Celtic Pantheon

These are the ancient deities who, at the time of the world’s creation, established dominion over Miklagard. They are extremely powerful, but are also distant from their worshippers, and almost never communicate directly with the mortal world.

Arawn, god of life and death (LN).

  • Domains: Life, Death
  • Symbol: Black star on grey backdrop
  • Worshippers: Humans, Borderlanders

Priests of Arawn urge their flock to live full lives and be at peace with death. During the Day of Life, his clerics have free reign to resurrect those who died wrongfully, or before their time. His paladins launch crusades, where they seek out and destroy any who have evaded death for too long. They oppose intelligent undead under any and all circumstances, and many sects oppose undead of all kinds. In return, Arawn promises them a painless death and a comfortable afterlife. Some druids follow Arawn, respecting his role in the cycle of life and death. They, too, seek to destroy any who tamper with the flow of life.

Belenus, god of sun, light, and warmth (LG).

Priests of Belenus are kindhearted, generous, and principled people. Belenus orders them to promote the light of understanding and the warmth of forgiveness wherever they go. He teaches them that all the sunlight touches should be a domain of peace and order, and they seek to bring the world in line with his commands. They oppose that which shuns the light, including the undead and the monsters of deep dungeons. Belenus’ followers also promote transparency and truthfulness in leadership; they dislike secrets and prefer the illumination of knowledge. Druids who follow Belenus protect the sunlit glades and fields of the wild.

Brigantia, goddess of rivers and livestock (NG).

  • Domain: Life
  • Symbol: Footbridge
  • Worshippers: Humans, wood elves, dwarves

Brigantia’s priests are kindhearted and generous people. She is a peaceful deity, and bestows her power to aid those who use rivers and animals. The river folk pray to her for fast transport, and the farmers pray to her for fertile herds and few casualties. Her priests shepherd and protect these people, and oppose that which would harm them. If a dam chokes the life from several farming villages downstream, Brigantia’s clerics will call on a storm to tear it down. If a lycanthrope preys on a village’s sheep, Brigantia’s paladins will slay the beast. Some of Brigantia’s priests prefer a traveling lifestyle, and wander the kingdom’s rivers, bringing peace and goodwill to those they come across.

The Daghda, god of weather and crops (CG).

  • Domains: Nature, Trickery
  • Symbols: Bubbling cauldron, shield
  • Worshippers: Humans, wood elves, dwarves

The Daghda’s priests are an optimistic bunch. They have to be, since their deity’s power is intermittent and changeable; the weather is a fickle entity, and the weather god is even fickler. The Daghda’s priests do not much speak to their deity, but instead use the power he grants them to protect and preserve their communities, no matter what storms may come. They openly employ trickery and underhanded methods. According to a priest of the Daghda, the ends justify the means, as long as nobody was seriously harmed along the way.

Diancecht, god of medicine and healing (NG).

  • Domain: Life
  • Symbols: Crossed oak, mistletoe branches
  • Worshippers: Humans, wood elves, dwarves

Diancecht’s priests are the good doctors and healers of the world. Whether they travel or stay put, they promote healthy living, and heal the injuries and diseases of the unfortunate. They also protect against anything that would pollute the natural world and threaten their flock’s health. Diancecht’s paladins battle the undead, which they consider to be a plague on the living. They despise daemons and the followers of the Four Horsemen, especially Pestilence. Druids following Diancecht use their nature magic to find new cures and remedies in the natural world.

Dunatis, god of peaks and mountains (TN).

  • Domain: Nature
  • Symbol: Red suncapped mountain peak
  • Worshippers: Humans, wood elves, dwarves

Dunatis bids his priests lead lives of solitude, sequestering themselves in the mountains to seek true enlightenment. From their vantage points atop the peaks, they can see much of the kingdom laid out before them. When the kingdom faces true turmoil, his priests descend from the peaks and use his magic to right such wrongs. Otherwise, they remain in solitude. Paladins of Dunatis are hermit-warriors, seeking isolation and enlightenment to become one with their deity. They fight to protect their mountain environment and to test those who challenge them.

Goibhniu, god of smiths and healing (LN).

