

There are many faiths
across the world. All the intelligent races have seen fit to embrace some
form of religion or philosophy into their varied cultures. The Gazetteer and
Players Handbook both give a nice selection of gods for the world of Greyhawk,
but there are many more out there. What follows is a small selection of gods
that I have either updated from previous editions or added for my own benefit.
These gods are generally considered minor in the great scheme of things, but
they all have a story or place in the Flanaess.
The City of Greyhawk.
Apkieran, Lord of the Undying
Path
Demigod, and he
who claimed the Seals of Orcus
Apkieran is a
god of the undead who seeks to gain a foothold in the world of Oerth. He still
has only a smattering of loyal subjects mainly in remote goblin tribes scattered
across the eastern lands, though there are rumors of a growing cult in the
Bone March, it hasn't been proven one way or the other yet. He is a chaotic
and evil deity who promotes eternal unlife at the expense of everything else.
To Apkieran, nothing is as sublime and beautiful as a creature imbued with
the life force of the negative plane. He is also known to be the patron of
a small sect of Death Masters based out of the ruins of Aerdy. His domains
include Chaos, Death, Destruction, and Evil.
Kelanen, Prince of Swords
Quasi-Deity
/ Emerging Demigod
(Updated from the Original World of Greyhawk Boxed Set, AD&D 1st edition)
Kelanen is a hero-deity.
At one time he was a human fighter, but through dedication to his craft and
an almost supernatural affinity for swords and battle, he has elevated himself
to the status of godhood. Kelanen promotes balance through battle. This deity
travels all the worlds of the prime planes seeking to help the cause of neutrality
wherever he may be. His weapon is the sword, any type of sword. Kelanen's
faith is still small but growing, it mainly consists of soldiers and fighters,
people who enjoy warfare and the handiness of a good blade. Clerics of Kelanen
have to be of neutral alignment. The domains he is associated with are Luck,
Strength, and War.
Maglubiyet, the First One, Greater God
The patron god of all goblins, hobgoblins, and a dwindling number of bugbears. Maglubiyet is thought to be the first goblin to ever live and the father of the Triple Races of the True Men, as some goblin clerics like to refer to goblinoid folk. Maglubiyet is a harsh god, and not prone to forgiving mistakes. He's not foolish though and understands well the need to retreat and regroup instead of senselessly dying. Survival should not be punished, only mistakes (a common chant among the faithful). This is a god of stealth and cunning as well as one of vicious destruction. The great goblin god understands the value of chaos in battle and the uses of it when worked against the enemy, but while he uses it freely, he is not a slave to its powerful whims. Maglubiyet's one great goal is for his spawn to be acknowledged at least as the equal of men and elves, and the superior of dwarves and gnomes; for this he drives his people ever towards expansion and conquest. There are goblin legends dating back to what they call the first slight. It was a time long ago that Moradin did a cruel and evil thing that was focused at the kind Maglubiyet. None speak of what it was exactly (actually none living knows) but this is where the animosity of the two races got their start supposedly.
It was Maglubiyet who first found the worg race out in the wilds of Oerth. Unlike so many of the other races who killed the wolves out of fear or pleasure, Maglubiyet saw the intelligence in the large beast's eyes. The first goblin led the hunters afoul and insured the safety of the great animal. It was this act of friendship that cemented the gratitude and favor of worgs and their lesser kin for all time to the goblins. This one alliance has lasted all across the sands of eternity and may outlive the lifespan of the Flanaess itself.
Maglubiyet is a Neutral Evil god. His symbol is a slate gray wolf's head with red eyes and fangs. The domains granted to his clerics are Chaos, Destruction, Evil, and Trickery.
Karaash, Chief of the Slaughter, Demigod
Karaash was one of the greatest goblin chieftains to ever live. His love of bloody battle and conquest helped to seal the fate of the great kingdom some 500 years ago. His was the strikes that led to a weakening and demoralizing of the central and western frontiers. It was the raids of Karaash that weakened the Aerdi armies so that Furyondy and Veluna felt brave enough to break away and form their own kingdoms. Nowhere in human history is this story told, but the goblins, their legends remember more things than many human sages can lay claim to. His abrupt death at the hand of the high cleric of Hruggek during the sundering of the Triple Sons was a blow to goblins everywhere. Maglubiyet was impressed by this goblin warrior and heard the dirges and prayers sent to the chieftain's grave by the remnants of his loyal horde. The all-powerful goblin god rose up the soul of Karaash and breathed a divine life into him. Now after all the centuries past, Karaash has begun to turn into a minor god in his own right, and a loyal follower of his savior and patron, Maglubiyet. However he has never forgotten the betrayal of the bugbear god and bides his time for revenge. That one betrayal has driven the new god to demand utter loyalty and obedience among his followers, he wants the great horde to return and that means cooperation, even during the height of battle.
