingernails are just as dangerous, and her touch is said to be as cold as that of a lich.  
  This goddess has flirted with madness, even thinking to defy her queen.  But Lolth's power is inexorable, and Kiaransali 
  has taken of the queen's venom, returning once more to sanity and servitude.  They symbol of Kiaransali is a hand of a 
  female drow with three silver rings on each finger and one on the thumb, with the entire image surrounded by the 
  silver strands of a spiderweb.  "Forgive neither a slight, not a debt; remember that payment must always be collected, 
  whether in treasure or in vengeance.  Life is the greatest crime, and perpetual slavery the fittest punishment.  Let there 
  be no freedom for the enslaved, even in death.  Death comes for all; when it comes for you, take your slaves and your 
  treasure with you to the grave.  The riches of the grave are the dowry of the mistress."  Worship of Kiaransali has 
  changed since the drow civil war.  Prior to that, she was known as Kiaransalee, but the final glyph of her name was 
  altered in all texts and inscriptions, and her liturgy was abridged to conform to more acceptable doctrines.  Her religion 
  no longer claims any authority that does not derive from the Queen of the Spiders, though some long-term worshippers 
  still maintain the traditional resentments.  Clerics of Kiaransali often work as slavers, and occasionally as torturers or 
  executioners.  They are meticulous, almost paranoid, about record keeping, as well as being miserly with wealth.  They 
  commonly work their slaves to death and then animate the corpses so they may continue to serve.  They keep their 
  other servants in a state as close to slavery as they can manage, and withhold wages for the slightest offense.  However, 
  despite their stinginess, they are the first to offer bounty on escaped slaves and prisoners, and they will pay these 
  rewards in full. 
   
  
   
  Name: Kord 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Athletics, Sports, Brawling, Strength, Courage 
  Titles: The Brawler 
  Holy Symbol: Dragon hide gauntlets (white), boots (blue), and a girdle (red) or a star composed of spears and maces 
  Alignment: CG 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Greatsword (m) 
  Other Preferred Weapons: bastard sword (e) 
  Weapon of the Deity Spell: +1 mighty cleaving greatsword 
  Domains: Chaos, Competition* (CD), Courage* (CW), Good, Luck, Nobility* (CW, Ss), Strength. 
  Special Notes: Divine spellcasters are not permitted to wear dragonhide of any kind unless they are descendants of 
  Kord (which requires campaign documentation to claim this ancestry; for example, the Blood of Kord feat or an entry on 
  an Adventure Record).  Wearing dragonhide armor by non-descendants of Kord is a gross violation of the code of 
  conduct. 
  Description: Kord (KOHRD) is an incredibly powerful Suel god, second only to his grandfather, Lender. Son of 
  Phaulkon and Syrul, he is shown as a hugely muscular man with long red hair and beard, wearing dragon-hide gauntlets 
  (white), boots (blue), and fighting girdle (red); these items form his holy symbol, although a star composed of spears and 
  maces is popular. He fights with his intelligent dragon-slaying greatsword Kelmar, and when wounded he often enters a 
  blood rage so intense only Lendor can control him when he succumbs; because of this, a cleric of Kord will always defer 
  to a ranking cleric of Lendor. He is reputed to have dallied with beautiful humans, elves, or even giants, and tales are 
  told of the great heroes who are born of such liaisons. "The strong and fit should lead the weaker. Bravery is the greatest 
  quality in any ruler. Scorn cowardice." Kord loves physical challenges and contests, and it is this love that inspires many 
  barbarian tribes to use nonlethal sports as a method for resolving disputes. Kord's clerics are expected to be leaders. They 
  train people to become stronger, organize athletic tournaments, and participate in challenging physical activities. 
  Doubting their fitness is a grave insult, and they go to great lengths to prove their physical abilities (although they 
  realize the difference between difficult and suicidal challenges). Wearing of dragon-hide by a cleric is a blasphemy, 
  unless the wearer is a descendant of Kord. Clerics believe magic should be used to enhance allies rather than strike 
  directly at foes. Would-be clerics of Kord come into the faith one of two ways. Most succeed on some feat of strength 
  (often at a local carnival or sporting competition), drawing the admiration of a cleric of Kord. Less often, a youth attains 
  notoriety for his sickly nature, but a cleric of Kord notices how passionately the child craves strength. Either way, 
  becoming a cleric of Kord involves rigorous physical training, including calisthenics, running, and practice in any 
  number of specific sports. Kord's followers love any quest where they can prove their strength, especially if it involves 
  direct competition with someone else. Winning in a gladiator arena, climbing an unassailable mountain, and slaying a 
  great wyrm dragon are all pleasing to Kord. Kord favors rhythmic chanting and clapping, the louder the better. Many of 
  his chants feature syllables that exist strictly to maintain the rhythm, such as "Ah re, ah tee, Kord the Mighty..." A temple 
  to Kord is often a sprawling dwelling open to the air. Some feature gymnasiums, fields for athletic competition, and 
  gladiator arenas. They provide training for nearly every physical endeavor. Kord's rites are brief, lasting just a few 
  minutes. They're joyous, dancing ceremonies at the end of a battle or a long-term teat of strength, such as raising a barn 
  or moving stones to form a hedgerow.  Ceremonial garb includes white, blue, and red clothing. 
   
  
   
  Name: Kundo 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Building, Noise, Music, Defense 
  Titles:  
  Holy Symbol: Ornate shield or breastplate 
  Alignment: LG (NG) 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending short sword 
  Domains: Community* (CD), Earth, Good, Law, Nobility* (CW, Ss), Protection. 
  Special Notes:  
  Description: Kundo is the union of storm and metal - an assault upon the ears and protective shelter.  He is a guardian 
  god, loud and boisterous, obsessed with building and construction.  Depictions of Kundo show him as a laughing Touv 
  man bearing a great shield on one arm and a cluster of saplings under the other. The priests of Kundo build shelters for 
  the poor, teach traditional songs, and strive to protect the people from the dangers of the world.  They see themselves as 
  protectors of the weak, and a priest of Kundo will go to great lengths to save those in danger. Ceremonial garb includes 
  highly ornate, but functional, shields and/or breastplates. 
   
  
   
  Name: Kurell 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Jealousy, Revenge, Theft 
  Titles: The Bitter Hand, The Scorned Heart, The Vengeful Knave 
  Holy Symbol: A grasping hand holding a broken coin 
  Alignment: CN 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock short sword 
  Domains: Chaos, Greed* (Dr), Luck, Madness* (CD), Trickery. 
  Special Notes:  
  Description: Kurell (kuh-REL) is an Oeridian god once loved by Atroa, but he spurned her to pursue Sotillion, his 
  brother Zilchus’ lover.  This failure caused him to lose both goddesses as well as the favor of his brother.  Now, his 
  jealous feelings keep him alone, even though the others involved would surely forgive him if he would ask.  His only 
  allies are the more temperamental, morose, and reactionary deities Joramy, Ralishaz, and Trithereon.  His symbol is a 
  grasping hand holding a broken coin. He is a patron of thieves although other gods such as Norebo and Olidammara are 
  more popular than he, which makes him jealous and fills him with an irrational fervor to steal away their worshippers. 
  "Desires must be seized, for experiencing the act of taking brings joy.  Suffering must be avenged, for only retribution 
  alleviates loss.  Those that have wealth do not deserve it, nor the power and luck who brought them to where they are, 
  and for that they should be scorned.  You must take what is rightfully yours when the time is right or forever be 
  shackled to misery, poverty, and nothingness."  Clerics of Kurell are very self-centered and not particularly interested in 
  proselytizing unless they perceive an immediate benefit for themselves.  Their instruction involves teaching by example 
  rather than quoting doctrine.  Many make their living as thieves, and spend their time planning acts of revenge against 
  their enemies.  They travel in search of great things to steal, to escape their rivals, or to forget their past. 
   
  
   
  Name: Kuroth 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Theft and Treasure-Finding 
  Titles: The Master Thief 
  Holy Symbol: A gold coin with the symbol of a key on it or a quill 
  Alignment: CN 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons: rapier (m) 
  Weapon of the Deity Spell: +1 shock dagger 
  Domains: Chaos, Luck, Trickery. 
  Special Notes: Divine spellcasters are not permitted to destroy any valuable item.  Repeated destruction of valuable 
  items is a gross violation of the code of conduct. 
  Description: The Oeridian thief known as Kuroth (CUR-ahth) is said have been the most puissant among the 
  practitioners of his ancient profession.  Sponsored by Olidammara after a risky quest for the Laughing Rogue, Kuroth is 
  gaining recognition among more than just sages of old lore.  Kuroth is an Oeridian man with medium-length black hair 
  and a fancy moustache.  He is sometimes accompanied by a ferret.  His symbol is a gold coin with a symbol of a key on it, 
  sometimes with a quill as well, for he is known to many for his association with the magical quill that now bears his 
  name.  Kuroth was rich beyond his wildest dreams before becoming a god, and only kept up his trade to maintain his 
  skills and reputation.  Even now he enjoys stealing priceless items just to prove that he can, often leaving the item in an 
  obvious, but dangerous, place for its owners to find.  His cult is gaining popularity among adventurers because of his 
  enjoyment of acquiring wealth through unusual means. "The ultimate challenge is taking something that its owner 
  doesn’t want you to have.  Constantly push your limits in your attempts to acquire newer, more valuable, and unusual 
  things, for stealing from a common merchant is little sport compared to stealing from a dragon’s horde.  Even if you lack 
  nothing, avoid the trap that success would place on your mind, and seek to acquire more, discarding it afterwards if you 
  don’t need it.  Never destroy a valuable item, for that deprives another of the chance to steal it in return." Not 
  surprisingly, most of Kuroth’s clerics work as thieves.  They break into nobles’ houses, merchant guilds, mage towers, 
  and rival churches to find what things can be stolen.  They adventure to find the next big horde, discover (and avoid) the 
  next big trap, and to get into places that have been hidden or locked up for hundreds of years.  Their predilection for 
  danger tends to keep their numbers low but their reputation high. 
   
  
   
  Name: Kurtulmak 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Kobolds, Trapmaking, Mining, War 
  Titles: Gnomesmasher, The Watcher, Steelscale, The Horned Sorcerer, Stingtail 
  Holy Symbol: Gnome skull 
  Alignment: LE 
  Origin of Worship: Kobolds 
  Core Worshippers: Kobolds 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock spear 
  Domains: Competition* (CD), Earth, Evil, Law, Madness* (CD), Trickery, War. 
  Special Notes:  
  Description: Kurtulmak (kurt-uhk-mak) appears as a particularly large kobold, about 5 feet tall, with scaly skin mottled 
  black and green.  His ratlike tail is long and tipped with a wicked stinger.  Kurtulmak is a savage deity who teaches the 
  kobolds to defend themselves and assault the unwary by any means necessary, including the traps of which he's fond. 
  He has a particular hatred for gnomes, especially since Garl Glittergold collapsed Kurtulmak's cavernous home as a joke. 
  Kurtulmak taught the kobolds the arts of mining, ambushing, and trapmaking.  Kurtulmak insists that his clerics train 
  under military discipline, learning doctrines for setting ambushes, building defenses, and otherwise defending the 
  kobold people. The final test for a would-be cleric is to survive a run down a corridor filled with deadly traps. Anything 
  that enhances the stature of the kobolds is a boon to Kurtulmak. Collapsing a series of gnome burrows, convincing a 
  dragon to live among a kobold tribe, and building a trap-filled set of kobold warrens are all typical quests. Many of 
  Kurtulmak's prayers reference dragons and reptiles, such as "O Watcher, I slither before your scaly majesty." 
  Kurtulmak's temples are claustrophobic warrens bristling with traps, but they often have the accumulated wealth of a 
  kobold community in their treasury. Kurtulmak blesses births and honors deaths, but his ceremonies often feature a 
  simulated or actual trap. Kobold youths, for example, contend with the Blessing of the Pit as a rite of passage.  
  Kurtulmak is a savage deity who is always attentive to events on the Material Plane and eager to secure any advantage for 
  his people.  He teaches the kobolds that fair fights are for fools or for the unlucky.  It is better to flee and fight again than 
  to be defeated, and no fight is truly over if even one kobold lives.  Revenge is sweet, says Kurtulmak, even if it takes 
  years to arrange.  No kobold community is complete without a temple or shrine to Kurtulmak. 
   
  
   
  Name: Kyuss 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Creation and Mastery of Undead 
  Titles: The Bone Master 
  Holy Symbol: A skull with worms in its eyes and jaws 
  Alignment: NE 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Club 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving club 
  Domains: Death, Evil, Pestilence* (CD). 
  Special Notes:  
  Description: Few have not heard of the dreaded sons of Kyuss - terrible zombies that spawn their kind through sickly 
  green worms that corrupt the living.  Few know that the creator of these foul creatures, Kyuss (kai-OOSS) himself, has 
  an active cult in the Flanaess.  Sponsored to godhood by Nerull, Kyuss was a Flan priest in the ancient Empire of Sulm, 
  which now lies buried in the Bright Desert.  Escaping from there shortly before its destruction, he fled to the 
  Wormcrawl Fissure near the Rift Canyon and underwent apotheosis.  He appears as a skeletally gaunt man with hands 
  of bone and eye sockets filled with crawling worms.  He is manic and communicates only with his priests, Nerull, and 
  undead beings.  He carries a worm-riddled club that turns whatever it strikes into some form of undead.  His symbol is a 
  skull with worms in its eyes and jaws. "Life is a temporary obscenity, and death is an eternity of sedentary non-existence.  
  Only undeath is the blessed state.  Grant others its wonderful gift, even infidels, so they may see Kyuss’ truth.  Create 
  undead whenever you are able, abandoning them when you leave.  Control undead as you need them, but free them to 
  their own will when you need them no longer.  Destroy enemy undead only when you face destruction yourself." 
  Clerics of this cult raid graveyards to create undead just for the sake of doing so.  They sometimes sell their creations to 
  mages or other clerics but often let them run wild in the streets of cities.  Powerful clerics attempt to create new kinds of 
  undead, and most seek lichdom rather than face true death.  Kyuss’ clerics adventure to acquire more undead followers 
  and money to create more undead, discover new or forgotten types of undead, and to discover forgotten holy sites of 
  their patron (such as certain ruins in the Amedio Jungle, where Kyuss once traveled). 
   
  
   
  Name: Labelas Enoreth 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Time, Longevity, History 
  Titles: The Lifegiver, Lord of the Continuum, The One-Eyed God, The Philosopher, The Sage at Sunset 
  Holy Symbol: Setting sun 
  Alignment: CG 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 spell storing quarterstaff 
  Domains: Celerity* (CD), Chaos, Destiny* (RoD), Good, Knowledge, Mind* (CD), Oracle* (CD), Rune* (Ss). 
  Special Notes:  
  Description:  
   
  
   
  Name: Laduguer 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Duergar, Crafts, Protection, Magic, Magic Weapons, Artisans 
  Titles: The Gray Protector, Master of Crafts, The Exile, The Slave Driver, The Taskmaster, The Harsh 
  Holy Symbol: Broken crossbow bolt on a shield 
  Alignment: LE 
  Origin of Worship: Dwarf 
  Core Worshippers: Duergars 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Warhammer (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending warhammer 
  Domains: Domination* (CD), Earth, Evil, Law, Magic, Mind* (CD), Protection. 
  Special Notes:  
  Description: The deity of the duerar, Laduguer occasionally still answers the prayers of other dwarves.  The Gray 
  Protector, as he is called, demands constant toil and a rigid hierarchy from his subjects, many of whom are slavers or 
  would-be warlords.  Would-be clerics of Laduguer engage in hour after hour of repetitive prayer, punctuated only by 
  hard physical labor or similar hardships.  Those who don't wash out of the process become clerics and inflict similar 
  mind-numbing initiations on the next generation of followers.  Laduguer's quests often involve awakening - and 
  hopefully controlling - some long-buried evil.  If an army of slaves is trying to unearth a fallen, ancient labyrinth-temple, 
  Laduguer is probably behind it.  Prayers to Laduguer are simple one- or two-sentence affairs, but they're repeated dozens 
  of times with the same rhythm and intonation.  Laduguer has simple temples unadorned with decoration.  Many have 
  torture chambers, prison cells, or battle arenas attached to them.  Laduguer offers his followers few rites, because time 
  spent in ceremonies is time spent away from more proper duties.  "Rituals?  Get back to work!" says the cleric of 
  Laduguer. 
   
  
   
  Name: Laogzed 
  Gender: ? 
  Rank: Demigod 
  Areas of Concern/Portfolio: Troglodytes, Eating 
  Titles: The Devourer, The Eater of Souls 
  Holy Symbol: Oozing toad-lizard 
  Alignment: CE 
  Origin of Worship: Troglodyte 
  Core Worshippers: Troglodytes 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Javelin 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 corrosive (as per A&EG) javelin 
  Domains: Chaos, Death, Destruction, Evil, Madness* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Lendor 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Time, Tedium, Patience, Study 
  Titles: Prince of Time, Master of Tedium 
  Holy Symbol: A crescent moon in front of a new moon surrounded by 14 stars 
  Alignment: LN 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Greatsword (m) 
  Other Preferred Weapons: piercing and slashing weapons 
  Weapon of the Deity Spell: +1 flaming greatsword 
  Domains: Destiny* (RoD), Knowledge, Law, Mind* (CD), Oracle* (CD), Protection, Rune* (Ss). 
  Special Notes:  
  Description: Lendor (LEN-dor), the leader and progenitor of the Suel pantheon, is depicted as a white-haired and 
  bearded husky older man. Largely withdrawn from the affairs of the world to care for larger issues, Lendor considers 
  himself superior other gods and especially to his children, as he has the ability to banish any of his children or undo 
  their magic. A blow from his flaming sword Afterglow is said to be the force that started the flow of time at the dawn of 
  the universe. His holy symbol is a crescent moon in front of a new moon surrounded by fourteen stars (sometimes less 
  or more). "Time stretches to infinity, and issues that seem pressing are merely a smaller part of a larger whole. In order 
  to make sense of the universe, one must look at the entire mosaic instead of just a part of it. Age brings experience, 
  wisdom, and the impetus to take things slow." Lender's clergy are mostly older, particularly sages, village elders, and 
  record keepers. They tend to have little interaction with the outside world, remaining cloistered in their libraries and 
  temples for years at a time. Occasionally a younger person will be drawn to this faith, taking the role of wandering 
  adviser, preaching the need to keep the present in perspective; these preachers often become advisers to conservative 
  leaders or mount expeditions to recover ancient tomes and artifacts lost for generations.  Ceremonial garb includes 
  silver robes adorned with a black circle containing Lendor's symbol. 
   
  
   
  Name: Lirr 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Prose, Poetry, Literature, Art 
  Titles: Lady Poet, The Lore Keeper 
  Holy Symbol: An illustrated book 
  Alignment: CG 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons: rapier (m) 
  Weapon of the Deity Spell: +1 spell storing spear 
  Domains: Chaos, Good, Knowledge, Liberation* (CD), Magic, Rune* (Ss), Travel. 
  Special Notes:  
  Description: Lirr (LEER) is shown as a fresh-faced Oeridian woman with long black hair and dark blue eyes. Her 
  symbol is an illustrated book, and she carries a tome with her that can show any poetry, prose, spell, or artwork ever 
  created. She works favorably with any being that respects knowledge, learning, and the arts, but she opposes those that 
  would destroy art and knowledge or hide it. Many Oeridian sorcerers and wizards worship Lirr, particularly those who 
  dislike Delleb's conservative and reclusive nature. "The written word, be it in rhyme, prose, myth, or logbook, is the 
  linchpin of civilization. Preserve written works so that the knowledge of the past can be given to the future, and put oral 
  records in more permanent form. Art should be revered, for it conveys feelings and messages that would take hundreds 
  of pages to explain. Every poem, book, or painting lost is a piece of history forgotten." Lirr's clerics wander Oerth in 
  search of lore, news, poetry, historical tales, magic, and works of art. They sneak into lands ruled by oppressive leaders 
  (such as luz), trying to rescue items of interest that are at risk of being destroyed out of malice or ignorance. Many clerics 
  have skill as bards, telling tales and painting pictures rather than singing; they easily find work as tutors, scribes, and 
  artists. Novice clerics spend months making copies of their temple's archives of books, scrolls, and works of art, which 
  are distributed so that others may appreciate them. 
   
  
   
  Name: Llerg 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Beasts, Strength 
  Titles: Great Bear, Animal Fang, Strongest Serpent, God of Force 
  Holy Symbol: A bear, snake, or alligator 
  Alignment: CN 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Battleaxe (m) or longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen battleaxe or longsword 
  Domains: Animal, Chaos, Competition* (CD), Courage* (CW), Strength. 
  Special Notes:  
  Description: The most uncivilized god in the Suel pantheon, Llerg (LERG) ignores most other gods, seeing them as too 
  civilized, but has a friendly rivalry with Kord and a hatred for Telchur. He is shown as a strong, shaggy man wearing furs 
  and a fighting girdle or as a great bear, snake, or alligator. These animals are sacred to him, and they are his three holy 
  symbols. He fights with a broadsword or in one of his animal forms and may be the ancestor of the original dire bears, 
  dire alligators, and giant snakes. He is popular among the jungle savages, who call him Hlerg. "Be strong so that others 
  respect you. Be fierce like the creatures of the animal world. Humans have lost contact with their inner animal nature - 
  watch and learn how the predator lives, and you will again be as you should be." Llerg supports barbarians defending 
  their lands against encroaching civilization. Llerg's clerics choose one of his sacred animals as their totem animal. They 
  act as intermediaries when tribes meet, and range far in search of prey when times are lean for their tribe. They bless 
  weapons, warriors, and sites of battle to ensure victory, and in more peaceful times they train young warriors in armed 
  and unarmed combat. Some clerics see visions and travel to find the meaning of what they have seen.  Llerg's temples 
  are simple stone or wooden buildings with large open spaces.  They are built in places frequented by wild animals, and 
  prey animals tend to avoid such places due to the predators in the area.  The interior of the building is carved and 
  painted with animal motifs, with animal skins decorating the walls and floor.  An open fireplace dominates the center of 
  the temple.  The first appearance of large predators after the winter is a day for celebration; the priests spend all morning 
  in prayer, then wrestle and dance in firelight that night.  The first snowfall of winter is likewise heralded as a time for 
  prayer and ritual, putting the animal spirits to rest until the world renews itself; in regions that get no snow, the first day 
  of Sunsebb is used instead.  This winter ceremony consists of securing food stores, prayers over animal skins, and feats of 
  strength such as rock lifting and axe hurling.  Ceremonial garb includes bear skins, alligator hides, and snake skins.  
  These skins are carefully preserved and often decorated with jewels for eyes.  Necklaces, amulets, and belts of carved 
  animal bones complement their dress, and many tie animal teeth and claws to their faces or hands during such times, or 
  even pierce their bodies with these items.  Adventuring clerics favor typical barbarian garb, with thich leather girdles 
  carve with bear images; most also wear either a bearskin cloak or a "Llerg-cloak," a tasseled robe woven to represent the 
  pelt of a bear.  Llerg's clergy are known as beastwalkers. 
   
  
   
  Name: Lolth 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Drow, Spiders, Evil, Darkness 
  Titles: Queen of the Drow, The Spider Goddess, Queen of the Demonweb Pits, Demon Queen of Spiders, Weaver of 
  Chaos, Dark Mother of the Drow 
  Holy Symbol: Black spider with the head of a drow female 
  Alignment: CE 
  Origin of Worship: Drow 
  Core Worshippers: Drow 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Whip (e) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen whip 
  Domains: Chaos, Destruction, Domination* (CD), Evil, Oracle* (CD), Pestilence* (CD), Trickery. 
  Special Notes:  
  Description: Lolth (lohlth), the Queen of the Demonweb Pits, first spread evil among the elves, leading the drow away 
  from the rest of the elves thousands of years ago. Now she focuses on using the drow to conquer the vast cavern-realms 
  beneath the surface of the earth. She relishes the chance to test her followers by pitting them against each other that the 
  strong may cull out the weak. She appears as a tall, beautiful female drow or a massive black spider with a female drow's 
  head. More so than any other deity, Lolth delights in perpetual tests of her exclusively female clerics, pitting them 
  against each other. Every cleric of Lolth knows that the path to promotion lies by stabbing ones; superior in the back, 
  and every cleric is likewise alert that her underlings are plotting to do the same to her. Lolth's temples among the drow 
  generally dominate (in every sense of the word) the communities that surround them.  These temples are 
  extraordinarily defended by capable and clever spider-worshipers, but also serve as storehouses of dark lore and 
  powerful magic. Lolth uses a number of competitive rites to identify particularly worthy followers. Those who succeed 
  in her rites - which involve competitive spellcasting or all-out combat - get access to more powerful magic.  Those who 
  fail are demoted, killed, or turned into driders.  Nearly every drow home has at least a small shrine to Lolth, even if it is 
  just a spider statue or modest altar.  Larger temples to Lolth are often laid out in the shape of a spider.  They serve as 
  meeting places, sacrificial sites, and centers of entertainment for high-ranking drow. 
   
