Symbolised by war and by the sacred crow, Northerners believe that Babd Catha’s cries can be heard on the wind foreshadowing coming strife. A common Northern myth is the reason there are no longer any living dragons is because they challenged Badb for the skies and lost, losing their eyes to Badb’s sharp beak.
The druid, said to walk the lands in the guise of various animals. Northerners believe it is Borvarith who led mortals to the Iris, portrayed usually as various animals or as an old human in the guise of a wanderer. Guards the land while Feok rules the heavenly halls
First chieftain of the north, it is said they were the first to climb the mountains and reach into the heavens. Such was their power that they made their home there and opened their hall to the dead, provided they pay with tales of their renown and glory.
The great northern goddess of the hunt. She wanders the black forests eternally; her hands drenched in the blood of her prey and wildflowers and herbs growing amongst her hair. Her followers believe she provides animals and all the vegetation of the forest for the use of medicines, shelter and sustenance for all those who prove themselves worthy.
Lugh, The Shining One. Golden warrior king and saviour, inventor of the arts and skilled in all things. A guide on all journeys, bringer of wealth and prosperity. Patron of truth and lies; oaths and contracts. A mortal so beloved of the gods that when Lugh died they missed following their story so much they raised the shining one up to join them. Most of Lughs’ stories involved managing to overcome the obstacles of life by preparation; a deal made, a thing crafted and a piece of key knowledge are often ingredients in such a tale.
Pjentilån and Satama
The Skald and the Cook – though which is which is often inconsistent – Pjentilån and Satama are gods of hospitality and song, of hearth and story. It is said that they wander the lands, bringing blessings on those who host them with good graces, and curses on those who do not. The Skald can be recognised by their ribbon-bedecked stick, but more by the joy and wisdom they bring through story and song. The Cook can be recognised by their well-worn apron, and by the abundance that they can produce from even meager ingredients.
Formally in the Holy pantheon, Ayrth was cast out at the second opening of the Iris of the Gods.
Symbolised by the tree, Ayrth was commonly considered the creator of all living things and keeper of knowledge in the East. Also was considered the custodian of the overworld, in the same manner as Karash is custodian of the underworld.
Known first by the trees, Ekhleed is the beginning of all things who’s first breath stirred the branches. It is the knowledge of the world that Ekhleed’s word brings on the Modon Salkhi (the wind of the trees) that we watch for. Understanding Ekhleed’s Will allows us to understand the world.
Visualised as the totemic bear and commonly thought of as the judge of the dead and primary deity of the underworld in the East. Often associated with darker side of the cosmic balance, frequently demanding sacrifices or gifts in exchange for aid.
A dual aspect deity of the forests and open skies.
Logan the Tree Father, the father of the forest. Ishsah the Witch of the winds, mother of the wind that crosses the eastern plains.
They are often accompanied by Pallas, the often ‘grumpy with everyone’ cat servant. A lesser entity filled mostly with a desire for lazy mornings, recovering from hangovers, the consumption of tea and collector of small smooth stones.
Visualised as the wind horse and patron of the grass seas in the East. They are said to have stirred the grass with an iron rod until it thickened into hills and are often viewed as the axis between the others in the Eastern pantheon.
Symbolised by the golden fox, Considered the god of good fortune and safe travel. Worshipped with hospitality and merriment. As the ardents say “Marab’s heart lays at the bottom of a tankard”
Zuiyud is a Goddess of the east who joined her soul with a golden eagle and flew to heaven to defend her people from the unholy creatures who dwelt in their nightmares. She speaks through dreams and omens and her followers seek to interpret her will through such signs and emulate the cunning and tactical way of thinking she as famed for in life.
The first offspring of Kanreth and part of the common Southern pantheon. Often depicted with shield and either spear or sword as the strong right hand of Kanreth.
Commonly seen as the head of the Southern pantheon. A former soldier who after fighting to create the Dominion, laid down arms to ascend to the heavens to watch over it. Heavily associated with the Sun.
Often depicted as a four armed giant clad in fine armour and clothes and wielding awe inspiring weapons Miros served as a general to kanreth and an example of the power and regality of the southern pantheon
The Path of Noddwr is the path that Noddwr walked to godhood. It is the path that all try to walk to be the best they ever can be. It is said the Noddwr rose to godhood through sheer force of heroism, kindness and fighting the right fight.
The second offspring of Kanreth in the common Southern pantheon. Often depicted either tending the land and caring for the common people or at Kanreth’s left hand as a cup bearer.
WestSun and Moon
The Sun is the burning eye of god, watching and judging the actions of those below whilst the Moon is their cold eye watching over the faithful during the night. Gender is irrelevant to such a being, instead your deeds and glory in the day and your hospitality and stories in the night are of much greater value.
The builder of destinies, the architect, stands at the fore of the western pantheon – often portrayed as a humanoid with the head of regal animals like lions or tigers. Venerated by many Elves the Architect is the keeper of destiny. The architect enjoys pushing mortals to acts and deeds that can be attributed to some sort of greater plan or completion of destiny seeming to revel in the glory and adulation attributed to such characters.
The keeper of knowledge and beauty, the Curator, is the patron of the arts and a jealous collector of knowledge in the Western pantheon. Often depicted with bird iconography, feathers, or stylised eyes. The Curator revels in knowledge, the arts and crafts pushing mortals to create masterpieces, songs, and litanies to revel in. The Curator loves to mediate in disputes and often seems to try to balance the solemn and sombre nature of the Architect with capricious levity.
Ahti embodies paradox and contradiction, both protective and yet spiteful. Ahti demands a great deal of silence and hates being disturbed. It is said that gravely injured and living in constant pain its only respite is when laying dormant asleep under the sand of the waters of an oasis.
Ahti is the hornet’s nest, peacefully existing until poked and then erupting in a storm of great vengeance and furious anger. It is said to have the body of a hippo and the head of a wasp although in most accounts it is depicted as manifesting as some form of plague or swarm of small animals such as: wasps, hornets, rats, or locusts.
Ahti doesn’t like being disturbed and reacts negatively to unnecessary interactions be they worship, augury or divination.
The guardian of the needy, the wolf at the door, the Stranger, is often depicted as a mangy and hungry looking coyote or hyena. A fierce patron of the downtrodden often exacting harsh vengeance on those who do not help those in need, or offer suitable hospitality. Equally the stranger is know to pursue those who would break hospitality, or steal from those of good will, with the victims often being hunted to exhaustion.
The winged horned sand horse. Tinishi Igiri carries messages and goods between the lands of the gods and mortals. All of the desert horses are descendants of tinishi igiri and are treated like messengers of the gods. Horses do not pull wagons we use camels and oxen, but some of the horses may deign to let you ride them but you should not put leather or harnesses upon them.
RoamingThe Great Recycler
A shapeless figure sometimes represented by the forge or its glow, the Great Recycler is a proponent of fully utilising items and people to the best of their ability. A use can be found for everything, waste should be avoided. All are welcome to be remade in the forge.