Showing posts with label Elder Evils. Show all posts
Showing posts with label Elder Evils. Show all posts

Saturday, 12 December 2020

On the Green God and the Elder Evil, Part 3


 “I am the spirit that negates.
And rightly so, for all that comes to be
Deserves to perish wretchedly;
'Twere better nothing would begin.
Thus everything that that your terms, sin,
Destruction, evil represent—
That is my proper element.”
― Johann Wolfgang von Goethe, Faust - Part One 

I had an idea. I thought I might write about what was the eldest of the eldest in Greyhawk, and in my imaginings, that was the Old Faith and the Elder Evil. It’s all in the name, I thought. This will be easy, I thought. I was wrong. Other years, it has become a gordian knot, begging for Alexander’s sword.
What is to be made of it all?
If you haven’t already, read the treatise on the Green God, and the first part of the Elder Evil exploration, before diving into this. They are meant to read as one, but they are long. Regrettably, most of my posts are long. 

To continue: 

The Elder Elemental Eye

The Chained Horror
Consider, if you will, Tharizdun, an apocalyptic being of unbelievable power, and a capricious attitude towards life and all who live it.
The deity Tharizdun is a being of pure destructive force, of cold, conclusive obliteration and utterly evil nihilism. [RttTEE – 4]
That about sums Tharizdun up: dark, cold, malign, destructive, so much so that the whole of the universe had to go, so much so that an entire pantheon of gods has to come together to defeat him. The answer as to why these disparate beings banded together to banish Tharizdun is obvious; the gods are part and parcel with the universe; should it go, so do they. I can imagine they were rather motivated to set aside their differences, for the nonce. If it took all their might to banish Tharizdun, that would make him pretty powerful, equally powerful to the lot of them, it would seem.
An ancient, dark god of malign decay and madness, Tharizdun seeks nothing less than the utter destruction of the universe, reducing all to literal nothingness. Eons ago, Tharizdun was imprisoned when the other gods put aside their differences and attacked in unison, fearing his dread dreams would come to pass. [Dragon #294 – 31]

It’s an old trope, Evil cast down; used in most religions, I imagine; used in the Christian ethos, certainly:
And war broke out in heaven: Michael and his angels fought with the dragon; and the dragon and his angels fought, but they did not prevail, nor was a place found for them in heaven any longer. So the great dragon was cast out, that serpent of old, called the Devil and Satan, who deceives the whole world; he was cast to the earth, and his angels were cast out with him. Then I heard a loud voice saying in heaven, 'Now salvation, and strength, and the kingdom of our God, and the power of His Christ have come, for the accuser of out brethren, who accused them before our God day and night, has been cast down.
[Revelation 12: 7-10]
 
Defeated, much like Lucifer, Tharizdun broods; he plots, he manipulates, and awaits his eventual return.
Now Tharizdun is trapped alone in a prison demiplane from which he cannot free himself. His conduits to the Prime Material Plane and the rest of the Great Wheel are few and tenuous, and only learned sages know that Tharizdun was ever worshipped. Under the cover of darkness, cults of his insane priests labor tirelessly to free their dark master from his prison, hoping to aid him in his destruction of all.
Tharizdun’s cultists call him by many names, including He of Eternal Darkness and the Ebon God. He also grants spells in the guise of the Elder Elemental Eye. [Dragon #294 – 31]

That’s how we imagine Tharizdun, anyway.
The question arises: Does Tharizdun truly wish to bring an end to the whole of creation? He must; all our literature professes as much; so, it must be true.
Why? Because he is the embodiment of Entropy, and Oblivion, and wishes a return to its perfection.

If that is the case, we could never hope to understand him.
And if we can never hope to, you have to wonder about his worshipers. Who are they that they should desire the same? Such a world view would be nihilistic, in the extreme. You would have to be insane to worship a god that promises to destroy the universe, bringing an end to everything, themselves in the bargain. So, we have to wonder: Are they insane? Or do they see him in some different “light?”

Oh, Lucifer, son of the morning!
Consider this passage concerning Lucifer:
"How you are fallen from heaven,
O Lucifer, son of the morning!
How you are cut down to the ground,
You who weakened the nations!
For you said in your heart:
'I will ascend into heaven,
I will exalt my throne above the stars of God;
I will also sit on the mount of the congregation
On the farthest sides of the north;
I will aabove the heights of the clouds,
I will be like the Most High.'
Yet you shall be brought down to Sheol,
Yo the lowest depths of the Pit."
[Isaiah 14: 12-15]

This is how I imagine devotees of the Elemental Eye see their god. Cast down. To rise again in all his glory. But that is their world view of the Elemental Eye. Do they even know that they are worshiping Tharizdun? Few, in fact, realize that they are.

The Elder Elemental Eye is actually an aspect of dread Tharizdun. Clerics of the Elder Elemental Eye are his clerics, although sometimes they do not realize it. [RttTEE – 4]
Even the clerics of the original Temple of Elemental Evil did not refer to the Elder Elemental Eye. They believed that they revered only the evil aspect of the elements themselves (or the demon Zuggtmoy […]). [RttTEE – 4]

Those few that do are hopelessly insane. Did congress with the mind of Tharizdun drive them so?
His cult is small but fanatically devoted. Coming to them in mysterious and mind-wrenching dreams, the deity imparts his dark will to his followers. The goal of Tharizdun’s clerics is to channel enough power to their dread master so that he can free himself from his prison. This, of course, will spell the utter end of the world, and so this faith appeals only to the completely insane. [RttTEE - 4]

Calling to those souls that resonate with His
Whatever their reasons why, the Cult of the Elemental Eye has been around a very long time. Worship of the Elder Eye is ancient. There are long lost temples across the Flanaess that still call to those souls that resonate with His, as Roghan and Zelligar were to their Caves, and Lareth the Beautiful would surely be to the Gnarley Woods. As Wongas was, ages earlier. [WG4] 

When Man was still young, they were drawn to his temple in the Yatils, and would be for centuries, to the dark presence that thrummed in its depth.
The Temple was built in a previous age, a secret place of worship to Tharizdun, He of Eternal Darkness. It drew the most wicked persons to it, and the cult flourished for generations, sending out its minions from time to time to enact some horrible deed upon the lands around. However, a great battle eventually took place between Tharizdun and those opposed to his evil. Unable to destroy him, they were strong enough to overcome his power and imprison him somewhere, by means none have ever been able to discover. Thus Tharizdun disappeared from the face of the earth, and from all of the other known planes, and has not been seen again since. [WG4 - 3]

