The Hero Gods of Oerth is the Oeridian pantheon of Gods that were once mortal Oeridians themselves, but have ascended to godhood through various means. Oeridians usually worship only one, or a few of these gods, which they address as their patron god.
Due to the cultural dominance of the Oeridians after the Baghluny-Suloise War, their faith has spread all accross the Flanaess. As a result, their gods are no longer exclusively worshipped by Oeridians.
Information of all the gods is copied from official sources but is subject to change. You can have a general overview of all the deities, but expect changes in their details in the future.
There is no need to study all gods in detail. Only research gods that you are a follower of. Make sure that the alignment of your character is in line with that of the god they worship.
The following is a non-exhaustive list of Hero Gods belonging to the pantheon.
Atroa is the Oeridian lesser goddess of spring and the east wind, but her worship is common among all the races of the Flanaess. She is known as the Bringer of Spring, the Wind Daughter, the Provider, the Shy One, and the First Sister. She embodies the spring, and the regeneration of the world that comes with the passing of winter, embodied by her brother, Telchur. She is very shy, and rarely communicates directly with her followers or the other gods. She is on good terms with Sotillion, but doesn’t get along with her brother Telchur at all. She dwells in a portion of the Beastlands called the Grove of Perpetual Spring.
When she does come to Oerth, Atroa takes the form of a beautiful young maiden in a short green skirt and green tunic. She has blonde hair set off with a few bits of fresh greenery, and an unearthly, almost elfin, beauty. She never bears a weapon, but strikes with her hands if needs be. She cannot be harmed - Typical exchange in a Flan household by wooden or other natural weapons, and commands all plants within a mile of her location. On very rare occasions, she will manifest her presence as a guest of warm wind, or a sudden tuft of grass growing where none was a moment before.
Anyone of good alignment can worship Atroa, but farmers, those with large families, and sailors particularly favor her. Her worshipers understand more than most the cyclical ways of nature, and no matter how bad things get, how cold the winter or how deep its snows, spring must come. The church preaches that all children are blessings, and encourages as large a family as possible, but also teaches responsibility and taking care of the seeds that have already been sown, as well as planting anew; neglect of a plant, animal, or (especially) a child is considered a terrible sin. Celibacy is almost unheard-of within the church. She is sometimes worshiped together with Telchur, Sotillion and Wenta as a member of the Velaeri, the collective term for the Oeridian gods of agriculture.
The whole of Growfest is the most important holiday of the church, marked with intense labor as the priesthood and laity alike do the spring planting during the day, followed by feasting and prayer at night. The 4th day of Growfest (the spring equinox) is the highest holy day of the church, known as the Spring Feast, and no spring planting takes place on this day alone.
Temples of Atroa are always made of wood, and always with a tall bell tower which is used to ring in the hours of the day. Most will also have a garden of some sort, and wooden statues of the goddess will often stand above the altar. She is widely worshiped in lands with a sizeable Oeridian population, but even in lands without such, there will be shrines to her which are naturally mostly active only in the spring. The largest temple to her in the Flanaess is the Temple of the Children in Gradsul, which also houses one of the largest orphanages in the land. Another notable temple is located in High Mardreth, in the County of Urnst, and is called the Trade Wind Chapel. Sailors favor that temple especially.
Clerics of Atroa must be of a good alignment. Priests wear typical farming garb, but with broad-brimmed green hats tied under their chins, and sometimes green half-cloaks with red dots, recalling Atroa’s holy symbol. The priesthood is divided into two parts; Planterings and Bearers. Planterings emphasize the springtime, agriculture and the farming life that is itself renewed with the coming of spring. They are most active in the spring, helping local farmers to plant their crops and care for their animals. They are equally male and female. The Bearers, on the other hand, are almost always female, and emphasize pregnancy, children, and the perpetuation of humanity and human families. They run orphanages, immersing the children in the faith of their goddess. For both sects, parenthood is so highly encouraged as to be nearly mandatory.
Celestian was originally the Oeridian lesser god of the stars and wandering, but his worship has spread to all the peoples of the Flanaess. He and his brother Fharlanghn are not rivals, but see value in different ways and means of wandering. He has no permanent abode, save perhaps the astral plane and the myriad stellar crystal spheres of the material plane.
