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

See also: List of Greyhawk characters



Main article: Al'Akbar


Main article: Allitur


Main article: Atroa


Azor'alq is the Baklunish hero-deity of Light, Purity, Courage, and Strength. His symbol is an armed man standing atop a stone summit.

Azor'alq is a tall, handsome warrior with a dark complexion. He wears fine chain mail and his helm is topped with peacock feathers. His long curved sword, of elven make, is known as Faruk.

Azor'alq is a member of the Baklunish pantheon. In the past, he has been a foe of the demon lords Munkir and Nekir.

Azor'alq's sanctum can be entered through the highest peak in the Pinnacles of Azor'alq. There he dwells with his ancient paladins, the Thousand Immortals.

There are many metaphors in Azor'alq's dogma. Azor'alq compares courage to a light source that grows strength just as the sun grows plants. An unsheathed sword must remain so until victory is achieved; true leaders are those who rest last, only after their troops have done so. Truth is compared to flame, and good thoughts and deeds to kindling. Tyranny is compared to darkness. Light is associated with purity. The theme of "light" is advanced as both the sun and fire.

Many of Azor'alq's worshippers are warriors of various sorts, but Azor'alq is prayed to by anyone seeking courage. Azor'alq cares nothing for redeeming or converting the evil; he offers only destruction for those of evil.

Azor'alq's clergy is hereditary among the Paynim, who claim their line stretches unbroken back to the earliest days of the Baklunish Empire. Azor'alq's clerics are often war-leaders, and always fight at the forefront of any battle. Their favored weapon is the scimitar.

The few remaining paladins of Azor'alq seek to emulate the Thousand Immortals by destroying creatures of Darkness (fiends and undead). Some make quests to the Pinnacles of Azor'alq, hoping to pass the tests and challenges prepared by their master.

Over 3,000 years ago, during the time of the Baklunish Hegira, Azor'alq defended the royal family from minions of Darkness as they made the treacherous journey across the Tyurzi Mountains to the Baklunish Basin.



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

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

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

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

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

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

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

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


Main article: Beory


Main article: Berei


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

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

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

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

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

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

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

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

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

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


Main article: Bleredd


Main article: Boccob


Main article: Bralm


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

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

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

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

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

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



Main article: Celestian


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

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

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

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

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

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


Main article: Cyndor



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

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

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

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

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

Daern's Instant Fortress is a magic item that appears as a small metal cube. When its command word is spoken, the cube grows into a 30-foot-tall (9.1 m) tower instantly.


Dalt is the Suel god of Portals, Doors, Enclosures, Locks, and Keys. His holy symbol is a locked door with a skeleton key beneath it.

Dalt wanders the Outlands, having no permanent realm of his own.

Dalt is depicted as either a white-haired old man with piercing eyes or as a young red-haired thief.

Dalt is the brother of Vatun, the Suel god of Winter and Cold. Due to his brother's imprisonment, Dalt is not on good terms with Telchur. He is on good terms with Mordenkainen, to whom Dalt sometimes lends his favored relic, The Silver Key of Portals.

Dalt is a lesser deity, almost forgotten on the world of Oerth but slowly gaining more followers. He is primarily worshipped by the Suloise people in the southeastern Flanaess.


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

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

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

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

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

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

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


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

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

Daoud was a priest of Istus.

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

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

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

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

Iggwilv plundered the wealth of his legendary Vault (surely a relic of his more prosperous days) in Lopolla in the 3rd century of the Common Year calendar, apparently making off with his Wondrous Lanthorn at that time.

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

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


Main article: Delleb


Earth Dragon

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Main article: Ehlonna


Main article: Erythnul



Main article: Fharlanghn


Main article: Fortubo



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

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

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

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

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

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

Gendwar Argrim

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

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

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

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

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

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

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


Main article: Geshtai



Main article: Heironeous


Main article: Heward


Main article: Hextor



Incabulos is the god of plagues, sickness, famine, nightmares, drought, and disasters. His unholy symbol is the magic icon called the "Eye of Possession," a green eye in a red diamond. Incabulos was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #71 (1983).

Incabulos's appearance is said to be absolutely terrifying: a deformed body, skeletal hands, and a face from the worst nightmare. His skin is tinged a diseased blue. His filthy black robe is lined with sickly orange and trimmed in moss green. He rides a nightmare and is accompanied by night hags, likewise mounted, or hordlings (but not both). Any who meet his eyes are stricken by nightmares, and he carries a staff that causes seeping wounds and withers flesh.