Karaash is a Lawful
Evil god. His holy symbol and favored weapon is his sword (the Karaash Sword),
a design he invented and perfected all by himself, which also makes him a
patron to many goblin weapon smiths. His domains are Evil, Law, Strength,
and War.
Hruggek, the Betrayer, Lesser God
Hruggek was one of the first children of Maglubiyet and the founder of the bugbear strain of goblinoids. How he made a goblinoid so great and powerful is unknown to all the other gods, but the orcs whisper the legend of a mighty goblin who sired a child with an ogre chieftain. In the orcish legend Gruumsh killed the offspring of the union and took the ogre as his own mistress. But if it were true, it could explain how Hruggek started his line. From the first times the Bugbears were strongest and largest of the goblin races. Their size though made them uncooperative with others and lent them a chaotic bent not seen in the other two races. The fierce independence bred into the bugbears made them less prone to reproduction, and so they were also the least numerous of the goblins. Still Hruggek stood with his father Maglubiyet against all the others and was second in the line of gods worshipped by the goblins. During the time of Karaash's rise Hruggek came up with a horrendous plan. He would slay the greatest of the goblin chieftains and in the ensuing chaos and struggles for leadership, his children, the bugbears would rise up and claim their rightful place at the head of all goblin kin. Even the organized armies of the hobgoblins would bend their knee to his children. This was the great betrayal he is named for. His planned only half-worked. The goblins fell into chaos, but his own bugbears began to bicker among themselves and could not choose a proper leader. Once again the human armies swept them back from the sunlight and into the caves where the dwarves waited to slaughter even more goblins.
All these acts against the interests of the goblins proper has not made him a popular deity among them. Still the little goblins are pragmatic and see the benefits of the bugbears strength, so some of the little folk pay homage and even worship the betrayer god, though these clerics are watched carefully by all the chieftains.
Hruggek is a Chaotic Evil god that favors the morningstar, a simple yet very effective weapon. The symbol used by the betrayer is a red crescent moon with the shrunken head of the enemy hung from the top point. His cleric's domains are Chaos, Evil, Trickery, and War.
Vayn Jeeza, the Ruby Witch, Lesser Goddess
A new arrival to the goblin faiths. Win'Jassa was brought introduced to the goblin kin when the first great seers began to show themselves and speak again of the manifest destiny of the goblins. Part and parcel with this renewed faith in the world conquest was the start of the worship of this goddess. Her faith is still small compared to the others, even Hruggek has more goblin clerics than Win'Jassa, but her teachings are spreading. Soon she could be a force to be reckoned with in the circles of power that make up the goblin hierarchy. Her faith is one of secrets and magic. The inspiration into the arcane arts she brings to the tribes has begun to pay off. More and more goblins are taking up the fallen spellbooks of their would-be human invaders and learning the secrets kept within. This makes the Ruby Witch very happy. The other great aspect to this goddess is her apparent love of sacrifice. Her doctrine includes the commandment that all who do not accept the proper destiny of the children of the Triple Sons are to be sent across the veil and into her waiting embrace.
Win'Jassa is a Lawful
Neutral goddess, but her clerics can only use their power to rebuke undead
and spontaneously cast inflict wound spells. The symbol used by the Ruby Witch
is a Yellowed Full Moon with Grinning Skull set in the middle; the skull has
a full head of hair and a full beard, both of which are unkempt. Her domains
are Death, Law, and Magic.
Skaen, the Horned One, Lesser God
The worship of Skaen first appeared just over one hundred years ago. Although if you were to mention his name it would probably be a mystery, for most goblins that know of him, simply by his title, the Horned One. The name comes from his single great bull-like horn that rises out of his right temple. His clerics preach deceit and dishonor of the human faiths along with a staunch obedience to the Doctrine of Prophecy. Its this doctrine that has placed Skaen least among the goblin gods, and the most feared by the clerics of Maglubiyet. For it is said that none but the chosen of Skaen can see the Doctrine of Prophecy. These clerics offer advice to chieftains and aid to others of the tribe whenever they need it so the worship is tolerated, but only just. Even the fledgling faith of the Ruby Witch watches the Horned Ones closely, they see no need for two prophesizing gods within the goblin lands. This is a small faith and it grows only slowly, though it is said that there are many in the forces of Iuz who secretly worship the Horned One instead of Iuz.