Celestian is a tall, lean figure of indeterminant age. His skin and eyes are both shining black, and he wears a black robe. At times the robe is bedecked with his symbol; seven “stars” (diamond, amethyst, sapphire, emerald, topaz, jacinth, and ruby) that blaze with light. He doesn’t have a particular weapon, but will usually be armed with bow, spear, short sword, battle axe, dagger, or some combination thereof. He can bring forth a number of magical creations having to do with the stars and planets, for his protection. He does not speak often.
Worshipers of Celestian may be of any good alignment, and usually consist of astronomers, astrologers, sages, navigators, and those who practice oneiromancy. Services to Celestian take place at night, in full view of the stars. Cloudy conditions on nights when ceremonies are scheduled are considered a bad omen.
Celestian’s priests must be of any good alignment. They are wanderers like their deity, and when possible travel by night beneath the stars, or even among them, if the opportunity presents itself, whether by magical means or via Spelljamming craft. They are divided into seven orders; membership in a particular order determines the color of one’s vestments and the gemstone type in the center of the holy symbol used.
Saint Cuthbert of the Cudgel, lesser god of common sense, wisdom, truth, discipline, hard work, and zealotry, is famed for taking the fight against evil directly to its many sources, and his clerics and those who hold him as a patron deity are no less zealous in their own pursuit of Law and Good. He is common among all the different pantheons of the Flanaess. He and his followers have a rivalry with Pholtus of the Blinding Light. He and his get along well with other lawful good and lawful neutral deities and faiths. He is lawful good with neutral tendencies, and his worshipers are of either lawful good or lawful neutral alignment.
Saint Cuthbert appears as either a dung-covered yokel, an elderly itinerant tinker, or a stout, white haired man with apple-red cheeks and a long white mustache and crumbled hat, wearing plate mail. In both forms he is usually shown holding a cudgel of bronzewood and in the second form he will bear the storied Mace of Saint Cuthbert. His holy symbol is a starburst, and he wears a version of the symbol made of platinum and rubies.
Worshipers of Saint Cuthbert must be of lawful good or lawful neutral alignment. They value common sense more than book learning, and many simple folk cleave to the worship of the saint. Although several massive cathedrals exist to honor him, small shrines along the side of the road, and chapels in tiny villages are the rule. Common rituals feature a fiery sermon wherein the priest exhorts the faithful to ever-more closely follow the god’s teachings. Saint Cuthbert’s Day is celebrated on Growfest 4th and lasts a full week, consisting of processions wherein the faithful are humbled, followed by feasting. His worship is strongest in the central Flanaess, around the Nyr Dyv and the surrounding territories (save of course for the Bandit Kingdoms).
All clerics of Saint Cuthbert should be either lawful good or lawful neutral, regardless of the order to which they belong. Clerics of Saint Cuthbert are broken into three orders, although all are of a warlike bent, are more plainspoken and direct, and will harshly discipline those among the faithful who backslide.
Erythnul is the Oeridian lesser god of ugliness, hate, malice, and panic, but he has made his way into all the pantheons of the Flanaess. He is allied with Hextor and is an enemy of Helm.
Erythnul appears as a human, seven feet tall with fearful red features, a muscular hairy body, and wild green eyes that can cause fear. He wears red leather, fur, or a combination thereof. He carries a large stone mace with odd holes driven through the head. When swing in battle, the weapon creates a dire keening wail which saps the courage from those who hear it, during them to panicked flight until they pass out.
Once Erythnul enters into combat, his epithet of “the Many” becomes clear, as his visage changes from human to kell, to buchveer, to trulent, to eiger. If he is cut and bleeds while caught up in his battle- frenzy, his blood drops will form troops of the relevant race which he can then command. When not in battle, he can change his form into any of those races at will.
Worshipers of Erythnul are chaotic evil, and include many humanoids (kell and buchveers), trulents, and eigers, as well as humans. Services are designed to promote discord and include piercing reed instruments and gongs played atonally, with fire and human(oid) sacrifice for major celebrations. His places of worship are carefully hidden, for they are not welcome in most places, but his followers can usually be found in the seedier sections of most large towns, such as the thieves’ quarter. His followers enjoy the blessings of their god for committing wicked and capricious acts.
Clerics of Erythnul must be of chaotic evil alignment. They wear either rust-colored robes or garments of white flecked with blood stains, and have masks that emulate each of their dark master’s aspects. There is little formal hierarchy; progress in rank is achieved through assassination of one’s superiors, and inferiors are held in line through fear. They are an impulsive lot, treacherous bullies and hateful killers.