  
   
  Name: Luthic 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Female Orcs, Fertility, Medicine, Healing, Servitude, Caves, Home 
  Titles: The Cave Mother, The Blood Moon Witch 
  Holy Symbol: Orc rune for home 
  Alignment: NE 
  Origin of Worship: Orc 
  Core Worshippers: Orcs 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spiked gauntlet 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen spiked gauntlet 
  Domains: Community* (CD), Earth, Evil, Healing, Protection. 
  Special Notes:  
  Description:  
   
  
   
  Name: Lydia 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Music, Knowledge, Daylight 
  Titles:  
  Holy Symbol: A spray of colors from an open hand 
  Alignment: NG 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Shaft of light (spear) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming spear 
  Domains: Good, Knowledge, Liberation* (CD), Sun, Travel. 
  Special Notes:  
  Description: Lydia (LIH-dee-ah) is a wise Suel goddess, shown as a dynamic older woman with white hair and clear 
  blue eyes. Her symbol is a spray of colors from an open hand. She interacts with many other gods, exchanging 
  information and songs. In some ways she is the converse of Pholtus, pressing for individual liberty so that others may 
  see the light of truth without being blinded by it; this pleases Trithereon, who also strives for the freedom of the 
  individual. "People must gain knowledge to better themselves. Music is a key to learning, and the light of day lets one 
  see their own ignorance." Lydia's church has an open policy on all records, for the goddess hates secrets and those who 
  would hoard information to the detriment of others. Her teachings are presented in song form so that they may be easily 
  remembered, and her church often converts current and historical texts into ballads. Her church uses education to 
  uplift women from lesser stations in life; this tends to make her unpopular with patriarchies. Most of her clerics are 
  women. They discover and spread information wherever they travel, and are often found in the company of clerics of 
  Fharlanghn. They are required to help women in need of education, and they spend much of their time in villages 
  teaching women and children how to read and acting as midwives. They travel to discover lost caches of information 
  and song, preferring historical accounts of actual deeds rather than fictionalizations and hearsay tales.  Ceremonial garb 
  includes white robes trimmed with gold and silver. 
   
  
   
  Name: Maglubiyet 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Goblins, Hobgoblins, War, Rulership 
  Titles: The High Chieftain, The Battle Lord, Fiery-eyes, The Mighty 
  Holy Symbol: Bloody axe 
  Alignment: NE 
  Origin of Worship: Goblinoid 
  Core Worshippers: Goblins and Hobgoblins 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Greataxe (m) or battleaxe (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving greataxe or battleaxe 
  Domains: Competition* (CD), Destruction, Evil, Strength, Trickery, Tyranny* (CW), War. 
  Special Notes:  
  Description:  
   
  
   
  Name: Mayaheine 
  Gender: f 
  Rank: Demigod 
  Areas of Concern/Portfolio: Protection, Justice, Valor 
  Titles: The Shield Maiden 
  Holy Symbol: A shield with a bastard sword, sunburst two golden spheres, and two victory runes 
  Alignment: LG 
  Origin of Worship: Flan 
  Core Worshippers: Flan and Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Bastard sword (m) 
  Other Preferred Weapons: mace, longbow (m) 
  Weapon of the Deity Spell: +1 defending bastard sword 
  Domains: Good, Law, Nobility* (CW, Ss), Protection, War. 
  Special Notes:  
  Description: Mayaheine (MY-ah-heen) is a recently ascended paladin of Pelor, brought here from another world to 
  help fight the powers of darkness and evil.  She is portrayed as a strikingly tall woman with blue eyes and auburn gold 
  hair, dressed for battle.  Her shield, Hope’s Champion, turns back evil magic upon its source, and her bastard sword 
  Triumph stuns fiends and tyrants with a touch.  Her holy symbol is a shield with a bastard sword, sunburst, two golden 
  sphere and two victory runes.  While she is fine warrior, she is above all a protector. "Protect those who need it.  For 
  good to survive it is necessary to defend the weak and innocent.  Bravery, strength of mind, and perseverance in times of 
  hardship or danger are virtues, and adherence to the concepts of justice, fairness, and righteousness are essential.  
  Obedience to Pelor the Sun Father is as important as devotion to the Shield Maiden.  Just as Mayaheine traveled a long 
  way to aid our world, it may be necessary for the faithful to travel far to uphold her word."  Clerics of Mayaheine train 
  themselves and others in self-defense.  They help build town walls and other protective constructions; many take roles 
  as community leaders, their devotion to justice and good making them excellent judges.  They travel to prove their 
  bravery, right wrongs, and to destroy strongholds of evil.  This faith sponsors many paladins and is friendly with 
  paladins of other faiths as well.  They are always respectful of clerics of Pelor, for their religion wouldn’t’ exist on Oerth 
  if it weren’t for him. 
   
  
   
  Name: Memnor 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Evil Cloud Giants, Pride, Mental Prowess and Control 
  Titles:  
  Holy Symbol: Thin black obelisk 
  Alignment: NE 
  Origin of Worship: Giant 
  Core Worshippers: Evil Cloud Giants 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Morningstar 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving morningstar 
  Domains: Death, Domination* (CD), Evil, Mind* (CD), Sky* (RotW), Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Merikka 
  Gender: f 
  Rank: Demigod 
  Areas of Concern/Portfolio: Farming, Agriculture, Home 
  Titles: Lady of the Calendar 
  Holy Symbol: A basket of grain and a long scroll 
  Alignment: LG 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Sickle 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending sickle 
  Domains: Community* (CD), Good, Law, Plant, Protection. 
  Special Notes:  
  Description: Merikka (meh-RIK-kah) is a quiet Oeridian goddess who takes direction from Cyndor and coordinates 
  activities with her cousins (the gods of seasons) to allow farmers to plant and cut their crops at the proper time.  She 
  guides the cycle of a family through the days, seasons, and years of life.  Her obsession with dates and cycles makes her a 
  patron of expectant mothers.  She is shown as a gray-haired woman of faded beauty holding a basket of grain and a long 
  scroll, with the objects being her holy symbol.  She was trapped for a time under Castle Greyhawk by Zagig Yragerne 
  but eventually released by a group of adventurers.  She resents chaotic gods and any who would disrupt her work. "A 
  well-run farm and strong family both rely on the adherence to routines, an understanding of relationships, and the 
  consequences of actions.  Animals will not thrive unless they are cared for, fields cannot be planted unless they are 
  prepared, and grain won't last through the winter unless rationing is kept. Spouse must respect each other, children 
  must obey their parents, and parents should love and teach their children.  Ignoring these commands leads to ruin."  
  Clerics of Merikka coordinate groups of farmers so that everyone’s crops are planted and harvested at the optimal time, 
  mediate between warring family members, care for pregnant women, and officiate coming-of-age and marriage 
  ceremonies.  They enforce laws and punish lawbreakers where other officials are unavailable.  Most city folk see them as 
  emissaries of law because of their single-minded dedication in following their quarry to places far from home. 
   
  
   
  Name: Merrshaulk 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Yuan-ti, Poison, Somnolence 
  Titles: Master of the Pit, The Serpent Lord, The Sleeping Serpent, The Maker of Venom 
  Holy Symbol: Cobra head 
  Alignment: CE 
  Origin of Worship: Yuan-ti 
  Core Worshippers: Yuan-ti 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Scimitar (m) or longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: scimitar or longsword of venom (as dagger) 
  Domains: Chaos, Destruction, Domination* (CD), Evil, Mind* (CD), Plant, Tyranny* (CW). 
  Special Notes:  
  Description:  
   
  
   
  Name: Meyanok 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Serpents, Poison, Discord, Darkness, Famine 
  Titles:  
  Holy Symbol: Snake coiled around a skull 
  Alignment: NE (CE) 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: dagger of venom 
  Domains: Animal, Destruction, Evil, Pestilence* (CD), Trickery. 
  Special Notes:  
  Description: Meyanok, born of darkness and pain, is the progenitor of all other evil gods of the Touv pantheon.  He 
  seeks to corrupt the rest of his family and control or destroy their servant, preferring subterfuge to overt action since he 
  is outnumbered.  He is always shown as a serpent coiled around a skull. Priests of the serpent god are reclusive and don’t 
  often deal with strangers, at least not openly.  They work through agents, many of whom are charmed, to disrupt 
  civilization and harm the worshipper of other gods, and have been known to make human sacrifices.  Ceremonial garb 
  includes a snakeskin headdress or cloak. 
   
  
   
  Name: Mictlantecuhtli 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Death, Darkness, Murder, the Underworld 
  Titles:  
  Holy Symbol: Skeletal canine 
  Alignment: LE (NE) 
  Origin of Worship: Olman 
  Core Worshippers: Olman 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 ghost touch dagger 
  Domains: Death, Destruction, Evil, Law, Mysticism* (CD), Pestilence* (CD), Tyranny* (CW), War. 
  Special Notes: Divine spellcasters may not restore life without gaining the permission of Mictlantecuhtli (via a 
  commune or similar spell, DM decides the response).  Failure to abide by this restriction is considered a gross violation 
  of the code of conduct. 
  Description: Mictlantecuhtli is the god of death and the power of unlife.  Normally shown as a tall lich-like being, he is 
  also depicted as a skeletal canine.  His worshippers get his attention by sacrificing 50 of their own members during the 
  dark of the moons; these sacrifices then serve the god as undead.  Another warlike god, he encourages his followers to 
  send their enemies to be his slaves in the afterlife.  His permission is needed before a priest can use raise dead or 
  resurrection. Grim and cold, the priests of the death god never show mercy to their captured foes, sacrificing them at the 
  first opportunity.  They oversee the interment of those who have died in battle and of natural causes.  Ceremonial garb 
  includes a red metal or jade rod and a headdress of red feathers. 
   
  
   
  Name: Moradin 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Dwarves, Smithing, Engineering, Creation, War 
  Titles: The Soul Forger, Dwarffather, The All-Father, The Creator 
  Holy Symbol: Hammer and anvil 
  Alignment: LG 
  Origin of Worship: Dwarf 
  Core Worshippers: Dwarves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Warhammer (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 throwing warhammer 
  Domains: Creation* (CD), Earth, Fire, Good, Law, Protection, Strength, War. 
  Special Notes:  
  Description: Moradin (moar-uh-din) usually appears as a stern-faced male dwarf with a powerful build.  His upper body 
  is particulary robust, with a barrel chest, wide shoulders, and arms corded with big muscles.  He has flowing black hair 
  and a beard to match, and he always wears full plate armor.  He carries a shield and a warhammer.  Moradin forged the 
  first dwarves out of metal and gems and breathed life into them.  Many of Moradin's clerics have parents and 
  grandparents who were also clerics of the Soul-Forger, so many clerics train for their calling from childhood with a 
  father or mother as teacher. Defense of dwarven civilization - and the traditions that make it strong - is paramount to 
  followers of Moradin. They protect new mines from goblinoid invaders, track down a lost line of dwarven warrior-kings, 
  and journey to the Elemental Plane of Fire to light a forge that tempers a new artifact. Moradin's prayers are replete with 
  references to metals and smithing. One of the most common prayers for intercession begins, "You burn the dross from 
  me, but the iron remains." At the center of every temple to Moradin is an anvil and a massive forge, where the weapons 
  and armor that defend the dwarven people are made. The anvil is also frequently used as the altar.  The best 
  weaponsmiths in the world probably work in Moradin's temples. Genealogy and heritage are important aspects of 
  Moradins rites. A funeral for a Moradin worshiper is a grand, solemn spectacle, with chants that describe the lineage of 
  the deceased stretching back thousands of years. 
   
  
   
  Name: Mouqol 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Trade, Negotiation, Ventures, Appraisal, Reciprocity 
  Titles: The Merchant 
  Holy Symbol: A set of scales and weights 
  Alignment: N 
  Origin of Worship: Baklunish 
  Core Worshippers: Baklunish, Jann and Merfolk of the Dramidj Ocean 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons: light crossbow 
  Weapon of the Deity Spell: +1 defending dagger 
  Domains: Knowledge, Pact* (CD), Travel, Trickery. 
  Special Notes:  
  Description: Trade in the Baklunish lands is the province of Mouqol (moh-KOHL) the Merchant. Like Istus, he was 
  neutral in the war between Light and Darkness that precipitated the mythic Hegira; like Geshtai, he provided 
  necessities to both sides of the struggle. Other tales describe Mouqol's travels among genie-kind, and his skill at 
  bargaining with even these most difficult of clients. Mouqol's particular gifts are the ability to discern the true desire of 
  his customers, and the talent of finding and delivering the rarest of treasures to their predestined owners. "Reward is not 
  gained without risk. The perfect bargain satisfies both necessity and desire. The wise know the worth of a thing as well 
  as its cost. Greed makes the wealthiest into debtors. All life is a matter of exchange." The Bazaar, or marketplace, is holy 
  ground. Some markets in the larger cities are set up around actual temple-buildings, but most simply contain a tent-
  covered altar or shrine to the merchants' god. There is no standard tithe, but a variable set of fees is levied on the traders 
  who utilize the marketplace. These monies are used to cover expenses, but any excess is dedicated to charitable works, 
  for the accumulation of large amounts of wealth is foreign to Mouqol's values. Much more important is the art of the 
  negotiation process, for hard bargaining is near to a sacrament for these Western merchants. Clerics of Mouqol are 
  common among the Baklunish, as well as among the jann and the merfolk of the Dramidj. Clerics use their powers to 
  deter theft, fraud and magical deception. They work as appraisers of common goods, with certain members specializing 
  in more exotic items. Most travel during at least part of their career, particularly as part of merchant caravans. Ritual 
  prayers are said each morning, prior to opening for business or beginning the day's travel. 
   
  
   
  Name: Muamman Duathal 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Expatriates, Urban Dwarves, Travelers, Exiles, Lightning 
  Titles:  
  Holy Symbol: Mace held by gauntleted fists 
  Alignment: NG 
  Origin of Worship: Dwarf 
  Core Worshippers: Dwarves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Heavy mace 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending heavy mace 
  Domains: City* (RoD), Community* (CD), Good, Protection, Travel. 
  Special Notes:  
  Description:  
   
  
   
  Name: Murlynd 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Magical Technology 
  Titles: The White Paladin 
  Holy Symbol: A six-pointed star with rounded points 
  Alignment: LG 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) 
  Other Preferred Weapons: light crossbow 
  Weapon of the Deity Spell: +1 frost longsword 
  Domains: Good, Knowledge, Law, Nobility* (CW, Ss). 
  Special Notes: Divine spellcasters of Murlynd have their spells look different from other casting of those spells by 
  other casters.  When describing the appearance of a spell from a divine spellcaster of Murlynd, add elements of a 
  technical nature.  For example, casting create water might involve a magical faucet spout appearing to produce the 
  water.  The appearance of the spell does not change the effect of the spell or the way it interacts with its environment in 
  any way. 
  Description: Sponsored to godhood by Heironeous, Murlynd (MURR-lind) is paladin with unusual abilities.  From his 
  planar travels he has acquired knowledge of technology unavailable in the Flanaess, and his usage of such devices makes 
  him something of an outcast (although he has been known to travel with Celestian, Heironeous, Zagyg, and certain 
  other hero-deities).  He appears as a handsome Oeridian man with weathered features, worn leather clothing, and a 
  light-colored hat of a style unseen elsewhere in the Flanaess.  Although he appears taciturn and aloof, he is actually quite 
  personable among his allies and only dangerous if provoked by evil folk.  He is familiar with the battleaxe and 
  longsword, but is also fond of crossbows and similar weapons of more exotic make.  His symbol is a six-pointed star with 
  rounded points, and his holy book (often titled Murlynd’s Early Adventures & Subsequent Ventures) bears this stamp.  
  Murlynd was one of the beings who helped imprison Iuz beneath Castle Greyhawk, and this fact is never far from the 
  Old One’s mind. "Learn from the advancements of the civilized races, both mundane and magical, and apply this 
  knowledge to helping the common folk.  Never use an inferior item when you have access to a superior one, whether a 
  spell, sword, or tool.  Protect the weak and innocent, act honorably at all times, and facec danger with certainty and calm.  
  Treat followers of Heironeous as your allies and those of this brother your enemies." Murlynd’s clerics seek to uphold 
  the tenets of law and good, similar to the church of Heironeous, and members of the two faiths often work together.  
  They use their knowledge to help commoners and are never too busy to defend a village against raiding monsters.  They 
  adventure to forward the cause of good, throw down the outposts of evil, and destroy magical or technological devices 
  capable of great harm (which often teams them with worshippers of Phaulkon).  They are incessant inventors, and 
  throughout their travels they build, repair, and improve mills, forges, and other sorts of tools and machinery. 
   
  
   
  Name: Myrhiss 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Love, Romance, Beauty 
  Titles: The Thrice-Kissed, Maid of Light and Dark 
  Holy Symbol: Lovebird 
  Alignment: NG 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Shortbow (m) or whip (e) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance shortbow or +1 keen whip 
  Domains: Community* (CD), Domination* (CD), Good, Healing, Protection. 
  Special Notes:  
  Description: Myhriss (MEE-ris) is shown as a Flan woman just reaching adulthood, a garland of flowers in her hair, or 
  else as a fair-skinned, dark-haired provocative beauty or a sun-blonde tanned woman of approachable prettiness. Her 
  dark-haired form is associated with the whip, her other aspect favors the shortbow. She is friendly and affectionate 
  toward all benign gods but avoids those who are hideous, crude, or hateful. Although Wee Jas dislikes her, Myhriss 
  appreciates the vain Suel goddess for her obvious attractiveness. "Love can cure the world's ills. Quarreling rivals and 
  warring nations can be brought together with a well-placed romance, and beauty can turn the heart of a dumb beast or a 
  despondent tyrant. Beauty is often fragile, so protect it from accidental harm, as the destruction of something beautiful 
  is a great tragedy. Beauty comes in many forms, for even the most evil red dragon is a sight of terrifying splendor when 
  it is on the wing. Celebrate love, affection, romance, and beauty wherever you find it." Clerics of Myhriss are starry-eyed 
  and always looking for signs of love and beauty in the people and places around them. They bless young lovers, perform 
  marriage ceremonies, create works of art, and travel to see beautiful people and fantastic sights. A few take roles as 
  diplomats, as their looks and charisma make even the most hostile folk stop to listen to them. Some are crusaders against 
  hate and ugliness, seeking out those who destroy love or vanquishing those of repulsive presence. 
   
  
   
  Name: Nazarn 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Formal and Public Combat 
  Titles: The Gladiator 
  Holy Symbol: A chain wrapped around a shortsword 
  Alignment: N 
  Origin of Worship: Suel 
  Core Worshippers: Half-orcs 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending short sword 
  Domains: Luck, War. 
  Special Notes:  
  Description: Nazarn (NAZZ-arn) is a half-orc god of ritualistic and public combat, such as honorable duels and 
  gladiator matches.  Once a popular gladiator slave owned by a member of the Scarlet Brotherhood, Nazarn escaped from 
  his racist captors to find a better place for himself in the world.  He was fortunate to encounter and impress a half-giant 
  descendant of Kord, and eventually convinced the Brawler to elevate him to godhood after defeating all opponents 
  (including a young green dragon) in a Hepmonaland arena run by yuan-ti.  Nazarn is honorable but cares little for moral 
  debate, seeking only the freedom to do what he wants and have a fair fight in the arena.  He appears as an older half-orc 
  with a strongly orcish appearance and hair that is rapidly graying to white.  He is usually shown with his short sword 
  Crowdpleaser.  His symbol is a chain wrapped around a short sword.  "Answer a challenge with honor and bravery.  
  Never fight at anything but your best.  Know when you should please the crows and when you should focus on your foe, 
  for a flamboyant warrior often ends up dead if he underestimates his adversary.  Avoid dirty fighting unless it is purely 
  for sport.  Offer mercy to a defeated foe if you can, but finish them if they have fought without honor or broken the 
  combat's accepted rules of conduct.  Be inspiring to those who fight on your side and those who would emulate you in 
  the future, for your legacy will survive you."  Nazarn's clerics work as professional duelists or gladiators, act as officiators 
  and seconds in formal duels, and minister to gladiators and similar combatants.  They adventure to seek out new heroes 
  of the arena in distant cities, to test their mettle against unusual foes, and to collect trophies and scars that add to their 
  reputations. 
   
  
   
  Name: Nerull 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Death, Darkness, Murder, the Underworld 
  Titles: The Reaper, The Foe of All Good, Hater of Life, Bringer of Darkness, King of All Gloom, The Reaper of Flesh 
  Holy Symbol: Skull and scythe 
  Alignment: NE 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Scythe (m) 
  Other Preferred Weapons: dagger, quarterstaff, sickle 
  Weapon of the Deity Spell: +1 keen scythe 
  Domains: Cold* (CD, Fb), Death, Evil, Mysticism* (CD), Pestilence* (CD), Trickery, Winter* (Fb). 
  Special Notes:  
  Description: Nerull (NEH-rul) is an ancient Flan god; few anywhere do not know and fear his name. He is a rust-red 
  skeletal being with thick, blackish-green hair, a cowl and cloak of rusty black, and eyes, teeth, and nails the color of 
  poisonous verdigris. His sablewood staff Lifecutter forms a scythelike blade of red force that slays anyone it touches. 
  Fiends answer his call out of fear rather than loyalty, for he hates all life and is not above destroying servants out of 
  displeasure or spite. His symbol is a skull and scythe. Of all other divine beings, the only one he tolerates is Incabulos 
  whose gifts send many to his realm. "All are equal in Nerull's cold realm. Every living thing is an affront to the Reaper, 
  and every death brings a dark spark of joy to his long-dead heart. Those who pray to Nerull to appease him only attract 
  his attention and their own doom. Those who kill in his name shall be rewarded." Clerics of Nerull are secretive and 
  solitary, as few sane people would tolerate their presence. Except in the most evil lands, no organized church of Nerull 
  exists. Nerull's clerics commit murder as offerings to their god; when their actions are discovered, they flee their hiding 
  places and move far away to carry out their evil deeds, appearing innocent while occasionally killing wayfarers on their 
  long journey.  Among followers of the Old Faith, Nerull is also seen as a god of winter. Some are obsessed with death, 
  even as children, and those are potential recruits to the clergy of Nerull. All must survive the final initiation rite: being 
  buried alive. Nerull's followers desecrate ancient tombs looking for lost lore, establish cults to provide willing food for 
  vampires, and raise undead armies to terrify the world of the living. Much of Nerull's liturgy is spoken in the past tense, 
  even if it hasn't happened yet. For example, a cleric of Nerull might pray, "You granted me ultimate dominion over the 
  dead..." Nerull's temples are generally secret places hidden underground and crawling with undead. For unscrupulous 
  adventurers who can stomach Nerull's hatred of the living, they're good places for "no questions asked" raise dead spells. 
  Nerull finds little worth celebrating, other than death. The number of different funeral rites Nerull has, depending on 
  who died and how, is staggering.  Nerull's clerics wear rust-red garb when not in disguise. 
   
  
   
  Name: Nola 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Sun 
  Titles:  
  Holy Symbol: Copper or gold sun 
  Alignment: NG (LG) 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Javelin 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming javelin 
  Domains: Air, Fire, Glory* (CD), Good, Healing, Sun. 
  Special Notes:  
  Description: Nola is the first being created by Uvot.  She represents the life-giving power of sunlight and its ability to 
  reveal things hidden in the dark.  A nurturing deity, she abhors deadly cold and those who destroy things before they 
  have a chance to come to fruition.  She is pictured as a Touv woman of serene beauty, her head surrounded by a corona 
  of flame. Priests of Nola are concerned with the growth and development of living things, especially children.  
  Adventuring priests often see themselves in a parental role, watching over the adventuring companions and seeing to 
  their maturation. Ceremonial garb includes a headdress and collar of copper and gold. 
   