Skaen is a Neutral Evil god, while he sees the uses in the strict obedience
he commands, he does not like to be bridled by the adherence of Law. Skaen's
holy symbol is a shrouded silhouette with a single great horn rising from
its head. His domains include Destruction, Knowledge, Law, and Trickery.
BUGBEAR
Barziluth
It is said that when goblin-kin first swarmed out of their warrens there were no wokani. The only magic to be held was locked away in the idols of shamans. It was the bugbear Barziluth that stole the magic from elves and burned it into the minds of his children, giving them the gift of the magic. The gargantuan beast even took to wearing a necklace made from the shattered elf-skull as his prized trophy, something all his followers try to mimic. All goblin-kin praise Barziluth for conquering the secrets of magic and sharing with those he deemed worthy. There are also those who praise Barziluth only to find the secret sigil that made him a god.
Philosophy – Guard your secrets from even your shadow .Share only what cannot be used against you. Keep your elders needing you, your lessers fearing you, and your thralls at one another’s throat. Learn the secrets of the enemy, and then forge their whispers into your roar.
Shaman’s gift – Shaman’s are granted the ability to use magic items normally limited to magic-users.
Blessing for Followers – When a shaman has blessed a follower of Barziluth they gain a +1 to all saving throws to resist the effects of hostile magic. This bonus lasts for only a quarter of the moons passing (three hours).
Graehkar
A powerful monster standing over a dozen feet tall and wielding a spiked mace who’s equal in size and heft has never been seen. Graehkar is thought to be the first bugbear to ever walk the world’s trails. A legend passed down from elder to whelp tells of how with a single blow he brought down the greatest of the early man-cities and started the dynasty of tyrants that ruled over the mythical Golden Dominion of the goblins. The Chant of Graehkar tells his bloody story and sings the praises of his excesses.
Philosophy –Wield the larger weapon, take the bigger share, and claim that which is more than you can hold. When the horn calls out, answer to only the mightiest chiefs and make the glory of your war banner unequalled. That is how you make the greatest horde and the richest trove.
Shaman’s Gift – Shaman’s are blessed with the ability to wield weapons one size category larger without the normal penalty.
Blessing for Followers – Followers receive a +1 bonus to the Fighting Frenzy skill when blessed by a shaman of Graehkar. This bonus lasts for only half the moon’s passage (six hours).
OGRE
Jammudaru (Prince of Nightmares)
A towering ogre of legendary cruelty, Jammudaru delighted in the pain of others. Where his shadow fell, suffering would follow. His dread deeds fostered many enemies whose fear grew so great they felt there was nothing to do but risk the ogre’s wrath by attacking him directly. Summoning potent magic, they inflicted Jammudaru with a terrible curse. In an instant he took the form of a shambling horror. Muscle and skin made into unnamed slimes, bones whose nature now matched a willow’s branches. He survived. With a lust for revenge, Jammudaru hunted down his tormentors one by one, boiling each alive in a mixture of bubbling tar and green slime then eating their remains.
Philosophy – Fear none but Jammudaru. For every pain you get give out five. Claim all that is your enemy’s till they have nothing but their skin, then claim that too. Your scars show your pain; your pain shows your strength, glory in them both.
Shaman’s Gift – Jammudaru’s shamans are granted the knowledge of cultivating and preserving small quantities of the rare Jaru Moss.
Blessing for Followers – When a follower eats Jaru Moss that has been blessed and soaked in the blood of an enemy it will send the follower into a trance for 1d4 hours while it heals many of their wounds (equal to a cure serious wounds spell).
Vaprak
Born under the Blood Rain, there was no taskmaster that matched the savage expertise displayed by the ebony-skinned ogre. At the peak of his dominion he had a collection of pavilions and tents whose population of slaves and servants numbered more than ten thousand. When Vaprak’s barbed whip was cracked slaves over a score of miles would scurry to work. He even boasted the first army composed entirely of slaves. The Chant of Vaprak speaks of how the ogre-lord erected a monolithic city so worthy of the gods that no mortal was allowed inside once the walls last cobblestone was laid.
Philosophy – Own or be owned, command or toil. If you are strong enough then make the horde your own, if you are not then follow and make tribute. Each soul you lock in chains is another who must serve you in the aftertime giving you greater status in Vaprak’s Eternal Horde.
Shaman’s Gift – Vaprak’s shaman’s can command mindless undead as if they were undead lieges themselves. Their level is substituted for liege’s hit dice for determining chance to turn.
Blessing for Followers
– Those who follow the guidance of Vaprak gain the ability to use the
barbed whip as if they were at the skilled level with it (see weapon mastery
chart in the equipment section).
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