Fharlanghn, the Dweller on the Far Horizon, is the lesser god of horizons, distance, and travel. Originally an Oeridian deity, his worship has since spread to all the peoples of the Flanaess. Unlike most deities, who have grand residences in one of the Outer Planes, Fharlanghn dwells on Oerth, wandering endlessly as befits his nature. He can, however, travel to any of the Inner Planes at will, favoring that of Oerth, and shunning those of fire and water, as a rule. He is the brother of Celestian, who travels in the sky as Fharlanghn travels on Oerth.
Fharlanghn is friendly with earth elementals and related creatures, and is himself immune to all earth-related magic. He can never be surprised, and those who gain his special displeasure will find themselves cursed, such that journeys will always take twice as long as they should.
Fharlanghn appears as a human with wrinkled, deeply tanned skin. His eyes are green, and he wears plain and practical traveling clothes of leather and homespun, bearing an iron-shod traveling staff. He bears with him the magical Oerth Disc, a magical circle of wood, jade, and turquoise, with a setting sun over the horizon, which is also the holy symbol of his clerics. The Disc can shoot forth magical beams of various powers, and can be used to teleport to any point in the world. Although he appears to move slowly, this is an illusion that covers the fact that he is actually moving much more quickly than the average human. He speaks all the languages of Oerth, and can leap out of the way of danger with a spryness that belies his appearance. Snares and traps rarely affect him.
Individuals of any alignment can worship Fharlanghn, although those of true neutral bent are preferred. His followers are those who find it difficult to set down roots in any one place for long, such as adventurers, merchants, tinkers, and so forth. His followers are especially common in the central and southwest Flanaess, although they can be found virtually anywhere, as befits their nature. Services to Fharlanghn are usually conducted outdoors, with the horizon visible, and consist of traveler’s tales and blessings told over simple but hearty food and drink.
Those of neutral alignment can become clerics of Fharlanghn. There are two orders of priests that serve Fharlanghn. The urban priests wear robes of brown and tend the small chapels of the god found in various communities. The pastoral priests wear robes of green and wander across the land without any particular home base. They bless travelers they encounter on the road, perform blessings on departing caravans, maintain the many small shrines of Fharlanghn that dot the roads and tracks of the Flanaess, help build roads and bridges, and preach the virtue of expanding one’s horizons (literally). Those clerics of Fharlanghn found in cities are usually retired, too old or infirm to maintain a wandering lifestyle.
Helm is the son of Stern Alia and brother of both the evil Hextor and the slain god of war Stratis. He is the Oeridian lesser god of chivalry, justice, and honor, common across the Flanaess, and known as the Chivalrous Knight and the Archpaladin. He dwells in the Fields of Glory in the Seven Heavens, but visits Oerth often to assist the cause of lawful good. He loathes his brother Hextor, and the feeling is reciprocal; they, and their proxies and worshipers, will always seek to thwart the other. He is also an enemy of Erythnul and Kurell. He is an unflinching champion of law, but tempers this with an understanding of the importance of mercy.
Helm is depicted as tall with coppery skin, auburn hair, and eyes of amber hue. A helmet covers his face and he wears a suit of enchanted chainmail with a very fine mesh. His copper skin was magically treated at his birth to deflect most weapons, whether they be enchanted or not. He can appear as a young boy, an old man, or a mercenary soldier, but will always have his enchanted mail suit. He wields a magical battle axe named Gloryaxe which can shift from its normal 5 foot length to but 3 inches, as he wills it. His body was coated in the enchanted meersalm by his mother at birth, which renders him invulnerable to most forms of attack.
Helm can hurl forth bolts of energy drawn directly from the positive material plane, which will do great harm to mortals and undead, as well as those creatures from the lower planes. He will sometimes manifest as a bolt of lightning, or wrap his followers in a cloak of bravery. He has been known to sprinkle entire military units with a coppery dust that improves morale and deflects fear-inducing magic. Those who displease him will find their weapons and armor rusting, or be subject to small (1 hit point of damage) electrical shocks.
Helm is worshipped as patron deity by the Knights of the Holy Shielding of Helm in the Shield Lands and are strictly lawful good. Temples and other shrines look like castles and are decorated in blue and silver, with stained glass windows showing the god victorious over some enemy (usually his brother Hextor). A statue of Helm made of copper, with seven silver bolts of energy radiating from the head, clad in silver mail with a silver axe and wearing his iconic helmet, stands behind the altar.
