The Pantheon of the Flannae: While the Suel
and Bakluni have the oldest recorded calendars, their creation legends are far younger than that of the Flannae. The Flan
calendar starts only 2,700 years or so before the present, but their oral tradition goes back to the origins of Oerth. In
the beginning it is believed that only cold darkness and eternal decay existed. A miserable morass embodied by Tharizdun,
the Dark God. After many eons of this dark rule it seemed nothing would depose it, but deposed it was, with the arrival of
Pelor. In a mighty battle Pelor sundered Tharizdun’s reign and with his brilliant countenance swept its foul presence
from his sight. Revealed to him then was the beautiful Beory who had long been hidden in the dark realm. They fell in love
and immediately began to dance with joy. Forever and ever they wanted to dance for their love had no limits. Over time Beory
brought forth several beautiful children for Pelor including: Allitur, Berei, Rao, and Zodal. In addition to these children
Pelor and Beory brought forth all plants and creatures of Oerth, including the Flannae. The two loved all of their children
and continued their dance for some time. Soon however, Pelor’s brother Nerull arrived and cut-in on their merry dance.
Cold and jealous, Nerull hated to see the joy his brother evoked. Where his brother brought light, warmth, and life, Nerull
would bring darkness, cold, and death. Out of spite, Nerull vowed to take Beory from his brother. Likewise, Pelor vowed to
keep Beory to himself and fought bitterly with Nerull. Over and over the brothers cut-in and took turns dancing with Beory,
each trying to win her over. She dared not choose one over the other for surely they would kill each other out of jealousy.
Instead, she chose to forever share the dance with both of the brothers. To the Flan the dance represents the eternal cycle
of night and day, life and death. Alteration of this cycle is viewed with great suspiscion. Eclipses for example are known
as Nerull’s Trick and suggest that Nerull has cloaked his brother’s eyes from foul deeds. In one Flan tale Nerull
tricks Pelor by throwing a black cloak over his sleeping brother’s eyes and stepping into his place. Soon, Beory arrives
expecting to dance with Pelor and unwittingly brings forth two children for Nerull. These children were named Luna and Celene.
Infuriated by Nerull’s underhanded trick and the brothers constant fighting, Beory vowed to bear no more children for
either. After a time, however, Beory bore a child for herself. That child was Obad-Hai. While Beory loved all of her children,
Obad-Hai was her favorite, for he watched and guarded her least children, the Flannae and all the creatures and plants of
Oerth. The last of the Flan gods to be born is one most foul. Iuz. The Old One as he is known was born of a union between
the powerful necromancer Iggwilv and the dread demon lord Graz’zt. The Pantheon of the Suloise: When Lendor first arrived
at Oerth he saw a random disorganized world. At once he set about organizing it. He looked upon the skys filled with birds
and beautiful clouds. It was here he saw his son Phaulkon, who immediately came into being. Then Lendor looked to the teeming
creatures of the sea and saw Osprem. She too came into being. He then looked to the mountains and saw Fortubo, to the beasts
of the land and saw Llerg, to the flying and crawling insects and saw Bralm, to the beauty of all things wild and saw Phyton,
to the ways of magic and death and saw Wee Jas, and finally to the dark places, pits, and caves and there he saw Beltar. All
came to be as his children. He was dissatisfied with the disorganized and primitive Flan and brought forth a new tribe; the
Suloise. As these people quickly developed into a civilization of great complexity Lendor saw more of his children within.
First there was their human need for daylight, their love of music, and their hungry pursuit of knowledge. Here Lendor saw
his daughter Lydia. As they began their ardent expansion and increased their economic complexity, he saw Xerbo. All appeared
to be organized and ran as orderly as Lendor’s hourglass. That is when Lendor began to notice other children, children
he did not want to come into being. First he realized there was something he missed in Beltar. She was filled with wicked
malice. Panicked, he looked to his creation. Could this oversight be an oversized grain in his perfect hourglass? Sadly, it
was. He looked to his Suloise and found the haphazard Norebo slipping through the lawful organization of his Suel. Then he
looked to the hearts of other Suloise. In some he found deceit, false promises, and lies, here he saw Syrul. In others there
were even darker children about. Lendor saw poison, murder, and fire in the darkest corners of their hearts. It was here he
saw Pyremius. Not wanting to “see” more of these spurned children Lendor looked back to his first children. With
great sadness he realized only Bralm, Fortubo, Jascar, Osprem, and his beloved Wee Jas had maintained their orderly precepts.