  
   
  Name: Nomog-Geaya 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Hobgoblins, War, Authority 
  Titles:  
  Holy Symbol: Crossed longsword and handaxe 
  Alignment: LE 
  Origin of Worship: Goblinoid 
  Core Worshippers: Hobgoblins 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) or handaxe (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving longsword or handaxe 
  Domains: Courage* (CW), Evil, Law, Strength, Tyranny* (CW), War. 
  Special Notes:  
  Description:  
   
  
   
  Name: Norebo 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Luck, Gambling, Risks 
  Titles: God of Gambles 
  Holy Symbol: A pair of eight sided dice 
  Alignment: CN 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending dagger 
  Domains: Chaos, Competition* (CD), Courage* (CW), Luck, Trickery. 
  Special Notes:  
  Description: Norebo (noh-REE-boh) is one of the more popular Suel gods, known for his willingness to make a bet on 
  anything and his fondness for dice games; his symbol (a pair of eight-sided dice) stems from this. He has been paired 
  with most of the female members of his pantheon, but has been linked to Wee Jas for the past one thousand years 
  despite their alignment differences. He particularly despises Ralishaz for giving gambling and risks a bad name. Norebo 
  is shown as a man of average height, weight, and features, but can assume animal forms, especially when he wishes to be 
  hidden. "Life is full of risks and gambling with fate is the only thing that makes life worth living. Owning property and 
  life itself are fleeting things, and best be enjoyed while you have them." His worship is popular in the barbarian lands 
  and large cities, and donations to his temples (called Churches of the Big Gamble) are usually in the form of lost bets (as 
  gambling operations are run on-site). Some patrons donate to his temple in the hopes of warding off thieves and 
  assassins. Clerics of the Norebo are willing to make wagers on anything and are usually employed at least part of the 
  time in a gambling house. Others wander the world to bring chance and elements of risk into people's lives; they 
  especially love bothering clerics and followers of rigid gods such as Allitur, Pholtus, and St. Cuthbert.  Ceremonial garb 
  includes brown or dark green robes. 
   
  
   
  Name: Obad-Hai 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Nature, Woodlands, Freedom, Hunting, Beasts 
  Titles: The Shalm 
  Holy Symbol: A mask of oak leaves and acorns 
  Alignment: N 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons: druid weapons 
  Weapon of the Deity Spell: +1 defending quarterstaff 
  Domains: Air, Animal, Earth, Fire, Plant, Water. 
  Special Notes:  
  Description: Obad-Hai (OH-bahd HI) carries a hornwood staff called the Shalmstaff, which allows the bearer swift and 
  easy passage through floral and faunal hazards, and a shalm (the double-reeded woodwind instrument from which he 
  takes his title). He shown as a lean and weathered man of indeterminately old age, dressed in brown or russet and 
  looking like a hermit, although nonhuman communities show him as one of their own race. His symbol is an oak leaf 
  and acorn. Because of their difference in perspective, Ehlonna and Obad-Hai are unfriendly rivals, and he also counts 
  Phyton as his enemy. "One should live in harmony with nature in all of its variety. Those who destroy or otherwise harm 
  nature deserve swift vengeance in an appropriate manner. Those who are one with nature have little to fear, although 
  the well-meaning but foolish are sometimes brought down by a danger they could not avoid or divert. The wilds can be 
  ugly, dangerous, or terrible, but these things are a part of nature and should be respected as much as those that are 
  beautiful, harmless, or wonderful." Most of the Shalm's clerics are male, whether human, gnome, halfling, or fey. Most 
  tend get along very well with rangers and druids. They serve as protectors of nature, acting as the agents of retribution 
  when their protection is insufficient or too late. They teach hunting in the way that nature's creatures do (choosing the 
  weakest of the herd, etc.). Obad-Hai's adherents learn to become one with the Shalm in isolation, surrounded by 
  wilderness, Only at the beginning and end of a new cleric's training does he receive guidance from a senior member of 
  ObadHai's clergy. The rest of the time is spent living oft the land and developing an instinctive connection to Obad-
  Hai's will. Not surprisingly, Obad-Hai counts more druids among his followers than clerics. If it takes place in the 
  wilderness, Obad-Hai's followers are interested. Quests that protect a forest from woodcutters, cleanse the corrupted 
  heart of a swamp, or prevent a dwarf mine from unleashing a volcanic eruption are smiled upon by the Shalm. Obad-
  Hai's prayers and psalms often start with a reference to birth or growth and end with a reference to death or ending. One 
  common prayer for guidance begins, "Shalm. my thirst for knowledge grows/Lend me your wisdom and bury my 
  doubts." Groves of oak trees deep in the wilderness mark Obad-Hai's shrines. These temples are defended by dozens of 
  guardian animals and other denizens of the wilderness, many of whom are content to observe visitors from a distance. 
  Obad-Hai's rites are exclusively seasonal and are triggered by a real-world event: the first songbird of spring and the first 
  snowflake of winter, for example.  Clerics of Obad-Hai have no formal hierarchy.  They treat all those of their order as 
  equals.  They wear russet-colored clothing and maintain hidden woodland shrines that are usually located far from 
  civilization. 
   
  
   
  Name: Olidammara 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Music, Revels, Wine, Rogues, Humor, Tricks 
  Titles: The Laughing Rogue 
  Holy Symbol: Laughing mask 
  Alignment: CN 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridian 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Rapier (m) 
  Other Preferred Weapons: rogue weapons 
  Weapon of the Deity Spell: +1 keen rapier 
  Domains: Celerity* (CD), Chaos, City* (RoD), Luck, Mind* (CD), Trickery. 
  Special Notes:  
  Description: Olidammara (oh-lih-dam-MAH-rah) loves upsetting those who are too attached to their boring and 
  controlled worlds. He is shown as a brown-haired man of rakish appearance, olive skin, and merry eyes, although his 
  magic laughing mask (and holy symbol) allows him to change his appearance. Zagyg once forced him into the shape of a 
  small carapaced animal and imprisoned him; the Laughing Rogue still retains the ability to form a protective carapace, 
  and he has used it to thwart many aggressors and pursuers. He is friendly enough with other gods, although the lawful 
  ones resent his capriciousness and tricks. "Treat music as the art it is. Strive to be as skilled at it as your patron. Life is 
  meant to be happy and entertaining, and the best jokes need a target to hang them on; when it is your turn, accept the 
  laugh and appreciate the trick. Wine is one of the joys of life, and the only thing better than making wine is drinking it. 
  Avoid misery, temperance, and solemnity, for they are the greatest poisons to the soul." Olidammara has a faithful 
  following but few easily found churches. Clerics of Olidammara study music, make wine, tell jokes, and occasionally 
  perform acts of mayhem. Those who live in cities tend to work as entertainers or vintners, while those who prefer rural 
  settings act are storytellers, messengers, and minstrels. Many of them live a life on the run from powerful people whom 
  they greatly offended early in their careers. Others just enjoy traveling in search of new music, exotic wines, and 
  celebrations. Becoming a cleric of Olidammara seems easy enough to an outsider - it looks like one celebration and 
  escapade after another. But would-be clerics are being keenly observed even in their least sober moments as more senior 
  followers of the Laughing God look for the right mixture of joy, whimsy, and mischief. Missions that steal from the rich 
  or embarrass the mighty are the headiest wine of all. Followers of OIidammara might engage in intrigues at the Duke's 
  masquerade ball, steal offerings from the temple of a rival deity, or rescue a world-spanning thief from a prison on the 
  plane of Pandemonium. Olidammara's prayers are more often sung than spoken, and they almost always rhyme. There 
  are very few established liturgies, because Olidammara's worshipers are expected to freestyle-rhyme praises to their 
  deity. Simple shrines to Olidammara are common in concert halls and public houses. However, the larger temples are 
  hidden (often in the city's sewer network), because they double as a hideout for thieves. Those who know where a 
  temple to Olidammara is can buy or sell all sorts of stolen or forbidden goods there. Olidammara's rites range from the 
  simple (the Ceremony of the Cork, practiced when a particularly good bottle of wine is opened) to the elaborate (New 
  Moon Follies, a three-act comedy performed by and for Olidammara worshipers). Most feature alcohol, song, and 
  laughter. 
   
  
   
  Name: Osprem 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Sea Voyages, Ships, Sailors 
  Titles:  
  Holy Symbol: A barracuda or a sperm whale 
  Alignment: LN 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Trident (m) 
  Other Preferred Weapons: sailor weapons 
  Weapon of the Deity Spell: trident of fish command 
  Domains: Law, Protection, Travel, Water, Weather* (CD). 
  Special Notes:  
  Description: Osprem (AH-sprem) is a generally benign goddess, revered by the Suel people as the protector of those 
  who travel on the water. She is more compassionate than her occasional companion Xerbo, yet she is not averse to 
  punishing those who offend her or disobey her laws. She is shown as a beautiful gowned woman, a dolphin, a barracuda, 
  or a sperm whale; the latter two are interchangeably used as her holy symbol. She wears no armor but is protected by a 
  ring carved from a whale's tooth, given to her by the grandfather of all whales. "The seas provide a bounty of food and a 
  means of travel; protect the sea as you would your own home, or face Osprem's wrath. She protects those who sail and 
  their vessels as long as they respect her and abide by her laws. She guides vessels through dangerous waters and is the 
  patron goddess of naval explorers." Those who defy her laws are punished by storms of ice, and it is said entire towns 
  were wiped out because of serious transgressions against her. Her clerics are skilled navigators and often become the 
  spiritual leaders of communities that rely on the sea for survival. Many gain political power for themselves based on the 
  need for their abilities. Clerics not tied to one place might travel a great deal by ship; though they feel awkward away 
  from the ocean, they are comfortable enough near lakes or rivers to venture inland.  Ceremonial garb includes blue 
  robes or brass armor decorated with symbols of ships, dolphins, barracuda, and whales. 
   
  
   
  Name: Panzuriel 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Evil Aquatic Creatures, Murder, Confusion, Subversion 
  Titles: Deep Old One, The Banished One, The Many-Tentacled One 
  Holy Symbol: Left footprint 
  Alignment: NE 
  Origin of Worship: Kraken 
  Core Worshippers: Evil Aquatic Creatures 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock quarterstaff 
  Domains: Destruction, Evil, Madness* (CD), Mind* (CD), War, Water. 
  Special Notes:  
  Description:  
   
  
   
  Name: Pelor 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Sun, Light, Strength, Healing 
  Titles: The Sun Father, The Shining One 
  Holy Symbol: Stylized sun-face 
  Alignment: NG 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Heavy mace 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming heavy mace 
  Domains: Glory* (CD), Good, Healing, Nobility* (CW, Ss), Purification* (CD), Strength, Sun. 
  Special Notes:  
  Description: Pelor (PAY-lor) is the Flan sun god, known throughout the entire Flanaess. Riding the great ki-rin Star 
  Thought, he summons flights of eagles and destroys evils with bolts of sunlight. Depicted as an old man in white, with 
  wild hair and a beard of shining gold, he was until recently a peaceful and gentle god concerned with the alleviation of 
  suffering. Now, he is a more martial deity who brings his wrath to bear on darkness and evil. Now he invigorates and 
  heals those who champion the cause of good, and the stylized sun-face holy symbol is painted on shields and banners 
  across the Flanaess. "The energy of life originates from the sun. This light brings strength to the weak and health to the 
  injured, while destroying darkness and evil. Do not be afraid to challenge the forces of corruption, but remember that 
  just as staring at the sun can cause blindness of the eyes, relentless attention to the destruction of negative forces can 
  blind the heart to the true essentials of life: kindness, mercy, and compassion." Pelor's clerics are usually quiet, kindly 
  people with a backbone of steel. They are primarily nurturers and protectors, but when the time comes to bear arms they 
  are not afraid to do so. They use their powers to heal, nourish, and otherwise aid the needy, while practicing the skills 
  needed to protect their charges should they be threatened. Clerics of Pelor are free to explore far lands in an effort to 
  drive off harmful beings and spread their god's gift to all who need it. Because Pelor's clerics spend a lot of time tending 
  to the sick, blessing crops, and providing for the basic spiritual needs of their communities, they attract a number of 
  earnest, forthright youths who want to make the world a better place. While not unduly harsh, training among the 
  followers of Pelor is rigorous enough to send many well-meaning youths back to their farms and cobbler-shops. More so 
  than adherents of any other faith, the followers of Pelor often find themselves striving against the undead. They also 
  undertake healing whenever they can-whether that healing is physical or spiritual. Quests that break tip a cabal of 
  necromancers, broker a peace accord between rival warlords, or destroy an ancient lich-queen once and for all are good 
  examples of missions for the glory of Pelor. Pelor's prayers often take the form of firstperson affirmations, such as "I am 
  merciful, just as the Sun of Mercy shines on me." Temples to Pelor are tall structures that often feature large windows, 
  often with decorative stained glass. They tend to be tall, airy, and blindingly white.  They are usually placed so the sun 
  shines into most of their rooms throughout the day.  They often feature open, sunny courtyards as well.  They are kept 
  scupulously clean, and many of them have wings that house hospitals.  They're a good source of healing magic and often 
  easy to find because Pelor-worship is so prevalent in civilized lands. As befits a sun god. Pelor's major festivals take place 
  on solstices and equinoxes, and many weddings and rites of passage take place on the cusp of a new season. The Blessing 
  of the Sun-Kissed Field is a common rite requested by farmers.  Pelor's clerics favor yellow garb.  They are usually kindly 
  people with backbones of steel. 
   
  
   
  Name: Phaulkon 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Air, Wind, Clouds, Birds, Archery 
  Titles:  
  Holy Symbol: A winged human silhouette 
  Alignment: CG 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longbow (m) 
  Other Preferred Weapons: dagger 
  Weapon of the Deity Spell: +1 distance longbow 
  Domains: Air, Animal, Chaos, Good, Sky* (RotW), War. 
  Special Notes:  
  Description: Phaulkon (FAHL-kahn) is an active deity, promoting the cause of good and chasing down evil. He 
  concerns himself with all things that happen under the open sky, and is a scholar of artifacts (and how to negate their 
  powers). Father of Kord and second only to him in fighting ability, he is friendly with Aerdrie Faenya (the elven goddess 
  of air and weather), Jascar, and the other gods with portfolios similar to his own. Depicted as a powerful, cleanshaven, 
  bare-chested wingless man, his holy symbol is a winged human silhouette. "Victory in battle depends upon archery. The 
  sky is the dome over creation, and creatures of the sky are blessed for freeing themselves from the soil. Take the fight to 
  the enemy; do not wait for the encroach of evil. The ancient devices of war are best left alone, as their use involves great 
  danger." Phaulkon's clerics study the sky and clouds for portents, and work to protect the nesting places of flying 
  animals. They teach archery and hunting to common people so they may feed and protect themselves, teach farmers the 
  difference between birds that eat seeds and those that kill seed-eaters, and train soldiers in the more difficult aspects of 
  ranged combat. When rumors of ancient evil magic surface, they seek out the source to make sure the item gets 
  destroyed or at least stays buried. His clerics tend to be wanderers, enjoying living under the open sky and fighting evil 
  where they discover it.  Ceremonial garb includes blue clothing. 
   
  
   
  Name: Pholtus 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Light, Resolution, Law, Order, Inflexibility, Sun, Moons 
  Titles: of the Blinding Light 
  Holy Symbol: Full moon partially eclipsed by a smaller crescent moon 
  Alignment: LG (LN) 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming quarterstaff 
  Domains: Glory* (CD), Good, Inquisition* (CD), Knowledge, Law, Purification* (CD), Sun. 
  Special Notes:  
  Description: Pholtus (FOHL-tus) is a stern Oeridian guardian of unbending Law, depicted as a tall, slender man in a 
  white robe, with fair skin and hair, and eyes that shine with the fires of devotion. He carries the Staff of the Silvery Sun, 
  an ivory object shod in silver and topped by an electrum sun-disk. His holy symbol is a full moon (Luna) partially 
  eclipsed by a smaller crescent moon (Celene). He believes that he is the authority on Law and the natural order, which 
  makes him unpopular with other gods. He particularly despises the Oeridian wind gods and is opposed by St. Cuthbert. 
  "The One True Way is a strict path, but guarantees rightness. Show no tolerance for those who do not give all for the 
  cause of Law. Fanaticism in the name of the Blinding Light is praiseworthy, and Law's champions shall be rewarded in 
  the era when chaos has been vanquished." This church does not have much respect for those of other religions, 
  especially chaotic ones. The anthem of the worshipers is "O Blinding Light"; the church has three ascending orders: 
  Glimmering (preferring white garments), Gleaming (preferring white and silver), and Shining (preferring white, silver, 
  and gold). Clerics of the Blinding Light are expected to bring the word to unbelievers, and brook no argument against 
  this practice. This quest means they must travel far from their churches, usually in groups should unbelievers and 
  heretics turn hostile. They smite chaos where they find it, and Evil once chaos is rooted out. These clerics get along well 
  with conservative paladins. When not preaching, they act as judges, lawyers, and arbiters. 
   
  
   
  Name: Phyton 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Nature, Beauty, Farming 
  Titles: The Woodshaper 
  Holy Symbol: A scimitar in front of an oak tree 
  Alignment: CG 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Scimitar (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending scimitar 
  Domains: Chaos, Community* (CD), Good, Plant, Sun, Water. 
  Special Notes:  
  Description: Phyton (FIE-tahn) is a tall, slender, youthful-looking Suel god who can take the form of any forest 
  creature. Once like most nature deities, he now represents man's dominion over nature, and this puts him at odds with 
  those who would protect a forest from the actions of mankind, just as his dominion over beauty angers Wee Jas. He 
  clears forests to make room for crops, cuts tracks through mountains to make roads, and dams rivers to form fishing 
  ponds. His symbol, a scimitar in front of an oak tree, hearkens back to his old purpose. "Nothing in nature is so beautiful 
  as what man can make of it. A field of crops, a garden of herbs, and a swamp drained to form fertile soil are all marvels of 
  nature as much as the forest and mountains. Natural animals that can be domesticated should be, but those that are 
  dangerous to man or his works should be slain." Clerics of Phyton act as protectors for farming settlements and look for 
  ways to make use of nearby land. Each normally chooses a region to watch over, typically a circle one day's walk in 
  diameter. They might use their powers to redirect a river to suit a town's needs, or to cull a forest of its uglier plants to 
  leave a more pleasant locale. Some clerics wander the unsettled parts of the world, looking for destructive creatures to 
  kill, abandoned sites of old civilizations, or wild places that might be useful to mankind.  Ceremonial garb includes 
  brown or green (lighter colors in autumn). 
   
  
   
  Name: Procan 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Seas, Sea Life, Salt, Sea Weather, Navigation 
  Titles: The Storm Lord, Sailor of Sea and Sky 
  Holy Symbol: Trident over a cresting wave 
  Alignment: CN 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Trident (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: trident of fish command 
  Domains: Animal, Chaos, Luck, Travel, Water, Weather* (CD). 
  Special Notes: Divine spellcasters can produce fresh or salt water when casting the spell create water.  They make their 
  holy water from salt water as well. 
  Description: Procan (PROH-kan) is the father of the Oeridian wind gods (Atroa, Sotillion, Telchur, and Wenta) and the 
  sky-god Velnius. He usually ignores other gods save those who rival his control of the sea (Osprem and Xerbo). 
  Typically worshiped for his aquatic aspect, a few inland peoples revere him as a weather god. He is greedy, tempestuous, 
  and mercurial, rarely keeping the same mood for more than an hour. His trident Undertow is made of coral and gold 
  and finds sunken treasure; this weapon over a cresting wave is his holy symbol. "The seas and skies are ever-changing 
  and unpredictable. The waters that blanket the earth are deep and unknowable, and their waves can pull down any ship 
  not guided by Procan. He must be honored so that one can avoid his fury in the greatest storms and reap the bounties of 
  the deep blue waters. Life came from the sea and to the sea all life will return." Clerics of Procan avoid complexities in 
  life (the faith itself has few rituals) and usually live on or near the sea, attending to those who earn their livelihood on 
  the seas. They are considered good luck on sea voyages, and are often hired by captains, or choose to pilot their own 
  vessels. They may be leaders or enemies of pirates. Holy water is made from salt water; their create water cantrips may 
  create fresh or salty water. 
   
  
   
  Name: Pyremius 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Fire, Poison, Murder 
  Titles: The Blazing Killer, Demon of Venom, Hideous Assassin 
  Holy Symbol: A demonic face with ears like bat wings 
  Alignment: NE 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) 
  Other Preferred Weapons: whip (e) 
  Weapon of the Deity Spell: longsword of venom (as dagger) 
  Domains: Destruction, Evil, Fire, Madness* (CD), Mysticism* (CD). 
  Special Notes: Divine spellcasters cannot cast spells with the cold descriptor; they are not restricted, however, from 
  casting a spell that has been modified by an item or feat (like Energy Substitution) so that its cold descriptor is 
  completely changed to another descriptor. 
  Description: Pyremius (pie-REH-mee-us) was originally a demigod of poison and murder, but he poisoned Ranet, the 
  Suel goddess of fire, and assumed her portfolio during the height of the Suel Empire, corrupting it from a life-giving 
  power into a destructive element. He is now the patron of assassins, and he carries a longsword called Red Light and a 
  whip called Viper. He is friendly with fiends; jermlaine worship him, as do many nonhuman tribes. He keeps other gods 
  at arm's length, except for Syrul, a fellow patron of the Scarlet Brotherhood. His holy symbol is a demonic face with ears 
  like a bat's wings. "The world will perish in fire. Anything that threatens you must be burned, and those who would keep 
  you from doing this must be killed. The greatest enemy must sleep sometime. Those who fall to such tactics deserve 
  their fate, and those who exploit these weaknesses are the most crafty of all." This doctrine means ranking clerics tend to 
  prey upon each other, and smarter ones sometimes leave a temple to found their own order of the church. His clerics 
  watch other people for weaknesses or openings in their defenses. They expose themselves to great heat to test their 
  strength, plot against those who hold things they want, build superior forges, and explore exotic locations to find rare 
  plants and other substances from which poisons can be made. Assassins can be hired at their temples; turnover among 
  the clerics is high because of internal feuds. The Hideous Assassin's temples are always built of mortared stone, 
  preferably volcanic, with red and orange shapes enameled onto the walls and covered in a glaze to reflect the light. Fires 
  burn in the center of every public room at all times.  There are many alcoves and blind corners, giving visitors who 
  spend any time here a strong feeling of paranoia.  Hot, dry days that cause fires are holy times for these obsessve people; 
  they met at the site of such fires and offer prayers to their fickle god.  Sacrifices of prisoners and slaves are conducted at 
  the beginning of winter, spring, and low summer; these victims are poisoned with corrosive substances, stabbed in the 
  back, and burned alive on great pyres.  Ceremonial garb includes orange silk trousers and jerkins, with another layer of 
  red silk over that, slitted to reveal the inner layer; one wearing such a costume appears to ripple with flame.  Heavy 
  bracers made of brass adorn the wrists, and males and females shave their heads.  Ceremonial tools are a small sword 
  made of brass and a fine leather whip braided with red gold.  Alternating colors of red and orange are the norm for 
  adventuring followers of the Blazing Killer.  This is normally accomplished with patches of one color sewn onto clothes 
  of the other color, strips of both colors tied in elaborate knots, or with vivid body paints.  The clergy of Pyremius are 
  known as deathseekers. 
   
  
   
  Name: Quetzalcoatl 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Air, Birds, Snakes 
  Titles:  
  Holy Symbol: Winged snake 
  Alignment: LN 
  Origin of Worship: Olman 
  Core Worshippers: Olman 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance dagger 
  Domains: Air, Animal, Domination* (CD), Knowledge, Law, Protection, Sky* (RotW). 
  Special Notes:  
  Description: Quetzalcoatl is the enigmatic god who has spent the most time leading the Olman gods.  He most 
  frequently manifests as a couatl, but can appear in any number of bizarre and monstrous forms.  He is a patron of the arts 
  and metallurgy and is the least warlike of the Olman powers. The priests of this god are leaders and administrators, 
  promoting the god through political means.  They expect their orders to be followed by all non-priests and the younger 
  priests of the other god.  They also carve elaborate sculptures and fabricate metal items.  Ceremonial garb includes a vest 
  and headdress of green jade or feathers. 
   
  
   
  Name: Ralishaz 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Chance, Ill Luck, Misfortune, Insanity 
  Titles: The Unlooked For 
  Holy Symbol: Three sticks of bone 
  Alignment: CN 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons: wooden weapons 
  Weapon of the Deity Spell: +1 defending quarterstaff 
  Domains: Chaos, Destruction, Liberation* (CD), Luck, Madness* (CD), Oracle* (CD). 
  Special Notes:  
  Description: Ralishaz (RAL-ih-shaz) is ever-changing (hideous to beautiful, female to male), but he usually appears as an 
  oddly dressed beggar. He carries nothing but his wooden staff; his holy symbol is three sticks of bone, derived from 
  divination and gambling tools. He rewards or punishes those that rely on chance or take great risks, seemingly at 
  random. He is the god of insanity; many debate whether his appearance and whims are truly random or just madness. 
  He shuns other gods, although he does not seem to be hateful of them. "Order does not exist, only randomness and 
  chance, and the odds are stacked against you. While you may have a good run against the odds, eventually the universe 
  will balance itself out against you. Randomness and insanity go hand in hand, and sometimes those who are the most 
  insane are the ones who are closest to the true nature of the universe. Kindness and prosperity are illusions, as 
  misfortune comes to all sooner or later." Clerics of Ralishaz are a curious combination of fatalism and recklessness, 
  stoicism and wild endeavor, depending upon how they feel their place is in the world at that moment. They live 
  charmed lives, although when misfortune hits them it hits hard. They preside over places of gambling, although most 
  patrons are unsure if their presence wards off bad luck or draws it. They travel when their divinations indicate they 
  should, or at the roll of a die. They are often mean-minded or cruel, not seeing the point of friendliness to someone who 
  will eventually be cursed by bad luck. 
   
