ZILCHUS
(The Great Guildmaster, the Money Counter), LN intermediate god of Power, Prestige, Money, Business, and Influence
Zilchus (ZIL-chus) is a popular Oeridian god, depicted as a well-dressed Oeridian man of plain appearance but great wealth. Husband of Sotillion, brother of Kurell, ally of Rao, Zilchus has many contacts that reflect his ability to establish relationships that are vital to any businessman. A busy god, he has little time for frivolous pursuits, but is knowledgeable in such things because it allows him to influence others. He acts as a dealmaker between gods, finalizing agreements once Rao convinces warring parties to talk. His symbol is hands clutching a bag of gold.
In the world of men, the desire for money can be overwhelming.
Control that desire in yourself and exploit it in
others-that is the key to success and power. Anything
done in the world can be done better for a profit, and those
who recognize these opportunities are one step ahead of
any competition. Politics and war are simply two other
forms of trade, one using a currency of words and the other
lives; the trick is to spend yours more efficiently than your
opponent.
Zilchus' clerics are ruthless in business and often seen as emotionless. They are heavily involved in business and politics, and conduct deals above or below the table depending upon their disposition.
They work for powerful merchants, trade and crafts guilds, politicians, or nations, making transactions and garnering prestige for themselves and their employers. Neophytes get less glorious jobs, such as managing caravans or remote businesses, but some are hired to participate in high-risk but potentially profitable enterprises such as smuggling contraband and adventuring.
Domains Knowledge, Law, Trickery; Weapons dagger

PELOR
(The Sun Father, the Shining One), NG greater god of Sun, Light, Strength, and Healing
Pelor (PAY-lor) is the Flan sun god, known throughout the entire Flanaess. Riding the great kirin Star Thought, he summons flights of eagles and destroys evils with bolts of sunlight. Depicted as an
old man in white, with wild hair and a beard of shining gold, he was until recently a peaceful and gentle god
concerned with the alleviation of suffering. Now, he is a more martial deity who brings his wrath to bear on darkness and evil. Now he invigorates and heals those who champion the cause of good, and the stylized sun-face holy symbol is painted on shields and banners across the Flanaess.
The energy of life originates from the sun. This light
brings strength to the weak and health to the injured, while
destroying darkness and evil. Do not be afraid to challenge
the forces of corruption, but remember that just as staring at
the sun can cause blindness of the eyes, relentless attention
to the destruction of negative forces can blind the heart to
the true essentials of life: kindness, mercy, and compassion
.
Pelor's clerics are usually quiet, kindly people with a backbone of steel. They are primarily nurturers and protectors, but when the time comes to bear arms they are not afraid to do so. They use their powers to heal, nourish, and otherwise aid the needy, while practicing the skills needed to protect their charges should they be threatened. Clerics of Pelor are free to explore far lands in an effort to drive off harmful beings and spread their god's gift to all who need it. Pelor was originally a human who lived in the Bone March. He was born the son of a farmer from Knurl and when his father past'd away he took over the duties of the farm. In the year 5 a large group of undead about 100 or so attacked Knurl, but as they pasted by Pelors farm he attacked them single handedly with but a mace. He then ascended to godhood at that spot leaving a large stone pillar as proof.
When Pelor ascended he became known the god of the sun, for he understands how important the sun to all those who live under it. Pelor provides light and promotes healing of those that are injured. His churches promote going out and helping other and not just those who pay tribute to him.
Domains Good, Healing, Strength, Sun; Weapons heavy mace

BOCCOB
(The Uncaring, Lord of All Magic, Archmage of the Deities), N Greater God of Magic, Arcane
Knowledge, Foresight, and Balance
Boccob (BOK-kob) is known throughout the Flanaess, oversees the maintenance of magic's existence on Oerth, and is interested in the creation of new magic items and spells (he is said to have a copy of every magic item made by mortals). He sees that Oerth's magic is declining and will eventually fade away; he combats this effect and suspects that Tharizdun is responsible. He is distant from all other gods save his servant Zagyg. Shown in purple robes with shimmering runes of gold, Boccob carries the first staff of the magi; an eye within a pentagram is his symbol.
Seek balance above good, evil, law, or chaos. Fight to push
back the encroachment of good just as you would the oppression
of evil. Magic is the most important thing on Oerth,
and it must be preserved so that the balance can be preserved.
Churches are protected from outside interference, and those within devote most of their time to research, particularly prophecies, which they guard carefully lest they fall into the wrong hands. In lands where the forces of Law, Chaos, Good, or Evil grow too strong, churches of Boccob are built to balance those forces.
Clerics of Boccob create and study magic and divine the future. They leave their churches to root out rumors of lost magic items or spells, or to defend a magical place or item from destruction. Most clerics of Boccob are neutral, as extremism in ethos is frowned upon; they must maintain the balance between all alignments.
Domains Knowledge, Magic, Trickery; Weapons quarterstaff