GREAT CHAPEL: This area appears to be a long-abandoned chapel or small temple, but in whose honor it is impossible to state. The whole is 40' wide and about 60' long, with the far (north) wall concave, the curve being smooth and shallow. Small, fluted columns of deep black stone line a 20' aisle, leaving a 10' wide space beyond on both east and west walls. Within the front 40' of the place, all stone is black. Beyond, where a stone rail rises 3' from the floor, and a curving step or dais rises 1' and meets the back wall, floors and walls are of deepest purple, although the ceiling remains black. [WG4 - 18]

AISLE: The 10' wide area seems to have been well-used, for the floor is worn down, and the walls are likewise slightly dished by the touch of many bodies. If the walls are actually touched, the character will feel a tingling and his or her vision will go black for a fleeting moment, then sight will be restored. Tactile sense will discover that there are strange, indiscernible convolutions here which form mind pictures when touched. These impressions are pleasurable and unsettling at the same time. Any person failing to save versus magic after experiencing this sensation will attempt to return and feel the sensation once again. If this happens, that individual will automatically experience the following things:

1) [Vision] in total darkness will seem normal, but, any light brighter than a hooded lantern will be disgusting to him or her, and he or she will immediately ask that it be extinguished or else he or she will go elsewhere.

2) Strange desires will begin to flood the individual's mind during times of quiet. These desires will be unwholesome at first, then absolutely strange ...

3) The name of Tharizdun will rise unbidden to the individual's lips whenever he or she is under stress and needs aid. [WG4 - 18]

ALTAR RAIL: The square fore portion of the chapel is divided from the sacred portion by a railing of puce-hued stone. This railing is 3' high and intricately carved and pierced. This work is disgusting and disturbing in nature, being of vines and tendrils, tentacles and serpentine bodies intertwined with human forms and skeletons and other things unknowable. [WG4 - 18]

RAISED SECTION: This step or dais appears to be the place where an altar service might have been conducted. There is a low table of black mineral which has bits of shiny purple within its polished surface. […] To either side are rotted and crumbling chairs of some sort. There are piles of rusted metal near the doors on the north wall. What devices or purposes these items once served is impossible to tell. On the wall behind the altar stone there is an anomaly. The violet color of the stone seems to bear the indistinct shadow of a large, vaguely-human shape. But it is so obscure, and so uncertain in form, that it may be a trick of light playing upon the curving surface of stone. [WG4 - 18]

After a time his servants returned again to the Temple, deserted as it was of any manifestation of their deity. Amongst these wicked folk were many powerful magic-users and clerics. All sought with utmost endeavor to discern what had happened to Tharizdun, so that he could be freed and returned to rule over them once again. All attempts were in vain, although the divinations and seekings did reveal to these servants of Eternal Darkness that a "Black Cyst" existed below the Temple. By physical work and magical means they delved downward to reach the Black Cyst. What they discovered there dismayed and disheartened them. In the hemisphere of black needlerock (floating as if by levitation) a huge form could be seen. Was this the physical manifestation of Tharizdun? None could tell. The misty form was black and indistinct and enclosed in vaporous purple energy as well. No ritual, no spell, no magic could pierce the enigma. [WG4 - 3]

THE BLACK CYST
As you enter this hemispherical chamber of some 40' diameter, the name of the place comes unbidden to your minds. It is called the cyst, The Black Cyst. From where you stand near the entrance, your iron torches cast only a faint light to where some form lies near the center of the place. This shape is so black that it is absolutely lightless, and it seems to absorb all the radiance from your torches. As was true in the entry chamber, so too here; all is needle-rock. [WG4 - 30]

The Black Cyst
You have dared all and descended the spiraling purple steps formed by the strange column of gray smoke, lilac light, and jet black. This swirling, pulsing column of radiation has opened a means of entrance to somewhere far beneath the surface of the earth — or perhaps to some place not of this earth. All of you feel the press of time, a sense of urgency. How long will this strange gate remain open? You all hope not to learn the hard way as you hurry down a seemingly endless flight of "steps" made of the purple radiance. Ten minutes seems more like ten hours, but at last you have come to what must be your final goal, for the stairs of light give way to more mundane ones of black stone... [WG4 - 29]

Their rituals went unheard.
Then, as time continued to pass, even this ritual grew stale and meaningless. The clerics of Tharizdun began to pilfer the hoard of beautiful gems sacrificed to him by earlier servants [….]
[The] former servants of this deity slipped away with their great wealth to serve other gods and wreak evil elsewhere. [WG4 - 3]

Finally, only Wongas, Tharizdun’s last High Priest, remained. He too grew weary, his life long and unfulfilled. “Lord, why have you forsaken your people,” he cried. Old, tired, spent, he had strength for one more spell, hand having prepared his way.
Wongas' Reward
The last High Priest, alone, wandered off into the place reserved for his remains in the dungeon, for alone he was unable to take his proper place in the Undertemple. Thus, a century ago, the last servant of Tharizdun died, and the Temple was without inhabitant of human sort.
[WG4 - 3]
Unable to place himself in the chief crypt, not being able to get past the guardian there, [Wongas] had his vault placed in this chamber. Before he could begin proper decoration of the sarcophagus, however, the last of the lesser priests and servants deserted the Temple. Eventually, Wongas stalked to his tomb alone, full of rage and hate and shame. The High Priest made his own corpse into a monster by force of hate and displeasure. [WG4 - 26]
Wongas transformed himself into a Coffer Corpse to forever guard his temple against those infidels who might pilfer it as his perfidious brethren had. And Tharizdun’s temple passed into legend.
The Black Cyst knew that others would come, because they always did. So, it sang its song, and waited. Patiently, as is the way of Tharizdun. Patiently? One wonders, for the Black Cyst, like its master, does not feel the passage of Time.

Time did pass. Centuries. And the Evil rose again, as it is wont to do.

