I post this only to show that elements <strong>of</strong> Oerth can be intergrated into related campaigns. The discussion <strong>of</strong> Oerthianreligion here is marvelous. RogerSubj: Rudd, Gods, & Ginsel IIIDate: 95-10-08 09:33:18 ESTFrom: TSR RogerI don't have any <strong>de</strong>tails on the god<strong>de</strong>ss herself. I have notes that small temples and shrines to Rudd arefound at spelljammer ports, where crews, captains, and merchant princes toss coins into the collection boxes to curryher favor. She's usually <strong>de</strong>picted as an attractive young Oeridian woman, always smiling, <strong>of</strong>ten holding dice andsometimes dressed in ship crew's clothing. Small charms <strong>of</strong> Rudd (again, usually dice with her smile on one face) arecarried by some crew.The people <strong>of</strong> Ginsel involved with merchant tra<strong>de</strong> and spelljamming are very pragmatic. They dump moneyin the temples' c<strong>of</strong>fers and expect favors in return. Most gods are happy to oblige in minor ways, so everyonebenefits. There are some "outsi<strong>de</strong>r" <strong>de</strong>ities, either elven (Corellon), dwarven (Vergadain), or Realmsian (Selune,Tymora, Llirra, Beshaba), but these are in very minor shrines with small followings, almost all from spelljammer crewswho leave soon thereafter. Roger
QUASI-DEITIES OF GREYHAWK(Or, Daern it, I couldn't Tuerny those aKyussed sons <strong>of</strong> ...)By TSR Roger & PsychlopsSubj: Quasi-Deities (Again)Date: 95-09-21 15:35:02 ESTFrom: TSR RogerTo re<strong>de</strong>em myself for the Mor<strong>de</strong>nkainen mess, I dug through my notes and thought I would post the names<strong>of</strong> some NPCs in the GREYHAWK setting that I thought were or are quasi-<strong>de</strong>ities, besi<strong>de</strong>s Heward, Keoghtom, andMurlynd. Comments on the list are welcome. In no particular or<strong>de</strong>r:The Cat Lord (Rexfelis): I thought this character would be a good QD, but I haven't seen the PLANESCAPEversion.Johy<strong>de</strong>e: cleric/illusionist connected with espionage, fakery for <strong>de</strong>fensive/<strong>of</strong>fensive purposes, infiltration.Maker or user <strong>of</strong> the Mask.Daern: LN wizard with fortress-engineering streak. Maker <strong>of</strong> Instant Fortress. Popular with inventors andcastle-buil<strong>de</strong>rs.Nolzur: neutral wizard with advanced knowledge <strong>of</strong> alchemy and fine arts.Quaal: chaotic elf about whom little is known.Tuerny the Merciless: historical figure, greatly feared, LE align. Symbolized tyranny, imprisonment, jails,summoning. Rumored to have been <strong>de</strong>stroyed or changed by his Flask. If alive, is extremely dangerous; may be inhiding and inactive.Sustarre: druid hierophant <strong>of</strong> Beory. Invented many druid spells commonly used in Flanaess (without hisname on them). Whereabouts unknown, but probably alive.Kwalish: Wizard who liked to explore the oceans. Sometimes said to be a tinker gnome (he wasn't) becausehis Apparatus is so weird. Rumored to have a sea-bottom fortress, where he keeps making those crab-subs.Bilarro: Wizard/paladin who constantly hunted down criminals. Invented many spells and <strong>de</strong>vices forcapturing victims unharmed, but few <strong>of</strong> these survived. Believed killed.Kyuss: Inventor <strong>of</strong> the "Sons," an un<strong>de</strong>ad native to Oerth. An evil priest, master <strong>of</strong> necromancy, CE beyonddoubt. Believed <strong>de</strong>ad, but no one is betting on it. Inactive, anyway.Kuroth: infamous neutral thief who discovered the powers <strong>of</strong> the Quill. Vanished long ago, but almostcertainly not <strong>de</strong>ad, just enjoying himself. Probably wan<strong>de</strong>ring the multiverse, filthy rich and lucky.Lum the Mad: Many rumors, little known. Either a wizard or technologist, may have turned self into robotlikebeing (golem?). Not seen or heard from in ages. Inactive? Dead?That's most <strong>of</strong> my list. These would be good for starting adventures, using them like Lolth or Gandalf(<strong>de</strong>pending on their alignments).RogerSubj: The way I see it. vol. IIDate: 95-09-21 21:19:07 ESTFrom: PsychlopsThe Council <strong>of</strong> <strong>Greyhawk</strong>I'm not sure what need the Council was formed in response to, other than a vague <strong>de</strong>sire to "get organized".Now it seems that this <strong>de</strong>sire has mostly dissipated into frustration or indifference. This seems almost inevitable, butone contributing factor has been the Council's self-imposed limitations. It has never (as far as I know) moved beyondthis TSR-AOL forum. While there are a number <strong>of</strong> talented people here, I believe that there are at least as manyelsewhere on the net, and even more <strong>of</strong>fline. Though the Council may feel unable to move its flagship _OerthJournal_ into hard print, they might consi<strong>de</strong>r it in there best interest to make their presence known on Usenet or otheronline services.CopyrightMB has remarked quite aptly on the facts <strong>of</strong> this dispute. Basically, it all comes down to legal <strong>de</strong>cisions thathaven't been ma<strong>de</strong> yet. But TSR's promotion <strong>of</strong> imaginary rights is the common method used by attorneys. It'ssimply the time-honored practice <strong>of</strong> throwing all the that you have at "them" (usually the adversary -- inthis case, the consumer), and seeing what sticks. This is another case where TSR's marketing staff fail in their duties.It is in their interest to promote fan involvement in TSR's games. They should be spend their efforts trying to findways to make this easier, including working with TSR's legal and <strong>de</strong>sign <strong>de</strong>partments to find ways to encourage suchinvolvement while looking after TSR's very legitimate business interests.