|Berronar Truesilver||LG||safety, truth, good, healing||Good, Healing, Law, Protection||shortspear or spear|
|Boccob||N||magic, knowledge||Charm, Knowledge, Magic, Rune, Trickery||quarterstaff|
|Corellon Larethian||CG||elves,magic, music,
arts, crafts, poetry, and warfare.
|Charm, Chaos, Good, Protection, and War||longsword|
|Ehlonna||N||woodlands||Animal, Good, Healing, Plant, Sun, Weather||longbow|
|Erythnul||CE||slaughter, hate, envy, malice, panic, and
|Chaos, Evil, Trickery, Madness, and War||mace or morningstar|
|Luck, Protection, and Travel||quarterstaff|
|Garl Glittergold||NG||gnomes, humor, wit, gemcutting,
|Charm, Artifice, Good, Protection, and Trickery||battleaxe|
survival, strength, and territory.
|Chaos, Evil, Strength, and War.||spear|
|Hieroneous||LG||justice, valor, chivalry, and honor.||Glory, Good, Law, Nobility and War||longsword or lance|
|Hextor||LE||tyranny, war, conflict, and destruction||Destruction, Evil, Law, and War||flail|
|Incabulos||CE||plagues, sickness, famine, nightmares,
drought, and disasters.
|Darkness, Destruction, Evil, Madness (Sub: Nightmare) and Weather.||quarterstaff or falchion|
|Iuz||CE||Deceit, Evil, Oppression, Pain, Wickedness.||Chaos, Evil, Trickery||whip|
|Joramy||CG||fire, volcanoes, wrath, anger, and quarrels||Fire, Chaos, Destruction, and War||flail|
|Keoghtom||NG||Secret Pursuits, Natural Alchemy, Extraplanar Exploration.||Artifice, Good, Knowledge, Travel||pick|
|Kord||CG||Athletics, Sports, Brawling, Strength, and Courage||Chaos, Good, Luck, Strength||greatsword or greataxe|
|Llerg||CN||beasts, strength||Animal, Chaos, and Strength||battleaxe or greataxe or
|Mayaheine||LG||Protection, Justice, and Valor||Law, Good, Protection, and War||longsword or longbow|
|Moradin||CG||dwarves, smithing, metalworking, engineering,
|Artifice, Earth, Good, Law and Protection||warhammer or battleaxe|
|Nerull||NE||death||Darkness, Death, Evil, Repose and Trickery||scythe|
|Obad-Hai||N||nature||Air, Animal, Earth, Fire, Plant, Water, and Weather||quarterstaff or club|
|Olidammara||CN||rogues, music, revels, wine, humor, tricks||Chaos, Luck, and Trickery||rapier or shortsword|
|Pelor||NG||sun, light, strength, healing||Glory, Good, Healing, Liberation, Strength, and Sun||longsword or scimitar|
|Phaulkon||CG||air, wind, clouds, birds and archery||Air, Animal, Chaos, Good, War, and Weather||longbow|
|Pholtus||LN||light, resolution, law, order, sun, moons||Law, Nobility, Protection and Sun||warhammer or longsword|
|Procan||CN||seas, sea life, sea weather, navigation||Animal, Chaos, Travel, Water, and Weather||trident|
|Rao||LG||Peace, Reason, Serenity||Community, Good, Knowledge, Law||quarterstaff or light mace|
|Rillifane Rallathil||CG||Woodlands, Nature, Wood Elves, Druids||Animal, Chaos, Good, Plant, Protection||shortbow or longbow|
|Sehanine Moonbow||CG||mysticism, dreams, far journeys, death, transcendence, the moons||Chaos, Good, Knowledge, Magic, Repose, Repose, Travel, Trickery||quarterstaff or short bow|
|St. Cuthbert||LN||wisdom, truth, honesty, discipline, retribution and zeal||Destruction, Law, Protection, and Strength||mace, morningstar, or greatclub|
|Tharizdun||NE||Ruin, Elemental Power, Decay, Vengeance, Entropy, and
|Air, Chaos, Darkness, Destruction, Earth, Evil, Fire,
Knowledge, Madness, and Water
|Tiamat||LE||dragons, conquest||Destruction, Evil, Law, Trickery||heavy pick or bite|
|Trithereon||CG||Individuality, Liberty, Retibution,
|Good, Liberation, Protection, and Rune||spear or glaive|
|Vecna||NE||secrets||Evil, Knowledge, Madness, Rune and Magic||dagger|
|Wee Jas||LN||death, magic||Charm, Death, Law, Magic, and Repose||dagger or sickle|
|Yondalla||LG||halflings, protection, wisdom, creation,
|Community, Good, Healing, Law, Liberation and Protection||short sword|
|Zilchus||LN||Power, Prestige, Money, Business, Influence||Knowledge, Law, Nobility, Trickery||light hammer, flail, or dagger|
Suggested Oracle Mysteries by God
Battle: Corellon Larethian, Hieroneus, Llerg, Kord, Mayaheine, Moradin, St. Cuthbert, Trithereon
Bones: Wee Jas
Flame: Joramy, Obad-Hai, Pelor, Pholtus
Heavens: Boccob, Pelor, Corellon Larethian, Mayaheine, Pholtus, Sehanine Moonbow, St. Cuthbert, Trithereon, Wee Jas
Life: Pholtus, Pelor, Berronar Truesilver, Yondalla
Lore: Boccob, Farlanghn,Keoghtom, Yondalla
Nature: Ehlonna, Llerg, Obad-Hai, Phaulkon, Rillifane Rallathil
Stone: Garl Glittergold, Moradin
Waves: Procan, Obad-Hai
Wind: Phaulkon, Obad-Hai, Olidammara (stealth/sneaky revelations)
Berronar, the lawful good wife of Moradin, is known as The Revered Mother; the Mother Goddess; Matron of Home and Hearth; Mother of Safety, Truth, and Home.
