Difference between revisions of "Oerdian (Greyhawk 4E)"

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===Fharlanghn===
 
===Fharlanghn===
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''Neutral good'', Fourth Generation
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The god of travel and the horizon, Fharlanghn has a lose cult and many shrines, but few temples. He is an exarch of [[Yondalla (4E Greyhawk)|Yondalla]].
 
The god of travel and the horizon, Fharlanghn has a lose cult and many shrines, but few temples. He is an exarch of [[Yondalla (4E Greyhawk)|Yondalla]].
  

Revision as of 15:21, 14 October 2008

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Greyhawk for 4E

Humans are the dominant race of Greyhawk, even after the resurge of the fey. This means humans need to be treated in greater detail than in most D&D campaigns. These variants of the basic human differ in details, but follow the general humans on humans as outlined in the Player’s Handbook, including the bonus feeat and extra at-will power. There are three differences besides purely cultural traits. Attributes are specified, with a +2 bonus to two different attributes. Bonus skills are specified to one of a short list – not to class skills. In some cases the second language is specified as well.

Racial Traits

The ultimate in human pride, the Oerdians are lords among men, strong and confident to a fault. They build strong nations and dominate a wide stretch of the central Flaeness, from Nyrond to the Great Kingdom.

  • Attribute bonuses: +2 Str, +2 Cha
  • Recommended classes: Cleric, Paladin, Rouge, Warlord
  • Cultural classes: Cleric, Paladin, Fighter, Warlock, Warlord
  • Languages: Common, Oerdian.
  • Bonus Skill: One of Athletics, Diplomacy, Intimidate, Religion.

Pantheon

Procan is the father of the pantheon and the first lord of the world. But he is a wild, untamed god and not interested in governance - in many ways he represents the barbarian roots of the Oerdian people. His son Velnius took over his mantle as leader of the wind gods, but was usurped by today's pantheon, led by a trio of third-generation patriarchal gods: Hieroneous (Justice), Hextor (Tyrrany), and Trithereon (freedom). These three usurped power from Pholtus, their father. They are all gods of nobility and of little concern to common folk. Their cults do not coexist well; if one is dominant in an area, the other two tend to be repressed. There is also a fourth generation of divinities, most often with special interests and spheres of local importance.

Hieroneous

Lawful Good, Third Generation

Hieroneous is the just knight, lord of the land. It is both a duty and a right to rule, and he brooks no disrespect. He is an exarch of Bahamut.

Hextor

Lawful Evil, Third Generation

Hieroneous evil brother claims the right to rule based on strength and ability. He distains Hieroneous weakness and tolerance of weakness. The weak exist only to serve the strong. He is an exarch of Tiamat.

Trithereon

Chaotic Good, Third Generation

The Summoner and the Lord of Freedom, Trithereon represents the continuation of the barbarian Oerdian's free spirit into a modern world. While he accepts nations and the protection they offer the weak, he sees them with suspicion, a necessary evil that the heroic knight and defender should not subjugate himself too. He is an avatar of Kord.

Ulaa

Neutral

The last vestige of several unnamed female divinities, the mothers of both the winds gods and the patriarch trio. Modern theologicans today identify all these unnamed goddesses with Beory. Ulaa is the only one of them known by name and worshiped in the present day, the wife of Bleredd and goddess of hills and the riches they contain; metals and gems.

Lirr

Chaotic Good, Fourth Generation

The daughter of Hieroneous and Oerdian goddess of art, Lirr is of minor power but important in many legends as a helper and inspiration. She is the patron of every art, from the barbaric skald to the stately illuminator. She is an exarch of Corellon.

Eruthnul

Chaotic Evil, First Generation

The Lord of Slaughter is not exactly a part of the pantheon, as he is not a descendant of Procan, but he figures in many important myths. He is the eternal enemy, the chaos beyond the border that constantly threatens all that is good. All Oerdian gods have fought him at one time or another, and his depredations can justify even Hextor's harsh rule. Because of his opposition to order, revolting peasants sometimes turn to him. He is a little-disguised avatar of Gruumsh.

Celestian

Lawful Neutral, First Generation

A distant god of stars and the paths between them, Celestian is rarely mentioned except by astrologers and mystics. He is an avatar of Istus, one of the few avatars in the Oerdian pantheon.

Procan

Chaotic Neutral, First Generation

The original father and first ruler of the entire Oerdian pantheon, Procan lost interest in his children when they became civilized. He is a sea god, av avatar of Kord, and as mercurial as the sea.

Kurell

Neutral Evil, Fourth Generation

The brother of Zilchus. He was spurned in favor of his brother and in turn spurned Atroa, who loved him. This made hm the god of jealousy and envy, and by extension thievery. He is an exarch of Lolth.

Bleredd

Neutral Good, Fourth Genration

The Iron Mule is a third-generation Oerdian god, thoroughly civilized. He is the god of smiths and crafts, and is popular in wide areas. He is the maker of much of the war-gear of his militant pantheon. He is an exarch of Moradin.

Rudd

Chaotic Good, Fourth Generation

Goddess of skill and luck, Rudd is a happy-go-lucky adventuress, and as such is popular among mortal adventurers who seek to emulate her wild exploits. She is an exarch of Olidarma.

Delleb

Lawful Good, Third Generation

The god of scribes and historians, Delleb is contentious but does not tolerate nonsense. He is an exarch of Rao.

Pholtus

Lawful Neutral, Fourth Generation

An unwavering god of law, both natural and human, Pholtus sees himself as the successor and iheritor of all other law-keeping gods, which makes him unpopular with them and their clergy. he is an exarch of Rao.

Fharlanghn

Neutral good, Fourth Generation

The god of travel and the horizon, Fharlanghn has a lose cult and many shrines, but few temples. He is an exarch of Yondalla.

Zilchus

Oerdian Wind Gods

Besides the noble gods, there exists a separate hierarchy of peaceful Oerdian gods. Procan is their father but one of their number. These gods are worshiped by commoners and play small roles in the affairs of state.

Velnius

The eldest and most respectable of Procan's children, leader of the wind godsand father of the three brothers.

Atroa

Neutral Good

The Sea Maiden is one of the Oerdian wind gods, the daughter of Procan. She is the goddess of spring, romantic love, and innocence. As an Oerdian, she is also a capable warrior, tough her cheif conquests are always hearts; in chivalry she is the patron of chaste romance and her clerics are diplomats and entertainers. She is an exarch of Ehlonna.

Sotillion

The Queen of Summer, wife to Zlichus, and one of the Oerdian wind gods. She is the most popular god among commoners in Oerdian lands. She is an exarch of Pelor.

Wenta

The Oerdian wind goddess of autumn and west wind, Wenta watches over harvests and festivities. She is also the patron of winting and brewing. She is an exarch of Sehanine.

Telchur

The god of winter and the most adverse of the Oerdian wind gods, Telchur can be a terror when the mood strikes him. He is a decently respectable avatar of Nerull.

Merikka

Is a quiet and orderly goddess of the calendar, and by extension science. Her task is vital and she performs it dutifully and figures little in myths or cults. She is an exarch of Istus.