Tuesday, January 26, 2021

New Greyhawk Map: Domain of Garel Enkdal

Welcome back Greyhawk cartophiles! This week I'm going to muse on a potential campaign development that I believe would make the NE corner of the Flanaess even more contentious. What I refer to is the orc city of Garel Enkdal, first and last featured in the module Five Shall Be One by Carl Sargent. After this huge underground city is encountered in the adventure, the city fades back into published obscurity, yet events continue to unfold around it. I say this should no longer be the case! For your reading pleasure, I have made a map below, to go along with this lengthy post so you can clearly see that Garel Enkdal is located in a place that a clever DM can use to really shake up a campaign and introduce some orc culture to their campaign. Enjoy!

Garel Enkdal Overview: Also known as the "City of the Orc Horde", Garel Enkdal is an underground orc city state located in the western arm of the Griff Mountains, near Lake Abanfyl. Sources say the city has a total population of 25,000 orcs, though this total does not include ogres, ghouls, and other struggling humanoid tribes that live in proximity. Garel Enkdal is populated primarily by the Bloodied Blade tribe, and is ruled by a theocratic monarchy devoted to the one-eyed god Gruumsh. Garel Enkdal has gone untold decades without interacting with its neighbors besides occasional attacks on local dwarven clans, or Stonehold herders, trappers and hunters. Many years of content, divine leadership has allowed Garel Enkdal to grow and develop while nearby Duchy of Tenh and Stonehold have warred and depleted their populace. Even the dread Iuz the Evil and his agents have never been able to infiltrate or sway the Bloodied Blade tribe to join his empire. Only a handful of intrepid adventurers seeking to reclaim a magical blade from this city has ever dared to trespass in Garel Enkdal. 

Description: Garel Enkdal is built within a series of enormous limestone caves, though the great central cavern where most of the population resides, is not entirely natural. The outer walls and vaulted ceilings in the main cave soar some 200' high, and appear as if a magical segmented sphere had once filled this chamber and has since been reclaimed by strange pinkish-blue stalactites that twist and hang down over the city (most do not notice this oddity or ascribe it to Gruumsh). There is no major light sources in the city as all its denizens are adapted to the gloom of the caverns. The city is a ramshackle assortment of tents, dwellings, and stone buildings. There is shallow underground streams and pools accessible to the cavern system as well as rocky corridors leading further into the Under-Oerth.

Life in Garel Enkdal: While most adult orcs are able to handle a blade or bow, not all in the city state are fully-armed, trained warriors. Many are merely herders, laborers, hunters, and gatherers. Resources are scarce in the underground city, so much so that even the standing army must assist in foraging and repairs. Surface hunters catch goats, wolves, deer, and other herd animals found in the lowlands. Other specially armed hunting parties set off daily into the Under-Oerth to kill aspis drones and steal their larvae which is considered a delicacy. Meanwhile in another part of the city, cave lizards are raised for a variety of uses from guard animals to food and clothing. There is also many sources of edible lichen found in the outlying caverns, along with fish and eels caught both underground and on the surface at Lake Abanfyl. All of these food sources are hauled to a smelly cavern district for meat, leather and fur processing. Similarly, another sub-cavern in Garel Enkdal is dedicated to crafting, with hundreds of orcs making household goods, leather items and armor.

The grand central city cavern meanwhile, is home to over 20,000 of Garel Enkdal's inhabitants. There is a central road through here that ends at a black iron gate leading to the heavily defended Temple of Gruumsh. Most of the city's armor, blacksmithing, and weapon production is done here while hundreds of poor orcs scrape about in the alleys looking for work or food. The upper class of orc society dwells here as well; courtiers, artisans, musicians, courtesans and the like strut about in their finery and look down on the dregs of the city. Due to city's long period of cultural growth, even shamans and minor wizards are not uncommon here. Given that all the citizens of Garel Enkdal belong to the Bloodied Blade tribe, and worship Gruumsh exclusively, there is generally little rivalry and discord that the constantly patrolling city guard can't put down.