The rest had been tainted by Beltar’s hidden malice, some worse than others. Agonized with failure Lendor drew forth
his flaming sword and seared his eyes. With this act he could no longer “see” his children into being and his
family was completed. The only god not born of Lendor’s sight is Kord. His birth was the result of Syrul’s decietful
union with Phaulkon and is described below. The Pantheon of the Bakluni: There is only one greater god in this pantheon for
she holds all of the future on her spindles. As Lendor’s hourglass lets time pass, Istus unwinds the future and weaves
the past for all of Oerth. Few gods dispute this for they are a part of time as well and Istus could easily unravel their
existence into nothingness. In addition Lendor strongly supports her and will do his utmost to prevent interference of her
task. When Istus came to Oerth she already had the entirety of time on her spindles. As she would have it, the Bakluni were
brought with her and set about their existence on Oerth. Indomitably faced with fate the Bakluni began treading their path.
Only women of the first Bakluni were wise enough to serve Istus. The males of the society struggled to control or appease
fate and rarely accepted it. Some even believed that fate could be “good” to them or favor them. But fate is as
fate is, uncaring and unalterable. There are but three other gods in the Baklunish Pantheon: Geshtai, Xan Yae, and Zuoken.
These heroic figures have arisen from Baklunish history and legends. Each has been elevated to deity status by the great trials
they endured and the large following of Bakluni each has gained. The Pantheon of the Oerid: The Oerids have the youngest pantheon
of all the tribes. The first members of the pantheon to arrive at Oerth were Velnius with his brother Procan and Telchur with
his three daughters: Atroa, Sotillion, and Wenta. Procan took to controlling the waters of the seas and Velnius took to looking
after the skys. Procan soon took the beautiful Suel god Osprem as his wife and was very happy. Velnius was happy for his brother
but also somewhat jealous, for he himself had not found a mate. The lonely god finally decided to go to old-man Telchur and
ask to wed one of his daughters. Telchur was cold and cruel to the young Velnius and refused. Hiding away his three daughters,
Telchur, kept Velnius from them. So sad was Velnius and so foul was his mood the skys of Oerth darkened and grew cold. Soon
Velnius’ filled the skys with his with his cloudy moods and frozen tears. This went on for a great deal of time and
nothing would console the god. His brother Procan pleaded with him to cheer up but Velnius would have nothing of the sort
and clashed fiercely with his brother. Alas, only a wife could change his mood. Eventually, Telchur was confronted by Beory
who would not stand to see her children locked in such an icy embrace. Surely, even Telchur could see the effect he was having
on poor Velnius. After much discussion Telchur finally gave-in. Telchur, would allow Velnius to be married to Atroa for 91
days, followed by Sotillion for 91 days, and Wenta for 91 days. Then, in the following 91 days, all of the daughters would
stay with their father, Telchur. Beory took the news to Velnius who agreed at once to the proposal. The first bride to Velnius
was Atroa. She was very young, beautiful, and free spirited. Upon their marriage Velnius was overcome with joy and his cloudy
mood dispersed. Immediately Pelor’s bright face shone upon Oerth, melting its icy mantle and bringing life back to the
world. The newlyweds were filled with happiness and began their days with joy. Occasionally, however, the young Atroa would
frustrate Velnius with her constant merry making and there would be a great argument. These fights, however, always ended
with both lovers embraced in tears. After only a short while Atroa left for her father and Velnius was wed to Sotillion. Not
so young as Atroa, she was more mature and independent, but equal in beauty. With a comforting voice and even temper, she
maintained a comfortable, warm relationship with Velnius. Her strong independence, however, made her stand forth and reckon
with Velnius during disagreements. Sotillion would generally win such arguments and thoroughly vex Velnius. As a result Velnius
would smolder with anger until they reconciled. Finally, Velnius was wed to Wenta, the eldest daughter of old man Telchur.