Incabulos hates all other gods except for Nerull, the death-god who finishes the work Incabulos starts. Incabulos regards him with total indifference. Since he is the bringer of plagues, famine, and drought, and because of the immense joy he gets from the suffering these things bring, he is feared by even the Demon Princes of the Abyss and the ArchDevils of Baator themselves.

Incabulos's realm, known as Charnelhouse, is located on the first layer of the Gray Waste, Oinos. The whole realm stinks of corpses, and those who enter it find their deepest fears coming to life. Incabulos delights in and feeds on suffering, gaining power from illness, famine, nightmares, and other evils and woes. While some attempt to placate the Evilsent with prayers, this only delays the inevitable.

Incabulos has only a small following, but common folk throughout the Flanaess give him offerings, usually foul-smelling, guttering black candles, in a vain attempt to appease him or avoid his wrath. More vile individuals will venerate the Black Rider for his power and evil. Clerics of Incabulos are secretive and paranoid, fearing persecution by those who value their health and well-being. If they reveal themselves, it is only to strike greater fear in those already suffering. They enjoy torturing others and spreading disease and blight. They travel to lands to discover new diseases or to spread them. They wear garb of black and orange.

Services to Incabulos feature weird humming and droning chants in near darkness lit only by fat, black, smoky candles. Followers celebrate various iniquities with their clerics and pray for more evils to enter the world. All vessels used in their unholy rituals are made of bloodstone, carnelian, or old bronze. Temples of the Evilsent are hidden underground or in isolated, desolate regions.

Long ago, Incabulos cursed a tribe of hill giants, created the diseased, pestilent race of rot giants.


Main article: Istus


Main article: Iuz



Johydee is the Oeridian goddess of Deception, Espionage, and Protection. Her sacred animal is the chameleon. Her symbol is a small stylized mask of onyx.

Johydee can take any form, but usually appears as a young woman with grey eyes and honey-blonde hair. Though she comes off as mischievous and flighty, this is little more than a mask to hide her true intentions. Her allies are few, and she never sides with evil.

Johydee's patron deity is unknown. She is an ally of Heironeous.

Followers of Johydee are urged to protect themselves with many layers of deception, keeping their true intentions hidden from the knowledge of their enemies, and to know more of their foes than their foes know of them. They are taught to judge well the time to strike and the time to flee. They are also expected to help those they are sworn to protect.

Johydee is worshiped mainly in Oeridian lands, especially in Sunndi, Irongate, Onnwal, and other (former) nations of the Iron League. The chameleon is her sacred animal, and her symbol is a mask of stylized onyx.

Johydee's priests often work as spies for powerful patrons. Skilled at deception, they enjoy opportunities in which they can pretend to be someone else. Many take on different identities in different cities. They thwart tyrants, seek information on renowned evil-doers, and humble the overly-prideful and ambitious. Johydee's priests tend to ignore a person's apparent status and treat everyone equally, due to their familiarity with deception and subterfuge. The priesthood's preferred weapon is the short sword.

An extremely rare few individuals of Aerdi descent are known by this appellation, which signifies magical gifts and a metaphorical "mask" that shields their emotions from public scrutiny, as well as providing literal protection from hostile magic. It does not mean they are literally descended from Johydee, however.

Johydee's Children tend to be extremely aloof, never letting their feelings show, or they exist "above" the cares and feelings of ordinary folk. They are loners with difficulty forming close personal relationships.

Known and rumored Children of Johydee include Queen Yalranda, the archmage Schandor, General Azharadian, Gwydiesin of the Cranes, Saint Benedor, and the Walker. Their influence over events tends to be subtle, though profound, although there are exceptions; Azharadian's many victories, for example, were anything but subtle.

This is a small chrysoberyl that makes it easier for a rogue to hide in shadows and grants an immunity to detect invisibility spells. It does not radiate magic when held, and cannot be discovered when the owner is searched. The gem was enchanted through contact with Johydee and given to one of her followers.

Johydee's Mask is an artifact that makes the wearer totally immune to all forms of gaze attacks, and also allows the wearer to assume the guise of a humanoid being.