  
   
  Name: Rao 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Peace, Reason, Serenity 
  Titles: The Mediator, The Calm God 
  Holy Symbol: White heart of wood or metal or a heart-shaped mask with a calm expression 
  Alignment: LG 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Light mace 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending light mace 
  Domains: Community* (CD), Glory* (CD), Good, Inquisition* (CD), Knowledge, Law, Mind* (CD), Pact* (CD). 
  Special Notes:  
  Description: Rao (RAH-oh) is shown as an old man with dark skin, white hair, slender hands, and a serene smile.  Any 
  time an offering of peace is made, Rao grows a day younger.  Although he never intervenes directly on Oerth, Rao is the 
  creator of several artifacts of good, particularly the Crook of Rao.  He is a dedicated foe of Iuz, an ally of Zilchus, and is 
  otherwise friendly with all other beings.  He can cause any aggressive being to relax into an agreeable calmness with a 
  glance, having thwarted even Nerull with this power in the past.  His holy symbol is a white heart of wood or metal, or a 
  heart-shaped mask with a calm expression.  "Reason is the greatest gift.  It leads to discourse, which leads to peace, 
  which leads to serenity.  If all could be convinced to reason with each other, the world would enjoy the harmony of 
  benign order.  Some refuse to use reason and instead resort to violence, at which time action - governed by reason and 
  wisdom - is required to counteract their deeds and restore peace."  His clerics pursue knowledge, paths of logical 
  thought, theology, and introspective meditation.  They prefer peaceful means over violence, but are not above using 
  force when their arguments are ignored or the bastions of reason are threatened.  They search for new schools of 
  thinking, fabled locales of calmness and quietude, powerful magic to use in the cause of Law and Good.  Temples of Rao 
  are generally stately, open air affairs filled with incense, quiet chanting, and earnest philosophical discussion.  Many 
  have extensive libraries and learned sages on hand to answer even the most esoteric question. 
   
  
   
  Name: Raxivort 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Xvarts, Rats, Wererats, Bats 
  Titles: Lord of Xvartkind, Master of Rats, Night Flutterer 
  Holy Symbol: A blue flaming hand 
  Alignment: CE 
  Origin of Worship: Xvart 
  Core Worshippers: Xvarts 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Scimitar (m) 
  Other Preferred Weapons: small dagger. small shortsword (m) 
  Weapon of the Deity Spell: +1 flaming scimitar 
  Domains: Animal, Chaos, Evil, Mysticism* (CD), Pestilence* (CD), Trickery. 
  Special Notes:  
  Description: Raxivort (RAKS-ih-vort) is the god of all xvarts - a short, blue-skinned goblinoid race found in the Bandit 
  Kingdoms, old lands of the Horned Society, Bone March, Pomarj, Verbobonc, and the eastern Vesve Forest.  Raxivort 
  was the greatest general of his race, taken in by the demon lord Graz’zt and granted abilities by his lord.  After centuries 
  of serving as Graz’zt’s Master of Slaves, Raxivort looted the demon’s armory and claimed his own Abyssal realm.  While 
  he can take the form of a great rat or bat, his natural form is that of a strong but ugly xvart wearing silken garments over 
  blue mail.  He carries the falchion Azure Razor, favors throwing blades of various sizes and creates fans of acidic fire 
  from his left hand (thus, his symbol is a blue flaming hand).  He combats most other nonhuman gods and avoids 
  demons entirely. "Xvarts are the inheritors of the world.  They and their rat, wererat, and bat allies will destroy their 
  enemies, particularly the goblins and kobolds.  With cunning, numbers, and small allies, the xvarts will overwhelm all 
  opposition.  Like Raxivort himself, fire and knives are the tools of the xvarts against their hated foes.  Those who can not 
  take the shape of a rat or bat are doubly blessed."  Most clerics of Raxivort are xvarts, although some rat- and bat-
  creatures worship him as well.  The less militaristic clerics search out old ruins to stone sores of magic and weapons that 
  can be brought back for their tribe.  His clerics are more open-minded about and less fearful of humans than other 
  xvarts, and they serve as negotiators or diplomats when humans are encountered. 
   
  
   
  Name: Rillifane Rallathil 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Wood Elves, Woodlands, Nature, Druids 
  Titles: The Leaflord, The Wild One, The Great Oak, The Many-Branched, The Many-Limbed 
  Holy Symbol: Oak tree 
  Alignment: CG 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons: longbow 
  Weapon of the Deity Spell: +1 defending quarterstaff 
  Domains: Celerity* (CD), Chaos, Good, Mysticism* (CD), Plant, Protection, Travel. 
  Special Notes:  
  Description: Rillifane is likened by his clerics to a giant ethereal oak tree so huge that its roots mingle with the roots of 
  every other plant in the world.  On a more mundane level, Rillifane can appear as a green-skinned elf clad in bark armor 
  and carrying a magic bow.  Arrows shot from this bow by Rillifane always slay their target if they hit. Rillifane is 
  primarily concerned that all creatures have the opportunity to act out their roles in nature without abusing them.  
  Rillifane’s clerics are deadly enemies of those who hunt for sport and those who harm trees maliciously or 
  unnecessarily. 
   
  
   
  Name: Roykyn 
  Gender: f 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Cruelty 
  Titles: The Merciless 
  Holy Symbol: A furled scroll dripping a dark fluid 
  Alignment: NE 
  Origin of Worship: Gnome 
  Core Worshippers: Gnomes 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spiked gauntlet 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: spiked gauntlet of venom (as dagger) 
  Domains: Evil, Madness* (CD), Trickery. 
  Special Notes:  
  Description: Roykyn (ROY-kihn) is a gnome goddess of cruelty, particularly cruel pranks.  Sponsored to divinity by 
  Erythnul (possibly as an attempt to broaden his appeal to more than just outright violence), she doesn't care who her 
  targets are, as long as they suffer suitably.  A former cleric of Urdlen, gnome god of bloodlust, evil, and uncontrolled 
  impulses, she abandoned her faith and turned over an entire temple of her own clergy to a conclave of mind flayers as a 
  cruel joke and insult to her former patron, whom she felt didn't reward her enough for her work.  Roykyn is capricious 
  and not above inflicting a cruel joke upon any being, evil or good.  She is depicted as a black-haired gnome with a 
  wicked gleam in her eye, but can appear in almost any humanoid form.  Her favorite weapon is a spiked gauntlet with 
  poisoned barbs, her favorite animal is a feral cat, and her holy symbol is a furled scroll dripping dark fluid.  "The greatest 
  joy is in causing pain and suffering to others, whether in the spirit, mind, or body.  Let no day pass without giving 
  someone the kindness of a small cruel joke.  Be merciless if you find someone who can be humbled with the proper act, 
  for what makes us equal is our capacity for humiliation.  The ability to harm another with an unkind word or deed is the 
  greatest power, for cruelty is a tyrant that is always attended with fear.  It is fed, not weakened, by tears, and upon the 
  tears of your victims you will grow strong."  Roykyn's clerics scandalize public officials with scandalous letters, 
  embarrassing rumors, and betrayals by lovers and allies.  They love nothing more than to see the high brought low and 
  the low forced to sleep in their own misery.  They adventure to find new people to harm and for the opportunity to see a 
  terrible fate befall someone undeserving, such as a pious paladin slain by a poisoned spike trap. 
   
  
   
  Name: Rudd 
  Gender: f 
  Rank: Demigod 
  Areas of Concern/Portfolio: Chance, Good Luck, Skill 
  Titles: The Charm, The Duelist 
  Holy Symbol: A bull's-eye target 
  Alignment: CN (CG) 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Rapier (m) 
  Other Preferred Weapons: shortbow (m) 
  Weapon of the Deity Spell: +1 defending rapier 
  Domains: Chaos, Competition* (CD), Destiny* (RoD), Luck. 
  Special Notes:  
  Description: Rudd (RUD) is a woman who ascended to godhood with Olidammara's help. She appears to be a trim, 
  athletic Oeridian woman wearing form-fitting clothing and a long blue cloak. Some say she was one of the nine 
  demigods trapped by the mad archmage Zagig, and her church has become popular in the last two decades, especially 
  among adventurers. She is friendly with her mentor and Norebo, but opposes Zagyg, Ralishaz, and luz. A master of the 
  rapier, she never misses with her shortbow and claims the bull's-eye target as her holy symbol. "Depend upon skill for 
  success, but also on your good fortune. Never rule out the long shot, but don't count on it. Successful people make their 
  own luck, at a gaming table or in a duel, especially if they buck the odds with expertise. The ability to recognize good 
  luck and seize its possibilities divides the heroes from the fools." Rudd's clerics practice at games that rely heavily on 
  chance and physical prowess (less often mental ability), hone their fighting abilities, and perform other tasks that 
  improve with repetition. They work in gambling establishments and schools of fencing and archery, counsel the novice 
  to continue training, and caution the perpetually unlucky to find other interests. They adventure for the thrill of 
  experience, to prove their ability, to beat the odds, and just for the sake of exploring. 
   
  
   
  Name: Segojan Earthcaller 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Earth, Nature 
  Titles: Earthfriend, The Rock Gnome, Lord of the Burrow, Digger of Dens, The Badger, The Wolverine 
  Holy Symbol: Large glowing gemstone 
  Alignment: NG 
  Origin of Worship: Gnome 
  Core Worshippers: Gnomes 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Heavy mace 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending heavy mace 
  Domains: Animal, Community* (CD), Earth, Good, Mysticism* (CD), Summoner* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Sehanine Moonbow 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Mysticism, Dreams, Far Journeys, Death, Full Moons, Transcendence 
  Titles: The Lady of Dreams, Daughter of the Night Skies, Moonlit Mystery, The Mystic Seer, The Luminous Cloud 
  Holy Symbol: A full moon topped with a crescent shaped haze 
  Alignment: CG (NG) 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Quarterstaff 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 ghost touch quarterstaff 
  Domains: Chaos, Dream* (CD), Good, Knowledge, Oracle* (CD), Repose* (Ss), Travel, Trickery. 
  Special Notes:  
  Description: Sehanine Moonbow (SAY-hah-neen moon-boe) appears as a youthful and ageless female elf wearing a 
  diaphanous flowing gown of moonbeams, using her magic and wands to stun foes or put them into deep sleep. The wife 
  of Corellon Larethian, Sehanine shed tears that mingled with his blood and formed the first elves. She watches over 
  elves' spirits on their journey from death to the afterlife. As a moon goddess she is also responsible for dreams, omens, 
  and illusions, but protects her faithful against lunacy. Her symbol is a full moon topped by a crescent-shaped haze. "Life 
  is a series of mysteries whose secrets are veiled by Sehanine. As the spirit transcends its mortal limits and discovers new 
  mysteries, it achieves a higher state and the cycle of life continues. Through dreams and visions revealed in sleep and 
  reverie, she unveils the next step along the path and the next destination in the cycle of life and death. Revere the 
  mysterious moons, for they pull on the soul of each being like tides." Sehanine's clerics are seers and mystics, serving as 
  spiritual counselors to elves and half-elves who embark on journeys in search of enlightenment and transcendence. 
  They serve her aspect as guardian of the dead by administering funeral rights and guarding the remains of the fallen; 
  they consider undead to be a blasphemy. They create illusions to guard elven lands and strongholds, and cast divinations 
  to discover potential threats to their communities. They adventure to discover lost arcane knowledge, particularly that 
  of divination and illusion.  Sehanine's clerics pray for their spells whenever the moon is fullest during the day.  Holy 
  days are tied to the position of various heavenly bodies, particularly the phases of the moon and eclipses.  Many of these 
  celebrations occur once in a decade, century, or even longer. 
   
  
   
  Name: Sekolah 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Sahuagin, Plunder, Hunting, Tyranny 
  Titles: The Great Shark, The Joyful Hunter, The Caller from the Depths 
  Holy Symbol: White shark 
  Alignment: LE 
  Origin of Worship: Sahuagin 
  Core Worshippers: Sahuagin 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Trident (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: trident of fish command 
  Domains: Competition* (CD), Evil, Law, Mysticism* (CD), Strength, Tyranny* (CW), War. 
  Special Notes:  
  Description:  
   
  
   
  Name: Semuanya 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Lizardfolk, Survival, Propagation 
  Titles: The Survivor, The Breeder, The Watcher 
  Holy Symbol: A lizard's egg 
  Alignment: N 
  Origin of Worship: Lizardfolk 
  Core Worshippers: Lizardfolk 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Greatclub (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving greatclub 
  Domains: Animal, Creation* (CD), Plant, Water. 
  Special Notes:  
  Description:  
   
  
   
  Name: Shargaas 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Darkness, Thieves, Stealth, Night, Undead 
  Titles: The Night Lord, The Blade in the Darkness, The Stalker Below 
  Holy Symbol: Skull on a red crescent moon 
  Alignment: CE 
  Origin of Worship: Orc 
  Core Worshippers: Orcs 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen short sword 
  Domains: Chaos, Death, Evil, Mysticism* (CD), Pestilence* (CD), Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Sheela Peryroyl 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Nature, Agriculture, Weather 
  Titles: Green Sister, The Wise, The Watchful Mother 
  Holy Symbol: Daisy 
  Alignment: N 
  Origin of Worship: Halfling 
  Core Worshippers: Halflings 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Sickle 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending sickle 
  Domains: Air, Celerity* (CD), Earth, Plant, Weather* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Shekinester 
  Gender: f 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Nagas, Destruction, Wisdom, Knowledge, Protection 
  Titles: The Empower, The Weaver, The Preserver 
  Holy Symbol: A mask or a mirror or a grain jar (depends on the aspect of the deity) 
  Alignment: N, CE, & LG 
  Origin of Worship: Naga 
  Core Worshippers: Nagas 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Bite 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 bite, keen 
  Domains: Chaos, Destruction, Evil, Good, Knowledge, Law, Magic, Mind* (CD), Oracle* (CD), Protection. 
  Special Notes:  
  Description:  
   
  
   
  Name: Sixin 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Xill, War, Intrigue, Deception 
  Titles: The Highest, The Rampager, The Wild 
  Holy Symbol: Four red short swords, pommels together, forming an X 
  Alignment: LE 
  Origin of Worship: Xill 
  Core Worshippers: Xill 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 frost short sword 
  Domains: Evil, Law, Strength, Travel, Trickery, War. 
  Special Notes:  
  Description:  
   
  
   
  Name: Skerrit 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Centaurs, Community, Natural Balance 
  Titles: The Forester 
  Holy Symbol: Oak growing from an acorn 
  Alignment: NG 
  Origin of Worship: Centaur 
  Core Worshippers: Centaurs 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Shortspear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming shortspear 
  Domains: Animal, Good, Healing, Plant, Sun. 
  Special Notes:  
  Description:  
   
  
   
  Name: Skoraeus Stonebones 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Stone Giants 
  Titles: King of the Rock 
  Holy Symbol: Stalactite 
  Alignment: N 
  Origin of Worship: Giant 
  Core Worshippers: Stone Giants 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Warhammer (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving warhammer 
  Domains: Earth, Healing, Knowledge, Protection, Summoner* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Solonor Thelandira 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Archery, Hunting, Wilderness Survival 
  Titles: Keen-Eye, The Great Archer, The Forest Hunter 
  Holy Symbol: Silver arrow with green fletching 
  Alignment: CG 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longbow (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance longbow 
  Domains: Animal, Celerity* (CD), Chaos, Good, Plant, War, Weather* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Sotillion 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Summer, South Wind, Ease, Comfort 
  Titles: The Summer Queen 
  Holy Symbol: A winged, pure-orange tiger 
  Alignment: CG (CN) 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Net (e) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance net 
  Domains: Air, Chaos, Dream* (CD), Good, Healing, Plant, Summer* (Ss). 
  Special Notes:  
  Description: Sotillion (so-TIL-ee-on) is depicted as a beautiful woman in diaphanous clothes, reclining on a blanket 
  with a bottle of wine, accompanied by a winged, pure-orange tiger (her holy symbol). With a wave of her hand she can 
  afflict others with a careless stupor nearly unto slumber. Zilchus's wife, she can retain her favorite comforts because of 
  her husband's prosperity. Ever a languid goddess, she often has to be prodded to her duties by her family. "When the 
  wind blows from the south and when planting is done, it is time to rest and enjoy the warm weather with good food, 
  pleasant folk, friendly gossip, and content quiet. Hard work and strain are things to be avoided, if your rewards are 
  threatened, defend them with zeal like the great cat defends her young, for life without its comforts is a life not worth 
  living." Sotillion's clerics like to be pampered and enjoy casual parties and banquets where they can listen to soft music, 
  engage in pleasant conversation with interesting people, and sample tasty foods and beverages. Her clerics make good 
  diplomats because they are able make people so relaxed that they forget their quarrels and gripes. They travel in style, 
  usually on horseback, in a carriage, or on a litter, in order to visit acquaintances or attend parties. Some are of the 
  mindset that ease and comfort become stale and boring without times of distress and hardship to which it can be 
  contrasted; these clergymen go adventuring, both for the purpose of roughing it and to acquire riches to allow them the 
  comforts they desire. 
   
  
   
  Name: Squerrik 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Wererats, Thievery, Disguise, Concealment 
  Titles:  
  Holy Symbol: Rat's head with bared yellow teeth 
  Alignment: LE 
  Origin of Worship: Wererat 
  Core Worshippers: Wererats 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen short sword 
  Domains: Evil, Law, Mind* (CD), Pestilence* (CD), Protection, Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: St. Cuthbert 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Common Sense, Wisdom, Zeal, Honesty, Truth, Discipline 
  Titles: of the Cudgel 
  Holy Symbol: A starburst of rubies, a wooden billet, or a crumpled hat 
  Alignment: LG (LN) 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Club or mace 
  Other Preferred Weapons: bludgeoning weapons 
  Weapon of the Deity Spell: +1 mighty cleaving club or light mace or heavy mace 
  Domains: Destruction, Domination* (CD), Good, Inquisition* (CD), Law, Protection, Strength. 
  Special Notes: Clerics are restricted to one of two alignments: LG or LN.  LN clerics must be more proficient at 
  wielding positive energy; thus they convert to cure spells and turn or destroy undead. 
  Description: St. Cuthbert (CUTH-bert) may have once been a mortal man as his worshipers claim, but if so it was long 
  ago and from an unknown people. His three prominent symbols are a starburst of rubies, a wooden billet, or a crumpled 
  hat, and while he takes many forms (including that of a common yokel or white-haired mustached man in plate mail) he 
  usually is shown with a bronzewood cudgel. He reacts favorably to other lawful nonevil deities, although he has a great 
  rivalry with Pholtus. "The words of St. Cuthbert are wise, practical, and sensible. The word of the Cudgel is law, and the 
  word must be spread so that all may benefit from his wisdom. Weakness in faith and acting against the Saints teachings 
  are intolerable in believers. Unceasing effort should be made to bring unbelievers into the fold. Honesty, truthfulness, 
  practicality, and reasonability are the highest virtues." St. Cuthbert's clergy consists of three divisions that have different 
  purposes: the Chapeaux, which seek to convert people to the faith, the Stars, which exist to retain doctrinal purity 
  among the faith, and the Billets, which minister to and protect the faithful. Clerics of the Cudgel are stern folk who 
  speak their minds plainly. They do not suffer fools and discipline those who backslide in faith. They train in the arts of 
  war and keep themselves physically fit. The Chapeaux wear traditional crumpled hats, the Stars wear a starburst insignia 
  of copper, gold, or platinum, and the Billets wear an oaken or bronzewood billet symbol. St. Cuthbert teaches new 
  clerics with specially recruited mentors that have drill-sergeant attitudes and stern demeanors. Day and night his 
  acolytes pray, train, and fight, until they can recite entire books of St. Cuthbert's scripture from memory. Like 
  Heironeous, St. Cuthbert urges his followers to undertake quests that uphold the chivalric ideal. But more of the 
  Cudgel's quests involve righting a wrong or avenging a fallen hero. Tracking down the bandits that stole the viscount's 
  tax collections, imprisoning the blackguard who slew Sir Cyrrus the Bold, and liberating a province conquered by 
  demon armies are all crusades that a follower of St. Cuthbert would lend his sword to. St. Cuthbert's religious teachings 
  are passed on in the form of commandments, all of which begin "Thou shalt" or "Thou shalt not." In general, clerics of St. 
  Cuthbert are more likely than most to pepper their speech with thee, thine, and other archaic pronouns. Solid, imposing 
  buildings are favored by the architects of St. Cuthbert's temples. Many feature engraved quotations such as "Chaos and 
  evil prevail where good folk do nothing" or "obstinacy brings lumps to the heads of the unfaithful.' The clergy there 
  otter healing and protective magic, but they're careful to make sure that those they help are worthy of St. Cuthbert's 
  favor. All of St. Cuthbert'ss ceremonies include a brief but fiery sermon from a member of the clergy, who exhorts the 
  listeners to turn from their chaotic ways and adhere more closely to the laws of St. Cuthbert. 
   
  
   
  Name: Stern Alia 
  Gender: f 
  Rank: Demigod 
  Areas of Concern/Portfolio: Oeridian Culture, Law, Motherhood 
  Titles:  
  Holy Symbol: An Oeridian woman's face 
  Alignment: LN (LE) 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Heavy mace 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending heavy mace 
  Domains: Inquisition* (CD), Knowledge, Law, Protection. 
  Special Notes:  
  Description:  
   
  
   
  Name: Stronmaus 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Storm & Cloud Giants, Sun, Sky, Weather, Joy 
  Titles: The Storm Lord, The Smiling God, The Thunderhead 
  Holy Symbol: Forked lightning bolt descending from a cloud obscuring the sun 
  Alignment: NG 
  Origin of Worship: Giant 
  Core Worshippers: Storm and Cloud Giants 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Warhammer (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock warhammer 
  Domains: Air, Good, Protection, Sky* (RotW), Sun, War, Weather* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Surtr 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Fire Giants, Fire, War 
  Titles: Lord of the Fire Giants 
  Holy Symbol: Flaming sword 
  Alignment: LE 
  Origin of Worship: Giant 
  Core Worshippers: Fire Giants 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Greatsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming greatsword 
  Domains: Destruction, Evil, Fire, Law, Purification* (CD), Strength, War. 
  Special Notes:  
  Description: Surtr stands ever alert, brandishing his sword that shines brighter than the sun.  He is the lord of fire 
  giants.  He appears as an enormous fire giant, with red-orange flaming hair and coal black skin.  Surtr teaches respect for 
  fire, its use as a tool, and its danger when uncontrolled.  Fire is a cleansing agent, says Surtr, as evidenced by the new 
  growth after every forest fire.  Surtr is primarily concerned with the fate of his fire giants in the world.  Surtr's temples 
  are normally hidden affairs; those that are not hidden are enormous fortresses that ring with the sound of the forges day 
  and night.  His temples store weapons in preparation the final battle at the end of the world. 
   