Hommlet

Whether the evil came west from Dyvers as is claimed by one faction, or crept up out of the forestlands bordering the Wild Coast as others assert, come it did. At first it was only a few thieves and an odd group of bandits molesting the merchant caravans. Then came small bands of humanoids-kobolds or goblins raiding the flocks and herds. Local militia and foresters of the Waldgraf of Ostverk apparently checked, but not stopped, the spread of outlawry and evil.
A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles which were to increase. A wicked cleric established a small chapel at this point. The folk of Hommlet tended to ignore Nulb, even though it was but six miles distant. The out-of-the-way position was ideal for the fell purposes planned for this settlement, as was its position on a small river flowing into the Velverdyva. The thickets and marshes around Nulb became the lair and hiding place for bandits, brigands, and all sorts of evil men and monsters alike. The chapel grew into a stone temple as its faithful brought in their ill-gotten tithes. Good folk were robbed, pillaged, enslaved, or worse. In but three years a grim and foreboding fortress surrounded the evil place, and swarms of creatures worshipped and worked their wickedness there. The servants of the Temple of Elemental Evil made Hommlet and the lands for leagues around a mockery of freedom and beauty. Commerce ceased, crops withered, pestilence was abroad. But the leaders of this cancer were full of hubris, and in their overweaning pride sought to overthrow the good realms to the north who were coming to the rescue of the land being crushed under the tyranny wrought by the evil temple. A great battle was fought to the east, and when villagers saw streams of ochre-robed men and humanoids fleeing south and west through their community, there was great rejoicing, for they knew that the murderous oppressors had been defeated and driven from the field in panic and rout.
So great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evil fell within a fortnight, despite the aid of a terrible demon. The place was ruined and sealed against a further return of such abominations by powerful blessings and magic. [T1 The Village of Hommlet - 2]

Worshippers of those evil deities is scattered about, and on the rise again everywhere, or so it would seem.
It seemed that no monsters were left to slay, no evil existed here to be stamped out. For four years thereafter, this seemed true, but then bandits began to ride the roads again-not frequently, but to some effect. This seemed all too familiar somehow to the good folk of Hommlet, so they sent word to the Viscount that wicked forces might still lurk thereabouts. This information has been spread throughout the countryside, and the news has attracted outsiders to the village once again. Who and what these men are, no one can be quite sure, although all claim to be bent on slaying monsters and bringing peace and security to Hommlet, for deeds speak more loudly than words, and lies cloak true purposes of the malevolent. [T1 - 2]

Using their connections in the still-thriving cult of Lolth (unlike that of Zuggtmoy), the clerics of the Elder Elemental Eye influenced powerful individuals to return to the ruined temple. Lareth the Beautiful, the wizard Falrinth, Barkinar the commander, and others, not all of whom were friendly to one another, found their way into the hierarchy of the new temple. This time, its backers believed, the temple would grow quietly until it was ready to strike. [RttTEE - 6]

Lareth the Beautiful
None are as dedicated to their cause as Lareth, “the Beautiful.” Any and all who associate with him are seduced by his beauty, easily subverted to his cause.
Lolth was as smitten as any other. She has sent him aid, believing as any other that might meet him, that he is loyal and true.
Lareth the Beautiful is the dark hope of chaotic evil—young, handsome, well endowed in abilities and aptitudes, thoroughly wicked, depraved, and capricious. Whomever harms Lareth had best not brag of it in the presence of one who will inform the Demoness Lolth. [T1-4 Temple of Elemental Evil - 26]
Lareth has been sent to this area to rebuild a force of men and humanoid fighters to gather loot and restore the Temple of Elemental Evil to its former glory. He is but one of many so charged, of course, but is looked upon with special favor and expectation. He and his minions have been careful to raid far from this area, never nearer than three or four leagues, travelling on foot or riding in wagons of the traders from Hommlet. None of the victims are ever left alive to tell the tale, and mysterious disappearances are all that can be remarked upon. No trace of men, mounts, goods, wagons or draft animals is ever found.
Evil to the core, Lareth is cunning. If a situation appears in doubt, he uses bribery and honeyed words to sway the balance to his favor. He is not adverse to gaining new recruits of all sorts, and will gladly accept adventurers into the ranks (though he will test and try them continually). Those who arouse suspicion will be quietly murdered in their sleep. Those with too much promise will be likewise dealt with, for Lareth wants no potential usurpers or threats to his domination. [T1-4 - 26]

In days past, when Lareth the Beautiful commanded the moathouse (the outpost for the Temple of Elemental Evil), both Zuggtmoy and Lolth believed him to be their priest—when really he served none other than the Elder Elemental Eye [Tharizdun]. [RttTEE – 5]

Lareth Risen
While Lareth was indeed slain by adventurers in this room, an even more powerful cleric of the Elder Elemental Eye, named Hedrack, raised him from the dead soon afterward and spirited him away. [RttTEE - 30]

Surely, after such utter defeat, the temple would pose no further threat to the lands of good.
Not so. In fact, in the years that have passed the insane and corrupt followers of the Dark God have moved closer to victory than ever before. A number of clerics and powerful servants in the Temple of Elemental Evil were spirited away by agents from the cult of Tharizdun to a new, hidden temple in the Lortmil Mountains. [RttTEE- 6]

Lareth does in fact know a great deal about the cult of Tharizdun, garnered from bits of information overheard in the temple and called forth in divinations that he has performed. Back in the day—like almost all the other clerics involved with the Temple of Elemental Evil—Lareth had no idea that he was actually working for the cult of Tharizdun. [RttTEE - 32]

Evil cults based in Verbinbonc and Southern Furyony are rare but dangerous, worshipping evil deities such as Iuz, Vecna (evil secrets), Tharizdun (entropy, insanity), and the Elder Elemental God. [Slavers – 10]

This rise is not a local occurrence.
The floor in this cavern is packed sand, pale yellow with flecks of iridescent material. Tendrils of pale mist or smoke writhe along the ground, carrying the rank odor of muddy filth and the sharp tang of resin or incense.
Ahead rises a pyramidal spire, as thin and sharp as a dart. It is composed of dusky gray stone, marbled with the ghastly white of dead flesh. A staring eye adorns the visible side of the spire.
A pit filled with glowing coals lies just beyond each corner of the spire. Yellow and blue flames dance over the coals, and tendrils of smoke and mist wander among the tongues of fire before escaping the pits and creeping along the floor.
An irregular pool ringed with slime lies beyond the spire. [A0 Danger at Darkshelf Quarry - 19]
Brubgrok brought in a small group of evil clerics to assist him with his operations. The clerics worship an unspeakably evil god they refer to as the Elder Elemental Eye, or simply the Eye. [A0 - 19]

There are things buried deep in the oerth that should remain so; lest they be released and destroy us all.
The Ebon Lord waits still. He has scattered the means of his returns hither and yon.
Beyond the purple veil, the rounded black walls of an entirely different room stretch out around you. It is completely black here, yet you can see the size and features of the room—as if here you can see shades of darkness. A dark, oblong orb, like an egg, rests atop a long black block. The orb is shrouded in swirling mist. [RttTEE - 116]

The Elder Elemental Eye is an aspect of Tharizdun. It was created to mask the cult from the forces of good and to draw in new worshippers who might be afraid to serve Tharizdun directly. Clerics of the Elder Elemental Eye typically wear ochre-coloured robes and carry or wear a symbol, a black triangle with an inverted Y-shape inscribed within it. Some times the robes are altered to reflect which element the specific cleric is aligned with (air, earth, fire, water).