Long before the Oeridians migrated into the Flanaess, when they still dwelt in western Oerik, the greatest Oeridian nation was ruled by servants of evil deities. Eventually, Johydee, a wise priestess of great magical power, favored by the gods themselves, tricked the oppressors into creating a magical mask. Johydee used this mask to free the Oeridians from their dark overlords. Ultimately she became a queen in her own right, though the location of her realm is lost to time. Johydee was a member of the Aerdi house Cranden.

Johydee is credited with writing the following work:

  • Mental Impressions of the Retina

Johydee is named after Heidi Gygax, one of Gary Gygax's daughters.


Main article: Joramy



Katay is the Touv god of decay, inevitability, order, and time. His symbol is a copper disk.

Katay is the inventor of the Touv Calendar, and records all events on a metallic wheel given to him by Xanag.

Katay is depicted as an elderly man with young eyes, wearing a decaying animal pelt and carrying a great copper disk inscribed with Touv runes.

Katay is the son of Breeka, born without a father.

The Touv deities are the spirits of the land itself, and so dwell on the Prime Material Plane (according to the Scarlet Brotherhood FAQ by Sean K. Reynolds, originally published on the TSR website).

Katay represents the relentless cycle of birth, rot, and death in the realm of his mother, the goddess of living things, as well as the time that tugs on all.

Katay's priests are the record keepers of the Touv, recording births and deaths, weather, and other important events. They preside over funerals and births and uphold the laws. Their favored weapon is the dagger, and they can also be found wielding chakrams, short bows, spears, and staffs. They wear old animal pelts and carry copper disks.


Main article: Kelanen


Main article: Keoghtom


Keptolo (kep-toe-low) is the drow deity of drow males, expressed in flattery, intoxication, rumor, and opportunism. His symbol is a stylized mushroom, which symbolizes intoxication and male fertility.

Keptolo is intelligent, stylish, and exquisitely decadent; in all ways he is the ideal of the upper class male drow. His typical appearance is that of a young dark elvish noble, dressed in elegant silks of red, purple, jet black, and amber hues. He carries on his person a thin and elegant poniard and longsword, and in combat he wields them both simultaneously. Alternatively, he may be dressed as if for a hunt, wearing a velvet cloak and carrying an expensive crossbow.

Keptolo is the consort of Lolth. He is polite and unctuous to Kiaransalee and Vhaeraun, but insincere in his flattery. He despises Zinzerena, who tricked a portion of his power from him in order to empower her own ascension.

The Eager Consort dwells with his mistress in the Demonweb Pits, a bewildering realm of spidery webs spun from damned souls.

Keptolo urges his followers to increase their status in drow society by feeding the vanity of the matriarchs who outrank them. They are advised to be wary of who they offend, and to keep a scapegoat on hand to take the blame for their failings. They are taught the importance of gossip as a weapon against their rivals.

Keptolo is revered mostly by male drow, who respect him as the patron of drinking and a model for sexual exploits they hope to achieve themselves.

Clerics of Keptolo may be found as advisors, critics of art and literature, philosophers, politicians, and other careers that do not require hard labor. Many are skilled with a blade, and work as assassins and spies. They seek to emulate their deity in all ways. They are deferential to the matrons, but manipulative and abusive to all others.

The greatest temple of Keptolo is in the city of Erelhei-Cinlu in the Vault of the Drow.


Main article: Kord (Greyhawk)


Kundo is the Touv god of building, noise, music, and defense. His symbol is an ornate but functional shield or breastplate.

Kundo is the union of storm and metal, a loud and boisterous guardian god obsessed with building and construction. He is the sound of metal on metal, or the roar of the summer rains on the roofs of shelters, or the happy songs sung by those who build and protect. He is depicted as a laughing Touv man carrying a great shield and a cluster of saplings.

Kundo is the son of Xanag, goddess of metals, and Vogan, god of rain and storms. Xanag's beauty entranced Vonag.

Damaran infested Kundo's home with crawling things soon after the creeping demigod's creation, but fled when Kundo confronted him.

Like all the Touv powers, Kundo is a spirit that dwells on the Material Plane rather than in the Outer Planes.

Kundo's followers are expected to protect the weak and save those in danger.

Priests and shamans of Kundo build shelters for the poor, teach traditional songs, and strive to protect their people from all dangers. Their favored weapon is the short sword, and they may also wield the atl-atl, chakram, short bow, and staff. They are required to wear shields; these must be ornate but functional, and also serve as their holy symbols.

