APPENDIX S: NON-HUMAN DEITIES

The material on the following 13 pages, written by Roger E. Moore,
originally appeared in issues #58-63 of DRAGON@ Magazine. It is reproduced
here as an adjunct to the “Non-Human Deities” section of the DDG. <e>
Descriptions of certain major deities mentioned in this text can be found in the DDG. <e>
 
 
Dwarven Pantheon Elvish Pantheon Gnomish Pantheon Halfling Pantheon Orcish Pantheon
Non-Human Deities - Deities & Demigods - Unearthed Arcana

THE GODS OF THE DWARVES


 
 
Moradin Clangeddin Dumathoin Abbathor Vergadain
Berronar Goibhnie Hephaestus - Dwarves

One of the most powerful of all the non-human pantheons is that of
the dwarven fold, and it well reflects their nature and beliefs as the human
pantheons reflect that of their human worshipers. In describing
the dwarven pantheon, several distinct differences are apparent between
it and usual human religions.

All of the greater dwarven gods are at least twice as large as normal
dwarves, ranging up to Moradin’s 20-foot height. Though some human
reviewers have said this is an indicator of an inferiority complex
dwarves have about their height, this claim is patently ridiculous.
More likely it reflects the dwarves’ own sense of self-importance (perhaps
a little exaggerated, from the human viewpoint). Dwarves refuse
to see themselves as a “minor race,” and indeed, there is much to
support the view that the dwarves are one of the most powerful of all
races (perhaps second only to humanity).
Lesser dwarven gods are generally shorter than the greater gods; demigods are roughly normal dwarven height,
and no dwarven deity is taller than Moradin, the Soul Forger.

Another interesting aspect of dwarven religion is that the holy symbols
used are invariably not living objects: tools, weapons, mountains,
minerals, and so forth. This derives in large part from some of
the teachings of Moradin, who ruled that the dwarves must hold no
other race above them; having an animal as a symbol would then be a
way of saying that animal was better than the dwarves. Likewise,
Moradin said that the dwarves should not ever worship each other, so
no dwarf or part of one is used as a holy symbol. Dwarves should take
pride in their accomplishments, and respect the earth from which
they originally came; thus tools, weapons, and similar items were developed
and used as religious symbols.

Five of the most commonly accepted dwarven deities are described
in this text. A description of Moradin, invariably the ruler of all dwarven
pantheons (though he may be known by several different names)
is found in the DDG book. There are many dwarven gods
and demigods, some of which may be connected with certain planes
or areas all their own. Every clan of dwarves has a pantheon that will
vary from every other clan’s pantheon (leaving Dungeon Masters
quite free to develop their own pantheons and not worry about anyone
else’s).

Some final notes about dwarven gods in general: All dwarven gods
possess dual charismas, one applying to dwarves and other dwarven
deities, and the other to everyone else. Just as the dwarves hold
themselves as a race apart, so do the dwarven deities generally keep
themselves aloof from the workings and dealings of other pantheons
(with a few exceptions, as will be seen).

Most of the lesser deities and demigods of the dwarves are connected
with the spheres of fighting and warfare, guardianship, the
earth, metals, craftsmanship, volcanoes and earthquakes, fire and
lava, the protection of the dead, medicine, and strength. There are
very few or no deities known in dwarven pantheons governing the
sea, the air and atmospheric phenomena (rain, clouds, stars, etc.),
plant life and forests, comedy, animals, and chaos.

Dwarves on rare occasions worship deities from other pantheons. In
particular, Goibhnie (of the Celtic mythos) and Hephaestus (of the
Greek) draw much favorable attention from dwarves, because they
represent powers of smith-work and the earth.

* None of these dwarven gods has a sacred animal.
Clangeddin is worshiped on the battlefield, and the rest are worshiped in underground temples carved from natural rock.
Only male dwarves may become clerics of the male dwarven deities, and females become clerics of the female ones.
 

