Oerdian (Greyhawk 4E)

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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.

Cultural Traits

Oerdians are accepting of other cultures and their gods, at least when they have the upper hand. They are a pious people who easily fall for persuasive religions, which can be seen in their large and chaotic pantheon. Still, they are a practical bunch, and the gods they cherish tend to be rather down-to-earth and not concerned with philosophical speculation.

Virtues: Accepting, Loyal, Warlike, Pious, Practical.

Alignment: The conflicts within the Oerdian culture is between good and evil, as exemplified in the conflict between Hieroneous and Hextor. The Oerdians are accepting of differences on the Law - Chaos axis; a community can have both lawful and chaotic members living in harmony.

Family: Monogamous. Patrilinear. Liaisons tolerated.

Sexual Practices: Prostitution, Sex outside culture/race.

Sexual Taboos: Incest, Nudity, Transvestism. Gender roles are strictly adhered to, tough exceptional individuals can succeed outside the norm, they have to find unconventinal ways, often becoming adventurers.

Magic Pragmatic is the word; Oerdians see magic as a tool. Most often used to create magic items for everyday use and to make ordinary life easier. Arcane magic users tend to focus on combat magic, each adopting a specialty of their own.


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 Velnius, their elder brother, when he refused to seek fame and build an empire. 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.

The Oerdian pantheon is obsessed with lineage, but the legends are often contradictory. Most of the gods appear to originally have been humans of divine heritage, and some have references to both human and divine parents at the same time. Oerdians get annoyed when such inconsistencies are pointed out, claiming there is more to descent than ordinary scholarship can represent.


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.


Lawful Evil, Third Generation

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


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.



The last vestige of several unnamed female divinities, the mothers of both the winds gods and the patriarch trio. Modern theologicans 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.


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.


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.


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.


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.


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.


Neutral Good, Fourth Genration

The Iron Mule is a fourth-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.


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.


Lawful Good, Third Generation

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


Lawful Neutral, Fourth Generation

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


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.


Lawful Neutral, Fourth Generation

The gods of guilds, trade, and wealth, Ziluchs is married to Sotillion and a very well-regarded and popular god. He is an exarch of Yondalla.

Oerdian Wind Gods

Besides the noble gods, there exists a separate hierarchy of peaceful Oerdian gods. Procan is their father but not counted as one of them. These rural gods are worshiped by commoners and play small roles in the affairs of state.


Neutral Good, Second Generation.

The eldest and most respectable of Procan's children, leader of the wind gods and father of the three brothers. Deposed when he refused to become an empire-builder, he enjoys little respect from nobles.


Neutral Good, Second Generation.

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 chief 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.


Neutral Good, Second Generation.

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


Chaotic Good, Second Generation.

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.


Neutral Evil, Second Generation.

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.


Lawful Good, Second Generation.

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