It is said that Kundo built two great disks, one to honor his mother Xanag and one to honor his grandmother Nola. These disks, the aquamarine disk Koxanag and the larger, silver disk Konola, were placed in the sky so that all could remember Nola's light and beauty while the sun goddess slept. Katay, god of time, remarked on how they spun, and recorded their patterns on a great wheel that Xanag had given him.


Main article: Kurell


Kuroth is the Oeridian god of Theft and Treasure-Finding. Kuroth's symbol is a gold coin bearing the image of a key or a quill.

Kuroth appears as an Oeridian man with a fancy mustache and medium-length black hair. He is occasionally accompanied by a ferret.

Kuroth was sponsored to godhood by Olidammara.

Kuroth's priests prefer daggers and rapiers.

Most of Kuroth's priests work as thieves, and are forbidden from destroying any item of value. Thrill-seekers, they constantly search for the greatest challenge with the biggest payoff. Such inclinations keep the priesthood's numbers low and reputation high.

Said to have been the greatest thief of his day, the Oeridian man known as Kuroth was quite wealthy even before attaining godhood, and only continued to pursue his thieving career in for the sake of keeping his skills honed and his reputation hale. After completing a particularly risky quest for Olidammara, Kuroth was sponsored to godhood by the Laughing Rogue.

Kuroth is known to have authored the following works:

  • Theories on Perception

Kuroth's Quill is an artifact, a quill pen made from a white griffon feather. The quill's user can magically read any writing in any language, or alter reality simply by using the quill to write whatever he wishes to happen on a piece of parchment.


Main article: Kyuss (Greyhawk)



Main article: Lendor


Main article: Lirr (Greyhawk)


Main article: Llerg


Main article: Lydia (Greyhawk)



Mayaheine is the demigoddess of Protection, Justice, and Valor. Her symbol is a downward-pointing sword with a V on either side.

Mayaheine is an unusually tall woman with auburn-gold hair with blue eyes. She carries a bastard sword and a longbow, and is garbed in silvery plate mail.

Mayaheine is a servant and paladin of Pelor, and her faith serves as a more strongly martial complement to Pelor's church.

Her relationship with Heironeous is more uncertain, but most of their respective clergy sees their roles as complementary, Mayaheine as protector and Heironeous as the one who marshals the hosts to battle.

Mayaheine dwells in Arvenna, the Chanting Grounds on Mount Celestia, on the warlike layer of Mertion. This is a place for the training of archons, primarily, but she is not the only deity to make it her home.

Mayaheine's faith is still a young one, still organizing itself and still very much tied to the church of Pelor. Her worshipers see her as a savior come to rescue them from the darkness that threatens the world in these grim times.

Priests of Mayaheine are often guided by and always defer to priests of Pelor. Her clerics are often relatively young. They train for combat and help organize the defense of communities.

Paladins of Mayaheine are known as Valiants. Their motto is "Fortitude within and valor without." They are few, as their order has only existed since the 580s CY. Most of them have emerged from existing Pelorian knighthoods. As many as three in five of them are female. The Valiants dedicate themselves to the protection of the innocent, downtrodden, and good. They typically wear flowing tabards cinched with a golden cord or girdle at the waist, usually with the symbol of Mayaheine emblazoned on them. They favor light blues, greens, and tans.

A small temple to Mayaheine exists in Greyhawk's Old City, cared for by the priest Veni Jarrison. She is also worshiped in Perrenland, Hardby (which contains Mayaheine's largest temple and training house), and Zulern.

Mayaheine was originally a mortal paladin of Pelor, brought to Oerth from another world during the Greyhawk Wars to help fight the rising tide of evil. Her first recorded sighting was in 583 CY.


Merikka is the Oeridian demigoddess of Agriculture, Farming, and the Home. Her holy symbol is a basket of grain and a long scroll.

Merikka is described as a quiet, gray-haired woman of faded beauty, carrying a basket of grain and holding a scroll, though her image in her temple in the village of Orlane is that of a beautiful young woman. Merikka is obsessed with dates and cycles.

Merikka is a cousin of Velnius, Atroa, Sotillion, Wenta, and Telchur. She reports to Cyndor, who helps her coordinate the proper times to plant and harvest with the gods of the seasons.

Merikka was imprisoned for some years in the Godtrap beneath Castle Greyhawk by the archmage Zagyg, but is now free. She resents chaotic gods and any who would disrupt her work.

