List of Greyhawk deities
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This is a list of deities from the Greyhawk campaign setting for the Dungeons & Dragons fantasy role-playing game.
A
[edit]Al'Akbar
[edit]Al'Akbar is the Baklunish demigod of dignity, duty, faithfulness, and guardianship. His symbol is a cup and eight-pointed star, images of the legendary Cup and Talisman that now bear his name. Al'Akbar is subordinate to the other Baklunish gods, remaining a mere demigod out of respect for them. His faithful oppose the sadistic elemental cults of Ull. Al'Akbar is allied with Heironeous. Al'Akbar's priests use the Cup and Talisman as metaphors for the good life, urging their flocks to be vessels of kindness and emblems of devotion.
Al'Akbar was the most exalted high priest in what are now the lands of the Paynims. After the Invoked Devastation, during that time of misery and suffering, he was given the Cup and Talisman by Al'Asran to help heal his people's ills and return them to the traditional Baklunish faith. Al'Akbar founded the city of Ekbir and, for the last decade of his mortal life, ruled the nation of Ekbir as the first of its caliphs. Eventually he had a mosque to himself built and allowed his followers to call on his name in their prayers. Soon after, he ascended to the heavens to take his place among the gods. Al'Akbar is revered primarily in Ekbir, Ket, the Plains of the Paynims, Tusmit, and Zeif.
"Akbar" was first mentioned in The Strategic Review #7, wherein Neal Healey described The Cup and Talisman of Akbar [sic], and associated them with worship of Allah without mention of whether "Akbar" (Arabic for "greater"/"greatest") was a person, place, or descriptor.[1]
Allitur
[edit]Allitur is the Flan god of Ethics and Propriety. His holy symbol is a pair of clasped hands. Allitur was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Allitur is depicted as a Flan man riding a horse, Keph, who never tires. Allitur's realm is Empyrea, The City of Tempered Souls. Empyrea sits on the edge of a cold, clear mountain lake on Mount Celestia's fifth layer, Mertion. The many healing fountains and curative waters in Empyrea can restore withered limbs, lost speech, derangement, and life energy itself; those who ail need only find the right fountain. Empyrea is also known for its healers and hospitals, and many a pilgrim seeks to reach this legendary site of perfect health. Allitur teaches respect and understanding for laws, rituals, and other cultural traditions.
Atroa
[edit]Atroa (ah-TRO-ah) is the Oeridian goddess of Spring, East Wind, and Renewal. Her holy symbol is a heart with an air-glyph within, or a kara tree full of ripe, red fruit. Atroa was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Atroa appears as a fresh-faced blonde woman, often with an eagle perching upon her shoulder. With her sling Windstorm, she can strike the most distant foe, and with Readying's Dawn, her spherical glass talisman, she is able to melt all ice in sight. Atroa's realm, the Grove of Perpetual Spring, is in the layer of Brux in the Beastlands. She is also thought to spend time in the realm of Morninglory in Elysium. As Goddess of Spring, Atroa is the invigorating breath that awakens the world from its slumber. She gives the world new love and new life, renews old friendships, and plucks the heartstrings of lovers, travelers, and poets.
Azor'alq
[edit]Azor'alq is the Baklunish hero-deity of Light, Purity, Courage, and Strength. His symbol is an armed man standing atop a stone summit. Azor'alq is a tall, handsome warrior with a dark complexion. He wears fine chain mail and his helm is topped with peacock feathers. His long curved sword, of elven make, is known as Faruk. Azor'alq is a member of the Baklunish pantheon. In the past, he has been a foe of the demon lords Munkir and Nekir. Azor'alq's sanctum can be entered through the highest peak in the Pinnacles of Azor'alq. There he dwells with his ancient paladins, the Thousand Immortals.
B
[edit]Beltar
[edit]Beltar is the Suel goddess of Malice, Caves, and Pits. Her holy symbol is a set of opened fangs poised to bite. Although often depicted as a haglike human female, Beltar is known to also appear as a beholder, red dragon, or marilith. Some regard the later form as a likely cause of rumors of the existence of a Suloise snake-cult. Beltar was formerly a goddess of earth and mines, but was supplanted by other Suel gods until her only worshipers were nonhuman slaves. It is perhaps for this reason that Jascar is one of her greatest enemies. Beltar will often take mates in her various forms, but few survive, as she eats them afterward, as well as any young born from such a union.