CELESTIAN
(The Far Wanderer), N (NG) intermediate god of Stars, Space, and Wanderers
Celestian (seh-LES-tee-an) is a benign Oeridian god. The brother of Fharlanghn (his only close ally),
he chose the distances of the stars and planes rather than Oerth. He appears as a middle-aged man of completely black coloration, always wearing his symbol: a piece of jewelry with a shining ruby, jacinth, topaz, emerald, sapphire, amethyst, and diamond. He has few ardent worshipers on Oerth, but counts among his following the many strange beings that live in and above the starry night.
The distant stars are an inspiration to travel; be encouraged
to wander far from home, just as the stars do. The
stars are eternal and are pleased to be a guide for both legs
of a journey. The stars may reveal their secrets if you study them.
The clerics are divided into seven orders of ascending knowledge and power, bearing no special
titles other than the number of their order; eachorder's holy symbol differs in which gem is placed at
the center. Most of Celestian's clerics are scholars, astronomers, and planar explorers, with a few sailors. They search the world, sky, and planes for artifacts of the stars, fragments of meteorites, and lore relating to the stars, space, or the planes. Many of his clerics make a pilgrimage to a holy site in the Barrier Peaks. Celestian is a favored deity of good-aligned members of evil nonhuman races; while their eyes are unable to tolerate daylight, they find acceptance and hope in the light of the stars.
Domains Knowledge, Travel, Protection; Weapons shortspear

ERYTHNUL
(The Many), CE (CN) intermediate god of Hate, Envy, Malice, Panic, Ugliness, and Slaughter
Erythnul (eh-RITH-nul) is the undisciplined counterpart to Hextor, possibly predating him and losing worshipers to his ordered and intelligent rival. This Oeridian god is a terrible sight to behold, with ruddy skin, red garments, a brutally strong build, and a great stone mace that is pierced to cause a fear-inducing shriek when he swings it. His title comes from his appearance in battle, as his features change between human, gnoll, bugbear, ogre, and troll, and his spilled blood becomes an allied creature of like type. His symbol is a red blood drop or a hideous mask.
Destroy anyone who would take what is yours away from
you. Covet that which you do not own. Blessed is he who can
take something from a rival. Maim those you cannot
destroy, and cause fear in the hearts that you cannot maim.
Bloodshed for its own sake is reason enough, and if you can
shed the blood of a hated enemy, so much the better. When
Erythnul's gift of blood rage comes upon you, be sure to use it well.
 
Any site where great bloodshed has occurred is considered a holy place by the church. Erythnul's clerics are cruel, sadistic, and hateful. They foment rebellion, murder, and riots in civilized areas, lead troops of bandits, raiders, or nonhumans, and commit murder when they grow bored. They deface beautiful things and disfigure attractive people for fun. They aren't above betraying their own allies to suit their own motives or protect their own hides. They travel to bring ugliness and strife to pleasant places or to escape those that would persecute them.
Domains Chaos, Evil, Trickery, War; Weapons heavy mace


