The people of Oerth worship many gods. Deities of the central Flanaess are detailed here, and of those, only the lesser gods (in most cases) have been detailed. In general, the greater gods are too far removed from the world to have much to do with humanity, and while they are worshiped, few people hold them as patrons.
These deities have been known to intercede directly in the affairs of men, but only if these affairs have a direct and crucial bearing upon the concerns of the deity. Even so, the annals of the historians list only a few such instances in the history of the Flanaess.
Deities have weighty affairs to attend to, and in general they can not be bothered with the trivial needs of a party of lowly mortals. However, under certain circumstances, a demi-god and a godling might well become embroiled in human affairs — as your further reading will discover. Because of the plots of luz and various demons and evil elementals, St. Cuthbert has become actively aware of events (and has indirect assistance from Beory, who resists elemental destruc-tion). The enmity between luz and St. Cuthbert may yet result in direct confrontation.
A list of the greater (G), lesser (L), and active demigod (D) deities of the Flanaess is given hereafter. Following the name of each deity is that deity's ranking — G, L, or D. Then, the racial origin of the deity is stated:
C
O
S
F
B
U
=
=
=
=
=
=
common in most areas
Oeridian
Suloise
Flan
Baklunish
unknown or indeterminate origin
(The careful reader will note that certain deities are both of a certain racial origin and common, at the same time.)
Next, the major attributes of the deity are listed and, finally, the deity's alignment is shown. With respect to alignment, the following abbreviations are used:
L = Lawful
C = Chaotic
N = Neutral
G = Good
E = Evil
A parenthetical note indicates a specific alignment within the general alignment. For example, LG(N) indicates the deity is Lawful Good, inhabiting a plane near the Lawful Neutral, such as Arcadia. N(G) indicates true Neutral with an ethical bent toward good, while N(g) indicates Neutral with a tendency toward a beneficial overview.
The deity's sex is indicated last.
When a DM is deciding which gods will be commonly worshiped in his or her campaign, he must be aware of the fact that not all gods are equally powerful, and that this affects their ability to grant spells to their clerics. As is explained in the DUNGEON MASTERS GUIDE, Ist and 2nd level spells are gained through the cleric's knowledge and faith. All other spells are gained through prayer. Third, fourth and fifth level spells are granted by the supernatural servants or minions of the cleric's deity. These servants range up to demigod level. Clerics whose patrons are demigods (and not lesser or greater gods) will receive their 3rd through 5th level speils directly from their deity. A demigod cannot grant spells above 5th level, so a cleric of a demigod could never receive oth or 7th level spells.
Sixth and seventh level speils are granted to clerics directly from their deities. Only the greater gods may grant 7th level spells.
In each mythos included here, the deities have been divided into demi-gods, lesser gods and greater gods. The DM may carefully consider altering these designations if they do not suit his or her campaign or concept of the deity.
Deities of all types, from the highest to the lowest, expect a great deal of work from their clerics in return for the power to perform miracles. Clerics are expected to behave in a manner exemplary of the teachings of their faith. Even common everyday concerns must be viewed in the light of their beliefs. Clerics must stand out from the common fold as role models of correct behavior, exhibiting greater wisdom and thoughifulness, and living out the precepts of their religions and alignments.
The DM must also make sure that the cleric is aware of his or her place in the community and the church hierarchy. Cleric "adventurers", which includes nearly all AD&D player character clerics, are often greatly respected and admired (or feared) by the populace. However, due to their somewhat unorthodox behavior, they rarely have any important place in their religion's hierarchy. They are required to maintain appearances and perform the proper rituals essential to their faith and alignment, regardless of their special mission in life.
A cleric, no matter where he or she is, acts as an agent and representative of his or her deity. The cleric should miss no opportunity to explain and show to others, through both word and deed, the truth and rightness of his or her religion. When clerics rise to high level, they are often expected to be judges, interpreters and arbitrators of the congregation's needs.
One of the more dangerous functions of any cleric is that of pawn of the god he or she serves. Clerics are sometimes required to attempt to block the plans of the servants of other deities, and they may even be sacrificed for the ultimate goals of the god they serve.
In addition to the above, there are other requirements which a cleric must fulfill if he or she is to remain in good standing with the patron god. Depending upon the religion (and the D's decision), certain rituals and services must be performed, sometimes at precise and regular intervals.
The cleric should also freely undertake the performance of exceptional duties in the form of quests, heroism, and even (if necessary) voluntary martyrdom.