The Great Temple of Gruumsh: This cavern holds the largest building in Garel Enkdal, part of which is a vast temple that can hold thousands. In the building's courtyard is the feared Black Obelisk, an imposing needle of obsidian, 20-feet tall and marked with runes, with a single stone eye perched atop it which is said to beam a reddish light when it spots non-believers. Further inside there is more altars, shrines and the adjoining chambers of the ruling chieftain's family and court. There is also a throne room where the high-priest/chieftain sits upon a high-backed obsidian seat decorated with skulls and skins of monsters. Near this throne is an ominous 14-foot tall statue of Gruumsh, and the profane chill of the mysterious Blackwell.

Recent History: Garel Enkdal's patience paid off around 588 CY when Sevvord Redbeard, the ruler of Stonehold snapped out of the magical spell Iuz had placed on him. Enraged by this revelation, Sevvord slew his Iuz's agents, then abandoned most of Tenh, withdrawing the majority of his Fists back north through Thunder Pass to avert a Suel Barbarian incursion into his homeland. Sometime before 591 CY Sevvord and the Fists returned victorious only to find their tiny capital Vlekstaad had been burned to the ground with no survivors, and many captured or missing. Assuming this was the work of the Suel (it was in fact Rovers of the Barrens led by Tang the Horrific), and weathered from several years of war, Stonehold was further incensed to action, but it needed to start rebuilding. As Gruumsh foretold, this moment of weakness would be the perfect opportunity for the Bloodied Blade tribe to finally strike out from its hidden city.

Expansion of Garel Enkdal: In 592 CY a well-armed and trained army of the strongest fighters in Garel Enkdal marched forth from the Griff Mountains into Stonehold. At the vanguard of this horde was an elite force called the Phalanx and shamans of Gruumsh. The main body of the horde was comprised of orc fighters bearing a variety of weapons from swords to pikes. Most notably however, the army of Garel Enkdal included a huge contingent of crossbowmen. Lastly, mixed among this steely horde was a few dozen ogre shock troops eager to fight. Even the battle-hardened Fists of Stonehold could not break this horde, losing every skirmish. In the end Sevvord eventually abandoned half-ruined Vlekstaad by sea while many others retreated into the tundra and forests at the mere sight of the bloody banner of Gruumsh. Giving chase, the horde divided and expanded out north falling short of Bastro, yet to the east Purmill was easily occupied. 

With Stonehold's most inhabitable territory under control, the bulk of the horde then turned south to Thunder Pass and met with reinforcements from Garel Enkdal where they descended upon the unaware city of Calbut. After much fierce fighting with the garrisoned Fists there, the northern highlands of Tenh and the valuable pass through the Griff Mountains was now part of Garel Enkdal. Phalanx commanders wisely held back from expanding further south where forces of Iuz, the Pale, and Tenh still battled over the rest of the duchy. The presence of a huge, largely unknown orc army to the north would give these factions pause however, especially after it became evident from slaughtered Iuz emissaries that they were not allies of the Old One. At this point Garel Enkdal stopped its advances to establish its new territories, putting its human subjects to work at sending even more resources back to their underground city. The Bloodied Blade tribe also resumed the reconstruction of Vlekstaad, which this time would be the first port of the new Domain of Garel Enkdal


Special thanks to Ken Frank. His illustrations in Five Shall Be One and many other Sargent era modules are a defining feature of Greyhawk published history.

Tuesday, January 19, 2021

Greyhawk A-Z: More Spells

Welcome back Greyhawk wizards! Last month I did an A-Z article on spells that was so well received, we ended up discussing Greyhawk spells on Legends & Lore. Amazingly, there is so many spells published that can be tied to the setting, across many editions, that even after the stream, I had many many more obscure spells that didn't get mentioned! For your reading pleasure, here is another A-Z on spells. Enjoy!