THE GODS OF THE ELVES


 
 
Corellon (CG) Aerdrie (CGn) Erevan (CN) Hanali (CG) Labelas (CG)
Rillifane (CG) Solonor (CG) - - Elves

The elven pantheon is primarily located on one of the planes of Olympus,
in an area known as Arvandor, “The High Forest.” Here dwell a
large number of elven deities, who collectively refer to themselves as
the Seldarine, which roughly translates as “the fellowship of brothers
and sisters of the wood.” The title also implies a wide diversity in capabilities
and areas of interests, linked together by a desire for cooperation.
Though many of the beings’ areas of influence overlap to
some degree, there is no conflict between, them. Of all the Seldarine,
only Corellon Larethian is a greater god.


 

The Seldarine, almost without exception, are chaotic, neutral, andlor
good in temperament. None are evil, and a very few (two or three at
the most) are lawful. They act for the most part independently of one
another, but are drawn together by love, curiosity, friendship, to combine
their strengths to accomplish a task, or by outside threats. Corel-
Ion Larethian, the most powerful of them, reinforces this freedom of
action and compels none of them to perform any task. Instead, they
seem to sense when something needs doing, and automatically a few
of them (if more than one is needed) get together and do it.


 

There are a number of interesting similarities among the elven deities
and their religions. All the religions practice tolerance for other religious
followings within the Seldarine, and for a few religions of a
closely allied nature (the cult of Skerrit the Forester being a prime example).
Most of these religions also emphasize elven unity with life
and nature, and tend to blur the distinction between elves and their
environment. Rillifane Rallathil, the Leaflord, is at once a “giant ethereal
oak tree” and a “green-skinned elf clad in bark armor.” Deep
Sashelas has a sea-green skin that mirrors his habitat; Aerdrie
Faenya is usually depicted as deep blue in color, like the sky she
rules. The weapons and tools and armor used by these deities are often
regarded as merely extensions of the divinities, sometimes as
true physical parts of them. The themes of nature and magical power
also appear very frequently in tales of elven mythology and religion.

Elven deities, when appearing in elven form, are usually between 4‘
and 8‘ tall, with a few exceptions at either end of the scale. Many of
these deities are also capable of assuming much larger shape in nonelven,
natural forms. Rillifane’s form as an oak tree, Sashelas’ shape
as a giant, towering (vaguely humanoid) wave of sea water, Aerdrie’s
appearance as a white cloud, and Corellon’s rare incarnation as an
azure moon or star are examples of this.

Evil elvenkind have nothing to do with the gods of the Seldarine. They
frequently find the demon princes, arch-devils, and other figures of
the lower planes more to their liking. Evil elves tend most often to be
of chaotic nature, so the lords of the Abyss gain the majority of their
worship. Lolth, the demon queen of spiders and spiderkind, is an infamous
example of a lesser divinity who takes much of her power from
the worship of evil elven kind, particularly the drow. The smaller elflike
beings, like leprechauns, pixies, and so forth, have their own deities
(usually of demigod level) that tend to their needs. Depending on
the general alignment of their followers, these demigods may be
found on several different planes, but all are generally allied with the
Seldarine.

Half-elves are allowed to worship any god in the Seldarine. They, as
player characters, may also be allowed to become clerics or druids of
these gods, as applicable. A fair number of half-elves honor Hanali
Celanil, the goddess of romance and beauty, in honor of the love between
their parents that brought them into the world, if such was the
case.

The numerous other members of the Seldarine are gifted with varying
degrees of control over the spheres of elvenkind, nature, magic,
dancing and play, love, beauty, time, celestial phenomena, running
water, weapon skills, craftsmanship, secrecy, comedy and joy, chaos,
and mischief, among others. Few if any represent law, underground
phenomena, violence without cause, warfare, and non-mammalian
or non-avian life forms. One or two are concerned with death and
dying, but they are peaceful, good-aligned deities and not the dark
and evil types that pervade human pantheons. Elven pantheons will
vary widely from place to place, as different members of the Seldarine
achieve local prominence or fade from memory.