HEIRONEOUS
(The Invincible, the Valorous Knight, the Archpaladin), LG intermediate god of Chivalry, Justice, Honor, War, Daring, and Valor
Heironeous (hi-ROE-nee-us) is the Oeridian battlefield champion of all that is right and good. He wages war against evil of all sorts, especially his half-brother and nemesis, Hextor. He is tall, with coppery skin, auburn hair, and amber eyes, and wears fine chain. At his birth, Heironeous' skin was imbued with a secret solution called meersalm that protects him from all but the most powerful weapons. His symbol is a silver lightning bolt. His allies are other gods who fight evil, and his foes are those who encourage evil or suffering. Known for his great magic battleaxe, he recently has been promoting usage of the longsword in order to appeal to common soldiers as well as paladins and leaders.
The world is a dangerous place that poses a never-ending
series of challenges to those who fight for justice and protection
of the weak and innocent. One must act honorably at
all times, and uphold the virtues of justice and chivalry in
word and deed. Danger must be faced with certainty and
calm, and glory is the reward for defeating evil, while virtue
is the reward for upholding the tenets of Heironeous
.
Heironeous' church is very militaristic, championing causes and crusading to eliminate evils. His
clerics travel the world, fighting evil as dictated by their church commanders. Older clerics work as
judges, strategists, and military instructors. Many of the most powerful clerics of Heironeous have themselves embalmed alive with
meersalm to gain its protective benefits, although some have not survived the process.
Domains Good, Law, War; Weapons longsword(m) or battleaxe(m)

HEXTOR
(Scourge of Battle, Champion of Evil, Herald of Hell), LE intermediate god of War, Discord, Massacres, Conflict, Fitness, and Tyranny
Hextor (HEKS-tor) is the arch-foe of Heironeous, his brother and fellow Oeridian war god. He seeks to conquer or destroy any that oppose him. He is depicted as a handsome man with dark hair and light skin when shown as a god who rules through strength, but takes the visage of a gray-skinned, horrible six-armed being when shown in his more violent aspect. He uses a different weapon in each arm and wears iron scale armor with many skull decorations. His icon is the Symbol of Hate and Discord, eight arrows facing outward in a fan.
The world is a dark and bloody place where the strong
rule the weak, and power is the only reward. It is often
necessary to be cruel and merciless in the pursuit of ones
goals, and achieving those goals can have harsh consequences.
Order must be forged out of chaos and law out of
anarchy. The forces of tyranny must be obeyed and dissenters
must be oppressed or destroyed
.
Most of Hextor's temples are built on the sites of great battles where many were slaughtered.
Hextor's clerics constantly train themselves in the arts of war, for they plan or lead attacks on rebels and do-gooders. Many serve petty or powerful leaders, and others still have achieved significant political positions of their own, particularly in the former Great Kingdom. Individuals and small groups strike out from established churches to sow dissent in enemy lands, bringing down foreign nations from within so that the arms of Hextor may conquer.
Domains Destruction, Evil, Law, War; Weapons flail(m)

KORD
(The Brawler), CG intermediate god of Athletics, Sport, Brawling, Strength, and Courage
Kord (KOHRD) is an incredibly powerful Suel god, second only to his grandfather, Lendor. Son of Phaulkon and Syrul, he was born a
mortal human and fought during the Great War against the Feidren Elves. During a battle against an army lead by Gritzir, Kords higher ups all died so he rallied the troops together and lead them to victory against great odds. After the battle the other warriors saw Kord bathed in light and then he disappeared. He is shown as a hugely muscular man with long red hair and beard, wearing dragonhide gauntlets (white), boots (blue), and fighting girdle (red); these items form his holy symbol, although a star composed of spears and maces is popular.
He fights with his intelligent dragon-slaying greatsword
Kelmar, and when wounded he often enters a blood rage so intense only Lendor can control him when he succumbs; because of this, a cleric of Kord will always defer to a ranking cleric of Lendor. He is reputed to have dallied with beautiful humans, elves, or even giants, and tales are told of the great heroes who are born of such liaisons.
During The Fall Kords grandfather was killed by a being named Seth who took his Grandfathers seat since them Kord has considered Seth an enemy and a nuisance.
The strong and fit should lead the weaker. Bravery is the
greatest quality in any ruler. Scorn cowardice
.
Kord loves physical challenges and contests, and it is this love that inspires many barbarian tribes to use nonlethal sports as a method for resolving disputes. Kord's clerics are expected to be leaders. They train people to become stronger, organize athletic tournaments, and participate in challenging physical activities. Doubting their fitness is a grave insult, and they go to great lengths to prove their physical abilities (although they realize the difference between difficult and suicidal challenges). Wearing of dragon-hide by a cleric is a blasphemy, unless the wearer is a descendant of Kord. Clerics believe magic should be used to enhance allies rather than strike directly at foes.
Domains Chaos, Good, Luck, Strength; Weapons greatsword(m), bastard sword(e)


LENDOR
Killed during the Falling by a being called Seth.