She appears as a powerful female dwarf with a beard braided into four rows, wearing chain mail.
The domains he is associated with are Good, Healing, Law and Protection. The shortspear or spear is her favored weapon.
The god of magic, Boccob, is neutral. His titles include the Uncaring, Lord of All Magics, and Archmage of the Deities. Boccob is a distant deity who promotes no special agenda in the world of mortals. As a god of magic and knowledge, he is worshipped by wizards, sorcerers, and sages.
The domains he is associated with are Charm, Knowledge, Magic, Rune and Trickery. The quarterstaff is his favored weapon.
Boccob’s priesthood is usually a somber group that takes its pursuit of knowledge and arcana very seriously. The clerics of the Archmage of the Deities wear purple robes with gold trim. Rather than meddle in public affairs and politics, they keep to themselves and their own agendas. He wields The Staff Of Boccob.
The god of the elves, Corellon Larethian, is chaotic good. He is known as the Creator of the Elves, the Protector, Protector and Preserver of Life, and Ruler of All Elves. Corellon Larethian is the creator and protector of the elf race. He governs those things held in highest esteem among elves, such as magic, music, arts, crafts, poetry, and warfare. Elves, half-elves, and bards worship him.
The domains he is associated with are Charm, Chaos, Good, Protection, and War. His favored weapon is the longsword.
Gruumsh is his nemesis, and it is because of Corellon’s battle prowess that Gruumsh is called “One-Eye”. Clergy members who serve the Creator of the Elves operate as defenders and champions of their race. They often serve as leaders and settle disputes in elven communities.He wields Sahandrian, his 10).
Ehlonna, the goddess of the woodlands, is neutral good. Her most commonly encountered title is Ehlonna of the Forests. Ehlonna watches over all good people who live in the forest, love the woodlands, or make their livelihood there. She is pictured sometimes as an elf and sometimes as a human. She is especially close to elves, gnomes, half-elves, and halflings. She is also worshipped by rangers and some druids.
The domains she is associated with are Animal, Good, Healing, Plant, Sun, Weather. Her favored weapon is the longbow.
The clergy of Ehlonna are hearty woodsfolk. Her clerics wear pale green robes and are quick to protect the woodlands against all threats. She wields Jenevier a 9).
The chaotic evil god of slaughter, hate, envy, malice, panic, and ugliness. His title is the Many. Erythnul delights in panic and slaughter. In civilized lands, his followers (including evil fighters, barbarians, and rogues) form small, criminal cults. In savage lands, evil barbarians, gnolls, bugbears, ogres, and trolls commonly worship him.
The domains he is associated with are Chaos, Evil, Trickery, Madness, and War. His favored weapon is a mace or morningstar with a blunt stone head.
The priesthood of Erythnul maintains a low profile in most civilized lands. In savage areas, members of the priesthood are known as bullies and murderous tyrants. Many evil humanoids worship Erythnul, but their priests do not cooperate with each other to advance the overall goals of the religion. Clerics of Erythnul favor rust-red garments or blood-stained robes. He wields Agony his Unholy Chaotic Frightful +5 Morningstar.
Fharlanghn, the god of roads, is neutral. His title is Dweller on the Horizon. Fharlanghn’s wayside shrines are common on well-used roads, for he is the deity of travel, roads, distance, and horizons. Bards, other wandering adventurers, and merchants favor Fharlanghn.
The domains he is associated with are Luck, Protection, and Travel. The quarterstaff is his favored weapon.