  
   
  Name: Syrul 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Lies, Deceit, Treachery, False Promises 
  Titles: The Forked Tongue, Night Hag, Oathbreaker 
  Holy Symbol: A forked tongue 
  Alignment: NE 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: dagger of venom 
  Domains: Domination* (CD), Evil, Knowledge, Mind* (CD), Trickery. 
  Special Notes:  
  Description: Syrul (SIGH-rul) appears as a dirty, smelly old hag in tattered clothing (an illusion covers her non-descript 
  appearance).  She is never without Small Lie (a dagger of venom made from an evil unicorn’s horn) and Harsh Truth (a 
  rod of withering made from a gold dragon’s crystallized soul), and rides a great nightmare called Flamedevil.  See can see 
  from any deception or illusion, and her holy symbol is a forked tongue.  Syrul avoids other deities except for Pyremius, 
  whom she partners with many things."The best way to protect what you know is to shield it in a lie.  Speech is deadlier 
  than any weapon; the greatest and smallest fall with a well-spoken untruth.  Give your word to advance your cause, and 
  break it when it is no longer of use.  Trust is for fools, and betraying a fool is the greatest gift and lesson you can give 
  them.  Honesty and straightforwardness are for the dull-witted."  Her churches get along well despite their 
  communication obstacles. Her clerics use their ability to lie effectively in situations where they can cause the most 
  trouble: markets, courtrooms, embassies, and fortunetellers’ booths.  Many are skilled actors; performing in self-written 
  plays that slander authority figures.  They engage in debate, and are hired by leaders to confuse and misdirect spies and 
  unwarranted foreign dignitaries.  They travel to escape persecution, to find rumors to escalate, and to exploit the trust of 
  greedy and foolish explorers.  Her temples are strange affairs made of gnarled wood and tortured-looking stone.  The 
  walls are carved with weird designs that resemble one thing from one angle, and a different from another.  Unusual 
  paintings hang from the walls, such as two dark figures standing between a pair of trees which - if observed long enough 
  - resolves into the image of a skull.  Spinning wooden disks with pleasant and ugly images on either side hang from the 
  ceiling.  Syrul's followers are called forktongues.  The eleventh day of each month is a holy day for the forktongues, 
  although there is no formal ceremony at these times.  Instead, the forktongues are not allowed to tell any truths that day, 
  though they must craft true-sounding lies and get others to believe them.  Any forktongue speaking a truth on this day 
  has his legs broken and reset askew as a warning.  Ceremonial garb includes golden robes - often sewn with actual gold 
  thread - adorned with a forked-tongue symbol; the inner lining of these robes ranges from medium brown to near-black.  
  This garb is complemented by an elaborate wooden staff that cleverly conceals an ornate dagger.  A forked-tongue 
  amulet of red metal, preferably red gold or lacquered rusted iron, is worn over the robe.  Adventuring clerics wear 
  golden-yellow robes with a red forked-tongue symbol.  Even when these robes become ragged or dirty, the tongue-
  symbol must remain recognizable. 
   
  
   
  Name: Telchur 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Winter, Cold, North Wind 
  Titles: Icebrother 
  Holy Symbol: A leafless tree in a field of snow 
  Alignment: CN 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Spear 
  Other Preferred Weapons: shortbow (m) 
  Weapon of the Deity Spell: +1 frost spear 
  Domains: Air, Chaos, Cold* (CD, Fb), Strength, Winter* (Fb). 
  Special Notes:  
  Description: Telchur (TEL-chur) is the bitterest of Procan's children. Resenting being assigned the coldest and bleakest 
  months of the year, he shuns his family to associate with strange beings (including noble slaadi, the Wolf Lord, and the 
  arch-devil Belial). Shown as a gaunt man with dark eyes and an icicle beard, he wields an icy shortspear and is 
  accompanied by a winged, albino bull. He is extremely good at his work; because he wishes no rivals to blight his 
  reputation, he urged his greatest clerics trap his rival Vatun in a magical prison seven hundred years ago. He prefers the 
  tranquility of a frozen forest to the screams of an icy wind through a mountain pass; his symbol is a leafless tree in a field 
  of snow. "While life blossoms in the spring and flourishes in the summer, winter always comes and causes it to die, 
  freezing the ground so that even the strongest shoot cannot break free. The cold wind covers all like a shroud, sucking 
  the life from man and beast, blowing out the fires of his hope, and leaving nothing but endless white silence." Telchur's 
  clerics are brooding and withdrawn. They dislike noise and pleasantries, preferring to focus on the grim necessities of 
  survival, even in times of prosperity. They pray just after dark. They preside over winter funerals, help the fit survive the 
  coldest parts of winter, and adventure to spread the gloom of the Icebrother to distant people. 
   
  
   
  Name: Tezcatlipoca [also known as Apocatequil] 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Sun, Moon, Night, Scheming, Betrayals, Lightning (as Apocatequil) 
  Titles:  
  Holy Symbol: Jaguar 
  Alignment: CE (NE) 
  Origin of Worship: Olman 
  Core Worshippers: Olman 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock longsword 
  Domains: Air, Chaos, Evil, Mysticism* (CD), Sun, Trickery, War, Weather* (CD). 
  Special Notes:  
  Description: Tezcatlipoca is another dual-aspect Olman god, ruling over the sun as well as its absence.  He and 
  Quetzalcoatl are rivals, and the servants of the jaguar-god never support those of the feathered serpent.  He spreads 
  disorder and war, and taught the Olman that wealth equals power. Like the priests of Quetzalcoatl, Tezcatlipoca’s priests 
  are politically active, although they tend to use underhanded methods if straightforward actions are ineffective.  His 
  priests sacrifice to him to bring gentle sunlight to crops and parching heat to the crops of their enemies.  Every year, 
  they pamper a perfect young male from midsummer to midsummer before sacrificing his heart to their god.  They also 
  encourage war with other cities.  Ceremonial garb includes a jeweled helm and kilt of golden feathers.  In parts of the 
  Amedio Jungle, he is worshipped as a god of the moon and lightning; there he is known as Apocatequil. 
   
  
   
  Name: Tharizdun 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity 
  Titles: The Dark God, He of Eternal Darkness 
  Holy Symbol: A dark spiral or inverted pyramid 
  Alignment: NE 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen dagger 
  Domains: Chaos, Destruction, Dream* (CD), Evil, Force* (CD), Knowledge, Madness* (CD), Rune* (Ss). 
  Special Notes: Divine spellcasters cannot prepare or cast spells unless they are in contact or close proximity to an object 
  or site imbued with some of Tharizdun’s power or enabled in some magical way to connect to their deity in some 
  fashion.  This is because of Tharizdun’s imprisonment by the other deities. 
  Description: Tharizdun (tha-RIZ-dun) is an old and evil god of uncertain origin, imprisoned by the concerted effort of 
  all of the gods. He has not been heard from in over one thousand years. If freed, it is said that the gods would again unite 
  to lock him away, for he wishes no less than to unravel the fabric of the universe. Sites keyed to him still exist, and his 
  relics still hold power. Although no true depictions of him remain, he is thought to be an utterly black entity without a 
  solid form, leaving cold, decay, and insanity in his wake. His modern worshipers (such as the Scarlet Brotherhood, many 
  say) carry a symbol of a dark spiral or inverted pyramid. "Light must be snuffed, perfection decayed, order dissolved, and 
  minds fragmented." All sorts of evil are described in the few remaining texts - foul rituals of sacrifice, destruction, and 
  horrors from beyond the world unleashed upon the innocent. The current teachings of this faith revolve around the 
  number three, the discovery of items relating to his power (keys to contacting him), and the means to free him from his 
  confinement.  Many of his clerics are mad. The rest are deluded enough to think that his release will grant them 
  privilege when he remakes the world. They are very secretive and learn to trust only other members of the cult. They 
  conduct bizarre rituals and explore ancient sites for keys to his chains. Because of their god's imprisonment, his clerics 
  must be in contact with an object or site imbued with some of Tharizdun's power to prepare or cast spells.  Clerics of 
  Tharizdun wear black or violet robes.  They carry an obex -  a symbol that resembles a black, angular, inverted two-step 
  pyramid.  The leaders of Tharizdun's cult are called doomdreamers.  They dress in violet robes and wear spiked helmets 
  that conceal their faces. 
   
  
   
  Name: Thrym 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Frost Giants, Cold, Ice, War 
  Titles: Lord of the Frost Giants 
  Holy Symbol: White double-bladed greataxe 
  Alignment: CE 
  Origin of Worship: Giant 
  Core Worshippers: Frost Giants 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Greataxe (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 frost greataxe 
  Domains: Chaos, Cold* (CD, Fb), Destruction, Earth, Evil, Strength, War. 
  Special Notes:  
  Description: Thrym is a hulking menace of a deity, the father of the frost giants and a scourge of frosty terrain.  He 
  appears as a massive frost giant with white eyes, blue hair, and a constant snarl.  His priests are destructive and cruel and 
  have little patience for diplomacy.  Thrym teaches that while Surtr's fire will presage the end of the world, it will end 
  with a cold, endless winter.  Thrym's temples are hidden affairs for the most part; the non-hidden ones are enormous 
  fortresses that ring with the sound of the forges day and night.  His temples store weapons in preparation the final battle 
  at the end of the world. 
   
  
   
  Name: Tiamat 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Evil Dragons, Conquest, Greed 
  Titles: The Chromatic Dragon, Creator of Evil Dragonkind 
  Holy Symbol: Five-headed dragon 
  Alignment: LE 
  Origin of Worship: Dragon 
  Core Worshippers: Dragons 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Heavy pick (m) or bite 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming heavy pick or bite 
  Domains: Destruction, Dragon* (Dr), Evil, Greed* (Dr), Law, Trickery, Tyranny* (CW). 
  Special Notes: Clerics/favored souls are restricted to one of two alignments: LE or NE. 
  Description: Also called the Chromatic Dragon, Tiamat (tee-ah-mat) is a thick-bodied dragon with a wyvern's tail and 
  five heads: black, blue, green, red, and white.  Her massive body is striped in those colors.  All evil dragons pay homage 
  to Tiamat; green and blue dragons acknowledge her sovereignty the most readily.  Good dragons have a healthy respect 
  for her, though they usually avoid mentioning her or even thinking about her. She urges her followers-mostly other 
  dragons, but some humanoid cults-to conquer as much as they can, gathering the spoils of war in rich hoards. No cruelty 
  is beyond her desire for plunder and victory in battle. The Chromatic Dragon has enough dark mystique that humanoid 
  cults often worship her. Sometimes she sends a dragon or two to teach new clerics the way of rapacious conquest. 
  Would-be clerics try their utmost to please their instructors, because students who fail are eaten by their teachers. 
  Tiamat cares about treasure, cruelty, and conquest-and she's not even particular whether something conquered is 
  retained thereafter. Her followers form cabals that secretly rule cities, raid the treasure-hoards of metallic dragons, and 
  engage in great wars to conquer some new portion of the lower planes, sending its looted wealth back to Tiamat. Prayers 
  to Tiamat are always spoken in firstperson plural, even if the worshiper is alone. They also tend to grovel a lot. 
  "Chromatic Dragon, conquer our weakness..." is a common prayer opening. Vast, gloomy caverns stocked with treasure 
  and sacrifice are Tiamat's favorite temples. These caverns draw temple raiders like flies when their location becomes 
  known, but are often guarded by dragons. Sacrifices are common elements in Tiamat's few rituals, which almost always 
  bless some new plan of conquest. Her dragon followers generally consume the sacrificial victims.  Tiamat has many 
  consorts, including great wyrm dragons of the white, black, green, blue, and red varieties.  Tiamat concerns herself with 
  spreading evil, defeating good, and propogating evil dragons.  She enjoys razing the occasional village, city, or country, 
  but only as a diversion from more subtle, world-spanning plots.  She is the villain who lurks in the shadows.  Her 
  presence is felt but seldom seen.  Tiamat constantly seeks to extend the power and dominion of evil dragons over the 
  land, particularly when her subjects find themselves embroiled in territorial disputes with good dragons.  Tiamat 
  unfailingly demands reverence, homage, and tribute from her subjects.  Tiamat's clerics, like Tiamat herself, seek to 
  place the world under the domination of evil dragons.  Though most evil dragons honor Tiamat, few keep shrines 
  dedicated to her in their lairs because they don't want Tiamat's greedy eyes gazing at their treasure hoards.  Instead, they 
  dedicate vast, gloomy caverns to their deity and keep them stocked with treasure and sacrifices.  Tiamat claims not to 
  need allies, though most believe she has bargains with many archdevils and LE deities such as Hextor.  Her enemies are 
  numerous, including Heironeous, Moradin, and, of course, Bahamut. 
   
  
   
  Name: Tlaloc 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Rain 
  Titles:  
  Holy Symbol: Black reptilian head with bulging eyes and huge tusks 
  Alignment: LE 
  Origin of Worship: Olman 
  Core Worshippers: Olman 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Javelin 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock javelin 
  Domains: Air, Evil, Law, Pestilence* (CD), Plant, Water, Weather* (CD). 
  Special Notes:  
  Description: Tlaloc looks like a black-clad humanoid with bulging eyes and huge tusks.  He requires sacrifices of 
  children every month to grant rain, and numerous annual sacrifices to encourage a prosperous season.  If angered, he 
  smites the crops with blight, cold fronts, or rot.  He is a relatively peaceful deity, content to rule over his specific 
  domain. In addition to the above sacrifices, Tlaloc’s priests pray daily to their god in hopes of retaining his favor.  They 
  lord their god’s power over the commonfolk and expect gratitude and obedience from any who make their living off the 
  land. Ceremonial garb includes clothes of all black with a necklace of white feathers, jade, or metal. 
   
  
   
  Name: Tlazoteotl 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Earth Mother, Agriculture, Nature 
  Titles: Mother Goddess of the Earth 
  Holy Symbol: Ear of corn 
  Alignment: N 
  Origin of Worship: Olman 
  Core Worshippers: Olman 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Sickle 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending sickle 
  Domains: Animal, Community* (CD), Earth, Plant, Water. 
  Special Notes:  
  Description:  
   
  
   
  Name: Trithereon 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Individuality, Liberty, Retribution, Self-Defense 
  Titles: The Summoner 
  Holy Symbol: The rune of pursuit 
  Alignment: CG 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons: longsword (m), greatclub (m) 
  Weapon of the Deity Spell: +1 shock spear 
  Domains: Chaos, Good, Liberation* (CD), Mysticism* (CD), Protection, Strength, Summoner* (CD). 
  Special Notes:  
  Description: Trithereon (tri-THEH-ree-on) is shown as a tall well-built young man with red-gold hair, clad in a 
  chainmail shirt and blue or violet clothes. His symbol is the rune of pursuit, representing his relentlessness in hunting 
  down oppressors and tyrants. He is famous for his three great magic weapons (the shortspear Krelestro, the Harbinger 
  of Doom; the sword Freedom's Tongue; and the scepter called the Baton of Retribution) and his three summoned 
  animals (Nemoud the Hound, Harms the Falcon, and Carolk the Sea Lizard). He fights evil and oppressive law, so he 
  sometimes opposes other good-aligned deities such as Heironeous and Pholtus. "All deserve life and the ability to choose 
  their own place in the world, and those who would place others in shackles or control them with oppressive laws must 
  be toppled. Train the common folk to defend themselves and their property should another wish to take their freedoms. 
  If you are wronged, you are right to exact vengeance yourself, especially if none will help you." Because the faith praises 
  individuality over standardized doctrine, each church has a different focus but is allied with all others. Trithereon's 
  clerics are rugged individualists, never afraid to question authority. Those in cities instruct commoners in self-defense 
  and recruit like-minded rogues and rangers for the cause of individual liberty. Those in rural areas act as scouts or spies 
  against despotic lords or murderous nonhumans. Both sorts keep close watch on Lawful religions lest they become too 
  powerful. The Summoner's clerics travel far and wide in search of those in need of their help. 
   
  
   
  Name: Tsolorandril 
  Gender: ? 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Wave Motions 
  Titles: The Ethereal Walker 
  Holy Symbol: A sphere with a simple wave-shape repeating along its circumference 
  Alignment: LN 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Spiked chain (e) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending spiked chain 
  Domains: Knowledge, Law, Oracle* (CD). 
  Special Notes:  
  Description: Tsolorandril (so-lo-RAND-ril) is a sexless alien being, a native of another plane.  How or why it first came 
  to Oerth is unknown, but it frequents the Ethereal plane rather than using a more permanent residence on Oerth or the 
  outer planes.  It has few allies save the powerful mortal wizard Elayne Mystica of Irongate, herself an outcast of a lost 
  tribe of Suel refugees.  Tsolorandril sees its role as a record keeper, noting the peaks and valleys of natural cycles of 
  politics, time, and nature, then making predicitions based on those patterns.  It appears as a tall androgynous humanoid 
  with very white skin, muted features, and silver-blue hair, carrying a length of metal rope that bends as if it were liquid.  
  Its odd appearance and interest in cycles leads some to think it was sponsored by Cyndor.  It symbol is a sphere with a 
  simple wave-shape repeating around its circumference.  "Every action causes changes in the world, like ripples 
  spreading across a pond.  These changes always have a rise, a peak, and a decline, repeating until stability is reached.  By 
  studying the effects of these changes, you can see what will happen in the future as the next peak occurs.  Use this 
  knowledge to prevent Chaos from stepping beyond its bounds.  Sometimes these ripples begin on one plane and spread 
  to others, causing greater chaos than local events alone could."  Tsolorandril's clerics work as seers and advisors, using 
  their abilities to predict the outcome of events set into motion by great and terrible deeds.  They adventure so they can 
  be closer to people of power who might cause such world-ripples, or to thwart the advances of Chaos.  They also study 
  nearby planes and watch people known for plane-travelling or relying upon extraplanar aid. 
   
  
   
  Name: Ulaa 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Hills, Mountains, Gemstones 
  Titles: The Stonewife 
  Holy Symbol: A mountain with a ruby heart 
  Alignment: LG 
  Origin of Worship: Unknown 
  Core Worshippers: Oeridians and Dwarves and Gnomes 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Warhammer (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming warhammer 
  Domains: Earth, Good, Law, Liberation* (CD), Mysticism* (CD), Protection, Summoner* (CD). 
  Special Notes:  
  Description: Ulaa (OO-lah) is the wife of the Oeridian god Bleredd, but is herself of unknown origin. Built like a 
  dwarven woman but with the facial features of a gnome, she is worshiped by both of those races and humans. Her 
  enchanted hammer Skull Ringer was forged on the same anvil as her husband's weapon. Earth elementals serve her, she 
  can pass through stone, and can commune with the Oerth Mother. Her holy symbol is a mountain with a ruby heart; 
  she places rubies in the earth as gifts to those who do her husband's work. "The hills and mountains are sacred and 
  beautiful places, whether on the surface or within tunnels that hole them like veins. Working with stone for any good 
  purpose is a blessed task, but cutting rock out of pure greed or evil intent is an abomination. The greatest gift the earth 
  gives are gemstones, each a tiny part of the earth's power and beauty reflected a thousand times upon itself." Ulaa's 
  clerics live on or in the mountains, protecting them from those who would enter for the sake of greed or evil. They 
  protect their community, root out dens of evil nonhumans, and teach miners and quarrrymen how to spot the best 
  places to work. They act as guides for those passing through their lands, travel to see other stony examples of the earth's 
  beauty, and abhor slavery. 
   
  
   
  Name: Urdlen 
  Gender: ? 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Greed, Bloodlust, Evil, Hatred, Blind Destruction 
  Titles: The Crawler Below, The Evil One 
  Holy Symbol: White mole 
  Alignment: CE 
  Origin of Worship: Gnome 
  Core Worshippers: Gnomes 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spiked gauntlet 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen spiked gauntlet 
  Domains: Chaos, Destruction, Earth, Evil, Greed* (Dr), Madness* (CD), Pestilence* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Urogalan 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Earth, Death, Protection of the Dead 
  Titles: He Who Must Be, The Black Hound, Lord in the Earth, The Protector, The Shaper 
  Holy Symbol: Silhouette of a dog's head 
  Alignment: LN 
  Origin of Worship: Halfling 
  Core Worshippers: Halflings 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Any flail (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 ghost touch heavy flail 
  Domains: Earth, Law, Protection, Repose* (Ss). 
  Special Notes:  
  Description:  
   
  
   
  Name: Uvot 
  Gender: m 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Prosperity 
  Titles:  
  Holy Symbol: Fruit 
  Alignment: NG (LG) 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Scythe (m) 
  Other Preferred Weapons: dagger, quarterstaff, sickle 
  Weapon of the Deity Spell: +1 defending scythe 
  Domains: Community* (CD), Creation* (CD), Good, Knowledge, Luck, Plant, Protection. 
  Special Notes:  
  Description: Uvot is the creator and leader of the Touv pantheon.  He personifies the bounty of the land and the 
  prosperity to be gained by utilizing its gifts.  He is the antithesis of destruction, and his priests are never allowed to use 
  spells that cause wanton destruction.  He is normally portrayed as a Touv child surrounded by fruits, grains, and crafted 
  items, or as a giant Touv man carrying these items in his arms. Priests of Uvot are resourceful individuals who use their 
  talents and knowledge to help their people prosper.  They teach medicine, bless marriages, and give advice on crops, 
  finding water, hunting, and utilizing available resources.  Their advice is not always asked for but it is almost always 
  right. Ceremonial garb includes fine animal skins and cloth garments. 
   
  
   
  Name: Vaprak 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Ogres, Combat, Greed, Destruction, Aggression, Frenzy, Trolls 
  Titles: The Destroyer 
  Holy Symbol: Taloned claw 
  Alignment: CE 
  Origin of Worship: Giant 
  Core Worshippers: Ogres and Trolls 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Greatclub (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving greatclub 
  Domains: Chaos, Destruction, Evil, Greed* (Dr), Madness* (CD), Strength. 
  Special Notes:  
  Description:  
   
  
   
  Name: Vara 
  Gender: f 
  Rank: Demigod 
  Areas of Concern/Portfolio: Nightmares, Fear 
  Titles:  
  Holy Symbol: Necklace of mummified animal feet 
  Alignment: NE (LE) 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Javelin 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock javelin 
  Domains: Destruction, Dream* (CD), Evil, Trickery. 
  Special Notes:  
  Description: Vara is the first child of the evil spirit Meyanok, and she considers herself superior to her siblings.  She 
  uses her birth-status and her powers to get them to do her bidding.  Vara shares her father’s hatred of the other great 
  spirits of the Touv pantheon, and relishes the opportunity to twist their minds.  She prefers to be depicted as a Touv 
  woman with stars in her hair and red eyes. The priests of Vara rule through fear and oppression.  Those who follow them 
  willingly are people who enjoy making the lives of others miserable.  They are tyrants or bullies, often acting as the 
  enforcement agents of a cruel leader. Ceremonial garb includes necklaces of mummified animal feet. 
   
  
   
  Name: Vathris 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Anguish, Lost Causes, Revenge 
  Titles: The Transfixed 
  Holy Symbol: A black spear 
  Alignment: LN 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longspear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 keen longspear 
  Domains: Destruction, Law, War. 
  Special Notes:  
  Description: A thousand years before the Twin Cataclysms, the land now known as the Bright Desert was a fertile (if 
  somewhat arid) basin contested by a half-dozen semi-nomadic Flan states. Necromantic Ur-Flan adepts bolstered the 
  dominant kingdom of Sulm. Their primary rival ltar honored Vathris, a demigod of Progress and Ingenuity who had 
  walked their lands for centuries. When the two nations clashed in an inevitable conflict that lasted more than three 
  decades, Vathris stood at the heart of the final battle. There, the godling and his army were annihilated. For more than a 
  thousand years, Flan dervishes ranged the dunes of the now-despoiled desert, venerating a god who would not answer 
  their prayers. Responding to a terrible vision seen by the Qolat Sisterhood in 562 CY, thirty six ranking dervish priests 
  gathered at the Plain of Spears and enacted a ritual to resurrect their fallen god. What emerged from the chaos of their 
  casting was hardly the hero of their ancestors. Ancient carvings depict Vathris as a shirtless copper-skinned muscular 
  man standing half again as tall as a human and wearing metal and clay beads in his long dark hair. Since his "death," he 
  appears with a grisly torso wound, which seeps black poisonous bile. Vathris wields the wickedly barbed onyx longspear 
  that killed him, using the object of his own defeat to exact revenge upon his enemies. In this way the black spear has 
  become his holy symbol and the favored weapon of his clergy. His once-bright eyes are now empty, hollow sockets. 
  Vathris once stood for the future. Now, he is obsessed with redressing the past. He manifests perhaps once or twice a 
  year, wandering the desert for days in a weakened, delirious state, violently dispatching monsters and ignoble men, and 
  offering guidance and seeding ideas of revenge among the wronged. Within a matter of weeks, he collapses and dies 
  once again. "Fear not your own suffering and death, for those who fall on the side of right will rise again on the Day of 
  Vindication, and take their place among the righteous tribes who forever torment the malign. Break not the laws of our 
  people, but bide your time, striking when fate allows it." The Flan dervishes who worship Vathris are broken into two 
  factions. The unpopular priests who follow the god's original manifestation as interpreted from centuries of oral 
  tradition act as clerics who attempt to elevate the desert folk from their nomadic lifestyles, frequently overseeing oases 
  or caravansaries. The more militant dervishes, often warrior priests, venerate Vathris as the Great Talion who rights 
  wrongs perpetrated upon the tribes by local monsters, northerners from Urnst, and (increasingly) the forces of Rary of 
  Ket. 
   