(Prince of Time, Master of Tedium), LN intermediate god of Time, Tedium, Patience, and Study Lendor (LEN-dor), the leader and progenitor of the Suel pantheon, is depicted as a white-haired and
bearded husky older man. Largely withdrawn from the affairs of the world to care for larger issues, Lendor considers himself superior other gods and especially to his children, as he has the ability to
banish any of his children or undo their magic. A blow from his flaming sword Afterglow is said to be the force that started the flow of time at the dawn of the universe. His holy symbol is a crescent moon in front of a new moon surrounded by fourteen stars (sometimes less or more).
Time stretches to infinity, and issues that seem pressing
are merely a smaller part of a larger whole. In order to
make sense of the universe, one must look at the entire
mosaic instead of just a part of it. Age brings experience,
wisdom, and the impetus to take things slow.
Lendor's clergy are mostly older, particularly sages, village elders, and record keepers. They tend to have little interaction with the outside world, remaining cloistered in their libraries and temples for years at a time. Occasionally a younger person will be drawn to this faith, taking the role of wandering adviser, preaching the need to keep the present in perspective; these preachers often become advisers to conservative leaders or mount expeditions to recover ancient tomes and artifacts lost for generations.
Domains Knowledge, Law, Protection; Weapons greatsword(m), piercing and slashing weapons

MYHRISS
(The Thrice-Kissed, Maid of Light and Dark), NG lesser goddess of Love, Romance, and Beauty
Myhriss (MEE-ris) is shown as a Flan woman just reaching adulthood, a garland of flowers in her hair, or else as a fair-skinned, dark-haired provocative beauty or a sun-blonde tanned woman of approachable prettiness. Her dark-haired form is associated with the whip, her other aspect favors the shortbow. She is friendly and affectionate toward all benign gods but avoids those who are hideous, crude, or hateful. Although Wee Jas dislikes her, Myhriss appreciates the vain Suel goddess for her obvious attractiveness.
Love can cure the world's ills. Quarreling rivals and warring
nations can be brought together with a well-placed
romance, and beauty can turn the heart of a dumb beast or
a despondent tyrant. Beauty is often fragile, so protect it
from accidental harm, as the destruction of something beautiful
is a great tragedy. Beauty comes in many forms, for
even the most evil red dragon is a sight of terrifying splendor
when it is on the wing. Celebrate love, affection,
romance, and beauty wherever you find it.
Clerics of Myhriss are starry-eyed and always looking for signs of love and beauty in the people and places around them. They bless young lovers, perform marriage ceremonies, create works of art, and
travel to see beautiful people and fantastic sights. A few take roles as diplomats, as their looks and charisma make even the most hostile folk stop to listen to them. Some are crusaders against hate and ugliness, seeking out those who destroy love or vanquishing those of repulsive presence.
Domains Good, Healing, Protection; Weapons shortbow(m), whip(e)

RAO
(The Mediator, the Calm God), LG greater god of Peace, Reason, and Serenity
Rao (RAH-oh) is shown as an old man with dark skin, white hair, slender hands, and a serene smile.
Any time an offering of peace is made, Rao grows a day younger. Although he never intervenes directly on Oerth, Rao is the creator of several artifacts of good, particularly the Crook of Rao. He is a dedicated foe of Iuz, an ally of Zilchus, and is otherwise friendly with all other beings. He can cause any aggressive being to relax into an agreeable calmness with a glance, having thwarted even Nerull with this power in the past. His holy symbol is a white heart of wood or metal, or a heart-shaped mask with a calm expression.
Reason is the greatest gift. It leads to discourse, which
leads to peace, which leads to serenity. If all could be convinced
to reason with each other, the world would enjoy the
harmony of benign order. Some refuse to use reason and
instead resort to violence, at which time action
-governed
by reason and wisdom
-is required to counteract their
deeds and restore peace.
His clerics pursue knowledge, paths of logical thought, theology, and introspective meditation.
They prefer peaceful means over violence, but are not above using force when their arguments are ignored or the bastions of reason are threatened. They search for new schools of thinking, fabled locales of calmness and quietude, powerful magic to use in the cause of Law and Good.
Domains Law, Good, Knowledge; Weapons light mace