Hextor is the brother of Helm and the dead god Stratis, and son of Stern Alia. He is the champion of all evil, the Oeridian god of war, discord, and battle. His enmity towards his brother Helm, to whom Hextor has always been unfavorably compared, is legendary. He dwells in Acheron in a domain known as Avalas (“Scourge”), but can travel to the Nine Hells or Nirvana at will, but is most often found on Oerth stirring up war and bloody conflict. He is an ally of Erythnul, and mistrusts most other deities and considers them inferior. When traveling incognito, Hextor appears as a handsome man with black hair, black eyes, and a charming demeanor. He can hold conversations with sages, wizards, and philosophers, while at the same time being a hale-fellow-well-met and quite the ladies’ man. However, this is just a guise. Hextor’s true form is ashen skinned, with red- rimmed eyes and greasy lank black hair. His six arms carry an array of weapons and shields, and he wears scale mail and greaves on his legs (he can cause his extra arms to temporarily fold back into his body when in disguise). In his true form, he lives only for death and rapine. Hextor carries two great bows into battle, but in melee will have two spiked bucklers, a military fork, scimitar, flail, and morningstar. His armor is bedecked with skull motifs, and around his throat he wears the Symbol of Hate and Discord; a six-armed arrow with fell magical powers that enable him to sew dissention and discord around him, turning allies against one another and bringing friends to blows. He also bears the Trumpet of Acheron, which will summon a squad of skeletal servants once every six days. Once every six years it can summon a veritable army of skeletons and zombies.
Those who worship Hextor will be of lawful neutral, lawful evil, or neutral evil alignment, and include warriors, rulers, assassins, and the like. Hextor’s temples are grim and somber affairs, with the larger ones being built on battlefields where casualties were high. They are often decorated with armor and weapons, which may be enchanted and serve as defenses in and of themselves. Ceremonies involve chanting and the discordant sounding of drums, pipes, and trumpets, as well as the striking of iron weapons on shields and stone. Offerings of broken weapons and armor of enemies are commonplace, but the offering of a mount belonging to a paladin of Heironeous is the highest one could give. Holidays include Blooding in the month of Growfest, featuring contests of strength and fitness, and the Fist of Eternal Malachite on Midwinter’s Day, commemorating the ascendency of the church of Hextor over the Great Kingdom. He is especially popular within the Great Kingdom, and the See of Medegia is run by his church.
Kurell is the Oeridian lesser god of envy, vengeance, and thieves, known as the Green-Eyed God, the Avenger, and the Lord of Thieves. He is constantly obsessed with those whom he thinks have wronged him, even in the most minor of ways, and is ever scheming the most elaborate revenges for these perceived wrongs. He and his followers believe themselves entitled to whatever they want, and their jealousy stems from being thwarted in that aim. He is intensely jealous of the other gods, fearing that somewhere, someone is having a good time without him, or, even worse, is making fun at his expense. The worst of all are those who are genuinely better than he is, at anything. He is the brother of Zilchus, and on good terms with (at least, as good terms as he can be) Erythnul. He counts both Pholtus and Helm as enemies, and has never forgiven Sotillion for talking him into doing her harvest work for her. He tends to build himself up by belittling others, especially among his followers.
Kurell’s true form is short, slightly overweight, and plain to the point of unattractiveness, but he takes great pains not to be seen in this form. Those who do will be targets for his many revenges. He usually appears as a tall, handsome human with striking green eyes. He almost never smiles, except when he has achieved some petty vengeance. He wears black clothing and leather armor. He favors easily concealable weapons, and has two daggers which are coated in never-ending sleep poison. He can change his appearance at will, and will usually do so in such a way as to make a calculated attempt to make others feel inferior. Occasionally, he will appear as a large black wolf with green eyes, hence his epithet “the Black Wolf of the North” among the Wolf Nomads.
Thieves in particular favor this god, and many approach him to assist in avenging their own petty jealousies. He is particularly honored by the Wolf Nomads, who name him the Black Wolf of the North. The city of Atirr in North Province contains the largest temple to the god, with deep ties to the College of Endings and Beginnings, which serves as the city’s Assassin’s Guild. There is also a cave complex in the Burneal Forest, east of the Fler River, which is known as the Black Wolf’s lair, and which stretches far beneath the earth with caves and caverns adorned with ancient and disquieting cave paintings. He has few other large temples, but shrines and chapels can be found wherever thieves are thick. Naturally, the lack of large temples is a source of great jealousy to the god and his followers. Any place that is the site of some great vengeance, or where revenge is regularly plotted, is considered holy.