Following are descriptions of five of the more powerful and widely accepted
deities of the Seldarine. Since there are so many different elven
gods, it is very possible that these specific deities might not be
found in any particular DM’s universe and other deities, the existence
of which was mentioned before, would be present.

* Animals associated with these deities are: Aerdrie, any bird; Solonor, stag.
None of the others has a sacred animal.
Clerics of any of these deities (and of any of the other elven gods as well) may be either male or female.
Places of worship vary, with Aerdrie's services being conducted on open hilltops, Hanali's by a fountain or spring,
Labelas's in a small grove,
and Solonor's in the deep forest.
The only restriction on where Erevan can be worshiped is that one should never worship him in the same place twice.
 

THE GODS OF THE HALFLINGS


 
 
Yondalla Sheela (N) Arvoreen (LG) Cyrrollalee (LG) Brandobaris (N)
- - - - Halfling

The halfling pantheon is a small one, having one greater deity (Yondalla),
and several lesser deities and demigods. Most communities of
halflings worship only a few of them, four or five at most, and as with
all religions residents of different areas may worship entirely different
groups of deities. Yondalla is the top authority among the halfling
gods, though it is said that her control over Brandobaris is minimal at
times. Regardless of their orientation and spheres of influence, all the
halfling deities are pledged to work together against the enemies of
the halfling people.

Most members of the halfling pantheon reside on one of the planes of
the Seven Heavens, in an area generally known as the Green Fields. <(Venya: Green Fields)>
Sheela Peryroyl and one or two other deities make their homes on the
plane of Concordant Opposition, and Brandobaris roams the Prime
Material Plane, but there are times when they too may be found in the
Green Fields -- just as the various Greek gods, regardless of where
they may ordinarily reside, come to Olympus to meet.

It is interesting that the more powerful halfling deities tend to be females.
By contrast, dwarven gods tend to be males, and elven gods a
combination of both genders. Halfling deities are not aggressive by
and large, and are more taken up with home pursuits and protection
than with fighting. Even the adventurous Brandobaris avoids combat
if he can help it. Most halfling deities are concerned with spheres of
security, sufficiency, the earth, youth, play and humor, good luck, law,
peace, secrecy, love, and friendship; one deity may actually control
two or more of these concerns, as is common in this pantheon. The
halflings have no deities of evil nature, or ones representing war, suffering,
fire and water, or death. Yondalla is usually invoked at funerals
as a protector of the departed souls of halflings. There is a neutralaligned
masculine lesser deity, Urogalan, who sometimes acts as a
judge of and protector of the dead, but he is primarily an earth god.
Urogalan lives on the plane of Concordant Opposition.

The four deities listed herein are among the most commonly worshiped
ones. Some halfling druids might worship deities from other
pantheons (e.g., Sylvanus, Ki, Dagda, Lugh), but this is not common.
Other deities may be developed as desired by individual Dungeon
Masters, of course.

Despite the small physical size of the halfling deities, their innate
powers are quite respectable, and many of them work closely with deities
from other pantheons as well, just as mortal halflings tend to
work closely with other humans and demi-humans. Brandobaris is
said to visit other thieves’ deities, particularly Hermes; Sheela Peryroyl
is on good terms with a number of Celtic deities; Yondalla and the
other lawful good deities help and are helped by other lawful good deities,
and so forth. Thus it may be safely asserted that the halfling pantheon
should not, despite its size, be looked down upon.

* Animals associated with these deities are: Sheela, butterfly; Arvoreen, war dog; Cyrrollalee, squirrel; Brandobaris, mouse.
Worship services for Sheela must be conducted in an open field, and for Cyrollalee in the home.
Services for Arvoreen and Brandobaris may be conducted anywhere. Halfling clerics and druids may be either male or female.
They are frequently the leaders of their communities and have a lot of say-so in the town's planned activities.
Many also serve as judges and arbiters in various disputes, and strive to obtain justice and good (if LG) or fairness and impartiality (if N).
 