Fharlanghn’s clerics are wanderers who seek to help fellow travelers. Fharlanghn’s clerics dress in nondescript brown or green clothing, and they move around very frequently. A traveler who comes to one of Fharlanghn’s wayside shrines, which are common along most well-used roads, won’t find a particular cleric watching over a particular shrine more than once. He wields Travelers Friends, his +5 Quarterstaff, one end has sped, the other defending.
The god of the gnomes, Garl Glittergold, is neutral good. He is known as the Joker, the Watchful Protector, the Priceless Gem, and the Sparkling Wit. Garl Glittergold discovered the gnomes and led them into the world. Since then, he has been their protector. He governs humor, wit, gemcutting, and jewelrymaking.
The domains he is associated with are Artifice, Good, Protection, and Trickery. Garl’s favored weapon is the battleaxe.
He is renowned for his jokes and pranks he pulls on other deities, though not all his victims laugh off his jests. Garl once collapsed the cavern of Kurtulmak, the god of the kobolds. Since then, the two deities have been sworn enemies. Clerics of Garl Glittergold serve gnome communities as educators and protectors. They teach the young valuable gnome lore and skills using a light-handed humor. They also protect their fellow gnomes, ever watchful of the forces of evil humanoids that might threaten their community. He wields Arumdina a +5 Speed Dancing Ghost touch Battleaxe.
Gruumsh, chief god of the orcs, is chaotic evil. His titles are One-Eye and He-Who-Never-Sleeps. Gruumsh calls on his followers to be strong, to cull the weak from their numbers, and to take all the territory that Gruumsh thinks is rightfully theirs (which is almost everything).
The domains he is associated with are Chaos, Evil, Strength, and War. Gruumsh’s favored weapon is the spear.
He harbors a special hatred for Corellon Larethian, Moradin, and their followers. In ages past, Corellon Larethian put out Gruumsh’s left eye in a fight. Gruumsh, the evil god of the orcs, maintains a religion based on intimidation and fear. His clerics strive to become chieftains of orc tribes or advisors to the chief. Many pluck out one of their own eyes to emulate their deity. He wields The Bloodspear, his +5 Keen Chaotic Unholy Spear, that changes size.
The god of valor, Heironeous, is lawful good. His title is the Invincible. Heironeous promotes justice, valor, chivalry, and honor.
The domains he is associated with are Glory, Good, Law, Nobility and War. His favored weapon is the longsword or lance, and he is worshipped by paladins, good fighters, and good monks.
His archenemy is Hextor, his half-brother. The religious hierarchy of Heironeous is organized like a military order. It has a clear chain of command, lines of supply, and well-stocked armories. Clerics of Heironeous fight against worshippers of Hextor whenever they can and spend the rest of their time protecting the civilized lands from the threats of evil. He wields Justicebringer, his +5 Holy Defending Ghost Touch longsword.
The god of tyranny, Hextor, is lawful evil. His titles are Champion of Evil, Herald of Hell, and Scourge of Battle. Hextor is the six-armed god of war, conflict, and destruction. Hextor’s worshipers include evil fighters and monks.
The domains he is associated with are Destruction, Evil, Law, and War. His favored weapon is the flail.
He sends his followers to commit evil, and their special purpose is to overthrow the followers of his half-brother Heironeous wherever they are found. Strength and power govern Hextor’s priesthood. Although evil, it is not as secretive as other dark religions. Temples of Hextor operate openly in many cities. Clerics of Hextor wear black clothing adorned with skulls or gray faces. He wields The Executioner,his +5 Lawful Unholy Ghost Touch Light flail.
Incabulos (in-CAB-yoo-lohs) is the chaotic evil 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’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. Any who meet his eyes are stricken by nightmares, and he carries a staff that causes seeping wounds and withers flesh.
The domains he is associated with are Darkness, Destruction, Evil, Madness (sub: Nightmare) and Weather. His favored weapon is the quarterstaff or falchion.
Iuz is the demigod of Deceit, Evil, Oppression, Pain, and Wickedness. Iuz is variously called “the Old One” and “Old Wicked,” among other titles. Unlike most Greyhawk deities, Iuz makes his home on Oerth, where he rules a broad swath of the Flanaess known as the Empire of Iuz. His symbol is a grinning human skull, or a human skull with blood-red highlights.
Iuz was originally a strikingly handsome cambion. In the epic battle that resulted from Graz’zt striking out against Iggwilv in a bid for freedom, Iuz’s handsome form was split into two “halves.” He can either appear in the form of a gnarled, old human male, or as a bloated, red-skinned demonic figure. In his demonic form, he is seven feet tall, with reddish skin, pointed ears, and long, steely fingers. In his human form, he is barely five feet in height, and can attack with a disgusting spittle that withers all that it touches.
The domains he is associated with are Chaos, Evil, and Trickery.