RAXIVORT
(Lord of Xvartkind, Master of Rats, Night Flutterer),CE lesser god of Xvarts, Rats, Wererats, and Bats
Raxivort (RAKS-ih-vort) is the god of all xvarts-a short, blue-skinned goblinoid race found in the Bandit Kingdoms, old lands of the Horned Society, Bone March, Pomarj, Verbobonc, and the eastern Vesve Forest. Raxivort was the greatest general of his race, taken in by the demon lord Graz'zt and granted abilities by his lord. After centuries of serving as Graz'zt's Master of Slaves, Raxivort looted the demon's armory and claimed his own Abyssal realm. While he can take the form of a great rat or bat, his natural form is that of a strong but ugly xvart wearing silken garments over blue mail. He carries the falchion Azure Razor, favors throwing blades of various sizes, and creates fans of acidic fire from his left hand (thus, his symbol is a blue flaming hand). He combats most other nonhuman gods and avoids demons entirely.
Xvarts are the inheritors of the world. They and their rat,
wererat, and bat allies will destroy their enemies, particularly
the goblins and kobolds. With cunning, numbers, and
small allies, the xvarts will overwhelm all opposition. Like
Raxivort himself, fire and knives are the tools of the xvarts
against their hated foes. Those who can take the shape of rat
or bat are doubly blessed
.
Most clerics of Raxivort are xvarts, although some rat- and bat-creatures worship him as well. The less militaristic clerics search out old ruins to find stores of magic and weapons that can be brought back for their tribe. His clerics are more open-minded about and less fearful of humans than other xvarts, and they serve as negotiators or diplomats when humans are encountered.
Domains Animal, Chaos, Evil, Trickery; Weapons falchion(m), dagger

SAINT CUTHBERT
(of the Cudgel), LN (LG) intermediate god of Common Sense, Wisdom, Zeal, Honesty, Truth,
and Discipline
St. Cuthbert (CUTH-bert) may have once been a mortal man as his worshipers claim, but if so it was long ago and from an unknown people. His three prominent symbols are a starburst of rubies, a
wooden billet, or a crumpled hat, and while he takes many forms (including that of a common yokel or white-haired mustached man in plate mail) he usually is shown with a bronzewood cudgel. He reacts favorably to other lawful nonevil deities, although he has a great rivalry with Pholtus.
The words of St. Cuthbert are wise, practical, and sensible.
The word of the Cudgel is law, and the word must be
spread so that all may benefit from his wisdom. Weakness
in faith and acting against the Saint's teachings are intolerable
in believers. Unceasing effort should be made to bring
unbelievers into the fold. Honesty, truthfulness, practicality,
and reasonability are the highest virtues
.
St. Cuthbert's clergy consists of three divisions that have different purposes: the Chapeaux, which seek to convert people to the faith, the Stars, which exist to retain doctrinal purity among the faith, and the Billets, which minister to and protect the faithful.
Clerics of the Cudgel are stern folk who speak their minds plainly. They do not suffer fools and discipline those who backslide in faith. They train in the arts of war and keep themselves physically fit. The Chapeaux wear traditional crumpled hats, the Stars wear a starburst insignia of copper, gold, or platinum, and the Billets wear an oaken or bronzewood billet symbol.
Domains Destruction, Good, Law, Protection, Strength; Weapons club, bludgeoning weapons

Vecna
(The Arch-Lich, the Maimed God,the Whispered One, the Dying King,the Undying King), N,Greater god of secrets and knowledge.
Vecna and his faithful believe in the power of secrets and their ultimate ability to destroy anyone, no matter how powerful. Vecna hopes one day to destroy every other deity in existence, leaving himself the sole ruler of creation.

Another tenet of Vecna's faith is the doctrine of a secret evil within every being, no matter how virtuous. This seed of evil, Vecna teaches, can and should be exploited by those able to identify it.