  • Domains: Knowledge, Life
  • Symbol: Giant mallet over sword
  • Worshippers: Humans, dwarves

Goibhniu’s priests believe creation is a divinely inspired task. They promote the tinkering, invention, and repair of new and old artifacts and tools, including humanoids, which they consider to be the creations of the deities. Some of Goibhniu’s priests claim that Goibhniu made the dwarves to be the most efficient and practical of all the races, although this is not universally accepted as true. Goibhinu’s paladins believe that they are the tools of Goibhniu’s will, and must protect his more fragile and defenseless creations from harm. Evil clerics of Goibhniu take this view of people as tools to the extreme, using and disposing of other beings as needed.

Gwydion, god of magic (NE).

  • Domains: Arcana, Knowledge
  • Symbol: Staff
  • Worshippers: Humans, high elves, tieflings

The followers of Gwydion advance the learning and teaching of magic and other academic forms of knowledge… usually for their own benefit. They can be helpful under certain circumstances, such as when they compile vast libraries of magical research, but they can also be unreliable, as they save the best knowledge for themselves.

Lugh, god of the arts and inspiration (CN).

  • Domains: Knowledge, Life
  • Symbol: Pair of long hands
  • Worshippers: Humans, dwarves

Lugh has little in the way of a clergy. His priests promote art and beauty, and seek to make real their vision for the world. His servants are the muses, ethereal beings who bring flashes of inspiration and creativity to mortals.

Manannan mac Lir, god of oceans and sea creatures (TN).

  • Domains: Nature, Tempest
  • Symbol: Wave of white water on green
  • Worshippers: Humans, wood elves, dwarves

Manannan mac Lir’s priests use his power to marshal the oceans and benefit their people, keeping tides, storms, and aquatic monsters at bay. His priests do not wander far from the shore, as his power wanes the further one travels inland. Manannan mac Lir is most concerned with defending the ocean from those who would despoil it. The ocean is his vast aquatic laboratory in life, and he responds with fury and destruction to those who threaten it. He is apathetic towards the activities of his servants, so long as they do not harm the ocean.

The Morrigan, goddess of battle (CE).

  • Domain: War
  • Symbol: Two crossed spears
  • Worshippers: Orcs

The Morrigan’s priests use their magic to devastate the battlefield, laying waste to their opponents with no hesitation or mercy. They reluctantly use their magic to heal their comrades, and only if their wounds are truly grievous. After the battle, they present the eyes of the fallen to her carrion birds, earning her favor through trophies. The Morrigan’s paladins wander the earth, seeking battle and combat to prove their worth to their goddess. Wandering paladins of the Morrigan are some of the most dangerous entities in the kingdom.

Nuada, goddess of war and warriors (LN).

  • Domain: War
  • Symbol: Silver hand on black backdrop
  • Worshippers: Humans, high elves, orcs

Nuada’s priests are battle mages, who wreak destructive magic on their opponents and heal their comrades, using their spells tactically and efficiently. They pray for the preservation of their armies and the triumph of their ideals with minimum casualties. Nuada’s priests do not promote conflict where it is unnecessary, and in fact often serve as great peacekeepers in negotiations. Nuada’s clerics usually serve as tactical and spiritual advisors to military leaders, while Nuada’s paladins serve as captains and generals on the battlefield.

Oghma, goddess of speech and writing (TN).

  • Domain: Knowledge
  • Symbol: Constellation of stars
  • Worshippers: Humans, dwarves, high elves

Oghma’s priests promote the learning, teaching, and uncovering of knowledge in all its forms. Oghma’s priests promote education, communication, and transparency. Unlike Gwydion, Oghma does not command her priests to hoard knowledge or keep it secret; in fact, she abhors those who would willingly restrict or destroy knowledge. (Evil clerics of Oghma, then, must find other ways to conceal their quest for power.) Oghma’s paladins are ordered to oppose secret-keepers, from evil magicians to corrupt governments, and lay bare their hidden knowledge. How they do so is up to each individual paladin.

Silvanus, god of nature and forests (TN).

  • Domain: Nature
  • Symbol: Summer oak
  • Worshippers: Humans, wood elves, dwarves

Priests of Silvanus revere the forest and other wild places. She orders her followers to protect and preserve the forest from those who would do it harm. To this end, priests of Silvanus oppose the unchecked expansion of human lands, and do not get along with the Iron Trinity Church. The most fundamentalist of Silvanus’ priests (often Lawful or Evil) regard the forest as the primeval state of being, and believe that humankind should be brought more in line with forest life. These priests and their sects sometimes oppose civilization and even lay siege to cities and towns, trying to replace them with the forest.

Celtic Pantheon

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