She had the most graceful beauty of all. Her maturity and giving nature suited Velnius very well. However, Velnius well knew
that his time with this last, most pleaseant, of his wives would soon end. At the designated time Telchur arrived and took
his eldest daughter with him. Once again Velnius was thrown into his gloomy sadness and began to weep frozen tears. Velnius
continued to repeat the cycle and had several children by these wives. Atroa gave birth to the brothers Celestian and Fharlanghn
and then to Delleb and Pholtus. Sotillion gave birth to the brothers Heironeous and Hextor. Finally, Wenta gave birth to the
brothers Zilchus and Erythnul and the first Oerids. Soon this tribe flourished on Oerth. As the Oerids made their way across
the Flanaess they began to settle into more permanent communities. Eventually these communities grew into thriving cities.
From these crowded urban areas a few notable figures arose as deities, including Kurell, Raxivort, and more recently Rudd.
The Common Pantheon: This pantheon is made up of gods who are either not a part of the original four pantheons or are of unkown
origin. These include: Bleredd, Boccob, Cyndor, Dalt, Ehlonna, Incabulous, Joramy, Lirr, Myhriss, Olidammara, Ralishaz, St.
Cuthbert, Trithereon, Ulaa, Wastri, and Zagyg. Their stories are detailed below. GREATER GODS: Beory (Oerth Mother) Beory
commonly takes the form of a motherly, middle-aged, Flan woman with brown hair and weathered skin. She always bears the magical
staff ‘Fos’ at her side, the touch of which instantly petrifies any living thing, including other deities! According
to the Flan, fossils are said to be the result of this powerful stave and represent creatures whose time was done on Oerth.
The power of the staff is only useable when Beory wills it. Beory’s other form is Oerth itself and all plants and creatures
are her children. As such the goddess is concerned with all of Oerth and nature. Only events which affect the integrity of
Oerth and nature as a whole concern her. She is the wife of both Pelor and Nerull and shares an eternal dance with them. This
dance reflects night (Nerull) and day (Pelor) as they circle Beory (Oerth). As mentioned above she conceived Allitur, Berei,
Rao, and Zodal by Pelor, Celene and Luna by Nerull, and Obad-Hai by herself. It is said that when Beory looks upon her children
she is moved by their beauty and sheds tears of love upon them. On certain occasions her druids will intentionally dance and
call Beory to look upon her loving children. This traditional dance is known as the “Rain Dance” and is performed
to bring soft rains to parched areas. Beory’s Druids Druids of Beory are contemplative communers with nature, using
their skills to avoid any change of the natural balance. They are conservative, cautious folk who loath to take incisive actions.
Many are solitary, and the priesthood has little organization. Druids treat each other as superiors on the basis of wisdom
and years, not as a result of formal titles or higher experience levels. Worship of this deity takes place in sacred groves
and in specially prepared circles of standing stones. The stones of such a place are aligned to mark certain astrological
events which coincide with times of worship. During such ceremonies Druids share gathered grains, wild foods, and wine. Dancing
is central to all worship and, when several druids are gathered, certain special dances create powerful effects. These include
the “Rain Dance” mentioned above, the transmogrifying “Moon Dance”, and the awesome “Ghost Dance”.
Requirements: AB Wis 16; AL N; WP as druid; AR leather; RA green, brown, or gray plain robe; SY green disc; SP All, Animal,
Charm*, Divination, Elemental, Guardian*, Healing, Plant, Protection*, Summoning*, Sun, Weather; SPL none; PW as druid; TU
nil. Elder Elemental God: >From the time before Pelor shone on Oerth, there was always darkness and the cold reign of Tharizdun.