THE GODS OF THE GNOMES

 
 
Garl Baervan Urdlen Segojan Flandal
- - - - Gnomes

The demi-human pantheon with the fewest members is likely that of
the gnomes. By most counts there are only six or seven deities governing
the gnomish folk, though it is possible there are more in other
universes. All gnomish gods, with the exception of Urdlen the
Crawler, are ruled by Garl Glittergold (see the DDG).
All but one of them live on one of the planes of the Twin Paradises in
the area called the Golden Hills, where the souls of faithful gnomes go
at death. The exception is, as before, Urdlen, who lives in the Abyss.

Gnomish deities are fully concerned with the fate of the gnomish
race, and go adventuring quite often to support their causes and keep
enemies from overwhelming the gnomes. Though all of the known
gnomish deities are masculine, they are worshiped by male and female
gnomes with equal reverence. They lack the “he-man” image
one might imagine an all-male pantheon would possess, and are
clever, sensible, and helpful. Urdlen is sexless (though still referred to
as a “he”) and shares none of these good qualities, but “his” few followers
may still be male or female.

Gnomish gods nearly always have at least one companion, either a
weapon, animal, or other deity, that accompanies them on their missions.
Gar1 has Arumdina, his intelligent battle axe; Baervan has his
raccoon friend Chiktikka; Segojan is sometimes accompanied by an
intelligent stone golem, and so forth. Urdlen, an exception again, has
no friends. Because gnomes regard companions highly, it is inevitable
that their pantheon reflects this trait. Gnomish deities usually only
associate with the other gnomish deities, though they maintain a
loose contact with a few dwarven gods at times.

Pranks and practical jokes are a major response of gnomish gods to
their enemies. They often act indirectly against their enemies, but if
the situation is serious enough they are fully able to take the offensive
and fight directly in battle. Compared to other non-human deities, the
gnomish pantheon is one of the most active and most involved with its
worshipers.

* Animals associated with these deities are: Baervan, raccoon; Urdlen, white mole; Segojan, badger; Flandal, none.
Worship sevices for Baervan are conducted in a forest clearing; for Urdlen, in an underground cavern; for Segojan, in a subterranean temple; and for Flandal, in
an underground forge. Gnomish clerics are never druids, regardless of alignment. They tend to work through indirect channels to support
the cause of gnomes, and will rarely bring their business into the open. They are not often found as community leaders or such, because of
their supportive orientation. Gnomish clerics are all males, just as their deities are considered to be.

THE GODS OF THE ORCS

 
 
Gruumsh Bahgtru Shargaas Ilneval Yurtrus
Luthic - - - Orcs

This is the tale the shamans tell, in the camps of the orcs when the
night is deep on the world and dawn is far away:

    In the beginning all the gods met and drew lots for the parts of
    the world in which their representative races would dwell. The
    human gods drew the lot that allowed humans to dwell where
    they pleased, in any environment. The elven gods drew the
    green forests, the dwarven deities drew the high mountains, the
    gnomish gods the rocky, sunlit hills, and the halfling gods picked
    the lot that gave them the the fields and meadows. Then the assembled
    gods turned to the orcish gods and laughed loud and
    long. “All the lots are taken!” they said tauntingly. “Where will
    your people dwell, One-Eye? There is no place left!”

    There was silence upon the world then, as Gruumsh One-Eye
    lifted his great iron spear and stretched it over the world. The
    shaft blotted the sun over a great part of the lands as he spoke:
    “No! You lie! You have rigged the drawing of the lots, hoping to
    cheat me and my followers. But One-Eye never sleeps; One-Eye
    sees all. There is a place for orcs to dwell . . . here!” he bellowed,
    and his spear pierced the mountains, opening mighty
    rifts and chasms. “And here!” and the spearhead split the hills
    and made them shake and covered them in dust. “And here!”
    and the black spear gouged the meadows, and made them
    bare.

    “There!” roared He- Who- Watches triumphantlx and his voice
    carried to the ends of the world. “There is where the orcs shall
    dwell! There they will survive, and multiplx and grow strongel;
    and a day will come when they cover the world, and they shall
    slay all of your collected peoples! Orcs shall inherit the world
    you sought to cheat me of!”