If the Elder Elemental Eye was Tharizdun, was the Elder Elemental God Tharizdun?

"No, the Elder Elemental God I envisaged as an entity of vaguely Chronos-like sort, a deity of great power but of chaotic sort, and not always highly clever in thought and action. Big T on the other hand is the epitome of pure, reasoning and scheming evil. Eclavdra, being more of the mold of Tharizdun, would prefer to have as "master" a powerful deity she might hope to influence, thus the EGG."
Gary Gygax ("Col_Pladoh"), 10th January, 2003, Q&A with Gary Gygax Part I, Enworld.

All that did was muddy the water.

I would hazard that the Green God and the Elder Evil, however we might name them, are old indeed, far older than anyone imagines. They find their origin at the very beginning.
Consider this:
In the beginning there was Eternity. It dreamed.
The Dreaming Void
Eternity knew nothing of time and space, because it came before these constructs, and had yet to dream them. But it was from that dream that arose the infinite possibilities of what might be; and what was once infinite fragmented with each new possibility dreamed. The Dream imagined; the Dream saw, and creation began. An imagined shape coalesced from that swirling chaos, itself revolving, and rotating, becoming, taking form.
Form by its very nature was no longer infinite possibility. Form must Be. And thus, Law was born.
That form became the Twin Serpents, and they divided the firmament, constructing the Elements when each took the other by the tail and devoured its mirrored image, creating the Great Wheel of the Outer Planes. Thus, even Chaos, as we understand it, is a facet of Law. Eons passed. The universe became. Life emerged, and its foundation became the Green God. But existence has never been static. It changes. It flows, ever seeking a greater perfection that it can never attain.
But part of the dream wished to return to the perfection of the infinite possibility that was once the eternal void. And thus, Entropy was born, even as Law was.
Both are Possibility. And both are eternal. And all stem from them/It. Indeed, It predates the planes, as it was the Dreaming that created the elements and then the planes from the elements.
Oblivion
Even as the spark of life formed, so too did its opposite, Oblivion—what we would call death. Oblivion found purchase in Death. We might call Oblivion the Elder Evil; but that would be wrong. Life is not Good, just as Oblivion is not Evil. They existed before such simple philosophies, and as such, neither could ever understand them. To them, all things “Are,” or “Are Not.”
Our desire “to be” found form in the Sacred Male and the Sacred Female, the Father and the Mother, Obad-Hai and Beory. We created them in our own image. They appear as human to humans, lizardfolk to lizardfolk, treants to treants. The Green God is far more powerful than either of them because they are an imagined aspect of It.
It is only our desire to exist that created the precept that the Void, and the “Is Not”, are evil. And it was then that Evil was born, and in its most primitive state it became the Elder Elemental God, only becoming Tharizdun, the Destroyer, the Hater of Life, as our fears became more concrete.
Do those Eternal Entities hate one another? No. How can one hate the other when they are the Twin Serpents of Creation, forever entwined; or dare I suggest it: One and the Same. 

The gods as we know them are only constructs of our imagination, begot from out desire to make sense of the universe. We created them in our infancy to put a face to our wishes and fears. The eldest of those are the greater gods, the youngest demi-gods. Those emerging, ascending, are Quasi-deities and Heroes.
Eternity Chained
So, why did it take the entirety of the pantheon to imprison Tharizdun? Because Tharizdun is truly one half of the Universe.

And in the end, there can only be one.







I would suggest that Gary Gygax was of the same mind as H.P. Lovecraft when he created the Elder Elemental God, and then Tharizdun. There are some evils that are just too horrifying to comprehend—let alone defeat. To attempt to do so would result in insanity (if you were lucky), or more likely, the loss of your soul.
One would be better suited to defeat those who worship that inexplicable Evil, then that Evil itself.

“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age.”
― H.P. Lovecraft

To conclude, I give you words and wisdom from our greatest muse:

There are more things in heaven and earth, Horatio,
Than are dreamt of in your philosophy.
William Shakespeare, Hamlet, Act 1, Scene 5

  

 

One must always give credit where credit is due. This piece is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.
Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his “Chronological History of Eastern Oerik.”
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.
 
The Art:
Hommlet detail, by Dave Trampier, from T1 The Village of Hommlet, 1979
Lareth detail, by David Roach, from Return to the Temple of Elemental Evil, 2001
Temple detail, , by Rich Longmore, from A0 Danger at Darkshelf Quarry, 2013
Twin Serpents detail, by Hannibal King, from Guide to Hell, 1999


Sources:
1015 World of Greyhawk Boxed Set, 1983
1068 Greyhawk Wars Boxed Set, 1991
2011A Dungeon Masters Guide, 1st Ed., 1979
9023 B1 In Search of the Unknown, 1979
9034 B2 Keep on the Borderlands, 1980
9058 G1-3 Against the Giants, 1981
9065 WG4 The Forgotten Temple of Tharizdun, 1982
9147 The Temple of Elemental Evil, 1985
Dragon Magazine 294
The Greyhawkania Index, compiled by Zason Zavoda
The map of Anna B. Meyer

Saturday, 31 October 2020

On the Green God and the Elder Evil, Part 2

 

“Bow down: I am the emperor of dreams;
I crown me with the million-colored sun
Of secret worlds incredible, and take
Their trailing skies for vestment when I soar,
Throned on the mounting zenith, and illume
The spaceward-flown horizons infinite.”
― Clark Ashton Smith, The Last Oblivion: Best Fantastic Poetry of Clark Ashton Smith

Of Secret Worlds

 
I had an idea. I thought I might write about what was the eldest of the eldest in Greyhawk, and in my imaginings, that was the Old Faith and the Elder Evil. It’s all in the name, I thought. This will be easy, I thought. I was wrong. Over the years, it has become a gordian knot, begging for Alexander’s sword.
What is to be made of it all?