Andrui's Baneful Backfire: (Wiz 5) This spell is a hidden gem, found in the short adventure, Bigby's Modest Home by Jack Barker in the anthology book Treasures of Greyhawk. The spell was created by an apprentice of Bigby, but he perfected it, hence the 5th level tag. Simply, it prevents other spellcasters from using Dispel Magic on your effects by causing a backfire that burns memorized spells. Clever stuff!

Bubka's Superior Identification: (Wiz 5) One of my favorite parts of the 2E City of Greyhawk boxed set, is the details concerning the Guild of Wizardry. This used to be a popular destination for my players because Kondradis Bubka ran a magic item exchange. No item was too powerful to trade or buy here. Bubka of course was THE authority on identifying and pricing magic due to his Superior Identification spell also in this publication. He charges 350 g.p. per casting. Why? Because his spell gets results faster, more reliably, and I had forgot this, but in 1E/2E the regular Identify spell temporarily drains a wizard of 8 Con! Not 1d8 Con, a whole 8 Constitution points! Bubka found a way around this loss and pretty much made a career out of it. Smart guy!

Corpse Candle: (Wiz 2) This spell can be found in another sequel adventure, Return to the Tomb of Horrors by Bruce Cordell. Created by a group of necromancers called the Black Academy, this is an interesting permanent spell. It enchants a special candle that when carried into magical dark or light, temporarily negates the effect. Never heard of corpse candle until now, but I could see this getting a lot of use!

Disc of Concordant Opposition: (Cl 6) James Ward's seminal source book, Greyhawk Adventures is packed with many Greyhawk original spells. Most are Circle of Eight wizard spells, however the early chapters cover specialty priest spells of various gods. The Disc is for clerics of Boccob the Uncaring. What does it do? Oh it blasts creatures 6 HD or less into nothingness, those higher take 75 damage. Gotta love the save or die era. Boccobites don't mess around.

Erythnul's Slaughter:
(Cl 5) This is a specialty cleric spell from the Power of Faith by John Ling in Dragon#342. It's also one that a DM can drop into the middle of combat to both excite and scare players. Every weapon within 30' of the caster has twice the chance to critical hit. Also, creatures dropped do not stabilize without assistance. Slaughter could be deadly even in player-friendly 5E! Oh that Erythnul loves a good TPK.

Footsore: (Cl 4) Another specialty spell from GHA. Footsore is a curse thrown by worshippers of Fharlanghn to slow down a creature or group of creatures travelling farther than three miles. Its says they drag their feet, walk in circles, take extra rests which doubles travel times. The spell lasts 1 day/level, with no saving throw, so yes, don't offend strange wanderers you meet on the road.

Globe of Radiant Invulnerability: (Cl 5 lesser, Cl 7 greater ) Here's a pair from Core Beliefs: Wee Jas by Sean K. Reynolds in Dragon #350. Wee Jas is a favorite, and as a goddess of magic I expect her priests to have access to more magic than an ordinary cleric. This Radiant Globe is cool because its a variation on the wizard spell Globe of Invulnerability. This globe however, sheds light and when dispelled can cause damage to enemies in a radius, even more damage to undead, fungi, oozes and molds. The great version just does even more damage. This would be a fun spell for a high-level cleric to bring into a dungeon to clear out musty old, undead haunted rooms quickly.

Hungry Gizzard: (Drd 6) Here is an oddity I'm sure no one remembers. In the article, Arcane Lore: Rune-Skulls of the Abbor-Alz by James Jacobs in Dragon #292, the author posits a faction of halflings druids who following an earthquake, discovered a cache of dinosaur skulls marked with runes. This find leads to new druidic magic spells with a dinosaur theme. Fun! One is the hilariously gross Hungry Gizzard which conjures a disembodied organ to engulf a target. This poor creature then takes crushing and acid damage until it escapes. Kind of like being swallowed by a dinosaur, but its just a bulbous blob of flesh on the battle field. If the rest of the spells are this strange it's worth checking out!