Those who honor Kurell do so every night, and his high holy days are the winter solstice (the 4th day of Needfest), the longest night of the year, and Kurell’s Day, which falls on the 11th day of Goodmonth, when both moons are new. Thievery on these nights is considered to have Kurell’s blessing, and a cut of the proceeds is expected as a donation to the church, lest vengeance be sought out.
Clerics of Kurell must be of chaotic evil, chaotic neutral, or chaotic good alignment, although those of the latter persuasion are few and far between. They are exclusively male; this has, perhaps not accidentally, the effect of making the women worshipers of Kurell jealous of the men. Although they do not trust anyone at any time, they are themselves usually quite trustworthy, if only to prevent others from having an excuse to claim revenge against them. They believe the assassin’s art is well justified, and consider it “professional vengeance.” They tend to wear tight fitting black clothing, and hoods and half-capes are favored. As a rule, they will try to outdo one another in the finery of their vestments, in order to elicit the most envy amongst their compatriots.
Pholtus of the Blinding Light, lesser god of light, resolve, law, order, rigidity, the sun, and the moons, is an Oeridian god whose worship has spread throughout the Flanaess. His is a stern and rigid faith, the One True Way, and his followers are noted for their inflexibility and intolerance of others’ beliefs. Compromise is the same as defeat in his faith. He and his followers are great rivals of Saint Cuthbert, but the four Oeridian wind gods—Atroa, Sotillion, Telchur, and Wenta—are especially held as enemies. He is lawful good with strong neutral tendencies, but his worshipers tend to be of lawful alignment (he even has some followers of lawful evil alignment, which followers of his rival Saint Cuthbert holds up as proof of Pholtus’ degeneracy, but which his clerics claim demonstrates the redemptive power of his faith). Pholtus claims to be the originator and guardian of the ordered movement of the cosmos and Law itself.
Pholtus is depicted as a tall thin man with fair hair and skin, and blue eyes, wearing a white robe of silk and a cassock embroidered with suns and moons. His eyes shine with fire, and he carries the Staff of the Shimmering Sun, made of ivory clad in silver and topped by an electrum sun-disk. The Staff has a variety of magical effects, focusing on light and sight. He himself can dispel any darkness by touch, imbuing objects and creatures with a sunlike glow, and the ability to reflect any radiation, visible and invisible. His holy symbol is the full white moon Luna partially eclipsed by a crescent aquamarine moon, Celene.
Worshipers of Pholtus must be of any lawful alignment, and tend to be stern and simple folk, unwavering in their routine as they are in their devotion. Judges and lawyers are drawn to him, and noted for their rigid adherence to the written law. Temples and shrines to Pholtus are gleaming white, and most often found in urban areas. The anthem of the faithful is “O Blinding Light”. Services involve a multitude of burning candles and long sermons on the folly of disbelief, in gleaming white temples and shrines.
Clerics of Pholtus must be of lawful good or lawful neutral alignment and are paragons of virtue and righteousness. Clerics of Pholtus are expected to go forth and bring the Light of the One True Way to the nonbeliever, especially, but not exclusively, in cities and towns, where they can reach the most people with the least wasted effort. Argument, no matter how politely offered or reasonable in its approach, is not accepted, with those who do not immediately heed the call shown the error of their ways. They will never be without some light source if they can possibly avoid it. The Theocracy of the Pale is ruled by the church of Pholtus, leaning more towards his lawful neutral side, and temples of the god are ubiquitous, doubling as government institutions.
Procan is the greater god of the sea, weather, salt, and navigation. He was originally a god of the Oeridian folk, but his worship has become common across the peoples of the Flanaess. He is stormy and tempestuous by nature, which fits his mastery of the great storms of the sea, and is known for his greed, as all treasures that sink beneath the waves or are born in the sea, he considers his own.
Procan appears as a large and muscular human with blue-green skin. His eyes are gold and his hair green. His usual weapon is a great spear, whence hangs strands of seaweed.
Those who follow Procan will be either chaotic neutral or true neutral in alignment. They are usually fisherfolk and sailors, and others who make their living from the sea. He also has a following among the merfolk, aquatic elves, and locathah. Shrines to Procan can be found in just about any port, particularly around the Azure Sea. Services are held at or near the sea, where offerings of gold and pearls are made by dropping them in the ocean. Fish and bread are then eaten, and prayers for safe travels on the water are received by those assembled. Services are simple and to the point.
