Pantheon

There are twenty-four total deities. These were created by the world dragon at the beginning of the Second Age. Below are all the deities of Ambergrove’s pantheon and their domains.

AEOLA—PROTECTION

Aeola (ay-ol-uh) deals with all manner of protection, whatever the needs may be. She is a warrior at heart and protects soldiers in battle. She also protects children from their foolish fears and people from harm in general.

AEUN—NATURE / FOREST DWARVES

Aeun (ayoon) is Mother Nature. Her influence isn’t really limited. She does what she can for growing things. Chiefly, she is the goddess of the forest dwarves. She holds the Ranger trials, and she guides Mara through the Dragonwolf trilogy.

BAERK—EARTH / GNOMES

Baerk (bear-k) can create mountains, valleys, and other earth formations. He can also change the quality of the earth to one that’s suitable for plants and such or to one that is good for enemies. He is also patron of gnomes.

DAEDA—FATHER GOD/ANIMALS

Daeda (day-tah) and Maonna were the original deities. As the father of all, he concedes care of people to Maonna and focuses his care on animals. He appears as a large, merry man to people and as a great bear to animals.

EAN—LOVE

Ean (een) is the god of manly love. Romantic love, fatherly love, brotherly love, and so on, and he is the embodiment of love himself.

EAOGH—SEASONS

Eaogh (ee-oh) in some ways controls the weather. He makes the seasons change and makes plants bloom and leaves fall. With his elemental siblings, he makes tornadoes, thunderstorms, and blizzards.

EASHA—DEATH

Easha (ee-shuh) is not an evil goddess but a necessary one. When it is someone’s time, she knows and she takes them. She appears as they lay dying and ferries their souls to the isles of the gods.

FAEHU—WEALTH

Faehu (fay-who) is not the god of money but of true wealth. A wealthy person has healthy sheep to trade for the axe to fell trees for his hearth. A wealthy person is content with what they have and what they can do in life. Faehu helps them to get whatever that is—within his own rules.

GHEHR—FERTILITY

Ghehr (gair) works closely with his siblings as he nurtures seeds—plants, animals, and people. He fertilizes crops, decides when children are conceived, and many other things such as that.

GHEYA—LOVE

Gheya (gay-uh) is the goddess of womanly love. Romantic love, motherly love, sisterly love, and so on, and she is the embodiment of love herself.

HAEYLA—SUFFERING

Haeyla (hay-lah) was once a goddess who made challenges and complicated quests, but she changed. She relishes in causing pain and does so out of boredom alone.

KAENYE—FIRE/MINING DWARVES

Kaenye (kAYn-eh) is the god of fire. He controls fire. He is fire. He creates with fire and supports others who do. The nature of blacksmithing’s prevalence among mining dwarves makes him revered to those in the mountains.

LAEGHU—WATER

Laeghu (lay-oo) can create water and worked with her healing sister to create the naiads in the days of magic. She can also purify water for consumption or use it as a weapon. She is the caretaker of water beasts.

MAONNA—MOTHER GODDESS

Maonna (mahn-nuh) is the mother of the deities and the goddess of people. She walks among her children as a plump, matronly figure.

NEADAE—SKILL AND DETERMINATION

Neadae (nee-uh-day) is a practical one. She assists those in learning new crafts and ensures no person is without a skill. For those who need to carry on or get something done, she gives them the will to do so.

OAEDA—MOON

Oaeda (aydah) is the moon. She spends her days on her island and spends her nights floating across the sky and nurturing the stars.

OESHA—WISDOM

Oesha (oh-shuh) helps people make the right choices, learn how to do a thing, or know what to do in a bad situation. In times of great peril, or when knowledge id needed, she shows the path.

PAEOR—TRICKSTER

Paeor (pay-ore) likes to have fun. He does not usually cause harm, but he loves to gamble and cause mischief. He plays, makes jokes, and messes with a few, making them fell in the mud or some such thing. He does things that provoke laughter. You might say that is something he rules: laughter and fun. His “game” is uncharacteristically ruthless. When the magic left, it took his good humor as well, and his tricks turned nasty.

RAEYDE—AIR

Raeyde (ray-dhe) is the goddess of air. Typically staying out of the affairs of the world, she prefers to manifest herself as wind and just soar.

SEAGHAE—SUN

Seaghae (seek-hay) is, in the strictest sense, the sun itself. The god of the sun spends his nights on his island and spends his days dancing across the sky.

TAERG—WARRIOR/SEA ELVES

Taerg (tayr), although he is the patron of sea elves for their own ferocity, is not a typical warrior god. He doesn’t wage war; he fights when a fight is needed. He represents the skilled warriors as well as the farmer who uses her pitchfork to save her children from bandits.

TOREN—CHAOS (FORMERLY BALANCE)

Toren (tor-ehn) was intended to be the god of balance, but something drove him mad. He seeks to topple balance wherever it is. Mara’s grandmother, Gaele, named Mara’s father Toren in the hopes that he would bring chaos like his namesake.

WEANHA—HEALTH

Weanha (ween-uh) is a goddess of simplicity. She works with the naiads, on whom she bestowed her powers of healing. She ensures people start healthy and stay healthy, both in body and mind. She does not thwart Easha; she knows when a person should die. She heals injuries someone could recover from and safeguards the helpless.

UEHRAE—STRENGTH

Uehrae (oo-eh-ray) grants all kinds of strength. Strength can be anything.: the strength to voice fears; the strength to ride into battle; the strength to walk into the darkness; or even a child’s strength to face their fears. Physical strength is only part of what he does.