Dogma: The strong should exploit the weak, for such is their right. Deceit and guile are the proper tools of the enlightened ruler. Iuz, who is the strongest and most deceitful of all, is the rightful and destined ruler of all of Oerth. The infliction of pain and suffering is a delight comparable with none other. No atrocity committed in the name of Iuz is so sickening, no trick so cruel, that it does not meet with the Old One’s approval.
His favored weapon is the whip.
Joramy is the neutral good goddess of Fire, Volcanoes, Wrath, Anger, and Quarrels. Her symbol is a volcano. Joramy gets along with non-evil gods who aren’t afraid to be aggressive, but cares little for such emotionally distant deities. Joramy is a slightly subservient ally of Pelor who values her willingness to go to lengths he would not in the fight against evil.
The domains she is associated with are Fire, Chaos, Destruction, and War. Her favored weapon is the flail.
Keoghtom is the god of Secret Pursuits, Natural Alchemy, and Extraplanar Exploration. His symbol is a round disk, bisected by an upward-pointing arrow. A jack of all trades, Keoghtom has mastered hunting, alchemy, and the Old Lore of the bards. He has traveled throughout the Flanaess and now walks the boundaries and trails of the Outer Planes.
Keoghtom teaches that the natural world has a pattern that can be discerned to those attuned to it, a pattern which natural phenomenon, the various planes of existence, and every soul is a part. His followers seek to discover this secret in nature, alchemy, and exploration.
Keoghtom has few followers, though they are found nearly anywhere, and are from a variety of backgrounds and ideologies. He is especially popular among alchemists.
The domains he is associated with are Artifice, Good, Knowledge and Travel. Keoghtom’s favorite weapon is the pick.
Kord, the god of Athletics, Sports, Brawling, Strength, and Courage, is chaotic good. He is known as the Brawler. Kord is the patron of athletes, especially wrestlers. His worshipers include good fighters, barbarians, and rogues.
The domains he is associated with are Chaos, Good, Luck, Strength. Kord’s favorite weapon is the greatsword or greataxe.
Kord’s clerics value strength, but not domination. Kord’s temples sometimes resemble warrior feasthalls, and his clerics, who favor red and white garb, often seem more like fighters. He wields Kelmar, his +5 Intelligent Adamant Dragonbane Greatsword.
“Great Bear”, “Animal Fang”. Llerg is the chaotic neutral god of beasts and strength. Llerg is depicted as a powerful, bearded, shaggy-haired man dressed in furs and a fighting girdle, or as a huge bear, snake, or alligator. These three animals are sacred to him, and their representations are his holy symbols.
Llerg is pleased by shows of strength, ferocity, cunning, endurance and other aspects associated with beasts. Outside of animals, Llerg favors barbarians, ferocious warriors, rangers, druids (especially those who are skilled in combat), and those who display an affinity for surviving in the wilderness.
Llerg loves to hunt and watch mortals engaged in great or dangerous hunts, though he also admires the noble prey and is sometimes inclined to aid it by hindering the hunters or endowing the prey with a burst of speed, strength, cunning, endurance or even ferocity when it stands its ground.
Llerg loves the great and trackless wilderness (the more dangerous and rugged the better) and becomes angry when civilization encroaches too much upon it, or when men wantonly destroy it out of greed or carelessness. He is not overly displeased by farmland, as the crops provides food for many animals as well as men, but he may act out if too much wilderness is displaced by expanding farmlands, often by sending savage animals or even magical beasts to terrorize the area.
The domains he is associated with are Animal, Chaos, and Strength. His favored weapon is the battle axe or great axe or greatclub.
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’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.
The god of the dwarves, Moradin, is lawful good. His titles include the Soul Forger, Dwarffather, the All-Father, and the Creator. Moradin forged the first dwarves out of metal and gems and breathed life into them. He governs the arts and sciences of the dwarves: smithing, metalworking, engineering, and war.
The domains he is associated with are Artifice, Earth, Good, Law, and Protection. His favored weapon is the warhammer or battle axe.
Moradin’s clerics preside over most formal ceremonies in dwarven culture, keep genealogical records, educate the young, and serve as part of the defense force of a community. He wields Soulhammer, his +5 Holy Lawful Throwing Returning Warhammer.
The god of death, Nerull, is neutral evil. He is known as the Reaper, the Foe of all Good, Hater of Life, Bringer of Darkness, King of all Gloom, and Reaper of Flesh. Nerull is the patron of those who seek the greatest evil for they own enjoyment or gain.
The domains he is associated with are Darkness, Death, Evil, Repose and Trickery. His worshipers, who include evil necromancers and rogues, depict him as an almost skeletal cloaked figure who bears a scythe, his favored weapon.
The Reaper is feared across the lands. His rust-red garbed clerics are murderous psychopaths who work in secret, plotting against all that is good. They have no overall hierarchy, and they even work against each other at times. He wields Lifecutter a +5 Keen Speeding Brilliant Energy Scythe.