Merikka teaches her faithful about orderly schedules, caring relationships, prudent savings, and honest labor. She teaches that children must respect their parents, husbands must respect their wives, wives must respect their husbands, and parents must love and teach their children, just as Merikka teaches her flock.

One holy text in Merikka's faith is called A Most Worshipful Guide to Benign Merikka. The one found in her Orlane temple was huge and richly illustrated with colorful paintings.

Merikka is revered mainly by farmers and mothers of Oeridian descent.

Merikka's clerics preside over weddings and coming-of-age ceremonies, care for pregnant women, and act as police when there are none other available, pursuing their quarry even into cities. They ensure the crops are planted and harvested on time, and they act as neutral advisors in household arguments.

One temple to Merikka exists in the village of Orlane north of the Rushmoors. It is the only stone building in town, and the majority of the villagers consider themselves devotees of Merikka. Among many other rooms, the temple contains a hall displaying golden statues representing the major plants Merikka is concerned with: wheat, potatoes, oats, corn, carrots, turnips, grapes, and beans. Those who disturb these statues suffer Merikka's lasting curse.

Merikka was created by Douglas Niles for his adventure Against the Cult of the Reptile God. She was consistently referred to as chaotic good at the time; her alignment was changed in the Living Greyhawk Gazetteer. Erik Mona explained why here: .


Meyanok is the Touv god of serpents, poison, discord, darkness, and famine. His symbol is a snake coiled around a skull.

Meyanok is always depicted as a serpent coiled around a skull.

Meyanok was born when the pain of Breeka's childbirth mingled with the darkness. He is the progenitor of Vara, Damaran, and Berna, who hatched from eggs spawned from the mating of Meyanok's anger and lust.

Meyanok, like the other Touv gods, is a greater spirit who dwells within the mortal world.

Meyanok seeks to corrupt the rest of his family and control or destroy their servants. He prefers subterfuge to overt action, as he is outnumbered by the non-evil gods.

Meyanok's shamans and priests are reclusive, avoiding dealing with strangers openly. More commonly they work through agents, many of them ensnared with charm spells, to disrupt civilization and to harm the worshipers of other gods. They have been known to sacrifice humans to their deity. Their favored weaon is the dagger, and they may also wield the atl-atl, hand axe, javelin, short bow, and short sword. On ceremonial occasions they wear snakeskin headdresses or cloaks.

After the pain of birthing the god Katay, the goddess Breeka collapsed in exhaustion, quickly falling asleep. Yet the pain would not leave her, and from the darkness of night and the pain of childbirth was born Meyanok, the diseased serpent. Meyanok festered with hatred and rejection, because of all the first spirits, he was the only one not born under the light of Nola, the sun. Meyanok's frustrated lust mated with his simmering rage, and from this strange coupling three eggs were produced. The first egg hatched to reveal Vara, goddess of fear. From the second egg hatched Damaran, god of vermin, and from the third egg hatched Berna, the goddess of hatred and vengeance. Meyanok sent his young to corrupt the elder gods: Vara wracked her grandmother Breeka with nightmares while she slept; Damaran infested the home of Kundo, his uncle, with crawling and biting vermin; Berna was sent to Xanag, but ended up being redeemed by the beautiful goddess of metal.


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

The Serpent is believed to have personally instructed Vecna in the ways of magic. Vecna's mother, Mazzel, told her son that the Serpent gains its power by devouring the souls of those who honor it.

Other rumors include that the Serpent is a guise of Asmodeus, or that the Serpent doesn't exist at all. Perhaps it is only Vecna's own madness and insight whispering back at him from within the darkness of his own one-eyed skull.


Mouqol is the Baklunish god of Trade, Negotiation, Ventures, Appraisal, and Reciprocity. His symbol is a set of scales and weights.

Mouqol is a neutral deity; in the ancient war between Darkness and Light that resulted in the Baklunish Hegira, he refused to take a side, trading with both antitheses. Mouqol is a skilled bargainer, able to haggle skillfully even with the notoriously tricky and sly genie races. Mouqol's greatest talents, however, are his ability to discern the true desires of his clients and procure rare items from exotic and seemingly impossible sources.

Mouqol takes the side of neither the gods of good nor the gods of evil. As he does with the rest of the Baklunish pantheon, Al'Akbar remains subordinate to Mouqol in the divine hierarchy.