  
   
  Name: Vatun 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Northern Barbarians, Cold, Winter, Arctic Beasts 
  Titles: The North God 
  Holy Symbol: The sun setting on a snowy landscape 
  Alignment: CN 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Battleaxe (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 frost battleaxe 
  Domains: Air, Animal, Chaos, Cold* (CD, Fb), Strength, Winter* (Fb). 
  Special Notes: Divine spellcasters cannot prepare or cast spells unless they are within ten feet of a torch-sized or larger 
  flame.  This is because of Vatun’s imprisonment by Telchur. 
  Description: Vatun (VAY-tun) is largely forgotten outside the Thillonrian peninsula. Not worshiped by the Suel 
  Imperium, Vatun is included in that pantheon because of his worship by the Suel-descended northern barbarians. 
  Vatun was imprisoned by clerics of Telchur about the time of the Battle of a Fortnight's Length. He wields an ice 
  battleaxe called Winter's Bite. When free, Vatun was a whirlwind of cold rage and energy, inspiring his followers to raid 
  south as often as possible. Dalt and Llerg are his only allies. He is shown as a huge Suel man wearing polar bear skins and 
  a beard of ice and snow, with frozen fog coming from his mouth. His holy symbol is the sun setting on a snowy 
  landscape. "Winter is a time for culling the weak so that the strong may survive. Snow shall cover cowards and they shall 
  be forgotten by all. The people of the north are the true survivors and will inherit the world when the Great Winter 
  comes to cover the land." Vatun's clerics preach violence against Telchur's faith, help their tribes survive in winter, heal 
  the injured, and aid their people in battle. Level-headed clerics are sent to search for the Five Blades of Corusk, which if 
  united will free Vatun from his prison (or so say the legends). Recent lore indicates a diabolical connection to Vatun's 
  prison, and so his clerics have become ardent foes of devils. Because of his imprisonment, Vatun's clerics must be within 
  ten feet of a torch-sized (or larger) flame to prepare or cast spells.  Ceremonial garb includes white furs. 
   
  
   
  Name: Vecna 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Destructive and Evil Secrets 
  Titles: The Arch-Lich, Master of the Spider Throne, The Whispered One, The Maimed Lord, The Master of All That is 
  Secret and Hidden 
  Holy Symbol: A left hand clutching a human eye 
  Alignment: NE 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Dagger 
  Other Preferred Weapons: quarterstaff 
  Weapon of the Deity Spell: +1 frost dagger 
  Domains: Destiny* (RoD), Dream* (CD), Evil, Knowledge, Madness* (CD), Magic, Mind* (CD), Oracle* (CD), Tyranny* 
  (CW). 
  Special Notes:  
  Description: Vecna (VEK-nah) was a terrifying and evil Flan lich-king who gained a foothold on godhood thousands of 
  years ago. Betrayed by his lieutenant Kas, the Whispered One disappeared from Oerth, leaving behind his legend and 
  his two great artifacts, the Eye and Hand of Vecna. He recently became a lesser god after freeing himself from an 
  extraplanar prison and now plots the destruction of all other gods so that he may take Oerth for himself. He has a great 
  hatred for luz and is hated and feared by other deities. His symbol is a left hand clutching a human eye. "No matter how 
  powerful a being is, there exists a secret that can destroy him. In every heart is a seed of darkness hidden from all others; 
  find that evil seed, and your enemies are undone. Strength and power come if you know and control what others dare 
  not show. Never reveal all that you know, or your enemies will take your seed, too." Vecna's clerics subvert 
  governments, seduce good folk to evil, and plot the eventual takeover of all Oerth. So hated is this cult that these clerics' 
  lives are forfeit if they are discovered. They are very secretive as a result but can be found anywhere, spreading evil or 
  looking for items that date back to their master's ancient empire. Of particular interest are Vecna's two artifacts, which 
  once again are lost. New clerics of Vecna are so carefully groomed that they often don't know what they're being trained 
  for. Many think that they're joining an obscure sect of Boccob or Wee Jas. The truth revealed to them only after they've 
  proved their willingness to do anything in exchange for power and knowledge. Vecna's followers spy on the merchant-
  princes of a port city, blackmail the high priests of other religions, and encourage corruption among the king's advisors. 
  Periodic attempts to recover the Eye and Hand of Vecna are common as well. Vecna's worshipers always whisper their 
  prayers. Many clerics reflexively start sentences with the phrase, "You know that ...;"Which figures prominently in their 
  psalms as well. When secrets are your portfolio, you naturally don't have public temples. But those who know the secret 
  location of Vecna's temples find them to be good sources for death magic and (especially) divinations. Vecna's rites are 
  never performed in front of those of other faiths, and the Maimed one's followers often establish secret passwords and 
  hidden shrines for particularly important ceremonies.  Black and red are the favored colors of clerics of Vecna. 
   
  
   
  Name: Velnius 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Sky, Weather 
  Titles: The Rainshroud, The Elder Breeze 
  Holy Symbol: A bird perched on a cloud 
  Alignment: N (NG) 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Spear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance spear 
  Domains: Air, Travel, Water, Weather* (CD). 
  Special Notes:  
  Description: Velnius (VEL-nee-us) is the most responsible member of his family. As Procan's oldest child, he is the 
  leader of the Oeridian wind gods and is called in to support or take over for them when they are overwhelmed or lax in 
  their duties. He is shown as tall man of middle age with white hair and a cloak of feathers from which pours water and 
  lightning. He is allied with his family members, friendly with neutral or druidic deities, and opposes Kurell. His symbol 
  is a bird perched on a cloud. "The sky is the dome of heaven from which flow the necessities of life. The desert and the 
  parched field cry out for rain while the road and swamp ask for the drying sun, and the request of each is answered. No 
  matter which direction the wind blows, it is all part of the weather that Velnius controls. Weather is a blessing, for even 
  if a storm or drought brings hardship, it will continue on its way to where it is needed." Velnius's clerics are used to 
  speaking on the behalf of others (even if such intervention is not needed). They prefer talk to conflict, but can be very 
  aggressive when provoked. They pray for rain when crops need water and call for temperance when the weather 
  deviates too far from the norm. As mobile as their god, they travel far, and adventure to counteract weather disruptions 
  caused by heretical agents or when Velnius is too busy. 
   
  
   
  Name: Vergadain 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Wealth, Luck 
  Titles: The Merchant King, The Trickster, The Laughing Dwarf, The Short Father 
  Holy Symbol: Gold piece 
  Alignment: N 
  Origin of Worship: Dwarf 
  Core Worshippers: Dwarves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending longsword 
  Domains: Knowledge, Luck, Mind* (CD), Pact* (CD), Trickery. 
  Special Notes:  
  Description:  
   
  
   
  Name: Vhaeraun 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Drow Males, Thievery, Evil Surface Activity 
  Titles: The Masked Lord, The Shadow 
  Holy Symbol: A pair of black glass lenses that form a mask 
  Alignment: CE 
  Origin of Worship: Drow 
  Core Worshippers: Drow 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: short sword of venom (as dagger) 
  Domains: Celerity* (CD), Chaos, Evil, Mysticism* (CD), Travel, Trickery. 
  Special Notes: Divine spellcasters must be male and are never granted spells from the summoning or calling subschool. 
  Description:  
   
  
   
  Name: Vogan 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Weather, Storms 
  Titles:  
  Holy Symbol: A rain cloud 
  Alignment: CG (NG) 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Shortspear 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 shock shortspear 
  Domains: Air, Chaos, Good, Healing, Sky* (RotW), Water, Weather* (CD). 
  Special Notes:  
  Description: Vogan is the temperamental Touv god of rain, storms, and water, and the need of living things for 
  moisture.  He is worshipped to bring necessary rains and to stave off the worst storm.  He is shown as a Touv man with 
  laughing eyes and hair made of cascading water. Vogan’s holy men clean befouled stream and pond, discover sources of 
  clean water, and arrange marriages between families, clans, and tribes - the god’s roving eye and wandering nature is 
  mirrored by his priests, who note which people might be good matches. Ceremonial garb includes bracelets and 
  armbands of metal and green stones. 
   
  
   
  Name: Wastri 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Amphibians, Bigotry, Self Deception 
  Titles: The Hopping Prophet, Hammer of False Humans 
  Holy Symbol: A grey toad 
  Alignment: LN (LE) 
  Origin of Worship: Unknown 
  Core Worshippers: Humans and Bullywugs and Amphibian Races Only 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Glaive (m) or guisarme (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 mighty cleaving glaive or guisarme 
  Domains: Animal, Law, Purification* (CD), War. 
  Special Notes: Only humans and amphibian races are permitted as followers of Wastri.  PCs may never worship him. 
  Description: Wastri (WAH-stree) is a violent proponent of human supremacy, causing many to believe he has ties to 
  the Scarlet Brotherhood. Wearing clothes of gray and yellow, Wastri uses his great glaive-guisarme, Skewer of the 
  Impure, to impale his favorite targets: dwarves, gnomes, and halflings. He looks like a human with toad features, and is 
  accompanied by gray-clad followers and giant toads. Living in the Vast Swamp, he is amiable to any human god save 
  Zagyg, whose mortal self once trapped him in a magical prison. His symbol is a gray toad. The fact that he dislikes 
  nonhuman races, yet is only barely human himself, is an irony lost on the godling. "Humans are superior to all other 
  races. Ores, goblins, bullywugs, and such are sufficient to serve humans, but creatures such as elves, dwarves, gnomes, 
  and halflings deserve only death. Those who disagree with you are wrong and must be convinced of their error, with a 
  weapon if need be. Those who live in the water and on land deserve respect, for having a refuge when one of your realms 
  becomes too dangerous is clever and resourceful." Wastri's clerics preach the superiority of humankind, seek out 
  enclaves of inferiors to slay, and search for new species of amphibians to collect and study. Their bodies are gradually 
  altered by Wastri's presence, and the most powerful clerics become less human and more toadlike with time. They raise, 
  tame, and train amphibians, favoring toads; some sell poisonous toads to wizards, alchemists, and assassins. His clerics 
  serve as intermediaries to the many bullywug tribes that revere him. 
   
  
   
  Name: Wee Jas 
  Gender: f 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Magic, Death, Vanity, Law 
  Titles: The Witch Goddess, Ruby Sorceress, Stern Lady, Death's Guardian 
  Holy Symbol: A red skull, sometimes wreathed in flame 
  Alignment: LN (LE) 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons: wizard weapons 
  Weapon of the Deity Spell: dagger of venom 
  Domains: Domination* (CD), Inquisition* (CD), Law, Magic, Mind* (CD), Repose* (Ss). 
  Special Notes: LN clerics must be more proficient at wielding negative energy; thus they convert to inflict spells and 
  rebuke or command undead.  Divine spellcasters may not restore a weak or chaotic being to life without gaining the 
  permission of Wee Jas (via a commune or similar spell, DM decides the response).  Likewise, they many not command 
  chaotic undead without Wee Jas’ permission; they can rebuke chaotic undead without permission though.  Failure to 
  abide by these restrictions is considered a gross violation of the code of conduct. 
  Description: Wee Jas (WEE jas) is portrayed as a stunning woman dressed in a beautiful gown, wearing some piece of jewelry with a skull motif. 
  She promotes the utilization of spells and magic items (though many of her Suel followers insist she favors the creation of such things). She gained 
  her death aspect when the survivors of the Rain of Colorless Fire looked to their goddess of magic for assurance that the dead were being escorted to 
  the afterworld.  Wee Jas protects a departing Suel soul on its way to the afterlife, and the clerics of Wee Jas are greatly respected because of this. Her 
  allies are the lawful Suel gods while the chaotic ones are her enemies (except Norebo, who is her lover despite their philosophical differences). Her 
  love affair is supposedly secret, although word of it has spread to the rest of the pantheon and even to her followers.  It is rumored that the divine 
  couples first argument caused the southern Crystalmists to erupt in flames, earning their current name, the Hellfurnaces.  She respects Boccob, 
  dislikes the beauty goddess Myhriss, and ignores most other deities. Her symbol is a red skull, sometimes in front of a fireball. "Magic is the key to all 
  things. Understanding, personal power, security, order, and control over fate come with the study of magic. Respect those who came before you, left 
  their knowledge, and died to make room for you; there will come a time when your life is over and those who come after will honor your learning and 
  your memory." Clerics of Wee Jas arbitrate disputes, give advice on magic, investigate magical curiosities, create magic items, and administer funerals. 
  The more powerful clerics use their magic to fortify their temple and city. Clerics of lower level are expected to defer to ones of higher level at all 
  times. Her clerics must get her permission before restoring a weak or chaotic being to life.Wee Jas trains her clerics in academic fashion. offering 
  classroom instruction punctuated by increasingly difficult examinations. Her academies are not unlike boarding schools, where small infractions of 
  grooming and uniform regulations are punished with a system of demerits. The followers of Wee Jas are fascinated with magic, especially magic that 
  breaks the boundary between death and life. Rebuilding a plundered tomb, resurrecting an ancient sage, and braving Limbo to ask questions of a long-
  dead wizard are the sorts of quests the Ruby Goddess sponsors. More so than most deities, Wee Jas venerates a series of deceased "honored ancestors." 
  Worshipers rarely speak of the will of Wee Jas, instead attributing commandments to ancestors such as "Yag the Many-Eyed Traveler says..." or "Grant 
  me the calm of Queen Ochtho XI V..." Wee Jas's temples are covered with funerary trappings, and many have shrines and catacombs where powerful 
  spellcasters are buried-sometimes with a spellbook, staff, or magic regalia. The Wee Jas clergy casts spells on behalf of anyone not obviously opposed to 
  Wee Jas's alignment or agenda, but they often demand service or information in addition to a donation to their church. Funerals are obviously 
  important rites to Wee Jas followers; in addition, many followers have monthly Rites of Accumulated Lore, where clergy or lay leaders read aloud from 
  musty tomes about magic, ancient history, or other esoteric topics.  Wee Jas' temples are built like mage towers and are often guarded by charmed 
  monsters.  The temples are decorated with artful statuary and unobtrusive skull motifs; they often store lore and records of local law, so each temple 
  has an extensive library.  A few even have permanent magical fires burning atop the highest point of the temple.  The followers of Wee Jas are known 
  as the Jasadin.  Nights when a moon is waxing are holy nights to Wee Jas. Coldeven 4th (when both moons are waxing) is called the Goddess' Blush by 
  her followers; on this night, the most valuable piece of jewelry discovered in the previous year is sacrificed to her in a great magical fire.  Ceremonial 
  garb includes layered full-length robes, alternating grey and black.  The robes always have hoods but are normally drawn back to reveal the wearer's 
  head, which is normally adorned in jewelry.  Other jewelry showing skulls and gems are worn on the arms and neck, and they carry ornate staves.  
  Adventuring clerics wear gray or black robes, adorning them with runes or jewelry as they see fit.  Wee Jas is a demanding deity who expects 
  obedience from her followers.  She reminds them that death is inevitable, but she promises that their learning and memory will be honroed by those 
  who come after. 
   
  
   
  Name: Wenta 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Autumn, West Wind, Harvest, Brewing 
  Titles: The Alewife, Harvest Daughter 
  Holy Symbol: A large mug of beer 
  Alignment: CG 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Club 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 distance club 
  Domains: Air, Chaos, Creation* (CD), Good, Liberation* (CD), Plant. 
  Special Notes: Divine spellcasters make their holy water from blessed beer or ale. 
  Description: Wenta (WEN-tah) is the youngest Oeridian wind god. She always appears as a buxom, rosy-cheeked 
  woman with straw in her hair and a large mug of beer (her holy symbol). She has no permanent ties to any one being, 
  preferring to go where her heart takes her, and as such has been linked to many deities. The week of Brewfest is a holy 
  time for her, although she prefers that people spend it cavorting and drinking rather than praying. She dislikes only her 
  brother Telchur, seeing him as the black sheep always on her heels. "The cool winds of autumn are Wenta's sign that it is 
  time to reap. Winter's cold can be delayed with the warmth of ale and beer, and brewing deserves as much care as you 
  would give your lover. A day of hard work in autumn is repaid with pleasantly cool nights, good friends, and plenty of 
  good drink to loosen your tongue and quicken your heart." Wenta's clerics are friendly, outgoing, and unafraid to talk to 
  strangers. Their time of prayer is a brief interval before sundown. They organize gatherings, particularly those involving 
  alcohol, and direct harvest procedures so that work is shared fairly by all and finished early. Many work as brewmasters 
  and travel to other parts of the world to enjoy the weather and local spirits. They adventure to meet new people and 
  spend time with friends, or because they agreed to do so while intoxicated. Their holy water is actually blessed ale or 
  beer. 
   
  
   
  Name: Xan Yae 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Twilight, Shadows, Stealth, Mental Power 
  Titles: Lady of Perfection 
  Holy Symbol: Black lotus blossom 
  Alignment: N 
  Origin of Worship: Baklunish 
  Core Worshippers: Baklunish 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Falchion (m) 
  Other Preferred Weapons: monk weapons 
  Weapon of the Deity Spell: +1 defending falchion 
  Domains: Knowledge, Mind* (CD), Trickery, War. 
  Special Notes:  
  Description: Xan Yae (zan YAY) is a Baklunish goddess with some measure of popularity in the Flanaess. She has 
  temples scattered in hidden places across the land. Having little patience for petty divine rivalries, she has only a few 
  like-minded allies but places herself in opposition to Pyremius and Pholtus, whose lights destroy her beloved shadows. 
  She appears to be Baklunish, of any age or sex but always slender and graceful, wielding a pair of magic falchions that 
  can shrink to the size of table knives. "Reality depends upon three metaphysical ideals: the Universal Mind (the 
  universe and all things in it exist because the mind created them and maintain them), the Perpetual Harmony (life is 
  balanced, symmetry is in all things, achieving a similar state puts one in harmony with nature), and Internal Peace 
  (martial and mental activities must be mastered to attain a higher level of existence). Flamboyance and wasted energy 
  have no place in the Lady's realm. The extremes of evil and good must be sought out and tempered with harmony to 
  maintain balance." Xan Yae's clerics are agents of harmony and discipline. They seek out radical factions, alignments, 
  and politics and bend them toward balance. They train others in the simple arts of war, hone the minds of those open to 
  mental challenges, scour the world to find evidence of the Universal Mind, and seek gurus of advanced physical and 
  mental abilities for knowledge of self-elevation. They are not passive beings, but actively seek change to ensure the 
  stability of the universe. Their prayer time is at dusk. 
   
  
   
  Name: Xanag 
  Gender: f 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Metals, Beauty 
  Titles:  
  Holy Symbol: A circle with seven lines radiating from it 
  Alignment: N (LN) 
  Origin of Worship: Touv 
  Core Worshippers: Touv 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming short sword 
  Domains: Creation* (CD), Domination* (CD), Earth, Fire. 
  Special Notes:  
  Description: Xanag represents the bounty of earth transformed by fire - metal - and the beauty of things made from it.  
  She is an indifferent goddess, often distracted by superficialities.  She is always shown as a Touv woman seemingly made 
  of gold, surrounded by a radiant light. Priests of Xanag are workers of metal or appreciate fine things and objects of 
  beauty.  They teach the secrets of metal-smithing and the crafting of jewelry.  Poets and lovers pray to Xanag, and priests 
  of Xanag officiate marriages. Ceremonial garb includes a gold helm that exposes the face but covers the cheekbone. 
   
  
   
  Name: Xerbo 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Sea, Sailing, Money, Business 
  Titles: The Sea Dragon 
  Holy Symbol: A dragon turtle 
  Alignment: N 
  Origin of Worship: Suel 
  Core Worshippers: Suel 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Trident (m) 
  Other Preferred Weapons: sailor weapons, aquatic creature weapons 
  Weapon of the Deity Spell: trident of fish command 
  Domains: Animal, Knowledge, Pact* (CD), Water. 
  Special Notes: Divine spellcasters cannot cast spells with the fire descriptor; they are not restricted, however, from 
  casting a spell that has been modified by an item or feat (like Energy Substitution) so that its fire descriptor is 
  completely changed to another descriptor.  Xerbo does not tolerate extended forays on land, especially for foolish 
  pursuits such as exploring ruins and dungeons.  Divine spellcasters of Xerbo who undertake missions away from the sea 
  are expected to do so only in defense of the interests of their deity - to protect the sea or sea trade.  Divine spellcasters of 
  Xerbo who spend more than two days on land, and who are not doing so in defense of the interests of Xerbo, suffer a -1 
  sacred penalty to all saving throws for as long as they are on the mission and a mile or further from the nearest sea.  
  Divine spellcasters of Xerbo are not permitted to restore anyone killed in or crossing the sea, unles a non-sea creature 
  did the killing.  Repeated acts of this nature are considered a gross violation of their code of conduct. 
  Description: Xerbo (ZER-boh) is a stern and indifferent god. He is shown as a large man with matted kelplike hair, 
  wearing dragon turtle armor and shield. His trident, Murky Deep, enchants and grants him dominion over all ocean life 
  and can enchant his opponents. Xerbo is also a mercantile god, where his stern demeanor represents the drive for a hard 
  bargain. Most revere him as a merchant's god and placate him as a sea god. He avoids other gods except his estranged 
  wife Osprem, battles Procan regularly, and sulks whenever Zilchus encroaches on his followers. His symbol is a dragon 
  turtle. "The law of the sea states that no sea creature should be favored over another. Land creatures, including 
  intelligent ones, have no place in the water; it is a place to be feared and respected, not exploited. Land creatures in 
  danger on the sea deserve no help unless they act to protect sea creatures or the sea itself. Do not let one's emotions get 
  in the way of making trade; no person should be favored over another." This last thought makes him popular with 
  smaller merchants and disliked by unions and guilds. Xerbo's clerics are expected to protect the sea and sea life. They 
  watch over merchant vessels on trade routes or facilitate business meetings in port cities. The god does not tolerate 
  extended forays on land, especially for foolish pursuits such as exploring ruins and dungeons.  Ceremonial garb includes 
  vestments of blue and green (resembling waving sea vegetation). 
   
  
   
  Name: Ye'Cind 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Music, Magical Songs 
  Titles: The Bard 
  Holy Symbol: A recorder 
  Alignment: CG 
  Origin of Worship: Elf 
  Core Worshippers: Elves 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 spell storing longsword 
  Domains: Chaos, Good, Knowledge, Magic, Travel. 
  Special Notes:  
  Description: Ye'Cind (yee-SIND) was once a skilled elven wizard and master bard. After a flawless performance on his 
  Recorder in front of agents of the Seldarine, Corellon Larethian manifested to the musician and offered him the gift of 
  divinity as a reward for his diligence. He accepted and was infused with a spark of Corellon's power, which changed 
  Ye'Cind so that he was like Corellon himself, with elements both male and female. Ye'Cind is shown as an attractive elf 
  in blue and green, playing a recorder (his holy symbol). His allies include Olidammara, Lydia, and the good powers of 
  the Seldarine, while he opposes powers of evil magic. "Music is a minor of the patterns and energy of the universe. The 
  rush of a waterfall, wind through the trees, the crackle of a fire, and the thunder of an avalanche are all parts of the 
  world's music. It transcends languages and race, promoting understanding or inspiring the rage of vengeance. Enhanced 
  by magic, a song can alter the world or change the course of history, and tying music and magic together creates 
  something more powerful and fundamental than either alone." Ye'Cind's clerics are scholars of music. They are versant 
  in the use of many instruments and many dabble in other sorts of magic. They seek out songs, exotic noises of nature, 
  magical lore, and master performers in the hopes of increasing their musical repertoire and understanding of the chords 
  of magic that exist under the surface of everything in the world. Many are talented songwriters, weaving subtle magic 
  into their works. 
   
  
   
  Name: Yondalla 
  Gender: f 
  Rank: Greater Deity 
  Areas of Concern/Portfolio: Halflings, Protection, Fertility 
  Titles: The Protector and Provider, The Nurturing Matriarch, The Blessed One 
  Holy Symbol: Cornucopia 
  Alignment: LG 
  Origin of Worship: Halfling 
  Core Worshippers: Halflings 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Longsword (m) or short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending longsword or short sword 
  Domains: Animal, Community* (CD), Creation* (CD), Good, Law, Mysticism* (CD), Plant, Protection. 
  Special Notes:  
  Description: Yondalla (yon-dah-lah) appears as a strong female halfling, with a proud bearing.  She dresses in green, 
  yellow, and brown, and always carries a shield.  Yondalla's clerics train new followers by borrowing a wagon from a 
  halfling caravan, then "borrowing" the would-be clerics from their families for a month or two. The cleric and her 
  disciples then wander the back roads of the land, seeking sights that none of the pilgrims-teacher and students alike-
  have ever seen before. The safety of the hauling people is Yondalla's first concern, but she's eager to chart new territory 
  for halfling caravans to visit. Her followers act as guards and guides for caravans and trading companies, capture the 
  raiders that plague the highways. and lead expeditions to unexplored lands. Yondalla's prayers are models of 
  understatement. A prayer for healing might begin, "I am in such fine health, yet..." and a prayer for intercession might 
  begin, "A minor annoyance is visited upon me..." Yondalla's temples are gathering places for the halting population, 
  which is otherwise seminomadic. They're storehouses of food, weapons, and everything else needed to equip a caravan 
  for a long journey. They'll help a halfling in need, and her nonhalfling friends as well, if they seem trustworthy. 
  Yondalla's rites center around family and community, with weddings having particularly elaborate and joyous 
  ceremonies. When a halting caravan pulls into a town near harvest time, it's a sure her that Yondalla's worshipers plan to 
  hold a carnival-like Pageant of the First Fruit. 
   