Obad-Hai, the god of nature, is neutral. He is known as the Shalm. Obad-Hai rules nature and the wilderness, and he is a friend to all who live in harmony with the natural world. Barbarians, rangers, and druids sometimes worship him.
The domains he is associated with are Air, Animal, Earth, Fire, Plant, Water, and Weather. His favored weapon is the club or quarterstaff.
Because Obad-Hai strictly adheres to neutrality, he is a rival of Ehlonna. Obad-Hai plays a shalm (a double-reed woodwind musical instrument, also spelled “shawm”) and takes his title from his instrument. Clerics of Obad-Hai have no hierarchy. They treat those of their order as equals. They wear russet-colored clothing and maintain hidden woodland shrines that are usually located far from civilization. They keep to the wilderness and to themselves, rarely getting involved in society. He wields Stormtouch a +5 Quarterstaff, with one end Defending and Shocking Burst, the other Speed and Icy Burst
The god of rogues, Olidammara, is chaotic neutral. His title is the Laughing Rogue. Olidammara delights in wine, women, and song. He is a vagabond, a prankster, and a master of disguise. His temples are few, but many people are willing to raise a glass in his honor. Rogues and bards are frequently among his worshipers.
The domains he is associated with are Chaos, Luck, and Trickery. The rapier is his favored weapon.
Olidammara’s religion is loosely organized at best, and few temples are dedicated solely to him. That said, his clerics are numerous. They usually work among urban folk or wander the countryside. Olidammara’s clerics often work at some other profession, in addition to operating as clerics (typically serving as minstrels, brewers, or jacks-of-all-trades), and thus can be found almost anywhere doing or wearing anything. He wields Swiftstrike, a +5 Keen Chaotic Speeding rapier
Pelor, god of the sun, is neutral good. His title is the Shining One. Pelor is the creator of many good things, a supporter of those in need, and adversary of all that is evil. He is the most commonly worshiped deity among ordinary humans, and his priests are well received wherever they go. Rangers and bards are found among his worshipers.
The domains he is associated with are Glory, Good, Healing, Liberation, Strength, and Sun. The longsword or scimitar are his favored weapons.
The clerics of the Shining One work to aid the poor and the sick, and thus most common folk look upon them with great favor. Pelor’s temples are sanctuaries for the impoverished and diseased, and his yellow-robed clerics are usually kind, quiet folk, roused only in their opposition against evil. He wields The Sun Scepter, a +5 Flaming Disruption Heavy mace.
Phaulkon is the chaotic good god of Air, Wind, Clouds, Birds and Archery. His symbol is a winged and powerful human silhouette. His priests protect the nests of flying animals, study the clouds and sky for portents, and teach hunting and archery to the common man. They also train soldiers in ranged combat.
The domains he is associated with are Air, Animal, Chaos, Good, War, and Weather. The longbow is his favored weapon.
Pholtus is the lawful neutral god of Light, Resolution, Law, Order, Sun, Moons. Some of his worshippers claim that he set the sun and the moon in the sky and maintains them in their rigid procession to show all creatures the One True Way, a strict path which allows no deviation but absolutely assures rightness. His symbol is a silvery sun with a crescent moon on the lower right quadrant.
The domains he is associated with are Law, Nobility, Protection and Sun. The warhammer or longsword is his favored weapon.
“The Storm Lord”, “Sailor of Sea and Sky”. Procan is the chaotic neutral god of Seas, Sea Life, Salt, Sea Weather, and Navigation. His symbol is a gold and coral trident above a cresting wave. Procan is an ancient, primal god. He is wild and tempestuous; he can be benevolent or malevolent at turns, but generally cares nothing for humanity unless carefully propitiated – and perhaps not even then. He’s the embodiment of mercurial winds and uncertain fate. He is greedy and possessive of the wealth that comes to his domain, whether from deliberate offerings or sunken ships. He’s an elder god, almost like a titan, though he roams the cosmos freely.
The domains he is associated with are Animal, Chaos, Travel, Water, and Weather. The trident is his favored weapon.
Rao is the Flan god of Peace, Reason, and Serenity. His holy symbol is a heart-shaped mask with a calm expression, or a simple white heart crafted of metal or wood. His followers are called Raoans.
Rao is often depicted as an old man with bushy white hair, dark skin, slender hands, and a peaceful smile. Any time an offering of peace is made, Rao grows a day younger. With a mere glance, he can cause any being to fall into agreeable calmness; even Nerull is not immune to this. Rao is rarely seen without his Serene Staff, an undersized shepherd’s crook that he wields as a light mace.
Rao teaches that the greatest gift is reason, which leads to discourse, which leads to peace, which leads to serenity. For those who refuse to see reason and resort to violence first, action—governed by reason and wisdom—is required to restore the peace. Sometimes this action is violent, regrettably.