If you haven’t already, read the treatise on the Green God, and the first part of the Elder Evil exploration, before diving into this, a much longer read. This is longer. Why? Because Dungeons and Dragons has always been more interested in things to smite and it ever has been about the nature of Nature. That’s why. 

But where to begin? At the beginning, I suppose. 

The Elder Evil

The Elder Evil has had a long history in Dungeons and Dragons. It’s been called the Elder Elemental God, the Elder Elemental Evil, the Elemental Eye, and a whole host of other names over the years.  Are they the same being? Or are they separate things altogether? 

I believe its first mention was in B2 Keep on the Borderland. Not by name, per say, but hinted at, through its presence, its temples, and its cultists.
The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them.  [B2 - 6]

The Chaos could just be the untamed wild. But such was not the case. There were bandits aplenty—as might be expected where the Rule of Law had yet to asset itself, but there were orcs and ogres and a great many other monsters, as well, beyond the borderlands.
Not to mention those of questionable intent.
Rogahn the Fearless

Many years ago, rumor has it, two noted personages in the area, Rogahn the Fearless […] and Zelligar the Unknown […] pooled their resources and expertise to construct a home and stronghold for the two of them to use as a base of operations. The location of this hidden complex was chosen with care, since both men disliked visitors and intruders. Far from the nearest settlement, away from traveled routes, and high upon a craggy hill, the new construction took shape. Carved out of the rock protrusion which crested the heavily forested hill, this mystical hideaway was well hidden, and its rumored existence was never common knowledge. Even less well known was its name, the Caverns of Quasqueton.
Construction of the new complex, it is said, took over a decade, even with the aid of magic and the work of hundreds of slaves and laborers. Vast amounts of rock were removed and tumbled off the rough cliffs into large piles now overgrown with vegetation. A single tower was constructed above ground for lookout purposes, even though there was little to see other than a hilly, forested wilderness for miles around.
Rogahn and Zelligar lived in their joint sanctuary for quite some time, conducting their affairs from within except for occasional adventures in the outside world where both men attempted to add to their reputations as foremost practitioners of their respective arts.
The deeds and adventures of these two characters were never well known, since they both kept their distance from civilization. Some say, and perhaps rightly so, that their motives were based on greed and some kind of vague […] evil. No one knows for sure. [B1 - 6]

Zelligar the Unknown
Was it Roghan and Zelligar that carved their lair from the rock? The module says they used both magic and hard labour by slaves to hollow out their mountain; but I believe they might have been drawn to the spot by a far older evil and raised their tower above it. If they did, there’s no telling how old Quasqueton is. It may even date from the time when Keraptis reigned over all the lands dominated by the Rakers (should you have placed Quasqueton in Ratik or the Pale, as originally suggested).
Who were they? Roghan and Zelligar, that is. Zelligar is a Suel name, and unless he preceded his people into the Flanaess by centuries, they had only been active in those lands mere decades ago. Surely not long enough to have hollowed out their mountain so extensively, even with the use of magic and slave labour.
However long ago Quasqueton was excavated, one thing is for certain; a temple was consecrated within it:

WORSHIP AREA. The stronghold's worship area Is no more than a token gesture to the gods, It would seem. On the back wall of the room [is] a great Idol which is actually sculpted from the wall itself. The image (of a horned head with an evil visage) appears about 4' wide and 6' high, and is surrounded by religious symbols and runes.
The floor is smooth black slate. In the center of the room Is a circular depression, or pit, which measures 5' across and slopes to a maximum depth of 3'. This sacrifice pit is open and mostly empty, except for a small quantity of residual ash covering the bottom. [B1 - 16]

Zelligar Defeats the Barbarians
It’s obviously dedicated to an evil deity. Was its patron the Elder Evil? Not likely, or should I say, not implicitly; the carven frieze isn’t the some as those in the temples that followed, but these were early days. Despite its differences, there is a tenuous link to what would come later. Did I mention that Quasqueton is connected to the Caves of Chaos?
You have the option of allowing this passage to lead to the outside somewhere to the southwest of the Caves of Chaos, or you may choose to have it go all the way to the Cave of the Unknown. [B2 - 21]
Had they always been? Let’s say they had, owing to the Cave of the Unknown being on the map of the borderlands. 
The heroes of the adventure have found the Caves of Chaos in the valley and it is infested with monsters, out to inflict harm upon humans and their allies, and they had gathered in this place in anticipation of doing just that. But who or what had gathered them? Those disparate beings were as likely to slaughter one another as there were us, so what was keeping them at bay? Most heroes never gave it a second thought as they crept down passageways, ambushing kobolds and goblins and orcs and hobgoblins, and were possibly ambushed themselves, in turn.
Discovery of the inhabitant’s chambers who had recruited those vile creatures reveal them to have curious vestments.

ADEPTS' CHAMBER: There are 4 adepts […] here, each clad in a black robe with a maroon colored cowl [….] They have plate mail beneath their garments, and each bears a mace. Their waists are circled with copper chains […] with skull-shaped clasps fashioned of bone. [B2 -22] 

The Chamber of the Evil Priest is furnished lavishly, with a red carpet, furniture of black wood with velvet upholstery of scarlet, and a large bed covered with silken covers of black and red cushions and pillows. A demon idol leers from the wall to the north, directly over the bed. [B2 - 23] 

No priests dedicated to the cause of good would wear such things. Indeed, none in the service of good would employ such a motley collection of beasts, either. These were evil men who worshiped a vile and sinister god.