Hidden in his dark realm was the Elder Elemental God. When Pelor shone and drove out Tharizdun, the EEG hid in the dark recesses
of Oerth. Many centuries went by before the Flan discovered the EEG’s existence. Naive in their cultural youth, some
Flan began to worship the powerful being and soon were sacrificing to it. Discovering the corruption of her innocent children
Beory became enraged. With a mother’s fury she smote the evil god with her powerful staff. The blow instantly changed
the EEG to a column of stone. She followed this with a second terrible blow that reduced the column to rubble. Afterward,
all that remained of the EEG were chunks of cloudy, translucent mauve and red stone. In some shards shapless forms of purple,
yellow, and green swayed and danced, in others horrible mauve-splotched tentacles writhed, and in one a huge golden eye burned
with hatred. Beory swept away these evil fragments and hid them away in the darkest recesses of Oerth. There she hoped they
would remain hidden from her children forever. Such were the past eons, but now a few depraved enclaves have discovered some
of these shards and are making it their mission to find more. The EEG’s first avatar was not destroyed but entrapped
by Beory’s blow. This, the EEG later discovered, prevented it from creating a second avatar on the prime material plane.
As a result the deity is crippled and can only access the prime material plane through these fragments. It greatly desires
to have its avatar either restored or destroyed so it can regain its depraved grasp on Oerth. The avatar of the EEG appears
as either a huge, mottled, tentacled being some 20’ in length, resembling a vast slug/slime cross or as 24’ tall
pillar of elemental force with a body of burning magma surrounded by howling gusts of steam. In either form the creature has
at least one golden eye with a fiery red halo about it. Elder Elemental God’s Priests The primary drive and motivation
for these priests is to locate the shards of the EEG and to raise temples around them. They are well aware of the unpredictable
nature of the EEG and make frequent sacrifices to keep it appeased. Rank is measured by the number and power of temples raised
or restored by an individual. Requirements: AB Wis 9; AL any evil (or insane); WP any; AR any; RA brown robes (earth), white
robes (air), red robes (fire), and blue robes (water); SY inverted “Y” inside triangle; SP All, Astral, Combat,
Divination, Elemental (one), Guardian, Healing (rev), Necromantic (rev), Numbers, Sun (rev), Weather*; SPL none PW 3) can
use all elemental wizard spells as cleric of same level, 5) protection from good, 7) gain +2 to saves vs. specific elemental
spells, 10) summon elemental (12 HD); TU command. GREATER/LESSER GODS: Cyndor Appearing as an aged Suelite, this god has straight
silvery hair and mirror-like eyes. Reflected in his eyes is the past of whomever should gaze into them. His garb is a grey,
hooded robe with silver trim. This deity is the first priest of Lendor from the earliest of Suloise history. As a reward for
unswerving lawful devotion, Lendor turned over his powerful hourglass and its inherent responsibilities to Cyndor. With each
turn of Lendor’s hourglass, Cyndor ensures the continuation of time. Most mortal dalliance with time is insignifigant
to Cyndor. Only alterations of time which are in effect for greater than one hour will gain his attention and woe is the being
who does so. In the unlikely event that Cyndor is attacked, Lendor or Istus or both are likely to appear and employ all of
their powers to destroy the agressor. Cyndor himself will use Lendor’s hourglass to reverse or forward the opponent’s
lifetime to a point where they will be less powerful (e.g., a 20th level fighter to the time when he was 1st level). This
effect is personal and will not affect other beings’ lifetimes unless they too are targeted. Cyndor’s Priests
If there are few priest’s of Lendor then there are only a handful of priests serving Cyndor. These priests are rigid
keepers of time and employ both magic and mundane methods of keeping themselves accurate. Indeed, the Cyndorian Calender is
the one currently used across the Flanaess. This calendar is also known as the Common Calendar. Their ceremonies are monotone
droning affairs with metronome like clicking sounds and a number of gong strikes equal to the hour. Worship occurs every hour
on the hour. To be late for such an event may result in excommunication for the priest. In some larger cities great mechanical
clocks are attended by priests of this deity. Requirements: AB Int 14; AL LN; WP any non-edged; AR leather, chain mail; RA
hooded grey robes with silver trim; SY hourglass; SP All, Astral, Divination, Elemental (air), Guardian*, Law, Numbers*, Thought,