Rao’s priesthood urges their followers to reject strong emotion for the calm and serenity of inner peace. Only when the foundations of law and good are threatened should they take to the battlements. When Raoans are stirred to battle, however, their foes find them a difficult challenge: calm, implacable, and utterly convinced through the power of reason of the righteousness of their cause. Though slow to act, Rao’s followers act surely, carefully, and with great force.
The faith of Rao has never appealed greatly to commonfolk; rulers, diplomats, sages, scholars, and philosophers make up the bulk of his faithful outside of Old Ferrond, although Rao’s powerful worshipers have made their deity’s teachings far more influential than mere numbers would suggest. Monks and spellcasters who seek uninterrupted meditation also revere Rao. Many gurus urge their flagging pupils to be as Rao is.
The order of Rao is divided into three parts: the masses, the priesthood, and the Temple Militant, or Holy Knights of Rao.
Rao’s priesthood seeks knowledge, and prefers peaceful solutions, though they are not above using violence when the situation calls for it. They are mediators and negotiators; the Patriarch of Rao in Greyhawk City (Jerome Kazinskaia) was instrumental in negotiating the end of the Greyhawk Wars. They search for new schools of thought, fabled places of peace and quietude, and powerful magic to use to further Law and Good. The most powerful cleric of Rao in the Flanaess is Canon Hazen of Veluna, who helped activate the Crook of Rao and bring about the Flight of Fiends.
The Raoan clergy is predominantly male. They are quiet, studious people. Their motto is There is a time to think, and more rarely to act; but in that time, action is wisdom.
The Temple Militant
The Holy Knights of Rao include the paladins, who are supported by hundreds of fighters and retainers.
Paladins of Rao are called Envoys or Heralds. Their motto is Peace through Strength of Words and Weight of Reason, but they know that peace must often be won by strength of arms, and do not fear to use their martial as well as their intellectual abilities to bring about the ends they seek.
Rao’s paladins generally go lightly armed and armored, unless expecting the worst. They are serene, patrician figures with spotless manners and erudition. They typically wear gray or blue-gray tunics trimmed in white and gold, and sometimes wear cowls. Rao’s symbol is emblazoned on their chests.
Temples of Rao are generally stately, open-air affairs filled with incense, quiet chanting, and earnest philosophical discussions. Many have extensive libraries and learned sages on hand. Some are magnificent four-sided structures with a tall, thin spire on each corner and one in the center. The largest, such as the one in Veluna City, include flying buttresses.
The walls of the Temple of Rao in Veluna City are 90 feet high, its five towers over 120 feet. Around it and in its courtyards are open gardens of flowers. Stained glass windows provide plentiful interior light during the day.
The domains he is associated with are Community, Good, Knowledge and law. The quarterstaff or light mace is his favored weapon.
Rillifane is often depicted as a giant ethereal oak tree so vast that his roots mingle with the roots of every other plant in the world. He also manifests as a green-skinned elf clad in bark armor and carrying a magic bow that slays any target hit by one of its arrows.
Rillifane is quiet, reflective, patient, and enduring. He is the least flighty and whimsical of the Seldarine, tending to be grave and self-absorbed.
Rillifane is served by a host of great spirits, including Bear, Eagle, Raven, Wolf, and others.
The gigantic oak tree that is Rillifane Rallathil can be found at the heart of Arvandor, the High Forest of Olympus. There, he draws into himself the ebb and flow of the seasons and lives within the forests of the wood elves.
Rillifane’s worshippers are taught that the Great Oak draws energy from all living things, simultaneously protecting them from exterior threats. They are urged to live in harmony with nature, serving as the Leaflord’s mortal agents in defending the forests from those who would overuse their resources.
Worshippers and Clergy
Wood elves consider Rillifane their patron deity. Wood elves that do not worship Rillifane often worship Skerrit the Forester; as the two deities are good friends, there is no conflict between their worshippers. Rillifane is also revered by many voadkyn, and halflings, centaurs. and gnomes who live near elven woodlands also pay him homage.
Rillifane’s priests (who are druids 75% of the time) wear dark green vestments, tree bark armor, and a laurel wreaths on their heads. They are the spiritual and moral leaders of most wood elf tribes. Novice priests are called Acorns, while full priests are known as Oakhearts. High-ranking priests have unique titles of their own.
Temples to Rillifane Rallathil are huge oak trees with platforms and vine bridges in their branches. Smaller oaks may serve as shrines.
The domains Rillifane Rallathil is associated with are Animal, Chaos, Good, Plant, and Protection. His favored weapon is the shortbow or longbow.