CHAPEL OF EVIL CHAOS: This place is of red stone, the floor being a mosaic checkerboard of black and red. The south wall is covered by a huge tapestry which depicts a black landscape, barren trees, and unidentifiable but horrible black shapes in silhouette — possibly demons of some sort — holding aloft a struggling human. A gray sky is torn by wisps of purple clouds, and a bloody moon with a skull-like face on it leers down upon the scene. Four black pillars support the domed ceiling some 25' overhead. Between these columns, just in front of the tapestry, is a stone altar of red veined black rock, rough-hewn and stained brown with dried blood. Upon it are 4 ancient bronze vessels — a shallow bowl, a pair of goblets, and a ewer, a vase-shaped pitcher. They are also bloodstained but obviously worth a great deal of money. ([…]  but these are relics of evil, and any character possessing them will not part with them or sell them nor allow others to handle them.) [Those who pick] up one of these objects […] will get a "feeling of great evil" about the object [, if they are very lucky], and [they] may voluntarily put it down, [but most] will rapidly fall under the influence of a demonic spell and within 6 days become a servant of chaos and evil, returning to this chapel to replace the relics, and then staying as a guard forever after. If someone attempts to destroy these relics the great bell […] will sound and the Shrine's residents will come running [….] [Should auguries be] cast upon these items, they will glow an ugly purple, and all [august persons] will feel instant loathing for them. [Should any person take them, a priest must intervene quickly to save their immortal soul, for each day thereafter, the evil that inhabits the objects will surely possess them.] Otherwise, nothing will be able to save [them!] [B2 - 22]

That’s pretty powerful. It’s insidious, in fact.
But such was the way of Dungeons and Dragons, back in its infancy, when Lovecraftian horror still radiated from the darkness.
Further on, the party of adventurers discover the temple, itself, along with those acolytes attending it.

TEMPLE OF EVIL CHAOS: This huge area has an arched ceiling some 30' or more in height. The floor is of polished black stone which has swirling patterns of red veins through it. The walls behind the draperies, the ceiling as well, are of dull black rock, while the west wall is of translucent red stone which is seemingly one piece, polished to mirror-like smoothness. A great bell of black iron stands near the entrance point, with a pair of mallets beside its supports. To the south are several long benches or pews. There are three stone altars to the west, the northernmost of pure black, the middle one of streaked red and black, the last of red with black flecks. At the western end of the temple area is a dais of black stone, with four lesser chairs on its lower tier and a great throne above. The chairs are of bone; the ivory throne is set with gold and adorned with gems of red and black [, each of incredible value.] The signs and sigils upon these seats are of pure chaos and evil. The other walls are covered by draperies of deep purple with embroidered symbols and evil sayings, done in scarlet and gold and black thread. As soon as the party enters the place, black candles in eight great candelabras on either side of the place will come alight magically, shooting forth a disgusting red radiance. Shapeless forms of purple, yellow and green will dance and sway on the western wall, and if anyone looks at them for more than a moment, they [will] be mesmerized into chanting a hymn to chaotic evil. Should three or more voices be so raised, the iron bell will sound automatically by magic, but even one such chant will alert the guards of the head cleric [….] Zombie guards will enter here in 3 rounds after entry, even if the party is quiet. [B2 - 22] 

But clearing out those caverns and dispatching those acolytes of evil would not be the end of their ordeal. The Keep itself had been infiltrated with the High Priest of that foul temple.
The western portion houses the jovial priest who is taking advantage of his stopover at the KEEP to discuss theology with learned folk and to convert others. Everyone speaks well of him, although the two acolytes with him are avoided, as they never speak — the priest says they must follow vows of silence until they attain priestly standing. His well-appointed chambers are comfortably furnished and guests are always welcomed with a cozy fire and plenty of ale or wine. The priest is a very fine companion and an excellent listener. He does not press his religious beliefs upon any unwilling person. He is outspoken in his hatred of evil, and if approached by a party of adventurers seeking the Caves of Chaos, he will certainly accompany them. [B2 - 9]

He appears very robust […], as do his assistants. […] All are chaotic and evil, being in the KEEP to spy and defeat those seeking to gain experience by challenging the monsters in the Caves of Chaos. [B2 - 9] 
The Cleric is unnamed. Why because just about every NPC was then. What to name him? Lareth is a great name. Lareth the Beautiful is even better.

What has this to do with the Elemental Evil? Maybe nothing. Maybe everything. The Deity remains unnamed, as was the custom in those days, allowing you to plug and play any evil deity you might like to shoe into your game. The name is evocative, though, isn’t it? The Evil Chaos. It touches on what was to come, if not landing completely on the mark.
This was just the beginning. There was more to come. Far more.
If the descriptions of the Chapel and Temple in The Keep on the Borderlands weren’t creepy enough, Gary Gygax surpassed himself in G1, Steading of the Hill Giant Chief. 
Events begin simply enough, much as they had in the Borderlands. Hill giants are raiding the countryside. Adventurers are bid to put an end to their doing so. Are you experiencing déjà vu? If you are, you are forgiven. The scenario is very much the same as it was in the Borderlands, one might say identical: Danger on the borderlands. Monsters. Etcetera. It was a standard introduction to a module then.
But their raids are far too calculated. The party storms the steading and put the giants to the sword.
The party is engaged. The ensuing bloodbath takes place. The party rifles through the detritus in the aftermath.
A note is found; a clue to a greater plot, and a greater enemy, it would seem.

Several scroll tubes are concealed in this room, under a stack of logs in the alcove to the northwest. Only one tube has anything in it, this one being sealed and marked with a triangle containing a Y. Inside is a set of instructions on the next raid, written in giantish, and signed "Eclavdra."  [G1 - 4]

They also find a map showing the GLACIAL RIFT OF THE FROST GIANT JARL and an obsidian box. In the latter is a chain of weird black metal and instructions written in hill giant on a sheet of human skin. The instructions show that the chain is a magical device which is to be looped into a figure 8. Thus shaped, it will transport up to 6 persons in each circle of the figure 8 to the Glacial Rift if one of their number holds the map. [G1 - 8]

But more importantly—for our purposes, anyway—they stumble upon a temple within the steading as they massacre everything that breathes in the cause of greater good: 

WEIRD ABANDONED TEMPLE: This room is of faintly glowing purplish green stone, carved with disturbing shapes and signs which seem to stare out from the walls and columns, to shift position when the watcher's back is turned. Touching the walls makes one chilled, and contact with a pillar causes the one touching it to become nauseous. At the far west end of the temple is an altar of pale, yellow-gray translucent stone. It feels greasy to the touch, but it has no effects upon those who touch it. Behind this altar is a flight of low, uneven steps which lead to an alcove with a concave back wall of purplish-black, glassy appearing substance. If any creature stands before this wall and gazes upon it for one round, a writhing amorphous form of sickly mauves and violets will be seen stretching its formless members towards the viewer. This sight causes the creature seeing it to have a 50% chance of becoming insane. If the creature does not go insane, a touch upon the curving will cause a scarab of insanity to appear upon the altar for the first one so doing, and a 5,000 g.p. gem for the next. [G1 - 7] 