Beory
[edit]Beory is the Flan goddess of the Oerth, Nature, and Rain. She is also known as the Oerth Mother. Her symbol is either a green disk marked with a circle or a rotund, female figurine. Beory was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Beory is considered to be a manifestation of the Oerth itself. She does not care for anything else, and mortals or other deities only concern her if they threaten the Oerth. She is distant even from her own clerics, who wander the earth to experience the different parts of the world. They spend their time communing with nature and often associate with druids.
Berei
[edit]Berei is goddess of Agriculture, Family, and Home. Her holy symbol is a sheaf of wheat stalks. Berei was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Berei is depicted as a brown-skinned, kindly-looking woman carrying a sickle. Berei can most often be found in the first layer of Elysium, in the realm of Principality. Berei tries to strengthen the ties of family and community, and urges care in the planting of crops.
Berna
[edit]Berna is the Touv goddess of passion and forgiveness. Formerly, she was the goddess of hatred and vendettas, but she got better. Her symbol is a red metal heart, preferably red gold. Berna is depicted as a Touv woman wearing the skin of a jungle cat. A red-gold heart shines from her chest. Berna is the third child of the serpent god Meyanok, transformed by the power of Xanag from a spirit of hate to one of passion. Her older siblings are Vara and Damaran. Her grandmother is Breeka and her great-grandmother is the sun goddess Nola, who was awakened by the creator god Uvot. She is a member of the Touv pantheon, which also includes the gods Katay, Kundo, Meyanok, and Vogan. Berna is now the patron of all small emotions, both positive and negative. She also represents the forgiveness of wrongs.
Berna is named for a college friend of Sean K. Reynolds's named Bernadette.[3]
Bleredd
[edit]Bleredd is the Oeridian god of Metal, Mines, and Smiths. His holy symbol is an iron mule, as sturdy and patient as himself. Bleredd was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Bleredd is the one who originally taught the Oeridians iron-working. He is a pragmatic sort, preferring work to idle talk. He created many of the artifacts used by his family, including his hammer of thunderbolts, Fury, and his wife's hammer Skull Ringer. In Bleredd's creed, the gifts of the earth exist to be taken and used to create practical works. Bleredd's followers are expected to be strong of body and will. Bleredd encourages the free flow of information; the knowledge of smithcraft should never be hoarded, but taught freely to anyone with a talent for it. Those who are miserly in sharing what they have learned ought to be punished.
Boccob
[edit]Boccob is the god of magic, arcane knowledge, balance, and foresight. He is known as the Uncaring, the Lord of All Magic, and the Archmage of the Deities. All times and places are open to him, and he has visited many alternate realities and planes unknown to the wisest of sages, places even the Elder Evils avoid. His symbol is an eye in a pentagon; usually this is worn as an amulet. Boccob was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #70 (1983).[4] Boccob is usually portrayed as a middle aged man with white hair who wears purple robes decorated with golden runes. He is described as carrying the very first staff of the magi with him at all times. In addition, he knows every spell ever created and can travel to any time and dimension. He is the possessor of the only magical library that contains a copy of every potion, spell, and magic item in existence.
Bralm
[edit]Bralm is the Suel goddess of Insects and Industriousness. Her symbol is a giant wasp in front of an insect swarm. Bralm was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[5] Bralm's realm, known as the Hive Fortress, is in the Infernal Battlefield of Acheron, in the layer of Avalas. Bralm teaches that everyone in society has their proper position that people are obligated to master even if they don't understand their importance in the greater scheme. She instructs her followers to obey those with higher social positions and greater knowledge. She urges contentment in hard labor, and compares her followers to insects in a hive.