Infuse With Element: (Cl 4) This is a domain spell for evil clerics of Elemental Evil, tied to the sequel, Return to the Temple of Elemental Evil. Author Monte Cook also wrote this companion article in Dragon #285, Four in Darkness A Guide to Elemental Evil and it is full of nasty elemental themed spells. Infuse is kind of self-explanatory, the effects depend on which elemental evil you worship. Air makes you fly and gives lightning resistance, Water lets you breathe underwater, increases Con and cold resist, Earth makes you stronger, damage reduction and acid resistant, and lastly Fire increases Dex, movement speed and gives fire resistance. How did I not use these before?!

J: I'm going to punt on this one. J is not popular. I know a spell that should go in "J" but it'll wait till later in the list, muahaha. 

Keraptis' Fantastic Famulus:
(Wiz 1) This spell s from the Pyronomicon found in Dragon #241 in the article Greyhawk Grimoires II by my favorite spell-crafter, Robert S. Mullin. The Famulus is a variation on Unseen Servant in that its job is to prevent the accidental spread of flames by snuffing them out. Handy for a wizard's study when you are a fire elementalist!

Living Pages: (Wiz 2) Vecna should have dozens of named spells, lucky for us there is some lost lore in The Secret Library of Vecna by Steve Miller in Dragon #272Living Pages turns paper into flesh that is resistant against damage and the ravages of time. It requires blood of the caster, which implies that Vecna's DNA is probably all over his library. Eww.

Murlynd's Ogre/ Murlynd's Void: (Wiz 4/Wiz 6)This entry pleases me so much I made it a pair. The two spells by Murlynd (a rarity) come from the 1E module, Land Beyond the Magic Mirror! His first spell conjures a plume of smoke and a hideous ogre that causes fear in low level creatures and does some minor damage (1d4) since after all, it's an illusion. Void conjures a black hole on any surface that vacuums up anything and everything, including air, for 1 round/level. Everything that isn't nailed down or fails a save goes to an "extra-dimensional non-space" for what I assume is eternity? It's an offensive version of Portable Hole. Wow!

Nystul's Magic Mask: (Wiz 2) Okay this one isn't from GHA, and I'm not even sure it's meant for Greyhawk, but it sports Nystul's name so yeah it counts. Quite simply this quirky spell is the opposite of Nystul's Magic Aura, it covers a magic aura from detection. Even Identify only has a 50% chance of spotting that the enchanted item is not normal (sorry Bubka). This is such an obvious variation of a well-known named spell that I'm surprised it was never made previously. At any rate, you can find this useful spell in Dragon #229, Illusions of Grandeur by Rogers Cadenhead.

Othnal's Spectral Dagger: (Wiz 4) This spell though created by someone named Othnal, was presented by Mordenkainen in the first The Wizards Three article by Ed Greenwood in Dragon #211. What does it do? It creates a glowing force dagger (Mordy's favorite type spell) that attacks twice a round like a dancing +3 weapon. Not too shabby for a mid-level combat spell!

Plague: (Cl 4) Pop quiz, what do we know about the priesthood of Incabulos? Probably not much out side the boxed set. However in the indispensable Greyhawk Adventures, we get a specialty priest spell dedicated to the Dark Rider. The aptly named Plague hits one target, who then becomes contagious to those around him. The spell is nasty and given the losses to STR and CON, it can kill! Incabulos still has nightmares, droughts, famine, disasters, etc in his portfolio. His cult needs more spells like this!

Q: Anybody got a Quaal spell handy? I'll make one up, you detail it for me. Quaal's Feather Duster.

Rary's Replay of the Past: (Wiz 5) Another Co8 classic from Greyhawk Adventures. I don't recall ever using this spell in game before, but re-reading the text it made my jaw drop: "This spell enables the caster to read the residual psychic impressions in a room or area, replaying a past event as an illusion that everyone in the area can see clearly. When an especially unusual or violent event occurs, it leaves behind psychic vibrations that remain for years."
Wow, Rary could theoretically go back to Greyhawk City and replay killing Tenser and Otiluke for fun or spite if there is others there to watch. Even better, in the Bright Desert where he rules, Rary can go to an ancient Sulm site and easily see what was once there. This spell may be OP for 5th level!