The temple is suspiciously similar to the one in Gygax’s Borderlands. Likely by design.
It’s rather Lovecraftian, as well, don’t you think?
This hall was no relic of crudity like the temples in the city above, but a monument of the most magnificent and exotic art. Rich, vivid, and daringly fantastic designs and pictures formed a continuous scheme of mural painting whose lines and colours were beyond description.
--The Nameless City, H.P. Lovecraft 
Even if the temples in the Borderlands and the Steading are coincidental, the one in G3, Hall of the Fire Giant King is not:

TEMPLE OF THE EYE: Note the illusion walls which screen this area. This place is illuminated by a strange swirling light which seems to be part of the very air of the place. Eddies of luminosity drift and swirl here and there, causing the whole scene to be strange and uncertain. Distances and dimensions are tricky to determine in the shifting light of rusty purple motes and lavender rays. Globs of mauve and violet seem to seep and slide around. The ceiling of the Temple is out of visual range, 50' at the lowest, and well over 65' where it vaults upwards. [G3 - 9] 

Giants' Worship Area: Each pillar radiates a sense of unease and insecurity [….] The wall to the west is a mural showing giants bowing to a cairn of black offering sacrifices, giving gifts, etc. The floor on this side of the column in the center is of porphyry, the pillars of serpentine, and their well polished surfaces clash with each other and the strange light as well. The scenes on the west wall grow more horrific, showing human and giant sacrifice near the altar (north) end. [G3 - 9] 

Servants' & Thralls' Worship Area: The polished floor of red and black hornblende seems to flow between the obsidian pillars which close off this area. Each of these pillars radiates mild fear in a 2' radius, and if one is touched, the creature contacting it [just might] run away in absolute panic. Passing between 2 pillars causes [a bust of electrical energy]. The wall to the east shows a scene of various creatures crawling, then creeping, up to huge, vaguely squid-like creatures with 10 hairy tentacles. In the forefront of this mass self-sacrifice are elves and men, but there are also dwarves, gnolls, orcs, trolls, halflings, ogres, goblins, etc. amongst the crowd. Those near the monsters are being torn apart and the bloody gobbets eaten as dainty morsels. There are 3 of these ghastly things, mottled in various shades and tints of purple and violet. [G3 - 9,10] 

Priest's Area: The north wall of cloudy purple stone shows an amber-like inlay of a huge inverted triangle with a Y enclosed in it and touching the sides of the triangle. Beneath this, hanging on chains from the ceiling, is a black metal triangle and cylinder. The first tier of the area is of black stone shot through with veins of violet. The second tier is of dark gray stone, with specks of lilac and orange and purple. The third tier is dull black stone with whorls of plum and lavender and splotches of red. There is a great drum of blackened skin and chitinous material on the western third of the first tier. On the eastern third of this tier stands a rack from which depend 9 silver cylinders. […]
On the second tier is a huge stone altar block of dull, porous looking, somewhat rusty black mineral. To either side of it are ranked large bronze braziers whose corroded green coloration is particularly nauseating in this setting. To the left and right of these braziers, set in triangular form with the point to the south, are 2 sets of 3 candelabra, each candelabrum having 3 branches. These are made of bronze green with age, and each branch holds a fat black candle which burns with a flame of leaping lavender and deep glowing purple but never grows smaller.
Nothing save the metal triangle stands upon the third tier.
A Glowing Golden Eye
If the altar stone is touched by living flesh or hit, it will begin to fade in color, and in [seconds] it will become a translucent amethyst color with a black, amorphous center. Any further touch when the altar is thus transformed will paralyze a creature touching it for [hours.] If the drum is beaten, the chimes rung, and the triangle struck while the altar is changed, a glowing golden eye will swim into view from the stone's writhing center. All creatures seeing the eye [might instantly die, lose their mind, fly into a rage and attempt to kill their companions, be stricken by their fright, or age decades.]
If the 3 tentacle rods […] are present when the eye appears, however, and the braziers are lit, the altar becomes transparent heliotrope in color, the black mass at the center grows larger and shows swollen veins of purple, and the eye is a fiery red-orange. A tentacle will come OUT of the altar and grab the nearest living creature, draw it INTO the stone, and whatever it was will be totally gone, destroyed. The altar will return to its dead state, and atop of it will be the thing most wished for by the party — or something which will enable them to attain the end or state they most desire. If a second summoning of this Elder Elemental God is made within the same day, it will act as follows [:]
  1. Seize and devour 1-4 more creatures and then not grant any desires
  2. Strike everyone present totally blind and then not grant any desires
  3. Raise [up a selected creature’s being in some way] and take no sacrifice
  4. Ignore the whole thing
The large pillar to the east on the first tier is of malachite and is covered with graven signs and sigils. If the correct pair are touched, the creature touching them will be transported [deep within the caverns to where the drow gain entry to their passage home.] [G3 - 10]
There we have it. The Elder Elemental Evil. It’s a terrifying encounter, certain death for some. 

Which brings us to the drow,
first mentioned when the party searches the Fire Giant King’s council chamber and discovers a note.
[…] scroll tube contains a set of instructions for the King, telling him to gather forces of hill, stone, frost, and fire giants, along with whatever strength he can raise in ogres, ogre-magi, cloud giants, and any other creatures for an all-out attack on the provinces to the east and northeast. The scroll promises powerful help from "Drow". It is signed "Eclavdra" [G3 - 6]

Who, or what are they, and what do they hope to gain from their association with the giants? Do they have any connection to these temples?
We do not have to wait long before meeting these “Drow,” for the first time. The party likely encounters their captives first, kept for sacrifice. So, in that regard, they are very much connected to these temples.

[Cells, 8 elven males and 1 elven female meant for sacrifice in the Temple.] [G3 - 6]

It is from these captives that they get their first description of these ebony skinned elves. The elves would know little, only the horrors of their captivity, and vague stories told by their grandparents about the evil elves who had warred with their ancestors before being driving underground, and never encountered again. They are obviously evil, their introduction still years before Unearthed Arcana and the Salvatore novels opened Pandora’s box.
What do we know? When we first meet them, they are worshipers of the EEG; or these are, and not of Lolth, their spider demon goddess. In fact, there is no mention of Lolth whatsoever, yet. She is yet to come.
Our introduction to their world is through Eclavdra, and her clan.