Breeka
[edit]Breeka is the Touv goddess of Living Things. Her holy symbol is a headdress of wooden beads and animal teeth. Breeka is the manifestation of all aspects of nature, both helpful and harmful (unlike her grandfather Uvot, who represents only nature's bounty). Breeka is, by turns, helpful, indifferent, and harmful. She is troubled by the nightmares given to her by Vara. She is depicted as a middle-aged Touv woman with dark green skin and worry lines on her face. Breeka is the daughter of Nola, goddess of the sun, and Vogan, the god of weather and rain, and from this mixture of rain and sunlight was born all the world's plants and animals. She is the mother of Katay, who has no father. Her birthing pains mingled with the darkness to create Meyanok, the god of evil. While sleeping, she vomited forth the nightmares inspired in her by her granddaughter Vara to create the living things that bring fear and danger to the night.
C
[edit]Celestian
[edit]Celestian is the god of Stars, Space and Wanderers. His symbol is a black circle set with seven stars. His color is black. An Oeridian god, he is called the Far Wanderer, and is brother to Fharlanghn. It is said that the two followed similar but differing paths. Celestian is Neutral Good, but his worshipers may be any alignment of good. Celestian was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #68 (1982).[6] Celestian encourages his followers to wander far from home, just as the stars do. Astrology is as much a part of Celestian's faith as astronomy is, and his worshippers are encouraged to discover the secrets within the patterns of the stars and other celestial bodies.
Compare Celestian to the Roman god Caelus, especially in his form as Caelus Nocturnus. The names Celestian and Caelus both derive from the Latin word caelum meaning "sky" or "heavens".
Charmalaine
[edit]Charmalaine (TCHAR-mah-lain) is the halfling hero-goddess of Keen Senses and Narrow Escapes. She gained her nickname "the Lucky Ghost" from her ability to leave her body to scout ahead in spirit-form. In this form, she is believed to warn halfling adventurers of impending danger. Her holy symbol is a burning boot-print. Charmalaine is a young halfling woman with alert eyes, black oiled leather armor, and boots coated in mud. She carries a mace called Fair Warning and is usually seen with Xaphan, her ferret familiar. She is energetic, spontaneous, and fearless. Charmalaine preaches vigilance and attention to one's environment. Her followers are urged to hone their reflexes, to be quick on their feet, to enjoy exploration but also safety. They are taught that too many material things can be too much weight.
Cyndor
[edit]Cyndor is the Oeridian god of Time, Infinity, and Continuity. His symbol is a rounded hourglass set on its side, much like the symbol for infinity. Cyndor was first detailed for the Dungeons & Dragons game in the World of Greyhawk Fantasy Game Setting (1983), by Gary Gygax.[2] Cyndor is depicted as a towering, featureless humanoid with powerful block-like limbs. This form symbolizes the inevitability of time itself. Cyndor directs Merikka in her tasks. It is thought that Tsolorandril is his servant. Cyndor's faithful believe in predestination. All time, for them, is a path along a lifeline that Cyndor has already foreseen. Cyndor directs a small group of mortal chronomancers known as the Guardians of Infinity. Their duty is to defend Oerth's timestreams from interference or damage by outside forces. Cyndor is also served by temporal dogs, time dimensionals, and more exotic beings.
D
[edit]Daern
[edit]Daern is the Oeridian hero-deity of defenses and fortifications. Daern's holy symbol is a shield hanging from a parapet. She is often associated with griffins. Daern's priests often advise military leaders on proper placement and construction of fortifications, castles, and keeps. Her priests are valued among rulers who wish to establish stronger borders. The priesthood favors the shortspear. In her mortal life, Daern was responsible for the construction of a number of famous fortifications, including Castle Blazebane in Almor and Tarthax near Rel Deven.
Dalt
[edit]Dalt is the Suel god of Portals, Doors, Enclosures, Locks, and Keys. His holy symbol is a locked door with a skeleton key beneath it. Dalt wanders the Outlands, having no permanent realm of his own. Dalt is depicted as either a white-haired old man with piercing eyes or as a young red-haired thief. Dalt is a lesser deity, almost forgotten on the world of Oerth but slowly gaining more followers. He is primarily worshipped by the Suloise people in the southeastern Flanaess.