Priests of Procan must be chaotic neutral. They dress in practical garb, and are usually quite direct in their actions and speech. It is considered good luck to have a cleric of Procan aboard ship on a journey.
Rudd (rhymes with “flood”) is the Oeridian demigoddess of change, good luck, and games of skill, and is known as Blue Eyes, Cheater, or Card Shark. Originally an Oeridian deity, her cult can be found in all the religions of the races of the Flanaess. She has wandered Oerth for nearly five hundred years, sampling every game of chance possible. It is said she knows the rules and strategies for every card game ever invented, but prefers games where strategy and chance are mixed, such as plaques and backgammon, eschewing pure strategy games such as chess, as well as pure luck games such as knucklebones. She spends most of her time on the material plane, mostly visiting gaming houses in search of new sport.
Rudd appears as a pretty young woman with short black hair and perfect teeth. She is always smiling, and she seems to be a mix of Oeridian and Suel stock. She dresses well, preferring pants to dresses, and affects a rather swashbuckling air. Rudd is armed with an enchanted rapier named Needle and a magic stiletto, although she rarely resorts to fighting, and when she does, she prefers to use improvised weapons, which she can wield quite well with her impeccable sense of balance. She also carries an enchanted deck of cards that she can throw as missile weapons. Her most effective weapon, however, is her incredible luck, having advantage on every roll, and this also applies to her gambling efforts. She is often found among mortals, and many have claimed to have met her at some gambling house or other, especially along the Wild Coast and the city of Greyhawk. She will sometimes appear to her followers by animating a face card and speaking through it.
Anyone of chaotic alignment may worship Rudd, and although he has few devotees, many who rely on luck and gambling can be found among their ranks. She has no actual temples, but shrines to her can be found near gambling establishments throughout the central Flanaess in the lands around the Nyr Dyv, as well as the Wild Coast, Bissel, Ull, and Ekbir. The grandest shrine is located in the city of Peacekeep, in southern Bissel, in the Crossed Blades Gambling Hall, which is run by the priesthood.
The central idea of her worship is that people should rely on skill and preparation as much as chance. Cheating is frowned upon, unless it is done perfectly, in which case it falls under the heading of “making your own luck.” The tenth day of Planting is celebrated as Rudd’s birthday, but this is not official, and is honored mostly in Bissel (where the goddess is said to have been born).
Priests of Rudd must be of chaotic neutral or chaotic good alignment. They will sometimes be found in gambling houses, although they are not particularly welcome there, as it is felt they have an unfair advantage. Sometimes, however, such establishments will encourage such priests, as long as they stick to ferreting out cheats. Others dedicate themselves to teaching others games of skill and chance, while still others wander the Flanaess looking for local games, and entertain the rare hope that they might encounter their goddess someday. They are constantly practicing their skills at their preferred games, with an almost fanatic devotion. They will wear fashionable clothes as flashy and colorful as possible, with broad-brimmed hats, knee boots, wide sleeved shirts, and the like. In general they tend to try to dress as the goddess does herself.
Sotillion is the Oeridian lesser goddess of summer, the south wind, and ease and comfort. Her worship can be found in the various religions of the Flanaess, like her siblings. She does not get along well with her brother Telchur at all, to put it mildly, and Kurell is also counted among her foes, because she managed to trick him into doing her farm work when she was first born. Although she and her sister Atroa disagree (mainly about Sotillion’s love of ease and comfort, as opposed to the well-known work ethic of both Atroa and Wenta), they are not enemies.
Sotillion appears as a lovely young woman of some twenty-five summers, with unkempt shoulder- length red hair. She usually appears wearing a toga or other loose-fitting, comfortable clothing. She wears a sickle at her waist and always has a scythe Helper nearby, but rarely carries it herself; if she is walking, it will float along behind her. Helper is both intelligent and fiercely loyal to its mistress, and will protect her from all dangers. Both implements look brand new and never used. She rarely fights, preferring others do her fighting for her. Her powers to both charm others and put them to sleep are extraordinary, even for a goddess. She can also make her presence known by the appearance of a pillow or particularly comfortable place where none should be, or a warm southerly breeze that makes odd ripples in fields of wheat or grass. Statues of the goddess always depict her in a reclining position.