  
   
  Name: Yurtrus 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Death, Disease 
  Titles: White Hands, The Lord of Maggots, The Rotting One 
  Holy Symbol: White hands on a dark background 
  Alignment: NE 
  Origin of Worship: Orc 
  Core Worshippers: Orcs 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Unarmed strike 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 improved unarmed strike, ghost touch 
  Domains: Death, Destruction, Evil, Madness* (CD), Pestilence* (CD). 
  Special Notes:  
  Description:  
   
  
   
  Name: Zagyg 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Humor, Eccentricity, Occult Lore, Unpredictability 
  Titles: The Mad Arch-Mage 
  Holy Symbol: Rune of insanity 
  Alignment: CN (CG) 
  Origin of Worship: Unknown 
  Core Worshippers: Humans 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Club 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 spell storing club 
  Domains: Chaos, Knowledge, Madness* (CD), Magic, Trickery. 
  Special Notes:  
  Description: Zagyg (ZA-gig) was once Zagig Yragerne, the most famous lord mayor of the city of Greyhawk. Part of his 
  apotheosis required the capture of nine demigods of opposing alignments (including Iuz, Merikka, Wastri and Rudd). 
  While some of these demigods were freed by a group of adventurers, their temporary confinement (and Boccob’s 
  sponsorship) was sufficient to allow Zagyg’s ascendance. Eccentric and likely insane when a mortal, he chose the rune of 
  insanity as his symbol. He favors dark blue and silver but has little constancy in his physical depictions. He serves his 
  divine sponsor and has been known to associate with Celestian. "All deserve and need to be entertained and surprised by 
  humor, although preferably in a manner that leaves them wondering for some time; to provide this service is of the 
  highest priority. The quest for odd bits of information on magic is of the utmost importance, and above all one should 
  live a life of unpredictability and abstain from repetitive habits." The various small clusters of his faith focus on one type 
  of humor for a time, then abandon it when they believe it perfected, only to take it up again after a seemingly random 
  interval. Zagyg’s few clerics enjoy bringing strangeness and humor to the lives of those around them, especially those in 
  need of comedy to lift up their dulled souls, Many work as bards, travel far when their jokes are misunderstood or cause 
  offense, and try to uncover lost magical knowledge. Most have at least one odd personal quirk, although whether this is 
  an actual trait or one affected solely for the observer is debatable. 
   
  
   
  Name: Zilchus 
  Gender: m 
  Rank: Intermediate Deity 
  Areas of Concern/Portfolio: Power, Prestige, Money, Business, Influence 
  Titles: The Great Guildmaster, The Money Counter 
  Holy Symbol: Hands clutching a bag of gold 
  Alignment: LN 
  Origin of Worship: Oeridian 
  Core Worshippers: Oeridians 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Dagger 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 defending dagger 
  Domains: City* (RoD), Knowledge, Law, Mind* (CD), Pact* (CD), Trickery. 
  Special Notes:  
  Description: Zilchus (ZIL-chus) is a popular Oeridian god, depicted as a well-dressed Oeridian man of plain appearance 
  but great wealth. Husband of Sotillion, brother of Kurell, ally of Rao, Zilchus has many contacts that reflect his ability to 
  establish relationships that are vital to any businessman. A busy god, he has little time for frivolous pursuits, but is 
  knowledgeable in such things because it allows him to influence others. He acts as a dealmaker between gods, finalizing 
  agreements once Rao convinces warring parties to talk. His symbol is hands clutching a bag of gold. "In the world of 
  men, the desire for money can be overwhelming. Control that desire in yourself and exploit it in others - that is the key 
  to success and power. Anything done in the world can be done better for a profit, and those who recognize these 
  opportunities are one step ahead of any competition. Politics and war are simply two other forms of trade, one using a 
  currency of words and the other,  lives; the trick is to spend yours more efficiently than your opponent." Zilchus’ clerics 
  are ruthless in business and often seen as emotionless. They are heavily involved in business and politics, and conduct 
  deals above or below the table depending on their disposition. They work for powerful merchants, trade and crafts 
  guilds, politicians, or nations, for themselves and their employers. Neophytes get less glamorous jobs, such as managing 
  caravans or remote businesses, but some are hired to participate in high-risk but potentially profitable enterprises such 
  as smuggling contraband and adventuring. 
   
  
   
  Name: Zinzerena 
  Gender: f 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Drow, Deception, Humiliation, Ambush, Assassination 
  Titles: The Princess of the Outcasts 
  Holy Symbol: The draped sword 
  Alignment: CN 
  Origin of Worship: Drow 
  Core Worshippers: Drow 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Short sword (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: short sword of venom (as dagger) 
  Domains: Chaos, Luck, Trickery. 
  Special Notes:  
  Description: Zinzerena (zin-zuh-RAY-nuh) is a rebellious heroine venerated by the dissidents and outcasts of drow 
  society. She appears as a cloaked and masked drow rogue who moves with astounding agility.  Her cloak has the powers 
  of displacement and protection, while her shortsword produces a paralyzing venom.  She also carries a black-handled 
  crop, which she uses to stun her victims.   The great artifact also has the powers of a wand of wonder.  Her sponsor to 
  divinity was Keptolo, though she gained a fraction of his power as a ruse, for which he hates her.  Her symbol is the 
  draped sword, representing her hidden menace.  "Raise yourself up by bringing others down.  Don't reveal your 
  strength, or you hatred, until your victim is helpless.  Don't strike until you have the advantage; the only fair fight is the 
  one you win.  Once the trap is sprung, make time to gloat before the kill.  The legs of the spider are made to be broken."  
  The liturgy of Zinzerena is passed on in the form of folk-tales, for her faith has no place among the leadership of drow 
  society.  Her tales usually describe her hiding and waiting until her foes are weakened or lax in their attention before 
  she attacks, and stories of her origin always describe her as local to the region in which they are told.  Clerics of 
  Zinzerena often multi-class as fighters or rogues.  They are much more common in the decadent cities of the drow, but 
  may be encountered almost anywhere, for even the noble estates have servants and staff drawn from among the 
  commoners.  Only the most bohemian of nobles would enter her priesthood, though some have done so; inevitably, 
  when they are discovered they are cast out as traitors to their social class.  Ironically, such downcast nobles often become 
  the greatest leaders of Zinzerena's clergy, for they are the best educated and most politically experienced.  Her clerics 
  work as anything from simple rogues, to laborers, guides, physicians, poets, prostitutes, or nearly any other profession.  
  What they all share is a rebellious spirit and a desire for change.  Little knowledge of Zinzerena's cult has spread to the 
  surface world. 
   
  
   
  Name: Zodal 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Mercy, Hope, Benevolence 
  Titles: The Gray Son, The Gentle Hand 
  Holy Symbol: A man's hand partially wrapped in grey cloth 
  Alignment: NG 
  Origin of Worship: Flan 
  Core Worshippers: Flan 
  Common Worshippers: Others 
  Uncommon Worshippers:  
  Favored Weapon(s): Hand of Zodal (unarmed strike - inflicts nonlethal damage) 
  Other Preferred Weapons: monk weapons 
  Weapon of the Deity Spell: +1 improved unarmed strike, defending 
  Domains: Community* (CD), Good, Healing, Liberation* (CD), Protection. 
  Special Notes:  
  Description: Zodal (ZOH-dal) is a servant of Rao. He espouses kindness and compassion in situations of anger and 
  vengeance, and diffuses negative emotions of those around him. Depicted as a man in simple gray robes with large 
  careworn hands, he considers even the most hateful and destructive gods his friends, for he believes that with enough 
  effort on his part they might change their ways. He continues his ministrations despite the evil and pain in the world, 
  believing that his efforts will eventually make change happen. His symbol is a man’s hand partially wrapped in a gray 
  cloth. "Only by experiencing kindness and mercy can evil be turned from its path, whether in a single goblin or an 
  entire nation. Despite the world’s troubles, press on with faith that your actions bring about a better place. Let the Zodal 
  guide you when you would be pulled into the sea of blood, pain, anger and despair. You are the master of your feelings 
  and by acting upon your positive ones you set an example for those who have known only misery." Zodal’s clerics spend 
  their lives in simple circumstances, using their knowledge and abilities helping people in need and alleviating pain. 
  They are drawn to warfare, to minister to the wounded and convince evildoers to change their ways. They adventure to 
  bring attention to their cause, discover artifacts of good like the Crook of Rao, and destroy items that promote woe. 
   
  
   
  Name: Zuoken 
  Gender: m 
  Rank: Demigod 
  Areas of Concern/Portfolio: Physical and Mental Mastery 
  Titles: Master of Da'Shon and Edel, Servant of the Lady 
  Holy Symbol: A striking fist 
  Alignment: N 
  Origin of Worship: Baklunish 
  Core Worshippers: Baklunish 
  Common Worshippers:  
  Uncommon Worshippers: Others 
  Favored Weapon(s): Fist of Zuoken (unarmed strike) 
  Other Preferred Weapons: monk weapons 
  Weapon of the Deity Spell: +1 improved unarmed attack, defending 
  Domains: Celerity* (CD), Mind* (CD), Strength, War. 
  Special Notes:  
  Description: Zuoken (zoo-OH-ken) is an ascended martial artist in the service of Xan Yae. He was a Baklunish man of 
  unremarkable appearance, but he had achieved the highest level of skill in edel ("gift of fate," psionics) and da’shon 
  ("falling hail," a complicated form of unarmed combat practiced by one of Xan Yae’s sects). His symbol is a striking fist. 
  In 505 CY, he stopped manifesting to his faithful; investigation has revealed that his essence is held somewhere in the 
  central Flanaess; his followers continue to seek the exact place so that he may be freed. "To learn da’shon is to be on the 
  path to perfection, for the use of weapons is a hinderance to the ability of mankind to attain the goal; once the goal is 
  reached, one can use such things without fear of losing sight of perfection. One must strive to achieve the pinnacle of 
  physical and mental ability. One must pursue harmony to achieve perfection, so every issue must be considered from 
  both sides so that a balance may be struck between the two, allowing a harmonious resolution." Zuoken’s clerics teach 
  da’shon and the way of Zuoken and Xan Yae. They wander the land to accelerate their physical and mental 
  advancement, undergo many tests of hardship within and outside their temples in the pursuit of perfection, search for 
  their god’s prison, and attack monks of the Scarlet Brotherhood when encountered. As aging and infirmities are 
  concerns for those who perfect their bodies, they care for the elderly to acclimatize themselves with its changes. 
  Although Zuoken is confined in some way, his clerics receive their spells normally. 
   
  
  DEITIES AVAILABLE FOR SELECTION BY PCS 
   
   
  Areas of Concern/Portfolio 
  Alignment 
  Core Worshippers 
  Other Allowed 
  Worshippers 
  Aerdrie Faenya 
  Air, Weather, Avians, Rain, Fertility 
  CG 
  Elves 
   
  Al'Akbar 
  Guardianship, Faithfulness, Dignity, Duty 
  LG 
  Baklunish 
  All 
  Allitur 
  Ethics, Propriety 
  LG (LN) 
  Flan 
  All 
  Arvoreen 
  Protection, Vigilance, War 
  LG 
  Halflings 
   
  Atroa 
  Spring, East Wind, Renewal 
  NG 
  Oeridians 
  All 
  Azor'alq 
  Light, Purity, Courage, Strength 
  NG 
  Baklunish 
  All 
  Baervan Wildwanderer 
  Forests, Nature, Travel 
  NG 
  Gnomes 
   
  Bahamut 
  Good Dragons, Wind, Wisdom 
  LG 
  Dragons 
  All 
  Baravar Cloakshadow 
  Illusions, Protection, Deception, Hatred of 
  Goblinoids 
  NG 
  Gnomes 
   
  Beory 
  Oerth, Nature, Rain 
  N (NG) 
  Flan 
  All 
  Berei 
  Home, Family, Agriculture 
  NG 
  Flan 
  All 
  Berna 
  Passion, Forgiveness 
  CN (N) 
  Touv 
  All 
  Berronar Truesilver 
  Safety, Truth, Home, Healing 
  LG 
  Dwarves 
   
  Bleredd 
  Metal, Mines, Smiths 
  N 
  Oeridians, Dwarves, 
  Gnomes 
  All 
  Boccob 
  Magic, Arcane Knowledge, Foresight, Balance 
  N 
  Humans 
  All 
  Bralm 
  Insects, Industriousness 
  N (LN) 
  Suel 
  All 
  Brandobaris 
  Stealth, Thieves, Adventuring 
  N 
  Halflings 
   
  Breeka 
  Living Things 
  N 
  Touv 
  All 
  Celestian 
  Stars, Space, Wanderers 
  N (NG) 
  Oeridians 
  All 
  Charmalaine 
  Keen Senses and Narrow Escapes 
  N 
  Halflings, Others 
  All 
  
  DEITIES AVAILABLE FOR SELECTION BY PCS 
   
  Areas of Concern/Portfolio 
  Alignment 
  Core Worshippers 
  Other Allowed 
  Worshippers 
  Clangeddin Silverbeard 
  Battle, War 
  LG 
  Dwarves 
   
  Corellon Larethian 
  Elves, Magic, Music, Arts & Crafts, War 
  CG 
  Elves 
   
  Cyndor 
  Time, Infinity, Continuity 
  LN 
  Oeridians 
  All 
  Cyrrollalee 
  Friendship, Trust, Home 
  LG 
  Halflings 
   
  Daern 
  Defense, Fortifications 
  LN 
  Oeridians 
  All 
  Dalt 
  Portals, Doors, Enclosures, Locks, Keys 
  CG 
  Suel 
  All 
  Daoud 
  Humility, Clarity, Immediacy 
  N 
  Baklunish 
  All 
  Delleb 
  Reason, Intellect, Study 
  LG 
  Oeridians 
  All 
  Dugmaren 
  Brightmantle 
  Scholarship, Discovery, Invention 
  CG (NG) 
  Dwarves 
   
  Dumathoin 
  Mining, Exploration 
  N 
  Dwarves 
   
  Ehlonna [Ehlenestra to 
  elves] 
  Forests, Woodlands, Flora & Fauna, Fertility 
  NG 
  Humans, Elves 
  All 
  Erevan Ilesere 
  Mischief, Change, Rogues 
  CN 
  Elves 
   
  Fenmarel Mestarine 
  Wild Elves, Outcasts, Scapegoats, Isolation 
  CN (CG) 
  Elves 
   
  Fharlanghn 
  Horizons, Distance, Travel, Roads 
  N (NG) 
  Oeridians 
  All 
  Flandal Steelskin 
  Mining, Smithing, Fitness 
  NG 
  Gnomes 
   
  Fortubo 
  Stone, Metals, Mountains, Guardianship 
  LG (LN) 
  Dwarves 
  All 
  Gadhelyn 
  Independence, Outlawry, Feasting, Hunting 
  CN 
  Elves 
   
  Gaerdal Ironhand 
  Protection, Vigilence, Combat 
  LG 
  Gnomes 
   
  Garl Glittergold 
  Gnomes, Protection, Humor, Wit, Gemcutting, 
  Jewelrymaking, Illusion 
  NG 
  Gnomes 
   
  Gendwar Argrim 
  Fatalism and Obsession 
  LN 
  Dwarves 
   
  Geshtai 
  Lakes, Rivers, Wells, Streams 
  N 
  Baklunish 
  All 
  
  DEITIES AVAILABLE FOR SELECTION BY PCS 
   
  Areas of Concern/Portfolio 
  Alignment 
  Core Worshippers 
  Other Allowed 
  Worshippers 
  Hanali Celanil 
  Love, Romance, Beauty, Fine Arts, Artists 
  CG 
  Elves 
   
  Heironeous 
  Chivalry, Justice, Honor, War, Daring, Valor 
  LG 
  Oeridians 
  All 
  Heward 
  Bards, Musicians 
  NG 
  Humans 
  All 
  Hurakon 
  Floods, Unrestrained Fury 
  CN 
  Olman 
  All 
  Istus 
  Fate, Destiny, Divination, Future, Honesty 
  N 
  Baklunish 
  All 
  Jascar 
  Hills, Mountains 
  LG 
  Suel, Dwarves 
  All 
  Johydee 
  Deception, Espionage, Protection 
  NG 
  Oeridians 
  All 
  Joramy 
  Fire, Volcanoes, Wrath, Anger, Quarrels 
  N (NG) 
  Humans 
  All 
  Katay 
  Decay, Inevitability, Order, Time 
  LN 
  Touv 
  All 
  Kelanen 
  Swords, Sword Skills, Balance 
  N 
  Humans 
  All 
  Keoghtom 
  Secret Pursuits, Natural Alchemy, Extraplanar 
  Exploration 
  NG 
  Humans 
  All 
  Kord 
  Athletics, Sports, Brawling, Strength, Courage 
  CG 
  Suel 
  All 
  Kundo 
  Building, Noise, Music, Defense 
  LG (NG) 
  Touv 
  All 
  Kurell 
  Jealousy, Revenge, Theft 
  CN 
  Oeridians 
  All 
  Kuroth 
  Theft and Treasure-Finding 
  CN 
  Oeridians 
  All 
  Labelas Enoreth 
  Time, Longevity, History 
  CG 
  Elves 
   
  Lendor 
  Time, Tedium, Patience, Study 
  LN 
  Suel 
  All 
  Lirr 
  Prose, Poetry, Literature, Art 
  CG 
  Oeridians 
  All 
  Llerg 
  Beasts, Strength 
  CN 
  Suel 
  All 
  Lydia 
  Music, Knowledge, Daylight 
  NG 
  Suel 
  All 
  Mayaheine 
  Protection, Justice, Valor 
  LG 
  Flan, Oeridians 
  All 
  
  DEITIES AVAILABLE FOR SELECTION BY PCS 
   
  Areas of Concern/Portfolio 
  Alignment 
  Core Worshippers 
  Other Allowed 
  Worshippers 
  Merikka 
  Farming, Agriculture, Home 
  LG 
  Oeridians 
  All 
  Moradin 
  Dwarves, Smithing, Engineering, Creation, War 
  LG 
  Dwarves 
   
  Mouqol 
  Trade, Negotiation, Ventures, Appraisal, Reciprocity 
  N 
  Baklunish 
  All 
  Muamman Duathal 
  Expatriates, Urban Dwarves, Travelers, Exiles, 
  Lightning 
  NG 
  Dwarves 
   
  Murlynd 
  Magical Technology 
  LG 
  Oeridians 
  All 
  Myrhiss 
  Love, Romance, Beauty 
  NG 
  Flan 
  All 
  Nazarn 
  Formal and Public Combat 
  N 
  Half-orcs 
  All 
  Nola 
  Sun 
  NG (LG) 
  Touv 
  All 
  Norebo 
  Luck, Gambling, Risks 
  CN 
  Suel 
  All 
  Obad-Hai 
  Nature, Woodlands, Freedom, Hunting, Beasts 
  N 
  Flan 
  All 
  Olidammara 
  Music, Revels, Wine, Rogues, Humor, Tricks 
  CN 
  Oeridian 
  All 
  Osprem 
  Sea Voyages, Ships, Sailors 
  LN 
  Suel 
  All 
  Pelor 
  Sun, Light, Strength, Healing 
  NG 
  Flan 
  All 
  Phaulkon 
  Air, Wind, Clouds, Birds, Archery 
  CG 
  Suel 
  All 
  Pholtus 
  Light, Resolution, Law, Order, Inflexibility, Sun, 
  Moons 
  LG (LN) 
  Oeridians 
  All 
  Phyton 
  Nature, Beauty, Farming 
  CG 
  Suel 
  All 
  Procan 
  Seas, Sea Life, Salt, Sea Weather, Navigation 
  CN 
  Oeridians 
  All 
  Quetzalcoatl 
  Air, Birds, Snakes 
  LN 
  Olman 
  All 
  Ralishaz 
  Chance, Ill Luck, Misfortune, Insanity 
  CN 
  Humans 
  All 
  Rao 
  Peace, Reason, Serenity 
  LG 
  Flan 
  All 
  Rillifane Rallathil 
  Wood Elves, Woodlands, Nature, Druids 
  CG 
  Elves 
   
  
  DEITIES AVAILABLE FOR SELECTION BY PCS 
   
  Areas of Concern/Portfolio 
  Alignment 
  Core Worshippers 
  Other Allowed 
  Worshippers 
  Rudd 
  Chance, Good Luck, Skill 
  CN (CG) 
  Oeridians 
  All 
  Segojan Earthcaller 
  Earth, Nature 
  NG 
  Gnomes 
   
  Sehanine Moonbow 
  Mysticism, Dreams, Far Journeys, Death, Full Moons, 
  Transcendence 
  CG (NG) 
  Elves 
   
  Sheela Peryroyl 
  Nature, Agriculture, Weather 
  N 
  Halflings 
   
  Solonor Thelandira 
  Archery, Hunting, Wilderness Survival 
  CG 
  Elves 
   
  Sotillion 
  Summer, South Wind, Ease, Comfort 
  CG (CN) 
  Oeridians 
  All 
  St. Cuthbert 
  Common Sense, Wisdom, Zeal, Honesty, Truth, 
  Discipline 
  LG (LN) 
  Humans 
  All 
  Stern Alia 
  Oeridian Culture, Law, Motherhood 
  LN (LE) 
  Oeridians 
  All 
  Telchur 
  Winter, Cold, North Wind 
  CN 
  Oeridians 
  All 
  Tlazoteotl 
  Earth Mother, Agriculture, Nature 
  N 
  Olman 
  All 
  Trithereon 
  Individuality, Liberty, Retribution, Self-Defense 
  CG 
  Humans 
  All 
  Tsolorandril 
  Wave Motions 
  LN 
  Humans 
  All 
  Ulaa 
  Hills, Mountains, Gemstones 
  LG 
  Oeridians, Dwarves, 
  Gnomes 
  All 
  Urogalan 
  Earth, Death, Protection of the Dead 
  LN 
  Halflings 
   
  Uvot 
  Prosperity 
  NG (LG) 
  Touv 
  All 
  Vathris 
  Anguish, Lost Causes, Revenge 
  LN 
  Flan 
  All 
  Vatun 
  Northern Barbarians, Cold, Winter, Arctic Beasts 
  CN 
  Suel 
  All 
  Velnius 
  Sky, Weather 
  N (NG) 
  Oeridians 
  All 
  Vergadain 
  Wealth, Luck 
  N 
  Dwarves 
   
  Vogan 
  Weather, Storms 
  CG (NG) 
  Touv 
  All 
  Wee Jas 
  Magic, Death, Vanity, Law 
  LN (LE) 
  Suel 
  All 
  
  DEITIES AVAILABLE FOR SELECTION BY PCS 
   
  Areas of Concern/Portfolio 
  Alignment 
  Core Worshippers 
  Other Allowed 
  Worshippers 
  Wenta 
  Autumn, West Wind, Harvest, Brewing 
  CG 
  Oeridians 
  All 
  Xan Yae 
  Twilight, Shadows, Stealth, Mental Power 
  N 
  Baklunish 
  All 
  Xanag 
  Metals, Beauty 
  N (LN) 
  Touv 
  All 
  Xerbo 
  Sea, Sailing, Money, Business 
  N 
  Suel 
  All 
  Ye'Cind 
  Music, Magical Songs 
  CG 
  Elves 
   
  Yondalla 
  Halflings, Protection, Fertility 
  LG 
  Halflings 
   
  Zagyg 
  Humor, Eccentricity, Occult Lore, Unpredictability 
  CN (CG) 
  Humans 
  All 
  Zilchus 
  Power, Prestige, Money, Business, Influence 
  LN 
  Oeridians 
  All 
  Zodal 
  Mercy, Hope, Benevolence 
  NG 
  Flan 
  All 
  Zuoken 
  Physical and Mental Mastery 
  N 
  Baklunish 
  All 
   