Vecna's followers never reveal all that they know.
Clergy
Clerics of Vecna often don't realize which god they're serving when they're first initiated. Many are deluded into believing they belong to an obscure sect of Boccob or Wee Jas. The truth is not revealed to them until they show their willingness to do anything in the pursuit of knowledge and power.
Hierarchy
Each position in Vecna's cult is named for a certain body part. At the top is Vecna himself, followed by the Voice of Vecna, which can only be filled by Vecna's manifestation.
Next is the Heart of Vecna, the high priest of the cult. The last known Heart of Vecna was Diraq Malcinex of Ket, who was slain by adventurers in 581 CY.
Immediately below the Heart of Vecna are two bizarre monsters known as the Hand and the Eye. The Eye of Vecna creature appears as a slender humanoid with an eyeball for a head, whereas the Hand of Vecna appears as a stocky humanoid with a huge left hand where its head should be.
Individual congregations are known as Organs. Each Organ is led by a Thought of Vecna. Lesser priests are known as Memories of Vecna.
Lay members of the cult consist of the Teeth, Fingers, Blood, and Spawn of Vecna. The Teeth of Vecna are made up of wizards, and specialize in arcane spellcasting and crafting magical items for the cult. The Fingers of Vecna consist mainly of thieves, who engage in various forms of subterfuge. The Blood of Vecna are mainly warriors charged with protection and enforcement of the cult and its goals. The Spawn of Vecna are the lowest in the cult hierarchy, and consist of the common people who honor the Lich Lord.
VATUN
(The North God), CN lesser god of Northern Barbarians, Cold, Winter, and Arctic Beasts Vatun (VAY-tun) is largely forgotten outside the barbarian tribes of the north. Not worshiped by the Empire, Vatun is included in that pantheon because of his worship by the Suel-descended northern barbarians. Vatun was imprisoned by clerics of Pelor about the time of the Battle of a Fortnight's Length. He wields an ice battleaxe called Winter's Bite. When free, Vatun was a whirlwind of cold rage and energy, inspiring his followers to raid south as often as possible. Dalt and Llerg are his only allies. He is shown as a huge Suel man wearing polar bear skins and a beard of ice and snow, with frozen fog coming from his mouth. His holy symbol is the sun setting on a snowy landscape.
Winter is a time for culling the weak so that the strong
may survive. Snow shall cover cowards and they shall be
forgotten by all. The people of the north are the true survivors
and will inherit the world when the Great Winter
comes to cover the land.
Vatun's clerics preach violence against Pelor's faith, help their tribes survive in winter, heal the injured, and aid their people in battle. Level-headed clerics are sent to search for the Five Blades of Corusk, which if united will free Vatun from his prison (or so say the legends). Recent lore indicates a diabolical connection to Vatun's prison, and so his clerics have become ardent foes of devils. Because of his imprisonment, Vatun's clerics must be within ten feet of a torch-sized (or larger) flame to prepare or cast spells.
Domains Air, Animal, Chaos, Strength; Weapons battleaxe(m)

HOME
Iomedae
() LG, Lesser goddess of righteous valor, justice, and honor.
Iomedae (pronounced ahy-OH-meh-day) having been a palidon serving Heironeous for years, before asending to godhood, she continues to espouse the ideas of honor and righteousness in the defense of good and the battle against evil.

Appearance and Emissaries
Iomedae manifests as a valiant sword-mistress in full plate mail. She wields a long sword and a heraldic shield. Her shield casts a holy light, blinding evil beings, and her aura causes malevolent forces to tremble and falter.

Iomedae's servants include a number of former mortals who have been given divine power following death
The Reaper

(Death,The End Bringer),N God of Death.
The reaper is a god that has recently surfaced and has taken over the portfolio of death. He reigns over all souls and moves them to the correct afterlife and then moves them into the cycle. He despises undead any has his followers dispatch them whenever possible. Many non-followers dislike The Reaper some even considering him an Evil god.
The reaper also has the ability to deny any resurrections he chooses which he seems to do quite often. It is known to those who follow him he dislikes the idea of mortals returning to life after they have died.
Death is a natural occurrence for your kind, learn to accept it and you will find peace. Fight against it and I will show you peace weather you want it or not.
Clergy of Death teach acceptance of death in its mortal form and preside over funerals. They work as grief councilors for the living. Clerics of The reaper never raise the dead knowing that if they did so their souls would take the place of the one they raised.
Domains death
Rubinia
(Ruby, The Crimson Maiden, The whore of the sea), CN, Lesser God of Seafaring,Water,oceans and seas,Lust, Greed, Adventure, and Fame.
The Crimson Maiden is a figure of legend, known as the patron god of the sea. Rumored to have total mastery of seafaring and even the water itself, she is known to be the paragon of fame, fortune impulse and pleasures of the flesh. Her devoult followers preach for living life to the fullest in the moment of passion.
Myth has it that she was once a mortal who through sheer force of will and passion, conquered the seas with wit and cunning. Reaping the fame, notoriety and rices acquired from both pirates and corrupt merchants alike, she gained an uncanny power over the ocean itself. Those who claim to have met her, are awstruck by her presence and wit, not to mention her prowess both in combat and leadership, as well as in bed.