Those of chaotic good or chaotic neutral alignment worship Sotillion, and many halflings, and some elves, are drawn to her. Her worshipers are generally more interested in ease and comfort than with heavy loads of manual labor, and some of their (and her) detractors say she should be known as the goddess of laziness. She is said not to care about such opinions, especially when they come from her sister, Atroa. Her faith is strongest along the route of the Oeridian migration; Ket, Keoland, Bissel, the County of Urnst, and the Great Kingdom. Small shrines protecting statues of her predominate, and inns that sport such are said to be particularly known for their comforts. Temples are built for comfort, with padded chairs or cushions and thick rugs on the floor for sitting or reclining, rather than the hard benches the faithful of Pholtus endure. They are well ventilated in the summer to take advantage of the warm summer breezes, and have abundant fireplaces to ward off winter’s chill. Niole Dra sports the finest temple, which was actually built by the church of Telchur and later bought at a bargain price by the church of Sotillion. Having their finest temple been built and paid for by the greatest enemy of their goddess delights the worshipers of Sotillion no end, and adds yet another layer of resentment to the worshipers of her brother Telchur.
Services consisting of light prayers and music are held every Godsday. Reaping and Richfest are sacred due to the harvest, but the faithful tend to be more interested in celebrating than in actually pulling in the harvest itself, but take great pains to make sure those who are performing the work are as comfortable as can be.
Those who are chaotic good or chaotic neutral may be priests of Sotillion. They champion the notion of helping others without necessarily discomfiting oneself in the process. This philosophy extends to the harvest; priests of Sotillion will assist their flocks as they can, but in such a way as to maintain the level of comfort to which they (and the faithful) are accustomed. Vestments are, as one might expect, as comfortable as possible, usually robes of blue and green in bright hues.
She is sometimes worshiped together with Telchur, Atroa and Wenta as a member of the Velaeri, the collective term for the Oeridian gods of agriculture.
Telchur (TELL-churr) is the Oeridian lesser god of winter, the north wind, and cold, and his bynames include Father Frost, the Frostbite Lord, the Wanderer of the Wastes, the Ice Man, and the Master of the North Wind. It was his freezing of Oerth in eternal winter that led to the creation of the three siblings - Atroa, Sotillion, and Wenta - each of whom governs a particular season. Because of this, Telchur grew bitter and takes great pleasure in the destruction of crops with early frosts, and the destruction of stores and animals with bitter cold. His siblings Atroa and Sotillon are his enemies; only his sister Wenta gets along with him, because she understands his love of cooler weather, even if she disagrees with the degree to which he takes it. Telchur appears as a tall muscular man with ice- encrusted beard and mustache that cracks and refreezes as he speaks. His skin is an odd gray- white, as if he were suffering from severe frostbite. He wears ice-covered furs and fur boots, and his eyes are sky blue. He bears a huge axe of solid ice named Frigid, a bronzewood club named Snow, and a broadsword on his left hip named Ice. All bear magical powers of cold and frost, and Telchur himself has many powers relating to cold, as one might expect. His very breath can freeze his enemies, and he himself is immune to cold. He has also been known to appear on Oerth as a winter storm, an early frost, or freak snow shower. He can also make his face appear on a frosty window or patch of snow, to speak to his followers.
Anyone of chaotic alignment can worship Telchur. Both those who hold an abiding love of the winter season, as well as those seeking to appease the bitter god of winter, will make offerings and prayers to him. His worship is strongest in the northern latitudes of the Flanaess, such as Blackmoor and the nomad tribes, but the Suel barbarians of the Thillronian peninsula only pay token worship to him, still resenting the imprisonment of the god they deem the real lord of winter, Vatun. Large and imposing temples to Telchur exist in Blackmoor and North Province, which feature fireplaces, furs, rugs, and tapestries to keep out the cold. During the winter, an enormous ice sculpture of the god is crafted and placed over the main entrance. The majority of his places of worship, however, are simple rustic shrines, windbreaks in the wilderness, and other natural places exposed to the chill. They are seasonal, but the Land of Black Ice is said to have some of this type that endure year-round, due to conditions there. Holy days include the first week of Fireseek, but blizzards are also considered holy, and special rites are celebrated at their height. Evil priests of Telchur will go out into such storms in search of sacrificial victims. They justify this by claiming such deaths are a mercy, compared to being left to the storm.
He is sometimes worshiped together with Atroa, Sotillion and Wenta as a member of the Velaeri, the collective term for the Oeridian gods of agriculture.