In this way, say the shamans, did the orcs come into the world, and
thus did Gruumsh predict the coming time when orcs will rule alone.
This is why orcs make war, ceaseless and endless: war for the wrath
of Gruumsh.

The shamans tell other tales, too, that shed light on why things are as
they are in the world. Shamans tell of the battle between Corellon
Larethian (the chief elven god) and Gruumsh, in which Corellon tried
to shoot out Gruumsh’s eye (sacrilege!) with his bow, but failed of
course. It is not considered important that Gruumsh started the fight
by trying to paralyze the elven god with his spear; the shamans say
Corellon deserved it for not being properly deferential. Because of
this battle, orcs of all sects and cults hate elves more than all other
non-orc races.

The shamans’ tales of the battle between the dwarven gods and the
orcish gods for ownership of the mountains would weary the most ardent
listener. The orcs are drawn to the mountains by their brutal majesty
and stark barrenness, while dwarves love mountains for their
isolation and beauty, and for the ores that lie beneath them.

Many have also heard of the eternal battles on the plains of the Nine
Hells between the goblins and orcs, each side led by their respective
gods. No matter how much noise the orcs of this world make about
joining their forces with the other humanoids, all orcs are aware that
there will be room for one race in the end . . . and it will not be the goblins,
the ogres, or any of the rest.

The division of orcs into separate tribes (Evil Eye, Death Moon, Broken
Bone, etc.) is usually made along cult lines. The tribal symbol is
the holy symbol of the orcish god the tribe holds as its patron.

There are a large number of orcish gods, representing such spheres
of interests as strength, swordsmanship, military power, the night,
death, fertility, hunting, and so forth. Each of them is part of a rigid
chain of command with Gruumsh at the top. The relative positions of
the gods in the hierarchy varies depending on the shaman doing the
telling, as they all seek to emphasize the power and glory of their own
deity, sometimes almost to the exclusion of mention of Gruumsh.

Warfare between tribes is actually encouraged to some extent by the
orcish gods, who believe that this is the best way of eliminating the
unfit and weak, and promoting the survival and growth of the strong.
No attention is paid to the thought that it might also waste the best
fighters’ talents, which might have been better directed against nonorc
foes.

Following are descriptions of five of the most powerful orcish gods besides
Gruumsh. Any use of the word “cleric” in these descriptions,
when referring to those who use clerical spells granted by these gods,.
also includes shamans and witch doctors, as described in the
Dungeon Masters Guide, unless otherwise stated.

Animals and creatures associated with these deities are: Baghtru, ox; Shargaas, bat; Ilneval, none; Yurtrus, skeleton; Luthic, cave bear.
Services to honor Baghtru must be conducted on a battlefield; for Yurtrus, in an underground crypt; for Luthic, in a temple within a cave; and
for Shargaas and Ilneval, anywhere. Orcish shamans, clerics, and witch doctors occupy very important positions within their tribes, and are
counted on to give advice to tribal chieftains on matters of warfare and inter-tribal relations. It is not uncommon for such clerics to inherit the
position of chieftain themselves and govern the orcs of the tribe directly. In either case, they should have a retinue of guards equal to that of
a major orcish chieftain or king.
 


Quote:
Originally Posted by dead
Hi Gary,

In the back of UA there is an appendix with an example demihuman pantheon in it. Was this *officially* given the OK by you to become canon for the Greyhawk campaign?

I've got a feeling it wasn't. I felt that it was only an *example* pantheon presented in UA and it was only later (after you left) that TSR decided to make it GH canon.


The latter is indeed the case, although i did put the "offcial" stamp onriger Moore's demi-human deities for those who wished to include such entities in their WoG campaigns.

Quote:
Originally Posted by dead
If this is the case, did you have your own original thoughts on what the gods of the elves, dwarves, halflings, etc. should be? (And monsterkind.)


Heh, and in my campaign the demi-humans and humanoids acknowledged the same pantheons as humans did.