Domains water, pirating
Khalian Undry

(Bloody Undry),N lesser god of Elfs.
Khalian is a strange god in the fact that he is utterly against direct divine intervention. He believes that gods should let mortals take care of their affairs. In this fact he is ok with granting cleric spells but is not ok with angels or demons affecting the mortal planes. Khalian himself has no deific beings (like angels) that he controls.

His clergy are taught to fight outsiders and remove them from the materal plane where they don't belong. Many anti outsider rangers are amoung his faithful.
MINDY
(The Destroyer, Demon Lord), CE, demon Lord of destruction and Chaos.
Edius Maximus
(Sorcerory Supreme, Lord of Fire and Wind), CG, Lesser god of fire and wind.
Said to have been a motal during the Empire war, his followers say he once traveled with the demon lord Mindy before her fall into darkness.
WeeJas
The Silver Flame
The Silver Flame is a religion that is most dominant in the nation of The Northern Aerdy. The followers of the religion are called the Purified.

The Silver Flame has existed since the dawn of time. When Flaness was overrun by darkness and the demon spawn of Khyber, the Flame arose to bring light to the world and to bind the fiends in the depths of the Dragon Below. But the Flame was too pure for flawed humanity, and the people of Khorvaire could not hear its call -- until Tira Miron set upon her righteous path. This noble warrior had devoted her life to the cause of honor and sacrifice, and in her the Flame found a worthy vessel. Guided by a glorious feathered serpent, Tira gave her life to end the reign of a demon lord that had escaped its bond. Though she fell in battle, Tira's soul joined with the Silver Flame, and in so doing, she became a conduit -- a voice that humanity could hear. Across Thrane, the pure of heart heard her call; and ever since then, the Church of the Silver Flame has stood against evil, whatever form it might take.
Urogalan
(He Who Must Be, the Black Hound, Lord in the Earth, the Protector, the Shaper) N (LN tendencies)Earth, death
Urogalan (your-gale-an) is the halfling deity of earth and death. His symbol is the silhouette of a dog's head.
Urogalan is a gentle deity for a god of death, respected and revered by his chosen race but never feared. He is seen as a protector of the dead. Because halfling dead are usually buried in the earth, he is also the guardian of the earth itself (as opposed to the green plants that grow in the earth, which are the dominion of other halfling deities).

Urogalan rarely speaks or shows emotion. His voice, rarely heard, is tinged with loss. In appearance, Urogalan is a slim, dusky-skinned halfling dressed in brown or pure white, representing his two primary aspects of earth and death.
"Earth is the giver and receiver of life, providing shelter, food, and wealth to those who toes embrace it. The sacred soil is to be revered as the mantle of Those Who Have Been and the shelter of Those Who Will Be. The thanatopsis of He Who Must Be reveals that death is to be embraced as a natural end, this giving honor to the life that was."

Clergy

Though he is propitiated by many halflings, Urogalan's priesthood is small. They administer last rites, preside over burials, and care for halfling graves. They also maintain much of halfing genealogies and histories, and consecrate the foundations of new buildings and burrows. Their favored weapon is the flail.

Urogalan's novices are called Earthlings, while his full priests are called Vassals of the Black Hound. They wear simple, ankle-length robes tied with belts of rope. They are always bare-footed. Priests typically shave their heads, while priestesses bind their hair in twin braids.

Temples

Urogalan's temples are found in shallow basins open to the sky, in natural caves or in catacombs dug by halflings. They emphasize the natural terrain and their floors are always covered in six inches of dirt.

Rituals

Offerings to Urogalan include uncut gems and clay images of He Who Must Be. They are placed on flat rocks at the centers of natural earthen basins while soft dirges and elegies are sang and read while percussion is provided by the pounding of bare feet making slow circles around the central stone.