Sehanine appears as a youthful and ageless female elf wearing a diaphanous gown made from moonbeams. In combat she wields Moonshaft, a quarterstaff. As befits the goddess of mysteries, Sehanine is cloaked in secrets and illusions and rarely speaks her mind directly, preferring to communicate through a process of dreams, visions, and other mystic experiences. The Goddess of Moonlight is truly spiritual and ephemeral being who evades any attempt to define her. Her serenity surrounds her like a mantle of moondust.
Sehanine is closely allied with all the elven gods, and gets along swimmingly with many other gods. Her foes include Gruumsh and the evil deities of the drow.
Sehanine Moonbow is also associated with the Moonarch of Sehanine, a portal to a demiplane where the elven gods test those who enter it.
Sehanine’s faithful view life as a series of mysteries veiled by Sehanine herself. The spirits of elves discover new mysteries once they transcend their mortal existences. Sehanine unveils the next step through dreams and visions revealed during the elven reverie. Worshippers of Sehanine revere the moons, feeling their pull in their souls like tides in the ocean.
Worshippers and Clergy
Worshippers of Sehanine Moonbow seek out and destroy undead creatures, for Sehanine holds such creatures — with the notable exceptions of baelnorn and other good-aligned undead beings who voluntarily prolong their existence in order to serve their kin — to be blasphemous.
As cloaked in mystery as Sehanine’s church is, little is known of its secretive hierarchy.
Clerics of Sehanine are mystics and seers, acting as spiritual counselors to those elves and half-elves before they begin journeys in search of transcendence or enlightenment. Clerics of Sehanine also officiate over funerals and guard the material remains of the dead. They weave illusions and cast divinations to guard elven lands and strongholds. When they adventure, it is often with the goal of uncovering lost knowledge of illusions and divinations.
Sehanine’s clergy favors silvery-white diaphenous gowns for the priestesses, and togas for the priests. They wear silver diadems on their heads, simple sandles, and silver lace sashes on their waists. Adventuring clerics are known for their elven chain mail and mirrored shields.
Sehanine’s temples are situated so that they are bathed in moon light when it is full, with open ceilings that reveal the night sky. They often adorned with moonstones, silver and surrounded by a garden of night blooming flowers.
When the time comes for an elf to leave the mortal world and travel to Arvanaith, the elven afterlife (identical to Arvandor, the home of the elven gods), the elf will commonly spend several days experiencing vivid waking dreams and reverie. The lens of the elf’s eye manifests a milky crescent at this time, the “moonbow” of Sehanine’s name. During this time, Sehanine sends the elf a vision of where they must go to reach the otherworld; the most important of these secret places in the Flanaess is currently Lendore Isle.
If the elf dies violently without suffering utter spiritual destruction, Sehanine’s priests perform the Ceremony of Recovery for several days, meditating and communing with the goddess and the two worlds. If successful, they channel the lost spirit through Sehanine’s grace, enabling it to transcend to Arvanaith. During these ceremonies, the moonbow appears in the eyes of the priests, but vanish immediately upon the ceremony’s conclusion.
 Holy days
Sehanine has a wide variety of holy days tied to the positions of the heavenly bodies, particularly the phases of the moons and various eclipses. Many of these holidays occur once per decade, once per century, or even once per millennium, but the most frequent are the Lunar Hallowings, held monthly beneath Luna’s full moon. They are marked with personal meditation and a communal trance, and concluded with joyous freeform dance until the break of dawn. Once per year, the faithful gather for the Mystic Rites of the Luminous Cloud, when the participants are transformed into shimmering, silvery light that darts across the heavens, learning sacred mysteries according to their level of spiritual development.
The lawful neutral god of wisdom, truth, honesty, discipline, retribution and zeal. He is known as St. Cuthbert of the Cudgel. St. Cuthbert exacts revenge and just punishment on those who transgress the law. Because evil creatures more commonly and flagrantly violate laws than good creatures do, St. Cuthbert favors good over evil, though he is not good himself. (His clerics can’t be evil.)
The domains he is associated with are Destruction, Law, Protection, and Strength. His favored weapon is the mace or morningstar or greatclub.
The no-nonsense order of St. Cuthbert does not suffer fools gladly or abide evil in any way. His clerics concern themselves with the needs of the common people over nobles or the well educated. They are zealous in their desire to convert others to their faith and quick to destroy their opponents. He wields the Artifact, The Mace of Cuthbert a +5 Disruption holy Lawful heavy mace.
“The Dark God”, “He of Eternal Darkness”. Tharizdun is the neutral evil god of Ruin, Elemental Power, Decay, Vengeance, Entropy, and Insanity. His symbol is Dark Spiral or an Inverted Pyramid.
The domains he is associated with are Air, Chaos, Darkness, Destruction, Earth, Evil, Fire, Knowledge, Madness, and Water. His favored weapon is the dagger.
Tiamat is the lawful evil, multi-headed dragon goddess of dragons and conquest.