Sunfather's Face: (Cl, Drd, Pal, Rgr 1) This low-level spell can be found in Core Beliefs: Pelor by Sean K. Reynolds in Dragon #346. It causes the casters face and hair to become golden and shiny like Pelor himself! Yes, your character's hair stands out like rays of the sun. The PC is now effectively a candle light and undead turning/wild empathy rolls are increased. An easy, but quite roleplay friendly spell.

Tsylin's Wondrous Carriage: (Wiz 4) Okay one more from Mr. Mullin in Dragon #241. This spell comes from the spellbook, Exalted Dweomercraft and is the only known spell attributed to Tsylin San the exiled dark elf guardian of the Valley of the Mage. The Wondrous Carriage does not disappoint. It's a translucent force-vehicle than glows emerald green. It can be anything from a chariot to a stagecoach. A team of 4 illusory horses pulls the wondrous carriage at the caster's mental command! Interestingly a force carriage gives good protection from attacks and can be affected like other force type spells. Pretty fancy for 4th level I say!

Unmask: (Wiz 3) Speaking of Tsylin San, here is the J spell I promised! Unmask is found in the Vale of the Mage by Jean Rabe. Yes, it's a spell by the Black One himself, "Jason" Krimeah (sorry folks!). The spell allows the caster to see through all disguises, illusions, polymorphs, etc in a 30-foot cube. That's all. Nothing special! The funny part? The material component is a black piece of cloth with two eye holes cut in it. Okay, putting that mask on before looking at a disguised enemy is meant to distract them with laughter I guess?

Vecna's Courier: (Cl 4) This is a wicked spell for those worshipping Vecna specifically. Another unique spell from Power of Faith in Dragon #342, this one is quite fun. A message of up to 25 words is implanted into the mind of a creature who cannot recall the message. Once a password is spoken, the "courier" goes into a trance and speaks the message, again forgetting what he just said when coming out of the trance. This spell is so manipulatively evil and cool, I can see Vecna cults using it all the time to keep their secrets. I highly recommend this spell for any campaign where "killing the messenger" could inadvertently derail a story.

Weight of the Wait:
(Wiz 9) Here is one more from Cordell's Tomb of Horrors. Acererak is a devious villain creating this long-burning 9th-level spell that is cast on a scroll. The scroll slowly drains time around it, for months, years, decades, until it is disturbed, and then it unleashes the full "weight" of stored time upon those in range. A human PC can easily die of old age because of this spell. You're welcome DMs. Enjoy!

X: Sorry, I don't have a good spell starting with X, but the very, very, mad archmage Xenous Zenpour is who I nominate. She is found in Treasures of Greyhawk and I'm guessing she is probably a necromancer given she makes a certain deal with Nerull. 

Y: I still don't have a Y spell either. Let's pretend Yagrax's Wave of Woe is a 9th level evocation spell from the ancient days of the Flanaess.

Zagig's Gender Change: (Wiz 3) This last spell is from Zagig's Comedicon by Robert S. Mullin, in Dragon #270. Good old Zagig likes to pull pranks and what is more old school than a gender-swapping magic spell? There is a saving throw, but being polymorphed into the opposite gender brings out great RP possibilities. 

Thanks for reading, that's all for now!

Saturday, January 16, 2021

Greyhawk Deity Realms

Greetings, Greyhawk sages! I hope this post will be of use to someone. I was going through the Greyhawk wiki on GreyhawkOnline a while back and wondered that I knew very little of the deities' actual homes (not just the plane). It's never been a topic I've covered though I've written (and drawn) plenty on the gods over the years. I knew many had realms mentioned in the 3E Manual of the Planes or in various Dragon articles, but there had to be some who are not covered. Much to my surprise the wiki is thorough, nearly every god already has a named plane (with specific layer of said plane), home (whether personal or shared with other outer plane denizens) or wanders. For sake of brevity I tried to keep this to Flanaess gods, including Raxivort cause he is somehow special enough to make the 83 boxed set. Olman, Touv and so on can be at a later time. And yeah I could've done hero-deities and quasi too, maybe next time as well?