One important and sometimes expensive duty of a cleric is the creation of places of worship for his or her deity. This could mean the building of simple roadside shrines at low level, while at a high level a cleric might finance the construction of an entire temple. These structures or areas must be put in places of relative security, for the desecration of a temple is a terrible blow to a religion's honor.
There may come a time in the campaign when a cleric may fall away from the path of the deity he or she serves and need to be corrected or punished in some way. Clerics using only first and second level spells usually need fear little direct retribution from their deity; the god expects higher level mortal servants to be aware of transgressions and to take the proper action.
In the case of higher level clerics, if the offense is minor, he or she will often receive a warning of some kind, typically an unmistakable omen of some sort. These are usually sent by one of the deity's servants. If a cleric once again commits a minor transgression or dereliction of duty, the servants of the deity (and the DM) may require that he or she appease them by engaging in one or more of several types of penances. If the questionable act was unknowing or unwilling, simple receipt of an atonement spell may be sufficient. If it was not, several days of fasting, prayer and meditation and/or minor sacrifices may be necessary. In certain religions, this may include some sort of scourging or physical punishment.
Greater and repeated transgressions require greater expiation to atone for them. The erring cleric may have to make a major sacrifice, probably including money and magic items, and he or she may be given a minor quest of some sort. Some religions may even require public degradation and humiliation for the cleric as recompense for his or her sins. Until the atonement period has been completed, use of certain spells or spell levels may be denied the cleric.
Grave transgressions require grim punishments. A cleric who commits a grievous sin against his or her god may have to sacrifice all of his or her possessions and then go on a major quest in order to restore good stand-ing. During this period use of many or even all spells may be denied the errant cleric. Commission of irredeemable sins or terrible heresies, of course, will result in immediate and total excommunication of the cleric: that person may never again use clerical spells in the name of that deity or hope for aid or safety from his followers. The worst of these acts may also invoke direct divine wrath upon the head of the offending one. Divine vengeance upon one who has betrayed his god can take many forms, each one worse than the previous.
The above, of course, are rare cases. A faithful and true cleric does not balk at those tasks necessary for proper worship, and does not even consider committing actions which oppose those of his or her alignment and religion. The path of truth for most clerics is narrow but well-marked.
Name
Beory
Boccob
Corellon Larethian
Garl Glittergold
Gruumsh
Incabulos
Istus
Kord
Lendor
Maglubiyet
Moradin
Nerull
Pelor
Procan
Rao
Tharizdun
Ulaa
Wee Jas
Yondalla
Zilchus
Portfolio
Oerth Mother, Nature, Rain
Magic, Arcane Knowledge, Balance
Elves, Magic, Arts, Music, War
Gnomes, Luck, Trickery
Orcs, War, Hatred, Victory
Plagues, Famine, Nightmares, Disasters
Fate, Destiny, Divination, Future
Athletics, Brawling, Strength, Courage
Time, Tedium, Patience, Study
Goblins, War, Depths, Darkness
Dwarves, Artifice, Family, Loyalty
Death, Darkness, Murder, Underworld
Sun, Light, Strength, Healing
Seas, Sea Life, Salt, Sea Wealth, Navigation
Peace, Reason, Serenity
Eternal Darkness, Entropy, Insanity
Hills, Mountains, Gemstones
Magic, Death, Vanity, Law
Halflings, Protection, Fertility
Power, Money, Business, Influence
Align
N-NG
N
CG
LG
LE
NE
N
CG
LN
LE
LG
NE
NG
CN
LG
NE
LG
LN-LE
LG
LN
Worshipers
Any/druids (no clerics), farmers, rustic Flan tribes
Any/wizards, sages, seers, diviners
Any Good/elves
LG/gnomes
Any Evil/orcs
Any Evil/intriguers, rebels, destroyers
Any/most Baklunish folk, seers
CG, CN, NG, N/barbarians, athletes, warriors
LN/sages, timekeepers, astronomers, wizards
Any Evil/ goblinoids
LG/dwarves
Any Evil/assassins, thieves, necromancers, humanoids
Any non-Evil
Any non-Lawful/sailors, fishers
LG, NG, LN/paladins, peacemakers, wizards
Any Evil/the insane, psychopaths, destroyers
LG, NG, LN, N/dwarves, gnomes, miners-hill dwellers
LE, NE, LN, N/wizards, lawful necromancers
LG/halflings
LN, LG, N, NG/merchants, guildsfolk, accountants
Name
Allitur (FC)
Portfolio
Ethics, Propriety
Align
LG(N)
Worshipers
Blah