The domains she is associated with are Destruction, Evil, Law, Trickery. Though she does not need to wield a weapon, her followers favored weapon is the heavy pick (or a bite attack if they have one).
Trithereon is the chaotic good god of Individuality, Liberty, Retibution, and Self-Defense. Trithereon is a foe of evil and oppression. His love of freedom sometimes causes him to come into conflict with other good deities, such as Pholtus and Hieroneous. His symbol is the Rune of Pursuit, which resembles the triskelion (a symbol resembling a three-armed fylfot/swastika).
The domains he is associated with are Good, Liberation, Protection, and Rune. The spear or glaive is his favored weapon.
Vecna, the god of secrets is neutral evil. He is known as the Maimed Lord, the Whispered One, and the Master of All That is Secret and Hidden. Vecna rules that which is not meant to be known and that which people wish to keep secret.
The domains he is associated with are Evil, Knowledge, Madness, Rune and Magic. He usually appears as a lich who is missing his left hand and left eye. He lost his hand and eye in a fight with his traitorous lieutenant, Kas. Vecna’s favored weapon is the dagger.
Vecna’s priesthood is made up of isolated cells of cultists who seek dark, arcane secrets to further their evil schemes. Black and red are the clerics’ favored colors. He wields Afterthought, a +5 Unholy Dagger.
Wee Jas, the goddess of death and magic, is lawful neutral. Her titles are Witch Goddess, Ruby Sorceress, Stern Lady, and Death’s Guardian. Wee Jas is a demanding goddess who expects obedience from her followers. Her temples are few and far between, but she counts many powerful sorcerers and wizards (especially necromancers) among her worshipers.
The domains she is associated with are Charm, Death, Law, Magic, and Repose. Her favored weapon is the dagger or longsword.
Wee Jas’ priesthood has a strict hierarchy. Her clerics are known for their discipline and obedience to their superiors. They work as officiators at funerals, maintain graveyards, or operate libraries of arcane lore. They wear black of gray robes. She wields Discretion, a +5 Keen Lawful Ghost Touch Dagger.
The goddess of the halflings, protection, wisdom, creation, and harmony, Yondalla, is lawful good. Her titles include the Protector and Provider, the Nurturing Matriarch, and the Blessed One. Yondalla is the creator and protector of the halfling race. She espouses harmony among halflings and stalwart defense against their enemies. Her followers hope to lead safe, prosperous lives by following her guidance.
The domains she is associated with are Community, Good, Healing, Law, Liberation and Protection. The short sword is her favored weapon.
Yondalla’s clerics help other halflings lead safe, prosperous lives by following her guidance. They often serve as community leaders. She wields Hornblade, A +5 Speeding Lawful Defending short sword.
Zilchus (ZIL-chus) is the Oeridian god of Power, Prestige, Money, Business, and Influence. His holy symbol is a pair of hands clutching a bag of gold.
The domains he is associated with are Knowledge, Law, Nobility, Trickery. The light hammer, flail or dagger is his favored weapon.
Zilchus is a popular Oeridian god, depicted as a well-dressed Oeridian man of plain appearance. He is middle-aged, with brown hair and eyes, tanned skin, and a dignified demeanor, and depicted as smiling. His clothing is expensive without being ostentatious. He carries a gold purse and a flail with which to chastise the dishonest. Though he has little time for frivolous pursuits, he is knowledgeable about such matters because such knowledge helps him influence others.
Zilchus teaches that the desire for power, prestige, influence, and money can be overwhelming in the world of mortals, but this desire must be tamed in one’s own life so that it can be more easily exploited in others. The profit motive is viewed as something that improves the quality of all endeavors. Worshipers of Zilchus should strive to recognize the opportunities to increase their power, prestige, money, and influence and seize hold of them in order to one-up the competition. Zilchus teaches that politics and war are only aspects of trade, using words or lives as currency rather than precious metal, and should therefore be approached in the same way. One’s own currency, whatever its form, should be spent more wisely than ones’ rivals spend theirs.
Temporal power is regarded among the faith of Zilchus as a sign of one’s personal worth.
Zilchus is revered primarily by those who are fair, honest, and scrupulous in their dealings.
Zilchus’ clerics are ruthless in business, often viewed by others as emotionless souls, though of unimpeachable honesty. They involve themselves heavily in both business and politics, conducting deals above or below the table depending on their dispositions. They might work for powerful merchants, trade and crafts guilds, politicians, or nations, making transactions for their employers and accumulating prestige and currency for both their employers and themselves. Many are themselves merchants or nobles, or in some other position of temporal power. His priests are listened to by most rulers because of their honesty and diplomatic skills. Neophyte clerics are given less glamorous positions, such as managing caravans or remote businesses, or being hired as smugglers or adventurers.