  
  DEITIES LISTED BY DOMAIN 
  Air 
  Aerdrie Faenya, Atroa, Bahamut, Breeka, Elder Elemental Eye [aspect of Tharizdun], Nola, Obad-Hai, Phaulkon, 
  Quetzalcoatl, Sheela Peryroyl, Sotillion, Stronmaus, Telchur, Tezcatlipoca [also known as Apocatequil], Tlaloc, Vatun, 
  Velnius, Vogan, Wenta 
  Animal 
  Aerdrie Faenya, Baervan Wildwanderer, Beory, Bralm, Breeka, Camazotz [also known as Zotzilaha or Zotz], Damaran, 
  Deep Sashelas, Eadro, Ehlonna [Ehlenestra to elves], Fenmarel Mestarine, Gadhelyn, Hiatea, Karontor, Llerg, Meyanok, 
  Obad-Hai, Phaulkon, Procan, Quetzalcoatl, Raxivort, Segojan Earthcaller, Semuanya, Skerrit, Solonor Thelandira, 
  Tlazoteotl, Vatun, Wastri, Xerbo, Yondalla 
  Celerity* (CD) 
  Baervan Wildwanderer, Brandobaris, Corellon Larethian, Ehlonna [Ehlenestra to elves], Erevan Ilesere, Fharlanghn, 
  Grankhul, Huhueteotl, Istus, Labelas Enoreth, Olidammara, Rillifane Rallathil, Sheela Peryroyl, Solonor Thelandira, 
  Vhaeraun, Zuoken 
  Chaos 
  Aasterinian, Aerdrie Faenya, Bahgtru, Beltar, Berna, Blibdoolpoolp, Camazotz [also known as Zotzilaha or Zotz], 
  Corellon Larethian, Dalt, Deep Sashelas, Diirinka, Doresain, Dugmaren Brightmantle, Elder Elemental Eye [aspect of 
  Tharizdun], Erevan Ilesere, Erythnul, Fenmarel Mestarine, Gadhelyn, Grankhul, Great Mother, Grolantor, Gruumsh, 
  Hanali Celanil, Hruggek, Huhueteotl, Hurakon, Istus, Iuz, Keptolo, Kiaransali, Kord, Kurell, Kuroth, Labelas Enoreth, 
  Laogzed, Lirr, Llerg, Lolth, Merrshaulk, Norebo, Olidammara, Phaulkon, Phyton, Procan, Ralishaz, Raxivort, Rillifane 
  Rallathil, Rudd, Sehanine Moonbow, Shargaas, Shekinester, Solonor Thelandira, Sotillion, Telchur, Tezcatlipoca [also 
  known as Apocatequil], Tharizdun, Thrym, Trithereon, Urdlen, Vaprak, Vatun, Vhaeraun, Vogan, Wenta, Ye'Cind, 
  Zagyg, Zinzerena 
  City* (RoD) 
  Muamman Duathal, Olidammara, Zilchus 
  Cold* (CD, Fb) 
  Bahamut, Karontor, Nerull, Telchur, Thrym, Vatun 
  Community* (CD) 
  Al'Akbar, Allitur, Bargrivyek, Berei, Berronar Truesilver, Bralm, Callarduran Smoothhands, Corellon Larethian, 
  Cyrrollalee, Dumathoin, Eadro, Fortubo, Garl Glittergold, Hanali Celanil, Hiatea, Iallanis, Kundo, Luthic, Merikka, 
  Muamman Duathal, Myrhiss, Phyton, Rao, Segojan Earthcaller, Tlazoteotl, Uvot, Yondalla, Zodal 
  Competition* (CD) 
  Bahgtru, Clangeddin Silverbeard, Grolantor, Hextor, Joramy, Kord, Kurtulmak, Llerg, Maglubiyet, Norebo, Rudd, 
  Sekolah 
  Courage* (CW) 
  Arvoreen, Bahgtru, Berna, Clangeddin Silverbeard, Gaerdal Ironhand, Heironeous, Ilneval, Kord, Llerg, Nomog-Geaya, 
  Norebo 
  Creation* (CD) 
  Annam, Beory, Berei, Bleredd, Deep Sashelas, Flandal Steelskin, Garl Glittergold, Moradin, Semuanya, Uvot, Wenta, 
  Xanag, Yondalla 
  Death 
  Doresain, Falazure, Great Mother, Grolantor, Incabulos, Kiaransali, Kyuss, Laogzed, Memnor, Mictlantecuhtli, Nerull, 
  Shargaas, Yurtrus 
  Destiny* (RoD) 
  Celestian, Chronepsis, Cyndor, Huhueteotl, Istus, Labelas Enoreth, Lendor, Rudd, Vecna 
  
  DEITIES LISTED BY DOMAIN 
  Destruction 
  Bahgtru, Blibdoolpoolp, Camazotz [also known as Zotzilaha or Zotz], Falazure, Gendwar Argrim, Gruumsh, Hextor, 
  Huhueteotl, Hurakon, Ilneval, Incabulos, Joramy, Katay, Laogzed, Lolth, Maglubiyet, Merrshaulk, Meyanok, 
  Mictlantecuhtli, Panzuriel, Pyremius, Ralishaz, Shekinester, St. Cuthbert, Surtr, Tharizdun, Thrym, Tiamat, Urdlen, 
  Vaprak, Vara, Vathris, Yurtrus 
  Domination* (CD) 
  Diirinka, Erevan Ilesere, Gruumsh, Hanali Celanil, Hextor, Ilsensine, Keptolo, Khurgorbaeyag, Laduguer, Lolth, 
  Memnor, Merrshaulk, Myrhiss, Quetzalcoatl, St. Cuthbert, Syrul, Wee Jas, Xanag 
  Dragon* (Dr) 
  Aasterinian, Bahamut, Chronepsis, Falazure, Io, Tiamat 
  Dream* (CD) 
  Diirinka, Gaknulak, Ilsensine, Incabulos, Sehanine Moonbow, Sotillion, Tharizdun, Vara, Vecna 
  Earth 
  Beltar, Beory, Bleredd, Breeka, Callarduran Smoothhands, Daern, Deep Sashelas, Dumathoin, Earth Dragon, Elder 
  Elemental Eye [aspect of Tharizdun], Flandal Steelskin, Fortubo, Garl Glittergold, Grolantor, Jascar, Kundo, Kurtulmak, 
  Laduguer, Luthic, Moradin, Obad-Hai, Segojan Earthcaller, Sheela Peryroyl, Skoraeus Stonebones, Thrym, Tlazoteotl, 
  Ulaa, Urdlen, Urogalan, Xanag 
  Evil 
  Abbathor, Bahgtru, Bargrivyek, Beltar, Blibdoolpoolp, Camazotz [also known as Zotzilaha or Zotz], Chitza-Atlan, 
  Damaran, Diirinka, Doresain, Earth Dragon, Elder Elemental Eye [aspect of Tharizdun], Erythnul, Falazure, Gaknulak, 
  Grankhul, Great Mother, Grolantor, Gruumsh, Hextor, Hruggek, Huhueteotl, Ilneval, Ilsensine, Incabulos, Iuz, 
  Karontor, Keptolo, Khurgorbaeyag, Kiaransali, Kurtulmak, Kyuss, Laduguer, Laogzed, Lolth, Luthic, Maglubiyet, 
  Memnor, Merrshaulk, Meyanok, Mictlantecuhtli, Nerull, Nomog-Geaya, Panzuriel, Pyremius, Raxivort, Roykyn, 
  Sekolah, Shargaas, Shekinester, Sixin, Squerrik, Surtr, Syrul, Tezcatlipoca [also known as Apocatequil], Tharizdun, 
  Thrym, Tiamat, Tlaloc, Urdlen, Vaprak, Vara, Vecna, Vhaeraun, Yurtrus 
  Fire 
  Bleredd, Elder Elemental Eye [aspect of Tharizdun], Flandal Steelskin, Hiatea, Huhueteotl, Joramy, Moradin, Nola, 
  Obad-Hai, Pyremius, Surtr, Xanag 
  Force* (CD) 
  Annam, Boccob, Tharizdun 
  Glory* (CD) 
  Heironeous, Jascar, Nola, Pelor, Pholtus, Rao 
  Good 
  Aerdrie Faenya, Al'Akbar, Allitur, Arvoreen, Atroa, Azor'alq, Baervan Wildwanderer, Bahamut, Baravar Cloakshadow, 
  Berei, Berronar Truesilver, Clangeddin Silverbeard, Corellon Larethian, Cyrrollalee, Dalt, Deep Sashelas, Delleb, 
  Dugmaren Brightmantle, Ehlonna [Ehlenestra to elves], Flandal Steelskin, Fortubo, Gaerdal Ironhand, Garl Glittergold, 
  Hanali Celanil, Heironeous, Heward, Hiatea, Iallanis, Jascar, Johydee, Keoghtom, Kord, Kundo, Labelas Enoreth, Lirr, 
  Lydia, Mayaheine, Merikka, Moradin, Muamman Duathal, Murlynd, Myrhiss, Nola, Pelor, Phaulkon, Pholtus, Phyton, 
  Rao, Rillifane Rallathil, Segojan Earthcaller, Sehanine Moonbow, Shekinester, Skerrit, Solonor Thelandira, Sotillion, St. 
  Cuthbert, Stronmaus, Trithereon, Ulaa, Uvot, Vogan, Wenta, Ye'Cind, Yondalla, Zodal 
  Greed* (Dr) 
  Abbathor, Erythnul, Kurell, Tiamat, Urdlen, Vaprak 
  Healing 
  Al'Akbar, Berna, Berronar Truesilver, Callarduran Smoothhands, Cyrrollalee, Iallanis, Luthic, Myrhiss, Nola, Pelor, 
  Skerrit, Skoraeus Stonebones, Sotillion, Vogan, Zodal 
  
  DEITIES LISTED BY DOMAIN 
  Hunger* (LM) 
  Doresain, Incabulos 
  Inquisition* (CD) 
  Allitur, Berronar Truesilver, Clangeddin Silverbeard, Cyrrollalee, Heironeous, Khurgorbaeyag, Pholtus, Rao, St. 
  Cuthbert, Stern Alia, Wee Jas 
  Knowledge 
  Allitur, Annam, Bargrivyek, Boccob, Celestian, Chronepsis, Delleb, Dugmaren Brightmantle, Dumathoin, Grankhul, 
  Heward, Hruggek, Ilsensine, Io, Istus, Katay, Keoghtom, Keptolo, Labelas Enoreth, Lendor, Lirr, Lydia, Mouqol, 
  Murlynd, Pholtus, Quetzalcoatl, Rao, Sehanine Moonbow, Shekinester, Skoraeus Stonebones, Stern Alia, Syrul, 
  Tharizdun, Tsolorandril, Uvot, Vecna, Vergadain, Xan Yae, Xerbo, Ye'Cind, Zagyg, Zilchus 
  Law 
  Al'Akbar, Allitur, Arvoreen, Bahamut, Berronar Truesilver, Bralm, Chitza-Atlan, Clangeddin Silverbeard, Cyndor, 
  Cyrrollalee, Daern, Delleb, Earth Dragon, Fortubo, Gaerdal Ironhand, Gaknulak, Gendwar Argrim, Heironeous, Hextor, 
  Ilsensine, Istus, Jascar, Katay, Khurgorbaeyag, Kundo, Kurtulmak, Laduguer, Lendor, Mayaheine, Merikka, 
  Mictlantecuhtli, Moradin, Murlynd, Nomog-Geaya, Osprem, Pholtus, Quetzalcoatl, Rao, Sekolah, Shekinester, Sixin, 
  Squerrik, St. Cuthbert, Stern Alia, Surtr, Tiamat, Tlaloc, Tsolorandril, Ulaa, Urogalan, Vathris, Wastri, Wee Jas, Yondalla, 
  Zilchus 
  Liberation* (CD) 
  Aerdrie Faenya, Corellon Larethian, Dalt, Garl Glittergold, Lirr, Lydia, Ralishaz, Trithereon, Ulaa, Wenta, Zodal 
  Luck 
  Aasterinian, Abbathor, Bahamut, Brandobaris, Charmalaine, Erevan Ilesere, Fharlanghn, Istus, Kord, Kurell, Kuroth, 
  Nazarn, Norebo, Olidammara, Procan, Ralishaz, Rudd, Uvot, Vergadain, Zinzerena 
  Madness* (CD) 
  Abbathor, Blibdoolpoolp, Diirinka, Elder Elemental Eye [aspect of Tharizdun], Erevan Ilesere, Erythnul, Grolantor, 
  Incabulos, Karontor, Kiaransali, Kurell, Kurtulmak, Laogzed, Panzuriel, Pyremius, Ralishaz, Roykyn, Tharizdun, Urdlen, 
  Vaprak, Vecna, Yurtrus, Zagyg 
  Magic 
  Annam, Baravar Cloakshadow, Boccob, Corellon Larethian, Daoud, Delleb, Diirinka, Dugmaren Brightmantle, Hanali 
  Celanil, Hruggek, Ilsensine, Io, Laduguer, Lirr, Shekinester, Vecna, Wee Jas, Ye'Cind, Zagyg 
  Mind* (CD) 
  Baravar Cloakshadow, Boccob, Delleb, Dugmaren Brightmantle, Ilsensine, Istus, Iuz, Johydee, Labelas Enoreth, 
  Laduguer, Lendor, Memnor, Merrshaulk, Olidammara, Panzuriel, Rao, Shekinester, Squerrik, Syrul, Vecna, Vergadain, 
  Wee Jas, Xan Yae, Zilchus, Zuoken 
  Mysticism* (CD) 
  Beltar, Blibdoolpoolp, Erythnul, Fortubo, Great Mother, Grolantor, Gruumsh, Hruggek, Huhueteotl, Ilneval, Jascar, 
  Mictlantecuhtli, Nerull, Pyremius, Raxivort, Rillifane Rallathil, Segojan Earthcaller, Sekolah, Shargaas, Tezcatlipoca 
  [also known as Apocatequil], Trithereon, Ulaa, Vhaeraun, Yondalla 
  Nobility* (CW, Ss) 
  Arvoreen, Gaerdal Ironhand, Hanali Celanil, Heironeous, Kord, Kundo, Mayaheine, Murlynd, Pelor 
  Oracle* (CD) 
  Blibdoolpoolp, Boccob, Celestian, Cyndor, Delleb, Dugmaren Brightmantle, Dumathoin, Flandal Steelskin, Istus, Katay, 
  Labelas Enoreth, Lendor, Lolth, Ralishaz, Sehanine Moonbow, Shekinester, Tsolorandril, Vecna 
  Pact* (CD) 
  Abbathor, Bralm, Cyrrollalee, Mouqol, Rao, Vergadain, Xerbo, Zilchus 
  
  DEITIES LISTED BY DOMAIN 
  Pestilence* (CD) 
  Camazotz [also known as Zotzilaha or Zotz], Chitza-Atlan, Damaran, Doresain, Falazure, Incabulos, Kiaransali, Kyuss, 
  Lolth, Meyanok, Mictlantecuhtli, Nerull, Raxivort, Shargaas, Squerrik, Tlaloc, Urdlen, Yurtrus 
  Plant 
  Annam, Atroa, Baervan Wildwanderer, Beory, Berei, Breeka, Ehlonna [Ehlenestra to elves], Fenmarel Mestarine, 
  Gadhelyn, Geshtai, Hiatea, Merikka, Merrshaulk, Obad-Hai, Phyton, Rillifane Rallathil, Semuanya, Sheela Peryroyl, 
  Skerrit, Solonor Thelandira, Sotillion, Tlaloc, Tlazoteotl, Uvot, Wenta, Yondalla 
  Protection 
  Al'Akbar, Arvoreen, Bahamut, Baravar Cloakshadow, Bargrivyek, Berei, Berna, Berronar Truesilver, Callarduran 
  Smoothhands, Camazotz [also known as Zotzilaha or Zotz], Celestian, Charmalaine, Chitza-Atlan, Corellon Larethian, 
  Cyndor, Cyrrollalee, Daern, Dalt, Deep Sashelas, Dumathoin, Eadro, Earth Dragon, Fharlanghn, Fortubo, Gaerdal 
  Ironhand, Gaknulak, Garl Glittergold, Great Mother, Hanali Celanil, Jascar, Khurgorbaeyag, Kundo, Laduguer, Lendor, 
  Luthic, Mayaheine, Merikka, Moradin, Muamman Duathal, Myrhiss, Osprem, Quetzalcoatl, Rillifane Rallathil, 
  Shekinester, Skoraeus Stonebones, Squerrik, St. Cuthbert, Stern Alia, Stronmaus, Trithereon, Ulaa, Urogalan, Uvot, 
  Yondalla, Zodal 
  Purification* (CD) 
  Allitur, Arvoreen, Berronar Truesilver, Ehlonna [Ehlenestra to elves], Pelor, Pholtus, Surtr, Wastri 
  Repose* (Ss) 
  Chitza-Atlan, Chronepsis, Katay, Sehanine Moonbow, Urogalan, Wee Jas 
  Rune* (Ss) 
  Boccob, Cyndor, Delleb, Dugmaren Brightmantle, Katay, Labelas Enoreth, Lendor, Lirr, Tharizdun 
  Sky* (RotW) 
  Aerdrie Faenya, Memnor, Phaulkon, Quetzalcoatl, Stronmaus, Vogan 
  Strength 
  Bahgtru, Bleredd, Bralm, Clangeddin Silverbeard, Flandal Steelskin, Great Mother, Gruumsh, Hruggek, Iallanis, Io, 
  Karontor, Kord, Llerg, Maglubiyet, Moradin, Nomog-Geaya, Pelor, Sekolah, Sixin, St. Cuthbert, Surtr, Telchur, Thrym, 
  Trithereon, Vaprak, Vatun, Zuoken 
  Summer* (Ss) 
  Sotillion 
  Summoner* (CD) 
  Beltar, Callarduran Smoothhands, Eadro, Great Mother, Segojan Earthcaller, Skoraeus Stonebones, Trithereon, Ulaa 
  Sun 
  Annam, Atroa, Azor'alq, Ehlonna [Ehlenestra to elves], Hiatea, Iallanis, Lydia, Nola, Pelor, Pholtus, Phyton, Skerrit, 
  Stronmaus, Tezcatlipoca [also known as Apocatequil] 
  Travel 
  Aasterinian, Atroa, Baervan Wildwanderer, Bargrivyek, Brandobaris, Celestian, Cyndor, Dalt, Damaran, Daoud, 
  Fenmarel Mestarine, Fharlanghn, Geshtai, Grankhul, Heward, Io, Kelanen, Keoghtom, Keptolo, Lirr, Lydia, Mouqol, 
  Muamman Duathal, Osprem, Procan, Rillifane Rallathil, Sehanine Moonbow, Sixin, Velnius, Vhaeraun, Ye'Cind 
  Trickery 
  Aasterinian, Abbathor, Baervan Wildwanderer, Baravar Cloakshadow, Boccob, Brandobaris, Dalt, Diirinka, Erevan 
  Ilesere, Erythnul, Fenmarel Mestarine, Gaknulak, Garl Glittergold, Grankhul, Iuz, Johydee, Kurell, Kuroth, Kurtulmak, 
  Lolth, Maglubiyet, Memnor, Meyanok, Mouqol, Nerull, Norebo, Olidammara, Raxivort, Roykyn, Sehanine Moonbow, 
  Shargaas, Sixin, Squerrik, Syrul, Tezcatlipoca [also known as Apocatequil], Tiamat, Vara, Vergadain, Vhaeraun, Xan Yae, 
  Zagyg, Zilchus, Zinzerena 
  
  DEITIES LISTED BY DOMAIN 
  Tyranny* (CW) 
  Great Mother, Gruumsh, Hextor, Hruggek, Ilsensine, Iuz, Khurgorbaeyag, Maglubiyet, Merrshaulk, Mictlantecuhtli, 
  Nomog-Geaya, Sekolah, Tiamat, Vecna 
  War 
  Arvoreen, Azor'alq, Beltar, Clangeddin Silverbeard, Corellon Larethian, Erythnul, Gaerdal Ironhand, Gendwar Argrim, 
  Gruumsh, Heironeous, Hextor, Ilneval, Joramy, Kelanen, Kurtulmak, Maglubiyet, Mayaheine, Mictlantecuhtli, 
  Moradin, Nazarn, Nomog-Geaya, Panzuriel, Phaulkon, Sekolah, Sixin, Solonor Thelandira, Stronmaus, Surtr, 
  Tezcatlipoca [also known as Apocatequil], Thrym, Vathris, Wastri, Xan Yae, Zuoken 
  Water 
  Beory, Blibdoolpoolp, Breeka, Deep Sashelas, Eadro, Elder Elemental Eye [aspect of Tharizdun], Geshtai, Hurakon, 
  Obad-Hai, Osprem, Panzuriel, Phyton, Procan, Semuanya, Tlaloc, Tlazoteotl, Velnius, Vogan, Xerbo 
  Weather* (CD) 
  Aerdrie Faenya, Beory, Earth Dragon, Fharlanghn, Geshtai, Hiatea, Hurakon, Osprem, Procan, Sheela Peryroyl, Solonor 
  Thelandira, Stronmaus, Tezcatlipoca [also known as Apocatequil], Tlaloc, Velnius, Vogan 
  Winter* (Fb) 
  Nerull, Telchur, Vatun 
  
  DEITIES LISTED BY ALIGNMENT 
  Lawful Good 
  Al'Akbar, Allitur, Arvoreen, Bahamut, Berronar Truesilver, Clangeddin Silverbeard, Cyrrollalee, Delleb, Fortubo, 
  Gaerdal Ironhand, Heironeous, Jascar, Kundo, Mayaheine, Merikka, Moradin, Murlynd, Pholtus, Rao, Shekinester, St. 
  Cuthbert, Ulaa, Yondalla. 
  Lawful Neutral 
  Cyndor, Daern, Gendwar Argrim, Katay, Lendor, Osprem, Quetzalcoatl, Stern Alia, Tsolorandril, Urogalan, Vathris, 
  Wastri, Wee Jas, Zilchus. 
  Lawful Evil 
  Chitza-Atlan, Earth Dragon, Gaknulak, Hextor, Ilsensine, Khurgorbaeyag, Kurtulmak, Laduguer, Mictlantecuhtli, 
  Nomog-Geaya, Sekolah, Sixin, Squerrik, Surtr, Tiamat, Tlaloc. 
  Neutral Good 
  Atroa, Azor'alq, Baervan Wildwanderer, Baravar Cloakshadow, Berei, Ehlonna [Ehlenestra to elves], Flandal Steelskin, 
  Garl Glittergold, Heward, Hiatea, Iallanis, Johydee, Keoghtom, Lydia, Muamman Duathal, Myrhiss, Nola, Pelor, Segojan 
  Earthcaller, Skerrit, Stronmaus, Uvot, Zodal. 
  Neutral 
  Annam, Beory, Bleredd, Boccob, Bralm, Brandobaris, Breeka, Callarduran Smoothhands, Celestian, Charmalaine, 
  Chronepsis, Daoud, Dumathoin, Eadro, Fharlanghn, Geshtai, Io, Istus, Joramy, Kelanen, Mouqol, Nazarn, Obad-Hai, 
  Semuanya, Sheela Peryroyl, Shekinester, Skoraeus Stonebones, Tlazoteotl, Velnius, Vergadain, Xan Yae, Xanag, Xerbo, 
  Zuoken. 
  Neutral Evil 
  Abbathor, Bargrivyek, Damaran, Elder Elemental Eye [aspect of Tharizdun], Falazure, Ilneval, Incabulos, Karontor, 
  Kyuss, Luthic, Maglubiyet, Memnor, Meyanok, Nerull, Panzuriel, Pyremius, Roykyn, Syrul, Tharizdun, Vara, Vecna, 
  Yurtrus. 
  Chaotic Good 
  Aerdrie Faenya, Corellon Larethian, Dalt, Deep Sashelas, Dugmaren Brightmantle, Hanali Celanil, Kord, Labelas 
  Enoreth, Lirr, Phaulkon, Phyton, Rillifane Rallathil, Sehanine Moonbow, Solonor Thelandira, Sotillion, Trithereon, 
  Vogan, Wenta, Ye'Cind. 
  Chaotic Neutral 
  Aasterinian, Berna, Erevan Ilesere, Fenmarel Mestarine, Gadhelyn, Hurakon, Kurell, Kuroth, Llerg, Norebo, 
  Olidammara, Procan, Ralishaz, Rudd, Telchur, Vatun, Zagyg, Zinzerena. 
  Chaotic Evil 
  Bahgtru, Beltar, Blibdoolpoolp, Camazotz [also known as Zotzilaha or Zotz], Diirinka, Doresain, Erythnul, Grankhul, 
  Great Mother, Grolantor, Gruumsh, Hruggek, Huhueteotl, Iuz, Keptolo, Kiaransali, Laogzed, Lolth, Merrshaulk, 
  Raxivort, Shargaas, Shekinester, Tezcatlipoca [also known as Apocatequil], Thrym, Urdlen, Vaprak, Vhaeraun. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/D&D 3.5 Adventures/Greyhawk Campaign Setting/Living Greyhawk Deities.pdf