Mouqol teaches that no reward comes without risk, but too much risk is foolhardy. Moderation is the key. Followers of Mouqol are urged to know both the worth and cost of their goods and ventures, and warned against the perils of greed. All life is a matter of exchange in Mouqol's philosophy. The accumulation of too much wealth is manifestly not the point; rather, it is the act of haggling and negotiating that Mouqol presides over and sanctifies.

Mouqol is a common patron of the Baklunish, and certain junuun and merfolk worship him as well.

Clerics of Mouqol work to identify and deter fraud and they appraise the true worth of goods. Most travel at some point in their careers, particularly with merchant caravans.

Mouqol's temples are built in marketplaces, where they double as moneychangers, lending institutions, and arbitrators in negotiations. All marketplaces are considered sacred, and the majority of Mouqol's places of worship are simple, tent-covered altars erected in bazaars. Rather than a tithe, a fee is levied against traders who use the marketplace, with excesses invested in charitable enterprises.

Prayers to Mouqol are said in the morning before the day's business is commenced.


Myhriss is the Flan goddess of Love, Romance, and Beauty. Her symbol is the lovebird and she is portrayed as a Flan woman just reaching adulthood, a garland of flowers in her hair. She has two aspects, a dark-haired, intimidating woman wielding a whip and a golden-haired, gentler woman wielding a shortbow. Myhriss appreciates Wee Jas for her attractive features, though Wee Jas jealously dislikes Myhriss for her claim over love and beauty. Myhriss is friendly and affectionate toward all benign gods, but avoids those who are hideous, crude, or hateful.

Myhriss dwells within or on the shores of the River Amiel in Thalasia, the fourth layer of Elysium. 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 marriages ceremonies, create works of art, and travel to see beautiful people and fantastic sights. Some are diplomats, while some are crusaders against hate and ugliness. Favored weapons are the shortbow and whip.

Myhriss was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax. Myhriss was one of the deities described in the 1992 From the Ashes set for the Greyhawk campaign. Myhriss is described as one of the good deities that celestials can serve in the 1999 supplement Warriors of Heaven. Myhriss' role in the 3rd edition Greyhawk setting was defined in the Living Greyhawk Gazetteer (2000).



Nazarn (NAZZ-arn) is a half-orc hero-god of formal, ritualistic, and public combat. His symbol is a chain wrapped around a short sword. He appears as an older half-orc with a strongly orcish appearance. His hair is gray, on its way to becoming completely white. He carries his short sword, Crowdpleaser. Nazarn has no known relationships with the orcish pantheon.

Nazarn was once a popular gladiator slave owned by a member of the Scarlet Brotherhood, but he escaped to find a better place for himself elsewhere in the world. Nazarn's apotheosis was sponsored by the Suloise deity Kord. During his travels, he impressed a half-giant descendant of the god Kord and eventually convinced Kord himself to elevate him to godhood after defeating all opponents (including a young green dragon) in a Hepmonaland arena run by yuan-ti.

Nazarn's followers are expected to be honorable and brave in answering challenges, and to give every fight their all. While there are times when it is important to focus on showmanship and pleasing a crowd, in other times it is wiser to concentrate on one's foe. "Dirty fighting" is frowned upon unless the fight is purely for sport. Mercy is encouraged when possible, but honorless foes should be dispatched without pity. They seek to inspire others and to think about the legacy they will leave.

Priests of Nazarn are often professional duelists or gladiators, or they act as referees in such contests. They may adventure to seek out new arena clients, to test their mettle against new or unusual foes, or to collect mementos and scars that will add to their reputations.


Main article: Nerull


Nola is the Touv goddess of the Sun. Her symbol is a gold or copper image of the sun.

Nola is depicted as a Touv woman of serene beauty, her head surrounded by a corona of flame.

Nola is the first being created by Uvot, who brought her to life by thanking the warm sun for blessing the land, that the land might create Uvot.

Nola admired Vogan, the god of rain and storms, the aspect of one complementing the other, both enriching their father Uvot. Vogan and Nola became the parents of Breeka, goddess of beasts and plants. Uvot blessed Nola, and she gave birth to Xanag, goddess of metals and beauty, born from Uvot's earth and shining with the fire of her mother.

All the gods were born under Nola's light except for Meyanok, who was born in darkness and pain and resented all the others for this. Meyanok gave birth to three dark spawn of his own.