Time; SPL none; PW 1) always knows exact time of day, 3) haste (W3), 7) immune to time affecting spells by other spell casters,
9) physical effects of aging stop, although lifespan is still normal, 12) can reverse or forward a person’s lifetime
by 10-40%; TU nil. LESSER GODS: Allitur (Conscience of the Gods) Allitur is the oldest son of Pelor and Beory. Born of the
earnest love of his parents, Allitur is good hearted and morally sound. He often takes the form of a wizened old man and appears
even older than his parents. In this form he has a typical Flan complexion with a wreath of silver hair upon his head and
nose that curves like the beak of a cock. Indeed, it is said that he occasionally takes the form of a cock when among the
peoples of Oerth. Those hearing a cock crow must search their conscience for surely Allitur is watching them. If they continue
their wrongful act the cock will crow again. Finally, any who have heard the cock crow thrice while still engaged in some
wrongful act will gain the eternal enmity of Allitur. Allitur’s Priests Uncompromising as they are, priests of Allitur
are considered to be a bit too righteous in their judgment of others. However, many rulers and governing bodies of good nations
are sure to have such a priest in their presence. These priests act as moral compasses for the ruling body. Allitur’s
priests are also called upon to judge laws, settle disputes, fight injustice, and in general keep good communities good. They
never make popular rulers for they will not compromise their morals for anyone. Requirements: AB Wis 13, Cha 13; AL LG or
LN; WP any non-edged; AR any; RA dark brown or black robes with a chapeux of red; SY crowing cock; SP All, Charm, Combat,
Creation*, Divination, Elemental*, Guardian, Healing, Necromantic, Protection, Sun*; SPL none; PW; TU turn at -4 levels. Dalt
(The Gate Keeper) - WG6 Isle of the Ape This deity usually appears as a night watchman or guardsman bearing a lantern in one
hand and a great ring of silver keys in the other. His face is non-descript except that it is one the viewer always finds
familiar and reassuring, as if he is watching out for them. Dalt as a mortal was a great hero who held closed a gate from
the Abyss to Oerth. At the gate was the guardian demon Kerzit who was made to keep the portal open, that an abyssal lord’s
army may pass. Dalt and his foe, Kerzit, struggled at the gate, one to keep it open and the other to keep it closed. For many
days this mighty hero fought Kerzit and held back the minions of the Abyss. At last the powers of good were able to close
the gaping entryway but not before Kerzit and Dalt had struck each other mortal blows. In the aftermath, Kerzit was banished
to his plane for a decade and Dalt was raised up by the powers of good. As a guardian and watcher of portals Dalt was most
revered but a priesthood he did not have. Soon he was forgotten by most mortals. Dalt’s remaining temples are those
associated with some great fortification or entryway. Long periods of peace, however, have resigned these places to cobwebs
and neglect, with most in ruins. Nonetheless, a superstitious practice among stone masons and builders has kept up a curious
form of worship to Dalt. Apparently it is considered good luck to hide a small silver key in the mortar of exterior doorways.
Knocking on the stone of the doorway was said to fortify the portal against evil. Most people who still practice this superstition
are unaware that they are calling Dalt to guard the entryway. Dalt’s Priests The priests of Dalt are few indeed. Perhaps
a dozen or so still ward the entryways to strongholds of good. Oft times these priests are seen as no more than superstitious
gate guards or watchmen. The very gatehouses or strongholds in which the serve are their secret shrines to Dalt. In order
to find such shrines one only needs to find out if a particular gateway or stronghold has ever fallen. If it has not it is
likely warded by some quiet priest of Dalt. Requirements: AB Wis 9+; AL CG; WP any non-edged; AR any; RA yellow tabbard with
blue trim; SY silver key; SP All, Astral, Combat, Creation, Divination*, Elemental (earth), Guardian, Healing, Necromantic,
Protection, Sun*; SPL none; PW 1) hold portal (W1), 3) wizard lock (W2), 7) wall of ice (W4), 9) wall of stone (W5), 12) wall
of force (W5); TU turn at -1 level. Zodal (The Well of Goodness) Zodal is the youngest child of Beory and Pelor. He appears
as a young boy of nine or ten with unruly tangles of dark brown hair. In his hand he carries a beat-up tin cup called ‘The
Well of Goodness.’ It is said that Zodal can pour any magical potion from this cup as well as other normal liquids.