Halfling bodies are interned in stone or wooden caskets with a stone tablet graven with the name of the deceased and a symbol of the Black Hound on their chests and on their palms. Mementos of their lives are often buried with them.

Holy days

Urogalan's holy times are the nights of the full moons, known as Earthrisings. Halflings believe the full moon to be one of Urogalan's manifestations.

Minor Gods
The Traveler
(The wonderer, He who walks), N, Intermitiate God of roads and travel.
The traveler Became a god during the Falling when he took over the seat of Fharlanghn. It is unknown to most how this acured whether it was though force or even given willingly. But most of Fharlanghn old followers have converted to following The Traveler.
The traveler has kept all of the old tenets and holidays of Fharlanghn making some believe that he either is Fharlanghn or a loyal follower of him, himself.
DEAD GODS
Fharlanghn
Follower of Fharlanghn stopped reaching powers or prays answer from him dueing the Falling. A few months later a new being called the Traveler started granting powers to Fharlanghns' faithful and picked up all of his domains. Some believe he is just the same god under a new name others believe he replaced him.
Corellon Larethian
CG, good of elves and bowmanship
Seth
(The Time Lord, John Titor, Emmett Brown)CG, Greater god of Time and creation.
Seth came to power during the falling a time when a few gods fell and were rplaced by new gods. Seth took the seat on Lendar the previous god of time. It is told by followers of Seth that he removed Lendar because Lendar no longer cared for the mortal races under his charge.
Seth is said to have a great appreiciation for music and can himself sing better then most beings known. it is said if you listen you can hear the songs he sings every dawn.
Although those who have seen Seth say that he is human many say that his feature are other worldly like a human race unlike any seen on Oerth. Also many newer Gods are said to be powerful individuals that have had stories told of their deeds, but no such person has every been talked about in Seths case.
Seth is in good standing with most of the good and nuetral dieties exempt Kord who hates him for killing his grandfather.
Vecna
It is said by some that the god Vecna was actually killed during the falling and replaced by a new Vecna, which explains his his new believes and followings.


(The Arch-Lich, the Maimed God,the Whispered One, the Dying King,the Undying King), NE,Greater god of secrets and undead.
Vecna and his faithful believe in the power of secrets and their ultimate ability to destroy anyone, no matter how powerful. Vecna hopes one day to destroy every other deity in existence, leaving himself the sole ruler of creation.

Another tenet of Vecna's faith is the doctrine of a secret evil within every being, no matter how virtuous. This seed of evil, Vecna teaches, can and should be exploited by those able to identify it.

Vecna's followers never reveal all that they know.
Clergy
Clerics of Vecna often don't realize which god they're serving when they're first initiated. Many are deluded into believing they belong to an obscure sect of Boccob or Wee Jas. The truth is not revealed to them until they show their willingness to do anything in the pursuit of knowledge and power.
Hierarchy
Each position in Vecna's cult is named for a certain body part. At the top is Vecna himself, followed by the Voice of Vecna, which can only be filled by Vecna's manifestation.
Next is the Heart of Vecna, the high priest of the cult. The last known Heart of Vecna was Diraq Malcinex of Ket, who was slain by adventurers in 581 CY.
Immediately below the Heart of Vecna are two bizarre monsters known as the Hand and the Eye. The Eye of Vecna creature appears as a slender humanoid with an eyeball for a head, whereas the Hand of Vecna appears as a stocky humanoid with a huge left hand where its head should be.
Individual congregations are known as Organs. Each Organ is led by a Thought of Vecna. Lesser priests are known as Memories of Vecna.
Lay members of the cult consist of the Teeth, Fingers, Blood, and Spawn of Vecna. The Teeth of Vecna are made up of wizards, and specialize in arcane spellcasting and crafting magical items for the cult. The Fingers of Vecna consist mainly of thieves, who engage in various forms of subterfuge. The Blood of Vecna are mainly warriors charged with protection and enforcement of the cult and its goals. The Spawn of Vecna are the lowest in the cult hierarchy, and consist of the common people who honor the Lich Lord.
Nerull
Nerull is said to have been killed by The reaper when he first acended to godhood, some call this the beginining of the event known as The Fall. No new god took up the seat of Nerull for some time leaving only one god that had undead in there domain, Vecna, untill even he dropped that title. As of 150 CY there is no god of undead.