THE HOUSE OF EILSERVS: Device: Copper staff. Rank: 1st. The Eilservs have long seen a need for an absolute monarch to rule the Vault, and as the noble house of first precedence, they have reasoned that their mistress should be Queen of All Drow. When this was proposed, the priestesses of Lolth supported the other noble families aligned against the Eilservs, fearing that such a change would abolish their position as the final authority over all disputes and actions of the Dark Elves. Thereafter, the Eilservs and their followers turned away from the demoness and proclaimed their deity to be an Elder Elemental God [….] Although there is no open warfare, there is much hatred, and both factions seek to destroy each other. [D3 – 18]

What are their motives?
Into the Upper World
An attempt to move worship of their deity into the upper world, establish a puppet kingdom there, and grow so powerful from this success that their demands for absolute rulership no longer be thwarted, was ruined of late, and the family is now retrenching. 
[D3 – 18]
Eclavdra’s “Elder Elemental God” worshipping drow are entrenched in a power struggle, in which we have unwittingly become embroiled. 
Two noble families, House Eilserv and the lesser House Tormtor, have sought to extend their power over the surface world through actively encouraging evil agents in the lands above. It is house Eilserv that provided the support for the slave-lords of the Pomarj, and have been rallying the giants of the Crystalmist mountains to raid the human lands.
This sudden increase in activity (with the equal increase in power for the houses involved), brought those two houses into conflict with the other noble houses of the vault. The other six houses felt that Eilserv and Tormtor were acting in an unseemly fashion and appealed to the clerical followers of Lolth. The priests attempted to bring Eilserv and its ally back into line, but the houses (led by Eilserv’s ruler Eclavdra) pulled away from the worship of Lolth entirely, instead offering their veneration to a nameless Elder Elemental God, and encouraging his worship among their servants in the surface world. [GDQ - 4]

Many years ago, there were eight [drow] noble houses. The most powerful of them, the House of Eilservs, tried to rake control of the Vault and put into place a new religion – worship of the Elder Elemental God. They had a brilliant scheme to establish a puppet kingdom on the surface of Oerth, but the upper-worlders destroyed the giants they used as pawns. The noble house fell, and the priestesses of Lolth managed to keep their tenuous hold on power. [Dead Gods – 75] 

Despite Eclavra’s best efforts, the drow are and always will be Lolth’s children.

There are others in drow society who worship the Elemental God. Are they tolerated? No. Yes. That depends on the intent of the cult.
Govoc the Prophet is the leader of the Poxbearers. Many years ago, he formed a secret cult dedicated to the worship of an Elder Elemental power whose alter he discovered hidden in the sewers of Erelhei-Cinlu. The primitive rituals that he and his followers enoct, however, do not constitute an actual religion Instead, their rites are dedicated solely to summoning a manifestation of their “god,” whom they sacrifice living offerings. Any living creature will suffice, so Govoc and his beggars wander the streets collecting stry animals, or sometimes people, who are never seen again. The city authorities are aware of this and use the beggars to handle certain awkward “disposal” jobs for them, in return for being left alone. [Dragon #300 - 93]

The oldest mentions of the Elder Evil were those in the Giants and Drow series. Do any of these references explain what that entity might be? No. Not in the least. But I would hazard a guess that by its very name that, whatever it is, it is very old indeed, maybe even older than the gods, themselves; because the gods dwell on the Outer Planes, and those Outer Planes are replete with air and land and seas and elements of all sort. Ergo, the Elemental Planes must be older than the Outer Planes. Primordial, in fact.
The Elder Elemental God does not seem particularly sentient, though, does it? It reacts, briefly, but only when nudged, and then it goes back to sleep, as it were. So, it is more like Azathoth than Cthulhu of Lovecraftian myth, in that regard. It is seemingly unaware of the universe the revolves around it, otherwise, it would have wiped out the entire party upon awakening, and not arbitrarily devour or bestow a boon upon an unwitting recipient.

There is far less written about the Elder Elemental God than there is the Elder Elemental Eye (Tharizdun), presumably because Gary Gygax had not developed the idea until later, when writing WG4 The Forgotten Temple of Tharizdun.
The question need be asked: If the Elder Elemental Eye was Tharizdun, was the Elder Elemental God Tharizdun?
"No, the Elder Elemental God I envisaged as an entity of vaguely Chronos-like sort, a deity of great power but of chaotic sort, and not always highly clever in thought and action. Big T on the other hand is the epitome of pure, reasoning and scheming evil. Eclavdra, being more of the mold of Tharizdun, would prefer to have as "master" a powerful deity she might hope to influence, thus the EGG."
Gary Gygax ("Col_Pladoh"), 10th January, 2003, Q&A with Gary Gygax Part I, Enworld. 

The Elemental Chaos

To be perfectly honest, Gary Gygax muddied the waters when he said that. If the Elemental God was not Tharizdun, then who the hell was he? The two are so similar-- and dare I say it -- as to be identical in theme and application. Chronos was nothing like the Elemental God. Cthulhu is. Azathoth is. And yes, Tharizdun is.
The waters would only get more opaque as time marched on.





 

 

One must always give credit where credit is due. This piece is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable. 
Thanks to Steven Wilson for his GREYCHRONDEX and to Keith Horsfield for his “Chronological History of Eastern Oerik.”
Special thanks to Jason Zavoda for his compiled index, “Greyhawkania,” an invaluable research tool.
 
The Art:
Zelligar Illustration, from Into the Borderlands, by Goodman Games, 2018
Temple of Evil Chaos, from Into the Borderlands, by Goodman Games, 2018
Drow Illustration, from D1-2 Decent into the Depths of the Earth, by Bill Willingham, 1980
Drow Illustration, from Fiend Folio, by Bill Willingham, 1981
Drow Illustration, from Drow of the Underdark, by Wayne England, 2007



Sources:
1015 World of Greyhawk Boxed Set, 1983
1068 Greyhawk Wars Boxed Set, 1991
2011A Dungeon Masters Guide, 1st Ed., 1979
9023 B1 In Search of the Unknown, 1979
9034 B2 Keep on the Borderlands, 1980
9058 G1-3 Against the Giants, 1981
9065 WG4 The Forgotten Temple of Tharizdun, 1982
9147 The Temple of Elemental Evil, 1985
Dead Gods, 1997
Dragon Magazine 294
Into the Borderlands, Goodman Games, 2018