In addition the cup has the effect of a helm of alignment change except that it always changes the imbiber’s alignment
to good (e.g., CE to CG, N to NG, LN to LG, etc.). Persons already of good alignment are unaffected. Both Beory and Pelor
see Zodal as a bit foolish in his idealism and optimism. Pelor, however, sees a little bit of himself in Zodal and supports
him when ever he can. There are many Flan legends of Zodal testing the mercy of mortals. In the tales he usually appears as
a hungry waif or an injured traveller. The rewards of someone aiding him are great but woe is the fool who strikes the waif
or robs the traveller, for Zodal treats these failures harshly. Zodal’s Priests Idealism is the meat and drink of these
good hearted priests. They spend most of their days caring for the sick, feeding the poor, and taking up collections to support
their good works. Priests of Zodal may only use weapons in defense. If such a priest ever strikes the first blow they are
immediately stripped of all priest abilities and must quickly seek atonement or forever lose their abilities. Good deeds and
silent prayer are the only worship these priests perform. Temples to Zodal are hospitals for the sick and homes for the poor.
They are always humble structures. Requirements: AB Wis 9 and Cha 13; AL NG; WP any non-edged; AR none or magical protection
devices (not armor); RA sack cloth robes; SY beat-up tin cup; SP All, Charm, Creation, Divination, Guardian, Healing, Necromantic,
Protection, Summoning, Sun; SPL; PW 1) permanent sanctuary spell, 3) hold person, 7) magical vestment, 9) create 1 potion
of cure disease/week in cup; 11) create 1 potion of extra-healing/week; TU turn at +2 levels. NOTE: Magical potions created
in the priests cup are only effective if drank from it. If such a liquid is stored out of the cup it will immediately become
useless. DEMI-GODS Zuoken (The Way) A recent hero of Baklunish legend is Zuoken. At a young age Zuoken’s father was
told of his son’s future by a priestess of Istus. The child would have a great task in life and would have to bear many
burdens. The father, wanting his son to be prepared, locked him away in the heart of a special fortress. It took several years
for the boy to make his way out for his father had laid many obstacles in his way. Each obstacle required the young Zuoken
to develop a new skill to overcome it. Guards barred his passage, complex locks sealed many of the doors, pitfalls lurked
at each footstep, cryptic riddles and codes were required to pass certain areas, etc. One by one the obstacles were overcome
and eventually Zuoken escaped. Upon exiting the great fortress Zuoken met his final challenge: a great golem of hardened clay.
The creature proved impervious to all of Zuoken’s attacks. Eventually, however, he discovered the construct had a human
heart - his father’s heart. This was the last challenge prepared by Zuoken’s father, for he knew his body would
not live to see his son escape. With tears of grief Zuoken faced his father’s final obstacle and quelled the great man’s
heart with a mere touch. Solemnly prepared, Zuoken went out to meet his fate. Zuoken’s legendary exploits spread and
his philosophy of being prepared to meet one’s fate quickly grew popular. Many Bakluni preparing for their future follow
the philosophies of this god. Zuoken’s Priests In secluded monasteries within Baklunish lands, young boys and girls
are taken to become devoted monks of Zuoken. These monks emulate their Master in every way. While believing they are unable
to change destiny, priests of this order choose to prepare for it, to meet it head-on. Their organization is rigid and is
kept so by strict rules of advancement. Their sole goal is achieve perfect control over mind and body. Reliance on anyone,
even Zuoken, is unnecessary. After initial training, all must go out into the world to expose themselves to any trial of destiny
set before them. Requirements: AB Str 15, Dex 15, Con 11, Wis 15; AL LN or LG; WP bo stick, club, light crossbow, dagger,
hand axe, javelin, jo stick, spear, staff, pole arm, bannockburn; AR none; RA simple robes; SY spindle clutched by fist; SP
none; SPL none; PW as monk (1st edition); TU nil. (other powers) Luna and Celene The two children of Nerull and Beory represent
the moons of Oerth, each having different powers. Luna for example has power over natural things and Celene has power over
magical things. The combined magic of the two is said to have irresitable power. Thus on a midsummer’s night, mistletoe,
holly, and oak leaves have highly magical properties and are sought out by druids and woodland priests. This is dangerous
buisiness however, for all lycanthropes are also out on such a night.
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