At any rate, the chart below is just a handy reference to show DMs that the gods have cool home realms of which most (90%) have never been detailed as far as I know. I may do a follow up on planar/great wheel names because the names of layers/planes can be confusing depending on what edition you play. For instance Gladsheim becomes Ysgard in 2E, but the first layer of Ysgard is Ysgard, so why not just leave the plane name Gladsheim? I did. 

At any rate, I hope this post can inspire DMs who want to take a jaunt to the planes on a quest or to seek out a deity for a favor, etc. There is a lot of potential here for Greyhawk authors to develop these homes as well. 


Greater Deities

Align

Layer. Plane

Home Realm

Beory, goddess of nature

N

Oerth

Manifestation of Oerth

Boccob, god of magic

N

Outlands

The Library of Lore

Incabulos, god of plagues and famine

NE

Oinos, Gray Waste

Charnelhouse

Istus, goddess of fate and destiny

N

Outlands

The Web of Fate

Kord, god of athletics and sport

CG

Ysgard, Gladsheim

Hall of the Valiant

Lendor, god of time

LN

Mechanus

The Wheel of Time

Nerull, god of death

NE

Agathys, Carceri

Necromanteion

Pelor, god of the sun and healing

NG

Thalasia, Elysium

Fortress of the Sun

Procan, god of the seas and oceans

CN

Limbo

Seasedge

Rao, god of peace and reason

LG

Mercuria, Seven Heavens

Sweet Reason

Tharizdun, god of eternal darkness

CE

Deep Ethereal

Imprisoned

Ulaa, goddess of hills and mountains

LG

Outlands

The Iron Hills

Wee Jas, goddess of magic and death

LN

also

Tintibulus, Acheron

Ocanthus, Acheron

The Patterned Web

Cabal Macabre

Zilchus, god of money and business

LN

Outlands

The Seat of Luxury


Lesser Deities

Allitur, god of ethics and propriety

Atroa, goddess of spring, east wind


Beltar, goddess of malice, caves, pits

Berei, goddess of farming and home

Align

LG

NG

also

CE

NG

Layer, Plane

Mertion, Seven Heavens

Brux, Beastlands

Eronia, Elysium

Carceri

Amoria, Elysium

Home Realm

Empyrea

Grove of Perpetual Spring

Morninglory

Unknown

Principality

Bleredd, god of mines and smiths

Bralm, goddess of insects, industrious

CN

LN

Dothion, Bytopia

Avalas, Acheron

The Golden Hills

Hive Fortress

Celestian, god of stars and wanderers

Cyndor, god of time and continuity



Dalt, god of portals, doors, locks, keys

Delleb, god of reason, intellect, study

N

LN

also

also

CG

LG

Astral, Ethereal, Inner

Mechanus

Mertion, Seven Heavens

Demiplane of Time

Outlands

Solania, Seven Heavens

Wanders

The Path of Time

City of the Sands of Time

Tempus Cidatus

Wanders

The Great Library

Ehlonna, goddess of woodlands

NG

Krigala, Beastlands

Grove of the Unicorn

Erythnul, god of envy and slaughter

CE

Phlegethon,Pandemonium

Citadel of Slaughter

Fharlanghn, god of travel

Fortubo, god of stone, metal

Geshtai, goddess of lakes, rivers

NG

LG

N

Oerth

Solania, Seven Heavens

Outlands

Wanders

The Empyrean Delve

Nature’s Rest

Heironeous, god of chivalry and valor

LG

Venya, Seven Heavens

The Fields of Glory

Hextor, god of war and discord

Jascar, god of hills and mountains

Joramy, goddess of volcanoes, anger

Kurell, god of jealousy and thievery


Lirr, goddess of poetry, literature, art