As a greater spirit of nature, Nola is associated with the physical sun itself rather than any otherplanar realm. Her essence shines on the land of mortals, filling it with her life-giving light.

Nola represents the life-giving power of sunlight and its ability to reveal things that would otherwise be hidden by darkness. She is a nurturing force that abhors deadly cold and those who destroy things before they fully develop.

Nola's priests and shamans are concerned with the growth and development of living things, especially children. Her adventuring priests see themselves as parental figures watching over their companions and helping them mature. Their favored weapon is the javelin, and they may also wield the atl-atl, dagger, hand axe, short bow, and spear. On ceremonial occasions, they wear a headdress and collar of copper and gold.

Nola is named for a college friend of Sean K. Reynolds's.


Main article: Norebo



For the Dungeons & Dragons intermediate deity, see intermediate deities

Obad-Hai is the god of nature, woodlands, hunting, and beasts in the World of Greyhawk campaign setting. Obad-Hai is one of the most ancient known gods and is often called the Shalm. His life events are tied to the traditional seasons of spring, summer, autumn, and winter and is considered to be the god of summer by the Flan. Obad-Hai's home plane is the Prime Material Plane and he carries a magical wooden staff called a Shalmstaff that helps him travel through nature.

Old Faith

The Old Faith is the chief druidic order in the Flanaess. Though strongly associated with the faiths of Beory and Obad-Hai, the Old Faith also encompasses other deities, principally those concerned with natural phenomema. A quartet of gods representing the seasons is common, though the identities of these deities vary from culture to culture.

The Old Faith is closely associated with the bards of the Old Lore, to whom they entrust many of their secrets.

The druids of the Old Faith are more loosely allied with the Rangers of the Gnarley. Their alignments differ, but their goals are compatible.

The Old Faith opposes the entities of the Far Realm and the cult of Elemental Evil, which are entirely outside of and hostile to the nature they protect.

The Old Faith has divided the Flanaess into nine separate regions, each under the dominion of a Great Druid. These regions are known colloquially as the Baklunish West, the Bitter North ("Old Blackmoor"), the Western Nyr Dyv ("Old Ferrond"), the Sheldomar Valley ("Old Keoland"), the Empire of Iuz ("Northern Reaches"), the Thillonrian Peninsula ("Barbarian North"), the Old Aerdy West ("Old Nyrond"), the Old Aerdy East (former Great Kingdom), and the Isolated Realms.

All druids of the Old Faith within a specific region are organized into a Circle.

Adherents of the Old Faith hold trees, particularly oak and ash, and the sun and the moons as sacred. Druids of the Old Faith believe they must protect trees, plants, and crops from destruction; to a lesser extent, they protect their human followers and animals as well. They recognize that humans, humanoids, and animals need food and shelter, and don't begrudge them the right to hunt or practice agriculture if they do so responsibly. Druids of the Old Faith may not destroy woodlands or crops, though they may work to change the nature of these things if they feel it is worth the effort to do so. For example, an Old Faith druid could cleanse a corrupted wood of its evil taint, but the Old Faith is strongly neutral in alignment, believing that Good, Evil, Law, and Chaos should exist in balance.

The Old Faith holds itself aloof from worldly affairs, being primarily concerned with the cycles of nature: life, death, and rebirth. They view all things as part of a great cycle, with Good and Evil only temporary phases. Only when the cycle itself is threatened do they feel called to action.

Old Faith communities are found throughout the Flanaess. Most of the inhabitants of Hommlet belong to the Old Faith, for example.

Druids of associated deities make up the priests of the Old Faith. Common symbols are oak leaves, holly leaves, and mistletoe. Druids of the Old Faith have their own secret language known as Druidic; it shares roots with the Flan tongue, but is much more specialized, dealing mostly with the natural world and the growth of plants. Many druids also learn the languages of centaurs, elves, gnomes, green dragons, hill giants, lizardfolk, manticores, treants, and fey.

Druids of the Old Faith prefer to live in sacred groves, in small, simple houses built of logs, stone, or sod. At higher levels, they generally dwell in building complexes in woodland areas.

The Old Faith's lowest-ranked clergy are known as Aspirants, who seek admission to the order. Next are the Ovates, who read auguries and perform minor administrative tasks. Next are the Initiates of the First Circle, followed by higher ranking Initiates of the Second through Ninth Circles. Above these ranks are those who have the right to the title of Druid. There are only