Priests of Telchur must be of any chaotic alignment. Those of good and neutral alignment teach that Telchur can be appeased, and have erected permanent temples in civilized areas to avoid his destructive side. They advocate preparing for the deprivations of winter by storing up fuel and food. Those of evil (and some of neutral) alignment are much more prevalent among those who use more primitive and natural places of worship, and exalt in his primal fury and force. They hold that the cold is what separates the weak from the strong, and is revered therefore. They are usually reserved emotionally, and are not displeased when the weak are weeded out by their inability to survive the elements. They wear white furs in winter and white robes in warmer months, and will have long hair and beards (if applicable).
Wenta is the Oeridian goddess of the autumn, the harvest, and the west wind. She is a lesser goddess, and her worship, like that of her siblings, is common across the Flanaess. She is known as the Alewife and the Harvest Daughter, and is the youngest of the Oeridian wind-deities. She is the only one of her siblings that gets along with their brother, Telchur, as she yields her position to him when winter begins. To her, the blessings of the ale-cup are a just reward for hard work and industriousness.
Wenta appears as a zaftig maiden with rosy cheeks and straw in her hair. She is always carrying a large mug of beer or ale, and exudes a contagious good cheer. Whenever she is present, alcoholic beverages become much stronger in effect, and she can induce drunkenness in enemies, clouting them with her enchanted club Masher if needed.
Anyone of non-evil alignment may worship Wenta. The festival of Brewfest is her high holy days, and is observed with much merriment, feasting from the harvest, and drinking. Brewing contests are a highlight of the celebration. The time immediately preceding sundown is also a time for prayer and thanks for the blessings the day has brought. Her worship is particularly strong in those areas with strong agricultural ties and thick Oeridian settlement, such as Veluna and Nyrond. Her temples are famous for the beers and ales which are brewed therein, which they sell to nearby taverns and inns to sustain themselves.
She is sometimes worshiped together with Atroa, Sotillion, and Telchur as a member of the Velaeri, the collective term for the Oeridian gods of agriculture.
Priests of Wenta must be of chaotic good alignment. They are a merry lot, given to sampling the blessings of their goddess (sometimes to the point of blacking out), and happy to speak with strangers and share hospitality. They are also quite industrious, and will often organize harvest activities to ensure that the work is carried out quickly and efficiently, and, in the best situation, finished ahead of schedule. They are accomplished brewers themselves, and holy water is actually blessed ale or beer. They wear vestments of browns, oranges, and tans.
Zilchus is the Oeridian greater god of merchants, business, power, influence, and wealth. He is the god of honest merchants who don’t put a thumb on their scales, and wealthy burghers who pay fair wages for honest work. Those who shave their coins and wet their cotton before weighing it look elsewhere for divine assistance. He is known as the Money Counter and the Great Guildmaster. He is the brother of Kurell. Although he is of Oeridian origin, his faith has spread across the Flanaess. He dwells on the plane of concordant opposition, in a section of the Marketplace Eternal known as the Seat of Luxury. It is said he gets along well with several other mercantile deities from other crystal spheres.
Zilchus appears as a middle-aged human with thick curly brown hair, tanned skin, and a dignified but pleasant visage. His garb is fine, but not the ostentatious sort of those who feel the need to prove themselves to others. His purse is ever-full, but he also bears a flail, which he uses to punish cheats and others who sully the good name of capitalism.
Zilchus’ faithful will be lawful neutral, lawful good, true neutral, or neutral good. The vast majority of Zilchus’ worshipers are those who are wealthy and powerful; merchants, noblemen, guild masters, and so forth. His faith is widespread, and centered on trade hubs and along caravan routes. It is strongest in the central Flanaess, which is the crossroads for trade across the entire continent, and is indeed the state religion of Dyvers and Ahlissa (South Province), although both also tolerate many other faiths. In Kalstrad, capital of Ahlissa, the Grand Cathedral of Zilchus is a wonder, costing more than half a million gold pieces to construct and decorate. Perrenland, Rel Astra, Irongate, and North Province are all strongholds of his faith. Services consist of exhortations about the need for fairness in business, and offerings of incense and trade goods.
Clerics of Zilchus must be lawful neutral. They have a generally good reputation, both for their honesty and their reputation as fair negotiators and mediators. They tend towards wealth themselves; such is seen as a vindication of their faith and a sign of favor from their god. They can come across as aloof, but this is more an affectation so as to be less easily “read” during a negotiation. They themselves are often merchants, or work for merchant houses.