Llerg, god of beasts and strength

LE

LG

N

CN

also

CG

CN

Avalas, Acheron

Shurrock, Bytopia

Bytopia or Elysium

Pandesmos,Pandemonium

Limbo

Olympus, Arborea

Limbo

Scourgehold

Centerspire

Wanders

The House of the Bitter Hand

The House of Locks

City of Polykeptolon

Beasthaven

Lydia, goddess of music and daylight

Mouqol, god of trade and negotiation

Myhriss, goddess of love, and beauty

NG

N

NG


Amoria, Elysium

Outlands

Thalasia, Elsyium

Release From Care

The Marketplace Eternal

River Amiel

Norebo, god of luck and gambling

CN

Pandesmos,Pandemonium

Unknown

Obad-hai, god of nature and hunting

N

Outlands

The Hidden Wood

Olidammara, god of revelry, rogues

Osprem, goddess of ships and sailors


Phaulkon, god of air, birds, archery

CN

LN

also

CG

Ysgard, Gladsheim

Mechanus

Elemental Plane of Water

Arvandor, Arborea

The Den of Olidammara

Unknown

Whirlcurrents

Wanders

Pholtus, god of light and law

Phyton, god of nature and beauty

LG

CG

also

Mechanus

Arvandor, Arborea

Ysgard, Gladsheim

The Path of Law

Unknown

Unknown

Pyremius, god of fire and poison

NE

Niflheim, Gray Waste

The Black Volcano

Ralishaz, god of ill luck and insanity

CN

Limbo

The Kiss of Luck

Raxivort, god of xvarts and rats

Sotillion, goddess of south wind

CE

CG

also

Pandesmos,Pandemonium

Ysgard, Gladsheim

Arvandor, Arobrea

The Black Sewers

The Green Fields

Grandfather Oak

Saint Cuthbert, god of wisdom, zeal

Syrul, goddess of lies, and treachery


LN

NE

also

Abellio, Arcadia

Niflheim, Gray Waste

Khalas, Gehenna

The Basilica of St. Cuthbert

Castle of Beautiful Lies

Castle of Ugly Truth

Telchur, god of winter and cold

CN

Pandesmos,Pandemonium

The Icicle Palace

Trithereon, god of liberty, retribution

CG

Arvandor, Arborea

The Forking Road

Vatun, god of the winter and beasts

CN

Unknown

Imprisoned

Vecna, god of evil secrets


Velnius, god of sky and weather

Wenta, goddess of harvest, west wind

NE

also

CG

CG

Prime Material Plane

Quasi-Plane of Ash

Eronia, Elysium

Arvandor, Arborea

variou secret strongholds

Citadel Cavitius

Wanders

Wanders

Xan Yae, goddess of shadows, mind

N

Outlands

Tower of Iron Will

Xerbo, god of seas, sailing, business

Zodal, god of hope and mercy

N

NG

Elemental Plane of Water

Eronia, Elysium

Whirlcurrents

Morninglory


Demigods

Align

Layer, Plane

Home Realm

Al’Akbar, god of guardianship, duty

Earth Dragon, god of hidden treasures

Green Man, god of abundance

LG

LE

CN

Mertion, Seven Heavens

Oerth

Oerth

Soqed Hezi, the City of Swords

Mount Drachenkopf

Propherio’s Garden

Iuz, god of pain and oppression

Kyuss, god of undead creation

CE

NE

Oerth

Oerth

Empire of Iuz

The Writhing Sanctum

Rudd, goddess of good luck and skill

CG

also

Ysgard, Gladsheim

Arvandor, Arborea

The House of Cards

Brightwater

Mayaheine, goddess of protection

Merikka, goddess of farming, home

LG

LG

Mertion, Seven Heavens

Oerth

Arvenna, the Chanting Grounds

Wanders

Wastri, god of bigotry, amphibians

LE

Oerth

The Sacred Polystery

Zagyg, god of humor and occult


CN

also

Outlands

many Demiplanes

Unknown

Isle of the Ape, etc.

Zuoken, god of physical, mental

N

also

Oerth

Outlands

Imprisoned

an isolated realm